this post was submitted on 19 Dec 2025
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It's Fortress Friday! This week we wait for @Moonworm@hexbear.net to finish their turn and for control of the game to pass to @Doubledee@hexbear.net (please confirm), with the following players waiting for a chance to leave their mark on Dwarven history.

  1. (Dec. 26) @gay_king_prince_charles@hexbear.net or Booty (to be resolved in this thread)

All turns following might move forward one week depending on Gay King Prince Charles's availability.

  1. (Jan. 2) @booty@hexbear.net

  2. (Jan. 9) @context@hexbear.net

  3. (Jan. 16) @Oreb@hexbear.net

  4. (Jan. 23) @Infamousblt@hexbear.net

  5. (Jan. 30) First slot for new players, otherwise second turns begin from the top of the list (Porkroll, Moonworm...)

New players are welcome to apply in this thread. All players and spectators are encouraged to load up the save and see what's going on first hand.

Dwarf Fortress News

~~On Thursday (12/18/25) version 53.07 of Dwarf Fortress was released. An update to DFHack was published hours later.~~

~~This version has several cool changes, however it appears there is a bug which causes deconstruction to receive a severe time penalty (like removing a stone door or block wall takes you just as long as the invaders). We'll try to hold out on 53.06 if we can (it is what it is though, if the save goes up a version we'll embrace it).~~

Version 53.08 has been released, solving the problems with 53.07. We should be good to go with this version. The save which Moonworm just uploaded is still compatible with 53.06 though.

Lore (previous threads)

Episode 1

Files

Season 1: generated world | Ep. 1 | Ep. 2 (current save) (UPDATED 8:30 PM Eastern time)

How to play

Importing the save

Dwarf Fortress saves are not stored in a single file. They are stored as named directories containing over a thousand individual data files. In order to load the game, you need to download a zipped archive of the save and place it in your Dwarf Fortress save directory. This directory can be located in a number of places depending on which OS you are using and what settings you have enabled.

If Portable mode is enabled (not default), the save directory will be located in the same directory as dwarfort / dwarfort.exe. If you are using Steam with the default locations, these are:

On Linux: ~/.local/share/Steam/steamapps/common/Dwarf Fortress/save

On Windows: C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\save

This directory might exist, even if Portable mode is turned off (default), but in that case it will be ignored by the game. Instead, save files are stored somewhere in your user directory.

On Linux: ~/.local/share/Bay 12 Games/Dwarf Fortress/save

On Windows: %AppData%\Roaming\Bay 12 Games\Dwarf Fortress\save

Extract the FFSeason1 directory from the archive and place it inside of the appropriate save directory, then you should see it after starting the game.

Stopping the clock

By using a combination of the "Autosave Frequency" (any setting as long as it is not "Off") and "Pause after every autosave" options, you can cause the game to pause at the exact moment the calendar ticks over to 1st Granite (the first day of the year).

After the game pauses, you still have the opportunity to do a couple minor things, like designating blueprint tiles to label hazards, noteworthy sources of material, or leaving graffiti. You can also rename stockpiles and rooms, etc. before writing the final save. You should avoid doing anything that will substantially change the behavior of the fort or generate labor tasks (like creating / removing stockpiles, changing which items are allowed to be stored in stockpiles, enabling / disabling standing orders, creating new work orders, or designating new rooms / meeting areas). Military schedules often change at the start of a season (e.g. the "staggered training" preset). This is fine.

Any blueprints left are merely suggestions. The next player is free to ignore them. If you wanted something built there, you should have microed your miners better :P

Exporting the save

When Dwarf Fortress creates auto-saves, or if you use the "save and continue playing" feature, Dwarf Fortress will write these saves to an alternate directory (e.g. autosave1 or pull the lever). When you finish your turn, you need to use the "Save and return to title menu" option and choose "Save to this timeline." You need to do this even though the game just created an auto-save. This will write the save back to the FFSeason1 directory, which you can then place in a zip archive and submit.

Making your submission.

Save files can be e-mailed to fortress-friday@matapacos.dog ahead of time. Some e-mail services (like Gmail) prohibit sending large enough attachments, but if it works on your end, it should work on mine. Otherwise, the file may need to be hosted using a third-party service. Dwarf Fortress File Depot is the canonical service for this (they have a category specifically for community games), but any service which doesn't require me to create an account or jump through flaming hoops is acceptable. Currently, the compressed save is about 50MB. It won't get any smaller with time.

Alternately, submissions can be made as a reply to the following week's Fortress Friday post, which will be posted in anticipation of a submission. This thread will be posted and used to coordinate the game and get the proper files into the hands of the next player regardless of if the anticipated turn was completed.

Whether or not the file was transferred in advance, The player who just completed their turn should make a top-level comment in this thread describing noteworthy events of their turn. You are encouraged (but not required) to roleplay and continue to spin a fantasy narrative out of it, but you don't need to write us a Tolkien novel - especially if you are pressed for time and have other shit to worry about. This shouldn't feel like a homework assignment.

My initial submission will be excessive because I am also covering the results of world-generation, the historical circumstances of the civilization we chose, and the embark. Subsequent posts will mostly be focused on chronicling events in Fortress Mode. You are absolutely not expected to export the world history and spend hours dicking around in Legends Viewer spinning up backstories for every minor goblin who gets turned into dog food.

What if a turn is not completed / running late?

If you anticipate not being able to complete your turn, just let us know (the sooner, the better) so we can make adjustments. Shit pops up. There are more important things in life than a stupid game. We won't be mad at you.

In case Fortress Friday rolls around and there is no submission, Tentatively, I think we give the player 24 hours to actually make their post before we start openly contemplating passing to the next player, followed by another 24 hours to find out which of the next players is actually available. So if there is no update by mid-Saturday, we find another candidate, and if there is no word by mid-Sunday, they are given the green light to play.

What if a turn is completed early?

You can tease us (it's reassuring to know progress is being made), but hold on to your spoilers until Fortress Friday. I think keeping this thing on a regular schedule will do a lot to keep everybody looking forward to updates and keeping things organized. If anticipation is eating away at you, try to fill in some lore and backstory.

Rules

There are not many hard rules, but generally

  • You play for one year in-game time. Turns should begin and end on 1st Granite.

  • Avoid using blatant exploits (the game is built of cheese, so this is sort of like the pornography rule, "you know it when you see it.") Things like perpetual motion machines or material duplication schemes should be shunned. Some things classified as exploits, like "atom smashers" should be fine as long as their applications aren't egregious.

  • Try not to save-scum (Do save though. Crashes happen, and named "save and continue" saves won't clutter the main save).

  • You are free to use DFHack, but do not use any of it's "Armok" (god-mode) features. Also, try to keep it modest. The fort shouldn't fail catastrophically if the next player doesn't have DFHack installed.

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[–] Moonworm@hexbear.net 7 points 3 weeks ago* (last edited 3 weeks ago) (3 children)

From the notes of Moonworm Lolordesis

Praise Ral the Ivory, may the accounts herein show a blessed and prosperous record.

Granite, 202

A year into carving these halls, past the sodden ground, we look proudly on the grand chamber that hosts our cells and workshops. We live here, work here, and he we take our repast. But it is time to strike deeper. The caverns stretch beneath us, wealth glimmering in their labyrinth. I will lead the charge to bring us closer, starting with the commissioning of a new temple and residential complex in their midst, from where we might appreciate the majesty of the deep earth. My pick hungers to strike the shale!

The new chambers are progressing well. I've made the decision to let the growing number of adventurers access the caverns to clear out some of the dangerous wildlife.

Slate

I've made a masterpiece of an altar for the new temples.

Unfortunately the dwarf seems to have either stopped making a record or the remainder of the notes have yet to be found. But through careful archaeological reconstruction and collation from other sources we can determine that Moonworm's projects in year 202 consisted of creating an expansion to the fort on the level of the upper caverns, including bedrooms, the beginnings of a temple quarter, a tavern, a new entrance to the caverns defended by pressure-plate-triggered bars and a pair of bolt-throwers, and a barracks and hospital nearby.

There is evidence of limited steel production from this period and a corresponding charcoal industry, although the levels suggested indicate the presence of outside trade for fuel. There are a handful of armor pieces consistent with the cultural imagery associated with this period, suggesting that the militia was re-equipped and expanded.

Curiously, there is a lack of evidence of dwarven migration to the fort at during this time. Theories about this are mixed, with some pointing to the overall low dwarven population in this period. There is however some evidence in bardic tradition that point to Beardrenched as a fort that hosted numerous adventurers seeking to slay monsters in the caverns, which is supported by the writings of Lolordesis.


Had a fairly quiet year in the fort. I procrastinated my turn until last night so I didn't do any huge projects and just tried to complete it. But the fortress is stable and continues to function, so I'm sure future players will be able to make use of the few new facilities I got done. For now the adventurers and guard dogs have been sufficient to deal with any dangers, but I'm curious how effective the cavern entrance defenses will be. I set up a few more recurring work orders, but recommend more. Look forward to seeing how the fort progresses!

[–] Doubledee@hexbear.net 7 points 3 weeks ago

Hey, somebody has to do the less glamorous parts. I look forward to unpacking what you got done! Also to see the update in action, I'm really curious how much they tweaked dig/dismantle times.

[–] PorkrollPosadist@hexbear.net 6 points 3 weeks ago* (last edited 3 weeks ago) (3 children)

A quiet year perhaps, but you certainly laid down a lot of needed infrastructure. I see we now have temples, a hospital, a tavern, another 20 or so bedrooms.

I don't know how well the micro-temples work in practice, but I really like the idea. I've never tried doing it like that before. There's probably no way to satisfy a petition this way, but it may cover prayer needs better than a single non-denominational temple (which does basically fucking nothing).

A hall with 6 micro-temples

I see we've got some steel armor and actual militia training going, which is great. The bolt throwers and traps for the top cavern look pretty cool. It does look like all 200+ bolts have been claimed by the (non-existent) hunters though. Something probably needs to be reassigned in a menu somewhere. That reminds me, I never assigned a ranger to be InfamousBlt's character.

Cavern foothold, including a hospital, barraks, and trapped hallway

Looks like it will be Doubledee's job to make it past this second aquifer layer and find out what plesant surprises wait for us in the depths below (or not. I'm not your boss).

[–] Doubledee@hexbear.net 6 points 3 weeks ago (1 children)

Wait generic temples don't do anything? I guess I never paid attention to whether they felt like their needs were getting satisfied since folks were always praying and meditating in mine

[–] PorkrollPosadist@hexbear.net 6 points 3 weeks ago* (last edited 3 weeks ago) (1 children)

They serve as meeting halls, which can be useful to funnel dwarves towards artifacts, preachers, or musicians for happy thoughts, in addition to serving as a place to socialize, but if they have a desire to pray to a specific deity, they can only fulfill that need in a dedicated temple. An undedicated temple might mitigate the severity of this unhappy thought though - the wording changes depending on if they couldn't pray at all or if they couldn't pray in a dedicated temple. They are never happy that they got to pray in an undedicated temple though.

[–] Doubledee@hexbear.net 6 points 3 weeks ago

Good to know. Maybe all it does is eliminate the need. I'll have to dig in to that more when I'm off work. Thanks!

[–] Moonworm@hexbear.net 5 points 3 weeks ago

The little shrines are there to serve as a temporary service and later to decorate the entrance to a larger temple zone in my figuring. I guess I also just like to torment myself getting specific sculptures produced.

I did already unassign the bolts from the hunters, so unless they've been claimed again it might just take a minute for them to go to the throwers. One can manage ammo in the 'other' tab of the labor menu.

I also grabbed a couple of books off of traders and wasn't sure to do with that little statue room with the windows, so it might make a good library.

[–] PorkrollPosadist@hexbear.net 5 points 3 weeks ago* (last edited 3 weeks ago) (1 children)

Some interesting engravings as well

Engraved on the floor is a finely-designed image of 'Oreb' Boltplan the dwarf and dwarves by 'Moonworm' Lolordesis. 'Oreb' Boltplan is surrounded by the dwarves.  The artwork relates to the appointment of the dwarf 'Oreb' Boltplan to the position of militia commander of The Hammer of Reason in the early spring of 201

Commemorating Oreb's appointment as Militia Commander. I had changed the name to "The Copper Claw," but we have steel now and "The Hammer of Reason" goes pretty hard too. Maybe we should switch back.

Engraved on the floor is a finely-designed image of Choose The Funnel the slate-bound codex by 'Context' Ablelcustith

"Choose the Funnel" is a procedurally generated artifact work of literature. It is actually in possession of one of the monster slayers in the tavern.

Character card for Catet Ucimuci, a human swordsman.  He is carrying Choose The Funnel in his right hand

Engraved on the floor is a well-designed image of Nisa Styledraces the elf and Masnam Waxhail the Oaken Butterfly the savanna titan by 'Moonworm' Lolordesis.  Masnam Waxhail the Oaken Butterfly is striking down Nisa Styledraces.  The artwork relates to the killing of the elf Nisa Styledraces by the savanna titan Masnam Waxhail the Oaken Butterfly in Flutesplaterred in the Forest of Ropes in the midsummer of 58 during the rampage of the savanna titan Masnam Waxhail the Oken Butterfly in Flutesplattered

Engraved on the floor is a finely-designed image of Iyathi Viperamazes the elf and Masnam Waxhail the Oaken Butterfly the savanna titan by 'Moonworm' Lolordesis.  Masnam Waxhail the Oaken Butterfly is striking down Iyathi Viperamazes.  The artwork relates to the killing of the elf Iyathi Viperamazes by the savanna titan Masnam Waxhail the Oaken Butterfly in Flutesplaterred in the Forest of Ropes in the midsummer of 58 during the rampage of the savanna titan Masnam Waxhail the Oken Butterfly in Flutesplattered

A couple memorials to Elves slain in a titan rampage in year 58. The Forest of Ropes is the specific pocket of taiga forest we settled in, so the location of the event depicted in these engravings is rather close. Flutesplattered is the closest settlement north-east of Beardrenched. Only two tiles away on the world map - less than half a day's travel by foot. It's not impossible that if we keep digging, we might find Nisa's or Iyathi's bones.

[–] PorkrollPosadist@hexbear.net 5 points 3 weeks ago* (last edited 3 weeks ago)

In world news, it looks like The Misty Nightmares have sent an army to besiege Fondledmachine, a fortress of The Emerald Rag. Unfortunately, even if we had the resources to send a squad to relieve them, the fortress is unreachable from our location, on the opposite side of a vast mountain range called The Point of Plaits. The Misty Nightmares have several sites which are within our reach though. One day, we will retaliate. Not only to avenge Fondledmachine, but to avenge our Dwarven brothers of The Glazes of Sun as well. We should continue the military training program which Moonworm has set into motion, and try to fool some of these human monster slayers into becoming citizen soldiers as well, despite their awkward armor size requirements. That necromancing douchebag in Boltgates can wait. We'll take care of him too.

spoiler: possible end game ideaTake the necromancer's slab and return it to hell

"I'm giving the covenant back their bomb"

[–] Oreb@hexbear.net 4 points 3 weeks ago

Just checked out the save and it's looking good! Oreb is stoked about her steel breastplate and helm. Now to train and prep for the dangers ahead!