this post was submitted on 26 Dec 2025
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It's Fortress Friday! Today we wait for @Doubledee@hexbear.net to finish their turn and for control of the game to pass to @gay_king_prince_charles@hexbear.net, with the following players waiting for a chance to leave their mark on Dwarven history.

Since last week, it appears there has been a mix-up, and I think @gay_king_prince_charles@hexbear.net started playing her turn early. In case it wasn't clear, please refer to the top of the post where I say "this person is ending their turn, and this person is beginning their turn." The list below is upcoming turns. If you are at the top of this list, that means you should be prepared to begin your turn next week. The dates are when the player should check in, download the save (waiting for the previous player to post it first), and begin their turn, not when they should be finished with their turn. I will mark this more clearly going forward.

As a consolation to @gay_king_prince_charles@hexbear.net, she can still comment about what happened, but it will be considered non-canonical, doomed to an alternate timeline, like a nightmarish dream sequence or something. The game must continue from where @Doubledee@hexbear.net left off.

I'm sorry I didn't intervene sooner. I missed it over the holidays.

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

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

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

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

  5. (Beginning Jan. 30) [First slot for new players / second turns begin] @PorkrollPosadist@hexbear.net

  6. (Beginning Feb. 6) @Moonworm@hexbear.net

  7. (Beginning Feb. 13) @Doubledee@hexbear.net

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

As we approach the point where players will begin their second turns, we will transition how we handle adding new players to the queue. Applications at this point will be put +/- two weeks back in the queue (after the next player) so people can have a reasonable amount of time to make adjustments.

Lore

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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[–] PorkrollPosadist@hexbear.net 7 points 4 days ago* (last edited 4 days ago) (1 children)

Well played and a great write-up. rat-salute

I think I'm just locked out of posting more images atm? I'll see if I can insert them later or something.

What I did was cheat a little. I drafted my post in a text editor and uploaded the images as I was writing them. For better or worse, Lemmy doesn't attach image uploads to posts or discard them if the post is abandoned. The Marktor app on F-Droid even displays them inline.

in my defense flipping the lever once didn't actually fix it

I discovered this recently when trying to be cheeky. I was trying to build an irrigation system where pulling one lever will open one floodgate as the other closes. Turns out, levers don't toggle - they set every attached building to either on, or off. Depending on the state of the attached buildings, a lever pull might not cause it to change state. When I pulled the lever on my irrigation system, both of the floodgates opened, even though I had one open and one closed when I attached the mechanisms. Fortunately this was a dry run.

We have a necromancer. No idea what the best thing to do with him will be, but we should try to keep him away from bodies and away from things that frighten him.

Yeah. I just recently had this problem. Thought it would be cool to have a necromancer as Captain of the Guard, but some troglodytes started getting chopped up unexpectedly and absolute chaos ensued with dozens of re-animated arms and legs and Dwarven babies brawling next to the trash chute. I'd definitely give him a well constrained burrow to keep him away from problematic functions of the fort. Technically, these guys don't even need to eat or breath, so you could completely isolate them, but this dumps on their mood (unlike a vamipre, who will not eat or drink anything except blood) and will decrease their efficiency if you choose to make them a book-keeper or lever-puller or something. Could also be funny to wall them off and make them a pump-operator, but unfortunately manually-operated pumps do not transfer power to other machinery.

Regarding the werelemurs, lycanthropic curses begin during world-generation (or gameplay) from characters being cursed by the gods for rolling a critical failure on divination dice or causing damage to holy sites. Like vampirism, it continues to spread through the population from character to character. There are likely more werelemurs at the site this attack originated from. Makes sense - it was an Elf, we're surrounded by Elves. It is very likely we will see more visits from werelemurs specifically (even though there are dozens of other potential lycanthropic curses). They are coming from one (or more) specific nearby settlements. This is also why I prefer not to expel them. It's like catching a mouse and releasing it on your porch. Without boats to deliver them to a remote island, the only solution is magma.

The Goblin visit is interesting. At first I assumed it was just baby snatchers (a relatively benign event, like Kobold theves showing up), but the fact that it is announced as an army with a commander rather than "Snatchers! Protect the children!" means we're definitely in the crosshairs. You are correct, this is not the last we'll see of them. By moving things downward you have cleared space for a Goblinite farm (another potential solution to our coke problem), or any number of other potentially deadly Dwarven hijinx. The original dining hall could potentially drown a whole army, if we find out how to put enough water above it (there IS an aquifer above it, but it would need to be drained into a LARGE cistern over a long period of time in order to be weaponized).

Edit: looking at the save, it might just have been snatchers after all. Guess we'll see.

[–] PorkrollPosadist@hexbear.net 5 points 4 days ago* (last edited 4 days ago) (1 children)

The Elven werelemur who attacked us, Alala Lenavaci, was born in the year -21 (nothing untoward here, Elves are naturally immortal). In 70, he settled in Yelltarget to pursue scholarship. He became an accomplished naturalist, the author of several books on the subject. He is known for being the first to develop the theory of classification by physical features. In 104, he became the Head Executioner of The Curious Coalition, the local government of Yelltarget.

Alala developed a gambling problem, and later became the subject of political intrigue due to his position in Yelltarget. He was the subject of a number of espionage attempts, some which succeeded. In 179, he had been corrupted completely and became an agent of Human outcasts. Bandits probably, or some other criminal conspiracy.

In 184, he profaned The Sanctuary of Menacing in Yelltarget, perhaps by attempting to steal artifacts from the temple. He was cursed by Tacnu Buriedfatal the Fated Skulls, the human deity of death and murder, to take the form of a lemur-like monster every full moon. Shortly after, he fled Yelltarget. The rest of the chronicles detail a series of rampages and expulsions from a number of sites. That's about 20 years worth of full moons for those of you keeping track.

Interestingly, Alala was the patriarch of this curse. He recieved it directly from a deity, not second-hand through infection. This either means we actually ended the curse (unlikely, lycanthropic curses don't work like the White Walkers), or that he simply has been expelled from more sites than anyone else with this curse and our fortress just became a suitable place to visit (I am not going to look up the number of people sharing this curse. That's quite a bit more spoilery).

[–] Oreb@hexbear.net 4 points 4 days ago

Thanks for going into legends for this info! Dwarf Fortress just keeps giving.