this post was submitted on 09 Jan 2026
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Rules

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It's Fortress Friday! Today we wait for @booty@hexbear.net to finish his turn and for control of the game to pass on to @Oreb@hexbear.net (please confirm), with the following players waiting for a chance to leave their mark on Dwarven history.

  1. (Beginning Jan. 16) @Infamousblt@hexbear.net

  2. (Beginning Jan. 23) [First slot for new players / second turns begin] @PorkrollPosadist@hexbear.net

  3. (Beginning Jan. 30) @Moonworm@hexbear.net

  4. (Beginning Feb. 6) @Doubledee@hexbear.net

  5. (Beginning Feb. 13) @gay_king_prince_charles@hexbear.net

  6. (Beginning Feb. 20) @booty@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 (as of Episode 3), the compressed save is about 58MB. 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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[–] booty@hexbear.net 5 points 2 days ago* (last edited 2 days ago) (3 children)

I must admit to having been somewhat overwhelmed by the state of the fortress! There are several things my predecessor recommended that I simply couldn't figure out how to do, and others that I thought would likely spell disaster if I attempted them. None of them have been completed, so I will include those in the recommendations at the end! Also, while I do love to write some silly fantasy flavor text for this type of thing, today I just wanted to get this post out there and not bog down the proceedings. Next time maybe I'll have more time to write up a fun story for you all. For now, here's what happened.

The Story of the Year 205:

The year began as one would expect. On the 4th of Granite, we were assailed by a divine entity in the service of the god Adil. It slew a few dwarves in battle and left behind strange armaments of multicolored metal and a skirt of blazing cloth.

In the following months, I did some work on building a temple for which The Tin Doctrines petitioned while we were repeatedly assaulted by small raiding parties ("ambushes") of goblins and kobolds. I also attempted to investigate the theft of Brimsstyled, but my thorough investigation has resulted in several conflicting confessions, which makes me concerned about the idea of assigning punishments. During this time I also got back up to my old shenanigans and mined some tetrahedrite in order to make copper and silver coins to commemorate my brief and ill-advised tenure as manager.

Disaster struck in mid-Malachite when one of several goblin raids caught Doubledee off guard and brutally murdered them! I built a large tomb for them behind the new temple and placed a statue in their honor near the tavern. Near their tomb, I began work on an expansive catacomb to prevent the fortress from getting too haunty. Side effect: Now the fortress is significantly more spooky. I leave it to you to decide which is worse.

In Galena, our luck came in the form of a very unfortunately timed kobold raid. As the kobolds were attempting to reach our door, the roc Adkìrar arrived. The two groups met and repelled one another without our military having been involved.

Things were rather quiet from then until the 11th of Timber, when as far as I can tell a troglodyte managed to slip into our tavern. This upset several people, who decided it wasn't welcome there. Once it was dead, many of the taverngoers felt that there had been altogether too little fighting, and thus began the Great Timber Brawl of 205. This grand melee went on for six days and ultimately resulted in eighteen deaths, bringing our population down from 221 to 203.

(Some people died of their wounds over the following weeks)

Winter, having been welcomed in with such a grand blood sacrifice, was mercifully peaceful, and allowed our dwarves time to rest, recover, and prepare for the no doubt harsh year ahead.

To do:

Inherited from my predecessor:

  • Put a roof on the guard house outside of the foot entrance. The sun keeps making dwarfs sick and we are vulnerable to flying creatures right now.

  • Find a way to pump out the water filling up the trenches underneath bridges. A bit of water is nice because it drowns invaders, but too much water makes the pit ineffectual. There's a flooded trench in the main foot entrance as well as the gate to the level 2 caverns.

  • Reroute the new entrance such that it doesn't use the same path as the trading depot.

  • Improve the gate to the deeper caverns and possibly explore them.

  • Get the marksdwarves actually training because I don't think I did that right.

  • Restore bolt production

  • Find a way to train the elk birds. They are too cool to sit in cages

  • Get rid of the forgotten beast

  • Last but not least, investigate the theft of brimsstyled.

Assigned by me:

  • Finish turning the farmer guildhall across from the new temple into a Grand Guildhall, lest the farmers become discontent.

  • Handle the traps, which seem to have caged animals in several places but never been reset. (I'm not totally sure what we wanna do with caged animals. Or troglodytes for that matter, several of which I simply placed in a hallway to get them out of the way so the traps could be reset)

  • Seriously work on the military, things are getting spicy.

  • Edit: forgot to mention, please fix the caravan access way. I tried to do it myself but it didn't work. We can't receive wagons. I'm bad at civil engineering failure

File (I think I did this right)

(also I put this comment in the wrong thread for a sec lmao)

Holy hell, this is heating up. We really need to invest heavily into defenses and military soon. Something is close to us that doesn't like us, and all the prophets and the Messenger of Adil can't be a good sign. I'm interested in the entity and what brought it here, and if there's a larger story here. It's too bad that my cage traps didn't work against wandering trogdylites and that one sneaked in. The brawl also made me remember that we don't have a system for necros during chaos — did any bodies get revived by our necros and cause more damage? Lastly, who died during the brawl?

[–] PorkrollPosadist@hexbear.net 5 points 2 days ago* (last edited 2 days ago) (1 children)

The file works.

New wildlife spotted:

Character card for a porcupine

In Galena, our luck came in the form of a very unfortunately timed kobold raid. As the kobolds were attempting to reach our door, the roc Adkìrar arrived. The two groups met and repelled one another without our military having been involved.

Well there goes our chance to dine on Roc eggs. Probably for the best though, those things are devastating.

Update: Looks like the Kobolds managed to actually kill it. Wild. I thought they were total push-overs, now I'm scared of those little guys. The dead roc's SKELETON weighs 3720 ~~kilograms~~ Urists. I wonder if we can carve bracelets out of it...

Our towering loris friend is accumulating the blood of assorted cavern fauna like a Katamari.

Character card for Usu Hatednightmares, Forgotten Beast.  It has the blood of various cavern creatures covering many parts of its body.

[–] booty@hexbear.net 5 points 2 days ago
[–] Doubledee@hexbear.net 4 points 2 days ago (1 children)

Aw man didn't see myself going out that way. It was inevitable.

[–] booty@hexbear.net 4 points 2 days ago

I tried my best to honor your memory! Hopefully the copper statue is satisfactory :)