this post was submitted on 16 Jan 2026
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Rules

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

  1. (Beginning Jan. 23) [Second turns begin] @PorkrollPosadist@hexbear.net

  2. (Beginning Jan. 30) [First slot for new players] @Moonworm@hexbear.net

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

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

  5. (Beginning Feb. 20) @booty@hexbear.net

  6. (Beginning Feb. 27) @Oreb@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.

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

Some legends

In which Doubledee oversees the destruction of a number of priceless artifacts soviet-hmm :

In the midspring of 203, Thoughts On The Path Of The Moon was destroyed in Beardrenched

In the midsummer of 203, An Offering to Silversalves was destroyed in Beardrenched

In the midsummer of 203, Randomcave was destroyed in Beardrenched

In the midsummer of 203, On Flutesplattered was destroyed in Beardrenched

In the midsummer of 203, The Way With The Mountainhome was destroyed in Beardrenched

(there are a couple more)

In which Porkroll agrees to steal shit:

In the late winter of 203, redacted as redacted corrupted 'Porkroll' in order to have an agent in Beardrenched.  redacted met with 'Porkroll' and made a threat.  'Porkroll' spurned the law and agreed willingly, despite being unafraid.  In the late winter of 203, 'Porkroll' plotted to steal Brimsstyled under the influence of redacted.

In which Booty oversees endless necromancer shenanigans (there's like 20 screen-lengths of this shit lmfao):

shit getting killed than revived then killed again

Also, confirmation that it was indeed a Kobold who killed the Roc:

In the late summer 205, Tursnus mortally wounded the roc The Sunny Right, who bled to death, with a iron arrow from a iron bow in Beardrenched.

[–] Doubledee@hexbear.net 1 points 7 hours ago

I've never looked that closely at legends mode, I wonder what leads a dwarf to destroy artifacts, if it's a personal thing or if I somehow mismanaged the artifacts. Now I need to do more wiki digging.

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

In which Booty oversees endless necromancer shenanigans (there's like 20 screen-lengths of this shit lmfao):

They seemed like such harmless smol beans, how should I have known to watch them for shenanigans blob-no-thoughts

Also, confirmation that it was indeed a Kobold who killed the Roc:

Am I reading it right that this was a 48 year old kobold who killed nothing before slaying the roc? That's a hell of a story. iirc one or two of her companions died to it, right?

[–] PorkrollPosadist@hexbear.net 1 points 1 day ago

The Roc had a long history with an enemies list four or five screens long, but I guess either there is no simulated combat, or these events were purged from the annals as "insignificant figures" (I enabled this option to reduce filesize)

The Kobold has no history prior to the ambush. I'm guessing these characters get generated for the ambush event.

She was associated with a Kobold civilization through. A rather uneventful one. (This is the full history of Thlukubuslumis)