At 3:37 the cats in-game are perfectly simulated...your cats started deliberately screwing with you by leaving you dead birds as presents on your skyscraper when it was super inconvenient. That's excellent programming.
I still have no idea how to play DF, but "minecart shotguns" are one of the many reasons why I still love it. Sending a fast minecart loaded with sharp things and suddenly stopping it to fling the contents of it at your enemies... That's just ingenious of the players and a testament to the in-depth simulation of everything in this game.
I feel like I need to thank you. Your tutorials and occasional glaces at the wiki have turned me from a player who has no idea what they're doing in this game to somebody who can make a functional fort with a terrifying method of defense. I've been playing for years on and off with a desire to learn more, but since the Steam release I'm starting to finally get a grasp on the game, and I'm enjoying myself more than ever.
So glad to see you do this one, and definitely going to watch again when I try and make this myself. Too bad there aren't any caustic chemicals to make something truly evil. I mean, besides lava, but that would probably instantly kill you just being near it without serious protection, let alone touching it.
lol as a long time player im having the opposite experience. its legit killing me straining my eyes trying to figure out what's going on in game and in videos like this. looks pretty tho and im glad a lot of people prefer it and its helping people get into the game, but i'm happy they're not getting rid of the old graphics
@@barzontus Even with the graphics I was still intimidated. Finally bought the game, still didn't open it for days. When I finally tried and got through some of the initial learning curves I have fallen in love. Tried a handful of different saves and messing around with different mechanics. My current one is almost 2 years in and I only have 18 dwarves but they are all happy so I feel accomplished enough. I had 5 beds for a while so I think it discouraged migrants but now I have more single bedrooms than dwarves.
@@BraveCat9927check if the mountainhome trading caravan is still in your map. I had no migrants for years bc the merchant won't leave. After like 3 ingame years I deleted the trade depot and he left. Then the migrants came
Thanks for a clear tutorial. It will help so many!" Took me a few hours as well to get it to work, but it was totally worth it! My shotgun was loaded with bone rings and is used to train my melee squads in their danger room. They spar while dodging wooden spears and sporadic bone ring blasts. When they got into actual combat, they danced around the goblins like ....elves.
@@magnus0017 I created upward spear/spiketraps in a chessboard pattern on the floor of the training room. I leave some room for the dwarves to dodge into, thus the pattern. Then load the traps with training spears and attach all of them to one lever. Place the lever in a crowded area and set the "pull lever" action on repeat. Many who pass it will trigger it creating the "automation". I did try doing it with pressure plate activation, but the lever is easier to quickly halt if one of the trainees gets hurt.
@@Klavian1, try building a water repeater. It's very easy to build and turn off if needed (just a lever pull too). I can't share the wiki or forum links sadly because YT is stupid but here's a scheme ~~~ WwW WFW WBW WPD WFW WWW ~~~ River/brook WwW - Walls, wall to be channeled out after construction WFW - shutoff floodgate (linked to exterior lever) WBW - Raising Bridge (1 tile, direction doesn't matter) linked to plate WPD - Pressure plate set to 7-7, Door for access WFW - Floodgate linked to plate WWW
LMAO the most important thing I learned is that you can turn the framerate down manually!? Why did it set I to max and wonder why I couldnt see shit happening because it was so fast!!!
I remember trying to build something like this a few years ago but it didn't quite work. I might have build the track all the way up to the fortification. Not sure exactly why that would break it but I remember the stuff in the minecart was just falling on the floor around it. And then I got confused about weather the stuff flies out the cart on the same z-level as the cart or if it comes out the 'top' of the cart on the z-level above.
I just tried to push a minecart with rocks up some ramps with rollers but it was to heavy. Now it just goes up two ramps before slowing down and going down again into the rollers.
I just learned that game speed is based off of fps. I was wondering if there was a way to slow the game down, since I didn't enjoy how quickly a werehorse infection destroyed my first fortress and was feeling meh about the game without a way to slow down the action. Thanks Blind!
This is really cool, but how do you ensure the enemy goes towards your shotgun rather than focusing on something else? Is it just a case of build it at the entrance of your fort?
In short, yes. You build it 'aimed' at the entrance to the Fort. Ideally you'd design the entrance to be a narrow tunnel that forces the invaders to clump up as they pass through, with a single tile opening at the end leading into to the Fort proper (otherwise the invaders won't approach, they'll just mill around outside waiting for you to come out). You need to effectively trick the AI into thinking they have a clear path to your dwarves (and your dwarves need to be assigned to a burrow so they don't enter the tunnel to either get attacked or get hit by the minecart shotgun). You can also build a more complex system with multiple minecarts in a line so invaders will be hit with volleys as they pass by. You can add additional layers of defence too, weapon traps further up to attack anyone who advances faster then the main pack, elevated fortifications for crossbow armed dwarves to pepper them with bolts, or even filling the minecarts with lava to spray then with fire. And for the last ditch defence having a retracting bridge right before the 'main gate' that drops into a pit (preferably filled with spike traps or dangerous beasts like crocodiles or bears or lava or deep water - or all of these) with another bridge that lifts towards the pit ready to throw more in... Yes the invaders won't be able to get in and will likely pull back, but your Fort will be safe and you can also reset and do it again if they aren't already fleeing by that point. Only limit is your imagination, patience and game knowledge.
@@andromidius, you can easily tether some animals and build some furniture there to get the attention of the AI. The usuaI attackers will definitely target the animals and the bulding destroyers will try to destroy the furniture. Having an unforbidden door also works for attracting the AI's pathfinding. And you can just forbid it when they're close. Won't help with a bulding destroyer though =D If you don't make an elevation drop just before it so it's not accessible from the same layer it's located on.
You know I tried everything, but my dwarves wont do shit i tell them to do. 4 of them went Berserk and started to make all females leave. Weird. And the fact that all the females are the growers of my fortress makes it hard to keep going.
I would love a short tutorial about how to get started with browsing in legends mode. I've tried but I find it kinda opaque to get started, and I also can't seem to find the historical maps of territory in the new UI (tho maybe that was a feature of legends browser anyway).
I do have a question since i dont have any way of dealing with my refuse yet would normal refuse like trog bits and bones and vermin corpses work as ammunition for it or would those not be dangerous enough?
Thanks for the tutorial, love the video! I have a question, is the windmill built up there just for later use or does it have anything to do with the minecart shotgun setup?
if you want a minecart loop powered to run forever on roller wheels (disabled via switch) yes, lead would carry a LOT more momentum. Impacting goblins, dwarves... and lets be honest children will slow the cart down so it is possible for the cart to get stuck on a horde invading your fort. Kruggsmash did some videos testing these out. However, if you are using minecarts as a shotgun, then the minecart can be made of anything, but the ammo should match the damage type. Bars of lead can be a pretty brutal projectiles. Steel sharp objects are also good if you have enough steel. Generally they arn't the most powerful "trap" because of their spread; however, some creatures do not trigger traps and this could be an option.
can you make one about clothing? I don't know if there is any purpose to making any so I haven't and I'm wondering if this is a bad thing and if it is the cause of my 4 really angry dwarves
Well you could always check your dwarves' recent thoughts (examine a dwarf, their most recent thoughts are at the bottom) Usually gives you a decent idea of what's stressing the buggers out
@@elowin1691 I’ve done that but it’s always “reliving trauma” or something like that. I guess it’s not clothing since I haven’t seen any of that. I wonder if clothing would increase their mood though since I can’t fix trauma.
Training would turn your dorfs into Swiss cheese. Very effective against the enemy. While super ineffective these days the only training item that does still kind of work would be shell crafts.
Blind, I know this may be basic or trivial, but how about a tutorial on building walls. Primarily outside defense type walls. I'm having trouble making anything larger that one block high. My dwarfs just won't construct anything higher.
if you watch this tutorial you can grasp the exact understanding: 0:50 he setted some walls to be build 1:39 then set stairs from the lvl you built the walls to up as much levels you want your wall will be i suggest to keep the stairs and build some fortifications on top for your marksman train on some tree-hugger-pointy-ear-sneaky-beak personally i prefer defense walls have 3 tile width so merchant wagons can access thru a ramp (a lil wider then he is building 2:13, but same process). I usually dont put gate-keeps, but i prefer make bridges with 1 or 2 tile holes under it, so my marksman can have their time training with stuck-in-a-hole-moving-targets
Can you make a video on what all of the parameters in the search for embarkment site mean, as well as what it means to pick a starting civilization? Also a video just dabbling in advanced world creation?
I have a pretty shitty kid who is currently shooting my pets and constantly throwing tantrums, which is overall bringing the mood down in my fortress. I think I'll have to take of it via minecart lol
Hey blind. Love the tutorials. Could you make a quick video on libraries? I think I'm missing something here. I built one with scribes, scholars, book cases, tables and the works. My dwarves haven't written anything in 4+ years.
@@kreisaisjelis Hey thanks for replying to this. That was an issue from several forts ago. I had assigned scribes and scholars to the library but they wouldn't produce books. Pretty sure it was a bug. The library in my next fort produced TONS of books.
When "Some migrants have arrived" popped up right after "We're good to go." I immediately thought "Oh good, new targets." I may have been playing a bit too much DF recently...
At 3:37 the cats in-game are perfectly simulated...your cats started deliberately screwing with you by leaving you dead birds as presents on your skyscraper when it was super inconvenient. That's excellent programming.
I still have no idea how to play DF, but "minecart shotguns" are one of the many reasons why I still love it.
Sending a fast minecart loaded with sharp things and suddenly stopping it to fling the contents of it at your enemies...
That's just ingenious of the players and a testament to the in-depth simulation of everything in this game.
I was thinking about filling one of these with lead coins and trying that against a goblin invasion. Thanks for showing an example!
Coins can be used to train dwarves at juking. You sure this will even do damage? lol
@@suntzu6122 Seth would have word with you.
@@suntzu6122 say that to all 5 dwarves who had their throats cut open by lead coins in my fortress
I feel like I need to thank you. Your tutorials and occasional glaces at the wiki have turned me from a player who has no idea what they're doing in this game to somebody who can make a functional fort with a terrifying method of defense. I've been playing for years on and off with a desire to learn more, but since the Steam release I'm starting to finally get a grasp on the game, and I'm enjoying myself more than ever.
Another banger, thanks so much for simplified explanations of advanced concepts for new players.
So glad to see you do this one, and definitely going to watch again when I try and make this myself. Too bad there aren't any caustic chemicals to make something truly evil. I mean, besides lava, but that would probably instantly kill you just being near it without serious protection, let alone touching it.
See, that's why you make a system to pump the lava into an enclosed chamber to melt anyone trapped within.
Ive seen system that drops stones into the lava lake, and bcs of that lava erupt deadly gas that kill anything alive. Try that i guess?
I'm pretty sure (but test for your own FUN purposes) that magma can be stored and moved in magma-safe containers.
We do have quicklime, but it doesn't have any of the nasty effects in game.
Probably could fill the minecart with barrels of venom...
I think the graphics help a lot in understanding this. I can follow along just fine, but I'd have a harder time in the ascii mode.
lol as a long time player im having the opposite experience. its legit killing me straining my eyes trying to figure out what's going on in game and in videos like this. looks pretty tho and im glad a lot of people prefer it and its helping people get into the game, but i'm happy they're not getting rid of the old graphics
@@barzontus Even with the graphics I was still intimidated. Finally bought the game, still didn't open it for days. When I finally tried and got through some of the initial learning curves I have fallen in love. Tried a handful of different saves and messing around with different mechanics. My current one is almost 2 years in and I only have 18 dwarves but they are all happy so I feel accomplished enough. I had 5 beds for a while so I think it discouraged migrants but now I have more single bedrooms than dwarves.
@@BraveCat9927check if the mountainhome trading caravan is still in your map. I had no migrants for years bc the merchant won't leave. After like 3 ingame years I deleted the trade depot and he left. Then the migrants came
@@danielberlien3680that was an old glitch that got patched. I’m still having trouble getting them to build floors fast
Glad you're covering more advanced stuff and not just the basics.
Thanks for a clear tutorial. It will help so many!" Took me a few hours as well to get it to work, but it was totally worth it! My shotgun was loaded with bone rings and is used to train my melee squads in their danger room. They spar while dodging wooden spears and sporadic bone ring blasts. When they got into actual combat, they danced around the goblins like ....elves.
Oh my God I love this idea. how did you set up the wooden spears part?
@@magnus0017 I created upward spear/spiketraps in a chessboard pattern on the floor of the training room. I leave some room for the dwarves to dodge into, thus the pattern. Then load the traps with training spears and attach all of them to one lever. Place the lever in a crowded area and set the "pull lever" action on repeat. Many who pass it will trigger it creating the "automation". I did try doing it with pressure plate activation, but the lever is easier to quickly halt if one of the trainees gets hurt.
@@Klavian1, try building a water repeater. It's very easy to build and turn off if needed (just a lever pull too). I can't share the wiki or forum links sadly because YT is stupid but here's a scheme
~~~
WwW
WFW
WBW
WPD
WFW
WWW
~~~ River/brook
WwW - Walls, wall to be channeled out after construction
WFW - shutoff floodgate (linked to exterior lever)
WBW - Raising Bridge (1 tile, direction doesn't matter) linked to plate
WPD - Pressure plate set to 7-7, Door for access
WFW - Floodgate linked to plate
WWW
I like that you got jokier this time. Not TOO goofy, but cute. Thanks!
11:13 Re: De-catifying your fortress: my first thought was - can you fill the mine cart with cats and throw them at goblins?
Yes you can if they are in a cage
Excellent way to greet the elves! 🥳
fill the cart with logs and a note: "go hug a tree now!!"
Please do an advanced Railcart transport system :)!!!!!!
Love the series my guy!
LMAO the most important thing I learned is that you can turn the framerate down manually!? Why did it set I to max and wonder why I couldnt see shit happening because it was so fast!!!
Can you somehow trigger this as a trap with a pressure plate??
proably can
maybe you can connect the gear assembly to a pressure plate and place the minecart on the roller?
I remember trying to build something like this a few years ago but it didn't quite work. I might have build the track all the way up to the fortification. Not sure exactly why that would break it but I remember the stuff in the minecart was just falling on the floor around it. And then I got confused about weather the stuff flies out the cart on the same z-level as the cart or if it comes out the 'top' of the cart on the z-level above.
if only we could load the minecart with children.
yeah.. that would be the dream..
Let the modders work their magic
We could. Then dev capped it to 1.
"And that kids is the story of how Dwarf Fortress also became banned in Australia for war crimes"
Dude this is how you ally goblins.
I just tried to push a minecart with rocks up some ramps with rollers but it was to heavy. Now it just goes up two ramps before slowing down and going down again into the rollers.
build rollers all the way up ya goof
I just learned that game speed is based off of fps. I was wondering if there was a way to slow the game down, since I didn't enjoy how quickly a werehorse infection destroyed my first fortress and was feeling meh about the game without a way to slow down the action. Thanks Blind!
Settings > game > set ingame fps defaults to 100 set it to whatever.
there are also keys for increasing and decreasing fps, defaults are ALT = and ALT -
Don’t know if I’m courageous enough to use this for topside defense but I’ll definitely consider using it for cavern entrance defense
quantum stockpile is life saver when it comes to store XXXXX units of stone :)
Finally, a solution for the things my weapon trap corridor fails to murder.
Thanks for the tutorial! Could you do one on the justice system? That feels like a big hurdle I haven't figured out.
I made this but it isn't working, the cart slams at the fortifications and the items just drop there
This is really cool, but how do you ensure the enemy goes towards your shotgun rather than focusing on something else? Is it just a case of build it at the entrance of your fort?
Left as an exercise for the reader :D
It would seem that this is intended to be placed underground where your enemies can be funneled in to the danger zone through tunnels and the like.
In short, yes. You build it 'aimed' at the entrance to the Fort. Ideally you'd design the entrance to be a narrow tunnel that forces the invaders to clump up as they pass through, with a single tile opening at the end leading into to the Fort proper (otherwise the invaders won't approach, they'll just mill around outside waiting for you to come out). You need to effectively trick the AI into thinking they have a clear path to your dwarves (and your dwarves need to be assigned to a burrow so they don't enter the tunnel to either get attacked or get hit by the minecart shotgun).
You can also build a more complex system with multiple minecarts in a line so invaders will be hit with volleys as they pass by. You can add additional layers of defence too, weapon traps further up to attack anyone who advances faster then the main pack, elevated fortifications for crossbow armed dwarves to pepper them with bolts, or even filling the minecarts with lava to spray then with fire. And for the last ditch defence having a retracting bridge right before the 'main gate' that drops into a pit (preferably filled with spike traps or dangerous beasts like crocodiles or bears or lava or deep water - or all of these) with another bridge that lifts towards the pit ready to throw more in... Yes the invaders won't be able to get in and will likely pull back, but your Fort will be safe and you can also reset and do it again if they aren't already fleeing by that point.
Only limit is your imagination, patience and game knowledge.
@@andromidius, you can easily tether some animals and build some furniture there to get the attention of the AI. The usuaI attackers will definitely target the animals and the bulding destroyers will try to destroy the furniture. Having an unforbidden door also works for attracting the AI's pathfinding. And you can just forbid it when they're close. Won't help with a bulding destroyer though =D If you don't make an elevation drop just before it so it's not accessible from the same layer it's located on.
You know I tried everything, but my dwarves wont do shit i tell them to do. 4 of them went Berserk and started to make all females leave. Weird. And the fact that all the females are the growers of my fortress makes it hard to keep going.
My dwarfs parked their cart on top of a hill. I have a slope already. Perfect!
ah hello there, highground fellow
Can this be triggered via pressure plate? Asking for a friend.
How far will the items travel with something like this? Don’t see where they landed
Quick question regarding forbidding the minecart - will dwarves still fill it up with items if its forbidden? or does it just stop them kicking it
My guess is they won't touch something forbidden
I would love a short tutorial about how to get started with browsing in legends mode.
I've tried but I find it kinda opaque to get started, and I also can't seem to find the historical maps of territory in the new UI (tho maybe that was a feature of legends browser anyway).
Did it man, thank you!
just used this to deal with clowns for the first time. it was glorious!
i didnt even know the game had physics like this, thats badass
I do have a question since i dont have any way of dealing with my refuse yet would normal refuse like trog bits and bones and vermin corpses work as ammunition for it or would those not be dangerous enough?
I mean, it would be an effective nerf cannon but not great at actually killing things.
@@BlindiRL thank you good to know
Great tutorials! I would love a tutorial about alloys and forging. Cheers!
Thanks for the tutorial, love the video! I have a question, is the windmill built up there just for later use or does it have anything to do with the minecart shotgun setup?
The windmill is powering the rollers.
Would it be more effective to make the minecart out of something heavy like lead?
if you want a minecart loop powered to run forever on roller wheels (disabled via switch) yes, lead would carry a LOT more momentum. Impacting goblins, dwarves... and lets be honest children will slow the cart down so it is possible for the cart to get stuck on a horde invading your fort. Kruggsmash did some videos testing these out.
However, if you are using minecarts as a shotgun, then the minecart can be made of anything, but the ammo should match the damage type. Bars of lead can be a pretty brutal projectiles. Steel sharp objects are also good if you have enough steel. Generally they arn't the most powerful "trap" because of their spread; however, some creatures do not trigger traps and this could be an option.
can you make one about clothing? I don't know if there is any purpose to making any so I haven't and I'm wondering if this is a bad thing and if it is the cause of my 4 really angry dwarves
Well you could always check your dwarves' recent thoughts (examine a dwarf, their most recent thoughts are at the bottom)
Usually gives you a decent idea of what's stressing the buggers out
@@elowin1691 I’ve done that but it’s always “reliving trauma” or something like that. I guess it’s not clothing since I haven’t seen any of that. I wonder if clothing would increase their mood though since I can’t fix trauma.
For a more advanced "glitchy" Minecart Shotgun check out Twisted Logic Gaming's tutorial
damn cats being cats
Minecarts are a great way to store your spare battle axes :>
...can you fill it with coins? For training purposes?
Training would turn your dorfs into Swiss cheese. Very effective against the enemy. While super ineffective these days the only training item that does still kind of work would be shell crafts.
@@BlindiRL iirc there was fast method for armour training by spring throwing thousands of coins which would bounce off dorfs armour.
Blind, I know this may be basic or trivial, but how about a tutorial on building walls. Primarily outside defense type walls. I'm having trouble making anything larger that one block high. My dwarfs just won't construct anything higher.
Have you built a scaffold?
Make a ramp or a staircase in the inside so they can get up there.
if you watch this tutorial you can grasp the exact understanding:
0:50 he setted some walls to be build
1:39 then set stairs from the lvl you built the walls to up as much levels you want your wall will be
i suggest to keep the stairs and build some fortifications on top for your marksman train on some tree-hugger-pointy-ear-sneaky-beak
personally i prefer defense walls have 3 tile width so merchant wagons can access thru a ramp (a lil wider then he is building 2:13, but same process). I usually dont put gate-keeps, but i prefer make bridges with 1 or 2 tile holes under it, so my marksman can have their time training with stuck-in-a-hole-moving-targets
coat the wall witb up/down stairs as scaffolding then dig it out layer by layer when you're done
For me everything dropped on the ground when it hit the fortifications
🙁
A mist generator tutorial would be awesome
Oh i will make this and use it with the corpse of the many goblins and they bone to they army when they invade me, it would broke then for sure
Can you make a video on what all of the parameters in the search for embarkment site mean, as well as what it means to pick a starting civilization?
Also a video just dabbling in advanced world creation?
A single father turned up last night with 1 dozen children, perfect timing.
I have a pretty shitty kid who is currently shooting my pets and constantly throwing tantrums, which is overall bringing the mood down in my fortress. I think I'll have to take of it via minecart lol
Hey blind. Love the tutorials. Could you make a quick video on libraries? I think I'm missing something here. I built one with scribes, scholars, book cases, tables and the works. My dwarves haven't written anything in 4+ years.
Do you have quire's? They need sheets that are made into writeable objects to be stored in libraries.
@@BlindiRL yup got tons of em! And they are in the library
@@DankBlastBeats did you assign the scribes to the library?
@@kreisaisjelis Hey thanks for replying to this. That was an issue from several forts ago. I had assigned scribes and scholars to the library but they wouldn't produce books. Pretty sure it was a bug. The library in my next fort produced TONS of books.
@@DankBlastBeats Maybe you had chosen dwarves who did not value knowledge? Those seem to not write anything.
Anyway, glad things work out.
Good place to put a trade depot for those elves...
fun with ramps to me = "its over anakin, i have the high ground"
Finally a place for Lignite Spike Balls to go into.
Help plind, i put all my gems in a bin and i cant acces them for Jobs
Edit: Nevermind, i sold the hole box 😂
How strong would a dwarven mom with several babies be?
When "Some migrants have arrived" popped up right after "We're good to go." I immediately thought "Oh good, new targets."
I may have been playing a bit too much DF recently...
Target practice!
pls make candy mining tuto
Support comment
shotgun
😨😨
Disturbed... the way Armok prefers it.
:)
Can this be triggered via pressure plate? Asking for a friend.