You should do 3x3 bedrooms so you can fit another cabinet in all of them should a couple move in. Dwarves throw their clothes in the floor without a cabinet and a couple needs two bc they won't share.
I once had a dwarven child that would go around beating my other dwarves to death, after inspection it seemed to be caused by intense trauma after he probably hauled his own mother to the corpse stockpile after she was lost in the caverns. Never really recovered from that and ended up throwing himself down the hospital well shortly after becoming an adult. Brutal way to go
sometimes DF really surprises me with its depth I started playing not too long ago; my first dead dwarf was actually a woman settler who didn't even reach the base (died of lack of air, apparently). When her dead body was found, I started checking other settlers for vampirism - and noticed that her husband has two "lines if tears" under his eyes. That was amazing
The biggest recommendation I have for dwarf happiness is: Variety Specifically on furniture and finished goods. Dwarves have many preferences and for each time they see something they like, it puts a good thought in their head. Artifacts can help immensely with this, as they typically encompass many different materials. Also don't forget to dye your stuff. A dwarf that doesn't like pigtail cloth amulets will still get a good thought, if it's in their favorite color.
do you mean it could help to display a figuriene or a bracelet in the tavern, shrine or something? besides neat statues... i have read, that a dwarf have to pass OVER a display to mention a thing... but with statues and funrinture that is not the case.
Something I recently have been utilizing that was mentioned somewhere on the wiki in regards to results for dwarves happiness was therapy squad. Essentially, dwarves with unhappy moods that you're having issues with can be assigned to a squad of their own and told to train, but do not assign them a barracks to do so. This puts the dwarves in more of a freedom period and they will just go around being social reading books and other things to make themselves happy. I've found the results are very strong, and it has saved me from having dwarves become too unhappy giving them some time. Once they are out of the very unhappy stage I try to manage them from there or start actually giving them a barracks so they will become fulfilled through combat training rather than just general merrymaking that they were doing. Waterfalls also do wonders and I've just started having a single waterfall go all the way down by fortress at the central staircase so they walk by it several times. Dwarves seem to have a little bit of short term memory so if you overload with lots of happy emotions they tend to think back on those and forget about the small disagreement they had earlier in the day
@@dumbleking5172 I just have a cistern that I route off map and drain any water I need to. Icon has a video on such things iirc. I essentially start with my first z level as a maintenance and irrigation section and just dig down from there when I want to add water to places. Just use grates to have it fall through and let your dwarves walk over it. You just force bathe them, give them a misting, and they get all happy from seeing waterfalls. Easy to implement as soon as you have stuff to make grates since a single waterfall can span any Z levels you want it to given your cistern isn't above the lowest Z level you intend to have your water feature.
@@dumbleking5172 you make a path to the edge of the map and you first smooth and then carve a fortification in the last block. It lets the liquids drain off the map. You can add more fortification drains if you have more flow.
A few comments on the advice in this video. In regards to bedrooms, most dwarves will assign themselves, but a pesky few refuse. They'll still be happier with their own bedroom though so it doesn't hurt to check which dwarves are missing a bedroom. The easiest way to check is going to a bedroom clicking on the assign button and scrolling to the bottom to see who's missing a bedroom. The other thing with bedrooms is that dwarves store things in cabinets. Having them will help keep things tidy and your dwarves happy. When it comes to kids turning off their chores let's them play more and be happier, but if you want to use them I strongly recommend turning off refuse and corpse hauling. That helps prevent those bad thoughts. You can also stop them from hauling things outside so they don't get rained on as much.
You're forgetting the most important and quite easy tip once you figure out how to build it: a mist generator in the dining hall. Dwarves love mist and waterfalls for some reason. My guys all have amazing memories of being near a waterfalll because we pump a tiny stack of water around. They have seen friends and family get ripped apart but who cares, they were just close to a waterfall!
I didn't want to feature the mist generator cause everybody talks about it and it's not really a beginner friendly option. I had it on my list of ideas, but then decided to give the mist generator an own video (with setup and all) and leave it here with things that need less than 3 minutes explanation each. And that killed the Mist Generator for this vid ^^
If you have a river, you don't even have to go overly complicated with pumps and whatnot. I just used 3x3 stairs, dug out the middle and then had water drip down all the way through the fortress before sending it off the map. Doesn't sound save, but there were zero accidents.
@Ic0n Gaming The noob friendly version of a mist generator is to embark on a natural waterfall and place your main stairwell or other high traffic areas directly behind it with a wall of fortifications to let the mist in.
If you don't fear of micromanagement, you can make specific items for some really unhappy dwarves. I once had king, that liked bismuth broze, elephants, and metal goblets. So I placed a bismuth bronze table, throne, statue of elephant and made bunch of bismuth bronze goblets. He wasn't unhappy even once after that.
1) bedrooms should have polished/chiseled/decorated walls and each bedroom should have enough space for a bed, a chest, and at least one cabinet. (some rooms should feature 2 cabinets as dwarfs dont' share these) 2) Dwarves hate water. Salt water, fresh water...they don't care...they want alcohol....so make sure to always disable cooking plump helmets; plump helmets are for brewing, not cooking. 3) The prettier the base is as a whole (in the eyes of the dwarfs), the happier everyone will be. Contrary to us, human-sense of aesthetic symmetry or color matching schemes, dwarfs prefer VARIETY. So if you have the chance to make a dining hall with seven different types of stone table and nine different types of rock throne...do so. It may look "uglier" to us humans, but dwarves love that shit. 4) set up a tavern, dining hall, and several places of worship as soon as you can. Make sure your tavern has a stockpile dedicated to drinks and a chest to store mugs so the dwarves don't have to drink straight from the tap. Should have a mason working on smoothing/engraving all the things...all the time. 5) make sure to set up garbage dump above ground and set all stockpiles to reject corpses and refuge. If you can organize your defensive areas such that they are areas less-often traveled by the majority of your civilian population, the children won't have to walk through puddles of blood on their way to gemcutting and tunneling academy. 6) Crafts. When "unmet needs" refers to the dwarf wanting to obtain an item, this is what it means. 7) Set up farming early in suitable soil. You'll need thread for cloth, and cloth for clothes, and dwarves need new clothes as often as an expensive ex-wife. 8) Turn off chores for children once you have at least 16+ dwarfs. But when you have fewer than 15 dwarfs...I leave it on. 9) A dead dwarf is arguably worse than a sad dwarf, so if the option is finding a patch of obsidian so timmy can have a toy in the material he likes versus focusing on setting up military, defense, traps, perimeter walls, and armory equipment-----Let timmy be a sad dwarf. He'll get over it with some therapy...and maybe a swift kick in the butt. 10) ---PAUSE OFTEN AND USE MACROS. This isn't specific about keeping dwarfs happy, it's about giving you the TIME needed to address the things that will keep them alive and happy. 11) Smart placement and type-restriction of stockpiles improves productivity, which affects every aspect (eventually impacting happiness) of your dwarves. If stockpiles are carelessly placed/setup (or simply inadequate in size) productivity can come to a halt, and that makes dwarves unhappy as the things they need to be both...alive...healthy, and happy are no longer being produced.
With respect to the deities. A lot of people use an unspecified-god temple and make smaller ones only when petitioned. There is likely a bug in which dwarves will never get god-specific credit for worshipping at a generic temple, so it's really good to be proactive in making more specific ones.
Another nice bonus about the preference screen is that if they prefer certain materials, they get a bonus to craft higher quality stuff. If you find a dwarf that prefers green glass, steel, or whatever item you're making lots of, it may be worthwhile to have them working in that particular industry, as even legendary grandmasters often fail to land in the highest quality tier.
I love your english. Sometimes I have problem to understand to other creators. I am from Czechia so I am generaly used to German English, but your is so clear and simple. Thank you.
"They will feel traumatised after seeing a dead body" Interestingly, this happens even if _they_ are the murderer. I'm pretty sure the first dwarvern criminal in my fort is a vampire, 37 people saw him drain the blood of an elf in my temple and he promptly went to eeport the crime he himself committed. However upon examining him closer he was horrified at seeing the corpse of the elf that _he_ killed
@@dumbleking5172 I'd like to check, however unfortunately my fort got overrun with the were-civet virus and got destroyed in the matter of a few full moons
@@satch5471 I rename all the wee fellas. But one blue faced thing wouldn't let me. He never slept, went to the pubs or ate out and worshipped his own god! Had no real thoughts apart from wanting to pray. Then poor Molly was found drained of blood so he got his own temple with no door. It's been praying there for awhile now.
@Satch vampires, in the steam version at least, have bluish skin without having a necromancer title, which gives them away. At least that has been the constant case for me so far
2:07 Craft happiness is easy to automate: Sprinkle Craftdwarf's workshops around and give each one a work order to make one craft/mug/toy/whatever with the condition "Amount of [material] is greater than 1." Order conditions are checked daily by default so everyday one dwarf gets to craft something, potentially fulfilling a need, and some dwarf gets to acquire an item. Or at least you'll have a steady supply of stuff to trade with caravans.
@@rysiii811 quantum stockpiling, alternatively if each craft workshop is only producing one object per day then you don't need more than a 3x3 space to hold some blocks for each workshop
@@rysiii811 Sure, but there's always more z-levels on the map. Hauling distances can become problematic for heavier materials so bone/shell crafts are ideal. Alternatively you could centralise this on one z-level. A giant 60*60 hall can fit 220 workshops with a space between for stockpiling. Make the work order seasonal and dedicate a workshop for everyone so 4 times a year there is a festival of crafts. There's nothing like good old mandatory fun to give happy thoughts 😅 ...I was joking there but now I'm tempted to try this on my current fort.
@@GalladeTheWarrior i didnt mean stockpiling since when binned it would take little space, the workshops itself would be the major space thief but that can be managed I suppose
Lavish meals became a problem for me recently. My chef created a stack of 70+ lavish meals and then, no matter what I tried, would not put them in a barrel. I think the stack was just too big for a barrel and then the dwarf wouldn't split it. So I had this huge waste of food. Luckily, the trader arrived and I solved it by making it their problem, selling them all the meals and buying out their entire stock of everything else.
That many meals won't fit into a barrel. So it sits until the vermin size it down, or passing dwarves grab a snack from it until it's a small enough stack to fit into a barrel. And, yeah, trading those stacks away is an easy way to remove the issue more quickly. I just sold off a stack of 88 elephant meat that wouldn't fit in a barrel and it appears it was last on the kitchen's list to be cooked into a meal... which would then be a problem as a huge stack of meals too.
I like those way too big stacks of food. Perfect trade goods for elves. Those tree hugging hippies can carry it in their little girl hands back to their fairy tale lala land, for all that I care. All I want are their sunberries, their animals and their instruments and I am sick of trading them my precious shining metal thingys!
Good tips :D I didn't realize about the crafts for ages and I only really fully realized that I was on the right track once I saw this video. I lot of my dorfs had "acquire item" or something like that... and I didn't really know what to do. So that was very helpful :) I also didnt realize that making the common walkways higher value helped too, another helpful tip. I guess you could use the traffic tool and try to coax the dorfs through certain thoroughfares which you pretty up with high value items perhaps!
top tip have your dwarf's cyle into military training for about 2 months a year. This helps a lot with happiness and increases their base stats pretty well to
I wonder like in RimWorld you can have faction quirks it'll be interesting in the future if you could build an angry cult but that's what provides bonuses. Maybe like an angry death cult that gets bonus combat?
These kind of things are more left for roleplay in DF. Even then, you can see what deities a civ worships more. Once I played in a civ where everyone loved a deity of death and fortresses. So I made my primary objective to get necromancer books and such. . They all died to a forgotten beast, but it was fun
I throw a simple mist generator over the tavern and temple. Just leave empty floors where you need to put all the plumbing and just doing that helps a lot.
This helps a lot thanks! Would love to see you go more in depth on meeting needs and some of the common needs dwarves have. I find myself stuck as a beginner trying to fulfill strange moods and help miserable dwarves spend time with their families.
And waterfall is imbalance D: Every single dwarf in my fortress have i great memories about artificial waterfall and have i constant boost for happiness. The great waterfall in the middle of the fortress really worth it.
Totally. I didn't include it in this video cause water mechanics are a bit more complicated and I wanted to keep the list as easy to pick up as possible.
Office, no. Dining space could be personalized (as they all have different preferences) though. But offices are only needed if the dwarf in question has some sort of noblemans job (Bookkeeper, Mayor etc.)
So another thing on this list. Rain. Dwarves F*$@ing hate rain. My current map rains a few times a seasons and is one of the few that I get nearly constant thunder while playing the game. I ended up designing as much as possible to keep them out of it, and gave them a lot of really nice things. If you're a new player, or had less options due to !!problems!! this much rain could crumble your fortress.
I've found that the best way to deal with children is to just... expel their parents. Just had a couple come in with 5 kids. I let them in for a few minutes to haul some stones and then kicked their asses right out.
I had a raid still happening from 1 day b4 a human caravan and my military took the liberty of lashing the humans. A little twist of the dwarves making me have the red mad face on the far right.
Yet another great tutorial, cool info thank you . I have seen in your fort you have single stairs, i thought that was a problem for the dwarfs as they dont like passing or have to lie down, Are single stairs ok to use. thank you.
I have an elf that joined my colony that is constantly losing his mind, doesnt hurt anyone tho. Nothing can be done to help him. i was reading his bio and he hate worms, so i think he is just always seeing worms in the fortress freaking out. i might send him away to be back in the trees where he belongs soon.
The part I don't get is the "wants to pray to X". I had a designated temple for X and I specifically took that dwarf of duty for a few month (by assigning him to only do plant gathering with no plant gathering jobs). He still wouldn't go pray to X. He did go to random other temples he had no desire to visit. That was a bit frustrating. I will try having more crafts just lying around, though.
That's a common known problem. I've heard setting up a lever in the temple and assigning it to the person can help. You need to assign it, set it on pull and to highest priority and with some luck the dude will pray afterwards. I've heard that assigning the dwarf to a military squad and giving them only free time can sometimes fix the issue too. This is kind of a bug though.
I'm pretty sure that engravings don't give happy thoughts to passing dwarfs, only furniture and constructions do that. Engravings work indirectly by increasing room value. My usual way to produce happy thoughts from furniture is to put statues next to the main staircases running vertically through my fortress, and pedestals with artifacts at the entrances to my tavern/dining hall.
Tip: make a 1x1 room and put a window or fortification there, so thiefs cannot directly steal artifacts. Tends to happen when taverns have exposed artifacts.
@@korootz I am not sure about distance. I gave up on item/furniture related good thoughts a long time ago and relied on flooding my fortress trying to make a mist generator.
I'm setting my max population to 20 and building a infastructure a solid one for 100+ dwarves. Having each a room large enough for a bed and few other items. I don't know the ins and outs of what items give the best effects for their cost, would all the dwarves be happy to have a chair in Thier room with a few jewels in it? I've gotten to were the point that I can survive with out selling Gems to stay alive so instead of selling a gem for 70 I can use them to use as a garnishment to items. Is there a site that has all the hidden numbers and details?
A quick and simple answer: Yes it makes dwarves generally happy, the more valuable their furniture is. Every dwarf has some special preferences too, so if you manage to fit in that specific gemstone they love, it'll be bliss whenever they use that furniture. But generally adding wealth increases happiness, no matter the preferences. Unless the Urist hates that specific stuff ofc.
be with family be extravagant if they have no family, how do you help this.... what DOES this mean???... can you force them to be extravagant? ... what do they think is extravagant?
For extravagant try to increase the value of available clothing and the value of the unhappy dwarf's bedroom. For Be with family creating extra social areas is one the best tips I've heard.
Is it worthwhile making big houses for and assigning it to individuals, as well as putting the children of dwarves in the same house? or should i just play the sims.
from what i've seen, children need separate quarters, and married couples occupy the same room automatically plus more residents = more cabinets/chests per room, which implies rooms need to be bigger to fit them
Expelling is one option, you can also wall them in somewhere (assign them into a burrow far away and wall off once he/she is in) or let them meet other "unfortunate accidents". In general it's always worth trying to save them somehow though, cause their death/expulsion always leads to bad feelings of those who knew the dwarf.
He felt satisfied watching the video.
You should do 3x3 bedrooms so you can fit another cabinet in all of them should a couple move in. Dwarves throw their clothes in the floor without a cabinet and a couple needs two bc they won't share.
oh i didnt mention it :O
i will do both, 2x2 for singles and 3x3 for happy marryed dwarfs xD
Yes, the bedrooms in this video are absolutely hideous. Clothing thrown all over the place.
do you need 2 beds too?
@@znoozi as far as i know, no. They will sleep in one bed.
@@Pok-qq9lt They will share bed, yes. Nice tip about the cabinets @foamysrant I wonder if the same goes for chests...
I once had a dwarven child that would go around beating my other dwarves to death, after inspection it seemed to be caused by intense trauma after he probably hauled his own mother to the corpse stockpile after she was lost in the caverns.
Never really recovered from that and ended up throwing himself down the hospital well shortly after becoming an adult. Brutal way to go
sometimes DF really surprises me with its depth
I started playing not too long ago; my first dead dwarf was actually a woman settler who didn't even reach the base (died of lack of air, apparently). When her dead body was found, I started checking other settlers for vampirism - and noticed that her husband has two "lines if tears" under his eyes.
That was amazing
The biggest recommendation I have for dwarf happiness is: Variety
Specifically on furniture and finished goods. Dwarves have many preferences and for each time they see something they like, it puts a good thought in their head.
Artifacts can help immensely with this, as they typically encompass many different materials.
Also don't forget to dye your stuff. A dwarf that doesn't like pigtail cloth amulets will still get a good thought, if it's in their favorite color.
do you mean it could help to display a figuriene or a bracelet in the tavern, shrine or something? besides neat statues...
i have read, that a dwarf have to pass OVER a display to mention a thing... but with statues and funrinture that is not the case.
@@Pok-qq9lt place display case right near entrance, so they are must path near it :)
Something I recently have been utilizing that was mentioned somewhere on the wiki in regards to results for dwarves happiness was therapy squad.
Essentially, dwarves with unhappy moods that you're having issues with can be assigned to a squad of their own and told to train, but do not assign them a barracks to do so. This puts the dwarves in more of a freedom period and they will just go around being social reading books and other things to make themselves happy. I've found the results are very strong, and it has saved me from having dwarves become too unhappy giving them some time. Once they are out of the very unhappy stage I try to manage them from there or start actually giving them a barracks so they will become fulfilled through combat training rather than just general merrymaking that they were doing.
Waterfalls also do wonders and I've just started having a single waterfall go all the way down by fortress at the central staircase so they walk by it several times. Dwarves seem to have a little bit of short term memory so if you overload with lots of happy emotions they tend to think back on those and forget about the small disagreement they had earlier in the day
Quick question, what did you do to drain the waterfall at the end? The water has to fall somewhere right?
@@dumbleking5172 I just have a cistern that I route off map and drain any water I need to. Icon has a video on such things iirc.
I essentially start with my first z level as a maintenance and irrigation section and just dig down from there when I want to add water to places. Just use grates to have it fall through and let your dwarves walk over it. You just force bathe them, give them a misting, and they get all happy from seeing waterfalls. Easy to implement as soon as you have stuff to make grates since a single waterfall can span any Z levels you want it to given your cistern isn't above the lowest Z level you intend to have your water feature.
@@dumbleking5172 you make a path to the edge of the map and you first smooth and then carve a fortification in the last block. It lets the liquids drain off the map. You can add more fortification drains if you have more flow.
A few comments on the advice in this video. In regards to bedrooms, most dwarves will assign themselves, but a pesky few refuse. They'll still be happier with their own bedroom though so it doesn't hurt to check which dwarves are missing a bedroom. The easiest way to check is going to a bedroom clicking on the assign button and scrolling to the bottom to see who's missing a bedroom. The other thing with bedrooms is that dwarves store things in cabinets. Having them will help keep things tidy and your dwarves happy.
When it comes to kids turning off their chores let's them play more and be happier, but if you want to use them I strongly recommend turning off refuse and corpse hauling. That helps prevent those bad thoughts. You can also stop them from hauling things outside so they don't get rained on as much.
You're forgetting the most important and quite easy tip once you figure out how to build it: a mist generator in the dining hall. Dwarves love mist and waterfalls for some reason. My guys all have amazing memories of being near a waterfalll because we pump a tiny stack of water around. They have seen friends and family get ripped apart but who cares, they were just close to a waterfall!
I didn't want to feature the mist generator cause everybody talks about it and it's not really a beginner friendly option. I had it on my list of ideas, but then decided to give the mist generator an own video (with setup and all) and leave it here with things that need less than 3 minutes explanation each. And that killed the Mist Generator for this vid ^^
Okay so what I've learned is that the best thing is to flood my fortress. Gotcha!
If you have a river, you don't even have to go overly complicated with pumps and whatnot. I just used 3x3 stairs, dug out the middle and then had water drip down all the way through the fortress before sending it off the map. Doesn't sound save, but there were zero accidents.
@Ic0n Gaming The noob friendly version of a mist generator is to embark on a natural waterfall and place your main stairwell or other high traffic areas directly behind it with a wall of fortifications to let the mist in.
@@aXcoreXdion Finding a waterfall is not very noob friendly.
If you don't fear of micromanagement, you can make specific items for some really unhappy dwarves. I once had king, that liked bismuth broze, elephants, and metal goblets. So I placed a bismuth bronze table, throne, statue of elephant and made bunch of bismuth bronze goblets. He wasn't unhappy even once after that.
1) bedrooms should have polished/chiseled/decorated walls and each bedroom should have enough space for a bed, a chest, and at least one cabinet. (some rooms should feature 2 cabinets as dwarfs dont' share these)
2) Dwarves hate water. Salt water, fresh water...they don't care...they want alcohol....so make sure to always disable cooking plump helmets; plump helmets are for brewing, not cooking.
3) The prettier the base is as a whole (in the eyes of the dwarfs), the happier everyone will be. Contrary to us, human-sense of aesthetic symmetry or color matching schemes, dwarfs prefer VARIETY. So if you have the chance to make a dining hall with seven different types of stone table and nine different types of rock throne...do so. It may look "uglier" to us humans, but dwarves love that shit.
4) set up a tavern, dining hall, and several places of worship as soon as you can. Make sure your tavern has a stockpile dedicated to drinks and a chest to store mugs so the dwarves don't have to drink straight from the tap. Should have a mason working on smoothing/engraving all the things...all the time.
5) make sure to set up garbage dump above ground and set all stockpiles to reject corpses and refuge. If you can organize your defensive areas such that they are areas less-often traveled by the majority of your civilian population, the children won't have to walk through puddles of blood on their way to gemcutting and tunneling academy.
6) Crafts. When "unmet needs" refers to the dwarf wanting to obtain an item, this is what it means.
7) Set up farming early in suitable soil. You'll need thread for cloth, and cloth for clothes, and dwarves need new clothes as often as an expensive ex-wife.
8) Turn off chores for children once you have at least 16+ dwarfs. But when you have fewer than 15 dwarfs...I leave it on.
9) A dead dwarf is arguably worse than a sad dwarf, so if the option is finding a patch of obsidian so timmy can have a toy in the material he likes versus focusing on setting up military, defense, traps, perimeter walls, and armory equipment-----Let timmy be a sad dwarf. He'll get over it with some therapy...and maybe a swift kick in the butt.
10) ---PAUSE OFTEN AND USE MACROS. This isn't specific about keeping dwarfs happy, it's about giving you the TIME needed to address the things that will keep them alive and happy.
11) Smart placement and type-restriction of stockpiles improves productivity, which affects every aspect (eventually impacting happiness) of your dwarves. If stockpiles are carelessly placed/setup (or simply inadequate in size) productivity can come to a halt, and that makes dwarves unhappy as the things they need to be both...alive...healthy, and happy are no longer being produced.
With respect to the deities. A lot of people use an unspecified-god temple and make smaller ones only when petitioned. There is likely a bug in which dwarves will never get god-specific credit for worshipping at a generic temple, so it's really good to be proactive in making more specific ones.
Another nice bonus about the preference screen is that if they prefer certain materials, they get a bonus to craft higher quality stuff. If you find a dwarf that prefers green glass, steel, or whatever item you're making lots of, it may be worthwhile to have them working in that particular industry, as even legendary grandmasters often fail to land in the highest quality tier.
I love your english. Sometimes I have problem to understand to other creators. I am from Czechia so I am generaly used to German English, but your is so clear and simple. Thank you.
"They will feel traumatised after seeing a dead body"
Interestingly, this happens even if _they_ are the murderer.
I'm pretty sure the first dwarvern criminal in my fort is a vampire, 37 people saw him drain the blood of an elf in my temple and he promptly went to eeport the crime he himself committed. However upon examining him closer he was horrified at seeing the corpse of the elf that _he_ killed
Perhaps he couldn't resist and his hunger got the best of him.
Does this have anything to do with willpower? Maybe his will power is weak.
I've had a vampire in my fort for 6 years now and i just can not find him. Its driving me insane since he's murdering military dwarves now mostly.
@@dumbleking5172 I'd like to check, however unfortunately my fort got overrun with the were-civet virus and got destroyed in the matter of a few full moons
@@satch5471 I rename all the wee fellas. But one blue faced thing wouldn't let me. He never slept, went to the pubs or ate out and worshipped his own god! Had no real thoughts apart from wanting to pray. Then poor Molly was found drained of blood so he got his own temple with no door. It's been praying there for awhile now.
@Satch vampires, in the steam version at least, have bluish skin without having a necromancer title, which gives them away. At least that has been the constant case for me so far
2:07 Craft happiness is easy to automate: Sprinkle Craftdwarf's workshops around and give each one a work order to make one craft/mug/toy/whatever with the condition "Amount of [material] is greater than 1."
Order conditions are checked daily by default so everyday one dwarf gets to craft something, potentially fulfilling a need, and some dwarf gets to acquire an item. Or at least you'll have a steady supply of stuff to trade with caravans.
nice idea but it seems to need tons of space for different workshops
@@rysiii811 quantum stockpiling, alternatively if each craft workshop is only producing one object per day then you don't need more than a 3x3 space to hold some blocks for each workshop
That's actually a really good idea.
@@rysiii811 Sure, but there's always more z-levels on the map. Hauling distances can become problematic for heavier materials so bone/shell crafts are ideal.
Alternatively you could centralise this on one z-level. A giant 60*60 hall can fit 220 workshops with a space between for stockpiling. Make the work order seasonal and dedicate a workshop for everyone so 4 times a year there is a festival of crafts. There's nothing like good old mandatory fun to give happy thoughts 😅
...I was joking there but now I'm tempted to try this on my current fort.
@@GalladeTheWarrior i didnt mean stockpiling since when binned it would take little space, the workshops itself would be the major space thief but that can be managed I suppose
Lavish meals became a problem for me recently. My chef created a stack of 70+ lavish meals and then, no matter what I tried, would not put them in a barrel. I think the stack was just too big for a barrel and then the dwarf wouldn't split it. So I had this huge waste of food. Luckily, the trader arrived and I solved it by making it their problem, selling them all the meals and buying out their entire stock of everything else.
That many meals won't fit into a barrel. So it sits until the vermin size it down, or passing dwarves grab a snack from it until it's a small enough stack to fit into a barrel. And, yeah, trading those stacks away is an easy way to remove the issue more quickly. I just sold off a stack of 88 elephant meat that wouldn't fit in a barrel and it appears it was last on the kitchen's list to be cooked into a meal... which would then be a problem as a huge stack of meals too.
I like those way too big stacks of food. Perfect trade goods for elves. Those tree hugging hippies can carry it in their little girl hands back to their fairy tale lala land, for all that I care.
All I want are their sunberries, their animals and their instruments and I am sick of trading them my precious shining metal thingys!
Uh, someone made a forgotten beast roast
Good tips :D I didn't realize about the crafts for ages and I only really fully realized that I was on the right track once I saw this video. I lot of my dorfs had "acquire item" or something like that... and I didn't really know what to do. So that was very helpful :) I also didnt realize that making the common walkways higher value helped too, another helpful tip. I guess you could use the traffic tool and try to coax the dorfs through certain thoroughfares which you pretty up with high value items perhaps!
Rain rain go away
Come back another day
Preferably once I have multiple mist generators placed in optimal positions.
Once your fortress has holdings, you can send away the angry dwarves. I don't know how well this works as I just thought of it
waterfall is the best, when i built it near in tavern, all my dwarvs were happy, even when half past of them were dying
top tip have your dwarf's cyle into military training for about 2 months a year. This helps a lot with happiness and increases their base stats pretty well to
do you mean... every dwarf ?
@@Pok-qq9lt basically ye I mean like if you have 120 10-20 train for two months, then another 10-20 take their place and so on
This is kind of annoying to set up though.
@@Jajalaatmaar but at the same time it is automated and you don't have to babysit every single one of them separately
@@Pok-qq9lt at least the ones who have the need of 'martial training' as an unmet need
Mother Way to make kids happy: toys! Make as manny toys for YOUR kids as you male Craft for YOUR adult!
Nice! I've been playing Dwarf Fortress off and on for years, but I still learned something new (as I always do). Thanks!
I wonder like in RimWorld you can have faction quirks it'll be interesting in the future if you could build an angry cult but that's what provides bonuses. Maybe like an angry death cult that gets bonus combat?
These kind of things are more left for roleplay in DF.
Even then, you can see what deities a civ worships more. Once I played in a civ where everyone loved a deity of death and fortresses. So I made my primary objective to get necromancer books and such.
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They all died to a forgotten beast, but it was fun
I throw a simple mist generator over the tavern and temple. Just leave empty floors where you need to put all the plumbing and just doing that helps a lot.
This helps a lot thanks! Would love to see you go more in depth on meeting needs and some of the common needs dwarves have. I find myself stuck as a beginner trying to fulfill strange moods and help miserable dwarves spend time with their families.
Children don't do chores? NOT ON MY WATCH!!
the tavern works as a meeting hall so no need for an extra
Друг, большое спасибо. Ты на многое мне открыл глаза.
My pleasure!
And waterfall is imbalance D: Every single dwarf in my fortress have i great memories about artificial waterfall and have i constant boost for happiness. The great waterfall in the middle of the fortress really worth it.
Totally. I didn't include it in this video cause water mechanics are a bit more complicated and I wanted to keep the list as easy to pick up as possible.
I know it would be terribly tedious, but wouldn't every dwarf be happy to have a personal apartment with a dining space and an office?
Office, no. Dining space could be personalized (as they all have different preferences) though. But offices are only needed if the dwarf in question has some sort of noblemans job (Bookkeeper, Mayor etc.)
So another thing on this list.
Rain. Dwarves F*$@ing hate rain. My current map rains a few times a seasons and is one of the few that I get nearly constant thunder while playing the game. I ended up designing as much as possible to keep them out of it, and gave them a lot of really nice things.
If you're a new player, or had less options due to !!problems!! this much rain could crumble your fortress.
imagine my fort where it was 24/7 raining elf blood (and it wasn't even a haunted embark, corpses didn't rise.... it was just raining elf blood)
I've found that the best way to deal with children is to just... expel their parents. Just had a couple come in with 5 kids. I let them in for a few minutes to haul some stones and then kicked their asses right out.
I had a raid still happening from 1 day b4 a human caravan and my military took the liberty of lashing the humans. A little twist of the dwarves making me have the red mad face on the far right.
Yet another great tutorial, cool info thank you . I have seen in your fort you have single stairs, i thought that was a problem for the dwarfs as they dont like passing or have to lie down, Are single stairs ok to use. thank you.
3:31 A yak farm in a field of corpses and refuse? Don‘t the animals mind?
Nah, they mostly get killed by Giant Parakeets menacing the area.
I have an elf that joined my colony that is constantly losing his mind, doesnt hurt anyone tho. Nothing can be done to help him. i was reading his bio and he hate worms, so i think he is just always seeing worms in the fortress freaking out. i might send him away to be back in the trees where he belongs soon.
Elfs usually value nature. Maybe he needs to wander a bit?
Assign him as fisherman(fisherelf?) Or herbalist for a while.
@@arthurbarros5189 He died a long long time ago now...
@@LondosMondo acceptable outcome
The part I don't get is the "wants to pray to X". I had a designated temple for X and I specifically took that dwarf of duty for a few month (by assigning him to only do plant gathering with no plant gathering jobs). He still wouldn't go pray to X. He did go to random other temples he had no desire to visit. That was a bit frustrating.
I will try having more crafts just lying around, though.
That's a common known problem. I've heard setting up a lever in the temple and assigning it to the person can help. You need to assign it, set it on pull and to highest priority and with some luck the dude will pray afterwards.
I've heard that assigning the dwarf to a military squad and giving them only free time can sometimes fix the issue too. This is kind of a bug though.
Great video I'm subscribing
I'm pretty sure that engravings don't give happy thoughts to passing dwarfs, only furniture and constructions do that. Engravings work indirectly by increasing room value. My usual way to produce happy thoughts from furniture is to put statues next to the main staircases running vertically through my fortress, and pedestals with artifacts at the entrances to my tavern/dining hall.
Tip: make a 1x1 room and put a window or fortification there, so thiefs cannot directly steal artifacts.
Tends to happen when taverns have exposed artifacts.
@@arthurbarros5189but dwarves will appreciate artifacts only if they are standing directly next to them, don't they?
@@korootz I am not sure about distance.
I gave up on item/furniture related good thoughts a long time ago and relied on flooding my fortress trying to make a mist generator.
I'm setting my max population to 20 and building a infastructure a solid one for 100+ dwarves. Having each a room large enough for a bed and few other items. I don't know the ins and outs of what items give the best effects for their cost, would all the dwarves be happy to have a chair in Thier room with a few jewels in it? I've gotten to were the point that I can survive with out selling Gems to stay alive so instead of selling a gem for 70 I can use them to use as a garnishment to items. Is there a site that has all the hidden numbers and details?
A quick and simple answer: Yes it makes dwarves generally happy, the more valuable their furniture is.
Every dwarf has some special preferences too, so if you manage to fit in that specific gemstone they love, it'll be bliss whenever they use that furniture. But generally adding wealth increases happiness, no matter the preferences. Unless the Urist hates that specific stuff ofc.
My first choice is a misst georator in the bar its kinda broken
i like 3 * 2 bedrooms, 1 bed, 1 to 2 cabinets, 1 to 2 chests, 1 free space.
be with family
be extravagant
if they have no family, how do you help this....
what DOES this mean???... can you force them to be extravagant? ... what do they think is extravagant?
For extravagant try to increase the value of available clothing and the value of the unhappy dwarf's bedroom. For Be with family creating extra social areas is one the best tips I've heard.
@@WyldeCarde182 so its just clothing based?
cool I can do that, will start using dye more, and maybe try to use some more gems on things :D
Is there a technique to remove worn clothing scattered everywhere?
Cabinets in the bedrooms, and a zone with bins for clothing. Occassionally clean stuff up via traders or other convenient ways.
Is it worthwhile making big houses for and assigning it to individuals, as well as putting the children of dwarves in the same house? or should i just play the sims.
from what i've seen, children need separate quarters, and married couples occupy the same room automatically
plus more residents = more cabinets/chests per room, which implies rooms need to be bigger to fit them
What do you do if someone just won't get out of 'red mood'? Expel them?
Expelling is one option, you can also wall them in somewhere (assign them into a burrow far away and wall off once he/she is in) or let them meet other "unfortunate accidents".
In general it's always worth trying to save them somehow though, cause their death/expulsion always leads to bad feelings of those who knew the dwarf.
Do artificial waterfalls still work?
Smoke leaf tho
How can we see if clothing is tattered?
When the name of the item is enclosed by "x" of any form.
@@Ic0nGaming thank you!
Anyone know how to fix uphold tradition?
He was embarrassed learning that he didn't know half of these things
Well I make tutorials and I constantly keep learning things in the comment section. With DF it's pretty much like that ^^
Dwarf fortress dying is FUN
Mist generator. They can have the most miserable life in that cave of theirs, but will never complain if there is a mist in it.
Yeah, I had the Mist Generator on my list but then decided to give it it's own video.
you forgot waterfall.
2:10 .... yeah the games complex.. dwarfs like to pick things up... lmao!