Carving a surface castle out of a mountain is top tier dorf mode though. Start on a mountainside embark. Cut away (channels out) the perimeter of the mountain so you leave a huge block of freestanding stone on a flat plane, and then dig out that stone block as your castle.
True that. A giant humanoid came in then a Diplomat soon after. The giant fight with the diplomat guards, won. Then some naked musical troupe came in start fighting the giant, giant won. Meanwhile a human merchant caravan slip in. Then new immigrants came start fighting the giant + 1 human merchant guard helped. Killed 3 new dorfs.
Like when you don't notice a strange mood until they're stark raving mad, nude, and annoying the piss out of everything nearby until they starve to death
@Nook D'you remember (did you read?) my long msg several months ago of a step-by-step reliable clean water cistern guide requiring no channelling? I'd /really/ like you to demo it sometime to see what details I missed & to cover any other potential problems; I can repost if desired.. ofc in an area with aquifers it's fairly unnecessary, but it does still demonstrate how channelling is pretty much redundant in DF except for specific requirements IDK; starts in an absolutely perfectly protected spot for a 'standard' underground 'plex, then builds a castle anyway! You be you, Nook (& other "For the CONTENT!!" creators out there) :)) "Just have a nice clean language, like English." BEST DAD JOKE IN HISTORY!!! :)) Once again, stone pots are often far easier to make than barrels for food/drink storage, plus they're vermin-proof! If you can get out of the habit of using DFHack for repeating orders, the Manager tasks work v well if set up correctly. Queue up repeating bed, door, chair etc jobs, then you can optionally add conditions to check for required materials (eg wood for charcoal, beds etc) & not be plagued by 'job needs materials' cancellation spam. If you set the wok order to eg 1/day you know you'll always have 1 of each in a stockpile, your initial few 'shops won't get jammed with making eg 20 of an item before starting on the next, & you won't have stockpiles filling up with currently unnecessary spares. It also ensures you have enough eg furniture to allow planning of multiple placements I'll finish watching the final couple hours & maybe comment more..
I remember that post and it would make an interesting experiment. Have you tried it at all? Would a small puddle continue to leak through forever? It seems like quite a process and not quite as easy as a quick channel to the cave water below 😁
@@Nookrium I use it all the time prior to finding accessible cave water, for which I simply dig stairs down rather than channelling anywhere. I really think channelling is only useful for digging downslopes; I've never found a need for it otherwise except in exceptional circumstances I'm not quite sure what you mean by 'continue to leak through' tho.. unless you're referring to the aquifer presence, which makes most of the process irrelevant anyway WRT 'seems like quite a process' I agree: it does /seem/ that way, but honestly once you've done it a couple of times you can speed thru it PDQ, esp if you're willing to skip a couple of steps I included for completeness
Maybe I’m remembering wrong (I should go back and hunt for the comment). I though it involved an underground hole to hold stagnant water then digging next to it and letting it seep through into an underground cistern.
@@Nookrium Nope, that's not how I envisioned it at all. Dig the cistern 2 or 3 lvls deep (to allow stagnant/tainted water to clean while falling), then tunnel from it at least 1 lvl below surface to the stagnant water's damp tile border, ideally at the stagnant's bottom layer. Stair up just off the side of this tunnel at almost the damp tile area,, then add a switch-operated door/bridge/floodgate* a couple of tiles further down the tunnel towards the cistern. Once you've cleared any chunks from the tunnel & connected everything up to lever(s) you can dig thru the damp tile to allow water flow, & the dwarf can escape the flood by going up the stairs. No channelling, seepage or death required :) Shut off the water flow by closing the bridge/WHY at any time If you want you can add other bridges, stairs etc as you wish (eg in the cistern to allow escape from well incidents), but that's pretty much it *The bridge is the only thing that'll not be blocked by debris; however the floodgate operates instantly upon lever-pull regardless of distance
Nook, why do you always play at super easy economic difficulty? It makes all games way too easy. Next time you generate a world try mineral rarity at 85000 or higher. We like 85k here, feels that rare metals are rare. Makes the game more interesting. Having a fortress that has most metals, coal and other thing underneath is baby difficulty.
Not every game has to be played on the hardest mode possible. Not everyone is interested in arbitrary challenge for the sake of it. He wanted to build a castle, why does he have to play on a harder mode to do that?
Carving a surface castle out of a mountain is top tier dorf mode though. Start on a mountainside embark. Cut away (channels out) the perimeter of the mountain so you leave a huge block of freestanding stone on a flat plane, and then dig out that stone block as your castle.
Dwarf Fortress can turn from the most relaxing game to the most stress-inducing game in an instant.
True that.
A giant humanoid came in then a Diplomat soon after. The giant fight with the diplomat guards, won.
Then some naked musical troupe came in start fighting the giant, giant won. Meanwhile a human merchant caravan slip in.
Then new immigrants came start fighting the giant + 1 human merchant guard helped. Killed 3 new dorfs.
Like when you don't notice a strange mood until they're stark raving mad, nude, and annoying the piss out of everything nearby until they starve to death
Here's part 2 of this fortress (building a lava moat): th-cam.com/video/-JWSB6zhJVc/w-d-xo.html
Yessssss i am here for the DF, Rimworld and Kenshi!!
31:00 absolutely slaps
For real, for real! That Dwarven folk music goes hard AF. I could mine to this shit all day.
Anyone got a link?
14:25 "You can't just throw letters away."
Okay Mr Favorite Flavor Color, U silently crying in a corner ;)
I miss Castle Stonesense. I think that was the best build you've done with DF.
music was at a perfect level
Volcano?
Lava Moat?
Super Forge!
Dorf
I love dwarf fortress. I just hate how bogged down it gets at 200 dwarfs
I usually set the population cap around 120. Plenty of dorfs to support a decent sized military without being too bloated
Dfhack has some amazing tools to help out with that. (If you don’t already use them)
With the multithreading my current fortress is able to support 650 dwarves at above 20fps.
Steam version seems to be a lot better
here i was creating water canals to do farming
2:10:40 you need to do the 4gb patch install and use graphics rules maker to get sims 2 running on modern systems.
Stone castle, bamboo drawbridge right :)
Praise Ontinti!
Just by the way, this series isn't in the dwarf fortress: Steam Edition playlist.
Only found it through YT recommendations
ah, thank you!
This is relaxing😊
I used to play this back in the early 80s
You must be confusing this with a different game. Dwarf Fortress started in 2002.
@@jaya7760 Yeah Dwarf Fortress
DORFS!!!!!!
Iit looks like an afghan compound xD
Must.... Dig.... DEEER!
Why are you digging for deer? Don't they live on the surface?
@@o-mangaming5042
Elk birds in the caverns
@@eoinmacantsaoir811 But those are BIRDS.
@Nook D'you remember (did you read?) my long msg several months ago of a step-by-step reliable clean water cistern guide requiring no channelling? I'd /really/ like you to demo it sometime to see what details I missed & to cover any other potential problems; I can repost if desired.. ofc in an area with aquifers it's fairly unnecessary, but it does still demonstrate how channelling is pretty much redundant in DF except for specific requirements
IDK; starts in an absolutely perfectly protected spot for a 'standard' underground 'plex, then builds a castle anyway! You be you, Nook (& other "For the CONTENT!!" creators out there) :))
"Just have a nice clean language, like English." BEST DAD JOKE IN HISTORY!!! :))
Once again, stone pots are often far easier to make than barrels for food/drink storage, plus they're vermin-proof!
If you can get out of the habit of using DFHack for repeating orders, the Manager tasks work v well if set up correctly. Queue up repeating bed, door, chair etc jobs, then you can optionally add conditions to check for required materials (eg wood for charcoal, beds etc) & not be plagued by 'job needs materials' cancellation spam. If you set the wok order to eg 1/day you know you'll always have 1 of each in a stockpile, your initial few 'shops won't get jammed with making eg 20 of an item before starting on the next, & you won't have stockpiles filling up with currently unnecessary spares. It also ensures you have enough eg furniture to allow planning of multiple placements
I'll finish watching the final couple hours & maybe comment more..
I remember that post and it would make an interesting experiment. Have you tried it at all? Would a small puddle continue to leak through forever?
It seems like quite a process and not quite as easy as a quick channel to the cave water below 😁
@@Nookrium I use it all the time prior to finding accessible cave water, for which I simply dig stairs down rather than channelling anywhere. I really think channelling is only useful for digging downslopes; I've never found a need for it otherwise except in exceptional circumstances
I'm not quite sure what you mean by 'continue to leak through' tho.. unless you're referring to the aquifer presence, which makes most of the process irrelevant anyway
WRT 'seems like quite a process' I agree: it does /seem/ that way, but honestly once you've done it a couple of times you can speed thru it PDQ, esp if you're willing to skip a couple of steps I included for completeness
Maybe I’m remembering wrong (I should go back and hunt for the comment). I though it involved an underground hole to hold stagnant water then digging next to it and letting it seep through into an underground cistern.
@@Nookrium Nope, that's not how I envisioned it at all. Dig the cistern 2 or 3 lvls deep (to allow stagnant/tainted water to clean while falling), then tunnel from it at least 1 lvl below surface to the stagnant water's damp tile border, ideally at the stagnant's bottom layer. Stair up just off the side of this tunnel at almost the damp tile area,, then add a switch-operated door/bridge/floodgate* a couple of tiles further down the tunnel towards the cistern. Once you've cleared any chunks from the tunnel & connected everything up to lever(s) you can dig thru the damp tile to allow water flow, & the dwarf can escape the flood by going up the stairs. No channelling, seepage or death required :) Shut off the water flow by closing the bridge/WHY at any time
If you want you can add other bridges, stairs etc as you wish (eg in the cistern to allow escape from well incidents), but that's pretty much it
*The bridge is the only thing that'll not be blocked by debris; however the floodgate operates instantly upon lever-pull regardless of distance
Ah gotcha. That sounds a lot easier than what I was thinking 😆
Nook, why do you always play at super easy economic difficulty? It makes all games way too easy. Next time you generate a world try mineral rarity at 85000 or higher. We like 85k here, feels that rare metals are rare. Makes the game more interesting. Having a fortress that has most metals, coal and other thing underneath is baby difficulty.
Its dwarf fortress not dark souls
Not every game has to be played on the hardest mode possible. Not everyone is interested in arbitrary challenge for the sake of it. He wanted to build a castle, why does he have to play on a harder mode to do that?