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submitted 1 day ago* (last edited 23 hours ago) by Doubledee@hexbear.net to c/games@hexbear.net

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

  1. (Beginning Feb. 20) @gay_king_prince_charles@hexbear.net

  2. (Beginning Feb. 27) @booty@hexbear.net

  3. (Beginning Mar. 6) @Oreb@hexbear.net

  4. (Beginning Mar. 13) @PorkrollPosadist@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.

EDIT: Sorry for the ping @Moonworm@hexbear.net although you're still welcome to rejoin.

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[-] Doubledee@hexbear.net 2 points 23 hours ago

Hopefully it's not out of turn for me to post the weekly submission, I'm going to be away shortly and won't be able to make a submission if I don't do it now. That said I'll keep this one more informative and brief.

The state of the fort, for the next turn

-Our military has a core of competent fighters who can handle dangerous beasts and invaders mostly. I think we ought to use new migrants to expand, get a few extra squads up, and put them in iron gear for the near term. It's not technically optimum but steel is going to be a long haul, to say nothing of having expert armorers and weaponsmiths. Don't want perfect to be the enemy of good, and all.

-I realized doing my recap checks that the clothes industry has been entirely disabled. I should have caught that and fixed it (the looms are gone, as are the work orders) but didn't until the save was made. Clothes will continue to degrade but we have a ton of cloth. We should start making clothes again. Gives us export goods in addition to good thoughts.

-I didn't remember that fort rules aren't saved per fort, so no migrants came during my run. I would hope we will get a lot once the restrictions are removed with another player taking over. Just be prepared for that.

-I believe one of the poets or dancers is CURRENTLY going berserk as I hand the fort over. It looks like it might be quite bad. Sorry about that.

I strongly suggest we expel or emigrate the enormous cavalcade of pissed off dancers and poets who are eating all our food and drinking all of our drinks and doing nothing to help the situation. But I didn't want to make that decision without running it by everyone. If we like having a fort of angry beat poets and grunge musicians that's fun in its own way.

-Some of the confusion has been sorted as far as hospitals and other zones go. Security is reasonable although if we get building destroyers in an attack we have a bunch of tunnels near the surface where we might have to send the military directly to intervene. Thus my suggestion we expand the squads with iron gear.

Important highlights

Pit garbage disposal

The minecart settings should be tweaked so that it accepts everything, I think that's the reason forgotten beast pieces have accumulated in it. It's just a Quantum Stockpile set up to dump refuse from the top of the pit. I can talk to you if you're having a hard time fixing it, I thought I had it working fine when the year ticked over. Sorry.

The Burial Complex

We are officially unhaunted. And we have coffins to spare.

I requested ore and flux stone from the caravan so hopefully we can get to making more steel even if we have to close the caverns off. The pit has ready access to dolomite which could be mined out in quantity for the same purpose.

I initiated The Geldening because our animals are really out of control.

It is almost done I think as I hand the fort over.

We experienced a goblin ambush that I think also affected the elf caravan. We may pay a diplomatic price if they were harmed but it could not be helped. We also agreed not to cut down more than 25 trees, so abide by that if you feel so inclined.

An artifact was stolen, I was not able to catch the perp, so I pass that mystery along.

We were unfortunately attacked by a flying web spitter, who was able to get into the fort by flying in the caravan entrance. Our military was able to kill it but there were a lot of casualties. Fingers crossed that migrants still want to come. I was able to bury them all. shrug-outta-hecks

I reiterate: We should talk about expelling these pissed off performers. As far as I'm concerned the next leader has my vote to go ahead with that, everyone else has been told, but it's a collective endeavor. They're more than a third of our population and disproportionately the ones starting deadly fights.

[-] PorkrollPosadist@hexbear.net 1 points 15 hours ago* (last edited 15 hours ago)

Hopefully it's not out of turn for me to post the weekly submission

No, this is COOL.

Our military has a core of competent fighters who can handle dangerous beasts and invaders mostly. I think we ought to use new migrants to expand, get a few extra squads up, and put them in iron gear for the near term. It's not technically optimum but steel is going to be a long haul, to say nothing of having expert armorers and weaponsmiths. Don't want perfect to be the enemy of good, and all.

Steel IS going to be a long haul, but it shouldn't be THIS long. The setup is incredibly inefficient. There are multiple bottlenecks which can be resolved.

As far as the military goes, I basically scrapped it and re-constituted it during my turn. We had multiple squads with a lot of vacancies, I consolidated melee into one squad, and might have created a crossbow squad later as an afterthought. The training routines, barracks assignments, and availability of resources can use a review.

An artifact was stolen, I was not able to catch the perp, so I pass that mystery along.

With the amount of ~~espionage fronts~~ performance troupes we've got, there's basically no point of even investigating this lmao. Artifacts are simply going to evaporate.

Our military was able to kill it but there were a lot of casualties. Fingers crossed that migrants still want to come.

I got a couple decent "despite the danger" migration waves last year. Dwarves live for this shit apparently.

[-] Doubledee@hexbear.net 1 points 15 hours ago

We have no skilled metalsmiths and fuel limits at the moment. I think probably they all died in the carnage but it's a long road to train them all.

this post was submitted on 20 Feb 2026
14 points (100.0% liked)

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