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Editing Reclaim fortress mode
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Sometimes, a favorite fort in a remarkably wonderful location is [[Fun|extinguished]] for one reason or another - sometimes, you just have to go back and try again. Thankfully, this mechanic has been built into the game in the form of '''Reclaim Fortress Mode'''. | Sometimes, a favorite fort in a remarkably wonderful location is [[Fun|extinguished]] for one reason or another - sometimes, you just have to go back and try again. Thankfully, this mechanic has been built into the game in the form of '''Reclaim Fortress Mode'''. | ||
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==How to reclaim or unretire a fortress== | ==How to reclaim or unretire a fortress== | ||
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===Reclaim=== | ===Reclaim=== | ||
{{Migrated_section}} | {{Migrated_section}} | ||
− | On arrival at your old | + | On arrival at your old ruined fortress location, the player's initial impression will be one of untidiness: |
− | * All items that existed at the lost fortress will be [[forbid|forbidden]] and randomly strewn across the map and all accessible levels | + | * All items that existed at the lost fortress will be [[forbid|forbidden]] and randomly strewn across the map and all accessible levels |
* Dwarves that were present during the fall of the lost fortress will be scattered across the map, along with the rotten [[corpse|carcasses]] of whatever [[livestock]] was left behind. | * Dwarves that were present during the fall of the lost fortress will be scattered across the map, along with the rotten [[corpse|carcasses]] of whatever [[livestock]] was left behind. | ||
* If you have reclaimed the same fortress more than once, there may also be [[ghost]]s of citizens from attempts prior to the most recently lost fortress. These tortured souls will have no corresponding bodies - these poor spirits of repeated failed attempts must be [[slab|memorialised]] | * If you have reclaimed the same fortress more than once, there may also be [[ghost]]s of citizens from attempts prior to the most recently lost fortress. These tortured souls will have no corresponding bodies - these poor spirits of repeated failed attempts must be [[slab|memorialised]] | ||
− | * [[Food]] ingredients in [[barrel]]s rot away, and all [[alcohol]] barrels will be empty, however, any [[prepared meal]]s are still dwarf-edible and will be scattered everywhere (and initially forbidden as above) | + | * [[Food]] ingredients in [[barrel]]s rot away, and all [[alcohol]] barrels will be empty, however, any [[prepared meal]]s are still dwarf-edible and will be scattered everywhere (and initially forbidden as above) |
− | * Enemies that existed during abandonment will still be there if you reclaim the fortress immediately afterwards | + | * Enemies that existed during abandonment will still be there if you reclaim the fortress immediately afterwards and may be lurking in [[ambush]] |
* Forgotten beasts that existed when your fortress fell will change their status from "Uninvited Guest" to "Current Resident." | * Forgotten beasts that existed when your fortress fell will change their status from "Uninvited Guest" to "Current Resident." | ||
− | * Enemy invasion forces | + | * Enemy invasion forces like [[goblin]] ambush parties may have changed to be peaceful, for some reason. Warning: if another siege of the same race turns up, then those already present may revert to enemy again! |
* If your fortress fell to a [[tantrum]] spiral, there may be berserk dwarves lurking in ambush for your embark party. Be prepared to deal with whatever destroyed your fortress before. | * If your fortress fell to a [[tantrum]] spiral, there may be berserk dwarves lurking in ambush for your embark party. Be prepared to deal with whatever destroyed your fortress before. | ||
− | * Constructed buildings will have remained standing, including small buildings like [[cage]]s and [[bed]]s. [[ | + | * Constructed buildings will have remained standing, including small buildings like [[cage]]s and [[bed]]s. [[Buildings]], like items, must be reclaimed before they can be used. |
* [[Stockpile]]s will no longer exist, and anything held within them will have been scattered and forbidden along with everything else. | * [[Stockpile]]s will no longer exist, and anything held within them will have been scattered and forbidden along with everything else. | ||
* Any [[workshop]]s that had [[manager#Setting workshop profiles|profiles]] will continue to have those profiles, even when there is no manager assigned. If you assign a [[manager]], you can edit those profiles, potentially allowing the workshops to be used again. | * Any [[workshop]]s that had [[manager#Setting workshop profiles|profiles]] will continue to have those profiles, even when there is no manager assigned. If you assign a [[manager]], you can edit those profiles, potentially allowing the workshops to be used again. | ||
===Unretire=== | ===Unretire=== | ||
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*Item positions, assigned dwarf labors, and farm plot and stockpile settings are conserved | *Item positions, assigned dwarf labors, and farm plot and stockpile settings are conserved | ||
− | **Items in buildings preserve their integrity. | + | **Items in buildings preserve their integrity. Thread intentionally cluttered into looms to avoid stockpiling will still be there. |
− | **Stockpile links are preserved | + | **Stockpile links are preserved |
− | ** | + | **Barrels are emptied |
− | ** | + | **All raw (unprepared) food will be gone, except for those that are part of a building (i.e. nest boxes, and possibly trade depots). |
− | *Pasture settings are cleared, however | + | ***Seeds are still conserved. |
+ | *Pasture settings are cleared, however the pastures themselves still exist | ||
*Room assignments exist, but are potentially bugged (dwarf profiles show no owned objects even if the furniture says that the dwarf is assigned there). They can be reassigned and rooms will keep their sizes for the most part. | *Room assignments exist, but are potentially bugged (dwarf profiles show no owned objects even if the furniture says that the dwarf is assigned there). They can be reassigned and rooms will keep their sizes for the most part. | ||
− | *Pending constructions are removed | + | *Pending constructions are removed |
− | *Designations and orders are not conserved | + | *Designations and orders are not conserved |
− | *Dwarf positions are not conserved and can be randomly scattered throughout the entire fortress, though they are often in bedrooms or the tavern | + | *Dwarf positions are not conserved and can be randomly scattered throughout the entire fortress, though they are often in bedrooms or the tavern |
− | **Animals are always scattered | + | **Animals are always scattered |
− | **Any items they were carrying will still be carried by them. This can result in fun if it was | + | **Any items they were carrying will still be carried by them. This can result in fun if it was a minecart full of magma, as the magma will be dumped on the spot. |
− | ***All magma minecarts that weren't carried are strangely emptied of liquids | + | ***All magma minecarts that weren't carried are strangely emptied of liquids |
*Caverns and the magma sea will be '''un-revealed''' if you built constructions that blocked their being revealed; this results in constructed walls being right next to unrevealed terrain and can potentially remove the lag caused by revealed (but walled-off) HFS. Existing HFS may be scattered around the fort though, resulting in an instant dose of vitamin F (fun).{{verify}} | *Caverns and the magma sea will be '''un-revealed''' if you built constructions that blocked their being revealed; this results in constructed walls being right next to unrevealed terrain and can potentially remove the lag caused by revealed (but walled-off) HFS. Existing HFS may be scattered around the fort though, resulting in an instant dose of vitamin F (fun).{{verify}} | ||
− | *Random items are decorated with low quality | + | *Random items are decorated with low quality |
− | *No caged creatures remain so; if they were caged when retired, they respawn | + | *No caged creatures remain so; if they were caged when retired, they respawn uncaged at the same spot |
− | **Uninvited guests and named creatures will still be | + | **Uninvited guests and named creatures will still be here; they are set free if they were caged in the heart of your fortress |
***All other caged creatures and chained wildlife, including entities that are not uninvited guests (i.e. caged invaders and necromancers) are gone, presumably having been released or escaped. | ***All other caged creatures and chained wildlife, including entities that are not uninvited guests (i.e. caged invaders and necromancers) are gone, presumably having been released or escaped. | ||
− | *Bugged invisible merchants and wagons, and their items, are reset; this is one workaround to getting caravans from those civs again | + | *Bugged invisible merchants and wagons, and their items, are reset; this is one workaround to getting caravans from those civs again |
− | *It's possible to unretire with a different dwarven civ, resulting in a different civ on the civ screen than that of the current fort | + | *It's possible to unretire with a different dwarven civ, resulting in a different civ on the civ screen than that of the current fort |
− | *The deceased list is reset and non-historical figures are culled | + | *The deceased list is reset and non-historical figures are culled |
*If you were bordering an evil biome, the reanimation areas may also be reset; the corpse quantum stockpile near the border might be crawling with undead (not immediately). | *If you were bordering an evil biome, the reanimation areas may also be reset; the corpse quantum stockpile near the border might be crawling with undead (not immediately). | ||
− | *Visitors' petition timers are potentially reset, as are local wildlife populations | + | *Visitors' petition timers are potentially reset, as are local wildlife populations |
− | + | *Murky pools are refilled, even if said tiles have been floored over/drained and have since been an integral part of your fort. This can lead to potential fun. | |
− | *Murky pools are refilled, even if | ||
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=== Pre-existing Ruins === | === Pre-existing Ruins === | ||
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== Reclaiming buildings == | == Reclaiming buildings == | ||
− | In order to reclaim a building for your dwarves to use, say a [[smelter]], you will need to reclaim all of the items that make up that [[workshop]]. You can do this | + | In order to reclaim a building for your dwarves to use, say a [[smelter]], you will need to reclaim all of the items that make up that [[workshop]]. You can do this two ways. First, you can hit {{key|t}} and move the cursor over the building, which will show all of the items within the building. This includes the materials used to build it. Hit {{key|f}} on each one to reclaim those items. |
It is also possible to designate multiple items and workshops by using {{key|d}}-{{key|b}}-{{key|c}}. | It is also possible to designate multiple items and workshops by using {{key|d}}-{{key|b}}-{{key|c}}. | ||
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* If a fortress has been reclaimed several times, military alert states that call civilians to burrows may not function correctly. | * If a fortress has been reclaimed several times, military alert states that call civilians to burrows may not function correctly. | ||
* Previously built slabs cannot be engraved. | * Previously built slabs cannot be engraved. | ||
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[[ru:Reclaim fortress mode]] | [[ru:Reclaim fortress mode]] |