v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing Reclaim fortress mode
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | + | {{Quality|Exceptional}} | |
− | {{Quality| | ||
{{av}}{{buggy}} | {{av}}{{buggy}} | ||
− | Sometimes, a favorite fort in a remarkably wonderful location is [[Fun|extinguished]] for one reason or another | + | 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'''. |
− | |||
− | |||
==How to reclaim or unretire a fortress== | ==How to reclaim or unretire a fortress== | ||
Line 14: | Line 11: | ||
===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 | + | * Dwarves that were present during the fall of the last 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 | + | * [[Food]] ingredients in [[barrel]]s rot away for the reclaim 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 turns up of the same race 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=== | ||
− | * | + | *Item positions are conserved |
− | * | + | *Assigned dwarf labors are conserved |
− | * | + | *Farm plot settings are conserved |
− | * | + | *Stockpiles and their settings are conserved |
− | ** | + | **items in buildings preserve their integrity. Thread intentionally cluttered into looms to avoid stockpiling will still be there. |
− | ** | + | **stockpile links are preserved |
− | ** | + | **bins are gone |
− | ** | + | **barrels are emptied |
− | *Pasture settings are cleared, however | + | **all raw (unprepared food) will be gone, except for those that are part of a building (i.e. nest boxes, and possibly trade depots). |
− | * | + | ***seeds are still conserved. |
− | *Pending constructions are removed | + | *Pasture settings are cleared, however the pastures themselves still exist |
− | *Designations | + | *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. |
− | *Dwarf positions are not conserved and can be randomly scattered throughout the entire fortress, though they are often in bedrooms or the tavern | + | *Pending constructions are removed |
− | ** | + | *Designations are not conserved |
− | **Any items they were carrying will still be carried by them. This can result in fun if it was | + | *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 |
− | *Caverns and the magma sea will be '''un-revealed''' if you | + | **animals are always scattered |
− | * | + | **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 |
− | ** | + | *Caverns and the magma sea will be '''un-revealed''' if you build constructions that block revealing them |
− | *** | + | **This results in constructed walls being right next to unrevealed terrain |
− | * | + | **this 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 does of vitamin F (fun). (needs confirming) |
− | * | + | |
− | * | + | *barrels of syrup, booze, and other stored liquids are all emptied |
− | * | + | *random items are decorated with low quality |
− | * | + | *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 here; they are set free if they were caged in the heart of your fortress |
− | * | + | ***all other cage 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 | |
− | + | *the civilization list is reset, you may get different goblin, elven, and human civs | |
− | + | *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 decreased 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). | |
− | + | *visitors' petition timers are potentially reset | |
− | + | *local wildlife populations are potentially reset | |
− | + | *diplomats are gone (civs reset) | |
− | + | *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. | |
=== Pre-existing Ruins === | === Pre-existing Ruins === | ||
Line 72: | Line 69: | ||
== 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}}. | ||
Line 84: | Line 81: | ||
* Reclaiming a fortress can make FPS drop to unplayable levels.{{Bug|3825}} | * Reclaiming a fortress can make FPS drop to unplayable levels.{{Bug|3825}} | ||
* The [[mud]] normally found in [[cave]] systems is gone on reclaim. {{Bug|133}} This may interfere with your [[farming]] and/or wood cutting plans (depending if you rely on the [[underground forest]]s for [[wood]]). | * The [[mud]] normally found in [[cave]] systems is gone on reclaim. {{Bug|133}} This may interfere with your [[farming]] and/or wood cutting plans (depending if you rely on the [[underground forest]]s for [[wood]]). | ||
− | * If for whatever reason you walled off a section of your fort (to wall a [[berserk|very unhappy]] dwarf in their bedroom, for example) the walled | + | * If for whatever reason you walled off a section of your fort (to wall a [[berserk|very unhappy]] dwarf in their bedroom, for example) the walled off section will be invisible on reclaim. On removal of the wall, the section will still be blacked out, and can be designated for [[mining]]. Miners will attempt to dig, fail, and walk away only to try again a few seconds later. To get around this, mine a tile adjacent to the invisible room and it will be revealed, allowing you to continue as normal. {{Bug|1871}} |
* When a dwarf changes jobs and tried to store an item it will constantly say: "Item is misplaced and can't be stored" forever. | * When a dwarf changes jobs and tried to store an item it will constantly say: "Item is misplaced and can't be stored" forever. | ||
* Scattered items seem to only be placed on walkable paths from the edge of the map. Walls and raising drawbridges (in the up position) block the scattering of objects. This can be exploited to concentrate reclaimed items in a small area. | * Scattered items seem to only be placed on walkable paths from the edge of the map. Walls and raising drawbridges (in the up position) block the scattering of objects. This can be exploited to concentrate reclaimed items in a small area. | ||
Line 92: | Line 89: | ||
* Reclaimed [[bin]]s and [[barrel]]s will not be used to store items. They also cannot be traded, the only option is to destroy them. (see: [[dwarven atom smasher|waste disposal]]) | * Reclaimed [[bin]]s and [[barrel]]s will not be used to store items. They also cannot be traded, the only option is to destroy them. (see: [[dwarven atom smasher|waste disposal]]) | ||
** Many reclaimed items won't even be properly dumped, making it impossible to clean up the map without external tools. | ** Many reclaimed items won't even be properly dumped, making it impossible to clean up the map without external tools. | ||
− | * Occasionally, the incomplete message " | + | * Occasionally, the incomplete message "(dwarf) has" appears in the purple-pink reserved for death messages. Zooming to the location of the message yields a (probably) random location; no corpse can be seen on the zoomed-to tile, and no correspondence between the dwarf named and the location viewed is yet known. |
* 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. | ||
− | |||
− | |||
− | |||
− |