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{{migrated article}}
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{{Quality|Exceptional}}
{{Quality|Unrated}}
 
 
{{av}}{{buggy}}
 
{{av}}{{buggy}}
 
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'''.
 
If, for whatever reason, you wish to end your fortress game prematurely (i.e. without every citizen dying), you can choose to either '''retire''' your fort, which will make it an active settlement in the world, or you can '''abandon it to ruin''', which will cause the dwarves to gradually emigrate and leave the fortress uninhabited. Retired forts can be '''unretired''', while abandoned forts become [[ruin]]s that can be '''reclaimed'''.
 
  
 
==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, ruined fortress location, the player's initial impression will be one of untidiness:
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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.
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* Enemies that existed during abandonment will still be there if you reclaim the fortress immediately afterwards and may be lurking in [[ambush]]
 
* 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 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 status again!  
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* 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. [[Building]]s, like items, must be reclaimed before they can be used.
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* 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===
*All the [[drink]]s are spilled to the floor, along with everything else that is supposed to be in containers, such as [[flour]] and [[oil]]. Start brewing immediately.
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*Item positions, assigned dwarf labors and farm plot and stockpile settings are conserved
*All cabinets and chests are deconstructed. Nobles are unhappy with their bedrooms.
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**Items in buildings preserve their integrity. Thread intentionally cluttered into looms to avoid stockpiling will still be there.
*Many stockpiles don't work, including food, block/bar, and leather. Assume that any stockpile that stores in bins or barrels needs to be erased and re-established.
 
*Item positions, assigned dwarf labors, and farm plot and stockpile settings are conserved
 
**Items in buildings preserve their integrity. Items intentionally cluttered into workshops to avoid stockpiling will still be there.
 
 
**Stockpile links are preserved
 
**Stockpile links are preserved
**Contents of bins and barrels are dumped out.
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**Barrels are emptied
**[[Artifact]]s are scatterred all across the map. This includes artifacts that were part of a building.
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**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, the pastures themselves still exist
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***Seeds are still conserved.
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*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
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*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, say, a minecart full of magma, as the magma will be dumped on the spot.
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**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, uncaged, at the same spot
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*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 there; they are set free if they were caged in the heart of your fortress
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**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
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*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 keep their resident status if they emigrated and then came back to visit again.
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*Visitors' petition timers are potentially reset, as are local wildlife populations
*Other creatures will have their citizenship or hostility readjusted depending on whether they are part of the civilization or not. Named animals that became [[historical figure|notable]] before being tamed will become untame.
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*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 the said tiles have been floored over/drained and have since been an integral part of your fort. This can lead to potential fun.
 
*Imprisoned criminals are released, and their sentences are considered served.
 
*Any [[Justice#Interrogation|interrogations]] you may have done are deleted.
 
*Cooking/brewing preferences are lost.
 
*Named pets will remain on the animals list. even though their owners have left the fortress.
 
*[[Web]]s are scattered across the map. [[Giant cave spider]] webs in caverns may tangle up passers-by.
 
*If an embark includes surface water that freezes and thaws, dwarves may fall in and drown during retirement.
 
*[[Magma]] levels may rise, akin to a volcanic eruption.{{Bug|8183}} This is a known cause of [[Fun|‼Fun‼]].
 
*[[Work_orders|Work orders]] are deleted.
 
*Any [[Noble]]s you didn't assign may be randomly assigned.
 
  
 
=== 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 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.  
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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.
* Fortresses with water or magma works may end up partially or fully flooded during the retirement/abandonment period, even if there was no way for the fortress to accidentally flood while active.
 
** Levels that were originally filled with liquids (ocean/river tiles, flooded cavern floors etc.) and were cleared during a previous play are going to be flooded on reclaim. The only silver lining is that doors stop the 7/7 flood of death.
 
* Hauling routes can become buggy and need to be remade.
 
 
[[ru:Reclaim fortress mode]]
 
[[ru:Reclaim fortress mode]]

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