

(Via cave-ins) In empty tiles you only can construct ramps. Be careful when channeling through natural floors with tunnels underneath, it is a typical source for accidents. Ramps only appear during channeling when there is something below. Just deconstruct and build a new one elsewhere. The easiest way to handle your situation would be to move your depot. Similarly you can't designate / dig a staircase in an empty tile but have to construct it. It counts as construction and normal digging designations won't work with it, you will have to deconstruct to change it. You can fill empty space by building walls, but it won't revert to normal natural stone ever. And you can build unlimited access points (although this can be dangerous when enemies show up). You can lock yourself from outside contact. You can set up multiple self-sustaining forts. Related question, how do I fill in the open space and/or replace a wall? I just want it to work seeing as how I already dug out this ungodly long tunnel. This doesn't really affect my game in a significant way. Since then I've not been able to build any ramp or staircase from surface down or Z-1 up. Went to surface and channeled where the staircase was removing the staircase in the process and creating open space. Went back to Z-1 and still could not build the up staircase. Went to the surface and was able to construct a down staircase. So, I finished the tunnel and then could not build an up staircase. After screwing around for a while building bit and pieces of a road, I decided that it would be much easier and probably safer to tunnel to the depot and then build a ramp or stairway to the surface for access. You see, my trade depot is quite far from my (ahem) fortress. Can my fortress have more than one access to the surface. Buy this legendary game.I've never had a problem building stairs, until now. Soon, you'll be enjoying your own histories of greed and industry. There's a lot to learn, but now it's much easier to do that. But the game is endlessly complex and engaging in ways that few, if any, other games offer. The reworked user interface has taken some getting used to but in the end it makes the game much more approachable to newcomers and for some things it makes my life a lot easier. Some of the werecreatures have phenomenal sprites. Even as a fan of the vanilla ASCII art, the new art communicates so much more about what is going on and what the world looks like. Too few people seem to mention the new save game options which provide much more freedom than before. The Steam version takes several huge steps forward. Tarn and Zach Adams' handmade crayon artwork adorns my den. I've been playing Dwarf Fortress for many a year and I love it.

Made invader summons parts of the invasion.Added culling of certain dead units to help with performance.Added a few additional embark warnings.Allowed emotionless creatures to satisfy needs if they still have them.Stopped dragons and other megabeasts from appearing as relatives of random dwarves in the fort.Replaced wild ambience with the biome-specific ambiences (and the existing wild sounds).Now only plays a few random cards for a song on subsequent playthroughs rather than playing them in order each time.Made ambiences continue from where they left off rather than starting at the beginning each time.Fixed list icons for several creatures.Added planted soil texture and updated farmplot texture.Underground crops now have sprouting textures.Fixed crash from giant/diagonal activity zones.Fixed crash when copying trade information like ownership on certain items.Stopped new timelines from always saving into region1.Arena mode is back, with an updated interface.
#Dwarf fortress dump mods
Arena mode is here which means you can new test out creatures, trees, materials and certain item mods before publishing them! Also notably we've added new sprites to show the growth progression of crops so now you'll be able to see where and what you plant!
