NOTE: The 42.xx update has finally been released after nearly a year. Be prepared for weird shit, broken things, bugs, and crashes galore. If you find a bug, don't bitch about it here, go to http://www.bay12games.com/dwarves/mantisbt and report it.
Previous thread: >>127531925
>Download the basic game here. Current version is Dwarf Fortress 0.42.xx
>Find a bug? Don't tell us! Tell Toady! Complaining in the thread will accomplish nothing.
>Have a question? Check the wiki first:
>Fireden archived threads:
>DFHack (Out of date):
>Starter Pack (Out of date):
>More DF stuff:
>Dwarf Fortress General IRC chat:
(to connect yourself: https://webchat.freenode.net #dwarffortress)
>A bunch of guides to various parts of fort-based living:
https://www.youtube.com/playlist?list=PLD1A3FE72C0DCAC66 (Dated, but good)
Strike the earth!
If I started a fort without using any drawbridges or traps, how much more fun should I expect ?
Why would the adventurer be neutral good? Chaotic good at best, but, I mean, I spent hours just poking around under great big towns to find tombs with untriggered mummies and dfhacking criminal bosses on top of them, then shoomping the mummy around to large piles of bodies before sitting back to watch the chaos unfold.
The best part: I'm technically not responsible for any of it, so if I just sit back and let it happen, no hard feelings, or I could go jump in and help out and everyone is all "yay hero!" about it.
EXPECT THE GLORY OF A THOUSAND SHOWERS OF BLOOD AS YOUR MILITIA CUTS THROUGH WEREBEASTS AND INVADERS ALIKE.
TRAPS ARE FOR THE COWARDLY ELF THAT FEARS FIGHTING HEAD ON.
TO HAVE THEIR FLESH MEET OUR HAMMERS IS THE ONLY TRUE PATH OF ARMOK.
Is a 1 goblin siege possible? If so I am pretty sure that is whats happening to me right now.
I've never seen anything like this before.
Yeah, then you do silly stuff like I just did, deciding to walk from where I started to visit the library on the northern glacier in a 129x129, and haul various books there. No fast traveling, just to do it.
Shoomping amuses me more, and there's no [UNDIRECTED_DUST_FLOW] or whatnot to go along with it.
Spiderman fort anon here. I need help with a reaction, namely:
[NAME:produce a block out of silk]
It doesn't work like I wat. They create the blocks alright, but they aren't made out of silk. Rather, they are simply marked as "blocks", and when I use them to build, the constructions are made out of "unknown material". What am I doing wrong?
Since social spiders are a thing, it's inevitable that someone's gonna make a playable man variant. Just like the antmen.
Is the material spelled properly?
As a test I just made some brown recluse spider man silk blocks with gui/create-item so the item CAN exist, but silk only has [ITEMS_SOFT] so I have no idea what happens if you don't explicity tell the game "there is an item made of this absurd material here" like gui/create-item does.
>Is the material spelled properly?
I'm pretty sure it is. Perhaps the problem is with the creatures, not the reaction. Currently I haven't given the abiltiy to produce silk to the spidermen themselves, but to the spider that they draw their tokens from. That THIS spider's web making ability works alright I'm sure of; I see the "stegodyphus spider" webs everywhere in the savannas.
A hammer lord, an axe lord, and an elite crossbowman walk into a keep full of sleeping elves... and a bloodbath ensues randomly.
I'd make sure they have the silk themselves.
Try the reaction with the spider silk by itself instead of the spider man?
I found the problem. It was a typo which I though I had fixed, but it turned out that I'd only fixed it in the raws, not the save.
Now it works just fine.
Question about Inns and Temples:
I built chests in both of them, and I have made mugs and instruments, now will the dwarves automatically store them in their respective locations upon use, or do I somehow need to place the mugs/instruments myself?
Yeah mugs will place themselves, all over the fucking fortress.
Fucking little shits stop taking mugs with you to the fucking workshops just drink from the barrel like ancient dorfs christ.
haven't played since just before the hauling update, and stockpiles are fucking with my head now
I have a stone stockpile next to my mason's workshop, its filled with hematite. I tried to forbid metals and economic stones from said stockpile, and have another one open that accepts metal ore, but nobody is moving it. This is preventing them from putting the Gneiss that's all over the fortress into the stockpile, and for some reason my mason won't work with stone that's NOT in the stockpile (I suspect it has something to do with me trying the give/take command from the stockpile, but when I removed all give commands it made him unable to use anything instead of everything).
Also, I set bins to maximum but these assholes aren't using the bins, how do I fix?
For your stone stockpile, check how many wheelbarrows you've allowed. It defaults to one, and once there's a wheelbarrow in the stockpile it will only generate as many simultaneous jobs as there are wheelbarrows in the pile. So that means 1 dwarf hauling stone at a time, which can be really slow and easy to miss. The max in vanilla is 3, but dfhack has a plugin to allow as many as you like.
As for your bins, it's hard to say what the problem is without looking at the stockpile and your stocks and your dwarves. If you have bins, they'll put an empty one in the pile, fill it, and then add more as needed. There's a lot of buggy behavior with bins, and with items in containers in general, so you might be better off with your dwarves not using them.
> about 50k offered
>3 full steel squads with admantine weapons and shields
>still a village
My civ wont even make me a barony.
Started my game in year 2 of my world.
I tried keeping the liaision from meeting with my mayor until AFTER the caravan left, didnt help either.
Of course, craftsdwarf at 20 is pumping all year round, woodburner churning coal, jeweler at 20 cutting and encrusting, 3 cooks churning out, 4 brewers 10 planters, and a carpenter making about 50 beds a year, I dont know what else to do. Maybe its because the world is so young?
And of course my smiths on permaduty
Age of the world shouldn't matter. If you've hit all the triggers you should get the offer. Had reached them when last year's caravan left? Because this year's liaison is probably going off last years numbers. Either way, if you're sure you've hit the triggers and go another year without the promotion I suggest teporting it as a bug.
Any point in putting performers in the temple as opposed to the tavern?
Unless you have a very large fortress or a pantheon temple, there's no real point in assigning a performer to one, especially if that temple only has like 5 dwarves in the entire fort who go there.
Doesn't sound very hipster at all, only hard to make it work without being clunky. But if you do somehow find a setup you're comfortable with, I could see it being rather nice.
So I built my little faggots an archery range, but they would rather sit around and pray and listen to music all day then train
I quadruple checked equipment/ammo and everyone is equipped with crossbows + training bolts, schedule is set to train year round and I put them on alert, what am I missing here?
the more I think about it the less possible it seems given the different prompts in every fucking menu; you'd have to bind the entire keyboard or else just live with scrolling through every menu
>I put them on alert
active/training should suffice. an alert may actually prevent them from training depending on your burrows and alert settings
>not giving your military live training experience
>not assigning them to go slaughter wildlife
>not trapping creatures/invaders and releasing them in a designated coliseum for your military to stab to death
Yeah more than a few dwarves will die in the process but thats what makes it fun. Also when you finally get 3 or 4 dwarves with good enough experience that'll keep them from getting wrecked every seige, it makes invasions much more exciting knowing that theres a real chance your military can actually get slaughtered with a few lucky strikes on your only decent dwarves.
why is this dorf scattering seeds everywhere
The reaction is alright. You need to specify the block's material, so the game either doesn't know what the material specified is or doesn't recognize the way you put it in. Have you defined the material elsewhere? Check the error log
noob here again, how do you establish a water source?, i know is in zones, etc but i keep selecting the river and still no water source, ever tried with a lake in a cavern and still nothing
Only stone blocks can be stored in bins. This fucked ms over for ages too. Set your mason to make stone blocks on repeat whenever he's not doing anything else. Using blocks has the added bonus of speeding up the construction of walls immensely and increasing their value.
Did they remove combat logs from fort mode
or maybe I'm crazy for ever thinking they were there?
got bored of my fort and decided to send my militia on a rampage, but I only ever get "so and so was found dead" and never any detailed combat.
'i'nteraction zones, designate a space either immediately adjacent (diagonals count) to the water, not actually over the water.
turn on the 'w'ater source activity.
wells don't need to be designated as a water source and will function as long as there's enough water directly beneath in a completely unobstructed vertical fall (ie; grates will block the bucket from going any lower than the grate, even if "open")
Easy to take for granted travel mode, but mountain climbing remains a matter of actually getting there.
Like I said earlier, I got it to work. I found out that it was due to a typo. Creature mats don't need to be specified, either. The spider men are set to use ordinary silk, and thus, just selecting CREATURE_MAT:STEGODYPHUS_SPIDER_MAN:SILK is enough.
Now that the workshops are working, my next step is using interactions to make my spider people moult anually. The moulting should have a healing effect on them(which compensates for their lack of hospitals), and should leave a chitin(if this is possible. If it's not, I'll have them leave spiderman leather or something behind instead).
I just stablished a squad with full steel armor and training weapoons to attack a Draltha.
The poor thing keeps vomiting and dragging away, while my dorfs investigate the effect of pulping a living beeing and become better warriors.
Not only that: moving up a slope should always cost stamina, and if you fall while standing on a slope, you should roll down and potentially take damage.
Most video games don't pay any attention to this, but tripping down a downward slope can be just as dangerous as a free fall.
It's generally quite a trip to reach them, they show up in legends/engravings though.
Heck, I've had peaks which fit an embark tile that topped out around 140 Z, freaky spike mountains. Most sheer cliff was only a dozen or so z unless you count the weird exposed volcano tubes that I've seen hit 100 or so z straight down the side occasionally, with 50 or 60 being pretty common.
Well, it is as tiring as normal movement due to gravity being abstracted.
You can definitely fuck yourself up if you do something dumb like try to hop down a couple layers to speed things up, but that's the closest to the tumbling down hill you really get unless you count losing hold while climbing.
When you're embarking in fort mode you can see the names of the regions and map features in your selected embark area. It's either to the bottom left or in the center above the map, I forget now. It's always the bottom left in adv mode.
Every distinct biome is counted as a region with its own name. For example, my current embark covers the regions "The Prime Lake", "The Jungles of Adventuring", a swamp whose name I forget, and a volcano called "The Joyous Rage". There's no way to see the names of the regions you're in after you've embarked, so make a note if you want to remember.
Never seen a dance like this one before, there's one group of dancers making a little circle and another making a larger circle and they kinda reciprocate past each other like a gear.
Well, you can use open-legends to check them out too.
Butchering problems again. Are Puffins not butcherable to begin with? They're now in a stockpile next to my butchery and even manually selecting the task gives "needs butcherable nearby item".
dwarves can only fish directly below their current z-level
dwarves are never in danger of "falling in" to the water by random chance; the only way to actually be forced into water is if they dodged an attack during combat.
If you construct the cages near the end of the map, and then use a lever to open them, I guess they'll run for the exit(although sometimes, retreating enemies will decide to hit your tavern, where they will cause the exact kind of mess that they do in adventure mode, except with a weapon and skills).
Selling them won't help, since this will only rid you of the cage: the goblin will simply be put in another cage.
Oni mod guy here again. If I want the creature to have different numbers of horns, can I somehow use creature variation tokens or do I need to do it with castes? For that matter, can variation tokens change horn length?
Oh, and what do you consider to be the plural of Oni? Onis looks stupid.
Another of my Glacier starts got kinda fucked, because no fish are spawning in any of the 3 underground caverns and I haven't seen any Yetis either and my Hunter is ignoring all the Albatrosses outside.
Were zombies buffed or something ? I just jammed the skull through the brain of an elf recruit corpse and it's still trying to hit me.
The fact I'm walking around with 5 shields and a shiv might not make the task easier though.
>just cut a zombie goblin's head off the body
>it didn't kill it
I also became a vampire along the way but zombies still attack me, is this new ? I thought they didn't attack night creatures.
The point still remains that sparring is bugged. You're accusing me of having a boring playstyle when 42.03 was the first time ever that I actually resorted to dangerrooms because they disgust me so much. I do send my militia out to fight wildlife and use traps but it's not always practical for various reasons and sometimes I want something for them to do while I'm working on other aspects of the fort. That's what sparring is for.
If you started attacking the zombies before you turned vampire, they'll still attack you when you turn into one. Same if you attack one now while you are a vampire, they will retaliate.
There's a bug in all post-0.40 releases which causes resurrected corpses to keep their old loyalties, meaning they'll attack whoever they fought before they died, even if it is the necromancer himself. This also causes mist zombies to fight each other.
I also think that if you become a vampire/necro AFTER you've already been attacked by a certain undead, he will remain hostile forever.
I don't remember how a dwarf start a party at a table. Can you hint me ?
Should I set multiple dwarf assignments at tables or a huge one ?
I see your grand army.
I raise a ghostly militia.
Once a dwarf becomes a ghost, he will also become a ghost in all historical records.
Your engraving is of the dorf when he was still alive.
Imagining that portraits of dead people become "ghostly" is fucking terrifying, though.
I was trying to fool the ignorant. You spoiled my fun.
So, I've made a little pond of water 3/7 deep and I've built three ramps of soap so that my dwarves entering the fort will have taken a bath.
The problem is that the dwarves are not going through the water and as such I've had to build a floor over one of the 3 tiles.
This has worked in previous updates, does anyone have an idea as to what is going on?
Do they have to path through it or do they just sit on the far side?
they were unable to cross it until I built a single tile floor.
Not only that, but I was unable to build anything on the surface has my building materials were not accessible there.
Are they getting hit at all? That's what raises the skill. If they become good at using their weapons/shields, they won't get hit on their armor as often as they just block/parry.
Well, they're proficient in shield skill too. I suppose I'll try removing their shields.
I'd rather not use danger rooms, and my options of live training are storks and demons. Goblins and elves sieged me once, but never came for a second try. Despite having 120 dwarves, four million created wealth and year 95 in a world where there should be plenty of beasts (age of myth, I thought I increased the beast amount) the only beast I've had was a cyclops that wandered to one of my traps and died.
On top of that, the walled off demons plummet my FPS to 25. I'll forge an adamantium set and try to shut down hell. If it fails, I'll fight to the end and then start as an adventurer...
The elves brought a sort of harp with never-still strings. Are instruments with divine materials made at worldgen?
Sounds like it would be annoying... need a big sound-proofed box to shut it up.
Ive never built a leather industry before, is there an ez animal to do it with?
Dunno if I wanna dick with setting up an outdoor pasture cause I feel like animals would freeze to death/get killed by wild animals. Plus I think some grazing animals take a while to mature
there an animal that doesn't need to graze and mature relatively quickly?
>hunter starts shooting at a rhino
>breaks over half of its body parts
>runs out of ammo
>hunter picks up more ammo
>goes to shoot a different rhino
>rinse and repeat until no ammo left
I'm feeling like assigning into a squad and making him melee the 3 rhinos he left alive.
Why reindeer are considered dangerous animals at times? My butcher must be a fucking pussy for being afraid of them.
soap can only ever "clean" a dwarf when the dwarf picks it up in bar form and chooses to clean themselves. this is a very low priority task, and only happens when the dwarf has enough grime or other contaminants on them. making constructed ramps from soap prevents the bar from being used at all (preserving it for use in a hospital for example)
Dwarves will also not path through water if they can help it. building a mist machine is better (coating dwarves in water and removing contaminants) and with an added happy thought.
They will path through 3/7 if you make them though.
Using soap for the ramps doesn't matter, but I approve because it amuses me... though they'd really be hazardous as hell.
He updates the world, and the world interacts with fort mode in certain ways.
Go make a tavern and some temples for your dorfs, they take breaks to satisfy needs instead of a general "on break" job, visitors show up to party, drink booze, steal your books, and get killed by goblins when you lock the inner fort off from the tavern during a siege.
So is this random wombat woman I met on a mountain actually a super wise hermit or a brilliantly stupid moron?
My hunter has shot 200+ wooden bolts at these Giant Tortoises without injuring them. They probably don't put a dent on the shell, but the tortoises are fucking gigantic, so head shots shouldn't be this hard.
Unless you mod, every animal gives the same amount of leather regardless of their size. Pigs and geese are two good choices for the leather industry for this reason. They both mature at 1 year old and don't have to graze. Most baby animals will be too small to give leather, so fast maturing is the most important thing to consider.
Basically what I do in adventurer mode, hack limbs off before killing to get a better yield of the tougher leather types (modded dragon hide, similar properties to steel where applicable) when they're less common in a world.
Giant tortoises are a real life species, they're not actual giants. Their giant variant in df is "gigantic tortoises".
I was about to post a snarky comment about throwing sticks at Gamera before I remebered that, so let's just all assume it was really funny and completely complimented this image I grabbed to accompany it.
Really, though, you should give your hunters some metal bolts if you're doing it for food and not training.
I've never had a king or queen before. In fact, I capped my population at 50 to avoid such problems (currently pop is 38)
Am I gonna have to build a bunch of bullshit now? How did this even happen
I'll give ya props for the Gamera reference, loved that shit when I was little.
she was muh designated mason, she didn't have anything. Now I gotta pull all this out of my ass.
W-Will she at least still act as a mason?
I should add: it's not guaranteed that your civ died, just that your monarch died. It's entirely possible that your mason was just next in the line of succession, or that your monarch had no heir and your mason was selected (kind of but not really) at random.
>After a polite discussion with local rivals /dfg/ has claimed the position of queen of the spergy spergerspergs.
Your liaison is either dead or otherwise detained. The monarch will appoint a new one. Eventually. Many players take this as a sign that a civ is in its death throes, but my experience has always been that the liaison starts showing up again and it's back to business as usual.
FLEE WHERE, THE FLOOR IS LITERALLY LAVA!
I KNEW I SHOULD HAVE BEEN PAYING MORE ATTENTION AS A KID!
I just created a Gobbo Adventurer in a 700 year old pocket world. Spawned in a human fortress where there is currently an insurrection going on against the people in charge. Weird thing is, no one has any weapons, they are just wrestling each other.
It's like I stumbled upon the biggest bar brawl in history.
Huh. The liaison is supposed to migrate with the monarch. Did you inherit it or hit the triggers? If you inherited it I don't know how a new liaison gets appointed, which is irrelevant anyway because the capital doesn't get visited by the liaison anymore. On account of them living there.
I used to be working on an Advanced World Gen suite that would make megabeast heavy archipelagos.
I lost it recently, more the pity, but in general, I like high beasts, high site count with a lower civ count, and high mineral frequency.
I just do a few tweaks to make caverns more open
Stop periodically eroding high cliffs and usually try to get some steep cliffs in valleys to play with
Also remove evil squares from large regions
Do humans normally roll with goblin sieges?
I had a bunch of goblins siege me and some random ass dude.
Potentially. Most of my fiddling with the settings was trying to get a map that ultimately looked similar to the Caribbean: a few large islands with scattered small ones.
But I value building in interesting environments more than the interactions between civs right now, and I get by and have fun well enough without traders and invaders.
Goblins have always been kidnappers, and in the last release, willful immigration became a thing. It happens.
Quick Question /dfg/:
If I wanted to be super cheesy and embark with nothing but 7 miners and 7 picks, mine out as much as my fortress layout as possible before they starve to death/murder each other, could I then Reclaim the fortress with relative ease? I know when you reclaim with things already inside everything gets scattered, and in some cases the fort gets inhabited by hostile creatures, but by just mining out areas I should be fine, right?
basically instead of "organically" growing my fortress I want to mine out all the areas I want first.
It should be fine. I haven't done it myself, but I've heard of several people who have.
The hardest part would be burying the increasing number of bodies before they become ghosts.
Also, the new needs system might change your conditions, but I'm not sure.
I m interested to know is there finite number of enemies in caverns or do they just keep spawning? Like is it possible to wipe every creature in caverns and then be relatively safe in it ?
Why would it? Just like the world has a fauna above ground, it has one in the enormous caverns as well.
What you call "enemies" are just animals living in the caverns. They're a static element there, just like keashits are a static element above ground. Most of them aren't that dangerous either, so I don't understand why you can't feel "safe".
Guess I killed him for no reason then.
Nah, he was a foreign invader coming to steal your booze and craftworks.
In either situation, he's an enemy.
Either he was indoctrinated into evil and "goblinized" as a youth, or he joined the goblins willingly as an adult. It's an Old Yeller situation either way.
I'm getting better at creature modding. Please give me ideas for medieval eastern europe flavored monsters
>0xp swordsman kills a cyclops in a single strike
>tfw painstakingly laying out the perfect bedroom and workshop (not pictured) plan manually
embarked with nothing but 7 pickdwarves, will reclaim later. I sure hope they finish everything before they die
Dolomite, Magnetite, Platinum AND bees?
I've never been so lucky
I have 2 goblins in eternal combat with an undead head, which can neither damage or be damaged.
I did this to powertrain them. They are both elite in their skills now.
My problem: how the fuck do I seperate them now. They remain on the same few tiles, unmoving. I tried baiting them out to my cage traps with a bunch of pleb dwarves, but to no avail. The area is too small to make a cave collapse and knock them into any cage traps.
Oni modding report: It's going rather well. I gave them a bunch of gigantic new weapons, but the inability to use high-level materials. They also have merrymaking and martial prowess appreciation at max and stoicism at zero, and PRONE_TO_RAGE, as well as killing enemies set to required, so they're like bigger dwarves that live aboveground and substitute science for aggression. Building aboveground forts with clay and huge interconnected towers is fun.
The biggest problem when playing as them is satisfying their needs. They don't inherently value art (unlike dorfs who have craftsmanship set to 50, the maximum) and they all absolutely love fighting. I basically have to draft them in turns so they can go kill random wildlife.
Is there some way to get tavern brawls in fort mode?
I assume they're gigantic? If so, heads up:
>Clothing thickness scales linearly with body size => giant creatures have insanely thick clothing
Huh. While they're not fuckhuge, just a couple heads taller than humans, that's all the more reason to make them wear little to no clothing. If I were to remove all clothing aside from sandals and pants from their raws, would they get unhappy thoughts from not wearing much? If so, can I disable that? I'm not exactly picturing them as very shameful.
Yeah, It could be cool, but maybe we should try to use trips so this doesnt become really confusing.
I guess we could make someone roll for it(dubs or trips) and the winner downloads it
Well, apparently I can't. Shit. I guess I'll just play it off as them just having a tough hide while only giving them sandals and vests.
Ok, lets do it then.
First, we should create the world and choose where to settle, right?
The key is just start to do it right away.
Answer this post asking what would you want/need about this fort.
>migrant wave of 35
if that wasn't bad enough, half of them are children
Is it time to revive the tomb of /v/irgins?
I never went to deep into discovering it I just saw trolls and crocodiles in it and they are not that friendly. Was just interested if is it possible to get completely rid of them but it looks like it is not. Thank you for answer.
Most of the people didn't even witness the first fight to begin with, and are brutally killing eachother in various different locations.
I've had brawls but nothing this serious.
Sorry, 145 max.
Well, where do we settle?(can show zoomed points for info
Best FPS way for dwarfs (plural) to go up and down the vertical fort? Evidence?
I don't know about methods (I assume you are talking about stairs vs ramps, etc), but the number is more important. As many as you need as little as you can afford.
Same for any pathable tiles, actually.
Alright, I made the problem fucking worse.
So I somewhat fucked up with the whole "dig under them" thing. I managed to cage one, but the undead head and the other goblin kept fighting. I couldn't seperate them.
So instead I planned to just kill the goblin and then guide the head to the traps.
I didn't fucking know you couldn't force human mercenaries out of combat (like you can with dwarves by making them flee to burrows with alerts)
I can do a little cave in right on top of the head, but that will kill one of the soldiers. I also kinda want to keep the head.
Cave-ins destroy buildings underneath, so that probably won't work.
Not to mention even making the cave-in happen is really hard because everyone joins the fray once even remotely close.
It depends. I find them annoying to punch through because I like building multiple exits and stairways with cross-connections and like making ramps instead of boring 3x3 stairs. But honestly pick what you like
Sadly no, people I tackle do though.
Nope, had to advfort myself down in there originally, I'll dig my way back out later I suppose.
That's it right there.
The compact one I do is just the 3 tile wide ramp, two entrances to either side of the accessible tile for a pump which points towards an open space. Then on the level below I put two fortifications under the pump, adjacent the ramp squares. Order a pumping job and it flushes the gunk out, plus if anyone teleports through a wall into the square on the wrong side of the fortifications you can flush them out with the pump.
How about a freezing haunted glacier with a volcano in it, the ability to make steel, and close to baddies
4x4 is a pretty big embark. It's the default size, and anyone who wants to play their fort for any significant period of time will usually go smaller. If you've ever embarked on a 4x4 and used more than ~10% of that space, I'd like to see it.
People on toasters will probably already have terrible fps on a site that big; any bigger and you're barring a lot of players from participating at all.
ok, you convinced me.
How should we do this?
Do you all want to see their personalities?
Nope, Im not gonna do year 1, My role here is just to receive and transfer the fort between the different anons. Thats what Im asking you all for the adequate settings.
I will then post an email so I can communicate with the one that gets the fort, and tell him to take screenshots to show here.
I wont, this is the sucession fort of /dfg, so I think we should all colaborate in finding an adequate name
Doesn't really matter what skills you bring. Pick what you like. I recommend removing all of the wooden items and bringing a whole bunch of wood instead.
For the fort's name, take the last number of this post and hit r on the fortress name screen that many times, and keep whatever it gives you.
While the creature itself works just fine I can't get it to work in adventure mode, it doesn't exist according to legends mode
I can cheat to fake it though... seems like I should have thought this out more.
Skipping across magma: less scary than what I just did across some water.
It froze mid-skip, that's mist hanging in the air from my last couple skips, hell you can see the memory-7's down in the corners of my vision still.
Welp. Kovestdoren,¨Pearldiamonds¨ has been created and Domas Tadar,¨The Guild of Mortality¨ Will control it.
But who will control them?
Roll a 23 To control Pearldiamonds for a year.
Yar, pchew! Spoosh-spoosh-oh-shiiiiii-
Ive seen this general get an insane ammount of replies in just a day, rolling a 23 has a 1% probability of happening with each post, so it can be done.
If it isnt done by tomorrow, I´´ll handle it as you say, ok?
There ya go.
Low ------ Top ------ Maximum
What do you think of this "rampcase" (staircase of ramps)
Dwarfs have two options of moving diagonally up or down and they should be asymmetrical in their choice. If 2 dwarfs meet each other (one above a ramp and below) then they should avoid each other by both (or just one maybe) moving to the ramp that isn't occupied. I believe dwarfs plan their path on the fly so it should be okay. If 3 or 4 dwarfs meet then they gonna have to move over each other, slowing their movement but NOT FPS?
There is the option to mine out some of the corners (maybe 2 to be symmetrical) so that dwarfs don't need to move over each other - but I assume that increases movement speed of dwarfs at the sacrifice of CPU, and thus FPS.
Then rotate that pattern.
When the dwarves' speed changes they recalculate their path to get to their intended location as quickly as possible.
An easy way to see it in action is to dump a whole bunch of objects on one tile near your trade depot with only one narrow path between the objects and a wide-open area containing your depot, except for a wall along the edge of the depot that's closest to the stack of objects. The depot should be offset from the stack of objects in both the x and y dimesion. Designate all the objects for trade. Any dwarf that can will come to move them to the depot; most of them will move slowly through the corridor because they're crouching to move past each other. When they emerge from the corridor in a mass, they'll form a kind of a spiral as they repeatedly calculate the path that has the fewest dwarves in their way to reach the trade depot as quickly as possible.
So, in short, every time dwarves have to move past each other they'll calculate a new path, which will impact your fps. If everyone is constantly using the same 4 tiles to path from one z level to another, it can have a big impact.
Oni report: Putting the PRONE_TO_RAGE token on intelligent creatures does interesting things. One of my masons just started punching her buddies randomly, pulped someone's toe and knocked out their front teeth. I'm gonna keep it, it's funny and causes happy thoughts because they all like fighting so much.
Thanks for that explanation. I will take your word for now that this is how dwarfs move (may try it again in the future, saving your explaination for testing and so I remember).
Are one-way corridors effective in these versions? Should I try for a one way rampcase? Do you have such a design?
Also, any idea why dwarfs crawling under each other recalculate their path significantly differently from how they're normally doing it? Are they considering backtracking up the stairs to avoid crouching? As that seems really bad way to code it (to me). Like, if dwarfs could mine small tunnels like in the Great Escape, where crouching was required, then that might make sense
is that better just for manual designation or does that also benefit in another way? Presumably dwarfs prioritise going (something like) up, then right, then down, then left.
Also, I sorry but I really can't understand the 3D perspective there. The filename says it's quad ramps spiral but fuck me I can't make it out.
They just look neat.
Gotta see if I have one with them outside of a stonesense shot.
I've not played in well over 8 months after growing bored of a lack of ambushes and the like while just waiting on sieges that came all too infrequently despite my immense wealth.
With this most recent patch has this problem been fixed?
I think this is the same basic layout as the stonesense shots.
They're a lot of fun in adventure mode and easy enough to scoot up and down so I assume dorfs would like theym too.
Why can't I eat the hearts and livers of my enemies all of a sudden?
Usually in the case of a central z-level access shaft, whether a ramp stack or stairs, there won't be an alternate path, so they recheck the path and decide it's still the shortest and then continue on their way. In the demonstration case I described, a lot of possible paths open up as soon as they emerge from the corridor, and the ticks taken to traverse those paths change everytime any two dwarves choose the same path, so they actually end up moving away from the depot in a lot of cases to walk around the crowd that clogs up the shorter paths. This won't usually be the situation for a central stair/rampcase, so you wouldn't see much or any backtracking, but you might see dwarves stepping out of the shortest path if there are walkable tiles around the ramps. You can control this some with traffic designations. I've seen designs for forcing, or strongly encouraging, one-way ramp and stair use, but I haven't tried them myself. My gut tells me that they can harm fps more than they help if they're too restrictive. You might try stacks of high traffic ramps on higher z-levels for downward traffic and on lower z-levels for upward traffic.
I'll add that the conventional wisdom says that multiple paths to reach the same destination harms fps. I think that it can be helpful in a lot of cases, though. DF uses a modified A* algorithm for pathing calculations. It floods available tiles and sums their value (a ratio of their traffic designation value vs the time it takes to move through the tile) and then moves along the path that returned the smallest number. It floods high value tiles (those with more restrictive pathing costs) more slowly than lower value tiles. With this in mind, you can come up with cheap alternate paths between places that are far from you central traffic areas and save some pathing time. If they're too close to central areas your dwarves will often be checking alt paths when the central path is shorter.
Yes yes I know people didn't like the nonsquare duerer, just the first shot that had spiral in the name besides the stonesense ones.
Oh yeah, Cathelms had the ramp spirals too.
fixedbroke the ability to use/eat parts from butchered sapients.
I've tried dozens, I've upscaled dozens, I made that one myself to suit my purposes and please my eye.
Some like it, some don't.
There's the truetype stuff, and twbt can do that too.
>haven't played for years
>done maybe 10 embarks in 5 different worlds
>died or wasn't satisfied with the fort
>0 sedimentary layers so far
>all flux stone has been marble
Have they made Iron rare as fuck?
Maybe he's documenting it for an image dump with an accompanying story. Most succession forts I've read have entire turns posted at once. I'm being optimistic here; this is the first time I've seen /dfg/ even get as far as genning a world before everyone gives up on the idea.
>mfw I just got killed by zombies for the Googolplex time
Is it safe to say Necromancer towers are unassailable?
>also implying I wouldn't vote against my own tileset to be an ass
I know all about being powerfully retarded.
While zooming across the map to my next destination I noticed a flying H and discovered I had ninjabashed a giant hamster accidentally when I came around a tree, go go gadget 9.9 speed!
Huh, usually people don't just hoof it across the map without using travel mode, but if you do and keep running into trees, head perpendicular to your path until you reach the edge of two embark tiles, trees don't overlap them with their branches so they'll always be a few tiles apart on either side of the embark border.
Hmmm, first time I found one of these I figured it was just a weird bug, second time I wondered if I was mistaken about it being a bug... now?
Though it kinda hurts me to see all that magnetite and a big pool of magma without forges cranking away. I bet there's flux...
Yep, just checked, 32 z below the pool there's four or five layers of marble.
An adventurer oriented mod for becoming powerfully retarded.
Just drop the files into your raw/objects folder and overwrite when asked, then make a world, run around and try to kill dragons and shit, get mangled horribly because they're packed full of steel hard bones, kill a giant instead to make a balm from the heart, eat that, kill some other beasts, lather, rinse, repeat. Gotta remember to use the enrage ability to remove the [CAN_LEARN] tag from the sapient beasts though. The full set of items ends with you strong enough to haul slade war hammers around and still run at 9.9 speed.
>notice weird square patch of water on the map when checking adjacent building names
>wander over there
>weird sinkhole sewer exit
>look down inside
>red sense_creature marker down there
>hit reveal... it's a dorf stuck to the wall
>pos-edit them out of the wall, say hello
I got a question. I am trying to make a magma mote. If the walls are natural sand/other non-magma safe materials can I expect to have a lot of FUN?
Also can magma 1 z level down set wood on fire?
You can have magma in a reservoir made completely of ice, however if you make the floodgates/bridges and mechanisms out of a nonmagmaproof material you will get fucked up.
As for fire, as long as nothing drops into it, see magma mist. I would recommend flooring at least 3 tiles from the magma so no fumes start ragnarok while you're fighting elves.
I think arrows and bolts also make fumes
Well, they were embedded in the wall when I arrived... I guess freeing them wasn't the most heroic thing I've done recently.
Poor thing, he's been cursed by a god for some wack ass reason and now he's forced to live in shit and piss, worrying his ass off about someone finding out where he is because people are unwilling to accept him.
Actually, even though the temple statues weren't added until now, the reason that the "original" werebeasts appeared was always that someone fucked around in a temple.
He had it coming. I also feel more sorry for the people living in the town, considering that werebeasts go on rampages regularily.
None, apart from the fact that you can't add more levels on a bridge roof.
Also, I hate making bridges. I hate having to watch the one single dorf allowed to work on it slowly walk back and forth hauling building material, and then spending forever contructing the bridge. Seeing all idlers immediatly spring to work constructing a real floor feels better.
So somehow a Magma Crab had spawned inside my stairwell. I have all the possible access points to the magma sea blocked. Fighting it isn't a problem, but somehow it had started a fire that spread through the stairwell all the way up through every floor and to my stockpiles. So now I'm sitting here watching all my wares burn with 4 FPS due to a bug.
nope, i'm on a desert biome, captured, tamed both and got nothing
not sure about creating mules though, the are sterile by nature and getting a male donkey and a female horse gets you nowhere in game
A year later there's still a tile in the warehouse that's 330C with some bolts and crafts in it. Anything else I put near it still catches on fire. Anything I can do to cool off the tile or the stuff in it?
my woodcutter managed to go missing literally 3 seconds into the reclaim, the rest of my dwarves are ineffectively trying to beat an alligator to death, and to top it all off, the dead are haunting
Can somebody tell me how to build this wall. When I try to build it says Urist cancels construct building: Creature occupying site' .
I was using the word rock informally. Have another rock.
Hello /dfg/, didn't post here in a while.
The question is; how the fuck do the new meeting areas work? I mean the unspecified ones, like a dining hall? Do I have to make a chest with mugs here? Or how does this work?
Dwarves seem not to care about them at all, choosing to sit in the temple all day. And goblets. You need goblets. How do dwarves acquire goblets? Do I need to make a goblet chest?
What is your biggest dwarf trigger?
I was watching a twitch person stream dwarf fortress, and I didn't realize how frustrating it is to watch someone who is kind of new at the game. It was like watching my dad trying to type out a long message on the computer, using his pointer finger for every letter.
>Dwarves seem not to care about them at all, choosing to sit in the temple all day
Either an oversight or a bug, but not outright changed mechanics. I think I saw it on the bugtracker.
>You need goblets
Well, make them.
I hate when I'm lurking on the forums and some member(only a handful of bay12 members actually know how the game/metagame works) gives some vague and misleading retelling of what happened, and several others subsequently start a contest about who can make the most far-fetched misinterpretation of what actually happened. Since I don't have an account, and have no plans on getting one, my inability to write a post where I can straighten out their misconceptions about the game mechanics is outright painful.
Shouldn't people on the official forums know MORE about the game than some random people on a Gambian indie film newsgroup?
I will never get will toady added the random spread of items like that in fort mode. Jesus you could tak esome stuff 10 tiles away from bins, but carefully spreading out every out while keeping statistical stochastic distribution is way too much work for any raider and looter.
A lot of people lef tin the two year update (lliek IT000, I don't know if the search guy is still arround [the one who knows every thread on the forum and links it if it's a repost asking people to sue the search first] and others] we are left with
putnam, ponyfags and newcomers.
As been said multiple times. Dwarf Fortress' fanbase is very similar in regards to Touhou's fanbase where most of the people within the fanbase barely know shit about the game and only want to be apart of it due to the memes/stories they heard.
I used to post on bay12 semiregularly, mostly just answering questions, but there was so much wrong and misinformation to correct that I eventually got tired of it and left. The rampant ebin story dem dorfs memery was a big part of my decision as well. At least here when people post stupid shit it will disappear in a couple of days, and when I correct someone I can call them a faggot if they disagree with me.
> frustrating newbies
the lack of skill isn't as much of a problem for me as the lack of imagination. 3x3 staircases and generally boring layouts with no architecture or coherent design, with all sorts of shit spread out and over z-levels.
which leads into the second problem, which is every fucking video series is "lets start a new fort, pause every minute, and commentary with an annoying voice"
> You just want a nice "Dwarf's Life" video that uses follow mode on a dwarf for a year; no pauses, no bullshit commentary.
Sometimes I like to hole up in a tavern inn and write shitty erotic poetry
Morality mechanics and relativism are not mutually exclusive. So if two characters of the same alignment cross paths, having come from very different societies, their alignment is relative to their societies' values.