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/dfg/ Dwarf Fortress General

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Urist cancles make new thread: Finding socks
Previous thread >>175229942

>Download the basic game here. Current version is Dwarf Fortress 0.43.05
http://www.bay12games.com/dwarves/

>Official forums:
http://www.bay12forums.com/smf/index.php

>Find a bug? Don't tell us! Tell Toady! Complaining in the thread will accomplish nothing.
http://www.bay12games.com/dwarves/mantisbt

>Have a question? Check the wiki first:
http://dwarffortresswiki.org/index.php/Main_Page

>Fireden archived threads:
https://boards.fireden.net/vg/search/subject/Dwarf%20Fortress/

>Dwarf Therapist (Out of Date):
http://www.bay12forums.com/smf/index.php?topic=122968.0

>DFHack (Out of date. Beta version available):
http://www.bay12forums.com/smf/index.php?topic=139553.0
Beta: https://github.com/DFHack/dfhack/releases

>Starter Pack (Out of Date):
http://www.bay12forums.com/smf/index.php?topic=126076.0

>More DF stuff:
http://pastebin.com/AnsHjQ40

>Dwarf Fortress General IRC chat:
http://en.irc2go.com/webchat/?net=freenode&room=dwarffortress
(to connect yourself: https://webchat.freenode.net #dwarffortress)

>A bunch of guides to various parts of fort-based living:
http://imgur.com/a/nGyRF#0

>Video tutorials:
https://www.youtube.com/playlist?list=PLBrdUj1adIBD-vgUodaaxebcdqQ4oEWtg
https://www.youtube.com/playlist?list=PLD1A3FE72C0DCAC66 (Dated, but good)

>Text tutorials:
http://dwarffortresswiki.org/DF2014:Tutorials
http://members.iinet.net.au/~morty/Getting_Started_with_Dwarf_Fortress.pdf

>This pasta:
http://pastebin.com/iAduXzjn

Strike the earth!
>>
First for modanon, still working on making dinosaurs, place your requests on me no matter how silly.

I have everyone's requests from last thread saved, dont worry about posting them here again.
>>
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>waited until old thread was at page 10
>picked a relatively rare OP pic
>>
>>175471078
Still waiting for toady to introduce artificial limbs into the game. People really don't understand the advantage of wooden feet
>>
>playing Masterwork (yeah, yeah, I know), 34.11
>Warlock Fortress
>staffed by skeletons, because they can be constructed and easily revived, and ghouls tantrum too much
>training skeleton archer squad
>one strays too far from a control pylon and briefly turns opposed to life
>which is normally fine, because everyone is undead/opposed to life anyway and they usually change back in seconds
>skellie somehow aggros everyone
>the 'traitor' and the rest of the archers start beating at each other with their bone bows
>against their bone-hard bodies, it's as effective as foam swords
>skeletons don't tire or hunger or thirst, so they just keep going
>they fight for months before job cancellation forces me to send in the Overlord to kill the 'traitor'
>six out of eleven archers have gone from Dabbling/Novice Hammermen to Legendary Hammermen and decent defensive skills
>the 'traitor' is also a Legendary Armor User when revived
>this is all with 'Harder Learning' balance option on
>slap them all into a sledgehammer-wielding squad
>everything worked out better than expected
>>
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Having problem with murderous ghosts and your fiancee rising from the grave to get revenge on you?

Why not try these lanterns, one hundred percent microline made for that extra dwarven fanciness

These lanterns will drive away even the most persistent ghost and undead,
They just require a small dose of extremely rare mystery oil to function.
but for a modest price or subscription we can fix you right up.

>lanterns might explode and magic might backfire
>>
>>175485002
Why not just have dwarves that can use personas?
>>
>>175485081

You really want these lanterns
>>
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>>175484483
>relatively rare
i would've had rarer and lewder OP picks if my old shitbox didn't die on me just a few weeks before my new computer arrived
>>
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>>175485081
>giving dwarves any kind of supernatural power at all and expecting them to use it responsibly
>>
Can you not normally make platinum weapons?
I spawned in a place without good metals, all I have is a fair bit of platinum and I've heard it's the best for blunt weapons.
>>
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>>175485002
>>175485081
>>175485424
the magic arc will be beyond completely fucked up

Anyone read any stories about Armok 1? Do it.
There was a magic where you could simply teleport your heart outside your body and die instantly.

That's what will happen after the magic arc and especially with artifacts. Some dwarf will have a strange mood, build an artifact with magical powers, and then all sorts of crazy shit will come loose when the artifact starts to enact its 1-or-more magical traits.
>>
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Woo, a lil gorlak showed up and wants to join me, hopefully he petitions soon
>>
>>175486137
>and die instantly.
oh, and from the screenshot of the myth/magic generator, it will be possible to do this simply by holding a special stone (or nothing at all) and then merely *thinking* about it happening. not even a gesture or hand motion.
just an at-will ability of thought and
> your heart is outside your body now

it will be utterly insane.
>>
>>175484308
I lewv u
>>
>>175484493
>wooden feet
>on wooden ground

TACTACTACTACTACTACTACTAC

paralellaly
>fire
>>
>>175484308
joke weapons like rubber chickens and water spraying flowers that use comedy as a weapon skill
>>
>>175486137
>>175486357
I can't believe I'll see this happening

This reality has some redeeming features atleast
>>
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>>175486149
Gorlaks are literally the cutest creatures in DF. Prove me wrong

Gorlaks are cute, CUTE!
>>
>>175484308
can you make a mod where minotaurs are replaced with toad men? and also instead of saying "I'll grind your bones for my bone meal", "I'll eat you whole", "turn you into porridge", etc, they just say "It's been a pretty slow month", "here are this month's future of the fortress reply and the report", and of course "he he he"
>>
>>175486784
kek

>>175484308
make potato seeds sometime give 'rare potatoes'
this rare potatoes if brewed give green vodka
drink it and you have 33% chance becoming a zombie, 33% nothing, 33% brutal temporal strength buff
if you are a zombie, you can become human again drinking the alcohol too
>>
>>175486906
They really are. They're basically shaped like the monster 'Mike' from Monsters Inc.

>>175486008
>Can you not normally make platinum weapons?
No, not without modifying the material raw files
>I spawned in a place without good metals, all I have is a fair bit of platinum and I've heard it's the best for blunt weapons.
Even shitty copper is better than nothing if you have it.
Platinum can still be crafted and traded for goods and metals from traders, just be careful to not trade too much too soon or else you'll reach the seige trigger for exported wealth.
>>
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>>175486906
>>
>>175486137
where can one find such stories?
>>
>Play adventure craft
>Somehow tons of civilization crumble before year 150, leaving animalmen towns behind

Is it because of the new creatures added or something else?
>>
>>175487510
that's a cap I made based on a anouncement Toady made on the FoF threads in the bay12 forums

fof stands for future of the fortress btw
>>
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This poor architect guy was under a great deal of stress, so along with the tantruming herbalist and a few other friends, I've put them into a new squad and they're all training together. While they are both still haggard, they're finally starting to take a more positive outlook on life again, and have stopped being depressed for now. I'm so relieved they've stopped being so down, and are back on track again to being happy :D
>>
>>175486137
reminds me of the xenoarch artifacts in space station 13.
>>
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>>175484308
How about something easy like short bow's for dwarfs since they can't seem to make em in vanilla ;_; along with arrows
>>
>>175484308
Solid Snake. Runs into a fortress you won't be told until he's detected, like a gremlin. Steals like a kea and is unparalleled in CQC.
>>
>>175488184
It's surprising what it takes to break dwarves now. I've had a vampire locked off in a room for over a year now, and was locked up for six months for murder before that. I'm guessing you can't have tantrums when you're chained up but he hasn't gone mad yet.
>>
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>>175488967
Make sure they have great ambusher and can open doors.
>>
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What do I even do now? I have a successful fort running and there doesn't seem to be anything else for me to do.
>>
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Fresh OC coming through.
>>
>>175491025
Have you dug down to the caverns, or discovered magma?

Have you established good trading with your civ's trade caravans, so that they might promote your fort's status?

Have you faced any large sieges yet? This is generally triggered by having a large-ish population and accumulated fortress wealth. Also, those are some thin defenses, it would be an awful shame if something happened to them.
>>
>>175491025
What tileset is that?
>>
>>175491025
something will come from underground,goblins will occasionally show up & "visit" your fortress or if at peacetime maybe think about opening up a library?
>>
>>175491402
Pheobus. I might switch back to Spacefox but I like the character sprites on Pheobus
>>
>>175491469
what do libraries do?
>>
>>175491671
satisfy needs.
>>
>>175491671
Lets your dwarves read books, and you can assign scholars and scribes to write/copy books on various subjects.
>>
>>175487724
I mean the stories from armok 1 buddy
>>
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>>175492060

Like...dirty magazines and pickaxe catalogs
>>
>>175491025
>successful
>>
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>>175491025
The fuck is a werelk, is it like Grendel from Beowulf?
>>
>>175492463
>the fuck is a werelk
Did you try reading the description in your screenshot?
>>
>>175492356
>implying there's any difference between them
>>
>>175492679
So its a humanoid. How do I stop it?
>>
>>175492824
kill it
>>
>>175492749

>Not wanting that hot slick steel pickaxe with a mahogany handle, illustrated in all its glory breaking some stone
>>
>>175492917
>>175492463
I just ignored the problem. I hope it left
>>
>>175493740
Good luck with that. Unless your fort is locked down, werecreatures will try to get in and murder anything that moves.
>>
>>175494110
>>175494110
One guy was found dead and nothing has happened since. I think he left
>>
Well fuck, my game is still crashing. Made it all the way to the 6th month and it froze again. Running it in 2d now, can't figure out what's causing it.
>>
>>175494861
Is 43.05 itself really that unstable? I keep seeing all these crash reports, but I haven't had much issue with vanilla 43.05 or most mods that don't use DFHack (Dark Ages II breaks for me a lot).

The only thing I can think of is DFHack being unstable, I don't think there's been a stable version since before 43.xx.
>>
>>175495361
I'm running 43.03, haven't updated because I don't want my weapon traps to screw up my game, plus I've got 90 upright spear traps filled with spikes and I don't want to take them out if they break too.

I haven't got any invaders for over a year even though I'm just downriver from a goblin civ and had two sieges and two werecreatures before. I think it's a siege spawn causing it but the error log shows nothing, probably because it's freezing instead of crashing with an error message.
>>
>>175484308
A little update on dinosaur mod, raptors seem to be working perfectly fine apart from one problem...
http://i.imgur.com/ljG6f7W.png
The only way i can stop them from strangling things nonstop would be by removing their arms.

>>175486784
Sounds like a really great idea but i'd probably have to mod in a new material for the joke weapons to make sense. Wood/Steel rubber chickens or foam swords dont really sound all that sensical.

>>175487280
I feel like this is a refrence to something...
will make this though.

>>175487420
Not sure if this is possible, i'll try messing around with raws and see if i can make something like this happen.

>>175487705
Havent heard of the mod myself but i suspect from personal expereience that some overpowered megabeast or civilization is going around destroying everything they dont like.

>>175488836
SHORTbows for dwarves you say?
will do!

>>175488967
>>175490594
An actual snake like in the gif or the character?

>>175491280
replace talking gobbo with a demon and its 100% accurate
>>
>>175492135
http://www.bay12forums.com/smf/index.php?board=1.0

there are also a few other stories about the first game on other forums, but the majority of content is probably there.
>>
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>>175487280
>>175496051
The minotaur lines are all fully moddable, as seen in this pic. (where the txt is in the speech folder)
>>
60th post for fuck it's rainy as shit outside.
>>
>>175497681
Why would your dwarves be outside?
>>
>>175497329
I am fully aware of this, im a pretty experienced modder.
Speaking of speech and lines, what kind of noises would different dinos make or should i just go the lazy way and copypaste ''X lets out a loud roar/screetch'' into each of them?

>>175497681
Its been snowing for days here, not sure which is worse. I should totally add custom weather to the game like sandstorms or something for the ''good'' regions at some point but i got a lot of work already as it is.
>>
>>175498689
Not the guy who requested dinos, but the only other noise I can think of is maaaybe a loud bleating/honking sound for duckbills and the like if you're adding them in, but that's about it.
>>
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How am I supposed to keep track of and assign jobs to every single person? Is there a way to automate it all?
>>
>>175499346
>automate it all
dfhack auto-labor
>>
>>175499869
What does that do exactly? I want to assign them all jobs according to their skills.
>>
>>175499346
If you already have Dwarf Therapist, it's pretty simple. You can organize that list by labors/migrant wave/skill levels/etc, see who isn't assigned stuff, and assign multiple labors in one go. Just learn to use it, and that's most of your worries solved right there.
>>
>>175500125
http://dfhack.readthedocs.io/en/stable/docs/Plugins.html#autolabor
>>
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Can anyone identify pic related for me? I'm unsure if it's from a normal or modded game.
>>
>>175500463
I dont have the slightest clue tbqh senpai
>>
>>175500463
my guess is an ettin.

I have no idea which graphic set it uses, though.
>>
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>>175495361
>>175494861

speaking of 43,is 43.05 bugged my merchants are stealing my rooms meant for the tavern guest
>>
>>175501757
>that busty musician


hnnnng
>>
>>175492463
elkposter would be ashamed
>>
>>175498689
The only thing I know is that brontosaurus should make a retarded noise like a gutural ''agoorigoooooooooooo'' or something like that
>>
>>175502008
>elf
>>
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>>175502008
>>
>>175502008
>that tall-but-still-very-dwarven waitress
Sideburns are cuter desu
>>
>>175502856
didn't mean to link
>>
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>>
>>175502856
Is that a slav-squatter or a chav-squatter?
>>
>>175502856
>The world went and got itself in a big damn hurry
>>
>>175498520
It's not raining in game, or even outside my house...

It's raining in here...

*points at my heart*
>>
>>175502856
Is this what happens when you let world history run overnight?
>>
>>175503309
Why don't you try point at THIS

*unzips dick*
>>
>>175503932
How did you unzip your dick
>>
so are the obsidian swords any good

I don't seem to have any metal or anyone to trade with.
>>
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>>175504535
If you don't already know, then I'm afraid I can't teach you.
>>
>>175504671
Obsidian swords are last resort weapons, pretty much meant for situations like yours.

You should have a caravan from your home civ no matter where you embarked, unless it's been totally wiped out (and you should know that since you won't have any migrant waves but the first two hardcoded waves).
>>
>>175504671
against unarmored opponents like animals, yes probably
against armor it's basically sharp stone vs metal, which is a "fuck no"
>>
>>175504895
yeah, i expect i can get some from them. eventually.
>>
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This is my first forgotten beast, does it sound tough? Or is this going to be one of those easy ones?
>>
Okay where the fuck is the shopkeeper I have a shit ton of albatross meat and no one in the home town seems to be a shop keeper or know a shop keeper.
>>
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Christ I am getting a hang of things but still have no idea whats going on. Who makes pens for hens? I dont see it in the carpenter task list
>>
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>>175503932
>>175504535
>>175504769
>>
>>175505845
Nestboxes are the "pens" you speak of.
>>
>>175505380
Sounds easy since its just a worm but youll have to observe and see.
>>
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>>175505380
>webs

Prepare your anus.
>>
>>175505998
>>175506051
My military is pretty ragtag because of lack of metal though.
It's deep, deep underground though. How can I seal off my very long stairwell?
>>
>>175505845
If you're looking for something for hens to lay eggs in, it's nestboxes.

If you're trying to make the hens sit their asses in one location and not move around, you'll need a pasture (make a zone with 'i', designate it as a pen/pasture with 'n', and then press 'N' to assign animals to it)
>>
>>175506245
>>175505992
Yeah I found it in the wood section of craftsman workshop. I thought it was a carpenters thing.
>>
>>175506129
channel out an area and create a drawbridge to close if you have to
>>
>>175506129
hatch cover!
>>
How to I stop ghosts? Do I need a priest?
>>
>>175496051
The character
>>
>>175506923
Thanks anon, crisis averted.
>>175507557
Gotta bury or memorialise your dudes.
Make some coffins and slabs.
>>
>>175507736
slabs? also what are caskets? are they the coffins
>>
>>175507881
I think caskets are coffins
you only need slabs if the body can't be recovered
>>
>>175486137
>tfw there might finally be a game with an interesting magic system
My body is ready, update when?
>>
>>175507881
>slabs? also what are caskets? are they the coffins
stone slabs are made in a masons workshop and engraved in a craftsdwarf workshop. they're for use in the case that a ghost has shown up, but you can't reclaim the body due to the area being too dangerous or the body no longer existing (magma accident)

caskets and coffins are the same thing, just different names for different materials (stone coffer, wood chest, glass box; leather waterskin, metal flask, glass vial; etc)
>>
>>175508361
>>175507881
Once you engrave a stone slab with the name of the deceased, you have to build them somewhere like you would a door or bed. When choosing which slab to put down, press 'x' to expand the list and see which of the things have an engraving on them.

Engraved slabs are great, they can tell you how the memorialized dwarf/person/monster/etc died. I think it applies to any named thing from your own dwarves to the elves you killed in the trading depot to Forgotten Beasts.
>>
>>175507557
>do i need a priest?

shieet
>necro attacks
>release priests
>wololo
>undying fort
>>
Has anyone ever made a squad of combat miners wielding picks? Do you have to disable the Mining labor on them to avoid equipment conflicts, or can they use the same picks for both so they can go straight from digging to combat?
>>
>>175509167
They won't use the work pick for mining, though I haven't tested if the shovel tool I added will get used in fort mode yet.
>>
>>175508353
5 years for magic
>>
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>>175509356
>>
>>175509293
Damn, that's too bad. Just had a miner fight a straggler, and mining pick combat logs are pretty neat.

>The Miner sidesteps and slashes the Goblin Hammerman in the left thigh with the reverse edge of her (copper pick), tearing the muscle!
>The Miner impales the Goblin Hammerman in the head with her (copper pick), tearing the muscle and fracturing the skull!
>The Miner runs through the Goblin Hammerman in the right cheek with the tip of her (copper pick), tearing it!

Strike the earth and everything that moves!
>>
If I remove werebeast curses but buff vampire curses and play high savagery do you think it balances out?
>>
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>>175508353
yeah but what about world-generation activity's like pic-related,can the player even SEE these parades & festivals yet?

>you'll never stumble into a dwarf fortress that's holding an scroll throwing competition
>>
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>>175509630
Though those are of course modded, vanilla picks rock since they just have the one edged attack.
>>
>>175510927
Damn, I was hoping they were in the vanilla game as well.

They use the Mining skill too, right?
>>
>>175511062
Yup.


[ITEM_TOOL:ITEM_TOOL_SHOVEL]
[NAME:shovel:shovels]
[VALUE:10]
[METAL_WEAPON_MAT]
[TOOL_USE:MEAL_CONTAINER]
[CONTAINER_CAPACITY:3000]
[TILE:'/']
[SIZE:1250]
[SKILL:MINING]
[TWO_HANDED:37500]
[MINIMUM_SIZE:3000]
[MATERIAL_SIZE:1]
[ATTACK:EDGE:18000:0:smash:smashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:20:400:strike:strikes:handle:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
>>
can someone direct me to the wiki page for building a roof/stairs to get to the roof to build the roof
>>
>decide to start an inn
>shortly afterwards my food and drink stocks have depleted heavily
>>
>>175512320
I don't think there's a wiki page, but what I usually do is build an access stair on the outside edge of the building, and deconstruct it when the building is roofed over
>>
>>175512320

So your a roofer
>>
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>>175512489
>>175512558
I made a room and am trying to make an up stairway to the second floor but its flashing C at me and nothing is happening
>>
>>175512910
are you using the [d] menu to try and make the stairs?
[d] is mostly for changing existing blocks (i.e. mining out stairs)
You want to [b]uild the stairs. Use [b]->[c] to get to the menu and select the kind of stair you want.
>>
>>175513190
Shit, that should be a [C] not [c]
>>
>>175513190
>>175513332
no wonder, I was using [d].

thanks
>>
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Yooo whys it all purple
>>
>>175514391
turns out your fort is dead nigger storage.
Find the rotting thing and remove it or wait for it to completely rot
>>
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>giantess leading a big goblin army
>running around sacking shit left and right
>take out this site
>bunch of dudes enslaved
>that seems like it probably sucks
>get to the bottom of the list
>fuck

>>175514391
Because miasa feels, anon... because miasa feels.
>>
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what the fuck man how did you end up there
>>
>>175515239
what tileset?
>>
>>175515921
no clue I picked a random one from lnp
>>
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>tfw you do some math and end up finding out that adult dragons are 400 times bigger than an adult dwarf.
>>
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So let's say I wanna do full scale goblin genocide in adventure mode. How long would this take? How should I prepare?
>>
>>175517801
Ive tried, nameless goblins randomly spawn in dark fortressess to replace the new so its literally impossible.
>>
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>>175479942
In retrospect there are some things I would've done differently.
>>
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>>175517986
No greater past-time than smiting goblinkind. If killing them reduces their numbers that's enough of a reward for me.
>>
what does "cancels dig dangerous terrain" mean?
>>
>>175517801
Depends entirely on your world. You could have 500 or 500000 goblins to kill.

>>175517986
Most creatures in a world aren't historical. Most sites will have abstract pops that are much larger than their historical pop. But every creature, historical or not, is drawn from the sites' populations, and accounted for therein. You absolutely can genocide all of a race or species, provided you can kill them faster than they reproduce.
>>
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>Tfw nemesis unit load failed
now i remember why i usually only play fort mode
>>
>>175519102
Please tell me I can find this song on youtube
>>
>>175517714
not quite. the sizes are in cubic cm
if we assume a creature is x*x*x that makes a dragon 292*292*292 and a dwarf 39*39*39
this means a dragon is about 7.5 times as large
>>
>>175520903
Aww thats a shame, i really like the idea of slaying huge as fuck monsters.
>>
>>175519221
water, probably. they panic and cancel everything if they get into too deep water.
>>
>>175509932
Anon it's fine, we don't see like 80% of everything that is happening in the game but it doesn't mean it's not there. At least it works, toade just needs to display it properly in the future and with everything being basically done already codewise he could do that in just a few short days(in da future).
>>
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>>175520903
>this means a dragon is about 7.5 times as large
No, anon. This means that if both creatures are perfect cubes, then each edge/face of the dragon cube is 7.5x longer than an edge/face of a dwarf cube. The average adult dragoncube is still 416+x larger than the average adult dwarfcube.
But anyway, they're not cubes. They have defined body parts with defined tissues, each of which is given a relative size to the creature's total volume, and defined connective relationships to other parts.
>>
How strong are these crabs, they have ripped through iron armor multiple times and have severed my nerves in the process.
>>
>>175519102
How what stats and armor would you need to single handedly eradicate a goblin nation in adventurer mode?
>>
>Web spitting creatures are basically invincible in Adventure mode

You webbed, you dead
>>
>>175524420
Don't try to light the webs on fire, they won't burn off, and then you're stuck in webs AND on fire: light the grass or whatever under the webber on fire instead.
>>
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Last year's caravan brought a bronze mask with a platinum image of my duchess surrounded by worms. So I'm retaliating by sending dozens of figurines back to the mountainhome depicting the king being rejected by his recently deceased mother (our civ's first monarch) and shoving firesnakes up his ass. Fittingly, they were all crafted by the duchess.
>>
>>175520573
https://www.youtube.com/watch?v=2yBRN6xA3oc
here you go senpai
>>
>>175525647
I mean, I already knew about this one but thanks for trying I guess. I was specifically referring to the goblin version.
Would have been nice if they didn't just reuse and loop the American history x audio.
>>
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Arise!

https://www.youtube.com/watch?v=ESNRQFEzirA
>>
I'm playing a mod called Oldgenesis with a graphics pack and I just realized that there are no tiles for demons or animal people for some reason. How hard would it be to rip the sprite sheets for demons/animal people from the Obsidian tileset and put them in the mod?
>>
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>>175528589
Depends on if they have a bunch of raw shit in there or not, it's why phoebus fucks up ascii stone layers.
>>
>>175529083
>Depends on if they have a bunch of raw shit in there or not
I've never modded before, no idea what that means.
>>
>>175529320
http://dwarffortresswiki.org/index.php/DF2014:Graphic_set
Read this.
>>
>>175528181
not a fan of the artstyle desu

too soft / color shape oriented

needs some dark lines and hard edges in order to feel more like dwarf
>>
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>>175531283
But it's so comfy
>>
>>175531507
https://www.youtube.com/watch?v=9wKW030fKbs

THAT'S comfy
>>
>>175532267
I liked his other animation better but this one is cool in its own way.
>>
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>>175531283
That one was supposed to be a comfy image, this one was supposed to be harsher.
>>
how do I get my dwarfs to just dump their garbage in the river?
>>
>>175532619
i was talking about the animation

too tumblry for my taste

i would never criticize glorious nazbol jefe timbukdrew
>>
just found a cavern right below me but i cant seem to use u/d stair to get to it

how do i mine into the cavern?
>>
Welp wish me luck. I'm ditching tile and graphics sets and sticking to vanilla ASCII from now on.
>>
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>>175535326
it could be floating in mid-air in which case you should "b"uild it with stone or wood that you have lying around

b-->C--->profit!
>>
>>175535584
The standard ASCII tileset and colour scheme are pretty trash though.
>>
>>175535814
Yeah but I'd like to try and get used to it considering that there are so many cool mods that are not compatible with tilesets and stuff.
>>
>>175535814
fite me
>>
>>175535898
Actually wait, would a tileset work for any given mod? No sprites are added or anything so it should work, right?
>>
>>175535898
>>175536481

ASCII tilesets work for any mod, since everything is represented the same way as vanilla They just look better.

Graphical tilesets work for any mod, it's just that anything that can't be represented with a picture is represented with a letter, like vanilla.

In essence tilesets and colour schemes work independent of mods.
>>
>>175536841
All right, that's good news. What sort of tile sets are best then? I don't think I've ever dabbled in them. Or is there a list of the best ones?
>>
>>175536481
Unless you're using the word tileset to mean graphics set, yes. In some cases graphics sets will change the default tiles that some things (other than creatures) use, so if you use a different tileset from the one the graphics set uses things might not look right. But tilesets all use the same number of tiles and mods are limited to using those tiles as well.
>>
>>175531283
>>175528181
It doesn't need any hard edges, the story's depressing enough as it is. RIP Trumpet.
>>
>>175537013
It's an aesthetic choice. There isn't a best one. There are dozens of them out there.
>>
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>>175537013

http://dwarffortresswiki.org/index.php/Tileset_repository Is a good place to look for anything that takes your fancy.

http://dwarffortresswiki.org/index.php/DF2014:Color_scheme Here is the page for colour schemes, although I find it hard to realise which one is suitable unless you can actually see it in game.
>>
>>175537493
Thanks. I'm going with Wanderlust, it looks neat.
>>
>>175537931
Wanderlust is fucking patrician
>>
How Do I Play Dwarf Fortress
>>
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>>175537013
the best kind are the one's that you enjoy
>>
>Faithmine the City of Angels

That sounds awesome, I can't wait to fuck up and die because I don't know how to play this game
>>
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>>175483910
How do I connect the bottom conduit to the volcano without flooding the top one? I would like to hook up floodgates and a grate in the bottom, and levers at the top, but I've just realized I have no way of breaking into the volcano safely without killing everything
>>
What mods do you have, /dfg/?
>>
>>175543541
Just keep digging east?
>>
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>>175543793
Will post updates as soon as these lazy fucks finish everything
>>
>>175528181
all pics are good but this 'Stone_Bridge.jpg' is especially kino
>>
I have a design goal for a fortress, and I need help constructing it. Here goes

>Compartmentalized workshops and bedrooms.
>As usual, related workshops are near each other and workshop workers have bedrooms near their respective workshop

that's simple enough

>compartmentalized = sectional isolation via lever as necessary
>after offending room is locked down, magma fills it via lever
>after magma fills it, water is introduced via lever
>this encases the room in obsidian and clears the room of magma, allowing reclamation

This has turned out to be a lot harder to design efficiently than I imagined.
>>
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Floods are a motherfucker to fix, but it's nice to see a snippet of rare text.
>>
>>175509630
does /dfg/ not use Steel Picks as default military weapons?

They're really the best dwarf weapon. (your game is modded though, there's no reverse edge in vanilla)

I usually go one ten dwarf squad of Silver Hammers and enough dwarf squads with Steel Picks to have minimum 30% of the fortress population as military.
>>
>>175542387
I wouldn't play with it, but I do like the look of that tileset.
>>
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>>175544003
>>175543793
worked out perfectly, ty anon
>>
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>>175546047
No problem, always glad to help
>>
>>175541510
d, i, enter, 3, 3, hold > until you run out of map, enter
>>
>>175546358
>inb4 the madman actually does it
>>
>>175537201
Has science gone too far?
>>
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What did they mean by this
>>
>>175546861
Dwarves inherit objects of worship from their parents. When both of them worship the same god you'll get that. It gets kind of silly when you have a long line of historical figures marrying across religious lines and pumping out kids that worship a bunch of different gods, some of them multiple times.
>>
>>175532619
>tfw no qt drew gf
>>
>>175547391
I-if you want, I can be your drew gf tonight
>>
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Mandates are ok, but demands often sound so childish.

At least no one gets punished for them.
>>
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>>175547578
Oh senpai...
>>
I play this game on and off every so often, I saw something about Therapist not being necessary anymore?

Does the game handle jobs better now? Or should I still maximum autism their job assignments?
>>
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>Just started after not playing in years
>Barely knew how to play even back then
>Pick a place that looked pretty calm, everything's going good, getting back into the swing of things
>Haven't set up traps, don't have a military, don't have military
>This shit pops up out of nowhere

UH

WHAT DO I DO
>>
>>175548486
You can autism it up with manipulator and the game assigns things/gives more control with the manager via job orders and such.
>>
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A bit worried about this child
>>
>>175548498
Hide while you still can!
>>
>>175548498
How many undead are there?
>>
>>175548657
I'm trying man

>>175548658
Just one, it looks like. But strangely enough I think she fucked off after standing around the edge of the map for a few minutes. I'm not sure what that was about, but it was a good wake-up call I guess.
>>
>>175548094
That isn't a no
>>
What features does your perfect embark site have?

I mean your once-in-a-lifetime spawn here.
>>
>>175549448
Oh boy that's a long list
>desert
>no siltstone
>savage area
>at least 2 towers in range
>dwarves extinct/dying
>magma tube somewhere in the 1st caverns
>river
>caverns not flooded
>iron ore
>flux
>perfectly flat embark site
>no murky pools
>no trees
>lot of marble or granite
>sand and clay
I am sure I forgot something.
>>
>flat
>comfy lake with a river feeding into it
>no murky pools
>savage area
>neighbors with all the main races and a necromancer tower
>heavily forested
Above ground human hamlets all day every day.
>>
>>175550023
why a desert and why dwarves extinct/dying?
yo no understando
>>
>>175550287
Desert usually covers the no murky pools and no trees condition. Also cool animals.
Dwarves dying because I feel like a leader of the dying race. Every dwarf is special, last of a kind. You can't just throw cheesmakers to vulcano. You must embrace them because you don't have much dwarves to spare.
>>
>>175550412
why no trees?
>>
>>175550514
They fuck up pathfinding and I am heavily triggered by visible soil in the level under them after you cut them down. Also creatures tend to climb them and get stuck.
>>
>>175549448
I didn't know what it was until I embarked on it.

>biomes: mountain, lake, 1 tile of badlands to make it embarkable
>100+z completely sheer cliff overlooking the lake
>volcano tube open to the lake at embark (lots of cave-ins as it obsidianized when I unpaused)
>a magma tube in every cavern layer
>visible at embark: kimberlite w/light yellow diamonds, obsidian, marble, gold, hematite, rock crystal
>kaolinite w/limonite below the lake
>site is rich with gems and other useful ores
>between the first and second caverns there are sections of marble layers adjacent to obsidian layers

It's pretty much my dream embark. I've been playing it for over a year now. The only things I could possibly want for that I haven't found are coal, platinum, and the super-rare gems.
>>
>8 different dwarves decide they want to plant seeds
>none of them are farmers

??? What's going on with this game now
>>
>>175551556
Check you job restrictions and there labors

You set all dwarves to harvest and plant iirc
>>
>>175551556
You sure they aren't harvesting? There's a standing order to either allow all dwarves or only farmers to harvest crops.
>>
>>175542387
That's not spacefox.
>>
>>175551160
Relicwebs is indeed on a fine embark location indeed. I too am fond of mountains and lakes and any combination thereof.
>>
>>175549448
- clay for ceramics so i won't be screwed out of making certain musical instruments
- sand for the same, and making nice glass windows and magma-safe materials
- rock crystal gems for those fucking rock crystal glass moods which i always seem to get
- iron so i can actually have a military
- flux layer so i can have double base value rooms and get steel if i already have iron
- a river so i have a high-point water source
- if no river then an aquifer in a very steep hill region so i can hit stone at an angle and avoid the aquifer while still using it as water source

the rest i dont give a fuck about.
nightmare death realm? don't care, underground.
fancy above ground plants? don't care, underground
immediately next to a goblin fortress or necromancer tower or megabeast lair? DON'T CARE, I'M UNDERGROUND.
>>
>>175552480
>- rock crystal gems for those fucking rock crystal glass moods which i always seem to get
Shouldn't raw green or clear glass work just as well?
>>
>>175549448
>Flux, Iron and coal for starters
>Either a sheer cliff or wide canyon
>Sand and rock crystals
>Magma tubes in the caverns
>Lots and lots of elk birds to tame
>Near all main races and a tower
>Expensive deep metals including platinum, gold, and silver

I'd build a hanging city with watch towers sprinkled near the entrance, lavishly decorated halls, and communal gardens and farms in the first cavern layers.
>>
>>175550248
>tfw I just noticed I'm a retard that can't link posts
I meant to link to >>175549448
>>
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>>175549448
Ground level beach volcano with a wide river flowing through the area

pic related was solid 7/10, but had no river and it was an island
>>
>>175550585
Once i saw how dwarven caravan climbed tree and get stuck.
>>
>start looking at my old embarks
>find about 10 riverside volcanoes that didn't have anything on them, but the wagon and dwarves ready to strike
>>
Where exactly spawns monsters? Out of the walls? Should i build walls next to natural walls everywhere? And can i mine out some parts?
>>
Animals just keep hanging out underground in the dining room even though I set up a pen/pasture zone above ground. Some water buffalo just starved to death because it didn't want to go upstairs. Why is this happening?
>>
How do I get more guests at my tavern?
I have two right now.
>>
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"So, Anon, you claim to be great at taking the reins of a large workforce and mobilising them for projects. Yet, we can't find any past experience with it in your curriculum vitae.

Would you mind explaining yourself, Anon?"
>>
>>175556715
make it nicer
>>
>>175556935
whats with their faces
>>
>>175556935

"Sir I have a crayon drawing of a dwarf from a doctor of mathematics that should more than tell you what you need to know"
>>
>>175556326
Go into the zone properties and assign the animals to the pasture.
>>
>>175556954
It has three platinum statues, a bunch of tables/chairs, some mugs and everything is smoothed and engraved.
Should I just add more statues?
>>
I'm having a problem with this weird fast forward lag. The game will freeze for a second or two, then it'll fast forward to catch up to itself and go back to normal. It happens every 45 seconds or so.
>>
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>>175557245
More bedrooms assigned to it? with coffer + cabinets. Make another common room for it. Build a hotel full of dancers and mercenaries to do your bidding.

>Native gold TRUMP on top
>make wall out of elf wagons
>they paid for it
>>
>>175551870
Taffer or die.
>>
>>175557429
The beginning of the end is nigh.
>>
>>175557429
i have it too but more rare
>>
>>175557205
Looks like that did it, thanks.
>>
>>175557448
Oh ok, I didn't know extra bedrooms would attract people.
>>
>>175557598
also on the top of your window it will say [P]: Petitions Available if anyone is trying to get perma residence
>>
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>>175557046
>>175557116
"Sorry to interrupt you, Anon.

Let's have a hypothetical situation. Say you work as a manager at our company, and one day, your department receives 12 new interns. Of these, 10 have no skills or experience whatsoever. The remaining two have master's degrees in humanities, but lack any practical skills.

How do you go about mobilising these new interns for your project? You're not allowed to employ any external help, i.e. from therapists."
>>
i can't build wall on top of a floor...
>>
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Cool engraving, Fath. Want to bring it to the dining hall?
>>
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>>175557861

"They would each be assigned to a workplace that suits their traits perfectly"
>>
>>175518090
is that Taffer's tileset?
>>
>>175558247
yeah, you can't build on constructed floors. only on natural floors (i.e. bedrock, grass, soil) or open spaces (assuming they're accessible from one of the four cardinal directions).

remove the floor and try again.
>>
>>175558247
You sure can't.
>>
>>175556174
Can anybody answer this easy question? It's been said that they are spawns on the "edges" of the map. I'm in caverns now and i need no know how to make sure no creature will spawn where i don't want them to.
>>
is there anyway to see reports that have timed out?
>>
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>>175558360
"Interesting...

Let's have another one. Let's say that you receive a representative of our branch in Kuwait. On his visit, the representative claims that the home branch, which you represent, has breached the ethical code of his own branch, as well as Kuwaiti law.

How do you go about calming these tensions before the conflict becomes more severe?"
>>
>>175558740
They spawn on the fucking edges of the map.

How is that hard to understand?

If you have an enclosed space that is 100% inacessible from the edges of the map, then it will be safe from creatures.
>>
>playing Masterwork on 34.11
>playing as Dwarves
>notice that I haven't gotten any migrants after the first wave
>open buildings menu
>upright adamantine shortsword is on the list
>do some googling

Apparently, Masterwork spawns so many undead in "curious underground structures" that the game hits its soft cap on how many entities can ever exist on one site, which disables migration.

My fort may be doomed to die of attrition (10 dwarves left rn, including kiddies), but at least I have a volcano + iron ore + flux + silver, and I'll never have to build a wall to keep the filthy migrants out.
>>
>>175559069
Edge of the map means natural walls? Or they spawn from the tiles that are borders of current z lvl? I haven't seen cavern that connects with these borders. I already stated my questions and made it clear that i don't understand what is edges and you answer me "they spawn on edges".
>>
>>175560014
Edge of map = where the map ends.

They don't spawn out of thin air. They need to enter the map from the edges. If part of the edges are bloacked by walls, they won't spawn there.

Also, to prevent exploiting, you can't build walls next to the edges.
>>
>>175560413
If you know what you're doing, though, you can cast obsidian walls around the edges of the map.
>>
>>175560413
wiki says
>As walls can be built right up to the map edge below ground, it is possible to prevent land creatures from spawning by turning all the spawn points into walls
>>
>>175558974
"No problem sir, I simply fling the representative into a pit full of beak dogs and have them torn apart sir. If they representative does not return home, the home branch will not receive their report. By the time they realise it was me, I shall have supplied all our interns with masterwork steel uniforms and adamantine rulers, ready for battle."
>>
>>175560901
Psst. %%right answer was kill them with magma%%
>>
Can wagons go over traps safely?
Their followers seem to able to walk over mine fine and dandy.
>>
>>175561831
"In this work environment, Urist, I believe in two things. Everyone has a voice, and There are no wrong answers."
>>
>>175562027
they will not go over trap, unless you cave-in them. then probably they will not trigger them if they can't be knocked unconscious as they are not enemies
>>
>>175542757
>I can't wait to fuck up and die because I don't know how to play this game
That sounds like FUN
>>
>>175558401
Looks like it. Might be the old version, and might not be the tileset it usually ships with.
>>
>>175557464
Spacefox is the greatest tileset available. It is functional and easy on the eyes.
>>
>>175565889
nice. it looks REALLY neat.
>>
>>175566149
It does. Definitely one of the best tilesets. Especially since the newest version is so polished by now.
>>
Spent my entire sunday playing/learning df. Is this how it starts lads?
>>
>>175567336
The last few days have been non-stop dwarf fortress for me.
Once it snapped and I understood how to play, I just couldn't stop.
>>
>>175567336
>>175567546
Now post your progress here!
>>
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>>175568193
Sure, this is my bedroom and tavern area so far. It looks kind of fugly because I'm waiting for it all to be engraved.
My population is at 108, but I only have a military of 10 at the moment, since it took me ages to get enough equipment because of lack of metal.
I'm worried if something big comes, I had a forgotten beast but I sealed it off, and I had a cyclops who massacred half my military, but my brave swordsdwarf killed him.
>>
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>>175568193
It aint much but she's home. I got to start looking for metals and building up a defense now.
>>
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My boys just fought off a goblin invasion. A couple of the marksdwarves threw themselves into the fray too, and we ended up losing four. Despite that, everyone is feeling hopeful, and cleaning up can begin.
>>
Any ideas why a manager would just stop managing? I've disabled every other labor for him, and he's just not allocating jobs
>>
>>175570158
Does he have an office?
>>
How do I not run out of seeds? Do they auto cook them up or something?
>>
Modanon here, now im legit curious because of these posts.
>>175517714
>>175520903
>>175523497
Ive been doing the same as the first anon when it comes to body sizes and just going with ''if its twice as big number that means its twice as big'' but apparently thats not correct.

Is there a proper way to calculate creature size in dorf from the numbers given in the raws?
I know this might be a retarded question but im currently too focused on modding read: shit at math to spot an obvious answer.
>>
>>175570687
Not currently, I've been putting that off
danke
>>
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>>175566489
Thanks to a few artists showing up and helping with the new one, including Dibujor, who actually drew most of the neat dwarfigoth-style assets in the "Meph" tileset.

>>175570965
The sizes are cubic cm I think:
https://duckduckgo.com/l/?kh=-1&uddg=https%3A%2F%2Fwww.wolframalpha.com%2Finput%2F%3Fi%3Dvolume%2520of%2520an%2520average%2520human%2520adult
>>
>>175571506
Huh, neat, before I could grab the query with the !wa bang in it, ddg translated it to the wolfram version.

https://duckduckgo.com/?q=average+volume+of+human+body+%21wa&kp=-2 is what I tried to put in there but it was hard to catch.
>>
>>175559884
I'm sure what you read, but I think you misunderstood it or it was just wrong. Curious underground structures were a vanilla feature. They were hardcoded and couldn't be affected by mods. They always had absurd numbers of undead in them, but the only creatures that can affect whether or not you recieve migrants are your own citizens, and then only if you have as many or more citizens than your population cap.
>>
>>175558401
>>175565889
>>175566149
It's ravingmaniac. It's in the tileset repository.
>>
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>>175572235
Here's the cleaned transparency version.
>>
>>175571506
Alright, thanks. This really helped me fix some problems with the stuff i was making!
>>
Can dwarves fish across z-levels? Like, if I put a bridge between two towers high above a river, can the dwarves fish down from the bridge?
>>
>>175557046
They're reptilians.
>>
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>finally get down to the first cavern level
>elite squad of macedwarves walking around discovering the entire floor
>happen upon this
dead trogs, rodent men and the skeleton of a giant cave toady. blood everywhere.
>>
>>175573102
no
>>
>>175573509
Just wait until you find the source of that...
>>
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Here's a larger square set based on the curses 24x24 set Rogue Yun upscaled cleanly with walls stolen from the raving set style.

>>175573093
Yeah, !wa is the shizzy (and if you aren't using bangs... wtf, do you like google whoring you everywhere? you can use !g or !gi or whatnot if you wanted) for all that shit.
>>
>>175573102
No

There arent any fishing tools in this game yet so it wouldnt make much sense either.
>>
>>175570965
>apparently thats not correct
It is.
If you're as geeky as I suspect most of the people in this thread are, grab a handful of d6 for an easy visual aid. Or just picture it in your head.
4d6 is 4x larger than 1d6, right? Of course it is. Now stack 4d6 into a cube. It's still 4x larger than 1d6, but each side of your new cube is only 2d6 in any direction.
Now take 27d6. It's 27x larger than 1d6, right? Of course it is. Now stack them into a cube. That's 3 layers of 9d6 squares. It's still 27x larger than 1d6, but each side of this cube is only 3d6 in any direction. That also makes it almost 4x the size of your 4d6 cube, while only being 1.5x longer on any side.
Now, unless you've ever played shadowrun you've probably already run out of d6, but I think you know where this is going. Take 64d6. They're 64x larger than 1d6, yeah? Of course they are. Now stack them into a cube. That's 4 layers of 16d6 each. It's still 64x larger than 1d6, but each side of this cube is only 4d6 in any direction. It's 16x larger than your 4d6 cube but only 2x longer on any side.
So yes, straight arithmetic works for determining how much larger one creature is than another. It only fucks you up if you're imagining the smaller creatures laid end to end instead of in a big pile to add up to the larger creature.
>>
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>>175573914
>tfw you can't figure out why Toady won't replace his 16x16 rescale with this one at least
>>
>>175574120
>almost 4x the size of your 4d6 cube
Fuck, should say 7x. Sorry still working on my first cup of coffee. And thumbtyping.
>>
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Does putting a garbage dump zone over a river work for getting rid of shit?
>>
>>175574604
kek, you are running a fortress, not a ecogenocidal coorporation.
>>
Christ, all the shit disappeared from my stockpile zones. It turns out I accidentally hit move all available goods to the trading post
>>
>>175574604
Sort of. First you'll want to put it adjacent to the river, not directly on it. If a dump zone is adjacent to a drop dwarves toss it down instead of onto the dump zone. Next you need to determine if your water is actually moving. Most natural water features stay at 7/7 depth throughout most or all of their length unless you alter them. There are exceptions, and some of them are bugs, but at a general rule it holds. If you want the river to carry your garbage away it has to have changing depth. Third, do you want the water to carry your trash off the map? It won't. Even if flow is pushing the items downriver, it will just pile them up at the map edge.
>>
>>175575112
Urist McGreedly
>>
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>>175574120
I wouldnt exactly call myself a geek but i think i got what you meant, this only works for perfect cubes though if im correct because initially the size of tyrannosaurus rex i was working on for my dinosaur mod was around
2700,000 in the raws.
Now it is around 70,000,000 using their real life length, width and height at https://www.sensorsone.com/length-width-and-height-to-volume-calculator/
and i feel like ive done something wrong here.

Pic somewhat related, this dwarf is a real soldier.
>>
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>finally get my first invasion in over a year
>ooh a giant!
>set everybody to battlestations!
>burrows switched on, rangers and melee units in position
>giant at a full sprint for my entranceway from across the map
>as she passes the main walls to cross the bridge to my pillbox entranceway, one of my mercenary crossbowmen spot her and looses a bolt, tearing open the head and doing tendon damage
>mfw she turns around, climbs up a tree that grew from a sapling since the winter cleanup and jumps clean across my fortifications onto the wall's walkway

HELP
>>
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>>175576564
DYNAMIC ENTRYYYYYYY
>>
Anyone do any crazy projects? I'm looking for ideas on what to do with my fort.
>>
>>175576564
show me that tree.

In order to not make the same mistake myself.
>>
>>175576863
Remove all terrain down to the magma level
>>
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>>175576860
>>175576564
Actually ended up pretty uneventful, the other merc on the walkway went into defensive mode, dodging and parrying, until the giant stepped onto the staircase and exposed herself to the rest of the infantry. From there one of the less-trained militia landed a fantastic stab with a goblin longsword then my macelord got hungry...
>>
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>>175577140
>>
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>play extinct civ
>every dwarf is priceless
>get sieged by zombies first autumn and don't get 2nd hardcoded wave
>>
Religious authority nobles when?
>>
>>175575929
Yeah, you're right. That site is giving you the volume for a polyhedron with the measurements you provided, but a t-rex isn't going to completely fill the volume of such a polyhedron, especially if any significant portion of its length is composed of tail. So your t-rex is probably twice as large or more than it ought to be. I can't really advise on how to calculate what the right size would be. Maybe find a vanilla creature to use as a reference? Like, how big is a t-rex compared to an elephant?
>>
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>>175576983
It was two tiles from the outer wall but the foliage extended over the fortifications so she just climbed on over. Scared the fuck out of me.

I'd say the last thing going through that marksman's mind was "The risk I took was calculated, but man am I bad at math" or "Damn that's a giant set of knockers" but I know for a fact it was a giant's foot.

...and my game's still crashing. Guess I'll reload the quicksave (can't get through a whole season without crashing but I don't want to give up on 'er, I blame Meph) and see how she does in my pit.
>>
>>175575929
Guys ive been thinking...

Do you think adding dragonfire breathing tyrannosaurs that will attack literally anything they see not including their own species and that also run faster than anything currently in the game is too hardcore?
>>
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>>
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>Every bad thing that comes near my fortress seems to just wander around and then leave
>Thought this weird pterosaur thing was gonna do the same
>After a while it comes up the shaft and starts breaking my shit
>Traps won't catch it
>Barely have a military

H E L P
>>
>>175579476
Post it's description.
>>
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>>175579583
>>
>>175579476

>Not having a dwarf with pike running around in panic to distract it, while you reorganize your cheese makers into a riff raff militia using their cheddars as shield
>>
>>175578676
no_
>>
>>175579746
If you really have no military you better wall off the entrance to that shaft.
>>
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>>175575112
>there's a difference
>>
>>175578137
Probably after the myth update, possibly along with the Law update. I'd think they'd go hand in hand
If there is no god, where does the law come from?
>>
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>>175579890
t-too late

I barely know how to do anything but I set the alert to bring everyone outside of the fort and refreshed the militia. This isn't going to be good, but I think we're doing damage to it. Its wing is all fucked up and its leg is cut open.
>>
>>175579026
evil biome?
>>
>>175580167
Unless you can chop off the head or limbs you're fucked
>>
>>175578676
As long as the mod has a spoiler/disclaimer/trigger warning, I don't see a problem. Or not, fuck those guys.
>>
Do I need to make a separate barracks for a separate squad?
>>
>>175580393
No but it's useful. You can keep one squad near surface and one in caverns.
>>
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>>175580287
It's a massacre. It's gone through over ten untrained dwarves who thought some cage traps and a drawbridge would protect them. It just keeps throwing them all over the place, even with its injuries. There's blood and gore all over the walls in the hallway. This is a nightmare, I can only imagine what's going through their heads
>>
Generic gem-cutting labor WHEN?
>>
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"Asked about game developer Tynan Sylvester, who took his own life in 2016, but who has a game out, “Rimworld,” put together from manuscript codes and files found in his computer, a Video Game critic says, “You know, I don’t want to be offensive. But ‘Rimworld’ [regarded by many as Tynan’s masterpiece] is just awful. It seems ridiculous to have to say it. He can’t think, he can’t code. There’s no discernible talent.”

It’s all a clear indication, the critic notes, of the decline of video game standards. He was upset in 2014 when the Video game Award gave a special award to Tarn Adams. “But Adams is Einstein compared with Tynan. We have no standards left. [Tynan] seems to have been a very sincere and troubled person, but that doesn’t mean I have to endure reading him. I even resented the use of the term "Rim" which brings up negative homosexual connotations.

“It’s sort of a dark time. Imaginative energy I think is very difficult to summon up when there are so many distractions. There’s a kind of Grisham’s law [in video games]; the bad drives out the good.”

I bought and played a copy of "Rimworld." I suffered a great deal in the process. The game was dreadful; the coding was terrible. As I played, I noticed that every time a character went for a hunt, the developer wrote instead that the character "lacked a ranged weapon." I began marking on the back of an envelope every time that phrase was repeated. I stopped only after I had marked the envelope several dozen times. I was incredulous. Tynan's mind is so governed by cliches and poor path finding that he has no other style of coding.

Later I read a lavish, loving review of Rimworld by the same Tarn Adams. He wrote something to the effect of, "If these kids are playing Rimworld at 11 or 12, then when they get older they will go on to play Dwarf Fortress." And he was quite right. He was not being ironic. When you play "Rimworld" you are, in fact, trained to play Dwarf Fortress."
>>
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>>175580185
Not even, just a three year old fort full of excitement.
>>
>>175580695
Took me a bit to catch on
jej
>>
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how do i deal with all this stone buildup?
>>
>>175580695
I enjoyed reading that

well written too, gg
>>
>>175580695
I don't get it
>>
>>175580293
Dont worry, they are megabeasts that wont come to fuck you up unless your fort has atleast 120 dorfs.

>>175581170
Turn them into blocks and build containers for them, also make mugs.
>>
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I started with what, 70? This is what I'm left with. I just keep sending them in hoping they'll be able to overpower it with numbers, but it's not working. I think this is it. We're going out fighting.
>>
>>175581557
>Migrants just arrived

oh shit
>>
>>175580695
Was that originally about Confederacy of Dunces?
>>
>>175581757
Harold Bloom on Infinite Jest and Harry Potter
>>
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>>175580167
>>175568480
Vanilla tileset always makes me adamantium.
>>
how many dwarfs until your game starts lagging? Is there a way to keep the number down? So far ive been looking the other way when evil comes
>>
>>175581808
Ah. That makes sense too.
>>
>>175581975
> Is there a way to keep the number down?
Magma pits. Atom smashers. Arenas.
>>
>>175581975
It depends on a lot of factors. Some people start seeing slowdowns in 20s, others can make it to siegeable pop without a noticeable ding.
http://dwarffortresswiki.org/index.php/Maximizing_framerate

You can set your population cap in d_init.txt.
>>
>>175581975
I start lagging at the 120 dwarf mark. You can set a population cap in your d_init to slow FPS death down a bit.
>>
>>175582237
How do you make arenas? Make a pit with some caged creatures in it or something?
>>
>>175581808
makes sense, IJ is as trash as it gets
>>
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How is it healing so fucking fast?
>>
>went to cancel order to pull the bridge lever
>don't realise I accidentally set it to repeat
>find out because there's dwarves with injured feet halfway down my pit
dem fuckin' dwarves, honestly lucky they were hugging the walls and didn't hit the big-ass pit of spikes.
>>
When should I expect a siege? My population is over 100.
>>
>>175582993
Simple your not doing enough damage.
>>
>>175583352
Sometime soon, or not at all. Sieges happen to any fort with pop over 80 I think.
>>
>>175583564
His what?
>>
How do I move a specific cage somewhere?
I caught an elf thief in my cage trap. I'm thinking of starting up a gladiator arena.
>>
>>175584081
nehb you are cheeking my breekis m8
>>
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And, that's it. The Pterosaur just seemed to wait in the small in the room where the butcher's shop used to be. The last two adult dwarves somehow triggered their own cage traps and starved to death inside with no one to let them out. The last two remaining children, the only things keeping the fortress alive, would sometimes make trips back inside to get food, sneaking across the room where the beast stayed. At one point I guess one of them just felt there was nothing left to lose, so it walked into the former butcher's room, and the beast didn't attack for some reason. They just kind of stood there for a while. Migrants came and I tried to just wall the room off, but as soon as it saw the adult dwarves, the pterosaur attacked, killing everyone and ending the fortress.
>>
>>175584401
>nehb
wut
>>
RANGED WEAPON BUFF W H E N
>>
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>>175584569
>implying ranged weapons need a buff
>>
>>175517801
If adventure mode had any real content these scenarios just might be interesting but at this rate it will forever fall to the wayside.
>>
>>175584769
when I can actually aim at specific parts, I will be happy.
>>
>Worldgen rejects a world for having too many subregions

but

fucking

why
>>
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>building a fort as a hanging block under a bridge
>removing some floors to build walls for rooms on one floor
>a section of cavern has collapsed!
>literally 1 fucking dwarf is left alive
>just leave the fortress to work on it's own
seeing about 30 kids in a river 20 z-levels down from the fort was quite funny
>>
I've had a baroness consort visit, and she decided to sign up as a mercenary.
Is that normal? Does her husband not care about her wandering off to becoming a figher in my fort?
>>
One of my imprisoned vampires just entered a fell mood, I'm going to build a workshop next to it, drop in some supplies, then channel a hole in the wall seperating him from his neighbour and see if the two problems take care of themselves.
>>
>>175587019
Post screens.

Also, some screenshot of the fort when it was still intact would be nice as well.
>>
>>175586171
Impossible ecologists. It would be ideal if they just changed over time instead
>>
Are there still large numbers of broken crops? I just want to grow beans properly.
>>
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is there any way to stop my well from freezing over in winter?
>>
>>175588707
heat it with magma or use an underground water source (one thing aquifers are very useful for)
>>
>>175588707
Make an underground well instead.

Direct the water underground and depressurise it by having it pass through a channel with one or more diagonal turns.
>>
>>175584315
You need to make an Animals stockpile, they should just haul cages there. Then you can place cages like you place any other furniture
>>175584432
Sounds FUN
>>175587131
Not unheard of, but not regular.
>>175588707
Build a cistern my dude
>>
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The barrack "zone" ends one tile away from the wall.

That should make me safe from the teleport bug, right-o?

Also, rate.

The house for the barracks and depot may be wooden, but rest assured that the rest of the fort is an extensive underground city.
>>
>>175589765
Should fix it, yeah, but I'd get rid of the gap between the floor tiles or try to merge them more smoothly with the edge crosses blending together maybe?
>>
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>>175590470
Sorry, I've settled for these floors.

The first time I saw them in the game, it just clicked for me, you know?

Having the ASCII symbol show up as a decoration on the physical object also makes them consistent with my up and down stairs.

Furthermore, the shape of the floor tiles themselves is consistent with my floor hatch tiles.
>>
so cave trolls are harmless r-right?
>>
>>175591738
They actively sneak in and vandalise your stuff.

Occationally, they also chimp out at civilians, but generally, they'll avoid people.

They were more dangerous before 0.40.
>>
>>175589765
Sparring matches can push outside of a barracks' room boundary if you get an unlucky string of charges/dodges. That's a pretty small room, so I would rate it as being a likely eventuality.
>>
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>>175592278
Please read my post again.

I'm very aware f this bug, and I specifically made a room designation smaller than the actual room to avoid it.

Pic is my tavern's upper floor, by the way. The large open space is my dance floor on the level below.
>>
>>175587415
Don't have any, already left that shithole to live on it's own.
>>
What clothes should I make?
There seems to be a lot of options, and I just want the essentials for now.
>>
>>175594745
http://dwarffortresswiki.org/index.php/DF2014:Clothing
Socks, pants, shirt.
Those 3 cover everything dwarves want covered so they dont get unhappy.
>>
>>175595348
technically, don't robes + socks cover everything as well?

although it takes the same amount of cloth units i'd imagine
>>
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Fugging aquifer sand had to ruin my future library.

>inb4 why so shallow
It's a very shallow embark. The first cavern starts at the very level below this one, so I'm digging as deep as I can without entering that.
>>
>>175598803

I bet it would be cold in the caves without pants and only a robe

But yes it should, at least in armor terms
>>
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Give me the update, toady. NOW.
>>
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>>175599340
Get in line, frogposter.
>>
>>175599340

Behead all whom insult Toady

May you burn in the deepest magma pit and be harassed by the most vicious lava eels
>>
>>175599871
>>175599871

>Wanted to switch to URR to feed my Open World roguelike addiction
>Dev shit the bed, never got to the NPC release after 3 years

GOD FUCK YOU TOADY FUCK YOU
>>
>>175599982
>Lava eels
>In a magma pit

What the fuck is wrong with you???
>>
A whole year of work and all that will be released is searching for artifacts and spies. You guys are falling for the patreon scam as they milk this "Alpha" game for another 10 years.
>>
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>>175600020
To make things worse, the dev recently apologised for taking so long between his dev log entries.

In order to make up for the long intervals, he promised to write one entry each week, even if he hasn't worked on the game. In that case, he'' write some hipster bullshit blog post about some game he enjoyed lately.

He already did a lot of those, but now they make up 90% of his dev log entries.

We can just forget about URR now. It was promising when it lasted, though.
>>
>>175600406

The game has become such a mess of spaghetti code that adding anything is a herculean effort.
>>
>>175600406
>they
t. shitposter who doesn't even play the game
>>
>>175600020
I was so hype for this game, huge disappointment. I wish he'd just release the source code so someone could make something playable out of it
>>
>>175600278

You have to be crazy to be insane
>>
>>175600020
>Open World roguelike addiction

What other good open world roguelikes are out there ?
>inb4 cataclysm
>>
>>175601554
Reading about the dev makes me cringe.

He claims to be an "academic".

Then it turns out that his "institution" is just some privately funded think tank where a gang of hipsters sit and try to come up with new, "creative" ways for corporations to make more money. Hence all his posts about gambling lately. They're all part of his work.

He's the very definition of a corporate yuppie wannabe intellectual.

Just read his fucking posts about gambling. He posts about how saw some lecture named "Providing custumers with a sustainable gambling experience" or whatever, and how fired up he is about it. How this privately funded "scholarly field", where he essentially just invents new ways for gambling companies to trick idiots out of their cash, fires him up and gives him something to live for.

He's the definition of a soulless corporate slave.

And now, he's apparently chosen his yuppie career over his game.
>>
>>175602147
Ive heard UnReal World is pretty good, sorta like improved dwarf fort adventure mode, i havent played it myself though.

Here is a link to it http://www.unrealworld.fi/
>>
>>175602147
Not really open world, but I find Neyhack (fucking bullshit vim keybinds) and Angband to be pretty enjoyable. They are nice dungeon crawlers at the least.

>>175602402
He's everything broken with modern academics. He produces nothing of value, and he believes he's especially wise for it.

>>175602539
This looks enjoyable

What I want more than anything is a first person game, in a similar visual style to Daggerfall, with Dwarf Fortress as the backend
>>
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>>175602147
Don't forget Unreal World, the ancient finnish kang simulator.

It has been in development since the early nineties, and Toady has explicitly said that it inspired him a lot when he made adv mode (no source, sorry. take my word for it).
>>
>>175602764

So its a Sauna simulator with bear fighting hobos?
>>
>>175602539
>>175602764
gonna try it.

>>175602674
dugeon crawlers are kinda claustrophobic for mi.
>>
>>175602402
To add onto what I said here >>175602674 he's like the anti-toady. He relishes in exercising power over others, and he takes great pleasurein manipulating his players, while Toady speaks against it at every turn. I wouldn't be so bothered by him if he'd managed to deliver a product, but nope, he's too busy jerking himself off

>>175603039
>dugeon crawlers are kinda claustrophobic for mi.
I can definitely dig that. Tales of Middle Earth / Tales of Maj'eyal might be more enjoyable for you. It's a dungeon crawler, connected by an open world, with lots of odds and ends.
>>
>>175600884
You guys are the ones getting excited over capture the flag in fortress mode.
>>
>>175602915
Sadly no saunas yet, but the hobos and the bears are there.

Also, unlike DF adv mode, it's survival themed.

Expect to do a lot of work just to survive, and having to manage resources responsibly.

There are villagers from different cultures that you can interact with and enlist help from, but they won't save your ass if you fuck up and run out of food.
>>
>>175602674
>What I want more than anything is a first person game

Legend of Grimrock comes to mind, although its a dungeon crawler so you might not enjoy it. The sequel is more open world though.
>>
Do dwarves not like hauling dead monsters?
I have a dead werellama parked right at my entrance way and it's stinking up the place.
>>
>>175602674
It looks like what you're really looking for is just Daggerfall, or possibly Arena.
>>
>>175592540
I read your post correctly. Read mine again. I'm telling you that sparring matches can push outside of the designated room. If a dwarf dodges outside of the designated barracks they don't just stop sparring and run back into the barracks before they continue. The room is small enough that it's likely to happen eventually irrespective of how much of it the barracks is designated over.
>>
>>175603625
Do you have a stockpile for it?
Are you sure the body isnt forbidden?
Do you have any dorfs that arent busy doing other things?
>>
>>175603625
Do you have a corpse stockpile with empty room in it?

Are the dwarves busy doing other things?
>>
>>175602539
>>175602764
Hive
>>175603916
>>175603938
Mind
>>
>>175603916
>>175603938
Thanks guys.
Thought it would just go to refuse
>>
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>>175604101
>>
>>175603625
o r o
>>
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>>175604284
Spooky...
>>
>>175603506
Yeah, I've played a good chunk of it. It's a bit boring after a bit though. If the sequel is good I might check that out though

>>175603780
Yes, but I don't really care for TES lore, and I find the controls fucking awful
>>
>>175604230
>Thought it would just go to refuse
It does. Corpse stockpiles are for your own citizens.
>>
>>175604648
Daggerfall can be configured to play just like a modern FPS.

>>175604667
Stop spreading misinfo.

All sentient creatures go in the corpse pile. Even gobbo invaders and their trolls go there.
>>
So I've installed masterworks and I see that there are now added secrets at the tips of wizard towers. Are any of these secrets actually worth going up to get for an adventurer looking to decimate all goblins?
>>
>>175600020
>>175600565
did he ever get around to actually implementing the, you know, gameplay part?
>>
>>175606617
One obsolete version had some bare bones adventure you could go on, where you travelled between different ziggurats in a jungle, and collected key items from them.

When you had all items, you could unlock some pyramid. I never got that far, because it was so easy to get wounded in the ziggurats, and there was no way to heal yourself between them.
>>
>>175606617
>>175607157
Also, the ziggurats had mazes inside of them, where you'd use different tactics to get past different traps.

On some floors, there where "sliding stone" puzzles, where you had to push the right stones into the right sockets on the ground, all depending on hints written on the walls.
>>
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Why has no one ever told me about Nagidals tileset before?

This looks great
>>
>>175611147
>he doesn't know
>>
>>175599274
In armor terms yes it covers lower half, but not in "should I be happy because I'm clothed or sad because my bearded miner is dangling around under the robes?"
>Missing lower body covering (trousers or skirts)
>>
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>>175611147
speaking of tilesets is it possible to use the creature sets from taffer's on their own?

I like the way kobolds look
>>
>>175615736
Of course it's possible. It's just text files.
>>
>>175605429
>All sentient creatures go in the corpse pile
Since when? I see that the current version of the wiki says so, and the 34.11 version doesn't.
>>
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>>175611338
Know what, anon?
>>
>>
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>>175616451
yeah around 5 mins after posting I got em to work out in the arena, now I just have to find the right zoom level again
>>
>>175602147
Have you checked out Caves of Qud?
>>
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>>175579476
Is that a 4x2 staircase?

You are beyond help
>>
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>panic briefly
>take a step
>expecting at any moment for sneaky ice block to jump out from behind something
Huh...
>>
>>175621474
the air around you froze!
>>
>>175619032

Sell me on it, Anon. Looks sort of meh from what I'm reading
>>
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>>175599218
> leaving magnetite walls intact and not turning them into steel weapons and armor
>>
>dam up and drain a section of a river
>takes forever and tanks my fps for a whole damn year
>river finally dries up
>can't remember why I wanted to do it in the first place

well shit
>>
>>175626256
Waterfall?
Making a moat?
Flooding a part of your fort at will?
Fun?
>>
>>175602147
>Elona
>Qud
>Unreal World
>Axu
>>
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>>175602147
Ancient Domains of Mystery you can even play it on MS-DOS!
>>
BEGONE
PAGE
10
>>
>>175569556
>>175569556
>built right into the river
>that nice opening for dwarves to hang out near the calming waters
comfy/10
>>
>tfw kicking out all the guests in the tavern and the temple, restricting it to citizens only

y'all can fuck off, daddy needs his fps for the goblin blood drowning chamber
>>
>>175633867
I think I might do that, I'm down to 30fps and there's fucking visitors everywhere.
>>
>>175600565
Honestly i'm tired of his bulshitting and stupid stories about how he took a shit on monday. Write the game you fuck
>>
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I guess that was a load-bearing mushroom.
>>
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>>175635926
how many woodcutter's did you lose?
>>
threads been dead all day
I need my dwarf chat guys
>>
>>175634127
well don't bother it doesn't seem to work. They'll just gather in random other spots (statue gardens, meeting zones, around wells)

cheeky cunts. are they going to make me slaughter them all?
>>
Is there a workaround for not being able to make 5x5 area of floor grates for drain purposes? Im trying to build a waterfall that falls through each of my central staircase's (shut up) hallways so they're heavily trafficked areas and I dont want the centers to be open space
>>
>>175637363
None. The one that cut the tree had a foot explode, though.
>>
>>175638117
just make the centre tile a floor.
>>
Man the Direforged mod is really something. I like it. Adds just enough stuff to be fresh but doesn't go overboard, and has paragraphs of lore for all the new races.
>>
is anyone else having guests & caravan merchant/guards stay indefinitely when the merchants are finished trading?

playing on 43.02 for reference
>>
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I fucking love this game.
The mason who made the statues was her friend, half the statues were about her
>>
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>tfw you haven't had anything attack your fortress in a long time

all my traps are collecting dust. i used to get goblin sieges almost every season. what happened?
>>
>>175640046
Those statues were made by two different masons.
>>
>>175640225
whoops
>>
>>175640124
They grew up. Now they have jobs, and lives.

What are you still doing in your fort? You're 130 years old. You don't even have a minecart license yet!
>>
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Does this thing make more sense to anyone else than it does to me?
>>
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oh so that's why exploring dark fortresses seems impossible at the moment ;_;
>>
>>175641874
I think it's a rock
That the user bangs against something
>>
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>load game
>the rapist crashes on loading squads
>delete the squad
>recreate it
>launch the rapist
>it just werks
>save game
>load
>rapist crashes again on loading squads
I want to understandu
>>
my mechanic will die unless you guys say me how to fucking make him drop his fucking cage that he is hauling even when i turned alert on
>>
>>175642791
Y'all mine if I... Play anilla?
>>
>>175641874
It consists of a stone block. The musician shakes the block. Hope that helps.
>>
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I like to imagine this one sounds like turntable scratching.

By the way, my rumad is stuck/glitched somehow. My dwarves aren't acknowledging that it exists in any way at all, no matter what I do. It's currently sitting next to the chest in the tavern where it should be getting stored and taken out and used, but they won't put it in the chest, they won't pick it up and play it, they won't put it in a stockpile, they won't dump it. Whenever they play music that involves a rumad and other instruments they play the other instruments as usual but simulate the rumad. Aside from the first time they tried playing it and then dropped it where it is now, they completely act like it doesn't exist. It is rather annoying, you could even say that yes, irmad. Seriously though, does anyone know what to do about this?

>>175643314
But how is shaking a solid block of stone supposed to make any noise at all?
>>
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NICE ARTIFACT FAGGOT
>>
>>175625346
I've got countless iron already.

I'll rather keep my perfect smooth natural walls.
>>
Post the picture.

You know the one.
>>
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>>175645818
>>
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>>175645818
>>
>>175645987
woah nice
>>
>>175645992
does Toady know of Timbuk, and at that /dfg/?
>>
>>175646221
We are beneath the notice of The Great Old Toad
>>
>>175646368
feels bad
>>
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>>175645818
>>
>>175646461
Would you instead prefer he mention us by name and in doing so ensure a flood of gay12 posters? Randomdragon is bad enough, I don't think think general can survive any more of those fuckers.
>>
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New FotF out, and this answer in particular sounds comfy as fuck.

Just imagine the returning squad taking few seats, and then start telling the story of their adventure, accompanied with a map where their travel route is shown progressively as the story continues.
>>
How feasible is it to run this game on a piece of shit touchscreen laptop that can barely run Morrowind at 60fps at max settings?
>>
>>175647978
you are right, the place would be ruined.
>>
>>175648493
Only temporarily, though.

You know how the first time 4channers usually act in the general. They take some reply personally, and stir up a shitstorm over nothing. Then they leave and never return.
>>
>>175648401
"An' so there we were, crossin' the river that lead into the long ear's forest, all ready an' the like to steal their artifact and complete the mission, when all o' a sudden, a HUGE river monster reared it's head outta the water and took a bite straight outta me foot!"

"Begging your pardon captain but it was just a rather large carp, and all it did was nibble your boot. There wasn't even any damage done."

"You foolish young uns' never lived through the old days. It was a terrible beast I tell yer, monstrous and with a gullet large enough to swallow a dwarf whole!"
>>
Should I play now or wait for the new update?
>>
Why do my dwarves drop whatever they're supposed to be doing and fuck off to gather plants/smooth walls/haul items/etc.?

I just started playing again after like a year and my Masons(among others) stop working even with 100 orders queued up and just walk off. If it was just here and there it wouldn't be a big deal but they full on forget what they were doing and come back wayyyy later
>>
>>175646809
woah epic
>>
>>175648416
im doing it right now senpai.
>>
>>175650386
okay, and? How does it run?
>>
>>175649121
This is happening to me also. My expedition leader who has hauling disabled and mining enabled, is not going to authorize work orders, or mining.

>>175650413
It's running fine
>>
>>175648401
Yeah, it'll be neat watching the journey details roll out, wonder how much of that will come over to fleshing out stuff like the storytelling in adventurer mode. Right now you can get semi-interactive dances where you gotta move around and chase an x or whatever, but stories and shit are just push the button, wait, push button, wait, etc.
>>
>>175651174
Speaking of dances, I've noticed that they mention body parts a lot, i.e. "lift your left leg" or "wave your right arm", and so on.

I wonder if these bodyparts are drawn from the raws of the creature of the given entity, or if they all relate to some generic humanoid model. In the former case, we should be able to have dances that involve all kinds of creature specific bodyparts, i.e. spider people doing shit with all their limbs.
>>
>>175651615
Of course this would also mean that these sex mods that add body parts could produce some very interesting dances.
>>
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>>175652240
It seems like that wasn't the case, though.

Pic related is a dance written by jumping spider men. It specifies a "left arm". Yet, the arms for spider men are all numbered (i.e. "third left arm", etc).

So it turns out that the dances all relate to some humanoid model with two legs and two arms.
>>
>>175652590
But was he a member of a jumping spider man civilization? If he was a member of a humanoid civilization he was probably writing dances according to their forms, which would assume humanoid dancers. The question is whether a modded spider man civilization would have dances which assume eight limbs.
>>
>>175652903
It was a jumping spider man civilisation I modded in specifically to test this.
>>
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>>175645818
>>
>>175652590
Did you try creatures that specifically don't have any arms (or legs) at all? Say, a birdman? Does it still say arm, or wing?
>>
How far can a dwarf see and across how many z levels?
I'm trying to build an area/Colosseum but I can't do that if my dwarfs can't see what's going on.
Also, can I build a glass floor above a volcano or will it melt? I was going to build it above the volcano, and make it drop people in sometimes for the crowd.
>>
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>>175645818
>>
>>175654514
Constructions don't melt
I don't know if there's information how far dwarves can see, but you might find something when searching for crossbow range. I remember some information about it decreasing with height.
Creatures can't see through glass floors by the way.
>>
A giant firebreathing ankylosaurid has arrived and it toasted my guard dog.
Now the fire seems to be spreading everywhere, will it stop eventually? Or is it going to burn my entire forest down?
>>
>>175654396
I didn't try that.

Are you sure that bird men don't have arms? If they do, it might be better to mod in a new creature specifically for the experiment.

Sadly, I'm not very good with body modding, so so it's probably better if some other anon does it.
>>
>>175654973
Anon, it's going to burn the wholeworld down.
>>
I've played dwarf fort before but I've never optimized my fort from the start
How can I plan ahead so I'm totally optimized
>>
>>175655081
Well I managed to kill it, it was a bit easier than I thought. My speardwarf punctured it's brain.
Should I stop the alert? I don't know if it's safe for any of my dwarfs to go out when things still seem to be burning.
>>
>>175655213
don't.

min-maxing is the best way to ruin all the fun in DF.

especially considering the fact that the game is easy as fuck even without minmaxing. minmaxing will only make playing the game feel like a chore.
>>
>>175655069
>[BODY:HUMANOID_NECK:4FINGERS:2WINGS:2EYES:2LUNGS:HEART:GUTS:ORGANS:GIZZARD:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES:BEAK:RIBCAGE]
>2WINGS

From the bushtit man raw on the wiki.
>>
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>>175655286
I made a serpent man civ.

They don't have any legs, but their dances still involve lifting their legs.
>>
>>175655420
You think it's worth a bug report?
>>
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>Captured female goblin

wh-what should I do with her
>>
Modanon here, havent gotten much done because ive have had to deal with REAL LIFE.
Worry not though, progress is still being made. So far my dinosaur mod has 3 different creatures (or 4 but i scrapped one cause it didnt really fit the theme) and ive fixed some bugs in my other mods ive noticed while playing them myself.

What would you like to see in the dinosaur mod though?
Do you have any request for what i should mod after im done making it?
>>
>>175655562
No, not really.

Toady probably purposefully limited the dance mechanics to this generic humanoid model to keep things simple.

We can ask him for a deeper system that takes creature raws into account, but we shouldn't treat it as an unintended bug. I mean, it's not like you'll notice it with the five major vanilla races.

Maybe it becomes more important during the myth arc, since it involves adding RNG'd ancient civilisations, populated by RNG'd creatures.
>>
>>175655614
Make the most inefficent trap and lock her in a room with it.
>>
>>175655879
>inb4 wooden spear
the game crashing when it inevitably wears down is just an added bonus.
>>
>>175655285
I meant more like layouts to prevent clogging and make shit look nice
>>
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>>175655879
>>175655614
>>
>>175656612
hehehe
>>
>>175656201
use your common sense and your personal taste for that.

keep workshops close to their used stockpiles, as well as other workshops that use their products. have important functions, like taverns and temples, relatively close to the center of the fort.
>>
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>>175656612
what would possess you to use your powers for evil in this way
>>
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>>175656612
>>
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>Open DF. Anvil of Crom starts to play

Its just so...nice
>>
>>175656612
I love you anon
>>
>>175655614
Can you capture enemies in adventure mode? I know they can yield but as for capturing and selling them is that even a option?
>>
>>175658579
>inb4 maxtm gives some cryptic answer about doing some wacky thing with gm-editor, but without answering the actual question, only serving to confuse the inexperienced players
As for your question: no, you can't.
>>
How do i encourage migrate waves?

Build a huge sign that says migrants welcome and a Dwarf underneath it giving out free biscuits and socks
>>
How much longer until Toady hires someone to code multithreading for him
>>
>>175659587
Create mandates calling for all native dwarves in plays and engravings to be replaced with cool foreign dwarves. After a while they'll take care of the rest.
>>
>>175659750

At least four or five months depending on the weather and star constellations
>>
>>175659587
Increase your fort's wealth by making shit like stone mugs, the more expensive shit your fort has currently or has traded away the better.
>>
>>175659750
>"wah wah, add 64 bit support, as a self appointed computer expert, I know it will make a big difference"
>*toady adds 64 bit, but the difference is marginal*
>"wah wah, add multithreading, as a self appointed computer expert, I know it will make a big difference"
>???
>>
>>175660194
Are you seriously so dumb that you don't think multithreading will give a noticeable performance boost?
>>
>>175660320
Are you seriously so dumb that you think any small performance boost is worth waiting a decade for, during which Toady can't work on new features?
>>
>>175660460
>going from no multithreading to multithreading
>small boost
>>
Is there a point in taming a hydra or should I just use it to feed prisoners to?
>>
>>175659927

Okey

i have just been making barrels and storage stuff until now
>>
>>175660625

>No point in taming Hydra

You just don't toss away a god damn Hydra, they are second to Dragons if i remember correctly
>>
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To anyone concerned about Toady's age: Kojima is 53 and Gaben is 54 but it doesn't stop them from making masterpieces not sure about Gaben anymore but you get the idea
>>
>>175662091
But they both have huge armies of guys to make every single stray idea they come up with "happen".

Toady has to do the dirty work himself.
>>
>>175662212
I'm pretty sure both sides have a shitton of problem to deal with. At least Toady doesn't have to invest time in visuals and storytelling as much.
>>
Literally just started playing, and can someone tell me what the stuff in the upper right corner of the screen means?
>>
>>175662485
>visuals and storytelling
Literally the only things Kojima has ever spent time on.
>>
>>175659423
Well, you can use gm-editor to stuff them in a cage and put it in a mug then give it to them so they drink themselves.
>>
>>175662612
fug
>>
>>175662212
>Toady has to do the dirty work himself.
That's what keeps him alive.


>Toady doesn't have to invest time in visuals
It's a lot more efficient, But the seaside visuals, fire/smoke, vision cones and so on are still fucking top notch.
>Toady doesn't have to invest time in storytelling as much
He has to write an entire generator to do it. It's a much bigger initial investment.
The goals are just too different to compare it, I think.
>>
>>175662612

Its just Toadys bit miner that's hard coded into DF

nothing to worry about
>>
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>>175662638
t. max

Thank god RandomFagon didn't find out about it.
>>
>>175660849
Hydra is better than a dragon though.
It wont burn half the map, including your dwarves while trying to kill a goblin thief.
>>
>>175662721
the view one floor above and one below. The exclamation marks denote a noise you hear.
Top left is your compass. *** marks your position.
There are hamlets all around you, and you are in a hamlet. To the south, there is a tomb.

Also TWBT is very crash-prone in adventure mode, and the tileset you're using is optimized for fortress mode. Some symbols might be weird. Consider using a more ASCII-like tileset.
You can always inspect everything on the screen with [l] (lowercase L).
>>
>>175663002

Whats life without a little fire and screaming
>>
>>175662915
> The goals are just too different to compare it, I think.
Yeah pretty much. On the other hand the creative process behind it is similar. If you're able to make cool shit in your 60+s then you're in shape and going strong.
>>
>>175663071
>the view one floor above and one below.
I just noticed that it says '2' and '1', so it's probably one and two floors above (or below). IIRC it dynamically decides what to show.
The weird symbol might be a plus, or a minus in a more traditional tileset.
>>
>>175663332
>On the other hand the creative process behind it is similar.
I don't know about that. I mean I don't really know about Kojimas creative process. At least for Toady we know that one way to approach game design is
>write short stories that are interesting in a way
>identify what aspects are interesting about it
>plan which mechanics need to be implemented to reproduce that

To be honest, I don't think Kojima works like that solely based on the fact that it seems like an unorthodox approach.
>>
>>175663149
>Strike an elf with a fish, and he'll be confused for the rest of the day.
>Accidentally release your still mostly wild dragon in your tavern and your guests will be warm for the rest of their lives.
>>
>>175655650
So far the mod has:
Brachiosaurs
Pterosaurs
Raptors
Trexes
Super secret megabeast(s)

Im ashamed to ask for not knowing my dinosaurs but is there anything im missing here?
>>
>>175664021
Can do better than that, anon.
>Strike an elf with a fish, he'll bleed for a day.
>Stab an elf with a fish he'll bleed for the rest of his life.

It doesn't relate to the post you replied to, but at least it doesn't butcher the adage.
>>
>>175666847
Ankylosaurs and Stegosaurs? Could make cool livestock/war creatures like elephants.

What else... maybe some sea-dwelling or swamp ones. Spinosaurs are thought to have liked hanging around in rivers and swamps.
>>
>>175666847
>is there anything im missing here?
Yeah. You missed a few.
https://en.wikipedia.org/wiki/List_of_dinosaur_genera
>>
ok, so
tryna start out
>been digging
>start fort
>make stockpile
>stuff just accumulates
>have yuge room for stockpile
>try building
>select all
>nothing happens
i have no beds, no food and no drinks
am i gonna die?
>>
How do I make a realy deep pit without my dwarfs getting stuck at the bottom? I tried staircases but I have trouble removing those.
>>
>>175658579
There is a way to tame creatures though isn't there? I want my adventurer to ride a dragon.
>>
>>175667346
Wait, what exactly are you trying to do? Stockpiles are designated, not built, I think.

Dwarves can get by without beds, although they'll be kinda miserable. No drinks can be dealt with if there's a source of freshwater (, but without food your dwarves will starve in a few months. They can possibly get by on vermin, but don't count on it.

You can get food easily by sending some dudes to gather plants, though, so do that until you can get some farming going.
>>
>>175667789
Wait, no, I'm retarded, there's a separate menu for stockpiles. They're just REMOVED like designations.
>>
>>175667789
designated a farm, can't tell if anything's grown in it
i used the lazy starter pack, so i believe most shit is automated
i have a river nearby, but no well
how do i like targerlt one dwarf and send him to gather stuff?
>>
>>175667323
>>175667231
Thanks for the quick answer guys, i'll add those in right away!

>What else... maybe some sea-dwelling or swamp ones. Spinosaurs are thought to have liked hanging around in rivers and swamps.

I completely forgot all the FUN creatures that existed during that time in the oceans. Speaking of oceans its kinda shame dwarf fort doesent have boats or rafts yet eh?

>>175667530
make the stairs be held up by a single support, then pull the lever to collapse the whole thing once you are done.
>>175667629
I wish that was possible but you cant do that yet, i'd love to have adventure mode where you can do everything you could in fort mode. Or atleast nearly everything.

>>175667346
Try to be a bit more specific, what exactly are you trying to build?
Do you have any dwarves with the job required to build the thing?
What do you mean by ''select all''?
>>
>>175666847

That big dinosaur with a fin from Jurassic Park 3

would make a good megabeast i bet
>>
>>175668135
Toady will probably get around to more interactions once magic gets implemented. So we will get it in a year or so.
>>
>>175668020
Select the farm and it will show what is grown on it every season, by default its nothing so you need to select what to grow for all 4 seasons for every farm.

>how do i like targerlt one dwarf and send him to gather stuff?
You dont, the dwarves will do whatever they feel like, although you can select what jobs they will do so if you for example have all of the forests designated to be cut down, all of the dwarves that have wood cutting professions and axes will go cut wood if they arent busy eating/sleeping/partying/being mauled to death.
>>
>>175668020
>i used the lazy starter pack, so i believe most shit is automated
You're mistaken. It's a gui for init editing, tileset switching, and utility launching. It autostarts DFhack, but that's it. You still have to actually play the game yourself.
>>
I have reached a milestone in DF

I have successfully built my first magma smelter and smithy

Is there any danger from lava crabs and eels?
>>
>>175668020
When you designate an area for gathering, all dwarves with the plant gatherer job enabled should go and do it unless they have higher priority tasks to do. If you only have your starting dwarves, you probably didn't give any dwarves points in plant gathering, so you probably don't have any of them with it enabled. Just select a dwarf, press... L I think? to open their labors, and navigate until you find plant gathering, then enable it. That dwarf will go off and gather plants in an area, which you designate with the designate tab (same one used for mining).

Freshwater from a river is fine, as long as it's not saltwater. Place a "water source" zone (z tab) next to the river, and dwarves will go to drink. Note that non-injured dwarves don't like drinking water, and you'll probably want to make some alcohol with the plants you gather. You can do that with a still and any dwarf with the brewer job enabled.

You can press Q to see if anything's planted on your farm, and to see what you can grow on it. You'll want to grow plump helmets if you have any. If you don't, and all you have are the gathered plants, designate your farm above ground. Farm using the seeds of the food plants you gather. This will tide you over for a year or two, as long as you can make sure to either defend your farm or build a wall to protect it. You can get plump helmets later, when you breach the cavern.
>>
>>175668653
Only from the ones in your own mind, gentle Urist.
>>
>>175668653
They spit hot rocks at your dwarves which may lead to them dodging and jumping into lava.
>>
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Just moved to an Arch Linux machine from my old Windows PC, and although I love the change overall, I can't fucking figure out how to install dwarf therapist.

Theres an AUR package but it just throws up errors when I try to install it (see pic) - is it possible to play without Dwarf Therapist or should I just give up?
>>
Where should I make my fortress? I'm not new to the game, but I haven't really played in a pretty long while
>>
>>175669202
>is it possible to play without Dwarf Therapist
Of course it is. What do you think people did before the rapist was created?
Also, you could try using the dfhack built-in alternative "manipulator".
>>
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>>175669415
Doesn't matter. Pick a random spot. Or choose from the roulette.
>>
>>175668653
Not if you built the forge/smelter correctly. A magma forge has two impassable tiles, the left an right of the center row. A smelter has one impassable tile, center top row. As long as the only tiles open to magma are the impassable ones, nothing can come up through your magmaworks and nothing can fall down into them.
>>
>>175670245
Fine, I'll try this, but I'll just use the last two digits for biome and surroundings (I don't wanna restrict myself other than no overpowered bridge turtling or excessive traps), and I don't really wanna set a goal.

If I don't like what it gives me, I'll just choose these terrifying badlands.
>>
>>175668664
>You can press Q to see if anything's planted on your farm
q doesn't show you if a farm is planted or not. It only shows what's set to plant for the currently selected season and planting/season options. When they're planted the tile changes, or you can press t to see building items, which will include any seeds currently in the selected tile of the plot.
>>
I want to clear out a big, multi-z-level area to make an underground citadel of sorts. I'm thinking a big stone ziggurat with habitation and construction buildings all around, with lots of ballistae and such covering the flat approach to the steps.

Is there anything I need to watch out for when hollowing out such a space to build it?

What kind of embark location would be best for this project?
>>
Just had an elf siege, and they seemed to be using metal equipment, albeit shitty metal equipment.
I thought they were supposed to just use wood?
>>
>>175670649
Well, time for terrifying mountains. As a bonus challenge, since this continent is accessible only to my civilization and elves, I'll attempt to immediately go to war with the elves.
>>
>>175670740
I'm no expert whatsoever, but i imagine you should have plenty of space before you hit a cavern layer, and do your best to avoid cave ins when you're channeling your stone out.
>>
When will you be able to effect the over all map from your own? I want to dam a river and have the shit downstream dry up
>>
>>175662091
I worry about the code becoming so confusing that not even Toady knows what he is doing anymore. Adding anything must be incredibly hard at this point. He should just start again from scratch.
>>
>>175670740
Dig 1z at a time. Don't designate the whole thing at once unless you're using marker designations that you flip as you complete each prior z. If you plan to smooth it as well you should do so as you dig it out. I recommend having your miners also be stone detailers in that case.
You're going to see two digging related cancellation messages. "Urist cancels (whatever): dangerous terrain", which isn't too bad, but watch for dwarves climbing when you see it. The other is "Urist cancels (whatever): could not find path". If the whatever is a digging designation, pause. That designation was just removed. Don't ignore it. If you ignore, and set the next z to be dug out, you're probably going to miss the one wall tile in the sea of blinking floor eye cancer that is a large channeling designation. When your dwarves get to it they'll cause a cave-in and kill a bunch of miners. So make sure you hunt for the tile and redesignate the dig every time you see this message.
>>
>>175672737
So how should I clear z levels to leave open space?

Mine out layer, channel layer (how do blocks of channels even work), mine out layer below, repeat?
>>
>>175673585
Yeah, you'll want to dig out the walls on top layer, optionally smooth them, channel the floors, dig out walls on the next z if it's going to be larger than the one above (likely for a ziggurat), smooth, channel, etc etc. My preferred access method is to dig an access stairwell in the footprint of the dig that runs from bottom to top of the monolith, and dig away the stair on each z-level after having dug away all the floors on that z. This doesn't work if you're approaching from the top, but it's the safest way to do it.
>>
>>175669202
>arch
you fucked up, don't listen to /g/
Dwarf Therapist is easy to compile on your own
>>
>digging out airlock/trap room/kill room for the second cavern level
>channel a gap so nothing with blowguns can fire back into my archers room
>channel a hole into the top of the third cavern
fug
>>
>>175670245
Rolling for my next embark
>>
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how do i make my dorfs do stuff plox?
>>
>>175675959
v-p-l, enable labors you want them to do.
build proper workshop for them, create an order
read the wiki
>>
>>175670245
roll
>>
>>175639954
anyone else having this bug happen?
>>
>>175676593
built shops
>make bed
>requires bed
what gives?
>>
>>175678247
Follow the quickstart guide on the wiki before you come here for simple stuff like that.
>>
>>175678247
Creating and placing are two separate steps.
First you build the bed in a workshop, then you place it from the build menu.
>>
>>175678630
how do i access the workshop menu?
>>
As a side note, when/if the update hits, will I be able to send out dwarf war parties in already generated worlds, or will I need to create a new world for that to work right? Assuming saves will be compatible at all
>>
How do you even make giant statues?
I'm guessing using Armok Vision or something similar?
>>
>>175679264
force of will
>>
>>175679047
Come on man, I'm not your personal wiki redirection service.
>>
>>175679264
You mean how you plan or how you implement your plan?
>>
>>175679615
but you could be
>>
>>175679047
>>175680143
If you're struggling at this stage you're gonna be on this thread for hours just asking questions. Read the fucking wiki and stop asking anons here to handhold you.
>>
If I wanted to make a race and civ mod, would it be easier to make it now and update it after the big update, or wait for DF to be updated and then make the mod?
>>
Christ this game is a lot easier than I thought. Waves of immigrants come faster than people die which only barely happens anyway.
>>
Whats up with construction? It takes years before I can get them to build an above ground home.
>>
>>175680441
Hard to say. Entities and creatures may not get any new tokens at all, which would mean that you don't even have to update them to the new version. Or a new system of tokens could be added, new or as a replacement for another system, concerning behaviors dealing with artifacts and related activities. More likely it will be a mix of the two, in which case it won't be very difficult to update. I'm just guessing, though.
>>
>>175680701
Analyze the process, find the bottlenecks and implement measures to circumvent them.
Use blocks.
>>
>>175680701
Are you building out of rough rocks?

If yes, don't. Cut the rocks into blocks first. That way, hauling them to the construction site will go a lot faster.
>>
>>175680803
I think I'll play it safe and wait for the update, since we don't know to what extent the civ and creature raws will be changed and I'd like to jump into it all at once.
>>
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>mfw playing with autolabor
>>
>>175670245
rollin
>>
>>175657738
i listen to the diablo 2 and runescape OST's while im playing.
>>
>>175681030
I've heard there's a dfhack plugin that will just play for you, designations and all. I mean, why only half not-play? Not-play all the way.
>>
>>175680882
wood logs
>>
>>175670245
rolling
>>
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>Tossing prisoners into the Hydra pit

>Hearing the lamentations as the they slowly approach the edge

>Tossing the Hydra back into the Hydra pit

Such is life in the prisoner ward
>>
>>175680943
Seems prudent. Keep in mind that we don't know when the update will actually release, so you may be waiting a while. Some optimists in /dfg/ think it'll be this month, but they've been saying that since october. My money is on july or august, which would give you ample time to learn the ropes before the update hits.
>>
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I keep getting this message, how do I make a water source that works properly?
>>
>>175682487
draw me a hydra in mspaint right fucking now
>>
>>175683427
Your dwarves shouldn't be drinking water unless they're hospitalized anyway. Make some booze.
They're probably trying to drink from where the water is falling. You don't want that.
http://dwarffortresswiki.org/index.php/DF2014:Activity_zone#Water_source
>>
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>>175683690
>>
>>175684967
>>
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>>175684967
das some good shit mayng

Keep up the good work my digga
>>
>>175670245
Rollin
>>
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Would this work? Or does the elf just drown?
>>
>>175668135
Last mod progress update before i head to sleep, got 6 new creatures added for the dinosaur mod today. I think im making good progress.

Should the mod add anything other than new creatures like weapons or new tree or plant types?

Also should big dinos like tyrannosaurus rex or branchiosaur have trap avoid so the only way of catching them in a trap is by either webbing them first or should they be able to be caught by a trap like normal creatures without much effort?
>>
>>175687380
The stream would pin the elf into the wall but shouldnt do damage, correct me if im wrong here.
>>
Are Blendecs undead?
>>
>>175687380
>>175687648
The elf would just drown. The water wouldn't even pin it, as soon the depth reaches 7/7 it doesn't move items or creatures with flow, so the elf could just swim to the top of the inlet and survive indefinitely if it isn't capped.
>>
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guys help the fuck did i do?
>>
Would capping the population limit to 100 have a large effect on FPS?
>>
>>175689559
Got yourself invaded by zombies my dude.

Also, have we been getting an influx of new players recently? The thread feels as though there's been more newbies than usual? Was it the cat interview? Where are you all coming from?
>>
>>175687648
>The stream would pin the elf into the wall
no, the only time water causes things to be pushed around is when the water level is changing between two sequential values.
refer to the fluid mechanics wiki page.

water which is stacked like in >>175687380 will actually cause the water to "teleport" the highest elevation water to the lowest elevation. there is no measurable change of water levels that would cause the item pushing code to activate.
>>
>>175689559
Looks like you switched tilesets from one graphics set to another without switching the altered raws. Those walls are all wrong.
>>
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>>175689896
>>175690171
there are undead elf corpses attacking my fort
wat do
will the dorfs fight them by themselves?
>is this when _FUN_ ensues
>>
>>175689861
Weather and temperature have the biggest effect on FPS but that helps too.
>>
>>175690663
Are all of those U's undead? How many of them are there?

I recommend walling yourself inside the mountain since you seem pretty new, wildlife will eventually kill them.
>>
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>>175483910
How long does it take dwarves to starve/dehydrate/go batshit insane? I've locked all my dwarves into my meeting hall with corpses and no food/water and their moods aren't even decreasing.
>>
>>175691037
4 ingame months if i remember correctly.
Dwarves will go insane if their mood drops really really low so chances are once your dorfs will start dropping from starvation, the rest will go insane and murder eachother/commit sudoku.
>>
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>>175690915
i think i just get to watch the whole thing come down
>>
>>175691342

I liked the old 30-34 version better

Dwarfs would go insane over little t nothing, made it fun to build the entire fortress in section divided by bridges to halt and minimize the outbreaks
>>
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>>175684967
>>
Just got off the phone with Zach. Tarn was in a fatal car accident. I'm sorry guys.
>>
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>>175684967
>>
>>175503150
Chav-squatter, obv. Slav-squatter are fixing the magma pipes and carving the walls.
>>
>>175693241

Its like a old black n white movie coming to life with colors
>>
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>>175669202
Whaddup archbro, if you've got the working df install in place already can't you just git therapist and compile it? I dunno myself, don't use the annoying fucking thing.

>>175675241
I thought /g/ was all GENTOO and whatnot? Have I compiled more programs and used the CLI more since installing arch--hell, just in the last few months--than I ever did before?

Yes, but I'm not all "RAWR, GIMME BINARY AND I POOP WORKING CODE" like the gentoo wizards are.

Though I do wonder why the fuck I didn't check out their firefox tweaks beforehand: uBlock0 is awesome, and uMatrix adds a nice layer of being-an-asshole-because-fuck-your-shit level control over permissions that I relish in.

Also wonder why I never tried to condense my tabs+address bar into a single line via userChrome.css instead of using addons, but hey, to be bearded and wise you have to start with a womanly chin and dumbfuckery leaking out of your ears.
>>
what do hens need to survive?
>>
>>175694756
They're not grazers if that's what you're asking.
>>
>>175694937
So I can just put them all in a dark cave and they will reproduce?
>>
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>>175655614
Take all her equipment away, and store it in stockpiles. Then store her in a stockpile.
>>
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>>175684967
for you, anon
>>
>>175690706
No they don't. Embark size, creatures pathing, and item count are biggest hits on fps, in that order. Temperature might come after that if you have a ton of items on the surface, but more likely background world processing or creature thoughts/needs/growth or plant growth would be next. If you have moving liquids it'll hit harder than all of those, though. Weather has such a negligible fps impact that you're unlikely to even be able to see a difference unless your fps is already very high.
>>
Does DFHack actually do anything useful? I'm using it for armok vision so I can find a good looking spot to dig, but it seems like most of the stuff is kinda unnecessary. Should I just swap out the DLL once I'm done using Armok Vision?
>>
>>175695250

Marvelous, dwarfception
>>
>>175695054
It wouldn't hurt if you'd read the article about hens. And nest boxes while you're at it.
>>
If I was going to create a creature, would it be easier to copy the raws for Dwarfs and edit/replace stuff as necessary or make a blank file and put everything in manually?
>>
>>175695904
Depends on how similar they are to dwarves and how experienced you are with raw modding.
>>
>>175696316
I've never done it before, and I want to create an insect-like humanoid race with multiple castes and stuff.
>>
>>175696409
CREATURE
VARIATIONS

Trust me.

Look at the animal people versions and see how they work so you can adapt them.
>>
>>175695250
Woah Nice. Now we need drew to get in on the action and make his own rendition.
>>
>>175696409
What he said:
>>175696510
Take a base humanoid that already exists and use creature variations. In fact, you can probably start by copying a insect-man variant that already exists.
>>
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>>175696510
>CREATURE
>VARIATIONS

oh man, uh, I have no idea what that means.
>>
>>175696727
What humanoid would be best then? And to clarify, I want them to be mostly human with some insect features, as opposed to mostly insect with some human features, if that matters any.
>>
>>175696957
Whatever all the animal people already in the game are based on.
>>
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>>175696804
You define them so they go through and:

>remove this gait
>remove this material
>remove this description
>remove this etc

then

>convert this body target to this replacement last
>convert this body target to this replacement next
>convert this body target to this replacement first

then

>add this description
>add this material
>add this gait

Then you put that creature variation in a new creature definition with the copy_tags_from target and it changes just the features you're after, so you'd want to put a limited version where it grabs like, body target head replacement insectoid head or whatnot.
>>
>>175655650
how are the cookie people going modanon?
or the growing potion?
>>
I just finished killing off 3 Succubi in Adventure mode that attacked me for no reason the fourth fled. Do I follow or let her tell the others?
>>
>>175698861

Yes yes

Go after her and chase her into her den of lust and debauchery and slay all the lonely and craving succubuses there
>>
>>175698528
Havent gotten around to making them yet but i have a text file with all of the requests so dont think ive forgotten about them either.

>>175695904
>>175696510
>>175696804
I'd actually go against that and say that its better to copypaste a dorf and edit it from there simply because it teaches you so many things you'd miss by just using that line.

I recommend opening up the creature token page in the wiki as you do so and reading up on all the stuff you dont know about.
http://dwarffortresswiki.org/index.php/DF2014:Creature_token

If you have any futher questions i'll gladly help. An insectoid race sounds like an awesome idea!
>>
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>>175698861
>mastershit
>>
So I read the thread and some people were talking about roguelikes, and I had seen UrW mentioned many times before so I said 'fuck it, lets try, seems cool'
The dev images and the lore seem awesome, as the sheer complexity, and it hyped me a lot, so I download the game
>btw, the game is on steam, but he lets you download it for free if you want
So I download it, play it, but it gives me a error message saying its missing
>api-ms-win-crt-runtime-l1-1-0.dll

the fug
somebody had this problem?
>>
>>175699838
I never got the hate for that mod, is it because it adds so much stuff?
>>
>>175699838
What is wrong with Mastercraft? it adds a ton of content.
>>
>>175699818
you are a cool guy anon, you keep your word, I like you

>>175700012
>>175700056
meph pls go
>>
Is there a reason why I can't make malachite statues?
The game seems to think I don't have any but I do. Do I need to refine it in some way?
>>
>>175700056
>>175700012
The game wasn't made for you guys.
>>
>>175700619
Can someone genuinely explain Masterwork and its hated reputation for a newfag?
>>
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>>175693241
>>
animals wont fuck off to the pasture even though I have them marked to move. whats going on
>>
>>175692943
So you're saying it's open source now?
>>
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why do all my dwarves have -92% xp penalty to ONLY combat skills?
>>
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>>175701041

Its a mod

it encroached on the holy Toads beautiful creation, it dare question the god given content of DF

its blasphemy and degeneracy of the highest order and should be dumped in the nearest Volcano together with all the heathens who dare besmirch the holy Toad
>>
>>175699818
>If you have any futher questions i'll gladly help.
Thanks, I'll probably need more help in the future.

>An insectoid race sounds like an awesome idea!
Well its not pure insect. Uh let me explain my idea.

>In a time before time, an ancient necromancer was studying the various evil creatures of the world and eventually came across Blendecs.
>While they have many traits of an undead, they are not truly undead or living, but some strange state in-between.
>Necromancer focuses on studying Blendecs in order to learn more about this phenomena.
>Comes to the conclusion that fusing the life energies and physical flesh of two different species into one hybrid body, while channeling necromantic powers, would result in the enhanced life energies canceling out most of the necromantic magic, resulting in a new creature that is not undead, but not quite alive either.
>Starts testing his theory on humans and giant ants, hoping to create an industrious new race he could forge an empire with.
>He succeeds and creates an unholy fusion of man and insect. What he didn't count on however is that quasi-undead possess a degree of self-awareness and independence (after all, Blendecs don't seem beholden to anyone but themselves).
>His twisted creations kill him and flee into the night, multiplying and forming their own society over the course of centuries.

Basically I started out researching Blendecs and how they work because I got curious when someone called them "quasi-undead", then I couldn't find any justification for it so I invented my own, then I decided "Well this is cool, I want to make a thing about it."

Next thing you know I accidentally fantasy bug-themed necromorphs.
>>
OK guys, I have a problem.

>Adventure mode.
>I'm deep inside a Dark Fortress.
>Been killing for hours.
>Suddenly I get tired.
>I can't sleep at this site,
>I have to go outside, but I have to crawl there.
>There are a million Aligators in this fortress still.
>It takes me 15 seconds to move one tile.

Is there any way to solve my problem, or do I have to bite the apple and have FUN?
I don't want to die to FPS, I'd rather crawl outside for hours and rest then Retire.
>>
>>175701041
My understanding is that it adds a lot of bullshit that offends purists, and most of the stuff in it is just taken from other mods and compiled. Also it has a reputation for being very buggy
I've never even used Masterwork, it's way too much stuff for me, but I do think the alternate races look pretty cool
>>
>>175690915
>Are all of those U's undead?
I think those u's are plants. It looks like a broken tileset installation.
>>
So I started playing this game yesterday and I love it. Two failed expeditions very quickly, third one managed to kill a Wererhinoceros - haven't felt that proud of my progress in games for a long time.

I'm planning on channeling the nearby river underground for my dorfs to drink and possibly fish. I have two steep drops of three layers planned to make sure nothing else enters too easily that way.

However - am I correct to assume that I need to allow the water to drain someway? How would I achieve that, everytjing here is rock and I don't want to flood everything.
>>
>>175701925

>Fought a Werecreature

i hope there were no survivors after the fight, if not your inn for some fun stuff in the near future
>>
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>>
>>175702096
Fuck, didn't think of that. I think one dude survived, Zon Quakewaxes. I remember his name cause I laughed at it in my most manly laugh. Do I have to execute him?
>>
>>175702354

Check combat log
If he got bitten during the fight, hes toast
>>
>>175702467
Scratched, not bitten. Am I fine?
>>
>>175701925
You wont need to redirect the river. Caverns have underground lakes, usually.
>>
>>175702670
Haven't found a cavern yet, at which level do they occur? I'm 9 down.
>>
>>175702551

Yeahh, i think so
>>
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Is there anything in here (or missing from here) that could be causing my race to not show up in the game? I can't even spawn them in the arena.
>>
If I cage my draft animals, and they stave to death in the cage in an evil biome, will I have nice skeleton animals for my dwarves to marvel at in the meeting area?
>>
>>175702745
Depends on the site. Keep digging.
Also, ignore that other anon. Redirecting a river isn't something you do because you have to, it's something you do because it's cool. Follow your dreams, dig deep, and read the wiki.
>>
>>175702790
Is that the whole thing?
>>
>>175703105
Thanks. Can you point me in the right direction considering the wiki though? Most of what I find is about stopping waterflow with floodgates, which seems like something more advanced I would want to move tofurther in the future when I can make sure the basics of food, water and shelter are taken care of in their most basic form.
>>
>>175703331
That's just the bit I thought was relevant. This is the whole thing. I'm copying the elf raws because I thought they were physically the most similar to what I was shooting for, but now that's starting to look like a horrible mistake.

http://s000.tinyupload.com/index.php?file_id=35492428885153739979

Here's the full thing.
>>
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What should I do with this Bronze Collosus? Everything I've dropped into my Colosseum has gotten one hit KO'd by him and he's immune to silver bolts. I thought about making a tunnel to the surface so I could use him against sieges but I'm open to more !!FUN!! ideas
>>
>>175703852
Train up some dwarves in combat to be gladiators.
Send them in, and see if they can slay such a monster.
>>
>>175703852
also how can I see his kills? Wiki/google says [u]-[v]-[k] but it doesn't do anything
>>
>>175703976
Yea I'm working on that right now, took a few losses in the last siege so training up some new guys, working on getting steel equipment made up. I kinda wanna weaponise him though.
>>
>>175703406
If you don't want to deal with floodgates or something like them then you're not redirecting the river. At least not without killing everything. It's really not advanced stuff, it's just another bit of the basics that every new player ought to be playing around with anyway. Whatever page you're on, read it more and try what it's talking about. Read the well guide, and the page about water pressure.
Take risks. However attached you are to your current fort, if you stick with DF it will, in the course of time, be nothing to you if all you do is the same bullshit you'll be doing in every fort ever, like farming and killing werebeasts.
>>
>>175702745
Its a bit random, but you may already have reached it without knowing if you are digging through its "pillars". Dig to 12 and then make some probing tunnels
>>
anyone here got that one picture of the bane scene but with df characters?
>>
>>175703558
I can't find anything wrong after a cursory look through it. Are you sure it's in the right file/folder? When you load up the arena are you selecting the raws from the correct location?
>>
>>175705038
Timbukdrew's drawing?

Someone posted it earlier in this thread.
>>
>>175705038

>>175654727
>>
>>175699703
I have tracked the wounded back to a camp that is under the control of the Succubus nation they have been harassing human towns in the area.
>>
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Very well its that time of the month again

All whom agree say Aye

All whom disagree say Nay
>>
>>175704664
>>175704598
Thanks. Not too attached to my fort, failing is part of the fun, so I'll try to make it work and see what happens.

First fort failed when some of the dwarves went crazy and started bashing others to death. I enjoyed it.
>>
>>175705142
I put it in the same raw folder that you find dwarves and stuff in. Do I need to specifically tell the game which files to look at?
>>
>>175702964
Answer: no, they escape the cage somehow
>>
Bronze Colossus anon here, I just got a Mace Lord. Once he's geared up in full steel I'll send him in.

Also one of my pet geese mustve got stuck down in the caverns cuz I keep getting the occasional exploration popup.
>>
>>175701041
Meph's a total shithead who has a habit of lifting mods once their authors fuck off and claiming their his own. he's basically the generic megamod maker, makes none of his own content and acts like he's Big Dick McLongJohnson when he's really just an aggregator.

On that note, what are the best smaller mods/tweaks for adventure mode? I don't wanna go too far off vanilla but honestly after playing since 31/25 there's only so many goblins I can turn to paste before it gets boring.
>>
>>175706494
Not really an adventure mode guy, but there used to be a mod where you could build/dig/designate stuff in adventure mode just like in fortress mode. Might be fun to build your own little camp, furniture, weapons etc.
>>
>>175705902
Only if you have saves. It will prompt you to select where to read the raws from, your save folder or the base raw/objects.
>>
Well I only generated a world after adding the race, so I don't know what could be happening.
>>
>>175705902
Did you gen your current world after you added in your new creatures?

Otherwise, your world is using old raws. For some changes, it's possible to just overwrite the raws in the saves with your new raws, but for other changes, you need to gen an entire new world.
>>
>>175706798
meant for>>175706634
>>175706854
That's exactly what I did, with no success.

Could someone here try and spawn them on their own game?
>>
>Something bad happens wiping out most of the fort
>Dwarves aren't doing what I'm telling them to
>Feel like I wanna start over
>Keep feeling like I want to start over whenever something like this happens
>Know this is what Dwarf Fortress about and I'm taking the fun out of it by giving into despair this easily but can't stop myself

How do i enjoy this game
>>
Does anyone have a 16x16 tileset based on the original curses that doesn't look like shit?
>>
>>175707470
Pretend the dwarves are real beings in a real, alternate world simulated by you.
>>
>>175707097
If they're supposed to be a civ, it's the entity.txt file that governs where they appear in game. If they don't have any biome association at the creature level, and don't have an entity, they'll never show up.
>>
>>175705874
We dont have to take a vote on your menstruation, Anon.
>>
>>175707470
Set really lofty self-goals.
>>
why do retarded militia drop their equipment when they finish a kill order

tell me theres a fix for this shit
>>
>>175708145
I think they drop equipment if it becomes broken, but I'm talking out my ass here
>>
new thread is up

>>175708713

>>175708713

>>175708713
>>
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>embark site has surface natural platinum and magnetite
>>
>>175708252
they ditch their backpacks and waterskins because stupidity
Thread posts: 755
Thread images: 177


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