Previous thread >>120843679
>Download the basic game here. Current version is Dwarf Fortress 0.40.24:
>Find a bug? Don't tell us! Tell Toady! Complaining in the thread will accomplish nothing.
>Have a question? Check the wiki first:
>Fireden archived threads:
>More DF stuff:
>Dwarf Fortress General IRC chat:
(to connect yourself: https://webchat.freenode.net #dwarffortress)
>A bunch of guides to various parts of fort-based living:
https://www.youtube.com/playlist?list=PLD1A3FE72C0DCAC66 (Dated, but good)
Strike the earth!
I want my civ to become conquered by a cute little elf girl.
Forget which post it was but the miniset wasn't one I was trying to clean up, it was one of the 1x1 pixel sets someone made.
So I was playing around with rescaling Myne and figured I'd try to get it to 36x36 and cleaned a bit and then stretch it to 36x54, so I may as well see if it looks fine for you squareloving weirdoes or not.
Leave the hall, scum.
Pic related. It's what I wish I could do to you.
I need some help here.
I accidentally broke Adventure Mode with my mod, it doesn't appear on the menu.
How can I fix this? I can upload a picture of what I mean by "it doesn't appear on the menu"
Here is a copy of the mod itself:
Just started this game. I told my dwarves to build a trade depot, but my dwarf with the architect skill is fishing and won't stop fishing even though I disabled the fishing labor. Why won't they build the trade depot?
That's as good a reason as any to repost this. It's boy, but who the heck can see the difference, anyway?
Also, this happened during a siege, in which the elf boy attacked a human town all by himself. He also managed to kill the majority of the defenders.
This is what I was going to say.
Also, Myne scaled up nicely I think, not my favorite compared to the Bigasam set but I can appreciate the aesthetic.
>building my whole fortress in gneiss
>can think of nothing but how much gneiss furniture I'm going to make
>gneiss trade depot to sell gneiss mugs
So yeah, I think the Napoleonic Mod works pretty nicely right now. The basics are there and it works.
It's not Masterwork DF, but at least it works
I just need to find a way to fix wooden rifles/muskets/pistols/swords and add wooden weaponry for practice.
Unless, of course, anyone is against me removing wooden rifles and sabres.
Also, no one is interested on modifying the Github page? It's an open source mod, so feel free to add shit.
And last but not least, should I post it on Bay12?
Because people for some reason feel like they need to put their disgusting fetishes into everything they touch.
>"Smashed open" wounds won't heal in adv mode
Smashed open body parts made of cartilage won't heal. Smashed open body parts otherwise heal fine. A smashed open body part is a pulped body part.
The only Human civilization that registers above "Hamlet" is overrun with the undead. Is there an end to them if I kill them or are they going to just keep generating off-screen? Could there be a necromancer hiding in one of the buildings that can be punished for this?
The city is surrounded by hamlets that seem completely unaffected by the undead menace.
Gneiss is a fucking meme that preceeds the internet. In any old European city, the old, fancy "bourgeois" quarter is almost always guaranteed to be full of the same old gneiss blocks. Wherever big rocks are placed as ornaments, they choose fukken gneiss of all rocks available. FUCK THIS MEME
Granite is underrated.
No. Smashed open body parts has been in the game forever, whereas pulping was just added in .40(although there was a different pulping mechanic in some of the older versions).
They are completely different things.
If you want to play DF on a cheap box, you can. Very easy. Anything will work.
If you want to play DF on a cheap box _well_, you can't. You can't even play DF on an expensive PC well.
If you want to play DF on a cheap box _well enough_, you need to find out what "well enough" means to you.
I mostly meant that gneiss was overrated. There is a gneiss cliff close to my university, which was partially blown up during a construction, and afterwards, some bright bastard decided to polish the exposed face of the rock. Now I have to see that disgusting striped thing every day when I go to uni. I'm sick of it, really. Can't wait until the lichen reclaims it.
It's possible to murderspree with vanilla, it's possible to be GOOD at it with light modding.
Make a syndrome and add it to an item (or add an item) and a reaction to get that item.
Give it an effect like uhhh, lemme just pastebin it.
I added reactions to turn semi-mega/roc/hydra/dragon/the previous balms into balms of strength/speed/wisdom/might and power.
With any of the lesser ones you're noticeably more capable at various things, with all of them stacked and balm of power on top?
You gotta add tags to the semi/megabeast hearts of course, but it's a nice little boon for hunting them down, gives a fun quest format and such.
Wrong. Pulping leaves "mangled" body parts, while "smashed open" dittos are caused by ordinary damage. They are still completely different mechanics in the game.
Also, smashed open only applies to individual tissues, and not body parts. Your head muscles can be smashed apart, or your head could be mangled, and only the latter will kill you.
Is there a reason why these merchants won't leave? They've been here for an entire year now. [D] tells me that the way is not obstructed.
Don't bother with the "vague answer" you dumb fucker. If it's a non-answer, it's not worth giving. People get better answers from Eliza than an ultra-dumb fucker like you.
>What should we eat tonight?
>HUHR WHAT DO YOU MEAN EAT? DO YOU MEAN WHAT SHOULD WE TAKE INTO OUR BODIES SO WE'RE NOT HUNGRY OR DO YOU MEAN SOMETHING ELSE?
>doesnt matter, enough to have fun with it
>stable, playable, at least 30
>mapsize doesnt really matter, preferably not tiny
>100-200$ microPC that can be used to build a pseudo handheld for it
tfw second fortress ever and doing great. Got things running smoothly a lot quicker and should be able to build a militia fairly quickly. One season in, in mid to late summer, other armored dwarves come out of nowhere and were assmad about something. All 15-20 of them kill all but 4 of my guys and manage to destroy all my animals that were in a small pasture outside at the time.
The fuck did I do wrong? I thought maybe I'd be pissing on Elves for cutting down all those trees but apparently I pissed on some Dwarves. Should I be making a small milita from the get go or was I just unlucky as fuck?
No, I'm not new around here, which is why I recognize your dumbfuck non-answers as something other than a one-time-thing.
The effects there can be stacked or packed into one thing or just made an interaction if you want, and they make you a horrific fucking murdermachine.
When fully buffed with those I can not die other than doing stupid shit like launch.lua-ing myself across the entire map into a wall.
I can lay down under a pile of angry demons when fully buffed and geared up and take a nap if I want.
9.9 speed by itself is sufficient for most of that.
Autism is the faggot that's asking for more information than "I want to play dwarf fortress. What kind of computer will I need?"
That's autism, you retard. Neurotypicals would understand that it's an extremely direct, basic, non-vague question.
What don't you get, you fucking retard? It's not a basic question. There are many things in your original post that could have been elaborated on.
Jesus christ dude, stop shitting up the thread because you're butthurt anons wanted more information to answer your question.
It's not my original question.
I just saw the ultra-spergers moving in and wanted to tell him to fuck off. If you don't think "What kind of computer can run Dwarf Fortress" isn't a direct question, then you can probably get government money for your mental handicap.
>What kind of computer can run Dwarf Fortress
That's absolutely not what I, or any of the other people complaining about that guy, were saying.
He was asking for ideas for a relatively cheap computer to run Dwarf Fortress, without defining what it's relative to. That requires elaborations.
They are still here. They successfully defended my fort against 2 forgotten beast and a weregopher. It's kinda annoying though, because since they are here no other caravan visits.
This guy just came in the last immigration wave, every single body part is either yellow or brown
Is he alright?
Just going to nitpick a little, unless your depot is practically in the caverns, then you probably don't mean what you think you mean by forgotten beast.
There are some bugs relating to merchants not leaving the depot. Can't really diagnose which (if any) you have without access to your save. I recommend poking around on the bug tracker to see if you can find something that fits your situation.
There are bugs and "bugs" with military, but none of them will prevent your militia from training if you're doing it right. So yes, there's a bug, and yes, you're doing something wrong.
I'm pretty sure that was a Forgotten Beast and I'm also pretty sure my depot is very close to the surface. Forgotten beasts tend to come up to your fort if you don't go down to them. Thanks for the recommendation with the bugtracker, I'll see what I can find.
More people should play it, but yeah it takes a bit to get used to, but anon said they got bored of vanilla adventuring, the right thing to do isn't say "well maybe you shouldn't play it", the right thing is to suggest some of the wonderful mods.
Look for wander-something, wanderer, wanderer's friend, wanderlust, df wanderer, etc.
>(b)uild armor stand or weapon rack
>(q)uery the stand/rack
>instruct your squad to (t)rain there
Possibly optional steps:
>go to (m)ilitary screen
>go to (a)lert subscreen
>move down to active/training alert
>move right to squad name
>press enter to set the squad to active/training
Yep, my bad. A lot of newer players use "forgotten beast" to refer to every uninvited guest, and most players' fort designs make it impossible for a forgotten beast to reach their depot without blazing a bloody trail through most of the rest of their fort, so I assumed you were similarly confused. But that combat report clearly demonstrates that isn't the case.
> 3524 Dwarves
> 8112 Elves
> 48793 Goblins
Yeah, hell I started modding because of adventure mode, I don't think anything I've modded specifically matters in fort mode beyond if one of your stupid buffed adventurers shows up.
I forgot how funny elf siege names are.
I just had a dwarf die from over exertion
during a sparring exercise
I have trained literally thousands of military dwarves and I have never seen one die of overexertion. I'm not going to say you're definitely wrong. Instead I'm going to say you're almost definitely wrong.
You're almost definitely wrong.
This is his only battle report, he was found dead immediately after this by his entire squad
>I've seen things you people wouldn't believe
>military dorfs on fire after teleporting into my cistern
>goblin eyes glittering in the dark outside my gate
>all these memories will be lost
>like a kea has stolen a (steel anvil)
>time... to reclaim
Well, no spring announcement, so it isn't old age. Has he ever been injured? Could be infection in that case. Is your barracks adjacent to a watersource? Could be he dodged in and drowned (a bug allows dwarves to dodge through walls). I guess you probably would've noticed if that were the case...
Since you're using dfhack, could you put the cursor on his corpse and type 'deathcause' in the dfhack terminal? I'm curious now.
Turns out you were right, he did died because of an infection which is odd since the hospital has been working fine
I do notice sometimes dwarves just go right up to whatever they were doing after being carried to bed when they sustain minor injuries
Infections can be recurring problems for nail and cartilage injuries. They lack a healing rate in the raws, so they just get reinfected and never get treated because a new injury is required for a dwarf to seek treatment again. It's an easy fix, though. Go to tissue_templates.txt and add [HEALING_RATE:1000] to the blocks for nail, cartilage, claw and talon.
I suspect that tissues are genned with static properties, so it won't help with any existing nail or cartilage injuries (if I'm right, as my experience suggests), but any new dwarves that enter your map should be able to heal from such wounds.
This is getting kinda ridiculous. Why aren't they dying of dehydration or something?
There's not a plan so much as a vague intention. Toady has expressed his desire to integrate fort mode and adv mode to some degree, possibly even allowing you to take control of histfigs, but whenever it comes up he eventually pivots to the standard "we don't really know what that will look like yet" answer that we get for a lot of discussion of long term dev goals.
Only members of your fort are required to eat or drink. Though, oddly, friendly visitors will bathe (and use your soap to do it) if they get dirty while on site. At least they would in 34.11, I haven't seen it happen in .40.
They will go insane eventually. Including the pack animals.
It's not a very helpful bit of information. If your map is completely flat, little soil usually means 1 or 2 layers, some soil means 3 or 4, and deep soil means 5+. Most maps aren't flat though, so deep soil could just as well refer to a dirt mound on a mountain slope on a mostly rocky map, or little soil could mean same slope is covered by 2z of sand spanning dozens of z levels.
Yeah, but I mean they usually died after some time of being trapped. The merchants here won't leave (which is apparently due to the fact that a FB ate one of them) and they won't die. I haven't had any other merchants since they arrived. It's been like 3 or 4 years now.
Try deconstructing your depot (I see you already built another). If that doesn't unstick them, drop a cave in or a flood on them. If those guards are taking down fbs you really don't want them berserking in your fort.
>get invaded by necromancers
>they instantly leave
it happened twice so far. now a wereass arrived and instantly attacked my most importart dorfs so meh new game probably soon
DFhack is stupidly good for making squads, it changes the colours of the names if they are already in one, but it randomly crashes because of the bajillion of other features that I don't give a shit about
also my fort was shit, i was trying to make an outside fort made of clay but then I realised it was the same shit than wood, takes a fuckton of time to build anything. Plus clay is basically mud, the dorfs were making shit buildings
Generally it would show up in the stderr or error logs if it was, as I recall.
I've got all sorts of custom shit in my dfhack install and it doesn't crash me unless I'm doing dumb shit or using twbt and entering fast travel.
Gonna have to check out the history here, a bunch of military goblins and a dragon master at a camp?
Fascinating... also very flammable, so, yeah...
New player here
So I just had my first strange mood (fey mood) and got this "legendary artifact"...
So uh, what do I do with it? Give it to my most important dwarf such as the expedition leader?
How do I make him wear it?
Gotta use dfhack.
Stand them on it, select with loo[k], then:
forceequip i s m bp RE (REAR? not sure)
Armok blessed the first dorfs with obsidian anvils that were created from his magma-tears when he saw that they were too stupid to figure out how to face-smash metal into useful forms like he does.
The second dorfs only lived because he decided to inspire some of them to make stone anvils via facebashing... the first dorfs, died, unfortunately, kilourist wide anvil bolides are not survivable, it turns out.
Just a reminder that you can nickname rescued kids with the site you're taking them to.
A chain is kinda badass, though. Plus, you can make a dorf wear it permanently as a collar.
It fell from the sky and landed on the road runner.
>drop it on the floor on the food stockpile instead of barrels or pots
how to fix this, I have the same problem on finished goods pile, once my dwarf was smart enough to put it inside a bin but it never happens anymore
>"An ambush! Drive them out!
>z: Zoom to location
>takes me a couple of levels into the dark ground, not even close to my fort
New player here, what the fuck does this mean?
Is it a bug? Am I getting raped by burrowing goblins or something?
It specifically stated ambush. Does that count for thieves as well?
I figured it had to be something else spotting it, so the animal men make sense. Should I expect a cavern if I dig that way?
There are going to be cavern layers down there, it is inevitable. Depending on how far it is, there's a good chance you'll run into the other layers before you hit the spot you're aiming for anyway. I'd suggest you file the information about the ambush as meta-data and proceed downwards as if you didn't know about it.
I'm not entirely sure about the number of things that can trigger that ambush message, I seem to recall
gremlinscan trigger a message along those lines.
why suddenly every single bush on the map looks like designated to gather ? i never did that
Damn controls are confusing in this game
Speaking of caverns, anyone else find it useful to skip the first and second caverns by digging in a corner to go straight for the third one? You can thus your soil layers will grow more of the interesting flora, like nethercaps.
They are called "danger rooms" after all.
I am embarrassed to say I've never read/seen Toriko, but I hear that it is amazing, so thanks. :D
Also thanks to the anon who suggested top hat/monocles for their own tilesets, it gave me an idea and I played with it a bit and now I've got dorfs and humans done.
Though I do need to get zombies added in, but I left room for that.
I know I could condense them a step further but having the extra in lets me tinker with the texture colors vs the specific colors, so meh.
I've been pondering modifying Myne a little, after finding the flat UI of Fo4 so visually repellent, I was wondering whether some shading work could be effective in giving it a little depth.
I suspect the simplicity of Myne is it's strength though, I'd hate to go through shading it all only to find it looks distracting and shite.
It's simplicity (absolute lack of shading and aliasing and depth) and abstractness is the sole reason why I find it so good. And while I agree on the Fo4 UI, I personally think the bevel/emboss effect that Bisasam and Guybrush have are absolutely repulsive - I honestly can't think of a single thing that I find worse in terms of DF tilesets.
I didn't think too hard about it, but I believe it comes from the very simple shapes of fonts in general and the abstract tiles like the smiley conflicting with depth indications like the bevel effect.
They _are_ abstact 2D symbols after all. They _have_ no depth. I just get a very conflicting visual impression of that.
If a tileset like phoebus has an image of a cabinet, it's fine if it has shading and aliasing, it's an image of a cabinet. In, for example, myne on the other hand, there is no cabinet. There is an abstract symbol representing a cabinet. And symbols have no depth.
But in the end that's my opinion, and the existence of Bisasam at the very least shows that there are other opinions, so don't let me discourage you from experimenting. Especially because it's not like the "old Myne" will suddenly cease to exist just because you make another version.
I forgot to add, in a way, there is a bit of an uncanny valley going on, when you're in the wrong spot between abstract and pictographic (is that a word? I should use that for the tileset image) tiles, or apply techniques that don't fit at that level of abstractness.
I see exactly what you mean, but personally it's one of those things I'd have to see for myself in game to decide how 'correct' your perspective is.
But yeah, it's horrible having furniture all over the map and levers in your text, it was one of the major things I enjoyed about switching from a graphics pack to a more ANSI tileset.
*diehard Bisasam lover/tweaker*
*respects your preference for other sets*
*still thinks you should jump in a magma pipe* >.<
Well, I sized it up to 36x36 (>>121279506) and specifically kept it flat rather than trying to add emboss or anything, though I did use the unsharp mask to smooth some of the jagged edges that became more apparent at that size.
I suppose it could work with some shading for the larger sizes, but the *grumble* other anon was right, the small scale one looks better flat.
Incidentally, anybody know why you can't make human lords and ladies show up with their own dedicated tiles properly?
Mainly because their local granite sucks.
My local granite has a reddish tint, and is actually widely used throughout my country. Yet, you don't see very much of it in the city centre.
a bunch of my livestock are hungry and i dont know why they're not fed
i got 2 yak cows on a 10x10 pasture each and 3 sheep on a 10x10. theres plenty of grass but they have plenty of grass. it's dry grass but the wiki said that doesnt matter
If I was to embark here, how big would the chance be to embark in the middle of a zombie attack?
Well now you're just going to have to do it and let us know.
Uh, I started an adventurer in the middle of a necromancer-bandit-harrassment-murderfuckspree just a thread or so ago, got killed, ran around as a ghost with my guts hanging out, all that jazz.
I find anything which isn't HD annoying and often confusing to look at, with VERY few exceptions, Myne holds up well at smaller scales, Taffer does as well.
Still can't figure out how to make a human Lord or Lady show up with a specific tile, so I guess I'm just going to have dapper humans everywhere until I figure it out!
I wouldn't be surprised if you embarked to a tower.
Though I suppose it is possible. I certainly did a 40.04 or so adventurer mode thing where the dwarf fortress I started in was under attack by (basically unkillable) necro minions.
Decent. Much livelier now, you can see Night Trolls and Goblins attacking civilization and move to intercept. Sieges = first of month, you have 30 days to save the town.
Trying to reconstruct a pure ascii bigasam set, took a break to play with a bit and see if there are any artifacts or whatnot that only show as obvious when you get a bunch of tiles side by side in-game.
>Don't know how to find food
>Starve to death in the middle of nowhere
>Don't know how to heat ice by a campfire
>Dehydrate on a glacier
>Don't know how to find companions
>Get skull kicked in by kung-fu murderbabies
>Don't know how to abuse multi-attack+dodge
>Get skull kicked in by a bear
>Don't see the big deal about always carrying a shield
>Dragon melts your eyeballs
>Try to climb a mountain
>Miss a handhold and fall 20-z to explode against a cliff
>Realize your head bounced off a yak
>Keep hitting enter just to watch the yak vomit
>Decide this is the best game ever
--> the level of skill that you're talking about
--> talented amateurs
--> elephants painting with sticks
--> mental patients painting with shit on the walls
--> my skills with GIMP
Though I do appreciate the tips, I tried removing the spots on the dorf faces but it makes them show up kinda funny with the black backgrounds and I don't know the pro-tools way to get the same effect so I left em. T.T
I have no clue how to draw them flat or beveled or anything, I literally just looked at how the bisasam 24x24 dorfs were set up and tried to draw something with the same feel that looked right to my eye, the military dorfs were easier because I was able to just copy the shading trick on the different shape, I think I kinda lucked into the way the dorfs are aliased when I was trying to erase an extra spot and smoothed it better than I know how to do so I left it as I am terrified to get stuck back in a loop of trying to fix it and fucking it up.
Those aren't the most up to date dorf faces though, these should be.
So one of my dwarves just dropped several z-levels down the volcano until he came to a sudden stop at the wall. This fucker has some strong fingers.
He's actually climbing back up now.
Fucking dorfs, man
I think you're doing it already anyway.
I'm talking about the card symbols (heart, pica, etc) in the first row. They all have that gradient thing going on, right? I'm saying don't draw it manually, but rather draw them plain white first, then select them and apply an effect (no idea how that works in GIMP) to it. As I said, it looks like you're doing that anyway.
As for the black pixels in the eyes and mouth, you can (and I assume this, as I don't use GIMP) set your eraser and pen to be "hard", that is, the work on a pixel-by-pixel basis, either erasing it fully or leaving it completely. Reduce the size and you can remove every single pixel.
You don't see those in the finished game anyway, as the background is black -- unless your dwarves have a status that gives them a different background, in which case these pixels start to appear as ugly black dots.
Oh god, no, I grabbed the card symbols from... I think the phssthpok set, I am terrified to try and redo those and in no way mean to imply I am responsible for getting those looking like that.
I did get the statue to look cooler than I expected, considering I just kinda hacked together an O with part of the 2. Really happy when that happens.
Hey man, YOU find yourself sliding down a cliff into an endless pit of fire and death... you find something to grab on to.
I do that shit when I was using advfort to do up the big faces of armok, scaling an exposed volcano tube one-handed with a backpack full of steel or rutile or whatever stone catches my eye at the time.
Girlfriend pointed out that as an aspie (hah, what a bunch of bullshit, aspie w/gf!) my uh... interpretation of what people meant when they said "smile!" was mildly terrifying, and I apparently passed that on to my dorfs without realizing it.
Would the area my embark is currently over have a waterfall? I know the wiki said if it's differing elevations it should count. I still kind've have a hard time reading relative elevation but cliff indicator seems to show that they're on differing enough levels.
Cool thanks. Embark like this then? Should have enough room for actual digging since I made it 4x4.
I assume you think the top right quadrant of your embark selection contains a waterfall, because there is a 4 next to a 0, right?
Those numbers show the average (however weighted) of all the tiles there. And it's not just river tiles, but surrounding ones, too. So I assume the river doesn't change elevation there, it's just a canyon surrounded by hills that do change elevation.
Generally, the game is programmed so that elevation changes happen in between "middle map tiles" (I don't know what's the correct term, region map?). Every 48 local map tiles is a border you can't embark in between. So you never see them in fortress mode.
Except river junctions.
And you don't have the river junction selected in that image. Move 3 tiles up and you will have a waterfall.
Protip: Isoworld is PERFECT for this. There's a option to display region map borders so you know where you can't embark.
>Why is building the basic outline of my fort so slow?
Because your dwarves suck at digging and you don't have enough of them.
Also because, well, it takes time to dig a lot of tiles.
Napoleonic Mod anon here, made a few changes:
*Humans are now 99% playable as a race
*Dorfs have a few custom ruskie titles for nobility
*Renamed Militia-dwarf to just Militia because why not.
*Added more hats, including top hats, monocles, bowler hats and glasses
*Removed more medieval clothing, added the Corset to the list of clothing (Males might end up using corsets, but I guess that would be amusing to see)
*Changed a few descriptions
*FINALLY Fixed adventure mode completely, you can now go around shooting elves in the face with your rifle and bayonet
I need to do some testing on crafting ammunition and weaponry, but I doubt it won't work. Also add some training weapons and maybe custom drinks (tea).
I generally use 3, took just over a year to get this dug.
Hoping it'll look better when it's smoothed.
Learn to use in-game time to describe duration, we've no idea how much of that hour you're spending paused, what your FPS is and so on.
For example; from what you've just said, we could tell you to bump your FPS up to 300 from the default 100, and it'd only take you 20 mins!
You can also dig a preliminary fort in soil, get a minimal fort up and running, while your workforce digs out your actual fort.
That's what I do. I usually have 2 miners dig out a small hole in the dirt, get all my stuff inside, make some beds and set up food/booze production.
Then I construct or dig out the actual fort, expanding and relocate piece by piece smartly.
So a part of the kitchen, dining hall, a dozen bedrooms and a couple of workshop/stockpile space is dug out with a high priority. Once those are finished, the dwarves move in and the temporary dirt hole becomes the barracks, underground farms, pastures or whatever.
When more stuff is dug out, more migrants will have appeared to fill the bedrooms, build more furniture and expand industries.
Help me out /dfg/.
My gf dumped me today, after a quarrel that started when she accused me of "abusing z-levels" in DF. How do I get her back?
Also, I think the trouble started when she first noticed that I was using a colour scheme with a non-black background.
Anon from earlier asking about waterfalls. So I managed to find a few sites with isoworld but if I try to connect and follow with DF it won't follow the embark map. Does that only work in adventure mode? Is the only way I can find the waterfall on the embark screen is to just try to line it up in approximation with the world map on isoworld?
Following only works after embarking (both adventure mode and fortress mode).
Yes, you have to find it manually. It's not that hard actually. Go find a prominent geographic feature (peak, mountain border, river, coast line, arrangement of settlements) you can identify in both DF and isoworld and that's reasonably close to where you want to go. Then go in one direction until you're on the same axis as your goal in DF (count how many region tiles - red borders in isoworld, middle map in DF - you traverse), then do the same in isoworld.
Repeat for the other axis.
A few bins can slow down collection, since dwarves like to take a bin out and gather several items in it at once, rather than the mad rush and organization they used to do.
Try making a custom stockpile that don't allow bins, and will accept any of the items you want picked up, and set it to give to the other relevant stockpiles. This should cause your dwarves to use it as a feeder stockpile to the others, and avoid any bottlenecks with bins. You can also set the other stockpiles not to accept items from anywhere else, to make the process more tightly controlled.
You're welcome, by the way.
You've got to learn to walk before you can decide not to bother.
Elevation changes can occur anywhere, there are even some parameters in advanced worldgen that can be tweaked to control how often and how intense elevation changes are. Because elevation is one of the determinants for biome borders, you can often see huge elevation changes where biomes change (I routinely see 100z+ changes of elevation when I look for them), often without any water feature at all.
Is this normal?
I have 2 copies of dwarf fortress:
Copy 1 is the normal copy where I play with unmodified raws and such to have a normal gameplay.
Copy 2 is the "cheat copy" of the game, I use it to make mega projects and build mega fortresses. I mostly use it when I feel like just annihilating some shit
Only 2 copies?
I keep the default .dwarffortress version handy for restoring shit I fuck up, then I've got my mod in the current state in the .df folder, then a .dfbackups with shit back to like early may I think, and I'll rename the .df to .df40 prolly when the new version hits.
So I've been playing around more with some ideas I had for goblins. I tweaked the quotation marks some and lowered them in the tile a bit then tried to design the gobbos around them.
My first attempt, well, they came out really elf-like according to the missus, so I tweaked the ears and whatnot, got the fangs, and then figured I'd try to get the kids/dapper version. Now to figure out what to do with the military gobs and adventurer gobs.
Also, to the anon who kept telling me to stop being a dumbass and put a couple contrasting layers in the background to toggle between, I'm a moron, and you are awesome.
Why don't you do megaprojects and megafortresses without cheating? Not judging, just curious. It's never even occured to me that I needed some kind of extra edge to do something grand.
I loved the idea and the way I made the military dorf helmet converts amazingly well as a tophat, sooooooooo...
With the goblins it's intended to give them the slanty eye look from a distance while lining up with the red " glow at night.
Also, while trying to channel an uruk-hai type feel I somehow ultron'D shit up for the adventurer gobbos.
Are fighting in my 3rd cavern level right now. Place your bets.
>Decide to start re-learning DF after a long ass time away
>Best way to start is to mod the Humans playable right?
>About to start up my first town after a couple years away from the game
First off, my civ is called some shit like The Empire of Adventuring.
Second off, this is the WORST person I never thought possible. Just look at that blue section.
Third, god damn it Mayday what the fuck is that letter even supposed to be? It's a skull. How can I tell what letter it is when it means fucking nothing.
I've got em colored but you can snip out the ones you want, they're 36x54 though, so you might lose a lot of detail sizing them down that far, but yeah, here's the current one.
Dwarf Fortress doesn't thread for multi-core processors. It also doesn't use a particularly large amount of graphics processing (obviously). I've only ever experienced slowdown on fort mode.
You need GHz and cooling. Since DF progresses in 'steps', how fast those steps can go depends on how fast all of the calculations in each step can be processed. This is why Toady set the population cap at 200 and constrained fort plot size.
What the other posters are saying, as I see it, is that you can play DF on almost any reasonably modern (think some GHz with XP or beyond) computer, but don't know how much slowdown or what fort size is acceptable to you.
If it runs too slowly (or too hot), try embarking with a smaller plot or smaller pop cap for your fort. Usually, if it bogs down, I just turn my unskilled mooks into axedwarves and raid the caverns until half of them die. Speeds right back up.
Yeah, I love CLA, why I sized it up huge for my non-square fetish.
Didn't like the racial graphics as much though, hence the bigasam stuff.
Which curses 24x24? The deplatino one or another?
If you like the Myne set it looks really nice at 36x36 (>>121279506
) and holds up nicely at 36x54 too.
Basic tilset for the napoleonic mod (Thinking about renaming it to Victorian Mod) I made using >>121351218.
I officially ran out of ideas for new content
so I've got a channel flooded with 3/7 water.
None of my dwarves will cross it. I can station military on one side of it, but if I try to station them on the other side, they bitch about "unreachable station bro!
Is there something I don't know about dwarven baths that make this shit unreachable?
>Which curses 24x24?
I didn't know that I could be referring to more than one thing...
It's pic related.
After DFing for years on the standard tileset, is it worth using a modded one? If so, which one?
Also, went through the Bay12 FotF and can't find the predicted date for the next release. I'm assuming with all of the RAW changes, we'll have to start our worlds over.
I couldn't remember if there was another one or not.
Nice, and I like the Victorian idea.
Also gotta do the actual .txt and then I've got a full racial set done.
Well... I need to do zombies too, blech, gotta think about what to do for them.
I've taken the unusual approach of making my captain of the guard a well armed and well trained macedwarf. He's also the mayor. And the broker.
>Forgot to add Stepladder to the usable tools for Humans before I made them playable
>Apparently can't harvest shit from trees without them
Adding that in now means I'm gonna have to regen the world isn't it?
Well this is interesting.
My militia commander got stuck in a tree (don't have military dwarves pick fruit while off duty). So designate it to be cut down, and the commander was badly injured.
Mosus the gem cutter cut down the tree. The mayor then publicly executed him. There isn't a justice report for the incident, and the mayor is an old friend of the commander.
Am I doing something wrong, or is dfhack's prospect command not as useful as anonymous led me to believe?
There, thank Armok for find and replace.
A modded tileset costs you the effort of picking one from the tileset repository on the wiki and downloading it to data/art. So, it depends on how much you value your time.
Somehow I managed to gen a world with 8 selectable dorf civs, of which one is at war with the elves, one is at war with the gobbos, and one is at war with the humies.
Most of the dorf civs are pretty large too. I wonder how they became king benis of worldgen.
I believe anon wants:
Just a tip, with a plugin you can generally type man pluginname or ls pluginname or help pluginname.
Similarly with stuff like tiletypes that is arcane as fuck:
Now I can't figure out why goblins can't use the balm items properly, haven't played one in a while, just gives the "you lick the balm of speed rather than eating it and becoming an untiring bullet-timing god of murderfucking everything" message. Bleh.
Has anyone figured out what happens to the wagons that suddenly go "Missing" and scare off all the traders?
Whoops, guess I got trigger happy on one of them, the standard profession for elves should be a 9 not a 6.
I was very confused to walk by and see a goblin sitting in a tree with all this shit down below.
>Making above ground settlement for my humans
>After the initial shelter-barracks I've been trying to use Marble I get from the nearby hills and turn it into blocks to build my buildings
>So much fucking wood just from clearing space to build shit
I never really thought I'd have a problem of too much wood.
>two necromancers keep arriving on my fort and instantly leaving
>it happened four times
>this time they decide to not instantly leave and actually bring some friends
im not even prepared, 9 of my 52 dorfs are children and another 9 are some little squad
on the pic you can see top right one necromancer with two zombies, the other 50 are behind him, all the clothes bottom left are from a carnage related to some wereass beasts, the dorf trapped in the middle is an actual wereass who converts over and over and never dies
So how do you guys handle clothing for your military? I just don't get it. Half the time they won't wear what they're told to and if I replace the clothing they will go onto a rampage because they don't have shoes or something retarded shit.
Autolabor is nice. It's annoying when you want only a select few dwarfs to specialize in sometimes and you can't change their labors when its on. You can use autolabor [PROFESSION] number(min number of dwarves) number(max number of dwarves) number(talent pool to choose from)
So autolabor FORGE_WEAPON 1 2 2
Sets a minum of 1 dwarf to forging weapons labor, 2 maximum, out of a talent pool of 2. So I don't get idiots making shitty weapons out of my good steel. You can do this with all labors, you can see a list with autolabor list. It's extremely nice but you lose some intimacy with your dwarves in the beginning i guess. I have alot of dwarves with several skills. A fisher who is also a miner, etc. But that's just from my poor management. Actually glad the fisher was a miner though, a werechameleon attacked him and he slayed the beast with his steel pickaxe
I'll put all the dorfs on the rooftop and make a quick militia, the armor and weapons are there so they'll have time to pick up some stuff, afterall the zombies walk reaaally slow
Piggybacking on this question to also ask, should i be assigning my military training weapons instead of their preferred for sparring sessions?
I just swapped them all over to wooden training weapons but a few are already spearmasters and axe lords. and then i have hammerers with no training weapons so they just use silver war hammers.
lastly, a floor below I have the clay mines, hospital and huge cementery room (get it next to the hospital huheuhueh)
I'll send the kids there, hopefully they'll be the last ones to die.
I guess the fight will start sooner than expected, the refuse stockpile is rising up
Jolly good time! Pip pip!
I just noticed that in game the adventurer/bearded elf tiles look like a fancy moustache!
>I finished up the adventure mode side of personality needs -- partially by adding an avenue for the "argue"/"cause trouble" need. You can argue over differing values (or if you want, put forth an argument you don't agree with just to start trouble), and there are a few options, including ones that can make people angry. You can change people's values (or change your own if you choose to acquiesce yourself), and it uses some of the conversation skills. I fixed an old issue where brawls would automatically elevate to "non-lethal" status. I also cleaned up some of the performance text.
And new tweet
So many crazy conversations and fights and shit to walk in on. I'm so hyped.
Also, getting addicted to things like the launch.lua script is dangerous for your health.
This castle keep here, I like to parkour in and just fly over the fortifications and grab one then slide down a wall to make a dramatic entrance and exit.
So I get done checking around and seeing how the tiles look in-game, mangling that one elf dude, and chatting with the folks in the keep.
I go to leave and aim the cursor up towards the wall to fling myself over it... but this side is quite a bit higher than the one I entered from... and forgetting what would happen I just kept aiming up higher and higher before hitting the launch keybind (shift+v, since I use [v]iew instead of [l]ook or loo[k] or whatever) and realize as I shoot skyward that I might have ended this adventure awkwardly.
Waaaay up, waaaay back down, and happened to come close enough to grab a fortification and save my ass.
Wonder when we'll be able to ask the elf and human soldiers there what they think of stupid dorf tricks like that?
> the day Toady implemented trolling
> potientially sarcastic dwarves
fortress collapse imminent.
Well booze is most important and all booze comes from plants so I never considered that an issue. In fact I'm so lazy I just send some guys to fish, or buy meat off traders and call it a day.
Gonna re-embark with loads of animals and ambusher so I can into meat industry.
birds and elf brought egglayers are good meat 101
they lay eggs, and if you dont jack with the eggs they hatch giving you more meat when you kill them, and even more when they grow up (depending on the animal)
Well that settles it, I'm 12 I guess.
I have two dwarves who were infected with weregila blood currently locked in quarantine (see: my hospital.) They killed everyone else in there. What would happen if I used the fountain of life vampire infection method, but with dwarves infected with a were virus?
Do they get innate stat bonuses? Will there be a plus side to doing it? It sounds like a very FUN project to do.
I like 4x1 or 2x1, so long as I take the time to scout out something that'll have candy.
I can't seem to figure out why it seems nearly impossible to get them to butcher corpses of random dead animals on the map.
Nothing would happen.
>innate stat bonuses
Vampires do, however they also won't drink booze, and thus vampire derfs are only useful for dumb gimmicks. Being a vampire derf in fortress mode makes you worthless at fighting, crafting, etc. in a year or so's time and you can't unfuck yourself without retiring and unretiring the fort or what not.
A werebeast is kind of like a vampire in that it will kill your other dwarves and will last basically forever, however they're marginally more useful in that they are self healing every month.
I like 2x1 because I play with fuckhuge non-square tilesets and it is mostly a playground for advfort stuff.
>dream that the new release was out
>struggle to find all the new content
>all I can find are lots of books with strange names
>check the website again
>apparently, Toady decided to release a "light version" for those who couldn't wait, where almost none of the anticipated content was in yet
The stinging feeling of disappointment actually woke me up.
Just add an item that gives a syndrome with uh, [PERC_SPEED_MULTIPLY:5000] or something like that, I forget exactly which tag it is, but that'll cap speed at 9.9 pretty easy.
The 8.3 is part-way through the upgrade process, think I had gotten a roc and semi-megabeast at that point, rocs are dicks to go for at first (bites you in the head and the severed part sails off in an arc), but dammit that big speed boost is too tempting.
can I save one of my companions? He got his right arm ripped off from an aligator, his legs broken, he's in a river just lying there, won't follow me. The gator tried biting his head, his steel helmet blocked it. The swordsdwarf scratched it in the mouth so bad, the gator gave in to pain and the dwarf proceeded to bite ITS head, and spam 20 pages of battle reports of him shaking it around wildly like it did him.
Most mature community on /vg/, by a country mile.
Just barely, but I personally switched from Mayday, which is a bit of a pig to parse sometimes.
Most definitely, once I'd settles on a tileset I liked, tweaked it to my tastes and pared it with a nice colour scheme.
I will definitely second what anon said here, it isn't hard to poke at and tweak a tileset, start out just copying bits from sets you like, play around with them, before you know it you're rebuilding an ascii tileset from your favorite semi-graphical set like I did.
Holy shit adventure mode is fun.
Spent an hour trying to find a monster to slay, come across a titan. doesn't look too bad. I try to talk to it, no answer. Go for the strike and get fucking WEBBED. Fucker tries rassling me with fucking wings, then gets bored and caves in my skull with a swift kick through a steel helmet.
Yeah, you cap out at like 4.4 speed with elvish agility/strength/etc capped from normal starting.
If you're a really small elf you can go up to like 4.7 or so, but that's it.
Also, for you strange folk who actually /prefer/ your tilesets... square...
>all those people working on their tilesets, making new stuff, tweaking old stuff, creating new creature graphics, and discussing it all
There probably always was the same percentage of people making their own tilesets but ever since the tileset/graphic subforum came to be, it got a lot more visible.
Yeah, I saw some folks talking about stuff they were doing on here and was like... fuck it, I'mma go ahead and do it too, helps give you a reason to take a break now and then, stop and look back at it and try to see it from someone else's eyes, make sure it all works right.
Happy accidents are always cool though.
The default bisasam ", ' . and ` were a bit noisy for my taste, since I flipped the quotes to look better as eye-glows and used them for the goblin base I decided to redo the punctuation with them, and besides the eyes lining up as I hoped, the varied floor is less noisy like this.
In adventurer mode? Yeah, as long as you don't lose a limb to a lucky claw swipe and have a shield you can generally whittle damn near anything down using multi-attack+dodge away and taking it slow.
That's vanilla dragons though, not the steelboned flying intelligent horrors I unleashed on the poor fucking bastards of my worlds.
>used them for the goblin base
Ohhh, good idea. Note that some other creatures use those tiles as glowing eyes too, so if you ever do creature graphics for those, you could use them as eyes as well.
List is on the tileset page.
Sadly I don't know how I would do werebeasts properly.
I had to lower the quotes down pretty far to get it right, it kinda annoyed me with creature graphics having the great big quotes way up at the top and then the actual tile eyes are down at the middle.
I was going around in a dark fort on the superbuffed dorf adventurer and forgot the final buff item has extravision so there is no way you can get far enough away to see eyeglow and not see something. >.<
I'm still not sure what I'd do with kobolds, but that's a problem for after I decide on the animated tiles.
They don't look too bad square, btw, not as clean because it was just a test to see how they sized down, but here it is anyway. The bigasam set drops back to 36x36 flawlessly since it started at 24x24, but the dapperdorfs were 36x54 native, so meh.
Yeah, but vanilla dragons are delicate as hell.
Slow, don't fly, shield blocks dragonfire, regular bone properties, they don't give in to pain, sure, but you can still take the head off with a good steel axe.
Not even sure if the hands are sufficient to keep a zombie dragon animated or not, never had one take more than beheading though.
Now that I think about it, I wonder if a reanimated dragon-head can still breathe fire... anybody know off-hand?
Oh, and I'm sure they get the 300% str/tou since it's a syndrome.
I've had to deal with modded vampire dragons as well as zombie ones, part of why I started modding was how disappointing it felt to have everyone be amazed that I walked up behind a dragon and whacked it in the head and it fell over.
Hmmm, okay then. I find zombies nowadays to be crazy tough, just would hack and hack on this kestrel with my superhuman strength dude and did shit.
I did find the last version of DF very easy though.
>part of why I started modding was how disappointing it felt to have everyone be amazed that I walked up behind a dragon and whacked it in the head and it fell over.
I am pretty happy with DF nowadays, but before I begin my next foray I want to make some big fat mod..
Probably something like, special rain and clouds for artic environments, several varieties of husking clouds for evil lands (so I don't have to worry about whether such exist in the world), nerfed necromancer zombies (probably with soul attributes set to minimum, since they shouldn't have souls, and so they aren't quite as good at taking down skilled foes), simulated full armor for enemies (arm/leg armor tissues), maybe orichalcum and diamond colossi for the surface and tougher inorganic demons for Hell.
I was thinking one could buff trolls and hydras up by giving them very high recuperation, removing vascular traits for their hides and setting it to 1 for their deeper tissues (to signify regeneration), and healing rates of 1. DF trolls aren't Poul Anderson trolls, but it could be a neat nod.
Might be fun to make a kobold esque skulking dragon civilization (with precious metal and gem armor signifying it being squished into their hides like Smaug) for the normal kind, and have the megabeast dragons be elemental beasts, with precious metal/gemstone hides, lava for guts and fire for hearts.
What do you need to give a creature to make it not be attacked by zombies, and is there a way to make megabeasts or HFS not attacked by zombies?
Nothing to do with natural causes.
Source code will be released no matter what the cause of his death, except when his death had in any way the purpose of getting the source code.
So I'd assume, even if you're Putin, and start a nuclear war with the US to get the source code of DF and Tarn dies somewhere in 10 years of radiation-induced cancer, the code wouldn't be released.
>deploy in jungle area
>giant trees everywhere, as expected
>seriously, hundreds upon hundreds of fucking trees
>Plains titan has arrived, he breathes fire and has come to fuck up thy shite
>he fireballs a dog
>dog runs off and sets fire to the jungle
>smoke, fire, ash and falling trees everywhere
>FPS goes to shit
>have to make a new world
Should i be worried ?
My village has only 18 dorfs in it, how come i get queen so suddenly ?
Am i leading last dorf bastion in world filled with filthy
Man looking through the legends is fun. Found this dwarf who got really crazy with writing books after learning some secret.
>Learned secret 24 from The Hellish Witch.
>wrote "The Wizard's Guide To Bereavement"
>"Errors In Bereavement"
>"Choose Sakzul Swamtowns"(her name)
>"Beyond the Paddle of Squashing"(their civ name)
>"Victory By Death"
>"The Tower: Natural or Supernatural?"
>"Did the Ringleader Falter?"
>"It Is Departure"
>"The Tower After the End"
>"The Dwarves: Common Practice"
>"Beyond the Tower"
>"Did the Tower Falter?"
Damn, they must have really gotten this tower thing down after 200 years.
She's a necromancer, and the "Tower" refers to the towers most necromancers operate from.
The "Ringleader" most certainly refers to the leader of the necromancers, since those currently work similar to bandits, and thus have the same positions.
Whenever a creature name is used, the book concerns a hist fig from that race, with which the necromancer in question has intereacted. Most of the time, it's their master(or themselves), but sometimes, it's other people they've met. For example, I remember someone on the forums mentioning a necromancer that wrote a book called "A World Without Trolls", which referred to a certain troll that had attacked him/her in the past.
I've been looking into the Deity that created the book that this dwarf learned the secret from, and they have a bunch of interaction knowledge, the only deity in my legends. What does that mean?