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/dfg/ Dwarf Fortress General

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"How I mine for QSP?" edition.

">>121278881" edition

Previous thread >>

>Download the basic game here. Current version is Dwarf Fortress 0.40.24:
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:
http://www.bay12forums.com/smf/index.php?topic=122968.0

>DFHack:
http://www.bay12forums.com/smf/index.php?topic=139553.0

>Starter Pack:
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!
>>
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Forgot part of this:


>>121622357
>QSP How-to:

>You will need:

>*a piece of construction material
>*a minecart
>*a wheelbarrow or three is a good idea

>Build a track stop
>[d]esignations -> [c]onstructions -> track [S]top
>set it to dump in whichever direction you prefer
>crap diagram here will be north dumping

>make a custom stockpile and place it up against the trackstop
>set it to 0 bins and barrels, 3 wheelbarrows
>put a single tile pile with the same accepted items on the dump tile
>(north of the stop in this case)
>set it to 0 bins 0 barrels 0 wheelbarrow

>most important step
>take from links only

>open up your [h]auling menu and add a new [r]oute
>assign a [v]ehicle, your minecart
>make a new [s]top over the track stop
>clear all the conditions
>change the accepted items to match the feeder/QSP piles
>set it to take from the feeder pile

>unpause
>your dorfs will whip shit into that QSP faster than you can say "HOLY FUCK WHERE DID ALL THE SHIT GO?"

+ = + <- QSP pile and floors
= [] = < - trackstop and feeder pile
= = = <- more feeder pile
>>
So my FPS has taken a dump since opening up the candy fountain. If I seal it up, then retire the fortress, then reclaim it, what do I lose? All my dorfs?
>>
>63 tables
>116 dwarves
>all dwarves are embarrassed for the lack of dining tables
What's wrong with these faggots?
>>
>>121628480
You have two chairs at some tables?
>>
>>121628480
more tables anon
MORE TABLES
>>
>>121628792
Nope. Nowhere. Unless you count:
TTT
CCC

as three chairs at the center table.
>>
>>121628965
It's like I'm dealing with 100+ fucking NOBLES
>>
>>121627786
just do it anon, on a different save of course.
tell us what happens, because I really don't know
>>
>>121629014
are you sure the dinning room is properly set?
as meeting hall, or maybe you have two?
>>
>>121627786
I did this once.
The clowns broke off into a dozen roaming bands on the world map.

Retired fortresses don't save creature locations.
>>
>>121629693
They save SOME creature locations but not all.

They save merchants, weirdly, they save tame animals, they don't keep shit in cages, or even walled in, if it ever had access to the rest of the fort it gets out on retire.
>>
>goblin siegue appears
>after a big fight, they all die
>40 goblins plus dead dorfs
>send everyone to grab the spoils
>its a sunny day
>the dorfs get dizzy
>they start to vomit
>route of vomit between my fortress and where everyone died is created
>>
How should I go about trying to figure out what's causing my fortress to crash? I've never managed to properly into the bugtracker.
>>
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>>121630227
>Goblin siege appears
>Things that never happend
>>
>>121631048
are you using TWBT?
>>
>>121631048
It's usually this. If it isn't, type the word "crash" into the search bar and start reading.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=8719
>>
>>121631579
No, I'm not using any mods whatsoever; it's a completely vanilla install.
>>
>>121631863
There are no trees touching or near constructions. There are some saplings somewhat nearby, might that be the problem? How much of a tree exclusion zone do I need around my constructions? Also, does the embark wagon count as a construction?
>>
Killing all the saplings near my constructions didn't work. Do I need to get rid of dead saplings too?
>>
>>121632456
>saplings
No.
>exclusion zone
Once the constructions are already up it doesn't matter trees grow near or on them, at least as far as the crash is concerned. You'll want to do it anyway for security, though, to keep invaders from climbing trees to get on top of your walls. 5 tiles is usually sufficient for that.
>wagon
No, it's a building. And a creature.
>>
So how much do you guys spend on patreon per month? I'm up to 30 bucks now with dwarf fortress and various youtube channels and other projects. The ride never ends

https://www.patreon.com/bay12games?ty=h
>>
>>121633617
Nothing
I just can't afford to spare any cash
>>
>>121634428
dw my neetbux can support both of us :3
>>
>>121633617
Nothing because I'm selfish and lazy. But mostly selfish. And lazy.
>>
THERE ARE CAMELS UP THE FUKKEN MOUNTAIN
HOW DO I GET THEM AS PETS OR HUNT THEM
HUNTER AINT DOIN SHIT JUST STANDING THERE ALL LAZY LIKE
>>
>>121636383
http://dwarffortresswiki.org/index.php/DF2014:Ambusher
http://dwarffortresswiki.org/index.php/DF2014:Trap#Cage_trap
>>
Best guide for getting past aquifer? I've been playing for years now and never did it.
>>
Anyone got any idea why this lazy motherfucker doesn't want to make me beds?
>>
192 citizens, no 2cat or 2dog
fps down to 35~
more migrants coming soon
sieges of 40 goblins with 10 trolls instantly die to my legendary dwarfs with just an iron sword and shield
they reached that status by just training normally, no danger room

what do
I could open the circus but then everyone would get honked and feels stupid, closing the game would be the same
>>
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FUCK, forgot the picture
>>
>>121641167
>>121640909
Is he on break? Does he have another job that he's doing?
>>
>>121641167
you don't have any dwarf with the carpentry job
>>121640557
http://dwarffortresswiki.org/index.php/DF2014:Aquifer
there are several guides there of different ways to do it
>>
>>121641271
He doesn't seem to be doing anything but standing outside looking at nowhere.
>>
>>121640929
Why don't you try and defeat the circus?
Have you taken a look at the megaprojects page for ideas?
>>
>>121641401
Jobs?
Supplies?
Current activities?
Burrows?
Is everything accessible?
>>
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>>121641346
I'm not retarded enough to forget that
>>
>>121641632
Job is carpentry and a few more, but she's free of anything so far
She got a shitload of supplies
She's not doing anything at all
Everything seems to be accessible as far as I know
>>
>>121641674
then just press U and see what the fuck is he doing, he shouldn't have 'No Job'
>>
>>121641870
Double-check burrows

Also check permissions on the workshop
>>
>>121641870
see if you didn't block any entrances by mistake
>>
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I love Cathelms, it's such a fucking lazy goddamn fort, I just sit and watch the dorfs party and mood and laugh when I notice an eagle fly onto the map, waiting for it to kersplode on the glacier, while a pile of confused (and confusing) goblins, humans, and zombies are chilling on the side of the volcano.
>>
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Mother of god, where do my dorfs get this many fucking turtles
>>
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>>121642191
Don't forget impassable tilees, I remember having a butcher wall himself into the little room I dug out to contain the miasma, didn't think anything was funny about more miasma coming out of there until I noticed he was missing.

Also, I had a "the dead walk (wade)" siege show up, except... well, non-zombies came with it, I expected them to get raped instantly, but instead they teamed up to play kick the animated mountain goat heads, so I know there's a necro somewhere (the map doesn't reanimate, just awful crud raining everywhere) and this weirdness.
>>
>>121643182
they probably come from the same place
>>
I think I got enough turtles to fucking trade them for a lifetime quantity of booze
>>
>no graphix game
>lags with 300 units
>>
>>121644669
>implying
ascii is graffixx m8
>>
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>>121643584
Well, I've got multiple towers as neighbors, I should be on a first name basis with the dudes since they pretty much live here, but sadly I'm too shy to talk to senpai-zombie-desu.
>>
>>121644669
>Doesn't know about graphics cards
Let us know when your country reaches 2003.
>>
>>121644669
300 units that are all having their skin, fat, muscle, organs and pathing processed.
>>
>>121644669
You sound like the obnoxious bastards who ask how Mount and Blade can have fewer units and worse graphics than Total War, yet have more lag.

It's simply a matter of how deep/shallow you decide to make the gameplay mechanics. In DF's case, however, it's probably mostly a matter of Toady being a shitty, self-taught coder.
>>
>>121646264
you should process their skin, fat, muscle or organs processed at all unless you're modifying it
do you even gamedev in shitty engines with no room of lazy coding like ss13 ;_;
>>
>>121646320
>In DF's case, however, it's probably mostly a matter of Toady being a shitty, self-taught coder.

I'm very doubtful of that. You state that it's a matter of how deep you make the game's mechanics. There's not many games that even come close to Dwarf Fortress in terms of how complex mechanics of the game are.
>>
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>>121631465
31 trolls and 40 goblins have a different oppinion
>>
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>tfw your legendary swordmaster enters in martial trance in front of 40 goblins while carrying her child
>>
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>>121647274
troll's fw
>>
>>121646838
>There's not many games that even come close to Dwarf Fortress in terms of how complex mechanics of the game are.
Aurora
>>
>>121649684
He didn't say "none"
>>
>>121649819
Yeah, it was the only one I could think of, I was saying it by way of agreement.
>>
>carpenter goes secretive
>goes on a carpenter workshop
oh boy
>>
I used to love DF back in 40d and 2012. But ever since 2014(?) every fort I make never ever gets any action in any kind of fun way. Maybe a small siege in year fucking 5 or an ambush in year 3 but no matter what I do, warring faction just don't give a shit about my fort. I piss off the humans, I piss off the elves, I intentionally place my fort within 10 tiles of a bunch of goblin forts, nothing. Are there any mods that fix invasion to be more frequent and as fearsome as they used to be?
>>
>>121651173
try being next to a necromancer tower, they can bring 50 zombies
or just embark to a haunted zone
but if you find any cool mod say it
>>
>>121651596
that's pretty much all I have been able to do to get my kicks, but I just want old invasions back basically.
>>
>>121651697
old invasions suck anyways, I'm getting 40 goblins with 30 trolls but they die instantly against 10 dorfs because they are legendary by just training normally
hell, the trolls instantly get scared when they see them coming
>>
>>121651697
I've never failed to get gobling invasions by just creating tons and tons of rock crafts.
>>
>>121651173
>more frequent
Try fortress defense.
>as fearsome as they used to be
Like how long ago? Sieges were really easy for a long time before .40 ever realeased.
>>
>>121651887
I meant like when you would get 150+ goblin sieges and I'd stop to think whether my 5 champions could actually stop them, not that they were particularly hard to cheese with traps or anything.
>>
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>>121646920
How about a siege of zombies of all races climbing the side of my glacier while I flood it with magma since the other mixed zombie+living soldier siege left after a year?
>>
>>121652287
I don't know a way to get back to pre.40 sized sieges. The biggest I've seen in .40 is around 90. Not that I mind, that just means fewer refuse hauling jobs and fewer (iron shield)s to give away to the humans.
>>
okay fuck this 30 fps is just way too slow, I'll try that fortress defense mod and put a cap of 100
goodbye fortress
>>
>>121629910
Doesn't it stand to reason that only the ones that were present when the seal was opened would be scattered through the fortress? It's been a few years. Those faggots migrate.
>>
>>121653061
>30 fps is just way too slow

Damn son. I played with 18 frames for like two in-game years.
>>
>>121653262
I've literally done 2-3FPS.
>>
>>121653405
That's what I'm saying. 30 fps isn't very low to be calling quits.
>>
>>121653405
Same
>>
>>121651173
The place where your fortress is now matters for invasions. Embark near well populated goblin fortress, make goblin civs stronger in world gen
>>
https://www.youtube.com/watch?v=WrO9PTpuSSs
Post the most unfitting songs you listen to while playing DF
>>
>>121654853
Whenever I listen to hip-hop. Also, often times there is a disconnect whenever I listen to certain indie artists, like Sufjan Stevens, Elliott Smith, Keaton Henson, or Mark Kozelek. That kind of music(I am generalizing an incredible amount here) just seems unfitting to Dwarf Fortress.
Metal on the other hand, particularly thrash, death, and black all have very fitting moments in Dwarf Fortress. Sometimes I'll listen to black metal while playing fort mode and it acts as pretty much background noise. Thrash and death are really good for adventure mode, when you're cleaving down creatures left and right.
>>
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I... what the fuck, that just sounds all sorts of awful.
>>
>>121654853
https://www.youtube.com/watch?v=pLsDxvAErTU

I like that particular album.
>>
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These names
>>
>>121655843
The goblin grease or the slimy molten bronze?
>>
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>>121656078
Y-yes?
>>
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I bring a shitty artifact.
>>
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>Have no real decent military
>Keep getting goblin sieges on a regular basis along with regular werebeasts
>Work up a proper military force
>Nothing at all for several years
>>
>>121660053
That's the story of the current version.

>Embark where there's only zinc, tin, and nickel
>siege every month
>embark on iron/flux/bronze/sand/clay
>nothing. ever.
>>
>>121660287
>>121660053
Just make loads of crafts. Or does that not work for you? I said it above but I have yet to fail to get a goblin invasion(provided there are any goblins around) if I just commit to increasing the wealth of my fort.
>>
I think somebody was just promoted to the position of baron of some other fortress. Does his home planet need him?
>>
>>121662948
No, he's your problem.
>>
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>>121664148
>2baron
>>
>FEYMOOD
>he goes to a carpenter shop that I designated to be removed
>now hes just standing there, I made a new carpenter area and he doesn't move
Did I break him
>>
>>121666641
see what the building hes at is (t)asked for.
>>
>>121666641
Never mind, I just put the carpenter shop on top of him and it worked
>>
>>121651173

Also worth ensuring your goblin entity has their attack pop trigger set to 1 instead of the default which requires 80 dwarves.
>>
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>>121667151
Also go up to their doorstep as an adventurer, knock, and leave a bag of flaming troll turds then run away.
>>
>>121667301

Jesus what an ugly tileset.
>>
>>
Why does a bridge retract when going south but raises in all other directions? Does this mean there is no wall when it is built to retact south? So archers can shoot over the gap?

I don't really get it.
>>
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Is there any point in opening a save that crash recently? I feel like if it crashes its just gonna crash again and again, you might as well start a new fort.
>>
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>Stab some elf's pancreas with a spear
>It is a gelding strike!
>>
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>My army smashes a group of 10 siege trolls
>then they stay in one place while the goblin marksmen gets hella headshots
>>
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>>121667563
You're right, it's hideous, totally not crisp and aliased for HD with ascii tiles I rebuilt by hand.

Yours is much prettier anon, I shall now commit seppuku with my mouse... which is actually my number-pad... not sure how that is going to work.
>>
>>121668381
It doesn't. (x) is the keystroke to raise south. Retracting doesn't have any definabld direction.
>>
>>121670958
I'm a tard. nvm, thx
>>
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>>121668381
Uh, no?

The bridge directions are -1 (retract), then I think it's 0 for left, 1 for up, 2 for right, 3 for down, or something like that. Gotta check gm-editor to be sure.

>>121668301
Good old Timbukdrew, what do you think of there being a Victorian era mod floating around?

>>121667563
Square version as well, to atone since my seppuku attempt failed, just got the keyboard stuck in dick.
>>
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>>121670913
>>121671531

Walls look retarded, dwarves look retarded. Deal w/ it you double nigger.
>>
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>>121671937
Sounds like a you problem.
>>
>>121672730
Not the same anon but it really does look like shit. It's so smudged and crowded. Sry :<
>>
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>>121671937
(this would be the point where you helpfully provide an example of non-retarded walls rather than shitposting more)

Incidentally, there were no dorfs in this screenshot: >>121667301

That's an elf maceman, human hammerman, elf hammerman, and goblin swordsman.
>>
>>121672945
Probably looks crowded to you for the same reason the square shot looks smushed to me, you're used to square sets, I'm not anymore.
>>
>>121673010
>(this would be the point where you helpfully provide an example of non-retarded walls rather than shitposting more)

I'm fond of vanilla.
>>
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>>121673352
I'm fond of the layout, but it's tiny and block and my monitor is right here, so I'd rather fill the screen with whatever I'm looking at.

Though a better vanilla than vanilla middle-ground is Myne, which I liked enough to scale up to match the CLA rescales I did.
>>
>>121673352
You /do/ understand the point behind the black outlines around the walls right? So they look like normal walls when smoothed, but when combined with the + tile they don't turn into a blinding white mass of eyedeath when engraved.
>>
>humies come in trada caravans, and scare my pasturing animals
wad da fak
>>
>>121673689

Engraving looks ugly as fuck and personally I don't indulge in such things. Besides how am I supposed to quell my autism if my fortress is multicoloured in whatever shit layers I happen to mine through.
>>
>>121673894
pasturing animals get scared at everything
>>
>clean up and restore ascii tiles in a rescaled Duerer set
>get told it's shit
>clean up and restore ascii tiles in a rescaled Bisasam set
>get told it's shit
>lmao 2 shits
>dem fuckin' anons man
>those same screenshots all have CLA cats in them
>lmao CLA cats, etc

It's funny, really, the closest I've actually come to making a tileset is the fullydapper racial graphics, the rest of my shit taste is just sets I'm making larger while preserving the original artists style wherever possible.

I'm proud of the fact that the ascii tiles in the bigasam set fit perfectly with the bisasam style letters and such, but it's not actually /my/ work, I'm just touching up and restoring or reconstructing characters by piecing together existing ones.

If I were to draw a set from scratch I'd be really fucking happy if it came out remotely resembling Bisasam, and having a goddamn stroke if I managed to shit out something like Duerer from scratch.

I'd bet the actual shit part is my lust for non-square shit, and it being confusing to look at for squarelovers.

>>121673894
Wouldn't be surprised if the caravan guards did that, actually, your fort animals are set to ignore your soldiers but not other civ solders.
>>
>>121674286
>>121674558
Oh, I thought the humies were just being dicks and scaring my animals
>>
>>121674760
they are KILL THEM
>>
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>>121674164
Fuck I was clicking on that trying to enlarge it.
>>
>>121674910
Can't, too busy trying to figure out how to tame honey badger so I can make it my pet(?) , while half my dorfs party downstairs
>>
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>>121674558
I'm tired, been tinking and tweaking and trying to make sure the colors show up right all day, gonna take a nap.

Have some shit I actually drew to chew on.

Trying to get the darker grey units on the end to show up right is a goddamn nightmare btw, because it's such a hard thing to keep the constrast with the lighter regions right. Even using the awesome grey/white/black background layers to swap on and off it's still really fucking hard to tell exactly how something will get rendered in game.
>>
>>121671531
Ohh, I think making line battles and artillery barrages in Dwarf fort would be real cool!
>>
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>sewer system leaks all over my fort due to a faulty wooden floodgate
>start carving out a huge sewer system and forge some grates to help drain the water
>get it all done
>just putting the grates down when I crash for the 4th time tonight
I'm falling apart
>>
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>Checking legends viewer
>Turns out it was actually a dog and not a miner that saved the fortress during the first werebeast assault
>The dog became a historical figure due to this
>The dog also played an integral part on another siege defense
>The dog died eventually, death cause was (Slaughtered)
>Turns out we accidentally butchered and prepared our hero as meals for everyone
>>
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>>121664597
>>121662948
>Third guy now becomes a duke

Murder time.
>>
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>>121678594
Out of all the DF stories I've ever heard, this is by far the saddest.
>>
>>121677562
>>
>>121680909
that's a great drawing.

I'd love to see a colored version :3
>>
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The thread is the same as ever.
>>121678858
>>
>send dwarves to train so I can assault the caverns for wood
>they just stand there doing nothing in the barracks
;_;
also whats up with kobolds stealing my sand
this is the 4th time you stole sand, you walked through my Trade Depot with more expensive items and you took sand
What the hell
>>
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>>121681019
Here you go.
>>
>>121687542
T-Thanks I guess
>>
>>121652338
Damn undead rights activists!
>>
>>121687860
You're welcome. That's 29.99$ plus tip you can donate through my Patreon page. :)
>>
old but gold artifact bump
>>
>>121653235
A good idea, in my opinion, if you want to save the demons is to let them kill prisoners, especially named ones. They will then become historical figures themselves.
>>
>>121691851
What is that on the soldier's face in the last panel?
>>
I've got a huge blob composed of flame with wings and deadly dust walking around in my cavern lake, how do I get it out of it so I can end it's miserable life? There are multiple ramps to a non water layer in the cavern, and that non water layer has an entrance to my fort.

Should I spam doors on the non water layer to lure it out?

I don't want my source of water to vanish entirely because of this hothead.
>>
So if I get a weaponsmith who likes platinum and hammers is he guaranteed to make a platinum hammer if he moods?
>>
>>121685775
They need to refill their kitten litter box.
>>
>>121692415
No, they pick materials by vicinity, make a platinum stockpile by your workshop.
>>
>>121692379
Nearly any attack whatsoever will destroy it. A training room will destroy it.
>>
may somebody suggest morecasual version of df? something similar to rimworld i suppose, please
>>
>>121692547
The problem is that it's not leaving the water.

It's just walking on the floor of my lake, and any water that even comes close to it turns to steam, making it like a huge ball of steam is dancing around on my lake instead of a terrifying living fireball.
>>
How do I make dwarves store artefacts on a specific weapon / armor rack
>>
>>121692803
Racks are broken since they exist. Toady is too lazy to fix them.
>>
>my very first battle with a troll
>he walks into stone-fall traps before my dwarves gang up on him and punch his face until he dies
Satisfying.
Is there a way to "mark" a z-level so I can instantly go there? It's a bother switching back-n-forth from top layer to 100.
>>
>>121693234
Press H
>>
>>121693234
(H)otkeys
>>
I'm going for it guys, im gonna build a tower and actually have dwarves live and work in it.
>>
>>121693827
You going to farm in it too?
>>
>>121667151
I want to know how to do this
>>
>>121694879
Go to the entity file.

For elves and goblins, remove PREFERRED or LIKES_SITE: CAVE_DETAILED or whatever and replace it with [LIKES_SITE:PLAYER_FORTRESS]

[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:1]
[PROGRESS_TRIGGER_PROD_SIEGE:1]
[PROGRESS_TRIGGER_TRADE_SIEGE:1]

Translation: sieges can be triggered after a certain population, production, or trade value, this sets them all to the minimum. In addition it will try to cause the AI to ONLY want to send people to your fort, though for whatever reason they will still siege elsewhere.

Making your fort dead center between a shitload of dark forts will also help.
>>
>People tell me to add Lovecraftian monsters to my mod
>tfw I never was interested in Lovecraft enough to read his books

Fugg.

I might add the Red Death from Poe's book even when said disease happens during the middle ages in the bok.
>>
Is there any way to turn an above-ground piece of rock into a farm with bucket brigades? I already know how to do it underground, but got no idea how to do it aboveground.
>>
>>121695340
Just FYI, if the rock is in a barren biome like a mountain, it will definitely not support surface plants.
>>
>>121695502
Well shit.

Thanks anon, this is my first time trying to live on a mountain.
>>
>>121695279
A lot of them are already implemented as good as they're going to be (mummies, zombies), some are only slight tweaks (talking cats), others would need DFHack mods (cuntish soul swapping necromancers).
>>
>>121695621
You could also have Good biomes make talking cats, and Evil biomes make the dreaded Cats of Saturn, who have the [UTTERANCES] and [NO_AGING] tag.
>>
QUESTION: Is it possible to make something that conveys three different syndromes, one for animals (or living creatures without can_learn or slow_learner or intelligent), one for slow_learners (who are almost always giants/trolls) and one for 'normal' creatures?

Since currently you can't just add/subtract limbs etc. I was thinking of making evil weather effects that turn animals, humans/derfs, and giants/etc into different sizes of mutant monsters.

Also is it possible to make a syndrome limited to creatures of a given size? That'd make it easier.
>>
>>121695101
>default pop trigger for goblins is 50
>I capped the dwarf pop to 30 to avoid going under 30fps
god damn
will this jump start the "fun" ?
>>
>>121696230
You still should, when possible, embark as close as possible to goblin central.

I made a cool map that was a pocket and had one city, some villages in the east, mountainhomes (abandoned) and camps in the south, elven forests in the west, and like 30+ goblin dark fortresses in the northwest all next to each other, but I didn't set temperature low enough to permit glaciers, such a shame.
>>
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>"Okay, animal people just don't fit on the Victorian era, I'll remove them"
>Open one of the creature files
>mfw every single fucking creature haves a humanoid version
>>
>>121696683
But surely the great powers need some backwards natives to colonise?
>>
>>121696764
touché
>>
>>121696683
c_variation_default.txt
dummy out [CREATURE_VARIATION:ANIMAL_PERSON]
>>
>>121696879
I love you so much anon
>>
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>>121687860
>>121687542
>>121687935
Someone do another object.

Let's see how badly we can color this. We already layed a foundation of shit. Sry at whoever originally drew this haha
>>
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>>121698258
>>
>>121685775
Did they take the bag is was in too?
>>
>>121685775
>assault the caverns
Why the fuck is "le ebin dangerous caverns mene" still a thing.

You can just send you're dorves there anytime. A dorf will get attacked now and then, perhaps even killed, but the only thing that can threaten the entire fort are the FBs.

>also whats up with kobolds stealing my sand
This makes me kinda jealous. I've been trying to have kobolds successfully still shit, in hopes of sseing one of the rumoured kobold sieges, but they always get spotted by some dorf and run away.
>>
do steel bridges melt to dragonfire?
>>
>>121700567
>you're dorves
shit, I meant your*
>>
So... What are the Must Haves of a fortress?

Like, what buildings and rooms and shit?
>>
>>121700652
Can jet fuel melt steel beams?
>>
>>121700729
Well meme'd
>>
>>121700709
some sort of food production.
That's the only actual requirement.
Some means of producing furniture and constructions as well as a source of trading goods would be important too.

And not having booze and a hospital is just mean.

That's it.
>>
>>121700709
You'll want a carpenter shop for cages beds barrels and and furniture, a masonry shop for slabs and furniture (I like to have him churn out utter fuckloads of statues), 1 cabinet, container, bed, table, and chair per dorf. You will likely also want a mechanic for mechanisms for cage traps.

A still for booze, two plots for growing plants, a crafters workshop to engrave stones and churn out 20-30 nestboxes (store these in a place you don't mind tons of worms and slugs and such generating) for tons of food, and of course a kitchen. Lavish food barrels result in TONS!!! of $$$$.

You also will want a well and some buckets.
>>
>>121700652
It was an inside job. Why the Broker was not in his office?
>>
>>121701656
> Broker
> Office
>>
>>121701656
The Recordkeeper didn't report the correct amount of steel bars a month before the incident? Coincidence?
>>
page 9 bump
>>
Who 34.11 here? 40.xx feels too.. passive.
>>
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>Unknown material
Wait what. I never saw something like this before.
>>
>>121707991
Any mods, world generated on another version or anything? Which version are you using?

The bugtracker has a few entries about walls using "unknown material" in fortress mode, as well as autogenerated cities using unknown material in other instances. But nothing of chests in your own fortress.

Consider making a bug report with your save uploaded to dffd.
>>
>First time playing
>Start to dig down, trying to find materials to make swords and others
>Find a gigantic underground cavern full of giant mushrooms and shit

Did I fuck up?
>>
>>121646670
Someone get the bald man to fix this shit
>>
>>121708730
No, make use of what you find in there and be wary of aggressive wildlife down there.
>>
>>121708843
Uhh... How aggressive? I got no weapons yet, only my 7 dorfs.
>>
>>121708905
Aggressive but not terribly dangerous, you should be fine if you put your miners into a squad and tell them to kill anything you're worried about early on.
>>
>>121708905
On average, an untrained but otherwise armed dwarf should have no trouble dispatching the occasional Crundle or Elk Bird that comes traipsing along, but if you're really lucky you'll have an ambush predator like a Giant Cave Spider come along, web your workers in place, and inject them with paralytic venom which will stop their lungs from functioning long enough for them to suffocate. You may want to quickly throw together a perimeter wall made from stone blocks to give yourself a little courtyard space where you can harvest mushroom trees and such.
>>
Fugg my dorf miner got stabbed by a Kobold.

Is he gonna be okay?
>>
>>121710461
Ask your fortress doctor, not us.
>>
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>>121710524
I got no doctor

RIP
>>
>>121710609
Just turn on the medical labors for someone, all lack of skill means is it'll take a bit longer to diagnose/repair
>>
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>>121695279
In df you dig down with a pick.

In Lovecraft you dig /up/... with your //mind//.

>You have discovered an endless expanse of darkness. Distant galaxies twinkle across distances too far to grasp.
>Horrors! Unknowable geometries in the sky!

>>121700652
D flames can't melt steel [b] -> [g]'s.

>>121698258
>>121698594
'Twas Timbukdrew, and yeah, it's an awful idea...
>>
>First fort
>Use dwarf therapist
>Fort is going really nicely, I got the best spot ever
>Migrants arrive
>Change a migrant's job
>DORF FORTRESS STOPPED RESPONDING

FUCK
>>
>>121712425
>tfw there are advantages to gaming on linux
>>
>>121712627
>Implying the same shit can't happen on Linux.
>>
>>121696230
The default pop trigger is 80 for sieges and 50 for ambushes. Goblin ambushes aren't currently in the game.
>>
>>121692661
Old bug.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=3700
>>
do you guys wanna share your embarks/world seeds for nice goblin sieges and steel industry
bonus points for gold or something i can make tombs/statues/pyramids out of.
>>
>>121712425
>first time playing
>not going vanilla for the first few plays
STOP
>>
>>121712743
Oh, it can and does, but it is always a case of me doing something stupid, or me using something like twbt while adventuring, or something like an in-game based crash where trees grow into constructions.

I don't know of any situations where you can load up a stable linux machine and load up df and unpause and have it go an arbitrary period and just then the df process just starts to shit brains everywhere.
>>
>>121714508
>telling new people to avoid using handy tools for the 'authentic' experience

Why?

Dwarf therapist isn't all that damaging, surely?
>>
>>121714508
>"Hurr durr, everyone must play like I want!"
>>
>>121714585
To be fair, many windows players don't have those kinds of crashing issues either. I'm not comfortable saying 'most', as I haven't done any kind of formal survey, but it certainly appears to be a minority of players. I suspect that DF has some undiagnosed incompatibilities with specific chipsets or system architectures, because it seems to be the same players having repeated crashes regardless of any actions they take.
>>
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>>121714635
If anything I'd say to use dfhack with the dorf monitor and manipulator plugins and then if you like those but want MORE fine-grained control for whatever reason, use the rapist.

Though I did forget that it is possible the rapist is crashing you, I have no idea, don't use myself. It's annoying loading up another program, the layout doesn't work in my left monitor (768x1366 rotated), the color scheme clashes with all the rest of my shit and doesn't want to behave as expected when I tell it to stop using stupid colors, and I just got sick of it after trying to a while to make it stop showing any of the stupid rotated text lines.
>>
I got a dead Yak in my fort.
I have a refuse pile and corpse pile, but no one bothers to take the yak away.

Wat do
>>
>>121715971
o r o
>>
>>121715971
If the Yak was somebody's pet then they might be waiting for you to build a coffin. If not you can force them to move it by flagging a garbage dumping zone and mark the corpse for dumping.
>>
>>121716343
>read that out loud
>did it several times
>seems familiar
>made me think of the bug where you keep bumping into yourself
>someone suggested making stands
>would totally play jojos bizarre fortress
>can't because it was me Dio all along
>wryyyyyyyyyyyyyyyyyyyyyyyyy
>>
New patch when
>>
>>121715871
If you're arguing in favour of some sort of 'vanilla' experience, an external program is far better than a mod or plugin that's integrated so well a new player doesn't even know where the game ends and the mod begins.

How frustrating would it be trying to help new players, only to find they're fucking about with DFHack after we've suggested everything vanilla? The Rapist has a nice clear distinction between game and plugin, and it's trivial to use without fucking things up irreparably.
>>
>Play around Arena Mode
>Friggin golden weapons
>Playing fortress mode
>JACKPOT, LODSA GOLD
>Can't make weapons with it
>mfw I have so much gold now Goblins will probably rape me
>>
>>121716801
I don't give a damn about a vanilla experience, this game begs to be modded and tweaked and fucked with since there is so much shit you can fold into world just to see if it even shows up or what crazy shit happens when it does.

The beauty of manipulator is //exactly// that it doesn't look like anything but a part of the game, it should be part of the game, as it is a much better interface for labors and shit than the vanilla one, or--in my worthless opinion--the rapist one.

I'd say try vanilla rather than trying to figure out what of masterwork is original or not, and I'd say try it out every now and then, but there is nothing inherently superior about vanilla vs a well done mod or dfhack interface or tileset or whatnot.
>>
>>121717513
I don't disagree with you there, but I think DFHack is something you should avoid using early on, otherwise you can't really appreciate what it actually does.
>>
>>121710609
I really like that color scheme and font. Will you post it here please?
>>
>>121719159
http://www.bay12forums.com/smf/index.php?topic=145362.0
>>
>>121719393
Thank you.
>>
>>121712202
>>You have discovered an endless expanse of darkness. Distant galaxies twinkle across distances too far to grasp.
>>Horrors! Unknowable geometries in the sky!

Underrated post
>>
This is the surface part of my fort

I want to build a trench around , fill it with water and build a retractable/raising bridge without losing any dwarf in the process.

Anyone got any recommendation or tip or something?
>>
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>>121721081
FUCK, I ALWAYS FORGOT THE PICTURE
>>
>>121721296
it's a benis
>>
>>121721081
Do the channeling a strip at a time, don't try to rely on designation priorities to make your dwarves dig safely, patience is key.
>>
>>121721968
Kek, I just noticed
>>
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>you have struck limonite
>>
>>121719901
*takes a bow*
>>
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Finally! Didn't notice I had a big patch of partial translucency on the tophats that was making it impossible to get the brightness right so I just said fuck it and redew them again.

>>121722000
Use up-ramps instead of channels anywhere you're doing more than 1 tile or can leave unsupported tiles.

Channeling is only for removing floors and causing deliberate cave-ins.
>>
>>121724025
>Use up-ramps instead of channels

Not on the surface, I think you'll get trees growing over the open space, still not tested that bug personally to verify though.
>>
>>121724303
There is no difference between a channeled space and an up-ramped space, except dorfs aren't stupid when making ramps and won't kill each other.
>>
>Save game
>Go back to playing
>Order dorfs to deconstruct a wall
>They just stand there doing nothing
>Order them to cut gems
>They do it
>Order them to do a channel
>They ignore my order
What

The only guys on break are the farmer and the fisherman.
>>
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>>121724634
Try digging out a part of the surface with ramps that has trees, you may find this happens if a tree grows over the area.
>>
>>121712202
You are dishonoring drawfag's artifacts. He may leave us for good.
>>
This happens when you use fastdwarf in dfhack

Hilariously fast fishing industry.
>>
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>>121725702
This is not, in any way, going to become a hugbox, not even for great artists we love.

Anyway, he's anon and posted it here, it's as much ours as his now.
>>
>>121726043
what
>>
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>>121726372
>>
>>121727458
>>121726043
Stop forgetting your pictures, mate
>>
So one of my dwarves went into a possessed mood and made some wooden scepter.
Are these things good for anything?
>>
>>121727767
yeah you can give it to a dwarf with magic acclimation and he can become a wizard
>>
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I need to stop falling for Toady's "Release cycles will be shorter" meme every year.
>>
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>>121712202
Communism was formed while during the Russia withdrawal.
>>
>>121724025
Digging ramps and channels works the same. Dwarves will dig a ramp under another dwarf as often as they will with a channel. The only reason to use one over the other is a question of which tiles your dwarves have access to.
>>
>>121728516
Didn't he only say that once, three years ago?
>>
>>121728669
Yea but I keep hoping it'll come true
>>
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I thought I could overlook my error and continue my fort, but fuck, this is bothering me too much.
>>
>>121728669
He also said something along the lines of "there isn't much left to do and the update should be ready in a reasonable amount of time" about 3 months ago
There's nothing strictly false about either of the statements, but it's easy to delude yourself
>>
Ive been embarked at that red spot for a while now and no sieges
the dwarf civ is at war with humans but not goblins and is at the other side of the map, is that why?
i have near 200 dwarves year 128, started 125
>>
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>>121730592
>>
>>121730783
You should be well within invasion range there. It's true that occasionally a goblin-dwarf war will take a while to get going, but I rarely see that.
Have you checked the site populations for the goblin forts/pits?
>>
Anyone got any idea for shit to add to/remove from the Victorian mod?
>>
>>121731523
Hatter's workshop, takes cinnabar, produces top hats and triggers a syndrome of madness/brain damage in the worker.
>>
>>121725702
I'm just continuing the joke the other anons made, and I am always very sorry to the artists whose work I molest.

>>121724775
I don't see why that wouldn't happen with channels, there is literally no difference between a channel and a ramp except where the dorf digs from. The game views both as a natural (whatever material) ramp + air ramp_top.

That's just a tree growth bug.
>>
>>121729961
What did you do?
>>
>>121731697
Oh god, didn't someone add mercury recently?

Best.Fucking.Goddamn.Idea.Ever.

>>121728667
I mean if you channel ramps 1-z level at a time they will never collapse the tile other dorfs are digging out, while they will do it enough with channeling 1-z level at a time that it seems deliberate.
>>
>>121730173
~5 months has pretty consistently been the "wrapping up" phase of large releases, so with a december release we're actually on the short end of the scale.
And the upcoming release _has_ been shorter compared to the last few.
>>
>>121731878
>That's just a tree growth bug.

I believe it's triggered by digging ramps rather than channels, they have the same effect but that doesn't mean they're identical. They might not be clearing the objects on the tile above if they are dug in this way, allowing saplings to survive the removal of the ground somehow.

I cleared these areas of trees before starting the ramps, doing a second round of tree cutting on the few that grew as we started digging, we even had something fall down the other shaft.
>>
>A vile force of darkness has arrived!

The only thing i had to do was to increase fortress wealth past the point where a maximum precision bookkeeper could keep track of it
>>
>>121732180
>Best.Fucking.Goddamn.Idea.Ever.

Only until someone makes it so that you can actually refine Uranium from Pitchblende.
>>
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>>121733125
If you think you can polish top hats with uranium, you're mad as a hatter.
>>
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>Fire-breathing titan rolls up
>Both my war elephant bouncers buy enough time for us to seal the front gates before they succumb

Stampy and Dumbo, thank you for your valiant years of service. We won't scatter your ashes to the heartless sea.
>>
>>121731697
As much as I'd love to do that, I think making hats and stuff only obtainable trough reactions makes it impossible for you to find them in Adventure mode.
>>
>>121732180
>they will never collapse the tile other dorfs are digging out
You mean cave ins? Yes, channeling 1z at a time prevents cave ins. Ramping 1z at a time prevents cave ins. If you mean they won't dig a tile under another dwarf when digging ramps, then that's wrong. They do it just as often with ramps as with channels. More often in my experience, as dwarves can dig a ramp from 1z above, and will often elect to do so if there's a place for them stand.
>>
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is there any way to rebuild the brook? I digged the river when it was frozen because everyone was thirsty and now it looks ugly
also it didn't work and half of my dorfs died
>>
>>121733647
Dig out the whole brook so it matches.
>>
>>121732180
>>121733495
I've had plenty of miners falling down while digging out ramps, I don't think they're actually any safer than channels now, though they certainly were at one point.
>>
>>121733647
>also it didn't work and half of my dorfs died

Kek
>>
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>>121732009
Accidentally made the center of my fort 2x3 instead of 3x3

I retired it already so no matter

>>121733647
>>121733847
Or build a floor over all of it
>>
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>Download dfhack script that makes DF play itself
>The AI is actually better than me at building a fort
>>
>>121734757
>robot is better at doing your job
>lose job to robot
>come home, try to get your mind off of it with DF
>AI is better at DF than you are
>want to go to bed
>See wife using sybian
>robot is better at satisfying your wife than you are
>try to kill yourself
>fail, require assistance from robot
>robot is better at killing yourself than you are
>>
>>121734261
>retiring a fort because you accidentally didn't use a 3x3
I can't tell if you're kidding or not
>>
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>>121734757
But is it better than average, or are you just awful?

Post screenshots!
>>
>>121735532
Why wouldn't you? A fort can lasts for days or even weeks IRL, and it takes minutes to retire and start a new fort.
>>
>>121735532
There's no point in playing a fortress I'm not happy with
>>
>>121737262
>>121737505
I've been away from /dfg/ for a while, but last I was here, the anti-3x3 witchhunt was in full swing
I guess those days are over
>>
>>121737678
I'm fairly new to /dfg/. What was wrong with 3x3? Too big? Too small?

I only ever embark with 4x4.
>>
>>121737791
He's talking about staircase size, not embark size.
>>
>>121737791
using a 3x3 staircause as the center of your fort is boring design

You get a top floor worth 10~z levels, and then 3~z levels between each cavern unless you change settings, make it pretty.
>>
>>121737967
Holy shit what
>>
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>>121738134
I don't want to start the shitposting circus, so I'll start by saying I don't necessarily endorse any of these views and I'm just summarizing what /dfg/ has spat out over time
but it's generally accepted that dwarves don't make full use of all the tiles on a 3x3 staircase, meaning they'll make pathfinding (slightly) harder on your computer without providing any benefit
Additionally, since so many newb guides recommend a central 3x3 staircase, they're often associated with babby's-first-fort designs.
It was mostly elitism, but /dfg/ was super cereal about hating 3x3s for a year at least
>>
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>>121739118
Mother of god.
>>
>>121739118
What do you suggest, ramps?
>>
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>>121739590
First the came for the 3x3 staircases, and I did not speak up because I'm not a filthy casual...
>>
>>121738120
Boring is subjective desu

I like my fortresses symmetrical so I only really use them so I can find the exact center
>>
>not trying to make your Dwarf fortresses "ant-like" and natural
>weaving inefficient hallways
>non-rectangular rooms
>inconsistent staircase styles
Really adds some fun, makes the game less robotic and when you have to grow with and around old constructions it feels organic.
>>
>>121740142
There are easier ways of finding the center of your fort Anon.
>>
>>121737678
It was mostly just one guy (who was also the anit-bestcline and anti-traps guy) and few funposters who probably-semi-ironically joined his tirades. I'm sure he'll be back after the update, or someone a lot like him.
>>
>>121740392
Surface village with underground stockpiles and workshops > *
>>
>>121740131
>entire floor made of marble

changelayer?
>>
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>first migrant wave arrives
>Half of it is children
>>
>>121733886
1-z channeling can leave diagonals that cave-in.

That is what causes the mangled/dead miners when channeling, 1-z drops rarely hurt, much less kill.

>>121732964
Pre-channel
tiletype: 227 = sapling
Class : 16 SAPLING
Material : 12 PLANT
Special : 0 NORMAL
Variant : -1 NONE
Direction : --------

static: 227 = sapling
Class : 16 SAPLING
Material : 12 PLANT
Special : 0 NORMAL
Variant : -1 NONE
Direction : --------

base: 227 = sapling
Class : 16 SAPLING
Material : 12 PLANT
Special : 0 NORMAL
Variant : -1 NONE
Direction : --------

After:
tiletype: 1 = ramp top
Class : 10 RAMP_TOP
Material : 0 AIR
Special : -1 NONE
Variant : -1 NONE
Direction : --------

static: 1 = ramp top
Class : 10 RAMP_TOP
Material : 0 AIR
Special : -1 NONE
Variant : -1 NONE
Direction : --------

base: 1 = ramp top
Class : 10 RAMP_TOP
Material : 0 AIR
Special : -1 NONE
Variant : -1 NONE
Direction : --------

Pre-ramp elsewheree:
tiletype: 227 = sapling
Class : 16 SAPLING
Material : 12 PLANT
Special : 0 NORMAL
Variant : -1 NONE
Direction : --------

static: 227 = sapling
Class : 16 SAPLING
Material : 12 PLANT
Special : 0 NORMAL
Variant : -1 NONE
Direction : --------

base: 227 = sapling
Class : 16 SAPLING
Material : 12 PLANT
Special : 0 NORMAL
Variant : -1 NONE
Direction : --------

Post:
tiletype: 1 = ramp top
Class : 10 RAMP_TOP
Material : 0 AIR
Special : -1 NONE
Variant : -1 NONE
Direction : --------

static: 1 = ramp top
Class : 10 RAMP_TOP
Material : 0 AIR
Special : -1 NONE
Variant : -1 NONE
Direction : --------

base: 1 = ramp top
Class : 10 RAMP_TOP
Material : 0 AIR
Special : -1 NONE
Variant : -1 NONE
Direction : --------

No difference.
>>
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>>121741121
Yes, I only pretend not to be a filthy casual to fit in.

Went round cleaning out all the gem clusters too...
>>
>>121740983
>All buildings are 2-3 stories

>Ground level: workshops, entrances/exits to the buildings, paved roads around town, and occasional fruit trees/wells
>z+1, z+2: tiny little bedrooms, individually assigned to people using the workshops in that building
>z-1: farms, clay/sand collection where applicable, extending no further than the limits of the building above
>z-2: machines - mostly axles and gear assemblies - fucking everywhere
>z-3: a massive network of automated minecart routes taking supplies from beneath one building to the next, all linked up to small stockpiles which are directly adjacent to the 1x2 or 1x1 staircase down from the building

it's all fun until the cats, ignoring your traffic designations, wander down into the minecart zone and start getting flattened by speeding carts carrying a dozen gold nuggets each. or when the refuse minecart you've never tested sets out with a year's worth of shells and bones, only to crash and send its load flying everywhere
>>
Who /neverusesminecarts/ here?
>>
>>121742389
I'm a proud member of /neverusesmechanicsotherthanlevers/
>>
>>121742389
Me, but I've been curious about starting for a long time. I often try to design above ground cities, and minecarts would make nice trams, I think. Still, I've never taken the time to actually learn the mechanics behind them.
>>
>>121741392
>1-z channeling can leave diagonals that cave-in.

I had a few cave-ins when doing the ramps too, although I've no idea how.
>>
>>121734757
If you're talking about what I think you are, I must tell you that the AI doesn't actually design anything. The script tries to build the same fort, no matter where you embark. That's why it comes with clear instructions about where you can and cannot build.
>>
>>121656059
The Deceiver of Owls, that gave me a good chuckle.
>>
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>>121733205
>2hat
>>
I have a bunch of idllers who should be hauling.
They have all hauling options enabled and there's a whole bunch of stone to be hauled to a stockpile.
The stones aren't marked forbidden or marked for dumping

Wat do
>>
>>121742779
>minecarts would make nice trams, I think
I've always wanted to do this. I use minecarts pretty regularly but I really haven't found a way to make the "ride" mechanic work other than the standard moving supplies use
>>
>>121743430
How many wheeled barrows?
>>
>>121743430
Is the stockpile full?
If yes, durr.
If no, delete and redesignate stockpile.
If error persists, investigate methods of transportation.
>>
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>>121743330
>>
>>121743642
>>121743813
I have one wheelbarrow, which didn't seem to be used up until recently. I haven't messed around with any settings other than not allowing ores to be stored on the stone stockpile.
>>
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>>121743086
Not doing a 1-z level ramp designation you haven't.

Something else happened.

Gotta dig down into my files for this one but this is a shot of 4 entire z-levels of a 2x2 embark removed except for the center sections left behind, done 1-z level at a time, no collapses, no accidents, nothing.

Each z level was designated at the same time btw, with a ton of miners working side by side, so there's no way they wouldn't have dug out from under each other if it were possible, but it isn't.

It's just a fact, up-ramps are superior to channels for removing z-levels, channels are only useful for removing a floor over an empty space.
>>
>>121744065
Dorfs, if presented with a situations where they are told to use a transportation method (stockpile set to use wheelbarrows, wheelbarrows exist), will *only* use that transportation method.
>>
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How's Fashion Fortress going?
>>
>>121744257
It seems like the "max wheelbarrow" setting was set to 1. I don't remember doing that.
Setting it to 0 made the idle dwarves move their asses, so that fixed it. Thanks.

So this 'max wheelbarrow' setting also causes dwarves to not supply without wheelbarrows?
>>
>>121744495
I've enabled my dorf civs to sometimes have the culture for masks during world gen.
It seemed only proper.
>>
>>121740013
A 2x2 staircase.
>>
>>121744673
It assigns the stockpile up to that many wheelbarrows, and then only those wheelbarrows will be used to supply any items that can be so wheeled.
>>
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>>121744495

I like your taste
>>
>>121745913
Alright, I'll keep that in mind

Thanks.
>>
>>121744152
>Not doing a 1-z level ramp designation you haven't.
You can remove support for a tile via ramps the same as you can via channels.
>>
I just got a gigantic number of chicken that just hatched.

A good bunch of them are male. Should I butcher them while they are still chicks, or should I let them grow up into adulthood?
>>
>Make a lot of swords and shit
>Kobold thieve appears
>Send my recruits to kill it
>They wrestle with the kobold instead of taking the weapons and armor and using it.
Why
>>
>>121749179
what uniforms were they assigned? were the weapons somewhere accessible? were they in a squad before receiving the kill order?

>>121749162
wiki says they become adults in a year, so I'd go with the latter, unless you're already overloaded with food
>>
>>121749753
Metal armor
Yes, in an armory I built, 100% accessible, maybe even too much.
Yes
>>
>>121749162
If you butcher them as chicks you'll only get skulls. If you want meat/bones/leather stick them in a cage until they're adults.
>>121749179
Check your uniform to ensure you've told them use swords and armor. Check that they're accessible, not being hauled, not equipped by a different squad, etc.
>>
>>121749753
>>121749957
Alright.
Why put them in a cage though?
Any specific reason for that?
>>
>>121750138
So you don't have a bunch of chicks making pathing calculations, generating pasture jobs, and messing with other creatures' pathing. Cage the females too, you gain nothing from them until they're adults.
>>
>>121750443
Noted, thanks.
>>
>>121748931
If you had dug it out, yeah, but that's combined digging and ramping and requires you to be rather careless at that.

Also I know this isn't the thread for it but I don't care to go find the right one, but GOD DAMN ONE PUNCH MAN IS THE BEST SHIT EVER!

Fuck, I knew way back when I saw the webcomic that it was awesome, even when I didn't understand shit because I don't read moonrunes, then Murata gorgeous'D it up and I thought "fuck, this would be a goddamn amazing anime" and IT IS! Go watch it niggas!
>>
Are antisocial dorfs smart enough to seek out isolated dining rooms?

I want to have a standard grand dining hall on the first level, then have a second level lounge with more spacious placement, but I don't know if it will actually get used.
>>
>>121755306
I don't know, I have trouble with fancy dining room setups, I find they only ever use the first dining room I designate, even if there's a newer one that's closer and much nicer
>>
>>121755306
I see problems like this and problems like people having 100 dorfs and 60 chairs and them complaining.

Am I the only one who just builds individual tables and chairs per dorf so they all get "dined in own amazing dining room, slept in own amazing bedroom" etc thoughts?
>>
>>121756140
fug

>>121756945
>not having a big dining hall where all dorfs gather as family to eat and drink and party
>>
>>121756945
I should probably start doing this. I just like the idea of a grand dining hall with rows of tables, chairs, and statues
>>
>>121752367
>but that's combined digging and ramping and requires you to be rather careless at that
That's true of channeling as well. Both ramps and channels can cause cave ins in the exact same way, and it only happens in either case by either designating multiple z levels or carelessly placing designations where you've already dug.
>>
>>121757219
>production above
>storage below
>living quarters and dining hall in the middle
>some one starts a party
>hes the only one partying
;_;
>>
>>121757268
Yeah, but when you designate a huge 1-z block of channels, hell anything over 2x2 really, there is a good chance you will get a cave-in sooner or later.

If you designate with ramps as long as you aren't careless and order a big block removed while leaving otherwise unsupported overhangs, you will never get cave-ins.

More to the point, as long as you remove to work top-down you'll never get problems with up-ramps.

>>121757237
Who said you can't have big dining halls with rows of tables and such?

You can overlap room designations and as long as the room is large enough nobody will mind a bit.
>>
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>tfw dfhack r4 is out and some of your scripts made it into the official release
>>
>>121758703
>Yeah, but when you designate a huge 1-z block of channels, hell anything over 2x2 really, there is a good chance you will get a cave-in sooner or later.
No. No there isn't. If you don't designate channels over areas that you've already dug out you don't get cave ins. And if you don't designate ramps beneath areas you've already dug those don't cause cave ins. Any cave ins resulting from either is caused by a player making a mistake, not by any inherent safety of one designation over the other.
>>
>>121758703
>You can overlap room designations and as long as the room is large enough nobody will mind a bit.
right on. really, everyone having a designated seat they must use does seem appropriate to dwarf culture
>>
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>pave brick roads connecting my settlement to two edges of the map
>traders and migrants enter from wherever the hell they want and completely the roads
O-okay
>>
>>121758883
which ones?
>>
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Hmmm, not sure how the tilemagic is working on this one.

>>121764780
A few of them.
>>
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>>
>embark
>capt'n axe go kill the croc with these 2 war dogs
>he goes near the croc then runs away while my farmer goes to punch the croc, who isn't in my squad
>rip
did I miss something
>>
>>121767972
>none of them
alright
>>
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I have too much wood. There's still more trees to chop.

Would I regret it if I started using logs to floor my future Tavern project?

I don't think making blocks out of wood gives you that One-to-Four conversion.
>>
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>>121771213
Rats, I've been caught!
>>
>>121771531
If you're in a forest and you already have magma, yeah, go for it. I usually end up building a few wooden buildings when I'm in a forest biome. And you're right, making wooden blocks doesn't provide any additional material
>>
>>121771661
>Already have magma

Nah. And I might not. Running some above ground playable humans.

Though I probably will start doing some actual mining here soon. Cutting tunnels into the marble hills around me is only providing some Galena and that doesn't let me make metal weapons.
>>
>>121771897
If you need the wood for fuel I'd save it, you go through that shit like crazy, especially if you're wanting to do glassmaking/whatever as well as metalworking.
>>
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>>121771625
Hmmm
I think it looks pretty good.
>>121771213
launch
names
prefchange
>>
So I just learned that if you have somebody picking fruit from trees and assign them to the Military, they'll get their asses stuck in the tree while some other plant picker grabs the stepladder that they suddenly don't know how to use.
>>
>>121773553
Oh god, that made laugh hard enough to start coughing again, damn you anon!
>>
>>121773553
Better get a Woodcutter over there.
>>
>>121773553
Yep. Happened to me just yesterday. Or the day before. And then for some reason my mayor/baron/broker/captain of the guard murdered the guy that cut the tree down. The militia captain survived.
>>
>>121770518
Check your captain's thoughts and preferences. He might be a pussy.
>>
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I just failed to kill a forgotten beast with an impromptu cave in trap, but my cave in just happened to pierce the magma sea, which is 60+z deep. I can't see the bottom.
>>
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>>121780025

Seems the only thing you didn't struck was the forgotten beast
>>
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>>121780651
It was faster than I expected.
>>
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My fisherman just made something.

I think I saw him take Unicorn Bone and Silver Bars?

Let's see.
>>
Few threads back there was an anon who was talking about volcano weirdness and I mentioned having them reveal the caverns on initial unpausing.

This was met with some skepticism.

Just now while I was scouting sites I found a less than ideal tube, but the spot is nice and this... well, this was too interesting to not put a fort on top of it.
>>
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>>121781517
Eh.
>>
>Persimmons come from trees
>I'm getting Persimmon seeds

So....
Are they just a double food source or can I plant more Persimmon trees?
>>
Just lost the last few hours of play from a crash.

Well RIP that save file.
>>
>>121782019
its still a battle artifact anon, better than a flask, amulet or mechanics
>>
>>121782019
Shields/and bucklers don't need any certain material unless you want them to be specifically good for bashing.
>>
>>121782490
Neither.
>>
What's a good way to split off some water from a river down a bunch of z levels into a water reservoir i have made for a well? and can it just be a big dug out rock area or does it have to be constructions? would the mud be a problem, should i route my water reservoir to off the map/floodgate so it's not stagnant? First time messing with water/plumbing/wells
>>
>>121783892
same anon
I've tried making 2 tile wide path across and down into the z level i need with channels, but it ended up really sloppy and my dwarf that was mining it went on a break and never went back to finish it.
>>
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>>121783892
Make a u-bend that pressure fills it, water moving up a z-level is cleaned, make sure it doesn't flood your fort though, put a grate at the bottom of the cistern in case of swimmers.
>>
>>121764340
Line the roads with statues and pillars, so they HAVE to use your roads to get to the depot.
>>
>haven't played dorf fortress in 5 years
>forget everything about anything

Shit, time to start anew
>>
Nice, found a very nice embark, surrounded by goblins, right next to a water tower, amazing minerals, at war with a goblin civ, AND nearby one of the last dwarven civs in the world to rebuild dwarven kind and become the strongest military fortress in the land.
>>
>>121785875
>3
>2
>1
>Well shit, a werebeast showed up just after it started raining rotten vomit that causes bleeding eyes and bruised lungs
>Maybe I can mobilize an impromptu military in time

...

>Well, everyone is dead but one last dorf who I'm pretty sure is now a werebeast
>>
>>121786504
i may be cheating but i'm embarking with 13 dwarves and extra points
>>
>>121786504
(note I'm not that anon, was just making a hypothetical example of what happens when you make big plans)
>>
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>can only queue thirty items at a time
>>
>>121785679
here

>downloaded the newest starter pack
>realize that I'm on fucking Linux Mint because this is my uni laptop and I was just installing this shit yesterday without any linux knowledge (hence: mint)

Fuuuuuck
>>
>>121787007
Why is that even limited, especially so low?

I wouldn't need to use Workflow if you could ask for a couple of hundred items at once.
>>
How do i get detailed views of my fortress with isoworld like i see in screenshots or is it another program?
>>
>>121790680
Stonesense
>>
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How do I achieve Big Boss mode in Adventure mode, /dfg/?
>>
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>>121791083
Practice wrestling for a bit and then flail around like a fairy trying to dance with a fish cleaner, apparently.
>>
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>>121790862
THANK YOU
>>
>send woodcutter to cut trees
>CANCELLED BECAUSE TERRIBLE TERRAIN
>check to find him, couldn't, unit list not found
>find out later after channeling the area around the last tree cut
>"Sir we found him drowned to death"
;_;7
>>
>sick dwarfs don't drink booze
Seriously pisses me off. Doesn't even make sense.
>>
>>121792270
Guys how do I get her gear , and how to put her body into a casket
>>
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>>121792636
I like to think of dwarven booze being incredibly dangerous even to dwarves, but safely consumed if you're in good health.

Like quaffing a pint of certain snake's venom: You're fine as long as you've not got any ulcers in your mouth or stomach for it to get to your blood stream. So it's fine for kids, but not if you've been beaten about the face with a *pig-tail left sock*.
>>
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Hmmm.
>>
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>>121793794
Hmmmmmmmm.
>>
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>>121793893
Figure since there'll be a new version ANY DAMN DAY NOW, TOADY, it'll be nice to have some of the old cool tilesets available in HD friendly sizes.
>>
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>>121794586
Oops, had the black contrast layer visible when I exported, derpaderpaderpa.
>>
>>121792978
>theres still only 5 kinds of booze not worth 2 ingame, out of like a hundred
>>
>>121795881
>wanting toady to waste time adding mundane reactions to the game instead of working on fundamental frameworks

Just add it all yourself if you're too impatient to wait 20 years.
>>
>>121796263
Yeah, it's really easy to do shit on that level.

I'm pretty sure I could make dorf blood brewable if there was a consistent way to gather it, or maybe granite, glumprong wood perhaps?
>>
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Who else can't wait for the ability to tell your military to capture a target alive, as well as the ability to interrogate/torture said prisoners?

God it's going to be such a great release.
>>
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>>121796880
I love the "you will never guess what happened" there.
>>
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Can anyone tell me how I can get setup to have the seawater go into the hole and then be cleaned and moved to the cistern by the pump? I save scummed and the water would just flow over the pump and contaminate the cistern.
>>
>>121797461
Not sure about all the details. Where is the hole? Under the grate? So the water flows into a cistern right next to the actual well? Why wouldn't you build a wall in between those? That seems like a recipe for disaster.

By cleaned, you mean desalinated, right?

>flow over the pump
You mean it's being pumped?
>I save scummed and the water would
Wait, do you mean the water would flow AFTER you reloaded? Or that it did something, then you reloaded, and now are waiting for advice how to avoid that?

Show a screenshot of the cistern too, while you're at it.
>>
>>121796880
I.. Is that in this release? Did I miss something?
>>
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>>121797748
The hole between the floodgate and the pump. My reasoning being that the water would flow into the hole, a separate cistern from the drinking water one and would then be pumped up and desalinated.

No, it doesn't seem to be getting desalinated. I'm not sure why either. I checked the cistern after the water would flow into it and it says its still salty. The pump is active, I placed a windmill above it.

My save is one with the gate being shut. Its safe. I just want to know how to get clean drinking water from the sea
>>
>>121797904

Unfortunately no it's not in this release. It's one of the features under the Adventurer Role: Hero section of the development page. I think Toady said he wanted to implement live captures in the last release but pushed it back.
>>
>>121798232
Sorry, gotta go to work, I'll reply later. Maybe someone else can help you in the meantime.
>>
>>121798232
You need a u-bend, it has to go down and come back up a z-level by pressure to get desalinated, there was a thread on it in the fortress section over on bay12 as I recall.
>>
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I know reposting your own artifacts is lame, but at least I'm bumping in a time of need.
>>
Question:
In the trading menu, some items seem to be in a container (like a Cloth Bin)

I can't select both the Bin and it's components. If I try, the previously selected will be removed.
If I were to only buy the container (which seems oddly highly priced), do I also buy the items inside of it?
>>
So if I go in the military screen, remove metal armor (made breastplates first like a dummy), add mail shirts, wait for them all to put them on, then go back in and add breastplates as well, will they finally put the breastplates on over the mail shirts?
>>
>>121809442
Yep you get the bin and all the items. Works the same when you're selecting your stuff for trading. You can just select an entire finished goods bin instead of painstakingly selecting every gem/bone carving individually
>>
>>121809552
Alright, thanks.

I wish there was some kind of search option.
Navigating through the caravan's goods is painful.
>>
>Spend a shitload of time making obsidian crafts
>Build a trade Depot inside my fort and a bridge leading into it
>The fucking traders just ignore my fort because the Depot is "inaccessible"

I made a 3x4 bridge, they had more than fucking enough space to move.

Traders can't use bridges?
>>
>>121809771
dfhack has a plugin IIRC
>>
>>121809878
Picture? Was there a trap or something in the way?
>>
>>121810348
It happened yesterday, unfortunately my fort died shortly afterwards and I ragequitted.

I can sketch you a quick shitty thingy so you can see.
>>
>>121727458
What tileset is this? Those colors are comfy as fuck.
>>
>>121810536
>>121719393
>>
>>121810701
Thank you, friend. I'm too into Phoebus with it's sprites, but man this might change me.
>>
Can anyone tell me if this current release allows undead to be melted by magma? My defenses are primarily pits and magma and I know last release I had to go and mod the raws of undead to allow them to succumb to the sweet magma.
>>
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I updated LNP and just merged the DF 0.40.24 folders but now when I'm in adventure mode and try to fast travel I get pic related, how bad did I fuck up/can it be fixed
>>
>>121813627
>merged the DF 0.40.24 folders
You're fucked.
Why would you even do that.

Reinstall vanilla DF directly from bay12 in a NEW folder. Copy over save folder. see if that helps.

If it does, download the LNP pack, extract/install in ANOTHER NEW folder, copy over save.
>>
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>Some migrants have arrived.
>theres a child among them
>immediately starts vomiting and proceeds to make a trail straight to my front door
>>
>>121813849
I figured the new files would overwrite the old ones, but like you said I can just reinstall which is what I figured would be my worst case, so not really a big deal. Thanks for your help anon
>>
>Prospect all
>Only ores are Adamantine, Tetahedrite and Galena

RIP
>>
>>121814559
Make warhammers.
>>
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>>
>>121799335
Got a link? The conventional wisdom, for years now, has been that pumping is the only way to decontaminate/desalinate water, and I've never seen anything to suggest otherwise.
>>121809448
Yes.
>>121809878
They can. Their access was blocked some other way. Traps, trees and boulders are the usual culprits.
>>121813572
Yes, all tissues have melting points in this version.
>>121813627
Are you using TWBT? There's a known crash that results from fast traveling with it.
>>
What's your GO TO embark items/animals?
>>
>>121820071
Turkeys and war doggos, every time.
>>
>>121820071
I'm a fan of pigs right now, they're milkable and don't need to graze, if a little expensive.
>>
>>121820071
2dog, 2cat, 2 turkey hens and 1 gobbler, and more recently I've been foregoing the initial anvil to take pigs. They don't need to graze so you can just leave them somewhere and they'll multiply.
>>
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>>121820508
>I've been foregoing the initial anvil
>>
>>121820809
Anvils aren't expensive
>>
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>>121820809
The traders who show up in autumn will have a few, I just buy one then. I don't have time to do any metalwork before then usually anyway.
>>
>>121821038
No, but not having one is priceless.

>>121821050
*If
>>
>>121820508
what do they eat? I haven't played in forever and I think I never heard of pigs until now
>>
>>121820071
Enough cassiterite, malachite and bituminous coal for two fully armed and armored military dwarves before the first migrants arrive.
And sand. Lots of sand.
>>
>>121819976
Not using TWBT, but the reinstall fixed it
>>
>>121821340
Nothing. Only grazers and creatures with [CAN_LEARN] and [CAN_SPEAK] or [INTELLIGENT] which are also members of your fort have to eat.
>>
>>121821340
They don't need food. You can just dig a little pig pit out and watch them multiply. The females will also produce milk which means cheese, on top of whatever you would get for butchering a handful of them once a year.
>>
>>121821530
>>121821876
That's pretty neat. Do they have any downsides? Like Mad Pig Disease or something?
>>
>>121819976
>Yes, all tissues have melting points in this version.
Thank you.
>>
>>121821959
Well, there are plenty of bigger animals that can give you more butchering products, but other than size there are pretty much no drawbacks and a great absence of overhead for raising pigs.
>>
>>121821959
Nope. None at all. I guess not being shearable for your cloth industry and not having horns for your bonecrafters could be considered a downside compared to some other domestic animals.
>>
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>>121822315
>horny hairy pigs
>>
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>>121819976
http://www.bay12forums.com/smf/index.php?topic=153280.msg6524635#msg6524635

>>121822141
Sometimes you get weird behavior though.

I've got three goblin zombies sitting on the magma flows burning eternally at the bottom of the volcano tube in Cathelms.

Been there for a couple of years now.
>>
Oh boy, my first merchants arrived

What do

I got a lot of carved bone stuff and extra crossbows
>>
>>121823361
Sell everything you don't need/can easily replace.
>>
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>>121823361
>load crafts into minecarts which follow tracks aimed at the depot, ending 1-z down
>carve fortifications into the wall above the end of the tracks
>set up more fortifications perpendicular to the cart ones
>built a drawbridge on the other end
>raise it
>send the crafts to the depot
>[s]tation your military squads on either side of the depot
>select a [k]illbox around it with a [r]ectangle designation
>enjoy

>>121823283
>>
>>121823749
>Killing fellow dwarves

Disgusting
>>
>>121813869
Faithful simulation of real life immigrant behavior desu
>>
>>121824110
Hey it was the funniest thing I could think of at the moment dammit, it's early!
>>
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These fucking merchants sell barrels full of sweat.

What the fuck.
>>
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>>121824664
>4chan corrupts my image

10/10
>>
>>121824664
>not sipping on your personal stock of Gremlin Tears
plebian
>>
Hey /dfg/, should I bother making Hunting Dogs or should I just let all of them undergo War training?

>>121824664
My human neighbors seem to have a ludicrous blood economy, because they had more than 15 barrels full of the stuff.
>>
>>121824954
I will one day find a use for my thirty barrels of sperm whale blood.
>>
>>121825081
Is there anyway you could drop them all on invaders, smashing the barrels and getting blood everywhere on them?
>>
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>>121824883
The tears can't be from civilised races, can they? I'd love to gather an impressive hoard of elven tears.
>>
>>121824860
Stop posting that comfy tileset. Earth tones and drop shadows... hhnnnnnngggg
>>
>>121825301
I've never seen any.
Maybe if goblin caravans existed, since they have less ethical qualms, but that's unfounded speculation on my part.
>>
>>121825524
Since elves have no ethical qualms which don't concerns trees, they would have sold civilised tears already if it was possible.

It's probably hard-coded, sadly.
>>
Giant badgers killed my hunter

TIME FOR REVENGE
>>
>>121825818
But they do, you s'wit.

Elves
[ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:JUSTIFIED_IF_SELF_DEFENSE]
[ETHIC:KILL_PLANT:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]

Goblins:
[ETHIC:KILL_ENTITY_MEMBER:PERSONAL_MATTER]
[ETHIC:KILL_NEUTRAL:REQUIRED]
[ETHIC:KILL_ENEMY:REQUIRED]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:PERSONAL_MATTER]
[ETHIC:EAT_SAPIENT_KILL:PERSONAL_MATTER]

Now, I have no idea if any of these control tradeable goods, but there is a certifiable difference.
>>
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>>121825373
Well, I don't personally get the earth tones bit, but yes, Wanderlust is a very pretty tileset, I forgot to do a square version after I finished the rectangular rescale so here it is.
>>
>>121826464
>ETHIC:KILL_PLANT:UNTHINKABLE
Wow eleves are ginormous fags
>>
>>121826464
Sorry, I never actually checked their ethics. I guess i fell for the "DF elves aren't vegans, despite being tree huggers" meme. Judging by those ethics, they apparently are vegans, AND they only eat killed enemies.
>>
>>121826562
I wish there was a large version that actually had higher resolution.
>>
>>121827050
I kept the pixelated look because it just fits the style though.
>>
>>121826562
>Earth tone is a color scheme that draws from a color palette of browns, tans, warm grays, and greens.
Not sure how you don't get the earth tones bit, but that's me not knowing what's going on here I bet. I am quite noobish when it comes to tilesets so I really have no idea what to do with that image you posted (though that didn't stop me from saving it). I wish I could get WL's font, shading, and color scheme but that's probably showing even more of my ignorance. Is what I said doable? Is that the default color scheme and the WL tiles adjust the default color a bit because it does not look like the colors of Phoebus.
>>
>>121827289
How much must you change the raws to use it? I assume the ring in the corner is supposed to be used for pillars.

Also, is there any highly graphical tileset that tries to emulate the style of old school jrpgs, and actually pulls it off? I've seen at least one, but it required raw editing(which is a no-no for me, since it makes the tileset less flexible)
>>
>>121827353
I mean liking the color-schemes.

To use it you just drop it into your df/data/art folder, then go into df/data/init and open the file init.txt, find the lines with [FONT:blah], [FULLFONT:blah], [GRAPHICS_FONT:blah], and [GRAPHICS_FULLFONT:blah] and replace the blah with WanderLargeSquare.png or whatever you want to rename it, I went with that since I've got a non-square WanderLarge and didn't want it confused with the 16x16 original Wanderlust tileset.

Note that the transparent black around the walls is my addition so they show up less harsh when engraved, if you don't spam engrave walls you'll never notice the difference from regular wanderlust, if you do spam engrave you'll appreciate that everything isn't a sea of blinding white, hopefully.

Oh, and I think you need to change the d_init.txt entry that says [COLUMN:'blah'] to [COLUMN:255] to use the little round tile at the bottom right.
>>
>>121827591
I do my best to avoid requiring raw edits for rescales, if I did one that normally needed a raw edit, if there were any way to swap the tiles back around to remove that need I will do so. I prefer them to be drag and drop and my the font entries current init.txt I use for testing look like, well... this:

FONT:curses48text.png]
FONT:duerasam.png]
FONT:BigasamAscii.png]
FONT:Myne36x54.png]
FONT:WanderLarge.png]
[FONT:HugeMood.png]

Removing the first bracket keeps them from being used while letting me swap back and forth easily.

I think the Wanderlust thread under the bay12 tilesets and graphics board has a range of color schemes which are just a matter of replacing the entries in your color.txt or swapping in the version provided with Wanderlust in the download. They should all work the same with WanderLarge(Square) as they do with the 16x16 version.
>>
Okay, I want to make my dorf fortress vanilla copy hilariously retarded.

Tell me shit to mod into the game. Ores,
>>
>>121828360
Double an entry from three randomly selected files in df/raw/objects and see if it works, if it does, let us know the results.
>>
>>121828528
Nothing interesting happens, just duplicate stuff.
>>
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>>121828360
Masterwork.
>>
>>121826464
>[ETHIC:KILL_NEUTRAL:REQUIRED]
Oh wow
>>
>>121828360
http://dffd.bay12games.com/file.php?id=6439

Tell us how shit/good it is
>>
>elf trader comes
>"i like your "ethics", lets trade
>has a pair of pandas mating he wants to sell me
If I keep them in the cages they won't die right? Elves wouldn't jew me right?
>>
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>>121829019
>Start mod
>Try to play dorf mode
>Game crashes
>Decide to spawn the creatures in arena mode to see them closer
>I see this
>>
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>>121829690
>>
>>121829859
That poor dwarf.
>>
>>121827791
Thank you!
>>
>>121829859
>check back on thread to see if anyone has any other questions about the lovely wholesome goodness that is WanderLargeSquare

>see this

...gonna retreat back to GIMP now.
>>
>Tentacle monsters

Mother of god, I got to test this with an Elf
>>
>>121830087
Glad to help, lemme know if you notice any weird artifacts (straight lines out of nowhere/black spots/colored spots at the borders of tiles) or whatnot.
>>
>forgotten beast made of bandfire opal with poisonous vapors rampaging in the cavern
>cave in trap misses
>decide to thow an elite handpicked group at it to see what happens
>dig out a staging tunnel to attack it from
>dig out a dwarf wash to clean its extract
>make sure it's sealable with a bridge
>carefully select five of my best military dwarves from among three squads
>station them at the breach point
>pull the lever
>go to issue kill order
>can't find the FB in the list
>see pic related
>>
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>>121830823
fucking pic
>>
>>121831007
Based desu
>>
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>>121831007
It looks like FB syndrome isn't fatal.
>>
>>121832563
"Petmatched"

Okay, now you have to tame it and have it changed at the cavern entrance.
>>
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>>121832563
*this FB syndrome
>>
>>121832657
Yeah. I'm going to watch him a little longer to make sure he doesn't start rotting, then I'll set up a trap for him. As long as he's covered in that FB extract he isn't going anywhere.
>>
Do tilesets affect FPS?
>>
>>121833895
The game can't be played without a tileset unless you're using ncurses mode in a terminal (which is pretty fast) so strictly speaking, yes, realistically, no.

Graphics sets don't either, but full TWBT sets with complete overrides can apply a bit of a FPS hit.
>>
>>121823283
>http://www.bay12forums.com/smf/index.php?topic=153280.msg6524635#msg6524635
Damn. I have to try this next time I embark on an ocean. Thanks for the link.
>>
In addition to what
>>121834009
said, different tilesets don't affect FPS differently.

Although I'm not sure about tile size (the huge tile size tileset thread had some discussion about this IIRC), so I'll rephrase that:

Two different tilesets with the same tile size don't affect FPS differently.
>>
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>>121834318
I play with fuckhuge tilesets exclusively and notice no difference from when I was limited to 24x24 and below.
>>
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>>121835183
Here's a cleaned up Simple Mood with a bit of smoothing and some tilemagic for the floors/walls.

Gotta do the same change to make [COLUMN:255] since the 0 didn't look as good and I don't want to put tilemagic on it and not the rest of the numbers.
>>
>Got marble
>Got Granite
>But nothing to make iron/bronze with

Seriously, fuck this shit.

I'll just keep playing because I like challenge.

What would you guys do? I can make copper, but we all know it's shit.
>>
>>121837751
Import metal bars from caravans. Melt down any goblinite you get.
>>
I want to let my soldiers eat right next to the barracks.
Do dorfs automatically eat at the closest Meeting Hall? Is there a way to make dining places only accesible to certain dwarves/squads?
>>
>>121837935
>Is there a way to make dining places only accesible to certain dwarves/squads?

Burrows, I guess.
>>
>>121837751
Copper will do until the cavarns and goblins bring you scrap iron.
>>
>>121837890
>>121838064

Oh hey, I found some Galena

Might be enough to make some hammers
>>
I can't seem to find much on the topic of a FB's size
Can they fit through every corridor?
>>
>>121838368
Goddamn Anon, being excited about Galena is the saddest shit I've ever heard, and I've had a dorf who saved my fort singlehandedly crawl around blindly while his flesh rotted off his bones for days before I found him, only for him to die while his wife cared for him/engraved his room.

>>121838030
You can assign dining rooms to specific dorfs.
>>
>>121838562
Yes. Every creature can fit through the same spaces.
>>
>>121838708
It's better than fucking copper, and I'm not exited at all.
>>
>>121838887
My current fort's dorfs are almost entirely copper-clad and armed, except for silver hammers/maces and I've seen off multiple threats with no military casualties so far.

Good equipment quality and high combat skills are what really matters.
>>
>>121837119
>tilemagic
Am I missing something or are you?
What's the point of making the entire tile black?
Now smooth and engraved walls look identical. Is that intentional? The point of tile magic usually is to make them look more different than without (i.e. just having a background other than black).

To clarify:
>No "tile magic"
>smooth walls look like white lines on black background
>engraved walls look like white lines on grey (or whatever) background

>"Tile magic"
>smooth walls look like white lines on black background
>engraved walls have patterns or crenelations or whatever

The reason it's called magic is because you don't see these patterns in smooth walls and they "magically" appear on engraved ones, despite using the same tile.
>>
Anybody know of a place I can go to download people's forts? I'm getting bored of fortress mode and am interested in checking out what other people have made?
>>
>>121839942
the df map archive has the maps uploaded at least.
>>
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>>121839270
They aren't black, the backgrounds have like 50% opacity or something, so engraved show up as grey, yeah real tilemagic is the full shit with the decorations showing up, but I can't think of a better term for it than that.

Also had the announcer doing the voice for this pop back in my head earlier so I figured I'd shit it together into an artifact and post it up.
>>
Haven't played since pre-minecarts
can ballistae fire over carts?

i want to have a ballistae battery, then a wall of fortifications, another wall of fortifications in front of that (where my minecart shotgun will terminate).

i'm wondering if the carts in front of the ballistae battery will get in the way.

also, do cart shotguns still work?
>>
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>>121841820
>the backgrounds have like 50% opacity or something
Didn't bother to check. Nevermind then. Tilemagic-y enough.

>>121841941
no idea
yes

Also, pic related for other important stuff.
You really want to read up in detail on the hauling changes.
>>
>>121842227
I can dig it, I mean, believe me, if I could art up a nice looking engraved tile for this shit I would be doing that and probably drawing a whole set.

I started yesterday to try and draw one, got down to the 6 I think and my inability to get the same look for the curves and such killed my urge to keep going so I just saved the .xcf and went back to something I can do with SOME modicum of skill like cleaning up rescales.
>>
>>121841820
For the record, this is roughly the voice I had in mine for the HUGE STONECRAP MORTGAGES part, with a rip-off of Al Harrington for the rest. That's probably what I get for playing df with Family Guy on in the background before going ot bed.

https://www.youtube.com/watch?v=DZH4YoiZtMQ
>>
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>Coins are my favorite item in Dwarf Fortress

Dwarven Economy remake when?
>>
>>121843109
I love reading the history on them in adventurer mode, shame they aren't good for much besides that and knocking elves out of trees to level your throwing skill.

Pew pew pew.
>>
Anyone got any idea how to make a flat world?
>>
>>121843920
You can't really, you need the higher and lower elevations for all the biomes.
>>
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Well this worked out well enough that I think I'mma use it for a while.
>>
rfdcfg
>>
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>>121848498
>>
>>121826562
Damn Wanderlust is adorable but I really like that Spacefox and Ironhand actually show the dorfs as little dudes instead of little happy faces.
>>
Will dwarven brothers/sisters make babies? Will cousins?

Thinking about sealing my initial 7 in and turning immigrants off and one day emerge with an army of inbreds who'll all go insane the second somone is killed because they're all related.
>>
>>121858383
>No marriage between siblings has been observed, but cousins or other distant relatives can marry each other.
>>
>>121857319
You can use Spacefox or something else (even my FullyDapper, though they're just little faces... very dapper ones) with Wanderlust.

I've got various tilesets mixed with CLA creatures and my own racial graphics.
>>
>>121829659
I don't know why you would want pandas unless you were going to fuck them.
>>
>>121829659
>Note that trained and tame pandas will only eat bamboo, and can easily starve unless assigned to a pasture with ample bamboo in it.
>>
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Oh Jesus.

"Meh, some wolves, I'll be ok, I didn't spend time forging shit before I set out for nothing."

"Hmmm, zombie wolves... this could be bad."

"Shit... another pack of zombie wolves."

>>121859928
>fucking pandas

What the shitbats!
>>
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>>121863676
>From time to time the unware traveler may find themself accosted by wolves
>Possibly ice wolves
>Possibly zombie ice wolves
>Several packs even
>When this situation inetivably occurs, stay calm
>You need to place one foot firmly on the ground slightly to your rear
>Now, take a deep breath
>Swivel and draw your arm back
>This next step is key
>Run like a black guy who isn't actually looting in a riot, but ended up being seen by a broken store window
>Which is to say, quickly
>When you are no longer at risk of being surrounded, turn back around
>They will catch you if you try to keep running, after all
>Now focus and feel each moment, as though you were tapping out a period key at a controlled pace
>When the first foe catches up, aim a multi-attack at their head, then dodge away
>Do not try to attack someone else, your accuracy will suffer
>Continue doing this
>Eventually you will either die, or win
>Ultimately dying or winning is the key to battle
>Something like that maybe
>>
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I love it

>>121863676
>not fucking pandas
>>
>>121865593
Dibujor really did a great job catching the style with those animals.

They don't scale as well with the methods I use though, sadly.
>>
>>121865593
that's pretty cool.

Where do the stairs lead?
>>
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>>121867959
Up into the bedrooms and stockpiles
>>
>>121868315
comfy/10

would migrate
>>
>>121868507
thank you!
>>
>>121868604
I just like the idea of bedrooms being above the dining/meeting area. It has something of a tavern in fantasy books or something.

>be drunk a thoroughly stuffed with lavish meals
>just go upstairs and fall into your bed faintly hearing the murmuring of voices from below
>>
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>Ah, a blindingly yellow world-gen fort, must be solid gold or something stupid like that.

>That ain't gold
>>
>>121869106
Oh my that is super comfy, i'm gonna make a dedicated kitchen area somewhere in here too.
>>
>>121869184
That's a lot of potential steel gone to waste.
>>
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>>121869375
I forget if you can make steel out of blocks, you can't can you.
>>
>>121870523
No you can't. They still made that limonite into blocks though.
>>
>>121870873
Ridiculous.
>>
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Hmmm, I keep forgetting to clear the shading from behind the "pillow" part of the bed.
>>
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>>121875353
God it never gets old watching them do this.

Still scary too when you follow them all the way down.
>>
Well a child was just found drained of blood and I got my first mayor elected

Guess who the vampire turned out to be?

I guess you can't hide having 3,000 bodies to your name

But the question is, what to do with the she-bitch now?
>>
>50+ dorfs, finally decide to rework the surface so I can have more space
>CRASH
>hours of progress gone instantly
hold me and give me playlist to listen to while I embark on new lands
>>
I'm checking the "Dwarven Language"... seriously, Toady has no fucking clue on how languages work.

>spam diacritics! they look cool!
>>
>>121881035
I have two locked in their bedrooms now until I dig down to magma. Then it's time for a nice warm bath
>>
>>121881954
Yeah, he should've totally been an english professor instead of math. Dwarf fortress would be a million times better!!!

Who the fuck cares? Go and suck some tolkien dick
>>
>>121882645
>Who the fuck cares? Go and suck some tolkien dick
This is ironic considering the general you are, the reasons Toady begun the project and the main appeal to the game...

Anyway. I know he's a coder and a game designer, not a linguist; however, I do think fixing it would be cool. And more importantly, giving the language some flesh.
>>
>>121882758
I'm pretty sure he's said the languages are nothing but placeholders intended to give basic functionality and flavor until he's able to get them done properly.

It is fixable btw, Victorian-anon replaced the whole fucking language setup with french and russian and shit and it worked surprisingly well considering it was a first pass at it.
>>
>>121882758
Toady listents to sugestions. If you are a linguist, it would be very cool if you could help him get a more realistic aproach to language.
>>
>>121882995
>nothing but placeholder

>>121883058
>he listens to suggestions

I got an idea.
I'll work with whatever he made for the language and try to make minimal changes [to avoid making it "lose its flavour"]. Then eventually get something working and "speakable" and send it to Toady as a proposal/idea.
>>
>>121883189
just suck some tolkien dick
>>
>>121460020
Phone, so no draw, but I had a granite slug gum my 200+ above-aquifer fort to death. Hadn't collapsed through yet so we were basically bearded elves.

Also, is there a thready for DF Dynasty LPs similar to the Boatmurdered saga?
>>
>>121881954
There is nothing in the game that suggest that diacritics are used wrong.

Each of the major civs have their own "alphabet", giving them their own flavour.
>>
>>121887424
It is fishy.

The spelling uses five different diacritics (À Á Â Ä Å), but you can't associate them with stress (they don't appear in a consistent fashion), tense/lax vowels (or they would be far more common), vowel quality (they wouldn't pop up over all the vowel letters) or vowel length (it would have only one diacritic). A mix of some above would be strange, too.

There is only one kind of language that uses a whole set of diacritics like that - tonal languages like Vietnamese and Mandarin. But let's be honest, dwarves speaking something even resembling East Asian languages would be immersion-breaking and weird as fuck.
>>
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Magma Wells When?
lali
>>
>>121741413
Damn Son, thats a nice fort
>>
I fucking hate combat.

I can't survive a siege without breaking my my fort, or hiding underground like a wee girl.

(Rather, I survive the siege, then the tantrum spiral hits)
>>
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>>121890281
What are your defenses like in general?
>>
>dorf creates artifact
>decorates it with a picture of itself

Goddamnit dorfs are some unimaginative fuckers
>>
>>121891698
Do you think the decoration of itself has another, smaller decoration of itself on it?
>>
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>>121891698
Forgot pic

>>121892042
Well, I suppose.
Dorfs already mastered quantum physics stuff, so why not be able to work an infinite amount of work in a short amount of time?
>>
Starting the "7 dwarves" embark.

Taking nothing but 7 picks
lvl 5 miner for each
>>
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>>121892189
I don't think it's an infinite amount of work Zeno.

>an infinite number of mathematicians walk into a bar
>the first asks the barman for one pint of beer
>the barman pours the beer
>the second asks for half a pint of beer
>the barman pours half a pint of beer
>the second asks for a quarter of a pint of beer
>the barman says "You're a bunch of fucking idiots" and pours out two pints
>>
>>121893204
>the gem cutter says "I'm an idiot" and carves two cabinets

Shoddy job, Ulrist.
That's some true dwarven craftsdorfship right there.
>>
>give elf trader some booze because its easy to replenish
>he fucking hates it because the container is barrels/wood
>he sells wooden gear
I wanted the fucking raindeer for the booze god damn
>>
>>121894110
Get with the canon, Anon. Elves use special trees to grow wooden items as if they were fruit. The wooden items in the elven caravans are explicitly stated to be "grown".

I'm not saying you can't hate elves, but at least try to do it for the right reasons.
>>
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>>121893685
But to a dwarf, with it's granular world, it's exactly the same amount of work to make two cabinets, as it is to make an infinite series of cabinets as half as small as the previous, surely?

He's not going to need any more material, how long can it take to craft two rough gems. Also, the artifact has a finite value, so working on the assumption that the craftsdwarfship multiplies the value of the materials, he's evidently not done an infinite amount of work to create this recursion.
>>
how much of each item does a hospital need to be full?
>>
How do I make my masons focus on working in the mason's workshops?

I've got a bunch of stuff like walls needing to be placed, but I don't want my skilled masons to do that. I'd rather have some worthless peasant get the Masonry skill active and do it.
>>
>>121894879
Didn't that change? Last I remember, you don't need masonry active to construct walls/floors, and you don't need wall/floor construction active to do masonry.
>>
>>121894761
1

You can set how much of each type of item you want.

>>121894879
Set the profile of the workshop so that only he can work there, and remove 'building designer' from his labours.
>>
what is prioritized higher, trading or farming?
>>
>>121895276
For whom? For you as player? Depends. It's not a simple this or that.
Things to consider
>how much stuff do you have to trade?
>how much food do you have?
>if you don't, how fast can you get it with either method?
>is the caravan coming soon? do you have enough stuff to trade?
>or is it taking too long until the caravan arrives and/or you don't have anything to offer?

In general though, don't get into a situation where you have to prioritize between the two.
You start with seven dwarves, that's more than enough to do both.
>>
>>121895685
no, i mean job priorities.

sometimes it takes forever for your trader to get around to trading at the depot. I've missed entire caravans because my idiot dwarf was too busy drinking to be assed to trade.
>>
>>121895948
Don't give your trader any other job than trading.
Especially not farming.
>>
Bored with this place, much as I love the shape I've created it's not very homely.

Can I use Tiletypes to smooth the whole thing just to check out how it'd look if I wasn't a lazy ADD PoS? I know how to use it for the basics and filtering, but I've no idea how to tell it to do rough or smooth surfaces.
>>
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>>121896576
>Trade depot not centered
>mfw


>not very homely
So what's the plan for the next fort now? Maximize comfyness?
>>
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>>121896910
>COMFORT LEVELS: OPTIMAL

What if your fort had one mason, and his workshop was next to his bedroom and dining room, with a little stockpile of his own for stone, and a little stockpile for his produce. Every dwarf with their own dwelling to live and work in, not restricted by burrows, but owning all the rooms personally. He'd be able to sleep soundly next to the workshop, because everyone who can use it would be asleep at the time!

I have no idea how small I can make this sort of thing, but obviously it'd be nice if the streets between dwellings were spacious, and I don't want to make it multi-level because it becomes awkward to 'show them online' as the cool kidz say.
>>
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Neat.
>>
>>121897284
>What if your fort had one mason, and his workshop was next to his bedroom and dining room, with a little stockpile of his own for stone, and a little stockpile for his produce. Every dwarf with their own dwelling to live and work in, not restricted by burrows, but owning all the rooms personally. He'd be able to sleep soundly next to the workshop, because everyone who can use it would be asleep at the time!

I did think about that at some point, with the purpose of minimizing the time dwarves spend not-working. For a while I had a pretty massive boner for efficiency.
It's a great idea, but you should consider a separate "caste" of dwarves that haul shit (raw material, processed goods, food/booze).
I think I discussed it with someone here that wanted to make an isolation fortress - that is, no dwarf ever has direct contact with another.

I thought it could work well with 3 levels:
>one main layer, where all the dwarves eat/sleep/work
>one hole below for them to drop stuff they produce ("output")
>one hole from above to drop stuff they need ("input" and "upkeep")
>one layer above or below for the hauler dwarf (or dwarves) connected to all the input/output holes
The hauling layer would have stairs to every input/output hole, so he could distribute everything.
You could put all the hallways on the same level of course, but I think it'd be cooler to have them on 2 separate levels.
The drop could work like the automated, hermetically sealed magma garbage-incinerator (dwarf goes in, activates pressure plate that closes door behind him, opens up other door; puts garbage on hatch, on the way out, hatch is opened, doors are reset).


Anyway, just suggesting that as it seems to fit well with your fortress design of 1 layer with symmetrical shapes and an auxiliary layer below.
>>
>>121897835
Rather than having holes everywhere and needing shafts and haulers, why not connect everything up with minecarts?

You'll get bonus points for making the fortress sushi restaurant themed!
>>
>>121897954
I'm not sure how that would work. Can you give me a use case?
Oh wait, you mean without the "absolute isolation" clause? Yeah, that would be cool.
>>
>>121898074
No, with the isolation. Everyone has access to an input and output minecart, which is sent through the service floor to and from the other stockpiles, so there's no direct hauling of goods within the fortress because it's all in Minecarts. No one will get to see anyone but the minecarts.

What I'm having trouble working out is how you're going to route the food and booze without having shortages and gluts all over the place, it'll also be a real bastard figuring out just how many paths you're going to need for everything to work right, given the fact you'd need tracks all over the damn place on the service floor you'll probably end up with more chaos than order.
>>
>>121898312
Yeah, that's what I'm having a hard time imagining too.
Each dwarf has on average 5 or 6 of targets he could send his output to, so I don't think it's feasible with minecarts in the end.
I'm also not sure if the mechanics of minecarts allow dwarves to be specific about which cart to load. More importantly, you'd have to do a SHITLOAD of micromanaging.
With haulers, they just take stuff they find and put it in empty stockpiles.
I think that's how we arrived at the conclusion to use a hauling caste in the first place.
>>
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While we're on fortress design, is Antheap anon still about, the fellow who just adds stuff as he goes and produces an organic maze?

I'd like to have a look at some of your forts, if you are.
>>
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>accidentally kill miner dwarf due to fuck-up, floor caves in
>first death ever, so trying to figure out how burials work
>corpse suddenly missing, looking around
>mfw burying your fellow dorfs is considered "storing items in stockpile"
>>
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>Ok, I can fit in your bedroom, workshop, dining area and a small stockpile space in 7x7 without much trouble, but that doesn't give us a lot of space on one floor.
>Hands up who's prepared to get married and train their new spouse in your profession, so you can cohabit without making this weird.
>>
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>>121900781
>weapon trap maker, hatch maker, lever maker all agree to it, and even pledge to personally decorate the noble's room
>noble's face when
>>
>>121899486
What'd your miner do to earn that moniker?
>>
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>>121901032
>weapon trap maker, hatch maker, lever maker all agree to it

Hammerer: 10 strikes each for the crime of bigamy, sentence to begin as soon as you're done with your break.
>>
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>>121901289
>Legendary noble
That's a type of Demon, isn't it?
>Beware its deadly Mandates!
>>
>>121901105
just turned up with it IIRC.
>>
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I don't suppose anyone knows whether you can make GIMP always draw stuff with 2-fold symmetry?

Would save me a lot of time, I don't think I use the program with any sort of efficiency.
>>
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>I could make each room the same colour as the profession of the dwarf who works there!
>the streets could be really wide, with drains and gutters, so it can 'rain' inside!
>with a tram system down the middle of the highways!

Brain, please, shut the fuck up, I'm trying to think.
>>
>>121901514
I almost burst out laughing in lecture.
>>
>>121905038
>develop a massive underground network of clean and dirty water, one the z-level above the other, so that each dwarf can have a well and a trash dump in their room, the latter occasionally being flushed out into the river by water
>rest of the fort is struggling as I focus 90% of my effort on getting this pointless shit done
>firebreathing titan invades, gets into my fort, paths down into my housing layer after killing a dozen dwarves
>immediately jumps down into the sewer network, a couple dwarves jumping after it
>roasts everything near it alive, eventually dies to some miner
>dozens of dead bodies and debris in the sewers
>the flushing function doesn't even work yet
>>
>>121903197
I think symmetry painting is an upcoming feature but not in gimp yet. It might possibly be available in the unstable versions.

You could draw half/quarter of the plan then just copy and paste that, rotating the selection to fit.
>>
>>121903197
Just draw one quadrant and copy it afterwa--
>>121907996
What he said. Fuck.
>>
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>>121907996
>>121908109
Yeah, that's what I do now, it'd just be really nice to see how the corners are going to meet up without having to stop doodling and mirror everything.

NBD if it's not possible, as long as I'm not overlooking something obvious.

>>121907280
When the flushing mechanism works, you can rest assured that all those dead dorfs would have agreed that it's awesome as fuck and that their pointless sacrifices weren't in vain.
>>
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>>121908267
If you want to try a different program, Krita (also free) has full x and y symmetry drawing.
>>
>>121908267
It works for vector objects in illustrator via effect>transform, and photoshop in a roundabout way with smart objects. No idea about GIMP.
>>
>>121908895
Looks pretty fancy, will I be able to use layers and make a bunch of 11x11 square brushes nice and easily?

>>121909045
I've tried using photoshop, but it's such a sophisticated piece of software that it's something of a nuisance to use for making tiny simple pixel images.
>>
>>121909045
>No idea about GIMP.
Although there might be a similar way.
What if you open your drawing in GIMP, draw a little, then save it.
Open a new file in gimp so you can view both, import your file as smart object (or whatever that's called in GIMP) in that new file and mirror it. If it works how I hope it does, it should update as you draw in your other image.

>>121909186
Eh, I don't know, it's not like it bogs you down if you do menial tasks.
>>
>>121909186
Layers are no problem, I've not really tried making brushes for Krita before but I'm pretty certain it's doable and probably no harder than making them for gimp.
>>
>>121909303
What I mean is there's such a wealth of tools for blending, merging, combining, adding, multiplying, introducing, blurring, smoothing, dragging, bordering, highlighting, shading and other awesome stuff, it's a pest to use for stupidly basic things like hard edged squares on white backgrounds.

>>121909387
I'll give it a go, I like GIMP but it's not the most friendly of interfaces.
>>
>>121909634
Krita's interface can be a bit obtuse as well, especially for configuring brush options imo. It's pretty well documented with video tutorials though so just googling any problems you have should sort shit out pretty easily.
>>
>>121909634
>What I mean is[...]
I disagree. Making hard edged squares on white backgrounds is pretty simple.
>new file, select pen, new layer, start drawing
My point is that all these other features don't make using simple features any harder or more tedious.

And as you say, GIMP isn't particularly user friendly to begin with.
>>
>>121909959
I doubt you're wrong, that was just my experience with it, I didn't persevere for very long after the sixth soft edged paint tool I tried.
>>
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>>121891698
>>121892189
Of course, putting an image of the cabinet on the cabinet itself wasn't enough.
No, the next artifact MUST have an image of it as well.
>>
>>121910139
I find it the best program for pixel art, although my general experience with it probably helps.
Anyway, that's digressing a bit far from /dfg/ so I'll leave it at that.
>>
/dfg/, can I get some advise on Fortifications?
Say I put them on a certain Z-level. Would archers be able to shoot to the Z-level below it?

For example, I have walled off my fort entrance. If I were to build fortifications ontop of those walls, would it be of any help when fending off enemies?

Example:
..DF
WW_g

F being the fortification, W being a wall, g being a goblin, D being a dwarf
>>
>>121912124
I don't remember the exact details, but with higher elevation the blind spot increases.
Right in front below (i.e. 1z lower, and 1-x/y adjacent) should work IIRC.
>>
>adventure mode fast travel always crashes on the latest version of LNP

Nope, not wasting my time until this shit gets fixed.
>>
>>121914847
>Don't use LNP
>Don't have crashes
Just get whatever utilities, and graphics pack you want, and install them manually.
>>
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I wanted to try DF-AI but it doesn't seem to work.
Anyone know why it's not working? Error message in the picture.
>>
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>>121914847
>>121915009
This pic describes the story behind most crashes in DF2014
>>
>>121915879
dfhack has a new documentation page, and a new release, try updating/reading that first.

Also, I assume you have a 40.24 install and no other mods.
>>
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>>121916204
Honestly, as someone who used LNP pretty much since the day he heard about the game, switching to getting what I need on my own made it much more fun
Not that I haven't launched the game in 4 months and I still come here.
Send help.

Armok damn I still remember the early days.
>>
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>>121908895
fixed your pic, anon
>>
>>121916268
I'll try updating then. And yeah, no other mods.
Didn't know DFHack had a new update.
>>
>Start an embark
>Make a nice looking fortress and have lots of fun
>Get bored on the 2nd migrant wave and abandon fortress to ruin

Send help
>>
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>>121919601
7 dwarf challenge, build a crap surface slum to house the migrants and they can live off surface plants and sunshine.
>>
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>>121896576
You can but it won't look right sadly since it plops down pillars rather than smoothed walls and I'm not sure it has the granularity to add in smoothed connections.

>>121903197
>[Mr. Popo]All these squares make a circle[/Mr. Popo]

>>121916664
>tfw you contributed to the zeitgeist
>tfw when you aren't sure if you're using zeitgeist properly
>fuck

So I did a quicky scale of Autoreiv, I'm thinking of trying to tackle Rally Ho next.
>>
>>121919601
data/init/d_init.txt
[POPULATION_CAP:7]

You'll still get kids, but you wont be bothered by migrants unless you manage to fuck up bad
>>
>>121920915
Does that actually prevent migrants now?
>>
>>121920915
You misunderstood me

The migrants didn't have anything to do with me getting bored.

I just used them to express the short amount of time I spent playing before getting bored.
>>
>>121921043
I'm pretty sure it always has.
The first two migrant waves are hardcoded though, I believe.
>>
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>>121921163
>I'm pretty sure it always has.
>except that it doesn't
>>
>Embark on a temperate climate
>Ice

Just fuck my shit up
>>
>>121921346
You do know that "early spring" means "practically winter" right?
>>
>>121921261
>>I'm pretty sure it always has.

I didn't contradict myself. I mean in the sense that after the two hardcoded waves, setting your population cap to 7 has always prevented more migrants.
>>
>>121921163
Not quite. Your civ had to get information about your current population via caravans/liaison, so there always was a delay, both in stopping new migrants and getting migrants again after a catastrophe that left you with only one survivor or whatever.
>>121921043
There's a separate setting now.
>>
>>121921507
You said he wouldn't be bothered by migrants, I took that to mean that none would arrive period.

It's annoying to have to arrange for the deaths of the first two/three migrant waves when you want a cozy fortress, genocide isn't cozy when it's fellow dorfs.
>>
>You said he wouldn't be bothered by migrants

That was a different anon.
>>
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>>121921993
no worries bro, I found your reply amusing regardless.
>>
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"What changed, oh shit, is this bad... oh, it's ok... the zombies just left."

I... kinda miss them.
>>
>>121921070
Get a goal or two.
or just take a break from the game
>>
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The things you find.
>>
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r8 my first fortress's design and layout

I still need to build the above ground part
>>
>>121925583
That's pretty good, you've left yourself loads of space for expansion later on.

Don't forget to make wheelbarrows for hauling the stone.
>>
So... I deactivated temperature to make my game go faster

Will this make the frozen water that appears on embark stay like that forever?
>>
>>121928252
Yes
>>
>>121928670
Fugg

I'll deactivate it and activate it again then.

Or just leave it like that
>>
>>121888880
Goddamn I just nostalgia'd hard.
>>
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Hmmmm.
>>
>>121930356
No, they clash horribly with those differently sized lines.
>>
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>>121925583
> 2 chairs to a table
1 chair to 1 table! think of a table as the *smallest possible space* for eating food on; sharing that space would be difficult, and that's what the dwarves will think too. As soon as a fifth dwarf tries to find a place to eat, they'll get an unhappy thought about cramped/sharing table space.

> 1 tile hallways to workshops with 1 tile doorways
1 tile hallways are generally terrible choices, because dwarves will be forced to crawl to pass another dwarf or animal; this is where the 2cat meme comes from, because cats pop out more cats which clog hallways and slow dwarfs down.
some workshops can trap a dwarf inside depending on where the doorway is (jewlers/bowyers workshops are notorious) and again, 1 tile and 2 dwarves means slow-down.

> long walks to stockpiles
delaying the start of a job, causing more traffic, etc

> 1 tile hallways to dorms
in the image, up to 10 dwarves could be trying to pass each other in that 1-tile hallway. the 1-tile thick walls will also cause problems if you choose to engrave the rooms; the engraving is only placed on the side of the wall where the engraver was standing. smoothing the wall thankfully works on all sides at once, though.

> 3x3 up/down staircase
notorious framerate killer.
also a notorious dwarf killer because unless you put hatch covers on every tile on every staircase, a dwarf can very possibly fall aaaalllll the way down from top to bottom and explode, should they try to dodge something attacking them.

Overall: rookie mistakes / 10
Note: the main hallways are 3 tiles which is good, though it's hung up by the 1-tile doorways at places.
Dwarves will also ALWAYS take the shortest route so unless you're using traffic designations (you should be) that long side hallway on the right side will never be used.
>>
I'm getting conflicting information when I try to look up what I need to get gobbos to attack. Do I need to hit a pop cap or a wealth cap to get the goblinite flowing?
>>
>>121930539
>the engraving is only placed on the side of the wall where the engraver was standing

This is good to know.

A wall can only be engraved once right?
>>
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>>121930470
Oh, I didn't mean the dorfs and animals, I was just being lazy and didn't disable graphics.

I meant this.
>>
>>121931834
I prefer my pillars with serifs personally, but those look fine.
>>
>>121931986
Ah, you mean the little corner notches like the 0 has? Yeah, I just copied over one of the wall tiles and scooted it until it lined up right then added in the little translucent grey backgrounds and centered the letters properly where I could.
>>
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>>121925583
>3 tile wide corridors
>3x3 staircases
You've been memed, son.
>>
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>>121931986
Hmmmm.
>>
I heard there's a code that lets your game play itself, I was wondering if it was any good to see how to do things and how to get into the game, since the only time I played I followed some guy's tutorial to the T and I ended up not actually understanding why I was building things where I was and when I ended up getting something he didn't my fort died
>>
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>>121933247
It's just a bot that tries to dig out the same type of fort and whatnot.
>>
>>121931137
>A wall can only be engraved once right?
Correct. Also, only natural walls can be engraved. Constructions can't be (yet)
Digging through a wall with a masterpiece engraving counts as a destruction of a masterpiece, so don't do it in any place you intend to renovate at all, ever.
> your engraver goes insane because you had to channel the masterpieces on the floor to build your fountain
>>
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>>121933247
I'm afraid if you actually want to learn to play, you're going to need to learn to love losing.

I'd go so far as to argue that following someone's video guide that closely is a bad idea, since it's more enjoyable to learn to solve the problems yourself than copy someone else's methods. But I don't argue it too hard, because I remember how hard the game feels for you right now.

Stick with it, share your woes with us, yours is the pick that shall strike the earth!
>>
>>121933247
Learn things one at a time, plan to first learn how to supply your dwarfs with food, then step up to crafting with stone and mining.

Losing is fun!
>>
>>121933779
I'll try again tonight, it's been a few months since I last played and my interest picked up because of the bot and hearing that the game itself got an update. What i'll probably do is try to find something that just tells me a general order I should try to do things in
>>
>Accidentally offer Elves wood crafts

I fugged up
>>
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>>121934376
The wiki has a good quickstart guide, and a nice flowchart that's at least useful when you're not sure what to do next.

Don't try to hammer through it all at once, give your brain breaks when you need it and come back fresh.
>>
>multi-room hospitals
Why didn't I think of this earlier?

By dividing your hospital into different rooms, you can make all beds and tables be contained in different "cells", possibly sealable by raising bridges, making your hospital safer against transforming werebeast victims.
>>
>>121934771
It's become standard practice for me.
Hell, stone doors have proved sufficient to keep infected patients quarantined.
>>
>>121935058
Preferably, the hospital should be accessible only by a single corridor, also containing a militia barack, meaning that the werebeast, even if it managed to get out of its cell prematurely, wouldn't be able to reach the rest of the fort without passing a legendary squad.
>>
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Do we have any idea how to make taverns yet?

If not, could people start sharing any idea about how to make taverns please, I've got plenty of space and want it to be cozy.
>>
>>121936161
My jail and hospital both route through the same barracks complex in-and-out, each has its own dedicated well, both of their cisterns have maintenance access and a dedicated outflow. The jail cells, jail hallways, jail lobby, hospital rooms, and hospital lobby all have doors that scale in material and quality as my economy improves.
I'm considering installing a dedicated panic switch, but I've never enjoyed that bridges are indestructible, so I'll abstain until I get sufficient numbers of artifact floodgates.
>>
>>121936720
You will need a dining area (lots of furniture) adjoining a performance area (open space), a dedicated place to store food for the tavern (preferably nearby), and if you want to Inn, bedrooms of variable quality somewhere accessible as well.
>>
>>121936720
>I've got plenty of space and want it to be cozy.
It's not going to be save compatible.
>>
>>121936902
If I make a Tavern and an Inn, I can accomodate a dining hall and dorm quite handily, so I might as well do both.

>>121937034
Bummer, thanks for letting me know, I'll be able to do a wet run before the real thing.
>>
>Testing newly placed bridge
>Send dorf to pull the lever
>Cat gets in the way as soon as the dorf pulls the lever
>The cat flies across the fortress, hits a wall, walks a few meters and dies.
>>
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>>121937706
Not bad, could be better, try to get it to explode next time.
>>
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So, how do I feel these trenches with water
>>
>>121936746
>I've never enjoyed that bridges are indestructible
I agree. The game still has a serious lack of envirnmental destruction, so a were-beast toppling some furniture and bashing a door down now and then feels sort of refreshing.

Also, please post pics of your hospital and prison complexes.
>>
So I just got my first siege ever.
It's a bandit siege, 10 guys total with a dwarf, an elf and a bunch of humans. Only one seems to have any ranged capabilities.
When they appeared I just retracted my drawbridge. Right now they just dick around a bit, chased some local fauna, and now don't really seem to do anything.

I have crossbowdwarfs stationed on the walls but they don't seem to quite be in range. While I should be able to defeat them with my melee soldiers, I'd risk wounds and possibly deaths.
Other than a hole for them to fall in (over which the retractable bridge is), there's no traps.

Any tips? Will their behavior change? Should I lure them into the above-ground fortifications by opening my bridge? I think it would provide me with a more favorable battleground rather than just charging towards them.
>>
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>>121939041
>>
So I got 1 dorf with no notable military skills, he is weak as fuck and his social skills are pretty bad, yet he has 111 goblin kills. How is this possible? He's a Lv3 Hammerdorf, 0 Fighter, 2 Armor/Shield
>>
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How's that look?
>>
>>121939838
Just try anything out. You'll be fine.
>>121939969
Worldgen combat is weird.
>>
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>>121939969
At first I thought he was a vampire, but he's far too pathetic to be a vampire.
>>
>>121939960
I only got 2 buckets and it doesn't seem to work
>>
>>121940140
read the wiki (my guess is you designated the zone incorrectly), and build more buckets for Christ's sake.

Or create an aqueduct and enjoy your flooded fortress.
>>
>>121940140
Make more buckets, then.

Also, you can only have one active water hauler per "pond", so if you want many dwarves to participate, you'll have to split the moat up into multiple small ponds.
>>
>Winter is upon you

THE FUN BEGINS
>>
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How can I prevent muddy tiles from growing fungus?

I'd like to have intermittent waterworks.

>>121940504
It's never winter underground.
>>
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>>121939974
>>
>>121940737
Can you not achieve the same shading effect on the background to the tiles with clothing on?

Looks nice other than that.
>>
>>121939119
>Also, please post pics of your hospital and prison complexes.
Let me see if I can find some. The prior descriptions are working off of memory from the fortress where the goal was to make a comprehensive civil waterworks, and I recall that independent patient rooms in the hospital were a happy byproduct of innovations in that fort.
>>
>>121940632
>prevent
You cannot, except to remove or otherwise clean the mud. Mind, mud will only grow fungus if you've breached the caverns.
You can tamp down fungus that has grown up by designating through the [b] menu Dirt R[O]ads over the area, however. These function, basically, by killing all non-tree vegetation in their area.
>>
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>>121941798
That's annoying, means I'll have to be careful about my waterworks if I want gardens.

We'll fucking see about this...
>>
>>121940984
I could but it would be weird in text when it showed up, I tried to limit it to the ground/wall tiles and a couple of tiles which are only used for buildings, and thanks, was embarrassingly easy to achieve that effect.

Select by color, change the pencil size, put the brush a bit lighter, then just draw straight across.
>>
>>121941978
Oh, an additional note: areas that are always submerged with water will not grow vegetation either.
>>
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>>121941521
>>121939119
Alas, but the world has been deleted, and it seems I've saved no visual notes. Have this early version of a longhouse I built as a consolation prize.

I can recall much of the layout from memory, and the entire waterworks project in detail. The hospital had a main lobby fronted with bronze double doors, containing the storage chests, the well, some statuary of the god of death and rebirth, and two traction benches. Two bronze doors off the back led to a big U-bend hallway, which was dotted with individual granite doors that each opened into 2x3 rooms that each contained two oak beds flanking a granite table.

The jail likewise had a front lobby with bronze doors and the well (and a very small bucket stockpile), and I gave it some billon weapon and armor racks for decor. Bronze double doors led to the main hallway, which branched through bronze doors to tributary hallways, each of which were a cellblock of six rooms with bronze doors. Each cell was a 3x3 room containing a bronze chain in the middle, with an oak bed, table, and chair encircling. Walls were engraved with fortress history for inmates to ruminate on.
>>
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Evil glacier embarks are the best embarks.

>fort goes well
>werelizard comes and fucks my shit up
>seal in the infected dwarf in the meeting hall
>right after some evil ash cloud appears
>a melancholic dwarf decides to walk out of the door
>werelizard dwarf doesn't want to pull the lever for some reason
>melancholic dwarf turns into an evil husk
>everyone turns into an evil husk, except for some guys in the underground
>wall them in

It's like one of my zombie movies.
>>
>>121943690
Now become the capital.
>>
I have an issue /dfg/
This one wounded dwarf is in the hospital, but not on a bed. The hospital staff ignore him.
The dwarf is incapable of moving himself.

Other dwarves, before and after this particular patient, have had no problem being brought to a bed despite not being able to walk either.

I'm pretty sure this is a bug.
Anyone know what I might be doing wrong? Is there a fix?
>>
>>121945436
Is he on a different piece of furniture? If so, deconstruct it.
>>
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>>121943690
I'm down to the sealed dwarf now, because apparently there was an infected dwarf in the underground.

I get to watch this battle between husks and necros though, so that's pretty cool.
>>
>>121945436
Was he brought into the hospital before you constructed the beds?

If so, he's doomed to sleep on the floor until he's either moved to a table or a traction bench, or released.
>>
>>121946431
Husks are so fuken cool. Vampire type zombies are far too rare in fantasy games.
>>
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>Horrified at the death of a goblin

Fucking race traitors, I tell you what
>>
how do I solve merchants not leaving? besides killing them
one of them became the general of the faction while staying there it was funny
>>
>>121930539
How does 3x3 up.down staircase kill framerate
>>
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>>121950330
>this anon again
Oh boy, here we go again.
>>
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>>121950931
I've only posted in dfg a handful of times, and they were mostly questions about stuff. You're thinking of someone else m8
>>
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>>121953860
Entire race?

Wat?

Also cleaned up some of the shading, notched the corners of the columns a bit, and added a bit of shading to the walls.
>>
>>121954108
I deleted my post because I figured it out
>stocks
>find rock you want dumped, mark it there
>make a 1tile dump zone
I finally made a QSP(?)
>>
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>>121954270
That's a basic QSP, yeah.

More complex ones are done like up in the second post: >>121627059

Also really like how the shading effect makes this look, I was wondering if I should clean up the corners or whatnot but the shading makes it look cool as shit like that.
>>
>>121954919
I'm trying to understand how that works
Do they use wheelbarrows then chuck the item into the cart then send it into dump tile?
I'll try it later
>DF has stopped working
thanks video game
>>
>>121955216
The wheelbarrows let them haul stuff there faster, then they try to load it into the cart and immediatley tip the cart over onto the pile.
>>
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>>121954919
>>
>chop trees at will
>learn recently that you can get more food/booze variety if I choose not to chop fruit bearing trees
God damn
>>
>>121964105
Eh, you can always wait for them to grow back.
>>
>know that trees growing crash games
>chop half of a tree
>build floors on top of it
>game crashes
IM THE ONLYONE TO BLAME GODDAMN IM STUPID
>>
I just donated. How long until I get my ascii art?
>>
>>121954919
>it works
Oh my. What an absolute madman who ever found this out
>>
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>>121966234
You should see the old school tricks used.

Originally people used shit like hatches and pressure plates and bridges.

You'd set it up so the dorf would start to path towards a stockpile across a bridge and hatch, they'd hti the plate and it opens the hatch, there is no route available so they drop the item on the square which was timed to be a stockpile with "takes from links" and no links.

Then someone noticed trackstops could do the same thing.

One of my most useless skills I picked up when starting was working out the hatch timing/linking/order for that type of QSP before the minecart ones were more commonly known about.
>>
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>>121967058
The dapper bigasam graphics don't look right with the shaded ascii so I figured I'd try to do the same trick I did with the goblins (basing them on the eye quotes) so I took the letters as they were and drew the faces into their outlines.

I tried to draw one of the dorfs with @ symbols for eyes but it looked crosseyed and crazy, so I made a huge partial @ symbol for the left eye and reversed it for the right, with them meeting at the mouth, which was neat, but made it look like a psycho clown, so I just went with the regular @ symbols for them.
>>
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>>121968425
Whenever they die, the tile outlines fit into the letter corpses left behind, so that's cool.
>>
>>121950774
pathing operates on a weighted flood-fill

a 1-wide corridor is the most efficient to path through because there's only one way for the flood-fill to progress. as the area widens, the program has more tiles to search, which slows down.
the most costly of these searches is across z-levels, and can be seen each time a miner digs out a ramp or channel; there's massive slow-down as the game recalculates the pathing involved between the two levels.

then, you have the fact that staircases can freely branch out at multiple levels. as the game searches a path to the goal, it has to explore EVERY possible route.
that 200-tile dead end in the middle of the staircase? yeah, a portion of that that gets explored too, or even ALL of it, if it turns out the goal of the dwarf is more than 200 tiles away.

3x3 staircases where it branches off on every z-level is "you will never see anything but single-digit framerate"
>>
>>121970123
my 3x3 staircases work just fine, thanks.
>>
>>121970123
So whats the ideal staircase then
>>
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>>121970123
On the other end, a block of updown stairs makes the shortest path anywhere available.
>>
>>121970682
Sure. They are still inefficient as fuck for your frames.
>>
>retire fortress to play adventure mode
>start in fortress because I want to explore it
>there are wagons inside walls
>crafts are scattered in random places
>there are random people that now live here

God dammit. I've always hated this.
>>
>>121971835
my fps is over 100.
>>
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>>121972071
*scouter smash*
WHAT ONE-HUNDRED?
>>
the reason for the fps drop in most cases is that for some reason toady refuses to use standardized materials.

Wood is wood, leather is leather, they are all the god damn same. Unless you want one to be worth more, have different properties or show up as a different color, there is no reason to have 10,000 types of meat
>>
>Assign archer squad
>leather armor
>all the men put on leather dresses

What a truly terrifying sight to behold
>>
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>>121972823
I had a fort where I assigned leather armor to everyone to avoid having them run around naked.

To make sure it worked I forbade clothing.

Leather Armor
Leather Leggings
Leather High Boots

Then I realized I had a fort of short hairy bearded leather-fetishists and I cried, and vomited, and cried some more.
>>
>I finished up the various non-dwarf item code. The "foreign" weapon stockpiles are a bit odd now (shrinking as you add resident races), and mercenaries will mostly ignore you if you try to fiddle with their equipment in ways that would make them drop their owned equipment, but hopefully it works well enough for a first release pass. Diplomats will hang out in taverns for a bit after their official duties, and bandits will also occasionally arrive to relax as well.
>>
>>121973554
>bandits behaving like people
MY DREAM
>>
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>>121972470
You don't know what you're talking about man. The evidence that standardizing materials reduces frames is scant. You're also pretty wrong on a few things.

>Wood is wood

Absolutely not. I'd like to have a difference between oak and featherwood, thank you.

>Unless you want one to be worth more

What are you talking about? Leather does have different values. Cheetah leather is more valuable than sheep leather is. Here's a picture.
>>
>>121973554
Who here is going to slaughter every bandit scum that enters my fortress?
If you want refuge in my fortress, you should be an honest worker.

I do wonder if it's going to be explicit that they are bandits though.
>>
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>>121973672
>never once played accelerated DF
>presumes to tell me what I have empirically verified
>>
>>121973672
>I'd like to have a difference between oak and featherwood, thank you.
pretentious much?
>>
>>121975652
Not really sure how that's pretentious. I just think it's absolutely absurd to claim there is no difference between wood.
>>
>>121975575
Do you you have anything to back up your claims? Are you going to link me any evidence?
Besides, how do you know I've never played accelerated DF?

Also, it seems you don't know what empirical means. What you described is anecdotal evidence.
>>
File: HumanDorfParty.png (96KB, 1920x1080px) Image search: [Google]
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>>121975575
Accelerated does a lot more than just removing the various woods and leathers.

If anything I wish there was more difference between certain types of leather.

When I start out I love finding troll hide gear because it is one of the improved material templates I added, not as good as dragon scale or even roc stuff, but better than random pond grabber leather.
>>
>>121975859
I'm not going to do your research for you, especially when dozens of others have already verified.
>>
>>121976253
>I'm not going to do your research for you

I'm not asking you to do research. I'm asking you to just link me on of these dozens of verification, which are probably just first-hand accounts and not actually any tests anyway.

Also, assuming you are the same person I've been talking to, why haven't you addressed any of my points about your ridiculous assertions?
>>
>>121976567
you would just reject the evidence in order to confirm your own bias.

Run your own tests.
>>
>>121975652
you're playing dwarf fortress, which constantly is paraded as a fantasy world simulator rather than a game
>>
>>121976708
>you would just reject the evidence in order to confirm your own bias.

I just admitted I wouldn't, you fuck. Another baseless assertion. Also what fucking bias do I have? A bias against unsubstantiated claims? Sure.
>>
>>121976219
Did the guy who was working on making all the different organic tissue templates match their real world values ever deliver? A lot of the current ones copy wood, iirc.

>>121976708
I used to be an impartial observer to your two's little skirmish, but I have to chime in to say that you just lost all credibility.
>>
JUST RUN THE TEST YOURSELF YOU ASSHOLE
>>
Crushed my vampire mayor to death under a bridge

I didn't think that vampires had souls but now a ghost is shitting up the place. Oh well at least nobody's going to get eaten now.

Kinda wished I embarked on a more difficult map. It never snows and the most dangerous thing I've seen in two years is a badger
>>
>>121977801
>>121977801
>>121977801

>I missed an embed

God fucking dammit. It's the little mistakes like that that bother me the most.
>>
Why are my migrants so boring? 90 percent of them have no relationships other than a dirty or two
>>
>>121978727
Diety, rather
Thread posts: 756
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