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/dfg/ - Dwarf Fortress General

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Workshops edition

Previous thread >>122879105

>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!
>>
four posts early
this is unacceptable
>>
>>123446839
seriously
how would you feel if your migrants showed up four ticks early, op
>>
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>>123449671
fuck off, cultist
>>
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>not playing gobs
>despite what year it is
>>
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>>123446946
Sorry was falling asleep anons next time it will be a brezze
>>
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>>123451519
What's the laziest way of making DF gifs?
>>
>>123451519
>Above ground fort

It hurts
>>
>>123452001
Above ground forts can be pretty awesome though. It makes sense to do them if you're playing as humans too.
>>
>>123452045
lol ur an elf
>>
>>123451932
Probably GifCam
>>
>>123451932
ScreenToGif or other similar software, I think.
>>
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>>123451932
I was gonna say, lazy?

Then I realized my process is overcomplicated and sorta dwarven due to it.

>take a screenshot
>advance the game 1 tick
>take a screenshot
>continue
>open gimp
>open screenshots in gimp
>layer -> stack > reverse order
>export as gif
>animation -> replace -> 250 ~ 500 ms delay
>>
>>123451519
This tileset pleases me, what is it?
>>
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>>123451519
>>
Soooooo, any ETA on the next update? I've finally planned out all the shit I plan on doing, most notably came up with enough methods of torture for the holy dwarven inquisition and the layout of my future work camps, where non-dwarves will earn their right to live. It has a lot of details, so if the update won't be anytime soon, I should probably write it down.
>>
>>123456629
>tsialuecseet
>>
>>123457091
>anon, we looked over your resume and we have a question or two about what you put down as hobbies
>>
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>>123457517
That's fine, just make sure you search the wiki before you ask anything.
>>
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>>123455107
That's the default Myne set with CLA animals.
>>
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>>123458320
Well, I did it.

/s/victorian mod/all races/wagons and children/

Said wagons and children being from the S.L.A.D.E. mod, for the record. A race with castes that are human/dorf/elf/goblin kids and a race of sentient wagons. Single tile only sadly, but still.
>>
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>>123458946
Oh shit.

>see two asterisks zooming around in combat
>approach before the ambush range
>fucking army of wagons engaged in combat
>>
>accidentally geld my only male war doge
>elven caravan brings female and male giant jaguars

time for an upgrade!
>>
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>>123459731
>accidentally geld
Impressive.

I think I'm gonna add wagons into my personal copy of the Victorian mod, trundling into fuckers is too funny, and while the constant warfare from the children races is hilarious it makes it hard to actually do anything.
>>
>>123459731
I usually geld any male dogs anyway, they're pretty much useless other than as pets beyond the first year of a fort
>>
>>123465331
indeed anon but my autism demands I keep one last male locked in a cage somewhere "just in case"
>>
>>123462886
O.O

I think I will be able to make Werewagons a thing.

For now, sleep.
>>
why do poults take so goddamn long to grow up. I just want my egg industry booming
>>
>>123465331
Implying that dogs don't make perfect livestock.

>they don't graze
>they multiply quickly
>every once in a while, you can turn one into a war/hunting dog
>by selective breeding, you can make them yield lots of meat
>>
>>123470139
before gelding was implemented I used to do that in pretty much every fort, yeah. I'd just rather try something more exotic, like giant crow egg roasts cooked with cave creature meat and rye flour
>>
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The mountainhomes will be pleased with these types of goods.
>>
>>123474336
>elves enslave trees to have them produce "grown" wooden items
>dwarves enslave elves to have them produce "grown" bone items
the circle of life
>>
>Generating worlds for science
>Realize that a majority of worlds end up with half the worlds population being goblins
thats because goblins don't die of old age right?
Should I add it in my raws to curb their size?
>>
>>123476428
I think so. In my experience they also tend to lose much fewer pops to sieges because their resident Demons usually wreck them.

That being said, they do get a LOT of murders.
>>
>>123475015
>ents enslave dwarves to have them produce "grown" stone items
The circle is complete
>>
>>123459731
I love it when elves bring me a breeding pair of whatever. I ran most of my forts like Noah's Ark.
>>
>>123476729
Hmm seems so
Still getting around half pops still being gobbos w/ a 50-70 limit
>>
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>>123476428
Remove the first bracket from:

[LIKES_SITE:DARK_FORTRESS]
[TOLERATES_SITE:DARK_FORTRESS]

They spread out more, get less clumpy populations, and don't take over the world with 40k to 1~3k for everyone else.

You can remove one from [USE_EVIL_ANIMALS] for lag control but it keeps them from bringing trolls during sieges.
>>
>in a span of 5 minutes 4 dwarves suddenly plummet to their death near a waterfall

What the fuck, this game has been going on for hours on end and NOW the waterfall is a problem?
>>
>>123479041
Such a beautiful waterfall...Begone fear!
>>
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>>123479041
Suicide pact.

So the peter pan children race is amusing but I can't use graphics with them since we can't assign them by castes, but wagonventuring was so fun I added a tile for them.
>>
Aside from bug-fixing and small details I think victorianmod is pretty much finished...
>>
So in my first fortress, just survived a werepanther attack and build catacombs of sorts for the bodies.

I have 40 dwarves and its my 2nd spring in game, i have no military and plenty of food. Any tips /dfg/?
>>
>>123479041
They probably tried to cross the river where it was most shallow, namely just before the waterfall.

Try restricting the entire "water level" of the river, and build a proper bridge, if you haven't, already.
>>
>>123481046
Best tip I can give you is to enjoy your likely werepanther infestation.
>>
>>123480137
Yeah, I can't think of too much to add that wouldn't just be clutter. Got various era-appropriate beasties, got the races, clothing, languages, hit the main tropes nicely.
>>
>>123481487

Yeah, I'm adding some more plants and drinks variety and maybe some more types of fancy food but nothing too big. I'm adding Whiskey, Gin, Vodka and Champagne.
>>
>>123479263
I don't care if I'm being unoriginal by saying it, but holy shit are those top hat, monocle and moustache sprites autismal.

No offense, though, MaxTM-kun. I still enjoy your posts. Never change.
>>
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>>123481731
>holy shit are those top hat, monocle and moustache sprites autismal.
>>
update when
>>
>>123482170
Well, Toady just has to do some quick fixes and he said himself he expects to deliver on December 1st, so a March release is most likely.
>>
Elves live above-ground but they live in trees. Humans are the ones who make above-ground structures. If you're going to meme, get it right.
>>
>>123481731
How can articles of clothing be autistic?
>>
>>123482539
>so a March release is most likely
I needed that laugh, always add two or three months onto Toady's predicted release dates.
>>
>>123483995
Reactionism is often a symptom of autism, leading many autists to consider monocles and top hats, both symbols for 19th century bourgeois culture, "classy" and "timeless".
>>
>>123485068
Okay. The top hats and monocles are there because they fit the time period of the mod, not because it's seen as "classy" and "timeless".
>>
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Will playing DF make be better at leadership?
>>
>>123489776
In part
It would help with resorce management, workflow and design planning
But working with people?
Nah
>>
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>>123485854
*ding*

This is the correct answer.

If anything it's a tongue in cheek joke, they're dapper and silly, dorfs running around shooting goblins and trolls with muskets all wearing ushankas and tophats and monocles and shit is a wonderfully absurd sort of thing. I'm a crap artist but I was able to get across "this is a top hat, this is a monocle, this is a bowler hat, and that monocle is an @ symbol" well enough.

Should they be in (incorrectly horned) viking helms? Should we adhere strictly to the smiley face/inverted smiley/@ symbol style like, dare I say it, some sort of hyperautist?

It amuses me endlessly to see the little dapper dorfs trundle around, if it doesn't amuse you, sorry dawg.

Now, more dapperdorfsets! This one works natively on 1920x1080 when the grid is set at 80x30, cleaned up some of the walls and added the outline shadows. This is the version without the translucent background for the ground tiles/various furniture pieces, hence Clear.
>>
>>123490558
I think ISIS might play Dwarf Fortress.

Look at all the crazy execution methods they come up with.
>>
>>123490770
where the hell will they get 500 gallons of molten lava, 1210 steel spikes, 20 gigantic spiders and cages capable of holding both hamsters and elephants without either escaping?
>>
>>123491042
They can do what they want; they've got Allahrmok on their side.
>>
>>123491042
Lets see all the dorfy ways ISIS has executed people.

1) They threw a bunch of gay people off a tall building.

Tossing gobs off tall things is classic dorf stuff.
2) Locked 5 prisoners in a cage, then lowered the cage into a pool.

Again, drowning chamber is dorf-murder 101.
3) Caged captured Jordanian pilot, then set him on fire.

Sure, no magma, but its the next best thing.
4) Executed some guy with an anti-aircraft gun.

Hasn't everyone chained gobs in front of a ballista at least once?
>>
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>>123491787
I actually haven't done that, but I haven't used cage traps much until Cathelms, though I have funneled them through a zig-zag shooting range/killzone with a ballista waiting at each zig.

Also the version with the shaded ground tiles/furniture, for those who prefer it that way.
>>
>>123491787
>Drop someone in a pit and dump a ton of stones onto them
>Entire islamic faith is based around this
>>
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I don't usually play forts that stay at such high fps so long, not used to having to plan ahead to make sure I don't run out of animals.
>>
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>>123497463
Oh holy shit, so I've got the firefox window covering most of the df one but I can see the last digit in the fps counter. If it stops blinking I check back in on Cathelms.

While I was posting this: >>123497463 it stopped blinking, but it just turned spring so there is no reason for that to happen.

UNLESS!
>>
Heh, I added some modern drinks to the game.

Tequila, Gin, Vodka, Whiskey, Cognac and Champagne
>>
someone should mod IS into the game, and have them attack your fort

which race would they be? elves? gobbos?
>>
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>>123499592
>Champagne

>Champagne is a sparkling wine produced from the Champagne region grape grown in France.
>Some use the term Champagne as a generic term for sparkling wine, but in most countries, it is illegal to officially label any product Champagne unless it comes from the Champagne region.

>Tequila

>Tequila is a regional specific name for a distilled beverage made from the blue agave plant, primarily in the area surrounding the city of Tequila.

Although I approve of more types of alcohol, champagne and tequila is something that /cant/ be in df because of the origin
/autism
>>
>>123500545
Not when you are adding them to a Victorian-setting mod where the gobbos are the frenchies and there can be agave plants anywhere as long as it's a tropical desert anon

:^)
>>
>>123499592
I wanted to add Vodka for the russkiedorfs.
>>
How well does DF do on laptops?
>>
>>123491787
isis is fail, they think doing that will make government follow their plans or stop doing stuff.

if this had the chance to happen you would have already many USAmericans doing similar stuff to try to fix their country
>>
>>123503446
>they think doing that will make government follow their plans or stop doing stuff.

ISIS murder people because they believe it's a justifiable repercussion for not following their religion. This is hardly the place to discuss this, or politics in general, though.
>>
>>123503816
>This is hardly the place to discuss this, or politics in general, though.
yes
>>
>>123502773
well you wanna limit your population but otherwise the game runs just as smooth as on a desktop
>>
So I seem to be having an issue, my dwarves are making plentiful wine, but no one is drinking it or moving it to the appropriate stockpile from the still. My second dwarf just died from dehydration. I haven't played DF in a while so I wouldn't know if something was changed. No dwarf therapist either.
>>
>>123502773
Shape of your rig doesn't matter, it all comes down to your specs. In DF's case, mostly your CPU.
>>
>>123500228
http://dwarffortresswiki.org/index.php/DF2014:Troglodyte

>While an individual may not pose a great threat to a fortress, they usually occur in large groups. They are capable of causing serious injury to unarmed civilians but are rather pathetic when faced with a modestly equipped, halfway competent military.

perfect
>>
>>123505387
Maybe they're sick of drinking the same booze. Do they have access to water/well?

If not, try brewing different types of booze. Make sure you don't have a civilian burrow active that's blocking them from your stockpile?
>>
>>123506787
Well it's just my first winter, so I'm not sure how sick of it they are, but even so, I'm not sure a dwarf would rather die of dehydration than drink some wine again. No wells yet, but they had access to a surface river, which just froze over I followed one dwarf and he seemed to have frank straight from the still, but the brewer who was working in that same still died of dehydration. Also I haven't even bothered with burrows. Right now no one seems thirsty, so I'll assume they're drinking without me seeing aside from a handful of weird dwarfs. Still it's strange that no one moves the alcohol into a stockpile, I'll search around on the wiki.
>>
>>123506787
Figured out why the stockpile was empty, somehow I set the max number of barrels to zero
>>
What is the most amusing? S.L.A.D.E or Teh lolmod?
>>
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>>123510305
That reminds me I need to make Werewagons.
>>
>>123491787
Some of those murders would be humorous to watch. The AA gun one in particular.
>>
>>123507753
Silly question, do you have pots/barrels?
>>
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>>123510305
Haven't looked at lolmod too much, though, but yeah, the wagons are fun enough to vote S.L.A.D.E. by themselves.
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>>123499592
But why?
>>
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Happy Thanksgiving /dfg/!

Be sure & say hello to squirrels and elfs alike

You do mod your animals the ability to speak and think don't you
>>
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Oh god, some of the migrants brought the slime in with them, cleaned themselves at the wells, everyone got it on them, started horking everywhere, all the trapped zombies and elves and shit have puke all over them so I disabled cleaning and just spotcleaned the slime around the wells since it is too funny having the Zoombie painted in partially dorfgested helm pumps.

The decorative platinum warhammer weapon trap got a kill when one of the first 7 passed out on top of it and it bashed poor Asob about the face and ass until he got dragged to the hospital to die.
>>
Is playing as humans subhuman?
>>
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>>123523668
Slightly.

Wasn't it /dfg/ a while back that said my dorfwash didn't need the pumps because it doesn't matter what gets washed off in the water, it won't spread?

Yeaaaahhhh... just to make sure I spotcleaned those squares a second ago, the dorfwash was clean, the depot, all the shit around it, then the dorfs walked through and got slime on the sides and passed out into the cage traps which I had to move.
>>
Death is all around us... Begone fear!
>>
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How would you build an controller around dwarf fortress?
>>
>>123490770
Since they're autistic enough to play Victoria, that's a definite possibility.
>>
>>123528819
It was terrifying.
>>
>>123529906
We have one already, its called a keyboard
>>
>Playing for the first time in a few months
>set up danger rooms
>dead dwarf
>oh, must not have been fully equipped for some reason
>another dead dwarf
>okay wtf, I amde sure they were full-
>blow to the throat

I need cloaks to prevent this shit, right? I guess not all of them have cloaks.
>>
>>123532197
okay after some inspecting, it could also be that there's a bunch of masterfully crafted training spears in the traps.
>>
>>123532197
If you're playing with the current version, you really don't need danger rooms at all, unless you're using them to poke kids and try to turn them into monsters
Sparring is amazingly effective and happens just through normal militia training
>>
>>123481046
What >>123481274 said. You're going to want to find all the dorfs that got bitten by the werepanther (check the combat logs with r) and quarantine them. In my current game I've kept a werekangaroo medical dorf and a werebaby sitting in what used to be my newcomer dormitory for about a year now. They don't need to eat, sleep, or drink anymore, and as long as they don't get killed outright they'll heal any wounds as soon as they transform, so you can basically forget about them.
>>
So, I tried the game out and had no idea what I was doing. About to read through tutorials, but I'm rather curious.

As someone that brings their laptop to work for school stuff, is this a game that I could casually leave running and pay little attention to?
>>
>>123535494
Not initially but the longer you go the less you pay attention to it.
>>
>>123535494
Widely varying rating of yes and no.
Anything that presents an immediate danger to the fortress will force a pause, but mundane threats (starvation, infection, unrest, normal fauna) will not, so it's only "safe" to leave to its devices once you yourself have set it up to be so.
Generally, the first few years of a fortress (and your first dozen fortresses at all) need constant attention, and after that, it's all just riding out the roasts.
>>
How do I stop sucking in adventure mode? All my adventurers die in 3 days or less.
>>
>>123535934
Patience, determination, and metagaming.
Alternatively, modding and DFHack.
>>
>>123535909
>>123535732


Good to know. If I get into it, I'll be sure to start out on a day I'm off and go from there.
>>
I have a dwarf whose only health problem in game is "Pale" and therapist says his nose and ear are smashed apart, and has severe blood loss. He doesn't seem to be impaired at all, care at all, nor going to the hospital. Do I need to do something to get him treatment?
>>
>>123536904
In the current unmodified release, cartilage doesn't heal. That dwarf will probably bleed to death out of his nose and ears. I'm sorry.
>>
>>123536904
If you have a properly-equipped hospital and a doctor, treatment will sort itself out. If he's not going there or being taken there, it means either that he's going to be fine and just needs time, or that he's going to die very soon and there's nothing anyone can do to save him. Much more likely the former.
>>
>>123537135
>>123537071
damn. Well, he's been bleeding for quite some time, and doesn't want to stop sparring apparently.
>>
>>123537340
nvm, rip Hammer Lord
>>
>>123537548
RIP
what kind of creature was it that killed him?
last guy I lost to cartilage bleeding/infection was killed by a capybara. not even giant or anything, just a regular capybara. the dwarf was a well-equipped militia member too.
>>
>>123538416
sparring against other hammer lords with full armor and silver hammers. In hindsight, maybe not the best idea.
>>
>>123538678
are you sure? I've never seen a dwarf sustain any sort of injury from sparring, and I always kit them out in combat gear all the time
did he maybe dodge through a 1-square-thick wall and land on something dangerous?
>>
>>123538943

it's possible it was from a danger room mishap, but he hadn't been in one for nearly a season. Would think it would not take that long to bleed out. Really wish medical dwarves could perform autopsies.
>>
>>123536127
Please be more in depth, o wise one
>>
is the tavern update out yet?
wheres the ship frog promised to us?
>>
>>123539214
The former route, is one of training, scrounging, and accumulation. It is also one where you parse through legends with Legends Viewer, to make note of locations of where necromancers, vampires, vaults, and demons live.
You make your adventurer, and avoid any serious conflict at first. Always travel with soldiers/mercenaries, using them as ablative armor. Acquire a full suit of armor, a crutch or three, and some shields. Then run, swim, and sneak -all at the same time- over and over until you are THE BEST. Maybe also knap and throw rocks if you really want to burn an hour doing nothing. Then venture out into the world.

The latter route, is one where you create a custom creature entry that can only be spawned using the adventure mode chargen menu that is fucking invincible. Like flying, fire-breating angles made of solid steel, or the like.
DFHack can also be used to instantly heal you, to swap bodies with megabeasts or other more dangerous entities, to spawn objects of wondrous power for your use, and so on.
>>
>>123535934
Training montage.
Throw rocks at the floor. Strangle marmots. Swim under bridges. Sneak everywhere. Track everything.
>>
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Can DF be considered a form of art?
>>
>>123540824
with that shitty graphics and no music i dont think so
>>
>>123540824
It's in an Art Museum, so
also
>lel what is art
#1 best bait
>>
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>>123540882
>thinking art can't be shitty
>>
>>123447652
a skilled plant gatherer can literally flood your fort with food

this comic is false and misleading
>>
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>>123541815
It's just outdated and ignorant, like all the great old comics.
>>
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>>123540824
considering the A.I seems alive at times yes yes it is art
>>
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>>123542735
>the A.I seems alive at times
>>
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>>123543814
>>
>>123544021
What is this, a shitty artifact for cave spiders?
>>
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Are there any Victorian/Georgian/bloodborne-ish mods for the current version?
>>
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>>123540824
The arty-est.
>>
Quick question. Is it known how song generation's going to work? Like, is there an algorythm or does it just pick from some pre-made verses?

Basically, I'm wondering how long it'll take me to mod the game so my dwarven battle band can play Through The Fire And The Flames while I dump lava on invaders.
>>
>>123545368
https://github.com/Drunkard90/NapoleonicFortressMod

>>123539701
You can use macros for this too.

*Dump a waterskin out, refill it and drink from the puddle.

*Broke but don't want to be labeled a thief for ganking that $+iron mail shirt+$ you saw at the trading depot? Pick up the items you're interested in, drop them away from the depot, wait an hour or travel away and back.

*You can butcher and eat damn near anything. Even an outsider with no backpack can carry a hunk of shark meat (25) in one hand, their spear in the other, and their dagger strapped to... don't think about it.

*Bring up a rumor -> scroll up to the bottom of the list -> the names at the bottom will be megabeasts -> the longer names a page or two up will be giants and minotaurs and whatnot. I don't know why but I have better luck getting directions when I bring up the rumor rather than asking about troubles.

*That asterisk on the travel map could be a wandering unit who might join your party and adventure with you. If it is a soldier then they probably know the directions to everything, make good use of that.

*That asterisk could also be 40 goblins/humans/dorfs in the middle of a pitched battle with two yetis and a giant lion. Before bumping into it, drop out of travel mode, sneak up, make sure you're prepared, and approach the asterisk on foot. If it's dozens of goblins you'll know soon enough, but you can survive when YOU are doing the ambush. Not as easy when they do it.

*Leaving your weapons sheathed in towns puts people at ease, it doesn't TECHNICALLY change what they will let you do regarding sleeping there a night or whatever, but it's neat that they're much less freaked out when you aren't waving a 3 foot hunk of steel in their face.

*If you get approached by bandits with your weapons sheathed, and you manage to disable one or two rapidly with wrestling/well placed non-lethal blows, the rest will most likely yield immediately. You can rob the robbers if you want!
>>
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>>123446170
>Make a new world, embark
>Try to plan cool fort
>Never comes out right
>Accidentally dig too far/wrong tiles
>Ragequit

/dfg/ help, i can't play the game anymore because i always autism over how my fort looks like and abandon it in a year tops.

I just wanna make a thriving fort, how do i learn to design stuff?
>>
>>123546315
It generates forms with a pretty great amount of detail, including instruments (proc genned), info on progression, melody, time signature, rhythm, scales, and chords. It's basically enough for someone with a dab of music theory knowledge to turn into real music. Check this out, some examples that Toady has encountered in testing: http://www.bay12games.com/dwarves/early_musical_forms.html
>>
>>123548421
consider not fucking up if you're too autistic to live with fuck ups

measure twice, cut once, or in your case, measure 10 times and designate once
>>
It's dead Jim
>>
>>123548421
Plan it out and leave a tile unconnected on each big new section until you see how the others work out. If you're supertardy about it just use reveal to make sure you don't end up having your multilevel hall with engraved columns get cut off by a cavern or something?


So I'm irked, been trying to get weredorfs to work. I can make them in the arena, it shows them as having the syndrome, they transfer it when biting other creatures, I copied the layout of one of the generated werecurses via gui/gm-editor df.global.world.raws.interactions and checking for a werebeast curse.

I could swear if you set werebeast types to 0 it will only use custom ones, same as vamps and secrets, is that not the case?
>>
>>123548584
OK, I think I'm just gonna wait for someone else to do it, then, cause that is waaaaaaaaaaaaaaaaaay beyond my grasp of music.
>>
Alright windows/mac users that wanted to play my mod (Alias: No one), I'm uploading the releases of the VictorianMod to github so you can now play some Victorian Dorf Fort in your Inferior Windows OS or your nice but not as superior as Linux Mac OS!
>>
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>>123556890
Just us, bro. T.T
>>
>>123557418
https://github.com/Drunkard90/NapoleonicFortressMod/releases

It will eventually get popular

Right?
>>
>>123557579
Go suck some dick on Bay12 and someone might.
>>
>>123557963
You sound like you know a thing or two about that, got any tips for a newbie on how to avoid getting a sore jaw?
>>
>>123558657
Start by becoming a brony and contributing to the MLP mod.
>>
>>123558762
Fuck, I was afraid of that, I'm out.
>>
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>>123559003
I was joking, but there's a good chance that's actually true.
>>
Assigning a dwarf to each workshop was a nice idea, but it turns out some workshops are far busier than others, so I'm ending up shaping society around the labours instead.

Feels like I'm a gnat's scrotum from coming full circle and playing the game like a normal person.
>>
>comfy mining outpost
>digging out networks of veins
>trading ores and bars with merchants
>everyone a miner or serving the miners
Theres something comfy about a simple mining operation
>>
>>123565324
>Theres something comfy about a simple mining operation

raping mother earth.
>>
>>123565506
Elf detected.
>>
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Kek
>>
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>>123565656
>>
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>>123565506
Underrated post.
>>
>>123565324
I like roleplaying shit like that. Last time I did an industrial logging factory. Almost everyone a woodcutter or carpenter, only a few miners/masons for maintenance. We exported logs and furnishings.
>>
>>123455107
the GarBage tileset
>>
when is the military update coming out? I feel this games boring as shit once you get like 100 elite military dwarfs and just rofl stomp anything. even the fortress defense mod soldiers get rofl stomped. i wanna go to goblin and elf cities and raze them shits to the ground god damnit!
>>
im very good at aurora 4x is this game more or less autistic than aurora?
>>
>>123571492
2019ish
>>
>>123571591
It has way less spreadsheets, but you actually need to design and plan stuff.
It's also more aesthetically pleasing.
>>
>>123571591
>>123571663
Also what do you mean by "very good at aurora", I'm still beginner level after like 1000 hours of play just because all the micromanaging means it takes literal days to play through a year or two.
>>
>>123571613
holy fuck
>>
>>123571906
I've been playing it since 2007 because its the only game that would work on the computers we had on deployment and then I just got hooked on it.

>>123571663
what are your favorite graphics packs or what ever you call them?
>>
>>123572354
>I've been playing it since 2007
That makes sense then.

I don't use graphic packs but I'd recommend picking a square tileset from here, I like Taffer's personally:
http://dwarffortresswiki.org/index.php/Tileset_repository
Just because the non-square ones trigger my autism.
>>
>>123572702
thanks a lot, also which tutorials are the best? I see captnduck a lot but his stuffs old and his accent is eeeeeeeeh.
>>
>>123571613
I very much doubt that. I'm assuming 2022 at the earliest.
>>
>>123573382
The quickstart guide on the wiki is the best.
If it has to be a video, captnduck.
>not liking his accent
Are you gay, son?
>>
>>123573382
You'll be fine just following the wiki's beginner guides and fiddling around, I think. I tend to dislike video tutorials in general though.
>>
>>123573587
yes
>>123573624
>>123573587
rgr that
>>
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>>123572702
*Mortal Kombat Announcer*
Square vs NonSquare.... FIGHT!
>>
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>>123572702
Here's one which is very similar to Taffer in layout and such but huge and NonSquare... I could swear I bumped Taffer's up somewhere but I can't find it. Got any requests regarding it, anon?

Like the translucent ground tiles from Wanderlust? Got a strange sized monitor and want a natively scaled set?
>>
>one dwarf's leg rots after cleaning up after a forgotten beast
>he's put into hospital
>surgeons endlessly cut out his rotten leg but it somehow still stays
>dabbling surgeons level up to high master simply by cutting pieces off this guys leg for months
>>
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>>123579489
I pictured them smoking cigarettes like Nazi villains and pointing at various chunks of rotting flesh and asking "vat about zis?"

I think I've got that brain thing.

Since I stole so many of the tricks I love so much from it, here's one for you squareloving weirdasses, really is a great set.
>>
>>123579489
This started getting annoying so I cheated and full-heal'd him.
Now he's bugged out and bleeding everywhere even though he's not hurt.
>>
>>123583379
Sounds like less of a bug than a feature to me.
>>
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First time I've had a hermaphrodite desu
>>
>>123591494
I think that just bisexual.

she attends people in both box offices.
>>
How do I make cage traps work in advfort?
Every animal I try to catch passes right through it.
>>
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bump and question

Can Dwarf Fortress be considered a way of life?
>>
>>123592130
Not sure if they work right in adventurer mode unless you have the d_init.txt toggle active?

>>123597628
>magma
>>
>Make big temporary stockpile that accepts everything
>Dorves transport everything EXCEPT fucking thread and such
>Dorves get hurt while fighting yetis
>Can't get the thread that is outside because there are 3 Yetis waiting to fuck my shit up

Why can't they just fucking haul that shit.
>>
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And so we arrive, Frazapechat, Phraseseals. I got no idea who decided to name our fortress like this, but I guess our Expedition Leader is slightly fucked up in the head like any other dwarf related to the tzar.

Oh, I guess I forgot to introduce myself, I'm Etazh Rukoyatkavorona, the miner of the expedition. I'm the guy that swings the pick at rocks and makes them crumble to dust on the ground. Better than working at the factories back on the mountainhomes, I guess, and I always liked adventure.

This place's terrain is pretty harsh, anything but plain. We can dig into one of the hills and make some plump helmet farms. Maybe we can make some Plump Helmet vodka, that would be fantastic.
>>
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Back off elf, I belong to Armok!

Like this status if you belong to Armok!
>>
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>>
>>123605127
You got me there
>>
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>>123605127
>>
>>123605127
>implying it would only be +0.02
Shoulda gone with 0.48 or something to make it more plausible.
>>
>>123605369
Wait, I even checked and I still thought it was legit.

I should go to bed.
>>
>>123605574
>.48
The only major things with this update are Taverns and performances
Not even DF2014 was that big of a jump
>>
>>123605750
Prostitution when?
>>
>>123605750
>all of science, philosophy, and scholarship
>the framework for chemistry
>nondwarven citizens
Are you dumb?
>>
>>123607001
There's also the huge overhaul in thoughts and leisure. "On Break" will soon be a thing of the past, and in a few years we will get all nostalgic about it.
>>
>build a floor over a branch, leaf, mushroom cap
>game crashes

le frog man strikes again
>>
>>123612975
are you using DFHack or any other external stuff?
>>
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>Almost saved up enough money for a $500 [/spoiler ]gamingpc
>Can play DF on something other than a shitty laptop
>Better CPU means I can play on bigger worlds
>>
>year 3
>nothing has happened
>not even a kobold

just
>>
>>123614464
Are there kobolds and goblins?
In small maps, or if you are on an island, you can get fucked and never ever get any attacks
>>
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I’m currently making a new fortress after a long time break. Already spent a week in the wiki, but remind me—why can’t we just place some water wheels in an underground artificial bed with 7/7 water? Like http://pastie.org/pastes/10585084/text Or there will be a problem with the wheel deciding in which way should it turn (or should it at all), because the flow is constant on any (1/7, 2/7 or 7/7) level of water? Building DWR is a bit PITA.

Has the bug with building destroyers being pushed through underwater fortifications http://www.bay12games.com/dwarves/mantisbt/view.php?id=3327 been fixed in the recent version, or it broke compatibility just for new beard color tones?

>>123614464
> just
Just go deeper.
>>
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>>123600886
I'm interested to see what kind of sieges you get with trolls/ogres/goblins as actively sieging civs.

That is before you get buttraped by a tripod/hulk/mad scientist+creature horde trifecta in year three, of course.
>>
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Welcome to Fondledboards traveler

We have everything you could want

Except sieges
>>
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>>123616558
At first I mistook the heart for hands.
>>
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>Peasant cancels Recover Pet: Job item lost or destroyed
also page 10 bump
>>
>>123623684
I didn't know that was even a possible job
when do they do that, when the animal is in combat or something?
>>
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>>123624391
As I read recently, a dwarf with Animal Caretaking labor should be a kind of veterinarian to fix their injures, but at the current state it’s completely useless.

Pls respond >>123616346
>>
>>123616346
>>123624752
> why can’t we just place some water wheels in an underground artificial bed with 7/7 water?
the water needs to be flowing for power to be generated, and the water wheel needs to be suspended over "open space" tiles.
> Or there will be a problem with the wheel deciding in which way should it turn
it doesn't matter which way they're facing

> Building DWR is a bit PITA.
it's the easiest thing. practice on a pond in a swamp:
build a pump that will pump water out of the pond. dig a channel in the space where the pump will pump into and back into the pond. the trench should fill with water. build a water wheel in the open space immediately adacent to the pump, which is over this trench. build a retaining wall around the water wheel trench so the water doesn't splash everywhere.
activate it.

> Has the bug with building destroyers being pushed through underwater fortifications been fixed
who knows. keep in mind that beasts made of gasses or liquids can simply pass through fortifications anyways.
>>
>~20 dwarves set up with my "slave labor" presets
>Means they all haul my shit and do labors where skill does not matter
>They are all idle
>Wood stockpile is half empty
>woodsmen clearcut a large portion of trees right at my front door
>lazy fucks not picking any of it up
ill just assume you are just waiting to do that last you fat fucks
>>
So, does anyone do anything fancy with their large rooms? I'm fairly new to this game and I'm doing a lot of stone mining right now, but I don't really know what to do with the rooms unless I make a bunch of storage rooms out of them.
>>
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Trying to make a filled cistern for shits and giggles but it refuses to fill beyond the first z-level

I have the pictures arranged in so the bottom is the base z-level.

I did set the bottom of the well above part of a lake, is that what's absorbing the water even though it has no connection to the lake any longer?
>>
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>>123626363
> the water needs to be flowing for power to be generated
Indeed.
> and the water wheel needs to be suspended over "open space" tiles
That’s what I was afraid of.
> it doesn't matter which way they're facing
No, what I meant was if the flow in a particular tile is the same at the top and the bottom parts, it shouldn’t let the wheel submerged into it, turn, unless some Dwarven Physics™ is involved. Or the flow must be of different strength on the bottom and on top. Actually I don’t understand why Toady didn’t make it be a 3×3 rectangle across 3 adjacent z-levels as it should be.
> keep in mind that beasts made of gasses or liquids
No safety until magma ;_;
>>
Did beastmasters ever get added back in?
>>
>>123631008
Construct walls in them and give every dwarf a mansion. Make a zoo out of one, sculpture garden out of another, in addition to the meeting hall you have already.

I'm assuming you have stockpiles of stone already and your fort's hallways are obstacle-free?
>>
>>123631229
Pumps can't raise water above their own level, you'll need another pump on top of it.
>>
>>123634731

Yeah, I keep my hallways obstacle free. I do simple 2 wide so they can pass each other. Guess I'll get to work on a statue garden. Thanks!
>>
>>123635481
try 3-wide, with the outside rows set as high-traffic and the middle one set as low-traffic
trust me, it's sexy
you can place occasional statues in the middle lane too, just don't block it off completely
>>
>>123634829
Look at the pictures. The pump stack dumps water at the top

Yet the water that goes above the base Z-level disappears. I know for a fact it can at least fill the first Z-level because it filled a bare patch of mined out ice initially but beyond that, nothing
>>
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>visit dorf fort website
>click on threetoe's stories link
>right click on background and choose "show background"
This is what Toady actually did when he was supposed to be coding.
>>
Is there a way to turn off permadeath in adventure mode? I am disgusting casual scum.
>>
>>123638898
I bet there's some sort of quick save trick you can do with DF Hack, though I'm not sure. Save scumming also works.
>>
>>123637053
What are the X's on the right side of the cistern? Closed floodgates for drainage? Top and third from the bottom
>>
>>123631229
Also, fourth from the bottom, that level's pump looks like white dots? Is that just graphics?
>>
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so
I was supposed to spend the weekend hooking up with my ex.
the day before I left to meet her my grandmother had a stroke.
I had the choice to drive 6 hours with my father to see her in her reduced state.
I chose to go to my ex instead.
We had a real talk today and she decided that she didn't want to spend more time with me and therefore threw me out of her hotel room.
I am now homeless in a town where I don't know anyone, I'm broke and my plane doesn't leave until tomorrow.
To make things worse it is winter, with 2 degrees Celsius and rain
It was inevitable.
>>
>>123640210
Yeah it's part of the graphic set. There's nothing out of the ordinary there

Next winter I'm just going to slap a floor on top of the bottom z-level

Fuck it
>>
>>123640075
Yes, they're floodgates
>>
it's out
>>
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I'm saddened by how quiet /dfg/ gets at the weekend, but it's nice to know you're all cool and hip neckbeards who live it up all weekend.
>>
>>123641293
>>123641357
If you could be bothered and don't mind anons silently judging your fortress, upload your save somewhere?
>>
>>123617129
>Not one but FOUR 3x3 staircases
36 dwarves could use those stars at the same time! I very much doubt that is necessary. actually, I'm pretty sure you need only 1 stair for 3 of them and 3-4 stairs for whatever is your main staircase.
>>
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reminder
>>
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>>
>>123647879
Man, I should start leaving some grass beds along the walls in my forts.
>>
>>123648142
GET OUT KNIFE-EAR
>>
>We had tentacle monsters
>Rape Dungeons
>Sex-related words such as "incest", "rape" and such
>Toady removed all of this

Why. It actually made the world more believable and the hfs way more weird.
>>
>>123649439
Stop complaining and mod it back.
>>
>>123649439
>We had tentacle monsters
>Rape Dungeons
removed in favor of less hardcoded, procedural hidden fun stuff. You also forgot about sex-related fluids

>Sex-related words such as "incest", "rape" and such
The words were only used in random title generation and I guess he just decided to take them out due to their offensive nature.
>>
>>123650304
>due to their offensive nature.
inb4 that anon who accused Toady of being in cahoots with Sarkeesian and working to ruin western civilization comes back
>>
>>123631229
make a hundred thousand million percent sure that the pumps are all pointing the correct directions

>pumps from the east
>pumps from the west
>pumps from the east
etc.
>>
What is the best animal I can bring and how many? First time I'm preparing carefully and It's going to be an evil climate. I'm bringing 3 war dogs and I got no idea what other animals to bring. No grazers because it's a glacier and there is nothing for them to eat.
>>
>>123654424
Pigs for milking and meat or some birds for eggs and meat. Non of them need food.
>>
>>123654424
Turkeys or pigs seem to be the top choices.
>>
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>>123654563
>>123654503

I guess this should be fine, right? I'm also bringing one cat to take care of vermin and 3 war dogs to fend off the undead until I can wall myself in.
>>
>>123640591
1 not your blog
2 assuming you're not a lying cunt (how exactly are you posting this? mm hmm) or a meat-popsicle by now, go back to the hotel if you're still there and ask for help or at least a phone to call your dad to let him know

> we have the ability to manage our own inns for the next version
> dealing with this bullshit
>>
>>123656280
>not your blog
>still replying
Don't reply. Just don't
>>
>>123654424
For poultry, turkeys produce the most eggs. Geese are next, and mature faster (better for leather industry).
Pigs are good for meat, milk and leather. They don't graze, unlike other milk animals.
Sheep are arguably the best grazer. They give wool, milk and meat, and are the only shearable domestic animal that gives horns (from the males) in addition to other butchering products.
Dogs for war/hunting animals.
Cats for vermin control.
How many of any of those you take depends entirely on how plan to play; take more if you want to industrialize them early, less if you just want extra food sources for those first couple of years. If you want a breeding program early (and don't use dfhack's fixster), bring 2 or 3 of each gender, at least. Remember that you can acquire domestic animals later from the human and dwarven caravans.
Personally, I usually end up replacing most of my domestic livestock with cavern creatures by the third year, but there are no wild replacements for shearable animals and only one wild replacement for milkable animals (kangaroos). You'll find a lot of better meat and egg sources, though.
>>
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>>123656425
it's the only way i can feel less shitty.
especially when the game is all about egalitarian communism and brutal deaths.

> then i looked at timestamps
> difference of 6 hours
if it's legit and he couldn't find anywhere to be warm, he's dead.

someone better engrave a slab.
>>
>>123654778
You must have already embarked, but still. 1 male is enough to fertilize all your females, no need in taking six of them.
>>
>>123657606
I'm actually using them for slaughtering.
>>
>tfw it feels bad slaughtering dogs but it has to be done
>>
>>123626363
>keep in mind that beasts made of gasses or liquids can simply pass through fortifications anyways
They can't. They ought to be able to, but that's not a feature in the game yet. Tiles are either passable or not, and every creature follows that rule regardless of its composition. With the exception of the 7/7 submerged fortification bug, which is still in.
>>123631725
>if the flow in a particular tile is the same at the top and the bottom parts
Though tiles do technically have a "top" and a "bottom", a tile only ever has one flow. In fact, flow is a binary tile attribute; it's either flowing or it's not. The only directionality flow has is from one tile to another, not within a single tile. Flow also doesn't have any strength as far water wheels are concerned. Water pressure is another mechanic entirely that's only tangentially connected to flow.
>>
>>123647879
the windows seem off, but you are getting better!
>>
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>>123446170
/dfg/ help, my game keeps crashing!

My game crashes at random intervals and i get pic related (not my pic but same message). Anyone know why? It doesn't seem to be tied to a game event like season changing etc, just happens randomly. What could be the cause? Im using spacefox tileset, read somewhere that it causes crashes, is this true?

Is there a bug report somewhere in the game folders?
>>
>>123659904
its because you are using dfhack
>>
>>123659904
Tilesets don't cause crashes. You're using TWBT though, that might be it.

Did you make sure it's not trees touching constructions?
>>
>>123660185
I'm using LNP but not dfhack
>>
>>123660260
Not using TWBT, haven't even heard of it

The pic isn't mine, its just the same crash message
>>
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>>123659904
>>123660275
then why you running 2 copies of dwarf fortress
lnp usually has dfhack running as a default
>>
>>123660260
Also not sure about the trees touching constructions, can it be caused if a sapling grows next to a wall?
>>
>>123660423
>The pic isn't mine
Ah, sorry. Anyway, make sure it's got nothing to do with trees. If it doesn't, upload save to dffd, report bug.
>>
>>123660563
If it then grows up to be a tree afterwards, and a part of the tree is on the same tile as the constructed wall, yes.
>>
>>123660423
>The pic isn't mine, its just the same crash message
thats a generic crash message
could mean anything
Gib computer specs, version of DF and what you are doing before/when it crashes
>>
>>123660509
I had "Enable dfhack:yes" on my lnp, does that make it run automatically when i boot up the game? turned it off now
>>
>>123660563
No, building a wall under tree branches will cause the crash, but a tree growing beside a construction won't.
>>
>>123660709
sure try now
>>
>>123660665
>specs
I have a 1.6gz amd processor with integrated graphics (because shitty laptop)
6gb ram
windows 8.1

>Df version
The latest

>what you are doing before crash
Nothing specific, it just crashes randomly
>>
>>123660185
If you know of a crash that dfhack causes you should report it here: https://github.com/DFHack/dfhack
There are currently no crashes in the open issues.
>>123659904
Dwarf Fortress has literally dozens of unresolved crash bugs; you are much more likely to have one of the many vanilla crashes. You can go to the bug tracker and search the word "crash" and browse for something that looks like it may be related to what's happening with your game.
>>
>>123640591
>shitting on your grandma
you asked for it negro
>>
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>>
>>123638898
Yeah, close the game and play the sims instead
>>
>>123650521
Come back? We never left, anon.
>>
I love Dorf Fort, and everything about it. But I just CAN'T play it for long before getting bored. Either because it's too easy or because it's too hard. I love to mod the game, tho, and I made some mods and I have a lot of fun with modding.

Is there any mod or anything that would make the game interesting for me again? Maybe some megaproject idea?
>>
>>123668231
I felt the same way. I started playing before 40D and was burned out a few years later. Now I just play during active release cycles to experience the new stuff and hibernate during the long waits. It usually stays fresh enough for me.
>>
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looking good
>>
>>123668231
>Maybe some megaproject idea?
I just started to get tired of my current fort, especially since I've played for ten in-game years without a single siege, and the only metal ore on the map was galenite.

The I realised that the lead acquired from melting it could be used to build a huge spaceship in my courtyard(which makes up most of my 4x4 embark). So far, I've only dug out a big 2 z-level deep pit that will make up the entire spaceport. My next step is to make a gate for entering the spaceship, made entirely out of glass blocks. After that, it will be spaceship designing time.

If I do well enough, I might end up abandoning my original fort, in favour of the spaceship.
>>
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>>123668231
> Maybe some megaproject idea?

When I'm done with my current fort, I'm going to try an above-ground game and basically build the tower of Babel.
>>
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>>123669607
Just remember that the "actual" tower of babel, unlike the meme version, was babylonian, and likely had the shape of a typical mesopotamian ziggurat, like the one in my pic.
>>
Uh. I want to play Egyptian dorfs. How do I generate a mostly-flat desert world?
>>
>>123668231
You could also roleplay making certain outposts for the empire like:
Lumber Mill
Mine
Farms
Imperial City

You can also adapt your playstyle ie pretend your dwarfs are ants and make your compound like an ant farm.
>>
>>123670730
In most worlds there are already plenty of mostly flat desert areas.
>>
>>123671597
Deserts are currently too small to actually challenge any adventurers, though.
>>
>>123674895
That's just rng, you can get big deserts with default gen settings. If you want to encourage them some, increasing the drainage x/y variance and the number mountain peaks in adv worldgen can help get you more desert regions. The latter only helps if you have orthographic rain shadows (I think that's setting) enabled, but it's on by default.
>>
>>123677279
Oh, and lowering rainfall, obviously.
>>
>>123677279
Or just make larger maps/regions and hope for a desert.
>>
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My hammer lords proceeded to destroy the poor turkey, several of them biting it continuously. Must have been trying to get a taste of that sweet bird. Thanksgiving was served.
>>
Do roots count as a wall, can you pass through them?
>>
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>>123679621
>noxious secretions
>turkey
Musta been covered with cranberry sauce, disgusting.

>>123659904
>spacefox tileset
This is one of the older spacefox tilesets, you'll note that the dorfs aren't on there, because those are part of the spacefox graphics set.

It's impossible for a tileset to cause a crash, the game just displays the tiles based on their location on the sheet and the hardcoded or raw controlled tile id.

I don't see how graphics would cause a crash either, but twbt can cause some, though I only know of the adventurer mode crashes personally, having never experienced one in fort mode with it active.
>>
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>>123679621
I am thankful for my turkey dinner this year.
>>
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IT'S HAPPENING
>>
>>123681948
>a single fucking feather
>>
Ok /dfg/, how do I make my dwarf stay on a single square and defend, not charging towards zombies\gobs\FBs unarmed through all my steel spear traps? I'm pretty new in handling militia, pls help.
>>
>>123685421
You don't.
>>
>>123685134
>lmao, 2pig
On another note, what the heck do they eat?
>>
>>123686053
Nothing.
>>
>>123686201
Don't pigs graze?
>>
>>123686254
Nope, that's why they're best meat source
>>
>>123686254
Nope, why I bring pigs and turkeys and cats and dogs when I'm wanting to seal myself in somewhere.
>>
I feel like that I would need a printed manual to understand this clusterfuck.
And non ASSCII based graphics
>>
>>123686589
>>123686595
Neat, didn't know that.
>>
>>123686802
No, you really don't need either, you just need some patience. if you download the game straight from b12 you'll struggle for a bit but ultimately things will make sense. it is a clusterfuck but not a totally chaotic clusterfuck
>>
>>123686802
Stop acting like it's Aurora 4x
>>
>>123668979
Well I'm back and here's what happened after I finally decided to do something

Instantly dug a hideyhole and got most of my shit inside. Got rained rotten slew on. It gave my dwarves a fever and blisters all over, which healed after a while. one dwarf wanted to clean herself so she went to the river and didn't come back. Not going after her (now moving) corpse

So as I stand now I'm digging down to magma to get my metal industry going and hopefully some maces so I can one day retake the surface from the giant dingo zombie menace, but the problem is that all my 7 dwarves are female and I'm not entirely sure how I'm going to get migrants in safely without them fucking dying my zombies, clouds of doom or other bullshittery. Maybe four entrance slits on all corners of the map leading to a corridor full of cage traps and shit?
>>
>>123687880
>giant dingo zombie
PANIC
but at least they aren't flying, I guess
>>
>>123687985
they're locked out of my fort so all's well. I also got a bit scared when I saw a pack of them. Also a pack of zombie kangaroo men, which makes me think I actually embarked into Australia

Another question, will shit that I kill underground (say, at the third cavern layer) come back up as a zombie? because that would stop my plans for this fortress real quick
>>
>>123688212
Depends which part of the map is reanimating.

If it is all terrifying, yes, you're screwed there. Lots of cage traps.

If only half is? You should be fine.
>>
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>>123686802
http://dwarffortresswiki.org/index.php/DF2014:Tilesets
>>
>>123688212
>kangaroo men
The idea of a kangaroo man is strange, because their highly anthropomorphic body shapes always made me consider kangaroos the IRL version of animal men in DF.
>>
>>123476767
Makes sense. Dwarves do like their beds.
>>
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>>123446170
Dear /dfg/, today i fucked up

>Create a world
>Plan embark carefully
>Meh spot, keep it anyway
>Start planning my entire fort layout in one go
>Day passes
>Oh boy time to start digging!
>Miners start channeling the wagon entrance to my underground fort
>Halfway thru i realise i fucked the ramp designations
>Before i manage to press pause, the whole thing caves in
>Miners OK but are now trapped inside my fort
>"I'll just dig my way to the front entrance"
>It takes ages, miners getting dehydrated
>Panic.exe
>Try to fix the ramps, end up designating over my entire fort entrance plans (What the fuck)
>Ragequit and abandon the fort

I just ruined an entire day worth of fort preparation and planning, fuck me.

Pic related
>>
Begone page 10!
>>
RELEASE THE UPDATE TOADY
>>
>>123651581
I'm saying exactly what's happening

The water is brought to the top of the stack and falls to the base

But above the Z-level of the surrounding lake, that additional water disappears
>>
>>123703909
Sorry, I'm retarded

Check under the cistern? I don't think that's in the pic you posted. Maybe there's a gap that's leading it back into the river and diffusing the water when it reaches equilibrium.
>>
http://mkv25.net/dfma/map-12560-arrowvoices
>>
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>>123703347
Soon

These things, they take time
>>
>>123704576
There's nothing under it. There are voids next to the base where I had removed ice ramps but they're walled off

I'm going to just slap a floor on top of the lake layer because that can't possibly fail
>>
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Well, that's a partial success, still not sure why they aren't showing up in world-gen.
>>
>>123660260
What should I use instead of TWBT? 2D or STANDARD?
>>
>>123708709
I just use 2D myself but not sure if that is ideal if you aren't on linux.
>>
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I don't give two fucks who you are, I love you useless fuckers.
>>
>fill bag with hundreds of gold and silver coins
>carry it around wherever I go
I like to pretend that I could swing it around and club someone with it, but it really doesn't do any damage
still, there's something great about showing up at someone's lair, dropping my back, slapping their shit with my spear, then putting all of their valuable coins in my bag and leaving with it
>>
>>123716087
You may not be able to slap them with the sack for much, but silver coins make for intimidating thrown missiles.
>>
>>123704779
Very nice. What tileset does this site use?
>>
>>123718930
That's just the default curses isn't it?
>>
So, is there any reason that my dwarves won't collect the Gabbro and shove it into the stone stockpile?

I'm getting fairly irritated with how messy my place looks.
>>
Any way to defend against evil weather like rain other than digging in?
>>
>>123723130
check to make sure it isn't forbidden and that the stockpile accepts gabbro, and check to make sure you have wheelbarrows available
if all of that is in order, are dwarves hauling anything to that stockpile at all? if there's a huge amount of stone to be hauled it could be they just haven't got around to moving the gabbro yet
>>
>>123724042

I don't have any wheelbarrows. Guess I'll make some. They were never this lazy until I gave them a place to party.
>>
is /reveal an option in 40? I just typed it into dfhack and nothing.
>>
>>123728542
no /
>>
>>123728542
just "reveal"
>>
>>123719151
I didn't think the default had rounded corners
>>
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This is a holdup! Put the update in the bag and no one gets hurt!
>>
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>>123645240
>>
>>123732271
She looks like she wants it
>>
>>123723924
make a three or four by four area that your dwarfs can stay in until it passes
>>
>>123732271
>df update never
>munt&blunt:banterlord never
>limit theory never
>a real successor to NWN never
I swear it's a global conspiracy to get me to spend money on steam
>>
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>>123732271
> end of the month update on monday

> probably going to wait until the last minute to midnight to post the update, technically the first minute of december 1st

> news content will be akin to "we need a week or two more for bugfixing"

> i'll still be unemployed with nothing to do for that long or longer
>>
Death... I shall not give in to sadness.
>>
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>>123736962
> What words are uttered by a human adventurer you've let into your caverns to hunt creatures
>>
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https://twitter.com/Bay12Games/status/670845887954993156
>>
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>>123737452
>>
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>>123737452
>mother of armok
>>123737239
>mother of armok

Got bored after a crash once I cleaned up some of the slime and got the depot taken care of, I've got a somewhat outdated backup so I said fuck it and ordered the Zombocalypse lever pulled in Cathelms.

Looks like I timed it well, since save compatibility will be broken.
>>
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>>123737452
>>
>>123737452
W-wait please.
I'm not done with fallout 4 yet.
I need a week. Just one more week.
>>
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>>123737452
>>123737452
>>123737452
>>
anyone play as batmen?
>>
>>123737452
>taverns
>INNs that you can build!
>Multi cultural gobos and kobolds show up at your doorstep

>dancing

Anything else?
>>
Migrate

>>>123744426

>>>123744426

>>>123744426

Migrate
>>
>years of pure peace
>as long as I give children to the goblins everything remains stable
>suddenly weremoles
>kill it
>all seems fine
>another weremole
>this one turns into a dwarf

Are my dwarves infected? How do I know which ones are weremoles? How do I deal with this new threat?
>>
>>123744481
bump limit is 750 why are you making a new thread now
>>
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>>123745582
Is premature threadjaculation a thing?
>>
>>123737452
>62 hours
That translates to 2 weeks in Toady time boys.
>>
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Good lord, the last few minutes of Cathelms were crazy as shit.

Dozens of corpses with titles, one necromancer was reraising them constantly while they killed the other necros, then he gets killed by a different zombie.

The mayor got knocked out by some malodorous slime trying to run away and ended up in a cage, since nobody could build the cage I just turned him into a ghost, the the last dorf died and it withered.

When I visited later as an adventurer the first thing he says when I build a cage and let him out is?

"I won the election, how elated I feel!"

Poor bastard.
>>
>>123744747

>just watched weremoles tear apart my civilization from the inside
>whole thing filling with miasma now

But at least now I know what can happen. Now I'll be prepared.
>>
>>123743543
Temples, libraries, science, music and poetry, wandering adventurers, leisure time overhaul, personal needs based on personality, (almost?) all trinkets will be used for something, bugfixes, exciting new bugs.
>>
You guys have FIFTY-NINE HOURS to predict new bugs
>>
>>123744481
400 posts to early mate.

I encourage everyone to stay in this one for now. If that thread is still up when it's time, then we should migrate.
>>
>>123748925
>dancers collide in mid-air
>game computes their next tile based on the one they're standing on now
>since they aren't on the ground, the no-cursor pos of x/y/z -30,000 is used
>dorfs hurtled towards the lowest z level of the southwestern corner of your fort at the speed of light, exploding against the walls and floor
>>
>>123744747
>>123748148
Anyone bitten by a Werebeast can become infected. Best bet is to go through combat logs and quarantine everyone who got into combat with the Werebeast.

If a month passes without them transforming then they're safe.

http://dwarffortresswiki.org/index.php/v0.34:Werebeast#Transformation_Dates

Transforming removes all hunger and thirst, so you can keep them locked up forever, do whatever shenanigans you like with them.
>>
Latest LnP for OS X comes up with .dmg corrupted. What do?
>>
>t-minus 59 hours

Get hype folks
>>
>>123748925

Talking to each other causes dwarves to go berserk.
>>
>>123748925
I remember after the thought rewrite update migrants would come and immediately be unhappy because they missed their cousin/aunt/grandfather too much. The tantrums were inevitable. Ruined my sweet waterfall embark.
>>
So what's up with dorfs letting farm plants wither while doing nothing in the current version?
>>
>>123748925
>Adults rush to claim toys, beating up children if necessary
>children dance to cheer themselves up, and fly towards x/y/z -30,000 before exploding against the ground
>>
>>123748828
Don't forget drunk dorfs!
And elven slaves working as lumberjacks.
>>
>>123748925
>[TRANS_NAME] books fill libraries because of legends scrubbed of unimportant figures
>Alcohol will still be too strong, and always kill gnomes, kobolds, and small animal men.
>Inn reputations will suffer because of filth, be impossible to improve because of long-standing bug that prevents cleaning vomit from above ground. [declared a feature]
>Goblin visitors will always attack other bar patrons until Toady remembers what the [KILL_NEUTRAL:REQUIRED] ethic implies.
>exceedingly rare edge cases results in ghosts, wagons cursed by the gods during fortress mode for defiling temples
>zombies found engaging in song and dance when loading chunks, similar to the "may I help you" bug
>immigration code full of holes, borders go so unenforced some anon accidentally ends up with a fortress populated by mist zombies [declared a feature]
>>
>>123748925
>child plays make believe where he's the mayor
>announces a mandate that gets some poor dwarf hammered later
>>
>>123753385
>the mist zombie immigrants working in your vomit caked inn occasionally wake guests up to ask if they need anything before busting out some sick dance moves... and exploding against the southwest corner of the fort
>>
>>123748925
> avaricious dwarves weigh themselves down with possessions so much, they can't move and starve
> a numerical value error of some kind prevents dwarves from ever being fully satisfied during their non-work duties... or they become too happy and easy to please, and never bother doing anything interesting again.
> fisticuffs in bar brawls immediately devolves into Civil War 2.0 when a dwarf starts hitting people with their scepter/toys/instruments
> the above happens but involves visitors, which immediately report back to their home civ that you've gone hostile, and get sieged

> or simply that you're too far from civilization and never get anyone to your fortress

> or that they DO come to your fortress, but die along the way such that the entire world is eventually depopulated of viable visitors.
>>
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>>123446170
/dfg/ help, something's up with my charcoal production

I made a wood furnace, cut down some logs and told my wood burner to make charcoal. He goes and gets some wood, takes it to the furnace, and soon after gets some more wood. he goes thru all the charcoal tasks but somehow the game tells me i dont have any charcoal.
Not showing on the ground
Not being hauled to my charcoal stockpile
Even when i try to smelt some ores i can't because there's no charcoal (yes i have the ores)
Only in the stocks menu it shows i have 20? bars, which cant be anything but charcoal. Checked my other stockpiles and none of them have charcoal.

Whats going on? Why does my charcoal dissappear as soon as its made?
>>
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>>123754945
Deconstruct the workshop that has it?
>>
>>123754653
>a numerical value error of some kind prevents dwarves from ever being fully satisfied during their non-work duties
That's a feature.
>>
>>123730701
>>123718930

Taffer
>>
>>123748925
>dorfs get stuck in a loop when stung or bit by vermin while dancing
>dehydrate and starve to death dancing
>literal tarantella
[declared feature]
>>
>>123755738
Hell, I was just guessing, I can't see shit on there since they use flash for everything last time I checked, and fuck having that shit on my computer anymore.

>>123616558
There's a 24x24 scaled Taffer set.
>>
>>123755961
The site doesn't really use any tileset, It uses the tileset the uploader is using.

Mostly because the only thing you do when uploading a map there is uploading images of your fort's z-levels compressed in an specific format.

You can also take pictures of your fort's z-levels by just pressing escape and then looking for the option.
>>
>>123755738
You callin me a taffer?
>>
>>123756163
Only used it a while back for the videos, but html5 does enough that I don't need flash anymore. Sucks because it's a neat site.
>>
>>123670442
The rounded design pleases me and would be more of a challenge to build though.
>>
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Can I somehow switch between fullmap/map with main menu with one key? Or remove views including Overmap from the layouts that TAB switches?
>>
>>123446170
I just got a HUMAN liason from my dwarf mountainhome, never knew this could happen
>>
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When will DF 1.0 be released?
>>
>>123762326
When we're all dead and Toady has passed the work on to his grandchild

Seriously though I think Toady has said 20 years or something?
>>
Building over water lead to death of several dorfs.

Welp, there went the plans for a overlake fort.
>>
>>123762809
>grandchild
>implying Toady feels the needs of the flesh
>>
>>123762809
Didn't he say that like eight years ago? We're still on .40.

He might actually spend the remainder of his life on DF. I just hope he'll try to get some healthier lifeways, in order to get more work done before he dies.
>>
>>123763570
He'll probably die at 60 from a heart attack due to lack of exercise desu
>>
Tell me some quick goal that leads to Fun without hours of grinding the earth.
>>
>>123764632
Dig straight into the caverns when you embark, and seal of your starting seven forever. Anyone who arrives after them will have to live in a surface fort, while the starting dorves will be sealed off from the rest of the world forever.
>>
>>123764946

Alright. I'm going to waste all the points on skills and equipment so the starting seven can immediatly migrate underground for the rest of their lives.
>>
>>123764946
This seems like a pretty fun idea actually, especially if you can get some of your starting 7 to fug with bedroom trickery
>deep dwarves cranking out high-value metal products at their magma forges
>surface dwarves struggling to fight off megabeast after megabeast and invasion after invasions apparently intent on sacking the town for nothing more than its shabby +mussel roasts+ and leather gear
>>
38 hours to go, right?
>>
>>123766372
I think counting down like that is a recipe for disappointment, I'm content knowing it'll probably be out by next weekend
>>
>>123766604
I think he's actually finished already and is just waiting for Dec 1st to release it. He's never done such a precise short-term release prediction, and is very confident in his disability to predict releases correctly, so that's the only way I can see how he could announce it in that way.
>>
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>>123760834
>>
>Start antmen fort
>Cut down every single tree
>Make an above-ground fort out of every single tree
>Literally not a single log left

Perfect
>>
How big of a fighting chance does a healthy cyclops have against a Forgotten Beast with "frozen extract" deadly dust?

The FB has some superficial wounds. Would the Cyclops be able to deal some good damage on him, or will he die before landing a hit? Many creatures the FB fights seem to have a hard time even trying to attack
>>
>>123767942
what material is the FB made of?
unless it's water/blood/steam or something really pathetic like that, I think the FB is going to win more or less unchallenged. I figure the cyclops might be able to get 1 hit in, maybe 2
>>
>>123768392
"A towering one-eyed pterosaur. it has a pair of spindly antennae and it has a bloated body. Its cobalt scales are round and overlapping. Beware its deadly dust!"

I figured it was a flesh FB with cobalt 'armor'. It can fly, being a pterosaur and all.
>>
>>123766784
Not sure I understand the question. Cycling tab shows/removes the minimap, if that's what you mean
>>
>>123768651
It's just meat. Cobalt, in this context, is a color, not a material.
>>
>>123768709
I don’t need overmap at all. I want to show/hide the menu with a single key hit. Without switching a gazillion layouts with things I don’t need.
>>
>>123748925
Creatures interrupted while drinking will abandon their mugs with booze still in them. The mugs will be returned to the stockpile still containing liquid, and will forever be unusable by other creatures until the dfhack crew comes up with a drybuckets equivalent for mugs.

Not as funny as some of the other predictions, but this one has a solid chance of actually being in the game.
>>
>>123769720
Ah, I see. So you want tab to show/hide only the commands? Not sure if there's a way to do that, try poking around the forums maybe.
>>
>>123767942
Frozen extract is just the name for the solid form of any forgotten beast's syndrome material. That doesn't actually tell us anything about what the dust does. It doesn't really matter, though. Deadly dust is easily (and by a large margin) the most dangerous fb superpower, because every dust expulsion acts like cave in dust, and will knock out/send flying any creature caught in it regardless of what its actual effect is. It would take an rng miracle for the cyclops to even stand next to the fb, much less make an attack against it.
>>
>>123769720
No way to do that. Unless someone writes a dfhack plugin. You might want to request that.

What I do is keep everything hidden all the time - if I press a menu button, the command window appears anyway.
>>
>>123770487
I just don’t remember much besides d, b, and several others, so I’m afraid that I can miss something important, if it’s not before my eyes.
>>
>>123770670
write them down on a sticky note and put in on your desk? I would hide the menu, but I can't stand the map shift every time the menu opens.
>>
>>123770440
Turns out it was some kind of rotting dust. I was wondering why there was miasma in the caves sometimes

The FB managed to slip into my fort, but my soldiers dealt with it pretty quickly. Only 3 dead dwarves and only a couple of guys infected by the dust.
>>
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>>123771015
> write them down on a sticky note and put in on your desk?
>>
/dfg/ I want to play this game but I can never understand whats going on in the screen from these sprites. Is there any way to fix this or do I just have to play the game until I get used to it
>>
can anybody tell me how to make my in-game adventurer more powerful or faster using non-permanent cheats, ive grown atached to a companion, and a demon ends killing him no mather what i do.
>>
>>123774008
If you’re asking this instead of doing what you know you must do to start, you’ll never start.
>>
>seal myself in
>No way to enter or leave
>Vermin pop up everywhere anyways

Seriously?
>>
>>123774632
Okay, here I go.
>>
>try to recover a corpse
>kill more dwarves in the process

It was inevitable
>>
Anyone up for a story?
>>
>>123776747
ye
>>
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>>123777453
You choose
>>
>>123777759
Genesis

I want to see you cutting goblin cocks.
>>
>>123777759
Genesis or Victorian
>>
>>123777759
>>123777919
>>123777940

I also have the Elder Scrolls mod in another folder if you guys want me to try it.
>>
Due to a recent fight with a FB, I have a bunch of blind dwarves.

How much of an impact will this have?
>>
>>123778416
Seeing you play that mod would be amusing only if it's your first time playing. That's a clusterfuck o understand.
>>
What does the "melt a metal object" job in the Smelter do?
Does it make a dwarf find any nearby item or something?
>>
>>123778686
No fear, no high quality items.
http://dwarffortresswiki.org/index.php/v0.34:Wound#Blindness
>>
>>123778962
It melts any object you designated for melting.
>>
>>123777759
could you trade it all for some mad stories and pics about dwarf fortress?
they are...(let me see) 52,7 mb,
I can also post some cool OC I have experienced
>>
>>123775182
They got in there with the barrels of food
how do you think vermin spread cross oceans?
>>
>>123779265
>cat kills all vermin
>they keep on coming

Yeah...
>>
>>123779415
they reproduce mate
just give it time
unless you connected to the caverns
then rip
>>
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>>123779415
You need more cats.
>>
>>123775689
>Embark for the first time
>Actually manage to dig down a layer
>Build a few workshops randomly
>See a pool nearby
>"Oh hey how much can a shallow pond flood anyways
>My entire "fortress" gets flooded
Well, that was quick. At least I learned a few thngs.
>>
>>123779914
lmao!

aquifers!
>>
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>>123779914
> I have strictly followed the Quickstart guide
>>
>>123780314
>I have strictly followed the Quickstart guide
What guide ? I just listened to my heart.
>>123780013
pls /dfg/ I don't want to get memed on by you I am just learning the game.
>>
>>123779914
That's exactly what I did in my first for too, although I hadn't even got as far as workshops
Just figured "fuck it, I don't stand to lose any real progress here, let's find out what those flashing blue ~s mean"
my next fort lasted something like 2 years
>>
>>123769720
Try autohotkey to make a macro to hit tab a certain number of times.
>>
>>123780494
Alright friend

http://dwarffortresswiki.org/index.php/DF2014:Aquifer

now, you have two options

You can either

>Disable aquifers
which is the pussy option or the "I can't be fucked to bypass this shit" option, depending on who you're talking to

or

>Read the article I've given you and learn how to bypass them
Which is the gamer option and something everyone should do at least once, if only to learn how you do it in case competitive dwarf fortress ever becomes a thing (lol)

I personally play with aquifers off unless I want to do something with them, because it just cuts from the time I could be spending actually building a fort. Just give that a read I guess and see what you wanna do
>>
>>123450283
>that big boss gobbo
>>
>>123780887
I don't think you read his post. I'm pretty sure what he ran into was the underside of a murky pool, not an aquifer
Other than that I agree with your. fuck disabling aquifers.
>>
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>>123780887
>the gamer option
Kill thyself my man
>>
>>123781423
how fucking big can a murky pool be

and why the fuck would he dig up into it lmao

>>123781492
confirmed not a gamer

I bet you're not even a geek too, do you even post in bay12???
>>
>>123780887
Okay thank you very much. Here I go for another adventure, but a question first. Should I just settle after digging the first layer or should I put my rooms deeper
>>
>>123781604
D E E P E R

you can settle for soil layers early if you're scared of what's roaming around the surface, however, your actual fort should always be down into the stone layer

after all, you're a dwarf, not some sort of kobold or hobbit scum.
>>
>>123780887
>>123781423
>Aquifers are accepted now
What's next, microline acceptance too?
>>
>>123782272
>microcline
>year 379 of the Age of Heroes

never, friend

if you haven't disabled microcline in the raws you aren't playing the game properly
>>
>>123780494
> What guide
The ‘the’ in ‘the Quickstart guide’ implies that there is only one.

>>123780769
Oh, nice idea, btw, thanks.

>>123781604
> Should I just settle after digging the first layer or should I put my rooms deeper
Do whatever you want. You’ll have plenty of time to have FUN later, and there will be no point in this FUN unless you make yourself comfortable while learning and having small fun to develop a steady interest. Consider, that reading the wiki for a week >>123616346 is totally acceptable.
>>
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Did building next to trees really cause crashes in ALL of the .40 releases? I have vague memories of building "tree houses" in one of the first releases.
>>
>>123782591
>Prior to DF 0.40.24 building a construction on a tree would cause the tree to vanish. In the current version it now causes a game crash.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=8719
>>
I have installed CLA & Myne with animals tileset from http://dffd.bay12games.com/file.php?id=5945, but then I decided that it has fugly dwarfs and wanted to remove it. I can’t. I’ve fixed all FULLFONT directives in the data/init/init.txt, my raw folder in the region1 is a symlink to ../../../raw, I’ve copied another tileset to the data/art, after some restarts I see that the tree branches have changed, but those fugly dorfs are still there along with that ttf font that looks broken at small size. How do I set another font? How do I revert the look? I have removed all files under raw/graphic/ that had CLA in their names. Does DF have a cache somewhere?..
>>
>>123783782
>remove it
Remove what? All CLA creature graphics? or just the dwarves? The tileset too? Or do you want to keep that?
> those fugly dorfs are still there
They're identical to the tileset dwarves (and very similar to the vanilla graphic). It sounds like you removed the creature graphics but kept the tileset because you only changed the tileset for fullscreen.

Change all FOUR instances of the tileset in data/init/init.txt. And just set GRAPHICS to NO if you don't want any creature graphics.
ttf Font is in data/art. You'd need to redownload the original font.ttf.
Or just disable TTF (F12 IIRC).
>>
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Can we post our DF confessions?

I'll start:

In my current fort, I've got a master lasher squad entirely composed of teenage girls. Whenever one of them turns 20, I deactivate all of her labours and let her spend the rest of her life in a special posh residence, dedicated to retirees from that squad.
>>
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>a pit full of clothes and dwarves just sitting there chatting

err
>>
>>123784467
Thank you, now I understand everything. Why there is no tileset that would please me.
>>
>>123785642
Make your own~
>>
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>>123777759
>start to tease you for using what looks like vanilla ubuntu
>realize ubuntu is the LNP of linux

>>123774008
http://dwarffortresswiki.org/index.php/DF2014:Tilesets (>>123693313)

>>123783782
I didn't like the CLA dorfs either, but I loved the animals so much I sat and redrew the edges and corners to clean them up after I scaled them to 36x54.

Besides my hyper-autist-cringey-monocle dorfs and my bigasam style ones all I've got is a curses style set that fits into the letter tiles.

Rename the CLA_dwarves/CLA_humans/CLA_elves/CLA_goblins files by adding a . before their names and it will flat out disable those graphics.

Save a file with the relevant graphical .txt to use different ones, as an example, the file here with the shown name and this saved as graphics_curses.txt should replace those creatures with the tiles you see here.
>>
>>123785827
Derp, was watching a goddamn animal show and didn't hit ctrl+v.

http://pastebin.com/Zanh4sFP that is the graphics_curses.txt >.> derpaderp

You need to do this for your df/data/save/region #/raw/graphics folders too.
>>
Is there any interesting mod that adds more metals and stuff? I enjoy mining and finding all kind of stuff aside from the hfs and crafting all sorts of weaponry and such with said minerals.
>>
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>>123785780
That’s what I’m going to do… tomorrow.

>>123785827
Eh, no. The only things that were good in CLA/Myne are the round O and small up ramp triangle. I’m gonna take Vidumec 15×15 and slightly fix it.
>>
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>>123785827
Those having been inspired by my playing around when I made this.

The idea being to have the dead creature letters be the same shape/size/position in the tile as the living ones, like a CLA cat dying turns into a Myne c.

I do have unshaded versions of this, didn't make one of the races but I could if wanted.
>>
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>>123786876
Ah, hadn't looked at Vidumec much.

This is kinda similar, not sure if you've got a big tileset fetish like I do though.
>>
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t-minus 48 hours

dumpan more big tilesets, here's one that was a request from here actually.
>>
>>123787657
I think that large tiles are great only because they force you to value small buildings, so you wouldn’t push expansion right from the start, also spur to a have compact fortress plan, which is good. But I’d want something a little bigger than the standard ASCII and square. The last time I played DF it was on pure ASCII, but I think this time I’ll often switch zoom levels. Especially on spiral staircase, pump stacks and such.
>>
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>>123789830
>>
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>>123789830
Thought I had a middle-scale version of the curses with the cleaned edges in square but I guess I got distracted while doing it.

Though I did find this one.
>>
>>123781604

>living in the dirt

God damn hobbits.
>>
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>>
>>123784794

I like elves.
>>
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>>123792134
>>
>>123784794
why?
>>
>>123784794
I tend to usually take my time setting up, and usually don't have a trained/outfitted military before I get a substantial siege (30-50+), and typically resort to atom smashers until my military is adequate.

Feels a little bad man, but I got sick of losing 10 dwarves to my first big siege every game because they were underequipped. I'm getting better at prioritizing though!
>>
>>123792518

They are obviously the master race and worthy of emulating.
>>
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>>123792134
Me too. The elf hate meme is probably my least favourite part of the dfg/bay12/tg jargon.
>>
>>123793535
Well, the game is not titled 'Slaves to Armok: God of Blood Chapter II: Elf Fortress'
>>
>>123459731
>the male jaguar is gay
>>
>>123793815

Yes, the acceptance of inherent inferiority and struggling, if vainly, on regardless makes for better gameplay.
>>
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>>123793535
You don't fool me, Elf.
>>
>start embark
>all dwarves are gay

"Hey, BOOOYZZZZ!"
"Yas Claudio?"
"Let's go like TOTES destroy the elven race while drinking some alcohol!!"
"YAAAAAS!"
>>
https://twitter.com/Bay12Games/status/670845887954993156
https://twitter.com/Bay12Games/status/670845887954993156
https://twitter.com/Bay12Games/status/670845887954993156

THAT WAS A DAY AGO
THE HAPPENING IS HERE
>>
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>>123795834
>>
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Does /dfg/ have "tripfags"?
>>
>>123796461
No, the closest thing to a tripfag is MaxTM and Victorianon, and they don't use trips.
>>
><gremlin sweat Barrel <bayberrywood>>

Just what the doctor ordered.
>>
>>123796693
Don't see the point of using one, if you care to pay attention and figure out who someone is... it doesn't matter anyways, if you don't care to do that... it doesn't matter either, does it?
>>
>>123792134
>>123793535
Fort mode elves:
>tempt you with interesting tame giant creatures but very rarely bring ones that are trainable, or a breeding pair of anything
>the (tame rat) has gnawed its way out of confinement!
>the (tame hamster) has gnawed its way out of confinement!
>the (tame rat) has gnawed its way out of confinement!
>get pissy when you cut down trees
>make fun of dwarven stature and way of life

Adventure mode elves:
>willing to join you on your adventure
>start out with wooden equipment but are willing to accept metal gear if it's better than what they've got
>just chill out in trees and offer directions to passers-by

they're totally different creatures
>>
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>New fort
>First migrant wave - 3 people
>Autumn rolls around
>"No outpost liaison? How curious..."

Please tell me this doesn't mean what I think it means. I hate migrants as much as the next guy, but a 10-man fort is a bit absurd.
>>
>>123799424
Sounds comfy desu
>>
>>123799424
Breeding hive is go.
>>
>>123799516
Great. Lokum, Oddom, Stinhad, Mafol, Lor, hope you like kids, cause you've got a race to repopulate. Let's see if turkey fat doubles as lube.
>>
>>123799424
Remember, you bear a great responsibility. Every dwarven life is precious even a noble's
>>
When the update comes out, what's the first thing you're going to do /dfg/? My first adventure mode game is to become a bard. My first fort mode I'm going to make a strip mine and export raw and refined ore.
>>
>start embark
>it is late winter
>wagon is partially on frozen lake
>uh oh
>spring starts, ice melts
>last bit of goods in lake, dead dwarf
>>
>>123800624
>>123799832
>>123799665
>>123799516
Does this mean I'm NEVER getting any more migrants? Because if so, I'm walling off all the exits. I'm not risking someone bleeding to death, because they tripped over a kobold and it stabbed them in the shin.
>>
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>>123800817
>>
EVERYONE SHUT THE FUCK UP

NEW UPDATE IN !!!!!!!2 DAYS!!!!!!!
>>
>>123799424
Chances are you'll still get more
I've played several dozen dead civ forts and only twice did migrants stop coming, both times at 19 pop
>>
>>123801174
then a few months before it's fully playable and doesn't have gamebreaking bugs/crashes.
>>
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>>123792134
>>123793535
>>
>>123801174
Is it just inns?
>>
>>123802175
Taverns, temples, libraries, performances such as singing and dancing, science, poetry, alcohol intoxication, wandering adventurers, personal needs, multiracial forts (if you want), and a leisure time overhaul.
>>
>>123802175
http://www.bay12games.com/dwarves/dev.html

the things in light blue are coming next update
>>
>>123802442
>temples

Do you have a link to more info?
>>
>>123802519
if you go through the devlog there's some more info. I think temples are going to be very rudimentary for now, just some sort of zone designation and a religion-need that encourages dwarves to visit it occasionally, and toad focused more on taverns for this release
>>
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I think my December 1st prediction is right. Good thing it's finally coming out, these long release cycles are starting to fatigue me. I really wish Toady would switch to a 4-6 month cycle instead.
>>
>>123802892
IT'S HAPPENING
Toady also posted the news in facebook
>>
new player here.

how do i get A job done? i need one floodgate to be removed and placed somewhere else, and it's taking ages for dwarfs to do that instead of fucking around doing other businesses.
is there a way to give it priority? i need the lava flow to get metalsmithing started i can't wait for my fucker to haul yet another table. i even removed all jobs but forniture hauling from one dwarf.
>>
>>123802750
I believe he mentioned dedicating temples to specific gods and dorfs getting cursed if they fuck the place up when tantruming.
>>
>>123803165
He's not on Facebook, that's only fans copying the offical releases.
>>
>>123803280
check your units list, if there are dwarves listed with 'no job' an they aren't doing what you've asked them to do, maybe the floodgate is inaccessible.
if they're genuinely all busy, take a look at what it is they're busy doing, and either try to speed it up (if it's hauling rock around, building wheelbarrows helps hugely, for example) or turn that labour off for a few dwarves (you can specify different types of hauling, if that's the problem)
>>
>>123804465
>possessed superdwarves
this will make tantrum spirals beyond unfixable
>>
>>123803165
>>123802892
>Bay 12 Games posted The new version is coming in less than 48 hours

SOON
>>
>>123804719
What tantrum spirals?
>>
>>123802442
How many of those things are Adventurer and how many are Fort mode?
>>
>>123805359
All of them are fort mode, most of them are adventure mode
>>
>>123802514
>http://www.bay12games.com/dwarves/dev.html

>MY EYES
Fucking shit toady, why do you keep that background?
>>
>>123803280
Only the employed dwarf for a specific task can do that task. In this case, mechanic dwarven are the only who will remove mechanisms, and if those dwarven have another less rare job (which is pretty common) like cooking, then they're giving too much priority to the secondary jobs because of reasons*.
I supposed you have the floodgate accesible and there isn't a retardedly long distance between the dwarf and the mechanism. If this is the case, they will get tired/thirsty/hungry mid-way and cancel their job and retry it again until something else kills them.

Use the Dwarf Therapist, search the mechanics or those who have the mechanic tasks enabled and disable all jobs except these. That should fix the problem if they prefer making bread instead of levers.

*Reasons are they don't like their job or they had practicing too much the secondary job and became more proficient on it than the main one.
>>
>>123802514

What's the benefit of inns? income? fame? Can you have legendary heroes stay? can you recruit them or pay them to be a merc? will they whoop shit for you if they happen to be there doing a siege or w/e?
>>
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>>
>>123806221
minigames

not yet though, that's the update after
>>
>>123806221
>people come to taverns
>petition to join your fort
>you now have a fort with, I'm sure, gorlaks and crundles and thripspeople as residents
>>
>>123806749
i cant wait for this shit gonna be amazing
>>
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How far are we from Rune Magic or its like?
>>
>>123806749
>Accepting refugees
>Wanting France Fortress
>>
>>123807127
>not establishing a ghetto full of elven woodcutters
>>
Can't wait to build temples with everything made out of solid gold
>>
my world keeps on getting rejected
I'm on a medium sized map with medium number of civs, keeps getting rejected immediately after placing down civs
wtf am I doing wrong? There's been like 50 rejections now...
>>
>>123807127
>Goblin Foreign Legion
Noice.
>>
>>123807127
You shitting me? I've already made crude sketches of the work camps I'm going to fill with elven and goblin refugees. The humans get to be soldiers, since they're dwarfy enough, but unworthy to be part of the ruling merchant and craftsman class. Gonna have goblins working the mines and elves working the farms and forests. I will force elves to chop down trees.
>>
>>123807127

Oh god. He's right. Fucking necromancers are the muzzies of DF, what sort of screening process can we employ?
>>
>>123807667
It gives you some message about why it's been rejected, doesn't it?
>>
>>123807892
ah there's an error log
tyvmf
>>
>>123796693
They are just as annoying, though.
>>
I have a fuckload of aluminium, I already made chests for my starting 7. What else should I do? Statues?
>>
>>123809718
Build a spaceship. That's what I'm currently doing with my lead.
>>
>>123809718
save it for artifacts, I guess?
but wells/statues in public areas is always a good idea if you have more than you know what to do with
>>
>>123809718
Pave all your floors with it. And I do mean all of them.
That's what I did when I embarked on what turned out to be a bajillion layers of nothing but gold.
>>
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>>123809718
> aluminium

Build a plane.
>>
>>123810305
I'm already building all my aboveground areas with salt blocks because why not.

>>123810476
>>123809798
Interesting. I'll build some statues and then use the aluminium to do a small aircraft.
>>
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Hmmm, wanted a more vanilla feeling set for the update, but wanted to keep the eye @ symbols, then I asked myself... "What Would Snake Pliskin Do?" so I jabbed my eye out with a lit cigar and doodled an @-eyepatch.

>>123804935
http://www.webcountdown.net/?c=1448982240
>>
>>123667040
>*pulls liver*
>>
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>check fort status
>see this

What do
>>
>>123811910
Dorf Daycare

http://www.bay12forums.com/smf/index.php?topic=91093.0
>>
>>123806749
Crundles aren't sentient. You can have them as 'residents' now by using cage traps and nest boxes.
>>
>>123801273
Nah, 40.01 was playable from day 1. 40.24 crashes worse than any other release in this cycle thanks to the building-in-trees bug.
>>
>>123812571
I don't have enough creatures for that.

Will a children danger room be enough?
>>
>>123799424
>hating the lifeblood of a fort
It just means your outpost liaison is dead or ortherwise detained. The liaison has literally nothing to do with migration.
>>
>>123813070
fuk off

I could barely play the game the first weeks due to the calendar crash.

The building-in-trees crash is easy to avoid.
>>
>>123811910
Appoint a broker and bookkeeper for starters.
>>
>>123813445
No one with enough skills, I'll just wait for the next migrant wave to see if anyone with relevant skills comes.
>>
>>123813643
Just appoint a random dwarf broker and then make a single trade, using guesswork to buy goods.

It trains them up to at least competent appraiser straight away in my experience.

I think you can do the same thing with bookkeepers. Any average urist will gain record keeper after checking the stocks a few times.
>>
>>123813381
I missed out on the "cut down tree > get scared by log > climb tree > freak out because you're in a tree > jump out > freak out because you remember the log" fun.

Plus I'm gonna be trying to see if I can help find symbols, but even without that, df bugs are best bugs.
>>
>>123814198
>40.01
>embark next to a cliff
>dwarves start climbing it for no reason
>get halfway up and fall off
>4 members of the embark party dead in 2 minutes

good times
>>
>>123813643
Like >>123814046 said, you can appoint anyone to the job. The bookkeeper's skill has no effect on the accuracy of his count, and brokers get appraisal experience just by entering the trade screen. Their negotiate skill does influence how good a deal they can get you, but only by a marginal amount that you're unlikely to notice if you aren't trying to jew the traders.
>>
>>123814198
They weren't scared by logs, they just climbed trees for no reason if they had no job and no meeting area.
>>
>>123814594
I've had them do that even in the later versions, all the way up to 40.24 I think. Off duty military dorfs in particular liked to just clamber around the various dangerous structures I built.

I meant someone said they had a woodcutter chop a tree, someone else get hit by a log, that dorf freaks out and climbs a tree, other dorf freaks because first one is freaking, so they keep climbing and jumping out of trees.
>>
>>123814428
>Cut down tree
>triggers collapse because reasons
>log bunker busts whole fort
>>
ten pages
>>
Is it possible to mod a small overlay window, or add into the command menu a short list of certain stock items, such as: #of wood, #ofstone, #ofiron bars, #ofgems, etc. so I don't have to scroll all the way down to bars/blocks to see what I need more of for metal industry and the like?
>>
>Embark on volcano
>Flux everywhere
>No fucking iron
>Civilization is wiped out
>Humans are wiped out
>Elves are still around for god knows what reason, but they don't even know how to use a pick to mine iron
>Literally only source of iron is to sit here and wait for the vast armies of darkness to come to my fort and try to skullfuck everyone and defend myself without any proper weapons or armor

Has Toady ever shown anyone his code? Because I'm fairly certain he's found a way to make a game that runs on bullshit.
>>
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>>123826383
If you don't have any iron, then just use steel
>>
>>123827259
Note to self: Invent dwarven guillotine. Maybe dropping serrated disks from high up on top of the noble? Too bad I can't make any, BECAUSE I HAVE NO FUCKING IRON

Eh, fuck it, I've got some sand. I'll just make a shitton of glass ones. And fill some traps with them.
>>
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>>123827259
>>
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>>123827259
>>
>>123826383
>vast armies
>40.24
wew lad
>>
>>123829945
>he's never embarked near a thriving goblin fort
wew lad @ you
granted the armies still aren't a threat, but you'll be facing 2x70+ sieges per year, that's vast in DF terms
>>
>>123830283
>vast in DF terms
again, only in v40.

In v34, you'd see hundreds; with mounts and masters too.
>>
>>123829945
>>123830283
>>123830562
Toady said he fixed an army pathing issue and the mountless sieges bug with DF2016
Hopefully it will work
>>
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>>123830718
GET HYPE
E
T
H
Y
P
E
>>
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>>123830875
>>
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>>123790197
> let us just stretch all letters and see what happens
Stretching is common for Chinese hieroglyphs due to their stacking nature, but for a Western alphabet it’s ridiculous and makes anyone knowing a little about typeset cringe.
> shades
I liked skins with gradients on Win XP when I was 14.
>>
>>123827259
>>
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>>123833820
The shading job was an early effort at it, hasn't been updated since I figured out other ways to do it, it does look better in game though.

XP though? I think 3.1 was fresh when I was 14, oh, and the letters came with those proportions.
>>
>>123827259
legitimate point, since melting certain items will yield more metal rather than less, thus it's possible to make thousands of steel bars from just a few items repeatedly forged and melted down again.

http://dwarffortresswiki.org/index.php/DF2014:Melt_item#Yield
>>
>11/29/2015 Toady One: There's always more to do, but we're pretty much done with what we've found we need to do before the first release, so we'll go ahead with that release in a few days! Then we'll continue to work on bugs new and old for some time, as usual, peppered with work on smaller suggestions and other life improvements.

GET PSYCHED
>>
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>>123836092
Makes me wonder what the standout bugs will be this time.

I remember the railgun xbow murdersquads fondly myself, and abusing the minecart trick to squeeze a full military gearset out of the few safe chunks of my first candycane.
>>
>>123830562
>hundreds
A bit of hyperbole, unless you mean exactly 2 of them at most. The biggest siege I've ever seen reported was ~260, mounts included, and I personally topped out at 183 over dozens of forts. You're not wrong that sieges have shrunk since .40 released, but let's not overly romanticize prior versions.
>>
>>123839010
In the older versions, you could spam that "spawn invasion" command in dfhack. And they'd all come at once.
>>
>>123839010
>>123839201
This reminds me, didn't Toady mention a new setting for max siege size in a recent FotF? Does anyone recall if that was making it into the current version? Maybe I'm crazy, but I thought he did. I would've expected the lolnosieges crowd to be pretty excited about it, but I haven't noticed any mention of it for a while.
>>
>>123840189
>*current
Eh, I meant next.
>>
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>>
FUCK ELVES
>>
>>123851747
FEULCVKES
>>
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>>
>>123853215
lmao
>>
>>123853278
>>
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Finally. Fixing rough corners in CLA happened to be easier than working on Vidumec’s tileset. Two damn weeks and I haven’t dug a single tile yet. If you don’t count test run to remember how to channel and how stars look like.
>>
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>>123855683
That's actually the Myne tileset, CLA is mostly about the creature graphics.
>>
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>>123856049
CLA is designed on top of Myne, but uses a slightly modified version to fit the graphical changes (and presumably some personal preferences) so it's a tricky one to call, but I'd guess that's the CLA version of it.
>>
>>123856049
>>123856132
Ah, right. It‘s just the both 16-rows images are unpacked as CLA.png and Myne.png. Being completely identical.
>>
Dwarfs on weed?
>>
I'm going to make thr Elven migrants the high class of my fort, living in luxurious topside palaces built by indentured manlet servants.
>>
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>>123827259
>>
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Huh... found a fort with goblin towers and occupied with gobbo administrators/civilians that flip to no quarter/run from me... punched their brains out and went back up top, noticed something I've never seen on a depot before.

It's actually a secrets slab and all, just... sitting there.

'Anyone mind if I grab this priceless artifact of untold power?'

"There a price on it?"

'...no?'

"Go 'fer it."
>>
>>123856873
Those rather suit your style, you should collect stories you like and decorate them like that, so you've got something to work around.
>>
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>>123857558
As if it wasn't weird enough.

I came out of a tunnel from a nearby fort back at the one where Zargigin was... and it was sitting there again.

When I picked it back up I only had one, but before that I had one in my backpack too.

So I dropped it at a nearby hillock and returned, yep, another there.

Built that one at a nearby fort, came back, yep... another.

Tried to build it at the other fort and it moved the building.
>>
>>123446170
wtf just happened /dfg/?

A liason from the mountainhomes just appeared with a caravan. The caravan began to approach my fort down a mountain, but never made it to my depot. It just disappeared while i was not looking
The Dead/missing tab shows that a wagon is missing (most likely the one in question)

What happened to my wagon and how can i find out?
>>
>>123859159
Did it drop any loot?
>>
>>123859159
Engrave a slab for it, most likely spooked or pathing glitch caused it to be scuttled.

I was bummed to find I don't know how to change the playable single tile wagon creature death message to "you have been scuttled", actually.
>>
>>123859159
Did it fall down the mountain lel?
>>
>>123859213
wow, it actually did...
Theres a bunch of stuff up on the mountain where the wagon spawned, seems to be forbidden tho

Is it considered my fault if the wagon breaks on its own? mountainhomes wont act right?

>>123859217
How does a slab help?
>>
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>>123860061
Lists the cause of death generally.
>>
>>123836480
>a few days
>>
>>123861651
>I got sidetracked trying to work out the right mass of an inebriated dwarf's stool, I will have to delay the update to next year.
>>
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>>123861154
>Human Milker
>>
How do I make ground tiles flat color under AsCII like in some graphic sets without altering the ASCII itself?
>>
>>123861809
>at the bottom of a pile of gobs, humans, and dorfs
>>
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>>123861872
add a transparent alpha channel, set the pink background color to alpha

put a layer under with your choice of color, I like medium grey, and reduce the opacity to 25~50%, have it under the , . ' ` tiles.
>>
>>123862095

Thanks. I'll see if that has the wanted effect.
>>
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>>123862234
There are more tweaks to the curses set here than just that one, but the grass should wind up like this or something along these lines.
>>
>>123862317

That did the trick. Apparently it was way too obvious for me to handle.
>>
>>123862612
I got the idea from the Wanderlust set myself, so don't feel bad.
>>
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Soon I will be able to mangle bandits with a lute and sing songs about how I snipped their teeth out and beat another guy with the arm of his friend.
>>
>>123865529
Song names will be in but not lyrics yet
>>
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>>123865575
I thought he wasn't able to get the full rumor passing in but other stuff will be?
>>
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So I forgot I had the mad scientists in my other mod for testing some stuff right?

So I bump into two experimental creatures that start chasing me in this really hilly hamlet, so I climb up on this one sheer building/cliff spot and each time they get close I just grab and throw or take them down like bopping them on the head.

Then I got an idea.

Hang off the edge, let one climb up under me, grab them, do a take-down, then let go of the wall.

Fucker exploded into chunks under me.
>>
Will we be able to promote non-dwarves to leadership roles? I want to remove those filthy midgets from the government.
>>
>>123866708
Disgusting.
>>
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what is this?
>>
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What the hell is this?!
>>
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>>123867772
Fan made concept art isn't it? If that's even a thing.
>>
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Ah the fun of emergent behavior.

Despite there being lots of towers available, sometimes mad scientists just kinda feel like settling down in a nice suburb, raising a horde of polite creatures, and chit-chatting with them about nonsense.
>>
>>123861651
nice so update late 2016
>>
What do I need to take into account when modding in a civilization? Can I slap another one to entity_default.txt using an existing race?
>>
>>123867869
He is bisexual, lol
>>
>>123867869
Bi male dorf.
>>
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>>123868591
>>123868585
How do I unfaggot him?
>>
>>123869116
just stick him in the militia. fighting dwarves don't tend to develop relationships enough to get married anyway so it wouldn't matter
>>
>>123868585
>>123868591
Dwarves can be bisexual?

Are we going to get tranny dwarves next?
>>
>>123869116
Change the orientation tag in the raws.
>>
>>123869292

Just need to enable gelding dorfs for that.
>>
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>>123869292
Depends what kind of clothing you produce in the fort, most dwarves don't give a shit what they wear.
>>
>>123869292
well we might get snail "man" residents in the next update, I guess
>>
>She was annoyed after suffering a minor injury.
>Her right upper arm is mangled beyond recognition. Her right shoulder is mangled beyond recognition.
>>
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the fuck does this mean
>>
>>123870645
Sounds like you need a vector for the chemicals you're trying to apply, like venom or deadly dust.
>>
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>>123868273
>See asterisk in middle of a tomb on the map
>Is a goblin spearman
>They won't climb so I can powerbomb them
>See them run inside a tomb
>Hilarity ensues
>>
explosives in DF when
>>
Ive seen the new update is about do drop, so ive checked the OP and google for the new stuff in the update, but there doesnt seem to be a list. I only know they have taverns, and I seem to remember after 0.40 there being a post saying they had detailed books and stuff. Does anyone care to fill me in on whats coming or have a link to something ive missed?
>>
>>123872416
>>>/v/318387632
Lots of info in that thread, including a greentext list of what is really coming.
>>
For some reason, my dwarves wont haul metal bars to the stockpile.

I have enabled the right things.
Both the location of the bars and the stockpile are accesible
There are plenty of wheelbarrows, and in fact there are 3 waiting on that very stockpile
The stockpile is not set to only take from specific places
The metal bars aren't forbidden or set for dumping

Wat do?
>>
>>123872757
Where are the bars, in the smelter?
>>
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>>123872682
There's a hell of a lot less funposting than back in the days of /df/, but holy hell /v/ is fucking stupid these days.
>>
>11 dwarven childs
>nothing captured so I can't do dwarven childcare

Atom smash?
>>
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>>123871952
>pats elbow
>cocks ear to the crowd
>gives a dramatic thumbs down
>drops the bomb on some sucka

More seriously, you can simulate a lot of explosive effects with interactions and screwing with boiling points.

>>123872757
My lazy-man trick is to just put a dump zone on the desired spot and mark the stubborn items for dumping, they'll haul shit much quicker to the dump it seems. Then just d > b > c reclaim them.
>>
MIGRANTS GET OUT REEE
>>
>>123873275
>Not wanting more haulers and cannon fodder

haha what
>>
>>123872845
Most of them, yes. They have been smelted from the ore and aren't being used for any further smelting.
Those aren't the only ones though. Bars at the Trade Depot aren't being picked up either.

>>123873027
I'll try that out.
>>
>dorf gets attacked by honey badger
>Not badly hurt but still hurt
>No more thread or cloth left, I used it all on the miners that almost die on a collapse.

what do, pig tail will take a crapload of time to grow, it's not even the correct season, and I got no animals that I can shear, only pigs, dogs and cats.
>>
>>123873378
If he's just hurt (yellow blink ' ! '), then he will likely heal on his own. Look at him to see what exactly he has.
>>
>>123853215
That almost looks like Latin. I like it.
Time for a Latin mod. I'll just replace the U with a V and put a 60% diagonal gradient on everything
>>
I need ideas, ideas for taverns!

Temples and libraries pretty much build themselves.
>>
>>123873354
>wanting immigrants to compete with your poor dwarves for limited labor
liberals get out
>>
>>123873378
Not sure if he needs any, but if he does you can collect some web in caverns.
>>
>>123873643
Also J -> I
>>
>>123873654
I don't know, a square room with a door leading to a backstore of alcohol stockpile?
>>
>>123873740
>a square room

I like the way you're thinking, but I was planning something more elaborate, like a square room with another square room attached, with a square still in it.
>>
Is there an easy way to find a dorf's bedroom?
>>
>>123872958
Why not raise your children into productive members of dwarven society?
>>
>>123873654
I'm thinking about a sort of big T-shape on the surface with a 3x3 chute extending upwards in the intersection. one arm of the T for booze, one arm for dancing, a bunch of traps and viewing windows around the base of the chute so I can drop captured enemies down there to explode for the patrons' entertainment, and one arm of the T for a prison in case someone gets upset about it
>>
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>>123873643
Hmmm, I havent' tried more tricky gradients, my skills are too crap for that still.

>>123873654
Dig it into a cliff like this so the waterfall roars past the open end of the room.

Well, not THAT site... it freezes most of the time, and from the elf blood snow I suspect you'd get undead visitors a bit too often to make the open wall design viable.
>>
>>123874109
Yes. Build all of your beds next to each other outside in front of the gate and mark the whole area as the bedroom. Then you can find them easily.

Camping!
>>
>>123874109
In the room menu, where you can see the list of all zones and rooms and shit, I think it's capital R, but just check on the menu, it's there. Then you scroll to your dwarf name and there is a zoom fonction or something to zoom into the building that supports that room.
>>
>>123874242
I had been planning to keep everything safely underground, but it might be nice to have a specialist structure on the surface for them.

Perhaps I'll use the T shape for a covered road between the structures, not sure I'll be bothered to make a tower tall enough to please my guests with nice round splashes though.

>>123874254
While a 24 z-level frozen waterfall would be a sight to behold and a really great marketing hook, aren't there going to be some serious Health and Safety issues with building a tavern on it?

Presumably drunken critters will suffer from some form of clumsiness.
>>
>>123874563
Ahh thanks m8
>>
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>>123874563
Note that this is a dfhack feature, room-list I think, but yes, it is amazing. You can also use it to remove assignments from dorfs after you move them to new digs.

>>123874987
Could just limit the tavern room designation to a couple squares from the edge, beyond that it is on them, they didn't die //in// the tavern, they died two squares beyond the edge, and 15 z down. Shouldn't hurt the reputation.
>>
>>123875649
>>123874563
Wait... this isn't the dfhack one... how long has that been there... oh god, am I stupid?
>>
>>123875750
For years I'd say. I very rarely use it, only when someone gets promoted to something, and I want to get them a new room and free their old ones.
>>
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>>123875864
I've got a blind spot where that menu entry is... I was thinking of the alt+r (not sure if that is the default dfhack.init keybind) one:
>>
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>blink and I have my bedroom layout imprinted in my vision
>>
>>123876307
Oh, which one? A chessboard? Or a Go board?
>>
>>123876382
Surf board
>>
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>werehedgehog

toplel
>>
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>>
Is there a way to disable nobles like the King and Mayor with dfhack?

I made a tiny world to create a simple dwarf village in. I don't want royalty or trumped up peasants.
>>
>>123877638
Couldn't get the dorfs in my fort in time, but my militia commander decapitated the werehedgehog so it's good.
>>
Does anyone ever play worlds in any other age than "of Myths"?
>>
>>123879217
my last world had
Age of Bronze Colossus and Dessert Titan
>>
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>>123879217
Depends if all the myths have survived to the year 1000, I like having a good lump of history to the world and hate trying to remember what year we embarked.
>>
>>123802892
>I really wish Toady would switch to a 4-6 month cycle instead.
the next update will be artifacts, so it will problably take less than a year:

"Non-player Artifacts

World Generation
Have artifacts that are made during world generation from a variety of sources
Some historical events during world gen to get artifacts passed around (stolen, offered, etc.)
In Play
Villains etc. should seek to steal artifacts still possessed by active entities, generalizing the theft "armies" that currently move over the map to your fortress
Anybody attempting to acquire an artifact might entrust you with this task, providing you with information, support for the journey, and rewards for your service"
>>
Is it possible to play with human/dwarf/elf settlements within my starting local area?
>>
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>>123879581
>dessert titan
>>
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At least it's not an elf
>>
I want a certain shape dug out over multiple z-levels. Is there any way to do this in one designation, or do I have to tediously do every layer or work with rectangles?
>>
my octocore processor starts chugging with this game what gives?
>>
>>123880378
>filename

fuck, why did I write "king". I meant "Baroness"
>>
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>>123880439
Not safely, layer by layer is the only way to do it without significant danger, mining priorities don't seem to help much for some reason.

>>123880492
DF only really uses one core, and if you've got 8 cores it's safe to say they're not terribly powerful ones.

Cache is also incredibly important to performance in DF.
>>
Are swords good at all? I like the idea of medieval knight dorfs but there are probably better weapons.
>>
>>123880831
Swords are something of a jack of all trades, since you can stab, slash and bash with them, there's no major reason not to use them that I know of.
>>
>>123879217
The Victorian Fortress mod tends to drop into Heroes/Golden ages pretty quickly.
>>
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What will be this release's equivalent of "What rumors have you heard"?
>>
>>123880492
>octocore

Either AMD shitty 'cores' or hyperthreading desu, both of which are useless.
>>
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>the mountain titan of Scalytuft the Butteryfly of Heather
>>
I play adventure mode semi-regulary. Since the adventure mode update I find it less fun. Before that you could get quests for hunting vampires and shit, and there was a quest system that made sense. Am I missing the point of the new dialogue system or is adventure mode now just "go kill giant dingos, or take on huge armys you have no hope of beating"
>>
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>>123882076
>he montintit of slagtut the buttfry f hatred
>>
>>123882310
It (eventually) allows for more flexibility, a less "game-y" and more simulation-like experience (which isn't necessarily a good thing, though I prefer the direction it's taking) and better integration with other DF features. I.e. not a isolated quest system, but a simulated world where people have needs which sometimes emerge into something resembling a "quest".
>>
>>123882653
>>123882653
Yeah I can understand that. But, like, I liked when I had a concrete sense of progress, you had to travel to the lair and kill the giant dingowoman and then travel back to a region close to where you got the quest to turn it in. But, and please correct me if i'm wrong, there is no definite "end" to a quest in the new system right? The amount of quests completed affected how many companions you could have in the old system but how does that work now?
>>
I'm slowly starting to engrave my entire fortress. The main hallways are already full of engravings both on the ground and the walls.

Am I making a mistake?
>>
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>>123883136
Same sort of thing happened when the game went from 2D to 3D, best to get used to it because it's going to keep on happening for another couple of decades at least.
>>
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>>123883472
Probably, entirely engraved fortresses can look pretty fucked.

You can hide them though.
>>
>>123883640

I'm doing it in hopes of keeping my dwarves happy even in the worst moments.
>>
>>123883136
> I liked when I had a concrete sense of progress
Understandably.
> there is no definite "end" to a quest in the new system right?
There is. When you kill the thing, or collect the 20 mudcrab ears, and tell someone about it, he will know that your adventurer did that and eventually you will gain fame and so on.

Problem is, it's still partially unfinished, partially bugged and partially obtuse.
Specifically, I think - and this is just mostly unsubstantiated guessing - some people just don't care (i.e. they're too far away from the danger to give a shit about your accomplishments at the other side of the world, or even just from another civ), rumors spread way too slow (the lack of invasions suffers from a similar fate since the world has been activated), and there might be bugs here and there. Which are hard to track down, because the whole system is still so slow and hidden.

More importantly, the interface and the choice of rumors/problems your adventurer is presented with need work.


In the end, you will have to remember that DF is still very early in its development, and that any improvements will only pay off 10 years down the road. To implement a new, more flexible system, you have to gut the old one and will naturally end up in a worse state directly afterwards. One step forward and 3 back. DF development is slow.
>>
>>123883986
A waterfall would probably be a more reliable method of doing that, set it up by a nice dining hall and I don't think you've got much to worry about.

I've not had a tantrum spiral in ages, but I'm not sure if that's me or the game.
>>
>>123446170
i am not that guy
but the one thing preventing me from wanting to play this is the fact i literally cannot tell shit apart
graphics plox
>>
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>>123884427
>graphics plox

You've spelled 'Graphics Pack' wrong.
>>
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>>
>>123884197
Is it just me though, or do your deeds eventually get forgotten?

I had one game where I stuck to my home hamlet the entire time, going outside only to kill beasts and then return and report back. Sometimes, I killed a villager or two, too, just to experiment. It appears that the reputation you get for killing certain creatures("murderer" for killing civvies, "killer" for killing anything, "brave" or "legendary" for killing monsters) will only be the "talk of the town" for a certain period of time. After that, people will simply stop mentioning it, and stop judging you for it. For example, killing five of the most dangerous monsters wouldn't make the villagers forgive me for a murder, but just waiting for a few weeks would simply make them forget about it.

Please, tell me if I'm wrong. I've only tried this in one world.
>>
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>>123884675
>>
>>123884675
> eh that's not so bad I don't get the prob-
>>123884867
> AAAAAAAAAAAAAAAAAAAAAAAAGH
>>
>>123884867
Fuck, it makes my eyes bleed.
>>
>>123884867
Thanks Lori
>>
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>>123885060
>>123885246
>>123885317
>>
>>123884867
It looks better than when I do it. Are you using a non-standard colour scheme?
>>
>>123884818
>Is it just me though, or do your deeds eventually get forgotten?
I can't confirm (never did that), but I assume it might be an issue with choice of importance. That is, there is so much happening and they have trouble deciding what is important and what isn't. Maybe they don't decide at all, and older stuff just gets removed from the list to make place for new stuff (in autumn 127, X killed a dingo - x45).
>>
noob here, is it possible to play using this Stonesense thing? i like how it looks, but having it just as a window on the side seems pretty useless
>>
>>123886008
No. Just a visualizer.
>>
Can anyone give me a gimmick?

I've already done a mining town, a lumber yard/furniture factory, a bandit camp, sacrificial temple/monastery,
>>
I made a mistake

I engraved stuff because I'm a jew and like to get my fort's value up and it now looks like >>123885509

How can I make the engravings look less like shit? Can I change the color scheme or something to make them look darker when hidden?
>>
>>123886683
Brewery is the next logical step, get an orchard going and see how many types of booze you can export.
>>
>>123886683
A zoo
>>
How easy is it to make a language pack or w/e for DF?
>>
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Didn't know FBs could be comprised of pottery.
>>
>>123887417
Are we talking making a language for a race to use? That's easy. Translating the game itself? That's a pretty big pain in the ass because they aren't just simple files to edit.
>>
>>123887527
>Translating the game itself? That's a pretty big pain in the ass because they aren't just simple files to edit.

Ah, sod that then
>>
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What kind of science needs to be done in the new version?

Obviously we're going to be trying out the taverns and related frippery, so what other testing should be done?
>>
>>123887654
Get all the dorfs in the pub incredibly drunk, lock the door and see if you can fill the room up with vomit.
>>
>>123887654
Chemistry and Metallurgy
>>
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>>123887752
I like the idea of trying to get everyone seriously drunk, but I'm not sure how you could get everyone to overindulge now.

Vomit and blood acting as fluids is too much to hope for, 4chan is going to go ballistic when that's finally in.

>>123887820
Did you misunderstand my question, or are you going to be doing chemistry in game to see if there are novel interactions?
>>
>>123888062
Do they not act as liquids? Didn'\t know that desu, bit of a noob with DF desu and never done much science.
>>
>1/3 of my population are children

Why
>>
>>123799424
>hating migrants

I hate managing them at first, but extra hands are always great.

>>123801036
Not at all. Like >>123813312 said, liaisons have nothing to do with migrants. The current assigned liaison is dead, which often means your mountainhomes is a dead civilization. Sometimes it doesn't though, and a new one will be assigned for next year.
>>
>>123888139
Not in the same way magma and water are liquids, no.
>>
File: Smell.png (14KB, 990x334px) Image search: [Google]
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>>123888139
Yeah, you'll just end up with something like this.

Hopefully with all of the vomit tagged by which dwarf threw it up and which finely minced liquids it contains.
>>
>>123884363
Tantrums still happen, tantrum spirals not so much. I haven't seen a single report of a tantrum spiral since .40 released. It was never an intended loss mechanic anyway, just a bizarre emergent property of a personality system that was too sensitive to some kinds of input. They weren't deliberately patched out though, it was a side effect of the morale and rumor systems that came with .40. So there's a nontrivial chance they'll be back with the new needs and tweaks to the aforementioned systems.
>>
>>123889606
Could work out quite nicely if dwarves in bad moods end up congregating in the tavern to sate their needs and set each other off under the influence of alcohol. It'd be awesome to have brawls spilling over into riots occasionally, or heretics toppling your temple and screwing the fortress.
>>
>>123890159

Angry dorfs getting even more angry together over a drink sounds awesome.
>>
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>>123890742
>DRINKING WITH FRIENDS RELIEVES MY RAGE!
>>
>>123890742
Apparently some will even get happy thoughts from brawling.

I fully intend to single these guys out and create Dorf Fight Club.
>>
>>123889290
>>123889334
Is Toady going to make them liquid at some point?
>>
so I have a shallow cave, and was not expecting it so soon, so I unfortunately have an up/down stairway over a cave, specifically a large lake, with no airlock. Is there a way to seal the stairway leading down into the top of the cave?
>>
>>123888139
They're "Contaminants"
>>
I don't remember the dwarves speaking in battle reports
>How fleeting life is... Begone fear!
>Death... This is truly horrifying.,
>I was near to a Trade Depot. It pleases me.
>>
>>123891115
I doubt it. A 2/7 tile of water is knee deep. It'd take quite a bit of blood or vomit to be knee deep in it. I just don't think it'd work with the same system.
>>
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>>123891457
Shame
>>
File: 3463463745848.jpg (667KB, 1920x1050px) Image search: [Google]
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What the fuck is going on
>>
>>123892760
You've given them tombs recently, do they have anywhere else to store their stuff?
>>
Toady's not going to patch whips, right? ...Right?
>>
>>123892973
I haven't made tombs but I have put coffins free for burial down. Should I put cabinets near them?
>>
>>123893259
They should be trying to store clothing on the floor of their tombs, with cabinets they'll have more storage is all, they're still failing to path to the tombs somehow.

When you want coffins for general population, don't make a room from them, just allow burial on the coffin.
>>
>>123892973
>>123893259
Put cabinets down and it's still going mental.
>>
>>123893496
>>123893507
Oh hang on.

The body of the dorf had fallen into a pit, I need to open a door to get his corpse and stuff back.
>>
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>new mayor
>highlight his dining room table to check I've set it correctly
>says 'mayor vampi' cut off
>hang on what
>check again
>just says mayor
>>
>>123884867
>>123885628
Looks almost (but not quite?) like Solarized, the god-emperor of color schemes.
>>
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Okay, why is this motherfucker in the hospital? He literally haves no wounds or health problems.
>>
>>123893639
This should have been obvious.

The only thing that gets put in tombs is bodies, item inaccessible meant they couldn't grab the body for burial.
>>
>>123894360
Bit rusty desu sorry
>>
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>>123894064
>new mayor

Yup, he's a vampire.

I look forward to when dwarves lose their obsession with electing the vampire.
>>
>>123894572
Someone's just been drained of blood.

Bit disappointed that a buggy dining room spoilt the surprise.

Should I keep him? Is it sustainable?
>>
>>123894360
>The only thing that gets put in tombs is bodies

Not true, dwarves will store possessions in their tombs.
>>
>>123894680
very. Just build a normal noble quarter, designate a burrow in the room, set the vampire mayor to the burrow, and close it up with a raised bridge. Bonus points if you have the mayor crank out crafts or whatever while quarantined.
>>
>>123893507
>the mortality of the fort is so high that the inhabitants live in their coffins, complete with dressers and other storage units
>>
>>123895002
Sounds great, I'll do that.
>crank out crafts or whatever while quarantined
How would you get the stuff out? Minecarts?
>>123895146
Can't stop laughing at this
>>
>>123880003
Christ with this game I can't tell if he made a mistake or not.
>>
>>123895318
airlocked stockpile would work fine
>>
>>123895318
>>123895542
Making him a burrow without any beds in works fine too.
>>
>mayot bans BRACELETS exports

WELP, TIME FOR AN ACCIDENT TO HAPPEN
>>
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>>123896595
>not just exporting spiked wooden balls
>>
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pls start new thres
>>
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REEE IT CRASHED

LOST ALL THAT WORK
>>
>>123897679
>>123897679
>>123897679
Thread posts: 774
Thread images: 205


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