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/dfg/ - Dwarf Fortress General

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"Ain't no party like a Necrodancer party..." edition
NOTE: The 42.xx update has finally been released after nearly a year. Be prepared for weird shit, broken things, bugs, and crashes galore. If you find a bug, don't bitch about it here, go to http://www.bay12games.com/dwarves/mantisbt and report it.

Previous thread >>125557851


>Download the basic game here. Current version is Dwarf Fortress 0.42.xx
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DFHack (Out of date):
http://www.bay12forums.com/smf/index.php?topic=139553.0

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Starter Pack (Out of date):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

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

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

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

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

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

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

Strike the earth!
>>
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hare, have a wallpappy
>>
>>125670914
Aw shit das kawaii
>>
Need any fish cleaners in this thread?
>>
>>125671139
No, only fish dissectors. Move along, migrant.
>>
>>125670567

http://dffd.bay12games.com/file.php?id=11247
>>
>>125671139
Nice try, hauler.
>>
>>125671139
Guess who's getting drafted
>>
>>125671197
How about animal caretakers?
>>
>>125671263
Always needed, welcome friend
>>
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>>125671251
>peasant comes in
>can literally do nothing
>slap him into danger room with clown suit
>comes out as murdermachine 9000
>peasant comes in...
>>
>>125670758
No. Defend burrows and train are two different orders. If they're doing one they won't be doing the other. If you want them to train indefinitely just set them to train and make sure they're active. They'll only stop to eat, drink or sleep.
>>
Oh shit my first siege on this version, I was getting worried I settled in a really shitty peaceful area.
>>
>>125671360
what if I just built a room next to them that had food, drink and beds?
that would at least shorten the downtime, right?
>>
>Hauling doesn't appear on new Dwarf Therapist

STOP HAULING STONES REEEEEEEEEEEEEEEEE
>>
>>125671524
Yeah, they'll go to the nearest food when they get hungry, unless their preferred foods are in another stockpile, in which case they'll sometimes go for that instead. If you include the beds in their barracks and set their orders to sleep in barracks, or better yet assign them their own rooms adjacent to the barracks, that will speed sleep up some.
>>
>>125671216
>http://dffd.bay12games.com/file.php?id=11247
Thank you very much, senpai.
>>
First for toady a shit
>>
>>125671865
Just inactivate it in the game if it bothers you. Or have you forgotten how to use the vanilla UI? Or worse yet, did you not even bother learning it?
>>
>>125671865
v p l
>>
>>125671935
FUVB AVABHN
>>
>craftsdwarf gets 101 days in prison for only making 2 out of the 3 amulets the baroness requested on time
>militia commander savagely assaults two people and a cat then kills two others, is only given a beating and sent back on duty
>>
>>125671865
>can't play without a normie crutch
>still REEEEEEEEs
reeeeeeeeeee
>>
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calm down
>>
>>125671865
Except it does, Jobs Full.
>>
>>125672174
you could do him the favour of turning the labour off
is he missing arms or legs or something? make him a performer instead, might be funny
>>
>>125670761
If the game looked more like OP's pic, maybe people would actually play it.
>>
>>125672380
I did. I assigned him a new profession and he leapt out of his hospital bed and promptly went outside to fish. But then he found he could not grasp or stand and canceled his job 800 times.
>>
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This is what I miss about DFHack

>carefully picking out each and every metal item from the caravan so I can smelt it

my eyes. Ijust want to type "bronze" or "steel" and press shift enter to select them all.
>>
>Necrotower has a hamlet nearby that's supposed to have a vampire
>Go to said hamlet to drink his blood and then enter the tower
>Some people say it's their neighbor, others say the hamlet's lord will know where he is
>Go to said lord
>He tells me the vampire has traveled to some town on the other side of the world

JUST
>>
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>about to play Dwarf Fortress for the first time
Things should turn out fine even without mods, right?
Not sure if the base game is playable as is, but if it's been developed for so long it better be
>>
>>125672509
did you turn the old labour off though? having a profession doesn't cancel that out, they'll (poorly) try to do both
>>
>>125673098
You don't need therapist, dfhack or custom tilesets. In fact I'd say starting with the base game to learn the shitty UI is a good idea. Personally i have never used anything besides stonesense for looking at shit I built
>>
>>125673098
Even if we said no, you wouldn't know what to mod or how to mod or why you were modding it.
>>
>>125672858
JUST
topple a statue
>>
>>125673428
Of course he doesn't *need* them, but Dwarf Therapist and a square ASCII tileset can make the game a lot nicer. I would recommend trying both at some point. The user interface of this game is terrible.
>>
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Holy shit, the dwarves are actually dancing
>>
>>125673428
2 of the 3 things you mentioned aren't mods, and a person who has never played probably has no idea what you're referring to anyway.
>>
>>125672495
If the game was a commercial product, maybe Toady would care more about looks and less about the simulation
>>
>>125673582
>they nimbly avoid the trail of vomit
>>
>>125673428
You don't need rapist or DFHack or Announcement Viewer but it makes the game much nicer to play.
>>
>>125673546
Yeah, this game is cringe material for user experience designers
>>
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Hmmm, I still haven't come across random dancing while adventuring, anyone seen people dancing on their own while adventuring?

I see singing, music, poetry, stories... no dancing, makes it really hard to learn new moves.
>>
>>125672495
To be honest, the world map in the OP pic looks like a generic fantasy world map, made as a backdrop for the script rather than a living world.

While the world in DF is created by geological processes, the one in the pic has been specifically painted to suit a certain story.

While DF civilisations sprawl according to availability of resources, the world in the pic just has the few obligatory castles, towns and hamlets strewn about.

The worst thing about the world in the pic is that is literally has four corners, not just on the map itself, but on the very landmass; the world is quadratical.

Then, the style looks pretty sweet, and I hope that one day someone creates a utitility able to generate similar maps using detailed DF maps.
>>
>>125674273
No, the only adv mode dancing I've seen has happened when I started it.
>>
>Get Masterwork
>Embark
>Forces me to use Kobolds

How to use Dorfs?
>>
>>125674479
The world map in the OP pic is a DF map
>>
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>>125674723
Bleh, I notice a nice thing about forest retreat taverns is there's a lot of room so the musicians tend to run around and then just bust into jam sessions, but no dancing.

The human ones are too cramped half the time.

Or there's a decent amount of room but some 3 year old is telling a story while the drunks make fun of them. :D
>>
>>125674727
>what is tab during embark screen
>>
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>27 peasants and a child

Haulers it is.
>>
>>125674921

Tab just gives me the items.
>>
>>125674767
Were it not for that lake, I would believe it. DF just doesn't make lakes that big. I tailor my worldgens specifically to get large lakes, and they don't even come close to that. Also the place names aren't the kinds of names that DF gens.
>>
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>>125669319
Should not be possible since i never actually entered the caverns, i was just digging my stairwell deeper to find minerals, when i suddenly somehow discovered them, as far as i can tell i should never even had vision on them.
Pic related, its how i dug the stairs and how they still are.
>>
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>>125675448
http://www.cartographersguild.com/showthread.php?t=22798

http://imgur.com/a/bC66I

http://www.cartographersguild.com/showthread.php?t=22882&highlight=april+challenge+entry

http://www.cartographersguild.com/showthread.php?t=22825&highlight=april+challenge+entry
>>
>>125675056
>what is tab during selecting embark location
>>
So this guy got possesed and wants rough gems, I have a shitton of them, why isn't he taking any?
>>
>>125676151
Then the mapmaker appears to have mislabelled it. That's an inland sea. Water features that size are always saline.
>>
>>125676776
A lake can be saline.
>>
>>125674479
>the world in DF is created by geological processes

No it bloody isn't. Gabbro and diorite adjacent to one another? Please. And don't even start me on how unlikely it is that every bedded sedimentary unit has a perfectly horizontal contact with the surrounding layers.

Accurate geology when, Toady?
>>
>>125676873
Not in DF. Lakes are always freshwater. Every biome with saltwater is an ocean biome or a saltwater swamp.
>>
>>125677213
http://dwarffortresswiki.org/index.php/DF2014:Lake

What the fuck are you talking about?
>>
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Can someone tell me what this triangle at the mouth of the river means?
>>
>>125677213
...and the wiki disagrees with me.
I have made literally hundreds of worlds tailored for lakes, and have never seen a single saltwater lake. Maybe a bug report is in order.
>>
>>125677181
To be fair, the simulation is better than most, if not all, games who deal with random terrain literally in a completely random fashion.

I agree it has its flaws though. If someone could write a detailed report on what's wrong I'm sure Toady would fix it sometime in the future.
>>
>>125677592
The first thing would be actually distinguishing rocks from minerals, rather than having the generic "stone" tiles, which can be made out of rock as well as mineral.
>>
>>125677409
Waterfall?
>>
If I mine out all blocks on an entire z level will it cause a cave in
>>
>>125678045
Yes, build a single support anywhere and it will be fine.

>Does the layer above connect to anything below it?
>Yes
>No worries
>No
>Cave in
>>
Does the Musicality attribute affect anything now that performing is a thing?
>>
What is the cleanest tileset?
>>
>>125678571
What do you mean by "cleanest"?

I like CLA, its pretty clean for me.
>>
>>125678571
As in readable and easy on the eyes? Default ASCII, Taffer or GemSet. Also try different color schemes.
>>
Some oddities with plants and bags. Dwarves seem to randomly take seeds and milled products out of bags and put them in barrels. This has a couple of side effects. I had a dwarf yesterday make a lavish meal out of some booze and a mill barrel that was worth about 90000 dorfbux. it had about a dozen ingredients, made from a combination of booze and milled products (dwarven sugar and flour) that was stored in a single barrel.

Also, it seems that milled dyes that are taken out of bags are ignored at the dyer. I had a barrel with about 70 milled dimple dye in it. after some fiddling around, with different stockpiles, the haulers ended up just dumping the dye on the floor. This essentially destroyed the dye. One workaround is to just restrict barrels at all of your dye stockpiles, which causes them to be stored in bags, which seem to work like normal.
>>
>>125678781
>>125678841

Yep, easy on the eyes and quite readable. Bonus point for crispiness.
>>
>>125678953
Yup. I just have designated milled stockpiles. It's obnoxious but whatever.
>>
Is 0.42 somewhat stable?
>>
Dwarf Fortress - Next Version (Not Yet Released) [ View Issues ]
================================================
- 0005432: [World Generation -- Beasts] Vampires become unstoppable in worldgen in cities large enough for temple+sewers - causes depopulation (Toady One) - resolved.
- 0005263: [Adventure Mode -- Town] Population crashes in human towns (Toady One) - resolved.
>>
>>125679113
Somewhat, I haven't encountered any bigger bugs yet.
>>
>>125678953
It's already reported. This issue probably doesn't need any saves, as it reproduces 100% of the time. You can monitor it to keep it on the front page, though.
>>
>>125672629
I wonder why Toady doesn't incorporate search bars or the manipulator that dfhack has

I mean they would take a few weeks max to put in the game and people would cream themselves
>>
- 0005289: [Adventure Mode -- Dark Fortress] Severe FPS drop in Dark Fortresses(Toady One) - resolved.
>>
>>125679373
Because losing is fun also means losing your mental health, dummy.
>>
>>125679108
I can live with the bug in respect to milled cookables. it's almost like the old planepacked artifact bug with respect to meals. but rendering all of my dyes useless? yeah, nah. if dyers would accept barrels as containers for dye though, it would be great. they'd stick that barrel in their shop and dye for months at a time.
>>
>>125679183
So starting a save on this version wouldn't result in having to delete it within minutes because of a gamebreaking bug
>>
>>125679527
No

This version is surprisingly stable compared to how 40.01 was
>>
>>125679414
Oh thank god. It took me 30 minutes to make ~15 steps to get out.
>>
>>125672509
thats very depressing, when you think about it
>>
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http://www.bay12forums.com/smf/index.php?topic=137096.msg6670711#msg6670711
>>
>>125679690
Yeah, but 42.01 crashed at least as much as 40.01. Like .40, most of the major bugs of the .42 release were fixed quickly.
>>
alright, so I sealed my fort up to a necromancer siege at the the 2nd year, and other than 2-3 replaceable dwarves and some livestock getting killed outside, I was going to be fine. But somehow, one of the undead got into the fort, killed some people, the necromancer revived them, and it went downhill from there. there was only two possible entrances to my fort: the entrance which was a 1 z level passage sealed by an upright bridge and a channeled hole built over a millstone with a windmill over it. The odd thing is the windmill wasn't destroyed, and the undead soldier showed up in my farm, which should have been completely isolated. I know it's hard for anyone to diagnose the issue without screenshots and stuff, but my DF computer doesn't have regular access to the internet.

There were no dead dwarves (or dead things of any kind) in my fortress, so it shouldn't have been anything related to a necromancer reviving someone inside the fortress. furthermore the undead that attacked from inside my fort was an unnamed crossbowdwarf.
>>
>>125670761
How long until dwarf fortress characters achieve sentience and it will be unethical to run the worldgen or abandon a generated world afterwards?
>>
wh-what does this mean?
has somebody sacrificed a dude in the name of his god?
>>
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>>125680315
forgot pic, cause im stoopid
>>
Is there a way to get rid of long-term residents?
>>
>>125680649
Magma is your friend.
>>
>>125680649
magma
>>
>>125679840
Thanks reddit.
It wasn't even a great tileset to begin with
>>
>>125680690
>>125680696
So, the only way is to kill them, shit.
Because this fucking faggot poet starts brawls every 5 minutes and he fractured ribs of my dorf.
>>
>>125680789
sorry for hurting your feefees
>>
>>125680791
Well you could stick him in a burrow with food for 10 years and seal off the exit, but that would probably cause him to go mad.
Dont know if you can ,but you can try putting him in a cage and selling him to some passing caravan.
>>
>>125680484
it means a god made a deal under the table with a demon so it could propagate it's ideals of warmongering and chaos, in exchange for power and and control over lesser evil creatures.
in layman: event that creates a tablet and a demon controlled by it.
>>
>>125680791
Burrow him to your jail cell, lock the door, dump his corpse few months later.
No other use for jails 99% of the time until we get economy/crime systems in place.
>>
>>125680990
how would I go about that?
also aren't cages broken in this version?
>>
>>125681147
Hmm , as i said i dont actually know if you can and the wiki says that if you try to sell a cage , whatever it is holding gets dumped.
So the best plan seems to make a seperate burrow for dwarves who piss you off or kill him.
>>
>>125680131
I think I may have an idea of what the problem is. Do felled trees sometimes punch through the ground? Some of my plots had aboveground crops available to plant, so it's possible some holes were made when I felled trees.
>>
>>125681567
yes, if you fell a tree and the wood falls on a ground tile that's weak and empty under it, the wood will fall trough and make a hole.
that's why I always floor the ground around my farms, and never dig under them
>>
>>125679760
[Adventure Mode -- Dark Fortress] doesn't exist as a bug tracker category, and that is a really old bug id number... ya been trolled bud.

Hmmm. So I'm looking through the syndrome stuff added with the personality facets and such, nice thing is you could just set up an interaction that strips them out or sets them to a preferred state, but I am pretty sure it doesn't work with values.

So now I'm left trying to figure out if there is any combination of states that would make a dorf want to spontaneously bust out in dances.
>>
>>125681797
there were extra Z levels under the farms that were undug, and that explains why I didn't notice anything else. Also I recall now that some logs showed up randomly in my farm. But yeah, that definitely explains it. Weird that I didn't notice the channeled out holes above the farm, but I was using a new tileset too, so that explains that as well.
>>
>weaponsmith has a mood
>possessed
>makes a silver battle axe
god dammit
>>
>>125679834
>Sadly, I will no be able to update the graphic pack myself. I suffer from anxiety/dread issues, and working on this pack is one of my triggers

>I'M TRIGGERED BY VOLUNTEER WORK

You know you all are tremendous faggots and I dislike many of you. But you are all a cut above anywhere else.
>>
>>125683253
you can be sad about fake stuff without being "triggered"
>>
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>mfw nondwarves petition to live in my fortress
>>
>>125681797
>>125682267
That's not what makes the hole, you're confusing this issue with how cave ins work.
When you chop down a tree that has had the walls dug out on the z-level below, the tile that was the trunk of the tree will leave empty space. Basically, chopping down the tree removes both the trunk and the floor beneath it, so if there's nothing below it you get a hole. It has nothing to do with falling logs.
>>
>>125683465
>cheese makers by the cartload in your fortress without ever asking
>professor badass the human lasher has to ask to live in your fort
>>
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STIBNITE
T
I
B
N
I
T
E
>>
http://www.bay12forums.com/smf/index.php?topic=137096.msg6670711#msg6670711

trigger warning
>>
>>125683815
yes and?
>>
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>mfw a bronze colossus walks on the ground on top of my pasture and falls through the ground, in the middle of all my animals and farmers and bypassing all the traps i had laid out for just a moment like this.
RIP 100 animals
>>
>>125683815
Being a non-dwarf while at the same time being better than most dwarves is prettys suspect, though. He probably become successful only because of nepotism within the human diasporic community.

Into the deadly dust room he goes.
>>
>Both dwarven civilizations dead
>2 years, only have a popuylyation of 20 despite being rich as all fuck
>Captain of the militia declares himself king
Alright, fine. But you're still staying in the militia and you're going to be the first sent out in the inevitable goblin siege.
>>
>>125683890
we already kekked about it
>>
>>125684060
my point is you let total trash into your fortress, what's a few humans here and there?
>>
>>125683890
>Sadly, I will no be able to update the graphic pack myself. I suffer from anxiety/dread issues, and working on this pack is one of my triggers

What did he mean by this?
>>
>>125684773
He picked the most retarded way possible of saying that he doesn't want to work on the pack anymore.

Should have pulled an ironhand.
>>
>>125682626
Force him to fight with it, completely naked.
>>
Can marksdwarfs fire at targets directly below them, like through a grate or something? Will the things below fire back?
>>
>Mastershit creator held hostage by ISIS
>Phoebus quitting

A good day to be a myne.png user
>>
>>125685253
Didn't he just get robbed by Lebanese soldiers?
>>
>>125685253
>>Mastershit creator held hostage by ISIS
link?
>>
>>125685430
I may have embellished a little
>>
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>>125685440
>28th of Obsidian
>Chief Medical Dwarf was bitten badly by a were-chameleon on the 2nd

Time to see how it goes.
>>
>>125685589
Well, he was infected. He managed to last longer than most goblins and undead, but there was little he could do against 9 legendary militia.
>>
>>125685253
>Mastershit creator held hostage by ISIS
Oh no, he's going to get dipped in lava.
On ISIS note, does anyone else think their executions are getting dorf fortress tier ridiculous? Detonation cord, cage in water, really?
>>
>Embark
>No Noble Screen in Masterwork

I've had so many problems with this mod. Is it even worth it? I might just stop using it.
>>
>build giant fortress
>140 dwarfs
>we have food and booze for everyone
>everyone is happy
>comfy furniture
>make a military squad
>train them for years
>everyone is at least proficient at one skill
>two master hammerdwarves
>still training them
>never had a single siege
I'm getting bored, everything in my fortress is perfect, no problems, nothing happens. How do I force a siege? I already ruined all diplomatic relations with nearby civilizations, sieged inumerous merchants, did all I could to have a siege, but all I had was one thief who didn't even manage to enter the fortress
>>
>>125686349
did you check your neighboring civs? do you have gobbos or a tower nearby?
>>
>>125686341
Last time I played, there definitely was a noble screen. That shit is hardcoded.
>>
>>125686341
there were things I really liked about it when I used it a year ago, like clothing/wood/leather simplification.
>>
>>125686476
Theres Kobolds and elves. Since I sieged the elves caravans multiple times, shouldn't they siege my fortress
>>
>>125686276
>On ISIS note, does anyone else think their executions are getting dorf fortress tier ridiculous? Detonation cord, cage in water, really?
ISIS are basically a bunch of fundamentalist /b/tards with heavy weaponry set loose in highly unstable region, so it was inevitable.
>>
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>>125686529

wat do
>>
>>125686602
I mean, probably, but even when/if they do, you're going to be disappointed.
>>
>>125686601
Just use Modest Mod
>>
>>125686635
Not sure, but that might be because you don't have an expedition leader/mayor. When a new one is elected the screen should return to normal.
>>
>>125683784
So basically, cut down trees before digging and block floor the area above my farms, or dig an extra level down if I have multiple soil layers, and the problem is resolved?
>>
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>>125679032
I like mine, personally, since it's just a big sharpened up version of the little curses set.

>>125681925
Oh... hrm... that wasn't what I was aiming for at all.
>>
Is it possible to mode DF2014's raws so all ores (and maybe even all stone?) drop 100% of the time like gems?
>>
>>125687014

Thanks man. That's probably why.

It wouldn't let me embark with Plump Helmet spawn either. I have no idea how to grow the seeds I have. What do?
>>
how about a high res font that has square tiles?
>>
>>125687994
magma
>>
>>125671924
>>125688059
There's quite a few square versions of the upscaled ones in that pack.
>>
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Walling off the caverns was a good decision. This poor bugbat's been rotting alive for over a month
>>
>>125687826
probably but why
>>
i'm using the updated ironhand for now which is nice but the last fort i dug had a stone that had identical-looking walls and floors in the ironhand graphics, so bedrooms etc. were almost unusable until they were smoothed.
>>
>>125689392
dwarves are a renewable resource. send a squad in and quarantine them afterward, if they all die it's nothing lost in the long run.
>>
>>125690124
Stalin pls go
>>
>>125690201
in order to push back the darkness which pervades our world, sacrifices must be made.
>>
>decide to retire my fort and start an adventurer from it
>1 week goes by
>there are at least 4 wagons inside of my fort, some stuck in walls
>sparrow men have taken residence in my death path for undead to enter
ok time to leave
>>
>>125673098
I'd say start out with the vanilla game, and once you know the ropes and have a large amount of dwarves (which makes it hard to manage them all) you should use Dwarf Therapist.

I don't really know DFhack, but you should figure out if you want that later.
>>
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>>125691394
also a merchant just gave a kitten a quest.
>>
>>125691551

Can you play as the kitten?
>>
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>>125691986
>>
>>125692114
theres always snek
>>
>Getting bored
>Decide fuck it, attack the merchant caravan
>They are outnumbered from my 20 vs their 3-5 guards
>The guards manage to kill everyone but 2, a some non militia dwarves
I knew copper equipment was bad, but that bad?
>>
>>125692746
Stronger materials wreck the fuck out of weaker materials.
>>
wish there was some use for the dissection stuff

whens alchemy going to be included again?
>>
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carp

no.
>>
>>125692746
copper is terrible, what are you, kobolds? iron and steel cuts through copper as though it's not even there, and copper bladed weapons can't penetrate iron or steel armor at all. (copper hammers do just fine, but you'll still need better armor)
>>
>>125693760
>copper is terrible, what are you, kobolds?
you have found tetrahedrite
you have found tetrahedrite
you have found tetrahedrite
you have found tetrahedrite
Every. Single. Embark.
>>
>>125693930
Just make billon and trade.
>>
>>125693930
>train your weaponsmiths by making copper spiked balls
>request iron ores and bars from the caravan
>trade the spiked balls you made earlier for the iron ores and bars you requested
>make steel
>equip your dwarves
>???
>magma
>>
>>125694117
this, except I request all bars they can bring. I can craft the other shit into whatever, mugs.
>>
>>125694117
>request max metal bars
>get 4 of each
that shit's highly inefficient, you need to request everything steel or iron and then melt it
>>
>>125694190
I do that too, mainly because I like to make the metals with strange colors to decorate (black bronze etc.) but the main theme is basically the same.
>>125694374
the more you trade the bigger the caravan is. Even so, the ores are the most important component to trading, since if you get only ~5 each of 3 different iron ores, you'll end up with 60 iron bars. That's a good start for your military if you cut a few corners (wood or leather shields, just steel mail, leggings, and a copper warhammer etc. gets you down to 6 steel bars per dwarf, that's enough for 10 dwarves) and in a few years you'll have enough for anything.
>>
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>some random fucking peasant becomes a baron of some other shitty place because he was the heir
>stays in my fort

I was fine when this shit happened with a human who got civilianship, because he had proven his worth in my army
This worthless pleb is an "adequate dyer" at best.

Fuck
>>
>>125693573
>the carp stands up
oh god how horrifying
>>
>>125695728
Confusing as well.
>>
>>125694117
and for what it's worth, the copper spiked balls are not actually too bad for actual traps, even being capable of damaging creatures through stronger metal armors. so if you end up with too many to actually trade you can repurpose them. alternatively you can build spiked ball traps in rooms to increase the room value as well.
>>
>>125695726
M A G M A

A

G

M

A
>>
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>revisiting a fortress I retired when a werebeast killed 70% of my dwarves

this is terrible, its been 6 years and they haven't buried them.
>>
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>>125696173
>that moment when you realize you don't know what vanilla dorfs in world-gen forts do with all the bodies of their dead
>>
>>125696678
sick mosh pit going in the library
>>
>>125696678
bumper carrrs
>>
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>>125696938
>>
no phoebus for 0.42?
>>
So um, can I only dig stair cases on a certain type of ground? It's all coming out as sand walls
>>
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>>125696937
>>125696938
>>125697143
It's hilarious but so laggy and well... kinda disgusting.
>>
how the hell can you deal with bogeymen goddamn

do you have to have superdwarven agility?
>>
>>125697493
>all in a pile of vomit
Lost it there
>>
>>125697423
Are you digging into a wall or into the ground? You won't be able to carve upstairs or up/down stairs out of nothing - it has to be on a wall. You can dig downstairs anywhere except slade obviously.
>>
How do I fall in love with my fortress?

I try designing a fortress with the most utility but it ends up being a fugly block that ends up not having that much utility once I learn more game mechanics.

Should I just go for aesthetic quality over everything else?
>>
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>>125697547
You could do it that way, or just disable them unless you're in a mood for dealing with them.

>>125697592
I think the next floor up has them laying in "a slurry of bloody sweat and vomit", probably some tears in there too I'm sure.
>>
>6 rangers
>8 fisherdwarves
>Previous wave
>2 farmers
>7 rangers
>7 fisherdwarves
>1 lye maker
This is not normal. How has toady fucked up migration this time? There's only rangers, farmers and fishers
>>
>>125697729
all depends on what you prefer really, if you'd rather have an aesthetic fortress then go for it, once your familiar with the basic game mechanic you can make a whole lot of different styles of fortress work.
>>
>>125698412
seems pretty normal desu senpai why would useful people emigrate
>>
>>125698412
that's what it was in 40.xx too. what you receive depends on what's available in the civilization mang
>>
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>>125696678
Jesus, every time I get control back it spams a bunch of "scholar slams into another one" messages.
>>
>>125698828
working as expected
>>
Has any testing been done as to whether professional soldiers make better smiths? I've got a spearmaster that's legendary in most combat skills. Despite being merely a talented weaponsmith, he's made multiple masterwork weapons in a short period of time as opposed to my vastly more skilled smiths that lack military training. I've had something similar happen in past forts, too.
>>
>>125697547
I have not played adventure mode in 42.xx but in df 2014 they were pretty susceptible to getting charged since they are so tiny.
>>
>>125699143
The only thing I know of is the value of a bronze colossi statue is based on the engraving skill of the dwarf that killed it.
>>
>>125692746
If your dwarves weren't shit a single dorf with an iron toothpick could kill them all.
>>
>>125700416
>iron toothpick
What about a copper toothpick, asshole?
>>
>>125700537
He could kill them all with his fists even, if skilled enough.
>>
>>125700537
honestly if a toothpick had an edge size of 1 it would probably chip bones and wreck shit just like whips do right now, even if it was just copper.
>>
>>125697680
I've been digging downstairs into the ground
>>
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>>125698979
As are mugs, a.k.a. the best toys ever!
>>
>>125701327
Can fill your mug with other peoples' tears?
>>
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>>125701725
You could if you got enough tears to pick them up.
>>
>>125701792
What's the best way of making people cry?
>>
>>125701792
I'm curious, when a dwarf eats something does it disappear?
>>
>>125701792
>mating: my only mistake
>>
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>>125702282
If you give them something like poison or an item that grants a syndrome or whatever, it takes effect (I gave my companions some of my strength booster balms this way and they were all ripped as fuck) so they're actually eating it.

Hang on, this guy just took a big frothy swig of lignite instrument, several books, and a big gulp of copper coins... then paused... there's still more in the mug!

>I think there's something wrong with this booze.

I hurt myself laughing.
>>
>>125687441
Yeah, but you've added fucking retarded embellishments to the humanoid races.
>>
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>>125701792
>Mating: My Only Mistake
>>
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>luckily find a hamlet while traveling and stay there for the night
>stop at a temple
>the only person awake is a lady and she grants me permission to stay the night
>explore and realize its a temple because off the statues
>wake up
>ask one of the sleeping soldiers I noticed the night before where I am
>the temple of pregnancies dwarf!
>mfw its all men and the lady
>>
>>125703362
hawt
>>
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>>125702872
I like my retarded embellishments thank you very much.

I also need you all to share in this with me.

>human bard sits down at a table
>listening idly to another human telling a story
>naked elf chick comes up and passes him a mug
>he thanks her, wondering briefly why it was clanking
>straight up chugs a little stone flute, two books, and half a dozen copper coins
>stops, wipes his mouth on his sleeve
>"This storyteller is fine."
>without missing a beat he chugs another mouthful of coins
>some asshole emptied two of the pouches they traded the mugs for into this mug
>25 copper down, 75 copper, 12 silver, and 2 gold coins to go

This guy is a trooper.
>>
>Masterwork isn't out for the latest version of DF

REEEE.
>>
>>125704148
Urist McSensible retches!

All the bloat, all the shit features.
>>
One of my dorfs lost one leg and one foot two years ago and he is having a hard time moving quickly. I wanna give him a crutch so he can speed up, but my doctors are not doing anything about his old injury. How do I make him go fast?
>>
>>125704437
if he's missing what is essentially both feet, he'll never walk.
>>
>>125702682
>trying to drink coins one by one

kek
>>
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>>125704562
It took a long time... at some point he must have just decided "you know what, I'm this far in, god dammit I'm going to see this through to the end" and powered through the shredded esophagus, distended gut, and that disturbing little jingling sound he hears every time he takes a breath.
>>
>>125704437
There's only one way he'll ever walk again...
Werebeast its the only way.
>>
Finally, the Temple district and Bourgeois district is almost finished. Just gotta smooth that shit up and get the furnitures, windows and gold statues ready.
>>
>>125704942
>all on 1 Z-level
disgusting
>>
>>125704942
Are you in two separate biomes? The southern side is mountains or something right?
>>
>>125704942
Sir, I believe you need to be informed of the z-level exploit.
>>
man i hate embarking in single biomes. my 3x3 is over 3 different ones this time
>>
>slice the tendon in a hammergoblins arm and he drops the hammer
>block the pike thrust from a second goblin
>THE HAMMERGOBLIN SCRATCHES YOU, BRUISING THE HEAD AND TEARING THE MUSCLE!
>YOU ARE UNCONSCIOUS!
>YOU ARE DEAD!

well
FUCK YOU SUPER SCRATCH
>>
>>125705096
>>125705362
>Implying i want that
No thanks. Fuck efficiency when i can have an impractically huge fort on one level. Besides, the necropolis sewers are below and going up ruins the symmetry

>>125705212
Yeah, south side is barren mountain, north side is shrubland and some forest type
>>
>>125705706
why settle for an impractically huge fort on 1 level when you can have an impractically huge fort on many levels?
>>
>>125705849
Like i said, the z level below is sewers with running waters, catacombs and crypts. Though upwards maybe. But that comes later once i'm done with establishing the main fortress in the third cave
>>
>>125705637
Where was your helmet/hood/cloak/cap?
>>
Anything new since .03?
>>
>>125705637
>getting torn muscle from a scratch
>>125706309
pretty much this
>>
>>125706309
>>125706532
I had just started.
>>
>>125696678
Is this gay sex?
>>
>>125706584
yeah, but you don't even need real armor to prevent scratches. we're talking pig tail hats and shit. the difference between no armor at all and wearing a single pig tail dress is bigger than the difference between copper and steel armor.
>>
>>125706669
Well there are lots of races and both genders slamming into everyone there, so I think it's just a really violent clothed orgy?
>>
>>125706474
yes
>>
>>125707002
very good
>>
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>>125706834
>mfw cloth armor means something in a game.
>>
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>>125704942
I'm digging it. Shit like this makes me want to get a new PC to play this game on larger embarks and with more dorfs.
>mfw
>>
>>125700157
They always drop a masterwork statue.
From the wiki:
>Upon its death by means other than melting, a bronze colossus becomes a masterwork bronze statue (worth 1500)
From the raws:
>[ITEMCORPSE:STATUE:NO_SUBTYPE:INORGANIC:BRONZE] [ITEMCORPSE_QUALITY:5]
And it wouldn't make sense anyway; engraving has nothing to do with any statues, much less metal ones.
>>
>Spend ages making a book
>Some scholar comes
>Oh good he can enjoy it
>After reading the book for like a season he just leaves carrying my book
What the fuck who steals a book
>>
>dwarves won't dump

I have tons of troglodyte bodies in the caves and my corpse stockpile is full. And I've got some caged goblins that, since they can't pit them, I designate the cages for dumping. Is anyone else having this problem?
>>
>>125704942
>>125707898
Tried spacefox?
>>
>>125708496
the trick is to have a trillion copies of everything so they steal that instead
>>
>>125708737
Nah, i've always used phobs
>>
Has anyone ever built a fort out of a tower? I'm thinking about building a 100 floor tower with a waterfall at the top that pours down all sides of it.
>>
>>125704392
>All the bloat, all the shit features.

I just like the little conveniences. Having animals in the pasture list arranged by type rather than whatever the fuck method vanilla used is a massive improvement.
>>
>>125709718
Have you done so with a 10 floor tower?
>>
>>125708496
Remember that this means he'll likely bring it to another library, where they might make copies of it, potentially having an effect on the entie civilisation. Perhaps the next caravan brings a copy.
>>
>>125709718
>Waterfall along the tower
FPS death
>>
>>125708496
I booted the fuckers out of my library for the time being. It's fine and dandy that they want to spread my fort's knowledge, but not by taking the only fucking book i have.
>>
>>125709930
I built close to a 10 floor defensive tower on one of my forts. My main fort was underground though.
>>
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>no volcano near coast ever
>cannot find marble
>aw fuck it,i will simply pump that shit out
>7 levels deep into diggin
Still no marble

https://www.youtube.com/watch?v=_aiAdL8yy1Q
>>
>>125710307
I'm just sayin' you should start small and make sure you manage to do it with just 10 before jumping to a whooping 100. The water pump system will probably tire you out before reaching 50
>>
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Am I doing something wrong here? I heard rumors of a criminal organization in this town. I traveled to it and entered the keep. I went down a staircase inside the keeps central room and explored what I thought was the dungeon. But no one is here. Only statues, a skeleton, and some random garbage.
>>
So is there anyway I can hire these warriors or do I need to wait for them to petition me?
>>
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Guess it
>>
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>>125710337
here you go, anon
>>
>>125710432
>Expecting adventure mode to ever make sense

It was inevitable
>>
>>125709718
>Has anyone ever built a fort out of a tower?
Yes.
>100 floor
If you're asking if anyone has ever made a tower fort, then you aren't likely to make a 100 z tower. But if you really mean it, and really think you'll make a 100z+ pump stack for water, then you'll want to gen a world especially for your fort, and be sure to set "z levels above ground" to 101, or something larger. Expect your fps to suffer. Use macros.
>>
>>125710729
Backpack.
>>
>>125710729
Earring. Or, wait, would that have to be at a craftdwarf's?
>>
>>125710729
thong
>>
>>125711015
seconding thong
>>
>>125710772
I guess the best I can figure is when I arrived there was fighting between no quarter dwarve/goblin/humans and the residents. The criminal organization must have risen up.
>>
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>>125710753
O-oh my
Now my life is complete, thanks anon
>>
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>I guess I could've been scared but I wasn't even though she died like two months ago
>>
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>>125711156
>>
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>>125711156
Actually i do stand corrected once again, there is another cave deeper yet.

Also BLACK CAP BEDS SON

Im happy now.
>>
>>125697371
There is, check the phoebus thread on bay12
>>
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>>125710926
>>125710990
>>125711015
Ouch, so close but so far
>>
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>>125710337
You're just not trying hard enough, anon.
>>
>>125711281
It's actually because he's drunk as fuck.

Note the "He is currently more fearless". That's an effect of alcohol. As long as you keep your dorfs drunk and happy, you don't need to bother burying your dead, as long as the ghosts are of the harmless variety.
>>
>>125711103

Sounds about right. How is your adventure going?

>>125711541
>>125697371

http://www.bay12forums.com/smf/index.php?topic=137096.msg6670711#msg6670711
>>Sadly, I will no be able to update the graphic pack myself. I suffer from anxiety/dread issues, and working on this pack is one of my triggers

Kek
>>
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>>125710337
>>125711567
I can reliably find at least 1 for every 5 worlds I create. In advanced world gen set the volcanism x and y variance to 3200 and then just up the minimum volcano count.
Both of these embarks also have marble.
>>
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>>125711851
Is this a meme now?
>>
>>125711973
>In advanced world gen set the volcanism x and y variance to 3200 and then just up the minimum volcano count.

I didnt know that,i did increase volcanism to 20 but it didnt work out for like 50 gens.

I cannot express how much help will this provide, thanks a bunch!
>>
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>>125711851
well an alligator just bit my foot while I was walking by a river and I"m far from home.
>>
>>125712185
>Walking in alligator infested waters
I'd post the zebra gif but I don't have it
>>
>>125711598
what there are ghosts that 'aren't' of the harmless variety? intradesting, i always slab em as soon as they spawn if i've somehow forgotten someone.

so the question is: can you weaponize them?
>>
>>125712382
>>125712185
I got this.
https://www.youtube.com/watch?v=DBNYwxDZ_pA
>>
>>125707898
>new pc
>running DF better
You want to get a new developer for the game or a "Coding for dummies" to toady this xmas
>>
>>125713052
You underestimate how shitty my PC is.
>>
Is there a way to make creatures stop spawning on trees on the caverns' edge? I can't cut the trees down because their base is in the water.
>>
>>125712714
I had a ghost kill 2 people at once. He scared a guy to death and (toady coded this yes.) in doing so he lowered the temperature enough to freeze 1/7 water where a nearby dwarf was sitting doing nothing. I remember I even made a forum thread to check if they really did that and they did.
>>
>>125713052
isn't the biggest problem of df that large parts of the code is old as fuck and from before multithreading became a thing? rather than being related to df being badly coded
>>
>>125713305

literally spooked
>>
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>>125713272
You need a big shitty ultra shit single core processor. DF only runs on one core so it kinda even outs the shitness so we are all equally shit.
>>
>>125713293
I don't think so, but you can build a bridge or floor out to the treetop so they can walk off it. unless you're really unlucky there's probably only 4-5 trees that are close enough to the edge for them to spawn on, so it's not an enormous task
>>
>>125712761
Yeah thats how it felt for me, except I was the caiman.
>>
>>125713541
That's nice to know. So if I were to get the biggest baddest core I could find how badly would a 200-dorf fort tank FPS?
>>
>>125711851
Oh thank Armok.

>>125713541
Single core doesn't cut it.
>>
>>125713769
At least you werent the shark getting murdered by giant octopus.
Yes im serious
>>
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>>125713476
both he he he
>>125713821
Badly. And you'd rage quit before noticing you left a door forbiden for pets on the 3rd cavern layer and a Elkbird is stuck on it causing the game to run at 1 fps.
>>
>>125713906
well at least 2 is ideal so you've got one core running df and another running everything else
>>
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How would you feel if your Chief MD pondered on bandages in his free time?
>>
>>125713541
>>125713821
>>125713906
>>125714027
Needs to be a modern CPU theres alot more that goes on then just the clock speed.

i7-4790K would be ideal.
Here a whole thread on it http://www.bay12forums.com/smf/index.php?topic=148409.0
>>
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So my latest fort has had a lot of immmigrants bring books, and one brought something called The Truth About the Goblin.

Considering that my dwarven civ is at war with a major goblin civ (both are rather large) I presumed that this book is a bit...Mein Kampf, shall we say, in nature.

Disappointingly the codex mostly mentions Beak Dogs getting devoured by wild animals so I presume that the focus is how shit goblins are at tending their livestock.
>>
>>125714173
i7 6700K if you want DDR4.
>>
Can a chromebook run DF?
>>
>>125712149
No problem, good luck in your search.
In case it's of interest to you, the reason the variance is so important is because coastal areas are usually sedimentary biomes, which usually have very low volcanism, whereas volcanos obviously are a lot more likely in biomes with high volcanism. The large variance lets worldgen place biomes with huge differences in volcanism right next to each other, which greatly increases the chance of finding sites like these. The same trick can be used to get better cliffs by doing the same with elevation variance, or half freezing/half scorching embarks with temperature, etc. If you want to get really crunchy with it, you can use grid settings to cause worldgen to favor extremes, by for example, setting a 2x2 volcanism grid with 5,0,1,0,5, which will allow every type of biome but greatly favor biomes with less than 21 or more than 79 volcanism, and practically forces them to be right next to each other.
Worldgen settings like these can cause a lot of rejections, so you'll probably end up needing to tinker a bit.
>>
>>125714728
Anything can run DF

The less strong your CPU or whatever though the lower the number of dwarves you can have before you fall to FPS death
>>
>>125715081
has anyone tried to quantify what the bottlenecks are currently in terms of performance? or just what types of calculations it does most in late game - i think it's pathfinding? A* stuff
>>
>>125715339

Pathfinding is a massive cause of FPS death yeah.
>>
There's something that's scaring the shit outta my livestock, but there's no wild animals or dangers anywhere on the map. And now a turkey was found dead without any obvious cause..
>>
>>125715527
Station army beside pasture
>>
>>125709753
If you don't hate Masterwork irrationally, then you're not one of us!
>>
>>125714354
Post the whole description.
>>
>>125715339
the memory cache on the CPU can be a problem seeing as DF does shift alot of things often between memory. as long as you have decent RAM should be fine.

SSD only matters for saving.
>>
>>125715527
probably some innocuous flying animal that appeared briefly and then left the map before you could check the units list. sometimes an owl is all it takes.
and turkeys only live for 7-10 years according to the wiki, so it's entirely likely it just died of old age
>>
>>125715765
Don't you get an announcement when something dies of old age?

>>125715652
I did, other than puking and shitting everywhere, nothing changed
>>
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>>125715753
Alright.

The Small Tick is the large goblin civ; there's another one that's smaller called The Ancient Lie but they apparently are too insignificant to be covered in this codex.
>>
>>125716258
>378 page chronicle
fuck me sideways. I don't know if I've ever seen anything more than 2-3 pages
>>
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This makes me so happy.
>>
How big should my central staircase be?
>>
>>125715527
>And now a turkey was found dead without any obvious cause..
Probably just keeled over. Things are short lived.
>>
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>>125716794
>>
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cave swallow people are >tumblr ?
>>
>>125716858
3x4
>>
>>125716258
>Not creating a character in adventure mode and killing Cleansedfortunes
>>
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>sleep in a hillock before embarking on my next grand adventure of kicking some goblin ass
>wake up before dawn
>open door
>bogeymen kill me
>hadn't saved ever
>>
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This kid is going places.
>>
We're ready. I think.
>>
>>125717756
>A large ape twisted into humanoid form

im not sure if that's just silly, or makes it that much more creepy
>>
>>125717756
Better be
>>
>>125717212
>>hadn't saved ever
not how it works kiddo

>>125717058
bug report it
>>
At which pop do you get sieges in the current version?
>>
>>125717058
What's the problem?
>>
>>125717956
We were ready.
In other news, great axes live up to their name.
>>
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>>125717330
this is all I can think of about this
I'm sorry
>>
>>125718136
>a feathered MAN
>SHE is gigantic
>>
>>125716794
>making your own region then pretending it was random

Elf behavior
>>
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>>125714728
Haven't tried in a while, naturally you could just chroot/crouton it and it'll run the linux one natively.

>>125711156
>ermagerd berby herpper

>>125710432
Those tunnels are crazy, at this point I think I can call myself a professional adventurer and they're still confusing to clear out, never really worth it.

I thought "criminals" just meant "a big town that has at some point had a criminal who wasn't from here" myself, I just use it as an easy way to reveal towns on the map.

>>125710772
Basically. I've been stuffing skeletons into bags and stuffing those bags into bags and then filling goblets from those bags so I can give someone a 1500 urist goblet and watch them chug a half a dozen skeletons and armor and shit.

>>125717212
Doin' it up right, anon.

Living, er, dyin' the dream.
>>
Why this hatred for elves when gobbos are the actual life long nemesis of dwarves? I never see anyone call anyone goblins, just elves.
>>
>>125718593
>being an elf sympathizer

get the magma going guys
>>
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>>125718593
>>
>>125718593
Goblins are bringers of gifts and always honest in their dealings. For the iron-starved embark, they're a lifesaver. Elves are liars who whine at you and don't bring anything worthwhile besides animals.
>>
>>125718726
Do not listen to his lies, for beneath his phony beard hides a goblin trying to divide and conquer the good races.
>>
>>125718135
80, same as always.
>>
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>>125718756
>>
>>125718440
>so I can give someone a 1500 urist goblet and watch them chug a half a dozen skeletons and armor and shit.

fukken lol
>>
>>125718871
>elves
>good
>not lawful neutral
>>
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>>125718593
Nice try, elf
>>
>>125718289
It's okay. Kids making artifact trinkets isn't fun or sexy. But at least the trinket is cool; second artifact of the fort is an action figure of my starting 7? I'll take it.
>>
>>125718593
Elves are decent because they bring cool animals. Humans on the other hand are fucking assholes that won't accept a trade unless they get 1000 profit from it like the assholes they are.
>>
>>125718440
Can you fit a bunch of weapons into various goblets, then kill enemies by giving them the goblet and having them drink 50 maces?
>>
>>125718398
What do you think that I'm pretending is random?
>>
>>125711851
Go back a couple pages. Someone updated the set for the new professions last week-ish and released it on their own.
>>
I'm sorry, I've been trying to like this game for years, but I just can't.
The interface is fucking garbage. You can have an interface that actually works with you instead of against you without sacrificing any complexity. Utilize the fucking mouse, for one thing. It would make the game function 3x as fast. The interface is a huge problem with this game, but it just gets written off as part of the experience, and anyone who complains about it gets written off as a casual.
>>
>>125719614
FUCKING casual elf faggot son of a bitch
>>
>>125719614
wow what an elf
>>
>>125719614
We'll miss you.
>>
>>125719614

IMO the only bad part of the interface is the labor selection screen. Everything else is just memorization
>>
>>125719804
>>125719845
Say what you will, but to me accepting it is just complacency. It's needlessly awful. It's half the complexity of the game, and it's all fake.
>>
>>125719614
>mouse
>faster
You're using your shortcuts wrong

Anyway, nice bait, 7/10
>>
>>125719614
>meanwhile theres thousands of people who just got over it and learned the shitty interface, then realized it was ok
>>
>>125719614
no, mouse wouldn't help that much desu. the ui is garbage for different reasons. the fact that it always uses keys for similar actions when in different menus is one of them. the fact that there's no search in most menus is another (in fact on the trading menu s is for 'seize' not search and there's nothing asking you for a confirmation before you seize anything because '''toady''').

the way the military screen works is also completely unintuitive and inefficient and probably is part of the reason why you can do stupid shit with it (like wear 3 cloaks or whatnot). there's dozens of other problems with the ui but even with such a terrible ui the game is worth it. goes to show, the rest of the gaming industry isn't fucking trying when it comes to similar games.
>>
>>125720228
I agree completely, I only meant the mouse is just one thing that should be implemented.
>>
>>125719290
I guess the mountainhomes are assholes too.
>>
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so do these guys play DOOM all day in there mom's basement or what
>>
>>125720228
The military screen has nothing to do with how much gear can be equipped. And FWIW it's 3 chainmail shirts, a breastplate and 9 cloaks.
>>
How do I tell my dwarf to go gather plants?
>>
>>125720036

The thing is, I don't think anyone here would be opposed to good UI changes, it's just that we all know toady has no intention of addressing it any time soon so everyone just kinda deals with it
>>
>>125719614
Saying you can't play a game because of the interface or criticizing a game interface is just a nice way of saying "I'm too dumb to play without bright buttons telling me what to do".
>>
>>125719006
Sad that I can't break the stack up... though I wonder if I could burn the fabric bags away and leave the firesafe stuff.

>>125719318
Sadly no. I'm pretty sure the bard who straight up chugged two coin pouches of gold/silver/copper would have died if that could happen, gotta be actually poisonous.

Also keep in mind: the ui is literally just what is required to make the features accessible/testable, with occasional things done to try and make it more friend/streamlined/etc when he catches a chance to do it.

He tossed in the popup help hints/tool suggestions shit last update out of nowhere because when he was doing some of the other reaction shit he just noticed he could do that too... that's how the game is built, yo.

Ultimately though, df/data/init/interfact.txt is not write-protected, if you think the ui is THAT shitty but refuse to do little things to fix big issues (why are the shoot/talk/look activation keys used with different hands when you need the numpad to actually move them? just rearrange shit like that to suit how you play and so forth) then that is on you.
>>
>>125720228
>that it always uses different keys for similar actions***

hell, another example. there's multiple ways to create zones in this new version and they don't all show if you go in the 'i' menu. example, if you use a table to create an inn instead of just defining it as a zone straight up.

also the thing about creating zone-type places is weird, sometimes you have to create it as rectangles while other times it's 'flow' and in again other circumstances you have the choice for both.

again, i still think that the game's worth it even with the stupid ui, even with the bugs (although honestly, df bugs are part of the hilarity really), even with the massive amount of things that are just completely useless currently.
>>125720812
yeah, you can of just have to accept it atm.
>>
>>125720741
Create a zone around the spot you want to gather and set it as a gathering zone.
>>
>>125720812
Exactly what I'm saying. I'm not saying you should enjoy the game overall if you do, I'm just saying people are too accepting of a huge flaw with it, and it's what keeps me personally from enjoying it. It should be a priority for Toady to improve it.
>>
>>125720036
The interface isn't complex at all unless your IQ is sub 80 or something.

>>125720860
It's also a way of justifying why you took 10 hours to learn how to play a game.
>It's not that I'm dumb and a slow learner, it's the interface that it's bad
>>
>>125720741
d, p. You can also set up a zone so anyone with plant gathering (under farming) enabled will gather all plants in the set area automatically.
>>
>>125719614
>keys instead of mouse
>bad
in what fucking world, it's because of that i can play this over my phone with juice SSH
besides it does support the mouse for designations and whatnot. and desu, the only areas i think NEED a better interface are: military everything, trade depot, "j" menu, and the infamous v - p - l
>>
>>125721181
I did that but not one of them got off their ass to do it they are just walking around the cart.
>>
>>125719029
>Lawful
True neutral you mean
>>
>>125721225
I'm sorry but Toady isn't here to cater to your low IQ. Go play something more suited to your mental capabilities.
>>
>>125721225
it's his baby and he's running on donations, not on a salary. if he doesn't want to improve the ui currently, that's his thing, not ours.
>>
>>125721291
Do they have plant gathering labor?
>>
>>125720440
Well, yeah, they're dwarves after all!
Humans are assholes out of choice, dwarves are genetically assholes
>>
>>125721225
I'm pretty sure that after all these years, if Toady does change it there will be a lot of bitching because people have gotten used to it, and they probably won't be able to cope with a new system.
>>
>>125721402
>cater to your low IQ
>He says, in a thread where 80% refuse to play without therapist or hack a game
>>
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>>125719614
Did you never ever use hotkeys you bloody elf?
>>
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This is the best message I've gotten all game.
>>
>>125721597
idk df players adapt to pretty large changes from one version to the next. besides he could also keep the current ui and just build another one that you can choose in the options
>>
>>125721690
Imagine having an IQ so low that you can't play the game even with the therapist because "muh UI".
>>
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>>
>>125719614
>but it just gets written off as part of the experience, and anyone who complains about it gets written off as a casual.

Fuck off with your generalizations.
>>
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>>125721747
>The fortress attracted no migrants this season.
>>
>>125721972
Wheres the website that gets posted on now?
>>
>>125719614
>The interface is fucking garbage.
Yes. So?
>>
>>125721972
Kobolds trying to build a well?
>>
>>125721505
I don't think so as I have no one gathering plants. The only people actually doing something is when it pertains to their original job. Like the miner is mining the woodcutter is cutting down trees that I designated and the fisher dwarf if just fishing the rest of them are doing nothing.
>>
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>>125721747
They will come when given the chance.

>>125722110
https://timbukdrew.wordpress.com/page/2/
I need to start posting here again.

>>125722186
Kobolds trying to build a fortress, but fucking it up.
>>
>>125722467
Could you draw a dwarf tavern getting blown up? They're spilling booze everywhere!
>>
>>125721690
Eh, I dunno if that is accurate, and I wouldn't classify therapist and dfhack as the same sort of thing at all, but I am biased because therapist is just annoying, while dfhack lets me get in and play with the guts of the world and see what blows up.
>>
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>>125722630
sure.
>>
>>125718895
I'd swear it used to be 40.
Well, less to worry about.
>>
>>125722364
(v)iew unit (p)references (l)abors
>>
I'm stuck at a crossroads

I've tried the autolabor function from DFHack that comes with the LNP and fell in love with it. I was able to just queue up orders and not worry about having to check if I had the labors enabled. I noticed, however, that many of my legendary skilled dwarves weren't being prioritized when it came to crafts, metalworks, forge operations, etc. So I switched over to rapist.
the only problem I have with rapist is the sheer volume of it all. when my pop gets to around 50+ I just lose all will to check through it. Its way too many columns and rows.

I can't decide whether to use autolabor or rapist, decide for me because I'm a lazy piece of shit.
>>
>>125724436
the rapist
>>
>>125724436
>whynotboth.gif
autolabor then tweak as necessary

alt. give up your pleb ways and just play the damn game
>>
>>125724436
You just use the regular interface. When you want a certain skill limit before a dwarf can craft in a workshop, just go in the manager and change the minimum skill level requiresd
>>
>>125724436
Use dwarf manipulator.
>>
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I like this game.
>>
>>125724932
BASED Ben
>>
>>125724436
do autolabor, but disable it when you get over 10 idlers, then check their designated labors with rapist, tweak, and if everything goes well reenable autolabor.
I had the same problem with newbie miners that where better at hauling that at mining, so they spent all day hauling shit
>>
>>125724932
oh man, i need to make a ben grain pyramid, and then a trump wall and then kick all the illegal immigrants using booze and contributing nothing but crimes and rape to my fort
>>
>>125724428
Thanks mate
>>
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>head to a nearby dark fortress
>slay 26 of the 36 there
>find a bonus on the way home to retire
>>
>>125724436
play gnomoria
>>
>>125725207

>Ben grain pyramid

Holy hell make it happen.
>>
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AAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHH
>>
>>125725995
Looks like someones parent civilization collapsed.
>>
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>2015
>Not making a fortress dedicated to being a shrine to every God in your generated world
Get on my level, plebs.
Fuck aesthetic, this is as large a temple as I can generate in one zone and by damn it's going to be a commieblock temple.
>>
>>125725995
>magma crab has given birth to triplets
im sorry but what
>>
>>125726297
>>>>RECTANGULAR FEATURELESS SHRINES
your gods hate you anon
>>
>>125725995
The last fortress of your Civ there's going to be alot of fun heading your way now.
>>
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>>125726327
I have some caged Magma Crabs fucking

>>125726473
>>125726146
Apparently the Outpost Liaison forgot to tell me that we were invaded by goblins and elves
>>
>>125726297
got dam that is beautiful
>>
Anyone know when new dfhack is
>>
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>>125726452
>Featureless
Literally every other tile in the God of Treachery, Murder, Spite, and Hate's temple is a masterpiece engraving.
Those statues are all masterpieces.
I just dont have time to make them fancy but I'm going to shove all my useless immigrants in there and make them play bagpipes.
>>
>>125726602
Now is the time to kill the humans and start a war.
No cage traps or draw bridges or anything undwarfy.
>>
>>125726702
>bagpipes
the instrument of the gods, you're forgiven friend
>>
>>125726702
>God of treachery, murder, spite, and hate
>All of those human visitors
Uh, Anon, there are these things called omens.
>>
>>125726602
Hope you have a large, well trained army.
>>
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>>125726875
>>125727027
HA, you mean these guys that lose a recruit to a crocodile every season? At least we are outfitted entirely in bronze.
>>
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This aquifer pierce is taking forever. It's gonna be worth it, though. I hope it was just a single layer.
>>
>>125726646
What? They're rectangles. Big empty rectangles. You are way too easily impressed.
>>
>>125727592
20z levels
>>
>>125727825
>
>>
>>125727592
you're dropping all of that into the aquifer? got tamn

been lucky with my aquifers recently, mostly just 1 level. i think you're close to the sea though? doesn't that have an effect on the number of aquifer levels?
>>
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>>125725554
Wait which bonus? The ones you're after now?
>>
>>125728118
You can make goblets out of bone and skull??
>>
>>125728180
yes but they're just for drinking steel toy hammers
>>
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>>125728118
In case anyone was curious, yes, as an Adventurer you can be bummed out about this, and you can now actually express this feeling!
>>
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>>125728180
>Modded skull templates with a reaction class so I can have dragon skull helms and shit
>modded in various reactions for adventurer mode book writing, mugs, etc
>>
>>125704942
I think I may have been inspired by you to return to more single level design. It was nice figuring out things as a scrub on a few z levels instead of less visually impressive efficient multilevel fortress.
>>
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I'm going to give each of my 7 starters a a throwaway skill for fun. I'm embarking on an uninteresting place with the goal of building 7 great temples that are 7 z levels deep.

Please pick your favorite meme'ist option.
>>
>>125730046
For what reason
>>
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screw keas honestly
every year I start a new fort somehow , every good ol' mace manages to get snatched by their talons
lost a good sword and a mace p early already
>>
>>125728569
thats neat

>>125728118
Yeah I set out to destroy a dark fortress, and I severely crippled it but couldn't find a path to the rest. So I took a few helpless goblins camping nearby as a final notch before returning and retiring.
>>
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>>125730118
>for fun
>>
>>125728052
>you're dropping all of that into the aquifer?
Kind of. I channeled that shape into the aquifer so it filled with water (ice really, but then spring finally came) then pumped magma on top of it to obsidianize the lot of it. Now, when the magma finishes evaporating, I'll dig into the obsidian to pierce the aquifer. It's the same principle as an ice pierce, but with more magma. If there's more aquifer underneath, I'll just repeat the process until I hit bedrock. It's fun, and challenging to not kill my miners, but the downside is that we're living in wood huts like elves until we hit some stone.
I am on a coast, too. Strangely, there doesn't appear to be an aquifer under the ocean, which is pretty unusual. It's obsidian and galena. And the aquifer butts up right against the volcano, which is also ass-backwards. It's making for a really different kind of embark, though, and if the aquifer turns out to be really deep I can set up another fucking temporary fort under the sea.
>>
>>125730046
Make them all comedian/fluid engineers.
>>
>>125730046

All critical thinking and logician so they just stand around argueing all day
>>
>>125730382
OH yea. I'm gonna dig out an entire z level below my fort to punish my dwarfs for worshipping the wrong gods
>>
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Is the instruments all randomly generated per world? How the fuck am i supposed to know what a Lug is? Where am i supposed to know where some fucking mallet is supposed to be made?
>>
>>125731967
just j-m-q man
>>
>>125730640
>>125730659
I had planned on giving them half real skills and half joke skills but I'll do it.

Comedian Logicians.
>>
>>125731967
Read its description. It tells you the materials.
>>
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Okay we have our dwarves. What should we bring along? We have plenty of points to spare. Dogs, Cats, and Turkeys are already covered as well as picks, seeds, and a rope for the dwarves to hang themselves with.
>>
>>125732191
This is what I do. I haven't made any instruments though. Can you just j m q and type the instrument name and it auto make all the parts?
>>
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The goblin rapetrain is coming and I'm scared
>>
>>125732745
>The Legendary Seductions
Fucking goblins.
>>
Is the barony stuff still bugged? I got everything required, but still no offer to become a barony after 2 years.
>>
>>125732992
it works although last fort i went straight to duchy
>>
>>125733062
sorry, i mean that i went straight from baron to duke which i don`t think is intended
>>
>>125731310
Does anyone know if this would cause a cave in
>>
http://www.wired.co.uk/news/archive/2013-02/25/dwarf-fortress
>3 pages of the dumbest fucking player i've ever god damn seen
Dis nigga gotta be trolling hard
>>
Why are the goblin civ dances always so much more interesting?
>>
>>125733640
map edges would save you. you would also need to channel the map edges from above to separate your fort from the map edge,
some guy once collapsed his entire map by doing that, there's likely still a save of it floating around on bay 12.
laggy as fuck
>>
>>125733871
>http://www.wired.co.uk/news/archive/2013-02/25/dwarf-fortress
she decided not to read the wiki because 'ui should be intuitive' and then was surprised when she had problems with a game reputed for having an unintuitive ui
>>
>>125734081
I just want to cave the 5 levels my fort are on.

So channel the edges and dig out the rest?
>>
>>125733640
Without knowing what, specifically, you intend to do that can't be answered. Just read this.
http://dwarffortresswiki.org/index.php/DF2014:Cave-in
>>
>>125734293
See >>125734281
>>
>>125734081
You can't dig map edges. What you're decribing isn't possible.
>>
>>125734281
h=channel
O=leave
D=dig
M=map-edge
this is a side view

MHOOOOHM
MHOOOOHM
MDDDDDDM

>>125734467
i meant channel near them
>>
>>125734437
Okay, read that anyway. It contains all of the information you need.
>>
>>125734545
Ah I see.

>>125734626
Aight cool senpai
>>
>>125677409
river delta.

map gen doesn't really attempt to make it appear nice though, so it ends up looking like the source of a brook.
>>
>>125734192
Not only that, but she bragged about her skills right before failing to have any at all. It never ceases to amaze me how many people don't look through menus. Like everyone who plays m&b and doesn't notice the option to jump to a location from the notes tab.

>like sim city
Every time.
>>
Will I ever be free of the wiki?
>>
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this is the plan so far. 7 of these, each 7 layers tall.
>>
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>no one comes to visit my tavern

What am I doing wrong guys? I have a bustling fortress but haven't gotten any visitors.
>>
>>125736695

They don't match between levels
>>
>>125736703
is there anyone left alive who can visit your fortress?
If all the civs in your world have been slaughtered by megabeasts, there might not be
>>
>>125736807
oh yeah i forgot the pillars on Z+1. Anyway Z+1 through Z+5 are all going to be pillars and open air. Z 0 will be the main level. Z -1 will be the basement.
>>
>>125736703
If you're out in the sticks you won't get travelers
>>
>>125736920

No I mean they're different sized levels. Your stairs won't match. You need to redraw everything.
>>
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Seems Taffer did up one of the old ones.
>>
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>>125737070
they're def the same size, its probably because I cut and paste each level.

anyway this x 7, two on each side plus two on the north and one on the south, or possibly a hidden seventh temple somewhere accessible only by traveling through each other temples basement I don't know.
>>
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>The woodcutter hacks the skeletal fox in the left front leg with her (bronze battle axe)
>The woodcutter hack the skeletal fox in the right rear leg with her (bronze battle axe)
>The skeletal fox screams

Jesus christ im too spooked fuck this fort abandon to ruin
>>
>>125738481
Where the fuck did you build? Reanimating biome? Tower?
>>
>>125739949
next to a tower, yeah
wanted a challenge, got it
>>
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Made a mountain chain that has a high chance of getting this nice layer.
Wanted a stream but tiny civ only had an elf site left and was at war with elves.
Shallow metal.

Never bothered to fuck around with volcanism so it was low enough on the mountains for sedimentary layers.
>>
>only two bugfixes in five days

He's dying, /dfg/
>>
>>125741083
That is a very nice mountain cap to hollow and infest live in. I wooouldn't give a fuck about war with elves though. They wear wooden armor.
>>
>>125741265
I haven't seen an elf siege since the 42.x update, but I imagine they could be a bit of a threat now with sheer numbers since they generally all come mounted on war animals
if you look at the populations for their forest retreats sometimes they have hideously large numbers of animals
>>
>>125741083
Magnetite and fuel, tell me there's a big pretty slab of marble or dolomite just a few layers down.
>>
>>125741218
>he's dying
drinking dr pepper exclusively might do that to you
>>
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>>125741265
>>125741414
There's flux somewhere on the map no idea, this is most of the map 3x6.
>>
>>125741593
that's fantastic and will be a hell of a lot of fun to play on for 2 years
>>
>>125741593
Could be a marble layer 90z down for all you know. No way to find out but to strike the earth.
>>
>>125738481
https://www.youtube.com/watch?v=2Zir1UxVpxo
>>
>>125741902
wow
I learned things today
foxs are part nightmare-fuel
>>
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>>125741774
Wagon one below the highest z level at 161 it goes all the way down to... -10
>>
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>>125703362
>mfw the lady turns out to be a demon
>>
>>125703362
>elven dance troup arrives and is granted residency
>male dancer hangs out at the tavern
>two female dancers hang out in the library wearing nothing but shoes and caps and spending all day reading about animal reproduction
>>
>>125743218
They're trying to figure out the raw mod to fix their gay grizzly bears.
>>
>>125741593
what cliffs were those, 20+'s?
>>
>>125743738
I hope they don't. we're at war with the elven civ and I thought I could take on a bunch of residents as hostages
and really, gay bears is just about the only gay archetype that doesn't spring to mind when you think about elves, so they're likely a crucial part of their society
>>
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rapist for 42.03 when
>>
>>125744062
they've updated it and tested it, but they're not releasing it until /dfg/ goes a whole day without asking that question
>>
>>125743039
>tags: urethra insertion
>>
>>125744062
When Half Life 3 comes out.
>>
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>>125743963
Pretty much mountains themselves.

Hit marble at 108 and seem to have found magma.
>>
>>125744148
>>125744224
so you're saying now or never
>>
>>125744062
a week ago
>>
>>125744062
yeah congratulations on asking at 12:30 noow we have to wait until tomorrow for release
>>
>>125743992
>not wanting the elves to deliver a bounty of *grizzly bear tripe roasts* and -grizzly bear bone bolts-
>>
>>125744328
nice timezone my fellow american
>>
Where does one get the .40.24 build for dfhack? It's not on github anymore
>>
>>125744757
isn't that just the df2014 branch?
>>
>>125744968
yeah, sorry, but still not seeing it anywhere, only seeing older builds
>>
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>>125744489
USA
>>
>>125744968
>>125744757
>>125745020
nm i checked the rapist
>>
>>125741218
I bet he's releasing a Christmas feature that will break at least one new feature. Not that I won't welcome a new feature. Give me polyamorous troll gelder legal rights.
>>
>>125745020
isn't the master branch still on 40.24? https://github.com/DFHack/dfhack/tree/master
>>
>>125745256
https://github.com/DFHack/dfhack/tree/v0.40.24-r5
>>
>>125745430
https://github.com/DFHack/dfhack/pull/770
hnnnnngggg

dfhack when
>>
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All these barons are hell. I'd kill them, but all of the inheritors are important dwarves.
>>
>>125748545
Damn man, what the hell is going on in your civ?
>>
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>>125748812
Goblins declared war on me and simultaneously sieged a bunch of sites.
A bunch of dwarves at my site inherited their titles.
They tried to siege me too, but I raised the bridges and held out for a year until they left.
>>
>can't rearrange the unit list or change the color of my dwarfs
>have 59 of them

I don't like this one bit.
>>
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>>125749429
Are you fucking kidding me?!
>>
>>125749890
You can always retire if you don't want to be the Mountainhome.

Start a new fort. Be a pissy outpost.
>>
>>125749890
Shouldn't have raised a bridge like a coward.
>>
>>125750021
I'm saving for tonight, I can't handle anymore of the fucks now.

>>125750087
I actually have two bridges, where I lure in a squad of troops in, lock them, then have crossbows pepper them before I lower the bridge for my melee squads to jump them.

There was just so many that I had no uninjured melee dwarves to fight anymore.
>>
>>125750316
You have to fight to the last mug and crutch. Should have been throw kittens from above.
>>
11 years old.
Armourer has a skill of 2.

Seems my civ is about to die just lost the baron, only the queen left.
>>
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Heres the picture
>>
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Seems the blind cave ogres came up from below and are now wondering around the top of the mountain.
>>
What's the current best animal for egg and meat industries?
>>
>>125680791
And out of the mists of time from a forgotten age, an old disciple of Armok returns.
>>
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Must not be many dwarfs left.
>>
>>125752485
turkey, i think
>>
>>125749429
Why do you live on an elf's dick?
>>
How tiny and few civ worlds do you people play to experience the fall of the mountainhome? I've never seen it, but then again, i play on medium maps with lots of civs
>>
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>>125757328
My Civ is about to fall. If you put up the megabeast count there's alot of civs that get their population destroyed.
>>
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>>125757402
This isn't going to end well.
>>
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44 Dwarfs each life matters, Queen is going to die I hope I can get the other 23 dwarfs before she does.
Dwarfish children aged 11 and 7.

Iron for the forges, steel for battle.
>>
>legendary weaponsmith migrates
>gets a fey mood, makes a silver warhammer artifact
>dies of old age
>>
>>125720464

Hahaha.
>>
>>125744062
>>125744148
>>125744224
>>125744298
>>125744328
What are you people smoking?
Are you really that inept at simply going to Therapist thread, reading a few posts, and realizing you can simply download:
https://github.com/splintermind/Dwarf-Therapist/tree/DF2016/share/memory_layouts
A fresh memory layout for 42.03, place it inside your 42.02 Dwarf Therapist, and have it work?

source:
http://www.bay12forums.com/smf/index.php?topic=122968.msg6663118#msg6663118

You'd think people wanting to play DF would have 2 brain cells to rub together...
>>
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>>125761172
No need to help elfs.
>>
How to organise animals in pastures list by type?
>>
>>125718756
10/10
>>
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>>125763641
Its easy, all you have to do is
waiting for dfhack to update, so you can use the Search plugin.

Because, why would you need search option by default for any long list such as stock screen, units list, pasture or trade?
That's silly.
>>
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>>125763641
soon
>>
I get it. I finally get it. I've mastered the manager screen, the squad menus, and I have a bustling metal industry.
>>
Well, guy I'm having burn all my extra silver making statues has made two statues of my expedition leader.
One as them becoming expedition leader.
The other of them surrounded by oysters.

Leader appearently hates oysters, but neither appear to have interacted at all. Kinda figured there was at least a 1-way grudge to make a statue of someone surrounded by a thing they hate.
>>
I need help with my Hammerdwarf.
How do I get him to use a specific hammer?
Can I get him to use any other weapon besides hammer?

From what i've read, if you assign them a hammer through military screen, then will never use that hammer for work "hammering a criminal", but they will chose a nearby hammer based on distance.

Would stockpiling a specific hammer I want to be used inside jail be enough?
I have an artifact Bone Hammer made out of Beak-dog bone from one of the many sieges we crushed, its seems so perfect to use for criminals T_T
>>
>>125674983
fuel your war machine
>>
UPDATE WHEN
>>
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Guys I'm not going to re-embark until fps death or every dwarf is dead this time I SWEAR.
>>
How many civilizations are enough to populate a world? I keep making 257x257 worlds that end up kinda barren with 40 or 50 civs: most of them don't even neighbour each other, or I get forests filled with elves, separated by a mountain range from a tundra filled with goblins.
>>
Tried to make one with 100 civs and after 300 years of history its still kinda barren, although quite a lot of neighbouring elf/goblin civilizations have already conquered each other.
>>
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>>125749429
>that cliff formation
>>
>>125719614
The interface isn't complex at all.
It's just unusual and counter-intuitive. That's where the 'difficulty' comes from.

And no, fuck adding mouse. When I started I also wondered why it wasn't added, but now I know. Once you actually know the interface, you can use it efficiently and fast with key combos. Using a mouse would just be slow as fuck in comparison, still making plebs turn away.

Not to mention Toady doesn't give a fuck, because he's trying to create a fantasy world simulator and not some kind of hit title game.

The interface needs work, but fuck adding mouse.
>>
>>125766595
A little foreward thinking would be nice on his part though.

Like seperating out the graphics raws from the 'everything else' raws. So that we can change certian hardcoded things (Like the pointless differences in door display between wood, stone, and metal.) without needing to access the very code itself.

And, we could more easily apply tilesets and graphics ourselves then.

Of course, there're also a few things he could appropraite from the DF Hack community too... like a seach screen on trade, and highlighting/hiding dwarves who're already in a squad.

The toad is great for actually creating this thing, and can't do nothing but envy someone living the dream... but he really could do to pick up some of the things that are left at his doorstep...
>>
>During World Generation, wooded biomes near towns are often converted into grassy biomes, presumably due to the human's logging industry
Holy shit is this real?
>>
>>125767167
>... like a seach screen on trade, and highlighting/hiding dwarves who're already in a squad
I agree with this completely. Like I said, the interface indeed needs a lot of work.
However, 9 out of 10 times the complaints boils down to "I-It's so HAAAARD" and ">muh mouse"

When I started playing DF a couple weeks back, I was annoyed at not being able to use my mouse as well. I'm pretty glad about that now, because of how fast I can use the interface.

I'd love to see the interface improved and updated, but as it is it does it's job and it does it pretty well.
Fuck, if you can get over the graphics you can get over the interface.
>>
Question /dfg/:
Are deities restricted to different races? I have a whole bunch of deities listed in my fort when I make a temple. Most of these are single-worshipper deities from my human civilians.
>>
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>first siege in my fortress
>3 squads
>send out 3 squads too
>we destroy them, only lost three dwarves
>build splendid office for the mayor
>build a jail
>build an amazing office for the captain of the guard
>get a few more immigrants
>start to dig to the caverns
>everything going amazingly well
>a possessed dwarf made a beautiful axe
>"Dwarf Fortress.exe has stopped working"

I had seasonal auto save on, but I lost everything I did that season. This is the second time this happens, I don't have the will to do all that again
>>
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Makin bank with dem stepladders doe.
>>
>>125768879
>not saving at least every time your dwarf makes a useful artifact
I save every time a weaponsmith gets a mood to ensure he won't make a bismuth bronze dildo decorated with basalt cabochones.
>>
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>>125768879
>try again
>the goblins win
>>
Ehh
3 days into the trash
>>
>>125770625
Does your corpse actually stay in the ice?
If so, it'd be pretty great if you could find that corpse when you embark in Fortress Mode
>>
>>125767483
There are still that many features missing for the world to feel complete.

Elves and dwarves need special sites and buildings for burials.

Humans need quarries and mines(where else would they get all that rock and metal?).

Dwarves, goblins and humans need specialised lumber camps(bonus points if they use major rivers to transport logs).

Lastly, I wish Toady would put the human fortresses back.
>>
>tfw accidentally generated a mindfuck
>>
>>125771003
Castles in middle of human towns are pretty fortress-like
>>
>deity of suicide and happiness
>>
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>>125771165
Tell me what do you see anon...
>>
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>>125771165
Neat.
>>
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>>125771165
>The tiles are moving...
>>
>>125765285
I ended up making them all smelters and wood burners
>>
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>>125671865
>>
>>125771903
>>
>>125772497
Do i have poor taste if i claim Event Horizon was a good Sci-fi but not scary at all?
>>
Can someone please tell me where I can find equipment in dwarven hillocks? There are only cabinets with clothing and bags with plump helmets everywhere, no sign of anything even remotely resembling armor or weapons.
>>
>>125772665
Take any military dorf as a follower
Lead him outside of the town
Kill
Take his armor
>>
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Shouldn't be a problem...I sealed up any possible entrance into my fortress...he can't hurt me...right?
>>
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>>125749429
Oh, aren't you the anon with the weird-ass elevated stream with a hollow space and trees in it?

>>125754438
I once punched someone into one of the holes in one of those troll bonehoard/library sites under a dark fortress but never heard them hit so I used reveal and checked down to see where they were.

They fell through a hole where the cavern water was draining into the next cavern... through that into another hole where THAT cavern was draining into magma, and landed on a magma flow with enough water falling on them to keep them alive a ridiculously long time.

>>125771165
Well shit, that's impressive.

>>125771256
Dude, they have fortified guard towers, airlock door-pairs, a controllable courtyard.

Technically climbing enemies could siege them due to being able to climb up and jump through/across/around fortifications, but simply having the generated ones spawn one square outward would suffice to make a hell of a fort.

Reclaim collapsed human towns when?
>>
>>125772607
I don't know it's pretty scary but you're welcome to your own opinions on it.
>>
>>125772998

Aaaaand he left...

I win!
>>
>>125772998
if you've really sealed everything up then no, he can't, just bear in mind those things can tear down doors and swim
but you'll probably find that it'll spend ages in that cavern tearing apart all manner of creatures, which ultimately may be just as annoying than the 5-6 dwarves you'd probably lose in a decently-prepared attack
>>
>>125773074
That's the best you can hope for in that situation. Deadly dust = suicide
>>
>>125773074
I'm pretty sure FBs don't just leave.
He likely wandered to a part of the cavern that you haven't uncovered, thus he doesn't show up any more. This happened to me.
>>
>>125773335
This can lead to situations of FB's ripping each other apart though, which is neat.
>>
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>Last migrant wave didn't give me enough, 2 workers and 4 kids.
>This migrant wave outnumbers my current fortress.

Shit dude, I mean I can handle it because I prepared ahead of time but now I can actually start my military!
>>
>>125773335
They do.
>>
>>125773593
>charcoal
>>
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Ok so, no matter how much you may try to keep your gave vanilla, and even though human mummies kinda make sense... holy fuck I am never going to leave humans building tombs again.

I walked out of the dark fortress I started in, headed south to a big tomb cluster and started hunting through... I should have started with this one apparently, because all that steel shit came from here.

I just changed the displayed names on the mail shirt/high boots/greaves to hauberk/lower greaves/upper greaves because it makes more sense.
>>
>>125773920
>he doesn't burn trees

Faggot elf detected.
>>
>>125773807
Odd. I had FBs walk around in caverns for multiple years until I finally dealt with them.

Still, I think >>125773335 is more likely considering he clearly only uncovered a small part of the cave.
>>
>>125774131
I have as well but they still wander off on rare occasion. I don't mean going to a place you can't see, they have left before.
>>
>>125773035
>Dude, they have fortified guard towers, airlock door-pairs, a controllable courtyard.
Yeah, human forts are (were?) exactly the same except without a town around them.
>>
DFHack when
>>
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Trying to figure out how I want to arrange my temples. I think I like D the most, but if I go with C then I can add a tavern and library on each side.
>>
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>>125774347
Hell probably have stuff like that come back whenever he gets the little tavern sites in the middle of nowhere, which I really hope winds up being like a 42.10 or something in this cycle.
>>
>>125774440
What're the random extra boxes in the main courtyard of C and D
>>
>>125774982
The 7th temples.
>>
Newelf here
Why do my tame animals keep starving to death?
I even put a pasture outside but animals don't seem to want to chill there
>>
>>125775059
>newelf

some animals are grazers, some are not. grazers need to be in an area where there's grassy plants to eat.
>>
>>125775110
Yeah but-
Ok, so the last one that died was a bull. Sure, I guess those animal eat grass. So I put a zone outside, put it as "pasture" or something, but my animals still hang out in the meeting area and eventually die.
When you say "need to be in an area", like... how do I make sure that happens?
>>
>>125775237

Set up a pasture using i.

Then create a zone to be the pasture. Then put animals in the pasture using N.

If the animals are messing about in your meeting area they haven't been put in your pasture correctly.

Also, make sure your dorfs have animal care enabled.
>>
>>125775059
Assign them to the pasture. Make sure there's stuff to eat there.

I have a question. If I were to trigger a cave-in over a volcano opening, would it generate ground? Could I do the same thing with water? I want to build a tower on top of a volcano, surrounded by lava
>>
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>>125775237
Did you actually assign them to the pasture or did you just build a pasture?

[I] -> [n] -> [N] -> assign with enter
>>
>>125775350
>>125775352
>>125775393
>then put in pasture using N
So that's what I was missing
Thanks dwarfbros
>>
>>125775110
>newelf
>not "newfikod"
>>
>>125775352
No.
http://dwarffortresswiki.org/index.php/DF2014:Cave-in
>>
>>125775352
Just pump water into the mouth until the entire top layer is solid obsidian. Try not to get too much exess water into the volcano, or you will have a tougher time trying to build in it.
>>
New thread when?
>>
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>>125776809
In about 150 posts
>>
>>125776809
We are far from the post limit
>>
>>125776809
When you go back down to the GCS-infested cavern and collect it, Bomrek.
Litast used all of the old stock up binding 1-page books about tilesets and 3x3 staircases
>>
>>125776809
what
why
>>
I can't handle this many dwarves
>its only 55
I feel like such a scrub.
>>
>>125777080
You are. Keep playing. More are their way from the mountain homes as we speak. Your efforts are legend there.
>>
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>>125776934
My computer lags when theres this much posts
>>
Hi, do you need any fish dissectors?
>>
>>125776476
Since I need a connection to the side so the entire tower doesn't crumble, should I pump magma on top of the obsidian layer? Otherwise I couldn't have my magma moat, right? So the process is:
>find volcano
>get water into the opening til there's an obsidian surface
>build foundation, build drawbridge to access middle part
>reroute pumps to get magma on top of the obsidian
>>
>>125777381
No, start hauling.
>>
My Fort is under siege from 279 enemies, there's like 40 Trolls, 120 beakdogs and 119 goblins. The only siege I've had prior to this was 2 fucking goblin crossbowman that sat by the edge of the map.

At least someone managed to raise the drawbridge in time so they're just milling about outside waiting to fuck everything up.
>>
>>125777381
What a sorry excuse for a dwarf. Remove
>>
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>>125777381
>>
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>2 down, 5 to go

If I wasn't so determined I would have accepted this was an overly ambitious project and given up.
>>
>>125777080
I have 80 dwarves and 43 tavern/library visitors on a 2x2 map and my FPS is grinding its way down toward 50 already. there are some good things about low pop forts. you could always fiddle with world gen to get dozens of titans and let them attack at a low population requirement
>>
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>+cave spider silk bag+
> . -ashen training sword-
> . *steel left gauntlet*
> . <*native platinum bound codex*>

21 Urists worth of book, huh?

Well Mom, Dad, good news, your daughter is going to be a brain surgeon!

>>125777292
Think it might be the board itself some there.
>>
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>notice all my kids in fort are over exerted and legendary observers
>next to them is a giant bat half beaten to death

WHAT THE FUCK HAPPENNED
>>
>>125778384
Enjoy your blinking dwarves, I guess.
>>
Just read Phoebus is kill; Does it still work for 42.x or should I look into a different one?
>>
>slap a dorf in danger room
>forget about him for about few months
>"didn't I lock a dorf in danger- oh shit"
>look at him
>he's fine
>in fact, he's an expert swordsdwarf now
Huh.
>>
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>>125777908
I just realized my temples only have 6 pillars on each side instead of 7.

F
U
C
K
>>
>>125778864
Dwarven efficiency.
>>
>>125778790
It should work fine with 42.xx and it's a fucking tileset, not a mod. Someone will pick it up. Spriters are a dime a dozen.
>>
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https://twitter.com/World_Bicyclist/status/676408729470799874

So apparently, Meph set this thing up after he got robbed. There he also mentions the details about what happened.
>>
Need some help modding in throwing weapons.
This is what I got so far:
>http://pastebin.com/pAQ15u7d

I simply copy pasted all crossbow stuff, and instead turned it into spear/axe, with their proper sizes, attacks etc...
What I might probably end up with is throwing spears/axes flying at a speed of crossbow bolt, instead of thrown strength.
So, how do I nerf that a bit? Do I reduce [SHOOT_FORCE:1000] in half or what?
Should I add throwing daggers as well?
>>
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>>125778261
Well, I generally accept when random shit happens, but in this case I save-scummed so I can make a backup of it in case it is useful for my other bug report about mummies disappearing when you save and reload the game.

It looks like this might actually be a way to keep them from just fading away when they leave their tombs normally.

Walk into a tomb, pick something up to wake the mummy, save and reload, the mummy will be "gone" and you can loot the tomb safely.

Well, safely enough, but be wary of any asterisks you see following you around in the area afterwards.
>>
>>125779946
He's begging strangers on the internet to pay for his perpetual vacation?
The guy has balls, I'll give him that.
>>
>>125699143
Nevermind, I figured it out. Among his other amazing attribiutes, the Spearmaster has the highest possible strength, agility, and endurance. All of those affect smithing skills positively, and it shows - fucker's still making masterpieces/superior armor more consistently than my master armorsmith.

My solution to this is to draft my armorsmith into the military to spar in her off time until she's the strongest, toughest, and most agile motherfucker possible. Maybe then she'll stop making -Steel Breastplates-.
>>
>>125775513
>press (n) to turn the area into a pasture
>big "N: Set Pen/Pasture Information" appears
>nah, that can't be important
I have a feeling this game isn't for you.
>>
>>125778986
Bless you.
>>
>>125781269
Actually, according to the rest of the game's logic, it mustn't be that important.

I NEVER bother checking the hospital information, for example.
>>
>>125781269
That's just inconsistent with how Meeting Zones work, but I understand the need for different mechanics
And the option name "Set Pen Information" doesn't sound like something that would change the behaviour of animals

Nice projection, though
>>
>>125781439
Well if you know you have all the required things for a hospital it should not be too much hassle. The only time you'd check it is to quickly make sure it has supplies instead of.. checking your stocks like a normal person. Since hospitals get priority on supplies if you have them then they will be there.
>>
>>125781439
>>125781462
nice try, but the gather, pen and hospital all have stuff you should check, as well as meeting area now.

There is no defense for ignoring the interface one of the few times its actually helpful
>>
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>>125779946
>>125780726
I'm sure there will be another insufferable thread on reddit about poor pitiful modder and how we should all give him money and press F to pay respect because he mods the game.
>>
>>125780270
>http://pastebin.com/PKjf8Bi4
Added in throwing daggers, besides axes/spears.
Edited some mistakes.
Didnt touch [SHOOT_FORCE:1000], hopefully its based on ammo weight from what i've read, should be slower for heavier thrown weapons.

Gonna try genning a world now with these new weapons, and see about testing them in combat.
>>
>>125781462
also, you should look up the meaning of projection.
>>
>>125778872
Why is it blue
>>
>>125781934
Because it's marked, not designated.
>>
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>swordsdwarf walks into danger room with a mug in his hand like he doesn't give a fuck
>>
>>125781984
What's the difference?
>>
So I've dug a 130 zlevel shaft to pump magma up to my workshops and moat. One spot still remains that I have to widen a bit thanks to it cutting into the cavern.

FB appears in that cavern, refuses to leave. Fuck
>>
>>125782065
its like suspending the job.
>>
>>125782089
Build wall
>>
>>125782192
So what you have marked there is how the room will look, or is that what you're thinking of removing?

Also what do the arrows on the perimeter mean
>>
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>>125782089
Push it into the magma
>>
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>>125781994
>>
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>>125782198
thats the thing. I have to cut out some space so I have access to both sides of the pump. Doing so will open up the shaft to the FB. this is at least 100 levels away from where my dwarves mill around, so I'll have to do some burrow sheningans in hopes that I can cut out the area and wall it off before the FB realizes it happened
>>
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Nice, my terminator squad leader has a new toy.
>>
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>>125782314
..those are stairs anon.

The orders are marked so I can do it all at once layer by layer without thinking about it. It would be slightly irritating if I fucked up one little detail and didn't notice because I was digging it out as I went wouldn't it?

And if I just designate everything to be channeled out simultaneously then a dwarf might just dig all the way to the bottom, creating a significant construction hazard AND spoiling the opportunity to smooth and engrave the pillars and walls.

>Mark everything so I know where everything goes and how it should look.

>Designate 1 level

>Decorate the level once its dug out

>Designate next level

>Repeat
>>
>>125782439
I regret watching this. But I was listening to
https://www.youtube.com/watch?v=cpraOuJB_vI so alright then
>>
>>125782582
Why not pen in some kittens somewhere else so it goes for them
>>
>elf diplomat comes in and starts talking shit about my forest destruction, even though I've barely made a dent in the forest around me
>literally at the same time that my first 3 steel clad militia come rolling out of the factory
you picked a really, really bad time to come talk shit to my face.
>>
>>125783182
>steel
Are you some sort of human?
>>
>>125779946
Oh, the poor guy. I wish I had the luxury of being born in a rich as fuck country so I could spend 8 years on vacation, cycling around the world to then get robbed and beg for money on the internet
>>
>goblin siege
>they're blocked from entering any more than sporadic climbing by my walls
>retarded animals wander up to the walls because fucking buzzards
>they get shot
>dwarves go up because they're retards
>get shot
>fucking fifteen dwarves shot to death before they figure out that standing on top of the walls isn't a good idea

Retards
>>
>>125783379
give me a break, this was spring of the 2nd year, i still had less than 20 dwarves. there's no way i'm digging down to adamantine without a good militia ready to go.
>>
>>125783105
I have been wanting to try using an artifact weapon rack I have as FB bait, complete with atom smasher to clear the threat.
>>
>>125782805
Very appropriate, and one of my favorite Dethklok bits.

I loved the build-up and then the guitar kicks in.
>>
>>125783379
>implying humans have steel
>implying there is anything wrong with glorious steel gear made with burnt trees, gorgeous marble, and dwarven love... by which I mean magma forges.

Though yes, you can use bituminous/lignite, but hey if you got trees anyways, why not use them for the fuel part of the reaction?

I wish I could smash up crap marble furniture and use it for flux.

Candy is dandy, but Steel is dorfy as fuck too.
>>
>>125783970
>marble
>not DOLOMITE
are u fukkin with me m890
>>
>chest and coffer are still in the same category as bags when you try to place them
REEEEEEE
>>
>>125783182
>also, in the same year, I have an ettin, a goblin siege, a human vampire diplomat, and a goblin outpost liaison come to my fortress
Starting out pretty lively. Hopefully it doesn't die down. Although I don't actually have the heart to kill the goblin outpost liaison. maybe he's proof that goblins are not beyond saving
>>
>>125784415
This rustles my jimmies to the max
>>
>>125784415
Why does it matter?
>>
Anyone else increased the FPS cap?
I just tried with 200, and made a new embark.
Feels so good doing shit at 200 fps in the first year or two, makes starting up a fortress much cozier and less dull.
>>
>>125783379
Humans can't make steel, anon.
>>
>>125784647
i don't want to place bags in the rooms of my dwarves, just good solid safe rock coffers and those bags force me to do +- work to get the coffers in their rightful place
>>
>>125784415
If you're laying down tons of coffers for bedrooms then go to stocks and forbid the bags then unforbid when done. They won't be an option if they are forbidden.

If you're not laying down 10+ then its like a mild inconvenience. You could make a stockpile nearby to only hold the coffers you want.
>>
>>125784647
in addition to
>>125784882
there's also the fact that only bags can be used as powder and seed storage yet are both classed the same in the stockpile customizing screen so you have to go the roundabout way of including boxes/bags but excluding leather/silk/plant cloth/yarn if you want to store only boxes, or excluding everything else and including those 4 if you want to store only bags for a workshop that uses them.
>>
>>125784882
Hmmm, I've never had an issue with that. Adding one more visit to the + - buttons is par for the course in this game. Now, tell me your seed secrets. I can't seem to get them in my seed stockpile.
>No Plump Helmet Spawn
But stocks is telling me 700!
>>
>>125785125
farming has worked a lot better for me since i've restricted barrels in my seed stockpiles.
>>
>>125784995
never thought of forbidding the bags, good tip anon
>>
>>125785346
So just do not allow barrels? I'll give that a shot.
>>
>>125785429
yeah, I've noticed dwarves seem to take seeds out of the bags and dump them in barrels, which hold a lot of seeds. Then, any time there's a hauling task involved with the barrel, it gets reserved so it can't be used for planting, including the hundreds of seeds that are in the barrel. making your dwarves use only bags in the seed stockpile spreads this reservation around quite a bit so planters can usually find something to plant even if not all the bags are available all the time.
>>
>>125784369
Hey man, I love me some *WHAK-A-CHIKOW* DOLOMITE *JAZZ TRUMPETS... GONG* but it is a pain in the ass to find, I have great luck with marble.

>>125784995
This is one of the main reasons I don't even both with fort mode until dfhack updates, I can't go back to not using planning mode... I won't. It is the best little addition that gets damn near no attention, but deserves songs written about it.

>'Listen up you fuckin' dorfs, I want you to put a fine or better quality blood thorn bed here, a fine or better quality green glass cabinet here, a fine or better quality stone table and chair from any of the types on this list there and there, and a masterwork gold statue there.'
>"But we don't have any of those things."
>'I didn't ask if you did, I just told you what to build and where. The manager should have the rest lined up for you, go talk to her.'
>>
>>125785856
So what you're saying is you hate fun
>>
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take that werebear. just a walk in the park for my speardwarf
>>
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>>125786040
>the stray whores have been found dead
>>
>>125786040
Man, fix your cleartype before screencapping.
>>
>>125786618
Can you please stop avatarfagging?
Thanks.
>>
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>>125786708
>>
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>>125786708
But I'm not. I'm using Amxu pics because they are some of very little DF related OC that actually has quality.
>>
>>125786040
I wish I would have had spears when killing that ettin. It seems all of its limbs were too thick to get severed, so it took a lot of hacking with those steel battle axes for them to actually hit something critical. nobody was in any real danger though, since somebody hamstrung him early on in the fight.
>>
>>125785798
That is making a load of sense. Thanks dorfbud.
>>
>>125785856
Planning mode and searching for stockpiles and menus are the most important aspects of DFHack
>>
>>125786014
I hate going through and sifting out exactly which table and chair and cabinet and chest and bed and statue (well, not so much statues, I don't mind trying to get statues of dorfs in their own rooms) in place for each and every room because I've been spoiled by the far superior planning mode interface.

If I could have Toady add in three of the QoL/UI improvements from the dfhack team as permanent features they would be:

1. Search everywhere
2. Dwarf Manipulator
3. Planning Mode

In that order.

I use manipulator the most, and search not enough, but search is such an amazing thing to have when you need it, and especially if you QSP. Planning mode is so fucking nice when you get those big migrant waves and once the new living areas you had designated are dug out you can go in and designate the furniture rather than manually making sure each and every piece is in place. Much nicer workflow, much more overseer-ish, but so much quicker and smoother.
>>
>>125785798
They're doing that with milled plants and dye as well. Best just to disallow barrels in any stockpile that allows items that are stored in bags. There's a bug report on the tracker.
>>
>>125787071
>every dwarf has a statue of himself in his own bedroom
what a bunch of assholes. seriously
>>
>>125787071
>2. Dwarf Manipulator
?
>>
>>125787071
>>125787545
>Dwarf Manipulator
are you talking about that in-game the rapist that dfhack adds?
>>
>>125787545
Open the units screen and hit l in a version with dfhack, it opens up a screen with the stress levels/professions (squads optionally), and skill levels/labors to the right which you can toggle there.

>>125787458
Well, it is nice when I have a hero who led a charge against a forgotten beast and slew it while her teammates were webbed up, and she ends up with a statue of that to admire... but in reality it winds up that the time I accidentally hit the wrong button and made her a sheriff or something and immediately removed her from the position is the event that winds up being immortalized by the assholes making statues.
>>
>>125788514
Oh yeah I just use Therapist for that since it has a cleaner GUI and doesn't necessitate pausing
>>
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>forgetting the best part about dfhack, the workflow plugin
ya, being able to filter stuff is great, and planning mode makes building 200 bedrooms a lot nicer, but being able to keep stocks at desired levels without having to constantly micromanage them is great. Really it should be built into the Bookkeeper/Manager duties.
>>
Still only 2 bug fixes in the past week
Toady is kill?
>>
>>125789035
>workflow
pretty much the main reason why I use DFHack, it easily removes 2/3 of the micromanagement of day-to-day operations of your fort, being able to manage booze, coal, and all the other crap that has tremendous volume, and also the tedious side-projects that take a lot of work for a small amount of product (like soap)
>>
>>125789035
yeah i love autolabor, autobutcher, seedwatcher and all those plugins. allows you to focus on the more elaborate parts of fort building and leave those parts that you master already behind
>>
>>125789467
Being able to always have 100 stone blocks ready at a moment's notice is faaaaannnfuckingtastic. I always run out of booze in 42.x now because no workflow.
>>
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Since I've done the save/reload trick and released a lot of mummies into the world I've been very deliberately avoiding any roaming asterisks until I become a vampire or something and can't be cursed, but it an alternate reality where I didn't keep going and instead went to investigate that little brawl I found a mummy raiding a bandit camp, awesome except the part where I got cursed and killed the process.

>>125788682
I hate the rapist gui with the sideways text, fucked up colors (though to be fair I gave up pretty quick on trying to fix the colors when I was unable to rotate the text) and needing to pull up a different program to do shit.

If I could do something like the rapist in the terminal that would be one thing, even if I needed another terminal tab to do it, but as is? Bleh.

>>125789035
Workflow is indeed handy, I like it but I don't mind just lining up shit with the manager. It is nice that you can specify exactly which types of shit should be made, and yeah, workflow is basically the same sort of upgrade to the manager as planning mode is for regular building shit.
>>
does anyone know if killing a vampire diplomat sours relations with their civ? I remember that in adventure mode, once you call out a vampire on his bullshit, he basically leaves his civ and becomes hostile to everyone. But I don't know if that works in fortress mode.
>>
>>125789907
>using CLI for FUCKING ANYTHING when you don't have to
what is this 1986?
>>
>>125789979
You can't call him in fort mode. And if he is a dorf it will probably cause a loyalty cascade
>>
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>>125789035
Workflow is an exploit. I'm absolutely serious. It's not making something more accessible like labors which are terribly designed. It's adding new functionality into the game to remove the difficulty.

Toady has done more than enough over 34.xx and 40.xx to make the game easier. You don't need workflow.
>>
>>125790661
nah, it was a human diplomat. I guess I'll find out in a year or so if they decide to siege me or something. I'm not particularly worried. I have a pretty big military for the size of my fortress. I was just curious what the civilization's likely reaction would be...
>>
>>125790964
>exploit
the game is nothing but one stupid dwarf trick after another. who cares?
>>
>>125790964
There's surely a way to balance workflow into the game
Like, it could require nobles and shits

So you'd still need to organize stuff yourself in the beginning, but in the long run you can focus on the bigger scale challenges
>>
>>125791351
[u] [m] [q]
>>
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>>125789372
>Toady is kill?
Didn't you hear? Per a request from one of his twitter followers to encourage a more "democratic" development process, Toady has now decided to switch places with his brother until the next patch. This means that Toady is gonna work with artistic inspiration, with Threetoe doing the programming. Since getting into the ropes with programming is gonna take a while for Threetoe, we should expect .42.04 to come out around the late January/early February.
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>>125790964
Now let me tell you all about why you're an idiot.
Workflow-like functionality is on the fucking dev page.

http://bay12games.com/dwarves/dev.html
> Standing Production Orders
> Production triggers for new work orders
> Being able to link work orders and triggers to buildings
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>>125791672
Yes, but it will not be free, no cost, zero effort, automated without effort ezmode.

see: managers.
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>>125791672
>just because toady adds it, it's okay to use it
I bet you abuse z-levels, as well.
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>>125791747
How is that development item any different? With workflow you set up production triggers for new work orders. Each production trigger is linked to workshops with waiting repeat jobs. It isn't exactly zero work. You have to actually define things before they happen. It's easier than micromanagement, but it isn't exactly free, no cost and zero effort.

The only missing thing is for my manager to go sit at his desk for 5 seconds for the order to happen.

10/10 mastertroll, fucking ruining my day, aspie overwhelming rn
>>
Okay, so what are the new big features that I should care about in 0.42?
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>>125792096
>it just works
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>>125792120
taverns, temples, and libraries can be constructed in fort mode, these have lots of things for your dwarves to do, and also cause foreigners to come check things out. they do various things, including writing books, dancing, playing instruments, praying, and even organizing lynching mobs (mainly to kill forgotten beasts that are hanging around in your caverns) if you have enough people partying in your fort for long enough you might eventually get foreigners to petition to live in your fortress.
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>>125790612
Well, I mean, I use and love Arch, I've got tons of shit that I do now with a few commands which used to require pulling up several different programs, sifting through their interfaces, hitting toggles/checking options/applying changes/confirming/etc, like the difference between swapping to the terminal I've got sitting there anyways to type: sudo pacman -S someprogram anotherprogram andsomething+tab(to figure out what the fucking name of it was) vs using the Synaptic package manager

The real question is how do you use dfhack without the terminal?
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>>125792526
>for anything you don't have to

almost all of the dfhack functions I use have in game UI.. the ones that don't are cheats
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>>125790964
Fat-guy-in-a-hat meme aside, I agree with this. Managing production logistics is 90% of DF's gameplay once you've got your fort and stockpile flows set up. If you're just going to automate it all you might as well watch a LP instead, because you aren't playing anymore.
>>
Did something change concerning pitting? My stockpiles are filling up with troglodytes and I need to be able to dump them into spike pits.
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>>125792416
Hotdog, I'm going to build the biggest, most wasteful temples in history
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>>125792961
>Managing production logistics is 90% of DF's gameplay
But that's the thing. That -isn't- supposed to be DF's gameplay. DF is supposed to work as a story generator. There's a world of difference between these 2 scenarios

>set up your workflow/production/stocks -> attend to the actually fun bits of the game like combat, exploration, watching dorf nonsense happen
>set up your workflow/production/stocks -> constantly micromanage them for the rest of the time you play and occasionally get distracted by the emergent gameplay which you're supposed to actually be attending to because that's where all the fun shit is
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>>125783690
I hate to ruin your fun, but atom smahers don't work on FBs. They're too big. The bridge will just deconstruct.
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>>125792616
>not making use of gm-editor to explore the world
>implying you can't use hotkeys to do almost anything that DOES use the terminal if you don't mind silly shit like my Shift+Semicolon+Ctrl+D nonsense

I mean, I'm aware you're memeing and all but there really are things that are just easier and faster to do from a terminal oh my god I'm //that// guy now aren't I?
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>>125793202
yep, each new location has its own set of peculiarities, bugs, and fun. foreigners (especially goblins) pretty regularly die of alcohol poisoning in the tavern, guests can be randomly targeted by dwarven justice related to production mandates, elves can infect your library with animal breeding nonsense and your dwarves might never stop writing about it, etc.
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>So in general if you've got ... my paper kind of, overall we're considering what are called minminal surfaces so if you take ... given a wire, you've got a minimal surface etcetera, etcetera, so what are the parameters you need? ... It's not the straight line distance between two points anymore but kind of like how far ... If you change the distance function on that, so maybe you've heard of the taxi cab distance in New York City, like how many blocks up, how many blocks over, that kind of thing ... But in any case, I've rambled a bit, but I just generally proved that these minimal surfaces exist in more complicated spaces and there's been a lot of subsequent work, and work that was going on at the same time in more general spaces, all kinds of different stuff. Fascinating, fascinating stuff ... I haven't really been keeping up the past couple of years.

^ Toady's impressive explanation of his PHD dissertation. We're lucky to have a math genius at the helm.
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anyone found any of that new divine metal crap yet? it's pretty much an adventure mode exclusive right?
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>>125794397
Yup. Angel clothes and weapons are made out of it. It's either slightly worse or slightly better than adamantine(I forgot which one).
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>>125793925
>trying to explain your thesis to people who haven't studied it
nigga you wanna talk about fourier transforms of exoplanets for a bit? guarantee that ayyliens comes up.
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>>125793671
I have no idea what gm-editor does.
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>>125793468
>That -isn't- supposed to be DF's gameplay.
I'd like to see a quote where Toady says that. The story generation happens on its own no matter what the player does.
>actually fun bits
Oh dear...
>like combat
Oh. You're one of those.
>exploration
There's nothing in fort mode to explore once you've revealed the caverns and the magma sea.
>watching dorf nonsense happen
Isn't impeded at all by resource management. Whatever aspects of "emergent gameplay" you think are mutually exclusive to production management are as much a part of it as anything else. People who obsessively micromanage their dwarves use v-z, v-f and k a whole lot more than q. And the game is explicitly designed to appeal to people who like to play that way. This whole conversation is a result of people bitching about that fact, because their cheat utility isn't released to let them circumvent all of the deep resource management mechanics that were intentionally designed into the game. Which many DF diehards find to be "where all the fun shit is".
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>>125793540
good thing I haven't started building it yet. I wonder if I can get him to stand indefinitely on a weapon trap
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>>125793468
>>125792961
My view here is where is the challenge if a plugin plays for you?

Oh, I never ran out of booze because workflow is automatically producing more booze and more barrels when needed.

So now there's no opportunity for FUN to happen. and i get bored. and brag about how easy the game is because I'm using 8 different plugins to manage shit for me. and then I quit.

Workflow cheats you out of the game.
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>>125794521
They're proc genned, so there's so variability, but their properties will always fall somewhere between steel and adamantine.
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>>125794976
>liking combat
>one of those
you can literally go fuck a tree
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>>125794816
>fourier transforms
>incomprehensible
Don't even want to have a Circuits or Transport phenomena class.
>>
>>125790964
this is the dumbest shit I've ever read.

>>125792961
>Managing production logistics is 90% of DF's gameplay
ya. You should manage it once, and let it run. Tweak it if you set the levels wrong. Not spend the entire game spamming the manager queue with brewing orders. There is no point to gameplay like that.
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>>125794997
Yeah, the artifact furniture trick works for that. Makes sure you circle it 2-tiles out with spear traps. Weapon traps can't be remotely triggered, and FBs can destroy buildings from 2 tiles away. You could also set up a cave in trap above it. Your artifact will survive, you'll just have to dig it out.
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>>125792961
if that's what you enjoy best, just don't use them. single player game etc. personally i'd rather spend my time devising traps, doing minecart tricks, planning royal halls and so on than checking stockpiles and j-m-q ing every few months to make sure there's enough soap for everyone

most of the production stuff i've done countless times in the past and i can do again if i want (hell, that's what we're all doing rn). rather spend my time trying new things

>>125794816
got a friend doing exoplanet stuff in hawai'i atm, hopefully she's spat on a few anti-telescope natives. muh sacred volcano

thinking of it, i was a bit sad the first time i embarked on a volcano when i found out that eruptions couldn't happen. that shit would be so cool, it could just be kilauea-like effusive flows that go down the mountain once every few years in a random direction: wouldn't be much worse fps wise than big invasions right?
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>>125795539
well, except the "vegetation on fire part" i guess
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>>125795142
This anon is right.

Missing something crucial(like brewing booze or not having enough of a certain material ready) and then having to deal with the consequences is one of the things I really like.

I like the micromanaging because unlike games that don't have it, DF doesn't trivialise the long processes involved in different industries. Actually being able to follow the manufacturing line, from raw natural resource to finished good, is a special satisfaction that only DF can give me. This is the case especially for the most luxurious/comfy goods, like porcelain, crystal glass, glazed ceramics, and so forth.
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>>125795670
>run out of booze
>oh no we have to drink water for a month
>a few unhappy dwarves
wow crazy consequences
>>
>>125795670
do you ever really run out of booze? for long enough to have major consequences.
>>
>>125795883
>he only embarks in easy environments
Forgot this was "Friends to Cacame: Chapter Two, Elven Forest Retreat".
>>
>>125794976
> DFs intended gameplay
Yes, it's meant to appeal to more than one type of gamer. I don't want to berate you for the way you play the game. I know all v-z, v-f and a lot of stuff that you would want to factor into production. I get the appeal. It just isn't for me.

I prefer for those jobs to be done intuitively so I can focus on things like why my dwarves feel unfulfilled, what stories they're telling and what they're engraving on the walls. The point of the latest release wasn't totally about the new paper-making industry to manage (though it's there!) it's about the stuff that's actually in the books.

And the story continues after world gen. It's why I have to bury dead soldiers and why their exploits are carved into statues by my masons. Toady says the point of the game is emergent stories in just about every god damn interview.
> Combat
Because Toady included anatomy and combat/movement split and material properties and armies and sieges for fucking giggles.
> Exploration
Reading dwarf thoughts, watching visitors come and see what they do, creating megastructures and running some science on what makes some dwarves die of alcohol poisoning might not seem like exploration, but you'd be hard pressed to say otherwise I think.
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>>125794934
There are things that the dfhack team work with which are usually just called structures or df-structures, and they're the guts of the game. You can use stuff like lua commands to access it, gm-editor just gives an interface to work with them instead, so you can pull up say, df.global.world.sites and you'll get a list of all the sites in the world, down towards the bottom you will probably have your forts since newer sites don't pop up as fast as we make them, naturally. You could then open it up and say, change the name, investigate some aspects of your civ, even do stupid shit like try to edit the size of your embark and shit. Might crash your game, might fuck the save up entirely, but it might also work.

I've personally changed site names, types, done silly stuff like stacking a bunch of lairs and shit on top of each other, etc, plus figured out how to do things when writing my own scripts, track down problems or flaws with them, etc.
>>
>>125795670
>>125795142
if you're a masochist who enjoys pointless minutia, good for you. Just do that then. But there is no FUN involved in shit like booze production. It doesn't make things more interesting, or difficult, to have to manually handle that shit forever. It's just an annoyance. Besides, things can go just as wrong with workflow if you over or under-allocate resources. It still requires effort and planning.

Don't pretend its some crucial part of the game to handhold every single part of your production queue the whole goddamn time. There are far more interesting and rewarding things to be doing.
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>>125796076
>ever getting your water from the surface
look lads, we got ourselves an elf.
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>>125796189
Fucking this, this, a thousand times this.
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>>125796189
Where do you think you are right now?
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>>125795539
>i'd rather spend my time devising traps, doing minecart tricks, planning royal halls and so on
That sort of thing is exactly what effective resource management allows. It's the payoff of planning your project and setting your machinations in motion. I agree with the sentiment expressed >>125795142 here, that workflow cheats you out of the game, especially when it comes to big projects like that, where skillfully managed industries will facilitate your success. But like you say, it's a single player game. If you're not interested in playing it, it's no skin off my ass.
>>
I never even knew about this workflow stuff until today. For booze production I just put it on repeat until I get 500 "Urist mcfaggot has ran out of [MAT_PRODUCING PLANT]" or something like that
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My militia commander have just killed a very special kobold thief.
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So my blacksmith is just standing in the kings chambers, doing nothing. It doesn't say she's distracted or anything, just thirsty (and the tavern is like 30 feet away)

If I allocate a blacksmith job she ignores it, even though when I look through her thoughts, the most stressful thing for her is not using her craft often enough.

She's also lonely, but there is nothing I can do about that.

What the shit.
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>>125796819
Yeah, but the fun in making minecart tracks, making halls and devising traps isn't so much in the industry that makes it happen efficiently, it's the design and execution. I don't cheer when I tell my manager to tell my mason to make 120 blocks for a tower, I cheer when I see trolls get mutilated by the minecart shotguns launching blocks out of the tower.
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>>125796189
agreed, and besides, it's not like you're completely done when you've got your workflow targets assigned. you can speed up the processes by using quantum stockpiles and other minecart shenanigans, with careful stockpile links and so on
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>>125796285
>he doesn't use the advanced worldgen to generate guarenteed dry caverns
A cave-dwelling elf is still an elf. Pic related: it's you.
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>>125796819
its all moot, as your only argument is "its the way it is meant to be played", when toady has put down in writing that he intends to implement what the workflow plugin already does.

Also. Workflow doesn't rob you of anything besides having to micromanage stock levels. It has nothing to do with big projects, which you would produce the required goods on a one-time basis.

So you're wrong. Get used to it.
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>>125796937
you must be using dfhack to force them to continue trying to repeat, because otherwise they just say that once, cancel the job, and go wank off somewhere until you notice.
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>>125796102
Why do you think any of that is excluded by resource management?
And everything you noted under exploration IS v-z, v-f and k. That's what those keystrokes do. I wonder if you're as familiar with them as you say.
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>All these casual cunts talking about how managing your fortress is difficult enough to warrant using a hack to do it for you

That aside, new thread when

That aside, I've finished my main design. All it needs is a final look over and whether or not I should add wells to each temple. I think yes.
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>>125797542
Yes. I am. My point is that they're interesting for more reasons than micromanaging production.
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>>125797670
no one said difficult.
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>>125797815
pretty sure you did imply it or else you wouldn't need to use a plugin.
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>>125797916
>what's the difference between tedious and difficult
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are all the gods listed when you create a temple god that the dwarves might follow? I got a lot of temples to build
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>>125797916
nope, even specifically mentioned it wasn't about difficulty. Good job beating up that strawman though champ.
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>>125797670
That looks great anon. Might I suggest shaving the corners a bit for muh aesthetics? I'm biased against quadrilaterals.
Also, where do you plan to access it from? To start the digging, I mean. Whenever I do a big multi z dig like that I agonize over the approach.
>>
>>125798437
>>125798437
>>125798437
>>
It would be really nice if Toady added cities expanding in-game while adventuring, mining both by player and NPCs and actual industry, so there would be mining towns, fishing ports such and such which would expand as game goes on, new buildings being built from trees cut down, weapons made from materials mined out and so on.
Has anyone ever made a very long-running save and ran into stuff from one of his fortresses? Swords or anything of the likes.
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