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/dfg/- Dwarf Fortress General

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Workflow Shitflinging ahoy

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 >>125670761


>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DFHack (Out of date):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Starter Pack (Out of date):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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>saving children
>>
nth for who needs a manager when you have dfhack
>>
>>125798625
>tfw no dfhack for the latest version

REEEEEEE
>>
>>125798090
No, only the gods your dwarves worship. Although you'll get a decent spread of gods (5+) when you have 50 or more dwarves. Some dwarves with atheists, most will worship one or another popular god, then you get a few worshipping less common gods. Not that many in total but 5-10 from my experience.

>>125798446
I'm digging from the top down one layer at a time, and will have a central staircase with glass windows for walls going down the center. So everyone that descends to the temples can see them in full view as they climb down.

Making clear glass is such a pain in the ass.
>>
>>125798625
just think of it as your bookkeeper and manager actually doing something for their title.
>>
does anyone ever set their bookeeper to anything less than exact?
>>
So how do visiting mercenaries work? Do I have any control over them or do they just shit about in my taverns and temples until something directly attacks them?

It'd be preferable to be able to control them in squads or like assign them to militia squads. I've almost got enough for a full humie squad to send out to absorb all the arrows and bolts. While my glorious golden bronze clad fighters trudge up.
>>
>>125798728
I have 23 Gods listed when I go to create a temple. I was hoping some of them were just worshipped by visiting goblins or something, so I could ignore them.
>>
>>125798902
they just drink and eat in the tavern until they're attacked or until they petition to join your fortress. then you can assign them to squads
>>
>>125798959
You could always look it up before you designate it.
>>
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>>125798959
>mfw I try to build a temple for a goblin god, but my dwarves organise protest rallies and accuse all goblin citizens of latently hating the dwarven way of life
>>
>>125798902
the ones that ask to be soldiers you can put in squads like any dwarf. People claim some visitors will ask to go into the caverns, but no one has ever actually mentioned seeing that. I think they're just taking the wording from the patch notes literally.
>>
sad that toady didn't add preachers and religion converting in this version. god of deformity jihad when
>>
>>125799019
how do you look up gods without abandoning your fort?

>>125799214
found the butthurt muslim.
>>
>>125798446
Oh yeah I forgot to shave the excess corners. It's going to be a giant + either way but there was too much lead on them.
>>
>>125799448
Copy and paste your save folder and abandon it then once you export legends paste back?

Otherwise

Go to your dwarves status and check relationships, hit page down till you see Deity written in yellow text, and read up on the deity.
>>
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>>125798437
Oh god that picture is so fucking accurate it hurts.
>>
Can you stack wells on layers? If there is a well on Z+1 and a well in the same place on Z 0 will they both work?
>>
>>125798849
No.
>>
>>125799389
>not suicide cults
Well, "Meditate on suicide" still sounds pretty sweet.
>>
>>125798998
>>125799304
They've signed up for long term stay. How much longer do they have to be around til I can order them about?
>>
>>125800152
immediately after you've accepted their petition to stay for soldiering they will show up in your military screen. Did you even look?
>>
>>125800152
You can do it whenever you want. Just open up the military screen and draft them into a squad. Sadly, I don't think they can be squad leaders yet.
>>
>>125799956
You do realize you need to hook a well up to a water supply right
>>
>>125799956
Yes.

So, fun fact, you can pick up a bookcase and chuck books into it right? That makes sense and all.

You can THEN put that bookcase into a goblet and, yep give it to someone to drink.
>>
>>125800152
you can make equipment for them by pressing D at a metal forge.

Make your fort have the first steel armed humans and goblins in your world.
>>
>>125800350
Fuck, did you even read his question?

>>125799956
I haven't tried. The fortress the Adventure of Likot Udendeb started in had stackd wells, though. Try it yourself and report back about the results.
>>
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>>125800350
this is what i'm gettin at

>>125800491
>>125800568
cheers
>>
Why did Toady remove the ability to see the stone layers on embark screen? I'm fucking sick of looking for a sedimentary layer embark that would sate my autism.
>>
>>125800240
I did but
>>125800319
>Sadly, I don't think they can be squad leaders yet.

This was messing me up. I figured if I didn't see them there they weren't available.
>>
>>125800650
>that resolution

paint what the fuck why
>>
>>125800774
>2015
>Not knowing how to crop in paint
>>
>>125800963
i just copied and pasted it into the reply window I aint got that kinda time
>>
>>125800697
ya, they can't be squad leaders, and their names aren't different colors or anything in the military window, nor are they segregated in any way or have their race mentioned. So you're gonna have to find them in your (u) menu, (z)oom in on them, and add them to your squads from there.

Hopefully dfhack makes the military menu searchable for mercenaries to save some hassle.
>>
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>>125800650
All of these wells work and are used.
>>
>>125801269
Huh. I did not know that. Never really thought of using a multi Z level well.
>>
>>125801269
Excellent. What tileset is that? I want a change.
>>
>>125800650
Ah. Could be possible, never tried. I'd imagine that Toady will eventually add a chance for the buckets to get tangled up, right after adding nuclear power in 2027
>>
>>125801365
>nuclear power
why would anyone in-universe bother? dwarven water wheel reactors already produce infinite clean power.
>>
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>>125801339
Here's an upscaled ascii version of it, the Bisasam24x24 I used forever.
>>
>designate all 23 temples at once to be carved out on a virgin level
>go about doing other things
>check in on progress after a while
>all my nicely designated rooms are nearly carved out
>the entire area is flux stone
shit. Do I just mine out the whole thing and rebuild the walls out of non-economic stone, or do I smooth the flux stone walls and tell myself I don't need THAT much flux.

I wonder what dwarves think is better, a smoothed marble wall or a wall made of diorite blocks. Flux is worth more than normal stone, but blocks are worth more than raw stone too.
>>
>>125801672
looks real nice, thanks.
>>
>>125801853
walls aren't worth much, engraved flux stone walls are worth much, much more
>>
>>125801853
it's a little annoying to put rooms in a flux layer, since i end up digging around them for more flux, but it's just an autism thing and i get over it.
>>
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>>125801905
Glad to help, I originally did it in nonsquare, but I figured folks would like the square too.
>>
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>its 4pm
>I started designing this shit at 8am
>I embarked last night at 11pm
>I haven't unpaused the game yet and I've been designating and designing for at least 4 hours over the day.

I don't even know what to do at this point. All this was just designing. I haven't even left the wagon yet. Now I have to build a damn fortress so I can build the damn temples.

Oh and I took the advice from the thread yesterday. All 7 of my dwarves are Proficient Comedians/Proficient Logicians
>>
125801853
The obvious solution:
Hollow out everything but the walls, build secret passages around and behind your temples, burrow a single loner dwarf or a group of 2-3 in there with supplies for a lifetime or a small farm and give them an array of levers controlling every device in your fort.
>>
>>125802235
i mean it's cool but it's not 4 hours of designing cool. have you tried just unpausing and going from there?
>>
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>it will be years before boats get added
>religious warfares never
>in-civilization skirmishes, secessions and powerstruggles without loyalty cascades never
>it will be years before some meaningful adventure NPC interaction gets added, like tortures and interrogations, restraints and NPC jails
I understand Toady when he said he wants to work on DF alone, but come on man.
>>
high master metalsmith is still staging a sit-in at my kings quarters. Someone had to bring her water. Refuses to build anything. Is now flashing green. She better be having a baby or something, and soon, I have Masterpiece Gold statues that need making.
>>
>>125802104
i ran into dwarves from my previous fortress if that counts
>>
>>125802235
>unpause
>a lion runs up and murders all your dwarfs
Enjoy, happened to me countless times.
>>
>>125802769
can she walk?
>>
>>125802891
she appears to be unwounded, and she does leave to eat, just not to drink. I unrequested the gold statues, because my other blacksmith in prison is going crazy, apparently from being unable to blacksmith. Don't know if its because of my order or just because he really likes anvils
>>
>>125803065
have you tried removing and rebuilding the forge?
>>
>piles of bolts everywhere on the surface after multiple sieges get cockblocked by my drawbridge.
>decide to risk it and unforbid them
>giant river of vomit from the bolts to the entryway as hundreds of dwarves void their stomachs while picking up these stupid bolts one at a time
dammit, you can't even see the grass anymore
>>
>>125803426
>not taking simple steps to avoid cave adaptation
>>
A child just entered a mood. Bad. Possession. Double bad. First component is wood. Triply bad. Gets to work, finally finishes, and it turns out he's made a figurine of elves.

As soon as this brat's old enough, he's getting a free ticket to 'fighting forgotten beasts alone' land.
>>
>>125802473
I get the feeling boats and multitile creatures will just kinda be a "oh yeah, I figured out how to make those work so I'll be pushing it out with this release instead of when I expected" kind of thing... or maybe I just hope it will. I really wanna climb up and stab a giant in the eye and jump out of the way when it swats at me, causing it to whack itself in the head and collapse, sending up a massive cloud of dust and flying trees, stunning me as I land, resulting in a race between me trying to recover and it trying to stand up.

I've seen a dragon vampire impersonate a deity and then wage a war on another civ because it was angry that they worshipped a god of rivers and water.

Loyalty cascades are weird now, not at all like they used to be, but they're getting better with the reputation improvements.

That is going to be at least partially included with the artifact/treasure hunter stuff, which will set up the thief stuff directly.
>>
>>125803896
Why wait? Lock him in his bedroom when he goes to sleep and encase him in obsidian.
>>
>>125803837
cave adaptation is unavoidable unless your dwarves spend adequate time exposed to the sky. This raises many security concerns.
>>
>>125803896
i've never tried, is it possible to equip the figurines on him as a weapon?
>>
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>>125803953
Whoops, was looking at the tv and forgot the quotes.

That last line was the only confusing one, about the npc interrogation/torture stuff.

Pic is one of the dragon vampire wars I mentioned.
>>
>>125804118
have you ever noticed that above ground constructions are considered "light" even if they have a roof over them?
>>
>>125803209
I found the problem. Apparently at some point I burrowed her there. No idea why.
>>
>>125804360
kek

the joys of df
>>
>>125804360
The greatest enemy to us isn't the goblins, but ourselves.
>>
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>>125804193
>other filename explanation

Yes, the other war was basically one dragon murdering humans for another dragon vampire who was bitchy about those humans worship of rivers and not something awesome like her, a big firebreathing scaly vampire pretending to be a god of fire and whatnot.
>>
>>125804290
have you ever noticed that is insufficient?
Being underground increases adaptation
Being above ground decreases it
Being above ground but under a roof (which is what you're alluding to) leaves it unchanged.

What this means is the adaptation process will be slower if you keep people in the light, but it will still happen. The only way to relieve it is to be directly exposed to the sky. And flyers. And climbing monsters. I don't have the militia or lava moat for that. Yet.
>>
>>125804118
I always just build walled courtyards and stick statue gardens in them. With the latest version I threw my tavern up top and I don't think I've suffered from cave adaptation.

Unless the vomit piles aren't from things drinking themselves stupid in the tavern.
>>
>always embark on a volcano

Who else
>>
>>125804290
>>125804664
also, my dwarves don't really enjoy the gnome blood rain or clouds of mist that turn them inside out.

>>125804687
every time I've ever built anything that was open on the top, the goblins poured in like roaches. I just don't risk it anymore
>>
>>125804868
You mean easy mode?
>>
>>125804876
Just build glass windows over top
>>
>>125805109
have you tried it? I have been told that doesn't work
>>
>>125804995
Y
>>
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why would he need an empty cage to unchain someone?
>>
>>125804868
I used to, a long time ago. But now that magma is literally on every map ever, I don't see a point anymore. It takes more work to make it usable, but it's not really hard.
>>
>>125804193
>...the defenders where lead by Thad SearchDEFENSE
>>
>>125805486
also, why was a human bard sentenced for violation of production order by the broker?
>>
>>125805652
well, did the bard produce the items requested or not?
>>
>>125804876
> every time I've ever built anything that was open on the top, the goblins poured in like roaches. I just don't risk it anymore

While flying fuckers are a problem (two versions ago I had a flying assclown that shot webs utterly fuck my ass) goblins can't come in if you give your wall an overhang iirc.

Plain walls aren't impervious from my experience but singular climbers are free training dummies as long as you do what I do and keep your militia housed on the surface.
>>
>>125805586
How do you people get magma to higher levels without shitton of pumps and other retarded solutions? Is there a way to get dorfs to bucket it into a hole?
>>
>>125798437
Elfs are just thinner not shorter.
>>
>>125805780
lol, why would a visitor be required to? Why was the broker even involved?
>>
>>125805859
Ive seen goblins climb along the underside of a roof with no concerns, so I'm surprised to hear they can't make it around an over hang. Are we talking another wall or just a piece oof flooring sticking out?
>>
>>125802798
Its going okay so far, I have a very ruddy hole carved in the side of the cliff with all the necessities. I've put no effort into design or fanfare since my dwarves have no usable skills and they need efficiency and expediency over design. Later I will move my entrance and everything else to a better location.

>>125802429
WOW THANKS ANON.

I didn't sit there in front of my computer for that long. I spent about half of it looking at various temples on my phone, sketching out the design while outside, and actually designating the whole thing.
>>
>>125805892
magma minecarts, i believe there's tutorials on youtube.
>>
>>125806138
I've never seen anything climb like that so I can't say. You must have some seriously nimble goblins.
>>
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>>125805892
>How do you people get magma to higher levels without shitton of pumps and other retarded solutions?
>>
>find adamantium
>dig only first layer to prevent hell opening
>whole pillar is hollow
>hundreds of demons come in my fort and genocide everyone
fuck this game
3 days of work GONE
>>
>>125806594
if it's hollow, the whole thing is hollow, the only safe way to dig is to dig up the veins that extend away from the pillar.
>>
>>125806594
>>
>>125806449
a+ editing job well done
>>
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>>125804868
Yup.

Last time I didn't was specifically because I found a sacked fortress with goblin minitowers built around it and reclaimed it as a giant fuck you to the gobbos. I still retired it later and made my own fort on a nearby volcano with my first face of armok actually.

>>125805603
That didn't search hard enough.

>>125805930
They're shorter than humans, though she wouldn't actually be able to wear the clothes from there, but that's part of the funny?

>>125806138
Climb along with nothing to hold on to from the sides?

Because I did have some climb up a wagon-only entrance with an unusable ramp but it seems to be really rare, they sat on the other side for a year without doing it before suddenly going "oh hey guys, check this out, come on, let's go eat these dorfs!" and leading me to panic raise the inner drawbridge seal.

>>125805892
Pistons, minecarts, embarking next to a 200 z tall exposed volcano tube?
>>
>>125806947
thanks please support me on patreon
>>
Question:
If a werebeast bites and only "bruises the skin through the <clothing/armor>", does it still infect?
>>
I have gotten several dorfs attaining long fancy titles, what causes that? is it just the long life of my fortress? I've never had this happen before. one had a long and storied history in the legends as an artifact maker (badass dwarven bone throne called The Dead Legend), mayor, murderer and war hero, who would later become a murderous ghost, but another was a simple bone carver who happened to kill a bunch of people.

Also, is there a difference between having 'struck down' a dwarf and having murdered them? the latter did a lot of striking down, but no murdering. perhaps they were an administer of Justice? they were never a captain of the guard as far as I can tell.
>>
>>125807321
my limited test results seem to show that no, the infection is not spread unless tissue tears. but no guarantees.
>>
man are jugs fuckin worthless or what
>>
>>125807467
pretty much killing a bunch of people is what does it mainly.
>>
>>125807467
"striking down" is fair fights or self-defense.

The long titles are mostly given out for killing lots of things. Weapons can earn names like that too.
>>
>>125807321
I'd lean towards no but you NEED quarantine and to wait one month to be sure.
>>
>>125806993
that's fantastic
>>
So the Human Bard that apparently is to blame for the king not getting his 101,341st buckler has reached the end of his sentence.

The captain of the guard, who loves his job so much he's constantly crying tears of joy, stuffs him in a cage and throws him in a stockpile just as a human caravan comes by.

I checked, this bard isn't one of my Permanent Residence bards, he's just here to have a good time and drink my booze. Should I try to sell him to the caravan? I imagine the dwarves would just take him out of the cage and sell the cage, just like with a monster, but if not that would be a hilarious way to deport these freeloaders.
>>
>>125807696
how does one feed and water a quarantined dwarf? or will he turn before that's an issue?
>>
>>125808325
stockpile food and drink in with him, silly.
>>
>>125808325
I MEAN you could easily create an airlock. But you're only waiting one month (less so since he was bitten on the night of the full moon or later and some time has passed). He will survive that long without food or drink. Just make a burrow in his bedroom, send him there and lock the door for a month. Pay attention to the date and watch him on the night of the full moon.
>>
>>125808198
you can administer Justice against visitors? this is the best day ever!
>>
>>125808325
>will he turn before that's an issue
Yes. If he doesn't turn on the same day in the month as the one who infected him arrived(although which day that is can be tricky to figure out, since they aren't discovered immediatly), he's good to go, and can be released safely.
>>
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>>125808494
Oh and an airlock goes like this.

Not exactly high tech shit. Just raise the further bridge, bring in a stockpile of bullshit or just make it a dumping zone and toss it there, then leave and raise the safe side bridge and lower the danger side bridge. Ez
>>
>>125808467
I've been playing this game too long.. here I'm trying to design a system of hatches and such to dump food and buckets of booze into a room from above without caving the guys head in

>>125808494
aren't werebeasts building destroyers? If he turns won't he just bust down the door and go on a rampage?
>>
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>>125808867
>station militia outside
>no more werebeast

If you don't have a militia just build a wall
>>
>>125805109
>>125805248
Windows have to be built on floors, and arw vulnerable to building destroyers anyway. Glass constructions are opaque to light, so don't help at all.
>>
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>>125808198
>hilarious way to deport these freeloaders
agreed
>>
>>125809029
militia fighting werebeasts got you in that predicament to begin with. And ruining the aesthetics of the fort with a walled off immortal lunatic is pretty shit too.

Guess its time for traps and obsidian
>>
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>>125807747
Yeah, I'll try some of the updated ideas I've had for them when dfhack updates cause I prefer making them with advfort.
>>
>>125809291
they are trapavoid, but there's an easier solution. they only transform for a short time, so once they turn back to dwarf, you can engineer a way to kill the dorf which most people should be pretty familiar with.
>>
>>125806709
That's wrong. Every adamantine tube turns hollow at some point. Anon just got unlucky.
>>
>>125807467
5 notable kills
>>
>>125809502
Ah yes, the old standard:

>capture and begin training sharks, if you don't have sharks you'll need a way to retire the fort without him escaping, of course, so you can set up a beach fort to import sharks from
>use the trained sharks to begin herding whales into cages
>have your dorfs carving a track that ends 1-z below the fortifications you carved into the side of your werebeast's room
>load all of the cages into a gobletminecart and fire the whalegun
>>
Quick /dfg/ what's the most metal kill you've witnessed one of your dorfs do
>>
>>125798437
So I'm trying out this version's adventurer mode. Guy says some criminals are in this town. It's one day. away. Alright, let's fuck them up. Get to the town. No way to ask about these criminals. Well shit. Can I even do this?
>>
>>125809947
I don't know about one of my dwarves but I cut off a goblin woodcrafters head and threw it at another goblin last night, killing him.
>>
>>125810047
I think they're in the dungeons or sewers below the town. Finding them I don't know about that, I don't think anybody could tell you. It was terrifying.
>>
>>125810047
If they're on the surface they'll be represented as little grey stars

If they're underground you have to delve into the dungeons and get so lost you never come out again
>>
>>125809947
probably murdering someone and making a throne from their bones known as The Dead Legend, as mentioned earlier
>>
>>125806993
Please make a volcano armokface with a top hat and moustasche.
>>
>find cave in legends with 124 year long history of being a kobold cache of stolen goods
there is a dragon's hoard in this fucker, how would I go about finding it as an adventurer?
>>
>>125810710
Please leave and never return.
>>
>>125809947
>build a big hole with a staircase pillar as main center of my fort, keeping the different parts of the fort divided if I flip the lever for the drawbridges
>while construction is still underway, an FB arrives.
>Slod Nuststot, a gigantic one-eyed toad. It has thin wings of stretched skin and it squirms and fidgets. Its flax skin is warty. Beware its poisonous gas!
>quickly wall off the mines, FB isn't a problem anymore

>months later, discover a vampire
>put it in the lever room and lock him up as my eternal lever operator
>suddenly get combat reports
>turns out this fucker FB found a single opening in the previously mentioned hole-with-pillar, and was currently climbing up to my fort while blasting away every dwarf that is currently on the pillar, who all plummet to their death
>send military, who all die in a matter of seconds
>panic, realise the bridges aren't connected to the levers yet
>save who I can and wall them off in a single part of the fort as the FB slaughters the stragglers
>realise I left one dwarf behind
>the vampire
>as I set the door of the lever room as non-forbidden, he moves through the fortress and towards the FB
As he does this, I realize what made me suspect the vampirism in the first place: the combat skills. Sadly, he couldn't reach any weapons or armor, but he was still a highly skilled dodger
>vampire rushes to the central pillar, where the FB awaits
>without fear he charges and the fight begins
>the pages of the combat log fill quickly as the defty dodges every attack the FB launches at him
>the FB is slowly punched to death
>as the fight rages on, two wounded soldiers of the militia regain consciousness and start a slow climb up to join the fight
>after the vampire stalled the Beast such a long time, one of the dying soldiers finally lands a good blow on the FB, and it is dispatched of

The vampire later succumbed to his infections. Made a memorial hall for him.
>>
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>>125810710
I started but it was really fucking hard to get those across right.

>>125810047
Criminals isn't really worth going after, nobody will really care unless you're a hearthperson and specifically asked to go beat them up. It's just useful as a way to have parts of the map revealed, find other things to do.

Go get drunk and dance in a tavern and sing songs.

>>125809947
>Urist McTyson, Trollbiter, shook a troll around by the ear, it flew 8 or 9 squares and died, he turned and hacked the head off another goblin, then casually lets the ear drop away as he clamps onto some poor fucking goblin's leg
>>
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>Another 2 issues.
Fixed a crash related to trading mugs.
Fixed dwarfs that have more then one deity so they're not forever praying to one.
>>
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reposting, because these dwarves sure are knee deep in blood all the time down there
>>
>>125798959
Wait, goblins can visit?
>>
>>125810271
I had a pair of woocutters get attacked by a weretortoise above 17z sheer cliff. One of the woodcutters dodged off and caught the ledge, then the second woodcutter made the weretortoise dodge off. He caught himself 3z below the first woodcutter. Then they both failed their climb checks at the same time. The were tortoise hit first and suffered a few broken bones, but was still alive. The woodcutter landed on him and crushed his skull, super mario style. He was uninjured, as apparently landing on another creature breaks your fall entirely.
>>
>>125811458
Yeah, you get gobbo visitors occasionally. I had a whole performance troupe show up once.
>>
>>125810926
Ask nearby settlement dwellers about troubles. When they say "skulking vermin" ask about that. They'll note the name of the location, and in your followup question ask for directions to the cave. If they don't know, they'll probably direct you to find someone who does, which can be a bit of a pain in the ass. Ask about troubles again, and if they mention skulking vermin a second time, there are multiple kobold sites nearby. Make sure you know the name of the place so you get directions to the right one.
When you have directions to the site it will be marked on your quest map (Q), and on your fast travel map (T). When you're close enough (depends on how many sites are nearby) it will show up on the compass on the top left of the screen, which will send you straight to the mouth of the cave.
>>
Normally, I pic my fort sites based on the resources and shit, but when I do that, I'm rarely close enough to a road or settlement to get visitors. Is it worth prioritizing busy areas, just so I get more visitors? I haven't noticed them actually paying rent when they stay or doing anything too useful.
>>
>>125811529
that's metal as fuck, it actually reminds me of something I read in a /tg/ Dark Heresy campaign.

in my first invasion of the current version I had goblins swarming up over my poorly planned ramparts (didn't realize the cocksuckers could jump 1z, lel) and two dorfs happened to be on either side of one who had just climbed up. I watched them converge on him, and suddenly he was in the air beside the wall, then falling past the bridge 15z to the river below. he was not the first nor the last invader I've seen casually tossed into the ravine, but probably the most memorable.
>>
>>125812056
I don't know if or how much your location affects your visitors, as long as you're in range of a civ that can send you visitors. People have reported hitting the visitor limit on remote glaciers. It might have more to do with your fort's wealth, or how much you export to their civs. The exact mechanics aren't known yet.
>>
>>125812056
I don't believe people move about the world map yet, so being close to roads/towns shouldn't matter
>>
>>125812514
On my last fort I had a billion in wealth and exported to everyone except the elves, cause I didn't really have non-wooden stuff to sell them. I even sold books in the hopes that they act as an ad for my fort. Only got two visitors, both bards, both wanted to stay.
>>
>>125806709
what
no
i opened 3 pillars so far
this one was the first one who was completely hollow atleast 10 tiles down
>>
>get a bunch of goblins visiting my tavern making merry
"Well I guess goblins are alright!"
>check the goblins in the civilizations tab
>see pic related

Fucking scum.
>>
>>125809947
Entire fort of peasants ganging up on an elf princess riding a bear and making her retreat with a few broken bones
>>
>>125807467
>the dead legend
That's a fucking awesome name.
but you do realize that the legend never dies
>>
stupid question: do I need to make every table a dining room or can I just increase the room size of one table to cover the whole place
>>
>>125812750
>a billion
>>
>>125813173
Do the latter.
>>
>>125813291
thats what I usually do
>>
>have a burgeoning library with constant scholar and scientist traffic
>half the books are one page essays or manuals

These are bound in solid gold too. I just wish I could slam all the fifth grade writing assignments into anthologies or something.
>>
>>125809947
Back in v34 there was a bug where dwarves would multigrasp a onehanded weapon if they were too small to use it properly.

Had a little girl in my army, who was so tiny she had to dualwield a dagger. Sent her into battle for shits and giggles. There were no more giggles when she lobbed a goblins' head clean off with said dagger. Ended up becoming my best soldier, since she was so fast she once stabbed a goblin 3 times before it could even fight back. Two in the chest, taking out the heart and lungs, one in the face, killing it. She basically killed the fucker 3 times before his body hit the ground.
>>
>>125813173
The latter. Have this:
http://dwarffortresswiki.org/index.php/DF2014:Dining_room
>>
>>125812601
>I don't believe people move about the world map yet

Creatures and other historical figures do. Dwarves of your fort do not.
>>
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>>125812967
What fucking picture!?
>>
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>>125812967
>>125813465
Fugg
>>
>>125813371
>a bug where dwarves would multigrasp a onehanded weapon if they were too small to use it properly
That's not a bug, that's a working gameplay mechanic. The bug was fortborn creatures never growing past their size at birth.
>>
>>125813236
Ok, I may have misread a 0 or two. Still, it was a fuckton of wealth. I had a single engraver in my fort, who I trained up to absurd levels and had him cover the entire fort in masterwork engravings. As well as bins full of masterfully died masterwork cloth.
>>
>>125813546
Nah, I had other dorfs in the fort who grew up to be regular sized. Even one who I intentionally forcefed to make giant and fat, then turned into a walking mountain of muscle.

I miss my old super soldier programs.
>>
>>125813536
That's a goblinised Elf though. You should take the next opportunity you can get to check him/her up in the legends: he/she might have murdered the original demon ruler.
>>
>>125813568
might have just been your location or something, maybe your tavern was shit. I received a ton of visitors in my last fort despite it just being something I tacked on to appease my dwarves.
>>
>>125813807
It's still a fucking elf.
>>
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>>125813942
Whatever. Elves are cute. Also, they have a rich culture far superior to that of the dwarves.

Plus, they don't rape mother Earth with pickaxes.
>>
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All this talk of climbing gobbos... I'm scared now.

Haven't had a siege since climbers were added. What sort of problems do they cause?

Will I survive the first siege? Looking to take every precaution necessary.
>>
>>125814108
I hope that wall is made out of earthenware bricks or mudstone.
>>
>>125813850
I know it was the location. That's why I asked if it's worth prioritizing locations where I'd get visitors.

Which no one actually answered, by the way. What benefits do visitors have?
>>
>>125814103
At least we don't eat other sentient races you disgusting elf.
>>
>>125814230
It's wood fuckfuckfuckfuck
>>
>>125814103
>Rich culture

Dude, they are dirty, treehugging hippies. Soap is literally against their morals, because you need lye to make it. These aren't LOTR fancy, schmancy "look at how dapper I am" elves. They are cannibalistic hippies. Much like how kobolds aren't cute and cuddly. They are fucking reptiles that go around stealing shit.
>>
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>>125814448
>disliking cutebolds
>>
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>>125814750
I have lost too many legendary craftsmen to random kobolds that panic and shank them before they run away.
>>
>another werebear attack when i get migrants
well well this time it didn't go so well, guess i have a werebear weaponsmith now
>>
>>125814924
I told you people. The migrants are to blame.
>>
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>>125814246
dunno what to tell you. I have three (four counting the liaison that hasn't fucked off yet and is now drinking in the new tavern) visitors already and it's my second season.
>>
>>125814246
>What benefits do visitors have?
none, aside from applicants if you want foreign entertainers for your tavern, or conscripts for your military. supposedly you can get scribes as well if you want to flesh out your library. I personally accept every soldier application I get and make a foreign legion of non-dorfs to be my suicide squads. it has a high turnover rate.
>>
>i can make multilevel inns but i can't make multilevel throne rooms
TOOOOADDYYYYYY

unless im missing something
>>
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Confess your dorf sins before you go any further.

All will be forgiven. Except that one thing.
>>
>>125816067
You could just assign a new chair somewhere in the next level but it'd count as a separate room.

It'd be pretty cool to have throne rooms be a location rather than a room.
>>
>>125816796
didn't tode intimate that everything was eventually going to work like that, sort of, even workshops?
I could be wrong, maybe that was wild speculation by someone in a FotF that he didn't completely reject, but I seem to recall that. talking about zone-designations for workshops that would require certain tools to be brought in (sort of like how mugs/instruments are in taverns now)
>>
>>125816960
Haven't heard it myself.
>>
>>125816664
I kind of don't mind elves and leave their traders alone.
>>
>>125814354
The Forest Titan Fagh Guht has come! It is a humanoid composed of fire. Beware its fiery breath!
>>
>>125816960
I remember this vaguely too. It's a decision I would welcome. I've been wondering how my masons are chipping away at stone in a workshop inexplicably made from a single boulder.
>>
>>125816664
What's that one thing? Letting kobold thieves live?
And my biggest sin was back when I was learning the game, with my greatest fort, and save scummed a bit when things went to shit. I also let the elves trade in peace, since they sometimes are willing to trade me some pretty crazy future war animals.
>>
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>Consider homebrewing inspired by Dwarf Fortress
>Have a go at it
>Do a batch and leave it to ferment
>Weeks later rack it up and have some of it
>It's actually good

Basically you need a couple of hours one day and then leave it unattended for weeks, it's easy, fun and tasty i cannot believe it

Thank you based Urist for teaching me your ways
>>
>>125817051
that's pretty common here I think, I do the same. there are settings/games where elves are insufferable but they're flawed enough in DF to be endearing
>>
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>>125816664
Despite having played the game since 2010, I've never bothered learning how to make iron or steel.

pls no bully
>>
>>125816960
>>125817029
i made this cool room where the manager would overlook the throne room from a pedestal but since you can't flow the room outside of the pedestal it kind of sucks. wish it was all like in the zone designations menu, where you can choose from flow/flow floor/rectangle with an option to remove part of what you've designated.
>>125817305
>100% mushroom beer
err no thanks urist
>>
>>125800000
>>
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>>125816960
I would welcome this with open arms. If you had to build relevant furniture and tools to run a workshop and could make it any shape you wanted, with various layouts being more efficient in space/speed, and you'd have to use stockpiles more effectively since you no longer have workshops of holding...

yes, I like all of that
>>
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>>125817397
>make iron
anon what?
sometimes I don't bother with steel either, but iron sort of figures itself out
>>
>>125817642
>>125817397
and here i am always getting ironless embarks

fugs sake
>>
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Is unformatted text still a feature?
>>
>>125817767
Kill goblins and smelt all their iron, or dig down for candy.
>>
>>125817838
You're lucky to get anything at all, I get only "The world is same as ever." and that's it.
>>
>>125817397
d-do you want to learn?
>>
>>125809291
>And ruining the aesthetics of the fort with a walled off immortal lunatic is pretty shit too.
Dude what having random walls in your catacombs contain immortal monsters is the best
>>
>>125817838
press f12. cleartype or whatever is formatted but flawed.
>>
>>125817838
I guess. he found a way to make poetic/musical forms easy to read, maybe he'll overhaul it eventually

>>125817972
the first year is usually a massive wall of text like that for all the things that happened recently before the fort's founding, and every year thereafter is blank
check anon's image closely, you'll see that the events range from "months ago" to "a few years ago," ie. nothing really new
>>
You have NO idea how glad I am this happened.
>one of the first humans to sign up for my fortress
>all is well
>he performs and shit
>years pass
>he starts getting fucking uppity all of a sudden
>starts throwing tantrums
>punches one of my dorfs in the ribs and fucks his liver up so bad he needs a surgery
>gets measly 2 months in jail for that
>starts ANOTHER tantrum and starts punching random dorfs instead of leaving the fucking fortress if he's so unhappy
>slap him into danger room so he can fuck off and die
>starts throwing a tantrum AGAIN and starts fucking the spears up
>seems like one of my dorfs got fed up with his shit and this is the result
I'm going to dump his shitty corpse to rot outside.
>>
>>125817848
that's what i always end up doing, not gonna accept the bronze stuff i brought with me from the start
>>
>>125818041
Not really, to be honest. Metallurgy is probably the part of DF that I'm least interested in.
>>
>>125818248
what is with these threads and people forgetting their damn screen shots?
>>
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>>125818248
God damn it.
>>
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>>125817623
>output of workshops increases with overall size
>build massive fucking forge to feed the dwarven war machine
>manned by a small army of smiths and armorers
yes.
Yes.
YES.
ALL OF MY YES.

THE MEN NEED ARMS, AND WE SHALL PROVIDE! LIGHT THE FORGES AND STRIKE THE IRON!
>>
>>125818403
I feel the same way about steel, I don't know why, I guess just because it and candy are the obvious answers for everything. I love making bismuth bronze and fine pewter and black bronze and stuff
>>
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The last 6 dwarfs outside my site.
38 looks to be my final wave I'll be getting.
>>
>>125818424
Not so satisfied after that.
>>
>>125818403
>not getting excited about finding sedimentary layers

we're just different people.
>>
>>>>dumat amneksazir, weaponsmith has given birth to a girl
oh good but wait isn't that m---

yep, that's indeed my walled in werebear. great stuff
>>
>>125818626
I've gotten rid of a worthless booze drain. That was very satisfying!
>>
>>125818424
>Getting hacked to bits by a candy sword
>limbs and clothing flying in all directions
>"That was satisfying"
>dead
I love reading DF combat logs
>>
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>>125818248
>>slap him into danger room so he can fuck off and die
>>starts throwing a tantrum AGAIN and starts fucking the spears up
>>
>>125818656
Check if she has ears and tail.
Breed her en-masse if she does.
>>
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Here we go. ETA 2-3 years. Everything will be done in layers so there's going to be a year delay while my crafters train up. The upper levels will go the fastest seeing as they only need engraved by legendary engravers, but that should also give them plenty of time for metalcrafters, masons, and the like to hit legendary and produce fantastic furniture-art
>>
>>125816664
I just want to build an elaborate sewer system below high class mansions for a few select dwarves, while all their waste is piped down into the lowerclass society
>>
>>125819264
How would you even do that
>>
>>125819461
dump in a pit with running water below? not sure if it'd work
>>
>>125819461
Waterfalls and pumps.

Well in every 'mansion room' fed from a brook. The water is continuously dumped into a underground lake. The waste water falls down through grates on top of the dining room/meeting room/tavern/temples of the peasants.

I imagine.
>>
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Grabbed a dance partner for my little whirlwind partner participation dance.

>incredibly skinny
>neatly combed beard and sideburns
>shaved head
>pale pink skin
>gold eyes

Well she's fascinating looking, fuck yeah, let's go party, sweetheart. Hang on, lemme skin these wolves and tart you up a bit... perfect!

>>125814316
Elves can't even eat them as adventurers which is straight fucked up.

>>125813440
I have definitely encountered dorfs from my fort migrating to another one fort after I retired both and was running around as an adventurer.

It was kinda obvious they came from the first fort since I had specifically kept everyone underground almost all the time so they could paint the throne room of the human queen a lovely green... the constant undead sieges didn't encourage me to send them out much either...

So when I came across some dorfs randomly punching lemurs to death and barfing all over the place I was like "wait, you guys from Treatylong?" 'Ah, yeah, my bud is there, it's cool, we're traveling though.'
>>
>>125819547
Doesn't stop common dorfs from running in.
Is there something like a burrow, but works in reverse? As in, forbids everyone but certain dwarfs from entering.
>>
>>125817305
mead is actually the easiest thing to make, contrary to the extra steps in DF, whereas just putting fruit through the magical Still tile makes the hard stuff seem way less involved than it is.
>>
>>125813765
http://www.bay12games.com/dwarves/mantisbt/view.php?id=6334
Resolved in .40.02:
- 0006334: [Creatures] Creatures, including dwarves, born in the fortress do not grow to full adult size. (Toady One) - resolved.
Incidentally, it's not possible for a dwarf of military age to be small enough to have to multigrasp a dagger in the absence of a bug.
>>
>>125819623
no, but there should be
>>
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>>125819575
>heading west to visit two surprisingly nearby libraries
>come to a river
>jump across and am about to write a song over there so she catches up
>she starts heading south instead of waiting or jumping in to start drowning
>wtf
>follow her
>good job, you outsmarted a goblin... are you happy
>totally gonna bite her next full moon
>wereskink dance party niggas!
>>
>>125815164
Bretty tileset
Where did you get it?
>>
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>>125820819
That's CLA.
>>
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>metalsmith whining about lack of fuel
>check stores
>433 fucking coke
>FOUR HUNDRED
>FUCKING COKE
>AND I AM NOT EVEN COUNTING CHARCOAL
LAZY FUCKER
Had to designate bar pile to give stuff to workshop, what is up with that? It worked fine just a while ago.
>>
>>125820819
http://www.bay12forums.com/smf/?topic=105376.0

like the mang said. its one of the most basic tilesets there are
>>
>>125819623
Just burrow them all into the lower level.
>>
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>>125821763
Because you designated another stockpile to give him specific bars of metal I presume. You designated a stockpile to give to that workshop(s) so now it will only take from that stockpile and other ones specifically set to give.
>>
>>125821883
I really don't feel like doing that when there's fucking migrants coming in every year.
>>
>>125821763
If you link a shop to a stockpile it will only take from linked stockpiles after that. Otherwise, what would the point of the stockpile link be?
>>
>>125816664
I remove [FLIER] from keas and buzzards.
>>
Anyone else just never use burrows ever? Unless there's a siege and you want everyone's ass somewhere safe of course. Are there legimate uses to them that aren't bugged to hell? Is there crazy job cancellation spam?
>>
>>125822156
Can order dwarfs to defend them its pretty useful for telling where crossbow dwarfs to be shooting form.
>>
>>125822156
basically only use it for sieges but i figure there's a few uses for more elaborate stuff. say you've got a legendary engraver and a few that are completely shit for instance, well you burrow your legendary engraver where he does the engraving and you burrow your peasants where they can do smoothing work
>>
>>125822309
I prefer nodes/routes for that. I just set a patrol along one-tile wide battlements. Guarantees that they move along the place they can actually shoot from.
>>
>>125822156
they're tricky to use, because they have to be self contained to work properly. If you have dwarves to spare to act as haulers from burrow to burrow and such, you can get a neat little society going.

That being said, why bother? I only use borrows for sieges, forcing dwarves to leave the tavern and do some work, and keeping my glassmakers and blacksmiths down by the magma sea where they're needed
>>
>>125822437
I just move the burrows around if its needed.
Most of the time where they're shooting from they have a good view.
>>
>>125819575
>I have definitely encountered dorfs from my fort migrating to another one fort after I retired both and was running around as an adventurer.

Yeah, that absolutely happens. I should have specified I meant dwarves of your current fort just don't just get up and leave.
>>
>>125822156
I only use them during sieges so my dorves don't get butchered mid battle retrieving socks
>>
>>125822880
can't they do that if they're ultra pissed?
>>
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These happy fukken dorfs man. These dorfs digging out this big old area.

Designation priorities is one of the best things that's ever been added. I can set this all to 7 and it becomes a long term project. If anything else set to 1 through 6 is designated, they'll drop this shit and go do the more important thing immediately, otherwise they'll fuck off back to their work.
>>
So I closed my tavern to cutdown on lag since I had like 30 fucking tavern visitors...
...Now they're just holed up in my library...
Gonna see if closing everything makes it better....now they're just going into the fortress proper ffffff
>>
>>125822485
Burrows can overlap, so they really don't have to be self contained. Just make every applicable burrow overlap your tavern/dining hall and have haulers that aren't burrow restricted to supply your burrows with raw mats.
>>
>>125823236
wait, you can set designation priorities now? How?
>>
>>125823376
since 40.xx
>>
>>125823267

Just dump them in the lava incinerator.
>>
>>125823267
you can lower the number of visitors in d_init, it won't make them leave outright but when they do leave the map, you won't get replacements until the number of visitors go below the threshold.
>>
>>125823118
They don't need to be. Any dwarf can decide to wander the wilds, or choose to migrate to another site. As long as the player isn't currently controlling the site, at least. All of the dwarves at a player's fortress become histfigs if they weren't already, and histfigs are a lot more likely to do things in the background worldgen than abstract pops.
>>
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>>125823376
check the bottom of the screen when mining/channeling/engraving et cetera.
>>
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>>125823267
>Wereskink mercenary services to "cut down" on annoying tavern visitors when
>>
>>125823543
i meant when players control a site.
>>
>>125816664
I have always modded out aquifers. I don't ask for forgiveness. There is no shame in what I've done.
>>
>>125823659
Oh. No, once a dwarf migrates to your site they're yours until they die or until you retire/abandon. It's been talked about as a planned feature in a really vague way, though. Likely to come witb starting scenarios at the earliest if it doesn't end up sneaking into this update cycle.
>>
>>125823720
i did this until i heard someone on /dfg/ talk about the cave-in method (a method i knew existed but always ignored for whatever reason). i am now an aquifer believer, fresh water without the sometimes fps killing river bloat? sign me up
>>
>>125824023
cave in method?
>>
>>125824023
This guy has the right idea. Aquifers aren't too bad once you master a method or two of getting through them, and they come with some nice benefits that other water features can't match.
>>
>>125823584
well. you learn something every day.
>>
>>125824020
alright then, not sure where i got the idea
>>125824085
essentially you create a cave in on the aquifer layer which destroys it in the particular place, there's a good explanation http://dwarffortresswiki.org/index.php/DF2014:Aquifer#The_cave-in_method
>>
>>125824085
http://dwarffortresswiki.org/index.php/DF2014:Aquifer#The_cave-in_method
>>
>siege
>send all my military to fight the gobbo cunts
>check my best sworddorf's job
>"individual combat drill"
>he's just going to fight +20 goblins and treat it as training
>>
>>125823584
Awesome. Thanks, man.
>>
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>>125824583
>stab a goblin in the head
>tell the recruit behind you that this is how you stab a goblin in the head
>kick another in the throat
>point out that you gotta do it hard enough to smash it into gore
>nofucksgiven
>>
>>125823360
not much point to burrows if all your dwarves are just gonna hang out together in the center anyway
>>
>>125799448
They're in your dwarves' relationship lists. You could just make a habit of reading your dwarves thoughts, and build more temples if they're unhappy about not getting to pray.
Also, if you exported the map after genning the world, the world_history file will have civ worship lists.

Can't you just make a general temple for no specific god, though?
>>
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>>125824301
Have a look at what I've done here. Keep in mind that I just designated most of a z level as "7" (the least priority, 1 being the highest).

They will dig out all the 4's, unless they can't find a 4 then they'll dig a 5. Say every 4 is being mined already, or they're already mined. Then they'll dig out the 5's, unless they see another 4, and then the 6's and so on.

I've carefully designated this so they dig out each wing of bedrooms instead of just going randomly off to mine wherever. This lets me get engravers in there to start smoothing shit down immediately instead of having half dug out rooms and wasted time. But it's also let me designate everything at once instead of telling them to only dig out a bit at a time.

Keep in mind I still have that entire z level of my cathedral ceiling being dug out at a 7 priority. So if anyone can't find any work, or they finish this work, they'll immediately revert to digging THAT out.

They're very, very useful but require a little forethought and knowing what you'd use them for.
>>
>>125825341
Max, your stories are ass and you should feel like an ass
>>
>>125801853
If your map literally runs out of flux stone, you can always tear the walls down later.
That's never happened to me.
>>
>>125825451
you can, and I've found my dwarves are unhappy with being unable to pray to their god. So either its the polytheist bug I read about earlier, or a one-size-fits-all temple doesn't really satisfy them the same
>>
>>125825659
People are saying that temples work better if you designate temples to individual gods. No good if you have 20+ deities. But...
>>
>>125825567
you're the guy who's spent an entire day designating before even unpausing for the first time, right? Do you really think you're saving time?
>>
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>>125825567
>>125824829
And here it is in action. See how they only dug to the north junction, then finished digging out any bedroom spots that were missed, then turned back to the main avenue to dig further that way?

They'll dig the adjacent north wing first, then the wing above it, then the south adjacent wing, then the southermost.

On the southern side >>125825567 I did a better job and designated the bedrooms themselves to be dug out at a higher priority. So they'll always get done first, then the halls. I'll do the same thing with smoothing them so I can move furniture in there immediately instead of waiting for the halls then the bedrooms to be smoothed.

>>125825856
yes, and I spent an hour designating shit. I said DESIGNING. I spent 4 hours on and off over the course of the day thinking up what I wanted it to look like. Not designating it.
>>
>>125818424
>Has been found dead
Yeah, that was probably an accident.
>>
>>125825567
> arrive at fort of former engineer overseer
> soviet bedrooms
> only untaken rooms are at opposite end of hall in far corner
> guess this urist is sleeping in the halls
>>
>>125826385
Welcome to the cathedral gulag, Dwarf!
>>
>>125826082
>DESIGNING
That sounds incredibly autistic, but also like an entirely legitimate way to play this game.
Have fun, anon. I hope the minerals you hit won't force you to break symmetry.
>>
>>125825567
>Fort cap is 200 dorfes
>Make 400 bedrooms
???
>>
>>125826585
The migrant cap is 3000. They stop arriving after 3000.
>>
>>125826082
I bet your Carpenter and Mason love you for all those beds, doors, and cabinets
>>
>>125826672
>3000
Enjoy your fps death.
>>
>>125826672
no. We're not talking hard limits here, we're talking functional limits. Even on a decent processor 200 is already pushing it
>>
>>125827032

Just atom smash or incinerate the excess.
>>
Is TheRapist functional on this version yet? Ive been playing without it, but It'd be nice to have.
>>
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https://www.youtube.com/watch?v=G5KxZ5Lc_YA
>>
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>never still cloth cloth

the fucks this? what did you find elves?
>>
>>125827261
It has been for days, man
>>
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Remember to never build taverns.
>>
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>>125814103
>rich culture far superior to that of the dwarves
>[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
>>
>>125825568
Thanks, I enjoyed it too.

Always been an ass man, after all.

I just noticed that I was cursed by a human god named Loli Something or Other. Sadly I didn't think it through very well and when I bit my dance partner she ran off with my bookshelf and books.
>>
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>>125799214
Best race.
>>
I need some punishment for captive goblins I have, they killed 2 of my military dorfs, a whole bunch of human mercenaries and a few animals.
I was thinking of an arena but that's boring.
>>
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>>125827689
ya, Taverns were a mistake. Good thing a civilian alert toggle will shake them loose and get them back to work, most of the time
>>
>>125827725
and?
>>
>Listening to a DF music playlist
>first 5 songs are great
>next 5 are elder scrolls music
>the one after that is tagged [NIGHTCORE]
..
>>
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>>125827960
>Tavern is a mistake
And i wanted to make real seedy tavern in my fort, with wood flooring.

Is it really that bad?

What about libraries?
>>
>>125827960
Fort taverns perhaps, world-gen ones are fan-fucking-tastic and I hope he does a version bump that adds the between-site roadside ones in before moving on to the next big dev stretch.
>>
>>125828178
Personally I have no trouble with taverns, dwarves seem to do their jobs and only spend idle time there, unlike what used to happen with parties at tables in the older versions.
>>
>>125828178
A citizen's only tavern isn't bad. Socializing is too high a priority, so they'll ignore their work, but forcing them to leave with a civilian alert, and then turning the alert off, will get them to select actual tasks.

Taverns that allow visitors, however, are terrible. You'll quickly hit the cap on visitors, which is like 100, while maybe 10-20 of them will actually ask to stay and be useable. And half of THOSE are performers, when you have plenty of fish cleaners who could do that job.
>>
What happens if I drag a demon slab to my fort?

How do I go about locating the vault, anyways? Legends doesn't give any hints.
>>
>>125827380
Probably a divine material that was selected at random when the instrument piece was genned at the border.
>>
>>125827386
Eh? Where the fuck is it? I'm having trouble finding it. It's not something I download regularly.
>>
QUESTION
Why do goblins sometimes have the WAR tag but sometimes just a red line on the neighbors tab on embark screen?
>>
>>125829336
Waddle your lazy ass to the forums, read recent posts in the thread. It isn't hard to find and shouldn't take you longer than 5 minutes.
>>
>>125822156
I use them to seal known weres and vampires into the crypts so they can live forever.
>>
>>125829482
Because you aren't always at war with goblins, but their civs will never visit you peacefully.
>>
>>125829336
if you can't type "Dwarf Therapist Github" into google you should probably rely on the LNP.
>>
http://strawpoll.me/6305034

Does anyone bother with fertilizer?
>>
>>125829584
Ah, thanks.
>>
>>125829832
but their bards will
>>
>>125830381
>fertilizer
never. Unless he makes farming produce less, or makes gigantic 1000+ member fortresses viable I never will either
>>
I just save scummed after a poorly planned magma pumping accident. Now I feel like a dirty cheater. Delete world: y/n?
>>
>>125831259
n
delete self
>>
>>125831259
>abusing saves
Worse than z-levels
>>
>>125831259
Eh, I'd say its fine for an early major fort. Treat it as a learning experience.
>>
>>125831259
>>125831678
Never give in... delete the world now before its too late.
>>
>>125831259
Don't delete the world. Destroy the fort.

Each lost fort is another piece of history in the world, and as such loss is as fulfilling, if not more than, survival.
>>
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>>125828836
Well, it won't matter if your dorfs read it unless you drag the owner of the name.
>>
what's the longest you guys have stayed with a world? on my 7th year here, although on the 2nd fort. before i used to always create a new world before embarking because i just love seeing the world building but it'll be interesting to see how the world evolves from here if i keep with it
>>
>>125832592
I always want to keep playing the same one but usually can't because of crashes or getting bored.

I remember I once went back to DF after some years without playing and loaded my old save and it was the start of a fort in a haunter glacier and my embark was nothing but turkeys and peasants.
>>
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I just can't give a fuck. I got a migrant wave of 38 and they drank all my booze so I mass designated them as herbalists and had them pick all the plants I could designate.

They picked over a thousand.

Man I can't wait for food to get rebalanced big time.
>>
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>>125832592
My last fort before 42.xx came out was 18 years old because it was self-sufficient and low pop, so I just left it running in the background and checked back now and then to watch eagles explode and see if the zombies left that year or not.
>>
>>125834164
If he ever changes it so Fort mode has day and night closer to adventure mode.
If he does that he'll need to rebalance the speed of tasks and what not.
>>
>>125832592
Genned to 250, its now the 9th of Limestone, 259. My first fort was 1.5 years before a were creature fucking raped it, then I had three separate adventures. I like having some sorta defining "goal" for an adventurer then retiring them after completing it and returning home. Makes for more fun than powerleveling to 9999 and being a god forever. Then a fort for 8 years, and about 5 adventurers who met an untimely end in one way or another save the last one who was successful. And now I'm building a massive temple complex.
>>
Cremation when

Not for your own dwarves and such, but for the fucking goblins and trolls and shit that just clogs your corpse and refuse stockpiles. It'd be nice to have a proper mechanic for getting rid of their asses en masse other than piling them beneath drawbridges and annihilating them. It would also produce ash, which would is useful for soap.
>>
>>125836367
>It would also produce ash, which would is useful for soap.
i like how you think
>>
>>125836367
Can't you add this via modding?
>>
Well that was pretty badass. A titan (eyeless tarantula; nothing too special) came to the fort, picked a fight with some of my livestock, killed a baby alpaca, fought with one of my herbalists who was too stupid to run away, which fucked up the titan's leg, and thorax, but took a leg to the face and died. Then my macedwarf finally gets there and finishes it off without even a scratch.
>>
>>125836731
You can def add it via magma
>>
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>>125835350
Goals are indeed nice, been walking across this 66x66 trying to visit all three libraries, two are down south fairly close to where I started, the other is way up north so that'll be a hike, gotta go around a central ocean too.

Gonna try to pick up more dances along the way and write them down for the first adventurer I made on this world too, the interesting ones that aren't just "everyone stands in a circle for a while" at least.

I highly recommend library visits, they're wonderful places.
>>
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wat
>>
>>125837259
Looks like god was drawing in the rivers, got to where they should have met nicely and realized they were too far apart and just kinda scribbled angrily and left.
>>
>>125837001
holy shit what is going on there.
>>
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>>125837259
Report it
>>
>>125837259
Nanomachines?
>>
>>125837259
kek

is that two different rivers?
>>
>>125834263
How do you make a self sufficient fort? Wouldn't you run out of booze since the Brewer is too retarded to think "oh fuck we are running low better go more more"
>>
>>125838357
Wells? You can make a cistern that will last for years with 100 dwarves drinking from it.

With 30 or less, you could just queue up a fuck ton of barrels and a fuck ton of brew plant with the manager.
>>
>>125836638
>Urist felt depressed after using his dead sister's ashes to make soap.
>>
>>125838239
It was supposed to be a river intersection. The one on the upper left drained after unpausing, so I think they were actually the same river.
>>
>>125838547
Wouldn't they get all pissy and throw fits from drinking water?


>>125836367
Ash is the easy part of soap making. That goddam tallow tho
>>
>>125838730
>Wouldn't they get all pissy and throw fits from drinking water?
Doubt they'd throw fits over it, but yeah they do get a negative thought. I don't think it's a big deal as long as they have other good things (nice bedrooms, entertainment, a temple, books to read, nice statues/traps to look at, etc.)
>>
>>125837259
>>125838718
Link them up then see where the water goes off at.
>>
>>125838730
Alcohol acts like a cushion against negative thoughts. As long as they're drunk all the time then it's alright, mostly. You have to really piss off a dwarf to get him to snap. Like kill his whole family, starve him, and take away his booze.

Without it I would avoid severe emotional damage. But as long as things are cool then they don't care. They DO work slower but with a low pop fort then there really isn't all that much to do is there?
>>
>>125837598
Is that Socrates holding writing material? Get tf out of here
>>
>>125838730
I don't think the tallow is such a big deal if you have a hunter the ash is easy obviously, for me the biggest pain is the lye/soap just because I so rarely have a high-skill lye or soap maker and because they have to be close to both your wood burning and food industries

in my last fort I decided to build above ground, which means dwarves never clean up spills, and everyone in the tavern would get coated in the booze spills all over the floor and want to have baths. honestly could not keep up with demand, most of the time we had 0 soap
>>
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>>125839120
>>
>>125838960
I don't need to. It runs off the left edge of the map.
>>
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best way to clear a dug out area? I wish I knew minecarts better.
>>
>>125840117
QSP
http://dwarffortresswiki.org/index.php/DF2014:Exploit#Quantum_stockpiles
>>
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>>125840186
Sorry what I'm saying is transporting it, not stockpiling it. I'm dumping it all on the edge of the stairs but its gonna take a hot fucking minute and even then that's just one area.
>>
>>125840186
>>125840117
yeah, quantum stockpiles are really simple and easy to set up once you understand how they work. also i think they help with fps? not completely sure
>>
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>>125840303
Also let me tell you about this faggot. Despite having tons of schist right next to his goddamn workshop he instead walks all the fucking way down to an area under construction then lugs this heavy ass stone up to his shop. What an asshole.
>>
>>125840303
You have to transport things in order to QSP things anyway. You can even link the QSP to the workshop so that asshole doesn't have to haul schist three embark tiles to where he needs to make a throne.
>>
>>125840117
wheelbarrows. without dfhack you'll need a bunch of redundant stockpiles to get around the 3 wheelbarrow limit per pile, but they make things about as quick as possible without using carts
>>
>>125840303
yeah well for transporting you're stuck using wheelbarrows. dfhack allows to use more than 3 wheelbarrows per stone stockpile so that does make things quicker but >.03 >dfhack

supposedly compilable in parts if you want to get into that but idk anything about that
>>
I can't seem to butcher everything in adventure mode. I spent a whole day killing a bear which I was able to butcher and eat, but on subsequent adventurers I haven't been able to butcher keas or giant cougars that I've killed. any obvious reason for this?
>>
Is it worth it to try and implement advanced training into your militia? Like teaching your militiadwarves to swim or sneak/ambush or giving them other skills? Anyone do something crazy in terms of raising their army?
>>
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>>125840117
You don't know suffering.
>>
>>125840692
i know some people use minecarts to train swimming but i've never done it. maybe something i'll try if my fort goes well enough
>>
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>>125837598
Uh, it's called a library.

>>125838357
Had a small farming spot down in the caverns with mixed planting schedules, 30 dorfs that just hung out and partied all the time, lots of animals and shit grazing on cave moss down there, so I was sitting on like 2300 or so booze when I forgot to check and queue up more, too much damn food, and too damn many animals. Too many zombies in cages too, but nobody cared until I got bored when the update was about to hit and pulled the Zombocalypse lever to let them all out of the Zoombie.

After the second year when I got the cage traps set up the caged zombie population outnumbered the resident dorf population. I had it at 20 for the first 8 or 9 years I think and then I swapped it to an updated version of the game with a fresh dfhack install/cleaned up folders/mod version and forgot to set the pop cap so 10 more slipped in before I fixed it.

At the very very end I raised it enough to let another 60 or so in but like I said, I got bored assigning rooms for them before I hit 50 and just let it all go down in a blaze of glorious zombie murderfucking.
>>
>>125840682
Keas can be too small. Only other reason is lack of a sharp object.
>>
>>125840697
>diorite (2004)
honestly it might be worth flooding that entire area with magma
>>
>>125840859
disregard I suck dicks, I was standing next to the cheetah rather than on the same tile.
>>
>>125840480
x and y are checked before Z, so as far as he's concerned, those blocks are closer. Yes, even though it it is the main cause of its poor performance, the path finding in DF is simple and shitty.

Designate a stockpile to the workshop, at least for now. Make sure you remember you did it, so you don't have to come back angrily asking why this asshole keeps asking for fuel when there is tonnes around
>>
>>125840697
>diorite too
jesus christ make crafts make crafts fast

>>125840651
>>125840663
>QSP
>Wheelbarrows
damnit anons dumping doesn't use wheelbarrows
>>
>>125840692
also, i'm pretty sure ambush is only trained through hunting, only annoyance is that hunters can't be included easily into squads without issues i think?
>>
>>125840303
> dumping stone down a staircase
> that dwarves can still climb up
shhhh no one tell him why this is a bad idea.

>>125840117
>best way to clear a dug out area?
Stockpile 1 (S1) is four tiles and has the max of 3 wheelbarrows assigned, which accepts the stone type you've dug out.
S1 gives to S2, which is identical but closer to where you want the stone delivered, and only accepts from links.
S2 then gives to S3 which is the actual storage stockpile which is much larger, has 0-3 wheelbarrows, and accepts only from links.

Using minecarts you substitute S2 for the minecart, which dumps via track stop directly into S3, which becomes a quantum stockpile.
You can speed this up by creating more 4-tile S1 and S2 stockpiles.
>>
>>125840997
QSP doesn't need dumping
just use a dumping track stop and a minecart route with a "take from" order but no push conditions
>>
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>>125840957
no nigga he's passing rocks that are right next to him and heading down a flight of stairs and then to a spot below his workshop
>>
>>125840997
well, i never dump stones. i put them in one big ass qsp that ends up with 70 gagillion stones that my crafters can't go through
>>
>>125841176
Fucking assign the workshop a stockpile then you fucktard.
>>
>>125841164
Thats what I'm looking for. Thanks.
>>
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>>125840997
Put down an everything stockpile that is at least 3x1 and doesn't take barrels/bins, set it to 3 wheelbarrows, put a trackstop adjacent the everything stockpile, have it dump to a square that ISN'T in the everything stockpile and put a single tile copy of the everything stockpile there.

Have the single tile one take from links only, no wheelbarrows, no bins/barrels.

Make a new route and assign a minecart to it, put a stop on the trackstop, remove all the conditions, have it accept the same shit as the everything pile, and link it there.

Make two or three feeder piles, at least 3x1, adjacent the everything pile, same setup as before, 3 wheelbarrows, no barrels/bins, have them give to the everything pile.

Your dorfs will cycle shit into the feeder piles which they will all haul with wheelbarrows, and then that shit gets hucked into the everything pile > minecart > QSP toot-sweet.
>>
>>125841768
>realize the simplicity in what you've said and how wrong I am
>but I just ran out of wood
>and have no magma
>and there's giantess outside

thank you anon, this will help tremendously.
>>
>>125842391
Get her to give you wood... oh wait... hrm... you're welcome either way.
>>
>wander into war camp
>everyone is asleep in the tents
>snuggle right in and catch some shuteye
>they don't mind come morning
>step outside into the tent city
>fucking murdered by a sasquatch in the middle of the camp

that was unexpected
>>
>112 year old dwarf peasant (no skills other than novice dancer) who worships a hydra and the god of trickery and lies
>>
>>125842391
Giants are ludicrously shit

A slightly annoyed miner can take one on.
>>
>>125843034
make a temple for the hydra
>>
>>125843893
oh shit I can, amazing. I just assumed DF wouldn't let me
time to start planning
>>
>>125844307
also you can assign her as a performer in said temple

first priestess of the hydra doing dancing ceremonies in honor of the many heads
>>
>>125844520
hopefully. it's a couple as well, neither of them have any useful skills, they're both 110+, and they both worship the hydra.
>>
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>>125843041
>send completely untrained militia equipped with the random bullshit they picked up against a giant
i'll tell you how it goes.
>>
>>125843041
Oh wow you're right, they swarmed it and killed it easily.
>>
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>giantess ded
>suddenly 19 people show up to visit
>>
Guys I'm trying to find an old shitty pixelshit comic that featured a dwarf scream SOOOOOOOOCKS and rushing out to die by elephants. Anyone have it?
>>
>>125843034
Is it an actual hydra or is that what the god is depicted as?
>>
>>125846316
pretty sure it's an actual hydra. when a major beast attacks a site a few times in worldgen, the people of that site start worshiping it

praise the toadster for his attention to useless details like this
>>
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>>125846316
>>125846586
it's the real deal. 84 notable kills.
bizarrely he's living in dwarven fort far up north in the tundra that he supposedly destroyed almost 100 years ago, but is still home to 49 dwarves.
>>
>>125847363
I wonder what happens if you kill the god in adventure mode and dwarf mode respectively. Would be interesting, especially if you've already dedicated a temple to him.
>>
>>125847467
no way am I letting him die, if he invades I will furiously savescum until he walks into a cage trap and I can put him in his own temple to be worshipped
>>
>>125847363
>bizarrely
sounds like servants to me, excellent stuff
>>
>>125847363
>The demon of viginity(enemy)
Kek
>>
>>125847917
>it's nation of virginity
even better
>>
>>125847612
They can't invade once they take over a site.
>>
>>125847363
What the hell program is that? It looks kinda like TheRapist but...
>>
>>125848495
legends viewer.
>>
>>125848495
legendsviewer or worldviewer, i'm not sure which.

pretty nifty but i've had issues compiling it on linux. not used to working with .net stuff
>>
>>125816664
I remove all the aquifers from the RAWs
Always
>>
>>125848591
Legends.
>>
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oh shit, it gets deeper
I'm sure this is normal but I've never seen it before
>>
>>125849131
>hydra eats goblin as part of a ceremony
>we can't do murderous religious ceremonies in fortress mode yet
TOOOOOAAAAAADDDDDDYYYYYY
>>
>>125849320
They're only doing it so the hydra doesn't attack and eat more.
>>
>>125849389
imagine embarking on a site like that and having to sacrifice a few of your dwarves every year so that the hydra stays happy until you can build a strong enough force to kill it

hope that's the kind of scenarios toady has in mind
>>
>>125849131
I've never seen it before. It's probably legends viewer fucking up and reading some of the new data wrong. See what it says about those events in legends mode in game.
>>
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slow death
>>
>>125845141

it was inevitable
>>
>>125841768
Just don't qsp food.
>>
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>>125849528
hmm, I think you're right, there's nothing about a ceremony listed in legends mode
still, this shit is pretty nasty. this one is listed as a "performance" in legends mode - probably another new-data-fuckup, maybe he just crashed a party at a tavern - but still kind of creepy
>>
>>125849829
but it's so comfy anon
>>
>>125849952
I haven't really looked at the new festivals in legends mode much. Maybe gobs have 'ceremonies' instead? And maybe the hydra attack coincided with one? Just speculating. I could see legends viewer mashing the two events together.
>>
>>125849952
>this one is listed as a "performance" in legends mode
I fucked up, I meant "legends viewer" there

>>125850471
yeah, the attack coinciding with some ceremony is my best guess
>>
Oh hey, I just noticed something. I equiped some of my military marksdwarves with melee weapons as well, and they seem to be using it in close range combat, and the bolts in long range.
>>
>>125850971
That's...actually pretty novel. I know there was some discussion on micromanaging marksdwarves to use backup weapons last edition. How did you equip them?
>>
>>125850971
Don't you fucking lie to me now. Not about this.
>>
>>125851404
I gave them 2 weapons in the equip menu in military; one melee choice, one ranged choice

>>125851416
I could be mistaken about them using both; but my marksdwarf was definately using their axe.
>>
>>125852169
Fuckers could just be duel wielding them.
Try giving them a shield as well.
>>
>>125852529
They already had one.
>>
>>125816664
I simply cannot fathom playing without phoebus tileset.
>>
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Time to send the kitten to explore the magma sea.
>>
>>125816664
I use danger rooms.
>>
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I'm new to this game
What does random ground tiles flashing blue like that mean?
Using phoebus tileset
>>
>>125853950
rain
>>
>>125816664
Don't use draw bridges to close myself off from the world.
Cage traps at most would be 2 thick in a 3 wide hallway, mostly in caverns.

Cannot live without steel or iron even though I never really do much with the stuff.
>>
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I need a bigger Inn, almost more guests then dwarfs now.
>>
>>125854604
Do guests only arrive if you have a tavern?
>>
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I've learned never to bother with coal and to go straight for the magma. This fort has gone on long enough and the dwarfs have to be retired along with it.
>>
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I'm trying to break my habit of doing bland square fortresses and 3x3 stairs. I think it's coming out nice.

And the first migrant wave came just in time, I needed a fisher to breach into the volcano.
>>
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More keep coming....
>>
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Well fuck.
>>
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Seems my new migrants are random and are no long HFs.
>>
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>>125854981

My dwarfs are frantically searching their tiny room for food. Some dwarfs are attacking each other now. All are horrified and are being overcome with despair. Several dozen have died of dehydration.
>>
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>>125855690

The room floods with miasma now and my dwarfs slowly go insane.
>>
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Its like the famous poets have caused everyone to enjoy their stay.
Bloody humans.
>>
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The kitten only made it to around z lvl 50 for scouting, time to see how far this dog makes it at the other one.
>>
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>>125856284

No hope.
>>
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>>125856431
Dog made it to z level 36 before dying.

It gave me no information on where the blue goodies are.
>>
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>>125840697
>diorite [2004]
>>
>>125816664
>manpraying
literally worse than manspreading
>>
>>125856972
But is it worse than man-thinking?
>>
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>>125855072
I hate this layout.
>>
>>125857468
what kind of layout do you like, anon?
>>
>>125857769
Rectangular boxes connected by 3 tile wide corridors and 3x3 staircases.SInce I don't use the multiple z-level exploit, the staircases are purely cosmetic.
>>
>>125857881
are the rectangular boxes all 11x11 at least?
>>
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Just had a miner die... I think it was the beer that killed him.
>>
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>>125857881
>multiple z-level exploit
I assume you're referring to something I'm not familiar with, and not calling a fort layered on multiple levels an exploit anon
>>
>./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_ttf-2.0.so.0: cannot open shared object file: No such file or directory
shieeeeeeeeeeeet
>>
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Can playing Dwarf Fortress be considered a way of life?

Have your life changed since you began playing DF?
>>
>>125857881
>Rectangular boxes connected by 3 tile wide corridors
>tfw my living quarters is 3wide corridors with 3x3 bedrooms branching orthogonally
pls no bully
>>
>>125858062
>and not calling a fort layered on multiple levels an exploit anon
that's exactly what i'm saying, are you retarded?
>>
>>125858220
are you? am I being memed on? how in hell could that be considered an exploit?
>>
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Rate my living quarters
>>
>>125858382
it's got a good flow to it.
>>
>>125858382
10/10, nice touch with the blue
>>
>>125858382
What the fuck is wrong with your tileset? Is this some ebin mod that introduces totally alien rocks/minerals and gives them weird tiles?
>>
>>125858382
i'm suddenly tremendously grateful that the layer i've been digging through is grey instead of brown
thanks, dolomite
>>
>>125858503
Raws would be fucked up.
>>
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I swear their whole civ just likes being bards and poets.
>>
>>125858920
You can just cut them down though, can't you? Just spare the mercenaries, in case they want to join.
>>
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Fuck my ass

That's a minotaur btw
>>
So, my tavern's gotten kinda full. I need an efficient way to clear it of freeloaders. Suggestions, /dfg/?
>>
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>>125859548
Oh nevermind, that dumbass went after my pigs instead of the legendary armorsmith who can't run because he's carrying a log

Still scared the shit out of me
>>
>>125858315
You are being memed on, yes.
>>
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2 years have gone by now would be a good time to start setting up an army.

Then these fuckers show up.
>>
>>125858315
>>125859689
fuck off cheaters

dwarf fortress was made 2d and is meant to be played that way
>>
I'm a new player should i use the starter pack even if it's outdated?
>>
>>125860335
http://dffd.bay12games.com/file.php?id=11309

this is the up to date starter pack, they say it's unstable but I never had problems
>>
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Well seeing as my armorer died this is over. Going to watch the goblins murder everyone now.
>>
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All the way down to 6.
>>
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The last dwarf.
You see its no fun using cage traps or draw bridges.
>>
File: Intheend.png (603KB, 1895x1016px) Image search: [Google]
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In the end the fortress got killed off by a bunch of goblins and the bards and poets were busy fucking about.
>>
>>125861509
Yeah, for some reason, even civs who kill neutrals seem to space visiting performers. Visiting mercenaries will attack the goblins, so of course they will fight back against the. I'm not sure about visiting scholars, but I think they get spared, too.
>>
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> designate a huge pillar of stone to be excavated out so i can drop the soil just below the surface for 10 z-levels
> all this designation lag just so i can get permadirt and space for a legit woodfarm
> what i can only assume is a shitton of invaders showing up including their mounts/monsters
> i know this because my relatively stable framerate of 200-150 drops to around 50
> they eventually choose to stop fucking around at the map edge and start moving
> immediately eat what little remains of the games memory and crashes it with no survivors
> including my will to continue to play the fort/world
> turns out i completely forgot to use large address aware to expand the available executable memory beyond 2gb because i updated from .02 to .03

RIP my most excellent entry

lessons learnt:
1. Even a 3x3 can crash
2. Decrease the fucking invader cap
3. Don't use mass staircases, use ramps/channels, and a limit of one staircase stack to provide access
>>
>>125862228
Upgrading from that potato you're using to run the game might help with that memory problem as well.
>>
>>125862228
What was your invader cap?
>>
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Its a great win screen.
>>
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>>125862689
haha, nice joke man

mind if I save ur pic?
>>
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>>125862992
Sure though didn't notice it had a few issues this one has them fixed.
>>
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>>125863204
NICE, here, have one of my OC's
>>
so funny fellow redditeers
>>
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Is this the end of /dfg/?
>>
>>125864387
yes

the cancer has infested it
>>
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So,should Tavern be bigger or smaller piece?
>>
lads. will dwarfs wear crowns/earings and such now? i made a shit load of silver crafts because my extremely wise mayor asked for 3 rings and i have better trade goods anyway
>>
>>125862524
It's not the system memory, it's that the DF.exe can only detect 2gb of memory; any time world generation freezes up (that doesn't involve a bug) on a long history gen is because DF hit the active memory limit of 2gb, even though my installed system memory is 8gb.

>>125862648
Default, but even the default can drop in 120 enemies (and their mounts arn't counted, so that's effectively 120*2=240) +40 monsters like trolls.
Plus all those items they need to spawn with.

In hindsight it probably wasn't the enemies that crashed it, but it could've been another new crash bug associated with sieges.
Error log left no clues, either.
>>
>>125864534
Tavern needs a dance floor, which can require up to some huge fucking space (over a dozen tiles square) for certain kinds of dances.
>>
>Embark somewhere with no water
>No Problem I'll dig to the cavern
>No water in the cavern

What do
>>
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>>
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>>125798437
>Generate a buttload of worlds to find one that has all civs and isn't comprised of millions of tiny islands
>Spend hours trying to find a good embark spot
>Spend more hours preparing carefully for the embark
>The embark is a flat piece of shit with nothing in it
Ragequit.exe

Is there any way to peek at the embark location before you actually embark? I've been doing the thing above for a week now, i just want to play in a interesting location...
>>
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>>125866204
Drink booze, use stagnant water for the hospital.
>>
Finally LOSING for the first time, usually I just abandon the fort

A dragon attacked and I managed to take it down with heavy military losses

Immediately get attacked by Goblins and all my defenses are down

I always thought the losing is fun meme was dumb but this is actually fun
>>
>>125866838
Scout with an adventurer?
How much does Isoworld tell you? I haven't used it, just seen a couple screenshots.
>>
>>125866838
press tab for the elevation viewing mode
>>
How do I make a ballista battery that won't be destroyed immediately by a dragon
>>
File: BenignInlandSea.png (298KB, 1920x1080px) Image search: [Google]
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So I got sick of never finding anybody dancing in a tavern, and you can't really dance in a dorf one anyways.

>dorfs and humans build cities/hamlets
>goblins build regular fortresses
>left elves as is because they generate big roomy taverns
>tinkering with a medium world-gen set of parameters I got to generate consistently with 60 civs
>find a super benign inland sea with a single world-tile wide isthmus on either side
>>
>>125867403
If you end up abandoning the fort most of the time, ramp up the difficulty. Try challenges.
>>
File: lee.jpg (34KB, 465x560px) Image search: [Google]
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>dig out a room for my new magma forge
>dwarfs keep telling me there's hot rocks here and there
>I need room for stockpiles and the dwarfs always stop from mining the bad rocks
>select a broad square for them to dig out knowing they'll avoid the bad squares
>I actually selected hot magma rocks that were already detected
>doing this tells the dwarfs "yes I know its deadly but I want you to mine it anyways"
>dwarfs crack open the magma sea
>lava floods into the bottom of my great staircase and and kills three legendary miners
>all of my pickaxes are now stuck in a sea of lava
>mfw

They were just following orders and they died for it.
>>
>>125866838
>Generate a buttload of worlds to find one that has all civs and isn't comprised of millions of tiny islands
Enter advanced worldgen and choose to generate a "region", rather than an "island".
>>
Well after this siege I have an injured dwarven child left

And my mayor is stuck in a cage

That went well I think. I guess this is the end of Metropolis Dumatnil, "Roughhammer"
>>
>>125868632
If you reclaim-embark that fort, do you think your mayor will still be there in a cage?
>>
>>125868718
I have no clue
>>
>>125868827
Then I guess it's time for science
>>
>>125867802
I do check the elevation, but even if it tells me theres "4" cliffs and the relative elevation is high i still get flat embarks

Whats up with that?
>>
>>125868857
>>125868857
The cage had his corpse covered in a coating of his tears. I guess he starved
>>
>>125868552
When i do that i get mountains that span half the map. Cant embark on mountains so its just as bad as oceans
>>
>>125868937
Such is dorf life.
>>
>>125868950
You can embark where they meet other biomes, which should solve you "flat embark" problem.
>>
File: MeadHallForDwarfs.png (10KB, 366x401px) Image search: [Google]
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I didn't know mead halls could get this small.
>>
>>125862228
How do you make DF large address aware?
>>
File: Ngutegthur.png (312KB, 2080x3120px) Image search: [Google]
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>>125868273
>Civilized World Population

> 62244 Dwarves
> 27936 Humans
> 26360 Elves
> 704 Goblins

> Total: 117244

Welcome to the glorious dwarven paradise of The Cyclopean Universe.
>>
>>125870381
>nosiege
>lmao, nosiege
>>
>>125870381
Clearly you need to finish off the goblins
>>
>>125868873
You know you can use uhmk to move the embark around on the left map?
I've never seen a single instance of the cliff indicator lying about the locations of elevation changes. I think you're either reading it wrong or not embarking where you think you are. If it were bugged, you would surely wouldn't have been the first or only person to notice.
>>
>>125870101
Change launcher to skynet.exe
>>
>>125868541
Make a glorious shrine in their honor. Then fill it with magma.
>>
>>125870764
I mean, being sieged in adventurer mode would be cool shit, but this wasn't generated with fort mode in mind.

Just a surprise that the dorfs took over so completely, and yeah: >>125870893
if I can track them down I'll make the species go extinct.
>>
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Cosla Dustanguish wishes to reside in Wateranvils for the purpose of soldiering.

Do you approve this request?
>>
>>125858096

Yeah every time I see violence in a video game I also see combat logs.
>>
>>125872095
Yes.

Also, get to work on building a vampire grinding and processing plant, so you can distribute vampirium to all of your dorves as soon as possible.
>>
>>125854604
Whats the name of that tilepack, is it CLA?
I love the way it does walls, especially 3 walls meeting up.
>>
>>125858096
well I stayed up till 3am last night watching videos about minecarts and it just fucked my sleep schedule up so yes.

>>125858382
Refreshing
>>
>>125858382
10/10 would reside
>>
>>125872681
One of the older Taffer sets.
>>
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>>125872484
Well that was quick.
>>
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>>125859640
>beds in the sand
>tables next t beds
>farms are for some reason separate
>random pile of wood without carpenter or woodworkers
>the sandy tavern

magma fuck magma it all not just the tavern burn it all
>>
>>125864387
jesus christ
>its a human male instead of a dorf
>he's not wearing a leather hood
>the hood doesn't have a rat tail
>chin strap goatee ever
4/10 for trying
>>
>>125873090
Dig a deep shaft, and make the bottom level accessible through a door.

Then, burrow the vampire in the bottom level and lock the door.

Assign a "pond" at the top, and unactivate it when the dwarves have filled it with about 3 z-levels of water.

Now, use a dump zone to dump one or two stones into the shaft. Make sure that the water is laced with vampire blood.

Lastly, build a well at the top, and wait for all your dwarves to drink from the water.
>>
>>125873170
>beds in the sand
>tables next t beds
That's the hospital. The traction benches should be a clue, genius.
>>
>>125870381
dam son
>>
>>125873090
How did you get those witness messages?
>>
>>125873484
>sandy hospital
>>
>>125873712
Isn't that just the justice screen?
>>
>>125874149
I've never had a dwarf get in trouble so idk
>>
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>>125873712
The justice screen.
>>
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What a shitty siege
>>
>>125874198
Never? They get in trouble a lot for just violating production order or slacking off, in my experience
>>
>>125874371
Well, my very first fort a dwarf got beat to hell by one of my fortress guards. He died real good. Other than that though, nothing
>>
Any non-shitty lets plays?

I don't have access to a computer right now.
>>
>>125873418
And then enjoy permaslowed dwarves due to being unable to satisfy their alcohol dependence. Also, unless the vampire has a job to do in that burrow he'll never go there. Station orders are the only way to force him.
>>
>>125874904
I can't think of anything more depressing or autistic than watching someone else play this game for fun
>>
>>125874371
>slacking off
Murder, assault, vandalism, and violating production/export mandates are the only possible crimes in fort mode. There's no such thing as a punishment for idleness.
>>
>>125875219
Do we know yet that the vampire-not-drinking-booze thing didn't change when taverns and needs were added?
>>
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>mistakenly accept a fucking troupe of elves absentmindedly
>goblin mercenary on his own accord starts solving my problem

Thanks gobbo
>>
>>125874367
It seems like ambushers are totally gone at this point and everything, including what ambushers were, are sieges
>>
>>125875524
I think there's something like deliberately doing your job as slow possible or something like that, which I meant
>>
>>125875592
That's a good question. I don't know that it didn't, but I haven't seen anything to suggest it did.
>>
>>125875912
Could you be more specific? I've never heard of anything like that, and I've been playing this game a long time.
The only factors that determine how quickly a dwarf completes a job are their skill level, attributes and any applicable medical issues. If a dwarf can decide to be slower on purpose this is an amazing bit of news to me. As is the prospect that they could punished for it.
>>
>>125875732
The goblin is getting his ass kicked though.
>>
>>125876479
>Conspiracy to Slow Labor - deliberately slowing down the workflow of the fortress by delaying jobs (currently does not happen)

from the wiki

I am fairly certain I had it happen, and the wiki is probably not up to date?
>>
>>125876526
thats fine I want him dead too
>>
Can I change the friction on a track stop without removing and rebuilding it?
>>
>>125874904
i would attempt to create a let's play that would basically just follow a dwarf around for a game year in a well established fort.
No commentary.
Normal theme only.
Losing is fun.
>>
>>125875242
Isn't that pretty much what reading boatmurdered is?
>>
>>125876580
Unless Toady added them in .42 without telling anyone (entirely possible) the wiki is right.
>>
>>125877196
Boatmurdered is a written account of the story of a whole fortress played by a lot of people. Watching just one person playing the game might not be as near, but is similar nonetheless.

Anyway, this game has two types of fans: Those who enjoy to read and watch the stories this game creates and those who enjoy to play and experience said stories.
>>
>>125877651
Actually, scratch that. That was a guild thing, and guilds haven't been in the game for something like 6 or 7 years.
>>
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Let's see your books.
>>
>>125878219
Kek, the only thing my civ has achieved in the way of writing are two boring natural scientific books by the same dwarf. Everytime the caravan comes, they bring an insane number of copies of those two books.

Luckily for me, I was blessed by a travelling scholar who wrote me some nice books, and I was able to copy them before he left.
>>
>>125878219
I'm actually curious as to what the average amount of books for a fortress for people around here is.

My current book number in my library, counting copies, is 59, but I get a lot of Scholar traffic so that number fluctuates a bit since I presume it counts the stuff people bring in.
>>
>>125878219
>>125878428
>>125878480
How many scribes /scholars do yall have
>>
>>125878428
Also, one immigrant brought two books, one autobiographical account of about how he stopped being a farmer, and one eight chapter long chronicle describing the history of his hometown(a hillock). By appointing him as a scholar, I had hoped that he'd give the books up to my library, but alas, he refuses to even let the scribes look at them.
>>
>>125878219
>Victory by Metalgear
>>
>>125878639
Draft him. He should drop anything that isn't part of his uniform. Should.
>>
>>125878582
Only two scholars and one scribe, currently. Since scribes work as intended now, there isn't any need to have that many of them, and for scholars, visitors and long-term residents tend to be more prolific.
>>
>>125878582
two libraries
2 scholars 2 scribes in each.
>>
>>125878821
But it will the books stop being his property?
>>
>>125878712
the group name is diamondogs too :3c
>>
>>125879040
>individual property
>df
son, we need to talk about the benefits of communism
>>
>>125878930
>>125879013
Thanks. I've only made 1 library and my fort got raped by gobs shortly after so I'm still trying to figure it all out. What exactly do the scribes do though? Obviously they copy books, but is there anything else?

Also how tf do I make paper
>>
>>125879040
I can't say for sure, I haven't done it with a book yet. But migrants that arrive with jewelry from worldgen kills drop them when assigned to a squad, and they can be traded and stockpiled like normal fortmade jewelry. That's why I'm guessing it will work with the book as well. Try it and let us know?
>>
>>125879208
He dropped the books, but the game says that they still belong to him, and no one will touch them. Well, if he dies in battle, I guess they'll become public property.
>>
>>125879330
>>125879407
The books are just lying where he dropped them. It might be because they're originals, and enjoy some sort of "artifact status".
>>
Is it possible to grow an above ground crop, papyrus for instance, underground if I channel down to it from above so it can have sunlight?

Like

WSSSSSW
WSSSSSW
WCCCCCW

Where W is the walls, S is sunlight, and C is the crop. This would be a side view ofc and each row is 1 z level
>>
>>125879407
Might be subject to the same rule as discarded clothes; if they stay in a public space for long enough without the dwarf moving them to his room they become fort property again. I forget how long. I guess just don't give him a room for a while and see if anyone ever moves it.
>>
>>125879302
grow pig tails
use quern to smash em into slurry
use screw press to make slurry into paper
>>
>>125879330
>>125879407
>>125879501
FUCK YES

A dorf just picked them up and put them in the library, for some reason. I can't wait until they're copied.
>>
>>125879551
Yes. The tile only has to have heen exposed to light once to be suitable for aboveground crops and unsuitable for underground crops in perpetuity. So you can roof it over after you dig it if you want.
>>
>>125879407
remember anon, ip is theft. don't feel bad if anything 'unfortunate' were to happen to said dwarf: he deserves it
>>125879551
anything that has exposure to the open sky becomes 'sunlit', even if you build a roof over it afterward. channel away anon
>>
>>125879551
yes, as long as the tile was exposed to sunlight, it should allow above ground stuff; you can cover over the exposed area with floor to no detriment
>>
>>125879680
Nice.
>>
>>125879669
Does smashing them produce more seeds? Pig tails are the basis of my thread/cloth industry
>>
>>125879963
yes it does create seeds
>>
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Wow. Found this on bay12.
>>
>>125879914
The chronicle was really nice, because it told me a lot about his hillocks. For example, two of the eight entries is about a goblinised dwarf. In the first entry, he/she migrates into the hillock, and in the second one he/she quits being a fisherdwarf. My scribe is copying it right now.
>>
>>125880058
Fuckin A bruh. Thanks
>>
>>125875592
>>125876170
It didn't change - my vampire didn't have a single thought about drinking booze after years of residence.
>>
I really should invest in a wall or some proper weapons at the very least, every time a pissy animal tries to get too close to my dwarves, they start punching it for an entire season
>>
>>125880114
That's pretty cool. Almost all of my books thus far have been science/engineering texts. Wind patterns, animal behavior, valves, etc. It would be nice to have some biographies of notable dwarves or more site histories.
>>
>>125881274
It appears that most autobiographies are written by performers, currently. As far as I know, there's only one academic subject in the game so far that involves the actual history of the world, namely cultural history, which involves writing books about the history of certain civs.
>>
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Do any other tilesets have diagonal walls like Taffers has? I like it just because it makes everything look smoother
>>
>>125859640
>sand
yuck
dig to granite pls
>>
>>125880109
Dude probably got his neck torn off in a fight with a camel or some shit like 15 years ago, retreated to his home, lived there peacefully, made friends, became lord of the site... then you walk in and point out that his head came off at some point and he suffocates and dies.

Good job.
>>
>>125868873
Also, you should look for high differences in relative elevation.
It helps to use custom worldgen and turn off the setting "periodically erode large cliffs" or something like that.
>>
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>>125809947
Not one of my dwarves but it was still pretty metal.
I was fucking around in arena mode and i pitted 3 bronze colossi with bronze armour and weapons against six vampire dwarves with steel armour and weapons.
At one point in the fight one of the colossi was missing both its arms and it dodged a strike from a dwarf, crushed his left foot and then kicked him in the upper body making him fly and hit the arena wall. The colossus runs up to the dwarf and plants his foot into his face splattering his brains on the wall.
I love this game.
>>
>Go on twitch
>Some guy is doing EVIL GLACIER WITH BARELY ANY ITEMS EMBARK

Nice.
>>
>>125883126
with evil glaciers do you at least avoid the fucking syndrome rains?
>>
>>125883126
It's probably you isn't it
>>
>>125883407
syndrome snow when
>>
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>>125883407
>>125884024
http://fallenlondon.wikia.com/wiki/An_Unusual_Pail_of_So-Called_Snow
>>
>>125881778
Check http://dwarffortresswiki.org/index.php/Tileset_repository
There are quite a few with diagonal walls there. Ctrl f ravingmaniac to try the one I'm using, I like it a lot. I would post a screen shot but I'm mobile.
>>
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>necromancers
>>
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>>125884987
>dorf necro
>>
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>no metal industry
>no LEAD EITHER
you cheeky faggot mayor I like you I'll kill you painfully.
>>
>>125885634
Is Age of Wonders 3 any good? In the mood for a fantasy strategy game with lots of options.
>>
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>>
anyone knows where i could change the invasion threshold? i want gobbos and towers to wreck my shit but i don't want to get 80 dwarves to make it happen
>>125886368
goblins and humans, what a surprise
>>
>>125886678
I'm not sure how, but if it's any help, towers will fuck your shit up long before you hit 80 pop, even without modding
>>
>>125886341
Well...let me explain it a bit.
1.Alot of options plus very well balanced
2. Alot of OP stuff can be made but everything has a counter
3. Decent ai
4. Major campaign issues: it has both interesting characters and decent story BUT you get 1 scenario per guy only which really sucks balls. And in next mission you will probably get different race/spec.
5. Transition from 2d to 3d was done great- Heroes 5 only wishes they had half the effort put into keeping new models faithful to older games.
6. Random map generator is good
7. Modding tools are out

So basically pirate it, maybe its worth it on sale
>>
>>125886778
Will do, thanks anon!
>>
>>125886757
alright thanks, i'm right beside a tower so here's hoping they'll pay me a visit before long
>>
So how exactly do libraries work? Is making paper enough? Do I have to make scrolls out of the paper first? What the fuck is a quire? Do I need those too or is that after the copy is made?

I don't get this.
>>
>>125887374
a quire is a component of a book (a scholar will write shit on a quire, which is then combined with thread and a book binding to make a book, at a craftsdwarf's workshop)
no, having paper is not enough, you need scrolls or quires
>>
>>125883407
No, you still get evil weather on glaciers. Apparently horrid mucous has a lower freezing point than water.
>>
>The Marsh Titan Lolamaalatha Nithelefide has come! A towering eyeless theropod. It has large mandibles and it has a regal bearing. Its light brown feathers are long and sparse. Beware its poisonous bite!

>no military
>>
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>>125886897
Golden realms is included with eternal lords,probably.

I suggest getting GoG version,its simpler.
>>
>>125886678
Open your DF folder, go to raw, objects, and then entity_default.txt. Find [PROGRESS_TRIGGER_POPULATION] under [ENTITY:EVIL] and lower it to 1 or 2. 1 for twenty dwarves, 2 for fifty.
>>
>>125888026
thanks mate
>>
>>125882392
https://www.youtube.com/watch?v=AeN4ODQHZjE
>>
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>>125888129
FEEL THE PAIN AS I RAIN BLOWS ON YOUR BRAIN
>>
>>125888286
BOOK 'EM, PLATO
>>
Beginner here, I need a little help please.

One of my dwarf is taking by a strange mood, by examining him I can see it's a fey mood.

The wiki says that he should clearly state his demand, yet he doesn't, he just stand by idly, and I can't really find my way in the UI to know what he wants.
What can I do to satisfy him? It's my first fortress and I'd rather not have any deads so soon.
>>
>>125888884
Press Q and hover over the workshop hes taken

thankfully, its a fey mood, so he'll shout out what he wants in the box that appears on the right where you would make orders
>>
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>>125888857
>>
>>125888884
he'll only tell you his demands after claiming a workshop.
if the workshop he wants doesn't exist, he'll just sit around until you build it.
check this list against his skills list
http://dwarffortresswiki.org/index.php/DF2014:Strange_mood#Skills_and_workshops

then do as >>125888978 says
>>
>>125889065
>>125888978

Alright I'll try that and will report, thanks people.
>>
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>only four bandits? pfft
>swordmaster
>mace lord
>2x elite wrestlers
>suddenly I'm really glad I came across them AFTER getting all buffed up

I've noticed a lot more bandit/criminal weaponlords in this version, which is great.

After I sent one flying into another they started to run so I told "a ribald poetic form intended to teach a moral lesson" and suddenly human kids start running around?

>>125887807
Yup, my longest running fort involved 20 to 30 dorfs spending about 18 years under a [Cosby]big blue pudding pop... with the woo, and the whoa, and the feverish narcolepsy-zip-zop-zoobidy-bop.[/Cosby]
>>
>>125889065
>its always the bowyer
fuck off dude, only elves use ranged weapons.
>>
>>125889490
would be awesome if the quality affected the ranged damage, but unfortunately it only affects the bashing damage of the weapon.

which is a terrible thing for your marksdwarves to be doing holy shit toady pls
>>
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can someone explain to me how the shit a piece of the Mali/Bolivia/Congo flag is supposed to be a progress bar? I'm dying waiting for my search functions and sand info on embark screen
>>
TOADY CAN WE PLEASE GET DWARVES TO CLIMB DOWN FUCKING TREES ON THEIR OWN RARAWIEOORJAWOIEFJOWAEF
>>
>>125889838
>green addressed
>yellow pending
>red unaddressed
>>
>>125889838
it's the files that have been verified completely, in part or not at all if i understand correctly. i don't think they need to have 100% green they release
>>
>>125889490
I was going to disagree with you, but now that I think about it, yeah, a legendary bowyer is pretty worthless. even if you're equipping your fortress guard with bone crossbows (so they don't murder civilians), that's only about 10 you need, and after that you're better off using the bones for bolts or something, and using stone/metal for trade goods
although I just got a legendary tanner via a mood in this fort, which is a close second in uselessness unless you're running a massive meat industry
>>
>>125888978
>>125889065
>>125889195

I followed your advice, turned out he was a professional mechanic, so I made a mechanic workshop and he claimed it.
Apparently have already what he need since he didn't asked for shit, so that's one less thing to worry about, now to worry about booze because I apparently ran out of it.

Thanks guys.
>>
>>125889838
>green totally ok
>yellow checked by automated system but not verified by humans
>red not checked at all
>>
>>125890192
just got a legendary weaver here :33

gonna get that pig tail sock industry starting
>>
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I'm building a waterfall down the middle of my fortress one of my miners went splat both his arms exploded into gore
>>
>>125890934
time to make him a hauler!
>>
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Waiting for DFHack to come out before I play the new version.
Started a new embark.
I'm partly in a good zone, but there's no sun berries to be found.
On the other hand, the embark is retardedly rich, I've found sapphire and ruby clusters at the surface, there are Kaolinite mounds in the north and east, after digging a bit I found platinum AND aluminium close to the surface. There are Magnetite and Hematite at the surface and Chalk everywhere. Gypsum is also there in case I need casts. There are enough trees so support making charcoal and I just got a High Master Potter.
But, two weird things happened:
- When the dwarven caravan was supposed to leave a large kea group came in and started stealing from the trade depot, for some reason after that the dwarves never left
- During the next year after that no migrants came, and I've still to get any migrants since then.
Any idea what causes this?
>>
>>125890589
>>125890080
so which is it?
>>
>>125890510
nice, a legendary mechanic is pretty damn useful
unless you desperately need it somewhere, I'd recommend taking the artifact mechanism he makes and putting it with the most expensive weapons you don't need anywhere else (combat-useless artifact weapons?) as a weapon trap somewhere your dwarves walk by regularly. they'll cream themselves over how nice it looks

>>125891472
I don't know what's wrong exactly, but I bet temporarily deconstructing your trade depot will fix it
>>
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>>125891437
if he actually hauls stuff and his biting skill goes up, I will never say anything bad about DF again.
>>
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>>125891774
Biting? He'd use his beard to grab the stuff, obviously.
>>
Forgotten Beast shows up.
It's a fucking flying spider.
Farewell fortress.
>>
>>125892125
>spiders and beasts with eleventy limbs
JUST FUKCING HIT THE TORSO YOU DUMABASSES
>>
>>125891647
Sounds like a good idea, thanks.
>>
>>125889668
It affects accuracy.
>>
>>125876954
A stack of dead kittens will do it.
You have to remove and rebuild it.
>>
>>125809947
Not a dorf but a kobold.

>kobold decides to hang out in my fort, but he dosen't steal anything, so I let him chill
>All of the sudden, a giant fire breathing horse forgotten beast shows up
>fuckfuckfuck
>this little kobold runs and grabs a knife and runs outside
>horse kills some dwarves
>he runs up, gets set on fire
>before he dies he slashes the horses head and it explodes into gore
>make a memorial for him
Rest in peace koboldbro, you will be honored
>>
Are there anymore DF stories like boatmurdered and syrupleafs?
>>
any way to recombine individual bolts into stacks?
>>
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anyone know what the numbers in square brackets beside my stuff in the goods screen at the trade depot are supposed to mean?
>>
>>125893374
There's Headshoots. I also liked Glazedcoast, though it's not a succession game
>>
When will toady implement military conquests? I want to rid the world of those faggot elf bastards.
>>
>>125894120
I believe thats called "Adventure Mode"
>>
How do I make my miners get off the goddamn trees?
>>
>>125894491
Chop them down, what could possibly go wrong?
>>
>Let's see... I cleaned up some long-standing problems with cities. In world generation, vampires would prey on cities and eventually stop them from getting beyond the smallest size. So we've got some cheery vampire purges now. I fixed some problems with sewer bandits causing them to have way too many stolen items or to be placed aboveground.

New bug-wise, I stopped the animal fights slowing down goblin towers and fixed a crash from trading goblets in saves loaded into 0.42.03 from older versions. And some other minor stuff.
>>
>>125894491
what
>>125894582
said. They used stepladders to get up there, but are too dumb to use them to get down, so just help them out a bit.
>>
>>125894491
You could build stairs up to them so they can climb down
>>
>>125894491
chop down, make sure to designate the job as 1 so it takes priority.
>>
>>125894737
That takes too long, just cut the trees down.
>>
>>125894491
This CLA?
>>
>>125894860
Yep
>>
>>125894897
Welp, swapping to CLA from Phoebus.
>>
so I tried to sell the bard that got in trouble with the law to the next human caravan, but unsurprisingly the dwarves dumped the bard out and carried the empty cage to the trade depot.

So I save-scummed to get my prisoner back, what other fun stuff can I do with it? Can I mod the game to make them sellable? Is that an ethics thing or is it hard coded?
>>
>>125893787
That's how many meals were made with the exact same components/quality. So your chef cooked 67 wine roasts in one job.

If you don't want all your alcohol to be used on cooking, I'd suggest going to the kitchen tab under z and toggling it off. Same with brewing pig tails - you'd be better using it for cloth.
>>
>>125895000
You will love the colors and minimalism. Used CLA back when .34 came out, and never looked back.
>>
>>125894860
I swear someone should make a tileset identification guide. Literally every thread there's always one guy asking what taffer/CLA/Spacefox/ is
>>
>>125895078
part of my goals for this fortress were to grow and use as many types of food and booze as I can. I'm quite ok with it. There is still plenty of pigtail left for my paper and cloth industry. And many of my dwarves are ecstatic to have so much choice.
>>
>>125895210
I know what cla is. I just wanted to make sure that it was cla
>>
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STOP FUCKING CLIMBING UP TREES AND DYING GOD DAMN IT.
>>
>>125895930
if you have a "gather plants" zone, you can set it so they don't collect fruit from trees.

If you don't, they're wanna be elves and you should probably throw the whole fort down a deep shaft.
>>
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>>125895930
It's a feature.
>>
>>125895078
I have massive plump helmet farm and pig tail farm, also I have people gathering round the clock. I got so much alcohol idk what to do with it. I use pig tails for both brew and cloth and never run out.

Both jobs give seeds, so it don't matter forreal.
>>
>>125895930
http://abc7.com/news/man-says-hes-tarzan-swings-from-trees-tries-to-enter-oc-zoo/904278/
>>
>>125894726
Yeah, I was noticing the sewer bandits hanging around on the surface, tons and tons and tons of shit everywhere down there, and lately just random people, soldiers, regular civilians, etc, just kinda roaming around in sewers/dungeons/catacombs.

But never mind that... I found a non-laggy and non-violent library.

Though my sense creature class ability tells me there are some scholars suffering a special kind of hell nonetheless.

See, that entire structure there is the library, and it is packed, crawling room only.

The ramps aren't properly accessible from the entrance, so it's an oubliette racoon-trap, you go in, tons and tons of books in there, you climb down onto the ramp and grab some, can't climb with your hands full though.

Well, put the books in your pack!

Oh shit, can't climb while prone either... so basically you try to crawl into the open space over the ramp and grab the wall so you can climb out, or just access the bookshelf sections on the south sides of the ramps.

There are a bunch of bags and pouches and shit stuck in a wall on the bottom level, and the green exclamation points behind the ramp-wall at the top?

Yeah, those are living things, the ones outside the little 3x3 oubliette there are cats, the ones inside are scholars... I don't know if they are stuck in an open space behind the wall or just stuck in the wall directly, but unfortunately there is no way I can let them out without advfort/gm-editor type tools.

So... sorry about walking into town and observing this, thus making the game update your mental states and such, making you aware in some sense of your prisons... my bad.
>>
Is adventure mode worth playing yet?
>>
>>125896449
No
>>
>0.42
>3 years in
>More than 120 resident dwarves
>Not a single goblin invasion, nor a goblin snatcher

Is it normal?
>>
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>>125896062
>>125896041
>>125896236
Theres 3 of these fuckers in trees and ones already dead

Calm your lust to kill small creatures god damn it.
>>
>>125896606
where did you embark? are you close to goblins?
>>
>>125896606
Did you check where you were embarking?
>no goblins nearby
>no goblins at war
etc
>>
>>125896637
WHOOOOOOOOOOOOOO
>>
>>125894582
>>125894736
>>125894737
>>125894758
Cutting down the trees worked pretty well since they were only 1 tile from the ground.

Then they went to make what I told them and the floor collapsed.

;_;
>>
>>125896737
>>125896775

Hm, no, I don't.
You're right, I'm an idiot.
>>
>>125896637
do you make sure that you never ask your woodcutter to cut branches but always the trunk, that you never set anything but the ground as a gathering area?
>>
>>125897410
only one of them were woodcutters and all of them went the fuck up there to chase small animals (idle behavior). I have meeting halls designated, and taverns and such. they shouldn't be fuckin doing it. but they are.
>>
u>>125897510
Use a burrow and civilian alert to get them the fuck down?
>>
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>>125896449
Define: worth.

Do you mean "fucking absurd and strange at times, ridiculously fun and satisfying at times, and sometimes full on psychological horror" perhaps?
>>
>>125897510
no, they were gathering fruit, and when they got stranded up there they started looking for vermin to hunt as they starved to death.

They won't go up in trees while hunting vermin
>>
>mayor wants a lead door
>build an entire metal industry to get him his fucking lead door
>build it
>demand isn't satisfied
?

well he's getting atom smashed.
>>
>>125897639
You might be right.
>>
Does brook water flood upward or do I need to use a scrw pump to pull the water up one z level?
>>
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>>125898095
>appointed mayor never makes mandates
>works hard as a tavern keep, friends to all
>dwarves keep electing some other fuck who constantly demands backpacks
I don't think they get bad thoughts when I keep appointing the bartender to be mayor and veto their elected leader, but I wish they'd get the hint that this fort isn't a fucking democracy.
>>
>>125898095
"demand" means he wants it set up in his quarters somewhere. different from a "mandate" which just means construct the thing
>>
>>125898769
he demanded it in the throne room and it was in the throne room.
>>
>>125898095
Did you actually BUILD it in his quarters?
Or only crafted it, and its sitting around.
>>
>>125898993
it was in his throne room, where he requested it.
>>
>>125898723
>but I wish they'd get the hint that this fort isn't a fucking democracy.
Being able to make statues of selected events/dwarves and see political leanings when?
>>
>>125899432
That'd be kinda cool actually
>>
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Wait, what?
>>
>>125898723
>Hope
>Adotf
wut
>>
>>125899917
>Slave
How disrespectful Toady, I demand they be referred to as Concentrated Workers.
>>
>>125899917
How do I take slaves
>>
>>125901432
mod your skyrim you fucking freak
>>
>>125901730
Is this a meme I'm not familiar with, or are you in the wrong general?
>>
>>125901730
>skyrim

I don't play skyrim cause I'm not an autistic fuck
>>
Man rough year. I had 5 dwarves starve to death in trees. One dwarf killed by a forgotten beast. And the mayor was killed by a cave in. He took a legendary miner with him - he just snapped and killed him with a battle axe. I don't even know why the mayor had a battle axe. But he did, as he was dying from the cave in.
>>
>>125900223
I'm honestly uncertain as to how you could not associate those two words
>>
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>>125901936
>>
>>125901936
>kek <- this one
>kek
>kek
>kek
>kek
>kek
>>
Can bucklers not be stored in bins? or are my dwarves just taking their sweet ass time with sorting this stockpile?
>>
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>>125901936
>>
>>125902681
Is it an armor bin or is it a weapons bin?
>>
>>125905097
I have a stockpile that I've allocated for bucklers and bucklers alone. It's set to have max bins, and I have spare empty bins lying around in a furniture stockpile

They went and put one buckler in each spot in the stockpile, then left.
>>
>>125858382
ááyyyyy lmao
>>
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>>125841768
>toot-sweet
>>
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Layer 1 complete. Six more to go.

It took longer than anticipated to grind out legendary engravers but what can you do. I've had plenty of fun dicking around with aquifers and giants while I waited.
>>
>Deconstruct my wagon
>Literally dozens of rhesus macaques emerge from their shitholes and steal fucking everything
>My dogs and chickens are severely hurt trying to protect my cloth ropes and bags
Fucking monkeys goddamn
>>
>>125849940
been trying it. So far haven't had any problems with qsping food. Its not rotting and the cat I stationed there has taken care of any vermin that may or may not be attracted due to the lack of barrels.
>>
>>125907412
Kek, did they at least leave the logs?
>>
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>>125907412
my sides
>>
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Is it haram to put my tavern above my fortress?
>>
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>>125907663
No, those bastards know to steal lightweight valuable objects that I'm going to need in the future. At least My expedition leader got some payback
>>
>>125908158
only if there's no lava around
>>
>can't for the life of me get my tavern keepers to do anything. They just socialize and do nothing
>kobold sneaks in to steal some jewels, gets cornered and attacks the barkeep, heavily damaging all his limbs before the militia shows up
>barkeep spends a couple days in the hospital, getting all kinds of treatment
>Surgeon cancels diagnose patient. Patient is not resting!
>barkeep decides now is a good time to serve dwarven beer, while he cannot walk or grasp things.
>drags his ass to the tavern, a smear of blood in his wake as he drags his torn open feet behind him
>fire him from his tavern keeper job, hoping he'll go back to the hospital
>nope, time to go haul some stones
>trails of blood everywhere
what the shit man. What kind of work ethic is that.
>>
>>125908158
The only haram thing here is that tileset.
>>
>>125908750
forbid hauling.
>>
>>125909081
its too late. Unless he gets another injury he won't go back for diagnosis. He got enough treatment that he's starting to heal though, aside from a broken bone on his upper left arm which he never got a cast for, he's back to full health.
>>
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>>125908750
>>
So I have quires that are sitting in finished goods stockpiles, and I have a library with scholars and scribes, with bookcases and bags and tables and chairs....

How do I make them put the quires in the damn library? Little fuckers won't write.
>>
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So I built my 23 different temples, one for each god.

As I sort of expected, some of the more sinister sounding gods that have 1 or 2 followers receive no patronage from dwarves, but instead from some of the goblin visitors.

For example, The Sanctum of Ghosts, the temple to Zitha, the god of suicide, only ever has a single occupant, a Goblin Hammerman
>>
>>125910953
I've heard if none of your scholars has a writing skill, then they're illiterate and will only sit around pondering shit and never writing it down.
>>
>>125911208
But would that also prevent them from actually carrying quires into the library? Fuck.
>>
>>125911615
I suppose its possible, but I would think it's unlikely
>>
>>125910957
you canalways make some temples a lava trap and clean the world from heresy
>>
>>125873314
the bucket is made out of metal, too
>>
>>125911939
Damn, yeah, then what the hell is keeping them from moving these quires into the library?!!?!?
>>
Travelers aren't bothering to rent rooms in my tavern.

Should I care? Is something wrong?
>>
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Spent all that time making sure the dwarfs had the skills good for their personalty.

Oh look its iron.
Magnetite and Lignite as well
>>
>>125912754
It usually takes a couple years of your tavern running before that happens. They only rent rooms when they successfully petition to join your fort as "long-term residents," and I guess the way it works is that they only want to petition if your tavern/fort is famous enough
>>
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Do crossbow dwarves still feel the uncontrollable urge to squeeze through fortifications or jump off several levels just to try to melee enemies with their ranged weapons?
>>
>>125840850
>all those titles
holy shit this is fantastic
>>
I've been genning a lot of small worlds looking for a goldilocks site, and was getting really annoyed with half the planet being obscured by roads. I'm happy to report that removing humans' and dwarves' ability to build roads has no apparent effect on anything at all in worldgen.
>>
>>125913701
I suggest using perfect world.
Savagery and Volcanism are pretty much all you need to change to get great sites.

Savagery can stop civs from going where you want.
>>
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The wiki, under stupid dwarf tricks, mentions a way to control your fort using a goblin in a maze, using its "predictable pathing" to hit desired pressure plates.

But it doesn't go into any detail, even though pretty much every other entry in that article links to a tutorial or showcase of the SDT

Anyone know of a good tutorial on using goblins in this way?
>>
I dont have a military

How fucked am I?
>>
>>125914651
that's a proposal for a project but most of those have never been done
>>
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>>125914993
woops
>>
>>125914651
They go the shortest way into your fort so if you close off the main entrance you could just get them to go a long way through a maze of traps,
>>
>>125915204
Just go into lockdown until it leaves
>>
>>125913904
If it were just a matter of finding a savage volcano I would've embarked hundreds of times by now. Who needs an external tool to find that?
>>
>>125914993
>>125915204
Wait a minute and then it will go back to human form.
>>
>>125915001
I'm pretty sure all of them have been done, just not the "lolsorandum us dorfs huh?" joke 'bonuses'

Also, the goblin computer entry specifically mentions how quick its been found to operate. This definitely isn't a "what-if" scenario
>>
>>125915204
If absolutely all of your dorfs are werecreatures, do you lose when they all simultaneously turn? I mean, during a full moon, you won't have any dwarves. Which usually triggers the "Your strength has been broken." message.
>>
>>125914651
http://www.bay12forums.com/smf/index.php?topic=54046.0
>>
>>125915373
Never really go after volcanoes due to the lack of iron... There was that one I had in a desert once with 4 adamantine spires sticking out of it.
Shame I really sucked at the game back then.
Also had 2 pillars of stone out the front.
>>
>>125915828
>I have made a calculator.
>It took over 75,000 mechanisms and can draw 33,000 power.
hahaha shit, no.

I did find this though http://dwarffortresswiki.org/index.php/DF2014:Creature_logic
>>
>>125908158
What in heaven's name is that tileset
>>
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>>125915856
>lack of iron
Seconded. All out of Iron here and ...everything else.
Just got silver and copper.
Guess i will trade for resources later on.

But hey,i GOT MARBLE.

https://www.youtube.com/watch?v=W0Xc_XRyH48
>>
>>125916182
Ironhand
>>
>>125915435
I did not know this and sent all of my dorfs in with copper spears, axes and picks

A few died, and mid combat the weredeer turned human, in which my wood cutter promptly severed him off in an arc.
>>
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so apparently hemp flour is quite valuable.
>>
>>125916592
now the fun really begins. Inspect all your dwarfs for injuries. If any of them have broken tissue, congrats, you have a much bigger problem when the next full moon rolls around
>>
>>125916760
I abandoned the fortress to ruin because id assume roughly 10-20 dorfs got at least damaged somewhat.
>>
>>125916947
Well, I suppose quitters never lose either
>>
>>125878219
>1 page chronicle
>5 chapters
>>
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>>125916662
>>
>>125916662
fuck goblins
get flour
>>
>>125916662
ya, masterwork roasts of pretty much anything are ridiculous
>>
>>125916947
Good one. Now if you make another fort in the same world, all your potential weremonsters can immigrate there.
>>
>>125913346
Even knowing that the books don't have pages and shit, just the titles and descriptions are a hoot. Plus it's neat being able to write the different types you've read. Makes you want to pokemon it up and go gather one of every type out there.
>>
>>125917591
Dwarf Fortress never ceases to amaze me
>>
>>125917465
I know that foods ridic but I've never seen food worth 10,000 dorfbux per unit.
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