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/dfg/- Dwarf Fortress General

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Choose Wisely.

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: >>127531925

>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DFHack (Out of date):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Starter Pack (Out of date):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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If I started a fort without using any drawbridges or traps, how much more fun should I expect ?
>>
Is there a date planned for the next major release?
>>
Why would the adventurer be neutral good? Chaotic good at best, but, I mean, I spent hours just poking around under great big towns to find tombs with untriggered mummies and dfhacking criminal bosses on top of them, then shoomping the mummy around to large piles of bodies before sitting back to watch the chaos unfold.

The best part: I'm technically not responsible for any of it, so if I just sit back and let it happen, no hard feelings, or I could go jump in and help out and everyone is all "yay hero!" about it.
>>
>>127849162
>implying
>>
>>127849865
nuetral good is the ~intended~ way that adventure mode is meant to go.
get quest, do quest, become here, continue
>>
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>>127849085
EXPECT THE GLORY OF A THOUSAND SHOWERS OF BLOOD AS YOUR MILITIA CUTS THROUGH WEREBEASTS AND INVADERS ALIKE.
TRAPS ARE FOR THE COWARDLY ELF THAT FEARS FIGHTING HEAD ON.
TO HAVE THEIR FLESH MEET OUR HAMMERS IS THE ONLY TRUE PATH OF ARMOK.
>>
>>127850740
Until a GCS/webspinning beast waltzes up to your militia and you realize you have no ranged support.
>>
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Is a 1 goblin siege possible? If so I am pretty sure that is whats happening to me right now.

I've never seen anything like this before.
>>
>>127852210
no, the rest are stealthed, it's a new feature
>>
>playing an adventurer

https://www.youtube.com/watch?v=H6qrREJizY8
>>
>>127849162
No, he's still bugfixing for this one, calm down
>>
>>127849865
>shoomping
I'm pretty sure the scientific term for that is "bamfing".
>>
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>>127850154
Yeah, then you do silly stuff like I just did, deciding to walk from where I started to visit the library on the northern glacier in a 129x129, and haul various books there. No fast traveling, just to do it.
>>
Have you guys ever tried brewing IRL?
If you could brew a drink from DF, what would it be?
>>
>>127858181
ur mum
>>
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>>127857337
Shoomping amuses me more, and there's no [UNDIRECTED_DUST_FLOW] or whatnot to go along with it.
>>
>>127858181
meme helmets
>>
>>127850740
I want to play like this but with danger rooms being mandatory still it feels like cheating even more than traps and bridges.
>>
>>127860602
>danger rooms
>mandatory

Not anymore.
>>
>>127860953
Is the sparring not working at all bug fixed?
>>
>>127861104
Yes. Been that was since .40
>>
>>127861254
He fucked it again in 42.something.
>>
Anyone check if the old Spear of Destiny exploit has been fixed?
>>
>>127861320
Got the bugtracker link for that? As far as I understand it, it hasn't been broken, it's just that sparring was balanced.
>>
>>127861445
http://www.bay12games.com/dwarves/mantisbt/view.php?id=9294
Surprised you don't know. It's been talked about a lot in the general.
>>
>>127861320
I thought he fixed it .04? toady even made a post about why it was happening I think
>>
>>127861338
Shaft of Enlightenment was patched a long ways back, like 40.19 I wanna say?
>>
>>127862112
40.24
>>
>>127861906
It's listed under next update in the bugtracker.
>>
>>127862227
How do you get a well trained military without using danger rooms then?
>>
>>127862170
Guess it was huh, I remember 40.19 distinctly with the stress shit and just kinda smush the later couple of bumps into it in my head.
>>
>>127862768
You don't, that's my point. Dangerrooms are mandatory if you don't want to wait 20 years to get proficient militia or fuck around with prisoner punching bags.
>>
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Is this general going to die?
>>
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Spiderman fort anon here. I need help with a reaction, namely:

[REACTION:PRODUCE_SILK_BLOCK]
[NAME:produce a block out of silk]
[BUILDING:WEAVER_WORKSHOP:CUSTOM_B]
[REAGENT:A:1:MEAT:NONE:NONE:NONE]
[PRODUCT:100:4:BLOCKS:NONE:CREATURE_MAT:STEGODYPHUS_SPIDER_MAN:SILK]
[SKILL:WEAVER]

It doesn't work like I wat. They create the blocks alright, but they aren't made out of silk. Rather, they are simply marked as "blocks", and when I use them to build, the constructions are made out of "unknown material". What am I doing wrong?
>>
>>127868728
>playing as spiders
Therein lies the problem
>>
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>>127869141
Since social spiders are a thing, it's inevitable that someone's gonna make a playable man variant. Just like the antmen.

Interesting info:
http://entomologytoday.org/2014/03/22/social-spiders-divide-labor-according-to-body-size-and-condition/
>>
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>>127868728
Is the material spelled properly?

As a test I just made some brown recluse spider man silk blocks with gui/create-item so the item CAN exist, but silk only has [ITEMS_SOFT] so I have no idea what happens if you don't explicity tell the game "there is an item made of this absurd material here" like gui/create-item does.
>>
>>127870291
>Is the material spelled properly?
I'm pretty sure it is. Perhaps the problem is with the creatures, not the reaction. Currently I haven't given the abiltiy to produce silk to the spidermen themselves, but to the spider that they draw their tokens from. That THIS spider's web making ability works alright I'm sure of; I see the "stegodyphus spider" webs everywhere in the savannas.
>>
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A hammer lord, an axe lord, and an elite crossbowman walk into a keep full of sleeping elves... and a bloodbath ensues randomly.

>>127870645
I'd make sure they have the silk themselves.

Try the reaction with the spider silk by itself instead of the spider man?
>>
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>>127870875
I found the problem. It was a typo which I though I had fixed, but it turned out that I'd only fixed it in the raws, not the save.

Now it works just fine.
>>
Question about Inns and Temples:

I built chests in both of them, and I have made mugs and instruments, now will the dwarves automatically store them in their respective locations upon use, or do I somehow need to place the mugs/instruments myself?
>>
>>127873819
The mugs and instruments will place themselves, no dwarves needed.
>>
>>127873974
Yeah mugs will place themselves, all over the fucking fortress.
Fucking little shits stop taking mugs with you to the fucking workshops just drink from the barrel like ancient dorfs christ.
>>
>>127873974
>>127874661
Don't you have to build the larger, standing instruments as furniture?
>>
haven't played since just before the hauling update, and stockpiles are fucking with my head now

I have a stone stockpile next to my mason's workshop, its filled with hematite. I tried to forbid metals and economic stones from said stockpile, and have another one open that accepts metal ore, but nobody is moving it. This is preventing them from putting the Gneiss that's all over the fortress into the stockpile, and for some reason my mason won't work with stone that's NOT in the stockpile (I suspect it has something to do with me trying the give/take command from the stockpile, but when I removed all give commands it made him unable to use anything instead of everything).

Also, I set bins to maximum but these assholes aren't using the bins, how do I fix?
>>
How many books can 1 bookcase hold?
>>
Wooden bolts + Draltha = Grand Master Marksmanship in a year.
Its morbid how many bolts are stuck in the current live target, and it seems unable to die by them.
>>
>>127876921
For your stone stockpile, check how many wheelbarrows you've allowed. It defaults to one, and once there's a wheelbarrow in the stockpile it will only generate as many simultaneous jobs as there are wheelbarrows in the pile. So that means 1 dwarf hauling stone at a time, which can be really slow and easy to miss. The max in vanilla is 3, but dfhack has a plugin to allow as many as you like.
As for your bins, it's hard to say what the problem is without looking at the stockpile and your stocks and your dwarves. If you have bins, they'll put an empty one in the pile, fill it, and then add more as needed. There's a lot of buggy behavior with bins, and with items in containers in general, so you might be better off with your dwarves not using them.
>>
>>127848587
>2016
>playing rpgs with alignment

Alignment is an outdated as fuck mechanic that no one uses anymore.
>>
>7mil wealth
>125k exported
> about 50k offered
>3 full steel squads with admantine weapons and shields
>still a village

My civ wont even make me a barony.
Started my game in year 2 of my world.
I tried keeping the liaision from meeting with my mayor until AFTER the caravan left, didnt help either.
>>
>>127884864
Did you also have the job requirements?
>>
>>127885413
Of course, craftsdwarf at 20 is pumping all year round, woodburner churning coal, jeweler at 20 cutting and encrusting, 3 cooks churning out, 4 brewers 10 planters, and a carpenter making about 50 beds a year, I dont know what else to do. Maybe its because the world is so young?
And of course my smiths on permaduty
>>
>>127885765
Age of the world shouldn't matter. If you've hit all the triggers you should get the offer. Had reached them when last year's caravan left? Because this year's liaison is probably going off last years numbers. Either way, if you're sure you've hit the triggers and go another year without the promotion I suggest teporting it as a bug.
>>
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Any point in putting performers in the temple as opposed to the tavern?
>>
>>127886543
Unless you have a very large fortress or a pantheon temple, there's no real point in assigning a performer to one, especially if that temple only has like 5 dwarves in the entire fort who go there.
>>
>>127888298
what do they even do, just socialistic during the praying?
>>
how much of a hipster fuck would I be if I tried to set up DF on my steam controller
>>
>>127889207
Just a normal faggot.
>>
>>127889207
Doesn't sound very hipster at all, only hard to make it work without being clunky. But if you do somehow find a setup you're comfortable with, I could see it being rather nice.
>>
So I built my little faggots an archery range, but they would rather sit around and pray and listen to music all day then train

I quadruple checked equipment/ammo and everyone is equipped with crossbows + training bolts, schedule is set to train year round and I put them on alert, what am I missing here?
>>
>>127889979
the more I think about it the less possible it seems given the different prompts in every fucking menu; you'd have to bind the entire keyboard or else just live with scrolling through every menu
>>127890265
>I put them on alert
active/training should suffice. an alert may actually prevent them from training depending on your burrows and alert settings
>>
>>127863287
>'20 years'
>not giving your military live training experience
>not assigning them to go slaughter wildlife
>not trapping creatures/invaders and releasing them in a designated coliseum for your military to stab to death

Yeah more than a few dwarves will die in the process but thats what makes it fun. Also when you finally get 3 or 4 dwarves with good enough experience that'll keep them from getting wrecked every seige, it makes invasions much more exciting knowing that theres a real chance your military can actually get slaughtered with a few lucky strikes on your only decent dwarves.
>>
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>>127878676
All of them?
>>
>>127888517
Performers do all the normal shit they do in a tavern or inn, they just do it in the temple instead.
>>
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why is this dorf scattering seeds everywhere
>>
>>127863287
>uber military
>unbreachable fort
That's a boring playstyle
>>
>>127890265
Did you assign it as archery range? Did you build it in the right direction?
>>
>>127891092
the food stockpile holding seeds has run out of space. make another food stockpile set to only accept seeds, and a dwarf should eventually clean up the mess.
>>
>>127891092
Urist Helmetseed.

He's eating, I think.
>>
>>127891208

Yes and Yes

>>127890360

I'll try taking them off alert, but when I do they go back to their civiliian job titles
>>
>>127891470
you have them set to minimum 10 or at least minimum [militia size] on the training orders?
>>
>>127891651

Read the archery guide on the wiki, not only did I forget about quivers but I also fucked up the militia size for training orders

thanks all
>>
>>127868728
The reaction is alright. You need to specify the block's material, so the game either doesn't know what the material specified is or doesn't recognize the way you put it in. Have you defined the material elsewhere? Check the error log
>>
noob here again, how do you establish a water source?, i know is in zones, etc but i keep selecting the river and still no water source, ever tried with a lake in a cavern and still nothing
>>
>>127876921
Only stone blocks can be stored in bins. This fucked ms over for ages too. Set your mason to make stone blocks on repeat whenever he's not doing anything else. Using blocks has the added bonus of speeding up the construction of walls immensely and increasing their value.
>>
>>127894374
After designating an area, hover over it in the zones menu and hit the key for water source.
>>
Did they remove combat logs from fort mode or maybe I'm crazy for ever thinking they were there?

got bored of my fort and decided to send my militia on a rampage, but I only ever get "so and so was found dead" and never any detailed combat.
>>
>>127895465

Nevermind I'm stupid. Haven't played in forever, forgot it was [r] and instead kept pressing [a]
>>
>>127894867
i've done it but, still no "water source"
>>
>>127894374
'i'nteraction zones, designate a space either immediately adjacent (diagonals count) to the water, not actually over the water.
turn on the 'w'ater source activity.

wells don't need to be designated as a water source and will function as long as there's enough water directly beneath in a completely unobstructed vertical fall (ie; grates will block the bucket from going any lower than the grate, even if "open")
>>
>>127892340
YOu also need to activate the squads tranining in each archer target.
>>
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Easy to take for granted travel mode, but mountain climbing remains a matter of actually getting there.
>>
>>127894183
Like I said earlier, I got it to work. I found out that it was due to a typo. Creature mats don't need to be specified, either. The spider men are set to use ordinary silk, and thus, just selecting CREATURE_MAT:STEGODYPHUS_SPIDER_MAN:SILK is enough.

Now that the workshops are working, my next step is using interactions to make my spider people moult anually. The moulting should have a healing effect on them(which compensates for their lack of hospitals), and should leave a chitin(if this is possible. If it's not, I'll have them leave spiderman leather or something behind instead).
>>
>>127880867
I just stablished a squad with full steel armor and training weapoons to attack a Draltha.
The poor thing keeps vomiting and dragging away, while my dorfs investigate the effect of pulping a living beeing and become better warriors.
>>
>>127896141
I had no idea this was a thing, neat. Naming scheme seems unique as well. I didn't even know mountains had names.
>>
>>127896141
I wish there were more cliffs and ravines on mountains. Well, more terrain variation in general.
>>
what features will be added in the next patch?
>>
>>127896891
Not only that: moving up a slope should always cost stamina, and if you fall while standing on a slope, you should roll down and potentially take damage.

Most video games don't pay any attention to this, but tripping down a downward slope can be just as dangerous as a free fall.
>>
>>127897793
If not moreso, the compounding injuries can hurt far more of your body than just breaking your legs or hips or something in the case of a survivable freefall.
>>
what does the average dorf fort player look like?
>>
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>>127898068
>>
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>>127897304
>in the next patch
>the next
>>
>>127897304
Read the dev posts
>>
>>127899108
>>127899715
what happened?
did toady die?
>>
>>127899812
No, he didn't. He's still working on the bugfixes. I'm just telling you to stop being lazy and read the dev posts
>>
>>127899912
Oh when i said what will be added on the next patch i meant that like "what new features would you guys want"
>>
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>>127896862
It's generally quite a trip to reach them, they show up in legends/engravings though.

>>127896891
Heck, I've had peaks which fit an embark tile that topped out around 140 Z, freaky spike mountains. Most sheer cliff was only a dozen or so z unless you count the weird exposed volcano tubes that I've seen hit 100 or so z straight down the side occasionally, with 50 or 60 being pretty common.

>>127897793
Well, it is as tiring as normal movement due to gravity being abstracted.

You can definitely fuck yourself up if you do something dumb like try to hop down a couple layers to speed things up, but that's the closest to the tumbling down hill you really get unless you count losing hold while climbing.
>>
>>127896862
When you're embarking in fort mode you can see the names of the regions and map features in your selected embark area. It's either to the bottom left or in the center above the map, I forget now. It's always the bottom left in adv mode.
Every distinct biome is counted as a region with its own name. For example, my current embark covers the regions "The Prime Lake", "The Jungles of Adventuring", a swamp whose name I forget, and a volcano called "The Joyous Rage". There's no way to see the names of the regions you're in after you've embarked, so make a note if you want to remember.
>>
are opossum men dangerous?
i just started playing and they are fighting dogs outside my fort
>>
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Never seen a dance like this one before, there's one group of dancers making a little circle and another making a larger circle and they kinda reciprocate past each other like a gear.

>>127903006
Well, you can use open-legends to check them out too.
>>
Butchering problems again. Are Puffins not butcherable to begin with? They're now in a stockpile next to my butchery and even manually selecting the task gives "needs butcherable nearby item".
>>
Is pitting humanoid creatures broken? I want to empty my cages but i can't find troglodytes in the pitting menu.
>>
>>127904197
not allowed to directly pit (semi-)intelligent creatures, since Toady figured it goes against dwarven ethics.
>>
How many Z-levels down can Dwarves fish and how safe is it to fish on a edge over a pool the dwarves couldn't swim out of if they fell?
>>
>>127903386
Not in any way, even your average dwarf without equipment can punch some of them to death
>>
>>127906191
yeah i realised when the stray dog killed two of them at the same time
>>
>>127905732
dwarves can only fish directly below their current z-level
dwarves are never in danger of "falling in" to the water by random chance; the only way to actually be forced into water is if they dodged an attack during combat.
>>
>>127905632
so how do i get them out of the cages, nonviolently? sell them?
>>
>>127907383
If you construct the cages near the end of the map, and then use a lever to open them, I guess they'll run for the exit(although sometimes, retreating enemies will decide to hit your tavern, where they will cause the exact kind of mess that they do in adventure mode, except with a weapon and skills).

Selling them won't help, since this will only rid you of the cage: the goblin will simply be put in another cage.
>>
>>127896209
Mannerisms might be capable of that, but I haven't looked into them at all.
>>
>>127903691
some small animals cant be butchered, ravens, owls, etc.

it's a bug
>>
>>127909386
I don't think that's a bug
>>
>>127910070
http://www.bay12games.com/dwarves/mantisbt/view.php?id=0874
>>
Oni mod guy here again. If I want the creature to have different numbers of horns, can I somehow use creature variation tokens or do I need to do it with castes? For that matter, can variation tokens change horn length?

Oh, and what do you consider to be the plural of Oni? Onis looks stupid.
>>
>>127910854
Just because it has a report doesn't mean it's a bug
>>
>>127910857
It's nip, so there's no actual pluralization. One oni, two oni.
>>
Another of my Glacier starts got kinda fucked, because no fish are spawning in any of the 3 underground caverns and I haven't seen any Yetis either and my Hunter is ignoring all the Albatrosses outside.
>>
Were zombies buffed or something ? I just jammed the skull through the brain of an elf recruit corpse and it's still trying to hit me.
The fact I'm walking around with 5 shields and a shiv might not make the task easier though.
>>
>>127913012
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
>>
>>127910857
"The plural of oni is the same as the plural of goblin or wizard: war."
>>
>>127913012
>He thinks elves use brains.
100% of the races who use brains often cut down trees, so elves obviously don't want to associate themselves with the stereotype.
>>
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>>127917790
>I fawn in your general direction
>>
Was there a DFHack command that ignored warm/wet stone warnings?
>>
>>127917790
>https://www.youtube.com/watch?v=qRxwBb7ev1Y
>what happened moments later
>>
>>127915695
>just cut a zombie goblin's head off the body
>it didn't kill it
I also became a vampire along the way but zombies still attack me, is this new ? I thought they didn't attack night creatures.
>>
>>127891106
>>127890617
The point still remains that sparring is bugged. You're accusing me of having a boring playstyle when 42.03 was the first time ever that I actually resorted to dangerrooms because they disgust me so much. I do send my militia out to fight wildlife and use traps but it's not always practical for various reasons and sometimes I want something for them to do while I'm working on other aspects of the fort. That's what sparring is for.
>>
>>127920696
If you started attacking the zombies before you turned vampire, they'll still attack you when you turn into one. Same if you attack one now while you are a vampire, they will retaliate.
>>
>>127920884
Well that makes sense.
At least I'll be able to hone my skills.
>>
>>127920696
There's a bug in all post-0.40 releases which causes resurrected corpses to keep their old loyalties, meaning they'll attack whoever they fought before they died, even if it is the necromancer himself. This also causes mist zombies to fight each other.

I also think that if you become a vampire/necro AFTER you've already been attacked by a certain undead, he will remain hostile forever.
>>
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>>127848587
I don't remember how a dwarf start a party at a table. Can you hint me ?
Should I set multiple dwarf assignments at tables or a huge one ?
>>
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I see your grand army.

I raise a ghostly militia.
>>
>>127921747
Once a dwarf becomes a ghost, he will also become a ghost in all historical records.

Your engraving is of the dorf when he was still alive.

Imagining that portraits of dead people become "ghostly" is fucking terrifying, though.
>>
>>127921694
Make the table NOT be a meeting room, and you should be fine.
>>
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>>127923556
I was trying to fool the ignorant. You spoiled my fun.
>>
>>127923864
All right thx
>>
So, I've made a little pond of water 3/7 deep and I've built three ramps of soap so that my dwarves entering the fort will have taken a bath.

The problem is that the dwarves are not going through the water and as such I've had to build a floor over one of the 3 tiles.

This has worked in previous updates, does anyone have an idea as to what is going on?
>>
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>>127924637
Do they have to path through it or do they just sit on the far side?
>>
>>127924873
they were unable to cross it until I built a single tile floor.

Not only that, but I was unable to build anything on the surface has my building materials were not accessible there.
>>
>>127920815
I'm not acusing, I'm stating. It's boring.
>>
My oldest squad has gotten to proficient axedwarves in 3-4 years, but their armor user is still dabbling. Half of them have ZERO experience in armor.

this shit is bugged.
>>
>>127911543
There goes that fort. For whatever reason my Military Axedwarfs didn't bring their Copper or Training Axes to battle and got overrun by Underground Fun.
>>
>>127925009
Okay God.
>>
>>127925697
Are they getting hit at all? That's what raises the skill. If they become good at using their weapons/shields, they won't get hit on their armor as often as they just block/parry.
>>
>>127926150
Well, they're proficient in shield skill too. I suppose I'll try removing their shields.

I'd rather not use danger rooms, and my options of live training are storks and demons. Goblins and elves sieged me once, but never came for a second try. Despite having 120 dwarves, four million created wealth and year 95 in a world where there should be plenty of beasts (age of myth, I thought I increased the beast amount) the only beast I've had was a cyclops that wandered to one of my traps and died.

On top of that, the walled off demons plummet my FPS to 25. I'll forge an adamantium set and try to shut down hell. If it fails, I'll fight to the end and then start as an adventurer...
>>
>The dead walk. Hide while you still can!
>three unded in unit screen
>prepare my five militidwarfs for the worst
>unpause and they are gone
>>
Where can I find steel swords (preferably two handed) in adventure mode? And now that I'm a vampire necromancer, what do?
>>
>>127927824
AFAIK only larger races create steel two handed swords, and only dwarves use steel.

You can mod humans to use steel too, I guess.
>>
>>127927592
Heh
Enjoy it
>>
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The elves brought a sort of harp with never-still strings. Are instruments with divine materials made at worldgen?
>>
>>127930149
No idea, but it's not the first time I hear about instrument part being made out of divine mats.

Everytime I heard about it, it has been strings brought by elves.
>>
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>>127930149
Sounds like it would be annoying... need a big sound-proofed box to shut it up.
>>
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This can't end well.
>>
Ive never built a leather industry before, is there an ez animal to do it with?

Dunno if I wanna dick with setting up an outdoor pasture cause I feel like animals would freeze to death/get killed by wild animals. Plus I think some grazing animals take a while to mature

there an animal that doesn't need to graze and mature relatively quickly?
>>
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>>127932958
How boring.
>>
>embark
>hunter starts shooting at a rhino
>breaks over half of its body parts
>runs out of ammo
>rhino lives
>hunter picks up more ammo
>goes to shoot a different rhino
>rinse and repeat until no ammo left

I'm feeling like assigning into a squad and making him melee the 3 rhinos he left alive.
>>
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Why reindeer are considered dangerous animals at times? My butcher must be a fucking pussy for being afraid of them.
>>
>>127941591
>Mass: Male: 350 – 400 lbs (Adult), Female: 180 – 260 lbs (Adult)
>>
>>127917790
so is this a confused siege looking at a raised drawbridge, or a modern tavern-conscript militia?
>>
>>127924286
>>127921747
>Thaddodom
>42.04 dwarven artists now become pretentious and adopt a single name once they reach masterful my natural means
I must have missed that in the changelog.
>>
>>127945690
probably the second.
>>
>>127924637
soap can only ever "clean" a dwarf when the dwarf picks it up in bar form and chooses to clean themselves. this is a very low priority task, and only happens when the dwarf has enough grime or other contaminants on them. making constructed ramps from soap prevents the bar from being used at all (preserving it for use in a hospital for example)

Dwarves will also not path through water if they can help it. building a mist machine is better (coating dwarves in water and removing contaminants) and with an added happy thought.
>>
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>>127946886
They will path through 3/7 if you make them though.

Using soap for the ramps doesn't matter, but I approve because it amuses me... though they'd really be hazardous as hell.
>>
Any sitrep on the project to correct the material values for organic tissues?
>>
>>127941591
Hooves and horns.
>>
>>127933397
Not enough dwarfiness. Step your game up, senpai.
>>
My cocks aren't fertilizing eggs. Chicken or Turkey. They're in a closed room together with the correct species.
>>
Should I start a santa fort?
>>
Ok so a new version is out.. I don't really understand any of the changes.

Is it all to adventure mode? Or does Toady still update fortress mode? I dont play AM ever.
>>
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>>127951018
He updates the world, and the world interacts with fort mode in certain ways.

Go make a tavern and some temples for your dorfs, they take breaks to satisfy needs instead of a general "on break" job, visitors show up to party, drink booze, steal your books, and get killed by goblins when you lock the inner fort off from the tavern during a siege.
>>
>>127949719
dey prolly gay
>>
>>127933230
Your options are:
1. Build wall, make pasture
2. Breach caverns, make underground pasture
>>
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So is this random wombat woman I met on a mountain actually a super wise hermit or a brilliantly stupid moron?
>>
My hunter has shot 200+ wooden bolts at these Giant Tortoises without injuring them. They probably don't put a dent on the shell, but the tortoises are fucking gigantic, so head shots shouldn't be this hard.
>>
>>127953290
Reptile skin is typically thick though.
>>
>>127953528
Must be. They don't even bother running away. The hunter just blasts full quivers on their face from 1 tile away and they don't move.
>>
>>127933230
Unless you mod, every animal gives the same amount of leather regardless of their size. Pigs and geese are two good choices for the leather industry for this reason. They both mature at 1 year old and don't have to graze. Most baby animals will be too small to give leather, so fast maturing is the most important thing to consider.
>>
>>127946004
No, you just failed at reading the screenshots. The dwarf's name is As Thaddom.
>>
>>127955375
Or you can do what I do and drop them into a huge pit with sawblades at the bottom, then butcher all the pieces for lots of leather
>>
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>>127955592
Basically what I do in adventurer mode, hack limbs off before killing to get a better yield of the tougher leather types (modded dragon hide, similar properties to steel where applicable) when they're less common in a world.
>>
>>127953290
Giant tortoises are a real life species, they're not actual giants. Their giant variant in df is "gigantic tortoises".
I was about to post a snarky comment about throwing sticks at Gamera before I remebered that, so let's just all assume it was really funny and completely complimented this image I grabbed to accompany it.
Really, though, you should give your hunters some metal bolts if you're doing it for food and not training.
>>
>>127955592
That only works for wild animals. Tame/trained creatures that die from any cause other than being slaughtered in a butcher shop can't be butchered. It's an ancient bug.
>>
>>127956476

Well that would explain why I have a shortage of cow leather and not unicorn leather
>>
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I've never had a king or queen before. In fact, I capped my population at 50 to avoid such problems (currently pop is 38)

Am I gonna have to build a bunch of bullshit now? How did this even happen
>>
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>>127956310
I'll give ya props for the Gamera reference, loved that shit when I was little.
>>
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RRRRRRREEEEEEEEEEEEEEEEEEE

she was muh designated mason, she didn't have anything. Now I gotta pull all this out of my ass.

W-Will she at least still act as a mason?
>>
>>127957429
As the world is active now gobbos could have rip'd the queen and that's the closest relative.
>>
How do you buy stuff from merchants? I went to an armor shop and chose to 'trade/settle debts' with all of them but they only have currency, or nothing
>>
>>127957878
She will, it's a bug though. Nobles are supposed to lazy, but they aren't. Just demanding.
>>
>>127958312

When I started my Fortress, there was only one Dwarven Civilization in the world. If my Fortress RIPs will I not be able to play fortress mode on this world save again?
>>
>>127959942
You will, you'll just be playing as a dead or decimated civilization.
>>
>>127959942
>>127960128
I should add: it's not guaranteed that your civ died, just that your monarch died. It's entirely possible that your mason was just next in the line of succession, or that your monarch had no heir and your mason was selected (kind of but not really) at random.
>>
dead thread, dead game
>>
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>>127962092
>After a polite discussion with local rivals /dfg/ has claimed the position of queen of the spergy spergerspergs.
>>
http://www.bay12forums.com/smf/index.php?topic=36256.msg6724582#msg6724582
>>
>>127962678
>http://www.bay12forums.com/smf/index.php?topic=36256.msg6724582#msg6724582
What am I looking at here?
>>
>>127963749
looks like an URL, mate.
>>
>>127964209
you mean that these shapes mean something?
>>
>>127963749
We got a shoutout from 9dots.
>>
Thought my Fort was done, but a group of unarmored peasants took 3 Magma Crabs down surprisingly well. Only minor casualties.
>>
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>>
>>127968316
FLEE
>>
>No outpost liason? how curious

second year in a row I've gotten that message, WHAT DOES IT MEAN
>>
>>127969148
It means your liaison died like a bitch, and it might mean more than that.
>>
>>127969148
Your liaison is either dead or otherwise detained. The monarch will appoint a new one. Eventually. Many players take this as a sign that a civ is in its death throes, but my experience has always been that the liaison starts showing up again and it's back to business as usual.
>>
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>>127968865
FLEE WHERE, THE FLOOR IS LITERALLY LAVA!

I KNEW I SHOULD HAVE BEEN PAYING MORE ATTENTION AS A KID!
>>
>>127969861
>>127969684

b-but I AM the monarch
>>
I just created a Gobbo Adventurer in a 700 year old pocket world. Spawned in a human fortress where there is currently an insurrection going on against the people in charge. Weird thing is, no one has any weapons, they are just wrestling each other.

It's like I stumbled upon the biggest bar brawl in history.
>>
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holy shit that was painful
>>
>>127971908
Huh. The liaison is supposed to migrate with the monarch. Did you inherit it or hit the triggers? If you inherited it I don't know how a new liaison gets appointed, which is irrelevant anyway because the capital doesn't get visited by the liaison anymore. On account of them living there.
>>
>>127968316
Just curious, do your superspeed adventurers move fast enough to skip on water and magma like minecarts do?
>>
>>127968316
Can you climb the clay wall? Is it onnected to the rest of the temple at all? I can'y see any ramp. If there is as much as a hatch, you should just try to cimb through it.
>>
So /dfg/, what setting do you use when you generate a world?
>>
>>127962678
I like their art.
>>
>>127977596
I used to be working on an Advanced World Gen suite that would make megabeast heavy archipelagos.
I lost it recently, more the pity, but in general, I like high beasts, high site count with a lower civ count, and high mineral frequency.
>>
>>127977596
I just do a few tweaks to make caverns more open
Stop periodically eroding high cliffs and usually try to get some steep cliffs in valleys to play with

Also remove evil squares from large regions
>>
>>127978416
Why the low civ and archipelago tho? Doesn't that mean you potentially miss out on caravans and sieges?
>>
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Do humans normally roll with goblin sieges?

I had a bunch of goblins siege me and some random ass dude.
>>
>>127978767
It's a kidnaped human

Once I had a few elves and dwarves roll in with the siege, it's not that uncommon
>>
>>127978643
Potentially. Most of my fiddling with the settings was trying to get a map that ultimately looked similar to the Caribbean: a few large islands with scattered small ones.

But I value building in interesting environments more than the interactions between civs right now, and I get by and have fun well enough without traders and invaders.

>>127978767
Goblins have always been kidnappers, and in the last release, willful immigration became a thing. It happens.
>>
>>127962678
>vg/dfg
He knows about us!

I hope he starts posting his new shit in the general, like Timbukdrew.

This is a good day.
>>
Quick Question /dfg/:

If I wanted to be super cheesy and embark with nothing but 7 miners and 7 picks, mine out as much as my fortress layout as possible before they starve to death/murder each other, could I then Reclaim the fortress with relative ease? I know when you reclaim with things already inside everything gets scattered, and in some cases the fort gets inhabited by hostile creatures, but by just mining out areas I should be fine, right?

basically instead of "organically" growing my fortress I want to mine out all the areas I want first.
>>
>>127980614
It should be fine. I haven't done it myself, but I've heard of several people who have.

The hardest part would be burying the increasing number of bodies before they become ghosts.

Also, the new needs system might change your conditions, but I'm not sure.
>>
I m interested to know is there finite number of enemies in caverns or do they just keep spawning? Like is it possible to wipe every creature in caverns and then be relatively safe in it ?
>>
I want to praise Armok by slaughtering entire Elven civilizations.

How should I best do this?
>>
>>127980614
just go with 5 miners, 1 mason/woodcutter/carpenter and a single farmer/cook/brewer
>>
>>127981874
Why would it? Just like the world has a fauna above ground, it has one in the enormous caverns as well.

What you call "enemies" are just animals living in the caverns. They're a static element there, just like keashits are a static element above ground. Most of them aren't that dangerous either, so I don't understand why you can't feel "safe".
>>
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>>127978840
>>127978852
Guess I killed him for no reason then.
>>
>>127983349
Nah, he was a foreign invader coming to steal your booze and craftworks.
In either situation, he's an enemy.

Either he was indoctrinated into evil and "goblinized" as a youth, or he joined the goblins willingly as an adult. It's an Old Yeller situation either way.
>>
>>127984514
Actually, the kidnapped kids never become goblinised. They keep their old names and ethics. It's the second generation that becomes goblinised.
>>
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I'm getting better at creature modding. Please give me ideas for medieval eastern europe flavored monsters
>>
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>0xp swordsman kills a cyclops in a single strike
>>
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>tfw painstakingly laying out the perfect bedroom and workshop (not pictured) plan manually

embarked with nothing but 7 pickdwarves, will reclaim later. I sure hope they finish everything before they die
>>
I HAVE TO MANY DWARFS AND ITS SLOWING DOWN MY GAME. WHAT DO?
>>
>>127988396
Embrace it
otherwise
MAGMA
>>
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>>127987694

Dolomite, Magnetite, Platinum AND bees?

I've never been so lucky
>>
>>127987154
Baba Yaga? Have her live in a lair.
>>
By the stone, live!
>>
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I have 2 goblins in eternal combat with an undead head, which can neither damage or be damaged.
I did this to powertrain them. They are both elite in their skills now.

My problem: how the fuck do I seperate them now. They remain on the same few tiles, unmoving. I tried baiting them out to my cage traps with a bunch of pleb dwarves, but to no avail. The area is too small to make a cave collapse and knock them into any cage traps.

Wat do.
>>
>>127992450
dig from below, dropping the undead head on another tile
>>
>>127992450
Unless they're standing in the same tile as the head you could just drop a 1 tile cave in on the head.
>>
>>127992631
One of the goblins is on the same tile though.

>>127993991
I prefer to keep the undead head alive for further experiments
>>
>>127947393
Honored anon, would you consider posting pics of your dorfwash? I wish to construct.
>>
Guys, would you like to do a sucesion fort?
>>
Oni modding report: It's going rather well. I gave them a bunch of gigantic new weapons, but the inability to use high-level materials. They also have merrymaking and martial prowess appreciation at max and stoicism at zero, and PRONE_TO_RAGE, as well as killing enemies set to required, so they're like bigger dwarves that live aboveground and substitute science for aggression. Building aboveground forts with clay and huge interconnected towers is fun.
The biggest problem when playing as them is satisfying their needs. They don't inherently value art (unlike dorfs who have craftsmanship set to 50, the maximum) and they all absolutely love fighting. I basically have to draft them in turns so they can go kill random wildlife.
Is there some way to get tavern brawls in fort mode?
>>
>>127995404
I assume they're gigantic? If so, heads up:

http://www.bay12games.com/dwarves/mantisbt/view.php?id=4843

>Clothing thickness scales linearly with body size => giant creatures have insanely thick clothing
>>
>>127995639
Huh. While they're not fuckhuge, just a couple heads taller than humans, that's all the more reason to make them wear little to no clothing. If I were to remove all clothing aside from sandals and pants from their raws, would they get unhappy thoughts from not wearing much? If so, can I disable that? I'm not exactly picturing them as very shameful.
>>
>>127995193
I doubt it would work very well, but we can try. If this becomes a thing I would gladly do an early year (PC is shit) and help organizing
>>
>>127996168
Yeah, It could be cool, but maybe we should try to use trips so this doesnt become really confusing.
I guess we could make someone roll for it(dubs or trips) and the winner downloads it
>>
>>127996441
Just set up a list of email addresses. If only one person has the current file there won't be a problem.
>>
>>127995193
Every few months anon floats the idea of doing a succession fort, and it never happens because most of us aren't willing to trip for it. I wish you luck.
>>
>>127995971
http://www.bay12games.com/dwarves/mantisbt/view.php?id=5775
Well, apparently I can't. Shit. I guess I'll just play it off as them just having a tough hide while only giving them sandals and vests.
>>
>>127997164
>>127996441
>>127996168
>>127995193

Ok, lets do it then.
First, we should create the world and choose where to settle, right?
>>127997251
The key is just start to do it right away.
Answer this post asking what would you want/need about this fort.
>>
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>second year
>migrant wave of 35

if that wasn't bad enough, half of them are children

>>127995193

Is it time to revive the tomb of /v/irgins?
http://steamcommunity.com/groups/Tombofvirgins
>>
>>127997512
Dindnt knew about that, so i guess no.
>>
>>127997408
>Answer this post asking what would you want/need about this fort.
I don't understand what you mean by this.
>>
>>127998595

probably asking about the world settings and the embark settings

personally anything's fine with me.
>>
>>127999041
that was what i was asking for, and if you want mods, or something speciphical on adv. world generation
>>
>>127999245
Use the ebin world gen here: http://pastebin.com/R7awYp93
>>
>>127982926
I never went to deep into discovering it I just saw trolls and crocodiles in it and they are not that friendly. Was just interested if is it possible to get completely rid of them but it looks like it is not. Thank you for answer.
>>
>>128000174
Is there something special about the world? The parameters look pretty normal.
>>
>>128000174
You can hunt the local pops of any animal to extinction. It's not unusual for old forts to have no wild animals show up, or only a few species, due to years of hunting.
>>
>>127999442
Ok, ill use this.
What year do you want to start?
>>
>>128000620
I like 200 personally.
>>
HELP
WHAT THE FUCK IS GOING ON
2 elves started fighting each other in my tavern and now every visitor is attacking each other or my dorfs
>>
>>128000831
it's a regular brawl, isn't it?
>>
>>128001034
Most of the people didn't even witness the first fight to begin with, and are brutally killing eachother in various different locations.
I've had brawls but nothing this serious.
>>
>>128000831
It was inevitable
>>
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>>128000831
>>128002369
>>
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>>128000669
Sorry, 145 max.
Well, where do we settle?(can show zoomed points for info
>>
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Best FPS way for dwarfs (plural) to go up and down the vertical fort? Evidence?
>>
>>128006852
>dwarfs
Dwarves, dummy.
>>
>>128006852
I don't know about methods (I assume you are talking about stairs vs ramps, etc), but the number is more important. As many as you need as little as you can afford.
Same for any pathable tiles, actually.
>>
>>128009045
Dwarf is one of those weird words where both plural spellings are correct.
>>
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>>127992450
Alright, I made the problem fucking worse.

So I somewhat fucked up with the whole "dig under them" thing. I managed to cage one, but the undead head and the other goblin kept fighting. I couldn't seperate them.

So instead I planned to just kill the goblin and then guide the head to the traps.
I didn't fucking know you couldn't force human mercenaries out of combat (like you can with dwarves by making them flee to burrows with alerts)

Wat do.
I can do a little cave in right on top of the head, but that will kill one of the soldiers. I also kinda want to keep the head.
>>
>>128006852
I've heard ramps
>>
>>128006068
Close to other civs for siege potential. Either a flat area or steep cliffs. Or go full retard glacier embark
>>
>>128010051
Will a cave-in deconstruct cage traps? You could put some under them and then remove the ground. In any case they might end up on different tiles that way
>>
>>128011353
Cave-ins destroy buildings underneath, so that probably won't work.
Not to mention even making the cave-in happen is really hard because everyone joins the fray once even remotely close.
>>
>>128011597
Well most of the work can be done from underneath. Hurrah for supports and levers!
>>
>>128011597
Use water to try and separate them?
>>
>>128013146
I guess it's time to put those pump operators to use and build a bigass pump towards my fort.
>>
>>128011123
Do you mind aquifers?
>>
>>128013743
It depends. I find them annoying to punch through because I like building multiple exits and stairways with cross-connections and like making ramps instead of boring 3x3 stairs. But honestly pick what you like
>>
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>>127974719
Sadly no, people I tackle do though.

>>127975324
Nope, had to advfort myself down in there originally, I'll dig my way back out later I suppose.

>>127994321
That's it right there.

The compact one I do is just the 3 tile wide ramp, two entrances to either side of the accessible tile for a pump which points towards an open space. Then on the level below I put two fortifications under the pump, adjacent the ramp squares. Order a pumping job and it flushes the gunk out, plus if anyone teleports through a wall into the square on the wrong side of the fortifications you can flush them out with the pump.
>>
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>>128013923
>>128011123
How about a freezing haunted glacier with a volcano in it, the ability to make steel, and close to baddies
>>
>>128015148
Perfect
>>
>>128015148
>>128015957
How big should the embark zone be?
>>
>>128017153
4x4 is fine
>>
>>128017249
that small?
>>
>>128013563
Rip FPS
>>
>>128017392
4x4 is a pretty big embark. It's the default size, and anyone who wants to play their fort for any significant period of time will usually go smaller. If you've ever embarked on a 4x4 and used more than ~10% of that space, I'd like to see it.
People on toasters will probably already have terrible fps on a site that big; any bigger and you're barring a lot of players from participating at all.
>>
>>128015148
Anon, you're not on the volcano or the glacier in the embark area you have selected there.
>>
>>128018404
ok, you convinced me.
How should we do this?
Do you all want to see their personalities?
>>
>>128018404
I'm on a toaster and I play 2x2 at max, in many cases 1x1. But I like to abuse z-levels so I don't mind
>>
>>128018975
yeah, i corrected that, don´t worry.
>>
>>128019032
All your decision, assuming you wanna play year 1. Don't use a name based on an existing fort please.
>>
>>128019354
Nope, Im not gonna do year 1, My role here is just to receive and transfer the fort between the different anons. Thats what Im asking you all for the adequate settings.

I will then post an email so I can communicate with the one that gets the fort, and tell him to take screenshots to show here.

I wont, this is the sucession fort of /dfg, so I think we should all colaborate in finding an adequate name
>>
>>128019032
Doesn't really matter what skills you bring. Pick what you like. I recommend removing all of the wooden items and bringing a whole bunch of wood instead.
For the fort's name, take the last number of this post and hit r on the fortress name screen that many times, and keep whatever it gives you.
>>
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>>128019113
>abuse z-levels
>>
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While the creature itself works just fine I can't get it to work in adventure mode, it doesn't exist according to legends mode
>>
>>128022708
fuck this gay earth, meant to quote
>>127989145
>>
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>>127974719
I can cheat to fake it though... seems like I should have thought this out more.
>>
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>>128023709
Skipping across magma: less scary than what I just did across some water.

It froze mid-skip, that's mist hanging in the air from my last couple skips, hell you can see the memory-7's down in the corners of my vision still.
>>
>>128022708
Remember that both sexes are needed to support the creature in worldgen. Even though she is a witch, have like one in ten become male.
>>
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>>128020203
>>
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>>128027463
>>
>>128023709
>>128024946
Using launch.lua?
>>
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>>128027684
>>
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>>128027942
Bretty good place, I would say.
>>
>>128028363
It begins
>>
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>>128028363
>>128028736
You bet it begins
>>
>>128028971
Enjoy your FUN
>>
>>128027463
>>128027684
>>128027942
>>128028363
>>128028971
Welp. Kovestdoren,¨Pearldiamonds¨ has been created and Domas Tadar,¨The Guild of Mortality¨ Will control it.

But who will control them?
Roll a 23 To control Pearldiamonds for a year.
>>
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>>128027720
Yar, pchew! Spoosh-spoosh-oh-shiiiiii-
>>
>>128030191
rollan
>>
>>128030191
I will lead.
>>
Ded thread all around me...Begone page 10!
>>
>>128030191
I wanna do dis before the embark gets too cluttered for my shitty pc to handle. Email is [email protected] (inb4 real name, I'm not that retarded)
>>
>>128035515
just roll a 23 and we´ll talk, buddy
There are some rules I think the possesor of the fort should follow, (such as taking lots of pics, etc.) so we can all have fun with it
>>
>>128030191
I doubt we have enough people for that. Just go with first come first served.
>>
>>128035904
Ive seen this general get an insane ammount of replies in just a day, rolling a 23 has a 1% probability of happening with each post, so it can be done.
If it isnt done by tomorrow, I´´ll handle it as you say, ok?
>>
>>128036523
Kek looks like you just volunteered for year 1
>>
>>128036523
Giess who just got the job
>>
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>>128030191
>>128036523
I feel really stupid now
>>
>>128036523
:^)
>>
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>>128036523
>>
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>>128036523
...well

There ya go.


Kek-Level

[#######################]

Low ------ Top ------ Maximum
>>
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What do you think of this "rampcase" (staircase of ramps)

Dwarfs have two options of moving diagonally up or down and they should be asymmetrical in their choice. If 2 dwarfs meet each other (one above a ramp and below) then they should avoid each other by both (or just one maybe) moving to the ramp that isn't occupied. I believe dwarfs plan their path on the fly so it should be okay. If 3 or 4 dwarfs meet then they gonna have to move over each other, slowing their movement but NOT FPS?

There is the option to mine out some of the corners (maybe 2 to be symmetrical) so that dwarfs don't need to move over each other - but I assume that increases movement speed of dwarfs at the sacrifice of CPU, and thus FPS.
>>
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>>128042206
Flip them.

^
v ^
-- v

Then rotate that pattern.
>>
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>>128043268
>>
>>128042206
When the dwarves' speed changes they recalculate their path to get to their intended location as quickly as possible.
An easy way to see it in action is to dump a whole bunch of objects on one tile near your trade depot with only one narrow path between the objects and a wide-open area containing your depot, except for a wall along the edge of the depot that's closest to the stack of objects. The depot should be offset from the stack of objects in both the x and y dimesion. Designate all the objects for trade. Any dwarf that can will come to move them to the depot; most of them will move slowly through the corridor because they're crouching to move past each other. When they emerge from the corridor in a mass, they'll form a kind of a spiral as they repeatedly calculate the path that has the fewest dwarves in their way to reach the trade depot as quickly as possible.
So, in short, every time dwarves have to move past each other they'll calculate a new path, which will impact your fps. If everyone is constantly using the same 4 tiles to path from one z level to another, it can have a big impact.
>>
Oni report: Putting the PRONE_TO_RAGE token on intelligent creatures does interesting things. One of my masons just started punching her buddies randomly, pulped someone's toe and knocked out their front teeth. I'm gonna keep it, it's funny and causes happy thoughts because they all like fighting so much.
>>
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>>128049862
Thanks for that explanation. I will take your word for now that this is how dwarfs move (may try it again in the future, saving your explaination for testing and so I remember).

Are one-way corridors effective in these versions? Should I try for a one way rampcase? Do you have such a design?

Also, any idea why dwarfs crawling under each other recalculate their path significantly differently from how they're normally doing it? Are they considering backtracking up the stairs to avoid crouching? As that seems really bad way to code it (to me). Like, if dwarfs could mine small tunnels like in the Great Escape, where crouching was required, then that might make sense
>>
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>>128043268
is that better just for manual designation or does that also benefit in another way? Presumably dwarfs prioritise going (something like) up, then right, then down, then left.
>>
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>>128043268
Also, I sorry but I really can't understand the 3D perspective there. The filename says it's quad ramps spiral but fuck me I can't make it out.
>>
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>>128055767
They just look neat.

Gotta see if I have one with them outside of a stonesense shot.
>>
I've not played in well over 8 months after growing bored of a lack of ambushes and the like while just waiting on sieges that came all too infrequently despite my immense wealth.

With this most recent patch has this problem been fixed?
>>
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>>128059481
I think this is the same basic layout as the stonesense shots.

They're a lot of fun in adventure mode and easy enough to scoot up and down so I assume dorfs would like theym too.
>>
>>128059484
I feel that problem has existed for 2 years now. It used to be one dwarf year at best then you'd get some thieves which was the signal that war was coming.
>>
>>128059750
>tileset
a shit
>>
>>128059750

That tileset is offensive.
>>
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Why can't I eat the hearts and livers of my enemies all of a sudden?
>>
>>128054534
Usually in the case of a central z-level access shaft, whether a ramp stack or stairs, there won't be an alternate path, so they recheck the path and decide it's still the shortest and then continue on their way. In the demonstration case I described, a lot of possible paths open up as soon as they emerge from the corridor, and the ticks taken to traverse those paths change everytime any two dwarves choose the same path, so they actually end up moving away from the depot in a lot of cases to walk around the crowd that clogs up the shorter paths. This won't usually be the situation for a central stair/rampcase, so you wouldn't see much or any backtracking, but you might see dwarves stepping out of the shortest path if there are walkable tiles around the ramps. You can control this some with traffic designations. I've seen designs for forcing, or strongly encouraging, one-way ramp and stair use, but I haven't tried them myself. My gut tells me that they can harm fps more than they help if they're too restrictive. You might try stacks of high traffic ramps on higher z-levels for downward traffic and on lower z-levels for upward traffic.
I'll add that the conventional wisdom says that multiple paths to reach the same destination harms fps. I think that it can be helpful in a lot of cases, though. DF uses a modified A* algorithm for pathing calculations. It floods available tiles and sums their value (a ratio of their traffic designation value vs the time it takes to move through the tile) and then moves along the path that returned the smallest number. It floods high value tiles (those with more restrictive pathing costs) more slowly than lower value tiles. With this in mind, you can come up with cheap alternate paths between places that are far from you central traffic areas and save some pathing time. If they're too close to central areas your dwarves will often be checking alt paths when the central path is shorter.
>>
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>>128060556
>>128060672
Yes yes I know people didn't like the nonsquare duerer, just the first shot that had spiral in the name besides the stonesense ones.

Oh yeah, Cathelms had the ramp spirals too.

>>128060901
Toady fixedbroke the ability to use/eat parts from butchered sapients.
>>
>>128060901
Being able to eat pieces of intelligent creatures was a bug that was accidentally fixed in .42.
>>
>>128062236
You can use an interaction to retard them... call it, [YOUTUBE_COMMENTS] say, and have [CE_REMOVE_TAG:CAN_LEARN] and you can butcher/eat/craft shit from them normally.
>>
>>128061551
>that font
>that puke

I know you get used to whatever, but literally why not just try another one.
>>
>>128061551
i dont even care that it's long. it just looks like shit
>>
is there a way to get square tiles and non-square font?
>>
>>128063786
I've tried dozens, I've upscaled dozens, I made that one myself to suit my purposes and please my eye.

Some like it, some don't.

>>128064175
There's the truetype stuff, and twbt can do that too.
>>
I like how the guy who wanted to do a succession fort dropped out because he had to do the first year.
>>
>haven't played for years
>done maybe 10 embarks in 5 different worlds
>died or wasn't satisfied with the fort

>0 sedimentary layers so far
>all flux stone has been marble

Have they made Iron rare as fuck?
>>
>>128064885
>Some like it, some don't.

But really though? Does anyone actually like it? Let's find out.
http://www.strawpoll.me/6497329
>>
>>128070849
I've seen other people use it, I've made versions of it for others, soooo unless I'm actually in contradiction of myself and contain multitudes...
>>
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>>128054981
Choo CHoo
>>
>>128072412
I know dorfs don't use bathrooms but all I can think of is one in a rush to an outhouse, siege be damned.
>>
>>128073138
I bet the day that body waste appears in DF, story's about statues being build of shit would arise left and right.
>>
>>128064948
Who know, he might be working on it. Most succession forts allow a week per turn. Personally, I can spend days per season on a fort early in its life if I try to.
>>
>>128075454
succession forts are boring without hype and updates
>>
>>128075562
Sure, but it's only been like 6 hours.
>>
>>128075907
>no pictures of the landscape or initial dig
its shit
>>
>>128067675
No. Are you avoiding aquifers?
>>
>>128075998
Maybe he's documenting it for an image dump with an accompanying story. Most succession forts I've read have entire turns posted at once. I'm being optimistic here; this is the first time I've seen /dfg/ even get as far as genning a world before everyone gives up on the idea.
>>
How do I mod adventure mode and make myself retarded powerful? Im bored and I just want to become DESTROYER OF WORLDS.
>>
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>mfw I just got killed by zombies for the Googolplex time

Is it safe to say Necromancer towers are unassailable?
>>
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>>128070849
>also implying I wouldn't vote against my own tileset to be an ass
>>
>>128076030
No, I wasn't. I just do the cave-in method do get through. I embarked on 6 layers of Chalk now.
>>
>Literally infinite flux and magnetite
>No fucking coal
>>
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>>128076636
>retarded
>powerful
I know all about being powerfully retarded.
https://github.com/maxthyme/dfstuff/tree/master/WanderLust-42.xx

While zooming across the map to my next destination I noticed a flying H and discovered I had ninjabashed a giant hamster accidentally when I came around a tree, go go gadget 9.9 speed!
>>
>>128079568
There's always Magma, though. Make a couple wheelbarrows and start hauling.
>>
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>page 9
>>
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Huh, usually people don't just hoof it across the map without using travel mode, but if you do and keep running into trees, head perpendicular to your path until you reach the edge of two embark tiles, trees don't overlap them with their branches so they'll always be a few tiles apart on either side of the embark border.
>>
>>128080413
What exactly is this?
>>
Can Therapist be used to toggle Roles between Seasons automatically? ie. toggling Fishing off during Winter for something more useful.
>>
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>You have struck Microcline!
>>
>>128086891
I like using microcline...
>>
>>127884464
Morality is problematic? only relativism allowed?
>>
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Hmmm, first time I found one of these I figured it was just a weird bug, second time I wondered if I was mistaken about it being a bug... now?

Though it kinda hurts me to see all that magnetite and a big pool of magma without forges cranking away. I bet there's flux...

Yep, just checked, 32 z below the pool there's four or five layers of marble.

>>128085123
An adventurer oriented mod for becoming powerfully retarded.
>>
>>128089026
How do I install and use it?
>>
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>>128089283
Just drop the files into your raw/objects folder and overwrite when asked, then make a world, run around and try to kill dragons and shit, get mangled horribly because they're packed full of steel hard bones, kill a giant instead to make a balm from the heart, eat that, kill some other beasts, lather, rinse, repeat. Gotta remember to use the enrage ability to remove the [CAN_LEARN] tag from the sapient beasts though. The full set of items ends with you strong enough to haul slade war hammers around and still run at 9.9 speed.
>>
>>128087493
Microcline is fine as long as you don't have fuckhuge veins of it crisscrossing your otherwise fine looking monocoloured hall.
>>
>>128089638
Alright thank you kind sir. Time to become a necromancer and burn the world down.
>>
>>128090250
I wish I knew why my attempts to make sapient zombies failed, wanted to go full necrodancer and roll into town with a horde ready to bust some sweet moves.
>>
I refreshed Therapist and almost every dwarf got a small skill up and ~60% compatibility to almost every profession. What the fuck happened?
>>
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>notice weird square patch of water on the map when checking adjacent building names
>wander over there
>weird sinkhole sewer exit
>look down inside
>red sense_creature marker down there
>hit reveal... it's a dorf stuck to the wall
>pos-edit them out of the wall, say hello
>>
>>128091171
restart it, it's a bug
>>
After I let the first round of eggs hatch, the chickens aren't laying eggs anymore. The rooms is literally filled with chicks, so is the room too small or something?
>>
>>128093551
Creature limit probably. Butcher some and see what happens
>>
>>128095545
My dogs have been making puppies for a long time since it started. I'd rather let the chicks grow up, before butchering all the males, so I get the fat.
>>
>>128096969
Only a certain part of the total count of that animal can be young at any time.
Just wait until they mature and bolster your pig game
>>
>>128097336
My Geese only had a couple of Goslings and they aren't laying new eggs either. I slaughtered a couple of chicks and nothing has changed.
>>
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I got a question. I am trying to make a magma mote. If the walls are natural sand/other non-magma safe materials can I expect to have a lot of FUN?

Also can magma 1 z level down set wood on fire?
>>
>>128100067
Sadly no to both, and I wish it was otherwise because of that bae crap in the picture you posted.
>>
>>128100067
You can have magma in a reservoir made completely of ice, however if you make the floodgates/bridges and mechanisms out of a nonmagmaproof material you will get fucked up.

As for fire, as long as nothing drops into it, see magma mist. I would recommend flooring at least 3 tiles from the magma so no fumes start ragnarok while you're fighting elves.
I think arrows and bolts also make fumes
>>
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>>128100404
>>128100576
Thanks
>>
>>128092825
Yup. These are the "outcasts" we read about in Legends Viewer.

Not all werecreatures found lairs in the countryside. Some, like this one, instead hides in the sewers.
>>
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>>128100951
Well, they were embedded in the wall when I arrived... I guess freeing them wasn't the most heroic thing I've done recently.
>>
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Ohmybadsorryaboutpunchingyourepeatedlyitwasanaccidentreallysosorrygottagobye.
>>
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>>128101068
>W-worried?
Poor thing, he's been cursed by a god for some wack ass reason and now he's forced to live in shit and piss, worrying his ass off about someone finding out where he is because people are unwilling to accept him.
>>
>>128104747
Actually, even though the temple statues weren't added until now, the reason that the "original" werebeasts appeared was always that someone fucked around in a temple.

He had it coming. I also feel more sorry for the people living in the town, considering that werebeasts go on rampages regularily.
>>
any downside to using bridges in place of floor roofs other than looking a bit weird?
>>
>>128106540
None, apart from the fact that you can't add more levels on a bridge roof.

Also, I hate making bridges. I hate having to watch the one single dorf allowed to work on it slowly walk back and forth hauling building material, and then spending forever contructing the bridge. Seeing all idlers immediatly spring to work constructing a real floor feels better.
>>
>>128098449
Maybe they're afraid of commitment.
>>
Can one humped and two-humped camels interbreed in DF? Google says yes, for real life.
>>
So somehow a Magma Crab had spawned inside my stairwell. I have all the possible access points to the magma sea blocked. Fighting it isn't a problem, but somehow it had started a fire that spread through the stairwell all the way up through every floor and to my stockpiles. So now I'm sitting here watching all my wares burn with 4 FPS due to a bug.
>>
>>128109570
>due to a bug.
Ackshually, it's a crustacean.
>>
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>>128109725
I appreciate your humor.
>>
>>128109218
nope, i'm on a desert biome, captured, tamed both and got nothing

not sure about creating mules though, the are sterile by nature and getting a male donkey and a female horse gets you nowhere in game
>>
>>128109860
Thought so, cheers.
>>
>>128109860
did you make sure none of the animals were gay in therapist?
>>
>>128109963
I slaughtered them all already due to fps death so no confimation on gay camels

if I get one of each again I will leave for a year them both and post results
>>
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Begone page 10 yada yada
>>
>>128109570
A year later there's still a tile in the warehouse that's 330C with some bolts and crafts in it. Anything else I put near it still catches on fire. Anything I can do to cool off the tile or the stuff in it?
>>
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>>128109725
never change
>>
>>128114043
flood it?
bucket brigade?
>>
>>128114996
Yeah I figured out building a pit above it. Had to remodel the upstairs a bit.
>>
>reclaiming a fort
>the surface is fucking littered by towercap blowguns and spears
>>
>>128115785
from an underground civ. Known bug. Though I seem to recall that it was fixed. Might want to check the bugtracker and upload a save in case it is presumed fixed.
>>
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>>128115785
>creeping eye nail
what a fucking mess
>>
>>128116561
my woodcutter managed to go missing literally 3 seconds into the reclaim, the rest of my dwarves are ineffectively trying to beat an alligator to death, and to top it all off, the dead are haunting
>>
>>128109725
You're a cool guy
>>
Dead thread. Post rocks.
>>
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Can somebody tell me how to build this wall. When I try to build it says Urist cancels construct building: Creature occupying site' .
>>
>>128120309
Cancel it and rebuild. What version are you playing? I thought that bug was fixed in .40.
>>
>>128120263
>rocks
That's a mineral, you fucking goob,
>>
>>128121093
I was using the word rock informally. Have another rock.
>>
Hello /dfg/, didn't post here in a while.
The question is; how the fuck do the new meeting areas work? I mean the unspecified ones, like a dining hall? Do I have to make a chest with mugs here? Or how does this work?
>>
>>128120309
Tell goblins to pay for the wall.
>>
>>128121704
You mean locations (temple, library, tavern)? They have a wiki page.
>>
"He is unfocused after being away from traditions."
How does one satisfy that need?
>>
>>128123098
BOOZE
>>
>>128123098
Purify the goblins, elves and humans, forbid all mugs.
>>
how does one go about making a dwarven brothel? just a load of smithies and forges with chairs in rows infront of them?
>>
>>128122515
No, I mean normal meeting areas. Can you not read? Besides wiki is not complete yet.
>>
>>128123843
what changed about normal meeting areas?
>>
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>>128123937
Dwarves seem not to care about them at all, choosing to sit in the temple all day. And goblets. You need goblets. How do dwarves acquire goblets? Do I need to make a goblet chest?
>>
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I like to bump

graphics are for shitdicks
>>
What is your biggest dwarf trigger?

I was watching a twitch person stream dwarf fortress, and I didn't realize how frustrating it is to watch someone who is kind of new at the game. It was like watching my dad trying to type out a long message on the computer, using his pointer finger for every letter.
>>
>>128120690
Tried before does not work. I m using starter pack 40_24 r20
>>
>>128124164
>Dwarves seem not to care about them at all, choosing to sit in the temple all day
Either an oversight or a bug, but not outright changed mechanics. I think I saw it on the bugtracker.
>You need goblets
Well, make them.
>>
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>>128125442
I hate when I'm lurking on the forums and some member(only a handful of bay12 members actually know how the game/metagame works) gives some vague and misleading retelling of what happened, and several others subsequently start a contest about who can make the most far-fetched misinterpretation of what actually happened. Since I don't have an account, and have no plans on getting one, my inability to write a post where I can straighten out their misconceptions about the game mechanics is outright painful.

Shouldn't people on the official forums know MORE about the game than some random people on a Gambian indie film newsgroup?
>>
>>128126748
The Gambia is notorious for producing the greatest minds in the 21st century, so it isn't surprising at all.
>>
>>128116561
I will never get will toady added the random spread of items like that in fort mode. Jesus you could tak esome stuff 10 tiles away from bins, but carefully spreading out every out while keeping statistical stochastic distribution is way too much work for any raider and looter.
>>
>>128126748
A lot of people lef tin the two year update (lliek IT000, I don't know if the search guy is still arround [the one who knows every thread on the forum and links it if it's a repost asking people to sue the search first] and others] we are left with putnam, ponyfags and newcomers.
>>
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>>128127036
>>
>>128128393
Jammeh's cured AIDs, infertility and high blood pressure. He also has witch doctors. He also threatened to behead any homosexual in The Gambia.
>>
>>128126748
As been said multiple times. Dwarf Fortress' fanbase is very similar in regards to Touhou's fanbase where most of the people within the fanbase barely know shit about the game and only want to be apart of it due to the memes/stories they heard.
>>
>>128116561
>>128127230
by the way, I hadn't even breached the caverns yet
>>
I'd like to get in Dwarf Fortress, but I'm too casual to like the graphisms.
What's a noob friendly alternative to it?
>>
>>128130043
Rimworld.
>>
>>128130614
Can you build fortresses in Rimworld?
>>
>>128130794
Do you think you are in the rimworld general?
>>
>>128126748
I used to post on bay12 semiregularly, mostly just answering questions, but there was so much wrong and misinformation to correct that I eventually got tired of it and left. The rampant ebin story dem dorfs memery was a big part of my decision as well. At least here when people post stupid shit it will disappear in a couple of days, and when I correct someone I can call them a faggot if they disagree with me.
>>
>>128125543
Deconstruct the wall to the north of the one that won't build, cancel it and try again.
>>
>>128131023
Yeah.
>>
>>128131353
Wrong. Shit you are wrong coming here to ask about "df look alikes", you should go to /v/ with that shit
>>
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>>128131632
>/v/'s face when DF is mentioned
>>
>>128131632
You're the one whining here, newfriend. Not me.
>>
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bump
>>
>>128125442
> frustrating newbies
the lack of skill isn't as much of a problem for me as the lack of imagination. 3x3 staircases and generally boring layouts with no architecture or coherent design, with all sorts of shit spread out and over z-levels.

which leads into the second problem, which is every fucking video series is "lets start a new fort, pause every minute, and commentary with an annoying voice"

> You just want a nice "Dwarf's Life" video that uses follow mode on a dwarf for a year; no pauses, no bullshit commentary.
>>
Someone tell a story.
>>
>>128135304
In a time before time, somebody attacked somebody.
>>
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>>128135304
Sometimes I like to hole up in a tavern inn and write shitty erotic poetry
>>
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>>128135479
>Traps
>She Sang 'Ravager!'
>aroused
>>
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>>128135479
>>
>>128088483
Morality mechanics and relativism are not mutually exclusive. So if two characters of the same alignment cross paths, having come from very different societies, their alignment is relative to their societies' values.
>>
>>128135304
In the early summer of 193, Bomrek Kolmavuz became a UNKNOWN JOB in Paddlecrusted.
>>
>>128088483
Rubbish. The way values and ethics work in DF is closer to real life than any alignment mechanic.

I'm definitly not a relativist, but it goes by itself that even the fucking IS considers themselves "Good". I'm not saying they are, but they certainly didn't pick the "evil option" at the beginning.
>>
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Jamming out to the super mario world underground theme and the thread hits page 10?
>>
>start fort
>spend 20min mapping out first 4 floors, entrance and offices, farm, great hall+kitchens+boozery, workshops+stashes
>first migrant wave has 5 migrants
>3 competant detailers
>set them to work smoothing entire fort
>second wave has 50
shit really?
>>
>>128142906
wew
>>
Is there a new starter bundle for 42.04 (windows) out yet?
>>
>>128146704
soon
>>
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>>128146856
[Spaceballs]When will then be now?[/Spaceballs]
>>
I want to pin some gob to a tree with bolts.
>>
>>128148318
starter pack guy is on vacation
>>
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>>
>>128151363
he came back today
>>
>>128151876
fucjkfnmvbv
>>
>>128151363
I know, was just making the reversed order reference because I've got that brain thing.
>>
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>>
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>>128155341
>>
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>>
>>128156820

Adventure Mode is dead

>Dawn of the dead zombies
>Vampires Gods
>Quest givers to nowhere
>Vaults impossible
>NO QUEST LOG
>Randomly ambushed by 12 Night trolls and gutted

HELP
TOADY
HELP
>>
>>128158267
Rip ;_;7
>>
>>128158267
>Omshit
Why did the wagon burn?
>>
>>128159827
He's been working on it the last few days.
>>
>>128161407
what else is new?
>>
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>>128159827
Wait is this supposed to be negatives?
>>
>>128159975
Caravan + hill titan.
>>
>>128167358
what is even the point of getting to the top?
>>
>>128167687
Shows up in legends/engravings, if you drag people with you then you can even tell stories about it.

Also really fun to launch yourself off of.

Dangerous though.
>>
It's been awhile since I've played. Is adventure mode any good these days for doing something other than become godking of the realm driving all living things extinct?
>>
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>>128168043
>>
>>128168510
Sing, dance, read books, write books, recruit a dance troupe, give them mugs of vampire blood, take over a town, kill anyone who dislikes your dancing.
>>
>>128168709
sounds legit, I'll probably download it later tonight.
>>
>generate new world
>watch it progress
>civs pop up and start to spread
>three elven sites become visible in a small clump
>suddenly, dorf and goblin sites surround the the elven cluster
>no new elven sites seen in the next 500 years
>world becomes covered in dwarven hillocks
Huh.
>>
>>128135382
it was inevitable
>>
is the anon that made that adventurer mod around?
I can't seem to generate a new world
all my civs die like flies
>>
>>128171547
>the [Dwarven] Forest Retreat of Ofthelire
>the Goblin Forest Retreat of Apasiothala
>the Human Forest Retreat of Saneraithaya
Yep, that it's for the leafears
>>
I drilled a 15x15 hole through 3 layers of aquifer

ask me anything before I kill myself
>>
>>128173510
>playing with aquifers on in the first place
>>
>>128173510
Why did you punch the hole?
Was this part of your plan?
>>
>>128173831
so that I can have a massive granite pillar with a spiral ramp around it down into the depths of the earth

>>128173787
I figure that now that I've done this I can turn them off forever without feeling like a casual
>>
how would one go about making a room that floods from above?
>>
>>128174596
channel a hole in the roof?
>>
>>128174947
alright, controlled flood
flood on demand for defense or something
>>
>>128175118
channel a hole in the roof with a tunnel leading to the hole from your aquifer or river or cistern or what have you, in that tunnel put a door or floodgate (doors are generally better but have to be placed next to a wall), link that door or floodgate to a lever or pressure plate
>>
>>128175118
floorhatch
>>
>>128172521
Raise the number of civs way higher.
>>
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>>128167687
>>
>>128175323
Thank you kindly
>>
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fresh oc
>>
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>>128177372
missed the framing pixels on one
>>
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>>128177734
fug :DDD
>>
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>>128178547
fucked up alpha channel
>>
>>128179730
Neat idea for the column.
>>
>>128177232
neat
>>
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>robber starts swinging
>catch fist
>throw them
>buddy throws a kick
>catch foot
>throw them
>they randomly slam into each other
>act like I meant to do that
>>
>>128173787
>Not getting an embark with both aquifier biomes and non aquifier biomes so you can dig deep easily yet still have an infinite water source.
>>
>>
Some crazy batshit insane software developer, he goes to work then comes home and plays dwarf fortress. Some guy whos'been running the same fort at 1FPS for 500 in game years, then it slowed until a turn took a couple of hours, he just edited the raws so it'd stop pausing when queued actions. It's not like he'd need the time with his dwarves moving so slowly. Over the years every little miss-step, every little bug, ever lack of common sense in dwarf, goblin and elf behavior being written down on a little notepad. Slowly etching scars in his mind like a small creek dug the grand canyon he'd eventually become too unhinged.

This guy'd come to Washington, settle somewhere in the woods with his 13 cats. he'd start cutting down tress, just like in game. he'd never say a word, just work. He'd be occasionally visited by trade caravans but when they started telling him it was private property he would just wall them into the fortress, by force if need be. He'd farm the local plants, build barrels and butcher excess cats for his meat. Eventually he'd get a caravan from the men in blue. That'd be a turning point right there, if he managed to defeat them he'd take their dropped weapons and melt them down. Goblinite. he'd make himself a pick. He'd start digging into the hills, carving his abode, still breeding cats and planting crops. he'd seen some some people going through with ponchos on and flashlights searching for something but he just closed the drawbridge, it wasn't worth his time. This guy, he'd be living off of poorly brewed alcohol, he'd be suffering from scurvy and dehydration most times so his level of attachment to reality would be even worse than it was while he worked on software.
>>
>>128187706
Finally, he says to his head of the second brigade, "Hops" the cat, "It's time.". he'd go find Tarn's house. Tarn was gone so when he got there he tried his goddamnedest to flash a question mark. Then Tarn got home. The man bursts through one of Tarn's windows and into the house, Tarn followed him only to be caught in a +pine cage+. The man would take Tarn, a sturdy human. His eyes are brown. His hair is receding. his hair is brown. His earlobes are small. His skin is light pink. His beard is orange.

The man would build the cage inside his fortress, a 3 x 3 x 3 room with the +pine cage+ in the center. on the wall is an engraving, The Man on basalt. The man is crying. On the wall is an engraving, The Man in basalt. The man is holding a torch and surrounded by cats. On the wall is an engraving, The cats on basalt. The cats are consuming human flesh. The human being consumed is wearing a badge. The human being consumed is crying. Tarn would wait in the cage for some time while he watched the man tinker with some *basalt mechanism*, *basalt mechanism* and *basalt mechanism*. Some time in the middle The Man grew thirsty, went to get a drink and came back smelling of fermented pine needles and cedar bark.

Then the man would stand up. He'd leave the room. He'd shut the door and lock it. The man would go to his -basalt level- in the other room and pull it. Then the waters of the puget sound that The Man had build 417 Archimedes' screw pumps to move would fill Tarn's room. He would be dead, and nobody would ever find him. Then The Man could return to his home. Several months later Threetoe would sadly announce his brother's suspicious disappearance. The reward for finding his brother would be the source code, if his brother was never found the source code would be locked away frever.

The Man would prepare again for embarking to Washington.
>>
>>128187706
>>128187890
dem dorfs man
>>
Fucking Kobolds
>>
The greatest challenge in any Dorf Fort:
Trying to figure out a goddamn fort layout.
>>
>>128194912
I'm torn between the aesthetics of single-level forts and the easy efficiency of multilayer ones.
I'm thinking a three level system might be a good compromise. I can still do my min-maxing three level workshop and stockpile layouts and structure everything else around that, giving plenty to look at on all three levels.
The hardest part for me, apart from deciding on a design, is figuring out what you can achieve in the short term and the long term. Like how you're going to incorporate your early dugout into your proper fort layout.
The third hardest challenge is trying to steer away from symmetry. I love looking at beginner forts because of the true chaos they often include.
>>
>>128187706
A guy runned a mega fort in the forums once for 100 in game years, quite a nice thread and goo dwriting. The game started to bug out, grass growing int he dark, critters behaving weirdly.
>>
Just reading the thread and found it on page 10, bump
>>
>>128201037
The general is always most dead during my primetime which makes me sad. I have to catch up on all the awesome overnight discussion every morning.
Any other Australian (or NZ I guess) dorf forters?
>>
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I am struggling on the last block of the double slit method and cannot drain the water fast enough. I am unsure how to proceed.
>>
>>128202542
nah I'm EU.
>>
>>128131341
Tried and does not work. Built a bridge instead and made it work as wall. When the next version of starter pack comes I will try again.
>>
>>128076907
Once or twice I've gotten lucky just jumping around until I got to the books. Some people have had luck making complex mazes for the zombies out of campfires.

The best way to explore a necro tower is, as always, to be a vampire.

Interestingly, Toady has nerfed zombies for the next update to 42.xx, so maybe highly skilled adventurers will have a better chance of assaulting a tower successfully.
>>
How big of sieges have you guys been seeing on 42.04? My fort is in its third year and I've only been attacked once. It was only ten gobbos so not very fun but goddam was I happy to finally see a siege again.
>>
>>128206796
Large enough to be lag inducing.
Three years is short. Spend a couple more mas-producing golden goblets to bait the goblins.
>>
>>128206796
60 Zombies, year 3. Year 5 now, no goblins, though it is the age of the goblins and supposedly I'm at war with them.

This may be because my civ was mostly wiped out back in year 50 and we're not considered a threat.

Really wish individual adventurers could spark wars between civs as violent ambassadors.
>>
>first summer
>"the dead walk! Hide while you still can!"
>the first two zombies spawn at the map edge
>I ready my militia of 3, there's no drawbridge, migrants or defensive systems yet because it's just the second season
>station them outside, hoping they'll hold off the undead
>hit resume
>the two zombies immediately turn around and leave the map to never be seen again
Huh.
>>
>magma over 160+ floors deep
Bad place to make my first magma pump yeah? Caverns are probably in the way too.
>>
>>128202542
Yeah m8. Just finished my lava moat on my current fort and am gearing up to throw 3 years of prisoners into it.hopefully can get some nice burning goblin engravings later
>>
>>128209513
I've always found pumping magma for production purposes to be pointless in most cases. Just setup your magma workshops down there instead.
>>
>>128212392
Yeahhh, it's gonna be pretty tedious to do manually as well. I kinda wanna do it just for dorf reasons but there is other stupid shit I can do on this map. I only seem to have copper, maybe bronze, and metric fuck ton of gold which is far down anyway.
>>
What's a good cheap laptop for dwarfin around while I babysit my family's shop?
>>
>>128213136
Any laptop you can get cheap. Protip: it will run like ass. Just play small forts or adventure mode.
>>
>>128208103
This happens to me almost yearly on my current embark. Some weird human zombie couple on their yearly summer holiday I guess.
>>
>>128201037
it'll probably pick up a bit when the guy updates the starter pack
>>
Bumping with a glamorous rock in honor of david bowie.
>>
>9 bugs fixed in 3 weeks
Really toady
>>
>>128223721
RIP
Time to change one of my peasant dwarfs into a super human named ziggy stardust
>>
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>>128225027
Hey it's the holidays
>>
>>128214842
Has it been reported? I embarked near a tower so I was expecting undead, but not like that.
>oh look honey, there's a fort in the making here. How nice. Let's go back before the prejudiced dwarves try attacking us for not breathing.
>>
>>128226269
You're allowed to use the bug tracker, anon.
>>
>>128225294
My bard had thick sideburns and wrinkly skin, so I called him Lemmy. I also drafted him as a wrestler for a while, he'll demolish anyone who starts a tavern brawl. I like him.
>>
>>128226394
You're right.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=9202
If it happens again next year I'll try and get a save of it.
>>
Guys do you want any questions asked on Future of the Fort? I could ask one.
>>
>>128228167
Or we could ask ourselves.
>>
>>128228167
5vs5 competitive multiplayer when?
>>
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>>128228167
Are there any plans for a less abstract reproductive cycle?
>>
>>128228167
can you make the dwarfs be able to work without removing every meeting area?
>>
>>128228962
What's there to ponder about? Everything in Dwarf Fortress reproduces via spores.
>>
>>128234967
>spores meme
Did you forget to play the game for a year? Spores are gone. Creatures need to touch each other to get impregnated now.
>>
mixed squads or squads of each type?

for instance is it better to have all your archers in one squad, or 2 in all the other squads?
>>
>>128235132
Well I haven't played .42 but I played .40 and "spores" was still the method then.
>>
>>128235413
Which exact version? Because spores were removed in one of the .40 updates. If you're playing .40.24, I guarantee that spores are gone.
>>
>>128235361
How much do you want to micromanage your squads and how many do you plan on having?
>>
>>128235630
Yeah last version I played was .40.24.
But I would still get pregnant dwarf girls who were smithers quarantined in burrows containing the forges. So I don't know she could have gotten pregnant except via spores.
>>
>>128235963
a) burrows don't restrict the burrowed dwarf's movement (i.e. she went somewhere to get impregnated)
b) neither do they restrict any other dwarves' movements (i.e. someone else came to here to impregnate her)
c)she also might have been pregnant before she came to your fort.


Furthermore, I'm not even sure if they need to actually touch, it might be enough to theoretically be able to path to each other.

Before that 40.something update, they just had to be on the same map.
>>
>>128235794
Excuse my faggotry I forgot to drop my /lgbt/ trip.

I usually have a squad of sharps, blunts, and ranged, usually 6 of each. Would it be better for me to have 2 of each in each squad, or to keep them separate. Both can potentially require micromanagement. in the second option, I'd have to take all of the archers from each squad to deal with a ranged (BEWARE IT'S TOXIC FUMES) problem, but it would be easier for more general issues where I just need a mix of things, and in the first option it would be reversed/ I'd just send my whole army.

The first option would also make sure that nobody gets caught without some ranged help
>>
>>128236520
You could reduce those specialist squads to 4 each, and add 2 mixed squads to send out for general threats and to supplement your specialists in case of need.
>>
>>128236334
>it might be enough to theoretically be able to path to each other

So they just pass by each other in the hallway, fuck for a split second, and continue on their way.
Dwarves are the most degenerate species of all.
>>
>It's going okay so far. There's a more specific reputation for defending settlements from outlaws, and new hearth orders for fighting off outlaws, clearing out bandit camps and fighting nearby beasts. Nothing interesting or dynamic or gray there, but at least you can be credited now for things we already had. Bandits behave a bit more sensibly when you fight them off -- they won't perpetually go back to the town over and over, either as a single army or as new groups from the camp. I'm going to do a bit more with this, and then I'll fix some more bugs before the next release.
>>
>>128236959
>Dwarves are the most degenerate species of all.
All species in DF work that way.
>>
>>128237213
Stop undermining the joke.
>>
can I use dfhack to manually marry dorfs/change their orientation?
>>
Is there a way to shunt water around faster out of an aquifer? I'm stuck waiting for the screw pump to get the water level low enough on this single tile so I can build a wall there and it won't go below 2/7.
>>128204367
>>
>>128239497
Cave-ins. Or wait for it to freeze if applicable.
>>
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>It's going okay so far. There's a more specific reputation for defending settlements from outlaws, and new hearth orders for fighting off outlaws, clearing out bandit camps and fighting nearby beasts. Nothing interesting or dynamic or gray there, but at least you can be credited now for things we already had. Bandits behave a bit more sensibly when you fight them off -- they won't perpetually go back to the town over and over, either as a single army or as new groups from the camp. I'm going to do a bit more with this, and then I'll fix some more bugs before the next release.
>>
>>128223721
I feel a wreck without my little David Bowie.
https://www.youtube.com/watch?v=E_8IXx4tsus
>>
>>128244921
He'll always be my Top Space Man.
https://www.youtube.com/watch?v=ygrdAvmr-MA
>>
>your civilazation is dying, your dwarves might assume important positions
fucking finally, never got a single king in 40.24, now getting one in my first 42.x embark
>>
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>>128244791
>>128237134
>>
Hey, is there a Star Wars mod for Dwarf Fortress?
>>
>>128247358
http://www.bay12forums.com/smf/index.php?topic=47512.0
>>
>>128248749
MUH DICK IS GETTING HARD
>>
>>128242079
Fuck. Not enough to cave in on it and region doesn't freeze, fucking jungle.
>>
>>128249454
build up some walls above where you want the cave in and make it happen.
>>
>>128249630
Didn't think you could do that sort of cave in with pre constructed stuff. Will try and report back
>>
>>128249630
>>128250001
It doesn't seem to work and it gave one dwarf a head injury, pulverized a "pest" animal, stunned a kitten, and KO'ed another dwarf.
>>
>>128250650
hm. could have sworn that it worked. granted it's been a while since i played . i guess you could always add more corkscrews.
>>
>>128250650
You can't cave in with constructions.
You can't and don't need to get rid of all the water. Dwarves can build stuff in 1-2 deep water, you just have to resume the job each time they cancel it. It takes a while but they'll get it done eventually. See
http://dwarffortresswiki.org/index.php/DF2014:Aquifer#Dealing_with_aquifers
http://dwarffortresswiki.org/index.php/DF2014:Double-slit_method
>>
>>128252441
The problem is the water needs to be at 1/7 to place the blueprints and I can't get it lower than 2/7, I'm using the double slit method. Pretty much the last wall I have to build before just doing clean up.
>>
>>128252746
Try using one-step to find a frame where it's at 1/7. Double slit always worked for me.
>>
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>didn't even notice I embarked in a danger zone
>civilization dying and I'll finally get my dwarven queen and queen
Shit, I might actually play through this fort instead of abandoning it in the first few hours.
>>
>>128252746
post ur screw setup.

also try 10+ times
>>
>>128256313
Restarted cause I figured I missed the opportunity to set the blueprint cause I got it working before, and goofed by accidentally digging open another aquifer undoing all the work. But thanks for helping/trying to help!
>>
>>128246138
He didn't post a pic of Toady/representing Toady, so it didn't count.
>>
Is this the end of Judgecastles?
>>
>>128258920
>blob made of coral
nah, you're fine as long as your militia has some good dodging skill for that spittle
>>
I am currently playing an extremely xenophobic fort right now.

Any and all non-dwarf shall be slaughtered on site.

Except for merchants, they will be lured in with false kindness then slaughtered like the pigs they are.

What grand "fuck you elves' monument should be built in this honor?
>>
>>128258920
>>128259035
Yeah, I knew how this was going to go, I just wanted to build some suspense. He spat a few times, though, and I can't find where it landed, so fun times may yet be ahead.
>>
>>128259273
Giant microcline letters the spell "FUCK ELVES"
>>
>>128259273
Green glass castle.
>>
>>128259273
sell them wood and if they don't like it send the militia, but keep one alive to spread the message
>>
>>128261084
>>128261084
I only have yellow sand. maybe ill make it crystal glass instead.

>>128259612
This will happen

>>128261318
I like this too.


Humans are also included in the xeno-purge. My inn attracts them, moths to the flame.
>>
>>128259273
Build a wall.

Make DF great again.
>>
>>128261449
if you don't have undead issues take their bodies and pile them up on the entrance that ought to make them think why no one ever returns from the inn you made
>>
>>128261449
All sand makes green glass unless you use more advanced techniques for clear or crystal glass.
>>
>>128261490
Someone needs to edit a beard onto an image of trump with that caption.
>>
Anyone here want some creature mods? I feel like messing with raws but I dunno wat do
>>
>>128261449
Unless you have literal tons of rock crystal, that isn't happening.
>>
>>128262202
>>128262534
Oh okay understood.

>>128261817
This is happening.

I think the goblins know what I'm doing, they haven't even bothered to point a finger in my direction yet.
>>
>>128259273
An obelisk made of charcoal.
>>
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I somehow forgot one of my dwarves was having a strange mood and did not get him his materials.
This former speardwarf is now running around the bedrooms butt naked, what should I do? He hasn't attacked anyone yet.
>>
>>128266140
Assign him to a chain to live out his days in jail
>>
>>128259273

have a big central magma pit at least 20x20 with caged elves hanging from the ceiling over it.

all outsiders get pitted into it from an altar/diving board setup. (alive or dead)

the pit is ringed with wooden statues of dwarven gods
>>
>>128266886
>wooden statues
HERESY
>>
>>128266140
He won't attack anyone, berserk is the only flavor of crazy that does that. He'll die of dehydration soon enough.
>>
>>128267321
>>128266886
Actually, gold is so plentiful on my embark that only the nobles get wood. Kind of as a way to say fuck you to the elves
>>
>>128268283
>gold is so plentiful on my embark
You're blessed by Armok.
Fuck you for playing favourite, Armok.
>>
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I modded the raws to make sandstone light red and microcline pink. Both are common real world colors for their respective stones. I like the way it looks.
Opinions?
>>
>>128268505
Ehhhhh its not as great as you'd think.

I pretty much have no other ore.

I have a tiny bit of tethrahidrite but thats about it.

We roman now.

>Building a gold monolith in the name of Armok
>>
>>128268948
Did you make a penis intentionally?
>>
>>128268948
I'd like it if it was a less saturated/lighter shade. It's current neon pink and magma red.
>>
>>128268948
penis/10
>>
any decent fort/adventure mode tales out there? I'm asking because I would rather not wade through the endless shitty ones I'm sure are out there
>inb4 Obok Meatgod
>>
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Currently the shit load of gold I am sitting on right now. Have about 330 ore on the ground unrefined with multiple huge veins of it waiting to me mined.

fuck elves.
>>
>>128270556
Tell CIVILIAN to shoot the bugs first, and ask questions later.
>>
>>128270291
Know of any archives that track /vg/? It's relevant to your request.
>>
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>>128269216
>>128269714
The road is a work in progress. It will look slightly less penile when it's finished.
>>128269360
I was thinking of going with a lighter shade for the pink, but I'm sticking with the red. Real red sandstone is a bit oranger, but df only has two red shades to choose from, and the darker one wouldn't look anywhere near realistic in any color scheme.
>>
>>128270291
A classic: http://dfstories.com/the-hamlet-of-tyranny/
>>
>>128270705
How do I go about making elves KoS?
>>
>>128270990
First things first, is it Kos or Kosm?
>>
>>128271163
Neither, I just want them dead when they step foot on my land.
>>
>>128270990
Clearcut your trees, seize shit from the caravan, or just kill the caravan. Keep doing it and eventually they'll attack you.
>>
>>128271367
So far I've been murdering them.

It's their own fault for not bringing any guards.
>>
>>128270953
I think that might have been the first DF story I ever read. I swear you could easily make a movie franchise or TV series based on some of these DF stories.
>>
>>128271875
First one I read was boatmurdered.
Also the best one.
>>
>>128271983
Same here. Everything after boatmurdered was bland.
>>
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Alright because the other faggot isn't doing jack shit I might as well do something.

already embarked, this is off the backup save. It's gonna be a !!FUN!! location.
>>
>>128268948
Looks like a neat ascii with diagonal walls, post that!
>>
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>>128272360
The basic setup is quite good on the surface, large amounts of wood, and clay type soil.

Can't wait to see what the terrifying effect is.
>>
>>128272430
Can't post bmp on 4chan apparently. Ctrl f "RavingManiac" on the tileset repository.
>>
Since military training is fucked, how does one make a proper danger room?
>>
>>128273790
danger rooms died after 40.0, now the proper way to power train is sparing.
>>
>>128274005
Oh I see. I heard sparring was bugged. Wat do?
>>
>>128274005
>danger rooms died
? I was using one a few days ago in 42.03. Unless you're just rusing.
>>
>>128274005
Danger rooms work fine and are still the best way to train your military.
Stop spreading misinformation.
>>
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oh boy

I'm going to have to perform science later and see what the fuck it does. once I have doors.
>>
>>128274909
>>128274449
They were nerfed in .40. They're still effective, though. Just not nearly as effective as they were in .34.11.
>>128274146
Make a danger room.
>>
>>128275041
Would sending an animal into the mist be just as good as a dwarf?
>>
What does /dfg/ think of the masterwork mod?
>>
>>128275150
see
>>128273790
>>
>>128275559
>shitterwork
>>
>>128275507
yes
>>
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I wonder what the hell did this
>>
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>>128273046
Found it.
>>
It's the first time I am have a fort with 50+ population. Currently at 72 adults anf 8 children, I keep having problems with 20+ idle dwarves. I just tend to send to build walls, fortifications etc. but after 5 minutes they're all idle again after finishing the job.
Should I just dump them to militia? I already have two full squads though.
>>
>>128275671
see
http://dwarffortresswiki.org/index.php/DF2014:Danger_room
>>
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Well whatever killed it, we're gonna be eating it

Mug production is up and running
>>
>>127848587
Player should be chaotic neautral
Obok Meatgod
>>
>>128280778
>Obok Meatgod
>slaughters towns
>slaughters everything
>rape
>chaotic neutral
Maybe I'm a bit rusty on my alignments, but isn't that more chaotic evil?
>>
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Looks like the caverns are ruled by a tribe of hostile Amphibian Women. They seem to have had a war with the local Troglodytes.

Also a big magma pool, which is excellent news
>>
>>128282024
Yes, but then you've got the whole killing titans, vampires and werebeasts, defending from bandits, etc

Being good or evil is up to the "chaoticness" of the player really
>>
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I wasn't around when the update hit; did something neat happen with all the bugs?
>>
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>got a new job where all I do is sit at a desk with a computer at help like one customer an hour
>no internet access
>monitor is tilted to the side so only the person working next to me sees what's happening
>coworkers are all pretty chill
>mfw just put DF on a USB for tomorrow

who /mischief/ here?
>>
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oh boy

The amphibians have also lost two more of their members to Giant Olms.

I'm debating trying to recover the Olm corpses for their meat.
>>
GOBLIN SCUM.

THEY INVADED WITH OUT WARNING. I THOUGHT I COULD HANDLE THEM, BUT NO, I WAS WRONG. THESE GOBLINS WAITED, DIDNT SEND AMBUSHES, OR SCOUTS, NO, THEY TRAINED, AND TRAINED UNTIL THEY WERE READY TO FIGHT, AND FIGHT THEY DID. SLAUGHTERING MY MILITIA.

Luckily the fucked off after I got a few kills in, so atleast it was something.
>>
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>>128286812
Jack shit here

oh well, more haulers and agri
>>
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Rumrusher did some accidental !!Science!! regarding [WEBIMMUNE] creatures and tackles.

Thanks, Rumrusher.
Thumrusher.
>>
is 4x4 embark size too big or will it run decently?
>>
>>128288034
Should be fine, I normally run a 4x4. Works well.
>>
>>128286512
>Hey anon what the hell is all that garbled up nonsense?
>Did the computer break or something?
>>
>>128288034
>not running the entire world as one embark, manually controlling your entire civilization from its birth and leading them to control the entire world
we can only dream
>>
What the fuck happened here

>start a new adventure character
>start out in a hall filled with mostly sweaty goblins
>notice a commotion going on in the main hall
>there's a human crossbowman firing bolts into a human farmer who's passed out on the floor
>surprise the crossbowman and grab his throat
>put away my sword and punch him for fun
>eventually break his legs then choke him to suffocation

The farmer has a really fucked up leg and a cut in his lower body but otherwise seems fine. He can't stay awake though so fuck if I know whats going on.
>>
>>128288765
Bar brawl gone wrong
>>
>>128288405
>oh this, it's the matrix, I'm the one and should probably be given a raise for being able to read the code
>>
this game needs placeable rugs to make forts more cozy
>>
>>128289653
It's called vomit, and it should be everywhere, and it is the coziest thing ever.

*splut, splut, splut, splut*
>>
>>128289653
>>128290049
Also socks. Everywhere.
>>
>>128290049
>>128290235
Vomit and socks effectively make a rug, yeah?
>>
When will creatures be able to eat dwarfs whole? They be able to drown/get burned in stomach fluids if the creature is big enough, and be able to cut themselves out of the stomach, or be cut out if the creature is killed soon enough

also more eating behaviors like ripping off limbs and dragging them away to eat, not just attacking until everything dies
>>
>>128291104
Close enough... toss in some random vermin corpses with a couple boulders and masterful engravings of vomit covered socks and call it home.
>>
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>>128291959
/s/eat/drink
>>
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Candy located
>>
>>128270556
>>128268283
>>128259273
Update.

I had to forsake my xeno-phobic ways in order to fight the goblin menace.

I have drafted some humans in my army. The goblins have sent peace offerings in the form of dancers. They have been slaughtered.

Elves are still not welcome.
>>
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Oh so thats what the cloud does
>>
Question

I'm building a henhouse outdoors and I was wondering a few things.

Do chickens actually need grass to eat? The henhouse is completely sealed, so will I need some light to grow the grass? will a hatch or grate do this?
>>
>>128294940
No. No. Grates allow light through, hatches don't.
>>
can you use grates to grow above-ground crops safely?
>>
>>128295123
does this work for grazing animals?
>>
>>128295530
No, they're vulnerable to building destroyers. Just build a roof. You don't need sky exposure, just for the tile to have ever been touched by light.
>>
>>128295741
so if there is a door on the building it would be fine?
>>
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>>128294465
Not like pot clouds huh.
>>
>>128295634
Does what work? Putting them on grass? Yes.
I didn't describe any design or method. I'm not sure what you're asking.
>>
>>128295860
Doors are vulnerable to building destroyers too.
>>
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>>128295869
nope

not at all

gonna go to a summer save

>>128294940
Two chickens can be sealed 3000 blocks underground with a lead nest box surrounded by smoothed obsidian surrounded by lava

and they'll eventually make an infinite number of chickens.
>>
>>128296305
>somewhere a rumbling is heard
>a dorf is digging into some oddly smooth walls
>the impression of burned engravings can be seen as the pick chips deeper into the stone
>dorfs running from a horde of beaks and wings
>dorfish signs for "do-not-open"
>the pick strikes deeper
>suddenly chickens
>>
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>>128296749
>the chickens begin to behave as a newtonian fluid
>a cacophony of clucking and squawking rises from the depths of the fort as the pressurized chickenfluid surges upwards

reminds me of some shit I built in 4craft
>>
>>128297260
I can play with raw ncurses ascii blindfolded by smell and build a fort and I have no idea what I'm seeing in that picture.
>>
>>128296305
>>128296749
I did this in Minecraft, some years ago.
It was some goofy server the gang went to for the sake of keeping things fresh. All floating islands with some choppy airships one could build to get around. We, of course, hollowed an island out and made our base as stealthy and self-sufficient as possible. Parts of this included the self-farming melons, the underground dock, and the chicken coop.

>whenever pass by chickens, acquire eggs
>form habit of throwing eggs into coop for more chicken
>never get around to culling chickens for meat because of infinite melons
>chicken reproductions becomes exponential due to lack of predation and natural despawns
>soon the floor becomes obfuscated by feathers
>the chickens crowd tighter and tighter in the coop
>movement becomes a distant memory to the fowl
>chickens begins vibrating in place like giant molecules
>chickinite forms
>as the chickinite becomes denser and under greater and greater compression, the vibrations intensify
>soon, individual chickens begin to phase through the walls of the coop exploiting quantum properities at their intense vibrations, before teleporting back to their coop
>eventually, the chickenite hits critical mass, and the server implodes
>chunks fail to load and die
>mass panic sweeps the server
>I desperately crawl through the tearing fabric of space, and detonate the coop with TNT
We ate well that night.
>>
>>128297585
Someone cap this. Pretty decent greentext. 8/10
>>
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>>128297452
It's called the Cluck Fusion Reactor Mk2

When activated it used an automatic system of pistons and water transportation to bring eggs upwards, to be fed into a dispenser via hopper. With the express purpose of inducing exponential growth of the chicken population, thus resulting in mass bluespace distortion.

It was a weapon of last resort. Used when all other methods had failed, a scorched earth to ensure that no one else could use the fort we built.

>>128297585
isn't me, but his system was similar
>>
>>128297795
Last line sells it.
>>
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>>128297851
Here is the Mk1 with its seed population.

We activated this once, it resulted in the enemies leaving due to the sheer amount of lag.
>>
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>>128298039
The Mk3 was never built ingame, but the design utilized a tokamak like confinement chamber. It was much, much smaller due to improvements to the game allowing upwards facing dispensers.

I should note that while critical the chambers floors were flooded with water to induce pathing and jumping behaviors in the chickens, as well as the accompanying splashing. It greatly increased lag.

This picture is from inside the activated Mk1. I had to remain in the chamber to keep the area loaded.
>>
>>128296305
They won't. There's a cap on the number of animals for any species. 40 or 50 I think. It's a nice idea, though.
>>
>>128298918
Animals also start murdering each other in a confined space if there's too many of them.
>>
>>128299007
I don't know if that's still true. I haven't seen it happen since 34.11, though I haven't really tried either. I reached pretty high density of voracious cave crawlers and giant cave spiders in a well trafficked 14x14 pasture in a 40.24 fort without ever having any fighting.
>>
>>128298661
The cluckularity, it's a bok-bok globule, it's collapsed within it's own schwarzschicks radius!
>>
>>128298661
you're a monster you know that? I love you.
i have a design i want to do with bees and trains but never got around to it
fucking hell captcha those are fucking flowers just take it
>>
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>>128298661
Took a bit to dig up, but this is the computer of one of the attackers who was nearby during the Mk1's only activation. He was incredulous. Went by the name of Rouing if I recall correctly.
>>
How long have you been playing df?
How did you get better at it?

new player looking for some wizened knowledge
>>
>>128299842
I started in 2011. You get better at it by trial and error.

It is best to play this game fairly rested and sharp at first, that way your time is spent focused. I watched about 2 hours of videos before I even started my first game and still felt lost.

Eventually things will get into a nice routine, which is good and bad. I would suggest you start an embark on a place with no aquifer, a river, and in a safe place.

Building your fort is hard enough without FUN coming unwanted to visit you. Using a tileset is helpful for new players, but eventually I dropped it to keep up with his updates.
>>
>Legendary+5 plant gatherer in first migrant wave

welp

don't need to make a food industry for the first 10 years or so
>>
>>128300237
yeah, watched some videos and have an idea (although pretty basic) about how to manage the dorfs and shit and build workshops etc, its just the amount of stuff you can build that feels a little bit overwhelming but also exhilirating, like the purest form of sandbox gaming


any specific reason why falling into a routine could be bad?
>>
>>128300797
I'm in a routine now where I start my forts the same way, and build things in the same pattern. It becomes monotonous, even if it is self-inflicted monotony.
The game itself is very good at throwing variables to adapt to, but I am about to start a new fort because my past two forts have looked and felt the same as many other of my forts before then.
I wouldn't worry about this for a long while though. What you need to worry about is things like making sure when you've constructed your farm plot that you have ordered Plump Helmets to be grown every season.
>>
>>128300797
>>128301023

Would like to add as well that one of the ways I got better was starting forts just for the purpose of mastering one thing in particular. I remember fairly earlier just starting a fort in order to figure out how magma smelting and that industry worked. Another one was built just so I could try and domesticate animals.

I found that this was a good way to learn specific industries, because it forced me to focus on those rather than be sidetracked by other, easier tasks.
>>
>>128299343
In my last fort in 42.3I forgot I left about 5 wardogs in a not-tiny pasture (25x25 or so) and when I remembered they all tons of old and fresh scars. One even broke another's spine.
I'm thinking they may have been bugged though because they were all flashing 'distracted' no matter where I put them and none of the other animals in the pasture were fighting at all.
>>
>>128301023
>>128301398
hmm that specialization suggestion actually sounds pretty good never thought about it that way

guess ill master fortbuilding first tho
>>
>>128301631
Good luck. I think it is worth the time investment. /dfg/ is pretty helpful, too, as well as the wiki. Don't be afraid to post screenshots of your fort asking for advice/help. You may get some shtick, but it isn't that bad and you'll more than likely get good advice.
>>
>>128300343
>Legendary +2 gemcutter on second wave.
>Export agreement offers bonus for cut gems.
>>
>>127849865
They're talking about the adventurer, not a cheater using hacks.
>>
>>128301631
The most fun part of the game for me personally is learning about things I didn't know about or realizing I was doing something the stupid way (been playing on and off for years and I still get this every fort I play) so expect (and don't be afraid to) restart frequently to apply what you learned in your previous mess to the new one.
Like the other anon said, don't try to learn everything at once.
Also follow a guide for generating the best type of world and getting the most out of your embark. Doesn't have to be one of those step by step guides but just something that explains what it all does.
>>
>>128302013
>exporting any building/crafting materials ever

You can't know when a possessed dwarf wants to make an Onyx toy boat, that is studded, decorated and encircled with Onyx with menacing Onyx spikes and an image of himself in Onyx.
>>
>>128303950
gems are a diamond dozen
;)
>>
>>128303950
The only thing my dwarves have wanted for mood crafts have been leather and cloth. Almost lost one to a mood that wanted wool cloth instead of plant until the merchants arrived with some. Dude wasted no time dashing for it after purchase.

There's something oddly amusing about a dwarf running out of a hole into a bunch of merchants screaming for cloth, grabbing a handful, then dashing back down the hole.
>>
>>128304545
They usually get more complicated the older and wealthier your fort gets, but I'm not sure if that's actually a feature.
>>
File: EnjoyableFinger.png (165KB, 1920x1080px) Image search: [Google]
EnjoyableFinger.png
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>>128302445
OH NO I AM SCOLDED!
>>
>>128305659
lewd
>>
File: wake me up.png (26KB, 165x164px) Image search: [Google]
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Kobolds are kob! KOB!
>>
>>128305659
I'm not scolding you, I'm pointing out that purely meta, console actions have fuck all to do with "the adventurer."
>>
File: smiling lebanese soldiers.jpg (29KB, 450x288px) Image search: [Google]
smiling lebanese soldiers.jpg
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>mfw mastershit
>>
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>>128311617
>even now there are people actually *enjoying* masterwork
>>
>>128299343
I've had it happening with chickens in the latest patch, usually they have to share a tile for anything to happen.
>>
>>128270797
Can't you define material colors via RGB?
>>
>>128311827
Masterwork does some things nicely like cut down on the details so you can have bigger forts at a playable fps.
>>
Toady is one cheeky kunt for introducing a million useless seeds that only clog up your fortress.
>>
>>128313126
>Masterbloat
>cut down on the details
>>
>>128313559
Thats obviously the problem, but you can remove all that easily.

>>128313468
Speaking of easy, navigate to \Dwarf Fortress\data\init and open d_init.txt

Change

[SPECIFIC_SEED_CAP:200]
[FORTRESS_SEED_CAP:3000]

to a number you prefer.

You can't set a specific seed to a specific level, only the maximum number of seeds per plant and total before they no longer give seeds. Additionally (and more profitably) you can select unwanted seeds to be cooked.
>>
>>128313468
It's a stepping stone to brewable coffe beans, so I don't complain.
>>
>>128313746
>dwarves jacked up on caffeine and booze
basically dfhack fastdwarf
>>
>>128279337
Make them engravers, wood burners or furnace operators. If you cant the just have them dump all the loose stone next to a craftsdwarfs or masons workshop in a 1x1 garbage dump zone on a stone stockpile (make sure to reclaim it all after its dumped)
>>
>>128313685
The problem is these fucking seeds (Persimmon in question) aren't even cookable. They just fucking clog up your seed bags which makes them tedious to atom smash too.
>>
File: file.png (62KB, 1920x1040px) Image search: [Google]
file.png
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>>128313960
Mass dump them? I mean it's irksome but unless you are growing that specific plant then you shouldn't have THAT many right?
>>
>>128313559
I've been playing it a bit recently and did enjoy it, but would prefer just the fps improvements, and maybe a few of th different materials/races to break up the routine.
>>
>>128314043
Fruit trees give a lot of seeds, Matt
A lot. Of seeds.
>>
>>128314043
Can't dump specific things from containers without dumping the whole container. They're intermingled with my useful seeds and you can't exclude bags from stockpiles like barrels etc so I can't put them in their own stockpile easily. Basically if I smash them I'll smash useful seeds and bags too.
It's not really that bad, next time I'll just have to keep a hawks eye when I'm brewing fruit booze and dump the seeds as soon as they're created. The price we pay for drink variation I guess.
>>
File: Untitled.png (24KB, 1242x165px) Image search: [Google]
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>wanted to be a singer/dancer but apparently don't know any songs or dances
>mfw trying to be a poet
>>
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>>128313685
>Thats obviously the problem, but you can remove all that easily.

it still *adds features* which makes me frow up in my mouth
>>
>>128314617
>imagining this scene of a terrible poet vomiting mid performance
>>
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>>128314740
>mfw trying to tell a story about some assholes ascension
>>
>>128314617
>h3h3productions opens a poetry channel
>>
>>128266140
The little lunatic managed to go missing for a week as he died from dehydration.
In the damn dining hall.
>>
>>128314812
I can't contain my giggling
>>
>>128315093
Let that be a lesson to other up and coming human performers. Don't chug 5 units of sewer brew before performing.
Now that I've sufficiently claimed my title of town drunk and ruined my reputation, should I reroll now that I sorta know what I'm doing?
>>
>>128315475
And by "sorta know what I'm doing" I mean I have no fucking clue how to learn to sing/dance
>>
>>128314454
Enable cooking for seeds you don't like
>>
>>128315591
>The problem is these fucking seeds (Persimmon in question) aren't even cookable.
Literally useless at the moment man.
>>
>>128315735
They'll become useful when planting trees gets implemented.
>>
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>random trails of vomit start appearing around my fort
I didn't know I had a painter.
>>
>>128298661
>>128298039
This reminds me of Haven & hearth in the good ol days of the russian and korean wars (The russians where older players and could one punch brick walls, something that took days IRL to build) and the koreans just spammed as many bots as they could when under attack causing the game server to crash.
>>
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>>128316216
Okay what the hell is going on? Did someone vomit on my alcohol stockpile?
>>
>>128317414
No, vomit/drinking doesn't work that way. She was probably dehydrated enough to vomit and drink it again and had no access to drinks due to pathing issues.
>>
new thread
>>128318298
>>128318298
>>128318298
Thread posts: 767
Thread images: 175


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