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/dfg/ - Dwarf Fortress General

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curved walls are haram edition
Previous thread >>134850997 (Cross-thread)

>Download the basic game here. Current version is Dwarf Fortress 0.42.06
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 (Alpha release):
http://www.bay12forums.com/smf/index.php?topic=139553.0

>Starter Pack (Alpha release):
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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>Want to do areas that span z levels
Pretty much gave up everytime because it took too long.
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>>135131946
>It sure is dark down here.
My sides
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>>135132232
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>>135130965
Not bad.
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I need some more images of combat logs.
>>
Surely the Humans will enjoy these finely crafted human bone wares
>>
My world doesn't have anymore elf civilizations, the last one got conquered by goblins. Is it possible for elf civilizations to be generated again? Or will it stay the way it is right now?
>>
>>135136860
>Is it possible for elf civilizations to be generated again?
doubtful
they are not voracious colonizers like the dwarves are.
>>
>urist McFarmer used my adamantine to make a toy boat

.....
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>>135138432
Sounds like it's time for Urist McFarmer to go toil the crops inside the great fortress in the sky.
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>>135138432
>Urist McShipwright will never use your adamantine to make a real boat
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Is there a way to place furniture or minecarts/tracks in the object testing arena that I'm not seeing?
>>
>>135138432
>urist McToady used my donations to make a toy bloat
>>
I've been working on updating dfterm 2 now for myself and some friends. if you don't know what it is this should explain it. http://www.bay12forums.com/smf/index.php?topic=50643.0 i made the last post in that forum as well asking the same question but im unfamiliar with memory readers and it requires me to find the size_address and screendata_address of dwarf fortress as this guide asks, http://www.bay12forums.com/smf/index.php?topic=50643.msg3021953#msg3021953 despite my efforts for the last two weeks i cant seem to get any foothold in figuring it out. so any help would be greatly appreciated.
>>
>>135138729
since boats don't exist and even the concept of a boat is completely alien, I wonder what the "boat" actually looks like?
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>>135140295
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Is it necessary to do little stylistic touches like catching a right punch with your left hand, elbowing the guy behind you with your right elbow, left kick to the leg to throw the one you're grappling off balance, right uppercut the one behind you, then pull the other one towards you by the hand and knee them in the chest.

It's still a lot of fun trying to figure out sensible ways to link attacks and targets and counters.
>>
[Anon] gestures!
>>
What's the difference between creature tokens and caste tokens? Do I have to put the token in each caste?
>>
>>135143836
Its pretty much gender at this point. Just changes a few things.
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>>135143960
But if a token says caste on the wiki do I have to put it in each caste or will it work anywhere?
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>>135144131
Just have a look at raws of other creatures.
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>>135144131
Caste level tokens work until another caste level token is defined.

caste:blah
--tokens_that_are:applied
--more_tokens
--you:get_the:idea
caste:notblah
--these_tokens:are_not:used:for:blah
--only:notblah
--until_you_make:a_select_caste
--or_other_similar_type:declaration
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>>135135332
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>>135145874
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>>135131886
DFtool my friend.
Set your starting dwarves to 20 and make all of them miners.
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admire this craftsmanship
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Will the Litllest Cheesemaker actually get interesting again, or will evictedSaint just keep posting unfunny dialogues taking place in the same old scenes?
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>>135148497
you underestimate the power of memes and how it kills everything
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>>135148497
>>135148497
It'll have to update first.
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>>135130724
>that fortress

my benis is hard
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r8 my Nigger fortress
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Might wanna dial back on the lairs there a little bit, RNG.
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Keep digging you miners.
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>>135152382
mirin'
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>>135152382
w2c canyon like that
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>>135152382
Very nice with the pillars and all.
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>>135150814
>'N'
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I hope he decides to join my militia.
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Well this does need a bit of work.
Stonesense is still better.
>>
Tell me about beekeeping. I'm running an above-ground fort with a lot of buildings. Should I make a new building for beekeeping? Is it easy? Is it fun?
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>>135156047
Beekeeping is the second most fulfilling and exciting activity in Dwarf Fortress; the most being turning kaolinite into porcelain.
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>>135156603
Stoneware coming through.

Did anyone listen to that podcast the toad posted? Large boring parts but his bits were interesting.
"The deep dwarves <his fans> are too busy underground to bother with humans"
>>
>>135155883
>Stonesense is still better.
In a few areas. In others it long has been surpassed. But yeah, Armok Vision does still need work.

Did that one Anon solve his problem with only 5 layers being shown at a time?
>>
>>135157353
I already downloaded it, but I hate listening to stuff, I'd much rather have a transcript. Oh well, can't help it.

From the topic list, it seems only a little time is spent talking about DF, is that correct? Where does he talk about DF (more to the middle, end, etc, no need to give me accuracy down to the seconds).
Were there any interesting parts apart from DF?
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>>135156603
>tfw you managed to buy four pieces of kaolinite from the caravan
Judging by all of kaolinite crafts they bring, it's really abundant in my home civ. Too bad I can only buy so few rocks a year.
>>
>>135157828
Walls look cool. Are you more or less finished with the tileset? Put it on the wiki already?
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>>135158349
The statues still remain.

As soon as I'm finished with them, I'll post the tileset in the general. I'm not comfortable with uploading things on sites than 4chan.
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which one of these lame civs should i pick?
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>>135158590
The single axe is the one that represents me best
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>>135158590
can you make your own civ?
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>>135158590
>the single axe
embark in a jungle and annihilate it
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>>135158590
>The Figure of Swamps
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>>135158745
>adventure mode building release
>make ogres playable
>find a good swamp
>build an outhouse and shack
>fill your inventory with onions
>recruit a donkeyman (assman?)
>go on a quest
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>>135158414
Perhaps bounce ideas off of us? I wanna see it dammit so I can slap your style into an upscale version for folks interested in that.

In other news: I got df installed and working on the woman's chromebook. Not via chrome itself, but through a crouton (let's you load up a native linux installation that swaps itself in over the chrome bits and then switch back and forth at will) and the biggest fucking problem we had was me being a goddamn retard.

Get all the libs and shit in place.

>Cannot find data/art/Curses+1_16x24.png

Ah ha! I think, I can put in a .bmp backup in case it didn't like the graphics stack she has on there!

Grab the usb stick I used to copy over the game/some worlds I generated for her on archenstein (who has a good deal more 'oomph' than chromeo) and went to grab the relevant files off her copy.

>df/data/art: 0 items
>df/data/init: 1 item
>df/data/save/region1: 1 item

...I somehow copied over only the top level directories and not the files within them while I was sleepy.

After putting those back in place it works perfectly... so playing df isn't as hard as copying over a working install, apparently.

But, I finally got to see how the smaller version looks and I'm quite satisfied, as is she.
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>>135160470
Fuck.

So we got it started up and she looks at the screen and says "I need a legend."

I'm like 'well fuck, straight to it then, cool, hit start, region1, then go down to legends' and we start browsing through various stuff, I was telling her what the various parts of it are and shit... then I realized what she meant.
>>
>>135161572
Why didn't you tell her to k her own legend anon
>>
REMOVE TILESETS
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Added a third floor to the above-ground structure.

For your information, the main part of the fort starts at sea level.
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>>135161572
>dating neurotypicals
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>>135161769

REMOVE TILESET remove tileset
you are worst graphics. you are the cluttered screen you are the newfag smell. return to reddit. to our bay12 cousins you may come our board. you may live in the zoo….ahahahaha ,captnduck we will never forgeve you. cetnik rascal FUck but fuck asshole newfag stink reddit urist urist..graphicsfag genocide best day of my life. take a bath of dead newfag..ahahahahahREDDIT WE WILL GET YOU!! do not forget MLP mod.bay12 we kill the king , bay12forums return to your precious MLP….hahahahaha idiot bay12 and reddit smell so bad..wow i can smell it. REMOVE TILESET FROM THE PREMISES.
>>
>>135161769
>>135162308
>not knowing that default cp437 is also a tileset
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>>135162308
>REMOVE TILESET FROM THE PREMISES.

this so hard
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>>135161675
I did after I realized she wasn't saying she wanted to dig into the history of the worlds there.

>>135162115
Yeah, but... but... titties?

>>135162418
Some day they will learn.
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>>135158713
IM GOING TO DO IT JUST FOR YOU!
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Guys is there LITERALLY any reason to build down and up stairs when you can just build updown stairs?
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>>135163880
>U HAEV VIOLATED THE TREES IN THIS AREE
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>>135164005
Aesthetics, not wanting the tile above/below to be unhidden, access control.
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>>135164005
Upward stairs work as floors, meaning that they restrict access further downwards. They're a good way to seal of caverns.
>>
Nice, my dwarfs just marathoned the digging of the designated area I set designated for digging
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>>135157819
Not really any interesting parts other than Tarn, no. There was some novel (for me) insight into him which made it worth the listen.
Easy to listen and play, also.
The topic list is deceiving, and I feel written mainly to fill space. If you care about the podcasters' opinions then I guess the list matters but they barely touch the subjects and they certainly aren't "discussed".
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>>135164159
>trying to pave the surface so holes don't get poked in the loam by trees and fuck up my security
>chop down the yearly limit of trees to clear the area
>new trees grow in the area during construction
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>>135157819
>>135166415
Oh and middle /end.
>>
>An elf, a goblin, and a human all hop on a wagon.
>Which one drives?
>The yak.
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>>135168050
The wagon.
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>>135168050
>A human walks into a bar
>It explodes in gore!
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>>135168308
>A human walks into a bar
>It cannot possibly imagine paying that much for an ale
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>>135168308
>Knock knock
>Who's there?
>Urist
>Urist who?
>Urist Udibdugan
>Ah, it is good to speak with you again.
>>
>>135167841
>>135166415
Thanks.
>>
>>135168850
>Knock knock.
>Who's there?
>Urist.
>Urist wh- wait a second, since when do dwarves knock?
>Ok fine, you got me, I'm actually a gorlak.
>>
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So guys.

I wanna play a dragon/ettin/giant or any kind of mega/semi-megabeast and absolutely shred some town's populations. I also want to be able to retire the megabeast so that I may one day see it again in Fortress/adventure mode.

Is this possible? So far the wiki has failed me in making Ettin's playable.
>>
>>135169629
First thing I would try is just adding these to the relevant semi/megabeast entry under creature_standard.txt:

[OUTSIDER_CONTROLLABLE][LOCAL_POPS_CONTROLLABLE]
[CANOPENDOORS][LOCAL_POPS_PRODUCE_HEROES]
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>>135166802
That's what you get for digging in the soil layer, to be honest.
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>>135169857
I like to embark in hot rainforests for the lack of ice and abundance of trees, problem is they have no stone at the surface.
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>>135169826
Awesome. Will do, friend.
>>
Question about walls with the new climbing.

I have walled off a large area for tree access.
I build a wall layer, with some ramps to get up from the inside, then I build the next wall layer overhanging the outside lip of the existing walls with the builders standing on the existing walls during constructions.

Does that leave a gap? Do I need to build a floor layer on top of each wall layer since they are not stacked directly on each other?
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>>135170617
no
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>finished goods stockpiles
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>>135170000
>>135169826
Awesome, it worked. Big thanks, friend.
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>>135171296
Thanks.

I thought I saw a goose pop through the wall, which had me worried.

In retrospect, I believe geese can fly.
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I found a new Adamantine vein and im not afraid to mine it all.
Armok shall be pleased
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So I have a vampire that I had under decent control she only drained a couple citizens before I kicked her out of the main fort and she dug out her own area. She got injured breaking an undead siege, and I had this brilliant idea.

I activated the justice system, convicted her of her murders and got her chained up. Made her cell a hospital area, got her fixed up other that a couple infected fingers that won't seem to heal.

She was getting moody so I made her cell a barracks for her to practice in and gave her a statue to her dirty and made the cell an extension of the temple so she could pray.

she was a little better off, but then a visiting bard decided to eat at the table I had in her cell as part of the hospital zone, then he fell asleep.

I went ahead and convicted her, hoping to heal those infected fingers, but I've kept her chained too long, she just went oblivious to reality.

She has been chained for around two years and has ~130 days left.

I am building a screw pump in there to let her improve a skill and give her work to do, she likes dogs, so I assigned a couple to her...

Anything else I can do to keep her sane?
>>
>>135174336
Of all the expressions in that last panel, the sign language interpreter's is the best.

What is going through that poor man's head?
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>>135174889
He's probably just some poor employee at the convention center, and tired of dealing with all sorts of subcultures and fandoms.

Still, since that conference seemed more aimed at roguelike-likes than at pure roguelikes, the visitors should be faily normal people. I can imagine far more obnoxious fandoms to deal with.
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>>135175861
>having to sign "yiffing" at furrycon.
>>
Okay so I imported my old 40.24 save to the latest version. taverns are pretty comfy but I'm super confused by how instruments work now. I can't locate any orders to make instruments, or parts. Every article just says instruments exist at world gen, does this mean old saves just don't have any?
>>
>>135177817
Correct. There aren't any musical forms for them to play anyway. And no poetry or dances either, and no existing performers to come visit your tavern. All of that is created during worldgen. Your dwarves will still be able to tell stories, though.
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>>135178321
bummer. does this mean taverns and temples are worthless, or just less powerful?
>>
So I just made the mistake of accidentally leaving my companions behind while traveling at night, and my necromancer vampire got killed by bogeymen. He was still carrying the slab he learned the secrets of life and death from in his bag. What will happen to that artifact now? Is it possible for someone to find it again, or is it effectively out of play as far as Legends Mode is concerned? For that matter, what would happen if I gave it to someone, or sold it, or left it in a mead hall? Would Legends Mode be able to pick it up and have it change hands again?

Also, I've noticed a few historical events where someone "confronted" someone else. Can this kind of events, along with revolutions, wars, people being struck down, etc. happen while playing adventure mode, or at any point after worldgen? Is there a way to have the game simulate history for a while in between characters? (Or is that what the calendar screen you see when making a new character/fortress does?)
>>
>>135179064
Not sure, but I think items dropped in the wilderness should stay where you left them. I remember having a slab disappear after I left it at a camp, but the wilderness should be fine.
>>
I've got a amazing embark with a waterfall and several deep river canyons all over, and I'm planning to make several bridges across the gaps, and open up the walls behind the waterfall for some awesome dining areas and offices.

1. What do I need to do to minimize dwarf falling off the bridges? Will 3 wide bridges be enough, or should I futz about with passage denying too?

2. If I dig out a wall right next to a waterfall, will the water continue to fall directly downward, or will it start to flow into the opening and flood everything?

3. Will just being near a waterfall increase happiness, or does it have to be the mist at the bottom? If the latter, how can I make mist at several points down the waterfall with flooding anything?

4. Will a 2-12 z-level fall into 1 z-level of water kill a dwarf? If not, will they be able to get out safely downstream?

Thanks for any advice, I don't want to waste this embark. I already regret aligning it wrong so the canyons are right on the embark edge instead of in the center.
>>
>>135179448
So that slab is effectively gone forever unless I manage to locate the exact area the last character died and recover it. That's a shame, but I guess it makes sense. So do things the player does count as historical events for the purposes of occupying towns, stealing things, etc.? Or do only events directly relating to he character, like kills and death, get recorded?

Also, does a fortress coutn as a site owned by that civilaztion once you retire it? Can new sites be founded near it like how villages are always clustered near rivers and each other? I'm planning to try and colonize an unoccupied section of the world for the dwarf civilization with the smallest population.
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>>135179806
Here's the area, if it helps. This is the top, I'm planning to put bridges back and forth along the canyon on the right.
>>
>>135179806
>>135180674
And here's the bottom. Also while taking this picture I got the answer to one of my questions, I think: That red stuff in the river is the splattered remains of a river otter, which was up with the two in the first picture a second before. So no, the river would not cushion the landing enough, it seems. (I think I'm going to put some grates or bars across it to catch anything that falls in. If I combine that, retractable bridges, and a floodgate to stop the river, I should be able to collect plenty of loot from any invaders.)
>>
>>135180418
If you remember the surrounding area, and any geographical features, you might be able to track it down.

I remember getting separated from a companion early in the world activation arc. At first, I thought nothing of it and assumed that she would find her way back to me eventually, but after about an in-game week had passed, I realised that she was gone. By this time, I had travelled almost to the other side of the world. Still, I somehow managed to trace my steps back, and eventually found her drowned in a river that I had passed. Gave her a nice burial in one of those large outdoor tombs.

The point is, you can always find things, even if they're seemingly lost in the wilderness.
>>
>>135179806
1. The only way for dwarves to fall off bridges is if they dodge to open space, so wall off your bridges I guess
2. 90% sure it shouldn't
3. They need to come into direct contact with the mist, "waterfalls" have no meaning for them - You want the falling water to collide with something (to produce mist) and still get drained down toward the river bed, so you'd want to build a bridge directly under the waterfall and cover it with floor grates, I think you can expect a lot of job cancellations though
4. waterfalls tend to collect a lot of injured fish at the bottom so a dwarf would be badly hurt as well, but that's part of the fun

They shouldn't fall unless you make them walk in low (1, 2 or 3/7) water at the edge of the waterfall though
>>
>>135179806
1 no idea if that works better now, but your best bet is walls. Also, definitely remove the ramps everywhere inside the river.
2 should work, but the occasional water will fall in regardless. Windows!
3 Mist, IIRC. Grates are a possibility, but getting that right is difficult.
4 Probably not outright, but they most likely (as in 99%) will drown.

Losing a couple of dwarves is no big deal, migrants will replace them soon enough.

Just remember to use slabs if you can't get the bodies, and make keeping your surviving dwarves happy with other sources (temple, good food, nice bedrooms, etc) a priority.

Also, you can always reclaim the fort, if you fail the first time.
>>
Does DF have mouse support yet? Can I use my mouse to indicate the area I am working with?
>>
>>135181617
It had mouse support forever.
I don't know what you mean by that.

You can use it to designate areas, if that's what you mean.
But you can't click on menu entries.
>>
My z screen says that I have various fruits and plants, including plump helmets, but I get the "needs extract bearing plants" alert at my still, and options for brew from fruit/plants are red. Any ideas why?
>>
>>135181617
>> mouse

I was going to rage, but then I remember the picture in the OP with the curvy walls and I understood.

The weird part is I swear I remember being able to use the mouse to select designation areas at some point in the past. Was that back in 2d versions? I know I have not used a mouse in years.
>>
>>135182060
You've always been able to designate stuff with the mouse afaik
>>
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>no uninvited guests in 11 months
>fortress on full lockdown
>Elven delegation and merchants arriving soon

the second I lower this drawbridge a bronze colossus is going to pack it's ass on me.
>>
>>135182038
Because red means you are not allowing them to use that plant, turn on the ones you want them to brew.
>>
>>135178991
They serve the same function as meetings halls would've anyway. Taverns might still draw visitors (not sure how that will work, report back) and satisfy your dwarves' new social needs, temples will satisfy their worship needs, and libraries will satisfy their needs for abstract thinking. On the latter, I expect you won't be able to make paper or parchment, so dwarves will only ponder things there, and the only books in the world will be ones written by necromancers. If you want dwarves to be able to satisfy their needs for abstract thought without being scholars you'll have to take an adventurer to a tower and fetch some.

Or you could just bid your 40.24 fort farewell so you can fully enjoy the new features.
>>
>>135182038
You're probably getting hit by a container bug. When a dwarf has a "store item in container" job every item in that container is unavailable for jobs. Dwarves have a bad habit of shoving as much in one container as possible before they start using another. Chances are all of your plants are in the same plant barrel, and all your fruit is in one barrel as well. So as long as dwarves are putting more things in those barrels your brewer won't be able to find the plants to brew.
>>
>>135182180
>Tfw have fortress defense installed
>First invasion
>Probably some stranglers lol
>War elephants clad in steel
>All I have is copper

That was short and sweet
>>
>>135183459
All these stories make me want to DL fort defense, even though I'm not really a siege person.
>>
>>135183459
>sweet

Is this what you call brutal anal rape?
>>
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What are some good combat skills to take on an adventurer?
>>
>>135184546
Fighter is general weapon skill, and Archer is general bow/crossbow skill. If you don't want to specialize just take Talented Fighter and you'll be decent with any real weapon.
>>
>>135130724
That fort gives me a Dark Souls vibe. I like it
>>
>>135184724
Okay, are there any specific weapons I should be using? I'm planning on killing a sheep monster in a dark fortress, if that helps at all.
>>
>>135184724
the fighter skill is fast to train tho, and it barely matters in comparison to actual weapon proficiency
>>
is v0.42 ok to play with if I'm not good at the game?
>>
>>135185786
Just play the latest version.
>>
>>135186004
isnt that the latest?
>>
>>135186057
42.06
>>
>>135185275
Spear. A sheep monster is a demon, and therefore enormous. It will probably be wearing clothes, which will be absurdly thick due to a bug that causes clothing thickiness to scale with the creature it's genned on. So a spear will probably be your only hope of damaging it at all.
>>
>>135187435
>bug that causes clothing thickiness to scale with the creature it's genned on
>bug
Really? I think it makes sense for people to make clothes whose thickness is relative to thheir own size.
>>
Where can I see the names of rivers and streams? Neither World Viewer or Legend Viewer seem to list them, and the best I can find is the horribly abbreviated name on the embark map. "Brknscldd th Ey of Tr" isn't particularly helpful. Searching through my exported legends files isn't finding anything either. Where is this information stored?
>>
>>135183712
>>135183990

A bit of it was my fault, I didn't wall myself in properly so they just ran through some open areas and fucked everyone about while my marksdwarves ineffectually plinked on the elephants and gobbos.

>>135185275
If the Sheep is alive and has/needs organs to survive then IIRC a spear would be the best weapon for jabbing at hearts and stuff.
>>
>>135187825
Have you ever seen a piece of alpaca wool 2 meters thick and as tall as an adult giraffe? I sure haven't.
>>
>>135188385
>>135185275
Spears for big stuff
Axes for unarmoured stuff
Swords for unarmoured stuff if you're a faggot
Warhammers for armoured stuff
Maces for armoured stuff when you still want to fuck unarmoured stuff up
Lashes if you feel like cheating
>>
>>135188590
If a creature of the corresponding size made the cloth itself, it would make sense for the cloth pieces to be big.
>>
>>135188848
No it doesn't. There's no way to even make cloth that thick without threads as thick as tree trunks. It's not even cloth at that point anymore.
You seriously think it makes sense for a creature to wear multiple layers cloth and leather that are each thicker than the length of a pike?
>>
>>135158713
this

also build a wood-fort
>>
>Building comfy fort
>Plan on making it mostly outside with rope reed farms as a main industry
>Build irrigation pumps for mud
>A wereelepahnt comes in and kills everyone
Loosing is fun..right?
>>
>>135189340
size maybe but why thickness?
unless its layered the cloth should be the same thickness no matter what.
>>
>>135189717
You're right. That's why it's a bug.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=4843
>>
>>135189340
Of course.

Let's hypothetically imagine that there was some tribe of humans IRL, where the people were as small as insects. Do you really think their clothes would be as thick as ours?
>>
>>135189986
They'd have huge threads from plants and ant hairs.
Our threads would be normal.
>>
>>135189986
I think those hypothetical microhumans wouldn't use cloth or leather at all. If they somehow learned to cultivate and weave cotton the resulting cloth wouldn't magically become 1/10000th the thickness of cotton cloth that normal humans make.
>>
>>135131946
>Stop! This isn't happening!
Crashing this settlement, with no survivors.
>>
So when is the next big release coming out?
>>
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>>135189715
>Dwarf FORTRESS
>Doesn't have a military
>>
>>135190693
Toady is busy doing lines of coke off DF fangirl asses at a games convention right now. All funded by bay12 donations of course.
>>
Did anyone here go to GDC? the Toady talk just ended.
>>
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>>135188713
>>135185275
>>135187435

>Browsing legends viewer
>Check battle deaths
>There's one human civ practically covered in bright red blotches.
>Check their wars
>A good dozen wars with the neighbouring Goblin civ that has claimed thousands and thousands of lives.
>They've lost every one with valiant numbers(Far more kills than deaths but still hundreds of deaths at the least)
>Decide its settled, make a minmaxed, tall and ginger spearman to one day kill the demon king of the Goblins(A panda devil, to be precise).
>Grind him up to some legendary+5s and plenty other ludicrously good stats. Also get my hands on a master piece iron spear and some ad-hoc but still high quality iron and bronze armor.
>I've already killed boatloads of goblins and beasts so decide now's the time.
>Gather a band of warriors with me to make the long march across the badlands to the capital of the Goblin savages, Solderedhexes.
>We sneak and fight our way towards the great slate tower at the capital's center.
>By the time we arrive, all my men died fighting.
>I carve my way through the tower, getting ever more bloodied and bruised the further I ascend.
>I finally reach the top, having killed every goblin I could find in the tower.
>Sneak up behind the Master's right hand man and drive a spear through his cranium.
>With me and the Master alone, I stop sneaking and shout out to him, declaring my presence and boasting my kills.
>He charges me instantly, and the hardest battle ensues.
>Just landing a hit is a nightmare, for such a gargant the thing moves like a wasp.
>Finally find an opening after deftly parrying away a strike.
>A simple strike and a direct hit.
>I drive my spear square at its upper body, seeking to finally gain an advantage.
>The strike, heavy and all, doesn't even pierce his clothing.
>Instantly, it rips my arm off and begins shredding me piece by piece.
>Die slowly and alone after giving in to pain 5 times.
>Mfw
>>
>>135190258
>>135190386
Since the game doesn't handle the size of threads/cloth and required amounts of raw material realistically yet, this is actually irrelevant at the moment.

The important thing is that if a civilised race(regardless of their size) has cloth made out of fabric(any fabric), it must be assumed that the clothes are thick enough to 1) isolate warmth, and 2) be possible to move around in without tearing them. For these criteria to be fulfilled, the cloth thickness MUST increase in proportion to the creatures making/wearing them.
>>
>>135190721
>Not even 1 year in
>Military that can deal with a wereELEPHANT
>>
Is it possible to dig upwards by digging an upstairs and then some more stairs above it?
>>
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>>135191067
>>
>>135191424
Nope, sorry.

You can only dig downwards in Dwarf Fortress.
>>
>>135157724
Don't think he did anyway theres a json file that just needs changing values are in there.

Maybe for telling the terrian level at least, I do like 2d stuff over full on 3d.
>>
>>135191424
Yes, upwards ramps are channels the other way.
>>
>Tantrum Spirals

how the hell do fight these ive paved the entire fortress in gold and those pesants still goes berserk and all feely touchy

should littrally toss them all out to the horde of undeads clawing at my bridge


how does one prevent tantrums effectivly?
>>
>>135183056
How do I fix this?
>>
>>135191424
Why don't you try it out
>>
>>135191897
>how the hell do fight these ive paved the entire fortress in gold and those pesants still goes berserk and all feely touchy
>should littrally toss them all out to the horde of undeads clawing at my bridge
miasa feels tunnels in aree you're using?
>>
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>>135191067
I see you're in need of a weapon suitable for demon-slaying.

[ITEM_WEAPON:ITEM_WEAPON_DRAGONSLAYER]
[NAME:dragonslayer:dragonslayers]
[SIZE:15000]
[SKILL:SWORD]
[TWO_HANDED:87500]
[MINIMUM_SIZE:77500]
[MATERIAL_SIZE:17]
[ATTACK:EDGE:75000:12000:hack:hacks:NO_SUB:4250]
[ATTACK_PREPARE_AND_RECOVER:3:2]
[ATTACK:EDGE:50:18000:stab:stabs:NO_SUB:6250]
[ATTACK_PREPARE_AND_RECOVER:2:3]
>>
>>135191897
a) find out (and keep track of) why they're stressed - remove the reason

b) sufficient distraction, see a) for ways to improve. For example if all your dwarves are really happy because they slept in a good bedroom and found the food to be okay-ish, it probably doesn't help much to build better bedrooms, but instead to train better cooks and make more lavish meals.
Also with the recent addition of taverns and temples (religion, masses, opium, etc) you have even more options.


It's not really all that hard.
>>
>>135192182


What

Miasa that pink stuff dead bodies gives off?

there are no dead bodies other than berserkers wich gets removed quickly
>>
>>135191197
Perhaps some increase in thickness is warranted, but certainly not a linear increase. It should be radically less. Besides, demons and ogres and giants aren't civilized races. You will never meet an ash fiend clothier or a bull brute weaver, and even if you did there wouldn't be a possible material for them to use to make cloth or leather anywhere close to the thickness of their current clothing. It's a bug.
>>
>>135192381
>[MINIMUM_SIZE:77500]
>>
>>135192449


right my dorfs have no personal room

does it really have such a great impact

and most my food comes from farms both undergorund and overground
>>
>>135192449

By the way do i have to assigne rooms to each dwarfs indvidualy or will they pick their own rooms as i make them?
>>
>>135192708
The non-civilised creatures never wear clothes, either.

We were talking about the demons found in the goblin fortresses. They are the exception. They have an empire of goblin slaves to make their clothes for them. Why did you think that there were so many "weavers" and "clothiers" running about in the goblin sites?
>>
what's the best designed fort iyo?
>>
>>135193419
iyo?
>>
Has anyone ever successfully tamed a Giant Rhino or Giant Elephant and if so how do they fair as war beast?
>>
So my googling has brought contradictory results. Does fame do anything in Adventure mode currently, and if so how do you increase it? Is it not possible to "turn in" quests from people who aren't your lord, the kind you get from asking about troubles? The NPCs don't respond when I boast about past kills, and the rumor system wont let me mention killing things.
>>
>>135193563
>in your opinion
>>135193419
Dick shaped forts with lava pumps around the testicles.
>>
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>>135192756
>he's not heavily muscled with a towering frame
>>
>>135192794
>>135193183
Yes.
No.
Also, clothing is important.

Regarding the food, kill of cook, and type of meal (i.e. how many ingredients they use up) is what makes quality.

With a legendary cook, pumping out lavish meals, it's practically impossible to get tantrums.

Oh, by the way, I just saw this:

http://www.bay12games.com/dwarves/mantisbt/view.php?id=9074

http://dwarffortresswiki.org/index.php/DF2014_Talk:Stress
> I've had ample evidence to suggest that your average dwarf, or at least the starting seven, are immune to stressors to an extent that would drive dwarves insane in older versions.
Looks like you managed to do the impossible.
>>
>>135193183
If you build the bed then designate the bed as a room, it will be claimed as soon as someone sleeps in it.
>>
Why in the fuck is everything scattered in the wild when you reclaim.
>>
>>135195573
Squatters had a rave.
>>
>>135195573
It's pretty hard to simulate looters from just the abandon fortress screen
>>
>>135196340
Nothing is ever stolen from ruined player forts, though.

Plus, the items scatter anew everytime the map is loaded.
>>
>>135189715
>Reclaim
>Fucker Wereelephant Elf is still there
>Militia Captain chops his head off in one blow
Justice has been served
>>
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Welcome to the Strategic Orange!
Each of our fully engraved Suites is topped off with a Masterwork Mahogany Bed as well as an exquisite cabinet and dining set. Masterwork Plump helmet roasts as well as beers, wines and ales are available all times of the year.

For the adventurous among you, know that here you can sleep, or *socialize*, mere feet away from real live vampires!

*In the event of fire please exit through the Emergency Mass Grave.
>>
what are mining strategies you guys employ?
>>
>>135197518
I just make big square grids.
>>
>>135197518
Mine good layers
Don't mine shit layers
>>
Did someone save the story about the guy who had an axe dwarf that went insane and decimated an entire continent or something?
>>
Is it possible to simply get rid of all clutter on ground like stone and minerals and all that garbage, maybe with dfhack? I'm not familiar with external tools, but just dwarfs dump all the stones will take a really, REALLY fucking long time
>>
>>135200230
d-b-h
>>
>>135200230
dbh
dfhack "dump"
>>
>>135200445

It's not about hiding, it's about having 30k stones in the stocks menu that take 30 seconds to load
>>
>>135200734
Make them into blocks, or dump them and the bridge them
>>
Can your fort go down a rank? Ie from city to town or village if you stop producing or lose people?
>>
>>135200662
woops meant dbd
>>
>>135201869

How long does it take to dump 30k stones?
>>
>>135200734
>activate the stonecrafter labour for 40 dorfs
>build at least 40 craftsdorf's shops
>set them all to constantly shit out crafts
>donate everything to caravans(remember to use bins here, or it's gonna take forever bringing them to the depot)
>>
>>135201683
Pretty sure if you go down 80 pops and the baron dies a new one doesnt get elected
>>
>>135201910
Instantaneous if you read the second line in my original post
>>
>>135192037
Make a plant stockpile that doesn't allow barrels, optionally have your main food stockpile give to it. You could also have two food stockpiles, and set one to take from links only, alternating it each season, so one of them always has a plant barrel that isn't being used for current store jobs.
>>
>Accidentally flooded everything

eh
>>
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If I do this, will it cycle through the list on repeat, or will it infinitely make coats?
>>
>>135200836
>make them into blocks
>30k stones are now 120k blocks
That doesn't sound like a solution.
>>
>>135204210
It cycles. As each job/R is completed it moves to the bottom of the list.
>>
>>135204210
>>135204546
Also, glove, sock, and shoe jobs make pairs (except in a strange mood), so you don't need double jobs for those.
>>
What do you guys always look out for on new embarks?
>>
>>135204546
>>135204707
wow, thanks for literally tripling the efficiency of my clothiers.
>>
>>135205452
>hot
>shallow and deep metal
>flux stone
>no aquifer
>dense trees
>river

boring but reliable.
>>
>32 migrants to my comfy small fort
FUCK OFF NORMIES REEEEE
>>
>>135205452
A good setting for my project
>>
>>135206051
Bridges and burrows exist for reasons
>>
installed the lazy newb pack on arch but the terminal closes the moment i hit play dwarf fortress
>>
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>build bridge over river / canyon / volcano / etc
>send migrants to stand on it
>they're flung on small patches of land around the pit
>>
>>135206630
You need to enbale DfHack, last tab.
>>
>>135206051
iktf. especially happens right after youve finally carved and furnished just enough bedrooms for each dwarf and organized your labors.
i just change the init files to cap the population at like until i have enough rooms/work for more migrants
>>
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>>135204398
Ah but make those 120k blocks into fortifications...

Pic, Charcoaltongs, stands ready to open the furnaces. I have embarked upon a lonely island at the edge of a ridge of "good" mountains.

The island is populated entirely by elves.

I have two squads, one ranged and one melee. I plan to have the hill's fortifications finished by the time the elves are aware of my intent.

Their caravan is due. Wish me luck.
>>
Any insidious designs for anti-siege gates? I've got an abundance of pretty much everything. Give me some ideas.
>>
>>135207508
I don't see where you got those 30k stones from anon
>>
>>135201970
>My animals can only take so much!
>>
>>135208010
Different anon. Was just giving >>135204398
a hint on usage.
>>
>>135207682
>anti seige?

desu aside from basic shit like long hallways with arrow slits on either side the best I've done is a Labyrinth with a Minotaur inside and an artifact door/gate linked to a pressure plate open to my fort.


only issue was massive pathfinding lag as an army of goblins tried to make their way through
>>
>>135207682
I don't know about sieges but my favorite trick is to line my entrances with large predatory felines.
>>
>>135208681
>tfw embarking in the Jungle and training up war-gorrilas
>>
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>>135207682
I hope you can work out the specifics yourself
>>
>>135208814
>gorilla warfare
>>
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>>135209342
>the scientific name for the western lowlands gorilla is "gorilla gorilla gorilla"
>TFW you created Gorilla Gorilla Gorilla Guerillas
>>
>>135188713
>Maces for armoured stuff when you still want to fuck unarmoured stuff up

Really? I always thought war hammers outclassed maces.
>>
>>135210775
I don't know, I'm in adventure mode and my character refuses to equip any of the stuff I picked up, even though it's described as human sized.
>>
I think a thief just stole all the leaves on my bridge/patio entrance.
Plum leaves and some reeds.
>>
>>135205452
Tall sheer cliffs, mostly. If it has a volcano (that isn't the cause of the cliffs) or is resource rich that's a bonus, but cliffs are the main attraction. I kind of hit the jackpot on my current embark.
>>
>>135208310
I think you're talking to more anons than you realize. I'm >>135204398 but not >>135200836 or >>135208010.
Anyway, there's no way anyone is building 120k blocks worth of fortifications. Or even 30k, for that matter. If you have too many stones turning them into 4x as many blocks is the exact opposite of a solution.
>>
How would I make a bridge item destroyer?
>>
>>135215021
http://dwarffortresswiki.org/index.php/DF2014:Dwarven_atom_smasher
>>
>>135210501
Maces are slightly better at pulping. The larger the enemy the more that difference matters.
>>
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>Building small above ground village with 60 pop cap with a tavern and a Rope Reed cloth industry while listening to the Beatles
Couldn't get comfier.
>>
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>>135219134
Don't mind me. Just passing by.
>>
>>135180986
You can track your own adventurer footprints even with another adventurer. As long as they haven't been obliterated by others walking your exact path it shouldn't be too hard unless you're looking at a 257x257 you just started in and aren't even sure what sub-quadrant of what sub-quadrant to start in.

Upside: in legends it will say you got struck down in [region name] and you can check the regions maps to find what that covers.

>>135187889
>glance at it
>Brokenscalded the Eye of Terror is my first instinct
>probably Tar instead

I think you need to discover them, they're less abbreviated in the adventurer mode quest log as I recall but I don't pay tons of attention to river names unless I'm trying to track down a body or something.

>>135188590
>tfw you realize demons often come in forms with wool and are fucking enormous so the presence of these stupidly thick leather and wool clothing means they shear/tan each other and just rename it to not freak people out any more than they already do

>>135191424
>literally nobody else has ever tried this
>anon does it
>dorf walks outside and digs an upstair
>dorf then proceeds to dig updown stairs above it
>dorf digs a hole in reality and pops out beside your screen
>sees a gigantic hairless ape in impossibly thick clothing sitting there
>freaks out and charges you

>>135193240
:O

>>135194715
Spread rumors directly, not boasts.
Tell stories, if the kill was at a site filter for that name, if it was a region filter for it, talk to people who stop to listen to the story, it spreads fame from the feats plus if you're any good it spreads fame for being a storyteller as well.

It gets you free booze, free rooms, more companions, if you're in a town or hamlet with an army and you are a hearthperson you'll see asterisks following you around that will actually be squads of soldiers, you can lead them to nearby spots if you want or just go try to recruit them.

Strangers on the street will stop and thank you.
>>
>>135219134
>building simple water traps for elves
>Jethro Tull: Aqualung
>>
>>135220135
Steven?
>>
>>135220135
>fresh embark
>Led Zeppelin: Over the Hills and Far Away
>>
>>135220135
Nope, Jack.
Hi Anon.
>>
whoops
this:>>135220904
for:>>135220404
>>
>>135220904
It was worth a shot.
Big brother plays from time to time and hes a big Jethro fan.
>>
>>135196912
Was the EMG due to a prior emergency or is it in anticipation of one?

>>135205452
>vertical obsidian at least 9 tiles wide with magma behind it extending 150+ z into the sky
>ice
>flux
>iron
>awful shit raining from the sky

>>135210029
>realize you just said "gorilla gorilla gorilla guerilla" out loud and your mate is looking at you like you're crazier than they thought

Sometimes I wonder how tards like us even manage to meet people willing to put up with our shit?

>>135220646
>adventurer mode
>Led Zeppelin: Achilles Last Stand
https://www.youtube.com/watch?v=nlRjjGc6pJA
>>
>>135221063
He sounds like a great guy.
>>
>>135222572
Nah hes a faggot :)
>>
How do i chnage z level in armok vision
>>
if you have no goblin neighbors will you ever get goblin neighbors or do they just stay wherever they're at
>>
>>135223805
Nope.
That also means no invasion
>>
>>135222912
q and e move view up/down
uh, one of the mouse buttons rotates camera angle and the other slides the camera around (I use a custom mousekeys.xkb so my numpad 0 is context menu, numpad 1 is center click I think, and numpad 5 is normal click, fuck that's confusing, so num 0 to rotate, num 1 to move view) and [ or ] change the time of day.

>>135220646
>some immigrants have arrived, despite the danger
>Led Zeppelin: Immigrant's Song

>well we've come to the land of ice and snow
>with dead wolf packs and elf blood snow
>aaah-aaaaaah-AAAARGH OH GOD GETITOFFGETITOFF
>>
I hit my pop cap but my dwarves keep fucking. I have 64 Dwarven children and counting. send help.
>>
Since we're talking about dad music, i recomend listening to Dr. Strangely Strange and Incredible String Band.
They are English/Irish folk bands and they go great with DF
>>
>>135224084
You using the starter pack?
>>
>>135223805
It's possible for them to start a new site or conquer a site near you. How likely that is depends on the size of your world, how far away they are, and how healthy their civ is.
Just in case you don't already know, goblins not showing up in (c)ivilizations menu doesn't mean they aren't nearby. Only civs your fort has already met show up there.
>>
>>135224628
No, I only have the base latest version and therapist. It's not actually crippling me, but my framerate could be better and these fuckers like to play make belief at the wrong end of archery practice.
>>
>>135225149
Bridge them
>>
>>135224084
>Led Zeppelin: How Many More Times
>>
>>135224453
>dad music
>implying any kid that doesn't like Zep should get anything but stuffed in a bag and tossed off a bridge

>>135225149
Archery practice doesn't result in friendly fire... yet.

I've set up archery targets across meeting areas before. The real reason I keep people out of my archery ranges is because I like to use trenches along the side/at the end to collect misfires and //those// can kill if they fall on someone's head.
>>
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I'm not sure if Armok loves me or hates me.
Tolon spawned in my quarantined 1st cavern level where there's another forgotten beast on the rampage already, a hairy lavender dimetredon with deadly blood by the name of Zimun Ngalakzimun. He's already taken some damage fighting trolls and bats and dralthas and whatnot, so Tolon will probably kill him.
The duchess is on her way to cavern 2 to kill As. Grime and filth with a poisonous sting should be no problem for her.
>>
>>135225670
Aye true, but i don't think its wrong to call it Dad Rock
>>
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>>135225767
Kaiju battle in the caverns. The white streaks are actually ichor from a completely different forgotten beast with deadly blood from a year or two ago. It was the reason I quarantined the cavern in the first place. It's corpse a little ways to the south.
>>
>>135226381
//My// parents are where I got the love of Zep and Floyd and Queen from.

Hell, if it wasn't for helping raise 5 little sisters and thus being able to change diapers and care for an infant while in elementary school, I could have easily made the horrific mistake of having a kid by now.

Don't have kids, they just ruin your life, I know, my mommy told me so-oh I made myself feel bad.
>>
>digging designtation canceled: damp stone located
welp, there goes another fort down the drain
>>
>>135227165
wew lad
But i must be thankfull my father jammed all of his hot 50s-60s-70s mix tapes during car trips.
>>
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>>135227108
This is almost disturbing to watch.
>>
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>>135228404
>>
>>135228831
>>
>>135229050
kek
>>
>>135229050
>>
>>135221204
>Was the EMG due to a prior emergency or is it in anticipation of one?

yes.
>>
>>135228034
Hah, I never thought about it since they all live in different states but I'm the most redneck sounding family member ever. Little sister couldn't say brother so I became bubba, the rest went with it, and now they've got brats so I'm uncle bubba apparently.

>>135228404
Disturbing?

I sit and pinch the facial features off of my foes before killing them while their allies sit there yielding and too terrified to stop me.
>>
>>135229752
Best answer, or best answer?
>>
>>135229374
>>
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>>135230218
I was not expecting this result. She joined the fight with preexisting injuries, and was distracted. Her mouth was pulped, her lung punctured, she was winded, toothless, literally gushing blood, and she kills the fresh challenger.
>>
So how many dwarves do you usually have in your forts? I like having at least a good number of them, but find I usually get FPS death'd if I keep to many.

But I also tend to overproduce everything anyway so, I don't really know.if that's also causing the issue.
>>
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>>135231140
With a chokehold, no less.
>>
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>>135231315
Well shit. Looks like I won't be using that cave in trap after all. RIP Zimun Ngalakzimun.
>>
>>135231259
Depends on whether I have a big project going. If I do then I'll try to keep around 60 dwarves. Staying below the siege pop trigger so I don't have to deal with massive work slowdowns due to goblin giblet hauling. I'd rather do that than just turn of invaders, which seems kind of cheap, and it lets me get fbs and megas.
>>
>>135231259
I like smaller popcap forts, 20 to 40 tends to be fun since I can pay more attention to my dorfs and keep track of who they are and what they're doing.

>>135231523
>Callus Abysscallus
>>
caught a male and female cave ogre

might start an Ogre breeding program, will they breed on their own if I lock them up?
how should I feed them?
>>
>>135235169
Feed them captured goblins and elves obviously.
>>
Making a new surface-only fort. Any suggestions for a gimmick? I was thinking of having every building linked by rooftop roads or something.
>>
>>135235425
will they actually breed though? I'm unsure if captured intelligent creatures breed in game
>>135236140
BEES
https://www.youtube.com/watch?v=kdAj-dBNCi4
>>
>already have a Queen
>liaison offered to make me a Barony
wtf
>>
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Glitch or something? Planting underground?
>>
>>135237102
What's wrong here?
>>
>>135237102
if you channel above it makes the tile "above ground"
>>
Gee bill
TWO adamantine veins??
>>
Is it worth taking a cow or two for milk? I'm not worried about food, but I like having variety.

I'm also shit at animal management.
>>
>>135237903
no
cheese is the most worthless shit imaginable
just get some purring maggots if you want cheese

cows are only good for meat but desu so are dogs and you can always hunt/capture tons of stuff
>>
>>135236504
Yeah, they'll breed. The female is probably already pregnant.
>>
>>135237102
I'm guessing at least part of that unnecessarily large farm plot is 1z below the ground? And that you've chopped some trees on the z level above? Wherever the trunks contacted the ground you'll now have holes, which will make any tiles below them outside light. You can't fix the light part, but you'll want to floor over the holes, and in the future avoid digging out the zlevel below the surface.
>>
>>135237903
Pigs or sheep would be better. Pigs don't graze and sheep give wool.
Ignore >>135238212, cheese is a high value food and relatively low effort compared to other foodstuffs of similar value.
>>
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>>135238212
I wish you could farm whatever in this game

if you don't embark on an area with sun berries or hemp you wont be able to farm those unless those elves bring seeds and a caged maggod
>>
what's a goo way to remove logs from ponds?
>>
>>135240934
drain the pond
>>
Can I tell these idiots to pour water on some surface-stone? I'm sick of trees growing in the middle of my farm.
>>
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https://www.youtube.com/watch?v=nendMLrpI-s


though to be honest I'm in the age of Roc and Hill titan, where did this FB come from?
>>
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ah very good use of my adamantine

useless dwarves should stop having fucking moods and stealing it.
>>
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>>135242148
On the note of moods

One of my dwarves made an artifact iron sword. Is it worth using over say a steel battleaxe?
>>
>>135241718
Pave roads
>>
>>135242703
Material is more important than quality. I would go with steel.
>>
>>135243649
Damn. Should I just leave it in storage forever then? Seems like a waste.
>>
>>135243925
>>Seems like a waste

Give it to someone you never expect to use in combat, but would like to have the honor of carrying it.

The dwarf who crafted it maybe? A noble? Someone with a preference for iron or swords?

Maybe I'm just odd, but all my dwarves are armed and at least lightly trained, current fort all the civilian females have crossbows and the males have silver maces.
>>
>>135243925
Well, there is the longstanding dwarf tradition of covering the captain of the guard in as many useless artifacts as possible. Though an iron sword might make beatings a bit more fatal than usual.
>>
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>page 10
>>
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Old school bump.
>>
>Bring a ton of bituminous coal on embark because I never get lucky
>Already turned it into 1000 pieces of coal
>Dig down to first cavern
>Magma pool

What kind of sick joke is this?
>>
>>135251037
Just means you don't need any more coke for your steel production... except you won't find flux to preserve the joke.
>>
>>135251037
You could also embark on a heavily forested area and eliminate the need for lignite and bitumous coal
>>
>>135251037
This: >>135252316
Immigrant coal room are second to only immigrant citizenship colosseums.
>>
>>135250198
Fucking wikiwalks

>CP-437
>Extended ASCII
>ASCII
>ANSI
>BBS
>Compuserve
>Western Electric
>Telephone
>PEnnsylvania 6-5000
>NYT Service Crisis
>>
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>tfw you finally manage to weed out the vampires hiding among your people
>>
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>A bunch of grey langurs enter the outside portion of my fortress
>A caravan is here so the guards mess a few up
>They run up the ramps to the a higher level where the crossbow guys would shoot from
>My mason follows them up and starts ending monkeys left and right
>Dodges off the fort
>She scales the wall and goes to town on them again

RIP monkeys I'm sure you were just passing by but you accidentally suffered the fury of my mason
>>
>>135255552
>>
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>>135254901
>>
>>135257490
Here's the context of that gif, for anyone who wants to know:
http://www.dailymotion.com/video/x34sxuf
>>
>>135259125
Yar, he was asked about the holocaust or something right?
>>
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>tfw your niggers don't work
>>
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Fuck. How do I make 10x12 statues? I remember that I managed to make som really nice 16x16 statues a while back, but 10x12 ones are too damn hard.
>>
>>135262948
I've got it easier, all of the tileset shit I do is just trying to make it more like the pure curses set at higher resolutions. It's nice working at 32x48.

Maybe try to draw them at 20x24 and then work out how to downscale it back to 10x12?
>>
>>135264359
Hmm, I might give it a try. Then, I might also try out an assymetric variant.
>>
>>135262948
Ω
>>
>>135242703
Put it in a weapon trap and put the weapon trap in some room.

Dwarves now admire the fine trap
>>
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WHY WONT THIS FORGOTTEN BITCH CRAWL OUT OF THE WATER

HE DID IT TO KILL CRUNDLES SO I KNOW HE CAN
>>
>>135267308
he'll attack the bobcat no problem though
>>
>first wave of migrants
Holy shit I hope I get some actual useful professions like crafting, armor/weapons/blacksmithing, engraving, gemcutting or some good military dwarves
>Get useless peasants
>fifth wave of migrants
Holy shit, I hope I get some niche professions like cheesemaking, beekeeping, clothesmaking, thresher, mechanic etc because I have all the basic stuff covered
>Get legendary miner, stonecrafter, woodcutter, cook.
Useless. Into the military you go.
>>
>>135267663
I usually don't care about what kind of migrants I get in the first 3 waves since I need the bodies for hauling.

>Miner, stonecrafter, woodcutter, cook
>useless

???

Hey guys, when you hit mountainhome status does the Duke get replaced with the King/Queen? I'm planning out whether I should have a couple of abodes or just go all out on one big underground palace for the king/queen and co.
>>
>>135268519
>???
After the 5th wave I have legendary dwarves with these professions. I mean, a single legendary cook, a single legendary woodcutter and 2x legendary miners are enough. And stonecrafts are shit compared to metalcrafts anyway.
>>
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>buy some blackberry and garlic seeds from the hyumons
>wont let me plant them
>>
>>135269260
They need to be outside.

Read the wiki newfriend.
>>
>>135269384
like not in a greenhouse outside?
>>
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>>135269260
>plant taste yummy
>want to domesticate plant
>bring plant inside cave
>plant won't grow
>big man who created universe must be stupid
>>
>>135269801
No, outside. You can check if it's outside with "k".
>>
>>135269801
Anything that doesn't have natural floor above it, doesn't matter if you build a roof afterward
>>
>>135269915
I made a plot outside

no different from my greenhouse with a glass roof, still wont let me plant garlic
>>
>>135270216
Strange. Try some random place on the map on the surface. Also, check you actually have the seeds.
>>
>>135270320
they won't even go into the seed stockpile even though garlic seeds are enabled, they're just taking up space on my depot

this happened to me last time I cheated sun berries into my last fort
>>
is playing on an island comfy?
no invasions?
but just one migrant wave
I guess it is hard to sustain a fort that way
>>
>>135270216
>>135270320
Nothing strange about that. Not every aboveground plant will grow in every biome.
>>
>>135270591
Being on an island doesn't stop migrants from coming unless your embark has no land borders.
>>
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>>135270662
blackberries won't grow in wet biomes so I guess I embarked in a wet biome
>>
>>135157353
Man there is something wrong with me but can I get source on the pic? I think they are at the AIC in the East Asian section at the back of the exhibit. I bring it up because there is an amazing piece in the same display case of a sagar partially fused to a bowl that is pretty cool but I feel bad for not remembering the bowls in the pic.
>>
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WHAT THE FUCK IS THIS?

I know there is a hole in the fortification because I burrowed all the civvies while it was underconstruction.

But on what planet is it ok to literally hang off the forts and try and fire shots at warwolves?
>>
>>135272367
This is how archery in DF normally works, although I'm surprised that they havenä't jumped down in the middle of the siegeing force yet.
>>
>>135272490

Four of them did that and died already

And migrants have arrived, unlucky lads I guess they'll turn into more warwolves
>>
>>135272490
>>135272367
>make a 5 or 6 levels high tower
>leave the roof open because I couldn't finish it
>send marksdwarves to station at the top and shoot invaders
>go watch other stuff
>suddenly "marksdwarf has been struck down

>they fucking climbed 6 levels of stone blocks to go bash the zombies with their shitty wooden crossbows
>>
>>135273000
>like DF
>military stuff always pisses me off
>nobody will fix this shit ever
>>
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>Your childish games have made me tired. Perhaps next time when I return, you'll be ready to do business.

Fucking hell, maybe give an indication next time. The profit I was giving was ridiculous.

Feeling really bitter, since I really needed meat and fish. I guess I'll have to see if I can arrange something...
>>
I'm trying to embark now but I can find shallow metals and flux together anywhere

is this normal?
>>
>>135273796
No

Aim for river beds
>>
>>135272308
Filename says Dong Dynasty and they are on the DF wiki.
>>
>volcano top is 117 z above the glacier to the north and 131 z above the glacier to the south
>little flat "peak" on the south side of the volcano
>gigantic perky tit mountains
>haunted as fuck
>bajillion tons of copper and gold and silver
>le sigh
>>
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>>135275043
>forgot pic while counting z-levels
>>
>>135275163
>here we have a nice wall
>>
>>135275163
>Deus-Ex/Samus.png
>>
How do you remove the priority numbers from designations? I mistakenly hit something earlier that toggled them on and now i can't get them to go away.
>>
>>135275419
You can't once you've set them.

But why would you want to remove them? They're extremely useful imo.
>>
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>>135275163
>that almost perfect symmetry
>>
>>135274204
>Dong
I meant Song.
>>
>>135275419
With DFHack? Alt+p
Without? Enjoy the suffering.
>>
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>>135275586
>>
>first migrant wave
>only two dwarves
>meh
>check professions
>great diagnosis, great surgery, adept suturing, master gem cutter, great gem setter
>great weaponsmith
Oh thank Armok.
>>
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>1st migrant wave
>legendary ebgraver
>>
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>testing an idea I had to avoid the frustration of my interesting mountaincanos ending up being all good and peaceful
>cancel and restart the gen a couple of times
>then this one loads up
>history is whipping past
>let it run towards 1000 np
>get it stopped at 1001
>eh, that's close enough
>look through the sites and pops afterwards
>find this:
>167: Bathrupeme, "Shovedsoared", camp
> Owner: The Fleshy Kings, humans
> 6 dwarves
> 6 humans
> 8 elves
> 460 animated elves!!!
> 793 animated humans!!!
> 159 animated dwarves!!!
> 16 animated goblins
> 5 animated hornbill men
> 3 animated masked lovebird men
> 1 animated rattlesnake man
> 1 animated grasshopper man
> 5 animated gazelle men
> 6 animated parakeet men
> 9 animated rat men
>>
>>135277161
Oh fuck I didn't even notice at first, there are more zombie elves in that camp THAN THE ENTIRE LIVING POPULATION EVERYWHERE ELSE!

954 dorfs, 2667 humans, 162 elves, 21623 goblins.

I'm scared to go anywhere near it, even if zombies were nerfed, 1400 is going to be murder from the lag alone... and several of them fly?
>>
is platinum good for anything except getting rich?
>>
>>135278065
Weaponsmith strange moods (warhammers, maces, lashes) and armorers (shields)
>>
>>135278065
Keep a bar near your forges for hammerloving dorf moods, make sure to train them in weaponsmithing enough for it to be their highest moodable.
>>
>>135278167
Don't forget crutches. As misc items, they essentially work like hammers, making platinum the best thinkable material.
>>
I know this is an old point but defecation would be super useful for creating night soil and underground pastures.
>>
>>135282486
Yup, too bad it's never getting added. I think there has been a few votes on Bay12, all of which turned out negative because most players didn't want it to be "that kind of game".

Toady doesn't seem to want that either. He's happy to miss all the unwanted attention that shitting mechanics would bring.

It's a bit sad to miss out on all the gameplay contributions this owuld bring, but what can you do.
>>
>>135283319
What if you made a compost zone and it magically got filled when animals are by it or something? Not necessarily an act of shitting. I would imagine Toady doesn't want to have shitting in adventurer mode or for it to be able to get modded in, where you can throw shit on your enemies.
>>
>>135283319
Eh. Soon enough we'll have custom true liquids and be able to mod it in ourselves, if we want.

Soon enough being sometime in the next 5 years. Or longer, I'm just here for the ride, yo.
>>
>>135285231
>or for it to be able to get modded in, where you can throw shit on your enemies.
How hard could it be to create actual shit as an item, and add a custom reaction to an adventurer though?
We've got various syndromes from alcohol, so making shit with a shitton of negative syndromes could be possible.
>>
>Autistically designing sewage systems

One day

Of course, first we need multi-core so we can actually have a fort last long enough to need one with going super autism FPS-saving mode
>>
>>135276237
>Implying it's not a vampire
>>
>>135287014
Hmm could be... Oh well, I haven't dealt with one of these before, should be fun.
>>
>>135286793
Fuck I wish df used multicores.

Has toady ever mentioned making it possible?
>>
dont fucking die on me
>>
>>135287195
Yes and there are a few people who have been trying to get his attention to let them help him figure out multicore compilers and so forth.
>>
[Anon] gestures!
>[Thread] shudders and begins to move!
>>
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>>135292296
>goddamn waifu threads pushing our shit down the page list

Oh, made a 24x36 variant I'm finally happy with.
>>
>page 9
>Jethro Tull: Too old to Rock'n'Roll
>>
>>135286793
I have a basic one, no grand sewers but it handles the inflow from the river, distributes it to a central location, then from there to my several wells and eventually the carverns for drainage
>>
>selling masterworks now count as losing them
How do you fuck up this bad?
>>
>werebeast attacks
>order everyone to attack it without thinking
>kill it
>2 people transform now
retire or abandon?
>>
>>135296349
NEVER GIVE UP NEVER SURRENDER
YOU MAKE YOUR DWARVEN KIND SICK BROTHER
>>
>>135296349
Lock them away for use later.
>>
>Send someone to wall off caverns
>He walls himself into the caverns
>he waits for someone else to come and deconstruct the wall
>as he waits he ambles out of the burrow and jumps of a cliff 4 z levels
>somehow uninjured, now totally trapped.
>>
>>135296565
>>135296519
I have no idea how to deal with this
I was just setting up industries, dont even have weapons yet
they will just infect everyone if I attack again
>>
>giant kea has stolen an iron anvil!
Fuck
>>
>>135296709
Lock him away. I don't think they starve, so he'll just wait until you need him.
>>
>Getting really into this game

ZSmooth sailng no big problems, some goblins and thiefs but no big deal.

>Suddenly Beaver boy the scaled beaver has come, beware his dangrous blood

>Thinks nothing of it my crack militia is great and my hallways are lined with traps

>dumb beaver runs straight into a trap getting a stone to the head, knocked out for the moment

>send down my brave militia to finish it off

>some smartass stonecarver thinks its a great idea to carve some rock inn the beaver creek tunnel

>all hell ensure as the beaver wakes up and spreads its poisonous blood everywhere

>militia dies like a bitch and the bleeding beaver rage across my fort

>it eventually succums to its wound and the tantrum spirals claims the rest of my dorfs

atleast the bloody beaver died
>>
>>135297515
>Underestimating titans
wew
>>
If an attack "dents the skin" of a creature during combat, does that mean that the creature has metal skin?
>>
>>135297689

Ill admit it was my first contact with something with dangrous blood

wich i had no idea meant insta death
>>
>>135298204
Dent basically means it didn't do shit.

Like if someone poked you they technically bent your skin.
>>
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>>135298540
>Dangerous blood
>>
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>>
How do you guys normally mine adamantine without releasing the clowns, or at least without having them obliterate your fortress?
>>
>>135297515
Cool story, I really appreciate when new players put in the effort to make their downfalls interesting. Titans, fbs and werebeasts are all trapavoid, though.
>>
So many fucking crundles, every time my military wipes out 1 set a whole new army of them shows up. My fucking workers can't do shit with them everywhere
>>
>>135300675
>tainting a new player with that bullshit

>>135301471
Every tube is hollow somewhere, and the hollow portion always consists of a 2x2 area on each z level below the point that it opens. So the only 100% safe way is to never mine a tile of adamantine that is part of a 4x4 square. Or to use the dwarven sonar cheat to find out where it becomes hollow.
>>
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Is there a way to make my injured hammerdwarf actually use her hammer? She has a crutch which I assume is the reason she is just obliterating everything with her shield, but I made these shields to be light, not for bashing.
>>
Anyone ever embark on a vault?
>>
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>>135302489
>>135302489
So basically I don't want to mine this spot then?
>>
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>exploring my massive evil-as-fuck glaciercano candystore
>drop out of fast travel by one
>right next to the wall
>oh fuck
>bolt straight away
>glad I had already gotten a major speed boost
>two blocks of ice where I was
>least the water cleaned the shit out of my pants as I was running
>head to check another volcano on a little patch of tundra with glacier on one side
>drop out of fast travel mode right by the volcano and I'm standing in water again
>I expect haunted/terrifying glaciers full of zombies and awful sludge and shit to be dangerous but this is ridiculous!

>>135302489
Not every tube is hollow, it is safe to assume they all have a shaft for a clown car, but that is not always true, especially when you have a few spires close to each other, generally one will have the tube and the others won't.
>>
how do I assign trained war animals to dwarves so I can use them in combat? the only information I can find on this is outdated.
>>
>>135303041
Can an artifact door stop the clowns?
>>
>>135302850
Those top two tiles beside the orthoclase are safe. The only tile that would be revealed that way can't be part of any 2x2 unrevealed portion.
>>
>>135303359
I think so, at the very least they will sit there trying to destroy it forever, same idea with artifact statues and shit, fb bait.
>>
>>135303041
>Not every tube is hollow
Yes, every tube is hollow. Not every z level of the tube is hollow (though they can be if you're exceptionally unlucky), but every tube goes hollow at some point, and will be hollow all the way down from there.
>>
>>135206630
open the dfhack script, the one that sits in the df-linux folder, with a terminal

your terminal will be the dfhack shell, rather than opening a new window to be the shell

at least, thats how it works when you install df-hack to df on linux, altho i doubt lnp changes that
>>
>>135304250
To be fair, I'm remembering that it was from some weird ass world-settings that led to things like 60z+ spires sticking up through the caverns and if they were hollow it was way down below the SMR. I've had them end in slade before, so yeah, you're right: outside of world-gen bugginess designed to encourage weird ass tube growth they will all have a hollow section.

I'm not sure if the same world-gen kinks responsible for them work in 42.xx actually. Hmmm.
>>
newdorf here
I've been atom smashing rocks and bodies, general refuse items
Is there a way to more easily assign items to be dumped? I use the k>d method and scroll around for items to toss.
>>
>Kest Utsmanugabooganuntsuntsuntsuntsuntsuntsuntsuntsunts, Rhinoceros Woman Bard is visiting

Well, this is a first. How the fuck do you even play an instrument when you have no fingers?
>>
>>135305556
Z and go over to stocks, this shows pretty much every item on the map.
>>
>>135305817
>Whatshisface, Echidna Man Bard is visiting

OK, once is an incident, twice is a coincidence. We're one off from a pattern. I think furries may have taken over the planet.
>>
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>Tfw you fight a winged charcoal-crabspider
>>
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>>135308065
kek
>>
My dwarven caravan was beset by a wereanteater, one guy got bit, they gave hte "have embarked on their journey" message and have just been... standing there... every since...
>>
>>135305556
df hack(i think) z->stocks->e->type beds(for example)
you can also sort by quality with / and *, by pressing / twice you will get all beds under masterwork listed
then D to dump the highlighted
>>
>Wekdovo the admantinium rum keg has come, beware its poisonous gas

checkmate dorfs, no dorf can attack its greatest love
>>
>>135308065
Stuff it in your furnaces, I'm sure it'll last a while.
>>
>>135308467
Exactly what I needed thanks.
>>
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>>135307895
Aaaaaaaaaaaaaand now it's a pattern. Well, guess animals have taken over the world. I blame Zootopia. Time to panic.
>>
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>Molemarian
what
>>
>>135309823
It's a centaur, except with a mole rat instead of a human.
Dispatch those abominations quickly, lest they devour your radishes.
>>
whats the worst thing that can invade your fortress?

like near instant defeat
>>
>>135310556
any titan made of adamantine I suppose.
>>
>>135310556
Something that makes my processor catch fire. For everything else, I can just close the gates and wait for it to fuck off.
>>
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>Firebreathing pterodoctyl bites a dwarfs head off and spits out out
>Bites another dwarf in half
>My manager is now fighting him 1v1 with an iron shield and a steel spear
>Gets knocked over by a charge, blocks firebreath
>Stabs that nigga in the heart
>That nigga still fighting, not even slowed down
>Gets stabbed in the foot
>Falls over
>Stabs the beast in the fucking brain
>it lives
>Breaths fire at nearby marksman, burns the shit out of him
>Gets up, charges the marksman while avoiding the manager
>Starts ripping the marksman apart
>Bookkeeper shows up for some fucking reason
>beast fighting with them both
>By fighting I mean is grabbing them both with its wingtalons and pulling chunks off of them
>Manager catches up with them, resumes 1v1 since the other 2 are down for the count
>Shanks the heart AGAIN, motherfucking monster is still alive and fighting
>Fighting continues
>Finally gets another brainshank, monster dies
>like 5 dwarves, including a couple trained military dwarves, died fighting this thing

I swear this manager is beyond badass. Thinking of upgrading him to an adamantium spear.
>>
>>135305439
Yeah, I guess I should've included a disclaimer for buggy and/or unintended worldgen hijinks. I've had bizarro embarks where adamantine tubes pierced the surface and volcanos opened to the caverns, or hostile dwarves cohabitating with a cyclops in a magma-filling cave, or initial-unpausing to hundreds of hidden cave ins in the caverns, so I can't reasonably discount the possibility of solid tubes. The intended behavior appears to be that every tube opens to That Which Lies Below, and my experience has always confirmed that, but crazier shit can happen when you get creative with advanced worldgen.
>>
>>135310556
That's easy.
Flying steel spider forgotten beast/titan/clown with deadly dust.
>>135310603
Adamantine and slade aren't valid materials for procedurally genned creatures. As far as I know they're the only off-limits materials.
>>
>>135312314
I once had a cave in from the surface breach an addy tube

Suffice to say, that embark ended not much longer after that
>>
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>tfw both your barons are elevated to duke
>>
Begone page 10!
>>
How many dwarves do I need to get a king ? Wiki displays 140 to get the recquired metropolis rank for the fortress, while the d_init file says

>your population must be at least 80 to get a king and 100 to obtain the current game features.

So, how should I cap population ?
>>
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I swear you better not be making something gay
>>
>>135300675
This has nothing to do with the adamantine though so much as how organisms work in DF

though don't tissues grow back over time? I had a lost eye completely wall in adventure mode
>>
>>135317501
>adamantine craft

noooooooo
>>
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>>135317501
>>135317650
Guess it's the magma pool for you.
>>
>>135301471
Build a retracting drawbridge "seal" over the hole

""""Usually""""" I can stop most of them from getting out and take down any great do.
Even easier if you have an artifact door since you can just make a small hut around the pit and lock it when baddies come
>>
>>135302171
>tfw so many crundle a clogging my cage traps and my butcher won't butcher them fast enough
>>
>>135310556
Steel centipede FB with deadly dust and extra-vision
>>
>>135144486
W-wait.. Is this modded? "It is a gelding blow!"?
>>
>>135319135
It means the afflicted can no longer breed. I think it's in the main game.
>>
>>135319135
>wait.. Is this modded? "It is a gelding blow!"?
Nope, you can neuter people while fighting in adventure mode if you aim for the lower body.
>>
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>>
>>135316802
It's 140. Surprisingly it's the init that's wrong in this case. There aren't any features that I'm aware of that need 100 pop to trigger; you can get baron/duke/count at 20 pop, and all of the other nobles by 50.
>>
>>135319343
It is
It doesn't have much dramatic effects though compared to other body parts
>>
>>135319562
I got a queen after the first caravan because the civilization was dead

Now I suddenly started getting liaisons again so idk if there is another settlement elsewhere since I've been playing, can new colonies pop up elsewhere or collapse in fort mode?
In 31 they never did
>>
>tfw when you listen to the new Red Pages Podcast just to hear Toady, but the guys holding it makes you cringe
>>
>>135320261
Why what do they say?
I've been so busy lately so I haven't seen it
>>
>>135319926
They can since .40, but that's not likely what's happening in your case. Caravans are genned from thin air at the border if there aren't any historical figures to fill the role (and often even if there are), and then they become historical figures just by interacting with your fort. There are also likely refugee or slave populations left from your civ, and bandits from your civ living in camps. Any of those could be the source of your liaison and future migrations. If new sites are founded or conquered ones are taken back the liaison will tell you.
>>
>>135319562
Thanks, I'll have to bear with it then.

>>135319926
On that topic, my outpost liaison became part of my fortress after retiring, actually part of it, not just as a visitor, and I get the "No liaison ? How curious" message when a dwarven caravan comes, so I guess I'm fucked?
>>
ok so if I got a were infection, if I abandon then reclaim these infected fucks will be still around, right?
>>
>>135320897
>abbandon
>reclaim

no

you mean retire anon, but either way, yes, the dwarves will persist in the world now that they're historical figures
>>
>>135320712
The two other guys use lots of what I assume is reddit jargon, to which the Toad mostly stays quiet due to autism. There are lots of moments of awkward silence.

When they finally start asking the questions, he becomes a bit more active.
>>
>>135321315
Like what do you mean? Have they played the game before or are they unfamiliar with it?
>>
>>135321539
They are familiar with it, but they cram lots of strange unfamiliar memes into their speak, and it's really annoying.
>>
>>135321757
I'll watch it tonight I think
>>
>>135322208
It's a podcast, and yeah, parts were cringe-worthy.

Though the toad is a glorious man.
>>
What would be the simplest method of capturing a blind cave ogre and placing it in a battle arena? The niggas far down and I need to get him safely through my living area into it.
>>
>>135323549
Set up cage traps around a choke point maybe with furniture as bait

Then place the cage in your arena (or a kind of "airlock" to the arena) with a lever to open it remotely.
Then once it leaves the airlock you can shut it and gather the cage
>>
>>135324021
Any way to do it without cage traps, or are they pretty much mandatory?
>>
>>135323324
I've been playing Dort for a few years and know barely anything about Toady.
Cue me in on his gloriousness?
>>
>>135324307
Yea they are unless you want to make it needlessly difficult for yourself

What's the big deal with cages?
>>
>>135324542
Well, just listen to some podcasts, or search up a video or two.

He has dedicated his future to developing DF, he spends his time researching crazy little details and adding them in, he has a good sense of humour...

I dunno, just fond of the old bean.
>>
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Climbing bastard...

>>135324307
Just place a door down in a caverns and place cage traps around it, building destroyers will try and destroy the door and get caged.

>>135324767
Using them for defence is a joke. Though to each their own.
>>
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>>135324542
He's one of us.
>>
>Tfw faggot doctors use your adamantine to suture your military captain
>>
>>135325792
all this crundle hair and you choose to use my ada thread
>>
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>Tfw using the elves as a garbage disposal unit for all my torn up old clothes that my dwarves refuse to wear
>Tfw free leather and cloth from it
>>
>>135325792
>>135326152
I'm pretty sure you get the adamantine thread back as soon as the wound heals. At least the dorf will drop it when they die; I know that from experience.
>>
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>mfw fleshballs go up to my main area
>>
>>135324942
>>135324767
Alright I caught one. Should I give it a weapon to make it more of a challenge for any fighters to dare oppose it? :^)
>>
>>135328094
Don't think creatues and invaders will pick up gear.
Might have to use DF hack to force equip stuff. Though that could be alot of fun.
>>
>>135328534
The wiki says they'll grab weapons and armor off of dead dorfs, idk.
>>
>>135328862
Whats that under can't seem to find it?
>>
How many people play DF would you guys say?
>>
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>>135329267


>>135329379
Quite a few on and off I'd say.
>>
>>135329379
Theres really no way to tell for sure, Toady keeps getting money so a fair few people care for the game.
>>
>>135329486
So give him a silver warhammer and armor for his size.
>>
>>135324952
that really sounds like some kind of biggoted statement, but I know he's just saying that gender is essentially a non-issue in dorf. Perhaps he could have worded it better.
>>
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Smh desu senpai
>>
>>135330154
>equips iron crossbow
>"this is a hammer?"
>"this is a hammer..."
>>
Is there a way to mass-unsuspend a large group/area? the dwarves suspended a few floors in an area that i'm trying to floor in because they're dumb and I don't want to go through each spot on the floor to see if it's suspended or not.
>>
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My first battle arena. I think it should work. What do you guys think?
>>
Question about making a boozery:
If dwarfs now drink from cups, do I need to put cups and mugs in the booze pile?
>>
>>135330098
It's a shoop, pixels, etc.

>>135319135
The knee strikes are, diff speed/power/priority/recover stance strike.

The rest? Just happens sometimes.

>>135312314
Yeah, I had a fort built partially inside inside one of the big cavern piercing monsters like 9x9 wide.

>>135305817
Rhinoceros ravegirls: Not even once-once-unce-unce unce unce unce.
>>
>>135329379
depends what you mean
long time players are probably a lot less than casual players
>>
Is this the coziest board of 4chan?
>>
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>Almost sealed off.
>The Chicks are coming inside.
>Block them from sealing.
All the chicks are going to be butched for their crimes.
>>
>>135334292
/vg/'s horrible, but this thread's pretty nice.
>>
>>135332517
No, seriously, how do I make my dwarves happy when they get inebriated?
I haven't played since like... .40 and I don't know shit
>>
>>135332537
Hmm, too bad; the knee strikes sound awesome. Hopefully, Toady will add it alongside the eventual martial arts expansion (or on a whim before then, as he does some times)
>>
>>135335332
How the fuck does cups work, answer me damn it!
>>
>eight year fortress
>Pop cap hit, babies keep getting spewed out
>cats everywhere
>Making masterwork clothes as fast as 4 legendary clothiers can handle while harvesting as many pig tails as 20 legendary farmers can harvest and process and buying every scrap the merchants have. people still complaining of threadbare clothing
>2 dukes
>dwarven caravan glitched out, won't leave
>fps does not go above 10

Welp, I think I'll go play simcity for a while.

>>135336967
just make mugs at a craftdwarves stand, cap it off when you have one for every citizen. or don't, rock is cheap and mugs sell okay.
>>
Haven't played dorf fort in years, how stable is the latest version? any gamebreaking bugs or annoying bugs?
>>
>>135329486
The wiki is lying. In fort mode there's only one way for non-thieving creatures to use gear that they didn't spawn with, and that's for them to take it away while wrestling another creature that has it equipped.
>>
Will a blind cave ogre and say a jabberer I captured fight each other in an arena, or will they just ignore each other?
>>
>>135338990
>stable
Though there are a ton of vanilla crashes, most players will encounter them only rarely. If you plan to use a starter pack be aware that TWBT has been implicated as a serious offender in crashiness, and that dfhack is currently in an alpha state (though appears mostly stable). The vanilla game is as stable as it's ever been.
>game breaking bugs
Surprisingly the current version doesn't have any really bad ones, with the possible exception of a caravan/migration spawning bug that won't hit most embarks.
>annoying bugs
With over 9600 reported bugs so far, surely you'll find some of them annoying.
>>
>>135340890
The ogre will likely attack the jabberer.
>>
>>135342182
Aight cool
>>
>>135341880
so my best bet is to play the last version of the previous major version right?
>>
>>135340890
They'll fight. It'll be a good one, probably. It would be a real waste if the jabberer died, though. They're among the best creatures in the game to domesticate.
>>
>>135342220
nah
.40 was shit and bug ridden, .42 also carried major bugfixes with it
>>
>>135342278
I'm not worried, i've seen plenty of jabberers around so i'm sure more will come my way.
>>
>>135342220
No, that's not what I said at all. You'll be missing out on a lot of new features and enjoying a lot of already fixed bugs if you do. The current version the way to play.
>>
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That fight wasn't as exciting as I thought. When I saw the jabberer bumrush it I thought it might have a chance.
>>
>>135342220
42.xx fleshes out the promises 40.24 made, as of 42.06 it restored a hearthperson quest system akin to that of the old days, proper relationships/responses about defeating bandits/stopping robberies, the ability to go kill enough or take out a big kill and then bum around drinking free booze.

Alternatively you could make one big kill then tell stories of it, if you are a good enough storyteller and the kill was significant you get the fame from the kill, the telling, and anyone within earshot (about 20 tiles for most consistency, but it can extend out to line-of-sight) will pick up what you've done/tell others about it.

Warriors and performers can come by your tavern/inn to visit, scholars will check out your library, are there wandering priests yet? I don't think there are but there will be pilgrims at some point I'm sure.

It gives a reason to do something besides just assigning a meeting area, your charges actually seem to enjoy shit you do to make them happier (as long as you know which shit to do, some of the needs can be confusing about what has to be done to satisfy them) and of course booze makes them super euphoric and fearless and less angsty than the 40.24 "oh god I miss soandso I'm gonna fall into a depression now" spam.

The only big fort mode bug I can think of is the masterwork export one?
>>
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Thought I saw a big white D... I don't know if its trapped or not.
>>
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>>135342881
kek
>>
>>135342341
>>135342639
>>135342972
I see, thanks a lot for the insight
>>
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>>135343131
Oh god it turned it around somehow. The fucking jabberer was literally unconcious and the ogre was kicking in the head repeatedly until it passed out. They both got back up around the same time and the jabberer turned it the fuck around

That nigga ogre ded
>>
>>135342972
>are there wandering priests yet? I don't think there are but there will be pilgrims at some point I'm sure.
No visiting priests, but the faithful will come to visit your temples. I don't think the system is fleshed out enough to be considered a pilgrimage yet, except in the most generous I'll-call-it-that-for-rp-purposes sense.
>>
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ALL MIGRANTS WILL BE PUT TO WORK
>>
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post stats
>>
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>>135345536
I need more miners.
>>
>>135343579
Well shit that's still cooler than I thought, I've never seen people traveling the world map to visit a temple, just heading somewhere for work or a drink or adventure.
>>
>>135346314
just train the ones you have
two legendary miners are worth 10 scrubs
>>
>>135346651
They're all already legendary. They have always been digging.
>>
>>135346314
You need less farmers
>>
>>135346827
shouldn't be that bad then

chuck a few cheesemakers in there and train them up

desu I don't like having a ton of miners usually
>>
>>135309750
get your magma
it is time to purge

FOR ARMOK
>>
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>Cyclops attacks
>Send out a squad of 10 of these guys
>one of them charges way ahead of the rest of them
>Kills him before anyone else even catches up

Like
It wasn't even a challenge. This is the entire combat log.

What the fuck
>>
>>135347553
fleshy anything + feeling pain is horribly weak to a competent force
mass goblin invasions kill more of my dwarves than big monsters like that.
>>
>>135346827
>Oh you think the stone is your ally.
>You were merely adopted by it.
>I was born in it.
>Molded by it.
>I didn't drop my pick until I was already a man, and by then my hands were stinging!
>>
>>135348628
But dwarven adults average 60,000 cm^3
An adult cyclops is 8,000,000 cm^3

You shouldn't be able to kill something 100x bigger than you solo that easily not matter how skilled you are, right?
>>
Every time I get a fort up and running nicely, everything gets so messy that I just want to start fresh with an even better site location.
>>
>>135348813
Pain is OP
>>
>>135349141
Should I give my dudes copper weapons instead so they actually have a challenge?
>>
>>135349308
naw you will meet something hardcore soon enough
>>
>>135349734
It's been years. I haven't seen a single goblin so i'm pretty sure that they don't exist near me.

Should I just go to war with the elves? I'm scared to since i've never actually done it and my military is well trained and equipped but smallish.
>>
>>135347143
Not him, but I've got 11 legendary miners and I could use a few more myself. Needs scale with how ambitious your projects are.
>>
>Carp are giving birth to Carp Fry in the river nearby
>Giant moths are patrolling the skies
>I haven't even reached the first winter yet
I don't even
>>
>>135349796
Elves are trash

They can field nasty animal mounts, but they're garbage fighters

Their armor is literally paper and only their strongest archers pose any real threat
>>
>>135349796
Elves are pushovers. Wooden weapons and armor. Their war animals and mounts are more dangerous, but not much.
>>
>>135349994
>>135350081
I see. I like humans so I don't really wanna go to war with them.

What other options are there?
>>
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Still need to get a pumpstack so that massive forge area will finished.
>>
>>135350142
Open caverns with no cage traps? Dig deep and greedily? Honestly, the only things that are really dangerous to a well trained and fully equipped military are clowns, titans and forgotten beasts that roll strong combos of material and ability. Even they aren't a threat with the right kind of engineered defenses. It's always been the case with df that skilled players' only real threats are boredom and fps death.
>>
All I want is a dense forest site with completely flat terrain and no fucking murky pools. Savage-good surroundings would be a plus, but at this point I'll take anything flat.
>>
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>>135350658
My caverns are open with no cage traps (well there's one but I just used it to capture a jabberer for my arena)

I've never fought the clowns and i'm not sure I want to. They're pretty game ending right?

Also as long as the bite was deflected he won't transform right?
>>
>>135349796
how many years?
desu it was about 4 for me on my current one now they come at least every year


try creating more wealth/exporting more

if your on 42.5 it is bugged though
>>
>>135350496
Since you seem to be comfortable with multi-z digging, I would suggest a magma piston instead. It's a lot less labor and resource intensive. You can't get as much on-demand magma, but you can stockpile it for a rainy day if you plan well. You can even make them reloadable if you have a convenient water source.
>>
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>>135350987
>>135350987
I haven't kept track, any way I can check to see my forts age? I'm on 40.24
>>
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Turns out this can have the map of the world, not as detailed as isoworld.

>>135351068
I'm perfectly fine with doing pump stacks got enough fuel in the stone so its all good and theres alot of wood.
>>
>>135351197
what year did you start?
>>
>>135351634
uh

I don't really remember. around 140 - 180 I think?
>>
>>135351197
Do you know what year you ended worldgen? If it was 150 then your fort is in its 4th year. Game date is in the upper right hand corner.
In 40.24 goblins were MUCH slower to attack forts. Year 4 was the very earliest I ever saw them. People who got bored with peaceful forts in 2 or 3 years would never see them, to the point that lolnosieges became a meme in this general (and probably elsewhere). If you're patient and you know you embarked within range of a goblin civ, then wait a couple more years and you might start getting annual sieges. If you're not you should abandon fort and join us in the current (vastly superior) version. 40.24 has literally no advantages over the current version.
>>
>>135351808
Oh shit I never even noticed. If that's the case i'll give it a while longer before saying gobbos don't exist.

Shouldn't I have at least seen a thief or something by now though?

I wasn't really paying attention to nearby civs when I picked this site.
>>
>>135351908
>Shouldn't I have at least seen a thief or something by now though?
Nope, snatchers were broken in .40. They didn't appear at all. I'm not sure they're completely fixed yet, as I haven't seen any in .42 either, but others have reported seeing them.
>>
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[hammer training intensifies]

They've been on this guy for a month now
>>
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Good news is: you can edit evilness/savagery for a region after world-gen with dfhack.

Bad news is: I have no idea how to do anything right now but hit-and-miss changing from the default region 0 that the entry shows up as using offset steps to make that big chunk on the west of this map terrifying as fuck.
>>
>Tfw you wipe out all the elves in a caravan
How long before they attack and how many are they likely to bring?
>>
>>135356364
commands?
>>135356530
doesn't matter. they don't wear armor, so just shoot them.
>>
>>135356678
If you say so.

Are bronze bolts significantly better than copper? Tins not really an issue.
>>
>>135356678
It was via gm-editor fuckery.

gui/gm-editor df.global.world.world_data.region_map brings up the screen with the value: region_map_entry: hexstuff and from there you need to hit ? and see which keybind the offsets bind is for you, I don't recall changing it in my gm-editor so it should be ] still.

Then try different values for the offset and see if you hit a working region number.

In a given region you can hit probe with the cursor active to see what the region_id is, and after entering offsets you can see if you hit it.

If anyone has a better idea of what to do with the offsets to access the rest of the map I'd love to know.
>>
>>135357220
I killed a bunch using wood bolts so you should be fine.
>>
>>135358357
My wood bolts pretty much just bruise things desu. I make my dudes train with them and my hunters use them and it takes them forever to hunt.

I have a bunch of iron bolts but I'm downgrading in order to conserve iron. At the moment I'm making copper but if bronze is better i'll go to that since I have a fuckton of cassiterite anyway.
>>
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page 10 bump
>>
>Miner gatherer
>He hates picking fruit sometimes
>Makes his pick sticky

>>135361908
That's not how you eat an osprey dude.
>>
Will liquids flow through a downstair with empty space beneath it? I think yes, but I've never tried it before.
>>
>>135365208
Yeah, you can fall down them, no reason liquids wouldn't.
>>
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stop all page tens
>>
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yfw page 10 twice with no posts
>>
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3 werehares to deal with, shame that they cannot be assigned to chains.

Time for them to vist the caverns unarmed.
>>
>>135331515
There's the [j]obs list, but I imagine you'd have to look to DFHack for an easier way.

>>135352234
Yeah I've had roughly a snatcher per year. Kobold thief too if that's been questioned.

>>135357807
I think you're a lone pioneer in these waters. Though I may follow you, sounds fun.

>>135370464
In death, life.
>>
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goodnight /dfg/
>>
How can toady spend hundreds of thousands of hours meticulously modeling the genetic structure of cauliflower yet base his game in a universe based on fantasy rather than the empirical bedrock of science? That's a tad hypocritical, don't you think?
>>
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>>135376318

Hahahahahahahaha How The Fuck Is Reality Fun Hahahaha Nigga Just Walk Away From The Screen Like Nigga Go Outside Haha
>>
>>135376318
How can toady spend hundreds of thousands of hours meticulously modeling the [development of cultures and civilization] yet base his game in a universe based on fantasy rather than the empirical bedrock of science? That's a tad hypocritical, don't you think?
>>
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they just refuse to work after a while and randomly beat eachother up over arguments
>>
>>
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2 squads with candy weapons (except for mace/hammerdwarves) and full steel armor

or

1 squad with candy weapons, candy armor and 1 squad with steel weapons and steel armor?
>>
>>135378282

choice B

ain't shit touching squad A anyway
>>
>>135378282
B
One Dwarven Spetsnaz
One Dwarven Militia
>>
How long would it take to train super soldiers without a danger room?
>>
>>135378764

A couple of years if they aren't fighting anything
>>
>>135377420
The Nigga moment.

Enjoying your racismfort?
>>
>>135374984
It is but it's dangerous. I hit alt+d instead of alt+s and deleted the region map entry and can't remember how to insert a new one so it crashes when you try to travel.

>>135378282
C: Only use candy for hard armor, helm/breastplate/gauntlets/greaves/high boots, then steel for all the chain/flexible armor.

Have a set of weapons, at least a couple candy axes, and a spear or two, then steel/silver for war hammers/maces, and steel for backup edged weapons.
>>
>>135379549
>C: Only use candy for hard armor, helm/breastplate/gauntlets/greaves/high boots, then steel for all the chain/flexible armor.
This is probably the best. I'll figure out how much adamantine I have on the map soon enough.

I love using prospect in DFhack
>>
Just wondering, can someone give me their 10 year embark FPS and size of their inbark.

Idk why im still getting 26ish FPS at a 7x7 embark but i was getting a 10fps at a 5x6 embark last time
>>
>>135381893
>7x7 embark
Jesus how much space do you need? I usually go with either 4x4 or 3x3 and find it to be more than enough space and amount of minerals.
>>
>>135381971
i like getting animals and seeing invasions happening for far off =(
>>
Give me the best elf-hate pic you've got
>>
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>>135382395
All I have but still kinda fits
>>
Thread is ded
>>
Has anyone else here noticed that outlaw gangs in dungeons always stick to a few certain rooms?

I think each gang has its own "territory" within the dungeons.
>>
>>135384985
I think you're overinterpretting. Do you assume that every flock of ravens you see you in the wild has its own territory because they're spawned together instead of spread evenly across the region?
>>
>>135385668
No, really. Every given criminal organisation I've seen have stuck to a few rooms. Sometimes, the members move around, but they always move to another of the rooms they occupy. They might move through corridors, but they only stop within rooms.

When I leave a dungeon and return later, all of the members are respawned, and placed in entirely different positions, yet they still use the very same rooms as they did before.

This is especially easy to notice in large dungeons with big clusters of rooms. Some rooms are NEVER utilised by the bandits, even if said bandits hang out nearby. Meanwhile, other rooms ALWAYS have at least one bandit in them.
>>
What does the "TSK" her means?

Somehow rotten food ended up in the kitchen and somehow I can't get them to remove it, even though I've marked them for dumping and made a dumping zone outside.
>>
>>135386173
I'll stick with the flock of ravens analogy.
Have you ever noticed what happens when you scare away a flock of ravens? As soon as you're no longer between them and where they spawned, they go right back. You could chase one into the next biome, and as soon as you're out of its way it will return to its spawn point.
You're seeing the same behavior in the outlaws. There's nothing meaningfully territorial about their behavior. They stick to their spawn points because there isn't much more for them to do.
>>
>>135387218
TASK

means it's being used for /something/
>>
>>135387301
Alright... Got them to deal with it now, so problem solved.

Also, a tundra titan came... But my military commander killed it without any issues.

Kinda boring actually.
>>
>>135387290
Like I said, the bandits differ from the animal flocks in how they move around between a certain set of rooms. They appear to utilise a certain set of rooms, which they move between from time to time. In this respect they appear more like hist figs living in towns. Said hist figs have their own house, yet sometimes leave the house to visit the well or tavern.

I'm pretty sure that the bandits occupy certain rooms in the same way as hist figs occupy houses.
>>
Seriously what the fuck is this shit?

He got a nice office and it has worked for him for several years now.
>>
>>135389138
The way there must be blocked. Look where your manager is, and make sure that he can reach the office. He might have gotten stuck somewhere, perhaps along with those who can't get water.
>>
are there any drawbacks to making rooms in soil besides the lack of smoothing?
>>
>>135389390
Trees start growing in your alleyways when you breech the caverns
>>
>>135389381
For whatever reason he's stuck here... No health problems, so wat do?
>>
>>135389460
can I just build floor tiles or something to fix that?
or maybe doors?
>>
>>135389610
Yes, but then why not just build in solid rock ?
>>
>>135389680
I am about to start a new fortress and I always lag behind in construction because I get autistic about rocks in my rooms and dumping them takes a lot of time
>>
>>135389814
Building floors (every single floor tile) will take longer than dumbing rock (not every single floor tile)
>>
>>135389570
Also, here's his thoughts.
>>
>>135388223
Aside from lords I don't think histfigs in towns do have their own houses. That's why you see dozens of people sleeping in piles on the floor in every house, instead of a city with 5000 inhabitants having 5000 houses. And (like outlaws and wildlife) they spawn in, run whatever little AI package they have to appear alive while a player is around, and return to the vicinity of their spawn point. That's exactly what you're observing with outlaws, you're just trying to attribute a deeper meaning to it.
Let's look at it a little deeper, though. You're positing that there are defined areas, somewhere smaller than an embark tile but larger than a single tile, that are owned by an entity, yet which have no name, are not visible as structures or locations in legends, aren't visible on any map, and are never mentioned by the npcs that supposedly own them. As evidence of this inference, you cite the same roam-and-return behavior that can be observed in every other npc that doesn't have AI goals motivating it to do something else.
>>
>>135389460
>>135389390
A tree can't grow without at least 2z of vertical space. Very few players dig mult-z rooms, much less hallways.
>>
>>135390254
fugg how long have 1-tile trees been gone now ?
>>
>>135390456
Since July 1 2014.
>>
>>135390061
>That's why you see dozens of people sleeping in piles on the floor in every house
I think the people who do this are just the history-less site pops. They also seem to inhabit simple dwellings, often consisting of just one room, and often unfurnished. The more substantial houses always seem to be inhabited by families of hist figs.

>just trying to attribute a deeper meaning to it.
I'm not. I simply claiming that the criminal organisations all have a few rooms that they make use of. While I have seen multiple gangs in the same dungeons, I've never seen them actually intrude on a room occupied by a different gang. All I'm saying is that this implies that they have a sort of territory in the dungeon they inhabit. There's nothing terribly "deep" about that.

Still, I'd love if one of those dfhack/gm-edit savvy anons could give their input on the matter.
>>
>>135389814
d-b-h to hide rocks
>>
>>135390784
Concluding the existence of a silent and invisible ownership mechanic is a lot deeper than "this is where I spawned, therefore this is where I belong". Especially when the behavior you drew the conclusion from is so shallow.
>>
>>135391762
"This is where I spawned, so this is where I belong."
-Anon
>>
>>135391912
thats deep man
>>
>>135391762
I'm not really sure what you're getting at.

Of course the same bandit gangs constantly spawning in, using, and moving between the same few rooms implies their belonging to those rooms. Like I said, they do not just spawn in the rooms, but also move between them during play, meaning that there is an actual understanding of the territory on the NPCs' behalf.

Are you going to say that we can't call civilised creatures in DF "people", just because they don't have actual cognition?
>>
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I'm currently trying to become a vampire in adventure mode by toppling a temple statue. Granted, I get the message "You have been cursed by X", but how will I be sure of what curse I received? How long does it take to manifest?
>>
>>135392689
If you see red asterixes in unseen parts of the map(signifying the locations of living creatures), it means that you're a vamp. If you don't see them, it's likely you're a werebeast.
>>
>>135392813
I see, thanks. Does the transformation happen instantly after you are cursed, or does it take a while in either case?
>>
>>135392813
>>135392904
Ah, never mind. It happened instantaneously. Vampire now. Thanks, man
>>
>>135392260
>Are you going to say that we can't call civilised creatures in DF "people", just because they don't have actual cognition?
I'm not sure if you're serious or if you're trying to derail the discussion because you've realized you're wrong and don't want to admit it.

It's much simpler to conclude that the outlaws are following the same kind of wandering behavior that other npcs do than to infer that they have an invisible but explicitly defined relationship to an invisible but explicitly defined area.
>>
>>135393183
>the same kind of wandering behavior that other npcs do
>an invisible but explicitly defined relationship to an invisible but explicitly defined area
Obviously, their "relationship an area" is defined through the "wandering behaviour" through which they move through, and thus interact with, the same area. If you constantly saw the same gang of let's say, youth delinquents, hang out in the same corner of a town square, would you doubt for a minute that they had some sort of belonging to that corner? They might not have a name for it, and their "claim" to the area might not be recognised by any authorities, but they obviously treat it as their territory.

>you've realized you're wrong
There's nothing to be wrong about here. We don't even have a real disagreement. This is just pure semantics.
>>
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>>135393982
>Released Dwarf Fortress 0.42.05
>[...]
>* Gave underground populations zone assignments to stop them from erupting outward

They literally have regions they remain in, but there can be overlap and when the zones are close enough to other zones you get all sorts of chaos, especially when you get a group of goblin criminals near human/elf/dorf criminals.

Tell a story and it lists when they moved into a given structure, you can ask them about it when you're in those zones and see the difference, outside the rooms there is no ask about structure option, inside they tell you about [the resident gang] moving to [the current sewer/tomb/catacomb/dungeon/etc] and whatnot.
>>
>>135395641
>I made underground criminal populations understand where they live a little better so they wouldn't crawl up and cause fights aboveground.
I see. I didn't know it was that new, although it fits better now that you can join the underground groups too.
>>
>>135395641
Huh. So they actually do have an invisible but explicitly defined relationship to an invisible but explicitly defined area that isn't visible on maps or in legends mode, and is never referred to by them in a definite sense? I'm not sure what to make of that. Zones moving from fort mode to adventure mode really has the potential to fuzz things up. That might end up being a good thing.
>>
can I raise very long bridges in a small tunnel?
I'm not sure how this works
>>
>>135397442
Yup, it's why prior to 42.05 you got them pouring up into the keep murdering everyone/getting killed.

>>135397596
It's kinda similar to the one priests have I think, basically a "tell me about this structure" response besides "I don't know anything about it" means they are tied to it and will always be found in it unless driven off somehow.

Sadly that means the houses aren't quite direclty owned by histfigs, but they do have path destinations and meeting areas that they will tend to linger in/between.

I spent a lot of time in the first few releases of 42.xx just hanging around talking to people and watching them do their thing in big towns. It's a lot more complex and natural feeling than it ever has been, especially compared to my experiences in 40.24.
>>
I hate my legendary workers becoming depressed because of the masterwork selling bug, any way to circumvent this?
>>
>>135398513
>lewdness
Yes.
>>
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Like this
>>
>>135398809
Either produce more masterworks or stop selling the ones you have made. The magnitude of any single negative thought from selling a masterwork is proportional to how few masterworks the artisan has created. So the more masterworks they produce, the fewer fucks they'll give when they lose one.
>>
>>135399125
>>135398513
>>
>tfw try to make dream fortress in 3rd cavern layer with bridge gapping a 15 z level drop
>Get FPS death before I even finish the main entry hall.
>Only 15 dwarves.

Guess I'll have to send the save over to my super computer back home and hope it copes better.
>>
>>135399125
>>135399407
ok, thanks
>>
>>135399353
But I want to sell them all.
>>
>>135401382
That's between you and your legendary stonecrafter. I'm just giving you the facts, ma'am.
>>
>my dwaves have been punching an unconscious alligator so long that it's got scars from the beginning
>>
>>135340369
Then change it.
>>
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>>135406964
>those pumpstacks somehow pushing liquid above them
>3d veins
>loose rock in the magma sea
overhangs in the caverns
>all caverns linked together

REEEE
>>
>>135390456
How does one make walls that are, say 3 z-levels high?
>>
>>135407646
Scaffoldings that you deconstruct later (yes it's a real pain)
>>
How do I spawn a colony with DF Hack ?
I'm trying to get honey bees, but the colonies command only offer to change existing colonies into bee colonies. But I have no colonies at all.
>>
>>135407742
>Scaffoldings
Meh... Oh well, I guess I could make it of wood and then remove it later for charcoal or something.

On a different note: is it even necessary to make it higher than one z-level against, say, a goblin siege or a titan?
>>
Can Dwarves fish from a z-level above the surface of the water?
I'm on a coastline and i want to build a pier to my dwarves dont get killed by the waves.
>>
Gonna be relocating my fortress closer to the magma layer, how does this work logistically speaking? Will i need to carve a way for traders to come deep into the earth?
What about defence?
>>
>Nice I can save material building roads instead of floors
>months later
>So, why are my dwarves binking now?

God damn it
>>
>>135409737
yes, wagons need 3-tile wide access (and ramps to go down)

I really don't know how to answer that second question
>>
>>135410427
My question basically boils down to how feasible it would be to completely abandon the surface entrance and build a new gatehouse somewhere underground.
>>
>>135410795
Extremely easily ? I really don't see what the problem is
>>
>>135410925
never mind, please ignore me
>>
>>135410795

Pretty simple but aesthetically ugly as fuck
>>
>>135409694
Any help on this?
>>
anyone have the pic of the book "Migration: The Truth"? Various other humorous names would be cool too
>>
>>135412331
I disagree, you can make a nice stronghold entrance in the caverns, complete with swirling bridge over magma lake and steel statues of your kings / gods / legendary fighters in front of magmafalls
>>
>>135413205

>you can

Maybe other people can but the times I've attempted to run a trader spiral to the caverns it turned out ugly. Though I'm pretty anal about how things are laid out, usually if I want a cavern fortress I just have a straight down 3x3 shaft and trade on the top.
>>
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>>135413061
>>
>>135413937
thanks man
>>
>>135189340

Cube-square law has always been a joke in Dwarf Fortress. Just google "water reactors."
>>
>>135408027
Any creature with a grasp can climb, and titans (as well as other semi/mega/forgotten beasts) can simply step onto 1z wall without having to climb.
>>
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>I'm getting pretty good at this swimming! Let's just get one more level before we call it a day!
>>
>>135415880
I drowned yesterday, thought my guy could handle it, but he clearly couldn't.
>>
Phoebus, Spacefox or Obsidian?
>>
>>135417271
ASCII
>>
>>135417271
Phoebus
>>
page 10 panic something water elfs
>>
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>>135421295
>Elves? In MY fort?
>>
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Have these been posted here already?
>>
>>135423068
No. Please post all you have.
>>
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>>135423068
>>
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>>135423068
From the GDC talk? No. Please post it (is there a video too?)

I have this, from the other thing though.
>>
>>135423292
That's all I have. Got them from some guy on /v/ who probably got them from some guy on reddit who apparently got them from an official GDC twitter.
>>
>pg10agn
i giv up
>>
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>>135423350
I hope we get enough bloat but not too much bloat with this
>>
>>135423350
I hope these mytchical places will somehow be accessible in adv mode, similar to vaults.
>>
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>>135423350
>their fate is completely predetermined
>>
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>/dfg/ will never not be ded
>>
Too lazy to read the wiki someone give me a quick start guide
>>
>>135434643
1. go fuck yourself
2. see 1
>>
>>135434643
There already is a quick start guide. It's on the wiki, you shitter.
>>
>>135434828
>Too lazy to read the wiki
>>
>>135434643
git gud
>>
>>135434643
>Create world
>Play

Quickstart
>>
>>135435294
So you want someone to take time out of their day to write a guide for you that's already written?
>>
>>135434643
i would but i'm too lazy sorry
>>
>>135434643
To start double click dwarffortress.exe. Do is sanic fast if you want to start quickly.
>>
>Mountainhomes wants me to pick a baron
The pressure is too great.
>>
>>135435664
Or just copy and paste the one that is already written. Use your brain sometimes anon.

>>135435453
Ok

>>135435589
Ok

>>135435898
I understand senpai, I'm the same.

>>135435954
Ok
>>
>>135371775
What is this addon for visualizing the map?
>>
File: dc.png (8KB, 637x172px) Image search: [Google]
dc.png
8KB, 637x172px
>>
>>135437073
Stonesense. It's a part of dfhack, and the predecessor of Armok Vision, both designed by a guy who goes by Japa on bay12.
>>
>>135437769
Is this some meme or popcultural reference that I'm unfamiliar with?
>>
File: 4ef574077657b5ee383758ce55d0d675.jpg (188KB, 730x1024px) Image search: [Google]
4ef574077657b5ee383758ce55d0d675.jpg
188KB, 730x1024px
>>135437769
Holo?
>>
>>135436967
>Or just copy and paste the one that is already written.

That is completely useless to do.
>>
>>135442386
Not if you want me to go away senpai
>>
>>135443691
Why would we want you to go away, where else we would get the newbjuice we feed on?
>>
>>135357807
Bless you, Roses.

Find your region number with probe and put it where the k is:
gui/gm-editor df.global.world.world_data.region_map[k]

The evil/savagery are right there and tweakable.
>>
>>135443848
If I go to the wiki then I will leave you senpai.
>>
>>135445009
Nah you won't
>>
>>135445094
I will and then y'all will be all alone senpai
>>
>>135445317
>y'all

And nothing of value would be lost
>>
>>135445615
Prove it
>>
>>135445697
You already did my subhuman friend
>>
>>135445615
NAH FUCK YOU NIGGA, ENGLISH NEEDS A GODDAMN WORD LIKE USTEDES!

AM I SUPPOSED TO SAY "TO ALL THOSE I AM ADDRESSING AT THIS MOMENT" OR CAN I JUST SAY "Ya'll" WITH A SLIGHT DRAWL DUE TO BEING TEXAN DAMMIT?

*breathes*

Sorry about that...
>>
Can someone post their fort, i need some ideas mate
>>
>>135445867
I've known americans can't speak proper english since my teacher tried to tell us to use "might should"
>>
>>135446924
"Might should" conveys the same idea as "perhaps ought to" while using fewer syllables. That's efficiency.
>>
>>135446924
Not about that, the language needs a word for "you, plural" like spanish "ustedes" vs "usted". That was the point when it started bugging me that we don't have an official word for it.

I can get away with saying ya'll as a Texan, but the rest of you need to know it is ok.

Dare I say it, ya'll need to know you can use ya'll if addressing a specific group of people.
>>
File: image.jpg (21KB, 370x319px) Image search: [Google]
image.jpg
21KB, 370x319px
what's the deal with criminal organizations in towns? npcs always bitch about them but when i go find the boss in the fort dungeon, he's friendly and won't aggro me. When i beat his head in with a pickaxe then report the good news, everyone thinks i'm an asshole. is this an unfixed problem or is it supposed to work this way?
>>
>>135447393
Why don't you have yourself a nice magma shower
>>
>>135447590
Unless you're british, at which point clinking the side of your teacup with a little spoon and clearing your throat before saying "Excuse me, to all those who have gathered here, the cricket match will be starting shortly, so if I may first go over a couple of things" should suffice.
>>
>>135447789
Do you not mean "Why do you not have yourself a nice magma shower?"
>>
>>135447590
As a Tennesseean I object to ya'll's claim of ownership of ya'll. But I join you in endorsing its broader adoption.
>>
>>135447714
The local gangs tend to keep other criminals from attacking, and there still aren't as many cases where they are directly griefing folks on the surface. People in other towns will be happier about it though.
>>
>>135448421
Oh, I'm in Memphis atm, I don't mean to say ya'll can't use it, just that it is acceptable sounding due to my inherent drawl.
>>
what be-ith happenin' in this thread of tho fortresses
>>
>>135448654
>I'm in Memphis atm
No shit? Welcome. Don't travel alone at night or the bogeymen will get you.
Really don't, though.
>>
Playing this game for the first time and yes I have no idea what I'm doing.
>>
but tired of my fortress
Very wealthy and successful but so Megabeasts yet and each goblin wave takes a few more good dwarves along with it
>>
>>135449015
Been here for 13 years, and I'm only scared of bumping into ole' Willie Herenton alone at night.
>>
>>135449075
Wish my world had a tower, I want a fight to the death with a necromancer attack
>>
>>135449046
None of us do either, we're just good at faking it.
>>
>>135448931
Ded thred, derailed to offtopic discussion of a regional american english vernacular.
Someone post a screenshot using a graphical tileset so we can have some ontopic shitposting.
>>
> retire/abandon a fort
> feel compelled to make an entirely new world
>>
File: 1268366161789.png (58KB, 800x600px) Image search: [Google]
1268366161789.png
58KB, 800x600px
>>135332208
off to a good start
>>
>>135449318
>graphical tileset
>>
>>135449168
Oh. Your use of atm led me to believe you were a visitor. So nevermind. Dwarf on, neighbor.
>>
>>135450742
"Graphic sets are additional tilesets used to give objects different graphics."
>>
Begone page 10!
>>
>>135451997
Graphical tileset: one of the various .png files in the graphics/etc folders.

Graphics set: the full combination of those folders, their contents, and the .txt files specifying their usage in game.

Tileset: the .png files in data/art used for basic text/map/creature/item display if graphics/twbt aren't on.
>>
File: 1440820438875.png (430KB, 417x1600px) Image search: [Google]
1440820438875.png
430KB, 417x1600px
STOP
FUCKING
DYING
>>
File: Footbelt the Ponderous Cave.png (10KB, 1881x78px) Image search: [Google]
Footbelt the Ponderous Cave.png
10KB, 1881x78px
A helm called Footbelt.
Thread posts: 739
Thread images: 171


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