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/dfg/ - Dwarf Fortress General

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Thread replies: 692
Thread images: 251

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Fool's edition
Previous thread >>136966281

>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!
>>
First for being sick of this stupid fucking game and ready to goddamn quit it!
>>
>>137243404
Second for you can't leave
>>
>>137243404
shut the fuck up Mack
>>
>>137243596
>Brewer
You better be Legendary within a year.
>>
>>137243730
I'm a legend in my sparetime
>>
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Gold... why...
>>
Relay from last thread

Give me ideas for dwarf fort merchandise you would buy - I'm getting into wood carving tiny stuff & wanna sell keychain thingies and such online.
>>
>>137244205
It's obviously ornamental, you'll have to find a nice spot to build the classiest forge you can for your most pretentious smith.
>>
Do you think DF will reach version 1.0 in our lifetime?
>>
>>137244704
No.

But I'm grateful for whatever we get, and hopeful for the future regardless.
>>
why did hiroshimoot have to fuck up the good boards

couldn't he just "prank" the meme boards?
>>
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>An evil lurks within.
>Ngosto Umsnosmxom the Plump Helmet Man Lady is in Heavyfence.
>Really?
>I just punched the head off a Roc and you want me to go beat up a cute little shroomlady?
>Fuck yo couch, she may not be very talkative, but do you know how rare a great listener is these days?
>>
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There are more dwarfs then animals.
>>
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>>137245729
I know right?

md2016.*.css

Filter that and you're golden. Sadly this is 4chan, so you're golden because you're immersed in a sea of piss, but at least it's not piss reskinned to look like whatever the fuck that is.
>>
>>137246735
You're a god send.

>>137246665
>Israel Hawkins
[spoiler[I wonder who's behind this post[/spoiler]
>>
>>137246735
>md2016.*.css
I love you man.
>>
Rolling for dorf-like name
>>
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>>137245810
>chat with the head priest at a temple
>ask about the ruler
>"my fourth eldest son is lord, I don't care one way or another"
>dag yo, dorf tiger mom
>YOU RORD OF RINKYDINK TOWN? COME BACK WHEN YOU RORD OF HUGE METROPORIS!
>talk to the guy
>become a hearthperson
>first task is to go kill the harmless little helm pump lady
>fuck it, insurrection time nigga
>>
>>137244338
Didnt you post this in d2g too?
>>
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>>137248548
It's obviously another wood carving person, check the names brah...
>>
Can I rob the caravans and imprison the merchants?
>>
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>>137248968
Yes but they'll go nuts after a while.
>>
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Dogs ready in the cage trap.
>>
Can't read shit on this site anymore
Looks like I'll be playing dorfs on my own today
>>
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>>137251009
Can you see this: >>137246735 ?
>>
>>137251126
Oh, great. Now I've learned a new feature on my browser
>>
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The dogs only killed 2 goblins.
>>
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>>137248946
fuck yeah I've been looking for Slol Sluxlol pics
>>
>>137246735
Gonna need some spoonfeeding on that, I tried to use 4chan's filter, does nothing, and Ublock doesn't recognize it as an element that can be blocked.
>>
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>>137251840
I've always felt that hordes of dogs are just a defensive measure, to buy time for your actual killing units to do the job without interference.

That's why I always try to breed hordes of something larger, just so they can do that job more effectively.

>>137251262
I know that's not what you came here for, I'm sorry bro.

>>137252102
I'll see what I've got for you.

Not a great deal I fear.
>>
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Well goblins got above and shot 2 dwarfs dead.
>>
>>137252280
In my Firefox fork, I can just press F12, go to in the Style Editor and uncheck that css file
I'm not sure if the process is the same in the real Firefox though
>>
>>137252280
Go to ublocks dashboard.
>>
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I could've sworn I had some more of these Sluxlol comics, an awesomeface one at the very least.

>>137252280
ublock, settings, my filters, paste, apply changes.
>>
>>137252441
That worked. Thanks.
>>
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Ah HAH! There you are you naughty little comic!
>>
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>>137252943
And here's the less awful one, honestly, why did we never institute any QC for MSPaint comics?
>>
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>>137252319
heh the Sluxlol thread got archived

http://suptg.thisisnotatrueending.com/archive/2668891/
>>
>>137253082
>here's the less awful one
what
the other one is much better
>>
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>>137253289
But it doesn't even communicate the plot!

At least the awesome face has a setup and then the pull-out.
>>
>>137245729
There are non-meme boards?
>>
>>137253921
Dunno, just checked /tg/, /d/, /v/, /jp/ and /vg/, same shit's everywhere.
>>
>>137253921

The slow boards are generally less meme tier.
>>
>>137253974
Did you think it was just /dfg/?
>>
>>137255359
I though it was just the shittiest boards, like /v/, /vg/ and maybe /jp/.
Turns out ALL THE BOARDS ARE SHITTY
>>
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>derpy mspaint comics you say?
>>
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>>137255392
Welcome to 4chan, do not enjoy your stay, it upsets the residents.
>>
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>>137255550
>open that gif
>metal clinking sound in the music I'm listening to matches perfectly with the hammer strikes
>>
>>137255819
perfectly synchronized I should say
>>
>>137255819
>listening to metal clinking sound
Let me guess, you're the guy of guy who watches the Isengard scene in Lord of the Rings again and again?
>>
ΞMastercrafted Google plusΞ
A Mastercrafted google plus made of internet, it menaces with spikes of sarcasm. On the image is depicted a troll a group of human peasants and a library. The library is on fire. the human peasants are making a plaintive gesture. The troll is laughing.
>>
>>137256191
No, but have some Orc/Goblin music.

https://www.youtube.com/watch?v=ZUVPRTnGEBY
>>
>>137256965
Disgusting. I only listen to dwarfen music, with the hammers working in the distance.

Or Isengard theme, it works too.
>>
So, I've confirmed in my stocks I have charcoal and there are tetrahedrite lying 3 tiles away from my furnace
And I've got 3 dwarfs with Furnace Operation on

Yet, the "Smelt Tetrahedrite ore" task is still redded out

What else could I be missing? Nothing's forbidden either
>>
>>137257619
nvm I unpaused and it came back
>>
>>137257758
HAHAHAHAHAHAHAHAHAHAHA
>>
>>137257758
That was fun.
>>
>>137257758
I'd rather not admit how long and often I've sat waiting for progress to happen only to realize I'm still in the build menu or something.
>>
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>>137258302
HAHAHAHAHAHAHA
>>
>>137258410
>Reginald Mcdonald
fuck so close.
>>
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>>137258450
Shut your trap before I slap your mouth.
>>
>>137257091
I've never heard Dwarf themed music rendered that well. It's usually shallow crap or directly ripped from existing Tolkien poetry.

The new music system in DF might inspire something good though.
>>
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How embarrassing.
>>
>>137260017
shame the weight doesn't modify punch strength.
>>
>>137260017
Pretty snazzy. You should make your fort's best dancer equip it.
>>
>>137260171
My bad for leaving around platinum bars unattended, for some reason they prefer platinum to steel every time.
>>
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Damn, first dwarf to succumb to madness, better build a graveyard.

At least the next guy to get strange mood got his thing finished. Amethyst animal trap, encircled with bands of single cut amethysts, menacing spikes of smoky quartz, and image of forgotten beast in rosy quartz.

Too bad he was possessed, so no skill up from that.

Also, my ore situation is just woeful. Tons of tetrahedrite and gold, but I have failed to find anything outside of that. At least I get some silver hammers done.
So few layers to work with, since glaciers work weird.
>>
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>>137261706
Your glaciers maybe.
>>
>>137260017
Put it on your Sheriff, have him punch criminals for punishment!
>>
>https://www.theguardian.com/science/across-the-universe/2016/mar/31/star-wars-style-lava-planet-discovered-close-to-earth
Time to move out, dwarves.
>>
How much of an impact does the strength of my dwarves have? Say, an extremely strong hammerdwarf compared to a "normal" strong dwarf.
>>
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>>137261856
But seriously, putting out a call for folks who have embarked on a volcano recently: I have encountered a variety of exposed and filled volcano tubes like the one in the picture here, but in hundreds of different sites across dozens of worlds specifically tuned to try and make this happen, I have yet to see an exposed and intact south-facing volcano tube.

This is an extreme example of a west-facing tube, based on embarkable tiles adjacent the volcano.

Anybody seen a south or even sheer east-facing tube like this?
>>
>>137263335
substantial

Their base stats influence their cap as well I think.
>>
>>137260657
>for some reason they prefer platinum
Their selection method goes
a) preferred material
b) closest
c) most recently created
In cases where they want a preferred material, that's the only material they'll use for that portion. Dwarves with an available preferred material don't always (or even often) want it. If they don't need a preferred material, then they just grab whatever is closest. If multiple valid items are closest, like in a smelter or trade depot or whatever, then the one at the bottom of the list (most recently created) is the one they take.
The one exception to all of this is adamantine. After you mine adamantine, every metalworker mood will demand it as the base material.
>>
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>>137263580
>>
>>137264059

This is correct.
>>
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>>137266827
I hope Randy gave you consent.
>>
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Found this and knew you lot would like it
>>
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>>137266827
>>137266909
Miasa: "I'm feeling tunnels today!"
>>
>>137269559
That meme isn't funny and it never was.
>>
>>137269559
+(You)
>>
>>137270005
Watching it happen the first time was kind of amazing.
>>
I'm freaking out, what the fuck is this.
>>
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Japa is getting dangerously close to a VR Dwarf Fortress.
>>
>>137270989
Calm your tits, Faye.
>>
>>137271124
Fuck you TV judge
>>
>>137270989
please explain what you think >>137261856 is
>>
is there anyway to save the game and not return to the main menu?

really scared of the game crashing sometimes
>>
>>137272745
autosave functions can be activated in the ini's
DFHack can quicksave
>>
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who here knows the following feel?

https://en.wikipedia.org/wiki/Paralysis_by_analysis
>>
>>137273108
Always and forever.
>>
>>137273108
I usually get it under control with a healthy dose of "fuck it".
>>
>>137273108
Terribly familiar.


Also, that PCgamer article that got posted was some good shit, but that's because it's mostly just Tarn talking about DF.
I love to get Toady's take on things.
>>
>>137272745
Different guy but what's usually responsible for random crashes? It feels like the game implodes 70% of the time whenever it tries to save. This is like the fourth time I've had to build a forge room.
>>
>>137273714
In personal experience, futzing around with the game and/or window while it's chugging will kill it - on a Windows OS, that is.
While it's saving, it needs to be left alone to work. Clicking around, shaking the window, pressing keys? All that shit makes Windows freak out that commands aren't going through, then it slaps DF to try and get it to respond, and the whole thing breaks.

You may also want to see if your RAM isn't almost full when trying to save, because a lot of data has to get moved around to make a save.
>>
>>137273714
With DFhack, TWBT, etc in use, it's ~95% one of those two.
With neither enabled, I haven't had a single crash since the tree-construction-touching bug has been fixed.

Though for crashing while saving - I have no idea. Sounds like your PC is too weak.
>>
>>137273893
>>137273714
Oh, and any outside utilities, as a rule, increase instability. Do you use anything?
>>
>I don’t get to play enough
--Tarn Adamns
>>
Odds I continue on my vamp adventurer and try to find something that takes more than one turn to kill

Evens I try to find a nice site for a Fortress and force myself to break out of my lack of creativity and fear of failure
>>
>>137246665
prob. asked a millon times
tileset?
>>
>receive migrants
>see I now have a mayor
>a random skill-less tanner was chosen instead of my previous expedition leader
Why? Can I just replace him without any problems?
>>
>>137274070
Been using the lazy pack mostly stock. Running it with therapist, DHhacks on and mousetweaks. It seems to have a gig to spare while saving. I'll have to look into if disabling twbt, hacks, etc helps.
>>
>>137276953
>Can I just replace him?
Yes, easily.
>>
>>137276904
Taffer
>>
>>137276904
That's Taffer's /dfg/ variant tileset.

>>137271912
It's like a horrific Rorschach test, huh?
>>
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ahhhh fuck there's a Wereanteater knocking at my door and I don't have an army or anything what the fuck do I do??
>>
>retire in a town
>unretire
>town is now gone
>every house is empty
>as well as in every hamlet nearby
>"gander recruits" murdering horses and dogs as I walk around
>trenches everywhere
What the fuck happened?
>>
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>>137277990
>trenches
Looks like they were culturally enriched by goblins. The population was probably liberated and brought to live among the gracious goblins instead.
>>
>>137278697
Fuck. I wanted to go cleanse the Goblins' tower but since DFHack isn't updated my framerate bottomed out before I could get to it.
>>
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>>137273495
Toe D appreciators unite.

>>137273453
Yup.

>>137276193
Did you want this outcome? Sounds like you didn't.

>>137277990
>Gander recruits
post screenshots
>>
>>137279431
How does DFhack solve that problem?
>>
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Do elves not bother bitching about trees any more? They've got the [TREE_CAP_DIPLOMACY] token in the raws, but I haven't had them mention it.
>>
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>>137279431
From the op:

http://www.bay12forums.com/smf/index.php?topic=139553.0
>>
>>137280157
It doesn't solve that problem (except maybe by using exterminate to kill all the creatures on the site, which kind of defeats the purpose), and it has been updated for weeks anyway.
>>
>>137280157
>>137280905
Using it to purge the Pits, which don't have non-generic goblins.
>>
>>137280847
>>137280905
>40.24-r5
>last commit to the thing was 4 months ago
>updated
>>
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>myths release
>high fantasy universes won't have the familiar races
>instead they'll be random each time
>these always unfamiliar abominations won't accumulate any memes or player culture around themselves

NOT COMFY
>>
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What's the problem with that attention elf?
All she's been doing since she migrated was build wooden blocks
I know for sure she hasn't made an artefact, but I guess the manager might have asked her to build a cabinet or a chest...
What could cause this? Did a cabinet get stolen, or did I sell the wrong thing or what?
>>
>>137281449
I want to believe that posts like this are trolls, but I don't have that much faith in humanity.
>>
>>137273714
>>137272745
Do you both have compressed saves disabled?
>>
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>>137281781
>>
>>137281686
She created a masterwork at some point, and it was either sold to a caravan (this causes a negative thought due to a bug), stolen or destroyed. Read your announcements.
>>
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>>137277825
Close the curtains and hide behind the sofa.
>>
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NO ONE TOLD ME THIS WOULD HAPPEN
>>
>>137282164
dat sum 2D?
>>
>>137282067
naw we killed but lost a few dwarves, and now there's a dead human just laying outside my fort which i don't know how to move, and a bunch of dwarves have been infected and it's spreading, now i don't know who's infected or not.

the inside is way safer, i'm moving deeper fuck the outside and fuck my grazing animals.
>>
>>137281509
>implying you will always only play high fantasy myth setting

Anyway, I hope it will change the way people play the game a bit. Maybe people will stick to one world more consistently instead of generating a new one after each fucking fortress for some inexplainable reason.

It gives each "generated story" a lot more weight if there's more context.

One race conquering the entire world except for one outpost of another race becomes a lot more interesting if it's not just the same necromancer/goblin/demon zerg rush killing everyone eventually, but if the races have a mythological reason for their actions.
>>
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>>137282518
>>
>>137281930
I'm sure someone will come along and hold your hand eventually, but it ain't gonna be me.
>>
>>137282740
>i got btfo so i'll act smart xD
>>
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>>137282713
OH GOD I FUCKED IT UP, RIGHT IN FRONT OF ALL MY PRETEND FRIENDS!
>>
>>137282518
>>137282713
>>137282989
Wipe this tileset from the face of the earth.
>>
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>>137283367
Pretty sure Mayday is way ahead of you there, he's been trying to ruin his tileset since I started playing with it almost a decade ago.
>>
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>>137282406
Yeah it's way more challenging and fun

Guess that wasn't such a big deal
>>
>>137283367
You're a bit late.
Apart from one recent ass backwards PCgamer article, I haven't seen anyone recommend it in years. And Mayday isn't doing anything actively anymore.
>>
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>>137283476
>those floors
>>
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>>137282878
>thinks he can bait me into spoonfeeding him
>>
>>137283903
I'm just laughing at you making an autist of yourself.
>>
>>137283753
You used to be able to engrave and construct floors, so you could have coloured engravings.

Also, that was my first fortress that lasted more than a couple of years, so you'll find plenty to nitpick about it.

This is the floor below that one, you ever remember to put the underfloor heating into your forts?
>>
>>137282501
>instead of generating a new one after each fucking fortress for some inexplainable reason.
Before world activation, I used to play many adventurers and forts in the same world.

As of the world activation, it feels like the game world becomes weirder and less stable the longer you play.

Also, the slow world gen makes it harder to generate an interesting world. In 0.34 you could just pick the standard option and the result would always be enjoyable. In 0.40 and 0.42, I feel like I have to gen several worlds before I find an interesting one. Also, most of the cities now seem to be either too small to offer any enjoyment(many cities only consist of a warehouse, a keep, a temple and a market), or too big for my computer to handle.
>>
Did we ever get access to the video of Toady's GDC talk?
>>
Kinda wish for goblin invasion or megabeast. I got one forgotten beast, but it is on wrong cavern layer and is made out of filth.

Also, what should I do with my adamantite first? I was thinking of making a shortsword and spear or two, then using it rest for armouring up.
Any tips on that? I think I probably sit about potential of 60 adamantite wafers.
>>
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>>137281449
i usually don't mind spoonfeeding but for you i'll make an exception
>>
>>137283903
While we're chuckling at that anon, how should I be enjoying my fully updated and operational DFHack? Prospect si handy for peeeking at sites, and clean helps with my autism. But there are dozens of other commands and I'm too new to knwo what's useful.
>>
>>137285407
So far i've seen nothing, sadly.

>>137284007
>weirder and less stable the longer you play.
Your adventurers can come and visit your fortress. That's pretty wierd...
And gets wierder when you forget he's a necromancer and raises undead in your graveyard.
>>
someone add ", [http://boards.4chan.org/vg/dfg /vg/'s DF general]" to the main page of the wiki next to the other forums, pls.
>>
>>137286719
Actually, I once had a former adventurer lead a goblin army that laid siege to my fort. She didn't actually kill anyone, but she managed to disarm my commander, which subsequently lead to him getting cut down by one of the goblins.
>>
I wish there was an option to have DF dorf names show up instead of the random names on the posts.
>>
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>>137287075
For what purpose?
>>
>>137287660

attract migrants
>>
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>>137287075
>>
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>>137285969
Oh goddamn, making my legendary metalcrafter do tricks with gold pays off.
>>
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>>137287782
If you spent more time hauling and less time thinking about migrants, we wouldn't need any.
>>
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>>137287782
>attract migrants
>>
>>137287782
And cheesemakers every one.

Also it's a wiki, you could do it yourself
don't
>>
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>>137287782
These are the migrants you'll attract here.
>>
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>>137286420
The search functions in most menus is fantastic, and ought to be vanilla, and stable cursor too. They're my most beloved quality of life improvements. The clean command is great for saving fps as your fort accumulates contaminants, though it can be used to cheat too, like to save your fort from a nasty fb syndrome or whatever. Dry buckets is great for reclaiming unusable orphaned buckets of water that build up over time in forts. A lot of players love workflow for automating industries, but I prefer micromanaging. Autodump is a script that I've never used, as it feels cheaty, but am heavily considering, as there's simply no effective way to deal with pic related.
But if you don't mind cheating, there are some crazy things you can do with gm editor. I'm not well versed in that side of dfhack, but there's an anon here who is a real pro and likes to share tips. Same guy creating the curses+ tilesets that are posting here.
>>
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Whats a quick way to make a big explosion?
>>
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>>137289938
Microwave some petrol and cutlery.
>>
>>137289938
A cave-in is the closest thing you get to an explosion, outside of fbs/titans/clowns made of fire exploding on death.
>>
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Have you ever masturbated to Dwarf Fortress?
>>
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>>
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For the one guy who can't figure it out.

git clone --recursive https://github.com/DFHack/dfhack
cd dfhack
git checkout develop
git submodule update
cd build
ccmake ..
(let ccmake give you the basic options, it will check for errors too)
make install

Well, that's the linux version... no clue what you do with other operating systems, sorry.

>>137288723
It's a me! adventurefaganon!

Yeah, gm-editor is on my shift+d hotkey since I use it all the time for shit, I modded mine so when you're in travel mode it pulls up the army position and you can use it to zoop yourself around the map with practice(+/- 75~100 x/y will put you from one hamlet/hillock to a neighboring one pretty well, but values past the edge of the map crash the game!) and there's lots of other shit you can do.

Right now I'm using it to try and figure out what the fuck just happened with this dragon.

>get sent to take it out by my new lord
>beat up bandits on the way over
>walk in to the mead hall to find it burning people as expect
>it's impersonating a deity rather than just being a master/law-giver like they do sometimes
>so I run in and try to punch it in the brain before it can kill more people
>first hit doesn't finish it despite my buffs, mod-dragons are fucking tough as shit
>run up and kick it in the head as it blasts fire across the room again
>then
>...
>nothing?
>it's just gone
>not in my kills
>not listed as dead when I checked open-legends
>just... curbstomped it out of the universe?
>>
>>137291062
>that name

Maybe your kick exceeded lightspeed and you kicked it backwards in time?
>>
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>>137290807
What the fuck else would we masturbate to?
>>
>>137292419
help
icant breathe
>>
>>137291517
I just checked with gm-editor, found it in the hist figs lists and the units.active list. It says it is in the room still, but it's very clearly not at the pos the game lists, and I don't see it anywhere from the skybox to hell using reveal.

It doesn't have a death date either, so yeah...

I kicked it a few seconds into the past, permanently out of step with reality until the Langoliers show up?
>>
>>137292782
Is that a good book/film?
>>
>>137292419
>the beloved furnaces
>>
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>>137293461
Dorfs appreciate a good filename.
>>
I like how this is still a thing.
>>
>>137294427
>cooking with booze
>>
>>137294667
It's pretty good, as long as you remember to check your booze stores every once in a while to make sure you don't run dry.

Also, that roast alone is worth 56k dorfbucks.
>>
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>>
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>Craft 10 adamantite weapons via legendary weaponsmith
>Only one shortsword
>Legendary armourer produces 1 masterwork helm.

Well, shoot.
I guess they are good on their own, too. I should keep a stack of wafers up, in case someone gets a mood. I need to find more adamantite veins.

They do add frightening amounts to the fortress value, alongside with the metalcrafter's constant flood of masterwork rings, earrings, goblets and toys.
>>
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>>137295178
>adamantite
is this a meme
>>
Hello elf-friends, how are we all doing today?
>>
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>>137295915
April fool's got me like:
>>
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Who was asking about interrupting bites? Seems it can be done...
>>
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>>137297737
Have no fear, he managed to get the bite in.
>>
I haven't played since 0.34, can I play exactly as I did before if I get back into it or do I need to learn new shit?
>>
>>137298948
Pretty much the same as before, but your meeting area is going to want to be a tavern, so it'll need some chests with mugs in.
>>
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>>
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>>137298948
>>
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>adamantine strand extraction
>>
>Encounter first titan
>Giant desert owl
>Flies over my wimpy walls
>Oh the horror, he must had sent ~20 dwarves to the hospital and grave.
>Punched him to death
Manly ass dwarves.
>>
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>>137293325
Eh, it's a neat concept, never read it, and the movie itself kinda dragged.

I did track down what happened kinda.

Apparently when I hit it the game showed it as being dead before it died, and somehow it just kinda forgot to do the actual linking of death/slayer/corpse stuff.

Went in and removed all the partial death links, healed it back up enough that it could survive a second, it appeared back where I thought it would, and I punched it in the brain to properly kill it this time.
>>
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>>
>>137303002
>The peregrine is renowned for its speed, reaching over 322 km/h (200 mph) during its characteristic hunting stoop (high speed dive), making it the fastest member of the animal kingdom.

That must be it.
>>
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>>137288706
Thousands of generations of ancestors struggled, labored, fought and nurtured their children to reach this point.
>>
>>137303002
What are Metal Slugs goons doing?
>>
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>>137288723
>kaolinite [203]
>>
>>137290807
Yes; to legends mode
>>
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>>137305085
>>
What's the mass kill command in dfhack?
>>
>>137305558
Exterminate
>>
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>>137305325
"In the summer of 154 the Roc Zizambulam swallowed whole the Elf Dawn Dewleaf"

Then I imagined gigantic birds bullying poor defenseless elves.
>>
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Nice. For a first of the fortress artifact decent artifact of a passing material
>>
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>>137306396
I never give a shit what they make it of as long as the armourer isn't possessed.
>>
>>137306195
>You will never protect your forest loving frolicking knife-eared friends from evil birds
>>
>finally make it to first dark fortress
>freed dozens of human prisoners
>about to go fight the demon at the bottom

give me some fight music guize
>>
>>137307176
https://www.youtube.com/watch?v=-f8V1QSf7yg
>>
>>137307176
https://www.youtube.com/watch?v=UmUVXOXiLeM
>>
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>>137306752
good luck with that wooden dagger and wooden arrows champ

>Roc size: 20,000,000 cm3
>Elephant size: 5,000,000 cm3

Also protip you can divide those numbers by 1000 to get cubic decimeters i.e. liters which equal 1kg if the creature has the density of water. Therefore the Roc weighs 20,000 kilograms which is 20 metric tons.
>>
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surprised to see my brutal broker just waiving off searching for vermin as a food source to be 'relieved'

Looks like winter has truly come to specialvaults, can't wait for the war on elves to escalate
>>
>>137307176
https://www.youtube.com/watch?v=fsUCNb42oh8
>>
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Well, it seems I overshot it a bit and wound up in hell. And now there are more demons.
>>
>>137307480
>metric
Hello from Liberia.
>>
Riiight, last of our kind civilization type of thing ok
but why hold the ceremonies off until Spring of the second year?
>>
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>>137310092
forgot pic
>>
>>137307176
https://www.youtube.com/watch?v=eHuFb0S9JNc
>>
>tfw genning your first world
OH BOY OH BOY OH BOY.
What am i getting into /dfg/?
>>
>>137310420
fuck i forgot, Whay is the reccomended embark size? 3x3?
>>
>>137310705
3x3 or 2x2 if you're on a toaster
>>
>>137310705
Depends on your CPU, mine is a bit shit, and I think 3x3 is a bit much sometimes.
>>
>>137310420
If you don't have dfhack installed, remember after you get the world made to copy it and rename it something like legendsregionwhatever so you can dig into the history and such, plus you'll have a pristine copy for later on if you want it.
>>
>>137310914
>>137311009
Not him but really? I can't bear to have under 4x4. It's cramped as fuck.
>>
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>>137311253
What do you need it all for?

You know 1x1 fortresses are a thing and they're cozy as all fuck, right?
>>
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this fort is going so well for a tundra reclaim that was pregenerated. what is stopping me from using a giant Quantum stockpile for every single item in the fortress?
>>
>>137311958
>what is stopping me from using a giant Quantum stockpile for every single item in the fortress?
personal integrity
>>
>>137310705
Default is 4x4. You can go smaller, you're never actually going to use all of a 4x4, or you could go bigger if you hate fps.
>>
>>137311958
The fact that "giant" and "quantum stockpile" are mutually exclusive.
>>
>>137311369
Cramped. I can't deal with space restrictions.

Even then I only use a tiny amount because I can only think of one design for all fortresses and it's the most generic one possible.

help me
>>
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>>137312114
:/ yeah I don't know why I'm not disassembling all the forges in the halls or using the empty halls for stockpiles either, it's that OCD I have (or integrity) for keeping everything as it is as if its pregenerated

Then again coming from me removing magma smelters to make Forges in those halls

Mayhaps I should use pic related for the recent king's master living quarters as an example of my new policy of occupying SpecialVaults

>>137312309
heh
>>
>>137308361
>Relieved after being forced to eat vermin to survive.
That has to be a bug, you should report it.
>>
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>>137311369
You can go 2x1 or 1x2 also, they're my favorites for the horrorglaciers since I like to get volcano tubes on the edges of mountain ranges where you can't embark so you need the extra embark tile to work with.
>>
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>>137312631
eh, like the bug that smelting iron leggings into a Pregenerated magma smelter, that returns 0 bars, yet I didnt report that one?

here's a legends which is Greatest of All Time, can't wait for the mythos fantasy slider
>>
>>137312314
>I can only think of one design for all fortresses and it's the most generic one possible.

Which is?
>>
>>137312786
You should report that one as well. Toady is depending on you.
>>
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>>
>>137315439
If you can't train your Echidna to stay off the bed, you're not responsible enough to have one as a pet.
>>
>>137312819
http://dwarffortresswiki.org/index.php/DF2014:Quickstart_guide#Delving_Secure_Lodgings

Basically this. Used it for years. Almost never had a fortress fall because it's practically invincible with a little drawbridge work and breaching the caverns once for the spores to make trees grow indoors, but god it's so fucking boring.
>>
>>137312786
>Undertale filename
>>
I feel like rolling for my first embark in a while, anyone got anything for that?
>>
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>>137281449

>second link in Google
>>
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>>137316264
New Conduct: All food is gathered/grown on surface with no growth during the winter. Subterranean food is forbidden.
>>
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>>137316507
hehe its relevant in a way,
nah guess I am just blowing coinciding information up for now reason and need to let go

now look at these escaped fire imps that came from the magma smelters below cutting a rug in the snow
>>
So this is what a literally perfect embark feels like.

>tight canyon on both ends
>river several z levels below so I don't even have to make a reservoir
>plenty of trees
>weather that gets cold
>>
>>137318154
That embark is going to lag like hell later on.
>>
>>137319313
Yeah I know, but anything smaller is uncomfortable.
>>
>>137318154
>mountain with a river running through it
Oh god that's nice. Is there a reliable way to find those?
>>
>>137319561
In my experience, they're the easiest to find when two rivers intersect.
>>
>>137319561

It's not a mountain.
>>
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>>137319736
>IT'S NOT A TUMAH
>>
>>137319313
>>137319432
A fair bit of lag seems to come from item count and if the fortress is layed out well enough pathfinding shouldn't be a problem.
>>
>>137320319

Get out Chad don't you have some bitches to slay, stop playing your nerd games lol
>>
what can i actually do to combat this werebeast infection killing all my dwarves?

once a month i lose about 5 dwarves to a random infected going ape and killing everyone

i don't know who's infected and who isn't..

also my fishermen keep fishing turtles and there are shells EVERYWHERE and my shell crafter can't keep up. this is annoying.
>>
>>137322741

Detective work, you can work out who's infected by checking combat logs. Other choice is to lock everyone in their rooms around the time of the full moon.

Werebeasts are cool because you don't have to feed them, so you can lock them somewhere and forget about them.
>>
>>137322875
how would i get every dwarf into their room at once?
>>
>>137322972

Cancel all jobs and remove meeting zones and they should hang out there, you might have to do it piecemeal, another option would be to restrict them to a zone which only ecompasses rooms.
>>
I don't know why I keep dropping DF for 4x games like EL, Again
>>
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>Datan the woodcrafter has been missing for a week!

I know exactly where he is he's under my drawbridge...
>>
>>137326415
>woodcrafter
No one will miss him.
>>
>>137326772
Rude, wood is a noble material. It's also unlimited, unlike rock or ore.
>>
>>137326920
>wood is a noble material
I mean, I guess you can set it on fire or something.
>>
>>137327094
Yeah, that too.
You can also make bolts and arrows that break inside the body and are a pain to remove.
>>
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>>137326920
It can be very pretty too.
>>
help

I set up 3 self powering screw pumps on my beach in hopes of making a power generator for future use

the 3 screw pumps drain up water faster than it flows back into the ocean.

my beach is slowly flooding

what do?
>>
>>137328727
Extend your retaining wall to funnel the water back into the ocean or dig a subterannean drain. And put a gear between the power source and the pumps so you can disengage at will later.
>>
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>>
Game just crashed after 8 hours of play...

Have seasonal autosave, but it's still such a buzzkill...
>>
>>137331380
Did you have df hack on?

Could also be the world crashs at that point in history.
>>
>>137331380
>8 hours of play

My attention span won't let me go more than two.
>>
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Shame the cliffs aren't straight.
>>
>>137333293
What visualizer is that.
>>
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>>
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Now I just need to lay everything out and of course across multi z levels.

>>137333805
isoWorld
>>
>want to make a nice house for every dorf that's not hauler (those can live in communal housing)
>the problem is I also want the furniture in their houses to be masterwork quality
Fuck.
>>
>>137334540

not hard if you use glass
>>
Ok so my dwarf has "Fell Tree" as activity yet all he does is pace forwards to backwards until he has needs to fill, and after that starts pacing around aimlessly again, never cutting trees.
What gives.
>>
>>137334540
>Houses for every dwarf

Thanks for giving me an idea.
>>
>>137334746
Well I want to give dorfs houses made from different materials (and furniture made from different materials) based on their standing in dorf society.
>>
4th season

still no migrants...

I though this shit was hard-coded?
>>
>>137336553
The only thing that's hard is how you got shafted.
>>
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as much as It's good the mooder's aren't possessed, This is a decent high quality artifact rip!
>>
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>>137337496
good lord its a euphemism
>>
Ok, so my dwarves are now EXPERT giraffe trainers.
If I manage to take them all the way up to DOMESTICATED in the knowledge tab, will this mean that if I then start a new fortress and use my current one as a mother civ, will I be able to get giraffes?
>>
>>137338089
Not really known if that's the case, could try.
>>
>>137336181

I do something similar when I have glass, using each tier of glass & quality as determining factors

Though I also do things like gold & silver furniture in those circumstances anyway with minor nobles such as manager/bookkeeper and captain of the guard
>>
>>137311369
yo what are those barrel stockpiles for, food? drink? or a combination of both? I admire how strategically placed they are and think they're randy
>>
>>137339869
Booze.

Although this will be less effective with the updates, since they're going to want mugs to drink the booze with now, giving them an extra trip.
>>
>>137339869
I think kingautismanon is just a pothead.
>>
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Do you often nickname/profession name your dwarves, apart from werebeasts?
>>
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>>137340198
oh right, well I tried replicating it for my first ever stockpile placed in the fortress (i'm anal about Stockpile #1 placement) and glad to see it's right next to the pregenerated tavern.
>>
>>137340368
>(i'm anal about Stockpile #1 placement)

For me Stockpile one is a custom stockpile that holds just about everything but stone, and is slapped down in the first 11x11 space that becomes available as the fortress is mined out.
>>
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>First wave
>9 migrants
>Only one of them has useful skills
Everyone but the beekeeper can sleep outside.
>>
>>137340964
Same here (minus wood). Though it never lasts all too long.
>>
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>>137340368
This was my favorite reclaim fort, but it was 40.24 so no tavern/library up top, just non-stop zombie sieges until I brought my adventurer back there to serve as a one dorf military.
>>
>>137340368
>>137340964
I make sure to keep the food stockpiles in the right spot, raw fish next to the fishers, moved to another next to fishery

Other then that it would only be finished goods, using qantum stockpiles with minecarts because bins are broken at the moment, would use seeds but too many of them to matter.
>>
Back to normal. It's about time.
>>
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>>137341217
Kinda hypnotic watching them shoot bolt after bolt past her.
>>
Is there an easy method of damming a river without magma?
>>
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Did anyone else actually buy this when it came out?
>>
>>137343348
No.
>>
>>137343339
Pumps, preferably powered instead of manned, for reliability.
They can pump out water faster then the river refills, giving you time to construct a dam.
>>
>>137343587

Ah right, never even thought of that, thanks.
>>
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>>137343348
Just pirated the comics personally.

And given that it's MY material he's using here, I think that's fair.
>>
Can anyone dump some cool fortress designs for inspiration? Preferably 1 level large designs
>>
>>137343996
>>
>>137343996
Dunno about large, but this is a nice one, I'm always after compactness because of my shitty CPU.
>>
>>137343996
And this one.
>>
>>137343996
And this.
>>
>>137344161
>>137344312
>>137344340

Thanks guys, after seeing how >>136881850 turned out I'm looking to do something similar, but with magma rivers running through the fortress instead to turn my fortress into one big obsidian caster.

My fortresses are generally pretty small though and I've never done anything besides generic looking square rooms and such.
>>
>>137344312
>>137344438
Capping the dwarfs off at a really low ammount and only doing the smallest needs like just food means you could do a decade.

Only gave up on my fort because dwarf merchants got bugged and guests wouldn't show up because of some weird connection to the world, unretireing caused the FB made of glass to be on the surface.
>>
>>137344576

I'm not too worried about FPS death, the longest I've gone in the version was about 30 years and it wasn't too horrible.

That being said I cap my dwarves at 30 anyway because I like to have 2 specialists for every industry and no dead beat leechers.
>>
>open stonesense
>game crashes
Ebin.
>>
what do I change to stop water and magma warnings when digging?
>>
>>137345361
I think you can turn them off in the init file.
>>
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uh oh...
>>
>>137345431

Yeah I thought so too, I remember it being that way in earlier versions.

It's in announcements.
>>
>>137345573
Who the fuck draws that on a table?
>>
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>>137345779
The same people who think an engraving of a door is suitable decoration for a wall.
>>
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>>137345887
As of the .42.06 release, you can do it at will.
>>
>>137346012
That honestly sounds hilarious. How easy is that to notice in adventure mode?
>>
>>137345887
So basically dorf equivalent of the roadrunner guy?
>>
>>137346085
I never explored that particular labyrinth in adv mode, but I imagine that the doors all look the same in your "memory map".
>>
>>137346208
I don't play adventure mode often, but couldn't an attentive adventurer notice from the shape of the walls around the doors?
>>
There should be forgotten beasts that emerge from magma sea.
>>
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>>137343587

here's what I went with, thanks senpai
>>
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dwarfs
>>
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>>137344438

I think I've found a good embark for what I want to do. The waterfall is about 30 levels deep.
>>
how bout dem dorfs
>>
>>137353837
The same as ever.
>>
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>>137355213

how's it looking?

the 7 wide hallways and the larger halls will have 2 wide channels in them filled with magma
>>
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>>137353837
>>
>>137338259
Of course it's known. Do you really think that anon is the first person to every gain expert training knowledge of a nondomestic animal?

>>137338089
No.
>>
>>137356170
Why not?
>>
>>137356710
Because Toady hasn't programmed it such. You could pick any feature that isn't in the game and get the same answer.
>>
>>137356710
It's been an outstanding issue for ages, to many people's dismay.

Currently obtaining higher levels of training knowledge only means that citizens of that fort benefit.

I remember learning this soon after embarking on a savage jungle/badlands for the sole purpose of domesticating animals for my civ.
>>
>>137356889
When you embark and choose a civ in the desert as your mother civ you get camels on embark because:
1. Camels are DOMESTICATED for that civ
2. There are native camels in that region
You cannot choose camels on embark otherwise.
>>
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>>
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>>137357070
>>
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Don't fucking say engravings block wagon access.
Bah, I guess I'll have to remove them. Poor engravers...
>>
>>137356987
>You cannot choose camels on embark otherwise.
Yes. You can. They have [COMMON_DOMESTIC], and can always be bought at embark.
But that's irrelevant anyway, because no amount of training knowledge will bring a civ's knowledge up to fully domesticated, like all [COMMON_DOMESTIC] animals have, and those animals won't magically gain that tag in the raws anyway, which is what allows an animal to be purchased at embark.
>>
>>137357413
>can always be bought at embark.
That's not true.
They're not available on embark unless your mother civ has land of deserts.
>>
>>137357347
The fuck are you smoking anon?
How can wall carvings block a wagon from passing?
Its probably that wall of traps you made across the hallway.
>>
>>137357347
They don't.
>>
>>137348439
Noice.
Someday when I have time, I plan to embark on a lake, drain it, build my fortress on the lake-bed then shut down the pumps.
(Probably would be easier to just do it on a lake that freezes over winter, but that's not dwarven enough, gotta over-engineer it!)
>>
>>137357503
I'm sorry, you're mistaken. I don't know where you got that idea from. Vanilla civs don't ever settle on deserts in the first place, so it would be impossible to see a domesticated camel if that were the case.
>>
>>137357935
Desert means Rocky Wastelands, Badlands and Sand Deserts.
And it's not about settling ON the desert, but if the civ has land that encompasses some Desert it will have camels available, otherwise it will not.
>>
>>137357520
>>137357543
I was figuring it was a bug of sort. It was the cage-traps.
The wagon access got botched after I did the engravings and I had this darned impression that wagons could go through cage traps. I guess they don't.
Oh, at least that's solved.
>>
>>137358104
So, you're saying a site boundary has to coincidentally extend from the biome it settled on to a desert biome for civ to have access to camels? That might happen somewhat regularly with humans, but will very rarely happen to dwarves and almost never to elves.

From the wiki, definition for COMMON_DOMESTIC
>Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures.

There is nothing different about camels than other domestic creatures. Look at their raws yourself.
I'm curious, why do you think this? Where did you get this information from?
>>
>>137359794
From my own findings.
When you embark and your mother civ doesn't have any desert type tiles it will never have camels.
Also dwarves, even if you were able to get camels from embark, will never bring camels, and camels will not be available as a request, even if the dwarven caravan itself uses camels.
Also I jsut checked DFWiki and Camels also lack the COMMON_DOMESTIC tag in the raws.
>>
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What just happened? Is my graphics card dying or is this Dwarf Fortress having issues?
>>
>>137360246
It wouldn't suprise me if it's caused by the utility used to get the multi-level view.
>>
>>137360387
It went away when I resized the window, so hopefully it's fine...?
>>
>>137342227
yes, thank god
>>
>corpse is next to butcher's shop
>no butcherable remains
What the hell? It's a stray lion, why won't he butcher it? Does the shop need to be inside or something?
>>
>>137362402

put it in a refuse stockpile
>>
>>137362610
It is
>>
>>137334776
Do you have trees marked to be cut down ?
>>
Why can't I build something currently stored in a bin? I know I have Nest Boxes, I can see then in a bin in the stockpile, but when I go to (b)uild them it says I don't have any.
>>
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>>137363201
Bins are glitchy. You should only use them in certain stockpiles.

Dump the contents.
>>
>>137363413
I'd heard about troubles with bins but the wiki doesn't mention anything so I assumed it had been fixed.

Should I stick to barrels, then? Or just make bigger stockpiles?
>>
>>137364307
Stick to barrels pots, but they are used for different things anyway.

Barrels are for foodstuffs mostly, and bins are very useful, you just have to be aware which stockpiles they should never be allowed in.
>>
why can't i just use an up/down stairway for all my stair needs?
>>
>>137364307
>Should I stick to barrels
You don't get to choose. Barrels/pots are used for food and booze, while bins are used for everything else. You can forbid bins, but this will just result in the items simply being piled up on the floor. This is pretty inefficient, since every item will take up one tile, but at least it works.
>>
>>137364712
You can.
It's just that sometimes there is nothing to dig out a up/down staircase from, or alternatively, there is something in the way to construct an up/down staircase.
>>
>>137364712
1) It will be passable from below, meaning that flying creatures can enter your fort from the caverns, if the stair is connected to those. Upward stairs, on the contrary, also include floors, meaning that the prevent access from below.

2) They reveal one tile below. If you have autism, this will annoy you to death.
>>
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>>137365036
>If you have autism, this will annoy you to death.

DF is bad for that
>>
someone said i should lock all my dwarves in their bedroom during a full moon to find the werebeasts.

how do I do that? I've unnasigned the meeting hall, but how do I get EVERYONE to stop what they're doing?
>>
>>137366003

Make a burrow which only encompasses rooms, then restrict civilians to that burrow with m>a
>>
>>137366003
There's no easy way to make them all go to their rooms. Removing every meeting area, deleting every stockpile, and disabling every labor might get them to go, but some will wander anyway, and some will go drink and eat. Creating a burrow for each individual dwarf that only includes their room will solve the latter, but not the former. Putting each dwarf in a squad with no uniform and giving them all individual station orders would work, but not for any kids you may have. Really, if you didn't identify the infectees while the combat reports were still available, you're either doomed to micromanagement hell or might as well just make a werebeast fort.
>>
>goblin crossbowman visiting
Should I be worried?
>>
>>137367237
He's there to columbine your fort. Just don't let him near the library or dining hall.
>>
>>137366298
okay this kind of worked

but in the end no one turned so i guess i got lucky when we killed the final one

but I did get infinite alerts saying that the stockpile drop off was inacessable which was annoying
>>
Which bay12 forum members do you hate the most, /dfg/?
>>
>>137367669
all of them
>>
>>137367669
___You___
>>
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>>137365036
>If you have autism
>if
>>
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>>137368417
>>
>>137367669
Toady
>>
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>>137355392
>>
>>137369597
>>137355392
That ovary river is sexy as hell.

tfw can't into diagonals so everything I make is square
>>
>>137369597
>varied ground tiles
>example graphics dwarves
>hiding stone
>>
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>>137347216
When they're closed the walls blend in the same as any other section of wall, it's only when you dismantle or destroy a door that they show up as columns or corners.

Engravings start out obscured in adventurer mode though.

>>137367669
Myself.

>>137369168
>unseen folders:
>confused looking anime girls with objects of various sorts in their butts
>annoyed looking anime girls with sweat drops
>annoyed looking anime girls with sweat drops and objects of various sorts in their butts
>bukkak-adashi-vor-pan-icon-looking anime girls with objects of various sorts everywhere except their butts
>bukkak-adashi-vor-pan-icon-looking anime girls with objects of various sorts in their butts
>>
>>137369941

I'm not hiding the stone, it has all been dumped into a quantum stockpile.

fuk u i like my dorfs
>>
>>137370008
I'm talking about the difference between a 3way wall intersection versus a straight line, though. If you look at the image that prompted the question, you'll notice the the wall around the engraved door looks different.
I was wondering how the fog of war in adventure mode handled things like that, but I guess if the engravings are obscured it's a moot point.
>>
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>>137369168
>>
>>137363413
Which stockpiles should I disable bins for? Which ones are safe?
>>
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>>137370008
>myself
>>
>>137370509
Source?
>>
>>137371067
I don't recall the full list, you'll have to check the wiki. Try the stockpile and bin pages and the bug/discussion sections of each.
>>
>>137370462
Oh, you meant how the part behind the engraving isn't hidden in fort mode.

Yeah, that's why it's a better trick for someone who plays adventurer mode, it screwed me up looking at your fort, all those doors leading to unexplored rooms but I can't even bash them down? Fuck naw!
>>
>>137371067
Anything that will be used for anything other than trading shouldn't be stored in bins, and any stockpile that allows bins shouldn't allow artifacts.
>>
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>>137371197
>tfw anon doesn't recognise your anime a decade later
>>
>>137372450
I only started watching anime recently.
We didn't have a TV in the house when I was growing up.
>>
>>137372772
>please let them be 85 and only recently discovering anime rather than a kid who grew up in more soul-crushingly poverty than I did
>>
>>137373337
The only "old" anime I ever watched was Evangelion.
>that grain
>>
>>137373694
You should get more into older anime. Especially those from the 80's.

Nothing will ever top City Hunter, Dirty Pair and Kimagure Orange Road for me.
>>
oh boy another werebeast massacred my dwarves

now i have the opposite population pyramid of japan, including a 7 year old lesbian.

and my mason and carpenter both got killed so i can't really keep making coffins quick enough to meet the demand of dead bodies.
>>
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does anyone have examples of how a dug out anvil would look?
>>
>>137373974
If I can find them on Youtube, I don't mind.
>>
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Got first forgotten beast that I had to actually fight. 3-eyed mite that shot web.
Lovely, lost a single legendary speardwarf and some other dwarves.

Outside of that, nothing has really occurred. One single siege that was dispersed without any injuries.
>>
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>>137374161
Are you saying there are no 7 year old lesbians in Japan?
>>
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>>137374287
>streaming
>>
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>>137374287
>youtube
>>
>>137373694
evangelion is good, it got really fucking strange towards the end though. watch some Tengen Toppa Gurren Lagann, its a good anime.
>>
>>137374478
Holy shit, that one's old.

>>137374517
Already did. That one isn't that old.
>>
>>137374553
ye its not that old, but a good one nonetheless
>>
>>137374287
>/s/Youtube/kissanime/
>>
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>>137374245
>>
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>>137374447
And the main level.
>>
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>>137374553
>Early 2000s
>Old
>>
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Is it possible to play Dorft in a compact keyboard?
>>
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>>137374954

I think this is it, the marked areas will be channeled and filled with magma.
>>
>>137375557
A keyboard with numpad is heavily recommended.
>>
>>137375557
You can freely assign all keys
>>
>>137375557
I tried on my laptop. Its horrible, especially adventure mode because I only use the numpad then. it could be more playable if you rebind most keys.
>>
>>137375596
I'd make the knob a little less round, personally. Or flatten it out entirely.
>>
>>137362402
You can't butcher dead strays, only slaughter them.
>>
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>>137376127

I had a go at getting it to look more like your pic but it doesn't look much like an anvil at that point, I also want it to double as an obsidian caster so more area is better, but I did cut it down a bit.
>>
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>>137375557
>>
>>137374954
>>137375596
I cheat when I make shaped rooms in a fort.

By that I mean I use a program called image overlay utility to create a transparent image to convert into digging designations.
(http://imageoverlayutility.bitbucket.org/)

It's not perfect and needs tweaking afterwards, but it beats trying to do it from scratch.
>>
>>137374447
>>137374960
Looking good, anon. Very cozy fort.
>>
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>>137376907
You'd still need to fix the left curve.
>>
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>>137378516
Like that
>>
>>137378516

Real nice actually, thanks, I will probably go with that
>>
>>137378797
>anvil
>mfw it looks nothing like a σ
>>
>>137379604
Graphicsfags, amirite?
>>
My current fort has ~140 dwarves. I forgot to change the limit to 80 before I started.

Would it work to change the limit to 150 now? Would that affect the current fort?
>>
>>137379865
Trufax.

>>137381539
Yes it will cap it as you expect, only lowering it has no effect beyond preventing replacement of deaths.
>>
>>137261706
>those open walkways on a bedroom level
You absolute madman.
>>
>>137381649
So if I change it to 120 and all my 20 babies/childs have an unfortunate accident, I'd be down to 120 with no more migrants/children? Assuming I change the child ratio as well.
>>
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I kinda wanna build a dam-fort. Make it power my stuff and wash away all invading rabble.
Any tips on how I should do it? Draining? I heard that if it goes underground, you can block it with cave-in.
>>
>>137382835
Underground cisterns are always a possibility.
For an actual above-ground one to build up naturally, you'll need to find a waterfall in the world somewhere.
>>
Page 10 has been struck down!
>>
>>137386025
>Page 10 shudders and begins to move!
>>
Is DF the most uniquely designed video game ever?

It's the only one I can think of where the dev is making the game they want to play. Literally just thtat.

Toady wanted to make and play this, he's just letting others bug test it for him.
>>
>>137390301
It's really too bad, in a way, because he doesn't actually play it anymore.
>>
MY TAVERN IS FULL OF PUPPIES FUCK
>>
>>137391759
Make them your dorfs' next meal.
>>
>>137391759
Put them in a cage. Sell them to the next caravan.
>>
How can I improve this fort entrance?
>>
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>>137382962
Yeah. I figure though that the best way here is probably by using magma to plug the river with obsidian. Gotta build some walls to make sure it doesn't spill too much.
Then I'll dig through obsidian and make fort there. Good thing I brought 7 miners.
>>
>>137394639
Make it not dirt and wood.
>>
>>137394832
>that river
Jesus the Christ.

A thing to remember: With DF water phsyics, water won't rise above its origin point, no matter how much "flow" it should have. The river will only raise above its current level if pumped, regardless of if it has no outflow.
>>
>>137395008
But I like the wood.
>>
>>137394639

I would put a barracks over the bridge personally and have my military train there.
>>
>>137395384
I would but that's the edge of the embark and I have very little room to expand.
>>
>>137394338
HOW DO I CAGE SHIT THEY KEEP MULTIPLYING
>>
>>137395990
MORE CAGES COMRADE
>>
>>137395990
>[b]uild cage somewhere
>[q]ueue up literally all of your dogs to be caged inside of it
>profit
>>
>>137396507
>>137396163
THE DWARFS AREN'T MOVING THE CAGES
>>
>>137395137
I know some. I was thinking that after I am done walling, I'll channel rest of the river- although that will be an effort, at least.

My FPS is dropping periodically for some reason, though. No idea why.
>>
>>137397558
Do you have anyone with animal handling enabled?
>>
How feasible is it to burrow out a gigantic cavern and have homes built out from within hanging from the ceiling
>>
How would you reccomend an adventurer to train his skills?
>>
>>137398380
Why don't you try it and tell us how it goes?
>>
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REEEEEEEEEE

my fortress is falling to shit

there's 50 people but no one collected the eggs and they hatched
the mechanic won't do anything
there are fish shells EVERYWHERE
the werebeasts have killed every skilled dwarf and i'm left with children
each mayor i assign keep falling into melancholy and are going insane
i have NO idea where my bookkeeper went
there are clothes scattered around everywhere and i'm not sure if they're broken or my insane dwarves are naked
everyone steps outside and gets horrified at the pile of corpses just laying there
the hatched chicked are piling in my already cramped meeting hall
>>
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>>137397893
>Start with 7 miners
>Migrants arrive, all miners

Ah, this will be good.
>>
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>>137378797

>Select all images with mountains.
>>
>>137398986
I'm planning to. However, is there a better way to remove that much fucking rock? Digging seems impractical.

I'm tempted to just draw an empty square around the entire area, burrow down about fifteen z levels, dig out that level, leave a single support there, and collapse the support. Would that collapse the entire hundreds of tons of stone? Would it do so without crashing my game?
>>
>>137401376

You would have to clear between the zlevels still
>>
>>137401498
So a support collapse only brings down a single z level? I would have thought that once the bottom layer was gone and the support collapsed, it would have brought down the next lowest layer, and since that one was now gone, the next lowest layer would then fall.
>>
>>137401687

If you dug a square channel 5 levels down and only removed the entire bottom and top layer, you would be left with 3 levels of solid rock.
>>
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>>137401902
So if I remove that support, it won't cause all of the stone there to fall?
>>
>>137401687
The question you're asking doesn't have enough to detail for a meaningful answer. You should probably just read http://dwarffortresswiki.org/index.php/DF2014:Cave-in in its entirety.
>>
>>137390903
But only because he enjoys writing it so much.

>>137394639
More magma. Make it look more... grand.

>>137395253
Elf.

>>137398414
Adventureradvicepostedineverythread.jpg

>>137399835
Sounds fun.

/sass
>>
>>137402446
Yes. It will drop one z level. You aren't going to cause all that stone to just vaporize by pulling a lever.
>>
>>137402647
Darn. Guess I'm going to have to do this the hard way and deal with the suicidal AI.
>>
What is it with Necromancers and walking up to your Fortress, just long enough to give an alert, and then leaving?
>>
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how can i block a channel carrying water from a river?
>>
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>>137402820
Use up-ramps for mass designations instead of channels. It removes a square like digging and the floor above it.

>>137402530
>>
I want to wish all my /dfg/ bros a happy World Autism Awareness Day.
>>
>>137405663
>/dfg/
>autism incarnate
I think we're all aware of it.
>>
>>137405652
Channels remove a wall and a floor too. There's no reason to use one over the other.
>>
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>>137403654
>>
>>137403654
It's a bug.
>>
>>137402820
You could just mine through all the walls, pull the lever, and all the floors will fall into each other. Probably safer than trying to channel it all.
>>
>>137407510
You mean like >>137402446 this?
>>
>>137407510
Channels and ramps are safe as long you only designate 1z at a time. It's certainly a lot faster to designate the way you suggested, though. And a lot more spectacular when you pull the lever.
>>137407787
You would have to dig out the walls and place a support on every z level.
>>
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>>137405263
Close the floodgate you put in there beforehand.
>>
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>>137408136
So what, like this? From a 3D perspective, the idea here was a giant chunk of stone with air between it and the walls of the cavern, only held up by a single support.
>>
>>137406510
Dorfs don't stand on the squares other dorfs are as often and you don't end up removing portions of the floor unconnected from others.

Functionally they are thes ame, in practice you can just designate and forget entire layers of an embark and set a horde of miners to work and they won't kill each other with ramps like they will constantly with channels.

>>137409686
That's part of a magma piston design, the fact that blocks of multiple z-levels dropped remain multiple z-levels at the bottom, teleporting liquids up on top of them.
>>
>>137405652
Why does it suggest points in observer, armor, and dodge? They're as easy to grind as fighter et al. Weapon skill is the most annoying thing to level up as bashing things doesn't seem to help unless you cause some damage, which wears out your training partners. Fortunately goblin pits tend to hold plenty of partners, if not particularly willing ones. Wildlife tends to be a bit skilltish and sparse, so it gets tedious quickly.

Related: how do you find your precise attribute levels? I've seen people claim they know numbers, but DFHack doesn't seem to have anything for it, and Rapist doesn't play with adventurers.
>>
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so how exactly do libraries work?
>>
>>137410290
So if I pull away the bottom support, what happens? Is that stone still in solid "mine-able" form and just a z-level lower? Or broken down into either nonexistence or into a "haul-able" state?

>>137410309
From my findings it only raises skill if it's on a conscious target. I've walked around a village at night, stabbing everyone in the throat with a sword, and didn't raise my skill at all.
>>
>>137410595
Dorfs read things, you scratch your chin and say "hmm, that's interesting", and then your fort continues as if nothing had changed. Because nothing has changed.
>>
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>>137407158
>>
>>137376961
The top one is looking really attractive right now.
I can't fit my keyboard and HOTAS on my desk at the same time.
>>
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>>137405263
well i tried to cave the elven merchants in on top of the water but i missed and i just have a load of dead elf corpses floating around in my basement
>>
>>137409686
No, you have to dig out the walls on EVERY z level for a cave in to do what you're trying for.
>>137410290
>kill each other with ramps like they will constantly with channels
But they don't, unless you designate multiple zlevels at once. They can't. And the same thing happens when you use ramps. The only difference is where the dwarves stand while they're doing it.
>>
>>137291037
>tfw no video
>>
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>>137410309
I like to put some in observer, and armor and dodge both take a while to level up via long cat wrestling and suffer if you rshield skill is too high. Having a bit more armor skill helps it raise up higher than dodge too.

gui/gm-editor df.global.world.units.active[0].body.physical_attribs

>>137410719
They collapse the open space while full z-levels remain.

If you have partially intact levels those blocks remain and get "thrust" up above the lower levels.

>>137412272
Need a better desk, that bottom board is sex.

>>137413498
If you are designating floors they can't kill each other, if you designate walls for channels they can and will kill each other/themselves, they never will with ramps unless you try to set up a situation where they will (put a block of otherwise unsupported terrain going up 2+z above the one you are removing with ramps) so it is much safer this way.

The parts up to the wall there will be safe but if they channel the stuff on the sides then, dorfs uh... find... uh... a way.
>>
>>137376961
>no function or alternate key
If you're going to make an unmarked keyboard anyway, why not make it universal?
>bright orange escape key
Totally fucks up the aesthetic.
>empty space in the upper right
Why not put some programmable function hotkeys there?

All in all, poorly designed and for elitists only. Actual elites are more likely to use the top one, it space is a concern, and something else entirely otherwise.
>>
>>137407158
>putting the outflow that far from the pressure chamber
No wonder there's all those 1 and 2.
>>
>>137418313
I would make the esc the same color as the rest, but a function key is on the right. Ctl, meta, alt, space, right-alt, menu, right-meta, right-ctl. Reassigning one of the meta keys is easy enough. Pretty sure it would be more elitist to use one with a billion extra buttons on top and all the silly lights and shit. I just like the clean keycaps and layout.

The top one is one of those fucking hipster things as I understand it, and useless to me anyways as I use numlock to toggle a custom mousekeys.xkb with my numpad, so I just have a mouse for backup over to the side.

Though I also sit all stretched out and comfy with my keyboard in my lap, soooo...
>>
>>137242616
How does one import a save from another computer.

I put the save files in from the USB but they don't show up. I put them in the save folder in the data folder.
>>
>>137419279
Did I have to retire the fortresses I was playing before I did it?
>>
>>137418635
It's channeled from volcano.
>>
>>137419965
So what you're saying is, you could have build a pressure chamber with ONE pump, and you didn't?
>>
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>>137419279
Is the folder structure:

/df/data/save/region#

or:

/df/data/save/region#/save/region# or df/data/save/save/region# or something?

You can copy saves and such all you want, the screenshot I just posted: (>>137417015) us from a copy I'm currently playing adventurer mode with that I copied/retired/switched to fort mode for a screenshot.
>>
>>137420725
I think I might have been running on 40.04 instead of 42.04 like a complete retard.

Hopefully it should work.
>>
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>>137420052
I am shit at the game.

But I am done with it for now, anyway.
>>
What are the advantages of this version over 40_24?

Are there any glaring gameplay bugs that have been fixed that I would revert back and hate?

I ask because Im playing on a terrible laptop, and when visitors come to my taverns I get some fps drops, and with the new happiness system having a tavern is pretty integral to keeping dwarves sane.

Gonna go for a 1 level layout this time to see if that improves anything.

Even limiting at 50 dwarves and playing normally the best I can get out of this thing is about eight years of a fort.
>>
>>137421140
Here's the changelog:
http://www.bay12games.com/dwarves/mantisbt/changelog_page.php
ctrl+f 0.40.24 for that update.
>>
>>137421140
You can make a tavern for just residents, and it fleshes out so much of the potential 40.24 had, if you liked 40.24 (I loved it) then there is no reason to remain with it.
>>
>>137413498
Of course I'd have the walls out. That's what the white space is. Several z levels of solid stone with empty air around them on all sides except vertically, and the top layer has a layer of air above it and the bottom as well.
>>
>>137419216
>a billion extra buttons on top
Well, yeah. But a couple can come in handy. The top one isn't anything super fancy but it does what it intends to do well enough.
>>
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>>137416681
I may be able to obtain. Shall report back if so.
>>
>>137425424
What is the intent of the little compact mechanical keyboards though? I've seen people post pictures of them on imgur several times, never one where it was worked into a small space on a desk though. Usually there was lots of room, some sort of obscure beer maybe, the bottom edge of an iMac screen and logo visible somewhere, and a spudger. Hence the immediate "fucking hipsters" reaction I have.
>>
>>137426346
I assume they're for travel purposes, if your laptop's inbuilt one is shit, or of you've got some odd tablet setup.
>>
>>137421140
42.06 felt like it ran better then 40.24 it also fixes shit ton of bugs and adds some cool features, taverns/inns, temples and libraries.
Its also pretty hard for a dwarf to go unhappy now though they can become focused and unfocused based on their needs and some might be too hard to meet.

Meeting the needs of each dwarf now is a hard task mainly because you need to figure what they need and some might be hard to provide.

A one level fort won't help if you design it so dwarfs have good pathfinding so they avoid running into each other, so no center hallway and no central area.

Just change it so vistors are limited to 10, could always go for a lower amount of dwarfs too. Make sure you keep animals under control they cap out at 40 for their kind.
>>
>>137426561
Nah, just for hipsters.
>>
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Goddamn, I have lost so many dwarves to magma.

Next time I will make safer walkways.
>>
>>137244205
make a great hall at your entrance and have that, alongside other useless artifacts, on display
>>
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le meme
>>
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>>
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>Moonstone window
It'll never see the moonlight.
>>
Does the latest version of DFhack have any outstanding bugs?
>>
>hit by Necromancer siege
>turns out they're just passing through to go siege somewhere else
For fuck's sake.
>>
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Isoworld is rather nice shame its not going to get updated.
>>
>river flowing through thin canyon
>build tavern by it for bonus aesthetic points
>zombies crawl out of the water and start mauling the bards
oh fuck.
>>
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Well that was the shortest fort I've ever played. Wagon started surrounded by them.
>>
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I like Dwarf Fortress. I like Toady. I like /dfg/. I like you.
>>
How difficult is it to use necromantic powers to destroy civilizations?
>>
>>137449904
Yes.

>>137448626
Wanna touch penises?
>>
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>>137417015
>dorfs uh... find... uh... a way
The only way is designating incorrectly. Channel = remove wall on this z, floor on this z, wall on z below. Ramp = remove wall on this z, floor on z above, wall on z above.
They have the same result. It's just as easy to leave tiles with no orthogonal support digging with a channel designation as a ramp designation; in either case the overseer has to make the exact same mistake.
In pic related, the center room is 24z tall, the one on the left is 9z tall, and the one on the right is 14z tall. The ramp spiral to the north is 13z tall, with 3z of open space between each landing and the next one directly below it. It was all dug with channels and resulted in no cave ins and no deaths.
>>
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>>137455791
Here's another example. The central room here is 11z deep, with 10z of continuous open space, 3 balconies, and plumbing for both water and magma that spans the entirety. The rooms to the north are all 3z deep, with 3z deep rooms below those. The soon-to-be water reservoir in nook to the northeast is 6z deep. all channeled, no cave ins, no deaths.
>>
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>>137456073
And another. Currently 8z, with another 36 planned. all channeled, without even a bruise, and I have every expectation that, like the many projects I've dug this way before, this one will be completed with no harm except to my fps.
>>
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>>137456423
Even my mines are channeled, irregular shapes and all. This is an adamantine quarry that is entirely channeled, without any problems at all other than its considerable distance from the rest of my fort, and a propensity for curious wildlife to wander in.
>>
If I bump this thread will you die?
>>
>>137459295
I would be very inevitable.
>>
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hey this artifact describes the war on elves p well- and our current state of affairs as anons
>>
>>137459776
in denial*
>>
>>137242616
>42%
>Forty two
what would you estimate the completion rate of dorf fortress if adventure mode didn't exist?
>>
>>137459941
Probably the same. It's not like adventure mode updates detract from fortress mode all that much because the changes often affect both modes.
>>
>>137459941
adventure mode is a part of dwarf fortress because they will meld
>>
>>137459941
I don't understand the question.
>>
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page 10 as always
here's my very old long house again
>>
>>137463824
Do you have it in Armok Vision?
>>
I started slowly getting back into DF after a solid 5 year hiatus and I'm still a little rusty, but I encountered a situation where my initial expedition had carved out a main hall and a giant anole got in. They all decided to fight it and valiantly bashed it lightly for days, falling unconscious from exertion as expected. It died from a lucky hit to the head eventually.
Was there any way to make those fuckers stop attacking or was watching all I could do? I wanted to build a cage trap and sell it.
>>
>>137464985
Draft your dudes and try to equip at least one with any kind of weapon.

Can you force equip picks? I forget.
>>
>>137465123
Of course, I hadn't even considered making a squad.
>>
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>>137377634
>>
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>>137465318
why the heck isn't it symmetrical?
>>
>>137465475

symmetry is overrated :^)
>>
>>137389471
>yfw Doom 4 coming out in a month
>>
>>137417015
>gui/gm-editor
Ah, thanks. Horrible mess in there though, so I edited gui/gm-unit to include attributes. In case anyone else wants it:
http://paste2.org/ecc2DJDU
Just does base value and not maxima and the like.
>>
>>137401060
Looks pretty good
>>
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Don't die
>>
Is silver magma safe? I've got to get a magma pump stack going shortly and I thought there was sand on the map, but dfhack shows sand if there's sandy loam
>>
>>137470783
Nope.
http://dwarffortresswiki.org/index.php/DF2014:Magma-safe

What are you planning, wiki-less friend?
>>
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>>137470998

Roughly the areas in red will be channeled and have magma flowing through them, the anvil at the bottom will be an obsidian caster when it's done.
>>
>>137471221
Sounds like you can expect a lot of !!FUN!! from this. Is there a hammer at the other end of that corridor?
>>
>>137471304

Nah the anvil was a bit of an after thought, I might stick one to the left of it as a masonry area or water reservoir if I can
>>
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>>137471304

This is the upper end, the next big design will be a power factory in the NW area
>>
>>137471372
It works though. I like to let my forts evolve organically. Plan a little bit of space for expansion but if the situation demands it create a huge distinct-looking industrial area.

>>137471540
Nice. Good area. Build some cool statues over that river entrance for dwarven posterity.
>>
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>>137471659
>Build some cool statues over that river entrance for dwarven posterity.

I'm planning on widening the entire northern canyon and having bridges across that area as an entrance, and redirecting the top river to flow off to the sides
>>
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>>137471856
Was thinking something like this, but yeah, with waterfalls either side.
>>
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>>137472389

Might go for something like this, but that's a long ways down the track.
>>
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>>137472665
Aye. It has to be huge to get that level of detail also.
>>
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>>137472771
>>
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>>
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>>137474398
What is this from? What sayeth the runes?
>>
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>Evil jungle safari
One miner to every 20 dwarfs.
Layout the encampment so that the dwarfs that have proven themselves for their family can live in it.
While the ones that are yet to return a kill remain outside.
Might do some other weird stuff as the dwarfs die to the evil jungle and wild animals.
>>
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I figured I'd try to make a megabeast that dwells in magma sea.

Hopefully it is !!FUN!! enough with its ability to spit globs of magma, heat of 12000 and climbing skill.
>>
>>137475298
if its a megabeast it will show up on the surface if its a wild animal then it can show up in the magma sea.
>>
>>137474868
That says "Dwarf Fortress" in secret dwarf runic script.
>>
>>137474868
I think it says "dwarf fortress"
>>
>>137475374
Oh, thanks for info. Is there any way I could make it appear in magma sea with having characteristics of megabeast ( attack trigger, announcement )?
>>
>>137475554
Could only control how rare it is, won't try and path its way into the fortress either as a wild animal.
>>
>>137472998
I've started a volcano embark, now I'm paralyzed, looking for building inspiration. It's been hours.
>>
>>137476669
>axles have suspension
good artist
>>
>>137476669

I feel ya famdingo, I've been pondering on how to do my waterwheel area for a few hours, I think I've come up with something I'm happy with.
>>
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>>137477160

ofc I forget pic
>>
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Black rock mountian had a nice style to it. You're pretty much going to burn the world around you so you might as well go for something evil.
>>
Ay dorfs, what is this blue designation for digging some of you have? I don't remember seeing it anywhere.
>>
>>137477337

It's a marked area, it won't be mined, can be toggled on and off with m
>>
>>137477386
Holy fuck, I didn't know this.

Thanks anon.
>>
>>137477307
Going to aim for something similar to this, I think.
>>
>>137465318
I tend to use it as a guideline, so you're still making it up, you just have reference right on top of it.

For example, to do a cog like that I'd just try and get one side looking good first using the overlay as a trace, then mirror it. I wouldn't try and freehand it entirely underneath.

You have to include autism somewhere.
>>
File: STOP THIS.png (21KB, 879x350px) Image search: [Google]
STOP THIS.png
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>>
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>>137474868
It's vaporwave themed fan-art, made by several anons in the general a few mongths ago.

For your second question:
>>137475519
>>
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>>
today I made my first temple dedicated to Milol the First Knight (War and Death), since almost all of my residents are followers of him.
I'm just wondering, should I welcome all visitors since I'm pretty much at war with all my neighbors?

Also, what're some good ideas to put in the temple?
Right now there are just a few boxes with instruments and an open area (dance floor) surrounded by some statues.
I'm actually thinking of making it danger-room themed.
gotta test how well the worshippers like the show
>>
>>137480926
>Dwarf Fortress, the new innovative reading simulator!
In all honesty, though, I still think this screen is better than nothing. I just wish there was some kind of log/in-game encyclopedia where you could access all of this information at will, preferably while looking at a map.
>>
>>137481008
Put in statues and stuff that dwarfs can destroy... make them throw tantrums.
>>
>>137480183
Oh I didn't realise it was created then. Other than the colours though this barely gives me a vaporwave feel. Needs more garish advertisements.

>>137480926
>finish peeking in on "conversation"
>>
File: Nobles.png (95KB, 993x952px) Image search: [Google]
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>Nobles
Toady shouldn't have removed a single one, each has their value.
>>
>>137484048
Philosophers are back now, though, although they now aren't nobles, but rather, scholars employed by the universities/libraries.
>>
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Man, I did not even need an army to beat off this siege.
They didn't even make it to the 2nd floor.
I hoped they would have reached the cave-in chamber, at least.
There were only 66 of the buggers, but still.
>>
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>>137485912
>hiding behind traps
>>
https://www.youtube.com/watch?v=i0VG3pJLuak
>dorfs
>>
>Clutter
Turns out it really was a thing.
http://dwarffortresswiki.org/index.php/DF2014:Clutter
>>
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1437512422384.png
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>>137487251
So THAT's what the (CLT) meant.
>>
why are some miner dwarves with mining enabled not mining!
>>
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>>137486116
I wanted to test it out for future invasions, plus I have 30 or so well-trained dwarves standing around, plus the new squad of 10 recruits.

Also, managed to catch something fun in caves. Maybe if I could get a male one, as well...
>>
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>Playing with world generation
>Modifying raws
>Doesn't seem to change anything
>Forgot to reload raws
How do I get the most out of my cutebolds though? And stop them dying.

>>137488872
No spare picks?
>>
>>137489389
makes sense...

i guess i won't be able to make any without metal
>>
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this is how i make a chicken farm right? they need plenty of water beacuse they're like ducks
>>
>>137489389
>How do I get the most out of my cutebolds though?
Gavage.
>>
>tfw stray cats get into the caverns and start killing cave spiders left and right
Every single one of those vermin are vastly more valuable than a cat.
>>
>>137489389
For kobolds, there are few things that make them die:

- Their small size makes them especially prone to get killed, since in world generation it is mostly about size and maybe skills.
- Utterings makes them unable to form any treaties, so they constantly wake war (although I have been hearing that if you add CAN_SPEAK as well, they can function with others).
- And [ITEM_THIEF] makes them hostile to everything anyway.

That's some of the things what I did when I made them sort more in line with DnD kobolds. I also gave them some more professions and positions ( shaman, chief and warlord for each entity ).
>>
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>Elves come to complain about my woodcutting
>In middle of a glacier

Well, at least they might bring some fun and excitement.

Excuse the cave adaptation.
>>
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>>137490894
>yfw 2.8 million cave spiders in a "small" world
>>
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>>137493564
They are quite small.
>>
>>137456882
Yeah, I know that they shouldn't be able to do it, but I get collapses when designating single layers to be channeled out, not sure if the timing of block removal changes or what, but they don't do it with ramps so I stopped using channels for more than a couple tiles ata time.
>>
how do i install taffer's tileset into starter pack without fucking up?
>>
>game crashes every time I get to the date 7-13
>hacks, autosave, fonts, disabled
I don't get, is there like an event that's scheduled to happen that bricks the game? Last few messages involve cavy pups being born.
>>
>>137496785

Could be a caravan or something being buggy, maybe a migrant wave. Since the world is activated now it could also be pretty much anything happening in the world, like an army arriving at another site.
>>
>>137498117
That's what i was thinking, Is there a way to bypass or disable them?
>>
>>137499430

Your save is probably fucked if it keeps happening
>>
>>137496586
Right-click, save image as, navigate to the df/data/art folder, save it there.
>>
>>137499430
Not an ideal solution, but:
>backup save
>retire fortress
>unretire fortess
Should let you avoid the dodgy date.
>>
>>137426124
So... No success?
>>
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>>
>She was disgusted after being forced to drink vomit

HAHA WHAT.
>>
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>>137503886
>Human diplomat arrives
>>
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>>137500971
Still waiting on a bite.
>>
why won't my dwarves store seeds in cloth sacks?

they just leave seeds everywhere and i don't know what to store them in
>>
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>>137476669
I did a volcano embark. Its nothing really to look at, but a level below the face of volcano itself I built floors over it for the forges
>>
>>137505379
If your well runs dry for even a split second, or is obstructed for some reason, or if your dorfs are just being stupid they will willingly drink vomit to quench their thirst. My duchess does it all the time.

>>137505486
My human diplomat is a vampire. fucking fantastic.
>>
I'm looking for a post where Toady states roughly the size of a tile, and failing. IIRC correctly he said it was 3x3x1.5m. Can anyone confirm or refute that?
>>
>>137508078
>correctly correctly
Oops.
>>
>>137508078
>or refute that?

dragons and most creatures aren't 3x3x1.5
>>
>>137508078
All creatures are one tile and not all of them could fit in a 3x3x1.5 space.
>>
>>137508943
>>137508702
creatures fit in one tile because toady hasnt worked out how multi tile creatures function. its something he wants to do i think

also wagons are considered creatures and are 3x3 tiles big.

>>137508078
i cant refute but i always thought the tiles were 1x1x2m
>>
>>137508702
>>137508943
You both appear to not understand the concept of abstraction. Do you think that the trunk of a gingko tree has a circumference of 4 giant sperm whales and a height of 8 giants?
>>
c'mon guys, it's on the fuckin' wiki:

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

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

2 meters square floor, 3 meters high per tile.
creature size (aka volume) is cubic centimeters
>>
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>>137510163
>You both appear to not understand the concept of abstraction

>what is the definition of X
>>
>>137509569
I think it would be pretty hard to walk in a 1x1 hallway
3x3 sounds more accurate, though a height of 2 could work
>>
>>137508078
>>137508702
>>137508943
>>137509569
>>137510680
>>137510942
http://www.bay12forums.com/smf/index.php?topic=140544.msg6700479#msg6700479
Straight from the toad's fingertips.
>It depends on how much we want to fudge the "2m x 2m x 3m" tile guesstimate we float around.

>>137510584
You know, I guess I should've looked there first. Last time I wanted to know it wasn't there, and I ended up finding it by digging through (even older) FotFs. Kind of like this time.
>>
>>137510680
It's creature size that's abstracted into a tile (for now), not tile size.
>>
>http://dwarffortresswiki.org/index.php/DF2014:Sperm_whale_man
>sperm whale men are larger than giants
Are they playable?
>>
>>137512220
yes
>>
>>137512530
Don't they have to live in the same biome as a civ? Since they're marine, shouldn't that be impossible?
>>
File: 1402390307830.png (5KB, 259x251px) Image search: [Google]
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>tfw trying to come up with a design for a fortress
>>
>>137513472
just do a 3x3 stairway with stockpiles around it and living quarters and offices on the outside. It's not cool but it's very efficient for travel time.
>>
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>A forgotten Beast
>A spider with poisonous bite
>SPIDER

Good bye my sweet children. Took 13 of my dwarves, including the baroness and commander of militia.
>>
>>137513472
I just copy worldgen forts desu senpai.
>>
>>137513596
if i did that i wouldnt have this problem. im trying to come up with a somewhat efficient single z-level design
>>
>>137513842
>not evading the wordfilters
shaking my head to be honest family
>>
>>137513849
yeah the best way to get around that problem is to just not do that. single Z-level is always a clusterfuck if you're going for a metropolis.
>>
>>137514137
im going for 50 dwarves cap with a hard cap of 80 dwarves. it shouldnt be to much of a problem
>>
>>137514097
Jokes on you, I personally typed in desu senpai.
>>
>>137514475
>bothering with 11 key presses, when 7 key presses have the same result
baka desu senpai
>>
just wondering, is there a reliable way to get bees yet if they are not there on embark?

if I have to I'm willing to use dfhack, but just spawning a queen isn't enough right?
>>
>>137515968
No. There has to be a colony on the map. Generally, if there are warm seasons and grass, a colony is possible, but some areas prefer to spawn ants instead of bees.
DFhack can turn any insect colony into a honey bee hive, but beyond that, it's mostly chance and picking the right terrain.

Not that the industry is worth it in the first place.
>>
>>137516852
when you got 80 dwarves and 50 aren't working, what else am I to do to get them working
>>
>>137517483
Build a wall to keep further migrants out?
Hand them all a pick and tell them to hollow out the mountain?
Hand them all a spear and a shield, and tell them to drill?
Kill and eat them?
>>
>>137517483
>Convert all your current rocks to blocks
>set a squad of engravers to smooth everything, then set them to engrave once they've reached the level where they can create mastercrafts.
>make a tavern, temple and library, productivity will never be worse
>Start a kennel and breed dogs, train them into war dogs for the lulz
>make a sqaud of markswarves and tell them to practice their aim forever
>watch your fortress fall apart as you struggle to mine enough copper and produce enough coke to make the 20,000 bolts necessary for a years training
>Make every last citizen a lavish tomb
>Construct a lavish barricade at the entrance
>Butcher your myriad cats for tallow to make soap
>>
>>137518513
>>watch your fortress fall apart as you struggle to mine enough copper and produce enough coke to make the 20,000 bolts necessary for a years training

>using anything better than wood or bone to practice with
>no building the archery range so it recycles bolts
>>
Is there any way to generate a file with the description of you dwarves, or copy/paste it?

I want to put it in a document, and copying everything, even if it's just from some of them, is exhausting.
>>
>>137519193
>watching as your dwarves fire wooden bolts at a bronze colossus and refuse to use different ammo until they run dry.
>watching as they pick up more wooden bolts against your orders.
>>
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huh, so these dreams are where strange moods come from

also p gud sleep cancel
>>
>>137520453
heh sweet, be sure to post the result.
>>
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>>137520606
luckily I know what the result will be, thanks to preferences. I actually am finnicky and kind of have OCD about this like with stockpile #1 placement, and pre-determine the fates of each dwarf's career, no matter the risk each dwarf will face. This embark in the tundra could claim some from freezing in overexposure or polar bears or the inevitable (?) ambush siege the elves will wage upon us (still waiting), yet despite this all the place feels comfy enough I'd do this to them.
>>
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>>137520606
oh well strike that: I expected barrels to fall under pot category too, or vice versa and Was expecting a green glass pot (hurr green pot)
but no pot and I am just glad it wasn't possessed again
regardless, I still adhere to this predetermination policy
>>
>>137521986
huh never thought about it before but if an artifact is used in the creation of an artifact is it like a double artifact? and does the creator of the first one go insane that his artifact was removed from the map?
>>
>>137522281
I'd imagine it wouldn't be hard to recreate this, with a burrow to include said artifact used for this double artifact
but I do not know what the result would be
>>
>>137516852
>not worth it
the fact that being stung by a bee might result in a happy thought is enough for me to keep a few hives around my entrance.

I just wished there would be a more aggressive or deadly type of bees so dropping them on invaders would be more than a minor diversion.
Was a little disappointed after I first tried this out
>>
>>137522281
>>137522531
An artifact can't be used in the creation of an artifact. Artifacts are created from raw materials.
>>
do you recommend beginners to start with a low population cap?
>>
>Try to go to roguelikes after playing adventure mode
>Feel empty that I can break a guy's arm, rip it off, and beat his wife and child to death with it
>>
>>137525708
No. Just dive in, let yourself be overwhelmed. Your first fort will probably not reach the default popcap anyway.
>>
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>>
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>>137526210
alright
>>
>>137521354
>>137521986
Dude press Tab.
>>
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>>137527238
Dude actually I shortened the window just to capture the picture, make it focus on the area

Here's a more enlargened pic
>>
>>137527010
if you, unlike me dont make any really stupid mistakes, your first fort might reach year 2. by that time, all my dwarves had died.
>>
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>>137528098
>/dfg/ in charge of cropping
>>
File: u9pw5.png (226KB, 655x608px) Image search: [Google]
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>>137528098
You aren't going to stretch it in photoshop next are you?
>>
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>>137529263
>>137529513
too much work stretching in photoshop, though the previous pictures you speak of were amusing
and puush makes it quite easy to crop with only a few key shortcuts, no need to go to ms paint to do it
>>
>>137530381
Hmm, very blocky fort, but I like it.
Doesn't the map tab irritate you though? It doesn't show enough detail to be useful as a "mini map", and it takes up space.
>>
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>>137530963
Oh it doesn't really bother me, I switch from having it on and not having it on, it serves no purpose other than having an option
Oh and thanks for the compliment, but it falls on deaf ears, or the fact this is just a reclaimed fort. I do agree its one of the finer pregenerated set of rooms

Here's the temple and king district
The name is SpecialVaults too oddly
>>
Wait a minute down in the forges I just witnessed two dwarfs forging a short sword and a pair of leggings together
wtf, a bug of somesort or new feature?
>>
>>137530963
>very blocky fort
That's most likely a worldgen fort, or a good imitation of one. The wings of empty 2x2 rooms are a dead giveaway.
>>
>>137531704
It's a bug. Nothing to worry about.
>>
>>137531529
Ah. I thought it may have been a worldgen fort. I have always avoided those like the plague.
They are a nightmare when starting out in adventure mode, and I rarely find a reason to enter them after that. In fact, I think I've only done it once.
Reclaimed one once, but then discovered a load of clowns, lost that fort and never went back.

Pic is AnvilDirge, coming along nicely.
Or not. Image limit guize!
>>
I don't get it
I got a hundred pig tail cloths, and about 50 wool cloths
yet when I try to clothesmake something, it just says
>cancels Make cloth X: Needs 1 unused plant cloth

Am I misunderstanding the clothesmaking process or am I victim of a bin bug?
>>
>>137533735
don't you need a loom or something?
it's like farm shop>loom>clothier

but consider yourself lucky, my brewery won't accept any of my plants and my dwarves haven't drank in about 3 years
>>
>>137533945
Well I bought the cloth from a caravan
But I got a loom anyway
I guess I don't have a farm shop though
>>
>>137533945
>>137533735
You don't need a loom or a farmer's workshop to make clothing. Just a clothier's workshop and cloth.
You're probably both suffering from container bugs.
>>
Why the fuck
can't you construct a wall
over a constructed floor?

>insert anime rage reaction face
>>
>>137540928
Same reason you can't construct a floor over a floor. Walls already have floors. It's part of the construction.
>>
Do dwarves skill up attributes such as endurance? I'm setting up my embark points, and I have a potential captain of the militia, but he has very low endurance.
>>
>>137541721
They do, it caps at 2x their starting value.
That's the worst attribute to have low for a starting military dwarf though. They'll get tired faster, and thus train less, slowing down the acquisition of attributes and skills. I would take a weak or clumsy dwarf over one that tires quickly.
>>
Does anyone know where I can pirate dwarf fortress without getting fucked by my ISP for piracy?
>>
>>137543189
dig in the deepnet
>>
>>137543189
>unambiguously expressive reaction face.jpg
>>
>>137530381
>>137531529
Just use gimp its much easier when it comes to doing stuff precise.
>>
>>137544472
New thread seeing as we hit the image limit yet again.
>>137544472

>>137544472
>>
>>137544551
Nigger, don't do that.
>>
>>137544551
What do we need the image limit for?
>>
>>137547757
Limiting the amount of anime reaction pictures
Thread posts: 692
Thread images: 251


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