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/dfg/ - Dwarf Fortress General

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Thread replies: 751
Thread images: 205

File: Clutter.png (9KB, 261x264px) Image search: [Google]
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Clutter edition
Previous thread >>137242616

>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 elves
>>
I love elves
>>
>9 grand for march donations
second for crack cocaine and prostitutes for Tarn and Zach this month
>>
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>>137545237
>>137545512
Elfs that are a part of a dwarf civ act like a dwarf.
>>
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Goblins always outdoing everyone.
>>
>>137545536
How does Zach earn his keep?
>>
>>137549673
He plays Xbox with Toady.
>>
>>137549673
Cradles Toady in his arms while he sleeps, rubs his head, and cooks.

Stories/ideas to bounce off of too!
>>
>>137544472
Don't make a new thread upon the image limit. Make a new thread upon post limit.
>>
>>137550303
Suppose we could quietly let the other one drop off the board on accident.
>>
>>137549673
He apparently helps a lot with the research and planning for features. It still sounds to me like Toady (and their parents) are propping him up, but he does more than nothing anyway.
>>
>>137546091
Elves that are part of a dwarf civ are the first line of response to a megabeast.
>>
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Need more weavers.
>>
>>137546091
I don't have the dimensions in front of me right now but I assumed elves were the short kind of elf, roughly the same height as dwarves. This is mainly based on the fact that they don't sell "Large" versions of armor and clothing like humans do.
>>
>>137553389
It's in area rather then hight, elfs could still be taller then humans.
>>
>>137554449
Size: 60,000 "Short sturdy creature fond of drunken violence"
Size: 60,000 "Medium creature devoted to protection of faggotry"
Size: 70,000 "Medium creature devoted to random shit"
>>
>>137554449
it's in volume (cm^3)

they'd need to be rather thin to be taller than humans while still taking up 6/7 the space
>>
>>137555173
The implication is just that dorfs are shorter and humans are taller/bulkier than gobs and elves.
>>
>>137555173
I have had dwarfs the volume of 86,000. They can be really fat.
>>
>>137556636
Just use some pumps to clear the water away.
>>
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For some retarded reason my dwarfs refuse to go on expeditions. I have the leader and have equipped them with means of defense, but they wont leave.
sometimes I think my dwarfs are out to get me.
>>
>>137557132
Just use some magma then dig out the obsidian and refill the moat with magma, no more dead bodies in the moat!
>>
>>137558634
You should push your self to learn, everything is much easier then you think.
Most of DF is just down to memory.
>>
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Too bad you can't force people to convert by the hammer.
>>
>>137558354
Did you confirm their orders on the tactical map after assigning their supplies?
>>
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Raining blood and its getting into the waterfall. The jungle is rather thick in trees but theres a few gaps.
>>
>>137558354
>expeditions
What are these?
>>
>>137561276
Thanks, I feel like a Dummy now.
I always forget steps sometimes, even after years of playing they just seem to slip.
>>
I need a checklist, always forget something
>damn I forgot the dining room
>fucken' forgot the bridge for the trade depot
>oh shit, hours passed and I haven't put seeds on my farming plots
>>
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Really wish it would swap between normal rain and this blood.
>>
>>137565461
>middle of year 2
>realize you haven't made any army or traps, or even a retracting bridge

Every time
>>
>>137567121
>Sealing off.
I can understand doing it to the caverns but making it so it's impossiable for invaders to get in is no fun.
>>
>>137544472
>you will never achieve masterful clutter
>>
Chemistry system when?
being able to use chlorine trifluoride on elves when
>>
>>137571032
Eventually(TM)
>>
>>137574576
At least its not raining blood everywhere.
>>
>>137575934
Maybe not where you live.
>>
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in the new world i created i have a grasshopper man civ, is a common thing to have civs of other creatures or not?
>>
>>137577498
It doesn't have its own civ but it does it in order of population of the world or that appears to be the case. animal people living near civs can end up joining them.
>>
how 2 send power through levels with vertical things
>>
>>137578441
Gear assembly at the top and one at the bottom, between them use the vertical axle.
Pretty much have to use the gear assembly often with horizontal.
Gear assembly might be required to transfer power, don't think you can use straight from from the axles.
>>
>>137577498
It's not a civ. As you can tell from the map, they inhabit human sites, implying that a group of wild grasshopper men immigrated to those sites, where they formed a major population.

They're essentially an ethnic minority in a human civ.
>>
>>137579209
This. You can start legends mode and export [p]opulation data and look through the world_sites_and_pops.txt file
>>
where is calendar nigger

been a while since the last update
>>
>>137564017
>he doesn't know
It's 2024 anon, we have armies now.

>>137565461
Hah. I almost starved yesterday also. I only realised when I noticed a lone 6 zipping around the map's only murky pond.
>>
>>137562994
Does blood rain have any function other than being metal as hell?
>>
>>137583063
It stresses your dwarves out.
>>
>>137583121
So making a moat from goblins blood isn't the best idea?
>>
>>137583226
First of all, it isn't really possible to have a blood moat, considering blood doesn't have a volume(only magma and water does). By contaminating a water source, blood can turn the water red, but that's about it. If you have a moat in a blood rain region, it will turn into a blood moat, but this isn't really anything you can control.
>>
To the anon whom asked of whale men were playable
I'm pretty sure they suffocate on land
>>
>>137583868
That's disappointing. Will blood contaminated water still stress my dwarves out?
>>
>>137584218
Only if they drink it.

Freakish weather stresses them out because it rains on them. Ordinary water spiked with blood shouldn't bother them, unless they interact with it in some way.

Basically, your dwarves WILL get stressed out, although not from the moat itself, but rather from the evil rain that contaminated the moat in the first place.
>>
>>137584059

Unless it has changed in the last 3 or 4 updates, they don't suffocate.
>>
>>137584375
Only if they're caught in it.
>>
>>137584059
But anon, they're mammals. They breathe air. I'm pretty sure this is simulated by the [AMPHIBIAN] token.

Still, I can't seem to find any playable sperm whale men. Perhaps it's because they only occur in the oceans, where no playable civs have access.
>>
>>137569931
Artifact clutter where.
>>
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>>137586943
>>
>>137585918
You get it by accumulating enough artifacts in a workshop to push it into masterwork clutter level.
>>
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>>137587534

hopefully all the waterwheels generate power
>>
>>137586943
Nice color choice.
>>
>>137585918
https://en.wikipedia.org/wiki/My_Bed
>>
>Weaponsmith gets taken by mood, goes pick up the adamantine wafers
Now, fingers crossed...

Too bad I have to leave for an exam now.
>>
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Fresh OC coming through.
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>>137590309
>>
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>>137590635
>>
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>>137588665

hmm should be 3300 power ¯\_(ツ)_/¯
>>
pag10agn
>>
>tfw memes killed /dfg/
>>
What's some good training to put haulers through?
I could look this up, but then I wouldn't be bumping the thread.
>>
>>137596123
Use the fucking wiki
I could tell you, but I'd bump the thread either way.

Seriously though, I'm guessing anything strength and endurance. More likely though it doesn't matter at all.

An option would be to cycle through your military - make your military and haulers be the same guys and have one half be active as haulers, and the other train as military. Then, change it around once every while.

maybe even have 3 teams: training, active (patrolling/standby), inactive (hauling duty).
>>
>>137596123
>>137596316
I'm pretty sure strength is the only thing that matters for haulers.
>>
Is there a 3d mod for DF that is good for help me learning to get used to the interface?
>>
>>137549673
you don't have to donate much to earn a crayon drawing. and with $5000 - $9000 each month that's got to be a fuckton of crayon drawings he needs to make
>>
>>137596856
The best help for learning the interface is playing the game
>>
>>137597174
Yeah i know, but is there a 3d mod that could help for the beginning?
>>
>>137597297
What does 3d rendering have to do with the interface?

Your UI only exists on a 2d plane that's outside the game

Maybe you mean, "how do I start seeing a dog out of the letter d"
You don't. All you need is being able to differentiate stone from dirt, and start digging right away
>>
>>137597480
thx bro and sorry my english is not really good jejeje
>>
>>137560587
>on the fifth day Thethrus taught the dwarves how to fish, a divine pass-time possible with little more than one's own hearty beard.
>and on the sixth day she invented the carp, because lol
>>
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Hell yeah.
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>page 10
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>>137600989
Time to see how it works.
>>
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>>137604538
WHAT
>>
>>137589976
I hope you did well, anon.

>>137605547
Hah. And so the rampage of the bronze colossus is brought to an end.
>>
>>137605547
Drink it.
>>
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>>137605547
>Live Bronze colossus in mint condition
>best I can do is 20*
>>
>>137606321
Now I am out of ideas what to do with it. Original idea was to kill it, place the statue somewhere.
I guess I could do a zoo...

Or I could use it to fight HSF, but I don't think my fortress is strong enough. For now I guess I could use it to fight forgotten beasts, to save my army from bother.
>>
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>>137606889
>>
>>137600989
that is one beautiful fort
>>
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Well, I suppose this will work.
Let's see those forgotten beasts try to get me now.
>>
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>>137600989
Another adamantine artifact so soon.

Too bad it wasn't a weapon. At least it will delight the hard-working dwarves.
>>
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>>137611954
And pushed me to 10 mils.

I need a project. Maybe I should start prepping to take over the hell, or leave it as it is and visit it as an adventurer.
>>
>>137612358
Make a suicide lever that plunges the entire fortress into hell.
>>
>>137612358
you... you can take over hell?
>>
>>137612915
http://www.bay12forums.com/smf/index.php?topic=156319.0
>>
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Glory soon, I will keep you posted.
>>
>>137612915
you will discover why artifact doors are good things to have.
>>
>>137607232
I think that's the value of the cage.
>>
>>137614743
Then I'd really like to see the trade value of a bronze colossus, even if it's too heavy to sell.
>>
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>>137613486

I might have slightly over estimated my power requirements.
>>
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>>137615487
Love that fort layout, dude. I wish I could be that creative.

So, where are you planning on putting the workshops/bedrooms?
>>
https://www.youtube.com/watch?v=yLUfW-CVwPE&feature=youtu.be
Wait, that shit WASN'T an April fools joke?
>>
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>>137616129

I haven't decided where all the workshops will go, I got distracted during my design and started working on power/magma, the magma workshops will go to the south in the middle of the anvil and the anvil will act as an obsidian caster.
>>
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>>137616129
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What are the determining factors in the quality of a MantisBT bug report?

>http://www.bay12games.com/dwarves/mantisbt/view.php?id=9647
What rating would you give this one, for example?
>>
>>137617727
A+ report, would read again.
>>
>>137613190
Thanks for that link, nice to see.
>>
I just want dwarf therapist to update
>>
Holy shit these are hilarious.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=7459
>0007459: Logs from chopped tree land in water.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=5738
>0005738: Zombies do not attack Dwarf Vampires

http://www.bay12games.com/dwarves/mantisbt/view.php?id=8650
>0008650: Raw Adamantine found in the third caverna layer
>>
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http://www.bay12games.com/dwarves/mantisbt/view.php?id=7027
>0007027: When looking, you can look at floors above and below your character.
>>
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>>137621070
>things fall vertically
>mfw Newton was right all along
>>
>>137596552
agility increases basic movement speed tho

go in Dwarf Therapist and find a dude that's "very clumsy" and has an agility value of ~150 and compare it to an "agile" dwarf with something more reasonable like ~1100 (1000 is the flat, average speed if I had to guess)

the difference is staggering
>>
Wake up Urist!
>>
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>>137625770
ughh.. stop BUMPING the THRED

i want it to DIE

i thate it
>>
Here we have a bump, a thread, 37 anons in a pile of vomit, elf blood, vomit laced with water, vomit water laced with elf blood, vomit elf blood laced with water, and water elf blood laced with vomit.
>>
This colossus is a pretty good sparring partner, but the fight really isn't going anywhere. The wiki claims a whips can work, so i might go looking for one.
>>
>>137631313
Anything that chips, fractures or dents is doing damage, though it will take a while.
AFAIK the only hits which do nothing are "passes right through" or "but there is no force"
>>
>>137631668
Really? I must have given it hundreds of dents and fractures, and it certainly didn't feel like progress. Maybe thousands. What sort of numbers are we talking? Can DFHack give me some sort of clue?
>>
>>137632323
Jeez, no idea. I only recall my first interaction with a colossus, where it was massacring my melee dwarves whilst marksdwarves pelted it from a balcony.

It took forever, I remember being constantly underwhelmed by the descriptions of dents and chips and the huge number of "glances away" (Oh yeah, another zero damage hit description...).

I don't recall what type of hit it fell to, and this was 0.34 I think so.... *shrug*
>>
>HunieCam studio killed the general
My whore feelings...
>>
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>>137635660
More like your elf feelings.

Most everyone's just bitching about it, anyway.
>>
>>137635660
What happened?
>>
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>>137635660
Did it though?
That's the speed I remember when I first came here back in winter 2012
>>
>>137636054
If he's still alive, assign a small mausoleum to him, and make some comfy engravings of him having a nice time surrounded by things and people he loves. That's the least you can do.
>>
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>>137635660
What? People aren't liking something I don't like again are they? Fuckers.
>>
>>137637119
Wheres Max when you need to see rectangles?
>>
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Fortin'
>>
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>>137638027
Who is this Max guy? Is he popular around here?
>>
>>137639254
Pretty sure he just plays adventure and posts his tilesets whenever he does something.
>>
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>>137639254
He wishes, just some plump wannabe.
>>
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>>137639602
>>137639672
Okay, sounds like he needs to be stopped, once and for all.

What can we do?
>>
>>137639672
>>137641084
Well this could be him or one of his followers >>137609938

>>137639131
That 40.24 or the less buggy 42.06 but more unstable DFhack?
>>
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>>137641084
It's dimple, we out-meme him.

>>137641492
42.06. I had that odd graphical glitch another anon had. I suppose it's twbt.
>>
>>137641941
twbt is rather unstable and alpha 2 is also unstable.
>>
>>137642215
Aye but what ya gonna do?
No real problems desu. There are a few crash upon saves, which seem to get most of the way through before crashing, and seem to have saved without consequence.
>>
>>137641084
I recommend fire.

>>137641492
>followers
>implying
>>
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>>137641084
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>What's the deal with plump helmets?
>>
>>137644901
>tfw you read it in his voice
>>
>>137644901
How playable is dwarf fortress without plump helmets? are they considered a cheat item by hardened veterans?
>>
>>137648278
Play without them and find out.
>>
How do you guys keep track of all your dwarfs' moods?
I don't want to "v -> z -> return" all 92 of them, I just wanna know if one's about to throw a fit from voluntarily following my designations for too long
>>
>>137650909
Therapist
>>
How bad are rivers for FPS?

I have only my laptop but I miss being able to make moats and such.
>>
>>137652696
Somewhere between not at all and negligible. Water doesn't hurt your fps until you start moving it around. Natural waterfalls are an exception, but even those won't hurt your fps any more than two or three extra dwarves' pathing calcs do.
>>
What is the best taffer's color scheme?
>>
>FOR MOD AUTHORS

>The Modest Mod belongs to the Dwarf Fortress community. You are free to remix, build upon, pull from, and otherwise use these raws for any purpose. Attribution is nice, but you don't even have to do that.

It's good to see some modders still remember this.

Oh, and Modest Mod is updated for 42.06 now.
>>
Dammit, where is everyone?
>>
OH SHI-
>>
>>137657740
We got bit by werechameleons.
>>
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>Hippos
>6 Giant Hippos
>Mist that turns living into the dead.
Time to catch some giant elephants and whatever else there is.
>>
>>137659307
It never had a chance, really. Killed a dog, though.
>>
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>>137660196
well... might wanna check therapist for someone with lycanthropy anyways. when it comes to a bashfest it's easy to miss a bite in the 62 page battle report, and that one werebeast can FUCK YO DAY UP SON.

Solve the problem using the "usual method"
>>
These dorf kids born with full beards.

Oh god that's so much work, a beard isn't just hair, it's like a pet.
>>
>>137660645
If anyone other than a dog and two fully armored weaponlord veterans had even seen the werechameleon I would. As it is, I'm amazed the creature lasted as long as it did. This is our 3rd werechameleon at Relicwebs, and none has touched a dwarf yet. Our military is small but seasoned and hardened, our perimeter is secure, our civvies are smart and industrious. Hell, we're 7 years in and haven't had a single death yet. Don't worry, the overseer knows his business.
>>
>>137661935
>3
>2
>1
>Oh god everyone is dead or dying, how did they even get in, where did they come from?
>Why won't they just seal the bridges dammit?
>>
>>137648278
Why would they be? What's so great about plump helmets? What's with the plump helmet meme?
>>
>>137663029
They can be grown all seasons, cooked and brewed. there's never a reason not to use plump helmets instead of something else.
>>
>Horrifying bumps come from the darkness below!
>>
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If theres anything I forget to do its forbidding other non-hunted corpses, just hate it when dwarfs charge into the caverns to grab some dead troll thats been there for years.

Somehow going to have to kill the carp in the water does anyone have good suggestions on dealing with fish?

>>137667846
Leather is rather easy when you have good hunters, too bad you can't tell them what weapon and armor to use.
>>
>>137670028
Assign uniforms then have them wear off-duty, deactivate them and enable the hunting labor.
>>
>>137671029
That doesn't work. It's an ancient bug.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=1451
>>
Is it even possible to get any water more than a brook inside a mountain?
>>
>>137673941
Wait, never mind.

>can't embark in mountains
Why even live?
>>
>Could tan hides
>Fucked up installing modest mod
Seems I placed one of the wrong parts of modest mod into it, now to attempt to regen that world with the right raws.
>>
>>137653640
Oh wow, I've been avoiding maps with rivers intentionally because I thought there were fps drops.

Time to have fisherman again!
>>
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>Tower
>Elfs wiped out dwarfs
Oh how much history is changed by a few raws.

>>137675006
The real fps drop isn't from the pathfinding its from temperature checks, sudden map connection changes and the biggest one of all the items on the map.
>>
Is there a way to remove preexisting fortress areas?

I abandoned an embark that I did literally nothing on but it blocks me from reentering that general area at all.
>>
>>137675275
Can just export the world gen info and regen that world, pretty much what I did there >>137675221
World will be the same for you.
>>
>>137674745
Turns out it was one of the mods that fucked things up first.
Almost feel like giving up, though the hippos wiping out my dwarfs when I tested Modest mod felt good.
I just want to do a evil jungle hunting camp of dwarfs.
>>
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>>137663173

>cooking your plump helms
>>
>>137680865
>not allowing your dwarves to enjoy roasted mushrooms
>>
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>>137680865
>not growing enough plump helmets and other foods that your team of growers, brewers, and legendary chef never stop working at any point
it's like you don't like industry
>>
>embark on volcano in a wasteland
>no trees, no vegetation
>no water
>have to dig straight into the caverns to survive
>first cavern layer has no open caves, and only one lake that has no inlet and so is finite
>have encountered gold, galena, tin, and zinc ores only
Do I settle here, or do I dig deeper before even begin to make a home?
>>
>>137685932
May as well keep going. Water is going to be your only issue, and cavern 1 is only a temporary solution, right?
>>
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I don't know if this will be enough against the clowns, but I will try nonetheless.
>>
>>137686141
Could always try in 200+ years with an army of cave dragons.
>>
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>elves are killing the general
>>
>>137686125
I suppose that's true. I'll set up a work camp and a small farm plot in the first layer, then keep burrowing down.
>>
>>137690846
Granite and basalt.
Hard stone to dig.
>>
>>137547824
what software is that?
>>
>>137694031
Legend viewer
>>
>>137674087
DFHack has embark anywhere, probably my single favourite plugin.
For those who don't make the jump to using DFHack, it's unobtrusive, has bug fixes and yeah, lets you embark on an armok-damned mountain like a real dwarf.

>>137675275
You could re-gen, but you know about reclaiming, right?
>>
>>137694450

auto mat select is probably my favorite, and that it does little things that make playing easier like putting the last selected material at the top and remembers where your cursor was
>>
>>137694660
Actually yeah those two are great. But they are quality-of-dorf improvements, whereas embark anywhere adds new functionality. Functionality which should of course be in the base game.
>>
>>137697263
Embarking on an ocean?
Might be more fun doing it a nercomancer tower and other fun sites.
>>
>>137697943
I've yet to try it, though I wouldn't with the game as it currently is, other than for a laugh. The best you could get is 7 dwarves with at most competent in two skills, physically unfit and untrained, and you'd still have to use DFHack to equip them if they start within sight of the necros/zombies.
>>
Donut die
>>
how about dem dorfs
>>
what are some cool mods worth throwing in?
>>
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>>137704413
>>
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>>137704482
>>
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What does /dfg/ think about Meph and his mods?
>>
>>137706447
>not the longswords are laughing.
>>
>>137706826

it's ok senpai half the embark was haunted and 6 dwarves immediately got killed by giant kea corpses which then started stealing all my food
>>
>>137706654
I don't care
I'm sitting within my cozy little fort of small flavor mods for extra weapons and shit
>>
>>137706905
>Giant Keas
>constantly dive bombing trade depot, glitching merchants
Very tempted to use exterminate command.

>undead giant keas
Not even once.

>>137706654
Well I know a lot of people would object to calling them "his" mods, but masterwork is fun in parts. A novelty, but no more.
I played it before .40 but the amount of time it took for it to update from .34 killed any desire to play it again.
>>
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>>137706654
>I tried talking to him, but he spoke only Arabic, gestured towards my backpack.
>I took out my passport and handed it to him, but soon realized that this was not a proper control, when he grabbed the backpack and started rummaging around in it.
>Unfortunately the kind man did not put the things back into my bag and left, but instead unholstered his pistol, put a bullet in the chamber (*clack-clack, everyone knows the sound, one of the sergeants in my unit once called it the universal-translator) and aimed it at my head.
>I was pondering the success chances of pushing him over the cliff
>When he left I was running after him, yelling at him that he should leave the harddrive
>On the way back to the tent I realized what is on that harddrive, I just stopped walking, fell down, curled up into a ball and allowed myself to cry for half a minute or so.
>It started to rain almost immediately after I started to cycle, a thunderstorm that would later end up becoming a hail storm.
>Then I got a flat tire.
Whenever I read that story, I'm imagining the soldier as a smug, dominant Pepe, and Meph as an effeminate sad Wojak.
>>
>>137707662
What is the context for us poor peasants unversed in baytwelve goings-on?
>>
>>137708098
The text is from a page where he begs for donations to replace his gear in order to keep travelling around the world for free, so I can't link the site.

Just copy one of the sentences and google search it, and you'll get to the source.

The main story is that Meph(author of the Masterwork mod, more commonly known as "Mastershit" or "Masterbloat") goes bicycling across the world as a hobby. Apparently, he gets sponsored by several enterprises for doing this, and he also gets extra cash for selling the pics he take. When he camped on the side of a road in Lebanon, some lebanese soldier apparently robbed him.
>>
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>>137706654
>>
>>137686125
Alright, I've hit the second cavern layer, and discovered it to be a massive, open complex brimming with water. An open pit to the third layer and a magma pool adjacent to the volcano's own tube have provided themselves.

Still no copper or iron ores anywhere for all the fucking tin I keep finding, but this is a more promising location by far.

The inherent difficulty in fortifying this cavern layer, however, disturbs me greatly.
>>
should I just leave "all dwarves harvest" on? I always turn it off but my farmers then get bogged down picking up plants every few weeks
>>
>>137709312
Keep it off. The number of plants harvested is directly linked to the grower skill of the harvester. So you should have 1-3 dedicated planters depending on fort size.
Also it prevents dwarves you'd rather have doing something else rushing off to your farms all the time.
>>
>>137709697
>The number of plants harvested is directly linked to the grower skill of the harvester.

Are you sure about that? I thought it was based on the planter not the harvester.
>>
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>>137709697
>>137709769
>>
how do i properly cope with moods? specifically keeping a supply of everything needed for every item a moody dwarf could demand before the first mood striking from embark
>>
>>137709769
My bad

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

But it gives experience in grower, which is unnecessary is non-farmers and desirable in planters. I have always managed with only farmers harvest.
>>
>>137710157

I guess I'll just leave it off, I don't really like dorfs having skills that aren't related to what they do anyway.
>>
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>page 10
>>
>>137708525
>go to lebanon
>get robbed
>be surprised
Wew
>>
>>137710104
I embark usually with 1-6 pieces of yarn cloth and silk cloth. Some fish as well, for shell.

>>137713865
Truly dank OC.
>>
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Yo Dawg, I heard I was too lazy to sign up for an imagehosting site, so I uploaded this here so I can shitpost while I shitpost.

How you neckbreads doing anyway?
>>
>>137716797
>I was too lazy to sign up for an imagehosting site
nigga what the fuck Imgur doesn't need an account
>>
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>>137716797
>neckbread
That sounds unsanitary. Dwarves must love it, though.
>>
>>137716797
>>137718263
>breads
Are those just the thymus?
>>
>Prepare to fight the circus
>Vile Force of Darkness has arrived!

Poor gobbos.
>>
>>137672421
If you assign the orders right it can. I've had miners and woodcutters running around in full armor and shit before in 40.24.
>>
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>miner corps cutting a gory swath through a pack of crundles
>>
>>137719674
No it can't, and no you haven't. The bug is that the two uniforms can't coexist simultaneously; in order to have their civvie uniform (i.e. the tools for their assigned labor) they can't have any of their military uniform equipped, and vice versa. If what you're saying were possible there wouldn't be a bug, it would just be user error like so many other equipping issues and they could close the report. But it isn't, which is the entire substance of the bug.
If you truly believe otherwise you should upload a save demonstrating as much, and show all those veteran players the solution that has evaded the entire rest of the community for so many years.
>>
>>137722661
That is described in none of the bug reports you linked to. All of them revolve around the weapon/tool. Armor works fine, and if their uniform includes no weapon, then there is only sometimes a problem with having the right tool when off-duty.
>>
>>137722661
I don't believe anything.

The conflict was from the weapon, I had them grab a weapon to mine with and a different one for military duty.

You can't have them full time in military and miner duty, but you can have them in armor and shit while mining, and they'll defend themselves accordingly with their picks.
>>
>>137723385
>>137723390
It is described explicitly in the reports. Military dwarves who have a civilian labor enabled will remove their armor and store it in a stockpile (if available) when they go off duty. If they have rooms they'll go drop their flask and backpack there. Sometimes they even get dressed before going to work. The bug isn't simply that a woodcutter, for example, can't use the same axe for chopping and military service.
>>
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>>137724092
I don't know where any shots of them in full steel armor are but I have no reason to lie about it.

This guy here, the miner hanging off the fortification, was one of my military and when they went off duty they started clambering around the shit I built in full steel plate.
>>
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>>137724092
>>
>>137727075
It's... surprisingly tame.

Mind the numbers, I am also having a goblin siege right now.
>>
>>137727609
MIND WHAT NUMBERS
>>
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>>137728563
Oops.

The game crashed anyway, so I have to do it all over again.

I did have a look into it, some of them have deadly dust-attack.
>>
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>>137718221
How the fuck would I know that, you think I get time away from DF theorizing?
>>
>>137728778
>naming your pics the same way as MaxTM does
Are you trying to trick me?
>>
>>137731595
IT'S ONE OF HIS FOLLOWERS! GET THE HAMMERER!
>>
>>137726657
I didn't mean to come off as hostile as my posts appear to me in retrospect. I don't think you're lying, I just think you're mistaken. Having a bunch of "pickup equipment" and "store owned item" jobs show up in the units list isn't an unusual occurance absent any bugs, and would probably not be a red flag on its own.
If you're not mistaken, and you have woodcutters, miners or hunters doing their civilian work in armor then you really should upload a save showing it. It would constitute at least partial resolution of a very old bug.
>>
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>>137731836
>>
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>>
>>137600989
Do you use 10x10 or 20x20 taffer? And what's your color scheme? Really like the way thsio looks
>>
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>>137734734
Well, the dwarves went against the damned despite stationing them in that box area. Oh well, they took some of the snail brutes, which are somewhat dangerous.

Although most dangerous are the raccoon fiends ( webbers ) and cuckoos ( deadly dust, as seen in image )
>>
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>>137735817
Deadly dust is out of the picture.
>>
Got an exam coming up tomorrow... All I want to do is play DF...
>>
Are there any recommended Adventurer builds for a newb? Ideally something badass with an axe or hammer, but whatever works is alright
>>
>>137737658
There was some minmax power play article on the wiki somewhere, but I can't seem to find it anymore. Maybe you'll have more luck.
>>
hi completely newb here, I download this http://www.bay12forums.com/smf/index.php?topic=126076.0 but when I try to run windows gives me that normal warning window asking if I trust the developer and then when I click yes nothing happens. am I some skipping some step? I just extracted it to some folder
>>
>>137737624
Just play DF. Make DF your life.
>>
>>137737658
Just don't overthink it. Put some points in body attributes and weapon skills which fit.

Leave the obscene power-levelling and optimisation until after you've had a few adventurers survive against the odds.
>>
>>137738969
pls respond, I can't find anything related to this on google, I even made an exception on my AV even tho i didn't get a warning from it
>>
>>137737658
If you only want to fight, you may want to choose demigod and then max strenght, agility and kinesthetic sense.

Sword and axe are by far the most flexible weapons in the game. Of these, axes are probably the best, unless you fight undead enemies.

Fighting and observer are important, but they can both be easily trained in game. You should put one point in swimmer, climber and reader, respectively, though.

Fighter can be trained in game by wrestling harmless animals. Observer can be trained by exploring trap-ridden tombs. Finding un-triggered traps, as well as evading triggered traps, will both train your observer.
>>
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>>137742531
Even after killing the demons that were attacking it, it goes to kill more demon ass.

What a divine juggernaut!
>>
>>137742757
Demons?

Those look like trolls, tbqfhfampasta.
>>
>>137743351
>leather
There's your problem
>>
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>>137742967
Toads I set up as bait.
>>
>>137743351
>make an army
This isn't something you just "do" on the spot.

How much training did they get?

Also, listen to this anon: >>137743473
>>
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>>137734062
>switch over to fort mode on a map I was working on
>forgot the shit you gotta do to make dorf lords give quests right fucks up fort mode military
>>
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>>137744001
>720 confirmed kills
Seems like an honest citizen.

Deactivate his labours so he can get more time off in the tavern.
>>
>>137743351
Were they trained at all? Did you assign equipment to cover their entire bodies? Shields? Did you check that they actually equipped the armor before sending them out?
Were the survivors bitten?
>>
>>137744226
Implying they wouldn't rather be in other dwarfs bedrooms because they're lustful.
>>
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>>137743559
Horse? Have you ever seen an angry elk?
It's also a were-elk, so take a normal dwarf/human, "twist" it's form into a ravening beast which hungers for blood, and I doubt some leather clothing is going to stop it.

Also horns and goring attacks are op.
>>
>>137743559
Firstly, elk are deer, not horses. Secondly, both deer and horses are pretty big and fully capable of fucking up an untrained person (or dwarf). Thirdly it's a cursed deer-monster with supernatural strength going on a deadly rampage. And finally, >leather
>>
>>137744612
>>137744447
Beat you to it :P
>>
>>137744612
It's also pretty ambiguous as of whether the "elk" in were-elk refers to elks as in elks or elks as in moose. If the latter, the were variant should be extra dangerous.
>>
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I have a question /dfg/:
>so I built a fort and started digging into the ground, as per usual.
>and found a subterranean water source that wasn't frozen
>which is good since i went nordic dwarves.
>It has a huge as fuck water creeper/grabber/noodle beast
i built wells around the outside to keep them from getting in the water, but the dumbasses still get grabbed by the thing, and it keeps disrupting them from doing shit, like storing items.
What options do I have? because the way i see it i can do only a few things...
>1 waste troops to try and kill the monster
>2 build a floor over the water source and ignore it
>3 drain it?

i'm open to suggestions, but it has killed 5 dwarves by dragging them under, and the guard squads going in after it because they pick it up as an enemy for the instant it surfaces to fuck with stuff.
>>
>>137745013
Either way I wouldn't much like my chances fighting one hand to hand.
>>137745475
Don't they have pretty serious claws to dig into anthills? Maybe he was just checking if your dorfs had swallowed any delicious anrts.
>>
Business idea:
>Use embark anywhere to start a fort in an elven treehouse
>Cut down trees
>Burn trees
>Pump magma onto trees
>Make wooden weapons to kill elves, then throw them into magma
SCORCH THE EARTH!
>>
>>137745836
try and shoot it with crossbows or ballistas
failing that, Magma
>>
>>137745864
were-ants?
>>
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Well.
Despite all, I have made it to the bottom and I am walling up.
There are still demons about, but my population took -heavy- losses ( from 199 dwarves to 122, lot hospitalized ).

Only half of my military remains. At least the demons that remain are the less difficult ones. I had to deal with the raccoon pack, and it took most of my dwarves.

They are mostly in the lower caverns, which makes getting water difficult since they could come up the well. Once I am done building this thing, I'll open my well again and position my army so that they can deal with anything that comes up.

After that, clean up.
>>
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>>137734062
Ah, here we go.
>>
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>>137746676
She doesn't like to swap into full gear all the time but that helm isn't civilian gear, and all the dorfs wear them since it's why I named the fort Cathelms.
>>
How much weight can a support, er, support?
>>
>>137747090
Yes.
>>
>>137747090
All of it.
>>
super newfag here, I read the quickstart guide, but I want further education

how do I dorf?
>>
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>>137747598
Play.
>>
>>137747925
I have been, but I feel like I'm missing out on stuff because I just don't know what to do

Military anything is confusing as shit, and I can't get them to train
My farms stop working after some time because all my seeds disappear
and I don't know how to make efficient builds because I can't design for shit

the only saving grace is that I have never lost a fort, because I have never been attacked by anything, regardless of my wealth
>>
>>137748676
place people in squads, then place either a bed or armor stand/weapon rack. make the room a barracks or armory and then select the squad in the room menu and press t. then use the m menu and set them to active/training.

Cooking food destroys seeds, brewing is fine.
>>
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This dwarf is going to die unless they end up in hospital, so what weapon to put into weapon traps?
>>
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>>137748676
Don't worry about efficiency, my first forts were a race against time to see if I could find a water source before everyone dehydrated BECAUSE I DIDN'T KNOW HOW TO BREW BOOZE.

You can't fuck up any worse, and even if you do, it makes for fun stories!

After a certain point things will just make more sense and THEN you should go check all the optimization guides, but don't rob yourself the horrific joys of newb-df-ery!
>>
>>137749038
god damn, that dorf is a fucking cultist of nurgle at this point
>>
>>137745836
I would drop a cave-in or some magma on it. Any other method will contaminate the watersource if it isn't already.
>>
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>>137746592
>After writing this, get buttfucked by couple of flaming ghosts who set everyone on fire and smoke everywhere so no one can see shit
>Also a forgotten beast from hell, because why not!

Hopefully it'll kill demons...
>>
>>137748676
For basic stuff like that the wiki is what you need. No one here can give you a better a military guide than the ones on the wiki.
>>
>>137749790
>webbing stegosaurus
Yeah it'll kill some demons.
>>
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>>
>>137750193
why does drawfag draw dwarfs in dresses and tights all the time?
>>
>>137750530
Dwarves love dresses, man. Also, I think those are tunics.
>>
>>137707662
>I will travel the middle east with no gun, surely the goodwill of the local people will keep me safe!
>>
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>Another one dead
Well wood doesn't hurt them guess I need metal spears.
>>
>>137750530
Timbukdrew is what he is.
>>
>>137751937
Aye, his days of "Oi, drawfag!" are behind him.
>>
>>137750530
That's normal medieval dress you ijit.
>>
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First wound that breaks the skin is the one that kills. I just wanted the make sure the advanced rot was going to be cleaned, might have been a better death.

>>137750530
In DF you can wear any clothing you want even thongs with spikes.
>>
Why are the humans who come to visit my fort throwing themselves in the cold river to drown? There are already several dead.
>>
>>137752562
do you have carps?
>>
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Huh, looks like a Hurricane of evil.

>>137752562
Armok demands blood, and they wish to appease him.
>>
>>137752684
They shall not be forgotten.

On a related note, if you carve out a tile of ice with something frozen inside of it, what happens to that thing?
>>
How do you get screw pumps to work? I'm tired of being locked out of 90% of the areas I want to found a fort in due to faggot aquifers.
>>
>>137752562
Do you have a bridge over it / do they need to path across it?
>>
If I fill a room with water and that room has occupied cages, will the things in those cages drown?
>>
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I made a tileset. it took 9000 hours to hand draw in MS paint.
>>
>>137753394
>png
>magenta
Come on man
>>
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>>137753394
and here's the half size, 12x12 version
>>137753478
You're welcome.
>>
>>137753394
looks cute ~
>>
>>137753581
:3
>>
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>>137753478
>>
>>137752562
Is it near the edge of the map? Have you recently been lowering it via pumps or channeling? Is there any other way across it?
>>
>>137753329
Pls respond.
>>
>>137754215
There we go.
Now add it to the tileset repository on the wiki
>>
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Well, the invasion is over, in a way. There still remains handful of spirits of fire, some on the outside, one inside the fort, just walled off.
Hell's walled off, and dead are being buried.

Too bad I can't get any migrants since the flaming ghosts kill everyone who enters the map. Maybe someday I will get a megabeast that defeats them.

That's it for now, for Basementcrystal.
>>
>>137754471
Maybe?
I'd guess no.
>>
What tilesets do you guys use?

I'm looking for some more readable ASCII, but still pretty ASCII.
>>
>>137755319
Taffer's
>>
>>137755319
default tileset with modified color range
>>
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>>137755319
>>
>>137754471
Nope. Caged creatures are immune to drowning and temperature. The only ways I know of to kill a creature in a cage is to atom smash them and wait for them to die of old age. Poisonous vapors leak out of cages, so they might leak in as well, but I've never tried.
Oh, and you can drink them.
>>
Dunno if I'm late with this, but toady's talk is up. http://www.gdcvault.com/play/1023372/Practices-in-Procedural
>>
>>137756141
>the undermagma aquarium is a go
>>
Why won't my fucking dwarves leave the tavern
>>
>>137756314
Thanks
>>
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>metallurgy mod
>All these extra workshops and stages
>slag
They tried and failed to do this in masterwork, slag was bars at least in this its stone. Then I got to figure out a decent uniform.
>>
>embark
>all of the seven are friends
>start digging out my work camp
>a few are idle while the miners carve out the first stage of the fortress
>late spring
>the expedition leader and the woodworker marry
Huh.
>>
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>>137758505
>>
>>137757991
Too many stressful thoughts and not enough positive ones. Look at the thoughts+preferences screen of the dwarf from the 'u'nits menu, and then deduce how to remove or limit the negative thoughts they're getting.
>>
>the surface has kea people
LOCK IT DOWN
>>
>>137755554
>>137755680
Thanks, just installed Taffers and I love the look
>>
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>>137762854
Which taffer? They have a variant they only keep because of us /dfg/ tards.
>>
>>137763950
Yeah I saw the 4chan folder I admit.

What are the differences? What did us autists demand of taffer?
>>
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>Mist that rots
>Ghost causes dwarfs and guests to murder each other
>3 Ghost possesed dwarfs that are berserk in the tavern area
>Dwarf drained of blood
>A dwarf thats rotting
>4 Dwarfs left
Well everything is beyond fucked, trying to set up something to wound that rotting dwarf without killing her.
>>
>just learned about the macro system
Holy shit.
>>
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>>137766201
Just the 20x20 with the older letter shapes and such.
>>
>>137767838
macro system?
>>
>>137769070
Hit uh, Ctrl+R to record a sequence of keypresses, Ctrl+Z to save them, then Ctrl+P to play one you selected with Ctrl+Y.

I think those are the default keybinds.
>>
Urist Mcdorf cancels Bump Thread: Job item lost or missing.
>>
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>Two waterfalls
>Full undead
>Battle Fervour regional interraction
I'll go back to that area when I want full undead.
>>
The thread shudders and begins to move!
>>
>>137778676
the fuck it do
>>
>>137770846
Ctrl+R is record start, pressing again will stop recording.
Ctrl+P is play. Pressing it multiple times will queue up an equal number of plays.
Ctrl+S is to save the previously recorded/loaded macro.
Ctrl+L is to load a previously saved macro.

There is NO command to stop a macro in mid-play. If you attemp to press any other key during the input it WILL activate and cause the macro command to play based on the current screen menu. THIS IS A BAD THING if you pressed something like the fortress status menu, escape menu, or military menu screen.
>>
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Okay so I'm being seiged by goblins in my semi-above-ground fortress and I need some help. I've managed to wall myself in before they could murder anyone (except my cats) but from what I've gathered, they're not going to go away until they've eaten all my cats. The fort is self sustaining baring fresh water but I could build a well if it was required.
I don't have any iron or steel (something about sedimentary layers) and I've got less than a dozen wood logs, I do have a bunch of silver/gold/electrum though.
What do?
I could take some screenshots if that'd help.
>>
>>137782612
>What do?
About what?
If you mean the siege, either kill them or wait. What other options were you expecting?
>>
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>>137782612
Help me /dfg/, you're my only hope.
>>
>>137783347
How do I kill them? Should I train some marksdwarves or are there any traps I could make? The game keeps telling me my patient needs cleaning and I'm worried he'll get infected or something. Do I build a well and wait them out?
>>
>>137781516
Thank ya, wasn't sure if I had changed them all or not.

>>137783659
You can, try to go about your day to day business if they aren't a pressing concern.
>>
Will carved stairs prevent a cave-in?
>>
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>>137784874
They provide support as long as it connects the floors. This is supported off of the stairs and then the other levels have a wall between them.
>>
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>>137782612
>>137783417
that's a pretty poor fortress, goblins will probably break in anyways.
militaries take a long time to build and unless you seriously outnumber the goblins you won't win the fight; if you do fight you'll take huge casualties.
consult the wiki on armor, weapons, and metalsmithing jobs as well as the military pages to get some idea of how to build a functional military.

eventually anyways the gobs will fuck off back home and the siege will end. probably after tangling with a too-strong wildlife predator or a caravans' guards.
>>
So I want to return to this game but i'm tired of making the same old goddamn fort and winning every time.

Can you guys post some inspiration for one level forts? Its something I never do, but I want to make a glorious dwarven hall.
>>
>>137790057
Or really, any suggestions to mix it up. Im a vet and I've been burnt out for a while, but recently I found I have the hunger once again for some dwarf fortress
>>
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>>137790295
Play with perfect world.

I was limiting myself to north/south pole worlds for some reason, forgetting all the crazy shit PW enables.
>>
>>137791580

Holy fuck thats awesome, i really need to learn it.

Is there a place where I can steal bomb ass word gens?
>>
Bump to save from oblivion. Why is /dfg/ dying /dfg/?
>>
>>137791681
http://www.bay12forums.com/smf/index.php?topic=154368.0
>>
>>137793216
It's sleepytime for americans. It's a minute to one in the morning on the east coast.
>>
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>>137675221
this is LNP unmodded 42.06. Elves are fucking vicious if you get a lucky seed
>>
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>>137791580
Though you can't tell, that other one had gaps in the evil glacier borders.

This one? NO GAPS!

http://pastebin.com/wj7DBq22
>>
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>>137788685
Thank you anon. I'll try this and post results
>>
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>The forgotten thread /dfg/ has been bumped!
>>
>>137801396
A hairy scaleless sperglord. It's skin is stretched taut over it's lardy ass. Beware it's noxious secretions!
>>
We have the GDC talk, if it hasn't been seen:

http://www.gdcvault.com/play/1023372/Practices-in-Procedural
>>
>>137801981
neat

lots of reaction pic potential
>>
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>>137801981
>>
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>>137804402
Supposedly, there will be randomly generated "ancient races" now.
>>
>>137804402
Keep in mind that the myth generator is segregated from DF in general right now. The raws will look different since they'll need to be connected to civilization/creature raws.
>>
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>>137801981
Magic powahs!
>>
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>>137804913
Moah Powahs!

"Oh, there's another runestone, that's unfortunate, hopefully we'll be able to make them more varied."
>>
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>>137805003
Nature spirits with their own crazy abilities... oh fuck that means bogeymen will be doing shit like this at some point.
>>
All these new RNG'd things that will appear in-game with their own effects. Will we be able to recognise the game after they're added? The multitile creatures and boats will change the game even more radically.
>>
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>>137805126
Hrrm... "change personality values and traits" "implant tasks" "remove memories" "cause emotions" ...fuck this is all sorts of dfhack toolbox stuff.
>>
>>137804913
>>137805003
>>137805126
I wonder if all these names are RNG'd, similar to how the angel names are in the current version.

They sound a bit too good to be generated.
>>
>>137805171
When you play at the mid-range settings the game will appear as familiar as ever, just with more depth to the background of the setting.

When you push the sliders far enough either way you get ordinaryland, maybe Conan-verse type worlds, to... shit right out of Lovecraft?
>>
>>137805342
An extraordinarily fantastic world is bound to have strange mythical ruins scattered all over the land(if those show up in-game) and egg shell fragments forming entire continents, as well as flying all about in the sky. It will be utterly otherworldly.
>>
>>137805507
Yeah, you can see the direction he's wanting to take some of this stuff in going towards that kind of crazy geography.

>>137805314
Hard to say if he put in a good seed for them or not, he does have a lot of practice at taking a few chunks and making a fuckton of random names.

I take a screenshot each time I reach a mountain peak, I've yet to duplicate the names despite using the same scheme for the screenshots. I need to sort them into their own folder at some point.
>>
>>137805314
He mentioned that he adapted a "greek island name generator" for this purpose. Names like "Faleus" and "Semite" probably wouldn't be ain a hand-picked list, and many of the others are kind of awkward.
>>
>>137752970
The wiki claims that items and corpses can be reclaimed by mining or melting the ice. No revivable mammoths though.

>>137756314
>>137801981
Sweet, thanks. I was trying to strongarm a friend who went to get me access.

>>137761484
I need to set up kea/langur traps from now on. Think I'll go for a wooden crafts artifact stockpile behind a row of serrated disks.

>>137781516
Additionally, Ctrl+u then a number will cause the macro to play a given number of times, for example: Ctrl+u 99 Ctrl+p.
Also, just losing focus of the DF window or moving the mouse out of the window frame will cease a macro playback.
>>
The thing that hypes me the most is this talk about different "planes"(I think he's mentioned celestial planes, the underworld and dreamscapes as examples). These were a planned feature in the old Armok game, but they were also on the old list of "power goals" that Toady made for DF. I thought that he'd given up on them, but apparently they are now more or less confirmed.

On the downside, it appears that Toady has no intent of releasing the adventurer site release before finishing up the first myth release, and he said in the PCG interview that that one's not coming out before 2017, and will probably take longer than that. Still, I'm pretty sure finishing the first myth release is going to be faster than finishing the 0.40 release, and the promised features are even more spectacular.

DF is getting more and more unique by every release. It's one of those weird ass games you see in a dream, and then when you wake up you're struck by disappointment when you realise that it will never be real.
>>
>>137807775
I haven't watched the video yet, did he confirm that about not releasing the adventure building in this "cycle"?
>>
>>137809165
I don't think he said it in the video, but he did mention the estimation for "the next release" in the PCG article. The next release here seemed to imply the myth release, so we'll have to wait.

I can't wait until he becomes active on the dev log again. Anyone else remember that one particular period between .34 and .40 where he posted one entry almost every day?
>>
>>137807775
>Still, I'm pretty sure finishing the first myth release is going to be faster than finishing the 0.40

Welcome to Dwarf Fortress, do you need any advice?
>>
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Lets go lads
>>
is hemp the best crop in the game currently?

cloth and flour out of the plant
oil and presscakes out of the seeds

only thing you can't do with it is brew drinks, so is there anything better?
>>
>>137811642
The "smoking weed" thread on the adv mode subforum was quite a hit, I hear.
>>
>>137811561
MAX
E
S
T
E
T
I
C
S
>>
>>137811561
Also should I smooth it out or would that ruin the vibe
>>
>>137811915
>mestetics
>>137811642
Hemp and whip vines are all you need.
>>
>>137811561
>another max clone
>>
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Who the heck is this Putnam guy? Is he important?
>>
>>137813487
Who?
>>
>>137813742
The 2nd most important person after Toady himself.
>>
>>137815913
Putnam follower. Admit it.
>>
>>137815975
Threetoe now and forever!
>>
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>>137813487
>OSX (I think?)
>square tiles
>non-symmetric
>CamelCase

Hey, 1 out of 4 ain't bad I guess?

>>137809567
He's trying to push out the adventurer site and manager work orders stuff in april he said.

>Let's see... wrapped up adventurer site creation. They are claimable by player entities and retire-in-able, so it all seems to be working, but I'm sure it'll be an entertainly bumpy ride on this first release. The XML dump provides exact site rectangles now. Next up, I want to bring manager work orders into line with the last release's job detail settings, and a few other quality of life issues (removing the 30 limit, etc).

>We're going to try our best to get a release together for April. The next target is manager work order improvements. Ideally, we'll get both the new job detail settings in there as well as a number of oft-requested tweaks to make work orders more usable.
>>
>>137816219
That's just what a max drone would say.
>>
>>137740118
Everything went better than expected.

Couldn't answer all questions though. Tough shit.
>>
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>>137817169
Rats, you found... them... out?

While looting their weirdly deep drone-butts you obtained a KeenCurses+1!

*LoZ fanfare*
>>
>>137819945
https://www.youtube.com/watch?v=nGE0P_jWWSg
>>
Any tips for someone who wants to start playing DF? What's the best beginner's guide?
>>
>>137820678
The wiki.

http://dwarffortresswiki.org/index.php/Quickstart_guide
>>
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>>137820730
Bonus points for having all the extra info right there unlike another guide.
>>
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>>137821154
Got them both converted to the same walls/engraving style and they aren't too busy, courtesy of some helpful critique-anons.
>>
6 decides how I kill the only homosexual dwarf in my fort
>>
>>137821565
Wait for another faggot to arrive, let them develop a close "relationship", then magma one of them while the other watches.
>>
>>137821676
Nice
>>
>>137821676
It's not that easy. If their age gap is too big, they won't match.
>>
>>137821970
Then make them both young again with DFhacks "rejuvenate".
>>
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What if the max followers are simply a fabrication by the Putnam league?
>>
Dumb question guys, but can you actually win? The wiki says you can (pic related) but it looks like a joke.
>>
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>>137822327
For how long has there been another contemplative face anon?
>>
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>>137822327
Interesting theor-OH SHIT IS THAT A JAGUAR!?!?
>>
>>137822549
Of course, can you not read? In order to get the victory screen you must meet one of those conditions.
>>
>>137822626
Or is it another follower?
>>
>>137822705
It can't be too hard to get every dwarf on the top layer.
>>
>>137822834
Actually, I'm working on it right now.
>>
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>>137822834
>>137822989
And here are the results.

Nothing.
>>
>>137823290
Not enough dwarfs.
>>
>>137823290
That's not the actual top layer though, is it?
heaven
>>
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Guys, I want to take on a challenge.

I want to defeat the hidden fun stuff, using nothing but a military comprised of 300 of the best dwarves ever seen. Every other dwarf in the fortress is not allowed to fight.

Is it possible?
>>
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>>137823617
>>
>>137807775
>Toady has no intent of releasing the adventurer site release before finishing up the first myth release
He hasn't said anything like that. He said exactly the opposite. Adventurer sites will be in .42.07. Read the devlog.
>>
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What a lovely island.
>>
>>137824946
>Poseiden, look at me now...
>>
>>137823617
Pathing is easily the biggest drain on fps in fort mode. If you can handle snail's pace game play, you can have 300 dwarves or more.
As for "Every other dwarf in the fortress is not allowed to fight." if that's the part that you're worried about being possible then you probably don't know the game well enough to manage a military that big anyway.
>>
How big are the chances I get an artifact mechanism built? According to the wiki pretty small, but how am I otherwise going to build my weapon trap to kill clowns?
>>
>>137827032
Clowns have [TRAPAVOID]
>>
>>137827408
Does that apply to weapon traps aswell?
>>
>>137827671
Yes. They [TRAPAVOID] means they won't trigger any traps or pressure plates. Why would weapon traps be an exception?
>>
>>137794779
How does this work, anyway? To have executed so many people, you'd expect him to have a special position as some kind of executioner, similar to the hammerer.

It seems like all of the victims died at the same time, though, assumably after a battle. Is the executioner just picked randomly among the hist figs of the winning side after each battle?
>>
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Man, that's pretty cool.
>>
>>137830462
>evil swamp island in a mountain lake
Fucking neato. Build Double-Tenochtitlan.
>>
>>137830462
This:>>137830843

Make several embarks, and let each one of them be one disctrict.
>>
>>137828447
I dont know, too bad tho. How am I going to kill the clowns then? Cant drown them in water or magma. Is fighting them the only way?
>>
>>137828447
>pressure plates
Does trapavoid really work against pressure plates, though? I'm pretty sure one of the bay12 members who colonised the underworld did so by killing the demons with a corridor filled with plates which triggered upright spears.
>>
>>137831341
Manual traps, like cave-ins or encasing them in obsidian.
Mind, some of them are glass cannons, built from flimsy materials like snow.
Some other things to consider:

>Siege engines
>Captured beasts, like bronze colossi. The clowns can barely hurt them.
>Controlling flow of invading party.

And check what sort of tricks they have. Things that are particularly dangerous:
>Webbing ( spiders can have this as addition to other stuff )
>Tough material, like metal, god-forbid you encounter steel jesters.
>Fire-themed harlequins are guaranteed. Smoke can fuck up your accuracy and pathfinding, not to mention FPS.
>Deadly Dust

>>137831839
They are flying anyway, shouldn't that give them immunity anyway?
>>
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>>137832350
>They are flying anyway, shouldn't that give them immunity anyway?
I'm pretty sure being on a floor tile always counts as touching the floor, regardless of whether you can fly. Hence all the caged rocs that people are mentioning all the time.
>>
>>137831839
Yes, it works against pressure plates.
>>137832745
I think that's right, but I watched a giant bat flying around in my caverns last night to see how many contaminants it picked up, and it didn't get blood spatter on it when flying through tiles with blood on the floor or wall, so I'm less sure now than I would've been yesterday.
But
>>137832350
Not all clowns fly. They follow the same generation rules as titans and fbs, and can roll a shape that has native flight, wings in addition to their normal shape, or no flight at all.
>>
>>137832425
And now it's trying to escape - after being mauled by dogs - with a bushel of plump helmets.
This thing is tenacious.
>>
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>>137830462
Joyous/Terrifying Volcano
> NATIVE_GOLD : 46052 Z: 24..207
> NATIVE_COPPER : 3360 Z: 115..181
> HEMATITE : 2400 Z: 95..159
> GALENA : 1920 Z: 100..163
> NATIVE_PLATINUM : 182 Z: 129..195

Still tinkering with the perfect world settings.
>>
>>137835908
Perfect for what?
>>
>>137837958
I assume he means 'Perfect World' settings. Not "perfect settings of the world".
It's the name of a program.
>>
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>>137837958
Perfect World is a program that lets you buttfuck the world-gen system inside out.
>>
>>137807714
>reclaimed
I want to stand frozen corpses up like statues, not save them.
>>
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>>137838496
Whoa-ho-ho... You can paint different layouts to do shit like make a picturesque countryside, or you can blow them up onto a larger map and... well... the stuff you do to get concentrated volcano groups on a 66x66 does //this// on a 129x129 map.
>>
>>137838879
What's up with this fascination for evil regions?

When I see maps such as this one, I actually cringe(in a literal way, not the meme way).
>>
>>137830843
>Double-Tenochtitlan
I had me a giggle.
>>
So what can I do with the humans who I let reside in my fort for the purpose of "soldiering"? They just kind of loaf around in the tavern.
>>
How might I dorf up this entrance some more?
>>
>>137839442
Put them in your military, of course.
>>
>>137839442
Draft them into the military, theyre mercenaries.
On a related note: is there any way to get large armour other than buying it from human caravans/killing people for it
>>
>>137839884
>>137839907
How? They don't show up on the military screen.
>>
>>137840002
If they dont show up there you can select them by pressing v, go into their preferences by pressing p and then assigning them to a squad from there.
>>
>>137839060
I love seeing awful goop covering my constructions?

It's hard to find certain combinations of elevation, volcanism, and evil unless you cover the map in them.
>>
How exactly do scholars work? I've got a library, bookcases, scrolls, quires and other shit needed but my scholars do fuck all
>>
>>137840002
Are you trying to start a squad with them? Your militia captains have to be fort members. It's a noble position and can't be occupied by a noncitizen.
>>
>>137839802
Fix up your sluices there, buddy, make the water run straight.
Then you gotta fortify it. Build some marksdwarf bunkers, maybe a ballistae battery covering the main hallway from behind, include a flood trap to wash invaders away from the front terrace.
Then, beautify the fortifications. Engrave shit with images of triumphant dwarves and dying goblins. Make a huge stone statue that straddles the two aqueducts like a colossus, or some shit like that.

If I'm not at least reminded of French castles, it's not dwarfy enough.
>>
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>>137839907
Check the [d]etails of the order at the workshop. Should be some options there for setting non-dwarf sizes

>>137841156
Give your scholars time to ponder/discuss. If they don't have any scholar-type skills to start with (critical thinking, mathematician etc.) it will take a long time to train them up, several years maybe. Besides that, knowledge is tracked individually, so a dwarf will need to know about stuff like the balancing of equations before they can write about it. They'll make those breakthroughs themselves, eventually.
>>
>>137842327
Ite, I'll give it some time and see what happens. Got a thousand useless ass dorfs hanging around anyway
>>
>>137842179
Well there's already a drowning chamber on the next level.
>>
I've started adventure mode a couple of times already, so I know my way around the controlls.

I've also learned that traveling alone will result in quick death during the night.

Additionally it's a good idea to carry a bag with food and maybe another flacon for drinks.

What I haven't figured out yet is how to get started properly:
Going after the beasts others talk about results in a short entry in hist.
Entering caves similarly thanks to spiders.
Getting close to towers is a big no no too at the beginning.

I had some good results with staying in the vicinity of my starting point going out to hunt animals, but I had like 1 encounter per day max and they mostly managed to run away from me.

So, I'm either doing something wrong, or that's just how it is at the beginning with a low skill level.

Still, what's a good way to build up some initial skills (and which skills) so I at least don't have to worry so much about getting mortally wounded by the normal sized animals I try to hunt?
>>
>>137844013
>traveling alone will result in quick death
Maybe if your agility and wrestling are shit.
>>
>>137844013
Hug a small animal like a weasel or something. Wait while it flails at you to train shield and dodge. When it starts collapsing, attack it with combat prefs set to close combat to train wrestling. Repeat as necessary.

There are some other, even cheaper methods too.
>>
>>137842327
thanks for the tip senpai
>>
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>>137844013
>>
>>137838508
I see. You're beautiful.
>>
>>137845374
thank

But is it possible? What becomes of a frozen corpse if I channel out the block of ice it's in?
>>
>Think about making a fortress on 2nd cavern
>Breach into it
>It is 95 z levels deep

Goddamn.
>>
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>>137845595
Yeah, I had one string of world-gens that did that a lot.

I was curious what it would be like if I just tried to make something with a pretty flair rather than going for a goal like packing evilcanoglaciers everywhere.
>>
>>137845781
And there's the pastebin if anyone likes the way it rolls from ocean to forest and back, playing with the various features will keep the general layout mostly.

http://pastebin.com/m77d0aMM
>>
Do I make this pit a huge hanging living area? Or a hanging mausoleum?
>>
>>137845547
Just drops to the ground, it would seem. Look at the "freezing" page on the wiki. Or try it.
>>
>>137845781
All of the volcanos there seem to be in mountain chains.
Are you not worrying too much about varying your volcanism?

It's one thing that always upset me about Perfect World, that it doesn't believe in sandstone hills.
>>
>>137845547
It's a corpse like any other then.
>>
>>137844634
>>137845292
not going to mod the game, but wrestling sounds like a good start

also, use of macros is a little annoying when you suddenly throw away your shirt instead of the stone you wanted to throw
>>
>>137846342
I just let it suggest the volcanism with the cusps rather than sprinkling them around by hand.
>>
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>>137846342
Yeah, just checked, that was with the default 401x401 variance and 75 volcanos I think.
>>
>>137846780
Macros are weird. Specifically the way the game can't keep up with itself. Without even being multithreaded.
>>
>>137847420
Good lord, some time next year with any luck we'll be fucking around with figuring out the ins and outs of myth generation.
>>
So what's next on Toady's agenda for updates?
>>
>>137849137
Finishing out the adventurer site shit and doing the rework of the manager orders as I recall.

Which is part of why I make so many evil as fuck worlds, if I'm going to haul wood up the side of a mountain to build a tavern on a cliff, it's going to be one soaked with elf blood or awful purple sludge, dammit.
>>
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>>137849901
>tfw you realise that the whole adventurer site thing means that adventurers can immedeatly get wood logs to use as weapons
>>
>>137849901
>rework of the manager orders
Has he said that it's being reworked? AFAIK he only said he was lifting the 30 item per order limit.
>>
>>137845781
Abandoned it despite wonderful ores, since it was so obnoxious to work with.

I'll just adjust openness so I don't have to deal with the bullshit of 100 z levels of depth and fragmented as hell.
>>
>>137850319
>literally getting wood

>>137850916
>Next up, I want to bring manager work orders into line with the last release's job detail settings, and a few other quality of life issues (removing the 30 limit, etc).

I assume that means letting you say "I want 45 statues of the expedition leader striking down a weremoose in 273" and whatnot.
>>
>>137828746
To be totally honest, I can only guess as to why. I think it has something to do with Elven civs views on torture. Which they feel is totally kosher
>>
My dwarves go into the danger room and lose their noses, then bleed to death as they refuse to go to hospital even if they are removed from the military.
How fix?
>>
>>137854237
>danger room
>>
>>137849137

So how long will it be until we see Toady's myth generation ideas happen is a better question
>>
The thread is the same as ever
>>
>>137858716
It was inevitable.
>>
Helpful bump

What's the consensus on playing fortress mode while being drunk
>>
>>137858716
http://gdcvault.com/play/1023372/Practices-in-Procedural

Meanwhile Toady is giving presentations of procedural generation.
>>
>>137859078
Unknown.
My Temperance value is too high, so I never get drunk.
>>
>>137859161
>stuff
Dang. Am drunk after exam, considering playing DF cause why not (otherwise TF2)
>>
>>137801981
God, I just want to watch Toady click on different parts of the generated myths and describe them all day. I am hyped as fuck over the myth/magic arc.
>>
I've got two, related and dumb questions.

1) Is it easy to get this game to run on a phone? If yes, how?

2) Is it possible to play DF blind? As in no guide whatsoever? I'd imagine not, but guides always feel like cheating to me.
>>
Is there a way to dig a hole in the ceiling? I need to get into a water-filled room.
>>
>>137860476
I just want to watch Toady to program shit all day while describing what he's doing
>>
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>plump helmet men
>>
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>>137861049
In adventurer mode? Not without dfhack > advfort or tiletypes or something.

In fort mode, [d]esignate a [r]amp.
>>
Do you guys like reading tales of other peoples forts? Things like Boatmurdered and shit like that?
>>
>>137866313
Yes.

And I've always been jealous because I have no interesting stories.
>>
>>137866313
Of course. I don't like watching people play the game, I'd rather play the game myself, however I do like reading compiled stories from players, where all the narratively interesting elements are put together. Whether they are in the form of comics, greentext stories, forum posts, etc.
>>
>>137864050
Why are your vampire sense thingies cyan? It's been a while since I last played a vamp, but I'm pretty sure those are supposed to be red.
>>
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>Have been a DF player on and off for now like 5-6 years
>After 0.42 came out I started reporting lots of bugs to help Toady, one of which he actually fixed thanks to my save file http://bay12games.com/dwarves/mantisbt/view.php?id=9432
>Keep playing the game a lot until 0.42.05 comes out then I switch to other games as I feel a bit burned out
>Concerned that he's talking a lot about what he calls the Myth Generator instead of stuff I'd be interested in like diplomacy or economy (>2016, still cannot play as a jew merchant, still cannot capture towns for your civilization, XML dump still critically incomplete)
>GDC 2016 comes and goes
>Toady's speech about the Myth Generator finally comes online https://twitter.com/Bay12Games/status/717534185569722368
>Watch it to finally see what it's all about
>my face as it goes on

Based frog. I'll be old when(if) he finishes that game but I'll be damned if I don't play it 24/7 at that time.
>>
is there a way to crush the frozen river with my hammer to get more ice?
can't [A]ttack nor [I]nteract with the frozen river
>>
>>137822549
That's just bay12 "humor".
>>
>>137868857
No.
Fill your backpack with snow then warm it over a fire if you want water.
Find rocks if you want a weapon.
Write in if you have a different reason.
>>
>>137854998
Might be less than a year.
>>
>>137867774
It'll be great to use Dwarf Fortress to generate fantasy universes that reproduce the themes of existing fantasy settings

Planescape Fortress when?
>>
>>137870116
>if you have a different reason.
Want to make an adventurer site out of ice.
>>
>>137870523
The first release (which isn't released yet) is only going to have wooden constructions, I'm sorry to say.

Presumably once everything is compatible you'd simply mine out the ice with a pickaxe, though, but I don't know when that would be.
>>
>visiting human gets struck by a strange mood
Well this is neat.
>>
I'd like to do a multi-generational fort. Start with just 6-10 or so dwarfs and not accept any migrants. Just populate it with their children and grandchildren. Is this possible to do without dying of low fps before the first decade or two? If the fort is only 2x2, the world is small/medium, only 1 year of history, and I keep my overall production low, would it be possible to last 50 - 100 years at a 'playable' fps?

Also, I haven't played since the latest update, but would it also be possible to breed humans/elfs that settle in my fort?
>>
>>137867774
>5-6 years
About the same time as me, you tried playing 23a because that has lots of useless nobles and just as annoying economy.

>Legends
Can use dfhack to export everything from legends, exportlegends all is the command for everything it gets the extra stuff that it would miss.
>>
>>137873434
Item count would be you're only problem you would also have to use marriage suits to make them get married they also have to be in 10 years of each other.

FPS will not be a problem if you keep you items count low. I got 10 years in with 30 to 20 dwarfs and it only slowed down by 30-50 fps because of the 1000s of stones I dug out.
>>
How do I get cloth from animals? I've slaughtered several but apparently they aren't giving any hair.
>>
>>137873769
Does atom smashing help with high item count?
>>
>>137873806
Only certain animals when you shear them. Alpaca, Llama and Sheep.

>Hair
Hair is a byproduct of butchering some animals. Hair can be spun into thread at a Farmer's workshop. However, the produced thread cannot be used to weave cloth, but can be used in Hospitals, or dyed. Hair thread can be used to bind books.

>>137874002
Yes or trading them off. Could also swap over to dfhack and use the autodump destroy feature.
>>
>>137873806
Farmer's Workshop has a [s]hear command, and [S]pin to wool.
The animals also need to have enough hair that cloth is possible.
>>
How do I view a statue in Fortress mode? Loo[k]ing at it just shows that it's there, I can't get details.
>>
>>137874835
From outside any menus, hit the command to view the con[t]ents of a building, scroll over to the statue, and it should bring up a list.
>>
>>137874835
going to have to press t to view building materials and view it that way.
>>
>>137860982
1. Not easy but possible. Check out the 3rd party forum.

2. very possible, but not as easy as it used to be a few years ago.
It's generally recommended to keep the guides to a minimum though. Start with the quickstart guide on the wiki, but don't follow it too closely and drop it soon enough.
>>
>>137821442
Yep, definitely not too busy or anything
>>
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>>137867598
Modded out the ass yo, I have my multi-stage buff items give different sense creature colors so I can keep track which is active if I happen to hop on a save and am not sure which I did last or whatnot.

>>137876626
Awesome, I made it for personal use but at the very least I'd prefer it not be too hard for others to read if they see a screenshot, why I set aside other sets from main use. This kind of criticism is helpful!

>>137866313
Yeah, stories are always fun, that's why I tell newbies take lots of screenshots. Being able to go back and grab them when shit happens is awesome. I remember some derpy shit I did in the first month or so that I would love to have had some sort of record of, instead all I've got is a handful of isolated shots from random forts, and shit like the first time I successfully flooded my entrance.

Though that was also when I learned two things:

1. Bridges must be made of magma-safe materials to stop magma.

2. Doors must be magma-safe AND LOCKED otherwise dorfs will happily walk into a wall of magma.
>>
>Have never seen a Werewolf as a werebeast before
>>
>>137873523
Nah, my first version must have been 0.31 or something. 23a was 10 fucking years ago.
>>
>>137882303
I know it would have been 0.31. Should give 23a a try.
>>
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2 waterfalls and one where the crocs can move back up.
Could it have been them getting knocked over by it?
>>
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>>137867774
I can't hear shit

is there another video?
>>
>>137883494
http://gdcvault.com/play/1023372/Practices-in-Procedural

Click on "Dwarf Fortress - Tarn Adams"
>>
>>137883494
>Pic
That really shows why theres some many small things added like tears and sweat.
>>
>>137883638
>different land masses that have magic properties

sure hope you can embark there
>>
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>No giant carp
Yet there are giant spermwales.

>>137885536
Sounds like that will be around when he does the different planes, we're yet to see how the magic works in game itself. Though by the sounds of it's so far more to do with beings and items rather then something that can be learned and experimented to make new spells.
>>
>>137860982
You can play it without guides, although I'd recommend skimming the in-game tutorial to familiarize yourself with the basic controls and graphical representations.
>>
>>137862521
Isn't that a mushroom man from the forest of gank in dark souls 1?
>>
>>137886328
Toady has oft said that he preferred to get away D&D-esque magic, that's all flashy and powerful. He's more a fan of the subtle, permeating brand of magic.
>>
>skinny crossbowman ambushes me
>Why are you doining this? Let's stop!
>NEVER
>dodge the bolts
>close enough to jump him, but he jumps to the side
>get my spear ready and manage to hit his lower body
>wool cloak gets punched through and guts pour out
>crossbowman pales and starts to scream
>follow up and charge from the side
>he can only look in surprise as he gets knocked backwards to the ground
>vomit and spaghetti fly everywhere
>So, you have enough?
>Yes, I will fight no more
>he can't even get up anymore
>look at him slowly pass away
>decide to perform my first poem, it's not very good and doesn't rhyme well
>lucky he can't run away like the others
>as I conclude my performance he retches for the last time

I'd say that was a big success
>>
>>137891123
I love hearing stories like this.
>>
>>137890685
And then there's this screen full of flashy powerful D&D-esque magic.
>>137805003
>>
>>137891358
Sometimes, I wonder if he isn't already insane.
>>
>>137891529
Holy shit.

What if.

What if the entire thing of DF is just Toady hitting a strange mood?
>>
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>>137891653
>>
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>>137891358
Yeah, there's some stuff in there that we can do with dfhack, and some of it is pretty much impossible currently.

>>137891123
>>137891304
Yup.
>>
>>137891653
>Toady is drawing a picture of the entire universe
>>
>>137891653
He's going down his list of required mats right now. Soon he'll get to an item that doesn't exist yet, say a quantum processor or something like that, wait for months barricaded in his room screaming "I demand a 512GHz processor! I demand lemon merengue RAM!" before finally going berserk and beating Threetoe to death with a keyboard and drowning himself in the bathroom sink.
Or something like that.
>>
>>137883494
>this man used to be a professional lecturer
>>
>>137892671
All along, this game was a cry for help. And all we did was enable him.
>>
Is there a way to view a full game world map without having to retire my adventurer?
>>
>>137895949
There legends mode, just copy the save if it worries you too much.
>>
>>137895949
Export the maps from legends before you start. If you have dfhack you can use open-legends and export from there.
>>
>>137896291
>open-legends
If I do that shit ingame it won't fuck my save right?
>>
>>137896413
Not that I'm aware of, that's the whole point of open-legends. It was implicated in the fort mode map regen bugpocalypse, but others said that it wasn't involved. Even if it is, that's only an issue in fort mode.
>>
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>>137896413
Yo man, open-legends is the shizzy and easily the thing I miss most while playing a fresh version without dfhack available yet.

You can also use open-legends force during world-gen and check shit out while it happens, pause it first though.
>>
How do I make my violent accomplishments known such that my fortress dorfs will engrave them?

I'm at the Fort as an adventurer right now.
>>
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>that guy at the end of the GDC speech who asks him how he manages to convince the dev team to comply with his insanity
>crowd starts giggling
>"that's the thing, I don't have a dev team"
>>
>>137899921
Go tell about it to as much of them as possible. Eventually they'll start talking about it between themselves. In general I tell it to nobles in priority.
>>
>>137901906
What should I use to tell them? "Brag about your past violent acts"? Or do I need to mention specific events?
>>
Hey! So how does the picking of the evil squares work in world generation?

I raise the savagery really high, but it always picks the ocean instead of anywhere on the land.
>>
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>>137902819
Tell stories with lots of them in earshot.

Filter by region or site to make sure you find all the stuff if the specific names don't show up.
>>
>>137903318
Hard to say without actually playing with the world-gen, but go to the evil squares in small/medium/large regions.

If you keep missing areas you wanted to be evil, raise the small regions value up, if you keep getting big neutral/benign glaciers or deserts or something try raising the large regions value, etc.
>>
>>137552107
What tileset is that?
>>
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>Giant beetle throws the woodchopper with its right wing
That's a bit weird then again I guess he tried jumping on the beetle.

>>137903532
Large regions doesn't do much, better off with small regions because you end up with them all over the place mainly single world squares.

Regions are set at the start with the world seed and evil region picked from them with the history seed. Though It could be the world seed, either way history will pick the effect for the values.
>>
>go to Vault
>angels are made of fucking ash
>>
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>Baby snatcher
>Goblin wearing elf bits
>elf nail crown, elf hair amulet, elf bone ring, elf tooth earring and a elf Tooth Bracelet
>Attempts to get to the child
>Child is playing around the bedrooms
>Runs off after seeing everyone in the tavern
>Runs into where the iron is being worked
>Goes back and tries again
>This time doesn't care and will run in
>child is further away
>Gets so very close a few times only to get corned and killed
>By the merc thats unarmed and other guests
Well that really had to be the best baby snatcher attempt I have seen, that was really great to watch.
>>
>>137908562
And I get there, it seems to dead end.

I use Reveal, take a look at it.

The entire design is fucked. There's no possible way to get to the slab room.

What do?
>>
I cant stop generating worlds, and never being quite satisfied.

To be quite honest im not sure what I want. Maybe its time to try and generate some haunted as fuck glaciers.
>>
Best fucking feel.
>>
>>137910252
is there a way to climb down to it from above?
if not it's obviously a map gen error.
>>
Why do my masks wear and tear? Are they not like armor? I added masks as common items for clothing in dwarf's Helms tab, below the hoods
>>
>>137911781
They're considered clothing items, even the ones made from metal. Same with caps.
>>
>>137911781
>Are they not like armor?
If a civilian can wear it as a civilian, it's clothing and not armor. Regular clothing slowly disintegrates, which is why adamantine robes and cloaks will wear away to nothing despite being made of metal.
>>
How do I ensure the generation of more 'Tropical' map sections using perfect world?

Want to get a fortress with high savagery going because I've always wanted to tame war elephants.
>>
>>137912984
Thats just mainly rainfall make sure the area with hot temp gets alot of rain. Temperature is also broken for perfect world so don't use that setting, causes some bioms not to exist.
>>
>>137913181
Oh, good to know, thanks.

I was wondering why I wasn't getting any freakin' glaciers.

I just need to pick a world and start playing, Ive spend about three hours fiddling around in perfect world
>>
>>137913251
That sounds like it was more of not setting the pole setting unless temperature for it is more broken then I thought.
>>
>>137912380
>>137912421
Ok so next time I might gen a game, will changing the tag to ARMOR change it in anyway from the usage as a [helm] or will it still be treated as a helm and have the armor tag?
>>
>>137910252
If you have dfhack, you can use tiletypes to make a path of floors connecting the slab room to the other big room there.

It's not really cheating, considering how often these vaults come out fucked. Also, I'm pretty sure you used save-scumming to get this far, so it's not like tiletypes makes it any worse.
>>
>>137913669
Adding the armor tag will make it armor, but you might have to also remove [SOFT], and maybe something else as well. I can never remember. Refer to the helm raws.
>>
>>137913881
They were made of ash.
>>
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>>137913881
You can also (slowly) use advfort to deconstruct parts of the floor, or teleport yourself, not sure which script is current, I just use gm-editor to do it.

>>137913181
Temperature is broken? It behaves weird but once you get the hang of it I think it works fine.

>>137909490
>yakety sax

>>137905645
Well, I use large regions when I have a big world with huge glaciers, helps make sure the whole thing is awful.

>>137911178
Haunted as fuck glaciers?

http://pastebin.com/wj7DBq22

The entire outer edge of a 129x129 covered in evil glaciers and volcanos with enough hospitable biomes in the middle for civs to survive.

I'm stuck wanting to fuck with this map more but scared because I just love how it looks.
>>
>>137914209
Is it possible to mess around with object raws in the save file itself, instead of having to pregen new ones? I see the [SOFT] tag you speak of, in the Items_helm text, just ready to go at the word it will not tarnish the game
>>
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>Still getting migrants
>Civ only had 3 people in it at the start
Well turns out it only draws from historical figures otherwise it will just give you random dwarfs. I thought it was only going to create merchants then I would draw from them Going to have to pop cap.

>>137914939
>Temperature
>It seems to be working great, but the fact is that some biomes just don't show up when you use the 'None' pole option in DF. It could be a minor issue, but it bugs me enough that I wouldn't use it in my worlds.
http://www.bay12forums.com/smf/index.php?topic=57428.720

I do remeber it hard to find some bioms myself.
>>
>>137915696
You can change a lot of item and creature properties for already existing worlds. I've never tried that one, but it will probably work. I have removed [SHAPED] from armor before, and that took just fine.
I don't know what will happen with already existing masks and civilians already wearing them. Backup your save, just in case.
>>
>>137914939
Creating this ring of doom now, thanks!

Looks amazing.
>>
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>Handful of monster hunters in the world
Toady really needs to add a better way to bring these people to a fort. Might be good if they came hunting for a werebeast, how long does being a werebeast in fortmode last?
>>
>>137914939
It actually seems to be rejecting most maps, is this normal?

Will it eventually resolve itself?
>>
>>137919010
#justperfectworldthings
>>
>>137919010
Change the erosion setting the default will melt away the mountains and that could cause the world being rejected on that.
>>
>toady will never drop this over-expanded fantasy Sims and make something cool like a pirate game
>>
>>137921219
So down to 0?
>>
>>137923012
Not down to 0, 70 works fine.
>>
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friendly bacteria? What does that mean
>>
>>137924051

the voices are talking to him again
>>
>>137903361
Not that guy, but I've had failures and successes spreading stories of my battles over the last couple years. How long does it usually take for people all around the civ to know who you are?
>>
>>137924051
DONT YOU DIE NOW TOADY
>>
>>137872853
Humans don't have the [STRANGE_MOODS] tag, they can't get one. Are you sure?


>>137877451
>Doors must be magma-safe AND LOCKED otherwise dorfs will happily walk into a wall of magma.
>not wanting to embrace lovely magma
Tileset looks good, yo.

>>137920501
#perfectworldproblems
>>
>>137923162
Picked my favorite looking volcano.

Time to dig down to the cavern layer as fast as possible and get farms going. This is bound to be interesting.
>>
How dangerous are "brown recluse spider men"? I found their silk web on the surface on my embark. The wiki doesn't say much.
>>
>>137924775
Dont get bitten. Venom causes necrosis.
>>
>>137924051
He has a positive attitude about his head cold. He feels as though he may die but probably not.

I guarantee you Toady is hazily coding in future bugs as we speak.
>>
>>137924812
>Dont get bitten
I see. The thing is, I can't see them under [u]nits.

I should probably just forbid the silk until I have some armored military to deal with the men.
>>
>>137924857
He was talking about his character in adventure mode.
>>
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>>137924603
Hell that was actually the classic curses_640x300 I think.

>>137918821
>>137919010
Hmmm, it tended to reject twice and then gen properly as I recall.

Just worked first try with the pastebin version copied in to double check.

>>137924553
If you become a hearthperson in a town and hang out in the keep telling stories once everyone gets in there, then go do a few hearthperson quests, by the time you come back you should have people stopping you on the street to say hi and that it's good to finally meet you.
>>
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>Makes fun of another dwarf
>That dwarf is terrified of snails
I should just engrave that dwarf's room full of snails now, put snail statues everywhere.
>>
>>137924553
After someone in a town has heard about something, it will spread to every person in that town as soon as you travel/sleep.

However, each new rumour in a town will take the place of an old one, so the townspeople will eventually forget about your exploits(unless they live in a small world where nothing really happens). If you want to stay in everyone's favour you'll want to keep doing impressive shit.

Also, remember that a rumour of you killing a horseshoe crab in The Oceans of Licking might very well replace, and thus also completely eradicate, the rumour of you slaying the ancient dragon/hydra which had tormented the townspeople for generations. Be careful with the rumours you tell.
>>
>>137927510
Yeah, it's better to go on and on about the dragon you skullpunched than all the various night trolls and wolves and shit you beat up.

I tell the priest in a new town at the main temple about my three or four biggest kills if they're quick to scroll down to, then toss in several bandit/criminal beatings, and then head towards the keep and check with people there, by the time I travel across town from the temple to the keep I'm generally well on my way to being famous.
>>
>>137926562
If I remember correctly, this will actually trigger bad thoughts for the dorf.

At least this should be the case if it's the engraver who chooses the picture. I'm not sure how commisioned pictures work, or if they affect the gameplay in the same way.
>>
>>137927716
With the night troll spouses, there's also the risk that some of the townspeople knew them before they turned, making them hate you. This might have changed when Toady re-added the bandit/beast hunting quests, though.
>>
>>137926000
Oh, quoted the wrong post, sorry. Either way, have a compliment.
>>
>>137927786
Snails appears not to be working might have to try single snail images.
>>
>>137928659

http://dwarffortresswiki.org/index.php/DF2014:Preferences#Value_Considerations

>If yourmonarchabsolutely detests large roaches, a platinumstatueof alarge roach in theirbedroomwill not count fully towards the noble's room value requirement (although they'll still admire it without complaining about the subject matter).
>>
>>137928761
Looks like it has to be engravings then.
>>
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>>137928038
Well hey, thanks!

>>137927925
Nope, still fucks you over.

I got told to go ask someone for directions once, said person was a night troll spouse, said spouse happened across the map and I found them attacking people so I tried to say hello.

Said night troll spouse HAD NO TONGUE... so I killed them, and then everyone calls me a murderer and shit.

Also, Toady, dammit... when it gets closer to a release I'm excited about I start going crazy and nesting, except nesting in this case is shit like trying to see if I'm imagining single pixels being misaligned or not.

https://www.youtube.com/watch?v=1Sj-UdjqlFw
>>
>>137929135
It probably follows the same logic.
Live snails, however, are another matter. Make it happen.
>>
>>137930092
Well that sounds much easier to do, just need to figure out this animal trap stuff.
>>
>>137930491
Post pics of stressed dwarf when done.
>>
>>137924051
The fucking GDC cesspool infected him.
He went there a couple weeks ago, which would line up with incubation periods for a virus.
>>
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Well That took longer then a year for them to marry, next time going to do something more effective.
>>
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>>137931575
I bet Kitfox Games is at least partially responsible.
>>
Taffer is awesome.

Just started a terrifying glacier. The only enemy was one undead wolerine and an undead owl who lived at the top of a mountain and never came down to give me any fun. Got smithing going, tons of food, i'm already stable.

Looking for something diferent, what biomes are you guy's favorites?
>>
>>137931264
Haven't caught any snails yet loads of other creatures will try again tomorrow.
>>
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When will Toady add library cards and borrowing mechanics to the libraries?
>>
>>137934118
Impying that he'll ever want to release it with magic done and worlds made from eggs.
>>
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Ended up putting in a 15% transparent outline around the walls trying to blend the corners, then doubled it and trimmed at it until it worked.

>>137933034
Half-mountain embark so I can get a big sheer wall of volcano.
>>
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>>137934708
If some egg shells are going to form regions, and some egg shells are flying through the sky, does that mean that we'll have floating islands?
>>
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bumba pumba
>>
>>137927786
It doesn't. Only actually sharing a tile with vermin can cause a negative thought related to it. Constructed furniture and buildings can only cause positive thoughts regardless of their subject matter or quality. Engravings don't cause any thoughts at all, except tangentially by raising the value of a room.
>>
I'm confused, I was just earfucking my brainholes with videos of P1 GTR vs FXX K and such around Spa.

I hate to say it because the right answer is always "the Ferrari sounds better", but I really love the grumbly bellowing roar coming out of that McLaren.
>>
>>137939851
So they don't even fulfill the "admire art" need?
>>
>>137939883
This is such an A E S T H E T I C post.
>>
>>137939946
No. You can look at your dwarves' thoughts and prefs, you'll never find a thought related to an engraving. They're just passive value boosts on a a tile that dwarves don't interact with in any way.
>>
What tangible effect will myths have on fortress mode?
>>
>>137940380
So "admire art" just works for statues?
>>
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>>137940075
Well, I was taking a break from trying to see if the spots where the horizontal walls meet the angle corners in this: >>137929145 had little nubs or if they were gone in this shot... so I flipped over to see what auto news was and ended up on a youtube car binge.

https://www.youtube.com/watch?v=fcTEHrAUAG4&
>>
>>137940456
>fucking magic
>fucking magic extraction workshops
>fucking workshops which are kinda magic but not sexy magic just like "turn rocks into lead" magic
>crazy fucking worlds to try and build forts in
>you want flying continents with waterfalls of magma obsidianising a floating lake, of course you do!
>gotten too familiar with dorf mode? try it without the dorfs, not by modding in another race, but simply because you gotta deal with whatever fucking race is playable that the crazy ass myth generator shit out for you today
>artifacts being fucking magic instead of just super accurate razorblades or super useless lead wardrobes
>world-gen artifacts?
>world-gen artifacts of apocalyptic power being captured by a dorf who was kidnapped by goblins, rose to power, and began waging war on your civ, she's missing one piece to finish her device and drown the world in blood and zombies... good news, it's under your fort!
>>
>>137940583
I'm not sure. The admire art need is new in .42 and needs sciencing. It could possibly also be satisfied by any decorated furniture, or maybe architectured buildings.
>>
>>137941939
I always take it when making an adventurer because you can just tell a short poem and fill the admire art, make merry, and I think stay occupied needs. Talking to god (literally) gives you focus from religious needs, and talking to animals takes care of socialize (weirdly enough) but it makes them histfigs so you punch them to death to handle fight and excitement.

I never confirmed it but it seemed like See Great Beast always got filled when I talked to other dorfs.
>>
>>137941421
Ah, what could be
>Digging and finding a buried artifact
>Dwarven SCP descends upon it, before/during/after everything bad happens.

Some other things I want to be possible:
>More threats to fortress, megabeasts/forgotten beasts of magma sea, Peculiar Chambers to break into, burrowing beast, internal threats etc.
>Sending out warparties to travel on map, sieging other fortresses/establishments.
>>
>>137941421
>Dwarf Fortress SCP files
>>
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>>137942414
>burrowing beast,

gl famalam the marked areas are going to be magma
>>
>>137942414
>burrowing beast
Those are already in the game. They're called "dwarves".
>>
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is this bug
>>
>>137942545
I mean, basically, some of the shit in those screenshots from the GDC talk scare the fuckballs out of me because right now bogeymen just annoy me.

There is a very short window when I'm actually endangered by them before I go do //something// to fix that problem or die to a badger with a hair up it's ass before ever hearing a cackle.

After that point they're just a periodic annoyance so I disable them, both to get rid of the random travel interruption and to let me do something besides rush straight to godmode (it's fun to derp around as an ordinary poet or storyteller sometimes) and there is no real surprise.

Oh they fly, oh they don't, oh they "have random smattering of features" yay.

Now... bogeymen that can
>sing and spray webs
>sing and make you do a fort mode job or other task
>flat out turn invisible
>CURSE YOUR BITCH ASS?
>fuck with your reputation
>be around you and actually invisible instead of appearing as you move like bogeymen do now
>fuck with your personality traits, values, and preferences
>fuck with your memories
>fuck with your emotions
>induce pain, nausea, or stun you
>fix any of those
>shoot ice or lightning or water
>animated objects?

>Who am I?
>Why does my head hurt?
>How come I'm so angry and filled with an urge to make music? >Where the fuck did that lightning come from?
>Why is my sword trying to hit me?
>Fuck it I don't like being in the woods anymore.
>>
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>>137943531
>>
>>137943590
Remember that spirits will probably be quite different than bogeymen. Most of them will probably not actively try to kill everyone. Most of those encountered in the game will probably be mischieveous at worst, and outright benevolent and helpful at best.

The myth screenshots also mentions out of body experiences and spiritual journeys. I hope those will be playable in adv mode.
>>
>>137943891
The mega negative distances is what happens when the shit is technically reachable but can't actually be brought to the job site, as I recall.

>>137944167
No doubt, but if there can be benign/benevolent/passive spirits with these sorts of powers, well, Toady has said, and the Threetoe stories all point towards a situation where bogeymen with any of those powers I mentioned is something you might have to deal with.

Maybe not EVERY cackling, but that definitely makes it a different sort of thing than "ugh, I'm tired of these now" y'know?
>>
>>137943590
You know that bogeymen only attack lone travelers, right? Get some companions and your problem is solved. (Until they die, that is.)

Not that there's anything wrong with just removing the fuckers from the world generation.
>>
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hey /dfg/ I got back into DF after a VERY long absence (last played in 2009) and decided to settle down in a non-evil zone and have a relaxing reintroduction game.

I saw "tower" on the embark screen but I didn't know that was where necromancers hung out, I thought that was just a goblin thing

So the first year I got attacked by like 6 undead military units and animals which wiped out 5 of my starting dwarves plus the other migrants, and I had to run everyone inside leaving the picks outside, so there are only 2 dwarves left and neither of them can mine.

The merchants came and killed most of them, but now the second wave of undead is here. How fucked am I? Necromancers reanimate corpses in the area, right?

On a side note I kept the merchants locked in because I anticipated more undead coming, but there were five at the start and then two+the yak completely disappeared, despite my doors all being locked. Can anyone explain what happened there? They aren't turning up on the dead/missing screen.
>>
>>137945189
Yeah right now that's how they are, but they're also a coded event, every time you travel alone there's a hand dropping a couple of d6's and now and then they come up cackles.

Myth generator worlds open up the possibility for shit like bogeymen to be more like evil weather or deliberate results of evil magic or accidental side effects of magic or even a curse of some sort you have to try and get rid of or live with.

Much more interesting.
>>
>Of course, I'd have liked to be further along, but I'm not the only one working. Some friendly bacteria are doing a colony management sim in my head, and they managed to implement all sorts of impressive routines. Rapid temperature fluctuations without lag, top-notch eyelid closure mechanics, something reddish and growing... it will be fine. It will all be fine.
Is Toady in one of those strange moods again?
>>
>>137946550
not sure if you're being obtuse, but he's hinting that he's sick
>>
Should I bother trying to combat cave adaption?
>>
>>137945303
Really depends on your will to win this war. You can always build some traps and wooden cages - your workshops seem to be wooden - and capture most of all zombies. Also necromancer usually flees off the map after seeing your military on duty - even when you have only one novice wrestler, so you can sacrify one of your dwarfs to save those corpses from being reanimated and retieve a pick if you are lucky enough. And use merchants to finish remains of zombies.
>>
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>page 10
>>
>>137943531
>>137943891
Upload save and post it here:

http://www.bay12games.com/dwarves/mantisbt/view.php?id=4372

>There might be other configurations that cause this to happen, or something with water or cave-ins or whatever, but this is probably the main culprit, so I'll mark it off until we see it again.
>>
>>137948102
Spears or axes work best, don't bother with war hammers against cave adaption
>>
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Which DF mod should I download if I want to have a really shitty time?
>>
>>137950761

I think it's because there was a woodcutter stuck in the tree there, or something.
>>
>>137948567
Cool, thanks anon, cage traps seem like a good idea, and I will fight. I have the mechanisms ready, but on the other hand neither of my dwarves are carpenters and all the wood is outside, but I think it's worth the risk if I can get at it.

If you don't mind I have three questions the wiki didn't have answers to:

The merchant guards remaining are now listed as "friendly". What can I expect from them? They killed the guy who came with them (he went beserk), are they going to go beserk too?

Where the fuck did the other two/six merchants go? All my doors were closed firmly trapping them inside, but they seem to have just disappeared.

Will a novice wrestler dwarf be able to take on an undead severed dog's head if I give him a pick? The head's sitting near all the wood I cut down before the undead came. It's already killed a yak.
>>
My marksdwarves move slow as fuck and i think its because of the armour I'm giving them. If I just get rid of the breastplate and leave them with just mail shirt, helm, leggings, gauntlets and boots will they go fast but not get torn apart in combat?
>>
>>137951050
Great, be sure to mention it.
>>
>>137950991
Masterbloat? I don't follow any that are outright irredeemable, but some Pony ones do exist.
>>
>>137948102
For military dwarves its probably worth your while, but once they're legendary it won't much matter if they're perpetually stunned/nauseated while fighting.
If, like me, your main gripe with it is the unending flow of uncleanable vomit, you can just remove [CAVE_ADAPTS] from your save's dwarf raws.
>>
I have an aboveground fort with one drawbridge and a moat. My farms and gathering zones are outside the walls, and that's where my guys fish as well. What's the best way to get everyone inside as quickly as possible?
>>
>>137951172
The merchants and their guards will all go crazy eventually if prevented from leaving.

The others may have left through the caverns, or already gone nuts and been killed while you weren't looking.

Nothing short of magma or an atomsmasher will kill the reanimated dog head. There's a bug with small undead parts being unkillable. Your best bet is to try to avoid anything smaller than an entire limb. Be mindful that untanned hides and unspun hair can be reanimated, are also subject to the bug.
>>
>>137952406
Define a burrow for the entire interior of your fortress, set it to activate on alerts.
Activate an alert when danger appears.
>>
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>>137952406
>My farms and gathering zones are outside the walls
Why did you do this? What were you thinking?
>>
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>>137948102
>>137950865
>>
>>137952834
nice
>>
>>137952834
OC? In any case: nice.
>>
>>137953345
Check the date on the post in the pic and decide for yourself if it's OC or a repost
>>
I wanna do something, but I don't know how.

I want to assign an individual lever to each dwarf in my fortress and when pulled, regardless of the location of the corresponding dwarf (even if they're miles away from the fortress), I want that dwarf, and only that dwarf to die.

Any ideas?
>>
>>137953548

workshop profiles
>>
>>137953427
I recognised the post, yet couldn't tell if the entire thing was OC, or if the poster just pasted it onto some old content.
>>
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>>137952563
>Nothing short of magma or an atomsmasher will kill the reanimated dog head. There's a bug with small undead parts being unkillable. Your best bet is to try to avoid anything smaller than an entire limb. Be mindful that untanned hides and unspun hair can be reanimated, are also subject to the bug.

Oh fuck. Would it be possible to wall it away or something then? Currently it's 20 tiles away from the fort exit, how fast do corpse parts move when they see something to attack?

I do have magma available, also, but I don't have any bauxite so I can't control the magma if it gets set free.

On a side note, noice, I let the merchant hammerdwarves out and they BTFO'd the entire undead army then left. Except for the Necromancer.
>>
in adventure mode:
people have a certain color. Is it based on their proffession, or status?
Most are green, but I've also seen white, blue and red so far.
Couldn't find a legend for this on the wiki so far (probably because I use the wrong searchterms)

can someone give me a hint on this?
>>
>>137954524
Most likely it's by their job or weapon they use if they're a soldier, unless those are animals, then it's just to differentaite between those
>>
>>137953548
Hmm.
Okay, I've got this.
You'll need to give each dwarf a bedroom with no access, and make them sleep in a dormitory instead. On the z level above their bedroom, channel out a 1x4 space, and dig out a 5th tile at the end of it. Put a retracting bridge over the channels, and a statue at the end. Designate a statue garden from the statue and assign it to the dwarf whose inaccessible bedroom is directly below. Yes, you need to do this for every dwarf. Now you wait.
As time passes, the dwarves will accumulate tattered clothes, which they won't be able to store in the cabinet in their bedroom. Instead they'll put them on the empty space (which should only be a bridge) in their statue gardens. When a dwarf offends you, pull the lever assigned to it to simultaneously open the retracting bridge in their statue garden and the door to their bedroom. Their tattered clothes will fall into the bedroom, generating critically important "store owned item" jobs.
When the dwarf walks into their room, they'll walk over a pressure plate that opens a floodgate on the end of the room. Behind that floodgate is, you guessed it, magma. Set it up so that the pressure plate is single use, and also closes the door behind them.
>>
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>>137954791
>>
>>137954791
You do realise that you can just have a special military squad dedicated to this?

Just add the offender to the squad, and you can make him or her walk anywhere you want.
>>
>>137954791
Hmm, good - but is there any way to instantly kill the dwarf?
>>
>>137954467
Undead are pretty slow, and even slower with no legs. The bigger problem is that 20 tiles is the sight range for dwarves, and they'll cancel a job if they can see a hostile creature, and probably run to it and punch it until they die of dehydration. Not even joking. You may want to try to bait it into a blind corner or a cage trap, or try engineering a convenient cave in to trap it.

I can tell you're oldfag wanting bauxite. Welcome back and all that. You'll be happy to know that there are now a plethora of magma safe stones to choose from. You've probably got a ton of them and don't even realize it. IIRC, the z - stones tab has a magma safe indicator, so you can see at a glance if you have any. Gabbro, basalt and orthoclase are all very common.
>>
>>137952668
Walling in most of the map seemed like a waste of time.
>>
>>137954679
possible, I just hoped for an easy way to tell who's important
>>
>>137955242
He said he wanted to have a kill lever assigned to each dwarf. I told him how to do what he asked.
>>137955330
Nope, lever-activated explosive collars aren't a thing. Yet.
>>
>>137955697
Purple people are
In most cases they're nobles n shit
>>
>>137952834
Is combat-log-anon a thing again now because I would like it to be a thing.
>>
>>137956352
There aren't a whole lot opportunities for wordplay jokes in these threads.
>>
>>137955446
>You've probably got a ton of them and don't even realize it. IIRC, the z - stones tab has a magma safe indicator, so you can see at a glance if you have any. Gabbro, basalt and orthoclase are all very common.

This is excellent news. I'm happy to return.

Though since I don't have a pick I'll just run with the cage trap and try and trap the dog part. Shouldn't be too troublesome.
>>
>>137955508
Since 9 to 18 tiles is enough to supply most forts, you might as well just put the farm plots inside the walls.
>>
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Any suggestions before I start digging on the right?

All those little 3x3s will be homes, the NW area of the right will be a tavern with separate food/drink storage rooms, the small wing in the NE corner surrounded by 3x3 rooms will be for clothing and leatherworking (2 looms, 2 dyers, 2 clothes makers, 2 leather workshops), I'm thinking the big empty rectangle in the SE will be for farming once I can figure out a pleasing design
>>
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>Wanna do wooden cavern housing
>Circular, to sorta fit the theme
>End up shaping the floorplan for 30 minutes or so
I guess I have autism, after all.

Now to build it, jesus...
>>
>>137948102
http://dwarffortresswiki.org/index.php/DF2014:Cave_adaptation

Design your military patrol routes and burrows accordingly.
Ideally, you'll want to force dwarves to pass through outside spaces as often as possible for as much time as possible, in order to avoid incidental cave apation when they go to sleep, eat, drink, training, etc (assuming the room isn't inside a surface construction)
Thankfully cave adaption is reduced at 10 times the rate it's gained, so you won't spend 2 years dealing with a vomit-covered military.
>>
>>137957757
Caught the fucker and the Necromancer snuck off, thanks for your help anon/s
>>
>>137959196
Looks fine to me. 2 leather and clothier's shops will probably be overkill. Also, obligatory lol benis.
>>
>>137962069

I just like having 2 dwarfs specialize in each craft so having 2 workshops makes sense
>>
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So I managed to skullkick a dragongod out of the universe again. This time I knew how to fix it, but yeah, that's a thing that happens I guess.

>>137960091
>one of us one of us

>>137957125
Fair enough.
>>
What is the simple and easiest way to irrigate stone?
>>
>>137966369
Dig a tunnel from a river/underground lake to the place you need to flood
Place bridges at key intervals and hook them up to levers
Breach the river/lake wall
Pull the levers when you need to stop the flow
>>
>>137966369
use buckets and pits

what mod is that
>>
>>137967532
Well damn!
>>
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welp, another adventurer who died in the dark.
at least I managed to get a titan.

but seriously, I struggled more killing wolfes than that titan.
And all I got was a pool of water (was quite thirsty so not too bad I guess)
>>
>>137967532
>i really don't need more dead dwarves on my hands
Armok does, and he outranks you.
>>
>>137969347
You need a shit load of coffins on any fort in my experience

Filled a 100 the other day and it wasn't even hard, although I allowed pets to be buried there as well
>>
>>137969347
My first attemt on making a gravesite was digging a channel, dumping the corpse, dumping the coffin on top and sealing it off with a floor.

Didn't take long for ghosts to haunt my dwarfs, so I decided to put memorial slabs on top.
Unfortunately this was on the surface and kia quickly took all the slabs with them...
>>
Page 10.
>>
So any idea when the next update is coming?
>>
>>137972029
When it's finished.
>>
>>137972029
In DF terms very soon: within 2 months.
The (big) one after that somewhere within a year, I'm guessing.
>>
>>137966768
read the filename, it's Mount and Blade: Warband. probably a Lord of the Rings modification.
>>
one of my dwarfs just inherited a barony, my place is only a hamlet - will I still be able to get another barony?
>>
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I wish the Black Caps/Goblin Caps were more plentiful. 2nd floor could be edgy.
The first one is bit too bright.

Now just to make a connecting element for additional safety.
>>
>>137972745

>it's Mount and Blade: Warband

What do you think I meant by "what mod is that"?
>>
>>137972745
>tfw still no M&B mod for DF
>>
>>137973314
Holy shit imagine conducting sieges in adventure mode with an army of hundreds
>>
>>137973314
Well, when Warsword finally updates.
>>
How to get rid of children effectively?
They seem to ignore burrows completely.
>>
>>137974686
A child does as it pleases!
>>
>>137974686
kill them
>>
>>137974463
It's been more than a year since I last played M&B. Was Warsword that super-bloaty mod that had NSFW scenes and changed the UI completely? I also remember that there were countless variants of it with different names.
>>
>>137975187
No.
That would be Warwolf.
>>
>>137975908
Ok. That mod must seriously be the M&B equivalent to Mastershit.
>>
>>137976046
Yeah, plus wacky slavic influences.

Warsword is a "totally not infringing the only valid piece of your copyright" mod based on Warhammer Fantasy.
>>
dog companions when?
>>
>>137978245
I hope the myth release lets adventurers summon spirits and use them as familiars.

It will be SMT Fortress.
>>
>>137915920
all those military recruits
neat
>>
>>137913881
I used tiletypes to knock away a couple of walls and used climbing.

>save-scumming
They were made of ash. Even the big one.
>>
>Migrants roll up to entrance of fort
>Immensely horrified by the corpses everywhere
>One guy is so affected he can't complete a single job out of sheer revulsion and keeps canceling jobs

cmon you pussy it's just shoveling heads
>>
>>137981992
It'll stop once they've been around long enough to get thirsty. Inebriation is way OP right now.
>>
bumping for meme
>>
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>>
I'm new to this general, how often do you get new players that are trying to learn this game. The interface has always intimidated me and I want to know what a good tileset is, I don't mind ASCII, it's just the screen always looks cluttered and it's hard to distinguish what's going on sometimes.
>>
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>>137986581
>>
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Anyway, the housing I ended up using. Bit bothersome to designate, but I like it.

>>137988202
As for tilesets;
http://dwarffortresswiki.org/Tileset_repository
http://dwarffortresswiki.org/index.php/DF2014:Graphics_set_repository

And colours:
http://dwarffortresswiki.org/index.php/DF2014:Color_scheme

It is a daunting game to learn, but it is worth it. Learning keybindings speeds up things, but that will come naturally.
>>
>>137988202
Some times. Depends on the release cycle, really.

Tileset doesn't matter all too much, it becomes a lot clearer in motion, and when you see it in motion. A good Color scheme goes a long way to prevent you from vomiting on the screen.

Taffer, Myne, CLA, Duerer, Wanderlust are all great tilesets.

What an odd coincidence that a lot of "I need help" posts appear in periods of inactivity and close to page 10.
>>
oh god

>make long shaft from the entrance and place a ballista at the end
>seal off entrance with a bridge and start training the siege operator
>merchants appear
>open up entrance to let them in, but it'll take some time so I let the ballista on for now
> ~30 dwarfs start to pour into the shaft to get outside but I realize it too late
(I forgot to clean up outside after the last siege)

yeah sure, I just thought about putting on new paint on the entrance, fml

also, a good siege operator is quite valuable.
now I actually have to look for a good quickload design. getting the arrows as close as possible was my no1 concern, but now the stockpile is too small
>>
>>137988854
>>137988698
Thanks guys, I think i'll try with a different color scheme. I've played games with steep learning curves before so i'm not to worried, i'm prepared to throw away the next 2 weeks because my classes finished and work doesn't start till then. Reading some of the more popular stories has got me pretty excited and also hearing Tarn talk at GDC was really neat even though I don't think the myth generation is in yet.
>>
>>137989619
>even though I don't think the myth generation is in yet.
It's not - correct.
Give it another year.
Also, don't hesitate to post your progress of your first few forts. We're happy to laugh about beginners from time to time and point out their horrible mistakes.
>>
>>137990003
Once I learn to navigate the interface i'll probably post some forts, I expect to completely fuck up and flood everything or get invaded by a bunch of shitty goblins for the first little bit though
>>
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>>137990246
That's the fun part!
>>
>>137973615
> experiencing city-wide civil war level CPU meltdown every fight
when stronk single thread CPUs become a thing again maybe.
>>
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>>137991912
>>
>>137935853
Thats going to come later by the sounds of it, he needs to do the whole hiding island things with it as well as different planes.
>>
>>137992940
That requires multithreading.
We all know it's like black magic to Toady.
>>
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>get a huge metal industry going for the first time
>not a lot of trees
>no coal
>churning through logs at a dangerous rate
>almost cleaned out caverns
>mfw remembering that magma forges exist
>>
>>137941080
Mclaren sounds better
Ferrari is too buzzy at lower RPM's, McLaren has a nice V8 burble.
>>
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>>137995134
>Not a jungle
Did you embark so there would be highwood trees?
>>
>>137996543
I'm on top of a fucking mountain.
>>
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>>137997297
How are you going to piss off the elfs by chopping the trees down then?
>Select all images with trees
>>
What should I do with gobbo corpses?

And how do I force a siege using DFHack? I know you can force migrants but that's significantly less enjoyable.
>>
>>137997596
Pretty sure they disabled that command for sieges.
>>
>>137997819
fuck
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