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/dfg/ Dwarf Fortress General

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"Death, I am not afraid of this" edition
Previous thread >>140547523

>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:
http://www.bay12forums.com/smf/index.php?topic=139553.0

>Starter Pack:
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

>Adventure mode tips:
http://i.imgur.com/dOkRaNT.png

>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/3YGZKj6h

Strike the earth!
>>
Whahappa?
>>
>>140716270
Helloooo...

echooo...
>>
Do you know any good let'splayers who play DF?
I like playing df, while watching (or mostly listening) someone else playing.
>>
>>140717746
I don't, if someone else shows up maybe they will?
>>
>>140717746
I've seen a few but they generally sound like noobs just laughing at the game
>>
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I have 4 competent Marksdwarves, 2 novice lashers, 2 competent axe dwarves. I've only had one invasion so far and I dealt with the 10 of them through traps to get some starter gear because I had no copper nor iron on my site.
The melee fighters have coppers helmets and shields with iron weapons. The Marksdwarves have iron and copper crossbows with only wooden bolts, and I haven't figured out how to make them shoot their ammunition yet. I also have Elves visiting.
What do?
>>
>>140720629
>webs
Ha ha, you're fucked!
>>
>>140720629
>webs
Nigga u dun for

Webs absolutely fuck you up as you literally can't do anything while caught in them.
There are two scenarios you have to beat this guy

>1.
You kill him with your marksdwarves. Make sure they stay out of range and don't switch to melee like they always do. Make sure they actually have decent bolts.

>2
You manage to flank the FB in melee.
He'll launch his webs towards one soldier and the rest get him from the back. They generally don't spam their webs all the time. You might get lucky in these intervals and score a fatal hit. Unlikely tho

If all else fails, bridge-splatting or cave-in.
>>
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Would pic related actually work in practice?
>>
>>140726096
No
Blood is not a liquid, but a contaminant.
>>
>>140726096
creature blood isn't a liquid so no
at best you might be able to dye already existing water red with dye
>>
Though /dfg/ may die, it will rise again.
>>
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How does it even work when a race gets major pops in another race's civ? I know it has to do with the capturing of sites, but exactly how does it work? Are the site pops in the conquered site simply moved into the conquering civ?
>>
>>140729961
I thought it was just immigrants more than capturing sites. Goblins tend to end up integrating everywhere over time since they're immortal and develop great social skills. Elves are too busy fucking trees to do the same thing.
>>
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>>140716092
Any nice relaxing forts for travelers?
>>
>>140732398
Oh god, getting frozen in is such a fucked up thing. "la la la, everythings fine OH GOD ICEDEATH WHY!"

http://www.bay12forums.com/smf/index.php?topic=140544.msg6970205#msg6970205

FotF reply
>>
>>140732369
>Goblins tend to end up integrating everywhere over time since they're immortal and develop great social skills.
I doubt this. Only hist figs develop skills, and only the children of hist figs are kept track of individually.

The general pops must use another mechanic, likely on amore abstract level.
>>
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considering stress is not suuuch a bad thing anymore due to inebriation, I'm going to melt my masterworks. hope for the best
>>
>>140735232
>120 green glass tables
>>
>>140735504
I'll prolly drop some of them into lava or trade them to the dwarf caravans who'll most likely come back as merchants with their beasts of burden carrying them on their backs along with the multitudes of other unwanted items . . . oh Its a lose lose situation no way to get these out of the map eventually whoops
>>
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>>140734371
I picked several random merchants and generic dwarf citizens standing around and checked their skills.

They sit around and talking and try to sell shit and so forth.
>>
>>140717746
The only guy I could ever recommend, the one that got me into this game in first place:
https://www.youtube.com/playlist?list=PL7854D0F1F9208DF4
Soothing voice, fun sense of humor, actually enjoys the game.
>>
>>140717746
https://www.youtube.com/playlist?list=PLM7yEwbhGUoqk1o5eR482hxcDPKbwqYiJ

Watch if you want to listen to a nice voice, nothing but gameplay commentary, and the man who killed all the demons in hell without losing a single life to them.
>>
Will toady add in sex mechanics?
>>
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>>140738563
>we've lost many dwarves, we've lost far more dwarves than we lost in the initial demonic invasion. We've lost six actually (ep 68 counting the bodies)

son I've got bad news for you otherwise this is not bad
>>
>>140733020
Some snippets for the lazy:
>There are no plans to bring the time scales of adv and fort mode closer.

>I haven't started the 64 bit test yet -- it'll mark the change from the random small features and bug fixes I've been doing into the artifact/myth/magic stuff. I'm not sure when that transition will occur. We'll surely need some more bug fixes after this release.

>[A single tile is] 2*2*3m.

>[Standing orders (i.e. always keep booze between 70 and 100 - auto produce more if it gets lower, stop when it's at 100) won't be in the next release yet. Just general work order improvements]
>>
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Why am I only getting weak titans?
On my first fortress (well not the first, but the first where I knew was doing (Even though it was /aboveground/)) I got spectacularly rekt by a flying fire titan.

Last couple of failed society experiments I've only been getting stuff like steam titan (got 1 hit by ), giant leech (got punched into oblivion by a dabbling wrestler) etc.
Is this normal?

Pic related. Might have been the same type of titan.
>>
>>140737638

I used to watch that guy on Twitch all the time. He used to play a lot of cool indie/free games. But unfortunately he only seems to play Hearthstone now.
>>
>>140742506
I love FoTF replies because there are always 3 or 4 interesting tidbits, surrounded by a sea of "shit man, I don't even know. we'll get there when we get there."

Refreshingly honest. I don't know why the bay12drones keep asking about timelines and specifics. There weren't any 10 years ago, there aren't any now...
>>
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>>
>>140742767
It's random.

Steam titans and any other form made out of liquids or gasses get one hit, glass etc.

If you want fun, look for a titan made out of hard materials like iron or steel, then you'll be proper fucked.
>>
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Why so gloom & doom I remember when stories filled this place with halls of mead & ale!
>>
>>140750732
Ah yes, the great meadhall calamity, in which 95% of those posting on /dfg/ were crushed by falling buildings.

A dark time, indeed.
>>
>>140750732
Because Toady lied.
>>
>>140752051
And goblins died
>>
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>You'll never gen up a world that's something out of YN
>>
>>140755456
What is YN?
>>
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>>140756696
Yume Nika or something like that
>>
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>>140756696
Yume Nikki, a game where you explore world of dreams. It's quite meditative and surrealistic.
>>
>>140756896
>>140757396
Hmmm, at some point we'll get something like dream world visiting if you believe the general guideline that they're trying to do the stuff in Threetoe's stories.
>>
>>140755456
20XX
>>
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>I was stumbling through the caverns, late one night
>When my eyes beheld a eerie sight
>For the monster population, began to rise
>And suddenly, to my surprise
>They did the mash
>>
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>>140759457
>beating heart

But she's UNDEAD?
>>
>>140761268
Undead can't unlove anon
>>
>>140764116
s'troof
>>
>>140758476
So in the next 20 years?
>>
How do you treat elfs?
>>
>>140769692
Heat, bedrest, and penicillin until the infection subsides.
>>
>>140769914
When you say heat, do you mean a soothing rock heated water, direct exposure to gentle flame, a molten rock massage, or all of the above at once with a side of spikes?
>>
>>140769692
Chain the females up for milk and toss the males into the troll pit.
>>
>>140770810
Yes.
>>
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Found a goblin town, everything is fucked up, instead of wood it's all obsidian, there are trenches everywhere, and this shit happens when I go into the keep.
>>
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>>140776612
You're a good man.
>>
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>>140776073
>>
>>140778629
Thanks man, you too!
>>
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>>140776073
>snow indoors
disgusting
>>
>>140742506
>>[Standing orders (i.e. always keep booze between 70 and 100 - auto produce more if it gets lower, stop when it's at 100) won't be in the next release yet. Just general work order improvements]

triggered

by the way can workflow do this now?
>>
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>>
I want to see petroleum added in to the game at some point. Oil traps would be pretty great and >fun
>>
>>140789745

>walk around with a backpack full of oil
>throw it on people
>every bodypart is now covered in oil
>throw a fireball at them
>???
>It was inevitable.
>>
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>>140789745
>doing something useful with cinnabar and making mercury moats
>>
>Adventure mode will always be shite

Please toady deliver onto me a good game
>>
>>140792401
Man I wish some metals could melt into liquids
>making a molten gold river in your treasury
>>
>>140792938
Just wait a couple more years or ten
>>
>>140793507

Just please add a way to gain combat experience that doesn't involve grinding. Just let me gain exp from killing monsters. The game actively punishes you for ending fights quickly
>>
>>140793751

Found lately that exp doesn't raise for a lot of adventurer skills in some circumstances anyway
>>
>>140793873

I guess it's back to hugging turtles until I become a demigod in dodging
>>
>>140788825
I like it.
>>
>>140793751
I wish npcs could train your skills and shit
>tfw you find a battle worn wandering warrior in the middle of a forest
>you can convince him to tell you his war stories and maybe even teach you some of his techniques
>>
hey /dfg/ all my dwarf started killing each other mercilessly. no one was unhappy, anyone know what happened ?
>>
>>140795643
Loyalty cascade from an execution or something?
>>
>>140795643

Had this happen recently in a fortress I ran for about 5 years unattended, I figured it was because I'm using a modded race with different ethics or it could have been the 13 ghosts floating around (no one got bad thoughts from them and they weren't violent)
>>
>>140796218
i killed some tavern people because i was losing fps, could that have caused a loyalty cascade?
>>
>>140796747
God yes.

Dorf #1 is friends with Human Maceman
Dorf #2 is in the militia and kills Human Maceman
Dorf #1 starts fuckin fighting him but gets slaughtered by superior militia skills
Dorf #3 liked Dorf #1
Entire Dorf Fortress starts fighting.

If you want to get ride of those bastards just play the long game and starve them after setting the config to not allow any.
>>
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g-good I wanted the thread to die at 75 posts
>>
>>140801803
I've come to accept that dfg is in a permanent state of semi-death
>>
I wish I was at home playing dwarf fortress
>>
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>>140804573
>>
Dead thread
Dead game
>>
Do bees affect fps much?
I have like 30 hives and my fps is down to 30 only 3 years in with 100 dwarves
>>
>>140809902

The 100 dwarves are hurting you more than 30 hives.
>>
>>140810116
I suppose my 40 human guests aren't helping either
How low do people usually let fps drop before they give up?
>>
>>140810812
I'm playing at 3 fps with 150 sitizens right now. It's actually nice cause I have to finish my paper and I really need something to do in the game once in a few hours.
3x3 stairs were a mistake
>>
>>140786208
The building was taller than the sky allowed so no roof.
>>
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>>140811871
The last 50 dorfs were a mistake.
>>
>>140812679
The last 44 approved petitions were a mistake for me
What's your embark size? I'm on a 3x3
>>
>>140812679
I'm hunting down gobbo who hijacked king title, so I need a rank of Metropolis.
>>140813031
I guess you misquoted. 5x5, anything smaller feels too tight.
>>
>>140813246

I play exclusively 5x5 now too
>>
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So I sent out my squads against the foe, and sealed the gate. All of my militia died, but my civilians were safe behind the gates (or so I thought). Then it seems fighting had erupted in the tavern. The guests and my dwarves had started killing either other. Sounds like a tantrum spiral of sorts, but like one of the first I've had. I couldn't make the details out exactly but it seemed like mostly the outsider tavern guests were attacking my dwarves. So any idea why this happened?
>>
>>140811871
My last fort was a 4x4 embark at 200 population. Very few visitors though. FPS was 25+ to 40 at most times
>>
>>140813897

Just had another random outbreak >>140796315 too, I'm on a reanimating embark though, 4 ghosts and 7 dead total (only a few from brawls), just about to hit year 2
>>
>>140793360
That would also allow us to, once and for all, test whether dragonfire can melt steel drawbridges.
>>
>>140813246
>I'm hunting down gobbo who hijacked king title
You're gonna have to hunt down his entire family, as well. The king position is inherited through dynasties.
>>
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>>140813031
I tend to do weird shaped embarks and mostly play adventure mode with my larger tilesets. 1x2 or 2x4 is my jam.

>>140813246
I did that with a 3x3 because it was a reclaim fort so I could get the human queen to move to my fort. It wasn't so bad while it stayed above 20 FPS but then the yearly "zombies punching wildlife" party would start up and it would start flickering down under 10 FPS until I could get the Siegebreaker back upstairs to clear them out.
>>
>>140815840
Fuck. Is there any chance he will bring some relatives along?
>>
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>>140816385
Not much, but if all you want is to kill him you're playing the wrong mode.

Myself I was always curious about how some of that shit happens.

This guy was the king of my civ, in a site undergoing an insurrection against the occupying force (he was fighting against the occupation btw), a goblin, and as you can see his name is in elfspeak. How?
>>
>goblin bard petitions for long-term residency
>begins crying in the middle of the office
>send my axe lord to cure all his ills
>>
>>140817179
Yeah, but I really have no time to spend on learning adventure mode, maybe later if he won't come himself.
>>
I just got grand master bowyer as a migrant. Is he any useful I have a stock of *superior* and some ≡very good≡ copper crossbows?
>>
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is this tran adams?

mister adams, ur under arrest for long release intervals!
>>
>>140821416
If you already have ≡exceptional≡ crossbows then he isn't the best, but you should have him churn out a bunch of masterwork crossbows and then change his career path.
>>
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>>140817979
Fort mode is a lot harder to learn, though the likelihood that you gotta deal with bogeymen since it was a fort only world is high, but yeah, without actually going out there where he is you gotta deal with the inevitable succession chase.
>>
>>140821973

>playing demigod
>not playing hero

pleb
>>
>>140823572
>implying there is an important difference besides when you finish grinding
>>
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>>140823572
>playing DF for the challenge
>>
>>140821832
Nope, those are made by a Great Weaponsmith. The bowyer also turned out to be talented in bowmanship, so I guess he would be another marksdwarf
>>
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>>140823880

>playing games for fun
>>
>>140825106
>df
>'games'
>>
>Fort going well
>Just before the outer fortifications are complete Werebeast shows up and fucks shit up
>40 surviving dwarfs all so traumatized or just otherwise unable to move that they just spend the rest of the year drinking in the tavern
>Delete tavern
>They sober up just enough to move the party to the temple

REEE
>>
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>>140826695
>Delete tavern
>>
>>140826894
It was the last resort, the wounded were dying of thirst already and both doctors were chilling in the tavern.

The fort crumbled anyhow as the werebeasts popped up for the second round this time inside the temple.
>>
>>140716092
Here's a fun question.

Is it possible to lose Dwarf Fortress and not have fun? What's the least fun losses you guys have had?
>>
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>That feel when Tower, Elf war and goblins
>>
>>140827495
They all involve shit like complete crashes due to bugs. I spent so long fucking up my early forts I just stopped caring when I fucked up and did a reclaim or moved on.

Having a fort where I had been playing for a while and laying shit out and get all the digging/building/smoothing/etc started... SHOOP, game crashes with a segfault, that's as close as I ever get to getting angry at this game.

Still not actually angry, but it's a definite "fuuucccckkkkkkkkk" moment.
>>
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>page 10
I don't even have a proper reaction pic for this kind of bullshit. Have one of my rarest 3d gifs instead.
>>
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>>140832493
That is a very confusing gif.
>>
Quick question: What's the best way to start out a fortress if you embarked onto totally flat land? One part of me says "dig down" and the other says "get the resources to build walls and then build walls".
>>
>>140835061
Dig up, mine the sky!

More seriously, set up walls and dig out awesome earthworks.
>>
>>140835061
Both at the same time, unless you brought picks for everybody or no axes.
>>
>>140835165
>>140835234
Fair enough, whenever I've thought of building a base that starts out with something silly like a single hole in the ground that leads to the entire fortress, I always just think "one bit of rain and this entire fortress floods". I've never bothered to check if the game actually does that though.
>>
>>140835561
It doesn't. Rain only creates water in murky pool tiles, nowhere else.

However, you are right that it's a massive flooding risk if you do breach a river at a higher elevation or decide to flood the world.
>>
>>140833058
>That is a very confusing gif.
Fighting tooth and nail.
>>
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>>140836915
>>
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>>140838109
>plump helm woman
nice

have this in exchange
>>
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>>140839061
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>>140840163
>>
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>page 10 AGAIN
Wow, I might actually deplete my impressive gif stockpile at this rate.
>>
>>140832493
>>140836915
>Fighting tooth and nail.
Shit. I knew I recognised that art. Say What You See, Catchphrase.
>>
>>140840163
Modded into DF when?
>>
>>140843930
No way to make something which is only active when being viewed sadly.

You could almost do it if you had the creature use an ability on itself every time it saw it was being viewed so it tried to hide, and then zoomed around when not viewed.
>>
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stop dyin
>>
gif guy is the hero we need
>>
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>>140847484
There is no end to my gifs.
>>
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>>>140847484
And waifufag is the villain we don't deserve
>>
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>>140848547
wow

u SAVED my pic

it all urs my FRIEND
>>
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When will Toady start working on balancing DF?
>>
>>140849270
0.70+?
>>
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>>140849653
I wonder if the first myth release will have a higher number than 0.50.
>>
>>140849980
>Dwarf Fortress will be half done withing your lifetime
good feel
>>
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How many people have you successfully introduced to DF, /dfg/? How many of them are still playing?
>>
>>140849980
Don't think so. I'm guessing just barely below 50 though.
What major features are we expecting to get?

>artifacts
>some magic stuff
>myth generation
Which I'm guessing puts us further up by 3-5 points (depending on how Toady counts and on what exactly will make it into the release).
And if he manages to restrain himself even just a little bit and we'll get a release next summer, I highly doubt there will be any other major addition.
>>
>>140853713
Don't forget all the cray stuff that goes under "myth generation".

Toady has already confirmed:
>genned races
>eggshell regions which possibly float in the sky
>different planes
>dream worlds
>possbily also spiritual journeys and out of body experiences
That's a lot of stuff, and all of it sounds challenging to implement.
>>
>>140853080
I just started playing two weeks ago and at first my friends called me autistic but, being autists themselves, two are now hooked
>>
>>140854063
>That's a lot of stuff, and all of it sounds challenging to implement.
Absolutely, the question is, how will it count towards the "100 major features" that define version 1.0?
>>
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>>140853080
one friend, but I guess he doesn't really count since after I introduced him to ss13 I lost him somewhere

but every now and then when he emerges we share fortresses
>>
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bump
>>
>>140853080
2 or 3, and 1 sorta?
>>
>when dorfs get scared by harmless animals
>>
Lost a dwarf once every month or so with them going missing.
What might be the cause of this?

I'm thinking of a Vampire but then again I don't see any corpses anywhere. Maybe they simply wandered off to some water and died there?
>>
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>>140862460
Look in the trees.
>>
>>140862553
I remain entirely amazed how you have a .gif for every occasion
>>
>>140862553
Haven't played since .34 or something, is there a mechanic i'm missing with them or are they simply somehow getting stuck in them?
>>
>>140853080
two, a guy I met at community collage. and a fella who I worked with at a orchard.
>>
>>140863135
Sometimes dwarfs get stuck in the treetops when trying to gather fruit or whatever
>>
>>140863998
>gather fruit
>not just dwarven stupidity
>>
>>140863998
Well looks like you were right, felled few nearby trees and my engravers and masons corpses dropped from them. The others bound to be around too I suppose.
>>
>>140863135
Dorfs get stuck in trees for several reasons. The most common two are te following:
>herbalists getting interrupted while standing on their ladders, leading to them getting stuck in the trees
>dorfs getting spooked by an enemy and climbing into the tree, and then remaining there as the enemy leaves(this is caused by the fact that climbing mechanics are currently only used in combat)
I also suspect that saplings turning into trees beneath dorfs will get them stuck in the tre in question, but I'm not sure.
>>
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A classic tale
>>
>>140864574
I think it was the Kea raid that caused this.
>>
>>140849270
caravan arc with production, consumption, and trading of food.

it's insanely easy to feed an entire fortress with a single 10x10 and enough skilled growers.
meanwhile, in adventure mode, entire local map squares (48*48) are consumed with row upon row of plants. most deep dwarf settlements are literally just endless goddamn farms
>>
>>140864679
At least it wasn't "I attacked me" or "I died".
>>
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>>140864768
>A kea has stolen a dwarf, !
>>
>>140865459
Yep it was the Keas, my woodcutter just ran up a tree and got stuck trying to save the other corpses.
>>
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>>140864893
The purple is all plump helmet farms, with a couple of little blocks of forges or bedrooms at the end of roads.

That's an entire site map for a mountain home.
>>
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>>140867735
>>
what he finna make
>>
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>tfw stuck in caverns and can't find my way out
>>
someone post a world we can play
>>
>>140871018
A badass battle axe with a future of killing more beasts.

>>140872002
Climb up a wall and compose a poem.
>>
Quick questing: Zombies and skeletons are unable to climb trees or walls?
>>
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>>140873938
Definitely false, I've used a move I invented when fighting a horde of zombies that was based on them chasing me predictably up the side of a building.
>>
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>>140874192
The thing is, i got close enough to a tower and managed to get almost every undead out. Sadly it's almost night time and i want to try out if the zombies engage combat with the bogeyman.

My plan is sleeping on top of a tree and see what happens next.
>>
>>140874679
keep us posted
>>
>>140720629
Merchant speardwarf stabbed a regular Titan for me once, and at it's fall the ages changed and progressed.

Get a merchant caravan to kill your Titanic slug. Maybe.
>>
>>140732369
Elves are integrating into communities of trees, it's quite simple
>>
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>>140872494
https://mega.nz/#F!nlETySZI!-lOD58xNNZSMS8WW47KDAw

This one has some semi-interesting stuff in it if you want to fuck around with it
>>
>>140874679
I think Rumrusher tested that and they do.

>>140878896
...I never thought of that, those woodfucking bastards!
>>
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>>140849270
IS THIS REAL!?

TOADY DOESN'T SEE THE NEED OF HAVING THINGS EQUAL OUT?
>>
>>140879035
Thanks
>>
>>140759457
I think you went too far for a first date.
>>
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So i just found this "tent" with a kid inside of it and he is sleeping...

He is a werebeast, isn't he?
>>
>>140880762
Refugee.

>>140880548
I shoulda stopped before I stabbed her, huh?

>>140879415
Not yet he doesn't. Imagine if he spent time balancing the game around generated sieges at the edge of your map, only to later activate the world and have sieges travel across the map to your fort... oh wait.
>>
>>140755456
we're getting a fantasy setting at worldgen with the max setting giving you procedural generated races

one day there will be a MAXIMUM OVERDRIVE setting that makes the game world into a nightmare fuel hellscape
>>
How can I disable jewelry from being taken by the dwarves until it's encrusted?
>>
>>140882979
uh access-control the room where it is made, forbid it there, open access to a space where the jeweler shop or craftsdwarf shop is then unforbid it.
This careless casual suggestion might take care of part of the problem but not if the original manufacturing dwarf of the jewely grabs it.

Why do I even try and answer questions, I do not in fact know.
>>
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>>140716092
>df crashes
>lose everything

okay.
>>
>>140883402

Thanks.
>>
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>Looking around world in legends
>find last hold of an extinct Dwarven civ
>See it has become the lair of a roc
>make adventurer
>slay the roc
>reclaim fort, move adventurer in
>can't use him because he's a citizen of another civ
>FPS already in the 30's because of insane fort layout with 50+ forges and twisting, dead-end hallways everywhere
>>
Can anyone recommend me a good df written let's play that isn't filled to the brim with hyperautism? I really enjoyed Roomcarnage despite its origins on leddit
>>
>>140873394
I sure hope so, and it was a great axe with a value of 2370000 I am pondering whether I should bring it on an adventurer, weigh the risks of the bug with artifacts concerning the [can be put in a container tag] which leads to glitches like duplicated items or invisible ones. Ah well all for naught
>>
>>140885258
Roomcarnage came from reddit? Goddammit.

>>140887085
I got around it by assuming control of a dorf via mode-switch, though with dfusion deprecated I'm not actually sure what handles that now.
>>
Why is playing an instrument called "simulating" it?
>>
>>140890079
It's not, you dweeb. They're beat boxing.
>>
>>140890249

Ah, I see lol. I guess I should make more instruments.
>>
>>140849270
I think too many damn games out there are crappy because game balance was too highly a principle. It is more interesting to have some games, where there exists a funny nook combination of factors that can lumber into an imbalance, but not perhaps seal the entire thing.

Build human airgalleys and shoot up the world as if they were advanced helicopter gunships...
>>
>>140890249
Which never fails to amuse me when I think about a bunch of grizzled old vets and a couple fresh faced new recruits hanging out in a tavern heckling each other while they stand there all geared up trying to rap.

>boom-chee-boom-boom-boom-chee
>Oh shit, you suck worse than that vampire wife of yours I killed ten years ago!
>ba-boom-boom-chee-boom-boom-boom-boom-chee
>What the shit, get out of here with that crap Urist!
>>
>>140889869
does mode switch have long repercussions or something? how it work? I don't want to screw fps around with roundabout fixes
>>
>>140883496
My prior world crashed several times when a mode adventurer entered an NPC town.
I restored and stopped trying to have him enter that town. Good fix huh.

Also, needed to increase the pages of virtual memory to use on disk which I have needed to do for no other program except DF.
>>
>>140891578
It got around some of the bugs of retiring a fort at least temporarily and kept items like artifacts from getting misplaced.
>>
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>haven't played for a few weeks
>start a new fort
>a dwarf from my previous fort migrates here
>he transforms into a werelizard

I forgot about that.
>>
>>140884139
A party of adventurers crossed the location of
a prior adventurer I had played, and killed him.
The DF player should not be doing this unless it is deliberate, I managed to trip over my own chara with only 3 or 4 adventurers.
Did not bother to restore that and now it is a world ago. "Citizen of another civ" lesson
>>
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>>140894289
Be glad he wasn't the outpost liaison
>>
What are some fun world gen examples and parameters?
>>
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>>140788825
is this even possible in dorf fort?
>>
>>140901904

No.
>>
>>140874192

Last time I did it they might have tried and just fell off, I lured them to the opposite side of the tower and scrambled up the side and back over, ran in and killed the necromancers and stole the tablet.
>>
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Well dang a forgotten beast appeared right after I set my burrows up & saved almost everyone from drowning underground now to figure out how to scavenge the caverns since everything was above ground ;_;
>>
Just had a dwarf drop dead in my tavern. No reports or logs that indicate what happened, just "Urist mcdwarf has been found dead"
DFhack's 'deathcause' script says he died of suffocation.
Dwarf Therapist was loaded and says he had no health issues last time it read data.

What could have happened? Choked on booze?
>>
>>140904874

How old was he?
>>
>>140905009
78.
>>
>>140892607
what about artifact items that were already misplaced, the ones that had [cannot contain in container] or whatev and are gone or invisible to the world?
>>
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What's the easiest tileset to start learning this game?
>>
>>140907909
Default
>>
>>140907909
The default one.

It's clear and looks good in full screen. Also, while playing with creature graphics can be a way to make the game look slightly better, there is no excuse for not learning the default creature tiles. If you don't learn to play vanilla first, you'll become one of the fags who spam the thread with "dfhack update when", "therapist update when", or "x graphic pack update when" after a major DF update.
>>
ded
>>
>>140901904
will dwarfs ever have the ability to build or bury stuff in excrement?
>>
>>140912494
Definitly not. The single reason that Toady refuses to add excrement is that he doesn't want DF to be "that game where you drown people in shit".
>>
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>>140912662

if liquids were moddable it wouldn't be a problem
>>
>>140737638
>>140738563
Thank you, guys. I like Aurelius voice more, but they seem to be both interesting to watch.
>>
>>140912662
I don't believe he ever laid that down as "the one, insurmountable reason", but he mentions in this latest podcast that there comes a point where adding certain things, even though they may be realistic, is simply unfun.

While it wouldn't be very enjoyable to have to scramble to make latrine ditches/outhouses/flushing sewer systems each game, and have your adventurer need to make toilet stops all the time, having the option to mod it in would be pretty funny.
>>
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>>
>>140914860
>While it wouldn't be very enjoyable to have to scramble to make latrine ditches/outhouses/flushing sewer systems each game

There are ways to make it scalable. Just how you don't have to make a intricate minecart system and power network each game, you wouldn't have to make a massive sewer system for every small fortress.
But in large fortresses, it could improve efficiency.

So, for example, in small to mid-sized fortresses, it's enough to have a couple of small refuse stockpiles in the fortress.
Basically, dwarves would carry their feces to the refuse stockpile, as they would with food leftovers, corpses, and rotten clothes.
Alternatively, you collect it as fertilizer.

In larger, efficiency-optimized fortresses, you'd have a layer below your residential area, and a trash chute/latrine (which would be like a well - build it over a hole) hole in the floor of each room (or at the end of the corridor for the peasants).
Water runs below in sewer tunnels flushing the shit out of the fortress.

Actually you don't even have to implement shit and piss in the game, you can just abstract it as general "personal trash", which would include shit, piss, old clothes, food leftovers and so on. All you'd need to add is a new zone or stockpile setting and some well-like building. Heck, worldgen cities already have sewers.


Planning and construction of that kind of fortress wide systems (power, fluid transport, sewer systems) is VERY fun for me. In fact, planning out the fortress is a lot more fun than playing it.

I'm guessing there are other people that feel the same.
>>
>>140904874 Here.
I just read the Alcohol and Attribute pages on the wiki and have concluded that the dwarf suffered alcohol poisoning. Probably his disease resistance was so low he couldn't handle his drink and passed out, then stopped breathing.
>>
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So i just found this companion order menu in Adventurer mode but i can't get it to work. Companions ignore the move or wait with this menu, as usual it works with dialoge. I think this is part of DFHack, is there any way to make it work properly?
>>
>>140917375

how did you bring the menu up
>>
>>140919504
O
>>
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I can't find "forgotten beast" in the corpses section for my refuse stockpile

Any help?
>>
>>140920417
FBs aren't stored as a corpse, corpses are friendlies pets and citizens

If you mean as a specific enableable entry I'm not sure

If you mean it's physically not there, they take a while to haul as they're pretty big
>>
>>140920531
>FBs aren't stored as a corpse, corpses are friendlies pets and citizens

I know, I'm talking about the 'corpses' subsection under the refuse tab, not the corpses tab itself.

>If you mean as a specific enableable entry I'm not sure
That's what I meant, yeah
I can't seem to find anything there.
I did find multiple (like 20) different forgotten beast fat/tallow under the food section though.
>>
>>140920856
Why you want a FB only stockpile?
>>
>>140920975
1. I want to have an FB skeleton as decorative item in a room.

2. I want my butcher to finally fucking butcher a meaty FB in time for a change.

3. I want butchered FB goods in a single pile so my (future) legendary bonecarver can properly make crafts out of it.
>>
Treehuggers are trying to sell me a hippo.
I'm thinking of making a hippo death-moat.

How strong is a hippo versus your average goblin invader? How about a handful of them? What about zombies?
>>
>>140921378
>3. I want butchered FB goods in a single pile so my (future) legendary bonecarver can properly make crafts out of it.

You can designate which bone is used now with d
>>
>>140923194
Ah, that solves my problem. Thanks

Still, I would have prefered a designated FB shit zone.
>>
>>140922920
Your problem will end up being zombie hippos.
>>
>>140923415
My problem will end up being the zombie FB whose corpse is outside and my dwarves refuse to haul before that
>>
>>140923495
Fair enough.
>>
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>page 10 again
>>
>>140926231
It's just dead because people are busy playing. R-right?
>>
>>140927078
I made my first tavern and library inside my fort (ie upi go through my fort to get to). Is there a good reason not to do this? What happens when I have to seal up the fort?
>>
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>>140927078
Correct.

Busy populating my snake pit.
>>
Also, if I don't have gobos in my 'c' screen, does that mean they will never attack? They are on the map, just not close enough to appear on 'c'.
>>
>>140927518
It's a good idea yes as your citizens will hang out there.

>>140927638
They don't appear on the c screen until you've had contact with them I believe.
>>
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>when Toady finally adds procedurally generated "ancient" races
>>
>>140927771
That's why I did it, actually. I read that my dudes would be there a lot. Now I have to deny petitions for citizenship because I have no idea what that will do. I did let one human bard, a human crossbowmen, and two marksdwarves take up residency in my fort to test it out. We'll see if they really are there for "soldiering" when the shit gets dank soon.

And that's great news about the civs. My fort is only at 900k so I think the gobos are going to catch wind of my fort soon.
>>
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>>140915770

This. You could have them shit in a pit or outside starting off. Then later make more intricate ways to deal with it. Same as you can streamline the other "industries" in the game you could streamline the sewage system in the same way. A great thing about DF is all the intricate systems interacting to produce interesting results. Adding sewage would only add to this. The people who say that it would add annoying levels of micromanagement don't make sense; the game is largely about management. Plus it's just realistic to have sewage.
>>
>>140901904
The game simply does not tell you about sanitation.

Of course the organisms urinate and all.

This means that the picture, if it goes on you are not being told about it.
Accordingly it is possible but it is not a presented part of the game world.
>>
>>140930312

That's a interesting way to look at it. I would say that it's not part of the game because it doesn't impact anything else in the game at all or the player's sensory inputs.
>>
>>140908112
None of it looks good really, but that just is not what the game is about.

If you want to see 'looks good' look at some photos in jpg format or something.
>>
>>140929898

Additionally, human cities already have sewers. So why are they there?
>>
>>140914860
No. "Shit ain't funny" is the old quote.
>>
>>140927078
No excuses, the DF playerbase is just relatively small.

I don't care, too many spawn of SuperMario oriented games exist.
>>
>>140930579
Counterargument, the game is a numeric mathematical construct and does not represent an underlying reality. DF is not real life. Therefore whatever is not represented in the data simply has not existence.

Like, individuals whose ancestors are not logged therefore have no ancestors.
When an adventurer sleeps, he is not actually asleep but a series of Z's appear and time passes. and so on.
>>
>>140931631

But sleeping is implicit in that you press "sleep" and the game refers to your sleeping textually.

Ancestors well I'm not sure.

I see what you're saying. It's a bit hazy and is either not well defined or I guess depends on the player's interpretation.
>>
>>140931631
Thats a very cynical way of looking at the game.
>>
>>140934302

They weren't saying that seriously. It was a reducto ad absurdium of the point they were responding to.
>>
>>140932249
Apparently the real answer can be a hybrid.
On the one hand DF is a numeric construct and
what is in the data is in the data.
On the other hand, that data makes references to a yet different reality, the real world to build up the experience of a fantasy world in the player's mind.
Ingame rivers, refer generally to actual rivers.
Ingame iron refers to iron of the real world.
The combination of those things make it a experiencable alternative to reality, no shit.
>>
>>140934421
I am plural now.

That was me arguing both sides in alternation.

It's funny though, the very first intelligent entities on the history log may really be considered to have had no ancestors.
It is not clear that they would have had any.
>>
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>>140907909
My improved default ones.
>>
>>140934863

I use "they" as a gender-unspecific pronoun.

I think the first beings are created by the gods in the time before time or year 1. If you read the legends description of those people there are still adults in year 2 and they say "she has the appearance of someone 61 years old" and such. (legends viewer would reveal their birth year as like -63).

This will change with the myth generation updates perhaps.
>>
>>140935110

>legends mode

Rather, the fortress mode description of people who existed since the start.
>>
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>mfw the thread keeps dying
>>
>>140937584
I enjoy your bumps with vintage gifs more than the autist cancer tileset guy. No offence autist cancer tileset guy.
>>
>>140938749
It's ok, you can't help being a real square.
>>
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>building in adv mode
>>
>>140937584
I'm like I'm gonna put my bear stamp on this thread
>>
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>>140942317
All I read was "bear".
>>
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>mfw I cure the general from the page 10 syndrome
>>
Whatever. There were some good posts but it can either live or die.

** Loading Adventurer **
It is the 15th of Granite, 100.
You hack at The Black Bear in the upper body with your Steel short sword!
It is broken!
The Black Bear's heart has been pierced!
The Black Bear's upper spine has been badly cut!
The Steel short sword has lodged firmly in the wound!
The Black Bear charges at You!
The Black Bear bites You in the right foot!
The shot glances away.
The Black Bear collides with You!
You are knocked over!
The Black Bear bites You in the right lower arm!
The shot glances away.
The Black Bear bites You in the lower body!
The shot glances away.
The Black Bear bites You in the upper body!
It is torn!
The Black Bear latches on firmly!
You are no longer stunned.
You stand up. <<== player issued game command
The Black Bear shakes You around by the upper body!
It is torn!
== player command to move away from bear
You break the grip of The Black Bear's mouth on Your upper body.
You maintain possession of the Steel short sword. REMARK This is key
The Black Bear gives in to pain.
The Black Bear falls over.
You hack at The Black Bear in the left rear leg with your Steel short sword!
The left rear leg flies off in a bloody arc!
You hack at The Black Bear in the upper body with your Steel short sword!
The shot glances away.
The Black Bear has bled to death.
It is the 20th of Granite, 100.
>>
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>vaults
>>
>found perfect location with a river falling into another river
>shallow metals
>deep metals
>clay
>soil
>realize it has an aquifer
Just delete my life
>>
>>140951627
>a river falling into another river
A waterfall then?
Also,
>aquifers not off
dys
>>
I want to see an above ground Human fort mod based on gender differences. Each family has it's own detached house and the women stay home and take care of it, while the men spend half the time out doing labors and half in their home sleeping and eating. Women could take care children or farm in the yard/prepare meals.

I know that would cut down on labors a lot but it's not like the game isn't already too easy.
>>
>>140953867
Just one question, anon. Are you the same guy who always wishes that DF had more sex discrimination?

Also, with the current mechanics, I don't know if this is possible. I guess you could give skill and/or attribute boosts to different castes, in order to enourage them to be used for certain jobs. I don't think they will follow these "encouragements" without player intervention, though.
>>
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Will there ever be a designation for removing ramps, but not dug out stairs?
>>
>>140956559
Deramp does that so yeah it's possible.
>>
>>140954635
That's a caste system is the applicable term. Tastes irony.
>>
>>140956559
I have had this same thing bite be in the behinds several times when I was a beginner.

>Build a moat
>Clear the ramps
>Fort starves because the main stairwell was cut off
>>
what are the biome requirements for spooky shit like blood rain and killer mists?
>>
>>140959830
Not sure which evil biome type does what, but there's bound to be an explanation on the wiki.
>>
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>>140959830
Evil has to be over 66 I think, and having savagery over 50% helps, since that puts you in the haunted/terrifying range rather than the sinister one.

I'm not sure what all happens in a sinister biome though since I only recently really made worlds that had more of them rather than swathes of haunted/terrifying glacier.
>>
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>>140958170
>>
>>140962365
I think: >>140958170 was demonstrating a keen grasp of irony by implying something tastes like iron.
>>
Haven't played in ages

is blood a simulated liquid yet
>>
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>>140963916
no
>>
ded game ded general
>>
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>MaxTM's fw he travels at the speed of 9.999
>>
Should I even bother modding DF's combat? Are there any mods that make it a little bit more fast paced or maybe the creatures more fragile?

It feels like creature's take too many hits to die. I've hit a giant cave bat nearly in every organ that he had and he still killed my militia.
>>
>X doesn't feel anything after seeing Y die
wew
>>
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>>140968089
Booze makes your dorfs not give a fuck.
>>
>>140967895
What kind of militia?
What kind of weapons, armor, skill levels?

Keep in mind that a giant cave bat (I assume you mean Giant Bat) is, well - giant. It's fucking huge, that means it has huge guts, which takes long weapons to penetrate.
Normal sized creatures die easily.
>>
>>140967594
>not speed 10.0
>>
>>140716092
What is best Dorf game that is not Dorf Wortress?

I heard Gnomoria is semi-decent but I dont scout out for games so I can be mistaken.
>>
>>140976817
Rimworld.
Gnomorhea is too gamey, more polish with much less substance beneath it.
>>
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>>140962740
Yeah, yeah.
The bloodthirsty predator was out to taste the blood of the intended prey, but the predator went down to the ground and was lightly injured, so happened to taste his own blood instead of that of his prey. Tastes irony, is like funny and a joke but it is a little strange joke with a hard-rocking sense of humor.
>>
>>140984731
and so then, carrying on further what irony am i referring to...

as it works out, defined labor categories is called castes and having women care for small children is called a labor caste (right?)

While, the term caste has some general-purpose uses we took it from the Hindu religious categorizations of people wherein
the more desirable or 'uppermost' position are the Brahmins and the less or least desirable position are the untouchables (which also includes those nonparticipants and not Hindi btw fyi.)

So you see. When we think a society's family arrangement, where women care for young children and men go out and put themselves on the lineup for labor or other challenges is A CASTE SYSTEM division it refers back to we are saying that the men are Brahmins while their wives are untouchables. Which, is ridiculous in turn. Of course, we are using the borrowed term caste not the original one.
>>
>>140967895
Admittedly sometimes I get the feeling "you hit the monster in (an extremity like the finger or foot)" is a concealment screen for "the monster has a lot of hit points left" and "you hit the monster in the torso (or head)" is a cheap concealment screen for "the monster is low on hit points and when you hit it now, you zero it out and it dies."

Then again though, the first one crossbow bolt hits the unmarked and maybe unaware goblin high priestess in the head and she is done. Maybe that was in effect an assassination roll though, she had not entered melee much then.
>>
>>140953867
but, but the problem is that The University did not tell you that you should want something like that. In a fantasy game or anywhere or at all.

You need to go back to 13th grade again anon and get yourself cleared up to the facts of modern times. Men and women are the same for taking care of infants and small children, that is a simple fact of law and has been proven any number of times. Malcreant.
>>
So are there any good mods that make elves not useless in combat and add other interesting races to the game, like orks?
>>
>>140986481
Having utterly dismantled things, and having been dismantled myself, there aren't HP or anything of the sort. Just required systems, surface area to bleed out through, and nerve damage.

Hitting something in the skull with improved material properties for the bones and skin is much different from a fragile vanilla creature, as an example.
>>
>>140987537
Thanks for your reassurance I guess

Oh, I had played through both sides of that situation a few times sure.
>>
>>140987029
and I can reasonably say to you that The University did not tell you that,
because they all present the same message on this do they not?
>>
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>>140989520
Sort of soothing.
>>
>>140990006
Reminds me of the water front not far from home, where veins of coal are exposed to the elements from the cliffside.
>>
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>>140990116
When will we be able to ignite coal veins and set massive underground fires and collapses off?
>>
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>>140735968
don't forget to toss some children in, they have to learn how to swim eventually.
>>
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>>140989520
relaxing en it
>>
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A keep in the middle of a field, a temple just north of the river with kobolds under it, and a tavern over to the east on the river, I think a warehouse between the tavern and the temple.
>>
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>>140994035
>>
>>140987186
There is a general worlds-creation process question of whether goblins are not synonymous with orcs. Orks, how different from orcs do you really intend anything with that spelling and who else does that, WoW or someone?

But in DF so far as I know the goblins are the orcs. This aligns with Tolkien, wherein the orcs and the goblins are groups of the same beings referred to in different passages by those two words though they have divisions and distinctions among them...ya know that...

you can mod your own creature to the raws, I don't know what that may do to the worldgen in DF. I wonder whether the raws will ever develop defenses against player intrusion like a checksum, I think that the intention is actually that you do develop some mods to some raws.
>>
>>140991623
I did not think so.
>>
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>>140997346

I've tried to keep my orcs in line with Tolkien, which is fortunate because they're apparently only bested by dwarves in regards to their mining ability and they're quite good weapon/armor smiths in his lore.

I have 4 castes so far with the worst (snaga) being smaller and weaker than goblins iirc
>>
>>140998085
OK but just are you also this post to
which I was replying? >>140987186

Since, the meaning of your post is a little different depending on whether you are yet someone else or the one that asked that question.
>>
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>>140998690

No. That is not my post.

I would like to see a standalone mod for elves though.
>>
>>140997346
The intention is definitely to have stuff that can be changed and worked with out in the raws.
>>
personally glad that elite wrestling can be overridden with a new mastered skill in weaponry, kinda eye grating to see a perpetual white stain on the unit lists
>>
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>>141000192
>kinda eye grating to see a perpetual white stain on the unit lists

>that entrance
>>
>>141000284
I keep my priority on the natural order of things, thus the entrance remains untouched and unmarred for the most part at least for this fort.
>>
I wish skill level was included next to the descriptor.

IE "Skilled (5) Swordsdwarf" or something like that.

Hard to distinguish between Proficient, Talented, Adept. For the longest time I thought Accomplished was lower than Expert.

Not that there aren't a million other UI improvements this game could make.
>>
>>141001163
more like there's a million other UI improvements you could make
>>
>>141001320
Do I have to understand anything technical to do so?
>>
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>>141000648
>>
>>140984731
That's

accidental autologous hemophagia, with a sense of taste

but for irony it doesn't just happen to an unlucky bus passenger,

it happens to a lion that fails

or to Wile E. Coyote

or to me some once upon a time
to qualify as irony.
>>
>>141002307
Irony is, as Bender so perfectly stated: "the use of words expressing something other than their literal intention", though it is quite ironic that "irony" itself gets used where "sarcasm" or "comic tragedy" would fit.
>>
>>141001163
I always think of the adjective 'accomplished'
as 'accompliced,' as if beyond making Expert the dwarven smithy or axedwarf gets a subordinate frumpy assistant an accomplice to make his stage act look more impressive.
"Wow! That sword is sharp"
Helps me remember the place accomplished has in the order.
When you are talented you start getting paid (a talent being some unit of weight.)
>>
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>>140953867

Main tags in red, bonus oppression tags in green & purple.
>>
>>141003040
and a professional (or a professor) takes some kind of pledge, professes their commitment to the particular art in some way.

This has become too untrue, we might be doing better if professors would profess what they are rowing for explicitly rather than by a gauzy general assumption. It's similar to an ingredient label on a product. "I will teach chemistry"
>>
>>141003606
You are so mean. Why won't you give orc queens their place ruling firmly over their vanquished? Did something go wrong in your childhood?
>>
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>>141004094
>>
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Who was it that found a town with empty areas around the keep but inside the walls?
>>
I know I'm just being autistic here, but could someone help me figure out why my butchery refuses to butcher anything?
>>
>>141005628
No animals set to be butchered? No haulers to drag them there? No dorfs with the labor?
>>
>>141005939
Got all that done.

Sorry for being unclear, I can't get my butchery to process already dead animals of any kind. I'm assuming this is something it is supposed to be able to do, unsure of what I need to change. Currently have corpses stored very nearby 1 z-level above the butchery, with stockpile set to give to butchery.
>>
How much of an impact does world size have on in game performance?
>>
>>141006209
I think they have to be given the order and just randomly decide to get off their ass and do it.

>>141006334
Pretty significant during world-gen (I can sit and watch tv between later decades on a 257x257, while a 17x17 hits year 1000 or so in the blink of an eye) but not as obviously during play unless you're in the middle of a megapopulation center with lots of dark fortresses, towns, and whatnot nearby.
>>
>>141006753
alrighty thanks family
>>
>>140721273
Can't you harvest webs?

I haven't played in a while so I'm sad to see it's still hard to make Marksdwarves shoot. I once built a sentry tower with turrets for them and they'd just stand there and chill all day.
>>
>>140961186

How did you make that? With large elevation mesh size?
>>
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>>141007865
You can but webbers are the worst shit to deal with. At one point I set myself on fire trying to get away from the first webber I encountered, before realizing I should set IT on fire instead.

Happily it couldn't get through my helmet but it was happy to sit there forever chewing on it and re-webbing me. Shit sucks.

>>141008047
Nah, perfect world.

http://pastebin.com/KygKfaDa
>>
>>141008047
Advance World generation would be a decent start
>>
>>140961186
Using the weighted ranges is much better than toying with savagery percentage itself if you want maps that have lots of savage areas AND human/dwarf settlements.
>>
rotting mucus of despair
>>
>>141014281

elevation mesh size is an option in advanced world generation.
>>
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>>141005532
Still not on my level. The town in my pic had precisely two buildings inside the walls.
>>
>>141019554
Well, you could compare it to: >>140994035 with nothing around the keep, but the stuff north and east of the river there are all the same town apparently.
>>
>>141001486
your fort looks like an uterus
>>
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>>141021661

I dunno what you're talking about
>>
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>when night trolls meet a girl they like
>>
is it possible to actually play the game with stonesense, rather than just use it to "see" what things look like in 3d?
>>
>>141024628
Short answer: no.
>>
>>141024628
Armok Vision can be used like tgis tp some extent now.
>>
beginner here, there are toad remains in my wood stockpile for days, none of the dwarves wants to move it to the refuse stockpile, why is it?

I know I have a lot of wood, I thought each tree would just give a piece or two, big mistake
>>
>>141028769

Is the wood stockpile outside? If so try going to [o]rders and make sure that dwarves are set to collect refuse from outside.
>>
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>>141028769
pic
>>
>>141028769
Isolate the problem. Is something wrong with the stockpile, is something wrong with the toad, is something wrong with the dwarves? etc.
Also, where's the toad and stockpile?
Take a look at the [o]rders menu, especially the [o]-[r]efuse submenu.
>>
>>141028869
>>141028856
alright, it worked
>>
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>>
>Punching citizens
>It's just a brawl
>They still talk to me after i fuck their shit up

Time to punch the living shit out of everybody and become Kenshiro
>>
>>141031712
>Punch them so fast that they die and you still have a frame time to start a conversation
>"You are already dead".
>>
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When Toady finally adds haunted houses with animated furnitue, I wonder if there will animated instruments, as well.
>>
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>anon gestures
>the thread shudders and begins to move
>>
>>141036927

Do you know of any mods like Fear the Night? It adds more vampires/werebeasts and such for 34.
>>
>>140751675
>tfw you're the 9/11 skyscraper guy
>>
So here is the deal, im struggling to kill zombies with this masterwork 2-hand sword. I CAN'T CUT SHIT WITH THIS THING, even with heavy easy/solid blows do nothing but blunt damage. I don't know if it's the fact that im using it with a shield with it and not using it with a multigrasp. My guy is a skilled swordman btw.
>>
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Has any DF player ever been killed by, or joined, the Islamic state?
>>
>>141038424

It's copper

Aim for the heads, and also move at jogging speed
>>
>>140726449
Is it possible to harvest forgotten beast syndrome material by leaving it somewhere where it can only fire at something immune to its attacks, and have water run over the target, washing the material into a water tank?

Will the tainted water have the same effect as the forgotten beast's attacks?
>>
>>141039372
Not sure, but I remember that I once had a spitting FB who managed to contaminate one of my wells, leading to a fortress wide rot epidemic.

Luckily, I soon managed to open up a new well, and my hospital staff managed to restore all of the infected.
>>
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Pretty cool.
>>
>>141038424

Masterwork only increases the accuracy. So other than that it's a copper sword. plus your character isn't too powerful at "skilled" level. You could try multigrasp though, personally I wouldn't though because I like using a shield.
>>
>>141041029
Its weight should make it a good bashing weapon, as well.
>>
>>141041445

Scratch that I was wrong, masterwork also affects sharpness.
>>
>>141038759
>>
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>>141038759

al-qaeda were the original dorfs
>>
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>>141043454

it turned out to be total fabrication tho
>>
>>141041029
This is like a dwarf version of a golden AK-47.
>Dwarf druglords
>>
>>141006334
>>141006753
This Q&A as to world gen probably should be on wikipedia, there are sure topics it does not take aboard.
>>
>>141021840
An entry hall, two sort of reservoir (of beings or of water or both) further back and to the sides; a sort of comforting general pavalion in the center wider than the front section. Yes I see to what the other poster is referring.
>>
>>141038759
You would need a perfectly complete survey to ascertain a negative answer, or one confirmed instance if that were true.

This exercise in statistics could be done for many games or pieces of software. If done for more than just DF, you would be doing a cross-search of the size of the playerbase to the size of the group you are interested in (the world has more than just IS, you know there would be those others Hamas and Al Qaeda and define it as you see fit.)

Games with a base of 10million players - don't you think there is that one you are looking for to be found? I suppose it is so.
>>
>>141045427

It's not that simple, as there are demographic differences between DF players and ISIS members.
>>
>>141046357
Hasn't frustrated white middle class autists joining IS become a thing, though?

Also, there is a tiny chance that at least one of the Paris/Brussels victims was a DF player.
>>
>interrupted by brown recluse spider woman
>>
>>141038759
>>140954635

The thread comes up with several posts on the topic of whether we are Islamic terrorists. Does this happen because it is triggered by a guy speaking carelessly about stay-at-home moms that take care of children?

Someone keep a log of threads with topical turns about terrorism, and try to determine whether some sort of nonfeminist cave man is the antecedent trigger.

Save the results of that study in a deep archive with vents and booby trapped exits.
>>
>>141046357
Well yeah a lot! I was not saying there is a simple correlation, I do not even know for sure whether there is any single cross-collision between one group and another, at all.

I was saying that the size of the playerbase in game Z and the size of the group or groups would have a heavy statistical effect on whether you have any overlap. The player base of DF being tiny compared to others (though Unbelievably Tough) you would find fewer of everything you can search for.

No simplicity embarking on that question, hell no complexity. How many DF players are US special forces participants, I think you would find more that IS however few (and I think dischargees rather more than people with spare time.)

Right, right the other post with the cross-index of victims. A statistical study would be like I said, (right?) the size of the body of people would be having a huge effect.
Statistics is no field of mine btw if I sound obsessive I am not professive, just obsessive.
>>
>>141050551
My composition is mediocre in that post, I will apologize in advance before you all complain.

No simplicity embarking on that question, hell no. (Time to put a border on the end of that sentence.) Not simplicity but rather complexity. (Now expressing the opposite.)

typed 'that' where I meant 'than'

and more besides.

The real problem is I seem to have a bit more urge to spout off that I have quality control as to what I type can u imagine.
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http://www.strawpoll.me/10127475/
>>
>>141050551

Yeah the size of the body plays a role. If you have no information about what DF or ISIS actually are, your best guess would probably be:

(# DF & ISIS)=(# of ISIS) * (# of DF) / (total population)

Unless I'm making some logical mistake.
>>
>>141046854
As for the frustrated white middle class (as opposed to DF players) joining IS, the groups are different groups in many many ways.

Even the terrorists have their competing brands and I saw a headline recently that the states of Egypt and Israel were working with Hamas together against ISIS. (An "unlikely alliance" the news source was saying.)

Then, as you put it frustrated people in the US joining IS is a highly reported, over-represented blip of a cross index. 300 million Americans or so and (what?) four try to join ISIS and are highly reported on. Europeans also, though more of them are Moslems than are US citizens.

If you wanted to see "frustrated white middle class autists" in action you ought to look at something like the US political primary contests though I caution you that there are more people frustrated than the middle class or white people or austists. Definitely, IS is a foreign 'brand' to the Americans. Who goes there, are an insignificant fragment. The significant segment of the middle class that is sort of in revolt is the voters. There is hope that this system will save us ammunition that we will not have to shoot at each other.
>>
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>animal people
>>
>>141056630
>tfw timbuckdrew predicted it.
>>
Weird question. I overheard a conversation about DF earlier today, but I was in a hurry so I couldn't join.

A guy said "one of the few things in the game that can be seen as a spoiler" (he was referring to the circus). What bothers me is he said "one of", what else is there in the game that can be considered a spoiler? All I know of is the circus.
>>
So, what do most of you guys do with Adamantine?
>>
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>>141059248
DF has no real spoilers.

The notion that hell and vaults are spoilers is just a stupid meme on bay12.
>>
>>141061351
Pointy things. And one hammer for my hammerdwarf.
>>
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>>141061351
Warhammers all the way.
>>
Im a complete nab and downloaded this game today, what are some good starting tips?
I already figured out how to navigate the interface but have no idea what to do with my dwarfs and how to craft stuff.
>>
>>141063158
Basically follow this - http://dwarffortresswiki.org/index.php/DF2014:Quickstart_guide and you are git gut
>>
>>141062417
They meant hammerer btw.
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>>141063106
You're kidding because warhammers make use of their great deadweight and adamantine has the properties of ultrahard and featherweight. Great for a sword.

The poster above you gives his executioner an adamantine warhammer so that his blows will fail?

See I do not know what I am talking about in this post because I have never made an adamantine item in any game including DF or any other.
>>
>>141063158
Dig a hole in the side of a hill or cliff face, then move in.
Did you embark with a couple of fighter skilled?
>>
>>141031712
>i can now make ribcages explode with enough force
I didn't know fists only could be this fun.
>>
>Play at low popcap
>Last migrant arrives
>He is grand master gelder and high master comedian
Well, he made me laugh.
>>141065373 >>141069175
Yes and yes
>>
>>141061556
I disagree. They're decent fodder for new players to blunt their teeth on.
>>
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>>141069424
This is why I stole some of the combat move ideas from Sparking! and wound up going with punch/kick/elbow/knee with the different speed/velocity/impact area stuff.
>>
>tfw your cook becomes the king and bunch of other dudes become barons and counts
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>page 10
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>>141074115
Union pacific railroad vs the Texas pacific along with the involvement of the Carnegie steel corp comes to mind with this

Corporations when
>>
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>>141038759
>>141042687
>Urist McAbdul has been feeling radical today!
>He was delighted after conquering a village
>He was annoyed after being accosted by a terrible infidel
>He was euphoric after beheading an elf
>>
>>140823880
Just two years ago the entire appeal of DF was its difficulty.

Now the threads are in a constant state of dying.

Make Dwarf Fortress Great Again. Bring back the goblin hellscape.
>>
What's the best way of dealing with caged prisoners? I already have a 15-level pit dug out, but every time I assign more than one creature at time to be thrown there the dwarfs get surprised by the first one falling and end up letting the others get away.

There really should be an option to kill caged creatures...
>>
>>141076662
>Just two years ago
We've had DF2014 with zero invasions, it was literally the most boring state this game has ever been in. Think back to 2010 or something, maybe then this game was hard.
>>
>>141076980
I'm talking about 34xx before the introduction of a living world.
>>
>>141077103
That's more than 2 years now. But yeah, DF is a prime example of sacrificing gameplay for realism and similar stuff. As time passes, it ultimately becomes a worse game, but instead a better fantasy world simulator Toady wants it to be
>>
>>141076707
Put them all in one constructed cage, then use a lever to open said cage, all with your militia waiting for them in the same room.
>>
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>>141077541
>thats more than 2 years now.

anyway in [undetermined point in future] toady should address it with scenarios.
>>
>>141077541
Seems like a trivial distinction, but I think he wants a fantasy world generator.
>>
>>141077541
>it ultimately becomes a worse game
Speak for yourself.
>>
>>141077541
Personally, I don't really mind just having some highly detailed comfytime that doesn't necessarily need to be that challenging. As long as the fresh new features keep coming, I'm happy.
>>
>>141076662
DF was easy then, too. It's always been easy if you were good. "Losing is fun" was just a meme. /dfg/ two years ago was populated by a few players who never lose forts to anything but fps death and a bunch who hadn't yet learned all of the obtuse minutiae that allow you to master the game, probably in pretty similar proportions to /dfg/ today. Conducts, nonoptimal gameplay, and rng dickery are the only ways for an experienced player to be challenged, same as ever.
>>
>>141077541
>more than 2 years now
A little less. .40 released in July 2014.
>>
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>>141081049
I spend an hour struggle with the game before reading a let's play then started playing again with the wiki open and the game has been a cakewalk since then
It seems like bridges make the game too easy desu
Do I have to start playing evil embarks for a challenge?
>>
bong

(not the smoking device, the sound)
>>
>>141083146
Try an invasion.

Run pop up to 80 and have the Invasion feature set in the data init file.

Is viciousness high and, of course you have goblins in the world right?
>>
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>>141083502
I settled near a Goblin fortress without any other neighbors nearby to distract them and I'm about to hit 80 pop
Guess I better draft another squad
>>
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http://www.strawpoll.me/10130753
>>
save
>>
>>141081049
See, I always thought it was because you can pick up the same world and get back into it even when you lose.
>>
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>>141083963
what the fuck is IS
>>
>>141090159
>now everything is poison
>straya
>>
Props to the ogre trying to claim his swamp
>>
c o d r e a n u
>>
>>141081049
speaking of challenges how do you punch through an aquifer?

using only dwarfs and no pipes?
>>
>>141090159

>I EAT DEAD THINGS
I lol'd.
Also the 1800s style goblins are pretty cool.
>>
>>141096986

>1902

Oops, missed that

.>>141096073

You could do the cave-in method, but then instead of pumping the excess water away you could use a huge area for each layer and then dig out the areas of the huge layer to drain the water into and let it evaporate instead of pumping it out.. You would get a significant size reduction every layer with this method though so you would need to start with collapsing a very huge area.
>>
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>>141096986
>>141091798
Thanks!
>>
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>>141083502
>>141083920
oh fuck i wasn't ready for this, I got one invasion before and it was like 3 dudes
Guess this is what I get for being a cocky bastard
>>
>>141096986
reminds me of old disney
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>>141097391
It is 1800s in the sense that the Aussie guard was the last to update its garrison.
>>
>>141096073
As anon said, cave in method is way to go if you don't want to deal with pumps. If you're frozen year round (or at least through spring) you can use that for an easy pierce. If you're more skilled, your aquifer is shallow and you have surface magma you could theoretically do a no-pump obsidian plug, though controlling your magma with a pump is a smarter and safer way to use obsidian for aquifer punching. And then there's the chicken run technique, but it's unreliable and potentially very dangerous.
>>
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Hey guys i need some help. I have a library up and running, with 2 scholars, a scribe, and a book that they've copied into a blank i had around. problem is I can't make books. the bookbinding and paper making professions are red, pic related. I have plenty of pit tails for mashing but no dwarf does it. I have plenty of sheets but can't make them into quires. What's wrong? HALP thanks.
>>
Could anyone point me to any better info on instruments and their generation than what is available on the wiki? Please and thank you.
>>
>>141107560
I'm particularly interested in the possible combinations of parts in multi-part instruments, as well as what other variables may differ between, for example, two simple instruments of the same material and category (strings etc).
>>
>>141108298
Each instrument will have a generated set of parts and reaction to make them/assemble them, mixing and matching isn't in yet, hopefully someone with more experience with them will chime in.
>>
>>141106623
I've never seen that before. Are you playing with any mods? Did you download a version of spacefox that had raws packaged with it? Is your game carried over from before .42?
My best guess is you're playing a world without those professions allowed for dwarves in entity_default, which you would certainly know if you had done so intentionally.
>>
>>141106623
You might have messed up raws
Also make sure your world was generated after the update
>>
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>I've finished adding the image/material specification options to work orders, so if you want to order up 20 identical granite statues of a dwarf laughing while an elf makes a plaintive gesture, you can do that now. That's as far as we're going with work orders for this time. Next up, I'll be cleaning up some existing bugs as well as a few issues that have cropped up in testing. Then we'll be ready to go!
>>
>>141109184
I'm hoping to learn more about how the parts are chosen for each generated instrument.
>>
>>141110120
>>141110152
Thanks. I'm playing the DAII War & Myth [R4] [42.06][StartPack]. The world was generated in this version. But it is indeed modded. Idk the all the specifics but my fortress is one with "legendary dwarves." How would i go about fixing this? I'm not experienced with modding at all.
>>
>>141111185
I think it just generates the instrument and parts at the same time, a flooby neck goes with flooby strings and a flooby plectrum to make a flooby. A glitzel head and glitzel body make a glitzel, etc.
>>
>>141099524
That other incursion, may have been just a raid.

Yeah, the game is build a fort, then turn on invasions and watch the monsters tear it down.
That may be only one invasion wave there, if you construct to defeat that sort of thing there could be elves on giant eagles, men with siege machines; dragons. A clutch of players have worked through it well enough to outlast an active invasion feature and I am not one of those players yet.
9 trolls 30 beak dogs and an unfinished list of goblin combatants...
I cannot recall having seen or slain a Troll.
>>
>>141083146
This counts as a pretty good DF piece
>>
>>141110497

Can we order a million granite statues of a dwarf laughing while an elf makes a plaintive gesture though?
>>
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>>141113479
You can put it on repeat and go however high the system will allow I suppose.
>>
>>141099524
Well it seems as if I was the one that had your Fun.

Did you let that run and watch the monsters kill the little dwarves or did you just bail out?
>>
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>>141113981

The only reason I don't use my manager is because I can only do 30 at a time, when 100 or even 1000 would be better most of the time.
>>
>>141110497
> Cleaning up existing bugs

I wonder if he means with just this release or in general?
It'd be nice if the Glazer skill was fixed so it gives skill experience and Bookmaker skill is fixed so it actually produces properly quality and value books based on the quire/binding used.
>>
>>141114872
It's been stated he's removed the 30 limit on manager orders.
>>
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>>141115371

thanks have a roman waterwheel design
>>
>>141115215
Just depends on what he can get to as "low hanging fruit" and whatnot I think vs stuff that he's specifically been looking for.
>>
>>141114872
I can feel it, this graph.
I feel that I have spoken from close to the summit of Mt. Stupid several times, I hope when nobody more fitting was answering a post or question.

At least, I hope I am a little to the downwards side towards more knowledge. At least later.
>>
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>>141117612

It wasn't a slight friend, merely a funny image.

have a roman waterwheel design
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This recent attack from a FB went well; the deaths were from a syndrome that spread through the battlefield via steam. They were good goys too, capable yet dispensable but I needed them dead eventually for fps
>>
>>141120059

are those all visitors turned citizens?
>>
>>141120309
mercenaries, plus those few citizenscholars drafted into military. the list shows unfortunately not many were swamped by the gas, but a sizable amount enough. seeing that the disease spreads through the act of vapor being emitted rather than the extract itself, I think it might be fine to wear everything. but to make sure its safe I'll forbid everything in the battlefield
>>
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>>141121212
ayy and werebeast attack right afterwards
this is indeed an accursed expedition /s
>>
>Every world I try to gen fucking crashes as soon as it finishes

FUCK

YOU
>>
I know this is dumb but

>how do I remove a lever/pressure plate?
>>
>>141124229
"Q" then "X"
>>
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>>141125427
How do I remove a mechanism left in a lever after opening a cage without removing the lever?
>>
I'm having an issue with garbage dumps.

I've set a few dwarves to have no labor but refuse hauling, but I'm still not seeing my garbage dump fill up. I removed the refuse pile that a ton of dump-designated corpses/bodyparts were sitting in but still nothing.

How do I make my dwarves move these things? If it helps, the stuff is currently outside but I'm assigning them to be moved inside.
>>
>>141127138

o r o?
>>
>>141127324
Brilliant, thanks, I knew it would be something easy that I overlooked
>>
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>>141099524
p much decked out in my own fort, sent 21 human weaponmasters to get glory or death here (but more emphasis on death)
>>
Does the Mayor entity position require [ELECTED] to not immediately replace Expedition Leader?
>>
>>141129270

nevermind I missed the REQUIRES_POPULATION token
>>
Messing around with an atom smasher for the first time has made me realize that there should really be a crematory in the furnace menu.
>>
>>141133512
Obsidian casting is the only way to inter dwarves.
>>
>>141133512
It's only due to religious relativism that cremation and inhumation are able to co-exist in our contemporary society. In dwarven society, the funerary custom is to inhume the body whole. There is no room for cremation in dwarven culture.

I agree that some civs should practice cremation, though.
>>
>>141133512
>>141134056

It would be nice to have this moddable, and the appearance of ghosts too.
>>
>>141134056
But if there are crematoriums I can set up my own Dwarven Auschwitz for elves...
>>
>>141127974
How did it go?
>>
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>>141135271
>t. not a dorf
>>
>>141125620
You don't
>>
>>141135676
Hey man the Nazis were just following orders.
>>
>>141136479
This, I'm the one making the decisions here.
>>
>>141136479
>>141136987
So you're an elf or a goblin who infiltrated dwarven civilisation in order to ruin all it ever stood for?

Don't ever describe yourself as dwarfy, or accuse others of being elves, again.
>>
>>141138928
No, I'm just a human...
>>
>>141139269
Makes sense, since humans are currently the only race that occationally uses slaves in DF.
>>
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I didn't know there were several hells. This small world has 24 of them.
>>
>>141140134
There are also multiple "depths of the world" if I'm not mistaken.

Probably just a "region" corrolating to the above-ground I think.
>>
>>141140452
How much science is there on underground regions?

Do we know whether underground regions, in the caverns as well as the underworld, are somehow connected, or if they are completely isolated from each other?
>>
I'm pretty new. How much potential is there for conquest in DF? My long history of strategy games has told me that you'll never survive if you isolate yourself to one fort, is there anyway that I can conquer the world and benefit from it in any way other than "all the fucking elves are dead"? I'd like to build some sort of network of fortresses or outposts.
>>
>>141143418
You can't besiege and conquer other sites yet (wait another 15 years for that), but you can build as many new sites as you want.
>>
>>141083502
>Run pop up to 80 and have the Invasion feature set in the data init file.
Wait, you actually have to go into the settings to turn on invasions?

Lame.
>>
>>141144612
No. The invasions are on by default. You can turn them off, if you want.
>>
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begone page 10
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What should i siege next /dfg/?
>>
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>page 10 again
seriously, /dfg/
>>
Is there any way to make a 513 x 513 size dwarf fortress?
>>
I stole traded a silver whip from the elven caravan.

Is it any good?
>>
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Neat. We might actually revive this civ after all.

Having such a meager selection in the caravans due to the civ only having one hillock sucks, though.

My nobility are all residing in sites outside of my civ. Some of them are goblinised dwarves who decided to "seek their roots" and abandon their goblin peers. Some of them still have double citizenship in gobbo or elf civs.

Still, I have a good feeling. The new long-term resident system should also prevent me from dying out due to a lack of dorfs(my civ only has 16 dorfs outside of my fort).
>>
Begone page 9
>>
>>141154260
Yes. And unless you modded elves to use whips and metals it was the human caravan you stole it from.
>>
>>141157379
Oh, the humans then.

I made like 5 trap components and got all their shit
>>
>>141140551
Each layer is continuous across the whole world. There can be some crazy cavern cliffs at biome intersections, especially if you mess with the elevation settings in advanced worldgen, but there will never be a section of a cavern level that's isolated from the rest of the same cavern level in that world. Not sure about hell, but I expect it's the same way.
>>
>>141111465
Sorry, went to bed before you replied.
You'll have a text file called entity_default in your raw/objects folder. Open it and find the entry for whatever civ you're playing. Default dwarves are ENTITY: MOUNTAIN, no idea what your mod's dwarves will be. Somewhere in that entry there will be a list of allowed jobs, which likely doesn't include bookbinding or papermaking. Add them, and then generate a new world.
>>
>>141159245
Thanks, I think i fixed it in the raws yesterday but was hoping i could fix this world im playing in. :/ I guess not huh. Thank you for confirming this for me
>>
>>141153150
>Is there any way to make a 513 x 513 size dwarf fortress?
cheatengine

The biggest problem is that you must change the size X or Y variable to do the cheat (the program search on ram for variables that had an value X and now have a value Y).
When you chance your size most of the advanced world parameters automatically change, this means, this means that if you want specific world parameters you will need to edit everything again.


The program is also good to increase the Maximum Number of Subregions limit. In my opinion the game could allow the players to set the maximum numbers of subregions to infinite.
>>
Hi, beginner here, I'm getting the grasp of most things, but I'm having trouble with the actual desigh of the fortress, which rooms should I build first? I.e rooms for stockpiles, meeting areas, etc. And how big should they be?

What's the cookie-cutter fortress design?
>>
>>141162139
Idk about others, but i usually dig out the entrance, spot for Trade depot(though it could be outside), storage/workshop area, then a dining hall. After that comes a bunch of tiny rooms and a large staircase to breach the caverns/search for magma.

Stockpile area and dining hall can both be expanded later so they dont have to be huge. Dwarf quarters can suffice as 1X2+door rooms, but i tend to make them 3X3+door.
>>
>>141162139
The spring you should probably devote to getting your stuff inside and the basic needs met for dwafs.
Brief checklist:
>Enough room on your stockpiles inside to deconstruct the wagon and not leave anything outside
>Carpenters workshop to create beds and chop down few tress around the entrance
>Masons workshop to create doors, tables and chairs
>Dormitory for dwarfs to sleep in dug in stone layer
>Meeting/dining area with the tables and chairs from your masonry
>Farm in the soil layers + brewery

Stockpile is quickly dug in the soil layer, depending on the items you bring you don't need too big of an area. After that you want to dig down to stone and set up your workshops and dormitory. I personally like to use 5x5 for workshops, position it to the center and surround it with a stockpile of the stuff it's going to use. Dormitory can be pretty small, but have at least 5 beds in there for start and expand it when migrants arrive. Dining room can also be small to begin with and then expand it later.

Those are the things you want to do about in the order they need to be done.
After that is done you go on to do things you want to do. Trade depot + some stuff ready for trading by the time the autumn caravan arrives is recommended. Depending a bit on where you settle,what kind of dwarfs you bring with you and what you want to achieve it could be stone crafts, meals, wood crafts or stone/wood furniture and items like statues. Just make sure you have something you can sell comfortably by autumn
>>
>>141162139
I find it amazing that they consider tears to be equipment in this case, but why are my dwarves crying while they eat? is the food that bad?
>>
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>>141164685
Forgot pic
>>
>>141164685
>they consider tears to be equipment
They don't, really. Everything on one's body is listed in the inventory, including fluids and contaminants.
>>
>>141164685
Are they naked?
>>
>>141167892
nope, they are weaing lots of leather stuff(the beginning equipment)
>>
>>141161880
>to increase the Maximum Number of Subregions limit
You don't need cheat engine to do that, just a text editor. The advanced worldgen interface doesn't allow you to go over 5000 (IIRC), but you can set it to whatever you want in the text file that contains your presets. I've never tried (or needed) to do more than 20k, but I expect that any possible number you could give it in cheat engine would be possible by a simple text edit.
>>
>>141169301
>Dwarfs come in with gorillion clothes equipped
>Fort only produces one type of shirt, pants and boots
Welcome to the plump helmet fields motherfuckers
>>
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Finally finished the first floor of my tavern. There are two aditional floors above it, but they are still rough, and lack chairs and tables. Above those two floors, I plan on placing the guest rooms.
>>
>>141169301
Oh, was gonna say they could be crying from stress, it's actually listed in the raws for different triggers that cause crying.
>>
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bump
>>
In the dwarf therapist, what's that number in parenthesis when you mouse over a current job from any dwarf?
>>
>>141052781
My general thought was something like this in a general way. If it occurs, it is more of a statistical collision (I am supposing) and the opposite argument would be that it were an affinity; which, if it happens in proportions above a natural coincidence formula would strengthen the argument that it would be affinity more than indifferent happenstance.

Then again though we are not going to have a perfect formula for cross-statistical correlation in the real world because DF players have to have a PC and tens of thousands differing types of messier details from the real world.
>>
>>141175410
"Huh? What does the number of Messier objects I've obser-oh wait..."
>>
>>141090959
answer: either read this thread or read a few news headlines.
>>
>>141118148
No, I was not feeling that you were pointing at me.

I was feeling that I qualified, and that may be with a little regret but not enough regret to upgrade DF to obtain the current game disasters.
>>
>>141123269
I would try to talk about this with you but you are pissed off.

Did the worlds you gen include small,
try the obsolete old version of DF,
and What is your PC? i guess

Here again from close to the summit,
I bring so little information and personal background
to this response.

It may be better if this guy just runs off.
>>
>>141127404
That menu is sort of like a concealed door.
Not a secret door, just a concealed door.
I've seen several questions answered
by pointing it out recently.
>>
>>141143418
You can play in adventure mode to go hammer down the settlements of civs that you select at that time as a player.

There is no such thing as "You Win!" but there may be "The Age of the Dwarf" (all the fucking elves are dead)
>>
>>141154297
I do not know whether your nobility reside in sites, outside of your local fortress group only?
Or do you mean as you said, they reside in other civs in Humans and in Elves? and kobold?

Can you provide a list of 3 or 4 or how many nobility have you, and which sites/civs they live it?

Your civ only has 16 dorfs, again do you mean your local settlement/fortress is pop 16 dorf or do you mean what you said that your entire dwarf civilization including the home hillock has only 16 total (which would be quite low.)
>>
>>141157940
Deserves to be in the wiki.

but someone else do the work I do not account Wiki
>>
>>141175704
I did that shortly after I made that post.
>>
>>141160121
Certain of the raws are primordial and are only referenced at gen.

Others are referential and get drawn on during the game run.

I dunno squat about it by and large. The difference I am referring to is probably not a matter of systemic definition, it is probably just a matter of when the program does or does not make a read/access of the raw.
>>
>>141178717
I don't have it all in front of me at the moment. I just had the game crash for the first time in years, making me lose over an hour of progress. I'm a bit too frustrated to start it up again at the moment.

If I remember correctly, there were around 400 dwarves in the world. Of these, 40 belonged to another dorf civ, consisting of a fort and a hillock, and 16 belonged to my civ, all residing at the same hillock.

However, before my game crashed, I received at least four migrant waves(all generated out of thin air, as shown by their lack of relatives), ending up with 52 dorfs.

As for the nobles, they resided in all sorts of places, although I'm not sure whether any of them lived in the actual hillock. When I started, a goblinised dwarf, originally a baroness, was the queen. According to legends viewer, she was a current citizen of a goblin site(as under a site government), where she also had a former position.

However, early in play, the goblinised girl stopped being quee, and returned to merely being a baroness. Subsequently, another baroness took the queen position in her stead. This new queen had a dwarven name, but seemed to be a citizen in an elven forest retreat.
>>
>>141162139
People talk like a shared cafeteria is adequate, but every dwarf is going to want their private table (a married couple eating on one table each having their own chair I deem OK.)

So, I do not build a dining hall - unless it is one nobleman's own eating area. I put a table and chair in a square area next to a given dwarfs bed (and cabinet and coffer if they get those.)
Then if dwarfs change-of-address on me I have to move their reserved dining table to the one next to their new bed.

They each want their own in general.
Only those lacking a bed or a table/chair will use whatever they can grab.

funny there is not an official lay out, it is a matter for dispute and contention. The player might do different things depending on whether the embark has a stream or trees at all for example.
>>
>>141175584
Oldschool, old-issue astronomy catalogues used to list only stars and galaxies of stars. You could not find things like the Horsehead Nebula because that was nada star.

Then a messyer catalogue was proposed with nebulas and shit in it also. It is called, it so happens, the Messier catalogue. They found some guy Mssr. Messier to take the fall for all that shit in the sky that we will never, ever clean up.

My misspelling was deliberate this time, though on the other hand I post like crap more often than not...
>>
>>141179626
OK. I am boggled enough and you can just let it lie for a time.

In my experience of DF crashes, the conditions that arrived at a crash before also went to a crash when I restored and replayed. Maybe this is bad news to hear, if your fort has a lot of chickens or something you might have to kill some of that down to duck the crash.

I assume there are some system salesmen passing gratuities to Bay12 behind the scenes because one would have to keep buying a new PC to beat the game crashes in DF.
>>
Bampu.
>>
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I would animate this thread to have come back to life, but it appears to be mangled.
>>
Pig tails can't be eaten, right? How do I get their seeds, then?
>>
>>141186967
Process them in a farmer's workshop or brew with them
>>
>>141187089
aight
>>
>>141187089
btw how do I choose which plant to brew with in the still?
>>
>>141187728
z -> kitchen -> toggle brew off for everything you don't want to brew at the moment. Or use stockpile links.
>>
>>141188019
thanks senpai

just one more question, I got the first trading caravan, is there anything in particular that I should buy and sell?

Also, from what I understand, the sun icon is the value of the item, and the other value is the weight. Is the weight of the item something important that should be kept in mind?
>>
>>141190248
I usually buy all the food and leather from caravans personally. Maybe some cheap bronze/iron things to melt if I don't have any good metals on my embark.

Sun is value yes, weight shouldn't matter too much unless you're selling a ton of things made of heavy materials like cinnabar or slade.
>>
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>plump helmet women
>>
>>141190248
Weight is only important in that the caravan can only carry so many things with them. The limit is visible in the screen. So if you plan to sell stuff like statues or other large heavy things like raw ore (such as gold) you can only sell so many. Otherwise the weight doesn't matter except for dwarf carry speed.

You probably want to buy all the food and drinks you can. Check your stocks on how you are doing on them currently. Outside of that you can pick up more seeds and couple bins of leather. And of course items you might need, though it usually makes more sense to pick up the raw materials than the completed items. Caged animals might also be a smart buy for breeding or just for the butchery rewards.
>>
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Which tileset do you hate the most?
>>
>>141191309
I am uncomfortable with this.

>>141191540
Mine: >>140935090
>>
>>141191513
>>141190613
there isn't actual buying and selling for coins, just trading, right?
>>
>>141192115
That's right. It's just bartering goods for goods.
>>
>>141192228
Well, you can use currency as an adventurer but it's weird since it's not taking into account other currencies.
>>
fuck me my retarded dwarves keep moving the items from the stockpile to the trading depot, how do I even disable this?
>>
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>>141194213
They will only move the items you selected for trading. You're the retard, Anon.

Try deconstructing the depot.
>>
>>141194505
fuck this shit, I only tried to select a few gold nuggets to move to the depot and they started moving every stone I had there, I will desconstruct the goddamn depot and kick the traders ass off my fort
>>
Girlfriend gave me a great slur just now, we were trying to figure out who this one band was and I said they sounded like beaners and she said chinks, and suddenly she says "chinky-beans" so that's a thing now I guess.
>>
Ok, I got a hunter/ranger in a migrant wave, it keeps killing wild animals, dragging their corpses to the meeting area, then other dwarves drag them to the refuse stockpile.

I imagine I should build a butchery to not waste the meat, right?
>>
>>141197325
That's right. Once you have one built it'll automatically butcher animals
>>
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Is there a specific trait that i should look for in a tavern keeper? I already have a performer for the second floor, just need a waiter for the booze basement. Pic related The Devourer of Virtue.
>>
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>>141196640
>>
>>141198869
How can you make the tavern multifloor?
>>
>>141199121
Move up or down levels when making it.
>>
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>>141199121
Just make more meeting areas and assign them to the same tavern. You can do the same with temples and libraries.
>>
If i assign war jabberers to an adventurer, will they follow me to glory or death like companion reactions or how will it be handled?
>>
>>141199489
>>141199540
Nice, I wanted to make a 2 level tavern like that.

Can you also have them disconnected in the same level?
>>
>>141199883
I dont see why not. Try it
>>
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Gooks can't designate
>>
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>>141199883
I realized afterwards that you pull up the new Taverns/Temples/Libraries screen and assign things to it. You can also do it through the [q]uery interface like here.
>>
>>141174486
all these gifs are attracting child players to DF thinking that they are going to see for example the wizard shooting a staff in this thread, but it is all tease. "I started a fortress but Where's the spider holding a guy with a lasso while he mills his feet uselessly?"
>>
My fisherdwarf keeps trying to fish on the same places, and it keeps saying "northern swamp has no fish to catch" or something like that

wat do
>>
>>141207561
>kids
>4chan
>brbfbi
>>
>>141181460
but I am thinking, that when I embark the newly named group of dwarves are a spinoff of the parent dwarven culture. So, the civ of the Mountain Home=the civ of your embark even though you have a separate subgroup named expressly.
So that baffles me once, then there is the bit about the goblindwelling and elfdwelling baroness Queens and by then I just do not know what is going on.
>>
>>141190248
I recently embarked, no cat, first caravan had a cat;
scraped together a couple of shields, a couple of barrels and a few cave plants that grew and traded for our first cat. Key because you want vermin control and cats do that.
>>
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Can someone explain this? Some dwarven kid claimed a crafting workshop for himself, found it weird, a couple of days later I get this message
>>
>>141194836
You would not have to have your broker select the rocks you do not want to sell on a given transaction.
(Too late by now he has struck the Depot?)
You could just unselect for sale the items selected by mistake.
Taking down the Depot can spill the merchant's goods on to the settlement's picnic blanket which can be nice but the merchants may notice they operated at a loss and they don't enjoy doing it that way.
>>
>>141197325
Also, to save spoilage you can turn off "Hunt" as a labor for any given hunter.
>>
>>141199670
You tell us how it goes.
I don't have any domesticated Jabberers.
>>
>>141208986
isn't it good to have them hunt, tho?

btw how do I check the list of items? for example if I wanna see how many seeds I have
>>
>>141207601
Do you have some other place, where there fish are?

if no turn off fishing as a labor on the fisherdwarf, when there is nothing to catch but a cold.
>>
>>141208532
I had a dwarven child come up with a famous granite ring.
The granite ring, I am sorry I remember was named Lolturdan.
>>
>>141209351
The term 'good' would express either a moral value, or a value judgement.

Do you want to spare wild game, I think it dies out in the settlement area if you kill all members of an incursion. If you spare just one they come back again later.

Is the game animal something very noxious that you can't wait to be rid of?

I might leave the hunters turned off until I see what the animal(s) are and have a decision to make, instead of finding out that the local game beasts are depleted and btw the meat is spoiled and the bones have disintegrated.

Hunting is a way to gain experience but a partial alternative would be a target practice range just for the Marksdwarf part of it.
>>
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>>141191921
Really falcon woman make me feel hot
>>
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I'm so confused, a werehare attacked my fort, some dwarves started fighting it, now I dunno if it's dead or not, it's just there, if I use the look function, there's no corpse or anything.
>>
>>141213129
well, regardless of what happened to the werehare, two of my surviving members transformed into werehares themselves, I'll see what happens now
>>
>>141209351
seeds - z overall display, get to the 'stocks'
check your stocks just like Wall Street does theirs

When your pile of stones gets way large then
"don't trip over the stones!" page past it and
then come backwards but don't trip over the stones.
>>
>>141212414
highly sensitive, cockroachpeople.

musician, astronomer, sanitation worker, agriculture and all kinds of shit
>>
>>141213524
a hare-raising gothic tale
>>
>>141083920
Is the correct name 'Osprey Men-at-Arms Series?' Just from memory.
>>
>>141197325
I prefer to keep a butchery outdoors because it is a bloody business, a roofed area might rate.
>>
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>>141212414
Dragons make me hot... like "oh god I'm burning alive" though.
>>
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>>141216201
>eat a dig
>fuck

Spectacle changed how it saves files so I'm still getting used to just hitting the button to save as instead of scrolling down.
>>
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>>141214451
Yes indeed
Good books
>>
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>>141218191
Dammit I am too hyped for the new update and stuck in a loop of making a world > running around a bit > making a new one.
>>
What race would be what faction?
>>
>>141220642
I feel like I shouldn't answer because it would be horribly racist, but welp... here we go.

>arab elves
>latin humans
>greek dorfs
>mongol goblins
>>
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>>141169656
Francis of the filth forgotten beast when?
What would it be made of often?
>>
any other games /dfg/ considers "special"
>>
>>141207753
This is the video games section after all
>>
>>141220248
OK figure out what sort of world you want to generate, gen it and stay with it for some forts and all.
>>
>>141222993

>european elves (happy to let dangerous wild animals wander around)
>roman humans (spread of civilization)
>north korean dwarves (communist, likely to starve to death)
>american goblins (governed by strict ethics, will attack you anyway)
>>
>>141224584
Well you achieved local fame.
The game is programmed for that to occur if you do. Petty congrats.
>>
>>141225464
I just had wolves at my little encampment.
Then, some more wolves came.
>>
>>141208532
He made an artifact. Dwarves tend to do that.
>>
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>>141229579
It was neat because I hadn't actually talked to anybody yet, just punched some zombie bears and a giant cougar to ...redeath and regular death.

>>141229424
I want to try out adventure forting without dfhack so it's just frustrating right now.
>>
Fuck man, I know it's not really df related, but why didn't I hear about the Red Summer in school?

https://en.wikipedia.org/wiki/Red_Summer_%281919%29
>>
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>>141208532
Oh shit. This bug means that your game might crash in the next in-game month. The only known cure is to delete the world and generate a new one.
>>
>>141238898
(Dis nigga trollan')
>>
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>>141238898
Not cool m8
>>
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>0.42
>>
>>141234465
I couldn't define adventure forting. You have an adventurer dig, forge weapons?
>>
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>haulers
>>
>>141234465
I like the idea of necromancers huddled in their towers, surrounded by animated corpses, having polite discussions with them and occasionally writing books.
>>
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Roughly one year after reclaiming the fort, one of the miners finally stumbled upon the forgotten beast who had originally ruined it. The beast in question was locked into a room, and didn't manage to break the door until my militia burst in and killed it on the spot.

I'm a bit surprised that the beast didn't try to destroy the door before I found it. I guess it could have stood looking away from the door, unaware of its existance.

This being said, it's pretty shameful that steam beast with nothing but a poisionous sting managed to ruin an entire fortress.

Also, I'm the anon who lost his progress after a crash last night. I'm back where i was, now, having dug out a huge temple out of a stalactite, and making a reservoir for my well in the first cavern.

I hope the crash doesn't happen again. I don't remember whether it happened during play or while paused. In the latter case, there shouldn't be much of a risk, should there?
>>
>>141246806
>i have a bunch of stupid gifs i bought for a project, let's find another use for them!
>>
REEEEEE
>>
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We're alive again!
>>
>>141248218

Just good luck. I don't know that DF crashes while paused, it doesn't have much to do then.

>>141181460

I have had games where I backed up on the 7th, 14th, 21st or during Depot Trading more than once in one day because I did not want to go through the list of rocks and stuff repeatedly. YYY-MM-DD-it
>>
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Why are 3x3 stairways considered the default? I don't see why is needs to be more than 1 tile wide, why would dwarves not access the closed one? And how would they even access the middle one?
>>
>>141248485
When you strike at page 10,
you must make sure the post is of marginal quality
>>
>>141249098
You get crowds. You notice when two dwarves pass eachother in opposite directions in a 1-wide corridor one is knocked down.

The advantage of nine-stair blocks goes up whereas it is multiple levels deep and a dorf
may need to climb or descend five levels and more. Just think about that.
They can access stairs, from adjacent stairs.

I assign the center-of-nine as preferred for high traffic so if a dorf takes the stairs will move to the center. If two pass eachother on those stairs one can dodge to the side instead of a knockdown. If five or eight pass eachother on those stairs there is space.
>>
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>tfw /dfg/ is so dead that it's starting to affect 4chan as a whole
>>
>>141028857
you have to allow dwarves to collect refuse outside

If I recall you press 'o' then go to refuse and enable it
>>
>>141249098
1x1 is too small, dwarfs will get knocked down and slow down traffic.
2x2 isn't symmetric as you don't have a "center" tile. This is especially important when you shift move from one side to the other
3x3 is nice symmetric approach with plenty of room to spare.
>>
>>141249709
Do people use 3 tile wide hallways? I heard 2 is enough, but 2 isn't symmetric like you said
>>
>>141249798
I use 3 wide primaries and 1 wide corridors. I like the look and it's symmetric
>>
>>141249939
can you send me a pic so I know how it looks?
>>
>>141249798
Sometimes you can still widen a passageway after the fortresses early years, but sometimes you have a wall that is significant for some reason like it is a weightbearing support or the wall is advantageous to control motion and access so late widening is going to come with a disadvantage.

But one of the biggest dwarfjams for me has been fortress entrance causeways (with traps on them) even if I build three causeways and have direction control. (I have been letting dwarves out to the field instead of keeping them in, which causes too many path error messages to tolerate. This may not work out if I ever see a dragon or fantastic beast ever.)
>>
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>>141250120
Not on my computer at the moment but here is one of the older ones I have laying around.
>>
>>141250469
Ah, though I like my bedrooms a bit bigger(3x3+door), so I doubt I could make things that tight

Is saving space very important in dorf fort? Will I regret it if I don't plan ahead to make the most of buildings in small spaces?
>>
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>>141249098
>>141249709
I prefer the following:

X
X X
X

If the stair is in the open, I usually put a central pillar between them. If it's underground, I just smooth the surrounding rock; it looks surprisingly good.
>>
>>141250697
You can do that with 3 and 1 wide hallways just fine.

Saving space isn't that big of a deal honestly. Space savings just increase the overall efficiency of the fort a bit.
>>
>>141250725
I fucked it up in the text, but the pic still shows it clearly.
>>
>embark on a quest to return some abducted children back my home village
>set off with an experienced speardwarf as my companion and guide who knows the land and where I can probably find the children
>Stumble upon a tavern or something with a muscular goblin beating the crap out of a poor dwarf
>Try to help and fight the goblin, it says it's a brawl so I decide not to spill the goblin's guts right there
>get into a fight and get stunned on the ground
>my companion helps out and fights the goblin, but the goblin fucking punches his hand and it explodes into gore
>while he's on the ground dying a marksdwarf who was standing by watching the whole thing decides to intervene
>by shooting bolts at my fucking friend

what the fuck

Do I just kill this fucker? Beat him up? Can I even save my companion from death at all? An artery was opened in the attack.
>>
>>141251379
Alright nevermind I tried some super wrestling moves and he just shot me with his crossbow and went unconscious and died.

Adventure mode is a terrible beast.
>>
>>141251379
Seems like the conflict escalated somehow. That happens a lot in the current version, and it is likely due to a bug.

One artery is usually not enough to kill characters in DF, except if they're exceptionally small. If you can stop the markdorf somehow, your friend should be okay.

Also, before you do anything, you should re-check the conflict level with all of the involved parties(that is, the goblin and the dorf). If they're no quarter, you might as well kill them, as they'll stay hostile to you for all of eternity. If they're brawling, they'll give up as soon as they pass out. If they're non-lethal, they might give up, but will stay hostile(if i remember corectly).
>>
>>141251785
Too late, I'm already dead

Thanks for the info on the arteries though, also on the no quarter thing. If I had known that the marksdwarf was going to be an ass hole forever I would've killed him instead of trying to wrestle his crossbow away from him
>>
Where I can download the map used for the main page background?
>>
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Big fucking problem here.

So I just noticed that my expedition leader was just standing in one of the temples, while being stressed out about not being able to pray or take time off. According to the unit list, he was preoccupied conducting a meeting. It turned out that the guy he was supposed to meet(a merc who wanted to become a long term resident) had somehow gotten stuck in an underground lake. Judging by the giant olm skeleton nearby, he's been there for quite some time. Making a ramp for him didn't help, either.

What do I do? I don't want to create a cavein, as that would ruin the aesthetics of the map.

This is pretty urgent. Like I said, the expedition leader can't take any time off until he has sucessfully conducted this meeting. He's getting increasingly stressed out.
>>
>>141250725


▲▲
>>
>>141253356
Just murder the guy
>>
>>141253356
>>141253517
I tried to use a pump. It worked, and the guy is a long termer now.
>>
Where can I see the exact settings of the "embark now"?
>>
>>141254632
Select "prepare carefully". The default settings are what is chosen for "embark now".
>>
instead of making a huge stockpile of wood next to my carpenters workshop, can I just make a 1x1 garbage dump and dump all the wood there?
>>
>>141257503
Yes, it's called quantum storage which some regard as an exploit and some not.
>>
I heard that the myth update will allow the player to select between the current method of spawning races at world generation and abiogenesis

its true that the game will have abiogenesis?
>>
>>141258108

I've not heard anything about it, but it doesn't make too much sense for a low fantasy setting, also I sincerely doubt that Toady has written genetics and such, he's rocking back and forth thinking about egg dream planes.
>>
>>141257887
I mean, the quickstart guide says to use a dump to remove stones cluttering your living area, but doesn't say that you should make a rock stockpile, even though dwarves only haul using a wheelbarrow if they're bringing it to a stockpile, right?
>>
>>141258456
Yes you can (and probably should) use dump to remove excess stone.

As for the rock stockpile itself you don't really "need" it at the start of the game as rock is laying pretty much everywhere. Even if you do make a stockpile for it chances are it will fill up very quickly. Ironically if you mining to make more room for it generates more stones.

You can make a small stone stockpile right next to your mason to make sure there is always stone close by. Once you advance to the game a bit more and the workshop area starts to run out of stone in the ground is the point you really need the stone stockpile.
>>
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>>141252148
>>
>>141246443
Next version we'll be able to make forts and shit in adventure mode.
>>
I only have limestone available, how can I make my mechanic use it to build mechanisms? It says there are no non-economic hard rock. I went to the stocks and changed limestone to green, but nothing changed
>>
>>141260109
Dump some and reclaim it is what I would try to update the status on those stones if you don't want to dig out some fresh limestone?
>>
>>141260285
Do they work if they're in a garbage dump? Cause the guide said to put all stones in a dump near the mason/mechanics shop
>>
What're your favorite places to embark and why?
>>
>>141260109
The stocks are full and the mechanic shop is only taking stones from one stockpile
>>
If I get a fishery and a butchery, what do I change in the stockpile so the dwarves don't put it with vermin remains outside?
>>
>>141261047
Wait, nevermind, some guy prepared the fish(it was a pond turtle), it seems that raw fish are brought directly to the food stockpile, just the remains(such as a shell in this example) are brought into the refuse stockpile

By the way, what are fish cleaning and dissection exactly?
>>
>>141261405
http://dwarffortresswiki.org/index.php/DF2014:Fish_cleaner

http://dwarffortresswiki.org/index.php/DF2014:Fish_dissector
>>
Don't run Dwarf Mockup in the latest LNP. Apparently it's a Trojan.
>>
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>>141262323
>LNP
>>
>>141262323
I'm not getting anything when I scan it. On an unrelated note if anyone's tried picturefort does it just crash when you try to load an image? I can't get the damn thing to work at all.
>>
>>141250697
I have found the 2X4 method seems to work for me. A 2X2 bed space efficientcyly by a 2X2 personal table and chair(s) DONE.
>>
Is increasing the max number of barrels/bins in a stockpile(for wood, stones, or anything that clumps a lot) a good idea? What's the difference between using barrels and bins?
>>
>>141265906

Usually you just put it to max depending on the stock pile, generally food goods are stored in barrels and craft type items in bins, the only case I've ever had to mix barrels & bins is in a cloth/dye storage area.
>>
>>141267132
so is it good to put it into wood/stone stockpiles so it can hold way more stuff in the same space?
>>
>>141267543

wood and stone can't be stored in barrels or bins senpai
>>
>>141267543
It's better to just use a quantum stockpile for wood and stone. If you're lazy you can designate everything to be dumped and just autodump with DFhack.
>>
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about 5 minutes of swimming
>>
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begone page 10
>>
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I captured 2 giant cave spiders, a male and female. How do i go about breeding them?
Also, how many children do they have at a time? I ask because i dont want to tame the adults, since i use them for infinite silk. Only the female has to be uncaged right?
>>
>>141111930
Yes but, is there some known order as to what parts a flooby might be invented with?
>>
>>141273249
Not that I know of, might have to dig into the raws to check.

>>141269724
Why didn't I know about this command? Is this a personal script?
>>
>>141274071

It's something I found on bay12, had to add the max functionality, fat doesn't seem to be working but it does sometimes change so I dunno.
>>
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>>141274423
Interesting, I'll have to check it out, but in the meantime I noticed Rumrusher got telekinesis.lua working.
>>
>>141274931
http://piratepad.net/ep/pad/view/ro.QX9vLAvPSmJ/latest
>>
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>>141274931
>>
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How do you guys like my first cavern layer?

The three giant stalactites have been made into a tavern, a library and a temple respectively. Above them is the worldgen stairwell, and next to it, the well room and the "vestibule" where my dedicated subterranean militia is training, ready to keep out any unwelcome cave fauna.
>>
>>141276351
absolutely haram
>>
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>>141278706
Care to elaborate?

Here's how the floor above looks.
>>
>>141278997
just messing with you, looks cool
>>
Saving threads is a hobby.
>>
The forgotten beast ded thread has arrived!
>>
http://www.bay12forums.com/smf/index.php?topic=138478.0

The most autistic shit I've seen from bay12
>>
>>141285865

dwarf fortress isn't difficult enough to require a graph
>>
>>141260506
On the ground, reason: because it does not melt as ice does.

ha ha haha ha I will play my own laugh-track on that
because I anticipate that there will be no natural laughter
>>
>>141272937
There are carnival arcade games, Dem Diggers and Doze Dozers.
Working with giant cavespiders as keepers may turn out to be unnaturally difficult, like indirectly trying to control something. Like Dem Diggers and Doze Dozers.

I do not estimate you will have the great Fun in the sense of losing your fortress over it, but it will probably be a solid day's work and more even for a rough sergeant of muleteers.
>>
>>141272937
Why is this roach made of glitch
>>
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>>141289169

come on now, that's Anzu
>>
>>141289509
...we're going to jail aren't we?
>>
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>>141285865
Why did you have to go and remind me of that thread? I've been strugglng to forget about it.

Will bay12 ever get better?
>>
>>141289169
Blind cave pillbug with no pigment
>>
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>>141285865
>Hmm... so in conclusion, we'll go with classically defined learning curves and colloquially defined demand curves.
>I should lock this before somebody gets into too much trouble with words.
>t. Toady
>>
>>141289509
Kek'd
It baffles me how
A) someone can look so weirdly inhuman in such a cute way
and B) is also a Turkroach
>>
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>>141292217

he looks terrible without makeup and photoshop
>>
>>141293539
>he
Welp, my dicks confused as shit.
>>
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>last DF related post: 3 hours ago
wake me up
>>
>>141295420
I just made a joke and then someone replied with some attention whoring trap
>>
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How do you decorate your fort, /dfg/?

About to order some new statues for my bathhouse.
>>
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>>141297534
I thought t-t-traps were dorf...

>>141297901
Marble
>>
>>141297973
Unless you make a mod where I can slaughter them, never.
>>
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>>141297973
A E S T H E T I C
>>
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What the hell does this mean?
I figured the guy just dehydrated when I got the message that he was missing, but this is new to me.
>>
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>>141299367
He literally got spooked to death.

>>141299097
I got a huge marble boner. I strictly play on maps with significant marble layers and use it for everything.

Hero's graves are carved into it, furniture is made from it my outer battlements are made from it.
>>
>>141285865
Fucking Putnam. It's not even about whether he's right or wrong, it's just the fact that he takes part in these discussions to that extend. Christ.
>>
>>140908112
Only good addon to dfhack in the ingamw job changing screen. Toady should use it desu
>>
So is it true you can have dwarves read necromancer slabs in fort mode to become necromancers?
>>
>>141301031
Yes.
>>
>>141218234
They could be a website of their own, that series.
I never bought more than few.
>>
>>141251596
You were out to do something and you got in a bar fight
because you were sympathetic to someone else that was in a bar fight,
was also a dwarf. So - - - adventure mode bad
>>
>>141297534
Haven't you heard that too much levity,
leads to immorality.

(but that almost qualifies as a joke too on here)
>>
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ughh

page 10 AGAIN
>>
>>141304921
Your waifu is cute
Now mod her into the game
>>
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>when you expect another shit artifact but you end up with this
>>
I got a silver battle axe, a gold sword, a lead buckler, a bronze helm and a copper helm. My dorfs seem to love metal.

Is there a way to influence them into a mood and/or what they create?
>>
>>141307847
Besides dfhack triggering/prefchange tweaking?

Make sure they skill up something you want above other moodable skills and limit access to materials.
>>
>>141294535
It shouldn't be, Anzu being a boy is a meme. And Anzu doesn't even look that bad without makeup, she's like a solid seven.
>>
>>141302531
You misunderstand. I was remarking how crazy adventure mode was. My companion got his hand blown to bits by being punched by a goblin in said bar fight, and then a marksdwarf who was standing by started shooting my companion, who just got hit hand blown to bits.

Shit's crazy man
>>
My goggling is weak today.

I know bone can be designated in a uniform by "White Metal" modifiers on it.

If there a similar way to designate shell?
>>
Anon gestures at the ded thread
>>
>>141307847
The dwarf in a creative mood uses the pathing facet of the program to select from among items they could reach then, if the nut can't get a given thing then it will not be included in the secretive scheme.
>>
>>141309901
Right, found it, Shell is also white.
>>
>>141309126
Solid 5/7 stars?
>>
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Check out this new Dwarf Fortress Render
https://www.youtube.com/watch?v=jbD-NRvr-VI
>>
>>141318321
How does that gigantic orange asshole lizard person animated by an enchanted wig put it?

>You're fired.
>>
>>141318924
Page 10 is fired.
>>
>>140879415
>trying get
>pragnent
fuckig weebs and their spelling
>>
>>141318321
I remember the last time I checked out rimworld it didn't even have invaders. I see that it does now but it's still just 2d.

so, is rimworld still just DF with a better UI and worse everything else like every other DF clone, or does it have anything going for it?
>>
>>141327703
I bought the game, it's very shit. After about 3 hours of play you've gotten to end game, and there's no Z axis soooooo It's another DF wannabe
>>
>>141329983
>I bought the game
iktf. I actually bought towns. damn that game was a piece of shit. I'm glad the developer abandoned the game, it was headed nowhere.
>>
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>>141330491
I'll top all y'all guys. I bought A Game of Dwarves. I should've seen through the ruse but I was so young and naive
ah well
>>
>>141327703
Rimworld is actually having development, but it has focused more on quality of use than mechanical content.
That said, I like the content it has, but it still feels a bit -hah- flat. Still, for those folks that like them their invasions, defense is a mandate in Rimworld. No elaborate traps or indestructible drawbridges to play with, mind, but lethal danger is omnipresent.
>>
>>141329983
>>141330491
>>141330935
>falling into the trap of actually believing a game could do what DF does
I bought gnomoria it was shit
>>
>>141331325
*gnomorrhea
>>
speaking of DF-likes. has anyone here tried prison architect? a frinend of mine plays it alot and says the developer is constantly adding features to it for depth, even though the game has left early access a long time ago.
>>
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>>141331325
the best part was while I was partially active in lurking the bay12 forums (and regarded it as if a holy text of df or somesuch) the PR or devs from way back when around 2012 visited those forums, and asked for sage advice for their development. Oh boy

also what he finna make
>>
>>141318924
Trump is literally the best candidate for president of the United States.

You're fired.
>>
So I know that DF only uses a single thread but I have a good rig. Would I be able to use a 4x4 embark on a large world without FPS death coming too soon?

Also any tips on how to prevent or reduce FPS death?
>>
>>141332583
reducing variables is key
less space, less historical data, less items, less creatures
>>
>>141332378
>useless communist who has never worked a day in his life
>basically Bush masquerading as a retarded feminist
>pussy faggot who looks like he doesn't even know why he's a candidate
>reality star
yeah I'd vote for trump if I was an americunt
>>
>>141332583
>generate small world
>2x2 or 1x3 embark
>get used to designing your fort vertically
>never have to worry about FPS again, no matter how many dwarves you get and no matter how many caverns you breach
>>
>>141332583
We cannot know that. Data has not been mined, statistics have not been compiled, and especially without more information about your computer than "good rig," how well Dorf Fort runs is a matter of great arcane mystery.
But we do know fairly well how internal behavior influences its performance.

http://dwarffortresswiki.org/index.php/DF2014:Maximizing_framerate
>>
>>141332835
>>141333282
>>141333353
I've never actually tried a small world before.

Thanks for the info.

As far as my pc goes it's: I5 2500k (not that it really matters), 8 gigs of ram, 7800 series radeon, and windows 7.
Thread posts: 755
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