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/dfg/ - Dwarf Fortress General

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best race edition

Last Thread >>144578037

>Download the basic game here. Current version is Dwarf Fortress 0.43.03
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Dwarf Therapist (Out of Date):
http://www.bay12forums.com/smf/index.php?topic=122968.0

>DFHack (Out of Date):
http://www.bay12forums.com/smf/index.php?topic=139553.0

>Starter Pack (Out of Date):
http://www.bay12forums.com/smf/index.php?topic=126076.0

>More DF stuff:
http://pastebin.com/AnsHjQ40 (embed)

>Dwarf Fortress General IRC chat:
http://en.irc2go.com/webchat/?net=freenode&room=dwarffortress
(to connect yourself: https://webchat.freenode.net #dwarffortress)

>A bunch of guides to various parts of fort-based living:
http://imgur.com/a/nGyRF#0

>Video tutorials:
https://www.youtube.com/playlist?list=PLBrdUj1adIBD-vgUodaaxebcdqQ4oEWtg
https://www.youtube.com/playlist?list=PLD1A3FE72C0DCAC66 (Dated, but good)

>Text tutorials:
http://dwarffortresswiki.org/DF2014:Tutorials
http://members.iinet.net.au/~morty/Getting_Started_with_Dwarf_Fortress.pdf

>This pasta:
http://pastebin.com/iAduXzjn (embed)

Strike the earth!
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Hamster > Kobold > Goblin
>>
>>144971159
how many statues do you carry around?
>>
>>144970807
kobolds are still better than elves

gotta give them that
>>
Quick question.

One of my fellas got his fingers bit and ripped off by a werezebra. Will he turn even though it was a seemingly clean cut?
In the health screen he has no impairments or need for medical aid (which is weird) but there's no way to see if he's infected, is there?
>>
Guys I want to make a millstone but I've never dwarven power before. Is it hard?
>>
>>144972450
The fact that the fingers got ripped clean off is the reason that no medical aid is needed. There simply isn't anything to heal.

He may still be infected though, so you better put him in quarantine. Only time will tell.
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>>144972941
>>144972450
Into a locked off room with a small supply of food and water with an atomsmasher hovering above he goes.
>>
>tfw finally found something to beat the shit out of
thanks, horseshoe crab
I wish this thing had a numpad
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Toady is brutal as heck.
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>>144975531
Fuck, forgot the important parts.
>>
So I finally had my eureka moment in dorf fort adventure mode and I feel like I can actually play the game now. So um I have some questions that I just couldn't find online.

Do civs go to war with one another in adventure mode? Like if I'm dicking around in a hamlet could goblins come and fuck my shit up?

Where can I find animals because I've been wandering around all day and I've found none around my town.

I want to play as a normal townsfolk person and do mundane peasant things, what mundane peasant things will the game let me do?
>>
>>144976269
>I want to play as a normal townsfolk person and do mundane peasant things, what mundane peasant things will the game let me do?
Subsisting by gathering plants and hunting animals for their food.

As of version 0.43, you can now build your own cabin in adventure mode, in which you can put a carpentry workshop. Your carpentry goods can be used for trade in other settlements.
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>snatchers
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>>144971852
Yes.

I have my strength as high as it can get realistically before you get the rollover > 0.099 spd glitch.

This minecart slows me down from 10.0 to 4.2 spd.

Whacking people with it makes them fly waaaay across the screen and die over there.
>>
>>144976669
So do I walk to town to sell carpentry stuff or will customers come to me? And what about wars and stuff? I'm using the DF starter pack so unfortunately I can't be at .43 yet, but I'll keep the carpentry tip in mind.
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>>144977012
>dwarven child
>no beard
fucking humie infiltrator filth might just aswell be stolen by the goblins.
>>
>>144978652
What happened to that girl anyways? Did she lose her position due to all the memes?
>>
>>144978339
Customers won't come find you yet, sites don't "announce" their presence and update their relationships with neighbors like that for adventurer camps yet.
>>
How do I drink from wells in adventure mode? The wiki isn't telling me
>>
>>144979809
Press 'u' twice to lower and subsequently raise the bucket. The bucket is then full of water, which you can either drink right away or use to fill your waterskin.
>>
>>144979774
Ok cool. But what about invasions and stuff? The north of my civ is filled with goblins and I'd like to know how fucked I am.
>>
I was thinking about how you can make adv mode combat more fun the other day. I got the idea for multiple tile enemies. Like really tall ents the size of trees
>>
>>144980462
Oh cool thanks.
>>
>>144981041
I'm not sure, since I've only played since 2011, but I've heard that elves used to be able to animate trees.

As things stand now, though, we need multitile creatures before it can be re-implemented.
>>
>>144980557
You can get roaming unit ambushes while in a campsite, but not proper invasions yet.

...yet.
>>
>>144982626
So my home village is safe for now? That's good then. How close is the uh, the invasion update? I've only recently gotten into this and don't quite know where all the news is yet.
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>>144982905
Well, if you are talking about where you started from, THAT site can be attacked, I misunderstood what you were saying. Right now you can go out and make a campsite and build stuff like log cabins or... deathmatch arenas over a volcano... you know, whatever floats your boat.
>>
>>144982905
Your village can get attacked, but that's really rare.

That anon was talking about the adventurer sites, that is, the sites you build yourself.
>>
>>144983435
>>144983509
ooooh.... ok yeah that was what I was asking about. Like, I was wondering if AI civs would go to war with one another in adventure mode and have battles and stuff. At least that is apparently rare then. And I'll look into building log cabins and such, I didn't know I could do that, so that's cool.
>>
Not on my watch, Page 10.
Get out of here, get your own bread!
>>
Where can I download worlds created by other players?
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>start new adventure
>grind up stats
>decide to drive off that bandit gang that has been bothering my hometown
>epic brawl ensues
>body parts getting mangled left and right, but no one dies
>bandits run away
>decide to follow them back to their leader
>forced to sleep or I won't be able to take on their boss
>lose track of them
>find an asterix slightly north of me
>gloom woman
>after much savescumming, I finally manage to kill her
>find an asterix north of me, apparently travelling in the direction of my hometown
>follow it
>it gets intercepted by another asterix, and I lose track of which is which
>one asterix stop, so I sneak there to see what's going on
>find this
They aren't the bandits I'm looking for.

I DO, however, know their names, so I guess they are the militia from my hometown. One of them even appears to be the lord consort.

Luckily, many of them are still alive. Sadly, poor Dunem, who I've apparently known for my entire life, is dead.
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>>144987558
Look: he even dropped a shitty book about some lame event in his life.
>>
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Does this mean there is an Aardvark civ somewhere?
>>
>>144992949
No. It means there's a population of aardvark men living in a civilization. Probably an elven civ, but it could be any of them.
>>
So this is a longshot, but I'll ask, a while ago an anon posted a advanced world seed to get maps with really nice mountain ranges and I quite liked it. Did anyone save it or bookmark it?
>>
>>144996501

Found it myself, I remembered I bookmarked it in another computer.

http://pastebin.com/R7awYp93
>>
>>144994027
A civ needs to have sites in a region with wild animal men in order to get a civilised animal man population from that particular species. This usually means that Elves have more exotic animal men based on rainforest fauna, while dorfs tend to have animal men based on subterranean fauna. This is the reason that creatures like cave spider men and helm plump men can only start in dorf sites.

Since they are the most generalised and adaptable civ, humans tend to have the highest amount of playable animal men.
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>>144996501
What do you define as nice mountain ranges?
>>
>books and music release just added text gens that didn't contribute to the game!
>>
>>145002831
>dancing
>knowledge tree framework
>performers at your fort
>being a performing adventurer
>needs related to varied subjects rather than just "a nice room, socks, and booze"
>being able to write down knowledge and pass it on to other adventurers
>necroforts
>nothing much really
>>
>Monster slayers can petition your fortress to go down and fight monsters once you discover the underground

I'm slowly becoming convinced that Toady is a hack fraud
>>
>>144982194
It is possible to polymorph humans into trees,
and it is possible to polymorph trees into humans IRL.

Much of the reason right there why you might not just kill a tree.

So I guess that elves should be able to turn out a few shepherds of the trees.
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Ah, that was as satisfying as I hoped.
>>
What features are gonna be in the next release? Or like, what big features are closest to being released?
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>>145009078
Well, 43.04~ should be a bugfix and then the 64 bit test will be coming sometime later on, I'll bet on next year seeing it and maybe the early myth stuff. Not sure if he's gonna want to push out a 64 bit bump between the main stretch from here to the myth update though.
>>
>>145011296
Am I the only one who misses the old "Halt in the name of x!"?

I love how it became a stuttered "Ha-ha-halt in the name of x" when you became famous enough.
>>
>>145009078
recently he has been focusing on adventure mode so maybe more of stuff like .43 to make adventures evenore intiresting
>>
>>145011296

I really hope the 64 bit test doesn't take too long. It doesn't sound like it will be that difficult.
>>
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>>145011567
He said he wants to get that stuff back.

"Tell them it was the Taupe Robustness, if you live!"

I'm glad he focused on the bandit relationship stuff first though, the way people actually care and react and shit is too fun.

Though I should note, these aren't bandit ambushes, this campsite is literally right up against a dark pit, which itself is up against two more and a dark fortress.

I see a patrol moving on the map, move around to get their attention, then head back to my lair and write a poem or something to trigger the ambush.

>>145011637
I'm figuring it will either be the final part of the 42/43 push, more likely something that he tosses up randomly in a few months, or most likely at some point (hopefully early next year) with some of the myth stuff.
>>
>>145011296
I thought he said that he was going to do the first 64bit release before myths. The 5/9 and 5/25 devlogs certainly suggest as much.
>>
>>145009078
It seems like bug fixing and 64 bit has the highest priority at the moment. Toddy might still surprise us with something nice before the release arc is over, though, like he did with the emotion system.
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how long until she dies?
>>
>>145012521
what mode?
>>
>>145012696
fortress, she caused a cave in
>>
>>145012521
Damage to internal organs can't kill a dorf by itself. Damage to the lungs can kill indirectly, through suffocation, and damage to the heart can kill through bleeding.

The pancreas doesn't have any practical use in the game, mechanics-wise, and so, damaging it won't have any effect. It's the same with the liver and the guts.
>>
>>145012521
She'll be fine after experiencing dwarven medicine and deciding she's better off just getting over the pain.
>>
>>144982905
>the invasion update
That's not really a thing. There will be at least one more "military arc", but invasions and traveling unit mechanics will probably get at least a little attention before that happens, likely in the starting scenarios update. The economy might come along with that, or could be its own thing, and will probably affect the way units and populations move around in the world as well. And he could end up making changes, intentional or not, at pretty much any other time as need, opportunity or whim arises.
As for the military arc itself, expect that sometime between eventually and never. It certainly won't be any sooner or later than that.
>>
>>145012521
Get a splint on that pancreas quick and she'll make full recovery.
>>
>>145012521
I didn't even know pancreases were accounted for in this game
>>
>>145012918
until now I enjoyed punching guts until they vomit
looks like I have to change my tactics in adventure mode

>>145012934
she walked it off like a champ
cleaned herself, ate something and back to work

>>145013464
there seem to be no health problems with her. probably because it's mangled beyond recognition
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>>145013854
It's still fun, try to pop them out and then bite them, then shake them around and rip them off so you can run around with guts stuck in your teeth.
>>
>>145013464
Someone please draw this.
>>
>>145007893
>IRL
>>
>>145016616
You know how if you were walking down the street and saw like, an actual horrific monster standing there, like cthulhu or a xenomorph or something worse like that awful mob wives monster with the boot lips... shudder worthy type shit right... your brain would just want to omit having seen it, put a blind spot over it rather than accept the truth that shit like that exists?

I literally did that with that post, I did not fully see it until you pointed it out again.
>>
so guys, I'm going to be working out in the countryside for a while with no internet access. is there a way to just download the entire DF wiki so I can browse it offline?
>>
>>145017951
Hmmm, well, I can think of a way, but you're gonna need a saw, a stand of trees, a wood chipper, a depolymerizing agent, and to have started this process a while ago...
>>
>>145017951
>everything about that
Do you know how the internet works?
>>
>>145000426

I usually got some mountain ranges that covered long parts of the maps without being plagued by evil biomes. But really, I prefer embarking to desert biomes so I actually need a seed that generates flat, wide and open caverns.
>>
Does the natural savagery slider make the animals more aggressive or add more dangerous types of animals?
>>
>>145019668
Wouldn't you just need to set cavern density min: 0 max: 10, cavern openness min: 90 max: 100 or something?

>>145017951
Assuming my first instinct (save the page for offline use and just open the ones you want in your browser) isn't the best/easiest way, there's various options: https://www.mediawiki.org/wiki/Exporting_all_the_files_of_a_wiki type of stuff.
>>
Show me the oldest fort you have saved on your computer, /vg/.
>>
>>145020302
Oldest like longest running?

Cathelms was 19 years old when the 42.xx update was imminent so I pulled the zombocalypse lever to bring it down in a gruesome fashion.

I've got some Cluttergod saves around here somewhere it was only about 10 or 11 years old last time I played it but it was my first really long fort, started in 40.13 I think.
>>
>>145017219
>like that awful mob wives monster with the boot lips
hwut
>>
>>145020302
>>145021350
Oldest as in real life date started. I'm hoping to see some pre-2010 shit for fun, but I doubt people have saves from that long ago.
>>
>>145019902
>Wouldn't you just need to set...
That will get him very open caverns but won't do anything to make them flat. I'm not aware of any adv worldgen setting that can directly manipulate the flatness or height of the caverns.
>>
>>145021536
I might have something from 40d on my old laptop, if I can find it. I'll look.
>>
>>145019849
http://dwarffortresswiki.org/index.php/DF2014:Surroundings#Savage
>>
>>145021490
That horrid fucking "big ang" orangutan looking beast, though I think it is finally dead, so it would actually be a zombie version... not sure if that is better or worse though.

>>145021536
Yeah, only started myself in 40.06 so I ain't got shit that old.

>>145021820
Z-levels above 2/3/4/5 plus limiting the actual elevation ranges.
>>
Only to the moon.

Major mind.
>>
How do I into aesthetic fortresses?
>>
>>145023062
As far as I can tell layers above x doesn't affect the height of any feature except the magma sea. For the caverns it just dictates, in some-but-not-all cases, how much stone you'll have between caverns. I've had worlds generate with 90+z caverns, and others with the very common 3-6z caverns using the exact same values. In my experience, setting those numbers high tends to give big gaps between cavern 1 and cavern 2, but caverns 2 and 3 tend to be pretty close to one another irrespective of what values you use. I rarely find them with more than 10z of separation. In any case, rng seems to be the main factor in determining your caverns' topography.
Elevation, for the record, doesn't have any firect effect on the caverns, it only determines what the surface biome will be. High values for elevation variance might, it's hard to tell what's rng and what isn't in those cases. It could be the case that random layers get stretched to achieve a constant depth, which could account for the absurdly tall caverns I sometimes find; e.g., the mountain biome wants to place the top of cavern 2 70z below the surface, and the swamp biome wants to place the bottom of cavern 2 at 75z below the surface, but the 60z difference in what counts as the surface in each biome causes the cavern to be stretched to the extremes in both of them, resulting in a 65z tall cavern 2. If I'm right and it's random, then it could as easily happen in a solid stone layer as well, leading to 65z of marble or granite. I'm just speculating, obviously, it would take a lot of embarks to do real science on the subject.
>>
>>145026404
>How do I into aesthetic fortresses?
Go in with a plan or a design rule, and stick to it.
Even if you have to spend the first few years in wood log buildings on the surface with a 2-tile wide moat while you start on your fortress entry and other initial underground excavations.

Something simple like "All walls must be at least 2 tiles thick" will drastically change the appearance of your fortress.
>>
tfw you just want a goblin civ for your game but they never last long enough to be there when worldgen is done.
>>
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>>145027192
There are certain hard and fast rules I've found.

1. You will NEVER find a sheer exposed intact volcano tube with a south or east face.

2. A volcano will be placed as often as possible by the RNG with a spike of higher elevation, but not always on the same tile, when this happens with a locally flat spot (desert/glacier, drainage plays a role here) and the spike gets eroded you get the real sinkhole type volcanos.

3. When three or four rivers intersect, there is almost always a triangular intersection with a 1~10 z waterfall from one of the smaller rivers. Less often you find them all on the same z-level, or really rarely you get the big huge river waterfalls.

4. Minor point, but handy in adventure mode: rivers almost always turn into a brook section when they brush up against mountains, letting you slip past without leaving travel mode.

5. Similar to the above, unbroken stretches where you can travel without hitting a river are usually north/south over shorter distances, but when you do find an east/west span it will tend to cross a huge portion of the map.

6. If there are no adjacent features to alter the placement, then a volcano will almost always be right in the center of a given world map tile. You can use this at night to find glaciercano sites with no mountains by getting to the diagonally adjacent world map tile and entering the tile with the volcano from the corner, you'll almost always hit it diagonally, pretty sneaky, Tarn.

Tried to make a superflat map. This happened.
>>
>>145030816
Wait a minute, I just thought of something. Is it straight up impossible for me to start a game in goblin territory, even as a goblin? Because their territory never shows up at the start menu when I'm choosing my race. Could it be that the goblin kingdoms are still there, but I've just been looking in the wrong place?
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I'm trying to trade for the first time and I don't understand these arcane symbols.

Also they're elves. I know they don't like when anything is made of wood, right?
>>
>>145032357
Which version? My game is so modded I honestly don't even know if vanilla goblins are an option for adventuring unless they're the only surviving non-kobold race.
>>
What's Toady working on right now? He's talking about 64 bit stuff, but what does that imply?
>>
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My TWBT was causing crashes, so I switched from different settings in the pack, and this one doesn't cause crashes, or look to annoying, except that shit like this happens a lot.

Anyone know what the fuck is happening?
>>
>>145030964
On point one, I've noticed that as well, and now wonder if that could be changed by entirely disabling erosion. It could be a side effect of worldgen simulating a tilted rotation axis and west-to-east weather patterns. If the axis is similar to earth's, and weather patterns don't account for the tilt, then southern and eastern faces would be mostly spared wind erosion. It wouldn't surprise me if Toady got that kind of autismal when he designed worldgen.

On point five, you can change that default worldgen behavior some by playing with the x and y variations for drainage and rainfall. I've managed to get really "stripey" worlds, with the stripes going in either direction, by having very large x variances with very small y variances or vice versa. Those kinds of worlds also tend to make thin snakey mountain ranges, which can make for really fun embarks.

>>145032357
>>145036996
I think you only get the option to embark as a goblin when they have a population in a nongoblin civ (which pretty much means always). I've also never seen the option to start an adventurer from a goblin owned site.
>>
>>145026404
First research aesthetics. Then
“Art for art's sake is an empty phrase. Art for the sake of truth, art for the sake of the good and the beautiful, that is the faith I am searching for.”


― George Sand
>>
>>145041095
Shows up with no erosion, shows up when you use perfect world to alter the wind maps however it does it.

That does make sense though about the drainage/rainfal, I rarely mess with them much since I don't have the same sort of intuitive grasp that "tweaking this parameter gives this result" for those two that I do others.

Should rephrase that then to be that with generally default settings for those values I find the shorter north/south stretches and occasional much longer east/west stretches of unbroken travel routes.

I have gotten goblin owned site starting goblin adventurers without specifically adding the relevant "playable in x mode" tags to them.

It was because they were literally the entire population of the world.
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>Selected embark location
>Heavily Forested Freezing

There iss literally two trees, I got absolutely rused.
>>
>>144975715
What tileset is that??
>>
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Bring it on!
>>
>>145046026
thats the 'HD Comfy' tileset ots a WIP by another anon here, i havent seen him post it yet, only screenshots.
>>
>>145046026
>>145049167
i might be wrong. not entirely sure
>>
>>145049167
It does indeed look comfy. Hope anon posts it soon, would like to give it a whirl.
>>
I wish Liberal Crime Squad was as up to date as DORFS
>>
Lazy noob pack update when?
>>
>>144970807
cutebolds are the best
>>
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Which nations would the DF races be IRL?

Goblins would obviously be Americans(due to their imperialism, their love for freedom and their multiculturalism).

Elves would probably be some piss poor, backwards, highly religious country, although I'm not sure which one.

The dorfs, I'm not so sure of. Their society seems like an egalitarian communist utopia that doesn't exist.
>>
>>145050684

Cuckbolds are the worst.
>>
>>145051441
>egalitarian communist utopia
Sounds like mormons, but with less pacifism and more insanity.
>>
Kickstarter to have toady cloned when?
>>
>>145051441
if that chart is true kobolds are a lot coolmr than i thought initially
>>
>kobolds can't smelt cobalt
Why is this allowed?
>>
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>>145046924
>Large ass with dark brown hair
>>
>>145051441
Goblins don't seem that bad desu. They just do whatever they want with no rules.
>>
>>145051441
Why no humies on this chart?
>>
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Post qt monster girls.
>>
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>>145054004
Being monster girl is suffering.
>>
>>145053868
Because human cultural values are genned indivdually for each civ.
>>
>>145054081
By monster girls, I meant the night hags.

They are the only ones that kidnap and rape dudes.
>>
>>145040024
Pls respond
>>
>>145054081

Someone draw this monstroso please
>>
>>145040024
it's the fault of truetype. Turn it off by pressing F12. You'll use the tileset text instead of the truetype font.
>>
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That metal is probably gold or some shit too. I just don't give a fuck anymore.
>>
>>145036996
.42.06

>>145041095
Is there a way to tell if you have an active goblin civ on your map? Maybe I'm dumb but legends mode never seems to be clear on that.
>>
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Post yfw timbukdrew abandoned us
>>
>>145058179
>posting in /sg/ when /dfg/ is dying
what a slut
>>
>>145040024
the TWBT bug should be mentioned in the OP post, it always comes up
>>
>forgotten beast wrecks my fort without a sweat
>only the mayor remains
>he imposes a ban on the export of goods
>>
>>145059178
>exporting goods during a crisis

and this is why you'll never be mayor
>>
>>145059178
Priorities man
>>
DasTactic is my favorite dwarf fortress lets player. I like that he looks in the legends and finds the cool stories that are generated and brings scope to his fortress. I watched him a lot during my summer vacation and it was very fun. It was fun because dwarf fortress is fun and he goes into the legends of his fortress to explain it. I had fun. Since summer is over I won't have as much time to play dwarf fortress because I'll be busy learning.

The end.

Do you guys like my senior graduation speech for my computer science degree?
>>
>>145059481
Breathtaking.
Anyway, I agree, people should play like you describe it far more often.
>>
>tfw you reached your limit of shortcutting and streamlining orders without tool assistance and still think you waste a huge load of time for things that should be done with a few clicks
>>
How do I install the Masterwork mod? Do I just drop it into the game and let it overwrite everything?
>>
>>145060473
Masterwork has its own launcher, unless you mean the new masterwork, read the thread that it distributes from and I guarantee there are install instructions.
>>
>>145060614
Oh ok, I see it now. Is it compatible with the lazy newb pack for switching between tilesets and stuff?
>>
>>145060721
Oh wow nevermind it has that too. Jesus this mod is huge and fancy.
>>
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>NPC civs carve goods out of pure kaolinite
>actual porcelain good are almost non-existant outside the player fort
>>
Do companions need food?
>>
>>145064212
No, but they need sleep.
>>
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How fares your fort, fellow dwarves?
>>
>>145066584
I'm envious. I can't stop myself from stretching it out one and a half screens and putting a needlessly huge wall around it. I can't. Yours looks so comfy though.
>>
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>>145066584
We had an incident with the caravan when they were leaving. One of the wagonless merchants brought his donkey through the moat instead of taking the bridge.
This resulted in him, his donkey and his loyal guard getting sucked into the fort reservoir by the current.
I thusly activated the emergency emptying system, closing the reservoir off in the moat and opening it in the back, which emptied the 6x4x6 reservoir in seconds.
This would have been the end of it had the merchant been strong enough to resist the current, but he was not and thus fell the 6z levels onto the bottom of the reservoir where he was showered with sandstone crafts and then ejected out the sewage pipes into the river/lake another 6z levels below. He drowned shortly after.
His donkey, unwilling to leave the master, jumped in after him and spent a few days swimming against the current, mourning his master before finally departing upstream in search of a partner, with which to lay his eggs.

Seriously though it was horrific and I had just finished building it so I guess I got to know that the sewage system worked atleast.

>>145066584
Build up and down, not sideways :)
I agree with you though, I tend to have problems limiting myself aswell, but I wanted a good looking moat around this one so I limited myself almost immediately with a wall.
>>
>>145066416
Where do you find these things?
>>
Hey /dfg/

Can I build 6x1 down ramps a couple z levels to a depot? I want to make mine secure in a room with bridges.
>>
What do you jam to while dorfing, /dfg/?
>>
>>145011637
"it doesnt sound that difficult"
it is
rewriting a 32 bit program is analogous to "just upgrading" a brick house to totally concrete, because the foundations cant support another 2^x stories.
>>
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>>145067165
The main working area is business as usual, the meeting hall is finally being finished and outfitted with golden statues. Soon the nobles will be given their noble quarters aswell.
>>145067835
I think if you want caravans to pass it has to be 3 wide, or wagons wont get through. You can check the wagon access with D (capital d that is).
>>
>>145038064
you know when you try to embark on 15x15 and the game crashes? 64 bit fixes that, among countless other things. for a game that deals with such huge quantities of everything, and massive maps, i don't know why this wasnt done sooner.
nearly every aspect of the game benefits from a 64-bit rewrite.
>>
>>145067165
>>145066584
That is a really cool river.
>>
>>145068354
I can't wait for the fags who are still using 32bit systems to start complaining that they can't use the 64bit version.
>>
>>145068606
if there are people unironically using 32bit systems in current year, they don't deserve computers
businesses not included, poor, bureaucratic bastards
>>
>>145068323
That's a nice looking fort.
>>
>>145068323
Thanks for the information Anon. Amazing looking fort. Did you build around the river or manipulate it yourself?
>>
>>145069557
i did this by accident on a new embark today
spent nearly an entire season digging bedrooms
only one of them was stone
i didnt realize until it was all done
>>
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>>145069252
>>145069303
Thanks fellas, the river itself is part natural part manmade, looking at >>145066584
the part of the river that crosses above the fort and into a second waterfall on the left is my manmade moat.
The natural part of the river begins in the top right, going downards and into a natural waterfall on the right side of the walls. This is all natural and the waterfall ends into another river/lake at the bottom that runs from the left side of the map to the bottom right corner.

>>145069557
It's sandstone, no filthy hobbits here.

Currently building the lower part of the meeting hall, plan to turn it into a tavern if I can figure out the mechanic behind it.
>>
>>145051441
The only true socialist utopia anywhere is The Culture by Banks.

>>145068659
If that's true it is pretty huge.

>>145068606
>using Pentium 4 and AMD Athlon chips from over 10 years ago
>expecting to play dwarf fortress
>not even able to upgrade to shitty outdated windows version
>no drivers
>no modern ram

Literally every single "32 bit" system you see these days is just a 32 bit OS on a 64 bit chip, outside of the two assholes still trying to run an old as fuck pentium 4/athlon system, and they aren't important when considering things like developing games.
>>
>>145069884
i don't think you can call the culture true socialism
he tries to force the point that it's total, yet stable, anarchy; but what he describes is more akin to a representative democracy. everyone has an influence on the decisions the higher-ups make, yet most either don't acknowledge/care, or aren't aware.

anyway a lot of the world still runs x86 chips, as sad as it is. even worse is that (assumedly) the libraries df runs off of are 32bit, so if they aren't ported, and toady cant find replacements, he'll need to do them himself; and if it comes to that, odds are we won't get 64 bit at all.
>>
>>145068163

Like how much of the coding do you really need to change though? I'm inexperienced at low-level languages.
>>
>>145070468
it depends how much memory management toady does himself. assumedly, he does quite a lot, as df is quite memory intensive, and does frequent swapping. if this IS the case, most of that related code will be a total rewrite.
>>
>>145070384
I'm not asking to whine or anything, just generally curious because I know he has basically said "Nope never gonna happen" to it I'm pretty sure.

Can DF ever be refactored into using multicore processors?

This might be retarded but do they make specialized single core processors that are superpowered?
>>
>>145070384
>influence on the decisions the higher-ups make
Nobody votes on what a Mind does, they'll discuss what to do and such amongst each other, and there are examples of sub-components of the civ which enact democratic methods.

They aren't the "higher-ups" though, there are no leaders. A GSV might carry more weight in a given discussion because they literally carry more weight, more engine, more room, more force projection if necessary, but even they see themselves more generally as being responsible to make use of their greater intelligence and wisdom to help maintain the communal well-being, not enforce a direction on the civ as a whole.

If one does try (and they have) the others usually tell them good luck, let us know how it goes, and chuckle quietly behind their maniple-fields while playing in The Land of IF (Infinite Fun, the metamathematical playground where minds like to screw around when they aren't busy dealing with slower thing/acting folks like drones and meatfolk) but they wouldn't sit and vote on whether they should go along with it.

Even the little folk take part in things BECAUSE the Minds find it interesting to let them. Like playing df with dfhack available.

It is more interesting to have your dorfs dig stuff out, build it up, and do their thing on their scale with their capabilities.

With dfhack though you can literally just change the game-world and directly effect whatever sort of change you wish.

So it is kind of like trying to force someone to roleplay the dwarven economy while it isn't activated AND they have dfhack tools. Due to the various technomagic toys they have it is a society without money, and as they say:

>Money implies poverty.


As for the x86, well yeah, but most of them these days are actually x86-64: https://en.wikipedia.org/wiki/X86#Chronology you have to go back to the P4/Athlon chips from before 2005 or so to find actual 32 bit chips.

Do we need to accomodate 10yo systems though?
>>
>>145071372
Sure it "can". But that would practically be a complete rewrite.

Moreover, the benefits are doubtful since the bottlenecks in question need to be synchronized anyway. So if you multithread the entirety of Dwarf Fortress, it won't get 4 or 5 times faster, because several threads need to wait for each other to finish regardless.

I can't imagine the eventual thing to be more than 1.5x faster with no other changes. I'm pulling this number out of my ass obviously, but my point is that the advocates of a multithreading rewrite greatly underestimate the amount of work or greatly overestimate the benefits.
Or both, selling it as some magical programming panacea that requires no effort if only Toady would REALLY love DF.

64bit on the other hand would stop the problem that the program is running out of ram for large world generations, while requiring much less effort apparently.
>>
>>145071861

An obvious benefit would be with pathfinding; instead of having the CPU calculate each dwarf's path in sequence, a quad core CPU could compute 4 dwarves' paths simultaneously.

But I think it's a long way off before Toady decides to bit the bullet and actively learn how to multithread.

But maybe automatic parallelization will advance to the point where Toady won't have to do much of it by hand. Then we can have multi-core DF.

In 10 years (Moore's Law) on a multicore computer, I can imagine like 2000 dwarves per fortress running at 120 FPS.
>>
>>145071861
Oh okay, yeah I didn't think about the fact that there would be other bottlenecks in the code that had nothing to do with the CPU's actual ability but that makes sense. I mean I figured it would be pretty much an entire rewrite.

I imagine the only time it would ever actually get done is if someone managed to get DF source code and do some sort of free software collab to rewrite it.

I guess we'll just have to wait on cpu's to get faster for larger embarks.
>>
>>145071861
Yeah, the biggest thing multi-threading will do is allow pathfinding to run in a thread(s) while other stuff is taking place, which still means the others need to be updated with it, but can perform their calculations in the meantime.

It won't be a speed boost early game, but it should help stave off fps death late game.

64 Bit will alow stuff like, go gen a 17x17 world, no matter what you do, it shoots through the years in the blink of an eye, everything it is working on fits in a tiny chunk of ram, is flipped in and out of caches quickly, pow, done.

Get up to the range where world-gen starts hitting the 2 GB range of active ram though, the game has to check cache, deal with cache misses by pulling data from RAM if available, swapping pages if necessary, and THEN work on them before pushing them out to work on the next chunk. Simply being able to hold the whole thing in ram means you're only waiting on the cache miss bottleneck rather than having to pull pages off of your disk storage into ram like it does now.

My kingdom for a chip with GB cache size mirite?
>>
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>>145068323
>>145067165
>>145066584
It appears I have an animal thief on my hands.
Seriously though where are they going? They're not at the bottom of my waterfalls and there are no combat reports.
>>
>>145071372
Oh, can we please stop spreading the factoid that Toady said that, he has never said "no multi-threading" or anything of the sort.

He HAS said "I have no idea how to do it, so I don't know when I'll get to it if I do" or something along those lines. Hopefully he'll let someone do work on an overhaul like he did with graphics if he doesn't figure it out, but that is not a hard "nope, never" statement.
>>
>>145066416
You can already make fruit juices. Choose the extract option instead of the brew option at your still.
>>
>>145072639
I think your projection is a bit optimistic. Wildly so, even. But just for the fun of it, imagine:
v p l with 2000 dwarves.pic related
>>
>>145075987

2026 will be so much different in terms of technology. Try to remember 2006...

Ahh.. what an era to live...
>>
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>>145072639
>future DF
>>
Whoa the double slit method is actually pretty easy if you follow this method:

https://www.youtube.com/watch?v=TXQH9dliFZE

You drain into the lower layers and then build the walls.
>>
>>145076167
I remember 2006 just fine. Our computing power, in the home computing market at least, has increased by degrees, not by orders of magnitude. Running a 2000 dwarf fort would require massive leaps in computing power, not anything like the incremental improvements that happen on decade timescales. Moore's law is a pretty abstraction of technological advancement, but if it is accurate, it's certainly not reflected in consumer tech.
>>
>>145076330

>2106

That's probably a fairly accurate depiction.
>>
>>145073697
wat
>>
>>145077893

It is reflected in some way. Actually desktops and laptops aren't that much different than they were in 2006, but things like smart phones and GPS and such are quite more advanced than they were in 2006. Also SSDs, RAM becoming very cheap, high-end video cards dropping in price. But yeah I sorta see what you're saying, it definitely doesn't double every 2 years. I think that's the transistor thing. The actual rate for computing resources per dollar or w.e is something like 1.3 every 2 years or something along those lines, I think.
>>
>>145076330
>2106
>still using 3x3 stairs
>>
>>145078146
I don't disagree with the sentiment of your posts at all. While I think 2000 dwarves is probably too optimistic, 500-1000 at playable fps is almost certainly achievable. Depending on what Toady does, of course. We might keep getting more and more cpu-intensive features at land at some kind of performance-vs-feature homeostasis that keeps optimal fort pops somewhere close to where they are now. On the other hand, maybe Toady will discover some huge hangup in his code that will have us playing 2000 dwarf forts by the end of the decade after he fixes it. Wherever we land will probably depend as much on his design choices as the direction of the tech we use to the deploy them.
>>
>>145073697
All of those missing animals are grazers. Check cages, meeting areas, and tree canopies in that order. They probably starved to death.
>>
>>145079713
Plus he does stuff that comes out of nowhere all the time.

Who expected the soldiers not wearing gauntlets/boots/greaves fix this update cycle?

Raise your hands... go ahead... nobody?

Yeah.

This isn't just cool for adventurer mode (we can loot stuff like the weapon masters who often have high quality armor and weapons, and now we'll be able to get full armor from them, but they'll be harder to kill with full armor!) it also means gobbos that show up at your forts will be wearing full armor finally.
>>
>>145079713

Hmm yeah, 500-1000 is reasonable.
I just tend to go into wild imaginings whenever I think about the future lol.
>>
>>145080729
>Who expected the soldiers not wearing gauntlets/boots/greaves fix this update cycle?
I hadn't seen that yet. I was about to argue with you and thought to check the changelog before I let my thumbs make a fool of me. That's pretty exciting. Now if he could get them to start genning with some quality...
>>
>>145081017
Weapon masters already come with higher quality gear, he fixed that a while back.
>>
>>145081609
Yeah, but the rest of the enemies all have no quality gear. Besides, weaponmaster invaders are rarer than diamonds these days. I can't recall having seen one since 34.11.
>>
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>>145079713
I can barely handle 50 dwarves desu. At a certain point more dwarves just means more nameless minions I can't be bothered to manage, especially since I've taken to playing raw REAL NIGGA SHIT df without any utilities.

Also I'm not sure how new this is but the built in workflow manager thing is fucking awesome. This may sound dumb, but I'm glad toady is adding in these utilities so we aren't so reliant on third party tool updates and we can actually play the newest version of DF as it comes out. I hope he works on improving the fucking job manager soon. The one in DF hack is really nice.
>>
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I need help, /dfg/. I saved the game when attacked by bogeys, and now I've gotten into a really itchy situation.

You see, when I saved the game, a flying bogey was in mid-attack, aiming a bite at one of my ears. EVERY time I load up the game, I end up getting my cartilage fucked by the bogey, indirectly handing me a death sentence. I've tried savescumming my way out of this, but due to me still being stunned after getting woken up by the bogeys, there is no way for me to avoid the blow. Killing the bogey shouldn't be a problem, but my ear will still be infected, ultimately leading to me dying of infection.

Please, /dfg/, is there ANYTHING I can do to save my adventurer?
>>
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>>145082651

That doesn't sound dumb at all anon~
>>
Does the 'number of beasts' setting in worldgen affect only megabeasts?

The world I'm in has hardly anything fantastic, or even mundane-but-dangerous.

It's a little annoying.
>>
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https://www.reddit.com/r/dwarffortress/comments/4ndjc1/whenever_df_comes_up_on_reddit_i_like_to_play/

>seeing redditors try to understand a joke and failing
it never gets old.
>>
>>145083014
>I end up getting my cartilage fucked by the bogey, indirectly handing me a death sentence.

Navigate to df_43_03_win\data\save\region1\raw\objects tissue_template_default.txt

ctrl f [TISSUE_TEMPLATE:CARTILAGE_TEMPLATE]

add " [HEALING_RATE:500] " between tissue material and relative thickness.

Do the same in data/raw if you'd like the change to apply all the time instead of just to your one save.
>>
>>145083641

What indicates to you that they don't get it?
I think he does get it but it's just like he uses the comic alternatively as a bingo board with one-shot panels.

Ugh, reddit culture is really shit... people just say the most droll things for upvotes.
>>
>>145084017

meant to reply to >>145083789
>>
>>145083014

Can't you dodge away?
Also if you let him rip your ear off it may avoid infection.
>>
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>>145083789
>le tvtropes is le addictive xD
>will ruin le life xD
>le wikiwalking on le tvtropes xD
These memes make my blood boil every time I see it.
>>
>>145084327
>Can't you dodge away?
Too late. I always end up getting bitten. I've noticed that if I throw things at him, I get the "you miss" message before the "bogey bites your ear" message, meaning I should theoretically be able to force him to dodge before biting me. Sadly, i haven't succeeded so far.

>Also if you let him rip your ear off it may avoid infection.
I wish. Sadly, my adventurer autobreaks the grip before the bogey gets another turn.

>>145083951
I will do this. I just hoped there was a less cheaty way(who am I kidding? I already savescum myself out of the slightest inconveniences in adv mode. I never savescum in fort mode, though.
>>
>>145084638
I don't consider it cheating because in 34.xx it didn't happen and from 40.xx onward cartilage stopped healing.

It is a stupid bug to me and one day it will be fixed by Toady.
>>
>>145083641
You need to up your savagery. Beasts are things like cyclops and rocs and such.

Savagery controls unusual things like giant mosquitos.
>>
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>>145085043

>2019
>version 0.52.06 update
>-Made cartilage heal properly again.
>>
>>145083641
Also you need to increase the amount of caves (both mountain and non mountain help). If they don't have somewhere to live then they will get killed off quickly.

Be warned, this does have an impact on civilizations and there will be more abandoned sites/ruins.
>>
>>145085168
>>145085264
there is only one cavern layer, and I always max out savagery. it just seems like any sort of wildlife is rare, even underground. I've also only seen about 2-3 snatchers and 5 kobolds. my pop is at 110 and I've got no shortage of loot. even the elves are pissed but haven't done anything even once.

maybe I'm just unlucky. I'll have to see if I can tempt the humans into war.
>>
>>145086169
i'm pretty sure reducing cavern layers reduces the variance of species
>>
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>only 24 dwarves
>already jesus fuck that took a long time to sort out everyones new jobs after handling the post liason migration wave.

Hopefully these custom profession system I'm using helps later on when I'm just packaging people into groups.

>Uusd are Miners/Stonedetailers
>Quan are soldiers
>Quanshi are squad captains
>>
>>145086781
Doesn't the default worldgen generally have 3 cavern layers? I found this at some ridiculous value. Like -80, and it goes much deeper. It's a very vertically oriented cavern.
>>
>>145087597
yes it by default has 3.
>>
>>145085043
It did happen in 34.11. It just became a lot more well known after .40 released and the huge influx of new that came with it all started building babby's first danger room.
>>
>>145083014
You can't aim a grapple at the head, punch the head, or jump away?
>>
>>145018967
are you retarded? there is nothing illogical about that question
>>145017951
http://www.httrack.com/
>>
>>145089523
Bro move man, that's pretty much what I was thinking of suggesting but having to do it by manually saving the sites/links you want is a pain.

>>145086781
Used to be the case, now you can get the deep cavern and upper cavern fauna in one layer, think that was a 40.19~ era change?
>>
>>145089885
>but having to do it by manually saving the sites/links you want is a pain
I have tried it once with another wiki, just pasted the main url and it gave me the whole thing
>>
>>145056968
>not going full death with a glacial embar
>>
>>145018967
>he doesn't archive everything just in case the internet goes down forever and we're forced to live under the regime of Hillary Hussan Muhammid of the government of Pakistanimerica.
>>
>>145068354

I think I heard about that a long time ago. Will the game be easier to run now? That's the main thing putting me off this game. The lag gets unbearable after a while.
>>
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>>145092402
Wait, I don't wanna inject politics into this thread, but I don't think she's the one we need to worry about triggering the end of days. I mean, one of the candidates is obviously a gigantic gila monster being controlled by an alien hair monster, there's no way that can end well.
>>
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>>145092402
>>
>>145093642
>a gigantic gila monster being controlled by an alien hair monster
Sounds like a forgotten beast description.
>>
>>145093902
Oh god it does.

>The forgotten beast Trump has arrived! A gigantic orange gila monster with sentient hair that writhes continuously. Beware it's poisonous rhetoric!
>>
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>Elf Clothier is visiting
>Goblin Poet is visiting
Three goblin poets and an elf... This tavern was a terrible idea.
>>
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I'm trying out new bedroom designs over what I normally do which is just a symetrical hallway with square bedrooms. I'm basically making housing districts that kind of look organicish.

There will be a point where I move from these holds to the fortress proper but that won't be until I have a military up and running and I figure out how I want to handle defenses. I want to have a true fortress fortress where I have huge narrow hallways that are segmented by bridges where I can pull a lever and turn the hallway into a killzone for balistas that are hidden behind a bridgewall.

>Pull a single lever
>Bridges go up, trapping a force
>Bridges go down, revealing ballistas pointing down the narrow hallway and seperated by a moat of spikes.

I have a similar idea of archer fortifications behind a bridge wall so that when they get trapped my archers can just kill everything. I could just do pit traps or something but this sounds like more fun.
>>
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50 something goblin kills later I've completed the last few pillars.

They kept spawning on the far pillars and jumping across at me in a big group.

Clunkclunkclunk, aieeee, *sploosh*, oh god is that a minecart full of statu-*SPLAT*
>>
>>145073487
>>145072639
>pathfinding can be multithreaded
That's the problem though, the various pathfinding calculations aren't independent from each other or from anything else for that matter- they must know the position of other creatures and items, wait for temperature and flow calculations (ice, magma, water to know about passability of a tile), and so on.

You can assign different pathfinding calculation to different cores, but I very much doubt that it would improve overall performance all that much because they all need to wait for each other and stay in synch.
>>
>New job, gatekeeper
>Dwarf stands next to a lever
>When a dwarf arrives in a previously selected zone, the dwarf pushes the lever (connected to a gate)
>Thus the gate opens automatically as dwarves come and go

y/n?

There might be some atom-smashing accidents though.
>>
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>>145096646
There are lots of things which will still need to wait for pathfinding to update, but there are many others which need cycles but don't involve pathfinding changes/updates directly.
>>
>>145097480
Pressure switch > citizens only
>>
>>145096643
>>145097561
Keep up the good work anon^tm

How did they start spawning anyway?
>>
>>145097720

Yeah, I guess it has all the upsides and downsides of a dorf doing the same. Minus the booze breaks.
>>
>>145097480
So a more unreliable pressure plate?
>>
>>145098027
the dorf could at least look if the bridge is clear
flinging cats around is only so much fun
>>
Ah, I gotta stop following this general.
I look at all your cool forts and want to play again, but then I remember that while I like these kinds of games, I am no good at them at all.
And I know. I got hooked with SimCity years and years ago, and I've never been able to build anything good. I lack direction.
>>
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>>145097764
There are three dark pits just southwest and a dark fortress right on the other side. They send patrols out periodically and much like you can see other armies on the map, they can see you too.
>>
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>>145099492
>Its a good day to be a gatekeeper
>Get to stand around in the sun and vomit everywhere
>Get swole as fuck opening and closing the gate every minute
>A vile force of darkness has arrived
>Time for a nap
>>
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>>145100423
>>
>even starter pack bro has given up on the game

dorfs are finished
>>
>>145101312
we still have the "complaining about TWBT crash" and "complaining about tilesets made for TWBT looking like shit without TWBT" anons

their shitposts will keep us floating

also, there's the yoko/clipart/contemplation anon
>>
>>145101746
what the fuck is twbt
>>
>>145101943
a utility which lets you use a second tileset for the text, meaning you can prioritise the "figurative" aspects in the primary tileset

due to all the bugs and crashes, it's generally not worth it
>>
>>145060896
Hoping the creator adds humans and their muskets soon, that was enjoyable to make and use to just destroy pesky gobbos and shit.
>>
>>145103238
Victoranon did some work towards that end and yes, blasting motherfuckers in the face with a musket is fun.
>>
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Fun fact: if you bind "leave screen" to space, or presumably any other alphabetical key, it is impossible to leave this screen.
>>
>>145102185
I always thought twbt and truetype looked like shit. I honestly just prefer using an ascii tileset. Its so much better when everything looks uniform and you don't have to try and guess what the mishmash blob art is supposed to be in the art pack.

Its just d for dog, t for turkey, goblin etc. Its just so much clearer and more consistent.
>>
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>>145104251
Whoops indeed. I've got leavescreen as the numpad enter since I'm a HONAH player.

Hands On Numpad And Homerow.
>>
>>145104726
rip zombie giant wolffo
>>
>>145104020
Oh shit I almost forgot about that nigga, How did his project go? Will he continue it?
>>
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>>145106310
>>
Are copper bolts better than iron bolts because of higher density?

I think I only have tetrahedrite which means I have copper and silver, I know silver bolts are really good but I don't know if copper is shitty or not.
>>
>>145106310
Uh...
>>145080729
>>145069884
Yo.

>>145105190
I didn't expect it to blow up, but I forgot I had tossed a bunch of minecarts in there with the statues... so, yeah...

>>145105583
He was pretty happy with it at the time as I recall, haven't heard much from him since 42.xx came out though.
>>
>>145107340
I'd say copper is more economical to use for bolts. Silver you can make into bling to trade for iron/steel bars or weapons/armor.
>>
>>145068659
>nobody noticed that goblins weren't wearing armor
>>
>>145109127
We've just gotten used to them only having head/body armor.
>>
>>145109198
you know what I mean though
>>
>>145109438
Yup. Looking forward to it all. I hope all those ancient races leave alien-looking ruins all over the landscape, and that some of the flying eggshells actually form entire regions floating in the air.

We can only hope.

I also look forward to interacting with all those spirits.
>>
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My expedition leader always ends up hurting herself or doing stupid things, like being stuck on trees or falling down a ledge

>look at her stats

how did she even get the job?
>>
>>145109750
>good feel for social relationships
there you have it

if you have the charisma to carry yourself, you don't actually have to be good at anything
>>
>>145110025
Probably was so clumsy too she killed every other qualified dwarf in hilariously unfortunate accidents but was able to make it seem like she dindu nuffin.
>>
>>145104352
The aesthetic argument is fine, there's nothing wrong with a preference for ASCII. I agree, usually play with an ASCII tileset myself. But saying that "it's just d for dog" etc is bullshit. It's d for dog, dragonfly man, drunian, dingo, probably more that I'm not thinking of. g is even worse. Nearly every letter is used for multiple creatures, some of them more than 16. That's the opposite of consistency.
Whatever your opinion on graphical sets, it's simply a fact that graphical tiles display more information than ASCII.
>>
>>145068659
It's really not that big a deal. Just a (copper greaves) to dump under the atom smasher for every (copper breastplate) you were already going to have to dispose of. This biggest effect this will have is making it take 3 or 4 times longer to clean up after each siege.
>>
>>145110451
They'll use letters like they already do. There's nothing to handle.
>>
>>145110685
>Not melting them down to make copper trinkets

???
>>
>tfw fps death at 60 dwarfs
Every time I reach the magma sea its the same ;_;
>>
>>145110912
>making trinkets

???
>>
>>145110912
>ever running out of tetrahedrite
>making copper trinkets instead of gold furniture
>wasting dwarfpower on that shit when there's real work to be done

Choose your own greentexted derision. You can have all of them if you like.
>>
>>145111196
>???

???
>>145111281
>'wasting dwarfpower' when half your fort is idle anyway.
>>
>>145111468
>having idlers
>ever
>>
so is phoebus not getting updated anymore?
>>
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Do visitors ever use rent-able roome?
>>
>>145112164
Apparently the stress of drawing pixelart creatures was too much for the creator so he quit. Last I heard some people on bay12 were talking about maintaining it. Don't know if anything actually came of it, though.
>>
>>145112507
Ah i see, thanks. Hopefully they do decide to maintain it, Its my go to tileset.
>>
>>145112507
>stress from drawing.

I hope he said that just to not reveal something more personal that would have a greater impact than making doodles.
>>
>>145112626
Whether it does or not, you'll still be able to use it. It'll be completely functional from one update to the next. New creatures that are added and new jobs for sentients won't have unique tiles unless someone releases a version with new sprites, but otherwise it will continue to work exactly the same. Those things don't happen very often anyway.
>>
>>145109438
tanya was like "oh yeah this shit were doing is so cool" then tarn came on and was all "its barely anything right now, but i hope i can improve it" and its wayyy fucking cooler than anything she showed
>>
>>145113407
i found a version updated to .43.02 on the repository, gonna try it out
>>
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Let me see those glass pearly whites boy when we're done with you
>>
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>>145115698
It had some affect to my men's morale, in the form of them emitting pus, but nothing bad at all

I don't see many movie's being made for fights like this, whether it be menial or memorable but here's mine
http://www.mkv25.net/dfma/movie-2771-kivishvclearglassgator
>>
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>>145110685
It means they won't get their arms and legs cut off as easily by your axe lords as they do right now.

>>145110296
I prefer //my// curses, but yeah, the style and aesthetic (not a e s t h e t i c here) of certain sets just says "dwarf fortress" better to my eye.

I do like the style of various others, and some of the artwork is really impressive. I myself used the spacefox graphics for a long ass time, used my own graphics+CLA too, and that led me back to just using the tileset by itself.

Though you should remember that the color is not trivial.

A brown w in the mountains is a wolverine, a group of white w's is wolves, a brown E is an emu, a white E is an elephant, a grey R is a rhino, a white R is a roc.

>>145115698
>gon' make you squeal like a... giant glass... gator... uh... hmm.
>>
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>>145116910
>fucking dfma site hasn't gotten it's shit together with html5
>needing flash in 2016
>goddammit
>>
When you wiki the weird shit you find in game and learn new things.

https://en.wikipedia.org/wiki/Cochineal

Never knew wtf a Cochineal was before. Never even seen one in my life.
>>
>>145120474
Makes sense as it's a tiny little desert insect. There are lots of those though. I can recall doing that with some of the plants and such.
>>
>>145117958
>It means they won't get their arms and legs cut off as easily by your axe lords as they do right now.
Color me dubious.
Let's be realistic. Any semicompetent overseer will have a military for whom an extra layer of iron (at best) will make nearly no difference. Most enemies will take the same number of attacks to incapacitate, and the minority that don't will almost almost always meet the same fate they would have anyway, just 100 or so ticks later.
I don't want to be misconstrued, I don't think this is a bad change. In the long run it will be important. Someday the entire military system will be overhauled and we'll get enemies who aren't overwhelmingly outclassed by even middling player militias. Enemies will have tools other than poorly equipped bodies. The training mechanic will have sensible caps on skill gain and time required to become a skilled warrior. When that day comes I'll be glad that my enemies are wearing gauntlets. Until then, this bug fix is just another factor that will add item clutter to forts and hasten fps death. Perhaps explosively so; 5 extra items on the map for every invader adds up really fast.
>>
>>145122575
It's a pretty big suspension of disbelief matter, especially out exploring the world to find highly trained and armed soldiers in a helm, mail, and breastplate... but nothing else. It's just weird. You can remove the extra items, just leaving them around is on you, not the bugfix.
>>
>>145122575
Worth noting that Toady did A LOT to fix the crap-skill issue.

I've seen ARMIES of weapon lords running around multiple times in 43.03.
>>
Is the df podcast worth listening to as a new player? I'm not sure how outdated the info in them might be.
>>
>>145125914
You mean the DFTalk? Yeah, listen to them in order. Most things that will be talked about have been implemented at this point, but it gives you an insight on how planned features transform before they enter the game.
>>
How do I dig deep pits without causing cave-ins?
I just lost two legendary miners because I don't know how to channel ;_;
>>
>>145133385
micromanaging
>>
>>145133385
One z level at a time. Don't ever designate the next z down until every tile of the top level is dug out. Dwarves look on the z axis for their next digging job before the x or y axis, so if you have multiple z designated at once they'll inevitably leave islands of unsupported stone as they dig down. As you clear each z, make sure to double check that every tile was actually dug. You'll rarely get cancellations that undesignate the tile that was being dug when the cancellation occured. Do all that and you won't have any cave ins at all.
>>
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>>145133385
this help?
>>
>Haunted Glacier
>Settled in cavern layer, no problems, magma smelting currently underway

>Massive migration wave

Motherfuckers who wants to live in a haunted glacier these people are insane.

The vast majority of them don't even have skills. Time to make em all farmers until weapons and armor are complete, then Its time to build walls and roofs on the surface.
>>
>>145096646

I'm pretty sure path-finding at most only requires the current position of other creatures. If you think about it it doesn't need to wait for anyone else to finish pathfinding to determine a path for a specific creature. Every frame the game looks at how many creatures need to pathfind, lets say 150, and runs though it in a loop. One everyone's path is calculated it moves on to other aspects of the next frame. There's no point where the game needs to wait for creature A's path to be calculated before calculating creature B's path. You are wrong so you ought to stop spreading misinfo.
>>
>>145146602
Who knows
>>
>>144970807
Anybody else going to the Bellevue dinner tomorrow?
>>
>>145146602
does toady need a gf? he is a god and gods dont need gfs.
>>
>>145149150
wish i could. :(
>>
>>145149296
I'll raise a *pewter mug* for all the anons who can't be there
>>
>>145149798
Classy.
>*tips +llama wool cap+*
>>
how can i stop meat and seeds taking up ALL of my barrels? my dwarves havent had booze for two seasons because my three craftsdwarves cant keep up with the retards filling barrels with goddamn seeds.
>>
>>145151390
stop farming.
>>
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Do you think Toady has already chosen an apprentice to continue his work when he dies?

This is going to sound sad, a lot of things don't bother me, but something that does keep me up at night is that Toady might die of a heart attack from being kind of fat and then dwarf fortress will just stop development.
>>
My wrist was mangled in adventure mode, can I heal it or no? And how would I heal it?
>>
>>145153442
but thats the best thing
just play the fork that most closely imitates toady's style
someone, like us, will pick up the slack
we aren't worthy, but we'll damn well try
>>
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I keep getting "cannot forge: no refined coal", despite the fact that my forge is right fucking next to my coal stockpile
all give/take permissions have been cleared, so it should be working fine, right?
>>
>>145153914
>the devs would share enough of Toady's savantism
Fug, I mean't wouldn't*
>>
I forgot seeds, fuck, I'm on a real desert too so there is absolutely no plants anywhere. Is 60 drink long enough to survive until the first caravan?
>>
>>145153914
i don't think so
the normies are starting to catch on
there've been several articles in mainstream blogs/"journalism sites" to draw attention to the game, other than just niche community-dwellers
>>
>>145154045
should be
kill a couple of your dwarves, and slaughter the first migrant wave
>>
>>145153747
Remove stockpiles and re-add them?
Did you accidentally forbid the whole thing?
>>
>>145154183
remaking fixed the problem, thanks anon
>>
>>145153914
And then someone comes along and makes Dwarf Fortress-M, a version that merges all the more popular forks together.
>>
>>145154428
so all we need now is brazzers to do a dwarf fortress porn parody
>>
you know what happens when your forge stops producing?
military has no equipment
you know what happens when your military has no equipment?

;_;
>>
So how do I actually do adv mode well? It seems impossible to find quests, and improve my skills; is there something I'm missing?
>>
>>145156493
I just play a humble peasant who doesn't stray too far from my hamlet. The outside world is far too big and complicated for the likes of me.
>>
>>145154045
Just dig to caverns and harvest some plump helms.

Easy.
>>
>>145156814
Man I'd love to be able to do that but town life needs to have more depth before I try it.
>>
If I understand this right, the only buildings that can have hist figs tied to them are the "constructions" that you see in legends mode, like the keeps, the taverns and the temples.

Then, how do the other buildings "work"? For example, every store in the game has a name, but are these kept track of historically, or are they just backdrops generated as an adventurer walks by? I've noticed that NPCs use the names of stores when giving directions, but you can't actually ask about the stores themselves when you visit them, implying that they don't actually "exist" historically.

How does this all work? Con someone with a deep understanding of the DF metagame tell me?
>>
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fucking demons with their fucking so many needs.
>>
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So as of the next version, all I have to do to get a full armour set is to nothin personnel a soldier in a dark alley?
>>
>>145159378
>strongly suspect that if you compare the dev logs to the actual game you could probably find multiple instances of Toady lying about features
>>
how do I change walking speeds or fly? I'm playing the Masterwork mod for dorf fort as a demon and I think I should be able to fly around.
>>
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>>145161523
The only proven instance is that thing he said about mercs petitioning to go into the caverns.

He also described some really interesting night creature back in 2010, which would essentially be a victim of a gruesome murder who would rise from his/her grave and either stick around the place of death, or stalk down and kill their killers. These creatures would only be killable through special means, and there would be a specialised class of monster hunters dedicated to killing them.

I guess the ghosts just took their place, but these things sounded so damn interesting. Apparently, they would have a set of charasterictics related to their death. A decapitated murder victim would become a headless night creature, for example.

Of course, Toady might have decided to ditch them because the game wasn't mature for it. In order to track the creatures stalking their killers, and also the monster hunters stalking the creatures, you'd need world activation, which wasn't a thing at this point.

Perhaps Toady will at them someday. Preferably along with the haunted houses with animated furniture. I guess the mentioned undead pirates will have to wait until the boat release.
>>
>>145162151
I loosly recall shit that didn't make it into 40.0 that were mentioned during the 34 to 40 two year waiting period

All I'm saying is, if you go dig through those 2 years of promised features and posts and compare it to what we have now, you'll find there was a lot of vaporware and empty promises
>>
>>145162151
the 64bit update will be one of the next ones right? How big of a difference will it make? And will mods still be compatible? (assuming the mod author keeps it up to date with the other changes)
>>
>>145162580
But there was still a ton of awesome shit thats come in the last year or so.
>>
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>scholarly debates
>>
>>145151390
Make your seeds stockpile not allow barrels. Or just don't stockpile seeds.
>>
>>145162151
The night creature you're referring to is still planned. He talked again about expanding night creatures in a fotf this year. And the merc thing is probably more an incomplete feature, or even a bug. He seems to have expected that it would work.
Regardless, the game hasn't released yet. It's still in alpha. It's dishonest, at the very least, to characterize the absence of an intended feature as Toady lying.
>>
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>>145167824
Yeah, I wouldn't call it "lying" or "breaking promises". When it comes to new features, Toady generally makes three kinds of statements, namely:
>I hope to implement this
>today, I implemented x
>as of this release, x was implemented(changelog entry)

The petition thing can likely be put in the first category. Unless Toady wrote it in the change log, he can't be accused of lying.
>>
>>145167824
>the game hasn't released yet. It's still in alpha.

Anon pls. I mean I get what your saying, and DF will probably be in development until toady dies. Complaining about lack of features is pretty retarded but the "its still in alpha" thing is just kind of rediculous. It's almost as old as WoW.
>>
>>145149198
You say that, but do you remember that horny fucker, Zeus?
>>
Multithreading when?
>>
>this game will always be an unoptimised piece of shit
Its a shame, the basic principles are fun.
>>
>>145157347
They are most likely all histfigs these days.

The stores are there whether you visit or not.
>>
All I want for dorf fortress is a way to make living life as a peasant who doesn't travel that far from home interesting and fun to do.
>>
>>145170169
Being a peasant isn't meant to be fun. Work and get drunk, theres your life.
>>
>>145169991
Your mom will most likely always be an unoptimised piece of shit.
It's a shame though, the basic half-and-half package is fun.

>>145168302
The version number is 0.43.03, what do you think that means?

>>145162580
I can't recall Toady saying "this will totally be in guys, it's great" to hype people up and then just ignoring it.

Also:
>For the record, visitors can have 4 possible reasons to stay (based on disassembly analysis):
>1. "eradicating monsters"
>2. "entertaining citizens and visitors"
>3. "soldiering"
>4. "study"

That's from Quietust, who kinda knows what they're talking about.

>>145170169
Find little skeletons, carve them up, build a little cabin, carve some shit, trade it for shit, write poems, start somewhere with a library... wait for the scholars inside to murder each other... then go read books, write your own. Learn how to dance, tell stories, make a name as a performer?
>>
>>145170883
Oh can I build a cabin in .42.06? That's the version I'm using currently.
>>
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Who here keeps coin collections in adv mode?

It's especially fun for civs that change their coins every year.
>>
>>145171394
Cocks. Well, how long do you think until the Masterwork mod updates to that?
>>
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>>145172410
>masterwork
>>
>>145172445
>>145172528
I like being a snakeman okay. Are there some sort of issues I'm unaware of that make it a bad meme?
>>
>>145171081
Bump to 43.03 man. You don't really need dfhack for anything in adventurer mode.
>>
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>>145172228
You ready to jizz yourself?
>>
>>145174210
Quality before quantity, tilesetbro.

When collecting coins, nine unique coins are worth more that 10000 identical ones.

Btw, how did get stacks that big? As far as I know, you can't create stacks by yourself.

Also:
>tfw someone keeps reporting and getting you banned for your contemplative faces
>>
>>145172410
>>
>>145175753
seriously what are the problems with it? I'm not gonna mindlessly jump to its defense or nothing. If there are some big issues I'd like to hear them.
>>
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>>145176117
masterwork is shit, okay?

stop using it
>>
>>145173483
Bloated piece of shit made by a thief.
>>
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>>145175342
There were like 2700 goblin bandits in a camp.
>>
>>145176391
Ah, that is some actually useful information instead of angry meme images, thank you. So its unoptimized and uses stolen assets? Well, I'll certainly avoid supporting such a person from now on.
>>
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How did Toady even come up with all the "arguments" used to support opinions?
>>
I had a were creature fuck up my fort and tons of people got injured so I just abandoned it because I didn't want to deal with hunting down the infected.

I started a new fort and the first migrant wave was almost entirely composed of dwarves from my last fort.

I don't know if I can handle this much !FUN! trying to find out if these guys are were creatures.
>>
Will Obsidian ever be updated? Last I checked it wasn't updated since 2013 or whatever, but maybe my google-fu is lacking.
>>
>>145173483
>>145176117
Masterwork is a whole bunch of unrelated mods by many different authors that one guy scooped into a big collection. If you just want a whole bunch of stuff just because more stuff then that's fine I guess. Masterwork has stuff. If it doesn't bother you that most of that stuff isn't thematically related at all, wasn't created by the guy distributing it and living off of donations for it, and is generally at odds with DF's entire design aesthetic, then you should feel free to play it and enjoy it and ignore the inevitable snark and derisive reaction images that the rest of us will reflexively reply to you with. Pic related.
>>
>>145178206
Ah well, I see your point then. I personally don't mind differing themes too much but that probably means I have pleb tastes. Your point about the donations was interesting though. Does Masterwork actually lower the amount of potential money DF's author could make? If that's the case then yeah I'll probably reconsider using the mod.
>>
>>145176995
Ask him.
>>
>>145176997
What you're describing happens to be the only scenario that a werebeast can migrate to your fort, so yeah, there are good odds that one of your migrants was bitten at your last fort. I would dig out a migrant quarantine zone and just watch for a month before letting them in. If you can't manage that without exposing the rest of your pop, disable mining on whichever miner is closest to the surface and then wall your nonmigrants in somewhere deeper in the fort than that, then let the migrants dig their own quarantine zone.
>>
>>145178870
Not him
You could argue that it detracts from Toady's earnings, but I can't fathom why anyone would donate to Putnam and never Toady.

You could just download it and see. I've played with it and there are some very fun components, such as gnome or warlock playable races.
It also gives you an idea of what can be done with the beast that is DF.

But yeah, I find that I prefer vanilla DF and my own tinkering.
>>
>>145179246
>putnam
it's meph, isn't it?
I always get the bay12ers mixed up.
>>
>>145179246
Oh I've been playing it for a bit. You see uh, my personal weakness in any game is a huge variety of races and cultures. Vanilla can make cultures but Masterworks adds the variety in races. Nations of naga, orcs, giants, demons, kobolds, werebeasts, all of that I find to be very interesting. I honestly could care less about the other features. If there was another mod that added a ton of races but less other bloatware, I'd probably play that instead.
>>
>>145178870
It's hard to know, really. Maybe everyone who gives meph a donation also gives one to Toady, in the same amount that they would have anyway. I don't know that's not the case, but I'm doubtful.
>>
>>145179776
Is Meph actually asking for donations?
>>
>>145179367
Yes, Putnam barely conceals his for masterwork and used to go on occassional autistic hate rants about it. I think the guy unfairly gets a bad rap here, personally. He wrote the fixster script for dfhack, which I used all the time in .40.
t. totally not putnam
>>
>>145180002
I haven't kept up, but he has before. Hell, the dark 3 weeks that I tried mw he was holding an actual donation drive on the mw subforum.
>>
>>145180142
Well gee, I can understand why people dislike the mod so much. I mean, capitalism and all that, but he's asking for money for just putting a compilation of mods made by other people into one big one. I'll keep playing it because hey, I'm pretty sure the makers of the original mods are pretty cool guys and I personally like all the races together, but this meph guy isn't getting a cent from me.
>>
>>145180002
After he got robbed in Lebanon, he added a paragraph to his patreon page where he begged for money to replace his gear. He actually has the nerve to get money from sponsors for going on vacations all year round, and then expect the players of his mods to compensate him when something goes wrong.
>>
>>145180454
Ok yeah in addition to not giving him money I'll tell anyone asking about the mod what y'all told me. That sorta thing is just disrespectful.
>>
>No monster hunter mod
>>
>>145184669
Feel free to make one.
>>
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>start a bard
>only know a song which doesn't use my instrument
>try to compose a couple of more songs
>none uses my instrument
>>
>>145162593
every single mod will have to be rewritten frm scratch
>>
>>145186278
Really? I feel sorry for the modders then.
>>
>>145186650

vanilla master race will be able to play from day 1 though~
>>
>>145186278
So uhh, how do you guys find like, individual mods, and how do you guys know if they will work together? I'm not new to modding games and I checked the official forums but I'm wondering if there is a better way to find mods than browsing the official forums and the wiki.

I am new to modding DF though. Nothing I have ever done has been as cancerous as modding oblivion though, like, before skyrim came out.
>>
>>145187598
Unfortunately for me I am still a pleb and will have to wait until the tilesets get updated.
>>
>>145186650
No, not really. That guy is either a troll or an idiot. I'm going to generously assume the former.
>>
>>145190019
Tilesets are compatible between versions. There's nothing to update.
>>
>>145190941

lol, plebs need to git gud
>>
does it still work to put all offices into one big room?
>>
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>>145173483

>mfw when I play masterwork Dorf Fort

>mfw I play a trap succubus

>"His hips are broad"

>mfw I am accosted by four succubus warriors.

>mfw they join my party

mfw
>>
>>145068606
it Normally a OS issue, not a Processor issue these days.
>>
>>145191074
It doesn't even have to be a room. An office can be one tile as long as that tile contains a chair.
>>
>>145186278
What?

My mod update is basically adding in any new shit Toady adds and then swapping the raws into the new folders.
>>
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How has DF changed how you play other games?
>>
>>145191950
shhh, I'm trying to find out how many people don't know anything about anything.
>>
>>145192542
I hasn't really changed how I play other games, but it has definitely changed how much I enjoy some elements of games. A recent example would be Fallout 4. After years of DF the settlement building aspect of that game seemed shallow and boring. Alternately, I found myself really enjoying the exploration, and wishing DF's adventure mode could be as detail-rich.
>>
>>145191916
I mean as in all dorf nobles sharing one big throne room full of high quality stuff
>>
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>>145191242
Oh you sweet summer child.

>>145194178
I do hope adventure mode develops beyond RNG interaction and encounter, though I've not tried any of the new adv. mode stuff for the past few months, is it any good?
>>
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Who endangered the Pandas?

IT WAS ME.
>>
>>145192542
Playing civ 5 or civ 4 and seeing small bands of low tier warriors (dwarfs) fight against other opponents like tanks or huey's and winning (fb or demons) is greatly affected by the allegory made for DF. Also would post the gif of a warrior vs huey if I had it but there was a spearman vs tank earlier in the thread!
>>
>>145194475
It's going somewhere good, but being limited to woodwork goes against all of my instincts as a DF player. But adventurer homesteading was certainly a needed thing, and it's going to lead to more extensive ways to modify the world. I don't expect he'll drop any new related features until after myths go in, though.

Speaking of new features, anyone else think Toady will have a big surprise feature for the .50 landmark release? My money is on multitile creatures.
>>
>>145195178
to be honest you are able to make pretty much anything (sans gloves/gaunlets) with custom reactions
>>
>>145194475
Th-that's pretty lewd.
>>
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>>145195178
>being limited to woodwork goes against all of my instincts as a DF player

Improvise!
>>
What a glorious and heart-wrenching effort, to secure this 1st year fort. Those lives will be held in memoriam.

I also can't get JOOOOJO out of my head, that was a p intense fight, no two star-crossed fighters could ever clash like that ever again in the fort's history
>>
>>145195407
Yeah, I meant more regarding building materials. I mean, there's always advfort (or at least there will be before too long), but I've always found it a clumsy solution.
I haven't tried transporting materials from forts myself. Can you build structures from stone or metal if you bring it to your site?
>>
>>145195943
:v
>>
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>>145195943
>It sure is dark down here.
>>
The genesis mod is up to date now wew
>>
>>145199610
In said mod, are the dunedwellers the same as the the desert elf dudes or are they the human variant?
>>
>>145196128
I mean, I could make a reaction to produce metal or stone "logs" if I wanted, and I'm pretty sure the game just checks for logs.

Actually gonna test that. I figure either it looks for log items or wood, but I think Toady said blocks aren't supported yet (yet!) so that's that.
>>
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this wouldn't be too bad, right?
>>
>>145205463
Boring, no neighbors. Freezing conditions+large embark.
>>
Are sieges fixed yet?
>>
>>145206393
yes
>>
>>145195178
>multitile creatures
I would shit bricks
>>
>>145203594
Dunedwellers are the elves yeah
>>
>>145206690
What would that mean for gameplay, besides just being cool and now big things look big?
>>
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>>145206974
>standing next to a giant now
>hit it in the head with any part of your body np
>standing new to a multitile giant
>hit it in the big toe np
>gotta climb onto the shoulder to hit the head

>>145204561
Well, it's weird but it works.
>>
>>145208064
>standing next to*
>>
Can Dorfs take goblets out of bins? I've put a stockpile with only goblets enabled in my dining room but they don't want to put any in it. I have another stockpile with everything but goblets enabled and I have no idea where my rock mugs are going.
>>
This is the one /dfg/ I've finally found a fort I really like. I have a lot of stuff to do though tomorrow.

>build wooden cages and cage dogs/puppies
>build kennel/chicken coup areas
>make iron/steel armor for 8 marksdwarves
>make iron bolts
>make crossbows
>make quivers
>make waterskins
>Build Temple
>Build Crypt
>Build hospital

I've gotten my basic needs done though and built a pretty rad castle above my fort with a drawbridge. It has a level that is just murderholes for my archers to shoot out of. A level thats the archery training area, and a level that has beds, weapon racks, armor racks, ammo storage, and food storage.
>>
>>145208860
Probably all lying around in the workshop. Alternatively, goblets and mugs might not be the same thing in the stockpile menu, I don't remember.
>>
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>>145213620
Reminder a necromancer could be RIGHT NOW around the next corner. Join the Dwarven Militia today.
>>
>>145205808
well fuck you then
>>
>>145206393
>autistic post saying sieges always worked and if you wanted them you could have just always dug deeper xD
>>
>>145214357
Sorry dude, but you're gonna dig in and then have nothing to do. Can't even build a megaproject to cover in blood because it didn't look like an evil site //with// blood rain.
>>
>>145206974
Have you ever played shadow of the colossus? If not, look up a few gameplay videos. Then imagine your poor milia dwarves in the same situation.
Megabeasts that are actually mega will be the raddest of rad things when it finally happens.
>>
>>145208860
It's generally a bad idea to put anything in a bin if you plan to use it for any task but trading. Mugs/goblets for tavern use go into a chest anyway, not a stockpile. Just build a couple chests/coffers/bags in the tavern and dwarves will store them there.
>>
>>145213831
That image is incorrect. Necromancers are always labelled as such, they don't hide their identity. His necromancer was stealthed (or he was just in a reanimating biome), and the mayor was a vampire.
>>
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At dwarfmoot right now. Toady is sitting a few feet away.
>>
>>145221637
The internet tells you to touch him.
>>
>>145221637
Ask him to add battletoads to DF. Post results.
>>
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>>145222196
...sexfully.
>>
>>145221637
It seems that Google has arranged a strict blackout of the DwarfMoot by their impartial search algorhithms.

I keep misspelling 'algorhithm' it never ends
>>
>>145226956
ddg ftw!

https://duckduckgo.com/?q=DwarfMoot&t=ffab&ia=web
>>
>>145225214
Toady is not for sexual.
>>
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>>145228474
Perhaps so.

So putting a grid of high drainage areas means you get natural breaks in rivers regularly.
>>
when i use an autoattack (with the movement keys) i always punch, rather than use my weapon, or even my shield. i have both equipped in either hand, so why cant i automatically swing, instead of punch?
>>
>>145205463
>freezing volcano
>>
>>145235013
Because the AI is dumb.
>>
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>Have literally the perfect worldgen with a tiny mountain lake and perfect faction division
>Dwarf kingdom names blow

which one of these gay kingdoms should i join?
>>
>>145237703
Hammers of Hail sounds cool.
>>
>>145237703
>>145238818
naaa cheerful lances sound hardcore
>>
>>145238818
Hammers of Hail is best, Lances are second.
>>
>>145239592
Like hardcore gay porn maybe. I mean, it's literally a synonym for "gay penises".
>>
>>145240423
LOL OH FUCK YOU'RE RIGHT
>>
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How do I get rid of all this excess stone laying around in my fort? I can't very well just dig out room for a stone stockpile because then it'll just drop more stone.
>>
>>145241996
Quantum stockpiles, atom smasher, magma, catapults aimed off the map.
>>
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>>145242605
Okay that's what I'm going to use as a benchmark for how "complete" dwarf fortress is.

When quantum stockpiles aren't a thing you need to reasonably use.
>>
>>145242948
That's a pretty arbitrary metric. There will never be a point in dwarf fortress' development where it becomes impossible to produce objects on a scale that quantum stockpiles aren't the most reasonable storage solution. My last fort that played for more than a week had over 30k boulders alone, not to mention the thousands of bars, bolts, cloth, prepared meals, clothing items, etc before my mobo bought the farm (in a hopefully unrelated catastrophe). Excessive production goes hand-in-hand with longterm forts and skilfull play.
>>
>>145244528
I mean it being listed under exploits, more specifically. It should be a built in mechanic that is able to be set up through the in game menus more simply.
>>
>>145244821
Oh, sure. I guess that's fair. Item stacking in general is a difficult thing in df. There will certainly be some growing pains for veteran players when Toady decides what's reasonable as a middle ground between 1 item per tile and potentially-infinite items per tile.
>>
I haven't played DF for a number of years. Can you still deconstruct a trade depot while traders are there to get all of their stuff?
>>
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>>145240423
desu I wouldn't want to fuck with a civ of armored gay pornstars.

Gay pornstars are fucking ripped, and they give and take it in the butt, people in prison give and take it in the butt too. You wouldn't fight "The Stockade of Lances" would you?
>>
>>145246982
Probably. I haven't tried it since 34.11, but I haven't seen it in a changelog either.
>>
>>145246982
just sell them stepladders.

or sell them like, 3 gold wheelbarrows, or 4-5 iron battleaxes.

The retards will trade almost everything they have for like 3-4 well made items or a bunch of stepladders that sell for 250.
>>
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>>145247561
Fight, or "fight"?
>>
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>>145244821
I liked the idea I saw in a dfhack suggestion about having qsp objects turn into walls composed of the objects over time.
>>
>>145228473
um yeah well

I think I have never used ddg before,
but ok here it is and it has the thing. It seems.
>>
>>145249465
>You lose your grip on the +Dwarf baby bone wall+!
>>
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>>145254741
>The goblin axeman skids across the ground and slams into the goblin corpse wall!
>Goblin Axeman: What the fuck... I kidnap babies and murder friends... but this shit here is straight fucked up yo.
>>
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>You've reached the summit of the pages of 10!
>>
How do I build a cabin in adventure mode? I can't find anything on the wiki but I might just be dumb.
>>
>>145259210
>adventure mode
>building
>ever
kek
>>
>>145259210
wait you could build a cabin? Wtf nigga i didnt know
>>
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>>145259487
B-but cabins were added. These seven are all that remains of my once mighty civilization, and I want to at least construct a house or two. We're currently encamped on an evil tundra, so protection is a must.

>>145259570
feature got added in the newest update.
>>
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>>145259639
Can't build a camp on top of a fort, but you can put a fort on top of a camp.

Get an axe, fell some trees, hit whatever keybind you have for the build screen. I've got shift+c down, no clue if that is default or not.

Designation walls/floors and shit, build a workshop, make furniture, drop it from your inventory/grasp and then designate it to be built, designate a zone as a main hall and claim it to retire there, bring loot/friends/etc back there if you want, invite ambushes to play in your pillars of doom, whatever.
>>
>>145235013

Maybe the combat level is non-lethal or below.
>>
Just downloaded the game for the first time and was wondering if there is a way to change to hjklyubn?
>>
myth update when
>>
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>>145271164
Hit esc > down to key bindings > general is sort of an overlay of general keybinds, then dwarf/adventurer/building/designation/etc are all subscreen bindings.
>>
>>145271676
tomorrow
i know because my dad works at bay12
>>
What is the myth update?
>>
>>145272252
it's a myth
>>
>>145272661
B-but what does it do?
>>
>>145273003
Myth.
>>
>>145274024
Oh ok
>>
Hey /dfg/

I have 2 stockpiles for finished goods, Image related. There is a bin filled with mugs inside a stockpile that has no goblets enabled and they are not taking them to the stockpile that ONLY has Goblets enabled. I'm not sure what to do because dorfs are mad they can't drink with a goblet.
>>
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>>145273003
Adds depth to world-gen, fleshes out the creation myth components, allows fully randmly generated races and civs, new types of landforms, alternate planes to visit, ties into magic and artifacts, religions, and curses as well.
>>
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>>145274942
>>
>>145275118
Don't bin mugs.
>>
>>145275051
What do you mean, randomly generated races? Like how night-creatures are generated by they're civilized and stuff?
>>
>>145275548

Yeah. And the civilization ethics and such are randomly generated as well.
>>
>>145275548
When the fantasy rating is high, or what ever the fantasy rating will become in the release, there will be only randomly generated races.
>>
>>145275051
Alternate plane will almost certainly not be making it into the upcoming release cycle. Toady has talked about as a thing he'd like to maybe do someday if he can figure out a way to make it work, not as an imminent feature.
>>
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Still amazed nobody else encounters this bug.

I just now found a town which had been occupied by elves, but I'm happy to leave them alone since there's an army of respawning zombie goblin merchants doing work for me.
>>
>>145275746

I hope we can somehow mix and match. I like the idea of there being humans and dwarves etc. alongside like octopus monster and slime civilizations.
>>
>>145275862
It will probably be more nuanced than the demo, so this is probably true.
>>
>>145276010

Yeah hopefullly. He also mentioned splitting up the fantasy rating into a few parameters here and there if I recall.

The magic seems really cool. In adventure mode I sort of like to go from peasant to like "ultimate being" in a sense of maxing my physical attributes and then becoming a vamp and/or necro to get stat boost and [NO_EAT] etc. With the new magic thing I can imagine tracking down all the different magical runestones and such and powers and keep ascending to higher levels of power.

This is going to be one of the most interesting updates.
>>
>>145275743
>>145275746
Whoa cool, that sounds neat. How different will they look? Will it be like humanoids with x features and then spider people with x features or will it be completely randomized and contain stuff like humanoids with spider skin or whatever?

Also I've heard stuff about ratings and percentages before, where can I look into that sort of stuff?
>>
Toady is such a god. Like, how the fuck did such a being even come into existence? Not only is he a good enough programmer to turn his ideas into reality, but he is also more ambitious than the majority of idea guys that I have encountered, on top of that hes also basically a buddhist monk in regards to not giving a shit about money as long as he can work on his game.

Like, what the actual fuck.

>You're living in the age of dwarf fortress.
>>
>>145276314

It's not entirely clear for playable races but in the GDC 2016 demo he showed randomly generated fey races like "small contemplative lizards with exposed brains" and "dark amphibians covered in darkness".

It depends on the fantasy rating: a setting which controls the "high-fantasy" ness of the world on a scale of humans and real world animals to the current setting to like "grey goo" of strange creatures. The maximum effective fantasy rating and its effects are known but to god (Toad).
>>
>>145276393

Yes he is truly a maestro and taking on a mammoth task to the great benefit of df players directly and the gaming industry overall, indirectly.
>>
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>>145276393
>Toady will die in your lifetime
>>
>>145276636
Ah I see. Well that's interesting then.
>>
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>>145276885

>implying he won't be scanned and uploaded into the hypernet
>>
>>145276885
The sadness I'd feel would propbably be greater than any living being I know except direct family, even then its just because that type of sadness is unavoidable.

Toady is worth more as a person than my entire family including me.
>>
>>144979528
she's still around
>>
>>145277073
>implying he would use the hypernet and not minecart logic
>implying development isn't so slow because he spends most of his time tweaking his 128x128 embark's ToadyBrain simulator minecart network
>implying devtime won't get continuously slower as Toady's minecart brain asymptotically approaches 0 fps
>>
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>>145277651
>>
>>145277651
>not having a dedicated toady supercomputer
>>
>>145277927

>not simulating a 1024-man team of Toady Ones to work on Toady Two
>>
>>145278031
>a 1024-man team
>not a 1024-dwarf team

ANON HAS ENTERED A MARTIAL TRANCE
>>
I keep genning worlds hoping to get one where my race of choice is in a particular location but IT NEVER HAPPENS.

So this is the pain of Dorf Fortress.
>>
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>>145279985
>>
>>145280221
I just got an idea. Could I run multiple dorf.exes to generate multiple landscapes simultaneously? If they are all in the same dorf folder they should go into the same save folder and stuff, I think.
>>
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>>145282207
There are programs that do that, I can't remember which though.
>>
>>145283583
perfect world?
>>
>>145283958
Nah, it's awesome though, there was a script or something that would batch generate worlds.
>>
>>145282207
I found a script on bay12 a while back to batch generate worlds via command line. Closest you'll get, I think. It worked very well, I genned 20 small worlds in less than 10 minutes, and it automatically exported a bmp and mapgen data for each world. I'll see if I can find it again.
>>
>>145282207
>>145284868
>>145285359
Didn't take long.
http://www.bay12forums.com/smf/index.php?topic=144401.msg5705769#msg5705769
>>
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>tfw my people were hounded from our homeland by goblin hordes and forced to settle in an evil tundra, barely scraping by.

>I took my bro out hunting and we bagged some herons for the camp. I was gonna make a bone axe and build some houses and everything.

>I return to see them all dead, and a massive porcine demon towering over their corpses.

>mfw they were just a bunch of scared refugees.

They didn't deserve this. Why is this game so cruel.
>>
Why can't closely related tasks like gelding, shearing, and milking be replaced by a single catch-all like "animal husbandry"? All three of those tasks have no quality level and are not moodable, from a fortress gameplay perspective there's very little reason to let those skills have levels at all rather than just being a toggle like "remove construction" or "pull lever".
There are other ones that could be grouped as well, like wood burning, lye making, and potash making. They all relate to burning or burnt wood, have no quality level, and are not moodable. They don't imply a lot of skill required: the individual isn't operating a high-temperature furnace nor fashioning anything complex from the reagents. All three tasks were often traditionally performed by the same person or group, as potash was often just made as a result of clearing timber for farming and needing something to do with the resultant wood.

You could say that fish cleaning and fish dissecting should be the same skill, or that fish dissecting and small animal dissecting should be the same skill. I would say that those skills might as well be removed because they're so incredibly niche as to be worthless, I've probably done <100 fish/animal dissections in the 8 years since I started and most of those were just because one time I wanted to see how much mog juice I could hoard.

I'm basically booty-bothered that there are at least a half-dozen redundant skills in the farming submenu that add nothing to the game and could be easily condensed.
>>
>>
>>145286459
We can't fathom to see into the future with those jobs desu.
>>
tfw you just don't give a fuck anymore and you just want stone.
>>
What am I supposed to be doing in adventure mode. I just keep putting cats into chokeholds in some random forest.
>>
>>145288458
gotta get those stone
>>
>>145288458
Dig.
>>
>>145288694
The vertical move here is to uThat's pretty much it.
>>
>>145288874
Goddamn, my phone is shitting itself. I'm not going to bother trying to fix my joke, let's just all assume it fucking hilarious.
>>
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>>145286393
jesus
>>
I had heard that goblin archers at Legendary can fire through fortification squares they are not next to. I do not have enough accumulated experience with just that to know whether it is only the Legendary skill level specifically.
and we were not counting on any Legendary goblin combatant in an Ambush.

So in the eighth year of the fortress, and in the eighth goblin ambush party (while they arrived with two ambush groups, the eighth and ninth) two goblin archers fired through carved fortifications elevated relative to the goblins and slew one Founder dwarf, a Competent Marksdwarf and in leather armor.

One hint, that ambush squad had multiple archers; and another thing there was a goblin guardgoblin armed with a crossbow among them. The goblin ambush parties advanced,
stepped through the door and were slain all but one unarmed grappler that withdrew.

New to this year, the dwarf combatants merited to be enemies of the goblin civ this time so it figures they brought a noted leader figure and that will be among the fallen.

I wonder whether temper tantrums and a couple of redscale injuries to recuperate from will spoil this fortress. There is an old rubric that if you kill a raid leader, the frequency of raids decreases.
It was fun, but since it was fun I am afraid it could mean that I have Lost.
>>
what stats should I focus on for a crossbowman build in adventure mode?
>>
>>145289160
Accomplished, not legendary.
>>
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>>145288751
>>145288717
>>
>>145288694
That's basically it.
>>
>>145289672
oh thanks for that data point.

It is not too easy to build up knowledge of all the details, like that, especially if I forget stuff which I sure might.
>>
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>>145290330
collecting all those stone is serious business
>>
I've made a character twice now but they can only see one square in front of them. I've never had problems like this before and I've used the exact same build. Do I need to put points into a skill in order to see or something? I'm in a tundra btw, could it be that a blizzard or something is preventing me from seeing?
>>
>tfw you lost your modded raws somewhere
Are there any weapons grade metals/alloys that would make sense for dwarfs to use besides cupronickel, arsenical bronze and maybe cobalt?
>>
>>145293328
Oh it was a thick fog apparently. Nvm I'm just dumb.
>>
>>145293660
Make a platnium silver alloy for beatsticking people.
>>
>>145294345
>platinum alloy
I'm trying to stick to dwarftech achievable smelting temperatures i.e. sub ~1500°C.
>>
I made a shale axe but it still won't let me cut down a tree and tells me I need to be holding an axe. What do?
>>
How do I land when flying as an animal person? I've been searching for a while and I can't find a solution.
>>
>>145295147
Get a battle axe or great axe. It's a bug, already fixed in the next version.
>>
>>145295459
I'm playing with the genesis mod. Is there a way I can just tweak a file or something to make it work? I'd rather not abandon a save I've spent hours on.
>>
>>145295645
Ooooh you mean the next version isn't out yet. Ok nvm.
>>
>>145295645
Just go somewhere and get an axe. Why would need to abandon your save?
>>
>>145295119
what about a magma furnace? I'm not sure how hot magma is but maybe thats hot enough?
>>
>>145295885
I misinterpreted what you meant. I thought the new version was out already and thus the only way I could fix the bug was update (I mean I'll do the greataxe thing but I just prefer to use the most recent version of DF).
>>
>>145296550
Platinum is magma safe but dwarves smelt it in regular and magma smelters nonetheless. I don't see why there would be an issue, but I also don't see why you would alloy it with silver.
>>
>>145296830
I follow. Just so you know, saves are almost always compatible between versions.
>>
>>145296832
its the heaviest weapons grade metal.
>>
>>145296832
I always thought 'smelting' platinum is just an abstraction for taking the native metal ingots and working them into shape.
>>
>>145296942
I'm sure that's the case for vanilla, but since I'm using the genesis mod I need to wait a little longer for a compatible update. I yeah it'll happen eventually but I gotta wait a bit longer.
>>
How long do fogs in an evil tundra biome usually last?
>>
>>145298423
yes
>>
>>145297880
You can just drop the genesis raws in the raw/objects folder.
>>
I just constructed a section of wall outside my fort and I realized it was in the wrong place, so I designated it for removal, but none of my dwarfs will come remove the walls. I know the wall is accessible because they just constructed it a minute ago, sometimes they even walk past it on their way to pick up logs and things outside. All my dwarfs have "construction removal" labour enabled. 10 of them are idle. The removal-designated tiles are flashing a blue C that I've never seen before, I'm accustomed to a flashing yellow/brown C (at least for brown wooden walls). Just to test I built some floors adjacent to those walls, which went up fine, but they also will not be removed.

What is happening?
>>
>>145299982
Could that be done with a mod that hasn't been updated from 42.06?
>>
>>145300829
Fug I figured it out: new "marker only" feature when designating, apparently I hit "m" on my way to the "n" key to remove.
>>
>>145300871
I haven't looked to see if any of the adventurer site creation stuff is raw based, but at least some of it probably is. So whatever world you're playing would be missing anything that was added via raws in .43. If you gen a new world you won't have that issue, and it should work fine.
>>
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Will slaughter ever become more complex, and actually make use of, and/or train a weapon skill? Just having an animal die and instantly turn into pieces of meat feels weird.
>>
>>145302228
Goat goes in, meat and bones come out.

Dorf prefer simple methods.
>>
>>145302228
It might require additional tools and actually take time at some point, but I doubt it will ever get more complex than that.
>>
>>145302228
You could always just make a room for you military to fuck up animals.
>>
I've created/assembled two instruments but I can't place them with b + I?

I just want to to make a Temple.
>>
>>145304016
Only stationary instruments can be placed through the build menu. The others are stored in chests at the locations in question. This is why chests are a must, not only in the libraries and taverns, but also in the temples.
>>
How hard would it be to take a custom race from one mod and put it in another?
>>
>>145305507
Make sure body_default stuff and c_variation stuff is included with the creature_custom file and you should be fine.
>>
>>145066584
holy shit that fort looks comfy as shit above ground the cliff fortresses like that area lways my favorite
>>
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>>144970807
how do i play 0.43 with the outdated Starter Pack :*(
>>
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>mine out a big area
>dwarves take forever to move stones and ores to their respective stockpiles
>meanwhile my grazers are starving because they've trampled their grass
Who else is looking forward to the day we can feed animals directly and use them to haul shit? Maybe have them do some other manual labor too like operating pumps and millstones.
>>
>>145308414
>what are wheelbarrows
>>
>>145308501
Heavy unless you make them out of wood, and I like tundra embarks.
>>
>>145308658
Just like, take some wood to make wheelbarrows with at embark nigger, it's not like wheelbarrows are a consumable resource.
>>
>>145309037
Yeah, you're right, but collection is still slow as fuck even with wooden wheelbarrows because
>3 to a stockpile
>DFHack isn't up to date
>don't creat multiple stockpiles because micromanagement is a bitch
>>
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>>145217772
>Can't even build a megaproject to cover in blood because it didn't look like an evil site //with// blood rain.
So cover it in blood the hard way.
>>
bump for innuendo
>>
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>>145310886
A noble goal, but without visitors...
>>
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>Satisfied with Gorehowl for now
>Wonder if I could get a slade statue out of a dark fortress
>Fuck it, I was just hauling half a dozen platinum and rose gold ones around right?
>Make it to the fortress
>Topple statue
>Spd 1.1
>I'm strong enough to haul a dragon around and this fucking statue is too heavy
>Not gonna give up though
>Pull a minecart out of my backpack
>Toss two statues into it
>Truck along towards the river cutting through the fortress
>Just skipping across the trenches and shit at full speed
>Get near the river
>It's a lot lower elevation than the rest of the fort apparently
>Wish me luck, niggas!
>>
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>>145317435
Well, I was going south enough to skip off the closer bit first, but then when I fell the rest of the way the cart came out from under me before I could even try to jump off.

Thankfully the statues didn't hit me, just the cart and ground bashed my guts up.
>>
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>>145318546
There is no way this is OSHA compliant, a wooden structure supported by four wooden fortifications over a cluster of wooden pillars suspended over a volcano at the edge of a sinister mountain range and haunted glacier.
>>
>>145211364

why iron/steel for marksdwarves? you can just slap them in leathers and be fine,
>>
>>145319341
I always tend to give them a metal helm in case of GCS or webber noshing on their noggin for a season.
>>
>>145307198
bumpin this question, iv been playingh 42.05 this entire time
>>
>>145307198
You don't. It's outdated because the 3rd party plugins haven't been updated for 0.43 compatibility.
>>
>>145323906
is it possible to play the tileset graphics packs tho?
>>
how would one creat a world with lots of cliffs and (minor river waterfalls in it? ive been trying all i can think of and i cant seem to find a good one
>>
>>145324375
Yes, tilesets still work the same way.
>>
>>145308658
It doesn't matter how heavy they are, they only have to be moved to their intended stockpile once and then dwarves move at their full unencumbered speed while using them. Hauling stone with a lead wheelbarrow is the same speed as hauling stone with a featherwood wheelbarrow.
>>
>>145324375

Why don't you just play vanilla like a hardcore gamer?
>>
>>145325921
Hardcore gamers don't play vanilla, they mod their dwarves' tissues to melt at any temperature above ambient underground temperature and play with their monitors unplugged.
>>
>>145326783
That's not hardcore, that's impossible.
>>
>>145326962
Git gud casual.
>>
>>145326962
>that's impossible.
Holy shit get out filthy casual.
>>
>>145327879
>>145328147
Please, tell me how you play any video game at all with no way to see it. Dwarf Fortress doesn't even have sound so you can't even use that to play.
>>
>>145328431
It's easy, you just memorize locations and commands. But you wouldn't know.
>>
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>>145324383
Drainage mesh size, set it to half or twice what you set the elevation mesh size to.

Set the ranges to 0~20: 1, 20~40: 0, 40~60: 1, 60~80: 0, 80~100: 1 for both.

This should make it where you get different scales on the elevation landforms and river layout so they intersect interstingly.

The ranges will make it so the game will only put low, middle, high, instead of a range of all of them, to help make the transitions sharper while keeping the features needed for civs.

Painting stripes of low drainage across high drainage areas produces rather crazy stuff, as an example: this world here is full of cliffs, waterfall intersections, mixed up biomes, and so forth.

http://pastebin.com/w5wj77eC
>>
Bumpy world bump.
>>
How does one use maces in adventure mode? I spent literally over 3 hours hitting this one guy solidly with every strike and he still wasn't dead or close.

The most I can seem to ever do is make them vomit for a bit. I get that blunt and dense is more for armor than it is cloth but I was fighting a guard in a human city who was wearing chain and plate and I could barely even tickle him even with maxed out strength and being like Talented fighter and maces.
>>
generally asking what's the best YEAR to stop at?
>>
>>145337661
I stop at 187 because fuck da police my nigga
>>
>>145334541
Hit something else besides a man at arms in plate mail over chain?
>>
>>145339571
But he's faster than I am so I can't just run, and this is a common case against everything I fight. even peasants in llama wool can take over 35 hits to the head/neck/upperbody and still be fine, even with a million messages about struggling to breathe, crushed organs, and shattered spines.
>>
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I think my cat just fought with the ground, and is now throwing itself against the walls.

The fuck happened here?
>>
>>145341227
I think your cat just fell and literally exploded it's paw by falling.

Why do you think it just got in a fight with the ground and is throwing itself around when it clearly had one impact related injury followed by passing out like 6 times.
>>
>>145341227
Can we get a more detailed combat log?

From my experience, something punted it across several tiles and it skidded. That leaves some nasty goring.
>>
>>145342651
That's the entire combat log. 1 page.
>>
>>145342651
>>145342692
I'm not familiar with your tileset but considering it's darker in that obvious pit your cat is in, like stated, it literally fell down a fucking z level, shattered it's paw, and is bleeding and passing out at the bottom of a hole is it not?
>>
>>145342848
Yeah that does seem to be it. I just don't know why it fell instead of using the slope. The hole can be walked in and out of easily.
>>
do I download the latest version and start an adventurer tonight?
>>
>>145344819
No. Do it tomorrow.
>>
>>145345180
was that a sarcastic answer because you are in a timezone where tomorrow is only an hour away?
>>
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>Toady One posted news:
> As part of the recent fix that brought armor back to invading soldiers and others, we need to deal with the effectiveness of armor, since there are too many fights that never end.
No more bashing unconcious soldiers' heads forever?!

>To this end, we're going to do armor item damage, some indirect combat damage to joints/necks that get whacked, and some combat AI to make people remove helmets from unconscious opponents. Then the release should be ready.
GASP
ARMOR ITEM DAMAGE

>and some combat AI to make people remove helmets from unconscious opponents
DOUBLE GASP

SOLDIERS ENEMY AND FRIEND ALIKE NEVER DROPPING HELMETS AND WALKING OFF THE MAP WITH THEM
>>
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>>145345435
Yep.
>>
>>145345482
Is this a good thing then?
>>
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>Forgotten ant-beast appears right on top of my fucking underground barrack.
>No time to pull levers, it's already inside smacking around the marksmen.
>It shoots webs.
>They're dead.
>Rest of the 20 millitary dwarves mill in and smack it with their socks.
>They're all dead.
>Ant marches upstairs into my mines.

>"This is my fight too, I will have revenge!"
>30 dwarves begin to punch and chew on the ant.
>They're all fuckin' dead.
>Remaining 20 are locked in the farms with only a few doors between them and the ant-fucker

>Except for this one fucking kid.
>>
>>145342934
In the current version animals and dwarfkind seem overly desperate to climb. The surface of my heavily forested embark sees 2-3 animal deaths per year due to climbing for no reason and failing.
>>
>>145345568
Armor item damage has always been a big thing, because you could just assign all adult dwarves to the militia, equip them with "metal clothes" ie chainmail shirts, that never rot, and never make any other clothes again. I'm just thinking ahead to possible bugs we'll get from this. Other possibilities include:
- Metal armor that rots naturally like leather armor
- Armor that gets damaged can't be repaired at all
- It might be possible to damage adamantine, and adamantine "cloth" items still rot (despite it being 1. a metal that isn't supposed to rot, and 2. physically impossible to damage if the material existed in real life)
>>
>>145345951
Ah ok, that's cool. I just hope the bugs get fixed soon then.
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