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/dfg/- Dwarf Fortress General

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Last Thread: >>144970807

>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Dwarf Therapist (Out of Date):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DFHack (Out of Date):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Starter Pack (Out of Date):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

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

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

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

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

>This pasta:
http://pastebin.com/iAduXzjn

Strike the earth!
>>
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first for memes
>>
Has anyone made a ville contemporaine in DF?
>>
Mod in cobalt and anthracite to throw the metamorphic layer a bone y/n?
>>
>>145353043
Wait, Anon.

You can't do that until the proposition has been closely evaluated by the Dwarf Fortress Ministry of Modding Affairs.
>>
>>145353207
I'm just asking because I remember the last time I tried fucking with layers ending in a clusterfuck.
Pls no bully.
>>
Can I mod a civ to spawn in or near evil biomes?
>>
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>>145350209
I can't help but see it.

I wish I could create such an organic fortress.
>>
>>145350209
also THAT IS A LOT OF FUCKING VOMIT ANON.

A FUCKING LOT.
>>
>>145354398
>I wish I could create such an organic fortress
A thousand times this.
>try to go for a sprawling, organic design
>end up with autismcubicles anyway
Suffering.
>>
>>145354398
>>145354492
There are several tricks you can use to make the fort look more interesting. I'll list some of them.

>when digging hallways, try ramping instead of digging
This will make the hallway seem more like a subterrannean street. If you add second floors to the rooms on the sides, and add windows to those second floors, you'll enhance this effect.
>divide housing and workshops into several units, rather than just cramming them up in the same places
Having two or three different housing units, and putting them in radically different places, will do a lot for your fort's aesthetics. Each one of these units may also follow different layouts, depending on the local conditions where that particular unit was made.
>always consider the third dimension when designing important parts
I always spread my taverns, temples and libraries out over several z-levels. Most of the time, I have one main floor, and two or three floors above consisting of 2 tile broad balconies, reachable through stairs or ramps.
>feel free to use geometric designs when designating your fort, but try not to have everything follow the same motive
If you have a central area shaped like, say, a cross, that's kosher, but try to have areas that "break free" from this cross design, and form their own shapes.
>don't plan everything to rigidly
The last point is also the most obvious one. If you want an organic fort, sometimes it's best to just designate before thinking. Dug your initial central area to shallowly? Just abandon it and dig a new one, letting the ruin of the old one form a permanent part of your fort. Not enough space for your hospital? Just evict a large part of your housing area, tear down and build a few walls, and then go with that.
>lastly, don't sperg out over lost symmetry

That's what I can think of at the moment. This is just what I go by. It works for me.
>>
>>145355592
saved for reference
>>
>try to make a tavern with the hallway that has a retractable bridge over an extremely deep hole
>hole is made before the bridge
>my only mining dwarf dug straight down, became trapped and died of starvation months before I noticed
Uh, oops?
>>
>>145356520
do you have a second pick
>>
PUT MY CIV IN AN ISOLATED MOUNTAIN VALLEY ALREADY REEEEEEEEEEEEEE
>>
>>145357210
Nope, but the corpse is accessible. I just need a bridge.
>>
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Hey /dfg/

How do you accurately choose an embark size?

df 0.42.06 +lnp
I have a PC I use to render (3.6ghz i7, 16gb ram, sdd) but I suffer FPS death after 100 dorfs when I used to be able to handle 220 before. I do have a (full) cistern but no running water. The only thing not shown is my farm/cistern. I run at about 50 <18> fps with small stutters every 2-3s for about 1s.
>>
>>145358797
As small as you can deal with.
>>
>>145358797
inb4 tileset and stairwell memes
>>
>>145358929
Alright. Thanks for the tip. I'm still learning as much as I can before I have to retire.

>>145358931
It's a good meme
>>
>>145350209
That picture.

I HAVE MANY QUESTIONS!

Most importantly; HOW HAS THAT NOT CAVED IN!

You editing the init files m89?
>>
Does anyone have a problem with the Genesis mod where generating a world just takes forever? Are there any ways to make it easier?
>>
>>145359613
Cave-ins are easy to avoid m8.
Are you used to the old system still?

You can prop up a mountain with a single pillar of soap.
>>
>>145350209
I can't chop down trees in Adventure Mode, I made an axe out of rocks and sticks, it says I'm "not holding an axe", but I am holding the axe in my right hand.

Have I fucked up somehow?
>>
>>145360775
gotta use great axe or battle axe, its a bug.
Will be fixed soon.
>>
>>145360905
Thanks!
>>
>>145360775(me)
>>145360905
I can't fell the trees in this area, is it because someone "Owns" this area?
>>
>>145362913
Maybe? I haven't encountered that particular issues.
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>>145328431

>sight

So 201X of you... how charmingly provincial.

All modern hardcore gamers use genetically engineered cyberneural grafts to interface with and manipulate the cache and RAM directly.
>>
I haven't played since 2014, has performance gotten better or worse?
>>
>>145365717

Somewhat better.
>>
Someone post pictures of their forts? I want to try out new designs but im falling blank on cool looking entrances
>>
Damn, Armok Vision is getting better and better.
>>
>>145367327

Is it playable yet?
>>
Where do I find small blunt rocks?
>>
>>145367696

Inside dragon lairs.
>>
>>145367975
Really? Ok thanks.
>>
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>
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. 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.

Oh snap.

>>145367696
You need to [g]rab them off the ground, if you don't see any available move around a couple squares and you'll find some.

You also [g]rab and pull branches... or [g]rab and fell trees.

>>145362913
Yeah, without dfhack we won't be able to do the tree thing.
>>
>>145370206
Bah, grabbed the top space when I was highlighting apparently, didn't see since I was grabbing something downstairs.
>>
>>145370206
What if I'm in a marsh/swamp?
>>
>>145370369
Dig deeper little adventurer, dig deeper... //with your mind// if need be.
>>
>>145370454
ooooh ok. I did some testing and figured it out.

If anyone is using the Genesis mod, apparently generic pebbles and rocks aren't in the game anymore, and they have specific names. I don't know if there are more than this, but I found that the Dolomite rocks represent sharp rocks, and the Dacite rocks represent blunt rocks.
>>
>>145367535
Armok Vision 0.10 was just released, so I guess yes.

Sadly, DFHack is still stuck back at DF 0.42, so i guess no.
>>
How do I do the thing where I stop playing a character in adventure mode and put them on the back burner, and then start up another character in the same world, only later to go back to my original character? I was told this was possible somewhere but I can't remember much else.
>>
I'm probably get memed on for this but what other game satisfy my fort building needs?
>>
>>145371580
You retire them at a town
>>
>>145371667
Prison Architect
Rimemeworld
Maia(not released)
Dungeon Keeper
>>
>>145371815
Oh fuck I forgot about Maia.
It's going to be a gigantic failure, isn't it?

R.I.P in peace good games
>>
>>145371667
>>
>>145372042
Oh, I forgot.

There's also KeeperRL. It's basically Dungeon Keeper in ASCII(there's also a graphical version which costs money). Like DF, it has an adventure mode where you can explore the world, including your old forts.
>>
>>145370959
Generic rocks aren't in vanilla. Every rock you find is of a specific type, and they're all blunt when you find them. You have to knap them to make sharp rocks. I haven't played genesis since 34.11, but it wasn't any different then and probably isn't now.
>>
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>>145371580
Build a campsite, even just a basic one, cut down a tree, slap up some walls/roof, designate a zone as a main hall, talk to your deity and claim the site (if no companions, shouting turns animals into histfigs so that's irritating to me) and make sure you get this pop-up, then you can retire there.
>>
>>145372620
Tilesetanon, you seem to know a lot, so I'll ask you.

You're probably aware that the adventurer must be a part of an entity in order to make claims on sites. My question is: does this also apply to adventurer camps? Or will this lead to the usual "I've forgotten my bold pronounciation"?
>>
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>>145370959

>Dolomite rocks represent sharp rocks, and the Dacite rocks represent blunt rocks.

The fuck?
>>
how do I stack clothing correctly on my dwarfs?
>>
>>145372904

Check the wiki. The order of the military equipment screen doesn't matter.
>>
>>145372974

Though he shouldn't forget the bug where they will only equip armor in the order it's been maunfactured in.
This will lead to problems when you manufacture the breastplates before the mail shirts. Dwarves will try to put on the breastplate first, then the mail shirt, which won't work.
>>
So after thinking about it, I'm excited about the armor damage, as it stands I have no real reason to keep hunting dragons after I get my last pieces of masterwork armor from them, but I can't imagine skidding facefirst across the ground at mach 5 is good for armor if it can be damaged by something as banal as a war hammer or battle axe.

>>145372828
>implying I know shit
Oh you sweet summer child.

But seriously, go do something to impress people and become a hearthperson... I should test if being a performer is sufficient, though it's hard to perform when you know no moves/songs/poems... and then you can do it normally.
>>
>>145372904
If you're talking about civvies, they'll try to equip one piece of clothing each for inner, outer and cover layers for each bodybpart if the items are available. You don't have to do anything (and couldn't if you wanted to) aside from making the clothes.
If you mean military, read this:
http://dwarffortresswiki.org/index.php/DF2014:Armor#Size.2C_Permit.2C_and_layering_armor
>>
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>>145373164
>Oh you sweet summer child.
Here, use this.
>>
>>145373158

I've never experienced this, but perhaps I never noticed.
>>
>>145373164
I don't know, I would hope it depends on what kind of terrain you're bouncing on. Skipping yourself across granite or sandstone should be a lot more damaging to armor than peat or sand.
>>
Two of my dwarves got in a fistfight that grew into a 10-dorf brawl and I have no idea what caused it. There are no criminals, none of the involved dwarves were unhappy or tantruming and I'm pretty sure it wasnt a loyalty cascade sincr after a while they all got tired and went back to work, minus all their teeth.

I've been playing df for years and never seen amything like it. Any ideas?
>>
>>145373439
I just checked and apparently it has been fixed in 34.11.
I'm not sure if I just forgot, or never noticed, or if it's erroneously marked as solved.

But I'm guessing I just forgot.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=4932
>>
>>145373439
Anon is right, it's a thing. It mostly only impacts the scenario he described and clothing items included in a uniform. Probably the second-leading cause of boot fail is cases where people include socks in their uniform.
>>
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>>145373408
Haha, thanks.

>>145373557
At the speeds I like to do stupid shit at, you're covering enough terrain that when you ask "what sort of stuff are you going to be hitting" you can just answer "yes" most times and be right.
>>
>>145372620
But how do I return to playing them when I am done with the other adventurer?
>>
>>145373736
I'm not sure that fix actually covers the bug. It looks like it fixes the reordering of items in the military assignment screen, which dwarves used to follow to determine how they equipped armor. Now gear assignments are listed on that screen in inner-to-outer layer order by default. It doesn't necessarily mean that first-made-first-equipped issue is fixed. I started doing the production-order workarounds in 34.11, the version that the bug is marked as fixed, but I don't recall if it was because I had read about the bug or experienced it myself in that version.
>>
>>145373906
At the bottom of the list: Specific Person.
>>
How do I craft a bone greataxe? I have 22 deer bones and a carving knife but apparently that isn't enough?
>>
>>145374545
You have mods with them included in the reactions?

I use a "cleaned bone" tool to get around the stack issues which still aren't totally fixed.
>>
>>145375127
Ah ok. Its fine though I figured out another solution. I was trying to make an ax to cut down a tree (since normal ones don't work because bug) and I only just now realized I could also make a stone battle ax in addition to the generic one.
>>
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I'm trying to construct a cabin, what am I doing wrong here? My character has multiple aspen logs, so I figure its either a bug or I'm missing a step or two.
>>
>>145376795

Try dropping them on the ground?
>>
>>145377381
Ok, I'll give that a shot.
>>
>>145377451

Let me know if it works. I've never tried making a adventurer site, lol. But I just guessed based on fort mode.
>>
>>145376795
This: >>145377451 is right, gotta be on the ground.
>>
Dwarf Fortress on scorpio when
>>
>>145353309
Just liek, make mod anon!
>>
>>145370206
>>
>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. 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.
>Oh snap.

I like where this is going.
>>
>>145370206
>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. 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.
hory shet
>>
will we ever be able to found or manage a hamlet in adventure mode?
>>
>>145384710
Probably. I wouldn't expect anything like that before the starting scenarios arc. That will be late 2017 at the earliest if I had to guess.
>>
>>145385023
This.

The new adventurer camps are already a major stepping stone in that direction.

By the way, wouldn't it be neat if we had the ability to buy land within the boundaries of a town or hamlet, within which we could build our own house in that town?
>>
>>145385731
When the economy returns we might be able to do something that. Once again, maybe with starting scenarios. That'll probably be the earliest opportunity to work on the economy again. I wonder how procedural the economic systems will be.
>>
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>open up exploratory hole into side of cavern wall
>a troll somehow senses my buildings over a hundred floors above him and heads right for them
>smashes a few of them, kills a makeshift militia and dies to a farmer with an axe
>still my fault for not closing the hole faster but god damn, come the fuck on
Business as usual at my embark.
>>
someone enlighten me about this scenario stuff.
>>
>>145387653
http://bay12games.com/dwarves/dev.html
>>
>>145387973
Oh cool. Oh btw you can apparently designate buildings to be taverns in adventure mode. Could I run an inn now?
>>
>>145388134
Yes but you have to "invite" guests yourself since the game world isn't fully notified of the presence of your camps unless they happen across it randomly.

You CAN "invite" aggressive guests if you put it in the right spots, but yeah.
>>
>get overrun by zombies
>last survivor is dorf child
his baby sister got torn apart in front of him
>finally gets caught by pincer attack from zombies
>play make believe

welp, didn't turn out so well
>>
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>weretortoise child attacks
>goes straight into meeting hall
>bites a farmer and breaks the skin
>jeweler rips it's teeth out by page 2
>ax and pickaxe wielders in the crowd hack off its limbs and mangle its heart
>bleeds out by page 8
>trap bitten farmer in small room
>force him to dig into volcano
>magma destroys the last trace of weretortoisism in my fort
The last time I felt so satisfied playing this game, I was pouring magma directly onto a forgotten beast that had gotten itself stuck in a tree.
>>
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>>145357310
>My first fort is exactly this
>>
>>145387043
>another troll gets into the fort
>militia nabs him before he wrecks anything important
>no idea how he got in from the caverns this time
Whelp. Time to build some weapon traps all over the fort before this happens again.
>>
>>145393802
Why don't you just find the cavern breach instead?
>>
DF on vr when
>>
>>145394854
Took me a while to find it (some bullshit with the stairs) and now I have to make even more holes just to fix it. Better to have the traps set up first.
>>
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>A kea has stolen page 10!
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Absoultely nothing.
>>
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Farming quarry bushes in 43.03. Can I tell the manager "make rock nut paste, but only if there is more than 200 rock nuts", or is it not smart enough for that yet?
>>
>>145400003
>but only if
No. It's a long standing wish on the eternal suggestion voting list. "Standing orders".
>>
Just started playing this game, super fun but seriously, how the fuck could 2 people make a game this insanely complex and realistic? It's crazy.
>>
>>145399112
Why do zombies ALWAYS spawn in the courtyard?
>>
>>145400407
Autism of the highest degree senpai.
>>
>>145400407
It's not particularly hard if it's literally the only thing you're doing all day, if you had 10 years time, and knew that you wanted to do a complex game even before that.
A lot of people could do that, probably even better, but having the dedication to do absolutely nothing else for 10 years (and another 20 in the future) is a very rare thing.
>>
wtf are the numbers inside the red?
>>
>>145373884
What am I looking at?
>>
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>>145401134
>>
>>145401328
Read the whole fucking line in which the red circle is, its not that hard, holy fuck, anon.
>>
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>>145401787
So what you are saying is that it's the amount they desire? Doesn't seem that obvious holy fuck. I've made over that amount and nothing changes at all.
>>
>>145400407
Really one person. I'm pretty sure Zach's contributions consist of moral support, cheetoh runs, and propositions beginning with "You know what would be cool?"
>>
>>145402285
It's the work targets, anon, you can actually modify them, the coloured letter should be a hint. Actually all the green things can be modified while we're at it.
>>
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>>145400419
They walk into them and then get stumped by the direct path being a wall I think.

Better question: why do goblins EVER build dark pits on top of a fucking volcano?

Answer: It's hilarious.
>>
>>145402621
Oh. I see. Thanks for the help Anon.
>>
>desert volcano embark
>main export is large serrated green glass discs
>daydream about a future edition where exported trap components will actually be used in traps in other forts, thus protecting the entirety of dwarven civilization against the foul hordes of filthy goblins
The future is bright, my friends.
>>
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>look at random immigrant's profile
>only relationships are with the 2 deities she is an ardent worshiper of
Nothing to be concerned about.....right?
>>
>>145402456
And crayon drawings!
>>
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Well shit, two part post.

The world-gen I posted last thread: http://pastebin.com/w5wj77eC (>>145328921) where I was talking about waterfalls and cliffs is pretty cool it seems. Was just looking at volcano sites and shit and saw a 4-way river so I checked it out.

The southeast leading fork is a low waterfall about 1-z above the river, which itself is about 10-z below the surface there.

>>145404180
If she has thousands of kills, one of the deities is known for cursing people, and she has amazing skills... maybe?
>>
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>>145405381
Then a bit north of it I saw another 4-way and checked it out, this one has the river about 5 or 6 z down from the south waterfall, and the other is another 1-z drop waterfall.

Both sites have glumprong and shit, probably rains kobold blood or maybe the bright green mucus I saw on the glacier to the east?
>>
>months later
>the wiki still says jack shit about how libraries or taverns work
>>
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>>145405562
Naturally all of these fit within a 3x3, some a 2x2 even.
>>
>>145357310
dfhack
>embark-tools anywhere

I embarked on a necromancer tower
just make sure that its doors are forbidden and you should be fine
because it's only so much FUN seeing 7 dorfs getting mauled by 70+ zombies

bonus if you manage to capture all necromancers (which will be hostile) and let them write books for you
or make an automated zombie factory
>>
tfw
>1x1 embark
>No temp
>No weather
>180 strict pop cap
>200 invasion cap

I'm not even having performance issues I just never want to lose a fort to fps.
>>
>>145405930
>minutes later
>you still haven't added it yourself

Only about seven people play this game, you know.
>>
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>>145407892
>tfw some asshole shows you sites like this one which are doomed to fuck your fps but look so damn cool

This is the most impressive waterfall pair I've seen yet, the canyon there is 26 z deep too I think.
>>
Does anyone have that image that shows what changed lately?
I haven't play for about a year.
>>
>>145408154
Maybe because I lack the intelligence to figure out tavern and library mechanics
>>
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>metalworker goes into strange mood
>grabs my one and only bar of steel
>check his skills, hoping that his highest skill is weaponsmithing
>nope, Legendary metalcrafter
>makes a mini-forge out of it
>>
>>145413890
I feel your pain. Does it at least have anything interesting on it?
>>
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>>145414443
It's got a nice little history lesson on it in black zircon, and it's the only toy in the fort so the kids will at least appreciate it. Do you know if kids get happier thoughts if they play with very expensive toys? Because this is worth a whopping 98400 dorfbucks.
>>
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>>145406949
>>
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>>145415237
Hmmm, I would assume that if they like the material and such they would especially like it, but I don't think they claim the toys to own, just play with. Probably the usual admiration thoughts though.
>>
>>145418804
Admiration thoughts only come from built objects. Most furniture and architectured buildings (including roads, interestingly).
>>
>>145419546
And traps. Let us not forget traps.
>>
New ninedots stuff.

>>145419546
They get happy thoughts from stuff they wear like jewelry now I could swear, haven't played as much fort mode but I know as an adventurer that the extravagance need is the biggest pain in the ass ever, because even putting on the nicest bling ever doesn't help long, gotta keep adding more.
>>
>>145420059
I've seen them get happy thoughts from putting on stuff in fortress mode too. Never from interacting with a mug or a toy or anything though.
>>
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Perfect World is crashy as hell on linux, but man I love tinkering with it.
>>
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>>145415237
>>145418804
>>145420059
>>145420547
I caught a kid playing with the 98400 dorfbuck toy. He got no more joy out of it than he did playing pretend.
>>
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>Kobolds
>hurting anything but vermin.

He got lucky.
>>
>>145420059
Yeah, they get the happy thought for putting on something nice or gaining ownership of something valuable if they have the appropriate personality traits. It only happens once when they acquire the item, though.
>>
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>>145424880
That little piece of shit.

Into the magma with him.
>>
>>145426785
I was thinking the same thing, Either that or atomsmash both the ungrateful git and the toy with him.
>>
>>145427316
Well, the toy still adds value... the kid on the other hand.
>>
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>Rage of Page 10's
>>
What do you do to make your forts feel more dwarfy?
>>
>>145436026
Magma moats
>>
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tfw migrant wave of 31 dorfs
>>
Are you supposed to be able to see what your dwarf is carrying or are my graphics fucked up somehow?
>>
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>>145437967
Does it show the item tile blinking with the dwarf tile? That's the normal behavior.
>>
>>145437364
>le migrants are bad meme
>>
>>145438380
Sort of? It's usually just a very generic item tile, instead of the specific item icon.
>>
>>145438387
Migrants I wanted, I just wasn't prepared for such a sudden 400% increase of my population.
>>
>>145404180
That just means that she isn't a hist fig, but rather pulled from the site pops. She's a woman of the people.

The arrival of dorfs at your fort forces them to become hist figs, however. You can look up all of them in legends mode, but there won't be any entries prior to their arrival at your fort.
>>
Which are stronger, Titans or Megabeasts?
>>
How do you handle management of dwarves once you get above 15 or 20? It's a challenge to make sure every one stays busy and that tasks are being assigned to the right people so that everything gets done in the right order. Work flow management is tough.

Am I missing something or does it just come with practice?
>>
>>145439825
Vanilla: a durable inorganic webbing Titan is a goddamn nightmare, and most megas are rather delicate except for hydras.

Modded: depends on the mods, I've got better materials and different tags, flying dragons with steel bones and scales, hydras with the same bones/scales, iron rocs, much scarier than anything short of like a steel webbing titan.
>>
>>145440695
I just find that dwarves make themselves available as I need them.

If you want all your dwarves to be busy all the time, build a tavern and a church. (both are in the "meeting area" zone type)
>>
>>145439825
Depends on the beasts in question.

Remember that titans range from small clouds with wings that inevitably dies from a single hit, to huge web-spraying dinosaurs made out of steel.

Megabeasts are just creatures from the raws, and most of them seem quite fleshy.
>>
What am I supposed to be trading with caravans for?

I mean there are plenty of things to make for basically the explicit purpose of being used to trade with. But what am I supposed to be buying? By the time the first traders showed up i was pretty much self sufficient.
>>
>>145441101
>By the time the first traders showed up i was pretty much self sufficient.
Then you don't need to trade. Usually if you trade, it's for clothes or plants (to be made into food, drink and more plants)
>>
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>>145441101
Spiked balls.

A dozen or two of wooden spiked balls will be enough to buy everything you want, but feel free to use more expensive materials, like silver or glass. The latter will also be politically correct when trading with elves.
>>
>>145441041
Is this because of some dfhack utility?
>>
>>145441547
No. In their spare time, Dwarves pray/meditate or go to the tavern and it counts as a "job", removing them from the idle count.
>>
>>145441547
>>145441730
Ah fuck, you probably meant the first part.

I just let the dwarves do the jobs they are automatically assigned, unless I need a job done that no dwarves are allowed to do (v -> p -> l)
>>
How the fuck is map movement in the world painter supposed to work? The wiki says right click and drag, but dragging does nothing and right clicking seems to make the map jump around at random.
>>
>>145441914
I have no clue either, use perfect world for something too large to fit in the painting window.
>>
>>145440995
Hydras are just meat. Bronze colossi are the most durable megas.
>>145441081
Titans are all at least bigger than size 1.2 mil, which is the limit for being able to activate a bridge that a creature is on or under. I don't know if they're always the same size or not, but none of them are small.
>>
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>>145410307
>>
>>145443161
Read the devlogs motherfucker.
>>
>>145443161
it has not been done for a while sadly.
>>
>>145440695
Having all of your industries set up and enough raw materials for 100% uptime along with constant expansion and ~20-30% of your fort in the military should keep a whole fort of 50-60 dwarves busy. Beyond that pop, make-work projects like stone cleanup and mass smoothing, assigning tons of scholars and scribes, or just expanding your military can keep the rest of your fort busy. As a rule of thumb, if I hit 10 idlers I pause the game and find something that needs doing. Pausing the game more often is generally good advice for new players anyway, if you're spending more time letting your fort run than paused then you're probably playing poorly.
>>
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>>145443289
>>145443161

There just wasn't anything important enough to be added. I consider it up to date.
>>
>>145443850
Looks sharp I was wrong.
>>
>>145442775
Gotta take out 7 heads (or choke one neck) which is gonna take even an axe lord 7 swings... assuming they don't manage to bisect it, which isn't consistent even with artifact axes and a hyperbuffed character.

Yet steel axe > bronze colossus.
>>
Why can't I make mugs out of clay? Sitting on a kaolinite mountain without being able to fire porcelain cups feels pretty lame, especially now that mugs have a purpose.
>>
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>>145447016
What are you talking about, silly dwarf? Read the wiki.
>>
>>145447295
The only related thing I could find after checking both the "Crafts", "Kiln" and "Ceramic industry" pages:
>the kiln cannot be used to make ceramic goblets, instruments, or toys.
The wiki basically told me I can't make mugs. That doesn't answer my question, namely WHY I can't.
>>
>>145350209
I'm not too sure if what I'm doing is turning out good so far
I thought I was doing pretty good in understanding it, but I don't understand this game for shit yet
>>
>>145448414
ground level
>>
>tfw your fort is too vertically complex to get good screenshots of
>>
COMFY TILESET WHEN

Did you already post it? I may have missed a thread.
>>
>>145450592
I didn't, because it isn't finished yet.

As you can tell by the black squares in my last screenshot, there are still tiles missing.

The most important ones are the &, the threads, the debris tiles and the cloth tiles.

The & is the most tricky one. To my knowledge, the only place where it appears in text are in the justice screen, where it is shown in "Cages & chains". Considering its rareness in text, I'm going to prioritise its use for demons. Making up a cool demon tile is pretty tricky, however, and is going to take a while.

I've already decided on only having the silhuette shown, and a pair of glowing eyes.
>>
>>145451001
Sounds cool. I'm waiting on the next release and DFHack anyway so I'm not rushing you.
>>
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real quick, what does embark symbol do? Pic related i just noticed this feature
>>
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>>145398515
>tfw literally just brought a fucking anvil
>tfw fucking kea stole my anvil
>>
>>145451889
It lets you create a logo for your local government.

It will mainly be used for engravings in the fort. A simple ascii representation of it(the symbol of the first element) will also show up next to your group's entry in legends mode.
>>
Getting into modding. How lenient is the game if I forget implied things, for example if I make a custom creature that lays eggs, but don't define the eggshell, yolk or egg white, how much, if any, will the game use defaults for. Also, would such a situation crash the game upon trying to load the creature?
>>
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>>145452190
hey thanks, sorry to bug you mate but wtf does this mean?
>>
>>145452482
If the game crashed from something like that, it would never stop crashing. I'm not sure what exactly happens when you forget egg material definitions, but I know there used to be whole human towns built of no substance in particular, defaulting to "rock".
>>
>>145453114
First of all, KEK
Second: That tells me that the game used to have a default material, and probably still does. Thanks.
>>
How do I fly as an animal person?
>>
>>145452807
It's asking how many of the thing you're adding to the picture you want in the picture.

Input 1 and you get "a dwarf", 5 and you get "five dwarves", 0 and you get "dwarves".
>>
>>145453189
Probably in the interactions menu. Provided you can actually fly.
>>
>>145453189
Have you tried moving up?
>>
>>145453189
the better question would be, how do I land?
last time I tried I was flying all the time
even on ground level while laying down
>>
>>145454504
I'd like to know that too, but how do you fly if you figured it out?
>>
>>145454784
press < and > to change z-levels

sometimes when you are on dangerous terrain you first have to go out of there
like when you walk on tree branches or cliffs
easiest way to start flying is to jump off a ledge
>>
A couple of things:

1) Does the tabbing matter in the raws, or is it just for readability

2) I noticed that Dwarves have the [MANNERISM_BREATH] tag. Does that mean that if I remove that, all dwarves will cease breathing and suffocate? If so, awesome!
>>
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>capture 3 gila monster people
>silently debate what to do with them
>>
>baroness has neither husband nor heirs
>very few married couples in fort
>dwarves won't throw parties
How do I make my dwarves socialize?
>>
>>145426785
>>145427316
>>145430124
No can do. This kid likes short swords and mail shirts, and will make for an excellent smith in the future.
>>
The challenges are kind of dumb in this website but the goals are interesting.

http://www.scenariogenerator.net/game/dwarffortress

I'm going to only build in an ever expanding tower that can only be 10x10.

Whats the max z level hieght?
>>
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>110 dwarves
>framerate low already
I wish I wasn't a poor fag who couldn't replace his 6 year old computer.
>>
>GCS gets into fort
>no idea where the cavern breach is
I guess I have no choice now but to set up a building destroyer trap that will catch stuff like this long before it gets into the fort
>>
>>145460862
Or you could find the breach.
>>
My civ in adventure mode is a single hamlet with 100 people in it and I always feel bad when I think about recruiting adventurer companions from it because I worry that the hamlet needs all the dudes it can get in order to survive, since an Ettin and a troll are only a few tiles away.
>>
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>>145461193
If I could find the breach, shit like this wouldn't happen. I have looked and looked and there is not a single-
>holes that I dug for cavern-fed wells
>haven't built wells over them yet
>pic related
>>
Why won't the game let me eat the meat of sentient creatures as an adventurer? Do I need to be a certain race?
>>
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I always though this game was from the late 80's. Who makes a text basted game like this in 2006?
>>
>>145462592
Someone who wants to have an easily expandable graphics system that saps as little development time as possible.

>Want to add creatures
>handle logic

>Have to draw sprite and or render model/rig skeleton
or
>Assign a letter.
>>
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Oh snap, so there is an interesting justification for not having hell in an adventurer world.

Someone worked out that if you do this and then put a volcano in different embark tiles of your fort you can control whether or not the obsidian tube/magma is generated or not, with it being in the northwest required to guarantee it if you want a full volcano, any other tile if you want instant cavern access.

Checking it out with an adventurer I was able to confirm that if you approach from the northwest on foot (i.e. don't drop out of travel on top of it, but one map tile northwest) then it will be drained. If you then keep going southeast until it unloads and head back to the volcano it will be fully again!

Sadly it doesn't reload like this if you put a campsite on it in between different direction approaches, but it still gives interesting possibilities for exploring the caverns and such that I have to play with.

>>145462436
Toady broke something. I use an interaction to remove [CAN_LEARN] before I kill sapient (sentient means can sense and experience things, cats and birds and humans are sentient, sapient means can reason and understand, few birds, probably whales, elephants, dolphins, several apes, and disappointingly few humans are sapient) but it's a kinda hacky fix.
>>
>>145456487
If by tabbing you mean indenting: yes, it matters.
I recall fixing some indents and having a creature suddenly work.
>>
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Huh.

Poor brave guy.
>>
>>145463563
Well, whitespace is ignored, it's just for readability, only carriage returns sort of matter because it makes it easier to see which blocks follow which enclosing tags, but you could make a functional single line raw if you want, it'll just be a nightmare to read.

>>145462980
Went ahead and tossed the world-gen up since it's fun settings for adventuring with interesting sites all over for forts: http://dffd.bay12games.com/file.php?id=12142

Can just toss the bottom magma layer back in to get hell back if you want candycanes and such.
>>
>>145420059

Goddamn that is some of the best DF fanart I have ever seen.
>>
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tfw a mod adds a civ of Titans

tfw they siege
>>
I'm still blown away by the fact that he stores all his data in text files. I really admire it, I've been dabbling with indie game dev and texting data in text files is a bitch to parse but the ability for any average joe to open them on any machine and edit data is really cool.

Not everyone knows how to read JSON or XML.
>>
>>145459706

Just replace the CPU.

How much RAM do you have?
>>
>>145465836
Will a SSD improve performance or is all the data loaded onto RAM when a world is loaded?
>>
>>145466042

SSD will probably help because not everything in the game is loaded at once I think.
How much RAM do you have? If it's a low there is a chance that DF could be using hard disk pagefiles in lieu of RAM, especially with large worlds, etc. In that case both RAM or SSD would help. But even now the ram is limited by 32 bit but yeah how is your RAM situation?
>>
>>145465678
jesus christ.
>>
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>MFW fort nearly dies of thirst because the booze stocks were depleted without me noticing and I have no wells.

>>145465836
8 GB of RAM, but the processor is AMD so any upgrade would still be shit because AMD can't do high single core performance.
>>
>>145466303
8GB on my PC and 4GB on my linux laptop. It should be enough, I'm not the anon above though. I'm just wondering because I'm trying to figure out how much money I should save for a new PC.

I have a pretty high checklist though and I've never built my own computer, but I know enough that it isn't very hard. I'm just wondering on part selection and how much aftermarket fans I should get for overlocking a CPU to like 4.4 or higher, I know liquid cooler is "better" but after looking into it that seems like a super enthusiest meme thing that isn't very practical and is way more expensive than just getting a few more fans.
>>
>>145466042

On that note I personally always keep DF on an SSD, it's really beneficial at least in saving/loading times yeah.

>>145466627

Yeah building a computer isn't so hard. I'ts pretty fun. But for a first time I recommend you just go air cooling, and consider an upgraded heatsink. Liquid cooling isn't really necessary besides for extreme overclocking or if you live in a really really hot place or something I guess. Your assessment of liquid cooling is correct lol.

If you build a computer don't go too hard budget wise. Try to stick to like "high-end" but you don't really need to go for "bleeding-edge", unless you're really rich and have nothing else to spend your money on
>>
>>145466936
I only have 1080p monitors and don't feel like upgrading right now. I currently have a Nvidia GTS 450 which is a pretty old, and pretty shit GPU.

I'll probably buy a 1070. If I get a new cpu I have to upgrade my motherboard too because it has a fuckoff socket type that isn't used anymore. I think its a LGA 1151 thats 3.3.

>SSD
>some sort of GPU upgrade
>some sort of CPU Upgrade
>new case
>new motherboard
>another HDD
?? RAM

I'm basically buying a new computer. But I have a feeling I can probably get a cpu/gpu for around the $180 price range for each that will be a massive upgrade. Idk, I've done quite a bit of research and I have a pretty good idea of my specific goals.

SSD > CPU > GPU > Case (I want to get a nice quality case that I can use for a long time, I'll probably go full steel, I've learned that ever since I started working and got my own money that spending a little more on high quality stuff means you don't have to replace shit constantly.)

Basically I'm not going for an enthusiest build, I'm going for cost efficiency for shit I'll replace some time soon and quality for shit that I won't.

GPU cost efficient
SSD, CASE, MOTHERBOARD quality
I'm not sure with CPU, I don't know what a good price range is for not getting ripped off and also having good qaulity for the price. I'm just assuming 150-210 is the price range I'm looking for with
>169.99
>179.99-184.99-189.99 being the price range that I'm really looking for. I'm going intel just for better ease of use with a lot of programs. I'll be running Arch Linux and Windows 10 on my PC on seperate partitions.
>>
>>145466042
>>145466303
SSD will only help with saving and loading speed. It won't improve your fps at all.
>>
>Tfw 24gb RAM
>>
>>145468337
I've got 16 and I don't even know why. I've never seen my computer use even 50% of it.
>>
>>145468619
Because you can, that's why.
>>
>>145468619
I use my 8GB

Because I run 9 EVE Online clients while multibox mining. I'd like to increase this number with my computer upgrade.
>>
>>145468013

GPU is not really very relevant if you're primarily concerned with DF but yeah.

You don't need to go above $250 at absolute most for a CPU yeah, and in terms of DF it's probably better to go a faster dual core than a quad core. The price range you suggested sounds reasonable.

SSD is honestly a huge upgrade IMO, general quality of life things such as booting the OS, loading, saving, etc. I boot in like 10 seconds whereas before I used to boot in like 40 seconds.

Funny that you should mention a case. I've been using no case for like 1.5 years; I just keep my motherboard in a sideways cardboard box and it works fine lol. But if you live with other people or children then I don't recommend it.
>>145468185

Well occasionally the game needs to load something from the disk, which takes a bit of time, no? Or am I incorrect?
>>
>>145469009
I want to play skyrim/F4/ES6 when it comes out. I got 20 fps when playing Skyrim/F4, I still played them, but I want to replay them with decent FPS. There are mods that can improve FPS and I don't want a GPU thats absolutely retarded I know people that bought a 980 at release and then proceeded to download k texture packs for their 1080p monitors. However my current graphics card in paticular performs absolutely abysmally for modern shadows, I mean its pretty shit at everything else too, but even 150$ GPU's (the GTX 950 comes to mind) perform like x7 better with shadows than my current GPU, I'm not entirely sure why though, but I have to turn shadows off or on low for almost every single game I play.

Yeah I looked up prices. I might actually just spend some extra money on a great CPU. I don't want to drop $220 or $240 or a 3.5 quad core or a 3.9 dual core when I could shell out $70 more and get a 4.4 Ghz quad core. CPU is something thats just, MORE BETTER for like everything, so the extra money is worth it especially since I multibox mine in EVE and CPU is the major bottleneck for that too.
>>
>>145468013
http://pcpartpicker.com/list/

Compatibility filter, links to the sites with the pieces, etc, etc, enjoy.
>>
>>145469009
>Well occasionally the game needs to load something from the disk
Aside from loading a save, I don't think it does. It may when a new creature enters the map, but it probably doesn't. My understanding is that every bit of the information df runs on is loaded into RAM, and while you're playing it's just your CPU and RAM talking to each other with an occassional update from your GPU. Even if that's not the case, there's no scenario where the read/write speed of any modern storage medium is going to be your bottleneck. Your HDD or SSD will be waiting for the game, not the other way around.
>>
>>145469736

Yeah in that case spring for a GPU, 150$ sounds about right for this generation. You don't need to spend too much on a GPU to get good results.
>>
How long does lazy noob pack usually take to update?
>>
>>145465678
Dude you are going to die. This is too much fun for one person to handle.
>>
>>145350209
>>145355592
I came here just to ogle at that fort design. Well done anon.
>>
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Are these chains/ropes acceptable?
>>
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>mining down mountain so that above ground the map is almost completely flat
That'll boost my FPS.....right?
>>
>>145469889

I guess I notice it more because my HDD often spins down when not in use so I need to wait a little bit for it to spin up again if I don't make any read/writes within a few minute span.

But I can't recall if this happens while playing DF, I feel like it does but idk.
>>
>>145462592
Someone who tried 3d graphics and discovered that 1) he sucked at it and 2) it was generating obnoxious amounts of overhead when adding features.
Imagine adding five hundred new animals and having to draw sprites for them all.
>>
>>145469889
Not quite true.

---------CPU ---------- ^
--------/---|---\-------- Faster
---- CPU Cache------ |
-----/------|------\------- |
----RAM pagefile----- |
---/--------|--------\----- |
--HDD swap file(s)- Slower
-/----------|----------\----v

When the CPU needs to work on data it checks the local cache, if it's there it executes whatever processes and moves on, if not you get a cache miss where it checks RAM and loads it from there, if it isn't there you get a page swap where it grabs the data off the HDD/SSD/flash/whatever storage.

Cache misses suck, but page swaps are way slower.
>>
I wonder if the end goal for dorf fort is to make fortress mode and Adventure mode interchangeable. Like you could found a site in adv mode and then manage it in fort mode.
>>
>>145471110
More or less, yes. You can do it right now but it's kinda weird because while you can embark on an adventurer camp, said adventurer loses the ability to build there, and the camp site doesn't get reclaimed, it's just overlapping.
>>
>>145470669
Which part of what I wrote is that meant to correct? I assume the last two sentences? I'm not disagreeing with you, I'm just unsure what you're disagreeing with. If it is the last two sentences, then I think you misunderstood my intent. Of course fetching data from a drive is slower than from the RAM or CPU cache, but the speed difference is irrelevant in df's case, as it will always be faster than whatever calculations df needs to complete. The value of access speed to data on your drives is entirely relative to size of the data being retrieved and the calculation speed. So for a game like Fallout 4, where textures in the range of 100s of MBs are being loaded into a game that's using them very quickly, your drive speed is very important to your overall performance. DF on fhe other hand uses tiny amounts of data and performs a hell of a lot of calculations relatively slowly, trivializing or entirely eliminating any benefit you could gain from faster drives (if DF even accesses drives during gameplay, which I doubt).
>>
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A goblin slave just applied to become a long term guest at my fort.

Apparently, she's not only a former member of a goblin civ, but also of an elven ditto. It's unclear which civ she belonged to when she was taken as a slave.

It'll be interesting to see what happens when she becomes a citizen.

The nation that took her as a slave is apparently the human civ I'm trading with. Her former elven civ is NOT the one I'm trading with, howver. I haven't made contact with the gobs yet, so I don't know whether that's where she came from.

Maybe I can let her have her revenge on the humans by sending her at the lawgiver diplomat when he arrives.
>>
Will caravans wander around the adventure mode map in 42.26? Or anything above that, actually.
>>
>>145472678
Sorry, got interrupted by baby back ribs.

The thing that screws df up is more frequent page swaps due to the 32 bit limits on RAM, and of course cache misses.

The 64 bit version should help reduce that by keeping more in RAM than it can now, but we'll be waiting a while for stuff like 1 GB cpu caches I think.
>>
>>145459706
>110 dwarves
>only now low FPS
what sort of beast of a machine do you run?
>>
>>145470419
Yeah they are fine. What other functions does that tile serve apart from chain?

>>145470568
>sending dwarves pathing all over a mountain to flatten it
>creating thousands of stone block items to appear
>kea job cancellations
Yeah no
>>
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>forgotten beast made of banded agate rampages in caverns
>safe because I'm all closed off, but the holy shit those cave animals are fucked
>this upsets me because I love capturing, taming and breeding cave animals, and every cave animal killed by a FB is one I can't capture and tame later
>one of the deities in my pantheon takes the form of a cave crocodile, so I was planning to have his dedicated temple also be my cave crocodile breeding area, because that's really fucking cool in my opinion
>cave animals do better than I expected actually, particularly the giant mole that fractured its neck
>tons of fractured body parts now
It hasn't died yet, but here's to hoping one of the beasties manages to finish the job before it takes all my future livestock.
>>
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>>145475617
>keas
Nah, I've been lucky on that end haven't seen a single one. Anyways, the mountain was small and mostly sand so hopefully there will be some pathing benefits now that it's down.
>one tree on the entire embark, it's a high wood
>don't cut it down because it's my emergency wood supply
>not only lowest level of mountain
> carve around it, leaving it on top of its very own hill
>MFW no way to make it into a cool landmark that shows up on the map in adventure or legends mode
>>
>>145474068
srsly tho pls. I want to know if I can raid caravans from civs opposed to my homeland.
>>
>>145424880
A poignant reflection on the folly of extravagance and wealth.
>>
>>145441101
I always buy up their entire stock of food and drink. Just to add more.
>>
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>>145476508
>extravagance and wealth
>folly
What are you, an elf?
>>
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>>145476752
>stoicism
>not dwarfy as fuck
>>
>>145476891
>being a greedy little fuck who always wants more, more, more!
>not the definition of dwarfy
>>
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>>145350209
it's been so long since i've played Dwarf Fortress but I still know exactly what i'm looking at.
Shits like the matrix. I can read the code
>>
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>>145476891
Dorfs are actually the definition of epicureanism.

Abstinence and muh honour sounds more like an elf thing.
>>
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WEW LAD
>>
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>>145475701
>50ish kills later
>every body part is dented, torn open and fractured
>not dead yet
>not even slowing down
>in fact as time goes on it seems to be getting even better at wrestling
At least it's clearing out the troglodyte and crundle populations.
>>
How can I lower the pop cap on individual sites? it seems like the I can only lower the amount of historical figures or something.
>>
>>145476891
>>145477697
>[CREATURE:DWARF]
>[VALUE:STOICISM:5]
>[VALUE:MERRIMENT:15]

>[CREATURE:ELF]
>[VALUE:STOICISM:0]
>[VALUE:MERRIMENT:30]

Goblins have both at zero. Humans get [VARIABLE_VALUE:ALL:-30:30]
>>
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>>145477868
>blind cave ogres arrive
Please, PLEASE let them finish this beast. If they can't do it, than only another FB can.
>>
>>145476508
>>145476891
Opulence and greed are attributes that are almost universally ascribed to dwarves in fantasy literature. Dwarf Fortress' dwarves are modeled after Tolkien's deep-digging wealth-hoarding dwarves. They're hard, proud and stubborn, but certainly not stoic.
>>
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>>145478691
>ogre die like bitches
Whelp, now my only hope is for it to get stuck in a tree so I can pour magma on it.
>>
>>145478961
Just send the miners you beardless pansy

risk-averse play is for elves
>>
>>145476251
friends

pls
>>
>>145479346
I'm not your friend, buddy.
Caravans are purely abstract at the moment and have no representation outside of fort mode.
>>
>>145479589
Darn. Is that gonna change soon or will it take ages? In the meantime, how could I do lowkey sabotage on a rival civ? Could I burn crops or something? Would that have an effect in the long run? Or could there be other stuff?
>>
>>145479173
But anon, I'm morbidly curious as to how high this FB's bodycount will go before a cave creature does him in, and I do appreciate him killing these crundles and troglodytes.

Sending in my miners anyways.
>>
>>145479942
My favorite FB was a diometredon with three eyes and flame breath. It charbroiled the dorf I sent to guage its power, but not before grappling a single, blue llama wool sock off his foot.

It then spent the next year and a half laboriously clubbing all other cave denizens to death with said sock. By the time my militia killed it, the sock had 26 deaths on record and was named. I made a shrine for it.
>>
>>145459527
>what's the max z-level height
Definable in advanced worldgen parameters, defaults to the highest level on your embark + 15.
>>
>>145479803
>Is that gonna change soon
Come back next decade.

>how could I do lowkey sabotage on a rival civ?
I'm pretty sure that the only thing recorded about non-player civs is population, so the only way to negatively influence them is genocide. Have fun.
>>
>>145480372
Welp. I guess I'll just have to be sneaky about it then.
>>
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>>145480242
>My favorite FB was a diometredon with three eyes and flame breath. It charbroiled the dorf I sent to guage its power, but not before grappling a single, blue llama wool sock off his foot.
Reminds me of a guy I had to deal with once, pic related. My militia commander, clad in steel masterworks and legendary in all skills, faced the beast but it lit the cave moss beneath him on fire and he just fucking melted, though not before injuring the beast. His similarly clad successor didn't have the same problem because the moss was already burnt away. He cracked its skull, hacked up its torso and decapitated it with his masterwork steel battleaxe, bringing the monster's reign of terror to an end.

Anyways, the gem monster only managed to seriously injure 2 miners before it went down to my delight. As I type this, my dwarves are hauling the carcasses of the fallen to the surface where they may be left to rot and later harvested for bones.
>>
Fucking LNP has made me soft. I've completely forgotten the proper method to install tilesets, or even which ones I like.
>>
Can you sell caged goblins?
>>
Where in the raws can I find an entity's lifespan?
>>
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>>145483442
>>
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>crundle walks into weapons trap
>10 masterwork glass large serrated discs
>masterwork mechanism
>it takes over a page of hits and still only dies to blood loss
>>
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>>145462980
Got a site built before the magma filled in the bottom of the tube.

My civ is just a few stragglers living in a camp, gonna recruit and move them here to live in a nethercap sub under a cozy blanket of magma.
>>
>>145483442
Entities don't have lifespans. Most creatures have a max age defined in their raws.
>>
>>145487119
Ahhh ok. That's what I meant to say, thanks for the clarification.
>>
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>>
>>145487912
>Soot brute

This shouldn't be so funny. Maybe I'm just tired.

soot broot
>>
I have a dream, /dfg/. I have had this dream for a very long time. My dream is to create a large pit, fill the bottom layer with magma, dump water on it and turn it into obsidian and repeat the process several times, then carve all the rooms that my dwarves need to work, play and live out of the great obsidian block I have created. I have tried to achieve this dream before, and once I nearly succeeded....for reasons I still don't understand, the floors were not obsidian when I carved out the living spaces.

So I implore you, /dfg/, I implore you to outline an absolutely foolproof plan to achieve my dream, or at least explain why my floors were not obsidian.
>>
>>145488291
Weird bug, the floors get turned into the local layer.
>>
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>>145488112
Btw, how do my demons look?

But boy, are they weak. Three of them got utterly crushed by adamantine that got swept down by the magma.
>>
>>145488686
No known way to get around that?
>>
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So I just downloaded this for the first time.
Anything I should know (settings/technical stuff)?
Like should I be playing with mods or can I just jump right in?
>>
I keep setting my advanced worldgen parameters to a set 'good' biomes to 1:1:1 but I always get massive good biomes anyway. How can I fix?
>>
Is there a way to play borderless full screen?
Also why can't I move in the ? help menu?
>>
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>>145489167
I'll introduce you to some of the most important memes:

>2cat
It's funny because two cats can quickly become countless cats. This one is kinda obsolete though.
>helm plump/helm plump man
Based on a misspelling of "plump helmet". It's not really a meme though, considering it was just forced by two people.
>!!MAGMA!!
>!!SCIENCE!!
Shitty memes only used on the official forums. Don't use them here, unless ironically.
>abusing z-levels
Expression used to mock players who build their entire forts on one level.
>pull the lever
Another official forum meme. Avoid using it in the general.

Those are the ones I can think of at the moment. Now that you know them, I'm sure the other stuff comes easy.
>>
>>145489792
A H E M
H
E
M
>>
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>>145488751
Pretty comfy.

>>145488787
Not that I know of.

>>145489668
It's controlled by your operating system, on arch I just set the window rule to force the size/location/borderless properties.
>>
>>145489792
>>abusing z-levels
>Expression used to mock players who build their entire forts on one level.
but why wouldn't you build everything important on one Z level?
>>
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So I hit start new game, all default settings.
Stuff started happening, and now I think the game's broke. It says year 153, and its slowly going up, but its EXTREMELY laggy.

Is this normal?
>>
>>145490349
How long does this go on for? when can I start playing?
>>
https://github.com/DFHack/dfhack/releases/tag/0.43.03-alpha1

>>145490349
World-gen starts to slow as more stuff takes place, it's normal, if you want it to stop on a certain year hit the button about 3 years early (i.e. 297 to stop at 300) and you can look around the map and choose to accept or continue worldgen.
>>
>>145490349
press esc or enter to stop the process whenever you want

hold the buttons till it stops
>>
>>145488787
The bug only happens when you dig out the obsidian walls, so don't. Dig the area you're casting at least 2z deep. Only fill the bottom with magma. Then add water. The floor of the level above the one that had the magma will now be rough obsidian.
>>
>>145490329
lol
>>
>>145490621
>https://github.com/DFHack/dfhack/releases/tag/0.43.03-alpha1
>>
>>145490539
>>145490349
stop it before your computer melts you dumbass, then read the Op and look at the tutorial videos.
>>
>>145491043
>then read the Op
I did
> look at the tutorial videos.
I don't want them to ruin the game for me.
Part of the fun is figuring out how everything works.
>>
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Lore wise, is this tolkien high fantasy, with classy friendly elven archers and brutish hostile goblin/orcs or something new?
>>
>>145492028
Elves are self-righteous dicks, goblins are jerkass anarcho-savages, dorfs are militaristic craftwhores, humans are randomized with a range centered right on the neutral values.

Also first test with dfhack 43.03 looks good. Gonna go dig around in the construction screen some.
>>
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>>145489978
Cinnabar best
>>
>>145492431
Wait dfhack got updated finally? Does this means mods that use it might be updated soon?
>>
>>145490768
So if I want rough obsidian floors AND rough obsidian walls I'm shit out of luck.
>>
>>145490621
>I can finally use the clean command at my camps to get rid of all the water I dragged in
>>
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I'm starting off on a small desert island so I won't be attacked by anything. Probably will have some trouble later, but for now can I make it work? I just wana learn the controls and stuff, then make a real attempt at it.
>>
>>145493530
Works well enough, yeah.

>>145492937
>>145493443
It's still alpha but yeah, so far it's been working as expected.

>Toady pushes out 43.04 tomorrow
>>
>>145493530
>small desert island
Get ready to be killed by insufficient supplies from the caravan.
>>
>>145489167
Take a look at the keybindings, play around with just randomly trying different stuff and figuring out what each thing does, then run off into the night and get gored by cackling skelefucks who fondle your corpse. Then, after that sacrifice has been made in honor of your learning, try again. Fail endlessly until you learn something and can seem like a competent not completely braindead player.

I haven't gotten onto that second part yet myself, only just downloaded it earlier today (with a pretty grafix pack) but I need to try so I can impress my friend who is really into this stuff.
>>
>>145491152
>I did
Good.
>I don't want them
Good.
>to ruin the game for me. Part of the fun is figuring out how everything works.
Bad. That's really stupid. Toady doesn't even know how half of the game works. If you try to learn to play the game by trial and error you'll fail. Then you'll ask us a bunch of basic questions and be repeatedly directed to where you ought to go RIGHT NOW, the wiki. Read the quickstart guide. You don't have to follow it to the letter, but you should use it to figure out the basic mechanics. Then refer to the wiki when you need more detailed explanations of game mechanics. Seriously, deciding that you're going to learn to play by trial and error is like deciding that you're going to press random buttons in a space shuttle until you end up on the moon. The best case scenario is that you give up quickly and ask stupid questions like >>145490349 and get stupid answers like>>145491043. The worst case scenario is that actually stay the course and are just a bad player for literal years like the anon who types in broken english and tries to give bad advice to other players. The wiki has spoiler warnings, so you can avoid learning things that might actually spoil your experience while answering mechanical/numeric questions like "How do I dig?" "What is this creature?" "Is [MATERIAL] good for [OBJECT]?".
>>
>>145493345
No, just construct molds and cast 1z at a time. E.g., build a retaining wall of whatever your layer stone is, fill the non-interior side of that wall with magma, drop water on it, deconstruct retaining wall. Voila. Obsidian walls built in open space. I recommend doing this before you cast the floors, as deconstructing can cause floors beneath the constructions to revert to their layer material or a random soil type.
>>
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>>145489167
>can I just jump right in?
No, the interface is horrible. There's no elegant way to fix it, though, so you're best off just learning to live with it. You can get graphical tilesets, but they're ugly, and if you post screenshots with them people will call you names.

Your dwarves need food, drink and shelter. If you can't provide all or any of those, don't worry. You're expected to crash your first few forts while you try to learn the interface. Just try to figure out what killed you, and what you should do next time to avoid it.

>>145490349
Completely normal. If you're busy, you can select a smaller world size, or a shorter generation time, or just abort once it reaches the history generation phase, and use the world as it is. If you select the largest world size, it's likely the game will crash as it runs out of memory. DF is a 32-bit application, and can only use three gigs.

>>145491152
You won't be able to figure everything out on your own. At least read the wiki, it has spoiler warnings.
>>
>>145493670
You need literally nothing from caravans to survive. If you use anything even remotely resembling the default embark profile or you bring a pick and have even 1 nondry cavern then you can survive indefinitely wherever you embark.
>>
>>145495349

not that guy, but I'm new too.

what's /dfg/'s consensus on using noob pack, and related tools like therapist, autolabor, and so on?
>>
>>145494995
That is brilliant, yet at the same time I feel like an idiot for not having thought of it myself. Thank you anon, I will now go and achieve my dream.
>>
>>145492565
Bruh.
>>
What are the best ways to slowly chip away at an enemy civ's population? Should I be sneaky? Can I set fire to important things? Stuff like that.
>>
>>145495528
Having used them before, I'd give the same advice Immortan Joe gives people about water.
>>
>>145495528
I don't claim to speak on the behalf of any other anons, but i must say that LNP isn't worth it. It doesn't add any features to vanilla, but just offers a graphical interface for changing settings that usually have to be changed via text files. While this may seem convenient for new players, it will make you reliant on it, and you'll have problems playing new releases before they get supported by LNP. Just learn to change the settings via the text files right away, and never rely on LNP.

As for therapist, it's fine, but manipulator(a plugin included in DFHack) is superior to it. While both of them are really convenient, it's important that you learn to change labours without them, too.
>>
>>145495564
Godspeed, post results.
>>
I need some help, guys how do i figure out if my gf is cheating on me?
>>
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>>145496358
>>
>>145496358
Can she use DFhack while resisting the urge to use its functions to make DF easier?
If not, she probably can't stay faithful no matter how much she tries.
>>
I just use DFhack because The succubus race mod needs it to work
>>
>>145496358
edit her raws so its
[SKILL:5:LOYAL:100]
and
[FAULT:CHEAT:0]
>>
>>145495528
I agree with >>145496038 mostly. LNP is convenient if you already know how to do the init changes. If not you're cheating yourself out of learning an important part of the game. It's main value lies in bundling many utilities, tilesets and color schemes in one place. If you haven't learned how to play the game yet you don't even know why you might want to use those utilities, though. Even the rapist. Use the native interface for a while before deciding that you can't live with it. You might be surprised how easy it is once you're used to it.
One thing I can't stress enough: do not use autolabor. Managing your dwarves' labors is the most important skill you need to learn as a new player. Having dfhack do it for you (and poorly at that) is the worst choice you could possibly make if you want to learn how to play DF.
>>
>>145496227
I will, but don't expect them soon. I haven't got a lot of room on this embark andd this sounds like something that will only work for 1 z-level, so I've got some heavy design work to do before my dwarves even start working on this.
>>
>>145496358
RTFW
EHUI
AECK
D_KI
__I_
__N_
__G_
>>
>>145496946
>>145496038

init changes? is there a link for this?
>>
>>145497147
See
>>145497114

http://dwarffortresswiki.org/index.php/DF2014:Init.txt
http://dwarffortresswiki.org/index.php/DF2014:D_init.txt
>>
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Am I seeing things again?

time to make a new world
>>
>>145492028
The game started out directly copied from Tolkien, but things have diverged a bit since then. The obvious things are elves viewing killing a plant as akin to murder, and goblins needing no food nor water, subsisting on the force of evil alone. And the monsters that haunt the dark corners of earth, and literally every place so you can't take five steps at night without a dozen nigh-unkillable bastards teleporting behind you and gutting you. (Don't worry, that doesn't happen in fortress mode.)

Coming soonâ„¢, there will be a myth generator that creates a random mythology from scratch for each world, including such things as creation myths, magic systems and afterlives.
>>
>>145497147
You can get started by looking at init.txt and d_init.txt in data/init. They're documented, and the wiki can explain anything that isn't obvious.
>>
>>145497805
I hope with the myth generator Toady makes "subsisting on the force of evil" a curse, like the curse of death.
would be interesting to see different scenarios
>>
>>145497805
Do we know what sort of magical stuff we'll be able to do?
>>
>>145459518
Late but
>implying your fort will last until his coming of age.
>>
>>145496852
fag
>>
is it possible to let history run after a fort?
like during world gen
>>
>>145498251
You mean do in the first release with the myth gen, or do eventually when the game is "complete"? The answers are nothing and anything, respectively.
>>
>>145499241
No. No plans to do so ever.
>>
>>145498251
I hope we get a meteor spell, fire spells in general. Would love to already have goblinite melted into bars upon my haulers coming to grab em.
>>
>>145495785
Nuh-uh
>>
>>145498251
It's procedural. It'll depend a lot on your worldgen settings and rng. Some of it appears to be D&D-tier sorcery shit like levitation and throwing fireballs, and some of it is more mystery tradition kind of stuff. Your world's fantasy rating will influence how far in any given direction it can go and whether or not it exists at all.
>>
>>145499390
>[ETHIC:LYING:PERSONAL_MATTER]
>[VALUE:TRUTH:-50]

>>145499241
Not fully, but as of a few versions ago, the game simulates the rest of the world while you're playing a fort, and most things that occur in worldgen can keep happening. Also, every time you start a new game, whether fortress or adventurer, the world is simulated forward by a few weeks.

If you want to advance several years, you could embark on a tiny fortress with a race that doesn't need food, wall them in, turn all announcements off, and leave the game running overnight.
>>
>>145500668
World activation is not the same as going back to world gen. This is not possible, and Toady stated that it won't ever happen as re-abstracting everything and un-abstracting it again is a too complex problem.
>>
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>civilization's symbol is a forgotten beast
>not a specific one though
I don't know how I should feel about this.
>>
>>145502362
Just forget about it.
>>
>>145502558
We all know Forgotton Beasts are only so angry because no one remembered their birthday :(
>>
>>145502678
That's the problem with being born before the beginning of time, innit?
>>
noob here,
is there a way (or trick) i'm missing to force my dwarves to bring a (recently slain) animal corpse to a pile, dump or directly butcher's workshop?
>>
>>145504116
Refuse stockpile. Enable refuse gathering from outside (under 'o') if you haven't yet.
>>
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>werecoati appears
>order dwarves to go to the burrow and let the militia deal with this
>werecoati is toying with one of the few dwarves outside
>"Meh, it's going to be one of the poor wood haulers"
>'r', see legendary armorer getting torn apart
>>
>>145505712
thanks!
>>
>>145506857
You'd think an armorer would be wearing armor.
>>
>>145507769
Yeah, that'd be nice. It'd let my militia get there in time.
In the end I was lucky though: I had seen "Armorer" in the combat log so I just guessed it was my legendary armorer. Turns out one of the recent migrants had the armorer job, so no problem.

BTW, could someone suggest a quick way to haul wood inside your fortress? I have a bunch of wood haulers (15-20) and yet they are barely able to keep up with my wood furnaces.
>>
>>145508328
>wood furnaces
>wood
kek, dig to magma already you elf
>>
>>145508328
Have you considered using magma for all your fuel-related needs instead?
>>
>>145508646
>>145508669
I usually just do that, but digging so deep forces me to get two different parts of the fortress way too separated, and haulers take ages to get down there.
>>
>>145508785
There is no such thing as deep in df talk to me about deep once you mine the slade layer out.
>>
>>145508669
Have you heard the good news about our lord and savior molten lava?
>>
Hello, Page 10!
Goodbye, Page 10!
>>
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Would you play a Dwarf Fortress MMO?
It would be just like DF, only all the other forts and settlements are controlled by other players.
>>
If I pump out a stagnate pool and refill it, will it still count as dirty water? Does it have to be completely dry to not turn the new water I put in dirty?
>>
>>145513516
Are you nuts? Do you realize the kind of power that would be needed to run the servers?
>>
>>145513527
Yep, no. It has fuck all to do with pumping out water and pouring fresh one. Your pond has to be at least 2z deep for the water to be clean.
>>
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>>145513717
But if it could be done, would you play it?
>>
>>145513516
>someone drains the ocean
>>
>>145514374
>replaces it with magma
>>
>found a mausoleum of a human law giver who died 200 years ago
>at the entrance there was a slab which stated that there is a protector, so I shouldn't enter
>enter anyway
>a couple of skeletons on the first floor, nothing too interesting but lets be cautious
>slowly make my way through the old structure
>find some loot, but mostly booby trapped
>enter room with tons of skeletons, surrounding a coffin
what do?
>>
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>>145514602
>then pumps the ocean back onto the magma, creating a vast obsidian plain
>>
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>>145514948
>>
>>145515323
do what?
I can neither >u<se nor >I<nteract with the slab or coffin
>>
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These new job orders are really helping me out.
>>
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>>145515987
>bara bodies
>>
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Baby meatshields are looking to be quite the success.
>>
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>remove Titan attack requirements in adv. world gen
>fire-breathing chicken a month after embark

You win this time, Dwarf Fort.
>>
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Let's roll faggots
>>
>>145521529
I thought rolling wasn't allowed anywhere but /b/?
>>
>>145521764
I thought lurking was advised method of exploring the forum. Enjoy your sinister, no goblinite, vampire grass/forest.
>>
what is the perfect pop limit?
>>
>>145522793
160
>>
>>145522094
No need to be a dick about it.
>>
I havent played since .31.25

What is new in Fort mode, and is there a mod like dwarf therapist that helps with military yet? I never once got my military working and just relied on invincible drawbridges
>>
>>145521764
Don't worry, I won't tell on you.
>>
>>145523678
No need to be a faggot, faggot.
>>
>>145523886
Read the devlog.
>>
>>145523886
Did reddit link this thread again? Use your fucking eyes and read the thread before posting.
>>145443850
>>
>>145524192
rude
>>
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>>145525517
>>
>>145525992
d'aww it's so CUTE!
>>
>>145525992
lamias are shit.
monster girls are shit.
you are shit.
>>
>>145526497
rude
>>
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>>145527021
>>
>>145527080
rude
>>
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>>145527080
>>
>>145523000
>>145522793

what is the min population that a fortress can hold in a very hostile environment ?
>>
>>145527187
>>145527189
AHAHAHAHAHHAHAHAHAHAHHAHAHAHAHAHAHHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHHAHHAHAHAHAHAHHAHAHAHAHAHHAHAHAHAHHA
HAHAHAHAHA, are you fucking kidding me? I'm being 10/10 trolled right now right? Right?
Holy fucking shit, did a massive drop in board quality like literally occur in this thread?
Did I just witness a new age of shit posting?
>>
>>145527335
No, you're just letting something that you can easily ignore bother you.
>>
>>145527080

Weeb status
[ ] Not Told
[x] Told
[x] TOLD
[x] AlTOLD
[X] TOLDASAURUS REX
[X] Cash4told.com
[X] No country for told men
[X] Knights of the TOLD Republic
[X] TOLDSpice
[x] The Elder TOLDS IV: Oblivious
[x] Command & Conquer: TOLDberian Sun
[x] GuiTold Hero: World TOLD
[x] CounTOLD Strike
[x] Unreal TOLDament
[X] Half Life 2: Episode TOLD
[x] World of Warcraft: CaTOLDclysm
[X] Roller Coaster TOLDcoon
[x] BattleTOLDS
[x] S.T.A.L.K.E.R.: ShaTOLD of Chernobyl
[X] TOLDasauraus Rex 2: Electric Toldaloo
[x] TOLD of Duty 4: Modern TOLDfare
[x] TOLDmember
[X] Pokemon TOLD and Silver
[x] The Legend of Eldorado : The Lost City of TOLD
[x] X-men: The first TOLD
[x] TOLD Fortress Classic
[x] Toldman: Arkham TOLD
[X] The Good, The Bad, and The TOLD
[x] Super Mario SunTOLD
[x] Legend of Zelda: TOLDacarnia of Time
[X] TOLDstone creamery
[x] StoneTOLD Steve Austin
[x] Mario Golf: TOLDstool Tour
[X] Super TOLD Boy
[x] TOLDboy
[x] TOLD mountain
[x] October TOLD
[X] Left 4 TOLD
[X] BatTOLDfield: Bad Company 2
[x] TOLDman Sachs
[x] Avatold: The Last Airbender
[X] Dragon Ball Z TOLDkaichi Budokai
[x] TOLDcraft II: TOLDs of TOLDberty
[x] Leo TOLDstoy
[x] Metal Gear TOLDid 3: Snake Eater
[x] J.R.R TOLDkien's Lord of the TOLD
[x] TOLDfinger
[x] Man with the TOLDen Gun
[x] TOLDenEye
[X] LitTOLD Big Planet
[x] Rome: TOLDAL War
[x] Gran TOLDrismo 5
[x] TOLD Fortress 2
[x] Castlevania: RonTOLD of Blood
[x] Guilty Gear XX Accent TOLD
[x] Cyndaquil, Chicorita, and Toldodile
[x] was foretold
[x] Tolden Sun: Dark Dawn
[x] Tic-Tac-TOLD
[X] BioTOLD 2
[X] Toldbound
[x] iceTOLD
[x] TOLD of the Rings
[x] Microsoft Essential TOLD
>>
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well guess its an above fort now
>>
>>145527285
Even in a hostile environment you can have a low population, and by low I mean less than a dozen, it all comes down to your experience and fort design. Military doesn't really mean much.
>>
>>145527576
rude
>>
>>145527615
Just dig to layers below and start there.
>>
>>145521529
I'll roll
>>
>>145527676
nice, sounds like a challenge.
I've played only once , I miss the feeling of "a band of brothers" of the beginning. What I have now feels more like an anthill.
>>
>>145527615

all my miners died in that iand i have to wait till fall again
>>
>>145528610
>not capping fort at 30
>>
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>>145527615

not gonna abandon this area, only area i found that was next to a river with actual flux and shallow metal
>>
>>145528964
going to cap at 31.
>>
Post above ground barracks/castles/guard posts
>>
>>145529118
Post the area where you breached the river.
>>
>>145529118
that's fucking sexy
>>
>>145529118
I want this
>>
>be banned during Dwarfmoot stream that had Toady and Zach doing a live DF Talk
>look at this thread
>mfw no one was talking about it
You fags missed Toady talking about multithreading and how it was surprisingly not a lost cause
>>
>>145529759
Really? So when is that coming 2026?
>>
>>145529759
Oh and also
>Tarn's been practicing his guitar
>Boats are probably coming before the world economy
>DF Talk is coming back
>Armor degradation is coming next update and AI will be able to remove helmets from unconscious opponents
>>
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I just generated a world where the only ocean dried up into mud, I've never seen that before.
>>
>>145530537
Now fill it with magma.
>>
>>145530537
That's just an evil ocean, anon. It sitll has water.
>>
>>145530119
>>DF Talk is coming back
Hell yes
>>
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>>145529450
heres the breach
>>
>>145400204
Why did you lie to him?
>>
>>145530980
why didnt you have doors
>>
>>145530980
Cave in from above, its easily sealed, pit pond to remove water. Recover miners and give them a proper burial.
>>
what is the comfiest number of dwarves in a fort?
>>
>>145531497
1
>>
>>145531080
they were queued i was absentmindly watching my fort when it was just a spam of SUSPENDED ACTIONS (i was building the wall up top first)
>>
>>145527285
1
>>
>>145527615
You should ask cortana how to git gud.
>>
>>145529759
Did you get banned for contemplative faceposting?
>>
>>145508785
Just make an entire seperate dorm and kitchen/dining hall for the people who work down at the magma.
>>
>>145531354
>pit pond to remove water
It would take months of doing nothing else to pond that much water out. It would take minutes with a pump.
>>
b
>>
>>145533140
No, he didn't.

Contemplative faceposter/clipartposter here. I was also banned two times around that time. I'll put my bumps on ice until whoever reports them goes away.
>>
>>145513516
It couldn't be done in our lifetimes, but I would play it if we could, however some player would quickly come up with a contraption like Project Fuck The World to become the dominant player.
>>
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>>145538125
>I'll put my bumps on ice until whoever reports them goes away.
I asked you nicely but you didn't stop avatarfagging

also Dwarfmoot VOD when, I want to see the shit I was late for
>>
>>145538951
Have it your way.

The next time this thread dies before 750 posts, remember that you could have stopped it.
>>
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Somehow a bunch of humans imprisoned a demon?
and then the guy escaped and became a refugee at an elven retreat
>>
>>145539323
What? Post legends.
>>
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>>145539421
And now he's living in a camp, alone.
>>
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>>145539519
Holy kek.

#asylum4ici
>>
>>145539519
Damn. The symmetric coalition must be some badasses. Start a war with them.
>>
>>145538951
Dick move, anon.
>>
Anyone else have problems with exporting legends plus in the latest DFHack alpha?
>>
>>145540362
I too, reported you clipartfaggot
>>
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You guys think Toady is gonna add armor degradation without the ability to repair armor?
>>
>>145541234
yes, just like with clothing
>>
>>145540362
For what it's worth I didn't care.
>>
>>145541234
>>145541409
>>
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>>145541623
The likelihood is frightening.

Is anyone else looking forward to 2044 when towns and behaviours are more fleshed out?
>meet guy in street who offers "free armour trimming"

>shopkeeper hires you to ruin his neighbour's business
>go to the neighbour and get him to hire you as a guard, then rob the mook
>>
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>tfw your mountainlakes have entire civilisations in them
Too bad it's in a freezing area. Delete and regen.

Mabe I'll grab the seeds first, though.
>>
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This just dawned on me. Are there boats or sea travel in this game? Can I get off this island I started on or am I stuck here forever?
>>
>>145544149
>Are there boats or sea travel in this game?
Wait ten years and there might be.

We know Toady plans to add it, and we know he's quite eager to, as well. However, he likely won't do it until he's sure that he has the framework in place to do it properly.

To answer your question: no.
>>
>>145544149
Not yet. You're stuck here forever unless you try swimming. Enjoy your lag, and suddenly being encased in ice.
>>
>>145544242
The implications of that are astounding.
Look at all the things players have managed to accomplish in Dwarf Fortress over the years, yet in every single world ever generated, something as simple as a boat was never realized.
>>
So there is absolutely no way to get off this island? :(
>>
>>145544632
>try swimming
If you had a animalman adventurer with wings, you could also fly.
There's also DFhack, I think there's a command to change your position.
>>
>historically, humans have supposedly built enormous grave monuments
>yet today, all of them live in dirty shanty towns with earthen floors
literally kings n sheit tier
>>
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>>145539993
>>145540153
Well, looks like the guy just wanted to live a peaceful life or some shit.
He's not a pushover.
>>
Why does the wiki say not to embark on an aquifer? I would think that would be good for farming.
>>
>>145546358
Because you need to learn to break through, and the guide doesn't want to overload new players with too much shit.

Ideally, you would have an embark with two biomes, one with aquifer, and one without.
>>
>>145546578
Ideally you want deep soil deep sand aquifier, for the maximum amount of fun while digging down.
>>
>>145546358
Aquifers don't affect farming.

Farming only requires soil("soil" includes sand, in this case. a scorching hot desert with no protective vegetation is just as good for farming as a grassland).

The one thing aquifers ARE good for is offering an alternative, non-freezing(assuming you dig your way to them without channeling out the soil above them) water source, should the caverns turn out to be dry.
>>
>>145546882
I don't think that over the past four years of playing this bloody game have I ever seen fully dry caverns, quite the opposite.
>>
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>>145513516
>7 fortresses around you rush to hell and let it happen

>some idiot neighbor drains entire volcano into your direction
>>
>>145530119
>>145530710
What is DF talk?
>>
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how can I desecrate this?
I can't pick up, interact or use (like toppling statues) coffins
how do I get in?
>>
>>145549629
What is google?
>>
>>145550536
Goblin temple?

Campfires?
>>
>>145551417
it was underneath a gob tower

but same thing with tombs
couldn't find a way to trigger the FUN

discovered a lair just now, so lets see what might rip me apart here
>>
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>>145495349
All you need is the wiki, just follow the starting fortress guide it provides to learn the basics, and keep it open to look things up as you screw around.
>>
>>145551791
Oh, we usually just call them boneyards or troll pits.
>>
>>145552113
I didn't remember us calling them anything.

Although, I have a vague memory of Toady mentioning "troll shearing pits" before 0.40 was released.
>>
>>145495948
Sooo... We actually need it?
>>
BOATS

I WANT TO BE A PIRATE

HECK
>>
When is toady gonna makes this a functional game again and stop making ~*sweat simulation*~ or whatever
>>
>>145553575
He did during the 0.42 releases. Sieges work properly again, assuming you can be reached by a civ with which you're at war. Adventure mode quests are back.

As of the addition of adv mode cabins, the two modes are now closer to one another than ever before.
>>
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I feel like I'm missing something critical about what a cabin is, since I keep trying to build submerged wooden structures inside volcano tubes on evil glaciers.

>>145552558
Seen it various times, I usually go with troll pit myself but I liked boneyard when someone else said it.
>>
>>145553496
Build them as cabins along the coast.

Claim them to start your own pirate band.
>>
>>145554570
[ITEM_HELM_HAT_STRAW]
[COVERAGE:KING_OF_PIRATES]
[RELIGION:ODA]
>>
>>145554051
What do you mean quests are back? Is there more to do in adventure mode now besides slaying semimega/megabeasts?
>>
>>145556826
Hearthperson quests where you can get asked to go slay a beast, evict bandits from a camp, run criminals out of a town, and the vague "start trouble" for a rival civ are in.

People recognize that bandits are jerks and thanky ou for breaking up muggings, even joining in on your side at times.

People give responses based on what type of fame you have, be it as a performer (dancer, bard, poet, storyteller, musician), hunter (slay non-sapient beasts), protector of the weak (beat up/kill/run off bandits/criminals), hero (general big kills, giants, dragons, etc), and killer (simply stating that you are known for having killed many things, legendary killer usually kicks in around a few hundred known kills I think), along with the negative fame types like murderer, criminal, and so on.
>>
>>145556826
If you become a hearthsperson of a lord or a liutenant of a bandit/nomad band you can ask them for quests.

Instead of getting the "times of peace" answer typical for 0.40, they'll now ask you to get rid of bandits and beasts. You also get the proper recognition, now.
>>
>>145557872
>>145557928
Oh cool. And how would I start trouble for another civ, btw? That seems most interesting to me.
>>
>>145551791
There's nothing in there to trigger. It's just a mundane interment site.
>>
>>145558042
No one knows.

It has been a mystery ever since 0.40 was released. There is a personal "need" to cause trouble which is pretty easy to fulfil, but I doubt it has anything to do with the quest.
>>
>>145558301
Aw ok then. On an unrelated note, how good is bone armor for a starting character? I'm a crossbowman so I want to keep myself light and able to run away from things that get to close.
>>
Honestly, are you expected to savescum in this game?
>>
>>145558660
In fort mode: no. Dealing with the consequences of your fuck-ups is the most interesting thing there is in the game. That's how the most interesting stories are created.

In adventure mode: yes. In adv mode the only consequence of an ever so tiny fuck up is always the same: instant death, followed by the game ending abruptly. In adv mode, savescumming is a must to enjoy oneself.
>>
is there a way to disable chatter in adv mode?

I try to storm a goblin tower, but beak dogs attacked first
so there are like 10+ conversations about fighting and each round takes almost a second before the next wall of text pops up
>>
>>145558863
Get a load of this elf.
>>
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Rate my starting build. I want to be a storyteller dude and hop from town to town to ply my trade, but I also want to have enough fighting skill to protect myself from like random goons from a safe distance.
>>
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>>145558481
Vanilla bones aren't very durable, even wood armor is going to be comparable, and leather will be a better trade of weight vs protection.

Better point is that crossbow delay is fatal, if you can't fly, don't be a crossbow user. Thrown bolts work better anyways.

>>145559221
There are filters for it but dark fortresses and such are just a nightmare without population controls in place.

>>145560775
Drop the points in fighter, it does nothing for ranged, ranged is awful if you can't fly, arch is important, a single point in swimmer is fine, dodge skills up pretty easily, armor user reduces encumbrance, butcher/carpenter are easy to train.
>>
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>>145561374
Nice, once I finally finished building and let it fill up around the tavern layer it started snowing.
>>
>>145561374
Dang, I was hoping ranged weapons would be good, oh well. And how do I fly/land anyway?
>>
I'm sleeping in some kind of house with some armed guys. I've talked to them and they aren't hostile against me. However a nearby lady warned me that there are bandits in the hamlet I'm right now.

The thing is when I try to go to sleep the game immediately wakes me up, telling me I "feel uneasy". Are they bandits or what?

(Btw I'm pretty noob in the adv mode).
>>
>>145560775
Lose the recuperation, you heal any healable wounds instantly when you rest. Putting that into memory instead would be a good idea if you plan on hitting any large towns/forts/labyrinths.
>>
>>145561374
what is a good popcap then?
because right now it's pretty much unplayable
more than 10 seconds between rounds (moving at 0.5) and around 50 goblins saying how inevitable it is
>>
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>>145563878
>I'm sleeping in some kind of house with some armed guys. I've talked to them and they aren't hostile against me. However a nearby lady warned me that there are bandits in the hamlet I'm right now.

>I just wanted to say that there are no bandits in this hamlet and everyone should return home, along with any valuables they took with them for safe keeping.
>The armed guys are just regular travelers passing through and are not to be feared.
>I am posting this of my own free will.
>>
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>>145564263
Basically you gotta pick: you want trolls or beak dogs or both?

Remove slow_learner from trolls to cut just them, remove use_evil_animals from the gob entity to remove both, leave them and live with the lag.

You can remove likes_site:dark_fortress from the gob entity to encourage them to move elsewhere to some extent, but it's not as big of a problem as the troll/beak dog pops that keep respawning.

>>145562137
They're ok but the enemies won't ignore the pause while you reload, if you can fly you just move up/down like you would a staircase.
>>
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This is going to take a while, isn't it? I'm going to have to need FAAR more wood than that available on site, am I not?
>>
>>145563878
Talk to them and ask about their profession. If they claim to be "liutenants", they are either bandits, nomads or refugees, which are essentially the same thing at the moment.

If they say they are "hearthspeople", they are basically local guards fighting the good fight.
>>
>>145564916
I didn't ask them, but one of the options was to become a liutenant or something like that.

Anyway, no matter. I murdered them in their sleep and looted them.
>>
>>145565053
>one of the options was to become a liutenant
That means you were talking to their leader. Since he hung out in the hamlet, they had probably taken over it.

Most of the time, nomads and bandits are unable to conquer hamlets by themself. Instead, they usually reclaim the ruins of hamlets that have gotten destroyed or abandoned during wars or beast attacks.

In any case, rest assured that you only killed bandits, and that most NPCs(except for those who personally knew the slain) will praise you for it.
>>
>>145558660

I savescum a lot, whenever I don't feel satisfied by something that occurred and would rather continue the game with it having gone differently.
>>
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>>145564575
>>
Is there a difference between dwarven beer,rum,ale,exc. ?
>>
>>145569062

They are made from different ingredients and taste differently.
>>
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So I was thinking about the Orlando thing and it's like, I feel it's probably kinda bad taste, but really who in their right mind would live in Florida?

>>145569062
Different preferences for dorfs too, some like rum more than ale, etc.

Just having one gives the "grouchy about same old booze" thoughts.
>>
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>>145569313
>So I was thinking about the Orlando thing and it's like, I feel it's probably kinda bad taste, but really who in their right mind would live in Florida?
>>
>>145490621
Fin-a-fuck-ally no more searching for shit in menus.

Damnit Toady just give us this. Give us better searching. It's all I desperately wait for from DFHack anymore.
>>
Where would I place the [flier] tag on a sentient being's raw? I'm trying to test some stuff.
>>
>>145569592
Before the castes or under a caste if only one sex/caste can fly.
>>
>>145569062
Previously, drinking the same thing all the time would generate negative thoughts about the lack of variety. But with the big needs update, now dwarves have a particular thing they like. Unfortunately, this means that you can have 100 dwarves with a ton of different opinions and they won't even path to the kind of drink they like the most they'll just go to whatever is closest. So even if you have strawberry wine and it's their favorite, they'll just hit up whatever the closest one is.

tl;dr just make whatever and let the simulation sort it out. maybe you'll make a dwarf happier than usual but at least they'll all be euphoric from inebriation.
>>
>>145569592
Oh, and don't forget to give it flying gaits, just copy them over from a flying creature.
>>
>>145569532
>toady
>giving a rancid trolls anus for usability

you know the drill.
>>
>>145570538
The manager update was cold water in my face about how we don't NEED to use all these third party plugins. He just doesn't do it because he'd rather think big picture.

Which is fine, lots of devs do that and it's a very successful way to make a game. But at some point you have to loop back around and give the players QoL updates.

It's been like 4 years since Workflow came out. I don't even know how long DFHack has had searching/filtering in stockpiles and menus but I bet you it's been longer.
>>
>tfw want a comfy fort but the need for more jobs and soldiers always pushes me to fps death
How do I convince myself to lower the population cap to something comfy
>>
>>145571438
Play adventure mode and build a cabin instead.
>>
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Am I the only one who always use stonesense(if available) when choosing armor and clothing, rather just putting on a full armor plus cloak and hood? Aesthetics is more important than protection.
>>
>>145571058
It's also easier for him to incorporate filters and such when adding new stuff than putting it back in. With dfhack we can just use a quick and dirty interception/screenwrite but I don't think Toady would want to even try going that route.

So many of the new systems he's added in have included filters, it's just a matter that it probably seems like a nightmare to do a full context sensitive integrated search on the look/list/item/unit/etc system right now.
>>
>>145571485
Can you have a fort and adventure game going at the same time, on the same map?
>>
>>145571593
Just a bit of elaboration here: df.global.world has units, items, artifacts, all with subheadings, with each one including a full, active, and bad listing plus a couple more for items. Don't forget buildings, constructions, jobs, oh and history.hist_figs too for all the relevant stuff you might want to access when searching shit, because it is all linked in various ways.
>>
>>145572003
Retire one and then unretire/start the other, yes.

On the same embark, you can embark a fort on an adventurer camp but then the fort takes priority and you lose access to building in it with an adventurer later on.
>>
>>145572024
You're as entitled to your opinion as I am to mine but why would any of that be included and therefore be a problem?

The manager stuff has a filter and the filter was expanded in the recent update.

Just give us a filter and better sorting options for stocks and stockpiles. It's not crazy hard. It's just disappointing he doesn't, and he works alone so we'll never get QoL updates at a decent rate.
>>
>>145569765
Dwarves already had food and drink preferences for years before the needs update.
>>
>>145572835
alright.

the needs update removed the "same old things to drink lately" mood and that's what I was talking about.
>>
>>145573052
Did it? I don't recall seeing anything about that in the release notes, but it's possible I just missed it. I've never seen a dwarf with that thought anyway, with booze diversity being so easy to achieve, so I never would have noticed.
>>
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>>145569313
>So I was thinking about the Orlando thing and it's like, I feel it's probably kinda bad taste, but really who in their right mind would live in Florida?
why do people always bully us
>>
>Be playing dorf fortress adv mode.

>See an elf in a human village.

>Make small talk about the weather for awhile, then ask about his family.

>"I moved here to forget about my past, please don't ask again."

>Turns out his home and family were burnt to the ground when I went to check the legends.

>tfw

So this is the pain of Dwarf Fortress.
>>
Any advice on how to train my skills as an adventurer?

I tried raiding a bandit camp, but when it came to fighting someone instead of just stealthily murdering them, they kicked my ass.
>>
How can I know if a 1x2 or 1x3 bridge is raised or lowered?
>>
>>145489792
>pull the lever
>Another official forum meme. Avoid using it in the general.
That's not true. People use that here occasionally. Also, there's no we/them thing in /dfg/ that's worth of any note. People here can prove their elitism without resorting to subculture dialects.

You also forgot to mention the 3x3 stairs meme.
>>
>>145572768
The manager filter has been in for a while and he still had to redo a lot of it.

Stocks and stockpiles aren't under the same things as manager stuff though, you can directly enumerate all the options in the manager list. To do that with actual items you need to populate said list.

Like I said, dfhack has a trick of grabbing data and writing shit to the screen which Toady wouldn't do. He'd need to reconstruct a lot of shit to add it in to the current screens.

It would be easier (and closer to what dfhack has does, believe it or not) to make a new search screen than go in and add the tags and links to make the lists searchable natively.

It is doable but not simple by any means, just like there is a lot of stuff you can do with dwarf labor that is way easier with dfhack. Tiletypes being a big example, the entire designations screen can be emulated via that one command/flags, but we're just writing the data directly to the mapped out structures instead of using the in-game tools to effect those changes.

It isn't a matter of an opinion, I know the structures and shit really well at this point, and I know most of the links and such which would fuck over a search function if they weren't included.

By letting the game keep track of said lists and links and just grabbing the data at the other end we can make it seem much easier to do than it really is.
>>
>>145514127
it would require a different flow of time compared to single player fortress mode. would you allow adventurer mode too? what happens if you fuck up other forts?

no matter what you say, i'm in
>>
>>145575270
I've used 3x3 stairs with a space in the middle for animal cages and decent statues for years. What's wrong with them?
>>
>>145573582
No shit? I've never seen that, but I got trained to neglect the family stuff in 40.24 due to so many faceless dittos being around.

>>145575046
Wrestle a wild animal, knap rocks/throw them, climb walls then let go and catch yourself, craft shit, write shit, lots of skills and attributes to hit.
>>
>>145575270
Whats wrong with 3x3 stairs?
>>
>>145575680
I didn't screenshot it unfortunately but yeah. You get some interesting responses sometimes.
>>
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>>145575832
Fascinating, I'll have to check those out more, my hobby is asking priests about temples lately.
>>
>>145530119
>Armor degradation
hell nah
>>
>>145575894
Ugh, fucking default speed for multiple layers was way too fast.

http://i.imgur.com/Bg3Bfkr.gif
>>
>>145576131
still too fast
>>
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;_;
>>
>>145575832
Not him, but I sometimes get answers like:
>I had a daughter named Zolak Lockmaligned. I... no, I don't want to talk about it.
>>
>>145575143
Try building a piece of furniture over the bridge. The red text in the right pane will be different for a lowered bridge vs a raised bridge. Lowered bridges say building present, raised bridges say blocked.
>>
>>145575143
"If you aren't sure whether or not a 1 tile thick bridge is raised or lowered, try to build a piece of furniture, like a statue, on it. If it says blocked, the bridge is raised, if it says building present, it is lowered. You can also link another (longer) drawbridge to the same lever, to use as a visual indicator of the other bridge's status. Since this takes additional time and mechanisms, this is best reserved for when it's especially important that you know at a glance whether that bridge is blocking things."

Wiki
>>
>>145350209
Does this fort have any defensive mechanisms? (like bridges or traps)
>>
How much food/drink should you bring to last you until everythings up and running?

I realize I could have just gone with the defaults, but I like to change these things.
>>
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>>145578005
>employing traps to defend your fort
>>
>>145578198
Excuse me I have a custom caste to make.
>>
>>145575616
>I've used 3x3 stairs ... for years.
That's what's wrong, it's really boring and everybody does it.
>>
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Lore wise how long do dwarfs live?
Is it normal that all of my dwarfs are over 70 years old or did RNG just give me a retirement fort?
>>
>>145578039
If yer good, you won't need any booze to begin, just like 25 units of meat.

All of this is subjective. Do you have easily-hunted animals? Do you have proficient farmers or just novices? What is the weather like? Do you need to stay safe from undead?

I bring like 15 meat and 32 of each important seeds and 20 barrels of non-wine booze. 40 if I am not sure I'll get dug into the earth in time
>>
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>>145578602
>That's what's wrong, it's really boring and everybody does it.
>>
>>145578973
I am samefagging
If the fort needs to eco on embark, I'll bring much fewer than 32 seeds.

Sometimes I just love having an assload of coal to begin
>>
>>145578039
Depends. If there's any "other vegetation" on your embark and it's not an undead biome you can bring no food/drink and just gather plants. If you're on a glacier or something or need to lock yourself underground immediately, you'll probably need to bring along a small amount of food and drink to tide the dwarfs over until your plump helmets are ready, unless you also don't have any soil layers and then you may have to bring more to keep them going until you can set up a safe zone in the caverns.

On a non-freezing, non-evil embark I typically bring nothing but 1 anvil, some wood, some bauxite, and a lot of iron ore / flux / bituminous coal. It gives me something to do while I wait for the first migrant wave.
>>
>>145579201
I've gotten into the habit of just bringing coal and copper ores. No need to waste points.
>>
>>145578856
The dorfs in DF usually live about 150 years. The exact span is in the raws, but you'll have to check for yourself.
>>
When will Toady fix the elves not bringing seeds? I just want to build a plantation fort that subsists on cotton exports.
>>
I have never actually made a pump stack despite playing for 4 years.

I'm open to any wisdom anyone wants to share. I'll watch some videos now to get a general idea.
>>
>>145579959
This guide is well made
https://www.youtube.com/watch?v=awXvHLHRIwU

The previous video explains perpetual motion energy generators
>>
>>145580261
Yeah that's the one I'm watching. I'm very experienced in using minecarts to accomplish it but I've just completely skipped out on pump stacks. Forever. For some reason.
>>
>>145579959
dont bother
>>
what is the easiest and most lucrative export
>>
>>145580347
Well I need water anon and I don't want to build a well in a weird place then have the bucket descend 30 z levels to the cavern water.
>>
>>145580261
Here's a guide to perpetual motion energy generators.
1. Channel out a single tile.
2. Designate it as a pond so it fills up. You might have to do from a z-above so it gets filled to 7/7, I haven't done this in a while so I don't remember if that was required.
3. Build a water wheel on it and enjoy your free 100 power.
>>
>>145580480
Wooden trap components, if your embark has trees.
>>
>>145580550
What's wrong with that?
>>
>>145580480
>>145580703
any sort of trap components.
>>
>>145576498
Yeah, the problem is that I did something with Gwenview so the preview there slows it down.
>>
>>145580751
1. Time. It'll take a good long while for each bucket to descend all those levels and come back up.
2. Random flyers coming up my goddamn well and into my hospital.
3. My wells need to be in weird places instead of at central locations because the cavern lakes aren't where my fortress is.
>>
>>145581078
Those are all pretty good reasons.
I take it back, there's plenty wrong with that, then.
>>
>>145581078
Cant you put a grate in the well
>>
>nofear creatures are left alone by bogeys
>it's literally our fear's fault that the bogeys attack
When will there be bogey right advocate groups in the DF universe?
>>
>>145581454
I'm not sure but the only thing that would legitimately worry me (FBs) are also building destroyers.
>>
>>145581454
No, but he could dig out a cistern wherever he wanted it and grate the entrance. Taking advantage of the building destroyer z-level "bug" would make it perfectly safe.
>>
>>145581705
Rumrusher discovered that they'll dance with you and shit as a spider person since they're all [NOFEAR] normally.
>>
>>145580339
Can you tell me your process w/ minecarts? I have SO MUCH magma safe metals is lead safe? and I plan on flooding the surface with magma.

The fort is surrounded by cobaltite statues of two werelizards, a dwarf, and a sock
>>
>>145582006
why the fuck would you flood the surface with magma
>>
>>145582126
Sounds like fun!
Cobaltite is not magma safe uh oh
>>
>>145581878
Rumrusher is seriously the only decent bay12 member there is, except for MaxTM.

Japa is also alright, although I don't like the direction AV is taking.
>>
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Does anyone know how to select only bags here?
>>
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pls have human sized clothing
>>
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>>145582668
I'm taking millable plants as an example. It automatically requires empty bags. I'm trying to add that from scratch to my repeat sand order.
>>
>>145582446
>no Quietust
>no expwnet
>no peterix
Even the original tileset wizards (Mayday, Phoebus, Ironhand) deserve some respect even if you don't use their tilesets.
>>
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>>145582803
nope

is giant
>>
>>145578602
While that is probably why it became a meme, the given justification is usually the slight pathing inefficiency caused by the superfluous center tile.
>>
>>145582446
Pls give me all your delicious drama. I feed on petty conflict.
>>
>>145579895
You can get cotton seeds from humans. The only plants that are elf-exclusive are sunberries and featherwood.
>>
>>145582006
Build an area where magma is. Build a minetrack course that relies on impulse ramps for power. Then build a minecart ramp powered by impulse ramps all the fuckin way up to where you want it.

Flood the area with magma then run minecarts through it. The minecarts fill up, dump magma at the surface or whatnot, and repeat.

It's extremely fiddly and hard to get right but it works. https://www.youtube.com/watch?v=CBgr0YSMLoc&list=PLGB6RkFB7ZmNbSUujzXbgNjJi_-WHTTTD&index=67
>>
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>>145583027
I HAVE TASTED THE FLESH OF FALLEN ANGELS
>>
and I have tasted page 10! It was distasteful.
>>
>>145582446
>Rumrusher is seriously the only decent bay12 member there is

Don't forget Ninedots and the dfhack crew for doin' work.
>>
>>145587719
Yeah, ninedots is pretty cool. But I don't really consider him a bay12er. He doesn't interact very much with the community.

The dfhackers are also cool, of course, but I haven't really noticed their personalities like I've had with some of the other members.

Everyone who posts in life advice are pure trash, though.
>there's a chinese girl in class who probably likes me but I don't like her what do I do
>my coworker's ten year old daughter is coming over this weekend which animes do I watch with her
>how do I immigrate to USA from Malaysia I know I can make 100000 dollers a month if I can only reach silicon valley
>>
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First tomb ever (adv mode noob here). What will I find, /dfg/?
>>
>>145589273
look for yourself :^)

But seriously, in 99% of the tombs, just lots of loot and a potential way to train your observer skill. In rare cases there are more fun stuff, but thanks to the necros it's gone most of the time.
>>
>>145589273
Possibly awesome loot... which might uh... lead to fun if you pick it up. Be careful walking around coffins.
>>
>>145590925
>>145589662
I actually left the place some time ago. Lots of peasant skeletons, a slab warning me about someone slumbering there. Dodged some traps, but ended up not having much to explore (probably I just missed a door/stairway or whatever). And the only loot I found was shitty clothing.
>>
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Question about embarking.

Can you move/expand out of the tiles you initially embark on? I thought I was placing a starting building on the embark screen, so I put it a few tiles away from a river, and now there is no river on my screen, and I can't move the camera far enough over to see it.
>>
>>145592990
Whatever squares are highlighted/flashing when embarking, are the squares you are restricted to for the lifespan of your fort
>>
>>145592990
No.
>>
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Holy shit, that thing must be huge.
>>
>>145592990
http://dwarffortresswiki.org/index.php/DF2014:Embark#Choosing_a_Site
>>
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Got bored with the tomb, so I went to the nearest tower. The zombies got my shitty companions soon enough, but I've already killed around 30-40 of them.
Unluckily there's no end to them and despite my decent skills, one of the succeded in biting my leg through my armor.
>>
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plump bump
>>
Playing a flying character feels like cheating.
>>
>channel out a really deep shaft from the service for vertical axles
>You must build this on solid ground!

Fuck why is power so counter-intuitive if you're trying to do it legitimately and not cheese it.
>>
Nice. It was actually there.
>>
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>>145598394
forgot pic
>>
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>>145598394
>>
Question about the Masterwork shit:

Does it alter the original workshops in any way? I want masterwork for some of the features like humans, more creatures, simpler materials etc. and dont really want to get invovled with the 60 other workshops, guns, or magic it adds
>>
>>145598637
I don't think the original workshops are altered yeah. You can mostly ignore the other stuff.

Also protip Masterwork is apparently made by a credit-stealing jewbag who begs for money even though he's loaded so people are going call you mean names since he's not liked here.
>>
>>145598394
what was tho
>>
>>145599015
OK dude, I
>>145598578
was late, you were laaaate
>>
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Can I keep her, despite her being an elf? Pretty please?
>>
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>Some migrants have decided to brave this terrifying place, knowing it may be their tomb.
>>
>>145599298
I meant what was actually there.
>>
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>>145599717
>>
how can I empty my overflowing refuse pile?

Can I just dump all these Goblin and elf corpses into the river? my FPS is starting to feel it
>>
>>145600289
Smash it with a bridge.

Dig a hole right next to hit. Make it 3x3 with a hallway leading away. Build a bridge in the hole. Designate the surface as a dump. Dump all the stuff into the hole. Lower the bridge and smash it all.
>>
Thanks to whoever updates pic related, I haven't played since 0.34.XX and I've just read over all the new stuff while setting up. I think I understand everything but the knowledge stuff.

So you assign scholars at libraries and they sit around and discuss "topics" until they are discovered. But is it just flavour, or do I actually have have finished Engineering>Lever topic before I can construct and use levers?
>>
>>145600479
pic related
>>145443850
>>
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>>145600479
No there's no tech tree in the game, and research topics are Civilization style "You must research the wheel to build pyramids".

All civilized entities discuss topics. Then they write books on them. Scribes, which are related, can copy those books for multiple copies. Remember we're in the quasi medieval times so printing presses don't exist and everything has to be hand copied.

The only gameplay effected by all this is increased moods for dwarves that get to meditate on plump helmet reproduction. You don't gain or lose abilities by ignoring it.

However it does tie into something else that is new. In addition to dwarves having moods ranging from broken to euphoric, they also have a focus system. It's handled the same way. If they have prayed recently they will be more focused (work faster and be more resiliant). if they haven't prayed they will be less focused and be less resiliant. There are about 3 dozen different values based on a dwarves personality and the civilizations values. Some dwarves will be more focused when they get nice trinkets like crowns. Some will be more focused by gaining a skill. Some will be more focused by getting into arguments. Et cetera.
>>
>>145600863
>and research topics are Civilization style "You must research the wheel to build pyramids".

I meant ARENT. They are NOT.

Fuck me.
>>
>>145600863
Yeah, I understand (and actually like) the needs/focus system, but that might change once I get around to playing more with it.

So basically the knowledge is flavour and scholars contribute to civilisation wide flavour? That's good enough for me anyway.
>>
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>build my first pump stack
>takes less than a season
>no noticable FPS loss

verynice
>>
>>145601152
Yes, you got it. But studying does improve dwarves focus level and although it is a very minor and subtle effect, it does improve your fortress.
>>
>>145601152
>So basically the knowledge is flavour
For now. Toady has expressed a desire to implement some kind of technological progression based on the current knowledge system, but no one (including Toady) knows what it will end up looking like.
>>
>>145601303
Thanks, time to dive in head first and forget how everything works.
>>
>>145601395
>Toady has expressed a desire to implement X
I'm not holding my breath.
>>
>>145601581
Yeah no one else is. For now, taverns/temples/libraries are a fun addition with various levels of usefulness. Not a huge deal but part of every fortress.
>>
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>>145599717
Ok, so it turned out that she has faught several battles against the humans. The elves she killed were most likely members of the human army.

Well, it's not my civ, so I'm not really bothered by it.

The elves told me about some attack about to go down on the capital of that human civ. I guess I'll just go there to see what it's all about.

Also, there's another vault nearby, hopefully with clothes that fit.
>>
When it says I have decided to embark in a narrow area does that actually pose a threat to me? It says it will be harder to find resources, but does it actually matter?
>>
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>forgotten beast attacks
>tell militia commander to go kill it
>militia commander runs down to the caverns, grabs a backpack that he'd left lying there last time, and runs back up to the food stockpile to get provisions before even attempting to kill the forgotten beast
>>
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>>145601976
Newsflash: the army on the march is lead by none other than the queen herself, who has fought in seven battles before, four of which she led by herself. Out of these seven battles, she didn't lose a single one.

This is getting interesting.
>>
>>145603480
>siege
>tell dwarves to man the positions!
>half decide nows a good time to sleep.
>>
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>>145603480
Update:
>5 civilians have died because the militia commander wanted a snack RIGHT NOW
>including the one that actually fucked the beast up so badly with his iron pick that it bled to death
>>
>>145588542
>wanting to interact with a ten year old that is not your own flesh and blood
>a ten year old girl, at that
Truly, the scum of the earth.
>>
>>145604998
I think the guy got asked to babysit her by the co-worker.

Still, the amount of people in the thread who non-ironically suggested to watch sleazy animes with her was unnerving.
>>
>>145604998
Probably a goblin in disguise, send in the troops.
>>
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>>145605281
>there are dozens of 4chan boards not nearly as bad as Bay12's advice forum
Now I'm glad I got banned from there, that's just fucking embarrassing.
>>
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Anyone here know how to use perfectworld? I'm trying to figure out how to use it. Problems I'm having:
I can't alter anything in the map parameters tab. Every option is greyed out except for selecting the map size and the checkboxes for using pw's parameter sets.

After painting features in various tabs, the biome map doesn't update to reflect the changes I made. I can generate entirely new parameters on any tab, and the biome map will stay exactly the same as it was first drawn.

I attempted to generate a world based on the parameters I had so far, just to get some feedback on what I was doing. First, I couldn't find anyway to write my worldgen to world_gen.txt. So I copied and pasted the output of the text file that was generated (as a worldgen called empty_param_set) into world_gen.txt. I attempted to run it and discovered that it didn't have any of the features I had painted, and was genning the inaccurate biome map (as expected), and also that it had defaulted to absurdly high values for all of the adv worldgen rejection parameters, leading to thousands of rejections per parameter.

How do I use this fucking program? Help me /dfg/.
>>
Finally. Some nice divine clothes that I can wear.
>>
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angel clothes that fit.png
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>>145605993
forgot pic
>>
what does mist from a waterfall do
>>
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>>145606478
dorfs who walk through it get a happy thought
>>
>>145606478
on contact it makes the dwarves melt into blood puddles
don't listen to this guy: >>145606743
he's trying to ruin your game
>>
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>>145605819
Go in and load up the map set you made then file > import world gen.

Go down to the different sizes and select one, then choose the relevant "use PW parameters" and it will ask if you want to overwrite any existing parameters. Check off each one you want to use, then make sure the relevant tabs are how you want them, save the map set, and export world gen back into your df/init folder.
>>
I've talked to page 10.

My world view has been changed!
>>
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BringingTheWarHome.png
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>>145609001
>I watched a performance of And He Sang 'Bumping!', I'm very aroused.
>>
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>>
>>145607104
That helped some, but my painted features still aren't appearing, or at least not the way I expect them too. I'll keep fucking with it until I figure out what I'm doing wrong.
>>
>>145593104
>>145593149
So what's the point of the giant overworld?

I picked a spot close to a human town because I thought I would eventually be able to build a rode over and interact with them.

This game suddenly feels a lot less deep. :(
>>
>>145611341
They'll come interact with you. If you want to go interact with them, create an adventurer. How did you imagine leaving your city in a citybuilder would work?
>>
>>145611906
>How did you imagine leaving your city in a citybuilder would work?

I thought it was an open world sandbox, and I could just build a road to connect our cities.
>>
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>>145611906
What's the point of a siege commander / building siege weapons if you can never leave you're fort?

I thought I would be building a fort, raising up an army and then try to take over the world Mount & Blade style. (or at least just remove all the goblins)
>>
okay, this is how I leveling my adv until now
>find clothing for every part of the body (at least 6 cloaks)
>get at least iron sword (or other slicing weapon)
>walk to non hostiles you wouldn't miss
>introduce yourself to training partner
>say goodbye and casually sneak behind them
>if you also have a shild, make sure to just >r<emove the sword
>a heavy slash to the leg keeps them put
>put weapon away and reveal yourself
>start the wrestling training you were talking about earlier
*leaving out the slicing part leads in them running away sometimes
>DON'T try to pinch yet
>mix wrestle with strike moves
>ask to end hostility when they stop looking good, you probably are tired too

how do I continue training from there?
mainly, how do I increase reaction time?
as Boogeymen are still too fast for me to hit
>>
i wish you could capture beastmen, stick them in a library to teach them civilization and stuff to turn them into quality citizens
>>
>>145612484
There will probably be features like that in the future, possibly even encapsulated in their own game mode.
You seem to have misunderstood what DF is. It isn't a war game. It's a fantasy world simulator. You have 3 ways to interact with the simulation. Legends mode, where you can learn its history in great detail. Adventure mode, where you take control of a single character and explore the world. Fort mode, where you build and manage a settlement within that world.
The latter 2 modes allow you to have an effect on the world, to a greater or lesser degree depending on your skill and your ambition. If you just want to go on a murder rampage then adventure mode is probably more your bag, and you can usually have a larger impact on the world as an adventurer if you're good, almost entirely by killing things. While fortress defense is an aspect of fort mode, it not the point of it, nor the most effective way of changing the world.
>>
Where do you put your farms? Do you keep them near the entrance, or deep in the fort?
>>
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>>145497047
Me again. I have designed my bedroom complex, and since I have a few married couples I can fit my entire fort minus nobles in just over one embark tile. Thought I'd share it with you lot.
FEATURES:
>49x49
>196 economic bedrooms
>3 tiles wide hallways
>scalable design: repeat or reduce the pattern for more or less bedrooms
>central staircase and 4 exits
>efficient pathing
>>
>>145614391
You've got a lot of magma to pour anon. Where will your magma and water inlets be?
>>
>>145614391
>3 tiles wide walkways in living section
>1x1 shitty rooms
>3x3 staircase
>single z level
Would not even invade.
>>
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>>145613421
Thank you, I wish that was explained somewhere in the quickstart guide.
I planned my starting location thinking I could expand to the nearby tiles, now I have to start form scratch.

At the embark screen, when it says Neighbors: Dwarves, Humans, exc will other races like elves/goblins/towers(Whatever those are) still come visit you're fort if they are not neighbors?
>>
>>145615413
No, you need to either find a place with all of the ones you need as neighbours or use df hack to force them nearby.
>>
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>>145615128
Thankfully I have a volcano I can tap, so it's be more like an injection than pouring. The magma will flow in through the outer walls, through sprues (shown in purple) into the interior walls and then diagonally into the staircase.
>>
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>>145615387
I had a similar design (which was modified from one on the wiki) that did 224 bedrooms in a 61x61 space, but I'm on a 2x2 embark with a volcano so there's no room for it here.
>>
>>145616594
1z level designs are such an odd idea since we can go 3d, not only it forces certain arrangements and increases the path-finding area but also makes plumbing/maintenance a nightmare.
>>
>>145615413
Try this too
http://dwarffortresswiki.org/index.php/DF2014:Embark
>>
>>145614391
instead of making 196 shitty capsules with 60 of them being empty, why not make slightly bigger rooms for your dwarves
>>
>>145582803
gib tileset pls
>>
>>145616768
Yeah, but I like them anyways. There's something nice about being able to see everything on one Z-level.

>>145616857
If I had more space or more married couples, I would. But sadly, I don't.
>>
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Ok wow, so if I embark in an area that has no access to let's say sand, I have 0 ways of getting sand, and will be playing without the ability to make glass. Did I get that right?

Also what happens if you embark near/within a human city? Do you just set up camp in the middle of town? Will you actually see humans walking around doing human stuff while you build you're underground fort?
>>
>>145617764
>Ok wow, so if I embark in an area that has no access to let's say sand, I have 0 ways of getting sand, and will be playing without the ability to make glass. Did I get that right?
Nope, you can buy sand from caravans, so instead you will have a very limited ability to make glass.
>>
>>145617764
You can't embark in other settlements.
>>
>>145618514
dfhack
>>
>>145617764
You can't embark on another settlement normally, though dfhack has a way to allow it. There are smaller sites that aren't visible on the embark map until you discover them with an adventurer, like lairs and shrines and camps that you can embark on, and any residents there will interact with your citizens (usually violently).
>>
>>145618514
Makes sense. I kind of want a massive hidden underground dwarf city on top of a big human city though. :(
>>
In MAsterwork, is the Woodcrafter's shop just the same thing as a Carpenter but with planks instead of logs?
>>
Is there a way to temporaily dissable the 'digging cancled, warm stone located' message?
>>
>>145620448
You can disable the pause/recenter in announcements.txt, but you need dfhack to disable the digging cancellation itself.
>>
>>145619146
there is a way to embark on existing sites (besides reclaiming your old forts), but you will need dfhack
but even if you do that, the existing group (in your case humans) will probably be hostile towards you

dfhack adds a lot of functionality to the game,
most notably the interface (like search fields or compact job overview), so you should definitively look into it.
>>
>>145621027
Thanks, mainly the cancellation I'd like to stop, I'll look around dfhack for the command.
>>
How do I make a stockpile use bins? My stone stockpile is only using a single bin, while my general stockpile is using the rest.
>>
>>145623157
Your stone stockpile shouldn't be using any bins. Stone isn't stored in bins.
http://dwarffortresswiki.org/index.php/DF2014:Stockpile
Read that entire page. Follow many links.
>>
>>145623157
For efficient Stone hauling, enable [w]heelbarrows on that stockpile and watch your dwarves haul ass
>>
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Well that was a goddamn ordeal.

>sudo pacman -Syu
>upgrade starts getting setup
>fucking errorspam
>dammit
>trying to fix it since I was rebooting after trying a different xorg.conf with my mouse
>reboot and Xorg doesn't start up
>blinking cursor
>goddammit stop mocking me fuck you blinky-mcfuckface
>switch over to tty2 and log in
>diagnose that kio was holding up the upgrade from the error messages
>not sure what to do about it
>man pacman
>figure out to add --force so kio overwrites the old files that keep fucking it up
>get the upgrade finalized
>still won't progress to the login screen
>fuck
>try to just start Xorg
>error in section "InputDevice" line 19
>oh shit nigga
>open it up in nano
>redo the broken lines
>back in and the glitchy scrollbars from the last version of Plasma are fixed!

Lesson: pay attention to error messages AND READ THE GODDAMN MAN PAGES!
>>
>10
no
>>
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At some point in the future we'll be able to encounter actual caravans moving across the map.

Hell, we'll be able to have caravans that aren't heading to our fort use it as a safe waystation probably.

Never mind robbing it, or even riding along to protect it from robbers.
>>
>>145521529
Give it to me daddy
>>
>>145626126
Kek, calm river intersection pyramid? With dead elves? Nice. Make the pyramid out of wood.
>>
>>145626126
Your roll was good, friend. Sounds fun with no bridges and part of it underwater, hell yeah
This is my roll!
>>
>>145626378
Good luck with your wild town, shame about the adamantite.
>>
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how do I cancel a ramp construction?

Also why I can't build a stair on sand?
>>
>>145627485
q x

You can.
>>
>>145627485
Digging a ramp you just cancel the designation, building a ramp you need to go into the designation - buildings subscreen I think and then there are options for removing designated buildings and constructions.

>>145521529
Fuck it, rollan' and shit.
>>
>>145627881
Bleh, badlands/haunted/no trading/picked magma tower.

Basically describes the adventurer site I just made.

>>145627746
I knew I was forgetting a way, good lookin' out!
>>
benis
>>
>>145628104
I came
I saw
I beat Page 10 to death with a bag of fingers
>>
>>145629339
I also quoted someone when I didn't mean to
Oh well
>>
Rapist updated for the latest version when?
>>
>>145629964
Never, but only because you asked.
>>
>>145629964
>>
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>>145629964
>needing rapist post-job priorities
>needing any third-party utility post-manager improvements
>>
>>145630049
>>145630160
>>145630172
I haven't played for nearly two years now, is Rapist no longer essential? Did Toady finally add an easy way to do job shit in-game?
>>
>>145630451
The rapist has never been essential. You're getting derisively memed at because a slight effort on your part would yield a working the rapist for the current version. The memory layouts have been available for weeks.
>>
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>>145402456
yeah Zach doesnt really do shit but hang out with Tarn. He doesnt even moderate the forum and he's the one soft-begging on the forum.
>>
Haven't played in months, is the traded items counted as stolen bug fixed?
>>
>>145632146
Everything except prepared meals, and that will be fixed in the next update, releasing ___never___.
>>
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Wow, saw someone posted about a dorf with their upper body missing who arrived as a migrant.

Naturally I had to look at it, so I grabbed the save, switched to arena mode and took control of him but I couldn't walk around or anything so I ghosted him and went to the fort he came from.

Looks like the dude rode a goblin down the middle of a rampspiral, the goblin blew up, he became an important histfig, then the game needed a migrant at the player fort...so his legs stood up and walked over there like Assy McGee.
>>
>>145632486
>everything except prepared meals
How is it possible to fuck up like this when trying to fix a previous fuck-up?
Damn it Toady what the hell.
>>
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>>145633037
Hey, he fixed the armor gen bug and is adding in armor damage/joint damage/armor removal from ko foes out of nowhere.
>>
A wererhino showed up to my fort and it told me it turned into a human.

Does this mean it can sneak into my fort
>>
>>145635912
No, it'll just run away. It'll still be listed as an uninvited guest in the units list, so you can try to kill it before it escapes.
>>
On a scale of 1-10 how valuable are mithril bolts because a fucking thief just stole all of them
>>
>>145636935
Not sure what the properties of it are, which mod?
>>
>>145634081
>armor damage
This seems good, but I hope he adds armor repairing and the ability to melt broken armor.

What I'd like to see is a lightsystem because dwarves being able to see in complete darkness is kind of dumb, and it may give wax makers a reason to exist.
I mean making stuff like candles from wax, torches from cloth and wood, oil lamps from glassworks that are replenished by oils and fat, etc.
>>
>>145637180
>What I'd like to see is a lightsystem
It's planned, but it will be a hell of an fps drain when we finally get it, assuming mobile light sources and volumetric lighting.
>>
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>Urist McStrangemood demands shells
>embark has no river
>caverns have no cave lobsters
>>
>>145638629
pond turtles mate
>>
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wew
>>
>>145638802
fuck the turtles, this fool must suffer
>>
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>>145639238
>his god didn't create king kong
Step it up.
>>
>>145630975
How does a compiler cause a catastrophic computer failure?

I am ignorant in these matters.
>>
>>145639918
Ask Zach Adams, I don't have a clue. I would assume it's a ploy. This game will be dead soon anyways.
>>
>>145521529
Rollin for FUN
>>
Ok can anyone tell me how to domesticate a young animal born from a trained mother? Because my fucking trainer does absolute jack shit. The offspring is pastured in a zone with animal training enabled.
>>
>>145639918
I imagine it deleted an important system file somewhere, as games tend to do when you update their filesystem.
>>
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>>145640385
doubt it.
>>
Hello /dfg/

I played this game when I was in high school. Sort of want to get back into it. My eyesight has deteriorated greatly due to disease and the ASCII graphics are almost indistinguishable to me and give me a headache. What graphics packs would you guys recommend?
>>
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>>145642357
CLA if you're gonna use anything as it is crisp, but the vanilla is small, though I posted a 36x54 rescale I did over there.

I've got a few larger and crisper versions of the vanilla curses sets which I love for filling a 1920x1080 screen cleanly, but I imagine they would be handy if trying to squint at a 10x10 set is just a migraine waiting to happen. Bonus being that you can still zoom out and it looks like the smaller sets.

I've got one with the round dorfs around here somewhere, and a dorfletter variant inspired by Taffer's (put another upright to the right on a d and it kinda looks like you'd pronounce it as "dw" so it is a neat touch) and various other rescales I did.
>>
>>145642608
It's more that I need to have images instead of letters :)
>>
>>145642357
I recommend that you use the default tileset only, since that one is more easy on the eyes than most of the creature graphic sets. Learning it may seem tricky, but you'll have to get over it someday.

If you want the game to be easier on your eyes, I recommend changing the colour scheme instead.

On this page, you'll find a number of colour schemes to play with:
>http://dwarffortresswiki.org/index.php/DF2014:Color_scheme

To use them, just copy the text in the box into to your colors.txt file in data/init in your game directory.
>>
>>145642357
>>145642719
Why not just use a larger resolution or zoom in?
>>
>>145372620
BrĂ¼tal
>>
>>145642817
I don't think I'm explaining myself well. I need a texture pack that makes objects reminiscent of what they are in game, instead of symbols.
>>
>>145644070
Sorry, but that isn't possible. Objects in Dwarf Fortress frequently share symbols.

For example, beds, coffins and the number 0 all use the same tile and so will always look the same.
>>
>>145644163
B-but, these screenshots...

>>145627485
>>145583738
>>
>>145644239
oh
You want a graphics pack?
Just download the lazy newb pack and choose one.
Read the OP.
>>
>>145644323
Oh okay, I thought the one in OP was out of date, sorry.
>>
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>>145603024
I think it just means you aren't guaranteed the presence of what you see before embark. Certain metal veins might be "offscreen". This is the case with adamantine - 3x3 embarks guarantee the presence of it, but any smaller and you could "slip through the cracks".

>>145604067
You need to disable food in the equipment section of the military screen. Under [u]. Drinks are fine as they will just wear their waterskin all the time.

>>145610231
>>
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homestuck?
>>
>>145354398
Holy fuck, Gandalf walked A LOT while fighting the Balrof.
>>
Do dwarves ever need tot rtain outside? I want to burrow my militia inside because they keep running out to beat monkeys to death with their crossbows instead of training.
>>
>>145644070
As others said, graphics packs and full text will be text (requires dfhack, introduces some instability in various situations) sets are needed for that and most of them aren't really easy on folks with worsening eyesight.

Only thing I can think of would be GemSet, it's big, crisp, bright, has all the overrides and whatnot, but it requires text will be text.
>>
>>145354398
>I wish I could create such an organic fortress.
Thus said anon, as he posted the blueprints from the very fort he wished he knew how to build.
>>
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new thred pls
>>
>>145646857
>>145648084
>>145648084
>>145648084
Thread posts: 760
Thread images: 200


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