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/dfg/ - Dwarf Fortress General

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Graphic Violence edition
Previous thread >>148669496

>Download the basic game here. Current version is Dwarf Fortress 0.43.05
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Dwarf Therapist (Out of Date):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DFHack (Out of Date):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Starter Pack (Out of Date):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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My broker is an odd one, or at least, the craftsdwarf thinks she is.
>>
Question, for adventurer house building, it says its irreversible. Does that mean the house cannot be added to once begun, or can I just work on one room at a time?
>>
>>149035007
>trade a few lumps of copper and balls of wood for gems and steel every year
>do they call me Oddom the Dealmaker?
>design hundreds of urists of masterful roads
>do they call me Oddom the Waylayer?
>make dozens of masterful engravings
>do they call me Oddom the Stonespeaker?
>but you fuck ONE panda man...
>>
>>149035428
Pretty sure that just means that creating/naming the site is irreversible.
>>
Some migrants have arrived.
>>
>>149034552
Am vampire. Prepared to be drank. :3
>>
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Urist McBonecarver has created an artifact!
>>
>moving fortress parts
>cages full of dangerous beasts spring from the earth and release them upon the invaders
>>
>>149037330
>Store cages on a retracting bridge
>Retract
>Falling damage kills most of the invaders
>Creatures are loose, eat them, and leave

Mustard gas, rain erosion, and trenches when?
>>
http://www.bay12forums.com/smf/index.php?topic=159518.0

wow, neat. Wonder if this is a weird coincidence or something
>>
My favorite thing about this general is the optimism about the game itself. I could just lurk the threads all day so I could read everyone's stories
>>
I love goblin faction names. My two favorite so far were The Seduction of Holes and The Hatred of Women.
>>
>>149037748
Those groups are only in world gen or can show up in Fortress?
>>
what waste of time to play such a shitty game.

I cant believe that some people actually think this is so deep.
>>
>>149040707
I think they are just world gen.
>>
>>149041063
It's not deep at all unless you're gonna build a dungeon and if you are go do it in shit that's made for it.
>>
>>149041063

What hurt your feelings, fren?
>>
someone hit me up, how do i get rid of the fucking childrens? im total noob, so the easiest way would be nice tho
>>
>>149042559
in one of the inits files, either inits or d_inits I forget, you can set max children and max children percentage to 0
>>
>>149042559
Put them on the drawbridge via burrows and FLIP DAT SUWEETCH EEEGOR!
>>
>>149042639
if i set this up, the childrens will disappear in my current game?
>>
>>149042825
>>149042825
Nopers, just controls migration and procreation in the future
>>
>lakes
>>
>>149042881
>any water
>>
I'm on the military screen, in the scheduling submenu, and there's an option like this
"u : inactive = uniformed"
Since most of the options here are usually greyed out if they aren't chosen, or white if they are, doe this mean that during their off time they'll still wear their uniforms, or that I need to press "u" to make them wear uniforms during their down time?
>>
Is alchemy ever going to do something? Will animal carers and fish dissectors ever be welcomed with joy and relief in a fort? Will I ever be able to actually quit being a little bitch and explore a tomb?

Next update pls deliver.
>>
>>149043036
~

>>149044171
It's displaying their current setting, so yeah, leave it alone and they will remain in uniform.
>>
>>149044575
>~
What did you mean by that?

>>149044508
>Is alchemy ever going to do something?
I in a year maybe.
>>
If I break an aqueduct, and make a channel that reaches the edge of the map, will the water leave the map through there, or will I just overflow the map?
>>
>>149042559
>>149042765
>>149042825
Chilluns are great. Like 60% make it to peasant-hood without a mood. Then you only have to make a couple armors or weapons then melt them for free useful artifacts.


>>149044508
Animal care would be great if toady ever enabled their health care and need to eat shit. dissectors just needs more extracts which we'll get more of when he finally does venom application.

Long as you're friendly to undead I think you're fine. Do it late in your adventurer's life and search walk to no get noscoped.

>>149044983
Can't Channel the map edge and you can't smooth soil. If it's rock or you casted obsidian above the surface you're good to go. The aquifer article has a shit ton on the matter.
>>
>>149045643
>Can't Channel the map edge and you can't smooth soil. If it's rock or you casted obsidian above the surface you're good to go. The aquifer article has a shit ton on the matter.
I won't channel the map edge, it already has a part that's in a depression.
>>
>>149045689
It'll flow off it's z-level then yeah. Make sure you setup a raising bridge so you can dam it when it's not needed.
>>
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>>149045794
>>149045643
How much lag will this massive waterfall cause?
>>
>>149045643
>Chilluns are great. Like 60% make it to peasant-hood without a mood. Then you only have to make a couple armors or weapons then melt them for free useful artifacts.
what
>>
>>149045643
> Like 60% make it to peasant-hood without a mood.

That's the problem.
I already have veteran military armed to the teeth.
I need more legendary artisans.
Not more FPS waste. I'm down to 50 FPS now. Fortress pop: 117.

>>149046198
That looks pretty cool. I never got waterfall in an evil area.
>>
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>>149046350
I got a massive surface aquifer up on something like a hill.
Once I puncture it all hell will brake loose.
>>
>>149046198
It will break your dick

>>149046346
If they mature without having had a mood, they have no competing moodable skills like migrants do so you only have to put a little metal into them and eventually they kick out an artifact weapon or armor.

>>149046350
For what? You can just train them up over 2 years with one of your master soldiers, shoot up wildlife, assign them light armor, then have them learn whatever. They work harder, faster, and better after the delay and your entire fort being capable. If that's too long, you can double up assignments and alternate half on sparring, half on crafting for whatever time period you like.
>>
>>149046350
>I'm down to 50 fps
I'm down to 7. 200 civilians, 100 others and 40 pets/livestock. Tell me your specs and which version are you playing.
>>
>>149046967
i7 2600
AMD Radeon HD 6800 (Don't know how big a part this plays in this game)
4GB DDR3

Version:0.42.06
>>
>>149047142
Certainly better than what I'm rocking. I'm gonna burrow the shit out of my next fort. I think pathfinding is killing it the most.
>>
>>149047314
Did you try turning off features to improve FPS?
I'm playing on pocket world, disabled temperature calculations and weather.


I tried the burrowing a couple of times.
Got tired of burrowing every single thing.
I think I'll just limit my population to 80 next time. The number of useful dorfs never goes past 60 for me anyway. I can do with less fodder and more animal control.
>>
Ran into a "buff monster," a scaly slug covered in noxious secretions that I think is a demon. Never seen one of those before, except as rulers in 30.xx. I don't want to stay and find out what its poison does.
>>
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>>149047314
>>149047539
I should also limit myself to one industry.

pic:my fucking storage floor.
>>
>>149047539
I didn't turn off the temp thing, doesn't that mess with stuff like catching fire, or just with whether should your river freeze during winter and so on?
>>
>>149047738
that's pretty fucking uneficient senpai


So, I never get to understand the limits this game offer to mods, what can you exactly mod in the game? what do you can't?
>>
>>149047738
You should make the storage rooms 9 tiles tall and 13 tiles wide to made them AESTHETIC
>>
>>149048114
>that's pretty fucking uneficient(,) senpai
How do I make it more efficient? One huge storage with shitload of bins?
>>
>>149048259
Wouldn't installing a square texture pack be easier?
>>
>>149048421
Sure, but that would be too easy.
>>
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>>149048521
>>149048421
>>149048259
>Sure, but that would be too easy.
I feel you.
>>
>>149048114
Not him, but there doesn't seem to be a clear flow between your stockpiles and workshops. It's not that serious really.
>>
>>149048637
Oooh that. Yeah it takes a bit longer to make stuff.

There was better efficiency while I still had enough space for it.
Then I got too much stuff.
>>
>>149047967
It does, but if I get to still play somewhat smoothly after 5 years, I'm ready to make that sacrifice.
>>
Anyone ever see a general hell rift that is opened without PC intervention? I found a cluster of at least five demons of various sorts, who apparently killed each other until only one remained (according to legends mode, I didn't stick around).
>>
>>149049053
There's hell!? Lemme wiki that real quick.
...
AAAAW SWEET!
>>
>>149049418
Why wiki? You're already here
>>
>>149049418
Yep. Its been there forever, but I've literally never actually seen just... demons rampaging about the countryside unless dwarves freed them.
>>
>>149050164
The dwarves delved too greedily and too deep. You know what they awoke in the darkness of Khazad-dum... shadow and flame.
>>
I've been observing the goblins lately, and I see war parties circling around but mostly staying at home. After closer inspection, I found and killed a second ice demon, and now I'm finding a group of goblins being utterly destroyed by a couple of nasty poisonous, winged snail looking demons.
>>
>>149050325
Deep.
>>
How do I use the marksdwarves? Do I order them to kill or to station? I thought it was kill, but just now one of my shooters charged a cyclops with a crossbow. now, it's been a minute or two, but he has around 40 bolts in his quiver, though I still think he had ammo left when he was fighting.
>>
>>149051153
either works, but I like to station them around a corner from the enemy's path, so that they come into line of sight 10-15 tiles away and unleash a barrage of bolts all at once, rather than spreading out, firing from distance, running out of bolts, and then charging into melee like retards
if they're in the field and not behind fortifications, ideally, keep regular militia dwarves between marksdwarves and the enemy at all times. they WILL charge in at some point if it's at all possible, and you don't want them to be the prime target
>>
>>149050676
It's from Lord of the Rings, you dummy.
>>
>>149052961
I know, you dummy. I just made a shitty pun, you dummy.
>>
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>>149053027
>>
>>149053164
Fuck, don't cry...
>>
Why can't I get more mercenaries? I turn away at least 4 entertainers every month.
>>
>>149053826
Because you don't seem to want visitors?
>>
>>149053826
Are you microsoft trying to retain xbox fans? Because you're playing your role perfectly.
>>
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>>149044747

>in a year maybe.

Ahahahah.
>>
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>mfw untamed wilds
>>
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>>149055098
>oh shit yeah, I'll get interesting wild animals to tame, and great big things to hunt!

>kea man
>kea man
>kea woman
>kea man
>kea woman
>kea man
>>
>>149055438
sux2bu
>>
>>149055438
>Tolon Stickyfingers, kea man poet is visiting.
>>
>caravan comes
>no axe but some iron bars
Fucking finally, my woodcutter and carpenter almost became full-time haulers
>>
getting ready to play again after a couple years away. What does the OP mean by dwarf therapist being out of date? Can I still use it? Also, best texture pack so I can see dwarves instead of symbols.
>>
>>149057767
The newest version of DF doesn't keep all the info in the old places in the RAM, so they gotta figure out where the variables are first, and then they can release a new version of the rapist
>>
>>149057232
out of hundreds, I've never had a visitor that wasn't a dwarf/human/elf/goblin
I keep hoping. my current world's most populous human town has 23 hamster people and a nearby forest retreat has 46 peach-faced lovebird people, but I guess they aren't interested in travelling
>>
>>149058082
so should I wait a short time to get back in, I'm not really trying to relearn the game without it. Or is this one of those things that could take forever for someone to do.
>>
>>149058912
just play with a lower population cap or something so it's easier to handle. the current version is p. cool
>>
>>149058912
I have 200 dorfs right now, playing without the rapist is fun, but in the dorfy kind of way.
>>
>>149058912
Just jump in, you appreciate the tools more without them and stop using them as crutches.
>>
>>149059078
good point anon, I'll start my fun cycles this weekend. Thanks guys!
>>
>Human Caravan didn't left
>Dorf Caravan came , wagon couldnt get to Depot

I hope human merchants are not stuck.
>>
I set up a silk farm for the giant cave spider I caught. So I placed his cage in the desired spot, hooked it up to a lever and pulled it. I placed a cat in front of his fortifications at first, and nothing was happening. So I ordered a squad in the web room, still nothing. I used V, he isn't there. I serach for him in the animals list, he isn't there, he's in deceased. I zoom into his corps, it zooms to where his cage was before I deconstructed it with a lever. Where the hell is my spider?
>>
>>149060240
Could he have gotten squished by the cage and the mechanism? the description of the corps in the stocks says There is some ichor all over him, but there is no body.
>>
>>149060653
It's neither, I returned to before I opened the cage and he's already listed as dead with his body gone.
>>
>>149058789
I've had a crow man scholar and a gorlak poet once, but that was it. That was before gorlaks could open doors so I have to wonder how he even managed to move around.
>>
>>149058789
I have beetle man bard who become my resident.
>>
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I've never seem this relationship before. Is my Duchess a former slave?
>>
>>149064851
Former apprentice. She probably studied goblin poetry or something.
>>
>>149065080
That makes sense. I saw the goblin name and thought she was baby-snatched or something.
It would have made a nice backstory.
>>
Is it possible for male dwarves not to have beards in their physical description?
>>
So how do you tell a Dwarf's sexuality?
I'm reading the descriptions of my Dwarves and there isn't really anything that stands out.
>>
>>149067935
You can view it via The Rapist
>>
if I build an artifact cage as bati constructed furniture, is it indestructible, unless it gets burned or melted?
>>
>>149069208
Yes
>>
LNP or newest release?
>>
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>>149071995
Read the thread!!!
>>
>>149073082
I have.
>>
So does the 64 bit update increase performance?
>>
>>149073082
He was asking if he should use the LNP or the newest release of DF.
>>
>>149071995
>not having both available and switicing back and forth day to day
>>
Does the chance of making a masterpiece depend on the skill level beyond legendary? In other words, does it matter is my weaponsmith is legendary (raw lvl 15) or legendart +5 (raw lvl 20)?
>>
>>149075783
I'm almost certain it doesn't. Having extra skill just prevents the dwarf from getting rusty
>>
>>149075943
Alright. I'll start leveling my weaponsmith as a blacksmith then, and when my armorsmith is legendary he'll become a metalcrafter as well.
>>
>>149076069
It might be better to train different dwarfs, because you'll have better odds of one of them getting a mood and skipping right to legendary.
>>
>>149076450
I've though about that, but I have a pop limit of 60 in order to maintain fps for as long as possible. I have a squad of marksdwarves and a squad of military dwarves, and I'd like to get as many industries going as well, which doesn't leave a lot of dwarves free.
>>
>>149075783
>>149075943
it does, more level, better chances
>>
if you abandon a fortress after breaching Hell, and then start a new fortress in another location, do the released demons from the previous embark ever attack you?
>>
>>149076982
Hmm
>>
>>149076982
Yeah, according to the wiki you're right.
Does anybody know if someone has verified this?
>>
This'll do
>>
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Post living quarters designs
This holds about 80 dwarves and is good for a smaller embark. Just stack over a couple of z-levels.
>>
What Dwarf promote to Baron?

I promoted tawern keeper but still wait until outpost liason leaves.
>>
>>149074471
Not really. The game is now very unlikely to crash from running out of memory with large embarks or massive worlds, but those aren't really playable right now.
We'd need multithreading for that, and much of the code would probably have to be rewritten to handle things in batches where the individual tasks can't mess with each other. That's may prove very, very hard without some serious software engineering.
Making Toady go through the code and look for typical 32-bit vs. 64-bit issues like misuse of pointer types and arithmetic may have subtle bug-fixing benefits though.
>>
>>149082583
I just give them one big room, barracks and noble bedrooms and eventually give them their own bedroom if they do something deserving (like killing important named character / megabeats in case of solders or puting some good fight as civilian).
>>
>>149082583
I think living in a post socialist country is getting to me.
>>
>>149076631
With a popcap of 60 you won't get sieges, so you don't need that much military. You could put most of those dwarves to work.
>>
If I have an animal training zone next to where a lot of soldiers are passing will they start attacking still untamed animals in the process of training? A draltha for example.
>>
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Needs more statue holes
>>
>>149084973
...that is a lot of statue holes.
>>
>>149081629
He's half right. There's a cap on the % chance to create a masterwork. I don't recall what it is, 50% or 33% sounds right. Higher skill levels approach that cap, but the difference between legendary +30 and legendary +31 is going to be so small that it's effectively immeasurable. It does show in the chance to create exceptional items, though. Legendary +0 craftsdwarves will still turn out lower quality items from time to time. A legendary +20 almost never will. I don't know the exact numbers, but you're probably more likely to win the lottery than you are to see a legendary +50 craftsdwarf produce an object of lower than exceptional quality.
>>
>>149085223
There's a lot of gold on this embark. Goldhalls will be gleaming
>>
>>149085483
Gleam on, then, Urist.
>>
Only grazing animals would die if locked in a tiny room for too long, right? If I were to lock up a pair of cave crocs so that they could lay eggs or what not would a small room suffice?
>>
>>149090874
That would be fine, but if the room is too small they might fight each other.
>>
>>149090874
Correct. Overcrowded animals will sometimes fight, so you might want to set up an overflow pen for when they hatch. Cave crocs reproduce in huge numbers, so it will be an issue if the room is very small.
If you ever branch out into elk birds, be aware that they're both egg layers and grazers.
>>
>>149091962
>>149091872
Luckily, it's just two female crocs. I'll keep them in separate rooms, just to be sure.
>>
There is a very important dwarf that got dehydrated because of something stupid I did and he isn't going to the barrel that's like 7 tiles away to drink. it simply says that he has no job. I know the dwarfs aren't the brightest light bulb, but do they change their behavior if they get too thirsty or something?
>>
>>149095291
I'm assuming that the something stupid you did involved cutting him off from the rest of your fort? Ensure that you've actually resolved it. If you have, try to get him to do another job and then cancel it to see if that kickstarts his self-preservation instinct.
>>
>>149095653
Well I don't know how and when he got a drink but he finally did.

He was in a magma smelters burrow, and the fort ran out of drinks. The rest would go to the well because the water outside froze, but he was stuck down there.
>>
>>149067287
If they got kidnapped by goblins, the monstrous fuckers shave them... [anon gets choked up for a second] THEY TAKE THEIR BEARDS!
>>
>>149097726
Mongrels...

PURGE
>>
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>>149097807
...RACE WAR!
>>
>>149099367
The world is the same as ever.
>>
>>149047738
You need to use z-levels. Those crafts that are like 45 tiles away? They could have been 4-7 steps down the stairs. Dorfs need to take an eat, drink, or sleep break like every 150-200 tiles. You're breaking your balls.
>>
>>149050325
There's supposedly the chance for a stair to hell in the bottom of some dark fortresses. It's pants on retarded annoying to find the place though so I never do.

>>149082664
Someone with material and item likes that are easy for you to make demands indefinitely and wont be bothered by export restrictions. Since you can't inspect people, you need to take a gander at migrants as they come and take notes.
>>
>>149078641
I believe, but am not sure, that it uses a different system and the game doesn't track just what would logically be wandering about, example being night trolls never showing up in Fort mode. I could be wrong.
>>
>>149103640
>There's supposedly the chance for a stair to hell in the bottom of some dark fortresses.

That must be why demons are ravaging the countryside in my world, never seen it before.
>>
Has anyone here managed to use a vault's slab to enslave a demon lord? In 34.11, arrows to the knee basically always would cause a demon to topple over in one hit, but now that you can make armor even for demons and that ranged weapons are balanced, I bet a pet demon would be off the hook.
>>
>>149034552
what tileset is that
it looks comfy
>>
>>149107367
It's the fuck you don't use graphics packs tileset
>>
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>>149107740
is that the official name? i can't find it anywhere
>>
>>149107740
Graphics packs are shit. Square ascii tilesets with a color rebalance are the best.
>>
>Embark #1: No sand
>Embark #2: No trees despite saying it was heavily forested
>Embark #3: No running water despite saying it had a brook
>Embark #4: No mountain to dig into despite having mountain tiles
Is there a better way to do this? Maybe allow us to see what the zone actually looks like?

Also, a way to generate better worlds that don't look like weird thin islands with proper poles and an equator would be nice.
>>
>>149110325
That's life. Either use a dfhack compatible version or suck it up
You probably had multi-biomes. Dunno man,
Are you sure you didn't move it?
Use the elevation map. Even then, you're gonna need to use adv world gen to lessen the erosion for better cliffs and more mountainy mountains.

Read the fucking wiki.
>>
>>149111841
>read the fucking wiki
What do you think I do all day at my job?
>>
>>149110325
>>149111841
I just want my perfect Taiga/mountain biome with a river running through the mountains :_:
>>
>>149111918
Then you'd know how to make it.
>>
>>149112043
>Taiga/mountain
>sand
Just buy it from caravans you stupid fuck
>>
>>149110325
#s 1 and 4 happen. #s 2 and 3 don't. You're reading the maps wrong. You know that the map in the left pane doesn't show your entire embark, right? You're only embarking on a portion of that, and you can select and resize which portion with umhk.
Learning to read the elevation and cliff indicator maps will solve #4. #1 is a crapshoot without dfhack's embark tools, though embarking somewhere with very deep soil gives you a really good chance of having at least one sand layer.
>>
>>149110325
Delete all the non-sand soil types before genning a world. I leave only sand and fire clay in my worlds, normal soil is far too mundane.

If you're going to sift through hundreds of embark sites and potentially worlds to find exactly the right spot, might as well just make it so that everywhere is exactly the right spot.
>>
>>149113250
This. You already don't care about legitimacy, just do it.
>>
>>149112043
>taiga
>river
enjoy having a frozen river 100% of the time.
>>
>>149113840
Haha, not if I engage... MAGMA DRIVE!
>>
>>149114156
Urist, you're a madman!
>>
>temperate biome
>low elevation
>mid summer
>starts snowing
uh..
>>
If I want to build an obsidian palace is the best way to create a large, multi- z leveled rectangle, fill it with water and lava and then dig it out?
>>
>>149113250
That's a great idea actually.
>>
>>149114527
Yes. "Natural" walls are superior to constructed ones.
>>
>>149085318
Thanks.
>>
>>149114364
WOULD A MAGMADMAN DEFEND HIS HIGHLY FLAMMABLE SURFACE NICKEL FORT WITH MAGMA LAND MINES, STOCKPILES OF BOOZE READY TO BE BOILED BY MAGMA, MAGMA ORBITAL PLATFORMS, ORBITAL OBSIDIAN CASTERS, DOOR'D HOUSES OF MAGMA, CAGED MAGMA MEN, MAGMA CRABS PITTED INTO WATCH TOWERS, MINECART MAGMAGUNS, MAGMA MINECART HOWITZERS, MOATS OF MAGMA.

BRAVE GOBBO, HOOMANS, AND UNDEAD, DARE YE ENTER MY MAGICAL MAGMA SEA VAULT OF TREASURE?

>>149114527
It's certainly easier.
>>
>>149113640
>legitimacy
What?
>>
>>149115074
Finding a desirable embark under default conditions. It's pretty meaningless in a singleplayer game where there's nothing stopping you from searching for exactly what you want for hours, because if you search long enough you will eventually find it.
>>
>>149115074
It's like doing mineral frequency 100. You can but it's kind of eh.
>>
>>149115190
What does any of that have to do with legitimacy? I don't understand how searching for an embark with features you want delegitimizes anything, or what is being delegitimized.
And how is finding any kind of embark under any conditions, default or not, any more or less meaningful than any other embark?
>>
>Dwarf needs shells for strange mood
Just fucking kill me
>>
>>149115692
It's not, that's why the idea of legitimacy relating to worldgen conditions and embark preferences is meaningless.
>>
Is Rimworld fun?
>>
>>149116829
This is the dwarf fortress general. Bugger off kiddo.
>>
>>149116829
You should ask in rimworld general.
>>
>>149116829
For a dozen of hours, then you run out of content.
>>
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>>149116829
Why don't you ask the rimworld general, fucker, bitch?
>>
>>149117090
>>149117135
>>149117343
GUYS.
Is the rimworld starter pack updated? I need a texture pack to remove the sand aquifers on my legitimate ocean lake.
>>
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>having a great time in my fortress
>in 3 years i have a unlimited silk thanks to my caged giant cave spider, 15 tourists locked in a pit dying of thirst and trying not to get crush by falling puppies and elk birds
>I'm waiting full of pride for the dwarf king/queen to see this
>accidentally breach a cavern through 3 or 4 z levels
> I have to completely lock those staircases even though they are visible in all of my fortress level
>I failed you my king
>abandon the fortress to ruin
>mfw
>>
>>149118232
Just do single caverns?
>>
>>149118232
What exactly is the problem?
>>
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>>149118232
Incorporate it into your fort you big baby.
>>
>>149119173
How do I make large, unsightly strip mined rectangles nice?

Should I take off the noob wheels and turn down mineral generation from "everywhere"?
>>
>>149119532
Use a 3 color scheme for walls and floors, floor highlights, and furniture. Looks tight.
>>
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>>149119532
Mineral frequency doesn't really figure into, at least not in my case. When you're digging and importing on the scale that's going on in this fort you'll never have mineral woes.
My advice is to make your plan and stick to it. Design your fort and just use whatever stones and ores you get from digging it out. If you design your fort to look pretty from the beginning and don't deviate from your plan to make opportunistic mineral grabs you'll end up with something that makes you happy. Aside from that, just be willing to spend a lot of time making designations, and get used to the game being paused more often than not if you're aspiring toward grandiosity.
Also, I'll just note that the aesthetics of fort design are very subjective. There are probably flat forters and high-efficiency forters in the thread who cringe every time I post a screenshot. They're not wrong, we're just playing for different reasons. If you want a BBF you're going to pay in fps and micromanagement, and that may not be worth it to you.
>>
>>149119532
With 100 z levels you won't run out of minerals even in pocket worlds
>>
>>149120723
World size isn't related to the mineral wealth of an embark.
>>
>>149123038
I assume he meant to say a 1x1 embark
>>
>>149123439
Yeah I know but page 10.
>>
Is there a reason to use weapons other than axes? Not counting individual cases like skilled migrants
>>
>>149127521
Spears are better against very large opponents. Hammers and maces are better against undead. If your axe's material is worse than the armor of your opponents then blunts are better there as well. Picks are arguably better at the axe's role than axes are.
>>
>>149127858
>Picks are arguably better at the axe's role than axes
How? They have small contact area so they won't hack stuff away
>Hammers and maces are better against undead
Again, won't axes just cut their limbs and then finish them?
>>
>>149128145
>cutting off undead limbs
oh god the horror
>>
>>149128145
Cutting off undead limbs is all well and good, unless whatever made them undead is still around, in which case you have just doubled the number of undead you are fighting.
>>
>>149127521
Spears are pretty important against large targets.
Hammers and maces against undead or if you're fighting against a mod race that actually covers themselves.
It's very easy to get 30+ dwarves with legendary mining, then have them train with regular legendary soldiers to get some shield, dodge, and armor skill over 2 years. Crossbows are also easy to train and you can put both in light armor so they're not helpless when attacked and aren't heavily slowed by breastplate and greaves
>>
>>149128145
Picks can easily delimb and decapitate most creatures that aren't giant. The majority of the threats that a fort will face can be dismembered by them in one strike. Most of the ones that can't be won't be by an axe either. There's a pretty small size window where axes will remove body parts but picks won't.
>>
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>>149130820
>mod race that actually covers themselves

The recent patch makes people wear full armour, you know?
>>
>>149133158
Gobs aren't barely clothed trash anymore? Wow, they still died pretty good.
>>
My fort entrance was full of traps, and now a siege finally arrived. I'm rubbing my hands with glee because I'll both get a fight and some live targets with the cage traps. Then I notice that the traps in the spaces the enemy is most to go through are not loaded, even though not a single trap activating creature went through them and there are no empty cages in my stockpiles. Do some kinds of visitors, like goblin bards or animal people activate them in some weird fashion?
>>
>>149133925
>there are no empty cages in my stockpiles
Found the problem.
>>
>>149133749
They shouldn't be, no. And if one falls unconscious in a fight the opponent will remove the helm instead of bashing/punching the head forever.
>>
>>149133976
Oh, you got it wrong, those traps were laid there three years ago and fully loaded when the first siege came. But that one was beaten by various mercenaries coming to my tavern. I left the traps be, and now I finally see that most of them were set off once, and never reloaded even though during that time no wild animal entered my fort. Heck, there was a lot going around the cage stockpile too, there were many empty cages at various times.
>>
Hell yeah, just became a werebeast via toppling one of my own temple statues. This is a lot more convenient than having to track down some naked dude in a cave somewhere.
>>
It was inevitable.
>>
Will fish appear in an artificial river?
>>
>>149084226
>stairway not in the middle
Oh the horror
>>
>>149137580
I think it's embark-tile dependent, so if you move the river far enough away into an embark tile that didn't have any fish in it before, you won't get any fish in the new river either.
>>
Teej, what is up with retiring into fortresses? I swear you used to be able to retire into a fortress, and become a hearthperson (or at least start that way).

Is there some trick? Does your fort have to be of a minimal level of fanciness or something?
>>
I learned the controls! I think! I made some walls! And a small mine! Now i just have to find out what i need to make a door.
>>
Upon unretiring, I found there was.. one hostile dwarf merchant. He's not close enough to attack and just standing there.

How exactly should I take care of him? Just try to channel around him at a huge distance?
>>
Every time I try to get into Dwarf fortress I play until the first caravan arrives then quit. How do I get invested for a long term game?
>>
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>>149138827
Don't be a faggot

Choose a goal:
Make a sick military
Encrust all your beds with gold
Become the best tavern location in the world
Live like nomads in the caverns
Build a giant castle
Build a giant statue
Tame exotic wildlife, breed them, and set them on elves
Make your own goal

Seriously, there's so much you could do, don't live by other people's ideas of how to progress.
>>
>>149139164
>Live like nomads
How can you be a nomad in a game where the XY axis is fixed over a small area?
>>
>>149139335
By gathering plants and hunting wildlife and not building any "permanent" structures... you know, kind of like a group of nomads.
>>
>>149139459
Settling in caves is the tits.
>>
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>>149108857
>square
Son I am disappoint.
>>
>>149084226
>3x3
>>
>>149142239
3x3 what? the rooms are 1x3, and even that's too much for the little buggers.
>>
>>149144232
Staircase. 1x3 is good tho, but a dormitory is more fps-efficient.
>>
So I found a nice pillar of candy on the second cavern. I'd like to bring all of the raw candy up to the fort and then seal the path.

How do I only bring up the candy? Can I restrict hauling to a specific type of stone? There's lots of gold nuggets and gems down in the mines as well. How about marking the candy for dumping and go that way?
>>
is it just me or are woodcutting accidents more common now?
>>
>>149145715

Designated a dump spot and mark it for dumping
>>
>>149146170
no, you are just more unlucky
nice name btw, where is it from
>>
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>>149146680

your mom lol
>>
Alright, bad news.

I accidentally (yeah, really) opened the circus. I always thought the entrance would be below the 3rd cavern. I'd really like to avoid this since the fort is going well and I'm getting the hang of the more niche industries (paperpaking, soapmaking, glassmaking).

DFhacks tiletypes can't close the entrance for some reason and I don't have a door from a strange mood to block it (and I wouldn't be fast enough for that either).

Any ideas?
>>
>>149146932

You could spawn some magma and water to close the hole up.
>>
>>149147043
Tried it, some fuckers still got through.

I'm truly fucked.
>>
>>149146932

savescum
>>
>>149147149

killitwith gravity
>>
>>149147149
Select unit with [v] > DFhack > exterminate him
>>
>>149147518
There's like 100 of them. Also, I'd like to encounter them when I get my military properly eqiupped.

>>149147154
Did this, worked. Can't believe I didn't think of it. Thanks.
>>
>>149145715
Mass-forbid everything in the caverns, and then claim the adamantine. It's in the designation menu.
>>
>>149145461
What's wrong with 3x3 staircase?
>>
>>149148185
What's wrong with cancer?

That Hitler guy, what was so bad about him?

Ever been shot, it doesn't sound that bad, you know?
>>
>>149148504
Okay?
>>
>>149146749
Oh god all that goblin cap jesus.
>>
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>>149148810
>>
>>149148874
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
>>
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>>149148935
>>
>>149148874
Wait, did he remove a lot of stones and wood or change colors so he's got a lot? Cause that's decades of work.
>>
>>149149008

The first pic I dunno, these last 2 were from one of my older fortresses, the wood isn't that uncommon.
>>
>>149148572
The implication being they aren't so bad, just like hitler or being shot or getting cancer after being shot with a hitlerbullet.
>>
>>149148185
Can you tell me what a 3x3 staircase would actually look like? Because a spiral staircase that size could be more accurately represented with ramps.
>>
>>149149691
So there's nothing wrong with them except that they trigger your autism?
>>
>>149149880
I'd say "they trigger my autism" is a pretty severe flaw, especially in a game like Dwarf Fortress.
>>
>>149149880
Pathing conflicts. It's REALLY bad with animal trainers or just al ot of pets in general.
>>
>>149150493
So what's your solution? Ramps? Sounds like a major pain in the ass to design
>>
>>149152080
By the way, what about 2x3 stairs with half leading down and half up?
>>
>>149150493
If you're going to meme at him at least get the logic behind the meme right.

>>149149880
3x3 stairs don't have "pathing conflicts" any more than staircases of any other size. They're slightly inefficient because the center tile will be redundant in most paths that use the staircase (which redundancy, incidentally, reduces conflicts). It's a meme because the quickstart guide recommends it and a lot of players never grow out of the habit.
>>
>>149152080
I abuse dorf behavior to force them to climb all over.
>>
>embark without axe
>dismantle wagon
>make carpentry workshop and axe out of wagon wood

why is this allowed
>>
>>149153734
Training axes can't cut trees anymore
>>
>>149153817
what the heckie

since this new update?
>>
>>149152505
Do you really? The only reliable way I've figured out to force dwarves to climb is to dig the floor from under them while they're adjacent to a wall. How do you do it? I'd love a way to implement a climbing training program.
>>
Alright I really need to learn pumps/power in order to ascend to the next stage of dwarfhood and make some magma powered monstrosities.
>>
Why do the dwarfs keep putting the corpses of my military and soldiers into corpse stockpiles?
>>
>>149154642
>why do dwarves put corpses in corpse stockpiles
>corpses
>corpse stockpiles
Gee anon it's a total mystery, I have no idea what could possibly cause this mysterious behavior.
>>
>>149154859
I mean exclusively just soldiers. civilians instantly get put in a casket
>>
>>149155030
Got enough caskets/coffins?
>>
I'm so smart, I forbade cooking of all seeds so my fucks won't leave me without stuff to plant
Ehehe
By the way who wants plump helmet biscuit? I have plenty. Oh wait.
>>
>>149154243
Up stair with a hole above it.
>>
>>149155309
That doesn't work. Dwarves won't path into empty space and the wouldn't be able to reach the tile to path into it if they wanted to.
>>
>>149155079
do I need to designate a casket of they're already in a stockpile?
>>
>>149156374
You need to mark it for burial.
>>
I have plenty of candy.

Should I equip my marksdwarves with it? I mean, it's pretty light like leather, but offers better protection.
>>
>>149156971
If you've already armed and armored your melee troops, then sure.
>>
>>149155197
Make sure they don't cook your booze too!
>>
>>149159171
>not eating roasts made from exceptionally minced dwarven wine, exceptionally minced dwarven wine, exceptionally minced dwarven wine, and masterfully minced cat tallow
>>
>>149160216
>deliciousness
>>
>>149160216
>Cat Tallow.

YOU MONSTER
>>
>>149155951
Huh, guess it works cause I have a bunch of way out of the way up/downs from other projects. I watched them go up an up stair, through an empty space and then about the z-level above it. When I checked they gained climbing skill and were getting better at it.
>>
>>149160614
Population control > your plebian sense of right and wrong.
>>
>>149161189
But..Mr. Meaowskirs had adopted a noble. :(
>>
Will water from an aqueduct stop in a lake or must it flow off the map to stop rising?
>>
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>no devlog

Toady I know you're lurking. Just post something to satiate me.
>>
>>149161837
>Toady I know you're lurking
I'll post a devlog when you stop this stupid meme.
>>
>>149162385
N-no
>>
>>149160614
>>149160216
This is exactly why I only bring 1 cat, a boy, and anything else I put in a cage and sell back home. I never really fell for the ebin chinese food & babies in dangerrooms xDDDD lolsorandumb xD meme
>>
Its looking like I'm going to have enough goblin, beak dog, troll, and night troll meat and fat to feed my fortress for the next 1000 years, and enough bone and leather for virtually ever.
>>
Wellp, I've depopulated the local goblins to the point that only 11 are left out of well over a thousand.

Too bad they have 1035 beak dogs and 1035 trolls (not sure if their population is deducted like normies are) so my game still crashes if I visit them.
>>
>>149037748
>>149040707
>>149041196
They unquestionably show up in adventure mode as well. Even after having killed over 1000 goblins (well, the night trolls and demons in the area helped), there's still a seemingly unlimited, roving blob of trolls and beak dogs outside my hamlet. I shall have to see if it depopulates the nearby dark fortress of beak dogs and trolls, or if their population is infinite.

Bizarrely, I've seen friendly animal armies as well. Not any of the helpful kind -- I did get followed by a group of horses, cows, cats, etc. Both the evil creatures and the nice animals were following me as separate asterixes. I had to circle around to ditch them, not wanting to lead a horde of adorkable domesticated animals into night troll, demon, and goblin central.
>>
>>149058789
I had an ostrich man who became a citizen and then baron once I nominated him. He was also a legendary axebird? I guess
>>
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>haunted tundra
>in the middle of gobbos empire
>near necro tower
>dwarves are extinct
>>
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>>149167423
>embark
>6 undead ravens rape me
>>
>>149167638
>not sending out a necromancer adventurer with his kool konstruction krew of 100 hands, necks, torsos and legs to construct an airtight fort for you first
>>
>>149167917
Actually neat idea.
>>
Anon gestures.
The thread shudders and begins to move!
>>
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>>149169970
It's ded m8.
I may post some shit about my haunted embark when I have time to play (so Saturday evening)
Microcline best stone
>>
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>>149170245
>>
>>149170245
I actually agree. Microcline has a nice and unique color, just like law pewter and black bronze.
>>
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>>149170245
>>149171093
Fossilized elf ancestors a best.
>>
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>>149170245
>>149171093
>>149171514
End of discussion.
>>
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Is marksdwarves tower effective vs undead wildlife?
Let's say I have unlimited amount of iron and bone bolts.
>>
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I spent the day bruising the muscle through the dog leather cap. Now to strike the earth!
>>
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>>149172257
With modern undead it'll be effective eventually, know what works better?
>>
>>149171636
>not atom smashing all your porkoclase
>>
>>149173914
Is there a properly pink stone? I can't think of one.
>>
aaaand the thread returns to its burrow on page 10
>>
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Can forgotten beasts kill themselves?

My military was a mess so I let the thing prowl down there, apparently he ram himself into a wall and died.
>>
>>149179806
Like everything else they climb for no reason and fall, killing themselves.
>>
>>149179806
If they have a dust emission they tend to sneeze and blast themselves across the room into a wall.
>>
>>149180384
That's hilarious
>>
>>149180384
Seems to be exactly what happened. He slammed into a wall, smashed his arm, ribs and shell.
>>
is this update cycle done with

can I download the game and start playing
>>
>hunters being faggots about using their crossbows
>ranger goes out unarmed in a biome full of crocodiles and hippos
>beats a fucking jaguar to death with his fists
hello there my new champion.
>>
>tfw expert negotiator/persuader/appraiser broker
>trading away all my shitty mittens and worn out socks just to get rid of them
>can't even avoid giving a 'generous deal' because I want so little of what he has in return
>>
As I was writing this, the problem solved itself:

Some dumb nigger is stuck operating the pump and is spilling all the water around. How do I unblock him? I already disabled his pump operating labor but he's still doing it. Other dwarves seemed to have no problems earlier.

Anyway I got a question: are water sources depletable?
>>
>an enormous humanoid composed of vomit. Beware it's deadly dust!

Perhaps he'll slam himself as well.
>>
>>149182904
depends on the water source. aquifer? no. river/lake/underground pond that goes off the map? no. small surface ponds or any body of water that is fully visible and fully contained by your map tile? should be.
>>
>miner digging a well's emergency drainage pipe into the caves before I finally open the floodgates
>go check out some other things while he's working on that
>check back
>miner is drowning after falling out of the pipe exit in the ceiling and into the body of water a couple z-levels below
>accidentally channelled the vertical section instead of digging stairs
fuck
>>
>>149183574
Better start engraving that slab.
>>
>>149183574
try dropping some stone blocks down there or some wood
>>
>>149182904
Update: the pump stopped working. what could have happened?
>>
>>149183985
You turned off pump operator
You turned off the pump itself
It ran out of water so it looks like it stopped

You tell us anon.
>>
>accidentally dun an unworkable 3x1 ramp down into the tavern
>had to build stairs on either side because it doesn't go anywhere, it's just a slant in the wall
>happens to be recessed into the room behind it; the food stockpile
>as such, it was caught in the stockpile designation
>after getting a bunch of food in trade it was apparently easier to just drop it from the second story onto the ramp than come down and place it in the stockpile or something, because the pile is empty, but the ramp is covered in cheese and lobster
>realize my dwarves have made a fancy display shelf of the nicest foods I bought, showcasing them to the entire hall
I'm leaving it.
>>
>>149153883
You got toadyed son
>>
>>149184673
I turned it off and on and it worked again. Then some idiot hunter chased a kangaroo through the water source and contaminated it with it's blood.
>>
>>149179806
>>149180384
I saw one beast's deadly dust launch a blind cave ogre away so hard it hit a wall and somehow bounced back at the beast. The beast fell over and died from head injuries.

The ogre, now named "Hoaryeats", then died horribly as its body exploded into a cloud of miasma.
>>
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>>149180568
>>149181130
Always funny.

>>149185775
Double funny!
>>
>urist has a sudden mood for trees and bones
>assign all the layabouts in the tavern with woodcutting
>assign a tree of every type in the area to be cut down
>the entire crowd actually mobilizes as one, going from tree to tree like a horde of ants
>as each one falls they pick up all the logs and run as a cloud of worker ants carrying the logs to the stockpile before moving to the next tree
holy fuck this is so satisfying to watch
>>
>>149175951
No. Microcline has some pink variants IRL, so I've changed it to pink before. I had mixed feelings about the results. I'll see if I can't find any screenshots from that fort.
>>
>>149187252
Do eet.
>>
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>making a really nice channel and stairs to bring forgotten beasts up
>everything ready, all bridges and baits to trap it
>lower drawbridges
>FB coming
>it stopped midway for some reason
>some dog got lost there
>forgotten beast dies somehow

time for some gelding
>>
You have struck threadite!
>>
So I destroyed my wagon and am trying to move all my stuff to a stockpile for everything outside my fort. However, despite designating a box over the wagon stuff using the "reclaim" tool (which left no highlight) none of my dwarves are hauling any of it, instead opting to move the mined stones into the stockpile instead.
>>
Is there any way to tie a room to a noble position?
>>
>>149192952
Try making it a stockpile for _almost_ everything?
Dwarves love to spend months hauling a rock for some reason.
>>
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>>149187252
>>149189429
Found them. This was from Judgecastles, which was abandoned for a new version around .42.03 or so.
>>
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>>149193974
The red is sandstone, which I changed because I really dislike it when stone looks like wood, and is also a real thing. Next time I have an embark with sandstone I'll definitely do it again.
On a second look, I like the pink microcline more than I remember. Maybe I'll change it for Relicwebs too.
>>
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>>149194318
It's nice to have a record of old forts to look back on and reminisce. We had fun in Judgecastles.
>>
can somebody post some fortresses pics with graphic packs for a friend? want to show him things he can interpret
>>
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>>149194882
That's why I always suggest newbies take lots of pictures. I like the pink too, looks like tunnel tube kinda.
>>
>>149193558
They're dwarves.
>>
>mfw bamboo and panda's at embark

One already stubbed the toe of my mason...

I wish I could find concept art of Chinese dwarves, but all I can find are pick related.
>>
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>>149195213
Well, since I'm already looking through the fort archives, here's a few shots of my personal jewel of 40.24. Foggyrags.
I didn't actually mean to use Phoebus in this fort, but I was using LNP to save me the hassle of configuring dfhack myself. I edited the raws before switching graphics to something else, and didn't feel like doing it again, so I just went with it.
I don't know how this will be any more coherent to a complete novice than ASCII would be, though.
>>
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>>149195950
This was such a cool embark. I promised anon I would post the worldgen seeds and I never did. Sorry anon.
>>
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>>149196230
For contrast, here's another 40.24 fort with CLA creature sprites and the default square tileset. I don't have as many screenshots for this fort, and most of the ones I do have are Armok Vision shots.
>>
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>>149196721
Some of the AV shots are pretty good, though. I can't wait for the current version to get dfhack, I want to see Relicwebs in 3d.
>>
how's the multicore changes been affecting everyone's speed here?
>>
>>149196964
There hasn't been a multicore change.
The 64bit change (which I assume is what you mean) has had a negligible affect on speed, but it does a good job of preventing crashes from running out of memory as you long as you aren't playing on a potato.
>>
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>The wax worker has become enraged!
So she's been here for about 8 days and has already started punching random people in the hallway. She doesn't look particularly stressed.
I swear the fortress is actually very comfy and the tavern does not resemble an overcrowded kennel at all.
Can dorfs just be inherently angry enough to start fights for no reason? Her profile does say she enjoys brawls.
>>
>>149195367
>looks like tunnel tube kinda
Yeah, I think I used the same color that tunnel tube uses. There are only two pink options, and I probably went with the lighter one. I mean, I guess there are up to 16 pink options if you want to go nuts on your color scheme, but most schemes only have two. There was that one vaporwave color scheme, though. Those forts looked pretty radical, but I couldn't play that way for long.
>>
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>>149198363
>>
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>>149200157
>>
>>149196932
that's fabulous, what visualizer is this? do any visualizers support multitile trees and not look retarded?
>>
>>149203043
It's Armok Vision. I haven't tried it recently, but trees looked just okay last time I did. Cavern trees didn't have their proper colors, which was a real disappointment. It's had a lot of updates since then, so it might be better now.
>>
>>149203460
cheers. now that I think of it I/m pretty sure I actually tried to get that running but I was waiting for dfhack to get implemented, and then I forgot and the next time I came back there was a new version. such is DF.
>>
>>149175951

IRL there is. But I don't know the name.
>>
Is there any chance we'll get firearms in DF? Maybe muskets or handguns?

It seems the tedious process of making gunpowder is right up Toady's alley.
>>
>>149205057

No.
>>
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>>149205257
Why did you give me such a blunt answer? You DO know that hurts my feelings, don't you?
>>
>>149205456
>>149205456
Suck it up
>>
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>>149197573
The brawl somehow spread into the tavern. The "interesting" air instrument performance was cut short as blood, wine and vomit spilled everywhere.

From looking at the game logs, it started with the Wax Worker becoming enraged in the hallway, suddenly trying to punch a random Pump Operator. The Pump Operator promptly grabbed her throat and broke her foot, leaving her collapsed on the floor. At this point, an unemployed Manager ran to attack the Pump Operator and several others joined the fight.

The Pump Operator suffered extensive internal bruising, a torn neck and is currently spreading blood and vomit everywhere. Some Planter is fainting in the hallway from a mangled lung and spinal injuries. The Manager broke several of his toes and is also bleeding from the neck. The hospital probably doesn't have enough beds.

Please enjoy the ale, visitors!
>>
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>>149204925
There are lots of them. Pic related is microcline. There are also pink granites, pink marbles, pink sandstones, pink chalcedony, some cinnabar, some cassiterite, and plenty more.
>>
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this makes me think, isnt an armor stand just a coat hanger essentially? can you even stand actual armor on these?
>>
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I changed Relicwebs to have pink microcline. It's a good deal darker than when I did in Judgecastles.
Thoughts?
>>
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it's been a damn long time since I've played this, even longer since I've started a fortress

but what the fuck is the Symbol option on the prepare carefully menu? Is it a motif your dwarves will repeat in their art/work?

google turns up absolutely nothing
>>
>>149208160
I kind of like it, but I've stared at this fort for so many dozens of hours that I'm not very objective.
>>
>>149208648
symbol of your new society as founded by the 7 embarkers.
>>
>>149208810
Beats the liarcandy, I like it.
>>
>>149205892
I don't remember my brawls ending with such horrific injuries

your dwarves must be pretty high strung to snap with murderous rage once some dude punches another
>>
>>149208816
so if someone wants to draw the founding, it'll be what I set the symbol as?
>>
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>>149208648
In older versions your group and your civ would have an image that was basically their standard or coat of arms or whatever, and it was usually something stupid like two diamonds or an olm man or an apricot tree, etc.
Now you can decide what your own group's image will be, and then use the new-ish image details menu to commission it to be engraved or decorated or made into statues and such. You can create other images to use after you've begun playing as well.
>>
>>149209107
something like that. your fort grows into a society I believe it's referred to, it takes it's name from the embark party. it will be the symbol of your fort/hamlet/city.
>>
>>149209371
oh wow neat as fuck

thank you good sir

back to exploring this whole music fucking thing
>>
>>149209371
wait you can actually tell them what to make statues and engravings and such of? that's neat, but it kind of takes a little of the magic out of letting them choose and still getting awesome and appropriate stuff, or getting something horrible and deciding what the story behind it must be.
>>
>>149209639
they probably still do that, you just have the option to commission the established design

would be hilarious if they could fuck it up with low skill level and an image of dwarfs praising the sun turns into burning dwarves
>>
>>149209639
Yeah, you can totally ask them to do random shit or specify what you want exactly.
>>
>>149209537
I didn't mention, in the older versions the only way to even know what your group or civ's symbol in fort mode was was to get lucky and have a craftsman randomly create an image of it. You could see civs' images in adventure mode pretty regularly, but I played for almost 2 years before I even realized groups had symbols associated with them. And afterwards it always drove me crazy combing my forts looking for engravings or decorations that had the symbols, usually unsuccessfully. I had forts go for decades without ever knowing what my group's symbol was. This small feature addition was really a tonic to soothe my aching 'tism.
>>
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>>149205456
Just use mods if you want them so badly
>>
>>149209639
You say that, but when Lolor the adequate stone detailer covers your tavern with fine engravings of acorn flies and kenaf plants you'll wish you had commissioned some of them to not be retarded.
>>
>>149210203
And instead of just a random engraving on the tavern wall, you can make a gold statue of your symbol

I don't think the arguments for creating such designs were available at all before. I mean the functionality of taking elements and having them interact that's in the symbol screen itself

how hard did /dfg/ jizz itself when 64-bit finally fucking arrived
>>
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>>149205456
That's why I did it.
>>
Will Dwarves not consolidate items in barrels when a stockpile is full because they have nowhere to put the barrels?

What can I do with seeds? I put them outside because they keep taking up space in my pantry.

Are there any guidelines for setting who hauls what?
>>
>>149210530
Not that hard, it's more a hard limit being knocked down than amazing performance boost.
>>
>>149211208
If the barrels aren't full they should continue adding to them.

You can make a separate seed stockpile, or just not stockpile them. You can't stop your dwarves from putting them in bags, though.

Be more specific with your question.
>>
>>149211208
Dwarfs will not put items in barrels if the barrel is not assigned to the appropriate stockpile, so if your food stockpile has every tile full of full barrels, no more food will get placed into barrels, even if you have hundreds of empty barrels in a furniture stockpile.
>>
>>149105071
That sounds kind of like a bug, might consider reporting that. Demon's arent supposed to go overworld unless dwarves have dug them up in fortress mode, iirc.
>>
>>149212792
>>149213257
I have a fuckton of barrels stored in my carpentry workshop but no one is doing anything with them. Maybe cause they are all running around putting things in stockpiles...

If you set a stockpile to empty into another stickpile, will dwarves still bring it goods? That way I could set up a large distribution warehouse that takes all goods and brings them to smaller stockpiles around the fort.
>>
I set it so that Titans can attack right from embark and put proportionally more titans in my world

how fucked am I really
>>
>>149213837
If a stockpile can give to another stockpile it will.
>>
>>149213837
Yes, but you'll have to make sure all the other smaller stockpiles are set to "Take from links only."
>>
Are purring maggots a good source of milk? I can use pigs but maggots seem more dwarfy.
>>
>>149213929
Depends if they're interesting types with webs and shit.
>>
what the fuck is a lungfish and why are they wandering all over the land? some stay near the river but many of them are far away from it seemingly walking around.
>>
Why does my butcher shop keep producing miasma? Does the mean the meat has gone bad? And why do my hunters keep telling me they don't have anywhere to drop off their corpses? There isn't anything blocking the butchers shop.

That actually confuses me a great deal, do I have to manually tell my cook to butcher dead animals stored by hunters or will they do it automatically? If it is the former, how do I make sure the corpses don't go bad?
>>
>>149214961
http://lmgtfy.com/?q=lungfish
>>
>>149215019
http://dwarffortresswiki.org/index.php/DF2014:Butcher%27s_shop#Helpful_Strategies
>>
>>149214961
>He didn't pay attention in biology
>He didn't pay attention in geology
>no idea about labor management
>never paid attention to architecture and art histrory
>lack of history, war, strategy education
>DF fucks your life up
>>
>>149215470
>*DF makes you a better person
>>
wild potato plants! can I harvest those?
>>
y da fug do subterranean plants have seasonal growing periods?
>>
>>149214602
when making the symbol I chanced upon a bunch of titans with webs, so there's that.

I'm just wondering whether they're likely to attack immediately or there's a low-ish set chance that it happens every day or whatever interval they use
>>
What clothing should I have my tailor produce repeatedly? Shoes and robes?
>>
>>149213554
Nah, someone mentioned there's a small chance a dark fortress will have a STAIR, WAY, TO HELL!
>>
>>149213929
Not fucked at all. Their attacks are still extremely rare compared to forgotten
>>
>>149197573
Some chars are easily enraged.
>>
is there anything you guys are using to make labor preference assigning a little less fucking excruciating?

I know DFhack and Dwarf Therapist are trying to get their memory mumbo jumbo together after the newest release so I kinda doubt there is anything but there's gotta be a better way
>>
>>149221762
>but there's gotta be a better way
There is. Use and older version where DFhack and Dwarf Therapist already have their memory mumbo jumbo together.
>>
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>>
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>>149222085
>>
>>149222037
they had it together for 43.04 right? is labor management fatigue not worth 64-bit DF?
>>
>>149222160
that's amazing
>>
>>149222265
>>149222160
I don't really get it but I haven't been playing since writing was released
>>
>>149222354
Somebody found an elf who happened to be carrying a book they'd written which happened to be called "the way with the elf", wrestled it from them, and then beat them to death with it so that the book now has a kill and is covered in the blood of its author. It's funny because "the way with the elf" being covered in its author's blood implies that the only way with the elves is to kill them.
>>
>>149222354
some elf bard wrote a really sef-absorbed book about himself, and someone used the book itself to murder him. that, or it fell off a shelf on his head or something. Either way, his own shitty book killed him.
>>
>>149222578
>>149222596
apex kek. I didn't know books could have kills though, that's why I was confused
>>
>>149222750
I believe every item has a kill list, but it only appears if the item has actually killed at least one entity. even rats and stuff count though.
>>
>>149222886
huh I don't remember that, or maybe I just never looked closely enough at my adventurer's greatsword

only masterworks get named though right? and the upcoming holy relics/heroic items
>>
>>149222596
>>149222578
The book also weights 10 kilograms
>>
>>149224158
he probably died writing it. I bet it fell closed with him inside.
>>
>>149224158
I thought it weighed ten kg because it was drenched in blood
>>
>>149224368
nah its all his silver book
>>
somebody in my militia, I know not who, is apparently a fucking blowgunner. they're all dwarves and all migrants, though I did have a soldier petition me, maybe it's him? I forget his name.
>>
>>149222240
43.03
>>
top kek. the elf crossbowman and human necro that destroyed my last embark team are back, but it appears they are no longer friends. the necro's crundle bits are attacking the elf.
>>
So what's a good size for a well? 5x5x2?
>>
>>149225371
oh shit there's actually two necromancers. is this normal? I thought they always acted alone.

wait, make it three? I still only see two in the unit list, but I've gotten three intruder alerts and the professions were different each time.
>>
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I probably shouldn't have intervened. now I have to deal with all those skeletons. still, that was very satisfying!
>>
>>149225674
Taking apprentices and writing books are literally the only things necromancers do in worldgen. I once had a tower in an 800 year old world with 22 necromancers. It also had nearly 200 books, probably half of which were reviews of other books in the tower.
>>
>>149226236
>elf
>iron crossbow
What?
>>
>>149222354
>>149222578
>>149222596
In addition, the book was really fucking heavy.
>>
>>149225674
The necros have their own bandit style gangs which can have any number.

>>149226664
Probably an elven bandit, babysnatching victim, or member of a human or dorf civ.
>>
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>>149226664
he was friendly with the necros the last time they showed up (or at least I didn't see them fighting), and both times he appeared with the siege. hell if I know.
>>
>>149226821
whoever found that should've went into legends and found the killer
>>
>>149227047
>d. 250
The player killed him you dumbfuck
>>
>>149227047
...
Think about what you just said.
>>
>>149227109
>d. 250

why does that necessarily have to be the player?

I'm missing something here, pls no bully
>>
>>149227391

Okay. What would you say are the odds that the mostly random wrestling system would result in a monster prying it away from the bard and then striking him with it until he was dead?
>>
>>149227391
Because 250 is standard year for ending world generation
>>
>>149227594
man I got bludgeoned to death with my own boot by a vampire once...

yeah okay it's extremely unlikely, I just wanted to believe. it's funnier when you think someone just found the book and pieced the story together than did it themselves. what does the year 250 have to do with anything though
>>
>>149227761
if it didn't happen when the PC was there there wouldn't be blood on it
>>
>>149227657
wut

the default is 1050 iirc
>>
>>149227936
250 is when it starts checking for megabeast % and under default conditions the world will almost always stop generating right then because a lot of megabeasts have died. Like probably 99 times out of 100.
>>
>>149228043
makes sense. I guess I create worlds weirdly then. I ramp up the beasts moderately but have it check at year 50 and stop at 20 percent dead, and strangely enough it usually goes for 300+ years
>>
Any Grimlocke's Armory users got advice for militia equipment. Are gambesons/aketons and copper maces passable for a metal-constrained starting force?
>>
>>149034552
Working on embark profiles. Here's my latest.

Dwarf 1: Skilled Miner
Dwarf 2: Skilled Miner
Dwarf 3: Novice Medical skills, Novice Broker/Manager skills
Dwarf 4: Skilled Grower
Dwarf 5: Adequate Brewer, Butcher, Tanner
Dwarf 6: Adequate Mason, Building Designer
Dwarf 7: Adequate Woodcutter, Carpenter

2 pigs, 2 dogs
2 picks, 2 axes, 1 crossbow, 25 bolts, 1 anvil
80 assorted liquors
70 assorted meat & seafood
50 assorted edible plants
10 of each seed
2 backpacks, 8 bags, 4 ropes, 4 of each thread for early strange moods, 20 logs.
>>
So I just created a small world and I can't take an anvil on embark
Is the game implying there's no iron in this world?
>>
>>149229919
Probably no dwarfs, you can always take a steel anvil regardless of whether or not your civ has iron access.
>>
>>149034552
I'm sad I've never had the patience to learn and actually make a big dorf city. I can do it for other tedious games but not this one for some reason
>>
>>149227936
Medium history is 250
1050 is long
>>
>>149229991
There definitely were dwarf hillocks and fortresses on the map
Whatever, I'm making a new one
By the way if you can't make an anvil without an anvil, how was the first one made?
>>
>>149230118
Specifically your selected civ would be dead, it doesn't matter if there are other dwarf civs still alive.
>>
>make pressure-plate triggered kill room in main entrance
>bridges spring up from both directions, fortified markdorf positions inset in the walls, making holes in the roof to drop shit on trapped invaders
>struggling to think of what to drop other than stones, that are in a faraway stockpile
>realize my fort is named Stormanvils
I now have a mission; it gon' rain, and I am gonna make it rain fucking cartoon anvils on some gob's head.
>>
>>149119532
one way to do it is to turn frequency up and use the mineral veins as hallways. Get really natural-looking cave forts that way.
>>
>>149139335
Adventure mode with the crafting mod. Forget what it's called but lets you build workshops and dig afaik.
>>
>>149230118
>By the way if you can't make an anvil without an anvil, how was the first one made?
What came first, the chicken or the egg?
>>
>>149230475
This is what I like to do. When I notice that two veins have intersected on adjacent z-levels I'll ramp up from one to the next. I usually have a central rampcase but I like having lots of little ups and downs and ways about the fortress, I think it adds character. Far from efficient, but efficient is only fun the first couple times in my opinion.
>>
>>149230118
>you can't make an anvil without an anvil

I don't think you need an anvil to make an anvil, I think it's just poured into a mold

oh wait you're talking about in DF
>>
>>149230118
Strange mood.
>>
Okay guys, question.
Is it faster to drain a reservoir by having it drop as soon as possible (such as a hole in the floor) or will putting a hole in the bottom wall and having it drain out the side be the same?
>>
>>149230571
The egg most certainly.
>>
>>149232815
Not a huge difference. If you have two identical 3-z reservoirs, one with a hole straight down from the center, and one with a hole to the side and then down, in both cases the top two z-levels of water will drain almost instantaneously and then the bottom z-level will drain out at normal water movement speed. The one with the hole in the floor will be a little faster just because the water that does fall into that spot will immediately get out of the way while water flowing out the side will develop a gradient all the way to either the map edge or when it does finally hit a drop.
>>
>>149233139
Ah, alrighty, thanks.
>>
So nothing bad happens if I remove the forms of soil that don't have an associated interaction (other than ocean soil which can stay), right? A world with just clay, sand, and peat sounds nice.
>>
>>149234893
What is peat used for, also yes, I do it for every world. Don't delete the ocean soil, like you said.
>>
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>undead skin kills the expedition leader
>>
>>149235379
Ah thank you.

When I posted that, I forgot that the mod to make peat usable as fuel involves a separate inorganic entity.
>>
>>149230118
Armok rained the first ones from the sky as a gift to the dwarves, they were 1 kilourist across, there were no survivors.

The second time he made them less than 1 urist across and saw that it was good.
>>
>>149193092
With DFhack you can auto-allocate a room to a noble position this this.
>>
>>149236631
what pack are you using?
>>
I'm not badass enough to play until they update Dwarf Therapist.
>>
>>149237285
That's lame as fuck senpai
Set a pop cap if you don't want to manage a lot of dwarves
>>
>>149237231
CLA with some variant of Vherid's colorcheme (can be found on the wiki).
>>
>>149225461
pls respond
>>
>>149237356
That's actually a very good idea... Thanks!
>>
>>149195910
Found one. I guess they're a rare mix of aesthetics. They tend to be more gnome styled when depicted, all gunpowder crazed and whatnot.

>pick
I see what you did there.
>>
Should I designate my central stairway as high traffic area?
>>
>>149238349
Is it 3x3?
>>
>>149238423
Yes
>>
>weaver cant collect web, needs 10 undisturbed 10

What the hell does that mean? I've set up a silk farm, enabled auto loom and nothing was happening. So when I explicitly ordered at the loom to collect webs I got hat message.
>>
>>149235552
can that still happen? I've been under siege by necros and once I disable something like an arm no more pieces come at me. thought zombos were nerfed some time ago specifically because a single dead body could become a fucking army from dorfs hacking at it.
>>
>>149238469
>3x3
>>
>>149197434
Also I've noticed saves are super quick. They used to be a moment of tongue-biting tension as any interaction with the DF window might make it crash. Now they zoom by.

>>149230002
>tedious
>game
Games are there to remove tedium, anon. Time for a paradigm shift.

>>149230365
You're doing Armok's work, son.
>>
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>cancels eat: item inaccessible x100
>>
>>149148874
Man I love the mechanical power system
I just wish there was more things to power
>>
>>149239865
Okay?
>>
>>149240351
>I love the mechanical power system
>dig a pit
>dump some water in it with a bucket
>now you have power
Yeah it's truly a masterpiece.
>>
Why cant my dwarves find anything they're looking for? I'm getting spammed with path not found messages and a few of them are actually dying because they cant find food or drink despite there being plenty of both
>>
>>149239239
It was skin of butchered horse that was reanimaetd by evil region.
I was surprised by it because I was expecting 70 pages of missing hits (like in case of undead hair) rather than dead dwarf.
>>
Hey, which setting in world gen I should change if I want more goblins in generated world?
>>
>>149240552
Sounds like they lack a path between wherever they are and the important stuff in your fortress. This is entirely your doing so you better fix your ramps before they die.
>>
>>149229897

7 max miner/mason
7 picks
1 axe
rest points in food/booze

final destination
>>
>>149240602
Age the world longer honestly.

Bastards are immortal and breed like hell. Every world aged long enough eventually ends in goblins taking over.
>>
>>149240739
Ok thanks.
>>
>>149240704
I dont use ramps and everything is on the same floor, and only a few of them are too stupid to find what they want so maybe its fine if I lose the dummies.
>>
>>149240730
1 Carpenter
1 Mason
1 Miner
1 Weaponsmith
1 Farmer
1 Doctor/Leader/Architect
1 Armorsmtih
1 cat lmao 1cat
1 anvil
1 charcoal
The rest on 4 Marble:1 Magnetite + enough Bituminous Coal for the lot of it

Obviously this doesn't work on embarks with no plants and it doesn't work well on embarks with no trees.
>>
I've decided to play intentionally in an un-optimal way and Im having a lot of fun.

I made a sprawling single-floortress and while its my first and currently looks pretty awkward I made some interesting designs I wouldn't have made otherwise

I've been playing glaciers/haunted embarks for so long I forgot what having a lot of wood/plants is like. Gonna see how full I can get this fortress, and explore all the weird industries I always forget about like beekeeping.
>>
Anyone got advice for building entrances? I really like verticality, but I can't think of any entrance that isn't a hallway. It bothers me immensely.

What's you general plan for starting a new fort? I don't really know what to do with myself once I've gotten a basic fort up.
>clear out an area around the wagon
>build walls around the wagon while digging a hole in the ground
>throw up farms, still, carpenter's workshop, craftdwarve's workshop
>begin punching through aquifer/digging diningroom/bedrooms in stone
>meanwhile pump out wooden furniture, clear a road to the edge, deconstruct wagon and build Tradedepot
>begin exploratory mining/workshop floors
After that I'm totally lost, I usually get bored or do something stupid and then quit.
>>
>>149241302

I don't use full miners/masons anymore though it's certainly a lot more viable now with plant gathering.

Generally..
1 Carpenter/Woodcutter
2 Miner (1 Mason, 1 Mechanic)
1 Weaponsmith/Furnace Operator
2 Farmer (5 plant gathering, 1 brewing, 4 cooking)
1 Leader (5 weapon skill, 2 shields, 3 leader)

I don't take anything too special for items except a breeding pair of Llamas because they give a dickload of wool.
>>
>>149229897
I just hit Play Now, there really isn't any noticeable difference besides lots of saved time.
>>
how do i get rid of the flies?
>>
>>149243812
Cats
>>
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Is there any way to disable merchants? I embarked in extremely deadly area and I don't want them to enter the map, drop their shit and run.
>>
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>>149244063
>disable merchants

try ovens
>>
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>>149244378
Good one m8
>>
>>149244063
Create a walled corridor for them I guess
>>
How important are graphic/tilesets and mods like Dwarf Therapist when playing the game for the first time?
>>
>>149244437
>implying I want to get rekt by giant undead polar bears and acid rain
>>
>>149244479

Graphics/tilesets don't really matter at all, it's personal preference.

I would say it's better to start off without the rapist so you know how to actually play with the GUI but once you know what you're doing it becomes pretty painful to play without it.
>>
I'm just starting to learn how to play.
How much will an aquifer being under me fuck me up?

I've gen'd three worlds now looking for a decent area to embark using the recommendations from the pdf in the OP, but there's always an aquifer or no river.
>>
>>149245336
300% chance to fuck you up
First aquifer always ends with death.
>>
>>149239090
Gotta bump this. I've walled off any possible cavern route since I've heard it's gotta do something with the cavers and I still get this crap.
>>
>>149241816
I'd recommend making a goal for your fort before embarking
Your fort could be a weapons manufacturing outpost, a noble resort, a prison or a giant aboveground apartment complex.
I've made oceanside fishing villages and riverside taverns
Making a regular fort gets stale after having a few go into the late-unkillable FPS death stage, so spicing it up with some self-imposed challenges and goals is a must in my opinion
>>
starting a new embark after not having played in months. does anyone have an embark profile they like to use? i'm in a pretty boring 2x3, but military has always been a priority for me.
>>
What clothes fit under/over full plate armor?
>>
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>>149250495

It's barely worth bothering.
>>
>>149250495
>>149250716

http://dwarffortresswiki.org/index.php/DF2014:Armor#Layers

The only thing you might bother doing is 3 mail shirts under a breastplate
>>
>>149250798
I currently have as my uniform

Hood
Cloak
Trousers
Socks
Mittens

and plate mail, the equip window shows them all as equipped on my soldiers
>>
>>149251219
forgot to mention that theres a mail shirt too
>>
Aw yiss, this'll be a great embark. 2x2, mirthful warm forest to the south, and to the north are two separate terrifying biomes: an evil glacier and an evil grassland (or rather, evil eyeball and tentacle land).

On top of that, its got a river, mostly on the warm side of the map, and huge amounts of adamantine, tetrahedrite, and my favorite stone, marble.
>>
>>149252605
And then you'll get a rot inducing cloud, an undead raising cloud and unicorns roaming in herds.

Have fun.
>>
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>>149252882
>unicorn thralls
>>
Why doesn't the old trick to designate cages with goblins for dumping, and de-dump the cages only work anymore? Do I have to construct the cages with the goblins for this to work?
>>
>>149252882
Bring it. The last time I got a great looking embark like this, I eventually realized there was no evil weather whatsoever and no HFS access, and realized I had wasted a huge amount of time on a boring embark.
>>
>>149253057
I did it from a stockpile recently and it worked for for me
>>
>>149254135
When I designate them all for dumping, do I unforbid the cages by going k - d on them or do I k, enter to view them, and the d?
>>
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Hopefully this doesn't go south fast.
>>
>>149254443
What exactly happened? Rerouting a river as a moat?
>>
Its intriguing that there's such an element of RNG in Dwarf Fortress's time advancement.

Example: In the world I created, in the first two weeks it advances when you start a new fort or adventurer, depending on how the dice roll, there is a dwarven fortress that will be available for reclamation or not.
>>
>>149254467
You DFhack'd the right side of the map for offmap draining ?
>>
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>>149255281
No.
It had this, which I mined to.
I do wonder though, what happens if I embark on the zone immediately adjacent to the current fort, do I get flooded?
>>
>>149255421
Probably not, it hasn't been loaded yet, but maybe if you visit in adventure mode first.
>>
>>149255421

Masterwork?
>>
>>149255778
No it's vanilla DF.
Why?
>>
>>149255816

Trees/tileset/font look like .34 masterwork
>>
>>149256137
I just use the default from LNP.

Also hope this waterfall works correctly.
>>
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>>149256296
Forgot pic.
I'll put a soap stockpile near for the dorfs.
>>
>>149255778
>>149256137
>namefagging
Stop that.
>>
>>149246682
If the job is cancelling then your weaver can't reach the webs to collect them. The 10 doesn't refer to the number of webs you need, but to the material volume of a single web, similar to how rendering fat will cancel with a "needs 150 animal_mat glob" or something like that.
>>
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>>149257357
u mad bro?
>>
>>149257586
I the only way to the natural caves with a
floodgate, he still whines about that. Now I'll put a regular wall and see what happens. Lazy bum. Not to mention this has been torturing me as well
>>149253057
>>
>>149254443
Sorry for the late response.
I just did d > b > d on the cage he was in, then k > d to unselect the cage.
The only problems I can think of is maybe your dump area is inactive, or all your dwarfs are busy.
>>
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>>149258104
>putting beds that far from workplaces
>making your dorfs walk super far

Making a single Z level fort is one thing but you could at least make it as streamlined as possible.
>>
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>>149259049

they need exercise
>>
>>149258776
Wait, now I'm confused. You're blocking his path to the webs on purpose and wondering why the jobs to collect them are getting cancelled?
>>
>>149258104
I'm not him, but it's obnoxious, and narcissistic as hell. In 99% percent of discussions nobody is going to care who you are.
Great fort by the way. Mazel tov.
>>
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>>149259531

I don't give a fuck. Filter me if it's that triggering.
>>
>>149259740
I'm not mad about it. I'm just saying you aren't doing yourself any favors.
I'm not going to filter you, I like your forts.
>>
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>>149259905

Not mine just neat stuff I've seen posted before.
>>
>>149259281
I forgot to tell you I have a silk farm near the loom.
>>
>>149259958
Oh, well then you have literally no reason to be namefagging then.
>>
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>>149260239
>>
>>149259958
So you're namefagging to post other people's forts? I mean, I would almost get it if you were posting your own shit and wanted attention for it.
>>
>>149260459
My thoughts exactly.
>>
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>>149260459

y r u mad tho?
>>
>>149260197
And you've checked to make sure that the path to it is open? The webs aren't forbidden?
>>
>>149260596
Do you think I'm some sort of a retard? I've done all the basics.
>>
Is there a reliable way to turn an adventurer into a bard, scholar, or mercenary that will visit your forts?
>>
>>149260596
The webs are not forbidden, and there is no problem in pathing I see, since I can easily station dwarfs inside the room. I've ordered a weaver to make a loom inside the silk farm, I'll wall him in and see what happens.

>>149260708
Why are you answering for me?
>>
>>149260596
Here we go, the loom that is constructed in the room for silk farming can issue the order to collect webs with no problems.

This is the weird part. I've naturally put a door as an entrance to the silk farming room so that passing dwarfs don't accidentally freak out when I'm making the spider shoot silk. I can't rememebr if I ordered the door to be deconstructed or not, but I can't view it with q, and yet no one wants to carry it away to a furniture stockpile. Maybe it's somehow blocking the passage.
>>
>>149260539
If I was any of the guys that built those forts I would be mad that you were posting them for attention.
I can tell by the filenames which forts are yours, and I remember when you built them. So you've been here long enough to know that /dfg/ is among the last generals not ruined by name/tripfaggotry. You're trying to break that, for no reason at all apparently, and no one here is going to appreciate that.
>>
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>>149261330

There was no circlejerk about name/trip fagging before someone sperged out about it, spawning another 10~ off topic posts about it.

I don't care, but I'm not surprised at the general level of autism given where we're posting and specifically the thread.
>>
>>149260708
Considering how you're namefagging for no reason and you seem to take offense at everything including posts that aren't directed at you, while simultaneously claiming that everybody else is angry; I'm going to say that yes, you are retarded.
>>
>>149261598
>There was no circlejerk about name/trip fagging before someone sperged out about it
That's the same argument you faggots use in every general you break. You provoked this by choosing to identify yourself on a board specifically designed and intended for anonymity.
>>
>>149261598
Take the name off, you fucking fag
>>
>dorfs have bridge
>prefer treading through water
>dorf gets swept by water
>grabs onto a fucking wall
>starts spamming he can't reach the designation
>somehow climbs up on the cliff
>goes to build shit
Ok.
>>
>>149261330
Trufax.
>>
>>149263079
They never cease to amaze me.
You might be able to fix that with traffic designations.
>>
>>149263079
Whenever that happens it's usually because there's a portion of the river that drops to 2/7 briefly, but long enough for a dwarf to decide that he ford the river there. It can usually be solved by dropping a restricted traffic designation in the river itself wherever it gets low. If your bridge is real far from that point you might need to up pathing the value of restricted traffic in d_init. Unfortunately, if you ever need to raise/retract/remove that bridge your dwarves will start trying to walk through the river again if they want something on the other side, no matter how high the pathing cost is.
>>
Can I disable hauling for my farmers to improve their efficiency? Will other dwarves come and haul gathered plants?
>>
>>149265359
Other dwarfs will harvest crops unless you disable that in the orders menu. Which is better for training farmers, because a crops yield is determined by who puts it in the ground, but the experience is given to whoever harvests it.
That being said, you shouldn't need to improve their efficiency, a 3/3 plot and 1 dedicated farmer is more than enough to feed 80 dwarfs.
>>
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>>149264335
Will this work?
>>
>>149265909
Probably, but it would be better to put it in the river itself, one z-level down.
>>
>>149266110
Yeah it worked like that, thanks.
>>
>>149261625
Don't be cunt.
>>
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>>149267578
>>
stupid question, what does the world history slider mean in worldgen? is it like the age of myth or whatever hapens in 'a time before time'? or does it actually impose an upper limit on the length of world gen? seeing as I'm not going to hit the max of most options, would choosing different ones actually have any differing effect on early gen?
>>
>>149267720
Did you forget to take your name off before replying to yourself?
>>
>>149268036
It's how long until history gen automatically stops. It's pretty much pointless to lower it because you can stop it manually whenever you want.
>>
>>149268036
Yeah, it decides the year worldgen stops. I haven't done a standard worldgen in a long time, but doesn't it tell you at the bottom of the screen what year it goes to?
Also:
http://dwarffortresswiki.org/index.php/DF2014:World_generation#History
>>
>>149268330
Unless you're going to leave your PC be or you have a specific year in mind, there's no reason not to set worldgen to the max age and just hit stop when you're ready.
>>
>>149268330
>>149268324
gah, I did a pocket world just to see what a 1050 history world feels like, and it fucking finished in like under a minute. I think I'll bump it up one size, you probably just get a monoculture of one civ on old pocket worlds like this.
>>
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>tileset players
>>
>>149270986
>not playing with your mind via [PRINT_MODE:CLAIRVOYANCE]
>>
>>149270986
>memefags
>>
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seriously bros

this will help so much
>>
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>24 days old

who the fuck gives birth to such a psycho

is this some Dune St. Alia of the Knife shit
>>
>>149265909
Actually that won't work because in that image, the ramps at the edge of the waterfall can still be accessed DIAGONALLY.
Restricted movement pathing zones along dangerous areas should be multiple tiles wide, too, in order to make absolutely certain dwarves don't path there. If restricted has a value of 20, but the path gets to be 21 tiles, the dwarf will walk through the "restricted" area.
>>
>>149273824
And furthermore, the riverbed itself should have a restricted pathing assignment, so that should any dwarf happen to fall into it they won't go full retard trying to go the longest route possible through the riverbed; they would instead attempt to path directly to the closest area OUT of the restricted area.
>>
>>149272537
that's fuckin scary man
>you can't even make use of these skills for 12 years
>you have no control of how this little shit uses his powers of persuasion for what may be the entire life of your fortress
>>
>>149274665
he's not even a month out of the womb and talking in full sentences, making jokes, fucking lying and lying well, even has a taste for flattery

if he doesn't grow up to be a legendary broker I'm just gonna chute him down into magma, this is some fucking demon child. I might just drown him in the river now and be done with
>>
>human forest retreats
I feel like this is the DF equivalent of moving to Japan and being a Ken-sama.
>>
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>high master was worker
>>
>>149275407
He's a child, not a baby, so he's at least a year old. Migrant children often come with some social skills, especially when they're histfigs. Those really aren't very high either. Competent is skill level 3 and skilled is skill level 4. Since kids have nothing to do but play and socialize it's not unusual to see them get a whole lot higher over the course of their childhood.
>>
>>149275615
>professional gelder
>>
>>149148874
This red color makes me moist.
>>
>be mythical demoncreature in a time before time
>decide to create my legacy by engraving a slab with the secrets of life and death
>my work complete, I decide to name it
my grim legacy is assured with this, The Lustful Snots.
>>
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>>149276409
I suppose you're right about children training that shit cause they have nothing else do, though it's pretty unrealistic that children would have better social skills than adults 70 years older than them.

>He's a child, not a baby, so he's at least a year old.

welp then his info page is lying or bugged, says 24 days. his sister is three and not even on his level but actually a decent wind instrumentalist. and a singer

she can write the Dirge of the Dire Demon Child after the rest of the fort lynches him
>>
>>149275523
More like the DF equivalent of 'murrica occupying Okinawa.
>>
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Is it dangerous ? Can it get out from the water ?
>>
>>149277663
Well it's certainly a name people will remember
>>
>>149277663
He's trying to say that all the beings in the time after the time before time are just very animate mucus of his kind.

Don't you dare doubt a demon's artistic and metaphorical merit.
>>
>>149277902
>24 days old
I see. Looks like a case of http://bay12games.com/dwarves/mantisbt/view.php?id=3752. Which is probably related in a weird way to http://bay12games.com/dwarves/mantisbt/view.php?id=2739.
For some reason I thought those were resolved in .40, but I see I was mistaken. 3752 is a long-neglected bug that could surely benefit from a copy of your save, its status isn't even confirmed yet.
Incidentally, since he actually is 24 days old, he probably isn't historical and got the nonhistorical migrants' random allotment of social skills, which babies shouldn't be eligible for. If you do make a comment/upload a save on the report (please do), you might mention that peculiarity.
>>
>>149278093
No, and not without air drowning. When ships go in, or if swim pathing ever becomes a thing it will likely become much more dangerous. If you can manage to catch it you can probably eat well for a long while off its butchering products.
>>
I'm sort of new to this still. I have 2 forgotten beasts trapped, ready to be brought to the surface. Can I loose them on sieges? is that a real tactic?
>>
>>149278834
b-but I wanted to believe he was actually some reincarnation or some shit...

I'll definitely make a report, it's probably only directly relevant to 3752 right?
>>
>>149279323
Yep, but getting them back in cages might be a problem.
http://dwarffortresswiki.org/index.php/DF2014:Cage#Remotely_Opening_Cages
>>
>>149279416
Yeah, I only mentioned the other because children born in the future is funny.
>>
>>149279532
Nice. That won't be a problem I think, I've got them trapped with drawbridges. I usually lure the elves to a second depot, closed it off and open the beast on them.
>>
>>149279817
Oh I thought they were already in cages. Be careful, you need to a cage trap with a web on it to catch them.

http://dwarffortresswiki.org/index.php/DF2014:Trapavoid#Web_or_loss_of_consciousness
>>
>>149279615
>Toady adds time travel birth by accident
Only dwarf fortress would have dwarven women with time machines in their cooches
>>
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>>149279615
half an hour of my life I will never get back
>>
>>149282090
I like C:DDA as much as the next masochistic gamer but I think you may have posted in the wrong general.
>>
How many levels wall needs to virtually unreachable for goblin climb attempts ? Blocking climbing with floors seems kind of cheesy.
>>
>>149282889
I just picked a random pic tbqh

I thought it was DF from the thumbnail
>>
So, how skilled do dwarfs have to be to shoot through fortifications from a distance? It says jourrneyman level, but what the hell is that? I never saw that skill level before.
>>
What's happening to spacefox? It's starting to look like a slightly brighter Ironhand.
>>
>>149283205

I've seen it happen with novice or whatever the non-legendary level invaders spawn with.
>>
I turned away for a minute and when I come back I can't move goods to and from the depot anymore because there are apparently no merchants trading there even though I already moved some stuff there. What could have happened?
>>
>>149283767
That just happened to me too. There was only one merchant animal left and some of the stuff they were carrying was sitting in a little pile.
I had a bunch of windmills nearby, but aside from that nothing out of the ordinary.
>>
>weasel set off an entrance cage trap
>gets thrown in stockpile and forgotten
>decide to set him up as bait on a chain
>no weasel to assign
>inspect cage
>contents: weasel corpse
so, do caged animals need to be fed now?
>>
>>149284629
I always thought building the cages on grass would serve.
>>
>>149286145
well, the last version I put enough time into to notice, cages were essentially stasis fields where whatever was in them would never get hungry or thirsty or drown etc indefinitely.
>>
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>>149280375
Well, I had the thing where I was rescuing kids and they were listed in legends as being rescued by a named giant cave spider that had died a century before I started playing.
>>
>>149284629
It used to be that only grazing animals had to be fed. Similarly, something happened to the first giant cave spider I caught. He simply died at one point, but here was his ichor everywhere, like it was a violent death.
>>
How good are those coinstars at splitting coins? I don't wanna use them to train dwarves for armor usage, i just want to quickly split a stack of rose gold coins. I'm the guy from a bit earlier whose human caravan vanished and now I can't buy the bars of metal I need.
>>
>>149290262
Do more research into splitting coin stacks and come back when you have the answer.
>>
>>149290670
I can split them just fine when there is a caravan. In fact everyone splits coins through caravans, it's bolts that can be split easily in other ways.

But right now, because the merchants vanished into thin air I really don't have much of a choice, that's why I asked if the coinstar room splits coins, or works best with split coins.
>>
So reddits gonna send a shitton of crayon drawings to toady for the 10 year anniversary of dwarf fortress.

What do we do?
>>
>>149284629
They don't. It just died of old age.
>>
>>149291445
the same
>>
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>>149291445
>crayon drawings


why don't they send him more money
>>
>>149291445
let's send him a copy of Programming for Dummies
>>
>>149286686
Tamed or trained grazers get hungry and can starve in cages. Your own fort's sentient citizens will get hungry and thirsty and can starve or dehydrate in cages. Insane creatures starve and dehydrate at the same speed they otherwise would if they weren't caged. No other creatures have to eat or drink at all, caged or otherwise.
>>
>>149291445
Send him more moutain dew
>>
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>mayor has decent quarters he needs
>suddenly his quarters aren't good enough
>it's because he got married and now has to share them with his wife
>>
>>149293113
That's not how it works, but sure.
>>
>>149293596
so why did his quarters go from decent to meager for no reason, and are now only 'quarters' after engraving the entire room

the only thing that changed was another person sharing the room
>>
>>149294141
Not him, but my guess would be that your mayor changed, you missed the announcement, and now you're looking at a different dwarf.
He's right, room value has nothing to do with the number of occupants, but designating additional rooms that overlap will divide the value of everything in the shared tiles by the number of rooms than overlap them when determining room values.
Also, just out of curiosity, did you get the pause/recenter/popup announcement for the marriage? Marriages in fort mode are incredibly rare if you aren't engineering them, so much that I've never seen one in 8 years of playing. That also makes me suspect that you're looking at the relationship screen for a different dwarf than the one you assigned to the nice room.
>>
>>149295039
never got any popups. they are definitely married, but it looks like they were when they arrived. no overlaps, singular room closed in by doors. dunno why a change in mayor should change anything though, aren't the requirements always the same for the different levels of nobility/public official?
>>
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>>
>>149295593
When your mayor changes they don't automatically get whatever room the last mayor had. They keep the same room they already had, and your former mayor keeps the room he was assigned as mayor. You have to reassign the rooms yourself. There's a dfhack script that will automatically do it for you if you're playing a version with dfhack. You can also just reappoint the mayor to the guy who already has the room, which is what I usually do.
>>
>>149296572
well in that case the mayor definitely didn't change, because I've only designated the room once and the current mayor is in it. something about the room had a major drop in quality for reasons that are beyond me from the time he started the job to now.
>>
Is the Adventure-roguelike mode fun? Is it also "sandboxy"? (meaning i can have my own "home", stash shit in it or simply the fact that the game is huge)
>>
>>149296572
aaaand I figured it out. despite being closed in by doors the room spilled out into the hallway from before I had the doors put on. it overlapped with the library in the hallway I designated later.

so he was just upset about the scholars lounging around outside the doors all the time I guess. after resizing the room he now has a Great Bedroom.
>>
>>149296771
It's just as much if not more fun than fort mode, especially if RP is your motive for playing.

Yes, you can build sites and store your shit there.
>>
>>149296983
Great, and what about lenght? How many hours can i get out of it? And is it "get the artifact ebfore the world explodes" thing or is it "do whatever you want, if you wanna win there's an orb somewhere"?
>>
>>149298129
It's just like fort mode where the only goal is the one you set for yourself. As such the amount of time you can get out of it is limited by your imagination.
>>
>>149189830
This is how you literally get all the bitches.
>>
>>149298523
Forgive me for being a bother, but so can i become a necromancer and literally conquer the world and cover it in skeletons? Is there a limit to zombies? heck, is there a necromancer class at all?
>>
>>149299250
wiki
>>
>>149291445
The crayon-illustrated adventures of Obok Meatgod, with a special extended final chapter. Bonus points if we can get /d/ to illustrate some alternate endings.
>>
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>>
>>149242093
You can always save extra embark profiles for special situations like glaciers, deserts etc. and just keep them around for when you'll need them.
>>
The Elves avoided the bait depot. I hope I did something wrong and they aren't learning.
>>
>>149035472
most underrated post
lmao 2panda
>>
>>149277902
>though it's pretty unrealistic that children would have better social skills than adults 70 years older than them.

not really, there are plenty of adults in DFville who never got a chance to socially interact much

the kids in your fort will be some of the few to have gained a normal upbringing and will have huge social skills
>>
>>
Is it a mistake to name female dwarves as soldiers? The commander is fucking the mayor and shooting kids out non-stop.
>>
>>149313319
They're strictly worse than male soldiers period due to that, yeah.
>>
>>149313319
Probably, but I leave them and their little shields in anyway
>>
>DF2020
>Local necromancer starts protection racket with your fortress
>Claims all your artifacts as tribute
>You finally get a powerful magical artifact, something you'd really like to keep
>He shows up to collect but his horde has grown from a few elf fisherman zombies to a small goblin siege's worth of zombies that he intercepted en route to your fortress somewhere off map
What do you do.
>>
>>149301347
I spent around an hour in LegendsViewer trying to make sense out of the family tree for ONE dwarf. I gave up by the third generation back because I couldn't tell who was what anymore.
>>
>>149314024
Dig into caverns, seal entrance.

Alternatively retire fortress, hop onto an adventurer and liberate the poor dwarves from undead scum.
>>
>>149314024
>small goblin siege
pfft. into the bridge pulper with the lot of them.
>>
>>149314024
Pull the lever. Yes, THAT one.
>>
>>149313319
The happiness increase from having a baby is greater than the decrease for losing one. And it's not like those babies are likely to ever be useful to you anyway.
>>
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here I am tryna dig a comfy tunnel and all hell breaks loose when I realize I can do something with mouse1
pls advise what did I just paint?
>>
>>149318048
A burning ship? A drunken cockroach eating a dandelion? Benis?
>>
>>149318048
looks like a worm man beating off and puking
>>
>In the distant future, DF nears feature completion
>Modders, using the various interactive systems now in the game, cook up a genned world whose geography and civs more or less represent the world in the middle ages
>Adventurers lead the Most Serene Republic of Venice in sacking Constantinople for not paying them their fucking ducats
>Players install themselves as kings to influence the course of history
>>
>>149318487
>>149319228
i just uninstalled thanks guys
>>
>>149319893
If I wanted to do all that I'd play Crusader Kings.
>>
>spends 10 min doing a carefully tailored embark
>on embark there are a bunch of hostile beasties right where I am

WELP
>>
I was so satisfied with finally getting all my militia and guard schedules working the way I wanted them I baked a fresh Pasha to celebrate.
Mistêm is sporting a *pond turtle shell helm*, +horse hair earring+, a xXYak Leather VestXx decorated with kea feathers, and shooting his favorite tunnel cap blowgun he picked up after the post-reclaim item scramble.
>>
Post artifacts. What should I fill this barrel of disembowelment with
>>
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>>149309437
Ey .........
>>
>>149320460
Crusader kings, but slow motion, and with personal murder.
>>
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>>149321462
Magnificent
>>
>can't figure out where to place the actual exit to the emergency exit of my wells
ugh
>>
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>the larch logs strike the woodcutter in the head and the injured part is crushed!
>an artery has been opened by the attack!

I didn't even know this could happen
>>
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>This week was work on underlying mechanics in support of artifact claims. The main interesting addition was a sort of family placeholder mechanic to make heirlooms work. The initial couples all get associated family structures, and then those links are passed along to the children and so forth. Of course, this opens up all kinds of world-determining issues, depending on how marriage interacts with family membership and which child has which inheritance rights over heirlooms etc etc etc, and so forth. This isn't the release to get into it (the family/status/property/law release will make a better attempt). For now, it runs an "importance" check on the family groups during a marriage -- if there is no winner, then it just flips a coin.

>
Artifacts will pass down family lines to keep them in play longer and to set up interesting conflicts. Even without conflicts programmed yet, we've had some interesting situations. One medium world I ran for 125 years had a dwarven hero named Fath that killed the hydra Osplu Juicepukes. After the fight, she named her steel shield Gladdashed and it became a family heirloom attached to the Kosoth Giltmirrors family group (Kosoth was an original dwarf, and by the end of world gen, that line had 228 living members -- Fath was a grandchild).
>>
>>149325843
My dad called those 'widowmakers'. Dead branches that would fall at random and hit loggers through the shoulder
>>
>>149325863
>During a later koala demon invasion, a goblin named Ngokang Spideryweaver killed Fath and claimed the shield -- even though the invasion failed, Ngokang survived and took the shield back to the goblin capital of Ghoulsullied. A few years later, Ngokang was murdered and Gladdashed lost in the goblin pits, but Ngokang's family still had a claim on it (it's unclear whether goblins will often have strong family mechanics when we remove the placeholder, since it's not a typical value setting for them, but it's fine for now). Ngokang's family group was also identified with an original creature -- Bax Burialscourges, a goblin dancer that was still alive and a member of the Whispers of Evil performance troupe. That goblin family had 49 living members. Presumably, as we continue, it's possible that these 228 dwarves and 49 goblins would come into conflict over Gladdashed in various ways as the artifact is found, stolen, claimed, lost again, etc., especially since it's likely with that many dwarves that several of them would have hands on the levers of power that determine whether their whole civilization goes to war and so on.
>>
>>149325863
>>149325972
>wars over artifacts
>you will go on virtual quests to recover the family heirloom Wiltedstenched the artifact alpaca hair right sock in your lifetime
>>
>>149326145
Yus!
>>
>>149326145
>The Sock... of Destiny.
>>
>>149326145
One of Threetoe's stories details a big battle between humans and dwarves (and their elf allies) and its revealed that its all over a bed the human baron stole for himself (allows a perfect/enjoyable rest to all who use it) which the dwarves had intended to give to the elves as part of an alliance or something.
>>
shit! can I cancel a conviction? I have a vampire and some human poet accused a woodworker, I accidentally took him on his slimy word for it and convicted the woodworker who was in all likelihood innocent.
>>
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>>
Any way to break a block with DFHack as if it was mined?
I want to try something out.
>>
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>>149326905
>>
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>>149327703
>she
could be worse
>>
>>149326145
One sock to rule them all
>>
Can I make my tavern bigger after I already designated it?
>>
>>149329124
Fuck, never mind, already figured it out
>>
holy shit how do you even remember what any of your levers do after you get to have a bunch of them
>>
>>149055438
Seriously, my last 10 forts have been in untamed wilds with the intention of domesticating giant bears or some similar giant beast and I just keep getting fucking Kea's and Eagles.
>>
>>149329285
I put them near the things and in the order those things appear. Works fine.

Or color schemes.
>>
>>149329285
A. Use the in-game Notes system. That's what it's there for
B. Import different color stones. Make levers and shit they're linked to match color
C. ???
>>
>>149329285
Notes? I used to do that at the beginning. Now I just build them in orientation.
>>
>looking at dorf thoughts
>"He was interested near a fine Trap"
>immediately think of the wrong kind of trap
4chan has corrupted me.
>>
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>tfw 80+ idlers
>Everything in its place
>Shit gets done as fast as it's assigned
>All that goblinite and depot goods gone in like 2 weeks

>>149331852
Shit's great. Put artifact wells, bags, traps, other furniture and use platinum/aluminum block buildings that need architect in your dining room after you ground the skill up. It's amazing when your dorf has like 30 orgasms 3 times a season.
>>
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>walk into human keep
>screw around conversation with the lord
>claim the site for a couple of different groups, not really paying attention
>go downstairs to check out the loot
>see this

So what, did they just decide "yeah you know what he's earned it" and just handed the place over or something?
>>
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>>149333987
What a pussy, they totally just handed the place over to the first hero who walked in and asked for it.

Well, time to do my best to ruin the town for the fun of it.
>>
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>>149222750
>>
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>>149335048
>>
>>149335209
>plant trees along the battlements
>chop them down and rain logs on invaders
could be fun.

>>149335048
what does Slayer mean, is that the one who finally killed the murderous sock?
>>
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How the hell do I make it so my dudes butcher shit like lizard people and goblins? I edited the ethics, generated a new world and it still won't work.
>>
>>149259243
pretty
>>
>>149337915
Butcher sentients ethic, haul them to a stockpile near your butcher
>>
>>149335982
I think slayer refers to the wielder of the sock.
>>
>>149259243
That's brilliant. But I have to ask what type of fps you get
>>
>>149335048
>Dang Waxyjackal
I don't know why I find that name so funny.
>>
>try learn how to play DF
>follow the pdf up until I start having to place stockpiles
>stop playing
>repeat 4 times

How do I get an attention span?
>>
>>149340908
I had a give up problem at the beginning so I started to design the entire right at the embark (took hours), that way I wouldn't give up and restart without making the elves draw out every single drop of my blood.
>>
>>149341116
design the entire fortress*
>>
>>149341116
It's not that I don't have any designs, plans, or ideas, it's just that I can't actually find the effort to learn how to play the game.
>>
>some migrants have arrived
>30 of 'em
And now I remember why I got discouraged the last time I tried to get into this. I am nowhere near prepared for 30 more dwarves.
>>
>>149341582
Why not? Food and drink is easy. You always need more miners, furnace ops, haulers and soldiers. In your init config turn off migrant skills and bam, they don't fuck with anything. You can just ignore them and they'll just haul/dump shit near instantly instead of season long completion times.
>>
>>149342026
Skills is exactly what I have trouble setting up.
Also, I'm a very slow player. I just got these thirty fucking dwarves coming in and I don't even have a proper workshop floor set up yet. Just a couple temporary things in the middle of the dining hall.
>>
>>149342254
If you're getting second wave of migrants and have no workshops yet you're doing something wrong
Use pause button
>>
>>149342254
Pause every 5 or 6 that come in. Assign them their custom profession, nickname with modifiers and notes, and configure their jobs. Guys you don't know what to do with, either name them hauler for the default unemployed labor pool or recruit and go have them fingerfuck each other for 3 years.
>>
>>149342404
Second? Oh no, this isn't the second. This is the third. I just hit the second spring.
Very.
Slow.
>>
>>149342515
>third
Fourth*
>>
>>149342515
If you plan ahead, your fortress will grow as fast as your miners can mine. I don't know what exactly you are doing wrong, but for starters don't bother with stockpiling stone and wood. Well, small stockpile near your carpenter is all right, but don't bother hauling hundreds of logs. If you want to clear stone from a room, designate 1 tile dump in the same room and dump-reclaim it. For workshops, you can use custom stockpile to keep crafts and furniture together
>>
>>149337915
simple, in this version you can't butcher and eat sapients

PROTIP: becoming a zombie removes your sapience and somewhat increases muscle tone, meaning a necro can help you eat all the dwarf, human, goblin, and elf meat you want, or use bone and leather for materials
>>
>>149341582
Why don't all you people who don't like migrants, SET MIGRANTS TO LOWER?

Can anyone explain why people would rather complain about migrants than reduce them?
>>
>>149344909
They're too new to know how let alone love how amazing migrants are.
>>
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>>149344909
>talking down to someone in ALL CAPS because they don't cheat
please leave
>>
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>Wait in silence thinking it's gonna be some kick ass shield menacing with spikes or a breastplate depicting some elven slaughter (while menacing with spikes.)
>Still got a masterwork helm though.
>>
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I thought things were about to get pretty spooky when the guy asked me for a skeleton, but this one is barely 5/10 spookiness level
But hey, at least I have legendary bone carver now so there's a reason to start messing with animals
>>
>>149348747
Always should be. Killing is easy military training and you can stud any craft with each animal's bone/hoof/horn for a decent amount of dorfbucks each, make totems on which you can stud more bone, and you got a lot of that bone.
>>
Is bone artifact short sword any good for my military ?
>>
>>149350435
No. It's cute as fuck though so give it to your artifact honor guard/training squad.
>>
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Sounds dangerous
>>
>>149351174
Get him to join, drop him in a well, make a vampire cult in your sewers.
>>
Is there a graphic tile-set for adventure mode similiar to DCSS sprites?
Or is it still all letters and colored symbols?
>>
>>149351715
You don't even play crawl in ASCII? Dude, lame.
>>
>>149351785
I know, i'm a fag.
>>
You gesture

/dfg/ shakes and shudders!
>>
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>embark in evil region
>giant eagle man corpse
>everything dies before I can even dig a shelter
>>
>>149355520
>Dig
You're supposed to construct a 5x6 with a roof then dig down.
>>
>>149355651
I never build roof on this temporary box unless it rains acid.
Also I wouldn't make it in time anyway.
>>
>>149355915
Replace cat with [flying thing]
https://www.youtube.com/watch?v=aKYpECibw5c
>>
>>149355651
No, you're supposed to dig a hole, build a hatchcover and get underground ASAP before you get misted to death
>>
>>149351715
What even is DCSS?
>>
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Mom's gonna freak!
>>
>>149357628
Shoulda been giving them rooms and had a legendary dining room full of artifacts and buildings to combat bad thoughts.
>>
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>>149357725
I blame drugs
>>
What are the consequences of killing visitors?
>>
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I want to make a reservoir. Aquifer is located above 1 and my meeting hall/tavern/whatever is above 2. Will pressure fuck me if I channel a tile at 1?
>>
>>149360596
Shouldn't. whatever is on the z-level below the double up/down staircase near 2 is going to get flooded, though
>>
>>149360596
Don't quite understand the question, but pressure will raise the water level to the same level as the aquifer. So the water should get pushed up the staircase
>>
>>149360596
>>149360976
oh, I didn't see
>above 1
thought it said "at 1"
in that case >>149361183 is right
>>
>>149262051
>name field
>tripcodes
>specifically designed for anonymity
>>
>>149361515
4chan was designed for anonymity. Using avatars and signatures is already against the rules, and in my opinion abusing the name field should be as well.
I don't mind people using names and trips when they post their creative work or if their identity is otherwise important, but just using a name for the sake of being a special snowflake just doesn't belong here.
>>
>>149361313
Hey guys, just tried my first fortress since DF was 2d. I was doing ok until winter came and the river froze over - I forgot that the kitchen cooks booze by default and by the new year nearly all my dwarfs died of dehydration.

Does running channels of water through mud layers / rough tunnels deposit mud everywhere? I'm looking at building a central cistern and a simple well to begin with but how do I stop water going stagnant or otherwise undrinkable?
>>
>>149362985
>and in my opinion abusing the name field should be as well
Well it isnt, so you can fuck right off.
>>
>>149362985
>against the rules
You guys never care about the rules when you go into a shitposting frenzy, why now?
>>
>>149363126
Water from rivers and aquifers won't become stagnant unless it's in a murky pool
>>
>>149363259
I do, and I've never gone into a shitposting frenzy.
I know namefagging isn't against the rules and it doesn't bother me personally. But it still derails conversions, without adding anything to the discussion. Which is why I think most boards would be better without it.
>>
>>149365003
It only derails conversation if the one using the name is a "umad" asshole, and if other people get TRIGGERED just by the use of one. You could ignore him but you wont because people who bring this kind of shit up in the first place just wanna bitch about something.
>>
>>149363259
>people are still arguing about the namefag
this is why it's a problem.
>>
>>149366224
>>149366224
>>149366224
drop your names and grudges where they are for the changeover to the next month's schedule
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