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/dfg/ Dwarf Fortress General

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No edition edition
Previous thread >>149392879

>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Dwarf Therapist (Out of Date):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DFHack (Out of Date):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Starter Pack (Out of Date):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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>human mercenary appears
>has a reasonable suit of armour (no breastplate, but a mail shirt at least, and everything is covered)
>actually has a few combat skills
>actually has the armour user skill and so doesn't walk at a snail's pace
fucking amazing. first time I've seen anything close to that competent
5 dead mountain gnomes to her name in her first month here
>>
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>>149738967

the 2 I checked are wearing armor, can't see skills or kills because no warriors ever want to join
>>
What do when you have 50+ idle dwarves at all times?
>>
Some migrants have arrived.
>>
>>149739742
build a giant pyramid on the surface out of [most plentiful metal]
create more militia squads
send them into a cavern to fend for themselves, let the last couple survivors back and give them nice rooms
designate the hole surface as a gathering zone, make them all herbalist/woodcutters (so they carry axes around), rule the world and never farm again
>>
>>149739742
Make them smooth stone or draft them into the military.
>>
>furnace operator drops dead in the middle of the tavern
>no combat report
>he had no injuries
>pile of vomit

D-did he die of alcohol poisoning?
>>
>>149740282

Was he ever damaged?

I've noticed one of my injured dwarves who needs a crutch is constantly winded now from walking around while drunk.
>>
>>149739742
>50+ idle dwarves at all times
I would just kill myself. Not on purpose, the sheer weight of my 'tism-induced anxiety would form a singularity in my brain and my head would implode. I can't even imagine how you can get that many idle dwarves.
>>
>>149740282
I think that is possible, the same thing happened to me once and I assume that's what it was

in the initial tavern release cats kept dropping dead from alcohol poisoning (from licking things coated in booze, can't remember how exactly), so death by alcohol poisoning is definitely possible in DF
>>
>>149740387
He'd never seen combat, so he had no injuries.
>>
>>149740282
Sounds like it. Engrave a slab for him, it will note his cause of death.
>>
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>>149740570
Apparently he suffocated.
>>
>>149740535
Yeah, they were poisoning themselves with booze, in adventurer mode if you hang out in a tavern long enough people keep ordering drinks and tavern keepers don't have a cutoff point so they'll happily murder their patrons all day long.
>>
Sounds like Dwarves need to learn their limits.
>>
>>149741063
Yeah, that's alcohol poisoning.
>>
>>149741063
He drank himself to death
>>
Is there a way to force dwarves to climb and jump? I'm thinking of building an "exercise or die" fort with jumping, climbing, and swimming challenges that punish failure with injury and/or death. The idea is that all my dwarves will be buff as hell, and any invaders will kill themselves just trying to walk around.
>>
>>149742550

Not that I know of.

They'll happily sit up a tree and starve to death.
>>
>>149742635
Hmm...
What about just building lots of pits covered by retracting bridges connected to repeaters?
>>
>>149742550
Dig the floor from under them while they're adjacent to an unsmoothed wall.
You might be able to use a goblin catch-release-catch scheme to get them to climb to fight. I've never tried, but it should work if you're smart about it.
>>
>>149742846

Could work with 2 wide corridors
>>
>>149739742
It's never too late to pursue a new career path. If my old man became an electrical engineer in his 50's so can a potash maker become a mason or metalsmith.
>>
>>149741063
>>149740282
Performers and tavern keeper serve drinks non-stop if a stockpile and goblets are assigned to a tavern
Basically it doesn't matter if a dwarf is thirsty, they will make him drink until he dies
>>
What's the best way to deal with an insane dwarf? Ignore him? Unfortunate "accident" with a draw bridge?
>>
>>149744692
Wall him in and forget about him
>>
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I wish this dude still did art on the DF forums.
>>
>>149744540
Seems to me the only sensible reason to have booze in a tavern is for vampire and necromancer dorfs.
>>
>>149739742
Make them gather any and all plants on the surface. Strip it bare.
>>
>last survivor of a civ is the demon of diamond that created it
>he's off by himself in a camp alone

Holy shit, I could fucking NEVER find demons + their true name before, because they'd always be locked in a dark fort somewhere with 2500 trolls and beak dogs imploding my FPS, but this guy is all by himself.

And he's a demon of a super tough inorganic substance as well. It'll be especially badass to make him a full set of armor to boot.
>>
>>149746312
what mod for armor making plz
>>
>>149746503

Wanderers Friend lets you make armor in adventure mode, but I was just talking about making him some armor in fort mode. My fetish is switching between adventurer and fort mode.

My ideal fort would be just a male and female adventurer and their candy-plated diamond demon. Of course, getting two adventurers the Diagnosis skill is tricky.
>>
>>149746737
>Of course, getting two adventurers the Diagnosis skill is tricky.
What does that have to do with anything?
>>
>>149746737
kinda gay, no metal armor
>>
Did you know: you can alter how much stuff a minecart can hold?

Did you know: you can then use this and a reaction to put a fuckton of water or magma in said minecart?

Did you know: dumping 2916 units of water (or 7/7 depth) out on a cold day results in you being instantly encased in ice?

Well, now you do.
>>
>>149746941
Well they'd have to be able to treat each other for injuries if needed, if there's just two people.
>>
>>149747089
What the fuck were you doing
>>
>>149747195
Dwarves don't need any diagnosis skill to treat injuries. Or diagnose them, for that matter The skill only affects how long the job takes. Even if they did have the skill (or any other medical skill) your adventurers would both need to be getting constantly injured to prevent it from rusting to uselessness.
>>
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>>149747489
df/raw/objects/item_tool.txt > minecart > [CONTAINER_CAPACITY:3250000]
df/raw/objects/reaction_other.txt >
A reaction that makes 2916 water and puts it in an empty container.

Save the files, generate a world, test to see if it works, and dump the water out to make sure it is the full 7/7 depth you expected.

Then notice how cold it is outsidie.
>>
>>149747752
No, I mean, what were you doing that required you carrying so much water in a minecart
>>
>>149747608
Oh really? I thought if they didn't have diagnosis, they might misdiagnose a random body part and amputate something important?
>>
>>149747979
Nope. A dwarf who isn't even dabbling yet will diagnose with 100% accuracy 100% of the time.
>>
>>149748165
Thank fucking God.
>>
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>>149747976
Oh, silly shit involving construction inside of volcanos where it is really handy to be able to drop large amounts of water or obsidian on specific locations.

If you dump at least 1/7 (416~ units) water over a lava flow tile from 1 z above it, rather than making obsidian it clears the magma briefly since the obsidian gets destroyed. You can use that and tapping the single tick wait key carefully to put down walls and such and clear out sections of lava flow flooring.
>>
>>149748476
I see.
Well, good luck with that. Try not to encase yourself in ice again.
>>
>>149748675
Oh, it'll happen from time to time, it's not a safe hobby, but until Toady lets us dig as adventurers I gotta get my volcanohome fix somehow!
>>
Okay, so I want engraved walls in my dining hall, but half of it is loam. What do I need to do? Mine out the walls and build stone walls?
>>
>>149750146
Your only option is to move your dining hall. You can't engrave constructed walls.

or use dfhack.
>>
>>149750350
I think I have dfhack because I got the LNP. How does this help me?
>>
>>149750350
>You can't engrave constructed walls
Why is it even like this, its not like the walls suddenly turned into plastic or some shit.
>>
>>149750146
Dig deeper. Don't build your fort in dirt, you're not a fucking hobbit.
>>
>>149750447
IIRC, it has to do with how engravings work. They wouldn't be attached to the constructed wall, so you could remove the wall (or floor) and there would be an engraving sitting sitting there in mid-air.
>>
>>149750146
Use DFHack to find and excavate a cube of solid marble. I adore that shit.
>>
>>149750648
Make it so that blocks can be engraved? Or would that fuck with them being used for workshops/ other constructs like pumps?
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>>149751695
I'm pretty sure that's another big issue.
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>>149739742
Make bigger stockpiles.
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Uh, I just realized my outpost liaison didn't leave with the caravan

It's like spring again already
>>
>>149754415

Yeah they chill out in your tavern for a while now.
>>
My dwarves were upset about the lack of goblets so I forged a bunch of golden ones. Will they use them automatically from the stockpile or do I need to assign them somehow?
>>
>>149755129
put em in bins in the tavern
>>
>>149755129
>>149755286

Chests, similar to hospitals
>>
>>149755417
Thanks
>>
>>149755481

Bins will work too as anon suggested but not really worth it to bugger around with stockpile settings imo when you can just chuck a few chests down
>>
There should be lead poisoning in this game

I should be able to send those faggoty elves away with some lead lined food barrels and then do the same next year and then get news that they have mysteriously died from my sabotage
>>
>>149755684
>making the game determine syndromes for 124 elves 500 miles away
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>>149756943

checked
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>>149755868
>he isn't willing to sacrifice some fps for torturing elves
>>
>>149756943
Looks like a triple to me.
>>
Is there any way to turn of damp stone or warm stone cancellations? I mean, this game never holds your hand for anything, but this drives me mad. There is water above where I'm working and I have to re-designate each tile manually again and again. Not only that, when I do it takes sometime before they realize there is a designation so they have to walk all the way back to keep digging, and the fortress is flooding.
>>
>>149757323
If I really want to torture someone it'd probably be goblin babysnatchers who actually deserve it, not elves who have never remotely done anything to bother me

Conversely if I did want to torture them I wouldn't do so by destroying my FPS via tracking random ass interactions on the other side of the planet (and requiring the game monitor their thoughts etc), I would just put them in a pit, and drop one of them a few Z-levels in front of the others so he breaks something, eventually suffers an infected wound, and starts rotting away where they can see smell him. Probably dump garbage on them for additional stench. Eventually their clothes would rot off, causing more bad thoughts, and maybe put a corpse stockpile or butcher's shop in view as well.

Tracking itemsyndrome and bad thoughts for everyone on the whole planet would require much more than the supercomputer that will be needed for the finished DF product.
>>
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>>149757649
Elves being evil isn't just a meme. Their values are fucked up as heck.
>>
>>149757721
What about hyoomons?
>>
>>149757630

Yes there is, you have to edit announcements.txt, Google should provide the specifics since it's not exactly clear when looking at the file
>>
>>149757846
They are randomised for each civ.

Thanks to their randomized values, they are the only civ who occationally use war prisoners as slaves.
>>
>>149757721
>Elves being evil isn't just a meme.

It kinda is. The elven cannibalism meme is "once, dozens of years ago, an elf killed and ate a monster like adventurers frequently do." It'd be more interesting (and relevant) if elves were obligate people-eaters who also enjoyed using goblin, human, and dwarven bone and leather but their people eating is extremely rare and undetectable unless you use Legends mode.

They are a friendly race well over 99% of the time whose main relevance is bringing you cloth and thread for when you don't feel like dicking with the textile minigame (I know I sure don't) and very rarely bringing kick ass animals.
>>
So what is the deal with /dfg/ nowadays? There used to be endless flaming over ASCII>Grafix. Nothing anymore.
SInce dfhack/TWBT needs a while to update. What's your favorite ASCII set today, still Myne and Taffer?
>>
>>149757962
Ah, I see.
>>
>>149758028
>There used to be endless flaming over ASCII>Grafix. Nothing anymore.

We got tired of the "joke."

>You beat the dead horse corpse in the upper torso and the body part collapses in a shower of gore!
>>
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>>149758028
>>
>>149757972
No, really. Every time an elf kills a hist fig from a civilised race, he/she devours their corpse afterwards. If you didn't know, adv mode cannibalism was an exclusively 0.40 phenomenom, and is taken out now. ONLY elves and goblins eat people, and only elves have an ideology that glorifies it. Seriously, when you check the legends, you'll see the elves attacking other civs and eating their citizens CONSTANTLY. Even Toady mentioned it in the last dev log entry.

Like my chart said, they are also fine with murder and turture.

They are the epitome of misanthropic environmentalism.
>>
>>149758303
>Every time an elf kills a hist fig from a civilised race, he/she devours their corpse afterwards.

No, *sometimes* an elf kills someone and eats the corpse. As a result, over the course of 100 or so years, maybe 20 people got eaten by a given civilization. In a given world, likely none of your adventurers or dorfs will ever uncover evidence of it happening.

>If you didn't know, adv mode cannibalism was an exclusively 0.40 phenomenom, and is taken out now.

It was definitely in .34.xx to some extent.

Much more relevant are human bandits and, of course, dorfs beating each other over inane export laws.
>>
>>149758303
Man, Elves are dicks.
>>
>>149758729
It's not "sometimes". It's every time. Just look up a battle between elves and some other race in legends mode. EVERY hist fig who got killed on the opposing side will be explicitly stated to have been devoured afterwards(assuming they got killed by an elf, since the killer is the one to do the devouring).
>>
>>149757972
there's nothing difficult about the textile industry
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>>149758239
>We got tired of the "joke."
pic of a fortress? 10x10 seems a bit small for my taste.
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>>149757358
Nah, the south leading river is on the same z-level as the visible water there, while the north and west leading rivers are on the same level as the bottom of that waterfall, so it pours straight from the east input river through to the middle waterfall.
>>
>>149759006
disregard the quote
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>>149759006
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>>149758239
That's a nicely tuned 10x10 set, sets that small drive me nuts because you gotta scrimp and scrape for every pixel.

>>149758028
Myne and Taffer are natural picks for square sets.
>>
>>149758303
>Seriously, when you check the legends, you'll see the elves attacking other civs and eating their citizens CONSTANTLY.

A bit of an exaggeration. Depends on the exact populations involved, but the most common tendency is for goblins to overpopulate and account for the majority of wars. This world has 5 elven civilizations and are well surrounded and they have waged 0 offensive battles total.

I will keep looking to try to find proof of elves 'attacking everyone'. I'll certainly admit they're more aggressive than, say, dwarves, who don't seem to ever wage offensive war, but wars with elves with a player faction are rare to the point of being treasured. None of the DF players I know have ever even seen elves attack.
>>
>>149758969
>there's nothing difficult about the textile industry
You can't just automate it. It needs micromanagement. That's what sucks imo. Checking if everything is in order, checking planting, shearing, collecting, checking stocks, manually job orderings. It's a pita. W
>>
>>149758969
"difficult" and "not something I find interesting" are two completely separate topics.
>>
>>149759334

If you have enough shearable animals you can put shearing on repeat and it will never cancel out, alternatively having a decent amount and just putting the pens further away would also work.
>>
Aside from unadulterated autism is there any reason to use old school ascii or graphics packs that are easier on the eyes?
>>
>>149759489
old school ascii has less that can break when the game gets updated.
that's about it. it's otherwise just a matter of taste.
>>
>>149758960
>It's every time

Just checked a war with 125 goblin killed in a war against elves, no goblins were devoured. Now of course, its virtually guaranteed the reason that elves are bad at fighting and their giant animals do essentially all heavy lifting, but like I said, its quite rare. At best, its something that happens with 1% of the frequency of getting attacked by bandits or 0.1% of hammerers, and certainly nothing you would ever notice in adventurer or dwarf fortress mode.
>>
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>>149759224
I've had quite a few cases of elves waging war on literally everyone, but my world-gen settings specifically encourage that sort of bump-and-grind.

I have a screenshot somewhere but I can't remember the name, where the elves got sieged back and ended up with some of them being buried alive, flayed, and drowned.
>>
>>149759489
>preferring the use of imagination is "autism"
>liking things you dislike is "autism"
>>
>>149759489
I play always ASCII with new versions without dfhack/twbt support. I want my text to be readable and clean. I like graphics sets with twbt.
>>
>>149759657

Yes, I would definitely think that conflicts with elves are more common when there's widely dispersed villages and elven forest retreats intermixed. I usually only see a few cozy hamlets and a couple dwarven fortresses myself.
>>
>>149759334
Just build a few looms and your weavers will automatically collect webs and weave cloth out of them constantly. It's entirely automatic.
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>>149759672
>watching that the quiz bowl episode of king of the hill
>one of the first questions was "-273 degrees kelvin is what?"
>knowing everything wrong with that one question and caring is autism
>>
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>>149759815
Yeah, I am probably gonna wait for Toady to do more site overhauls before I put world-gen forts back in, towns are too interesting.

This was the screenshot I meant about the awful shit done as a result of elves sieging everyone else.
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>>149759224
>>149759592
To prove my point, watch this screenshot. As you can see, only two hist fig humans got killed by hist fig elves(one in a duel). Both of them got devooured afterwards.

Assuming that both of the involved combatants are hist figs, there is a 100% cannibalism rate.
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>>149761241
Interestingly, Thele Oakentook was the princess of the elf civ. She killed one more human after that battle, whom she devoured.
>>
>>149761241
>Assuming that both of the involved combatants are hist figs, there is a 100% cannibalism rate.
Ah well that's fair.
>>
>>149740282
>Dorf
>Alcohol poisoning


HIS LIVER WAS WEAK AND SO WAS HE

DROP HIM ON THE DEAD VERMIN PILE
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Forgotten beast trapped. Only waiting for the elves now. Lets see they try to eat that.
>>
>>149757972
>protecting trees

>not using any wood

>cannibalism


DF Elves are Bosmer?
>>
>>149687837
I can't wait for siegers able to bring catapults which can finally damage walls based on a hardness and health metric (i.e. More important to actually build strong metal blocks) I'd love to see stepladders and ballistas brought and siege towers built on site. "shovel"'s letting gobs dig through dirt mitebkewl too.

Not a fan of stone tunneling and sappers unless there's a hardness system though so you can still metal block a safehouse vault.

>2036
>The game can record hist fights
>Watch the siege of a human capital you saw fall to ruin in worldgen
>Over 15,000 gobs attacked
>tunnelers got under a corner tower, sappers set charges, and they blew it and the tunnel supports to collapse the tower
>Gobs pour into the breach
>Tonight, no mercy for an anus.webm

>>149688663
Obsidian is pretty much only good for more valuable stone crafts once you hit legendary. If you wish, and you don't realyl have a reason to not use real metal, you can make a ton of exceptional and masterwork obsidian short swords and put them in traps all over just for added light defenses.

If you want to be a cool dude, you can do a theme fort where you only use metal for non-combat picks and crafts/furniture/etc. Fighting is a lot more fun when you're using only wood, bone, leather and obsidian. Don't trap cheese shit and ramp into and live in cavern: 3 for maximum fun DF
>>
>>149739742
Put them in squads of 5 and assign them metal helm, mail, gaunt, high boots, leather armor, leather clothing, make sure all my loose metal greaves are forbidden or melted, give them bone greaves or leave their legs bare (rip). Wood shields and a crossbow, empty hands for wrestler, wood shield and 1 weapon type per squad. then I have them train on 3 months, haul for 3. I alternate the assignment on squads and they're good to go.

Another favorite use for them is to rotate my old legendary miners into a pick dwarf militia with 2 legendary soldiers per 5 miners to get them trained up and strip-mine shit with the new miners until they're legends and repeat.

If you have a small core of doctors, you can lightly armor up a dwarf, give him max head/chest protection, and use a retracting bridge over a drop shaft to keep dropping and lightly/mildly injuring them constantly for medical training. Fast diagnosis wound cleaning and stitching in a close hospital along with frequent bathing really helps the endurance of your military
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>>149759046
Finally, I don't know why I am compelled to do this shit.
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>>149764290
>a hundred years later, you arrive at the ruined capital as an adventurer
>the damage to the structures is still there, in the same places you saw get rekt in legends mode
>theres additional damage caused by erosion after that
>the ruins are occupied by several rivaling bands of squatters, refugees, nomads and bandits
>non-lethal gang fights occur in the streets regularly, which sometimes escalate into lethal conflicts
>as an adventurer, you choose to help the most honest-looking band
>you help them gain control of the entire city
>rumours of their strength help draw migrants from the poor villages in the war-torn countryside
>the new population, led and protected by the former bandit gang, help restore the capital to its former glory
>new and ancient architecture intertwine, resulting in a totally unique and diverse city
>a new flourishing city state is founded around the old capital
>the ruins are subject to many archaeological excavations, resulting in many interesting reports that are stored in the library
>a museum is dedicated to showing artifacts from the fateful battle, exhibiting equipment worn by soldiers on both sides, among other things
>the player retires in one of the old restored villas, and goes to history as one of the civ's founders
>>
>>149758729
Regardless of the frequency of the eatings, all elves are okay with it according to their ethics.
>>
>>149765185
We're not that far from there, really. That's part of why 40.xx was so bland feeling, it was setting down the groundwork for this shit.
>>
>>149765352
>That's part of why 40.xx was so bland feeling

Eh. The fact that it's evident that tons of groundwork was laid made .40 satisfying. That and world gen being continued after the initial time was absolutely huge.
>>
>>149765752
Well, I say that but it was when I started, so it's what df feels like to me, I played 34.11 to check it out, couldn't get the older ones to work, so naturally I'm geeked as fuck about the 42.xx/43.xx update cycle fleshing out the 40.24 I had been on for a year.
>>
>>149763341
Not familiar, but yeah, it makes significantly more sense that elves would either use wood and not mind responsible logging, or be mad about logging and not use wood.

Presumably they use wood due to magic-n-sheeit; however, their motive for avoiding making metals must surely be that they don't want to burn trees to use it, and they trade with dorfs under the hope that dorfs are using magmaforges to make their stuff.

Even the most conservative concept of elves should probably have them using some leather, some bone, and probably stone as well, especially stone tipped arrows and spears.
>>
>>149765351
They're just as opposed to consuming the dead in any other situation than after you've killed someone in battle, presumably the person killed isn't likely to care.
>>
>>149765965
I took first steps earlier to including a "divine wood" template with better properties so they feel more magical and threatening, less ramshackle hippies in cardboard armor. Still figuring out how to get them to use it properly, I hoped just removing regular wood templates from armor/weapons would stop those but the grown shit bypasses it apparently.
>>
>go to fight a hill titan with my spear
>realise the spear isn't doing shit so i escape after feeding like 20 peasants to him
>go back with a silver war hammer
>can;t find him
>wandering around the area
>suddenly a fucking demon comes around a sharp corner and implodes my ribcage through an iron breastplate with a single kick
>bleed and suffocate to death due to bones in my organs

i checked history, that demon killed the titan too. ??????????????????????????
>>
>>149766893
I believe they were not friends.
>>
>>149765352
Still pretty far imo. While he has hamlets and "towns" pretty much everything below * capitals are bare as fuck. Can't even buy food off the farmers when I'm passing by. I guess shit will be okay once he has more overland caravans in motion but still you're dicked pretty hard with adv mode. Especially when they never really grew above hamlet and town.
>>
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>>149766448
Give it barred armor and all that shit so they make armor out of it and they'll wear it. That's how you get craftable rose gold armor and shit.

>>149766893
They're often fuckhuge bro.
>>
>>149768390
Yeah, infraestructures are not satisfying at all for now, I wonder what kind of stuff can be made to fix that
>year 2038
>While dwarves are still under your command all the time, sometimes a dwarf, following a dream that involves leaving the fortress will petition a permit to do so (think of it like a mood)
>You can give a range of permissions, varying what you expect from that dwarf, from total freedom (you can go and come back whenever you like), passing from conditioned permits (you can go for 3 years, but you must return with an artifact for displaying at the fortress, etc.), to giving a denial of a permit that will cause bad thoughts
>More complex IA and psychology will be needed, as dwarves may or may not abandon their dreams if you deny the chance to leave the fortress or they may get increasingly insistent the more you deny it. They will also need to find ways to acomplish the tasks you set them, etc.

I just want more out-of-the-fortress stuff in dwarf mode, and specially this kind of stuff is very fitting, because you can see that most stories start somewhat like this. It also lets you decide if things are gonna happen or not.
Like, maybe you have this crazy dude that wants to rule the world but you don't let him get out of his house, because you know that if you did, he would die, because by his personality, he's such a wuss. stuff like that
>>
>>149768390
Adventurer isn't bad. Its good as an errand boy for fortress mode, and in a busy world you can repeatedly fight off whole sieges if you're good.
>>
>>149769158
that would be awesome dude, exactly what I want too.
Im more interesed in having more roles in adventure mode thou, that really would add deepness to the game
Have you seen the ''the law, the ultimate suggestion'' or something like that in the forums, it talks about a lot of stuff, and the guy talks about contrats and using that to buy stuff and make labour available, in the sense that having a contrat to work as a metalsmith would give you a reason to buy a house and start making swords and armour to your civ, in a comfy place.
Combine that with the other suggestion of item crafting getting better the more you use it, and you can become a legendary smith that revolutionaces the whole industry
>>
>>149769180
I'm just mad because I shouldn't have to go to a mountainhome or steal shit but to get some basic crap together. I went and roamed the wilds for hours to get meat and bone crafts, let me buy shit damnit. It really hurts that we can't push wheelbarrows either. you can only do so much early on even after you hit superdorf/human/elf.
>>
>>149771427

I find it easiest to get stuff as a human, myself.
>>
>>149768390
Having dorfs make towns leads to them taking over the world regularly.
>>
How can i Inspect stone slabs and statues to see what they depict ?
>>
>>149773318
[l]ook at them and view the [d]escription
>>
>>149773768
That is for stockpiles, but can I inspect statues that are already placed somewhere ?
>>
>>149774212
[t]
took me ages to figure that out, too
>>
>>149774212
Oh, derp, you mean in fort mode, you gotta inspec[t] a building, I think.
>>
>>149773768
That only works in ad mode.

>>149773318
You use the 't' command to look at them.
>>
>>149774289
Yeah I knew that I can do that. But I forgot how. Thanks.
>>
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>>
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>>
>>149775457
did he knock it down towards his leg? sucks to be that guy.
>>
>>149775457
Honest question: will the fact that the lower leg came off first make the bleeding more severe? Realistically, it shouldn't, but it wouldn't suprise me if DF had a bug like that.
>>
>>149757630
No. But there's a tool in dfhack that will automatically redesignate the tiles for you.

>>149757918
That only lets you turn off the pause and recenter and announcement. It doesn't let you stop the cancellation.
>>
>>149777105
discs have multiple attacks so i think that was the case.
>>
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>>149777241
Nah, losing the lower then upper leg immediately isn't going to have much difference from losing the upper leg by itself. There is a certain amount of blood in the lower leg anyways and then the brief step where the upper leg is bleeding vs just the hip bleeding won't change it more than a single tick at best.
>>
How the hell do you maintain a functioning fort that lasts longer than one and a half years
>>
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>>149782634
How do you get those seemingly floating floors?
>>
>>149782932
>one and a half
Pffffft, elf.
>>
>>149782932
Try following the quickstart guide on the wiki. Then try the military guides if it's werebeasts or something like that ending you. If you still can't make it after that, there may be no hope. Consider other games.
>>
>>149783093
They're probably just the tops of walls, but any constructions or natural tiles can be supported from below.
>>
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How can Armok even compete?
>>
>>149782932
walls. build a highground and put crossbow dorfs on it. even if they only have wood bolts a few from the cloud should get between armour pieces and cause injuries
>>
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>>149782634
>urist treebreaker
>>
>>149783224
pls no bully

>>149783409
>>149783853
Yeah it's always the invasions that kill it after a sort of slow decline where I'm unable to keep up with the population. Thanks though.
>>
Did 64-bit actually help anything?
>>
>>149784682
Some anon said that it increased the fps by 1, and that that made a big difference. I don't knowif it was sarcasm or not.

We just have to believe, I guess.
>>
>When Mountainhome sends its dwarfs, they’re not sending their best. They’re not sending miners. They’re not sending farmers. They’re sending people that have little use, and they’re bringing those 'skills' with us. They’re bringing diagnosers. They’re bringing clerks. They’re rangers. And some, I assume, are good metal smiths.
How do I refuse migrants early on when I have little to no industry?
>>
>>149739742
Deforest the surface, if you haven't done so already.
Gather all plants.
Increase the size of your military force.
>>
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>>149783093
[] wall
_# fortification

>>149784270
You know it.
>>
Can someone recommend a good tileset that makes DF look like a NES era rpg(preferably a jrpg)?
>>
>>149784902
You can't. You can only adjust your population cap.
However that's likely going to change soon. Now that long term residents can petition for citizenship normal migrants probably (hopefully) will too.
>>
I have a couple of dwarf constantly unhappy. Not even going to the bar or good food, which they somehow always miss because they eat raw vegetables, makes them happier. I had only one tantrum, and it was a bolt out of the blue, the dwarf never had any problems before that.

And here's the catch, the unhappy ones are in the army, so if they go berserk someone's gonna get it good, on the other hand they can just get the "doesn't care about anything anymore" modifier. But how do I speed that up? I have a bunch of goblin prisoners. Should I let them fight?
>>
>>149784902
>They’re rangers
Is there any better way to spend a friday night than individually inactivating the hunting skill for dozens of rangers to keep them from sleeping on the ground?
>>
>>149784902
You don't. I think you may have your values askew, though.
Literally any dwarf can be a pro at swinging a pick in a season or two. You'll never need more than 2 or 3 skilled planters. Skilled metalsmiths are hard to come by, though, and their skills are more valuable than every miner and farmer in your fort. Skilled diagnosers are even harder to get if you don't luck into a bugged diagnosis loop. Rangers could be a few things, but if they're hunters that's free food and/or free skilled soldiers. If you need more miners and farmers literally just v p l.
>>
>>149785553
>soon
Good one. he he he
>>
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>>149785536
Sounds like you're looking for Rally Ho! exactly: http://www.bay12forums.com/smf/index.php?topic=149172.0
>>
>>149786568
It looks pretty nice, but I'd prefer a non-quare set, and probably also a little higher res.
>>
>>149786730
I feel ya, I tried to rescale it once but the detail is not well-suited for my skill level.
>>
Has Toady added anything new to fort mode or has it all been adventurer stuff? Been away for like 2 years and don't really care for adventurer mode.
>>
>>149787334
So there isn't any? I'd just like a nice, non-square figurative tileset with an old school feel. While I'm liberal with graphical tilesets, I don't want anything to do with graphic sets either.

I guess I'll just hope someone makes such a tileset one day. Until then, I'll just use the default cp437.
>>
>>149787719
Being figurative and looking like an old school jrpg seems mutually exclusive to me. Old school jrpgs were all graphical, and the creature sprites from that era are the most recognizably stereotyped thing about them.
That said, anon was working on a tileset that I think he was calling comfy or something like that, that kinda sorta gets that feel. I haven't seen it posted in a couple of weeks or more, though.
>>
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>>149787719
Yeah, that's why I stick with my upscaled curses set.

>>149787664
Workflow, taverns, needs, temples, combat changes, hang on.
>>
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>>149788658
Not sure if they posted a more updated version than this one yet.
>>
I just want to be rancher and grow all kinds of livestock and crops.
>>
>>149788658
By figurative, I meant graphical.
>>
>>149788920
Ah. That wasn't exactly clear, as the next sentence you said "I don't want anything to do with graphic sets". Then if you do want a graphics set, comfy might not be what you're looking for after all.
>>
>>149788827
Looks like it's still missing a couple of tiles.
>>
>Really want to have a beekeeping industry
>Embark
>Area has bees!!
>They're all bumblebees
WHYWHYWHYWHYWHYWHYWHYWHY
>>
>>149789135
I don't want graphic sets. They are too clumsy, and have to be updated everytime Toady changes the raws.

I want a graphical tileset, that's all. Judging from the pic, comfy looks about right.
>>
>>149789431
>and have to be updated everytime Toady changes the raws
I'm not sure how this misconception gained so much traction, but that's almost never the case.
>>
As a beginner should I start with the original graphics or download a cleaner and clearer ascii pack?
>>
>>149791559
It's literally all up to preference, but packs usually make the game easier to understand
>>
>>149791559
Original. Above all else, make sure you can play the base game first
>>
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Well that is the most awesome thing I've done with a camp since I got all those elves to build one over a volcano and punted them in afterwards.

This volcano was filling from the caverns so I blocked it while I built it out, then when I got the bottom levels right I let the water start filling, it capped over the tube with obsidian around the pillars and stairway, and it gradually filling up to the cavern level right?

I wondered if I could use a pressure-controlling diagonal gap to keep from flooding the camp itself, while letting me drop water onto a section of magma/lava flow which I set up back inside the cleared area.

Behold, a perpetual mist generator which destroys the water after it falls. :D
>>
>>149791559
The only difference is cosmetic. Play with whatever you like.
>>
>>149792092
Nicely done.
>>
>>149738473
>tfw you can never make anything like this in df because the game is shit
>>
>>149791559
i used to use tilesets but then toady actually started updating stuff and it became too much of a hassle to keep installing them.
>>
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>>149792821
Thank ya, I was pretty sure that the pressure stops would keep it from flooding but I was worried it would start splashing over the walls instead of getting vaporized cleanly.
>>
>DF has sound now
Holy fucking shit. Let's get to it, lads.
>>
>>149789274
If you build a hive anyway your dwarfs might find some you missed. Also you can destroy colonies so more can spawn by building dirt roads over them.
>>
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>>
>>149793302
Good ole' ninedots with their trippy-as-balls gifs.
>>
>>149793160
You mean Toady's guitar track? When has that ever not been in the game? It goes all the way back to the 2d days.
>>
Is it normal to have an entire fort level dedicated as graveyard?

my entrance look like a horror show of blood and broken bones and dreams
>>
>>149794596
that's normal. dwarves never clean the outside so it's full of vomit
>>
>>149792873
1x2 embark to a desert or glacier, pick a middling to low pop cap. Listen to the maximizing fps page. stay on target and you will.
>>
>>149784682
>>149784853
It's for DF not crashing when it hits 2 gb of ram, not a performance boost.
>>
>>149795610
nope still cant make entrances and waterfalls like that because the game is shit and 2d now if this was minecraft (a much better game btw) maybe you could do that

also no redstone
>>
Is that like... a race of vampires, in masterwork, disabled by default, or will that turn off vampirism entirely?
Why is half the shit in the pack disabled be default? Must everything be esoteric?
>>
>work order and manager improvements

is it easier manageable without therapist now?
>>
>>149765965
Bosmer are an Elven race from The Elder Scrolls living in the province of Valenwood.
Most follow "The Green Pact" which is a strict code: "Do not harm the forests of Valenwood. Do not eat anything made from plant life. Eat only meat. When enemies are conquered, their meat must be eaten, not left to rot. Do not kill wastefully. Do not take on the shape of beasts."

However, unlike Dwarf Fortress Elves, they do not mind others cutting down trees and will use wood and wood products imported from other races.
>>
What should I do when I have many dorfs
>>
>>149797398
Start smoothing stone.
>>
>>149797398
>>149797464
Alternatively, start moving the rocks littering your fortress to a stockpile somewhere. That'll keep 'em busy for a long time.

Or draft 'em into the military.
Or drop 'em into the caves to explore.
Or pick the surface clean of all plants.

There's a multitude of things you can do.
>>
>>149796019
But you can and we don't need redstone because we can do similar logic already

>>149797398
Haulers to grease the wheels of commerce
Put them in squads with 2 legendary dorfs and have them train on 1 season, haul the other. Alternate on/off seasons with each squad for a rotation
The previous but without good soldiers to teach. Go beat prisoners/wildlife with training weapons to level 7 to jumpstart sparring cascade
Put your legendary miners into squads with legendary soldiers to teach them. Put migrants into mining until they're legends and repeat.
Armor them up and drop them in pits to skill up doctors.
>>
Finally my adamantine clad warriors got the goblin blood that they had been lusting after for so long. The problem is, the game seems to think that there is still a siege happening?

I captured a few so I can train a marksdwarf squad (gonna have them get pelted by wooden bolts for the remainder of their days) and Im pretty sure that them being alive is related.

I'm playing 43.03.

Do I have to execute these gobbos? I want to use them for my own evil purposes, I'll be pretty sad if I need to throw em out!
>>
How do I get my dwarves to store stuff in a specific chest? Like goblets in my dining room or thread in my hospital?
>>
>>149797942
Goes without saying but crossbows are easy to train, wrestling is a good I have no gear yet option and give them a real weapon later. Battleaxes for severs, bisect and decaps on inorganic shit, spears for large shit, hammers for equivalent mat armored and undead, picks are decent quickly trained all rounders.

>>149798374
Caged don't count. Search on your units list.
>>
>>149798763
>Caged don't count. Search on your units list.
Ain't nobody left boss.

Everyone is reduced to hilarious amounts of limbs.

The fighting ended with my dwarves at the edge of the map murdering all intruders, maybe some gobbos fled off the map and aren't yet counted as off the map?
>>
>>149798763
Dwarven wrestling is the sort of thing you shouldn't wish on your worst enemies.

We don't use Kisat Dur to make wrestling more brutal, we use it to end the fights faster than bleeding someone out by gouging their toe until they die.
>>
>>149797942
no you cant show me one in game screenshot
>>
>>149800458
Eat your heart out. http://dwarffortresswiki.org/index.php/DF2014:Computing
>>
>>149800993
im talking grand entrances and head waterfalls
>>
>>149801139
But you can. Fluid mechanics is in the game, and by using pumps, you can manipulate bodies of water and make spectacular waterfalls. It won't be easy on your fps, though.
>>
My first ever Elven caravan arrived /dfg/. Should I expect to face a war because I've been cutting down trees to fuel my charcoal industry?
>>
>>149802072
im talking about the architecture numbnuts
>>
>>149802072
Stop taking obvious bait.
>>
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>>149801139
Here ya go.
>>
>>149802934
You can build impressive entrances, too. There's definitly an architectural aspect to DF.

>>149802961
It's not bait. It's shitposting. There's a big difference. I'm just in for the banter.
>>
>>149803854
this isnt IN GAME

>>149804176
proof? none? ok
>>
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>>149804176
Very satisfying to figure shit out and attempt to design interesting architectures.

>>149804318
It is when I play it, perhaps you need to grind your visualization skills?
>>
Can I somehow civilize animal-people I caught ? Or is it impossible ? I had none in my tavern, just one dwarven visitor in 3 years.
>>
Is there any way to speed up world-generation? I'm want a long history but it's taking almost a minute per year and I'm not even above 500 yet!
>>
>>149804176
He's shitposting things that no one who's played the game could possibly think. He actually said that DF is 2d for chrissakes. And you're dutifully giving him (You)s. That's bait, and you taking it. Hell, this is me taking it. Good job anon, now we're both food for the cyan platlet factory.
>>
>>149804318
Learn to use your imagination
>>
>>149804775
Take a nap. Have a meal. Go for a walk. Watch a movie. Sorry, that's the best I can do for you.
>>
>>149804606
but can you make it out of ice or bones?
>>
>werecamel disease destroys my entire fort except one man, who was then voted mayor by himself
>he walks into one of the living quarters and I lock the door behind him
>wait for migrants
>build wall to keep him in
FORT STATUS: SAVED
>>
>>149804994
learn to back up your claims

>>149804606
not acceptable you know what i mean
>>
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>>149805195
Ice and Steel good enough for you?

I could make it from bones, just a matter of tossing in the reaction really.
>>
>>149805479
when you make that reaction I want it too
>>
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>>149805346
As I said, level your visualization skills, I can see these structures just fine, I like to take the screenshots with stonesense or armok vision to show others, but it would be pretty hard to build if I couldn't tell what I was building.
>>
>>149805667
[REACTION:BONE_BLOCKS]
[NAME:carve bone blocks]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE]
[PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:bones:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:bones:NONE]


Optionally replace the tool reagent line with something like: [BUILDING:CRAFTSMAN:NONE]

Then toss in [SKILL:BONECARVING] and it should be possible to just queue it up in fort mode, or carve them in adventurer mode, though in adventurer mode you'd want to use WOOD instead of BLOCKS, because you have to use logs to build camps, so you get "goblin bone logs" or whatever.
>>
>>149806345
sweet
>>
>>149798907
Does anyone have an idea whats potentially going on?

Its been a few months and the siege tag still hasn't dropped.
>>
>>149807384
You're in 43.03 right?

Uhhhh, fuck I can't think of how to just search for your site number directly.

Try gui/gm-editor df.global.world.world_data.units.active I think and see if there are any units at the bottom of the list with the goblin race, in vanilla it shouuuuullldddd be 468? (465 dorf, 466 human, 467 elf, 468 goblin) and see if they have flags2 or flags3 with invader or sieger or something like that, or an idle_location of like (56)Marauder Mill or some shit? They might be bugged into the dirt or something or dead but not registered right?
>>
>>149807965
Whoops, not world_data, just df.global.world.units.active or if you want to look at your site I think you can do df.global.world.world_data.active_site
>>
I have a dwarf miner thats begun to talk to the rain....should i be concerned?
>>
>>149807965
>>149808076
Wow, thanks man.

Where would I type in these commands? DfHack? Or am I looking for an actual file somewhere? Never had to fiddle with this stuff before.
>>
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If Avuz doesn't finish the job here next month will be fun.
>>
>>149809269
Should be in the dfhack terminal, not sure if you launch with one of the lnp launchers or whatnot, it'll pull up a scary looking screen which can fuck up everything so don't change shit unless you know what you're after.

I assume that your units list doesn't have a unit who is shown as alive but you can't zoom to, you can also select a unit and just type gui/gm-editor to pull up that one, but if you have a stuck siege it is probable that there is a reference somewhere which needs to be cleared.
>>
>>149809856
Wow, cool. I've messed with DFhack stuff before but not this specific plugin. If I type in:

gui/gm-editor df.global.world.units.active

the script completes but returns nothing. Am I messing up?
>>
>>149809856
>>149810278
Oh wait shit it opens the menu in the game!

Nevermind! Lets have a look..
>>
>>149810578
Yar, that should give a bunch of entries, [0], [1], etc, scroll up to hit the bottom of the list, and that should be the newest arrivals on your map. What you'll be looking for is one with the race shown as 468 and like I said, the idle location or idle area or something saying marauder or invade or something like that.
>>
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This is so much cleaner than last year's meeting, when she crushed the diplomat's limbs before stomping his head in.
>>
>>149811307
You can cross check by running the script with no target (just gui/gm-editor) while highlighting a unit in the units/animals/other/missing/deceased lists, or while targeting a specific unit.

You said you have a caged unit?

Pull them up in the units list and run gui/gm-editor then see what their job is listed as.

Oh, and as always, be careful, it is a very powerful tool, but it gives access to damn near everything in game so you can fuck shit up bad if you go changing things without knowing what they are.
>>
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>when the elves keep sending new caravans, despite the old ones never returning
>>
>>149811307
>>149811570

Well, so I saw that menu and thought Id try a simpler solution first.

Decided to make a glorious magma pit in the glorious name of Armok and began throwing my goblin prisoners into it.

The first one that I threw in, the moment he vanished into the magma sea below the siege tag vanished! I think by killing one I forced the update that the game needed.

Now to strip the rest of their clothes and train some marksdwarves.
>>
>>149740535
the cats were dying because they were licking themselves clean after wandering through puddles of booze. I almost feel like I'm making this up because that is beyond autistic detail even for DF but that's how I remember it.
>>
https://www.youtube.com/watch?v=mF_p-mlNhuA

>all those mispronounciations
>>
>>
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I blocked off the waterfalls to let the volcano tube fill up completely to the cavern layer (god what a weird sentence) took a dickyear so I grabbed a bunch of heavy ass blood thorn logs until I was at 0.099 and started crawling around to spam time faster.

>>149812116
Oh good, well, now you've popped your gm-editor cherry at least.
>>
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>>149814873
Hrrm, so I put walls up in the waterfall feed tunnels to stopper them so I could rearrange things and let the tube fill, and then I removed them to let the logs fall into the lava flow right?

Well, I mentioned above how I was screwing with wood properties and ended up with blood thorn logs weighing 632 urists //each// which produces a rather... dramatic result after falling just two z into magma.

>>149813550
I liked how they pronounced them actually.
>>
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>>149815317
I struggle to decide which one of the following two is more annoying:
>4chan memes about dudes in my country supposedly getting their girlfriends stolen by racified men
or
>anglo DF players constantly failing to pronounce the diacritics in dorf names
>>
can anyone post the literal combat log picture?
>>
>need to deconstruct an upstair over open space
>dwarf keeps trying to stand on the stair to deconstruct it

I should just let you plummet to your death you fucking idiot.
>>
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So the spiral that I built?

It completely buttfucks the ai, they keep trying to pick a direction to reach me from, but only the ones that are brave enough to try to jump across actually figure it out.

>>149816425
Yeah, I can see how that would be annoying just from the spanish I know, having a background in a language where they're more than just a fancy looking letter would probably be maddening.
>>
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>>149816781
>>
What's smarter?
Only farmers harvest VS everyone harvests?
Mix Food VS No Mix?
>>
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>>149819112
Farmers need to plant as I recall, harvesting isn't skill based right?
>>
>>149819112
Only farmers mean less spill and bigger plant stacks. Consequently, the bigger stacks also result in more booze per barrel.
>>
>Chief Medical Dwarf is dabbling in every healthcare profession

>An entire squad is in dire need of care

Jesus i thought i would be a bloodbath put the cracker somehow pulled through the surgeries with two fatalities
>>
>>149819313
>less spill
What?
>bigger plant stacks
No, the skill of the planter is all that matters for stack size.
>>
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Well I didn't notice in the fustercluck originally but one of the elves was wearing some of the improved featherwood armor and it deflected one of my improved blood thorn bolts!

Success!
>>
>>149820237
dabbling doctors and legendary doctors are equally matched in effectiveness of treatment. the only thing legendary medical does is make the dwarf complete the task faster.
>>
>>149822582

Well thats disappointing, would have hoped on some critical failures like burning down half the fort or accidentally zombie
>>
>>149822582
Legendary Doctors should be able to fix crazy status ailments like curing vamprisim, or making new limbs.
>>
>>149822964
wouldn't they just get smote by some god if they cured the curse?
>>
>>149822964
Magical prostheses are planned, but it probably won't be doctors making them.
>>
just attempted my first raid on a Vault. Managed to kill 2 assistants and a soldier before running away with what I was able to grab. I got a divine material Hammer, and I want to know if it's worth training my hammer skill for it or to just keep using my iron spear
>>
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>>149823398
Sadly no, they're really light, good hammerer item, good for bashing shit forever to skillup hammer, but you'll want even an ordinary copper one over a divine metal one.
>>
Is there some sort of construction I can build that would allow me to seal a portion of an outside building but still allow light in? The idea is to prevent sun sickness.
>>
>>149826409
Glass
>>
>>149826409
essentially, no.
once light has been allowed through, the square will remain "light" even if you build a stone floor over the hole (bridges, grates, etc. all do the same), but doing that will then flag it as "inside, light" instead of "outside, light" meaning that spending time there will merely delay the progression of cave adaption rather than actually preventing it the way "outside, light" does
>>
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>Hey wanna buy some goblin mints so we can go off to siegecamp this summer?
>No, fuck right off.
>Awww, come on lady...
>It's "Lady", with a capital L, as in "Yes, my Lady, I will fuck right off."
>Ok fine, we're just gonna make you buy them.
>Cue bloodshed
>>
>>149826409
>Is there some sort of construction I can build that would allow me to seal a portion of an outside building but still allow light in? The idea is to prevent sun sickness.
Build a wall to the height of the sky if you want to make ABSOLUTELY sure that nothing can get over it, while still remaining "open" to the light it provides, obviously.
>>
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>>149831713
Can you still build all the way up against the sky?
>>
damn dude, neck shots are really good. Necks aren't protected by helms and caps, so I can just stab angels in the neck and injure their spines so they drop their weapons for me to grab.
>>
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>chain vampire mayor out in the open in cavern 3
>he's still conducting meetings with the outpost liason
>a group of blind cave ogres are slowly creeping their way over
>>
>>149832485
yeah, I don't think you can build a wall in the top z-level, but I think you can build a raising bridge there that'll do the same job
>>
Do dwarves need to have skill in writing beforehand to right scrolls and books or can they just scribble some shit down with no skill? Ive had a full stocked library with 5 scholars for two years and not even one scroll or book but, I have had one dwarf "Pondering Probing!" for a year and a half.
>>
>>149834309
I think so. not sure exactly how it works, but the couple times I've given one or two of my starting 7 the reading/writing skills and assigned them as scholars, I've noticed much more writing (vs. just assigning unskilled random dwarves)
>>
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Just killed an archangel with a talented spearmen. Vault wasn't as scary as I thought It would be and now Im trying to find a divine spear to use. Can I claim a Vault?
>>
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Rumrusher is my hero.

>>149834197
Ah, yeah, forgot about that, can't build bridges in a camp yet.

Hmmm, wonder if I could use iceblocks, wait, I tried that, but Toady fixed the power-mining bug sadly.

>>149835513
Vaults are really random, you find them with ash angels and muck servants and they fall apart when you cough at them.

Then you find them where you can't actually get close to the angels, like literally your character won't move the last square over so you can hit them, so you let them get close, hack their head off easily... AND THEN THE FUCKERS EXPLODE IN SUPERHOT FLAME AND MELT YOUR ASS FUCK...

Oh, and no, can't claim one, no linked positions in place. Not sure if you could build a camp on one though... hmmm.
>>
>>149834309
No, they just have to think about their subject for a long time. If you can get two talking about their subject one of them will write about it eventually. I had doctors ponder scraping and bandages for 3 and 5 years respectively before finally writing about them, and one guy has been pondering diplomacy on and off for 8 years. On the other hand, I have a dwarf who wrote two travel guides in 3 years, presumably because he already knew about the places he wanted to write about. For academic subjects they have to make a discovery first, though.
>>
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boop
>>
>>149836640
Yeah, or cheat like I do in adventurer mode and use the "read a type of literature > gain the ability to write it" method.

Been plundering my battlefield for books and instruments, let the bodies rot.
>>
>>149838951
Yeah, that actually contributed to my travel guides. The only book my civ exports is, apparently, a travel guide to a dark fortress, and we bought a copy from the first caravan. So my dwarves apparently learned that literary form from it. I wish someone would write an autobiography.
>>
can someone recommend a mod for crafting armor in adv mode with the current version?
>>
>>149841896
plz respond
>>
I finally learned how to properly appoint nobles. It's nice when their demands are bins and bolts.
>>
>>149841896
>>149843270
>plz respond
>>
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>mfw I might live to see the day that DF has a UI that incorporates all of the LNP utilities
>>
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>>149849835
>>
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>it's one monitor lizard scares my first caravan away because war dogs couldn't kill it episode
>>
I had a captain of the guard become haggard and oblivious, and she stumbled outside into a goblin siege. I thought she was a goner, but reading the reports I saw 9 full pages of pure dodging and shield blocking, no one could touch her until she over-exerted herself. Is that normal, she was mediocre at shield usage, and a adept armor user.
>>
>64 bit
>>
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>Captain of my marksdwarves drops dead on patrol
>from old age

Fug ;_;
>>
>>149854248
wrong kind of 64bit
kestral is a moron
>>
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>when you let the militia assign it's own squad names and they're still awesome
>except the faggot tavern layabout merc team, who aren't dwarves and thus aren't dorfy so they pick something stupid about drinking
>>
>>149854480
Rare death
>>
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>>
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>it menaces with pages of tens
>>
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>>
What's the biggest siege you've ever fought off? I can't remember much, must have been 70+, but that was back in 0.34. Laast one was about 55 gobbos with no mounts. I fought them off somehow but I lost 5 good dwarves in the process. Thankfully there are mercenaries to fill my ranks up.
>>
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>>149858494
>>
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>>149858626
>>
>>149858554
Probably about 80. Fought them off with ease. Trolls, beak dogs and goblins. Also one or two captured dwarves and maybe an elf or a human too
>>
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>>149858746
>>
>>149858789
I'm pretty pissed that some of my best fighters died, I don't have anything except nickel on the map, an most of the adamantium went into weapons and helms. I'm living off goblinite for the most part. I'm gonna try to make some steel for the next time. I fear nothing except crossbowmen and lashers.
>>
>>149858554
I've had several maxed out sieges since 0.42. That's 120 foot soldiers, but I've forgotten how many war animals there were, although I remember that they had hordes of beak dogs.
>>
>>149858873
>>
>>149859045
nice
>>
>>149859018
Damn. that would probably kick my ass. I'll need to plan better defenses.
>>
>>149859045
Epic.
>>
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>>149858873
woops
>>
>>149859173
Heh.
>>
Is cutting down trees a safe way to get down the dwarves who are stuck there?
>>
>>149859330
Only if there are also one or more cats in that tree.
>>
>>149859330
What do you reckon
>>
>>149859330
No, but it is the easiest way. It might get your dorfs down unharmed, but it might also kill them.

You can also try to build a stair, since constructions in trees don't crash the game anymore.
>>
>>149859330
Not really, falling from 1-z can sometimes make dorf legs break. And I think the falling logs can cause damage.
Just make stairs, anon.
>>
So a werebeast snuck into my fort and bit two childen and a baby before being hacked apart by axe lords.

Is there anything I can do about this? My first thought is to station them in the caverns but I can't do that that with babies or children. Am I fucked?
>>
>>149860202
prepare a death room
set a burrow
restrict the infected to the burrow
wait until they all moved there
kill
>>
Babby's first artifact.
I am so proud.
>>
>>149860531
can't read half of the description, man
>>
>>149860603
Yeah I need to replace the font, it's been bugging up pretty bad.

>This is a rough wooden earring.
>All craftsdwarfship is of the highest quality.
>It is encrusted with round native gold cabochons and decorated with rough wood.
>This object menaces with spikes of rock salt.
>On the item is an image of Human cities in rough wood.
>>
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Right /dfg/, what's the beat way to make a 1x1 pit down to a cavern lake without giving a miner a fatal bath?
I already did. Shame on me.
>>
>>149858554
Were you using traps? I remember my first siege in .40, it was like four dozens of gobbos but they ran away after half of them got chopped by my traps
>>
>>149860864
abadon the idea that it's 1x1 all the way

or construct from below to allow your miner an escape path
>>
>>149858554

Just succumbed to a double siege littraly

First wave was probarly 50 gobos plus some war drakes and bears

had a caravan waiting to leave so dident raise the bridge but sallied out to meet them with my two squads

The drakes got caught in some traps and i somewhat managed to only loose a couple of raw recruits/fooder

just after that a new invasion came it was 80 gobos and numerous beasts

took out twenty but they broke trough my lines and swarmed the fort and took over the armory before could rearm the citizens


is there any way to prevent or deny dorfs from using certain roads like if i have 4 dorfs outside i want inside but i dont want any more dwarfs wandering outside thats already inside

something not burrow
>>
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>>149861362
Yeah I know. I've usually done them as 1x1 channels with a parallel staircase, but I was lazy, and hoped they would work out not to stand on the tile they were channeling. More fool me.
>>
Does anyone here have a complete list of all wereable creatures? I feel like it should be added to the wiki, especially considering all the misinfo on the subject(like the notion that there are no werewolves in DF).
>>
>>149841896
plz respond
>>
>>149861946
There are werewolves, but they're freakishly, disproportionately rare.

Werelizards are disproportionately common, for example.
>>
>>149860202
The wiki claims that children and babies that are werebeasts don't attack.
>>
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>>149860202
>>149860419
Didn't have enough time to do anything about the problem but station my big dick military on top of them come that time of the month. The two childen got chopped down before they could do any damage, but the baby didn't turn.

Can babies not get infected with the werebeast curse or is he a ticking time bomb?

>>149863873
The children definitely took a few swings.
>>
>>149864008
The wiki also says militia won't attack them, so I guess its retarded. Not as retarded as where it says there exist zombie demons.
>>
>>149860901
A few cage traps. I love using gobbos for live target practice, Geneva be damned.

>>149861682
I can't remember if I've yet ended a game due to a siege, but that sounds really rough. Cave dragons were a good mount. Also great for live target practice.

Also, since no unit except demons gets spawned from thin air, does that mean that successfully beating sieges means that I'm thinning out the number of gobbos in the vicinity?
>>
>>149864008
>copper
I hope you aren't going to fight gobbos with it
>>
>>149864008
>>149864086
Oh fuck me, that was a bad idea. Aparantly in this version killing werebeast civilians still counts as killing civilians, causing a loyalty cascade? I'm sure how that figures, since the guy who infected the children in the first place was a civilian in my fort, and I've got two fresh werebeast child corpses as we speak. My legendary+5 axedwarves are currently carving up the rest of my fort, so I think I'm just gonna reload my save and try to figure out some other way to deal with this.

>>149864412
It was more than enough to repel the mounted siege that just happened. The didn't even make to my traps, and none of my dwarves except the usual civvies/patrols caught alone were injured.
>>
>>149864809
Actually scratch that, what actually seems to has happened is two of the axedwarves charged and collided or something and started fighting, then for some reason a couple of civilians got involved and payed for it, resulting in 4 dead axedwarves, 2 dead civilians and 1 very confused and traumatized militia commander.
>>
>>149757721
Kobolds seem pretty cool
>>
>>149864809
The best way to deal with werecrap is to wall the possibly infected and see whether they turn
>>
>>149759489
I'm too lazy to adapt to a tileset since I learned in ASCII.
>>
>>149757721
Can I somehow check these for human civs in game ?
>>
>>149864809
Are you playing the latest version? Goblins are supposed to have some armor now and copper axes won't penetrate shit
>>
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>your average dwarf
>>
>>149865235

Human civs have random values
>>
>>149865235
Maybe there is a way to do it with DFHack. Otherwise, you just have to make an adventurer and go around asking people about values.
>>
>>149865254
Yep, latest version. Dunno what to tell you man, I just stationed them in my entrance but then ended up charging into the full siege in just copper shit. No sedimentary layer and I've found 0 hematite, so I've had to work off of melting whatever shit I could trade for (which so far, hasn't been much so I've just been forging->melting high return stuff, even if it's exploiting a bug.
>>
>>149853019
>by time all of my good have been taken to the depot the caravan has been scared off
>keas start stealing all of my most valuable items
Do you think the walls lines with rotting corpses and cages was the problem?
>>
>>149864412
>tfw no iron ore
What am I meant to do to defend myself?
I have a mountain of copper and silver weapons and thats it.
>>
>>149866173
silver hammers copper/goblinium armour
>>
>>149854480
>>149855374
>>
>>149867016
F
>>
I want IRON
>>
>>149869313
u need hepatite
>>
>>149739742
Dwarven Stuff
>>
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>>149854248
>>149854819
It's funny though because a dwarf is a vaguely spherical bearded horror with at least four limbs, several teeth, and too many fingers for anyone to be comfortable with.
>The dwarf marksdwarf loses hold of all their gear when killed.
>loses hold
>wat

>>149859173
Are there more?
>>
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>>149871274
I guess that's a no.
>>
>>149860864
I know this is a late reply, but I recently figured out how to do that. Dig a 1x1 staircase and an alternate path back to your fortress from the bottom of it, then channel the staircase from the top down, one tile at a time. If you want smoothed walls don't forget to do that before getting rid of the stairs.
>>
>>149874730
As an unrelated question, would lowering a bucket into a lake with a corpse affect anything? The corpse is two z below the surface so I'm guessing no.
>>
>>149877038
The corpse itself won't affect the well, since well poisonng isn't in yet. However, any substances in the water(like blood, vomit or forgotten beast spit) will lace the water in the bucket, resulting in it getting consumed by anyone who drinks from the bucket.
>>
>>149877038
I had two corpses in 1 level deep water and it didn't bother any of my dwarfs.
I could be be wrong, but I think that even if a a pool of forgotten beast syndrome was on the water, it still shouldn't hurt anything..
>>
>>149877430
>I could be be wrong, but I think that even if a a pool of forgotten beast syndrome was on the water, it still shouldn't hurt anything..
It does. I once had a water tile below a well contaminated by forgotten beast spittle. Everyone who drank from the well was hospitalised for extreme rot and sleeping sickness.
>>
>>149877926
I was hoping I was wrong. That sounds awesome.
>>
>>149878221
incidentally, I think intentionally poisoning their well with vampire blood is something people do now and again
>>
Updated phoebus tileset WHEN
>>
>>149879335
>tilesets
>>
Filthy casual here.
Guys, how should I build shit? Dig down and build my fort in the lower levels or is it better to just dig into the side of a mountain? What about stone and soil, should I build in stone and just leave my farms in soil? And what are the first things I should do? I usually get some trees, make a stockpile and order some beds and furniture, and leave 2 guys farming.
>>
>>149879492
>autism
>>
>embark straddles 3 biomes
>all 3 have galena somewhere
shit, what am I going to do with all of this lead and silver?

>>149880268
there's no right answer necessarily. if you've tried one, try the other. just see what works for you.
I will say that having 2 guys farming is overkill though, unless you have 200 dwarves or want to export hundreds of prepared meals per season for some reason. you're better off with 1 dedicated farmer with no other labours ([o]-->[h] so that he does all the harvesting too, since that slightly increases farming skill) and then use the other guy for something else. herbalists are great, if you set a gathering zone (say, 15x15) outside near your entrance that includes a couple fruit trees, and make sure there's a stepladder for him to use, he will generate a ton of brewable stuff really fast.
>>
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>>149879492
>not knowing that default cp437 is a tileset
>>
>>149880637
1 guy can farm for 100 dwarves? I can't keep track of the food, I still can't visualize a lot of stuff in this game, but how much do these dwarves eat?
>>
>>149881298
a fair bit. but I don't think food should be your main priority for farming, focus on stuff to brew (and some pig tails for cloth)

overall, food is pretty easy to come by. if you have a river/brook or ocean, fishing is amazing (have 1 dedicated fisher, and 1 dedicated fish cleaner). hunting is usually very good, depending on your biome. a couple of egg-laying animals will provide a lot of food too (although that needs to be cooked).

also, bear in mind that food is extremely cheap when you buy it from caravans, so for the first couple years you might want to do that. a couple decent-quality trap components or metal products will net you a staggering amount of food in exchange, and all 3 caravans bring food.
>>
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So can't get drawing rewards with electronic donations?

Also, is it true you get a DF pin if you get a drawing by mail? I saw someone show it off in a Reddit thread, with Toady confirming
>>
Why exactly is it that when I unretire a fort, I instead get the full embarkment details, including another starting 7, and the last group of people are milling around as uncontrollable NPCs marked (but not actually) as hostile?
>>
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>>149881248
Is this the reincarnation of yokoanon?

>>149884346
That's a reclaim, rather than unretire I think.
>>
Will toady implement more interaction player-diety wise? Dieties already do a fair amount of stuff in worldgen, but I would like to see dieties do stuff for the fort/adventurer as well like creating necro slabs for your adventurer or opening a portal to hell in the middle of your fort
>>
>>149885832
almost certainly, it's pretty obviously an unfinished feature although nobody (even toady, I suspect) can really predict what will happen when
I imagine we'll see the first few threads of change in player-deity interaction in the big myth update, which is coming out [at some time]
>>
>>149884939

>That's a reclaim, rather than unretire I think.

Okay then.

Why exactly is it that when I unretire a fort, it instead reclaims it, with the prior dwarves all where I left them in NPC mode?
>>
>>149885832
No. The game is finished.
>>
>>149885832
He's said so, so yes.
>>
>>149886062
Did the fort fall or get abandoned?
>>
>>149887290
Nope and nope.
>>
>>149887549
Well, did you select a different civ?
>>
>>149882501
pls respond
>>
>>149888326
Nope. I've tried different civ, same civ, and even same civ with the name changed to be the same government.
>>
So merchants began unloading their goods and then immediately re-embarked and ran off?

Also no outpost liason for two years running? Whats going on? Any ideas? Did I somehow offend my home civ with my absurd amount of gold crafts?

Last time the traders came, two of their wagons went 'missing' before they left the map, are they angry at me for that or something?
>>
>>149889446
#1 and #3 are almost certainly the result of them getting spooked by something. aggressive wild animals might be enough, as might piles of dead sentient corpses near their path

#2 just means your civ is/was mostly dead. if you keep playing, you'll probably get a liaison eventually
>>
>>149885832
>Dieties already do a fair amount of stuff in worldgen
They really don't. They raise spires in a time before time, curse creatures who desecrate their temples, and a god of death will hand out a slab exactly once. That's it.
>>
>>149889446
Scared by a goblin's big toe or a barn owl. They probably didn't pack up, though, check your depot for piles of forbidden stuff, and your dead units list for wagons.

Liaison could have died or been imprisoned, or your civ might be dying. In the former case you'll get a new one sooner or later. In the latter you might not.

No, not if we're talking about your home civ. They'll just record a loss and send you less stuff. Every year's caravan size is based on the profits from the last year's caravan. If it was humans, they might interpret that as an act of aggression on your part, but it usually takes a lot more than that to provoke them.
>>
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So I did some ‼Science‼ after being uncertain if material with a high fixed temperature would set things on fire as constructions, sadly the answer is no.

Chucking superhot blood thorn logs around didn't set things on fire either, which was also a bummer.

Then I picked up one of the stray bolts I had spammed around the area and shot a goblin, producing an explosion of boiling blood.

Fucking
Amazing
Discovery
>>149888892
Well fuck mate, I got no clue then.
>>
>>149891171
That's a neat idea though, a material with fixed high temp, like the inverse of nether-cap. wonder if that will happen on its own some day in the distant vanilla future, when mythgen and magic and new good/evil biome behaviour stuff all comes into play
>>
>>149864093
>Also, since no unit except demons gets spawned from thin air, does that mean that successfully beating sieges means that I'm thinning out the number of gobbos in the vicinity?

That's not exactly how world activation works. Most of the units are spawned from thin air; the bulk of most sieges will be nonhistorical. The army that moves on the world map is abstract, it knows how many units are in it, but randomly decides who they are when they arrive at your site.
But to answer the question you actually asked, yes. Units you kill in a siege will be removed from the population of the sites they were pulled from.
>>
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>>149892059
I think I have to make a really weird bug report now.

When you shoot someone with a bolt that has a high enough fixed temperature to boil their blood, sometimes YOU get caught in the boiling blood, even if you're really far away, and have no blood on you. The blood around me in this shot (hard to catch a pic of it mid-shot) was from the gob I just shot, I had none on me, had never actually gotten close to them, but pow, teleporting bloodsplosions.
>>
>>149892795
>a bolt that has a high enough fixed temperature to boil their blood

That's pretty metal.

Watching you dick around with lava stuff makes me want to renew my quest to become a werebeast husk so I too can play safely in lava, if by safe one means becoming a SCREAMING SKELETON WITH FLESH MELTING AWAY.
>>
>>149892795
So what are the consequences of fighting as a lava heated, and presumably immune, adventurer? Can you burn people by grappling them? Does stabbing someone with a sword that was in lava also vaporize their blood? Can you exchange superheated items to NPCs to roast them alive?
>>
>>149894464
>>149892795
Also, can you fill and carry a minecart of lava, or whatever is needed to pour down enough magma to create a magmaforge?
>>
>>149889721
Ah.

Well.

Needless to say the sentient corpses was probably my issue!
>>
>>149758303
>If you didn't know, adv mode cannibalism was an exclusively 0.40 phenomenom, and is taken out now.

Fort mode cannibalism, on the other hand...
>>
>>149895110
If cage-in-goblet vore counts as cannibalism, then cannibalism is still in adv mode, as well.
>>
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>>149894003
That would be even more metal than the bursts of boiling blood stuff. Do it.

>>149894464
I haven't tried making myself superheated, but having the superhot blood thorn does make it problematic to deal with my booze addiction, it keeps boiling away! Fuck!

>>149894658
Yes, you can carry a minecart of lava, but it will start to burn you to death if you aren't magma safe, but you need two for a magma forge and magma filled carts are heavy.

>>149897000
Don't forget autocannibalism... god I hope that is the first time that word has ever been typed.
>>
I just got my first Ranger migrant, /dfg/. What's so bad about these guys again?
>>
>>149898486
Nothing, they're just like any other migrant
what skills does he have?
>>
>>149898879
Garbage. 1 diagnostician, 1 animal caretaker, 1 ambusher

Into the military he goes
>>
>>149898997
wew
occasionally you get a guy who wandered the lands for years and has loads of hunting/crossbow combat related skills and huge kill list
not often though
>>
I assigned all my dogs to a pasture/pen but they all went to my meeting area (dining room) instead

Problem is I have a fuckton of dogs, so now there's no room for dorfs

What am I doing wrong?
>>
>>149900003
your dining room isn't big enough, triple its size posthaste. also dogs don';t need a pasture because they don't need to eat.
>>
>>149900003
>I have a fuckton of dogs
Butcher some, or chain them up outside?

Setting a dog on a single tile pasture has always resulted in them staying there for me, I use it to set up thief-catchers.
>>
>>149900003
they'll be "hauled" there by idle dwarves eventually. they might leave sometimes (if they see an animal they want to chase/run from, if they see a dwarf they like, etc.) but they should eventually get hauled back
have you been gelding male dogs?
>>
>>149900174
No I've just been letting them breed

>>149900131
I put my dog pasture in front of my entrance so if any kobolds try to get cute they have to get past an army of like 35 doggos

>>149900134
Yeah, that's more or less my plan.
>>
>>149900314
>No I've just been letting them breed
absolute madman
>if any kobolds try to get cute they have to get past an army of like 35 doggos
I find kobolds usually run away when they encounter even a single war dog, but I guess it's a good safety measure
bear in mind that they're not any good in real combat and that a single modestly-armed goblin could probably kill them all
>>
>They'll be hauled there eventually
Oh okay

>Expand dining room
Yeah, I would do this but the whole room is already engraved and reached royal tier so I don't want to wreck a wall expanding it. I'll have to make a new dining room eventually though, this one only seats 12. But everything is gold and engraved.

I have more gold than I know what to do with.

>>149900552
I'm not too worried about performance yet since I'm still in year 2, I've only got like 25 dwarves

>Spend months letting my militia commander rank up to Adequate metalsmithing
>Two Adequate metalsmithing migrants show up
>>
>>149900736
as irritating as that may be, it's still 100x better than fish dissectors or potash makers or whatever
>>
>>149859173
What is the overseer doing in that last panel
>>
>>149902048
I was wondering that too!
>>
Elfy McGoblinethics wishes to reside in your fortress, for the purposes of:
entertaining citizens and visitors.

Do you approve this request?
>>
>>149903389
Sure. He can live in the drowni--I mean the spacious room with built in waterfalls. Yeah.
>>
>>149903389
sure, but if he eats anyone i get to bury him alive.
>>
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>accidentally mine out one square I didn't mean to
>aesthetics of the fortress are now ruined
>abandon and create a new world
>>
>>149904332
>Designate dining hall for construction
>One tile is loam instead of stone
>Abandon fortress
>>
>>149904332
Jesus, just construct a wall if it bothers you that much
>>
>>149904761
you can't engrave a wall m8. that unadorned pillar will stand there mocking your dwarves for generations.
>>
How can I check library relevant skills for my dorfs ?
>>
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>>149904912
>>
>dickhead has created a masterpiece *camel bone bolts*!
is he gonna get all salty when these inevitably get fired at a weasel by a bored guard and broken?
>>
Is it possible for Vaults to be inacessible from above ground? I've searched the entire desert square the vault is said to be located in according to legends viewer, and I haven't found anything except a forgotten beast in an abandoned fort a few tiles away
>>
>>149905172
You can always forbid them.
>>
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>>149905172
I didn't notice any bad thoughts from shooting at gobbos earlier while trying to see if I could plink goblins by shooting at their eye glows.
>>
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>>149904912
Why CAN'T you engrave walls anyway, having brick lines running through the engraving shouldn't really make it impossible, maybe just less impressive than regular engraving
>>
>>149905717
>engrave wall
>deconstruct it
>enjoy engraved air
>>
>>149906079
>engrave natural wall
>dig it out
>enjoy shitty analogy
>>
>>149906079
Technically, it's engraved floor. At least if you're referring to what happens when engraved ice walls melt.
>>
>>149905172
No. If any get stuck in a creature that escapes your map he'll get mad about that, though.
>>
>>149861946
You should add height of the diferent werecreatures.
And I would love someone making a study about the mechanics of atributes changing when you become a werecreature, chances, relation to the infecter, etc
>>149867016
is this shopped? didn't knew this could happen
>>
>>149891171
how do I get the menus to show thighs and forearms instead of upper leg and upper arm?
>>
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>>
I've got a fort o 120+ dwarves, there's no gems or ores around and I haven't been attacked even once. Should I abandon it and create a new world? It's getting really boring desu, all I'm doing is smoothing stones and digging more bedrooms.
>>
>>149905717
Some dwarven philosophy about beauty of the natural stone... I don't know, this game is real flaky with it's dimensions so the same area that a mega beast can gladly fit through can be carried by a dwarf, carved into a single block and then expanded to make an entire workshop... We'll say that pre-fab walls are thin and would not support the process of engraving, even if they stand up to a dragon's abuse no problem.
>>
>>149907569
> is this shopped? didn't knew this could happen

start an adventurer
observe age
go into save file raws and find your adventurer's creature type
edit MAXAGE to be under your adventurers current age, save file
load save
die instantly from old age along with every other creature of that type in the world once it's loaded into memory
>>
>>149908880
At least do your dwarves the honor of dying to the cavern monsters.
>>
>>149908880
are you playing a really old version? just retire the fort and embark elsewhere.
>>
>>149909040
How deep do I have to dig? All I got after about 10 z-levels was just endless obsidian layers.
>>149909134
Nope, it's 43.05.
>>
>>149909428
>after about 10 z-levels was just endless obsidian layers.

No metal or gems and obsidian 10 levels down? dude where did you even embark? ditch that shit.
>>
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>>149907825
Oh, that was a body mod I got from grimlocks thread I think?
>>
How do I bodyswap in the latest DFHack version? I can't find it.
>>
>>149907569
>height of the diferent werecreatures
Height isn't a thing in DF. Creatures' sizes are all measured in volume.
>>
>kill a vampire
>another vampire moves in immediately
>second kill has two witnesses of the visiting human
>third kill has four witnesses of a different visiting human
how reliable are these witnesses? should I just purge all the fucking humans from my fort, or are these racist dorfs trying to get me to do just that?
>>
>>149909428
Have you done exploratory mining at all? 10z isn't much, especially if you aren't revealing a significant portion of it.
>>
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>>149913295
pls respand
>>
>>149913807
sorry, english isn't my mother tongue, tha's what i meant
>>
>>149913976
>human takes her hammering
>survives
>next time I check back she's in a cage
the hell? this is the second time they've thrown a vampire into a cage, and a wooden one, neither built nor assigned to justice. is this just their default response to somebody unexpectedly surviving a hammering?
>>
>>149913295
There was talk about that but I forget what the final answer was or if there even was one.
>>
>>149917306
>neither built nor assigned to justice
No, it's not even possible for a dwarf to put a creature in an unbuilt cage. The only thing I can think is that it got knocked onto a cage trap. If that isn't it then make a bug report and upload the save.
>>
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>>149912579
Might have been Stal's actually, though the body mod was possibly contributed by Taffer?

I've got some stuff from my mod in there but I don't think it will matter since nothing will call on the skull templates or dorf creature.

http://pastebin.com/QuY1VqQD
>>
>>149917840
I'll wait and see if it happens a third time, got another accused vampire to beat queued right up
>>
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>>
>>149918868
>>
>>149920119
Blowgun?
>>
>>149841896
plz respondo
>>
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>>149841896
>>149843270
>>149844995
>>149862723
>>149921797
kek

in all those 20 hours, you could have just taken the time to google it or something

not trying to be a tease: i don't really know how to help. i guess you CAN look up basic reactions and make the mod yourself
>>
>>149922215

I had a look but the ones I found with a cursory search were for much older version, they probably still work but they also add a bunch of unrelated shit when all I want is the reactions to make armor.

I guess I'll begrudgingly look again.
>>
>>149757972
>a monster
>humans and dwarves
>monsters
Okay son
>>
Is there a situation where aquifers are ever useful?
>>
>>149923706
if you want UNLIMITED WWAAATTEERRRR
>>
>>149920913
ye. one of my dorfs had it as their prominent skill for reasons unknown to me. a migrant I assume.
>>
>>149923706
Of course. River-based waterforts are elven memery.
>>
>>149922215
pls respond
>>
Do I have to lug around a demon's slab or can I just read it, learn it's name, then leave the slab somewhere
>>
>>149923706
flood the entire world by digging a single block.
>>
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>>149923912
Nice.
>>
>>149923706
they're always useful
if you hate having to breach them, embark somewhere you have at least a couple squares of a biome with no aquifer
>>
>>149924774
Pretty sure you can do it once you learn the name.
>>
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>>
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>>149930431
>>
>>149930431
>>149932497
The image depicts a group of shitposters, an OP and a Video Game General. The Video Game General is dead. The shitposters are laughing. The OP is making a plaintive gesture.
>>
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>>149932756

Joke's on you

I am the OP
>>
>>149932840
Yes, it is terrifying.
>>
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>Migrants have arrived
Oh joy I can't wait for more soa...
>2 metalcrafters
>1 forge operator
>Carpenter
Thank you based Armok
>>
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>Restricted to burrow
>Better drink my own vomit
>>
>>149933347
Brilliant.
>>
>>149932894
It was inevitable.
>>
>>149758729
what the fuck they took it out? I liked eating people.
>>
Any of you lads have some good quickfort blueprints?
>>
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>>149936061
>666x666
good ol' ninedot
>>
>forget about dwarf soldier in mood
>goes mad
>making a new militia
>dwarves literally claim the armor the mad one is wearing instead of the ones stored in bins

if they know he's already dead why can't I kill him
>>
>>149936298
Murderhobo shiek'N like a boss.
>>
>>149926374
Oh yeah, while I was building this site here, some point between when I started (150-01-01) and retired to check legends (150-05-27) an entirely new forest retreat was founded, and shows up at the bottom of the sites and pops list. Not a reclaim or whatnot, actually an entirely new site founded while I was running around doing shit.
>>
>>149937974
>why can't I kill him
loyalty cascade.

also a lack of cage traps for the insane dwarves and drowning devices.
>>
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Are the spaces between the workshops in pic related 1 or two tiles?

Does anyone have any workshop design suggestions?
>>
>>149940130
>Are the spaces between the workshops in pic related 1 or two tiles?
like whatever man, just B yourself

I don't think it was meant to be an exact 1:1 map of workshops, just a general flowchart of what needs to be somewhat close to what
>>
>>149940130

Walls I would guess but I like isolating areas and all workshops
>>
>>149940348
>I don't think it was meant to be an exact 1:1 map of workshops, just a general flowchart of what needs to be somewhat close to what

oh ok, thanks. I'm just new to dwarf fortress and my autism is preventing me from moving forward until I have perfect stockpiles and workshops set up
>>
>>149940569
Don't get too attached to layouts is my advice. Doing the most efficient things gets boring pretty fast.
>>
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>>
>>149940130
It can be whatever you want. They could be seven tiles apart if you like. It's the workshops and stockpiles that have specific tile sizes.
>>
>>149942197
>>149940348
>>149940402
>>149942197
Thanks lads, with your help I finished it in mockup.
>>
>>149844987

this was a mistake

now I've got to kill him
>>
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>>149943559
assign him to a new militia squad, send him to train in an empty room next to a coffin, wall him in.

For the corrupt nobility who demand spoiler materials and foreign products, remember the cask of amontillado.
>>
>always felt too intimidated to start a dorf fort game
>just stick to adventure mode
>watch a lets play and realise how easy it is to get started
>currently doing better than the lets player I watch

Is the learning curve thing just a meme? All it requires to start is a bit of knowledge and anything that confuses you just wiki it
>>
>>149944856

yeah it's a meme

the game isn't very difficult it's just not pew pew pew so retards have a hard time getting into it
>>
>>149944856
>Is the learning curve thing just a meme?
more or less, yes
the "difficulty" is mostly in navigating the interface and learning all of the key combinations etc.
>>
>its another igneous intrusive layer replacing my sedimentary layer fort

>tfw no iron
>>
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>>149944856
It's different for everyone, the main thing is learning to process what the fuck you're looking at. I had several rather turtle-like metropolises before I figured out how to equip and train proper militia, albeit my early failed attempts were during the dreaded age if the "arsenal dwarf."

As long as you know how to dig a sluice for a plump helmet farm you can hash the rest out over a few hundred hours of "fun."

The real increase in difficulty, I would wager, is lycanthropic plague and vampire infiltration. The former can be fixed by making a hospital zone for the wounded, giving your doctors the day off and walling everyone who shows up in, massive casualties but an end to an infectious plague. The later can be figured out by finding old dwarves with high kill counts who "have not have a drink in far too long" which takes about ten hours of bureaucracy to hash out, or if you don't fucking hate yourself just click the cursed one identification button in Therapist.
>>
Ok I haven't played since 2 years. Got the newest version.

Problem:
>1st migrant wave
>uristmc brat, dwarveb child
>flashes with pink eyes (")
I thought it was a night creature/ werebeast and walled him off.
>3rd wave
>2 more of those scary kids
What is it? I am afraid and don't want to kill any more children. Also the skeleton of the first kid vanished...
>>
>>149945516
the flashing "s mean they're doing some sort of activity that was added in the tavern update
I can't remember all of the colours, but there's
>socializing
>worshiping
>playing
it's harmless, anyway, it just means they aren't working
>>
>>149945783
It's playing make believe IIRC. They like to do it at the far end of archery ranges, little shits.
>>
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>>149943860
I sent him to the elven chamber

>The forgotten beast strikes the duke of Armwind in the head with its cotton plant fiber dress and the injured part is crushed!
>Kadôl Asobroldeth, duke of Armwind: I must withdraw!
>Kadôl Asobroldeth, duke of Armwind's mandates have ended
>>
>>149943559
What happened?
>>
>>149946489
I imagine he demanded Slade or some bullshit.
>>
>>149946489
>>149946523

He banned bins so I could trade anything inside a bin.
>>
>>149946626
wow, just wow. Make a thong from his bones and sell it to the Elves.
>>
>>149946626
So he disliked bins?
You could sell things out of bins though, just not the bins themselves I think
>>
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>>149946626
>using bins in the first place
>>
Ever since wheelbarrows became a thing I can't get any of my teamsters to collect stone reliably. I've done everything from making stockpiles that disallow wheelbarrows to setting "collect refuse from outside" but my stone movers just go idle with catacombs stuffed with microcline.
>>
>>149946973

I use quantum stockpiles for stone storage and everything else
>>
>>149946758
He liked them, all his requests were either bins or bolts, he mandated no bin exports.

This fucker was trouble to the end. I can't get the FB back, it's just staring at his body.
>>
>>149947125
Well as I said you still could sell items out of bins
>>
>>149947250
it's too late now
>>
>>149945516
Why not just v over the kids or check the units list to see what they're doing? This isn't difficult.
>>
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>>149945516
Oh god why hasn't this been drawfagged yet?

>You foul monster who preys upon the weak, I shall now bring an end to your reign of terror!
>Uh, wtf dude, I'm 3.
>>
>>149947626
>>149947626
>>149945783
Okay I am crying tears from laughter.

Holy fuck he was just playing pretend. I feel so sorry.

>u 'avin fun, kid? better starve to death in this 1 tile room
>>
>>149947626
>playing make believe? outside?

>seal him up, bomrek. he thinks he's an elf
>>
>>149947626
>"What are you doing Urist McThreeyearold?"
>"I'm a werebison! Rawr!"
>"Fuck! Did you guys hear that? He says he's a werebison! Grab the blocks, wait, no, too slow, there are boulders right here!"
...
>Urist McThreeyearold has been missing for a week.
>>
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>chatting with folks in the town where my campbuilder dorf had recruited some peeps
>one of them who was back at the camp is here too, wtf
>whatever
>chat with people, tell them about my kills, they're all cool with me
>see an asterisk and check it out
>goblin bandit runs up while I'm talking to somebody
>starts swinging at me
>tell them to yield
>they shit themselves and do
>tell them to drop their spear
>they do
>laugh and talk to people about it
>"It's for the best."
>We robbin' the robbers nao.

>>149947939
>>149947986
>>149948090
Seriously, why hasn't this been drawn?
>>
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>tfw finally upgrading my military from copper to masterwork steel
>>
When is the updated LNP coming out for 43.05 ? or is the latest compatible with it.

best tileset?
>>
So what is the news with DF? Anything new? I've been gone for a couple weeks.
>>
how do i utilize caverns?
>>
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Ah, someone in here a few threads back asked about necromancers and if they do anything outside of fort mode besides sitting around writing bad fanfiction and talking to zombies?

I checked and the Decent Speeches are a necro group, the leader of the army mentioned there is indeed the boss necromancer at a tower, and they're marching on a forest retreat apparently.

>>149952205
Dunno, dfhack is taking a while due to the 64 bit update, my vorpal tileset rocks I think, Taffer and Myne are good, also liked the Raving Maniac walls enough to steal them for my vorpal square set.

>>149952150
Truthfully.

>>149952497
Should be a FotF reply sunday, lots of news on the artifact stuff up on the bay12 thingy: http://www.bay12games.com/dwarves/ plus the 64 bit version is a thing.
>>
>>149953393
Oh cool, thanks for the info!
>>
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>>149947626
>>149952035
done
>>
>>149953237
Well could you be a bit less general in your question? What is there to ask?

They have superior herbalism harvesting to the surface, relatively dangerous denizens, and breaching their caverns releases spores to the rest of the map, and surrounding areas.

I rather enjoy the idea of breaching the third cavern and the third cavern only so one can get superior third cavern fungal trees.
>>
>>149945516
>anon murders a child for playing pretend
kek. that shit is dangerous tho, they always do it in the training rooms
>>
>elf merchant stuck inside fortress berserks
>runs into a dormitory filled with kids playing around
>the horde of dwarflings mercilessly pummels the elf to death while still playing make-believe

I think I finally found some use for children.
>>
>want to dig well from cavern
>channel directly down
>forget about gravity
>three dwarves die before i realize this
>>
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I know goblin invasion times now account for distance and such but anyone know the general timeframes they move in? I'd rather not run a fort that could die from FPS before seeing a single goblin.
>>
>>149954251
they grow up so fast
>>
>>149934443
Its not intentional, Toady had no idea that he took it out.

You can still set cannibalism ethics to a-okay and then you can eat sentients that aren't part of a civ.

Myself, I plan on using the necromancer trick to make large quantities of goblin meat, goblin bones, and goblin leather.
>>
>>149954524
Depends as much on your wealth and pop as it ever did.
>>
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Do stuck liasons ever leave? Will they berserk?
>>
>>149954674
He had no idea he added it in .40 either. The last intended behavior, in .34.11, was not being able to butcher or consume sentients, and only being able to use their parts in an exploity technicality. And we've accidentally landed there again.
>>
>>149954910
Seems stupid to not be able to. Meat is meat.
>>
>>149954692
He's not stuck, he's visiting. It's a thing in .42. I swear, we get a variant of this question at least once every thread now.
>>
>>149954910
In advmode in .34.11 you just have to be starving to butcher. You can eat the meat just fine if its already butchered, such as if a night troll was chopping up peoples in his lair.
>>
>>149955053
Need to commission an engraver to make a big "NO LOITERING" sign
>>
I just explored an abandoned fort in adventure and it was really spooky. A pile of trade good were outside the staircase into the heart of the fort. It was a bunch of long, narrow hallways with many rooms perfect for being ambushed out of, and the descent downwards was weird as the channels were carved into the side of the walls with a huge pit in the middle that led to a cavern. Eventually I found a path that connected the fort itself to the second cavern, yet I found no enemies, dwarves, or even corpses. Can forts in worldgen dig too deep and get attacked by demons and Forgotten Beasts? Can Forgotten Beasts and demons take over the fort if they win?
>>
>>149955089
Yeah, I knew you could eat the parts if you found them ready to go, it works the same in fort mode. I didn't know you could butcher them when starving though. Makes sense. I've never starved before, it's pretty hard to do.
>>
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>decide to humiliate the bandit completely
>wrestle and gain possession of their gear then drop it all
>convince them that law and friendship and decorum are important
>the whole time I'm standing there with my arm around their chest
>things got awkward fast

>>149954037
5/7 stars

>>149955795
You CAN butcher them now but you just lick it instead of eating it.

>>149954674
I use an interaction to remove [CAN_LEARN] which is sufficient so I can have sentient megabeasts but use their hearts as a reaction > buff item component.

>tfw you realize that means eating retards is ok

>>149954483
Hah, yeah, I did that trying to set up a double well outlet in a big open hall with bedrooms lining it, the wells were two z below the river, and 1 z above the J bend linking them.

I punched the last hole in the river to fill them and all of a sudden there is water shooting up into the bedrooms.

>>149954524
>>149954692
Dig the art, keep doing it.
>>
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>>149956493
Its not my art, its Logrim's on the DF forums from years ago
>>
>>149905312
vaults are always underground, silly
>>
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>>149957119
Rest in peace, Boss Knight
>>
>>149905312
No. You need to search more thoroughly.

Did you export a detailed map of your world? If yes, the vault will show up on it in the form of small square.
>>
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>page 10
>>
So do different clothes materials besides adamantine have different protective qualities, or are they all the same?

Ergo, do pig tail cloth, leather, and jute cloaks all have identical properties?
>>
>>149961245
Leather is better than cloth iirc
>>
>>149961245
In material_template_default.txt you can see that they have similar flexibility and such but different resistance to being cut and torn depending on whether they're using the plant cloth, silk, or leather templates.
>>
has anyone done a max cat embark on 64bit just to see how far it can be pushed
>>
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DFfags btfo
>>
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what to do with 200 mussel shells?
>>
>>149965349
Crafts aren't worth it, since they'll clog up your stockpiles just the same. Decorations on other objects is where it's at. This will not only totally eliminiate all shells, but will also make your non-mounted furniture and goods more expensive.
>>
>>149965561
Alright thanks, I queued up 50 decoration jobs.
>>
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>>149964081

Are 100% of adventurers still asexual?
>>
>>149966406
Were they ever all asexual? I'm pretty sure that the same sexyality rates apply to all creatures, adventurers or not. If I remember right, Toady removed asexual animals, though.

I never understood the whole controversy around the asexuality in 0.40, to be honest. It only affected a marginal part of the population, and unlike homosexuality(which could be noticed through the relationship screen), it was only noticable with the help of DFHack.
>>
>>149966602
People were reporting that yeah, adventurers were always asexual and detected as such.

>Toady removed asexual animals, though.

Nah, that's a common hack tho (modest mod etc).

>I never understood the whole controversy around the asexuality in 0.40, to be honest.

Well, a sneak chance of a farm animal being defective is kind of shitty, not to mention turning several personality sliders and life goals into complete and total trap options.

Generally elements that only exist to fuck over players in a way that makes the game less interesting are frowned upon, it would be better to just grey out or omit such options rather than "surprise, your character has a sexual orientation that you don't want and you can't even mod by changing the RAWs."
>>
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So this is how fun
>>
>>149967086
Werebeasts are great for various stupid tricks.
>>
>>149967086
But that doesn't even slightly fit the description...
>>
>>149966885
>Generally elements that only exist to fuck over players in a way that makes the game less interesting are frowned upon, it would be better to just grey out or omit such options rather than "surprise, your character has a sexual orientation that you don't want and you can't even mod by changing the RAWs."
But adventurer sexuality has no impact on gameplay at all. The only way it could remotely affect you was if it "hurts your identity" or some rubbish like that.
>>
>>149968129
Well, starting a family as an adventurer, even if it could only happen whilst retired, would be pretty cool. You could create a dynasty of badass murderhobos.
As it stands they are forever incapable of marriage.
>>
>and the severed part sails off in an arc
does anyone else find text-based gore more filling than actual graphics
>>
>>149968363
Well, that's true. Still, I didn't know that the adventurers were 100% asexual. I have memories of getting "likes and will marry males" or "likes and will marry females" when checking my adventurer with the DFHack gaydar. If the adventurer can't breed, it should be due to some other mechanic, not asexuality.
>>
>>149968405
Yup. A morning cup of explodes into gore will keep me full all day.
>>
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>>149968405
>>
>>149968506
>If the adventurer can't breed, it should be due to some other mechanic, not asexuality.
adventurer smashed in the balls perhaps
>>
>>149968405
>when a gobbo gets beaten to deatj by civilians
>teeth flying everywhere and the g starts flashing with all negative satus effects
>all in high framerate
funny
>>
Okay, so I have a river near my fort. I have a few questions:

>How do I create an underwater river without drowning the dwarf who has to break the last tile that lets the water through?
>What can I use this for? I would like to have a source of fish without exposing my fisherdwarf to the elements and to learn to use waterwheels to get UNLIMITED POWER
Are these pretty reasonable/possible goals for a newbie? I don't want to drown my whole fort so I created a separate fort area sealed off to experiment with, but I still wouldn't like to lose a legendary miner.
>>
>>149968506
Would you verify that? I seem to recall a 100% rate being fairly established in .40.
The gay/asexual/afraid of commitment animals are the worst though. There's nothing worse than trying for years to get a breeding pair producing then finding out one prefers the other gender.
>>
>>149968653
>How do I create an underwater river without drowning the dwarf who has to break the last tile that lets the water through?

channel from above
>>
>>149968653
>underwater river
shit man you tell me
>>
>>149968405
>>149968547
Joint damage made it all the merrier.

One thing I DON'T like about joint dame, though, is how it makes damage caused in brawls and non-lethal fights far more severe than it should be. Getting hit in one of your fingers should NOT sever all the motor nerves in your arm and cripple you forever.
>>
>>149968658
"Afraid of commitment" definitly got removed, though. That was one of the more controversial parts.
>>
>>149968717
I think the idea is the force of the blow flings the limb, which then transfers the force into the joints. Imagine if the fingers were instead smacked with a maul or something. It'll still transfer momentum into them.

That said yeah it's pretty exaggerated at the moment.
>>
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>>149969670
>>
>>149844987
>>149943559
/dfg/
>>
>>149969831
this is my fetish
post more
>>
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>>149969915

completely balanced

t. froggy1
>>
>>149969972
brutal
>>
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>>149969972
I'm finding it hard to reconcile "glances away" with the following injuries. The momentum has to transfer in order for whiplash to be a thing.
>>
>>149970180
A glancing blow is just something that wasn't a direct hit. It still transfers momentum, just not all of it.
>>
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>>149954037
great job, really gonna use this reaction pic
>>149968129
>>149968363
Didn't you read the SEX suggestion on the forums?
Eventually we'll have romance, proceation and family in adventure mode, the problem is nobody knows how.
Personally, Toady doesn't seem like an expert on the subject to me
>>149968717
Yeah, you should be able to lightly tap the target and atack without intention to kill
>>
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>>149969972
>>
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>>149970180
>>149970441
well, you tell me how does this work.
He didnt have any other injuries.
Also, post your more wtf combat logs moments pls
>>149970975
wow, for example that
>>
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I can't be the only one to enjoy exploring these things in adv mode. This time, I'm probably going to bring some reinforcements from the nearby dorf fort and set up a permanent settlement there.

Maybe I'll take notes of any flora and fauna I find there(I always keep a notepad close when exploring in adv mode. If I hear any interesting names or dates, I scribble them down for later use. Fuck legends viewer, finding out for yourself is more fun).

All I'm going to do before starting my adventure is take som notes regarding the civ I'm starting from, as well as its history.
>>
>>149970905
>procreation
oh boy
>The dwarf is hit in the left testicle, and the severed part sails away in an arc!
>The dwarf gives in to pain
>>
>>149970905
>Didn't you read the SEX suggestion on the forums?
Wasn't that thread 99% shitposting (e.g. "pls add rape. u must or the game wont be realisitic. fucnig essgeewees").
>>
>>149971037
You punched him the the face and he gave up. Some people are just pussies my man.
>>
>>149971106
would gobbos have their dick larger in average than dwaves? they are the niggers canonically speaking in the universe
>>149971203
So so, but it allowed for the subject to be talked about, and to know who of th famous forum's users are faggots.
Someone said what will posibly be the definitive method of the thing.
Just another labor to be acomplished by two lovers that leaves a happyness boost and a chance of havin a kid
>>
>>149971383
>would gobbos have their dick larger in average than dwaves? they are the niggers canonically speaking in the universe
Actually, the goblins are the closest thing DF has to anglo-american imperialism. Brutal as heck on other nations' soil, but ridiculously tolerant on their own soil. Also remember that before multispecies forts became a thing, gobbos where known as THE multicultural race, who had members of all civilised races living in their sites.
>>
>>149971106
eh, you can already geld people with a nice blow to the lower body, is more elegant that way
>>149971383
yeah, like above, it will probably be abstracted in an elegant way, just because Toady knows that having a sex log would be troublesome
It would be funny thou
>Lokuk penetrates the big-busted female dwarf, lightly arousing her
>lokuk has become orgasmed!
>lokuk has been knocked unconscious
>The big busted female dwarf has become enraged!
I could go like this all day
>>
so, liaison comes, offers to make my colony a barony, i accept, choose a dwarf, liaison leaves later, no baron on the nobles screen. uhm, hello???
>>
>>149971997
has he left yet or is he dicking around in your tavern?
>>
>>149968129
>But adventurer sexuality has no impact on gameplay at all.

Hm? You have two entire "needs" for it, plus a life's goal, and having your needs satisfied or unsatisfied applies a large global skill modifier.
>>
>>149972171
>two entire "needs" for it, plus a life's goal
Totally irrelevant, since those can't be fulfilled, regardless of adventurer sexuality.
>>
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>reading my veteren axe lord medical history, lifetime kills and thoughts
>completely traumatized
>can't breathe right anymore
>can't feel his right foot anymore

Fuck guys, this is giving me feelings.
>>
>>149971712
1. Humans and dwarves are also super multicultural with members of everyone on their sites, goblins aren't special in this regard. Goblin dark fortresses are also violent hellholes.

2. Goblins *themselves* are more tolerant (and a hell of a lot more violent and hateful) but this is separate from the goblin culture.
>>
>>149972131
you make a good point, the caravan that he came with has left for sure but i thought he left with them, ill have to check.
>>
>>149972546
>2. Goblins *themselves* are more tolerant (and a hell of a lot more violent and hateful) but this is separate from the goblin culture.
It's not. Their lack of law enforcement is due to the entity raws. This makes their civilisation by far the most tolerant.
>>
>>149972382
The make romance one I'm not sure of.
The talk with family one can definitely be satisfied in any mode, just obtaining family (and friends) only happens in non adventurer mode.
>>
>>149972707
"Tolerant of differences" pertains to a creature.
"Kill Neutrals: REQUIRED" pertains to the culture, and I'm not sure that being REQUIRED to kill people of different cultures is what anyone would refer to as "tolerant."
>>
>>149972824
>I'm not sure that being REQUIRED to kill people of different cultures is what anyone would refer to as "tolerant."
Hence:
>Brutal as heck on other nations' soil , but ridiculously tolerant on their own soil.
>>
>>149973170
But they're brutal as hell on their own nation's soil too, so its not clear that they're "tolerant." They're just a race that's insanely violent wherever they are, at all times.
>>
>>149974313
Brutal does not equal intolerant, anon. They clearly tolerate most crimes. Where other civs would execute perpretators of such brutal crimes, the gobbos don't. That's definitly a tolerant aspect of their civilisation.
>>
>>149974504

>Brutal does not equal intolerant, anon.

"You MUST kill everyone of a different culture from you, even if you are just at their fucking tavern drinking free booze or vice versa" does equal intolerant, though. I mean, its not only intolerant, but it is the literal maximum level of intolerance possible.

Like it or not, there's just one race responsible for 99% of interracial violence outside of war, though to be fair elves do start their share of war.
>>
>>149974793
>"You MUST kill everyone of a different culture from you
That is not entirely true. Gobbos don't attack people because they belong to different cultures, but rather because they belong to different CIVS. There's a huge difference. If you look at people living in conquered territories, you'll see that many of them are still practicing their old culture. You'll se them retain the old values, clothing style and languages associated with their culture. And the gobbos tolerate that, now they are all part of the same civ.
>>
>>149975059

>clothing style and languages

Wait, what? Pretty sure they wear troll pubic hair clothes and after the first generation use goblin naming conventions, right?
>>
>find a cave outside a town
>remember that they used to contain night creatures and giant animals
>it's just a naked person
>punch him in the face
>he starts crying and yields immediately while running away

???????????
>>
>>149975187
The next generation, yes. But the old generation is allowed to live out their lives practising their old customs. For all we know, the next generation might have adopted the goblin way out of free choice.
>>
>>149975187
now that you mention languages, what do you all think of that suggestion on the forums that adds a linguist ability for each race's language?
The more level you have, the less giberish you hear when talking with other races, you are born with legendary in your own language, can have interpretators, etc
>>
>>149975483

There's no method to assign a new name to a person, so it doesn't seem as if its about being nice.
>>
When will migrants arrive?

i was waiting years and had a large fotress. but not enough Dorfs.

A single Black Bear was robusting them all.

And the last surviving dwarf got PTSD. Luckly the Goblins arrived on the next day and ended his misery.
>>
>>149975318
Maybe a werebeast?
>>
>>149975861
Could be cool.
>>
>>149975871
>There's no method to assign a new name to a person
Real world colonialism gives us many examples of such methods. The goblins don't do it, though.
>>
>>149976712
>The goblins don't do it, though.

Because its literally impossible.
>>
>>149976841
Gameplay-wise, yes, but we shouldn't draw conclusions about the lore of the game from what the player can and cannot do.
>>
is it possible to l2p without the beginner pack?
>>
>>149977185
yes
>>
>>149977185
Absolutely
>>
>>149976924

Of course not, all goblins can be judged on is that they're horrendously violent, unbelievably intolerant, extremely lacking in mercy, and practice slavery as a ubiquitous of their civilization. The closest example would not be colonial powers, which aren't even remotely close, but the Barbary Pirates, if anything.
>>
>>149977185
That's the only way you actually "learn" anything.

There's a common misconception that you begin playing with the starter/lazy noob pack and then somehow grow out of it and into the vanilla game. In reality, players who begin playing with a starter pack grow dependant on it and become unable to play new releases until the pack is updated.

Just play vanilla. Have the wiki permanantly ready in a tab and look up things you don't understand. If the wiki is unclear, you can ask in the general.
>>
>>149977410
Actually, I've never seen the gobbos practice actual slavery. Sure, they take chilluns prisoner, but those prisoners are eventually made full fledged members of their society(unlike the literal slaves taken by some human civs, who remain slaves for the rest of their lives).
>>
>>149977382
>>149977407
>>149977463
is there a guide on youtube that learns how to play without beginner pack?
>>
>>149977937
it's possible to learn to play without a youtube video too
I'd recommend just diving in and keeping this open
http://dwarffortresswiki.org/index.php/DF2014:Controls#Fortress
>>
>>149978972
alrighty
>>
how to install graphic packs? i searched on google but couldnt find anything really
>>
>>149981329
It's not like there is a fucking wiki link in the op, bub.
>>
Are gobbos always sleeping when they're in their siege tents? I had to give them NO_SLEEP because of how utterly boring and anticlimactic it is to destroy a siege by killing everyone in their sleep, no matter how much I yell at their lazy asses.
>>
>>149981797
i couldnt find anything about how to install them
instead of being a dick you could actually help me
>>
>>149977658
>those prisoners are eventually made full fledged members of their society
They're not. They remain prisoners until they're murdered or die of old age. Or maybe in a beast attack. Their children get full citizenship, but that's true of the children of guests to every civ, a consequence of how the game determines what entity a creature belongs to rather than an intentional design element.
>>
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>>149968129
>>149970905
>>149971106
>>149971203
>>149971819
Daily reminder that overly-sensitive bitches are already in-game so eventually romance, jealousy and bitchiness in general should/will be added
>>
>>149983572
not him, but why should I help you if you don't even bother to look it up yourself or be polite when asking for it?
fuck off
>>
>>149983643
>They remain prisoners until they're murdered or die of old age
Bullshit. The if you sneak around in a dark pits or fortress with a decent history, you'll find a lot of entity members hanging around who were previously kidnapped. They aren't locked into the prison, and since they retain their old values, they won't attack you like the other goblins.
>>
>>149983572
Did you try?
http://dwarffortresswiki.org/index.php/DF2014:Graphics#Installation
"Not even him"
>>
>>149983572
http://dwarffortresswiki.org/index.php/DF2014:Tilesets
You're a fucking useless cunt
>>
fuck dwarf fortress
bye
>>
>>149983840
Look again. They have goblin names. They were born there. They're not members of other entities, because if they were the goblins' aforementioned ethic requirement to kill neutrals would result in them being immediately killed when the site loaded if they weren't physically separated from goblin entity members. Like by being in a cell.
>>
>>149984046
fuck yourself, choke yourself
>>
>>149984104
Not all of them. I've had cases when siblings were kidnapped on different occations, and when I got there to save them I found out that the one who got kidnapped first had already gotten released and become a civ member.

>They're not members of other entities, because if they were the goblins' aforementioned ethic requirement to kill neutrals would result in them being immediately killed when the site loaded if they weren't physically separated from goblin entity members.
They aren't neutral, since they've already become members of the goblin civ. Do you have reading difficulties?

Look, give me a moment, and I'll find some hard evidence that I'm right.
>>
Oh shit, elves can't ever satisfy their need to pray to a "force" under any circumstances, can they?
>>
Do I NEED a tavern? Or are the good ol' dining halls with rows of tables/thrones fine?
>>
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>>149984104
Look here, famalam.

An elf. I wonder what his/her name is?
>>
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>>149986707
Narena Iroilama? That's a strange name for a goblin, isn't it? But he isn't locked into a cell, so I guess it must be a goblin name anyway. He MUST be a descendant of someone who got kidnapped. He can't POSSIBLY be a kidnappen child who became a full fledged member, can he?
>>
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>>149986896
Oh shit. Is legends mode lying to me? It claims that our friend is a kidnapped child who became a full fledged member. But as you say, that should be impossible. Strange.

Seriously though, these pics speak for themselves. I could find countless other examples, but I'd rather go back to my other adventurer.
>>
>>149987117
It isn't impossible, I'm pretty sure kidnapped children become brainwashed and join the gobbo civ
>>
>>149986234
>Do I NEED a tavern?
no. mostly it's just for fun and a few extra positive thoughts
I think over many years some dwarves might start getting "distracted" from not being entertained or able to let loose or whatever needs a tavern satisfied, but that mechanic shouldn't cripple your fort as long as they have other things to do (reading, etc.)

you do "need" cups/goblets for dwarves to drink their booze from though, otherwise now they'll get negative thoughts every time
>>
>>149987592
Exactly. So this
>They remain prisoners until they're murdered or die of old age.
is bullshit.
>>
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>tfw party members now have friendly banters with each other
>>
Are cyan guts a permanent injury?
>>
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Finally switched my comfyst back on. I've missed it.
>>
>>149987653
Nice, thanks.

I already noticed that with the goblets.
Do they carry their's around? How do I store them if not?
>>
>>149990464
Woow it looks so much better than vanilla ascii
The hexagon is sexy as fuck too
>>
>>149989565
cute
>>
so if i pave the way to my fort with charcoal, will a dragon fuck my shit up?
>>
>>149945467
>were during the dreaded age if the "arsenal dwarf."

This one wishes to know more about that piece of dialog.
>>
>>149994607
There was at some point a bureaucratic position of Arsenal Dwarf. You assigned a stock-keeper to manage your weapons and armor and distribute them to your squads.

It never worked, and basically guaranteed that armor stayed dormant in storage positions and your squads faced all threats basically unarmed.
>>
>>149993781
Only if the dragon has a reason to breathe on the paving. And I assume you mean paving as in a road and not a construction.
>>
>Some posters arrive, despite the page 10
>>
>>149971819
Lokuk could not, however.
>>
>got a necromancer siege the very first year
>regular necromancer ambushes-style invaders for a year or two after that
>still have not killed a single necromancer, always just chased them off
>first FB went down easy to two lucky bolts in the throat
>second FB, a blob composed of vomit left the map immediately and hasn't been back
>196 population and two pages of artifacts, golden cups and furniture
>not a single gobbo attack in 8 to 10 years

>now sitting at
>>
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>>149998982
That second FB is just somewhere you can't see it... LIKE RIGHT BEHIND YOU!
>>
>>150000272
I'm actually really hype for that fucking gross blob to return, because it's not a real threat and will no doubt fall apart immediately, but it's going to make such a horrible mess and probably horrify a few nearby dorfs
>>
>>150000574
>but it's going to make such a horrible mess and probably horrify a few nearby dorfs
Nah, it'll leave [FB's name's] vomit in the square it dies and dwarves will only get the same thoughts as they would from any other nonsentient creature. Felt fear in conflict, traumatized in conflict, felt nothing seeing [FB's name] die.
>>
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Just finished the first floor of my comfy cliffside temple.
>>
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>>
i just designed some floors to be removed above my traps, surely they'll do the smart thing and remove them from the outside in so the floor doesn't collapse and drop my dwarves onto the weapon traps.

also, weapon traps are really forceful, they make copper go through bone so easily. unrelated to the above.
>>
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>>150002850
Post the most updated version again if you would, I like to have it handy when someone asks about it. Not sure how old the one I have is but folks liked it.

Also, that temple needs more magma.
>>
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>>150004335
There is no updated version, I'm afraid. Sure, there are some blanks, but they aren't really used for anything. One blank tile is used for designated(but yet not constructed) doors, and another may or may not be used for a certain branch or track tile. I don't really know what to put into those tiles, and since at least I can play without them, I haven't really bothered filling them in.
>>
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anontileset.png
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>>150004335
>>150005137
If I've changed something and then forgotten it, here it is, anyways.
>>
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>>150005137
I can dig it, just wanted to make sure this was the right one: >>149788827
I could swear that track tile above the door was used for something else, I think it might be river or city intersection stuff?
>>
>>150005537
Well, the ones missing should be those where a single line meets double lines. I'm not sure what they are used for(except the most well known ones: namely the chair and table tiles). Maybe I can solve it by just flipping the table tile around, like I did with the chair tile?
>>
>>150006001
Tree branches is what I was thinking of: http://dwarffortresswiki.org/index.php/DF2014:Tilesets
>>
>>150006631
Having one tree branch in a thousand resembling an upside down table is a good trade-off for having pretty table sprites. As long as I'm being consistent about it, at least.
>>
File: anontileset.png (10KB, 256x384px) Image search: [Google]
anontileset.png
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>>150006631
Here, I filled the rest of them in by flipping about the table tile, and I reused the two straight wall tiles for two of them.

I haven't played with them yet, though. Am about to do that now.
>>
File: trees.png (33KB, 455x607px) Image search: [Google]
trees.png
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>>150007775
Haven't seen any furniture stuck in the trees yet, so I guess those tiles must be pretty rare.
>>
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IdeaForThoseWalls.png
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>>150006958
Yeah, they aren't super common branches, I'd either do them like rotated tables or maybe try something like half of tile 185 (the -| walls) with the light/dark sections flipped on the single part?

>>150007775
>>150008652
Well, I got a bug up my butt to open up gimp and fiddle with it, trying to make them consistent with the other walls. Whatcha think?
>>
File: ComfySetWallIdea.png (10KB, 256x384px) Image search: [Google]
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>>150010189
Like so? Figure it fits in with the setup of the other wall portions while still letting them meet the thin sections cleanly.
>>
>>150010189
Go ahead. I'd be interesting in seing the results, although I might not want to play with it.
The examples look interesting.
>>
>>150011113
Yeah, I figured you were just stumped on what to do with them since they're such a rare tile, just tried to blend them with the other walls and your aesthetic.
>>
>>150010961
It looks... interesting. I'll save it.

The problem is that my autism is triggered by the fact that they will be inconstistent with the table, although I guess that single tile si so rare that it won't matter.
>>
>>150011458
Are the tables used in connection with those ones as a link? I can't think of where they'd both show up, either way just an idea to flesh out those last few tiles.
>>
>>150011672
It's pretty cool(although you put in one odd pixel that came on almost all of the tiles). I need to play around with both alternatives before I can decide which one I like the more.

Thanks, anyways!
>>
File: ComfySetTrackFix.png (10KB, 256x384px) Image search: [Google]
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>>150011956
Oh, yeah, I saw that one that missed my check because I didn't put in a light background like I usually do, once I get one part that I like I just rotate them for the relevant tiles.
>>
>>150011956
glad you like the look of em, like I said, I always try to maintain the existing art styles when fiddling around with sets, so I've gotten good at that. Happy enough that you're torn on which one you like more. :D
>>
>>150011956
Incidentally those little amphora looking pots are neat, I like how close it is to the ascii aesthetic with so many of those tiles.
>>
>>150012780
>aesthetic
Stop, you're tempting me to make a HD version of my A E S T H E T I C tileset, as well.
>>
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>>150013885
B-b-but senpai, I thought you noticed me.
>>
>>150014027
Sorry tileset-anon, but your letters and dorf tiles aren't my style(although I appreciate the shades. I might use them in my next vaporshit set). I also want to play around with the walls a bit. I'll also be able to make a more impressive statue tile, more similar to the iconic vaporwave busts.
>>
>>150014432
Well fuck, I tried to commit sudoku but my pencil broke before I filled in the last few numbers. T.T

Still, a larger vaporshitset would be cool, do eet.
>>
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>>150014764
>do eet
on eet
>>
>>150015340
>radness imminent
>>
>>150015594
>deadthreadness imminent
>>
About to try to get into the game, is the stonesense overlay functional or are there issues with it?
>>
>>150015594
Needs radder shades my gnarly dude.
>>
>>150020212
Dfhack's own documentation says there are issues with it, and in 8 years of DF I have literally never seen anyone play with it. So yeah, I think it's safe to assume that it's not functional. Starting with experimental utilities isn't an advisable way to get into the game anyway. Just pick a tileset you like or go vanilla.
>>
So give me some Ideas I can do with Slade. making rock fall traps with it seems to obvious, minecart shotguns sound good but what else can I use the massive density of slade for?
>>
>>150022801
Along with the floors of pit traps, you covered all the vanilla uses of super heavy stones. If you're dfhacking it and not using the mine-unrevealed-tiles-from-below trick then you could make blunt weapons or bolts from it.
>>
>>150022801
Use raw slade boulders to cover the floor of a death-pit. Since the density of the impacted material influences how much fall damage a creature takes when it falls.
someone landing on a slade boulder constructed floor is going to be more severely injured than if they landed on regular stone (or wooden floor, or raw adamantine floor)
>>
>>150022801
Build a thumper with slade floors. If you didn't know, a thumper works by dropping minecarts onto the top of a tunnel to transfer the force through the ceiling.
>>
Is there any sex related mod (adding genitals, rape, torture, etc) working for the current version?
Did they all die ages ago?
>>
>>150024351
Thumpers care about the weight of the minecart, not the floor. A minecart full of platinum bins full of slade blocks would be murder in a thumper, though.
>>
>>150024665
Torture has always been in the game, genitals are added by several mods, and rape/sex have never been modded into the game. Obok Meatgod is a lie.
>>
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aesthetic30x36.png
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>>150022278
Well, I got them from another anon and was happy with how well they fit the theme.

I think this was just the straight upscale without cleaning the pixelation and without the shades btw.
>>
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Radicalization.gif
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>>150025484
Just cause I was curious how it looked, did a comparison of the corner chopping vs straight rescale.
>>
>>150022801
>>150024351
>>150024937
Build a racetrack, where a solid wall of minecarts comes in behind the enemy and chases them through an obstacle course. Any that fall behind get mowed down.
With Slade you can make minecarts that are both slow enough to outrun and heavy enough to kill on collison.
>>
File: DeathCarts.gif (3MB, 1920x1080px) Image search: [Google]
DeathCarts.gif
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>>150027323
>>
>>150027323
Can't make stone minecarts without modding or dfhack, so if he's getting it legit (through the vanilla exploit) that won't be an option. Besides, creatures don't try to avoid minecarts in any way except for making a dodge check.
>>
>>150028881
Metal but full of slade. and the idea isn't that they'll avoid the inecarts, it;s that they'll be running forward to get into the base while the minecarts come up behind them and kill anyone who isn't running fast enough.
>>
Where can I get the most up to date version of the Legends Viewer? Is the latest version really only 2014? That's the latest I could find.
>>
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It's always difficult for me to decide whether to kill the elven merchants or use them as garbagemen. I really want all this trash gone, but I do enjoy killing elves. Then again, if I let them take my trash, they might send many more elves next year, and maybe a mate for my giant war leopard. It's a tough decision.
>>
First, just to be sure that there is no anomalous behavior, if I designated a square to be channeled, and the square below it to be carved into an up ramp, the end result, which ever gets done first, is going to be the same, right?

Second, will a dwarf ever do the channel designation from below, if he can reach the designated floor tile from beneath? The same questions also goes for carving an up ramp if he can reach the designated tile from above.
>>
>>150031868
Channels are dug from your tile and remove the one in front and the one below.

Ramps are dug from your tile and remove the one in front and the one above.

_ # -> _ ...
# # -> # /\

# # -> # ...
_ # -> _ /\
>>
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>>149784682
>64-bit
is toady finally upgrading shit?
>>
>>150032698
>Pulling the game from the distant past into the previous decade

If he ever adds multicore computation shit will get FUCKING REAL but as of yet not really.
>>
>>150032698
Well, that's it, does anybody else wanna add the answer to that to the general sticky
You know it gets asked everyfucking day, along with the ''Do I need X and/or X to start learning the game?''
It's fucking tiring
>>
I've played Rimworld a few times over the past year and enjoyed it immensely. I want to try getting back into dwarf fort. Is there anything besides dwarf therapist that I need to get by in a general play dorf fort? Any tips?
>>
>>150033685
if he ever makes it multicore, i might jizz myself

>>150033792
i havent been here or played in forever, this is news to me
>>
>>150031868
Feel I should add, if there isn't an option to do the default front+above or front+below options then they WILL dig out channels from below or ramps from above, but it is much less predictable how they will approach the tiles to be dug so I don't like to do that.
>>
>>150030858
pls help
>>
>>150031671
hating elves is a meme anyway. you should however make the road and trading post out of ashes and charcoal.
>>
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>stopped babies/children from competing in world gen events
>>
>>150033949
I'm not even critizicing you mate, but someone always asks this in every thread, and it gets bothersome to ask
The sticky is there to provide 'general' information relative to the subject, such as commonly asked questions like yours
>>
what's the best version of 2d DF? 3d seems to take out the space management minigame entirely.
>>
>>150033685
>>150033949
Dwarf fortress is already multicore
>>
>>150034498
its fine, no harm done
you have a point though, that is rather major given toadys slow ass pace of work
>>
>>150034670
your mother's multicore, you fucking cunt
>>
>my civ's god of thieves shares name exactly with a forgotten beast

well, there's a megaproject for a future fort
>>
>>150002435
well that's boring, what if I drop an anvil on it
>>
>build room

>floor and walls are made of lead, furniture is lead and bed is a artifact lead bed, door is artifact lead

>Dwarf living there spirals into depression and kill himself

is it dangerous to make entire room out of same material?
>>
>>150036204
Not really, lead poisoning isn't a thing yet.

>>150034405
Yeah, bugfix notes are always hilarious.

>Stopped zombies from waking adventurers up to ask if they need anything.
>>
>>150036094
It'll die. It'll die hilariously if the anvil says acme on it.
>>
>>150030858
I used the whatever the latest version of legends viewer is on my 43.05 worlds and It worked just fine.
>>
new
thread
>>150036636
>>
>>150036475
there was also the one where he talks about adding or changing something and seeing how it'll explode
>>
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>A towering hairy spider. It has an enormous shell and it undulates rhythmically. Its cinnamon hair is long and straight. Beware its poisonous bite!

>A great three-eyed tarantula. It has a spiral shell and it undulates rhythmically. Its amethyst exoskeleton is sleek and smooth. Beware its poisonous bite!

literally came from the same spot and are both stuck in a tree

it's like dino fight
>>
>>149745884
Oh man, I loved those threads.
>>
How do I make scholars write more?

I have 20 of the fuckers and all they do is discuss shit. I've had them for years and they're written two books, total!
Thread posts: 757
Thread images: 172


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