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/dfg/ - Dwarf Fortress General

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Previous thread >>150329807


>Download the basic game here. Current version is Dwarf Fortress 0.43.06
http://www.bay12games.com/dwarves/

>Official forums:
http://www.bay12forums.com/smf/index.php

>Find a bug? Don't tell us! Tell Toady! Complaining in the thread will accomplish nothing.
http://www.bay12games.com/dwarves/mantisbt

>Have a question? Check the wiki first:
http://dwarffortresswiki.org/index.php/Main_Page

>Fireden archived threads:
https://boards.fireden.net/vg/search/subject/Dwarf%20Fortress/

>Dwarf Therapist (Out of Date):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DFHack (Out of Date):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Starter Pack (Out of Date):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!
>>
>>150547056
Ghost are actually dangerous as fuck if you dont slab them
do eet
>>
If no one bumps this we are going to die again.
>>
>>150549909
>post number 2
/DFg/
>>
>>150549909
It was inevitable.
>>
>>150549909
How fragile we are... Begone fear!
>>
is there a booru for dr pics?
>>
>>150551638
>dr
df
>>
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>>150551802
dor rortress
>>
Are blind cave Ogres useless in battle?

i mean they are blind right
>>
Well then. I've learned my lesson: never settle in a terrifying biome ever again. Not only does the rain of vile goo happen EVERY 5 seconds, I think it fucks up the dwarves in the long run as I had several squads of dudes knocked out unconscious around a SINGLE yak bull all the while I have a hospital set up for emergencies and not one motherfucker would at least drag the dudes there.

What the fuck?
>>
>>150553910
Set evil rain to 0. Its boring as fuck, but more importantly, a land having evil rain usually cheats it out of having evil clouds.
>>
>>150554446

Well, I am going to try again in case it's something I did because I am still kind of new at this game so yeah.
>>
>>150553857
Sure anon, your civilians will mop the floor with them.
>>
Some migrants have arrived.
>>
>>150553857
Capture them and put them in a pit where you feed them your prisoners.
>>
why can't I use kaolinite for walls, the red color really suits my vampire comedy-program's house, but I can't use it!
it's very important, please help
>>
>>150555468
because its clay
>>
>>150555464
FPS death is a thing of the past, my child.
>>
>>150555464
Because Dwarf Fortress has quite a bit more in depth when it comes to certain things than Rimworld and therefore more replayability.
>>
>>150555780
..... lol no it's not.
Show me the patch notes where they have significant frame rate enhancements.

Did they somehow multithread pathing?
>>
>>150555826
I can agree with that. But you can never pierce the depth because to get a king, you need a FPS killing number of dwarves. You can also never breach the caverns. And the magma sea is just to top it all off.
>>
>>150555998
>But you can never pierce the depth because to get a king
>you need to get a king to get the depth
>80 dwarves kill your fps
I know this is bait and all but you could stop pretending
>>
>>150555468

Use bauxite, same color.
>>
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>>150555998
But I've done all of those things in my current game, and the fort is still running smothly.
>>
>>150556310
Okay, get 80 dwarves, and breach the caverns. Create a tavern, create a library.

enjoy your sub 25 FPS. which drops exponentially after a year.
>>
>>150555998
> But you can never pierce the depth because to get a king, you need a FPS killing number of dwarves.

Horseshit buddy. My last fort I had a king and was at a steady 20 FPS and this was before 64 bit. Besides, a lot of the depth comes from the incredible world and history generation, something completely absent from Rimworld.

>You can also never breach the caverns.

You can though, just wall off what you don't use.


Have you even played in the past year?
>>
>>150556553
>>150556324
He's just stirring shit or it's one of the rimworld shitposters
Just ignore him, you won't change his mind
>>
>>150556553
Yes, I have played.

20 fps is terrible, and it only gets worse from there as the years go on.

Even with strict management like atom smashers and trading off everything excess.
>>
>>150556630
No, I'm just trying to get the shitty mathematician to fix his shitty code.

Maybe if he started losing his neetbucks, he might.
>>
>>150556321
thanks senpai
>>
>>150556894

Keep in mind I saw bauxite as red when I tried using a tlieset, haven't seen it yet in ASCII.
>>
>>150556676
>20 fps is terrible

That's subjective. It was quite playable for me and I played a few more years on it before it dropped anymore.
>>
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>>150552357
Dor Rortress is a hell of a thing.
>>
So, which rehaul of some aspect of df you expect the most?
I can't decide between language or psychology
>>
>>150557094
Try starting a new game after it drops to 15 fps, feels like you can actually accomplish shit instead of waiting for for your dwarves to do anything.

>fastdwarf 1
mandatory to have this now, and even then it's shitty because it makes combat completely unfair.

I'd rather have toady start from scratch with optimization in mind instead of this.

Every new feature is another thing that taxes the FPS.
>>
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>>150556817
>No, I'm just trying to get the shitty mathematician to fix his shitty code.
By shitposting on 4chan? Go to the forums if you want to make a suggestion to Toady, bud.

Pic is what you're actually trying to say.
>>
>>150557595
>still replying
>>
>>150557595
Sure it's mostly complaining, but maybe it will convince someone to stop funding him and his brothers shitty after school project.
>>
>>150557665
This is the correct answer.
>>
>>150557812
Yes, you sure convinced me. Up until now, Toady had fooled me that his game was fun to play, and I had actually spent several hours per day playing, and (mistakenely, of course) thought that I had a good time doing so. However, your truthful words have made me realise how boring this game actually is, and how mistaken I have been when I thought i was having fun with it. Today will be the day I stop playing DF.

I also totally agree that we should stop funding DF so that Toady can't fix its shortcomings.
>>
>>150557812
I'll never understand what motivates someone to go shitposting to an autism room like this, i really won't
>>
>>150558370
Except that's not true.
>>
>>150558390
>>150558258
He does it because you respond. He wants to stir shit. If you stop, he will go away. If he's shitposting, report it.
>>
now with 64 bit. When he had 64 bit a long time ago it ran like it was a tabletop game for me.
>>
>>150558614
hmm, good idea
>>
how many idlers vs population do you have /dfg/
>>
Was something changed about parties? I've got dwarves kinda pissed that they haven't socialized in a long time, and now I realize in 4 years they haven't thrown a single party. I have the meeting hall designated. Did they add something else that's required? Nothing I can find on the wiki.
>>
>>150561412
Dont you need a tavern for that?
>>
>>150561620

Yes, you do. You need to assign it as a location.
>>
>>150561243
2 out of 77, and the only good reason they are doing like that is because they are starving in the prision for reasons
>>150561412
>>150561620
Taverns do that now, there aren't parties

If one of my dwarves likes cobaltite and my floor is made of it, will she get good thoughts from it?
>>
>>150561620
>>150562034

Fuck, I wanted to avoid having visitors, since I haven't played in a long time and just wanted to use this fort for relearning the basic shit. Now I'll have to worry about dickhead vampire visitors. Those Dwarven bastards better appreciate this.
>>
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>>150562224
I'm not sure but I wanna say no, and she definitely won't like falling on it.
>>
Will The rapist be updated anytime soon for .43? I can manage manual labor assignment for 7 dwarves, but 80 is a bit much
>>
>>150555468
You can. z > stones > economic > kaolinite > enter
It's automatically filtered because it's used to make porcelain. Which is a much more intelligent use of it, btw.

>>150555698
It's stone in DF.
>>
>>150562316
You don't have to have visitors. When you make your tavern pay attention to the settings. You'll figure it out.
>>
>>150562938
You should ask in the rapist forum thread. Link is in the OP.
>>
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>>150562224
This is the proof, that's the prision
It also holds a bleeding distracted dwarf ghost, normal tuesday
>>
>>150563162

It's a clay as I can use it in the clay maker's place.
>>
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So I've come back to Dwarf fortress, like the crack that it is, created a world and started adventure mode, to my joy, as an eagle man
>try to eat
>you lick the plump helmet
>you lick the tea leaf
Did he change how you ate food, because besides a few additions, which are great, I can't seem to eat food.

Please help, I'm starving /dfg/ teach me how to eat.
>>
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>>150562938
Last figure I saw was a month or two at the very least until rapist works again for the most recent version


>Guy trying to get used to the game again
>A second Ettin attacks my Fort
>Have burrows set up for my marksdwarves and hammerdwarves
>Set them both to the military burrow alert, all with orders to defend those two burrows
>Unpause
>They immediately leave the squads and head for the civ burrow
>Frantically try to figure out what's wrong
>Keep pausing and unpausing for a few moments to see if they change what they're doing
>Realize nothing I'm doing is working
>Go to check on the Ettin
>It wandered into one of the random cage traps I had started setting up around my perimeter

Well... Good. That gives me some more time to figure this out.
>>
>>150564326
It's a stone as it's defined in inorganic_mineral.txt, leaves boulders when it's mined, it can be smoothed and engraved, and can be worked by masons and stonecrafters to make stone objects and stone crafts. You can use numerous other stone types in kilns as well, for making plaster powder or glazes.
>>
>>150564557
Eagles are carnivores, anon. Giant_ and _man variants inherit tags from the animal they're based on. You'll have to fight for your supper.
>>
>>150564557
eagle-man are carnivore senpai
have you ever seen an eagle eat a salad?
>>
>>150565034
>>150565085

OH

In retrospect that makes perfect sense

I starved an eagleman to death trying to force feed him veggies

"DID you hear about that eagle guy who walked into town the other day, he starved to death licking tea leaves"

I love this game.
>>
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>>150567439
>>
>>150562316
I made the tavern, and now some of these dicks just won't leave. I'm talking its been multiple sieges with some of these people sitting inside. Right now I've got a caravan here, and my broker refuses to stop socializing. I notice its purple with a ! rather than the green some of the others have. Am I to take from this that it takes a lot longer for this to end if its been a long time since they've done so?
>>
>>150569150
Send in the military.
>>
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>>150569110
I was wondering if/when you would square up vorpal with diagonals. It's gorgeous.

My only complaints are that the shading(?) causes a lot of black space contrast, and makes open space hard to differentiate from unsmoothed stone floors with varied ground tiles turned off. I can switch back to raving real quick if you want to see a comparison screenshot.
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>>150572398
>>
What's better, dedicated high-skill dwarves with personal workshops and no other jobs, or a mass of dwarves with every labor enabled and a big pile of workshops?

What are your storage preferences, individual stockpiles linked to worhshops and managed with hauling routes, or an enormous multi-z-level everything-stockpile?
>>
>>150574231
Depends on whether you want everything done fast all the time or you want everything that gets made to have a higher quality on average. A corp of highly skilled craftsdwarves can make a big difference to your fort's value, especially when you start working with high value materials. But until you have a lot of highly skilled craftsdwarves, hunger, thirst, sleep, and recreation can seriously bottleneck your production.

For stockpiles, that's kind of a personal preference as well. I personally hardly stockpile anything at all outside of food and metal ores, and when I do it's usually small stockpiles for a specific tasks or qsps for collecting a resource. I don't think my approach is typical, judging from what I see posted here.
>>
>>150574231
I go with dedicated dwarves. Current fort has a pop limit of 60 (for FPS reasons) and got:

1 weaponsmith/metalcrafter
1 armorsmith/blacksmith
1 mason/architect
1 mechanic
1 carpenter/woodcrafter
1 stonecrafter/bonecrafter
3 strand extractors
6 furnace operators
1 woodburner/soaper
1 potash maker/lye maker
2 stone detailers
1 cook/farmer
1 brewer/farmer
1 gemcutter/gemsetter
1 weaver/clothesmaker
1 tanner/leatherworker
1 miller/papermaker
1 papermaker/bookbinder
4 farmer/hauler
10 marksdwarves

Rest is hauling. Got 7 mercenaries as well.
>>
>>150575883

should have dedicated metalsmiths w/ furnace operator if you care about moods, same with a lot of those
>>
>>150575637
for stockpiles I create an industrial level of my fort with individual wood stone gem and bar/block stockpiles that are all right next to their respective workshops and food stockpile next to dining hall. everything else like weapons, armor, finished goods go into a giant stockpile near the bedrooms.
>>
Yes, that fucker took a candy bar.

Any guesses?

>inb4 toy boat
>>
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>>150572398
There it is without the shading.
>>
>>150577306
bones are the main component?
I'll say short sword
>>
>>150577643
Wood was main component (on last page).

Wood crown. Still worth ~390k dorfbucks.
>>
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I wish there was a way to trap ghosts in a room so when I throw elf merchants down in my pit, they'll all kill each other
>>
I just started but this game is crazy/overwhelming.

How do things like this exist in the world? Just think about it. Crazy time to be alive.
>>
So...

Gold walls compared to standard masterfully engraved stone walls for my noble quarters?
>>
>>150577832

I theorize you could somewhat reliably do this by putting visitors where you want your ghosts to be, leaving them for a couple of years and then killing them
>>
Why even bother with stone buildings wehen clay exists?

It takes years to build a giant stone keep/entrance/castle over the entrance to your underground home.

Less than 2 years out of clay. Even got some shacks and a tavern for new migrants so I never have to open my caves to the surface
>>
>>150578595
Well, time to make a miasma ghost pit fit with vermin remains and chinese water torture in case they fall asleep
>>
>>150579097

Less time and labor expensive to build a mason workshop in your quarry and then spit out 4 rock blocks/boulder which can be hauled quickly, this is how boulders are supposed to be used since the move speed/boulder reduction changes.
>>
I think I've got my crash pinned down but to confirm- anyone else here crash in Fort mode during invasions often due to traps in 43.05?
Back to waiting for a functional version I guess.
>>
My metalsmith's forge and craftsdwarf workshops are both cancelling their jobs one at a time with no message associated. I have tons and tons of materials for the jobs, anyone have an idea why? Nothing came up on google.
>>
>>150579931
Did you bug report it?
>>
>>150579931
>Back to waiting for a functional version I guess.
Yeah, that'll take 10-15 years, mate.
>>
>>150580327
The bug report exists a few times over. No need for more dupes.
>>150580339
Your faith in the Toady One far exceeds my own pious one.
>>
>warm native gold walls
that's a little scary.
>>
>>150580325
The craftsdwarf one is only doing it with engraving slabs, to be clear. Wipes out the order within a couple seconds with no message, 4 dwarves with the labor enabled.
>>
>>150580836
do you have stockpiles linked to the workshops?
>>
Should I even bother with marksdwarves and all the hassle the are, or should I just make another 10 axedwarves
>>
>>150581353
Ah shit, that's it. I didn't think it was the workshop link since my metal stockpile had the required bars and still wasn't working, but I forgot it wasn't one solid stockpile due to the limit in size, and the dorfs had piled all the bars in the other one. Thanks.
>>
>>150581423
Marksdwarves are fantastic for defensive/tactical play or in forts built to their strengths. They may not lead charges as well but having a squad is well worth it.
>>
>>150581597
if it's a non-magma forge you'll probably need a charcoal stockpile linked too

>>150581423
marksdwarves are fucking great. kind of situational though, they're at their best when you can ambush an enemy around a corner and concentrate fire all at once. if your strategy is to send all of your militia dwarves out in an open field to charge the opponent, marksdwarves are just a liability
>>
How important are noble mandates? My baron wants windows, but he seems kinda happy.
>>
>>150582513
Mandates have to be met I think, demands can be ignored if you don't feel like it, unmet mandates lead to beaten craftsdorfs and such.
>>
>>150582513

I don't think there's any punishment for not filling a mandate but it will piss him off in the long term, easier just to do it.
>>
>>150583142
I was right, just checked, mandates get punishments if unmet, demands get annoyed nobles who forget them after a few years if unmet.
>>
>>150583715

My bad, got my terminology mixed up, I mod out mandates and demands because fuck all that noise.
>>
>engraver hit by minecart
>leg explodes into gore
>taken to a hospital bed
>needs traction
>one tile away from a traction bench
>two doctors beside him, one is actually standing on the tile with his bed
>"Discuss Migratory Patterns!"

Research hospital was a mistake.
>>
Is it possible to choose specifically where you start in adventure mode? I'd like to see my fortress as an adventurer but it's just sticking me in random dwarf fortresses around the map.
>>
>>150584236

Yes when you choose your background you can sort of pick where you will end up, namely any town/hamlet/whatever that your civilization controls. Toggle between locally important and peasant or whatever.
>>
>>150582513
If you don't have a prison/jail, you can ignore them without issue.

If you do have a prison/jail, better make sure they are fulfilled or else you will enjoy dwarves spending entire seasons locked up
>>
>>150584236
Yes, on the character creation screen cycle the peasant/fortress guard option repeatedly until your fort comes up, it chooses a random hillock or fort to stick you in every time. You'll need to know the name of your fort, obviously.
>>
>>150584327
>>150584515

Got it, thanks guys!
>>
smooth ALL walls
>>
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I want some.
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>>150587810
This demands an explanation.
>>
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>>150587376
>Fort has some dirt in it so you cant smooth/engrave
>>
>>150588405
>thoughtitwasatrolldollfromthethumbnail/10
wtf man
>>
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So I'm not sure what's up, but recently when I opened up the wiki This one of course http://dwarffortresswiki.org/
And it's doing a thing where usually it opens pages normally, and then other times appears like the page is an .txt file with hyperlinks mixed in. (See Pic related)
There doesn't seem to be any common thread as to when it does this, same page opens like this sometimes, and then perfectly fine.

Does anyone else get this? Is my computer fucking up on this particular website, or is it just like this now? Can't remember it having this issue a month or two ago.
>>
>fort entrance is protected by 3tiles wide 15 z levels deep abyss, its floor already soaking with mud rain and blood
>decide that 80 dorfs are enough for my fort, no more migrants allowed
>they camp right before the abyss, eating vermin and freezing in the cold
>another migrant wave with a woodcutter
>they are now building literal favelas and their first workshops
>a miner arrives


I will make two separate forts. this will be fun
>>
>First Werebeast ever is a Weregecko
>Beat its ass no casualties, no injuries with a ragtag military
>2 years later a Werecamel shows up
>Kills my woodcrafter and 6 legendary +5 Hammerlords before going down

Well, fuck.
>>
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>>150590112
Only thing I see missing is the images and lefthand bar? The colors are from my userstyle on firefox.
>>
>>150590112
Wait, it's also missing the little top bar, do you have noscript and shit on full-prevent?
>>
>>150590696
>>150590975
Yeah, basically the sidebar is missing, and while the images are there, they aren't in their place (so if normally it would be off in the right, it just appears on the left like all of the text aswell.)

I pretty much ruled out any setting in Firefox (which I use), since again, it's seemingly random. Sometimes the page looks perfectly fine, sometimes it looks like pic related. Infact, I even managed to switch between the two looks by simply pressing F5 (sometimes it fixes it, sometimes it breaks it).

Now based on you sounding like this is new to you, I'd write it off as my connection being shit or something like that, but again, every other site works fine, it's just the DF wiki that does this.
>>
Just started playing this after several years of my D&D group enjoying it and telling stories and jokes and such. It's pretty overwhelming, but once you get things going, it's really fun to watch the dwarves go about their jobs so dutifully.
>>
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>>150557812
You are a monster and there should be a law wherein such actions resulted in execution for crimes against art.

You FUCK.
>>
My FPS has gotten down to 9, and Fun hasn't even shown up yet. Feels bad.
>>
>>150594264
Limit your pop to 60 or 80. Plenty to get lots of industries going and a squad or two.
>>
What do you guys do for squads? I currently have a squad of 10 hammerlords and 10 marksdwarves, but having just lost a bunch to a werebeast I'm wondering if I would've been better off with a different general composition.
>>
I've discovered the ultimate entrance for any fort:
Riding a minecart over a gap
No danger of enemies jumping in, one-way travel airlock, stylish as hell, doubles as a way to haul stuff in from outside.

Bonus points for using a pressure plate to open a door just long enough to get through, keeping your fort safe from fliers.
Extra bonus points for jumping through a water/lavafall.
>>
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>>150595729
>jumping through lavafall
>>
It's been a long time since I played - are raised bridges still indestructible/impassable?
>>
>>150595785
I call it the holocoaster, dwarves go in, minecarts come out.
>>
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>>150595923
>>
>>150595729
>Extra bonus points for jumping through a water/lavafall.
So, Batman fort?
>>
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I can't wait for proper arena mechanics. Both the adventure and fortress mode aspects.

>Kobold thief triumphs against all odds, earning its freedom/a fort citizenship offer/a better weapon for its next fight (depending on what the player has set)

>Post-currency update, a single dwarf bets against the entire fortress, bankrupting everyone and starting an economic crisis/tantrum spiral.
>>
>>150595726
WARMINERS
>>
>>150595726
My general setup:

10 marksdwarves
3 axedwarves
3 hammerdwarves
3 speardwarves
1 lasher
>>
I hope there's a general increase in fortress threats. I know you can choose your own difficulty and all but still. One shouldn't have to embark on a terrifying glacier that is also home to an entire goblin civ to encounter challenges beyond the occasional vampire.

Especially since there are so many ways to get food/keep up morale these days.
>>
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>>150595729
>tilesetanon stamp of approval
>>
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I want to make Immunity Cat as a creature in DF.


How would you do it?
>>
>>150593707
>when you decide to make one of the random dorfs you favourite and give him a better room and look what he does all day
I really like you, Iluk.
>>
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>>150596634
Once I start getting some better metals than copper (Yes, year 5 with just copper and silver, you read that right. mi 2 pussy 4 cavern) or the caravans bring me more useful gear, I'll try that out.
Just lost 2 marksdwarves to the largest gobbo siege I've ever had to deal with. At least I'm not dying to the very first like before.
>>
>>150597630
>tfw at 160th z level and still no proper metal

now they have candy swords
>>
>>150598216
Oh god, I hope that doesn't happen to me.

This is my first successful fort, so I'm just terrified to go into the cavern and invite some fucked megabeast in to destroy me like in the past. I'm trying to get my entire outside ringed in traps first, which is taking quite a long time.
>>
>>150598806

Go ahead and breach the caverns. Make a one tile hallway going in and just wall it off if you get a Forbidden Beast you can't handle. Normally it's not any more dangerous than sending woodcutters outside.
>>
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>>150599094
I'll do that if I survive this Bronze Colossus. So far its not looking good.
>>
>tfw you realise that your dorfs will happily butcher and eat great apes
we africa now
>>
>>150599287
Well that was a fucking stupid way to lose a fort.
What causes random holes in the ground? The colossus got into my base through a tile that previously had been closed off. Or can they just smash through the ground as they please?
>>
>>150599730
if you cut a tree with no dirt under it will leave an open hole
>>
>>150599896
Its listed in the bug tracker, so I'm alt+f4ing and continuing on from the last autosave. Had it approached my fort from the entrance it would've been manageable anyway.
>>
>>150600070
Don't feel bad when savescumming. I did it a lot in the beginning in order to actually learn stuff before getting rekt by invasions or monsters or clowns.
>>
>>150597195
Replace the cat in the raws to this
[CREATURE: Immunity cat]
[DESCRIPTION: Immunity cat protects it's owner from the supernatural. The owner of immunity cat will no longer live in fear, because immunity cat will always be with them.]
[NAME: Immunity cat: Immunity cats: Immunity felines]
[CASTE_NAME: Immunity cat: Immunity cats: Immunity felines]
[PREFSTRING: Protectiveness]
Remove [ADOPTS_OWNER]
There, all cats are now immunity cats, and I fixed the catsplosion.
>>
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>orthoclase!
>orthoclase!
>orthoclase!
>tetrahedrite!
>tetrahedrite!
>orthoclase!
>>
>>150601716
>complaining about billon
>>
>>150595870
Ya
>>
>>150600209
I play a lot of roguelikes, and generally that's gotten me to be very against savescumming, but when I lose a full day's gametime because of a known bug, I bend my own rule a bit.

Now if only these kids would hurry up and grow up so I could use them for the slave labor I so desperately need. So much hauling to be done.
>>
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Nice. The interesting motive compensates for the shitty materials.
>>
Is there any use at all to wooden bolts? I've got rhinos, giraffes, etc in my embark and it seems like my hunter (master crossbowman) just mutilates the animals a bit and never actually kills them.
>>
>>150603128
training
>>
>>150603128
Wooden bolts are the only thing I use for training.

Also what the fuck is with this captcha? It made me go through like 5 sets of images instead of the usual 'pick the storefronts' or whatever. And told me I mistyped it. Thanks, neo-moot.
>>
>>150577832
>>150578595
I can confirm this. I have a prision where I send dwarves I don't like or think that aren't gonna benefit the fortress to starve.
Eventually, they die, and as most dwarves frequent the place where they have died, they sort of pile there, battering the other dwarves I sent there.
It's a really fucking cool project that takes some time, but it pays off
I don't know, a ghost-filled deep pit prision is always cool
>>
>>150584078
that's what you get for investing dorfbux on healthcare and research instead of military
>>
>underground crops are grown seasonally
>surface crops can be grown year-round

toady pls
>>
>>150596426
I Imagine that the starting scenarios will bring a lot of roles and different places to the game
Designating an arena in fort mode where dwarves bet on the fighters doesn't sound like something unachievable at all
>>
>>150603494
Balance. If underground crops could be grown year round they'd be OP.
See: plump helmets
>>
>>150596705
this made me think about you
>http://www.bay12forums.com/smf/index.php?topic=159800.new#new
>>
>>150603859

that would be better managed by adjusting maturation rates or yields
>>
>>150603915
Ok, when I get home I'll try it out by changing all underground crops to be grown year round but multiplying the maturation time by the amount of seasons a crop doesn't grow. I.e. Pig tails dont grow in 2 seasons. Double the maturation time.
>>
What happens when I pump magma into a room with chalk walls?
>>
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>>150604113
You get a room chalk full of magma.
>>
>>150604457
According to the wiki, chalk isn't magma-safe. Does that influence anything?
>>
>>150604492
Constructions and natural walls are entirely indestructible (except for deconstruction/mining, of course).
>>
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the magma garbage dump might need a redesign
>>
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this seems like a fine idea
>>
>>150605050
is pitchblende ever going to actually do anything
>>
fresh report from Toady
>Working to wrap up the worldgen artifact interactions we'd like to have for this time. Artifacts can now be given between entities during peace or when peace is made. Heroes can also make journeys (potentially with buddies) to recover heirlooms (still need entity/religious recovery).

I also included artifact claims in war/diplomacy calculations. For instance, in events spanning 124 years, the periclase bracelet Lusterlabored was made by a dwarf in a goblin tower and given to the dwarven master (the original demon was killed by an elephant while invading the elves). Stored in the tower for several years, it was eventually stolen by the kobold Tobogochrursnus. Tobogochrursnus brought the bracelet along on various thefts, only to be cornered by a human hamlet lord, Emim Squashchewed. Emim kept Lusterlabored as a family heirloom for forty years, but this eventually brought the attention of the same dwarven master back in the goblin tower. A war was launched, and Emim went to defend the main human city of Largeplot, where he was killed by the elf Ber (who had grown up in the tower). Ber took the bracelet and assumed the position of administrator over the conquered town. She had a more or less peaceful rule for decades, until the rampage of a werehyena found Ber devoured and Lusterlabored with a new owner.

Seems like we are gonna have some more content in the next update
>>
>>150605195

no
>>
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Newdorf here, first time getting this message. What are the repercussions, if any, of saying yes to this?
>>
>>150605576

Repercussions are shit mandates unless you vet your promotee
>>
>>150605576
your fort will become an official land of the dwarven realm
>>
I havent played DF for like 8 years or something and I really feel like starting it again. Its just a huge step to learn the game again, even if I have some experience.

>That one time when I made a wall out of blocks of ice. Summer came and melted the ice, but the wall remained. End result: wall of solid water
>That one time when I made a system that captured elves to glass cages and hauled them to the dining room, where they eventually stripped themselves in madness
>>
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>>150608067
This should help you a little.
>>
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Made some skellingtons, but their legs look a bit weird. They need to be tweaked a bit.
>>
>>150608875

the skeletons look bigger than the bodies they're supposed to fit inside
>>
>>150608875
look a little too bulky for skellies
>>
What all do jungles need? I'm trying to make my world as full of jungles as possible.

Rainfall - high, presumably
Temperature - high, presumably
Drainage - ???
>>
>>150609527
high, presumably
>>
>>150609527
Snakes, man.
>>
>>150609527
http://dwarffortresswiki.org/index.php/DF2014:Biome#Generating_a_Biome
>>
>>150609146
True to life, skeletons are kept under pressure in our bodies and expand to their full size once they escape.
>>
What's the easiest way to prepare my fortress and body for Goblin Sieges?
>>
Anything I can do to attract scholars? I've got a tavern up and running with mobs of bards all the time, but even with loads of chairs, tables, bookshelves, and blank books, my library gets no visitors. I even promoted two idiots to scholar and now they just sit around all day talking about bandages. How do I get visiting scholars? I want some dwarves as autistic as I am
>>
>>150610495

a wall tile
>>
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Changed the skellies a bit.
>>
Alright /dfg/, what's the most valuable item you've seen?
>>
>>150610570
>skeleton
>ears
>>
>>150610591
oh gosh well I went on a tour of the Tower of London and saw the largest cut diamond in the world in the Royal Scepter so I figure that's probably the most valuable item I've ever seen.
>>
>>150610660
Havent you touched your ears? They are not soft like muscle and skin. That means they have to be the ear bones.
>>
What the fuck, a naked goblin surgeon "guest" just ran in to my fort and stole some clothes
>>
>>150610771

then you forgot the noses d00d
>>
>>150610821
Geniuses are always eccentric.
>>
>>150610591

Don't remember off the top of my head but I've forced strange moods to use adamantine so it'd be one of those.
>>
>>150610821
Should have dissolved her in magma for stealing.
>>
I keep accepting all the citizenship petitions and like half of my population is now useless people who don't work. Fucking immigrants, I should build a wall
>>
>>150611686

they even tell you that they're just there to party
>>
>>150605230
>found Ber devoured and Lusterlabored with a new owner
https://www.youtube.com/watch?v=v2wEDBY7jOU
AMPED
>>
How can I make a place where only certain dwarves can acces.
Im trying to build a cozy cabin outside for some guys, but the other dwarves keep entering just to sleep in the ground
Sending rude dwarves to starve doesn't work,pls halp
>>
>>150616227
Burrows should help you with this
>>
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literally zero children in the fort
>>
>>150615301
Not to deamp you or anything, but creatures, including site leaders, can already get devoured by werebeasts.
>>
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>>150616631
he's drawing parallels to pic related.
>>
>>150616435
but how? Do a asign the whole fort to the whole embark but the place I don't want them to go?
>>
>>150617114
I don't see how the goblinized elf ruler of a human town being eaten by a werehyena has any parallels to gollum or anything else in LotR.
>>
>>150610660
>>150610880
I did the ears show up in order to make the races more distinguishable. I can remove them if you want me to.
>>
Is it common fot fugitives to synch with werebeast attacks? Three times it happend now on this run.

I'm early in my fort life (<50 dudes) and I'm thinking of maybe an above ground mini-tower (accessible only by underground) with one or two good marksmen.
>>
Just won my first open field battle against the goblin filth

a knife ear caravan was caught in the carnage and accidentally got slaughtered and plundred


If a dorf loses the ability to walk is it possible to restore it or should i just retire him?
poor sod lost his foot to a goblin
>>
>>150618692
I'm not either of them.
I don't think it's a problem whether they have ears or not. On the one hand, it is an awfully convenient way to be able to distinguish races' skeletons. On the other hand, there aren't significant differences between creatures of similar size once they become skeletons, aside from their names. It's a pretty stylized tileset, so I'd say just go with whatever solution you feel fits the style best.

Incidentally, cartilage doesn't rot in DF outside of refuse piles without modding. So there's that.
>>
>>150619354
depends how badly you need military dwarves, I guess. once he gets a crutch he should be able to walk (slowly at first), but he'll only have 1 hand free
I'd probably retire him
>>
>>150619121
>fugitives
What?

>>150619354
Depends on the nature of the injury. Some will heal completely, some will have permanent function loss. z > health to see the full extent of the injury after he's been diagnosed.
>>
>>150619528

Right one handed crutch wielding axe dorf arent very intimidating nor fast
>>
>>150619669
Heavy metal crutches are a fucking terror in combat. Give that dude a platinum crutch, watch him pop heads all day long.
>>
>>150619669

an experience warrior can still put up one hell of a fight
>>
just so i get this right, temperature in DF uses a fahrenheit scale offset from 10000° celsius, and absolute zero is 9508°?
>>
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I removed the ears from the skellies. Now goblins and dorf skellies are exactly identical, and humans and elves skellies are almost identical(the elves have slightly lower shoulders). They still retain some of their personality, though. I might go with this.
>>
>>150620637
The skulls look great, not so sure about the rest of the body yet.
>>
>>150620637

the ears were fine, i was just messing with you
>>
>>150621105
Messing or not, it got on my head, so the skellies will now be earless. The earless variant looks a bit more consistent.

>>150620842
I'm working on better bodies right now. It's a bit tricky, since they need to have clear segments.
>>
>>150621550
>they need to have clear segments.
Do they? Maybe it's enough if they are thin.
>>
>>150620637
better but the arms still look kinda muscular/fat
>>
I was thinking of making a fishing platform in one of the caverns

Does FBs swim? im terrified of them after the last one rampaged thought my last fort
>>
>>150622819

i don't know about swimming, but they can effortlessly wade through a tile of 7/7 water
>>
>>150622819
>Does FBs swim?
Yup, some do.
>>
>>150622819
they don't drown anyway, I don't know if all of them will actively path through the water, but certainly some will, and if they can see a target on the other side of the water I suspect all of them would. and a fair few cavern creatures can swim too (trolls for a start)
>>
cave crocodiles love eating fisherdwarves
>>
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I' still not pleased with them, but I'll call it a day. I have a pretty interesting fort to go back to.
>>
>>150623825
Looks better already. Though I'm not sure why you chose to give the bones muscles.
>>
>>150578271
>Noble quarters
>Not just throwing nobles into the deepest, darkest, most goblin infested pit you can find
>>
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>>150624361
>>
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>>150624361
>>
>>150624595
>>150624858
I want /fit/ to go away
>>
>>150604457
I know your dad never told you this, and your guidance counselor said you wouldn't ever amount to anything, but goddammit anon, I'm fucking proud of you.

>>150610386
I'm proud of you as well, not as much as the chalkanon above though.

>>150620637
Add like, fangs, to the bottom of the goblin skulls.

>>150620458
What's the celsius nonsense? It's Urists son, water freezes at 10k Urists, ordinary absolute zero is 9.5k Urists, and absolutest zero is 0 Urists. None Urists is 60k+1 btw.

>>150623825
Goblins, fangs, do eet.
>>
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>>150625010
Honestly though, I made the skellies thinner.
>>
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>>150625173
>temperature measured in urists
>weight also measured in urists
dem urists man, dem fukken urists
>>
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>>150625221
After posting >>150624361 I also played around a bit.

I think elves having a thinner skull helps further distinguishing them
>>
>>150625221
>>150625581

the thin, short limbs and big skulls make them look like children
>>
>>150625687
>>150625581
Sorry, but making the skull thinner than the head is a total no-no for me.

The skull should have the same basic shape as the head, period. Also, your edits made them look a bit too much like some CLA tiles. Those are not the aesthetics I'm going for.
>>
do sea creatures not show up on the creature list? I'm embarked on a savage ocean and stingrays and fish show up periodically, but they don't show up on the list and I can't view them. Does that mean I would have to use a small animal trap to catch them?
>>
>>150626196
CLA is the shit.

>>150625581
They do kinda look like creepy little kids, or aliens, or alien kids!
>>
>>150626519
Vermin(which is an umbrella term for all small animals in the game) can't be viewed and won't show up on the creature list. This includes most marine fauna.

Interestlingly, despite the fact that you can't view vermin, they still have descriptions. Those descriptions could earlier only be read in the raws(to my knowledge), but now they can also be read through the image creating screen.
>>
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>>150626196
>Also, your edits made them look a bit too much like some CLA tiles.

>mfw that's because I'm CLA

Man, I didn't think the style would be that distinguishable.
>>
one of my dwarves is flashing x is shaken to the core!
is this new? is it basically very frightened?
>>
>>150627693
wut
>>
quick, which stones have the same colour as microcline
>>
>>150628729
The majority of all microcline is pink IRL(like most feldspars). Only amazonite(which DF microcline is based on) is blueish green.

In DF, the only rock or mineral with the same colour as microcline is adamantine, as far as I know.
>>
>>150622928
>>150623432
>>150623432


Jesus Christ, looks like i am not starting any enterprises in the caverns just forever bypassing theme
>>
>>150629220
fugg
and cobaltite? which ones?
>>
>>150630273
Cobaltite is blue, not cyan.
>>
When will labor unions be implemented?
>>
>>150630604
Maybe 5 years, maybe 20.
A recent (the latest?) FotF talks about it.
>>
>>150630604

guilds would be vastly more appropriate
>>
>>150630505
yeah, I mean which ones look like it.
I need a good contrast between blue and red
already got slate, but I need blue
>>
Is anyone seeing way fewer elves in .42? Lots of worlds I've generated and no elves so far
>>
>>150623432
>they don't drown anyway
They do drown. They're all "amphibious", though, so they won't start drowning unless they're in 7/7 water (or magma) with at least 1/7 water (or magma) on the tile above them. Fire FBs won't drown in magma. I'm not sure if FBs can have the shape of an aquatic animal, but they probably can't since aquatic animals air drown when they leave water.
>>
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>>150631940
You mean 43.05?
>>
>>150627693
Still wutting, comfyanon=cla, or thisanon=cla responding to the post about comfyanon resembling cla?
>>
>>150632614
>thisanon=cla
>>
>>150631940
Im playing 43.03 for DFhack, and during world gen a good amount of elves spawn, but during history they get killed in wars and their forest retreats get taken over by gobbos and humans. Have you tried increasing the amount of civilizations in paramaters for worldgen?
>>
>>150629291
Walls are as effective in caverns as they are on the surface. More so even, caverns have a roof already.
>>
>>150633449
What if the FB can fly

Then you're fucked.
>>
>>150632791
(hi cla)
>>
>>150632456
>>150632889

Whoops, meant .43; I'm on .43.03 as well for DFHack. I'll try loads of civs.
>>
>>150633529
Rocs and some titans fly too, that doesn't keep you from building walls on the surface, does it?
Besides, you ignored the "caverns already have a roof" part. Build your walls to the top of the cavern. It's easier to secure a cavern than the surface precisely for that reason.
>>
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Four wafers lost to this garbage. Next time I know to make the craftworkshops in a drowning chamber to prevent useless people from touching my precious adamantine.
>>
>>150580339
You mean never.

FPS death will make sure this game ends like george RR martins legacy.

In the trash.
>>
>>150634337
Three wafers at most, there are only 3 adamantine decorations on it. A lot of times a single mat will be used for multiple decorations, so it could be fewer, but it definitely isn't more.

Next time a moody dwarf claims a craftsdwarf shop just forbid all your adamantine until they begin construction.
>>
Are silver bolts more efficient against were beast than normal bolts?
>>
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>>150634747
>>
>>150635005
Nopers, they're vulnerable to random retarded shit.

I like to mod werebeasts so they're vulnerable to silver, the werebeast antagonist civ from Masterwork has a very vanilla feel and is crazy dangerous.
>>
>>150635005
It depends on the beast specifically, I've seen them with steel vulnerabilities, iron, gold, silver, etc.
>>
>>150635027
>Realistic complaints about a game thats been in development for 10 years.

Actually thanks for correcting the record.
>>
>>150635709
>think it is a game rather than an ongoing process to produce the best fantasy story generator ever
There's your problem.
>>
>>150636192
>story generator that generates 1 year per hour after year 250.

Guess you like some short histories.

Or maybe you like all those stories about how named donkeys killed the goblin ruler or how those 10 legendary hammermen you left behind got killed by a 20 goblin siege that sustained 0 casualties.

Such a good story.

Let me tell you the epic about my ancient 200 year old dwarf civilization.

Gas yourself
>>
>>150636561
How about you take your shitposting somewhere else?

Some of us like the game. Heck, I bet the majority of us does.

So fuck off.
>>
>>150636707
I enjoy it, for the first hour before FPS death.
>>
>>150636801
Reduce the embark size, limit your population, avoid too may animals, avoid waterwalls, lakes and stuff like that. Heck, there's even a page about it on the wiki.
>>
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>>150635092
>Masterbloat
>a very vanilla feel
>>
>>150636976
>>remove all fun feature from your game in order to play it.

SURE THING
>>
Any idea why my clothier would refuse to make clothes with no message? There's plenty of cloth, there's no stockpile giving to mess it up, he has no other labors, and he's getting drunk at the moment. Does that outright cancel jobs with no message, even when put on high priority?
>>
>>150637128

>says "thing is very vanilla"
>response is "literally everything by the author of the thing is vanilla? lol!"
>>
>>150637360
Are all the resources forbidden or dumped or something?

Maybe burrow is set on?

Maybe he's just slow as fuck, if you give them too many distractions (tavern, meeting hall, library, temple) they spend more time fucking around because in between binging they are praying or some other shit.
>>
>>150637589
All resources unforbidden and not dumped, burrow is off. The only location in my fort is a tavern, where he's currently drinking and singing and whatnot. If that outright cancels jobs instead of just making them wait until he's done, that's very stupid.
>>
>>150637814
nah, it wouldn't cancel them.

Try making a new workshop. Maybe you set a workshop profile that was fucked up or something.
>>
>>150637924
I haven't made any profiles at all.
After he finished singing at the tavern, he started actually doing his job instead of autocancelling every job after a couple seconds. I hate when I can't find the root of the problem, I feel like I'm going to start mass producing something important and not notice this happening until its too late.
>>
>>150638302
The first thing I make is a manager.

I never single queue anything again.

Managers for everything, because they can't cancel those.
>>
>>150638519

same, except when i want the job to use up all the mats, manual (r) is great then
>>
>>150638627
I do that for food or brewing.
>>
>>150638519
I haven't made a manager because from what the wiki said, the way it handles multiple orders from the same type of workshop doesn't seem like I'd be very happy with it. I'd rather have two workshops working on two different things than have both working on the same job, then moving on to the next job. Unless I'm misunderstanding what the wiki's saying.
>>
Nah you are right.

I think you can fix that by designating a specific stockpile for that workshop only.

So your generics can do workorders, and your designated can pump out steel weapons/armor.
>>
>>150639691
Can anyone confirm this? That I could handle.
>>
>>150636561
You're absolutely right, there, you won, I'm going to quit playing and stop supporting the game. You can leave now.
>>
>>150641476
Another cuck redpilled.
>>
>>150641476
Agreed, my record has been corrected. I used to be the biggest Dwarf Fortress fan around, I even made my wife live in a hole in the backyard and hit her with a hammer when she would export socks, but I am now ready to #Rim4RimWorld
>>
Any reason why one of my miners would be stopping mining to go pick plump helmets? He has no labors on but mining, and he's the only miner I ever see do it.
>>
>>150642698
I think harvesting is a "hauling" labor, not growing or whatever.
>>
>>150642698
Because your fort is set to All Dorfs Harvest.
>>
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>>150642826
>All Dorfs Harvest
>>
>>150642698
>>150642826

that's fucking disgusting
>>
>>150642826
>>150642957
>>150643179
I had no idea this was a thing. The baron's gonna be pissed that Urist McRockfucker stopped digging out the tomb to pick a plump helmet to add to the pile of 2500.
>>
>>150643660
>overfarming
>>
>>150643838
>not liking food, a comfy and easy way to generate massive value
>>
>>150643838
>not ensuring you have a surplus of food to survive any siege
>>
>>150644094
>>150644193
Ordinary farming does this.
>>
Bless the stone for cowardly drakes

One of the drakes pasturing was to late to retreat when a FB attacked and lead it on a wild goose chase through the caverns eventually managing to bit it in the foot (dying in the process)

was easy picking for my marksman rabbles
>>
>>150643838
I'm not going to pretend I'm any good at the game. I just went into it thinking that it'd be better to have a lot more food than needed than end up with too little.
>>
>>150645019
I end up having to throw tons of food away with even small farmplots.

But I use fastdwarf 1 because today can't program worth a fuck.
>>
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First thing that attacks me in this fort. My militia is ready, but I'm afraid that the merchants get to her first.
>>
>>150645019

a single 3x3 plot will feed a surprising amount of dwarves once your growers start gaining some skill
>>
>>150645285

My first giant encounter

>Giant comes swooping inn
>Boom crash, Stone trap breaks its legs
>Overpopulated dog pen at the gate charges at it

>Giant drowns in barks as 30 dogs and puppies tears it apart

>next day i introduce 20 dogs to the butcher
>>
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>>150645410
Feel free to laugh at my setup.
Most of them are for pig tails since I have a large clothing industry, but a lot of them end up doing plump helmets during one season or another.

Also I'm still having the problem where people are cancelling their jobs to sing in the fucking tavern, or any other tavern thing, nothing else is cancelling things. Why can't they just keep the job up for when they're done? Its annoying to have to keep checking up on those morons rather than just having it queued up.
>>
Exactly what would be required to make it so that humans and dwarves can survive in worldgen in good/evil biomes?
>>
>>150646000

Looks comfier and nicer than mine. I just get pissed and start mixing piles...
>>
>>150644259

And kitchens make you hella money with prepared food. You can buy out entire caravans with a few pots of prepared food.
>>
>>150608453
How important is weapon degradation? I don't really want to find a steel sword in adventurer mode only to give it up a few days later
>>
>>150646000
>random pair of boots sitting in the middle of the field
oh dem dorfs
>>
What does DF have that stonehearth doesnt besides larger number of units on screen at once
>>
I made a stockpile for food down where my miners are doing their thing so they can travel a shorter distance when they need to eat, but peasants, after hauling food down there, are coming back and hauling food away. Any way to prevent this?
>>
How bad does Cave Adaptation fuck shit up? I want my militia to be able to fight on the surface, but I also want to keep most of my buildings in caves like real dwarves.
>>
>>150646000
Is that sand?

If it is, why arent you running a glass industry instead
>>
>>150627861

Might be unconscious. Check his vitals with "v".
>>
>>150637128
Nothing is wrong with masterwork. Just turn off the shitty workshops it adds if you dont like them, everything else is just improvements
>>
>>150648273
I haven't played in years and I was even worse at the game back then, I just went with what I know.
>>
>>150634337

Man, why do dwarfs claim the crafts shop ALL THE FUCKING TIME? Running a fort now and every dwarf has claimed the craft shop. I got a weapon rack, a mini-forge, and a ring as artifacts.
>>
>>150646000
Manager solves all problems. The only manual workshop order I ever make is for a single chair. After that everything is the manager.
>>
>>150648273

Looks like bins as represented by a tile set...
>>
>>150649046

retard
>>
>>150648709
In order to get any artifact other than craft you need dwarves that are already skilled in another profession like weaponsmithing or armorsmithing, even if it's just novice level. You should make a couple of your dwarves forge some giant axe blades or something
>>
>>150649223
This, you're a fucking retard for thinking those are bins. They are dirt floors.
>>
>>150649532

Ah yeah. I see what you mean. I would've swapped dwarves around but it's rather nice to have your army walking around with masterpiece weapons even if they are only silver.
>>
Well, I thought I was doing pretty well, but all my dwarves just dropped dead of dehydration. I made a still and they had plenty of booze, so what happened?
>>
>>150647637
I've literally never seen weapons degrade.

Armor degrades generally only when penetrated, so I've seen a steel gauntlet degrade only once (stuck by a goblin spear).

>>150648120
Badly. Have a sunlit area that is high traffic
>>
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ambitious. most people settle for a mountaintop or a waterfall
>>
>>150647967
A general
>>
>>150549836
But what if their corpses were either lost or the dwarves won't touch said corpses??
>>
>>150651680
Dont need a corpse to slab someone

I dont remember the process or else I would tell you, but just google dwarf fort memorial slab
>>
>>150649532
So if someone is a legendary miner and novice weaponsmith, will he make a weapon artifact?
>>
How do I get, say, the miners to eat from one stockpile, and the rest to leave that stockpile alone and eat from the main one?
>>
>>150652008
Burrows. Probably
>>
>>150651828
I don't think it matters anon, I once had a dabbling weaponsmith/skilled stoneworker make a sword once.
>>
>>150650964
I love the extreme strangeness of "Listen to Story" and "Meditate on the Moon" as normal labors nowadays
>>
Is there any way to weaponize the river?
>>
>>150651759
dude, all you need to do is create a slab at the mason's workshop, then engrave it at the craftdorf's workshop and lastly, construct it wherever you want it
>>
>>150652441

yeah, lots, from just "embark in a cold biome" to ridiculous pump/reservoire projects
>>
>>150652828

Was thinking of flooding the entrance and somehow leading the flow INTO the river with whatever invaders that might get caught inn the flood
>>
>>150652069
So I would have to draw a burrow that covers basically the entire map and all the z-levels aside from the mining/miner's food areas, assign the non miners to it, and assign the miners to one that includes their part?
>>
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>deadly dust beast shows up
>don't really have any way to trap it and locking it out would be boring
>fuck it, those three squads of non-dwarf mercs aren't doing anything important
Man having an expendable force is fucking awesome.
>>
>>150650736

Were you getting spammed by messages where your booze holding pots were getting destroyed for no reason? I was getting spammed by messages where either the dwarves were destroying the rock pots I made for booze or something was destroying them...
>>
>>150654669
How do ytou stop mercs from shwoing up?
Once 18 show up I dont want anymore to come BUT THEY KEEP FLOWING IN AND KILLING MY FRAMES THERE THEY WONT STOP COMING
>>
Could anyone explain what factors cause dwarven halls to form?
>>
>>150654769

Check your tavern settings. If you have "All visitors welcome" set, there's your problem.
>>
I'm about 2 seconds from deleting this tavern nonsense. If I don't need a dwarf to do anything for 10 months, he sits on his ass alone, but the second I need him to do something significant he decides to go get hammered for a good year straight.
>>
>>150655087

you can prevent that by fulfilling the mandates, anon
>>
>>150654258
Can someone confirm this, or recommend a better way to do it? If I don't have food stockpiles down there, my miners hardly get any work done before going to eat. But if they are there, every single mentally challenged dwarf in my fort will walk down 40 z-levels to eat there instead of the fully stocked tavern right next to them. I just don't understand why they can't understand relative distance when it comes to food, of all things.
>>
>>150655279
My only mandate is to not export buckets. Doing pretty decent at that so far.
>>
>>150647637
You know how your grandpa always said that everything lasted longer in his time?
Well, medieval people crafted stuff so it lasted the most posible
You don't expect a literally well-crafted +steel sword+ to break before some years of heavy use, right?
The game strikes again with its realism in real-life mechanics.
Actually, weapon degradation is merely some restriction to finding a single good thing and keep using it for all eternity, but I can Imagine tons of situations where it could matter a lot more.
for example, Toady has talked about how the background of each adventurer you create could use a lot more deepness, having menus to determine a whole story it, creating a designed starting scenario, etc.
Imagine the background of the adventurer you just created is the direct result of a war that is happening just right now, you were some kind of orphan who got dragged in the local militia, and, barely knowing how to grab a sword, you were equipped and sended into battle.
Well, just after you start, you receive a message telling that the carnage is over, you are a beaten bag of meat in the ground, and all of your equipment has the XXequipmentXX thing
I don't know, but that kind of detail; showing that the intense battle made you use your sword so much you almost broke it down; is part of what makes dwarf fortress
>>
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i have no idea what im doing

this is my first fort but im starting to think that this isnt the game for me

i want to build castles, not underground forts. i mean, i have an entrance to an undergound fort in the central tower, but i have to dig out all the foundations and basements first before i start a quarry and make stone blocks and that seems a bit too much for seven dwarves

plus i want to build the castle on the other side of the river. i built a bridge to get across but they refuse to do the channeling job i designated even if they have a way across the river

did i bite off more than i could chew? i want to imitate the humans, not the dwarves
>>
>>150656479
Have you ever seen a weapon degrade tho?
>>
>>150657001
I had a sword from a poor material(it was either copper or silver) wear down a bit after hitting an enemy's steel shield a few times.
>>
>>150656618
>7 dwarves
Just you wait buddy, after a while you'll be wishing you still had just 7.

As to the rest of that post pretty much all those problems are related to simply having no experience with the game to know what you're doing wrong. If that pic is your channelling job, keep in mind that they can't actually reach those tiles, unless you channel the topmost layer as well. Think of it this way: Digging digs out most of the block and leaves a floor to stand on, whereas channelling removes that floor. They can't dig out a tile underneath that floor unless there's a hole somewhere, so you should make sure you designate them to dig a hole to actually reach the tiles you've designated.
>>
>>150656618
Are you using stone blocks?

I have no trouble getting more than enough wood for any above ground projects by clear cutting the surface.
>>
>>150656618
>plus i want to build the castle on the other side of the river. i built a bridge to get across but they refuse to do the channeling job i designated even if they have a way across the river

To be fair that's you not giving them a way to reach it, not any problem of the dorfs or the games.
>>
>>150656618

start by building some basic dwarf fort. after you've had fun once or twice you can try more ambitious stuff like large-scale above-ground construction
>>
>>150657001
To answer you, not a single time, as far as I know
Well, except stone axes, I remember hitting someone with a crafted axe in adv. mode, think he was wearing steel, so the thing broke in one hit, My character must've felt really dumb
>>
>>150656618
If all you specifically want to do is build shit aboveground, adventurers can build cabins that are the envy of any castle.
>>
>>150658121
>>150650839

Training weapons, being made of wood, degrades extremely fast even when used against unarmored enemies
>>
>>150658121
How the fu*k do you make crafted axes in adventure mode? I followed the wiki and didn't get the option to make one
>>
>>150658565
It's a recent addition. Just open the crafting menu with [x] and you'll find it in the first tab
>>
>>150658829
Is it .05?
>>
>>150658565
[g]rab a branch from a tree
[g]et a couple of stones
hit [x] (because it doesn't fit in craft or whatnot) for your reactions and knap the stones, carve a helve, and construct a stone axe.
>>
>>150659007
That's what I meant by "recent"
>>
>>150659007
The axes/bonecarving reactions are part of the campstruction update in 43.01.
>>
What governs whether you can spawn adventurers of a given race/entity or not? I was able to create 2 adventurers of a civ with 12 people left, then the option was gone. No population changes.
>>
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>mfw I visit forest retreats
>>
>Hours of work
>A few days away from season change and autosave
>Game crashes

Why couldn't it be any other game that crashes this often? Why the only thing I ever want to play anymore, and with such a massive time loss associated?
>>
Fuck /dfg/ hold me, why does this game give me the feels so much?
>Played the game for years, but because of old shitty laptop could never last enough to get the real feel of inmersion of the game
>Brand new Df playing computer
>elfsgonagetgrueked.tiff
>This time we will make things right
>Fine embark place
>Flux, gypsum, metals and a river
>''This time things will be done right''
>every dwarf gets his own name based on the info I got about them, physical and mental descriptions, atributes, etc.
>Try not to worry as much when playing the game as I usually do, so I can truly have a nice DF afternoon
>As a result I leave the game opened without trying to micromanage everything constantly
>''oh, well''
>Eventually two of my starting seven marry and have a kid
>Really like those guys, named then like some friends
>Really tag along with them, build them a top notch house underground, give them all they could need
>Really enjoyed the rp, Was pretty happy with everything happening to them
>Some day they come
>'JewSoldier' and 'JewDoctor'
>They didn't know eachother at all, but one thing united the cute doctor and the brave soldier
>An enormous nose convexity
>I had being reading about DF relationships and all, so after reading their personalities and thinking they could do a cute couple, I burrowed them over a food stockpile and left them to chat
>Before I can realize, they are fucking married
>Happily proceed to do the same with them as I did with the other family, carving a house for them, filling it with stacks of minted gold coins, so they were happy
>The two families become friends, go to eachother's house every now and then
>In a profetic acting, the wife from the first family enters a mood and ends up building an artifact coffin
>Hey, that's pretty good!
Btw, I'm the ghost-filled-pit anon, I have a prision where I send dwarves I dont deem good enough to have a name, so their ghost end up filling the place, and I do't bother to eliminate them

Should I go on?
>>
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>>150660493
>>mfw I visit forest retreats
>>
>>150661741
How do you keep the ghosts from moving around?
>>
What is the point of a prison? So what if a drunk dwarf smacks a nose or two. The only other thing it is used for is when the mayor/baron/fuck decides you didnt make enough adamantite cages so he tosses a dwarf or two in the prison for 2 seasons
>>
>>150658565
https://www.youtube.com/watch?v=BN-34JfUrHY
>>
>>150662230
Aren't celts supposed to be adzes? That just looks like a regular axe.
>>
>>150662737
He makes a adze later on another video. It performs better The fucker is already making iron
>>
>>150651828
>>150652106
Dwarves who get a strange mood always mood for their highest moodable skill. Mining is a moodable skill (as are masonry and engraving), so in neither of those cases can a dwarf get a strange mood for weaponsmithing. A dwarf with no moodable skill who gets a strange mood will always mood for stone crafting, wood crafting, or bone crafting.

http://dwarffortresswiki.org/index.php/DF2014:Strange_mood#Skills_and_workshops
>>
>>150662230
>>150662737
>>150662858
I swear to god every-fucking-body is talking about this madman, in every board

>>150661741
Man, keep on writing
>>
>>150663501
Not a single word, a few videos and millions of views and subscribers. Every single one of them worth. The guy is probably rich and hasn't surrendered to the "Like my x,y ,w,z,a NOW CLICK HERE" of most youtubers and makes coolshit.
>>
>>150654769
>How do you stop mercs from showing up?
>My fortress is turning into Germany

Dwarf Fortress folder / init folder / d_init.txt
Scroll down until you find "[VISITOR_CAP:" and then set that to something more reasonable like 20-40.
You can also control goblin siege size with the setting below that one. Just be aware that letting 1000 goblins onto your map could possibly kill your framerate -- or crash the game from lack of memory.
>>
>>150663756
>set that to something more reasonable like 20-40
I'm pretty sure it's set to 40 as default.
>>
>>150660403
Probably history advancing and finishing off the civ.
>>
>>150661741
>>150663501
>After some productive time shitposting in 4chan, I click the df window, only to realize I have let the game run alone for almost half an hour
>I worriedly browse through the announcements menu, to see if something bad has happened
>no
>out of the blue, 'JewDoctor' is dead
>she was battered by a violent ghost and tried to go repting to the hospital before bleeding completely out
>her loving husband, completely numbed by alcohol, says he doent feel anything at all about her dying
>Realize that his dream is to raise a family
>Realize dwarves don't remarry
>Realize the existence of the coffin
Fug, it hitted me more than I thought
>>
>>150660403
You can't start from a site governed by bandits. If bandits took over the last site and made the people there their subjects, at least the site should become unavailable as a starting point. However, in that case, the former rulers would usually become a refugee group and found a camp in the wilderness, from which you CAN spawn. At least according to my experiences.
>>
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>>150665039
You cruelly killed dwarves and purpusefully tormeneted their souls by denying them a proper burial.

You are fully responsible for what happened.
>>
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>>150665373
I fucking know, but knowing that doesn't make me feel better
She probably was pregnant, for fuck's sake
>>
Apparently my crashes were due to TWBT. Sucks that I have to play without it, it had some gorgeous tiles.
>>
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>>150666134
dw anon.
All dorfs die in the end.

Like this craftsdorf who made an artifact sword in homage to the first dorf who lost his life to a mood. He died a month later, being ripped apart by a weregiraffe.
>>
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>all this delicious rutherer meat
There's something so dwarfy about having giant beasties filling your halls.
>>
god it takes so fucking long to empty canals
>>
When I first started this game, I thought it was really complicated because of the interface, but, the interface wasn't too hard to learn. Every time I look at a tutorial, it's designed for complete retards so that seems to be the only people who get attracted to the game. The best tutorial people should have is how to layout a good fortress. When I look at tutorials for layouts, it's never a tutorial about how and why, but, a tutorial made by someone with OCD who never has an excuse for why they did what they did.

This game has so many possibilities and "is" fun, yet, most people aren't attracted to it that should be, simply because the tutorials are pretentiously created by autistic people.

If someone would of just told me to put my prison and noble rooms behind the barracks and the bedrooms behind the dining hall, I could of fractal designed my fortress long ago. Instead, I had to learn how to have fun by getting lucky and making correct choices. There is no reason you idiots should be deterring new players to the community. This game isn't even multiplayer.
>>
>>150667972
You know you can make more than one fort, right? Part of the fun of the game is learning.
>>
>>150668226
It seems like more of the fun for him is getting really mad about stuff

>>150667972
I don't know why you bothered with video tutorials or guides in the first place, to be honest. did someone tell you to? I never used any
>>
>>150667849

*magma canals
>>
>>150667972
>>>>>>>>prison
literally no point there is only downsides
>>
>>150667849
>>150668486
Moving magma horizontally is a painful experience. Read the wiki and the forums for faster horizontal magma movement.

The best way is to make sure you're getting the fastest magma is to use a powered pump system, that's also magma-proof.
>>
>>150668486
Use two-high canals, they move MUCH faster. I don't really understand why, but it's very noticeable.


Is anyone else obsessed with plumbing and fluid networks? I find myself spending more time figuring out how I'm going to hook up water and magma to a room than on the room itself. My forts alternate between actual floorspace and fluid-routing sewer levels. I've been thinking of trying out using minecarts instead, but honestly that might be MORE complicated!
>>
>>150668398
People could have fun when they play the game. I wanted to do stuff, not learn to play. That part isn't fun. It's like you might as well have created a fake university and tell everyone they didn't learn shit when they finished.
>>
>>150670032
>you might as well have created a fake university and tell everyone they didn't learn shit when they finished
what is "literally every university in America since 2007"
>>
Whats wrong with building on one level?
>>
>>150670689

muh fps
>>
>>150667253
Jabberers are a lot more efficient than rutherers for the meat industry
>>
>>150671129
I'll keep that in mind the next time 1 jabberer spawns on my map in the next few years.
>>
>Not giving the king a noble pet dragon and a castle made of gems with waterfalls and shit

Why even live?
>>
>>150671347
>make noble room for expeidtion leader when I start
>after a few years the king shows up
>he gets that room
>just like every previous fort leader
fuck the king
>>
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>>150671347
>and shit
>>
>>150671669
>Not just killing the king
>>
What's a safe killdepth for a pit trap?
>>
>>150677016

magma
>>
>>150677016
Depends on the material the floor is made of.
>>
>>150677016
10z is guaranteed to stop them from being a threat. Dont know about instant death though
>>
>>150678416
>>150677016

20z
>>
>>150678598
Stopped at 21z, I'm gonna line the floor with spikes just as a safety measure.
>>
>>150679317
Don't do this
There's a chance they'll dodge the spike and then land with no damage at all.
>>
>>150679669
oh.
well, fuck.

Guess I'll just make it deeper then
>>
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>>150680025
You could trigger the spikes to a lever and mince themBeware of throwing more than 2 creatures at once for one will fall on top of the otehr and only one takes real damage.
>>
>>150677016
Depends on the creature, and >>150678245

Ideally you'll want a very short fall down a smooth-walled pit (preventing climbing/grabbing during the fall) directly into >>150677523 or water, which can hopefully be drained so you can recover bodies and items.

>>150679317
Using spikes should be at 10 spikes per trap, AND the spikes should be connected to a repeater to ensure that anything falling into them are constantly assaulted.
Thanks to the latest update with limb joints damage and armor damage, spikes will always eventually disassemble enemies.

Alternately, you can use high speed, massively heavy minecarts to simply run-over anything falling into the pit.
>>
>No pokemon mod
>>
>>150678416
>>150678598
>>150679317

line the pit with something heavy, lead bars maybe, drop damage is calculated by being hit with whatever the ground is made out of
>>
>>150677016
use DFhack to make the bottom of the pit slade
>>
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where in the absolute fuck have i spawned
>>
>>150684903
home of the squid
>>
>>150684903
At the bottom of a generated fortress. Have fun with those fucking things. My advice: find stairs up.
>>
>>150685118
See if you can travel and try to move up/down.
>>
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>>150688505
>>
>Human lasher master vampire visits fort
>Enters, goes berserk
>kills my legendary weaponsmith/metalsmith and legendary gemcutter/gemsetter
>Kills 2/3 third of my millitary consisting of marksdwarves and mercenaries
This is actually pretty good.
>>
>>150690876
>marksdwarves
literally why? They are too much trouble to be worth it
>>
>>150691669
Well they were pretty useful against the Roc that came around last year.
>>
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>chief medical dwarf gets injured in fight between two human bards
>enable diagnosis on weaver/hauler
>he goes on fucking listening to poetry instead of diagnosing my chief medical dwarf
Seriously
>>
>>150691734
Another 10 axes would have been more effective
>>
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>>150692128
>when u flawlessly recite a poem and the dorfs go apeshit over it
>>
>Received adamantine sutures on left foot
Jesus fuck I though this was a meme.
>>
>>150692128
>building a tavern
Dont bother, they are nothing but trouble
>>
>>150690876
>Human lasher master vampire
Is this castlevania
>>
Stopped playing two years ago cause dwarf therapist was out of date. has it been updated yet?
>>
>>150695689
not for the current version, no
>>
>>150695689
>two years ago
Oh god I want this to be a meme.
>>
>>150694067
they cause a lot of good thoughts
>>
>>150696265

drinking negates pretty much every bad thought anyway
>>
>>150695689
it's usable for 0.43.04

the current version is 0.43.05
>>
>>150696265
And in return they drop productivity by about 500%

An opulent meeting hall/dining room and some booze will keep everybody happy
>>
If I play a crossbowman and choose an animal-man with hooved feet, will putting all my points into marksman/crossbowman, dodge, and kick be a viable strategy?
>>
>>150699016
depends how big you are
>>
>>150699016
Add stealth
>>
>>150699274
I'm just the size of a normal person

>>150699336
ok got it
>>
>>150698454
Seconding this, though I'm a newer player so there's probably avenues of this I'm not aware of.

I had to fight tooth and nail to get my dwarves to do just about anything on a decent pace before, now that I've removed the tavern, shit's actually getting done, and everyone's happy since the entire place is filled with booze and engraved walls.
>>
>>150698454
>>150699536
I wouldn't recommend building a tavern to anyone who's planning a megaproject, or embarked in a seriously dangerous region, or is new to DF, or wants work done fast. I think they're a fun way to keep an established and overly-safe fort interesting, since at some point a couple years into most forts, you end up with way more food/booze/goods than you need and dozens of dwarves with nothing to do anyway.

But it does feel like it needs serious tweaking. It seems odd to me that dwarves spend absolute fucking ages just sitting in the tavern watching/listening to others. I like that they go there for a drink, but hopefully at some point (maybe when toady gets to festivals/competitions/games for fort mode?) their long-term campouts in the tavern will be limited to when there's actually something interesting going on.
>>
>tfw when food consumption doesnt match food production and food starts rotting and miasma starts going everywhere
>>
>>150701665
>having stockpiles of any food that rots
>>
>>150698454
>>150699536
>>150700379
You guys all seem to be misunderstanding how taverns work. Dwarves go to taverns (or temples or libraries) in three cases: you've assigned them a position there, there are no jobs for them to take (green tavern activities), or when a need has been unfulfilled for very long (purple tavern activities). The last case is the only one that overrides jobs, and happens very rarely in comparison to the "on break" jobs that they replaced. If your dwarves are spending a lot of time in taverns then you're not creating enough work for them.

>>150701782
No food rots in stockpiles.
>>
>playing Summon Night Swordcraft Story 2
>enter a Fortress
>see this
And now I know what a top-to-bottom engraved fortress looks like.
>>
>>150703152
Its the purple activities that are obnoxious. I get wanting to spend some time at the pub drinking and whatnot, but drinking there for months is just a foolish disruption of the fort workload.
>>
>>150703768
They're very rare, and they don't last for months. They don't last for a month. No location based activities outside of "ponder" and "discuss" library activities take even a week.
>>
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I'm on my third fired hammerer. why won't they exact this cunt's punishments? she just keeps murdering people and the only fucking justice giver I have won't do a goddamned thing about it. SHE CAN'T KEEP GETTING AWAY WITH IT

and before you tell me to just order a militia hit on her (again), my militia is shit and who knows what this vampire whore is capable of. I don't want my tavern to be a bloodbath.
>>
>>150704254
Get the militia to take her out.
>>
>>150704254
Wall her in a 1x1 room. She won't die and your fortress will never fall to ruin. Let her repay for her sins for all time by being the cornerstone of your eternal fortress.
>>
>>150704493
she's just a visitor. I can't make her stand still nor would she likely keep my fort alive as a non citizen.
>>
>>150704560
darn
>>
>>150704161
>Very rare
My dwarves were each getting purple moods at least once a year. Not exactly rare.

>No location based activities outside of "ponder" and "discuss" library activities take even a week
My broker sat in the tavern singing, drinking and wasting time not only for the entire duration of a caravan, but for 2 and a half weeks afterward. To be fair, I'm not on the latest, I'm on .03, but as far as I know there haven't been any tavern tweaks, and if its still the way it is in this version, its a broken feature, or at least poorly thought out. Not that it really matters anyway, keeping dwarves happy isn't difficult even without it.
>>
>>150705590
>>150704161
>>150703768
I'm pretty sure that purple activities are the result of the dwarves accumulating unmet needs over a long time. If you have a minmax playstyle, where dwarves rarely get the time off to engage in green activities, I guess they become more prone to starting purple ones.

Personally, I have a pretty laid-back playstyle, and for me purple activities are pretty rare. They don't really bother me.
>>
>>150705590
One purple job per year per dwarf is pretty damn rare. Compare to:
http://dwarffortresswiki.org/index.php/DF2014:On_break
If your fort is going to be harmed to any noticable degree because dwarves need to socialize or pray for a few days a year then the you might alter your playstyle rather than complaining about game mechanics. Or just accept that your dwarves will become unfocused and do their jobs slowly and poorly.

Brokers having inconvenient timing with satisfying their needs is hardly a new thing with the introduction of locations (nor is the need to.drink). It's been a meme for as long brokers have been a thing, because every player will get unlucky with it eventually. And it happens less frequently with the introduction of locations and their branched activities than it ever has before thanks to the replacement of breaks.
>>
>>150706482
>>150706773
I haven't gotten an on break since starting this patch. Last I played was before the 2014 release, and back then dwarves went on break every once in a while to talk, drink, whatever. That was fine, because that was for a little while, not a couple months. Are you saying that's supposed to still be happening? Because I haven't gotten a single on break in 8 years. I assumed the tavern system replaced that entirely.

I wouldn't mind the purple activities so much, even with the ridiculous lengths I was getting, if it didn't autocancel all jobs queued for that dwarf's workshop with no message as well. Again, this is all on .03, so if its been better balanced, great. However what I'm experiencing is not balanced, and its not 'a few days a year' either.
>>
>>150707246
Like I said, whether or not they start purple activities, and probably how long they keep doing them, has to do with how much their needs have accumulated.

If they do it for months, then you must have a really strict schedule where they usually don't get the chance to fulfil their needs.
>>
>>150707697
That doesn't make months of downtime realistic in any way. If I work 16 hour days for a month, I'm not going to take a month off work, I'm going to continue to do my job. Particularly if I was a medieval-era worker. The on break system made a lot more sense.
>>
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>>
>>150708135
>Particularly if I was a medieval-era worker.
Judging from the very 16-17th century themed topics that are being discussed by the scholars, I think it's safe to say that DF has taken the step into the early modern period.

In any case, it's far more interesting to follow dorfs when they hit the pubs, visit the library and so on than to simply see them standing still in a room taking a "break". The new system is clearly a step forward. And like I said, my dorfs don't get nearly as many purple activities as you describe.
>>
>>150708403
>leggumyeggu
Can't see the yoke, desu
>>
>>150708406
Doing those things for the same length as the 'on break' system lasted would be fantastic. Unfortunately, that's not what's happening. At least, for me. I'm glad its working well for you, but that's not the case for me. I'll use taverns again if it ever gets balanced properly. Luckily it isn't essential with how easy it is to keep the dwarves happy, even working constantly.
>>
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It's fun when you raid a lair with multiple night trolls, and you get to hear their banter during the fight.
>>
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>cyclops wanders in
>just starts wailing the shit out of the hidden necromancer invaders always scuttling around the edges of the map
first he punched off a hyena skeleton's head off and stepped on the animated skull, then basically put a necromancer in a headlock (grabbed him by the nose with his lower arm) and pulped his fucking head with one good noogie, then tossed another across the field by the ear, and seemingly gave him a limb-pulping boot on the way. it's a little hard to make out what's going on because none of these dead fucks have even been revealed to me, I can see the sprays of blood from the watchtowers though
>>
>>150710120
That's hilarious.
>>
I'm planning to make a windmill here on my coastal map. Is there enough wind to keep it running smoothly for the most of the time?
>>
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>>150709735

Truly it was inevitable.
>>
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oh good this is still a thing
>>
>>150710573
To add to that, can a millstone be powered by a vertical axle that's one level above it, or does it have to be a horizontal axle?
>>
>>150707697
>>150708135
>>150708406
>>150708704
Needs don't accumulate, period. The moment the need is satisfied to any degree whatsoever, it is 100% reset.
>>
>>150711467
The conclusion I'm getting here is that we need more manager improvements so I can set up seasonal work cycles.
>>
>trying to make an axe in adventure mode
>try to make the shaft
>you make a sand pear wood bookcase!
u-uh
>combine it with a sharp rock anyway
>you make a claystone book binding
U-UH
>>
>when you know there are holes in your defence network after a significant restructuring but it takes a major attack and the failure of the military to adequately respond for you to actually address them
Now I really feel like I'm running a government.
>>
>>150711920
Actually, there is a rumour that ISIS uses DF to train and blunt their members.

One document on wikileaks showed a high ranking US official explicitly mention Dwarf Fortress as a domestic security risk.
>>
>>150711798
>set out to become a great warrior
>accidentally become a librarian

>goblin axeman: I was scolded by Uxmun Heavypages for not returning the -yak leather bound codex- on time. That's very annoying!
>>
>>150711798

>>150712149 summs it up best with
>set out to become a great warrior
>accidentally become a librarian

Congratulations! You've made Weird Al proud!
https://www.youtube.com/watch?v=mZHoHaAYHq8
>>
>>150712149
>>150712373
I'm not even mad, that's amazing.
>>
>>150712131
really?
>>
New player here. I'm trying to get my squad to change equipment. I'm on the wiki page for it, and I've done everything it suggests. I've switched all the settings around, deleted and remade the uniform, applied it to them all, made them go off duty and back, stationed them right on the pile of unforbidden armor/weapons, and the best I can get them to do is equip a few pieces of it each, often times without a weapon. I've got well in excess of all the different armors and weapons, so will all this in mind I have no idea what else to try.
>>
>http://www.bay12forums.com/smf/index.php?topic=159793.0
Bay fucking twelve.
>>
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>>150713912
fucking normies REEEE
>>
do vampires take false names? this guy's name changed as soon as I killed him.
>>
>>150714262
haha epic /r9k/ frog meme haha epbin xD
>>
>>150714763
yes they do

>>150714953
>implying my frog isn't from facebook
>>
>>150713650
Try assigning specific gear
>>
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>4 river intersection
>two of them pinch together before turning away and back
>love these weird ass canyons
>>
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>>150584078
I want a picture of this so bad. A dwarf moaning in agony whilst his two doctors jump around the hospital furniture excitedly pulling their hair out discussing African swallow migration.
>>
>>150715539
I've found embarking at river crossings is pretty reliable for rad geography to exploit. cliffs and canyons and waterfalls incorporate every time.
>>
>>150715673
Yeah, 4 river crossings are always neat, but the way this one had the uh.

...|
--[``]_
...|

Like that, so the south and east rivers almost met before bending back to meet the other two, pretty neat little layout. The two north/west canyons leading away are super deep and twisty too.
>>
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>>150714953
pepe's been here longer than you.
>>
>>150715967
epbiiiiiiiiin
simpley, truley ebpic
/r9k/ legion storm power klan /b/rothers 4lyfe
>>
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>>150716205
nice
>>
>>150716451
ep
>>
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will cancerous memes kill dfg
>>
>>150717913
Just don't use that word and post those pictures and it will be ok.
>>
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I'm now 100% done with the undeads, period. They aren't very distinguishable, but it doesn't really matter.
>>
>>150718754
they look like skellies
>>
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>>150718860
I wonder why...
>>
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>>150719410
Is the plural of "yeti" just "yeti" or "yetis" or "GODDAMMIT WE DON'T NEED ANY MORE FUCKING YETIS" or what?
>>
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>goblins kill one of my forgotten beasts
>right after a web-shooting humanoid made of stone comes

that's what you get for being a gob
>>
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This is probably the most impressive library I've seen in the game. I wonder how many floors it has?
>>
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>>150721367
Probably 2 down 3 up.
>>
>>150721502
Turned out to be one down, three up. Sadly, it had almost no books at all, and the majority of the books I COULD find were all manuals on animal diseases written by some Libash guy. All of his books where written in a "sad" or "depressing" tone.

In any case, I've taken it upon myself to fill this library with masterful adventurer prose. Sadly I haven't learned to write cultural history yet(maybe some of the dorf sites have books on that subject).
>>
>>150722273
Check tombs and sewers!
>>
>>150683305
seems like a huuuge work to do
>>
>>150710120
what the fuck is happening on that webm
>>
Help.

Basic tips on preventing FPS death?
>>
>An ambush curse them

>Dumb smucks decided to Ambush my legendary marksman and hammer dwarf while hunting

>8 ambushes, 3 gets nailed almost instantly and two are limbed

>rest charges only to get their skulls cracked and severely beaten to a pulp
>>
>>150713912
this physically hurted to read, which one of you fucks did it?
>>
>>150724874
Reading the wiki is a start.

Generally though:
do, and have as little stuff as you possibly can allow yourself.

Stuff in this case refers to pretty much everything: items, creatures, walkable tiles, history, civilizations, world size, embark size, flowing liquids (for example water outside of rivers) etc, etc.
>>
>>150725082

Basically try to have as little fun as possible
>>
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>>150713912
Who did it?

We're on a normie hunt and don't think we don't know how to weeeeed them out.
>>
How good is an artifact floodgate?
>>
Quick question:

I want to move my whole fortress (beds, workshops, stockpiles) about 150 z levels down to the caverns.

Is it possible to cave 1x1 shaft and just (d)ump everything down? will things break when they fall down?
>>
>>150724874
I play on a toaster. With 80 dwarves, a 2x2 embark and temperature off I can keep steady 50 fps, even with caravans and sieges. It's more than enough for me.

I wouldn't turn temperature off though, otherwise lava and crap won't work properly. Dwarf hack also has some tweak features if you're playing an older version.
>>
>>150726982
should work. just make sure they don't land on anybody
>>
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Wait, why is this happening to me? The only remarkable thing that has happened to me is that I got cursed by a mummy, but that should onlyfuck up my stats, right?

Wat happing
>>
>>150727531
Mummy curses are literally the worst shit in the game, actual permacancer. Wouldn't be surprised if it fucked with healing and shit.
>>
I have a lot of empty barrels sitting around in various stockpiles, but for some reason the brewery says that there are no empty barrels to store drinks in. I made a new stockpile specifically for barrels and gave the setting to those other stockpiles to give items to that hoping that empty barrels would be hauled there but nothing is happening. Do I need to make new barrels from scratch? Why are those empty barrels in other stockpiles unavailable?
>>
>>150727287
Somehow it doesnt? I removed all stockpiles and removed all construcktions.

I placed the dump zone over that open space that leads down but the dorfs are just chilling at the tavern
>>
>>150728258
I think you may have to select a walkable tile next to the shaft when placing the dump in order for it to work.
>>
it's the elves' fault
>>
Do dearves get buggy when asigned to burrows?
>>
>>150731018
I don't know about buggy, but irritating as hell if you don't assign them right
eg.
>dwarf accepts hauling job because wood stockpile is in his burrow
>cancels hauling job because the logs are outside of his burrow
>walks 2 steps
>accepts the same job again
etc. etc.
>>
>>150728350
Ah it worked. Thanks! Now there's a huge mass migration going on.
inb4 trolls or other shit interrupts
>>
>>150732572
or a firebreathing FB burning the entire stack of furniture and goods
>>
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toady pls. crocodile tongues do not have scales.
>>
>>150734205
lel, Df's crocodiles do m8
>>
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tl;dr
>hauler fistfighting man-sized snake
>mid-fight a hunter shoots the snake in the the body
>hauler punches out the snake's teeth and kicks it unconscious
>then she pulls out the bolt and completely explodes the snake's head with a couple of stabs

i need to draft this hauler, that was brutal
>>
>>150724749
Someone (presumably hidden necromancer) is getting punched so hard that peice of them is flying off them, leaving a trail of gore and blood.
>>
>>150736228
>grabs the iron bolt
>stab it repeatedly in the head with it
pretty brutal
>>
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Tell me this /DFG/ What is best in life?
>>
>>150737289
Toady's programming abilities
JK, it's scamps
>>
Will immigrant livestock pets die if I don't pasture them with grass? Can I use them for milk, shearing breeding etc?
>>
>>150737725
If they're grazers, they'll die without pasture. If not, they don't. Yes you can.
>>
>>150734205
Weirdly, crocodiles have a smell/taste type sense with their body scales, so it's more that crocodile scales have tongues than vice versa.
>>
>>150738059
Thanks anon, what kind of crazy fucker has a reindeer for a pet. I've got to get all this shit inside.
>>
I know that making track corners on ramps leads to some pretty weird behavior, but is this kind of set up safe?

U - up ramp
C - a regular corner
D - down ramp

z - 0 z - 1 z - 2 z - 3
CU DC
D U D U
UC CD
>>
>>150739213
z - 0 z - 1 z - 2 z - 3
CU DC
D U D U
UC CD

Should be better now.
>>
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>>150739386
Does not alt+0160 not work anymore?

Here's a pic.
>>
>>150739213
More specifically, when a cart goes over a section of track with a ramp that does NOT have a proper connection upwards, the game derps out due to the interaction between the different position/velocity checks, it knocks off a little bit of speed, but adds more, as though the cart were falling down a z-level or some shit.

▓▓▓▓
─▲▲─ (ramps with walls beside)
▓▓▓▓

▓▓▓▓
─ ┐└ ─ (the fucked up tracks)
▓▓▓▓

You can do it with flat floors, up/down elevation changes, and whatnot, this is just a basic explanation of what is going on.
>>
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>>150739962
Do need to be careful though, I had to put level controlled doors in when I set up an advfort+campstruction minecart grinder, first time I started the carts there was no way to stop them besides running up alongside, hopping on, and steering it off of the ramps and slowing it down manually.
>>
>>150739962
So if I have just a regular track going over a ramp, then it shouldn't matter what kind of track goes after the ramp?
>>
>>150740469
As long as the connections are right, it shouldn't end up shooting carts around at light speed, no. Don't put corners where you want the cart going straight across a ramp and you're fine.

Oh, and if you do set up an impulse system, don't have them ride it... while it was hilarious, the casualties were unacceptable.
>>
>Finally get my marksmen to train,,FINALLY

>Busy overseeing the mining, decide to glance over the marksman training

>See two dwarfs training, archery targets in the middle of the room

>They stand on each their side of the room, see bolts glancing them and recoiling on the wall

Well i guess its a good way to train dodging and medical skills, its like dwarfish dodge ball just with bolts and blood
>>
>>150740809
You don't hit friendlies with training fire.
>>
>>150740992
I don't think a stray bolt can injure a friendly at all.
>>
>>150741059
Only if you set up a bolt collection pit and they're down in there collecting them when a bolt clunks them in the head.
>>
>>150741159
So it has to be dropping a z-level for it to hit friendlies?
>>
>female armourer
>dreams of raising a family
>married to a woman
basic sex ed for dwarven children when?
>>
>>150742250
Has to hit a wall and fall down under gravity, you see it in adventurer mode, you can stand in a crowded library and pick out one target across the room and plink them all day unless someone else you're fighting with gets in the way.
>>
Can tame Giant bats be used for anything i have two of em?
>>
>>150743068
I don't know, do you?
>>
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Anyone got any juicy DF infographics?
>>
Has anyone noticed how retiring an adventurer with a heroic reputation in an area not only can get him new items, but get his old items enhanced and decorated?

My generic dorfin steel items I stole from a fortress are now mostly superior quality and have lots of decorations. Not sure how elfs managed to improve steel armor but hey.
>>
>>150746245
I think historical figures tend to get random crafts or decorations with material from monsters they've killed
I remember one time a couple dwarves migranted from my old fort to new and were decked out head to toe in giant animal bone crafts that I definitely hadn't produced at that fort (this was before the tavern update too, when people were generally incapable of wearing crafts)
>>
>>150744421

I see
>>
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>>150745181
>>
>>150745181
Yeah, there's a whole bunch of them in the OP.
>>
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>>150745181
>>
>>150746245
>>150746625
It happens with members of your military if you retire and unretire a fort as well. Their uniforms will have a bunch of random decorations on them, with more skilled members having more decorated gear, and they'll randomly have trinkets related to their kill list. It's probably not intended and definitely not worth the headaches that come with unretiring, but is still pretty neat.
>>
>>150748532
can anybody explain me how to transport great ammounts of water several tiles up, building the less amount of walls so the water doesn't fall down?
>>
>>150749654


Bucket Brigades
>>
>>150749796
and if I want to use pumps?
>>
I sent a FB against goblins and now it's stuck in a loop with one of them. They've been at this for 5 minutes.

What the fuck is going on?
>>
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>>150750413
the reports
>>
>>150750589
It wrestled a piece of silk away from a goblin and is now slapping him with it.
>>
>>150749654
http://dwarffortresswiki.org/index.php/DF2014:Screw_pump#Pump_stack
>>
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>>150750748
The goblin died now, finally. I guess he persisted in hitting the goblin's head with cloth until it exploded.
>>
One of my immigrants was a weremouse and he killed the outpost liaison of my dwarven civilization. Are they simply gonna choose another one or am I in for even more fun?
>>
Are dwarves riding minecarts immune to fall damage? Because I have a really stupid idea.
>>
>>150752947
I'm not sure myself, but I think I've seen some info on that on the wiki page for the carts. I could be wrong though, it's one of the biggest articles.
>>
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>>150752947
Preliminary results are not good.

>damaging harder than steel armor on impact
>accidentally the volcano twice
>ow fuck my leg
>>
Whats the most crazy and ridiculous engineering you guys ever built in your forts?
>>
>>150752947
yeah, there was a pic that talked about dwarf paratroopers falling from the sky
>>
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>>150753610
>>150755919
The answer is no. I also have no idea how to make a dropped minecart continue moving, track ramps obviously don't work.

In addition, really weak dwarves haul SLOW AS FUCK. The replacement for the second test took more than TEN TIMES the time to haul that minecart up 20z to the drop chute!
>>
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>>150757018
And now that the third dwarf has died in a month everyone has gathered in the pub to beatbox and dance around a ghost. How the hell this guy is simulating a glass violin with his mouth I'll never know.
>>
>>150757605
Well shit man, I was doing it on my adventurer because I could control the results and easily go back to my work, didn't need to kersplode your dorfs.
>>
>>150758151
It's fine, this is just a testing fort anyway. I find that I have a habit of abandoning forts when anything goes wrong, so I made one just for mistakes and experiments.

So far I've had one dwarf die of alchohol poisoning, one in that minecart "accident", and I'm thinking of trying to setup a dwarven high-dive platform where dwarves can jump from the surface into a cavern lake and survive. How I'm going to do that i don't know. Maybe train them all in swimming, or could some sort fo underwater staircase work? Maybe an airlock at he bottom of the pool?
>>
>>150715539
It's great but waterfalls are a pain in the ass for your FPS, unless you build dams
>>
Sooo...I'm having my first siege ever, and I'm pretty scared, don't have proper military settings, nor alarms, and I think my fort has some holes where they can get in
Are goblin as shit as they are on adv. mode?
>>
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Are there any prerequisites to having adventurers be able to start from your fort?
>>
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How much science is there on how temples look?

The basic elements, like whether the lower floors are open or closed, whether the first floor is surrounded by walls or pillars, or whether the bottom is solid floor or water, all depend on the sphere of the deity. The number of floors, as well as whether the temple has engravings, is likely totally RNG'd.

However there is another aspect, totally unrelated to those I mentioned. While some temples have an "intact" look, others look partially ruined. Does anyone here know if this aspect carries meaning in the game world? It can't be that they're razed, since razed temples leave only a pile dirt.
>>
>>150760606
Guys, the are over 50, wat do?
>>
>>150761953
Seems if the civ is "ded" or whatever, or you couldn't retire at their default sites, you can't start or retire at their dorf forts either.

Don't know any details though.
>>
>>150762401
1. set up a civilian alert, NOW, before unpausing
2. wall off immediately, suspend all other labours for dwarves if you have to, get that shit watertight
3. hope you have enough supplies to survive for the year or so they'll be milling around outside. start seting up farms etc. if you might not
>>
Is it hard to embark in a treeless/soiless environment? Like a mountain.
>>
>>150764805
not that bad, just needs a little planning. take some wood with you when you embark, don't use it for anything that can possibly be made of another material. you'll need to access caverns (if it's a mountain, they will likely be your only source of water) and magma much sooner than usual, so bringing a military dwarf and maybe 1 more miner than you generally would is probably a good idea
>>
Tips for entering a cavern for the first time? I want to dig deeper to get metals that aren't copper, but I'm scared to risk my squad of 10. They're legendary +5 hammerlords, but they only have copper with silver warhammers. I'm currently buying out caravans of all their metal and melting it down to make them better stuff, but it takes a very long time with the lag I'm getting to progress in time.
>>
>>150762254
They could have been partially destroyed during a siege. Stuff like that happens with buildings in worldgen, so I'm pretty sure it happens with temples.

There's probably a few templates mixed with a heavy randomization aspect.
>>
>>150765607
you have nothing to fear, honestly. I don't know what you read about the caverns, but they're not nearly as dangerous as you think. just watch out for giant cave spiders and forgotten beasts with webs, deadly blood, poison gas, or deadly dust.
other than candy there's no guarantee you'll get better metals, in fact it's unlikely you'll find iron down there. you might get tin to make bronze though, I guess.
>>
>>150762254
Okay, after genning a few worlds with big cities, I found out that the half-ruined temples really WERE the result of them getting razed in world gen. When a town gets abandoned, the the temples and taverns all magically disappear. That's what I confused with "them getting "razed".

Apparently, razing of temples is mostly done by the local gov't. After that, the razed tample becomes ruined in a similar way that abandoned houses do. On the exported local map, ruined temples will be shown in a darker shade of purple than the intact ones.

You learn something every day.
>>
>>150765956
I just had a bad experience the first and only time I tried to expand into a cavern that cost me my fort, so I've been putting off going down there.
>>
>>150766634

just make sure that you can easily wall off and it'll be fine
>>
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>>150762254
Missing these.
>>
>>150767065
Are volcanoes even part of any of the spheres worshipped by oomans, or do you have to mod the game to get these?
>>
>>150756827
>>
>>150764730
Fuck, they killed 10 of my favourite dwarves, and they stabbed JewSoldier a few times>>150661741
>>150665039
Also, the other dwarves are walled of, but are short on food and even shorter in alcohol
>>
Because of one episode I saw I want to have blacksmith who is immune to magma and can take lava showers.
>>
>>150767827
get some more farms going, see if you can find an aquifer to make a well from.
if you can't, you'll probably need to dig to the caverns - in fact you may have to dig to the caverns anyway, since you won't be able to get surface wood and you need food from somewhere
next time make sure you set up some sort of militia well before you hit 80 pop - usually I start putting guys in squads and cobbling together equipment with the first migrant wave, and aim for 20-30 military dwarves by the time the first siege hits. they'll be well-trained even if they aren't well-equipped
>>
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>>150767630
That's a dorf town, though I've seen lava pools in human towns due to the randomized spheres they can get.

Also seen them take over a forest retreat and build a temple in it.
>>
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>>150768604
>that pic
That's what happen when you try to bring civilisation to the elves.
>>
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>>150768812
Well, that can't be blamed entirely on them, sooner or later all libraries devolve into a pile of scholars biting each other to death and drowning in blood and vomit.
>>
If first rock layer is Obsidian does it mean magma is near or still I need to dig deep into caverns?
>>
>>150766847
I have a crosscrossing 3x3 pathway with alternating cage/weapon traps loaded with copper serrated discs, so hopefully anything scary that comes up can be caged or is relatively easy to cut.
>>
>>150769193
Means you're in an area with higher volcanism than average at least, think that makes tubes show up more often in the caverns besides the volcano tubes reaching the surface.
>>
how to record a video in df?
>>
>>150770321
nothing is going to get past your legendary hammerdwarfs, anon
you're going to be really disappointed when you break in and find a bunch of crundles and trogs
FBs aside, the first cavern layer is barely more dangerous than a savage surface, and the 2nd and 3rd only slightly scarier

the difference in combat competence between a moderately well trained/armed soldier and a civilian is massive, the same enemy that will tear through dozens of unarmed brewers and cooks and craftsdwarves might die in one hit to a real opponent
>>
>>150769193
terrain layout is always cave 1, cave 2, cave 3, magma, semi-molten rock with adamantine tubes* and then finally, demons/hell.

* single tubes are placed randomly inside 2x2 areas which fill the 16x16 region map, for a total of 64 tubes in that 16x16 embark (which is one world tile) having a 3x3 embark ensures at least 1 tube is always available, with up to 3 others depending on how the map was generated. there is no way to increase or decrease the occurance of adamantine.

under default settings: there are 5 z-levels between the surface and cave 1, with 1 z-level between most other underground features.

special features include:
-surface caverns, which will breach into cave 1, with ramp access
-downward passages and tube chasms which provide a direct link between caves 1-2 or 2-3 (not 1-3) the first being a surface-cave like ramp-room-hall system, the second being like an empty magma tube
-magma tubes can breach any cavern (those that breach the surface are volcanoes and are limited in worldgen) and these tubes will ALWAYS lead directly to the magma source (technically "cave 4") which causes the tube to constantly "top-up" the magma tube. it's also surrounded by a single tile obsidian layer.
-semi-molten rock cannot be dug through except through a serious and complex effort that likely kills dwarves in the process. see the wiki for details on that.
-adamantine itself will at some random height within the spire have a hollowed-out 2x2 passage downwards to hell, which will release pre-generated randomized demons with a large initial burst centered on the breached tube, and then random disorganized wildlife-like encounters from map-edge spawn cases. digging out ALL the adamantine requires solidifying magma into obsidian with water,
>>
>>150724749
I described it in the post. a cyclops tossing a bloodied necromancer by the ear, then chasing him and kicking him even further.
>>
If I use LNP and a DFhack command like seedwatch, then save and exit, will it the command run again once I load the game back up, or do I have to type it in again?

Can I just add the commands I wanna have permanently active to dfhack.init?
>>
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>>150772094
;

literally ;
it's right there on the menu/hotkey list

now an actual program that records movies that plays outside of DF, that shit can be solved on almost any tech forum like >>>/g/
>>
>>150772204
I was about to dig into it when a bronze colossus killed all 20 of my squad members the other day. He got in due to the falling tree hole bug making a hole in a sublevel and completely bypassed all my defenses. I savescummed since a bug caused the entry, otherwise it would've been cage trapped, but that fight made me terrified to fight unless necessary. It killed them like they were nothing, though I guess warhammers aren't great against them anyway.
>>
>>150750793
is this required to send flow up? if I'm pumping into the bottom of a sealed single tile channel, will it not fill upwards?
>>
>>150747826
I feel like CLA should be further left, given it's actually made for people who are more comfortable with the default and want it to look more or less the same but tweaked. also,
>more autistic than the default
how can this be? or is 'text mode' just no tileset, aka the actual default
>>
>>150773357
bronze colossi are significantly tougher than most other megabeasts (excepting certain FBs, titans, clowns, and maybe dragons if you don't have a way to avoid getting fire'd)
while it's possible to get a FB made of bronze appearing in your cavern, it's very rare
>>
I've read that werebeasts can still drink like other dwarves, but that they don't need to. I have a dwarf who has that downward blue arrow meaning he's thirsty, but he's been bitten in his toe and his skin has been torn. Has he been infected? I think I don't have enough time before the next full moon to dig out a burrow for each infected, so I put them all in the same room.
>>
>>150766029
but why? why would the local govt raze their own temple? or is it done by conquerors
>>
>>150774182
Not sure, but I've seen it in legends mode. It's pretty easy to imagine deities falling into and out of fashion, and having temples constructed and razed accordingly.

>or is it done by conquerors
This may also be the case. I guess it might require some looking into.
>>
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>>150774182
I thought it was usually conquerors from what I've seen while investigating it, which is a lot honestly.

To date I've yet to see a town with two active temples, either one active, one razed, just one active, and I feel like I've seen a single razed temple but can't say for sure that I simply didn't find the active one. Sometimes they're really hard to find.

>>150773831
Well, I think CLA is pushed over by the solid ground tiles, same for mine, it's just an upscaled CP437 set with the translucent ground/wall/floor tilemagic.

Text mode is in a terminal.
>>
>>150773584
http://dwarffortresswiki.org/index.php/DF2014:Pressure
>>
Goddamit, I made a quarantine for those I deemed infected but there's a kid playing make believe there. I know that dwarves are usually expendable, but I got only about 19 of them right now, I really can't burn through them like that right now. I even made a burrow specifically for that kid and nothing.
>>
Dwarves will always haul items to the closest non-full stockpile, right?
Or is it random which one they choose?
>>
>>150776120
when you go into quarantine, you dont come out. build a door and forbid it.

you dont need that little shit anyway
>>
>>150775441
So the government who razed the temple were actual conquerors who drove the former government away? Were said conquerors another group from the same civ, or where they from another civ? Also, who built the new temple?
>>
>>150776254
Door? I'm about to wall them off and wait for the sea to thaw so they drown.
>>
>>150776425
excessive. look up the werebeast transformation dates on the wiki, you only need to keep them walled in until one of those passes. if none of them transform, they're clean
>>
>>150776570
>they're clean
unless they're say, walled into a small room with a werebeast when it transforms.
>>
>>150776710
well exactly. they're either clean, a werebeast, or dead. it solves the mystery anyway
>>
>>150776710
Most of the time, it's enough just to lock the doors to their bedrooms and put a few soldiers outside. Bashing down the door takes time, so you have some moments to act when they turn.
>>
>>150776710
>>150777104
>>150777124
All five of the suspects were indeed infected, but when they transformed they started infighting. Now only a weremouse miner and weremouse child are alive. the kid can take a hike for all I care, but that's a legendary miner. now I'm not so sure I want to drown them just yet.
>>
>>150777447
it's ok klaus, we know you can't speak freely even here, but you don't have to pretend to actively support them to avoid the gulag yet, do you?
>>
>>150777447
You anti-memers are worse than the memers.
>>
>>150777686
have him dig your deep places, when they are done dispose of him and connect them after he is magma smoke
>>
>>150776271
The current controllers generally build the active temple and raze the old one.

Sometimes a site will get conquered, a temple will get razed, then the first group will take it back and just build a new temple it seems.
>>
>read thread
>people hating on taverns
At least i'm not alone anymore like i was when it was first put in. Fuck you Toady give me something nice to play with not worthless books and shitty taverns. Add more liquids or something so that rain actually does something instead of just giving the game a que to fill up designated ponds.I want to make a pool of booze or drop all my invaders into my moat of elf blood.
>>
>>150777736
EPIC! upvoted my epic white islamic syrian kurdish, storm legion KKKlan legion power legion /b/rothers anonymous united, expectum patroni, forgive and forget, xD!

>>150777865
Kill yourself, you neo-liberal millennial memesexual wretch, you social parasite, you degenerate worm.
>>
>>150777918
Yeah, that's what I thought too. I'll have him strip mine his ass off, and since he's walled off I'll get no FPS dip.
>>
>a giant ass-man is visiting the fortress
>>
>>150778260
Do you honestly believe your behavior is rational or acceptable?
>>
>>150778901
Do you honestly believe you're not a worthless little meme faggot?
>>
>>150774808
>>150774182
Local governments pillage and possibly raze their own places all the time, specifically if an enemy's taken over a town partially.

I had an elven princess (remember, princess = war leader) who was afraid of her own military because they pillaged her forest retreat to get rid of the goblins.
>>
>>150779000
Do you also drive to farms and scream at cows for mooing? Because that's basically what you're doing.
>>
>>150779329
haha epic, memes are the life, memes are the blood, haha epic lmao lmao lmao


Kill yourself, fag.
>>
>the giant ass-man has become enraged!
>>
>>150779000
>I hate people who shit up threads!
>So I'm gonna shit up threads to whine!

lazy trolling/10
>>
>>150779000
Do you honestly believe that you are contributing to the discussions, or over-all quality of discussion by pissing and moaning about people joking in a way you disapprove of.
>>
>>150779503
>literally everyone who disagrees with me is le shitpost boogeyman
>literally everyone who disagrees with me is le troll boogeyman

liberal-brainwashed UCLA millennial weak white cuckold response / 2016

>>150779528
Kill yourself, fag.
>>
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You like these shitposts, don't you, /dfg/?

Otherwise you wouldn't respond to them, despite them being so fucking obvious.
>>
>>150779656
>complaining about memers
>responding entirely in memes, and with more empty buzzwords than a shillary speech

Come on, are you too young to remember when people put effort into attempting to upset people on the internet?

>>150780048
hey man it keeps the thread off of page 10
>>
>>150780298
>everyone who disagrees with me is le meme boogeyman
>everyone who disagrees with me is le buzzword boogeyman
>everyone who disagrees with me is le politician boogeyman

Kill yourself.
>>
>>150780442
I'm curious why you actually came to this thread. chosen at random?
>>
>>150780742
I came here for dwarf fortress
>>
>>150778142
It IS nice to play with. Its a huge fucking arc. A big deal for adventurers, puts elven attributes to good use finally, basically this update added a huge new avenue of gameplay.
>>
What do I have to do to prevent my oceanside fort from flooding when I unretire it? Smooth everything and remove all sand/soil walls? Floors?
>>
>>150780901
>>150778142

Oh and of course, a way to give booze to vampires as well as lycanthropy/vampirism on demand.
>>
>>150745181
>>
>>150782118
whats that bottom one supposed to be?
>>
So I'm not exactly sure what's going on here.
Goblins sieged me, put the civs in burrow and sent my military out to deal with them. After doing so and taking the alert down, about a quarter of my fort are stuck on no job, half are working properly, and the other half are doing jobs that they don't have labors turned on for. For instance, one of my doctors decided to work on making clothes.
>>
>>150783836
they're not step-by-step instructions, just demonstrations of what different digging commands do. in this case, it's all the ramp-related things
>>
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page 9 already?
>>
Our time in /vg/ is so brief... begone fear!
>>
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>>
I have witnessed Page 10.
It was inevitable.
>>
>>150625010
Too bad :) i'll never leave. DF and lifting are my hobbies :))))
>>
guys i think i fucked up
theres no evil civs nearby and im bored to tears
what do?
>>
>>150790881
you can mine adamantium, kill the elven scum, or let your nobles have unrestricted power if you want some fun
>>
>>150791728
not even elves
>>
>>150791798
have you tried creating a climbing course for your dwarves? I made the only way to climb z-levels in my fort is to climb a rock wall that spans like 13 z-levels with a mix of smooth and rough stone.
>>
What is some good music to have in the background while I DF?
>>
>>150745181
I keep ignoring that when desing my wells deep inside fortress.
Flooding it as result.
>>
>>150792909
https://www.youtube.com/watch?v=XPz-LPbIbQE
>>
>>150792909
I usually listen to Devin Townsend.
>>
>>150792909
Whatever you feel like listening to at the time.

Soundsense is good though, try that if you haven't.
>>
>>150792151
How do the dwarves get down? Dwarves don't do anything down below if there isn't a way to walk down.
>>
The elven diplomat insulted my dorfs so I had them slaughter their caravan. Should I expect any retaliation?
>>
>>150796507

Elfs are pussies, you'd have to do it a few times before they get pissed in my experience. I haven't triggered an elf attack since before world activation so maybe now even 1 might need to escape?
>>
>>150796751
this, in my experience it's dead diplomats they get really pissed off about
>>
>>150799231
Good thing I killed their diplomat too then
>>
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>>150792909
https://www.youtube.com/watch?v=uhItJ8E8Cno
>>
how exactly do I check my neighbors in embark? it doesn't require dfhack does it
>>
>>150804747
tab
>>
>>150792909
https://www.youtube.com/watch?v=2C6oaUFeYJQ

This does a good job of conveying DF's atmosphere, as in, the constant decay and entrophy of the world.
>>
>>150792909
https://www.youtube.com/watch?v=hflzFqfL5dk&index=2&list=PLTfOiSY6ImkHUS9E91sDEcEtLekTgWRBP

The perfect mood, slow and relaxing, yet ominous and morbid.
>>
>>150796507
Trading them one wooden craft is worth like 15 dead diplomats.

>>150792909
The clackity-clack of my keyboard.
>>
Some migrants have arrived, despite the dangers.
>>
>>150813145
>You've arrived, after a grueling journey, at page 10. Best to strike the earth and get the supplies underground before the waifuthread faggotry gets up to speed.
>>
>legendary miner literally dies trapping himself
>can't reach burrow during siege or dig himself out

n i c e
>>
>>150792909
https://www.youtube.com/watch?v=kCduWDses2o&list=PLTqmpT6m0dj2aQZe0mJ_L0kqGOXN9oPzu
>>
>>150582513
I've played DF for years and always ignored them. If they get really pissy just fire them, reassign a different person to the job, then assign them back and it resets the mandate.

If a tantrum spiral gets caused by a noble not getting his window done then you've prob made a shit fortress anyway.
>>
Human caravan stuck in long time on my Depot, Dwarf carav came and couldnt reach it it with wagon.
Is there any way to get rid off human merchants or should I prepare for them going crazy someday?
>>
>>150817626
I have that problem sometimes, usually destroying the depot fixes it.
>>
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So I did some science on how the razing of temples work, and so far, the results are interesting.

Basically, I started with a large town with two temples. The oldest temple was constructed in 106 by "The Beautiful Group", and razed in 146 by the same. The following year, 147, the Beautiful Group constructed another temple.

When I read up on the history of both the kingdom and the local government, I expected the razing to coincide with the government or kingdom losing control of the site. This wasn't the case however. During these years, the authorities didn't get challenged at all. I found out something else, however:

In the exact same year that the old temple in the big town got razed, another temple got razed by the authorities in another town within the same civ. Just like in the big town, the authorities built a new temple the following year.

It seems like the building and razing of temples has nothing to do with warfare. It also seems like they, while they're carried out by local governments, are organised nation-wide.
>>
>>150819180
Well, if you kill a lord and there is a representative of the local church there then the control nominally falls to them.

I periodically see cases where the head priest is calling the lord unfit to rule and whatnot but isn't quite at the insurrection point yet.
>>
>>150820209
The thing is, though, that a site takeover would show up in the history of the government or the site. Here, there was no such thing. There were simply two entries, one of the old temple getting demolished and one of a new one being constructed in its stead.

There must be a deeper trigger, though. Perhaps Toady just made oomans demolish their temples randomly so that the player would get some cool ruins to explore?
>>
>>150790881
>guys I made a bad world what do
make a better world
>>
When I order a sock to be made at a clothier's shop, is a pair made, or just one sock? What about gloves, mittens and shoes?
>>
>>150821615

pairs
>>
>>150821458
I don't mean a site takeover, the high priests don't have the full power, but they can fall out with the local government.
>>
bump
>>
>>150823647
>lantern

disgusting
>>
>>150823750
It's impossible to say, since light sources don't exist in the game yet(apart from the sun), but I wonder if actual lanterns and torches would fuck a dorf's night vision? It would definitly trigger his cave adaption nausea.
>>
>>150824014

I dunno about that, the sun is much more powerful than any flame, it wouldn't be a stretch to assume it would stave off adaption though.
>>
>>150824014
Eh, fire shouldn't make a deep dwarf start vomiting.
>>
>>150824014

I'm a bit drunk, so I missed some of your post, I would also assume it would mess up their nightvision so that they would only be able to see as far as the light goes, unless humanoid eyes work completely differently in toads world.
>>
>>150824127
Still, since they also live below ground(and are servants of demons from the actual underworld), I'm surprised that gobs have neither night vision or cave adaption. It would be fun to utilise said cave adaption by using contraptions of fires and mirrors to blind and nauseate gobbo invaders. Of course, you'd have to take care not to also affect your own dorfs.
>>
>stops drink: object missing or broken
>500-600 steady alcohol stocks
>Made heaps of mugs for use earlier on out of rocksalt, the most common material available.

Are... Are the mugs dissolving?
>>
>>150824372

It has been a while since I delved into the raws or modding but I believe all creatures have a standard level of night vision unless otherwise set, granted iirc this is about 1/2 of what dwarves have.
>>
>>150824437

>Salted Beer

Is this some kind of new torture game you got going?
>>
>>150824668
It was the ONLY STONE in the area until I hit Z level 23, so yeah. Most of everything in the fort is made of rocksalt,

Including the pots that the alcohol's stored in.
>>
>>150824898

By the stone

The situation is worse than i imagine, Prepare to face sanctions for your inhuman treatment of dwarfs
>>
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Just breached hell without hitting any adamantine.

REEEEEEEEEEEEEE
>>
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>>150825529
are you memeing me lad, I don't think that's even possible
>>
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>>150825579
it never ends
>>
>>150825579

That's what I 'thought' too. I found 2 stone tiles to dig through at around -23, and dug hoping to hit ada, then suddenly, hellhole.

Strangely, I don't think a wave of demons spawned either.
>>
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>>150825579
>>
So Monday is the 10th anniversary of DF, according to the forums. How is /dfg/ going to celebrate?
>>
>>150826272
live toad in the anus
>>
>>150825834
>Strangely, I don't think a wave of demons spawned either.
I think those are hard coded to come when you breach hell through the adamantine veins. Since you somehow got there without opening a vein, you basically avoided the whole demon siege thing. It's basically just another cavern layer now, but with more dangerous animals.
>>
>>150826272
we'll send toad crayon drawings
>>
>>150826439
That's a great idea. I'm going to start drawing a picture of >>150826392
>>
better material to use for ammunition

silver, gold, or platinum
>>
>>150663756
haha le epic germany memes, storm legion power klan white islamic syrian kurdish /b/rothers unite xD!
>>
>>150824898
Totally awesome
>>
>>150826778
calm down lad it was just a prank
>>
>>150725412
haha epbin /r9k/ memes, legion /r9k/ /b/rothers in legion, /b/rothers in arms, /b/rothers in power, epiiiiiiiiiiii
>>
Is the embark map accurate when it says only a small corner of my embark zone contains an aquifer?

Everything is currently frozen and covered in snow, but it looks like the water might start melting in a while and I don't really want aquifer water pouring down the fortress's access ramp.
>>
>>150827290
>Is the embark map accurate when it says only a small corner of my embark zone contains an aquifer?
In my experience, pretty much

>I don't really want aquifer water pouring down the fortress's access ramp
Build some walls maybe, though I believe the water would have poured out and frozen if it was going to pour out.
>>
>>150827373
Yeah, I was thinking about constructing walls around the ramp where it crosses the silty loam.

But if the aquifer only extends to the northwest corner of the map, that might be unnecessary. It's not very hard to see that biome: instead of snow, it rains blister-inflicting fetid sludge.

At least the dorfs didn't park the wagon there.
>>
new
>>150827773
>>
>>150827728

Like I said I'm certain that water would have come out and frozen if it was going to, still can't hurt though.
>>
>>150825579
>>150825529
I like to set the Z-levels above 4 or whatever it is to 100, which makes for nice juicy adamantine deposits.
>>
>>150826714
you can't use the latter two, so silver.

in MW I would guess platinum for the blunt tip ammo
>>
>>150655406
Mate, just wall off the miners and put a door and forbid entry
>>
>>150725204
Fuck it's the sad truth, really
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