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/dfg/ - Dwarf Fortress General

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Thread replies: 772
Thread images: 141

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fucking lazy immigrants edition

>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Dwarf Therapist (Out of Date):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DFHack (Out of Date):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Starter Pack (Out of Date):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!
>>
whoops forgot to link previous thread
>>150827773
>>
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>>151121078
Lazy immigrants AND nobles!
>>
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kobolds aren't cute when they're dead sub-edition

>>151119310
they often freak out when they see corpses. a few severed goblin ears stuck in a tree is enough to do the trick sometimes.
>>
>have to leave to do real-life things
>save and exit
>come back
>wait the two in-game update weeks as usual
>the dwarves have fucked everything up
Apparently they decided dumping all of my food stockpiles onto the floor so they could move the barrels that it was stored in to the furniture stock pile was a good idea
>>
my party was interrupted by a page ten. no, that's not annoying
>>
>>151121525
And why the FUCK did they move the cabinets onto their fucking beds
what the fuck
>>
>>151121525
>>151121880
By the way, are these things common occurrences? Like, should I expect shit like this to happen every time I save and exit? Because now I'm going to have to redo all of my food stockpiles and all of my living quarters too.
>>
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>>151122209
Wait, did you save, or retire?
>>
>>151122209
this is the weirdest bait I've ever tasted. I need to bite down on it to figure out what it is

you're talking about retiring/reclaiming, that shit happens during the 2 week sim. saving and exiting doesn't involve retiring the fort
>>
How do you specify specific images again? I go into details but all I can specify is the stone type.
>>
>>151122387
FUCK
I retired
this is my first time playing Fortress mode and I've played adventure mode so long that I didn't even think to look for a real save option
Fuck me
>>
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>>151121525
>>151121880
>>151122209
>He thinks retiring is necessary every time you save
>>
>>151122521
what type of job are you talking about? some things don't have an image associated with them, eg. doors and cabinets (if you want an image on them, it has to be done via decoration, which can then have its image specified)
>>
>>151121880
They tried to put them atop the ends of their beds for "efficiency" and it all went terribly, terribly wrong.
>>
>>151122652
Rock crafts.
>>
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>>151122569
>>151122469
At least it wasn't too much of a set back
My food stockpile is already ready to go again and I designated an emergency furniture stockpile while I redo all of my bedrooms
I have been playing this game for three years and I didn't even know you could save
you learn something new everyday I guess
>>
>>151123305
>playing for three years
>didn't know you could save
mein sides, anon, haf ju zeen zem?
>>
>>151122536
You don't have to retire an adventurer to save and exit either. Are you fucking serious?
>>
Some migrants have arrived.
>>
>>151123119
The only rock craft that have an image specified for it is figurines. You have to choose those specifically (not the general rock crafts job) to be able to specify an image for it.
>>
>>151124000
yes
>>
>>151123119
Oh duh, rock crafts don't necessarily have an image, I have to specify figurines for that.
>>
>>151124268
I don't have an appropriate reaction image for the strange combination of mirth and consternation you've caused me so I'm posting Gamera.
Pic unrelated. It's Gamera. And telephone poles or something.
>>
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>>151120921
How the FUCK are the beastmen in adventure mode? I've never controlled any before, but they seem pretty useful.
>>
>>151125414
Birds fly, bugs have extra arms, big things are big. About what you would expect. Good luck finding armor.
>>
Can I make a custom 32x32 tileset or is the game 16x16 exclusive
>>
>>151125746
http://dwarffortresswiki.org/Tileset_repository
They can go to at least 64x64.
>>
>>151125728
How are alligator men?
>>
>Dig into cavern
>fps drops from 100 to 40
>"Well its still relatively fi-"
>Siege
>3fps
>>
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>>151125746
>>151125884
They can go quite a bit bigger than 64x64 but you really need a screen that is like 5120x2880?

>>151126218
Annoying to gear, probably fun to chomp the shit out of people.
>>
>>151126218
Big, bitey, amphibious.
http://dwarffortresswiki.org/index.php/DF2014:Alligator_man
>>
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>>151128506
The nonsquare version also.
>>
ADVENTURE MODE CARAVANS WHEN
>>
>>151132076
Probably after boats, or bundled with boats given their economic implications.
>>
So this is weird. Dorf veteran here with some weird shit going on.

Playing through a new fort on 43.05 (By the way is there an update for dfhack and dwarftherapist this version yet?)

Embarked in a pretty normal area. Kobold, Goblin, human, and dwarf civs within range at start. Plenty of caravans still going on. Got a couple of thieves and finally I get invaded by a force of darkness.

I'm eager to get the action ball rolling and stay out of the caverns as much as possible for this fort. I check the siege and its about 6 goblins. I find this pretty weird, shouldn't that be classified as an ambush? I wait for more to spawn but thats the whole force. I kill them all and the [siege] mark goes away.

Shortly thereafter, some kind of giant or titan megabeast spawns and immediately I get a migrant wave very close to it. This is unfortunate and it kills every migrant before my military reaches it.

But my military reaches him on the bridge and he ends up getting tossed in the water and drowning along with a couple o dorfs.

Their sacrifices are memorialized of course but then something curious happens. Years pass. its been at least 2 maybe 3 years. In this time I've gotten plenty of caravans, but only two waves of migrants. Each wave only had one single migrant!!. And there hasn't been a single goblin or kobold at all, not even a thief nor snatcher.

The fuck is going on bros.
>>
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>>151132370
Dying civ?

No dfhack yet, no clue on rapist.
>>
>>151132861

Nope theres been really no other deaths, and my fortress wealth is growing, especially since I just got a bit of adamantium
>>
>>151132861

also all the other civs are still listed on the 'c' screen for civs
>>
>five years
>60k exported wealth
>still no gobbos
>>
>>151134251
Were they listed as neighbors when you embarked? Did you embark far, far away from any actual goblin settlements?
>>
>>151134502
No. I know that goblins should be sieging, they're just not.
>>
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>Today is the 10th anniversary of the first release of Dwarf Fortress! Apparently it was time for us to get a taste of what we've been dishing out, as we've been showered with crayon drawings through the mail. Thanks to everybody that has played the game, enjoyed the stories and supported Bay 12 through the years. On to the next decade!
>>
Does anyone else add hooves and antlers to elves? I feel like it fits them.
>>
>>151136708
I make them turn into logs when killed. Not only does it fit them, it also turns them into a precious natural resource, crucial to my industries.
>>
>>151136853
I'd change it to be a wooden statue of an elf but I can see how your method would be more efficient.
>>
>>151134251
gee I wonder how Gozru got the name Banditthief
>>
>>151136708
why, because they're bosmer shits, cannibalism and all?
>>
>>151138118
Pretty much yeah.
>>
Any advice on making a fortress by digging straight into the ground instead of a hill or cliff?I'm a total newbie and all my forts have been hill forts, but my new embark has no hills
>>
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>tfw carving out your new homes from virgin rock
The elves wish they could be this intimate with mother earth.
>>
what's the deal with cave dragons? haven't seen any in a few versions
>>
>>151140750
There's no advice to give. So long as you secure the basic needs (food and alchohol + a defensible position) you can do whatever you want.
>>
https://www.youtube.com/watch?v=2C6oaUFeYJQ

Best theme for Dwarf Fortress y/n? Pay attention to the lyrics. I feel it fits almost disturbingly well. It makes me feel things.
>>
>>151142181
The best theme for DF is the theme it already has. It's too impersonal for vocals.

>>151141272
I haven't seen any either, but I thought they were supposed to be fairly rare?
>>
>>151142668
I'll have to kill off all these damn troglodytes and bugbats to keep the spawns coming I guess
>>
>>151143352
I like to cage everything then drop them all in a pit for archery practice.
>>
Has anyone ever built a fort entirely out of stairs? Just one big cube with no structure. I wonder how insanely deadly combat would be.
>>
>>151143639
I can't decide would that be good or bad for the fps.
>>
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>Rimworld getting more attention and news than dwarf fort on DFs tenth fucking bday
>>
>>151144652
plebs gonna pleb
>>
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>>151144652
I don't give a fuck rimshit. Is it even in development anymore?

As long as DF and Toady gets the donations they need, I'm happy.
>>
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If a tree falls in the forest and nobody's around to blame, do the elves declare war on nature?
>>
>>151134251

I really really wish these descriptions explained the reasons, the races of whos attacking/being attacked, where and WHY these attacks happen. Otherwise it all just seems so meaningless no different than "THINGS ARE HAPPENING, BYE".
>>
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Guys

I'm getting into DF, embarked nicely near a little delta and the area north seems perfect to dig into if I can find a cliff face there

Question is how to I even move the view north of where I marked on the screenshot?

It seems retarded to dig into the cliffsides on either side of the river delta here, I gotta go north

what do
>>
>>151145289
abandon fortress

embark north
>>
>>151140750
Ramps can be used in combination with 3 width tunnels to create a path to an indoor trading depot. Tie up a dog or some other animal near your entrance as a lookout. Use a bridge to seal your fortress so that no one can get in or out. If you settle near a stream try digging out an aqueduct very carefully so that you can have a well indoors. Have your farms somewhere where there is dirt and you won't have to irrigate them. You know, the general stuff.
>>
>One of the adventure start locations no longer available

I DIDN'T KNOW YOU COULD KILL OFF ALL THE HEROES
>>
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Hey guys, the first slab I found in a necro tower turned out to be made of divine metal for some reason. It's actually light enough to be carried around, so I wonder: is there anything I can actually do with it once I read it, like smelting it into weapons?
>>
>>151149104

use it to smash important figures faces in
>>
>>151149263
I tried throwing it at people but it just falls 1 tile away. It's still weighs 60 units despite being made of rare candy
>>
>>151149383

just wield the thing, 60 is pretty heavy and will smash faces up good
>>
>>151140750
Never stop digging down
>>
>>151145050
They kindly ask the nature to stop falling trees, or else...
They are pretty dumb t b h
>>
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>>
>>151120921

Is there any point at all to immigrants? I read that after two years they'll apply to be a citizen and then you can force them to work, is that true?
>>
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>sort dwarves by sexuality
>see this
>>
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>>151152445
>he doesn't mod out aberrant behaviour
>>
>>151152440
You mean visitors. So yes.

The wiki claims that once you accept a goblin/elf/human into your fort, you will learn goblin/elf/human recipes as well, so big swords, pikes, whips, wind instruments, etc.

>>151149104
If you want lots of divine metal just raid an angel vault, they each have 25 angelic warriors and often have extremity armor and lots of weapons.
>>
>>151148262
It seems so. I've gotten adventure embark sites that are no longer an option... while there's still population there.

There's only one last elven forest retreat in my world, which only had 24 in it and dwindled to 18 in short order, so I made a bunch of heavily trained and powerful elven adventurers to protect it.
>>
>>151152440
You can assign migrants labors as soon as they arrive. It's long-term visitors that apply for citizenship after a year or two.
>>
>>151152526
makes for effective military members, and I honestly didnt even know asexual was a thing in DF
>>
>>151145153
Have legends viewer open in a separate window to help parse.

>>151132370
Migrants can decide your fort is too dangerous to visit.
>>
If I make a support out of non-magma safe material, then flood it with magma, it should deconstruct right?
I'm making magma tombs for my fallen warriors, and I don't want to disrespect them by fucking it up.
>>
>>151153202
wait until you get a rare breeding pair and they turn out to be fags that's where the funs at
>>
>>151153446
I was under the impression that constructions are impervious to lava etc. So yes, holding up a mountain on one pillar of ice submerged in lava and on a pillar of soap submerged in water should be safe.
>>
>>151153446
>>151153561

supports are not magma proof
>>
>>151153561
But supports aren't constructions they're buildings. I want to collapse the staircase rather then submerge it and have it blinking in the lava.

>>151154078
Thanks


Now that I think about it I can just connect them to a lever just in case they keep standing.
>>
"He is distracted after being unable to acquire something".

What could that something be? An item made out of material he likes?
>>
>>151154468

new threads
>>
how remove cavy boar coprses? the tunnels are full of miamsa and I need to use them
>>
>>151155262

refuse/corpse stockpile?
>>
>>151155262
haha eppiiiiiiiiiiiiin friend ill meme this right away!
>>
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>>151155658
go ahead, it's all yours my friend :)
>>
>>151154197
>supports aren't constructions they're buildings
kek
only in dwarf fucking fortress
>>
Anyone know what the stats on bogeymen are? Are they fire proof?
>>
I'm dying to see the crayon drawings Toady got on DF's anniversary. Will he ever publish them?
>>
>>151154078
Supports made from magma proof materials are.
>>
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>>151158329

are you sure
>>
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Fuck, this looks nice. I'm still mad about the blocky landscapes, but the way AV reads and renders the maps of distant sites is just gorgeous.
>>
>>151158374
Yes
>>
What pop limits, settings, etc. do people here use to avoid FPS death, or at least limit it as much as possible? I made the mistake of running a 140pop fort thinking my recently built computer could handle it, but sieges and other random times cause it to be unplayable. I've been trying some things on the wiki to no great result, and if there's a sweet spot pop cap or animal cap to keep in mind that I'd be better off starting over for, I'd like to know what it is before doing so.
>>
>>151158963
I like to mod it so blood, meat, sweat, redundant (colors included) stone, bone, leather, scale, common brown woods, etc. are all of a unified nature.

On the other hand what makes, say, NPC forts and gobbo dark forts horrendously laggy isn't just that they're busy, but because they have 1 square wide ramp ways and hall ways everywhere and the game sometimes implodes due to having that much pathfinding issues.
>>
>>151158963
Soft limit 84, hard limit 94.
>>
>>151158963
there's no magic cure-all, no. generally what I go for is
>pop cap ~90
>embark size 2x2, at most 3x3
>limit domestic animals to 20 or so
>don't overproduce anything
>worldgen shit: 1 cavern layer, no circus
>avoid fucking with large bodies of water, tap into aquifers or murky pools instead
>wall off obsolete mines or parts of the fort that aren't in use
>>
Is there a goal to adventure mode other than genocide?
>>
>>151160261
>DF
>goals
>>
>>151160456
Genocide followed by suicide then.
>>
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>>151160261
>becoming a far-famed musician and starting your own band
>building a comfy cottage in the countryside and retiring there
>raiding a vault, challenging the forces of the heavens themselves
>exploring miles upon miles of uncharted wilderness, while taking notes of the local geology, flora and fauna
>>
Hey, thinking of starting a new Masterwork game (newest .13 version).

Currently looking through the options, and I see half the stuff is disabled by default (like invading civs, some sub-mods, etc).

I imagine it's because that's Meph's suggested "first try" setting, but I'm curious if anyone else plays it:
What kind of settings do you run?

Personally, while I like the concept of invading civs, I imagine turning them all on would be hell on world generation and history, so what would you recommend for it?
Thinking of starting as Dorfs if that matters, maybe creating a human settlement if I get bored of it/it gets achieves maximum fun. If that matters.
>>
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>>151160719
>thinking of starting a new Masterwork game
>>
>>151160625
>tfw your drummer gets his arms cut off
>>
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>>151160768
>Not trying new things
>Not embracing that it might turn out you made a bad decision, but you learn from it and it was your bad decision to make, in a DF thread
>>
When I make a new squad, what should I do so that when I am assigning dwarfs to that squad I am shown their weapon wielding skills at the top of the military screen? I sometimes see weapon wielding and sometimes if they are wrestlers or not.
>>
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>>151161042
Mastershit is bad, okay?
>>
>>151161042
>can I ask about rimworld here?
>>
>>151160261
>attempt to save a nearly extinct race or faction
>rescue children from goblins
>fight off goblin invasions singlehandedly
>fight through an angel vault to get armloads of divine metal for your fort and a true name to either enslave or banish the demon lord of the goblins fore
>bring human or elven adventurers to your fort so you can learn how to make long swords and wind instruments
etc
>>
>>151161341
>Stop liking what i don't like
>>
>>151161191
preferred weapon will show any weapon skills

no weapon will show wrestler

assigned weapon type will show skill in that weapon type

I think
>>
>>151160719
I do a lot of changes.

One thing, vampire civ just plain doesn't work at all. They're just normal people.

The enemy races should probably be modded to have kill_neutral:required like goblins.

You should experiment with a given world and see how many civs you can cram into it. You can always re-gen the world with same settings but more races.
>>
>>151161341
Well, the way I look at it, pretty much everything can be turned on and off, so why not tell me what's so bad about it, and I turn it off.

>inb4 "all of it", including unrelated but included mods, extra creatures, extra resource types, world generation/embark configuration and all that stuff down to the very last bit of data.

>>151161605
Alright, think I'll try that, thanks!
>>
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>>151159525
>Don't overproduce anything
I have the feeling that I went very wrong with this.
>>
>>151161453
>"rescue" children from goblins
And what do you plan to do with those children anon?
>>
I am a DWARF
And I'm DIGGING a HOLE
DIGGY DIGGY hole
DIGGING a HOLE
xD
>>
>>151160719

This isn't the thread to discuss modding DF, this is for unmodded DF only. If you want to discuss modding DF to make it easier, feel free to start a new thread about Mastershit.
>>
>>151161805
Bring them to their parents obviously.
>>
So is there a way to order things made from a central production menu, or do I seriously have to track down individual workshops to click on them?
>>
>>151161502
hi meph
>>
>>151161961
man, not even him, but you are an idiot
this is /dfg/ not /unmoddeddfg/
It's content related to the game
>>
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>>151161961
>This isn't the thread to discuss modding DF

STOP liking what I DONT LIKE
>>
>>151161673
Another thing is you should consider the amount of secrets enabled. The mancy stuff adds a shitload of them, which range from impossibly borked (cheese and wine-mancy) to useless (watermancy) to automatic win (cryomancy, which lets you... shoot webs... for some reason, and thus instantly paralyze and get unlimited opportunity attacks on anything in the game). The Earth Strikes Back stuff adds 4, which amount to not being attacked by certain kinds of rock creatures.

If you use the mancy stuff, remove the ones you don't like.
>>
Be honets /dfg/, is the myth update gonna be dissapointing in your eyes? what do you expect from it?
>>
>>151162324
Hey Meph, where does it say mastershit, lazynoobpack, and pony fortress in the OP, out of curiosity?
>>
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>>151162718
SERIOUSLY stop LIKING WHAT I DONT LIKE

>where does it say lazynoobpack
>>151120921
>>
>>151162550
I expect many 1000s of worldgens to try to get the stuff I actually like. And not disappointing, just frustratingly uncontrollable.
>>
>>151161789
The "items" entry at the bottom of the list is a bug thag's fixed in the latest versions. You don't actually have 5 million items.
>>
>>151162718
>Lazy Newb Pack in the OP
Not him, but I'm fairly certain right here:

>>Starter Pack (Out of Date):
>http://www.bay12forums.com/smf/index.php?topic=126076.0
>>
>>151161961
Hating on masterwork is the right and natural order of things, but that is just a stupid fucking thing to say. You're giving mastershit hate a bad name.
>>
>>151163007
I would hope not. I'm on 42.03 or whatever the latest LNP compatible is. Anything I stockpiled too much off that jumps out? This is my first fort that lasted past the first siege so I kinda just made as much of everything as I could just in case.

Also do traps contribute that much to lag? I have cage and weapon traps all along the border of my embark site as well as multiple trap hallways.
>>
>>151161961
I think the distinction here would be that we are cool with modders, modding, and fuck it if people want to use a pack or something go for it... collecting mods and then using donations to go get your bike stolen overseas is another matter.

>>151158392
The lower res distant landscapes are better than the flat green planes that were there before.
>>
>>151162989
How do you feel abou the hostility and fantasy sliders to have more control on the outcome of each world?
>>
>>151163568
Sounds good, we have no idea how it'll be in practice.
>>
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>>151163568
Not thatanon but I expect a lot more granularity to be exposed just by those two dimensions, especially when combined with the existing options for world-gen.

I can use PW and a general feel for what the different sliders do to produce the worlds I want, but being able to have overlaying changes to the raws without having to go in directly and do it will be awesome.
>>
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>>151163568
>hostility slider>>151163669

Oh boy, we know exactly the kind of stuff we are getting into


BERSERK LIKE WORLDS CONFIRMED BY TOADY
>>
>>151162209
>click
Assign a manager though the (n)obles screen, make him a nice office and press j-m-q.
>>
>>151163428
>Also do traps contribute that much to lag?
No, they're completely unrelated phenomena, until you start talking engineered defenses, which can have an fps cost.

>Anything I stockpiled too much of that jumps out?
You've gone way overboard food, you shouldn't have even a quarter of what you have in unprocessed food. Maybe a bit far on ammo, depends on how much you burn through in training. Too much armor and clothing, you can probably stop producing for at least a few years, and either sell, smash or magma some excess. You have a lot of stone, well into the impractical range, but if you're digging a big fort that just comes with the territory and isn't really solvable. If you're very concerned about fps you should dig big forts, though.
Overall your item count shouldn't be hurting you too badly. In the testing thread on bay12 thag demonstrated a connection between item count and fps loss, the numbers had to get well into the hundreds of thousands before a measurable decrease appeared.
>>
>>151163983
The game is already, or can be fairly Berserk like. I tend to set night trolls to 1000 and enable boogeymen, so as soon as night falls towns are surrounded by night trolls searching for humans to rape, and adventurers are frequently set upon by bogeymen. In addition, goblins appear to be digging down into Hell, and the ones that reach there (only seen one dark fort succeed so far) free demons to roam the countryside.

But yeah, I can't wait to see what the maximum horror slider will be.
>>
>>151162550
I feel like it will be the most amusing bloat ever
Jk

From all the interviews he has done on the regard, I feel he is/has been doing a great job researching how myths work for the game
It'll surely, along with magic, become the recognizable new pillar of dwarf fortress in the future, and we will ask ourselves how could we play the game without them

>before anybody asks
here's the video where Toady talks more about the update, also shows software about it
>https://www.youtube.com/watch?v=v8zwPdPvN10
>>
>>151164314
*shouldn't dig big forts
Is what I meant.
>>
>>151163983
>"Try to look at the bright side."
>Urist McWormdorf has been ok lately, she lost another loved one to the lake of bile, she was haunted by dead loved ones in her sleep recently, she endured the decay of a child recently, she endured the decay of her own bodyparts recently, she was joyful at only having to choke on miasma lately, she felt a general sense of oppressive fear about her existence lately.
>>
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>>151158392
Do you see how close this is to isoworld?
>>
>human merchants panic and leave when they see a weaver/woodcutter hack a crundle's head off on her way back from gathering webs
welcome to cavern life, you soft topsiders
>>
>>151162550
No, it won't be dissapointing, I think it will be the completely oposite

At last this game will deserve the title of 'Fantasy Simulator' everybody calls it
>>
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>>151164314
How about the animals? I have war dogs tethered all over the embark site and cavern to alert me early to werebeasts and such, but if they cause a bunch of lag I'll kill them off.

The ammo is mostly due to training, plus a thousand arrows picked up from goblins. Honestly I think I'll not make a marksdwarf squad again this update anyway, too much work to put together, much much longer to train than a conventional squad, and their AI is a lot worse. I have 3 squads, hammerlords, axelords and marksdwarves, and the lords put in 4x the work the marks do.

But yeah, from what I've read and eliminating the items as a likely source of the lag, its probably my base layout. I've used 3 wide hallways throughout the entire fort and have a couple layers completely dug out, so I imagine that's pathfinding issues out the ass.
>>
>>151162718
Right in your mother's cunt
It's a great hiding spot for info, because nobody wants to get near it
>>
>>151165493
Nuffin' personal kid, but there's a whole rest of 4chan for this shit.
>>
>>151165484
A tethered animal or a caged animal isn't pathing anywhere, so that's fine.
And if you only have 1 squad of marksdwarves 6k ammunition is definitely excessive. Sell or smash the gobs' arrows, make another squad, and stop producing for a while. You can have your squads rotate on and off duty so you don't deprive yourself of too much labor. Marksdwarves are most effective en masse anyway.
>>
Any idea why my militia commander's designated weapon would have been dropped in the hallway and forbidden?

He hasn't been in a fight there and his equipment status was showing that he has a weapon (or at least thinks there is one for him). Did he just drop it for some random reason and go on to practice misc. object usage instead for months?
>>
>>151166472
He's not dead is he?

Was it damaged?
>>
>>151165305
Merchants can be triggered by butchering? That would explain Dwarf caravan panicking on emergency Depot near butcher shop.
>>
>>151166671
I think it was combat that did it. bizarre because I've seen the human merchant guards fight off trolls and ogres by my depot before and that did nothing, maybe the merchants that came this time were particularly flighty
>>
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>>151166449
5k of it is bolts, half metal and half wood. Maybe I just don't keep track of them very well, but I find on the off chance the marksdwarves actually start training they burn through the training bolts like lightning. I definitely don't need that many metal bolts in reserve, but I was training my weaponsmith with it on repeat and forgot about him.

Speaking of caged animals, am I the only one that enjoys putting caged gobbos and their creatures all around their fort?
>>
Amazingly strange, I ran into 3 goblin recruit zombies, 1 of which had a steel helmet. That must have meant that some fucking how a goblin got a steel helmet from the dorfs, and died during worldgen in an evil biome. Unbelievably weird.
>>
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>>151166604
The weapon seems fine, no reason why he shouldn't be wielding it.

He was chilling in the barracks practicing with his other stuff. When I unforbid the weapon he immediately went to pick it up and continued his drills, so it was probably the one he thought he should be using. He had just left it on the floor and it had been forbidden for some reason.
>>
>>151167443
Actually, seems that it happened as a result of the three goblins that died taking a dwarven hillocks nearby. It fucking amazes me that the game has the level of detail.

Now I have goblin bone jewelry galore.
>>
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Hey guys, I have never played dwarf fortress, and don't really think I'll be able to get into it due to my casual nature.

But I do really like the idea, and I really want to experience a dwarf fortress world. Is there any kind of sandbox-type option available either in vanilla or through mods?

I would love to see an AI build a fort without me having to do anything, leaving me free to look around and inspect all the inscriptions, witness the conflicts, watch the place grow and laugh at the dumb shit that seems to happen nigh-constantly in this game. I think it would be very comfy.

is this a thing I can do?
>>
>>151152445

Wait what, since when did Toady add sexual deviancy to DF?
>>
>>151168047
not really. you can go into adventure mode and explore generated sites, complete with temples and taverns and libraries and stuff, but they aren't really functioning forts

bear in mind that the difficulty of fort mode is massively overstated, and the majority of the learning curve is adapting to the interface, learning the key commands, and getting a grip on all the choices you have (most of which you'd end up doing for what you want anyway)
>>
>>151168605
.40 I think? Now you can wonder if you're going insane when your farm animals that you only embarked with one male aren't breeding, and it turns out your one pig is gay.
>>
>>151168047
You can make your dwarves invincible, never having to eat, etc. and turn off invasions.

In fact, as food and booze production are ridiculously trivial, embarking on a lone island is already practically sandbox mode.
>>
>>151161892
disturbing
>>
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>>151167443
Zombies get spawned with armor now sometimes.

Similar stuff happens with mummies if you wake them and then get far enough away or save so they disappear from the tomb, they show up later in the world somewhere.

I was bashing on this one for skillups, most of the damage on that training axe was from bouncing off of the steel helmet they wore.
>>
How about we post greentext about the game up to 20 years in the future
>be me
>this dwarf has aproached me in the tavern and she seems to think that I'm cute
>Aparently, that's what the non-verbal comm. tab says
>buy her a procedurally generated drink
>When the bartender comes, tip him so she thinks I'm a nice guy
>Her trust bar towards me augments
>'Just as planed'
>I tell her about all the monsters I have slayed
>She tells me about all the other female dwarves she has fucked
>Thank Toady for removing the dumb ' Can only have love with the same guy for all of your life rule'
>We head towards my place
>The dwarferina seems pretty drunk at this point
>Weird, she only drank one bottle, and I didn't give her the dwarven ruffies I bought from that weird alchemist on the road
>Think that she simply must be a litghtweight
>Wait, the door's lock has been broken
>I head inside my house, which the king gifted to me after I saved his daughter from a were-cat
>Sober a bit, because the golden lock was a good gift from the king for not having fucked his daughter
>Push the button that opens the secret room, fearing the worst
>Thank god, they didn't stole ''Melek illnesesgone the red pants of love''
>Come out of the secret chamber, all the torches are off and the dwarf is gone
>I trip on with a metal box that wasn't there before
>'Your pride takes the full force of the impact'.jpg
>Open the box, still lying on the ground
>-Gotcha, you elf lover, signed -your mom
>Suddenly am unconscious
>die
>Later in legends it appears that it all was a carefully planned robery of my artifact pants, and the girl I picked from the bar's job was to entertain me until they figure out where the treasure was and then take me to my house to kill me
>Not even mad
>send Toady 10 bucks along with the story written on it to his retirement house
>>
>>151169714
It's a good song. And should be the official thread theme.

https://www.youtube.com/watch?v=ytWz0qVvBZ0
>>
>>151170663
cringe
>>
When is toady going to let you impregnate females of all races with your dwarf adventurer.
>tfw you cant fuck a forbidden beast and come back 10 years later to fight your horrific hybrid monster children
>>
>>151170663
>>be me
>dwarferina
>Your pride takes the full force of the impact'.jpg
>Not even mad
>>
>>151170769
?
>>
>>151170663
>putting in all this effort
>not sparing a paragraph to detail the femdwarf's luscious beard
>>
If you approach the Vamp Dwarfs den
Turn round dont enter in
Lest the fang of the almighty fall on you.

He'll drink you up (he'll drink you up)
Yes, the Vamp will drink you up
If you dare to be alone with him.
He'll drink you up (he'll drink you up)
Dont you know he'll drink you up
So you better do some drinkin while you can.

Long ago a dwarf named Lot
Had a wife he thought was hot
But she could not stop her profaning and necromantic ways.
You know it was her own damn fault
When a Deity cursed that bitch to salt.
Thats the way they used to work back in those days(Age of Myth):

He drank em up (he drank em up)
He really drank em up
When the dwarves went and turned their backs on him
He can drink you up (he'll drink you up)
No shit he'll drink you up
Just like he fucked the dwarves up back then.

I used to have a dwarf named Ray
Who walked that evil profaning way
He cursed and drank and raised his neighbor from the dead
You know Ray was full aware
That some carp were over there
And he knew them in the Biblical sense.

His deity fucked him up (he fucked him up)
He went and cursed Ray up
Went and paid him back for all his wicked sins.
He fucked him up (he fucked him up)
Fucked that boy completely up
Now hes married to an elf.
>>
>>151170576
Hmmm. Yeah, but I figured the armor was what they had when they died. Examining the steel helm says it was sized for goblins, ie. gobbos stole the secret of steel from dorfs and made their own, it seems, due to the dorf hill town being occupied.

That must be why sometimes I see NPCs with items they shouldn't be able to have, like I've seen occasional human weapons in dorf sites.
>>
>>151173624
Now translate it into dorf and make a Swerwer styled song from it.
>>
>Poet have Fey mood
>I need shell
God dammit, this will be my second dorf lost to strange mood. And here I asumed I prepared fort for moods this time.
>>
>>151175316
>not making sure each workshop is enclosed in a room that can be turned into a tomb in seconds.
>>
How exactly do insurrections work? There's no gobbos at this hill site, as far as legends/world populations say, and inviting people to insurrection and then waiting a bit results in them saying the oppressor has been vanquished... but then when I ask about troubles they still say they're occupied and that there's no local ruler. Wat do
>>
>>151175316
damn, that is some rotten luck my dude. haven't had anyone demand shell in ages
>>
Since I started playing I had this fixed idea that pretty much anything except beds had to be made of stone or metal, if possible.

Lately, I came to the realization that basically not even a single elf is getting pissed off by this type of fortress. Now I build with a large above ground section, all made of wood. Furniture, unless required, is made of wood. Curiously, the first petitioner to join my fort is an elven poet, who seems to not have any problems with living in a room entirely made of murdered trees.
>>
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My first attempt at a reservoir, will this work?
>>
>>151176263
where are the floodgates? why is there a direct connection from your main staircase to water?
>>
>>151176625
he's just emptying a pond, anyway, so it's not like it can cause any major harm

I agree that it's stupid, though
>>
r8 my entrance, anons.

Basically, the entire fort is situated on top of a huge artificial mountain plateu, but I won't be able to show it in all its glory until AV becomes compatible with the current version.
>>
>>151177360
Really nice, actually. Works well with the tileset, too.
>>
>>151176625
Putting a pump at -5 for a dwarf to use.
>>
>>151177360
what if they come in from above?
>>
>>151120921
no multi-threaded pathing, no care.

Fps death = ded game.
>>
>>151178351
Like I said, I've created an artificial plateu which can only be accessed via two bridges.

Pic is the top of the plateu. The shadow in the upper central part is from the other bridge. The two big buildings are my temple and tavern. Below them are my tempoerary dwellings and mason/carpenter workshops.

Sure, the enemy CAN climb to reach me, but they won't as long as the two bridges are acessible.
>>
>>151179251
That's great! I suppose this is a 43.05 game, so there's no chance of seeing it in a 3D visualizer?
>>
>>151179251
Why don't you just floor off the access routes for safety.
>>
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>>151179251
I love building on lone hills like that, I always wall off whether it's necessary or not though
for reasons more to do with looks than security, I usually have a row of walls around the hill on the level below (on top of the natural ramps), and then another layer of wall on the main fort's z-level
>>
>>151145050
Are there beavers in the game? Imagine them cutting trees and the elves blaming you, haha, so funny, not.
>>
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>>151179858
Yeah.

>>151179865
Not my style. What I did with this mountain was that I cropped it on its sides, resulting in high vertical cliff faces in every direction. Now, I'm just starting building at the top of the hill, and then let the buildings gradually "climb" down the slope. The cliff faces act as the boundary to my settlement.

If an enemy manages to climb up in an unexpected place, that's just fun.

>>151180238
Loving that fort senpai. Reminds me of those iron age hillforts.
>>
>>151182481
>Reminds me of those iron age hillforts.
kind of what I was going for. I think the z-level below (you can see the outline of it) was also eventually walled off and used as a pasture for animals
sadly that was all very early in the post-tavern era and I had no idea what I was doing, eventually the neverending hurricane of uncleanable vomit, blood, beer, and god knows what else that caked the whole surface of my fort drove me insane and I retired it
so many people died in that tavern
>>
So is there a screen for companions other than 'c'? I swore I hit some button that talked about equipment and such at one point, that was unlike any other adventure mode command.
>>
>>151180238
fuck, now I want to make a pretty hill fort. maybe I'll wait til we have a working visualizer though
>>
>>151184870
>night creature not in his lair, only his spouses

Any tips on how to find him?
>>
>>151184870
We do. It's called Stone sense.
>>
>>151185274
doesnt that require dfhack?
>>
How do insurrections work? What happens if you convince the people to revolt?
>>
>>151185706
you pretend it works.
>>
>>151167743
>>151174252
I hate to disappoint you, but the reality of it isn't as interesting as you're interpeting it to be. The zombies didn't spawn with steel because they died with it, the game doesn't track creatures' equipment in worldgen. The goblins didn't steel the secret of steel, that's not a thing that can happen, every civ has exactly the tech they're set to have in the raws from the begining of the world til its end. The reason they had steel gear is because the necromancer faction can have steel gear. Literally any humanoid zombie in any world has a chance to spawn with steel. The game just rolls the dice the first time they're loaded into a map with the player, and sometimes the dice come up steel.
>>
I want to make a massive tomb fort for an adventurer to explore later.
>>
Just outside my fort there is group of peach and apple trees grouped tightly together. I made stepladders, set a gathering zone, and now my dwarves have gallons of cider.

What to do with all these apple and peach seeds tho?
>>
>>151186875
k
>>
>>151186997
Plant them in magma. Not joking, they have no use.
>>
>>151186997
dump them via the stocks menu

#1 most annoying thing about herbalists and fruit in general, but if you can set up your dump zone near your seed stockpile, I think it's worth it
>>
>>151187216
>Not trading them to elves in exchange for the few actually usable items they own, making sure that their civilisation keeps growing trees and selling apples for all eternity so that you can continue laughing at them from your pioneering bastion of industry
>>
how to fuck do you beat a bronze colossus

every goddamn attack glances away
>>
>>151188295
in fort mode or adventure mode?
>>
>>151186091
It wasn't worldgen, they had defeated the government and 3 gobbos had died in the attack. They were also reanimation biome zombies, not necromancer zombies.

>that's not a thing that can happen, every civ has exactly the tech they're set to have in the raws from the begining of the world til its end.

I'm not so sure about that. I'll give you an update later.
>>
Question. I know dwarves can worship deities, and I've had one visit my fortress before (I killed it to see if I could). Is there a mood penalty for having a dwarf kill a deity that it worships? Is it even possible?
>>
>>151188395
Absolutely not, deities barely exist in game.

Now, I think the [POWER] tag still works on megabeasts. Not sure if they impersonate specific deities like demons did. If so, an intelligent, can_speak, and power megabeast may be able to impersonate a certain deity. Who knows what a dorf will think, if anything, of the impersonator?
>>
>>151188374
adventure
>>
>>151188945
Yeah I guess impersonator is what I meant. Dwarves do worship impersonators don't they?

I wonder if there's a way to test this.
>>
>>151188945
It's not impersonation I don't think, dwarves will literally worship a megabeast sometimes. a hydra was one of the most popular deities in an old fort of mine, complete with morbid spheres. presumably it happens over time if they do enough scary, violent things in worldgen/sim
>>
>Human scholar comes to my fort
>Stays months here, drinking my drinks, eating my food and sleeping in my beds
>He suddenly writes a book
>it is titled 'The Human and other travestities' and concerns his coming to my fort

wow rude
>>
>>151190173
>finally figure out how libraries and the paper industry work
>a dwarf scholar in my fort writes a book
>first book I've ever had a dwarf write
>first book written in this fort
>"Can the Fortress Save the World?"
>the book relates to the founding of my fort
>bunch of other dwarves in my fort take turns reading the book

Cool shit.
>>
How do I issue an order to kill all the monkeys

They're stealing my shit and running away
>>
>>151189556
I'm talking about impersonation, not megabeast worship, which is rare and not something I've seen since .34.x.
>>
>>151192149
If they're in a tight group you can order squads to kill everything inside a rectangle, or you can hold down Shift while picking their names from the kill order list to assign multiple targets. If they spawned at the same time they're probably next to each other on it.

Be careful when doing this to cave creatures; the game will usually instantly spawn something else once a layer is depleted of creatures and if it's a GCS things may get very fun, fast.
>>
>>151191607
Nice. I'm about to get into this business too.
>>
Neat game, my artifact coffin got duplicated after unretiring my fort
>>
If I forbid all clothes from a dwarf, will she get naked?
>>
>>151197969
Assign military uniform of nothing and replace clothes, or let her wear boots and gloves.
>>
Guys, this is depressing
Is there anything like ptsd in the game, because one of my dwarves sometimes ceases to do what he was doing because he watches some corpse or something like that, and he stays still half a minute before moving anywhere
He is also flashing the overwhelmed by horror! message
>>
>>151199912
PTSD isn't a thing in DF. The horror is just from being spooked by seeing a dead body.
>>
>>151199912
He's probably just bad at dealing with scary things. Dead humanoids are quite high on the list of those.
>>
>>151199912
sort of, there's loads of stuff like that. dwarves get upset seeing any (non-animal) dead body
they'll also get upset when they find out that one of their relatives has died, and often they find that out through seeing their body
>>
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Aw fugg. Had an incident in the caverns. He lost his head just as the military was a tile away from attacking the jabberer. He didn't keep it together.

Rip in pieces, Fath. ;_;7
>>
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>>151201660
>>
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Ok, what the fuck.
I just had two dabbling weaponsmiths make two masterpiece steel battle axes. Is this a bug, or does it have something to do with their attributes? They're both legendary hammerdwarfs.
and yes, I'm artifact farming
>>
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does this whore have diplomatic immunity or something? she seems to have fallen through the cracks of my vast bureaucracy and has gotten more brazen with every killing and subsequent lack of consequence. I could just summon the marksdwarves to the tavern but where's the fun in that? I don't really want to traumatize the place and blood up all my masterful engravings, I'd rather tie her to a post at the firing wall.
>>
>>151202689
>does this whore have diplomatic immunity or something?
All visitors do. Treat it as the act of war it is and send in your militia.
>>
>>151203451
I've had them arrest numerous other vambards who did the same thing. on that topic, why the fuck do I get so many vampires visiting? there's been at least one here almost consistently throughout the seven years of the fort's life, often there's several.
>>
>build a catapult on the battlements to science trajectory
>designate a stone stockpile beside it
>look back later, entire stockpile is exclusively full of gold nuggets
guys. I get you want to impress visitors but come on.
>>
>>151203810
>I've had them arrest numerous other vambards who did the same thing. on that topic
Sure they didn't belong to your civ or something?
>>
>>151142181
https://www.youtube.com/watch?v=i0U84ZbNgcw
>>
>>151204295
Love me some folk metal.

Also check this out:
https://www.youtube.com/watch?v=mXbTXfoloNc
>>
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>>151202418
Again!
>>
>>151142181
https://www.youtube.com/watch?v=wfu4vfVjmcI
>>
>>151204295
pretty much anything korpiklaani fits this game actually
>those lyrics though
shit, it's perfect.
>>
>>151202418
Yes military dorfs often have high stats, and thus can make monsterpeace theatres 24/7
>>
>>151204295
every video of theirs I open is pure DF
>a guy forging weapons while some dudes party next door
>a guy operating a still so he can get drunk, people outside are playing instruments made of ice
>antlered beastmen wandering through the forest
>>
>>151204295
>>151205278
Wow these are also pretty good :v
>>
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normally I'm not down with wanton elf abuse, but this is ridiculous. she was fighting 1 (one) crundle, AND she had help from another elf merchant
>I've been injured badly. This leaves me so shaken.
>>
If a dwarf uses the well to clean themselves will they contaminate the water somehow or will they NOT spill whatever has been raining along the northern edge of the map into the emergency water supply?
>>
>>151206804
The dirty water will form a pool next to the well. I don't know if said pool can somehow find its way back down, but I don't think it does.
>>
>>151207292
It doesn't leave a pool of water, it leaves whatever contaminants the dwarf had on them when they washed. Contaminants aren't liquids and don't flow, water is a liquid and does flow. The distinction is important.
>>
Guys my greatest fort yet is now suffering from fps death, what can I do?

I haven't even gotten adamantine yet.
>>
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>>151208513
>greatest fort
>haven't even gotten adamantine
>>
>>151208790
I'm lazy, what can I say
>>
>werecapybara comes before the first winter, mid-migrant wave
>SHIT SHIT SHIT, SEND THE FIRST DRAFTEES
>Militia commander dies almost instantly
>it turns into a dwarf and runs away
>captured by the pack of stray dogs milling about outside the fortress.

Well at least we won't be having any werebeast outbreaks.
>>
My mayor/baron was going into the caverns to haul back an article of Fath the miner's clothing and got his liver smashed beyond recognition in the fight with another jabberer. Really rethinking why I thought it'd be a good idea to make giant versions of shit like jabberers.

>tfw a dwarf with a broken liver
>>
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>>151189189
I've got a shot of a dragon impersonating a god somewhere that I talked too after becoming a god myself (with dfhack you go to the convo screen and change one of the entries to talk to your deity to yourself, at which point you can convert others by talking to them) which was rather amusing.

>>151192504
I've seen it in legends a few times in 43.05 alone.
>>
>>151209881
A liver can regrow itself from a single cell.

There is hope, anon.
>>
>>151209881
Livers don't do anything
>>
>>151188384
>It wasn't worldgen, they had defeated the government and 3 gobbos had died in the attack. They were also reanimation biome zombies, not necromancer zombies.

If they were reanimation biome zombies then they couldn't have died attacking a dwarven site, as dwarves don't settle in evil biomes. Not without modding, at least.
But if they were indeed not necromancer zombies, then they could be members of either a dwarven civ or a dwarven civ's bandit group. If they were already zombies when you arrived then it could be a bug with how the game determines site affiliation, improperly equipping zombies of creatures from a goblin civ with gear creatable by the owners of the site they spawn in at.
It is certain, though, that a goblin civ didn't equip them with steel unless you modded the game to allow goblins to create steel. Every entity has a list of allowed material classes, reaction, buildings and items in entity_default.txt that the game refers to when it places civs at the beginning of worldgen. Those determine the full extent of a civ's technology. There's no mechanic for learning new reactions, or how to use new materials, or make new kinds of buildings. It's a long term goal that has only the barest of frameworks in place with the library system.
You can read the details of how the game determines what a civ can produce here:
http://dwarffortresswiki.org/index.php/DF2014:Entity_token
Particularly under the flavor and available resources sections.
>>
>>151154468
create enough crafts items of quality and quantity, provide the dwarf with a room with a suitable container (or even just open floor space) to store his possessions inside of, and if the dwarf likes the item he may choose to claim ownership of it.

Not sure on the actual rules for claiming items, but generally if you have 5-10 times the number of items to dwarves, they will end up claiming a few of those items when they try to haul it. Especially if it's high quality or high value.
Make 100 stone crafts, dwarves will claim a few of them randomly as they haul them depending on their needs and personality.
>>
>>151210112
Your character's last name is Gloryhole?
>>
>>151210525
>If they were reanimation biome zombies then they couldn't have died attacking a dwarven site, as dwarves don't settle in evil biomes. Not without modding, at least.

Of course they do, I'm getting worlds 24/7 that have huge amounts of evil biome intrusion. The central area needs to be nonevil, but the surrounding fields can be. I especially like it when there's purple evil glacier encroaching on an elven forest retreat, spoopy.

>There's no mechanic for learning new reactions, or how to use new materials, or make new kinds of buildings.

I think people from other factions can teach you nowadays.

>They could be a dwarven civ bandit group.

That could be.
>>
>>151208513
Depends. What do you consider fps death? What's your fort like? Post some screenshots.
>>
>>151210619
>>151154468
Ironically common quality platinum crowns don't do shit, but a simple -slightly above quality- piece of bone crafts will do it for them.
>>
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>>151211412
Here's my ground floor. I have 130 Dwarves.
>>
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>>151211691
production
>>
I'm getting better at use of water in this game, can comfortably aplly flood gate.
Now operation to recover body and items of unfortunate dorf who was cutting underground wood and fell into cavern lake. And even most of wood what fell in.
>>
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>>151211937
thumbnail got swapped on that one

and here's beds and dining
>>
>>151202689
red wedding that bitch
>>
>>151212164
This is obviously the worst "workaround" but I just got used to playing a 15-20 fps. The trick is to pass time by letting DF run in the background while you touch yourself to Chinese cartoons
>>
>>151211691
>>151211937
>>151212164
Is that the whole thing? There's no reason that fort's fps should be so low, even on a toaster.

First thing: cage or kill those animals. Leave 2 or 3 cats out and tie up a few dogs as lookouts. That's awful, I see more animals than dwarves, and they're just roaming free.

Second: While you work on the first thing find any "tightly closed" doors or hatches and make them not tightly closed. You've probably got a dog or 5 bashing their head against a door trying to path to the other side of it, murdering your fps.
Third: If your caverns are open, close them.
1 and 2 in combination are probably your issue. Unless you're playing on a potato, but there's nothing much to do about that except by a new computer.
>>
>elf diplomat arive after previously warning me about not cutting wood
>he pass dorf felling tree on way into fort
I wonder if he will be mad.
>>
>>151211691
>>151211937
>>151212164

you won't find much here besides what's already on the wiki page, which is population caps, smaller embarks, less animals and so on

and this >>151213132 is the best option, I'm playing at 50 right now, will probably stop at 30 or so, just lower it 10fps each fort
>>
I'm currently in the raws of a mod-added species that's giving me trouble. If I want to stop insane amounts of livestock/animals from appearing in towns/hamlets, would it be better to get rid of [USE_ANY_PET_RACE] or [COMMON_DOMESTIC_PACK]?
>>
Iron Whip - is this cruel weapon?
>>
Is dorf fortress multithreaded?
>>
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saucy. this is a migrant that just arrived, her husband has been here for a couple years

I'm guessing it's a bug
>>
>>151216050
Or maybe the husband arrived first and the wife followed later on
>>
>>151215282
Depends on what else the mod does. use_any_pet_race is probably the issue, but if a lot of creatures were modded to be pack animals then the other could be a problem as well. Further, if the pet tag was removed from many animals then the use_any_pet_race might not be a problem at all. It's hard to know without more information. Your best bet is just try removing them alternately and seeing how it affects the worlds.

>>151215670
We've got pig tail thread, brown recluse spider man thread, yak bull hair thread, draltha hair thread, even adamantine strands if that's how you roll. Take your pick. Strike the earth.
>>
>>151216280
Ok I'll give it a shot.
>>
Is 0.43.05 performance noticeably better than the previous, non-x64 versions? I'm eager to start a new grand project, but I can't really do without Dwarf Therapist
>>
>>151216786
no
>>
>>151217607
Why? Wasn't x64 supposed to safe DF?
>>
What's your favourite Z-level, anons?
>>
What fucking stockpile do empty bags go in?
>>
>>151217843
Finished goods.
>>
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>>151217708
0
>>
>>151217671
he's just memeing

right now I'm running a 32x32 embark with 11 thousand dwarves but goddamn I really miss the rapist
>>
>>151218098
nice. with a waterfall in each dwarf's bedroom, I hope?
>>
>>151218201
>water

do I look like a fucking elf?
>>
I see that dwarves happily harvest plants that don't flash on the screen, but for some reason they don't wanna touch the flashing ones. Does that mean that they have no place left to place those?
>>
My military is overleveled, I reached caverns to late or trained them to early and now my Legendary dorfs are hunting troglodytes in caves.
>>
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>>151218920
my fort has a "don't touch the trogs" policy out of respect for our most important and popular deity
she's watching after all. just something to think about
>>
>>151218920
What are the top 5 most dangerous creatures in The Caverns?
>>
>>151219493
You mean in general or cavern in my fort? (I barely reached and explored them)

I'm not sure about what are top most dangerous creatures and if Giant Cave Spider is in top 5.
>>
Hey /dfg/ how aggressively do you burrow you're dwargs?
>>
Fucking eerie, there's a HUGE amount of forces crawling across this hillocks like ants... goblin zombies. I've never seen anything like it. Looks like necromancers invade NPCs in adventure mode now, or maybe its a slaughtered goblin army.
>>
>>151219493
1. forgotten beasts
2. giant cave spiders
3. POWER GAP
4. POWER GAP #2
5. I don't know, I guess like cave dragons and blind cave ogres and jabberers and shit, which will slaughter civilians effortlessly but not put up any sort of fight against a militia
>>
>>151219835
Where do Plump Helmet Men rank?
>>
>>151220040
just slightly above actual plump helmets
>>
this game sounds awesome, but i will fully admit i am a weak sack of shit and cant get past the graphics issue.

any advice for getting over it? or can you install better graphics?
>>
>>151221464
There's some nice graphics tilesets.
>>
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>>151219698
I don't even use burrows unless the fortress design calls for it.
>>
I tell you people, those trees are nothing but trouble! I forgot to chop down all of this season's growth and the mechanic climbed up one of those and died of thirst. I don't know what the hell was he doing there, there was nothing to spook him so he would climb up or anything.
>>
>>151219493
1) magma crabs
2) magma men
3) fire men
4) some forgotten beasts (they become number 1 if they're made of fire)
5) gremlins
>>
>roc attacks
>military kills it
>roc corpse gets butchered
> over 1300 meat
>fort already had 1000+ meals and 1000+ drinks

Send help. The stockpiles are overflowing.
>>
>Elf diplomat show up to threaten me about some trees.
>Order the military to sally out and meet him at the gate.
>He had a coati man parchment scroll on his corpse titled "Against The Mountainhome" authored by himself.
>The writing has a hint of viciousness to it.

lmao
>>
>>151224541
You should make a bunch of copies and export them to the elven civ for the giggles. Bonus points if you use unicorn parchment.
>>
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Now I have to flood my third cavern layer with magma too. Fucking hungry heads and crundles did this. There's blood everywhere.
We've had awful luck with deadly blood, more than half the FBs we've gotten have had it.
>>
Seriously lads.
Did x64 improve performance or not?
>>
>>151225150
I happen to be in a joyous biome, so I could do that. But, I've been having a problem with wild animals not showing up ever since I made a tavern. Has anybody else had this issue?
>>
>>151226227
Why would it?
>>
>>151226754
Because it'd allow DF to feed on larger amounts of RAM, wouldn't it?
>>
>>151226630
No. You probably just have crundles or troglodytes stuck in trees in the caverns blocking new spawns. There's a limit on the number of simultaneous wildlife groups you can have on your map at a time.
>>
>>151227258
Nah, that's not it. I had some rutherers stuck in a tree but I killed them by spawning lava, and not there's a forgotten beast down there killing everything.
Could it have something to do with me playing on 43_03? I should have mentioned that in the other post.
>>
>>151227258
I have exactly the opposite problem. I have a huge ass tavern, and no one came to visit. could it be that I'm to far away from everybody? I do get a dwarven caravan each autumn normally.
>>
>>151227784
No. There aren't any bugs with wildlife spawns unique to .42-.43.05. Creatures getting stuck on the map (from climbing/flying/swimming) and aquatic creatures spawning very rarely are the only bugs with wildlife spawns I can think of at all.
>>
>>151228371
The mechanics for what attracts visitors aren't well known yet. Proximity to potential visitors is probably a factor, but it definitely isn't the only one.
>>
>>
>>151228732
So you're saying there's mechanisms involved?
>>
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>>151227042
It lets it use more ram, world-gen is faster in later years (I ran the same parameters on 32 and 64 bit, first for three minutes, getting I think 6 extra years, then for 300 years, which took a couple extra minutes on 32 bit, while the 64 bit population was higher in both cases), and it seems to handle high site pops better too.

>>151211140
Vathez means Virginal, so it is Virginal Gloryhole the Blockaded Glade of Taking.

>>151210525
There are weird site pop bugs.
>>
>>151229656
If you touched that blood, would you die?
>>
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I have a dwarven child beating the shit out a terrified troglodyte with her bare hands while playing make believe lmfao.
>>
>>151230057
>she dreams of ruling the world
she won't be stopped. after she sorts out the "clumsy, weak, quick to tire, and slow to heal" stuff anyway
>>
>>151229750
Yes, peer pressure plates.
>>
>Haven't cut down trees since several years ago due to a large coke spawn underground
>Goblin siege arrives
>Immediately after, they say something along the lines of "quit fucking cutting down trees you asshole!"
>6 goblins die to traps shortly after

I have no idea why the goblins of all races cared. The elven caravan doesn't arrive for another season and a half
>>
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>>151231179
Nice
>>
I don'tknow where, I dont know how, but creatures, even ones that can't climb shit somehow appear in my fort from time to time. I dispatched two fighters to take care of a giant cave spider because I know that he will eb busy trying to bte through the steel cap of one of them while the other hacks him up. The better fighter charged in first and the other one is in the library pondering on embryological development. He's real close to getting atom smashed.
>>
>>151231656
check for holes in the ceilings and floors, I guess
also, were those creatures fighting outside by any chance? there's some combination of charging/dodging or something that can lead to warping through 1-tile thick walls, although I think you'd know about it if the spider had been fighting someone right next to your fort
>>
>>151231993
I have a spiral minecart track, and one long staricase leading down to the place where I fill the cart with magma. There were some accidental holes made, but I walled everything off. I even tried stationing my military inside the natural caves and the destination is unavailable. Can creatures pass through tree trunks in any way?
>>
>>151232273
>Can creatures pass through tree trunks in any way?
not that I'm aware of

the fact that your militia can't path into the cavern doesn't mean your fort is airtight though, since dwarves won't calculate swimming or jumping or climbing or any of the shit that monsters can do if they see something tasty
>>
>>151232496
I understand that a spider can find some way into the fort, but what about a blind cave ogre? It was a stroke of luck that I placed some unneeded statues near the stairs so that the ogre toppled them. I'm double checkign everything, and I did so every time some cave critter some how got inside. I'm losing my mind.
>>
>>151232936
Everything with limbs can climb and jump.
>>
>>151232936
if they're so strong they can beat people to death with a pair of underwear, I think they can climb or jump a few feet
>>
>Platinum weapon rack

damn?
>>
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Does anyone else /cheat just because it's easier/ here?

Sure, I know how to divert rivers into a reservoir, control the fluid level with floodgates, channel an access shaft to it, and build a well on top. Works fine. Easy to refill if you attach the floodgate to a lever.

But it's so much easier to just dig out a little room, channel into it, and use dfhack's liquids feature to fill it.

Do the rest of you use the occasional shortcut, or am I a filthy casualplebshit?
>>
>discovered the tab menus in the embark screen for the first time
>elevation maps
fucking cliff fortress time boys.
>>
>>151230057
>Urist McPyro has given birth to a daughter!
>>
First major incident at Royalbrass - a werelizard infiltration.
Several migrant soldiers and loyal dwarves severely wounded. They are being carried to my hospital and dumped in the corner in a pile. Is this happening because I only have two beds in my hospital?
>>
>>151216050
by design, this marks the official transition from DF2014 to DFIT'S2016
>>
>>151236383
yep

>>151236058
I turn bogeymen off in worldgen and I use cage traps sometimes

your well conundrum is one that's easily solved by just channeling into an aquifer
>>
>>151236058
LISTEN HERE YOU LITTLE CASUELF:

No one gives a fuck how you play your single-player game. There's no need to compare yourself to other people, least of all on an anonymous imageboard where anyone could - and people often do - lie about their skill and achievements.

Are you having fun? Keep at it. Are you getting annoyed or frustrated, or perhaps don't want to lose a fort that you're attached to just yet? DFHack on, bruddah.
>>
>>151136853
You should tell us how to do that anon.
>>
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This volcanic spire thing reaches up like 8 levels above the river where I want my magma forges to be. Is it possible to empty those lava layers safely or will lava attempt to gush out to that initial height always?
>>
>>151240067
Magma doesn't have pressure.
>>
>>151240067
this >>151240246
also, read the whole "use" section
http://dwarffortresswiki.org/index.php/DF2014:Volcano
>>
>>151240246
>>151240412

The volcano page on the wiki says "Any magma in a volcano that is drained will replenish itself over time."

So doesn't that mean there IS some form of pressure?
>>
>>151240067
The tube will attempt to refill and overflow the rim if you lower it.
>>
>>151240607
I guess you could call it that, but it only applies to stuff in the volcano tube
if you tap into the side of the volcano (and have some way to shut off the breach) to get access to it, it shouldn't be a problem
>>
Alright, newbie here.
How the fuck do I get rid of a were- plague?
This is like the third time I've dealt with werelizards in the past fifteen minutes, and there's more of them each time.
>>
>>151242406
fuck it
this is how my fort ends I guess
pretty fun end for a first fort too
>>
This item menaces with spikes of....
>>
>>151242406
Pay very close attention to combat reports, mark out anyone who gets bitten and send them into a death pit.

Anyone who gets bitten and is too wounded to reach the pits gets the whole Cask of Amontillado treatment.
>>
>>151242406
Stop fighting the inevitable. Just play a werebeast fort.
>>
Will trained and restrained animals be gathered for further training when their training deteriorates? I'd rather not have a guard croc that goes feral on the merchants, assuming those merchants aren't elves of course.
>>
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>>151245730
Yes.
>>
>embark on epic cliff and waterfall area
>near constant combat reports from fish falling to their deaths, bashing the stone walls all the way down
currently doing a mediproject to redirect the river long enough to install some grates just to stop these stupid fucks from bloodying up my nice waterfall canyon
>>
Does dfhack support a 64 bit version of linux yet?
>>
>>151121218
Lazy immigrant nobles
>>
>the fortress attracted no migrants this season
that's new... is it because I'm taking fucking forever to set up and don't even have an actual fortress yet? everything is on the surface with shops and all, but no bedrooms or tavern or anything.
>>
>>151250617
is it your 3rd wave?

maybe your civ is mostly dead
>>
>>151250703
it is indeed the third wave. is there something special about that one?
>>
>>151250782
it's the first one which isn't scripted and guaranteed
>>
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>>151246768

>cut broad channel 2/3 times the width of the river out of the side of it to divert
>filling up with roaring waves and mist
>normal path completely unaffected
what is this shit, shouldn't the natural riverbed be depleted even just a little bit here? I'm not seeing a god damn 1/7's worth of lowered water level on the main path.

>>151250950
man this fort sure is problems. I get a liaison just fine, though he's a smelly gobbo.
>>
>>151251034
>what is this shit, shouldn't the natural riverbed be depleted even just a little bit here? I'm not seeing a god damn 1/7's worth of lowered water level on the main path.

You don't have that setting on m80
>>
If you want some glimpses of what Toady meant by things getting dark, look to the ascii reward stories.

>Mad dwarf does some Hellraiser shit with an artifact miniforge and an enslaved demon, turning a dwarf woman into an iron, blade-covered monster and prompty getting his face clawed apart due to his inability to bind her to his will
>Wizards holding demon-summoning competitions with predictable results
>>
>>151251169
>setting
I'm not playing LNP here, is that something you toggle in vanilla? doesn't make sense how or why you would be able to turn off basic fluid mechanics.
>>
>>151145009
Its recently released in "full" I think idk if they're adding more stuff or what
>>
>>151251210
>wizards going full retard and killing each other/themselves and endangering entire continents for entertainment
I'm glad some things never change.
>>
>>151251278
to clarify, the setting which shows water depth isn't on in your screenshot
>>
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Oh yeah I forgot another good one
>platypus man repeatedly allies with the goblins
>first time to kill both the dwarves and goblins, he helps the goblins activate the fortress' magma self-destruct
>This burns down the entire forest
>after moving to an elf-run forest with a few survivors the platypus again becomes disgruntled, this time by servitude to the elves
>He goes to the goblins (who have expanded with the destruction of the fortress) and enlists their aid again
>The goblins agree to throw out the elves and keep the forest as a lumber source
>The beavermen, anticipating treachery, fortify the forest retreat
>The goblins immediately give up on capturing the forest and get out the firebrands and incendiaries
>>
>>151251530
you know what I never even noticed that was missing until now, how do I turn the water back into depth numbers? that was quite handy

I was loo[k]ing at individual tiles to judge btw
>>
>>151251431
In the particular story one of them turns power-obsessed after he kills a fellow student/gets a professor killed by the "containment/cleanup" team of armored/well-covered wizards using flamethrowing magical items.

Then, another student who knows what's up tries to stop him and explodes them both into gore after miscasting some sort of force/strength enhancement spell.
>>
>>151251619
in d_init around line 280

[SHOW_FLOW_AMOUNTS:YES]
>>
>Play Rimworld for a couple of hours
Nope. Even a highly recommended clone still seems like watered down shit.
>>
>>151239637
I don't remember the token at the moment, but it's the same one that the bronze collossi use to turn into statues.
>>
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>>151251932
>seems like
>>
Just found a shit ton of adamantine for the first time. Am I about to get clowned?
>>
>>151250703
>>151250950
now that I think about it there's no way my civ is dead or even dying, the very first liaison convo mentioned no less than four other outposts being reclaimed and thriving, each of them getting a mayor in the same period.
>>
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Rate my new fort. Has a retractable bridge above that acts as an entrance and can be closed with the level in the pic. Only 9 Dwarfs so far since I just started it.
>>
>>151253149
could have just gotten unlucky
>>
>>151252196
[ITEM_CORPSE:WOOD:NONE:PLANT_MAT:*your choice of wood type*]
>>
>>151253516
Is that clay? You can't smooth your entrance hall. And you need the dining room and kitchen next to the food stockpile, you're better off making another corridor so they don't have to walk all the way around. And the doors should really be 2-wide with a 5-width corridor for a main area. Low efficiency ahead.

And I feel like trapdoor entrances look worse than carved-in-the-wall entrances even if they're more efficient.

What's most important though is if you're happy with it.
>>
How many of you guys use the vanilla professions manager?
>>
I'm barely really gotten my fortress rolling and I've had 3 visitors petition to stay forever. So far I've been kind but I'm wondering what are the specific downsides to accepting these unvetted immigrants into my dwarfally pure hold?
>>
>>151255921

they use up booze but offer nothing in return except "singing"
>>
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>start playing adventurer mode
>after a few ill-fated attempts, finally start getting the game
>assemble a party of qt shortstack ginger spearwomen
>complete a quest to slay a hill titan
>holy shit, I actually did something
>kill some night terror, but my legs get fucked up, one of the qts loses her jaw
>whatever, I might be a cripple, it's still my most successfull character yet
>crawl over to town, maybe there's a doctor or a crutch for sale
>some random passing bowman shoots me in the throat, my party abandons me
>manage to hide in some house, but bleed out immediately anyway
I don't even know anymore. This game seems so amazing, but it's like I don't know the first thing about moving about in it. What was that bowman's problem with me anyway?
>>
>>151255921
When they apply for citizenship, you can make them do any labour.

I guess human soldiers have an advantage du to their large size.

I heavily advice against accepting goblins, since they don't drink or eat. Due to their greedy personalities, they have this really strong need to eat a good meal, yet they can't, because they don't eat. They'll also react worse to death than the dorfs, since they can't drink to numb their emotions down.
>>
>>151256213
Was just an asshole bandit probably, it happens.
>>
>>151253545
>a migrant has arrived
I think I just haven't made my fort worth migrating to yet.
>>
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r8 my memeway in progress
>>
>>151259309
going to have trouble getting enough water where you want it

I would suggest a reservoir instead of relying on that water getting down in signifigant quantities in time
>>
>>151259309
Gonna use the water to wash away caravans hilariously I hope?
>>
>>151259609
that reservoir actually filled up impressively quick. also, it's two Z deep.

>>151259661
caravans, gobs, whoever. it'll also be good for cleaning up; just raise the bridges, forbid the area, and let all the stone and ragged mittens get caught in the drain. my ultimate ambition is to replace the water with magma, or at the very least, set up a minecart shotgun through the waterfall full of magma buckets, to drop fresh globs of obsidian on anyone unlucky to be on the bridge.
>>
>>151256735
Anotheranon

I always mod goblins to eat. Makes sense seeing as though they have the bone_carn tag anyway.
I never liked their immortality being due to a lack of eating.
>>
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>UI doesn't remember which material you used last to construct walls/floors
>>
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I should be worried about this, right?
>>
>>151260770
of course, do you expect the dwarves to throw their booze on the ground?

go make some barrels
>>
>>151256213
>What was that bowman's problem with me anyway?

probably saw some good target practice
>>
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gave er a trial run. lost a ton of water off the sides which lessened it's impact a lot but that can be fixed, over all I think this one's a winner. doesn't take long at all to get down there, well it does but luckily the FPS hit freezes everybody in their tracks so I doubt it's actually taking much time.
>>
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>>151261968
>i was sat at royal bedroom engraving cheese when bomrek shout
>'fps is kill'
>'no'
>>
>>151211140
What's better is it's Dwarven spelling is anal logs
>>
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I'm the anon who was doing science on world-gen temples earlier, and I have a question.

Basically, I want to add a table or something to the wiki, showing the relation between certain religious spheres and architectural form elements. However, I first need to establish how many form elements there actual are. What I have is the following:

>vertical structure(open/closed)
>walls(open/walls/columns)
>bottom floor(floor/water basin/magma basin)

Am I missing something here? Also, is there any existing science on how these form elements are are governed by each sphere?
>>
>>151264551
Update, I just checked the string dump on the wiki, and it mentioned the following elements:

>paved outdoor area
>uneven pillars
>square of pillars
>pillars on the perimeter
>upper floors
>lower floors
>water pool
>lava pool
>stagnant pool
>open structure
>paved indoor areas
>detailed surfaces
>no architectural element

It didn't mention their relation to the different spheres, however, so that's still unexplored.
>>
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>hunters hunting somebody
>somehow end up on a tree
>can't get down, picrelated
How do I get them down? If I cut down the trees will they die?
>>
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>>151265683

It would be extremely painful.
>>
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>>151265991
For you.
>>
I think some of my dwarves are attacking other dwarves for no reason. There's one dude already dead, and another one is on the way.

Can I find out what caused it? How do I stop it?
>>
>>151267059

how small is the area they're chilling out in?
>>
>>151267115
Like the meeting are? Or the place they're fighting in?

My meeting areas are 20x20 in total.
And they're fighting outside, far from the fort.
>>
>>151229895
It would be extremely painful
>>
>>151255895
I do
>>
>>151267573
>>151265991
Shuss, back to /tv/
>>
>>151261027
What if we turned the ground into booze, or made a river of dwarven ale? Or a waterfall of wine.
>>
>>151268432
>turn the ground into booze
The magic update is gonna be dope
>>
>>151267259
just leave them there

they'll sort it out eventually
>>
>>151269302
Well they did. Total kill count is 2. I still have no idea why and want to know.
>>
>>151269443
they were probably unhappy

check your dwarves thoughts to see if they're pissed
>>
>>151269590
Dwarf Therapist shows all dwarves as "fine", it's been like this since the beginning.
>>
>>151269712
did you tell your militia to kill merchants? I think there was a bug that made dwarves turn on each other

what about justice? any criminals?
>>
>>151270478
I got none of those, not even militia.
>>
>>151270693
it's clear to me now

I have no idea, good luck mate
>>
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Being a vampire is amazing, never tried it before (specifically because I couldn't get the blood drinking method to work).
>>
>>151267059
sometimes bar fights seem to get out of hand like that. I think I've only seen someone killed once, but I've seen several people injured so badly they had to be carried to the hospital, and could only walk out after being given extensive treatment and a crutch

all of those incidents were in the early post-tavern-release versions, though, so toady might've tweaked things in the most recent few updates
>>
My hunter killed an a rhino and then before he returned the kill he got interrupted by another rhino. Now they're all just ignoring the rhino corpse, any way to make them pick it up and butcher it?
>>
>>151272675
did you remember to [o]-->[r]-->[o]?
>>
>>151272797

I have gather from outside on
>>
>>151272932
do you have a stockpile the corpse could be put into? also check what your dwarves are doing, sometimes if a body gets smashed into a million pieces they'll gather up the pieces (teeth, etc.) before the corpse proper
>>
>>151271719

I never end up getting the curse because it doubles and locks some of your stats.
>>
>>151274029
Besides that you can max your physical stats in about 10 min after starting a char if you're by a reanimating biome, it does not, in fact, lock any stats despite the raws saying it does. Siantz across the versions have revealed time and time again that you can still max out your stats as a vampire.
>>
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>>151274327

I've personally done testing of stats and it takes a lot longer than 10 minutes to max, longer than 5 legendary +1 weapon skills

Even if it doesn't lock them I really doubt it allows you to take them to double your max.
>>
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>>151274327
>>151274693

Actually I think going vamp doesn't let you take your stats over their cap anyway
>>
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>>151274837
>>
>>151271941
The only thing that happened is this >>151265683 .
I cut down trees that two dwarves were stuck on. One was completely fine and another got this >>151266213 .
Even though me cutting down trees and those killings both happened barely minutes apart, I'm leaning towards thinking that these events are unrelated.
I guess it will be a mystery forever.
>>
>>151274693
Maxing your stats doesn't take long at all if you simply use a stumpy zombie friend in the newer versions (which is suicide unless you use a beakless raven head in the old versions).

I've read that interaction based multipliers don't function in the normal way, but rather affect the math used. I maxed my stats and then became a vampire, and I've even managed to propel a night troll into the air as well as experiencing a speed boost despite, of course, already having reached agility cap.

Proof that its not a normal increase is that your muscle tone does not change.
>>
>>151275271

Can you raise skills on zombie humanoids from towers in the latest versions? I haven't been able to, though I believe I have been able to on random undead animals
>>
>>151275464
You can definitely raise defensive skills and fighting from them attacking you. They don't defend, so you can't raise attack skills on them, as far as I can tell. Probably wrestling.
>>
>>151275084
>cutting down trees and those killings both happened barely minutes apart
That's happened to me before. I think dwarfs will become hostile to whoever cuts down a tree that they're in.
I had a miner stuck in a tree and made a woodcutter chop it down. Later the miner was found dead, and the woodcutter had the miner's blood on him. I presume it didn't start a loyalty cascade because the miner was the provocateur, and/or because no one else saw the fighting.
This happened to me a long time ago so I might not be recalling it correctly.
>>
>>151275737
Sounds pretty reasonable. Next time a dumb dwarf gets stuck on a tree I'll just call firefighters or something, I dunno.
>>
>>151275892
I just build a bridge to them whenever it happens. The only problem is sometimes they'll stand in the tree when they destroy it.
>>
>>151268432
One of the ascii stories about a legendary swimmer (who had even crafted fins for himself) ends with him lost in a cavern after slaying a cavern sea monster in the capital.

He follows a tunnel and stumbles upon a idyllic (underground??) landscape with a river of whiskey running though it.
>>
So the wiki says divine metal makes surprisingly effective blunt weapons as well despite their weight. Anyone know why that is? A divine metal maul seems to work for squishing heads in the same fashion.
>>
>>151276667
which one anon, that seems pretty cool
>>
>cavern animals are overwhelm by horror when seeing civilian dorfs
Seriously? I feel like my military is just waste.
Need to dug deeper.
>>
>>151267059
I think some dorfs are just inherently aggressive and may start fighting if someone tries to crowd into their tile.

I've been getting way too many fisherdwarfs as migrants recently and they all want to fish from the same tile for whatever reason. Some of them tend to become enraged when they run into others there.

Had the same issue with a crowded tavern in another fortress, though at least the fisherdwarves' anger issues haven't sent half a dozen people to the hospital yet.
>>
>>151260601
>I never liked their immortality being due to a lack of eating.
Their immortality isn't due to a lack of eating, it's due to having no max age.
>>
>>151277179
pretty normal. doesn't mean they aren't dangerous to civilians though. aside from obviously harmless shit like crundles and cave blobs, almost anything in the caverns can kill unarmed civilians if those civilians are dumb enough to chase after them (which they usually are)

the only things that are really going to test your military are giant cave spiders and (some) forgotten beasts
>>
>>151277793
My mechanic who was setting cage traps gave cave crocodile good beating before my squad finished it off.

However on other hand Giant Bat just now is harrasing my dorfs and doing alot of damage.

Still I'm waiting for FB and GCS who were source of FUN in last fort.
>>
>>151276801
Actually, disregard. They're decent blunt weapons, but while I can one shot a night troll every time in the head with a silver maul, I can't with a divine metal maul. But it'll be great to melt down, and divine metal gauntlets are especially desirable.
>>
"Giant Bat grabs clothier by the tounge with his left lower arm!"
Oh my god.
However guy was uninjured and marks squad arrived to join fight. But that thing ingured other dorfs including taking hand of one trader.

And it was right after I complained that cave creatures are to easy.
>>
Anyone knows if actual strenght correlates with size (due to muscle mass)? Do bigger creatures puch harder with the same stats/skills?
>>
>>151281101
Muscle mass is increased by size and strength. It starts off about as thick as any other layer and gains +100% mass per 1000 str.

Your overall size and strength both appear to improve your damage, but the muscle tissue itself doesn't have any properties that increases weapon damage etc.
>>
>>151274693
>Even if it doesn't lock them I really doubt it allows you to take them to double your max.

It absolutely does. Interactions can increase you to all sorts of arbitrary levels of strength. Ignoring the fact that old version zombies would produce massive amounts of extra meat when butchered and be able to punch through 3 steel chain shirt + 1 steel breast plate, the absurd vampires in Fear the Night get something like 20x strength and agility, resulting in them able to run into the midst of a group of enemies and send them all flying into the air before the first hits the ground.
>>
>>151277793
>>151278876
I kind of like cave crocs. They're just deadly enough to be a serious threat to untrained civilians without being massive overkill.
Trained troops destroy them instantly in melee (or at least as soon as the idiots attack the head instead of biting the legs), of course, but that's true of most things.
Wish there were more creatures balanced somewhere near their level of danger; too many are just a pointless nuisance --- and then there's the murder machines like the GCS and maybe around 1/3 of FBs.
>>
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There's a dwarf in my hospital that needs diagnosis and crutches. He already had some treatment of his fractures, but for the past ten days he's been diagnosed about 5 times per day (picrelated). The poor chief medical dwarf diagnoses the dwarf, barely leaves the hospital room, storms back in, and repeats the cycle.

I have some medical dwarves on all medical duties, I have 10 crutches, I have beds and traction benches. I tried assigning diagnosis to other dwarves, but they do the same thing. I tried having nobody on the diagnosis, nothing happens.

What do?
>>
>>151281450
So if a dwarf is fighting something 20 times his size and that something is very weak, how does that add up in a fight?
>>
>>151282353
It's a bug. I suggest that you try and disable the diagnostician labor so that someone can hopefully apply the crutches or what not to the poor dwarf.
>>
>>151281818
there are a few in that range, aren't there?
>jabberers
>voracious cave crawlers
>cave dragons
>draltha
>blind cave ogres
arguably trolls, rutherers, giant olms, and a few others as well, depending on the civilian (I recently had an armoursmith get beat up by a hungry head)

>>151282353
is the patient currently on a traction bench? if so, that's normal behaviour I'm afraid, the constant checking was toady's way of eliminating an old bug whereby dwarves would forget about a guy who'd been put in traction
which version are you playing?
>>
>>151282365

Its not fully known whether strength is additive of size or multiplicative. IT is known that if it is multiplicative, it definitely scales slower than overall mass, as an elephant man will be crippled to 0.099 the moment he picks up a steel chain shirt sized for him, until he wears it with legendary skill.

But 99% of the time, I would bet on the very weak larger creature, absolutely. The vampire strongest superhuman demigods with legendary wrestling still don't compare to monsters and can't overpower them or even free themselves when bit by a megabeast.
>>
>>151282592
>is the patient currently on a traction bench?
Yep, he's resting on a traction bench.

>which version are you playing?
Latest Linux LNP, 0.43.03 I believe.
>>
SINCE WHEN CAN GOBLINS CLIMB WALLS THROUGH A MOAT
>>
>>151282353
I've experienced that too.
Luckily, a monster kicked down the door and killed everyone in my hospital, including him.
>>
>>151284765
dude, climbing's been a thing since 0.40
>>
Is there any "forbidden area" mechanism in the game right now? Like a burrow but in reverse?

A part of my embark zone is inside a sinister biome. The area isn't particularly dangerous but the sludge rain can cause full body blistering, nausea and job cancellation spam when someone wanders in at the wrong time. I don't really want to seal the doors as it would mess with my tree butchering industry.
>>
How unbelievably depressing.

1. Rescued a naked dwarven child
2. She gets her foot crippled and one armed torn off, so she can't even stand. Won't exchange items so I can't give her a crutch or clothes.
3. We go to where her mom, the baronness, lives. A titan that shots webs kills a ton of people... including his mother.
4. On the way out an ettin slaughters a ton of people in the tavern, and I have to cut off both heads quickly with fast attacks to keep it from attacking the kid.
5. I bring her back to her brother, her last remaining relative, and he goes no quarter and kills her. WTF?

AMAZINGLY FUCKED UP
>>
>>151261968
>dwarf constructing something gets washed away
>climbs right back up and keeps working
That dorf's a trooper. Give him better living quarters.
>>
>>151286714
Designate a restricted traffic area there. Don't let them log there, don't pasture animals there and don't allow anyone hunting because they are likely to chase there.
>>
>>151261968
What did you use to make that movie? I tried the two gif converters, and one of them doesn't work for me, and the other creates an unusable ~40MB gif.
>>
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>>151286714
You know what to do.
>>
>>151286862
Actually my mistake, it was a drunk who killed her, and I brought him to my party. Still, easily the most fucked up thing I've seen in this game.
>>
>>151287374
I don't think restricted traffic will do shit because it's pretty far out of the way and if someone really wants to go there it'll just inflate their pathing cost calculations.

Banning fishing and drinking outside designated zones seems to have helped a bit. It's the only place with endless (liquid) water on the map so obviously the dorfs kept trying to wade through piss yellow toxic sludge to drink water laced with it. I'm pretty sure there are _some_ spots in the caverns that aren't contaminated with dwarf, crundle and toad blood!

>>151287570
Can't build next to the map edge. And something tells me Gobxico won't pay for it either.
>>
>>151286714
No. Burrows will help a lot by keeping dwarves from having a reason to go there. Traffic designations won't help much, and may even hurt. They not only won't stop dwarves from pathing through that area, but restricted traffic will increase the pathing strain dramatically if a dwarf ever does have a reason to path there. Best bet is to just make sure your dwarves never have a reason to be on that part of your embark.
>>
>>151288637
You can build raising bridges on the map edge, but it might be more trouble than it's worth. And technically it's an exploit, if that matters to you.
>>
what's the easiest way to cut myself so I can bleed into a mug as a vampire, without dealing nerve damage or ripping off my foot or something?
>>
no multithreaded pathing no care.

fps death = dead game.
>>
>>151290642
Oh boy it's this post again

What do you expect us to do about it?
>>
>>151290642
Do you know, to the finest details, how do threads even work? Why do you expect that adding more threads is gonna make the game suddenly take off like rocket?
>>
It's like this guy was made for training weapon skills. Shame it actually could bleed to death.

>>151290642
Frankly this game could do with multithreading for a lot of things, but that would likely require a total and complete re-engineering of the way the game's simulation works.

It's probably not happening in the next patch. Or the next 100 patches.
>>
>>151290642
only pathing I do is inside you're mum cunt
>>
>>151291514
What's the beast made of?
>>
>>151287556

>gifs

Jesus anon.
>>
>>151291841
I wanted to send it to a friend, if it was something real tiny, then it's no problem, but if it was huge and actually didn't crash my viewer then I figured that it would be high time that I learned how to make webms.

How would you make cmv file into a webm?
>>
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>>151287556
>gif
>>
>>151292071
no wonder people in this thread don't use the wiki

they can't even use google
>>
>>151292071

>.cmv

why
>>
>>151291812
>The Forgotten Beast Abras Thothozsit Othâshbâsen has come! A gigantic three-eyed crocodile. It has a round shell and it belches and croaks. Its emerald scales are jagged and set far apart. Beware its poisonous sting!
Lots of meat I guess. He was a big guy.

>>151291841
GIF is actually pretty fucking good at compressing DF graphics with most tilesets, but you need a completely lossless capture setup; a typical video codec will mangle the images far beyond GIF's abilities to compress.
>>
>>151292292
Because it's the output format from the inbuilt movie capturing option.

Right now I had a very obvious idea, why even use the inbuilt one, I could use some normal screen capture program that outputs something more common and then convert it.
>>
>>151292071
look up the aptly named Webm For Retards aka ffmpeg.
>>
>>151291315
Yes, added a specific thread for pathing would reduce FPS death.
>>
>>151292071
>>>/wsg/957536
>>
>>151293421
Well I guess that one specific thread, that handles pathing for all the creatures would lessen the load. I jumped the gun and thought of making a thread for every creature.
>>
So, I just read the farming reboot suggestion on the forums and it left me thinking
The game as it is already has a problem with FPS, more or less, people end up suffering performance problems. And that's just with all the mechanics the game already has.
How will the game react to Toady adding more and more calculation with each update?
Alternatively, can somebody that knows about computer explain me how does threading works exactly?
>>
>>151293160
Webm for retards doesn't work with cmv. Guess I'll have to poke around with raw ffmpeg.
>>
>>151293931
What exactly would you like to know?
>>
>>151293931
>Alternatively, can somebody that knows about computer explain me how does threading works exactly?
Each instance of a program running on a modern operating system is called a process. Processes have threads, which are like individual states of program execution; they generally start with one of those but can tell the OS they want to run more. The OS's scheduler juggles these threads, occasionally allocating CPU core time to any that aren't stuck waiting for some external input. In a multi-core system the OS can have multiple threads of the same process running at once.

Having these working efficiently on the same thing can be very hard, though. The threads don't get to run in any inherently defined order and will fuck up each other's work unless they spend effort on coordinating, and because of little latencies and shit this can't be done on a very fine-grained level without terrible performance issues. To do it efficiently and safely on a higher level, you need to architect the program so that it works in well-defined batches that can be split to multiple threads and where the individual tasks can't interfere with each other. Think multiple parallel production lines; those can take some planning to run efficiently too.

Because of the unpredictability of thread scheduling and execution, any failures in that architecting work can be seriously confusing to debug. I'm not sure if Toady is enough of a software engineer to want to try this.
>>
>>151295204
I would like to know how does pathing exactly work to be that resources consuming
I also would like to know the differences in the main mechanics between gen mode and, say fortress mode, I mean to ask how does the abstraction of those mechanics work, etc.
And yeah, what is threading and how does DF make use of it
>>
>>151286383
And I've played since 0.40, but my strategy of building moats and 2 block high walls has worked a year ago.
And now my fortress is destroyed.
>>
>>151295567
Toady is not a programmer in the conventional sense.

He's a mathematician that learned programming on the fly, IIRC.

>>151293931
The game has been getting slower and slower every version. Eventually either computers will have to become exponentially faster, or toady is the next George RR Martin.
>>
>>151295871
>played since 0.40
>now my fortress is destroyed
Did you seriously play for two years without learning to equip and train a militia? Do you usually hide behind a wall and wait for the enemy to get tired of waiting?
>>
>>151294205
I don't know what the fuck .cmv is, I just use shadowplay to record the game and convert that
>>
>>151296135
Nah, I haven't played in a year and now decided to jump back in without remembering or researching much. I think I did pretty well.
Next fort will have a militia, I promise.
>>
>>151295871
Huh, you've been playing for years and didn't know how climbing/swimming, military, traps, etc work? How does it feel to be worse at Dwarf Fortress than the most casual user of the LNP?
>>
>>151296721
Read >>151296705 post, famalam :^)
I did all this long ago, now I'm slowly remembering it and having fun.
>>
>>151295829
Well the other guy couldn't have summed up what is threading and what are some problems concerning threading any better.

As for pathing, since I'm not sure what algorithm toady is using I'll assume it's something that looks like A star. Each tile has it's own cost, so to speak, which you can tweak with the traffic designation. It tries to find a way from a dwarf to its goal so that when summed up the tiles have the lowest cost. That's why placing the restricted are where dwarfs must and need to go is detrimental. The algorithm reaches a tile that takes costs as much as 25 other tiles combined and it wastes time going off in other directions before it inevitably realizes that it will have to walk over that costy one anyway and comes back to that square and includes it in its path.

>I also would like to know the differences in the main mechanics between gen mode and, say fortress mode, I mean to ask how does the abstraction of those mechanics work, etc.
Sadly, I don't know anything about those topics.

Also to add upon on how threading could improve the game, if for example the game calculates every tick in a very strcit way going update jobs>find paths>calculate temperature Then it can't calculate those temps until it's done with the pathing. If you were to stick pathing in a separate thread that can run on your other core then quite possibly you can do pathing and temps at the same time.
>>
>>151296646
As I've said, it's what the game outputs when you record a movie.
>>
>>151296962
That's fine then.
>>
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THERE CAN BE ONLY ONE
>>
>>151299290
what was this a fight between

hey, if you drop a bronze colossus in the magma, will it melt?
>>
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This is going to be one dorfy floodgate. Or grate.
>>
>>151299720
It would be extremely painful.
>>
>>151299720
It was between 100 Bronze Colossi placed on the same square
>>
>>151299963
are they... bleeding?
>>
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>>151299907
>using the same obsolete meme three times in a row
>>
>>151299907
>>151299907
>>151299907
>>151299907
>>
>>151300238
Can you point out the previous two?
>>
I ran into a human lady consort who had left her husband and three children to live with the goblins. What a whore

Gonna let her live, but I held her down, stripped her naked, sucked her blood, and told her about how great I am and showed her my poetry
>>
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>>151265486
Stagnant pool, muck/disease/deformity/sickness.
Lava pool, volcanos.
Water pool, oceans/rivers/lakes/fishing.
Uneven pillars, chaos/deformity.
Square pillars, order.
Perimeter/paved outdoor area, fortresses.
Upper floors, mountains.
Lower floors, caverns.
Open structure, sky/sun/moon/thunder/rain/seasons/weather/storms/day/night.
Detailed surfaces, art/poetry/inspiration.

>>151274693
It definitely doesn't lock them.
>>
>>151300231
No but the Champion got a couple parts punched off or smashed
>>
>>151300656
True justice.
>>
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>>151286862
Rescues are glitchy, people go no quarter to them now.

>>151275271
>>151300716
After toppling a statue and savescumming a couple times til I got vamped I went and wrestled a zombie hippo.
>>
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>>151301150
Whoops, wrong screenshot, it was this one.
>>
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Nothing like watching a Bronze colossus punt 100 humans around the map like they were footballs
>>
I want to make a dwarvern (ideally heated) bathhouse but I'm pretty confused on how water physics work. If I filled a reservoir with water with a hole out of the top, will it flood upwards into my fort? I just want a system where I can fill and drain my baths as needed. Do levers work with pumps?
>>
>>151301504
You'd probably want a pressure plate mechanism that is set to stop with a certain amount of water.
For a heated bathhouse, perhaps using warm stone (lava underneath) would work? Pouring water onto the top of a volcano would work.
>>
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>>151301504
The source of pressurized water has to be on the same level as you want it to stop at.

If you have it going through a diagonal gap it will stop there, but dwarves won't go into water deeper than 3/7 willingly, and only then if forced to path through it.

>>151301348
Oh yeah, this is the shot from right after I got vamped but before I wrestled my stats up.
>>
>>151301504
http://dwarffortresswiki.org/index.php/DF2014:Pressure#Summary

>Do levers work with pumps?
if you mean automated pumps (hooked up to machines with power), then there are ways to shut off the power to the pump via a lever, yes.
if it's just a dwarf running the pump, you can tell him to stop whenever.

>(ideally heated)
according to the wiki's "Steam" page,
>To generate a continuous steam generator, build a magma-safe bridge over a magma flow. Connect a space containing the bridge to an ample reservoir of magma, and allow water to fall on it from above. This will produce a continuous cloud of steam that spreads throughout surrounding squares.
never tried it though

good luck
>>
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Damn. I was hoping the marksdwarves could score the first kill from the fortifications for once. Then some traveling macedwarf decided to leave in the middle of the siege, crippling two of the goblin crossbowmen and pushing the rest of their sorry ass invasion force up the ramp.

At least the militia almost look like real soldiers standing in a line like that.
>>
>>151301504
In that regard, it works like real life. It will fill up to the level the source of the water is on.

Pumps work with power, power is transferred with axles and gears, the latter of which work with levers.

Double floodgates, only one is open at any time. That way water can't flow uncontrolled.
Space between the floodgates is one "filling" of water, no idea how much you want.
>>
>>151297227
>>151295873
>>151295567
I think it was Toady himself who pondered about using third party programs to calculate different mechanics of the game, thus making it faster, in a video talking about the game
As I don't know much about those things, I don't know how reliable would that be, but maybe that would help the optimization problem
What I fear most is what>>151295873 says, There are simply too much mechanics that need to be added for the game to be considered full-release, and Toady will eventually need to take care of those problems
>>
>>151300716
Did you get those by just exploring, or by doing some dfhack/gm-editor magic? If the latter, they can be considered more scientific. It feels like there should be a few more spheres involved.

Also, there's one thing that bothers me. Accoring to the speech files, a temple can have architectural features that are "antithectical" to its spheres. That means that a temple might as well be totally random, and the priests will STILL go on about how everything supposedly symbolises everything.
>>
>>151300420
>>
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>>151302040
>Doomsday machines? Now the ball is in my court!

If the flow is controlled then dropping water into the magma from 1z up will give you mist and steam and get rid of excess water too!
>>
>>151302373
Just exploring from what I see the most. I have dwarves and humans making towns and temples so I see a lot of them.
>>
>>151302679
and no magma mist, I hope?
does it create obsidian?
do you get happy thoughts from walking through the steam?

digging that arrangement of furniture too, looks like it could be a spaceship control panel
>>
>>151302373
>Accoring
>antithectical
SHIT
I meant according* and antithetical*
>>
>>151302330
There are things like game physics and AI libraries that can be integrated into your own software to get well-optimized solutions with low effort, but the game's needs are probably too specialized for most (or all) of them.

And threading/optimizing just one part of the simulation extremely well would just mean that the remaining part of it would be the bottleneck. Look up "Amdahl's law".
>>
>>151302996
Water dropped straight on a flow doesn't make obsidian, and the arrangement was kinda forced by the weirdness of the bug I use to make these, where magma is collapsing into missing volcano tube.

Magma mist requires solid (and heavy) objects dropped in.

I had companions hanging out talking about enjoying the waterfall and whatnot.
>>
>>151302621
My bad, didn't peruse the older posts.
>>
>>151302996
Magma mist comes from dropping objects in magma. Think of it as a splash of magma.

Dropping water on magma flow doesn't create obsidian.

Mist gives happy thoughts, not steam. Steam just burns things.
>>
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Somehow tempted to try to draw an image of this.
>>
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How come in adventure mode no one attacks me?
And If I attack people they just run away instead of fighting.
>>
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>>151303598
Nobody seemed to mind the steam, for what it's worth.
>>
>>151299889
He made a granite grate of the highest quality menacing with heliodor spikes, featuring several images of a cyclops going on a murderous rampage in settlements, a copper image of a book, some magma men, a five-pointed star and decorations of sand pear wood with rock salt and granite cabochons. This thing's going into the throne room soon as I build one.

>>151302186
>>151303678
The siege has ended. The crazy traveling macedwarf survived with some bruises and cuts.
>>
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>HE TOLD ME THAT HE PLAYS WITH A SQUARE TILESET
>>
>>151305640
>correct response is correct
>>
>Larger world gen beasties can play with the items now. There was an unfortunate elven civilization called the Distant Oak that lost three druids in three years. The last one was killed by goblins and had their body hung from a pine tree, which must have made the goblins happy since they organized a yearly candlelight procession commemorating the event back at their tower. On the 110th occasion of the procession, the dragon Niweni attacked, killing several goblins and dwarves. Finally the beast entered the tower and stole the Renowned Gill, a legendary crossbow created by a dwarf for the chameleon demon 20 years before, bringing it back to the cave. 180 years later, the crossbow is still there, along with the dragon. There weren't any attempts to recover it -- such civilization-level quests are the last step for these world gen changes.

How can other procedurally generated games compete?
>>
>>151305640
>i want everything to be rectangular!11
Pig disgusting
>>
>>151306197
I had 10+ hammerlords in all adamantine.

retire fort.

literally the same month they get invaded by 80 goblins.

0 goblin casualties, all my dwarves are dead.

GREAT PROCEDURAL GENERATION.
>>
>>151306346
>Squarefaggots Exeunt.
>>
>>151306347
Are you sure they are all dead and not migrated away?
>>
>>151306863
Yes, I read the war report after the invasion.
>>
So there's a truly massive army of dorfs, elves, and peach faced lovebirds standing in the middle of town. The elves are mostly spread out, the dorfs and bird men are in a block. They don't have the message about being lieutenants suggesting that they're part of a criminal gang, and legends/worldpop files doesn't say they should be there. WTF?

Can't seem to get them to divulge anything about their faction.
>>
>>151306786
How about you go make a circle with your shitty rectangular tiles? Oh wait, you can't, it's either going to have uneven actual dimension or will be a fucking oval.
>>
>>151306347
>all adamantine
The bigger question is why would you make hammers out of sugar?
>>
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>>151307072
>>
>>151307332
Sorry, hammers were silver. rest of armor was adamantine.
>>
>>151307358
>his """"circle"""" actually has more tiles in width than it has in height
huh.. really makes you think...
>>
>>151307649
>his text isn't weird looking and smushed
>his creatures aren't deformed and stunted
>>
>>151307482
Weird. So they were all killed then?

If I had to guess, the cause would be something to do with the military being scattered about the fortress after retiring it, instead of acting like a unit.
>>
>>151301150
Is there a way to get around the fucked up nature of the rescue missions or is it just unworkable?
>>
>>151170663
>20 years in the future
>Toady's retirement house
>retirement
>Toady
>20 years
>>
>>151305640
Who cares?
>>
>>151307649
>huh.. really makes you think...
Shut up, Davis.
>>
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>>151309190
Not that I've seen, I put a bug report up though, had some screenshots with them being shanked but can't find them, so here's one where I was bringing kids back to this site and found it was full of mangled bodies on pikes.
>>
>Goblin siege shows up
>FPS drops to 2
>Painfully wait out the fight between them and my 3 squads
>Think they'll get annihilated
>They take out about 33% of my troops before all dying
>Troops go back to train and hospital
>Couple troops still hanging out by all the corpses
>Notice the siege tag is still there
>Another bunch of goblin arseholes spawn in
>Slaughter the dwarves standing around
>Send my remaining troops over to finish them
>Take them out
>Just as I kill the last one
>"Hill Titan! Beware its webs!"

Fuck you game. If you want to kill me, kill me, but don't make me wait through that long of 2fps to do it. And fuck the lashers cutting through metal like paper, too.
>>
>>151310467
>"Hill Titan! Beware its webs!"
fuck me
I would unironically put all of my dwarves into militia squads and just throw my entire population at it, then retire the fort when it eventually goes down
granted, at 2 FPS, even that might be too slow
>>
>>151310467
Whips still aren't fixed?
>>
>>151311228
Yeah, that's what I was starting to do, but it was taking ages for anything to be done, so I just abandoned fort. This time I'm setting the pop cap at 90 to try and help avoid this foolish FPS.
>>
>>151311250
They don't seem to be, and the bug's still open on the tracker. I'd go over my combat logs with them but I already abandoned the fort.

So what's the recommended world settings/age to minimize FPS loss while still being interesting?
>>
>>151311250
I have no clue why people are so excitable over whips.

>old version, they can hit through iron helmets
>...you know just like iron short swords can
>new version
>able to fuck people up through helmets (like all weapons)
>only particularly good vs armor
>has the "slow as shit" tag
>has the bad multiattack tag

They're ok support weapons but there's nothing particularly amazing about them compared to any other kind of weapon.

One thing that kills dorfs a lot is players who are stupid enough to have hospital zones up and running during a fight. This kills tons of dwarfs, completely pointlessly.
>>
>>151312105
What embark size are you using?
3x3 is a lot faster than 4x4 for me, and it's still big enough for all but the dorfiest dorfprojects.
>>
>>151312260
>One thing that kills dorfs a lot is players who are stupid enough to have hospital zones up and running during a fight. This kills tons of dwarfs, completely pointlessly.
I've heard this advice a few times here and I don't really understand it. Is this only an issue if you don't use a civilian alert during a fight? because I've always left my hospitals on during sieges etc. and I've never had a problem with them - nobody visits them until the fight is over, and no civilians run out to recover wounded soldiers (obviously, because they're burrowed in)
>>
>>151308983
Battles aren't simulated at that resolution away from the player's presence. The exact locations and play-by-play battle reports are only a thing when the player is looking. It's abstracted otherwise. Sometimes poorly, like when a goose and a yak cow successfully repel an army, or when a player fort's legendary militia folds like undercooked bacon to a weak goblin army.
I've read that gear isn't accounted for either, but I don't know if it's true or not. It probably is, considering that most creatures' gear is randomly genned the first time they're loaded onto map with the player.
>>
>>151312260
Its losing Legendary +5 dwarfs to crappy weapons that incorrectly go through steel like butter and cause injuries that lead to reduced combat efficiency leading to death, or just outright killing them.

>>151312362
3x3 always.
>>
>>151312660
>Is this only an issue if you don't use a civilian alert during a fight?

Does this keep your soldiers from laying down after being wounded?
>>
>>
>>151312865

They're a specialty weapon.. It hurts when used against you, but nobody clamors to use it against the enemy.
>>
>>151312660
Nah, it's not really an issue. Even without burrows keeping civvies inside most sieges are over before a dwarf even has the opportunity to recover the wounded. And that's if you have any wounded to recover at all; a handful of legendary soldiers can wipe most sieges without casualties, and it's trivially easy to have legendaries running around before goblins have a chance to show up.
But even if you do get unlucky and suffer casualties, you're correct, a civ alert burrow entirely solves the issue of noncombatants rushing into battle.
>>
>>151313009
The only militia dwarves I've ever seen lying down wounded during a fight were ones that were unconscious or had both of their legs severed or something

That might just be because I tend to mob enemies with large numbers of poorly-armoured soldiers, though, so almost everyone who gets to the fight either dodges all the blows or dies on their feet
>>
>>151313382
That picture horrifies me.
>>
>>151313382
back to your containment fortress urist
>>
For the third time now I've had to roll back a save on the same fort due to a loyalty cascade. I have no idea why they are so frequent, and the three events don't seem to have anything in common.
The first time they were hauling wood long after the last tree had been cut.
the second time they were sparring in the barracks.
and this time they were hauling items from the trade depot.

The wiki is no help, and all the bay12 threads are about berserk and werebeast citizens, and I've had neither of those in my fort. Is there and good source of information about loyalty cascades? Can they be prevented by making murder acceptable?
>>
>>151314000
I know. I wish there was something we could do to get those booze-addled rockfuckers to understand how grave their transgressions against nature are. I fear annihilation may be the only solution.
>>
>>151312260
Show me one instance in real life where a whip can go through fucking steel
Oh wait, you can't
>>
>>151315929
Is "whips can't break steel helms" the new "jet-fuel can't melt steel beams"?
>>
>>151315929
If DF whips weren't supposed to be fantasy weapons, they'd probably be made of, yanno, leather, instead of silver.

Either way, an appeal to realism doesn't really make sense here at all. They're good at one thing, extra slow and you can't dodge while using one.
>>
>>151316282
You do realize there's metal whips in real life, right?
And they don't go through steel, either.
>>
>>151315698
What exactly is happening in these cases that you think is a loyalty cascade?
>>
So apparently necromancers... hire? Recruit? HUGE armies of bandits to occupy towns and be irritating nowadays.

There is a necromancer with a massive army of undead at a camp; however he appears to have sent like 50 or so bandits to occupy this town. Notably, the bandit group in Legends Viewer only has 6 living members.

This is behavior I've never seen before.

I think I'm actually going to let the bandits stay, as I made friends with them and I'm going to think of it as a security force for the otherwise undefended town, so goblins don't wipe it out.
>>
>>151316282
>you can't dodge while using one
What? Yes you can.
>>
>>151316643
Two dwarfs start fighting each other, then one kills the other, then more start fighting, then more kill each other, etc. The instances I mentioned were just what was going on before they started fighting.
>>
>>151317051
And I forgot to mention I'm on 43_03
>>
>start fort
>get bored

every

single

time

any recommended mods?
>>
>>151316220
I think it needs to be
>>
>>151316762
How many living people are in the town?

>peaceful necromancer defends helpless town from savage goblins
>>
>>151317381
just retire it, start an adventurer, and terrorize the countryside. until you get bored of that and want to start a new fort.
fort and adv modes are pretty good complements to each other, I find
>>
>>151317381
99% of DF mods are shit.

You just need to set some goals for yourself. Write down everything you want to do and have in your fort, then whenever you're bored just check your list.
>>
>>151316637

I really don't know what to tell ya if you expect realistic weaponry from DF, a game where silver hammers go through steel helmets, sword blades don't dull after banging on dozens of armored foes, arrows and bolts are solid pieces of metal as long as your arm, and where the average warrior can still keep it together after having had multiple limbs broken or severed.
>>
>>151317857
All of those things are reasonable within a medieval fantasy context though.

A whip that cuts through armor like butter, WITHOUT being made of magma or lightning, isn't.
>>
>>151317465
78 humans, 38 bandits.
>>
>>151317051
Are you certain you aren't just seeing fist fights getting out of hand? It's not unusual for there to be deaths in those cases, and for a bunch of dwarves to end up getting involved, but it usually burns itself out pretty quickly. Maybe you're just quitting too soon for things to get back to normal? Loyalty cascades are fortwide events that embroil an entire fortress in civil war and usually end with 2 or 3 military as the only survivors. I haven't seen a proper loyalty cascade since 34.11.
>>
>>151318150

>magical silver hammers cuts through armor like butter
>magical silver whips can't

What's the problem?

And how does it compare to being hit in the head by a troll with a maul?
>>
>>151316220
>>151317414
Fuck yes it does, I tried to do it with "Dragonfire can't melt steel gear" before it was updated so it can't.

>>151317578
Seeing what is happening in the world around your fort is a great idea.

>>151317857
Swords totally get dulled, getting smacked in the head with a warhammer is going to make your ass see stars, and pain has issues yeah.
>>
>>151317857
Absolute realism and no realism are not the only sensible levels. Just because I consider it fine that sword blades don't dull (Which in itself is an upcoming feature), doesn't mean I'd be fine with humans that could shoot lasers out of their eyes.
>>
How long would it take one, theoretically speaking, to create a society that has completely become dependent upon, and also weaponized, it's egg supply?
>>
>>151318261
Nah, there's always a ton of death. Especially after a hammer dwarf gets involved and starts bashing peoples heads in. Even if what I'm seeing isn't technically a loyalty cascade I strongly doubt it's an intended feature.
>>
>>151318871
How many egg-laying creatures are we starting with in this theoretical situation?
>>
>>151317381
Try modding your attention span. Adderall, or maybe amphetamines are awesome mods for that.
>>
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>>151319101
>>
>>151319101
Adderall is an amphetamine, anon.
>>
>>151319000
17

Though let's say for the purpose of this hypothetical scenario that a certain wanted criminal had somehow acquired technology which would allow him to convert all eligible/fertile females into oviparous beings, and that these hypothetical females made up approximately 60% of the population as of the last census check.
>>
>>151319415
see
>>151319303
>>
>>151318527

>Swords totally get dulled

Iron ones? Doubtful. I killed over 2000 enemies with one plain quality iron two handed sword, mostly goblins, trolls, and beak dogs, and yes the trolls were mostly armored.
>>
>>151318630
Gimmick weapons are a fine part of fantasy. The whip has enough clear advantages that you should be nervous about lashers showing up, but enough clear disadvantages that its not a free lunch in any way. Spears and hammers fuck people up just fine too.
>>
>>151319586
I've seen copper swords get dulled and even break.
>>
>>151318947
My only advice then would be to ride it out next time. You probably have a pair of dwarves with a grudge and unfavorable personality traits that are starting shit, and every time you savescum you just kick the can down the road. Let it happen and get past it.
>>
>>151319000
No but seriously, it's just 7.
>>
>kid gets in a fight with grey langurs
>gets an arm and leg torn up, can't walk
>kid is taken to hospital
>chief medical dwarf and scholar immediately goes to work to diagnose the patient
>wtf
>he usually slacks off his medical duties to talk about reproductive behavior and bandages in the library
>notice that the kid is his son
>father does all the medical care required for his son
>cleans wounds
>surtures
>dressing
>gets him a crutch
>father goes back to slacking off in the library for another season once his kid's patched up
>>
>>151320012
Fair enough, I suppose that's realistic. I have never considered making one since copper picks and silver hammers are awesome early game weapons.
>>
>>151320020
That might be the case. I wish I wrote down who the original combatants were, then I could arrange an accident.
>>
>>151319474
Depends also on what species of egg-layer we're talking about, since their growth rates and egg-yields vary.

>>151320073
Most I've ever had is 6 nest boxes I think, and it was just supplementary food to my farming.

You want to have a variety of food though, ere the dwarves get antsy.
>>
>Toady talking about myth generation at GDC
Is he a genius or insane? I can't tell anymore.
>>
>>151320226
That's a long way to go for one child.

He can just make another.
>>
>>151320407
>You want to have a variety of food though, ere the dwarves get antsy.

What, really?

Damn, that's going to slow things down a lot.
>>
>>151320615
I've heard that's the case with drinks at least.

Can someone with more experience confirm?
>>
>>151320418
I've seen the video
a genius
>>
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>Meng the armourer has a new shield for me downstairs
>.. but there's an ogre just outside my barracks!
>With dwarven ingenuity, I will combine these two duties
>>
>>151320226
Do we know if chars in DF actually do prioritize actions based off likes and dislikes?

ie
>if their favorite booze and a booze they're tired of are side by side, will they go for their favorite booze?
>if a friend or loved one is in danger from enemies, does that impact whether they run away or not?
>are the doctors in your case just acting with haste as a coincidence or is it something there?

etc
>>
>>151319586
Were you bashing on the iron armored body parts? How strong are you?

It isn't ideal, and yeah they should have a general sort of quality damage besides just the x X xX XX stuff, but as it is the difference in strength matters a lot, I can whack someone with a training axe for a while with a new character, I can break one in a few rounds with one of my supergod adventurers. Similarly you can hit people with rock axes a few times usually, they break first hit every time with a supergod.
>>
>>151320886
I'm really not sure, but my suspicion is that they don't, just that they get added happy/negative thoughts if things happen to line up
>>
>>151320615
http://dwarffortresswiki.org/index.php/DF2014:Thought#Nourishment
>>
>>151320615
From the wiki:

"On the other hand, eating the same food over and over again will make the dwarf tire of it, and they will crave new dining. Having a particularly limited dining selection will cause this thought to manifest, more likely early in a fortress's life. For this reason, it is important to get your food industry running, to provide more of a selection to the dwarves."

So basically try and get food from many sources.

I try to look at my dwarves thoughts quite often and I've never seen any complaints about the same food or drink.

For food I use:
>Plump helmets.
>Fishing.
>Hunting (Emus and boars).
>The occasional goat or water buffalo (slaughtered).
>Peahen eggs.
>Gineahen eggs.

For drinks I use:
Dwarven wine.
Fruit wine from apricots and a few berries.

Good luck.
>>
>>151320886
Dwarven psychology in DF is a mixture of genius, complexity, stupidness and on top of all that, is greatly unscienced, so we can´t really answer you
There are stories that tell about fathers risking his life for his sons, or stuff like that, so it's lightly assumed that psychology is more complex than we think
>>
>>151321232
Also I wanna add cheese to that list one day.

>Watching your dwarves enjoy some fine wine and cheese after a hard day's work in the mines.
>>
>>151321353
The interesting thing now is we have the ability to alter it directly.

I ran around using interactions to trigger people to feel different things, you can literally hit someone with an anger beam, a joy beam, a lust beam, whatever.
>>
>>151320886
It was once the case that dwarves would travel past a hundred food or booze stockpiles to get to their prefered foods, but now proximity seems to take priority. Not sure when that changed, or if it was intentional.

Creatures' morale is affected by the relative number of nearby allies, but not by their personal relationships with those allies. Mothers performing "recover infant" jobs seem to be an exception, although an inconsistent one.

Just a coincidence, but most of the best emergent stories are.
>>
>>151321753
that's awesome anon
When my crippling adiction for more complex psychology/communication atacks, it calms me to think that these kind of stuff are only the begining
>>
>>151321232
>>151321468
I'm not sure if this is taken into account in-game but a diet like that would give you 24/7 diarrhea.
>>
>>151321817
Do you think Toady will live to the point od df development where the stories that emerge are not only cumulative coincidences but various interesting and complex mechanics working together?
>>
>>151321817
Proximity doesn't take priority for me, though I'm on 42.03. I made a stockpile of food 50z levels away from the dining hall for the people that worked down there, and even people sitting in the meeting hall right next to the food were running all the way down for food. I had to delete the stockpile to make any progress.
>>
>>151322186
Meat (incl. fish), mushrooms, eggs, and wine?
That's about all I eat and I'm fine.
>>
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>>151322390
When the myth arc AND the crime and punishment arc are released, we'll be there. The former will give bigger-than-life meanings to each world, and the latter will most likely flesh out both the psychology and the domestic workings of the civs.
>>
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>>151322390
Uh, I think we're there, hell we had that before to some extent.

I am still wishing I could know how one of the dorf civs I was in came to have a goblin king with an elf language name.
>>
>>151323083
yup, I think you are right, I truly hope toady researches his stuff really good
He has done an amazing work obtaining knowledge far away from his field of work to make the game realistic, and I think about how he will do it with all the magic stuff
Also, what psychologycal updates do you think the law update will give?
>>151323459
That's a weirdly aesthetic name you got there
>>
How normal is it to find goblins living in elven retreats?
>>
>>151321102
Fair enough. Max str elf and was stabbing through helmets all day.

I largely notice that among whips, two handed swords, hammers, and mauls, they all do about the same to iron helmeted goblins, often breaking their spine and paralyzing them, while iron long swords and presumably short swords are significantly cruddier vs iron helmets than they were in .34.11.
>>
>>151323459
>elves and gobbos warring
>gobbos capture an elf site
>elves take it back, but it now has a major gobbo population
>second generation gobbos in the elf site gets elven names and values.
>elves start war with dwarves
>elves conquer dwarf site
>since hist figs are rare, the gobbo child gets appointed as the administrator of the newly conquered site
>dwarves take the site back, and the elf gobbo becomes part of the dorf civ
>king dies and leaves no heir
>elf gobbo is already an important political power player, and gets appointed as the new king
It's happened to me at least one time.
>>
>>151322186
>I'm not sure if this is taken into account in-game but a diet like that would give you 24/7 diarrhea.

You're not sure if diarrhea is in-game?
>>
>>151322814
No, I meant the all fruit drink, no water diet.

>>151324330
Nutrition, diet variety.
>>
>>151323892
Is it ruled by the elves or by the gobbos?

Pretty unusual, my expectation is that it only happens now because of elves taking on goblin apprentices.

>>151324094
And by stabbing through helmets all day, I mean requiring heavy or wild attacks.
>>
>>151324482
It was ruled by elves, this was a few updates ago though.
>>
>>151324453
Well of course people would be fucked if they drink nothing but rum or whatever year in year out.
>>
>>151324453
>diet variety.

No. The scourge of light blindness and scurvy after a week of bad nutrition has already hit Cataclysm:DDA though.
>>
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>>151324453
DWORF fortress nod LONG SWORD WIELDING FAGGODS fortress ok
>>
How do the dorfs see inside the mountain if you never have to contruct lanterns?
>>
>>151325213
Lanterns are planned
For now, dwarves have some genetic look-in-the-darkness powers that other races don't
>>
>>151325213
They have night vision like cats
>>
>>151325213
they can see in the dark, dorfs are special

they also sweat everything they eat
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>>151261968
so I tried to correct my fluid losses by channeling a little more at the top and leading it down the chute from the get-go. somebody slipped and dropped a rock or something which pierced the center of my Depot, destroying it, put a hole right through the center of the bridge, and seriously messed up some human merchants on the way. considering the inspiration for the bridge's look, I guess I should be satisfied that it is now complete?
>>
Gnight /dfg/
More adventures and silly dorfs doing amazing things tomorrow.
>>
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now I realise that reachers aren't very threatening monsters, but this is still going down as badass in my book
>>
>>151324290
Yeah, I assumed something like that, but this was back in 40.24 and his history didn't explain anything.

>>151323659
Legendary Punchtruths I think was the translation.
>>
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>>151327670
>>
>>151317381
Try to find harder and harder embark.
>>
>>151319101
Adderall + DF is a bad idea, trust me on this one.
>>
>>151330364
>gritting teeth wondering how long you've been planning things out
>knowing sooner or later you have to unpause and let them start digging
>what the fuck, when did the sun come up?
>>
Caravan arrived and was gone before I seen anything. Wagon are not even shown as missing/dead like it was always with spooked merchants.
Do number of guests may block spawn of caravan?
>>
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>4th year
>90 dwarves
>first real siege
time to find a fucking pillow, I might be here for a while
>>
Should it be regarded as a glitch or a feature that demon lords can be stunned with horror upon killing people for the first few times?

>Is this what I've been sending my goblins to do all these years...?
>>
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I'm relieved that demons don't seem to mind vampires.
>>
>>151332774
>You are also good for a deal now and then.
https://www.youtube.com/watch?v=K6RUg-NkjY4
>>
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Can someone give me a quick explanation on how to use floodgates? I have a river near my fort and want to use it to irrigate a farm.
>>
>>151325434
Sucks knowing we'll never have to construct advanced dwarven sewage systems to deal with their poops and pees
>>
>>151333996
pull lever and it opens the floodgate
pull it again and it closes the floodgate
>>
>>151333996
>Can someone give me a quick explanation on how to use floodgates?
Don't. Bridges are easier and faster.
Use WASD when building to designate which way you want it to rise, connect it with an previously placed lever, and wait for the right time to pull said lever.
>>
>>151326338
Falling objects can't destroy buildings. A cave-in is the only thing that can do what you're describing.
>>
>>151333996
>dig tunnel right up to river but do not breach it
>place floodgate
>connect floodgate to lever
>breach the rever
>pull lever to let water in
>pull lever again to stop
>>
>>151335165
there was also a few of those.
>>
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> Toady One All right, we've finished the first of four sections on the dev page for this release -- world generation artifact interactions. We're now ready to situate the artifacts in tile map locations and then move the interactions into the two play modes. This process will surely bring up some issues with what we've done in world generation, but hopefully it's mostly okay! Map code can take a lot of time to update and change (since it's prone to bugs, especially with the third dimension), and I'll try not to get bogged down, but we should also see some interesting additions. More as I get to each civilization!
>>
>>151317465
>literally Overlord
>>
>>151336707
Does anyone else wonder what books he reads?
>>
What do you think necromancers do for fun?
>>
>>151338651
Fuck the dead
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>>151338651
Raise dead and dead accessories.
>>
>>151338357
When he's not researching something for a specific mechanic addition he probably just reads D&D 3.5 guides.
>>
>>151338651
Waterparks. Necromancers love waterslides. It's true look it up.
>>
>>151338651
They write books and send bandits to protect towns
>>
>>151339189
Does that mean that wizards are going to hate waterparks?
>>
Is it possible to make spoopy dark elves that use glumprong etc. just by making them use evil wood and evil animals instead of good ones?

I was thinking about a simple antagonist mod having a bunch of minor variations on vanilla races to have more attacks.
>>
>>151339742
Also, would that be enough to let them spawn in evil forests?
>>
I appear to have turned my hospital into an indoor swimming pool.
>>
>>151330364
>>151331260
I'm prescribed it, and honestly its the only thing that lets me have the attention span to play it. Unfortunately its too much of an attention span, because I spend 12 hours straight playing and don't eat.
>>
>>151339960
Good, now turn the danger room into an indoor ballpit+trampoline combo.
>>
>>151339742
Yeah it works fine, I put in a divine wood template with steel~ properties and added featherwood to it, they use it for armor and such as I hoped, also added a holy oak tree for the denser properties, and put glumprong/blood thorn on the same template for evil/cavern sites.

>>151339985
It definitely helps, but yeah, like I said "oh shit, the sun is up? what day is it?" is a problem.

>>151336707
>hidden subtext: I'm going to fix the bug where artifacts disappear when retiring a fort
>bonus: possible fixes to deconstructing buildings and such as a side effect
>>
>>151339742
As it happens I've sort of done that. I made a dark elven civilization that uses evil wood, evil animals and much of the same equipment as humans. They send ambush parties, and they're hostle with all other civilizations.
And I made an orcish civilization. They're bigger than humans and exceptional tough, but they don't use any animals or ranged weapons.
I want to make more, but I can't think of anything else that would fit in with the vanilla civilizations.
>>
>>151340651
It definitely is. Its the only one I've tried for my condition, but something that increases attention span but doesn't make you concentrate on something exclusively for the entire day would be perfect for Dwarf Fortress.
>>
>>151339189
I'm a quarter necromancer (on my mom's side) and I am so fucking tired of this stereotype. Last year my own girlfriend even got me a season pass to Hurricane Harbor for my birthday. My fucking girlfriend. Just because I'm 1/4th necromancer doesn't mean I'm automatically going to love waterslides. I mean, I did use the fuck out of that season pass, they have some bitchin slides (I didn't like them just because I'm part jecromancer). And my gf's tits look like decomposing turkey thighs in a bikini, which is totally my thing (once again, my necromancer heritage has NOTHING to do with my sexual preferences, that's a jersey thing). But that's beside the point, it was really hurtful, and I'm very offended that someone perpetuate this racist myth.

>>151339680
That's racist too. Some of my best friends are wizards. It's witches that are afraid of water (that's not racism, it's just biology).
>>
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>>151341756
>>
Ever think the reason adventurers can't benefit from the "eat a decent meal" need is because the need is possibly triggered by eating your favorite foods and adventurers have no item affinities?
>>
>>151343259
Seems plausible.
>>
>>151341756
Get shit on necrofucker.

Sorcerers for life.
>>
>>151343259
Because it has to be a prepared meal and trying to make them with reactions kersplodes the game.

>>151341756
>UnLivesMatter
>>
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OOPSY
>>
>>151345536
Nah, you can try eating fortress food, doesn't work.
>>
>>151347404
So it's specifically tied to item prefs huh, lame.
>>
>Last year caravan shows up but instantly disappears from the map
>Liason shows up and talks normally
>This year nothing shows up at all, but still have the dwarven civilization under C

What's going on I have like a billion dorfdollars to export
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>first year of a new fort
>still have some workshops set up outside
>get attacked by a werelizard
>it gets attacked by three wardogs and my mason
>lizard kills the dogs, but my mason kills him back
>look at my mason's health
>bit all to shit, legs torn to shreds, he cant move
>wall him in with one of the walls being a drawbridge, expect him to just bleed out
>he ends up just lying in the shallow stream bleeding for a few months before I decide to put him out of his misery and smash him with the drawbridge

Fuck I missed this game. If he had been less injured I would have kept him penned in and used him as anti-goblin deterrent.
>>
>>151349239
>killing a hero for no reason
shit man, what are you doing
if he was infected that's one thing, but that guy deserved a royal bedroom and a platinum crutch
>>
>>151349447
his sacrifice will be honored in the coming empire
>>
>>151349239
>few months
Then he wasn't infected.

>if he had been less injured
If he had been infected then his injuries would heal instantly whenever he transformed.

Plus, you can't build a bridge under a creature, you get "creature blocking site" cancellation. You would have to have somehow coaxed him off the bridge to build it, coaxed him back onto it to wall him in, and then raised the bridge without flinging him.
So not only did you make an unforced error in dealing with your mason, you lied when you told us the story of your unforced error.

2/10 poor show, fampai.
>>
If I made a mod that added more plants and animals to the caverns, would anyone play it?
>>
>>151350946
Caverns have plenty of animals, but I might be interested in more plants. I would need to know the details before I could say one way or the other.
>>
>>151350837
if I had lied about my story how did it just happen in my game r-tard?
>>
>>151350946
sure, depending on what you have in mind
>>
>>151350837
>Build bridge
>Wall off all but 1 square
>Raise bridge to make one of the walls
>Draft mason into military
>Station him in the center
>Put last piece of wall up

Its not complicated.
>>
>>151352669
Did you miss the part of the story where the mason couldn't move?
Did you realize that station orders send a dwarf within a 4-tile radius of the point of the station order, and not directly on the ordered tile?
>>
>>151352669
I've done this to get rid of a massive pet overpopulation issue before. Got all the annoying pets that kept breeding (pre-gelding, migrants brought breeding pairs of cats, dogs, and I think geese as pets) so I pastured them all in a room with a raised drawbridge, locked the door, BLAT! Pet problem solved.
>>
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>>151331501
it's finally over
now we have about 2 weeks to clean up 70-some corpses and millions of severed teeth, troll tusks, and hands, so the caravan from the mountainhome doesn't freak out when they arrive
>>
>>151353441
You might be better off just forbidding your depot and building a new one as far from the battlefield as you can manage. Just until you can finish the cleanup.
>>
>>151351394
>>151352017
In the way of plants, probably stuff like...

>more dye plants
>A "warm" version of nethercap
>Extracts that are worth the effort
>Slow-growing plant that makes tougher cloth?
>Alcohols with alternative inebriation effects?
>More papermaking plants?
>Generally more processable plants
>And some edible ones too
>Alternatives for certain surface-only industries?

In the way of animals, probably fantastic shit (berzerk clay golems, psychic leeches. giant silkmoths)
>>
>>151353356
Crutches.
You can make a big bridge, anon.
>>
>>151354294
>first year of fort
>mason mauled by a werebeast
>he must be infected so I'd better...
>recover wounded
>nurse him back to health
>enclose a 9x9 space where he was mauled
>with one wall a 9x10 bridge
>draft him and send him back out there once he's recovered
>wait a few (more) months
>smash him

Yes, that's probably exactly what happened. Would've made a great story, huh?
>>
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I'm drowning in visitors, help.
How do I build a wall, and make the visitors pay for it?
>>
>>151359334
Start by setting your taverns/temples/libraries to citizens only. You could also adjust the visitor cap in d_init.
>>
>>151357221
You said the story couldn't have happened. I corrected you. You said it still doesn't work. I corrected you again, because you're either new or incompetent. Now I don't even know what you're getting at. I never said it was a good story, I said that's how the game works. If you don't even know about drafting dwarfs into the military and stationing them into death, or basic atom smasher construction/use, you shouldn't be arguing with anyone on how the game works, because that's basic stuff right there.
>>
>>151359661
I'm gonna goose em all
>>
Can i mine/build in adventure mode yet?
>>
>>151360190
You can chop trees and build wooden structures and whatnot.
>>
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>only starting 7 embarks are ultimate comfiness
>you know every dwarf like your family
>everything takes centuries to be made

>normal embarks feel like controlling faceless masses
>but at least shit's getting done

I don't know how to play anymore.
>>
>>151359673
I didn't say it was impossible to atom smash a soldier. I said that the story anon told didn't happen the way he told it. If you want to interpret a bunch of details into anon's story to try to rationalize how he must of done it, to the point of absurdity, the you're welcome to do so. But he didn't say anything like what you're saying he did to accomplish the end result of the story, and nothing about the story suggested any of those necessary steps to accomplish it. I don't think you are so credulous as to believe that a player who is ignorant of such a basic mechanic as werebeast infection is nevertheless competent enough to do what you're suggesting.

An obvious novice got caught out telling tales, and now for some reason you feel the need to jump to his defense. DF produces plenty of stories, there's no need for bullshit, and no need to jump through logical hoops to try to convince me that bullshit doesn't stink. You can pretend this is a question of my understanding of game mechanics that I've already accurately discussed in this reply chain, down to the order of operations necessary to atom smash a cripple. It's bullshit, you know it, and now you want to wiggle out of defending it with ad hominem.
>>
I like to subdivide my fortress into radically different burrows with the dwarves in each rarely if ever interacting
>>
a fisherman is throwing a tantrum! I haven't seen a tantrum in like three years of real time
>>
>>151361228
Try a combination of both? A guild system with huge masses of craftsmen and laborers supporting a few legendary dwarves at the top.

Unrelated, but how should I build a giant underground/aboverground spiral tower/pit/pyramid? One full loop per ramp seems awfully slow, but steeper inclines are harder to see and are more tedious to design.

Basically, I'm going to dig a pit, with a spiral ramp at it's edge. Then I'm going to dig a pit AROUND the first one until I have an above-ground pyramid/cone. So to get into the fortress you have to climb down a massive cliff, climb up a huge pyramid, and then climb down into that pyramid from the top.

Of course it will take forever to build, and the final thing will have such a long path that it might take YEARS for migrants to reach the inner fortress. SO I'm going to style it as a pilgrimage, with rest-stops at intervals and shrines to every god both real and imagined I can think of all over the place.

Either that Or I'll create a hell-prison which is a giant pit where criminals and prisoners are thrown in along with occasional food. Just deep enough to cause serious injuries, but just low enough for the main cause of death to be starvation and prison fights.
>>
>>151362082
What happened to him?

I saw a couple of tantrums in .40 from making soldiers train in the rain constantly, but generally speaking they're rarer than star sapphires these days.
>>
>>151362303
>she didn't feel anything after dining in a fantastic dining room
likely a combination of being uninterested in the fabulous lodgings I've built her as well as me dropping a big fat section of cavern that put a bunch of people she's no doubt fond of in the hospital while trying to build the temple she's been uneasy without.

and the lack of a well. I took a really long time to actually get the fortress proper dug, like three years, so they're all on edge and slowly recovering from being above ground and in the rain a lot.
>>
>>151362623
She must have an awful personality. I've seen dwarves go through a lot worse and merrily continue on with the business of forting. Well, not MY dwarves, but anon has posted plenty of very well-adjusted dwarves that have gone through (sometimes literal) hell in these threads.
>>
>>151361252
Do you need every little detail explained to you to understand a story?
>"The werelizard approached from the northwest, going up a ramp on the first step followed by walking 20 squares towards my workshops"
Every single detail of an encounter isn't required. Someone who knows how to play the game doesn't need to be told how a dwarf moves after their legs get messed up. They also don't need step by step instructions on how to get a dwarf under an atom smasher. You needed both, apparently. You also somehow think its incredulous that someone doesn't know that people aren't always infected by werebeast attacks. Are you so new that you've never seen a new or returning player that has killed every single person scratched by a werebeast? Its bad enough when someone discourages storytelling in the general by being an ass for no good reason. Its even worse when its someone who has no idea what they're talking about.

You're on an anonymous image board. You lose no face by admitting you're wrong. By sticking to that, you reinforce the idea in your head that you have to always be right, and that's downright foolish, anon. The alternative is that you're a moron, and that unfortunately can't be fixed so easily. For the sake of the poor bastards having to scroll past all this nonsense, I'm going back to forcing goblins to fight colossi.
>>
>>151361252
>and now you want to wiggle out of defending it with ad hominem

>>151363173
>you're a moron

it checks out
>>
>>151363481
>5% of the post is referencing that you lack intelligence
>"Ad hominem! His entire statement is a fallacy!"
Ad hominem is when the basis of the rebuttal is an attribute of a person. They teach you this in public school in my country.
>>
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>>151363996

>2 paragraphs
>the majority of both paragraphs pointless ad hom
>lol 5% bro y u mad?

they teach fractions in public schools here
>>
>>151364259
http://lmgtfy.com/?q=ad+hominem&l=1
>>
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>>151364259
>>151363996
I wonder how many people are sitting here watching you guys argue at 4 in the morning.
>>
>>151364481
It's 9 am here. I just got up and I'm ready to dorf.
>>
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>>151364481

I'm not even the dude he's arguing with, I didn't read their essays on why each is wrong
>>
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>>151364415
>>151363996
>>151363481
>>151361252
>>
>playing fortress
>error: nemesis something something
>crash

Has anybody else been getting this

It isn't consistent, it's just for this one fort. Is it because I'm on an island and the game can't summon a beast to kill me?
>>
>>151364481
If it pisses off animeposters, its Armok's work.
>>
>>151365025
That crash is legendary. It's from failing to load a specific unit on the map. No way to avoid it, I'm afraid. Fort's fucked.
>>
>>151365102
>tfw yokoposter will never come back
>>
I have a legendary cook churning out masterwork meals as fast as he can and I still have dwarves complaining about a lack of decent meals. Should I do some burrow mumbo jumbo so that they only eat from my prepared food stockpiles?
>>
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>>151365102
When did I say I was pissed off? Just curious. I'll continue posting anime if it triggers your autism though senpai.
>>
>two wereapes in a row
there seems to be a wereapist nearby
>>
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>>151366232
Posting shitty moeblob anime gets you sent to the magma sea. That garbage is for NEETs and Elves.
>>
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>>151366615
Not him, but what about them stylish 80's animays?
>>
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>>151366615
>he doesn't like moeblob
That's a hammerin'
>>
>>151366861
Anime in general is fine imo, I just dislike moeblob because its all permavirgin oriented fan service devoid of any worthwhile plot.
>>
I've been gone for some two years from this game, any good reason to come back now as to waiting another two or so years?
>>
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new thred pls
>>
>>151368069
A Human Bard wishes to live in your fortress permanently, Accept or Deny?
>>
Migrate

>>151120921
>>151120921
>>151120921
>>
>>151369031
DERP

>>151120921
>>151120921
>>151120921
>>151120921
>>
>>151369108
What the hell, not again

>>151369006
>>151369006
>>151369006
>>
>>151334197
Don't speak so quickly boy
>http://www.bay12forums.com/smf/index.php?topic=76007.0

ctr-f urine and feces
There's also a quote from Toady there that says manure should come from somewhere
>>
>>151341756
>It's witches that are afraid of water (that's not racism, it's just biology).

Made me kek m8
>>
>>151368271
Wait, what? xD
Thread posts: 772
Thread images: 141


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