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/dfg/ - Dwarf Fortress General

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Do not trust trees or elves edition
Previous thread >>157940748

>Download the basic game here. Current version is Dwarf Fortress 0.43.05
http://www.bay12games.com/dwarves/

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

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

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

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

>Dwarf Therapist (Out of Date):
http://www.bay12forums.com/smf/index.php?topic=122968.0

>DFHack (Out of date. Alpha version available, expect issues if you use it.):
http://www.bay12forums.com/smf/index.php?topic=139553.0
Alpha: https://github.com/DFHack/dfhack/releases/tag/0.43.05-alpha1

>Starter Pack (Out of Date):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!
>>
1st for fuck kobolds
>>
Post Forts
>>
Some migrants have arrived.
>>
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>>158334691
Yeah, with dfhack you have the twbt plugin and set the font/fullfont lines to the text set, then the graphics font/graphics fullfont lines to the graphical/map set and print mode: twbt for the basic effect, you can also toss in overrides for items and shit.
>>158334691
Will do.
>>158334691
As a fellow retarded, it's ok.
>>
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>>158335275
Oldish one of mine. I ended up fortifying it a bit, changed a couple things around, but this remains the essence of the project.
>>
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I will post bote until toady adds boat in the game and we can have real fishing in the game
>>
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nth for cutebolds
>>
>>158335806
Thanks. Didn't realize it required DFHack, which is fine. This will give me the chance to doodle out some animals and gobbos etc. Praise the Miners!
>>
>>158335812
Nice layout, I like that tapered design. Das a good tileset and color scheme you got dere
>>
>>158336326
Tanks mate.
And I settled on using Taffer's stuff a good long time ago.
>>
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>>158335824
>>
>>158336221
Yar, twbt is a neat fort mode bit of eyecandy help. To see different overrides and whatnot you can check the gemset files, though they actually bump into and go beyond the limits of what twbt can do by overriding everything. A nicely done text/map set and a few overrides is more than enough for a good twbt set really.
>>
'm probably retarded but I can't find a way to see what's in a bin, what am I missing?
>>
>>158335824
Your not even relatable able
>>
>>158338996
You loo(k)ed at it and it doesnt show the contents?
Pro tip, bins are best avoided, they cause issues with dwarves not finding items and are generally buggy.
>>
>What sort of rooms should I be thinking of while working on my layout plan? So far I've got
>>farms
>>bedrooms
>>workshops
>>storage
>>
>>158339354
Yep no I'm indeed retarded, it was just a bunch of empty bins.

I'm going to go slap myself now.
>>
>>158336541
>>158339220
I can be reloteboteble
>>
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>>158339603
>>
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Newest pic.
>>
This game would be half decent if it wasn't for all the crashes
>>
Question, so im trying to make my own tileset but theres something cool i want to take from grim fortress but dont know how he did it. The floor is not black with just . ,, ., . colored but the squares of the floor are actually colored. How do i achieve that?
>>
>>158343925
My game almost never crashes, but I keep my forts quite small, only 100ish dwarves usually
>>
>>158343586
Modern Dorf Fort is such a seedy place.
>>
What determines whether or not my dwarves decide that various finished goods belong to them personally instead of being available to trade with merchants? The dwarven merchants requested bracelets, but I really don't want to make a blinged out gold bracelet encrusted with every gem I've got only for Urist McHauler to say "That's MINE now! All mine, nobody else's!"
>>
>>158345409
Repeated decoration of an item does not increase net worth more than spreading those decorations around.
Just stick one gem per bracelet and the loss due to any one bracelet will be marginal.
>>
>>158345572
Ok, but I'd still like to know how to avoid having random dwarves commandeer my shiniest shinies just for the lulz. I have only so much gold.
>>
can i make a graphic set that separates the dwarves girls from bois?
>>
>>>158347878
Nope.
>>
>>158343925
I haven't crashed since July 2014 when I tried to talk to god on purpose to cause a known crash. That's not to say there aren't plenty of known crashes, but they're very infrequent and almost never game-breaking.
>>
Apparently, you can make a room out of an outdoor cage, but you can't use it for justice.
>>
What the fuck is a grown birchen litheme? The gaylves are selling one
>>
>>158354092
Probably an instrument
>>
>>158354127
That's so fucking gay, I think I'm going to murder them.
>>
>>158339354
What would you suggest over bins?
>>
So, if i want to use a river head to make a waterfall in my main meeting area and have it flow off of the map, can I just dig to the side of the map to have it do that? Or can it only go off map through rivers?
>>
Is there a way to plant a fruit to get a tree that produces said fruit?
>>
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Apparently Toady forgot to allow image specification on earthenware statues. Now what am I supposed to make a statue of the dwarven god of earth out of?
>>
>>158339568
tavern, temple(s), library, nobles' luxury rooms, barracks

>>158354487
Sprawling stockpiles or letting things pile up in workshops seem to be the main alternatives. Some people might say quantum stockpiles, but I've never used those. They seem like a lot of hassle and kind of cheaty.

>>158354969
I don't think you can dig the edge of the map, though that might have changed. I think water will flow off any map edge if it can get there though. I'm not really sure about any of this, however.

>>158355752
I don't think so.
>>
Any tips on Adventure Mode? Kinda just started, what should i do?
>>
>>158358291
Get friends, make sure you set yourself up to be near shelter each night, fill your backpack with water, and don't hesitate to run from a pitched fight.

A lot of folks like to train their adventurers on harmless kinds of animals before moving on to real threats.

Don't be intimidated by the attack selection menu.
Blows to the head, neck, and torso can kill or disable an enemy easily, but are the most armored on humanoid enemies. Until you get extra good, make sure to pay attention to any gaps in their armor, disable or maim a limb when the opportunity presents to cripple them, then target the vitals, or else move on to a still dangerous foe.
As long as an enemy is holding a bow or crossbow, they're dangerous. I've lost more adventurers to a stray silver arrow than anything else.
>>
What military improvements do you look forward to the most?

Siege equipment/tactics?
Proper Mounted combat?
Army composition/formations?
Potential new weapons?
Artifact/innovation incorporation into hostile armies?
Throwing weapons (I assume these will happen eventually) ?
>>
>>158360445
I'd honestly just be happy if my marksdwarves would grab their assigned ammo rather than charging into the fray of battle.
>>
>>158360445
this >>158360515. I want a group of dwarves to patrol my walls and shoot at people from safety, rather than charge in stupidly.
>>
When Toady gets to boats what do you all think he'll do in regards to naval warfare?

He said he isn't entirely opposed to the idea of naval guns aside from the fact that it opens the can of worms that is gunpowder. Maybe we'll see some old-fashioned boarding/ramming stuff?

Goblin galleys driven by slave oarsmen ramming and boarding to enslave/loot/ransom their victims
Human/Dwarf longships and galleons with ballistas and firing ports
Elf junks floating around and being all extravagant before being set ablaze by one of the above
>>
How do I get started?

Seems like a fun game.
>>
>>158362271
There is literally a pair of sections in the OP dedicated to guides for new players.
>>
>>158362591

Thanks, I guess
>>
>>158362614
Ignore him.
Download the game, use the wiki when you need to (and yeah the stuff in the OP helps), and if you can't find an answer to your question, we'll probably have one for you.
>>
>>158362668

Thanks. The game seems a bit overwhelming. I'm trying to find greentexts and stories on what happened to players. That always gets me going.

Same thing happened with Rimworld.
>>
>>158362728
It's really not too hard once you figure out how to produce the things you need for a fort. Like I said, wiki's your best friend, and if the wiki fails you, ask us.
>>
>>158362728
Did you just imply Rimworld was a bit overwhelming for you?

I... I think DF is not the game for you.
>>
>>158343586
>no kobolds
as it should be
>>
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So this human chemist is visiting, but he's in a (very slowly) draining pool. Should I be worried?
>>
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Any Rimworld players in this general? I want to give you a knuckle sandwich.
>>
>>158366054
I play Rimworld on a casual basis, mostly at work because office computers suck and won't run anything else.

Come at me bruv
>>
>>158366054
Has a lot of potential, but it's way too limited by trying to be an entertaining gaming experience. Plus, the community with all of its shitty bloat mods ala Masterwork is utter cancer.
>>
>>158365663
>human chemist visits
>stands in a pool of water for days
>try to tell him standing around in deep water is dangerous
>his reply is "I AM THE DANGER"
>>
>>158366054
I did play Rimworld for a while.

It was good because it made me return to DF.
>>
>>158366348
lol, I had a weregila come attack us. It went for him first and then turned into a human and ran away even though I had my dwarves standing right outside the pool. Next time I'll make sure they're ready.
>>
>>158343586
What do you use to draw with?
>>
if a werebest bites a dwarf bruising a muscle is it 100% sure that he's infected?
my military commander just soloed two werepanthers and I'd hate to have to put her down
>>
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>click on some tile
>game crashes
>reload save
>suddenly, can't go a minute without this happening

Well, this is annoying.
>>
>>158368341
The teeth must pierced the skin. No penetration no infection.
>>
>>158368728
>The werepanther bites the militia commander in the right upper arm, tearing the muscle through the sheep wool dress!
>Many nerves have been severed!
w-will she be okay?
>>
>>158360912
Boats had catapults, balistas, fire throwers..
>>
>>158368728
>No penetration no infection.
lewd.
>>
>>158368670
>click
found your problem
>>
>>158369128
Maybe. Lock her up just to be sure. If she doesn't turn within a month, you can let her go.
>>
How do I kill angels
>>
>>158370107
Find pointy thing and stabby-stabby, or find a big blunt thing and bashy-bashy.
>>
>>158370107
Hit them until they die.
>>
>>158370107
Have you tried turning them off and then turning them on again?
>>
>>158370107
you need to use your shout first to make them fall from the sky
>>
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>>158370957
>>158371975
kek'd
>>
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Nothing shall stand in her way.
>>
If I retire an adventurer at one of my fortresses can I heal him?
>>
>>158373316
Not sure. Sometimes it's possible to "miss out" on healing a character if he doesn't get to the hospital in time. However, I've seen old unhealed injuries get healed the next time the dorf in question gets hurt. So maybe you need to give your adventurer a new injury in order to get the old ones healed.
>>
>>158373520
Well, my adventurer has an infection on the neck and as far as I know you can't heal it in adventurer mode, so that's my only option.
>>
>>158373520
>>158374598
Or does transforming into a werebeast heal infections?
>>
>>158374598
Infections can't be healed in any mode. They can be prvented in fort mode by cleaning the wound with soap, bu onc they occur, you have to wait them out and hope that you survive.
>>
>>158374725
Really?

Well, I guess I'll just wait then
>>
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>tfw you just found out that the demon leader of the gobbo civ you're warring against was set free by a goddess of fortresses of your civ, "so that fortresses may be tested in battle"
A surprisingly big part of my population worships her. I'm a bit ambivalent. Of course it's good that she's bringing the fun to me, but my current fort isn't combat oriented and the sieges are a bother.
>>
>>158374673
Yes, transforming into a werebeast even regenerates severed limbs. Someone once did some trickery to duplicate werebeasts by equipping them in full steel save for a single limb then making them go unconscious on a bunch of glass serrated disk traps which pinged off the armoured bits and cut off the unarmoured bits. Then the severed bis would be reanimated via necromancer, and they would all turn into werebeasts at full moon, fully regenerating a new dwarf per body part. If I remember correctly. It may have been done differently.
>>
benis
>>
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What are some fun beasts to play in Adventure mode?
>>
>>158378204
elves
>>
>>158355752
>cut evry tree but the one you want fruit from
>wait a couple years
bum
But no, unless you already have one tree, you cant
Tree planting isnt in the game yet. I suppose it could be used as a way to befriend the elves. Mass planting trees n your country
>>
>>158376661
You're making that up. Becoming undead of any variety removes werecurses.
>>
>>158360445
Too much for list them. The military part of the game is one of the biggest cool stuff it has right now, but its actually one of the buggiest and underrated too
>proper AI
>More control on how things get done in groups(carefully, defensive, tactic, agresive, etc.)This could work too when you are autoatacking, to define how the player should battle(although it'll probably depend from your personality)
>Ability to call, command and tell them to not atack in adventure mode, based on their respect towards you, and their personality
>Mass, automated looting, so They can upgrade their armor without me telling them to do so
>spies and commanders, ranks and glory
>Strategical Ai when commanding wars sounds amazingly good, but also really tough to program
>>
>>158360912
Fucking greeks had water-proof-fire throwers
We'll find a way
No but really, if we ever get to use multi-tile objects, ropes for example, their biggest utility will be in climbing and pirating ships
>>158362271
>fun
You are about to leave your old life back. Say farewell to your loved ones, and endure the ride
>>
>>158370107
Become a demon
>>
>>158378785
Nope, you are wrong, what >>158376661
says is true, I read about it too
Pretty bizarre thing
>>
>>158379687
Tried to find the original thread I saw it in on the bay12 forums, but couldn't. Regardless, if you google around you can find multiple mentions. It was patched some time ago though, and undead can no longer be werecreatures.
>>
>>158362271
Download the game, extract zip, run game
Generate a world, then it takes you to title screen, select Start Playing
Choose a location to embark, press f to find a desired location, I recommend parameters 2x2 embark square, No aquifer, Yes metals, Some soil
Press e to embark once you find a good spot
Prepare for the journey carefully. Google a good embark profile, typically you want a couple miners, carpenter, mason, metalsmith, farmer...
Tab over to items, take more seeds, more booze, press n to add items- coal is good to bring
Press e to start.

Make sure u read the controls at the bottom of the screen as you generate a map and as u go through the preliminary embark screens.

Look up some YouTube tutorials
>>
>>158375426
Only struggle makes us better, Anon.

Embrace it.
>>
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>>158378785
>>158379687
It was a bug that lasted for all of a month in 2012. http://www.bay12games.com/dwarves/mantisbt/view.php?id=5595
He probably read about it on TVtropes, which is font of bullshit and misinformation about DF.
>>
>>158383336
>TVtropes
Fuck I hate that site. Used to lurk on it back in high school, but I gradually realised how retarded it was.
>>
>>158329794
If you can get the dwarves to search paths that involve climbing and jumping, they do it extremely well.
A*: It fucking works.
>>
>become strong enought to defeat boogeymen
>they don't attack me anymore
Damn
>>
Should I start making stuff out of iron or go straight for steel?
>>
>>158384590
They really don't. That was about the 10 millionth instance in Relicwebs of a dwarf choosing a ridiculous and dangerous path after being forced to climb. She was in a room, literally adjacent to solid ground and surrounded by accessible tiles, but instead she chose to climb down 6 zlevels around the perimeter of a sheer cliff above a lake to a ledge that is unpathable by any other means. I'm less surprised that she jumped than I am that she didn't stay on the ledge waiting for me to rescue her like 90% of the other instances that this has happened. I suspect that it may only be the case that she failed her grab check on the pillar she was jumping to.
>>
>>158384741
If you have all the fixins for steel you might as well.
>>
>go to necromancer tower
>game always crashed while fighting zombies
I think my PC can't handle it
>>
In a very short succession, I've had four beast attacks:
>fire breathing dimetrodon FB
>ettin
>fire breathing weasel FB
>wereelk

I haven't killed the wereelk yet, so I don't know whether the beast nightmare has stopped yet. However, I'm pretty sure they aren't supposed to attack this frequently. These attacks all occured in less than two weeks.
>>
>>158362728
Take it one step at a time. First, just figure out how to designate areas to be mined, how ramps and stairs work, how to cut trees down, how to build a few workshops and make furniture, how to make farm plots to plant and harvest food, how to cook meals and brew alcohol, how to gather plants / fruits, etc.

Figure out how to produce all the wood / stone furniture you need for a fortress as well as how to produce all the food and booze that you need to survive. Once you've got that down and your Dwarves are sleeping in beds and eating at tables and aren't in danger of starving or dying of thirst, then you can start working on your metal industry and figure out how to set up a military and equip them with weapons and armor and make them train in barracks. After that you can do whatever you want.
>>
>>158386036
Seriously, I barely get to kill one beast before the next arrives. The Ettin arrived as I was still fighting the dimetrodon FB.
>>
>>158386383
>>158386036
It's just rng fucking you. I had 3 FBs and a cyclops on top of each other recently, I've had double sieges with a FB a couple of times (a d vice versa a few times as well), and werebeasts always seem to want to show up while I'm dealing with another threat. It happens.
>>
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bumping with a rare toady
>>
>>158384741
I train my armor and weapon smiths on iron (leggings and giant axe blades -- these items return more metal bars than they require to make when melted) and designate all the non-masterworks to be melted down while I use the masterworks as trade goods. Once I get them to great or master (it doesn't take long at all) then I start producing all the steel weapons and armor for my first military squad. I usually run 4 smelters for 2 metalsmith forges at the beginning to produce all the coke, iron, pig iron, and steel that I need.
>>
>>158389873
>that nose
>those cheekbones
he looks like he's part dwarf
>>
Finally time for the yearly cleaning of the fortress

think Ive sold and atom smashed away at least a 1000 ton of sweaty dwarfish cloths

why the hell does dwarfs hoard broken shit is there some way to auto destroy it or something?
>>
>>158390564
You should see him with a beard.
>>
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man, I thought I spotted a sea monster or something on my radar but it was just a camp full of goblins drowning on the sea floor

stupid goblins, you can't even breathe salt
>>
>>158390564
Not to mention he's shorter than those asians
>>
>>158390173
So you can make an unlimited amount of iron bars by crafting and melting leggings and giant axe blades?
>>
>>158383630
why? I genuinely like it?
>>
It's only year 2, I only had 2 wave of 4 migrants. I just finished building a gigantic tavern and the ver second I pressed enter to label the zone as a tavern a wave of 23 migrants came in.

Is that a coincidence?
>>
How long until multitile creatures and how big of an impact will it have on the game?
>>
>>158384682
I wonder, with the upcoming myth update, if we'll ever achieve the ''Grind until you become a god/archimage/The beareater, etc.
You are already capped with your race and starting stats, but if some god aided you to eliminate those problems, you could get seriously juicy
>>
>>158357285
I agree with the sprawling stockpiles.

About every ten levels i make an 11th carvern for storage, if nothing else for the stone im pulling out. Usually also try to segregate the level into several 5x5 rooms or 7x7 of different stuff in each.

Makes it really impressive looking if you have rooms of ggold or something.
>>
>>158392204
No. The 3rd migrant wave is always large, usually the largest a fort will ever get. This is because (in most forts) it's the first migrant wave you receive after your first dwarven caravan, who will have reported your wealth to the mountainhome. That may not apply to reclaimed worldgen forts or forts that aren't the first player fort in a world, because those don't always start in spring.
>>
>>158392307
>How long until multitile creatures
We really don't know
>How big of an impact will it have
They are talking about it in the FoF thread on the forums, basically reworked combat system, and enemy AI, terraformation by creatures, fattys getting pissed for living in a 1-tile house.
Real challenges at fighting, more combat features for bigger enemies and so
>>
>>158392307
Never. Toady is going to realize he can't develop a game for shit and kill himself.
>>
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>>158379401
>angels appear around fort
>aggressivley convert all youe dorfs into demons
>slaughter angels
>non dorf demons begin showing up
>wellshit.docx
>agressivley redeem and elevate all your demon dorfs
>become pure angelic fortress of angel dorfs
>defeat demons
>angels return to praise you for defeating the demons, and stopping armaghedon
>herewegoagain.odt
>>
>>158393375
gotcha, thanks
>>
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>>158389873
he he he
>>
>>158391649
Hah, gotta love it.

>>158392784
You can mod that effect now, I was testing recently on a hunch if you could effectively uncap your attributes. The [PHYS/MENT_ATTRIBUTE_CAP_PERC:value] tag I think is what does it, the default is set at 200 I think, but setting it to 500 or 1000 or whatever works, making the maximum stats 25000 or 50000 instead of 10000.
>>
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>>158396370
Can I make certain objects cause that effect?
That would basically cause divine relics to exist


I love you all /dfg/
>>
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Doing my yearly rounds seeing if FPS problem has been adressed, and i see 64bit support?
Any impact on FPS or otherwise?
And i see in the OP that prettymuch everything is outdated, is it a bad time to pick it up again or the OP itself is outdated?
>>
>>158397546
Minor FPS impact, but allows for 16x16 embarks and larger worlds.
>>
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>>158397429
Not yet, you'd need dfhack with support for itemsyndrome stuff or to eat it and apply it as a syndrome that way, but the magic arc should cover shit like that.

>>158397546
On a fort like that big bastard, 64 bit should help, it's less of an immediate "WHOA FAST" thing because it's already whoafast when you start, but the decline into fps:ha ha ha, no land is slower.
>>
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>>158398218
welp, the starter pack doesnt support it, but on further reading the traps are bugged so might as well.

>big bastard
Thats actually the smallest i could think of, merging the bedrooms, storage ana workshop into a single layer (and still be presentable)
>>
>>158383336
Nah mate I'm pretty sure it was a thread by the same guy who used huge swarm of captive undead ravens to fight the demons. Almost sure it was the same fort too. Just can't remember the name of the fort or the user.
>>
>>158397546
Everything is outdated, but both DFHack and DT are available in alpha forms, though DT requires a bit of editing INI and only works for 32-bit Dwarf Fortress.
>>
>>158398218
> <0====
benis xd haaha
>>
How do I get Dwarf Therapist to work with the current version?
>>
>>158400428
By waiting
>>
>>158397546
Everything is outdated because everything is waiting for stable DFhack/rapist, which takes a while because 64bit (and with it compiler switch).
If you don't use those, it's as a good time as ever.

64bit alleviates some bottlenecks, others not. So, in specific circumstances you will get better performance (large embarks and larger worlds specifically), but in general there will still be FPS death sooner or later.
>>
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>>158401604
Yeah, this is one of the tests I did, forget it if was the "run for 3 minutes" or the "run to year 300" but they both had similar results, higher populations, less time to reach a given year, less slowdown with 64 bit.
>>
>>158391974
Yeah, pretty much, except that as your weaponsmiths and armorsmiths get more experience they will start making masterwork leggings and giant axe blades and will get very upset if you melt those down, so for maximum metal production efficiency you should use less experienced metalsmiths. Of course, if you REALLY want to produce extra metal then you should use the single bolt exploit instead.
>>
>>158401604
quick poll:
how long do the forts of the general usualy last till fpsdeath?

i give up on avarage 10 years.
>>
>>158402789
vastly different depending on what I do.
5-50 years
>>
>>158402901
>50 years
wtf

Are you Relicwebs-anon? He's been posting his fort since the beginning of the year.
>>
>>
>>158403081
Nah, longest fort I had was 30, but it was a very minimal fort and at that point it still had quite a while to go before I'd have considered it unplayable, so I estimated 50 years (and also because it fits nicely with my 5 years minimum estimation).
>>
>>158402789
Depends on what I set the population cap to and if I'm playing on my laptop or my desktop.
>>
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>>158403435
>that tileset
>>
>>158398218
Damn, the concept for multi-tile creatures is ugly af
atm, hope Toady invents something good for that

Now that I think about it, moving creatures will have to have some sorta animation sequence if they are bigger than one tile, right?
>>
>>158403435
What am I looking at here?
>>
>>158403774
That's just my idea for how it could work.
>>
I built a wall to keep newcomers out of my fort, but there's like 20 of them outside my wall, ruining my FPS, and I need them gone. But I need to prevent any and all forms of contamination of my fort.

Any idea on how I should deal with these lazy assholes?
>>
>>158406274
have them build a shanty tow at the surface, and form their own society up there. maybe they'll be viped out by the next siege, maybe they form a potent militia to protect themselves.
>>
>>158406274
You have 20 free workers to build whatever death trap you want. Surely you can think of a solution.
>>
>>158406473
>>158406534
None of them have an axe. None of them have a pick.

The traders are leaving, so it's a no-go on finding picks and axes to work with.
>>
>>158406274

Make them collect wood and herbs that they stock on a huge stone alter with a hatch connected to a lever that dump it all into your fortress

kinda like sacrificing to the gods ya know.
>>
>>158406947
minecart shotgun a few rocks out. Or minecart shotgun them directly.
Or build a type of air lock (two doors with only one open at the same time) to transfer items.
>>
>>158407314
I got a pick and an axe from the traders, selling the gloves and mittens of some dwarven children that got murdered by a werebeast last year.

Ghetto fort time is here.
>>
>>158407109
>>158407314
The issue with these suggestions too is that any opening I make from my fortress will let the lazy assholes have a way in. This must be stopped at all costs.
>>
>>158406274
Wait until the law update, when you will be able to negate housing to certain groups of people with/without consequences


Man, the forums are a great place to make Toady read stuff, but some people really have their heads inside other people arses
>>
>>158407606
There is no way in with a double air lock without your explicit permission.
>>
>>158403081
Relicwebs anon here. Believe it or not, Relicwebs is only just shy of its 13th birthday. I started it in March, but took an unintentional hiatus from April-July. I play slowly (I didn't even unpause the first time for 4 days after embarking), and don't play everyday (job, life, etc). If I get through a whole season in one sitting it's pretty damn fast by my standards.
>>
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>tfw the wombat demon master survives the spire deconstruction
>tfw they're your ally against demons now
>>
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>>158408927
:O

What have I done?
>>
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>>158403435
>>158403995
>>
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Rummybump.
>>
Are minotaurs the strongest semi-megabeasts?
>>
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>>158335275
r8
>>
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>>158412714
MY EEEYYYES
MY EEEEYES
MY EEEEEYES
>>
>>158412714
>the magical realm is real
>>
>>158412530
No. They're the weakest.

>>158412714
Rate what? Your dirt? Show the fort-y part of your fort.
>>
>>158414298
>dirt
That is sand, my good sir
>>
>>158415119
Sand is dirt.
>>
>>158412714
>desert man moaning and playing flute off in the distance
>>
>>158414298
>they're the weakest
I can kill cyclops, ettins and giants, but minotaurs alway kill my adventurer
>>
>>158416795
Dem horns man, dem horns.
>>
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>very rare minerals world, no iron anywhere
>embark with two steel anvils
>smelt over 500 steel leggings
>mfw easiest and fastest metal industry of my life without digging below 5 z-levels
>>
>>158417403
what
>>
>>158417403
but who was leggings!? where did leggings come from
>>
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>>158417882
>>
>>158417882
Leggings have a melting efficiency of 150%
>>
>>158417189
Actually, it's
>dem weapons skills + equipped weapon man
Unlike giants, minotaurs are armed, and pretty good at using weapons.
>>
>>158418157
>>158418197
>toady will take 2 years to fix things like this because he is an autistic man children that doesn't release small fixes after the update phase has passed
he he he he
>>
>>158418227
But they're not armed. It's one of the things that makes them such a joke. Not only are they smaller than cows, they have a bunch of natural expert weapon skills and don't spawn with weapons. Their unarmed skills are low, so anyone with middling defensive skills can kill one easily.
>>
>>158418332
>2 years
It's already been in the game for over 4 years.
>>
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>>158419386
>>
>>158417403
>leave the game for 10 minutes while I take a shit
>come back to find half my legendary military squad dead by dehydration after they over-exerted trying to kill a reanimated goblin head
toady please
PLEASE
FIX THE GAME
>>
>>158421605
stupid forced meme
>>
>>158422126
Your mother is a forced meme
>>
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>>158422280
Your forced mother meme is a forced meme mother!
>>
>>158422280
>>158422467
Guys, settle down. There is no need to feel vengeful.
>>
>>158423681
I have a part in this!
>>
>>158423681
It was inevitable
>>
>/dfg/ a few years ago
>no trip/name/avatar fags
>no forced memes
>discussion

>/dfg/ now
>Forced memes everywhere
>le look at my retarded /pol/ image edit, aint I cool!
>le dem dorfs
>budget cao cao poster
>no discussion
>>
>>158429208
>>no discussion
Well, don't keep us waiting.
>>
You know I've seen everyone shitting on Masterwork but no one has been talking about another neat overhaul mod, Genesis. Its like Masterwork with less bloat and some subspecies of dorfs.
>>
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>>158430179
>subspecies of dorfs
>>
>>158432315
yeh

http://df-genesis.wikidot.com/dwarf
>>
>>158368670

Yep, I give up for the time being.

The beginning mod pack is unstable as shit. Even deleting, restarting, reinstalling, and starting it back up causes this error in less than a minute now.
The current version seems more stable (it doesn't temporarily hang at parts that the mod pack did), but I can't get the graphics pack that I'm trying to use to work properly. It makes parts of the text unreadable.

It sounds like Dwarf Therapist is a must-use that isn't working with the current version, too.
>>
>>158434131

Nevermind. Looking at it again, I just didn't set the colors to work with the tileset and graphics that I had.
>>
>>158434131
Many of us play without the rapist. You can too.
>>
>>158435075
autists among autists.
>>
>>158435643
literally you
>>
>>158432957
>Gloomers
We already have those. Literally just refuse a dwarf liquor.
>>
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Should I still use this area as my general stockpile, as described in the guide? It's looking more like a salt mine than a stockpile.
>>
>>158435075
This. Just try playing vanilla DF without therapist or dfhack. Stop trying to micromanage labor settings so much and you'll find that dwarf therapist isn't necessary at all.
>>
>>158438816
Those rocks don't matter, you can make a stockpile right on top of them. Your masons and stonecrafters will use the rocks up as they need them anyway.
>>
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>you will never beat the shit out of an alligator snapping turtle
>>
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>>158440168

Piece of shit turtle.
>>
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I can't wait to see nonsense with these lava pool temples and artifacts, "the eternally burning trousers of the holy fist" or some shit.
>>
UPDATE
>>
>>158443578
What are you on about?
>>
Is there a config option that will reduce the number of migrants you get per wave? I'm a half hour in and my crew has already quadrupled in size and finding work for these moochers is really killing my fun.
>>
>>158440168
>>158440283
They aren't something you should fuck with, as this very smart individual demonstrates
https://www.youtube.com/watch?v=LBSFeJ1WLv4
>>
>>158448549
Ornery fucks.
>>
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How do you think Toady will handle NPCs using all the crazy magic he intends to implement?

Maybe they won't get too crazy, I doubt anyone could manage to make the AI properly use powers so niche they may as well be a Stand abilities
>>
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bump
>>
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>>
>>158441058
>speed 9.6/9.9
But how
>>
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>>158457435
Eat your modded plumps to grow up big and strong!
>>
>>158457680
helm plumps have their downsides, too
>>
>>158451925
The sky is the limit anon
The only thing that actually limits magic and a lot of mechanics is the psychology and independent thinking of people.
In the future, If you allow it, people from your fort might decide that they want to migrate to another fort, or go rescue their daughters from demon lords, etc. by their own thoughts and man-made objectives
JOJO- like stands would be short term invocations of creatures from another dimension, or something like that
If you make the enemy properly realize that they can use 'stands' to atack you, they should(when combat based on personality is added) use it to that purpose
>>
>>158457435
Pump them modded helms, Urist, and you too can bullet time around like whoa.
>>
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Elves are for _____
>>
>>158462450
>Elves are for
hugging And brutally torture
>>
>>158462450
>Elves are for slave labor cutting trees and producing charcoal even though I almost always use magma forges
>>
>>158445891
Not that I know of. Whenever I get a huge migrant wave in and can't find enough things for them to do then I'll draft a lot of them into the military and set them to train 24/7.
>>
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bump
>>
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>>
I keep getting the "you need more free nestbox zones message yet there's a bunch of unclaimed nestbox in my pasture/pen zone where al my animals are. What am I doing wrong?
>>
http://www.bay12forums.com/smf/index.php?topic=161109.new#new

I mean, they turn any discussion's theme into rape quicker than us
>>
>>158467723
have fun with your "DF for low performance computers"

the 2d feels pretty limiting, but it's still an okay substitute for killing an hour or two
>>
>>158469052
you can set your clock after 'random events' happening to you in that game
feels utterly game-y

as in, rimworld feels like a theme park, while df is an open world
>>
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The race suggestion was stupid to begin with. The only possible intent from the OP (he's one of us, isn't he? I have a vague memory of him mentioning it in the general) is to bait the PC part of bay12.

We already have abstract genetics which determine the appearance (and possibly attributes) of certain population within the same species. That's about as close to "race" as you can get. Although to be honest, the concept of race is kinda obsolete, since it doesn't fully consider the plasticity of genetics.

Basically, race was a thing in DF all along but no one cared. OP was just an edgy retard, and it seems like he managed to stir up the shitstorm he was looking for.
>>
>>158462450
Imported exotic animals
>>
>df2025
>start new dwarf adventurer in a city only it turns out the anti-dwarf pogroms have just begun
What do you do?
>>
>>158470529
Oy Selsten, truly another Thetust.
>>
I have a question about taverns/inns, how does assigning bedrooms to it work? do they have to be within the tavern area, or can they be near? (so, for example, one z level under it), also, should I put cabinets and chests on the inn's bedrooms? do long term residents need/appreciate them?
Is it a good idea to make it so the tavern is also the dinning hall? I tried making a tavern for the first time and it seems like dwarves like to hang out and eat more in there than in the dinning hall or the temple
>>
>TFW toady cant work on the magic arc fast enough

I want cool spells and magical artifacts DAMNIT
>>
>>158471282
don't bother with tavern bedrooms, guests literally don't care
inns/libraries/temple's only purpose is to attract visitors which can help you defend and sometimes join you as soldiers, everything else doesn't matter
>>
>>158472773
>don't bother with tavern bedrooms, guests literally don't care
Maybe, but they'll still scatter their shit on the floor if they don't have anywhere to put it.

Also, having guests sleep on your dancefloors gives a bad vibe.
>>
>>158470529
Use my family's relic of protection to escape the city and migrate to another fort with my family, in the 'DwarfTrail'- esque mode for mass traveling
After the initial mayhem, pact with a demon to trade the relic for awesome merchant powers.
Make an oath to my family and god so that my man-made objective (revenge against the humans) becomes a family affair. That way, If I die, my family will keep where I left it, and I'll be able to play as my descendants
Use my new powers to slowly win the world, and force political moves to kill the humans
>>
Can someone explain to me why my injured dwarf is being diagnosed by a peasant with the diagnose labour disabled when I have a professional diagnoser having no job around?
>>
>>158408687
This sounds a lot like me... I have a fort ive been playing for about 4 (irl) years on and off. Mostly off. Its completley underground by now, and i think i sealed the outer doors. I keep digging down and expanding. Got too many dwarfs, because last time i checked i never get below about 10 babies at any given time. No traders, migrants, or anything. Ive found and excavated about 3 natural cavern syatems, but i play defensivley. Build the wall, and never leave the inside. Occassionally an excavation team will run into something, and ill quarentine and call up necessary guard units. I feed them on very limited diets of cave wheat, plump helmets and whatever else. A few underground water scpurces keep them hydrated, though i usually floor and well those, since stuff in it attacks me. Last time i did a season check ive gone through about 17 winters? Something like that.
>>
>>158476207
I feel you anon, I hate that the only way for you to make a certain medic work is by dispatching all the others in your fort
You should be able to asign certain docs for certain activities to each patient, and also asign levels of priority, and commision visits to the doctor, that's the only way you will get some power over the health in your fort
>>
>>158476474
Do you play any forts on the recent versions? Don't tell me you haven't bothered staying updated.
>>
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>>158407460
Make sure they build stuff out of all different materials, for that extra ramshackle look.

Also i like having death islands around my fort with drawbridges, that way they get trapped and starve to death.
>>
>>158476685
Don't forget that hospitals should be made into locations, in order to be consistent with the new location system. That way we could assign hospital staff the same way we assign entertainers and scholars.

Also:
>priest occupations in player temples when?
>>
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>>158476909
mmm, yeah, that sounds really good if you make doctors scheduled to be there or not. I dont want to have 20 people burrowed constantly in a zone, but I sure want some medics to be close when someone is injured

also, pic related (bottom part) combined with this, and you have some more realistic health system
>>
>>158476685
Toady really should focus these kind of things and ergonomics instead on making magic that'll just break everything
>>
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>>158479436
>he doesn't want to play as worms in an intestine
>>
>>158475925
>You have died of a gut rotting syndrome.
>>
>>158479860
>He wants to play a game where you can have all dwarves being doctors, and if none want to go heal your king he'll die inevitably
>>
>>158480427
>he doesn't want to play a game as a colony of doctors in a worm's intestine
>>
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>>158480579
>He wants to play a game where/---/your king/---/die[s] inevitably
who doesn't
>>
>>158469506
What suggestion?
>>
Any tips on efficient fortress design to maximize FPS and pathfinding efficiency? I'm trying to get away from the 3x3 central staircase layout over 10-11 z-levels that I've been using for the last several years and am finding it hard to break that habit and come up with other designs that I don't hate.
>>
>>158481831
I swear to god that when the ss update kicks in, and we have more systems of government in the game, we'll be flooded by anarchists like you
>>
>>158482176
I meant to respond to >>158468034
>>
So, I was writing some medical suggestion
What is your stance on being able to sew something inside/to someone's skin?
Like, full underskin amulets with antibacterial metals, or sewing someone to another person/a tree/ a cow, while they sleep?
Whatcha think /dfg/?
>>
>>158482329
I, for one, will strive to create a communist utopia for my dwarves where the means of production benefits all citizens equally. A society where quality housing, healthcare, clothing, food, booze, luxuries, security, employment, etc are all provided by the government which only exists to ensure that all citizens' needs are met.
>>
>>158482889
>Communism is achieved by drunk virtual maniacs before real humans
Please, Im not kidding, when the update happens, if you keep lurking, please post yourself communizacing your world
>>158482772
It would basically work with an non-combat action interaction menu, with every action you can do to another people
You could waste thread if your skill is low, his wound could remain slightly opened(levels of quality) and have a chance to get infected
And all sort of interesting things
The cool stuff would be the repercussions (Horse sprinting with guy sewed from his crotch to his mouth), like making a bridge out of human people sewed out, or things like that
>>
>>158482234
Building in a tight radius around a central staircase is the most efficient way build. 3x3 might be a bit big depending on your pop cap, but your design probably doesn't need to change much.
>>
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>>158483604
>using the multiple z-levels exploit
>>
>>158484285
>laugh at yourself

more like lay awake in bed at night cringing and wanting to kill myself
>>
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>>158484285
>>
>>158481131
I was making an Oregon Trail joke.
>>
>>158480427
just what the game needed, more weird deaths
>>
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Brump
>>
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5 pages of this shit and he wasn't even hit once.
>>
>>158391649
What the fuck, how can you even tell what that is?
>>
>>158490808
It looks like a typical tent used by squads travelling on the world map. Inside, there are a few gobbo corpses, and you can guess the rest from there.
>>
Can you find prisoners in places other than goblin sites?

It seems there is a demon prisoner in a human hamlet, and I wanted to see if I could help him escape and join me, but I checked the mead hall and the houses and I haven't found him.

I did find a goblin slave that was an ex-civ leader though
>>
>>158492190
They don't get stored right when they're kidnapped in non-dark pit/fortress sites.
>>
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>>158429208
>budget cao cao poster
Thanks anon, I really look up to being him when I grow up.
>>
>>158490501
Something happened to it or it wouldn't be retching and vomiting.
>>
Is there any way to launch Masterwork without DFHack? Seems to fuck up my embark if it's larger than 3x3, disabling all plugins didn't help either.

At least I think it's DFHack, if it isn't I have no idea what it may be.
>>
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>>158496921
>Masterwork
>>
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>>158496921
>Mastershit
>>
>>158493481
Well, I've checked with DFhack and I found nothing, I've also exported legends again to see if he somehow escaped or went to another place while I was travelling to the hamlet, but it seems he's still there.

Maybe he's in the hamlet fields.
>>
>>158496921
No. MasturShit requires DFHack.
>>
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>>
>>158499257
>>158497697
>>158498130
>Implying there's anything wrong with Masterwork.
>>
>>158499989
What's the problem with 3x3 staircases again?
>>
>>158500140
they look like shit
>>
>>158500246
What's the best alternative then?
>>
>>158500306
Spiral rampcases.
>>
>>158500306
creative solutions that depend on the particular layout of the rest of the fort

the 3x3 is a shitty one-size-fits-all solution that stands in the way of creativity
>>
>>158500805
This too.
>>
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RIP bote
>>
Dem dorfs man, dem dorfs.
>>
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Toady on the right.
>>
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I've made a mistake.
>>
>>158509521
why would you do this?
>>
>>158509521
Have you generated any other neat worlds with advanced parameters that arent mistakes?
>>
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>>158513001
I mean, I like this one.
>>
>>158513147
Dope
>>
>>158513147
I dunno, I think this one came out better cause of all the shit going on: >>158422467
>>
>>158514178
That map is pretty ugly dude I'm not gonna lie.
>>
go away page ten
>>
>>158514360
So much nonsense going on though, it's not aesthetically gorgeous like some maps, but it's fun to explore.
>>
Did something fuck up with axes or the woodcutting labor, cause I assigned a dorf to cut wood and there's a spare copper battleaxe lying around and the dwarf just sits there idling
>>
>>158516663
Maybe try forbidding the axe, unpausing, and then unforbidding it?
>>
>>158516663
Is he assigned to mining?
>>
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>Want to get into game
>Want to use ascii
>Look up stuff on youtube
>"Part 1: How to install graphics"
>"Episode 3: GRAPHICS UPDATE!"

uh

u-uuhhhh
>>
>>158518665
Why are you looking up how to install graphics if you want to use ascii
>>
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>>158518817
I'm just looking up starting tutorials
>>
>>158518817
It's hard to know what character are what when you're using a tilepack so when people do it in videos you gave no clue what's going on
>>
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>>158519208
You can do it senpai. Download the game, run the exe, it uses ASCII by default. are you trying to change the tileset? trying to find a legend?
>>
>>158518665
>defaulting to youtube
Calm those tits nigga, and please read the OP.
>>
>>158519971
>Please read the OP
Well I feel like an idiot, I should have gone there first
>>
>>158520909
You'll do alright mango. Just be prepared not to understand dick or shit for a while.
>>
>>158516663
http://www.bay12games.com/dwarves/mantisbt/view.php?id=1451
>>
>>158518665
Sitrep,
>>
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>>158526631
>posts a sitrep
>doesn't actually give a report after the comma
IT'S LIKE YOU ARE MAD AT ME OR SOMETHING
>>
>>158529121
I was asking for one, and hit the wrong keys.
>>
>>158529121
Oh thanks, now I'm crying
>>
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>>158531928
inorite
>>
>>158523560
That is a ridiculous amount of bullshit to go through to use a fucking axe at the start
>>
wait so I have my carpenter shop and I que'd 7 beds to be made, how exactly do I get one of my idle dwarfs to start building?
>>
>>158532774
nevermind, figured out how to set jobs
>>
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I guess it's reasonable that the outpost liaison would be more up to date on politics than folks who stay put all the time, but this seems a bit much.

>>158532774
Assign carpentry labor to one of them.
>>
>>158533857
Might have updated right then, or it could be two different sub-groups?
>>
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>>158533857
>>158533995
Nope, apparently everyone except him knows what's going on.
>>
>>158529121
;_;
>>
>>158499989
desu senpai, you could have said the same about masterwork, aquifers, shit, rape, botes, politics, threetoe, Toady coding abilities, the forums, the sjw, meph, Isis, Toady's ability to get a gf, economy in-game, and so on

We are a relaxed and welcoming but close-minded community
>>
>Just started today
>Doing pretty well
>Just got a farm set up
>Pretty nice base in the side of a mountain
>Settlers arive
>Suddenly a fucking otterman charges at the child and shatters his fucking brain on impact
>Game crashes
>Save gone

fuck
>>
Why is it that when I visit my retired fortress with an adventurer the citizens of my fortress respond to things like "Tell me about your family" with "I'd rather not say" and "Tell me about the surrounding area" with "Ask me when I've returned to my home!"? The NPCs in the fortress my adventurer started in acted normally, responding with either "I have no family to speak of" or "My wife is [Urist Mcwife]. She married me in 2." or whatnot. It's just the citizens of my retired fort who are acting strange.
>>
>>158540891
it's because you molested your dorfs and now they have ptsd

jk it's because toady is the best programmer ever
>>
So when gearing up military, on the equipment screen there's replace clothing and over clothing. Which one is in action when the text is displayed? If I have replace clothing highlighted, do they wear only armor? If i switch it to over clothing, do they put clothes on over armor, or the other way around? Is there a way to set it up to have maximum cover/armor?
>>
hey /dfg/, how do you feel about combat with multi-tile creatures, once all the combat is rewritten to understand them
>Dragon so big you can only atack his feet and wait he bites you, so you dodge and stab his head
>Sprint and jump from a cliff upwards so you stab him in the chest
>He so big you only pierce the first tile of his body, that's only pure skin (3x3 metres ocupied solely by skin)
>He starts moving and wiggling, but your strenght is high, so you remain lodged there
>Use new holding/climbing mechanics to start climbing his body using 2 large copper daggers. Do it with a 'cautious' modifier for fear of falling and tumble to the mountains feet (dem new toppeling mechanics)
>Sever chunks of skin and muscle, that phisically fall to the ground, just to damage him(you are so small, you cant even sever a complete body part
>Keep going in his chest until you pierce the stomach and fall in
>Everything that takes contact with the beast's acids gets digested instantly, including you
>drop salt in there
>dragons in this universe are alergic to salt
>You get throwed up away and the dragon suffers an anaphylactic shock
>Get named 'the Great Warrior' by the peasants, thanks to the new sarcasm update to sentients
>>
>>158540361
>go to DF folder
>open data folder
>open init folder
>open d_init
>change [AUTOSAVE:NONE] to [AUTOSAVE:SEASONAL]

Then you'll lose far less if crashes happen.
>>
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>>158542897
yeah sure, more like
>shoot him with a crossbow once
>the flying bolt strikes the great dragon in the head, tearing apart the skin, muscle, brain
>an artery has been torn!
>the great dragon has been struck down
>>
>mfw I let my fort run in the background when doing other things on my computer, and when I return everything's gone to shit
>>
>>158543013
thanks for the tip
>>
>>158544049
>letting dwarves do things without constant supervision
That's like giving a toddler a loaded gun, anon.
>>
Why is everyone in dfg so nice?
>>
>This mod adds Necrothreaders, High Lord Threadomancers, Haxxors, L33t Gamerz, Lolcats, name changes such as forumites, laptops that shoot signatures, reindeer cavalry, chainsaws, drills, politicians, energy drinks, ak 47s and more things that aid in the creating of a !!FUN!! fortress. For the full experience, play next to a necro tower.
>a sizeable portion of the internet is still stuck in the pre-ironic era of memes when we're well past the post-ironic era
>>
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>>158544967
fuck off
>>
>>158545502
Which mod? When was it released?
>>
>>158545573
http://www.bay12forums.com/smf/index.php?topic=132175.0
>>
>>158544967
No clue, but I have a couple ideas:
We're active and have a developer who gives a shit.
Dwarf Fortress is full of content and discussion, so there's little to no shitposting.
Hell, maybe we're just all super autistic and can share that autism here.

I do think a big part of it is just plain luck. We've had times where there were shitposts, forced memes, and dickheads abound. We even had an attention whore tripfag at one point. They all left of course, and here we are now, in a /dfg/ of mostly chill dudes.
>>
>>158545642
Fuck, I always thought that mod was League of Legends themed. But actually, it's a meme simulator set in 2006.
>>
>>158544967
It's easier to be nice and help others have FUN than it is to be mean and bring the quality of the thread down. I've only been here for like 2 weeks, so ignore me if you think my reason sounds stupid.
>>
>>158544967
>>158545691
actually the sole reason that everyone is nice is because this thread is fucking dead 90% of the time and everyone is afraid that the newcomers will leave and this thread will die so we try to be nice
also because it is extremely satisfying to show off by helping other people with this game
>>
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>turns ~5% of the animal population homosexual, as in RL
>>
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>>158546281
>>
Just tried War & Mythos, and holy fuck is that thing insane!
>>
>>158529121
Jesus Christ I didn't come here for these feels ;_;
>>
>>158543013
Also BACKUP:YES so that it doesn't overwrite the previous save file each time, in case of corruption.
>>
>>158542131
In all cases in DF ui, the visible text is what is currently applied.
>>
Would wild trolls (caught in cave) be hostile to attacking gobin forces? I just finished channeling the pit bellow my drawbridge, and even though the fall would propably kill everything, i tought it would be fun to put something there.
>>
so for symmetries sake, in regards to FPS, how bad aer 4x4 stairs?
>>
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if I turn all rock tiles on my embark into up/down stairs, will my computer die?
>>
>>158550282
Do it and find out.
>>
so using advfort I get stuck while building something. what was the command in dfhack to cancel advfort building? Can't honestly find it anywhere
>>
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So I'm finally done with my underground city I was talking about. It's not quite as vertically impressive as I imagined it, it's still something.

I'll start posting the more general screenshots, and then move on to the more specific.

First off is a bird's eye view of the entire city. The platform where the soldiers are training is the entrance. A five tile causeway leads from there down into the city, forks into four and finally ends at the castle.

The four main segments of the city are the residental area, the industrial area, the closed community and the culture tower.
>>
>>158543219
gee, where's your adventure spirit man
>>
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>>158553529
Here's a pic straight from above.
>>
>>158553614
Here's the view from the platform where the barracks and depot are. This is what you see when you arrive.
>>
>>158553680
Here's the city, as seen from the roof of the castle.
>>
>>158553767
Seeing the same view from one of the watchtowers gives a better sense of perspective, though.

What you see is the gated community and the culture tower. The culture tower houses the library, tavern, temple, catacombs and the farms. The gated community is where my nobles live.
>>
>>158553857
Here's a bird's eye view of the culture tower. All in all, it should be about 11 floors tall.

Next, I'll show you some pics of the locations in there.
>>
>>158553957
The main floor of the tower is the temple(2 floors tall). There isn't much to see there, so I'll go straight to showing the tavern.

First off is a pic of the dance floor in the tavern. The tavern has a second floor overlooking the tavern through a set of windows, as you can see.
>>
>>158554058
The guests at the tavern have the opportunity to dine with a good view of the rest of the city, as you can see.
>>
>>158554058
do you realize that a dwarf would not be able to go from one point of this fort to another without getting thirsty/hungry because of how much distance he has to travel?

>>158553596
I really hate that most df adventure stories skip the part where they first leveled up all their skills to legendary by fighting a stray dog for a month
>>
>first invader happens upon my fort, 3 years in.
>it's a giant
>He runs around the 1 wall I have set up for outer defenses and smacks the shit out of a young bull I had pastured there.
>my squad that has been training for 3 years straight comes charging out of my (in ground) fort
>the giant shits itself and starts to run away
>mace dwarf or axe dwarf cripples its legs.
>4 of them kill it before the rest can even get there.
Is this what true power is? I feel like even werebeasts would not be an issue anymore.
>>
>>158554162
Of course, they can also choose a seat overlooking the dance floor.
>>
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>>158554268
Here's a pic of the tavern, as seen from outside the tower.

>>158554176
That's how city life's like. I haven't really had any problems with that yet, though.
>>
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>>158554350
Above the tavern, we have the library. Despite having three guys assigned as scholars for almost 10 years, they've yet to produce any texts.
>>
>>158554176
well, easy grinding will probably get fixed eventually, and becoming the most badass motherfucker wont be possible in every game
Just Imagine you have to work to feed yourself and you barely have any time to train

Besides a giant dragon wouldn't die from a single arrow, and you wouldn't have enough time to shoot a second one, as he would devour you
Stealth bugs aside, ofc
>>
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>>158554459
Below the entrance of the culture tower, we have the helm plump farms. They are irrigated by a piping system inside the causeway. This is also where my food related industries and food stockpiles are located.
>>
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>>158554571
Below the farms, we have the catacombs, which exted all the way down to the bottom.
>>
>>158554459
did you check if they hate studying? if a dwarf's biography doesn't mention that he really likes studying he won't write or do any studies at all

>>158554537
the combat in this game is 95% dice rolls, the other 5% are deciding which body part you hit
if you aren't at least legendary there's always a huge chance that you could die to even a fucking kea hitting you in the head and knocking you out
>>
>>158554678
To conclude the showing of the tower, Here's a pic of it, as seen from the causeway.
>>
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>>158554764
I'll now move on, and show the flats. I'll begin with a bird's eye view.

>>158554734
I didn't. I picked them arbitrarily from the idlers, like I always do. I'll look into that.
>>
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>>158554864
They look more impressive from a dorf's point of view.
>>
>>158554734
Welp, then several updates in different fields will ought to fix that, dont you think?
Maybe joints being harder to hit than static body parts, mythical creatures having tougher meat, etc.
Combat is one of the best selling points of the game, so it needs to be improved and preserved
>>
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>>158554958
Between the four residental towers, there's a small square with a well.
>>
>>158555050
Here's a view of the avenue between the two rows of residental towers, which continues into the industrial area.
>>
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>>158555161
The ground floors of the residental towers all have these colonnades surrounding the building.
>>
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>>158555287
Here's how the typical dwarven apartment looks. Note the nice view outside the window.
>>
>>158542131
as
>>158548198
said, the visible text is the current setting. Additionally, I have found that when you are first getting your military equipped with their gear, you should periodically change it from "over clothing" to "replace clothing", unpause the game, let the military dwarves scurry about swapping out armor pieces for clothing, and then change the setting back to "over clothing". Otherwise you end up with dwarves wearing a random combination of armor and civilian clothes (like a high boot on one foot and a cloth shoe + sock on the other foot). Making them replace clothing with armor ensures that they're wearing all the armor that they're supposed to, then changing it back to "over clothing" lets them put on shit like socks, hoods, gloves, trousers, etc under the armor.
>>
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>>158555403
Beneath the flats, we have the hospital. They utilise the same reservoir as the well on the square above. In this pic, you can clearly see the pipe supplying the reservoir.
>>
>>158555429
Okay yeah, I was thinking about that over/replace swap, I wasn't sure if it did anything useful. Will they keep that setup if I take them off of duty to give them a break?
>>
>>158555493
I'll move on to showing the industrial area.

As you can see, it consists of six towers. Some of them are dedicated to workshops, while others have stockpiles. This is also where the bookkeeper and manager's office is.
>>
>start new fortress
>only shallow metal ore I find is sphalerite
>no coal at all, must burn trees for charcoal

Truly, this is the darkest timeline.
>>
>>158555604
Here's the avenue formed by the two rows of buildings.
>>
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>>158555714
Hre's how the office of the bookkeeper and manager looks. The lower floors in the building are used for weapon and armour stockpiles. This is the last pic of the industrial area.
>>
>>158555836
I'll now show you the gated community.

The two small houses belong to the mayor and guard captain, while the larger ones belong to the duke and the liaision.
>>
>>158555952
The gated community is linked to the industrial area by two causeways. You can't see it in this pic, but the depressed gardens are irrigated by the piping system I showed you before. I tried to use it to also irrigate the entire floor of the city, but sadly, I only managed to irrigate a very small area below the gated community.
>>
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>>158556060
Here's the castle. It's still uninhabited, since I'm not the mountainhome yet(and technically I won't be able to until I change the pop cap).
>>
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>>158556169
A better pic of the castle. As you can see, it has an actual wall, with watchtowers. A gem window in the future monarch's bedroom overlooks the city.
>>
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any input/ideas on my planned main floor?
the stairs lead up/down to 1x4 bedrooms for 126 dorfs (cap is 100), the circles will house workshops, and stockpiles will be dug around the whole thing.

How badly will it butcher my FPS and how could i help that? (the minimal route to bedrooms should give a nice boost i hope)
>>
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>>158556272
Here's a pic taken from the floor of the city, putting the height of the causeway into perspective. It also shows some of the vegetation around the gated community.
>>
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>>158556365
Here's the culture tower, as seen from the very bottom of the city.

Only one pic left,
>>
>>158556290
layout doesn't matter
if you want to have at least 100 fps, limit your dwarf cap to at the very least 50 or lower, there's no other way
when your 100th dwarf arrives, you will probably already have fully functioning military with complete equipment. all of your dwarves will just idle most of the time since there's no need to produce anything anymore. you can have a nice looking fort with a small amount of dwarves. nobles are useless anyway. think about it anon.
>>
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>>158556450
This one isn't much, but I thought it was comfy.
It's a pic of the space between the industrial towers and the gated community. You can see the two layers of causeways between them. I wish I had built more shit like this.

That's it folks. That's all the screenshots.
>>
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>>158554225
>training for 3 years

I assume your military dwarves are all legendary, yes? I also assume that they're kitted out in full sets of steel armor with shields?

If so then they'll be able to take on just about anything, though forgotten beasts / titans with syndrome inducing shit can still fuck them up. Pic related -- what one of my legendary hammerlords looked like after getting sprayed with toxic vapor from a forgotten beast and having her face and extremities rot off. After several days worth of surgery where my doctors worked around the clock cutting chunks of rotten tissue off of her they got the necrosis under control but now she has no face and is completely blind... At least she landed the killing blow on the beast. I made her my fortress's champion for her efforts.
>>
I'm not sure, I usually leave my dwarves training constantly. You might have to do it every time they go on duty.
>>
>>158556540
Great work, was a fun read.
The visualizier realy helps bringing mulit-level stuff like that to life.

Though you know what it misses?
giant pillars, arched, or maybe (crudely) shaped as dwarfs, monsters or an axe
>>
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I did my own timbukdrew.
>>
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>>158557646
mine is better
>>
>>158509521
You accidentally selected the option to manually draw your height map. If you do that, and don't draw the height map, you get a perfectly level world where no mountains or oceans can exist.
Go to advanced world parameters, press 'p' to enter the painting mode, and then click (CLICK with a MOUSE) all the green "will be used" texts on the right so they turn into "randomize at gen".
>>
>>158519768
Fun fact, it's not even ascii, they're all drawn with opengl
>>
>>158558693
>not running Dwarf Fortress on Linux using [PRINT_MODE:TEXT]

How does it feel to be a pleb?
>>
>>158558834
It feels like I really don't care
>>
>>158558834
Pretty good, thanks for asking.

How does it feel to be using the worst possible OS for PC gaming?
>>
>>158558982
I'll switch to linux when Microsoft stops updating windows 7, to be honest. Won 10 is sketchy as fuck.
>>
>>158558982
It runs DF and console emulators just fine and does everything else I need for day-to-day computer usage while using a lot less system resources than Windows to accomplish the same thing.
>>
>>158559076
I'll switch to linux when it runs win32 binaries natively and has equal or better driver support than Windows.

There are real reasons why linuxfags are less than 1% of steam users despite valve trying to push their shitty linux steam console.
>>
>>158559387
>I'll switch to linux when it runs win32 binaries natively

That's like saying "I'll switch to Android when it runs iOS apps natively".
>>
>>158559708
I know. That was the point. No point in switching to another OS just to run win32 binaries through a shitty emulator.
>>
Are archangels supposed to be neutral?

Every angel attacked me when they saw me, but this one isn't doing anything.
>>
>>158560292
They always attack me. What's more, I've never managed to kill one, save for the first one I met. The first one died in one hit, and I think it was made out of steam or something, but the fuckers I've encountered since then have all been hard as fuck,
>>
>>158560587
It doesn't even say what it's made of

Strange, I guess I'll just bite him, that should make him start attacking me
>>
>>158560870
If the description dosn't state a material, it's probably just flesh. Flesh is pretty strong compared to most other materials. At least it's weaker than stone and metal.
>>
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>>158529121
This is a complicated feeling.
>>
>>158561139
Well the servants were made out of green zircon, but scratching them seemed to hurt them a lot, I think the soldiers were also made of flesh.

But this one is much stronger so I don't know if I'll be able to kill him.
>>
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guys quick question just to make sure i messed up.

This is my civilization view.
Does this mean i wont get any siges and stuff?

I'm pretty sure in embark i had everyone nearby humans, elves, goblins....
>>
>>158562306
they need to come to your site first before they are revealed on this screen
>>
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>>158562491
thats a relief, thank you.
>>
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Does anyone know how the game picks which civs come to visit you?

I know you can only one civ of each race on one given embark, even if you have more neighbours than that. if you embark with several neighbours of the same race, how does the game pick which one you encounter?

I remember this one awkward game where I settled right next to a gobbo civ which my civ was at war which, yet the gobbos that attacked me was from some random gobbo civ which didn't have any beef at all with the dwarves in worldgen. How does this work? Does the game just pick a civ at random, from the available neighbours?
>>
Well that archangel fucking destroyed me

I don't know why, but creatures with horns always seem to be able to kill my adventurer
>>
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>Tfw using advfort with site building in adventure mode

Honestly this plays better than cataclysm
>>
>>158554350
>soon.jpg

I really like your color coded windows
>>
>>158563878
Thanks. I was a bit disappointed to see that green gem windows looked different than green glass windows, though. I'm still really happy that Japa had them accounted for in AV, though. It's impressive how far he's come.
>>
>>158564372
>It's impressive how far he's come.
Yeah, definitely. It's shaping up to be great. Visually, I like it a lot more than stonesense, and it's not hard to make it look like Isoworld.
I'm curious to see how it will develop in the future.
>>
Why are surface forts so much comfier than building underground?
>>
>>158554987
answer me, dammit
>>
>>158552692
dev/pop-screen
>>
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fresh OC coming through
>>
Ok so building a tavern was probably the worst mistake of my life, now all my hunters are in there "socializing" instead of doing their fucking job.

How do I deal with that?
>>
>>158568338
by realizing that your dwarves are only socialicing because they got nothing to do
>>
>>158568620
There are living animals out there and they're hunters
>>
>>158568745
puting it short, they simply wouldnt choose an animal faster if the hadn't a job, so let them socialize
>>
>>158566843
meta
I like it
>>
So what is the best way to get rid of children in this game?
>>
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>>158569884
bridges and burrows
>>
>>158569884
I put them in an airlock with a pit trap and let them splatter against the platinum floor.
>>
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wat
>>
Is there a way to force a dwarf to pick an animal corpse? There's a dead chick right near a butcher's stand and it's going to go waste...

I've set an active zone in it but it doesn't seem to do anything
>>
>>158571864
have you tried turning the alert off
>>
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>>158572895
Pets can only be butchered by slaughtering them, meaning that they have to be alive.

It's certainly weird, but that's how it is. I don't think it's a bug. Rather, it's probably just something Toady didn't consider. All we can do is hope Toady fixes it soon. I'm pretty sure there are already dozens of bug reports and suggestions telling him to do so.
>>
>>158574094
Cool, just have too wait 2 years then, thanks
>>
>>158566843
>designate a zone in an empty room SPECIFICALLY for shitting
>urist goes to take a shit on the tavern floor instead
>>
>>158573197
I actually wondering why is it happening, those dwarves are just standing and doing nothing, plus i just discovered 5 of my dwarves litteraly torn apart, with empty combat reports and no dangerous creature discovered on map.
>>
>>158575464
unforbid your entrance door
remove all your burrows
disable the alerts
post screenshots
>>
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>>158553529
I can dig it, getting the vertical presentation imposing is difficult, but I see the effect you went for.
>>
>>158576003
The dwarfs are buried and blood is cleaned, so there isnt really anything to screenshot. Anyways, i discovered serpent woman in the reports, but it only says ´´I must withdraw´´, and she is friendly under the units list, so i dont think it was her.
>>
I just downloaded and i'm looking at the DF2014 quickstart guide on the wiki

is there a list of what characters represent somewhere? I've generated a world but I'm not sure what the icons represent, some I can guess from the title at the top (swamps, plains, mountains, deserts?) but I'm not sure what different colours represent in 'dunes', or what a filled in triangle means compared to an empty one (bigger mountains?) what does an ace/club mean? different sized forest?

it seems like there should be a reference page for different terrain on the map but I can't find anything like that
>>
>>158577967
Use a tileset
>>
>>158577967
search map legend on the wiki
>>
>>158578225
thanks

>>158578203
nah
>>
>>158577445
Are you in an evil biome? maybe they fell sick from evil weather and died from that?
>>
>>158577967
"map legend" and "tileset" on the wiki.

More importantly, use the 'k' key to look at things. You'll learn surprisingly fast. Also, there's a in game legend available via '?'.
>>
>>158578641
Nah, im in jungle, only thing that hapened was that werebuffalo came and killed some turtles, but i just tested my drawbridge pit on him
>>
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Dwarves are Jews

Humans are Europeans

Goblins are Orientals

Elves are Subsaharan Africans
>>
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>>158519208
the wiki has a step by step guide which will teach you all the basics
>>
>>158532774
>que
It's "Queue," and "Cue" when you're signalling something to begin.
"Que" does not exist in English.
>>
>>158582695
There's an apostrophe too, so maybe it's some sort of contraction.
>>
>>158582112
Goblins invade and fuck shit up with a surprisingly enlightened viewpoint, once you get past the kidnapping and slavery, they're europeans.

Elves are a bunch of "like, muh spirits tell me" primitives, they're native americans, north and south.

Humans are big on trade and grandeur, but super varied culturally, they're asians.

...I can't really fault you on the jewish dorfs though.
>>
>>158556450
Well done, I like this a lot and I'm stealing your idea.
>>
How do plump helmets taste
>>
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>>158583352
But there is nothing more european than kidnaping and slavery
>>
>>158583718
Burnt popcorn.
>>
>>158553529
>He actually did it!
Good show! And good job showing it too; that AV tour was quite enjoyable. Have you uploaded to the DFMA or anywhere like that? This seems like something that shouldn't be naught but a memory in the minds of the people who happen to be on /dfg/ this week.
Also, you might want to consider running all those .png files through optipng. I did one of them and got a 24% improvement, which isn't huge, but with that many files of that size it'd make a difference.

I dream about doing stuff like this all the time, but I've never managed to actually do anything more than a half-assed, partially completed or in-name-only mess.
>>
>>158583895
that is quite efficient
I wonder how shipping stuff and people work in the future
Are you excited abot trans-oceanic slavery trades, Bote-anon-kun?
>>
is the rapist up to date?
>>
So

Are vaults still bugged?

It seems some rooms aren't connected and I can't advance
>>
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What does it mean if one of my dwarves has completely different cultural beliefs than normal?

I have this one here who has more in common with elves than dwarves. Is it a sign of vampirism or similar, or is she just a weirdo?
>>
>>158585787
No, but you can bruteforce it into working with 0.43.03. It still lacks being able to read scholar skills and musical skills.
>>
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>>158587964
thanks anon
>>
what jobs synergize well? Is making your mason/carpenter/architect the same dorf a bad idea?
>>
>>158587857
>Like others in her culture, she holds nature to be of greater value than most aspects of civilization
That's wrong. Dwarven culture holds nature to be somewhat disturbing. Some dwarves are just weirdos, and that doesn't mean anything, but this one appears to have been RAISED one.
I'm guessing she's the result of some old dwarf-elf war. Born to dwarven parents who were conquered by elves, raised at an elven site, and conquered back to your civilization. Might be interesting to look her and her parents up in Legend mode.
She's euphoric from inebriation, so unless they've learned to fake that at some point, she isn't a vampire. Apart from valuing nature, her personality isn't too out there, so I doubt she'll have any trouble with your other dwarves.
Your own choice whether you want to treat her as an abominable race traitor, or a somewhat confused victim of elven oppression.

Incidentally, that "dreams of seeing the great natural places of the world" means that if you meet her up as an adventurer, she'll be happy to join your party.
>>
>>158583895
I meant they have a lot of really modern cultural positions on freedom and such, but you gotta look past the kidnapping and slavery to see it, so they're totally the euros.
>>
>>158589498
In fact, I will say it, that piece of shit Columbus had green skin and red eyes, prove me wrong!
>>
>>158589621
I agree completely
>>
No-joke-so-here's-a-meta-bump bump.
>>
Are siege weapons worth it? The wiki make them sound really shitty. They have a super narrow angle, tjeuonly works on one Z axe, catapult's rocks can glance off mail, ballista's wooden bolts can glance off clothes

That sounds like a lot of work for nothing
>>
How do I get people to walk away from a fight?

Over half of my fortress is outside trying to punch two yaks to death, and I don't have any weapons made since I just started year 2. At this rate they're going to die of dehydration before they actually kill anything.
>>
>>158593230
Metal Ballista Arrows can insta-murder almost anything, you just need to be able to set it up right, like in a battery or a trap corridor.
>>
>>158588568
Spinner-thresher
Milker-cheesemaker-cook
Farmer-herbalist-cook-brewer
Butcher-tanner-fish cleaner
Stonecrafter-mechanic
Marksdwarf-animal trainer
Woodcutter-carpenter-bowyer I guess
>>
>>158490808
>>158491160
Well, that and the "the goblin has drowned" type message.
I think I have never found it without playing a mosquito man vampire and having odors turned on. While slowly flying over the ocean to some tropical island I noticed the hostile * on the map several squares off the coast, I couldn't see anything since the camp was in the shadow of some sort of sea floor depression but I picked up a whiff of goblins somehow, and using the vampire heat vision allowed me to spot the warm blood several z levels underwater. I thought maybe a goblin tunnel or cave system somehow ended up under the sea floor but they were just drowining in their tents, besides one sentry that even spotted me and tried to swim towards me.

What's annoying is that it took like half a hour to flounder/crawl back to the shore after plunging to the bottom since animal people apparently can't level up swimming enough to come back up.
>>
>>158594280
I'll add that the dead goblins carried 2 original books as stolen(?) loot, so if you're the collector type the artefacts you're missing might just be sitting at the bottom of the sea
>>
>Stuck in endless battle with Chieftess
>Every blow is blocked and every blow that attempts is harm me is parried
>We've been fighting for about 10 minutes
How am I supposed to end this shit?
>>
>>158596793
how's your endurance?
>>
>>158596793
Run away, loop around a tree, aim a grab at her, before it lands aim a jump through her.
>>
>>158584739
>literally 80% of them died on the trip
10/10 efficiency. They only made profit in south america selling slaves because the price was ridiculous.
>>
>>158597348
Average endurance
>>158597498
Think i'll try this out. Hope I don't lose all the cool shit I got.
>>
>>158589621
>le scurvy faec
>>
>>158588568
Miners and pumpers in the military. They are literal unstoppable roid beats
>>
>>158594582
Stealing and looting isn't something that armies do yet. It's just a strange and quirky kind of bug (probably a bug, at least) that soldiers/mercs/bandits sometimes spawn with books or instruments instead of their weapons. Possibly only happens with former scholars and bards, but I haven't investigated it deeply enough to day so for sure.
>>
>>158597926
Not my problem sailors in the past were dumbfucks for centuries and died from tuberculosis
Its very space efficient, thats what I meant
>>
>>158597976
>The chieftess has collapsed from over-exertion
THIS is why woman shouldn't lead.
>>
>>158598297
And I killed her, thanks for the advice fellas.
>>
>>158598147
Those are both bad ideas. Miners because >>158523560, and both because normal military training increases attributes much faster than either of those jobs. The only nonmilitary skills that are (arguably) valuable to cross train for combat efficacy are swimming and climbing, as both will give your soldiers a better chance of surviving in some scenarios.
>>
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>>158583895
>you're possibly gonna be sold into slavery by your own chieftain
>they already brought in dozens of your brothers into their fantastically advanced transport vessel
>surely there's no more space for more of you
>surely even the white devil's ingenuity and efficiency know bounds
>nah, man, we can fit in 5 more
>yfw
>>
>>158599197
>>158598224
>Tfw my gf showed me a letter some slaver wrote about how he scuttled his ship after unloading slaves and bought another because he and his crew refused the clean the ungodly mess in the lower decks.
>it was still profitable doing this every trip
>>
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>>158599197
Could be worse... I mean, not much, but I'm sure there are ways.

Oh, I know, I recruited a bunch of elves to build a wooden structure for me over a volcano and then kicked them into it when they were done.
>>
>>158599372
woah
Legit question, how much did a slave cost?
How much would it cost today?
>>
>>158500093
It's too good.
It's really unstable because of the ongoing development and the feature creep just like vanilla
>>
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>>
>>158599676
In brazil, in 1846 a sack of coffee (expensive product, main export) was 12 thousand monies. A healthy slave was 350 thousand monies, salves with skill (carpentry etc) would cost as far as 715 thousand monies. (monies = Reis). From 1856 to 1862 1 million monies would buy you one kg of gold. The price only increased from that period.

And it was so weird that here slaves were overworked to death because landowners were so rich that the extra production from overworking covered buying a new slave. I don't think there is data from before that but they were probably cheaper, but still expensive.
>>
I put my dwarf military in a "danger room for the first time and immediately after i pulled the lever I notice blood everywhere. Turns out my captain didn't have a cloak on and a training spear stabbed him straight in the neck and he died seconds later. He was one of the dwarves I embarked with. I don't know how to feel about this.
>>
>>158600031
From the beginning of the century to 1888 the price of slaves increased about 260% because of British politics and anti-slavery laws. Also let me remind you that females were more expensive than males and Muslims were usually more valuable because most Muslims were literate.
>>
>>158600031
>And it was so weird that here slaves were overworked to death because landowners were so rich that the extra production from overworking covered buying a new slave.
Not much changed in that regard. Treating your employees like shit is still more profitable than treating them well anywhere in the world.
>>
>>158600031
>>158600254
Fucking hell
At least the people from the past knew the value of freedom was high
>>
>>158600389
It was weird because they weren't employes. It was if beating your cow made it give it more milk but hurt her at the same time. Most farmers (and they had LOTS of slaves unlike americans) chose to kill them.

There were of course the psychopaths
>baron of cajaiba, Alexandre Gomes de Argolo Ferrão
>wealthy landowner
>some friend comes to visit him in his farm
>"Hey dude, your slave has some pretty nice breasts!"
>he literally cut the girl's breasts off and offered to his friend in a plate in the end of a meal

Anglos had efficiency and settling in mind. Portuguese, and later brazilians, only cared for pleasure and monies.
>>
>>158599453
Well done.
I don't know why I never got the idea of immuring workers under any monuments. I do lock up some crippled unfortunates as bloodbags when I play vampires.
>>
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>>158597926
>you can either buy a lot of slaves and pack them really densely, so that half die during the journey
>or you can buy fewer slaves so more of them survive to be sold
>fuck it, just fill the ship, try to negotiate a bulk discount
>the ones who die are the weakest, anyway, so it'll improve the quality of the stock
>>
>>158600182
You should feel bad because you fucked up.
>>
>Start new fort
>Cut down tree
>It kills a treefrog
>It kills a Dragonfly
>It kills a turtle
>It kills a two legged rhino lizard

is this a new record?
>>
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>>158558693
>being this fucking pedantic
>>
>>158603745
It's not a minor detail at all.
>>
>>158558693
ASCII isn't the printing method, it's the character encoding.
It still isn't ASCII, though. Dwarf Fortress uses code page 437.

>>158603745
Pause and reflect. It is important to always use the correct words for things.
>>
>>158604610
I don't think you get it, it's neither ascii or code 437, there's no encoding going on, no bit interpretations. They're drawings.
>>
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Did I cut down too many trees, they aren't even stockpiling anymore
>>
>>158604610
>Pause and reflect. It is important to always use the correct words for things
I've been awoken to the value of correctness!
That was satisfying!
>>
>>158605028
What are you trying to say? All written text is drawings. Even the text that's written into a terminal window.
>>
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>>158602534
>start a new fort
>cut down tree
>it kills my fucking axedwarf
>>
>>158606080
Yeah ok you're just retarded and/or have no idea how it works
>>
>>158606128
>>158602534
How does cut trees kill things? Never seen that happen, even when lumbering in high-traffic area.
>>
>>158583352
>Elves are "primatives" and analogous to the peoples of the Americas
While it is true that many North American tribes practiced animism your post ignores all the empires that rose and fell in both North and South America.

The way the elves are depicted in the stories by the Brothers is that they generally act like aristocratic rulers of the forest, for better or for worse. Some are the generic Nature Defenders and others sit in their trees getting high/drunk out of imported Dwarf goblets while the forest creatures/animal men have to fend for themselves.
>>
>>158606173
There's no reason to be hostile about it. If you think text that's drawn using OpenGL is somehow MORE DRAWN than text drawn by the OS, that's fine. It'd be nice if you tried to explain why you think that's the case, but if you don't want to, that's cool too.
>>
huh, i got a "vile force" message but noone came, no enemies in the units screen and i dont have the siege tag either.

Also, my diplomat seems to realy like here becase he stayed after his caravan left.
>>
>>158606787
Probably just an army passing through on their way somewhere else. Happens with necromancers as well.
>>
>>158600872
That reminds me of some old German illustration/political cartoon about African colonization.
French: Partying and screwing the natives.
Germans: Everything is orderly because German efficiency meme, all the animals in the savannah stand at attention and salute
Belgians: A dead african on a platter
Brits: African tied to a rack wringing money out of him while someone pours scotch down his throat and a preacher preaches nearby
>>
I'm pretty sure I read this in one of the OP links already, but let's say I want to make a 2x4 table for my dudes to eat on. Do I need to make 8 tables or is there another way?
>>
If I wanted my dwarfs to be surly bastards who fight each other all the time, how would I go about this? Would I need to do something to RAWs or just pick a certain kind of dwarf civ? I would rather not make quality of life awful so they're all just in super shitty moods, though that could be fun.

>>158606904
It is really cool that this can happen now.
>>
>>158355878
Metal. Metal is Earth, just hardest dirt
>>
>>158607356
>It is really cool that this can happen now
Thank world activation for that
I like to think that in some years, the level of realism and causalism that we have right now will be considered primitive and simplistic
I wonder what will Toady add in that regard
>>
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>>158606904
what dicks, here i am, preparing a ~warm~ welcome and those fuckers doesnt even stay to chat.
>>
How come we dont ount the generals /dfg/
Im looking at the old threads on fireden, it says we made about 204 threads, but Im paranoic old threads are getting deleted, so I cant be sure
>>
>>158606578
I was being deliberately racist for the joke, almost half native american myself.

>>158607627
I enjoyed that one.
>>
>>158608743
You can just look at the oldest and see if it says "First dwarf fortress general," that should clear things up
>>
In what order do you do things/develop industries? From beginning to late game.
>>
>>158610026
How would they know it was the first though, like... whoa...

So I was playing with https://earth.nullschool.net and thinking about when df gets to the point where it has that level of atmospheric simulation going on.
>>
Dem dorfs man, Dem dorfs.
>>
>>158607029
You can't make a 2x4 table. Tables next to each other do not combine into one table.
>>
Dem bupms man, dem bumps
>>
>>158617002
...yet.
>>
>>158607029
Yes you do need to make 8.
>>158617002
They don't combine into one table but it could be visualized as a single, long table.
>>
>>158617198
pics?
>>
>>158605028
And that's were you're wrong - print_mode:text is the core of DF. Other print modes just translate the text to your tileset and/or graphicset graphics.
>>
>>158612637
cut trees down

dig into ground

make temporary workshops (carpenter, mason, mechanic, craftsdwarf)

set up plump helmet farm plots and turkey pasture

set up manager

set up temporary dorm, dining hall, food storage, still, kitchen, trade depot

dig out some stockpile rooms and barracks

begin exploratory mining looking for coal and ore, set up some bridges to seal the fortress up in case of an attack

1st migrant wave -- set up 2-4 smelters and begin producing coke and metal bars on repeat

set up butcher, tannery, fishery, etc

2nd migrant wave -- start training weapon and armor smiths, recruit dwarves to 1st military squad

fill out 1st military squad with 10 dwarves set to train 24/7, produce all necessary armor/weapons for them

begin digging out bedrooms, set up textile and leather industries, set up a nice dining hall

make 2nd 10 dwarf military squad, produce all equipment necessary for them, set them to train 24/7
That's pretty much how I start all my fortresses, after that point I'll usually start some sort of project or work towards some goal or another.
>>
>>158606904
>>158607356
>>158607572
>>158607627
I hate to disappoint you guys, but they aren't passing through, that isn't a feature yet. It's just a bug.
>>
How big do you guys usually make your main stockpile.
>>
>>158620814
I don't have a "main" stockpile.
>>
>>158621060
you don't have a catchall storage that all your other stockpiles pull from? How do you have it set up?
>>
>>158621487
Hell no, why would I do that? Set up your stockpiles properly where they're needed. Unnecessary stockpile chains just waste time, dorfpower and CPU cycles.
>>
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The rapist fucking when

the update was like 4 months ago and I still haven't played DF because I don't play without Dwarf Therapist
>>
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Why isn't this farm getting worked on?

>Do you have somebody set to farm fields?

Yes.
>>
>>158622914
Set the crop for all seasons and got the correct seeds?
>>
>>158622114
what about overflow?
>>
>>158623208

>Set the crop for all seasons

That was the problem.

The instructions threw me off. I thought that they'd go out there and build something, and then you'd set the crops. Or maybe they did build it and I just forgot for some reason.
>>
>>158623667
Glad you fixed it.
>>
>>158622198
Likely late November to mid-December at best.
>>
>>158623512
Not an issue. You seem to have missed or misunderstood the part about setting your stockpiles up *properly*.

Your stockpiles should have enough buffer space to cover any foreseeable fluctuations. Plan them big enough for a fully populated fort from the start, or at least plan for adequate expansion possibilities.

Also, don't overproduce shit endlessly in excess. That will just lead you to FPS death.
>>
>>158624609
you didn't answer the question
>>
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>>158622198
>The rapist fucking when?

NOW
>>
>>158622198
>the update was like 4 months ago and I still haven't played DF because I don't play without Dwarf Therapist
Surely you can perceive whose fault is that, right?
>>
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>Just starting to get into this game
>Basic hole
>Farm, workshops, dining room, bedrooms, etc.
>Still having trouble keeping dwarves busy because I have no idea what I'm fucking doing
>Suddenly one of my dwarfs detracts from society

>What

>Remember reading about dwarves going nuts
>Shit pants
>He suddenly takes over the craftshop
>Oh shit what's going down
>Starts construction on mysterious object
>I have no idea what the fuck is going on
>Don't even have basic militia, have no idea how
>Hope this dwarf doesn't decide to attack the others
>Don't want to have to put him down
>Suddenly creates a ring
>Named
>Masterwork
>His craftdwarfship goes up to like 20
>Is completely normal
>mfw that entire fucking wild ride

Does this happen a lot?
>>
>>158628669
http://dwarffortresswiki.org/index.php/DF2014:Strange_mood
Wiki is your friend.
>>
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>>158629171
RIP my childlike wonder at the events that transpired

t-thanks
>>
Havent played since right before Toady ended her dry streak (2 years ago?) What new mechanics will i have to learn, i saw some talk of temples and stuff which interests me, and is there currency/any point in working towards a mountainhome yet?
>>
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>picked up the only necromancer slab in my world on adventure mode and drug it to a volcano to chuck it in the lava to remove the foul magics from my world forever
>a few months ingame later on another character I hear about foul goings on at the tower
>go to check it out and find a bunch of new zombies and the slab returned to its original position

I even checked Legends after the character that dragged it to the volcano died and it said the slab was lost in the wilds.

Clearly the only explanation for this is a skeleton jumped in the volcano, grabbed the slab, and climbed up 10 z-levels of obsidian wall to bring it back home.
>>
>>158630284
>her
Sure has passed a long time since you last played
>>
>>158360515

I know exactly what you mean. What i ended up doing is building a large hallway with a two brides connected to levers at both sides and a 50z level drop right at the edges directly beside the bridge. Then on the sides of the bridge beside the drop i made a row of wall fortifications with a one tile space beside it and ammo in little alcoves along the row. What i would do is during enemy attacks i would assign my squad into the room with the fortifications facing the bridge and once theyre all in there you lock the door behind them so they cant run out, it basically forces the fuckers to pick up the ammo and shoot out of the fortifications directly at the enemy.
ex, x being floor, F being fortifications, D being the doors, O being the holes leading to the drop and B being the retactable bridges
x x
xxxxxxxxxxxxxxxx Dx x
FFFFFFFFFFFFFF x
OOOOOOOOOOO x
BxxxxxxxxxxxxxxB x
BxxxxxxxxxxxxxxBxxxxx
BxxxxxxxxxxxxxxB x
OOOOOOOOOOO x
FFFFFFFFFFFFFF x
xxxxxxxxxxxxxxx Dxx x
x x


Eventually i added to the idea and made the entire bridge retractable splitting open in the middle, so they would just fall to there deaths if they get caught in the entrance. Its fun seeing a bunch of gobbos fall to their deaths and seeing the survivors at the end try to reach the edges to live, only to be shot by a squad of marksdwarves
>>
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>>158630762
Fucking skeltons dude
>>
>>158629973
It happens at least once per year once you have 50+ dwarves
>>
>>158631695
>50+ dwarves

That sounds terrifying
Fuck, managing 20 is hard enough
>>
>>158632121
DF has a default cap of 200 dwarves.
>>
>>158631695
Actually, it depends on multiple factors, the most easily noticed are time and the amount of digging you've done. I think that if you never dig you'll never get any strange moods.
>>
>>158632495
Wish I'd known this when I started back up. Forgot all about that option. Started freaking the hell out when I was at about 150 and another migrant wave showed up.
>>
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>I've updated the dev page colorations to indicate where we're at so far. It has been a slog, getting through the knowledge/rumors/incident/witness reports/historical events, since items can be moved in all sorts of ways and we haven't really been concerned about anybody remembering anything about artifact positions before this point in the game. There have been all sorts of conundrums and edge cases. Now everybody's eyes light up when a bard strolls into a room holding Classic Hamlet (which was a book about his home village, I guess), and if your adventurer walks up and wrestles the book away and stores it on a bookshelf in a distant library, witnesses at each stage will understand the who and what and where in case some Hamlet quester comes calling later on. I'm slowly starting to emerge from this sort of work, though there are still several conversation utterances and reputation effects that need to be finished.
Holy shit.
>>
>>158630762
thats metal af
>>
>>158632554
I've built aboveground forts with no digging and I've still gotten strange moods.
>>
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>>158633539
Check the wiki. There are 3 hard conditions but it is also limited by the hard cap on artifacts at your site, which is determined by digging, among other things.
>>
>>158633539
>>158632554
I think it has to do with the number of revealed tiles. You can get a small number of them without digging, but after that you'll have to dig to get more.
>>
>>158633841
>>158633883

>There is no currently active strange mood, The maximum number of artifacts is not met, There are at least 20 eligible dwarves (see below), including dwarves who have already created artifacts.

It doesn't say anything about digging or revealed. Is there some other place that mentions that requirement?
>>
>Put downward stair in the wrong place

I didn't want this fort anyway
>>
>>158634119
dfhack tiletypes :)
>>
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What do?
>>
>>158633957
>The maximum number of artifacts in any one fortress is limited by the lower of:
>The number of items created divided by 100.1 Mined-out rock does count as an "item created", though it is not clear whether bolts or units of drink are counted individually.
>The number of revealed subterranean tiles divided by 2304 (this is an area equivalent to a 48x48 square). Once you discover and explore the caverns and magma sea, this limit becomes largely irrelevant, and using a "reveal" utility will eliminate it altogether, though strip-mining an area entirely and exposing it to the surface will count against this.
>>
>>158634480

Also, that's the surface. My entire map is inaccessible.
>>
>>158634546
did you try actually building a depot first
>>
>>158634546
>>158634480

Trees or a river might be fucking you, check the edges of the map and look at what might be stopping it

>>158634612

Also what he said
>>
>>158634480
>>158634546
Make it accessible. Duh.

Any trees in the way? Get chopping.
Sheer cliff face blocking the path? Dig some ramps.
If it's still blocked, build a road.

>>158634612
Pretty sure you can't even check the depot access screen without building a depot.
>>
>>158634612

Of course.

>>158634653
>>158634657

Where do I need to clear?
>>
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>>158634950

Forgot pic.
>>
>>158634950
>>158635054
All you need is a clear 3 tile wide (at least) stretch that goes from the map edge to your depot.
>>
>>158635207

I guess I'll clear the southern area of trees.
>>
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>>158635564

Still red.

What am I missing here? Can they not go over sapplings? How do you get rid of them?
>>
>>158636267
show depot access on both z-levels
>>
Say i have a dwarf who has grown attached to his weapon in a squad, and I promote him to captain of the guard. I make a new squad with him to defend my lower tunnels, and he loses all of his gear, his favored weapon, etc. If I let him have his individual choice, will he grab that weapon? Is there a way i can have him keep his currently assigned gear when switching squads?
>>
>>158636267
This: >>158636409

Also make sure that there aren't any boulders in the way. If there are, you can get rid of them by smoothing them, or simply by paving over them with a constructed floor.
>>
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>>158636409
>>158636535

Up at the top.

There is a boulder near my entrance which is set to be smoothed, but there's a complete three-way clearance both ways, so...
>>
>>158636572
Well, wish I could help further but I actually cannot discern any obstructions due to the tileset you're using.
>>
>>158636572
It's kind of hard to see what is what with that tileset.
Also, if your ramp layout is like this:

rrr
r
rrr

don't do that.
Do it like this
r
r
r
>>
>>158636665

How do I get rid of the additional unnecessary ramps?
>>
>>158636860
you can do d -> z to remove up ramps. otherwise b -> C -> f to build a floor over them.
>>
>>158636945

Yep, that didn't fix it.

Does the caravan need three empty spaces in front of the ramp to get in?
>>
>>158637247
three empty spaces at the bottom level and three walls behind them. Like this (side view)
_
\_

Please do
>>158636409
>>
>>158637326
Fuck, like this
_
..\_
>>
>>158637326

In other words:

- <---- only needs ramp present
\
..-

So the problem isn't that their wagon is too high to clear.

>Please do

Already did.

>>158635054
>>158636572

Except I've gotten rid of the two additional ramps.
>>
>>158637526
>Already did.
No, I mean show the depot access screen of the lower level. The one with the flashing red X's
>>
>>158637585

This one?
>>
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>>158637669

Forgot pic, again.
>>
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>>158637669
>>
>>158637895
That's weird because at least the depot should be green. Are you certain it finished building?
Try these two things:
-demolish and reconstruct the depot.
-demolish the depot and build another one on the surface somewhere.
>>
>>158638116

And of course right after you said that...

It's weird that they just abandoned the project, though. It had been sitting there for a while, so I figured that it finished.
>>
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>>158638260

Dammit, I keep forgetting the pic.
>>
is there working dfhack autolabor for 64-bit yet

I've been itching to play but I can't not autoplebor or at least rapist
>>
>>158638342
>>158638260
There we go. Top layer is accessible too?
>>
>>158638504

Yep.

Thanks for the help, dfg.
>>
>>158638436
You can learn.
>>
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bump
>>
So my diplomat from the mountainhomes died to a giant, because he thought it would be a good idea to run towards, and then past, it ahead of my squad. He died, and I have a sarcophagus and memorial slab for him, but it doesn't look like my dwarves are carrying him inside. I have them gather refuse and whatever from outside enabled. How do I get him to get in his damn new home?
>>
>>158642229
Is the job in the queue? Do you have guys with the appropriate labor enabled? Is the coffin not just constructed but also built (i.e. put into place) and declared as grave?
>>
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>>158642418
it's not in the queue, roughly half my dwarves have burial enabled, but none of them have ranks in it. coffin is built and open for bodies.
>>
>>158642229
visitors can't be buried, even if they belong to your civ. this would make them owners of their grave, and only members of your group can own buildings.

you can build the memorial, but you'll just have to throw away the body, because there isn't anything to do with it
>>
>>158642621
That's probably it, thanks anon. poor guy, what a goof running off like that.
>>
>>158606924
anyone got some sauce on this?
>>
>>158632495
>>158632121
>>158631695
A couple threads ago, there was some guy posting that had +500 dorfs in his fort, I screencapped his pc build when he posted it
There's also been screencaps of other anons who had nearly 1000 dwarves in this general
>>
>>158643460
>>
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>>158643460
>>
>>158643615
>>158643760
Thanks guys
>>
>>158643760
>Elven merchants
>Dwarven merchants
>Cutebold thief
>Goblin invasion
>>
>>158643760
>germans are dwarven animal trainers OR elven merchants
because of the animal taming, of course

>english are goblins or humans
because goblins are the only true imperialists in the game. humans may also occationally be slavers.

>french are humans
because of multiculturalism

>belgians are elves
guess why
>>
>>158633092
woah, we are at a 15/25 completely done
that's a 60% in what, two months?
We might have this update before 2017
>>
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>>
>>158644782
Probably. He might also postpone a few features like he's done before (i.e. the unreleased night creature types), and then it'll come out even sooner.
>>
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Which DF race would he be?
>>
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>running low on wood
>remember I can walk across the brook next to my fort to get to the plethora of trees on the other side
I've created the trail of vomit. I didn't know dwarves had this much liquid in them.
>>
>>158644895
This pleases me but displeases my eyes
>>
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when
>>
I caught a troll in a cage. Should i drop it in a sealed off room with dwarves + training weapons for quick skill increases? He could be their pet.
>>
So I forgot that marble isn't magma-safe, so there a small amount (1/7) magma where I want to start my pump stack.

Any ideas on how to remove said magma and start again with gabbro blocks?
>>
>>158648404
Can you build a wall on in and then deconstruct it?
>>
>>158649905
Nevermind, found out that it just disapeared after a while.
>>
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Have you ever built a megaproject that you're really proud of?
>>
>>158650273
More importantly; what the fuck was the artist of that picture thinking?
>>
>>158648404
Wait and it'll evaporate, or cool or whatever. Just like 1/7 water.
You can also arrange to have some water dumped on it.
>>
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>>158650485
>>
>>158651026
No, not that part.

Those "alien" planes are inspired by contemporary fighters and they have US flags on them. Why.
>>
>>158651271
They are probably drawn over a photo.
>>
>>158651271
Where do you see flags?
>>
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>>158653173
I think they meant the air force star on the wings.
>>
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>>158653525
Knew I had the wrong term but couldn't remember it: roundel.
>>
>>158644782
That assumes each item is of equal weight. But he hasn't done kobold sites or any fort mode interactions yet. I'm betting on February or March.
>>
>>158644981
Human I guess?
>>
I made a stockpile for all my shit but nobody is moving anythingm, they're all just standing next to the wagon doing jack shit even though every dwarf I have has hauling turned on in preferences
>>
>>158653525
>Squads can be sent out to steal shit
This is gonna be cool. I've always wanted to send my dwarves to do shit off map.
>>
>>158654832
What kind of stockpile was it?
Is the stockpile accessable?
Are you sure you any of the items you're trying to stockpile?
>>
>>158654569
The site maps won't be too hard I don't think, due to the changes he did with fort site generation. Having sites handle traps and stuff might end up playing off of the current tomb setups.

Rerolling how the guide/accompany/rescue/adventure/perform agreements work to include support for your quests.

Having //rewards// for quests might take some more effort but people already give you free goods/services if you're a hero now.
>>
>>158654994
it's a stockpile for everything but corpses, gems and wood because I'm following the starter guide on the wiki

I was fairly sure it's accessible but on reflection my miner has not left the hole since digging it so maybe i accidentally trapped him in there
>>
>>158654569
>kobold sites
>Practically just adding a raw tag to them
Yeah hard

The hardest past is obviously fort mode stuff
Displaying things based of culture and sending patrols outside the fort, as it explore some completely new core mechanic to the game, that could open a world of posibilities
>>
>>158644895
pls make a bote
>>
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>>158644294
I dig it.
>>
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>>158654994
>>158655143

this is what i have so far

why is my miner thirsty? why is nobody moving shit? is this somehow inaccessible? did i fuck up the ramps?
>>
>>158655623
disregard this, looking at the images next to each other i realised where i fucked up, i fixed it now
>>
>>158654996
I think kobold sites will be more work than you think if he does it right instead of just another placeholder-y implementation. He'll have to change the way natural caves generate on top of anything else he does, which could easily (and might have to) snowball into other local map alterations/fixes to accomodate them.
But the fort mode interactions are what I expect to take the longest. Sending squads off map in any capacity is not only a new mechanic, it's a whole new kind of mechanic. Laying in a robust enough framework for the can of worms that this will open could take months on its own.
>>
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>>158655775
The squads is actually present more than you might think, he'll just need to add the interface to the fort side so you can change these fields.
>>
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>>158655496
Thanks for eating my image hiroshimoot
>>
>>158655775
>>158656110
Note that this is a shot taken from adventurer mode, so there are no fort mode squads present on this world at all, they exist as is and are moving around the map on orders already.

You can see a few of them with:
gui/gm-editor df
[s]earch: squad
>>
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>>158656161
Daily reminder that the coincidence of g00k and the American presidental election actually killed 4chan.
>>
>>158655715
did you realize it in time to save the miner from dehydration?
>>
>>158656773
yep, no casualties so far, other than a hamster corpse that showed up somehow
>>
>>158656861
hamsters are vermin, so I assume one of your cats killed it.
>>
>>
>>158656110
>>158656213
I'm thinking of the difficulties less in terms of the simple mechanical capability of telling units to leave the map and do a thing than the actual execution of the thing to be done. Taking fort mode units, abstracting them into the background simulation to perform specific tasks and having all of the resulting consequences of those tasks play into the simulation back down to fort mode, and then unabstracting the surviving units is going to be a real pain in the ass. Maybe I'm being too pessimistic, but I don't think he'll be able mark off those list items quickly or easily.
>>
>>158657746
There you go, boteanon, you've been ninedots'D.

>>158657860
He handled most of this with the change to have armies drawn from real world populations.
>>
>>158657746
oh shit
boteposting just got real
>>
>>158657746
>tfw no waterworld in DF yet
>>
is there a way to merge stockpiles? due to fuckups i have one stockpile that the game thinks is 4 seperate stockpiles next to each other, i don't want to have to change settings on all of them

is it best to just delete the whole thing and remake it? also, how do i do that
>>
>>158658173
Armies were already drawn from real world populations. They always have been. That isn't what world activation did.
Anyway, taking "real" units and abstracting them to perform a series of specific tasks in the background is a very different thing from taking abstract units and making them "real" for a brief interval to perform specific task on your embark (or in the loaded cells in adv mode).
>>
>>158659760
>is it best to just delete the whole thing and remake it? also, how do i do that
Yes. Wiki.
>>
should I set 'brew drink' as a repeating task? will it use up the plants i need for food?
>>
>>158659770
I meant having them travel around the map and whatnot.

It's hard to explain but it's why the old siege forcing scripts don't work anymore, with the most promising option now being find an existing army on the map and changing the target/position/next position to the edge of your map.

Since he's got npc groups doing these quests now it'll probably just be a matter of adding an interface to give orders/targets and let them head off to do their thing like any other npc group.
>>
>>158660571
Yes and sometimes.
You shouldn't, or at least don't have to, rely entirely (or even primarily) on plants for food. A small livestock industry can supply all the food any fort will ever realistically need. Many brewable plants have uses other than as food/drink as well, so your stills will not always be pulling from your stock of edibles.
>>
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>>
>>158617939
>linux garbo

What on earth would even make you think that I was talking about linux? Nobody talks about linux anon.
>>
What's the fucking point of the lazy newb pack/dfhack if it crashes constantly?

I'm really close to ragequitting
>>
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>>158664780
>cutebolds
>>
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>>158664780
THREADLY REMINDER
>>
>>158657746
>>158657746
That's fucking good m8. Thanks for answering the plea.
>>
>>158665093
Using a printmode other than TWBT will solve many, if not all, of your non-vanilla crashes.
>>
>>158668028
Alright I'm going to try the standard pint mode thanks
>>
Up to date Dwarf Therapist when?
>>
>>158669352

>>158624262
>>
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/dfg/, how do you post your screenshots? What I've been doing is pressing alt+prntscr, then ctrl+v in MSpaint, make any edits, save as .png then use optipng on it to make it smaller so as to not use more bandwidth than necessary.
>>
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>>158624262
By then we'll likely already have the artifacts, though. Or was that your point? That Toddy always manages to synch his new releases with the releases of the utilities?
>>
>>158546295
So... Toady is encouraging me to purge my flock of homosexuals and lesbians?


Alright
>>
>>158556815
Hahahahah
HAHAHAHAHAHAHA
>>
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>>158574816
I haven't played DF in many years


D-Does it actually have shitting now?
>>
Are neck snaps a thing yet?
>>
>>158672454
Nope. The new stealth system made it really easy to nuthin personell people from behind with swords, though.
>>
>>158672653
Really? Explain further.
>>
>>158671049
Jesus christ I should marry a muslim girl
>>
>>158672761
Well, assuming you can avoid a creature's vision cone, it's really easy to sneak up behind them. As of the addition of "neck" body parts in 0.40, it also became really easy to decapitate people, assuiming you manage to land a good blow.
>>
>>158672046
_no
>>
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>>158673061
Kek. Wikihow has at least a dozen of articles about how muslim girls should behave. All of them are written by middle aged muslim men.
>>
>>158671042
>not using windows snipping tool
>>
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>>158673321
Wikihow is fucking magical
>>
>>158671749
it's from some mod
>>
>>
>>158674917
When did Nines become so A E S T H E T I C?
>>
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>>158675438
inorite
>>
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What should I do and what will happen?
>>
>>158676363
Find someone with easy to meet preferences.

Someone who likes things you'll use and don't want to sell to the caravan, otherwise you'll get assholes ordering a billion copper rings and bitching if you sell them.
>>
>>158676363
Declare war on all the non dwarf civilisations surrounding your fortress.
>>
>>158676363
>>158676563
>>158676665
Should it be someone with any particular skills? What happens if I refuse? Other than someone becoming a noble will anything else happen if I accept?
>>
So everyone is suddenly going berserk after being horrified by terrifying hallucinations and raging due to terrifying hallucinations. What exactly causes this? Some kind of poison?
>>
Hey, sorry for asking, but can someone point me the way to get enough magma up for a smelter and forge without megaprojects?

The easiest i found is with minecarts, but every tutorial talks about impules riding repeater autamated no power thingies, when i only want to get a dorf to pick that shit up, carry it to the forgehole and then let it rip.
But even the wiki page is a long novel going over every inch and quirk of carts from which i cant extract the few basic things i need.
>>
>>158678492
Define megaprojects.

I wouldn't consider a pumpstack to be one, but maybe you would? I've heard of magma pistons being a supposedly good option, but I've never really looked into them.
>>
>>158678709
both can only bring the magma up ina straight line which will most likely hit caverns and other nasties, and in the end i still would have to direct the magma to teh workshops somehow
>>
>>158677472
Is that some mastershit shit?
>>
>tfw too smart to use df therapist
>tfw too enlightened to use anything but ascii
>>
>>158677121
You'll become a Barony I think, and it'll be handy if they already had an artifact mood to keep them extra happy. I've used them in the military before, had a Duke leading my army at one point which was pretty neat.
>>
>Build Fortress entirely out of wood for aesthetics

>Suddenly Joey the Fire breathing FB comes

Its like the gods hate me
>>
So, is the "falling a trillion floors just to break the fall damage on a trap instead of getting impaled" bug fixed yet?
>>
>>158681192
Constructions are fireproof.

>>158681604
The shaft of enlightenment? Yeah.
>>
>>158680310
Wow, get a load of this faggot.
>>
>>158681784


Yeahh just noticed as Joey was starting barbecuing my Great hall

expected a sea of fire, got a severely mangled and toasted militia

Should i retire crutch wielding military dorfs?
>>
>>158679529
Pumps don't have to go in a straight line. And unless you've got a volcano, I don't think you can get magma without going through the caverns.
>>
>try to play DF
>everyone starves to death and I can't figure our what anything but the smiley faces are
>end up losing interest for most of this year, thinking about coming back
Has anything Jew happened?

Also, how in god's name am I supposed to play this game? I kind of get adventure mode since it lets me kill things one on one, but fortress mode vexes me.
>>
>>158682285
Wiki.
>>
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>>158682285
You're dumber now than I was at age 13.


Kill yourself, please. PLEASE.
PLEAAAAAASEEEEE
>>
>>158682285


It require a master degree in autism from Walmart Academy and and in depth course in geology.
>>
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>>158682285
You have to not be retarded and have a mild amount of imagination.
>>
>>158682285
>the game itself tells you there's a wiki
>"how do I play this game?"
>>
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Guys post characters
>>
File: creature graphics.png (13KB, 263x421px) Image search: [Google]
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Made some comfy graphics for my green tree frog men, my sponge men and my ogres. How do you guys like 'em?
>>
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>>158683970
Really good but not square so I'm going to have to disqualify you I'm afraid see you next year bye bye
>>
When will labor unions be implemented?

I want mobsters running wild and be able to crack down on strikers
>>
>>158683970
No. Not comfy at all.
More like absolutely disgusting.
>>
>>158685205
Reimplemented.
http://dwarffortresswiki.org/index.php/23a:Guild
>>
Wait, so Toady's adding a bunch of retarded gay ass shit instead of fixing basic game-breaking bugs?


Fucking why
>>
>>158680117
Yep, turns out that was it, one of the creatures has hallucigenic meat and milk. I wouldn't mind except it instantly destroys your fort.
>>
>>158685684
>http://dwarffortresswiki.org/index.php/23a:Guild


Jesus Christ this is horrifying

its literally planned economy controlled by cartel of craftsmen
>>
>>158682285
>start a fort, learn to do xx.
>understand xx? Great, now either reroll a fort, or continue that fort until you die.
>repeat until you are more comfortable with what you have to do.
If you devote 2 or 3 sessions to learning controls, you'll get it. And remember, we/the wiki are here to help.
Protip: Losing is fun.
>>
Oh neat. Latest 64 bit version of dwarf fort going all the way to 1050 history on a very large world and dfhack alpha has a labormanager plugin that seems to be mostly functioning.

I've embarked on a mountain/lake/forest with excess steel, the most platinum I've ever seen, absurd levels of native silver and a healthy amount of gold and a magma pipe only 20 z-levels down.
>>
>>158685841
No use wasting time fixing a bunch of noncritical bugs in systems that will be replaced someday anyway. He gets the worst offenders and whatever catches his eye and spends the rest of his time working on buggy new features.
>>
>>158685841
>game-breaking bugs
What game breaking bugs are currently in DF senpai?

Save Corruption?
>>
I don't feel like reading the timeline
When is it planned to review constructions for things like not being fire proof/magma proof regardless of material, glass allowing light/vision, etc.
>>
>>158683970
Be careful you don't get shrekt.
>>
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Ok so, i got meself 3 carts filled with magma without burning anyone up so far, but now my niggas wont move them to the stockpile, not even with magmasafe wheelbarrows. why?

in the wiki it said i should have a ramp under the carts, which i forgot and now cant build one since the carts are occupying that space. what would that ramps purpose be anyway?
>>
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>>158650273
Dwarf Space (Magma) Program

>build massive pump stacks
>fill a mould with pumped water and lava
>cast a ship made from obsidian
>carve out crew's quarters, fill with supplies
>drop the ship down a magma tube
>complete with control tower
>>
>>158691258
Is the other stockpile set to take from anywhere? Have you checked to make sure it accepts the right items? You're certain the minecarts are accessible?
>>
>>158693710
there is no other stocpile, i used dumping to get the carts there, and then i reclaimed them and removed the dumping zone
Yea, the stockpile is set furnuture->type:minecarts, of all materials and things enabled
yup, i got them there by hand, locked the brideg behind them, pumped some lava then ompened teh bidge back up, so it is open.

i tried getting them out with dumping (like how they got down there) but no dice either, so the filled carts must have some restricitions compared to empty ones, but i cant find anything related to that.
>>
>>158694128
Well, they won't use wheelbarrows to dump, only to perform store item in stockpile jobs, and only using wheelbarrows assigned to the stockpile the item is going to, so it might just be that the minecarts are too hot.
Did you dump them with d-b-d? If so, check that you didn't also set the magma in it to be dumped.
If that's not it then try to build a construction or piece of furniture next to the minecarts to see if dwarves can get there. If the ground is too hot dwarves won't path across it.
>>
>>158693606
I've tried this. Annoying things
>Mold building takes forever
>Ships disintegrates anyway when dropped, killing all inside
>>
>>158695508
>>158695508
>>158695508
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