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/dfg/ - Dwarf Fortress General

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Thread replies: 601
Thread images: 159

File: starting seven.jpg (79KB, 960x574px) Image search: [Google]
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starting seven edition
Previous thread >>166824742

>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Dwarf Therapist (Out of Date):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DFHack (Out of date.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

>Starter Pack (Out of Date):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!
>>
Early bump before I crash.
>>
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this is elv no?

why do yuo hurt elv?
why dont yuo liek elv?
why do yuo hurt elv trees?
what did elv do to yuo?
>>
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This Lady Consort just offered her services to me as a mercenary and I accepted.
She's 70, has 14 children and has killed 9 elves and 2 cheetas.
Smells like a vampire to me but we'll see.
>>
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>>167077585
>>
>>167077591
Are children of vampires also vampires or did frogman fuck that up too?
>>
>>167077752
Vampires are sterile. She either had children before the curse or isn't a vampire at all.
>>
Can somebody tell me how to retire a fortress without letting a chained vampire run loose?
>>
>>167078543
Wait 10 years for the retiring code to improve.
>>
>>167077351
Official release of 64 bit dfhack when
>>
does anyone embark with flour?
>>
>army keeps dancing in the tavern instead of following orders to kill a FB
Hmm really made me think
>>
>>167081738
did you put them as active in the military screen?
>>
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>>167081738
>squad is obviously inactive
>has no idea what he's talking about
>le makes u think meme
>>
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>>167081958
>>
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>>167081902
>>167081958
Except the squad had been constantly active for almost 5 years and it consisted of 1 dwarf and 9 human mercenaries
The dwarf was the only one that decided fight the FB.
He _won
And the only reason they were in the tavern instead of training was because I removed barracks.
>>
>>167082136
>the grim reaper
>>
Does anybody else have problems with the search function on embark not searching the entire map? Mine always stops about 2/3rds of the way through.
>>
>>167082540
I never use it, because it gives misleading answers, and doesn't account for factors I consider important. I prefer looking around the map myself.
>>
>>167077591
>has no dreams
I'm not sure, but I think that might indicate something.
>>
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What is your favourite DF meme?

Which memes don't you like so much?

Which new DF memes do you wish we could have?
>>
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>>167084979
Favorite DF meme: Silky smoothness

Disliked DF meme: tilesets

New DF meme I'd jack off to: scantily clad burly dwarven women femdoming elf men
>>
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>>167085431
>scantily clad burly dwarven women femdoming elf men
>>
>>167085431
>scantily clad burly dwarven women femdoming elf men
Let's start that meme up now away, shall we?

Drawfags, do your thing.
>>
>tfw I just fail making seeds from my plump helmets.

Fuck this already just fuck it.
>>
>>167085918
Press z, go to kitchen, disable the cooking of plump helmets. Cooking them destroys the seeds whereas brewing them doesn't.
>>
>>167086535
I don't cook anything,
I only brew. AND I HAVE NO SEEDS!!!!

Fuck it mate. Just fuck it. They eat those helmets before anyone even has a chance to fucking deseed them.
>>
>>167085918
JUST FUCKING shit on them already.
Just shit on them.
>>
>>167086739
>They eat those helmets before anyone even has a chance to fucking deseed them.
They usually spit the seeds out when eating them, though.
>>
>>167087663
That's even worse.
Where do the seeds disapear then?
>>
>>167085918
>>167086535
>>167086739
>>167087663
>>167087749
I don't understand how people can have this problem. I don't think I've ever found myself wanting for seeds.
>>
>>167088472
Just gather plants.
>>
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>>167090664
>needs masonry
>>
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plz no
>>
maybe trody never finish game?
>>
>>167091345
>dress peasant in bamboo
>throw at werepanda
>kill him while he eats
>>
Is it really so much to ask for the world generator to give me an embark site with a cave, high savagery, good/evil, flux stone, shallow metals, and next to gobbos, humans, elves and a tower? I must have personally rejected 50 worlds by now.
>>
why are deep metals so shitte?
>>
>>167092526
because there isn't any economy to give them market value
>>
>>167085431
>New DF meme I'd jack off to: scantily clad burly dwarven women femdoming elf men

If its actually a cute elf girl (male) then now we are talking.
>>
dumpin thred
>>
dumpin thred
>>
Is setting the fps counter visible a dfhack thing or is it in d_init?
>>
>>167098780
d_init
>>
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>>167099365
It was in init, not d_init.
>>
>>167100612
why are you posting the nazi meme frog?
>>
>>167100612
>eyelids inside eyelids
>>
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>>167101064
>>167101607
>>
>>167100612
my bad.
>>
How to side view?
>>
bumpin
>>
>it's always FUCKING tetrahedrite

how many fucking embarks am I going to have to go through to start with some fucking iron?
>>
>>167105629
embark in different spots LOL
>>
>>167106261
I do LOL
different worlds even LOL
LOL
>>
>>167105629
Make Bronze and eat shit.

Tell me how to side view already!
>>
>cyclopes shows up
>instantly in cage trap
>put him in meeting space as attraction
>no one cares
>apperantly not mythical enough or something
>don't know what to do
>execution by ballista
>put him in a sealed chamber with arrow hole
>am too cheap for real arrow heads, use wood
>shoot
>basically doesn't do anything
>keep trying
>broken toe, a bunch of bruises
>still too cheap, don't want to waste any metals
>watch as this gentle giant slowly gets tortured to death by wooden logs being fired against his head again and again

still feel bad about this
>>
>>167077585
I don't go to war with elves and I don't go over the cutting limit, what are you talking about
>>
>>167106594
Side what?
>>
>>167106685
side view
>>
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Tried to embark in mirthful biome, it had bubble grass. My eyes exploded. Tweaked it a bit, looks nice. Also, can goblins attack fort in good bioms?
>>
>>167106864
Are you talking about that thing at map viewer site or I miss something?
>>
>>167107124
Fortress from above: standard
Fortress from the side: What Button?
>>
>>167107306
Fortress from the side: none
>>
>>167106919
Yes, but the unicorns are fagtype instead of horrific equoids.

>>167106615
>Show up looking for compan-ionship
>Fall in a cage trap
>Then left alone inside an empty chamber in the ground
>I pace a circle where my captors all can see
>I am a one-eyed beast
>There will be no more after me
https://www.youtube.com/watch?v=ma3qCpjsrkc
>>
>>167092348
Yes
>>
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>>167107336
lies. I've seen this view several times in the wiki!
>>
>>167107890
Those are visual aids, there is no side view.
>>
>>167107890
the map archive's viewer has a sideview. the game doesn't
>>
>>167077351
Any way to make Above ground tiles Subterranean
>>
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>>167077585
>>
>>167078543
Cage him and sell him
>>
>reclaiming a fortress
>An ambush! Drive them out!
>it's a bard stuck in a tree
really made me think
>>
>>167108353
tiletypes then
paint st 0/1 (above ground/subterranean)
paint sv 0/1 (inside/outside)
paint l 0/1 (dark/light)
>>
>>167108353
You can make them "inside". Other than that, dfhack.
>>
What determines adventure mode recruit limit?
>>
>>167110265
Empathy/Social Awareness IIRC
>>
>>167111153
Adjusted by fame as well.
>>
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>tfw no artifact release
>>
>>167110265
>>167111153
>>167111528

can I have an army yet or is toady still studding socks?
>>
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Hmmm, removing so many things which won't fit in the Throne universe helps free up tiles, but what do I do with the smiley faces, make the humans use them?
>>
>>167113960
You can recruit 20 soldiers with enough fame/charm, then dance your ass off and recruit I don't know how many entertainers, if you go rescue kidnapped kids and tell them to wait somewhere, when you return you can give them weapons and armor.
>>
Do Legends track wounds?
>>
>>167116714
No, those disabled dwarves you get as migrants are purely RNG based
>>
>>167116714
>>167116939
it tracks delimbing I thought and maiming
>>
>>167116939
Then if I retire armless adventurer he will show up in my fort healthy?
>>
>>167114156
I like the idea of making a child army. Reminds me of some of the things I did in Liberal Crime Squad.
>>
>>167117020
sorry anon, unfortunately for you, the game tracks too much stuff
>>
>>167117020
That was a joke anon. Your armless adventurer will still lack arms.
>>
What is the point in going to war with the Elves? They're too weak most of the time to do anything noteworthy and their armor and weapons are only good as a trade item. The only benefit to going to war with them is being able to cut down as many trees as you like which you usually already have enough wood to last for years before the first Elf Diplomat arrives.
>>
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>>167116714
Yeah, though I wonder why more of the "neck torn off by a dingo in 79" type of folks don't migrate to player forts.

>>167117309
It's fun but you gotta train them up from scratch basically.

Though you can also give them mugs of vampire blood or modded buff items, and punish them by making them drink each other!
>>
>>167118002
How do you put vampire blood in a mug?
>>
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>>167117841
It's fun to get attacked and chop the shit out of elfs
>>
>>167118457
Interact with the mug near a pool of blood.
>>
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>when the werekoala reaches my dining room

Oh please no, I can't handle another fort being lost to these beasts
Quarantine and kill everyone in the hospital.
>>
>soldiers ignore orders
Truely ebin, really activates my neuron connections
>>
Bumprek Bumprekiton
>>
Update W H E N
>>
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>>167123302
nevr lol
>>
>>167114015
Oh shit, think I can make a way for the devil masks to hold writing and use THAT to teach the naming interaction.
>>
So is there a way to make the game not immediately end once all the dwarves are dead? I want to at least analyze the area first to see what went wrong.
>>
>>167125230
Not really, beyond loading up a reclaim or visiting in adventurer mode.
>>
>>167125691
Then what's with the whole "Losing is fun!" bullshit that this game has been shilling for a decade?

I assume it was from learning for your mistakes once you lost. I don't see what's so fun about a blackscreen that resets everything you built.
>>
>>167126052
Learn from your mistakes as they unfold before you in glorious carnage. Or glorious dehydration, whatever.
You can pause to reflect on your errors at literally any time you want. Except after you've already lost.
>>
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>Uh, which one is it, Master?
>...it's the one that says 'Bad Motherfucker' on it.

>>167126052
Uh, it didn't reset everything you built, there will be a mess from item scatter but constructions and buildings and shit will be intact.
>>
>>167105629
Deal with the challenge.
>>
>>167125049
Ok, I wish like fuck that I could have the masks dropped from the demons have their names and whatnot, but at the very least they can be set up so you can learn how to bind devils with them, which is kinda awesome actually.

[TOOL_USE:CONTAIN_WRITING]
>>
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>No outpost liason? How curious...

Does this mean they won't send another one since the first one died en route?
>>
>>167131628
A new one will be appointed eventually.
>>
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>>167128821
Well the first parts are functioning, and I've got the fuckers to drop a tool type mask you can write on now so the binding secret can be written down on them.
>>
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>>167134479
Hah, that one I think I'll leave in place. You hack into a devil and manage to get the fucker bleeding, make sure you don't get it on you cause it fucking burns.
>>
>>167135568
When you're in melee range there's not a lot you can do to avoid it. Blood spatter goes where it will.
>>
Bumpin before bed. It's up to you now.
>>
>>167136672
Yup, and I got the angels set where they explode in a burst of cold white flames, plus I figured out how to make it so you can butcher the shell and get a suit of armor, though I'm still working on it a bit because right now if you hack them in half (which requires a dfhacked supercrit with modded velocity/accuracy/etc) they just fucking explode and there's only a few scattered bits if anything left... which is kinda awesome.
>>
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Also think I just broke the arena edges.
>>
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>>167142193
>>
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Go dig through the FotF if you're interested: http://www.bay12forums.com/smf/index.php?topic=159164.msg7345869#new

So far I see he said he might just stick campsites under the default civ until he can fix it more satisfactorily.
>>
>>167142620
Explain. Did you somehow go to that random landscape that appeared when you cut wood in the arena in the early 0.43 releases?
>>
>>167142983
>So far I see he said he might just stick campsites under the default civ until he can fix it more satisfactorily.
Does that also mean that campsites set up in remote places will serve as colonies for that civ? So if you make a campsite in an inaccessible mountainlake, then start a fort there, caravans will still come due to the presence of the campsite?
>>
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>>167143021
Wrote on a demon mask to test the demon binding secrets work right, it puts me up on the weird place with lakes and sand and shit. Used dfhack to set myself to travel mode and wandered around expanding what I could see.

>>167143354
Possibly, if he does what I'm thinking it means camps will get traffic the same way a fort does, you'd need to build a depot/market to get caravans, but tavern visitors/bandits/artifact hunters should just add you to the list of potential sites.
>>
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>toady-sama replied to me in fotf
>>
>>167144043
Yeah, I think that's the same bug which occured when trying to cut wood in the arena in the early 0.43 releases. Since it passed time, it brought you to this weird travel map, and when you returned to the in-game map, you'd get to this weird ass random landscape.

For that reason, Toady quickly removed woodcutting from the arena. You can still download an older version to check it out.
>>
>>167145194
Writing something on a book works fine, or building something.
>>
>>167145917
Yeah, maybe it was only woodcutting that caused it. I haven't really tried constructing things in the arena.
>>
>>167144317
>"I hate weebs"- Tarn "The Toad" Adams
>>
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>>167147678
>>
>kill titan
>make bone jewlery

This is pretty fuckin' cool.
Eventually when we can leathercraft imagine making dragonskin cloaks and whatnot. Hnngh
>>
>>167148481
You can already do that with the magic of modding, anon. Read up on how to do it and easily increase your fun tenfold.
>>
>>167148552
I don't really mod due to autism.
>>
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>make campfire
>interact with the dog leather backpack
>heat the dog leather backpack
>drink water
>drink water
>eat the prepared alligator snapping turtle intestines
>make campfire
>interact with the dog leather backpack
>heat the dog leather backpack
>drink water
>drink water
>eat the prepared alligator snapping turtle intestines
>make campfire
>interact with the dog leather backpack
>heat the dog leather backpack
>drink water
>drink water
>eat the prepared alligator snapping turtle intestines
>make campfire
>interact with the dog leather backpack
>heat the dog leather backpack
>drink water
>drink water
>eat the prepared alligator snapping turtle intestines
>make campfire
>interact with the dog leather backpack
>heat the dog leather backpack
>drink water
>drink water
>eat the prepared alligator snapping turtle intestines
>make campfire
>interact with the dog leather backpack
>heat the dog leather backpack
>drink water
>drink water
>eat the prepared alligator snapping turtle intestines
>make campfire
>interact with the dog leather backpack
>heat the dog leather backpack
>drink water
>drink water
>eat the prepared alligator snapping turtle intestines
>make campfire
>interact with the dog leather backpack
>heat the dog leather backpack
>drink water
>drink water
>eat the prepared alligator snapping turtle intestines
>>
>>167149128
>not just filling a quiver with non-freezing booze every time you visit a town
>>
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>>167149223
>booze
W-wha...
Thank you anon.

Does the level of drunkenness one gets from slaking one's thirst affect you in combat?
>>
Toady seriously needs to reorganize the fucking incident report menu. The search/filter is absolutely broken. No matter what you type in it jumps to random megabeasts.
>>
>>167149408
If you have a strong need for booze, then it will be satisfied everytime you take a sip, potentially making you more efficient.

Apart from that, the drunkenness will of course make you less sensitive to seeing death, although this usually isn't a problem in adventure mode.
>>
>>167149493
But as for combat skill, intoxication doesn't make you miss more often or anything like that?
>>
>>167149481
All he needs to do is to make the names searchable for all incidents. Currently, they aren't searchable for battles and deaths.
>>
>>167149545
I don't think so. It makes you rude and fearless, but that's it.
>>
>>167149545
>>167149626
It can make you dizzy.
Alcohol is a poison, and can make you dizzy/nauseous/dead if you have too much.
Not sure if adventurer thirst-slaking amounts are sufficient, but I'd be careful if I were you.
>>
>>167149550
There doesn't seem to be any rhyme or reason as to what results come up when you type something in. Say I killed Bosa Malignedhorrors, and I want to mention it.
If I type in "bosa" it will jump to things like "Spread rumor of the presence of Nuto Glazedbolts the Saffron Fish of Trammels in the Assaulted Jungle."
>>
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>>167149626
>>167149705
Hmm, anyway I suppose I'll try it. Thanks.
>>
>>167149752
That's because the name isn't recognised. Since it can't recognise the name, it jumps to some random keyword that sounds similar.
>>
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>>167149837
>>167149408
>>167149128
>amine
>>
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>>167149985
>>
Wiki says "Good biomes tend to have less aggressive and weaker creatures". What does that mean? I will get less hyenas/leopards/wolves?
>>
>>167149985
But neither guts nor senshi are waifus or big eyed girls, which is what the annoying anime posters post. Why is the drawfag not targeting hatsune miko from this >>167149837 or whoever these two are >>167149128 >>167149408
>>
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>>167150183
>miko
>>
>>167150275
Sorry, I don't know who that blue-haired chinese girl is.
>>
>>167150179
You'll still get predatory animals in good lands. The wiki is saying good-only creatures (ie satyrs, merpeople, unicorns) are less dangerous than others.
>>
>>167150061
>>167150275
Funny fact: these posts both break the 4chan rules, since they only consist of a pic unrelated to DF, and have no textual content related to DF.
>>
>>167150518
Except they don't break any rules because they're used as reaction images.
>>
>>167150518
Funny fact: your a faggot
>>
>>167150762
Which would have been relevant as long as they were posted in reponse to relevant discussion.

Posting a disappointed anime girl in repsonse to someone misspelling Hatsune Miku (who the fuck cares about her anyway, are we still in high school?) is utterly irrelevant.

Don't mind me, I'm just hitting y'all up with some cold hard facts.
>>
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>anti-animeposters derailed the thread
>>
>all this adventure mode faggotry
>>
>>167151550
Hm?
>>
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>>167151550
Sorry friend, but true dwarf fortress players play adventure mode exclusively. And that, is a fact!
>>
>>167150963
/dfg/ is such a slow board I don't usually mind too much these off-topic posts, but I have to agree that too many is a bad thing.

So, onto a question about dwarf fortress. What are the absolute best ideas you've had for modding, /dfg/? Have you managed to make them work? Do you wish you knew how?

Degenerateanon need not reply
>>
>>167151918
I just modded in loads of extra weapons and armor types, so that wasn't hard.
And having your Guard squad in full roman set is breddy fun.
Or doing a ranged only militia with leaders equipped with flintlock pistols and everyone else with muskets.

I kinda wish I knew how to make new siege weapons, because I'd add cannons.
>>
>>167151918
Bit by bit I'm getting Kill Six Billion Demons translated into df stuff, having devils drop mask items which can be written on and used to pass on the secrets of binding devils felt pretty clever, but not being able to make it behave like a named demon slab without just dfhacking it is kinda a bummer.
>>
>>167152116
No source on this, but I just know that Toady will add cannons along with the boats.

After that, he'll probably have to add primitive hand cannons as well. They need to be primitive though, so that they don't dominate too much of the game.

It all fits into the new setting. Even though it started out as a medieval themed game, it's moving onwards into early modernity, as evidenced by the science described in the new books. Toady will probably have to ditch the feudalism too.
>>
>>167152116
Sounds like a cool mod, how did you design bullets for the muskets?

>>167152190
Ooh, I saw the posts you made earlier but didn't look at the pics. I get it now, neat idea.

Myself I've only dabbled with modding extra trainable beasts and weapons for fortress mode, but I always like hearing about others modding successes.
>>
>>167151918
I've been playing with this idea of making dwarves have a kind of caste like society. I started making the creatures but I haven't really playtested it much or modified the dwarf civ entity. But anyway its like this so far, the dwarves are divided into various castes:

>male dwarves
The same as vanilla dwarves

>female dwarves
Large larval creatures much rarer than male dwarves (similar to a termite queen). It gives birth in large clutches. They live for around 500 years.

>dwarf drone
Genderless smaller dwarf with decreased mental and physical ability. Lives for up to 20 years.

>Dwarflet
A tiny legless dwarflike creature that lives for about 5 years, and can be used as pets. Even less intelligent and weaker than drones.

>Dwoss
A sort of mindless blob of undeveloped dwarf flesh that can be milked and used as livestock. Sort of like a placenta.

The female dwarves give birth to a bunch of the different castes at once. But females themselves are rare, so until you get one in you fort you'd have to survive with just males/genderless drones etc.
>>
>>167152372
>how did you design bullets for the muskets?
like this:

Musket Raws put in item_weapon.txt
[ITEM_WEAPON:ITEM_WEAPON_MUSKET]
[NAME:musket:muskets] A smoothboore, muzzle-loaded flintlock musket.
[SIZE:450]
[SKILL:CROSSBOW]
[RANGED:CROSSBOW:CARTRIDGE]
[SHOOT_FORCE:75000]
[SHOOT_MAXVEL:24000]
[TWO_HANDED:65000]
[MINIMUM_SIZE:52500]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:5:1000:stab:stabs:bayonet:1000]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK:BLUNT:10000:4000:club:clubs:stock:1250]
[ATTACK_PREPARE_AND_RECOVER:4:4]

then ammo in same file because I'm a lazy bastard

[ITEM_AMMO:ITEM_AMMO_CARTRIDGE]
[NAME:shot:cartridges]
[CLASS:CARTRIDGE]
[SIZE:25]
[ATTACK:EDGE:5:5000:pierce:pierces:NO_SUB:10000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

and then in entity_default.txt in the dwarven part

[WEAPON:ITEM_WEAPON_MUSKET]
[AMMO:ITEM_AMMO_CARTRIDGE]
>>
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>>167152392
That sounds like some top tier body horror right there.
>>
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>>167152392
That's, uh, an interesting mod there anon.

but why?
>>
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>>167152478
Stolen unashamedly.
>>
>>167152831
No particular reason, the idea just came to me out of the blue. It's kinda half finished and not really tested/polished at the moment though.
>>
>>167152940
I stole it myself from someones else mod, so I don't care desu
Lucelle's weaponmod if you want more
>>
>>167152392
Wow, I think I'm gonna go read something less unsettling, like Junji Ito maybe.

>>167152372
Oh, I also got a reaction to let you combine multiple quires by adding them to another book, so you could pass on one book to another adventurer and let them learn all sorts of literary types, poetry/dance/music styles, history/biographies/etc at once.
>>
>>167153078
Fuck, I really should start modding more seriously. All the fun I'm missing out on that I could be having if only I knew what to do makes me sick.
>>
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>>167153140
this
>tfw no tutorial in OP

someo1 pls teech how to mod
>>
>>167153140
Reactions make or change things, each has a collection of tokens, interactions can give syndromes which can give new interactions, body default plans can be swapped around and defined fairly arbitrarily as long as certain tags are present, a creature has a few tags that are not caste level, and almost everything else can be applied per-caste or to groups of castes and so forth.

Items all have their own cluster of tokens, most of the fun with them is flavor from new descriptive features and mechanical from playing with the values themselves, materials are the same, simply copying something like the steel entry and pasting it in the material_templates file before changing out certain tags with the bone ones and then making a creature use that material gives them steel bones, you can even specify different materials per part if you wanted to get fiddly enough, you want a totally normal human with a metal arm? Copy the humanoid_neck plan, remove an arm, then put the arm you removed in another body plan, and assign the materials for that arm to be something which links to the inorganic:steel entry instead of the bone/flesh ones, copy from the bronze colossus to see how.

Basically everything in entity_default can be fucked with to produce crazy ass worlds with the flavor you want, I've got goblins that settle evil glaciers, deep dwarves that live in fortresses in glaciers and mountains, just "dwarf" dwarves that live along tundras and mountains and whatnot in cities, with megabeasts that take over due to being intelligent and the [POWER] tag.
>>
>>167149128
So what are you trying to say
>>
>>167154114
It gets to be a pain having to stop and make a fire and heat your backpack and drink every 20 seconds. Although the booze idea seems like a good way around that.
>>
>>167154035
You mean I could create a my very own fully modded adventurer race without it showing up in game in any other way?

That's it, I'm gonna mod Guts into the game, and theres nothing frown-anon can do to stop me!
>>
>>167154390
Just like in real life
>>
>>167156019
>Implying you don't carry around hundreds of liters of booze in a backpack along with assorted corpses, bones, and weapons
Do you even dorf?

>>167155372
You can have the local pops produce heroes tag and no biome or you can add an item which is only produced through reactions, and eating it gives you a syndrome that turns you into your modded race.

You'll want to add tougher stuff to play with after a while of lopping megabeasts in half, the devils I added are tough, but not as tough as some of the shit I've put in before, but then you gotta consider their fucking blood starts burning you to death if you get it on you, even your armor can heat up enough to start hurting you.

Trying to get angels to do that but it's difficult with cold materials.
>>
>>167144317
>not being given thanks for helping people in the fotf
for shame anon
>>
i wonder if tody is smart on qi test
>>
>>167149408
In my mod, I got around to experimentate with alcohol stuff
It actually makes you fight worse, vanilla speaking
So dont drink before battle
>>
>trying to mod in weapon enchantments
>first attempt results in dwarf creating a randon, material-less weapon
well it is a result
>>
>>167158596
If their interests overlapped, I'd love to see Stephen Fry and Toady chatting and joking about stuff.
>>
>>167161172
I wouldn't.

Stephen Fry is really good with words, but also really fond of banter.

Toady is an autistic American, and all the bantering would confuse him. He probably wouldn't even get angry. I imagine Toady as the sort of person who would apologise if someone bantered him IRL.

The meeting between the two would be really awkward.
>>
>>167161478
Have you ever heard toady in an interview? He's awkward, but not that fucking awkward. He can hold a conversation, especially if he's being interviewed.
>>
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>>167161172
>>
>>167162446
I've heard every interview and dftalk there is, including the dorfmoot.

Have you seen/heard how confused Toady gets when obnoxious Capntastic tries to be "funny and random"?
>>
>>167162618
Capntastic should be lynched.
>>
>>167164667
I wouldn't go that far.

After all, he was the one who organised both the talks and the moot, and for that, I am grateful.

I agree that he is an annoying fucker, though.
>>
>>167106685
>>167106864
>>167107124
>>167107306
>>167107336
>>167107890
>>167108158
>>167108318
I think he means StoneSense
>>
>time to play df again
>world gen crashes over and over
Not today it seems
>>
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>>167168082
>want to play dorf
>but not dorf
EVERY FUKKEN TIME

god, this is my fav meme
>>
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>>167168082
>>167169218
>want to play dorf
>don't know how to play dorf
every

time
>>
>>167168082
>want to play dorf
>remember that part again
What was it anons?
>>
>>167169408
50+ migrants on first wave
>>
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>>167169218
>want to play dorf
>someone says no dorf
>good laugh
no laff, no dorf 4cat
>>
>>167169508
Third wave, actually.

The first two waves are always small.
>>
bumpin this thred with no survivors
>>
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>>167077351
How long does it take for a underground trees to grow to full size? My desert fortress is filled to the brim with willing vict... Err I mean recruits for our glorious militia. All they lack is proper steel equipment. I need that carbon reaction on my metal yo.
>>
>>167172253
>not embarking where there is coke
>>
>>167151918
why don't you want my love, anon?
>>
>I wish to amuse myself with the management simulation game that is Dwarf Fortress, developed by Bay12 Gammes, which is lead by Tarn "Toady One the Great" Adams
>However, there are no dwarves in sight, and I come to the realisation that I cannot, therefore, have myself a jolly old time playing this complex and infinitely entertaining game
I am frustrated, and mildly annoyed, but decide that it is no great matter in the grand scheme of things, and decide to pursue a different activity until the circumstances change and I can once more play Dwarf Fortress,
>>
>>167152116
Toady talked about giving the players some long awaited ''surprises''
One only can wait that he was talking about a tag to change the reload time of modded ranged weapons
Could I try your mod?
>>
>>167153078
can you please tell me how to combine reactions using reactions? I would need something like this

>>167153140
No joke, the game doubles (at least) in fun when you learn to mod
This sweet new influx of modders in /dfg/ is heaven

>>167153805
>>167154035
we should actually craft a guide for anons in the op about modding
I mean, we are slightly gudder than the people in the forums, a decent ammount of people mods, etc. It would be cool to let newcomers learn the whole scope of the game's possibilities
What do you think? I would be up to it, but colaborators are needed
>>
>>167173737
This is a christian board sir, and I don't think anyone wants to hear about your filthy, sinful mods.

However, I cannot stop you from posting. So, post away I guess.

:3
>>
>>167155372
>>167156428
No man, guts must be an outsider, like he is everywhere
Literally there's a tag for that
Also, try to give a ranged atack on his left metal arm. I always wanted to know if that was possible
>>
>>167168082
>Dwarfime Dwarto Dwarfay Dwarfain
>Durf
dorfo dorfo
>>
>>167174654
You really want it, right friendo?:^)
You little slut
>>
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>>167152392
Sounds pretty similar to this by Nemo Ramjet
>>
>>167174780
I guess you could make him shoot fire from his left hand fairly easily, right? I can't imagine any other sort of weaponised limbs. Now the question is how do I stat the Dragonslayer, a normal 2h sword won't do.
>>
What is the best way to transport magma to the top?
>>
>>167176851
Nemo had some fuckin' weird fetishes, man.
>>
>>167174207
I'm just using Lucelle's weapon&armor mod, but here, have my raws with weapons&armor already applied to various civs, as well as my attempt at enchanting workshop because I'm too fucking lazy to make new mods on clean raws
https://mega.nz/#!6FIBAI5Q!h5YHzGuQcpp9IrmDgyTX_KI8slusf7IDuHrEhZG2wLk
>>
>give dwarfs no alcohol
>they are getting happy thought after giving somebody water
>>
What attributes should I invest in to get the most bang for my buck as an adventurer?

Strength, Agility are no brainers, but what do I do with the remaining 35 points?
>>
>>167180883
More strength and agility

Endurance too
>>
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>>167180883
You can minimize some things too like musicality and empathy if you just want to kill dudes.
>>
>>167174591
I understand nothing of modding

I would be really glad if someone made a guide
>>
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jesus christ
>>
>>167176862
dude, his crossbow maybe? he has one in his artificial arm

Just get a huge-ass sword with a bast contact area, bast penetration and a huge speed bonus
>>
>>167184234
rude
>>
>>167180883
social awareness, no joke
Sometimes its better to fend an enemy with 5 drunks than being tough
>>
>>167177407
thanks bud
>>
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>You have struck tetrahedrite
>>
Giant toad spooked some fisherdwarf, he fell and drowned. How do I recover his corpse?
>>
>>167188514
What's the issue here, green tree frog man?
Tetrahedrite's a fine ore.
>>
>>167188514
>tetrahedrite peasants
>native copper bros
>hematite master race
In igneous extrusive layers.
>>
>>167188671
what do you want with a giant toad corpse?

I hope you don't feed disgusting stuff like that to your dwarves
>>
Is there a way to get wood without an axe? I kind of fucked everything up
>>
>>167151918
I just want to make like a shit-ton of fantasy races to put in the game but I'd want them to fit with the obsidian tileset but I can't sprite so I gave up on it.
>>
>>167189017
Caravans. If you just embarked you can deconstruct your wagon for 3 logs.
>>
>>167188961
No, my dwarf is a corpse. Giant toads don't drown, you know.
>>
>>167189686
How do I get wood from other's caravans? Do I have to kill them first?

wait, did you mean trade? because I was thinking about deconstructing it
>>
>>167189819
There is no difference between seizing the goods through the trade menu and deconstructing the depot.
>>
>>167189819
They bring wood.
>>
>>167189716
Pump out the water.
>>
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>>167188806
>Tetrahedrite's a fine ore.
>>
>>167191134
It is an underground lake connected to map edges. It won't refill?
>>
>>167174591
Combine books you mean?

[REACTION:EXPAND_BOOK_ADV]
[NAME:add to book]
[ADVENTURE_MODE_ENABLED]
[REAGENT:book:1:BOOK:NONE:NONE:NONE][PRESERVE_REAGENT]
[CAN_USE_ARTIFACT]
[CAN_USE_LOCATION_RESERVED]
[REAGENT:quire:1:TOOL:ITEM_TOOL_QUIRE:NONE:NONE]
[HAS_WRITING_IMPROVEMENT]
[CAN_USE_ARTIFACT]
[CAN_USE_LOCATION_RESERVED]
[IMPROVEMENT:100:book:PAGES:GET_MATERIAL_FROM_REAGENT:quire:NONE]
[TRANSFER_ARTIFACT_STATUS]
note -- right now, the above will auto-pull any writing from the quire and place it in the pages improvement
[SKILL:BOOKBINDING]
[CATEGORY:WRITING_MATERIALS_ADV]

>>167174780
As an interaction it kinda is, but if you shoot objects they'll be "spinning" though having it shoot a fireball or jet wouldn't be too hard.

Making him an outsider means no hairstyles, no claiming sites, no native gear, no native combat skills, it's annoying.

[ITEM_WEAPON:ITEM_WEAPON_DRAGONSLAYER]
[NAME:dragonslayer:dragonslayers]
[SIZE:10000]
[SKILL:SWORD]
[TWO_HANDED:48500]
[MINIMUM_SIZE:45500]
[MATERIAL_SIZE:10]
[ATTACK:EDGE:60000:6000:cleave:cleaves:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_INDEPENDENT_MULTIATTACK]
[ATTACK:EDGE:10:200:stab:stabs:NO_SUB:2500]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_INDEPENDENT_MULTIATTACK]
>>
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>>167192748
Oh yeah, the last line is one of the category fields like the vanilla bonecarving reactions have, I've got my whole list of reactions condensed into like 6 entries and a few sub-entries in the tree like bone gear > bone armor or bone weapons, leather gear > tan hide or leather gear or leather armor/clothing, and whatnot.

Anything following a new category definition needs the relevant category tags and it'll be a sub-heading inside the parent:
[CATEGORY:WRITING_MATERIALS_ADV]
[CATEGORY_NAME:+-- Writing Materials --+]
[CATEGORY_DESCRIPTION:Stuff you use to write stuff about stuff.]
>>
>>167189819
Yes, I meant trade.
>>
>>167192307
It will. Pump faster.
>>
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>>167193516
>Pump faster.
>>
>>167193516
>Pump faster
>>
>>167177407
This is also a good suggestion, I've done lots of little mods on existing raws, and indeed my main df install is one huge tumbling rolling conglomeration of things I've turned it into.

Making the KSBD one is way harder because I don't want to leave all of the vanilla stuff in, and can't simply build on a lot of it, so I'm having to go in and pull out what I can use then reconstruct it from there, and I'm still just part way through the main races/actors.

I was able to use humans mostly intact though I needed to add the tags so they'd be the main playable race. Had to build up devils from scratch, still need to put in pale and unbound versions, the demiurges are in placeholder mode atm, still need to add in variation and abilities for them, though they are super tough at least, and angels are close to done in that they're playable and a goddamn nightmare to fight, their forged ash bodies are durable and leak cold white flame properly, they even explode if you kill them dramatically, and I was able to make it possible to collect the armor from a slain one, though some of the pieces might get destroyed by the explosion?

Still working on interactions, probably going to have a chain of devil binding, and start setting out demiurge abilities, but I also had an idea about how to do things like Auntie Maya, so I gotta figure out how to put it together now.

Always have the tokens page open so when you get stuck you can flip over to it and look through the part you're stumped at to see what went wrong if anything did at all: http://dwarffortresswiki.org/index.php/Category:DF2014:Tokens
>>
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>>167194210
>ReactionGIF.org
>>
How can I make my squad kill dwarves?
>>
>>167189383
To elaborate, these were the race ideas I had in mind.

Yotunmen:
>Large and stronk humanoids partly composed of ice.
>live on glaciers in hamlets, no big cities
>small population and low birth rate, but far stronger than most other mortals.
>Don't need to eat, only drink water/consume snow to sustain themselves.
>Believe in individual freedom and strength through might.
>Herd mammoths for food and use sabretooths as guard animals.
>Hate Yetis.
>Use maces, hammers, and other blunt, heavy-hitting weaponry.

Kalkir:
>tree-dwelling octopods with shell plating
>large, rare males and smaller, more common females.
>Patriarchic Monarchy, but female rules are not unheard of.
>Live in tree cities, obviously, but I would like them to also be able to construct hamlets. No idea if I could do that though.
>Can wield like 4 different one-handed weapons at once, but their unique bodyshape makes wearing metal or other rigid armor nigh impossible.
>Enjoy trade, discussion, intrigue, ect. Natural politicians and socialites.
>Wierd as shit fashion.
>Use shortswords and thrown weapons, all about guerilla tactics.

Silanif:
>Amphibious cross between finned human and anglerfish, lived in evil ocean but were forced out by undead and sea monsters.
>Want to make it big in civilized society, but are hampered by their aggressive and warlike nature.
>Speaking of, their governments are typically military dictatorships.
>War ought to be common but not ubiquitous.
>Fast breeders.
>Have various amphibian mounts, pack animals, ect.
>use tridents, daggers, and leather/shell armor.

Continued next post:
>>
>>167194494
Drozet:
>Results of a necromancer's twisted experiments on human cadavers and antmen.
>look human(ish), but their bodies are colored in greyscale, ranging from black to white. Features can be any color combination within that range, however. In addition, their skin lacks pores, with hair and nails seamlessly growing out of the skin.
>Come in several castes:
>Droz: androgynous humanoids who make up the bulk of the population. Naturally obedient.
>Drozin: more muscular humanoids of either gender that serve as the ruling elite. Naturally harsh and compassion-less, but not unfair.
>Droziq: quadrupedal, spindly humanoids that display the most insectile features. Semi-rare, usually used as attack animals.
>No-fun-allowed legal system. If it can be regulated, it will.
>Live in cities deep inside badlands, no villages.
>Torn between wanting to purge or civilize Blendecs, the only other quasi-undead race that they know of.
>Use halberds and crossbows primarily.
>Have top-tier glass industry but hurting for metal.

Volc:
>Bronze clockwork entities in dwarven shape.
>Created by Bronze Colossi who were envious of the work of the Dwarves.
>As you can imagine, they are always ruled by Bronze Colossi.
>Live in fortresses.
>One civ only by default. (I had them in mind as the BBEG civ)
>At war with everyone
>Clockwork entities are sapient, super religious by default, worship their colossus. (don't know if I can make that work.)
>slavers (They want to dominate the world after all)
>Use bronze weapons of all kinds.

One more to go:
>>
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>>167194494
>Don't need to eat, only drink water/consume snow to sustain themselves.
>Herd mammoths for food
>>
>>167194608
Rux:
>Confederation of the different lizardmen races already in the game.
>Live in tropical forest retreats.
>Government is a primitive republic controlled by a council of clan representatives.
>Huge divide between savage barbarians and civilized democratic civ. (To reflect this, there should be a high percentage of outlaws originating from this civ.)
>Civilized Rux are generally friendly towards outsiders.
>Dragons are either worshipped or feared depending on if the clan is barbaric (bandit) or civilized.
>mix of stone and metal weaponry of all types.

>>167194640
Whoops I fucked that up

*>Herd mammoths as pack animals. Like to carry shit.
>>
>>167194735
Oh okay. Yeah I was thinking if you did that you could still have a raison d'etre for the mammoths.
>>
>>167195784
Yeah I goofed when I said they were for food. Is there anything contradictory about the other races btw?
>>
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>>167195887
Alas I have to go. So I can't check right now!
>>
>>167196074
Oh no problem
>>
>>167194479
say that to my face not online and see what happens
>>
>>167155372
Aight, here, I did the groundwork for ya cause the idea of how to do it popped in my head and seemed neat but trickier than I thought, and I'm gonna need something like this sorta for Auntie Maya and her maybe blade.

http://pastebin.com/T9E17wMZ

Naturally change the creature name and whatnot, but that there should be the basics to get a metal arm which can shoot fireballs attached to a human body.
>>
So I accidentaly let my horse starve to death on the meeting room, and know it's corpse is just laying there, how do I get it out?
>>
>>167198313
Well if miasa feels meetings and dorfs aree not know to get out maybe try dump marking for use?
>>
>>167176862
>I guess you could make him shoot fire from his left hand fairly easily, right?
It would be an emission, sure. Have a look at how spitting works, you would probably want to use metal globs for bullets.
>>
>>167194494
>>167194608
>>167194735
Why'd you stop working on these if the sprites were the only thing you couldn't do?
>>
>>167200054
Well it was really only partly that. The other thing is that the next update is probably going to change a huge amount of things and I'd probably have to straight up redo the mod after, so I'm probably just going to wait.
>>
>>167199604
I put an example of how to do that along with the metal arm stuff in the pastebin here: >>167197664
>>
>>167200161
I have some orc files if you want them, includes 4 castes and I also have a civ file which allows only males to rule + tweaked noble roles, based on the masterbloat orcs
>>
>>167200353
I could probably put that together from scratch, but I'd appreciate it being posted for others to see how you put it together, toss em up.
>>
>>167201003
creature_orc.txt http://pastebin.com/xK2sHFqp
entity_orc.txt http://pastebin.com/Wsc9ZRd8
>>
>>167201340
The throat modifier controls voice:
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:100:130:150:160:170:180:190]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:100:110:120:130:150:170:200]


I also prefer to declare the castes earlier, in fact a neat trick is to declare them before the body stuff so you can have creatures with different castes use different materials/body plans.

The rejected class isn't necessary when you have an allowed class, and the civ number is really high, reducing that and raising the site pop instead will let you have big bustling sites and so forth without having to sort through fourty nearly identical civs.
>>
What's the best "dwarf fortress-like" game?

I know of Gnomoria and RimWorld. Are they good? Any others?
>>
>>167205336
Unreal world is pretty good but the lack of fantasy stuff and inter-tribal warfare kills it for me.
>>
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>>167205336
Why are you asking about games that are not dwarf fortress in the dwarf fortress general thread?
>>
>>167205523
Thanks.
>>167205525
Some generals are fine with it as long as it doesn't derail the thread. Hell, the Mega Man General explicitly mentions "Mega Man-esque" games in the OP.
>>
>>167205525
It makes sense. If anyone knows which other games are most similar to the game they like the most, it'd be the fans of that game.
>>
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>>167194397
I'm thinking of adding a human caste with like four extra limbs made of a metal material used for sword type attacks and not targetable to get the whole "always armed and prepared to cut" effect without obviously being armed.
>>
The Conan game that just came out got me into the mythology and I'm actually downloading the movie right now.

>tfw DF is not advanced enough to play a barbarian warlord in adventure mode

I am ree
>>
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>>167206962
>>
>>167206962
Uh, that's one of the few things vanilla adventuring can really do.

What do you think a demigod locally important swordsman asked to go slay dragons and scare away bandits is besides a barbarian hero?
>>
>>167207534
Yeah but I can't form a clan and build a village of my own, hence the "warlord" part. I mean, I can build a little log cabin but no one acknowledges it.
>>
>>167207598
With dfhack you can fix that, and Toady intends to move the sites under your default civ so they'll notify the world of their presence properly, from the way he said it I'm guessing he meant in the upcoming update, since it was mostly just something he kinda left so you weren't forced to carry one civ around, but that unintentionally makes you part of no civ and screws up a lot of immersion.
>>
>>167209120
>With dfhack you can fix that,
Explain this to me please.

>and Toady intends to move the sites under your default civ so they'll notify the world of their presence properly

What will be the ramifications of this? Will my outpost be subject to invasions and open to trade and all that, while I am in adventure mode? Any by default civ, is that the one I started in or the one I most recently pledged myself to?
>>
>>167209296
I should figure out how to make a campsite parent fix script probably.

Right now I use a kinda screw method, since my gm-editor (shift+d hotkey, I use it a lot) opens up df.global by default (running gui/gm-editor df.global does the same thing) so I can access all the shit I need to fuck with.

So first I check and find what my general_refs[0].nemesis_id is (or use my gm-editor tweak that pulls it up when viewing a unit) and look in the histfig entry to see my entity links, I grab the parent entity (the first one from your legends entry usually, and the only one that you stay a member of when changing allegiances) and note the id, then I go to df.global.world.world_data.sites and if I just made the site I scroll up to hit the last entry which will be my camp, I scroll down to entity_links and insert a link to my parent civ, then set the strength to 100 and the flags to residence, then I go to cultural_identities and fill in the top two fields with the parent civ and the site id, then the uh, groups or events entry has a place to put the local site government.

At that point the rest of the world is aware of the campsite as being related to the parent entity (and it will add a link to the camp as a child under the parent entity for you) and it is thus added to the list of sites that can be visited, attacked, talked about, etc.

I think you'd need to add entity_links with the neighboring site controllers and flip the local_market flag to trade with them, along with having a market or depot zone in place.
>>
>>167210571
http://pastebin.com/iS4f7Q0i
That's the gm-editor changes btw, the downside is you can't view the inventory of an animal or dummy npc and pull up the unit screen, but you can do it if you target the unit with your look cursor instead.

But on a histfig it will pull up the INCREDIBLY USEFUL nemesis entry which has:
historical_figure link
unit link
flags that control adventurer/active adventurer/retired adventurer status so you can set people you meet as retired adventurers to play as later.

It also pulls up your travel army x/y/z pos when you are in travel mode and moving (or if you wait and run it while the travel screen is up) which you can use to teleport around the world, though it's a matter of guesswork until you get the feel for it (a 17x17 goes from 0/0 to 815/815, in 48x48 chunks per world map tile, a 257x257 goes up to around 12335, and trying to go further than the borders of your world crashes the game, sorry, no way to stop that) but as you can imagine it's super useful.

It also runs df.global instead of the "no target" error message, which puts you at the top of the structures tree for everything in game, but you'll mostly want to stay in world, ui, ui_advmode, and maybe gview (which is how you edit when the updating world ends during unretire/starting out) because the rest of the entries aren't as interesting or are just dangerous!
>>
>tfw masterwork taking over everything means people don't just make race mods anymore, everything has to be some big overhaul.

Is it really so much to ask for the occasional small civ mod that you can just plop into the vanilla game and be ready to go?
>>
>>167211263
Would be a pain for me since my civs have a lot of stuff that pulls from the rest of my personal mod, but doing a big overhaul in my case has nothing to do with masterwork, if anything I was inspired by the toybox in the dark ages raws to start screwing around with more crazy shit.

Most of the minor entity stuff is more of a tweak than a mod really.
>>
>>167211753
Well regardless I'd be way happier if there were a bunch of small, modular civ mods available than the current selection. Succubus Dungeon is about the only one and even then you have to drop some features if you want it to be compatible with other mods.
>>
>>167211821
Well, I can agree with the general motivation, it's why I try to keep the layout and whatnot unchanged, even when I rename armor/weapons I like to keep the raw names normal so I don't have to make sure that an entity knows I changed ITEM_WEAPON_BATTLE_AXE to ITEM_WEAPON_BHUJ or something when I can just CALL it a bhuj in the displayed info and change the properties, yanno?
>>
>>167211991
Mhm, I get that. I was actually the guy who was trying to make this race mod(s)

>>167194494
>>167194608
>>167194735

I'll probably start work on them when the update comes out. I'm hoping to have them be compatible with any other mod by creating a standalone race and civ file for them and changing nothing in the vanilla raws. That should work, right?
>>
>>167212219
If you make it so everything they use is either drawn from vanilla or self contained then yeah, if you want them to have different equipment or body plans or whatnot they'll need to bring their own item/body/etc plans too, but otherwise yeah, if it's just a new creature/civ it'll be drag and droppable.
>>
>>167214316
That's exactly what I was hoping for, thanks. I'll definitely try and implement them in the new update then.
>>
>>167197664
Holy shit, thanks anon. Will check it out when I get back from uni.
>>
>>167215836
Lemme know if they don't work out right, I am pretty sure they will but didn't fully test them, just going off of stuff I know works.
>>
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I'm just settling down for bed /dfg/, tell me a story
>>
>>167219272
I hate waking up
>>
>>167192748
>[ATTACK:EDGE:60000:6000:cleave:cleaves:NO_SUB:1250]
>[ATTACK_PREPARE_AND_RECOVER:3:3]

Come on, its guts
let bonus speed be atleast 1750 and the atacks 2:2 or 2:3
>>
>>167194735
>>167194608
>>167194494
It would be great if you actually could change the system of givern for your naturally spawn creatures
I guess this'll come in the future
>>
>>167219897
My idea is to just increase the amount of rulers per site, which is something I think I can do. So for the Rux and Drozet, I just increase that and there you go, it sorta works.
>>
>>167219992
no man, I mean actually having laws, constitutions, rights and obligations, political treats of defense with other countries
Or just ''fuck my country up'' and become an agricultural anarquist''
stuff like that, that it actually has effects on the world
>>
>>167221023
Oh I know what you mean, I was just explaining how I was planning to simulate it through the multiple rulers thing. But yeah totally having multiple forms of government would be hella cool.
>>
>>167219665
Easy enough to change, just copied the attacks in there for a general framework.
>>
>>167219272
Once upon a time there was a great civilization of dwarves, The Labor of Clamps, cast upon the world by the great god Anon. And Anon did command unto them: "Embark thee forth and strike the earth, and findeth for me iron and coal and a rad volcano and killeth thou some goblins or some shit." "Where shall we embark, oh lord?" asked the dwarves. "LOL dunno how about here." replied their lord. "But my lord, coal is only found in sedi-" the dwarves began to protest, "Fuckest that autism, Play Now!" their lord commanded. And so the dwarves did embark.
And so the Labor of Clamps did send seven intrepid souls into the vast wild of the Land of Dimensions. "Diggest thou a hole in yon dirt, bearded faggots." commanded Anon. And the bearded faggots did dig a shallow hole into the soil as commanded by the lord. "FUCK! Why canst I find no iron? Abandon fort." Anon decreed. And the seven dwarves were never heard from again.
[cont.]
>>
>>167222958
And Anon did return to the Labor of Clamps, and set them upon a similar mission. "Where shall we embark this time, oh lord?" they asked of their lord. "Thou shalt set forth upon this goblin fortress for the glory of your lord. There better be iron." Anon replied. "There is an aquifer here, it may be difficult to find stone." his subjects replied. "Play Now!" screeched Anon. And he commanded unto his subjects once again: "Diggest thou a hole in yon dirt, bearded faggots." And the bearded faggots did dig as their lord commanded, and two miners drowned. So Anon appealed to a council of similar gods, "How to disble aquifer?" "LNP. init.txt. Just use cave in you casul." the gods did respond, for they were all plebs. After much shitposting and many hours of butthurt, Anon did discover how to cease the weeping of the land.
"Embarkest thou again, you little shits." Anon commanded the Labor of Clamps. As before, Anon did order the bearded faggots to dig a hole. In their shallow hole did they find bauxite, kaolinite, and limonite. "Fuck still no iron." Anon lamented, for he was an idiot and limonite sounds vaguely of fruit. "Abandon fort."
>>
>>167223062
For a final time, Anon did demand of the Labor of Clamps that they should embark upon the land, for to find iron and coal, and to kill goblins or some shit. And the dwarves did strike the earth, but again found no iron, for they had embarked upon an igneous intrusive layer as commanded by their lord. But their lord was tired of this shit so he did persist. For three months did the dwarves toil, digging rows of rectangles around a 3x3 staircase. And then they heard from their lord a baleful proclamation: "MUH SIEGES." To the council of gods did Anon whine: "Why is Toady ruining the game?" and his mouthbreathing did stir a Shitstorm. As the Shitstorm did rage, the dwarves continued about their industry, until Anon did cry "Fuckest thou this game." and downloaded Rimshit.
It is said that to this very day, The Labor of Clamps live on in a dark purgatory called the recycle bin, frozen in time as their capricious god left them, their heroes forgotten, their histories unwritten, their picks hanging in the air above the earth, never to strike again. Until such a day as Anon stops being such a little bitch and gits gud. The end.
>>
>>167194494
>yotunmen
Why not just call them Jotuns, who you base them on?
>>
>>167223153
Amazing
>>
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>>167222958
>>167223062
>>167223153
Saved n'shit.

>>167224086
Quite.
>>
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>>167205846
Ah hah, I got it working.
>>
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stoop playin doorf
>>
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>have berserk vampire chained in my prison
>don't want to kill him but he'll be unchained if I retire my fortress
Fuck you Toady
>>
>>167226875
Wall him in.
>>
>>167227857
That works?
I thought that citizen locations are randomized when you visit the fort in adventure mode
>>
>>167228340
Oh I'm not sure. I've only visited my own fort once and most of the dwarves were standing idly in their bedrooms.
>>
>>167228340
Not him, but I've tried and can confirm that it won't work. The dwarf in question will just spawn in some random place in the fort.
>>
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"A frogman jumped out of a well and surprised Sibruk, one of the military dwarves. He killed the froggie pretty easily, but then he somehow got stuck in the well. So now little Timmy there is dying of thirst because he can't drink from the well that his fat ass is stuck in. His friends don't seem to have any trouble drinking around him. I guess they brought straws or something. "
>>
>>167229632
>A frogman jumped out of a well and surprised Sibruk
http://www.dailymotion.com/video/x34sx9e
>>
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I did a thing.
http://pastebin.com/13EkrFt2

(gotta be in travel mode+quest log of course, I think I can make it put you in travel mode when run, but I'll worry about that later)
>>
>>167229532
Maybe make a bedroom for them and wall it off? Maybe then (s)he will spawn in the bedroom?
>>
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>set up world parameters
>hit generate
>wait for ~2000 rejects
>allow all rejects
>get a shitty looking world
>abort
>repeat for 8 hours
>finally get a world that looks nice
>no volcano beside river embark depsite half the map having volcanoes on it
ehh
>>
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>>167231546
>gen another world
>cannot embark because dwarves all died
>>
>>167225182
Nice work anon, keep us posted
>>
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>>167231626
I got distracted doing that questport thing, which, holy shit why didn't I do this before?

Previously: I have gm-editor set up so it loads the x/y/z pos of my traveling army, 48*48 positions per world map tile, 12336*12336 positions per 257x257 world, and I've done this long enough that I'm pretty good at dropping myself where I want to be like that... but questport?

'Oh hey looks like my log says there's a roc nest way over in the middle of all the shit I haven't been to yet.'
*questport*
'I'm there.'
>>
>>167231798
Wait, are you saying that theres a form of fast travel thats already in adventure mode? without mods?

OH FUCK
>>
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>>167231876
If you've got dfhack and that script(>>167231250), then yeah, it'll shoop you where you put the cursor.

The previous screenshot: >>167231798
Then I ran the script, and poof!
>>
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Hmm
>>
>>167231963
Oh damn, I don't have dfhack. Purely vanilla df for me, but I might have to download it anyway. Thanks for the tip.
>>
>>167232176
Yeah, it'll work with just the basic dfhack setup, but you do need it at least, and fuck is it awesome.

Distracting as shit from figuring out how to get the servant races from KSBD running, but yeah...
>>
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>>167231982
Didn't set off the welcome committee?
>>
>>167232849
The fortress is already breached up until the artifact level hatch, but I'm going to abandon it since most of the cool stuff was located beneath it.
>>
>>167226875
>>167227857
>>167228340
>>167228370
>>167229532
why cant Toady fix this goddamn it, now I know why nobody makes adventure maps like in minecraft, the retire option is just bullshit
It isn't a viable mechanic at all
>>
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>>167233356
It helps if you assign them a zone, or you can do things like take control of them with dfhack.
>>
are there any lewd mods for dorf fort
>>
>can tell engraver to engrave his own ass crack
>can't choose what to decorate
>>
>>167235441
>Lewd
Well...it is at first Then it becomes degenerate
I'll be glad to post it here if you still want it once it's finished bro
>>
>>167235476
>can tell engraver to engrave his own ass crack
How
>>
>>167235758
I'd be grateful
>>
>>167235758
neato, how far along is it?
>>
>>167235842
Well, it's far over the line, but I don't think it's ready to release yet.
>>
>>167235836
>>167235842
It's going well
Had to take a couple rests for my eyes, and just finished adding the /x/ caste for anons
They are mostly females, red eyed-long haired- almost succubi women who can make rituals
using souls (everyone but autists), feels (autists, doesnt kill the sacrificed), money (shrinks jews), and im thinking of adding libido, but I dunno
The effects are varied and powerful, and can be really expanded on

>>167236201
nope, after Im kinda in a release stage I still gotta separate the sex mod from the whole thing so you guys can play it
>>
>>167236429
isn't that a little backwards?
>>
>>167236429
Well, might be handy to have someone check the mechanics and whatnot, I still can't figure out why I keep getting these errors:
*** Error(s) finalizing the creature GOG_AGOG
undefined local creature material set to default: GOG_AGOG SKIN
*** Error(s) finalizing the creature DEVIL
undefined local creature material set to default: DEVIL SKIN
>>
>>167237001
what exactly, adding /x/enophiles or separating the sex mod from the whole mod?

If it's the first one, I just love /x/, or what /x/ was atleast, as it's one of the actual boards where great stuff happens, so I'm a little bitch for them

If it's the second one. I think it's better to test it first, and some anon kindly asked if the sex mod could be independent of the main mod (he was asking for a mod for sex in the vanilla game)
But mainly is for testing, I dont want to add all of the sexual interactions in buildings if the actual system for sex works off

I must advice, now that I remember, that most of the ''sex'' will work in adventure mode.
The mod holds, (or atleast I'll try it to) a great ammount of humor and lewdness, but a great part of it is thanks to creative naming and descriptions
>>
>>167238141
You clearly haven't defined the skin material of those creatures.
Either check your body detail plans or just use a material template to add skin on top of them.
>>
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>>167238405
I added the same tags and body plans and such to a creature which gives no errors, but this one does, didn't wanna have to pull it all out from scratch and put it back in again but fuck I guess I'm gonna have to or something.
>>
>>167239148
The raws you posted are good, although I have no idea how they relate to the previous issue.

also
>adding things to the default raws
Clean that shit up, seriously.
>>
mabe toady die before finish geme?
>>
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>>167241280
if the climbing thing isn't fixed by next update I'm acting
>>
>>167241906
You seem to be the only one having problems.

Personally I don't mind. Getting stuck dorfs down from trees is just another fun challenge.
>>
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>>167197664

Aight dude thanks a bunch, It looks like its working well. I've been playing around in arena mode with Guts, and he's been one-shotting minotaurs with his arm cannon. Otherwise, when I take over, he swings around he dragonslayer and that seems to do the trick just fine.

Thanks a ton, I'm gonna play around in adventure mode a bit with buffed up attributes and see how it goes. Might have to mod in some more dangerous beasties soon. :D
>>
>>167241280
>>167241906
>>167242006
How about he fucking fixes the retire fortress option so you can ACTUALLY enjoy visiting your shit in adventure mode?
>>
>>167242069
Hmm, scratch that, it seems his metal arm is Incapable of doing anything but basting stuff. It can't pick stuff up or punch or grab or anything. I guess I still gotta tweak it a bit.
>>
How do I deal with multiple barons?
>>
>>167242324
Yeah, that would be great.

Having your ruined/abandoned forts fill up with merchants totally ruins the immersion when exploring them in adv mode.
>>
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Those arm cannons sure are deadly, they kill anything. I guess it's like he has a little portable dragon instead of an arm.
>>
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a-anon you dont hurt elves do you?
>>
>>167242847
elf boipucci is made for the BDP (Big Dorf Pickaxe)
>>
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>>167242847
I even prefer goblins over elves.
>>
>>167242847
If only Toady added proper prisoner management. Chained naked elf women in the dining hall when?
>>
>>167242847
I'm merely feeding my pet goblins
>>
>>167243141
That must've been quite the goblin. Or maybe the elves attacked one by one.
>>
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>>167243241
it's history, so all the battles were 1v1
>>
>>167242069
>not dark red uppercase g as tile symbol
yeah, you gotta stuff to do
>>
>>167243791
I'll be playing him in adventure mode exclusively, I don't think any world could handle multiple Guts running around, let alone a civilisation of Guts(male) and Guts(female).
>>
http://www.bay12forums.com/smf/index.php?topic=162546.0

>hey guys, I've decided to make an up to date version of this utility
>btw, I have only played df casually for a year, and I have no prior experience with programming
>can someone hold my hand and tell me how to do this?
>>
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>>167243272
>>167243141
I have even edgier stuff. Can you get more edgy, /dfg/?
>>
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>>167244789
that's literally what all gobbo masters do
>>
>>167244920
>a fucking SKINLESS BULL with a toxic spit
>associated with death
>named his spire "Ashen Tower"
You mean some random Ass Demon made of salt, beware of his deadly gas, comes anywhere close?
>>
>>167245206
I don't about anyone else, but for me, every single gobbo master has been an animal twisted into humanoid form. it may be because those demons have some kind of token that is necessary to become master, but that's how it is.

I've never seen the weak ass "steam ghosts" or whatever become masters.
>>
>>167245369
They are still here, I've seen one made of steam in 43.05. World gen doesn't take their material into account.
>>
>>167239941
Those are far from default anymore, and I figured out that I had switched the names of the materials around in the //template// but didn't notice because I had fixed it in one of the arenas I was testing but not the main raw folder.

>>167242069
Hmmm, the arm didn't work right... I tried fucking with it but all I can think of is to define the iron as a tissue template and see if that fixes it, I tried setting it directly but it's being a dick no matter what.
>>
>>
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>>167219467
me too
>>
im new to the game, my question is this:

the river is freezing during winter and i need a well. if i make a normal reservoir underneath my fort by channeling, and use a floodgate, will the floodgate prevent the reservoir from freezing during winter when the river itself freezes?
>>
>>167250374
If any tile is above ground or open to light it will freeze
>>
>>167250374
If the reservoir is underground, with soil or natural stone above it, it will not freeze, otherwise it will. So given that your reservoir is under your fort, it will freeze only if your fort is above ground and the reservoir is basically just a trench. The floodgate makes no difference.
>>
>>167224024
Well they're not like giant giants, they're like 10-14 feet tall. So they wouldn't be proper Jotuns, but men who resemble them, hence the name.
>>
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>>167245369
[POWER] shows up on the generated unique demons.

>>167246757
Ahhh, I think I've almost got it figured out, had some linkages set up wrong.

Holding a burning corpse with the iron arm, everything else is getting damaged except it, which showed that the fingers weren't made of the right tissue.

God what a weird fucking test.
>>
>>167176874
Lots and lots of pumpstacks is the only way I know how.
>>
Does it mean anything special if a character says to another "It really is a pleasure to speak with you again"? Is it indicative of some form of brewing romance or just that they don't hate the person they're talking to and have talked to them before?
>>
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>>167253431
>even in the most autistic videogame you're too socially incompetent to differentiate romantic interest from polite phrases
>>
>>167254000
Ah but that's the thing isn't it?
It's like playing an autistic strategy game against Toady, on top off Dwarf Fortress.
Would he portray romantic/casual relationships naturally, or would he not?
Even if he did portray them "naturally", is his naturally the same as mine, having lived in different parts of the world, with different communities and cultures around us?
Why ARE Dwarves building fortresses, when they could just live with elvs in the forest, frolicking and enjoying the ecstasies of dwarven life?
Why does everything always smell of copper?
>>
>>167254784
In all seriousness, while romantic shit involving the player is eventually planned, it's not in yet. Even between two computer generated entities, the extend of romanticism is limited to getting married or not. I'm not aware of any conversation modifications (apart from saying "he's my husband" and similar).


>Would he portray romantic/casual relationships naturally, or would he not?
In either case, he would spend a year researching it in various cultures.

>08/15/2044
>I began my research in romantic conversations for the procedurally generated romance engine. Google Tinderbook(tm) proved a valuable resource in material and test relationships. Meanwhile, the girl from down the street isn't interested in me as I originally thought, so I will probably change the code I programmed with that assumption, he he he.
>the bug where 10% of the dwarves get all the females hasn't been fixed yet. I'm beginning to think I'll keep it in.
>>
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>>167255404
>That blog
>>
>>167254000
>>167253000

Double trips spell tragedy for the pumps. It's time to open the underworld.
>>
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>>167242835
Aight brah, you better enjoy this shit cause it bugged the shit out of me all morning until I figured it out.

http://pastebin.com/8XqkDbGH

I switched the arm material to steel so I could make sure it worked by hacking an arm off of a test subject and holding it in my left arm while it was on fire. It's got fingers and all that jazz and it'll work for grabbing/punching/wrestling/etc, won't get beat up by weaker materials as much as a normal arm, hits harder, all that good stuff.

Oh, and it shoots fireballs still.
>>
I recently got done with my second fort

I built it in some badlands by a brook, so I dag a moat from the brook, around the fort and back to the stream on the other side. It was just that the brook was shallow and anyone could walk over.

I also had a near total disaster. I thought it was a good idea to dig a well and channel some water down under that well. Oh boy. Physics fucked me hard and my entire dining hall, the pride of my fort was flooded. Luckily I shut the doors, no one got hurt.

Now because I fucked up my moat, goblins came walking straight in. Stone traps did nothing and I had no weapons because I had no charcoal to smelt anything. After this invasion it was gg. It was, personally, an interesting attempt.
>>
>>167255404

Does anyone else remember the "free love"-bug? Where dwarves bred despite not being married, and with multiple partners.
I was utterly confused when I realized that my expedition leader had fathered four children with four different girls, all of which had also bred with every available male in the colony.

I preferred that system to the current "no marriages ever, EVER, unless you lock two personality and age compatible dwarves together in a box for a frikkin year"-system, actually.
>>
>>167257006
That bug sounds like a lot of fun.
It should be an option in entity ethics.
>>
I just made some rooms for my dwarves in a marble layer and smoothed them. It's looking like ancient Greece. Fucking dwarf Socrates and Plato walking around my fort.
>>
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>>167256370
Really is some of the weirdest testing I've done but it gave me a lot of ideas now that I figured out how to do it, like I'm going to be able to use proper metals and such for the maybe sword appendages instead of just having them made of bone.

Plus the whole "partial cyborg" angle is workable now.

...but yeah, whacking a crying naked chick with her own severed burning arm to see if it hurts my metal arm. I'm also naked and crying while I start to bleed to death because everything but my arm isn't fireproof, is definitely one of the more surreal raw tests I've done.
>>
>>167257181
I think it had something to do with dwarves functioning like livestock and other fort-animals due to some oversight.

It was really fun though, yeah. Maybe you could do it with the right tag-swapping in the raws.
>>
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>>167257257
In other news, the maybe swords are hilarious since I was trying to get the whole "flurry of death" effect I set them to prepare/recover 1:1 and independent multiattack with four of the sword limbs, so you while normally you can time things where you can smack someone into the air and cut their head off in mid-air, with these fucking things you can cut their head off and then hit it three times before the game figures out it's not a valid target!
>>
>>167256863
I like hearing about new overseers fucking up their early forts, always reminds of my own disastrous early forts.

Like the one I flooded with water and magma at the same time, from two different directions.
>>
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>>167256370
>>167257257
Goddamn dude, thanks so much for all the help in pandering to my weeb fantasies. Truly, /dfg/ is the greatest of generals.

Also, that sounds like an excellent image for someone to drawfig, if any of you are around :3
>>
>>167258615
Not a prob, I'll be using a lot of the stuff I figured out there elsewhere too.
>>
>>167258615
>pic
Is that the face he makes when teleporting behind someone, just before slitting their throat?
>>
>>167260415
That's the "bug spray" face I think.
>>
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>>167260415
Nah son, it's the one he makes as he watches a dude who was getting ready to rape some girl get picked up and impaled on the branches of a big demonic tree monster.
>>
>>167260637
So it is an edgy grin, then? Then I was almost spot on, anyway.
>>
>>167261128
he's a big guy dressed all in black with a big sword of course he's edgy
>>
>>167260415
He doesn't "slit" so much as cleave their entire horse, body and armour into a gory mess.

Seriously, I don't really read manga or watch all that much animu, but the berserk mango was a very good read.
>>
Entities are such a pain in the ass to mod.
>>
>>167264025
creatures are worse desu
>>
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>>167267731
LOL!

that's the "feels" man meme, but he looks like a dwarv! HAHA!

i'm upvoting this epik MEME!
>>
>>167252727
why is your body getting damaged if you are holding it with your hand?

Also, being able to pick objectd from sorrounding tiles when toady? it makes sense
>>
>want to dwwarf
>can't dwarf
>accidentaly and elv


erryt ime
>>
>>167268596
>Also, being able to pick objectd from sorrounding tiles when toady? it makes sense
Not if you consider the fact that each tile is 2x2x3 meters big.
>>
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>>167257257
>pic related
L-lewd baka anon! nice

It's actually really inspiring to play around with secretions used as weapons
Dragons have fire blood, guts has scorching sweat, and staceys' discharges have a ph of 2
Seems right to me
>>
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Haven't played since 0.40.24 what's new?
>>
>>167270764
No more z-levels.
Magma was also removed.
>>
Here's a funny fact for y'all:
In his FotF entry for May 2012, Toady confirmed that each tile was 2x2 meters big

According to the wiki, each embark tile is 48x48 tiles big, and each world tile is 768x768 tiles big.

If we apply our knowledge of the size of each in-game tile on these tile counts, we can conclude that each embark tile is 96x96 meters big. Each world tile should be 1536x1536 meters big.

This means that the smallest world size, the "pocket" world, is about 26x26 kilometers big. The largest world size, the "large" world, is about 394x394 kilometers big.

The default world size, the "medium" world, is about 198x198 kilometers big.
>>
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>>167271098
>No more z-levels
You're joking right?
That's what separated this game from any other garbage civ sim. You're joking right?
>>
>>167271527
He also simplified personalities and made combat pretty much rock paper scissors ala Fire Emblem.
>>
>>167271527
keas can dig tiles now too
>>
>>167271527
>You're joking right?
No.
The embark map was just made bigger and it's directional where you start at the bottom and it's just some soil, clay, sand etc. then rock and ores and finally there's a cavern area at the top.
Also if you manage to kill all the monsters in the cavern area you get a win-screen but can still continue playing if you want to.
>>
>>167272234
>>167271715
>>167271991
So what's the last non shit version i should be playing? Or is the newest version playable without making me cry?
>>
>>167272448
I heard rimworld is good I'm thinking of trying it
>>
>>167131628
it could mean your civilization collapsed
>>
>>167272535
I have rimworld and I don't like how shallow it is, doesn't have nearly the complexity of Dorf and I hated that it doesn't have z-levels but I guess they're on par now :/ When was the last version with z-levels?
>>
Are we pretending out of boredom
>>
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What are you listening to atm?

For me it's
>https://www.youtube.com/watch?v=Ltzf2uZsMbk
>>
>>167273025
Obviously
>>
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>>167271527
>>167272448
You have been taken on a most devious ruse cruise, my friend.
>>
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>>167274282
Holy fuck the emotional rollercoaster I just experienced. I see the bantz here are still as good they used to be.
>>
how do I rid a dwarf of his named copper sword?
>>
>>167274689
>Thinking an autist like Toady would casualize his game like that after all these years
>>
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>>167275146
I think that ship has sailed.
He needs to go.
>>
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>>167275214
Thought maybe he'd finally lost it.
>>
>>167275146
assign him another sword manually in the militia screen. he will drop his old sword in an instant.

don't listen to >>167275346
>>
>>167275540
Really? Interesting. Someone said in an earlier thread to melt it but it didn't work.

Thanks.
>>
mebe I bump thred?
>>
>>167275146
>>167275540
You don't even have to do a manual assignment, just specify any material other than copper. Or any weapon other than short sword.
>>
>>167206962
>>tfw DF is not advanced enough to play a barbarian warlord in adventure mode
you more or less can
build a mead hall for your party to gather and tell stories then go out and forge a kingdom by your own hand

also you should read the Conan stories, each one is fairly short but good.
>>
>>167077351
can you imagine what it is like to be a midget in third world countries?
only autistic butthurt at life edgy faggots would bully someone with a handicap in a first world country but since they're thirdies they must be shunned even by their own families
>>
>>167278309
I can't really interact much with the NPC kingdoms though last I checked, or vice versa, which is what I really want to do. Although now I want to make a mead hall.
>>
>>167278326
Are you a midget or something?
>>
>>167279376
>A short, nerdy creature fond of drink and memery.
You can have that one for free, degenerateanon. But for Armok's sake drop the trip until you have some content to post.
>>
>>167278326
>be somali midget
>time to cut foreskin
>they accidentally chop your leg off
>>
>>167279376
no just not a sociopath
>>
>>167268596
It was on fire, my arm was heating up to around 11,000 Urists, my body fat was melting and catcht the rest of me on fire, my sweat, her sweat, and blood from my test subjects was boiling, plus the grass was catching on fire!

>>167264025
I've got a better idea on how to do my entity tricks to get them working than I do the servant races.

>>167269483
It was sorta boiling because I was holding a flaming arm.

>>167278309
Yeah, like I said you need to link the camp site to your parent civ and it starts to interact more normally.

Toady said he thinks it would probably work better if he did just put them under the default civ so hopefully that'll be in under the artifact release.
>>
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>>167211263
My main gripe with masterwork is that it's a crashy piece of shit mess. If I wanted a big modpack that crashed if you sneeze then I'd just do it myself
>>
>>167283153
Or you could play with dark ages which doesn't have meph slime all over it and isn't all crashy and retarded.
>>
>>167285225
Holy shit I'm not the guy you replied to but this looks great. Does it have a tileset?
>>
>>167285225
Dark ages seems alright but unless I'm reading the OP wrong it doesn't have the playable fort races I was hoping to try out in Masterwork. But it DOES have the annoying concept of "Legendary Dwarves" as a playable race which is the laziest fucking thing a mod can do. And adventurer mode classes which are annoying to cycle through and are way too gamey of a concept for me.

I'll try it out, though.
>>
>>167285567
I have no clue, it's got too much stuff really, but you can pull parts out pretty easily since it's in a bunch of different files, and like always I suggest checking through the various stuff in there for ideas about modding. Lots of tricks in there to check out.

>>167286232
Not sure about the fort mode part, I had my own fort setup running when I messed around with dark ages, and the furthest I ever got with masterwork was seeing the screenshots and shit and thinking it looked like it was trying too hard to be old school warcraft before learning that it was just stuff thrown together which kinda accidentally wound up looking that way.
>>
>>167285225
>>167283153
OldGenesis is also pretty good.
>>
>Take other people's mods and stitch them onto yours
>Become the most popular mod for DF
>>
>>167286906
Just got two consecutive crashes on Dark Ages worldgen. Brilliant.
>>
>>167289251
This

OldGenesis is easily the best overhaul mod there is.

>Decent balance between vanilla mechanics and new stuff.
>Doesn't go overboard with races but has a lot of variety.
>Each race has a full sprite-sheet.
>Bayonets on crossbows nigga.
>Almost always the first overhaul mod to be brought up to the newest update.
>>
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Haven't played for over a year. Has Toady fixed the bug where nobody is hostile in Adventure Mode yet?
>>
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>>167289804
To be fair I have no idea what may have changed since I screwed with it, I was messing with it back in 40.24 or so and did a bit of basic testing in the 42.xx version.

Look through the errorlog.txt and see if there are any obvious sources of a crash listed. Mostly I'd say just go through and see what parts of the mod look interesting to you, then drop them into a vanilla copy of df.

>>167291310
If you mean "do random civilians rush at you to their death for no reason because you kicked a chicken" then no, that was buggy behavior and fixed.

40.24 was very much a placeholder release though, and 43.05 has stuff like bandits getting pissed when you shank their buddy and then deciding to panic and run because you gave their weapons to the peasants around them and it turns into a lynching.

I do like to give [NATURAL_SKILL:DISCIPLINE:3~10] to all races, which has a bit of influence on the reactions people give you, but I mostly do it because it produces weapon lord bandit armies and sieges with literally thousands upon thousands of soldiers running around sacking towns and shit.

It's also fun when you prove to be too tough and tell a group of bandits to yield, so they end up standing around you in bitchmode while you start convincing them the value of law and peace and merriment in between telling them stories.
>>
>>167292272
I just tried it out and it's still broken.

>get info on bandit camp
>head out
>none of the bandits are hostile and the leader is happy to point out local landmarks
>watever lol imma kill you
>proceed to kill each bandit one after the other as the rest look on doing nothing
>go back and tell the lord i cleared them out
>wtf u ebil murderer thank you for saving us from bandits you terrifying scum
>kill him too because at this point why not
>his guards just watch

Bravo. I honestly preferred it when everyone was aggressively suicidal.
>>
>>167292272
>[NATURAL_SKILL:DISCIPLINE:3~10]

Do I keep the tilde or just use 3 or 10?
>>
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>>167292681
In 43.05?

I don't think the natural skill discipline causes that much of a difference, but the camps where the bandits are just hanging out and peaceful are pretty rare, and usually they're actually refugees.

If the lord didn't thank you for what you do and say you're a protector of the weak, then that wasn't 43.05 or they were refugees with no actual crimes, possibly relatives. I've had people thank me for killing bandits, but call me a murderer because the leader was their grandchild, but never just bitch at me.

Something don't add up here bud.

Also fun: add [LOCAL_BANDITRY] to all entities, it makes roving squads of soldiers that ambush you and chase you around, which piss people off when you kill them.

>>167292875
3 to 10 is what I usually go with I mean, sorry, I like to vary it so goblins are more foolhardy, elves are cowards, dwarves are braver than humans, etc.
>>
>>167293208
right, got it.
>>
>>167293208
Refugees that describe themselves as bandits and live in a marked camp that the local leader calls a bandit camp where bandits live?

Those are some European refugees.
>>
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>>167293498
When a group is run out during world-gen they either end up in the permanently sleeping-in-tents army bug situation or they can disperse to nearby settlements, but sometimes they're stuck making a campsite, you'll find a bunch of recruits who have various civilian skills, woodworkers, butchers, tanners, poets, etc.

Sometimes entertaining troupes get stuck in limbo due to it kicking them out of their original civ and put down roots in a campsite.

Then there is shit I can't explain at all, like the campsite where this banditlord army came from: >>167293208

After I killed enough for them to retreat (we're talking like fourty or so from their army of 80 or 90 bandits) I tracked them back to their site to find... well, I dunno what the fuck I found exactly.
>>
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>>167293924
Oh, and that army of kids and banditlords and whatnot?

They all went No Quarter the moment they saw me.

Could I kill thousands of kids and whatnot by making sure I keep room to dodge away and such? Yeah, but it's a lagfuckery risk cause 20+ units trying to attack at once=freeze.
>>
Are there any mods that at least partially fix retire fortress?
>>
>>167295689
I doubt it's possible without dfhack and even then it's probably beyond what dfhack is capable of
>>
>>167295757
Yeah, it's pretty difficult to make them visitable without screwing things up. You can prepare beforehand somewhat but it mostly involves undoing things that would get messed up so they're stowed neatly and clearing a lot of the merchant entries.
>>
has anyone had any multi-generational forts since the current things like persistent world, 3D and other FPS killers were added?
and by multigenerational I mean enough time for most of your original settlers to start dying of old age and babies to grow up then have babies of their own.

I've managed to run one fort for over 100 years so far on my laptop with an i7 and population limits/small world/smaller embark zone and generally avoiding major FPS pitfalls
>>
>>167296195
most I've gone since world activation is like 50 years and by then it was a solid 2fps
>>
>>167296342
what was your population?
>>
>>167296661
I wanna say like 60
>>
I can't bring myself to play DF anymore because every time I do I remember that a fuckawesome new update is coming soon and I'll have to start over anyway.

End this pain.
>>
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>>167298819
>soon
>>
>>167299129
I want to believe
>>
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>>167299179
dreamin lad
>>
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>>167299281
n-no
>>
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>>167299365
>>
>>167296865
I've been playing with a hard cap of 50 and a soft cap of 30 fairly successfully without FPS issues and all industries running smoothly
my current pop is like 45
I basically just focus on maximum efficiency and purging "useless" dwarves or forcing them to improve other skills beyond cheesemaking.

my only issue so far is keeping my military safe since losing one veteran is a major loss.

so far they absolutely tear through any goblins except once when they brought some cave dragons along with them and I lost one of my OG veterans, but her son grew up to become one of the best warriors in my fort and utterly demolishes everything in sight with his artifact platinum warhammer.

I saw him once smash his way through a necromancer siege and completely pulp the necromancer himself in one blow.

makes me laugh thinking about this scrawny overconfident necromancer shuffling about way behind the lines of his undead laughing to himself only to see some rage filled burly dwarf jump right over the lines and smash his face in.
>>
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>>167299515
>The stray cat headbumps you.
>'The fuck? What cat? Where?'
>>
>>167298819
you can always implode your fort and start again
I rarely play more than one or two forts on a single world map before generating a new one
>>
>>167301568
50 is about the sweet spot for 2 in every profession with 1 full squad and a few spare to haul
>>
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Can I use the starter pack with the latest version of the base game or will that cause problems? I am determined this time to finally put the effort into learning this game. Thanks.
>>
>>167301678
Oh I mostly play adventurer though. I just feel like I've done everything there is to do in it and the world just kinda feels lifeless. Like, I can't fight an invading army, I won't have to worry about bandits raiding my town (last I checked I have to come to them if they aren't already there), if I make a log cabin no one will visit, ect ect.
>>
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>>167301690
yea its fairly nice especially since it means usually if an old skilled artisan died his "apprentice" can usually step up and I'm not stuck with a complete scrub

that and 50 or less is usually pretty easy on the FPS even after a long time on a small or pocket world.

I came to the number after reading some story on the forums of someone who did a similar thing and lasted for several hundred years to breed an army of cave dragons.

plus honestly managing a smaller number of dwarves is more fun than a shit ton of literally whos I ignore
>>
Can I draw map shape and then somehow upload it into DF?
>>
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>>167302485
this is close and what I use
because honestly fuck spending two hours trying to create a world that is just right.

http://www.bay12forums.com/smf/?topic=57428.0
>>
>>167302947
I have it on my computer but is there an option to draw land outline in paint and then upload it?

Also your map is pretty fucking good, do you have seed for it?
>>
Does anyone know where I can get the most up to date version of the Obsidian tileset? I remember finding it in some non-DF oriented filesharing site but I can't seem to find it again. I remember especially it had updated lizardmen graphics listed as a new addition.
>>
>>167303667
Have you tried the forum you stupid cunt
>>
>>167304387
I did and only found the abandoned version. However, after some searching, I found the unofficial version on Github. Strangely enough it didn't appear in google search when I looked for it, and I have to comb through github's search function to find it.

https://github.com/DFgraphics/Obsidian
>>
Does anyone else do their best to emulate an actual economy in dwarf fortress, like actually trying to have new dwarfs set up shop based on their profession, even if it means 18 cheesemakers, and assigning quarters based on how in demand their services are?
>>
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>>167303291
you basically "draw" worlds in the program
>>
>>167304387
Why so rude
>>
>>167303291
Oh fuck there is tab at the end, the options tab I think has a spot where you can upload images to use?
>>
>>167298819
This is retarded.

I've created numerous forts in several worlds since the update was "supposed" to be released (by the end of the last year). All of those forts were a fun play.

If I had waited like you, I wouldn't have had all that fun.
>>
>>167292681
When I attack lords, all the soldiers who see me doing it rush to his aid. I don't know what's wrong with your game.
>>
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>fighting a former companion
>he compliments my genius while whipping me
Hmm.
>>
How do I get people to gather seeds? I've made a stockpile, but no one's using it, they just litter.
>>
>>167309824
you need bags
>>
>>167301568
Here's the other fort I mentioned
The guy had it going for over 300 years

http://www.bay12forums.com/smf/index.php?topic=156319.msg6814181#msg6814181
>>
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Why is my game doing this when I try and load my world?
>>
>>167310913
thanks doc
>>
>>167310980
Fuck, This is my real word, I'm Totally not trying to give you guys medicine Now that you mention it, It does look like it though.
>>
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>undead barn owl pesters off duty militiaman
>militiaman dodges into nearby pond
>drowns
>>
>>167306090
>>167303291
>>167302947
It would be rad if you could upload geographical maps and let perfectworld draw it exactly as it is depicted
>>
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About ready to get the servants created and then figure out the entity situation, though I've got several ideas on how to do that.

>>167311703
>dem dorfs

>>167310913
Anon, I'm sorry to be the one to tell you this... your df install... is on drugs. It injected a whole weed, I know, terrible, I'll... give you a moment.
>>
to the anon that posted the guts mod

Why is the dragonslayer's size to hold it so small
The smith that created it said that you had to be one strong motherfucker to hold it
It should only holded by human sized creatures, or a bit more
>>
>>167311078
Have you tried screaming "toady" at the top of your lungs repeatedly?
>>
>>167312459
Hell, I didn't mess with that much, just posted the basic thing since you can wield whatever you want in adventurer mode, pretty sure the damn thing should weigh like a hundred or more urists so it'll slow down anyone who isn't strong enough anyways.
>>
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>>167271369
>>
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>>167312029
I think people on the PW forum thread have posted the tricks they use for geographical map conversions.
>>
>>167271369
Following these measurments, the world sizes should be as follows:

Pocket world (17x17 world tiles):
>682 square kilometers

Smaller world (33x33 world tiles):
>2569 square kilometers

Small world (65x65 world tiles):
>9968 square kilometers

Medium world (129x129 world tiles):
>39261 square kilometers

Large world (257x257 world tiles):
>155829 square kilometers
>>
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>>167315054
It's interesting to compare those numbers with the size of real world countries:
>https://en.wikipedia.org/wiki/List_of_sovereign_states_and_dependencies_by_area

It's also nice to compare it to other game worlds. Pic related is interesting, for example (but remember to convert the DF map sizes into square miles). For example, the largest DF world size beats almost all of the worlds in the pic, with the exception of the huge Daggerfall map. The Daggerfall map is kinda cheating though, since it's just a big empty wasteland with thousands of crudely RNG'd locations in it.
>>
>>167315591
Also note that the average town in DF is larger than an entire island in GTA 3.
>>
>>167315591
>The Daggerfall map is kinda cheating though, since it's just a big empty wasteland with thousands of crudely RNG'd locations in it.
Just like a DF map?
>>
>>167315829
Not really.

In DF, the wilderness is actually wilderness, with geological formations, as well as diverse flora and fauna. In Daggerfall, the wilderness is just a flat empty wasteland (with some bumps to give a false 3D feeling) with some ugly sprites to represent trees and rocks.

In DF, all sites are tracked throughout the history of the world, and grow and regress depending on a lot of factors. In Daggerfall, each site is randomly assembled from a selection of predesigned "modules", with no regard to local history.

There's a big difference. Both games are really enjoyable to play (in fact, Daggerfall is my favourite TES game with the exception of Morrowind), but comparing its world map with those of Dwarf Fortress would do Dwarf Fortress a great injustice.
>>
>>167316168
Keep in mind when Daggerfall was made. Although tbf, Daggerfall was also even glitchier than Dwarf Fortress.
>>
>>167314110
what are the material properties of the maybe sword

Also, can I stop melting making an interaction to drop my temp?
Can you know somethings temp irt with dfhack?
should I learn DFhack if I want to mod?
>>
>>167315591
If I remember correctly, some anons tried to find out here just how big is a large world of DF compared to ours
They set foot in one edge of the world and went to the opposite point, they calculated the distance and how long did they take, and the resukts were that it took them arox. the same time a peregrinage around our world takes
>>
>>167316168
Honest question from a lover of DF that never payed much attention to the world activation mechanics

Just how realistic is the world in Dwarf Fortress, it surely doesnt track every animal or plant in the world, right?My computer would explode
>>
mechanics, engines and mechanisms update when?
>>
>>167317248
>Just how realistic is the world in Dwarf Fortress
Depends on your definition of realism. It tries to simulate things in detail, but this doesn't always result in the game being more realistic.

>it surely doesnt track every animal or plant in the world
It doesn't. It does, however, keep track of which animals live in which region. Just because an animal is set to live in a certain biome in the raws, it doesn't mean that they actually appear in all regions of that biome. Instead, each in-game region picks a selection of animals which can live in its biome, and this selection of animals are kept track of throughout the game.

When a civ has a site in a region, they also get access to products from the animals living there. When a civ has a site in a region with a certain animal person type in it, that particular animal person type also becomes playable for adventurers from that civ, and they also have a constant chance of mass joining the civ as a historical event.
>>
>>167317014
Testing different materials atm, seeing if the improved bones will work, or metal, maybe slade even.
>>
>>167317342
when Toady's grandpa dies or something, and he gets interested in the inherited cuckoo watch

Then, we'll have technology

>>167317714
Okay, I understand now, I guess that's how abstracted zones work in this game, right?
My question now is:
How the fuck will the future economy stuff will work if you need precise ammounts of data to make it work correctly
(i.e knowing that a tribe can export exactly 5 pigs a year, based on the ammount of close wild pig groups)
Or anything that requires exact information
>>
>>167317885
It can probably be abstracted to a degree where it's easier to handle.
>>
whoa don't go full page 10 on me
>>
Is it possible to automatically replace all English spoken words with their translation in the language of the speaker (assuming the word has a translation)? Is it DFHackable?
>>
How long did it take you to become efficient at dorf fort?

What resources did you use?

Can you be of average intelligence and still play this game efficiently.

I-im not stupid guys I swear
>>
how do i make dwarfs dro p their cloths

i know they do automatically but how can i make them drop manually
>>
>>167322324
Somewhere between a week and a month.
http://members.iinet.net.au/~morty/Getting_Started_with_Dwarf_Fortress.pdf (it was more relevant back then though)
Yes you can.
>>
>>167322324
I downloaded the vanilla game and read through the wiki while building my first fort. Just did it a bunch more times until I became semi-competent at dwarf fortress and then fucked around in adventure mode for a few months.

Any idiot can play dwarf fortress, patience is a more useful virtue to have I'd say.
>>
>>167321282
if you are trying to make a translation of the game, take in consideration that the game'll keep using the english gramatics, and word orders

If you just wanna change stuff, Change the dwarf dictionary by one of your language, and stuff will show up in english and your language
>>
>>167322324
Jokes aside, in a long afternoon I had familiariced with the interface and realized that the blue stuff meant differences in the z level
A week later I knew how to play, and I havent lost a fort ever
On the other hand, I havent looked at minecarts or energy stuff, and barely touched levers

You'll make it, Im sure of that, don't worry
>>
>>167322865
I think you misunderstood me.

I wanted to know whether it was possible to have the words spoken by the characters translated into their respective languages (assuming the words have translations, which most won't have). You know, because having them speak in moonspeak would be cool. It obviously can't be accomplished by normal means, that's why I asked whether dfhack had a way.

Grammar and word order don't really matter in this case, since those haven't been added by Toady yet. English word order will do just fine.
>>
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when will we have lifts?
>>
>>167323205
Probably at the same timne as the boats.

Specifically, Toady has talked about "moving fortress parts", and has said that they're pretty far off in the future.

Btw, good art as always, Timbuk-kun.
>>
bumping this thread with no survivors
>>
>>167323332
I kind of hope that he fixes the "bug" of atom smashers. I don't like the idea of items and corpses disappearing. I'd prefer if after I raised the bridge there'd be XXcopper helmXX, Axmu Snosudub's goblin paste, etc.
>>
>>167323332
>>167325995
The reason I replied was because of the possibility of crushing people with moving fortress parts.
>>
>>167326090
>crushing people
you are a fool

you could possibly make dwarven mechas and all you can think of is smashing elves with moving walls, pathetic
>>
>>167325995
Yeah, I always thought the same, quite stupid that stuff just dissapears from the game, that simply doesnt happen
In fact, I always thought that cave-ins shouldnt always mean 100% sure death
There's that famous roll of falling 100 z levels onto a spear and not getting hurt because you blocked it, gaining mad stats.
Why cant I survive a little bit of dirt falling on me?
>>
>>167326851
Yeah and as a necro-vamp (that doesn't need to breathe) I was encased in ice and died. I should be able to wait until I thaws or claw my way out or something.
>>
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>Otter killed 6 of my war dogs
>Otter got a name
>Otter got vaporized in a bridge
>>
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>>167301568
What invader cap do you have?
Any other init shit for better fps?
My 200 dorf soft cap at 10-20 fps is killing me and the micromanagement takes so much time since I don't use dfhack or therapist or anything.
>>
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>>167327235
>draltha killed a forgotten beast
>draltha got a name
>draltha got killed by a giant olm before I could cage it
>>
>>167327152
I mean, your brain got freeze damage technically, that should kill you most of the times I think
But again, ice blocks just dont magically spawn irl either
>or claw my way out or something.
Is it weird that I want to hitting and breaking stuff in adventure mode with a passion?
I feel like you should get a lot more interaction qith the world than the ammount you are getting now. You should be able to hit, feel with your hands or drag anything you wanted
but again, I also want self-atacks and sewing onjects/people together so who am I to say what the game needs
>>
>>167327628
>Is it weird that I want to hitting and breaking stuff in adventure mode with a passion

that's a disease I think, I remember this video of a kid playing oblivion like a decade ago, he would punch everything in sight, barrels, chairs, signs, animals, people, everything. He couldn't get very far in the game because every town guard was on his ass, he just couldn't help himself
>>
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>>167327523
Please respond.
>>
>>167330461
http://dwarffortresswiki.org/index.php/DF2014:Maximizing_framerate
>>
>>167330461
your gay
>>
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>>167330770
>>
>>167330770
fuck off retard
>>
>>167331015
>>167331094
Fuck off assholes.
>>
>>167331248
Suck my fucking cock you kobold.
>>
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>>167331248
Don't speak to me or my wifes dog ever again
>>
>>167330770
>I'm not going to read some long article, fuck off.
>Just tell me in 10 words or less.

>Plays Dwarf Fortress
>Can't be bothered to read an article and apply the information
>>
>>167331449
Fuck you and fuck your whore of a mother.
>>
Does "cold cases" mean nothing will happen to the criminals even if I build a prison?
>>
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is it possible that this shit is inverted? at first i set it to T both, thinking theyll use it for training, and they simply wouldnt pick the ammo up. turns out that its the other way around.

im new but this makes no sense really
>>
>>167331015
>he doesnt take off his glasses
errytime
>>167330770
>I'm not going to read some long article, fuck off.
This is not your game
>>
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>>167334262
>This is not your game
I learned by doing.
Fuck off you fucking nerds.
>>
Are there any good standalone civ mods I can drop into my game and if so, which of them have decent tilesets? I know another anon was talking about the same thing earlier but I don't know if anything came from it.
>>
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poor craftsmanship
>>
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Anyone else make 11x11 central staircases in their fort?
They're just too kewl.
>>
>>167336162
no I build/carve 3x3 staircases everywhere in the entire mapp this is what I love for I get an 5x5 embark and I just dig everything out and build 3x3 stairstacks like toady intended me to and I just do that nothing else I don't even know how to set a military and shit like that I just disable all invaders and hunger and thirst and other stff that gets in the way once I'm done building the stairstacks I come here to ask "therapist wehn" and then I just start all over again building stairstacks3x3 best stair cntral pillar for fashion
>>
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>>167336374
Only serious answers plox.
No shitposting.
>>
>>167336162
>not making your entire fort except workshops and qsps out of up/down staircases
It's like you hate your dwarves.
>>
>>167322958
this
hypotheticly I have no issues with grand projects and making forts "invincible"

though I still lose forts due to be careless or trying something stupid like building an aqueduct and forgetting about the water pressure so that my entire fort floods.

I rarely touch lava or power stuff honestly
>>
>>167327523
with sub-50 dwarves you don't get goblin sieges really

I've had honestly like 80 something megabeasts attack so far

no invader limits and my framerate is stable at like 50ish

population is the biggest FPS killer because of the pathing.
and honestly I don't miss the goblins, I have enough action being right near a necro tower and in a savage region.
>>
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>>167310903
>guy has a fortress last for hundreds of years
>invades hell
>defeats hell
>builds a massive glass spire as a new fortress stretching from the pits of hell to the surface as a twisted dorfy version of the black slade spires.
>>
how do I thaw ice in my waterskin
>>
>all these cool new mods
>All without tileset support

Fuck I really need to learn to play this with ascii don't I?
>>
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I just started playing, spoonfeed me a nice tileset please
>>
>>167339506
the default one
>>
>>167339247

nevermind, you create a campfire with g command, then interact (i) with the flask/waterskin to heat it in the nearby campfire.

since you can fill it with snow you have free as in freedom water supply.
>>
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>>167339506
Obsidian is the apex of tileset quality.

https://github.com/DFgraphics/Obsidian
>>
http://www.bay12forums.com/smf//index.php?topic=159164.msg7345984#msg7345984
>Really, the [feature] could have been the focus without any of that, but this way also works and will have some extra richness built in, even if it takes years longer.

DF development in a nutshell. I like it for that.
>>
>>167339857
>those walls

you'd need a thousand peasants just to clean the vomit
>>
>>167340314
Its a nice wall anon. Also the grass alone would make up for any other shortcomings. It actually sways in the wind since it got animated somehow and if that isn't the most aesthetic shit I don't know what is.
>>
>>167340403
>aesthetic
more like framerate killing
>>
>>167341339
Maybe if you have a toaster. I've experienced no issues from it.
>>
>>167339857
awful
any tilestet that isn;t ASCII based is shit, and little sprites are too hard to see what they are

plus those walls are awful
best tilestets just clean up the Vanilla and make the colours easier on the eyes.
>>
>>167341437
>toaster
it doesn't matter
its all about your CPU and core strength

a solid i7 in a shitbox will run it better than a 2k meme machine using AMD or an i5
>>
>>167342435
Well yeah that's what I'm saying. I've got an i7 and I don't notice any problems with the grass.

>>167342325
I can see the sprites perfectly. The details might be hard to distinguish, but they all have unique styles and identifiable colors so I have no issues knowing what's what.
As for the walls I guess that's just a matter of personal preference. Would you mind explaining how they are objectively bad? What about them makes them worse than any other given wall?
>>
I know everyone complains about FPS, but would you REALLY stretch your forts on forever if it wasn't an issue?
My century fort is already getting dull
I had one mega project idea but now that's done I'm sort of lost for what to do now
>>
>>167343125
yes
>>
>>167343125
yes
>>
>>167343125
It takes me a century just to set up farms.
>>
>>167343125
>>167343394
>>167343801
>>167344450
/dfg/
Stories of Patience and Autism
>>
man i wish the nobles requests would be harder to fulfill
they're either completely impossible due to a lack of material or pretty easy
I wish the mountainhome would make demands of your settlement
>>
>>167335772
Do you look online for references while drawing or do you just do it all from imagination? I always love the variety in your clothing and appearances, even if they are cartoony.
>>
>>167345865
I'd like it a lot more if they were less frequent and harder.
>>
>>167345865
I agree on the mountainhome part, like for example demanding a caravan of Iron bars, or offering specific deals for things you have, like all your stock of tamed elk birds in exchange for a shipment of steel ingots
>>
>>167315591
60,000 square miles is roughly 95,000 square km.
a large world is approx. 100,000 square miles.
>>
>>167344450
Honestly I get all the basic industry set up usually within 5-10 years then after that it's just expanding/messing about

Most of my 117 years with one fort has been spent with them sort of working automomously while I multitask since it will be long periods sometimes with nothing going on.

I did build a big pyramid + hollow reverse pyramid in the depths that has water cascading down it like Vivec's temple in Morrowind.
>>
>>167346629
pics?
>>
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>>
I was going through the raws for the the succubus civilization mod and

// Basic definitions
[NAME:succubus:succubi:demonic]
[BABY:0]
[CHILD:15]
[CAN_SPEAK]
[CAN_LEARN]
[EVIL]
[INTELLIGENT]
[CANOPENDOORS]
[EQUIPS]
[DIURNAL]
[CREPUSCULAR]
[MILKABLE]
>>
>finish exploring caves
>find dead FB surrounded by bugbat corpses and other shit
>check legends
>cocksucker was a butterfly with webs
>killed by Cradleddents the blind cave ogre

I wonder if he will come back someday so I can capture him.
>>
>>167351554
You could always retire the fort temporarily and hunt the blind cave ogre in adventure mode. maybe even retire your adventurer and let him be the militia comander of your fort.
>>
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>>167350945
>milkable
>>
>>167350945
>[MILKABLE]

Oh lordy I need to take care of something.
>>
>>167350945
>[CREPUSCULAR]
>[MILKABLE]
How old is this mod exactly?
>>
>>167352336
Was meant for like 42.xx but it still works just fine (in adventure mode at least) and I really like the mechanics of it (being able to convert the other races into specialized demons).
>>
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>>167350945
>[CAN_SPEAK]
>[CAN_LEARN]
>[INTELLIGENT]
>>
>>167354092
?
>>
>>167354212
[INTELLIGENT] is an alias for the other two.
Including all of them is completely pointless.
>>
>>167354261
Ah I see. It ain't my mod, but I'll just edit it then.
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I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


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