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/dfg/ Dwarf Fortress General

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Tavern's edition
Previous thread >>175483910

>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Dwarf Therapist (Out of Date):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DFHack (Out of date. Beta version available):
http://www.bay12forums.com/smf/index.php?topic=139553.0
Beta: 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Starter Pack (Out of Date):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!
>>
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>be at nearly 170 dorfs
>only 5 idlers
>want to make a bigger military but no dorfs to spare at the moment
fuck, need migrants
>>
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What is the most destructive force?
>>
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>>175709380
dorfs and magma
>>
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>>175709185
>need
>migrants
>>
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>>175709450
>not wanting 60 squads of marksdwarves to gun down anything that moves
>not wanting 100's of haulers
I have 45 dwarven children, which isn't helping.
>>
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>>175709587
derp, 6*
>>
>>175708145
a) They're miners, woodcutters or hunters.
b) You've set the to not wear their uniforms off-duty.

Probably the first one.
>>
>>175708145
>>175709301
now one of them LOST HER FUCKING WEAPON somehow
>>
>>175709978
This. Dorfs have equipment issues if you try to make them a miner/hunter/woodcutter that's also in the military. Turn off all jobs when you draft guys into squads, you'll want them training anyway.
>>
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Woooo my mod is working a little bit. My civ is showing up where it should and the NPCs are behaving like they are supposed to (for the most part)

Pic related, an example of the species. There is still room for refinement, but I'm making progress.
>>
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Does making guys work out in a Dwarven Gym still get them swole?
>>
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>>175710136
>>175709978
it's not the first one. how do I do b)?
>>
>>175710750
>I'VE HAD NOTHING BUT CAVE FISH FOR TWO YEARS I'M EATING THIS ONE RAW
>>
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>>175702352
Goblin Is Too Strong is pretty funny shit.
>>
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>>175701041
pic related
>>
>>175709415
FPS
>>
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>>175711226
>down to 35fps
got a ways to go, but feels bad man
>>
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the wiki doesn't seem to be very in-depth about how claiming sites/building them works.

how do you retire in a building that you built or hire peasants/companions into being hearthpeople of said hamlet?

will they all stay in the site if you decide to play a fortress over in another part of the world for a year or ten?

what are some of the boons of owning your own land next to a town or goblin pit?
>>
I'm sad that after all these years there is still no kinky mod for dwarf fortress.
>>
>>175711908
SUCCUBUS

DUNGEON

>bondage
>statues
>corruption
>stockings
>whips
>traps
>amazons
>tentacles

Go fucking crazy
>>
>>175711908
I mean, it has crossed my mind. I don't think it is vital, but I'd like that alot.
>>
>>175712019
Still no adventure mode option though the mod is promising.
>>
>>175712246
but you can totally play as a succubus in adventure mode? I do it all the time.
>>
Can I rip out my own teeth in Adventure mode?

I catched a fireball in my mouth...
>>
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>>175711908
in .34 there was a mod that put more emphasis on females's varies "assets" that even made the elfs look like a adamantine throne in heat to dwarfs
>>
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>>175711061
>>
>>175713616
Is meph the best tileset or something?
>>
>>175713878
the best tileset is whatever you wanna use, it's a singleplayer game

But I also recommend
Phoebus
CLA
Myne
Spacefox
>>
Fuck, how do I kick this diplomat out
>>
>>175713878
The best tileset is anything that's square
Though I personally play with ascii, I use the wanderlust font
>>
>>175710750
On the schedules screen you toggle it with u.
>>
Forgot that some random bowyer hauler nobody had a mood and he just went insane. He's not doing anything crazy yet, but will post an update if he does.
>>
>migrants decide to bring stray animals to zombie funland
I just gotta build a giant "no pets" sign, I'd really rather not have a zombie yak kicking my dwarves' teeth in
>>
>>175701449
So undead human/insect hybrids? Keep me updated.

Also

>Next thing you know I accidentally fantasy bug-themed necromorphs.

This just gave me a blast to the past on my very first mod. I'd share it here but its cringe inducingly bad even though its 100% functional and i cant let anyone know what a retard i used to be.

>>175701450
Where was your last save? If you are completely fucked try seeing if you can "retire" your character. Otherwise you might have to suffer the low fps walk of shame as im out of options myself. (DFhack can apparently be used to give yourself super speed meaning you get to move more often without any lag but im not sure if its permanent)

>>175703558
I'll check this in the morning for you and provide you with more help, for now i recommend checking the errorlog.txt file.
(Might wanna remove all of its contents, load up dwarf fortress and start up arena and close right afterwards if you've played for a long time)

>>175703852
If you can properly wall him in you could use him as target practice for your dwarves.
Alternatively catch a mega/forgotten beast and have them fight eachother.
>>175706327
My bet's on colossus

>>175709380
Pre-nerf giant undead sponge, alternatively kea-man vampire necromancer.

>>175715523
Introduce the pets to the fun of magma
>>
>>175715523
>>175714082
>>175715414

the answer to all of these is lava
>>
>>175717780
do humans send diplomats?

my civilizations screen show'd em in my general area but so far after two years they haven't sent any traders or anything ;_;
>>
>>175717973
Could be because your fort pop or wealth is too small or that the human civ has been wiped without you knowing while you were playing.
>>
Do dorfs using screw pumps still happily pump away until they die of thirst, or was that bug fixed?
>>
>>175717973
Have you been promoted to a barony? The humans' diplomat is the law-giver, their civ's monarch. They're not braving the wilds to sit down with a mayor.
>>
>>175718379
Hasn't been a thing for years.
>>
>>175718743
Ok just making sure, I have guys working out in my gym getting really thirsty, i'll keep an eye on them just in case. Thanks.
>>
>>175718827
Some dwarves' personality traits incline them to work for longer or shorter periods of time after their needs start flashing. They'll stop for a drink eventually. If you have a lot of idlers you might even catch dwarves bringing your pumpers water.

As an aside, pump gyms are a much less efficient way to train attributes than normal military training. Attributes increase with skill gains, and military training increases a lot of skills at once as opposed to pumping, which only increases pump operator.
>>
>>175713878
Vector Curses is the best, that graphics set meph put their name on is from a couple of different artists.

It isn't my taste at all though, so I'd say the best graphics set is CLA hands down.
>>
>>175719829
Thanks for the tips about the water/needs.

Yea I know pump gyms are kind of inefficient, but I like adding areas to my fortress for flavour, like Colosseums n such. I'm really glad that temples, libraries and inns got implemented. I'm gunna get around to looking in the legends and find which diety would be appropriate for a God of Fitness for my dwarves to worship while pumping iron.
>>
>>175720212
Strength, Health, Youth, Beauty, Power, Labor.
>>
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>>175708713
I captured a paedo in a cage, it's my first playthrough, how can I fuck this guy over?
>>
>>175709415
this is my new favorite gif
>>
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>>175720528
Hah, yeah, I saw the pic Shook made and slapped that together.
>>
>>175720440
You could leave him in the cage. Or drop it in magma. Hell, you could sell him to a caravan if you want. Since he's in a wood cage you can't sell him to elves, which would be the ultimate insult, but selling him to humans would be pretty mean I guess.
>>
>metropolis status
>10000 dwarf bucks in offerings to the mountain home
>exports larger than imports

But

>tfw every time the outpost liaison arrives with the Dwarven caravan he never meets or speaks with the mayor
>>
>>175721235
Wait you can sell people?
>>
So the next update adds in artifact quests for both fortress mode and Adventure mode, is there any other details I missed?
>>
All right so my race mod is fucky again. I want the species to be represented by á and specified as such in the raws but they're being represented by this german symbol for choking your lungs out that I've forgotten the name of.
>>
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What should I do with this, anyone?
>>
>>175722909
>use it in a weapon trap in a noble's room to improve value and for good thoughts
>put it in a weapon trap in a vault with your other artifacts (you have a solid-gold artifact vault, right?)
>put it on display in a weapon trap in the middle of your dining room/statue garden/temple/library/inn for everyone to admire and get good thoughts from
>use it in an actual weapon trap in case you get a Were-something try to get into your fort
>>
>>175723787
>damn, this is the end, about to be sliced in half by that giant axe blade
>but god damn that thing is fucking gorgeous
>>
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>>175722909
actually nevermind, fort is about to be retired do to an extra !FUN! weregoat, it's a fookin epidemic.
>>
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>>175724424
On it is an image of a toad and dead dwarves, the toad is laughing.
>>
>>175725021
>builds artifact giant axe blade
>fortress collapses
>screencap is the axe in a pool of blood
>pile of corpses in the background
You've created a cursed superweapon anon. Keep the fort alive, divide the population between the cursed and the untainted in separate halves of the fort, create a temple in the Doomed Weapon's honor.
>>
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Anyone got tips for minecarts?
>>
>>175725448
It's gonna take a while, I have two healthy dwarves left and one weregoat expedition leader which i've stationed on the other side of the map and raised the drawbridge.
>>175723787
Actually feasible to do a solid gold vault, the only ores i have are Tetrahedrite, platinum and gold.
>>
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>>175722443
[CASTE_TILE:160] should be á isn't it?

>>175726010
Don't wipe out.
>>
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last two digits decides amount of dwarves i take with DFhack's startdwarf command.
if the third and last digit match, i add 100.
>>
>>175721235
>>175721585
Seriously though, can I sell people? This is crucial information I need to know before I embark on my quest to build a breeding slave fort where I pump out dwarf babies as fast as possible before selling them to caravans for mad dosh.

Or is there a more efficient way to go about it? I figured if I had a sort of breeding pit set up where the designated slaves would mill around and produce the product, entirely separate from the rest of the fort, I could sell their spawn with little trouble since the only people that would be upset would be stuck in the pit.
>>
>>175726405

>[CASTE_TILE:160] should be á isn't it?

All right that fixed it. Next order of business is to figure out how to make all the castes look unique, because man that is shaping up to be a bitch.
>>
>>175727481
That's a caste tile not a creature tile.
>>
>>175727861
Well I mean, it still worked.
>>
>decide to do terrifying embark
>get 4 macedwarfs, figure I might run into some zombies
>LITTLE DID I KNOW
>embark, strike the earth!
>dig stockpile, start building a lodging/meeting area

AN UNHOLY FOG APPEARS

>oh shit everyone inside
>OH FUCK
>TOO LATE
>mason is turned into a zombie
>slaughters everything
>try to barricade carpenter in the stockpile as last macedwarf bleeds out
>instead, he charges out and gets murdered
>order macedwarf to attack in a last-ditch effort
>easily killed

Welp, that was quick. Less than 10 minutes, I think.
>>
>>175728197
sounded like fun anon.
>>
>>175726779
whew:
Magnetite for the iron ore along with flux layer marble, BOTH fire clay and regular clay plus sand, and even fucking tin ore with tetrahedrite. The Nickel is a nice addition too.
Oh, and actual diamonds from kimberlite veins. A whopping SIX red diamonds as prospect tells me. Three adamantine veins.
Sure there's an aquifer but due to erosion along the river there's exposed stone so i have an easy in for the starting fortress entry.

Of course i generated the world with an extinct dwarf civ, by using hundreds of megabeasts and titans... With an attack requirement of just 1 population. This will be fun.
>>
>>175727931
Yeah but I mean you can just use different tiles for each caste.
>>
How do I make text and game tabs smaller? I'm using a 24x24 tileset and it makes everything look fat. What used to be a 1 page Dwarf description is now all disjointed and fucked up because I have to scroll down through it. Same with the trading screen.
>>
>>175729075
Oh, right. I might try that out then.
>>
>>175728508
I think I'll do a haunted glacier next.
>>
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>>175729114
Ctrl minus?

>>175729136
I think there are four actual creatures in this screenshot and all the variation is from castes and caste tiles.
>>
>>175729114
> using a fuck-huge tileset
> expecting things to go well

the best you can do is run your monitor with a maximum allowed resolution, and then run DF in windowed mode and maximize the window size.

it's the trade-off of a large tileset, just like the trade-off of the "X" character being used for both up/down staircases and bins.
if it's too fucked, use a smaller tileset or buy a bigger/better monitor and graphics card to support a higher screen resolution. (which will make your large tileset look small, and cause you to use a 32x32 tileset, which...)
>>
>>175729627
All right, I've integrated different caste symbols to the mod.
>>
>>175729663
Then where's a 12x12 or 16x16 tileset which is basically just vanilla ASCII but not dogshit?
>>
>>175730137
Wanderlust
>>
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>>175730305
>>
>>175713878
Don't use Meph's, it's known to cause crashes. Pretty much fucked my fort, I've had to go to monthly autosaves because it will freeze without warning and Adventure mode is unplayable because it crashes every time I sleep.

CLA is bretty gud tho
>>
http://s000.tinyupload.com/index.php?file_id=98032342284536344486

I made a lot of changes to the race but I dunno if I'm doing everything right. For some reason one of the casts has 2 of every body part, and all of them are female. Also, there's a caste called "nothing" that does have both genders but I have no idea what the fuck its doing there.
>>
>>175730839
*castes

Also I forgot to mention; eye, hair, and body colors are also messed up. Like I want the color range to be black, white, grey, light grey, and dark grey, but only white and black show up on the NPCs.
>>
>>175708713
Tavern is what!??
>>
>>175730450
ninja dwarfs?

turtlemen/woman are already a thing!

https://www.youtube.com/watch?v=kuLOUufHdaU
>>
>>175727067
Yeah, you can sell caged sentients so long as they aren't hostile. It's a cheaty favorite method of disposing of excess children. The only trick is getting them into cage traps. Best method is getting them on a retracting bridge over a roomful of cage traps. Pull the lever, they hit the traps stunned, and bam, you've got a dwarfling cage.
>>
>>175731520
All right, time for a slave fort
>>
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>>175730137
>>
>>175730539
I'm no fan of meph or his "work", but tilesets don't cause crashes. They're just arrangements of pixels, and no arrangement of pixels is more or less likely to make the game crash than any other. Your problem is probably TWBT, the adv mode crash you're describing is well known crash that it causes, and it's notoriously unstable in fort mode as well. Unless you think "meph's" tileset is synonymous with masterwork. Masterwork is also notoriously crashy, and uses the tileset by default, but isn't the same thing.
>>
>>175722443
>>175729924
Are you still here anon? I can now help you with your mod if you upload the txt file somewhere.
Otherwise i'll go with the file you uploaded earlier
>>
>>175735046

>>175730839
>>175730976
That's the most recent stuff. I did manage to get the caste bits working though.
>>
>>175732067
>inb4 someone makes langford's parrot in df and crashes the user
>>
I hope they ever add creepers and guns to df haha :p
>>
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>>175711061
take this
>>
>>175735639
I uploaded your earlier creature_manat.txt file with notes on everything here.

http://s000.tinyupload.com/index.php?file_id=63845336008222647111

I recommend giving it a read and fixing/changing anything that hasnt been changed with your current version.
>>
>>175737432
All right. I gotta sleep now but I'll definitely look this over and change stuff in the morning. Thanks for the help.
>>
>>175737492
Happy to help!

Forgot to add that if you are using any of the alternative stuff, replace ( and ) with [ and ]
but i think thats obvious enough.
>>
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>>175738483
DORFD.com
>>
wow when i decided to ask here it fixed itself, thx /dfg
>>
>>175726779
>tfw dwarf fortress is just a linear POS
>>
We have to dig deeper
>>
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>>175740130
I think i dug too deep...
>>
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>>175740130
>>175740268

Classic
>>
>>175738483
I haven't touched DF in like a year.

Who is this artist. This guy is amazing.
>>
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>>175741687
Timbukdrew.

He's one of the resident drawfags.
>>
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>We will never get ride able boars and giant ticks
>>
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>>175742028
>tfw no comfy giant mite mounts
>>
How do I make dwarves stop dodging through or into fortifications and grate walls?
I've lost some in giant spider silk farms and swimming pools that way.
>>
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>>175742471

Imagine the Dwarven Mace lord smashing the skull inn on the goblin with his trusty mace in a glorious charge on his giant tick

Then he slowly stride up to the dying goblin and in a brooding voice says: devour him. feast on his flesh

And he giant tick slowly devour the goblin
>>
>>175742028
Ugh, can't wait for adv mode mounts, I would mod in domestic motorcycles so fast.

Minecart-style collisions for mounts/wagons at top speed would be nice too.
>>
>>175744040

>Breaking news

>Three Dwarfs are critically injured after a Motorcycle collided with a Minecart Bus in the lower east mine

>The Motorcyclist was found to have no alcohol in his blood and have been accused of murder of the cart driver and the passenger

>More at six, now back to you Urist in the studio
>>
>>175721495
remove all labors fro mayor
>>
I'm being sieged by a goblin force of about 90 strong.
Am I done for? My military isn't super skilled or anything, and consists of about twenty dwarfs. I have some traps, but no where near enough to account for around 90 odd soldiers.
>>
>>175745149
Set up a cave in or try some other environmental trap. Stall them until you can drop a roof on them or trap them in a spike pit
>>
>>175745149

Unleash your secret Cyborg Dorf from the present and let him sweep them all away in a hurricane of blood and broken dreams
>>
>http://dwarffortresswiki.org/index.php/DF2014:Silk_farming
>9. Channel the yellow "H", build a hatch cover there, and link it to a lever. This will allow you to remove the bait dwarf and stop production.
Why this dwarf need a floor hatch? He can't use door? And also a lever to that hatch. Seems i don't understand something.
>>
My weponsmith just made a lead pick

is this some useless garbage or actually good, considered the weight
>>
>>175745216
>>175745348
Too late guys, I sent my meager military out thinking there wasn't much else I could do.
Thankfully most of the trolls were captured. If I manage to survive, it'll be fun watching them duke it out with my hydra.
>>
>>175745408
>He can't use door?
Hard to do when you're covered in webs.
>>
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>>175745512
Oh hey it's hydrabro. Absolutely, your hydra should make a huge dent in their numbers if you unleash it against the greenskins.
>>
>>175745640
Nah I wasn't the guy who made that. Just another dude who keeps a pet hydra.
I'm thinking the hydra will be my nuclear option if all my military dies.
>>
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>>175745640
>>
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>>175745640
Hey Drew draw this hydra pic in your own style please
>>
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We need more stone types
>>
>>175746070
Not really.

What we need is deeper simulation of geological processes, in order to make the existing rocks and minerals appear in more realistic fomrations.
>>
>>175745615
And what if cave spiders are easily go through fortifications? Is this bug?
>>
>>175746159

Mmmm you want better veins with more coherent pattern

I am kinda satisfied with the current state of it but i guess it could improve
>>
>>175746176
The cave spider shouldn't go through the fortification, unless it dodges an attack.

If you want to be 100% sure, I guess you could add a second tile to the spider's room and tie it to a rope or something.
>>
Okay so I might be retarded.
How do danger rooms work?
How do I build one?
>>
>>175746276
Apparently, one can't chain vermin.
>>
>>175746259
No, I want rocks to appear in more realistic formations above ground.

I want faults. I want canyons. I want overhangs and rock shelters.

I want volcanoes that aren't just a fucking hole in the ground (which occationally happens to be on a mountain).
>>
>>175746374

Ive always wanted to chain Minotaur but i am not confident in my modding ability of DF
>>
>>175746374
Giant cave spiders aren't vermin.
>>
>>175746573
I'm talking about vermins, those that are not giant.
>>
>>175746509
Now that you mention it i do want natural caverns to form
like big dark entrances to the depths or lairs to creatures
or just empty fungus filled spaces
>>
>>175746618
If you're talking about silk farms, then you're definitly talking about giant cave spiders.

Ordinary cave spiders are just tiny harmless animals. After you've breached the caverns, they'll be everywhere in your fort, outside of your control. They are very useful as a source of silk, but they're not used in silk farms.
>>
>>175746818
They are used, though wiki suggest just place them somewhere and let in weaver. I thought i can avoid bites and built silk farm for giant cave spider.
>>
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>>
>>175746924
On the wiki page, only one of the designs (the first one) uses ordinary spider. That one is pointless, since their webs are everywhere in the caverns. anyway.

The other designs all involve giant cave spiders.

I wouldn't worry about the bites of the small cave spiders, by the way. They occur extremely rarely, and they only cause slight dizzyness or something harmless like that.
>>
How do I safely dump caged creatures into a pit? I cant build the cage and then activate it with a lever, because the pit is not safe for a dwarf to enter.
>>
>>175744040
Adv mode mounts won't happen for a few years.
>>
>>175747219
try a retracting bridge
>>
fuck, that forgotten beast spend one moment to kill citizen, seems i will not make this stupid wall in time
>>
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I just started using the Spacefox graphic pack but the dwarves and the animals still looks like pic related. What am I doing wrong
>>
>>175749860
Delet example graphics
>>
>>175749765
Excuse me?
>>
>>175749765
please, dont make dumb memes out of this caption-anon, I beg it
>>
>>175749917
That did it, thanks. It was the one in the save file's raw instead of the DF raw
>>
>>175746509
Wait until multi-tile creatures and botes. You'll get all sorts of fancy shit.
>>
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>>175749765
>>
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>>175749765
>>175751127
:)
>>
one of my dwarves isn't training regularly. the rest of the squad is set to schedule - train, but this guy has no scheduled order for some reason. he does pop in every now and then, but it's brief

how would i go about changing this?

or is he just disdainful of authority?
>>
>>175752873
fuck, he suddenly went on to train. I know he's going to abandon it in a little bit though. pls help, he's lagging behind his fellow speardwarves. I don't want him to drop out and start smoking the giant cave spider ichor
>>
>>175752873
I usually don't use advanced schedules, but to me, it sounds like you just forgot to to give him scheduled orders.
>>
In the unit list, if it just says 'station' for a military dwarf, does that mean he isn't training?
>>
>>175753563
http://dwarffortresswiki.org/index.php/DF2014:Scheduling#Stations

Read the whole article.
>>
>Spring cleaning

>Dorfs kicking int he doors of random dwarfs and running off with worn off cloths to god now where
>>
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>>175754209
>>
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>>175745917
>>
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>>175754863
God bless you based timbuk
>>
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>>175755127
you are welcome.

Sorry if I have not drawn anything these past few threads, I have been overrun with work.
>>
First fortress is lost, but i still don't know what to do with bugged wheelbarrows, barrels and bins. Why my food stockpile had 5 barrels and everything else was on the floor though there was hundreds of pots. But i figured out what to do if jeweler workshop says you that you don't have cut gems. And now i know that when building pit trap you should carefully check so on every z lvl it has walls around falling zone, even one diagonal tile that don't have wall on it means you will be screwed with lots of undeads.
>>
>>175756942
What's your job?
>>
>>175754863

>Armored Hydras

I did not know this fear before now

Nice work
>>
>>175757143
drawing for other generals.
>>
What do you listen to while playing dorf fort? The repetive quitar song is slowly starting to get to me after a few hours.

Dinosaur mod is gonna be finished in an hour or so and hopefully isnt missing anything essential. Gonna work on modding the following things requested after im done in this order:
Slingshot > Hobbits > Tree people and grow potions > Cookie race > Xenos > Joke weapons > Drugs
>>
New FotF:
http://www.bay12forums.com/smf//index.php?topic=159164.msg7440882#msg7440882

from the first few answers:
>With the Civ screen being removed from Fort mode will the 10 world tile range for towers and 40 for civs also be changed?
>Haven't yet changed the "nearby" flag for civs, but if you attack somebody, they become "nearby". We're almost to the point where we can get rid of the flag, but I didn't feel like I could do it this time.
>>
>>175757948
you damn slut, get out of here!
>>
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>>175744654


>>175757143
Camp ranger.

>>175757798
Thanks.
>>
>>175729139
Haunted glaciers are comfy as f
>>
Is it possible to generate a world that's like 90% evil?
>>
>>175758253
i listen to soundsense, though these ~20 songs are not much better than default song. at least they don't have speech in it so you won't be disturbed
>>
Can titan-style procedural generation be applied to a civilization, so that each member looks distinct?
>>
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Jesus christ how horrifying

>>175760621
Yes if you mess around with the ''design custom world'' settings enough, although you need to leave some land that is normal/not evil as otherwise there will be no space for civs to start and the world generator will just ''reject'' the world.
>>
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>>175745640
Jumpin' on the hydra memewagon
>>
Turtling feels like cheating in this game. When is it no longer justifiable to turtle?
>>
>>175762124
Nice.

Looks like a moray eel.
>>
>>175759761
>absolutely fun

heh
>>
>>175762134
>When is it no longer justifiable to turtle?
When you're not having fun anymore
>>
>>175762769
I enjoy running successful forts that peacefully expand without significant problems, and are adequately prepared for problems that come up
Am... Am I broken?
>>
>>175762134
teach me how to turtle senpai
>>
>>175763114
Build door
Set door to LOCKED
Or build drawbridge and set drawbridge to up if you want maximum turtle power, since dragons can destroy locked doors

Unlock the door when migrants come, when caravans come, or when you need to cut a tree and there aren't giant horned owl zombies flying around
>>
>>175762386
Thanks bby. I'm actually hoping ninedots will join in if he's around. I'm sure if he decided to do the hydra it'd be beyond terrifying.
>>
bukkign bump my mans
>>
What is a good strategy to apply when you build your fort in an evil biome?
>>
>>175759761
>Camp ranger.
sounds comfy.

>you will never live in a small rural community in america where everyone knows everyone
feels bad man.
>>
>>175766024
experiment and find a solution that fits your playstyle. Don't be so insistent on not losing fortresses to failure.
>>
>>175766024
Make a bunker with magma moat, draw bridge and archer towers. Guarded by dwarven soldiers and a fire breathing dragon.
>>
>>175758253
>Slingshot

Sweet, I remember you said you liked the idea but wasnt sure if you were actually going to put the work in. Thanks!
>>
Just started playing again and saw this shit in Dwarf Therapist. What happened with the different sized "diamonds", It's a pain in the ass to make out who have the stats I need for certain professions and what not.Any way to revert this change?
>>
>>175762124

Thats really well done

The Hydra marches on
>>
Was asleep and missed all the retardydra fun but good job guys!

>>175766176
I lived in a dirt trailer park in Kentucky for a while and literally everyone knew everyone. The comfiness was overtaken by the hillbilly redneckitude until I learned everyone smoked pot, which helped some.
>>
>>175758253
Sounds cool. I already modded in dinosaurs from a d&d mod, so I'm glad there's a current mod that's focused on it so i can live my Flinstone's fantasies.
>>
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>Want to get back into Dorf Fort.
>Current comp is a pile of shit and would suffer really fast in normal dorf fort mode.

How's adventure mode doing these days?
>>
>>175746290
AFAIK they don't work any more
>>
>>175762124
We have timbuk, frownanon, the original post, the kea one, and this dudes.

I guess if they're still around, maybe enclave and the tourney drawfag from last time could do some hydra posting also ninedots if he's still alive ;-;
>>
>>175770029
When did you check last time?
>>
I've been thinking of getting back to this shite

What are some cool mods/modpacks to try out? Any hidden gems?
>>
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>>175754863
You guys get the coolest FBs, all I got was a flying ball of vomit and those dang trolls knocking my statues over!
>>
>>175770458
Two years back at least.
Probably more given how much time has started goddamn flying by.
>>
>>175766024
Bring no animals. Don't depend on butchery. Get inside very quick, since evil weather will instakill your dwarves.
>>
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>>175745640
>>175762124
Mspaint shitposting? Sign me up
>>
>>175770820

Trust me flying balls can be a horror to

once i got a flying ball with scales that also breathed flames
>>
>>175771274

Nice

wont be long before everyone in /dfg/ has made their rendition of the Spooky Retard Hydra
>>
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>>175768949
The guy from the dream in this pic was my best bud from the dirt trailer park back in the day, incidentally.

>>175770029
Run a smaller world and go into the goblin entity, remove brackets from this line:
[LIKES_SITE:DARK_FORTRESS]

Then go into creature standard and remove brackets from this line under the trolls:
[SLOW_LEARNER]

That will kill 95% of the worst lag sources, but the only thing approaching dark fortress lag is when you get a library with goblin scholars in it murdering each other.

If you go back into the goblin entity and change this line:
[ETHIC:KILL_NEUTRAL:REQUIRED] to ACCEPTABLE it fixes that problem.
>>
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>>175771492
>>
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>>175771274
Woah cool, nice to see a more dynamic version.

>>175772571
Kek
>>
I can't see the geld animal option in my farmers workshop. Any ideas why?
>>
>>175773416
You don't assign animals for gelding in the workshop.

http://dwarffortresswiki.org/index.php/DF2014:Gelder
>>
>>175773416
you gotta go right to the source:

http://dwarffortresswiki.org/index.php/DF2014:Gelder
>>
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>>175773686
>>175773715
"woah"
>>
http://s000.tinyupload.com/index.php?file_id=06879995152178595768

Ok so I think I've made some progress here with my bug race but I'm still running into some problems.

>All castes are female for some reason
>there is a caste with both genders called "nothing" but I didn't make anything like that.
>Several if not all entities have 2x every single body part.
>Hair, eyes, and skin only come in black and white when they should also be coming in various shades of grey.
>At the caste selection screen in adv mode I crash whenever I get to worker.
>>
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>>175770984
So you probably missed the needs rewrite (and the new character creation in adv mode), libraries, taverns, etc and with that books, dances, instruments and so on. I'm also not sure if you already played when all those animal men were playable.
>>
>>175773849
Also I tried to give some of the castes chitin bodies and the other castes fleshy bodies and I think I fucked it up.
>>
>>175771596
>Then go into creature standard and remove brackets from this line under the trolls:
[SLOW_LEARNER]

>That will kill 95% of the worst lag sources,

Woah, why?
>>
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>>175745640
>>175762124
>>175771274
>>
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>>175775030
That's a useful pic.
Thanks.
>>
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>>175775410
Even the fucking retarded elf guy has succumbed to hydra posting

I need M O R E
>>
>>175762124
inb4 9dots joins the party
>>
>>175773849
>>175775112
All right I think I fixed the 2x of everything problem by deleting the body layout for all the castes and giving each caste individual body layouts instead. This may also fix the chitin problem but I don't know.
>>
>>175776464
Nope I'm actually crashing at the end of worldgen now instead of just when selecting the worker caste.
>>
>>175776734
And that turned out to be due to an entirely different reason and now its working fine again?

I'm starting to get the feeling that Dwarf Fortress is somewhat obtuse when it comes to modding.
>>
>Toady admitting to using tilesets
>>
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>>175778374
>>
>>175778374

Heard he uses Spacefox alot
>>
Can guests whose petitions you've accepted impregnate your dwarves?
I mean more races than just dwarves.
>>
>>175778127
And I reset back to the file I posted here and I'm just crashing whenever I select a caste. I dunno what I did.
>>
>>175778374
everyone uses tilesets.

the vanilla tileset is still a tileset.
>>
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>>175778374
>>175778732
>>
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>>175778764
no
>>
>>175779487
What is the point of having citizens who are not dwarves then?
>>
>>175780454
I... I don't know...
>>
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>the king has arrived!
>first time becoming a mountainhome, pretty cool desu, start designating the future room of our glorious dwarven king
>looking over the stats for him
>oh cool his queen consort
>see this

oh dear. this isn't the first time i've seen this.
>>
>>175780901
I don't get it.

Obviously, the queen consort is married to the king. It's the very definition of her role.
>>
>>175781096
Tell me, gentle anon, what other relationships does this woman have?
>>
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>>175778965
Will we ever see a sequel to loserball? There were so many memorable characters. Frogman, Hawk, Berserker Brenda, and the rest.

Pic unrelated, but comfy nontheless. It's the first Giant house spider of the year. Not sure about the sex, but I'd guess female. Note the "safety line" of silk below her.
>>
>>175781362
None. She probably got pulled out of the abstract pops.
>>
>FB comes

>Its just a giant cockroach with poison spit

This is so disappointing, even the invasions are are rag tagged mix of elfs, dwarfs and goblins

This fort is slowly descending into Dwarven Utopia and not the screaming horror roller coaster i wanted
>>
>>175781804
Cool. Let's trade.
I've got a giant cardinal with fire breath,
>>
>>175781576
I get those too
>>
Are Gorillas good fighters?

Just got my hands on one and was thinking of starting a Gorilla warfare breeding program for high risk cavern warfare
>>
>>175782756
https://www.youtube.com/watch?v=0gCys2y74aM
>>
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>>175762124
Modanon joins the memery.
http://dffd.bay12games.com/file.php?id=12882

>>175778798
Upload the file you got here and i'll look into it. Please take the time to read the notes i leave you afterwards though.
>>
>>175766176
its a good gig, I have held the position for 8 years now i think.
>>
>>175783021

I like the classic style
>>
>>175783021
This is my most recent upload. >>175773849. I haven't made any significant improvements since this iteration anyway. I did read through all the stuff you added on the original file, so I'll definitely read these notes as well. What I'm having the most trouble with are the various castes at the bottom.
>>
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Hey /dfg/ i havent been here since 2014

is that multiplayer browser version of dwarf fortress still up?
>>
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>>175781576
Well she's gorgeous but what part of the world are you in because that isn't one of the US house spiders I'm familiar with, and I can't place her on http://www.spiders.us/species/ either unless she's one of these: http://www.spiders.us/species/tegenaria-domestica/

>>175775161
If they don't use trolls in dark forts then there aren't 100,000 of the fuckers everywhere.

>>175775112
Define castes early, right up at the top of the creature, and assign body and materials in each one as you define them, and later if you want any shared features/traits you can use select_caste, select_additional_caste, and select_caste:all to do so.
>>
>>175783790
Probably not.
>>
>>175784507
dammit. i cant find any links to online games anywhere
>>
>>175784492
By Giant house spider, I meant Tegenaria gigantea.
>https://en.wikipedia.org/wiki/Giant_house_spider

I'm not 100% percent how big the giant ones are supposed to be, though. I've seen smaller ones in the down in the bike storage room, which I assume were Tegenaria domestica, as well as some fuckhuge ones, which I assume were gigantea. This one isn't as large as the largest ones, but I'd still put my mony on gigantea.

Btw, I'm northern European. I'm not 100% sure whether Giant house spiders occur in America or not.
>>
>when two forgotten beasts fight eachother
pretty cool
>>
I haven't checked back since the 2014 release. Has there been anything substantial added since then or just tweaks?
>>
>>175783414
http://s000.tinyupload.com/index.php?file_id=50032362161385113713

Put some notes on where you've gone wrong, i wasnt as thorough as last time and didnt check the errorlog.txt file (btw you should check that, it shows you some important information whenever something doesent go as its supposed to. Its in the same folder as your dwarf fortress.exe). Despite everything you are making good progress though anon, keep it up!

>>175783790
I'd love to know what this actually is, ive heard of multiplayer dwarf fortress but thought it was just a meme/inside joke and never bothered to look it up. Could you explain to me how it works?

>>175785816
I had a forgotten beast fight the clown invasion (and win). I decided it was better to just leave him alone after such a slaughter.
>>175784492
Its a giant (man)cave spider. :^)
>>
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>>175785737
Only over in the pacific northwest apparently, and they're eratigena now apparently since tegenaria was a misnomer, but yea they're big leggy gals: http://www.spiders.us/species/eratigena-atrica/

I've been eagerly checking random corners and nooks hoping to find a southern house spider, and await locating another argiopes for the porch this year.
>>
>>175783021
"Urist junior get back in the dog pit right now or no plump helmets for you!"
>>
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>>175786458
Personally, I'm pretty eager to find an Argiope bruennichi.

They managed to establish themselves in my country really recently, thanks to global warming, and apparently, they can be found almost anywhere in the southern part of the country by now.

I'm thinking about making a trip to a nature reserve just north of my city, where I've read that there has been a high concentration of sightings.

Spidermod when?
>>
>>175786174
>multiplayer dwarf fortress
its not a meme. a ton of people have made web clients for DF, but some person made it so that it could be played by various people accessing the client.

it would be like taking turns and switching off with random people. a lot like passing saves around but instantaneous. the one i played would have 10 minute turns. some cool stuff happened

>>175785847
libraries, beer halls, and bards were added. theres a 64-bit version now
>>
>>175751475
>Wait until multi-tile creatures and botes.
Sooner we will colonize Mars.
>>
Whats the key to farming without running out of seeds? Do I have to brew from plant in the still a ton?
>>
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>>175785847
The world was fleshed out, taverns and libraries are hubs of activity with scholars bullshitting and writing books, drunks singing and dancing and telling stories, tavern keepers hustling their asses off serving people and almost always being loaded with useful information.

Bandits are now recognized as jerks by civilians and they take the time to thank you for beating them up, as in I've literally had strangers stop and say what an honor it is to meet me, and thank me for what I do.

Hearthperson quests are fixed, you can actually get sent out to slay a cyclops or drive out bandits or clear a neighboring town of criminals under the keep, the other hearthpersons act like bros and sometimes you get squads of newbies following you around town.

There are vanilla bonecarving and treecutting options now, you can build log cabins and shit, decorate them with furniture, name and claim them, and throw parties but we're hoping toady fixes the link to your parent civ so the rest of the world responds properly to your camp.

All of this translates over to fort mode, people show up to ask if they can perform in your tavern, mercenaries petition to help defend the fort, scholars will visit your library.

Your dorfs have a list of needs to fill that actually improve their performance when satisfied, adventurers get the same effect, though some can't be filled as an adventurer (romance, good meal, friendship, couple others are absurdly annoying like argue/obtain shit/be gaudy) but being Focused! gives a big accuracy boost and a skill roll increase I think?
>>
>>175788418

Is that even possible
>>
>>175788998
I thought I read that brewing from plant creates two seeds.
>>
>Mod in Bulldozers

>make em ride able for realism

>Suddenly elfs invade, RIDING BULLDOZERS

This is weird
>>
>>175787228
>spidermod when?

Just gonna add that to the list of cool things i'll eventually get around on making...

Keep on going with your idea though anon, what kind of spiders would you like to see specifically?
>>
So does adding more monster types (For example, Demon or Night creature) add more total monsters to world gen? Or does the game generate the same number of monsters but it picks from a larger variety?
>>
>>175789912
Both actually. There will always be atleast 1 of each generated monster type (not sure if there is a limit on that).
>>
>>175786174
http://dwarffortresswiki.org/index.php/Utility:Dfterm3
Check it out. I don't think this or any of its alternatives have been actively maintained, though. A guy here a few months ago pretended to be trying to do his own version, but you know how anonymous projects tend to go.
>>
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>>175789626
Give me spider waifus or give me death.
I want spider monster girls to whisper sweet nothings into my ear as they cocoon me.
>>
>>175788418
Don't cook plants. That's literally all there is to it. Every other use leaves seeds.
>>
>>175789626
As for the real spiders: preferably some mundane ordinary spiders. The current real life spiders in DF (jumping spiders and brown recluse spiders) were added as part of the animal drive back in 2010. While the drive was cool in the respect that it led to the addition of lots of real world animals, an unproportional amount of these new animals tunred out to be exotic meme animals that were popular on the internet, but not all that common irl (see: keas and kakapos). This somewhat also applied to the spiders added. I mean, jumping spiders are common worldwide, and brown recluses are common at least in America, but it's still pretty obvious why just they were added: simply because jumping spiders are popular on the internet for being "cute", while brown recluses are extra well known for being nasty and dangerous (a somewhat exaggerated reputation, to be fair).

It would be nice to see some more "boring" spiders. Various orb-weavers, for example, i.e. cross spiders or missing sector orb weavers. Crab spiders, with an interaction for changing colour, would be cool.

Then, there are numerous other arachnids I'd like to see in the game, which technically aren't spiders. Like the camel spider, for example. And the amblypygids.
>>
welp, I forgot a tile and now there's a polar bear in my fort. I have no xbows, trained dwarves, or any supplies that aren't right next to it

WAT DO
>>
I've managed to get my first successful fortress, and it feels a little easy. When I start a new one, what settings can I do to make it so I get more sieges and megabeast attacks? I'm worried that if I ramp up the megabeast count they'll just kill off all the civilisations on the map. I want a nice balance.
>>
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>>175792112
well ok then
>>
>>175779487
not that anon but what about retiring two of the same species in your fort?

say I drop off two humans or two kobolds & get them successfully hitch'd will they have children?
>>
>>175792112
>WAT DO
Wait. It'll get dogpiled by civilians, pass out from the pain of dozens of ineffectual punches, and either bleed or be put out of its misery by a passing miner. If you're especially unlucky you might lose a dwarf or two to dehydration because they're too dumb to stop punching it for a drink.
>>
>>175789617
So, what, does your world have wandering herds of bulldozers on the high plains? Are they grazers?
>>
>>175791680
Thats pretty lewd, not sure if dwarf fortress is the best game for that.
I can add something that might satisfy you though because i love modding too much
>>
>>175793932
Like a retard i pressed post rather than continuing on the next post and replying on the same post. Ahem

>>175792079
I know next to nothing about spiders, irl or not. I live in such a cold hellhole so i doubt those even exist here.

Could you give me examples of most common spider "types" or a link to/make a list of spiders you'd like to see? I know this may sound lazy from me but i know nothing about spiders and i dont want to end up making all of the spiders nearly copypaste from oneanother and/or leaving something essential out.
>>
how do petitions work for non-dwarfs,do I need to add anything to the entity files for them to do labors like mining or animal-training?
>>
>>175786174
So I did as you said and removed a lot of stuff, but for the castes where the remaining data on them was [BODY:HUMANOID_4ARMS] and [BODY:HUMANOID_NECK_HOOF] are still fucked. The caste with [BODY:2WINGS] seems to be working fine though, as are the remaining castes.
>>
>>175798670
There's two kinds of petitions for visitors at your fort:
The first is after they stay in your tavern for a while as a visitor, and that's to become a resident at your fort. All this means is that they won't leave your fort and instead will hang out in your tavern just as they previously did. You can't recruit them or give them labors or anything at this point.

After a while they might petition to become citizens of your fort. Accepting it basically allows you to control them just as you do your dwarves by giving them labors and recruiting them into your military.

If they're a mercenary then I don't think they ever apply for citizenship, but they can be recruited into a pre-existing squad if they're a resident.
>>
whats the diff between a quire and a scroll
>>
just getting into this game,

got carried away building a fort and some goblins came and killed everyone.

Guess Ill have to build a wall around my main staircase next time.
>>
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>>175795194
http://spiders.us/species/ is a good list with no stupid jumpscare shit, no gruesome bite images, just information and images useful for identification, and my go-to site for anyone needing to id a spider who isn't comfortable enough to do shit like "oh hey look at that beautiful argiopes aurantia, c'mere sweetheart, I need help getting a picture of you!" like I am.

>>175803004
A quire is a sheaf of pages with no binding, a scroll is a rolled up sheet which can have rollers and such attached.
>>
>>175803893
and try traps, and something called a militia.
>>
>>175804229
Most of my militia died over winter because of mass dehydration. Do they fight them their selves usually or do I have to send them to a certain location?
>>
>>175804356
you can station them in strategic points, make patrols, or eventually send them to kill a specific target.

So depends on your strategy.
>>
How do I look through legends without cancelling my Adventure mode? Thanks in advance!
>>
>>175804682
Go to a library
>>
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>>175800216
Forgot image

What the fuck
>>
>>175804846
Really? There are libraries?

... Although it's probably in the only Town in the world, if I'm lucky.
>>
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>>175804682
Tell a story or open-legends with dfhack.
>>
I have a ton of eggs but my dorfs won't eat

I thought these were edible raw
>>
>>175806094
Heyo! I accidently got stonesense to work for the first time! Cool! Thanks alot!

So how do I see the Legends through DFHack?
>>
If I punch a goblin hard enough can I break the tree that it hits?
>>
I'm really loving this brothel mod, finally puts use to all these goblin females caught in cages
>>
>>175806616
TIL they aren't and the wiki lies
>>
>>175807365
You are probably using fertilized eggs
>>
>>175807221
excuse me
>>
>>175807564
What? No shame here.
>>
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So if I channel out that area and build a wall will this enclave be safe to build a town on?
>>
>>175807673
The gobs are subhuman though, you don't breed with kobolds too do you?
>>
>>175807012
No. Tree trunks are basically like natural walls or constructions. They're indestructible except by the appropriate labor.
>>
>>175807673
No I mean, where can I acquire this mod
>>
>>175807970
Its in the new patch. I'm "Toady"
>>
>>175806616
Well, they're not

>>175807365
and the wiki doesn't say that they are.
>>
>>175808197
oh I see
>>
>>175808197
Jokes on you Toady will never get around to putting a brothel system.
>>
>>175806094
>>175806714

Nevermind man, google'd around a bit and found the answer, apperently I had installed the wrong version if Dwarf Hack.

I'm not very bright, thanks anyways!
>>
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>>175808740
S'all right, not sure about anyone else but if you see a FileNameLikeThis.png and they mention using something in dfhack like open-legends or gui/gm-editor scr or gatherQuests then it's probably me and I mean type exactly that line into the terminal.

Incidentally if you're in 43.05 using a current dfhack beta, you can save this in your df/hack/scripts folder, then pull up your quest log and aim the cursor somewhere on it, run questport, and you go there.

https://pastebin.com/VqtXQm4w
>>
>>175800216
>>175805252
Oh shit, I don't know how I did it but everything is working right now. I still have a lot to add but oh man this is encouraging.
>>
>>175808740
Huh, I thought these were in the main dfhack release but I don't see them: https://github.com/1337G4mer/1337G4mer-dfhack-scripts/tree/master/adventure-mode
>>
>>175808392
I mean, it seems possible to mod in though?

Just have an interaction involving the prisoners that puts dwarfs in a good mood and add some flavor text to make it spicier. Bam, brothel. Bonus points if its possible to decrease the mood of the captives after every visit until they go insane.
>>
>>175811221
Brothels require economics first. What you've got is just the usual sex slavery.
>>
>>175754863
i like your rendition of hydras as sorta like multi-headed dinosaurs
>>
>>175810578
>>175811118
I think I understand what this is.

I put them into the "\hack\scripts", do I write them into the DFhack-commandwindow to turn them on?
>>
>>175811665
Yar, you can also add them as hotkeys in your dfhack.init file.

I use these but your methods would of course vary, as these make sense with my keybinds but may not with yours:

keybinding add Shift-V launch
keybinding add Alt-R reveal
keybinding add Ctrl-S adv-rumors
keybinding add Alt-Q gatherQuests
keybinding add Ctrl-Shift-S adv-max-skills
keybinding add Alt-H tiletypes-here
keybinding add Shift-Q questport
keybinding add Alt-W gui/hack-wish
keybinding add Alt-O "open-legends force"
>>
>>175811991
Huh, okey. Let's see if it works.
>>
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I want to get into the game, but the starter pack is Out of date? What should I download?
>>
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>>175807854
trying it anyway. I think I let the water in too early.

and damn these dwarfs are slow at construction.
>>
>>175811991
"Open-Legends" works in Adventure mode now, I don't know why but thanks man!
>>
>>175812737
learn with the starter pack. I think it has the Lazy newb pack and dwarfhack and easy to chose tilesets.

I'm not too sure how out of date it is since I'm still using it.
>>
>>175813108
Do you have the latest version?
>>
So like, how hard would it be to make a playable civ compared to a non-playable civ? Like, is it just a little bit harder or is it way harder?
>>
>>175813418
43,03 rather than .05
>>
>>175812737
It's not out of date. The OP has been wrong for weeks but no one ever fixes it when they make a new thread.
You really don't need the starter pack to learn the game, though, and most of what it offers isn't particularly useful for new players. You're better off just downloading the base.

>>175813108
Lazy newb pack and starter pack are the same thing.
>>
The castes are coming along nicely.
>>
Will my companions in adventure mode take care of themselves? Do I have to provide them with provisions just like I do myself?
>>
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>>175812808
oh shit I forgot about winter
>>
>>175781576
I prefer jumping spiders for their curious looks
>>
>Start new world.
>Spend ages reading legends before actually playing.

Legends are comfy.
>>
How high should my above ground walls be to keep out most threats.
>>
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>>175815909
You know what to do
>>
>>175819709
Ten feet higher.
>>
>>175821937
how high are z-levels/walls in the first place?
>>
ARISE!
>>
do books have any use? my dorf made one about a masterwork thing he created, will that teach people the skill or something?
>>
>>175795194
Well, I can list some of the more well known spiders here in northern Europe:

>giant house spiders
https://en.wikipedia.org/wiki/Giant_house_spider

>cellar spider
https://en.wikipedia.org/wiki/Pholcus_phalangioides
These are mainly found indoors, so I guess you should make them live in caves.

>wolf spider
https://en.wikipedia.org/wiki/Wolf_spider

>rabbit hutch spider
https://en.wikipedia.org/wiki/Steatoda_bipunctata

>walnut orb weaver
https://en.wikipedia.org/wiki/Nuctenea_umbratica

>cross spider
https://en.wikipedia.org/wiki/Araneus_diadematus

>missing sector orb weaver
https://en.wikipedia.org/wiki/Zygiella_x-notata

>ground spider
https://en.wikipedia.org/wiki/Ground_spider

Those are the ones I can think of at the moment.

Adding them would probably be enough to make a northern European setting feel more authentic.
>>
>>175824647
There are some books and scriptures that can teach some fun stuff.
Hint: Its necromancy.
Other than that, books wont teach you any special skills right now.
>>
>>175709774
Make a massive bridge, and then a kennel/area for just the kids. smash them.
>>
Which one of these should i make my new fortress?

>Spooky terrifying desert
>Must build an underground bunker, no buildings are allowed outside other than the bunker entrance
>All non-military dwarves must never go outside, all of migrants and outsiders (traders, diplomats etc) must be slaughtered

>Mountains/Waterfall/Anywhere with a big height difference
>Dwarves must live atleast 5 zlevels off the natural ground level as soon as possible
>No traps
>only flying pets allowed, rest must be flinged off the highest point of your fortress

>Volcano
>Must build as close as possible to the magma
>Must have a mechanism that will flood your entire fort with magma with a pull of a lever
>All children and pets must be sacrificed to the volcano
>Obsidian weapons only (includes traps)
>>
>>175822006
wiki says: 2 meters square and 3 meters high
>>
>>175822006
>>175828641
Cant really put a number on that since all of the creatures are same size and will be stopped by same height walls, no matter how big or small the creatures themselves may be.
>>
>>175828898
Well, the numbers come from the Toad himself (FotF may 2012).
>>
>>175828542
make the entire fort out of 1 tile wide pathways atleast 5 levels above ground
make the whole fort off-duty marksdwarves
>>
How an I make it so that some castes have hair and others do not? So far I've managed to either give all castes hair or disable it entirely. I don't know what I'm missing.
>>
>>175829167
Oh alright then, good to know.

Doesent change my mind about how some of the height related mechanics are a bit silly though at the moment.
>>
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I always thought the swamps looked boring after the multi-tile tree update. There was nothing that could set them apart from grasslands, visually.

So I changed the tile for common reed. Now the swamps are bit more recognisable, and they're also consistent with how they look on the world map.
>>
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>>175812949
Awesome.

>>175815001
Yes they will.

>>175818856
I do that shit too, plus with world-gen tweaking I get into a zone where I just wanna poke at a couple values JUST a little bit more to see how it works out.
>>
>>175830578
That's one of those changes that makes you feel like an idiot for not thinking of it at first, good job.
>>
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>Playing Adventure mode for the first time in years.
>Have had 3 companions.
>They all drowned.

Rivers are the real beasts.
>>
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>>175830368
Different elements in the game are represented differently.

The environments (walls, floors, trees, plants, etc) are represented visually. The buildings and landscapes you see in the game can be thought of as ASCII art versions of the real thing. As such, they also show the "real" extent of the world.

Other things, like creatures, are represented symbolically. The location of the tile in the surrounding world is just a visualisation of the location of the creature on a coordinate grid. Or rather, the creature is just represented as a "point" in the grid.

I don't know how to explain my thoughts any further. Have you ever worked with a GIS software? A big house can be represented by a small point, yet that doesn't mean the point has anything to do with the extent of the house. That's how I think of the creatures in DF.

The surroundings, however, remain constant in a way that the creatures don't. That's why I use the surroundings as a measure of how large the world is.
>>
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>go to rid the world of goblin filth
>your 3 trusty companions slay all manner of beasts that are in your path
>reach the fabled dark fortress after many nights in the wild
>sneak into the inner fortress tower
>make your presence known
>all your companions chase down different goblins
>a few days of goblin slaying later, still no sign of your companions
>assume the worst
>a troll ends up breaking your leg
>continue slaughtering goblins while hobbling around on a crutch
>eventually just collapse near the door to swing at any goblin attempting to enter or exit
>suddenly your favorite companion bursts through the door smashing a goblin with his mace
>he's only lightly injured
>he runs around a corner into a room full of trolls and beak dogs
>your broken leg means you can only listen to the screaming
>the screaming stops
>tfw you're now all alone
>later die in the beak dog pens
>>
>mayor wants a platinum bed in their bedroom
how?
>>
>>175831409
Just ignore it.

Unlike mandates, demands are safe to ignore.
>>
>>175831574
Even mandates are completely optional. You have no reason to build a prison and you have no reason to appoint a hammerer, and there's no justice system outside of that.
>>
>>175831731
Well, there are vamps, as well as the occational tantruming hothead (they're rare, but they still occur).

At least for the vamps, the witnesses can be pretty important for ruling out who it is.
>>
>>175831369
>I will never have a psychotic finnfu
why even live
>>
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I must be missing something, there has to be a way to change what i have equipped in my hands in adventure mode without dropping things first.
>>
>>175832237
'p'ut in container
>>
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>>175832476
I'm retarded, thanks.

>Spend a while getting to a quest location, vermin camp.
>Pack of Kobolds with a bunch of treasure and stuff.
>After getting the jump on them, they just run.
>Even when I go to finish them, they run.

This doesn't feel very heroic.
>>
>Been lurking here for some time
>See the current version in OP, check own version
>40.12

Has it really been so long since i've played?
>>
>>175834460
Right about three years, yeah.
>>
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Vietcong mod when?
>>
Toady a shit
>>
>>175834658
looks comfy af
>>
>>175835376
uhh...
>>
>>175834658
>>175835376
it's too bad that the enemy AI is omniscient at the moment. while vegetation might slightly affect how visible your dorfs are, it won't hide entrances to your tunnels.
>>
Is there any bug in which pressure plates don't trigger more than once even when they're set to reset? I ask because I finally finished setting up a proof of concept apparatus for kitchen automation and it worked ok the first time around, but now it's not doing anything. The dwarfs are walking over the plate properly, but it's not activating, even though it did the first time I tried it. This is very frustrating, since I have no absolutely idea what's wrong or what to do about it.
>>
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>merchants arrive, their caravans get stuck in a tree on the edge of a map
>for some reason one of my pet capybaras decide to attack the merchants
>both of them die
>capybara dies from a cruel and completely unprovoked attack by a merchant buffalo
>steal everything left over from the caravan
>>
>>175837027
Also, why is the bug tracker so hard to use? Searching for pressure plate brings up nothing, searching for pressure brings up nothing, searching for plate brings up a bunch of stuff, one of which on the first page mentions pressure plates.
>>
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>>175837697
I can't see your problem.

Searching for pressure plates worked hust fine.

You didn't try to put your search in the ID field, did you?
>>
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Alright I don't even know if he's still around but way back during the first tourney an anon requested TJD triumphant after defeating entrails, and I said I'd do it. Anyway I completely forgot about it, and I've only just remembered after all this spiderposting.

If you're still here anon, here you go, sorry for the delay.
>>
>>175838974
TJD seems to be missing two arms. Also, his chelicerae are too small for a jumping spider.
>>
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>digging out shit for my fort
>notice entrance to one place is just 1 tile off the symmetry
>my autism hurts too much about it
>even if I dig that up, and build a wall in it's place it'll piss me off that one wall is constructed instead of smooth stone
send help
>>
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>>175839269
maybe they were chopped off by entrails I don't know
>>
>>175839345
Personally, I like those tiny design flaws. They make the ofrt look more organic and chaotic, even if the rest of the fort is perfectly planned.

It's always the flaws I can remember my old forts by. Many of these flaws also come with a small story about how they came to be. i.e. I struck an aquifer and had to replan after getting half done with the old design, or I struck the caverns and had to improvise constructed parts among all the natural bedrock, etc.
>>
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>mfw releasing my unbelievably strong hammerdwarf versus a siege
I've never seen a gobbo fly so far.
>>
>>175839345
Either this
>>175839624
Or its time to break down every wall on that levekl and replace it with constrcuted
>>
>>175840487
but then I see what's behind the walls
reeeeeeee
guess I'll just stop being autistic about things that have no impact on my fort's productivity
>>
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>>175839269
>>
>>175841047
nice.

what's your drawfag name? asking for archiving purposes.
>>
>>175841185
I don't have one, I don't post here enough to warrant one really.
>>
>>175841248
then I'll put you in "unnamed anon 3"
>>
Would you eat it?

Also, how the fuck did this get made?
>>
>>175842543
it's a bug you dip
>>
Hey neets I've just started looking into this game, wiuld you reccomend Isometric and sprites over ASCII. What are the reason for and against.

Also whats the best Trap.
>>
>>175843351
Isometric isn't a thing, other than stonesense, which isn't really viable for playing the game through.

Tilesets can give sprites, but I don't know much about those since I don't play with them

Also the best trap is Bridget
>>
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>>175843351
isometric or 3D shit literally doesn't work, dont bother with it

you're better off using some ASCII tileset over any type of graphics set. the less you worry about the graphics, the more you enjoy the game. recognizing shapes, objects and symbols within the game becomes a skill of its own
>>
>>175843351
Elf trap is my favorite. A pit filled with hostile elves, that is.
>>
What can I use to eliminate corpses before they reanimate if I don't have any magma? Is using an atom smasher acceptable here? I can't just butcher them because the skin/chitin still rises
>>
>>175843870
>Is using an atom smasher acceptable here?
Why wouldn't it be? Crushing things so hard they cease to exist is dwarven as fuck.

You can tan skin into leather, that stops it from reanimating. Scales and chitin, yeah you'll want to atom-smash those before you get dwarves locked in perpetual combat with them.
>>
>>175843870
>the skin/chitin still rises
Ree. I thought it was supposed to be fixed years ago.
>>
>>175844185
>tfw you were a necromancer in your previous life, come back to a city you visited and its under constant attack of an unkillable undead skin
>>
>my tavern keeper just died from suffocation in the back of the dining room while everyone was congregated at the other end drinking and telling stories
What the fuck?
>>
>>175824647
>>175824916
Books on the appropriate subjects can teach medical skills and mechanics. Those skills also increase while dwarves ponder or converse the subjects.
>>
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>>175845221
>>
>>175843351
ASCII is good, if you don't like the look of default I recommend Wanderlust. But I really recommend using square default, it's quite good
>>
>>175845201
Sounds like alcohol poisoning desu
>>
>>175845952
Pretty new here, so bear with me if that stuff is on the wiki and I couldn't find it.

How do you make food while at the same time making sure you keep enough seeds to keep production going. Prepared foods don't give back seeds, booze and raw eating does however, I get that. But I want to give those dwarves something fancier to eat than raw stuff without jeopardizing my food supply.
>>
>>175846078
Didn't mean to quote
>>
>>175846078
In the kitchen menu, disable plants for cooking. That's p. much it. I also like to disable booze for cooking. It's much more important that you have seeds to plant and booze to drink than it is to have food to eat
you can pretty much live off eating what you fish/hunt while you wait for a caravan
>>
>>175846078
Disable cooking of plants that you don't have many seeds for.
Generally, though, you'll have so many fucking plump helmets that you won't be in danger of running out of both seeds AND raw plants for them.
>>
>>175846053
Oh shit...I just disabled all his jobs and let him stay in the tavern serving drinks too.
Poor bastard.
>>
>>175846292
>>175846384
Thanks, that should help alleviate my fears of starvation.
>>
>>175846550
Starvation is honestly pretty difficult. Dehydration is much more dangerous imo
>>
>buzzard swoops down and attacks my dwarf as hes crossing my bridge
>he jumps to the side and lands in the water
>'v'iew him
>novice swimmer
>hoping he can make it out
>he moves one tile over and he dies
F
>>
>>175846670
he'd be able to swim under normal circumstances.

the reason that he died is because the fall stunned him.

with a higher swimming skill, he'd be able to swim even when stunned.
>>
>>175837027
Maybe they're walking over it too often? You need a 100 tick interval between activations.
>>
If I leave my military to train with no weapons will they all become wrestlers?
>>
>>175841979
I have it in a folder called
temporal drawfags for the second tourney
>>
>>175846615
Just brew everything lmao
>>
>>175847552
this desu.

Most of the time, I use nest boxes for food, and plump farms for drinks.

Doing anything non-drink related with the plants is strictly forbidden.
>>
>>175848295
I always buy a shitton of fruit and veggies from the caravans to brew into exotic booze. I just can't stop myself from wanting my dorfs to have a nice drink. I also can't help but set up swanky taverns with said booze, despite how fps crushing they are ;-;
>>
>>175848295
I always just have my dwarves eat plump helmets, and brew wine from it. Don't think I've ever grown anything else other than plump helmets.

How do I into gourmet food production?
>>
>>175849156
elves
>>
>>175849156
eggs. If I had a way to brew eggs I'd never have to see a 'no seeds' alert again
>>
>>175849156
Plant other things and prepare other foods. It's not complicated.
>>
>War trained Elephants

I did not know this was possible before now

It will be fun to unleash it upon the next invader
>>
Why is food production so easy? Like 10 dwarves involved in farming, cooking and brewing can easily feed 200 mouths with lots to spare. This is so inappropriate for a pre-industrial societe.
Why is fortress defense so easy? A lone legendary squad with steel or adamantine can easily dispatch an entire gobbo siege.
Why is it so easy to defend yourself from something that you somehow cannot defeat? Just wall yourself off and done.

Why is this entire game, dare I say it, so easy?
>>
Ive been flooring the entire surface now and left small patches for wood to grow

will this prompt the dwarfs to automatically run up and clean the floors if it get splattered by blood or vomit?
>>
>>175851628
Why is any game easy?

>>175851736
No.
>>
>>175851628
>10 minutes later
>motherfucker fucking steel blob forgotten beast just fucking destoryed fucking everything fucking fuck
>>
>>175852663

Thank god
>>
>>175852663
Because having basic knowledge in every major aspect of it sufficiently provides player with the means to reliably fend off any possible threat?

>>175852669
See point 3. Simply walling the caves off takes care of that.
>>
>>175842543
Seems pretty tasty-sounding desu. Needs salt though.
>>
>>175818856
How do you read legends?
>>
>>175850734
They still need to graze so it's best assigning them to a courtyard you can funnel hostiles into.
>>
>>175841979
>>175847475
Who are the other unnamed drawfags?
>>
How the fuck do you build stairs in a building? All I can do is build a ramp outside to get to the roof
>>
>>175855627
Once you construct 'up' or 'up/down' stairs, you can build more stairs on the z-level immediately above. The dwarves can build from below.

That took me goddamn months, maybe years, to figure out.
>>
>>175855860
I built up stairs but its saying I have no access to materials on the second floor
>>
>>175830351
pls
>>
>>175856362
Weird. Are you trying to build up/down stairs (rather than just up stairs), and is it immediately above the lower level's up stairs?
>>
>>175852836
Correct. So what's the problem?
>>
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>>175856523
I am not sure what I am doing at this point. I tried just the upstairs but still can't get it to work
>>
>>175857170
>>175856523
finally just got it to work by building an up/down ontop of the first on.
>>
Cant wait for sieges to be fleshed out

>Grown siege Tower
>>
Does the quality of an instrument affect anything other than its value? If I create my tavern with this artifact instrument, will people come from far and wide to hear its sonorous bleating?
>>
>>175857573
Can't you win sieges just by building some burrows and draw bridges in the current version?
>>
>>175857717

>Wanting to hear some drunk dwarf wheezing on a flute or...bag pipe

Dude just accept that people only come to your tavern for the free booze and occasional bar fights
>>
>>175857896

All you need is THE WALL

so yes
>>
>>175856886
>>175857170
>>175857416
Yeah, I'm still not sure what was happening here. Going by that picture, the stair should have been getting built.
>>
>>175858050
Hey man, dwarven music is fuckin' dope:

https://www.youtube.com/watch?v=s5nF7qY5ZEk
>>
How close do you need to be to a necromancer tower and dark pit/fortress for them to invade?
I'm trying to pick a savage area, but all the savage areas are away from the structures, but I also want lots of sieges.
>>
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>my military squad gets sent out to deal with the siege that's been creeping around my fortress
>i have a river right near the front
>Legendary axe dwarf military commander puts his back to the river, surrounded by gobbos and beak dogs
>enters a martial trance and kills them all
>>
>>175859324
Not sure the exact distance, but pressing Tab at the embark screen until it displays neighbors lets you know what civs/towers are nearby and can interact with your fort.

(It also shows you if your civ starts out at war with a civ that normally isn't hostile to dwarves, like humans or elves.)
>>
>>175859481
Ah ok, it has a red line by only goblins. Does that mean no trade?
It also has tower listed, I assume that's the necromancer tower? When I hover over the tower itself it still doesn't display a line though.
>>
>>175857170
construction suspended? [q] them stairs bruh
>>
Is saltwater that big of a problem? Or can I just rely on booze?
>>
>>175860197
You can. Alternatively you can use a screw pump to desalinate
>>
>>175859324
>>175859642
It's 10 and 30 world tiles, respectively.
The red line doesn't really mean anything. Any snatcher or thief civ will show that to any civ isn't a snatcher/thief. A lot of people seem to think that it means you're at war with the civ, but it doesn't. It will say WAR! there in that case. But you can't trade with goblins, or have any kind of peaceful relations with them at all on the state level, which is what you're apparently supposed to glean from the red lines.
>>
>>175860197
Saltwater is a water source like any other, you just have to screw-pump it into an empty (non-saltwater) cistern to make it usable.

You can just rely on booze in every other situation, unless your dwarves get hospitalized. They only drink water when injured, and if they don't have access to drinkable water, they're most likely going to dehydrate and die if they're in the hospital too long.
>>
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How do I give items to a specific dwarf?
My Armorer is screaming that he wants silk and metal bars, while claiming the Metalsmith's forge.
>>
>>175862945
I use 1x1 stockpiles that can only contain items that dwarves ask for and place them right next to the workshop.
>>
>>175862945
>>175863038
You don't need to manually give items to dwarves in moods, they just grab whatever they need from wherever it is in the fortress.

If a moody dwarf's stuck screaming/muttering/etc in his workshop, then your fortress doesn't have what he needs. In your case, you'd better make, trade, or find silk and metal bars before too long passes.
>>
I dealt with my first vampire today. Bastard.
The cheap out where you rename the "dwarf"'s nickname didn't work and I definitely don't use the other cheap out of using Therapist.
>>
>>175862945
If you have metal than dig to a cavern quick
>>
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>tfw you find out something you were completely unaware of while trying to fix a bug.
>>
>no sedimentary layers
thanks toady
>>
>>175864538
what
>>
>>175864538
what
>>
>>175864902
A combination of willpower, combat skills, being wounded, being outnumbered and size difference determine if a creature will run away from combat or not.

Ive always thought it was only the last two until now but after messing around with arena ive noticed there being a big difference. Not sure if there are more things that determine wether or not a creature will run off but this is just what ive noticed myself.
>>
>>175865495
forgot to add that seeing comrades die seems to also make the creatures more likely to flee, although im not sure if its just me or not.
>>
>>175865495
>>175865608
You know what? That IS pretty interesting.
>>
>>175865737
Just wanted to share this because its been causing me some frustration with trying to mod in solid snake.

The problem is that while he is in a box he is supposed to take off his disquise if he is spotted. however the only way to have a creature target itself in combat is by tagging the interaction to when they flee.
So ive tried to make solid snake come out of the box by having the box have an ability that will trigger only when he flees.

The thing is, he refuses to flee like he is supposed to because all of his combat skills are set to legendary so rather than having a master spy fight my dwarves to the death i'll be stuck with a glorified giant sponge with cardboard skin and legendary combat skills.
>>
I want to make a creature that can spew poison gas that causes dizziness and vomiting, how do I do this?
>>
Wait where the fuck did the merchants go
They dropped all their shit off at the depot then vanished, leaving behind a huge stack of forbidden items and a presumably very confused diplomat

I didn't get an announcement that they were leaving either, they just left
>>
>>175866310
Maybe have the ability that triggers when the box comes off set his combat skills to legendary. So as a box he only has really high ambusher and no other combat skills.
>>
>>175868245
They probably saw an owl or a kobold toenail or something like that. Check your missing/dead units list for wagons. And unforbid the stuff before the food rots.
>>
>>175868407
Alright, hopefully this doesn't upset the capital TOO much. They need to send less pussyshit merchants, this is a zombie-filled evil mountain we're dealing with
>>
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>sieged by zombies
>can kill all of them with exception of 2 fucking zombie lashers with iron whips that instagib my army
Thanks Toady
>>
Looks like some bay12 newfag is trying to pull a Meph:
>http://www.bay12forums.com/smf/index.php?topic=162023.0
>>
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>>175835376
Unnaground!

>>175840069
>unbelievably stronger than unbelievably strong Zokunokab (Siegebreaker) with a durnil (fisthammer drop from steel colossi, massive axe with a big rending axe blade on the back) vs zombie army
>>
>>175868797
>months old posts about completely irrelevant drama
That's about as bad as posting twitter screenshots on /v/
>>
My main entrance is on a mountainside high above ground level, and I want to build a big winding brick path down to the ground. How can I make this look nice?
>>
>>175869079
Plan ahead, do some sketches. Experiment. Possibly do a mockup somewhere unimportant (some far away place, a separate fort) and look at it in a 3D visualizer.
>>
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I've spent the last 2 hours melting down one bismuth bronze giant axe blade into more bars because the only metal on this map is GOLD
>>
>migrant wave
>has children
>a child instantly enters a fey mood upon arrival
>>
>>175869070
Hmm, I assumed he posted in it just today, because it was so high up. I guess the tileset board is slower than I thought.

Still, last time he posted was the 20th of April, so it's not that long ago.
>>
Building bedrooms for migrants is tedious as fuck
Will they be that mad if I just have them sleep in the dormitory for a while? They're mostly useless anyway...
>>
>>175869934
It's a good idea to keep some rooms ready, but sleeping in the dormitories for a time is pretty usual
>>
>>175869473
good for you anon
now go and practice the coin split trick
>>
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>>175869934
>he doesn't maintain a surplus of bedrooms at all times
Look at this fucking elf. I bet you don't even produce a surplus of food and booze.

>mfw there are people in this very thread that don't plan ahead
>mfw you're possibly in the same general with DF-players that don't bring a batch of all important mood item types with them on embark
>>
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>>175868315

The thing is that its impossible to do so and even if i have the box transform to a creature with legendary skills (solid snake), he will still keep his old combat skills.

>>175868095

Copypaste the following to your creature's raws
http://s000.tinyupload.com/index.php?file_id=98854932193165267341

I expect you to know a bit about what you are doing yourself and being able to use the wiki and errorlog.txt if you run into any problems.

>>175869545
What did he make?

>>175869934
Ive always had all of my dwarves sleep in a single dormitory apart from nobles, i doubt they will get too mad if they dont have seperate rooms unless your fort already has other problems that are causing your dorfs to get upset.
>>
>super picky about picking the perfect region to embark on, tailor made for my preference
>night creature appears before third migrant wave
Every fucking time.
>>
>>175870815
What's wrong with those? Just have your marksdorfs shoot them from afar if you are afraid of their bite or get them to run into a trap.
>>
>>175870963
It's really not enough time for me to prepare my military.
>>
>>175871025
Consider walling off all of your citizens inside then and wait for him to leave. They shouldnt take more than few moments to leave anyway.
>>
>pick a location
>no sedimentary layer
>restart and pick somewhere else
>no sedimentary layer
>>
>year 3
>fortress is flourishing, an my militia is strong and well equipped
>suddenly werebeast
>none of my civvies are nearby, but several bards end up ganging up on it
>several bards dies before by militia reaches them, but some only get minor wounds
>the wounded bards enter my densely populated fort and blend into the crowd
How am I supposed to deal with this? I stationed a squad in the tavern, but the problem is, my tavern has at least five different large rooms, each of which are full of people.

This is gonna end up badly.
>>
>>175871827
Use your military to chop up the bards where they stand.
>>
>>175871827
I don't even remember which ones got bitten, and I think the combat log already disappeared.

Still, it's not bad that the game becomes dangerous and unpredictable for once. Actually having a big fortress fall so I can explore the ruins would be cool.
>>
>>175872391
>>175871987
>>
My entire fort is defended by my new Gorilla military

now i just need someone to make a mod to let them wear armor and wield weapons

Then my War Gorillas will be ready for monkey trouble
>>
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>>175872391
Only two days left until transformation now.

But my militia is ready, in the middle of the tavern. Shit's gonna go down.
>>
If I don't have contact with a human civilization, will I get fewer visitors to my tavern overall?

>>175872746
Oh fuck, you're becoming an expert in gorilla warfare
>>
>>175873015
Phew.

One day past now. It seems like no one is infected in my fort after all.
>>
>>175872746
add
[EQUIPS] and [CAN_LEARN] to your gorilla raw files and you can have them use weapons and armor. The downside to this is that your dwarves will refuse to butcher your gorillas as they consider them civilized creatures like humans or elves.
>>
>>175870721
[NATURAL_SKILL:BLAH:#]
>>
>>175873865
Have you learned nothing?
>>
>>175875767
He's probably learned that you're a dick for belittling him instead of helping him out a little.
>>
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>>175875767
>>175875869
Forgot pic, just wanted to make a quip
>>
>>175873865
[SLOW_LEARNER]
>>
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>>175875767
Hopefully one day, gorillas will learn so that we dont have to
>>
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>>175875869
>>175875971
kek

one forgotten pic can make a big difference
>>
If we can emulate a much simpler universe in dwarf fortress, are we the emulation of a much more complex universe?
Are they making highly complex memes out of our daily actions?
>>
>>175877630
Whih flavor of the Matrix are you on today? Boltzman brain, Ancestor simulation, Quantum simulation?
>>
>Got sick of Adventure mode after dying to Web titans/bogeymen/Horses/
>Try out Axu
>It's awful

Why can't I find a game that's like DF? Unreal world is sort of in that department but I want fantasy.
>>
>>175878687
You're implying that the simulation is based on principles of and is a product of our world, our physics. Dwarvern physics isn't like ours, because that'd be impossible to run. Similarly, we'd be a product of a simulation run in a universe with unfathomably complex rules compared to ours, created by unfathomably more complex beings. And these beings would ascribe their unfathomably complex intelligences to our lowly simple minds, much like we attribute human intelligence to our lowly dwarves.

In a way, it's comforting to think about.
>>
>>175879323
>Oh look, little John is off to work at the office again
>Hmm, he has a negative thought from the soulless experience that is capitalism and the meaninglessness of all life
>oh but he got a happy thought from discovering a new band yesterday, and he liked that soggy pasty he just bought
>maybe I'll arrange for him to find a penny, that'll be funny
>This is *so* comfy!
>>
>>175879210
Did you play IVAN? It has a large overland map, as well as a bodypart system similar to the one in DF.
>>
>>175879210
What about (((rimworld)))
>>
>>175880030
He explicitly asked about adv mode.
>>
>>175879617
>Greentext about the rise and fall of the roman empire
>That fucking DaVinci humie is at it again
>This orange-haired humie keeps sending short letters full of teenage angst, I'ma make him president
>>
>>175880126
just go outside and experience the adventure of life :)
>>
>>175848295
*puts your plump helmet in backpack*
*eats it in the caverns*
*lures your farmers into GCS*
nothing personnel
>>
>>175880210
This is probably the best answer.

Exploring forests is probably one of the most fulfilling things you can do. Just trying to cover as much distance as possible, or trying to ID as many trees/bushes/spiders as possible.

It's even more fun when you're out in the countryside and you occationally stumble upon ruins of old cottages and mills.
>>
>>175880160
>prehistory is just the player not knowing how to designate things to build, or trying to mod the game to make forts of creatures who without [CAN_LEARN] or grasping tags
>>
>>175880160
>tfw DaVinci is their Urist
>>
>>175880538
It feels too lonely
>>
>>175882005
The go out and hunt shit with a kitchen knife, some meat and fruit, and some plastic shopping bags
>>
>>175880538
It is great, but it's a pain when you get older and more used to stuff like ac and caring about keeping your nuts unsweaty for reasons you didn't even think about as a young single dude.

>>175882005
Being truly alone is relaxing for some, but I can see why some people wouldn't enjoy stuff like being stranded on an island with literally nobody you know and only intermittent library access for any sort of communication.

It was real comfy though, sleeping on the beach, doing odd jobs to get money to eat and buy a ticket home.
>>
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>>175882286
>keeping your nuts unsweaty for reasons you didn't even think about as a young single dude
>>
How do you make a tavern?
>>
>>175882958
Why does Brock look like a fucking potato?
>>
>>175880126
>>175880030
You can set up caravans and attack enemy towns (which are just square buildings with dumb AI walking around it). Its at least fun for a little bit
>>
I've discovered magma but I can't see the magma smelter in the build menu, what am I missing?
>>
>>175851628
NW_Kohaku has a bit to say on that matter.
http://www.bay12forums.com/smf/index.php?topic=76007
>>
What can I do to stop losing interest in this game? I just learned how to play and I can't think of anything to do. Once you get the base up and running it seems like just a matter of waiting for something to happen. I've been playing for two days and am already resorting to just running it in the background while doing something else
>>
>>175887752
Challenge yourself to dig deeper find new ways to fight, have some ambition.
>>
>>175887752
Roleplay and do sub-optimal shit. DF is a very boring game to play optimally.
>>
>>175887752
I'm in a similar boat, but what I like doing is reading the descriptions of my dwarves, and taking that into account.
So say if my baron likes a certain image of material, I'll design their quarters around that. Perhaps I'll destroy all the temples dedicated to deities they don't worship, and build something more grand. Shit like that, I think you've got to get into roleplaying a bit.
>>
So my greek rocky coast dorfs are very adoption-happy. Is this normal behavior? I have farmers running around with drakes, carpenters with pet boars, a bookbinder with a Goat companion and many many more. I don't mind, but I'm wondering if I'm doing something terribly right.
>>
>>175886657
magma safe materials
>>
>>175887752
dig deeper
>>
>>175887752
Pick a project and build it. If it seems like it would be too hard you're on the right track.
>>
Is there a way to install graphics for the current version?
>>
You know, people talk about Toady and the horror sliders, and he mentioned worlds where death didn't even exist.

So, if you get your head cut off, you're just like that? Can it heal if you put it back on?

Does it start growing a new body?

What if the old body grows a head?

Without cell death, wouldn't everything turn into an enormous mass of tumors?
>>
>>175891232
only if you apply real world logic

what if everyone's just an invulnerable god-being
>>
>>175887752
Are you the same retard that built a 1z level fort on the same level as your entrance, stockpiles, workshops and rooms included and called it a "successful fort" in an earlier thread?
>>
>>175892665
yes actually. how was that not a successful fort?
>>
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>>175890969
Did you check out the wiki
>>
>>175891928
So many ways to find FUN

>Build Tal-Rashas grave
>T-1000 perpetual melting
>Wolverine blood replacement

There can be only one
>>
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>>175891232
>where death didn't even exist.
>So, if you get your head cut off, you're just like that?

worlds without death doesn't entirely mean "worlds without horror"

a G-rated DF world gen might not even allow violence/weapons to exist, hence no need to resolve "what happens to your head if you get decapitated?"
>>
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>>175894591
So a big bounce house?

Cause I can explode myself and my head will go flying off just screwing around with a minecart.

>>175891928
I guess if they were all literally invulnerable, but that would require a hell of a tweak to the combat mechanics, I've tried to make totally invulnerable dudes, but even a slade golem will explode if you hit a wall hard enough.
>>
Did I make my tavern big enough guys?

I'm still working on adding more tables & chairs not to mention more barkeepers
>>
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>>175896734
>cavern tavern
>>
>>175893065
What is the one on the bottom left?
>>
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>>175896734
Less is more when it comes to Dwarf Fortress.
Never be overly ambitious.
>>
>>175896729
unless the tweak was to the way damage is calculated. you could just slap on a single additional multiplier and yank it to 0.0001.
>>
>>175898189
>Never be overly ambitious
Shit advice, anon. If you only try things you know you can succeed at you're in for boring forts. Aim high, dig deep, strike the earth like she owes you money.
>>
>>175897216
spacefox I think
>>
>>175898742
It depends on how you look at it.
A dining hall that takes several hours just to dig out might seem like a worthwhile project...
Oops, here comes Fuqsheetoop the Death of Urists, the giant giraffe with three tails and fire breath.
>>
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>>175898189
I've always wanted to make a fort whose interior actually goes up and down multiple Z levels, instead of just mining levels out horizontally. Add some depth to my fort.

A mined out expanse, with a complete underground city too. Something like this, but it would be too hard to try to establish right at the beginning. Just seems like something you would do as a mega project.
>>
>>175898339
You can do that now, I've pushed the values on materials and such all the way as high as they can go (and past with dfhack) and you still come apart if you smash into a wall hard enough.
>>
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>>175897125
is that a bad thing,other then cave adaption I actually like the idea of my dwarfs traveling deep underground to have fun together & be merry
>>
>>175899028
Alright thanks
>>
>>175899116
You would have to have channels everywhere, but also be aware enough that the channels are placed in areas that won't create any fun.
>>
>>175892828
The measure of success for a fort isn't how well it does, it's how much fun you have with it.
>>
>>175894591
>>175891232
>Extremely peaceful world
>people and animals are happy, never know conflicts, never know fear
>ascend directly to heaven instead of dying, with the help of high priests and gods
>poop rainbow occasionally
>Urist mc Nobody has arrived
>he was of unknown parentage
>starts slaying and hurting everything around
>nobody knows how to react or protect themselves
>experience misery and terror for the first time
>they either learn from it or cope
>either way rule the worl by violence

or something like

>Extremely evil world
>demons and weird shit rule over humans
>entire villages enslaved, people and children being beaten and tortured publicly daily, starved and otherwise killed, population number is controlled
>nobody EVER dies from old age
>talking to other people is banned, punished by death
>nowhere to run, nowhere to hide, you're under constant watch
>too weak and fight back
>Urist mc Hero managed to sneak away, nobody noticed
>started heroing his way up and trying to bring peace back to the world
>"hope" emotion is finally in play and activated, among with 40~ others toady coded but scrapped for later
Let's hope some of us can survive long enough to witness this happen.
>>
>>175899112
You don't have to choose between big projects and defense. Sustainable forts and legendary militias are easy to get, but grandiosity and hubris are the gravy that keeps you coming back to the buffet.
>>
>>175903157
>You don't have to choose between big projects and defense.
Sure, if you start with 100 dwarves.
>>
>>175880210
>death by starvation
>death by bear
>death by horse
>death by snake
>death by drowning
>death by rock
>death by you failed grabbing the branch
I better train some more before.
>>
>>175903658
You're right, those people digging megaforts must be cheating. There's no other possible explanation.
>>
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>page 10
>>
LIVE!
>>
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Might post pics of the fort to keep things going before I leave for work. The forest has grown in well around the fort, it might be giving the goblins trouble finding me as I've only had two sieges in the last three to four years.
>>
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>>175911796
I've built airlock access to the first two layers of caverns but I don't know what to do with them so for now I've put in cage traps and some items to bait in cavern dwellers, usually some food and a table or chair for trolls to run in and knock over. They make good target practice.
>>
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>>175911932
Main level, I used the old barracks for a library and hospital, now all 40 practice in a large main room on the level below. The tombs on the east might need expanding soon, not sure if you get haunted by ghosts of visitors.
>>
>>175911796
Forests don't affect army pathing at all. The only kinds of terrain that do are unbroken walls of mountain and/or ocean. It's not unusual at all for goblins to take a year or two off. A siege every couple of years is pretty normal, especially after you've been playing a while.
>>
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one of my vagrants (a trader) won't go to the meeting zone to meet his doom. what gives?
>>
>>175915796
assign him to a burrow
>>
>>175916112
^With a minecart.
>>
If I have a creature without a mouth but with teeth and a tongue will it just not have lips or will it lack everything besides teeth and a tongue?
>>
>>175917860
the latter
>>
>>175919570
fug
>>
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>When you're sent to kill a "Sprawling criminal organization"
>>
>>175919760
It's easy once you can find them.

>Go to the specified town
>Visit both the catacombs and the castle dungeon
>Bring a guide with you
>Ask the guide about the structure
>Ask him repeatedly, and he'll eventually talk about any criminal organisation who set up camp there
>If he mentions the people you're sent to kill, then just find and kill any criminals you see in the dungeon
>>
>>175919760

>Not cracking down on Uristo Escofungo and his cartel

>Not wanting to go Xbow blazing into a illegal booze production facility

>Not "laying out the law"

>Not wanting to ride of into the sunsets on your white Tiger while the booze facility is exploding and burning in the background
>>
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>>175919760
>when the "sprawling criminal organization" does jack shit beyond living in the sewers/dungeon

COME ON

DO COOL CRIME THINGS
>>
>>175920510
They act more like underground political dissidents.

They all have claims on the rulership of the towns, and they occationally launch armed insurgensies (I'm not sure to which degree this happens now though, IIRC Toady did something to keep them from leaving the underground).
>>
>>175920510
Slacking off and having a jolly good time is about the worst crime in Dwarven Culture
>>
Can I make stuff out of things like ivory or skin in adventure mode or is there a mod i should get if i want to craft things like that?
>>
>>175920712
>IIRC Toady did something to keep them from leaving the underground).

why though
>>
>>175920772
I've got something you can craft right here baby

*points at crotch*
>>
>>175921094
In the early 0.40 versions, the cities were a mess.

People would start fighting randomly, and warlords with their gangs would crawl out of the sewers and start fights constantly. The cities were constant war zones.

So Toady gave the criminals special activity zones underground. Now they stick to those zones.
>>
>>175921413
I wish they'd at least come out rarely and take over a town or something.
>>
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>>175921254
not enough raw material
>>
>>175921441
I think they do.

It's much rarer, though. And maybe it only happens when you're away from the site.
>>
>>175921570
I haven't ever seen it happen but I guess that's ok then.
>>
>>175921481
;-;
>>
I have no fucking clue what to do with these fucking refugees, they just keep coming and coming and coming.
>>
>>175922854
made me think.

are our politicians just newfags who don't know about v-p-l?
>>
supposedly people will come to visit your libraries?

what are the requirements for that? do they need a path?
>>
>>175923940
Well of course your library should be accessible and it should allow visitors. Can't think of anything else really. Maybe you need to have books and or writing materials but I'm not sure about that?
>>
>>175923940
only scholars come to visit your library.

if your library is the only one in the world, then scholars can't exist outside of your fort, meaning that no visitors come to the library.
>>
>>175924162
usually I have a couple of bridges preventing access to the outside world
>>
>>175924283
well shit how am i going to check for that
>>
Never played the game before but genned the biggest world I could at 1050 years, took 5 hours.
Plan to be comfy in Legends mode for awhile, thank you for reading my blog. I'm still in the Age of Myth aswell is that normal? Have a a couple of dragons at max size.
>>
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>Goblin watches me stab his sleeping buddy in the head.
>All he does is say "That's alarming!"
>>
>>175924363
are you playing with dfhack?

if you are, you can use the open-legends command to bring up the legends screen any time you want.

from there, select "structures", and scroll through the list until it starts from the beginning. if you can't see any libraries, then they don't exist in your world.
>>
>>175924459
Might wanna install the legends viewer addon if you are going to spend some time reading the world's history. Its alot less messy than the default legend screen.
The ages depend mostly on how many megabeasts and civilizations are alive. Age of Myth means you still have almost as many beasts as you started with and no civilization has taken over the world yet.
>>
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Is there anything I can do for a companion like this in adventure mode?
Will he somehow recover?
Points for determination though, he's still following me without the use of his legs.
>>
>>175925958
Fast travel or sleep and most of it will heal instantly.

Some wounds, like severed motor nerves, can only be healed in fort mode hospitals, so they'll remain forever in adventure mode.
>>
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>>175920746
slack sold in truckloads.
>>
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>>175921570
Saw it happen recently actually. Was in the castle and decided to search around for weapons. Started seeing a whole bunch of !! so I went to check it out. I come back to the foyer and there is blood and limbs everywhere, where as previously it was a spotless microcline room with a 1 or 2 statues.
>>
>>175890321
I have loads of bauxite though.
It isn't even showing up in the menu when I press b > e
>>
>>175926382
"You may choose four to be a part of your zombie killing squad, who do you pick and why"

I'm gonna go with:

Pipe Scrappa: not much to look at but possess wiry strength and intense willpower. Can handle the most extreme of conditions with quiet determination, but equally good at spending downtime softly smoking and reminiscing about the old days.

Big Coat Boris: Not very pleasant company, but is very strong. You get an unsettling feeling that he enjoys the undead breakout, and that he was involved in shady business before the outbreak. Nonetheless, his rough and craggy personality is well suited to survival.

Weapons-Expert Weasleton: Can carry ludicrous amounts of weapons in his black coat, some of which he made himself. Knows the ins and outs of every firearm your party finds, and will sometimes even improve them. Also mildly schizophrenic and paranoid, but is loyal to people who go through the effort gain his trust.

Beret Gecko: Fun guy to be around, can make any situation seem better than it is with a good wisecrack. Has friends in both high and low places, and solid with a gun. Will probably die first, leading to major plot point and character development.
>>
How much of the promises in the devlog for the myth and magic update will Toady actually be able to implement, I just can't imagine he will be able to make all of it work even in 5 years.
>>
>>175927906
The thing is, he's probably started on the outlines already.

He'll probably use some of the stuff he made for the presentation, for example.

The tricky part will be integrating the real game into that system. Especially since he needs to do it on all levels (worldgen, off-site active world and in-game).
>>
How do I export detailed maps of the world I'm already playing in?
Embarked on a really nice terrifying marshland, with a waterfall that splits off into two paths and want to view it with iso world, but i forgot to export detailed maps after i generated my world
>>
>>175928228
Nevermind, i used dfhack to force the legends screen.
>>
>>175928228
do you play with dfhack?

if yes, use the open-legends command to go to the legends screen. from there, you export the maps as you normally do.
>>
>>175911796
What program is this?
>>
>>175928659
Stonesense
>>
huh, I guess you could say this general is....

...dead
>>
>>175847208
Looks like that was probably it. Thanks.

The water moves a lot more slowly than I expected, so it might need some adjustments, but I'd consider this a successful proof of concept test.
>>
As the only representative of the US government in this general i call for a immediate expulsion of all square lovers
>>
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>>175931627
>square lover
>tiles are square in in game logic
>but they're not cubes
>mfw
>>
>>175931787
Does moving diagonall have a higher movement cost?

If it doesn't, it means that the squares are actually round.
>>
How does one limit crafting to a specific material? I want to make some Microcline statues, but using the management menu to limit crafting to only when microcline exists still yields other statues.
>>
>>175932702
Use stockpile and connect them to the workshop

Please consult the wiki for further info and nagging
>>
>>175932932
I finally found the correct wiki entry after looking for half an hour - as always, Ifind stuff right after asking.

The correct answer is going into d-details on the management order and picking a material from there. You can also chose the image you want there for maximum comfy templebuilding.
>>
>>175922978
So what would they do, the same shit I do with tons of migrants with useless skills?

I sure love making blocks for years
>>
>>175931912
so dwarf fortress universe actually takes place in a non-euclidean space where circles can be packed with 100% efficiency, and it's just visualized as a euclidean space for our simple monkey brains?
>>
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>>175933713
Dig deeper, you are only just scratching the surface.
>>
>>175933603
turn on mining and engraving, and then let them dig out and smooth new homes for themselves?

it's not like we need to work for food when there are nest boxes and fruit trees.
>>
>>175931912
It does. I'll see if I find the source again.
>>
Want to play latest version but like phoebus, wat do?

I'm too lazy to use the look command to see what weapons assholes are carrying I like the little icons.
>>
>>175928181
On all levels means skin and hair as well? We can have sentient skin and hair that has a moral code, laws, and ambition to rule the world.
>>
>>175935306
http://dwarffortresswiki.org/index.php/v0.31:Time
There it is.

You won't see it in the current version of the article because it's been removed in between a rewrite:

http://dwarffortresswiki.org/index.php?title=v0.34%3ATime&action=historysubmit&diff=189991&oldid=189990

I assume it's been removed because it ultimately has nothing to do with time and speed - not directly, that is. In either case, I would be very surprised if it changed, especially since the minecart article also seems to support this. At least from a quick glance, I haven't read through it in detail.
>>
>>175935793
>I'm too lazy to use the look command to see what weapons assholes are carrying
too good that they're colour coded, then.

I can't see why you wouldn't be able to use pheabus with the latest version, either. I don't think the raws have changed that much.
>>
>>175935793
Vanilla uses different colors, you don't need to loo[k].
And the creature graphics and tileset are two different things too. You could use the vanilla tileset with phoebus creature graphics.
Anyway, phoebus is up to date with the latest version, what's the problem?
>>
>>175936094
Toady reworked the way movement worked from scratch in 0.40, though. That's when he added the gait system.
>>
>>175936193
Ah color coding, nice, The other thing that gives me the shits about the default gfx is that doorways are very hard to see in high res they look identical to wall sections but one or two pixels wider.

>>175936204
>Anyway, phoebus is up to date with the latest version, what's the problem?

This is news to me. every resource I've seen says LNP and phoebus are out of date
>>
>>175936294
That's true, but as I said, I would be very surprised if he threw it overboard.

>>175936604
LNP =/= phoebus
LNP always waits for a stable dfhack version.
>>
>>175924459
>>175925389
http://bay12games.com/dwarves/mantisbt/view.php?id=8544
It's normal to still be in the age of myth after a long worldgen, but not intended. 3 years ago it was incredibly rare except with specially tailored worlds, but Toady broke something.
>>
>>175936684
>LNP always waits for a stable dfhack version
No it doesn't.

>>175936604
It's not out of date. It's on its (I think) 3rd release for the current version. The OP is wrong.
>>
>>175938826
link to current version please?
>>
>>175939136
Link in the OP. Check the last page. Always check the last page.
>>
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Forgotten beast came from the caverns, but I already walled the entrance to my fort off. I've forbidden my doors, and this guy isn't even trying to knock them down, hes just sitting there. In his description its told he's emaciated, so is it just possible that I could wait for him to starve to death?
>>
Is it possible to add to/edit the dialogue? As funny as "it is terrifying" can be, I was considering trying to mod variations in.
>>
>>175941382
Yeah, uyou just have to wait :))
>>
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Nevermind, it was just attacking from 3 tiles away.
>>
>>175941605
The editable lines can be found in the speech files, in the data folder.

Lines for emotions (i.e. it is terrifying), however, are hardcoded. You can't edit those.
>>
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>>175941715
What manner of beast is this creature??
>>
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>>175941715
I managed to kill it with a militia of 5, two of them don't even have weapons yet. No one died either.

Are charcoal beasts always this weak?
>>
>>175942069
all FBs are weak, unless they're made out of metal, or have insane superpowers like webs or dust.
>>
dead game
>>
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Can someone tell me what the deal is with this third Adams brother I keep hearing about lately?

I occationally see people starting threads about it on bay12, but they always get deleted almost instantly.

Does anyone here know?
>>
>>175942747
Dwarf fortress is so complex it gained a consciousness, it's actually Mariana's web.
This consciousness is referred to as their bro
>>
>>175942747
They have a half brother through their father. Not sure what his importance is though
>>
>>175942881
The thing is, none of the brothers has ever commented on the rumours. But they are the only mods on bay12, so if they deleted the thread, they must know that the rumours exist.

Fucking spooky.
>>
>>175942881
>referring to marianas web unironically
fuck off retard
>>
>Intelligent and semi-intelligent artifacts
>Automatons and magical prostheses

Is okay that I am so hyped for this shit. We will live to see our dwarves be choked by their own prosthetic hand.
>>
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>>175921094
>>175921413
It was early 42.xx actually.
>>
>>175943236
I hope Toady gets interested in machine learning so our dwarves can be murdered by a bloodthirsty true AI.
>>
>>175943180
>unironically
>>
>>175943236
>>175943460
>Urist Handless: Our time in the Enchanted Universe is so brief... Aaah! No!
>Urist Handless: Help! Aaah!
>Prosthetic Hand: There is no need to be scared.
>Urist Handless has suffocated to death.
>Minkot Stranglegrasped, Prosthetic Hand: It was inevitable.
>>
>>175943401
I don't have it saved on my phone, but I can top that.

my spearwoman companion but a guy's dick off
>>
>>175943694
*bit
>>
>>175943694
Gay
>>
How different is the world when you're playing at very long history to say short history?
>>
>>175944217
Goblins tend to take over and FPS death sets in a little earlier.
>>
>>175942747
If we send Toady enough money will he split off a clone of himself to act as the third brother?
>>
>>175944518
Only if you play in a tiny world.

In medium worlds, civs tend to be more resilient, maybe due to the larger numer of sites.
>>
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>>175943694
You ever gelded someone with the ground?
>>
>>175945589
Well damn.

Alright, next adventurer is gonna be all about creative genital mutilation. Any ideas?
>>
My dwarves spamming my announcements with shit about not being able to store items in the stockpile because the item is inaccessible. I'm pretty sure they're fucking around with all my mugs and this all started after I built the tavern. I got 5 chests in the tavern too.

What do?
>>
>>175946175
It's not mugs. It's refuse in the caverns. Finish exploring whatever caverns you've opened so they can find the paths, seal the caverns off, or delete your refuse piles.
>>
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>>175945894
Kick > lower body a lot.
>>
>>175946506
It definitely isn't that. I just explored the cavern and I disabled my refuse and corpse piles.
>>
>>175947713
Find a downward passage?
>>
>>175945589
Either that goblin was rock hard at a very unfortunate moment or his entire crotchal region was torn away by a particularly sharp patch of ground.
>>
I've had no migrants for 2 seasons in a row
>>
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>>175949324
>>
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>savage area
>no flux
>search for flux
>calm area
>>
>>175950002
So?

The only difference is that you'll have normal sized harmless animals, instead of giant harmless animals.

And in case you believe savagery has an impact on sieges/beast attacks: it doesn't.
>>
>>175950002
I've never managed to find a river, flux, iron and coal in the one place. Best I've managed is River, coal and copper.
>>
>>175950201
but anon
the meat
the trainable critters
>>
>>175947963
What do you mean?
>>
>>175950201
What determines the difficulty of a start the most, then? Just available resources, whether it's an evil biome, and if there's a spookymancer tower nearby?
>>
what if toddy was a girl
>>
>>175951795
the difficulty of an evil biome depends a lot on what kinds of weathers it has. there are completely harmless evil regions, where your dorfs just get slightly grumpy from the x blood rain.

but yeah, evil biomes are usually a way of getting a bigger challenge. so is proximity to towers. unlike other entities, you can actually have several towers as neighbours, which means more zombie sieges.

where you embark has no effect on beast attacks, though. beasts will travel all over the world to attack you, and unlike invaders, they don't *really* travel, but simply teleport to your doorstep. this means that any beast in the world can attack you at any time.
>>
>>175951814
Excuse me?
>>
>>175951814
i felt uneasy after being near a fine trap. its for the best
>>
Do dwarves eat plump helmet seeds?
I just embarked, set up some farms, and now it's telling me I have no seeds. What could have happened?
>>
>>175953525
I bet keas are responsible
>>
>>175953736
or mabe le elfs xDD
>>
>>175953525
birds

>>175951795
if you want to have fun you have to make it difficult for yourself. IE starting on a glacier, structuring the fort like a communist utopia, etc
>>
>>175953525
You probably made bigger farms than you have seeds to accomodate.
>>
>>175941382
forgotten beasts dont starve, thats just a physical description of it. if you have any artifact cages try to capture it
>>
File: 1426156456904.jpg (11KB, 210x240px) Image search: [Google]
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>Gorilla Team Six gets webbed in cavern

>Sends in the Gorilla Team 3 to rescue them

>they get ambushed by Mole men halfway

>Decide to fuck it all and send in the A team

>Legendary Xbowes slowly make their way trough the cavern, the mole men falls to a hail of steel bolts and finally manage to secure the area around Gorilla Team six

I managed to save most of them but team 3 took some severe damage and i had to relocate two members to the zoo
>>
>>175954906
post descriptions of your gorillas
>>
>>175954243
>structuring the fort like a communist utopia
sucessful forts tend to be exactly that.
>>
I just really started looking into this game a few days ago. Does this game have the most potential. I even think 4 years down the road and the possibilities seem endless for development. In 10 years I can't even imagine what the game will become.
>>
>>175955136

Their just Gorillas modded to be able to semi function as squads
>>
>>175955207
I mean enabling all labors on all dwarfs, only using barracks and dormitories, putting all dwarves in the military, killing all nobles, killing all traders. its pretty fun
>>
>>175955389
the nobles are more like the party elite or the buerocrats. they have their place in the utopia.
>>
>>175956010
t. tankie
>>
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I Dont want any communism in my cotton plantation simulator
only hard work and the eternal spinning of the cloth factories is needed for the masses

>Children makes excellent cotton pickers and cloth workers
>>
>>175954645
Cage quality doesn't make any difference.
>>
>>175956010
>t. bourgeoisie
>>
What labor is required for instrument creation? I keep queueing single-part instruments in both my craftdwarf's shop and my metalsmith's forge, but neither is getting done.
>>
How do I make civs more likely to go to war?
>>
>>175958028
Murder their diplomats and trade caravans when they stop by your fort. If they're elves, do everything you can to trade them wooden items.
>>
>>175958241
I mean in the raws.

I want a world where everyone constantly declares war against everyone, even among the same races.
>>
Just had my melee squad fight and survive a deadly blood FB
>>
>>175957992
Depends on what the part is made from. It'll be metalcrafter for your metal parts, but any of the crafts or tailoring for the craftsdwarf shop pieces. You can probably guess the labors for kiln and glass furnace pieces.
>>
>>175958326
>even among the same races
Not a thing that can happen, unless you mod in new entities that share races with other entities. There are some weird instances where you'll get legends entries about "wars" within a single civ or against a civ of the same entity, but those involve bandit groups and aren't real wars. It's kind of a barely implemented feature, but it's as close as you get right now.
>>
>>175958430
Right. It turns out that my starting dwarf had blacksmithing but not metalcrafting enabled this whole time. And none of my dwarves had bonecrafting, because in zombie land bones tend to fight back.
>>
>>175958881
Humans have scrambled values, so they should obviously start wars against human groups with different values.

I just want to make it more likely. Isn't there a way to make a civ more warlike?
>>
>>175959287
The next update will actually have civs cfighting over artifacts instead of just "muh morals" so that should actually be happening soon.
>>
>>175959642
Yeah, but I'm asking because I have a vague memory of some anon changing something and ending up with much more aggressive and warlike civs.

Like discipline or something like that.
>>
>>175959757
Oh yeah raise discipline and you get bigger goon armies and they're less likely to run away or shit themselves.
>>
>>175958338
What was the rest of the FB like?
>>
>>175926264
Severed nerves can't be healed in fort mode either. Everything that can heal in fort mode can be healed in adv mode as well. The deciding factor is whether it has healing rate defined in tissue_templates.txt. If it does then it heals in both modes, if not then it won't in either regardless of what method you use.
>>
>>175959843
How much? To legendary?
>>
>>175959979

Big scaly earthworm
>>
>>175959642
Finally, the humans will fight over my artifact miniforge
>>
>>175960048
I usually set it to 4 or 5 in the raws but feel free to get crazy.
>>
File: 1410076262907369249[1].png (187KB, 636x358px) Image search: [Google]
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>>175943523
>Urist Handless's corpse shudders and begins to move as it becomes posessed by Minkot Stranglegrasped, Prosthetic Hand.
>>
>>175959287
>Humans have scrambled values, so they should obviously start wars against human groups with different values.
Should is a dangerous word to use in this context. Values aren't the only things that cause civs to go to war. They'll war over water rights, religious disputes, territorial claims, tons of different things that are completely opaque to the player without legends diving. So closely packed civs "should" go to war against each other irrespective of their entities anyway, but they don't. Randomized human values hasn't changed that, although this whole business with artifact claims and the not-too-distant property/status updates probably will.
>>
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Can somebody share some aesthetic fort layouts?
>>
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>>175961394
Here's a functionalist utopia I built a while ago.
>>
>>175928680
>Stonesense
When i use stonesense through dfhack, it doesn't look like that. What am i doing wrong?
.
>>
how can I get elves to attack me? I seized all their shit the first time they showed up, but they didn't even show up the next year, let alone try to attack.
>>
File: Andrelius_Windmill_Villas.png (5KB, 648x371px) Image search: [Google]
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>>175961545
sexy. you have any stuff like pic related?
>>
>>175961782
>What am I doing wrong?
Asking a vague question with no pertinent information or context provided.
>>
>>175961884
try to trade them wooden or animal products. theyll eventually get mad and siege you
>>
>>175961884
Sell them wooden items and violate tree-cutting agreements.
>>
>>175962117
>animal products
Elves haven't cared about animal products for years. Since 28a, if memory serves.
>>
>>175962287
my bad, i did just come back to this general after a very long time
>>
File: skyscraps 3d.png (1MB, 1271x632px) Image search: [Google]
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>>175961936
Nah, I don't roll like that.

Here's my old skyscraper project from 0.40. AV only showed walls and floors back then, so you can't see the beautiful clear glass windows.
>>
File: skyscraps mayor.png (128KB, 793x525px) Image search: [Google]
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>>175962521
The major in his office, admiring his view over the great artificial lake.
>>
>>175962287
No problem, a lot of bad or outdated info makes into the thread. And I just derped and said the wrong version name, it was 23a.
>>
>>175962895
And then I replied to the wrong post.
>>175962362
>>
>>175962521
Damn, AV looked so much better then.
What went wrong?
>>
>>175958241
>topple the gods and murder their thrones

>>175958326
Give various entities SLAVERY:ACCEPTABLE and others SLAVERY:ABHORRENT plus mix up stuff like babysnatcher and you get wars out the ass.
>>
>>175963496
Doesn't look different now does it?
>>
>>175962024
Do you want a screenshot to see how it's different or something?
It keeps crashing for me right now. I just want to take a screenshot like in the thread.
It doesn't match the picture. It's more zoomed in. If you want a screenshot i'll try and get it, but right now i can't find any information online about it and figured i'd ask here.
>>
File: 30 000 stone later.png (541KB, 1056x591px) Image search: [Google]
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>>175963496
Japa decided to turn it from a simple visualiser into some next gen ultrarealistic interface to play the game through.

Armok vision isn't for taking pretty screens anymore. It's an alternative 3d GUI for people who are two dumb to play ASCII games.

My computer can't even run it anymore, which I find a bit disappointing. I mean, I still have Stonesense, but SS doesn't offer the same feel of the spatiality as AV does.

Pic is another dear project of mine.
>>
hmm that's weird can you not assign kobold adventures into your military after retiring them

I left an elf & kobold but so far only the elf is able to enter into the squad
>>
>>175964052
>two dumb
*too dumb
>>
>>175958326
>>175963684
Not necessary, simply add [UTTERANCES] to each creature's raws that you want to have starting wars with everyone. They will also be unable to make peace with anyone because of that tag.
>>
>>175964178
I know it says this on the wiki, but I don't think it's true.

I've played a lot with modded kobolds.

They seem to attack people because of the ETHIC:KILL_NEUTRAL_REQUIRED.

All UTTERANCES seems to do is give them cute names.
>>
>>175964321
Could be maybe that the modded goblins are missing the tag maybe?

Anyway if you are so sure about that then i recommend doing ethics modifying aswell.
>>
>>175963896
Yeah, if you compare the two shots just posted the differences are pretty stark. In the .40 shot the structure has hard outlines that cause it to pop against the background better, and make the shape of the buildings easier to distinguish. The wall textures are less detailed, but that works better, as they don't look so muddy and indistinct from the background as they do now. Depth is really badly portrayed now, like if you're looking at a row of pillars of the same material against the background of a wall of that material you can hardly tell that you're seeing pillars as opposed to the contours of the background wall, and the size of the structure is really hard to determine if you can't see the entire thing.
>>
new thread is up

>>175964650

>>175964650

>>175964650
>>
>>175964621
>goblins
Where did you get goblins from?

Utterances is used on kobolds. And yes, when I modded the kobolds, I kept the utterances token because I like the names.
>>
>>175963941
>it's more zoomed in
You can control the zoom level, if that's the only difference. If not, then a screenshot might help.

>>175964052
Yeah, I already knew what went wrong, I was asking rhetorically. But I think you summed up really well how its design philosophy is pulling it further and further from its original purpose.
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