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No mistakes, just happy accidents

Previous Thread: >>223569320

>Download the basic game here. Current version is Dwarf Fortress 0.44.12.
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:
https://github.com/Dwarf-Therapist/Dwarf-Therapist/releases

>DFHack:
http://www.bay12forums.com/smf/index.php?topic=164123
https://github.com/DFHack/dfhack/releases

>Legends Viewer:
http://www.bay12forums.com/smf/index.php?topic=154617.0
http://dffd.bay12games.com/file.php?id=11455

>Starter Pack:
http://www.bay12forums.com/smf/index.php?topic=126076.0
http://dffd.bay12games.com/file.php?id=7622

>DF Mods and Utilities:
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!
>>
>>223940670
This general is past expiration.
>>
>>
>>223941174
> tfw no blue-dressed gf second to the right
>>
>>223941174
Me on the center
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>>223941174
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>>223941174
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bump helmet
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Some weeks ago someone here posted DEHUMANISE AND FACE TO BLOODSHED music. The other day I found this youtube channel which blongs to cboyardee, the author of those dilbert animations.
https://www.youtube.com/channel/UCj3sSb67Xz3IM764_KO2lZA/videos
I like the music he posted there. He apparently also linked to a playlist of 200+ songs he liked in the comments of the last video on that channel.
>>
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>>223939840
That's pretty trippy
>>
Nice thread you have here. Mind if we join?
>>
anyone know what the "main one-step" keybinding is called now on the keybind editing screen? trying to find it but I can't, I assume it got changed
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Would anyone be willing to test my musket mod?
Is there a reputable host where I don't have to create an account?
Currently testing a rocket launcher.
>>
>>223951980
>it will take 2 years for magic
>this guy makes rocket launchers in a day
>>
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>>223951980
Is there any way to get something like this without DFhack?
>>
>>223951980
Can't you just create a dropbox accoutn or something and just put it there.
>>
>>223952229
>it will take 2 years for magic
>implying
>>
>>223951980
Well I guess you could use this https://anonfile.com/

I still think it would be better to do this >>223953598 since it would be easier to update.
>>
>>223953742
Toady can go up and over 1 year without update, but once he steps over the 2 year mark, I will personally step up to his door and kindly remind him to release an update.
>>
>>223954330
Well good luck because I can't see the update taking less than 3 years.
>>
>>223952229
Are you saying anything at all? Anyway, Toady's are really big. Maybe you should read up on them.
>>
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>>223953020
probably not, unless you kidnap toady or at least give him a real tender succ
a guy in the last thread had an interesting idea about a custom material that has a low boiling/ignition point and so instantly combusts, that might work if you could somehow stop it from going off before it hit a gobbo.

>>223953598
>>223953847
yeah, you're probably right. I'm just being autistic though that's a given ITT. I'll take a look at dropbox.
do you think I should flesh out the rocket launcher even though it's a bit stupid or should I leave it out, or maybe make them seperate mods?
Muskets make sense to me with the level of tech in the game, explosive rockets not so much.
>>
>>223954330
>Toady can go up and over 1 year without update, but once he steps over the 2 year mark, I will personally step up to his door and kindly remind him to release an update.
sure bud
>>
>>223954870
Both are fine, I'd say leave it but if you want to make it into a separate mod is fine too, I really want to take a look at what scripts you used to make the rocket launcher work.
>>
>>223951980
Why not just put it on dffd? Its purpose is to host df stuff.
>>
>>223955650
This too is a good idea.
>>
i wish i could draw cartoonish sketches like anons in here, I have plenty of DF stories to tell, how do I learn?
>>
>>223955246
leave it in*
>>
>>223954870
China was using rocket weaponry during the intended technological timeframe of DF. It was mostly rocket-propelled arrows, but it's not a far leap to rocket-propelled explosives. By the 14th century they had even deployed the world's first recorded two-stage rocket as a naval weapon.
>>
>>223955713
/ic/ is unironically a very good place to into drawing, the sticky has good info and resources. and as a bonus if you post your art there people will call it shit no matter how good it is, so you’ll always strive to improve.
>>
>>223955713
Before drew was mauled by volcanic buffalo there was a thread linked here to another board that was seemingly about just that subject where they were discussing drew's work. I don't know which one it was but you can probably find it in the archive. Or you could be foolhardily brave and start visiting boards at random in hopes you stumble across the right one.
>>
>>223956490
>drew
"but /dfg/ has no namefaggotry"
>>
>>223956490
Actually I'm pretty sure >>223956404 was it. So nevermind.
>>
>>223956614
Drawfags are usually namefags by nature, can't do much about it.
>>
>>223956614
>>223956706
He has literally never used the name field or referred to himself by name. We know him because he signs his work. Every poster here who is known by a name acquired it by other means than attentionwhoring with the name field, which is the definition of namefaggotry.
>>
>>223956490
Here’s that thread:
https://warosu.org/ic/thread/3374835
it’s how I discovered df
>>
>>223956614
"the fag who brings up namefaggotry"
There, now you have a name, too.
>>
>>223957759
namefagfag
>>
>>223956070
More importantly, Saruman's forces use an explosive device in The Two Towers, to destroy the Deeping Wall in the Battle of the Hornburg. This "Fire of Orthanc" is not described in the books, but in the movie it is clearly a blackpowder bomb.
>>
>>223954870
I don't think rocket launchers are that stupid. At least as long we're talking about the napoleonic wars era ones which are basically just glorified fireworks on sticks launched from stepladders or wooden bipods, and not russian RPGs. Might want to start with big ass cannons though since those are more common and instantly recognizable.
>>
>>223954870
I want that rocket launcher.
How does the mod work though? Do you have to enter something into dfhack or is that automatic?
>>
>>223957496
Thanks, that's exactly the one I was referring to. Glad he brought you over. Do you drawfag too?
>>
>>223951980
Someone needs to add it to the racism mod and do a historical game.
>>
>>223949808
It's still called "Main: One-Step" under Dwarf mode, at the very top of the list. There's also "Adventurer: Wait Ten Instants" and "Adventurer: Wait One Instant" under Adventurer.
>>
>>223955246
It's just one script using Eventful and dfhack.maps.spawnFlow, pretty simple stuff. dunno why I've not seen someone do it earlier.
Let me just add the launcher as an actual craftable weapon (the gif was just a musket with the rocket script) and update the installation instructions and stuff and I'll put it on dropbox for you to have a gander.

>>223955650
I was going to but I read in the last thread that meph steals peoples work

>>223956070
>>223957958
these are great precedents, I just worried it was too COD for a game like this.

>>223958089
Yeah, in my head they're more like handheld congreve launchers rather than an M72 or something.

>>223958325
I'll leave it in then. For fortress mode it's automatic, I've not figured out how to make it so for the testing arena yet, so you have to turn it on with a command when the arena loads.
>>
>>223959156
You’re welcome, and thanks, happy I found both the game and this general. I do draw, been wanting to draw stuff from df but I haven’t had a chance yet, plus I’m not familiar with every aspect of the game, or all the memes
>>
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>>223959158
can you post link to the racism mod
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>>223960546
LMAO 2CAT
>>
>>223960045
Thank you very much.
>>
>>223940161
>>223902061
Which tileset?
>>
>>223962727
M*ph
>>
where can i get backpacks in adventure mode
>>
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>>223940161
>Year 3 of fort
>down to 72fps already
>>
>>223954870
looks good but needs a slower rate of fire
they're not muskets, they're fucking machine guns
>>
>>223957759
>>223957935
>There, now you have a name, too.
now I can properly hate him!
>>
guys I dfhack started with 49 dwarves and I cant into barron

is this a known glitch? i always wall off the liason and wait till after all the merchants leave
>>
>>223964765
How high is your exported wealth?
>>
>>223965480
1542755
>>
>>223964351
It just looks that way because fort mode time is sped up. One day in fort is 1200 tics and one in adventure mode is 86400 tics.
>>
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>>223965480
also this happened

I have 140 dwarves and I am able to press c when I look at the noble list so i might get a monarch in the next migration wave
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bump
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>>223963450
craft them yourself m8
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>>223951980
>>223955246
>>223958325
Please post any bugs you find (especially in fortress mode if you can be bothered) or suggestions you may have, I'd really appreciate it.
https://mega.nz/#!zPoQiSAS!AOhRPzgIP1pLET_ovpm9CvK7gpCzn-JP5z4Rl39zol8
>>
>>223959158
Is that mod still being worked on?
Mainly asking because I contributed to the mod before but stopped because I was busy with other shit.
>>
why is my mayor hoarding plump helmets in his little mayor room?
>>
>>223978432
Alright cool, thanks for uploading it.
>>
If a dude gets knocked out enough times, can it cause permanent brain damage?
>>
>>223981798
Not necessarily, attacks to the head can cause damage to the brain and skull if they're strong enough,but an attack that only bruises a muscle can be enough to knock someone out, atleast from what I've seen.

Attacks that destroy the brain do knock the creature out, but they also die immediately after so it doesn't really matter.
>>
>>223982156
What a shitload of fuck, I want a mentally retarded dwarf to gawk at
>>
>>223982391
You could always look in the mirror.
>>
>>223983394
god DAMN
>>
>>223983394
Brutal
>>
So, my first merchant cargo arrived, I didn't really know what happened, but I saw that the guy was embarking all my wood, so I just decided to see if I could attack the merchant, and it was done, the merchant run away and left the caravan with all the goods and my dwarfed proceeded to store the wood back to their original location. Let's see what will happen.
>>
I have a question anons, I have a farm plot, I have seeds in my barrels but why I cannot plant anything in my plot? It doesn't show any kind of seed being present so that I could plant it inside the farm. I have a planter.
>>
>>223988358
Is the plot underground or on the surface?
Are the seeds you're trying to grow in season?

Inquiring anons want to know.
>>
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>>223988358
Is it a surface farm?
I have the same issue. I spent all that work digging a sun shaft so I could have surface farms next to my cave farms, and I can't even plant my fucking blackberries.
>>
>>223988863
>>223988998
On the surface.
>>
Nevermind anons, I just started planting underground so that I wouldn't bother with problems, then after planting somrthing like 20 crops the game... Just closed itself. I guess I've lost 10-20 minutes of work, but that's still sad
>>
>>223989267
Well fuck, looks like it's an actual bug and not something I fucked with modding.
Do your farms happen to show the same list of potential plants mine are? That screenshot shows the full list. All the plants I want to grow aren't on it, and my stocks screen says my seeds don't exist, even though they take up like half my seed stockpile (I embarked with a LOT of different berries so I could have a variety of wines).
>>
>>223989557
Yes, the list is the same.
>>
I want to put a display case with an item in every dorf's home.
Would be interested in your suggestions since I want it to be something that matches their profession, for example:
Miners - Pick
Planters - Maybe a nice textile bag?
>>
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>>223989640
RIP. Time to figure out how to make a bug report I guess, I don't see it on the tracker.
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>Make quick throwaway fort to double check the surface farm bug
>Immediately on embark
>You have struck Hematite!
>You have struck Bituminous Coal!
>You have struck Magnetite!
>You have struck Native Platinum!
>You have struck Kaolinite!
>You have struck Tetrahedrite!
>You have struck Cassiterite!
Fuck my life
>>
Any rape mods available? Like full-on graphic combat-log style, you can even choose the orifice
>>
>>223992569
Aand it won't even let me report the damn bug
>>
>>223992981
Stop.
>>
>>223992981
Be the change you want to be in the world you disgusting piece of shit
>>
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>>223992981
Combat Log is not for lewd.
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>>223992981
Go ask this stuff on bay12
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>>223957935
>>
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Nice try bitch
>>
Just now Page 10 attacked me. No, I'm not interested.
>>
>>223971694
just download more ram bro

modding question
Can you use more than one blood/tissue layer on one creature?
Like, depending where you hit, have different blood?
>>
>>223981798
it should
I hope it will, I wanna make a Hajime no Ippo mod and just beat my enemies with an ultrarealistic boxing mechanics
>>
musket man

using DFhack and scripts, could you possibly force ranged weapons to have variable fire rates? so bows fire faster than crossbows, crossbows are faster than muskets but each one its harder and fires faster?
>>
>>223954870
Did you fix dwarves running into melee with ranged weapons?
>>
any tips on how to get lots of food for statving dorfs, fast? i mean, they are so hungry they eat all the mushrooms as they pop up, before i can make booze for them. then they get slow and slap-happy and i get too much corpses to bury, since folks are too slow to get to coffins.
>>
>>224005157
>buy from caravan
>slaughter animals
>gather plants on the surface
>>
Friendly reminder to put sissy dwarves who can't handle stress in your legion squads and let them be unstable somewhere else.
>>
>>224005157
What the other anon said, plus set up fruit picking zones
>>
>>224005157
>Actually having food issues
Bring some poultry in your next embark, set up 1x1 pastures for each of the females and build a nest box in them. Egg production is so stupidly powerful it might as well be an exploit.
>>
>>224001956
He answered this last thread. Said not really, but you could maybe make it delete every second projective to make it seem like it's firing slower.
>>
>>224005318
>>224005517
>>224005669
Thanks anons, I think these will do!
>>
>>223978432
>unless you're using mephs pack in which case skip straight to step
This is a joke, right?
>>
In order to make the musket deadlier, maybe have it hit multiple times like a sawblade weapon trap component?
>>
So how are you supposed to fulfill the "acquired something new" need for dwarves in fort mode, pump out clothing and hope they claim it from a stockpile?
>>
>>224006720
the spiked ball hits three times and is piercing/bludgeoning afaik
>>
>>224006725
Try making crafts.
>>
>>224003279
I didn't, I guess it would be possible to implement a check for a dwarf firing a ranged weapon and keep deleting its path every tick for a while afterwards. Should keep it rooted to one spot.
It wouldn't be pretty and would cause problems though, hunting would be fucked and it would make marksdwarves even harder to maneuver about the battle.
The charging behaviour is hardcoded, and I could only produce a lacklustre workaround at best.

Might be best just to put them behind fortifications, I'm afraid, anon.

>>224006514
Nope, I didn't know he was such a pariah around here and I like the animated tileset even if he is a thief. I plan on releasing this on bay12 so I want the instructions to be foolproof.

>>224006720
>>224006814
Its not deadly enough? I'll increase the projectile force and maxvelocity.
Shooting trap parts sounds cool, might save that for cannons though. Spiked cannonballs sounds like a good time.
>>
>>224005157
Also, how big are your farm plots? In my experience, a single 3x3 on a food crop (usually plump helmets) all year is all my fort needs.
>>
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Stop killing people you stupid fuck!
Why isn't this generating murder reports? He's only accused of disorderly conduct.
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BIG
DORF
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>>224013117
It's a bug. He's fighting at brawl level, so it considers all his kills as assaults, not murders.
Build a prison and Cask of Amontillado that fucker. The normal punishment for murder is a hammer to the face anyway.
>>
>>224013442
He got a beating from the guard captain, and he's in the hospital right now, but once he recovers I'm going to send him fight a poison-blood forgotten beast alone.
>>
>>224013639
hes essentially commit manslaughter, he doesnt mean to kill the people hes fighting but the damage he is causing is killing them, game doesnt consider when a dorf is very strong and/or he goes for the head or vital areas despite just wanting to brawl.
>>
is there like a zip with all of drew's pics anywhere?
>>
>>224013875
I deleted the .rar I made
I'm compiling you a fresh one, will post link in a minute
prolly more, my upload speed is shit
>>
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>soundsense
Getting tired of the same music over and over. Also suggest a challenge for my fortress that involves a weird way of defense.
>>
>>224014550
>>224013875
I know how much it sucks to wait for an upload, so have this rar with all of honestanon's work, freshly cleaned up, while you wait

>https://mega.nz/#!CX4AGaYR!SgMA06hAkxI2sjMdd0DbTKqdCCN2y_2-4GVq7l8cHRk
>>
>>224015112
Instead of a typical military, have your "squads" be comprised of a single leader dwarf(preferably a lasher or marksdwarf) assigned multiple war animals
>>
>>224015112
Just listen to a random youtube playlist or whatever. Ever tried youtube's "mix" playlists?
>>
>>224015645
>Packmaster dwarf defense
I love it. What kind of Biome should I embark in? I was thinking making my dwarves only eat meat and meat variants so therfore I would have to drink mead. I also changed the ethics tags so my dwarves will eat sentient being. Can start a troglodyte farm.
>>
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>>224016537
Depends on what kind of animals you want. Savage is obviously a given. Personally I'd go for somewhere that's likely to spawn tigers, since they're war trainable and also they're fucking TIGERS
>>
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I haven't played this game for like a year now, what's new? Is that graphic still around?
>>224015363
>all his work until the incident
what incident? did something happen to drew? ;_;
>>
>>224016949
>tigers
I want untamed wilds so I can have giant animals but I'm not sure what the bee spawn is like. I'll do a bit of research.
>>
What causes a bigger hit to FPS history length or world size? I assume world size since there are more entities but I'm unsure about history
>>
>>224017020
i think he means honestanon
isnt drew still inna woods for a few months, protecting the forest?
>>
>>224017457
my guess is world size, since it increases events/mobs/shit exponentially more than world size.

but im kinda wondering the same. whats it worth to do?
whats the most optimal settings for an interesting world? thats playable
>>
>>224017020
read again dude
honestanon stopped posting after we rejected discord and acepted only toady in our hearts

>''bless be him, the frog, who codes from his cave so we dont have to''
>>
>>224017479
apparently, he's gonna be back this month
>>
>>224018438
should we get him a present?
>>
>>224018675
For once we should all make shitty yet personal drawfagging to him
I'll keep them up and surprise him when he gets back
He isn't lurking right now, and I doubt he'll look up all threads before his comeback, so it could be a proper surprise

why not? he's given us the most of any other drawfag
His compilation isn't done, it's almost a gig of handmade drawn stuff. That thing is a lot to me
>>
>>224018964
i thought he didnt have internet at all?
>>
>>224018145
I like to make [small] worlds with 250 year history. But I have to keep rerolling to get a world where the civs are close enough and one civ doesn't dominate/extinct.
>>
>>224019112
>He isn't lurking right now
yeah? where in his post you see the opposite?
>>
>>224019226
>He isn't lurking right now
>right now
>implying he was lurking at all other moments that were not right now
you wouldnt need to specify right now if it's not at all
>>
>>224018675
Why is /dfg/ the cutest general?
>>
>>224019609
I'm a little confused, is this a grammar thing?
was my use of 'right now' incorrect?

I meant to say that drew usually lurks, but at this moment he isn't, so we could actually surprise him
>>
>>224017020
Apparently he was mauled to death by a bison in Yellowstone. Also Tourneyanon died in the paris shootings, Succfortanon died of aids, and Toady has actually been dead for 5 years.
>>
>>224019784
>>224018964
>>224018675
>>224018438
The thread is still young, how about we dedicate this thread and maybe the next to do some kind of OC contest: Drew edition™?

I'm already picturing archiveanon handling him a box of OC to drew in behalf of all, like one of my animes
>>
>>224020119
Can confirm
>>
>>224020151
>I'm already picturing archiveanon handling him a box of OC to drew in behalf of all, like one of my animes
>handling him a box of OC
>box of OC

THIS IS A CORRUGATED PAPER BOX ALL CRAFTDWARFSHIP IS OF THE HIGHEST QUALITY. IT IS DECORATED WITH IMAGES OF HEARTS AND ENCIRCLED IN BANDS OF RED HEMP. THIS BOX MENACES WITH SPIKES OF DYED BEESWAX CRAYONS
>>
>>224019174
>[small] worlds with 250 year history
yeah it seems that 2-300 year gives a good balance, going too far beyond that the god damned goblins take over.

seems like the only con of small worlds are limited good embark spots
>>
>>224021161
>Goblins take over
Goblins have taken a little less than a quarter of my world right now.
>>
Guys, I'm writing up a suggestion on how combat in DF could be made more standar/flexible, and ultimately good, but I found some kind of stone in the way

So I decided that DF lacks many aspects of mental stuff when anything happens, and this shows a lot in combat. We have a barebones afraid system, governed by a discipline skill
But I realized that discipline is more of a personality trait than it should be a skill

This grew into realizing that many of the atributes that we humans can have can only be ''unlocked'' via having certain personality traits/values, In the sense that a dorf that hates order, hates duties won't really usually have discipline, or atleast it would be extremely hard for him to level it up. In the same fashion, I can see certain personalities literally not having empathy as an atribbute because it's impossible for them
This also grew in cool ideas that mimic real life, like having normal people having a normal set of fixed atributes, but also having special people (yep, they are more inclined to be important figures because they are naturally directed at doing stuff others dont) that, because of it's personality, usually affected by important happenings in their life, that doesn't really have certain mental atributes or has ones that most people don't

The specific example came via considering an important atribute on combat: Resilience, which in DF is substituted by toughness
But toughness can arguably be considered a by-product of a personality , instead of a stand-alone atribute, if we consider famous human arquetypes

My question is: Where is the line that separes atributes, skills and personality traits? How should each one affect the other?

I can see a legendary carpenter that fucking hates his job and still has a 'hate for crafts' in spite of it, as something plausible, but somehow a legendary teacher with no empathy, hates for others, hate for knowledge, no patience and quick to anger, doesn't as much
>>
>>224021608
Does anything I say make sense? I think this is important, but for some reason I can't put my finger on how would this change the game for the better
>>
So what do you guys typically give to the elves when they show up?
I usually do charcoal, but lately I've been thinking maybe ash would be better. What do you guys think?
>>
>>224021514
I've had worlds @ 250 where goblins are 90%
especially with more forgotten beasts.

the fuckers doesnt need food or water, and dont die of old age. It's just dumb
>>
>>224021793
The Beige Virgin VS The Green Chad
>>
>>224006725
If you make something wearable from a material they like, it's easier for them to pick it up.
>>
>2. Navigate to Dwarf Fortress\raw\onLoad.init
>onLoad.init
First time modding Dwarf fortress besides creature tags. I can't find this file in the raw folder.
>>
You know, I'm surprised there isn't some 3rd party program that makes it super easy to mod in shit
>>
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send help
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>>224029282
Good idea. Sort of like a glorified text editor that has functions and descriptions for RAW tags. Make it, anon.
>>
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>>224029416
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>>224029416
What a horrible night to have a curse.
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>>224029416
>>224030391
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>>224030695
Did anyone save that perfect loop gif with the "vengeful"s?
>>
>>224026238
This is for the musket mod.
>>
>>224030369
I would if I had a good grasp of how modding works. The most I know is adding a caste to a preexisting race.
>>
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>>223985679
>I saw that the guy was embarking all my wood
>>
>>223989810
>>223993010
It's not a bug. Surface plants will only grow in certain biomes.
http://dwarffortresswiki.org/index.php/DF2014:Farming#Above_ground_farming
>>
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40 more to go
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>>224031356
I might've been dreaming but I do remember seeing a screenshot like that years ago.
>>
>>224017020
You can pillage or conquer sites and tantrum spirals are back
>>
>>224035012
>tantrum spirals are back
fukken sweet
>>
>>224035012
The dwarfs are getting on my fucking nerves, they keep becoming depressed like faggot niggers because of the FUCKING RAIN.
>>
>>224034826
>>224030369
>>224029282
http://www.bay12forums.com/smf/index.php?topic=140853.0
Don't know if it's been updated beyond 40.24. I never used it myself, was just kind of aware of its existence at least as far back as .31.
>>
>>224035012
>>224035689
>>224036358

Started playing again after some years too.
First fort got anally raped by ninja wererabbit that caused tantrum spirals, only way I could separate the not bitten dorfs from weredorfs were by their health status, my final solution was to euthanize everyone that werent perfectly healthy.

>tfw I literally became hitler
>>
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>>224039464
No you became the emperor of mankind. Purge those who threaten the whole out of necessity not ideals.
>>
>tfw first fortress that isn’t dying after 2 years
>migrants don’t cause massive headaches because there are enough drink and food and rooms and work for everyone
>i can clothe everyone in fine dyed silks
Feels good, man. I think I should prep for incoming werecock/gobbo attack tho. Is the drawbridge still viable? My army’s not very skilled, leather armor and iron swords etc.
>>
>>224040797
Well yes, you can burrow everyone inside, raise the bridge and wait it out. That's not how spectacular combat logs are made though.
>>
>>224030820
I didn't, but I did make a note that it was in the thread with OP post number 219492458
I don't feel like going to get it right now, but you can probably get it from the archive if you want.
>>
>>224016949
>shit tigerman
Needs more Monstress.
>>
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>>224020886
Oh, was gonna say I could just like, make him a box but I don't know where to send it.
>>
>>224033586
Except that half the time you can't grow surface plants that you can forage on your embark
>>
>>224015363
>>224014550
>>224013875
Here you go, sorry for the delay

>https://mega.nz/#!GDBkVSRR!r0hGGJAF2zqrkhEGWPuZPIvQagpr0DPMZT1NrNAMv3w
>>
>>224045728
Probably because half the time you try growing them in the wrong part of your embark. Not much will grow in mountain biomes.
>>
>>224046893
I don't embark in mixed biomes
>>
>>224026238
>>224031167
Do you have dfhack installed?
>>
>>224026238
>>224031167
I think you should just make a .txt file and rename it into .init.
Do you have dfhack installed?
>>
>>223954870
>speech bubble status
I think I threw up a little
>>
>>224042951
Excuse me, you made a note?
Do you keep a text file around where you sum up the important happenings of every dfg thread?
>>
>>224034261
How different did you make these? Seems like you'd be able to copy paste a lot when you have a hundred of these things.
>>
>>224030820
I want it too
>>
>>224047506
>>224047421
Yes I have dfhack installed.
>>
>>224030695
Random thought: If a Dwarf is blind, are they still able to get thoughts related to seeing things?
>>
>>224048541
Don't do it, anon
>>
>>224047569
at least it's not m*ph
>>
So one thing about the mech mod is that I've had to get a lot more technical and accurate with descriptions than most vague ones vanilla DF has, because you need precise technical specs to know exactly what you are up against. The names also help, with different class levels being different weight ranges, and the mech tiles themselves are also numerical and color coded according to brand, so basically you should be able to tell a mech's weight range, affiliation, and danger level just by looking at the tile, giving you a basic idea of what to expect, and when you select the description you should get an info-dump like this.
>>
>>224048357
>>224047506
I think he's right, I can't see anyone problems with just creating one. I'll add it to the readme, thanks.
>>
https://www.eurekalert.org/pub_releases/2014-05/pp-nso050914.php
>Scientists from the University of the Philippines, Los Baños have discovered a new plant species with an unusual lifestyle -- it eats nickel for a living -- accumulating up to 18,000 ppm of the metal in its leaves without itself being poisoned,
>Phytomining, on the other hand, is the use of hyperacccumulator plants to grow and harvest in order to recover commercially valuable metals in plant shoots from metal-rich sites.
I am awoken to the value of nature. I am filled with wonder!
>>
>>224048651
I play without addons and don't have a longstanding fortress full of disposable dwarves at the moment, but I do encourage any other anon to investigate this. A blind caste of corpse-retrivers bursting from your lowered drawbridge after every siege would make for cool imagery.
>>
>tfw want muskets
>Don't want to abandon the world that I rerolled for literal hours to get
Can I still use this musket mod in the middle of a game?
>>224052168
How would I go about gouging the eyes out of my dwarves?
>>
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>>224021770
steel chains
>>
>>224056284
If dfhack doesn't have anything for it I assume you' need to expose your dwarves to a blinding syndrome (from a forgotten beast or evil weather), have a dwarf get (un)lucky in combat or do the slow thing of retiring the fort, starting an adventurer, going to the fort and personally blinding some dwarves, dying/retiring the adventurer and then reclaiming the fortress.
>>
>>224056284
No.
Blinding dwarves isn't a trivial task. The only reliable way to do it is with a creature with syndrome dust/vapor/blood that causes tissue to rot, as that will often just rot the entire dwarf. You'll need some really good surgeons to keep them from dying. You might be able to pull it off with magma mist setting them on fire, but I don't know if that will burn their eyes out or not. It will also probably be pretty hard to tune how far away to put the ditch of water for them to douse themselves in; too close and you don't destroy the necessary tissue, too far and they just die.
>>
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>>224056284
Dunno, might be interesting to try.
Backup your save, copy the hack folder like in step 1, but copy the raw folder into "data/save/region*/" instead.
Do step 2 like normal and do steps 3 and 4 to the entity_default in the "save/region*/raw/objects" folder instead.
If it works, I think that's how you would do it.

Let me know how it goes, anon. Hope it works for you.
>>
>>224046617
WOO
thanks
>>
>>224058635
I'm here to serve my dee eff gee
>>
>>224058097
Shit, do step 2 in the onLoad.init in the save/region*/raw folder. Sorry!
>>
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Native American folklore has some fucked up shit in it I'll tell you hwat
>>
>>224063472
The fact that it has such a precise size comparision is what scares me

Kinda makes you believe there was a dark eclipse once in this world
>>
>>224063472
I want to see that thing on the right rape that girl on the left
>>
>>224047664
Kind of. It's not nearly autistic enough to be dependable though.
>>
>>224067290
You should turn it into a google doc so other people can see it.
>>
>>224067886
stop
>>
>>224068232
>not wanting to read his big dorf benis diary
>>
>>224017457
>What causes a bigger hit to FPS
Playing any version after 0.34
>>
>>223940161
>tfw just got a forgotten beast with wings and webs and it's a slug so it has no organs
It is terrifying.
>>
>>224006725
make clothes, amulets, rings, toys etc.

>>224003279
make sure they have quivers and lots of ammo. check the ammo screen and boost the number to 500 or more.
never issue kill orders, issue move orders instead.
put them behind fortifications wherever possible
make a bunker network of tunnels to fortifications all over the map, to bunkers and overlooking choke points on the map.
>>
are dogs the perfect livestock? they breed incredibly fast and can just be kept in a room and ignored, they yield a good amount of meat, leather, bone, fat and all that good stuff
>>
>>224067290
I'm interested in it
any way you'd share?
>>
>>224072000
*cough* cave crocodile *cough*
>>
>>224071129
>it's a slug so it has no organs
What makes you think slugs have no organs?
>>
>>224073761
Ask toady, leeches and slugs only have brains in dwarf fortress.
>>
>tfw many years train militia
>they wont turn into lord/master
>siege happened
>send them to learn
>all but one of the melee squad die in the fight
>got bunch of new elite markdwarfs instead
>>
>>224072948
pig excuse me?
>>
>>224074546
god ur shit i get legendary fighters in 1 year tops

What is there to do in this game now that I have conquered or razed every settlement that isnt mine on this large map?
>>
>>224073938
Aside from the fact that the brain is an organ, they also have hearts and intestines, as you'll discover when you pull up your panties and go downstairs to kill it.
>>
>>224074687
Now you take the roulette. Unfortunately I don't have the image. So instead do what I'm doing for my fortress. Your only military will be squad leaders with animals assigned to him. [
>>
How the FUCK do you find these fucking lairs in adventure mode?
>>
>>224072000
>killing dogs
>not training them for war and assigning one to every citizen of your fort
>>
>>224077585
You generate a world with advanced parameters and set caves visible to yes.
>>
>>224077585
enable "show lairs/caves on map" in world gen settings
you could also just use Legendsviewer on another screen as a map
>>
>>224078124
That's not what I meant. I'm walking around the site of where the lair should be and I cannot find it because it's usually a one tile entrance that's hidden by everything else. I heard there's a directions key that can help you find it?
>>
>>224077585
>Find the lair
>The monster isn't even there
>>
Boy, I sure do hate elves.
>>
>>224078275
Nevermind. I'm a blind retard.
>>
>Mine a 1x1 hill and the channels around it
>it collapses and the kills 2 of my 7 dwarves
>my only miners
>>
>>224079161
>Mine out the core of a hill but don't do anything about the crest
>Wonder why it collapses on you when you remove the last support

Begone, elf.
>>
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>>224078576
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>>224079468
It was literally a one by one dirt pile. a thin layer above them dirt killed two grown dwarves.
>>
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> Break into caves
> See Elkbirds
> Order spear dwarf squad to kill stuff
> Hit select multiple
> Actually selected a visiting dancer in the temple
> Ten spear masters burst into the temple and stab her to death for profaning the place with lewd dance

The corpse is still rotting and nobody has hauled it off the the refuse pile or a coffin yet
>>
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>>224079938
Falling objects are powerful.
>>
>>224080664
>Noone expects the Mistaken Squad Selection!
>>
>>224067886
>>224072526
I might put it in a pastebin someday after cleaning it up but I think you're getting much more excited than you should. It's just a list of thread numbers (with some gaps) and small notes about things that I found particularly memorable. It just so happened that I did make a note about the vengeful barber pole, but that's all I have noted about that particular thread, and many don't have any notes at all.

>>224074687
>I have conquered or razed every settlement that isnt mine on this large map
That should probably count as fulfilling the dream of ruling the world for your baron/duke/king/expedition leader/whatever.

>>224079938
You try dropping a 2x2 meter chunk of clay that's thick enough to support your weight onto your head from 3 meters up and I'll notify your next of kin.
>>
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>>224079938
>>224084526
>>
>>224085510
Damns son, what a way to die
>>
>>224084526
More like utterly broken.
The average dwarf fortress character can just grab a handful of coins from their purse and sling them at people like ninja stars so fucking hard that their bodies get shred to pieces like they were being hit by a shotgun blast or shrapnel from a grenade
>>
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>>224086837
I'm sad I missed the days of throwing being OP as fuck.
>>
>>224084718
>I might put it in a pastebin someday after cleaning it up but I think you're getting much more excited than you should. It's just a list of thread numbers (with some gaps) and small notes about things that I found particularly memorable. It just so happened that I did make a note about the vengeful barber pole, but that's all I have noted about that particular thread, and many don't have any notes at all.
still interested tho
>>
>>224084718
The thing is, the clay itself didn't even kill them. IT was the logs that they bumped into while sliding away from the impact point of the fall. The logs blew away their legs.
>>
>>224087030
Did it get nerfed recently or something?
Last time I played a throwing adventurer it was still incredibly lethal.
>>
>>224089456
Maybe I've just been unlucky, but in my experience throwing anything short of steel weapons just glances away from even cloth clothing. The dream of the coin shotgun always fails for me.
>>
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FUCK that took ages. Anyway mech mod is out. It isn't very fun yet because mount update isn't out but it should be fun in fortress mode at least. Its also very bare bones right now, basically a bugtesting version. There's probably a lot of those. Still, the core is there and it may or may not be fun. Check the bay12 page in a bit when I write up all the factions and how2mech.

http://dffd.bay12games.com/file.php?id=13952

>Post apocalypse future setting
>Guns and modern amenities sort of
>100+ mechs to collect or kill
>10 different factions with their own strengths and weaknesses
>>
I installed dwarf fortress on my linux laptop. what should i play?
>>
>>224091640
I think you should play dwarf fortress.
>>
>>224091640
>Laptop
Hope you have an amazing cpu. Fortress mode
>>
>>224091640
Dwarf Fortress
>>
>>224021608
that paragraph wasted 40 seconds of my life and i want them back.
>>
>>224092227
why anon
>>
>have one fisherman and two fish cleaners
>end up with over 1000 prepared fish and probably twice as much rotten fish in only a year
Why is this so fucking OP?
>>
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>>224090245
>Check the bay12 page in a bit when I write up all the factions and how2mech.
Both of these are done now.
>>
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Wow uh, ok.
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>>224095351
haha of you [spoier]are so dead
>>
>>224095770
The Mosquito Friends sound nice at least.
>>
>>224095770
They've already wiped out everyone except a single visitor, who is socializing with himself in the tavern. By some miracle the clowns haven't felt the need to enter. He's not even a citizen.
>>
>>224095351
>He felt empathy remembering seeing a troglodyte die
>>
>>223964148
Thats kinda funny actually, everytime I play dwarf fortress by the second year my FPS tanks when I get around 90 dwarves and 30 ish animals. And by tank I mean it drops below 40 fps.
>>
>>224021608
Sounds related to the idea I was advocating a few threads ago about religion affecting behavior etc. It's almost like simulating believable people takes more than a few unlinked variables, whoda thunk it?
>>
>>224093983
And all the fucking migrants Are fishermen
>>
>>224096256
He's been dead inside for years so he understood what that trog was going through.
>>
>>224072000
Chink Fortress
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>>224096256
There are people who care about Pitbulls.
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>>224103628
>he says, knowing literally nothing about pitbulls
>>
>>224096409
it's the animals I find personally. I've started taking almost no animals on my embark and locking up everyone's pets into a 1x1 room.
I dont give a fuck if Urist McSoapmaker's prized Yak dies and he gets upset, I plan on my forts lasting minimum 20 years so the needs of the many outweigh the wants of a few.
>>
>>224103178
>using staircases
>>
>>224104314
I miss the derpy little pit the neighbors had next door, she used to charge over and start jumping into me... sideways and derping for a hug and scratching.
>>
>>224107290
That sounds more like a french bulldog than a pit.
You sure it was a pit? Pits aren't small.
>>
>>224108521
>Pits aren't small
Try telling them that
>>
>>224108521
>>224108920
Pits have been fucked by breeding
>>
WHERE DO THESE FUCKING HIGH MASTER GELDERS KEEP COMING FROM?
>>
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>>224110049
>>
>>224106359
>not just dropping dorfs down holes and having a legendary doctor immediately fix their injuries
casul/10
>>
Microcline
>>
>>224113740
WRONG SPELLING BUT I ALSO AGREE
>>
>>224113740
I prefer bauxite.
>>
>>224085510
What the fuck
>>
>>224113740
Olivine>Cobaltite>Literally everything else>Rutile>The hideous abominations that are the yellow stones, such as orthoclase and sylvite
>>
>>224114662
I think you mean everything<orthoclase
>>
>>224113981
What?
>>
Please tell me I can do macros in adventure mode.
>>
>>224115850
Ok, looks like I can, but it's more cumbersome than I thought it would be. I was hoping I could put a macro on a single button like in DCSS. Instead you have to press ctrl + l, then select one of the macros and press enter, THEN press ctrl + p to execute it. Oh toady, why do you need to press another key combination to execute it instead of it happening after you press enter.
>>
>>224116391
You just have to load it once. You also don't have to save the macro, you can play it immediately after recording without having to save and load.
>>
>>224116391
>>224116701
There's also the option of setting macros to repeat. Go read http://dwarffortresswiki.org/index.php/DF2014:Macros_and_Keymaps
>>
There was a way to do multiple actions at once in adventure mode like moving and attacking, wasn't there? How do you do it?
>>
>>224118180
When you're aiming an attack there's a toggleable option for "multiple" along with the precise, wild, accurate, etc. ones.
>>
>>224041252
Good point! I think I’ll fag around behind the drawbridge, aka Capt.America’s Shield,until I get steel production going at least.
>>
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>>224122210
hey, he just wanted a paperweight for his scribe shit
>>
>>224122210
give it to your hammerer
>>
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>>224122257
>>224122360
At least he's a legendary weaponsmith now.
>>
>>224103628
sane people? doubt it
>>
>>224123837
Necromancer fortresses should be doable as long as every single dwarf is a necromancer. Zombies will attack any living thing in their vicinity but dwarves become tagged as undead themselves as soon as they learn the secrets of life and death which zombies and other night creatures are friendly towards.
Enjoy getting to look forward to an eternity of studying and scholarly pursuits now that your dwarves are virtually immortal. Granted as long as they don't get themselves maimed anyway, because I'm not sure how good non-living creatures heal.
>>
>>224123837
>>224127132
necromancer library fort sounds pretty awesome, be sure to update us on any new shenanigans
>>
>>224127132
>>224123837
I've heard this ugly rumor that becoming a night creature or necromancer freezes a creature's stats, which will keep them from increasing from pump gyms, mining and combat and such
>>
>>224129926
Pretty sure that is true for vampires but not for shit like werebeasts. No idea if it also applies to necromancers tho, although it would make sense since they're both undead.
>>
Looking at playing this game. Will it be an optimization autism simulator like Rimworld/Oxygen Not Included, or is it bearable/fun to do things without focusing on efficiency above all else?
>>
>>224130903
You can play however you like, but if you worry overmuch about efficiency you'll find that your forts all become cookie-cutter copies of each other. That's fun for enough people that I've seen that fort hundreds of times in this general. There's no "right" way to play, though, if that's what you're asking.
>>
>>224131303
Sounds like you're not forced into it then.
In Rimworld I found that if you didn't do commie block optimization autism, then your colony would inevitably fail.
On a side note, the history generation takes forever.
>>
>>224123837
>>224127132
It sounds badass until half your fort is losing their shit. Since they don't need to drink anything, they won't drink alcohol unless it's served to them in a tavern. Really hurts on top of all the other friendless/craftless/familyless/bored/no decent meals bad thoughts.

And that's not even counting the bad thoughts from all the corpses that NECROMANCERS will probably witness.

t. playing necrofort right now
>>
Why won’t dwarves use the masterwork mugs at all? I have tried just about everything, from stockpiles in the dining room/near still, to chests stuffed with them. They just ignore them and drink from the barrels and get bad thoughts. Pls halp.
>>
>>224129926
>>224130485
This is true. However, becoming a vampire doubles or triples (can't remember which) your stats before it caps them, which necromancy doesn't. This means you want to become a vampire before necromancer in adventure mode if you're gunning for both.
>>
>>224109124
actually, pits have been bred by fucking
>>
is it only me who likes to build big in the horizontal and would sacrifice z levels for bigger embark?
>>
>>224080664
Thot begone!
>>
Will mounts have stat variations? Will I be able to breed mounts for strength and speed so that my dwarven lancers can skewer waves of unded in a single pass?
>>
>>224132869
i like big horizontal sprawling forts also
but even on a 1x2 embark my fps starts slowing at around 100 dwarves
it's not as cool having a huge moria type fort unless you've got a big population to go along with it
>>
>>224119651
So a player can't use an innate ability while moving?
I was testing >>224090245 mech mod and noticed that whenever I used an ability to shoot at an enemy mech, they were shooting at me back AND moving closer to me.
>>
>>224134119
Do animals have stat variation that can be bred currently? Cause if it doesn't exist then I doubt the next update will have it.
Also the next update isn't looking like it will give you mounts in fort mode, only adventure mode so far, where you probably can't breed animals either way. Although actually have no idea. What the hell is gonna happen when you take your pet horse to an NPC horse? Will they be able to get kids if you wait long enough? I doubt the children would see you as their master though.
>>
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Do the red dashes mean goblins are hostile? And does that mean the others aren't?
The documentation is severely lacking.
>>
>>224135807
Goblins are hostile all the time.
>>
>>224136124
But that didn't answer my question at all.
>>
>tfw embark miner is a very weak lazy unfocused fuck
>>
>>224136347
It's basically
>Kill them wherever you see them
for both sides but they don't actively attack each others fortresses. Unless one of them suddenly decides to attack and turn it into war. Usually the goblins will attack when they see something they want. Like your fortress that is nearby and filled with valuables.
>>
>>224135807
Yes, red dashes imply hostility.
Note that sometimes a faction is hostile even if they don't have the dash on embark, such as when your civilizations declare war, or necromancer towers being opposed to all life.
>>
>>224135807
Goblins are baby snatchers, so they can't have any peaceful relationship with civs that aren't. Your civ isn't at war with them currently, but any interaction you have with them will initiate a war.
>>
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This is water, not open space, right?
Is there anywhere with real documentation, 'cus the in-game stuff is outright wrong it seems.
>>
>>224140772
The water is one level down.
Go read the beginners guide on the wiki.
>>
>>224140928
Is there not something in-game? There seems to be a large manual, but I can't tell if it's honest to God just wrong, or I'm missing all the qualifiers somehow.
>>
>>224141340
What exactly are you trying to figure out/do? You need to be more specific.
>>
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>>224108521
By small I mean like 50 lbs, but she was definitely a pit.
>>
>>224141535
Learn the controls and basic concepts of the game.
I get shit like 'press v then p then l' rather than explaining what I'm doing and why.
>>
>>224141340
>>224140772
The area you're clicking on is the open space over the water. Water is always a level down.
>>
>>224141898
How do I scroll levels? I've hit the +-*/ which is what it says, but nothing seems to happen.
>>
>>224141790
http://dwarffortresswiki.org/index.php/DF2014:Quickstart_guide
Doing this a few times was useful for me for learning most fundamental concepts and stuff, there are some minor errors in it but it’s still the best getting started-guide I’ve found
>>
>>224142370
Use the > and < keys to go down and up a level respectively. Read the starter guide on the wiki before you quit from frustration.
>>
>>224142560
>>224142710
Thanks for the help, but I don't want to use a third party guide, so if the in-game documentation is inaccurate I think I will just end up quitting.
>>
I'm hyped as hell for the magic and mythology system, though who knows when that's gonna be made.
>>
>>224142852
It is accurate, it says what all the keys that are currently relevant in the sidebar, highlighted green . When it says "+" it means hit the +/= key and shift at the same time
>>
>>224143168
Don't mean to be rude since I don't know as much about the game, but where is > and < in >>224140772?
It didn't seem like the given controls were accurate, or at least they weren't shown.
>>
>>224143419
To the right of the M key. You need to use shift. If you are autistic enough to learn on your own the you are a purist neckbeard.
>>
>>224143419
The camera movement isn't shown because it is constant across all screens. You are inspecting a tile there so you don't have the list of keys to do anything with it, but the words in white in the sidebar are the menus of how to interact with the game, and the green key associated with each of those brings up the relevant menu. For example, b opens buildings, w opens the workshop menu, then u makes a butchers shop.
>>
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My fort is about 25 years old now and it's amazing to see my army of 50 superdwarves destroy a 200 goblin siege
Though the only downside is I only get about 12 FPS max and time goes by veeeeeery slowly
>>
>>224144295
I asked where the game said to use the keys. You said
>it says what all the keys that are currently relevant in the sidebar
Which isn't the case in that picture.

>>224144546
Where can I find the camera controls?
>>
>>224144995
In the guide that comes up when you hit question mark. It explains everything in the game you need to know
>>
>>224144995
That was a different anon. We need ID's on this shitty site. Press esc and go to Keybindings then get mad when you get overwhelmed. Also
>I don't want third party guides
>But I do want third party anons to guide me
wew
>>
>>224145814
ID's kinda take away the anonymity.
>>
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>>224145243
Where? I can't find it. The guide is the problem I was talking about. Stuff like this page. It tells me what keys to hit, but not what each key is doing or why I'm hitting it.
I used the guide from the get-go, but it seems severely lacking. I'm guessing it's a few years behind development-wise.

>>224145814
Asking someone how to use the in-game documentation is a far cry from a third party guide.
>>
>>224147031
Except it doesn't. New ID's every thread make sure of that and clear up the confusion in current threads. You're thinking of Tripsfags and namefags.
>>
>>224147231
It's literally just showing you how to play the game. A guide is impossible for a game that can't be beaten, losing is fun but you can't have fun until you understand what's going on and are completely capable of playing. Just use the starter guide to get you on your feet then learn the complicated stuff on your own for fun. I haven't looked up a minecart guide ever and I'm having trouble figuring it out but I'm having fun doing it.
>>
>>224147392
>A guide is impossible for a game that can't be beaten
This is the dumbest shit I've read.
>>
>>224147392
There's a guide in-game, I don't see why I should have to rely on one outside of the game.
>>
>>224147523
because you're seemingly having a lot of problems with understanding the one in game?
http://dwarffortresswiki.org/index.php/DF2014:Controls_guide
meanwhile this page lists what each key does, too bad you don't want to use it anon!
>>
>>224147523
Because the guide in the game isn't very good? And there's a very good community wiki that lets you ""spoil"" as much or as little as you want?
>>
>>224090245
>A mech mod? What's in here-
>Alien invasion
>Atlantis
>Vampires

Modanon what the fuck
>>
>>224147821
>>224147830
Thanks again for the help, but if the in-game guide is that bad I think it's time for me to call it. I just don't like third party guides.
>>
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>>224123837
Funny I just got my adventure enough raw goods for the forts up & coming library,anyone know how to deal with your dwarfs getting fat from idling too long?
>>
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>Thanks again for the help, but if the in-game guide is that bad I think it's time for me to call it. I just don't like third party guides.
>>
>>224143419
anon I think you're confused m8

here maybe this will help with ascii

----> stairs going down one level >
----->stairs going up one level <
>>
>>224148056
anon the community HAS HAD years to create this comprehensive wiki for new players I suggest you give it a read as it really does lay the ground work for anything you might ask barring some weird things that can happen

http://dwarffortresswiki.org/
>>
>>224148056
You weren't autistic enough for Dwarf Fortress but still pretty autistic.
>>
>>224148212
>>224148851
>>224148895
Is not wanting to tab in and out of the game using a third party guide/website really that weird of a demand?
I thought that'd be a given, and it'd be marked as a disadvantage of a game if you have to consistently use outside resources.
>>
>>224149019
isn't that what you're doing now anyway? tabbing in and out to come here?
>>
>>224149019
no you don't understand your supposed to really soak in the information & then use what you've read anon keeping a tab on hand constantly isn't going to be very productive or fun for you
>>
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>>224149019
>he plays fullscreen
Wew. But seriously once you learn the basics from looking at the wiki you can play without going back. This is why Dwarf Fortress is the epitome of autism.
>>
>>224148069
Screw pump gyms
Recreational mining
Swimming pools
Mandatory military training every other month
>>
>>224149193
I'm at work just checking this thread and was messing with the game a tad when I had a minute.
If I was at home sitting down to play it'd be different.

>>224149678
I guess >>224148895 is right, I just don't have the required autism level/strain.
>>
>>224149678
>dfg is the only open tab in the browser
Now that is dedication.
>>
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>>224149851
>he came back
Sorry anon, I didn't have your milk and cookies ready.
>>
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LIVE!
>>
>>224150057
Autism*
>>
>>224090245
Do you give credit music anywhere in your mods?
Where are these songs from? Almost sounds like something from endless space.
>>
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>>224156185
>the world in this mech mod is called "plabor"
>patlabor
>>
>>224156185
That's a good idea actually, I'll list the video I got it from in a sec. Here's the source now though.

https://www.youtube.com/watch?v=xSyfXbarQz8

>>224156420
And do tell me how this goes. Its still in alpha and I have a lot to work on with it but I'd like to see if it is at least playable.
>>
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>>224156796
>nier
I knew it sounded familar

Are aztec, romans, japanese all listed as "humans"? Is there any way to tell what kinda human civ it is? I guess from looking at the mechs probably.
>>
>>224157293
They are all humans, yeah. Their civs have different languages, so you could also tell from that. Clicking on the civ and seeing what mechs they have would definitely let you know for sure though.
>>
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>>224157424
Can mods make custom skills? Don't think I knew that.
>>
>>224157613
Ah, I need to add a subsection in infantry. Frontliners use blunt melee weapons like mauls and hammers, commandos use small, cutty weapons like energy swords, katanas, and combat knives, specialists use all sorts of whack shit from chainsaws to giant scythes, marksmen use shotguns, rifles, and pistols, and sharpshooters use sniper rifles. Skirmishers use weapons that function as both melee and ranged tools.
>>
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>silk synthesizer synthsilk
>>
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>>224158260
Ah, so that didn't work then. I was hoping to eliminate the creature's name from the description of its material.
>>
>>224144993
>nobles/admins: 132
Frightening
>>
In adventure mode is it possible to get a better description of where someone is than
>he is [here], I don't know exactly where to look
>>
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thanks amrok
>>
>>224160859
Most of them are off-duty soldiers so they aren't as useless
>>
>>224161049
You could try asking around & see if anyone else can point you in the right direction
>>
>>224161049
Some NPCs (usually lords or important people) can either give you better directions or tell you about someone who knows the land well and can give you good directions.
>>
>>224154072
Not him but I wore silk panties once and they're pretty comfortable.

And yes I am a man.
>>
>>224163037
I once wore some ruffled lace ones at the request of a GF and as a result I was molested by an old lady on public transportation.
It's just not worth the luxurious feeling, anon.
>>
>>224163468
>giving in to a woman's sexual desires
If it's not benefitting you tell them to fuck off. Be the man.
>>
>>224163468
maybe you should have worn something else over the panties as well.
>>
>>224163468
Well this is embarassing. I once wore cotton/polyester blend granny panties and then felt up a bloke in lace panties on public transport.
>>
>>224163468
Was she atleast a gmilf?
>>
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I suck at adventure mode. I just ask people for directions, then end up walking around aimlessly until I get torn apart by mutant lizards.
>>
>>224163037
I'm always wearing girl's panties. It is for better ventilation. Nobody knows I hope.
>>
>Want to make a 1x1 hatch for very specific reasons
>Dwarf gives up 4 tiles down and climbs out
If a dwarf can climb out of shit why can't he climb down shit fuck you Toady.
>>224165036
>request of GF
>sexual desires of men
What? Are you some sort of boytoy for your GF to give to other men? That's hot no homo
>>
>>224090245
What does training a mech for war symbolise? Reprogramming the AI?
>>
/dfg/ - Crossdressing, mechs and autism
>>
>>224165445
>Crossdressing, mechs and autism
we are almost a filial of /g/ at this point
>>
>>224165239
Pretty much, yeah. I'm debating removing that once the mount update is out because they are meant to be piloted, but until then making them trainable is the only way to make them viable in fort mode. That might still be the case post-update so we'll see.
>>
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>>224165995
Yeah I see, they couldn't be attached to military squads otherwise.

In the bay12 thread you suggest people to increase your embark points in the advanced world gen settings. Looking at how I apparently get ZERO points on my embark screen, why don't you pre-change the embark points to something higher in the DF version that you offer for download so that the users don't have to do it themselves?
Also it starts me with 2 of these shotguns that apparently cost 1260 points, is that normal?
>>
>>224166926
>>
>>224167018
I fucked this up

>>224166926
> Looking at how I apparently get ZERO points on my embark screen, why don't you pre-change the embark points to something higher in the DF version that you offer for download so that the users don't have to do it themselves?

I'm not sure how to do that outside of advanced worldgen. You having zero points means whatever you do have is super expensive, so much so that you are automatically out of points before you even start.

>Also it starts me with 2 of these shotguns that apparently cost 1260 points, is that normal?
They use the axe skill so they are used in the place of normal axes, I'll fix that in the next update. Try getting rid of them and buying chainsaws instead.
>>
>>224167194
>I'm not sure how to do that outside of advanced worldgen
Go to data\init and edit the starting embark points in the world_gen.txt.
>>
>>224168187
Well yes but that's just the advanced worldgen example worlds, isn't it? If you tried to generate a normal world, you wouldn't get any extra points.
>>
>>224165445
Joke's on you, crossdressing will be an actual mechanic in DF eventually.
>>
>>224168280
I hate this place
>>
>>224168891
It is sad but not unexpected.
>>
>>224168825
You can even do it now, but only to be cute
>>
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>>224168280
I used to think I was a sub. Then I met a dominant cougar who got me to bed her but after 10 minutes of her dominating me I just snapped and fucked her brains out. Thank you cougars for awakening my inner top.
>>
>>224168440
True, I don't know if the default world gen world embark points can be changed.
But maybe you should just change the points in the advanced world gen settings anyway and then just tell people in the blurb text that they should pick one of those instead of the default world gen.
>>
red means no cooking in the kitchen menu right? the fuckers still keep cooking my plump helmets
>>
>>224170390
>But maybe you should just change the points in the advanced world gen settings anyway and then just tell people in the blurb text that they should pick one of those instead of the default world gen.

Fair enough, that'll be in the next release.
>>
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>>224168280
>>224169497
>>224169107
>>
>>224169497
jokes on you, I'm the guy that said hated this place
I indeed am 5'5'', but I hate sub stuff
>>
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>>224169497
>tfw 5'8
>still a dom
God Bless cougars
>>
Aboveground fort players:
How the fuck do you do it?
Rain keeps everyone grumpy as shit and building anything takes ages until you've gotten multiple migrant waves.
>>
>>224170945
>Talk about being a dom
>get walked out
So you must be even more of a faggot than that sub anon.
>>
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First time back in years, last I heard minecarts were added and there were MASSIVE culture updates. I'm starting to read about the new stuff, but while I'm at it, what makes for an interesting world gen these days? I was going to run with this for Fortress Mode, but I'm not certain on the number of cultures/sites.
>>
>>224173337
I go with smaller world sizes with more civs and sites. Makes things a bit more interesting rather than having tons of empty space.
>>
>>224170608
What is oceanstone?
>>
>>224172415
there was a script for dfhack that let you designate whole buildings, including roofs, at once
but I could never figure out how to use it
>>
>>224174071
I don't use dfhack and even then the problem isn't designating buildings but dwarves actually hauling shit to and fro over and over for every goddamn tile while getting rained on and grumbling about it.
At this point I'm seriously considering giving everyone a rank of ambusher just to make them immune to bad thoughts from weather.
>>
BEGONE PAGE 10
>>
>>224171829

You forgot to add:

>Courtesy of Reddit
>>
RISE
>>
GAMERS
>>
>>224181118

I think it's dead, and not a moment too soon desu
>>
>Perfectly flat
>Very deep soil
>This is what it looks like 1 z-level below the surface

I have absolutely no ideas for my fort design here.
Fuck.
>>
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>>224165918
What the shit, and someone was bitching about my fetish for pretty saws?
>>
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>>224182332
Probably helps if I actually include the image. Bloody post timer.
>>
>>224182332
>perfectly flat
Giant above-ground castle, it's the only way.
>>
>>224182361
Well to be fair Max crossdressing is a thing in DF while saws aren't.
>>
>>224182361
I know calling you out for posting saws is useless, but I know a thing that will cool you off !
I legit think your saws are ugly
They are not ergonomic in the slightest, so they must feel clunky and oddly balanced in your hands. Because they are not ergonomic, you'd say that atleast they must be flamboyantly pretty or have intrincate carving patterns
but no, they are ugly and simple, and you should feel bad, not for posting saws itself, but for posting THOSE saws here
not even /diy/ would acept those, and they try to build bunkers with aluminum shipment cargos
>>
what is this gay shit I was expecting 6 tailed scorpions that spit flame and whatnot
>>
>>224186902
Have a squad kill it before a crundle does.
>>
>>224186902
Every forgotten beast can't be a lizard made of adamantium that shits webs, breathes pain and eats dwarves for breakfast, anon.
>>
>>224182536
Embrace it, build a inefficient and windy fort. Resist the urge to commie block and make something beautiful.
>>
>>224187317
This. I had a "forgotten beast" mosquito get squished by a kid. No big deal.
>>
>>224168891
Just dont reply to the crossboarder's shitposting, report the off-topic posts and ignore them
>>
>>224172415
lots of blocks
traffic designations on roads
you could do covered roofs over the main walkways to keep rain off, or just embark somewhere where it doesnt rain
>>
>>224189009
I'm doing all of those things
I legit wanted to vent out
>>
>>224182995
Wait, why the fuck doesn't DF have saws? Why are there no tools at all? No shovels in a game about digging?
When will workshops finally reworked to be zones with actual tables, chairs and tools?

>>224186902
Oggez the snowman, was a forgotten happy soul
>>
>>224190945
more tools would be cool, but every game that has them (especially games where the tools break or have durability) are incredibly frustrating to play.
>>
>>224190945
>When will workshops finally reworked to be zones with actual tables, chairs and tools?
Toady has shown interest in generalizing and standarazing all types of zones and jobs

I agree it's a needed update, and the more time passes, the more it will be
but it honestly feels like an endgame devving thing, probably in 7 years from now
>>
>Dwarf arrives with no skill except adequate appraiser
>Wonder what kind of life you'd have to live to never pick up a combat or social skill, inspect him
>Huge family, happily married with five children, one goblin as a recorded kill
>>
>>224191885
How old is he? Maybe he had a mid-life crisis.
>>
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So my Armorsmith had a strange mood and made pic related. How would an artifact Copper Cap compare to a Copper Helm or any other helmet?
Also I just realised that it depicts a Dingo working labors and settling a site. I'm gunna have to find this cunt in Legendsviewer now.
>>
>>224191885
The cutest thing I saw was a married dwarf couple where the husband was a weaponsmith, and the wife was a soldier who was using the husband's masterwork weapons in battle.
>>
>>224192695
Looking in Legends, Adre Waildrink was a Dingo who lived for 11 years. He took over a site called "The Mighty Hill" which was abandoned, but previously inhabited by a Minotaur and at one time visited by an Elf vampire.
>>
>>224192695
It probably just settled in a lair but the game says it labored lol
>>
>>224192147
He's fucking thirty five.
>>
>>224192695
I'm pretty sure caps of any sort flip a coin to decide whether or not they matter at all for any given hit to the head.
>>
my comma and period keys don't make go up and down layers

what gives?
>>
>>224193506
Well then Anon, do you see yourself happily married with five children and one goblin kill under your belt when you hit 35?
>>
>>224195618
Isn’t it < and > by default?
>>
>>224195953
wow I'm retarded thanks
>>
>Accidentally tapping into lava flow from below and instantly losing both miners in a river of red

FUCK.
>>
>>224192805
I've had a husband and wife couple with like 7 kids as my armorer and weaponsmith before. Had them arm my two best military dwarves, who were husbands, and had their kids working on clothes for the entire fortress.
>>
>>224194378
yea, looking at the description it says it gives 50% coverage.
>>
>>224192805
i name my dwarves after RL friends, family and coworkers. I named my two miners from the Starting Seven after my best mate and his wife. They carved out the corridors of my fort together, side by side, drank together, had adjacent rooms.
3 years later their dwarves got married and had a hairy little dwarf baby.
>>
>>224196807
>not turning off temperature calculations to save FPS, fuck up while tapping magma, realize that turning off temp means that magma and dragonfire do literally nothing, but still have your miners drown anyway
>>
That's metal
>>
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Literally the second I embarked, and every 5 seconds afterward.
Why? I haven't even had the chance to dig into the first soil layer yet why are you telling me about cavern collapses?
>>
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>>224182995
Have you ever used a saw with a high hang angle? These are perfectly suited for my workspace/workflow, and there are aspects which are hard to appreciate unless it's in your hand, would you call the saws by two lawyers ugly and simple?

>>224190945
Fucks with me too, clamps, joints, nails, fuck, even glue is missing!
>>
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>>224200538
There's a fire down there that's burning mushroom trees and causing the tops of them to collapse. Probably an exposed magma pipe or something. You embarked on top of that everburning coal mine town, anon.
>>
>>224200538
Update, remembered that DFhack has a reveal command
Cavern layer two is a lake. There is a tunnel in the middle that is flooding cavern layer three. Cavern layer three is mostly exposed magma sea. The falling water is forming free floating blocks of obsidian that collapse and disappear.
The best part, and that the very first stone layer is about 50% hematite and 50% bituminous coal.
THANKS HITLER!
>>
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What do you guys usually do with your first couple of migrant waves? I usually make them my first military squad and a couple extra masons, then the rest are left to haul shit for dwarves with better talents.
>>
>>224203454
It honestly depends entirely on their skills and what I need. I always hope to get dwarves for my cloth industry before winter, otherwise I'll just start training Urist McGelder from scratch. Likewise, I'll get an engraver started with either the first wave or the second wave.
The vast majority of my fortress just kind of sits around and masturbates in my library usually.
>>
>>224203454
Military/stone smoothers/furnace operators
>>
>>224103178
what tileset is are they using for this?
>>
>>224036358
probably because rain is the only form of respite in your dark, wet cave you call a fort? try turning off all labours now and then
>>
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>>224212274
Big
Dorf
Benis
on Blue
>>
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>>224212532
Dorf benis you say?
>>
>>224206789
It's too small to discern.
>>
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Has anybody had a play around with musket-mod yet? I could really use some feedback or criticism or ideas for stuff to add.

I'm working on pic related ATM, a heavily WIP cannon that fires trap components at nearby enemies.
A variety of ammo is usable from the normal spike balls and sawblades to potentially more exotic things like poison gas canisters.
>>
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Today I learned combatants in the arena can go insane.
I made a fuckhuge swarm of soldier antwomen, all armed with iron armor, three adamantine shields and an adamantine spear, grand master in all combat skills.
I've been throwing absolutely everything I can think of at them, and they fucking shred it instantly, losing at most two or three.
Eventually this one cracked under the pressure and threw herself into the river.
>>
>>224215947
Damn. They needed some discipline training as well too I guess, poor gal.
>>
>>224218061
Discipline was maxed as well. You can only spend so long living in a world of constant violence, coated in blood and surrounded by hundreds of corpses before you just snap.
>>
>>224203454
I fill out all the essential jobs and I'm usually still getting my fort set up (carving out dining room, bedrooms, hospital, exploring caverns and digging for magma).
Once I have the fort set up and about 20 idlers ready to move/build/do shit at a moment's notice, then I start drafting migrant waves into military squads. The speed I do so is usually based on my metal industry though, if I'm having trouble pumping out armor, weapons, ammo, quivers, flasks, backpacks fast enough I'll train up secondary/tertiary crafters or work on a megaproject above ground in the meantime.
>>
>>224222075
to add, my haulers I assign all the skill-less jobs, like furnace operating, plant gathering, wood burning, butchering, tanning etc.
A lot of guys like >>224206473 draft their entire fort to smooth stone, but i save it for 1 or 2 guys to train up to legendary before i let them start carving engravings.
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>>224223220
>that time of the month
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>>224223220
>this is your fortress on cinnabar
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>>224220895
>Women
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>>224200780
at best, the wood color is ugly, at worst, everything but the balde

Why don't you atleast try to be on point and post pickaxes or carve small botes

If you became a proficient engraver you'd produce much loved OC, instead of posting the same ol' tools every time
not even the guy you responded to, just find a way to channel your stuff into productivity
>>
>>224222295
This is missing the * on silver
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>MFW I just want to use animals for hauling and powering mills and pumpstacks, but it's obvious that Toady won't implement this feature for years
Myth and Magic will be cool, I guess.
>>
>>224229029
devlog update fucking when
it's already been longer than the usual week
>>
>>224230697
Magic is a better feature so it makes sense that he'll add it earlier
>>
>>224232095
can't have lord of the rings without the ring
>>
>>224232160
But we have rings
>>
>>224232095
Cant wait to fucking remove all pansy magic faggots from the world.
>>
>>224223220
>>224226063
Kys you degenerate period fetishist-chan, and fuck off with your pukeworthy bloody cunts. I don’t want to think about females’ vaginas squeezing out blood and jelly and entrails. And you made me. You ruined me, anon. Thanks.
>>
>>224232226
But do we have THE ring?
Okay we do have artifact rings, but it's not enough.
>>
>>224232319
Once magic is in we'll have THE ring, yes.
>>
>>224232390
Yes, that's why magic is priority over donkey power.
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>>224232530
Exactly.
>>
>>224232530
>>224232095
>>224232598
But I already have the donkeys. I want to get more use out of them.

But of course, all the good candidates for hauling and powering stuff are grazers, so it wouldn't be of much use until Toady puts out the update that lets us feed animals instead of relying on grassy pastures.
>>
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>>224233143
What is the worst about this picture, the guy *roleplaying*, the tumblr tier teenager who's annoyed, or the moderator?
>>
>>224233143
>>224233504
What the fuck is this
>>
>>224233770
One of the DF discords.
>>
>>224233504
The fact that you chose to post those images
>>
>>224234312
Yeah I was gonna put a "me for posting this here", but then I already clicked on post.
>>
>He felt uneasy after witnessing a discord screenshot
>>
Cunny mod when
>>
4chan needs an >>everyone that gives a (you) to every poster in the thread.
>>
>>224232530
Magic is nice and all, but based on body size a donkey could do the hauling labor of 5 dwarves; mules could do the work of 6, horses and camels could do the work of 8, cows could do the work of 10, yaks the work of 11 and water buffalo could do the work of 16. Even a dainty reindeer or llama could do the work of 2 or 3 dwarves respectively. And that's just the animals you can order from a dwarven caravan; an elephant could do the hauling labor of a staggering 83 dwarves!

The effects of hauling animals on the fortress management paradigm would be nothing less than revolutionary.
>>
>>224235137
When you can go a whole week without asking.
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>>224229937
>hating on walnut so well preserved it's still green as though it's a sane thing to do
Nigga come on.

A pickaxe is a greatidea, need to build a forge first, haven't considered a boat yet, though I've got a genuine pine toy box which is decorated with finely knapped pyroxenite and little bitty dovetails plus a little set of minisaws + miniplane!
>>
>>224235756
you know what would be revolutionary?
the ability to use more than one core and its impact on fps
>>
>>224236625
let's just be realistic bucko

>>224236475
Build a forge, do it max
>>
>>224235756
>The effects of hauling animals on the fortress management paradigm would be nothing less than revolutionary.
I don't see what would be revolutionary. You mean they would act exactly like wheelbarrows?
Magic on the other hand is gonna change and rewrite a ton of the game and it has been promised many times to be coming soon.
>>
>>224237462
It's on my to-do list actually.
>>
>>224238649
Wheelbarrows increase hauling speed by letting dwarves ignore the weight of the item; animal labor would let you carry more items per trip. Combine the two, and it's like donkey carts are minecarts that you don't have to set up tracks for.
>>
>>224238649
Not the anon you're replying to but we already have war and hunting training so I don't see why we couldn't train "work" animals that could work independantly of dwarves and simply need loading.
Imagine setting up supply lines with work elephants who are loaded up at their starting location then carry 80 items at once to a stockpile and dump it there.
Imagine how much FPS you'd save on not needing a gigantic dwarven conga line.
>>
>>224242638
>Imagine how much FPS you'd save on not needing a gigantic dwarven conga line.
are you dumb? animals take slmost as much pathfinding load as sentients, the lag would be the same, were they carrying loads or not
It would just be faster to haul
>>
>>224242764
Yeah but it'd be one creature with a large amount of items pathing instead of multiple dwarves with one item each pathing at the same time.
How would that not save on FPS?
>>
>>224242638
>so I don't see why we couldn't train "work" animals
Yeah sure, but I still don't see what's revolutionary about it. It's just hauling.
>>
>Werepig kills my animals
>corpses brought to the refuse pile right next to the butcher shop
>no corpses being butchered
>que up corpses to be butchered
>get notification that I need a butcherable corpse
Thanks for nothing.
>>
>>224242909
You know what, I hadn't thought of that, yeah

Stockpile's could also afford to be better structured for that to work
Well, not only stockpile but space making sense, being able to place more than one stone on a 2x2x3 metres apce tile would be kinda great
>>
>>224243127
Think about where we are with dwarven psychology now. Dwarves get upset from seeing the sun and being rained on, and sometimes very upset from seeing corpses. They have many needs which are satisfied in different ways, some productive, some not productive. Not only are tantrum spirals back

Delegating hauling labors to animals wouldn't just speed up the various industrial processes, it would give dwarves more time to fuck around (which they actually need to be happy) and keep them away from unpleasant places.
>>
>>224244849
fuck me, I couldn't finish the post

Not only are tantrum spirals back, but traumatic events can change a dwarf's personality, and it's not always for the best.
>>
>>224244849
I agree that we really need something to haul more than one item at the same time because sieges just take for fucking ever to clean up.
But I don't know how easy it is to implement that pathing ai wise.
>>
>>224245819
What would the difficulty be? There's already code for dwarves to pick up and haul multiple items (with a bin or barrel or pot, mind you), I don't see why there would be any pathing problems with a beast of burden picking up and hauling multiple boulders.
>>
>>224246082
I mean imagine there's an aftermath of a battle and you have tons of random corpse pieces, clothing items, random crafts, weapons, whatever.
You have to decide if you want them to be efficient and for example only carry things that belong to the same destination stock pile or if they can also carry things that belong to a stockpile that is right next to the other one or make sure they pick the most efficient route that gets them to all their destinations or whatever.
I guess you could make them pick up random items and just have them go to random destinations, but that can end up being really inefficient.
>>
I grew up on a farm. Animals are fucking stupid, guys. A well-trained dog might bring you the newspaper but the most intelligent donkey in the world still only knows how to walk forward and drop piles of shit. Theorizing about how it would save some frames or some bad thoughts aside, it's a dumb idea.
However, using beasts as actual beasts of burden would be nice. Say if you could craft a cart, or even saddlebags, and attach it to the donkey, then you could pile a bunch of shit in there and have it brought to a stockpile. But you would still need a dwarf to direct the beast.
>>
>>224246604
It'll probably work just like bin/barrel/pot hauling, so
>only carry things that belong to the same destination stock pile

>>224246835
>But you would still need a dwarf to direct the beast.
That's what I was thinking to begin with; even then, it still lets animals act as workforce multipliers.
>>
>>224246835
>But you would still need a dwarf to direct the beast.
That was the idea, dude. An animal that carries as much as 4 dwarves, so that you only need 1 animal and 1 dwarf instead of 4 dwarves.
>>
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We have procedurally generated music forms, instruments, poetry forms.....so when are we getting procedurally generated sports? If all the children in the fortress insist on being useless, unhelpful and unproductive, then they should at least be exercising themselves and learning the value of teamwork.
>>
>>224248209
After procedural tavern gambling games.
>>
Do caverns have freshwater even if the surroundings contain brackish or saltwater?
>>
>>224249369
Will that come before or after economy is implemented again?

>>224249398
Yes, thank goodness.
>>
>>224250435
>Will that come before or after economy is implemented again?
After of course (or during). Gotta have a currency to gamble with.
>>
>>224244849
Let's both try to agree
If toady gives dwarves the freedom to act in their free time as they want (actually do it, not just praying and drinking) based off their personality, he can add mount animals for all I care
I would be too happy to complain
>>
>>224246835
>>224247239
so...an organic wheelbarrow?
Wow, amazing

>>224250713
I'd love to have it now
>>
>be me
>bulli dorfs
>accidentally cause a cave-in
>my best miner gets badly mangled
>no water for hospital since it’s early winter
>no water for months on end
>to save his ass, I decide to breach the caverns
>I only find a fucking puddle in there
>>
>tfw no pit pony
>>
Maintaining a clothing industry when you have 300+ dwarves is next to impossible. I have like 6 clothiers who do nothing but make clothes yet there is never enough for everyone
Thankfully one of my cavern layers is literally nothing but regenerating cave spider silk so I have infinite materials
>>
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>>224251347
>If toady gives dwarves the freedom to act in their free time as they want (actually do it, not just praying and drinking) based off their personality
I'm not even going to bother talking about how hard that may or may not be to implement, because it has reasons all its own to be a bit of a clusterfuck. If dwarves took action to fulfill their needs on their own initiative, then you have to make sure they don't mess up your stocks, plans and industrial processes in doing so. Mostly this would be stockpile and workshop management to make sure they don't use the good stuff or occupy workshops at key times.....though I'll admit it's a step up from where we're at now.

>>224251495
An organic wheelbarrow that can carry as much as a minecart or even more, reducing not just the time a hauling trip takes but also the number of trips that need to be taken. A simple but powerful tool for the fortress overseer......and that's not even considered the possibility of using animals to power pumpstacks, mills and any other mechanical goodies Toady plans to implement.
>>
>>224252591
>I have like 6 clothiers who do nothing but make clothes yet there is never enough for everyone
Have you tried delegating glove and shoe production to the leatherworkers?
>>
I don't have a problem with the idea of work animals, but I think making wheelbarrows work right would be a better solution and make work animals redundant as discussed here. Dwarves don't use the capacity of wheelbarrows and instead haul one item at a time no matter how many the wheelbarrow can hold. One dwarf could haul every goblin tooth from a siege or pick up every stray sock in the fort with one job if they would use wheelbarrows correctly.
Incidentally, there is already code for hauling multiple items at once without any container or apparatus. Herbalists picking from the ground in plant gathering zones will pick a large area and then haul it all at once to a stockpile. That seems to be the only scenario that this behavior applies to, though. It could possibly be extended to other small items (like teeth and socks).
>>
>>224252674
Isn't all mechanic related in this game kinda clunky and added by the sake of it?

Like, why do levers do even work? are there plans on having more machines or constructions so mechanical energy serves for more than just milling nuts or activating pumping stacks?

Like pipes. Actually much needed things that I havent even heard toady talk about
Mechanic as an arc will meet no end, ever
>>
>>224254115
I would presume that at some point, mechanical energy will be required to retract/extend/lift/lower bridges, and Toady does intend for traps to be more....complex, shall we say.
>>
>>224254447
>and Toady does intend for traps to be more....complex
I haven't heard of this
has he listed examples?
>>
>>224254663
I think the dev notes mention rocks being placed 1 z level above the rock fall trap.
>>
>>224235757
This is the first time I've asked though.
>>
>>224253961
>One dwarf could haul every goblin tooth from a siege.......with one job if they would use wheelbarrows correctly.
Hoo boy, there's a not particularly pleasant mental image.

>>224254663
From the devpage:
>Improved Mechanics
>Better traps
>Stone traps should require the stone be placed above the tile that is targeted
>Stones should be able to roll (perhaps if they are started from or land on a ramp tile)
>Weapon traps should be multi-tile and require a spring or other potential energy source -- automatic resetting should require some explicit establishment of a feasible mechanism

He's also got other goodies planned:
>Large pipe sections -- walk on them or crawl inside them, allow passage for fluids
>Moving fortress sections (lifts, crushing traps, etc.)
>Waterproof axles through some mechanism
>Rock grinders? Fans? We'll do some other machines around this time -- whichever feasible ones are the most entertaining for dwarves and treasure hunters
>>
>>224252674
I agree. It gets annoying to see my military dwarves who only know how to fight be badly distracted because they really want to make something.
They should be able to just like to go make something for fun and keep it for themselves or something, and you can designate which materials they can or cannot have for free use
>>
>>224255074
awesome, thanks for posting
can you link?
specially the rolling stone bit
>>
>>224254663
>>224255074
Crushing traps between two walls are also planned and i'm the most excited for those
>>
>>224255583
http://www.bay12games.com/dwarves/dev.html
>>
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>>224246835
>animals are fucking stupid
t. Human
>>
>>224256030
depends on the animal boyo

>>224255620
with moving parts and a proper physics we would have the same sand-box level as minecraft, excluding obviously all the content minecraft doesnt have
>>
>>224255490
>and you can designate which materials they can or cannot have for free use
And there enlies the rub: just as the overseer must designate alcohol and the seeds of plants they wish to farm as 'no cooking', so too will the overseer have to manage what is and what isn't free for impulsive arts and crafts. Could be a real headache, could be a small thing that's only there for new and rusty players to trip up on.

One time I got so rusty that I forgot that the little neckbeards will cook their entire booze supply if you let them, and the fort nearly died of thirst before I set up a well to the caverns.
>>
>>224256030
It takes one to know one, you damned dirty ape.
>>
>>224256671
>could be a small thing that's only there for new and rusty players to trip up on.
It will be this. All you'll do is set it up once and it'll be good to go forever.

I'd fucking cum so hard if it was in a RAW somewhere so we could set it up once and it would be set for every fort ever.
>>
>leather earrings
This sounds remarkably unhygienic.
>>
>>224223220
Is this a drawing or an edited photo?
>>
>>224252674
>that can carry as much as a minecart or even more
I think you're either overestimating the carrying capacity of domestic work animals or underestimating the capacity of minecarts. Before the advent of mining rail systems beasts of burden on guidelines were a common fixture of mines and quarries, and they were obsoleted by the very earliest iterations of wooden mine trolleys. Jump ahead to brief era of the 1m^3 steel minecart (where DF mining tech appears to be) and there's simply no comparison to be made. Maybe if you're talking about domesticating megafauna, but a donkey is no substitute for a minecart.
>>
>>224246835
>But you would still need a dwarf to direct the beast.
They can be trained pretty reliably if there's no choices for them to make. Mules pulling barges down canals often had no teamsters handling them. Carrier pigeons would fly hundreds of miles with messages all without guidance.
>>
>Embark on some location
>Start digging
>Look at what I've wrought after about an in-game year
>Never like it
>Always abandon fort
>Always start a new one

How do I stop this vicious cycle
>>
>>224258340
>but a donkey is no substitute for a minecart.
what if the donkey is the one pulling the cart?
>>
>>224258340
Alright, you have me there, but the donkey has the advantage of not needing tracks, which would let you use them in places you really don't feel like setting up tracks (such as outside or heavily trafficked areas), as well as assist in minecart operations.
>>
>>224258775
Start a megaproject or two; never leave a fortress until you've constructed a large pyramid out of local but expensive materials.
>>
Can I penetrate an aquifer by building a tower of constructed walls and letting them fall down or does it only work with natural earth/stone tiles?
>>
>>224260621
>penetrate an aquifer by building a tower of constructed walls
it only works with natural tiles of stone/soil
>>
My fort almost got its shit kicked in by a hill titan because none of my marksdwarves picked up a crossbow, and one of them was busy beating the crap out of my only good bowyer. I guess that was more important.

In unrelated news, I've captured some wild black bear people and I would like to know if I could get them to join my civilization.
>>
>>224258842
>donkey pulling the cart
>substitute for the cart
>donkey pulling the donkey
Checks out.
That wasn't an uncommon set up in early mining rail systems, though.
>>
>>223941174
Haven't I seen the second from the right dancing at a wet t-shirt contest?
>>
>>224261201
>none of my marksdwarves picked up a crossbow, and one of them was busy beating the crap out of my only good bowyer
Dissatified with his work, or just an act of random violence?
>>
>>224261463
No that's Debbie Wasserman Schultz.
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>>224260621
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>>224261828
That's only a single aquifer level though.
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>>224261930
you can nest them.
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>>224261541
I think it was mandate not being met.
>>
Question: how many anons here produce soap in their forts, and of them how many have it used outside their hospitals? Soap production seems like a lot of trouble, but on the other hand, it causes happy thoughts and cleanliness.
>>
>>224258685
>Carrier pigeons would fly hundreds of miles with messages all without guidance.
Actually, once we get more conected with the world (the villain stuff is surely a step forward)
I'm sure training people for sending/receiving messages will be a thing
>>
>>224262306
>Soap production seems like a lot of trouble
it's really not
throw down a few workshops and set some manager orders
it takes care of itself
>>
>>224262306
It's pretty worth it, dwarves get a much happier thought when they clean themselves with soap
Plus one single bar of soap can be used about 10 times before it's actually consumed, so like 30 stacks of soap can last you a long time.
>>
>>224262853
>>224263825
Does more valuable soap make the dwarf using it happier? If so, it might be worthwhile to set aside the tallow from exotic animals for soapmaking.
>>
>>224264023
I don't think so, I have like 50 stacks of dog soap and 50 stacks of forgotten beast soap and there doesn't seem to be a difference in feelings from it
>>
>>224264108
FB parts don't have a value modifier though, and the last time I tried soapmaking cave croc soap turned out to be pretty valuable.
>>
>>224264281
Ah okay, I don't know then
>>
>>223992981
No, I did it myself in an older version, editing raws is quite simple.
>>
>>224057515
just create a creature that localised the syndrome to the targets eyes with a direct attack
>>
I applaud this idea of testing whether or not blind dwarves get traumatized by corpse hauling. I really do. But don't blind dwarves walk very slowly and fumble about, making them poor haulers?
>>
>>224057515
Just add a caste to the dwarf raws that have no eyes.
>>
>>224266508
In older updates they would just stand in one place and never move ever again until they starve, but I don't know if that's still how it works
>>
>>224154076
>flax

whew
>>
>>224266959
The wiki says that as of 0.34 onward, blind dwarves can do all civilian labors, don't run away from anything because they can't see it and suffer a severe drop in the quality of their work. It doesn't say anything about their movement rates.
>>
>>224265460
>>224266893
If you follow the conversation you'll see that he wasn't asking how to mod in a way to blind dwarves, he was asking how to blind the dwarves he's already got. Neither of those would work in an existing world.
>>
>>224267884
But if the goal is to just test the issue, why does it have to be an existing world?
>>
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I know they don't deserve it, won't appreciate it, and it's entirely too much work, but I want to build homes for my dwarves. Critique my unfurnished house design, /dfg/.
>>
>>224268997
Wait, youre giving them yards, in a cave?
>>
>>224268997
>4 stories
So, this is the house you set aside for married couples and you have smaller housing units for bachelor(ette)s, right?
>>
What i want in dwarf fort is neihbors killing eachother over smells or noise during sleep; cults cleaning out non believers. Like societal ramifcation shit. not just Urist has seen 200 corpses this year hears your spiral
>>
>>224268997
Awesome.
>>
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>>224269269
Yep that's right. Cave lawns.

>>224269272
That's the plan. Maybe just 2 stories for the lonely ones. I had also thought about giving each home a crafts workshop and restricting it to the residents so that I can have them make something now and then.

>>224270252
Thanks!
>>
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>be me, meatmeats the ancient
>martial artist necromancer vampire rhino man shitstorm
>amassing an undead army and sacking villages that I come across
>I recently decided to totally wipe out an elf civilization, and was well into my plan when I encountered a tavern tree
>probably 60 elves milling around in a pretty small pavillion
>take one step
>instant chaos
>undead spill through the door and my fps drops to -1000
>taking swings with my necromancer slab, elf bodies are flying everywhere
>eventually drop the slab and strangle who I can in the madness to make more zombies
>finally I chase down the last survivors
>hit ESC to save the game
>the game crashes
>>
>>
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>>224272091
>exported wealth 30
>>
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>>224272091
>exported wealth 30
THIS is how you should play Dwarf Fortress.
Fuck your merchants, get your own shit.
>>
Damn it man, I tried to get into Dwarf Fortress but I couldn't. I just fucking hate this world, and all the human worms feasting on its carcass. My whole life is just cold, bitter hatred. And I always wanted to die violently. This is the time of vengeance and no life is worth saving. And I will put in the grave as many as I can. It's time for me to kill. And it's time for me to die. My genocide crusade begins here.
>>
>>224274605
I showed you my dick answer me
:pizza cutter:
>>
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>>224274605
>>
>>224272091
>almost 1m
>architecture isn't even 100k
Holy shit, anon, expand your shitty little fort.
>>
>>224274913
>myth release might come as early as late 2017
Oh to be so young.
>>
>>224272091
10/10 mercantilism.
>>
>>224275323
I've got a few temples incoming and a pile of rooms for the tavern (also, maybe a few for the temples). Soon I'll start engraving, and it'll fucking skyrocket.
>>
>>224275436
I'm a timetraveller from 4 years in the future, and I arrived in october with my up-to-date DF. So it's kind of true. M&M is pretty good, but the planar leak bug makes any world with a chaos plane (most of them) almost impossible to play in adv mode.
>>
>>224276126
With M&M released, what the fuck do people talk about in the future of the fortress thread?
>>
>>224276126
post drew drawings/spoiler] from the future
>>
>>224276553
nonbinary conformant/demigendral representation in worldgen mostly
>>
>>224274913
Damn, drowning in a lake of bile... bile... What an amusing way of disposing of the cannibalistic treefuckers!
>>
Am I missing something, or are there only queens in elf civs?
>tfw no 9/10 knife-ear virgin queen slave waifu captured kicking and screaming from the smoking ruins of the matriarchy that fell brutally apart under your axe
>>
>>224274605
>>
>>224276126
Please, I need to know
botes?
>>
>>224276996
Sweet, /dfg/ in the future must be fun. If it's still alive.
>>
>>224276553
It's not that different than it is now, mostly suggestions masquerading as questions and what >>224276996 said.
>>224276718
Drew is from the future, too, except 6 years further forward than me. All of the drawings from him you've seen since mid-2016 are from the future. He doesn't even draw any more, he's too busy trying to avert the 2025 yellowstone eruption. He only posts here because he's lonely and misses us. As of 2022 he still hadn't succeeded. I came back to help but I'm too busy shitposting and playing DF.
>>
>>224278878
Not yet, sorry.
>>
Holy crap, I have a levitating tree
>>
>>224279146
>the 2025 yellowstone eruption
it is sad, but not unexpected
>>
>>224279592
that's one of my best picjup lines, donut steel
>>
>tfw adore Masterwork Dwarf fortress
>By and large because lighting setup with rendermax slakes my autism
>Dev mucked about in Africa for nearly a full year, came back and did an update in december and hasn't touched it since
Fug
I just want working light
>>
>>224280927
Oh god you said it
Run for the hills lad
Run
>>
>>224280927
Isn't Masterwork's dev the guy who got like, a billion dollars in donations, and then spent it on a bike ride trip through Europe, and then supposedly decided to bring his hard drive with him(but not the rest of the computer) and claimed it got stolen when he was mugged?
Because obviously when you're given large amounts of donations to make a mod compilation, you should spend that money on a vacation, taking your hard drive that has the only copy of your work(because you're too retarded to into backups) but NOT the rest of your computer.
>>
>>224274605
This is what I imagine goes through the head of every dwarf that goes berserk
>>
>>224281398
The one and only.
There's a reason masterwork is a big fat meme at this point.
>>
>>224281483
HATE. LET ME TELL YOU HOW MUCH I'VE COME TO HATE RAIN SINCE I BEGAN TO DORF. THERE ARE 387.44 MILLION BINS OF WORKED ADAMANTIUM IN WAFER THIN LAYERS THAT FILL MY STOCKPILES. IF THE WORD HATE WAS ENGRAVED ON EACH NANOANGSTROM OF THOSE HUNDREDS OF MILLIONS OF BINS IT WOULD NOT EQUAL ONE ONE-BILLIONTH OF THE HATE I FEEL FOR INCLEMENT WEATHER AT THIS MICRO-INSTANT. FOR RAIN. HATE. HATE.
>>
Big
Dorf
Benis
>>
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A thing while I work on updating the mech mod

http://dffd.bay12games.com/file.php?id=13916 Colonialism update

1.6 Changes:
-Halokkut changes reverted for now, they made the problem even worse, still working on a fix for it.
-More bug fixes.
-First cavern layer overhauled, it should now be a snowy wasteland filled with arctic creatures, warmed by hot springs.

I've decided to remake the cavern layers into extreme weather biomes filled with hostile, prehistoric animals, sort of like in the book 'Journey to the Center of the Earth', since I'm going for that old-timey retro-future feel in addition to the Japanese aesthetic.

On another note, if you play this mod and get invaded by a nation that uses a lot of vehicles, feel encouraged to post that here because I'd love to see how that looks in action, and if its overpowered/underpowered.
>>
>>224282558
How wide open are your cavern biomes? Will they be as closed in and narrow as the vanilla underground or more sprawling?
>>
>>224283106
I usually set them to be open and sprawling but advanced worldgen is very customizable so I encourage people to change the settings to their personal preferences.
>>
>>224283169
Kewl. I'll check out your mod tomorrow.
>>
>>224283539
Thanks! As always, feedback is appreciated so if you find anything lacking, please let me know.
>>
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>>224282340
Big
Dorf
Boobies
>>
if a table and chair are aligned diagonally, will dwarves use them? or do they have to be directly horizontally or vertically touching?
>>
>>224284735
the latter
>>
>>224223342
>Sanguine australis?
>at this time of the month?
>located entirely within your cooch?
>>
I need help. I find myself starting every fortress the exact same way. Are there any techniques to making more creative forts?
>>
>>224287076
Imitate something else (architecture, etc), make a plan and follow it (if you don't make a plan usually), or don't follow a plan at all and let it grow organically directly depending on your momentary needs (if you find that you always plan ahead and follow the same schematic).

I find ancient temples, historic cities or fortresses the most interesting to imitate.
>>
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>>224248209
Was the economy very !!FUN!!
>>
>>224252591
>draft everyone into military squads
>equip them all with metal/leather armor
>never have to make clothes again because armor doesnt degrade
>>
>>224290236
You forgot
>Die to tantrum spiral because negative thoughts from being unable to acquire anything pile up
>>
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>>224282130
>>
>I don't remember adamantine being this hard to find
>And where are all the bloodthorns?
>Wait fuckin' sec
I guess I just stopped digging when I found magma
>>
>>224291401
3rd cavern at level -187, fucking hell
>>
Update next week

I feel it
>>
Has anyone here ever seen an army march on a site in the newest version of adventure mode?
>>
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>Dwarf walking by river
>Sees a fish inside
>Jumps into the fucking river to attack it
>Is overcome by horror at being attacked
>Drowns
>>
post librarys
>>
>>224288581
the economy was broken and would kill forts by splitting a stack of 500 coins into 500 stacks of 1 coin.

dwarves could only haul 1 item at a time in the 2D era.
>>
>Realizing you brought multiple male animals and one female instead of the other way around after embarking
That's one way to kickstart my soap industry I suppose.
>>
>>224131872
>History generation takes forever
I'm not that anon but a bit of advice don't make your history too long. Nothing past 250 years but honestly you could stop at 125 years. This saves you resources to delay fps death.
>>
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Dear fucking goblins,
Please make more than one civilization out of the 36 I generate per world, and please have at least one of those civilizations be more than a single dark fortress in a glacier locked behind a mountain range hiding it from the rest of the world.
Sincerely, the dwarves who are sick of your pussybitch bullshit
>>
>>224302990
Just jack up the amount of ancient evils in world gen. The more types available, the greater the chance one will found a goblin civ.
>>
>>224298731
a way to get around this was to just not make any coins, the dwarves would use their "dwarven credit card" then.
but then nobles/dwarves get pissy about there being a lack of coins so.... screwed either way.
>>
>>224290870
just make amulets, rings and toys. they collect that shit like treasure horders.
if you really want you can have them change out of their military uniform from time to time
>>
>>224304287
I amped it up to 666, and the fuckshits finally started making civs, but now there's just more of them hiding and crying in the corners of the norther glaciers (THAT SHOULDN'T BE SPAWNING BECAUSE THAT AREA IS SET TO BE TROPICAL)
>>
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Look at these actual, genuine bitchbabies.
Total pop less than 2k, and they're so far away from the rest of the world that there's a patch between them and the rest of the universe where you can settle and have no neighbors.
Goblins are fucking pathetic.
>>
>Grizzly bear people wander onto the map and hang around outside my fortress, spooking some civilians
>Dwarven caravan just about to leave, their guards take some potshots at the bear men and they scatter, caravan and soldiers fuck off
>Suddenly a dwarven child decides to start actively chasing down the injured grizzly bear people, showering them in ineffectual punches
>The outpost liaison joins in for some reason
>Two completely unarmed civilians chase the half a dozen bear men and women for several laps around the map until the bear people bother a miner and a woodcutter who take their heads off with a few well-practiced strokes each
>Child immediately sets off for a drink from the booze stockpile with multiple "vengeful after joining an existing conflict", "horrified after seeing grizzly bear man die" and "afraid after experiencing trauma" thoughts

Guess who's getting drafted once they're of age?
>>
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>>224305464
>>
>>224300865
You can make soap out of animal semen?
>>
>>224305182
>bitching about an evil lord's Ice Castle
fuck you man, he doesnt call it his fortress of solitude for nothing
>>
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>>224307327
It's his "fortress" (read: safe space) of Pls Don't Bully Me ; C and it's only located in the frozen north so he doesn't melt like the special snowflake he is
>>
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GET OUUUUUT
>>
>>224310278
>Oh hello Mr. Oslanmingkil, we've been expecting you
>your private tavern is right this way
>don't mind the drawbridge floor, that's how we clean up all the cor- I mean vomit
>>
>>224305464
I had a child punch a forgotten beast (a giant mite) in the head and crack the chitin. The kid still lost that battle, but it'd be nice to have his ghost in the military.
>>
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>designate a huge housing complex by hand
>ok, let's let the miners spend the next season carving it out
>You have struck orthoclase!
>>
>>224312313
What's the significance.
>>
>>224312661
Not that guy, but probably ugly yellow stone that you have to fuck up your perfectly symmetric commiebloc bedrooms to remove.
>>
>>224312661
I would have preferred for my commieblocks to not be piss yellow, but I'm not fucking redesignating all that shit to avoid that.
>>
>>224294145
yes
>>
>>224313224
What was it like? Could you explain how it happened? I'd like to have an understanding of how these things play out for testing purposes.
>>
>>224313105
Do what I used to do. Break down every wall and replace it with something of your choice like SILVER
>>
>Set both child caps to really low numbers
>Get a single huge wave of mostly children so now my 40 dwarf fort still has 20 kids in it
>>
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>>224313374
But then you can't have your legendary +5 engraver engrave it and make your entire fortress cum instantly every time they look at the wall.
>>
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http://dffd.bay12games.com/file.php?id=13952

1.1 Changes:
-New faction and mech brand added, the Nordic Liberation Front and its own models of mech. This faction lives in caves and operates like how kobolds do, except they have the tech level of a fully developed civilization including guns, armor, and of course DCMs. I have also renamed the 'thief' profession to 'terrorist', so that should be fun. More info on the NLF can be found on the main bay12 page in the faction overview post.
-Crafting system added. It is an ungodly hybrid of my very first adventure mode crafting system and the default one I have come to use. You can now butcher and scrap mechanical creatures, deconstruct their parts into chunks, and use those chunks to make weapons, bullets, and armor. You can do a lot of other things too. It should be fun.
-Some bug fixes and rebalances. The premade advanced worldgen starts that come with my mod should have more points to start with, but as always feel free to edit those to your liking. I recommend at least 4000 so you can have either a respectable squadron of DCMs or a pair of factory models to start making them, but do experiment to find the settings you enjoy the most.
>>
>>224314343
On a sligthly related note. How the fuck do I get dwarves to butcher things they've killed? I killed a goblin thief and I can't butcher him despite the refuse pile touching the butcher shop. Yes I changed the ethics to ACCEPTABLE for eating other sentients
>>
>>224314621
>garbage roast
Your dwarves are right to not eat them.
>>
>>224314621
Unfortunately not being able to butcher sentients appears to be hardcoded regardless of ethics, regrettably. However, I believe a viable workaround is to take prisoners alive, cage them, and then place them next to a custom 1x1 workshop that dwarves can use to make a custom reaction that will release a modded substance that, when it makes contact with a thinking being that isn't a dwarf, will remove the CAN_SPEAK and CAN_LEARN tags, rendering the victim and animal and thus able to be butchered.
>>
>>224314765
But I remember in another fortress I used to butcher troglodytes just fine. Maybe it's because they were my pets. Who knows. This is kind of lame, I was running a fortress that only eats meat and I was hoping to murder and devour the hearts of everything that trespassed.
>>
>>224314901
That might have been in a prior version where butchering sentients was allowed. I also remember being able to do it.
>>
>>224314951
Time to go on another 3 year break. Maybe this time there will be an update. Probably not.
>>
>>224314901
>>224314765
IIRC it's the [CAN_SPEAK] (and by extension [INTELLIGENT]) that prevents butchering. Troglodytes can't talk, so if you enable butchering sentients, you can butcher them.
>>
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You've got to be shitting me.
>>
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>>224316387
Urist, you should be thrilled that the children of the forests have decided to pledge themselves to you like this! It's a remarkable act of trust and respect!
>>
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>>224316617
God damn elves and their trickery! They've bamboozled me!
>>
>>224316795
It was inevitable.
>>
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>>224316992
Oh, they're dead now.
>>
>>224310278
A goblin bard came to my fort and eventually became a citizen, then he got elected as mayor and has been reelected about 20 times
>>
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>>
>digging cistern
>forget to dig the diagonal to depressurize
>>
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Again.
>>
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>Some migrants have arrived
>20 fucking dwarves zerg rush my tavern
>Two seconds later a wereshrew turns up
>Kills like half of them and likely infects the other half
>>
>>224314621
Sentient, also they won't butcher or eat anything killed by a military squad.
>>
>>224319003
>Letting your dwarves pick their own mayor
>>
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>>
I want to hold Toady at gunpoint and force him to make dwarves choose either the oldest eligible material or the closest because having Bumfuck McGee walk THROUGH the stone stockpile and down 50z levels to grab the petrified dogshit my miners just dug up is almost as frustrating as having Cuntsuck McGoo ignore the fuckmassive pile of diverse ingredients right next to his kitchen to go grab four plump helmets that were just harvested.

>Just use stockpile orders!
Fuck that, they should prefer the stockpiles automatically, and stockpile orders should only be needed to prevent them from using other materials. The current system is retarded and broken and I fucking hate it.
>>
I tried, but it looks like putting artefacts in display cases inside rooms doesn't increase the value of the room.
>>
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Did Toady die on that plane crash in Seattle?
>>
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At this point I just consider artifacts a waste of resources. That was 4 wood, 2 stacks of bone and 2 flux stone cunt
>>
>>224332306
>tfw still no magical artifacts
>>
>>224329234
Yeah this is pain. There is no workshop order for "take from links only/ anywhere" so if you have workshop that takes different materials you have to link each stockpile or none.
>>224331246
No passengers in the plane.
>>
Wait people play all these stupid DBZ/MECH/ETC mods?
>>
>>224334181
I'm a vanilla fag, but you are very stupid
>>
>>224313521
Have you considered carving your housing complex out of an obsidian casting?
>>
>>224313301
Don't remember exactly. I think it was like 10 or so soldiers traveling in a group.

>>224324719
>they won't butcher or eat anything killed by a military squad.
I don't think that's true? Pretty sure I've butchered stuff killed by the military. I dunno how else people would butcher forgotten beasts and make soap out of them.

>>224334181
Of course.
>>
>>224313521
Dwarves don't see engravings and there are no thoughts in the game related to them. The closest you get is the improved thought from using more valuable rooms.
>>
>>224337871
>I don't think that's true?
It's not. There's a bug where trained or tamed creatures in your fort won't be butchered if they die from any way other than being slaughtered in the butcher shop. Anon probably heard that once and made some shit up that sounded vaguely similar.
>>
>>224341268
Hmm really? wasn't there a "felt interest near a detailed wall" thought? I detailed my prison walls for that matter.
>>
>>224331246
>depressed guy commits suicide by plane crash
>people have to clean up the crash site
>they also get depressed in the process
>more plane crash suicides
>more clean up
FUCKING TANTRUM SPIRALS TOADY
>>
>>224341268
it increases the value of the room, which in the case of their bedrooms it makes a difference.
they're happier with opulent bedrooms than they are with an unfurnished commieblock
>>
>>224342505
And that's why you don't build planes in your fort. If you're determined to kill yourself, you'll have to do it in a way that's easy to clean up.
>>
>>224332306
>not repeat-forbidding bars to end up with a 20 platinum bar artifact for maximum value
>>
>>224334343
Many legit autistic people are unable to understand how people can like something that they themselves do not like. Please be patient with them.
>>
>>224342638
I'm sorry anon, nothing will stop me to make kamikaze mounts once the update comes out
>>
>>224342731
>Many legit autistic people are unable to understand how people can like something that they themselves do not like. Please be patient with them.
this must be horrible
extremely narcissistic too tho
>>
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>provoked a war between Hags and Dwarves
>7 years pass
>not a single siege

Fucking WHY...
>>
Okay guys, I'm making a thing, so please answer this question honestly

Do you feel that the combat system in DF will be satisfactory enough, once it reads like someone commentating a boxing/mma/etc. match?
>>
>>224344584
Does /dfg/ have an aesthetic fort repository like the Terraria general? I need inspiration.
>>
>tfw no throne room made of soap blocks
>>
>>224344584
Combat logs already narrate blow-for-blow, desu.
>>
>>224332306
>Baroness needed stone
>forbid everything except gold nuggets
>Get a 108k gold ring with gold carvings
You're doing it wrong. On a side note I fucking hate it when dwarves get possesed even more than them making some shitty bone artifact.
>>
>>224346187
>tfw no ability to engrave constructed walls and floors for even greater value
>tfw no ability to precisely control the quality of engravings, just send in your best stone detailer and hope he's in a productive mood today
If there were an option to make a worker produce only the best quality work that he can at the cost of it taking inordinately longer, I'd happily use it when decorating my various floors and walls.
>>
>>224346287
>>224346128
nononono
I mean proper match commentary, where things that are not even simulated or atleast not shown in the game right now are told, like size, position, viciousness/agressivity, strength of the atack based on how the atacker holds his weight, and a long etc.

I need this game to have things like dashes, reach atacks and mohamed ali type dodges, and ofcourse skills/atributes like balance and stance should also be simulated
Personality should matter a lot more, instead of just making you angry or flee, as well as particular hatred for the enemy, that kinda stuff
>>
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>Go to the forums, because I need to bathe myself in the possibilities of what this game will be
>Go to the suggestions tab
>Find a thread about how riding skill will be handled
>Make a long/autistic post on how I think it should be handled, trying to be as specific as possible
>No one answers for days
>See someone answer, go to look
>It's pic related
And this is why I first beta-test my suggestions with you /dfg/. At the very least, you give a proper answer
>>
>>224347658
Look on the bright side, at least you didn't get a reply from that dipshit goblincookie.
>>
>>224348327
who that?
>>
Anyone here play any GURPS? I'm running a tabletop RPG campaign based on Dwarf Fortress, and I'd like help statting rat men.
>>
>>224350154
Anon, if one of us said something wrong, the other could correct them by saying that it's wrong and stating what is right instead. Evidence might need to be presented, explanations and convincing arguments might need to be made, but at the end of the day we can both be shown the error of our ways and made to amend them. We are capable of admitting that we were wrong and changing accordingly so that we become right; an important part of the learning process.

Goblincookie cannot be shown the error of his ways; he refuses it. He is, to paraphrase someone on the forums, the sort of person who reads the first chapter of a textbook and thinks he's an expert on the subject. He refuses to learn new things for a multitude of reasons (some as inane as "standing on the shoulders of giants makes you stupid"), the most obvious of which is his inability to ever admit that he was ever wrong about anything. Instead of correcting himself and moving on as we would, he would rather derail a thread by posting a series of long bullshit arguments in an attempt to justify the idiotic incorrectness that he clings to.

Does this sound too obnoxious to be true? Let me pick a quote from him at random:
>It could well be the thing controlling the number of ducklings is the number of homosexual male ducks
>>
>>224351852
>>It could well be the thing controlling the number of ducklings is the number of homosexual male ducks
I dont even know what this means, awesome
I'm gonna check out his activity
>>
>>224352519
It was part of an argument on population. He genuinely believes that if an animal species tried to reproduce as much as it could, it would inevitably deplete its own food source and die out, even if there were predators present.
>>
>>224352741
I mean, that's the basis for population growth in economy
people eat as much as they can, until they find an equilibrium between all limitant factors, such as space, predators and food
after that equilibrium is reached, only the best keep on living, because natural selection gets enforced

Are you saying that he believes that an animal population would reproduce until extinction?
>>
>>224353142
>Are you saying that he believes that an animal population would reproduce until extinction?
Yes. I'll admit it could happen under the correct circumstances, but like you said, usually an equilibrium is reached.
>>
>>224352741
>>224352519
I just checked his activity
He looks like he doesnt change ideas at all, and is quite un-self-aware
All in all, some stuff he says is interesting
I wouldn't want him as a roomate, but I've seen worse/cringier bay12 users desu
Unless there are way worse stuff that I haven't seen ofc
>>
I'm writing a bit about stances and general movement in the game

Would you consider frivoulous that a body-part can have a rawified ammount of average tension capacity that indicates how much it can rotate, and therefore move
Also, of course, body-part based moovement arcs and inertia would have to be implemented too
all to help make the combat calculations more realistic?

If you start to think this is dumb or an overdesign fault, I invite you to imagine DF carefully explaining one JOJO pose you can now make by tweaking how much tension is placed in each body-part and using that pose to scare an enemy when it shows up
>>
>>224350246
sounds like it would be pretty boring considering DF is meant to be stereotypical middle fantasy
>>
>>224358040
I've been posting session summaries to Reddit. You can read them here if you'd like:
https://www.reddit.com/r/gurps/comments/8vtndk/rgurps_campaign_update_thread_july/
>>
>>224358547
>reddit
lol
>>
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This sub is really bad nowadays.
>>
>>223960045
>>>223955650
>>I was going to but I read in the last thread that meph steals peoples work
what if meph browses 4chan and its jewing you right now
>>
>>223954870
>firefight with ranged weapons
>they decide to drop their shit and step right in the middle of all the fire
toady fix your fucking game
>>
When will TD add monster than can breach wall?
>>
>>224362640
More than likely they got hit in the arm/hand and dropped their weapon which forced them to charge in
>>
>>224347262
Yeah, that could be pretty great, since you’ll find every single fucking vein without losing the opportunity to add value to nobles rooms. And the other stuff you said about select workers and timing, too.
>>
>>224347658
Honestly, I do this too. I guess it is because more people see it in a remarkably shorter time span. And also not looking stupid by asking stupid questions.
>>
>>224348327
>>224351852
different anon, but damn he is a real piece of work. never made acc there, just lurking.
>>
>>224362862
My bet is around the same time invaders will be able to dig their way into your fortress.
>>
How do I make dorf stop puking
my whole fort are all green now
>>
>>224366804
Make them go outside often, or never let them outside. No middle ground.
>>
>>224366786
>invader can dig down until they hit your underground fort
>aquifer is actually has benefit now cause invaders wont be able to dig through it
>>
>>224367076
man, can’t wait until that feature gets added.
>>
>>224366293
People say what they truly feel about your ideas here, so you can cut out unecessary flattery if you feel like it
>>
new thread when?
>>
>>224368313
Yeah, I like it too. No unnecessary cotton-wrapping and stuff. If it’s shit, it’s shit.
>>
>>224368839
that's why I browse /agdg/
Sometimes you need someone to slap you a lil
>>
>>224370604
lol
>>
>>224367076
> invaders dig through a legendarily engraved wall
> legendary engraver flips out and starts a tantrum storm as goblins pour into the bedroom floor
>>
>>223940161
>>223940161
>>223940161
>>
>>224370604
>>224370798
lad, are you ok? should we get help?
>>
>>224370798
FUCK
>>223940161
>>223940161
>>223940161
>>
>>224370939
God dammit

>>223940161
>>223940161
>>223940161
>>
>>224370939
WHAT'S WRONG WITH ME
>>224370728
>>224370728
>>224370728
>>
anon cancels post new thread : thread mismatch
anon cancels post new thread : thread mismatch
anon cancels post new thread : thread mismatch




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