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OSHA violation edition.
Generals now unbanned edition.
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>>1866866
I kept a hole as a reminder
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>>1866866
>>1866872
He didnt fly so good
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>>1866872
>actually uses the beekeeping system

Absolute madman
>>
Why are demons so weak in the steam version? Iron squads can take care of them??
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>>1866878
Demons can be weak if they are made out of shitty materials like steam or salt. Unless they have some fuck you ability like fire or deadly dust that melt your dorfs brain the only thing they really have going for them is their size and some baseline skills. If you dorfs are skilled enough, then yeah they can dunk on those demons even with iron weapons.
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>/df/
>not /dfg/
You had one job OP
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>>1866910
/df/ is fine.
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>>1866913
No it's not, we're gonna get laughed at by the other generals.
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>>1866910
Alright then lets see you take a crack at it in... maybe 2 months when this general expires?
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>>1866872
What kind of world are you playing on with sheer cliff generation like that?
I'm playing on a waterfall map, but that doesnt have that much cliff, its just a sharp slope.
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>>1866932
Maybe he got lucky with a mountain peak in settleable map square.
Of cource you can aways use the advanced map gen to make maps with more extreme height differences and more mountain peaks
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>>1866910
>>1866930
either way we're back boys
/dfg/ in the world history
>>
>"Ok let's dig into this cave I guess"
>Find giant fuck snail that slaughters all of my military without a single injury
Should I really be bothering with mining stuff from these caves instead of just walking right by them or something? It's always bad news...
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>>1866932
I set the elevation differences to max they can go, max erosion cycle count, and turned off periodically erode extreme cliffs. Then just look for an embark with a huge elevation difference. Goes down 37 layers before hitting the river
>>
>10/05
>Still no monthly report nor Future of the Fortress reply
DId Toady got his dick stuck like a dog or what?
>>
In a dog, more likely. He he he.
Captcha H0RGY
>>
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>>1866954
>he thinks toady is still involved
lol, he sold out, a team is subtly being assembled to take over development under his supervision
>>
Can i can faithfully recreate picrel and make an extremely defensible settlement with it? This seems one of the only games with Z-levels that seems to support this. I am currently a beginner and i hope to make these walls in my base, i have embarked on a flatland close to the coast, and am making an underground base for the time being.
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>>1867013
Yes you can make it, but it is going to cost you your wrist and fingers tendons.
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>>1867022
How much utility will it actually have though? Most games would probably make these types of walls too OP.
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>>1867035
There's no issue making an impregnable wall in the game if you know how climbers work, so it's gonna be mostly for fun and looks. You'd be vulnerable to flying creatures I guess.
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>>1867035
Purely on pratical terms it would be overkill considering that a single tile wall cant be broken by enemies anyways. One wall with fortifications for your markdwarves, and a moat to discourage highly skilled archers from getting too close to shoot through them would the job just as good, and any creature that can fly will just ignore it regardless of size.
And of course, since it is sitting outside it would be doing nothing for most of the time while the real danger would be comming from the caves with forgotten beast and endless waves of cave dwellers trying to shank your dorfs.
Like the other anon said it would be mostly a vanity semi-megaproject for you to have fun more than than it being actually usefull.
>>
>>1867040
>>1867038
Also, i heard the games has a lot of performance issues on late-game. How bad is it going to be with a 3700x processor?
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>>1867044
Forts gradually lose FPS for a number of reasons, it can take longer or shorter depending on how you handle things and your settings and population, but eventually it can get unplayable.
For what it's worth I haven't gotten to that point in the Steam DF yet, but I'm running at 30 fps or so on my oldest fort and it feels pretty slow.

In older DF I got to 6fps once and had to quit.
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>>1866975
>implying
They'll just let it wither on the vine in perpetual early access. No need to spend another red cent.
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>>1867048
once I get to around 30fps I just use fastdwarf at 0.5 and it feels basically the same
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https://mega.nz/folder/iIMCCa7L#JPVQ3EUJr2PhR6OMYthapw
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For the unknowledgeable, the Steam version of DF REQUIRES a new gen every RAW change due to mods not being baked into the save anymore.

How to remove gays from all creatures
Notepad++
open all creature RAWs
ctrl+H
[CASTE:MALE]

[CASTE:MALE]\n\t\t[ORIENTATION:FEMALE:0:0:100]\n\t\t[ORIENTATION:MALE:100:0:0]

Replace in all opened files


[CASTE:FEMALE]

[CASTE:FEMALE]\n\t\t[ORIENTATION:MALE:0:0:100]\n\t\t[ORIENTATION:FEMALE:100:0:0]


Replace in all opened files

How to remove black dwarves
>creature_standard txt
line 436 replace line with
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:PALE_PINK:1:PEACH:1:PINK:1]

How to remove bald dwarves
>entity_default txt
under [ENTITY:MOUNTAIN]
replace line 862 with

[TS_MAINTAIN_LENGTH:100:NONE]
[TS_PREFERRED_SHAPING:NEATLY_COMBED]
[TS_PREFERRED_SHAPING:BRAIDED]
[TS_PREFERRED_SHAPING:DOUBLE_BRAIDS]
[TS_PREFERRED_SHAPING:PONY_TAILS]
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>>1866954
The fotf was posted a week ago, before the change of the month even.
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>>1867680
Thanks, now I know how to finally make an all black gay civilization
>>
Will I ever be able to have the old keybinds back
>>
>>1867738
Sounds like a self solving problem.
>>
>>1867904
Toady is getting married this month and he will be having lots of sex, so he wont have time to appease sexless grognardcels such as you
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>>1867673
Thanks
>>
>>1867913
I got an invite to his marriage through a mutual friend
>>
I love thinking about dorf fort more than playing it
pretty sure i'm retarded
>>
>>1868472
Do you mean in the sense of planning a fort, but never actually sitting down and building it?

Or do you mean in the general sense of thinking about what DF could have been and what it still might be in the future? There are a few games like this for me. CK3 for example could be awsome in theory, but is shit in practice. Star Citizen has weaponized this dreaming into a money making scheme.
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I really love the attention to detail of the portraits
Look at this fella
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so I stop playing dwarf fortress back in high school because I was naively waiting for the ui improvements. what has changed in the 12 years since? I think the last thing I remember being added was bee keeping which sucked. can the little dwarf faggots use their military uniforms or is that still broken? glancing through the change log hasn't impressed me so far.
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>>1868636
UI improved.
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>>1868636
> I think the last thing I remember being added was bee keeping which sucked
That was a long ago then. Even before multi tiles trees and the personality reworks
>can the little dwarf faggots use their military uniforms
For most of time, yeah. Crossbows dorfs have been having issue with ammo for some time now however

>what has changed in the 12 years since?
From the top of my head, ignoring all the cosmetic shit like new UI and graphix:
>Multitile trees
>Personality got reworked so that you can have schizo dorfs who are constantly angry shit nobody cares about
>Memories so that said schizo dwarf will forever remember the day something nobody cares about pissed him off
>Creatures can climb and jump now
>Elfs can be actual faggots now (and so does every other creature)
>The world is actually active now and shit happens while time passes in your fort and
>Due to the above historical figures actually move back and forth on the map and may visit your fort
>You can make taverns, temples and libraries which will attract visitors to your fort who might decide to stay for a while or >even forever by asking citizenship
>Thieves bandits and spies might also try to visit your fort for their on malicious purposes such as stealing shit or an >artifact
>Armies move around the world now and YOU can send your own armies to fuck up shit in the world and maybe try to rescue all those children kidnapped by gobblins
>Lots of IRL plants and fruit trees that you can farm cook and brew for some reason
>Settlements can spawn around your fort and become economicaly tied to you and you can request immigrants from them or exile your shitty dorfs to them
>some new proc gen creatures including undeads that can cast magic like george floyding your dorfs
>savage biomes got spiced up with schizo animals that actually
>Big performace improvements and faster world gen speed due to fixing some significant bugs/Toadys shit code and implementing multithreading in some sections of the code
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I'm playing with the war and mythos mod, and the dwarvern mages mod, but my world keeps being engulfed in flames.
It always originates from either the trade depot or the nearby farm plot. This time it was the farm plot, and there were traders nearby.
I'm wondering if either some pyromancer is getting spooked, or is there a spontaneous combustion plant?
How can I find the cause of it, or the dwarf with possible magic powers?
I also saw a few military dwarves go to "clean themselves" and they left puddles of magma, again, no idea what caused that or why they had residue magma on their armor for like the 4 seasons they were training.

This is the 2nd time a map wide fire has happened.
I'm going to start making walls and fire breaks now. Ooh actually a moat would be splendid.
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>>1868795
Traders set my map on fire because they decided to cross my empty moat just as it was finishing getting filled in with magma.
Stupid fucking humans.
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found a screenshot from way back when, guess I was a tileset chud all along
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>>1869181
There's never been anything wrong with that.
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>>1869201
>>1869181
I should make one of those autism cisterns that flows through fortifications off map as an overflow again, been relying on aquafier only since the steam release
>>
How do necromancer towers work. I did a reroll on my embark dwarfs and the one time it gave me a warning that there was a tower near and the other time it didn't
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Heya anons, ive been trying to play lately but the game just doesnt want to start.
Already nuked the files various times, no mods, no beta and beta and even so it just doesnt open
:( any clue?
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How grim is Dwarf Fortress' future? It seems like toady has gotten only 50% of the "main" features he wishes to add before going to 1.0. After 18 years.
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>>1869315
Inconclusive. On one hand we have putnam carrying DF by modernizing it and fixing up all the shit code from Toady which has been steadily paying off for the content hiatus caused by the steam version development; and dwarf fortress has been better than ever on a technical level (multithreading, vast performace improvements, expanded modding with lua to support the magic). On the other hand Toady is now millionaire and is getting married, so he could either be split between family and being a basement dweller working on DF all day long; Or he could finally say fuck it and make the game open source. We dont really know.
>>
>>1869315
depends on hard on whether toady decides to retire / losses the will to keep adding features

option A: he doesn't, he autistically adds new features while putnam remakes the engine to make them fit

option B: he does, putnam keeps fixing bugs while cavin' in to kitfox' idea of a kid-friendly, casualized dwarf fortress due to lack of direction.

option c: toady retires but putnam even an even bigger schizo autist and doubles down on the intestinal parasites in a wormworld shit

since the news of the marriage, i fear it's gonna be B.
>>
>>1869325
>Or he could finally say fuck it and make the game open source. We dont really know.
not gonna happen, kitfox owns the right for that for sure.
>>
Today is getting married? How big is she and what color is her hair?
>>
>>1869272
It used to be that they were aways a constant danger before the world activation (if Im not misremembering it), but now the necromancers dynamics changed a bit and sometimes these towers be abandoned by necromancers for one reason or another, or being taken by another faction, and some other times they can be active and hostile and even get control of settlement around it as the necromancer clique grows and get more ambitious.
>>
>*gestures*
>>
>>1869379
Anon's cock shudders and begins to move!
>>
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>>1868795 (me)
To prevent future fires, could a 2?3? wide gap of stone path work? Or a water moat? Or a stone wall?
Or, if i really want to overengineer it, would a water tower that drops fire down onto the trade depot/farm plot (sources of fire) work?
>>
>>1869396
Stone floors should do the work to contain your spontaneous fire problem into smaller areas as long the stones used are fire resistant. One tile in width lines should do the job but there might be an odd chance that something on flamable on top of it
might work as bridge for the fire to spread.
>>
>>1869365
I bet "she" is a man
>>
What are the requirements for water freezing in the winter?
I have just built an underground reservoir, pumping some water from the river underground for a well to access, but i don't know if it will freeze over in the winter like the river does.
>>
>>1869478
artificial floors function as air for the purposes of sky access which is why you can make outdoor crops grow inside caves with a roof over it
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>>1869478
As long as it isnt exposed to the outside it should be fine
>>
>>1869649
Why? This sounds rather stupid for anything other than glass
>>
>>1869783
>Why? This sounds rather stupid for anything other than glass
Untouched half finished ideas from 20 years ago aka Toadys devopment process
>>
Adventure mode in free version when? I once support that greedy Toad many years before steam release....okey im lying bitch but i still demand fully support free version.
>>
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>>1869844
>Adventure mode in free version when?
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>>1869355
>>1869852
I don't think A is that unlikely. Considering the fact that Toady is a massive autist, and that he spent 18 years working on this, i don't think he's going to stop. It's sunk cost fallacy, he spent too much time on it already, he might as well finish it. As for family life intervening on the development, i don't think it will affect it that much, since his work is all at home it won't affect it that much, unlike George Lucas who stopped the franchise to focus on family life, due to being a movie director naturally make him stay distant from his family. From a semi-recent forum post, it seems like development should actually speed up after 0.51. Maybe it isn't all doom and gloom, after all. I think we should be more concerned whether society will collapse, or WW3 stars, or maybe a solar storm destroys all the electrical grid, or if he dies before he finishes his magnum opus.
>>
>>1869783
You do know you're on a Mongolian basket weaving forum, right? We're not the fucking devs retard
>>
>>1869872
Fix your fucking game, Fat Toad
>>
>>1869869
>dorf butt
Oh NASTY!
>>
>>1869866
>I don't think A is that unlikely. Considering the fact that Toady is a massive autist, and that he spent 18 years working on this, i don't think he's going to stop.
he straight up got catfished as soon as he became a millonaire.
>>
>>1869879
>catfished
*golddigged
>>
>>1869865
>>1869869
haha cute, saved!
>>
>>1869883
whats the number of dwarf butt files you gathered over the years?
>>
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>>1869880
Just because she married him after he got rich doesn't mean she's a gold digger, chud. There's a lot of good women out there. But i sincerely wish him the best in his marriage.
>>
>>1869900
defacing real art is not a """collab""" you piece of shit
>>
Oh great, our shitposter is back.
>>
DFHACK is spending all my leather/cloth to makes a fuck load of clothes for my dwarves, is this a good thing? I don't really get it, what do I gain out of this? I'm plainly worried that a moody dwarf won't be able to find leather or cloth eventually once he needs it.
>>
He turned into fucking smoke
I've no experience with pumps whatsoever. The pump works but the dwarf died while operating it. How do I manually operate this without my dwarf dying?
The screenshot above is the actual pump area. The one below is the area directly above the pump.
>>
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>>1869968
Also I think the dwarf that died was my count. Should I be worried about that?
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Is it normal for my first fortress to be horrible? They're not optimal. And it's agonizing.
>>
>>1869968
>>1869969
operating lava pumps manually generally isn't a good idea so I'm sure he got hit by lava or fell into it, especially after being exhausted or scared by a cavern creature
>>
>>1869971
Yeah. That is when you look back at it and think over what you could do better next time
>>
>>1869968
You need to wall off the back of the pump from the tile in front of the pump which is where the lava comes out. You pulled the lava up to the pump level but didn't contain it by continuing that 1-tile corridor all the way to the pump, so it just spilled out everywhere and killed the operator.
>>
>>1870008
>You need to wall off the back of the pump from the tile in front of the pump which is where the lava comes out.
But that's the thing that's not the area where the dwarf was when operating it.
The wiki says the dwarf stands on top of the pump when operating it, so as you can see on the screenshot below I dug out the area above it (the red sand square) and a safe area behind it where the dwarf comes from but it didn't work.
I guess I will just look up how to make water wheel or something.
>>
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>>1870070
the safe area has to be to the side
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>>1870070
Lol the dwarf stands on it in the same way that a dwarf stands on a chair when eating or stands on the center tile of a workshop when working, he doesn't literally stand in mid-air on the tile above it.
>>
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>>1870081
>>1870096
Well, it doesn't matter anymore. This dragon didn't think it was enough to melt all my military but it is melting all the FPS too.
That sucks because I got the pump to work actually but now it's all gone.
>>
>no backup save
You deserve everything.
>>
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What does picrel mean? Is this basically a kobold artifact thief but the human variant? Either way he's dead now and i'm probably an enemy of their state.
Also, how come none of my dwarves throw designated items into a garbage zone? I want these corpses dumped into the waterfall but nobody is moving anything.
>>
>>1866952
Larger erosion cycle count means more erosion, not less.
https://dwarffortresswiki.org/index.php/Advanced_world_generation#Erosion_Cycle_Count
>>
>>1870219
That's a treasure hunter on a quest to retrieve the artifact in question; he probably failed to get the bauble by peaceful means so he'll try a suicide run straight at your treasure room. Killing him should not trigger a war with his civilization.
>>
>>1869315
I don't want any more new features, even the ones we got are ill thought out and half finished.
All I want is a working UI with keyboard control.
>>
>>1870219
pretty common
they hear about the artifact from your dwarves and decide it should be theirs
aka they're dead men
>>
>>1870371
I want boats/pirates, economy and magic but since Toady becomes normie it will never happen. Maybe at some point around 2040s he will back to project with redemption arc like in a movie Revenge of the Nerds III: The Next Generation but deelpy i doubt.
>>
>>1870456
once toady gets divorced it will be the Renaissance of DF
>>
>$30 for the steam version
does it add anything over the free version besides the graphical tileset?
>>
>>1870518
adventure mode is paywalled
>>
>>1870524
fugg, I wanted to play adventure
does it ever go on sale?
>>
>>1870525
pirate it, don't finance Toadys wife who will take everything he has in the inevitable divorce in a few months and the trannies at kitfox
>>
>>1870529
Is there anywhere else to buy it? I don't mind tossing toady some $ because I've been playing his game for years and he's always been cool when I talked to him on the forums
would rather the alleged tranny cabal and fat steam man not get a cut
>>
>>1870518
There is the OST too and paywalled beta branches like the adventure mode beta, but outside of those it is pretty much the same game
>>
>>1870530
itch.io
Maybe somewhere else, but I don't know
>>
>>1870530
Then you want to donate directly to him, but that won't get you a copy of premium.
Your only other options are to cut out gaben by buying from itch.io, or cutting both out by sailing the seven seas.
>>
>>1870537
>>1870539
the itch copy comes with a steam key, does gaben pinch the money from them if I redeem it? lol
>>
>>1870541
I forgot about that. I don't really know how devs generating steam keys works. They might be able to just generate a number of them without cost to themselves.
>>
>>1870545
looks like steam doesn't get a cut. I'll grab the itch copy, looking forward to seeing what's changed since df2014
>>
I'm being sieges by 9 infectious ghouls, I've been closed off for almost a year, all my savescum tests have the ghouls dodge all of my traps everytime
what do?
>>
beyond quality!
I miss the old days when everyone was excited about what this autistic genius would come up with and add to his game....
just kidding, just gib adventure mode i dont care about graphics and i dont want go to thepiratebay
>>
>>1870581
>ghouls
Nasty
Are they also dodging cage traps? If yes then you either hav to risc cheesing them by dropping a draw bridge on their heads or resort to a lava bath
>>
>>1870623
>cage traps
I didnt wanna cheese it, but I'll use it as a last resource
I'm not even in year 2 year, my population is 19
Trying to train a few guys with steel equipment and building traps
One of the ghouls is the militia captain's aunt so that makes for funny storytelling
>>
>>1870626
Tbh, ghouls are a perfect use case for cage traps if you dont have a very competent militia, or all you have are 19 peasants
>>
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I killed a merchant of my own civilization, the outpost liaison and his bodyguards because the merchant was being a huge greedy bitch. I haven't gotten any new merchants or migrants in 3 and a half years.
I fucked up didn't I?
>>
>>1870733
Probably yeah. On the good side at least it didnt caused a loyality cascade
>>
>>1870742
Yeah it's fucking over
I'm letting every bard and poet in just in case they decide to be useful since I'm not getting any more migrants
>>
>>1869296
try seeing if the process got stuck open.
>>
>Mayor demands windows are made
>Order 3 bags of sand to be collected. Done
>Order 3 green glass windows to be made, Done.
>Nothing changed
>Order 3 bags of sand to be collected. Done
>Dont order glass windows to be made.
>Mayor's mandate is ending soon
Anons i dont get it. This is the 3rd year he's wanted windows. Please, i dont want windows, and clearly you dont either.
>>
>>1870841
probably wants installed windows
just like some want installed armor stands
>>
>>1870841
Your main problem is that you have a mayor with item preferences. Arrange an unfortunate accident or just replace him with a guy without item preferences and you'll get no mandates at all.
>>
god damn it
>>
>>1870873
Has anyone done adamantine warhammers but for military?
Shit seems like it would be goated for training and maybe even trauma sensitivity for the most depression prone individuals
>>
>>1870953
shit blunt damage
>>
>>1870626
What is the tree with honeycomb sprite?
>>
>>1870971
wild bee hive
>>
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>I live in a low income housing environment that goes by the fortress name of "Bedroom 118".
>Me and a group of my dwarves control certain burrows in order to run our petitioned craftsdwarf guild.
>We possess unregistered artifacts,
>Forbidden minecarts,
>Silk spitting spiders,
>And only use gems for the trade depot.
>If anyone would like to engage in diplomacy, I would be more than happy to open the tavern to outsiders.
>I would like to warn you, I am a very dangerous dwarf, and regularly throw tantrums.
>>
>>1870623
>>1870626
>>1870634

Folowup to the ghoul issue: I'm executing them by bridge one by one.
They killed a bunch of visitors before being caught and killed, will this affect merchants or anything?
>>
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Any mods you'd recommend for the Steam version of adventure mode? I wish we could dig and break walls, it would be kino
>>
>>1871296
Im not exactly sure, but I think that there is a possibility that if merchants start dying due to enemies it might make merchants stop comming for a while because they make reports of your fort to take in consideration next year, and if nobody comes back then something is wrong with your fort. But once in a while, as long it wasnt your dwarfs that directly killed them, it should be fine.
I am sure however, that this can affect the migrants waves, since they are dependant on the reports made by the merchants from your civ. And if too many people from your fort dies too frequently, you stop getting migrants and a message telling you that people dont want to move into your fort.
>>
>>1871296
hey buddy I don't know how to tell you this, but you appear to be missing a few tables and chairs
>>
>>1870953
It is a actually great for your hammerer since they do really shit blunt damage due to the low weight, so that when Urist McDoesntCompletetheMayorRequest gets sentenced to 10 hammer blows to noggin he doesnt get an acute case for brain outside the head
>>
how do I get the adventure mode beta? steam betas?
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>>1871567
You can either download from this thread or on steam library by openning the game launch setting or whatever the fuck is called and enabling the beta branch.
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>>1871425
haha, thanks
I build my base iteratively, first just make it be enough, then perfect it or adapt it as time goes on
forts always tend to look more natural and have history to their design this way
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>Name a dwarf "Rasputin" because he reminds me of him
>Lover of the mayor
>Dude goes berserk and ends up getting killed by a bunch of other dwarves

Love it
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What is 1.0 going to look like?
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>>1871660
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>>1871660
Lol he could just point 1.0 after game out of beta without any new features and it would be fine.
>>
Guys I drained a bunch of magma towards a hole and built forges on the floor above the hole filled with magma but can't add tasks to the forge. What am I doing wrong?
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>>1872091
You didn't make holes in the floor below the magma forges so they can reach the magma.
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>>1872106
I thought that was done automatically, uh ok. Do I make the hole in the center of the 3x3?
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>>1872109
as long as any part of the workshop is directly over lava it'll work
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Why are my fisher dwarfs just dumping shells by the beach
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>>1872126
Not my problem.
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>>1872126
Looks like no one's taking caught mussels away after fishing them and they'll just rot right there. Do you have a fishery and a stockpile for unprepared fish?
>>
i REALLY fucking wish military recruitment worked in reverse and instead you put down some sort of "volunteers" workshop and could order assignments and ONLY THEN would dwarves with appropriate personalities who WANT to be in the military come along, interact with the workshop, and be put into the first empty squad available. so, so, so fucking annoying having to go through +200 dwarves looking for somebody, ANYBODY, who is half decent

i mean holy shit does anybody get any fucking good dwarves? with all the stats and skills and personality sliders and shit it's like the odds of getting a dwarf that isn't a fat, sickly, weak, slow, easy to tire, hates to work, constantly depressed, greedy, easily frightened dwarf or some other useless variation close to it are 1 in fucking 100. guess it is pretty close to real life in that sense but i want to play a fucking fantasy game? i already had to get rid of nigger dwarves/elves/humans and fags entirely. 1% homo rates my fucking ass - every embark i end up having TWO gay dwarves and usually GAY ANIMALS as well, rendering them useless for breeding and thus useless entirely. WHY IS EVERYONE GAY AND BROWN? HOLY FUCK. such a tedious effort to go through all the raws and get rid of all that bullshit, only to realize at the end of the day that, again, beyond everyone being a homosexual mongrel they're also all apparently fat dysgenic rejects with zero redeeming qualities

and a final fuck you to chodey for inexplicably making retiring and unretiring fortresses a disaster. why even fuck with them? why do anything at all to them? just let us retire fortresses and unretire them exactly as they were. when you retire them, then visit them in adventure mode, they're almost completely fine? but suddenly when i want to play it again, all the shit has to be scattered around or lost or deleted? fuck you. the game will accrue a 10gb savefile on the locations and temperatures of severed dog balls from 1000 years ago but not my stockpiles. cool
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>>1872295
skill issue + chud issue

>unretiring fortress shenanigans
Yeah this sucks
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>>1872297
>skill issue
Honestly, it's just the UI being absolute dogshit. Personally, aside from my starting seven, I just throw Dwarfs into the meat grinder willy nilly- if they don't have a useful skill, they're fair game for military duty. The game has tons of traits listed, but none of them really make much impact when playing, unless you're a retarded min-maxer. You could have a veritable Adonis, clad in masterwork adamantine armor and wielding a legendary platinum warhammer, get bodied by an unarmored kobold with a stone knife.

Also, the homosexual issue is real. Not the Dwarfs- I don't need kids who don't do shit until they're 18 creating problems- but the animals. The meat industry is already stupidly underpowered compared to just growing plump helments, but it's basically impossible to set up since the fucking animals have orientation. Anyone who's ever studied agriculture, lived NEAR a farm, or even has a basic understanding of biology would realize why that's retarded.
>>
>>1872300
Screen each dwarf when they first arrive from a migrant wave. Make an empty custom job order called potential recruit or something and add each dwarf that seems good enough for you on this reference list while if you havent decided on their fates

Shit attributes on your dorfs only matter if you were depending entirely on that one dorf and he had shit skills. And unless they are complete suckers, they will improve their attributes with few years of trainning since sparing is the one of the two best ways to improve attributes in the game.

Removing faggots entirely from the game takes only as long as it take you to type two search and replace and to click on "do it on all files" once for each on notepad++, and only for the first time since it will save the query for the next time. If you dont do this whenever you get a new DF install then you are literaly chosing to be angry. Also starting animals being gay is completly a non issue because you can aways buy more from the caravans and nothing that starting animals produce is considered essential or that somehow cant be aquired by other means.
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>>1872310
>Screen each dwarf when they first arrive from a migrant wave. Make an empty custom job order called potential recruit or something and add each dwarf that seems good enough for you on this reference list while if you havent decided on their fates
Or just ignore them because the UI is shit and it doesn't really matter in the long run. People have complained about military UI problems since... fuck, probably since before the game had Z-layers.
>Also starting animals being gay is completly a non issue
Again, not the problem. It just makes the meat industry worse- which just further pushes players into growing plump helmets. Why waste time with swine or cattle when a consequential number of them will refuse to reproduce?
>just mod it ou-
Doesn't mean it's not a problem with Toady making idpol decisions over actual gameplay. But then, this is a man who made Liberal Crime Squad unironically.

Food diversity is almost entirely pointless, as is, and it's way too easy to feed a population of two hundred with, like, ten farmers/cooks. Food security is basically guaranteed on anything that isn't a haunted glacier. It's something Toady really should revisit, but never will because it's not related to Adventure Mode or Legends hehehe.
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>>1872295
Bruh it doesnt matter how suitable your dwarves are I just pick whoever is able bodied, has no other jobs and not nearly dying of old age and put them into training for 3 years, they all become master military dwarves who can kill 100 goblins with 10 people.
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>>1872295
Just pick anyone who doesn't have one of those killer personality trait extremes ("is frequently depressed", "is in a constant state of internal rage" or "is a nervous wreck") and you're good to go. Nothing else really matters for military duty. Their physical weaknesses will fix themselves over year or two of hard training.
I usually go quickly through each migrant wave and mark down few suitable candidates for recruitment. It doesn't really take any time at all.
>>
>look away for a minute
>18 injured, a few dead
No idea how this huge fight started, one of them threw a tantrum and then it spiraled into an all out brawl
>>
>>1872295
>i mean holy shit does anybody get any fucking good dwarves?
about 8/10 of my dwarfs don't have any negative traits and if they do I just expel them unless they have an important skill. for some reason I always get bad rolls on the embark dwarfs though
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>>1872566
Tantrums seem to trigger some sort of mini loyalty cascade sometimes
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>>1872318
>Toady making idpol decisions over actual gameplay
Real.
Why are civ attributes like skin colour completely randomised instead of being based on some autistic latitude-based system that makes people darker the further south you go considering everything else is autistically simulated?
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>>1872612
>being based on some autistic latitude-based system that makes people darker the further south you go
the funny this is it used to be the case that civs had a few sets of "genes" that made is so dwarfs from one civ looked vaguaely similar to another, same with humans, elves... but it got throuwn out in the making of 0.50 also refugees are just randomized with zero connection to the civ if you havent noticed
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>>1872644
>refugees are just randomized with zero connection to the civ if you havent noticed
one of my biggest issues with the current game is how migrants are handled
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>>1872126
years later of constant hauling shells and there is still an endless amount. I feel dumb for only now realizing I could just build a temporary atom smasher
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>>1872659
oh they have to move the shells in order to build the bridge.. fuck
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>>1872644
I remember the old genetics system, but again, it was still randomised. Black civs would spawn in the north, white civs (as rare as they were because there's like 50 shades of various brown skin colours) could spawn in the tropics and deserts.
>>
got myself a gneiss guys finish last shirt with the dwarf fortress logo lmao
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>>1872685
now you have to send a pic when it arrives
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Do the new versions have full keyboard support yet? I really want to play with the new features but I can't handle mouse control.
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>>1872659
Put a workshop next to it, queue a make crafts from shells forever, put a shell finished goods stockpile next to it with bins and let him craft away?
And then next time the traders come just move the entire bin to the trading post.
>>
Can you still fish all the vermin from the ocean so that there's nothing to catch, ever again?
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>>1872828
I haven't seen it happen but based on my current fortress apparently driving black mambas to extinction I would guess you can. You can use DFHack to check populations and if they don't say "uncountable" or something like that they will eventually run out (unless you also use DFHack to multiply their population number).
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>>1872828
according to wiki, it still a thing that can happen with shell-bearing vermin
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>>1872742
The game still isnt 100% kb for fortress mode, but being 100% kb compatible has been one of the stated goals of adv mode iirc.
I think Toady acknowledge somewhere that some people were displeased and that he will do a second pass on the fort mode controls sometime in the future after adventure mode
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You boys are making me want to play again. Haven't touched it since probably 2016.
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>>1873000
What went wrong with Hill Dwarves? Why do they engage in rampant miscegenation?
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question
do homemade meals rot when assigned to a display?
I remembered that masterwork larvish meals are insanely valuable and I want to use them to boost the level of all the dosen temples I agreed to build
>>
how dangerous are monitor lizard men? it's my first fort in a savage biome
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>>1873158
prepared meals dont rot
>>
My FPS just shits itself and I have no idea why. Most frustrating part of this game
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>>1873211
>how dangerous are monitor lizard men?
Not much, they are naked and dont having anything that sets them appart from your dorfs (if were talking about elephant men for example, those guys pretty big and can punch your dorfs head off). The most danger they will offer will be by ganking on lone unnarmed dwarfs, and most of the time they will just ignore your dorfs unless they are agitated
>it's my first fort in a savage biome
You proably should worry more about giant animals, especialy birds, and in particular the ones who get agitated from your dorfs cutting down trees, fishing and other stuff. You should have at least a few well equiped dorfs at all times guarding your gates and make sure dorfs stay inside the fort at all times least they get pecked to death by giant birds. And you should only keep the animals that dont need to graze alive, like pigs, and keep those inside too, unless you breach the caverns so that the other animals can graze there or else they will also get pecked to death if they stay outside.
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>>1873282
prepared meals 100% rot, i've had cooks crank out too much at one time before and the food goes off before anyone can haul it. it's such a pain in the ass that past 75 dwarves i'll have 1-3 guys who only specifically haul foodstuffs

assigning it to a pedestal i have no clue but following DF's autistic range of detail it SHOULD rot unless you've like covered it in wax to preserve it as an inedible viewing piece
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>>1873466
do animal people have more dangerous teeth and claws or is that not modeled?
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wow, I planed to release all my prisoners at the forgotten beast that spawned but that took so long that another forgotten beast spawned and they both killed each other

that sucks
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>>1873550
Im actually dont know. There are bite attacks in the game and scratch too but I dont know if they take in consideration the teeth of the creature. I think that animals that have horns or tusks can do a gore attack. But it does it doesnt really give them much of edge in the grand scheme of things and a poorly armed dorf should at least be able ot fight them off. The natural abbility to innoculate poison of some cratures is more concerning to me, and again, their body size, since that will affect the strenght of the punches and kicks, and probably bites too.
>>
AKUR AKIR AKAM
>>
>>1873550

they do. Black Mamba men/women have extremely deadly bite atacks that also imbue the victim with paralisys poison. This stuff can be easily tested with DFHack, just spawn the type of animal person you want and make them fight, them check the combat logs. Elephant Men/Women hit like a brickwall. Some animal people dont use use bite/scratch atacks despite having claws and whatnot, tho.
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>>1874222
The mods will always be on our side, at least.
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>Urist is throwing a tantrum!
>Urist decides to punch a hammer lord
>Urist gets his shit kicked in
>Urist is dragged to the hospital
>Urist is convicted of assault to another dwarf
>Urist is dragged from the hospital to the sheriff's office
>Urist is dragged back into the hospital for some reason
>Urist is dragged back to the sheriff's office
>Urist is dragged back to the hospital
>Urist is dragged back to the office
>Urist has been found dead
This literally just happened. Crime solved I guess.
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>>1870456
How are boats even going to be handled? If boats are added i want autistically detailed sinking physics, with the boat listing depending on how much water has found it's way inside.
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>>1874385
Iirc when it came to boats and other multi tile movable things, Toady has said that biggest barrier was him comming up with a way to handle movement, and the distortion of the structure as it changes directions to be more especific. Apparently the way that CDDA handles those issues were not good enough for him.
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>>1874423
>Apparently the way that CDDA handles those issues were not good enough
If the way CDDA handles it is not good enough what would be better? Only allow 90 Degree turns?
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>>1874431
I think that the problem with CDDA according to Toady was that he didnt like the diagonal deformation of vehicles, especialy when it allowed enemies to attack or pass through the diagonal tiles
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>>1874435
>allowed enemies to attack or pass through the diagonal tiles
They've fixed and improved upon this so many times. Its unlikely to crop up now unless your car's wall is damaged enough for the zombies to walk through it anyway.
>>1874431
Thats how wagons are handled now and I dont really see any issue if this was implemented for larger vehicles. Just call it a dwarvern quirk.
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WHY WONT MY DWARVES PICK UP FUCKING BOLTS
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>>1874423
the reason as always is toady isnt autistically interested into that topic so its considered too much work
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>>1874367
out of like 20 legit megaforts and a couple hundred hours of total game time i haven't touched the justice system once. seems like an actual, total waste of time and resources for literally no pay off other than stirring dumb shit up in your own fort. i'm not a redditor either so i actually like my forts to succeed and not have every last wall painted in blood and shit like some sort of bangladeshi prison; every "story" i hear about the justice system is pretty much just that
>>
Is there a mod that adds the old keybinds back in? I hate this fucking mouse driven meme. I could design a fort 10 times faster with old dfhack and shift moving the designator around vs this mouse driven shit. They changed all the keybinds I had been used to for years too. Fuck you Toady.
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>>1874845
After I had an early fort end with justice related chaos and carnage, I too decided fuck it, I'll handle my own justice, thanks.
There's really no need to have dumb idiots randomly maiming good dwarves over imaginary crimes. Missing a mandate is not a crime, neither is trading goods I want to trade. Real irredeemable assholes get exiled if they're lucky and naked cavern exploration duty if they aren't.
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>>1874477
hehehe
>>
Suggestions for a "minimalist" fort? I feel like I get decision paralysis because of all the things I could be doing with the average fort
Tempted to launch on a mountaintop, desert, or glacier. Just a few resources and some humble industry using whatever we can scrounge
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>>1874938
>Missing a mandate is not a crime, neither is trading goods I want to trade.
this is literally the exact incident that made me never touch it and probably the reason for most others like you and me as well. assigning someone as "captain of the guard" made me think they were going to fucking patrol the halls and keep an eye on the lesser races frequenting the visitor-allowed tavern and watch out for any cavern dwellers or kobolds or goblins trying to sneak in.. not immediately fucking run around like the terminator beating every person who mildly inconvenienced the faggot i was forced by the game to take as a baron or mayor or king or whoever the fuck it is at the time - like 10 years of petty grievances over not making 3 steel boots or selling a single bracelet dished out all at once in the form of to-an-inch-of-your-life beatings. fucking. retarded. WHY ARE THERE EVEN FEUDAL TITLES IF THEY ALL FUCKING WORK THE SAME JOBS AND EAT THE SAME FOOD AND GET ALL THE SAME SHIT?
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>>1875264
Dwarf Fortress is a communist utopia
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>>1875267
it's a fucking thearchy and these little cunts will learn that i am god and king alone here when i atom smash every shit authority figure to come along and try and set mandates on shit

you don't want me selling crowns? GONE. you want 2 breastplates made? GONE. you even fucking BLIP on my radar by showing up as a sad face - even an average face - on my fort of nothing but happy dwarves? FUCKING GOOOOOOOOONNNNEE YOU FUUUCKKKINNNGGG CUUUUUNNNNTTTT!!!!!
>>
>>1875267
>>1875270
go into the entity file and remove all lines pertaining to MANDATE_MAX and DEMAND_MAX, never deal with that shit again
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>>1875278
doesn't fix the fact that beyond mandates the justice system is meaningless and really so is having the dwarves suddenly "vote" and hoist a fucking mayor with bullshit needs of extravagance on you - or the fact that getting a bigger fortress in this game is a literal punishment that for some reason comes with more of these cunts, and the loss of the ability to pick trade caravan requests
>>
>>1875267
You aren't wrong actually, it even has its own dictator i.e (You)
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>>1875278
Or just don't choose dwarves with item preferences into noble positions. No item preferences, no mandates.
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>>1875384
There are workarounds but there's no benefit to setting up the "justice" system at all so the simplest workaround is to just not interact at all. That's a stupid system.
>>
I don't play without DFhack anymore, it just autohides the trade restricted items and you can manually filter trade items by wear and quality, etc.
>>
>complaining about mechanics intended as a challenge to keep the game interesting
>in dwarf fortress
>>
>>1875775
I wouldn't mind the guard squad beating up people as punishment if they wouldn't just instakill weaker dwarves when they punch them once they have trained enough to be strong fighter dwarves.
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>>1875778
>training the guard squad
lol
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>>1875787
Why not, I send them out to kill a 200 goblins invasion just like the rest of the dwarves when it happens.
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>>1875775
a CHALLENGE would be enemies that can BUST DOWN drawbridges and DIG through WALLS if the material isn't strong enough. a CHALLENGE would be visitors being able to sabotage your shit or lie in wait to pull levers open for sieges. a CHALLENGE would be enemies trying to light shit on fire in your base to smoke you out. this is just a deranged, half-baked system of purely nonsensical tedium

ironically, you know what would make mandates better? making them HARDER. making them actually make SENSE.
the dwarf who wants 3 helmets instead now wants, specifically, three soldiers in a full suit of armor AND he wants them to gain a level of a weapon skill, because on the 15th of sandstone in 127 he got attacked by a goblin thief, and he is displeased by the lack of guards in the fortress. he wants the fortress to be SAFER.
the dwarf who wants no bracelets being sold now wants, specifically, for the fortress value to raise by 50k in 5 years, specifically, by the production and holding, not trading, of fine crafts, because on the 11th of granite in 110, he had to wear tattered clothing for weeks, and is displeased by the lack of excess luxury and wealth in the fortress. he wants the fortress to be RICHER.
the dwarf without item preferences now has mandates too. he's always unhappy, or maybe he's one of your happiest dwarves. either way, maybe some prior event or his personality or his average happiness as a sum of his thoughts and memories dictates that he wants to see 10 dwarves improving in mood and staying that way for a season. he wants the fortress to be HAPPIER.

WOW - NOW there's actually a challenge. a challenge in management and training, a challenge in production and economy, and a challenge in design and workflow. NOW i don't have useless shitlords whining to bustling crowds of busy dwarves going by like he's having an autistic fit about how, arbitrarily, nobody can sell BOOTS this year. NOW the differences in personality actually create some sort of GOAL
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>>1875775
>mechanics to keep the game interesting
>in dwarf fortress
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>Steam version finally on sale
>It's a 20% discount
Grim, but better than nothing. Can I port my worlds to the steam version by any chance?
>>
>>1876003
>just bought it for full price a few days ago
>haven’t even played it yet
grim indeed
>>
>>1876003
Both free and steam are on the same version. So, yeah.
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>>1876192
I thought the paid version on steam had a fuck load of bug fixes that the old version didn't?
>>
>>1876194
Lets go back for a second
It seems to me that there is a confusion between the game versions and game "distributions" (I dont even know if this the right word of it).
Currently there is a free ASCII DF which you can download on Bay12 which is how it has aways been, and there is also now the premium DF, AKA the "steam" version which can be bough on steam and Itch.io.
Both are the same game and on the same DF version ( 50.14) with the only difference being that the Beta for 51.00 which will feature Adventure mode is avaliable officialy only through steam.
The premium version is actually only a premium graphic pack + premium ost, and also the bonus of being able to participate in beta tests of future versions of DF, that you can buy as away of giving Toady and his brother (and Gaben and Kitfox) some cash.
With all things hopefully cleared up. If you were playing a 50.xx ASCII you should be able to to transfer saves between free ASCII and steam Premium (but not for older DF version since 50.xx is save incompatible with 47.xx)

>I thought the paid version on steam had a fuck load of bug fixes that the old version didn't?
Like I said both free and premium are the same geme on the same version, so they all are benefiting from the performace improvements and bug fixes brought by 50.xx
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>>1876209
Alright, thank you.
>>
>>1875798
This is a problem with almost every system added in, like, the last eight years. None of it is coherent and all it does is generate random legends in the background. Like, the Villains update was supposed to be huge, right? It was supposed to create criminals and thieves and all sorts of scum you'd have to deal with... but it basically just leads to a constant parade of random outsiders trying to steal random named items from your fort. There's really no player control or interaction with the system. It's procedurally generated, sure, but it's all gibberish in the end.

Beyond fighting the stupid fucking UI, the game doesn't actually have much challenge (unless you're settling on an evil biome). Food security is a non-issue, it's easy to break trade even without trying, and sealing the tunnels with a layer of one wooden wall is enough to keep your Dwarfs safe from basically any threat aside from strange moods. Everything difficult about the game is entirely dictated by player goals and self-imposed challenges. This is never going to change because Toady doesn't give two shits about fortress mode and, even if he still did, none of his focus goes towards improving the actual play experience. His forums are colonized by lotus-eating fanboys and he makes enough from donations (plus his selling out) that he doesn't have external motivation to continue producing. Rimworld might be shit, but it's eaten Dwarf Fortress's market share by being more accessible, easier to mod, and actually having some sort of challenge that isn't fighting with the controls. On the other hand, Songs of Syx or other city-building games scale up a lot better than Dwarf Fortress does. The only functional difference between a fort of 20 and a fort of 200 is the handful of nobles and the game slowdown.
>>
>>1876237
>The only functional difference between a fort of 20 and a fort of 200 is the handful of nobles and the game slowdown.
This is the biggest problem for me. The nature of the DF job system is that one skilled dwarf is all you'll ever need for almost job, and the need to have one SKILLED dwarf means it's undesirable to let anybody except that one dwarf do the job, lest the experience get diluted. A single weaponsmith. A single brewer. A single cook. Once you've got the bases covered, every additional dwarf is just artifact fodder and then they go train in the militia.
>>
>>1876237
>Rimworld might be shit, but it's eaten Dwarf Fortress's market share by being more accessible,
People who make these comparisons discovered Rimworld first then Dwarf Fortress latter looking for "similar games"

Rimworld is not a sandbox, it's a colony management game. Not the same thing at all.
>>
>>1876543
While Toady is obsessed with Legends and Adventure Mode, the game has always gotten attention for managing your Dwarf Fortress. The initial buzz and word of mouth was largely driven by let's plays and collaborative fortresses on Something Awful. The game might technically be a sandbox, the vast majority of players don't engage with adventurer mode and leends is nothing but a curio. Toady is just a retard/autist and focuses exclusively on the areas where procedural generation is at its weakest. If he had been born a decade later, he would totally have been swept up in the AI craze.
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>>1876557
>the game has always gotten attention for managing your Dwarf Fortress
no, it was always for the autistic roleplay potential and community games.

All the most famous "dwarf fortress lore" stories are from several formats, be it community games (board murdered) or from people crafting legends into crazy stories stories (cacame) or DF mode pawns (that one dwarf super king who died fighting a demon lord)

These comparisons to Rimworld exist entirely on the heads of people who came from discovering Rimworld first and are convinced Dwarf Fortress was the "rimworld before rimworld" then got traumatically disappointed when they found something completely different. There's a reason all the oldest articles are about sandbox-like megaprojects.

Minecraft unironically has more in common with DF than Rimworld does
>>
>>1875252
If you embark in a location with no trees, and dump a bunch of water on the surface to make mud, will trees then grow on the irrigated soil? Or will trees never grow in a tree-less biome?
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>>1876747
won't grow in treeless.
>>
Is the bug where wild creatures are stuck at the spawn edge and never move or leave a new one? I dont remember this happening before.
I had to delete a bunch of ravens that where just sitting in midair with dfhack and they were replaced with a new set of unmoving wild animals.
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>>1877303
Pretty sure it's an old bug.
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>>1877303
They move eventually.
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>>1875775
what challenge is there in having one guy run around the fortress giving everyone brain damage for no real reason?
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that's one hell of a scratch
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>>1866952
I beseech thine wisdom from the past. How do you set that up in advanced generation without getting 9 failed gens out of 10?
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>>1880970
My experience with extreme world generation modification is that I might get 99 failed gens out of 100 but it only takes 1.
>>
Where can I find a dwarf fortress forum or server / place of discussion that isn't filled with troons and normies? I want to be able to talk freely and not have to worry about offending some troons feelings and getting banned. The kitfox games discord is a cesspit of retard mods. I heard they even banned people before for talking about how to kill monsters or dwarfs, and how you're supposed to be the "good guys"
Some servers have these cretins talking about "BBC" and taking HRT.... It seriously is all so tiresome.
>>
>>1880989
Besides here, I dont know. Maybe RPG Codex
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>>1880994
Its so over man....
>>
>>1880995
RPG Codex does have a thread on DF but it is the same shit that you can already read here except it gets one post month
>>
I want to create an older world but all the cool locations get taken so early
>>
>>1880970
I'm not getting any with just those settings, not sure what you are doing differently.
>>
What is the point of the map going down to like -120 if there is a magma layer at -20
>>
>>1881314
Just means hell is really big. Maybe it's just because I like to embark on oceans or mountains but I normally see the magma only 5-10 above the bottom.
>>
>>1881314
Quirk from a 20 yo world gen code when doing elevations.
>>
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>start wondering why all my silver keeps disappearing so fast even though I mine a ton of it
>look through stocks
>250 silver war hammers
>I could almost arm every citizen in the fort with 2 war hammers
at least I have something to export I guess
>>
Our frog looks pretty happy
>>
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>>1882371
>>
>>1868649
Everyone who comes to my fort requests to stay for the purpose of eradicating monsters. They don't do shit after that, and even when I try to get them to sleep near the entrance to act as extra defense they don't stay there.
>>
sorry to hijack, but this is the closest game I can find to the one I’m looking for. Does any board discuss nethack/rogue?
>>
>>1869890
Yeah some guys put off marriage until they feel financially secure (which is dumb but I kinda get it from an old fashioned perspective)
>>
>>1873000
The inner lines should be perpendicular right? I'm seeing shit like you can be 70% dwarf 40% elf and 50% human
>>
>>1882386
You're just retarded. Don't worry, it's not terminal. If you look at it enough and understand that the total percentage must always equal 100%, you'll get it.
>>
>>1882382
>>>/vg/499112396
>>
>>1882379
open the door/gate to your caverns
they're dumbasses who want to kill stuff down there. So let them roam down there and they will get themselves killed rapidly and no longer be an issue.
>>
>>1882400
Thank you my friend. Have a good one.
>>
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>>1882371
So. Take your guess. Whose hand is he holding?
>inb4 it's Tanya
>>
>>1882371
That's ai generated. Look at the hands.

Also, it's putnam.
>>
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Gentlemen, welcome to my dumpster.
>inb4 why do you need so many bins
I don't know. I never made an order to create so many, I have no idea what happened. These aren't even all of them, there's probably another like, 50 or so still inside workshops.
>>
>>1882928
why do you need so many bins
>>
So is there no dwarf therapist yet for the newest version? I kinda wanted to clean up my fort a bit but it looks like I'm out of luck.
>>
>>1882958
Although I dont use it, Im pretty sure that there is a therapist version for 50.xx unless you are talking about this month release breaking it somehow or about it notworking with 51.xx (adv mode beta), which then, I dont know what is its status since again, I havent been using therapist for a long time.
>>
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>>1882966
I got it to work by downgrading to 50.13 but then I realized I wanted DF hack, not Dwarf Therapist and went back to current version.
I wonder what was slowing my fort down, truly a mystery...
>>
>>1882928
>3x3 central staircase
VGH
>>
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>dwarf dies out of dehydration inside a tavern stocked with wine
I think he just gave up on life. I know that feel...
>>
>>1880989
I once expressed hatred for elves obviously because this is a dwarf game I hate elves and they all jumped on my and said how disappointing the elf racism in the DF community has become
>>
>>1883048
Between Kitfox, the slow pace of updates, and the Discord bullshit, there's a whole slew of reasons why Dwarf Fortress has fallen back into obscurity. Normally, that'd be a good thing, but Toady's core playerbase are sycophantic wackjobs who will eagerly wait half a decade for Toady to add a barebones magic system that has a UI so arcane it'd be easier to study alchemical texts.
>>
>>1867680
Thanks anon. What does \n\t\t mean?
Is there any easy way to get rid off all the copy-pasted animal men templates? I like seeing giant animals and stuff but poorly implemented butterfly men wandering around is stupid.
>>
>download 50.14
>fuck around for an hour fixing the raws the way I want
>game won't launch
>crashes so fast it doesn't even generate a log
Probably should have checked .13 first.
>>
Okay this is terrible. I can't check biome boundaries anymore at embark (to split same-type biomes for more variety)? I can't use the keyboard to navigate the embark screen? I have to click 20 times to get rid of 20 barrels of plump helmet wine?
Do I really have to play with one hand on the mouse? Why would he make the game worse?
Someone please tell me that I'm just overlooking something obvious and these aren't actually problems.
>>
>>1883161
hehehe
>>
>>1883124
>\n\t\t
Nothing special. It just how how special characters in .txt are writen
\n is just the written representation of what happens when you press enter on your keyboard (it marks the end the line and moves you to a new line bellow ) and \t is basicaly the larger blank space when you press tab


It should be possible with some script to edit the .txt but learning to
do so will probably take more time than doing it manually if you dont know how to code.
>>
>There's only a few little things left to clear up before Adventure Mode is ready, and one big thing (the tutorial), and then we'll be able to turn our attention back to the underlying simulation, which will generally improve both Fortress and Adventure modes.
So close yet so far away
>>
>>1883345
so we're looking at like 10 years minimum?
>>
Is there at least a way to condense the menus so each item doesn't take up 3 lines worth of space?
>>
How do I deal with quadrillions of dead bodies and items without blowing my brains out?
>>
So how does this compare to Factorio
>>
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I absolutely cannot fucking figure out why those troglodytes refuse to wear gauntlets. Why does the first squad wear them but the second doesn't? It's the same fucking uniform. I even added [SHAPED] to mittens like that one mod suggested but it did fuck all. This trick with raws worked a bit for making them wear low iron boots but now the third squad is refusing to wear them again for some reason.
I've had several dwarfs with cut tendons and shit who have lost the ability to hold stuff and/or walk because they refuse to wear proper armor. What can I even do at this point?
>>
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>>1883626
Here's how it looks inside the template, I've tried assigning them just one of each instead of a full pair but they refuse to get even one boot/gauntlet.
>>
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>>1882371
>Our frog looks pretty happy
And for it needed only one person.
>>
>>1882371
>she's white
probabilities of goldgidding gone down by several %s
>>
>>1883592
build a bridge 2x1, add a lever, connect them together, activate a lever to raise a bridge, dedicate a dumping zone underneath the bridge, wait for 10 years before they gather everything, activate a lever
optionally use dfhack fastdwarf command
>>
>>1883587
if you referring to the trade menu use dfhack it has its own better trading ui
>>
>>1883035
you did not fulfil his strange mood request probably
>>
>>1883711
I mean in every screen or window in the game.
>>
How do I stop random dwarfs from doing carpentry and masonry tasks in the workshops? In previous versions only dwarfs with carpentry or masonry enabled would do carpentry and masonry tasks, but now it looks like the default setting is for all dwarfs to do all tasks?
Is there any way to change the default so dwarfs will only do tasks to which they are assigned? I don't need a hundred dabbling carpenters.
Do I have to make a custom work detail that includes all the bitch work jobs around the fort to keep them from doing real jobs?
The tooltip says "will only do jobs that match their workshop assignments, work details, and occupations". Specifically it says "AND", but I assume it's an "OR" otherwise it wouldn't be possible to get an unskilled dwarf to start a new profession. Does this mean it's impossible to get a dwarf who is relatively skilled in a task to NOT perform that task, short of deliberately excluding him from every applicable workshop? What the fuck?
>>
>>1883595
It is not like factorio at all
Dwarf Fortress is colony management/fantasy world simmulator/roguelike/ant farm that leans heavily on being a sandbox and procedural generation
The only point of comparison between both would be the crafting trees, and this regard DF is pretty simple and straight forward (you can make everything from the start, all you need are materials) compared to Factorio with only relatively complex things being the building musical instruments. Meanwhile Factorio is like:
>I must make billions of items so that I can turn them into millions of items/buildings, which will be used to research this one tech in 20 min IRL and then allow me to make trillions of items
>>
>>1883748
the answer is still dfhack, it should be included in the base game
>>
>>1883801
i think you should have a dedicated carpenter or a few anyway for the better quality furniture and stuff
so yes, make custom jobs for all the important shit

i also theorize on having dedicated haulers for a while now
>>
Anyone ever watch that faggot blind? Goddam he’s an obnoxious fuck
>>
>>1884091
hes an elf lover
makes good guides tho
and fortress showcases are sometimes interesting
>>
>>1884098
Does he fuck elves?
>>
>>1884099
wouldnt be surprised
>>
>>1884091
Mhhhhh, well ughmmmmm. how about you go sexually harass one of your coworkers mhh? He said that once when someone asked if he will do a hottub stream
>>
>>1884091
I don't watch his streams so I don't know anything about that, but his videos are cool background noise.
>>
>>1884091
annoying voice, terrible political orientation, but good at this game, really shows the state of df if that is the most prominent face for it on twitch and youtube
>>
>>1884217
*the state of the df community
>>
god damn hate having 2 legendary dwarfs drown chasing some weakling ass goblins.
>>
>>1884268
Gotta do a swimming program, it's especially easy since minecarts came out (what, ten years ago?).
>>
>>1884091
He does good tutorials and stuff. But his voice is so grating and his face so ugly (almost as ugly as my own), it's hard to watch his videos.
>>
I can't find a paused/unpaused indicator nor the FPS counter, I assume these features were dropped as part of the UI "upgrade"?
>>
>>1884465
They are still there
>>
>>1884474
where?
>>
>>1884483
Top left of the minimap as it can be seen here >>1866952
And the FPS counter should be around the bottom somewhat to left (make sure you have it activated on the settings)
>>
>>1884487
Thank you.
>>
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>>1884487
I spent way too long trying to figure out what this symbol was. Now I know.
>>
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uhh
>>
>>1884656
>sprite
happens so often to military dwarfs that I no longer care
it's also possible you messed with the raw files for the skin color fix after you've made your world, so now everyone not looking according to spec is a ghost
>age
small 22 year old game pls understand
>>
Has multithreading improved at all in the last year?
Thinking of starting a new fort not having played since December but I remember spending a bunch of time trying to gain FPS back with DFHACK and that goes away
>>
Is there any way to get rid of those little one-tile bits of stone floor that appear in some otherwise vegetated soil areas? The ones that break up your outdoor farm plots.
>>
I wanna play this again. But I really prefer the old tilesets, and tools that allowed job managment or legendviewer.

I remember steam not working with those, and you need to manually use the ingame job system.


Am I wrong? am I still fucked? I miss my halloween playthrough
>>
>>1885092
dump water in the room and make a mud layer
>>
>>1885122
50.xx does have Therapist and DFhack if that is what you are asking about
>>
>>1885129
Could you re-read the question and try again?
>>
>>1885201
no maybe you should have embarked somewhere with a thicker soil layer for human/elf style farming
>>
>>1885092
Try building a floor over them and then removing it. It may or may not work
>>
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>>1885201
you can build something on to of the rock, destroy it, water the ground (that is a layer of rock now) from above, and build a farm on top of it. If you willing to take the effort.
>>
>>1885308
That doesn't work, you just get stone again. I forgot that you can farm on mud on outdoor tiles, so I'll just have the bucket brigade fix it. >>1885339
>>
>>1885725
just so you know you can make "outdoors" farm underground if you expose the tiles they are on to the sun once
may be more dwarfish this way

here are my way too big ones
>>
>>1885740
I don't want to, that's just extra steps to achieve the walling and covering of an existing aboveground farm.
>>
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Rats!
>>
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>>1886806
>>
>the create new world screen ALWAYS opens with that popup that you have to close before you can create a new world
>after the world is created, you have to either play it or save it, no "reject and try again" option
How does he keep making the game more annoying to play?
>>
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what the fuck was this guy talking about
>>
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hmm the new world seems interesting
>>
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probably a little small but i just thought whats the point of having 20 forts to be in the same world, theres almost 0 interactivity between them except the occasional migrant that i recognize
>>
>>1887766
>my precioussss
>>
>>1887756
The guy wants to know if animal traits are heritable which would make it possible to breed dogs which are all very strong etc.
The reply says yes, and then describes an example of a breeding system which he thinks will minimize framerate issues due to pathing and make it simple to find and sort all the newborn creatures. The post is at least 13 years old so some mechanics are no longer relevant such as spore-based pregnancy.
It's pretty straight-forward, if you've played Dwarf Fortress "Fortress Mode" before I'm not sure how you could fail to understand it.
>>
>>1887833
theres no hereditary genetics outside of color of animals in the game
>>
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>>1887844
>>
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>>1887855
thank you for this vague wiki text friend, i would never be able to find it myself
>>
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>>1887860
>>
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>>1887862
>>
>>1887864
Maybe it was properly implemented under that "too many to list" change log when the steam version came out? Someone would need to test it
>>
>>1887870
Might as well just ask Toady or putnam on the next fotf (assuming he actually knows wtf goes on his code anymore).
>>
>>1887844
Wait so you dug up a 13 year old reddit post, made a screenshot, and posted it here just to generate rage clicks and tell us that some guy posting in 2011 was wrong about how the game works?
>>
>>1887844
>>1887860
>>1887862
>>1887864
>>1887870
>>1887881
The trannies will never allow this.
>>
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>>1887766
holy fucking shit
previous world never had anything even close to this level of challenge

ive been just hiding like a pussy every single raid, the other time its been 6 cave ogres that destroyed everything on the surface, now its fucking dragons
>>
>>1887946
updated the game
there is now actual graphics representing what creatures are wearing
cool
>>
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>>1888006
>>
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think we'll ever actually get boats in the game? it's been my dream since I first started playing, especially with civilizations and trading and how that would shape the world.

Here's a dworf on a boat!
>>
>>1866866
How do you get into this game? I don't mean mechanically (that's easy). I mean how do you not just quit after a few hours? Over the years I did about 5 forts, like 1 per year until I got bored. It would always be something akin to:
>autism out the perfect /comfy/ spot on the map
>take extreme detail when creating the backstory of your clan (it won't matter in game tho...)
>autism out what items I want to take
>end up building the same kind of main tunnel entrance to the stone layer, folowed by a great hall, corridors to kitchen, crafting areas etc.
>build the same kind of big farm above the kitchen in the dirt layer
>now the fort is literally set and could survive without me almost forever
>start setting up every random production thing or utility building I might need while building too many floors of living quarters just to have something to do
>dig a moat and turn entrance into an island with a bridge
>oh ffs this is boring and I got nothing to do, quit
I guess I tried some stuff like sending squads on adventures (they are boring and don't really give me anything), building a bar for non-dwarves (its not that cool, just a shack with different sprites) or make a surface fort (fuck that, it sucks to build shit above ground because of controls). It never hooked me.

Probably the most fun I had was the stupid first or second fort I made where water froze over in winter and I didn't have a well or booze production so everyone died of thirst, sans children who don't have thirst stat, and who got adopted by migrants the next spring who resettled this giga-haunted tomb with a Lord of the Flies situation.
>>
>>1888338
I guess I can also add that storage always pissed me off. At some point the game just becomes a mess of handling all the trash you produce or mine out. It doesn't help how aesthetically awful the big open storage rooms look, and that they have to go down multiple levels to store all the shit, and that by building storage you make even more crap by mining out the space
>>
>>1888228
lol
>>
>>1888338
>"how do you get into the game?"
>goes on to explain literally playing the game and having fun
What do you actually want from life?
>>
>>1888228
Ask me again in 2030. As of right now, I don't really see Toady implementing anything related to navies or any kind of "hydrosphere overhaul"
>>
fuck outdoors farming
micromanaging 100 types of crops just for some tard to come and destroy all your farms
gonna grow shit underground and just buy the rest from caravans
>>
>>1888393
Because the game seems to lack anything past the early-mid game. I guess you can set challanges for yourself but they ultimately seem like exercises in ennui. Sure, you could try to colonize hell but what the hell for? There is no further gameplay drive beyond seeing how many more migrants you can settle once your basic food / beer /clothes industry is set up.
>>
>>1888445
Just build a wall and a moat around your outdoor farms.
>>
>>1888339
Use bins
>>1888446
Building megaprojects, becoming capital of the kingdom, training uberdwarf warriors, collecting and using artifacts killing all sorts of bizzare megabeasts. But mostly just building a fortress, that's utilitarian, aesthetic, or both.
>>
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>>1888339
dont use bins
use quantum stockpiles

>all the trash you produce
dont produce more than you need?
>>
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thank you for visiting please come back soon
>>
>>1887946
>that cave dragons
the fuck is this shit? pretty sure they are basically giant axolotls
>>
>>1888894
seems like there are two versions
these are the ones that goblins use
they are also older than the age of that world
>>
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wonder why they only do it "sometimes"
what determines if they gonna butcher a killed creature or not
>>
>>1888894
There are two types dragons in DF. The aboveground one can breath fire while the cave one cant. Neither of them can fly despite the cave one having wings.
>>
>>1889051
i ment the graphics, pretty sure it specifically says cave dragons don't look like normal dragons,.
>>
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>>1889091
>A gigantic monster, once a dragon, now adapted to and polluted by the underground. Its wings fall limp at its side. Its face is full of incredibly long teeth. Its eyes are large to penetrate the darkness.

It could be a bit more gollum like I guess but otherwise I dont see how it shouldnt look like a dragon
>>
>>1889103
Its body plan according to DF
>>
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>>1888894
Anon, did you really get Giant Olms and Cave Dragons mixed up? How retarded are you?
Please tell me you aren't one of the newfags that started with 50.01+ or I will laugh at you for being stereotypically lackwitted and overreliant on graphics..
>>
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https://www.youtube.com/watch?v=eS9jN1aDAWY

Can anyone explain what it means and how it will affect the game?
>>
>>1889142
The Lua script?
It is rewriting the engine so that stuff that was handled by the engine and hardcoded into it will be put into the Raw as lua script which means that not only you can modify those parts of the code but also add code to DF yourself. In other words, it meanst that you can now mod DF with new code instead of just the parammeters that the engine receive. This will greatly expand the moddability of DF.
>>
>>1889149
but you still have to make a new world each time you want to add a mod (but not when you update the game to a new version).
>>
why cant you grow all underground crops all year long, how are cavern affected by the weather outside
>>
I haven't played in years, did Adventure mode ever become playable again after the rumors update? Trying to wrangle credit for the things I killed made me want to slay myself irl
>>
>>1889211
hehehe
>>
If the ocean is frozen on embark, is it going to freeze every winter? Hate oceans that freeze and thaw every year.
>>
>>1889245
Most likely
>>
>>1889223
yes but only with dfhack to allow you to easily find the rumor you are trying to find... and even then only before 50.01+ as current versions are missing some adv shit still.
>>
>>1889211
they are attuned to the palpitations of armok's heart
>>
>>1889211
Why hasn't anyone given a serious answer to this?"
>>
>>1889738
the real answer is that you can just edit it, silly.
>>
>>1889739
He didn't ask if he can edit it. He asked why it is currently the way it is.
>>
>>1889738
>>1889740
it is what it is because it is what it is based on their entries.
Make up your own headcanon you worthless donkey.
>>
>>1889742
Stop pretending to be stupid. Why did Toady design the crops that way?
>>
>>1889743
because he himself is silly, think of it like the affects of overfarming requiring the soil to recover or whatever.
>>
>>1889744
Which would of course also affect aboveground crops, so that's not the reason.
>>
>>1889743
Do you think that a man who shakes in front of a camera knows a thing about growing crops
>>
>>1889743
Back when there were no aboveground crops he thought it would be cool to have seasons for crops.
Then he added a bunch of nearly identical aboveground crops and just made them farmable all year as a "placeholder". Then he added an additional huge amount of nearly identical additional aboveground plants and made them farmable all year round to match the placeholder values from the previous generic aboveground crops.
That's it.
>>
Some merchant guards killed a bunch of agitated giant creatures around the trade depot. My dwarfs will not haul the corpses to the corpse stockpile next to the butcher shop.
The corpses are not forbidden. Workers gather outside refuse. Workers gather corpses. Workers save corpses. Automatically butcher carcasses. Everybody does [corpse hauling].
Why won't anybody touch these corpses and bring them to the stockpile? I had to dump them next to the butcher shop to get somebody to butcher them.
>>
>>1889774
Oh I think corpses are dwarf corpses. Other corpses are refuse.
>>
>>1889776
>chop some trees
>animals get mad and attack
>killing them makes the animals mad
>more animals attack
Did nobody playtest this?
>>
Is there any way to predict when cutting down a surface tree is going to cause a "cave-in"? The resulting cave-in normally doesn't do much damage because the dwarf is already on the ground but it really shakes them up and occasionally they get seriously injured.
>>
>>1889788
look under the tree
you can tell when they're floating
>>
>>1889790
What am I supposed to be looking for? There's just a trunk, which the woodcutter is cutting. The area beneath the tree is unrevealed because I haven't dug it out.
>>
At embark I set "invaders" to "off". A month later an agitated bull moose showed up and started killing dwarfs. Is that not what "invaders: off" is supposed to prevent, among other things?
>>
>>1889828
Angry animals are not invaders.
>>
>>1889850
well hold on now, only a few versions back there was an actual invasion of horses. and even now the aftermath of that invasion is evident, with horses vastly outnumbering any other domesticated animal.
>>
>>1890073
agitated animals are a new mechanic introduced in 50.xx to spice the savage biomes. The more you fuck around by cutting trees or having dorfs in the outside the more the game will spawn agitated animals to fuck with you. What you said about horse invasion sounded more like an elf siege, but it probably was just an exceptionaly large herd of agitated horse
>>
>>1890081
no, I mean the game had an actual horse problem for a version or two. from 42.01 to finally being mitigated in 42.03, and there are still many more horses and other mounts than other animals.
>>
>>1889744
>soil to recover
that would make sense except that the rule applies to the newly made farms aswell
>>
>>1869649
isn't it because that a tile that gets exposed to the sun even once is permanently considered outdoors?
>>
>>1890188
>permanently considered outdoors
permanently considered light aboveground.
you can change it to indoor with a roof
>>
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Do we have modders here? The [TL_COLOR_MODIFIER] creature token disobeys me, and gives wildly skewed distributions with "1" in all arguments. Like
>[TL_COLOR_MODIFIER:GRAY:1:BLUE:1:CRIMSON:1:PURPLE:1]
>Produces: 237 GRAY, 189 BLUE, 130 CRIMSON, 44 PURPLE
(Yes, I fucking spawned and counted 600 creatures)

Seems to obviously be skewed towards the first arguments. BTW, if this isn't a new bug, this also means that all of the "brown", "dark_" and "copper" skin colors for dwarfs/humans are also more frequent in the base game, and have been this way for a while, since they are first in raws, because of the alphabetical order.
>>
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cavern living works great for my dwarves
>>
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>>1890639
>>
>>1890641
Build some safety rails, goddamn
>>
>>1890663
nah
>>
>the only way to see the keyboard shortcut is to mouse-over the desired menu item
Thanks Toady.
>>
>>1890663
survival of the fittest
>>
>>1890790
You can also go straight to controls menu, no?
>>
>>1890790
https://steamcommunity.com/sharedfiles/filedetails/?id=2899720701
>>
>>1890381
that's because you are giving the colors all the same priority, take this as an example of what a distribution SHOULD look like.


[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_LIGHT_BLUE:1]
[TLCM_NOUN:eyes:PLURAL]
[TL_COLOR_MODIFIER:IRIS_EYE_HAZEL:20:IRIS_EYE_MIDNIGHT_BLUE:60:IRIS_EYE_BLUE:65:IRIS_EYE_CERULEAN:70:IRIS_EYE_AZURE:70:IRIS_EYE_SKY_BLUE:70:IRIS_EYE_LIGHT_BLUE:65:IRIS_EYE_PALE_BLUE:60:IRIS_EYE_SLATE_GRAY:55:IRIS_EYE_GRAY:55:IRIS_EYE_ASH_GRAY:55:IRIS_EYE_PINE_GREEN:45:IRIS_EYE_JADE:45:IRIS_EYE_GREEN:45:IRIS_EYE_AMBER:5:IRIS_EYE_LILAC:2:IRIS_EYE_RED:1]
[TLCM_NOUN:eyes:PLURAL]
>>
>>1890381
>>1890988
on that note, also know that the colors you define first are more dominant. IE on my example Hazel is dominant over Midnight Blue despite probability of occurrence(during initial population generation) being higher in Midnight Blue's case.

when in doubt, refer to the wiki
https://dwarffortresswiki.org/index.php/DF2014:Creature_token#TL_COLOR_MODIFIER
>>
>>1890988
woops, didn't mean to post the first eye color
>>
>>1890988
That doesn't make any sense. Why would equal priorities result in some colors having higher priority?
>>
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Why is a gem bin being stored in a stockpile set only to store adamantine wafers? I can provide an image of the stock settings if needed.
>>
>>1891230
I checked, and they've also correctly stored a gem bin in the cut gem stockpile. So I have no idea what's going on.
>>
>>1891230
Looks like it's being tasked to get hauled to the gem stockpile so I don't see the issue. Presumably it was sitting empty on the water stockpile when somebody stored a gem in it.
>>
>>1891247
wafer
>>
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Dwarves are repeatedly walking right by my farms without harvesting. I've checked orders - dwarves all harvest (default), dwarves gather food (default) - stockpile settings, made a new stockpile, nothing works. I've never run into this problem before. I don't have any burrows, no military. Multiple idlers. Nobody is throwing a tantrum or depressed.
>>
>>1891410
Farming is enabled on all dwarves, not that it should make a difference for harvesting.
>>
>>1891410
Save and reload didn't fix it.
>>
Never mind, I'm an idiot. It's always the ramps.
>>
How did those even get planted lol.
>>
>>1891428
What turned out to be the problem - which I found by creating a squad and using the move command - is that in the farm section pictured above, dwarfs can use the ramps up and down just fine, but they cannot move from the down ramp tiles to the floor tiles. I never realized this before because my standard ramp layout has either side of the ramps dug out, I just forgot to do it here. So this entire time, my dwarfs have never been walking over the ramps, they've only been exiting to either side. I'll use a different layout from now on to prevent this from ever being able to happen.
>>
>>1890988
Do you have a set of weights for, lets say, 4 arguments, that does produce an equal distribution? So I can vaguely fit a curve and scale it up to more arguments, and then proceed from there (or if you have a curve itself)? Unless it is buried in some specific patch, wiki has nothing on that.
>>
>>1890988
Why would equal priorities result in some colors having higher priority?
>>
>>1889738
The real answer is it's a poorly implemented part of the game. If you want better temperature modeling and its impact on entities and agriculture, better to look at Rimworld.
>>
I wish there was a reason to trade in this game
>>
>>1892032
You don't like being a tiny outpost in the wilderness that mass imports raw materials and exports luxuries, frivolities, and fancy meals?
>>
>>1892075
Why would I, when exporting items doesn't benefit me in any way?
>>
>>1892077
The benefit is that you get to import lots of metal crap to melt down and wood logs to melt it with.
>>
>>1892078
I have more metal on the map than I'll ever be able to use.
>>
>>1892081
Maybe if you weren't playing easy mode maps, you'd see the reason for trading.
>>
>>1892083
Wrong.
>>
>fortress name is "squirtquake"
Thanks Toady.
>>
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Any idea why they won't build the other two water wheels?
>>
Never mind, seems to be seem problem with planning mode. They build them immediately from the normal build interface.
>>
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>savage biome
>>
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>>1892596
but they are friendly

came in the time of a necromancer siege and just stayed here. My surface defense now
>>
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>>1892597
>>
>>1867673
Thanks, is the steam workshop worth a buy or nah?
>>
>>1892597
necro siege or necro visitor?
>>
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>select the liquid flow direction below
>protip: fluid will flow in the opposite direction of the arrows you select
he he he
>>
>>1891169
spaghetti code nonsense, does that answer your question?
>>
>>1891460
Anon, if you want equal distribution just give them all the same frequency, but because DF reads entries as it does, there will be a skewed inclination towards the more dominant earlier colors being called first if you do that, so either remove colors you DONT want to possibly see, or skew the weights towards the middle.

The entry color generation operates on frequency. meaning 1=100 if everything is 1, otherwise it will all weight from highest to lowest, as you can see from what I did with my eye color range.(I made the populations have a higher chance of spawning with blue or grey colors vs the more rare but dominant Hazel or the even more rare and less dominant greens, amber, lilac, and red.)

This doesn't really matter in the long run as civs usually spawn with one or more phenotypical features locked in due to genetic culling on generation.

TLDR, regenerate worlds using the adventurer mode char select screen to see their colors and continue until you get a population with the skin color you want. if you want more colors to appear increase their frequency in the entry.
>>
>>1891470
>>1890991
because it calls those colors first if you have it evenly distributed, there is no such thing as random.
>>
>>1892831
Of course there is. You can use any of the many, many functions that to generate a psuedo random number. There is no reason to prioritize by order.
>>
>>1892842
tell that to the lazy toad man or his new medicated codemonkey.
>>
>>1892844
we need putnam off his meds for proper DF development
>>
What the fuck is going on with my adventure mode? I can only see one tile like this.
If I go to the overworld and back to a local map I have vision again until I move once
>>
>>1893092
show picture
>>
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>>1893097
Just realised that my eyes just get incinerated on startup as soon as I take a single step on any character.I make in this world

What the fuck
>>
>>1893098
Verified file integrity and now it doesnt happen anymore. Guess I was messing around with making eyes melt off of people's heads last I touched DF like 10 months ago or some shit by editing the files
>>
>>1893103
hardcore
>>
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>>1893103
>>
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>>1892829
I have actually went in and tested the distribution of skin color on 200. The data is still patchy, but you can see the general trend.
> there will be a skewed inclination towards the more dominant earlier colors being called first if you do that, so either remove colors you DONT want to possibly see, or skew the weights towards the middle.
I'm very lost of what do you mean by "dominant" now. Do you mean genetics-wise like in real life? I could swear I had offspring with completely random colors nothing like both of the parents... But even besides that, I'm currently testing all of this in the arena, where it should operate on those weights alone. Moreover, somewhat anecdotaly, but it's even more gruesome to document properly, I don't actually see any differences between the different civilizations, at least on the embark screen. Instead it looks like it is completely randomized, just like in the object testing arena.
>This doesn't really matter in the long run as civs usually spawn with one or more phenotypical features locked in due to genetic culling on generation.
Moreover, I have seen comments somewhere that this was one of the features cut before the steam release, but can't find it now...

>>1892844
>>1892849
The worst fucking part, that I cannot even imagine what kind of nonsensical function is used under the hood, to then account for that.
>>
>>1893208
>I have actually went in and tested the distribution of skin color on 200
>on 200 dwarfs, using vanilla raws
fix
>>
>>1893208
Also, the numbers in the very top are obviously not the total, but me trying to fit it into some kind of "smooth" curve, without the "noise" due to the small sample size.
>>
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>>1893208
>>1893212
I mean dominant in that each parent has a gene for its appearance and colors.
>>
>>1893215
per part and color.
>>
>>1893215
>>1893217
the genes for the body part appearance and colors appear in the order they appear in the creature entry.
>>
>>1893215
>>1893217
>>1893218
Double asking just because i'm not looking forward to parsing the text description of another 800 fucking dwarfs, you don't happen to have any more _exact_ data? When you were making your edits, you went just by feel, right?
>>
>>1893220
I made my edits based on testing constantly for myself and working with the results I got.

I wanted the color ranges to be more northern european and so made it so the colors and features matched that in frequency and shifted weights appearance wise.

Though I should tell you that I don't work with Steam Fortress, I just maintain the mega for it and upload versions. I mainly mod and play on 47.05.
>>
>>1893220
also, you can just force two units to breed and see their offspring's characteristics, and if you want to see what they look like as adults you can just rejuvenate them to adulthood.

That method is how I found out that if you breed two different species, then whether or not their gene integers make sense upon being inherited causes them to make a CTD. Which in order to mitigate I altered all my creatures to have their body appearance modifiers and color modifiers in the same order and general structure, with anything extra like tail or horn growth and color adding onto the end so as to not affect the offspring's genes if the producing parent has less gene tokens.
>>
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>>1893226
I mean, I'm looking for the exact (general) solution, so I can then tweak it for any different application later. But now I see that toady did his damn best assuring this is no easy piece of shitcode to reverse-engineer. Also it is pretty funny, that vanilla raws definitely show that they themselves don't know/remember about this "feature" (otherwise "TAN" wouldn't be one of the rarest skin colors in both dwarfs and men, especially if they do have an agenda).

Thanks for confirming my sanity in the face of their insanity at least.
>>
>>1893227
Again, not sure that the genetics are still a feature in the .50x, but even with sapients getting their own gene-pools through civs, this still means that upon initial generation all of the distributions for the animals are already broken (unless they have their own civilizations under the hood? lol), and that over time rarer features become even more rare.
>>
>>1893236
NTA but animals have random gen'd populations generated as needed. once in the actual area then their genetics are stable.
It definitely is still a feature If you want to test if genetics are still a thing just select a unit > then type in dfhack; "gui/gm-editor" > then go to "appearance" and Enter > then scroll to "genes" and Enter > then check out their genetics.
>>
>>1893236
>>1893239
shit, forgot to mention that a unit's genes have two for every color or appearance modifier, for the color genes the lower integer is the more dominant(following the COLORS listed in the entries) and shows phenotypically, offspring take one gene form both parents, and if a unit is pregnant then you can see and edit the offspring's genes from gm-editor as well.
>>
Why did they remove civs having unique appearances for their members? Political reasons?
>>
they didn't
>>
wtf do you do in this game after you're stable? nothing ever happens and when something finally does it's instant-death shit
>>
welcome to a sandbox, you need to be smart enough to use sand to enjoy it. Make your own goals and autism megaprojects or fall deep into the rabbit hole of modding every single thing..
>>
>>1893642
>sandbox
>Make your own goals
I'm screwed. Guess I'll just go play something else. Thanks.
>>
how do you make dwarfs actually carry bolts? I have plenty, and my guys even have quivers, but they're not carrying any bolts as far as I can tell
>>
never mind, have to manually assign from military screen
>>
>>1893637
dumb dwarven tricks
lava waterfall in your dining hall
dragon breeding program
building massive surface structures
etc
>>
>>1893502
civs do supposedly have differences, the problem is that humans/elves/dwarves all have like 10 fucking shitskin colors and maybe 2-3 normal colors at best, guess how that pans out in random generation?
>>
Are there any good discords for asking dwarf related questions. The official one is full of trannies and I do not desire the company of the mentally ill.
>>
>>1893637
You uninstall and graduate to Rimworld.
>>
>>1873430
Do you do anything to optimize your game? Like designating priority zones for movement?
>>
>>1894665
Rimworld's easy and not as indepth
>>
>>1894658
>Are there any good discords that arent full of trannies
Lol
Lmao even
>>
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New dwarfs embark, into a new unknown,
Striking the earth to make a new home.
Kobolds steal things, sneak past and run,
Hippy elves tell you not to ever have fun.
Make your dwarfs mighty, kill the knife ears,
Build your walls to withstand the years,
Felsite and Opal come and pass by,
As minerals are dug in piles high,
Make your weapons out of steel true,
Kill the kobolds, the children too,
Torture them and hear their screams in delight,
They're not sentient, it's alright,
Goblins attack and ride in on beak dogs,
Smash down your walls with battering logs,
Get your marksdwarfs, let them set aim,
Off fly the arrows into goblin brains,
The siege is over, the fields are bloody,
The rains come and the children are muddy,
They will lug stone all day and night,
To train muscles for future fights,
Against dragons and titan from ancient time,
Look in the legends, see it climb
Through the annals of history, now it's here,
Killing dwarfs aplenty, causing great fear,
A dwarf stands fast, with his axe in hand,
He is the greatest fighter in the land,
The titan swipes, the dwarf dodges true,
Swings his axe and cleaves it in two,
Engrave this day on walls to see,
The tribute of this great memory,
When the fortress near fell to a strange beast,
That roamed the woods and ate a feast
As a snack, but now it lies dead.
Cheer, drink your ale, eat your bread,
And dig deep for the symbols of power,
Past caverns three, even lower,
And crack open the very bowel of world,
Open up beasts better left untold,
Your men stand ready, waiting this day,
The devils spring out, dwarfs are easy prey,
But your traps and snares weaken the blow,
And at last your dwarfs rush forth and so
The devils are beaten back whence they came,
And adamantium is mined and made
Into the symbols that shine so blue,
For the great mountainhome, nothing else will do,
A thousand years pass, the fortress has gone,
Just legend now, it all is done.
>>
>>1894658
>discord
>good
lol, lmao
>>1894665
Still here buddy boy? still asshurt at ANY DF threads existing?
>>
>>1894708
sir, those are beak dogs I think, I don't use the premium tileset.
>>
>>1894990
Those are, in fact, beak dogs.
>>
How do I please these fucking Nobles? Jesus Christ.
wah my room is "meager" what size do I need to make your shitty room, why do you need your own personal dining hall? I will make the whole room your tomb you pissant fuckers.
>>
Is adventurr mode out for steam?
>>
>>1896182
It was released as a beta branch early this year in april, but it seems to be pretty close to a full release
>>
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Why won't my dwarves write any books? My seven OGs are all scholars and they have a pretty nice library. The fort has become stable and in the first year of the library being established three of them wrote a book almost immediately. Since then 5 years have gone by without another book. They spend lots of time there discussing various topics but nobody will write a damn thing. They have plenty of scrolls.
>>
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One of my dwarves just MURDERED a fucking GHOST and used it's "bones" to make a pickaxe.
What the fuck?
>>
>>1896982
Very old bug.
>>
>>1875264
>made me think they were going to fucking patrol the halls and keep an eye on the lesser races frequenting the visitor-allowed tavern and watch out for any cavern dwellers or kobolds or goblins trying to sneak in
Set patrol routes. I have 5 dwarfs patroling everything inside (specially near taverns) and 5 outside + dogs. Designate guards for the mayor/king
>>
>>1896982
Metal
>>
bone
>>
On my first fortress ever where I actually managed to not abandon before seeing a siege and a forgotten beast
>>
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>>1896157
Pretty easily.
>>
WHY ARE BARONESS/DIPLOMATS/MERCHANTS FUCKING KILLING MY DWARVES
A GOBLIN SIEGE HAPPENED ABOUT A YEAR AGO AND NOW EVERY OUTSIDER IS GOING BERSERK
A CARAVAN SHOWED UP AND ALL THE MERCHANTS STARTING KILLING MY DWARVES WHAT THE FUCK IS GOING ON
I CANT EVEN TRADE WITH THEM NOW
>>
>>1898161
>INTERRUPTED BY A COUNT OF FAGGOTTOPIA
>INTERRUPTED BY A MERCHANT OF CUNTOPOLIS
ALL MY DWARVES ARE RUNNING AROUND THE SURFACE TERRIFIED NOW
WHY
WHAT HAPPENED
HOW DO I SOLVE THIS?
PLEASE
>>
>>1898161
>>1898167
>If a caravan has arrived at your trade depot and is unable to leave for about two months after they finished packing up their goods, the merchants and animals will go insane. This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death. It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.

That is the only thing I can think of. If this aint the case, or it aint some sort of loyality cascade, then it looks like a extremely unheard of bug and and you best pack your save and send it to toady if the situation hasnt sorted itself already.
I belive that there is a command on DFhack for checking for loyality cascades and solving them if you have DFhack running. It might be worth a try since it wont cost you anything.
>>
>>1896982
That's what that faggot ghost gets, should've haunted someone else loser.
>>
>>1870782
Do they ever become useful? All mine do is hog the tavern and consume my resources
>>
Is there a way to mod mushroom trees to drop more than one log? I'm thinking about doing a frozen embark (v47 of course)
>>
>>1896157
Just dig out decent size separate spaces (7x7 should be enough for up to a Duke) for a bedroom, dining room and a throne room and engrave them. Add the necessary furniture of any material/quality.
Just have big enough rooms and don't try to combine them. Overlapping room designations will have lower room values, since the value is divided between different rooms.
>>
Hello?
>>
>>1900827
You don't need separate rooms, overlapping is fine
>>
New to DF. Is there a guide/list of what to do in what order?
>>
>>1901335
df is more fun if you don't know what you're doing
>>
>>1901335
DF has a in-game tutorial now which covers most of the basics if you dont know the controls and what does what.
More techinical stuff is very well documented on the wiki or can be asked here

Like the other anon said, there is a certain appeal of playing DF blind since once you know what you are doing, DF can be a very easy game to break and cheese.

But if you still want a small to-do list before the end of the first year:

>dig you first rooms underground to secure a stockpile and bedrooms/dormitories
>secure a wood production to feed your carpenters (they make beds, doors, tables, chairs barrels, etc... all important stuff)
>secure a food production
>secure a booze production
>set up a trade depot which is important even if you dont trade anything
>>
>>1896684
Anybody got any ideas on this? The whole point of this fort was an isolated monastery fort that was going to have a huge library but these idiots won't write.
>>
Yeah, stop doing cringe larp shit
>>
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>>1896684
>>1901712
Dwarves don't seem to produce works frequently and the mechanics involved are quite elusive. Writing is low priority so it's best to have your scholars doing absolutely nothing most of the time, they also should value knowledge to focus on intellectual activities. Furthermore, I'm not entirely sure most dwarves are equipped with the means to write most kinds of books, if someone wants to produce a dictionary then they must first learn how to do so by either discovering it or learning from another source (a book, maybe a master). A limited scope could be holding your scholars back.

To elaborate further, let's take the dwarf in the pic (discussing anatomical studies), if he wishes to produce a book about anatomy then first he needs to know how make a treatise on technological advancement, the knowledge which, at least in my adventurer experience, is quite rare to acquire from books. He would then write about the anatomy of creatures, or dissection and such, in fact most books which dwarves have an interest in seem to fall under "technological treatise", and they can write endlessly from math to reproductive behavior. Without such knowledge he may write essays about the value of wisdom or something along those lines. Dictionaries, atlases, biographies, star charts and such are not as common.

Since they are not producing anything my advice is to rely on foreign books and scholars - which must surely have that kind of knowledge, rather than waiting for your own natives to discover it. Until then simply demand books and provide them with enough material to copy any new arrivals.
>>
>>1901712
it's pretty rough, one of my forts has quite a nice library and some scholarly output but the head scholar is literally a poet king. He was an og seven who was in the military, survived many skirmishes, was made King by succession, studied under human scholars and spends his retiring days writing in the library. No other fort I have produces work like he does. It's mostly luck of visitors/petitions and getting visitors in that can get your dwarves up to speed so they can become good scholars.
>>
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Is homosexuality still a problem in dwarf fortress?
The wiki says it's now only 1.2% homosexuality with 3.8% asexuality, and a staggering 23.8% for getting it from both sides.
But it's referring to a source that's now over a decade old and I can find more recent places, especially reddit, complaining about embark animals always being gay.

I remember half my dwarfs also being weirdly marked in dwarf therapist whenever I played.
>>1872295
>WHY IS EVERYONE GAY AND BROWN? HOLY FUCK.
Ah, never mind.
I remember seeing a friend's copy of DF and wondering why, when in the past people said dwarf civs have really specific hairstyles and features, that now the game has graphics every other dwarf has short, long or no hair, that's blond, brown, ginger or black, and their skin is white, brown or black, and the black ones look like... racial stereotypes with how lips are coloured red in the steam version. >>1872644 oh... what's even the point then? Do children inherit anything or are they randomised now?
>>
>>1902353
Yes
see >>1867680
>>
>>1902353
genetics still work, it's just the migrant waves that are drawn from the creature entry rather than the civ genetics pool, because Steam players are retarded(according to kitfox).

The new migrant waves are like this because it allows for a migrant wave even if you are the last bastion of a civilization. You know, to make it easier.
>>
>>1902353
The animals not breeding due to orientation problem was actually two problems: the biggest one was related to animals not breeding because of commitment issues which Toady fixed because there are no mariages between animals. The second was due to purely gay or asexual animals which Toady decided that this was the way he wantend things to be.

>Is homosexuality still a problem in dwarf fortress?

Modding it out takes less than 10 seconds so it is only a problem if you dont want to mod your game
>>
>>1872295
Deleting a post can't stop me from replying to it :)
>>
>>1868649
schizo animals that actually what?
>>
>>1869315
I'm working on decompiling the code, if successful I'll release it
>>
>>1882383
why tf would you get married if you're not financially secure? are you retarded?
>>
>>1902386
>1 month ago
Fuck if I remember what was supposed to be there, but probably something in reference to the new savage biome mechanic that makes animals freakout and try to murder everything they see
>>
>>1870456
lol you think he'll still be alive in 2040
>>
>>1902386
animals in savage biomes sperg out and rage attack your dorfs
>>
>>1902404
If she works, marriage is a financial boon. Two incomes, half the housing costs.
>>
>>1902417
Because you chopped down 20 trees lol. And 5 per year thereafter.
>>
>>1902448
So why would anyone marry you?
>>
Cube aside what action or relation matches each of these statue motifs, specifically.
>>
>>1902547
What are you trying to communicate?
>>
>>1902561
I'd like to know how to specifically make everyone single one of those sculptures.
So far I've only figured out how to get the top sixth one, by using the X is striking down Y action.
>>
>>1902547
>>1902600
AFAIK nobody has done a complete analisys of what sprites get to be used for each subject besides the obvious ones
From what information I could get online, the cube is for shit that doenst have uniform sprite like forgotten beasts or as a default case. The dwarf one is for stuff that has a standard sprite like dwarfs and creatures (in which case their sprites get used instead of a dwarf)
Rest we will have to guess.
Starting from the top left, I will guess that the first one is related to depictions books and maybe slabs
The thrid one is for slaying of megabeasts
the last one, to the crafting of items and artifacts
on the botton, 2 to 5 are depictions of aboveground and cave flora.
>>
>>1902710
Will have to meticulously keep trying I suppose, see if we can figure these out and produce them on demand.

They don't pay much mind to it but my dwarves have a statue garden with artifact sculptures and depictions of them slaying megabeasts/other notable threats.
While something like an Ettin - for instance - is easy to get its creature sprite, as you pointed out Forgotten Beasts default to the generic cube and that's exactly what I would like to avoid.
I've had some success with the sixth motif on the top but I'd also like, at the very least, to figure out how to also produce the third one in order to break the aesthetic monotony.
>>
What are the best mods for this game?
>>
>>1902872
the ones you make yourself
alternatively, just browse bay12 or steamshop and pick and grab different apsects form random mods.
>>
>Hey Urists,

>We have a large Adventure Mode beta patch today, including the introduction of "Chosen Mode" which gives you access to 'divine quests' from the gods. It's designed to give more guidance to players looking for a more traditional RPG experience. It's not complete yet, and this with the tutorial are the only things left to work on before we can release Adventure Mode out of beta!

>To access Chosen Mode you will need to build a new world, and it should be at least 100 years old, but the god stuff kicks in right after the tutorial if you have selected Chosen Mode. Almost all 100+ year old worlds support it, but it requires the correct configuration of temples etc. so occasionally it doesn't work, we don't yet have a fall back position for that quite yet. If you un-check the tutorial on the start screen, it'll still do the Chosen stuff immediately when you start. But it's just a 'quest' to go speak to a priest in a nearby temple, and it gives you a compass to the priest. We need to do more with ensuring that players can make it to the temple. Some helping popups from the god and fixes to being stuck in castles and unable to travel will be coming as well. We are trying to catch all the cases to make it more friendly.
>>
>>1903559
Patch Notes for Beta 26

Toward finishing Adventure Mode beta

Added some mythical dungeons, materials, and related temple quests
Added a few magical items
Added initial god quest for chosen mode
Added mythical healing substances in mythical sites
Added messages for healing effects
Chosen/hero get bonus reputation for the purpose of gaining followers
Environmental display in top right (weather, light, temp, etc.)
Quest journal outline on right side of main screen
Vampire blood sense markers
Memory map
Stealth vision cones
Goblin/kobold glowing eyes in the dark
Added liquid/ramp arrow toggles to adv mode
Announced when somebody pushes past you and cancels your action
Made people stop moving when you talk to them (if they aren't fighting)
Added shared items to wrestling interface so you can struggle for possession without using inventory screen
Fixed audio for snow/mud footsteps
Added buttons so ramps can be used with hatches
Separated adv/fort volume settings
Fixed jump tooltip
Stopped adventurers from starting in pits if other sites are available
Stopped rbut from quitting out of character creation
Removed adventure mode feature discovery announcements
Updated more classic tiles and brought back cursors
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>>1903559
>>1903560
on it, give me a bit to upload it, away from my comp.
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>>1903559
>>1903560
>>1903563
alright, it's up, back to hunting.
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Thieves started stealing my artifacts.
This time I got these messages, closed everything, don't think I got any messages about thief leaving with it. Now what do I have to do to figure out where it is? I've read up about thieves, but didn't really get it. I get that I need to place dogs here and there, but don't know how to detect a thief right now and if game will give me a message.
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>>1903559
>>1903560
how about they fix fortress mode
REEEEEEEE
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>>1903605
you asked for this, and 5+ years of no dev progress and a UI rework later this is what you're getting.
I hope you're happy.
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>>1903560
>Added initial god quest for chosen mode
we nethack nao
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>>1903604
There is a tab dedicated to artifacts which should show you all your artifacts and lets you locate them I belive (I cant double check right now)
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>>1903571
shit, my bad, uploaded the wrong file, will upload the actual beta26 in a bit
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>>1903692
I don't think you can see stolen ones in there, anyway I figured I probably lost it and missed the message, getting massacred by goblins right now.
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>>1903695
There we go, sorry about that guys.
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>>1903698
I need to actually make an army next time and not a couple of squads without gear and training
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>>1903718
Do you carve out a big space and then wall off rooms and structures?
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>>1903785
Not always, but I wanted to build more rooms there and then just didn't.
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>>1903559
>Hey Urists,
So they're calling their players dumbasses.
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>>1903838
Is that what that means?
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>>1903841
yes but no
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>>1903838
what?

>>1903841
no
>The first name Urist is generally accepted in the DF community as the generic dwarven name, and often used as a reference name if someone talks about a dwarf and doesn't have (or want to bother with) an actual name, similar to a generic Anglo/American called "Bob", a Russian being called "Ivan", or a Frenchman called "François", etc. etc.
>>
>>1903841
well, kinda.
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>>1903841
It COULD mean that if you take it with the context that Urist = Dwarf and in Dwarf fortress Dwarf = a retard that dodges into the lava or channels away his only stairs out of a pit
So yes, technically he is calling the player base dumbasses.
>>
>>1882383
But if you're a fat bald autist then she's definitely marrying you for your money

My wife was working before me (i went to college late) but now she takes care of our two kids while I make more money then she ever could in her career (i'm a software engineer), but she helped me pay rent in college a couple times and now we're happily married with a family, so sometimes you find a good one if you're not a degenerate
>>
>undead invasion
>be smug, raise the bridge
>dwarfs didn't channel one tile on a nearby hill
>undead get in through that tile and kill everything
Worth keep playing that fortress? I'll probably have to deal with a hundred ghosts now, but I don't want to lose all the gold.
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>>1904768
>trying to blame the dwarves for his bad fort design
kek, you can always test a drawbridge by closing it with someone outside and seeing if they can find a way in or not.
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>>1904771
The order was there, my only fault is not setting higher priority because I haven't even checked which numbers mean higher priority.
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>>1904773
qrd on how this channel allowed the undead into your fort?
Only way in should be through your drawbridge or your death maze
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>>1904776
I'm only learning, but I had a wall with a bridge and decided to build overhanging floors for protection against climbers, of course some floors were touching ground nearby and I needed to remove it with a channel, but since no one did it in time I was bamboozled.
Haven't tried building death mazes yet, can my dwarves activate traps, can traders/guests decide to go through it insead of safe route and get killed?
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>>1904768
>Worth keep playing that fortress?
Yeah, now you can build the biggest catacomb in the (next) thread
>>
Why did I ever go down the tileset rabbit hole
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>>1905255
no
>>
How about an actual new thread

>>1905493
>>1905493
>>1905493



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