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Reclaiming the fortress edition

Previous: >>1866866


Avaliable for free at https://www.bay12games.com/dwarves/
or as a paid premium version on Steam or Itch.io

>What is the difference?
Both are the same game on the same version (50.14). The free version uses ASCII as a tileset (but you can mod other usermade tilesets and graphic packs)
With the premium version you pay for a premium tileset + premium OST + access to beta branches and steam integration (if on steam). ee version uses ASCII

>What is the status on Adventure Mode?
Adventure mode is currently in open beta in a near finished state that is officialy avaliable only through steam

Dwarf Fortress has an extensive wiki which can help you with your question about DF as well as providing info about modding and 3rd party tools:
https://dwarffortresswiki.org/index.php/Main_Page

>Tutorials :
Quickstart Fortress Mode: https://dwarffortresswiki.org/index.php/Quickstart_guide
Quickstart Adventure Mode: https://dwarffortresswiki.org/index.php/Adventure_mode_quick_start
Other tutorials: https://dwarffortresswiki.org/index.php/Tutorials
>>
>spend hours, days even, finding the right combination of tileset and colorscheme
>give up and go back to the default
>>
Any critiques on this OP pasta? Anything missing that definitively should have been there
Hopefully I keept the spelling mistakes down to a minimum
>>
>>1905496
What matters is that you actually generated a world and selected a location to strike the earth
>>
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Well I've taken care of most of the corpses, still have a bunch of body parts and undead chilling in the hospital.
Now I have to figure out military, I don't have any metals other that gold and haven't tried getting leather yet, I also keep running out of seeds I think.
>>
Adventure mode release this december or january? Place your bets. It seems to be almost done
>>
>>1905499
Why would he do that?
>>
>>1905504
So that he will actually play the game instead of OCDing over color schemes
>>
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https://youtu.be/4-7TtPX5uhg
How long until what he alludes to in this video comes to fruition?
>>1905503
I don't care until the above is implemented... or magic.
>>
>>1905502
Sadly leather armor is really bottom of the barrel as a material for armors. If you have no military grade metal at all on your map then you will have to survive on wooden and rock traps and rock weapons until you can trade or farm enough goblinite. You can also use wood trainining weapons so that your dorfs can at least train with something in the meanwhile
>>
>>1905509
>video from 6 years ago
>47.01 date of release: 2020-01-29
>47.01 introduced creation of guildhalls and temples. Introduced traitors and villains. Many new events in world generation, organizations, sites, pets and mounts in adventure mode, light aquifers.

Considering that 47.xx is where DF was frozen due to premium development. I would say that some of that is already partialy in game. While the rest was supposed to come after adventure mode and before he jumped into myth and magic. But ever since Toady decided to drop the big thematic update format, I cant really tell for sure whats comming next until the Adventure mode beta ends.
>>
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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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we back boys
>>
>>1905593
>How to remove bald dwarves
Fuck off
>>
>>1905656
the whole post is for those too dumb to figure out these things themselves, and was made to answer the questions of the steamfag explosion at the time.
>>
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>everyone in the library suddenly starts fighting
But why?
>>
>>1905921
It might have something to do with half a dozen of necromancers and a zombie
>>
>>1905499
yes but id also like a small square curses set and im not sure if i like the 16x16 version that comes with lnp
i dont like how the default curses warps based on zoom level
>>
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Hmm...
Im about to see what this chosen stuff is all about
>>
>>1905497
you should say something about dfhack and some key mods (e.g. all civs playable, goblins have to eat - so you don't have only goblins in every world that's old) and also link to the advanced worldgen thread on bay12.
And some tutorials on youtube/twitch, like this:
https://www.twitch.tv/nirruden/videos
>>
is it true they got rid of capitalism because it would break the game?
>>
It didn't break the game it was just stupid and didn't add anything except another way for your fort to die unless you engaged in excessive micromanagement. Remember back when seeing a dead body would lead to getting really sad and going crazy? It broke the game like that.
>>
>>1906079
any updates on the adventure?
>>
>>1906256
What they removed was a system where your fort dorfs would receive wages and have to pay bedroom rents and buy things they wanted like food, instead of just taking it from a stockpile.
It was removed because it caused lag due to coin stacks being tracked and multiplying out of control. And because it was janky as fuck and caused all sorts of troubles like your dorfs always going into negative balance because all the cooks in your fort were 3-start michellin, and the only food avaliable to buy were expensive masterwork meals
>>
>>1906307
>any updates on the adventure?
I walked in circles looking for that temple since nobody could tell me anything about it when asking for directions, until I walked into a monastery compound with some armed goblins who initiated combat with one of my followers.
Then I got a maul to the noggin and died.

I did a search on legends and turns out the temple I was looking was exactly in same town I started and all had to do was talk to that guy above the text box >>1906079, and he would give a fetch quest to retrive what I suppose is some of the new stuff add or a piece of divine material. I try doing a take two later today
>>
I have a goblin pit nearby with ~20 population, but no matter how many squads I send to raise they find nothing and it still stands. Is it a known bug, or am I doing something wrong?
>>
>>1906393
I'm 90% sure it's a bug
>>
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I like building as much shit as possible out of rocks.
Luv the rock furniture mod.
>>
>>1906444
>rock furniture mod
but you can already make furniture out of rocks
>>
>>1906449
coulda sworn you need a mod for stone beds and mine carts
>>
>>1906449
I dont think you can make beds out of stone, but all the other furnitures are ok with it
>>
>>1905497
You're validating that one spamming faggot that would not shut the fuck up about DF threads being a general before the rule change.
>>
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So i dug into a cavern and and suddenly a bunch of trogs came out and started chasing my elephant.... Will they ever give up or do i gotta kill em ???
>>
>>1906666
Do they have the hostile tag?
Anyways If they are running while chasing the elephant then they will probably tire out but that could also happen to your elephant + starvation since elephants need to be constantly grazing to survive.
But also there is a high possibility that your elephant could kill them if it desires to do so
Better kill them in anycase, they are pretty weak to anything with basic training and weapons
>>
>>1905496
default ascii but square and with a custom color pallete is the peak DF experience
>>
how does odd realm compares to DF? seems pretty cool and solid
>>
>>1906743
I never played but it looks like DF if had no autism, which is both a good and a bad thing
>>
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I wonder if that's all there is to it. I've been asked to retrieve the same items for a while now.
>>
this shit is so addicting bvos....
>>
>>1906827
Hah, you say that now, wait until you start making your own creatures and entities.
Once the modding starts, it will consume you.
>>
>13 pop
>32 migrants
>>
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Hey dwarf bros I'd like to report a bug :^)

This is my hospital, it has a good stock of
>gypsum plaster
>wooden splints
>wooden crutches
>soap
>cloth
>thread
>beds
>tables
All stored in chests
>1 (one) traction bench for reasons that will become apparent
present and assigned also
>bone doctors
>diagnosticians
>just plain doctors
>chief medical dwarf
their labor is set to all healthcare except feed prisoners/patients and recover wounded, exclusive

So here's the bug: dwarf gets stuck on traction bench forever, with no treatment scheduled and no doctoring tasks being created
It's been plaguing this specific fortress for a couple decades now and I have no idea what causes it
I tried throwing away old traction benches and making new ones, recreating the hospital several times, pausing/unpausing the hospital it's all the same
If you have had any similar experience, advice on how to unfuck the hospital would be appreciated
>>
>>1907395
Tried changing labor up a little bit with enabled feed prisoners/patients and recover wounded, non-exclusive, healthcare set to "everybody does this", everything
Same old shit, patient stuck in "in traction" and "no treatment scheduled" while doctors hang out in hospital with "no job"
>>
>>1907395
>>1907398
Is he stuck on a traction bench that you cant deconstruct or he keeps going back to one everytime?
What does his heath tabs say? Does he actually has any open wounds untreated or he is just being a munchausen queen.
>>
>>1907395
Did you assign the doctor[s] to the hospital?
>>
>>1907406
>Is he stuck on a traction bench that you cant deconstruct or he keeps going back to one everytime?
I can deconstruct the traction bench and it's the only way to free the bastard, the 2 injured dwarves keep coming back waiting for traction
>What does his heath tabs say? Does he actually has any open wounds untreated or he is just being a munchausen queen.
Overlapping fractures and smashed apart for 2 dwarves

>>1907409
No, durr, who would do something like that?! I tried assigning all regular doctors and specialized doctors none of it works
I can only assume my chief medical dwarf is cursed because that's the only variable I didn't mess with
>>
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>>1907412
>>1907409
>>1907406
Hospital remade from scratch in case the cavern mud somehow was messing something up
Chief medical dwarf left vacant
Minor injuries that don't need traction get resolved immediately
>>
>>1907412
>Overlapping fractures
Hmm.
I remember having, or reading about overlapping fractures causing this kind of issues way back then (or that they might require that dwarf stay stuck in benches for quite a long time). There might be something writen about it in the wiki or in the bay12 forums
>>
>>1907416
>Chief medical dwarf left vacant
OK that's dumb since it disables the hospital completely
New chief medical dwarf and a whole bunch of doctors, including bone doctors
No dice

>>1907417
>I remember having, or reading about overlapping fractures causing this kind of issues way back then (or that they might require that dwarf stay stuck in benches for quite a long time). There might be something writen about it in the wiki or in the bay12 forums
Yeah I'm not seeing compound fracture on the waiting list that might be it
>>
>>1907421
>>1907417
Dorfs on bay12 say overlapping fractures are weird and every time you deconstruct the traction bench the fracture gets re-broken and you just need to let them cook (2013)
Someone smart also says using gui/gm-editor to remove overlapping flag from fractures fixes it (v0.47)
I will try both, but that's enough DF for today fuck I hate this dumb broken game
>>
>>1907421
>Yeah I'm not seeing compound fracture on the waiting list that might be it
So, this dorf stuck in the bench has no wounds that require tending or that require immobilized rest but somehow he keeps getting flagged to be placed in a bench, from what Im understanding?

If all else fails and not even DFhack can fix his ass, then either accept the bdsm munchie queen in his new pemanent home or pray that you can exile his ass if you cant stand looking at him
>>
>>1907412
>No, durr, who would do something like that?
You're supposed to assign doctors to hospitals in the newest version. In older versions would just work at whatever hospital had patients.
>>
>>1907395
post the dwarves injuries
depending on severity they might be in traction for months
after a poison dust beast attack I had packed traction benches for almost a year as necrosis was rampant
>>
>>1907424
>So, this dorf stuck in the bench has no wounds that require tending or that require immobilized rest but somehow he keeps getting flagged to be placed in a bench, from what Im understanding?
No, he has fractures that need setting but nobody is applying plaster or splints to him
Maybe traction comes first then plaster?

>>1907433
I'll try letting them cook it's just weird not having a doctor diagnose them or do anything
>>
>>1907424
>If all else fails and not even DFhack can fix his ass, then either accept the bdsm munchie queen in his new pemanent home or pray that you can exile his ass if you cant stand looking at him
just flood the room with magma
>>
>>1907440
>Maybe traction comes first then plaster?
I dont think I ever stopped to pay attention to this. I know that tactions are used when shit is real fucked up like removing organs and internal injuries and fractures, so I will assume that if splinters/plaster are required they will come after it.
I will second what the other Anon, some fractures dmight require the lil niggas to be bdsm'ed for some time until they heal.
You might as well check if he has the slow healing attribute, because that could mean extra time in the traction.
>>
>>1905493
>+ premium OST
I pirated the steam version but deleted it as soon as I heard the song. Fucking disgusting, it's like the trannies at Kitfox are raping my ears.
>>
>>1906781
That's a new item type, right? Does it do anything special?

>>1907423
You can use DFhack's full-heal (select the dwarf first) to make him pristine again, rather than removing a specific fracture through gm-editor.
>>
Not the literal Goddess of Incest...
>>
>>1907791
The Coffin of Andy and Leyley fags got really quiet right now
>>
>>1907791
Hell yeah brother
>>1907794
sharty lost
>>
>>1907791
>Shag Brother
>>
>>1907563
>You can use DFhack's full-heal (select the dwarf first) to make him pristine again, rather than removing a specific fracture through gm-editor.
I want them to suffer for their sins or I would have sent them to the magma execution chamber
One of the dorf is lovers with a dorf I actually like so I don't want to do that
>>
>>1907484
Adventure mode OST > Fortress mode OST
They have played us for absolute fools
>>
dumbo question
haven't been following df since it released on steam, is there any fix to have ye olde keyboard controls back? or I'm just old?
>>
>>1907956
no fix, nothing new yet either, so you're missing out on nothing, try the premium if you desire by grabbing it form here.
>>
>>1907956
Full keybord support is probably going to be next on the to-do list after adventure mode is out in the next few months
If you want the old UI however, that is most likely not comming back, unless the Lua script update also a includes the abbility to mod UI. Then it will be up to modders to bring the old UI back
>>
>>1907963
>>1907970
thanks anons. no real feelings about the new UI, since I didn't play around too much with it.
years using the keyboard controls and I have them hardwired in my brain
>>
>>1907956
>>1907990
I played DF in 2014 then again in 2022 I can safely say the new UI is much easier to use because my fortresses have turned out way better with no extra effort
>>
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>>1905493
I'm too game for this dumb.
>>
>>1908032
>max age 3-5
tavern mass shooting incoming
>>
>>1908037
game frogposter
>>
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Traction bench "bug" update: I let them cook and one dwarf is now free to throw more tantrums
>>
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I made a little kobold surface village
they live in a 5 story commie block
>>
>>1908061
seek psychiatric help
>>
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>>1908063
i have taken 2000mg of pregabalin, thank you very much
>>
>>1908065
tell the doctor to double your dose
>>
>>1908061
based
>>
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I have people with upper spine injuries who "cannot breathe" not dying until after I expel them from the fort
>>
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>>1908088
Poor bastids suffocate as they're crawling away to the edge of the map
And yet citizens with the same condition will live forever
>>
>Mayor is a cool military dude with 100 kills
>Goblins show up seeking a parley
>station marksdwarves at their burrows
>station melee squads at the bridge
>mayor is in the cool dudes squad
>has station order
>click yes to parley just so they attack sooner
>mayor immediately goes beddy bye in his fancy room
>wakes up, goes to parlay battle axe at the ready
>immediately starts chopping on the goblins
>takes down a few but gets winded and dies
Fuck you too game
>>
>>1908061
Too much empty space. The way I see it, kobolds would prefer cramped environments, with lots of walls and tight spaces.
>>
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How many dwarves without noses do you have? This is my third. They all get the "Nosy" nickname.
I don't keep track of earless dwarves.
>>
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Dwarf casually pocketing an artifact vial to use as a beer flask on long patrols
>>
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Tips for getting rid of corpses?
Every year I have ~100 elves and ~100 goblins show up, that's 200+ corpses per year
I tried pitting them into a surface garbage pile, that's slow because the mass dumb command dumps their equipment too
I tried throwing them into magma, that's also slow and creates a pile of unmelted iron crap
Now I'm trying an underground corpse garden where it's just a huge room with a human/elf/goblin corpse stockpile
>inb4 some kind of magma cannon to burn away the corpses
>>
>>1908219
flood room with magma
>>
>>1908220
My magma stack is a piece of shit with 30+ MANUALLY OPERATED pumps
There's a water moat in the way
And I'd have to poomp another 10 Zs
And it'll evaporate before it burns away most of the corpses because the room is huge
>>
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Corpse garden idea seems to have cleaned the place nicely, except for a small group of fresh goblins
>>
Why are giant rats so OP? A 0 year old pup bullied my giant cougar and then proceeded to bully various other war animals
>3 times larger than a dwarf
wew
>>
Also I wish I could butcher voracious cave crawlers for dope leather items, but butchering creatures slain in combat seems to be bugged to all hell
I have assloads of dead VCCs
>>
>>1908254
If I had to guess, Toady did something to buff regular rats and then didn't balance it when he made the giant version.
>>
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>>1908257
I am managing to butcher Arena rutherers, should have tried this sooner
>>
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Apparently I'm now at war with "The Old Lenses", a dwarven civilization
Greed has taken the better of them and they seek to bargain for one of my artifacts (they probably lost one too many caravans at my place)
They have really cool helmets
>>
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>>1908291
Dwarf Bros are demanding this thing, I mean what are the chances
A dwarf bone figurine made by a sick fuck
It's pretty low value so I say they can have it
>>
>>1908291
iirc it's not war yet, but it can end up like that if you kill em
>>
I kinda stopped playing right now because there's nothing going on besides something like this >>1905921, also since I reclaimed the fortress there were a couple of undead left and they don't really cause problems or move, but I wanted to get rid of them once with untrained squad, but those guys got obliterated, I thought a rotting guy with brain and leg damage would be no problem and I thought wrong.
I had a couple of squads in training, don't really know if I should try taking on those undead again, was thinking of building fortifications around them or something. Didn't see marksmen using archery targets while in training, but I think everything is set up properly in there. I also want to send them into caves, but it's a pain to check what dangers are in there.
Should I close down library to avoid nerds fighting? Should I remove all necromancers from my fort? Should I figure out who keeps grabbing golden statues in the library (probably that goblin scholar)?
>>
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The moat claims another victim, this time one of the finest military dudes in the fort
Crazy goblin + goblin + elf ambush siege, dodged nothing in particular and went into the moat
>>
>>1908373
Good, good.
Now you must mod your game.
or take inspiration from the forts of old.

https://dwarffortresswiki.org/index.php/Category:Modding_Examples
https://dwarffortresswiki.org/index.php/Category:Tokens

http://www.bay12forums.com/smf/index.php?PHPSESSID=389e54fa0c239245eef5ce8539aa63d2&board=13.0

http://www.bay12forums.com/smf/index.php?PHPSESSID=389e54fa0c239245eef5ce8539aa63d2&topic=168375.0
>>
>>1908373
>but those guys got obliterated, I thought a rotting guy with brain and leg damage would be no problem and I thought wrong.
not every undead in DF is like a resident evil zombie. Some of them are quite literaly super human and even have magical powers or can instantly turn other cratures into more super human undeads through bites. Even the most basic bitch undead can still be dangerous, even after the nerfs, because they dont play by the same rules as normal living beings (getting debilitated by fear, pain, tiredness, multilation, nervous system damage and others)
>>
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Nailed some blue idiot for 252 days in prison
>>
>>1908412
>intelligent undead monster slayer
That is actually pretty cool and edgy
>>
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Holy shit, I actually managed to raze and nuke a site off the map
You have no idea how many tries it took
>>
>>1908415
That's only a cover story, she's a lot older than 29 and her name is fake
>>
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So the traders left all their shit at the depo and refused to leave my map , so i deconstructed the depo thinking it would fix this but they just left and my dorfs stole all their shi. Is this gonna cause me trouble?
>>
>>1908546
No. It's an annoyingly common bug.
>>
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>carries body to coffin one tooth at a time
>>
>start new fortress
>get a cool waterfall generation on embark
>think "what if i built the fort in the cliffs around the waterfall so that mist filters in? i heard dwarves like that"
>miner immediately slips as i try to clear space down to the water level at the bottom and falls into the river
>with them goes my only pick
so do i just restart? i haven't played this game in like ten years so i just used the default embark profile because trying to remember what skills and items i should bring gave me a headache
>>
>>1908639
cut down trees and gather plants for a year, then get a new pick from the caravan for barrels full of strawberries
>>
Anyone still playing 47.05/Classic, or has pretty much everyone moved over to the Steam version?
>>
>>1908639
>play now
>1 pick
>>
>>1907484
You sound mighty queer. You would fit right in at Kitfox
The ost is made by a guy who has been making music for DF probably since before you were born

https://soundcloud.com/simonswerwer
>>
>>1908639
If you can make a good number of pumps you can retrieve it by pumping the river fast enough to lower its water level
>>
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friendly reminder that this is what they took from you in 50.01+ among other things
>>
>>1908639
>embarking with 1 pick
lol

>>1908880
I'm a tileset baby
>>
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Does having unmolten iron trash in your magma trash chute impact performance?
>>
>>1908937
Technicaly yes. How much of an impact it would cause however, would depend on the amount and if it is making constant temperature checks and calculations or not.
If it isnt, then the amount of impact wouldn't be any worse than all the 5000+ stones you typicaly have laying around your fortress.
If it this doing temperature calcalations, then it will be something that might be a problem if this pile keeps growing
>>
>>1908937
>>1908954
In any case, if you ever feel like this might be a problem you can aways DFhack it away
>>
>>1908954
>>1908956
I'm using DFhack tweak/fast-heat so it doesn't spam temperature updates
>>
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Local Axedwarf is up to 222 kills
>>
>>1908986
I hope he's got a grand tomb waiting for him when he finally falls in battle
>>
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>>1908987
Not really since he goes on missions and his rooms/tombs get blanked
He will get a statue of himself of course, and my tombs are very lavish by DF standards
Picrel his war buddy's tomb
>>
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I made meeting zones of rows of slabs so dwarves are forced to look at them, but now my funeral halls look like this
Check minimap for how extensive the halls of dead niggers are
>>
>>1908781
I do. I dont see much point to switch yet. Alpha is free with lots of tilesets to use. Plus adventure mode.
>>
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Is there a way to cap my pop???I dont want anymore dorfs for now
>>
>>1909014
You can change the population cap in the settings
>>
>>1909014
Yeah. It should be doable from the menu, and if you cant do that, it is a quick txt edit in the config files
>>
>>1909014
>I dont want anymore dorfs for now
pussy
>>
dorf butt
>>
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WHAT A WASTE OF ADAMANTINE
>>
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OOOH WE COOKING WITH ADAMANTINE BOYS
TALENTED WEAPONSMITH
GET HYPE
>>
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>>1909121
It's...
NOOOOOOOOOO YOU BITCH
TROLLED
>>
>>1909126
Perfect for your Hammerer.
>>
44 years into the fort I finally made a blacksmith/metalsmith/metalcrafter guildhall
The adamantine troll gets the nickname "Feathers", cause that's what she gave me: a very expensive feather
>>
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>>1908291
>>1908317
They're back demanding another artifact
This time it's bloodletting time
Never negotiate with terrorists
>>
>>1909149
How come their dorfs are monoethnic
>>
>>1909150
You mean your dwarves aren't?
Do we need to start post the guide again?
>>
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They do indeed have steel armor but they're no match for my squads of elite marksdwarves perched on their towers
>>
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>>1909157
I would give them the taste of my adamantine but some asshole started a massive brawl again
Plus I'm curious to see what else these dwarven rapscallions are gonna do
>>
>>1909162
The really funny thing is these dwarves... are riding horses
That must be some advanced technology they have
>>
And they're in full retreat having lost 4 people and realizing the rain of steel bolts ain't gonna stop
>>
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Post gas chambers
I use this one for upper spine injuries since expelling is a death sentence anyway
Cool marksdwarf who liked to kill buzzards
Cool crutch walking guy who charged serpent men hordes with nothing but a woodsman's axe
RIP
>>
i hate marksdwarves so fucking much
>>
>>1909216
Post them next to not one but two ammo cans (as in bins) and make sure they can't move, this is the only way they'll be useful
>>
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I simply must dig deeper
What do we think, collapse cavern floor to block the magma flow and then pump it?
>>
I don't even know what's happening anymore
>>
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>>1905493
Guys i need help, i have this cool fort but it's from that version where the orcs are missing from the sieges, maybe two versions before the adventures mode update, so if i play now this would be fixed? i think i read somewhere i gonna need a new world to play with orcs again, i don't want to play in an outdated world but i really like this fort, i have steam DF beta branch installed.

Someone can give a qrd about the new features from i am missing playing in this world? i mean i still getting the update fixes, but some changes are worldbound right? what changes from that version to now in general? and what state and what's going on with adv. mode is right now?
>>
>>1909243
Unless they change generation, which they haven't since 50.01 and the initial steam fortress update, then you can still play your old world.
>>
>>1909243
>>1909249
As for Adv mode, it is almost up to speed with pre-steam df... almost.
>>
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Magma laced with magma
>>
>>1909243
I not sure think that the adventure beta branch is fully compatible, or if it is, then at least while beta it wont recognize a save from 50.xx because I remember it not letting me do so. But I could be wrong, so dont let me stop you. Further more if you want to experince the new adventure mode stuff you might need a new world gen anyways, even if it same as your old one but using the same seeds
You should still be able to play in the lastest main branch version (50.14) with your save without issues however


>>1909251
>As for Adv mode, it is almost up to speed with pre-steam df... almost.
I think that as off the last beta update, it is pretty much side by side with with 47.xx Adventure Mode, since all Toady is working on now is the Chosen stuff and tutorials as per his monthly report
>>
>>1909277
As I said. Almost
>>
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Wicked Horse Dwarves of the South are back, this time a hundred strong
They're just sitting there, waiting, hoping to starve me out
I'm gonna enjoy counterattacking their fortresses with my legeandary axe dudes and their adamantine and divine metal axes
>>
>>1909156
Oh, I just thought that it was reverted back to the whole "civs have a defined ethnicity associated with them" thing instead of having every individual member of a civ be randomly generated from every skin colour and facial feature combination under the sun for literally no reason
>>
>>1909374
I wish I had your optimism
"We respect our employees and players. Kitfox has a zero-tolerance policy for harassment and cyberviolence. Everyone must be treated with respect, whether online or offline, and abusers will not be permitted to harm our employees or players. Victims of cyberviolence can also refer to Crash Override for guidance on safe next steps."
>>
>>1909381
are you stupid? we spent the entire last thread discussing game genetics and their relation to civs.
>>
>>1909156
>Do we need to start post the guide again?
I'm not sure what guide you mean but I'd like to see it. I'm very new.
>>
>>1909500
He means the one after the mega
>>
So I've made it a year in. When do my dwarves actually start moving furniture? I've had a bunch of bedrooms set to have a bed and door delivered for literally six months and nobody has gotten around to it. Is there some priority system I'm not seeing? Am I running too many workshops?(2 crafts, carpenter, and stone with 18 dwarves)
>>
Returning player here.
I've been trying to gen a world with a dead dwarf civ to try out a "rebuild civilization" scenario. Managed to gen a world that had absolutely everyone dead except about 100 000 gobbos. There were no elf civs left, zero dorfs left alive with one civ officially "dead" but playable, all the humans dead but their civs populated by goblins etc. Still I'm getting migrants and caravans like nothing had happened. Every yearly Legends dump shows more dwarves alive in the world, apparently just materializing out of thin air at the edge of my map.
Apparently that "first two hardcoded migrant waves and then nothing" isn't a thing anymore.
>>
>>1909746
Yes, welcome to Steam Fortress
>>
>>1909746
yes that was established right after steam fortress came out
next question
>>
okay so i'm new at this, how the fuck do i get my dwarves to use the bins i made?
they took so long to haul all the goods to the trade depot that the caravan fucking left because they're grabbing them all one at a time
>>
>>1909776
>next question
How do they do it? How can they manage to disappoint in new ways every time?
>>
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>>1909781
trannies
and toady is checked out and heading for the beach
>>
Yes, I am autistic enough to build thematic temples and other rooms.
Say hi to The Hungry Church, where people worship The Foggy, the deity of water and nature that takes the shape of a female green devourer. The central statue is of the deity eating a lungfish while dwarves pray to it
>>
>>1909780
Not everything goes on bins.
Also check the the stockpile configurations if bins are actually enabled on that particular stockpille, the dorfs will start reorganizing things into bins gradualy after a while
Further more if you have wheelbarrows assigned to a stockpile, it will limit the number of dwarfs hauling things there to number of avaliable wheelbarrows in that stockpile
>>
>>1909780
bins and barrels are the first thing you make out of wood right after beds, and unlike beds you automate that shit so there's always empty bins and empty barrels
if you already have a stockpile of just loose crap it takes a while for it all to get put into bins
>>
>>1909830
almost everything goes into bins, bags are supposed to go in barrels but that seems bugged
>>
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You like?
>>
>>1910067
nyet
>>
>>1909769
>>1909776
Does building a bridge to an island to make caravans come still work?
That's my next fortress idea
>>
>>1910070
You mean using fort(s) to connect two separated landmasses? I think you can still do that
>>
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>>1910092
I want a volcano fort, but the only volcano is on an isolated island
So I wanna build a yuuuuuuuuuuge bridge on a 7x2 embark or something to link it up
>>
>>1910096
Yes you can do that, and I think you dont even need to actually build a bridge for it work since the actuall terrain will get abstracted once you retire the bridge fort.
>>
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Found hundreds of snake people murdering my framerate, now they're forcing my military guys to go swimming
Only one miner died so far which is amazing, maybe snake bites will kill more wounded guys
>>
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Snake people OP
>>
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Marksdwarf forgets to pick up ammo, pays the ultimate price
>>
>>1910101
>Only one miner died so far which is amazing, maybe snake bites will kill more wounded guys
Lost 4 axe/sword dudes and couple more civilians
Drowning and overexertion being chief causes of death
>>
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I don't look forward to fishing the corpses and adamantine weapons out of there
>>
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And this little beauty got woken up by the commotion
I look forward to losing more of my experienced fighters to drowning and then losing the entire fort to this one
>>
>>1910115
Sounds like a good excuse for a minor project. Setting up some fortified positons so that you can drain the pools and retrieve the weapons
>>
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>>1909216
Marksdwarves are gonna solo this fucking goblin siege since I'm still mopping up snake people

>>1910124
Frankly I'm retiring the fortress next year, framerate is BAD and it's rather boring besides all the goblin and dwarf sieges and elf and snake people ambushes
Haven't seen an FB in decades, too many have died already
>>
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>>1910126
>Marksdwarves are gonna solo this fucking goblin siege
NEVER MIND THEY GOT STUCK NOT PICKING UP AMMO AND DISOBEYING STATION ORDERS
Somewhat depleted melee squads are mopping up the survivors
>>
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OK silver lining and all that
>>
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>>1910132
>>
>>1910133
>in wagon wood
Im impressed that you managed to save pieces of your wagon for this long
>>
>>1909830
so it seems like the main problem i'm having is that they never put anything in stockpiles, I just have mountains of crafted goods sitting on the workshop floor
do I need to have like, three dwarves assigned only to hauling or something? they're all fucking around with the pig tail seeds i bought from the dwarf caravan two seasons ago
>>
>>1910137
Without actually playing your save, I would guess that your issue is with your dorfs not having to many labors and not having enough time to do hauling work (and you not having enough children to do that as they were meant to in this current version)
You should also check to see if it isnt a stockpile configuration problem. If your stockpile for example, has even one wheelbarrow assingned to it, then it limits the number of dwarfs that can make deliveries to this stockpile to the number of wheelbarrows the stockpile has iirc
Also seeds are stored in bags first before going to barrels, so this could also be a source of haulers ineficiency as they are trying to stockpile seeds one by one.
>>
>>1910140
yeah i only have like 18 dwarves and have gotten no migrants for the past 2 seasons, so that's probably a factor. do you have to manually assign wheelbarrows and bins to each stockpile? that would explain a lot about why they're not getting used, i'm just using default settings atm
>>
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Local goblin turns into a goat mid-siege
>>
>>1910142
You are given a manual control for bins and wheelbarrows as an option, but I dont remember what configuration they come with by default.
Also, dorfs will sometimes drag stuff into stockpiles first before they actually start organizing them into bins.
Since you are still at a low pop, I would recomend that you dont bother with trying to stockpile everything yet with the exception of food and drink, and specific items like ores for your smelthers which benifts from being transported via wheelbarrows due to their heavy weight.
>>
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>>1910145
And this is the power of Friendship
>>
>>1910145
I hope it got cause some fun instead of getting an arrow between its eyes
>>
the spritework on the steam version is ugly. when the fuck will i be able to change the tileset.
>>
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You like?

>>1910159
I think it's pretty good, definitely the best tileset out there
>>
>>1910132
How could a child have a non-craft mood? Can they learn at guild halls or something?
>>
>>1910136
Your starter wagon is made of some civ-available wood. Wagon wood is what you get when trader wagons deconstruct/"die".
>>
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>>1908986
>>1908987
Local Axedwarf is up to 299 kills these days, he's an absolute beast

>>1910162
>How could a child have a non-craft mood? Can they learn at guild halls or something?
Yeah I have overlapping guilds for metalcrafting/metalsmithing and weapon smithing
>>
>>1910163
Yeah I wouldn't believe me hanging on to 48 year old wood
>>
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Aw bugger
>>
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You know, there's only like 18 demons in the underworld
And the entrance to their clubhouse IS pure adamantine
I could probably take them, right?
Right now they seem content to swim in the magma sea
>>
121 dorfs, 99082 wealth, plenty of food drink and I dont know what to do.
>>
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The clowns have got in through the magma pump area, bullying some peasants to death. One has breathed poison gas on my dudes, hope they don't drop dead. I should have seen this giant opening into my fort.

>>1910188
Create more wealth, like adamantine weapons. I am at 9909488 created wealth.
>>
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We like?
>>
>>1910188
dumb dwarf tricks
>>
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Why does butchering my chickens produce no meat????Do they need to age more or some shit???
>>
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>>1910594
Nvm
>>
>>1910596
>>1910594
Iirc, the animal size does affect the amount of meat you get from a carcass. Some animals can be too small to yield anything, and age is a factor in animal size
>>
>>1910594
>>1910670
Y'all niggas need to take the pig pill
Or actually wild boars in my case +ivory -milk
>>
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Local dwarf has 2% of the Fortress GDP strapped to his body
>>
I discovered too late greaves and chain leggings are mutually exclusive and cannot be layered, so as part of the NO MORE BROKEN KNEES plan it's leather trousers + greaves for all
>>
What if I give my veterans squad dyed silk robes and silk hoods for a sort of Dark Angles vibe, will they wear them over the armor and will their sprite reflect that?
>>
>>1910741
Seems like a no
Can't wear hoods over helmets and the robe is worn under the armor and doesn't show on the sprite
>>
Newfag here. I don't get farming, specifically seeds.
>read wiki
>"Anything you do (except kitchen) produces seeds, including making drinks."
>make drinks, focus on fishing to produce food
>run out of seeds
What gives?
>>
>>1910760
>>run out of seeds
Have you actually verified this from your stockpiles menu (Im assuming that you have an Bookkeeper keeping track of your items); or you are assuming this from messages telling you that some dwarf canceled his planting job due to having no seeds?
Because if it is later it could be just a hauling job conflict where one dwarf trying to take a bag/berrel of seeds will block all the other dorfs from accessing those seeds (the same goes for dorfs hauling newly produced seeds back to stockpiles)
>>
>>1910762
I'm looking at the empty farms directly and it says
>no seeds
>>
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I have 300 confirmed elf kills
>>
>>1910760
I run out of plump helmet spawn all the goddamn time, the solution is to go gather plump helmets from the cavern every once in a while
Maybe I should have a look at the cooking menu some day huh
Everything else I grow including surface crops never runs out of seeds
>>
>>1910763
One possibility is that your seeds got eaten by vermin. Im not 100% sure if they can eat seeds, but the can eat food and drink, especialy if left outside of barrels.
>>
okay i'm having a terrible time trying to understand this
which quern bill do i use for things that aren't 'turn all our fucking crops into paper' because both of them seem to do that and i've got like a hundred pig tail slurry sitting on the floor in the quern
>>
>>1910770
I just buy parchment from caravans and then never use it because it's impossible to sell copied scrolls
And scholars never sit down to write anything anyway
>>
>>1910770
Mill plants for sugar, dye, or flour, depending on the plant.
Mill seeds/nuts to paste for paste which is used to make oil at a screw press.
Mash plant into slurry for slurry which is used to make paper at a screw press.
>>
>>1910770
Use stockpile configurations and chaining orders to filter the plants that you want to mill.
>>
>>1910763
How many plump helmets do you have? The most common reason for running out of seeds is that you planted them all so they're currently being stored in your stockpiles as plump helmets.
>>
>>1910779
frankly plump helmets need to be overhauled because it's a fucking mushroom, one plump helmet spawn should give many, many plump helmets because that's how mushrooms work
their main use is just to have some dwarven wine just in case someone likes it as a food source they're not all that great
>>
>>1910800
>their main use is just to have some just in case someone likes it as a food source they're not all that great
Welcome to Dwarf Fortress.
>>
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>>1910814
I have local dwarves bringing free food in the form of horse mounts, just needs a little legwork and it's meat for days
>>
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Poor babies have some steel armor but I have adamantine
>>
Toady needs to give invaders actual leaders with high skills and good gear, some named weapons, stuff like that
They're never even historical figures, just get generated on the spot with no history, no groups, no relations
>>
Human bros aren't doing so hot in world gen vs the endless green tide, so I'm gifting them steel weapons purely as roleplay
Does this actually have any effect on anything? I'm guessing it's not that advanced
>>
>>1910824
It should ramp up.
>early game invaded by literal who
>eventually, around the time you get your own nobles, enemy historical nobles start attacking you
>>
>visiting goblin is telling a story
>performance troupe he's part of was formed 230 years ago
>skills related to performing are merely adequate
>dabbling schemer
really makes you think
>>
>>1909412
>start adventure mode game pre steam fortress
>hit randomise appearance
>get a lot of similar looking people, same skin colour and similar facial features
>start adventurer mode game post steam fortress
>hit randomise appearance
>everything from MQESE MBUTO tier dark to pale
>>
>>1909746
>Still I'm getting migrants and caravans like nothing had happened.
Feature removed. Not bugged out, removed.
My theory is that during the initial Toady flip out when he signed with Kitfox, they, in their retarded quest to "mom" the game into a casual experience, demanded no useless scenarios after world gen. So now migrants and caravans are hardcoded. Same reasoning behind why babies are a thing and dragons are tameable now.
>>
>>1909746
>>1910860
You can have the same Dorf Bunker experience by playing an incredibly hostile biome and having all the merchants become fog zombies
Since no profit reported to the mountainhome, no migrants
>>
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I picked up DF & Caves of Qud on Steam. They're fun.
>>1905493
>or as a paid premium version on Steam or Itch.io
I think not!
>>
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Wait, they can breed? What the fuck
>>
>>1910895
>dwarf fortress
which is harder
dwarf fortress or distant worlds with the bacon mod
>>
>mushroom tree is holding up the slab of rock I want to cave in
REEEEEEEEEEEEEEEE
I'll get the ballista ready then...
>>
>>1910895
>>1910927
Dwarf fortress is an easy game for casuals since the steam release
Who knew lack of a proper human usable interface was the only thing causing its alleged difficulty
>>
>>1910966
Always has been, funny that it took a slightly less pretty UI and ASCII-esque graphics to filter mouth-breathing retards
>>
>>1910967
When I was playing the lazy newb pack I had the most enormous difficulty setting up irrigation for the farms... which I didn't even need since you can grow shit on sand
Also the idle dwarf counter made me deeply upset, I'm glad it's gone since down time is actually good for the lazy fucks who won't replenish their own needs
>>
>>1910966
>Dwarf fortress is an easy game for casuals since the steam release
>
Each combat update has made the game even more iopsided. Either you curbstomp several hundreds of scrubs or meet a single enemy that depopulates the entire fort.

Used to be a time when a maxxed legendary anything could murder just about everything with anything on hand. Today if you don't have a proper kit you are just fucked.
>>
Don't even get me started on danger rooms.
>>
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So first time im encountering one of these cunts , can i turn it into nuggies??
>>
>>1911223
Sometimes you can. It depends on what it is made of. The biggest issue is that they weight so much that they will most likely rot before one of your dorfs can drag back inside your fort. But that pretty easy to solve, most of the time, by simply building a butcher shop right next to it.
>>
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why the fuck did these assholes start killing eachother mid spar ?!
>>
How will magic fuck up the combat?
>>
>>1911265
We cant really say how batshit magic will/can get until the magic update is done, since the biggest aspect of it is that it will be proceduraly generated. But it also be the player will have some control over by chosing how much magic will be prevalent when generating a world as per Toady own words
The only real reference we can get is the magic abilities that are already in the game, that until now was avaliable only to special undeads. But apparently it is also now avaliable to the player with help of the magical item as of the last adventure beta release.

And of course, we always had necromancy which has aways been pretty broken to put it lightly.
>>
>>1911265
completely broken undoubtedly
>>
>>1911279
Blisters Causes the target to grow blisters all over their bodies. Does not hamper fighting ability, making it mostly useless in a fight.

Dizziness The target is affected by dizziness, possibly inconveniencing them in combat.

Pain The target is afflicted with pain, to the point of being stunned by it.

Suffocate Causes the target to become winded. Does not last long enough to kill by suffocation, but will make the target take longer to take actions.

Bleeding The target suffers blood damage across the body. Can stack, leading to death by blood loss if multiple undead use it on the same target.

Sicken The target coughs blood, vomits blood and/or feels nauseous, leaving them vulnerable.

Blind The undead deprives its victim of sight temporarily, making them appear as if blind. In adventurer mode, it appears to have a typo, giving the message "You your sight is fading!"Bug:11858 Creatures with
[EXTRAVISION] are immune to this power.
>>
>>1911284
Rot A random body part of the target will suffer minor necrosis. Can lead to extreme fun if the body part ends up being a dwarf's/your adventurer's eyes.

Paralysis The target is completely paralyzed. Generally leads to near-instant death in most creatures, as paralysis of the diaphragm leads to suffocation.

Raise Fog The undead changes the weather to create a temporary fog, limiting vision.

Ice Bolt The undead launches a sharpened bolt of ice at the target, causing varying physical harm.

Vanish The undead immediately enters stealth, becoming invisible. Players are unable to retaliate, block, or dodge against the undead's attacks, due to not being able to target them, but may hit them with thrown items.
Creatures with [EXTRAVISION] can see the undead normally, negating the power.

Propel Away The undead blasts the target with force, launching them away from it. Effect varies on the foe's weight; smaller creatures can be seriously injured if they impact with a surface, while heavier targets can resist or
flat-out shrug off the blow. Can be used to free the undead from a grapple.
>>
>>1911223
You can definitely butcher them if they're made out of flesh and bone
I have a few items made from forgotten beast bone
>>
>>1911221
I don't know what you mean, I've had legendary fighters charge 20 skilled goblins alone and die from passing out from over exertion
I've also had legendary fighters instakill forgotten beasts by chopping their heads off round 1
Skill still decides everything in combat, armor is just there to make sure they survive to become legendary
>>
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This is Roderdumat, Mountainhome of "The Chambers of Toning"
After 50 years I'm retiring the fort
400 tombs I've filled
Thousands of goblins have I slain
Almost 100 adamantine have I mined (and locked the underworld nerds in their cuck cage, although a couple have escaped)
I don't even know how many artifacts the dorfs have created
I do know so many FBs fell they stopped coming altogether
And one plains titan too
And a Roc came doing nothing noteworthy other than dying
It was a good fort as a peaceful embark exercise in fortressbuilding after one crazy embark (evil glacier)
The stories of Roderdumat will live on in the next fortress
>>
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>>1911645
>>
Best story from the fort was Dwarven King Necromancer panic resurrecting a Cyclops which then immediately killed him, who I then locked in the mine complex who then proceeded to solo 2 forgotten beasts to death, only to fall to a lucky goblin
And another forgotten beast released from the same mine to fight goblins setting the entire map on fire (including some kangaroos)
>>
>>1911640
Armor has been less important since the ragdolling update anyway.
I'd still say better weapons are important since they allow fighters to finish off their enemies with fewer strikes and less exhaustion.
>>
>>1911650
Enter biting/kicking/striking with the pommel of an adamantine axe
>>
>>1911640
>I don't know what you mean,
because you haven't played the game before .47 (over 10 years ago)
>>
>>1911676
I played 0.42 I think, didn't get to military stage though
>>
>>1911676
10 years ago was 0.40 when active world gen and multi tile trees got introduced
>>
>>1910895
Steam release has destroyed the illusion that dwarf fortress is a hard game. It was visually off-putting and mechanically unaccesable for most people, but now that these things are fixed it has become obvious how simple (but broken) the game portion of the simulation actually is. All the "omg DF is so hard you need 169 IQ" talk has been exposed as fans wanking each other to larp as a gamer elite.
>>
>>1911807
more like, exposed as the gatekeeping it was/the justification filtered retards used.
>>
>>1911807
I dunno man a lot of people still get filtered hard by it.
>>
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Browsing legends mode now, a lot of exiled werebeasts were still alive and getting married
>>
>can do literally nothing with driftwood on a map largely devoid of trees
Thanks Toady
>>
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>>1911852
>start new fort
>Weregoat the legendary weaponsmith shows up in the first migrant wave
>I don't even have a door to lock him up with
>>
>>1911807
The idea of DF being hard was dispelled by the mid 2010s. After that, it became very much a roleplaying game.

Well, aslong as you didn't get into dfhack mods that enabled digger sieges. Then it gets truly fun
>>
https://steamcommunity.com/games/975370/announcements/detail/591757425095213081
Patch
>>
>>1911937
>Added some safeguards to ages of generated migrant children
Is the era of -1 year old headless purple babies over?
>>
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Hey kiddies remember to execute your werebeasts in case they come to your new fortress
Do not expel the fuckers, they don't get killed in the world sim
>>
>>1910895
>Dwarf Fortress
>raises the bridge in front of waiter before he can deliver any fun
>>
>>1911940
Aww, I liked having creepy stillborn fetuses shambling around in my fortresses.
>>
>>1911937
Added
>>
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Is there a way to force somone to come carry my gurl to the hospital ???
>>
>>1912070
looks like she can walk
just needs surgery literally everywhere to remove necrosis
good as new, minus eyes
>>
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>>1912075
nah she kept going in and out of consciousness and died , it happened quikly RIP
>>
>>1912078
They may have fixed syndromes only affecting one layer of tissue, previously I had an entire squad with necrosis and they all survived
>>
I am silly and sleep deprived, disregard my post.
>>
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>>1912078
>>
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I am playing a 14x1 embark AMA
>>
>>1912730
What did you have for lunch
>>
>>1912732
Nothing as yet, just coffee, cigarettes and dwarves
>>
>>1912730
how does that work when your mom comes for a visit?
>>
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>>1912756
Your mom brought me one of these
>>
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>>1912730
You are recreating the Old London Bridge?
>>
>>1912777
Feels like Crimean Bridge
>>
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My pet weremoose is up to 13 dwarf kills
>>
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>>1912882
I FORGOT TO LOCK THE WEREMOOSE DOOR
>>
THE MOOSE IS LOOSE
>>
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It's a Savage/Evil/Good biome because the map is so huge
I don't know what causes reanimation but it only happens sometimes
>>
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>>1912059
Ayy
>>
>>1912917
the weather
>>
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>fort mode
>necromancer tower
>intelligent undead kill everything in one attack, no matter their weapon, even using fists or feet
>undead animals are similarly dangerous
>all traders and liaisons are killed by roaming undead or sieges (I don't know if this causes issues)
>squads sent to attack the tower get mulched
Any advice? I'm having fun, I just want to know how I'm supposed to deal with undead and how I'm supposed to blow up the tower
>>
>>1913494
>all traders and liaisons are killed by roaming undead or sieges (I don't know if this causes issues)
I think it might probably fuck with your migration waves, since it relies on the fortress wealth reports made by caravans liaisons, unless of course this has been casualized for the steam normies

>Any advice?
Play defensively, relying on traps and avoiding direct combat until you have dorfs who can safely dunk on intelligent undead/husks/ghouls so that you dont end up with even more undead fucking around your fort (now more well equiped and in high quality gear).
Using a network of tunnels so that you and merchants can travel in and out while avoiding as much of surface as possible and learn to love the caverns. You will probably have to farm goblinite from the cave dwellers if you dont have weapon grade metals in your fort.
Start a war animal breeding program to use them as a cannon fodder while assaulting places, since iirc they tend to overperform in the abstracted combat rolls compared to how they fare in the live combat
Lava.

That is all I can think
>>
is Bay12 down? i cant look at the forums
>>
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I am making a Malodorous Sludge machine, which way does the power transmit?
Which tile of the pump must be connected to gear assemblies?
>>
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>>1913676
Welp apparently there's no wind on my map
>>
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You like fighting do you? Let's see you fight a weremoose bare handed.
>>
>>1913537
>I think it might probably fuck with your migration waves
I did get a lot of nothing every other year but also sometimes something

>traps
I keep forgetting these exist
>war animals when assaulting
and these
>>
My fortress is officially a death trap between the tantrums due to rotting corpses and rotting corpses rising from the dead and stealth werebeast citizens from the last fortress AND ant people from the caverns and THEIR reanimated corpses
Time to turtle up, seal myself in and build that Malodorous Sludge generator
>>
>>1913755
DF anger is bugged to have permanently psycothic dwarfes.
not because they lost family, pets, limbs or precious items or have been denied needs
because they saw a single corpse the first year or it rained on them and this moved their prone to anger slider to the maximum value
if this happens i strongly encourage to check out the tantrummers and see their anger stat, and edit it to a more reasonable value
>>
>>1913810
People keep dying, it keeps raining blue shit from the skies and their friends keep rising from the dead to attack the living
Even if it is bugged I'd say they have a fair enough excuse for tantruming
But I won't tolerate such behavior of course, anyone caught tantruming is now expelled (unless they're a werebeast then they're executed)
Look forward to migrants in my next fortress arriving Haggard and pissed the fuck off
>>
>>1913812
>executing your werebeasts
FOOL, lock them away in a sealed room
>>
>>1913814
I do, but different species of werebeasts are hostile to eachother
>>
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My Sludge Generator™ chooched for a while, then stopped, spilling its contents on the ground
What gives?
>>
>>1913960
I still dont get what this most unholy contraption is trying to achieve. It looks like a perpetual energy generator, but I see no water or water wheels
>>
>>1913965
It's just a normal happy thoughts generator, I've even insulated it from the raining sludge
>>
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See already went from 30 pissed off dwarves to 27
>>
Are mist generators an exploit or intended game mechanic? Let's have a vote
>>
>>1913990
We have mist generators in real life, so it's valid.
It'd be nice if the heat mechanic did something so mist generators generated happy thoughts in hot climates while heat generators generated happy thoughts in cold climates.
>>
>>1913990
"yes out" of "who cares"
>>
>>1913990
As long as you keep it to one small area, it's fine.
>>
>clicking seize instead of trade on a human caravan
dang it bobby
>>
>ant man drones can fucking fly
owie zowie right in my magma smelters
>>
>>1913990
They eat up your FPS and they have never been "patched" so yes, yes they are intended to work that way.
>>
>>1908219
You can smash them with drawbridges. If you aren't using one of your caverns you can also dump them there, or dump them down a big pit. It's also probably possible to flush them away with water but that would probably lag the game.
>>
>>1909781
Make a suggestion on the forums, maybe it will be turned into an optional feature
hahahahaa
>>
>>1908546

Merchants that engagew ith hostiles will have their brans melt and become stationary because toady forgot to code their behavior in regards to hostiles.
>>
>>1915405
did your brain also melt while typing this
>>
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This goofy fuck has been stuck on this shroom for the last 3 years
>>
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this lil nigga got drunk and started fighting a horse . i love this game
>>
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>An army of tree lovers shows up
>they have us outnumbered 3/1
>surely my beloved necromancer Mace Lord will create undead to aid us in battle :DDDDDD
>As soon as an e*f dies it and its body parts rise to fight my dorfs
They managed to eradicate most of the invaders , the rest fled .
What should i do about my necromancer ? I dont wanna kill him ,is there a way to limit his movement ? Can i just like build him a little luxury room and have other dorfs deliver food and booze to him ?
>>
>>1916354
also , can dorfs fall down the stairs ? i keep finding corpses in my stairwall far away from were battle took place
>>
>>1916354
>Can i just like build him a little luxury room and have other dorfs deliver food and booze to him ?
Necromancers never drink but you can dump food through a roof hole for anyone else you wanna place on house arrest
>>
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anons, is it correct that i only need tables and chairs for my dining hall?
( 1 chair + 1 table ) x 1/5 of my total population?
>>
>>1917060
Yes. Having a stockpile of food and drink nearby also would be useful.
>>
>>1917060
I'm not sure about that math, But it is correct that a dwarf needs 1 chair + 1 table to eat comfortably, and they dont share tables.
So in your pic for example, unless you are going for aesthetics, that chair l table l chair l table l chair row can only accomodate two dwarf despite having 3 chairs
>>
>>1917060
the bigger the better, they get "blissful dining in a legendary dining hall" thought

>>1917090
They don't really drink in the dining hall, but do have a stockpile of mugs near the drinks stockpile
>>
>>1916354
That makes me remember my last adventure in the new betas
>be me
>me snail
>decide to try luck on the new dungeons
>Try to charm a cute elf girl
>fail miserably
>kill its friend
>she starts spitting and calling me names
>give her the *look*
>decides to adventure with me but hates me anyways
>delve into the dungeon nearby
>first floor down and there is a elf twink completely nude
>give him the *look*
>decide that maybe the loot where the elfs i seduced along the way
>start going back trough other rooms
>realize that the twink is a necromancer
>nowayfag.png
>decide to go to a corpse filled room
>punch slightly one finger of the twink
>he revives the death
>as long im not near the corpses the corpses dont want to fight us and they lead us to the exit
>the surface is clearly full of undead
>the merchants who where basically near the dungeon are in panic
>decide to go to a near fort to retire this team
>get ambushed by wolves and everyone dies
Peak df and ironically the most fun i had on adventure mode
>>
>>1917114
>do have a stockpile of mugs near the drinks stockpile
Easier to just not have a mug stockpile, so that mugs stay on the drink stockpile.
>>
>>1917224
If you don't have a mugs stockpile your mugs will inevitably get lost in the dirty socks stockpile
>>
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>>1917114
>the bigger the better
what size should i be aiming for?..

>>1917229
when should i be establishing individual stockpiles? right now, i have a single huge stockpile for everything
>>
>>1917229
>get lost in the dirty socks stockpile
I don't get it.
>>
>>1917250
>what size should i be aiming for?..
12x12 or bigger, fill it with display cases and statues
it's actually laughably easy to make a legendary dining hall

>>1917250
>when should i be establishing individual stockpiles?
pretty much immediately
>>
>>1917261
mugs and socks both count as finished goods
>>
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>want to update to the new versions
>don't want to port over my years of personal tweaks and additions or figure out the new mod system
>don't want to play without my personal mods
>still no keyboard support
>stick to the old version
>>
How do I find fun?
>evil biome
That's boring, you just wall yourself off.
>>
I think I'm going to buy the steam version my eyes can't stand the classic ascii keep seeing double vision
>>
>>1917676
>you just wall yourself off.
This can applied to every possible difficult settlement in D. The real difficulty setting in DF is a self imposed ban on walling things off

>>1917679
I never liked vanilla ASCII because all the black space between characters strained my eyes. But there were some ASCII tilesets that would fill the black space with color and it was so much better. I think that the one I used was called CLA. I dont dont know if it has been made 5x.xx compliant tho.
>>
>>1917679
Have you considered piracy
>>
>>1917679
why buy when you can try?
this thread is conducive for such things
>>
>>1917675
Every few months I decide to try the new version and then go back after few hours when the old RSI flares up from that clunky wobbly mouse designation .
>>
>>1917676
>pocket world
>max megabeasts
>embark on the edge of a mountain range
There's a good chance of some fun to be had. See if you have time to wall yourself in.
>>
I'm really glad I decided to look at my world in legends viewer before playing it this time. There are all sorts of story hooks here, like The Brutal War and The Fall of Masterceilings

>world's sole dwarven civilization had lived in peace for 100 years, coexisting with neighboring humans and elves to the south and protected from invasion by the goblins to the north by their mountains
>suddenly a goblin civilization from the glaciers at the northernmost reaches of the map decides to attack them
>their lizard demon master marches south with an army of 700 goblins, 100 slaves of various other races, and an entourage of seventy lesser demons
>bypasses the humans they usually fight
>sack the unremarkable deep site of Masterceilings in the heart of dwarven territory (maybe the marched through the caverns?)
>a combined army of elves, dwarves, humans, and elven war animals nearly 2000(!) strong is mustered for a counterattack
>they kill almost all the enemies, but can't overcome the lizard demon
>run for their lives with only ~400 still standing
>lizard demon has been stuck in Masterceilings for the last eighty years with one human and one dwarf for company
>nobody has dared to challenge him again despite him corrupting the densely populated lands around Masterceiling

I almost never do Adventure Mode but I'm going to slay the fuck out of this demon. Does anyone know if killing it will revert the area flipping to Evil biomes, or is the land there tainted forever?
>>
>>1917675
DF noob here. How do you go about tweaking and modding? Do you mean tileset and init tweaks, or something more substantial?
>>
>>1917936
He is probably referring to RAW edits
>>
>>1917842
I sincerely dont know but yesterday i hacked the head of a necromancer and nothing really happend... just took his crown and burned the body
And also please keep us updated i want to read the fight
>>
>>1917842
you can deal with the demon in fortress mode by "demand surrender and occupy"
>>
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anons, how many wheelbarrows should i assign to my main stockpile?.. i have the default 1, and the wiki doesnt seem to suggest anything in that regard
>>
>>1918422
wheelbarrows are only used for hauling stones and ores
>>
>>1917842
>a combined army of elves, dwarves, humans, and elven war animals

Fake, different civs do not fight together, there is no coding for this to happen.

>>1918422

wheelbarrows are buggy and a waste of time, they limit the number of people that can work at hauling to that stockpile and will often just end up in 7/7 water because dwarfs seem obsessed with throwing wheelbarrows into wells for some reason.
>>
>>1918424
care to explain anon?
i do have stones on that stockpile, will it be beneficial to have extra wheelbarrows?
>>
>>1918427
hah, i see
so should i keep one, or should i get rid of the one i have?
>>
>>1918432

sell it, the speed you would get from using wheelbarrows is negligible unless your hauling especificaly heavy ores for 50+ z levels, wheelbarrows are not worth the headache
>>
>>1918436
got it!
thanks anon
>>
>>1918436
wheelbarrows are awesome I wish you could assign them to smelters to speed up steel production
>>
>>1918430
move the stone stockpile to your stoneworker/stonecrafter workshop and move your metal ores to your smelter dumbass
>>
>>1918436

Dwarf carrying Wheelbarrow/baby/etc gets thirsty/dirty
>Goes to well to drink/clean
>Drops whellbarrow/baby/etc in the well so he can pickup the bucket

Such a simple thing to fix, but noooo, lets work on the idiotic broken justice system instead.
>>
>>1918454
>dwarf uses stepladder to pick fruit from a tree
>another dwarf sees a stepladder not in the designated stepladder stockpile
>takes it away
>dwarf 1 is now stuck in a tree forever
ehehehehehe
>>
>>1918458
OOOOH THATS WHAT IS HAPPENING IN MY FORT! i see...
I just keep seeing my "dwarfs" up trees and getting stuck at random, that must be it
>>
>>1918460
click on your gather fruit zone and only tick pick fallen fruit
never deal with dwarven retardation again unless it's drowning season
>>
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>>1918449
is it good like that, or should i make workshop-stockpiles bigger?
>>
>>1918489
dedicate an entire floor to workshops with huge stockpile space in the middle
>>
>>1918489
That is fine. You can make a even better use of space by placing your workshop especific stockpiles in a floor above and/or bellow
>>
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anons, what equipment do i need for my training barracks?
ive read the wiki, but it doesnt really say anything about the specific equipment or how many pieces do i need to place
as wiki suggested, i have made sleeping barracks with beds and chests, and assigned my squad to sleep and keep their personal gear in that room
on the right side, im planning to build the training barracks
>>
>>1919152
You technically don't need anything at all
If you make them sleep there they'll be grumpy
Armor racks do get used sometimes, but set the routine to "Ready" and they will always wear their uniform
Weapon racks never get used
Neither do coffers outside taverns/hospitals/libraries
>>
>>1919160
hmm, interesting
so just a few armor racks "for the flavor" and thats it?
also, should i just let them sleep in the individual bedroom of their choice, like any other dwarf?
>>
>>1919191
>also, should i just let them sleep in the individual bedroom of their choice, like any other dwarf?
you can just make individual bedrooms in the same spot as the barracks and assign the squad members manually
it's not really a huge deal if they sleep in the barracks but you don't want UNBELIEVABLY AGILE INCREDIBLY STRONG dorfs to be stressed out for obvious reasons
>>
>>1919193
got it! thank you anon
>STRONG dorfs to be stressed out
i havent played long enough to see all the crazy stuff ( besides a few episodes )
>>
>>1919209
Let's just say legendary axedwarves throw legendary tantrums
>>
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well that was unexpected
defeated some sort of a big lizard - a "warelizard"
as it turns out, my commander got infected and without a warning transformed into a lizard himself
all that in the middle of my fortress, so lots of dwarfs got involved in fighting it and perished as a result
what was i even supposed to do here?
>>
>>1919300
manually check for bites and quarantine
>>
>>1919301
hmm, i suppose i could check for bites, but how do i "quarantine" a dwarf? should i build a dungeon and arrest him somehow?
>>
>>1919302
press Shift + U
>>
>>1917937
ah right :o
>>
I really hate how galena, tetrahedrite, and cassiterite ores all look exactly the fucking same
>>
>>1919391
And native platinum, and magnetite
>>
>>1919392
Yeah, fucking sphalerite has its own texture but not any of these.

Also does anyone know what happens if I fuck around with the source of a stream? I want to turn it into a circular lake and build an island in the middle. But I'll likely have to use pumps to remove the water first. Will it come back, or will this kill the stream?
>>
>>1919432
It should spawn water infinitely like the magma sea spawns magma but I've never tried it
>>
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>>1919432
Are you talking about the a normal river/brook or that actual headspring(pic related)? Because in the later there is possibility that the special river source tiles that generates water gets destroyed( if they can be destroyed in the first place) and you might have to watch out for them. Meanwhile, the normal rivers have source tiles at the edge of the upstream, and I dont think you can build anything at the edge of the map outside of maybe using magma create obsidian.
>>
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my one and only artifact is gone!
there was no invasion or enemies inside the base! wtf?!
one of my own dwarfs stole it? is there any chance of finding it?!
>>
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this is rediculous
lost over 40 dwarfs by now...
there is no end in sight with this "warelizard" shit
i can just as well end it at this point
>>
Hello! Any anon here knows hot to start modding the game?
I wanted to add some creatures to the game and I have no clue were to start
>I'm gonna namefag for the sake of being organized
>>
>>1919656
Im not sure if dorfs can directly steal it and leave, but they can cospire with thiefs and other visiting scoundrels trying to steal your shit
Alternatively someone just straight up sneaked and yonked it

>>1919723
Werebest absolutely require you to enact 1984 your fort least this shit happens. They dont actualy pose much of a threat alone and when you know where they are coming from and you can quarantine them. But have someone turn into one in the middle of a full tavern is going to be utter chaos if it doesnt get one-punch-killed by some random drunk dorf granny. Everyone who got wounded has to be put behind a locked doors, walls even, until enough time pass without them turning


>>1919755
Modding DF is 99% going into game RAWs which are .txt in Your_DF_folder/data/vanilla and changing and adding new stuff there. You literaly write out what out want through tags and parameters since it is all .txt.
Modifying one existing creature can be pretty simpe. But for making new creatures you will have to understand all the tags and parameters that form the structures of a creatures in the RAW
The wiki should have DF tags documented, but I dont know how extensive and helpful as guide to DF modding it actualy is (it is probably better than nothing)
https://dwarffortresswiki.org/index.php/Modding
>>
>>1919772
Thanks i will take a look there!
>>
>>1919723
ha ha
>>
>>1919723
Hey on the bright side your entire fortress can be werelizards now
They don't have to eat
They don't have to drink
They regrow severed limbs
Literally ubermenschen except if a different species of werebeats shows up then it's murder
>>
>>1919772
>Everyone who got wounded has to be put behind a locked doors
i need to figure out a way to do it - dont have a jail yet
but its a lesson learned
the hardest way possible
ended up with 4 dwarfs and about 7 useless babies, so i have kept a single dwarf who was most likely not involved in combat, and expelled the other three
its a "soft restart" of sorts
several new dwarfs migrated in, but they are not very happy - dead limbs and rotting corpses all over the floors
my number one priority at this point is producing enough caskets, at least to get rid of three ghosts
the newcomers seem to be very upset by them
the only good thing is that i have saved lots of food and alcohol, hopefully the supplies will last until the place is clean again

>>1919820
>Literally ubermenschen
is it really possible to keep playing while everyone is a werelizard?.. will they live in peace if only one is in a lizard form?
will new babies be automatically infected with "lizard genes"?
>>
>>1919856
>is it really possible to keep playing while everyone is a werelizard?.. will they live in peace if only one is in a lizard form?
Yes, if everyone in your fortress is a werelizard there's no downsides
>>
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also, these two babies playing in the massgrave will not grow up right
>>
>>1919857
haha, i will give it a shot if, god forbid, i end up in this situation again
>>
>>1919858
so my fort is not the only one with that going on

it just seems kids in dwarf fortress are all amateur ossuarians. i have had several kids disappear because they got under the refuse atom smasher when it's getting pulled.
>>
>>1920167
>>1919858

Kids in DF are coded to go play where their last hauling job ended, so go to the works tab and select "children dont do chores", or just deselect corpses from their hauling jobs, in general its a good idea to turn it off completely, so you dont have kids getting into the way of enemies since they will play outside after collecting stuff on the surface, or end up drowned in wells after hauling buckets. Just turn it off, save yourself the headache
>>
>>1919856
>i need to figure out a way to do it - dont have a jail yet
There is a pretty easy one: Its called burrows.
A burrow is a zone that you can paint on map where assigned dwarfs are forbiden to pathfind outside of it. You should be able to figure out what to do next.
>>
>>1920381
overlapping burrows are a bit broken now i think,

i wanted a dwarf marriage program but getting them into burrows without teleport is surprisingly hard.
>>
>>1919433
>>1919435
Yeah, I meant the headspring.
>>
anons, how do i move a scrolls or a book to my library?
i have this library running, and i get scholars and other folks visiting, who a hungry for knowledge
the problem is, my bookcase and chests are empty
do i need to designate a stockpile on top of my bookcases?
>>
>>1920749
they haul books and scrolls to a library automatically
>>
>>1920381
Burrows don't work. The dwarves will happily ignore activated burrows and still walk all over the place.
>>
>>1921117
Turn off all their labors
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>mfw the militia commander gets killed by a half-dead draltha because he didn't pick up his axe before fighting it
His replacement almost did the same thing with like 30 crundles, but she went into a martial trance and beat them all to death (and she had armor).
>>
I'm this >>1917679
I've been looking for some tile set to use and most of them seems to stop updating at version 47.xx, any idea why? And should I play on 47.xx?
>>
>>1921142
go and try it
see for yourself
>>
>>1921142
47.xx was the last pre-Steam version.
>>
>>1921142
47.xx is the previous release before a massive overhaul in the graphic engine of DF which came with the premium steam graphics pack and 50.xx.
50.xx broke most if not all the comunity custom tile sets because of all the changes increase in complexity and very few people have been interested in updating their stuff for 50.xx. And the premium graphic set on steam killed the will of community to keep working on new ones and updating old ones because of its relatively high production and size (old graphics set could have ~200 tiles while premium has +3000).

Playing on 47.xx to try the game is fine since there is not much difference in content between it and the new version. The biggest things you will be missing will be some pretty significant performace improvements.
I also recommend you to look for a launcher called Lazy Newb Pack which lets you easily launch DF and dowload and install tilesets and other DF applications.
>>
>>1917679
i love this kind of games, so i was trying to get into DF many years before the steam version got released - but even with "graphics mods" it just didnt cut it for me
steam version opened that door for me! the initial release on steam was rather buggy imo, but now its very playable ( im still having issues with some of the interface solutions, but you can get used to it )

also, why its still not possible to delete "locations"? is there a file i can edit manually? my location list is cluttered with unused locations and those that i have created by mistake - how hard can it be to add a remove/delete button?
>>
>>1921481
Can't you delete them through the zones screen?
>>
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>>1921502
no, unfortunately you cant
its a known issue it seems - wasted good time on searching for a solution
but i will happily be wrong
i dont know anything about modding DF, but i guess i will have to go through the files manually and see if i can figure it out
i dont have an ocd or some such, but its still annoying as fuck
>>
>>1921509
Oh you mean it clutters up that screen with locations that no longer exist? Yeah it's fucked
Install DFHack if you haven't already, it doesn't fix this and it doesn't integrate with the steam UI but it will save you headaches 100 hours from now
>>
i cant distinguish male from female with this new portrait system, is there any addon to make it more distinguishable or to add more feminine traits to female dwarfs?
>>
>>1921536
I remember in first months of when DF launched on steam there was one mod on worshop that did a overhaul of creatures graphics to make them more varied and distinguishable.
It may or may not do what you want.
>>
>>1921536
females have no beards
males all have beards
>>
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anons, who the hell is this guy?!
i was about to send my squad to attack it, but it seems to be a "visitor"
my heart bumped a little when ive seen the green snake-like body casually moving outside my fortress - had a werelizard infestation not long time ago
>>
>>1910824
Never gonna happen considering his retarded simulationist goal.
>>
>>1921632
arrest him for espionage then dump him in the well, they're all legendary swimmers
>>
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>>1921642
ahahah, its a good one anon!
i wish i knew how to do that, im yet to build my first jail
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>>1917675
>>still no keyboard support
Worst part of the new version by far. I wanna play some of the COOL OVERHAULS that have come out, but I can't because building a fort using the mouse when placing anything closes the entire 3-layer menu makes me want to fucking blow my brains out in front of Toady.
This is the only game I can think of that became unplayable to older players because of "accessibility". I mean for fucks sake, even the macro feature is fucked.
>>
>>1917842
killing the demon will stop it indeed, since a site must have one (or a necromancer) to spread evil, the area should revert back but I'm not sure if it happens after generation is complete or if you'll even see any changes given the timescale

>>1921632
a gang leader I imagine, sapient cavepeoples form criminal organizations that operate from the sewers in human towns

he's probably gonna steal your shit
>>
>>1921645
Press N then click Dungeon Master then click interrogate then convict
>>
>>1921632
>female snake mob boss
I need the rape update, I NEED THE SEX UPDATE SO BAD ANONS
PLEASE FOR THE LOVE OF GOD
>>
Is there a way for an adventurer to build a family in one of my forts? I am trying to create some kind of lineage from a hero. I think it would be cool to do some huge adventure and then settle down in a fort and then have some children in my fort and then once they have grown enough maybe try to make one of them an adventurer reclaiming the original heros sword or something.

If that isn't possible is it at least possible to take a fort-dwarf with children and control him as an adventurer? I'd much rather be able to do the first idea if it's possible.
>>
>>1921862
yes, you can either retire them after you fix your character's orientation via dfhack, as all adventurers are automatically asexual.
or
You can impregnate an npc via df hack and force their birth to a , or a . by setting the timer to 1, then retire your adventurer so the child properly hooks into the histfig of the mother, thereby allowing them to start a family line.
>>
>>1921862
>>1921867
and yes, you can bodyswap to control another npc(this enables the flag that allows you to control them, meaning you can then bodyswap back, die in the wilderness, and you could then take over the NPC normally from the menu.), though you can also just edit their flags and you'll be able to play as them anyways.
>>
>>1913814
Why shouldn't I kill these annoying FUCKD?
>>
>>1921872
It shall make your fort, IMMORTAL
>>
I picked this up for the steam sale, never played it before. I have absolutely no idea what I'm doing, but this is really fun. I can tell I'm gonna be playing this for a while
>>
It's been half a year since I came to /vst/ and now I'm seeing generals. What happened?
And can somebody give me a rundown on the progress since DF hit Steam?
>>
>>1921985
Generals are allowed on the /v*/ boards now, so generals that couldn't survive on /vg/ anymore moved.
>>
>>1921986
Seems like a good move. I didn't see an announcement or maybe I just missed it.
I guess /sg/ is doomed for now.
>>
>>1921990
There was no announcement. The stickies on each board were changed without fanfare.
>>
>>1921985
>It's been half a year since I came to /vst/ and now I'm seeing generals. What happened?
Gachashit killed /vg/. A bunch of generals had to either merge to survive or get pushed out of the board by the torrent of gacha generals. Instead of making a containiment for for all the crap (because Hiro gets paid to allow gacha to be shillled 24/7), the mods removed the line that said no generals from the stickies on the other videogame boards.

>And can somebody give me a rundown on the progress since DF hit Steam?
Contentwise most of what was added to DF, from the steam release up to now with the adventure mode beta nearing its end, has been either minor or mostly a remix of things that were already in the game, like the new magical artifacts that allow adventurers to cast interactions, aka magic, that seems to be basicaly magic powers that only intelligent undead could use in previous version for now.
The biggest and most significant changes to DF so far and to come in the near future are all under the hood stuff such as performace improvements, maintenance and upgrades to DF pre-historic code, multithreading, and next year we will be getting the Lua thing which will offload a bunch of DF code into Lua so that you can actually mod DF code and shit, increasing the game's moddability, and will be especially usefull for the upcomming stuff related to the formerly Magic and Myth update.
>>
>>1921998
>the mods removed the line that said no generals from the stickies on the other videogame boards.
not like the /v/ermin boards weren't 70% generals already
Only noticeable change was /gsg/ getting exiled to /vst/ by mod hand, allegedly because they started raiding other generals. wouldn't be the first time something got changed to secretly whisker a group away from another board.



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