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File: 1670331856177.webm (1.17 MB, 500x500)
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Previous: >>2080588

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 (51.xx). 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).

>What is next?
Fort mode siege mechanics changes, rework and general spice up is the next update. Hatches and doors no longer stop invaders, and constructed walls vulnerable confirmed so far. Ranged combat reworked in the most recent update.
End of Lua beta and merge into the main branch

>What has changed since I last stopped playing X years ago
Check the version history on the wiki
https://dwarffortresswiki.org/index.php/Version_history

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/Main_Page
https://dwarffortresswiki.org/Utilities

Utilities you should know about

DFHack: https://dwarffortresswiki.org/Utility:DFHack
Dwarf Therapist: https://dwarffortresswiki.org/Utility:Dwarf_therapist
Legends Viewer: https://dwarffortresswiki.org/Utility:Legends_viewer


>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

>A bunch of guides to various parts of fort-based living:
http://imgur.com/a/nGyRF

Strike the earth!
>>
Just do something already Toadyyyy
>>
>>2130385
I think some fag tried to scrub the anti-elf jokes but it got reverted by the admin and that was it.
>>
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Want to play the latest DF?
Then solve This Riddle

Try Before You Buy
Delve Into The Archive
Above The Oldest Visage
Within The Thread Of Origin
My Shrouded Prize Awaits You
As This Is An Echo Of The Call
And The Response For Those Poor
>>
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For the unknowledgeable, the Steam version of DF REQUIRES a new gen every significant* RAW change due to mods not being baked into the save anymore,
*For an idea of what constitutes a significant RAW change, see https://www.bay12forums.com/smf/index.php?topic=29157.0

Graphics IDs are baked into each save, and require a world regen to see changes.

The path to the RAWs differs based on pre or post steam versions
(if 47.05- then raw\objects)
(if 50.01+ then data\vanilla)

The following are examples of simple tweaks you can do yourself with minimal effort
===============
How To Remove Gays/Bisexuals/Asexuals From All Creatures
Notepad++
open all creature RAWs (creature_X.txt)
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.


--NOTE: If you want your Adventurer to not be Indeterminate(asexual), you need to change their Orientation via DFHack in two places--

view the Adventurer
gui/gm-editor in DFHack panel/window
write down the hist_figure_ID of the creature(you'll need it for the second part)
navigate to status > current_soul > orientation_flags
change as desired.

now type "gui/gm-editor df.global.world.history.figures" in DFHack panel/window
navigate to histfig ID > orientation_flags
change as desired.
===============
How To Remove Black Dwarves
>creature_standard.txt
at line 437-439(435-437 if on versions 47.05-), replace contents with

[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:PALE_PINK:1:PEACH:1:PINK:1]
[TLCM_NOUN:skin:SINGULAR]
===============
How To Remove Bald Dwarves
>entity_default.txt
under [ENTITY:MOUNTAIN]
at line 862(850 if on versions 47.05-), replace contents 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]
>>
>>2131078
I heard this game has tranny dwarves, is it true?
>>
>>2131103
Is the answer dorf butt?
>>
>>2131194
You are probably thinking of Rimworld
>>
>>2130312
really love all the humor on df wiki 2bh
>>
>>2131204
Kill yourself
>>
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>>2131194
You have to add those yourself.
[INTERACTION:IHATEFAGS]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: to be a parody of a real woman.]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_AFFECTED_CREATURE:DWARF:MALE]
[IT_AFFECTED_CREATURE:HUMAN:MALE]
[IT_MANUAL_INPUT:faggot]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NO_HOSPITAL]
[SYN_AFFECTED_CREATURE:DWARF:MALE]
[SYN_CLASS:FAGGOT]
[SYN_NAME:Gender Dysphoria]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:DWARF:FEMALE]
[CE_ERRATIC_BEHAVIOR:SEV:10000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:HATE_PROPENSITY:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:ANGER_PROPENSITY:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:VIOLENT:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:DISCORD:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:BRAVERY:40:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:CONFIDENCE:40:PROB:100:START:0]
[CE_ADD_TAG:STERILE:START:0]
[CE_NECROSIS:SEV:10000:PROB:41:BP:BY_CATEGORY:HEART:ALL:ABRUPT:START:0:PEAK:0]
[CE_FEEL_EMOTION:EMOTION:REGRET:SEV:10000:PROB:100:START:1]
[SYNDROME]
[SYN_NO_HOSPITAL]
[SYN_AFFECTED_CREATURE:HUMAN:MALE]
[SYN_CLASS:FAGGOT]
[SYN_NAME:Gender Dysphoria]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:HUMAN:FEMALE]
[CE_ERRATIC_BEHAVIOR:SEV:10000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:HATE_PROPENSITY:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:ANGER_PROPENSITY:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:VIOLENT:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:DISCORD:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:BRAVERY:40:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:CONFIDENCE:40:PROB:100:START:0]
[CE_ADD_TAG:STERILE:START:0]
[CE_NECROSIS:SEV:10000:PROB:41:BP:BY_CATEGORY:HEART:ALL:ABRUPT:START:0:PEAK:0]
[CE_FEEL_EMOTION:EMOTION:REGRET:SEV:10000:PROB:100:START:1]
>>
>>2131246
you like this meme you made so much don't you anon
>>
What has changed since I last stopped playing 13 years ago
>>
>>2131103
I think the answer might be moi ploimp helmet
>>
>>2131273
not particularly, I do find it fun to post though in response to stupid questions like that
>>
What's the deal with "hair thread"? I can't find an option to make cloth out of it, and it doesn't go to respective stockpiles, it just clogs workshops.
>>
>>2131325
there's a way to make it usable but I have forgotten, sorry
>>
>>2131325
It's for sutures and books. That's it.
>>
Somehow I've only just realized that a crossbow is a 1h weapon and can be used with a shield.
Do ranged soldiers need shields though? I've seen an info somewhere that shields do not block ranged weapon projectiles, and they're not supposed to be in melee.
>>
>>2131078
What the fuck is Tarn doing? Reading the Torah? KEK
>>
>>2131366
'tism rocking
>>
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I accidentally gave my fortress a ghost butler.
This dumb little dwarf got stranded in a cliffside mining accident and I couldn't be bothered retrieving his corpse.
Later I decided to move the entrance to my fort next to his corpse after forgetting all about him.
Now he haunts my entrance ramp and spooks the traders. Not sure if I'll keep him though, he also haunts the nearby bedrooms and temple.
>>
>>2131348
>I've seen an info somewhere that shields do not block ranged weapon projectiles
I dont think that is the case unless this is some mandela effect kind of thing. Marksdwarf do benefit from shields unless something change in the ranged combat rework from last month
>>
>>2131278
Too much
Too little

check on
https://dwarffortresswiki.org/index.php/Version_history
>>
>>2131348

Any two-handed weapon can be equiped with shields, that dosent mean they are actualy using them, if you check their equipment during the fights you will notice they have the shield status as [straped to his/her], since they need two hands to use a two-handed weapon, the shield can still block if the enemy is atacking the dwarf on his back, tho, hence whi its useful for archers.

Its been awhile since i played tho, so i dont know if that is still true.
>>
Why is Songs of Syx so much more fun
>>
Low quality bait
No (You) for you
>>
>>2131613
I wanna play that because DF has been so droll but the Songs of Syx guys only talk about how Songs of Syx has been ruined and unfun now so I've been unwilling to bite
>>
R*mworld player here interested in trying out DF.
One of many things that annoy me about R*mworld is the shallowness of trade. No supply or demand, no effect on the world. You can arm cavemen but you'll never see them using the weapons you gave them. Is DF better with those kinds of things?
https://dwarffortresswiki.org/index.php/Trading#Types_of_Merchant_Caravans
>Offering them wood or animal-derived products, either as part of a trade or as a gift, will offend the merchant. The merchant will rebuke your broker and leave immediately. This offense reduces your civilization's diplomatic relationship with the elves' civilization, possibly leading to war after multiple infractions.
This is cool, but do civilizations "use" items I give them? If they're in a war, does it make a difference if I give them armor or weapons? Does supply and demand for different goods and resources change, maybe even response to other things happening in the world?
>>
>>2131687
>Is DF better with those kinds of things?
No, but caravans don't manifest things as their goods depend on what their civilization has access to
eg they won't sell a bear if they don't know how to tame bears or their territories don't have bears
>This is cool, but do civilizations "use" items I give them?
Not from my experience, but maybe that some background magic happens and enemies spawn with stuff you sell as I did see a goblin with steel armor once which is something only dwarfs can make and I did sell steel armor before
>If they're in a war, does it make a difference if I give them armor or weapons?
no
>Does supply and demand for different goods and resources change, maybe even response to other things happening in the world?
no, there isn't even a currency in the game it's purely barter based and you always get ripped off
starsector is the game you're looking for even if it's not a colony sim
>>
>>2131687
>One of many things that annoy me about R*mworld is the shallowness of trade. No supply or demand, no effect on the world.
Neither in DF. There is (almost) no economy simulation. Trader caravans just show up and buy all your worn out clothes in bulk, and are happy to sell you gemstones in return.
>>
>>2131687
>One of many things that annoy me about R*mworld is the shallowness of trade. No supply or demand, no effect on the world.
Songs of Syx is probably the best bet for such a thing at this time
>>
The game does track artifacts you trade away though doesn't it?
Or artifacts that are stolen
>>
>>2131853
Yes
>>
>>2131853
yes, you can find them in adventure mode too
although whenever I visit my fort in adventure mode it takes an hour to process a turn because all my dorfs and their animals are migrating south for some reason and they all leave the fort when I arrive
it's like I'm indian and they can smell me
>>
>>2131931
Well, you are literally possessing some poor smuck when you play adventure mode. So maybe they sense an impending dread and try to avoid you in case you decide to murderhobo them all on a whim
>>
If I need to level armor user on marksdwarves, does just leaving them to train in barracks suffice, or it's better to give them melee weapons for a time?
>>
>>2131994
You just train them in a barracks like normal. I personally don't see the point, however. Marksdwarves suck ass if they ever have to care about their armor. A lightweight equip and just training dedicated non-marksdwarves for all the situations marksdwarves don't work is just more effective.
>>
>>2132008
Aren't high skill enemy archers able to fire through your fortifications? I was thinking this can end horribly without armor.
>>
>>2131078
>year 2025 and no smooth animation of units movement
It's "game" for neckbearded incels
>>
>>2132021
>smooth animation of units movement
souless
>>
>>2132021
Would you like to try again but NOT come across as an esl retard?
>>
>>2132282
what are you on about, he nailed it
>>
>>2131430
kek
>>
>>2132387
lmao
>>
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>>2131078
That guy's lookin' like he got the venue he wanted because he's performing his dance quintet. You know, his cycle?
>>
>>2132021
>smooth animation of units movement
garbage take honestly
rimworld looks like a 2005 flash game especally because of its stupid ass movement
tileset based map are based
>>
>>2132013
it'll be so rare and inconsequential as to be irrelevant.
>>
>Here's a release to fix issues with armies/squads traveling, and some others.

>General updates
>Fixed issue with squads/armies breaking into groups and not rejoining.
>Mod upload doesn't clobber info.txt.
>Fixes a crash when choosing clothing sizes in workshop.
>Fixed out-of-bounds error in army processing.
>Fixed out-of-bounds error in transformed units.
>Fixed armies deleting items improperly.
>Fixes a potential crash in wrestling.
>Fixed issue with plant processing job specifiers being ignored.
>Mill job plant can be specified.
>Makes the "placing lakes and minerals" stage of worldgen significantly faster.
>Moods using bars try to use metal now.
>Animal people no longer inherit meandering from their base creature.
>>
Will upload later tonight
Busy at work
>>
>>2131613
Its an actual game.
>>
>>2131613
It's not, Songs of Syx is way too basic when it comes to mechanics and the people in your city are just a faceless mass with no distinctive features.
>>
>>2133417
Don't you have schizo threads on /v/ to make?
>>
>>2131430
>dies
>nobody even bother to retrieve his remains
this is starting to hit closer to home every year
>>
>>2133651
Just make sure you die in a convenient location and it will probably be fine
>>
Are graphic tilesets completely dead for good? I liked some of them more than steam graphics.
>>
>>2133781
unfortunately it seems so, along with most significant modding
>>
>>2133781
Most of the playerbase seems to prefer the Premium tileset, only making minor adjustment mods for it rather than full overhauls like tilesets of the past.
There's also the fact that square tilesets are completely broken in modern DF.
>>
>>2133781
From what I could piece together from other people asking about this elsewhere
Toady significantly changed the graphical engine of DF, meaning that old way of hacking the game into using graphic sprites as if they were ASCII no longer works, and either nobody has bothered to figure that out again and/or it is much more difficult than it was
I also guess that most people probably concluded that trying to make an alternative would require a either a massive amount of work, or have to be something that would be a fraction of what the premium graphic packs offers, since it has 1000s of sprites by now, with more getting added from time to time
>>
>>2133781
theres this mod so I guess they're not actually dead for good, just
Premium version looks kinda neat vanilla

https://steamcommunity.com/sharedfiles/filedetails/?id=3471526890
>>
>It has been difficult to focus on sieges over the last few months with the various updates and other things going on, but this month should be a nice reasonable month to make some real progress. I need to teach them how to overcome bridges and gaps, and I also need to get started on rams. And better death tracking/path adjustments. And digging (they can already break down walls.) From the player side, I need to get all the reinforced wall and siege engine stuff finished. That should mark a first milestone, even though it doesn't have e.g. the magic stuff yet.
>>
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>>2134925
>>2132991

I feel like this year's updates have been..kinda shit?
Not just content wise but it's been harder and harder to understand what they're working on, what to be expected in the future, and what the hell we are getting next patch.
The dye shit came out of nowhere, the LUA mods update is...okay?
Sieges and Magic are the stuff we've been waiting the most and it feels like its something we're getting like, next year

and thats without Tarn getting sick or shit like that, because then the whole thing stops for one month because they got like 1 developer working on it
shit
>>
>>2134977
At least he has putnum to try to u scramble the spaghetti as it goes on.
The gayfox discord shows he's pretty competant at finding tangles. As most bugs fixed lately have been from him.
>>
>>2134984
yeah I'm not particularly complaining about Tarn specifically but
DF roadmap has been kind of a mess in the last months, but maybe thats just me
I liked it better when we had stuff like "Myths&MAgic" update
we're getting 1.0 in 2050 at this rate, and
I still have no idea what we're getting in the next patch
and I'm not even talking how every new patch added new bugs n shiet

but I really hope this siege update will bring fresh air to the game
>>
>>2134989
I just want it to be at par with 47.05 after 5 years of reworking the UI needlessly and 3 years of playing catch-up.
That's what really hampered progress. Pandering and making up for a waste of time.
>>
Toady has answered my fotf questions. I feel so blessed!
>>
>>2134999
yeah
I never cared about the UI or hotkeys, but I can see that being a major talking point for lots of people
I feel like the Steam release, while undoubtedly bringing more people to the game (and I personally love the new art sprites) had the effect of "enraging" old fans while many new people got to know the game
very cursed monkey paw

>>2135034
good anon, what did you ask?
>>
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Someone with a bay12 account should go into the FOTF thread and point out to Toady that the UI Widgets for ASCII adventure mode still don't fucking work for (D)ate, tem[P]erature, time and [W]eather, and picking up [o]dors.
>>
You will never be a real game.
>>
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>Be me
>Have necromancer dwarf in my fortress
>No idea where he came from
>Seems completely harmless
>Behaves exactly like any other dwarf
>"cool"
>He's outside when an Etin shows up
>All of the sudden there's 7 forgotten beasts and a giant polar bear rampaging through my fortress
I see the problem now.
>>
be real with me does toady have depression?
is he jealous of his little brother for having a wife and surpassing him in something that matters more than an autistic fantasy simulator?
is that why he stopped developing? because his mind is telling him to fulfill his biological purpose before he continues tinkering on his little project?

just askin questions man
>>
>>2135452
Toady is married too
>>
>>2135455
really? ok good for him because i remember an interview where he was asked why he doesn't have a gf and he said something like "why have a gf when you can work on df?"

ok but if he does have a wife WHY THE FUCK HAS HE STOPPED WORKING ON THE FUCKING GAME?

rhetorical question
>>
>>2135460
He can't fuel his drug addiction in this economy

factual answer
>>
>>2135482
can you update me on toady lore? what kind of drug addiction does he have? probably not a stimulant addiction because they are dirt cheap and would have lead to actual progress
>>
>>2135491
IRC, when he was working on his math ph.D (or after that) he got depressed, because he hated the work and what he actually wanted to do was making silly videogames, which led him to try some meth.
>>
>>2135545
* but this was some 20 years ago
Also, im not that anon
>>
I can't get marksdwarves to train.
They have their equipment, they are assigned to an archery range. It's not a burrow issue. Ammo is in reach and assigned to them.
I've tried setting to them train, ready and off duty and staggered training. What am I missing?
I used to be able to make this happen pre steam
>>
>>2135545
>which led him to try some meth
haha based. programmers and stimulants name a more iconic duo
>>
>>2135792
programming socks and suicide
>>
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Blind just read my fotf questions out on youtube and consistently called my a "they".
>>
>>2135815
How dare he use the correct pronoun to describe a person of unknown gender
>>
>>2135719
I have 5 squads of them with most having the skills at 8-10 just from having them unload bone bolts at captured armored goblins in arena an from building a network of tunnels with fortification in the walls of caverns and shooting forgotten beasts from those. Never used a shooting range once.
>>
>>2135815
who knows, you might be a strong independent black woman who don't need no man
>>
>>2135815
that's how english works when you don't know the person's gender yes
>>
>>2135815
welcome to the world of English, singular They has existed longer than the mental illness you let change your own usage of the language
>>
>>2135821
>unknown
it's a man, hth
>>
>>2135842
>>2135868
everyone knows everybody in the df community is male lets be real now
>>
>>2135943
While that may be true, they're saying you're focusing too much on an offhand term of phrase that really doesn't matter in the end.
>>
>toady stopped working on the game
uwot
>>
anyone else looking forward to caves being less bland?
>>
>>2135943
my wife plays the game and really likes it
>>
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>>2136204
>anyone else looking forward to
>>
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>>
>>2135491
>>2135545
>The meth was a one time thing that happened during my first year at Stanford. I had hit a particularly low point since at the time I thought my brother was dead and there was somebody around to take advantage of me. When you are winding down you can tell immediately how addictive the stuff is, and fortunately I got myself out of that house before anything else happened. I drink on occasion at restaurants, that sort of thing. I've never been into anything else... caffeine probably counts for something, he he he.
From an interview in 2011.
>>
Any QoL mods for the steam version or is it good out of the box?
>>
>>2137121
DFhack ,if you count that as a mod. And that is pretty much it for me
>>
>>2135815
>>2135034
Disciple of Armok.........
>>
>>2136383
kek
>>
>>2136383
>2004
Oh wow I was like a baby back then
>>
Does dragon fire destroy paved roads?
>>
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>>2135034
blessed
>>
>>2136205
wife (male)
>>
fellow dorfs
give me your most interesting/weird worldgen parameters

right now I'm trying super good lands sitting right next to evil biomes, was thinking of embarking right in the middle
>>
>>2138621
>Minimum Volcanos - 300
Yep time to dwarf
>>
>>2138623
how do I harness the power of the magma forge without burning my whole fort?
if hypotheticall I create an artificial lava pool to have a magma forge on the upper level, will the pressure push the magma to the upper level or will the forge act as a plug?
>>
>>2138642
I usually setup magma safe bridges to control the lava flow, as well as a drainage tunnel from the reservoir with another bridge. Then after i sacrifice a miner breaching the magma vein i just jimmy the bridge open and closed until I have enough magma in my pool. Dont put your levers too close to where lava may overflow
>>
>>2138651
mhm, thanks I'll try this
I wish I could avoid losing a dorf in the process but we'll see
>>
>>2138579
Dragonfire is hot enough to melt almost everything
>>
Anyone else has removed TRANCES from dwarves raws to make sieges harder?
>>
>>2138675
I did once
Then my fort only got meager gobbo sieges, so it balanced out
>>
Why do I always seem to run out of seeds?
Am I retarded?
>>
>>2139130
You sure these seeds are available? Dorfs are retarded when it comes to seed storage. If they put it in barrel or pot and then store anything else in the same pot/barrel, they forgot that there were seed there and won't use them for planting.
Make a separate storage with everything except seeds and bags forbiden, and forbid seeds in any food storage. If you can't make bags, buy resources or them from caravans; buying bags works too, although it's generally more expensive. You can buy any bag with anything in it and if the content of the bag will be used, unless you specify otherwise, dorfs use these emptied bads to store seeds.
Also, not all plant-processing industry produces seeds. If I remember correctly, brewing alcohol returns seeds, but cooking plants for food do not.
>>
>>2139130
stop cooking your plump helmets
>>
>>2139177
Plumping makes me feel good
>>
>>2138675
you're always outnumbered so that needs to exist
also it's just a cool mechanic
>>
>Joel didnt know that the classic version was the same as steam, got his grog brain confused by the new UI/control changes and quit in a hour
kek
>>
>>2139440
...who?
>>
>>2139505
Vargskelethor, swedish streamer who made a series of popular DF streams years ago
>>
Could someone play this for thousands of hours? Is it an endless replayability game?
>>
>>2140015
I've likely put that many hours in over a decade.
If you got the right autism for it, it will at least last you a very long time.
>>
>>2140015
Only if you can actually get into reading the in world lore and actions the dwarves take or into building megaprojects.
Besides those two things the game has a really good replayability, but not endlessly so.
>>
Still ptetty new to the game, been playing for a little over a month and still figuring things out. Is there anyway to stop the game from operating at a very slow speed when certain things happen? I hit a second set of caverns when mining and it starts running extremely slow. Or if I get attacked and make a burrow active, it just about crashes.
>>
>>2140179
Look into fps death prevention. There's a lot of little things that add up to lsg, but if you get massive spikes like that there may be a specific big cause you could fix.
>>
>>2140182
I'll check that out, thanks anon.
>>
>>2140179
the general idea is that the more things happening at once, the more processing is required, and this can decrease FPS more or less
so when you expose new cavern layers, if there are a lot of critters waltzing around around, or water to calculate, it can slow things down
other aspects include building stairs with a design that limits pathing possibilities
>>
>>2140015
Yeah
Especially if you start modding it yourself
>>
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>>2140015
yes, sometimes you generate crap worlds with meaningless forts
other times its literal peak fiction with wars going on between factions for decades, old nemesis like rocs or forgotten beasts invading neighbors, etc

DF is unironically one of the few real forever games, theres a great "autismo" gap in the sense that you really have to dedicate a lot of time and mental effort to get into the game but once you're mentally there you're in for a great time
>>
Man, I remember thinking, back when the myth generator was showcased, that in ten years time this game will be so complex and packed with content it'll be almost unrecognizable
he he he
>>
>>2140775
I too remember the huge hype that the M&M talk created back in the day, and all the interviews he did then. Almost nothing has come from it though. But people keep thinking it's just one more dev cycle away.

I think a huge part of the appeal of DF is not so much the game itself, but the dreaming about what it will be. It's similar to Star Citizen in that regard, where theory crafting and dream building are the main pull. Both promise to be an "everything game" where anyone can do whatever their personal favourite gaming fantasies are. Except ofc that DF is not a scam, and that Toady is a real developer, albeit a slow one.

Everyone can project any kind of vision onto DF: People want it to be a colony sim, a strategy game, a harvest moon roguelike, a trading caravan adventure, a game where you build a pirate ship and sail the seas with your crew, etc.

All of this is incongruent and will never ever be done. But all these different people can come together and dream together about it. Toady never says 'no' and just keeps fueling the players' fantasies.
>>
>>2140861
I just want a more dynamic production economy
it is just so easy to basicaly have everything
>>
>>2140772
Well said
>>
>>2140870
>it is just so easy to basicaly have everything

I’m not sure that can be avoided. It is the basic conceit of DF that you can put 7 people into the middle of the wilderness where they’ll be able to build a self-sustaining settlement within one year. And a flourishing one within a few years. It’s not a Plymoth Colony simulator where almost half of your settlers starve to death in the first winter.*

This means that 7 people are enough of a work force to dig, build and furnish living quarters, communal areas and workshops. While also working in these workshops to process raw materials to produce tools, furniture, clothing etc. While also mining and logging the raw materials for that. While also doing farming, hunting, fishing and herding, as well as butchering, cooking and brewing to produce food, leather and cloth. While also setting up an administration with management and a trader, and doing trade (where the colony inexplicably sells refinded goods to the motherland to make a profit). They also find the time to socialize, pray in temples, do militia training etc.

The basic starting scenario mandates that one dorf is a polymath superworker. Perhaps Toady’s ideas for different starting scenarios might change this eventually, in the far future, if ever.

*wikipedia.org/wiki/List_of_Mayflower_passengers_who_died_in_the_winter_of_1620%E2%80%9321
>>
>>2140861
Tbh i think at this point toady could just hire a team to start over from scratch or i pray for sb as autistic as him pick up the torch
The dream is a robust fantasy simulation in which you can do whatever you want
>>
>>2135338
Indeed. We need IRON men, to make a new game,
That will bring Rome eternal fame,
A game of emperors who rule totally,
They rule is by decree,
People will play this to train for the day
When a Caesar will come and make them pay
Strong leaders will fucking rise again,
To degeneracy deliver the pain,
Iron men! Rise up right NOW,
YOU MUST ALWAYS TO CAESAR BOW!
>>
>>2140015
It is in fact a sandbox. Some forts were actively played for years, i think one hit a decade
>>
worrying lack of news. did the LUA update produce anything interesting?
>>
>>2141409
>this is a lack of news
>for DF
Newfag. And not really, just allowed LUA mods and the silliness they entail.
>>
>>2141427
>and the silliness they entail.
If there's something silly, there's something interesting.
>>
Blind's newest video is actually not that bad.
>>
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I may have gone overboard with letting in immigrants here and it seems rather than being filled with monster slayers, im getting fucking hippies
>elf
i know, i've forgotten to check and the faggot elf bard snuck past to spread the pro-tree propaganda. don't worry, we'll start luring her into an "accident" soon
>>
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>>2142225
i might need a bigger tavern soon...
>>
>Use hammerdwarves
>Have to spend an hour cleaning up hundreds of teeth after every siege
>>
>>2141609
Do we not like him here?
I don't find him particularly interesting but his forts are pretty cool.
>>
>>2143228
Many just don't like that he talks and looks like a fruitcake.
His forts are alright.
>>
>>2143228
>>2143462
his politics are the most commie it gets while living off benefits
>>
>>2143479
That too
>>
Does somebody know why are my dwarves transparent suddenly?
>>
Anyone got the latest mega link?
>>
>>2143977
>>2131103
>>
>>2143994
care for a hint?
>>
>>2144155
nvm gottem.
peak autismo
>>
Hey /dfg/, if you remember when /dfg/ was in the /vg/ League, /vst/ has a divegrass team and there's a new roster poll thread if for the autumn cup that starts in late October. If you have any suggestions for the roster then feel free to post in this thread or using the linked poll >>2144515
>>
Embarked on a huge mountain, perfect spot for a proper Mountainhome since my civ had 0 dorf at the start
thing is, biome is untamed wilds and every season I get 4/5 waves of crazy animals

so I holed myself up and closed the gates, I only open them when there's a trader and/or migrants (if they can reach the entrance and not die)

pretty good fort so far
>>
If Toady dont update implement digging siegers this month I will do some hecking fantasy racism
>>
>>2145236
aaaiiieeee you cant do that kitfox banned that
>>
>>2145236
I fear the siege update will take two years or so. And all of his "near term" plans (sieges, adv mode site building, map rewrite) will take 10 years in total. And then he'll die. We will never get myth&magic.
>>
What are people's favourite texture packs for the free version?

Thinking of trying to get into this again.
>>
>>2145520
CLA
>>
>>2145554
Checking it out, there aren't really graphics sets for post 0.50 right?
>>
>>2145593
No because nobody wants to go through and make seperate sprites for each and every creature and state(dead, zombie, vampire, armored etc.) or object and he broke square tilesets back in 50.01 and still hasn't fucking fixed them.
>>
>>2145354
>adv mode site building
Are you telling me that we still haven't caught up to where 47.05 was half a decade of "rework" ago?
>>
>>2145593
nope
>>
>>2145629
Yeah. Though Toady wants to make it a bit more in-depth this time. After the siege rework we'll get crafting and building in adv mode. So in 5 years I guess.
>>
I'm not sure if i stuffed my fort up with dwarfhack.
I did a map reveal and unreveal on embark to scout the place before settling. I like to build into map features or caverns.
I've since later opened the caverns but spores never started growing in my fort.
I also haven't had a single monster slayer turn up, but I get caravans fine from dorf human and elf, as well as gobbo sieges. In fact I don't get any tourism it seems, and I do have a tavern open to visitors.
Did I break my caverns or is it just a world gen thing?
>>
>>2145736
It is entirely possible. The moss should appear when the caves are revealed.
I used to do that shit long ago, but now I just immediately open the caves and check them out when I embark.
>>
>>2145736
>>2145848
>I've since later opened the caverns but spores never started growing in my fort.
it's possible for caverns to generate with no grass in them. Idk if it's a bug or intentional but rare behaviour but it's not a DFHack side effect
>>
>>2145851
I had it happen to me were the caves had only a layer of mud. Also no creatures seemed to wander into the map
>>
>>2145896
>>2145851
A bug or caverns have a slider that determines biome viability?
>>
>>2141409
that guy who makes the long night mod released an update that makes every creature randomly generated
>>
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Oh cool one of my dwarfs inherited a barony.
Lets just check his item preferences...
Oh, its catapult parts...
>>
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>>2146190
My baron loves giant axe blades and I'm always out of metal
>>
>>2146325
Make em outa glass.
Or drop the noble in a volcano.
>>
>>2146351
I can't collect sand fast enough and it always gets covered in cavern moss
>>
>>2146354
You can change a dwarfs item preference with dwarfhack if you are desperate enough
>>
>>2131691
>>2131687
>This is cool, but do civilizations "use" items I give them?
I once played adventure-mode in a game where I had run a fort for 20 game years. Found a village that was entirely covered in old worn out clothing, apparently this human kingdom had sent every item I sold to this one village. From then on I only sold food and exceptional items.
>>
>>2146355
Eh, I'm not a fan of killing my nobles, but thanks for the help and suggestions!

Hey, at least you will find some usefulness for those catapult parts in the next Siege Update no? in the next, like, 2 years or so...right...
>>
>>2146354
put floor grates on it
>>
>>2146442
holy shit
this is the kind of workaround I was looking for, thanks
>>
>>2145908
Its DF
Who knows
>>
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New development update.

>Work on sieges has been going well. The siegers now dig, deconstruct, and build.

What are the implications for fortess design?
>>
>>2147049
Moats maybe become necessary for any above ground forts. Ideally with water or magma in it
>>
>>2147049
No more forts under the first layer of dirt
Time to dig deep
>>
>>2131644
He turned a lot of the game into basing your entire economy around maintenance and it's just exhausting.
>>
>>2147148
thankfully there are mods to fix that
>>
>>2147049
I will never play with sieges on. I want to build an aesthetic fort, not a meta Rimworld cube designed to fight off tunneling cunts.
>>
>>2147049
this stuff is trivial if dwarf-combat is not rebalanced
>>
>>2147310
looks like sieger will be getting more elite units, but yeah, if your steel-covered axelords can just mince everybody while in a trance, then I the only hope will be wait for what the sorcerers and warlocks can do to your dorfs assuming the counters arent trivial.
>>
I need a mega project idea. My fort is old and has achieved much, but I'm not ready to leave yet.
I have a volcano, maybe I could do something with that. I have a nice space on a mountain peak for some silly structure maybe too
>>
>>2147477
mount rushmore but the dorfs heads spit lava
>>
Do I need to produce steel bolts if I want crossbows to consistently kill sieges?
>>
>>2147500
Iron is good enough for goblins.
Pretty much only dwarfs ever show up with steel armor. I don't think goblins ever have steel armor
Steel bolts may be more cost efficient though, less bolts needed per goblin you kill. That is speculation though
>>
"Haggard" dwarves are a lost cause right?
Do you just expel them or can you fix em?
>>
>>2148049
Haggard are mid-level stressed dorfs, you can recover them still with some effort.
Make some mist generators, artifact/high quality furnature, remove miasma etc. And they'll be back to quasi-normal(for dwarves) in no time
>>
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Newly renovated tavern.
Dwarves living the good life at Fencedmutes
>>
>>2148323
looking good
>>
>>2147477
Pyramid with different layers designated as tombs

>>2148323
Very nice
>>
One dwarf in my fort has adopted 7 fucking cats, sparing them from the butchers workshop.
I hate this dwarf
>>
Just a newfag question before I start investing too much time on the generation screens, is there a sweet spot on History Length?
I don't mind letting the game run the history at higher settings, but will it cause the game to chugg every I load the save file?

Being able to sit down and read the history could be a hobby in itself.
>>
>>2149492
I set it for around 170
>>
>>2149492
>will it cause the game to chugg every I load the save file?
Not if you're using it for legends mode
>>
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>>2149493
I'll test that out as I'm learning, see if it's my style too. It's not like my first fortresses are going to last long anyway.

>>2149494
Good to know, really didn't want to brick my pc casually upping the generative steps.
>>
>>2149492
Depends what you want from your world.
I think generally speaking the longer the history the less megabeasts and shit there are and the more civilizations tend to grow and spread.
It's been a long time since I looked into it though.
>>
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>click on default 100 years
>2 ages of myth, 1 age of legend
>fuck up trying to make a 170 year world
>250 years, still on the First Age of Myth

>>2149687
>Depends what you want from your world.
Haven't really figured that part out yet, but the idea of fantasy worlds being generated from pure autism coding grabbed my attention.
Is it a bad omen that the first act of the first age was a zombie dwarf founding a civilization?
>>
>>2149705
No, that's a good omen, it can either only get better from here or result in a doomed world suited for Adventuring
>>
>>2149705
not as fun as it sounds. genning a nice world is easy to screw up if conditions you set are too extreme.

ie genning islands that are too small ends up with lelves and dwarves dying off because their biomes are too small to expand
>>
>>2147049
holy shit it's happening
>>
Is the rogelike adventure mode abandoned or still in progress?
>>
>>2149989
It's been the focus of the last few patches
>>
>>2149989
Been catching back up to 47 05, now the site building is on hold as he works on the sieges
>>
>>2147477
I made a big giant lava-spewing dick where magma was stored in the balls. I accidentally removed the load-bearing (heh) tile and like two dozens dwarves died along with the giga golden cock and the bauxite urethra. Worth every wasted second.
>Woe. Woe. Woe upon the giant golden dwarfcock
>>
How do I attract more visitors to my fort?
I want scholars to write me some books and shit
Will it make a difference if I send a dwarf out to make contact with other sites?
>>
>>2150584
Make sure your libraries are accessible to outsiders., they usually come in droves.
>>
>>2150584
Sorry anon, its a lottery and it really depends of where you built your fort. You can have the most luxurious pubs, libraries and churches, but if the game has decided that there are no travelers in your area, you can do jackshit about that. For experience, I can just tell you that the most visited forts are the ones founded in the middle of your or other civilization clusters...and even that does not guarantee you visitors!
If you built your fortress on an ocean tile then you can be sure there will be no visitors at all due to a bug.
Yes, you can contact other civs, but only to get more caravans and diplomats, not visitors. Improving your entertainment places will help only up to a certain point.
Once I played a fort for 50 years and got not a single visitor, then I donated by mistake some grown-wood artifact that I had for some reason to an elf merchant...the next season I got like 100 new visitors (bards, troupes, monster hunters and questers). Game triggers are more a matter of luck and occult game mechanics...
>>
>>2150991
>If you built your fortress on an ocean tile then you can be sure there will be no visitors at all due to a bug.
Oh... Is this the case if my fort is in two biomes at once and one of them is an ocean?
>>
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>everywhere is untamed wilds and/or near hostile goblins
couple of guides said to avoid these when embarking. spent like two hours yesterday scanning three test worlds i genned. am i being too picky? a couple of worlds i genned had some nice looking mountains but zero neighbors at all (no humans or elves), should i be going for total inna caves?
>>
>>2151751
Untamed wilds is comfy, I always embark in savage areas.
>>
>>2133707
>>2133651
>wanting people to dispose of your corpse like rubbish after you die
literally just die in the wilderness
>>
>>2151776
Embarking in wilderness remote wilderness in high savagery world in a 1 dwarf civ is peak kino
>>
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>>2151776
>>2151785
for a new comer, should i be concerned about neighbors?
if goblins appear on the list, are they too close; and, do i need humans or knife ears?
>>
>>2151789
Starting near goblins is a good thing, because sieges are fun. I also prefer to have elfs and humans nearby just for more trading options. As crappy as elves are sometimes they sell you giant tamable animals.
I wouldn't recommend starting near a necromancer tower or a reanimating biome but starting near goblins is no problem. Even if they attack when you are still weak you can just retract your bridges and wait them out.
>>
>>2151789
You usually don't have to worry about goblins until you get to around 50 dwarves, at which point you should be well set to either have a small military or lock the doors to the fort semi-permanently, don't embark near necromancer towers though.
>>
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>my dwarves only started getting angry when a nigglet was born
>>
>children beating each other to death after one goes berserk because they can't see what they want to sketch
fun, at least it wasn't a master mason this time
>>
>>2134989
I'm pretty sure they are overhauling sieges right now. They already fixed some marksdwarf issues and latest news post on DF website says that certain creatures can destroy bridges, constructions, ect. Enemies can dig through floor if everything else fails.

I'm pretty sure Tarn said something about enemies 'learning' from each Siege which could be a lot of !!FUN!!. I can only assume that they will work on Myths & Magic afterward, seeing how Tarn is really into it.

Personally, what I'm waiting for is more Villains updates but that'll have to wait till 2060.
>>
>>2149492
Personally I go with a smaller size worlds and 100 years of history if I want to focus on my world's lore. You usually get 1 civilization for each major species to focus on instead of 2 or 3. The only flaw is that kobold civs usually fall by that time and there aren't a lot of megabeasts left, unless you raise them.
>>
>>2153490
Toady's plans change all the time, but going by his latest comments the current roadmap is:
1. Siege update.
2. Site building in Adventure Mode
3. Map rewrite
>>
>>2153503
Iirc, the map rewrite will be mostly about the changes to the cave generation os that they can support more underground features
>>
>>2153503
magic update soon
>>
What are your biggest issues with Adventure Mode, anons?
>>
>>2153553
Retards and imaginelets complaining about it.

Non half-serious jokes aside,
it needs to catch back up with itself feature-wise, needs to have its ASCII UI fully functional again, and needs to allow formation of relationships outside of using DFHack among other old promised features that slipped by the wayside during the 5+year period of rework just like Villains prt. 2 and Myth&Magic.
>>
>>2153565
Honestly adventure mode has so many flaws that I don't know where to begin. It's clearly a side-project compared to fortress mode, at this point. I feel like it's biggest flaw is lack of optimization. The game runs like crap and becomes unplayable in any large settlement, especially fortresses. The NPCs also feel a little bland. I wish the world was just more interactive. It's ridiculous that adventure mode is still a lot of fun despite all its shortcomings.
>>
>>2153580
>I wish the world was just more interactive.
same, I wish when you join a faction you would be able to join their armies when they create them, join them attacking other factions, allowing you to hae relationships, allowing you to own property, farm, and build on your property, gain positions in the factions and have them mean something, like if you become the leader of a hamlet you can change the tax rate and gather the fyrd for the army, just basic small shit like this would increase replayability so much and would make for much more impactful and fun gameplay.
Now if you would want to go more complex, make gladiator games for the goblins, make jousting events for the humans and axe throwing competitions for the dwarves in the big cities. Just let there be more shit.
>>
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>>2153540
>Iirc, the map rewrite will be mostly about the changes to the cave generation

I don't remember all the technical details, but one thing the map rewrite was supposed to change was how the underground is set up. Right now it's a very formulaic thing where there's always three cavern layers and these are generated for each map tile seperately, with no connection between them. The map rewrite is supposed to give us a single, coherent and free-flowing "Underdark" under the overworld. Where you can even embark on top of a cave people settlement or something like that.

It will give us a larger number of surface geological features too, from irl ones (canyons, mesas) to fantastical ones (flying islands).

Atleast in the past Toady has also talked about how the map rewrite will allow us to have multiple "cameras": You'll be able to open a pop up screen during fort mode that shows your army invading another side and you can comand them around.

So all in all pretty cool. Pic related for Toady's explanations from almost three years ago.
>>
>>2153688
It would probably require substantial effort from Toady's side. That kind of interactivity is difficult to achieve. For me, a far more reasonable goal would be to fix the abhorrent FPS drops adventure mode is plagued by. It cannot be that difficult either; cutting simulation to only your Z-level, and abstracting the rest, or ignoring non-factors like creatures in caves. There is no point to simulating 100 clowns walking around in the circus 100 z-levels below you, but adventure mode does that, for arcane dwarfish reasons.
>>
>>2153580
>It's clearly a side-project compared to fortress mode
>last few years of updates prior to 50.01 were all about adventure mode before 50.01 released without it
>still being worked on and fleshed out more than fort mode until this upcoming update
K
>>
>>2153918
Okay to be fair what I wrote was pretty retarded. Im just sad that adventure mode lags so much in large settlements.
>>
>>2154032
Fair
>>
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>it's a comfy method that has you stockpiled for your first siege early on
>"That's crazy man, but can your dwarfs high on DMT?"
>>
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Reflecting on my first dungeon so far, I already know my second will be a memorial for the brave souls on my first. We've been getting by on mushroom beer, fish, and selling porcelain crafts as I'm trying not to let my craftsmen go berserk for having zero decent materials to work with
>year 3 and I only now dug deep enough for marble
>haven't dabbled in minecarts yet
>dwarves haven't been able to pray to the ancestors for deliverance this entire time
>>
>>2154639
No, no, that's what all the !!FUN!! is about.
>>
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>>2154706
I mean, I'm having fun, but I'm genuinely surprised only 3% of my populations is picrel after spending years hauling boulders and only "incorporating" "wooden bin" technology half way through this expedition; meanwhile, dwarves randomly commit suicide because they can't create art they can envision.
My only Fortress donated Artefacts are a wooden bucket and a wooden bin.
>>
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these cunts have done nothing but pray for an entire season. A cougar started attacking our guard dog and only one guy went outside to do anything about it because the rest of these assholes were praying. Was it a mistake to make them a temple?
>>
>>2154964
Remember to build a grand display for your wooden bucket and bin to keep up the morale.
Or even better yet, give the wooden bucket to the elves as a sign of peace. Elves love their wood.
Meanwhile in my world, my current dwarven civilization is fighting a grueling war with a demon who took over their capital. I personally sent 30+ dwarves into the meat grinder and half of them got wiped out by the demon in question. Then I randomly became a capital - turns out the very queen of dwarven civilization has sided with the goblins and died during defense from one of my attacks. The bastards never besieged me so I eventually retired the fortress and now I'm back in adventuring life.
>>
>>2154964
If your entire fort hasn't died from starvation, goblins or an accidental flood then you're doing better than most.
>>2155001
If you did it at a time you really needed the extra hands, then yes.
>>
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>>2155004
>>2155005
After setting up some temples, I am looking to start displaying and giving the creators their own homes.
My population is only at 111, I think I'm fairly isolated, so the goblins haven't found me yet. Scared of demons spawning in my growing grave yard.
>>
>>2155024
>My population is only at 111
That's pretty much a full fort already, I wouldn't even go past that if I had a shit computer.
>>
>>2155038
h-how do i stop the migrants?
>>
>>2155051
Main menu options in the steam version or a config file in the free version.
>>
>>2155057
Well, Steam's default is 200.
>>
>>2155073
It always has been, but you can fill most if not all jobs with 100 dwarves, the rest are just menial workers or extra military.
>>
>>2155087
I'm assuming monsters are going to come get me now that I've discovered a cavern, so I'm setting my cap to 130.
>>
>>2155087
It really depends on how strong your CPU is. I can handle 200+ dorfs with ease with rare lag spikes. Adventure mode, on the other hand...
>>
>>2155111
I can handle adventure mode everywhere besides swimming across oceans and in the FPS-Death fields Dark Pits and Dark Fortresses have.
>>
Harro, long time rimworld player.
I was thinking about trying df but it may not be what I'm looking for after all, so it'll be nice if someone could answer some questions I have.
I'm mostly interested about world building and like the story telling part of the characters, in rimworld this is basically non-existent, is all very basic and you can't really larp or role play around characters or situations because everything feels the same.
Is df the same in that regard? I mean, I know is supposed to be more complex? But does it actually have mechanics surrounding story telling or is just a normal base builder like the others?
Can I play other civs like humans or elves or are dorfs the only playable race?
Is the combat fun and more complex taking into account the character's background/skill or is just as shallow as rimworld?
Can a guy dig a path into your base with their bare hands just like in shitworld?
>>
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kinda off-topic but do you have any cool dwarf-themed wallpapers?
>>
>>2155408
1. The "story" generates on its own. DF is a sandbox.
2. No in fort mode vanilla, <30 seconds of editing a file allows it.
3. Skill yes, background doesn't matter beyond relationships(to others and to groups)
4. Not yet without the digginginvaders dfhack command. Possibly after the upcoming siege update.
>>
>>2155408
There is an entire mode centered around looking at the History of the world which includes historical figures, artifacts made sites, civs, art, books/slabs/scrolls, wars and so on
>>
my fears of invasion were overblown. more dwarves are happy than (neutral = upset), we have more than enough beer and food.
it's year four, i now have administrators beyond a powerless mayor, and my military and militia captains haven't been named yet.
was making a bunch of unused armor, spears, and crossbows lmao
need to get a expidition lead to the caverns so i can block my self off.
>>
>>2155139
You can remedy fps death in most settlements by travelling at night. Most NPCs are asleep and don't eat as much resources.
>>
>>2155537
I'm fine with most settlements, I'm talking about Gobbo sites being innately anti-FPS due to a multitude of factors
>>
>>2155543
Yeah I know what you mean. I hope they work on adventure mode optimization eventually.
>>
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>>2155408
Well first of all welcome
then you have to understand (I'm not trying to be elitist) that Rimworld is a very different game from DF, but I still think DF is superior in every way.

Anyhow, Worldgen could be considered a mechanic itself separated from the game: you can spend hours in this , switching to Legeds to read about characters, historical figures and lore of the world. you can edit pretty much anything too: in DF there are 'good' biomes and 'evil' biomes, this will also affect the wildlife and how the world interacts
so no, DF is very very different from Rimworld in this way

do you know the 'Nemesis' system from the LOTR games? well DF had this for years, its not uncommon to wage wars against old enemies of your civilization

combat is more complex but less 'visually appealing' that rimworld, no animations and stuff
>Can a guy dig a path into your base with their bare hands just like in shitworld?
not yet, there's a Siege Update coming soon-ish (we hope)
>>
>>2155408
Going from what >>2155659 wrote,
The game has Legends mode where you read about the different events and people generated during your world. Best used in tandem with Legends Viewer extension. There's also Adventure Mode, a roguelike exploration game where you walk around the world, do fun stuff like dying and killing, ect. It's in a rough state but it's still surprisingly fun if you stick with it.
The best thing DF has over rimworld is its depth and procedural storytelling, ect. Every dwarf has their own values, beliefs, personality, preferences, relationships. There is liquid simulations if that's your thing. There is a lot of potential for autism projects if one fiddles with the systems long enough.
>>
>>2131204
oh nasty!!
>>
>>2155408
>>2155659
Also one last thing I want to add is about the whole
>Losing is fun!
thing

Rimwolrd blatantly ripped off this from DF and now every time you look for it in a search engine RW is the only thing that comes out, but understand that
this originally came from DF in the sense that
even if your fort collapse, even if you screw up, that is not "the end": like we said the world is alive, you can play another fort in the same faction and avenge your old fort, or join the enemy and conquer all your old forts
"losing is fun" means you can really play the game without any real goal, and that what makes you free

meanwhile in RW that just translates to
>"lol i'm just going to spawn a lot of enemies inside your base and you will die in the next two hours"
and thats never been funny for me

so yeah DF is a "complex" game but is not hard for the sake of being punishing like RW desperately want to be
>>
is there a way to order my hunters to go hunt something specific down? this coati has been harassing my guard dogs on and off for like a month it just keeps running away and presumably healing the damage back (idk how that all works in this game) and then coming to do it again. Sometimes theres a dwarf right outside that sees it and helps out but otherwise my hunters seem too caught up catching possums to deal with this pest
>>
>>2156017
oh and i'm on v47.05 if that matters
>>
>>2156017
Nope, your best bet would be to send your military to do it.
Alternatively just set up some cage traps because he's not going to be the last.
>>
I'm not seeing a fence or anything I can build around my pastures so how do I keep my livestock alive the next time a were-moose comes and fucks my shit up?
>>
>>2156196
Build a generic wall?
Alternatively, just carve an underground pasture - on a soil layer, or irrigate one, or isolate a part of caverns.
>>
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>giant monster shows up while trying to figure out barracks
>it's in the underground caverns where i can't seem to get my dwarves to ignore
i think i done fucked up, i have tons of equipment but i've only assigned two people.
meanwhile: i can't seem to forbid dwarves exploring the cavern, so i'm about to lock a door and sacrifice some bodies while figuring out armies at the same time figuring out if it's vanilla settings or dfhack automation that has a third of my population in this cavern. is there some sort of "recall dwarves to gathering zones" order?
i was hoping only spider silk seeking dwarves were going to go down there, but the wood cutters are sprinting down there. the only casualty minimization i can think of is toggling children gatherers, lock a door, and manually be walling off/on entrances t
>>
>>2156495
Yeah, you either block it off or figure out how to use burrows.
Blocking it off is better because cheeky cavern monsters can cause a lot of problems in a fort.
Just remember to block off all Z-levels of access because the fuckers can and will climb.
>>
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>>2156506
as soon as the alert popped up, i basically saved and quit. been thinking of a game plan since last night, but there's probably going to be a quite a few deaths if i'm even able to figure this out
>>
>>2156514
Depends on what kind of giant monster it is.
Sometimes a miner or lumberjack can get lucky and just dismember it on contact, other times it just kills a quarter of the entire fort.
>>
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>>2156515
i'll see if i can't add my wood cutters to a militia before turning time back on.
"emaciated" was part of the Alert, sounds like that is only helpful when it DOESN'T eat my retarded gatherers and children first lmao
>>
>>2156522
As long as it isn't made of metal or something it's usually killable. Miners used to use the mining skill as their weapon skill with pickaxes so they were pretty badass, but I'm not sure if that's the case right now.
What I do is I check every new arrival from migrant waves and if they only have a skill I don't really need an extra dwarf for or I don't desperately need a dwarf for another job, then I stick them in an inactive military squad which I only later activate.
>>
>>2156525
was thinking the same on my next fortress start. learning more on my first fortress than i was expecting. because this is my first sim/base building game, the beginning quote and the persistent fortress mechanic keep me expecting a run ending event around every corner.
>actually clicked on the monster
goddamn it lmao, not only is this frail bitch 7 screens away, there's giant lakes in the way.
>>
>>2155408
>I mean, I know is supposed to be more complex
lol no. It has a reputation but that's mostly due to the autistic interface. The steam version revealed to normies that it's a big nothing-burger really.
It doesn't even have temperature mechanics nearly as good as Rimworld, and that's a massive thing for this type of game.
Most of the """complexity""" is Dumas losing the 3rd digit on his right foot and its trajectory through the air or whatever. Just mad libs, really. This is why it's fallen out of the cultural consciousness so hard. It's not really *actually* complicated, it just looks that way at first glance, and carries a legacy.

Check out Song of Syx, I haven't looked in awhile but it's in heavy development and has some of the same goals but has already surpassed DF in ways.
>>
>>2156573
Yeah, the "procedural" gen seems to also be just a random almost illogical mix as well, pretty underwhelming when I checked the legends mode.
Song of Syx is not really what I'm looking for, remember watching the sseth video a long time ago and it was mostly just a number go up simulator with no much depth and just collect resources/build base. Is even less focused on character "storytelling" than the other two games.
>>
>>2156514
>>2156541
Perfect actually, now you can send in an Adventurer to take care of it
>>2156573
>mad libs
Too obvious, you really need to stop using the same terms and phrases when you do that.
>>
>>2156650
?
Am I wrong?

DF is comfy but it's a pretty shit colony sim. There's a reason /dfg/ had to move here and /rwg/ is still thriving. That reason is that the Steam version exposed how shallow the whole thing really is.
>>
>it actually was him
nooticers are scary
>>
>everyone who doesn't glaze dworf fwortress is the same person
Please take your meds. It's actually ok to be critical of a game and also enjoy it.
>>
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>>2156573
>Most of the """complexity""" is Dumas losing the 3rd digit on his right foot and its trajectory through the air or whatever. Just mad libs, really
https://arch.b4k.dev/vst/thread/2080588/#2120322
https://arch.b4k.dev/vst/thread/2080588/#2120748
https://arch.b4k.dev/vst/thread/1690192/#1731171
>>
>>2156674
>an anti-DF fag that always tries to shill RW or SoS
>was filtered by the UX prior to 50.01
surprise surprise
>>
>>2156674
Those people have good points. What's yours?
>>
>>2156674
>Most of the """complexity""" is Dumas losing the 3rd digit on his right foot and its trajectory through the air or whatever. Just mad libs, really
>With the Steam version, now anyone can see that a large amount of the "Urist's 3rd toe on his right foot" stuff is just mad libs
wew it is him
>>
>>2156680
>Those people
Previous iterations of your own posts aren't other people pal
>>
I probably subconsciously picked that up at some point, or we have the same thought processes.
But let's say all of these bad people who bring up critical points about DF are the same person: (me).
That doesn't address the points made at all, does it? Really it just makes you look like a spastic who needs to go outside more.
>>
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jesus christ
just admit you got caught
>>
Yes they are all me. Everyone who's ever been critical of DF is me.

Now what? Ready to address the content of the criticism or is this kind of deflection some kind of last defense?
>>
just because you got filtered by the pre steam UI
https://arch.b4k.dev/vst/thread/2080588/#q2120042
and believed the obviously exaggerated stories produced by the greater DF community.
https://arch.b4k.dev/vst/thread/2080588/#q2120322 https://arch.b4k.dev/vst/thread/2080588/#q2120748 (obvious samefag)
Doesn't mean you should start random anti-DF /v/ threads or try desperately to shill RW every other time you do this routine.
>>
>>2156697
Yeah, him going "everyone thought it was complex due to the UI" falls so flat whenever it's pointed out that only normalfags and the filtered that actually couldn't play the thing made that up as literal cope for why they couldn't get into it
>>
nta but honestly all those posts are pretty reasonable critique
>>
has he made a thread in /v/ to bitch and moan out of frustration again liek he usually does?
>>
Not being able to address the content of the criticisms is a pretty bad look my retards
I guess that's why we're in /vst/ tho
>>
>>2155537
Thanks for the tip
>>2156705
No, or not yet at least.
>>
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>df generals gen lore irl too
we can't stop winning, dwarfbros
>>
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>>2156715
it was inevitable
>>
>>2156718
makes me want to get comfy and carve a new temple
>>
>>2156650
>>2156668
>>2156674
lol, I was the "word salad" comment. I'm not oldfag enough to know who this boogeyman is that I'm supposed to be, and I had to look up what "mad lips" even is. I stand by what I said. Making the UI understandable has shown normies that DF is not all that special.

And the naming conventions are dumb. Just a few hours ago I genned a new world and read through the legends. It was cool to see how one dynasty was replaced by the next, and how the second royal family constantly expelled religions they didn't like, how the local crime faction became more powerful over time etc. But all of it was written in dumb word salad.
>>
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keep at it little buddy, maybe you'll convince someone one day
>>
>>2156715
It is terrifying
>>
>>2156728
What kind and to what god(s)?
The last time I played Fort mode I had dedicated a different flooring based on the various gods of my civ... before I accidentally into Hell while trying to get some sweet sweet wafers
>>
>>2156764
>>2156718
lol its from the game XD
>>
>>2156774
Death... I am not upset by this.
>>
>>2156774
>the large weaver spits at you.
>>
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>>2156774
don't pretend to be me, you little shit, i don't type like that

>>2156771
well, 10 dwarves just got merc'd because that wasn't water in the monster's way. my two guys almost killed him, but he caught up to the fleeing gatherers.
so a temple+memorial for the dead and one for a protector ancestor. was kind of hoping it'd would be a run ender, but it's just causing ptsd in my population as i'm fitting out my infirmary. was a stinky monster, lots of miasma
>>
>>2156786
after you're done shoring everything up you can always start another fort or play as an adventurer and visit it later.
>>
>>2156786
sounds nasty
>>
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>>2156789
tried replacing the captain of the guard mid fight. he was angry that he didn't have quarters, so a bunch of unarmed dwarves eventually pummeled it to death

>>2156791
very
>>
>>2156809
rough, what flavor of FB was it?
it was one with flames or a venomous bite right?
or is it something harder to clean up like one with toxic blood or shoots deadly dust everywhere?
>>
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>>2156811
some freaky ass pterodactyl shit with "poisonous vapors"
>>
>>2156822
>it has a shell you can use
nice jackpot there, anon
and it isn't too bad a cleanup either
>>
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>>2156826
might have spoken too soon. i can't find any text saying it's dead or nor do i spy a corpse, dwarves stopped dying so i thought i had won.
it might have just fucked off like Evolve lmao
>>
why did the overhaul modmaking community die out?
>>
>>2156984
Making things with the new 50.01+ format is a pain
>>
>>2156984
People had no interest in making sprites and ascii mode came out after interest died out again.
>>
>>2156573
Ehh, DF has much better storytelling potential compared to Rimworld. DFs biggest flaw is that its a 20 year old game with years of old code that’s probably held together with Toadys sweat and tears while running on a single CPU. DF also isn’t a cancer to play. When nothing happens in Rimworld, nothing truly happens and you just stare at lobotomite NPCs doing their tasks at 4X speed. In DF you watch lobotomite dwarves with emotions, personality, values and relationships that get influenced by the events in the fortress and get to learn the story of the world based on their poems, knowledge, ect. Or you can read through the engravings and analyze the statues.

DF has also a much smoother tedium curve. It’s generally easier to set up a successful colony and therefore its more entertaining to see it all burn down in a cascade of events, whereas in rimworld, you spend 7 hours researching shit and waiting forever for your 3 guys to set up a basic shitty stone room (after waiting another 49 minutes for the little one-dimensional retards to cut stone blocks, because fuck you, steel is flammable), then you build floors, your wealth skyrockets and the storyteller decides to nuke you off the map. The whole gameplay loop is you cheesing the AI storyteller by keeping your wealth in check so the omnipresent enemies dont spawn at the edge of the map (despite the fact that their constant raids would extinguish their whole population, or the fact that they need to march for a week straight from their base to your colony just to raid you and die). Whereas in dwarf fortress your wealth is spread by the word of mouth - letting visitors into your expensive tavern, producing and exporting valuable craft goods, ect. Which also makes migrant more likely to migrate to your fortress. Rimworld is a tower defense game with colony sim slapped on top of it with a story generator lie duck-taped as a cherry on top. Dwarf fortress is a fantasy world simulation with a game as bonus
>>
>>2157064
The fact that its easier to make a colony also means you can get to the fun stuff faster - raiding that goblin civilization that your dwarves been at war for the past 40 years, launching a giant megaproject, colonizing the caves, or simply making an aesthetically pleasing fortress without worrying that wealth will destroy your save file. In that way sieges are actually a blessing that makes the game more interesting and giving you a reason to bite back the enemies, or simply works as a drama tool now that the dwarves and their children that you grew attached to are at risk of death. In rimworld I found it difficult to value any pawn beyond their immediate utility and traits because the colony sim is so game-ified that not doing so either results in your death or forces you to play on easier difficulty mode until you grow bored, raise it again, get hit with a volcanic winter, toxic fallout, and a mortar raid in a single week. In DF you can have a dwarf be so upset that their personality changes, they start arguing with their friends, losing them, becoming dejected from loneliness and then killing their own child in a blind fury and ending up on the wrong side of the dwarven justice hammer.
>>
>>2156984
I'm trying out mods today for the first time actually.
One of the mods added this "Enchantress" race I think, and for some reason it has no sprite.
Does anyone know which mod it is from? Also can I change mods or change the load order after creating the world?
>>
>>2157072
> can I change mods or change the load order after creating the world?
not in 50.01+
>>
>>2157083
Welp. Any advice for troubleshooting modding in this game?
>>
>>2157112
there are a several series on youtube and on the wiki that will help you out greatly.
I personally don't use the tileset, so I wouldn't really know.
>>
>>2157112
I don't use mods, but I guess you could just repeatedly generate new worlds, disabling one mod at a time as you go, and making a beeline to set up the conditions that trigger the problem you're having, if you know what they are.
Unfortunately it will be very time consuming. If you have a lot of mods you could take a chance as cutting a chunk of that time away by disabling a large group of mods at once, then slowly reenabling them if you manage to fix the problem right away.
>>
>>2153496
>You usually get 1 civilization for each major species to focus on instead of 2 or 3
I tried to get 1 civ per race on a medium world because I liked the idea and it simply won't work. A random megabeast will force the races in a migratory lifestile while the gobs fester on the map.
I never tried maps below small, thanks for the suggestion
>>
>>2157449
Try modding in goblin and elven lifespan. This way they'll die from old age and the effect shouldn't be as impactful. Try a smaller (not pocket) world next time. I did one and got 1 civ per species.You could try lowering the number of megabeasts in advanced worldgen but beware, you also need to edit the option for 'stop history generation when X percentage of megabeasts are dead' to 100, ect. But not having any megabeasts means you can only get !!FUN!! from sieges and Hidden Fun Stuff.
>>
>>2157483
>But not having any megabeasts means you can only get !!FUN!! from sieges and Hidden Fun Stuff
Yeah, I agree, I actually doubled all parameters for them. It gives decent results for civs but I still think there should be way more though
>Try modding in goblin and elven lifespan
Bah, I tried a couple of mods for goblins and I probably shouldn't run worldgen for 500 years for tests but they still end up covering the map
Back to trial and error
>>
>I tried to get 1 civ per race
Have you tried editing their entity entries to have only one max?
Or is the routing via megabeasts setting you back?
>>
>>2157697
Honestly, huge goblin populations aren't as bad as they seem. Having more goblins on the map = more goblin pits = more raids. But to each their own. You can always just keep genning until you get one that fits.
>>2157732
That could work as well. Give it a shot anon.
>>
>>2157732
I haven't tried that actually, I'll try it if I can't get some decent result soon
>>2157751
Nah, I'm fine with a lot of goblins but I want some balancing to not end with 95% gobs and 5% of everyone else. If I get close to 60/70% I'd be happy enough.
I'm kinda close though
>>
>>2157926
Longer history means goblins have more time to breed, and since they only die to violence, their numbers often swell up compared to mortal races. Elves also have this problem but not nearly as much due to certain spoilery reasons about goblin civ creation during worldgen. Having 100~ or even 75 year long history should leave you with some megabeasts and the story of the world is more digestible due to smaller amount of settlements and historical figures.
>>
>>2157926
It's what I do, mind you I have ~12ish different civs I use and play on Large worlds with continents and only around 50 years so I can influence the initial dynasties ;]
>>
Does Dfhack have any command to help me locate flux on the fortress? I know I can locate ores but flux can be much harder sometimes
>>
>>2158181
Yes.
>>
>>2158247
Can you pretty please tell me what it is...? :)
>>
>neuter every last dog and puppy in the fort
>the bitches are still having new litters and lagging up my game
who the hell is nutting in my dogs????
>>
How can I get myself out of the habit of making square ass rooms all over the fort?
Or my habit of making one giant food stockpile in the middle of everything else?
>>
>>2158450
Build your fort on the cavern level so you're forced to adapt to the cavern walls, use the DFhack designation tool.
Build dining halls and place small food and drink stockpiles in or near them for maximum efficiency, keep everything else near the kitchens.
>>
>>2158455
>Build your fort on the cavern level
What am I supposed to do when shit tries killing me? Early fort has no military.
>>
i always get the urge to play right before i should be going to bed
>>
>>2158457
I don't mean in the cavern, I mean on the cavern level so you have to figure out how to best use the space between the cavern walls.
>>
>>2158461
Oh fair. I can try that.
>>
>>2158181
Speaking of locating flux. Does anyone know if the aeramore mod creates some fuckery regarding flux?
This is the third site in a row where it states flux is present yet I can't find a sliver of it despite frenzied digging.

Also dfhack doesn't detect flux stones. Locate-ore only works for actual ores, it can't spot any of the flux stones.
>>
Am I just misremembering the past, or has Toady become more curt and cagey in his fotf replies over time?

And if yes: Is this a good sign (he's more focused on actual plans) or a bad sign (he has given up)?
>>
This release improves stability and fixes some odds and ends as we head toward a playable siege update.

General updates

Fixed crash caused by interrogating certain suspects under certain circumstances in world generation.
Fixed crash in legends caused by missing works of art.
Fixed potential out of bounds crash setting appearance contributions from parents in world generation.
Fixed pathing issues caused by building construction on certain maps.
Fixed some other issues related to map block allocation and path connectivity.
Made training marksdwarves use the last bolt in a stack.
Allowed work orders to specific plants for milling jobs.
Stopped dyed items from triggering inappropriate export prohibitions.
Specifying wood in certain work quotas will now actually use the specified wood.
Stopped meandering behavior for animals that are trained for war or hunting.
Again allowed impaled weapons to be dropped by the wielder, leaving the item behind.
Fixed a problem causing minerals to not show up in some mods.
Fixed issues with blinding and necrosis item powers in scripts.
Increased world generation stability.
Fixed problem with material initialization causing unpredictable problems.
>>
>Enjoying my mod gameplay
>Update
>Can't even play without dfhack updating too
Man... This is gonna break my world won't it?
>>
>>2159874
He gave up a long time ago.
>>
They made a trailer for the siege update: https://www.youtube.com/watch?v=pUTKMzx4_Z0
>>
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Gentlemen. Question.

Is there a means (or mod) to make sure the goddamn surface is able to accept long, clean farming plots? There's so many pebbles and bare patches of soil that my autism demands I simply channel to the next layer just so the 9x3 actually looks like 27 tiles.
>>
>>2160052
Covering it with mud works, but you might have to build a wall/floor on boulders and deconstruct it first to destroy them.
I think some desert biomes can spawn in without any pebbles at all.
>>
>>2159950
>dwarf crossbow machineguns
Are you ok, Toady?
>>
Will upload tonight
Caught up at work
>>
>>2131204
>>2155771
qrd on this meme? Seen it before never really understood it
>>
>>2131078
I love this game so much anons
Do you have a favorite map or seed to share?
>>
How deep to dig before doing exploratory tunnels for ore?
>>
>>2160447
Learn geology
>>
>>2160355
Some schizo who kept making ms paint shitposts and trying to destroy /dfg/
that's it
>>
>>2160400
I never really got attached to seeds in DF
>>
>>2160497
nta, but i'm not particularly attached to my first fortress nor seeds.
do updates break saves? a future idea was to make a bunch of fortresses and stuff on one map to build up an adventure map.
i've only installed the dfhack for the reported bug fixes (and small automation help).
>>
>>2160593
Updates don't.
>>
>>2160593
Rarely they do, but it can happen if the update change data structures too much, most of the times they dont.
Sometimes they dont, but you dont get to experience new stuff added since they are created during world gen
>>
Am I going crazy or do the dwarves collect a fuck ton of leaves when gathering now?
Not lettuce but like pumpkin leaves and stuff, aren't those inedible? Why do they do this? Low gathering skill?
>>
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I have Dwarf Fortress installed on Steam, and I learned to play it there.

However, I'd like to play Dwarf Fortress the way it was when you downloaded the Lazy Newb Pack, where I could select different tilesets, and use Dwarf Therapist, etc.

So, I downloaded the game from https://www.bay12games.com/dwarves/index.html (the df_52_05_win version), but when I open it, it has the Steam graphics! Also, when I generate a map, I can't see anything. I have to switch to ASCII to be able to see it. The picture attached shows what it looks like.

How can I install tilesets and Dwarf Therapist and get them to work with this version?
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>>2160829
The whole graphics implementation was reworked for steam release, tilesets no longer work and apparently new tilesets will require 100 times more work to make (if it's even possible). Not sure if it was necessary, or was community effort to implement graphics deliberately nuked.
You can only play pre-steam versions like you want.
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>>2160710
Leaves are produced from fruit picking zones, and I think they should be usable somehow for food, milling or making dies, but then, this is DF and you can never be sure when a feature is some half finished featured.
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>>2160857
I guess, they do put the shit in the food stockpile so it should be, but then it always seems to get left over so either its not or they do not prefer it, maybe because it's low calorie or low worth? I do also notice they always seems to prefer cooking with tallow or oil first instead of any meat or anything else, so it might be some sort of nutrient feature there.
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>>2160835
It was part of Kitfox's deal for publishing DF on Steam, it needed workshop support. So he decoupled RAWs from saves and as part of the modular changes he made to the data structure it did indeed make creating new tilesets a pain in the ass and accidentally broke square ASCII ones.
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Pic related is what appears to be a diagram of the food distribution section of a base.

And how there are different stacks for everything.

For you, what should be the distribution or elements that a surface-level earth base should have at the beginning of a game?

Then, what would be the distribution and elements of a rock base a bit further down?

And then, what should the distribution be like for a deep base where there is lava and so on?

I want to create better diagrams like this one.
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>>2160898
Oh man I haven't seen this in forever. I remember being a little nooblet and trying to exactly copy this.
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>>2161031
I just realized a potentially good strategy. Usually, when I start, I make one space to store everything, and then I begin building my base, but I only make one base.

I think a better strategy is to first make an initial base almost at the surface with only the essentials.

Then, make the second base deeper down with more workshops, and individual rooms for everyone, plus temples and guilds.

And then make another base even deeper, where the lava is.

I have never been able to reach the lava because I think staying with only one base prevents the dwarves from wandering far down, but if I put taverns and dormitories on the different levels, it should work.
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>>2161055
I usually do something similar, a hastily built completely unplanned outpost near the surface to serve as a worksite, housing block, and bar for the construction of the real fort down below.
I usually though dig deep as I can and probe with exploratory tunnels to know what im working with, magma is easy to find. Building an autism pump stack is not. Actually it is but holy hell is it tedious
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everyone is nice here
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>>2161213
You have to be a grade-A fuckup to get this place riled up
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>>2161243
Rimworld
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Am I able to mod a creature to be trainable in game with an existing save? Or did I have to do it before world gen?
In this case Giant Dingos (which should be trainable by default lets be real, they are just dogs and they were trained by people in real life for centuries)
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>>2161359
funny you mention that, i was browsing /vg/ for a DF general, and everyone is saying "DF discussion NOT ALLOWED", including the rimworld general, lmao
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>>2161359
Dwarf Fort players have no reason to feel insecure about Rimworld. Dorf Fort was always niche nobody cares what the normies play more.
They only have superficial similarities anyway, the two games are clearly designed with different intentions
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>>2161359
What about RW?
The "rivalry" forced and onesided, since a good chunk of DFags either play both or dont think about RW at all.
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>>2143161
It's worth it to see the teeth fly off and read about Igmar's hammerblow causing a body part to explode
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>>2143161
>>2161644
For me it's 10x steel serrated discs chopping off gnome buttocks and groins.



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