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Previous: >>2131078

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!
>>
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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]
>>
DO SOMETHING, AUTISTIC FROG
>>
I throw my lazy dwarves off cliffs.
>>
>>2173484
How though?
>>2173314
Im waiting on magic still
>>
>>2173576
Minecarts
>>
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https://www.youtube.com/watch?v=5pvlCOF9HfI
November 3rd
>>
>>2173782
Looking good
>digging enemies dont reveal the terrain they are digging until they are about to breach into your tavern
That is evil, all that it needs to be perfect is for the map to have an fog of war.
>>
>>2173782
>>2173799
Mmm~
I can already taste the salt that such an addition will bring.
>>
So I assume a valid defense strategem is to pump a curtain of lava around your fort interior as a filler barrier between your fort and the surrounding stone/caverns?
like that scene in the incredibles.
>>
>>2173782
Legitimately kino
>>
>>2173809
around, below and above
they can dig and construct stairs and floors above the magma otherwise
question is, how to avoid them digging through the support block and collapsing entire fort on their heads
another question is how to control it
what if some goblin breaks the pumps while the fort is submerged?
>>
>>2173782
Official hype text by kitfox: https://store.steampowered.com/news/app/975370/view/536616130148565319

After the Siege Update on Nov 3rd toady will do some bug fixes, and then he'll add evil sorcerers and other magic users to the attackers!
>>
>>2173848
Yes
Hopefully more interaction tokens to play with for my own magic systems
>>
>>2173848
Rimworldies are already losing it
>>
>>2173782
Since he got married, his sweet autism has disappeared, sadly.
>>
>>2173862
This means we'll actually get updates at least for better or worse
>>
>>2173857
I doubt it.
Just sounds like dramamongering.
I bet if I head over there there would be one maybe three at the most even mentioning it.
>>
>>2173864
>i doubt it
you should be happy that df can now compete with rimworld
>>
>>2173864
>it's just one anon stirring the pot
Hell it's probably the one who just mentioned them at all here.
>>
>>2173857
>>2173866
Can you stop trying to start cross general flamewars you useless cunt
>>
>>2173868
What the fuck is wrong with saying df is better than rimworld
>>
>>2173862
Yeah, I noticed his autistic rocking has been cured. Is this the power of women?
>>
>>2173885
honestly i barely understand the comparison
rimworld is so hopelessly lacking in areas df excels at and replaces then with uhhh something something storytelling
>>
>>2173885
Nta, but:
1st - it is gay
2nd - attract retards and schizo who on the best scenario will try to shit up things because they are butthurt, and on the worst case they will stay here for good
>>
I prefer songs of syx
>>
>>2173924
It is(was?) an interesting game, but just like RW it has different focus than DF and I dont see it as direct competion (even less so than RW).
Also, I heard that the dev went full retarded with balance, is this true?
Even the thread that was chugging along here for 300 days failled to have an follow up.
>>
>>2173934
It sharts all over blumpy fortress, at least.
>>
>>2173936
Then why are you here and not on the Song of Syx thread?
>>
>>2173949
It doesn't have one? Retard
>>
>>2173950
Then why are you here?
Go make one
>>
>>2173951
Itd die thobeitdoebeit
>>
>>2173898
It somewhat makes up for it by being a lot more fun to play to the average person. I understand that this argument is worthless in place such as this, but I'm just saying that one game has a lot more players and revenue. Which isn't a metric of quality by any means. Rimworld has so many mods not just because it's easy to mod, but also because playing it desperately makes one wish to fix the game.
>>
Fair point.
Let's leave this discussion off here though.
As he already stopped trying to stir shit in /rwg/ after being called out.
>>
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>>2173924
And I'm looking forward to Outpostia. It's like Rimworld, but with Z-levels and DF Adventure mode map loading.
>>
>>2174062
>not just because it's easy to mod
No, that's exactly why. In DF, you can mod almost nothing: you can only add similar creatures, similar workshops, and similar items. And creating decent graphics for it is too difficult.
Another reason is that Rimworld is a stable tower defense game with consistently occurring events; they just change in order, but they're bound to happen.
In DF, you can play for decades and nothing will happen. So many ordinary people don't like this. They even start saying that all the stories in DF are just the product of the game's text generator or something like that.
>>
>>2174069
looks fartywarty ngl. what does it have that df doesnt
>>
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Anon are you really about to try this after you got caught last thread and immediately after trying to start shit between /rwg/ and here?
Have some fucking class.
>>
>>2174084
The irony is that Rimworld, despite selling itself on this dimension, has completely rng "storytelling" whereas DF, while not perfect, actually has coherent worlds capable of containing a (somewhat) consistent narrative.
>>
>>2174095
qrd
>>
>>2174113
No, look at last thread or pay attention
>>
>>2174119
everyone in here is such a dick when you ask for context
>>
>he's back at it
Predictable as always.
>>
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>>2174085
>looks fartywarty
I don't know what that means.
>what does it have that df doesnt
Well, the setting is near future, so there are vehicles and prosthetics. Vehicles use the same system as animals for their structure, so they can be modified (changing wheels, mounting turrets). You can also have multiple settlements (that's why the game is called "Outpostia", you can build outposts). The map loads around your colonists, so there is no map edge. There is also prison labor. It's in very early development (no public build, I'm a playtester), but there is a pretty big update every week, pic related.

>>2174084
>In DF, you can mod almost nothing: you can only add similar creatures, similar workshops, and similar items.
Yeah, through raws. Rimworld borrowed that idea, so its entity, material, damage, etc. definitions are written in XML. It's not that different (although Rimworld using an existing markup language definitely makes it more approachable), but it also benefits from being made in Unity with C#.

>>2174109
Yeah, that part of Rimworld pisses me off the most. I hate the storyteller mechanic.
>>
>>2174141
We also have LUA modding becoming integrated more and more into DF.
Despite the setback of the UI rework it appears that DF is finally developing forwards again slowly but surely
>>
>>2174113
Out of curiosity. I noticed the /rwg/ changed its OP pasta from

>Is Dwarf Fortress welcome here?
Absolutely not.

to

Absolutely not. Fuck off and take your shitty non game where it belongs.

A few threads ago. And I correctly guessed he due to him sperging out there about a week ago.
https://arch.b4k.dev/vg/thread/541892836/#541892836
You can see for yourself what that anon is talking about.
To bad that Rimjobbers are weak of the mind, easily falling for his bait, and getting riled up. Probably due to high levels of exposure to tranime and coommer mods.
>>
>>2174143
>We also have LUA modding
Oh, I forgot about that. That's very exciting. I know that Factorio and The Binding of Isaac also use Lua modding, and I even did a little Factorio modding myself, so understand the nigh limitless potential of this.
>Despite the setback of the UI rework
Not despite, but because of it. This wouldn't have been possible without the money.
>>
>>2174146
>the shitposter managed to alter their OP even further
Wew, it used to just say "No" lol
>>
>>2174151
I'll concede that the money and therefore the guiding prodding from Kitfox played a part in it.
I'm still just grumpy about the timespan of it.
>>
>>2174146
he did it over the course of a few alterations, so the frog was thoroughly boiled.
https://arch.b4k.dev/vg/thread/530485549/
https://arch.b4k.dev/vg/thread/529491139/
>>
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Wow, good job guys. Discussion about the cool news thoroughly derailed.
>>
>>2174298
I'm waiting for today to put in subterfuge and sabotage. Then I'll maybe finally see the fun in siege gameplay. Give me goblin civs who will send corrupted humans/dwarves to enter my fort as a citizen then lower the drawbridges or fight the gaurds when a siege begins.
>>
>>2174315
>I'm waiting for today to put in
I'm waiting for the day that toady puts in
>>
>>2174315
who knows man, maybe their AI will make them do so if they are already visiting your fort due to the intrigue system which exists.
>>
>>2174216
>the size of the room is important for the regular dwarf?
Not really from a functional aspect
It gives the room more value potential from engraved tiles/walls, and that means a happier dwarf. But that is pretty much it.
>>
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>me atm
did not expect it to come out so soon
>>
>>2173236
>Fort mode siege mechanics changes, rework and general spice up is the next update
Lmao
>>
>can path around dangerous areas
so there's gonna be a whole system of map analysis for the enemy during the siege? rip fps
i wonder what will be considered dangerous and where are they pathing towards
>>
>>2174439
They will probably use unit death belonging to their group as a measurement metric.
And LoS and pathing calculations have been greatly smoothed already, it isn't nearly as bad as it was before.
>>
i got filtered by trying to find and install a square tileset, how over is it for me?
>>
>>2174484
play steam version
>>
>>2174498
i like the ascii graphics, are the steam ones actually that much better?
>>
>>2174432
But that's what happened. Or are you laughing at something else?
>>
>>2174516
I just came in and read it as some sort of cope like "TWO MORE WEEKS!!!" but turns out it's actually true.
>>
>>2174520
It was already for a while known that siege improvements would be the next update, we just didn't have a release date until yesterday.
>>
>>2173889
magic hole of mystery
>>
>>2174521
So will DF finally become a video GAME with GAMEplay now or will it continue being "looking at the screen for hours and doing nothing simulator"?
>>
>>2174530
Hey, rimjob world faggot, get the fuck out. You wrote the same thing there too.
>>
>>2173293
>Remove bald dwarves

Am... Am I stupid or is that not just a normal thing with some/most male dwarves? Or does this also apply to females?
>>
Rimworld player here, how much worse is this game and are there any anime mods
>>
>>2174530
>looking at the screen for hours and doing nothing simulator

Bro just discovered technology
>>
>>2174543
I have to do something in other games doe
>>
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>>2174451
it is different because here they will supposedly create their own paths which in 3d requires a lot more calculations how i imagine it, i dont even know what other game to compare it to.
personally i expect this system to not work at all most of the time.
>>
>>2174556
even here, why are they building a stairway, surely this tower is artificially built from the ground up and they could just mine its wall if they are able to do it now
>>
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this ofcourse is the coolest part, like dungeon keeper
>>
>>2174563
It's fucking INSANE this game needed 20+ years of dev time to add basic thing like this
>>
>>2174558
perhaps they are attracted to workshops, considering them their main target, assuming it will lead them to the heart of the fort
>>
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>>2173782
knowing dwarfs these ones gonna jump down to the lava after they run out of bolts
>>
>>2174574
Wasn't archer/crossbowdwarf behavior improved?
>>
>>2174505
I personally haven't noticed anything that I couldn't live without in the steam version.
>>
Do I understand correctly that now DF has enemies that can break into your base while Rimworld doesn't have that?
If that's true that's actually a BIG advantage over Rimworld
>>
>>2174616
>while Rimworld doesn't have that?
Rimworld had breaching raids for years. They are ass since pretty much all walls have the durability of papier-mache with no reinforcement options.
>>
>>2174558
>>2174570
It could also be that sapping through fortifications is quicker. So that is why they are pathing through there.
>>
>retire first fortress because it's too unwieldy for a newfag
>been thinking about DF more than playing DF ever since
>>
>>2174537
It applies to both because you cannot isolate hairstyles
>>
>>2173236
Anyone playing Forthammer? It's pretty unbalanced, ogres seem to naturally take over the world more or less(which I suppose is sort of lore accurate to Warhammer), humans die out right away and I think it's because for Ogres, gnoblars count as full citizens that can do jobs and learn trades and a gnoblar only costs 1 point on the creation screen, so every ogre fort starts with seven semi megabeasts and potentially hundreds of gnoblars.
>>
>>2174590
ill try it out, it's square so i think it's okay, square is good
>>
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Is this a circle?
>>
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>>2174849
Looks good enough based on mspaint
>>
>>2174880
I will never understand circles
>>
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>>2174849
I'd simply check it with MS paint if I were you
>>
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>>2174897
1Âş - start with the central cross to figure out the size you want
2Âş - figure out the arch of one quadrant until you connect the ends of cross
3Âş - Break the resulting are into boxes and use as reference to fill all the other quadrants
4Âş - ...
5Âş - circle!

That is how I do it. Once you get the hang of it, you can even skip straight to step 3Âş.
>>
>>2174913
I've never seen a step-by-step sorted by degrees before.
>>
>>2175154
https://en.wikipedia.org/wiki/Ordinal_indicator
>>
>>2175160
I read that as "orbital incinerator".
>>
>>2175160
Today I learned about orbital incinerators. Neat.
>>
>>2173293
This has evolved quite a bit from the original post with the penguin questioning the viewer's sexuality
>>
>>2175181
Yeah, I'm surprised it ended up on Basedmods before that site died off
>>
any early tips to raise the value of rooms? my guild room is poor and my mayor wasn't getting the attention he deserved, apparently.
>>
>>2175419
Weapon traps with any type of weapon. Better weapons and trap components give more value. Its a good method to dispose of random invader weapons. And it will help to protect your important rooms. I usually put them right by the door.
>>
>>2174913
I don't get it, why is one side 2 degrees and the other 3 degrees?
>>
>>2175419
at the point where you have a mayor you should already have artifacts of other valuable items to be displayed. Easiest way, item value increases room value.

This is also why you want to continuously play in the same world btw, you can loot your previous sites if you abandoned them or receive migrants already wearing expensive jewelry and stuff.
>>
>>2175497
>>2175604
nice, thanks.
i'm genning worlds rn, default settings. not really sure what i'm looking for, but these names are fun.
"wondrous planet" just came up. i think it was Dimension of Typhoons that got up to 4th Age of Myth
>>
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>>2175619
aw fuck, forgot the image
>>
>>2175619
World is important, for example you can get animal people visitors -> residents -> citizens but only if the world has them, which you cannot know in advance. Also there might be particularly strong goblins that will come to siege you with dragons in the 3rd year. Depth of the world is important, allegedly it might have less than 3 cavern layers although i never saw it because i dont touch the default setting. What i saw are different shapes on the caverns depending on the world, my favorite is large flat plains covered in dirt, instead of the mazy mess of different elevations and soils, very annoying to build in.
You should probably pick one and play, get familiar with it, name your notable dwarfs too, it all creates a story.
>>
>>2175630
any other tips on what makes a good world?
some video i was listening to mentioned the new default mineral scarcity messes with civilization balance (goblins scarier, elves more likely to die)
>>
>>2175671
nah
i play on the lowest or second lowest mineral setting because the game is already piss easy and i want at least some economic challenge, otherwise whats the point (this is also why i start with nothing but instruments).
very high savagery because i want my animal people. Very high civ and sites but maybe this is a mistake. World size you will never interact with most of it and allegedly it lowers the performance on the higher setting but you do you, i can understand wanting it to be grand (it also makes searching for a site very slow since the game scans every tile).
Maybe someone more experience can answer it better but i wouldnt bother if i were you.
you can watch this or other videos on world generation on youtube https://youtu.be/XhLiB66mUvU?si=E7znMK0LFmGgLFrN
>>
>>2175671
>elves more likely to die
this is a good thing
in my experience this is never the case, it the dwarfs that are likely to die off.
>>
>>2175683
Also install DFhack, absolutely necessary, fixes bugs and gives many qol tools that should have been in the game.
>>
>>2175695
Yeah, i got that installed already. I'm pretty sure some of the automation is what fucked me up a bit on my first fortress; so i haven't installed anything else
>>
do you think new sieges will work as advertised?
>>
>>2175980
No but I'm still about it as it will give us all new tokens to play with
>>
>>2176015
im also about it
>>
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>reading histories for a kino world
>all these monsters and dragons obliterating groups
>but dying to wild dingos and elephants on their way back home
>>
>>2176037
They got sloppy
>>
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>>2176396
>Enter
>MONKE
this nibba survived an early assassination and is now dual wielding Gold Artifact weapons and killing every main character with an insane k/d lmao
not sure i want to make this my long term world if Monke is on the loose
>>
>>2176536
>The Highmaster
>skinless monkey she demon
fuck, that's metal
>>2176536
>not sure i want to make this my long term world if Monke is on the loose
you must SLAY the Monke
>>
>>2176536
Nice name
>>
>>2176594
>100 character kills
>16 with Skinreason
>39 with Tragedy of the Deeps
>remainder: twerking
and it's almost all in one battle
>>
i tried out the steam tileset, i really like being able to see down a few levels but i think not having different grass types or rain effects takes away a lot, so i think ill stick to ascii
i guess they both lack some unique sprites but i care about grass more than wood
>>
>>2177195
grass? are you an elf?
>>
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>spend 6 hours genning worlds
>finally start playing the game
>immediately fuck everything up with no new labor for over a year
my first fortress was better than this. thought spawning on a shear cliff was desirable, but i ended up accidentally fucking up farms and wood supply
>>
>>2176607
>twerked to death by a flayed monkey demoness
this is surely somebody's fetish
another reason to kill the demon monke

I haven't played DF for a couple of years, deleted my folder along my last 4 forts out of boredom, I didn't feel like the game was worth it anymore, but after the new siege update announcement I've started to reconsider
has anybody made a tileset for the vanilla version or is it such a fucking huge task that no one is trying anymore?
>>
>>2177311
>spend several days genning worlds
>finally start playing the game
>forget to disable cooking plump helmets
>caravan just left the moment I noticed
It's not even the first time, it just keeps happening
>>
>>2177486
what if i tell you that you can start without food in the desert, immediately dig down and live off the cavern indefinitely, also if you already discovered a cavern in any of the previous worlds, dig towards the soil layer, dig out an area and wait for the moss to spread, then all cave plants will grow there, that you can then replant and farm.
Literally, all you need at the beginning is pickaxes and an axe (if you dont have hard coal).
>>
>>2177492
>in any of the previous worlds
in any of the previous forts in that world
>>
>>2177349
it is, there were a few shitty ones last time i've checked. Just look at how many png's a dwarf consists of and think how fun it will be to organize it all.
>>
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>>2177486
completely scrapped that world. living in a completely different universe AND still fucked up
everywhere is fucking SOGGY because i chose an area with clay for ez trade crafts, but it's mid-summer year 1
panicking because only now growing/brewing; the still and reserves are no where near where i wanted my tavern and inn
>>
>>2177492
I know about the moss but normally I like to breach when I'm confortable with my military. Granted, you can also wall off the cave the moment you reach it and forget about it until you are ready for now
Wait, the moss generation carries over between fortresses on the same world without breaching again? That's news to me but I tend to generate new worlds constantly so I wouldn't know
>>
>>2177633
>moss generation carries over
yes and at first i viewed it as a curse but now i understand that its a blessing. You can do much with this. For example underground tree farms, or grazing grounds for the animals, not to mention the normal food source, although it needs to be pretty large to sustain you and probably not worth it compare to normal farming.
>I tend to generate new worlds
dont, continuous story is much better, just abandon or retire your fort. Unless you live in the very specific places like volcanos you wont even notice that the world is a different one, before you begin to purposely interact with it.
>>
>>2177771
Ah, that's nice to know
>continuous story is much better, just abandon or retire your fort
To be honest it's mostly the Steam version updates' fault, I mostly gen a new world to see the new stuff but I was starting to wonder if it was worth it.
I'm pretty sure I'm going to wait for the siege update, regen the current world and stick with for a bit
>>
>>2177209
>playing a dwarf civ in 2025
Tarn will rename the game to human fortress very soon and everyone will realize human supremacy. 2 weeks. Trust
>>
>>2177195
it's true, ASCII is superior. The running water, colors of the leaves changing and grass types etc are beautiful
>>
accidentally deleted my sitcom universe:
first dwarf hold in the world became a refuge for elf "scholars" about 70 years in; and for years 90 to 100 elf hitler single handedly filled out a library there with legendary scrolls
>>
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Is it normal when I send two squads to pillage small site and only commanders return while the rest are who knows where for several months?
The report doesn't say anything besides the fact that I've sent them on the mission.
>>
was looking promising until the volcano started getting surrounded by Haunted land
>>
40d mogs the fuck out of steam release
>>
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>>2174146
I lurk /rwg/ and yes. Most of the more prominent posters are mentally challenged. Either that or just the "recent" flood of ai slop. I may whine that here the discussions are slow but there's something to talk about apart from the shitpost. Just a bit.
>>
>>2178062
the one thing the graphics are better at is showing multiple z-levels i think, that's my favorite part about the steam version, but it's not super important most of the time
>>
The ascii looks better.

But the controls in ascii mode are the most dogshit ever. The menus are trash to click on with the symbols not being comprehensible
>>
>>2178322
you're supposed to use the hotkeys anon-chan
>>
>>2178327
>the hotkeys
not everything has a hotkey
>>
>>2178327
The hotkeys are garbage compared to the old ones
>>
>>2178171
could be stuck in between the zones
there is a bug or several related to that, i think there is something in dfhack against it
also in my experience this happens almost guaranteed if they have war animals with them
>>
glad dwarves don't fall through holes while digging down, just hit two pits connected to each other. homie would had time to take a nap before hitting the bottom
>>
has any interesting LUA heavy mod surfaced yet?
>>
>>2178943
Nothing major released yet, everyone is still experimenting with it and reporting bugs on the dickscord though, so eventually something will drop
>>
Read the changelog for this year as per the version history, I'd like to know the opinion of other anons about the steam version and workshop mods, has it been smooth, do mods tend to be updated fast enough with new versions? Are there a lot of conflicts between mods? Also, favorite mod recommendations, I guess.
>>
>>2179003
It is what it is.
Smoothish.
No, it's better than Toady's original pacing, but it just went from tectonic to glacial, so still slow.
Yes.
Workshop a shit, and the new modding restructure killed tilesets, and it stopped pairing mods to saves, so succession forts of yesteryear are now needlessly more complicated to do as every member must have the exact mods used or its fucked. Good fucking luck dealing with that.
>>
Just had a dream about toady saying the siege update was too much unnecesary work and he will only do smaller updates from now on
>>
>>2179032
I'd laugh
>>
>>2173291
The Echo Reveals
Only What The Vastness Elucidate:
Barren Nothingnes Of A One-Person Parley
the link is dead a tranny reported it
>>
>>2173843
Wait until right before full moon, load the damned onto catapults and time a launch of your infected were-something people to them, they turn a second later, they fight the invaders and win or they die, they are not returning to the fort. The now infected invaders return home, their home is fucked unless those infected die before the next full moon by any other reason.
>"Game doesn't work like that at all. The fuck?"
I know. But the mental scenario made me chuckle. Weaponizing a problem alas the first mongols.
>>
>>2179049
womm, are you thinking of the original mega whose link I used to just post here openly
>>
3 humans adventures petitioned to stay to slay monsters
2 more just showed up to "visit"
am i about to get wrecked? i was going to use them as free militia training and stuff, now i'm worried a squad showing up outta no where. shouldn't be on any threatening map tiles
>>
>>2173236
the best game in the world
>>
>>2179084
I might have been filtered, the quest continues...
>>
>>2179152
update: I got it, thanks >>2179084
anon
>>
So, why aren't minotaurs animal people?
>>
>>2179203
You want Minotaur Men. Huge difference.
>>
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>>2179115
it was troglodytes lurking at the cavern, didn't even have time to put up a door before they flooded me.
>2 dwarves traumatized
>everyone else was having a good time watching the weak wood cutter struggle aiming for arteries
holy fuck my people are bored
>>
>>2178904
I haven't really bothered playing the newer versions that much yet to notice, but in the older versions anytime a creature it would travel to the very last z level in 1 turn.
>>
>>2179282
Be careful with those invasions. Sometimes the game will offload hundreds to thousands of units outside your map and you will be stuck fighting an endless horde of enemies as your dwarves struggle to rest and recover. Every wave exhausting them more and more until they simply collapse mid fight.
Happens a lot with cavern dwellers. True story, bottom-dweller civs are just as big if not bigger than surface-dwellers. If you're playing a world with a small number of sites then all the invaders you see are very likely to be the entire fighting force of the underground armies since you're the only site they can target.
>>
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>>2179311
>only thing left is naked mole rats
>last adventurer refuses to come in
>refuses to fight the naked mole rats between her and the door
press s to spit
dumb bitch left her children and job as a poet to die in random cavern lmao
>>
>>2179344
Whose slutty grandma is this?
>>
>>2179348
her corpse is going to belong to the moles and the fungus soon
>>
>>2179351
Ok miss psychopath.
>>
>>2179353
the knife ear caravan should arrive soon, literally cannot afford the time and money babysitting some human hag who is already half leather and half roast beef. if she lives, i'll give her a lead flask. if she dies, i'll make a chalk memorial on the surface, down river
>>
>>2179361
You should dump her body down the river.
>>
>>2179366
that would require an expedition to to retrieve it, she's continuing down z levels while starving
>>
>>2179344
Wow, a 54 yo woman running around as a melee fighter to go solo spelunking. Someone should go on fotf and ask toady to fix bugs like this. It's really immersion breaking to see.
>>
>>2179605
she's a whore, i think she's acting very in character
>>
>>2179344
>dumb bitch left her children and job as a poet to die in random cavern lmao

>54 years old
>4 lovers, 3 children
>ambitious, but with poor intuition and analytical thinking
>majored in poetry
lol, truly the best simulation game in the world
>>
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>>2179605
>>2179606
>>2179779
>restart game again this morning
>naked mole rats are gone
>open doors
>she detours to barely kill a cave troll that's already vomiting everywhere
>she sings in a tavern and now her half-sister wants to join
deus ex machina saves her life, she learns nothing and invites more dumb cunts to the danger zone. how was toady able to simulate such realistic behaviors?
>>
>>2179344
>>2179779

https://youtu.be/0CYapCPy4FU?t=5
>>
i'm not really good at getting soap to my dorfs.
are buckets and porcelain jugs reuseable when making lye/soap? if not, my wood usage might double just to clean my guys.
>>
>>2180214
infections are natural selection
>>
>>2180228
well, someone is vomiting everywhere as i am assigning doctors to my new infirmary
>>
>>2178344
really wish you could opt for the old control scheme in the steam version
>>
>>2180669
Agreed
It really is faster and more efficent
>>
Aw yeah that wall will be beautiful when it's done.
>>
>>2180669
yeah, I'm still under the impression from that dumb shit with the stockpile placement
>>
>try to make well for the first time.
>base floods
Should ever try to salvage a flooded fort? The upper levels are sort of fine.
>>
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reading through the dwarf fort thread made me want to start playing more. Was looking through my old screenshots. Not even sure what I was attempting to do here.
>>
>>2181504
the one on /v/?
>>
>>2181504
just drain you fort bro
>>
>>2181649
meant for >>2181492
>>
Anyone here ever managed to make 2 separate dwarven "burrows" in the same map? Like 2 spearate dorf dwellings? Do the burrows system work or does everything shit itself after some time?
>>
>>2182002
I think that burrows basicaly just restrict the perception of dorfs assigned to the burrow tiles for normal actions, jobs, etc, so that they would starve even they had food in front of them but it was outside of the burrow, because your dorfs will never consider those tiles when looking for the nearest food.
So, I dont see how operating two burrows would break the game, especialy considering that IRC, having one of your squads to patrol an are requerer it to be burrow girst.
>>
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>3.5 years
>food and drink in thousands
>traders get tips and free wine
>bards petitioning to join taverns
>2 kickin temples
>only 18 dwarfs
thinking of retiring this fortress because no one is coming and i was planning on at least 50 dorf operation
>>
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>>2183791
dead civ maybe.
you can absolutely grow the pop out of visitors too
probably wont be dwarf tho
>>
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>>2183835
>>
>>2183839
>no food or drink because nobody is working
>>
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>Pabat Holymaws waged 3 crusades against the gamer menace "The Coven of Slopping"
>>
when will he add the classic update that brings back old keyboard controls
>>
>>2184410
>when will he maintain two different UIs.
Never. He can barely maintain one across the graphic and ASCII versions of the game.
Maybe with mods once interface code gets added to lua.
>>
>>2183835
>retired it and checked
>my clan got shrekt by elves
realm deleted
>>
>>2183791
lock married couples together in rooms with switches and turn the bitch one into a fat sow meant for breeding.
>>
>>2185089
>then just wait for 18 years
>>
Are there any mods that actually utilize lua in impactful ways?
>>
>>2185562
>>2178948
>>
does the caravan have a random spawn in your embark square, or am i retarded? "failed" a few spawn attempts trying to be near a specific resources. my worse spawn was my entire party began in the middle of a brook.
>>
>>2185590
pretty sure its always in the middle of the map
>>
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why do volcanoes seal up so fast? can you keep them open and flood everything?
my thing generated a cool volcano
i wanted to post the full thing but i couldn't figure out how to make stonesense go that high so heres the peak
>>
Some questions from a person really short in time that wants to get into Classic:
>Do absolute garbage school tier PCs run it well in smaller map sizes in latter fortress stages? (hundred dwarf, many cat, angry necromancer knocking the door stages)
>Does running it on the background mean instant failure, or can I give it love for 10 minutes and come back in 50, then read what happened? Or can I just pause it and come back, give it 10 and make significant "progress" or I'll be digging through mud by the end of the week still?
>Can you turn everything off and come back and be able to read everything
that happened last session? Or it only saves important events like legends mode?
>Would you even recommend to play it like this, sprinkling a long session once or twice a month? Or would it ruin the feeling of the simulated fantasy world for you (which is what I'm into rather than the colony management and murderhobo rpg)? As, of course, lack of consistency and missing details will inevitably happen
>>
>>2185873
>>Do absolute garbage school tier PCs run it well in smaller map sizes in latter fortress stages? (hundred dwarf, many cat, angry necromancer knocking the door stages)
You will probably fell the slowdown, but you can try turning off features like temperature, avoiding flowing liquids, and lets not forget using DFhack to optimize the shit out of the game.
>Does running it on the background mean instant failure, or can I give it love for 10 minutes and come back in 50, then read what happened? Or can I just pause it and come back, give it 10 and make significant "progress" or I'll be digging through mud by the end of the week still?
Risky, depends. DF can go from 0 to 100 pretty fast in terms of chaos unless if you dont make sure you 100% proof agains everything, and the next update might make that something impossible to do unless you turn of features of the game. Your best option here would be to slowdown the game while you are out.
>>Can you turn everything off and come back and be able to read everything
The game keeps an anouncement system that is basicaly a log of relevant shit that happened in your fort. Does this fits are looking for?
>Would you even recommend to play it like this, sprinkling a long session once or twice a month? Or would it ruin the feeling of the simulated fantasy world for you (which is what I'm into rather than the colony management and murderhobo rpg)? As, of course, lack of consistency and missing details will inevitably happen
Sure it can, be played like that, the core of DF is making your own fun. And that is basicaly how succession forts are played (one person plays a fort for a week or more, logs what happened, then pass to the next player)
>>
>>2185902
>does it fit...?
I guess I ment logging out after a battle, coming back and then reading about the teeth pulling. Or seeing if a creature danced in a tavern after murdering everyone or whatever can happen. Rather than legends mode + click on dwarf "personality" data
So I guess an irrelevant log of the world building type.
But I've done a bit of adventure mode before and it would be hard both for the game to log for later what every kid playing make believe with a doll specifically said, and for me to later read 50 thousand instances of similar stuff happening

I'll obviously have to try it properly when I can but I get the feeling it may be a binge-play in the weekend game in my case
Maybe I should spend those 10 minutes learning keybinds and structure engineering so I can go idle or rather look away from the screen without everything imploding immediately kek
thanks bb
>>
I'm about to build a surface fortress.
What sould I know?
>>
>>2186084
You should probably talk to your doctor about carpal tunnel
>>
>>2186084
>What sould I know?
Pain relief medications.
But other than that, I think that the most important thing to consider is that things like grass and wood can catch fire.
>>
>>2186084
When building upper floors always build them both opposite walls at a time because dwarves can't build diagonally.
Use stairs as scaffolding and remove them starting from the top floor.
>>
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what's a good job for a sickly and retarded dwarf?
>>
>>2186687
FB bait
>>
>>2186699
he's a starting dwarf so he needs a proper job
>>
>>2186687
army ofcourse
>>
>>2186687
>sickly and retarded dwarf
Sounds like he's already a noble
>>
>>2186687
Make this creature the bookkeeper
>>
>>2186084
it's a pain in the ass
>>
>>2186699
>>2186775
>>2186798
>>2187147
im sorry anons my cat turned off my pc and he is gone now :(
>>
>>2187788
get another cat
>>
>>2187788
Make the cat the bookkeeper.
>>
>>2173293
How to remove furries from the game? I'm annoyed with animal people making up a considerable chunk of the civilized population. By removing them I mean raw editing, not the old dwarfy ways like genocide.
>>
>>2188973
there isnt that many files
use the search function in notepad++ in the folder

i wish i had you problem, i'd like to have animal residents. Not because of furry lust or whatever but solely for variety, seeking rare shit becomes the whole reason of playing at one point.
>>
>>2188973
I also prune my animal folk down to just a few.
Unfortunately they use multiple naming conventions, so searching for "_MAN]" will still leave a few out.
Best to follow what >>2189037 said and then do a quick comb through after.
>>
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>100 years
>7th age began in year 62
>>
>>2189855
how do you end up getting so many of them? do the dragons have babies or something?
>>
>>2189880
idk i'm new myself
>>
>>2189880
Must be, i'm actually jealous, my fucking megabeasts almost never breed in worldgen like that
>>
what do anons like to build their walls out of? i was thinking of cobaltite or just one of the grey stones
>>
>>2192895
All I know is that I hate Microcline
>>
>Constructions (Wall, Floor, Ramp, and Stairs) of any material can never melt or burn - there is nothing wrong with a wooden magma reservoir. Natural (i.e. non-constructed) ice walls/floors/ramps/stairs will melt if exposed to sufficient heat.
>there is nothing wrong with a wooden magma reservoir.
>Natural (i.e. non-constructed) ice walls/floors/ramps/stairs will melt if exposed to sufficient heat.
Toady really is the king of half-assed features
>>
>>2192918
>I hate Microcline
why?
I really like olivine
>>
>>2193128
It's light blue and an eyesore and irritating and it gets everywhere.
>>
>>2193139
I see. yes it isn't the prettiest shade of blue, but at least it's abundant
>>
What do we think of the dwarf fortress mod jam stream?
>>
>>2192895
for me, it's jet
>>
>>2193291
>non ascii embark screen
very odd choice
>>
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>>2192922
He really should redirect his attention to making the game more moddable. With proper modding tools, his autistic fanbase will implement most of the planned features for him.
I also wish the toad added isometric view with graphics instead of that top-down view which looks good only in ASCII. Just change the renderer, is it really that hard to code?
>>2192895
Granite and gabbro. And pitchblende.
>>
>>2193304
Its kitfox, the host probably has barely played it, much less parsed ascii
>>
What's a good tileset to use? I'm kind of overwhelmed with choices.
>>
>>2193437
>Granite and gabbro
patrician taste. diorite is acceptable too
>>2193457
Vettlingr
>>
>>2192895
jet jet jet
>>
>>2193437
>pitchblende
Delicious radioactive decay
>>
So will the Siege update save the game?
>>
>>2194115
maybe? having better sieges will surely improve the gameplay experience, so that's something, and personally i'm glad Toady has finally fixed ranged dorfs behaviour (at least he claims so apparently)
>>
>>2194115
>save the game
It's a very nice improvement and I like it, but it won't make DF more accessible for normies.
>>
>>2195761
Good
>>
>>2195761
DF doesn't need normalfags anyways.
>>
>>2192895
Marble as long as there's enough of it on the map.
>>
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ahhhhhh I cant wait anymore for this update
I wanna SIEEEEEGE
>>
>>2194115
unironically, what do you mean by "saving the game"?

because other than the 'new thing', I really feel like DF coul benefit from all the 'theorycrafting' and strategies discussion that this update will inevitably bring,
people trying to learn new mechanics, creating more 'hype' and bringing back a sense of community that DF really needed, maybe not desperately, but I feel like the DF community could really benefit from this: we DF are a pretty esoteric and niche group, its about time we gathered together and discuss "the new thing"

so, in a way, yes maybe this will bring the old folks together, and new fans and players will greatly benefit from this
>>
i can't wait for the 2035 magic update, i had a dream it was confirmed
>>
>>2196097
>waiting
This shit is going to be so bugged that the release date might as well be in december
>>
>>2196111
bro its literally monday
>>
>>2196112
>reading comprension
>>
>>2173236
How do I *get into* this game? I bought it on the... 2023 Christmas sale? I think? And I never got past the tutorial. Everything in my body tells me "why should I play Rimworld-but-worse instead of Rimworld"?
>>
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>>2196119
Fellow Urist, the fact that I have the mental capacity to decipher what you’re implying in your post doesn’t make your post less vague
What you were clearly trying to say, without actually saying it, is:
“It’ll be so full of bugs and things to fix that the real stable, playable version will probably only be shipped with a hotfix around December.”
>>2196126
What are your main concerns about this game anon? Because from my point of view, Rimworld is a worst DF
>>
>>2196126
I am you
>>
>>2196126
>"why should I play Rimworld-but-worse instead of Rimworld"?
you filtered yourself, anon. You get into this game by losing your first 5-7 forts to ignorance and random misery.
Strike the Earth
>>
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>inb4 waiting 5 irl hours for anyone to siege you
>just to confirm that its bugged in some way as always
>>
>>2196126
because in rimworld the world doesnt exist
its all fake, the game is a simple tower defense against waves of enemies that are spawned on the edge of you screen

here every shitty goblin is actually moving from one place on the map to another.
also the game is 3d, you can drop something on the surface and it will fly 10 floors down killing and destroying everything in its path, and then the tile will have grass growing on it from exposure to the sun (and liquid? not sure), meaning you can grow surface crops there.
I can continue much longer. Basically the game is much deeper (but less wieldy, need more patience and an external tool called dfhack to fix some bugs and add qol features).
>>
>>2196241
you can retire your fort, build another, and then have your previous pops visit or migrate to your new location, with all the items and skills that they had previously. Or you can raid your previous fort and get the valuable artifacts. Or just grow your civ bigger and bigger. Every civ attacks and get attacked by their enemies, takes over territory, you can basically paint the map.
>>
>>2196241
>>2196252
I also want to add this

Legends is probably the least used mode in DF but its 100% the one thing that motivates me
I can read about my faction's lore, their enemies, important historical figures
DF can create such incredsbile and rich world full of villains, heroes etc
Legends viewr is a must for me nowadays, and I feel like more people should use it if they want to understand how deep the worldgen can be
>>
>>2196255
my problem with the legends mode is that i dont care about random characters, i only use it to look up my named dwarfs.
Always name your dwarfs!

i guess you can also use it to find if the world has animal people or not before playing. Or necromancers/vampires and shit like that.
>>
>>2196273
I dont usually focus that much on singular characters, but I usually spend a good half hour in legends after worldgen , so that I can set my goals, see whos beefing with who, and stuff like that
i usually also play very young worlds lately
>>
So what kind of fort do you think will be optimal for the new siege update? I'm thinking of building a spire on flat desert terrain that goes all the way down to the magma sea before pumping it up to form a sort of wall made out of lava.
>>
>>2196305
>flat

You need to IRL castlemaxx. Use hills, dig a moat and ditches, secondary walls, etc.
>>
>>2196305
will see if it works at all.
or if they can destroy a bridge.
probably just having a good stack of trained militia ready to respond for most cases, same as before
>>
>>2196305
eh, we don't know shit yet
but they can burrow, they ccan dig
on paper, an underground speherical fort completely sorrounded by lava sounds good enough
>>
Blind released a video on Boatmurdered,

but can someone please expalin me why this fort became such a meme?
I see it mentioned often among the community, wasnt it like a community shared fort or something?
>>
>>2196442
Why don't you look it up yourself you lazy little shit
>>
>>2196442
It is what is called a succession fort, where members of a community share fort and take turns managing it.
>Why is it remembered unlike all the other succession forts that nobody remembers?
Idk honestly. I will guess it is due to some of that 2007 Something Awful golden era internet magic that made it get ingrained as a poster boy for DF potential wackiness.
>>
>>2196507


I want to hear about it from /dfg/, also I know the story I watched that 'down the rabbit hole' video too, i dont really understand how it become so relevant in the community
the story is interesting, but surely there have been other shared files forts with equally epic stories, right?
>>2196520
> I will guess it is due to some of that 2007 Something Awful golden era internet magic
well I guess you're right on this one, it was a sort of pre-social media internet made up of forums and blogs, I can't deny the charm of this
>>
>>2196531
Sure.
Other ones are battlefailed, headshoots, monster island
There should be a thread on bay12 that is a collection of links towards notable ones
>>
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>>2196442
Maybe because it was the first succession fort and novelty made it very memorable. Other succession forts are indeed much less famous.
>>
>>2196126
>tried to find my post ITT because I forgot about it
>CTRL+F "Rimworld"
>22 mentions ITT so far
Oh, I see.
>>
>>2196305
>I'm thinking of building a spire on flat desert terrain that goes all the way down to the magma sea before pumping it up to form a sort of wall made out of lava
impractical; your fort will probably fall to goblin attacks before you complete your defenses.
I have two guesses:
- aquifer site; make an underground fort with a tower connected to the surface across the aquifer, dig a moat around the tower (at least 4 tiles wide and deep). Use the tower as your first defense line, and expand the defenses outwards between sieges. Use a lot of traps and pit traps as you expand the defenses. War beasts might be useful.

- Volcano site; build your fort at your own leisure, but you must dig a lava moat with walls as tall as possible. Might want to go full megaproject with this and build your own Barad Dûr
The usefulness of both options might be hindered depending on how smart are the new enemies(where they dig, do they build bridges, will they climb your walls etc.)
>>
do tilesets still work in the new versions?
>>
>>2197138
Tilesets yes, unless they are square. Square tilesets break.
Graphic sets no.
>>
>>2196126
>And I never got past the tutorial
DF has a tutorial?
>>
>>2197388
50.01+ has a turorial. Though it hilariously has a chance of throwing you into advanced locations like Terrifying biomes or near volcanos deserts or tundras
>>
Reading in legends that dwarfs can get married, is this a thing in fortress mode?
How do anon handle his dwarf in relationships? Do you put them in the same room to get offsprings or the game doesn't care about that?

While I am at it, I'm back after years of not playing, and I'm discovering adventure mode, does any of you have fun with it? Is there more to it than becoming a warrior and slaying monsters?
Can you become a trader? A crafter or a basic member of a fortress for instance? What are good stories you already had in adventure?
>>
>>2197498
>does any of you have fun with it?
It's still barebones, although it may be quite fun if you fine-tune your world generation. Still, if you expect a roguelike experience in a DF world it's pretty bad since it lacks a proper gameplay loop, and grinding skills up to legendary from the start is considered normal among dedicated adventure mode players.
>Is there more to it than becoming a warrior and slaying monsters?
You may become a bard/poet and entertain people in taverns alone or in a troupe. That's all. Economy is nonexistent so becoming a trader or a thief is not an option.
Formerly (before the Steam release) you could found sites and lead your faction but it's disabled for now.
Also there are some other roles which are present on paper but practically are not here. Like, you can become a rebel and lead an insurrection but in reality it's nearly impossible to convince people to join you even if they feel oppressed.
>What are good stories you already had in adventure?
Not mine, but the Museum series of succession games is a good example of what you can do in adventure mode.
>>
>>2197577
thank you for your answer, I'm checking the Museum serie right now.
For the steam version, the adventure mode seems like another good but unpolished functionality of this game. I'll give it a try nonetheless
>>
>>2197498
>Reading in legends that dwarfs can get married, is this a thing in fortress mode?
>How do anon handle his dwarf in relationships? Do you put them in the same room to get offsprings or the game doesn't care about that?
it does happen! at least as in v0.47 it did in my forts.
most dorfs arrived at your fort already married or in a relationship, but it can happen. A couple will start as lovers and they might get married at some point, though you won't get an announcement of it happening. I'd like Toady adding marriage ceremonies as a temple zone activity
>? Do you put them in the same room to get offsprings or the game doesn't care about that?
I don't know how the details work, but from the moment that 2 dwarves form a relationship it's just a matter of time before the woman gets pregnant and you start getting new lil' bearded nerds every now an then
>>
>>2173236
bump
>>
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>>2197498
yeah, dorfs and other creatures form relationships either in worldgen or in real time.
As for reproduction they used to not be required to even be in the same room(jokingly called spore reproduction), though I am unsure if that was changed or not.

I mostly play adventure mode and read legends mode, I think the last time I touched fort mode was pre 47.05.
As with the rest of DF, there are some loose goals already in place with regards to killing megabeasts and the like. But I personally like to make backstories and play out world spanning quests.
After I learned DFhack a bit I even inserted fake/flavor historical events to reflect my shenanigans... and also to impregnate the female leaders of any civs I came across and have them birth my children(which I edit via gm-editor in-vitro so [l]ooking at them doesn't kill reality)

Here is my pre-50.01 goto map for playing, I like to start in the lower left continent because it is basically Australia on steroids and is where most of the savage biomes are, then do a clockwise adventure after swimming the channel to that penninsula between it and the northern megacontinent, but I always need to be careful because from half-way up the savage continent everything is liable to freeze because I made that world cold.
>>
>>2197956
You don't need to bump this place, mate.
It moves slow enough that it takes days for a thread at bump limit to even slide.
>>
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I'm trying to get in the habit of an early boost by buying out the first elf caravan of a fort.
Is the answer cut gem? I've been enjoying setting 3 mining in the spring, and then peeling 2 off for work orders around summer.
Also, minting coins sounds like fun, but is it actually worth it? Is Billion a waste of time?
>>
>>2198121
Yes
Only useful for flavor and an alternative means of storing those metals
>>
>>2197966
>and also to impregnate the female leaders of any civs I came across and have them birth my children
nice, that's an adventure goal I can relate to

any advice for a noob starting in adventure mode? Any basics tooltips or things to avoid? I'm sick of youtube videos and zoomers tiktok format, I'd rather ask anons
>>
>>2198121
for me, its bins filled with rock crafts
if you got a half decent stonecrafter, each is like 3.5k on average
>>
>>2198125
>fookin elves had 4 books and 6 high quality instruments
extra 10k more than usual, couldn't quite afford everything i wanted.

>>2198263
i will start giving that a go, i just got population spike. will shuffle the extra fisher dwarf in somewhere to free up a mason.
>>
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>>2198273
>fisher dwarf
ewwww
Im joking anon, godspeed
>>
>>2198303
weren't my choice, bunch a glass makers (no sand near by) and kids also came in.
>>
I downloaded the "Vanilla creatures" mod
had a couple fights with these "spore mushrooms" in the second cave layer
long story short:
my undead necromancer, who was missing a couple of limbs, got infected, now he's an
>undead spore thrall
his arm and leg grew back, and its a fucking awesome military dwarf
>>
>>2198259
Avoid swimming in any bodies of water near the winter months, snap freezes can instakill you, and if traveling across glaciers or on glacial shorelines on foot the ice sheets have a chance of shifting, thawing, then refreezing.
[I]nteracting with a waterskin or anything else holding frozen liquids when next to a campfire thaw it for drinkabity.
And invest in reading and writing lvl 1 (you cannot level/learn what you cannot do) and swimming lvl 3/competant or else you will flounder and drown.

DFhack has several qol commands and plugins, I'd reccomend doing a read.
>>
>>2198259
Momentum matters with attacks and if you wrestle-jump while sprinting you basically become a human missile and will severely debilitate or even gib equal-size or smaller creatures
>>
update just dropped btw
>>
The game is SAVED!
>>
This is the Siege Update. Invaders should cause some more trouble now. Aside from a few minor things mentioned below, you don't have to create a new fort or world for this update.

We've done about half of the possible changes we were contemplating on the roadmap and we will certainly be doing some more, especially the magical stuff, as work continues. This update is a nice self-contained improvement for regular siege behavior, so we're posting it without further delay.

Siege update - Attack
Invaders can build stairs and floors.
Invaders can break down constructions and many blocking buildings
Invaders can bring battering rams to bash through constructions and buildings.
Invaders can dig through natural walls (including trolls with great picks in new worlds.)
Invaders can be lead by historical military-related position holders.
Invaders track where deaths and trap incidents have occurred and eventually plan to avoid them.
Invader army composition is more varied, and invaders have different behavioral roles.
Invader can be more skilled and have better equipment.
Invaders can free their caged companions.
Goblins use more of the underground creatures (in new worlds.)
Flying invaders and invaders with flying mounts behavior improved.
Invaders enter over a wider edge width.
Difficulty settings allow you to change invader behavior and add restrictions.

1/2
>>
>>2200623

Siege update - Defense
New bolt thrower siege engine. These fire regular bolts and can be freely rotated to any direction if an operator can stand behind it.
Catapult and ballista siege engines are placed with fixed firing arcs but can target in the full arc rather than firing only in cardinal directions, and they can fire vertically somewhat.
Boulders thrown by catapults explode on impact, ejecting sharp rock shards.
Reinforced walls can be made with two building material and one metal per tile. These are much more resistant to damage.
Materials of constructions and buildings matter more for damage amount.
Siege operators aren't as quick to abandon their positions.
Added siege operator default work detail (in new forts.)
Made fortress patrollers more careful to hit the nodes of their routes exactly.
War dogs should stay with their masters when their masters have squad orders.
Audio updates
New song Danger Room! Plays in the lively tavern.

General updates
Made carrying of the wounded more reliable.
Fix for non-square worlds.
Fix for archery training so they use unquivered ammo stacks properly.
Fixed issue with cavern critters sometimes failing to enter the map.
Fixed issue causing wilderness populations to slowly drain.
Fixed necromancer experimentation.
Fixed a typo in post world generation settlement placement.
Major optimization for pond filling.
Some general optimization and memory safety cleanup.
Fixed some plural names.
>>
the new start menu is incredibly kino bros...
>>
>Too busy to just lockdown and play DF on my basement
AIEEEEEEEEE
>>
>>2200590
uploaded
>>
>Siege Update released
>No one is playing
It's over...
>>
>>2200700
hey I'm still at work here
did DFhack update too?
>>
>>2200685
Thanks megaman
>>2200700
No, it has only begun
>>
It's time to install Dwarf Fortress again
>>
>>2200700
It's a monday release, at noon here. Do people no longer work in Canada?
>>
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nooo I can't play without my df hack! How will i clean all the cum-socks on the floor?!
>>
>>2200831
Wait a few hours to a day. DFHack updates very quickly.
>>
>>2179311
sorry, cave dwellers are a hardcoded gameplay gimmick, they aren't civs, the spawn out of thin air and on top of that, they had a terrible default option that makes then spawn periodically as soon as you open the caverns
>>
>>2200831
it will be out by the end of this week max, chill daddy
>>
>>2192895
orthoclase
>>
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>load the fort without dfhack
>all the digging work stops
>>
>>2201217
>loading old forts
time to generate a new world anyway, gramps
>>
>>2200700
I don't get off work for another hour.
>>
Toady needs to add a martial trance equivalent for each race
>humans
Gets extra strength
>Goblins
Gets extra dodgy
>Elves and Kobold
Automaticaly die
>>
>>2201259
i hate it
my current world has like 5 forts in it
>>
>>2201399
hey, look at it this way: for at least a few months you won't have to generate a new one anymore
>>
>>2201414
inb4
>53.02
>fixed worldgen bug that's unnoticeable at first, but becomes unbearable when you finally do
>>
>>2201426
future hotfixes wont need new worldgen
hell, not even this one will break old saves technically,
goblins just wont bring as many new tools
>>
>>2201217
btw you CAN still dig thru lava
use the "paint" digging tool and hold the button
>>
>>2200623
>We've done about half of the possible changes we were contemplating on the roadmap and we will certainly be doing some more, especially the magical stuff, as work continues.
>magical stuff, as work continues.
rip hope
>>
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looks good for siege testing i feel like
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i think its going to be alright
>>
Is there a way to determine weekends for dorfs in DFhack?

The "stop when you want" thing is such an ass, dorfs never socialize with people they know.
>>
>invaders can floor across chasms, pits, moats
so dig 'em wide, fill with magma, and most importantly cover with crossbow and bolt throwers. like artillery cover for minefields.
>invaders can dig through natural walls
>invaders can destroy constructed walls/floors
ok so dig the rooms a bit bigger and line everything with constructed walls/floors instead of smoothed stone. put the barracks and security facilitys on the top layer of the fort so invaders breach into the squad barracks before they hit the tavern etc.

i wonder; since bolt throwers are now a thing and one is expected to kill the invaders instead of passively trapping them, i wonder if some sort of bunker network might work for generating attrition. make a stone bunker, 2x2-4x4 size inside with roof and firing ports, dig a small stockpile and barracks below, use burrows to assign dwarves to live in the bunker, and connect it to other bunkers via underground tunnel. a bunker network can be extended thusly away from the main fortress to control terrain and attrition invaders as they approach.
>>
>>2202068
If real sieges are in place it's basically all about moats and star forts until they give invaders their own artillery.

They gay thing is that it basically means digging a giant square pit around the fort if it's underground. though this may also make it worth tweaking world gen to make spacious caverns
>>
Also fi dragons and demons have this, some fights became straight up unwinnable.
>>
>>2202080
>giant square pit around the fort if underground
that was what i immediately lept to as well. but, well, if you're already suspending your cubefort in a void to thwart dig-ins then you might as well fill the place with magma. i really, really, really cannot be assed to make a magma jacket for my underground fort, fuck that so much.
>>
lmao, did the DF hack alrady update too?
i was going to do some painting while waiting.
>>
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hmm
>>
>>2202163
yes
>>
>>2202163
I'm pretty sure the guys from DFhack get early access so that they can update shit faster
>>
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god damnit
my least favorite cave shape
>>
>>2202375
That's the only type of cave I get.
>>
>>2202375
You still have two more caves to find
>>
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your must have mods?
>>
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>start new fortress
>12 migrants in my hardcoded waves
>nothing for two waves after that
every fucking time
>>
>>2202541
no gay animals RAW edit
>>
>>2202541
all gay animals RAW edit
>>
So is the update good or not?
>>
>>2202092
You don't have to deal with tunneling invaders if you build a military strong enough to ride out and slaughter the enemy by the time they're halfway to your base
>>
did they fix soldiers training into a mental breakdown without taking breaks
>>
>>2173782
Have they fixed the marksdwarves jumping out fortifications to fight?
>>
>>2180669
>in the steam version
Doesn't the free version lack the old controls too? Or did they fix that finally. I haven't played it since they nuked 15+ years of muscle memory.
>>
>>2202915
Yes. People use "the steam version" as a catch-all for the new version. They're the same, Steam just comes with a graphics and music pack.
>>
>>2202541
I mostly use generic "vanity" mods, like the one changing engravings design, square wells, rounded hills, dark elves redux and more vanilla creatures
>>
This is one of those games where the fans are way more interested in making good content for the game than the creator so he should just steal good mods and implement them in the game and that would make everyone happy
>>
>>2202972
what? we just got LUA for mods, DF has a great community but its still a game being 100% carried by like, 4 people
this is not a Todd Howard game
>>
>>2202975
My point is that sooner or later the mods for this game will become better than the official content so it would be better for everyone if they started stealing mods and implementing them into the game
>>
>>2202978
I dont think so honestly, even if I admit I would like to see the game's development going faster, BUT
its pretty clear DF is not like any other game in this aspect, and I think what really drives this game forward is
-Tarn vision
-whatever the fuck is going on under the hood in the raw files
now I dont know shit about coding and modding but I kow for sure, there's already a good amount of light overhauls and modpacks for this game
do they make the game different/more complex?
well, yes and no: you can add a few stuff, like smokepowder and magic, but most of the time the core gameplay will be the same, and honestly, the game is already "all" here

games like Vintage Story are doing just that, not stealing mods but reaching out to the creators and implementing it into the game. its making development a little faster, but mods wont cover 100% of the ideas and vision.
also, Tarn made a list of things that, eventually, will be added to the game, its not like modders arent welcome to do so, all I'm saying is its still a 'passion project' to the very core
>>
>>2202975
>we just got LUA for mods
changed nothing
>>
>>2202984
thats exactly my point: modders just got the tools for more complex mods, and I dont see this game being 'carried by mod content' anytime in the foreseeable future honestly
>>
>>2202547
didn't hardcode, but same. so many fortresses couldn't make it to a mayor.
hate it
>>
>>2202982
>I dont think so honestly
You don't think that sooner or later DF will start getting good mods that objectively make the game better?
>>
>>2202541
Perspective walls and Interface tweaks

t. noob
>>
>"Long awaited" Siege Update comes out
>No discussion
What went wrong?
>>
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>>2202541
Decapodia race.
Crustacean faction that sadly hasnt been updated since 2022. I would kill for some portraits but its cool even without it.
>>
accidentally genned a world where there's only one viable dwarven civilization but my embark defaulted to a dead civ and I didn't notice so I'm playing on a fun site but permanently stuck at 19 dorfs, lads
>>
>>2203020
I don't, this last update showed the sheer difference in scope and content between mods and official patches
what mods do you use that make you think that?
>>
>>2203277
had a similar situation, only dorf civs but plenty of humans and elves, some of them allies too

retire fort, make a new embark, the game will generate 7 dorfs out of nowhere; retire the new fort, go back again
or
open taverns etc to everyone, eventually people will move in asking for citizenship if you're into that
>>
>>2202988
LUA doesn't really add much complexity. It just allows you to randomly generate RAWs with RAW tokens that already exist in the game. You can't add new civilization behaviors or stuff like that.
>>
>>2203277
>permanently stuck at 19 dorfs, lads
They can reproduce.
>>
>>2203546
I had a kid and then like a month later an adult dehydrated to death despite me having almost 400 units of booze and him not being injured or stuck somewhere
>>
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>>2202988
>>2203364
I would say that LUA can only go so far and there's a lot of ways it can break. I was working on a lot of mods, but kinda of got burned out because it's sort of an uphill battle to get a lot of stuff done. Writing plugins for DFHack in C++ is necessary to do most things. I was writing a rendering system that can arbitrarily insert graphics anywhere, but I sorta fell off a few months ago. I'm gradually getting worried that anything I write is just gonna get broken the next update and that I'm going to need to babysit my mods for all eternity.

For example I made a mod that combines graphics from different mods that affect layered-graphics creatures (dwarves, goblins, etc) and combines them. But I think it's broken or something which suggests they keep messing with the internals and breaking my script. I think it might still be broken right now.
>>
>>2203771
you mean the Topples mods for jewels/smoking etc?
yeah, that stopped working for me too. if its you, i tried using it man, I appreciated that work
but thats my whole point: I think DF its still a pretty complex and 'obscure' game when it comes to code, I can see why only Putnam has been chosen to work on this because they really are among the world's expert in DF.
thats why I dont agree with that anon that said "mods should be incorporated and will save the game"
>>
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>>2203840
>P*tnam
>>
>>2203840
>mods should be incorporated and will save the game
it clearly did the opposite, as integrating them via the steam workshop and the rework of how modications and raw associations work now makes making mods that much more tedious
and the graphics rework and lack of caring for fixing square tilesets or catching the ASCII interface back up to speed with the rest of the UI has made making graphics packs and tilesets too much fucking work.
>>
>>2203864
What are you trying to say?
>>
>>2203840
Right. I'll try to fix it again. There's just a lot of shit underneath the surface and I don't want to have to go to Gira to figure this shit out. There's also a lot of half-done / broken graphics features in the engine that I've told Putnam about but hasn't gotten to fixing yet.

>>2203868
Do you mean twbt? (picrel)
>>
>>2203984
he probably just doesn't that he is a literal tranny.
though to be fair he isn't as insufferable as most proclaimed ones are and actually knows how to code.
It is more a sad case of the brainwashing of autists.
>>
>>2204018
and rain/waves
and the actual upper left adv ui
among other things yes
>>
>>2204032
there's a "flowing water" mod for that if you want it, it's cool
>>
>>2204019
I listened Blind's interviews of him and he just sounds like a normal dude.
>>
>>2204099
yeah exactly
>>
>>2204099
>trannies who don't voice train
very sad
>>
for fucks sake /dfg/ not this shit again, there's like 3 people working on this game can you please stop sperging out about the 33,3% developers of this game?
there was a pretty game breaking bug (dorf carrying child not driking and dying) and putnam fixed it already, stfu and let me play me dorfs
>>
>>2204195
>STOP INSULTING TRANSFOLK, CHUDS!!!!
>>
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>>2204032
Yeah. Like i said, I was trying to implement something like twbt. Twbt is an old package that effectively just draws stuff where you want over the original render (at least I think that's what it did through looking at the code. I never played DFclassic or modded it for that matter). Doing that would allow most graphics stuff like rain, waves, shadows, etc.

The issue is that the new rendering system is much more complex and it slows down an already slow game. The way waves are represented as a big unorganized list makes it hard to keep track of them every frame, making alternatively rendered graphics hard. Here's a waves mock-up with ascii graphics to represent wave phases.

Also, I've sort of had a hard time getting changes pushed to DFHack. For example, I think lua scripts are still broken for Windows (if you exit a world and try to load into it again without restarting DF, all modded lua scripts won't work). I pushed a two-line change to DFHack to fix it, but they haven't really gotten back to me after a few months of waiting so I'm sorta thinking they wouldn't approve big-ass modules like the alternative graphics renderer.
>>
>>2204195
nobody is freaking out besides you, if you actually read the other posts besides the obvious bait post following your own, then you would see just a casual acknowledgement of it
>>
steam version looks so soulless, any tile sets to spice things up?
>>
>>2205025
the non square ones still work apparently
>>
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I just heard the news and remembered this thread still exists here
>>
>>2205028
Why the fuck doesn't the bundled square curses tileset work correctly. You can't click on the bottom fourth of the screen. Fuck you Toady you groid.
>>
>>2185100
>retire fort
>ff 18 years
>unretire
>??????
>profit
>>
>werecreature attacks fort before I have a military set up
>immediately lose all interest in fort because untangling the bullshit isn't worth it
>>
>>2205486
i just put everyone who was bit into a suicide squad and send them into the caverns or on raids.
>>
>>2205504
I tried to burrow them into a hole in the wall and Cask of Amontillado them but one of them just didn't listen for no reason and then turned and bit more people
I hate this gay ass mechanic so much
>>
>>2205388
why not just use the free version
>>
>>2205522
It's got the same problem
>>
This game is officially ruined now.
>>
>>2205590
why
>>
>>2205915
Its now better than Rimworld and I hate that
>>
>>2206180
huh?
>>
>>2206180
Oh I see
>>
How do I determine candidate military dwarves nowadays? IE useless skill dwarves I can have spar.
>>
>>2206652
peasants gelders cheese makers
>>
Anyone have a siege yet? Or some footage of one. Really curious on this shit but most streamers ive been ping ponging around seem too early for a siege.
>>
>>2206742
Considering literally no one discusses how sieges work in "SIEGE update" I can only assume the update doesn't do anything
>>
I have returned after like 2 or 3yrs solely due to siege update. Anyone experienced new sieges yet? Besides the obvious improvements the change I'm most excited about it marksdwarves actually fucking using fortifications and staying back to shoot instead of always running up and using their crossbow as a melee weapon.
>>
>>2206818
You assume wrong
>>
>>2173236
Just bought the game, am enjoying it quite a bit.

Can I get some pro-tips on how to play? Still trying to learn tbe basics from the in game tutorial. Some advice on how to design the fortress wohld be nice.
>>
>>2207439
Well, you just decided to play at point where an update might have a impact on for design.
But a genera good adivice, is to make full use of the 3D world instead laying your fotress flat on a single z level.
IE: put resources storage rooms under/above workshop rooms so that your dorfs dont have to trek across your fort every time they are working gattering resources to craft some item.
>>
>>2207439
go step by step, learn to craft something, lose your fort to a raid, start again, learn to use a new mechanic, flood your fort by accident, start again etc.
With time your goal will be bigger and bigger, like trying to get the king settle in your fortress, or kill this fucking dragon sitting on a goldmine of artifacts etc.
>>
>>2207745
Huh, I was just building workshops directly next to the stockpiles, will try doing that now.

Is there any downsides to digging stairs to all levels directly on the initial entrance? Or should I make the other stairs separate to avoid invaders?

>>2207979
Well, sure, trial and error is always a good way to learn, was asking for pro-tips that are not as obvious or direct so I can boost my learning curve.
>>
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two questions on fuel:
does reforestation happen with careful wood cutting?
can you block off sections of caverns to make fungus cutting safe?

even with my singular carpentry station only crafting beds/bins/medical, feels like i'm going full isengard on forests once smelting begins.
>>
>>2208528
>does reforestation happen with careful wood cutting?
>can you block off sections of caverns to make fungus cutting safe?
Yes and yes, but my advice is limit your woodcutting to the caverns and as safely as possible, simply because the elves get tingly if you cut down too many trees
>>
How far away can a river be and still be used for water/fishing? Do I need to build stairs to have my dorfs go down a mountain, or can they do that themselves?

Also, about waste management, where should I place the refuse stockpile? Inside my fortress? Do I need to place it away from the rest of the stuff? Like after a long corridor with a couple doors? Or is that pointless? Can I place it on the surface?
>>
>>2208265
>was asking for pro-tips that are not as obvious or direct so I can boost my learning curve.
You have 3 dimensions to exploit when building your fort
Minimum of 2 tiles of width for any corridors that might see constant dorf traffic. Same shit applies for stairs I belive. One tile corridors with multiple dwarfs moving in both directions will cause them to slow down since one of the dorfs will have stop to let the other pass, instead of just moving to the side.
Building wells and sourcing them with water can be tricky. The water in them has to be at least 2 z levels deep because the tile in contact with ground might get murky. And if you postpone your construction well and the water freezes during winter, you wont be able to treat them at hospital since water is needed.
Your tavern need to have minimum amount of free tiles in a square to serve as a dance floor. I think it is a 5x5 minimum but I dont remember exactly. So, keep this in mind when placing tables, chairs and musical instruments.
Most organic stuff can root and create miasma clouds if they are underground, which can spread in all dimensions. And your dorfs will hate that shit. Making a waste disposal solution on your fort as important as water. Also, having your dorfs constantly exposed to carcasses can turn them into nihilist psychos.
>>
>>2208543
>cavern cutting CAN be safe
now, are we talking a singular mechanic like strategically breaching the cavern and small walls?
or do i have to git gud and learn traps and military?
>>
>>2208576
the first will lead to the other. If you're new, then just cut down trees in the caverns and do what you need to do to keep it safe as you go. At fist a 1 tile tunnel with traps and a door at both ends should suffice
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>>2208564
So, I make 2 side by side stairs, 2 tiles wide corridor and 2 side by side doors, right?

Have not been able to find a spot for well, will try tgat again after I get home from work.

Was planning on making a large 10x20 gathering hall where I would place the tavern, is this overkill?

As for waste management, I asked here>>2208546
How do I go about it? I take it I need to make a separate room with a door for the stockpile, but not sure how big it needs to be, how to manage it once it starts filling up and how to go about that dumping site the tutorial mentioned, could you give me some advice?
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>>2208546
>How far away can a river be and still be used for water/fishing? Do I need to build stairs to have my dorfs go down a mountain, or can they do that themselves?
Are you asking if a dwarf can fish from multiple z levels above the waterline? I actually dont know that.
One compromising alternative for safe fishing is to divert the river water inside your fort so that you can have an inside fishery. But I belive doing this will only wield fishes that can be found on murky ponds since the artificial river tiles will count as murky pond.

>Also, about waste management, where should I place the refuse stockpile? Inside my fortress? Do I need to place it away from the rest of the stuff? Like after a long corridor with a couple doors? Or is that pointless? Can I place it on the surface?
So, there are three things you have to consider here for waste management and your dead elf/goblin storage once you enact the TED and TGD:
>general safety for your dorfs
>miasma containiment
>dorf exposure to carcasses and dead bodies (that is, if you care about this)

If your waste disposal room is just a room with doors inside your fort:
- It is going to be safe for your dorfs and it will offer no backdoor for invaders
- The doors will contain the miasma to the room, but any dorf moving inside the room to throw stuff there might experience miasma clouds
- Same shit above applies to carcasses exposure

If your waste disposal is just throwing shit outside
- It doesnt offer any backdoor to your fort, but it will not be safe for your dorfs, since they might get ambushed while doing and end up joining the refuse pile
- PLUS, any necromancer will be more than happy about you keeping a pile of dead shit on your front porsh
- Anything that is on a tile considered surface or above ground or whatever is called, will not generate miasma
- The carcasses are all there for everybody to see

Proposed advanced solutions in the next post
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>>2208688
>Are you asking if a dwarf can fish from multiple z levels above the waterline? I actually dont know that.
Well, my fortress is like 5 z levels above the water, which is also a fair bit away from it, so I dunno, can the dorfs go down a mountain without building stairs?

>>2208688
>If your waste disposal room is just a room with doors inside your fort:
>- It is going to be safe for your dorfs and it will offer no backdoor for invaders
>- The doors will contain the miasma to the room, but any dorf moving inside the room to throw stuff there might experience miasma clouds
>- Same shit above applies to carcasses exposure
This is the plan, at least until it gets full. Does refuse ever rot away and disappear?
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>>2208712
if there are ramps on the side of your mountains dwarves can climb down it
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>>2208598
lmao, about to start playing now, but can you use stone cage traps to capture troglodytes, and have your militia go in and stab them to death for xp?
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>>2208721
I am not sure I ever saw a ramp, so I am guessing that is a no.

I cN just build stairs down to the water z level I suppose, but I am unsure how far away from home dorfs may travel in order to get water/fish, is there any limit?
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>>2208688
For an INSIDE waste disposal facility , you can actually dig a big hole with enough z levels so that the miasma wont climb up and your dorfs can safely throw shit there and maybe avoiding exposure to the carcasses. Put some access shaft at the bottom just in case your dorfs end up throwing something down there that you might still want.

For an OUTSIDE solution with minimum effort or digging, you can just make a wall enclosure or maybe mine it out on the dirt, to block the sight of anyone from the rooting pile, then you build a roof over it if needed and a ramp/stairs, leaving only a hole where the the trash can chucked from. Dont forget a door just in case you need to retrieve something. Think of this a like one of those Tower of Silence used in Iran as burial.
Keep in mind that this will still keep your exposed to the outside while the move to throw shit there

For an hybrid/exploit solution that may or may not be a good idea due to the siege update. You can use the idea of the first one, except that it you will also dig aboveto expose the room to outide the and make it count as above ground. The catch here is that if you cover the roof with a floor or wall again, it will still count as above ground due to the Frog spaghetti code.

>>2208712
Meat and food will rot away. Bones will take a long ass time. They all root quicker if they are exposed above ground iirc.
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>>2208723
yes, having training soldiers slaughter PoWs not only works, it's THE most efficient way of training combat skills
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>>2208746
I see.
Time to get creative.
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>>2208736
>access shaft at the bottom
I am confused, is that not just the stairs going down? Is there a difference? Or can I just dig holes several z levels deep with no stairs and have my dorfs somehow throw shit down the hole?

>>2208736
>leaving only a hole where the the trash can chucked from.
Guess you answered above question.

>>2208736
>They all root quicker if they are exposed above ground iirc
Huh, guess that is a good reason to have an above ground disposal, at least if/when I have too many bones.
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>>2208727
>I cN just build stairs down to the water z level I suppose, but I am unsure how far away from home dorfs may travel in order to get water/fish, is there any limit?
The map is the limit. All you need is a place for your dorfs to stand, plus water, to place a fishing zone, and any dwarf with the fishing profession will go to those spots if they arent constrained by a burrow order.

>So, I make 2 side by side stairs, 2 tiles wide corridor and 2 side by side doors, right?
2 tiles wide minimum on your main passages and you are good. I dont think the doors matter that much if there are at least 2 tiles of adjacent open space on both sides, but it is ok for style points.


>Was planning on making a large 10x20 gathering hall where I would place the tavern, is this overkill?
No such a thing as overkill in DF
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>>2208758
>I am confused, is that not just the stairs going down? Is there a difference? Or can I just dig holes several z levels deep with no stairs and have my dorfs somehow throw shit down the hole?
Actually yeah.

https://dwarffortresswiki.org/index.php/Garbage_dump
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>>2208857
This helped a lot, thank you!

One unrelated question, what are good stuff to craft for trading purposes? And what exactly am I supposed to buy on the fall caravan during the tutorial?

Also, how do I get more seeds? Do I get them automatically upon harvest or do I need to extract them somehow?
>>
>>2208907
processing, eating, or brewing plants gives you back seeds, COOKING plants destroys the seeds. When you get into using the kitchen, remember to turn off cooking for brewable plants so you don't accidentally cuck yourself out of being able to grow more
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>>2208857
>you can literally create a gas chambers in DF
vent that shit into pitfall traps
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>>2208940
Oh shit, that is important.

I take it that this is also the process of obtaining above-ground seeds? Just harvest wild plants and brew them?

Also, is there any actual difference between the different crops? Tutorial just mentioned plump heads, and I found no way of obtaining a description of each plant.
>>
>>2208907
You crucial interaction with caravans will mostly be ruled by what kind of metal access to in your map.
If you have no military grade metals on your map then it is your priority to trade for ores, metal bars, specialy iron and flux stone for making steel, and other metal goods, so that you can recycle them back into bars, and use it for weapons and armor.
Othewise you will need to get your military metals from dead invaders, but you need to kill them first, and if you have no weapons or armor...

The ideal trade items are things that are light, so that you can sell lots before you reach the caravan weight limit, and have high value multipliers.
It used to be that prepared food had insane value multipliers, so that a few barrel of stew would allow you to buy everything you wanted and more. But now that has been nerfed. Trap parts were also pretty valuable, even the ones made out of wood, but that also got nerfed.
My gues is that the best shit to sell now are trinkets made out of any non military metal that you find on your fort, and things that you can decorate. Even with shell from your fishing industry, will make a basic item sell for a nice value.

Another important thing to look for when buying shit from caravans are bins of cloth and leather so that you can quickstart clothing industry, before your dorfs get angry from their cloths rotting away. And fuel stones like lignite and bituminous coal are also aways worth a picking up to turn them into coke.
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>>2208991
Sadly miasma doenst do anything other than making people angry.
Necrotic vapors from a chained megabeast, or hot mist from a minecart skidding over lava however....
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>>2209020
I have not gotten to the part of tutorial covering metals, if there is one, but I am guessing military metals are listed in the wiki you linked? Going to read up on it.

Am not really sure how combat works either, but I am guessing my first experience with it will result in my first lost fortress.
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>>2209035
>I have not gotten to the part of tutorial covering metals
Basicaly:
Copper
Bronze (made out of copper and tin)
Silver (good mostly for blunt weapons, and bolts too I think unless that changed)
Iron
Steel (2 iron bars, coal and flux stone)
Candy from hell
All the other metals are for decoration, and can only be turned into weapons through artifacts from strange moods, some of them being ridiculously OP, but you cant take those for granted.
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>>2209069
Is there any difference in using different kinds of wood/stone for building workshops? Or is it all the same?
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>>2209009
>is there any actual difference between the different crops?
different plants will yield different types of booze once brewed; plumo helmets gives wine, cave wheat gives beer, so on
there's really no difference in crops regarding cooking and meals; your dofs can run eternally on roasted plump helmets if you like, but having some variety will improve moods. somehow dwarves can roast lettuce and find it palatable
remember that surface crops can only be planted into farming plots that receive sunlight. You can manage that in a mostly underground fort but that's advanced DF
animal husbrandy is another thing to consider, since animals can supply you with much needed bone (to make trainning bolts for your ranged soldiers), and figuring out ways to domesticate and breed cavern beasts is a good way to experiment with room planning and such. In my last fort I managed to catch, domesticate and breed the 3 different types of rats from the caverns (large rat, giant rat, naked mole dog)
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>>2209079
For workshops, nope. Some obvious workshops might require that the building materials be fire safe, magma safe or made out of "non economical stone", but that is all.
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>>2209009
you can also buy aboveground seeds from human and elf caravans some times, but gathering and brewing is the most straightforward way, though it limits you to the plants on your embark, obviously

plump helmets are the basic bitch food, they grow year round and can be eaten raw or brewed, so you can run a survival economy off them entirely. Sweet pods and cave wheat are inedible raw but can be brewed or milled into sugar and flour respectively, which can then be cooked into significantly higher value food than base level crops. Quarry bushes (rock nuts) are inedible raw but the "process plant to bag" labor in the farmer's workshop allows you to prepare quarry bush leaves, which are good as prepared meal filler. Pig tails are completely inedible, but they can be brewed, though this is a bad idea because they are vastly more valuable as the only way to make cloth or paper with underground crops. Dimple cups are milled into dye
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>>2209093
Was wondering how animal husbandry works, do I just set the butcher worshop to capture live animal and wait?

>>2209101
Huh, seems complicated. I placed like 3 different plots and set them to grow different crops based on whatever the game allowed me to that season, I believe because some crops dont grow on some seasons or because I lacked enough seeds.

The game really is quite complex, and with a steep learning curve, but I will tackle the challenge and start over as many times as needed after my fortress inevitable demise.

By the way, during world creation the only setting I messed with was the age, I made a 500 years old world, is this good or bad?
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>>2209009
Like the other anons mentioned. Different crops for different things.
For the ones that can be brewed into alcoholic drinks, each different drink has a taste value ranging from 1 to 5, and basicaly: higher value = happier dwarf.
Most of the drinks are 2's, five are 1's in value, and only two plants produce 3 and 5 value drinks - Whip Vine and Sun Berries.
Also some dwarf might have a personal preference for specific drinks or food, and drinking them will make them happy, even if it is a Sewer Brew or a Gutter Cruor
>>
Trying to make a macro to outfit my bedrooms and it keeps resetting the keyboard cursor to the screen middle after every placement how to fix this?
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>>2209134
Is there anyway to see this kind of stats about an item ingame? Or should I play with the wiki opened at all times?
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>>2209146
I suppose you can infer from the item value of barrel of booze, but I dont remember ever explicitly reading anywhere inside the game that it will make your dorfs happier. I think your dorfs can have good/bad toughts from drinking good/shitty alcohol and from that you might get that something is good or bad.
If you want to have to those kind of specific knowledge of the game down to exact value of what is good/bad, better or worse, you will need to be referencing the wiki. It really has lots of minutia info about DF.
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>>2209125
>do I just set the butcher worshop to capture live animal and wait?
that only works with small things like hamsters, rat and such. You need regular cage traps, a animal trainning zone and a trainer dorf to start the domestication process
some animals are useful for war too; the best war animals come from elven traders or surface trapping, but it's a tricky dorf science. There are animals you can domesticate but not train into war animals that are good for guard duty, like gorillas or saltwater crocodiles, but again, tricky to get and train.
elk birds from the caverns are good for that purpose because they lay big clutches of eggs, mature relatively fast and are so fucking huge that even if they can't be trained for war they still can bite a goblin in half without trouble

>>2209146
it's ok to consult the wiki on these matters. if you keep playing for long enough you'll just know what's good and what's just adequate
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>>2209125
the farming mechanics are fairly complicated, but you *can* ignore most of them and just spam plump helmets if you don't mind importing cloth (or relying 100% on silk from the caverns) and not getting the happiness bonuses from having a diverse diet
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>>2209190
Will try to set up the training facility and cages then.

Can the cages be made out of wood?
>>
9 months into a new fort my dorfs have decided to stop putting anything into containers
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>>2209125
> how animal husbandry works
In general, you can follow this sort of process:
>make mechanics and cages
>set cage traps so that animals will be capturaed
>make an 'animal' stockpile zone
>browse the 'other' tab in the 'citizens/pets&livestock'
>assign a trainer, (or just any dorf if your goal is just to eat them) train them
>after a while, you will tame your animals and they will appear under the 'pets/livestock' tab
>go on a butcher them

it takes a few steps but its a very reliable way to get meat and food in general when you're desperate, and also, food sells for a good penny still
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>>2203840
Okay. I fixed it I think, although all I did was a version bump. It is working for me though. It may have been an issue with DFHack that was fixed recently for all I know, again lua scripts are still sorta bugged on windows.
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>>2209278
you actually did? damn, ngl I'm tempted to create a new world just for that, I never managed to got your mod working and now I'm curious, especially after the dyes update
thank you anon, much appreciated
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>>2209292
Just let me know if it works if you do. Some mods from other people rely on this one too so it probably should have been fixed sooner.
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>>2209296
will do later anon, yes I will keep you posted
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>>2209219
>Can the cages be made out of wood?
sure, and i'd recommend to do so. metal cages take too long to haul around for your dorfs
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>>2208857
How do I actually make the hole? Do I build stairs, dig down the area and then delete the stairs?
>>
>watch goblin ram inch across map
>finally arrives at wall and smashes a 3 tile wide hole

Kinda neat I guess
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>>2209442
that or channeling
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>>2209453
For whatever reason it will not let me delete the stairs...
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>>2209296
ok anon, I donwload the update for the merger, I'm having this couple issues at the moment. I'm running the merger, the jewels and the smoking mod
but before wasting your time, please consider I'm running other mods, so there might be a problem there, too: I think the major offender here is the Creature Graphics Extended
BUT this time I'm getting different result so might as well post them


so, going from left to right: now I can clearly see the crown while I couldnt before, but it's clearly appearing on a layer beyond the actual portrait.
also, their actual character "model" appears just fine on map

the second dude, seems a different issue: the crown might still be appearing behind them, with the hair covering them.
anyway like I said this time I'm 99,9% sure its another mod causing issues so dont sweat it
>>
>>2209444
How long did it take to breakthrough the wall? Apparently it should vary based on wall material although I suppose at this time it's a matter of Dorf science to figure out which materials have which modifiers on that.
>>
>>2209563
It broke pretty much as soon as they got to it, just limestone block wall
They walked past some reinforced iron wall to get to it
>>
My Civ's capital just fell to goblins and now i have a bunch of noble titles thanks to inheritance, including the king.
This shit sucks.
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>>2209487
Probably it is because DF's wall/floor system that composes each Z level. Meaning that you can destroy a carved stair up (wall) because it is a special mining command placed by the remove stairs/ramp designation to destroy those special walls. But it wont place a special command to destroy the stair down component(floor), so you have to actually channel to remove it.
If you have a flight of carved stairs and want to remove it, you should channel it from top to bottom except for the last "stair up", which can be removed with the remove stairs/ramps. Or alternatively if you want to avoid your dwarf getting stuck down there, you can try doing it from bottom to top one Z level at time(very important to avoid getting an unremoved unreachable flight of stairs).

Yeah, DF can be jank sometimes. And you have to play this tiger goat grass riddle to avoid shit like trapped dwarves or cave in from mining/channeling/deconstructions.

Once your channeling dwarf hits the bottom, then you will have to dig a stair up again somewhere(this part is realistic tbf while we still dont have climbing roopes or scaffolding) so he can climb up, or gamble for the chance that he might climb the walls out of his own will when he decided it is time to drink something. Othewise he will be a sacrifice to the gods down there.
>>
I simply cant getthis dumping site thing to work, do I need to set a refuse stockpile at the bottom of it? And should I have a refuse stockpile separate from the dumping site?
>>
Also do I need to manually order items to be dumped individually? I cant find any way to filter for rotten items or a setting to automatically toss them...
>>
For whatever reason when I set workshop tasks to repeat they get cancelled after complete.
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>>2209562
Alright, I've gotta look into that then. Yeah, the crown should be above the hair layer. You're getting that fucked-up result on the right? What other mods are you using?
>>
I tried my best, but could not figure out what I was doing and was getting a massive headache out of it.

Will wikidive for a couple days before attempting to play again.

Any advice I can get would be appreciated.
>>
>>2197966
How do you insert fake events with DFhack? I am very interested in that if it means the world will then write songs and make art/books of said events
>>
>>2209700
>>2209737
>>2209854

There are some configurations for automaticaly dumping items on your garbage zone
Check the Labor Menu (y) > Standing Orders > Refusing and Dumping. For other stuff like food that somehow went bad, you might have to do it manually.
Things that are outside your fort might get igonered for gathering or dumping based on one of those configurations

Try some small test to check if everything is working nicely.
Have your garbage zone ( z for zones) on the edge of cliff or just anywhere. Order some item or boulder you have laying around to be dumped by clicking on the item and then on the trash can or purple D if on ASCII. Or you can press (i) -> p to paint a bunch of items in a square. See if any dorf will pick up the item and drag it to garbage zone
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>>2197966
Why would [l]ooking at them kill reality? I thought that was a thing that only happened if you were a bestiality/gobbofucker due to the color selections the game does due to dwarfs lacking the "exotic" colours. Please make a guide how you impregnate worldleaders/edit historical events
>>
>>2209884
>For other stuff like food that somehow went bad
I am getting a massive amount of rotten meals, it is like the dorfs are not even eating them.

Also, isnt rotten food something that should be disposed? You would think they would have added that automatic option by now...

I am considering starting over, will try and make things work better this time around.

Do I need to set refuse stockpiles if I am using a dumping zone?
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>>2209906
>I am getting a massive amount of rotten meals, it is like the dorfs are not even eating them.
Are they stored in barrels?
Food stored in barrels dont spoil.

Are they stored in stockpiles that are somehow mixed with refuse (stockpiles that accept all items for example) or under a garbage zone?
That shit makes them spoil faster due to Toady spaghetti code.

Food that in a food stockpile but not on a barrel are still vunerable to vermins. Vermins are animals that are too small to get a full simulation so they just pop out of nowhere and disapear, but they can cause food to spoil if not on a barrel, you can either have an exterminator dwarf or what people usualy do without even realising is having a cat kill them.

>Do I need to set refuse stockpiles if I am using a dumping zone?
Useful for storing a things that are refuse but they can be processed into something usefull like skin into leather. It can also be useful for storing carcasses next to your butcher. But most of the time your butcher will just drag things directly to the workshop, so your refuse stockpile ends up only with bodies too fucked up to butcher or dead goblins/kobolds.
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Playing again for the first time in a bunch of years, the pre-steam version. Is there a way to make a seed stockpile that doesn't use bags at all? I want to save all of these for my glass industry.
>>
One of my new immigrants is a homosexual but he's got really good stats to be a potential military recruit. Should I toss him into the volcano for his crime or just kick him out of the fort?
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>>2209986
>Are they stored in barrels?
>Food stored in barrels dont spoil.
Might be this, they were biscuits stored in the workshop inventory, do I need to manually have them stored in barrels or do I just need to have free barrels stocked?

Also, how big does the room below a dumping zone needs to be? Is a 5x5 square good enough?
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>>2209996
I think stockpiles only let you control the amount of bins and barrels.
Maybe if you make a stockpile for bags that is linked to provide only to the glass furnace. Then any bag your Clothiers made stored there will be reserved from being used for storing seeds.
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>>2210006
Suicide mission.
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>>2210017
Just need to have free barrels stocked and a food stockpile

>>2209996
Train him and sending him into solo suicide missions
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>>2210023
Was having trouble with repeated tasks, for whatever reason they keep disappearing from workshops instead of just repeating.
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>>2210017
>Also, how big does the room below a dumping zone needs to be? Is a 5x5 square good enough?
Actually there this quirk in DF called quantum stockpiles where if you keep dropping items into a single tile they will just infinetly pile up. So All you really need is a 1x1.
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>>2210026
No access shaft? Or should I just make a 3x1 line with a stair, door and the drop point?
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>>2173291
Linux?
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>>2210035
I think it is still good to have an access shaft, just in case. But like I said the bottom of the pit can be as small as 1x1, not counting the access door and stair, and be as big as your map allows
>>
>>2209562
>>2209822
It's working for me, granted I'm only using the graphics-merge, smoking, and crowns. I'm curious what you're using, it must change the dwarves' graphics layers a lot.
>>
>multiple posts per day
make a vgeneral now that siege is out
>>
So is the siege update good or not? Why is literally no one talking about it?
>>
Has toady added realism updates to sexual orientation yet? Like the gay dwarves being compelled to rape child dwarves?
>>
Rewatching elementals. This whole concept sucks complete ass.
>>
>>2210395
>NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO MY IMPENETRABLE FORTRESS NOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!
>>
>>2210288
I'm building a fort with big seiges in mind but haven't been invaded yet. If I don't get some action soon I might send a few raiding parties out to start shit.
>>
Building a grand staircase. Should it go clockwise or counter clockwise?
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>>2210579
So in other words the update didn't do shit?
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>>2209906
I don't know if nuDF ever fixed it, but it used to be the case that military dwarves assigned backpacks would carry meals in them, and then leave their backpacks in their rooms or dorms when they went off-duty, where the meals would rot. Since they're technically owned, nobody would throw them away, and even uaing dfhack to clear ownership wouldn't get them tossed reliably since they were in containers or in containers-in-containers if the dwarves put the backpacks in chests or cabinets. Worth seeing if that's where your problem is coming from.
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>>2210078
But in the end even if the dumping zone is big at the bottom, everything will still pile up on a single square, right?

>>2210886
Probably not, I inly had the initial dorfs and their starter gear, so unless that is provided in the initial setup then I do not have it.

Is there really no way to automatically get rid of rotten food? Would using a refuge stockpile work for it? Or would it be the same as manually ordering them to be dumped in the dumping zone?
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>>2210908
Yes, a refuse stockpile will automatically create jobs to take rotten food.
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>>2210940
So, another question, where should I place said stockpile? Would placing it at the bottom of the dumping zone be a bad idea? Should I make it separate from it? And will placing a couple doors in a corridor prevent the miasma fro leaking out? Or should I take the dumping zone approach and dig it deep in order to prevent miasma from going upstaies?
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>>2210646
I got a big ol' seige tonight anon, mounted goblins with a ram. Maybe more, I paused and hit save since I gotta go to work in the morning and I want to take my time with this seige.
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>>2210908
>everything will still pile up on a single square, right?
Yes, the game doesn't mind
>>2211005
>where should I place said stockpile?
Outside usually
You might want to make it large enough that it can hold enough waste but the dump is how you deal with it when it's full
If you're a super user, you can designate it to only accept corpses and other things that rot, whilst making it so you stockpile bones, shells and other actually useful things near your craftdwarfs

I'm a little sad that pond turtle shells and chopped up corpses ironically take up so much space but that's dwarf fortress
>>
>>2211237
>Outside usually
How far away from my fortress entrance should I place it? And wont it be dangerous for the dorfs to have it outside?

>>2211237
>If you're a super user, you can designate it to only accept corpses and other things that rot, whilst making it so you stockpile bones, shells and other actually useful things near your craftdwarfs
I have no clue how to do that, or what usage I could have for bones, shells and other stuff like that, what exactly should I craft with bones and shells?
>>
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thank you datan
very cool
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>>2211258
>How far?
Sunlight, above ground. Same rules as farming and keeping dwarfs familiar with sunlight.
>wont it be dangerous?
Of course! The outside world is scary!
>I have no clue
Uhh, make a stockpile, select it, then modify its rules
>bones, shells, other stuff
>what should I craft?
Make a craftdwarf's workshop
Make stuff from bone and shells! Random crafts are fine
It's not worth much but it costs you nothing
>>
>>2211316
>Sunlight, above ground.
Yea, but right next to the fortress entrance? Wont the miasma cause trouble?

>>2211316
>Same rules as farming and keeping dwarfs familiar with sunlight.
I have no idea what those rules are, I just started playing and am struggling to understand these base concepts.

When you saykeeping dwarfs familiar with sunlight, you mean I need to force them out of the fortress every now and then? What are the consequences of not doing so?
>>
>>2211388
>Yea, but right next to the fortress entrance? Wont the miasma cause trouble?
Rotting stuff doenst generate miasma if under the sunlight. Your main concern here about placement of the dead body stockpile should be the danger of a necromancer showing up and reanimating all of them with a flick of the middle finger.
A secondary concern is the short term stress of your dorfs being exposed to a pile of corpses on your entrace vs the long term benefit of them becoming hardned individuals and fit for combat and violence from seeing so much gore and dead corpses.
>>
>>2211388
>When you saykeeping dwarfs familiar with sunlight, you mean I need to force them out of the fortress every now and then? What are the consequences of not doing so?
Dwarfs can devolp an outside sensivity if they stay inside your fort for too long. They start feeling ill and puking everywhere if they get exposed to sunlight, which sucks if it happens to your military dwarfs when fighting outside.
>>
Finally found this thread. To many splinter boards of /v/. V is for casuals
>>
>>2211466
So, if I set a stabding order to dump corpses, will that prevent them from being placed in said stockpile and get them thrown down the dumping site instead?

>>2211466
>benefit of them becoming hardned individuals and fit for combat and violence from seeing so much gore and dead corpses.
Was not aware this was a thing, so it is a good thing to have them traumatized?

>>2211481
How do I go about preventing this? Can I somehow order them to go outside and touch grass? Or do I need to have them do some labkr like foraging, woodcutting and fishing in order to force them outside?
>>
Why do my squads keep getting captured or lost on the overmap?
Shouldn't there be a rough estimate for mission success, and a scouting mission?

There's no explanation of this whatsoever, so is impossible to understand how it works. Does my raiding party risk getting caught based on their skills, number, armour? Do they stand a better chance in battle if I attack overtly? What effect if any do all the random items my military dwarves seem to pick up have on anything?

Why isn't there a craft option for full sets of armour? And why do archers try to melee with their crowbows and hurl themselves over fortifications at enemies like they're trying to do some kind of wwe body slam
>>
>>2211626
So shouldn't you put corpses in a fortification cube in the barracks zone?
I wish dwarves who collected bodies in wheelbarrows counted as the body being hidden. And similarly that wooden boxes could hold corpses, because you know... sometimes one dwarf ends up in many pieces and you want to bring them to a coffin all at once.
>>
>>2211637
>Why do my squads keep getting captured
they are overpowered during the raid and captures. you can send more people to rescue them

>>2211637
>Why do my squads keep lost on the overmap?
it's a known issue. it's sure to happen if you attach any war/hunting animals to the dorf, in other cases it must be a bug. it has happen to me.

>>2211637
>Does my raiding party risk getting caught based on their skills, number, armour?
Yes.

>>2211637
>Why isn't there a craft option for full sets of armour?
you can control what do your dorfs equip from the Equipment>Uniform tag in the military menu>>2211637
>And why do archers try to melee with their crowbows and hurl themselves over fortifications at enemies like they're trying to do some kind of wwe body slam
this shit, this shit right here. It has been a known issue for fucking years and years and Toady just got around to fixing it, but I still got to see it with mine own eyes
>>
>>2211005
I just dig an 8 tile channel with stairs next to it and designated the top as a refuse stockpile, if you have dfhack you can designate the waste pile as autodump.

Another way is a meta stockpile with a mine cart, works the same way.

Or you can use a dwarven atom smasher aka a bridge, and just drop the bridge on your waste to make it instantly vanish.

Most waste comes from the Butcher so is advisable to keep it outside the fort on the surface. If necromancer reanimate the waste, do you want it crawling around outside, stuck at the bottom of a pit inside, gone entirely?
>>
>>2211274
A drywall coffin. Awesome.
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>>2211671
Ah. It's the war dogs. Big thanks.

Archers should be really important, and so should fortifications, but neither seem very good at all because archers won't seem to avoid enemy fire, try to use fortifications as cover, and rather then flee, try to get more ammo, return to barracks, they just individually hurl themselves into goblin hoards.

I've also found the ballistic to be almost totally useless, maybe I'm using it wrong. But I don't see why it can't fire at angles that a bow can. Can't they just treat a loaded balista as an entity, a super archer dwarf, for that one second it fires?

You can lock marksdwarves in pillboxes, little bunkers they can only access from the ground. That works.
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>>2210088
I'm using mostly other graphical stuff , but there's the complete list!
like I said, I'm pretty sure it's Creatures Graphics Extended since it seems to change characters appearance pretty extensively
later this evening I will try using yours without it,
and maybe messing around with the load order a bit?
>>
>>2211652
>shouldn't you put corpses in a fortification cube in the barracks zone?
I dunno, I am new and confused.
>>
>>2211733
There was some guy here who said THIS GAME DOESN'T HAVE GOOD MODS. Are you telling me all these mods are actually bad?
>>
uhh my dorfs stopped picking up their military equipment
wtf?
>>
>>2211672
God this game is confusing.

When you say 8 tiles channel, you mean a 1x1 square dug 8 levels downwards?

Also, I am brand new, I have no idea what dfhack is or how/why to use it. Could you tell me more about it?
>>
quantum stockpiles should be patched out next
>>
>>2211744
uh? that guy was probably always me again,
and I didn't say that: no these mods are good and I use them to make the game 'look' and feel better, adding some QoL

BUT
among all the mods I'm using, theres only one that actually adds/changes some mechanics, and that just the 'Better University' mod that basically adds training stations for 10 gems+blocks
>>
>>2211761
dfhack is a mod/utility tool that adds extra options to the game, you can even download it on steam if you have the steam version.
>>
>>2211767
So explain why, for example, it would be a bad idea to implement "Better Combat Log" into the game.
>>
modding died when people had to add graphics
the new graphics system to mod shit in sucks
>>
>>2211772
man i think you got it all wrong from the beginning,
i think these kind of mods are a great addition to the game, but I don't see mods carrying the game and changing the whole experience package like it did for other games, like Skyrim, or Rimworld, or other stuff

I for one welcome every kind of mod that makes the game more enjoyable

when it comes to DF's develpoment, the last thing we want is Tarn/Putnam wasting even more time to integrate stuff that works already via mods
>>
>>2211818
>i think these kind of mods are a great addition to the game
So, in other words, devs should start implementing mods into the game because it would make everyone happy.
>>
>>2211771
I do, and will.

Could you tell me some of the things people normally use it for? I am currently reading everything I can about the game on the wiki before attempting a new fortress tonight after work.
>>
>>2211702
>I've also found the ballistic to be almost totally useless, maybe I'm using it wrong. But I don't see why it can't fire at angles that a bow can. Can't they just treat a loaded balista as an entity, a super archer dwarf, for that one second it fires?
the ballista and catapult have supposedly been fixed in the last patch to allow firing in a wide arc as you described, and also `for siege operators not to run like pussies at the first wiff of a goblin
>>
>>2211818
We used to have actual total overhaul mods
We dont anymore because classic mode is a gimmick with shitty unreadable controls and no keyboard only mode
>>
>>2209996
Anything related to bags is a huge pain. Just make a silly number of leather bags.

You can make a seed stockpile with no bags, but a single seed will take up a single stockpile space.
>>
>>2211900
Maybe i should buy the steam version
>>
>>2212004
Not that guy, but what would you suggest to be the easiest way of obtaining the silly number of leather I would need to do that?
>>
>>2211855
Dfhack is particularly useful, it adds a console that has things like build patterns for circles, grids, it has some common godmode commands for fixing bugs. It allows you to automate a lot of the manual designations and that in itself is a major quality of life improvement. It a automates tedious tasks like tailoring, managing bee hives, assigning hens to nests.

It let's you build higher into the sky, should you need to for some reason.

It has blueprints for entire forts, for when you're trying to achieve something specific so just want a default fort in irl time.
>>
>>2212023
Hunting is by far the most efficient way of getting both food and leather, at least in my version.
Hunting is automatically disabled from the (L)abour menu to prevent your starting dwarves agrivating dangerous game, and so is refuse collecting, to prevent them running for the corpses of things killed by dangerous animals.
Built a tanner next to your Butcher/ refuse stockpile, set order to tan leather when greater then 1 tannable body part.

Later on, change it to tan leather when less than say...20 leather.

Leather also costs virtually nothing from the merchant, dwarven caravans bring boxes full of it and often you'll want to buy them just to reduce the carry weight of the caravan.
>>
>>2212045
Wow, I need to get it then, will download it before starting a new game.

Is it hard to use?

>>2212072
I have not really gotten to hunting yet, how do I go about it?
>>
>>2211733
I think creature graphics redux is likely the issue. Graphics-merge can handle pretty extensive updates to the normal graphics, but I assume creature graphics redux changes a lot, so it's not going to work with it. I guess it would be possible to create graphics packs that work specifically with creature graphics redux, but that might be confusing for other users.
>>
>>2212191
Just to clarify, the issue is with the ordering of layered graphics done by redux (the hair layer for instance has clearly been pushed upwards). The issue with the added graphics isn't from the graphics merge tool itself, it's from the layers defined in "Topples' Jewlery" and "Topples' Smoking". It would work if the layers were done in redux's ordering.
>>
>>2212191
>>2212222
Yeah, thank you for confirming that
I like the graphics redux is neat but I really want to you yours too, so I will generate a new world and deacticate the graphics
I'm not having any luck with sieges anyway, so I will generate a more hostile world and test a bunch of things
thanks anon
>>
>>2212045
>managing bee hives
do bee hives even do shit? never bothered with those, and nestboxes too
>>
i tried to use nestboxes but i dont think my chickens ever laid any eggs
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>start new game to check out the siege update
>fort wiped out by a titan that killed my entire military without a single scratch because lolwebs before I see a single goblin
>>
The new bolt throwers are hilarious, they are like MG42s using hundreds of bolts in a few seconds.
Even wooden bolts are somewhat effective at that rate of fire, but goblins are very quick to avoid killzones.
>>
>>2212992
I set a couple in the caverns, feel a little bad for the forgotten beasts
>>
>>2213048
They are not a silver bullet against gobbos but yeah, they must be devastating against single opponents.
I fear they may make markdwarves obsolete, despite all the updates to make them actually work,
>>
Are goblin rams broken?
After the rest of the goblin army flees they seem to break and just stand in place.
>>
>>2213056
arent marksdwarves still broken
>>
>>2213239
They actually kite enemies instead of charging, but it is still a pain to get them to train, and they often put themselves in bad positions.
>>
>>2212099
Hunting? Start with at least one marksdwarf,a quiver, a crossbow, some copper bolts.
Assign the markswarf to the hunting labour, because random dwarves won't automatically go hunting.
You'll need an animal/ corpse stockpile next to your Butcher, and from the labour menu, enable dwarves to gather outside refuse.

If your hunter kills a large animal, you could get 200 meat in one go, which is probably more than your whole starting food, and means in the first year you won't waste all your dwarves time burning wood, making potash, farming
>>
>>2213365
>making potash
Fertilizer is a meme, you don't need it unless you're low on actual farmable land, which is quite impossible as you always either have none or have plenty.
>>
>>2212283
You can get eggs very early, chicken don't cost much on embark, and it's a good source of food if you're under siege.
Honey? Not even zi understand it. Think you need jugs, to split a hive when it's full.
>>2213247
Can't you assign marksdwarves to burrows? I remember there's something about patrol or burrows.
>>
>>2213373
Early on it has a bigger impact on yield, and that includes yield of seeds. It avoids you having to process food to bags
>>
would dwarves actually be so dark skinned? i can understand some of them being a bit darker but really it shouldn't provide much of an evolutionary advantage due to them due to their aptitude for living underground/in the dark
at the same time, i wouldnt wanna only make them pale, that'd be unrealistic
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>>2213959
They'd be pale.
Look at other cave adapted animals.
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>>2213962
shouldn't the hill dwarves be a bit less pale? they probably get a bit more sun
>>
siege update does nothing
>>
how is the new update? drawbridges rendering you impervious to assault was my chief complaint years ago, is it fixed now?
>>
>>2214014
The goblins can now smash drawbridges and build insane ladders to get into your fort.
>>
>>2213959
I remember when Toady brownified all the dwarves. I wanted to make a eugenics fort but you didn't really get mixed groups of skin colors very much.
>>
>>2214050
it is really easy to mod them to be aryan
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>>2214052
Yeah but it doesn't make me feel any better about the change. No more Snow White style dwarves in canon for DF.
>>
>>2210641
clockwise
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>>2213962
pale doesnt mean white btw
white people have a bit of melanin too, and need sunlight
dwarfs would have a weird color and not look human
>>
I am new to the game, and am curious, does the age of your world matter? The default setting for world creation was 100 years, but I went ahead and made it 500, was that a good or bad move for a newb.
>>
>>2214379
Well, it does matter in a few ways.
Older worlds tend to have less civilizations since they get killed off.
You could easily have a world where necromancers and goblins dominate, with few dwarfs left, making life more difficult.
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>>2213959
It's a video game.
Guaranteed migrant waves are made up of RNG dwarfs.
I'm guessing skintones in the game are done on a numeric scale where 99% of the range is brown.
The game doesn't simulate genetics or their reason for being. Races in game are generated as-is and never adapt, though can be genocided, usually by the unending goblin horde and necromancers. Dwarfs don't even react to sunlight differently depending on skintone, let alone have difference in characteristics akin to real life races (fat deposits, palates, disease resistance).
We don't live on a world with dwarfs, not since their usage in media was banned for being problematic, so we cannot know what they should look like.

Dwarfs (as we knew them from the only author we cared about, Tolkien) were a product of their time. Fair skin, fair hair, a tendency for red hair. No wives, girls are icky.
That is why dwarfs could only be a very specific subset of white people.
Toady is a product of his time. Fair skinned people are demons. If Toady could paint himself black, he would.
That is why dwarfs can only be brown and black, male and female, gay and asexual.
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>>2213153
I've seen some with the goblins falling one tile underground
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>>2214433
>The game doesn't simulate genetics
It does, just not for the post 50.01+ guaranteed migrant waves
all civs have a genetic profile that they pull from when it comes to the rest of the population that is indeed set at civ generation, and can have phenotypes and the like.
The forced waves pull from the creature entry rather than the already generated genetic seed of their civ.
This was already discussed to death when steam fortress initially released during the newfag wave
>>
>>2214493
If you read the bottom half you would have realized you were replying to a troll
>>
>>2214386
Huh, guess I got lucky? There seems to have been no civilization getting killed off during the creation process.

So, there is a drawback to older worlds, but is there any advantage?
>>
>>2214545
Drawbacks
More units means more History that needs to be saved every time and more chances for everyone's favorite Nemesis crash to appear.
Advantages
More to play around with, more historical figures, possibly more demons or gob civs due to incidents in worldgen, monastaries towers and castles, and organized religions guilds and merc corps have a high chance of establishing.
>>
>>2214600
>everyone's favorite Nemesis crash to appear.
I am new, what exactly is that?
>>
>>2214608
Every so often a Nemesis ID misfires during a save and causes a crash, erasing unsaved progress.
It usually fires off on wandering units oike armies or notable beasts/criminals that wander the map
>>
>>2214493
ah i didn't know that, are they ever going to fix it?
>>
>>2214846
Dunno, maybe
Who knows, it might even be fixed already and I just missed it in the notes.
>>
>>2214807
That seems like a major flaw, why did they never fix it? Too hard?
>>
>>2214971
As I said.
It is infrequent, and not guaranteed to happen.
Translation; it is somewhere buried deep in spaghetti code.
Then again, as I also stated, it may have been fixed and I just missed it.
>>
is there a way to funnel adventurers to the caverns, or are these bums going to leech my food
>>
>>2215803
They love doing mostly doing the later. Everyonce in a while they might actually go down there jsut to die to something
>>
Anyone else dealing with weird drainage issues? The last 3 embarks my volcano drained into hell immediately and my FPS was crawling because the water in the caverns was draining as well.
>>
>>2216158
not really, no
are you reclaiming old forts or just new vanilla embarks?
>>
>>2216194
New ones, 6x6 with volcanoes. I'll just increase the number of z-levels between layers and try it out.
>>
>>2216318
mhm, I know messing around with stuff like cave openess and erosion etc might fuck that up
>>
I have been petitioned to make a farmer guild and a ranger guild.

I have build a room placed some tables and chairs, polished the walls and added a lot of statues to get it to 2000*, but for whatever reason it still has not completed the petition, what am I doing wrong?
>>
>>2216664
Did you designate it as a guild location?
>>
>>2216729
It worked after the month changed.
>>
>>2173291
Is there a new link? I had the old one saved but it's dead now
>>
>>2216943
Yeah, some fag reported it on the Bay12 forums, now Anon uses a puzzle to filter them.
>>
>>2216948
Well it's filtering me too. If the archive means the previous thread, it's long gone now
>>
>>2216963
If only there was a place where 4chan threads got archived
>>
>>2217002
I'm an idiot, I genuinely thought old threads were deleted and not archived somewhere. Looked around and managed to find it, thanks
>>
are more female dwarfs than male dwarfs bisexual like it is for humans in real life
>>
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>>2215952
>die to something
and if that's the goal? if i can't gas people to death with miasma, i'd like to run a black market coliseum
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what part about square tilesets is actually broken to the point of them being unusable? i didnt really encounter issues with the mouse thing if the tileset is 16x16 or smaller if i play in fullscreen and the smaller ones can work on windowed
is it based on monitor size? i tried a bunch of them
>>
I just started messing with military, have 5 meele fighters using metal armor and 5 archers, all training currently.

How exactly do I control them for battle? I have currently only been invaded by what seems to be a single "werewolf goblin", which got trapped by my defenses, so I have not had the chance to fight.

Also, what do I do with the captured goblin?

One other thing, I placed a draw bridge on the cave entrance, another at my trade depot entrance and one single tile one on the front of the door leading to my staircases, but that last one seems to be getting bypassed by dorfs walking diagonally, do I need to make it 3x1 in order for it to work? And would it block wagkns from going inside my trade depot if it is sideways to the path they take?
>>
>>2217568
>How exactly do I control them for battle?
IN the vanilla version you have to click "s" to access the military orders menu. You get all order options there, but for now you only to worry about "move" and "attack" ("m" and "k" respectively)

Also, what do I do with the captured goblin?
your dorfs will move their cages to the nearest animal stockpile, although you can edit a stockpile's settings to make it goblins only (and other creatures)
back in the day you could strip a goblin prisoner of all armor, clothing and weapons without releasing them, but it was changed years ago. I usually use a drowning chamber to kill them off and take their stuff, but that's advanced dorfing. keeping your gobbos in storage and using them to train your soldiers might be a better option right now, but not with that werewolf goblin, since that asshole is a werebeast and werebeasts will turn your dors into more of them. Dig a corridor somewhere in your mining galleries or in the caverns, put his cage in there and wall him in ala Cask of Amontillado.

> that last one seems to be getting bypassed by dorfs walking diagonally, do I need to make it 3x1 in order for it to work?
it's not the size but the placing; from your description you have built it right outside the corridor to your staircase, meaning when your drawbridge is risen the tile it occupies touches the corners of the wall tiles at the entrance of your corridor. Instead, it should form a continuous wall line with those two wall tiles. I'd draw a schematic for you but I can't right now, check the internet for drawbridge positioning

would it block wagkns from going inside my trade depot if it is sideways to the path they take?
yes; to bypass this problem I used to dig 5 tiles wide access tunnel for optimal wagon access, even though a wagon is a 3x3 entity, that way you give them room for maneuvering along the way.
>>
>>2217657
>meaning when your drawbridge is risen the tile it occupies touches the corners of the wall tiles at the entrance of your corridor. Instead, it should form a continuous wall line with those two wall tiles
Does that go for the entrance as well? I tried placing it directly over the hole, but it wont let me build on top of the slopes of the entrance, do I need to remove the sideslopes somehow before building?
>>
>>2217695
>do I need to remove the sideslopes somehow before building?
Yes, the space where the bridge will be placed must be clear
>>
>>2217750
How do I remove slopes without digging the sides further?
>>
>>2217784
it's in the same menu as mining
i think the command is "d" then "z" (remove ramp/slopes)
>>
In order to train my warriors and marksdwarves, do I need anything else other than the barrack/ranged training areas? Does placing armor and weapon racks do any difference? And do markdwarves also need a barrack?

Also, I am going to start hunting, do I need anything else other than choosing a hunter on labor board and having in stock a crossbow, bolts and quiver? Will it just go do his thing automatically? Anything I need to pay attention to?
>>
>>2217861
>do I need anything else other than the barrack/ranged training areas?
no, for melee warriors I just place an armor stand within a room an designate it as barracks, for ranged you just need the archery targets, crossbows and ammo accessible to them
>do I need anything else other than choosing a hunter on labor board and having in stock a crossbow, bolts and quiver? Will it just go do his thing automatically?
Yes, it's automatic. as long as a dorf with the hunter labor activated has access to a crossbow and ammunition they will go on their own and do their thing. Consider trainning some hunting dogs
> Anything I need to pay attention to?
keep an eye open for dangerous fauna or megabeasts; hunters will consider them a potential target too
>>
>>2218336
>Consider trainning some hunting dogs
I have dogs, and a trainer, but how do I ise them for hunting?
>>
>>2218542
1.create an animal trainning zone
2. go to the status menu (z), animals tab, look for the dog you want to train, click "h" to designate it as hunter dog
3. activate the animal trainning labor in the labor tab of one of your dorfs; it should activate the trainning process automatically
4.once it's trained, go to your hunter dorf, it should show the ability to assign a hunting dog to them (can't remember exactly in what part of the dwarf profile it was, check the wiki)
>>
How do I set a priest?
>>
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>have idea for fun fortress
>fumble the initial setup
>feel like i can't recover
>take a break
>lose interest until a different idea comes up
>>
I dont get it, made a huge room for the temple, polished and ornamented the walls and floors, placed a shitload of statues, the altar, some pedestals a table and chairs, it became a temple complex with 48 followers, and yet it STILL WILL NOT LET ME SELECT A PRIEST!

what am I doing wrong?
>>
>>2219540
Was it a petition or just making one
>>
>>2219596
Petition for a temple and priest.
>>
>>2219600
I am saving the game with 1 month left to set a priest, need to figure out what is wrong before continuing...
>>
Well, this sucks balls, I am getting one petition after the other for temples, all of which I cannot set priests to, as well as great grand halls, which took all my time and is hindering my progress as I need to dedicate resources to that.

Is this normal? The temple complex shows 2300*? And 70 worshippers, but says that only organized religions can have recognized priesthoods...

Got to say, this sucked out a lot of the fun of designing the fortress.
>>
>>2219853
do what the romans did
>>
>>2219856
Should I just deny their requests and ignore them when requested again?

What sucks is that I put a lot of effort into these temple complexes and for whatever reason it will not let me set a priest.

Is this a bug or am I just fucking it up somehow?
>>
>>2219853
as far as I know the congregation itself is the entity that has to declare a priest, not you as a player. religion as a system is still a bit wonky, I think, since it doesn't have an active function beyond socializing your dorfs
is the temple communal or is it dedicated to a cult in particular? that might be the reason. I always set up a temple not dedicated to a particular deity before building other temples with a precise dedication
>>
>>2219874
Just finished one and set it to no particular deity, still nothing.
>>
>>2219896
you have to set it to the sect that asked for a temple

and yes, there is no way to look that up once you click through the petition screen other than manually assigning sects until it works
>>
>>2219902
That worked, thanks!

Now, what do I need to turn a guild hall jntk a great hall? Just more statues until it works?
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>>2219937
smooth and engrave everything, and then spam statues yeah. If you're crammed for space try putting an artifact on a pedestal
>>
>>2196255
I haven’t played since the steam release have they finally made legends mode useable or do you still need to use legends viewer to find anything of consequence?
>>
>spend ages making square tilesets work fine and picking a tileset
>lose motivation to play
bleeehhh
>>
>>2219873
Did you dedicate the temple to their god, or to their particular religious creed? You have to do the latter. The same god can have multiple religions dedicated to it.
>>
For whatever reason it seems I ran out of underground seeds, it ferls weird as I placed all brewable seeds to be forbidden from cooking, but it seems we are shit out of luck anyway.

Surviving on forage and above ground seeds and fish.

Do animals consumme plants without yielding back seeds? Or was it the lack of fertilizer? The next fall caravan should bring me back seeds, but I need to figure out what happened before that in order to fix the issue!

Thoughts?
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>>2221153
Cooking plants cooks the seeds in them. Even though you forbid seeds from cooking you eventually ran out because you weren't getting new ones probably. You get the seeds if you brew though.
That or a cheeky monkey stole your seed bag or something
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>>2221162
After carefull inspection, I became even more confused...

It seems I have several barrels of plump heads and other varied underground crops, but they are just sitting there in the barrel instead of being eaten, brewed or processed, so there are no seeds to be planted.

How do I get some workshop to prioritize these?
>>
>>2221225
Maybe you don't have empty barrels for brewing? Maybe your brewers and cooks are off partying? Maybe you accidentally forbid the still/kitchen? Maybe you forbid the plants to be cooked/brewed too in the kitchen tab.
If you have a work order somebody should do it if they can eventually especially if you move it to the top of the list.
>>
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>new migrants all praying to the same god
>"skreee, what's with this cult invading?"
>check religions- new migrants were worshiping stars and jewels
>check religions existing dwarves
>66% (previously 85%) of my fortress worshiping Nar God of Murder and Death
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>>2218336
>keep an eye open for dangerous fauna or megabeasts; hunters will consider them a potential target too
How do I do that? Is there some list I can check in game? Or do I need to go looking manually all the time?
>>
>>2221235
Actually, it seems the problem was that I had only 1 still, a pop of 159 dorfs and a massive abundance of surface breeable plants and fruits, which diluted the brewable supplies so much that the underground crops were simply not being used, I solved the issue by adding a new still.



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