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GRUDGE Edition

Previous: >>2230110


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 (53.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).

>!!NEWS!!
11/03/25 - The first part of the Siege Update was released as version 53.xx, giving besiegers (goblins and humans) the ability to dig/destroy walls, build paths, more awareness of traps and killzones, and more.

>What is next?
Bugfixing/maintaince cycle and later Siege Update Part II, which aims bring some magic into fort mode by adding spellcasters and warlocks into the besiegers ranks, and have them set your dorfs pants on fire. Also some form of magical defence for your dorfs.

>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 that (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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Why is this hallway flooding? Is it because of the ceiling? There's nothing above it, as in unmined aquifer tiles.
>>
I WISH ASCII HAD LABELS INSTEAD OF ASCII SYMBOLS IN THE UI AIIIE
>>
>>2266742
trvke
>>
>>2266694
Yes. You need to smooth the floor to remove aquifer status from ceilings.
>>
Well, the civ I started playing as domesticated giant rattlesnakes in worldgen. Looks like that's the focus for this fort.
>>
got used to the ascii ui
my square tileset works fine (taffers)
its so freeing to be ascii
i dont get autistic abt my forts looks bc its abstracted
wood bothers the fuck out of me in graphics mode especially all the colors
>>
do mods only work with the steam version of DF? i thought it was just the tileset+OST but i crash when trying to generate a world while using the masterfork mod off github
>>
>>2267014
does it give a crash error?
>>
>>2267027
it has these in the errorlog with a bunch of other RCP bodypart errors


Impoverished Word Selector
Cannot generate random creatures -- missing body RCP_3_EYELIDS
Cannot generate random creatures -- missing body RCP_2_EYELIDS


i thought you just drop into the mod folder and enable with the right loadorder but i'm probably fucking something up, will buy when sales start anyway since theres a bunch of workshop only mods
>>
I tried the spellcraft mod. That shit broken as.
It floods the world with new civs I thought would be less distracting, I can't find the workshops to place down, and the innate magic is descriptionless. "The stone crafter casts magic" great, that tells me nothing!
>>
>>2267040
It depends what mods.
It looks like you're using a mod that changes or expands words and the game is trying to generate creatures in a sphere that doesn't have defined body profiles.
>>
Toady's magic implementation is going to be shit, isn't it?
>>
>>2267406
I hope it's limited to line of sight ranged attacks and buffs but it's probably going to be across map, through walls bullshit that goes unnoticed for 10 minutes.
>>
Honest question as someone who has only very briefly played the game. Isn't this game just a colony sim but with le epic reddit bait in the form of very detailed writing which you probably dont even care about after some hours of playtime?
And can anyone here compare it to Songs of Syx? I've wanted to try a colony sim and these 2 seem the most interesting, rimworld is a bit too small in scale
>>
>>2267406
idk, necromancers magic is kind of cool the way it is now
but I'm scared thinking about what hes gonna do to counter the sieges...
>>
>>2267473
>I'm scared thinking about what hes gonna do to counter the sieges...
How so? It's not like he's going to introduce explosions that can level terrain and buildings any time soon or ever for that matter.Tho it would be pretty cool ngl
>>
>>2267486
no but teleporting mobs, force stopping arrows
or imagine making it rain elf blood and fucking up everybody giving your dorfs syndromes

I am genuinely scared
>>
>new thread when the other could still go for another 5 days
>didnt even bother linking to it in the last thread
>using an op picture that comes from another /vst/ dwarf related game

...
>>
>>2267502
Eh...

Most of this stuff seems more like a mild annoyance than something you should seriously be worried about.
If we're talking about something that really is going to scare (and possibly anger) people is that this magic is going to constantly kill your FPS (i.e. mass spontanious fires)
>>
>>2267576
> kill your FPS
I started using lava moats and they're very effective against sieges, and yes most of the time shit gets lit and the smoke and fire burns away 3/4 of the map and the FPS drops to 3
also they freak out with pathfinding
>>
>>2267461
>the core draw of the game isn't something you care about
Anon the whole fun of dwarf fortress is the sort of quasi-archaeology you do as you play, discovering stories in the wider world. If you don't care about the detail and simulation, you're purposely ignoring a big part of the game for no reason and I feel bad for you.
>>
>>2267461
It's just an in depth world building simulator that also lets you play as a colony in the world it built
Everything happens according to the world building and nothing is 'random'
Nothing could happen for 78 hrs of playing or something could happen thats really funny and cool
The actual gameplay loop is not hard at all (get food, build workshops), but the newest Siege Update made invasions harder and more of a rimworldy tower defense thing.

Songs of Syx is a city builder and total war strategy game
Dwarf fortress is an autistic in depth guidable antfarm
>>
What sorts of magic would be interesting for fort mode?
I was thinking less overt magic like fireballs and more things like runic power. Place a rune on your floors and it protects against incoming arrows, strike runes onto equipment to give it an effect, or try to bind evil/good creatures with a runic circle. Things like that.
>>
>>2267644
Magic arrows is an easy one
>arrow that explodes
>arrow that freezes
etc etc
>>
>>2267406
I feel like it is going to be more something that will live or die in the hands of modders.
Support for magic and modding of magic systems is part of why we got the Lua update, since Toady already know the the entire potential of the system will be on the hands of modders.
>>
>>2267673
Is this not already possible? How indepth is lua modding
>>
>>2267644
something to fucking counter necromancers
wish some artifacts could work as "holy relics" and repel undead shanenigans
>>
>>2267697
Maybe certain gods decide they hate the undead and grant powers to devotees kinda similar to how necromancers are granted powers just in reverse. Things like debuffing undead, revealing vampires, etc.
Would make temples a little more interesting and maybe encourage you to build a quality temple and learn which gods might grant useful powers, or attract paladins and some such to the fort if you have a really nice temple.
>>
>>2267735
yeah, something that actually creates even more worldbuilding and stuff
>>
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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
>>
>>2267735
Would be cool if magic was tied to gods and religion similar to DCSS' piety system. More dorfs praying, more value in the temple, more doing of what that specific god wants = more spellcasting. Similarly forsaking gods leads to negative effects. Probably implausible until 2030 at best but it's interesting to think about.
>>
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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]
>>
>>2266425
You made this thread too early, wait until it hits page 10 next time dummy
>>
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>>2267697
>>2267735
>Religion/gods in general having more effect on the world and can affect it in more ways than it is now
>Some gods are cordial, others are vengeful/scheming/plain evil
>You can decide what religions/gods get more attention/influence in your fort trough priests and churches. Better the priests/churches means more dwarves get converted to said religion/god (Allowing you to roleplay as a proper cult fort)
>Cermons/Rituals
>Sacrifices (Goods/Artifacts/Food/Animals/People). Said sacrifices yield rewards or stem the god's anger
>Divine blessings and curses. Bestow or Relief creatures from the werebeast/vampire curses
>Battle priests and paladins as a new roaming entites that can petiton your fort for residence
>Divine magic in general that gets more potent with more influence of the religion/god in your fort
>*Bonus points* Have the ability to summon the god's avatar for a while to help you
>>
>>2267758
someone should pitch this in the Bay12 forum, i would really love this
>>
>>2267769
Remind him to fix the ASCII UI for adventure mode and to unfuck square tilesets while you're at it
>>
>>2267461
In terms of scale I'd say it's between rimworld and song of syx, rimworld is in tens, df hundreds and syx thousands
>>
>>2267776
Square sets work now im using taffers and the ui is working
>>
>>2267758
>Divine blessings and curses. Bestow or Relief creatures from the werebeast/vampire curses
>Battle priests and paladins as a new roaming entites that can petiton your fort for residence
>Divine magic in general that gets more potent with more influence of the religion/god in your fort
too fucking good to get implemented, but dorf templars would be absolutely bonkers to have.
undead siege? turn those fuckers round and round like a record baby.
vampire in the fort? too bad, leech, have some masterful garlic roast with a side of *steel warhammer*
at war with the goblins? Let's declare a Crusade against the gobbo
breaking into the circus? oh, that's a paladin'!

too bad Toady and his crew are busy not fixing bugs and not implementing myth&magic
>>
>>2267944
That sounds way too complex for those amateurs. They're also too distracted adding furry homo shit to ever give us anything fun. At least some of their new hires did a good job of optimisation, ig
>>
>>2267944
>too fucking good to get implemented
Well, I pretty sure the Toadman has said ( >Toady has promised, lmoa - yes, know, shut up) that he wants religous group being more active as organizations, especially in the context of being counter to the necromancer manace whenever the topic of necromancer aways taking over the world is brought up.
>>
>>2268023
>furry homo shit
proof?
>>
>>2268044
Haven't you been paying attention? Without doing a manual patch, EVERYONE IS A FAGGOT
>>
>>2268058
And is there proof of this? My male dwarves only have sex with female dwarves
>>
>>2268058
There are no trannies (fake and a mental illness)
So its okay
Gay people actually exist
>>
>>2268058
please don't use the copypasta to support your insanity
>>
>>2268079
They shouldn't tho
>>
>>2268092
they should exist as a much more rare outlier than what is represented as the default values agreed.
>>
>>2268092
How do you cope with gays existing irl
>>
>>2268100
Gays are alright, faggots are insufferable though
>>
>>2268104
Good thing there is no "be a faggot" need in DF and there is no dialogue and gayness only exists in the raws
>>
>>2268139
>gayness only exists in the raws
no, gayness can preclude sapients and animals from breeding and gay marriages happen
>>
>>2268142
Nice so just like real life, gayness exists
>>
>>2268144
yes, unless you remove it
>>
Antmen are happy little guys. I literally just made them dig a shitty dirt hole by a waterfall and they are all completely happy. Lovely.
>>
>>2268204
>literal bug people are easy to please
>>
Migrants have arrived.
>>
knowing this place may be their tomb
>>
Just had a 102 year old dwarf cry on the mayor until she died of starvation or dehydration. Mind you the mayor is 29.
>>
Is there any way to search mass txt files for words? Im trying to figure out how the spellcraft mod works because not all of it is said on the forum.
>>
>>2268469
with notepad ++ you can search all opened documents at once
>>
>>2268315
They can multigrasp swords
Response, dwarfchud?
>>
finally had a siege bring so many gobbos that some of my bolt thrower ammo dumps actually ran out of bolts
Armok feasts today
>>
>>2268593
How many gobbos came along?
Also, did you do anything special with your dumps because my dorfs seem to refuse to bring any more than 2 bins worth of bolts. I'm thinking that my general stockpile might be chewing up bins but my main ammo dump has plenty of open spaces.
>>
>>2267461
Yes. The closest thing to real gameplay is using mechanisms to make cool shit like hydraulic engineering. Anything else (especially the story generator excuse) is just cope over discovering the Something Awful Let's Play write-ups masturbating over some dumb story is completely made up and has only the slightest resemblance to what is actually happening. Just read a book or daydream if that's your thing, you don't need a game to do this.
>>
>>2268824
is the nigger thread on /v/ finally splashing here or what?
>>
>>2268843
am I not chud enough to be entertained by your big chungus story?
>>
>>2268765
>How many gobbos came along?
didn't count but it felt like at least double every other attack I've gotten.
I'm not sure how to solve your problem, I think my solution is just massive overproduction. My fortress has 20000 bolts in it
>>
>>2268843
Ah, I was wondering why he was so uppity in here.
His usual schtick of making a thread about DF on /v/ soley to complain about it before he runs here and whines again eh?
>>
>>2269049
Yes
>>
>>2269049
Same arguments as always too, poor guy really tries to shill RW in there.
>>
>reddit vn
they made a visual novel?
>>
>>2269118
Yes unironically, though not about DF.
But that is neither here nor there and mentioning them is just irrelevant shitposting from that one obsessed tourist.
>>
I haven't played since the release on Steam, did they make any meaningful update outside of the Siege one?
>>
>>2269174
Not really
Still waiting for villains part 2 and myth'n'magic
>>
>>2269174
They updated a lot with graphics and layering in the adventure mode update and performance has been greatly improved. Gameplay wise, not really.
>>
>>2269174
No, the mega changed if you weren't here for that
>>
>embark on Terrifying biome
>7 miners all equipped with pickaxes fend off undead raven assault with no casualties
>able to get inside before Goblin blood rain pissess off everyone
>fortress proceeding swimmingly
>realize how lucky I have been with no additional wildlife attacks after a year
>check "other entities on map"
>one of the undead ravens has been blocking new wildlife from spawning by hovering 15 Z levels above the highest point I can reach
How do I fix this? Is this a common bug?
>>
>>2269642
bug?

jesting aside, run the exterminate dfhack command on them for an easy fix
>>
>>2269648
is there anyway to automate this command? because wildlife tends to get stuck often.
>>
>>2269722
dfhack fix/wildlife
moves stuck things off map so new stuff can wander in
>>
>>2269859
Separate guy, I know, but I hate having to remember to do this...6-12 times an ingame year.
>>
>>2269859
>>2269882
new guy here, I dont seem to understand the problem
wildlife can get stuck on the map?
>>
>>2269885
Yeah, I notice it on untamed wilds biomes since I used to get agitated wildlife quite frequently. It's usually birds that get stuck on the edge of map 10-20 z levels up
>>
>>2269882
gui/control-panel
there's an option in the "bug fixes" tab to run this command occasionally.
>>
>>2269888
oh yeah, untamed wilds are pretty crazy, lost a fort to giant sparrows or something
why do you want to unlock all the beasts? sounds like a convenient bug to have
>>
>>2266694
>Why is this hallway flooding?
>There's nothing above it,
>just aquifer

>aquifer
>aqua-ifer
>(from Latin aqua "water" + -i- -i-) + -fère "bearing"

>aquifer
>no idea why it would flood

lol
>>
>>2269907
God bless.
>>2269915
It's the challenge aspect of it. Same reason why I designate one or two of my initial wave of migrants to making contact with the whole map ASAP. I've gotten necromancer sieges within the first 8 months this way (hence why I've started doing the 7 miner start since the pickaxes use mining skill as their weapon skill).

If there was some way to gen a terrifying biome without assfucking rain, I'd even make my entire fort outside.
>>
>playing Masterfork
>dwarf shows up as a "berserker"
>looks pretty neat, the guy's physical attributes are through the roof
>unpause
>he attacks everything he sees
turns out this is actually a "curse of war" where people get turned into a nearly unstoppable killing machine and set loose on the world
>>
>>2266694
The ceiling is also dripping water

>>2266900
>You need to smooth the floor to remove aquifer status from ceilings.
Really? is the ceilling water drip tied to the floor, not the z level above?
All this time, everytime I had to go through a aquifer area I have been digging up and walling up the z level above before I start to actually dig the room/passage on the level bellow.
>>
>two different FBs with a dust spray that causes full body necrosis spawning in a row
fuck OFF
>>
>>2270127
this is why i refuse to play without the aquifer mod, or using dfhack to remove it
sure it has its uses and sure there's ways around it
but why would I want to go through all that hassle, for no reason
>>
>>2270548
It is only acceptable in places with no rivers when a heavy aquifer can be turned into a river of your own with pumps
Light aquifers have zero purpose though besides being mildly annoying
>>
Sorry dwarves, the mist generator and well are out of order till we remove the child that fell down and put preventative measures in place.
Miner, get to- oh he fell down too.
>>
>>2270558
>Light aquifers have zero purpose though besides being mildly annoyin
I've used them to create self sustaining but slow mist generators or for wells
>>
What's the most aesthetic stone?
>>
>>2270759
Pitchblende, it radiates coolness
>>
>>2270759
JET!
>>
>>2270767
It's absolutely Jet. Pure class
>>
>>2270759
Cobaltite. The only people screaming for jet are minmaxxers who are cumming to how light it is.
>>
>>2267746
>>2267749
youre late!
>>
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>>2270871
That is a bonus, but Jets colour is undeniably great, especially for floors and mixes well with most other stones too.
My current forts outdoor barracks made with plenty of jet and microline
>>
The amount of stone colors makes my base look sloppy bros how do I get over this?
>>
>>2270986
Build above ground with blocks! Or just put down block floors and walls underground
>>
>>2270759
Text mode or graphics mode? I always liked Bauxite/Kaolinite/Hematite (Dark Red), Olivine/Serpentine/Malachite (Green) and Kimberlite (Dark Blue) as decorative stone options, with Pitchblende/Rutile (Purple) saved for topical decorations in fancy locations. Rose Gold and Pitchblende decorating the quarters of minor nobility, bookkeeper's office and the like hit just right.
>>
even though it's technically a waste of resources and dorfpower I always turn all of my gold, silver and copper into rose gold and black bronze because the colors are more unique
>>
>>2270880
I know
Didn't see that a new thread was made
>>
>>2271244
Rose gold is cool
>>
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What happened to the link? Where can get this game for free fellas?
>>
>>2270548
>>2270558
come one guys light aquifers are not that hard to manage and I consider myself a smooth brain
dig a little tank reservoir, go up one z layer and build a well, I hate rushing to the cave layers for more farming areas and water sources
or just dig thru the border, smooth+fortification and let the water flow off map

heavy aquifers on the other hand just suck

>>2270759
mica, bauxite, blood thorn (not a stone but wood is underrated)
>>
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>>2271335
Solve the riddle and begone
>>2267746
>>
>80 dwarves
>not a single one has a steel preference
>7 like aluminum, but parent faction doesn't supply it
Pain
>>
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>>2271349
Find
>>6535
Nothing is there on the only vst archive, What the fuck am i missing with this riddle?
>>
>>2271478
Wrong answer
>>
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>>2271521
I need a hint to this riddle, I assume the deep archives of /vg/ but what archive contains the secret?
>>
wait isnt the classic ASCII version available for free on bay12 forums or soemthing?
>>
>>2271529
Reread anon's "riddle" again Asukafag, pay attention to the filename or rather, the file.
>>2271534
Yes
>>
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>>2271335
Here. >>2267746
He had to change it from the right out there linked original mega because some cunt from bay12 threw a antipiracy fit after stumbling in here(despite literally noone else not even the other bay12 fags in there caring)

So now you just have to solve this little puzzle in the archive on order to reach it.

Because the versions have been a gigabyte each for some time now, he has pruned it down to just the latest two versions and the latest versions of each version generation(50,51,52 etc) of steam fortress.
>>
>>2267746
>>2267747

Kys faggot gatekeeper

Free Dwarf Fortress: https://mega.nz/folder/eZ5GQZCa#G7Y1YaVzv0mDdIo6kqeKdg
>>
>gatekeeping
Anon, if he was gatekeeping then he wouldn't share it here at all you fucking idiot
>>
>>2271606
Who cares
Cope harder
>>
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Huh, never thought I'd ever use the first option in the dropdown.
>>
God asukafags are the fucking worst
>>
>>2271613
What? Did you just announce a report?
>>
What is the longest you've kept a fort going? I'll count fortresses that were retired and returned to.
>>
>>2271623
Around twenty years, then I fell deeply into modding and adventure mode and legends mode manipulation
>>
>>2271639
Adventure mode is slop
>>
>>2271643
Yeah man, that's why I(and Toady himself self-admittedly for the past decade) like it.
>>
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>>2271602
Kill yourself, faggot.
The reason the riddle exists at all is because a forum retard came here and reported it, removing the original.
>>
i can't even use mega anymore it doesn't let me dl more than a gb.

why no gofile or even torrent?
>>
>>2271670
Go ahead, nobody is stopping you.
>>
>>2271670
None of then are over a gig yet...
>>
>>2271678
Brap
>>
note to self, do not send a squad of dorfs who have gotten their eyes melted out by FB syndromes to fight a demon
>>
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>>2271678
it didn't even matter, mega froze my dl at 30%
>>
How do I turn the migrants off?
>>
>>2271988
set pop cap in settings > game
migrant waves wont come
you can dodge them all by setting it to 7
ignore baby cap if u just want to only have babies fill population
>>
Graphics are less readable
>>
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Anyone ever achieve world domination?
>>
>>2272037
I wish boats existed
>>
Can you actually see wars happen in adventure mode?
Like two sides attacking in battles
>>
>>2272071
I think Kruggsmash had a video where he stumbled upon a goblin warband traveling around, but I haven't played enough adventurer mode to have seen anything myself.
>>
>>2272071
Yes its just hard to happen upon one
>>
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What is the #1 quality of life feature you wish would be added to DF immediately?

Me? I really wish dwarves would automatically take steps to manage their needs without direct intervention/micro-managing being required.

For example, if i've dug out or built an interior for my fort, and it's raining outside, I wish dorfs would just automatically go inside to stay dry. As it is, they'll just stand around the wagon until you make a meeting area or task or something directing them. Same with animals which will sit in an indoors meeting area until they starve, simply because you haven't designated a pasture for them, even though they have a clear path to grass to graze on.

It would do a lot to make the world, and in particular the creatures in the world, feel more alive and dynamic if they actually reacted to stimuli more adequately (or at all, in some cases)

More than that though, I want them to do actively take actions specifically for the entire "needs" section. To stop it from being annoying, just have them only do it during their downtime/in between tasks. Instead of just permanently idling in the tavern or meeting areas/temples/libraries, why not have them do things of their own volition. If my dwarf is unhappy due to wanting to lead an exciting life, or not being able to wander, have that dwarf actually take risks like rock-climbing or exploring the caverns or wandering outside the fort or even hunting/fishing/etc in his free time to find that excitement he craves. Or if they are upset about not doing anything creative/practice a craft, have them use workshops to make personal trinkets/artwork/etc whenever its free for use. Or carve their own drawings in the walls of their room. You could even make it a designation option on workshops whether or not dwarves are allowed to access them for personal use. This could even give something for the justice system to be more relevant. Maybe if their need is high enough, they'll break the rules to use it anyways.
>>
>>2272071
It's possible, but frankly really unlikely. If you somehow knew where a warband was leaving from and where it was going, you could find them. Same thing with rampaging beasts like dragons and such.
>>
>>2272601
I really think this is the single biggest lacking feature in dwarf fortress. This feature would singlehandedly lift dwarf fortress into a whole new level of quality as far as a game and story-generating simulator. In its current form, the creatures are way too robotic and lifeless to feel fully immersed or invested in their world. There is a bit of fun in how they're all basically hyper autistic, and that is amusing. But overall just think of the huge amounts of dynamic and unscripted sorts of interactions and stories would arise from simply making dwarves and other creatures have just the slightest bit of volition in their behaviors. A dwarf finding something new in the caverns because he liked exploring in his free time. One dwarf makes a personal trinket and then another one steals it due to their need to be extravagant and to "acquire something" and it causes a scandal. A soapmaker with pretty decent fighting skills simply because he values practicing martial arts and he didn't have anything to do in the fort so he spent lots of his free time training in his room. Etc.

I really wish Toady One would care more about this sort of thing. It's just kind of annoying seeing a dwarf thats been in your fort for a long time have nothing but "He is distracted after...[need not met]" even though all the tools to meet those needs are present, but unless you micro-manage they'll live their entire life never once doing anything to satisfy their own needs. I mean they're called needs, but they dont operate anything like them in the game. It's frustrating. Why even add that into the game if he isn't going to actually expand on it. You've just got these poor creatures with needs and 0 ability to take action to meet them. How cruel.

And ofc i'm sure it's something he plans to do. Eventually. But I wish it were a higher priority is all. I think it's such a glaring flaw and has a high value to difficulty of implementation ratio. I
>>
>>2272601
I wish I could take care of some of the more annoying needs like acquisition, family, prayer, etc, without dwarves having to be completely idle or doing a very specific job. If a dwarf wants some rings so bad, just take one of the dozens I have sitting in a bin.
>>
>>2272118
>>2272607
I haven't played in years but last time i did, armies existed in adv mode but were glitched to basically just perpetually camping in one spot and never actually moving.
>>
>>2272615
Exactly! It seems like this would be such an easy feature for him to implement and would be an absolutely massive improvement. It drives me crazy that years have passed and he still seems to have any plans of addressing it any time soon. Even if he only did the most basic version of "i want item" and "item is sitting in a storage stockpile" -> "I will equip/claim this item". That alone would be such a big improvement.

Idk how Toady decides what to work on next, considering the massive backlog of "planned features" but I would suggest he does a system of looking at the list and assigning to each feature a ratio of how big of an improvement it would be to the game against how difficult/timely it would be to implement. And then just use that to determine the order of implementation. Focus on the low hanging fruits first. I think a huge part of the problem is he doesn't actually play dwarf fortress so what he cares about and what the actual playerbase cares about will always be at odds.
>>
>>2272601
I'd also like to be able to add items to the civilian uniform. For example everybody carries around one of the copper battle axes my weapons might made while training so they aren't using their fists when some angry birds try to peck at them.
>>
>>2272626
+1. fully agreed. It'd be cool to have the ability to give civilians the option of open carry vs maybe some forts would have stricter rules on who can or can't carry weapons. Maybe some dwarves would exist who simply don't care to wield a weapon as part of their every day attire, idk.

It isn't just a superficial thing either, there are legitimate reasons for both decisions. On the one hand having your dwarves arm themselves would make them better able to defend themselves, but it would also make tantrums way more dangerous. So it would be a meaningful gameplay decision, not just a no-brainer.
>>
>>2272636
>but it would also make tantrums way more dangerous
is this 2012? how are you getting tantrums in 2025 lmfao
>>
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I FUCKING HATE GOBLINS AAAA
>>
Whats the best mineral rarity setting?
>>
>>2272601
>>2272613
>>2272615
>>2272623
>have temples to every major god in my fortress
>half of my dwarves have orange unmet "pray to [god]" needs because I have so many meeting areas that when they aren't working they just fuck off to a random guild instead
>>
Just puttin it out there, but Toady didn't design the needs system to make you fulfill every dwarfs needs. It's fine if some needs go unmet, just like in real life
>>
>>2273162
Fulfilling dwarf needs? Couldn't be me.
>>
>miners I sent down to excavate a new level of gem-studded wall suddenly decide they can't pathfind out of that z-level for no reason
>>
>"monster of black diamond" pocket demon spawns
>kill it
>leaves behind a 1379 pound corpse
>can't butcher it into 1379 pounds of diamonds
nice game dorfbabs
>>
Toady talking about magic n shiet in the future of the fortress thing
maybe...we can get hyped? a little bit
>>
>>2273515
we've been hyping for almost 20 years
>>
>>2273515
>he doesn't embark near necromancer towers, pillaging them constantly for the first two-three years of game to get the necromancer slab, allowing you to make an expedition leader who can raise intelligent dead militia, who are capable of casting magic already
It's already here, bud
>>
>just noticed a necromancer slab has been sitting on the ground outside of my fort for like 5 years because I didn't bother checking or unforbidding the items that were on a random human visitor who I killed for trying to rob me
>>
>>2273710
Jesus fucking christ, Ricky, get it together man.
>>
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Why are those FUCKING RETARDS eating raw food, when I have prepared LAVISH MEALS OUT THE ASS

I saw like 10 of them do it now, and they're all pissed off over not eating decent food for a while.
>>
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HE IS NOW EATING A RAW FUCKING POND TURTLE WHAT THE FUCK TOADY
>>
>>2273805
>Square rooms
ITS SLOP!
>>
>No 3x3 bedrooms
It is terrifying.
>>
>>2273815
>>2273826
FUCK U ITS JUST THE STARTER BASE I AM GOING TO BUILD A PROPER ONE IN THE CAVES NOW TELL ME WHY THE FUCK ARE THOSE RETARDED MIDGETS NOT EATING THE ABSOLUTE FUCKLOAD OF PREPARED LAVISH MEALS I HAVE AND ARE MUNCHING ON COLD MUSHROOM AND RAW TURTLE INSTEAD
>>
>>2273805
>>2273814
They base it off of meal preferences and proximity.
Your dwarf eating Franklin probably has a preference for pond turtles and didn't see any prepared meals including pond turtles, same with the guy eating plump helmets.
The way to get around this is to have a Kitchen in a corner space of your floor with inputs (meat/fish/cheese/eggs) behind it, and an output of a small stockpile of prepared meals (only needs to be 3 or 4 squares) in front of it. Use this stockpile to feed other stockpiles around your fort and you'll have the problem fixed.
>>
IT KEEPS HAPPENING I EVEN MOVED THE FUCKING RAW FOOD STOCKPILE TO AN OUT OF THE WAY LOCATION AND THEY STILL RUN OVER TO IT INSTEAD OF JUST GRABBING A FUCKING MEAL THERE AND THEN WHAT THE FUCK AAAAAAAAAA
>>
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>>2273838
>ITS JUST THE STARTER BASE I AM GOING TO BUILD A PROPER ONE
>>
>>2273842
>>2273842
Ok, this did help, thank you.

I am SO tempted to get back to R&&&&world, ffs
>>
>>2273851
Are you having a sugar rush or something?
>>
>>2273882
I'm trying really hard to distract myself from my portfolio going down like 90% in recent months, hbu?
>>
>>2273851
Rimworld is even more annoying to me
>>
>>2273897
eh, I guess it is, but in different ways. Managing basics like this is less aggravating, at least.

Doesnt matter anyway, the game crashed right after, and I turned off autosaves for some reason, so yeah
>>
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>No migrant wave for five years.
>Start noticing all my dwarves are gay.
Fuuck
>>
>>2273927
>His fortress attracted gayfags
Blow it up
>>
I've got a young child who, for whatever reason, is miserably unhappy and constantly throwing tantrums. I can't identify the cause in her thoughts, nor does it ever seem to improve. Should I just let her naturally go insane, or find a way to get her killed?
>>
>>2273826
My Dwarves don't need that luxury, if they want to relax they can go to the tavern or the library
>>
>10 dwarves killed by gem spire demons
>web slinging FB spawns and immediately kills another 20
another day in the mines
>>
>>2273826
I do wonder if there's any way to use dfhack to automate the digging of the "long hallway with 3x3 rooms protruding out of it"
I start new fortresses very often and making 100 dwarves bedrooms is getting tiring
>>
>>2274033
Thats a problem with the steam version, it was easier in 47

You can do macros though still
>>
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>>2274033
I do it all manually. 12 year old fort.
>>
>>2267758
I had a god get generated in one of my games who was called "The Rumored Moth" and he was the god of Darkness and Secrets. I found that so cool, dude is so secret he is just Rumored, doesn't even wanna reveal whether he exists. Made him a temple out of ebony wood and would have loved to convert Dwarfs to it but of course that can't happen yet. The gods/magic update really has the potential to massively improve this game, would open up so much content
>>
>>2267697
Agreed. I just toss all artifacts into storage as a new player. I should feel forced to use them and risk losing them.
>>
>>2274057
>commieblock style
soulless
>>
>>2274033
I often just use a communal dormitory for a couple of years before I can be bothered doing the bedrooms. Works fine enough
>>
>>2274278
dorms are underrated
they dont give happy thoughts but they prevent negative ones
all you have to do is have a super good tavern or something and good food and its offset
>>
>>2273927
Send them to the lava sea prison to die.
>>
is there a way to get dwarves in fortress mode to read necromancer slabs and become necromancers?
>>
>>2275524
If you put it in a library dwarfs might read it? Might wanna make that a restricted library.
>>
how do i capture elves for breeding
>>
>>2275803
Now you're making me wonder what would happen if two captured elves were placed side by side. Would a child spawn and if it does would it be part of your civ?
>>
>>2275803
Cage traps.
Then run that one anon's dfhack script to impregnate them
>>
>>2275803
Fortunately anon, Dwarves and Elves are not genetically compatible. As Armok intended.
>>
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>>2275944
Not the same anon but I wanted to try.
>>
The local goblin government has hordes of spider fiends that it brings to siege me.
I have lost so many good dwarfs to webs now. I just tried to 8v1 just one of them and 4 dwarfs died.
Is there any way to give melee dwarfs a chance or is this strictly a marksdwarf job? I got good gear and was using battleaxes
>>
>webber fb spawns
>immediately beelines to a bunch of civilians but only manages to kill one dwarf because it ripped off the first guy's hand and then tried beating the rest to death with one of his gloves
>>
>>2272071

Yes, its pretty rare and be can be excrutiatingly laggy
>>
why do cats that step in lava burn for weeks but dwarves who step in lava get incinerated almost instantly
>>
>>2277560
>Is there any way to give melee dwarfs a chance
No, fights agains webbers are purely RNG-based, there are no reliable ways to defeat them in a fair engagement. Armor barely helps because webbed dwarves are effectively paralyzed and the webber can simply break their necks.
>>
I'd like to rant about a few things that piss me off in this game.
1. Work details for a ton of important jobs are missing. Cooking, brewing, crafting, metalworking, gem cutting, etc. all need to have custom work details made for them every game
2. There is no way to mass remove furniture. Renovating a big room, a dormitory with lots of beds? You have to click uninstall on each one individually, there isn't even a hotkey you can use
3. Fuck guilds, and fuck temples
That is all
>>
>>2278204
I wish there was a way to make gem setting work properly instead of your dorfs just making one giga craft with infinite gems set in it because they're too lazy to walk
>>
>>2278204
>1. Work details for a ton of important jobs are missing. Cooking, brewing, crafting, metalworking, gem cutting, etc. all need to have custom work details made for them every game
Dfhack fixes that
>2. There is no way to mass remove furniture. Renovating a big room, a dormitory with lots of beds? You have to click uninstall on each one individually, there isn't even a hotkey you can use
Dfhack fixes that
>3. Fuck guilds, and fuck temples
Go into the economy section on the settings and reduce the value of guildhalls and temple complexes. This effectively makes them much easier fulfill. You can make it so low that a dirt 1x1 square counts as a temple or balance it enough where you just need a fully engrave medium room, up to you.
>>
>>2271988
checked!
>How do I turn the migrants off?
do that thing matching your numerals
or try painting school
>>
>>2272923
None. No minerals. Everyone uses retarded wood weapons
>>
>>2278204
Tbf the work system always prioritizes the most skilled available dwarf to do the jobs when set to multiple or everyone doing a task
>>
>>2278384
BASED elftard
>>
>>2271993
>>2278342
thanks.
>>2278384
>Everyone uses retarded wood weapons
Time to make a hippie fort.
>>
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>>2278384
You can craft obsidian swords and conquer your neighbours. Don't forget to give your soldiers jaguar leather armor.
>>
>>2266425
>elves turn up with a caravan
>wouldn’t take my coins because they were in a wooden box
>seize everything I want anyway
>they let me and go on their way
What a cucked race
>>
>New Krugg
Finally, we've had nothing but maggoty plump helmet stew for 3 stinking days!
>>
>Adds aquatic/underwater furries and some other underwater fantasy creatures into the game
>There's pretty much no interactions with them
>States multiple times that he has no interest in developing the underwater stuff further
What did Toad Man mean by this?
>>
>>2278767
He got disgusted by the mermaid farms and so is unwilling to add any interactions with underwater creatures
>>
>>2278823
>rumors from KYM and Reddit
He just changed their bone value because they were high priced for what they were
>>
>>2278844
I was joking, bud. In reality nobody managed to build a working mermaid farm and that stuff was nothing more than a forum discussion.
And the change in 0.31 which reduced their bone value was a major overhaul which affected many creatures, not just mermaids.
Regarding the initial question, I don't think anybody can say what actually happens in Tarn's head.Sometimes his decisions don't make much sense.
>>
Has anyone else noticed that no-one is equipping any armor anymore in Adventure mode?
>>
>>2278947
probably the same bug where nobody wears armor in fortress mode
>>
>>2278955
Is there any raw fix or something I could apply? I hadn’t heard of this problem, I just picked it up again after a while
>>
>Werewolf bites the child before he's killed by the millitary, in two month's population drops from 59 to 1 insane millitia capitain haunted by 3 ghousts, trying to make and engrave slabs so they fuck off from him.
>>
>>2266425
What exactly would be the best hardware setup for dorf?
>>
>>2279604
The best CPU, I think you need a decent GPU for the steam version as well.
>>
>>2279604
It's more CPU dependant than anything, but an i7 or 5 work fine,
GPU-wise GTX 1070 or better and you'll be fine.
>>
>>2272601
>What is the #1 quality of life feature you wish would be added to DF immediately?

Scaffolding. There should be scaffolding blocks that you make from wood, quick to build and destroy again. A scaffolding block should allow dorfs to walk and work through it 360 degrees. So If I build a wall of scaffolding blocks it allows my dwarves to build a stone wall in front of them. Or if I build scaffolding over an existing wall and ceiling it allows the dwarfs to smooth and engrave that existing wall. It would also make towers, giant statues and all other kinds of big building projects much easier.
>>
>>2279820
I hate building above ground now it sucks so much ass
>>
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>>2279622
>GTX 1070
What the fuck. Isn't this supposed to be a glorified ASCII game
>>
Is there any reason for me to pirate the steam version? I dont give a shit about graphics, I will play with ascii anyway
>>
>>2280065
it has graphics slop now
>>
>>2280073
No, the entire purpose of the steam version is simply to support the dev, if you do not care or want to support him there is no reason to.

I did because I believe it will aid future development effort for the game.

Think of it as a 1 time donation.
>>
>>2280105
Are the graphics really that demanding?
>>
>>2280065
A 1070 is a decade old starting new years
>>
>>2280162
lolno
Anon was just low-balling the past pc gaming generation's mid-range specs
>>
>>2280264
I see.

Well, I am saving up for a pc, but have jo actual idea what would be good for a game like this, so it does help to have a notion on what runs smoothly.

So, basically I can invest in some really nice processor and motherboard, and take a mid range gpu since it is not really that important for this?
>>
>>2280289
Your choice of GPU is not going to be decided by DF
Most likely you can get away with integrated GPU
>>
>>2278213
>Dfhack fixes that
But that's my point, the game shouldn't need something external to be "fixed"
>>
>>2280345
While you are correct, we live in a world where this kind of thing happens all the time. And more often than not those external things that fix stuff don't even exist. So Dwarf Fortress is lucky in this respect.
>>
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>>2280345
I personally hate that line of thought anon. It's a one button install and a one click fix for so many things. You are creating an issue where there isn't one.
>>
>follow mist generator tutorial
>it works
>mist freezes at winter.................
>>
>>2278714
nice
>>
>>2277560
Web enemies of all types shit on melee dorfs.
Traps should be your first go-to as they're automated, cheap, and nobody is put in harm's way.
If they have trapavoid a bolt thrower is probably your best bet.
>>
>>2280523
>he wasn't deep enough
>>
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>>2278947
Any fix for this? Girl for attention
>>
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is this ai?

i feel like an artist wouldn't make a finger look so penile
>>
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Holy shit these migrants are cutting it close.
How come every time a hill titan sets my forest on fire migrants decide its a good time to show up?
>>
I'm trying to use missions to destroy a goblin civ next to me. Are they just broken?
Four sites, 10-30 reported pop, only one is a goblin pit the remainder are I think conquered.
When I attack the places they either have dwarf defenders (and die), underworld defenders (and kill most of my army), or my dwarfs find nothing and come home.
If I demand surrender or try to conquer places I'm not killed by, my dwarfs shrug their shoulders and I get an empty battle report.


>>2280768
>anon can't stop thining of penis for five seconds
>>
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This is what I have going into my fort, as this dwarf civ has giant rattlesnakes domesticated. The idea is anything coming in from the surface uses the staircase, and they'll be blocked by the bridge so they'll have to use the narrow walkway over the snake pit. The walkway has spear traps that make them dodge, falling into the pit.
Still gotta install bolt throwers, but if they make it past that they end up in the bear breeding area.
>>
>>2281231
I've always wanted to make a functional snake/animal pit similar to this. And I have.
The problem is that every single time I do it every single thing I throw in there just murders my pets slowly... I gave up doing it after a single shitty goblin wiped up a bunch of tigers once.
>>
>>2281303
Maybe the solution is to have some snakes off in a pen somewhere doing nothing but breed, so at least if I lose some, I'll have replacements instead of putting them all together.
>>
>>2281303
You could edit the raws to make wildlife tougher; this may or may not greatly increase the amount of fun you have though.
>>
ooooh penis
>>
>>2280768
This is from a game that was released ~10 years ago
>>
>>2280523
>Make my own mist generator
>Kills 2 dwarves from the nearby well using the same down spout
>Input channel freezes in water
>Gives me time to fix it
Its working out in the end.
>>
>>2280762
those feet must be stinky as fuck
>>
>>2272601
I want gameplay to be more automated. Like if I leave the game open the dwarves will persist without me if they're left unattended for long enough.
>>
>>2266425
So I tried doing this 3 or 4 times and kept on fucking it up so I want to know if its even possible. I thought it would be a good idea to "tap" into the river underground and have a little fountain my dwarves can drink from, the problem is everytime I do it I flood my base out.
What I did was channel 3 z-levels down to have the water fill up and I assumed it would then just sit in that pool but it seems to just completely flood my base, is this even possible?
>>
>>2282202
I forgot my picture, it was a pain in the ass to find you guys, I had to ask /indie/ for directions, I should go thank them.
>>
>>2282202
Sounds like pressure

https://dwarffortresswiki.org/index.php/Pressure
>>2282203
But this pic looks like you just open the river from the side on the same Z level and wonder why would a river fill an empty lake
>>
>>2282261
>But this pic looks like you just open the river from the side on the same Z level
That small corridor goes 3 z-levels down and it works for like, 5 minutes before it overflows, maybe It's not big enough or deep enough but maybe I should just find a deep aquifer and build a well to be done with it.
>>
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Started a fort where a Volcano met the Ocean and THE FUCKING THING IS DRINKING THE OCEAN
>>
>>2282202
You can do it, but it's way safer to do it slowly using a light aquifer
dig diagonally (diagonal flow restes water pressure) and create a little water reservoir, ideally you also want to put a floodgate there too so you have maximum control over it
then go up a couple z layers, and you can place a well on top of it, and it should not overflow
the ultimate cheese is
digging a corridor to the edge of the map, smooth/make fortifications on the last rock tile, and water should flow off the map, making it a lot safer
you can do this with magma too
>>2282203


>>2282344
pretty cool anon, lots of steam
>>
>>2282344
Awesome, I love when shit like that happens
>>
>>2282344
I had a volcano on a evil biome with blood rain once, it was awesome
>>
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>>2282344
>>2282348
>>2282349
>>2282351
Aftermath 10 seconds later
A z layer of the volcano turned into obsidian and the ocean is filling up the resulting hole left by the upper part of the volcano.
>>
>>2282385
Happy building and water pumping!
>>
I'm new to the game, if I dig somewhere and then want to "refill it in" later is that possible or do I actually have to make walls for this? I cant just take dirt somewhere and just pile it in that space like in minecraft?
>>
>>2282709
Once you dig up a natural wall the only way to fill it with another natural wall would be with either magma and water to obsidian or with planned cave in
>>
>>2282720
Well I guess I'm just gonna leave that open then lol.
>>
Why can't I mine this wall? I don't think I'm at the edge of the map yet. It isn't wet either.
>>
>>2282767
nvm, I found out it was the end of the map lmfao
>>
>>2282767
>Asciisharter
why?
>>
>>2282709
walls can be made from the same block in which you broke it since it probably dropped its material. itll just look different
>>
>>2282783
because I'm a freetard and I was too lazy to look up if any of the modpacks where updated for the siege update. Also, I kinda like it its cool and retro looking, I can pretend I'm in a retro-futuristic '80s-'90s cyberpunk dystopia.
>>2282784
I'll just leave it as it is for now,, I also autistically mined out the majority of the 3rd z-level anyway
>>
>>2280018
nta, but I hate just making a 2x2 hole in the ground, I like to build a little castle or some sort of upper fortification gate, even if I don't use it for anything other than marking where the city is.
>>
>>2282189
Bro your automated work orders?
>>
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Had my first siege.
Goblins brought a ram, i brought a fortified tower and 10 trainee crossbow dwarves. They felled their numbers by more than half, the rest i waited till they broke into the tower for surprise master swordsdwarves to kill them all.
Big issue was the crossbow dwarves ran out of their 25 quiver ammo quickly, and refused to pickup more when i pressed update equipment.

Now i'll reconfigure the tower to have 8 directional siege crossbows, because having 1 facing where the goblins didnt go didnt work. The stockpile also didnt pull siege bolts so reloading the siege weapons took way to long. Not sure how to fix that because the bolts are ready to take from the workshops.
>>
>>2282783
Have problems imagining?
>>
What if someone afflicted with dwarfism had self-esteem problems, decided to google seek a therapist and found a spreadsheet generator? What would happen then? Huh?
>>
>>2282783
Because once you are used to it, it feels like you are playing the Matrix, with dwarfs
>>
>>2283046
>it feels like you are playing the Matrix, with dwarfs
Indeed, Dwarf Fortress is a simulation, just like Matrix. Graphic/tile sets are kind of irrelevant to that though.
>>
>>2283054
It's more authentic with ascii. Don't worry I don't mind if you use your tileset crutch though
>>
>>2282783
I don't know man the ascii set has a charm to it that the new tile set doesn't. The new tile set just looks like it's gnomoria, it doesn't really have any sort of iconic impact that the ascii has, it just boring to look at.
>>
>>2283054
The Dwarfix, all craftsdwarfship is of highest quality.
>>
>>2266425
I couldn't really find it in the wiki but why do same civilizations have different governments? I assume if you are a part of a civilization you are apart of a "nation" but why does every hold have its own named government? Shouldn't it all be teh same?
>>
>>2283617
civilizations are national governments, "site governments" are municipal
>>
>>2283633
I don't get the point of having that distinction if nobles are a thing, like Barons and such.
>>
>>2283635
Whatever you do, don't learn about the government of the United States if this concept is giving you a headache.
>>
>>2283709
It would have been more useful if you just pasted the wiki link because I can't find the subject.
>>
>>2282277
It doesn’t matter how deep the hole is unless it leads to the border of the map. Think about it. You dig a hole and route a river into it. What happens? Hole gets filled and the rest of the water flows over it.
>>
>>2283735
It's funnier to just imply you're a retard for not understanding basic government structures.
>>
>>2283752
You got more of the misspells than most if it makes you feel better, there were a couple in my posts that you missed and didn't critic. Pay attention to punctuation more.
>>
>>2283755
Just take the L man. There isn’t much to it. The local governments are ”vassals” of the overall government. Just as your fortress starts as a part of a civilization, and then maybe later becomes capital.
>>
>>2284067
I still don't get why they need to be named rather than just listing the council members themselves.
>>
NTA but for Dorfs.

There are Kingdoms, led by a monarch, comprised of Duchies/Counties/Baronies, whose nobles "own" multiple sites.

Which themselves are further divided into Cities/Towns/Hamlets, each led by their own local mayor/expedition leader.

Each site has its own child government a part of but autonomous of its parent civ.
>>
>get new migration
>go look
>majority children
I fucking hate this...
>>
Is there a way to automate door and bed production without having to do it manually? Is there a way to control the amount of beds and doors you have in storage so when I don't end up with 500 doors or beds that I'm not going to reasonable use? I don't like sending my axe dwarves outside cause its spooky, the elves will get mad, and I'm hoping to eventually find a cavern to maybe replace wood.
>>
>>2284217
Use manager orders
>>
>>2284221
Can that also limit the amount of something in your stockpile?
>>
>>2284221
>>2284232 (Me)
Holy shit that's great, I wish the tutorial taught you that, it makes life so much more easier
>>
>>2284194
>fortress in the middle of a desert bordering a volcano
>no fucking single tile of water on the whole map
>migrants arrives
>7 fishermen, 2 fish dissectors, 1 lye maker, 5 babies (not related to these 10 faggots)
>literally 10 sec afterthey arrive to fortress, lye maker has been possesed, claim crafting workshop and demand mussels for his fucking creation.
Next fucking wave will be forced to stay fucking outside and being used as a disposable siege early warning system
>>
>>2284232
It can't, but it can check how much of something you have before it restarts the next loop of an order.
It's pretty in depth so you can even check for empty barrels/bags of sand, etc.
>>
>>2284298
I think I'm gonna look up a guide cause I set 2 work orders for 5 doors and 10 beds and my carpenter didn't seem to give a fuck until I just manually ask for them. It could be that I haven't given my manager an office yet, even though he did drop off the orders at the workshop.
>>
>>2284375
It shows when your orders become active in the manager menu, they become a brighter green in the steam version.
Your manager does need an office, but for some reason the steam version gives you a year or two free time to set it up before it suddenly stops activating orders without an office.
>>
For me, it's sub 25 pop fortresses
>>
>>2284395
That's little more than an outpost
>>
>>2284395
If you find managing more than 25 dwarves hard use burrows and segregate your society along jobs with around 25 dwarves that are basically free range, I've never tried to put all my military dwarves into a burrow to see it that would work but a large amount of dwarves can just be shut in a dungeon somewhere and be okay as long as they get food and drink from your logistics team.
>>
>>2267697
>>2267735

Game would need some tweaking to religions generation in this case. If you create a world bigger than medium the ammount of gods just goes completely bonkers, a world with 3-4 dwarven civs can have literaly hundreds of gods and this would make any religion-based magic a complete fucking nightmare to manage
>>
>>2284421
>map size effecting number of gods
>3-4 dwarven civs can have literaly hundreds of gods
That isn't how that works
>>
>>2284421
Aren't a lot of those gods "extinct" or "no longer worshiped" gods?
>>
>>2284499
No
>>
>>2284499
No
unless the civs associated with them are dead
>>
>>2266425
Is the game in 1.0 yet?
>>
>>2284505
53.xx
>>
>>2284506
* 100.xx would be something like all the features Toady has in mind being in the game, aka 1.0
>>
>>2284512
I just saw an interview that was done in 2017 and they said (or predicted) it would be another 15 years (it was 15 years from that interview they were working on Dwarf Fort) before they see 1.0.
>>
>>2284516
Closer to 20 now, that ui rework ate a good 5 and is still fucked up in places
>>
>>2284522
I once talked to a person who said that Dwarf fort was a poorly programed program, what's your take. I think that even if it was poorly programmed to be added to and refined by 1 or 2 people for 15 years is in itself remarkable if you ask me.
>>
Is there a reason why some of my hauling jobs aren't getting done? I have a couple of skeletons and other dead animals in my fort that haven't been removed and I'm wondering if I should designate 1 or 2 mandatory haulters.
>>
>>2284540
It is spaghetti code, as was finally confirmed once Putnum got its hands on it to help defuck some long standing issues and to help out.
>>
>>2284578
Just in case, check your standing orders configurations

Labor -> Standing Orders tab -> Hauling

and see if some of the configurations might be the issue.
>>
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>farm obsidian
>make clothes
>polish obsidian
>put obsidian on clothes
>sell to elves for wood weapons and grown shit
>>
So what's the deal with necromancers? I saw two walk by once or twice in the early days of my fort only for them to come back with a small army of undead.
>>
>download latest df
>no keyboard control in the menu
I have a feeling this is going to piss me off real quick
>>
>>2284789
>can't see my civ sites
>can't check the biomes
Aaaaaah
>>
Boats fucking when?
>>
>>2284798
>finally embark
>have to do everything with the mouse
This is just as bad as I thought
I have to use work orders just to queue a bunch of crafting or it takes forever with clicking and scrolling
>>
>>2284855
Yeah we've all been through this already. It sucks to get used to but once you do it's fine, and in some ways better.
Saying that I would have liked to keep the game all keyboard playable as an option. Maybe we'll get it back after toady figures out boats
>>
>>2284867
It's constantly crashing due to out of memory on Linux anyway, looks like I'm going to have to dig up my old install if I want to play DF
>>
>>2284855
Yeah it fucking blows
Everyone has commented on it and Toady even said he'll try to bring them back™
So we probably never will
>>
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>>2284516
>it would be another 15 years
It took them 11 years to reach 0.53 from 0.40. With such speed we have to wait at least 40 years more.
>>
>>2266425
If I tell the elves that I will cut the trees regardless of their request, do they attack me or stop sending caravans if I clean cut? Or will they show up next year and demand the deal back in order to maintain peace? I heard I can safely do that once every 2 years or something?
>>
>>2285292
I played the game in the early 2000s and some on the 2010s and I just came back to it recently. When I played it would just deteriorate relations over time until they attacked you. You could always ignore them until you have enough stone crafts to then trade for wood, you could also demand wood from the mountainhomes, you could also get wood from the human traders that come by.
>>
So uh, how do I build an upstair with this modern UI? I don't want my caverns leaking.
>>
>>2282344
>>2282385
I had a volcano underneath a lake
I was very disappointed
World gen should really require mountains on the volcano's tile, this happens too often, volcanoes should have built up a hill of random slag at least
>>
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I should probably clean up my lawn huh
>>
>>2285775
Why would you want to clean the snow? I say leave it as it adds some highlights to the scenery
>>
>>2285775
best to have your migrants inured to death early
>>
>>2284421
yeah, but also
right now the whole religion and gods system isn't really used, so I'd take janky bonkers stuff instead than well, plain nothing
Imagine, a shrine dedicated to a God of Sieges, that grants buffs to siege weapons
>>
>>2279820
I've only played the older version 47.x, but can't you simply make stairs bridges a piece of floor and another bridge as scaffolds? That's how I did it in that version. Its tedious but what isn't in dwarf fortress
>>
>>2286408
You can still do that to make your own makeshift scaffolding, yes.
>>
>>2285799
Would it be possible to line the halls with a stockpile of corpse bits and non-miasma dead things, while also having a mist generator?
Immunity to negative + generated positive mood?
>>
>>2286435
I mean you could definitely make it. I'm not sure how effective it is for that purpose but it might be good
>>
>>2285545
You start building stairs on z-level 0, go to z-level +1 and click to stop building stairs. This gives up stair on 0 and down stair on -1. For the record I don’t like it either.
>>
When should I start building a military? I was actually making progress until some necromancers came by and yeeted me to death, only thing I think I did wrong is that I didn't dig deep enough or lay any traps, bridges, or gates to protect the dwarves, not that that would have done anything because apparently the only thing Necromancers need to do is breathe.
Should I got an try to reclaim the fort or should I just make a new one?
>>
>>2286758
Starting early spring, I usually try to start setting it up from the first winter's migrants. But it really depends on the danger of the embark. I don't usually do particularly dangerous embarks and mostly just simcity the game.
>>
>>2286758
Before you have 80 dorfs. That is when the game will start being more likely to send raids or forgotten beasts at you, so you should have at least 10-20 warriors training by then.

But to be fair, what is most important is that you build a proper, defensible entrance, with a 3 swuare wide corridor with plenty of traps and bolt throwers at the end of it. That alone should be able to overcome most initial raids.
>>
>>2286758
>>2286849
Before 80 dwarfs is for goblins and such, Necromancer towers however can attack you very early on and it's probably better to instantly get traps up or lock down instead of even making a military.
>>
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Everyone with a non-elf friendly profession has been drafted.
>>
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71 deaths.
>>
>>2287120
Maybe you should have tried the cage trap first.
>>
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>>2286435
>short monke sees corpse, short monke gets rewarded with mist
>>
Anyone used burrows with good success?
It sounds like too much pain to manage
>jobs
>shared area (food/clothes/finished goods)
>bedrooms
>what if you dig out a new room or redesign an existing one?
>>
>>2287165
I usually only have 2 permanent ones max. One for the entire inside safe area of my fort to use when a siege or titan turns up, and maybe a second one for gathering things outside the fort if I'm in a risky biome.
It's much easier to just assign a specific workshop to any dwarfs I want to
>>
>>2287165
I've never used burrows for anything other than cludging the "stay inside" order back together to keep dwarves from committing lemming mass suicide during a siege
>>
I try and start this game but I feel paralyzed when picking what I start with, any advice? Mostly which qualifications per dwarf
Also, anyone use XGE(?)? The mod that changes creatures graphics to better reflect their looks, I really like it
>>
>>2287242
I usually go for 2 miner/stoneworkers, 1 woodcutter/carpenter, 1 cook/brewer/butcher/tanner, 1 herbalist/planter and the last one depends on my plans, usually something like a mechanic, smith or a glassworker.
>>
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After decades of preparation I was able to create my surface zoo made completely of underground creatures: fire imps, magma crabs, hungry heads, a giant bat, a giant olm etc...However my dorfs get traumatized every time they visit it :(
Any solution?
>>
>>2287261
>cook/brewer/butcher/tanner
I realize most of these aren't jobs a dwarf is stuck doing permanently but isn't that a lot of qualifications for just 1 dude?
>>
How do you protect your fortress from werebeast infections? I've lost more than one huge fortress this way. Survived a dragon attack with my most recent fort but lost all my population after they all turned into fucking wereantelopes
>>
>>2287242
2 miners, woodcutter/carpenter, planter, brewer, cook, fisher if you have a river.
Really unless you have a specific reason to deviate from that (maybe u need a millitary dwarf in a scary biome) you really dont need to think about starting jobs more than that.
Even untrained dwarfs will be able to do any other task well enough until your fort gets chugging after a few migrants waves
>>
>>2287285
Also throw in a stoneworker if you are planning on making a lot of furniture early which is common. Will speed that up a lot
>>
>>2287277
>How do you protect your fortress from werebeast infections?
As soon as an attack happens, you need to throw every injured dwarf into a dungeon, or outright banish them.

The dungeon must be a deep hole they cannot get out of.

Personally? I FLOOD THE DUNGEON HOLE WITH MAGMA AFTERWARD.

That should solve the problem.

Any half measures will bite you in the ass, so when in doubt eliminate all possible infected as soon as the first attack happens, otherwise you risk losing hundreds instead of dozens.
>>
>>2287268
That's exactly why I give him all of those, you don't really need any of those jobs to have high levels unless you want to make money with cooking or something
>>
>>2287302
If you are willing to scroll through the combat logs you can find exactly who is infected. Pretty tedious to do though if the beast hit a lot of civilians.
If you have a hospital though chances are any infected dwarf is about to be taken there.
You can lock your hospital once all the injured are there and wait for the problem to sort itself out next full moon.
>>
>>2287313
Tried the hospital thing, ended up badly.

See, while it is true you can identify the possible infected by who is at the hospital, you still should throw them all down a hatch and flood it with magma to be safe.

The reason is simple: If you wait for the next full moon to see who turns, those who do WILL attack other dorfs, some which are bound to end up infected even if you do kill all the werebeasts that turned. So the problem will just continue and worsen as you lose dorfs every full moon.

An alternative would be locking them all in an isolated safety burrow with a small hospital and food stocks, with gapped walls and a bunch of bolt throwers pointing inwards. This way when they do turn you can shoot them down from behind the wall without risking having your warriors infected.

But honestly? It is usually better to just dungeon every one who might be infected and eliminate them instantly, you will waste less resources and have less risk that way.
>>
>>2287266
IIRC, DF has an actual mechanic for zoos but it requires that the animals be caged or chained on a meeting room, which dorfs will then stop to look at. If my ASCII reading still holds up you basicaly made a spooky ride for your dorfs.
>>
Any must have mods besides DFHack if that even counts?
>>
I can't tell if I want to play this right now or Songs of Syx
>>
>>2287525
Something tells me you dont want to actually play neither.
>>
>>2287541
What makes you think that?
>>
>>2287572
The fact you are blogging on 4chan instead of choosing one to play.
>>
>>2287607
So you don't want to play DF? Since you're right now bitching at strangers
>>
>>2287611
I'm taking a break to bitch at strangers
>>
>>2287620
Well I'm choosing what to play rn
>>
>>2287620
>>2287625
DF adventure mode? I know people say there isn't much to do but I like being able to wander around and see what is going on. Maybe you'll find some inspiration for future forts.
>>
>>2287625
Ok
If you get around playing SoS (assuming this isnt the first time), tell me how it is currently. I head the dev went full retard on the maintenance balance as your settlement scales up.
>>
>>2287628
I'm very biased, I have 0 interest in Adv mode, to the point I get kinda salty when an update releases that does nothing about Fort mode
>>2287629
I haven't played since around v65 iirc so a lot will have changed probably, I heard the beginning was made easier too
>>
>>2287632
Do you play all your forts till they die out cause if you don't and retire forts once you hit a goal, its kinda cool to go back and visit them and see how much they've grown and what has changed. Seeing how big some notable dwarven families have gotten is pretty cool too.
>>
>two different webbing FBs spawn at the exact same time
I hate these fucking niggers
>>
>>2287628
Adventure mode is pretty good if you have the capacity to make your own goals.
I enjoy it.
>>
>sudden announcement
>the wereweasel bone carver I'd exiled came back for revenge! And she's right near my entrance, oh fuck!
>just survived a 100+ strong goblin siege so all my citizens are streaming in and out picking up scraps
>my military's already been told to return to training, they can't rush out in time
>there's gonna be casualties galore oh fuck

>my siege operators who I forgot to tell to stand down after the siege: "Haha bolt thrower go brrrrr"
>>
Do the Dwarves in DF make underways to connect their holds together? For some reason I remember reading about that in the context of Dwarf Fort but there's so many other fantasy IPs that do that now that I actually don't know if I'm making it up or not.
>>
>>2288267
I'm pretty sure there are (were?) underground tunnels in DF
>>
>>2288267
Yes they do, at least during world gen.
With dwarf hack you can make the underground roads visible on the world map when choosing an embark
>>
>>2288286
Do all tiles have underground ways? Would a true underground fort be possible this way?
>>
>>2288289
No, just the ones that connect forts together and some of them also lead to abandoned or taken over forts, they really should tell you where the underways are because, if you ask me, that seems really important for dwarves to know about.
Also, it annoys me because in Dragon Age the Dwarves didn't really ever go above ground, they just mined their way to a new place to settle and then would eventually mine to the surface, I don't see why the dwarves in DF wouldn't do that but I'm okay with that contradiction if they eventually allow us to create, use, and add onto the underways.
>>
>>2288293
>I don't see why the dwarves in DF wouldn't do that
Probably because it would take forever to get anywhere new? Better to only put effort into underground roads to places you have already established dwarfs at
>>
>>2288295
You say that but we both know how inhospitable the world it and how dangerous it is for them to be outside, besides if they mined to where they wanted to settle they could send the caravans underground and they would never need to break the surface or interact with it. Making the underway incredibly safe from outside threats and also making their cities essentially stealth cities, making the total population of dwarves in a world unknown.
But yeah for game and mechanic wise it wouldn't be as fun.
>>
>>2288293
>>2288295
With the cavern system of DF universe and considering that’s where the dwarves farm, I’d assume they’d move across the world through the first cavern layer rather than the surface. What comes to just mining through solid rock from place to place, where is the rock that is removed disposed? Well, in DF it could be that cavern system.
Personally I’d enjoy the option to embark on the cavern layer. That would invalidate the surface biome system thoughever. I think that caverns should be one layer but have biomes instead.
>>
>>2288317
Who said the caverns were any safer?
Cave Drakes? Forgotten Beasts? Hostile animal man tribes?
>>
>>2288354
Yet they do all their farming there and are arguably more adapted to underground life than above ground, re cave adaptation, sight in darkness. Even in hillocks they build mounds of earth to live in
>>
Can I get some beginner tips?
>>
>>2288654
Feed your dwarves
>>
>>2288654
Read the wiki
>>
>>2288654
don't get into the habit of feeding your dwarves nothing but plump helmets, a varied diet is an easy way to make them happier
>>
>>2288654
Make lots of cheap wooden crafts to sell to elves
>>
>>2288686
this guy
>>
>>2281054

Missions are entirely broken and non-functional. As of now there is a 50% chance you send your dwarfs and they never even reach the target place, they just stay in limbo forever waiting for some forgotten line of code to fire ( i wont because toady forgot to write it in the game), until you recall them, or they reach the target, die,m and the game never tells you, and also "forgets" to discount them from your population so these "ghosts" prevent migration, OR the game forgets to calculate their way back after a raid and they just say "fuck it" and stay there forever, or settle on a nearby site, all without telling you, of course.

Missions are just another case of toady aving amazing ideas, then proceeding to half-ass them and do the barest of bare minimuns implementing them since he can "ix it later" ( later never comes, or takes 8 years because he knows DW community is a bunch of retarded rubes who make excuses for his lazyness). See also > Villains Update.

"Justice" system boils down to workers being brutalized because they failed to fulfill the barons need for a diamon bed or because the king decide banning the export of crafts was wise.
>>
>>2288710
Your drunk and/or phoneposting aside.
There is a dfhack command to fix them loitering outside the map.
>>
>>2288654
Got peasants or random novice soap makers? Stick them in a squad and have them constantly train.
>>
What are the best or your favorite weapons for equipping your dwarfs? Sword? Spear? Axe? Mace? Hammer? Maybe Scourges?
I'm kind of liking spears at the moment because they make less mess and are good at stabbing organs.
>>
any interesting graphical modpacks for the free version out there?
>>
Is there any way to identify divine treasures from the object tab? Or is the value of it the only indicator?
>>
>>2288974
Axe all the way.

But to be fair, the ideal is to have a mix of them all on each meele squad.
>>
>>2288974
i go with pickaxes since they're strong and unique plus you can level a miner to legendary pretty fast
>>
>>2288974
I personally refuse to use anything but blunt weapons and axes
>>
>>2289001
https://dwarffortresswiki.org/Tileset_repository
>>
>>2288974
I always spam axes and then immediately regret it when I start getting serious sieges and all of a sudden 60 corpse hauling jobs turns into 180 because my dwarves chop every gobbo into bits before they kill them
>>
>>2289043
Anything non-ascii still maintained?
>>
>>2288974
I prefer giving different squads different weapons.
Swords for squads facing unarmored animals or cavern creatures, spears and hammers on ones facing off goblins, etc.
I do like the idea of having a squad dual wield swords though.
>>
>>2289073
Not really. Steam fortress kindof killed the graphics scene with the new way of assigning.
Bay12 should have some still.
>>
>>2289087
Is it even possible to have dual wielding swords?
>>
>>2289156
Yeah, not very useful though. It's better to SnS than Dual Wield
>>
to the topples mods guy
yesterday vongalactic had a bug with one of your mods
the "fr encrust" one
>>
>>2289156
They do dual wield them if you assign them two swords, don't remember if it's possible to do it in the steam version or if they fucked it by changing the equipment system.
>>
>>2288654
Designate a basic temple area to let dwarves pray, dwarves being unable to commune with their gods can be extremely draining on them

Also, smooth out your communal dining room, that's a good way to increase the value - dwarves get good thoughts from eating someewhere nice
>>
>>2288354
obviously if you break into a cavern you either mine around it and wall it off or you clear it out and/or add guards stationed along those paths.
>>
Why does dwarf fortress call raw iron a million other things besides iron? hematite, limonite? I get the are real ores and such but why do we need such a minute differentiation between iron? I wish there was an newb mode called "elf mode" where it would just tell you "raw iron" when you mine something you can smelt as iron.
>>
>>2289348
If you really care so much just go into the raws and rename them rather than waste time posting about your complaint here.
>>
>>2289348
Because they are real ores and they were used for more than just making iron.
Just keep the wiki handy if you have no idea what you're supposed to be looking for.
>>
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speaking of unified materials, I remember installing masterwork mod in the past, thinking it would debloat my game, because the only thing in the description I've bothered to read was the leather and wood part
>>2289348
playing video games that have even the tiniest bit of metallurgy helped me to remember which ore is which
>>
>>2289348
because "raw iron" doesn't exist on a planet with free oxygen
>>
>>2289352
I was just curious if there was a mechanical reason, the only reason I can guess why it is the way it is, is immersion. Also asking a question isn't complaining, it's annoying sure, but I'm genuinely curious.
>>2289356
Yeah that is what I've been doing, the next clunky thing I need to do is find dwarves with fighting exp but I don't think any of them actually have fighting exp.
>>2289365
metallurgy isn't an interest of mine but I'm always open to learning new things, its just a lot to adjust too when you're new.
>>
>>2289387
yet you know what I mean when I say "raw iron" as opposed to smelted iron. I could call it pig or wrought iron if you'd prefer but even wrought iron is actually processed, just really badly and its liable to rust quickly and easily.
>>
>>2289389
>a mechanical reason
I'm not saying that the gameplay itself is boring for the player, but Today has it far deep behind. This is a simulator, not a just a video game, so adding 9237573 types of grass to appropriate biomes takes the priority over the fact that they use the exact same tile and color, so they don't even look different.
>>
>>2289389
>I need to do is find dwarves with fighting exp
You don't, just grab any random leftover dwarf and stick him in a squad to train, it will start extremely slowly, but skill gain will skyrocket as soon as they start sparring.
I wouldn't suggest assigning females to the military though, not a fan of baby-carrying warriors.
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>>2289398
ok
>>2289403
I only have 28 dwarves, the game put my first fort next to necromancers and they attacked and destroyed my fort, I save scummed to see if I can learn how to muster a militia/military and I want to see if I can fend them off, if I can't i'll concede the fort and embark again in a less necromancer infused area.
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>>2289426
necromancers can be stopped with just locked door if they only bring zombies
but then you'll have to endure the siege if you can't shoot them apart
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>>2289426
Dig in, wall yourself off and only open up to let in migrants or when you make a trapped entrance.
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>>2289433
That's what I did but I had to give up half the fort and by that time my dwarves were already beating each other to death.
>>2289435
I need to find underground water and lumber mushrooms first, I've only had dwarven and human caravans come so I don't want to remove myself from the timber supply just yet.
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>>2289389
>I was just curious if there was a mechanical reason
world generation is based on real geology and different iron (and copper, and silver) ores appear in different rocks. Limonite only spawns in sedimentary layers, while hematite and magnetite can spawn in any layer
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Okay I have my little dwarf army and I set them to train... But they aren't training, I'm guessing I need to put the weapons on the weapon rack in the barracks? Is there a way to designate them as marksmen? I have two hunters who are pretty good Marksdwarfs and I want them specifically to be the crossbow men.
Are bows and crossbow skills interchangable? Cause I only built two crossbows and I have no idea what they use for hunting. The rest are gonna be axedwarves and I have iron breast plates being made right now.
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>>2289601
did you mark the barracks for that squad to train in it?

>Is there a way to designate them as marksmen?
only on squad creation I think, you click marksdwarves instead of metal or leather armor. You can't mix melee and ranged in one squad

hunters and marksdwarves both use crowssbows by default, if any of your dwarves have specifically BOW skill it's probably a world generation quirk and there's nothing you can really do about it
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>>2289645
>did you mark the barracks for that squad to train in it?
I... I don't know...
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>>2289665
click on the zone information and it'll pop up a menu where you can check off if a squad will train, store items, or sleep there
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I'm playing modded, so this "cat" is actually a high master weaver magic familiar. It also REFUSED to move from this spot. It has been atomized.

Now for a question, how do i get my dwarves to haul large ballista bolts into a stockpile. I've set the stockpile to accept ballista bolts and all materials, and told it to look from the siege workshop but nothing is being done.
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>>2290039
Gonna take 2 guesses.
Either you have another stockpile that is accepting the bolts, or since you told it to take from the workshop directly the stockpile might not be including any bolts that had been made before the stockpile. Generally you shouldn't need to tell the stockpile to take directly from a workshop if you only have 1 stockpile for that item.
Or if you really goofed maybe you have conflicting burrows, or you didn't allow all quality objects in the stockpile or something
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>>2289601
>The rest are gonna be axedwarves and I have iron breast plates being made right now.
Just an observation...

If you did in fact embark right next to a necromancer tower, you need to worry about corpses and body parts getting revived. This means that you cannot safely have a refuse stockpile on the surface accepting corpses and other revivable things.
The reason why I am replying this to your post is because even though axes are highly effective weapons, they often rip your enemies to pieces, which CAN BE REVIVED if you just leave them around, so you should take precautions and be sure to quickly and completely clean up all the corpses and mutilated body parts from the floor after a battle, otherwise you risk a necromancer showing up and creating a huge army from the battlefield gore.
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>>2289693
Sorry I went to bed, I'll do that now, or at least soon.
>>2290102
When the necromancers showed up I think they went through my refuse pile twice and both times i don't think they revived or took anything as it was mainly just small animals and mussel seashells
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>>2290241
Sure, but if you do leave corpses of bigger creatures you are at risk.
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>>2290241(Me)
>set up axe dwarves
>put them on staggared training
>trying to get rid of the squad menu
>accidentally click the disband squad button
The free version's UI is god fucking awful sometimes.
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This fuckin dwarf is wearing 17 amulets. What a freak
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>>2290441
Asmel of the Amulet
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>>2290441
luv acquiring items
'ate walking at normal speed
simple as
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Is there any difference between an iron cap and an iron helm? What does an iron cap even look like?
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>>2290889
helms cover the face, caps only cover the head
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>>2290889
Yes
Think half shell vs helm with cheekguards
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>>2290889
Helm has more coverage. An iron cap would be just be that, an iron cap on the head
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>>2290903
>>2290906
>>2290908
Helm seems superior then, why even have the option to craft a less superior helm? To save on resources or something? Aesthetic choice?
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>>2290889

Coverage adn weight. Caps wight less but dont protect the face, helm have 100% coverage. Same with leggings x greaves, both are for legs, but greaves provide 100% coverage, leggings only 50%, but are lighter. A dwarf with 0 armor trainning but fully armored with the heaviest sets will be protected but move slower than a snail, so leggings + mail shirt+ cap are an altertanive that provides SOME protection but dosent encumber them as much. Important to note that Mail Shirt can be worn together with Metal Breastplate.
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>>2291025
not sure if everyone can wear helmets in Adventure mode, for example
and maybe you want to give your archers some kind of armor, but not like, the best ones
like IRL
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Can I assign a workshop to a military squad? When they are off duty I want them to work at specific workshops in their barracks.
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>>2268389
hot
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>>2281231
Why this design of stairs is recommended? like a X crossed with pillars. i always make a complete 3x3 stairs but quickfort default blueprints also comes with stairs like yours, what's the advantage?
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>>2291492
It takes up less memory for the cpu to calculate dwarven pathing if you use the X
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>>2291561
nice, do you think that can i fix my staircase after is already dug?
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>>2291561
>favouring FPS efficiency over aesthetics
Soulless
I'm an adept of the double spiral ramp
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>>2291715
For the record I'm a ramp man too. I only use stairs if I'm limited for space.

>>2291599
Yeah just remove the stairs you don't need and replace them with walls. Might wanna do it floor by floor though because if you designate them all at once often dwarfs can have accidents.
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>Craftdwarf workshops have a toggle for "allow dwarves to fulfill crafting needs". It automatically makes tasks and finds dwarves who want to craft to assign to.
Fuck, didn't know this



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