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commie-dwarves edition

Previous: >>2266425
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!
>>
>>2297793
I like open caves, less bullshit tunnels between them, at least 5 volcanoes per world, fuck untamed wilds
>>
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>>2298043
>Make Dwarves Great Again
>Seed Extractor (DWARVES VERSION)
>Workshops Without Floors Reforged
>Visible Bamboo
>Pesky Pests
>Detailed Moon
>Uniform Cavern Moss
>Skunkier Skunks
>Bourbon's Dark Wells
>Bourbon's Dark Floors
>Bourbon's Dark Depths
>Bit of Diversity
>Shaped Shoes/Boots
>Shaped Gloves
>Fancy Frames
>Metal plate floor
>Flowing Water
>Embark Neighbors Extended
>More Book Titles
>Gender Name Colors
>Metallic
>Work Detail Icons]
>Squad & Burrow Icons
>Ketaros Stones Variations
>Golder Gold
>Perspective Walls
>Rounded hills
>Interface Tweaks
>Dwarf Fortress Community Music pack!
>ironminer888's Shoebills
>Mandate Manager
>Dwarven Memorial
>Seamless Constructed Walls
>Vanilla Civilizations Expanded Mountain Orcs
>New Playable Race, Blendecs
>Additional Races. Naga (and the graphical update)
>Additional Races. Ratfolk (and the graphical update)
>Additional Races. Gnolls (and the graphical update)
>>
aaaahh why doesn't the fucking keyboard work aaaaahhh
>anon has gone stark raving mad!
>>
>>2298043
Will this game ever have smooth movement animation? It's f***g 2025. Concept seems interesting, but for now eyes hurt from watching at it.
>>
>>2298393
It's already got smooth animation.
>>
>>2298393
No, considering the game will shit the bed around 200 dwarves on the average computer due to the amount of simulation going on, there will never be animations unless modded in.
>>
Can anyone confirm this? The wiki seems to say that a dammed stream will fill up to the height of a waterfall, assuming there's one up stream and on map. If there's a series of waterfalls, does it only fill to the previous waterfall, or to the height the stream entered the map? I have a map with a long Cascade of waterfalls in a canyon, and wang to build a dam
>>
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Want to play the latest DF?
Then solve This Riddle

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

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

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

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

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

Replace in all opened files


[CASTE:FEMALE]

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


Replace in all opened files.


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

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

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

[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:PALE_PINK:1:PEACH:1:PINK:1]
[TLCM_NOUN:skin:SINGULAR]
===============
How To Remove Bald Dwarves
>entity_default.txt
under [ENTITY:MOUNTAIN]
at line 862(850 if on versions 47.05-), replace contents with

[TS_MAINTAIN_LENGTH:100:NONE]
[TS_PREFERRED_SHAPING:NEATLY_COMBED]
[TS_PREFERRED_SHAPING:BRAIDED]
[TS_PREFERRED_SHAPING:DOUBLE_BRAIDS]
[TS_PREFERRED_SHAPING:PONY_TAILS]
>>
Toadyone is okay with transexual dwarves
>>
>>2298431
If this is true, then why hasn't he added them to the game yet?
>>
>>2298431
I wouldn't mind potions of gender changing they have been in fantasy and video games as far back as I can remember in roguelikes. I don't see the point in adding it though.
>>
>>2298415
Why would you want to remove bald dwarves? Half of the dwarves in fiction are bald or balding.
>>
>>2298465
Name two roguelikes with gender changing potions
>>2298085
I don’t remember posting this. Forgot to say: Mineral scarcity to ~1100, medium region and fuck swamps too, default settings generate way too vast swamps
>>
>>2298510
>Name two roguelikes with gender changing potions
old ones or new ones?
Just off the top of my head:
Barony
Rogue Linage
>>
>>2298513
Not roguelikes, and I’m not even picky about it
>>
>>2298522
If you say so boss
>>
>>2298413
that sounds like a kino map
can't help with the hydrology question
post flooded fortress
>>
>>2298466
It is an addition to shut up Tolkienfags who had wandered into the community and started whining
>>
>>2298788
That must be an outrageously small group of people who would care about that surely.
>>
>>2298830
It was an obnoxiously vocal minority to be sure.
But it shut them the fuck up.
>>
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>>2298431
Here are the trans dwarves you crave.
[INTERACTION:IHATEFAGS]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: to be a parody of a real woman.]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_AFFECTED_CREATURE:DWARF:MALE]
[IT_AFFECTED_CREATURE:HUMAN:MALE]
[IT_MANUAL_INPUT:faggot]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NO_HOSPITAL]
[SYN_AFFECTED_CREATURE:DWARF:MALE]
[SYN_CLASS:FAGGOT]
[SYN_NAME:Gender Dysphoria]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:DWARF:FEMALE]
[CE_ERRATIC_BEHAVIOR:SEV:10000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:HATE_PROPENSITY:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:ANGER_PROPENSITY:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:VIOLENT:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:DISCORD:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:BRAVERY:40:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:CONFIDENCE:40:PROB:100:START:0]
[CE_ADD_TAG:STERILE:START:0]
[CE_NECROSIS:SEV:10000:PROB:41:BP:BY_CATEGORY:HEART:ALL:ABRUPT:START:0:PEAK:0]
[CE_FEEL_EMOTION:EMOTION:REGRET:SEV:10000:PROB:100:START:1]
[SYNDROME]
[SYN_NO_HOSPITAL]
[SYN_AFFECTED_CREATURE:HUMAN:MALE]
[SYN_CLASS:FAGGOT]
[SYN_NAME:Gender Dysphoria]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:HUMAN:FEMALE]
[CE_ERRATIC_BEHAVIOR:SEV:10000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:HATE_PROPENSITY:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:ANGER_PROPENSITY:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:VIOLENT:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:DISCORD:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:BRAVERY:40:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:CONFIDENCE:40:PROB:100:START:0]
[CE_ADD_TAG:STERILE:START:0]
[CE_NECROSIS:SEV:10000:PROB:41:BP:BY_CATEGORY:HEART:ALL:ABRUPT:START:0:PEAK:0]
[CE_FEEL_EMOTION:EMOTION:REGRET:SEV:10000:PROB:100:START:1]
>>
>>2298431
based
>>
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>Create weird swimming pool contraption.
>Everyone is stuck at Novice Swimming but multiple end up with multiple Talented Climbers, Adequate Climbers and Adept Climbers.
>>
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why is the art style and the tileset for this game so gay? When I played Dwarf Fortress I aways envisioned a dark, cold and hopeless atmosphere but when I look at the tileset, It seems I am playing one of those farming games for girls.
>>
>>2299438
Try zoning the lanes next to the wall with the highest level of restricted movement. If they're climbing the walls to get out of swimming, maybe that will help
>>
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I love my kobolds
>>
>>2299604
This is why ascii is forever superior
>>
>>2299604
Quite simple.
Gays made the tileset.
Just look at the worm man sprites.
>>
>>2298228
>not directly altering the vanilla RAWs for yourself

Lazy Newfags.
>>
dorf butt
anyway It's been quite a while since I've played, does the new version actually improve fps death? I remember people talking a lot about putnam working on fixes for it when the steam release first came out
>>
>>2300032
kill yourself.
And yes
>>
>>2299604
I don't mind the artstyle, I like how cute the art style is despite the fact that the game is pretty dark. Dwarves can be 1 part, dumb, 1 part wholesome, 1 part whimsical, and 1 part psychopathic
>>
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>>2300032
>troonman fixes
>>
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>>2299604
>>
How do reinforced walls actually work? Does the material you build your wall out of/the material you reinforce it with actually matter at all?
>>
>>2298788
>play game about Tolkien Moria dwarves
>oh no why are all these tolkienfags here
typical schizomodder behaviour
>>2299604
yeah it's woeful, animal crossing tier shit
toady should hire a silmarillion enjoyer artist
>>
>>2300645
I still don't get why you would mod bald dwarves out or am I just reading "bald" wrong? Does he mean "bald" as in "no beard"? Or the traditional meaning of "bald"? Does Tolkein's Dwarves have some sort of anti-balding gene I'm not aware of?
>>
>>2300649
yeah i don't get it either mate
i suspect modfag is making shit up
>>
>>2300649
>>2300650
they mod bald out because there is no way to mod it out only for females
you either leave it in and get bald female dwarves or remove it entirely
>>
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>>2299604
>is that le heckin GRIMDARK?
>I'm griiimdaarking oh goddddddddddd aaaah
>>
>>2300748
I kinda think bald suits female dwarfs. At least more than human females
>>
>>2300748
You can't just pretend that they shave their head as a type of hairstyle? We are talking about a race of people who have no problems charging into battle with their baby in 1 hand and nothing but a pickaxe in the other against cosmic horrors.
>>2300749
You're allowed to having setting and aesthetic prefrences no matter how boring they are anon. I'm sure there are people who would post the exact same picture about people who like the fantasy genre in general.
>>
>>2300770
>You can't just pretend that they shave their head as a type of hairstyle
you're asking the wrong person, anon
i explained the rationale for why it is in the polschizo guide
if youre asking any deeper questions that what the intention was, you'll need to find someone who actually does it
>>
>>2300770
okay well my explanation is that the game uses all of the colors so that you can better identify things in a game where there is stuff littered everywhere. if everything was Darkest-Dungeon-coloured it would be hard to tell what was what
>>
>Here's another patch for the Siege Update. Dwarves will now have happy thoughts to bolster them after sieges, while invader movement has been made a bit more dynamic. There are lots of new animal portraits. Hundreds of them! And the lua has been brought in line with our full set of procedural creature graphics, so forgotten beasts in new worlds should look extra fancy now.

>Siege Updates
Added a positive thought for everybody in the fortress when a siege is defeated.
Made siege leaders a bit more dynamic when cut off.
Made fleeing invaders with special movement (flying, magma etc.) escape more cleanly.
Added invasion creature cap and strength to the difficulty settings.
Pick/wall material now impacts digging speed through natural materials (for invaders and the player).
Hunters reserve only 25 bolts at embark now.
Default archer uniforms at embark specifies weapon if civilization has only one type.
Default archer uniforms at embark created for both leather and metal armor.
>>
>Graphics Updates
Added hundreds of new creature portraits, and added new full body graphics for a few natural creatures.
Added some new graphical layers to forgotten beasts/demons/titans and enhanced other layers.
Added some missing graphical layers and tweaks to forgotten beasts/demons/titans/experiments.

>General Updates
Fixed a crash caused by kitchen input with no entries.
Fixed a crash related to post-worldgen population growth.
Stopped items thrown at visitors by tantruming dwarves from causing an escalation to lethal combat.
Stopped drunk/tantrum brawlers from attacking small and vulnerable body parts like the throat.
Throwing and pinching are no longer considered brawling-level moves.
Added a chance for falling creatures and objects to bounce at each level of stairs or heavy branches, rather than falling all the way down.
Added (economic) difficulty setting for fortress dig speed. Currently the same on normal/hard.
Tree/axe material impacts tree felling speed.
Stopped certain children/animals from being born with negative sizes and/or random ages.
Displayed correct age in years on sheets, respecting birthday.
Displayed proper experimented-upon historical figure name in experiment description.
Stopped fort vampires from attempting to disguise their kills with unique "Zero Kill" text on their kill list.
Handled a few more issues with hospital patients and caretakers being frozen.
Fixed grazer status only being displayed for grazers with long names.
Brought mead value in line with other drinks.
Properly respected complete ocean edge minimum settings of 1 and 2 during world generation.
Added a mitigation for underground feature save corruption.
Fixed some sort issues with lua for RNG stability.
>>
>Like adventurer more than fort
>It's even more broken and lackluster than fort
Damn.
>>
>tard fortress
>>
>>2300645
>>2300650
>>2300772
>>2300874
Are you still doing this?
>>
>>2300649
They(a very vocal very spergy minority) kept whinging about how female dwarves can't be bald/that tolkien dwarves can't be bald or some retarded shit like that.
So eventually I just added that to the pasta to shut them up.
No I don't know if they were right or not, but they stopped afterwards.
>>
>>2300930
meds
>>
In fact, most of that pasta exists soley to shut up the lowest common denominator who with the advent of 50.01 and the tileset SUDDENLY noticed that their dwarves were dark-skinned because they didn't read before.
The orientation section is just useful, because starting with a gay pair of animals or capturing a megabeast like a dragon only to find out "haha I'm gay" and so cannot breed them doesn't happen.
>>
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>>2300814

>Deity-based powers and temple ceremonies

Hell yeah, it's happening
fuck you, necromancers!! get cleric'd
>>
>>2301120
jesus christ, I think WH40k has atrocious armor designs only when I forget that warcraft exist
>>
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>>2299661
Thanks for the advice, but I ended up hyper focused on how to actually train climbing. I tried shooting dwarves down stairs with water cannons, launching them off bridges(they end up flying 3 to 10 z-levels and exploding), even making a 20 floor alternating fall pit with animals to absorb the damage from dwarves falling onto them but that just let to a ton of drowned animals.

And now I found the perfect way to train climbing. Just shoot a patrolling dwarf into a water pit with walls. They fall, they take no damage. They climb + swim out of the water pit. I only placed it under a tree because wiki mentions its they can grab branches while falling or some shit.
>>
>>2300814
>>2300815
Uploaded
>>
>>2298414
Free Dwarf Fortress: https://mega.nz/folder/eZ5GQZCa#G7Y1YaVzv0mDdIo6kqeKdg
>>
>We hear you! There are many of you who have been asking for classic keyboard controls from the ascii version to make their way to Steam. We know this is important for the veterans who have developed muscle memory for the last 20 years. In order to do this we are going to move the interface elements out into lua.

WE'RE BACK!
>>
>>2301163
Honestly its too late for me to go back now I think.
>>
>>2301163
>I can't play the game anymore because they integrated a simpler and more intuitive system and now I have to justify the sunk costs of having dedicated part of my brain to learning shortcuts and I will hold the entire creative process hostage because I am the core audience of this game and I have to be listened to (I haven't played DF in 5 years because clicking with the mouse hurts my finger)

I dont want to clown nobody, I genuinely never understood this kind of mentality
>>
>>2301171
The old system actually felt great when you were good at it, except for a few things like digging or construction stuff more complicated than a square. A lot of the old hotkeys were also changed for no good reason really when they didnt have to be
>>
>>2301171
are the new controls really that much more intuitive? I understand why the UI design would matter, but switching from keyboard to mouse+kboard sounds like non-change, other that it has to be le-learned
>>
>>2301178
>are the new controls really that much more intuitive?
well, yes
now I can click on things instead of remembering a sequence of shortcuts that sometimes didn't make much sense (it's rarely indexed with a system like "the subgroup's initial is the shortcut letter")
but I'm happy for the oldfags since I know this has been talked forever in the community
>>
>>2301171
I just like designating and navigating menus faster.
>>
>>2301188
hey, more power to you
like I said, I don't want to clown nobody
its just that I just saw someone saying stuff like
>yeah the Steam release is great and all but the game has been unplayable for me since and I will not play it again unless they change it
and I think thats kind of fucked up
but also, kind in line with the "no nonsense" DF community?
idk
>>
>>2301178
No, because now you need to use the mouse regardless
>>
>>2301163
Fucking finally toady you fuck
>>
>>2301178
as someone not born in 1940, yes, my mouse having the ability to be used is a lot more intuitive
building *anything* is substantially more intuitive than before
i get why someone with 10,000 hours with the old controls would at least want them as an option, and not having them preserved as an opt in is retarded, but the old controls were garbage that felt straight out of the 70s
>>
>-Engage, delay, and turn back sieging armies
Huh
Sounds cool but is it going to be worth the risk of throwing your dorfs into the void of outide fort calculations?
Unless of course, Toadman is talking about using the dorfs from the surroundign settlements as cannon fodder
>>
>Haven't played since pre stream
>Open this thread yesterday
>Dream about DF
Brought. Curious if it still dies at 150 dwarfs on a 4x4 map
>>
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>>2301255
>stream
>>
>>2301255
>Curious if it still dies at 150 dwarfs on a 4x4 map
Unless some retard shit happens, no
>>
>>2301255
Nah I play 8x8 and its fine at 150 even.
>>
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>>2298721
Not Flooded yet, but I've also not blocked the stream. I'm digging out the reservoir and canyon at the moment. I want enough volume to properly flood things on release. The plan is too bring the water down into the final fortress. I suspect my dwarfs are competent Hydro-engineers, so there's no reason to worry about flooding. Only one has drowned so far, significantly fewer than those who have died to falls over the 15 layer tall canyon edge.
>>
damn
the new patch really slowed down mining
even with iron picks shits slooow
it took all spring just to mine a little hallway, damn!

definitely picking up steel picks on the next embark
>>
RIP to the good old copper pick. Hello goblinite miner militia squad?
>>
>>2301359
dorf dam?
>>
mommy elf sprite just dropped
>>
>>2300930
replying to at least 3 different people there schizo-kun
>>2300935
explanation appreciated, nothing worse than dealing with a sperg with an axe to grind
(they were wrong)
>>
>>2301359
good stuff anon
ganbare
>>
>>2300935
I just think bald and brown dwarves are ugly. Simple as.
>>
HOLY SHIT MINING IN NOW SO FUCKING SLOW
>>
>>2301231
It was garbage for designating constructions and mining and stuff, but it was great for going through menus and navigating the map (navigating the map is still mostly in tact anyway). I don't know why they decided to change so many hotkeys when the new ui still uses a lot of hotkeys. I get that they needed to use WASD for the camera now that the mouse is involved but theres a bunch that were messed with for seemingly no reason
>>
>>2301255
My 4x4 160 pop fort currently running at 45fps on a 9 year old processor, and I have a bunch of livestock hogging some fps too.
Drops into the 30s for a siege
>>
>>2301603
I wonder what creature that elvish sprite is. A night creature/necromancer experiement? I wish I could just look over all portraits that were added.

How cucked are pickaxes now? I'm used to do 3-5 high hallways in my forts, it seems like that's not viable anymore
>>
>>2301750
It's not a huge deal early on if you bring good picks on embark and do most of your fortress digging before your pop tanks your fps.
>>
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>>2299679
so I downloaded the kobold mod and wanted to make a mesoamerican themed scaly civilization
but this whole time has been too peaceful, over 10 years settling right next to goblins and still peace. I even defeated the necromancers my civ was at war with. So I ended up provoking the goblins because I wanted to fight, and destroying their pits and even killing half of one of their 2 fortresses has been super easy
they sent a seige with their demon as the leader, but still only 1 confirmed casualty so far but it doesn't look like more than 10 injured at a high estimate. And my lizards aren't super armored, the best armored among them have iron chainmail and helmets. some of them have obsidian spears. I feel kinda bad for them. Will kill all the humans after them.
>>
Unfortunately the issue I have with no armor ever being generated on npcs on either Fort or Adventure mode seems to remain.
I'm pretty sure it's an issue with playing the game over CrossOver.
>>
>>2298043
Does this new update means I have to make a fresh world gen?

Also, anyone tried it yet? What do you think of it?
>>
>>2302039
I think only if you want fancy new forgotten beasts.
>>
>>2299604
DF ist a whimsical game. Partly by design and partly by bugs and unintended system interactions. It can be pretty grim at times, but it can't sustain a "dark" atmosphere.
>>
is it just me or is the wiki down?
>>
>>2302060
The elves literally eat other sentient beings but god forbid you cut a tree down... That's fucking horrifying. Especially when you lose a fort to an Elven siege, I imagine them transporting the bodies back to butcher and eat them
>>2302067
Yeah its down.
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>>2302068
>when you lose a fort to an Elven siege
I don’t think this has ever happened in the history of the game
>>
>>2302068
Elven "cannibalism" is super overblown and kinda isn't really even cannibalism so much as it is ritualistic anthropophagy where they just devour the people they kill
>>
>>2302079
I don't know anon.
I'd consider consuming your sapiant foes to be cannibalism.
>>
>>2302079
>You don't understand its a vibrant part of their culture!!!
I don't know why you give the Elves a pass but not the Africans when they do ritual cannibalism. I'd say the Elves are worse (if we are ignoring the fact that Elven cannibalism isn't real) because they eat them FOR food while Africans at least eat them as a form of power transfer.
If you told me that the Elves are Africans I'd believe you.
>>
News on the last patch of the year and the roadmap
https://www.youtube.com/watch?v=6k-0TQpJrrc
>>
>>2301703
its toggable anyway
and Tarn fixed it today
>>
>>2302079
>its only cannibalism if they devour the people they don't kill, otherwise its sparkling anthrophagy
>>
>>2302098
why have you suddenly decided to talk about africans?
>>
>>2302449
Why is eating people for ritual reason suddenly not cannibalism? It isn't my fault that the only place cannibalism is practiced by relatively modern people are in Africa.
>>
>>2302457
>relatively modern
I wouldn't go that far
>>
>>2302461
Kek, keep to the script you're supposed to be accusing me of racism for criticizing Africans or something. I was gonna say "tribal" but a lot of African ethnic groups still have tribal associations when really I'm talking about people who don't live in jungles and wear loinclothes.
>>
>>2302098
im not racist and I don’t think European cultures are any better than any others, I don’t know much about africa but the same thing happened everywhere in the world because cannibalism is specifically eating people as a food source rather than ritualistic consumption like in sacrifice practiced everywhere in the world and in premodern medicine practiced everywhere in the world. Like eating mummy skin or the eyes of a Buddhist saint

i think people just want the elves to be darker than they are but they’re really not. They’re just eating the people they already killed, who would have been killed even if the elves didnt eat their bodies. They’re already dead, not eating them isnt doing anything.
>>
>>2302499
this silly argument between you two aside, you do know elves of the olden tales are not lighthearted or Tolkienesque right
>>
>>2302506
I think the more terrifying aspects of elves were given to the goblins, being servants of satan/hell, kidnapping children to make into their own, the more fantastical creatures they use, etc. The same goes for the dwarves with the underworld aspects that the df elves lack completely.
>>
>>2302519
fair
>>
Rimworld babby giving DF a try. Any good tutorials aside from what's in the OP? I wanna find stuff out on my own, but it's hard going in completely blind
>>
>>2302564
von galactic is my favorite dftuber i think he has one
>>
>>2302564
next time the wiki is up I'd recommend downloading a few pages from it
otherwise yeah von galactic is one, Blind is another if you can stand his voice
i think kruggsmash might have a series of tutorials as well but I could be drunk
>>
>>2302568
>>2302576
thanks anons, I'll check them out. I did watch some of Blind's streams and dude seems like a massive fag but I've heard his name a few times for tutorial videos
>>
>>2302579
He is a massive fag but he's good at explaining Dwarf Fortress.
>>
>>2302579
he's THE stereotypical west coast fag, but yeah his videos are alright
>>
>>2302463
>you're supposed to be accusing me of racism for criticizing Africans or something
honestly I was suspecting you're following the mutt's law
>>
>>2302598
>mutt's law
Non-Americans really do think about Americans all the time don't they? It's kinda sad.
>>
The demon leading the main goblin civ showed up and died during a siege. Does this actually have an effect to the civ at large?
>>
>>2302666
they will now be parity at non-player sieges
>>
Can I just do a large sweep of individual bedroom areas to designate them all as individual rooms?
& can I remain selecting buildings rather than going b>p>r 50 times for 50 different doors?
>>
>>2301801
Total lizard domination. Show the goblins who wins!
>>
>>2302683
There's a box at the bottom of the choose screen that says keep building or something similar. I think you're right on bedrooms, can't say. I don't believe in bedrooms for the poors
>>
I remember werecreatures being the mainc cause of my forts being destroyed when I first started played since they would show up when I was still building my defenses, but it's been so long since the last one appeared to me
>>
>>2302695
Cheers. Coming back to the game after 5 years is odd. I keep hitting d to start mining.
Stairs also seem kinda odd when dealing with aquifers?
>>
>>2302711
>I keep hitting d to start mining
Funny enough is the next update will be to reintroduce the old keybindings for the veterans. Also I felt the same way about Brogue, it was 10 years and I came back and they added stuff like challenge run and feats to the game and I was impressed.
>>
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I knew getting a mood right after candy was too good to be true.
>>
Are we finally ready to admit that bolt throwers are too op?
>>
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Have they fixed deconstruction taking forever if you're not a legendary miner with a steel pick?

I really want to like this game but I keep hitting problems that make me want to stop.
>manager's list is an unsearchable mess in a mature fort
>refuse system keeps having unbroken weapons/clothes/armour thrown in, dumping system requires atom smashers or lava
>dfhack is required for... everything
>goblins can scale any wall of any height, they just choose not to
>miners, woodcutters and hunters screw with military uniforms
>dwarfs don't fulfil some of their needs (acquire item, wander, martial training) without intervention
>child sees a minotaur get killed: depressed forever
>missions are fucking broken
>the entire clothing industry, from default auto weave to milling dye to tattered clothes, why is unusable animal hair thread still a thing???
>something fell in the river? Oops, it's there forever!
>old ASCII features are no longer in the game
>stockpiles break everything as soon as you want workshops to not drag items across the entire fort, so things like seeds are stuck in the kitchen
>can't actually search bins, barrels or pots when trading, dfhack required
>artefact spam, artefacts sent to trade by default, artefact theft system, artefact creation system requiring every material and workshop in the game to be in your fort...
>cooking ingredient priorities + this is a lavish meal of finely minced mussel and finely minced mussel and mussel and mussel and mussel...
>out of date and plainly wrong wiki written by bad players
>terrible encrusting/decorating system
>animals suck
>justice system

The new animal portraits just seem weird. I wish 99% of characters weren't brown.

>>2302707
It was so regular in ASCII I just assumed the game always generated one like I assume child snatchers are (it's hard to tell if they exist in legends before coming to you). I've not seen them at all since... I don't know.
>>
>>2302766
>can fly
>steals a step ladder anyway
Now that's just sadistic lmfao
>>
>>2302766
>artefact creation system requiring every material and workshop in the game to be in your fort...
I'm on the free ascii version and dwarves only ever demand materials I have in the fort or had previously mined but maybe they demand crazier shit the more valuable your fort is.
>>
>>2302770
>demand crazier shit
https://dwarffortresswiki.org/index.php/Strange_mood
All materials are "Who cares" to dwarfs which is why I put valuable material stockpiles closer to the workshops.
It's just type that they want. I don't remember playing ASCII but I'm consistently embarking with some yarn, silk and plant cloth, just to deal with this.
Last time I had a problem I found out when a hospital uses even 1% of an ingredient it's rendered unusable elsewhere (and no, hospitals don't seek out this "used" cloth if you remake or move the hospital and will dump 99% cloth and thread in your stockpiles).

Last time I embarked I had a fell mood as my first strange mood (dwarf migrant from previous fort, unhappy for whatever reason). The dwarf required a corpse (I don't know what kind). I had none because I hadn't yet been invaded. Went berserk. Thankfully I had taken weapons and armour on embark. It was !fun! but the entire system it's married to isn't.
>>
>>2302776
I've never seen a fell mood that didn't require a dwarf body before. Usually the one in the mood will go and make a dead dwarf if there isnt one in my experience.
The only time I ever have moods not auto completing is because the dwarf wants bones so I just keep some livestock ready to be slaughtered
>>
>Tranny Fortress
>>
I'm finally doing it. The long term eugenics fort.
>>
>>2301946
I did actually go as far as to try an ARM64 Ubuntu virtual machine running Steam through Fex-emu and generate a world and try out adventure mode that way. Still appears that no npc character has armor
>>
>>2302808
>Usually the one in the mood will go and make a dead dwarf if there isnt one in my experience.
Yeah, even the wiki says that's the only thing they do. So I don't know what was wrong.
>>
>>2301946
>>2302856
After some pretty extensive testing I've come to the conclusion that no armor on npcs never ever is some weird quirk when running Dwarf Fortress on any sort of ARM64 system.
Since there's no interest in a MacOS port currently, I don't think they'll be in a hurry to support ARM64 Linux or Windows either.
It's pretty lame, it's simply the better architecture
>>
>>2302843
Is it possible in the steam version to do an isolationist fort or does it break the game if you do that? One of the big things I wish you could do is tell the envoy that you don't want migrants each year. But at the same time I feel like it would just break the game and you would end up losing because of how long it takes dwarves to grow.
>>
>>2302938
Yes but the first two migrant waves are hardcoded to appear iirc
>>
>>2302938
Embark on an island or set a population limit in the settings.
You'll still get the first 2 guaranteed migrant waves though I think even on an island.
>>
>>2298043
In the ascii version when you are looking at the map in the news and rumors setting theres a weird yellow overlay that blinks and travels towards a solid yellow square, what is that? The trade caravan location?
>>
>>2302938
>But at the same time I feel like it would just break the game and you would end up losing because of how long it takes dwarves to grow.
This does seem to be endemic to colony games.
>I want war!
>wait, shit, people die in war...
>uhh... just replace everyone with immigrants every years and make the map repopulate, in fact just generate all the invaders as soon as they arrive, who cares if they are all dead, or worse, horrifically maimed and unable to function without assistance
Rimworld is worse for this because you can't have a colony of just one race, and the crackhead race is so ugly it can't form romantic attachments to try for babies.
>>
>>2302959
Its kinda funny seeing an alert for a siege and you pan over and they all arrive dead, its very Monty Pythonesque
>>
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>>2302963
Segue:
The Mordheim video game had a similar experience.
>>
>>2302985
Really? I was on the fence about buying the game but I ended up not buying it. If Warhammer made basically a sandbox hybrid of the Mount and Blade overworld with the Mordheim sqaud tactics I'd buy it. I desperately wanted Battlefleet Gothica to be turn-based or have the option to be turn based rather than RTS but that didn't happen
>>
>>2302766
There are so many little things in DF that add up to kill my enthusiasm for it. Bin management is very high on that list. And everything about clothing management too. I lovevthat Toady finally has the time to add new stuff, but he should definitively sit that Tranny down and have him work off that bug tracker.
>>
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>>2302892
>>2302856
>>2301946
I am going fucking insane. I set up my desktop computer and I’m running Debian AMD64. Still no one has armor. Am I lunatic? Delirious? No-one else is having any issues with armor. Why doesn’t any npcs have any armor at all?
>>
>>2302987
I don't recommend it. I recommend against it.
What I meant was that the enemies are generated per match and given injuries I think based on how many you have.
Some injuries make players skip turns. You are allowed to fire your soldiers if they have any of these bad injuries. The AI isn't.

Oh and Gothic? It would have been playable if it was turn based. The balance was terrible for both multiplayer and versus an AI that doesn't know how to play every race.
>>
>>2303004
Bins are super easy though
Make a bin stockpile and make a work order that makes bins when you run out and have it check monthly or whatever.
Ok its a bit annoying if you have no wood on your map I guess but what am I missing here?
Does your autism only allow you to make bins of a certain material or something? Or even worse, a certain material for storing certain items? If thats the case you might be too autistic
>>
>>2303105
>>2303004
NTA
I rely completely on bins when it comes to trading.
As soon as I arrive, craftsdwarves workshop + carpenter> "make wooden bin" goes brrr
and it allows me to have a decent trade from the get go. Then, when I have metals,
I start saving wood and generally have them made in copper/zinc, so if there's a trade with elves, they won't be offended by the wood.

There are many things I agree with that DF is complex (dyeing and making clothes!), but I like this part.
>>
>>2303189
>so if there's a trade with elves, they won't be offended by the wood.
I just use dwarfhack to select everything but the bins. Kinda should be an option to do that without hack though. I mean without having to click 60+ times
>>
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>>2303202
yeah, also when like there's certain export bans
but I don't get the bin hate, usually one bin can hold 2/3k ish worth of crafts, I don't usually trade any other goods but crafts
I feel like it's very dorfy and I like it as a like roleplaying
>>
Rain used to make puddles right?
>>2303004
>I lovevthat Toady finally has the time to add new stuff, but he should definitively sit that Tranny down and have him work off that bug tracker.
Seems like the usual.
>>
>>2303211
Why would you save artwork that made dwarves into multicultural bakers and Orcs into Mexicans but the fans are apparently racist for noticing?
>>
>>2303350
I grew up in a time when the average 4chan user would first point out how stupid and retarded it is to eat breakfast next to a forge
but you do you anon, I googled "dwarves crafting"
>>
>World gen doesn't show the savagery of the land
I miss the vast purple jungles and oceans of the death worlds
>>
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>>
>>2303413
>diplomacy
>resident wizards
>holy sites & temples rework

this is huge and fucking exciting
>>
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>>2302938
You can set population limits in the settings, an anon helped me out last thread with it.
For this fort I've made a grading system, positive traits add 1-5 points, negative traits deduct 1-4 points based on their severity. Migrants with enough points get to stay but that leads to me expelling 80-90% of them. The plan is to have this fort running in the background 24/7 for multiple generations without anyone dying until I create a super dwarf.
>>
>>2302955
bump
>>
>>2303413
I don't like it when people make fun of Tarn's autistic rocking, he's obviously stressed as fuck when funding for DF blew up and he had to start doing serious dev logs. Say what you want about this coding and how long he takes to get things out but he is genuinely a good person from what I've seen of him. Weirdly wholesome and unpolluted by the modern day.
>>
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are geese a good source of bones?
>>
>>2303549
Honestly so long as you let your farm grow large enough you should get enough bones to do whatever. I think I prefer pigs if we're just talking embark animals for the bigger returns without needing a grazing area.
>>
>>2303549
Imagine the smell
>>
>>2303463
>humans: eugenics is evil, they just want to create a blue haired, blond eyed, anti-monarchist revolutionary race!
>dwarfs: you can tell her genetics are strong from her monobrow...
>>
>>2298043
>year 14
But why?

Also: does anyone know how to fix these PUSSY ASS caravans dropping all their shit on map entry in terrifying biomes with normal blood rain? they literally get horrified and drop their whole stash, causing my entire clan of dwarves to go out into the rain, get pissed, and loot it all.
>>
>>2303624
>Just lose 10 dwarfs to 2 giant wren's
>This guy plays on terrifying biomes
I've become soft
>>
>>2303211
Was this perhaps the least offensive of the modern pieces?
Or maybe it says something about where we are that I'd say "Yes all the women are masculine, active, and warlike, and all the men are feminine, passive and soft, but they at least know what masculinity is!"

I would like to pretend the cosy coffee café parts were intentionally pushed as far to the edge as possible, but they're still in it.
>>
>>2303211
who the fuck would eat breakfast next to a forge? that's the most retarded thing I've ever seen.
>>
>>2303625

Terrifying biomes are easy, and are a limitless source of meat.

embark with 2 limonite, 8 chalk, and a handful of leather. make 2 steel battle axes, steel helms, and steel mail shirts (fill rest with leather armor) and take your two strongest/highest endurance dwarves with Fighter-3, Armor -2, Whatever (I take teacher) 5.

Channel initial wagon spot out (embark with 25 blocks), block the ceiling up, dig one ramp up and cover it with a wood hatch from caravan. dwarves are all safe within about 7ish days, and when you get the weapons forged you can dig a entrance tunnel/barracks for your two dwarves to start training/killing in. Undead funnels in giving you free food.
>>
>>2303631
It's likely changed a lot since I tried but husks, goo/gases & undead arms would just cause shit to end quickly.
Also getting migrants in was always FUN
>>
>>2303350
>orcs
Dwarf Fortress doesn't have orcs retard, they're goblins. Do you even play the fucking game?
>>
>>2303549
Farming any livestock will get you enough bones for almost any purpose, but geese don't have that many bones compared to say a llama or something. Geese also come with eggies though
>>
>>2303640
>whoosh
this is over you're head anon, let the grown ups talk.
>>
>>2303356
>>2303640
>Doesn't know about the D&D shitstorm
Probably for the best...
>>
>>2302449
a certain shade of a cylindrical organ is on the minds of quite a few that browse this site
>>
>>2298043
The change I hate the most is that the free ascii version bars you from being able to look at the legends of your world when you have a fort active, same thing with adventuring but I can understand barring that for time reasons
>>
Is it weird that the most fun I have in this game is going through the legends researching the civilization and the world and accounting for grudges?
>>
>>2303630
Anon what do you mean?
People eat wherever the hell they feel comfortable, I even know morticians that eat food hanging around the dead
>>
>>2303842
>
I don't know how to tell you this but...
>>
>>2303549
probably not, but since you already have a big farm set up for them you can do the science and report later
>>
>>2298043
So I had a tutorial fort and it basically embarked me in a plains area and if I were to follow the lore of the dwarves of DF wouldn't that mean I should be a shitty hillock? What happens if I just retire the fort and embark a new one, will the fort I left behind grow and evolve and solve its own problem or will it be stuck in stasis until I return to it?
>>
>>2304105
It will do its own thing
>>
>>2304105
They're better off without you, honestly.
Even the Legends Mode entry for the fort will reflect that.
>>
>>2304110
>>2304112
Maybe my goal should be to destroy the local Necromancer's tower and then retire the fort after that.
>>
>>2304105
On the map? They'll grow
If you unretire the fort? Stasis, but you'll then have all those new mouths to feed
>>
I use player forts as civ seeds.
Basically find an isolated area island or seperated continent and start and then retire it.
Allowing the civ to "spread" for use with my actual fort in any of those areas.
>>
>>2304313
I once generated a world where only a single dwarven civilization remained after years of battle with the goblins, and they were left without even a single settlement.
I did the same as you, founding forts, retiring them, and watching the faction expand, creating a capital.
It's pretty kino, the world was also young, so it really felt like some epic narrative.
>>
God the new animal portraits are awful. The artist should be fired.
>>
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>>2304356
some of them are good, I don't mind them being a little whimsical a "dorky"; the dog, cats, hamsters, horses, the generic animals are all fine I feel

but some I feel don't really nail the vibe, I'm not sure if it's just one guy doing it or multiple people but they feel very diverse
you can see they put a lot of effort into making them tho, look at the subtle green light on the dralthas head here
the main issue is whatever the FUCK is this supposed to be,
they had a tapir like snout before
now they got a nose and lips?
>>
>>2304368
Can he breathe?
>>
>>2304368
The dogs are the worst. Way too cartoony.
>>
>>2304368
Feel like a meme honestly, like the artist was fucking around and left in the wrong one
>>
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>>2304384
Actually, now that I think about it, for years DF never had any sort of, what can I call, "artistic direction": ASCII graphics allowed anyone to load different tilesets, and each game could have very different vibes depending on the graphics.
It seems to me that it would be useful, at this point where we're also about to start thinking about magic, and other aspects that will perhaps require further work with sprites, etc.,
to try to codify future works to have a sort of aesthetic consistent with the game.
For DF to have almost slapstick elements, of lighthearted and involuntary comedy mixed with moments of pure existential terror.
I don't mind the thought of having a world where creatures like pic-related exist alongside silly, goofy-looking dogs, but there should be some sort of coherence.
but I'm no artistic director
>>
>>2304368
>fortress guard kneels on a draltha's back for 9 minutes
>tantrum spiral ensues
>>
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>>2304414
>fortress guard kneels on a draltha's back
good luck with that, they're big guys
>>
>>2304353
>I once generated a world where only a single dwarven civilization remained after years of battle with the goblins, and they were left without even a single settlement.
Are there ways of increasing the chances of that occurring?
>>
>>2304420
I haven't found a reliable workflow for generating worlds like this, but it often happens to me that among the various civs, there are some with 0 sites and fewer than 50 inhabitants if I don't let too much time pass. For example, with young worlds (less than 50 years old), I see this happening often, and that happend to me with a Medium size region
A young world may have fewer interesting things because the story isn't that complex yet, but the idea of being "the first dwarves" is quite amazing, you'll see stuff your dwarfs making like,writing the first book in history

In fact, if anyone else knows how to reliably adjust some parameters, it would be greatly appreciated!
>>
>dig out new area, 3 z levels deep for ocean to pour into to generate fishing zone inside mountain with ocean fish
>it doesn't populate with ocean fish, or cavern fish at all
I fucking hate this game.
>>
Has the idle count disappeared?
>>
Is it easy to use ASCII tilesets with modern/steam DF? I read that they are gonna support the old keybindings. Not having to use the mouse might actually make me move on from 0.47.05 and buy the game.
>>
>>2299604
They made it even worse with the new creature portraits lmao
>>
>>2304474
Tilesets are half supported in modern DF. Square ones don't display properly. Rectangular ones work fine, and are installed in exactly the same way.
It's worth noting that old style graphics packs are completely unsupported, however.
>>
>>2304474
With the old key binds, the mouse movement is only a positive imo. I build a lot above ground, the only negative is not being able to easily mass cancel flooring. Being able to just drag the walls easily, is great
>>
>>2304485
Damn, old style and square ones being unsupported sucks. I don't like how the steam graphics take away a lot of the imagination factor of the game.

>>2304500
Maybe it is more convenient, but I am just so used to not taking my hands off the keyboard. It just feels very disrupting.
>>
>>2304502
I get that too. I'll be honest, the best part about the old version was the keyboard commands and the old tilesets was that it looked like work to any passer-by.
>>
>>2304368
george floyd looking mf
>>
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>>2303615
She had a baby.
>>
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>>2304581
How many points does the hypothetical uberdorf have?
>>
>>2304589
95 points.
>>
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>>2304368
>oh it's a tapir?
>nah you see, that dangly thing is actually an entire face down to a bearded chin, and those sideway prey herbivore eyes are actually front facing
>>
>>2304605
Damn, 18 is pathetic then. No wonder you're launching a eugenics program.
>>
>>2304406
>pic-related exist alongside silly, goofy-lookinig dogs
Those werecreatures are all goofy
In the goofy game where rain makes dwarfs depressed and literally change their personalities if a single droplet hits their bald head

>>2304425
>A young world may have fewer interesting things because
I tried a young world once, to have less goblins
By the year 30 half the races had been couped in their homelands by goblins who never founded a single dark pit, and most of their members were the original race (or were seemingly dwarfen or elfen but spawned as evil "goblins"? I couldn't tell from the legends viewer) but they were still classified as a goblin civ
By the year 50 half of every continent was just goblin pits, the islands were fully except for one elfen retreat because toady hasn't implemented sailing
>>
>>2304466
>to generate fishing zone
>generate
>fishing
lol
lmao

It would be nice if that worked
You could found on a river and have a moat you could fish in
But the game is incredibly static when you look closer... maybe that's why it doesn't run as slowly as rimworld or oni
>>
>>2304406
Wereanteater is dope.
I'd let that guy infect my fortress
>>
>>2304466
You can fix that with dwarfhack if you want. Personally I think that falls under the real of not cheating really. Just exercising a little extra armok powers for immersive purposes.
>>
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I was too lazy to individually dump water into each pump so I just flooded the top layer.
>>
>>2304695
It’s fascinating to see people build forts that I wouldn’t ever even briefly consider. My forts probably look like shit to you. I wonder how much of an unspoken problem this has been in community forts
>>
>>2304718
>community forts
bloodline forts or community forts? What's the difference?
>>
>>2304718
>My forts probably look like shit to you
Post a fort. I will be kind
>>
>>2304724
I’ll post one one of these threads and call out for the anon whose fort I shitted on. I’m not super excited to play now because of the outstanding ”no-one wears any armor” bug.
Also I usually make 3-5 z-levels high hallways and I don’t know how that’s going to work out with the mining speed nerf. Maybe I’ll play today anyway
>>2304721
Idk dude the ones that people pass on to each other
>>
>>2304733
>the ones that people pass on to each other
I don't know, I've never done one.
>>
>>2304151
I've decided that my goal for this run is to destroy the local necromancer tower.
>>
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>>2304718
I'm putting way too much effort into this one. I just play forts until I get bored of them and delete them. This was while it was still flooding, all the humans died.
>>
>>2304737
>save scum and attack tower with 5 poorly trained axe dwarves and 5 poorly trained crossbow dwarves
>they all die against 100 undead, killing 2
fuck... Maybe I won't be able to remove the necromancer's tower...
>>
>>2304750
train them to legendary
get steel equipment
>>
How do you guys deal with aquifers?
>>
>>2304781
I would rather play in sinister zone than deal with aquifers.
>>
>>2304781
Light aquifers? Smooth the walls and forget about them.
Heavy aquifers? I didn't embark there. If the biome drops below freezing though you can break through them easily enough
>>
>>2304738
>pumpstacks on pumpstack on pumpstacks
dude...wtf is going on there
>>
I have necromancers walking around my fort but they aren't actually doing anything to me. Should I set traps on the surface and hope they walk into them?
>>
>>2304948
you mean like, hostiles that came to your map?
they usually look for dead bodies to reanimate,
most of the time the leave the map in fear after a couple minutes
>>
>>2304953
No they were just walking by from all I could see.
So there's no point in trying to pursue them?
>>
>>2304940
NTA but I'm pretty sure its a massive mist generator right?
>>
>>2304954
I know you can get necromancers as migrants so maybe that necromancer belongs to your civilization and is friendly or something.
Check what groups he is a part of in his info window
>>
>>2304956
I know but
it seems a *little* overkill, the moods arent even that weird
>>
>>2304959
I got no problem with people going overkill in dwarf fortress. Though in my forts one mist generator block in a key location is enough for stable moods for sure
>>
>>2304957
I wouldn't reccomend it unless you lock him up somewhere and only have him to animate when needed.
Normal, non-intelligent undead are hostile to life regardless of allegiance, and so will happily attack your own dwarves as well as the enemy.
Unless of course you decide to make a necromancer fort, with children and their mothers held in a containment area until the child olders and learns necromancy on their own, that way nobody will be harmed and the dead rising only hinders the enemy.

Food for thought
>>
>>2304959
It is overkill, I could've made less and it would be fine.
>>
>watching Blind for tutorial videos
god this guys kind of fucking insufferable
>>
>>2305392
I think he is okay but I haven't really listened to any of his tutorials in a while.
>>
>>2305392
From a purely Dwarf Fort tutorial perspective his info is good.
I wouldn't want to watch him for entertainment for long though, but he does also build pretty cool forts.
>>
>>2305392
>>2305491
Opinion on Kruggsmash, I find a lot of his videos repetitive and annoying after a while but he is also really wholesome and honestly pretty artistic in how he builds his forts, but I can't stand his narration. I understand that people show their kids this stuff and that isn't my gripe. My gripe is:
>[insert Dwarf name here] does X
>reprimand dwarf if it is bad/compliment dwarf if good
>make up good intentioned reason if dwarf does something bad to justify it/continue to compliment dwarf if good
>end by encouraging dwarf to either be better or to continue being good
After a while it gets very grating, I tend to play my dwarves like spiteful little fuckers like in Warhammer; and while not everyone should play like I do it does get annoying having to repeatedly live that formula over and over again.
>>
>>2305493
I feel thats at least kinda on you for watching too much. Every youtuber has to have a schtick. Hate the game not the player.
>>
>275 dwarves in my fort.
This was a mistake. Lets aim for 500.
>>
>>2305530
FPS status?
>>
>>2305536
25 fps
>>
The dwarven trade caravan somehow got spooked by an aggressive buzzard and somehow ended up in a tree and dropped every thing they had.
I got them out of the tree without harm but now they all are just standing around clueless.
I don't think any of the merchants even died. Are they just fucked forever now?
>>
>embark spawns the wagon and dwarfs are next to a river
>3 alligators
t-thanks...
>>
>>2305616
agitated alligators or just alligators?
>>
>>2301171
>a simpler and more intuitive system
And slower. Even at its best, having to mix keyboard and mouse will always be slower than pure keyboard. There's a reason all the Excel wizards end up only using they keyboard while they work.
>>
>>2305606
Yeah. Sometimes you can knock down your trade post and they'll fuck off, leaving all their things behind
>>
>>2305606
Is there any negative repercussions from a trading caravan never being heard from again if you don't kill them?
>>
Can I grow rat weed underground?
>>
>>2305781
It's definitely not slower to use a mouse to build complex constructions, and I liked the keyboard controls
>>
>>2305831
>definitely not slower to use a mouse to build complex constructions
Perhaps you were just not fast enough with the keyboard.
>>
>>2305836
Please it used to take ages to make a circle with walls. Way faster with a mouse.
Not counting using dwarf hack to make circles
>>
>>2305530
I'm at 200
on a 9x9 embark
>>
why is finding flux stone such a pain in the ass? I looked up exploratory mining and was barraged by a crazy amount of info that I just saved the game and I'll deal with it later lol.
>>
>>2305867
Dig deeper
>>
>>2305803
Iirc, any tile that gets exposed to the sky gets considered as above ground even if you cover them with floors and walls, so that then, you can place your above ground crops in an covered up and protected greenhouse underground
>>
>>2305872
How deep? The game tells you to dig deeper but am I just supposed to just dig down until I hit something or should I be exploring each z-level?
>>
>>2305883
Flux stone forms entire layers. You might hit some ore or bullshit cluster though. But no need for extensive exploratory mining, just dig down until you see white
>>
>>2305876
This. I would recommend using a glass floors to seal off the roof. Not because it makes any difference but its more immersive
>>
>>2305876
>>2305901
I'm too new for that, I wanted to make a screw pump but it apparently requires whole production chains that I don't think I'm ready to do anything with yet.
Is there a way to ask your dwarves to haul sometime asap? I mined a bunch of iron and hit some shallow murky water and they just left all the iron on the floor and fucked off.
>>
>>2305867
because finding flux stone is a binary check of if your map has sedimentary or marble layers or not. If you embarked on a volcano you're never gonna find any, for example
>>
>>2305912
>I'm too new for that, I wanted to make a screw pump but it apparently requires whole production chains that I don't think I'm ready to do anything with yet.
Cmon
It is not that hard.
All you need is one screw, a pipe section, and something for the foundation
All of those can be made by a carpenter out of wood
>>
I never realized before how useful it is to embark with a high tactician skill. It makes a huge difference in raid success if combat happens, and it’s hard to train from zero since it’s only gained from successful pillaging/razing/combat in raids.
Next fort I’ll probably embark with only difficult-to-train skills and let all the usual labor related ones come naturally.
>>
>>2305912
>Is there a way to ask your dwarves to haul sometime asap
Two options. Make a custom stockpile that only excepts that ore. Assign a wheelbarrow or 3 in the stockpile window to speed up gathering.
Or set a dump zone and mark any ore you want moved for dumping. When you have all the ore delete the dump zone and reclaim the ore with i. You can use this method to stack infinite items into 1 square too
>>
>>2305392
>god this guys kind of fucking insufferable
Watching his stream currently, badass fort. Can't tell if he's 20 or 40.
>>
>>2305392
His humor and voice made me irrationally annoyed when I tried watching one of his videos.
I don't know him or the rest of his content, but I instinctually hate him for some reason
>>
>>2306182
>>2306187
spent a while today going through his tutorial videos a little more. he's definitely an acquired taste, i was probably a little too harsh on him before. he explains stuff really well, at the very least
>>
>>2306187
>>2306192
>DF streamer
Can't really expect much
>>
Do barracks get crowded?
>>
>>2306411
No idea, I've never built a barracks if I'm being honest.
>>
>>2306411
It gets as crowded as you make it.
If its crowded make it bigger or make a second one for a different squad
>>
So is there a reason why my designated hauler dwarves kinda just no collect things?
>>
>>2306520
Probably. Hauling is a low priority job so dwarfs are probably doing more important jobs.
Or you are a dummy and what you want to haul isn't in your active burrow.
Or theres no available stockpile space to haul said items.
>>
>>2306520
Or you made a mistake with your stockpile which excludes what you want to haul. Possibly due to its material or its quality
>>
>>2306528
>>2306530
There was no stockpile space
>>
>>2306539
I officially became a village and now I'm getting people demanding that I build temples but I'm really afraid of how shit my defenses and military is.
>>
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>>2306553
I don't understand what I'm looking at.
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>>2306591
It forces a dwarf that's locked inside to climb until they die from exhaustion or you let them out.
>>
>>2306599
Why are you training climbing though?
>>
I've read the wiki like 4 times and I don't understand how temples work, I make a meeting area and then put chests and instruments in it? Or is there a certain way how I desginate temples?
>>
>>2306601
Make a meeting area zone on the room you want to be a temple.
Click the add location button in the zone window with your new zone selected. Shield with a + button
Choose temple, then choose if its a generic temple or for a specific deity. Done
Dwarfs will put small instruments in the chest by themselves. But you can place big instruments manually too, like a piano or whatever.
To upgrade the status of the temple, you need to increase the net worth of everything in it. Easiest way is putting artifacts on a display pedestal, or making other high quality furniture to go in there
>>
>>2306606
When your petitioned to make a temple is it okay to just make an unspecific temple or are they demanding a specific temple?
>>
>>2306617
you have to set it to the sect that asked
>>
>>2306618
Thanks, I figured it out now its time to figure out how to get tanned hide
>>
>>2306629
build a butcher shop and a tannery, then order animals to be slaughtered through the unit list. If you have a tannery, it'll automatically queue up tanning jobs if you have skins
>>
>>2306630
Cool, my fey mood dwarf hasn't moved yet but maybe he will once all the things he is demanding is met.
>>
>slaughter a goose
>"Needs tannable body part"
sigh... Do I extract from live animal or can you not tan goose hide? I'm slaughtering a mule next so...
>>
>>2306644
birds don't give tannable skin because they have feathers, you have to slaughter mammals to get leather, sorry
>>
>>2306646
The dwarf actually took a piece of goose leather, but I don't know if he needs more its listing that he needs:
>cut gems
>tanned hides
>metal bars
but I'm confused cause I have a ton of iron bars, and I had a dwarf cutting gems yet he hasn't tried to claim any of them. Do they need to hit a stockpile first or will he also yank them from the workshop?
>>
>>2306648
Oh he is also asking for stone boulders but he already has 3 shale boulders so I assume its satisfied. There's near 1k around the fort
>>
>>2306648
check the dwarf's preferences, he might want a type of metal you had before but used up all of your bars of.
Also sometimes dwarves want multiple items of the same type in a row and you have to figure it out by how long the pauses between types changing are
>>
forgot to mention, moody dwarves collect in order so if he's stuck between tanned hides and metal bars then he 100% either wants a second piece of leather or a type of metal you don't have
>>
>>2306652
>>2306655
He's moving now so I did something right, hopefully he has everything, thanks for the help!
>>
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>>2306600
legendary climbing
>>
just started the game, I'm having a hard time imagining what channeling actually is because i'm retarded. if I channel the tile I'm on, does it just remove the floor and add a ramp down? does channeling up remove the ceiling and add a ramp up? what's the most common use case? how does this differ from staircases?
>>
>>2306672
Making a channel (aka a slope where water can pool like a ditch)
>>
>>2306672
>if I channel the tile I'm on, does it just remove the floor and add a ramp down?
Yes
>does channeling up remove the ceiling and add a ramp up?
Yes
>what's the most common use case?
making pits or irrigation or channels
>how does this differ from staircases?
Stairs go up and down, channels go diagonally so if you need to get a wagon up or down somewhere you'd channel to make a ramp, other than that just think of channel ramps as moving both down and diagonally while stairs are just up and down movement.
>>
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>>2306677
>>2306677
thanks anons. i added a pic just for further clarification. assume i'm standing on the block the arrows pointing at. if i channel down, is the right side the outcome?
>>
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>>2306672
this is a diagram from the wiki about what each mining task "looks like" in cross section
>>
>>2306686
Dwarves always stand to the side when creating something
>>
>>2306689
that actually helps a lot, thanks anon.
>>2306692
makes sense. so it's impossible to channel/build/whatever straight down? assuming the dwarf was standing one block over and channeled the same tile, would that still have the same outcome? i would test this myself but i'm on a bus
>>
>>2306693
dwarves will only stand on a tile they've been ordered to channel if they have no other option (ie you ordered a 1x1 tower of channels) they've played enough Minecraft to know not to dig straight down
>>
>>2306644
Add a "feathered" leather alternative.
Just like how others usually do the same with scales
>>
>>2306698
got it, thanks. if i channel that block with water on it, and keep channeling down, will it make a waterfall or will the water just pool at the lowest available tile?
>>
>accidentally click the wrong button and disband all my military squads
ugh... That's enough dwarf fortress for today...
>>
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Holy shit, when did they make Elephants able to appear like Camels do?
Are there any other animals that can appear like this?
>>
>>2306715
Its been around for a while, it depends on the civilization you are apart of.
>>
>>2306708
The extra confirmations before disbanding squads/convicting criminals/exiting trade screens are my primary reason for installing dfhack.
That, plus the better digging/construction designation, and clothing industry automation.
>>
>>2306703
Just pool at the bottom, but best for you to read the wiki to see how water pressure works. Many forts have been lost to flooding.
>>
>>2298043
>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
Are these must haves? What percentage of the player base uses them?
>>
>>2307447
Do some research for yourself
>>
>>2307447
Hack is once you are past the noob stage. Therapist is mostly obsolete. Legends Viewer is if you care about viewing legends
>>
>>2298043
Merry Christmas /dfg/
>>
I did not play this game in a decade or more. Do you still have to use dwarf therapist to make it bearable? Talking about the ascii version of course, I never installed a tileset or anything. Anything other than the fucking dwarf therapist.
>>
>>2307518
I don't know I'm in the same boat as you except probably with way less exp.
>>
>>2307447
DFHack is a must if you don't want to deal with glitches and small bugs
>>
>>2307518
The only thing I hate about the free ascii version isn't the graphics but the chunkiness of the menu, you have no idea how fucking jealous I am of the new steam menu, but at the same time if they implemented it and changed the traditional key bindings of the original ascii version I'd fucking hate that too.
>>
>>2307447
DFHack is the only one I use, used to use Dwarf Therapist before the steam version reworked assigning jobs.
>>
>>2307518
Therapist isn't required, but if you are autistic and want to really fine tune your job settings and such you'll probably want it.
I used to use therapist and dont bother anymore myself. The in game options makes it easy enough to handle the jobs on a macro level, but if you are a dwarf level jobs guy get the rapist. Dwarfhack also covers a lot of bases for you went the military stuff too (ie who are good dwarfs to put in a squad)
>>
>>2306708
The biggest hurdle to play dwarf fort is learning the menu because there are 5 or 6 different formats you need to learn to play it accurately and honestly spend a month or 2 learning and using the quick keys and you'll find your life will be much easier and you'll only use your mouse to pan around, quit out of menus, and maybe to click on individual dwarves or things you see.
>>
>>2307471
Merry Christmas!
>>
>>2307672
Merry Christmas to you as well!
>>
>>2307447
DFHack is a tool you should use once you learned the game and how some systems work, then you can downaod it with Steam and tailor your experience accordingly
never user dwarf therapist
Legends Viewers has been a must for me, great immersion and this feature should be in the game
>>
>>2308032
Why do some people have issues with dwarf rapist? The rapist is infinitely better than the ingame worker management.
>>
>>2308050
>Why do some people have issues
I really don't I even use DFHack rarely anyway
>>
>>2308050
The steam version job assigner works well enough.
The rapist was only necessary in the free version.
>>
I'm about to embark in an untamed wilds tropical forest full of gold and larp as a new world colony.
What should I take with me?
>>
>>2308129
Something to make books quickly (bibles)
>>
>>2308058
The rapist works better. I can see someone preferring the ingame system even if I don't, but I was responding to "never user[sic] dwarf therapist"
>>
If a stressed dorf gets frustrated about not spending time with family is it enough to just put him and his wife into a burrow inside a tavern/temple and wait until they socialize?
>>
>>2308194
I assume he meant "never used"
>>
>Have amazing fort going
>Realize all the fun stuff on the World map is inaccessible.
Please tell me there's at least a DFhack way of resolving this
>>
>>2308295
>World map is inaccessible.
What kind of fun stuff? Do you mean other civs? You can try sending a dwarf to them to demand tribute and they might take notice of you then.
Unless you are on an island, then maybe you goofed
>>
>>2308354
I think I'm surrounded by mountains?
>>
>>2308354
>Unless you are on an island
Will this ever be fixed? Can't the dwarf just teleport once they come an ocean border or just letting the player connect two island by digging a tunnel and carving a slit once it reaches the border
>>
>>2308359
Toady has boats scheduled to be made in around 2034
>>
>>2308358
Yeah that might do it. Well you'll know for next time. No fort lasts forever anyway.

>>2308359
You can join islands to the mainland and make them accessible to other civs by building a big ass bridge. You'll probably have to start at least 2 forts to actually do it though.
>>
I'm surrounded by niggers
>>
>home civ attacks goblins w/o me knowing
>entire time i've been playing w/o making armor or weapons, not even doors
>200 goblins rape my anus
>>
>>2308477
F U N
U
N
Are you playing the ascii or steam version? Generally when your once a year caravan shows up it pays just to check relationships to the civilizations around you.
>>
>>2308483
I can't comprehend the ascii version. I tried it maybe 10 years ago and it feels like a different game but I could never understand it so I quit until now.
>>
>>2308485
Okay, then when your yearly caravan from the Mountainhomes appears you might get a message that says:
>"Hello from the Mountainhomes, we have much to share!"
>Updates on the World Map/Civilizations page
Go to that map and click around to make sure that your home Government didn't start any wars and make sure the relationships with the people around you are okay. Because if you delve deep enough you might come across... Well... More permanent fun that might take up more of your play time than what is going happening on the surface, that visit from the Diplomat is a reminder to just check the world map and make sure there isn't anything surface side that would blindside you before sticking your fat Da'wi face back into the mudhole you call a home.
>>
How do you guys get anything done in this game? I'm near 100 Dwarves and I'm afraid I'm going to lag out before I can destroy the Necromancer Tower near me. The game shits the bed at around 200 Dwarves right?
>>
>>2308516
about 160 and above is where it starts to die for me. Animals can also grow out of control very fast so if you suddenly have 300 turkeys culling them might help.
>>
Should I bother strip mining or should I pull a minecraft and just dig until I find caravans?
>>
>>2308532
>caravans
caverns*
>>
>>2308532
no point strip mining unless you need to find a specific metal asap
>>
>>2308532
A single vein will give you more than enough metal for years, just know that veins also form across Z-levels.
>>
>>2308532
Random exploratory tunnels is the dwarven way.
>>
>>2308647
>Multi Z-level veins
You sure about that?
>>
>>2308532
>>2308668
not that anon but i can confirm, my mining strategy that has worked best over the years is finding a vein and exploring it through the adjacent z lvls
>>
I built a guildhall and furnished it so it's above 2000, but apparently I failed to make the guildhall.
What am I missing? I did make a zone and I made it a meeting hall for that guild.
>>
>>2308704
I've seen it where, if you're close, the display will round up to 2000, but you won't actually be there, just at 1999 or something
>>
>>2308705
I have a lot of furniture, including 4 iron statues worth 1000 each apparently, but it says I failed the guild halls. Now I got tantrum-ready dorfs.
Fucking hell.
>>
>>2308706
Just put a pricey artifact in there on a pedestal.
You probably have some 10k artifact lying around in a stockpile anyway
>>
>>2308706
Do you have it overlapping with another zone on accident? That can cut the value significantly
>>
>>2308366
>You can join islands to the mainland and make them accessible to other civs by building a big ass bridge. You'll probably have to start at least 2 forts to actually do it though.
If this is seriously possible then terraforming mountains should also be possible
>>
Primordial remnants don’t do anything in fortress mode, right? I looted one and it looks like I can turn it into something at the magma forge, but is there anything it is best for?
>>
>>2308871
Metal Remnants are basically divine metal ingots.
Which are only slightly behind adamantine in sharpness but are also more dense and therefore more useful for blunt weapons as well.
>>
I don't understand how bridges work in the ascii version, when it asked me "select the corners" so like, select how far the bridge spans or select all 4 corners of the bridge?
>>
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>>2308771
No, it's properly delineated. I filled it with gold furniture.
I feel it's going to fail again, I sincerely don't know what to do about this garbage.
>>
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>>2309087
Maybe this shit is just bugged.
>>
>>2309087
>>2309089
I don't understand what you are trying to do.
>>
>>2309090
Make a guild hall.
>>
>>2309091
Oh and keeps on abandoning?
>>
>>2309087
>>2309089
Guild halls need to be complete within a year and need to have at least 2k local value
>>
>>2309092
When the year rolls it says it gets abandoned even though it has > 2000 value and people regularly visit it as a guild hall.
>>2309094
I am doing that. It doesn't work for some reason.
>>
>>2309095
>I am doing that. It doesn't work for some reason.
Can you show us the local value of the guildhalls?
>>
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>>2309097
>>
>>2309098
>2000?
So obviously not 2000 and your manager or whoever appraises is shit at their job
>>
>>2309100
I have over 12000 worth of furniture though...
>>
I like visiting this thread whenever I consider reinstalling DF
>>
>>2309103
Are these all with question marks at the end?
>>
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>>2309105
No.
>>
>>2309106
>~1000
Whose your manager?
>>
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>>2309107
>>
>>2309108
Huh, I don't know it might be bugged then, have you tried save scumming to see if it fixes it?
>>
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>>2309110
The Guild halls I overburdened with gold now show as grand guildhalls, I'm waiting for the year to finish to see if they fucking count or not.
>>
>>2309111
They should and then the guilds will never ask anything of you again unless they are autistic and reject them because they are grand guild halls and not just guild halls
>>
>>2309111
Are you assigning gilds to the meeting area?
>meeting area
>guild hall
>guild hall of X
>assign guildmaster
>>
>>2309114
I did all of it except assign guildmaster.
Where the fuck can I assign that?
>>
>>2309115
Same way you assign a priest when you make a temple
>>
>>2309115
Make sure you are also making the guild halls to the demands of the guild, sometimes they want specific items to made out of specific things
>>
>>2309116
How do I know who to give an office to? I can't see a list of who is in the guild.
>>2309118
Where do I see this?
>>
>>2309121
>How do I know who to give an office to? I can't see a list of who is in the guild.
It should be a nobleman position
>>
Why do people hate fishing so much?
>>
>>2309154
It makes too much food and it leaves mussel shells everywhere.
Though once you bother to automate it its fine I guess
>>
>>2309183
nta, but my fortress is only alive because of one legendary fisher and an autistic dwarf shucking and cooking them into simple meals.
>>
>>2309187
Sir, your plumps?
>>
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>>2309187
I sometimes have drink problems if I'm not paying attention but I always seem to have way too much food to the point I have to start trading it or leaving farms empty for multiple seasons.
Food is too easy with fishing, farms, livestock, eggs, plant gathering, trading. Pic rel my current forts food stocks
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>>2309192
I don't know what happened to them, I was using them as food and drink but all the seeds disappeared, I don't know if my farmer was incompetent or not or maybe because I forgot to fertilize the ground but I lost all the seeds and now we are surviving off of fish and rat weed, it doesn't help that when the yearly caravan comes around I completely forget to ask them to bring shit
>>2309193
I haven't really set up my food yet and I'm still getting by with around 60 dwarves, I'm too nervous about the necromancer tower nearby and the fact that one of the Necromancers there now also governs a human town.
Weirdly enough, we aren't at war with either the Necromancers or the town they took over but I've never seen any human caravans either.
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>>2309204
If you cook plump helmets you don't get the seeds. If you brew plump helmets you do get seeds.
Usually best to forbid plumps being cooked and use another resource for cooking.
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>finally get new dwarfs after over a year stuck with the initial pop (12 in total)
>14 new migrants
>look them up
>it's one couple and a guy with his 11 children
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>>2309283
Use that one prengant or prangnet pr whatever vommand that has been shared here.
Then you rejuvenate -full to make the resulting children adults.
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>>2309283
Give each of the kids a nickname and track who lasts longest, or achieves the most.
Or crush them under a bridge.
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I love it when your fps tanks out of nowhere and you can't figure out why, and then you check the cavern layer and the entire thing is on fire thanks to a forgotten beast.
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>>2309193
I have the same issue. Runaway situation where food fills all available barrels, so I need to make more barrels to store drinks. They should add 500lb dwarves so I can keep one fat fucking dwarf to keep food in check.
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>>2309371
You mean all your dorfs aren't >40 BMI?
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>>2309392
>she would be thin if she wasn't such a fat cunt
Jesus toady thats a bit much.
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thoughts on the new portrait? some of them look fucking incredible
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>>2309398
The unicorns look kinda... fucked up
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>>2309398
You can really tell the artist stopped giving a shit with a few or added his own memes
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>>2309392
>lardy burden
That is now going into my "fat people insults" category, also is it me or does Lardy Burden sound like a comedy move alias for a fat dude?
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>Hyenas are not hunting/war trainable
>Fucking Mandrills and Bobcats are
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>>2309402
one thing I noticed is
normal and mundane animals look fine, maybe a bit goofy but fine
the fantastical and more weird stuff really got some off the wall shit
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>>2309425
Dingos too. Would be nice if somebody went over the animal trainable list and gave it a common sense check, even if it is easy to fix yourself for a specific animal
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>>2309425
>>2309431
isn't it randomly generated per civilization
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>>2309432
No, it's possible that a dwarven civ has the 'domesticated' hyenas you can bring with you on embark but they don't have the 'trainable' tag to become hunting/war animals with the associated bonuses.
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>>2309432
not really, which animals that specific civilization has learned to domesticate, Yes, that's random
but the ability to be trained as war/hunting animals is hard-coded. For example, dralthas aren't war trainable without mods.
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>>2309435
>>2309436
oh, I got domestication and training mixed up because I've never actually bothered with either lel
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>>2309436
I don't know if I would consider that hard coded.
Water is hard coded, as it cannot be changed, creature entries not so much.
Pedantic I know, but I had to put in my 2 cents
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>>2309464
I know what you mean,
I was trying to explain it it layman terms, I dont know shit about coding and stuff
some animals just cant be trained unless you mod the game
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Is it possible to channel in a brook without dwarves drowning?
Is it possible to block a brook? What happens when you do?
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>>2309470
>Is it possible to channel in a brook without dwarves drowning?
like, channeling the water in your own reservoir? yeah, brooks arent that crazy anyway
>Is it possible to block a brook? What happens when you do?
brooks freeze over during winter so I guess they "block" themselves already in vanilla
matter of fact, you should dig those channels while the water is frozen so the drowning part is out of the equation
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>>2309473
little obligatory post scriptum:
when I say "brooks freeze in winter" I'm assuming you're not in a warm biome
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>>2309473
>like, channeling the water in your own reservoir?
I tried that and murdered a whole fort that way early on, I want to channel 3 spaces for a windmill
>brooks freeze over during winter so I guess they "block" themselves already in vanilla
I don't think mine does, also in the ascii version I'm having trouble trying to figure out which way its running, I'm assuming its running south because the brook goes from North to South.
>>2309476
People told me that I could channel the brook to make an under water river, which I kinda want to do through a cavern later, but in the free ascii version, it seems that you can't mine out the last wall border at the edge so maybe I can't do it in the ascii version, so now I'm trying to maybe set up a screw pump system where I can fill a little well up full of water until I strike underground water or cavern water.
There are small stagnant pools on the surface that I actually want to pump and clear out.
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>>2309482
>it seems that you can't mine out the last wall border at the edge
you can't mine directly out of the map, you need to smooth the last tile and then add a fortification
water and lava will flow out of the map this way

and if you dig a channel one z level below, the water flow will follow the direction of the channel you dig
also keep in mind, digging diagonally will reset water's pressure, you want to do that so you dont get flooded instantly
and probably using screwpumps and floodgate is a better solution
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>>2309487
when using a screw pump manually does the dwarf get wet and upset if he can't stand to the side because the pump is in a 1 tile hallway?
>also keep in mind, digging diagonally will reset water's pressure, you want to do that so you dont get flooded instantly
Do you mean like digging 1 channel completely resets the water pressure or do you mean cumulative channels are needed to reset water pressure? I'm gonna go the screw pump method since I've never built one before and I feel like its a very important mechanic to know and learn to deal with water.
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>>2309496
water doesn't touch a pumping dwarf unless you don't block the backwash
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>>2309497
>unless you don't block the backwash
Pumped water can backwash?
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>>2309499
pumped water doesn't have any directionality, it behaves as if water is teleporting into existence on the square it's being pumped to, which means it will flow in all directions, including back around the front of the pump and to the dwarf pumping it. If you build a wall in line with the front space, that won't happen
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>>2309499
yes if it hits an object
thats how you make mist generators

I suggest you to watch some tutorials for water management, I feel like I will omit something and tell you incorrect info
im not trying to be dismissive of your question it just that maybe some other anon can do a better job at explaining it
me brain kinda smooth
https://youtu.be/kDU2h_8jRjU
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>>2309504
I watched that and it wasn't retard proof for me lol
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>>2309505
I can't blame you, water management is something even veterans still struggle

but its extremely useful to master, since you can learn how to use light aqufers and shit

maybe if you post some screenshots (dont worry if its ascii we love that shit here) of your contraption
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>>2309468
Generally speaking you should reserve 'hard coded' for something that can't be modified by users at all
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>>2309521
thanks for the "uhh actually", I will keep it in mind from now on
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>>2309508
I've seen people use stairs to transport water up and down, I'm assuming you can do that in the ascii version as well, but maybe that isn't as efficient as just channeling a pit, but even with a pit I'm gonna need stairs to get them out right? Or will they climb out?
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>>2309523
The uh actually was a different anon prior, I was just trying to be helpful. Why do people get upset when they're completely wrong about something and someone else says what is actually true? I've never understood that.
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>>2309525
I'm pretty sure the ASCII version works exactly like premium
(I'm assuming you're playing the free copy and NOT the steam release with ASCII on)
water will go down stairs, yes
dwarf are able to walk on tiles with water and lava until it reach a certain height (IIRC its like 3?)
anyway like I said, at least for me, some screenshots would help

>>2309528
yeah anon sorry it came out as passive/aggressive, I was genuinely trying to make a joke there but I just came out as an asshole, sorry about that mate: like I said I don't actually know shit about coding, DF might help me learn LUA, and clarifications like that will make things easier for me, so thank you, no upsetti here
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>Cauldron man walks directly into barracks in an attempt to steal an item
bruh
Also how are people finding sieges currently? Just how difficult are max difficulty siege options?
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>>2309468
As I said, I was being pedantic, you're fine
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>>2304630
anecdotally, I've generated new fishing zones using aquifers before. I don't know how or what the requirements are, but I've definitely done it.
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>>2304630
What about all those tutorials of indoor ocean farming I see on youtube?
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Is there a way of filling certain stockpiles first?
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>>2309752
In that guy's defense, the last time I generated a new fishing zone was probably...42.xxx. It wouldn't surprise me if it /was/ a feature at some point, especially since there are other players that have anecdotally done it, or if there is some incredibly esoteric set of circumstances that must be in place for it to trigger.

replicating those ocean farming tutorials is not fool proof. it wouldn't surprise me if there was a new bug that was introduced which turned off new fishing zones, but because so few people use fishing, let alone look to make new fishing zones, it hasn't been properly documented.
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I have necromancers raiding my refuse piles, I have an idea, what if I put doors and a wall around my refuse pit, build a second story with carved holes to shoot through and just pepper them to death with crossbow?
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>>2309752
The Jew fears the indoor ocean farmer.
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>>2309752
You can just change the tiletype of the area to an ocean or river with dwarf hack anyway i think
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>>2309846
can you even shoot the undead to death? as retarded as this question sounds, unless something pulps the corpses (maybe wooden bolts?), the neckromancer is going to keep reanimating them
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>>2309909
Eventually they become so mangled that a stiff breeze immediately puts them down again.
So yes, technically. Just like how skins can be animated, even inside a backpack, you have been warned.
>t.had an entire hydra husk eradicate me after a necrodancer waggled his fingers at my backpack containing a "scale".
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>Other dwarfs keep sending treasure hunters to find my artifacts
Curious if at a certain point they'll start asking questions as to why none return
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Is there a limit to how many wild animals can appear in a map? There's over 30 milkfish in here and I don't know if they are preventing other creatures from showing up
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>>2310015
My foggy memory says yes. But i'm not sure if its on screen at one time or over the lifetime of a fort
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I HATE goblins. I HATE elves.
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>>2310057
The worst thing about as elves is that despite being so annoying they have some of the coolest trade options, exotic animals. So you gotta keep em happy by kissing trees just at a shot of rolling the animal gacha next season.
Goblins are just fulfilling their purpose as armok intended, my only problem with them is how much garbage they leave behind when you wipe out their sieges.
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>>2310057
Good
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I just noticed for the first time playing my long term fort, that the humans I've been trading with this whole time are named
"The Confederacy of Candies"
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>>2310079
Lol, very regal name
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>>2310034
Yes to both
>>2310015
Yes. Depending on embark size (4x4/5x5/etc), you can only get a certain number of non cavern creatures going at the same time. At 4x4 I believe you can get two "spawns" (each spawn being a group of animals, some animals spawning in larger groups than others).
Each animal type has a limit to how many can spawn /ever/, and this is most apparent with the Yeti, which typically has a population cap of 10-15.
>>2310059
Raid them for livestock. I've gotten giant elephants, unicorns, etc from Elf raids before within my first year. Raiding is lowkey busted sometimes (also have received GCS and cave dragons from raiding goblin sites early on).
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my artists hand depiction as to why my most recent fort fell
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Can enemies use your siege weapons? Like if I have an outer parameter that gets taken will gobs turn bolt throwers around & man them?
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This game really makes you feel like a god sometimes.
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>>2310596
I don't think you can turn bolt throwers like that, at most I think they'll just destroy them.
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So ballistas are undoubtedly the worst siege weapon now right?
Bolt Throwers > Catapults > > >Ballista
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How do you recover dwarves taken prisoner?

Raiding the site over and over never seems to work and the mission to recover captive seems to do nothing.

And I'm not really clear what influences whether your dwarves are taken prisoner, if it's some hidden mission difficulty, individual dwarf skill, tactics?
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>>2310827
It's way more useful underground and against single targets, and it also covers bridges really well, or even more defensively you can use them to clear the tops of your own walls

Use to to stage a dwarven L shaped ambush over a bridge.
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>>2309909
It's not a great strategy, but it's low risk. If you use bone bolts it's more realistic. If you are only doing it to soften up the undead and have Infantry to finish them, it's not a bad tactic early on.
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>>2309846
The best way is to auto dump refuse onto a dwarven atom smasher.
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>>2310015
There is, yes. Dfhack has a utility to limit animal migrations and banish stupid animals that won't leave your map
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>invaded by 33 goblins
>immediately invaded by 77 undead
>hole in wall
>forgotten beast
>deadly dust
>cavern flood
Legitimately killed them all but the clean up effort will take a whole year.

I've learned to set up a field collection point, that saves months. But the dwarves are not happy.

One goblin marksman climbed the walls and killed like 15 dwarves.
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>notice miasma
>butcher and kitchen
>no-one hauling
>stockpiles "full"
>dwarfs hauling to empty spots but not using bins, barrels or pots
>dwarfs spending all day in church and the sculpture garden with "No job"
>set playing children to haul, they continue to play
>ask internet
>decades old question
>"Post save file!"
>"You fucked up your standing orders"
>"You did something wrong"
>"You need to check quality on the stockpile"

>stop asking internet
>save, return to main menu, load
>dwarfs now use bins, barrels and pots
Wonder what causes it. This isn't the first time I've had it.
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sorry for the reddit spacing but i'm losing my mind. newbie to the game looking to clear up some confusion. i checked the wiki and did some troubleshooting but nothing really makes sense. the core issue is i have a brewing work order with two conditions: >10 empty food storage items and >10 unrotten brewable plants. neither check is satisfied.

for the first condition, i'm not sure what the difference between an "empty barrel" and an "empty food storage item" is. i did add a third condition to check for >10 empty barrels, and that condition is met while the condition checking for empty food storage items is not met. should i be using barrels for the brewing check?

for the second condition, pic rel. i have a ton of plump helmets in my stocks. they're all in barrels in my food stockpile. the condition is met right now, but it fluctuates day by day between being met or not. i made sure the plump helmets are not being cooked and only being used for brewing. anyone know why it switches between being valid for brewing and not?

lastly, can someone clear up the meaning of the numbers for plants in my picture? is that 34 stacks? i'm assuming the orange number means that number is in use, but how is it greater than what i got in stock?
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>>2311100
>"empty food storage item"
I don't know all that, but food can be stored in barrels or pots. Pots are made out of stone or clay. They function the same but wooden barrels are usually lighter and wood is plentiful
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>>2311109
that's what I figured too, that a barrel is just an example of an "empty food storage item", but see pic. The empty barrel condition is met, but not the empty food storage item condition. I would have figured the former would be more granular than the latter
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>>2311111
Are your plant and barrel stockpile linked to the still or maybe something else?
I'd remove either the barrel or food storage check too.
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>>2311003
I haven't found magma yet and the new necromancer's tower set-up next to me has been more of the major concern.
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>>2311117
An atom smasher is a raising bridge used to smoosh trash out of existence.
You make a dumpzone over a hole that drops at least 1 z level so it lands under a raised bridge, then you activate the bridge and it cleans your garbage away.
It also works on goblins or elves
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>>2311100
>>2311111
> and that condition is met while the condition checking for empty food storage items is not met
as stupid as it sounds, maybe you have exactly 11 empty barrels? (at least 11, but not greater than 11)
>should i be using barrels for the brewing check?
yes, food-storage items and liquid-storage items are not the same, (some pots can't hold liquid booze), all barrels are liquyd-storage
>he condition is met right now, but it fluctuates day by day between being met or not
it happens when Urist McHauler picks up a lone helm plump from the farm and marks the whole helm plump barrel as unavailable for crafting (hence the orange number meaning the unavailable amount)
>sorry for the reddit spacing
just don't?
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>>2311120
That sounds very complicated for a new player
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>>2311125
Nah its very easy. All you need is a bridge and 3 mechanisms. Heres a pic of mine. The forbidden bones are sitting directly under a hole where it got thrown in. The bridge is raised. Pull lever, bridge lowers, trash gone.
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>>2311125
>That sounds very complicated
SOUNDS. Lever-operated mechanisms are very easy to build and well, operate. They don't even need wires or something like redstone.
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>>2311128
>>2311130
Is it automated or do you need to tell a dwarf to do it once a month? I'd rather just find and channel/pump magma to a place to use for trash disposal.
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>>2311132
>Is it automated
probably with DF hack, but if bridges are too hard then no
>to a place to use for trash disposal.
midgets can't place things in submerged stockpiles, so you have to designate the items for dumping anyway
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>>2311132
I usually have a corpse/refuse stockpile near the hole. When the stockpiles are full I just mark everything in them for dumping and the dwarfs toss them in.
I think you can make it more automated using a minecart, but I've never bothered to. This method is easy enough.
Just pull the lever whenever you feel like it. There's usually no rush. Heres the view 1 floor up
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>>2311100
Unrelatedly...
Are you using dfhack?
https://store.steampowered.com/app/2346660/DFHack__Dwarf_Fortress_Modding_Engine/
Use dfhack

>>2311111
>at least 11
>greater than 11
Change the numbers to see at what point the condition is satisfied if at all, DF can be fucky with what constitutes something

>>2311125
For a new player? Yes
It's good to help teach you about
>mechanisms and levers
>multi-layer planning (dumps)
>bridges are dangerous
>just because the bridge is down doesn't mean dwarfs will stop dumping
>bridges fling things
>what to do when you realise you need to retrieve an accidentally thrown away item (accessible contraptions)
It's required knowledge when it comes to sieges... because it's the same as your front door

>>2311132
>Is it automated
Nope, levels and other things are technically automatable using *Advanced* things such as pressure plates, minecarts and captured creatures, but the game offers no mundane way to order lever pulling except when you say
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>>2311136
The issue I always run into with these atom smashers is either kids hang around them after dumping and I forget to trigger it so purple fart clouds just ruin them or I automate it and someone gets hit by Billy Bob's left foot and falls in to get crushed. Lava is so much easier.
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>>2311149
can be solved by building it several z-levels below the dumping zone so dwarves don't hang around the smasher
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>>2311149
You could just forbid kids from dumping. It generally just turns them into awful little shits that smack your other dwarfs around anyway.
Kids shouldn't be idling near corpse or refuse stockpiles unless theres something else there too, like a finished goods stockpile.
Benefit of the smasher is its very compact and can be put anywhere. Usually takes way more effort to get lava to an efficient place to be used as a dumpsite, unless you have a volcano, or your main fort area is at cavern level or lower
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>>2311149
>kids playing
Locked door to the actual crushing area.
>miasma
I put them on the surface. Butchers too.
>automation leads to accidental death
Yes.
>lava is so much easier
100%, you have zero criticism for doing this.

>>2311154
>It generally just turns them into awful little shits that smack your other dwarfs around anyway.
I wish dwarf children wouldn't turn into animal killing monsters if they ever experience a single negative memory. Then again dwarfs have this issue too sometimes with impossible to meet needs like "Be with family - has no family".
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>>2311181
I can put up with kids becoming monsters due to negative impacts. I just wish you could banish them like the adults.
Everytime I have a serious problem child, I usually have to wait until they go into a bedroom then lock them in till they die of thirst.
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>>2311099
maybe some burrows shanenigans?
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>>2311099
Report the bug if you haven't or if no one has, that's one of the more upsetting bugs.
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>>2311099
this bug happens to me like every 3rd or 4th fort. It's annoying as fuck because it temporarily goes away when you reload but there's no way to permanently stop it
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>>2311241
>one of the more upsetting bugs.
for me its been visiting people even if all my meeting halls/hospitals/temples are only open to citizens
wtf is happening? at least they're monster slayers and help me with the FBs downstairs but shits been annoying, my fort is full of freebooters
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1. How
2. Why
3. Is it possible to save him
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>>2311266
Ok, turned out that there was a diagonal opening a few z levels below. So the only question left is WHY
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>>2311269
>>2311266
could be lots of reasons
maybe theres some /wood/plants/logs/fruit on the ground nearby and he was trying to haul it
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>>2310997
I did a raid on goblins that didn't take any prisoners from me but they seem to have taken prisoners from my civ.
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>>2311318
>>
>Look at my tavern
>Goblin with no clothes felt aroused after a performance.
Are Goblins jeets?
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Another retard newbie question. I have a ton of empty bins in my general purpose stockpile. How do I get my dwarves to use them? They started to at the very beginning of the stockpile, but I have no idea why they aren't anymore.
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>>2311181
Personally, I always pick lava over atom smashers since the latter feels like an exploit. It’s pretty easy to get a working magma dump early on since you can just dig a hole straight from your fort to the magma sea. It’s easiest if you discover all three caverns first so you can dig your garbage chute somewhere that avoids all of them.
And for depressed children, if you give it enough time, even the worst ones can recover if they have enough toys, good bedrooms, mist generators and all that.
I had one terrible kid in my fortress who had been traumatized by watching both of his parents die. Always starting fights, in and out of prison, the usual. After implementing some happiness reforms and waiting ten years, he’s lost his haggard status and is one of the happiest citizens in the fort.
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>>2311269
I’ve recently noticed dwarves choosing to climb over magma tiles instead of taking a safer longer route. I don’t know if it’s new behavior with the siege update, or if I’ve just never had a fort laid out this badly before.
Your miner probably wanted to go grab some troll fur socks outside or something.
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>>2311375
If one of my dwarf kids kills another dwarf or batters too many too soon then they get locked in the naughty room indefinitely.
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>17 z-levels in and still nothing but aquifer
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My dorfs don't want to haul shit anymore.
I don't know what to do. I've fiddled around with all the work orders, but nothing works. I've reduced planting to a single season, and I've disabled automated stuff like weaving, even forbid stuff like fishing. The dorfs just don't want to fucking work. They spend their time socializing, dacing and eating, which is okay, and they will do workshop-assigned stuff, they just won't haul, at all.

Any ideas?
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>>2311445
Forgot to say, they don't want to mine or cut wood anymore either, even if I set it to priority 1. The work orders for mining/woodcutting are set to [Only selected do it], they are properly selected in the tab, they haven't lost their axe/pickaxes, and the path is clear for them to reach the designated point. Seriously, what gives?
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Is 20 dwarves worth it for a roc?
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>fireclay on embark
Harry, you're a potter
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Is there any word on if we will get clay/sand sources going to shit when you hit caverns fixed at any point in the future, or is the answer still "lol use this workaround" and no plans to change it?
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>>2311697
You can gather sand through floor grates that also stop the fungus growing.
Use this work around!
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>>2311707
Okay, so we are still in "use this workaround" territory? Does the floor grate trick work after you breach caverns, or do you have to cover it before they are opened up? Is it fair to assume this will be fixed in 2030+ if ever?
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>>2311567
I wouldn't say so unless you can train them to do something.
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>>2311784
some goblins attacked and i got 2 cave dragons too so hopefully i can get something started.
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>>2311730
Cant you just build a dirt road on the moss you want to get rid of?
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WHY THE FUCK IS RAINING 24/7, I SEARCHED FOR LOW RAINING ZONE AND I'M IN A FUCKING DESERT
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>>2311847
magical fun rain
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>>2311847
>Urist Anonclasped was irritated being caught in the rain
>>
built my first fort on a sand layer, and realized i shouldn't have done that a few hours into the fort. how deep do you anons usually build your core foundations of the fort? i also struggled with committing to a specific direction and getting cucked by underground water. how do you best handle that?
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>>2311876
I usually make a mini fort early in a soil layer. Then when I'm ready to do the main show my mini fort usually becomes the farming area.
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What a weird fucking waterfalls. The walls under this thing actually go all the way to the valley bellow, but the inside is completely hollow. The water is also spilling outside the river below
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>>2311901
Stone sense is a cool little utility
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>>2311893
that's fair. out of curiosity, why make a mini fort as a stopgap and not go right into where you end up?
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>>2311912
nta, but that's actually a good question. Do any of you guys bother to do farming in the soil level or do you just dig down to find a cavern to wall off and use?
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>>2311912
Mini fort is just a big circular room that I can get all my supplies stored in, setup a small farm, a corner with some beds and another corner with tables and chairs. Once thats going you can take as much time as you want to plan out something else without fear of dying or very unhappy dwarfs for quite a while.
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>>2311918
I usually use a murky pool to irrigate a small farm near the surface so I have a reliable source of plump helmets, since walling off a section of the cavern can take a while. Also a surface crop or two, especially if there’s one that can be used for thread.
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>>2311968
Why not just ferterlize?
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>embark 4x4, nothing happens. embark 4x4? nothing happens.
>embark 6x6? something has collapses x 1000
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>>2312081
I remember the brief bug of adamantine spires and magma (I guess lava) spawning above of embarks.

I wish shit like that was made into being a feature even if it was FPS/fort death 99% of the time
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>>2312082
I meant 16x16. Was trying a 16 embark and a hole was slowly appearing in the ground from things collapsing but that took 10 minutes and I didn't feel like waiting.
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>>2312085
A sinkhole? Also sounds like that would be a cool feature on occasion
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/dfg/ is the only general that never felt cliquish to me, and therefore the only good general I ever visited
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>>2312328
It's nice, a tad slow if I have to criticize but there are far more worse boards.
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>>2312150
It doesn't happen on every 16x16 embark, but when you choose an embark size that large it lets you find really weird shit so then you can go back to 4x4 in an interesting spot.
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>>2312328
for me DF is one of those 'esoteric' games that I only knew thanks to my first lurks in 4chan decades ago, and /dfg/ still has that early internet aura somehow
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>>2312687
>and /dfg/ still has that early internet aura somehow
extremely inbred, stagnant and unfunny yes
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>>2312758
nta, but just how I like it. Just a bunch of nerds hanging out.
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>>2312758
Perfect
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>>2311111
the food storage check is looking for somewhere to put the seeds, not just the booze
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>>2298043
Help me dwarf bros. I wanna play DF but I just keep bouncing off. I find it tedious - digging squares in mud, placing workshops, making bedrooms constantly and suffering through unending work orders. I feel like its too much micromanagement. I dont really like the fortress building part of the game and never have. Its mostly repetitive and tedious to me. I have 190 hrs in the game or so.

Ill be clear, what brings me back to this game is the hope that my next fort is more interesting. I almost never get raids, vampires (ive gotten one in all my play)
, necro sieges. Ive tried everything, settling in haunted reviving biomes, digging into the circus. Its boring. I keep hearing crazy stories of carnage, dwarven stupidity, boatmurdered levels of tragedy - and they just dont happen to me. My last game I spent 12 years building a massive capital, got adamantine, 3 garrisons, went to war with elves, humans and goblins at the end, had my wealth to a million or so - not a SINGLE fucking raid. Nothing memorable happened. I wasnt on a secluded island but in the middle of the continent with different settlements in each direction.
12 fucking years and not a single memorable thing happened. Just constant buIdling, constantly making new bedrooms for migrants, constant new guild halls… its so mind-numbingly boring and repetitive it killed any interest I had in the game.
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>watching military slaughter a bunch of blind ogres and goblins at the fort entrance
>some sneaky goblins blow out the rear wall and kill pigs and chickens instead
I like the new sieges
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>>2311099
There is a DF utility for dwarven strike, it's a recognised bug where dwarves won't take j jobs.
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>>2313010
Did you try sending raids or tribute demands to your neighbours?
That usually pisses them off enough to come at you.
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>>2313111
Yes, ive raided all my neighbors. I started a new fortress in a new world with savagery and pop size cranked to max, on a cramped world. Hopefully I will get to the !!FUN!! this time.
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>>2313149
Yeah nature of the game is sometimes your neighbours are just pre occupied with each other.
Getting 0 raids is pretty famn rare though.
Did you happen to embark with ocean tiles in your square? That fucks up getting visitors too. Fixed probably in 2050
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>>2313157
Nope. I was in the middle of the world, half a day away from a goblin pit (!!!). Right now I'm building a hyperindustrial fort with minecarts driving everywhere, i've never dabbled into minecarts before. I hope a dwarf or two will get hit and lead to some !!FUN!! interactions. Raid and Economy difficulty set to highest, as well.
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>>2313215
Weaponised minecarts do some serious damage.
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>>2313219
I want to build a chinese sweatshop fortress. Bad living conditions, workshops and stockpiles everywhere, shared dormitories, and minecarts driving everywhere. Dwarves will have to bravely dodge and weave between mach 10 carts just to get to their workplace, or else they'll become red dwarven mist.
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>>2313229
Sounds great. Don't forget the dwarven shotguns
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just had my first real siege in a new fort
these bolt throwers are awesome, and there was a goblin riding a flying Kea (could they always have flying mounts???)
a single ballista arrow took them to the ground, it's pretty fucking awesome
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>every dwarf stole a mask from a dead goblin after the battle
All my dwarves look like edgy little hillbillies
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>open game
>literally can't remember what i was doing
>only remember my goal
>an army of 500+ dwarves
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>>2298043
Is there a way to cave in or refill passages you've mined out? If not I wish there was one to make my fort look more aesthetic.
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>>2313539
build walls
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>>2313542
boo, its probably easier just putting a door and lock it.
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>>2313539
dwarfhack
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>>2313650
So are you telling me that in the original dwarf fort there is no way to make a dwarven hillock?
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>>2314669
Not outside of larping as one
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>>2314687
Big sadge
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>>2313531
time to invade the elves
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>>2315166
Good luck!
Is it possible to genocide the Goblins? I know that Dwarves and Elves can go extinct but can Goblins since they are immortal and have a high reproduction rate?
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>>2315177
Yes, immortality ≠ infinite population
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>>2315185
Anything is possible if you set your mind to it.
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Having done so multiple times I can say with confidence that wiping out civs in your own is tedious especially if they own more than one site. As the overall civ population will refill sites until you completely deplete them.
Of the various sites to depopulate; caves are the easiest followed by hamlets/towns, then treehuggers, then hillocks/fortesses, then dark sites.
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>>2315185
No but it damn well helps.



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