goonicorn editionPrevious: >>2298043Avaliable 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!!12/19/25 - Dwarf Fortress 53.08 released with rebalanced material dig speeds, the 7th patch for the siege update. Recent patches also include hundreds of new creature portraits, bug fixes, and tweaks to siege behavior.>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_historyDwarf 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_Pagehttps://dwarffortresswiki.org/Utilities>Utilities that (you) should know about:DFHack: https://dwarffortresswiki.org/Utility:DFHackDwarf Therapist: https://dwarffortresswiki.org/Utility:Dwarf_therapistLegends Viewer: https://dwarffortresswiki.org/Utility:Legends_viewer>Tutorials:Quickstart Fortress Mode: https://dwarffortresswiki.org/index.php/Quickstart_guideQuickstart Adventure Mode: https://dwarffortresswiki.org/index.php/Adventure_mode_quick_startOther tutorials: https://dwarffortresswiki.org/index.php/Tutorials>A bunch of guides to various parts of fort-based living:http://imgur.com/a/nGyRFStrike the earth!
What are your go to fortress defense designs now after the siege update?My moats are useless
>>2312368Unicorn picture in the OP comes from the Adjusted Creature Portrait mod on Steam, which fixes most of the half-assed or goofy portraits>>2312370Lots of bolt throwers. The more the merrier.They're OP but they burn through bolts fast, so I've been trying to keep at least 1000 bolts available.
>>2312372>Adjusted Creature Portrait modMonster people are still brown I see
>>2312370Bolt throwers behind fortifications in towers made from reinforced walls, surrounded by weapon traps.Enemies can dig upwards through floors now, so don’t design your towers/walls with an overhang like you might have to protect against climbers in older versions.
>>2312368Who thought this portrait was a good idea?
>>2312370same windy trap tunnels as before but now with bolt throwers in the walls
>>2312370>>2312585meant to reply to this
>>2312368How do I revert back to the pre-steam keyboard layout control mode?! Reeeee
>>2312370>My moats are uselessIn what way?
>>2312368How hard is it to survive on a seashore?
>>2312977Been a while since I’ve embarked on a coastline, but the main things to worry about are aquifers, a potential lack of wood, no arable land, and the need to desalinate water with a screw pump. If you can get past the aquifer, the other issues are solved by the caverns.Also don’t dig the entrance to your fort where the waves can get in.
>>2312639you literally cannot do itwhich is awful I recommend a trackball mouse
>>2312977Easy, there's usually enough land to live normally anyway.
How do you get graphics onto the old tiles DF?There are so many options that I just can't work out how to do it the basic way. 3x3, 4x4, tiles, packs, it's totally overwhelming.I'll take ANY graphics set, when I've got one, then I'll worry about harder methods
>>2313023>Also don’t dig the entrance to your fort where the waves can get in.pussy
Raided a tower, got a book with the secrets of life and death. Because of my library setup, half my dwarves are now necromancers. Unexpected development.
>200 dwarfs>11 full squadsyup it's raiding time.Tempted to increase the pop cap next time so I can install real fear into elves and gobshits
>>2313026actually because how upset this made me again while looking at my trackball mouse I have decided to try vibe coding a mod to fix this Lend me your autism
Do I need to set this dwarf to a barrow of just a temple/tavern for a while? I haven't dealt with depressed dwarfs in a while
I know about flux stones, but besides them and iron, what other minerals should a good embark have?
>>2313185tin is good to have in case one of your nobles spergs out about wanting pewter or bronze
>>2313185Anthracite / bituminous coal is always nice, since it saves you hassle of producing fuel from wood (atlhough the joy of pissing off elves can compensate for that). I also like silver, since it's easy to get decently priced crafts from it, and it also make suprisingly good blunt weapons. Not to mention that it's good against werecreatures, especially when you dont have steel (yet)
>>2313023I am not sure I ever even saw an aquifer so far, probably lucky on my embark positions previously...How DO we deal with aquifers?
>>2313228>Not to mention that it's good against werecreatures, especially when you dont have steel (yet)This is false. Upon world generation a random metal is selected as the weakness for werebeasts, this can be any ofthe metals in the game and there is no actual way, to my knowledge, of knowing which one other than carefull experimentation by trial and error, which is dangerous, unpractical and quite pointless as you are likely better off just shooting the werebeast from afar with your bolt throwers and marksdorfs.
>>2313185I love sand myself. Glass (specially clear) is half as valuable as iron or silver BUT is infinite to produce everything except weapons and armor and beds. Takes some effort to kick the production up though.
>>2313039This happened in my fort, but only 5 became necromancers before I locked up the book. They all suicided themselves by summoning bogeymen when they got spooked, taking a few other dwarves with them.>>2313114Burrows, or turning off some useless labors and letting her wander around freely for a bit. Let her craft a few weapons, and make a temple for her deity to cover her needs.Throw some nice furniture in her room or build some floors out of expensive materials and engrave them as well.It also helps to make some general happiness improvements, like dining room renovations and mist generators. >>231325195% of the time you’ll find light aquifers, which are easy to deal with since they produce water slowly.Go one layer at a time, and smooth all the aquifer tiles, or dig them out and replace it with a wall. They spread water to the sides and to the tile below them, so be aware when you’re digging below an aquifer.Heavy aquifers are a pain since they produce water very fast. Check the wiki for some ways to deal with them. I always used the cave-in method in back when all aquifers were heavy, but the newer double-slit method seems simpler.
>>2313285sands the fuckin bomb bro. infinite furniture infinite walls infinite statues. floors you can see through (cool). what is not to love
>>2313185Fire clay is nice. Good value, no need to glaze.
Is there no way to control the amount of vegetation in world gen? I want thick ass forests everywhere!
>>2313611Probably something to do with temperature meshes & drainage?
>>2313624I dunno, is that how that works? I am new and have very little understanding of the game...
>>2313625I'd just play around with generating small worlds and seeing what the options do.Also the wiki/google
Is there any advantage to build on a volcano other than easy access to magma early on? And what are the drawbacks?
>>2314027volcanos will never have coal and won't have flux stone unless you get a lucky marble layer, so you you trade off infinite fuel from day one with the fact that your steel production will be entirely dependent on the whims of trade caravans
coming from Rimworld and just finished my fort. maxed out at like 45 dwarfs before some werewolf infected everyone and things went to shit. i have a few questions. how far down do you anons usually dig before fleshing out the fort? i had a TON of visitors petition to be long-term residents, are they beneficial or do they just eat and drink for free? how much attention should i pay to the unhappier dwarfs, do i try to micromanage their needs or just take a utilitarian approach and build for the greater good, etc? any other general purpose tips for my second fort?
>>2314049That sounds pretty shitty.Am trying to generate a nice world for a seaside fortress, but am unsure that gameplay would be actually interesting there...Hopefully I get to see exotic wildlife that makes it FUN.
>>2314061>how far down do you anons usually dig before fleshing out the fort?That depends on taste and the threat level you are expecting to face, but usually having a 3x20 corridor with a gapped wall at the end that will fit 3 bolt throwers will usually be enough, just make a longer S shaped passage for the trade caravans to reach a trade depot and have a sideways L entrance to the stairs.If you want to be a paranoid person, make yet another 3x20 corridor with bolt throwers and then build on the level below.The S shape trader path should be clear, but on the segments that they will not go through in the main corridor place rows of stonedrop traps and cage traps.Assuming those bolt throwers are safely behind a reinforced gapped wall, with an annex stockpile full of bolts, you should be able to eliminate most raids. That is assuming you have enough bolts stocked to keep firing until every enemy is dead.I usually build barracks around this initial entrance, so I can quickly mobilize warriors into the corridor if needed, which can be the case if you are facing something bigger and meaner than your average goblin raider.Take petitions into consideration carefully, many can be great for your fortress like those monster slayers or soldiers, but do not take too many artists, just a few are more than enough.Take utilitarian approach towards happiness, instead of building 3x3 stairs in 5x5 rooms, leave the middle spot open to place masterwork statues latter on, that boosts a lot of happiness simply by walking up/down the stairs.
>>2314095that makes sense about how far down. I went two layers down and got cucked pretty hard by aquifers(?) in soil and didn't know how to really handle them vs. aquifers in stone.>petitionsi took a LOT of poets and artists and stuff. I figured they'd become permanent residents after some time but they just leeched, I guess>happinessthat's a good idea, I like that. I'll do that going forward, thanks anon
>>2314102>took a LOT of poets and artists and stuff. I figured they'd become permanent residents after some time but they just leeched, I guessThat is just it, they DO become permanent residents, but stick to their job. So an artist/musician/entertainer will always do only that.Which is ok, but you really only need a couple on your tarvern and maybe 1 per temple, maybe not even that.Aquifers can be hard, for the sake of learning use the search location tool to find somewhere that does not have heavy aquifers, or possibly no aquifer at all. A river can also be great.
>>2314116>That is just it, they DO become permanent residents, but stick to their job. So an artist/musician/entertainer will always do only that.that also makes a lot of sense. I didn't get a caravan for a while but got a ton of freeloading artist visitors, so I'll do that differently next fort.>Aquifers can be hard, for the sake of learning use the search location tool to find somewhere that does not have heavy aquifers, or possibly no aquifer at all. A river can also be great.maybe i'm misinterpreting aquifers, but I figured that rivers cause aquifers. I embarked on a river and figured that the light aquifer was because of the river present.
>>2314121Aquifers can exist whitout a river.What you may have come across is a small surface lake of stagnant water, it can go down a few z levels.Would need to see map to know.The river, however, is great if you want to fill a cistern of water for your well, or if you want to build an artificial river to run waterwhells on.
>>2314128How does this embark look? Untamed wilds seems a little spooky, but it seems like it has everything I'd want?
>>2314142Looks good do not be afraid of the wilderness, you will just find stronger wildlife.However, considering how heavily forested this area is, I assume you plan on using wood. So be mindful of the elves, they are cunts and will give you quotas of trees you can cut without pissing them off.I suggest you clear cut all trees you can before the elves make contact, stockpile the wood for later use.
>>2314144thanks, I'll give that a go. one more question for you because i cannot wrap my fucking head around how water/aquifers/whatever works. the pic shows layers 1, 0, and -1. there's no aquifer on the map. i get that the river goes down one layer (0), but it doesn't look like it goes down into layer -1, but there's still damp soil. will water always seep into the layer directly below, or does that not work that way?
>>2314149It is fine, you are likely just getting the damp soil from the water on the above Z level, as long as you do not channel up it should be fine.For the sake of safety, save your game first and then dig, if it floods you reload.Sometimes rivers can be deeper than 1 z level, so be mindful of that, but no it will not seep water downwards into empty rooms.
>>2314144I thought messing around with trees and stuff in untamed wilds embarks will make all the wildlife agitated, no? or thats just for 'savage' biomes?
>>2312370I'm just pumping lava all over the surface, with a single entrance on the peak of a high mountain
>>2314278That is true, but you must not be afraid of wildlife, it is only a threat during the early game, in which you still did not form any military whatsoever.But when you do have a squad of 2 of warrior dorfs training for a couple of years, the aggressive wildlife will become nothing more than training targets, which will yield more experience than normal training, acting as a combat drill for your dorfs.Do not be afraid, unless you are having your dorfs go out to the surface frequently, the wildlife will usually only come into contact near your entrance with the bolt throwers, which will make short work of whatever wildlife decides to be aggressive there.
New to the game and I probably should have predicted that werecreatures can spread their curse...This is going to be a mess. Such is life.
>>2314399Update. Survived without too much carnage, although a lot of injured dwarves I've gotta keep an eye on. This legend solo'd two with a pickaxe without getting injured. One of the most heroic dwarfs in this affair, killing one without injury after an extended duel, sadly lost his wife and child to another werearmidillo halfway across the fort. Tragedy.
>>2314375>the wildlife will usually only come into contact near your entrance with the bolt throwers, which will make short work of whatever wildlife decides to be aggressive there.shooting those fucking keas out of the sky is incredibly satisfying
>>2314404When a dwarf distinguishes himself in such a way, you should give them a nickname so its easier to keep track of their life.
Is there a way of tidying the combat logs? The events are entirely out of order
>the demon that's killed 50+ of my dwarves is finally back>mace lord one shots him but a stray fireball vaporizes urist and my fps drops to 1.Wait, I might actually lose. What the hell.
>>2314529Forbidden FPS magic is truly powerful
>>2314529Welcome to the !!fun!! of Death by FPS.If you have DF hack operational, you can change the weather to rain.Or if you are feeling really adventurous, you can try to order your dorfs to quickly channel that brook creating impromptu island surrounded by moat
>>2314529Use dfhack, the command extinguish --all and clear smoke should fix it.
>>2314404Every werebeast rampage means boring search through the logs for "Wereanimal bites the Potter..."
>>2314621If they got bit they went to the hospital. Usually narrows it down quite a lot unless you have a really serious werebeast problem ongoing
>>2314635not always, sometimes the injury is not serious enough to go to the hospital (dwarves can heal on they own pretty fast, even if tissues are pierced) but the bite still carries the aids
>>2314637 (Me)Sorry, now that I think of it, I vaguely remember only one incident of this happening when I was playing, so I might have misinterpreted that.
>>2314547>Virgin "some people want to watch the world burn" vs Chad "some people want to watch the processor running the world burn"
>>2314399One way to mitigate the problem is to have a quarentine burrow, place a hospital there and have gapped walls on the sides with bolt throwers. This way you can isolate any injured dorfs in a contained area that doubles as both hospital and killzone in case they transform.Be sure to have a single entrance to this burrow with a long 3x3 corridor full of traps and bolt throwers at the end, to ensure nothing can get out of it.You may still end up missing a few, but you will have a lot less trouble eliminating the threat.Also, do keep in mind that while being bitten is the main way the curse spreads, you may still get a dorf cursed by a god, which turns it into a werebeast.And be mindful that werebeasts can breathe underwater, so flood defenses will not stop them.
>>2314646>with a long 3x3 corridor full of traps and bolt throwers at the end, to ensure nothing can get out of it.or just the drawbridge, I don't think werebattering rams exist
>check the world map for sites to pillage>oh sweet, a dark fortress with only 20 goblins inside, as stated by the description>send two elite squads>report mentions them dying to dozens of crundles and blind cave ogresI've learned that it's not important what the media tells you. It's what they don't tell you.
>>2314650I may be wrong, but I believe that with the new siege update they can and will destroy bridges as they are level 2 building destroyers.
I would really like it, that if you clicked on an item that is on a paved road, that the item would be the first tab, and not the damn road. Who the fuck ever needs to actually click on a road?
>In the middle of an outdoor fort extension>Goblin raid shows up>Guess its 2 more months of dragging goblin corpses around instead
>>2314621I don’t bother scrubbing combat logs, I just nickname every dwarf that comes near the werebeast. For each risky dwarf, I construct a lever in their bedroom, make it so only they can pull it, force them to their bedroom, then forbid the door and wall it off. Dwarves that are ok get released.In my current fort, I send all the werecreatures to a cozy cabin on the surface across the map, but you can also just carve fortifications into their bedroom and shoot them.
>>2314725I kind of always wanted to make a fort where every single bedroom could be filled by lava or dropped into lava with a lever. I'm too lazy of course, but it would be very useful for werebeast prevention. I only wanted to do it to spill blood for armok.
>>2314730That is not hard, at least the filling with lava part, just build the rooms below the level you run the pipeways for the magma smelters.
>>2314707>autodump-destroy-here
Are raid reports supposed to be offscreen?
>>2313114>Pray>Fight>Craft>FamilyI have a lot of dwarfs who want to be with family but never had a family because the game created them out of thin air, sometimes as embark dwarfs.I also sometimes have dwarfs who refuse to create friends but wish to be with friends.>>2313421>what is not to love?Magma being 300+ tiles down.
>>2314876Click on one
>>2314903Doesn't realign the text just opens it
>>2314897>I also sometimes have dwarfs who refuse to create friends but wish to be with friends.literally me
>>2314725This is what I ended up doing. Since there were 6 werearmidillos in four different locations, I wasn't bothered to check each potential injured dwarf, so I just put everyone nearby into a quarantine. Easiest method, and seemed like how you'd do it in real-life too.Debating what to do with those that are turned. I like some of these fellas so I don't want to exile or kill them. I'm considering trying a werearmidillo squadron. Possibly overambitious for my first fort, but could be fun.
>>2314897I really hope that they eventually do something about how retarded needs are. I hate how in a long enough running fort, all of your dwarves that are useless for anything but hauling will weigh themselves down by stealing dozens of crafts, while your dwarves with actually important jobs will slowly go insane Lovecraft style because they can't acquire an item
Do you reclaim NPC generated forts?
Is there an (easy) way of determining how many invaders are killed during a siege?
>>2315037Dwarfhack tells you have many total invaders you have during a siege, I just remember the first number when they arrive and do some basic maths as the total goes down.
>>2314933>Debating what to do with those that are turned. I like some of these fellas so I don't want to exile or kill them. I'm considering trying a werearmidillo squadron. Possibly overambitious for my first fort, but could be fun.Build a dungeon for them, one they cannot get out of without you wanting them to, then send them to raid some goblin fort.Do noy worry, they can be facing overwhelming numbers of goblins, wont make any difference to them as they rampage. Just be aware that once they are facing a 20 goblin per beast ratio you can expect them to be heavily wounded and possibly killed.On the bright side, even if they return nearly dead, once they transform all damage will be healed, even lost limbs.But for the love of armok, do NOT forget to lock them back up in the dungeon upon returning, or they will just spread the curse further.>>2314938You can set crafting stations to allow dorfs to craft stuff for fun, that usually works well >>2315036You can, but I do not. You will basically be playing a mix of fortress mode and adventure mode cleaning up all the hostile creatures inside.>>2315037Dfhack, or manually counting corpses.enough.
So how do you deal with FBs now, I assume they can break drawbridges? If something spawns in the caverns is it just going to tunnel straight towards the fort?
>>2314725 (Me)>>2314933I thought it would be a good idea to put bolt throwers on the top floor of my cozy weredonkey cabin for a little extra defense.It helped a bit during a siege, but later on a hunter spotted my favorite weredonkey through a fortification and shot it to death. Oh well.>>2315290They can’t break drawbridges or tunnel, so nothing new to worry about
>>2314938Needs and clothing take way too much micromanagement. Clothing can at least be automated with dfhack.For needs, I built a craftsdwarf workshop for every dwarf, assigned each one as the workshop master, and allowed 1 general work order.Every winter, I burrow the dwarves somewhere that only has these workshops, then all the leisure areas. I request 200 stone crowns or bracelets or whatever. This covers the craft and acquire object needs. Then I leave the burrow active for a month or two long “winter festival” so they can pray or read.
>>2314917>>2314903>>2314876anon meant 'offscreen' as in 'it doesnt fucking fit' notits happening in the backgroundand yeah some stuff doesnt fit the UI, it usually shortens the text using ths srt of nmng cnvntn
>>2315461>anon meant 'offscreen' as in 'it doesnt fucking fit'Correct, also just wish I could remove them as I'm doing 3-5 missions a season (also curious how cross World missions will fair)
>>2315448You aren't supposed to be fulfilling every dwarf need (unless you really want to for some autistic reason).It's fine that some dwarfs can't have some needs filled, thats life. Said so by Toady himself
>Attempt a 6 squad raid on a Goblin fort with 400 pop>Get my shit pushed in by a dozen different demonsI admit I save scummed as I've never done it before, unsure if adamantine uniforms would do any better.
>>2315290>how do you deal with FBs nowHave a fortified entrance to the cave system, a 3x20 corridor full of traps and with a gapped wall with bolt throwers should handle pretty much anything, bonus point if you have a barracks with melee warriors there, with bedroom and equipment storage to boot.It would take a really nasty FB to get past it.
>>2315727Adamantine is only good for weapons, make armor from steel.
>>2315784And not for bludgeoning weapons either.
>>2315790Yeah, but then again, I fucking hate blunt weapons in general.Axes are the proper dorf weapon.
>>2315820Silver Warhammers are based.
>>2315871Why?
>>2315923Because they are pretty much steel quality weapons but you don't need to make pig iron and steel to make them.Also Silver itself is stylish and they constantly cause teeth explosions when in use
>Try eugenics fort because genes are mentioned.>Notice right away that eugenics works on pets but doesn't seem to work on dwarves. >Find dev comments confirming some genetic attributes are linked to appearance somehow and adventure customization messes with stats.>Conclude that eugenics works on dogs because they're in-game appearance is simple.>Recessive genes also exist and there may be some pseudo randomness involved.At least I know its possible now but there's so many variables involved.
>>2315953You should try breeding them wrong, as a joke.Imagine a fort full of clumsymaxed dwarves, hopefully with an open volcano nearby
>>2315958I was actually wondering what would happen if they were bred to be as short as possible. Would the odds of a gelding strike increase?
how does pressuring lava fucking work
>>2315994It doesn't.
>>2315994It’s more compressible than water is.
How do I save edits to training schedules? They keep deleting themselves after closing the window.
You guys forgot to link it in the last thread again.
Want to play the latest DF?Then solve This RiddleTry Before You BuyDelve Into The ArchiveAbove The Oldest VisageWithin The Thread Of OriginMy Shrouded Prize Awaits YouAs This Is An Echo Of The CallAnd The Response For Those Poor
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=29157.0Graphics 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 CreaturesNotepad++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 Adventurergui/gm-editor in DFHack panel/windowwrite down the hist_figure_ID of the creature(you'll need it for the second part)navigate to status > current_soul > orientation_flagschange as desired.now type "gui/gm-editor df.global.world.history.figures" in DFHack panel/windownavigate to histfig ID > orientation_flagschange 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.txtunder [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]
>>2316141so what does the new>portabletag means?
>>2316162The what now?
>>2316060>>2316070so let me get this straight, if I want to obtain something like pic related I reckon it's fucking impossible then? I want to fill the whole reservoir , pumping lava from a lower z level, until the lava will flow following the blue arrow and eventually overflow from the top of the mountainbecause for now lava doent seem to get past the red dotted line(dont mind the dead goblin)
>>2316177you have to build the pump stack all the way up
>>2316186fuck me, its like60 z levels....well, time to craft some enormous screwpipesthank you anonbtw, i was looking into the screw pump wiki and I found this>Liquids will transmit through ramps, unlike stairs, [...]surely this information is not up to date, right? water flows through stairs
>>2316190yeah that's either wrong or a bad wording of something else
>>2316190>>2316193>Stairs block the intake tile, thus rendering the pump useless, even though liquids usually ignore stairsSeems poorly worded, found this elsewhere on the wiki.Magma pump stacks are a huge project. Make sure every pump component is magma-safe, or it’ll end in disaster.Also, think about how quickly your input refills. If you dig a long narrow channel to the top level of the magma sea, you won’t get the output you want. Go for the middle of a large lower level.
>>2316209will do, thanks for the heads up!I'm just messing around with dropping lava on the siegers, I'm trying to see if it's more effective than shooting them with boltslast siege a evil warthog from hell and his cave ogres invaded me and I almost lost everythingby the way, i hope siege will slow down a bit now that their leader died
hey anons, regard beginner question here. pic attached is four different z-levels, from highest elevation to the lowest. i'm trying to put a well on the white dot tile on the pic furthest to the right. the two levels above that are just holes in the floor leading to my soon-to-be-well. the picture on the furthest left is one layer beneath a river surface. i'm trying to fill my well by mining out the clay between the stairs and the white dot and having the water go down the holes in the middle two pictures to fill the well up. what ends up happening is that room floods. what am i doing wrong?
>>2316264Just make the actual cistern area where you want the water to settle the same size as the pond you are draining from.I'd also recommend having the tile under the well (where the bucket will collect water from) have 1 extra z level below it. That way the bucket wont scoop any mud off the floor when it collect water.I think this setup may produce murky water in your well too. I'm a bit murky on that though.
>>2316266>Just make the actual cistern area where you want the water to settle the same size as the pond you are draining from.why? is water settling and then overflowing upwards?
>>2316266>>2316269just made the bottom most layer where water settled more than a 1x1 space, and that worked. thanks anon
>>2315784>Adamantine is only good for weapons, make armor from steel.But does it actually allow dwarfs to kill demons whilst on missions on the World map or are those places simply off limits for the time being?
>>2314933>I like some of these fellas so I don't want to exile or kill them. I'm considering trying a werearmidillo squadron.Well, the cunts broke containment when I was building a contingency plan to flood them if they broke containment. Killed 30~ dwarves, including the King who just settled here like 2 days ago, and now 1/3rd of the fort have the curse.Debating whether to lean into it and just let the curse take hold, or whether I unceremoniously drown a third of my population.
>>2316285Playing a fort with a full werebeast population is funny, but you wont get much done. 12 times a year all your jobs will be interrupted and all your furniture will get toppled and shit.If you still had big plans for building, drown the werebeasts, if you think the fort is mostly complete, ride out the werebeast curse and observe the fun.
>>2316292It was my tutorial fort and I am pretty content with how it is now, I've done most things I wanted to learn, but some early decision I made have began to frustrate me. So I might just let it become a werebeast fort, play it for a bit, and then retire it when I want to create a functioning fort again. I'm curious to see what it would be like to have a werearmidillo fort existing in legends.
Can water that only fills half a block/space freeze? If so, can I torture my prisioners by covering half of their cages with water and then freezing it?
>>2316442If that were possible I'd be using it to castrate dwarves.
>>2316442You can't semi freeze people. If a block has enough water to freeze it will freeze the whole square.I don't know how much water a square needs to freeze though. My brain says its 3/7 but it could be 1 or 7 too
What's a good milestone for my first non-tutorial fort? I have a well set up, a hospital, a metalworking industry, a drawbridge, a pretty basic first squad of military, and the essentials. I need to start farming cloth and find flux for steel, but aside from that, any suggestions on what to do next aside from digging deeper?
>>2316686living long enough to get a noble appointed is probably the first "you kind of know what you're doing" marker
>>2316169the new>portabletag
>>2316689by noble, do you mean the mayor?
>>2316696Did you mean this stuff?https://dwarffortresswiki.org/index.php/Game_folders_and_files
>>2316702mayor is a good start, but I meant a baron
hey guyswhats this dfhack command that shows task above dorfs heads? looks kinda cool
What do you mean I can't actually fish a whale and that if I want to farm sea creatures I have to create a drowning chamber?
>Dwarf that wants to bathe the world in chaos arrives with a pet goat.
>>2316733It is under 'spectate' and 'gui/spectate'. It can also show name and mood, and you can toggle it to turn on when holding a button, hovering over a person, or have it always show.
>>2316177My fort is in the middle of a valley, this thread inspired me to dam it up and turn the whole map into a magma moat.There’s 160 Z levels from the bottom to the top, it’s a good thing that green glass is free, magma safe, and can be used for all of the pump components.I’ll have a winding path of drawbridges over the moat, and have some defense towers sticking up through the magma. Should be fun.
>>2316686>>2316689Survive a yearSurvive until you become a baronySurvive a megabeast attackSurvive a siegeNot every map has flux btw, hope you checked for it on the site finder when you embarked.
>>2314897pump it bitch boy. Or do what that one guy does magma piston
>>2316944God, I forgot how much I love the ASCII look. Might switch back to it.
>"Nice the capital of the goblins only has like 10 guys I'll just go and destroy it."So when is that mission rework coming?How the fuck did any of my dwarves manage to escape?
>>2316952I'm>>2315727As far as I can tell missions are basically a duel between dwarf and x. If your boys have steel gear & are skilled they'll autowin any fight at their range or lower. I don't think numbers matter unless you're fighting a very small place and it's actually somewhat even/your dwarfs are a bit shit.(I'm basing this off winning literally every pillage so far aside from that against a demon base)
>>2316949Ive always been a tileset player but I think the ASCII is beautiful. Hard for me to play that way though sadly. But being able to switch on the fly from the steam version is fuckin sweet.
>>2316956You should check out the Just Dont Die video where he only uses 1 military dwarf. He does pretty well
weirdest description i've ever read
>>2316962I just opened one of his video's. God it's heavily padded for new players.
Anyone know what happened to the suika mod?
>>2316971I like it personally. Sets the mood.
>Send elite squad on mission>5 dwarves return>5 marked as traveling>It’s been 5 yearsThey’re not coming back, are they?
>>2316993Expedition system can be fucked some time. Keep waiting my friend.
>>2316986I think it was mostly the one video I opened.>>2316952I'm curious if there's a DF Hack site inspect that allows you to check for these things
Do you play with any mods?Is the DFtherapist still required to manage your dwarves without too much headache?
2 babs have drowned from agitated kias pushing them in the water.
>>2317037How do you keep all of your dwarves so happy? I’m struggling with maintaining fortress-wide happiness (tho I may dote on “The Seven” at the cost of all the rest a bit). I’ve got legendary dining hall and fancy statues interspersed throughout, but just can’t seem to get happiness for everyone up
>>2317099Mist generators and lavishly decorated meeting halls and dining areas.Barring that you could always traumatize them to the point of "not caring about anything anymore" but not so far as to drive them batshit.It just isn't feasible to actively keep the happiness of every alchoholic midget up vs passively doing so.
game got a new patchand new (better) portraits>>2316916thank you!
>>2312368>they changed the animal portraitsI'm sorry for doubting you, Toady.
>>2317222>ree don't insult our retarded artist and his meme portraitsHilarious, I'll upload it when I get home.
53.09 patch notesGraphics updates>New procedural graphics for small experiments.>New animal portraits, and some new full body animal tiles.>Can pop up basic small animal sheets to view portraits and read descriptions for small animals.>Offering place, display furniture, and nest box show proper item materials when placed as buildings.>Uses proper list icons for creatures when choosing animals in embark or adventure setup.>Added further box highlighting for chosen/hero/ordinary selection in Classic.>Added error log for unrecognized tile graphics rectangle tokens.>Properly sized giant flying/gray squirrel list icons and corpses.>Fixed upright weapon trap display error.>Minimap properly updates on certain recenter commands.
>>2317263General updates >Stopped mood dwarves from choosing inaccessible workshops and causing path cancellation lag.>Dwarves no longer try to store pile and tomb items which are located outside their burrows.>Dwarves no longer try to store carried objects outside of their burrows.>Stopped dwarves with no working grasps from trying to store owned objects and excess equipment.>Made armor appear again on many non-sieging units where it was missing.>Mothers seeking lost infants no longer respect burrows but do respect chains.>Mothers no longer seek ghostly babies.>If an egg hatches and the mother is assigned to a zone (e.g. pasture), the baby is now assigned to the zone.>Soldiers given an order while hauling will now drop their hauled job items instead of taking them along on duty.>Dwarves heading off to meetings will drop hauled items from cancelled jobs.>Dwarves are more likely to handle their hauled drink-related items after drinking.>Appropriate buildings now stop rain and snow.>Added indication during assignment of specific military items whether the item is already assigned elsewhere.>Animal traps can catch subterranean water creatures like cave lobsters again.>Cave lobsters can be processed in the fishery and their shell can be used for shell crafts.>Creatures that leave statue corpses now leave statues of themselves rather than of random creatures.>Prophets and other religious people with prophetic belief systems will no longer include incorrect beliefs in their greetings.>Stopped pedestals and display cases from being allowed to display themselves.>Made mussels and oysters stop appearing on land when animals root around near oceans.>Stopped a few illegal werebeast types from being created.>Added visual button to back out of art element creation and deletion.>Fixed conflicting hauling/hot keys keybindings. You may have to restore defaults or update it yourself if you have custom bindings.>Specified amount created in some job names.
>>2317268>Fixed some item description grammar.>Fixed broken child/baby strings in certain contexts like action reports.>Cleaned up procedural creature text a bit.>Fixed incorrect name for coral material.>Fixed improper text for mythical dream objects.>Giant and animal person variants of pool creatures will now appear in savage lakes. (New worlds)>Fixed a few typos with key binding text.
>Creatures that leave statue corpses now leave statues of themselves rather than of random creaturesAbout time>Stopped a few illegal werebeast types from being createdWhat did he mean by this?
Thoughts about the never coming dwarf economy update?
>>2317268>If an egg hatches and the mother is assigned to a zone (e.g. pasture), the baby is now assigned to the zone.I'm getting flashbacks of suddenly having over 30 chicks roaming around my fort
>>2317270>>Stopped a few illegal werebeast types from being created>What did he mean by this?probably creatures that were not allowed to be werebeasts forms, so something like>A werehuman Fernando Gonzales has come! A ferocious creature of the night twisted into the form of human!
>>2317276Older descriptions made it sound like it was endless coin hauling
>>2317257It's up
>>2317276usually in videogames, an economic system is used to allow players to obtain items/services/bonuses they couldn't obtain otherwise.At the moment (and correct me if I'm wrong), 99.9% of what's in the game can be recreated, industrialized and crafted.The dwarves, unironically, have seized the means of production.I don't see how an economic system could benefit gameplay.also IIRC they tried it in the past already, and it was super bugged out.>>2317311>>2317257what is up?
>>2317312Uploaded to the mega
>>2317315oh I seethanks I guess then, arr arr
>>2317316Thanks for reminding me to add tricorns to my ongoing personal project
figured i'd self-report for being retarded and post my first "real" fort so far. i'm looking for tips on how to optimize things a little bit. the "1 layer below surface" is my squad barracks. i wasn't sure if it was better to put them by the entrance or by the stairway down to the caverns. i also wasn't sure whether to separate out my meeting areas into my inn/tavern and dining room. anyone have any tips for my next fort?
>>2317343also, is it beneficial to create individual bedrooms or a mass gulag dorm the way to go?
>>2312370Spearmen with bronze cuirasses, shields and boots. Yes, I lose a lot. Love the aesthetic.
>>2317318>ongoing personal projectDwarf Treasure Island?>>2317343I mean I would add personal rooms and a sort of "residential area"I also have no idea how you're managing your burrows and stockpiles, because when you say "optimize" those are the parameters you want to mess around with;other than that, looks like a pretty okay-ish layout; adding statues, smoothing/engraving floors and making your fort prettier will have a positive impact on your dorfs tooI can't see your moods/food supplies etc so i cant judge on that, but it seems you're kinda good to go>>2317344a 3x3 personal room with a bed, cabinet and chest/coffer will make your citizen happy
>>2317351No, more of a different world concept with crashlanded humans and Evil areas being nanomachine affected regions and wildlife.
>>2317351cool, thanks anon. will dwarfs "share" individual rooms, or would i need to carve out a room for each dwarf?
>>2317358you need to make a room for every dwarf, you don't have to assign them individually though, just assign them and then dwarves will claim them on their own
>>2317358married couples will share their ownbut children will need a new onethe "multi" painting button will be your best friend here, eventually empty rooms will be claimed by dwarfs and migrantscheck your residential area every time theres migrants, make sure to "try" to keep them all happyif you have 150-ish dwarves, some of them can manage sleeping on the floor, but you should always at least try to give them homes
>>2317343>one table for two seatsAnon...
>>2317343Make it more vertical. Going up/down a z-level is the same cost as moving to the next tile over.
>>2317367hahaha i thought it looked good but i guess i never really noticed it doesn't work that way. i've been trying to use the wiki unless i've been hardstuck on something or inspiration on what to do next.>>2317372i'll probably do that. how do people generally split up their fort by z-level?
>>2317374>i've been trying to use the wikii meant NOT use the wiki. i like finding stuff out for myself for the most part
>>2317374>how do people generally split up their fort by z-level?theres no real correct way: sometimes I build like you did, right under the surface, and I like having giant halls since space isnt an issue;some other times I like to exclusively build in the cavern layers, so I carve the big spires/mountains and I often need to go vertical, imagine condo/megabuilding like structures with multiple floors for just homes and noble rooms;I like to have multiple taverns in that case, so that dorfs can reach food and drinks as fast as possiblesome other times I even build stuff on the surface, may Armok forgive me
>>2317376cool, thanks anon. on the topic of taverns, do you usually discern between taverns and dining rooms, or do you make one big general purpose meeting area for that?
>>2317381for nobles I usually build dedicated quarters for them with>bedroom>office>dining hallmaking sure to have plenty of space for future expansions to expand if my fort get to the point of becoming a barony/duchy etc: I like this because I can fill their rooms with pedestals with artifacts, gem windows, and other furnituresome other DF enjoyers also like to build big giant hallrooms for nobles and 'peasants' to eat together (by this I mean dividing all the various zones and assigning them to the nobles/administrators): honestly I'm not sure if this improves moods etc, I never really thought about that until now to be honestalways remember >1 table:1 chairand don't sleep on engravings if you want to add value to rooms
>>2317276I played a lot of 40d which was the last version that had the economy. It was really un-fun.The coin hauling was part of it, but the worst part was bedroom rent.Rent was based on room quality and not supply/demand.Decent bedrooms cost more than most dwarves could afford, so all the haulers would get evicted and had to sleep in the barracks, while the nice bedrooms you built before the Baron arrived would sit empty.
>can no longer headcannon that combatants carve and shape bronxe colossi as they defeat themFug
>embark spawns me on a frozen river>I press unpause>a frame later the ice melts and all my dwarfs drownwoah
>>2317447sorry for your loss but thats hilarious lmaothat fucking cart always stops in the weirdest places
>>2317447>>2317449last new fort I made the game spawned my wagon on the side of a mountain that was so steep the wagon instantly deconstructed
I'm now at 43* babs. Dwarves take long as fuck to get married, if the dwarf isn't married/in love in 2 years or less its a dud and should be expelled with its group. The first batch of 7 dwarves get married easily for some reason. Opting use migrants that are already married. Hoping that I'll start to notice a pattern among the babs and even if I don't I'll expel or atom smash the bad ones until genes improve.
I knew reading would come in handy.
WE MATH NOW
How do I make it so the dorfs have a certain schedule in a certain month? If I click one of the schedule types it applies it to the whole year instead of just a certain month.
Why are my dwarfs profile pics showing them as if they were corpses?
>>2317571>playerme, the enlightened atheisic individual>Common Sense CompetitionGod's Delusion>fire impignorant christian engulfed by the flame of his own ignorance
>>2317610They're dead inside
>>2317610like they're all naked all dark colored with no clothes? yes that bug is happening to me too
>>2312368The update seems to have made all my dwarves be naked in the citizen tab.I guess as far as updates go this isn't the worse case scenario
>>2317822What should i do with this were chinchilla. im thinking of death via catapult
>>2317830I'm not totally sure you can load them on catapults?magma pits, tho...
>>2316278>But does it actually allow dwarfs to kill demons whilst on missions on the World map or are those places simply off limits for the time being?That depends, how many dorfs are you sending and how well trained they are?
>>2317822Considering there were several tilesets changes you might need to regen
>>2317845>That depends, how many dorfs are you sending and how well trained they are?6 squads, most with legendary weapon skills. Decked in steel gear. The tower had maybe a dozen different types of demons. Dwarfs killed 1 but got clean struck down by any other they faced.I've read using giant war animals is a technique. It's my first time playing in 5 years, so all this stuff is new to me. Still waiting to defend against a proper siege.
>>2317822>>2317847tried generating a new one, still getting the dead sprite
There's a Gorlak in there. I hate Gorlaks.
>Defeat a siege twice>Game locks upFUCK
>>2318206Honestly at this point of spending a combined 40 minutes ensuring my bolt throwers mag dump enough this third time I'm just going to spawn magma over the cunts.
>embark on site with flux stone layer>first stone layer starts with igneous stone, the flux is a layer of marble dozens of layers under the surface
just bored checking for weird maps. the river on this one is shallow enough for my dwarves to walk in.
>>2317592There’s a button to make a new routine, and you can set specific orders for each month. It’s kind of clunky but you can copy and paste orders from month to month and from squad to squad. Pay attention to the option that lets them keep their armor/weapons when they’re off duty.>>2318245Whoa, never embarked on a river that large. Watch out for the winter freeze.
>>2318206>>2318207After experimenting by a quick magic act of teleporting 90 goblins into a magma pit it seems it isn't winning the battle but barrows causing a crash?
>>2318207>>2318265Would it be possible to just embark on top of a mountain and build an array of tracks for dwarves to push platinum minecarts onto to kill the goblins?
>>2318269I built a magma aqueduct once that worked. It would be a lot more efficient and possible than having 200 mine carts all lined up ready to go (though the idea of artillery with bolt throws makes me get a chubby)
>>2317276I don't care about it, it sounds like it sucked and we don't really need it in the game I'm waiting for the Myth&Magic update and for the boats update
>>2317276>Thoughts about the never coming dwarf economy update?I've been thinking how there's no lighting, no torches, brazers, candles etc. though I know that would rape FPS
>>2318325>tfw no lighting management mechanics>tfw no temperature management mechanics>tfw no rape management mechanics
>>2318325I want sewage even though it has been outright rejected by Toady. No additional micro necessary and I just another fun thing to have to build and work around. And it would make the classic fantasy trope of attackers sneaking in through the sewers possible.Although, I suppose I can build it and just pretend.
still on my first "real" fort and i think i'm stagnating a bit. i'm not facing any real threats aside from the occasional forgotten beast that gets put down pretty quick. i have a count, about 170~ dorfs, and things are pretty stable. any ideas for beginner-friendly big projects i can undertake or anything else aside from sitting and waiting for something catastrophic?
>>2318325dorfs have darkvisionbut yes, it would be cool to have more decorationscarpets, tapestry, paintings >>2318440try experimenting with water and lava if you get the chance
>>2318469>carpets, tapestry, paintingsYeah all those as well would be great. I really wanted to a fuck off huge castle like in Vampire Hunter D
i got so fed up with df attribute genetics cuz they're either broken or too random to matter, that i'm writing a mod that overwrites genetic data onto newborn dwarves. i can't get the mod to autorun though so right now im stuck manually starting it with dfhack cuz i'm not sure if its even running when it autoruns.
>>2318756At the moment it scans every 3-5 days whether or not a baby exists, overwrites their attributes, uses the new attribute values to create a genome, and then uses that genome when generating future babies. There's a ton of flaws so I'll probably rewrite it later because right now it'll only use the genome of one parent if another doesn't have one, and I should've just made it pull the attribute values of both parents, but I have no idea what I'm doing.
>>2318756>>2318799pls make a good genetics/eugenics modAlso how likely are sieges likely to dig down? I feel like setting up inside pillboxes with moats is a great way to destroy goblins, though I'm unsure about enemy digging & also enemy crossbowmen
My poor dwarf here, sacrificing himself for the good of the Fort.
7 dorf challenge. Doable?
3 tile wide moat+1 tile high wall seems to be a simple defense against sieges.The battering rams just got stuck in the moat, and nobody’s tried to build over it.I get the occasional climber that gets picked off by my bolt throwers, but that’s it.100 gobbos down, 40 to go.
>>2318863number of midgets is a resource, not the challenge itself, so the answer depends on the goal you've setif you simply want to build something big it will just take a really long time
>>2318883I"m curious if walls behind fortifications help with preventing siege workers getting shot. Though I'm unsure if it prevents them in anyway from firing
>>2319360>bloodstains next to one bolt thrower>skeleton next to anotherthis wall idea seems good. it might limit firing angle, but i don’t think you’d need to fire in more than 45 degrees to either side anyway.please post an update if it works.other ideas:more floors of siege engines, if you kill archers faster they can’t shoot your dwarves as much.using sacrificial livestock as bait to make enemies waste ammo.weapon traps in the firing range, it seems like enemies have trouble dodging bolts and traps at the same time.
>>2318883Pic. Those battering rams have been in there for almost a year.I think the water level might be part of the secret, shallow enough that they can path in there, but deep enough that they can't build.
>>2318963How do I get them to properly breed?
Why are there so many species of fucking gibbon while other animals just get a generic name and one variant to represent a shitload of different species that live in very different biomes?
>>2319566You see, when a daddy dwarf and a mommy dwarf love each other which rarely happen. Dwarves need a time to socialize and to marry and I doubt they'll have a lot of time for that if they have a lot of labor to do (your fortress is going to be understaffed). Don't forget a dwarf takes 12 fucking years to mature from the birthday to adulthood. I don't remember any of my forts lasting this long.
>hit 50 dorfs>werecreature shows up and they all conga out to get bitten while my entire steel-clad military gets slaughtered somehowI hate this fucking game
>>2319707>12 yearsdwarfs take 18 years now, thanks to shitfox
>>2319743>Not if something as simple as notepad has anything to say about it. It isn't like this is a console game, we have the tecnology to unfuck things.
>>2319748don|t pretend its 12 then, I bet none of you here have opened the game in half a decade
>>23198191. Take a fucking breath mate2. I'm not even the anon you were talking to, I just wanted to point out that you can, in-fact, change an 8 back to a 2
>>23198291. sure2. you did not object to my claimI rest my case
>>2319829>>23198371. trannfox suck2. you can unmod some of this suckinghere, you can stop arguing about two different things
>>2319585>other animals just get a generic name and one variant to represent a shitload of different species that live in very different biomesCould you gibbon example?
When trans dwarves were confirmed what was this threads reaction?
>>2319974>this bait againHere are your trannies, fag[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]
>>2316917>about to complete my pump stack that will cover the surface in magma>breach the surface>siege begins immediately>invaders rush down my pump stack and start slaughtering everyone>fb made of fire arrives>game crashes>it's a nice spring day>no invadersArmok has given me a second chance, I won't waste this one
>>2320141 (me)>second chance>game freezes instantly>third, fourth chances>game freezesThere’s no escaping fate, I guess
>Dies to one punch from an unarmed dwarf.
>>2319945Wild Boar>Any Savanna>Any Grassland>Any Shrubland>Any Forest>Any Wetland
Release notes for 53.10:This patch fixes a freeze and a display error in some creature lists. We also added the final aquatic portraits.General updates- Stopped game from freezing during some item storage checks related to burrows.Graphics updates- Added 28 aquatic portraits to finish the set.- Made dwarves clothed again in certain lists.- Stopped last portrait being shown on small animal sheets if the animal has no portrait.- Made female peachick visible again.
>>2319585>>2320308Maybe he just likes monkeys, and wants jungle forts to be swarming with 8x the amount of them.
Can you think of a good way to reliably recapture something? Maybe a series of different bridges, one to release, one to incite the goblins, one to recapture the Colossus? A dwarf could manually reset everything afterwards. I don't want the recapture cages getting filled with gobbos, but would love to have a pet Colossus.
>>2320637IIRC a floor on top of the support pillar can collapse and knock the trapavoiders down. If it's a building destroyer like a megabeast, then it'll target the pillar by itself.The support surrounded by cage traps, I mean, No clue how to filter the goonblins out.
>>2320640sorry, won't work in the case of bronze colossushttps://dwarffortresswiki.org/index.php/Cave-in#Using_cave-ins
>>2320652yeah, stunning doesn’t work.i think cage traps always work on webbed creatures, so if you capture a giant cave spider you can come up with some clever trap setup
>>2320652>>2320723Bronze Colossus aren't trap-avoid, they can be caged as far as I'm aware.
>>2320141>fb made of fire arrivesngl if it's going to crash my fps I'm going to teleport that motherfucker somewhere to die
>>2320746If it's made of fire then a stiff breeze will kill it
>>2320748*assuming the smoke doesn't permablock line of sight for your soldiers while it kills everyone one by one
>>2319974Sorry anon but they aren't in the game.
Would you fuck a dwarf?
>>2320840A dwarf is fine too.
Do you ever wall off the cavern, turn off megabeasts, and notice that animals... just sit at the edge of the map where they spawn until they die?
>>2318805>pls make a good genetics/eugenics modTrying but I keep bumping into minor inconveniences that end up wasting hours of time.>dfhack console doesn't continuously dump info for debugging so i assumed something was wrong with my script. >been using the wrong command to get current attributes this entire time. kept getting errors stating that those attributes aren't in memory.
>>2320728Cage traps are OP, imagine a feather wood cage trapping a megabeast
>>2321007I had a troglodyte family before a fire breathing FB murdered the fuck out of them
>>2312368What's your preferred bedroom layout/bedroom block layout Anons?
>>2321593Like a motel but underground
>>23215939x9Cabinet/Weapon Rack/Armor Stand/WallBed/Empty/Empty/DoorChest/Chair/Table/Wall
>>23215933x3 jail cells with single bed, cabinet and coffer made from whatever leftover materials are availableIf I feel very generous, I COULD smooth the floorsMajority of these lawn ornaments will die when I breach the circus and clowns invade the fort, so why bother?
>>2321593Only important dwarves and my OG team get anything more than a 1x2 room with a cabinet and a bed. I do let the idlers smooth and draw graffiti all over the place though. Urist admires his bed next to a drawing of two capybaras humping.
>>2321593+--+|oo||oo/|oo|+--+4 homes facing 4 other homesI vary the interior and mix and match coloursDwarfs think they're sleeping in grand bedroomsI eventually get bored and just let newcomers live in the dorm
>>2321593Either a 3x3 for everyone with two chests and a cabinet, everything smoothed, optimally on an obsidian or economic stone layer, or if I’m feeling like having a different but fun fort, two to four decent to nice dormitories, and then only 7 bedrooms, one for each of THE SEVEN original settlers. They live like legendary kings and queens, bejeweled fancy furniture, preferences catered to carefully, best rooms, best tombs, the whole 9 yards, while all the other plebs look on in quiet envy, learning to work harder to be more like THE SEVEN. I make sure I have statues and artwork of the specific founding dwarf all throughout their room, and just sorta have fun with it. It’s even more fun if you make sure your OG seven become master warriors and craftsmen, while making everyone else haulers and planters and whatnot. A speardwarf militia in copper armour (but with good spears) is permissible in times of siege, but otherwise only The Seven (and any nobles who show up against your wishes) can be warriors, metalsmiths (other than studding goods), craftsdwarves, jewelers, mechanics, etc. Stratified warrior society is fun, and you really get to know your OG team and feel like they’re more than just tokens
>>2321740Oh, also, naturally, any dwarf who has a strange mood and makes something amazing, becoming legendary in the process, is also elevated to “noble” status, gets a 3x3 room, and is allowed to work whatever craft they became legendary in, but they’re not permitted to join the military
>be me>doing science surrounding caging citizens>create long corridor of cage traps with cave-in support at the end>decide to see if I can separate mother from baby>send mother across hallway>dust cloud>gain caged mother and baby>evict mother from fortress and release her>uncage baby>baby gets loads of bad thoughts from whole family being evicted at 0 years old>wanders around for a couple months>falls into my dry moat>climbs the stair out>repeat about 7 more times>mfw I gave an infant severe depression and killed himself
new sieges are pretty epic, stakes feel higher since you can’t just raise a drawbridge, and the enemies are good at finding weaknesses>forgot to destroy a bridge used for construction scaffolding>perfect path for siegers>send dwarves on a suicide mission to destroy it>succeed, but a lot of trolls and ogres make it through>trolls find a blind spot between my bolt thrower towers>trolls dig down into windmill power access shaft>scramble to cut off shaft and reinforce high risk areas around it>kill off enough enemies that they retreat>only lost 8 dwarves
Why are minecarts so bad?I want to use them for moving things up and down my fort but dwarfs keep getting hit by them as if the pusher says "Bored now! I want some wine!", lets go, and then gets crushed. Would putting high friction truck stops after every ramp help?>>2321899I have no words.
>>2322088I’ve never had this issue, but I keep my tracks simple without rollers, impulse ramps, or anything like that.Do you have your dwarves guiding, pushing, or riding in the minecart? Any screenshots of where they’re getting crushed?
>>2322304Basically a helix spiralling upward. Always guided.The minecart was found below filled with ore, which should mean it was going upward as it collects below where the mine is and drops off upstairs.I have the game set to pause on discovery of dead dwarfs so this was the closest time to the incident possible.The entire route is low priority traffic with some lowest priority traffic on the tail ends (though that's unnecessary). There is an alternative route staircase "next" to it just beyond the screenshot that was made so mining out the local ore didn't result in death.Whenever I get crushes I can never diagnose it properly because I'm not watching the cart, I can't ask the injured or dead dwarf what their job log was to confirm they were pushing the cart, I can't rewind time as CCTV (Closed Crundle Taped Vision) hasn't been invented yet and blood splatter in DF isn't as useful as a real life crime scene.
>>2322088Are there any animals hanging aroud the tracks?
>>2322520Nothing obvious, but I do always have my minecarts in 2 or 3 tile wide hallways, perhaps that allows dwarves to dodge and yours doesn’t? Or, perhaps the extra space keeps them from pathing on the track to begin with, low priority traffic is only a 2.5x penalty so dwarves are still likely to cut across it.
>>2321982>trolls dig downI still don't know how I feel about this. I admit I've got digging on the easiest setting though.
>>2322594>allows dwarves to dodgeThat might solve mine entirely.I've got nothing for my dwarf there to cut across. The entire thing is set up so that dwarfs want to avoid the minecart area and have the biggest pathing penalty on the top and bottom to make them really dislike going near the rails.
>>2319974Felt the same feeling I first had when I discovered that private custom for DF modpacks are still a thing in the current year - a wanting for everyone involved in this type of shit to die in the most painful way imaginable
we booze maxxing
Last time I played Dorf was during covid. I remember getting a lot of mileage from lazy newb pack + dfhack.Is DFhack still a thing?
>>2323156>Is DFhack still a thing?yeah
>>2323116A well stocked fort is a happy fort. Well done.
>>2323116>23 dorfswill last you for 18 years, given the one drink item per month consumptionthe oldest booze would be able post on 4dwarf before being guzzled
>my wrestler can't use artifact steel chair as a weapon.
>>2319537>please post an update if it works.Issue I had is the moat froze and a winged fend got through the normal wall. Thankfully nothing else was close. So far most sieges have been very light on enemy ranged soldiers. I just absolutely crushed what I assume was the last real army (contained multiple demons) by keeping bolt throwers on stand by until enough of the enemy was in kill zones.
>>2323422>don’t fire till you can see the reds of their eyesgood idea, i’ll do the same.my attempt at saving ammo was completely renovating my killing fields to force goblins to move towards the bolt throwers instead of perpendicular to the direction of fire. if only my dwarves knew how to lead their targets.
>>2323488I could be wrong but I feel like a good spare 2k bolts of wood is more than enough with piles near the bolt throwers. Aside from reinforced walls & moats (which seem the most help) I'd perhaps consider additional burrows so there's dwarfs to assist with reloading but unsure if that's needed.
I want to mess with the gm-editor in dfhack - someone, give me a worthy goal
>>2323632make your own history events relationship links between civ leaders and the gods as backstory for your generated world as a placebo until Myth and Magic releases in a decade
Why can't I butcher the horse?I tried both linking the stockpile and not, and it gives the same error message.
>>2323661Was it someone's pet? I think owned/claimed animals can't be butchered
>>2323666maybe that was the case mmm, I actually have no idea why there was a dead horse outisde the fort but I figured the dwarves might fancy some horse meatthank you in any case
I've never had to deal with deadly dust yet. All my dwarves are covered in it.
>wall off cavern at ground level>"this will be the perfect place to farm unless a flying forgotten beast arrives">flying forgotten beast arrives>with webs
>>2323638>make your own history events relationship links between civ leaders and the godsNot sure I see what you mean, can you elaborate? Like making some king the son of a solar deity? That's fairly easy to do, pretty sure that's just a normal hist_fig link
>>2323894Yes, but also by adding your own events to flesh out your world.For instance, each of these is an event I added.
>>2323894>>2324042https://arch.b4k.dev/vst/thread/2173236/#2222468
>>2323836>the realm that's known as the spawning ground of eldritch abominations and uspeakable horrors appears on the ground>'perfect, let's use it for farming!'>marching inside merrilyYou sir achieved the peak of Dorfiness here
>>2324042>>2324043>https://arch.b4k.dev/vst/thread/2173236/#2222468Saved. Thanks
>>2323836>wall off cavern at ground levelMulti level walls >>2323632Make it rain magma? Make boogie men/night creatures rare but active in fort mode? Give Elves divine armor for a Tolkien feel?
>>23215932x3, row blocks with sporadic yet organised dining halls, generalist temples and small taverns. I've had a fort running for 18 years and not had a single dwarf get below neutral mood
>>23215931x2, door and a bed.
>>2321593Like this for now, I want to replace their walls with constructed walls eventually.
Entire squad of legendary speardwarfs are slowly rotting away in the hospital due to deadly dust.Feels bad man. I was too greedy digging open those obsidian pockets :(At least that demon was killed too
>>2324440>deadly dust.Use soap.
>need to get rid of excess animals>dump rat into open pit volcano>it crawls out
>>2324506This thing has been burning for 3 irl minutes. What the hell have I created!?
>>2324512It took 10 minutes to stop burning.
>>2324515Anything that burns will drop your fps to 1 due to the shit tier code of temperature, flames and smoke.To be honest, it would be better if the code was removed from the game, since there seems to be no effort put into fixing it.But really, why the fuck would you drop a rat into a volcanoe instead of just slaughtering it?
>>2324525>But really, why the fuck would you drop a rat into a volcanoe instead of just slaughtering it?For the funny, I imagine.
>But really, why the fuck would you drop a rat into a volcanoe instead of just slaughtering it?Too many animals, too much food.
Do you suppose Shitfox will force Toady to nerf webs at some point?
>>2324621Can't see why they would. Not sure even 20% of the steam players would know about that mechanic
>>2324756Hah, I was thinking webbed traps. I'm dumb. Quite probable actually
Why are dorfs not using the chests I gave them?
>>2324763chests are for items.cabinets are for clothing.
>>2324775oh that's stupidin any case the chests are all empty too
Can a dwarf sleep in a cage?
>just want to finish off monarch's rooms before moving on to next fort>tired as hell>late at night and need to get to bed>almost done with the meticulous arrangement of gem encrusted furniture and engravings of color coordinated bricks>first crash in weeks
>>2324779Dorfs can acquire small goods that they are hauling but it's kind of rare and if they acquire something like a bracelet they will likely just end up wearing it.
Is year 50 too early to start? Will nercos/vamps etc eventually be created?
>>2325489yeha
So, now that the dust has settled...is the siege update worth it? Does it really change the experience or 2 squads of legendary steel coated warriors turns it into a meme?Also can forgotten beast dig into your fortress now?
>>2325650It just made digginginvaders a part of the game complete with a toggle.And I haven't fucked with it but I would think it should be possible
>>2312368Left looks more horsey >>2324823Despite all of my slumber, I'm just a dorf in the cage of lumber
The Vanilla Tileset sucks anus, do the pre-steam sets still work?
whats the best way to have proper >throne room>royal tomb>royal dining halland shit like that?
>>2325930make a yuge room (preferably in a layer of obsidian or flux stone) and then engrave all of itor make it out of blocks for even more value
>>2325932I see butI just placed one of those ancient treasures of the gods in the queens room and the bitch doesnt even consider it
>>2325934I think there's a bug/intended-but-extremely-obtuse-mechanic where items on pedestals don't count for personal room value (or only count if they're made of a material the dorf prefers?)
>>2325938wtfwell fuck me, takes explains a lot of thingsturns out they only work in temples and guildhalls, but not roomstime to make gem windows I guess, shitbut thank you anon, this was driving me crazy
>>2325784smiled
>>2325930>royal5x5High value floors, walls and furniture (statues are a good choice)EngraveDisplay cases (I don't know if pedestals work, try it) can house artefacts or high value mundane objects (gem encrusting)Artefacts themselves may be furniture, which means they can never be stolen, my Duchess's bedroom's backdoor is a bone artefact called the Faded VirginityGood materials, which engraving and quality make a lot better for value, are mostly metalsYou don't need to make metal blocks and there's nearly no benefit in doing so along with bad drawbacksExample values are:>rock: 1>fluxstone: 2>gold: 30>steel: 30>iron: 10>silver: 10>crystal glass: 10>sterling silver: 8>clear glass: 5>fine pewter: 5>green glass: 2I personally find the really precious metals are excessively valuable and usually use one of the decorative alloys instead that splits the value with a lesser metal to let me cover the entire floor. I also find gold's value a little unpleasant for its terrible weight, especially in trading, but Urist is too greedy to mind.This is also how you make guildhalls better. I usually lean heavily on displaying artefacts because there's literally nothing else to do with them and I dislike it when they're stuck in a stockpile. I do have a preference to grant familial artefacts to their dwarfs, which incidentally gives them royal 2x2 bedrooms on occasion.
I should stress that you shouldn't be stingy with using precious metals for floors. It solves the problem near instantly once engraved. What else are you using them for? Natural stone isn't that valuable even if it makes you feel good when you dig out an entire room that's one colour with no ores or gems in the walls.>>2325489I started in the year 50. My world has necromancers according to legends but they haven't yet had the chance to found a tower for whatever reason (some of them have been trying to enact political conspiracies for ~30 years but their societies have too many honourable, law abiding dorfs who keep turning down offers to help).I haven't found any vampires in legends, though I'm not sure what to look for, and I'm not aware if any werebeasts exist.I play in young worlds because I hate intelligent undead having super strength.
>>2325984>>2325980thanksI dont really have precious metals, just iron and copper, I guess I could place a couple silver slabs, I found gold but I make crafts out of it and sold most of it but I usually engrave lots of stuff, will try thati dont really have problems with guildhalls and temples since pedestals seem to work just fine for themmaybe I could also encrust some furniture, i have a couple of extremely skilled craftdwarves
>>2325938>>2325939Objects on pedestals count if they align with a dorf's preference. I have a mace-obsessed count, and this fancy little thing makes his room royal 12 times over
Does diplomacy still not exist?
>>2326075Not really. You can engage in actions of conquest in fort mode. Peace making and ceasefires is for the elves, apparently. No prisoners of war, and no complicated dealings, other than demanding tributes/surrender or moving units between your holdings.
>>2325986Iron is fairly valuable actually
>>2326075next major patch don't worry
>>2325899not the graphics onesthey changed the entire way graphics are imppemented
>>2326860dammit
>>2325930The current system makes it feel like a race against time trying to satisfy royalty. I usually just mass craft wooden bolts/bins or clothing and request gold bars every caravan.
>>2323632>I want to mess with the gm-editor in dfhack - someone, give me a worthy goalCan you make underground rivers? I miss those niggas
>>2323836>not air-tighting your caverns.But actually, does it still matter with new siege mode? You'll just get multiple siege playing fields with each underground level now?
>>2321593The kind that fills my screen effectively .In practical terms its two square areas with an odd side length, surrounded by an 8 of galleries that are 5-wide. The pattern is then stacked with modifications for work or sleep floors. Usually there's an 8 or a 9 size room that tiles this pattern nicely.
>>2327337Currently cave dwellers cannot bring siege engines if that's what your worried about.
>>2327341What about digging?
I used to play adventure mode a lot pre-steam. I launched steam for the first time and everything happens very slowly. Is it because of the animations? Walking, fighting, it's not "smooth" anymore.
>>2327575yes, now it shows things like limbs flying off to other z levels in real time instead of instantly doing it.it takes some getting used to
>>2327639But I don't want to spend ages for every encounter, I just want to hold forward arrow and move at blazing speed like I used to.
>>2327435Digging is pretty slow and usually over a short distance to get around a weak spot in your defenses. I haven’t seen them tunneling down to the caverns and trying to attack from there. I think invaders also prioritize building stairs and bridges over digging.In my 21 year fort I’ve seen>digging down into farms near the surface>shooting everyone inside a bolt thrower tower, building stairs, then digging up into an overhang>breaking down drawbridges>breaking down walls>building stairs over walls>building stairs up into trees and hopping across the branches>flying over my defenses riding giant bats>building bridges over moats>climbing into shallow section of moat and digging underneath wall causing mild flooding>destroying pump needed to refill moat>digging into pump stack meant to replace my water moat with giant magma moatand finally>drawbridges flinging dozens of goblins into magma moat at onceI haven’t seen them try to dig under the magma moat yet but I’m going to excavate an entire Z level and fill it with magma to make it impenetrable just in case.
>>2325986>maybe I could also encrust some furnitureLook up how to link stockpiles to do it cleanly, it's a bit finickyRemember that>uncut rock crystals can be used for crystal glass (incredibly labour intensive, no biggie if you don't care)>encrusting multiple times over fails IF the dwarf tries to use a gem type already encrusted (you can assign the type to encrust)>filtering gems by value, such as selling the cheap ones with the help of DFHack, helps ensure furniture will be higher value
>>2327148Probably not, but maybe. What are the key features of an underground river?
>>2327811I am beginning to think my next fortress should be built offshore, like an oil rig
>>2327811>breaking down walls>building stairs over wallsSo what would happen in case of a wall 3 levels tall with an overhang fortification and roof, behind a moat 5 spaces wide?They will build a bridge over the moat, and then start mining horizontally through the wall, or carve stairs into it?
>>2328042Best guess: they’d likely build a bridge/stair combination over the moat the top of the roof, or a bridge straight across and dig through the wall. If the wall was reinforced, then they’d dig up into the overhang. Overhangs are a huge risk now since they provide a blind spot for goblins to dig freely.I had a similar setup in my fort started before the update.The goblins built a bridge/stair combination up to the roof, then jumped off the roof into my courtyard.I stupidly sent my squads to fight the goblins in the courtyard instead of falling back to a choke point, and a squad of goblin archers spread out along the roof of the wall and fired at all my dwarves fighting below. Got absolutely destroyed, elite units are stronger than I expected and getting shot at didn’t help.My current fort, I went with a more solid strategy:>archers/bolt thrower in separate towers instead of along wall so they don’t get murdered by melee invaders the second the wall breaks>towers don’t give enemy any strategic advantage and can be sealed immediately if lost>purposefully let in a few invaders at a time to discourage digging and to keep the fight manageable>redundant bolt throwers and extra ammo stocked nearby
multiplayer adventure mode when?
>>2328511
When do you guys typically start up your military and/or defenses?
>>2328673I have a brain problem where I can't be fucked to deal with organizing militia squads until I have enough useless eaters to draft a full 10. Before that I just rely on traps and hope a werecreature doesn't show up
>>2328673I love to play in challenging biomes, usually near a necromancer’s tower, so I start up my militia squad day one, woodchopper/militiaman ready to go and train when he’s got no wood to chop or stuff to haul. Leads to having a legendary warrior fairly quickly, minimizing threats and making it so that when you breach the caverns, your tornado of death can murder all the critters that try to break in. I also typically pack coal, cassiterite, and copper nuggets if my Civ has access to them, so I can get a quick metallurgy industry up and running and get my guy fully decked out in bronze asap. It’s worked fairly well for me so far, sometimes I also draft in my manager so I’ve got two murderhobos ready to go
It seems I locked the dwarven liaison guys in my fort. I opened the exit and they fucked off but the horses are still there wandering around and the good stuff has fallen on my floor. How do I store that in my stockpiles ? Also does that mean no more dwarf help ?Also my cut gems are all gone. I don't see them in my stocks, thieves can't pull that off rght ? Im getting confused by the events right now.
>>2328673>when?Embark, bronze is cheap (bismuth is identical) and nearly as good as ironEnough for one dwarf with an above ground open air free range grass carpeted training barracks, he'll train in his freetime (I don't know if that's dfhack)>but what about monster/ettin/giant/cyclops/minotaurAs it turns out a metal sword is a metal sword and a giant naked man is naked>but what about childsnatcherFuckfuckshitfuck I have 2-4 seasons before an ambush is spawned, make 10 weapons out of anything for a squad and then start to make armour>>2328742Check overworld map relation, if fine, wait for next year's caravanDismantle your depot if all the items seem to be stuck in it, and rebuild the depot afterwards of courseProblems may be: all items are forbidden (lock icon), dwarfs are too busy to haul, your stockpiles are full, dwarfs need you to save, exit, and reload the game because their brains broke and sometimes refuse to do tasks if you've been playing for hours because the game has bugs>cut gemsDid you use them? How many did you have? There are thieves (kobolds) who supposedly ignore locked doors and all traps but I have no experience with them and I assume you'd be told about any theft once it leaves your map, same as the game tells you about the infamous kea's exploits.
>>2328673before the siege update,as soon as I have some kind of metal I would start crafting armor and weapons, melee first and ranged laternow my priority is building walls and gates, trying to have some decent defense with bolt throwersand only then, start actually creating an armypop wise, when I'm at 40~ish something dwarf I start recruiting at least a full squad of 10 dorfsthat changes based on the biome, untamed wilds might need some extra patrols and stuff and I can clear to avoid small ambushes and snatchers with war trained animals
>>2328673Usually after creating my first steel weapon. Don't want my dwarves to get attached to a subpar weapon.
I wish I could play the latest version with the old UI (for the keyboard controls) and ascii/tilesets. Still playing on 0.47.05 for now