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File: 1776351036513010.jpg (1.21 MB, 2560x1440)
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Fortress Entrance edition

Previous: >>2350059
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!!
1/12/26 - Dwarf Fortress 53.09 and 53.10 released since the previous /dfg/ with bug fixes, new portraits, and replacements for the goofy animal portraits.
>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 defense for your dorfs.

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

Dwarf Fortress has an extensive wiki which can help you with your question about DF, as well as providing info about modding and 3rd party tools:
https://dwarffortresswiki.org/Main_Page
https://dwarffortresswiki.org/Utilities

>Utilities that (you) should know about:
DFHack: https://dwarffortresswiki.org/Utility:DFHack
Dwarf Therapist: https://dwarffortresswiki.org/Utility:Dwarf_therapist
Legends Viewer: https://dwarffortresswiki.org/Utility:Legends_viewer

>Tutorials:
Quickstart Fortress Mode: https://dwarffortresswiki.org/index.php/Quickstart_guide
Quickstart Adventure Mode: https://dwarffortresswiki.org/index.php/Adventure_mode_quick_start
Other tutorials: https://dwarffortresswiki.org/index.php/Tutorials

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

Strike the earth!
>>
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I spotted a plump helmet man visiting the fortress tavern. The dwarves weren't tempted to eat her or brewing her, at least I think.
>>
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>>
New update just dropped

https://store.steampowered.com/news/app/975370/view/693135146596958388
>>
This patch gives messengers more tasks, like the ability to make peace and improve or open trade relations. You can assign messengers in the same menu where you assign other positions like the manager and broker, and you can give them missions from the world screen (button on the lower right.) There are also some optimizations and other fixes.

Diplomacy
>Your appointed messengers can now do a variety of diplomatic missions from the world screen. Make peace, declare war, make contact, and improve trade. You can also seek alliances if you have the monarch in your fortress.
>Increased the priority of messenger actions.
>It's possible to open trade with humans and elves before their usual time if you send a messenger.You can also open trade with multiple civilizations of the same type.
>If traders don't make decent profits and you do not engage in negotiations, trade will taper off.
>Added confirmation to mission interface.
>Changed some colors on mission interface.
>Added a dialog line for dwarven traders from other civilizations.
>Fixed issue where turning enemies off lead to early caravans (requires resetting difficulty to apply).

General updates
>Optimization: zombies don't consider their surrounding until disturbed.
>Optimization: throttled creatures trying to repeatedly failing path.
>Added announcements for residents and creatures that have begun throttling pathing.
>Can view activity details again from the residents list.
>Stopped scroll bar from disappearing when closing bins near the bottom of the trade list.
>Increased the maximum number of announcements that can be saved.
>Prioritized the removal of sparring announcements from the announcement list.
>Tries to repair corrupted musical instruments upon load.
>Did some exception handing for map saving and loading.
>Added the ability to display all logged errors on screen (useful for debugging mods etc).
>>
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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]
>>
>>2402681
>>2402795
>You can expect to see the dinosaur update next
wut
>>
>>2402681
>>2402795
uploaded
>>
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Wtf, this guy just dropped dead, I was really confused but it was just old age, first time I've ever seen that, he was 151 then he just dropped dead while sparring, RIP legendary axedwarf.
>>
>>2403165
161 I meant
>>
>>2402960
Creatures RAWs will get expanded with prehistoric creatures, and also world gen options for how prima you want your world to be, or something among this line.
>>
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Bruh what the hell is this bruh???
>>
>>2403298
It is a cat fish, what else would it be?
>>
>>2403298
adorable. trap it and make it a pet
>>
>>2403298
he cute
>>
>>2402421
Dwarf Fortress died after 47.05.
>>
>>2403690
It got murked by a tribe of grizzly bear men along with everything else on the map
>>
>>2402959
How do I have only gay black bald dwarves?
>>
Is there a mod to make the steam version of DF less ugly color wise? I want less intense colors.
>>
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>>2404629
Like I want the color palette to look more like pic related.
>>
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>It's another episode of a horde of crundles spawned to inevitably fill my cage traps
I don't think the fort has to worry about food anytime soon
>>
>>2404624
use your brain and figure it out from what has been provided
>>
>>2404711
You should place some boulderdrop traps in between the cage traps.
>>
>>2404711
probably the best egg laying creatures in the game. i love having a crundle farm. breakfast every morning from the butt of an imp in a Grand Dining Room at the bottom of a 1000 foot tall staircase
>>
>>2404629
The only color adjustment mod ive seen out there is one called Colors Armoknized.
There is one lad who actually had the balls to make a new graphic set for steam DF called HEWN, but this is an entire new graphic set.
You probably shou ask the guy on the first one who to mod his mod to your taste, and then DIY
>>
>>2404629
for the premium graphics?
sadly not, its addition has more or less killed the graphics and tileset scene
>>
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> arrives at the fort
> doesn't work
> steals so much gold he can barely move
> still complains

How do I get rid of this Ganesha hobo?
>>
>>2405599
Conscript, send into a room with a drawbridge floor and a big drop with spikes or lava beneath, close door behind him, have someone flip the switch, goodbye.
>>
I still can’t believe it actually worked
>>
>>2402421
are there any good mods recently? I havent played much with mods since masterwork and lazy newb pack
>>
I have 2 hours of free time ahead of me, should i jump in and learn the absolute basics or will i accomplish nothing?I'm playing EUIV right now but i have a huge itch for more autism
>>
>>2405715
its fun for a few hours, df is no eu4 to sink in hundreds of hours tho
>>
>>2405727
Fr? I have the steam version and i thought it's one of those games that you can sink thousands of hours into. Something like RimWorld.
>>
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These were all committed by 1 black woman, she started a tavern brawl that ended with 23 injured, 2 of which died. What should be done with such people?
>>
>>2405730
Her fucking name is Arbost Lawpass dude
>>
>>2405729
You have to be a special kind of autismo but yes
>>
>>2405745
I have plenty of that
>>
>>2405747
Personally I’d say it’s miles better than rimworld, although rimworld has its charms
>>
>>2405729
>>2405747
It is on the same genre as RW but it has very different feel imo.
DF is more like beekeeping or tending an ant farm
RW is more like running a mental asylum but junkies keep trying to break in every week, so you need to set up a bunch of sentry guns on the frontyard
>>
>>2405795
>ant farm
If Rimworld already felt like that (in fact i used the exact same words) will DF have that feeling amplified?
>>
>>2405833
Yes, and the ants can actually move vertically as well.
And you can play as an ant in a sandbox
>>
>>2405869
there is SO MUCH to do in this game oh god, i will play for one more hour and then play Solar Nations 2 because i want to try it but tomorrow is gonna be a dwarf fortress day for sure
>>
>>2405887
>there is SO MUCH to do in this game
not really but you will figure this out eventually
>>
>>2405887
>there is SO MUCH to do in this game
there is but you need to have an actual imagination or else you'll think there is quite little
>>
How can I do an undead archery range that's reloadable while not empty, lets me recover ammo and doesn't endanger dwarves? I'm trying to drop not flying undead into a pit with iron grates at the bottom but I can't figure out how to drop the undead in since you can't build cages on bridges and they won't just throw them in the pit if you assign an animal pasture over it and assign the undead there.
>>
>>2405918
Capture a necromancer, use it to revive corpses.

You should place the necro in an enclosed living space with gapped walls on the side you want to make the revival chamber, with a bridge in front of it. When you lower the bridge the necro will revive any corpses in his line of sight, close the bridge to cut off the line of sight and stop the revival process.

You can then build a hole on top of the revival chamber in order to use it as a dumping zone to throw in corpses.

If you want it for archery training, have another gapped wall closing off the other end of the revival chamber, you can then have your marksdorfs stay there shooting the corpses.

You can then build a corridor with several doors and drawbridges to act as an entrance to the revival chamber so you can collect bolts.

Be mindful of the location of the necro and marksdorfs, you do not want them to be able to shoot the necro, so make it in a way they cant get line of sight to the necro chamber.
>>
>start new location
>get zones made
>mining and wood cutting locations pre-planned
>tons of high value gems and metals
>holy moly what a game! Started atbelevation 37
>quickly get to 22 just going down and making small starting zones
>dig stairs doing to 21
>demon emerges from pocket
>kills everyone
Well that was nice while it lasted.
>>
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>>2406328
>>dig stairs doing to 21
>>demon emerges from pocket
What! How?
>>
>>2406336
It was a really early caverns i guess. Normally don't run into any untill 0.
>>
>>2406336
In 50.01 Toady added some lootbox fragments of hell spread out through the cavern layers. Sometimes they have !!FUN!! in them

That anon dug opened one accidentaly, and got the best result
>>
how does the game handle double jointedness and/or contorsionism?
https://en.wikipedia.org/wiki/Hypermobility_(joints)
>>
>>2406390
you have to add in more joints, I like adding one to the spine so you can break their necks
>>
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>>2405445
>>2405551
Would it be possible then to apply an older graphic tilepack to the steam version? Would it at all be within the realm of possibility?
I really really like the obsidian one and I think it fits the game better than any other look out there.
>>
>>2406508
Unfortunately, no. Graphics were essentially rewritten for v50. Any old graphics packs have to be remade to become usable. And no one has bothered to try updating any of them so far.
Old tilesets, however, are still mostly compatible. Square tilesets for some reason break, but rectangular ones work fine.
>>
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>>2406519
>Square tilesets for some reason break, but rectangular ones work fine.
What did Toady One mean by this
>>
>>2406676
Hey, at least mousefags and graphixfags can play now
>>
>>2406196
I was trying to do it in a terrifying biome, also do you place targets in front of the walls cause if the range doesn't have enough targets they won't go to practice there.
>>
>>2406338
I thought the game warned you before digging into the spires to the clown fiesta.
>>2406369
>lootbox fragments of hell spread out through the cavern layers
Oh is that what those obsidian/gem squares are? Good thing I haven't dug into them yet. Wait, I think I dug one out but I made sure to smooth/fortify it just in case. High tier gems in the 1st cavern layer seemed super sus.
>>
>>2406829
the squares of obsidian and precious gems are all hollow and the center tile has a random chance of containing

>nothing
>water
>lava
>fire that will explode out and cook the miner that broke the block if you're unlucky
>a demon
>an angel
>a randomly generated artifact piece of equipment made from divine metal
>>
>>2406757
The targets in question would be the undead themselves, actually. You are supposed to turn the revival process on by lowering the bridge to give the necro line of sight to the corpses, your marksdorf squad should be set stationed at the shooting room behind gapped walls.

You will need to manually turn on the revival, send the dorfs there and turn it off when you want to stop.

This will count as actual combat, so your dorfs will level up much faster.

I suppose if you are on a terrifying biome you could potentially work something out...

Do corpses revive when exposed to the surface? Try building the revival chambet with the ceiling dug out all the way to the surface, set a dunping zone on top to throw in corpses and skeletons, see if they revive.

If not, you would need to build a surface gadget to revive the corpses and dump them in, would need to think a bit to design such a contraption, and need to know the extend to which the revival effect work, does it work on the surface only? Will a hole leading all the way down to lower z levels extend the effect downwards? Does it work underground with no surface access, or in caves?

I am sure you can figure it out, let me know how it goes.
>>
>>2406933
Not well, the marksdwarves wouldn't fire probably cause i also gave them daggers so they just stood around looking at them, then all the reanimating corpses stunk up the place, 3 dwarves went berserk and started beating each other, then they would die and then reanimate + miasma, it was over for them, tantrum spiral.
>>
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Wtf is this? I drank a strange solution, was covered in blisters, passed out from pain for like 3 days then I noticed my carry capacity increased massively, no changes on regular viewing but the dfhack viewer says my guy is 7.9x the size of a dwarf? I'm pretty sure humans can only be about 3x the size of a dwarf naturally. Also all my clothes fit still and I have no syndromes.
>>
>>2406945
What fetish mods did you install, lil buddy
>>
>>2406940
Huh, try having them manually target an enemy with the attack order.
>>
>>2406992
I just have the masterfork total conversion
>>
>>2405730
seething and obsessed
>>
>>2404624
If you set all dwarves to be gay wouldn't dwarves go extinct in 200 years max? I wonder how world gen would handle it
>>2407446
it's just kinda funny how these things align
>>
>>2404624
You must have downloaded the Netflix version of the game.
>>
Have you guys seen building destroyers destroy supports?
>>
>>2406883
Sounds dumb from a game design pov, all it means is it gets you once if you play blind and after that you micromanage every time some useless cheese maker to dig it while walling him in until all clear.
>>
there is hotfix
uploading now
>>
>>2405730
What i do with all of the criminals. Rather than keep them alive and sit in a cage and eat
>forge copper axe
>forge copper boots
>send them off alone to raid a goblin fortress with only that
>if come back alive they are atoned
Only had one ever come back. Some how soloed an entire goblin fortress on his own and razed it.
>>
>>2408410
You can just smooth and channel out a side piece every time to safely peak in
>>
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I tried to get into this game in the past and never really could but I've been playing the free version a bit recently and enjoying it.
Not interested in buying the game at the moment, but I hear that the current major version of the free release is actually lacking in features compared to a previous major version (v47) and that it doesn't fully support graphic mods, among other things. I also noticed it didn't have the ascii intro animation which I always thought was cool. Should I stick with the current version, or use v47?
>>
>>2409563
The newest version is more or less at parity again feature-wise, but square tilesets are broken for ascii mode. There are also minor qol changes and alterations in terrain, supernatural structure, and other things, but nothing significant.
You should be fine on either, the Dinosaur update is next while he continues to work on the next Major update which would actually be worth a migration, Myth and Magic
>>
Making stairs in the post-steam version is still something of a pain in the ass and if you don't build things in the right order, or have to deconstruct/change something later, you can softlock yourself out of completing the staircase.
E.g.
>designate a 50 z-level staircase straight down to search for caverns
>bust through to caverns after ~30 z-levels
>after revealing caverns, if you want to seal off the hole to make a secured entrance elsewhere, you have to destroy the bottom-most stair so that you can build a floor over the hole
>after the hole is sealed, if you want to rebuild an "up" stairway over that floor that reconnects with your existing stairwell - YOU CAN'T. because the "up/down" stair on the level above BLOCKS you from designating an UP stairs on the level below (?!?!?!)
>>
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>Hammerlord is followed by cat at his guard place
>Cat is assaulted by zombie ravens
>Hammerlord smashes all the ravens
>Cat dies anyway
>3 pages of "I will have my revenge"
:(
>>
Is the new update good?
>>
>>2409838
Dwarves are a grudgeful race.
>>
>>2402959
1. Is there any way to just conditionally remove baldness from female dwarves? I don't mind bald bearded dwarves, but I can't look at totally hairless dwarves without thinking of Dopey from Snow White.
2. Putting existing worlds aside, if we modify the base game raws, will that make the fixes apply permanently for all new worlds that get generated in the future, without having to go in and directly modify each and every individual save file?
3. I haven't messed around with Steam Workshop really, but are these types of raw edits viable for a Workshop mod? So would it be theoretically possible for someone to make a one-click install "no bald (female?) dwarves" mod uploaded to Workshop?
>>
>>2409949
1. no
2. yes with 50.01+
3. yes but steam workshop/the kitfox community does not like such mods of this nature and have removed them in the past
>>
>>2410182
not much since the advent of steam fortress
>>
>>2410183
Ah, that sucks. Has the mod community at least revived? I remember Masterwork drama scared off a good amount of old modders. I was worried workshop might split the community between a very quiet and mostly dead forum and DFFD and an also quiet and restrictive Steam workshop.
>>
>>2410187
negative ghost rider
>>
>>2410187
more dead than before
>>
>>2410195
>Has late game performance and big adventure mode map performance at least improved?
yes actually
and no, keyboard controls are still not back in yet
>>
>>2410182
Big performace gains
Lots of bug squashing
Enemies can dig an fuck now
Some magic items in adventure mode and magic healing
Moddable DF code for proceduraly generated through lua script
Dinos SOONtm
Fort mode magic by the end of the year or next year
>>
>>2410207
>Moddable DF code for proceduraly generated through lua script
*proceduraly generated creatures
>>
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Bruh what's going on, how screwed am I?

Should I make a separate save and see if I can kill that fucker off somehow?
>>
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>>2410295
...but on the other hand
>>
>>2410296
oh legendary gem cutting doesnt give better gems, and necromancers dont drink, but still get slowed down from not drinking, nvm, throwing him in magma
>>
>>2410295
>>2410296
>>2410299
Use the necromancer to make a revival chamber, this way you can use it to revive corpses and have your dorfs fight them in live combat drills, this will give them exp much faster than regular training.
>>
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>>2410295
He'll be a normal and productive member of your fortress, until he gets into a combat (even if it's just getting momentarily spooked by a small bird), at which point he will immediately reanimate any corpses in his line of sight. These will leave the necromancer alone, but indiscriminately attack all living things.
If you let him write books, he might make a record of the secrets of life and death, which will make all dwarves who learn them into necromancers.
>>
>>2410448
ok, I like that idea, ty
>>2410458
he doesn't slow down from lack of drink? I read that somewhere
>>
Is there any way (thru vanilla / DFhack / mods / anything) to have work order conditions on specific workshops actually query on linked stockpiles instead of on global stocks?
I like to automate most aspects of my fortress thru work orders wherever possible but that usually starts to break down as soon as I start having linked stockpiles and/or dedicated workshops.
E.g. I like to separate my cut/uncut gems, but I also keep rock crystals in a separate stockpile so I can use them for glass instead of getting cut. But that will eventually break my basic "cut 5 gems when there are >10 rough gems" work orders and lead to job cancellations.
wat do? or is this just my lot in life?
>>
>>2410498
I'm not actually sure. Vampires do that, but I don't remember if the brand of immortality necromancers get makes them stop eating and drinking.
>>
>get migrants
>get necromancer in the group
>make chief medical dwarf
>doesn't raise my dead dwarves
What a waste.
>>
>>2410579
See, the abilities of necromancers are determined by the book they learned the secrets of life and death from.

These abilities are determined by the "secret" that generated the original slab containing the secrets of life and death.

In order to revive your dead dorfs and keep them as a part of your population you need to have a necromancer that obtained his powers from a book containing the secrets of life and death that happens to have amongst the combination of powers the "intelligent undead" power.

You might need to look for a specific book in your world. I suggest using the dfhack "necromicon" command to see all books in the world that contains the secrets of life and death and see what powers they have. If none has the intelligent undead power, you will need to use dfhack to spawn a necromancer until you get one with the power.
>>
are the goblins who visit your tavern, join your fort and become citizens ALWAYS thieves? i want to get humans so i like to accept residents. bards not so much, but always soldiers. but i dont trust those little green goblins! im drafting them all into military squads, and they are going to be my auxiliaries, the first into battle. not even giving them steel, its iron and bronze for them.
>>
>>2410579
>get migrants
>get necromancer in the group
Ummmm the news told me that Trump made this up
>>
>>2410922
I don't use df hack. And that fortress died an hour later because of goblins.
>>
>>2410933
Lmao, its almost like different races have different behavioural predilections
>>
>>2411117
>I don't use df hack
You really should, it is very important for debugging.
>>
I want to play on an evil biome, but can't stand that caravans immediately flee upon getting rained on.

Any fixes? Or should I just embrace barking in tropic biomes? For clarification, it's not evil rain, as I set those to 0. It's simply goblin blood
>>
>>2412213
Not sure, but maybe you can set up your trade depot in the caves and have the caravans arrive through the underground passageways?
>>
>>2412229
I didn't realize that was a thing. how would I go about encouraging caravans to come through the caverns as opposed to spawning topside?
>>
Haven't played DF since Covid. Have any plans been made since then to implement multi tile creatures?
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>>2412244
Aparently you can have caravans arive through the caves. But besides the fact that you need to minimaly make sure that there is a passage wide enough for the caravan to pass through, I have no clue how manipulate the game into doing this.
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>>2412244
As far as I am aware, you just set the trade depot on cavern layer, and 3naurw there is some path to the edge od the map that is 3 tiles wide.

Use the wiki if in douvt.
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>>2412422
Doubt*
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>>2412256
We will be getting fort mode magic rituals, prehistoric animals, some shit about diplomacy and armies, map gen code rewrite in the foreseable future. But there have been no mentions of multi tile creatures so far.
>>
>>2412422
>>2412350
was entirely unsuccessful. Settled for re-embarking on a terrifying ocean biome with joyous wilds land.
>>
>>2410173
Wait... Steam Workshops have political commissars?
>>
>>2413412
Workshops are moderated not by Valve, but by a game's publishers. Dwarf Fortress is published by Kitfox.
That should tell you all you need to know.
>>
heya, im trying to figure out how to build a reservoir for a well

I saw a video where someone made the water go diagonally to reset the water pressure, but then they dropped the water one z level down to go to the reservoir, but they didnt reset the pressure on the level of the reservoir.
Why wouldnt that flood the base to the level where the water pressure reset as opposed to the level below it where it went?

Also I played this game like 3 years ago and for some reason I kept getting attacks from giant birds and everytime I would kill one bird more would come attack, I think nature was pissed and it would keep getting pissed because I would kill the invading giant animals.
Was that like a bug and was that fixed? Or like how do I avoid that in a new playthrough?
>>
>>2410187
The Long Night guy is the last old modder left i think
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>>2409584
>Myth and Magic
What will they add after that? It feels like the game will be "complete" after that update, it was the only major aspect of fantasy missing.
>>
>>2413896
>Also I played this game like 3 years ago and for some reason I kept getting attacks from giant birds and everytime I would kill one bird more would come attack, I think nature was pissed and it would keep getting pissed because I would kill the invading giant animals.
>Was that like a bug and was that fixed? Or like how do I avoid that in a new playthrough?
It's a savage biome thing which, ironically, makes your playthrough a lot easier as you have access to infinite food, and sometimes, infinite giant warbeasts.
>>
>>2413896
Where is your water coming from and what kind of intake we are talking about? Is it like the drippings of an aquifer tile or a river?
>>
>>2414009
boats most likely
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>>2413896
>Why wouldnt that flood the base to the level where the water pressure reset as opposed to the level below it where it went?
It would. Not sure what was going on in the vid you saw, maybe they reset pressure again off-camera or maybe they made their design in such a way that the cistern is deep enough so that a +1 pressure differential doesn't matter or flood anything.
But yes the way you're describing it, I would absolutely expect the water to be pressurized and want to reach up to the z-level of the most recent diagonal depressurizer.
>>
>>2414337
This is a wild guess, but maybe it did not flood because of evaporation of water as a result of hot or scorching temperature of the embark location? If the enviroment is hot enough the water will be lost to evaporation as fast as the water intake, thus negating the pressure effect from flooding the upper z level.

Would need to see the video and have embark information to know for sure.
>>
>>2414009
>Myth and Magic
>What will they add after that?
lol
lmao
>implying the magic update is ever coming out
Myth generator was what, 10 years ago? You're not even at the "big wait" yet that Toady had promised.
>>
>>2414009
Considering how much of his development roadmap and dev cycle plans changed with the steam release and the inclusion of Putnam, it is really hard to say even if there will be an end to myth and magic instead of a perpetual trickle of features until Toady becomes a technolich.
Probably we will see a mix myth and magic stuff being added to the game as he works on stuff like various of the games systems that havent been touched in 20 years; And adding more army features like being able to actually command squads and battles outside of your fort.
Then as we get more map rewrites, we might see boats and mutitile entities/creatures, and eventualy more world scale economy since irrc, Toady said that it doenst make sense in setting up an global economy system without navagable rivers being implemented.
>>
Encountered a very peculiar bug.
I prospect every time I embark and saw a very limited amount of flux stone (marble) on my map (numbering <600 mineable tiles).

I looked high and wide and couldn't find any using the reveal command.

I used dig-now to mine the layers they were supposedly on.

I found that, in a small portion of the map, there's a section of andesite which, when mined, produced marble. This doesn't happen to any andesite anywhere else.
>>
File: 1773404011981518.jpg (1.12 MB, 1728x1054)
1.12 MB JPG
PSA: before you go through the effort of digging the magma pump stack, keep in mind that pumps are two tiles long
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>>2415707
How do you even use pumps properly? When i try to pump water, the dwarf gets knocked off backwards into the water. I'm too afraid to even try and pump magma for fear of losing all my dwarves.
>>
>>2416097
The screw pump tile next to the output tile acts as a wall. Complete the wall around the output tile to prevent the pumped water from running back to flush the pump operator dwarf. Use a grate over the input tile as a safety measure.
>>
I've never built a pump stack but my question is how you power the sucker. To get magma up from the bottom of the map I'd be looking at a 100+ z-level tall stack.
Manual power requires 1 dorf per pump, so I'd have to have like half my population devoted to pumping.
Windmills give a semi-random amount of power, a single windmill will power anywhere from 2-4 pumps (or zero if unlucky) + any additional power needs for shafts and gearboxes, so you're still looking at what, 30-50 windmills?
Water wheels seem like the ideal, powering about 9 pumps, but you need flowing water so if your embark doesn't have a river are you just screwed? I don't think cavern lakes are infinite so even if you committed to some engineering project to divert a lake into a screen-edge drain, all you'd accomplish would be draining the lake rather than establishing a reusable power source.
>>
File: dfg_guide_30.png (29 KB, 349x235)
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>>2416420
Perpetual motion, you can feed the water pumped by a screw pump into some water wheels and get far more power out of it than you put in.
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>>2416097
I have never had a dorf manually pump those, just build a waterwheel or windmill.
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>>2416420
If you build a river chambet with waterwheels, you can just let it fill to like 5 or 6 water level and close the drainage floodgates, the water will continue to splash around and register as moving water to the game, which means the wheels keep turning.
>>
File: artifact stash.png (186 KB, 964x528)
186 KB PNG
23 years of climbing later...
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>>2416441
I've never had those work long term. The water always slowly evaporates out and I have to restart every six months or so
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File: Pump.jpg (516 KB, 2560x1440)
516 KB JPG
>>2416097
See pic for reference
1. is the input tile. The pump will draw water/magma from the Z-level below this tile. Put a magma-safe grate over it to prevent nasties from entering the fort. Or to prevent pump operator dwarves from accidentally falling in.
2. is where the pump operator stands to operate the pump, or where power is delivered via attached axle/gear assembly. This tile does not block the movement of creatures or liquids.
3. acts as a solid wall. creatures and liquids cannot pass through this tile
4. is the tile where liquid is pumped to. Liquid is pumped to the same level that the pump sits. So a pump will pump liquid up +1 z-level. In this case it falls back down the grate.

Then you surround #4 with walls like so and there's no way for liquid to wash the operator away. Have a floor/wall above #4 for extra security.
>>
>>2417678
You're thinking of Rimworld.
>>
sometimes there are too many problems in my fort so i abandon it even though i know i couldve saved it there were just too many things at one time
>>
>>2417349
Thanks anon. The pic helps too.
>>
is there genuinely any need to have minecarts? I can't think of a single time I'd ever use minecarts for their intended purpose.
>>
>>2418806
>for their intended purpose.
Nope
It should be tecnicaly better than wheelbarrows, but one requires you to micro shit and the other doesnt, which means it is automaticaly better
>>
new progress report from the Toad

"This month will be split between dinos and magic. Last month I started getting some decent procedural distinctions in the magical methods, which was cheerful to see. Now though I'm banging out dinosaur raw files ha ha, with a focus on more rituals and magic effects when I switch gears mid-month."
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>>2419088
> I'm banging out dinosaur raw
Toady has been playing Snoot Game, I see
>>
File: 1744627337823.gif (156 KB, 220x123)
156 KB GIF
>>2419130
well, he is an autist after all
>>
>>2418806
Biggest use I can think of would be transporting magma. Most forts will probably want to be using magma for forges & furnaces asap, but you ideally don't want those workshops split off from the rest of your fort by 200 z-levels, so you either need to bring magma up or you move your entire fort down. Bringing magma up with pump stacks suuuuucks but setting up a minecart track sucks marginally less so you can have a loop that dunks the cart in some magma and then have a dorf push it up to fill a small cistern up near your main fort so you can use magma fuel. (Or just embark on a volcano and skip the whole thing.)

As for using minecarts for hauling rocks and ores? Literally have never felt the need to do this.
>>
is there a way to ban child migrants? I set my child limit to 0 and i still keep getting them

Im just starting the game and I dont want to have a lot of dwarves since im just figuring out the game, so id really not like to keep getting caravans with like 50% children and its still the first year
>>
>>2419309
Iirc that is just a cap to prevent your dorfs from making more babies. But Idk, could be wrong.



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