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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?
>>
>>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.
>>
>>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.
>>
>>2412422
Doubt*
>>
>>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
>>
>>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
>>
>>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.
>>
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PSA: before you go through the effort of digging the magma pump stack, keep in mind that pumps are two tiles long
>>
>>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.
>>
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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.
>>
>>2416097
I have never had a dorf manually pump those, just build a waterwheel or windmill.
>>
>>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.
>>
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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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>>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."
>>
>>2419088
> I'm banging out dinosaur raw
Toady has been playing Snoot Game, I see
>>
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>>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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>the king arrived
Do I just kill this cunt, and have my necro-count resurrect him as a zombie puppet?
>>
>>2423135
Its every nobility duty to inspect the diameter of the lava tube
>>
i haven't played much since the steam release, but I never really got the 'new' labour system... is the default supposed to be set up in such a way that you have to interact with that whole system as little as possible? do you just make separate labour details for like, weaponsmithing and whatnot to lock unskilled bozos from making weapons?
>>
>>2423700
That's what I've been doing. I have a block of unskilled peasants that I've locked into doing all the chattel work (hauling, cleaning, etc) while only my most skilled are set to make their respective craft. It takes making a bunch of separate work details, but I think it's worth it.
>>
>>2423700
pretty much, I only use the labor screen for professions that benefit massively from skill. I don't give a fuck who's engraving the walls of a bedroom as long as it gets done, but you really want someone who already has smithing training equipping your militia
>>
>>2423736
I make the unskilled peasants military. Just set them to train for forever.
>>
>>2424160
With alternating regiments on staggered training, you can have the best of both worlds.
>>
>>2405896
Anything not represented by a game mechanic is not something you can do. Imaginary roleplaying is not doing things.
>>
>>2409745
You can't build stairs on floors. Only one construction can occupy a cube.
>>
>>2424279
t.man with no ideas nor imagination
>>
>>2405896
>>2424279
I think they meant how you can get creative using mechanism, traps, or just smart designs
or just get into your faction, get to know say what materials they like, create a silverware industry
>>
Did anyone ever discover a reason to use trading?
>>
>>2425548
what?
I trade all the time
If you produce lots of riches and sell them to traders, more migrants will come in the future and your fort will expand more rapidly
also with these new diplomacy updates it's easire to know what they want
>>
So since you already reach pop cap regardless, and migrants aren't valuable, that's not a reason to use it. Anything else?
>>
>>2425554

well of course yes but now I'm not gonna tell you
>>
Yep, there isn't one.
>>
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>>2425558
>buy things you need
>sell things you dont need
I don't see the problem here.
>>
>you have everything you need
>traders don't bring anything that matters
Yeah, not surprised you don't see the problem, retard. lol
>>
>>2425548
To spread your culture across the world.
>>
why did coinage get thrown on the back burner? im upset that i cant mint a million coins and use them as trade fodder desu
>>
>>2425662
you really dont think so? you dont use the trade negotiation as a catalog for stuff you want next year? so, you just trap and tame all the animals you want? everything, you make everything yourself, even musical instruments?
there are some things i cant be bothered to do, like make instruments or grind up gypsum powder for casts. You don't even buy extra seeds?? Or exotic beasts from the elves??
You're the retard. You might as well just embark on an island, you fucking moron. Why the fuck would you ignore such a major feature of this game?
>>
Dino Update scheduled for June 25th
https://store.steampowered.com/news/app/975370/view/688634078777311387
>>
>>2425910
why would I care about instruments or animals or seeds?
>>
>>2425548
It's super crucial if you embarked in a savage area or an area without trees, or have elves nearby. You can trade stone crafts for logs, fish, and plants/seeds not present in your embark location. That way you can avoid wildlife agitation or elven attacks. Plus you can trade for caged animals, foreign weapons, and leather hides. Trade is super useful.
>>
>>2426065
So there with be a setting for extinct animals and if you want to see the extinct animals in your game you'll have to start a new world. Reddit is basedposting hard over this but I'm not sure if I'm sold. Sheering woolly mammoths for woolly mammoth wool might be interesting but I feel like seeing a flock of Jurassic-period raptors on the same map as a pack of Holocene dingoes would look way too wacky and out of place.
>>
>>2426369
So useful that you can easily never engage with it at all with no drawbacks, lol.
>>
>>2426375
Why would it be out of place? You're not playing on Earth, so there's no way to know when or where any particular animal lived. Never mind that every single world generated is completely unique and has its own history.
>>
>>2426375
I don't give a shit, it'll just be more tokens I can use for my personal modding
>>
>>2405698
High fantasy mod seems cool
I played with it a bit and it adds lots of dangerous wildlife, which I like
It has bearded females though you might want to remove that before you gen a world
>>
>>2426494
Post yuor mods on bay12 I miss the forums not being dead
>>
>You're not playing on Earth
>literally Earth-shit-cene with Earth-shit-saurs
lame
>>
>>2426526
>hurr durr if this isn't earth why are there wolves and elephants n shit?
retard.
>>
Duck men when?
>>
Either I don't understand that there's something special about dinos or adding overgrown animals is pointless, since they are already here.
>>
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>>2426205
your mother cares about animal seed
>>
>>2426588
Somehow after anomalocaris men.
>>
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>>2426460
>Why would it be out of place?
You don't know why flocks of dinosaurs roaming around in Oak broadleaf forests next to deer and squirrels doesn't seem out of place and arbitrary?

If would have been better if they didn't just add extinct fauna but modeled in the flora that existed during those times including the biomes and general geologic patterns. That would be cool if when selecting to play in a Mesozoic Era landscape that the plants matched the time period. They could have modeled in plants and fruit from that time but now we have a wacky nonsensical mesh of animals that existed in a world that was warmer, more humid, and with more oxygen living in the modern world with cooler temps, less humidity, and less oxygen. Seeing roaming woolly mammoths and penguins next to grazing triceratops is cringe and retarded.

At this point they're just appealing to the reddit audience that has a collective basedgasm whenever they see dinosaurs brought up.
>>
>>2426807
map rewrite soon hehehe
>>
>>2425548
Get stuff you do not normally have on your map.

Bring in limited resources like steel, thus increasing the total available in your map.

Buy exotic seapons like whips, which are the current meta for melee weapons.

Getting seeds and animals you would not have access to on your map.
>>
>>2426807
>You don't know why flocks of dinosaurs roaming around in Oak broadleaf forests next to deer and squirrels doesn't seem out of place and arbitrary?
Yes, I don't. There are plenty of fantasy settings that mix extinct animals with modern ones. Warhammer has dinosaurs and mammoths, TES has mammoths and sabertooths, DND has fucking everything. It's just a regular feature of fantasy at this point.
>>
>>2426839
>map rewrite
What's that?
>>
>>2426926
>Warhammer
Stopped reading right there. Are we really just going to go all out and appeal to the lowest common denominator of fantasy slop? Let's have some aliens, cape-wearing superheroes, and portals to the astral realm where you can fight jesters and machine elves while we're at it. The Magic update is probably also going to ruin the feel of the game.
>>
>>2426953
Map code sucks. To accommodate magic, it needs a rewrite. The changes will include cave layer customization, there won't always be 3 layers anymore.
>>
>>2426956
Oh my god anon you truly are a poser. You dont know shit at all.
Warhammer FANTASY.
The FANTASY one. Not the scifi you retard. Im not even the other anon but i had to laugh seeing you all smug and so.
And next thing you are gonna say is that dwarfs feel out of place too. Dont be ridiculous.
>>2426807
Anon. The post clearly shows that they can be extinct in game. Literally the push of a button and they dont exist.
Also again i beg for you to understand the concept of fantasy. This is nothing groundbreaking.
>>
the Dino patch, like most other features, can be turned on and off at will. don't want Dinosaurs?
unflag it.

it's that simple
>>
Really hope dragons get shoved into the dino faction so you have to enable dinosaurs if you want to have dragons in your world.
Next we'll get ufo's and cowboys because there's definitely, probably some kind of fantasy slop setting out there that already has them, so it's fine to add them to df.
>>
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>>2427045
>>
>>2427045
Dragons have literally nothing to do with dinosaurs
>b-but big lizards
Aren't dinosaurs
>>
If you don't have any hostile "neighbors" listed on your embark screen when starting a new fort, does that mean you (generally) won't get invaded?
I'm in like my seventh year of my current fort and have literally never gotten a siege once. Is it just because I settled in a place with no goblin pits or necro towers?
I know that it's possible to trigger invasions by like pissing off the elves or sending miltias on hostile missions, I'm more just curious on the automatic type of invasions that just happen by default.
>>
>>2427412
yeah. but you can aways start shit by sending some of your guys to raid some gobbo town
>>
>>2402421
Man I kind of want to get back into DF, but managing 50+ dwarves just sounds tiring. Maybe I just want to manage a small village instead of a mega city.
>inb4 Rimworld
The lack of z-levels and no terraforming is so limiting.
>>
>>2427892
You know you can put a hard cap on your population numbers, right? including absolute ban on your dorfs having these annoying children
And on top of that, not so long ago there was a mod that allow you to go full hermit mode, so you could have a complete solo run (although I'm not sure if it's still around)
>>
>>2427905
>You know you can put a hard cap on your population numbers, right?
Fuck, I did not know this. Does this cap include visitors to my taverns and such?
>>
Just got song of syx using the df 10% off combo, am having a hard time giguring out how to set a proper food industry.

Any advice?
>>
>>2426459
this game isn't very hard. it's a fucking sandbox bro. I use trade to regularly give my civilization:
giant war animals
native aluminum
themed food (I regularly limit myself to fish only since I play savage biomes and meat is infinite in those).

You're more than welcome to generate a world with low mineral diversity and embark in an area without iron/flux stone and see how well you do. Trade would help there immensely.
>>
>>2428109
yeah, I know the game is bad. Is that supposed to be a comeback? lol
>>
>>2427045
yeah, hopefully we get stuff that's cool and owns you lameass faggot
>>
>>2426913
so nothing you actually need? lol
>>
I'm excited for dinosaurs! I was looking for a chance to get war rexes.
>>
>>2428256
I do need those whips and steel.
>>
>>2428256
Saar.
>>
>>2428284
oh that would be sick actually. but what if the elves get them first..?
>>
>>2428253
nigger you're literally posting in a thread of a game you think is bad. re-evaluate your life
>>
>>2428325
who said that, retard?
>>
When dinos drop, should I play a kobold camp and raise dinos to protect my little guys?
>>
>>2428544
Seems like the logical thing to do
>>
>dinosaurs
Tarn has officially lost it
>>
>>2428581
He knows he can kill the truth
it's just beyond the Gate
>>
>>2428581
I can't wait to breed a t-rex army and raid gobbos.
>>
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I don't get why some of you guys get so upset at the idea of dinosaurs
first of all one of the reason (I think) Tarn started working on them is because he wanted to start working on rewriting world generation code, and since that will influence a lot of the Myths and Magic patch maybe he thought adding few geological eras and relative prehistoric animals was a fun stuff to do (it is) and it could set the groundwork for properly rewriting important bits

also, look at picrel and tell me it doesn't look tuff as hell
>>
>>2428850
>look at picrel and tell me it doesn't look tuff as hell
Did they ever implement mounts in DF?
>>
Yes
>>
>>2427932
The latest update added Standing Order options to setup automatic responses to various petition requests. So you can setup a public tavern that allows visitors but auto-deny residential requests so you're not constantly getting bombarded by monster hunters and traveling bards wanting to join up. I don't think there's otherwise a way to limit the number of temporary visitors aside from just allowing/denying them altogether in your taverns and locations.
>>
>>2426807
What's your reasoning? The planet in Dwarf Fortress isn't Earth.
>>
Thinking of trying out Dwarf fortress, because I like rimworld, any advice if I decide to get it
>>
>>2429687
thankfully for yourself, the steam version/50.01+ comes with a tutorial
>>
>>2429681
>The planet in Dwarf Fortress isn't Earth
Why is it using Earthen creatures then?
>>
>>2429811
ah yes, the elusive earth kobold and eye grass
>>
>>2429812
The Earth creatures used are consistent for the time period environment. The fantasy creatures would be consistent in both an ancient and modern period environment. But putting real animals from ancient times into biomes that are clearly from the modern era is more immersion ruining than fantasy creatures. If we're going to do ancient then let's go all the way and disable cows and dogs while adding in a bunch of Mesozoic ferns and shit for the dinos to munch on.
>>
>>2429816
>disable cows and dogs while adding in a bunch of Mesozoic ferns and shit for the dinos to munch on
and how do you know he isn't going to implement them as a kind of new biome modifer like savagery or morality are?
it could preclude modern things and only have prehistoric fauna and flora, did you think of that before opening your gob?
>>
>>2429817
>it could preclude modern things and only have prehistoric fauna and flora
That would be cool but I didn't read that in the update teaser. Will you admit you were wrong if that doesn't end up to be the case?
>>
>>2429819
yes
>>
>>2429687
dont feel ashamed to ask for help, the game does a pretty bad job at explaining its mechanic despite the (really bare bones) tutorials
there's plenty of tutorial videos on YT, I personally liked Blind's and then Kurggsmash has great storytelling video to really get into the game
my personal advice is take your time when looking for an embark, try to set small goals at first (a farming industry, brew drinks, set a tavern)
don't underestimate moods, and rock crafts are a good way to make decent trading money in the early game
>>
>>2429687
Be ready for a game about 200 times more complex (and perhaps more stupid) than rimworld. It may take a while to click, but the first time you get a fortress that's going great but suddenly implodes out of nowhere because fo something you couldn't have foreseen and laugh about it? You're in for life.

Advice? Fuck around and find out, don't be afraid to look for tutorials, ignore the fags who use the steam version and go full autistic with ASCII, and remember: The easiest way to keep your dwarves happy is to make 6-square rooms that's both smoothed and engraved. Coat 1 or 2 tiles with a metal (The more expensive the better, but copper or something like it works) and engrave that too, and my god don't dwarves love their 'expensive' rooms.

Oh, also, bring at least 1 dwarf with some high smithing capabilities on embark. Probably gonna need it.
>>
Has anyone ever seen an infected ghoul? They seem to be listed only on the wiki...
>>
>>2429819
>>2429816
You could post it as a suggestion on b12 forums.
>>
>>2429997
ive seen plenty because i worked with the sprites
>>
>>2429873
>don't underestimate moods
>>2429895
>bring at least 1 dwarf with some high smithing capabilities on embark
An advanced tactic you can also utilize that may not be immediately obvious is to use strange moods to your advantage for leveling skills. Since most strange moods will give the dwarf legendary skill level in the corresponding skill for the artifact produced, you can use strange moods to instantly level dwarves up to legendary status. Dwarves can only have 1 strange mood per life. And dwarves will choose a moodable skill for their strange mood based on which skill of theirs has the highest experience. Thus, getting a lot of dwarves leveled so their highest moodable skill are desirable skills can help you churn out legendary dwarves.

That's why making the stonecutting labor universal is kind of bad because if a bunch of dwarves have stonecutting as their highest moodable skill, when they get a mood they might just end up as legendary stonecutters which is not ideal since stonecutting isn't a skill that affects the quality of products, just speed.
>>
>>2429811
Why shouldn't it? It's imaginary. It can be anything.
>>
>>2429816
What time period? You can embark at any time in history you want, and there's no way to map any date on a world in DF to any date in real life. There is simply no conversion method, since, again, every world is completely unique, and we have no way of knowing the actual geologic age of any world we play on.
>>
>>2429895
DF is less complex than Rimworld. There are barely any meaningful mechanics. It's barely a game.
>>
>>2430572
Yeah, you were wrong. Eat shit.
>>
>>2430579
Mald.
>>
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>>2430548
>>2430578
is this the best rimfags can offer, your bait is as non-complex as your own game, there's no depth at all, just like your non-z axis game as well
>>
>>2430581
Where's the bait, retard?
>>
>>2430584
Well?
>>
Shit dude you only got 1 INT
>>
>>2430587
maybe he is genuinely retarded?
then again, he is a rimfag
>>
>>2429688
>the steam version/50.01+ comes with a tutorial
I remember playing that tutorial the first time I loaded the game, but it forces you to land on a random location and so
>tfw spawned on a sinister desert
>>
>>2430544
>Dinosaurs are imaginary
>>
>>2430702
The tutorial is extremely basic. It covers the barest of basics possible. It just tells you how to navigate around the map. Useful for first timers, but past that you're going to have to reference the DF wiki
>>
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>>2430547
>What time period?
Mesozoic versus Paleozoic versus Cenozoic. Anon here >>2429817 said there could be divisions of flora and fauna like dinosaur-era plants to match dinosaur-era animals. But the update teaser doesn't mention that.

Pic related. Who else is getting some dinosaur dungarees for the dinosaur update?!
>>
who the fuck wanted dinosaurs
>>
I've been messing around with the bol throwers and this shit seems way too fucking OP
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Goblins, Kobolds, Dragons, Bronze Colossus, all kinds of weird forgotten beasts... Yet it is dinosaurs where you niggers draw the line?
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>>2430730
Is that what you think "It's" in that sentence is referring to? Be honest.
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>>2430830
Do you think those time periods map in any way to the imaginary worlds generated by dwarf fortress?
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>>2431145
>Goblins, Kobolds, Dragons, Bronze Colossus, all kinds of weird forgotten beasts
Fantasy creatures
>dinosaurs
Real creatures
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>Dorf Castle fantasy game therefore dinos+hippos
This is such a reddit tier argument. It's the Fantasy Fallacy. Appealing to the fact that the game has fantasy elements and therefore no standards should apply. Okay in that case give me my Amazonian snu snu warriors that come to enslave dwarfs to bring them back to their lair for skull crushing and snu snu.
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>>2431221
Actually, all the creatures in dwarf fortress are imaginary.
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>>2431226
Feel free to create a mod that adds them.
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>>2431226
What standards, and why should they apply? How did you determine the right way to imagine things, and why should we care?
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If you dont like dinosaurs just switch them off
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>>2431221
Dogs, cats, horses, yaks, cows are also real creatures.
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I don't hate it, but I also think adding more creatures is rather low on the priority list
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>>2431226
>Amazons
Psssh, I'm waiting for the Alien update to drop. UFOs have a chance to appear on the map in which they will tractor beam one or more targets for abduction. They may even target any dwarves caught outside. With abduction there is a chance they might not be brought back. If they are returned they might have mysterious scars on them, soreness in their nether region, and possibly obtain psychic powers. There can also be a worldwide alien invasion even War of the Worlds style in which giant alien tripods traverse the map ray beaming everything in sight. On embark you might also embark on a site with an underground alien base. Penetrating it will alert the aliens on site and will cause them to attack your dwarves with ray guns. If defeated, the dwarves can reverse engineer some of the alien tech for themselves. They can use UFOs as mounts to raid other sites.
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>>2431488
>adding more creatures is rather low on the priority list
its the only moddable thing we have, this is modding territory. Its extremely lazy
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>>2431563
>Touren Beefbridges is angry about remembering an anal probe
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>>2404629
Hi anon, just wanted to let you know that i'm currently masturbating to the image you posted. Cheers.
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why are they wasting dev time on adding dinosaurs instead of, i dunno, finishing the villain stuff or working on the military or literally anything else that actually improves gameplay
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>>2432151
>they
lol
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>>2405795
that is such a great description of Rimworld lol
>>2432151
war t-rex is gonna improve the military and the gameplay trust
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>>2432151
Dinosaurs are essential for the upcoming Kobold update
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>>2430548
>nothing is stimulated
>you just get scripted enemies thrown at your base
glorified tower defense, needs hundreds of mods to be even half of DF. rimjobbers are delusional
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>>2432236
Koboldbros keep on winning!
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How far can my forts affect my civilization?
If I have a small civ with only a few dwarfs, and then decide to create a colony with an hyperfocus on producing high quality smithing goods, will a second fort be more inclined to get these goods from trade caravans? If I domesticate exotic animals, will they be more likely to also appear for other forts? Can I go on an autism mode and make different forts specialized in different trades to maximize the quality of those itens circulating across my civilization?
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>>2432616
I've seen shit I made be sold to me in a different fortress before.
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>>2432360
no we don't because kobolds aren't real and therefore won't have sex with me
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>>2432616
>>2432684
How do you run multiple forts simultaneously?
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>>2432795
You don't, you have to retire your current fort to start a new one in the same world. But your retired fort continues to exist in the world, its just run by the AI.
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>>2432801
does the ai actually keep making more food and booze for the dwarves? or would you have to set up a work order for that like (if drink is x amount produce y) before retiring ?
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>>2432979
No. Forts that you aren't playing don't get simulated at that level of detail.
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>>2432989
thats too bad. i do want to visit a retired fort of mine sometime in adventure mode though. maybe next week before the new update comes out
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adding dinosaurs sounds like forum hazing or a running gag. it doesn't seem thematic at all.
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I think the dinosaurs would be cool for savage biomes, and it has an option just for that.
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>>2433025
Yeah, I don't get it either.
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>>2431882
>>Touren Beefbridges is angry about remembering an anal probe
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>>2427045
>cowboys
maybe not the us/chilean ones but lone guys running around with their herds fits the cheap euro fantasy stereotype perfectly
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Im preparing mentally to make Jurassic park but with dwarves, anyone got a handy tutorial on exotic animal maintenance?
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>dinos
cave dwarves then... where the mammoths at?
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>Last few forts were just me making a banger tavern and being loved by everyone
>Crave a challenge
>Go renegade mode
>Settle next to the largest elf population on the continent
>Go to war with them immediately
>Fucking do it with the goblins too
>3 years in, nothing major, a few small scale invasions
>4th/5th year, 6 fucking invasions in the span of 6 months
>Elves would ambush me, kill a dozen dwarves
>Only to then in turn be killed by a goblin invasion
>Who then killed a dozen more dwarves
>Goblins break my moat, storm my fort
>Kill everyone

I just wish I had built some catapults to take more of the green cunts with me
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I have a volcano on my embark. How do I bring lava down to my cave forges without burning everything.
t. never used pumps before
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>>2435548
>Inchpicks
I like that fort name
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>>2435548
How did they get inside?
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>>2435625
I had expanded the moat once already, so the goblin ram crew broke the blocks at (pic related) 1 and drained it. Afterwards, they were about to break into my basement that was at the same level as my moat (pic related) 2, and from there they could just go top to bottom and kill all my dwarves.
So I lowered the drawbridge in hopes that I could kill enough of them make them run away and refortify. Which, didn't happen.

Because of the previous raids, the amount of casualties we had already and the elf raid which happened less than 10 minutes (real life time) before. Most of my dwarves were stressed, and didn't fight back. When I ordered my crossbow dwarves to shoot at the goblins, they just ran away.

Alas, I should have built some catapults or balistas. Don't make my mistake!
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>>2435649
I see. The rammed that outer moat wall, water poured out, leaving the lower inner moat wall exposed for ramming. Did the gobbos drown once the outer moat wall fell?
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>>2435666
>Did the gobbos drown once the outer moat wall fell?
I think a couple did, but it was like 4 or 5, total from a raid of 60+
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>>2435594
I make my forges and whatnot on one z level. Dig down one level, dig out the same size, then dig to the volcano and fill that room. I dig a small, one square pit so my dwarf has time to run away.
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Turns out you can attack thieving immigrants just fine if you expel them first. Also I can't believe Toady added big lizzards before the fantasy cult classic of hanging criminals from the ramparts
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>>2432321
>more mechanics than DF
>the mechanics actually matter
Yep, it's better.
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>>2433025
Why?
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A good decade of playing and I've just witnessed my first death of old age. It was just a human though



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