Fortress Entrance editionPrevious: >>2350059Avaliable 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_historyDwarf Fortress has an extensive wiki which can help you with your question about DF, as well as providing info about modding and 3rd party tools:https://dwarffortresswiki.org/Main_Pagehttps://dwarffortresswiki.org/Utilities>Utilities that (you) should know about:DFHack: https://dwarffortresswiki.org/Utility:DFHackDwarf Therapist: https://dwarffortresswiki.org/Utility:Dwarf_therapistLegends Viewer: https://dwarffortresswiki.org/Utility:Legends_viewer>Tutorials:Quickstart Fortress Mode: https://dwarffortresswiki.org/index.php/Quickstart_guideQuickstart Adventure Mode: https://dwarffortresswiki.org/index.php/Adventure_mode_quick_startOther tutorials: https://dwarffortresswiki.org/index.php/Tutorials>A bunch of guides to various parts of fort-based living:http://imgur.com/a/nGyRFStrike the earth!
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.
New update just droppedhttps://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).
Want to play the latest DF?Then solve This RiddleTry Before You BuyDelve Into The ArchiveAbove The Oldest VisageWithin The Thread Of OriginMy Shrouded Prize Awaits YouAs This Is An Echo Of The CallAnd The Response For Those Poor
For the unknowledgeable, the Steam version of DF REQUIRES a new gen every significant* RAW change due to mods not being baked into the save anymore,*For an idea of what constitutes a significant RAW change, see https://www.bay12forums.com/smf/index.php?topic=29157.0Graphics IDs are baked into each save, and require a world regen to see changes.The path to the RAWs differs based on pre or post steam versions(if 47.05- then raw\objects)(if 50.01+ then data\vanilla)The following are examples of simple tweaks you can do yourself with minimal effort===============How To Remove Gays/Bisexuals/Asexuals From All CreaturesNotepad++open all creature RAWs (creature_X.txt)ctrl+H[CASTE:MALE][CASTE:MALE]\n\t\t[ORIENTATION:FEMALE:0:0:100]\n\t\t[ORIENTATION:MALE:100:0:0]Replace in all opened files[CASTE:FEMALE][CASTE:FEMALE]\n\t\t[ORIENTATION:MALE:0:0:100]\n\t\t[ORIENTATION:FEMALE:100:0:0]Replace in all opened files.--NOTE: If you want your Adventurer to not be Indeterminate(asexual), you need to change their Orientation via DFHack in two places--view the Adventurergui/gm-editor in DFHack panel/windowwrite down the hist_figure_ID of the creature(you'll need it for the second part)navigate to status > current_soul > orientation_flagschange as desired.now type "gui/gm-editor df.global.world.history.figures" in DFHack panel/windownavigate to histfig ID > orientation_flagschange as desired.===============How To Remove Black Dwarves>creature_standard.txt at line 437-439(435-437 if on versions 47.05-), replace contents with[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN][TL_COLOR_MODIFIER:PALE_PINK:1:PEACH:1:PINK:1][TLCM_NOUN:skin:SINGULAR]===============How To Remove Bald Dwarves>entity_default.txtunder [ENTITY:MOUNTAIN]at line 862(850 if on versions 47.05-), replace contents with[TS_MAINTAIN_LENGTH:100:NONE][TS_PREFERRED_SHAPING:NEATLY_COMBED][TS_PREFERRED_SHAPING:BRAIDED][TS_PREFERRED_SHAPING:DOUBLE_BRAIDS][TS_PREFERRED_SHAPING:PONY_TAILS]
>>2402681>>2402795>You can expect to see the dinosaur update nextwut
>>2402681>>2402795uploaded
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.
>>2403165161 I meant
>>2402960Creatures 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.
Bruh what the hell is this bruh???
>>2403298It is a cat fish, what else would it be?
>>2403298adorable. trap it and make it a pet
>>2403298he cute
>>2402421Dwarf Fortress died after 47.05.
>>2403690It got murked by a tribe of grizzly bear men along with everything else on the map
>>2402959How 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.
>>2404629Like I want the color palette to look more like pic related.
>It's another episode of a horde of crundles spawned to inevitably fill my cage trapsI don't think the fort has to worry about food anytime soon
>>2404624use your brain and figure it out from what has been provided
>>2404711You should place some boulderdrop traps in between the cage traps.
>>2404711probably 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
>>2404629The 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
>>2404629for the premium graphics?sadly not, its addition has more or less killed the graphics and tileset scene
> arrives at the fort> doesn't work> steals so much gold he can barely move> still complainsHow do I get rid of this Ganesha hobo?
>>2405599Conscript, 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
>>2402421are 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
>>2405715its fun for a few hours, df is no eu4 to sink in hundreds of hours tho
>>2405727Fr? 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.
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?
>>2405730Her fucking name is Arbost Lawpass dude
>>2405729You have to be a special kind of autismo but yes
>>2405745I have plenty of that
>>2405747Personally I’d say it’s miles better than rimworld, although rimworld has its charms
>>2405729>>2405747It is on the same genre as RW but it has very different feel imo.DF is more like beekeeping or tending an ant farmRW 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 farmIf Rimworld already felt like that (in fact i used the exact same words) will DF have that feeling amplified?
>>2405833Yes, and the ants can actually move vertically as well.And you can play as an ant in a sandbox
>>2405869there 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 gamenot really but you will figure this out eventually
>>2405887>there is SO MUCH to do in this gamethere 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.
>>2405918Capture 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 everyoneWell that was nice while it lasted.
>>2406328>>dig stairs doing to 21>>demon emerges from pocketWhat! How?
>>2406336It was a really early caverns i guess. Normally don't run into any untill 0.
>>2406336In 50.01 Toady added some lootbox fragments of hell spread out through the cavern layers. Sometimes they have !!FUN!! in themThat 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)
>>2406390you have to add in more joints, I like adding one to the spine so you can break their necks
>>2405445>>2405551Would 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.
>>2406508Unfortunately, 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.
>>2406519>Square tilesets for some reason break, but rectangular ones work fine.What did Toady One mean by this
>>2406676Hey, at least mousefags and graphixfags can play now
>>2406196I 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.
>>2406338I thought the game warned you before digging into the spires to the clown fiesta.>>2406369>lootbox fragments of hell spread out through the cavern layersOh 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.
>>2406829the 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
>>2406757The 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.
>>2406933Not 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.
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.
>>2406945What fetish mods did you install, lil buddy
>>2406940Huh, try having them manually target an enemy with the attack order.
>>2406992I just have the masterfork total conversion
>>2405730 seething and obsessed
>>2404624If you set all dwarves to be gay wouldn't dwarves go extinct in 200 years max? I wonder how world gen would handle it>>2407446it's just kinda funny how these things align
>>2404624You must have downloaded the Netflix version of the game.
Have you guys seen building destroyers destroy supports?
>>2406883Sounds 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 hotfixuploading now
>>2405730What 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 atonedOnly had one ever come back. Some how soloed an entire goblin fortress on his own and razed it.
>>2408410You can just smooth and channel out a side piece every time to safely peak in
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?
>>2409563The 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 (?!?!?!)
>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?
>>2409838Dwarves are a grudgeful race.
>>24029591. 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?
>>24099491. no2. 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
>>2410182not much since the advent of steam fortress
>>2410183Ah, 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.
>>2410187negative ghost rider
>>2410187more dead than before
>>2410195>Has late game performance and big adventure mode map performance at least improved?yes actuallyand no, keyboard controls are still not back in yet
>>2410182Big performace gainsLots of bug squashingEnemies can dig an fuck nowSome magic items in adventure mode and magic healing Moddable DF code for proceduraly generated through lua scriptDinos SOONtmFort mode magic by the end of the year or next year
>>2410207>Moddable DF code for proceduraly generated through lua script*proceduraly generated creatures
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?
>>2410295...but on the other hand
>>2410296oh 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>>2410299Use 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.
>>2410295He'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.
>>2410448ok, I like that idea, ty>>2410458he 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?
>>2410498I'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 dwarvesWhat a waste.
>>2410579See, 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 groupUmmmm the news told me that Trump made this up
>>2410922I don't use df hack. And that fortress died an hour later because of goblins.
>>2410933Lmao, its almost like different races have different behavioural predilections
>>2411117>I don't use df hackYou 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
>>2412213Not sure, but maybe you can set up your trade depot in the caves and have the caravans arrive through the underground passageways?
>>2412229I 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?
>>2412244Aparently 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.
>>2412244As 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.
>>2412422Doubt*
>>2412256We 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>>2412350was entirely unsuccessful. Settled for re-embarking on a terrifying ocean biome with joyous wilds land.
>>2410173Wait... Steam Workshops have political commissars?
>>2413412Workshops 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?
>>2410187The Long Night guy is the last old modder left i think
>>2409584>Myth and MagicWhat 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.
>>2413896Where 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?
>>2414009boats 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.
>>2414337This 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?lollmao>implying the magic update is ever coming outMyth generator was what, 10 years ago? You're not even at the "big wait" yet that Toady had promised.
>>2414009Considering 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.
PSA: before you go through the effort of digging the magma pump stack, keep in mind that pumps are two tiles long
>>2415707How 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.
>>2416097The 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.
>>2416420Perpetual 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.
>>2416097I have never had a dorf manually pump those, just build a waterwheel or windmill.
>>2416420If 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.
23 years of climbing later...
>>2416441I've never had those work long term. The water always slowly evaporates out and I have to restart every six months or so
>>2416097See pic for reference1. 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 tile4. 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.
>>2417678You'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
>>2417349Thanks 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.NopeIt 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 rawToady has been playing Snoot Game, I see
>>2419130well, he is an autist after all
>>2418806Biggest 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 themIm 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
>>2419309Iirc that is just a cap to prevent your dorfs from making more babies. But Idk, could be wrong.
>the king arrivedDo I just kill this cunt, and have my necro-count resurrect him as a zombie puppet?
>>2423135Its 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?
>>2423700That'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.
>>2423700pretty 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
>>2423736I make the unskilled peasants military. Just set them to train for forever.
>>2424160With alternating regiments on staggered training, you can have the best of both worlds.
>>2405896Anything not represented by a game mechanic is not something you can do. Imaginary roleplaying is not doing things.
>>2409745You can't build stairs on floors. Only one construction can occupy a cube.
>>2424279t.man with no ideas nor imagination
>>2405896>>2424279I think they meant how you can get creative using mechanism, traps, or just smart designsor 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?
>>2425548what?I trade all the timeIf you produce lots of riches and sell them to traders, more migrants will come in the future and your fort will expand more rapidlyalso 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?
>>2425554well of course yes but now I'm not gonna tell you
Yep, there isn't one.
>>2425558>buy things you need>sell things you dont needI don't see the problem here.
>you have everything you need>traders don't bring anything that mattersYeah, not surprised you don't see the problem, retard. lol
>>2425548To 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
>>2425662you 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 25thhttps://store.steampowered.com/news/app/975370/view/688634078777311387
>>2425910why would I care about instruments or animals or seeds?
>>2425548It'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.
>>2426065So 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.
>>2426369So useful that you can easily never engage with it at all with no drawbacks, lol.
>>2426375Why 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.
>>2426375I don't give a shit, it'll just be more tokens I can use for my personal modding
>>2405698High fantasy mod seems coolI played with it a bit and it adds lots of dangerous wildlife, which I likeIt has bearded females though you might want to remove that before you gen a world
>>2426494Post yuor mods on bay12 I miss the forums not being dead
>You're not playing on Earth>literally Earth-shit-cene with Earth-shit-saurslame
>>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.
>>2426205your mother cares about animal seed
>>2426588Somehow after anomalocaris men.
>>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.
>>2426807map rewrite soon hehehe
>>2425548Get 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 rewriteWhat's that?
>>2426926>WarhammerStopped 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.
>>2426953Map code sucks. To accommodate magic, it needs a rewrite. The changes will include cave layer customization, there won't always be 3 layers anymore.
>>2426956Oh 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.>>2426807Anon. 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.
>>2427045
>>2427045Dragons have literally nothing to do with dinosaurs>b-but big lizardsAren'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.
>>2427412yeah. but you can aways start shit by sending some of your guys to raid some gobbo town
>>2402421Man 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 RimworldThe lack of z-levels and no terraforming is so limiting.
>>2427892You know you can put a hard cap on your population numbers, right? including absolute ban on your dorfs having these annoying childrenAnd 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?
>>2426459this game isn't very hard. it's a fucking sandbox bro. I use trade to regularly give my civilization:giant war animalsnative aluminumthemed 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.
>>2428109yeah, I know the game is bad. Is that supposed to be a comeback? lol
>>2427045yeah, hopefully we get stuff that's cool and owns you lameass faggot
>>2426913so nothing you actually need? lol
I'm excited for dinosaurs! I was looking for a chance to get war rexes.
>>2428256I do need those whips and steel.
>>2428256Saar.
>>2428284oh that would be sick actually. but what if the elves get them first..?
>>2428253nigger you're literally posting in a thread of a game you think is bad. re-evaluate your life
>>2428325who said that, retard?
When dinos drop, should I play a kobold camp and raise dinos to protect my little guys?
>>2428544Seems like the logical thing to do
>dinosaursTarn has officially lost it
>>2428581He knows he can kill the truthit's just beyond the Gate
>>2428581I can't wait to breed a t-rex army and raid gobbos.
I don't get why some of you guys get so upset at the idea of dinosaursfirst 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 bitsalso, 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 hellDid they ever implement mounts in DF?
Yes
>>2427932The 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.
>>2426807What'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
>>2429687thankfully for yourself, the steam version/50.01+ comes with a tutorial
>>2429681>The planet in Dwarf Fortress isn't EarthWhy is it using Earthen creatures then?
>>2429811ah yes, the elusive earth kobold and eye grass
>>2429812The 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 onand 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 floraThat 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?
>>2429819yes
>>2429687dont feel ashamed to ask for help, the game does a pretty bad job at explaining its mechanic despite the (really bare bones) tutorialsthere's plenty of tutorial videos on YT, I personally liked Blind's and then Kurggsmash has great storytelling video to really get into the gamemy 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
>>2429687Be 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>>2429816You could post it as a suggestion on b12 forums.
>>2429997ive 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 embarkAn 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.
>>2429811Why shouldn't it? It's imaginary. It can be anything.
>>2429816What 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.
>>2429895DF is less complex than Rimworld. There are barely any meaningful mechanics. It's barely a game.
>>2430572Yeah, you were wrong. Eat shit.
>>2430579Mald.
>>2430548>>2430578is 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
>>2430581Where's the bait, retard?
>>2430584Well?
Shit dude you only got 1 INT
>>2430587maybe he is genuinely retarded?then again, he is a rimfag
>>2429688>the steam version/50.01+ comes with a tutorialI 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
>>2430702The 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
>>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
Goblins, Kobolds, Dragons, Bronze Colossus, all kinds of weird forgotten beasts... Yet it is dinosaurs where you niggers draw the line?
>>2430730Is that what you think "It's" in that sentence is referring to? Be honest.
>>2430830Do you think those time periods map in any way to the imaginary worlds generated by dwarf fortress?
>>2431145>Goblins, Kobolds, Dragons, Bronze Colossus, all kinds of weird forgotten beastsFantasy creatures>dinosaursReal creatures
>Dorf Castle fantasy game therefore dinos+hipposThis 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.
>>2431221Actually, all the creatures in dwarf fortress are imaginary.
>>2431226Feel free to create a mod that adds them.
>>2431226What standards, and why should they apply? How did you determine the right way to imagine things, and why should we care?
If you dont like dinosaurs just switch them off
>>2431221Dogs, cats, horses, yaks, cows are also real creatures.
I don't hate it, but I also think adding more creatures is rather low on the priority list
>>2431226>AmazonsPsssh, 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.
>>2431488>adding more creatures is rather low on the priority listits the only moddable thing we have, this is modding territory. Its extremely lazy
>>2431563>Touren Beefbridges is angry about remembering an anal probe
>>2404629Hi anon, just wanted to let you know that i'm currently masturbating to the image you posted. Cheers.
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
>>2432151>they lol
>>2405795that is such a great description of Rimworld lol>>2432151war t-rex is gonna improve the military and the gameplay trust
>>2432151Dinosaurs are essential for the upcoming Kobold update
>>2430548>nothing is stimulated >you just get scripted enemies thrown at your baseglorified tower defense, needs hundreds of mods to be even half of DF. rimjobbers are delusional
>>2432236Koboldbros keep on winning!
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?
>>2432616I've seen shit I made be sold to me in a different fortress before.
>>2432360no we don't because kobolds aren't real and therefore won't have sex with me
>>2432616>>2432684How do you run multiple forts simultaneously?
>>2432795You 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.
>>2432801does 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 ?
>>2432979No. Forts that you aren't playing don't get simulated at that level of detail.
>>2432989thats 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
adding dinosaurs sounds like forum hazing or a running gag. it doesn't seem thematic at all.
I think the dinosaurs would be cool for savage biomes, and it has an option just for that.
>>2433025Yeah, I don't get it either.
>>2431882>>Touren Beefbridges is angry about remembering an anal probe
>>2427045>cowboysmaybe not the us/chilean ones but lone guys running around with their herds fits the cheap euro fantasy stereotype perfectly
Im preparing mentally to make Jurassic park but with dwarves, anyone got a handy tutorial on exotic animal maintenance?
>dinoscave dwarves then... where the mammoths at?
>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 everyoneI just wish I had built some catapults to take more of the green cunts with me
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
>>2435548>InchpicksI like that fort name
>>2435548How did they get inside?
>>2435625I 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!
>>2435649I 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?
>>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+
>>2435594I 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.
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
>>2432321>more mechanics than DF>the mechanics actually matterYep, it's better.
>>2433025Why?
A good decade of playing and I've just witnessed my first death of old age. It was just a human though
>>2435954>letting non-dwarves live in your fortracemixing scum
>>2436108learned my lesson, now another human runs around as a weregiraffe
>>2431229Should we add a honda accord to dwarf fortress?since there are no standards there should no problems with adding this fine piece of a vehicle
>>2436372>there should no problemsI'd accept honda if it meant we finally get other multi-tile creatures
1 more day until dinos
If I make a fort where I set up trade and tame specific dinos, and then retire that fort, would it allow me to take those dinos on future embarks?I'm asking this because I tried doing a bunch of no-cheese haunted embarks some time ago, they were pretty hard to get going and I feel like a pack of war raptors would make it either easier or atleast result in fun
>>2436903it just got released actually
>>2436990You're right. Extinct creatures update out. You'll have to create a new world to see them. Post your Dwarf Fortress findings anons
>>2437003i checked the creatures list in object testing area and it seems that the added creatures have their animal people but no giant versions
>>2437005Any new tags?
>>2437010*tokens wouldn't be surprised if creatures affected by new frequency option are marked with a new token
>This patch adds a hundred animals that went extinct in the real world. Each of these animals also gets an animal person. You'll need to create a new world to see them. There are five options for the frequency of the extinct animals. You can have them in untamed wilds, small isolated areas, every wilderness, or even domesticated by most civilizations. You can also keep them extinct.>This release also brings a graphical update to existing animal people. You can now see their held equipment and some of their bodywear. This should work in your old saves without a new world.
I love dinos so fucking much, bros
>>2437005>but no giant versionsI mean, a giant brachiosaurus would probably be the same size of a giant sperm whale
>>2437016>You can have them in untamed wilds,That's actually perfect. I've been wanting something to make Savage untamed wilds feel a little more mythical. What are essentially (less freakish) forgotten beasts running amok supplements the feel.
Any way to find out where dinosaurs are in isolated pockets of land without going on adventure mode?
>>2436983You'd have to bring your civ's knowledge of training it up. It's possible but would take a really long time.Every successful training job completed increases this knowledge, which gets sent back to your civ every time the caravan leaves your map.I want to say bringing this knowledge up to "domesticated" level would let you pick them at embark, but I can't find any information that says that for sure.
uploading it nowAuxiliary file changes for 53.15: new extinct animals and people animal people give graphics for held equipment and some bodywear graphics now support layer set templates so multiple creatures can use the same template layer sets support offsets for layers some new stripe descriptors various new body parts sloth pups child name added ANIMAL_PERSON creature class added to all non-evil/vague animal people
WHY THE FUCK ARE YOU TELLING ME THIS?WHAT?
>>2437246well I've never personally done industrial breeding so I better get to planning my raptor sex pitany idea if civ size impacts knowledge?although even then bigger would probably be better due to the lesser chance of getting wiped out
so, i started with extinct animals available domestically, and i did have a few options like wooly rhinos and dwarf mastodons. they were really expensive at embark, about 1000 points. i didnt go for that, but i happened to start with a dwarf mastodon as one of my pack animals. i trained it for war, and it was pretty weak. it was killed by a Draltha. my first experience with extinct animals in the wild was my fisherdwarves being killed by some kind of fucking trilobite. then i captured with cage traps and tamed lots of creatures, like Suzhousaurus. they turned out to be egg laying machines, good as chickens. i also tamed some kind of giant mammal that looks like a cross between a giraffe and an elephant. when i butcher them it gives me 1000 meat and they have tripletsvery good update. lots of death, lots of fun
Dinosaurs are so immersion breaking, especially with shit like Europasauri and Utahraptors running around like it's a Jurassic Park game instead of a dwarf game. It's so silly.
>>2429821>>2429819Turns out you were wrong. No cool prehistoric flora, just prehistoric fauna like brachiosauruses munching on apples on apple trees. Will have to play with this update turned off or wait for a mod to add prehistoric trees, fruits, and plants.
>>2437457I was wrong, would have been cool though
>>2437470You're a man of your word. I respect that.
>>2437456My problem is they shouldn't be using their scientific name.It works for some like Mastodon, Mammoth, Elephant bird, but when you run into so many -saurus it becomes silly. They should have invented names that could sound like mythical animals, or hell, use the name of mythological animals from real life that are not in the game, like call a pterosaurus a Zyzz, a giant vulture a Simurgh, a mosasaur a Leviathan, etc..
>>2437492If you want, just use the dnd names for them when they decided to call them behemoths or whatever
>>2435854I recognize that retard
>>2437398My kang... Why did you send this against a Draltha?
>>2437555That's like a giant boar with those gigantic tusks. And boars are extremely deadly.
>>2437492>My problem is they shouldn't be using their scientific name.>It works for some like Mastodon, Mammoth, Elephant bird, but when you run into so many -saurus it becomes sillyI agree with that. At least use cool dwarf-sounding names instead of shit like Allosaurus and overly scientific/greek sounding names like Pachycephalosaurus.>A herd of Pachycephalosauruses is attacking the fortSounds like Jurassic Park.
>>2437555to be fair, i thought the tusks would be more effective. it did mortally wound the Draltha, and it ended up bleeding out or dying of its injuries. i didn't have cage traps yet so it ran in someone's bedroom and i just locked it in there till it diedmy first two years on this fort were hell. 4 out 7 of my original dwarves died and while i did get a dozen migrants THEY WERE ALL CHILDREN so we barely survived. i only had my expedition leader and 2 miners left. finally, at 2nd autumn, we manged to sell like 50 cut gems to the dwarven caravan for a bunch of supplies, and over the next year i got like 50-60 actual skilled adult dwarvesoh my god it was so terrible, these kids. all they do is haul shit around and play and eat and drink. they were eating and drinking me out of house and home
>spinosaurus gets killed by three dogs and an one-armed childKWAB
>>2437659
>>2436372As a fellow car enthusiast, I feel left out. Why should dinofags get to have all the fun? I want Honda Accords added and maybe some pickup trucks like a Ford F-150 that can help the Dwarfs with hauling. Give me some muscle cars and JDM cars too. Oil can be added to the layers that can be refined into usable product. It's a fantasy game with dragons and unicorns so it's not like it will break immersion. Plus, if you don't like it you can always turn it off in the settings.
>>2437327Finding Nemo
Should I settle here?
It's been a while since I last played - did they change caverns to remove grasses? The first cavern layer on my new save doesn't have floor fungus.
Two days and I still haven't found a fucking dinosaur
>>2437945no, floor fungus is still there, sometimes the first cavern layer is just mud for me as well, but I think it's just visually mud and still acts as floor fungus, it will propagate to the other layers
>>2437923>brakish lake in hot biomeYou either hope for a easy to breach and harvest aquifer or be really good in farming and brewing, or it will be the Fortress of Deadly Dehydrated Dorfs
>>2438024>or be really good in farming and brewingwhat's hard in this? there is soil in his site, making a plump helmet farm and a still is one of the first things I do when starting a new fort, my dwarfs literally never drink any water because there's always booze available
>>2438025IIRC, you can't farm some plants if the water is salty in your embark biomeyou can still filter the water with pumps
>>2436372>>2437780Your idea, as retarded as your current spergout is, can be easily achieved by modifying the wagon creature/object
They should add horseflies that do gelding bites.
>>2438080>can be easily achieved by modifying the wagon creature/objectOh, so it should be easy then for Tarn to introduce it to the game properly instead of leaving it as a modpack like how there were already existing dinosaur mods. I've got to say that I'm feeling left out. Tarn went out of his way to pander to the dinofag reddit audience. When do the carfags get our content? 100+ car models, jacked car people men, and introduction of oil as a resource. We have dragons and shit ffs cars shouldn't be an issue and if you don't like it you can set cars to extinct or delete them from the files.
>>2438159Bring it up to him in the fotf threads on bay12 then, instead of whining here like a woman
>>2438019They’re everywhere in my current fort. Currently working to set up a dino zoo. I don’t know if I really like how they’re every where. But they make fantastic guard animals. If I get a chance I’ll post some of the combat logs of what they do to Kobolds or Goblins.
It's kind of dumb how these massive building-sized herbivore dinosaurs don't need to graze. The balance is busted.
>early goblin raid>bring two siege engineer trolls and a troll miner>the three trolls sit at the back of the map building stairs to climb trees (???) while the goblins stand in front of my moat to get pincushioned>miner runs before he does anything at all
>>2438159Your argument falls apart when anyone with a brain takes a second to think.Dinosaurs are creatures, cars are not.
>>2438511Cars are tools, technology, and machines. Does Dwarf Fortress not have tools, technology, and machines? I don't get this argument. Cars can very well exist in the DF universe. More so than dinosaurs that lived 100 million years ago in a world with much different conditions and in comparatively alien ecosystems with plants not represented in the game.
>>2438518>Cars can very well exist in the DF universe. Cars utilize combustion, finely machined parts, electronics, etc. All of which is far removed from the technological scope of the game. Up to this point, technology in DF has been intentionally limited. The inclusion of automobiles would be a drastic change.Dinosaurs are merely another creature in a game featuring real and fantastical creatures. The scope of ingame fauna already exceeded reality prior to this update. Their inclusion is a minor change.
>wondering why my fort is full of pests>look up where my cats are>all three of them died to the same waterfall on the edge of the mapWhy they don't do for a catfish
How do you guys control access to the caverns? I'm sick of swarms of elk birds and beak dogs distracting my mechanics with trap resets.
>>2435854In his defense. You can do way worse to criminals in this game with some minor imagination and a couple hours of testing with live subjects.
>Gobbos jump the fort really early on>Severe Spinosaurus pop problem on river that i can't be bothered to deal with rips them all apart with no casualties on their sideNeed to capture at least a breeding pair. These guys are busted lol.
Fuck is this guy doing in my Guild Hall?
>>2438524>combustionDwarves already utilize combustion in the process of making potash>finely machined partsWhat are mechanisms and bolt throwers>electronicsYou don't need electronics for that but it's not outside the scope when you have levers that can connect to objects across the map>All of which is far removed from the technological scope of the gameOh so now there is a scope?>Up to this point, technology in DF has been intentionally limitedUp to this point, real-life fauna in DF has been intentionally limited>The inclusion of automobiles would be a drastic changeNot really, we already have minecarts and wagons. Think of cars as just wagons with skins and variable speeds>Dinosaurs are merely another creature in a game featuring real and fantastical creaturesOkay so you just want technology limited and not creatures? Would you be okay with aliens and amazonians like prior anons brought up? They are creatures after all, not technologies.>The scope of ingame fauna already exceeded realityBut dinosaurs are somewhat real and not entirely fantasy.
>>2438837How do you prevent moss from growing there?
>>2438850I don't breach the caves.
>>2438857Makes sense. But then how do you avoid from digging down and accidentally breaching the caves?
>>2438882Manual Save before digging down. Reload if I breach now knowing where I should avoid digging.
>>2438883You can use DFHack to reveal-all so you don't have to worry about digging into caves and needing to reload.What are the advantages of not breaching caves? Is preventing moss growth one of them for aesthetic reasons?
>>2438887>reveal-alla warning, it can cause shenanigans if you use that
>>2438888>can cause shenanigansReally? Like what?
>>2438909it increases your calculation workload because it prompts everything alive below to begin being
>>2438911What if you run the game unrevealed as normal but only use reveal all in specific cases?
Elven sieges are some bullshit with this new update. These dinos hit like trucks jesus fucking christ.
>>2438616Do Spinos need meat constantly or are they safe to just have around consuming nothing?
>>2438950Dinosaurs are bugged because they literally don't need to eat anything despite their large size. Dralthas for instance have high grazing values and need huge pastures. Great update.
>>2438956>T-rex spooked a fisherdorf and then leftlol
>>2438599I haven’t figured this out yet. But I usually just have my knights murder them. If they find your door to the surface/base, they will bum rush it in a group. Once I’ve got a bunch on screen I just command the knights to kill them. Any I don’t select for murder but are nearby will usually get murdered in the carnage. Hate elk birds, hate troglodytes.
>>2438404> I don’t know if I really like how they’re every wherewhere did you find them exactly, in what type of biomes?I've settled one fort in a relatively temperate area, hills and a little forest, but it's not evil just wildernessI'm kinda jelly anon, ngl!
>>2439584It depends on what you picked during world gen, and if you made a new world for the update. Also I don't think some of the dinosaur animal men have proper tags. Decided to test out a few in adventure mode to see what we're dealing with and found myself unable to use bite or gore attacks.
https://dwarffortresswiki.org/index.php/Creature"Ctrl + f" and type "extinct". You can see the biomes dinos and extinct creatures spawn at.If you see none of your liking, place a ton of cage traps and cut every tree on-sight. That should spawn the big "boys" and they will beeline right into your fort's surroundings.
>>2438937Do elf sieges come with miners and siege engineers or is it just goblins?
>Almost 20 fucking Spinosaurus Aegyptiacus hatchlings from a single clutch.>I have 2 breeding pairs>It's just year 501.lmao, im gonna turbocharge my civ by mass exporting these fucks at large. Everyone else is screwed.
>>2439860That's gonna be fun. Yes, that will be a real boon for your civ. And so early into your embark! I've been breeding Rhino Giraffes. They're so massive. Every time I butcher them, they give me about 750 meat. So I have a real meat and tallow industry that's been very profitable for trade. I think in the game the animal is called "Paraceratherium." The adult body size is insane, 18,000,000. In a cage, they are worth about $1000, but I cant sell them because they are too heavy for most caravans. I may have sold one, this one time, but it took up most of the weight of the caravan.
>>2439932What exactly do you even import at that level of wealth?
>>2439936Whatever I want. I use the trade agreement like my Sears catalogue. Here's some of the things I usually like to import: things made of steel, flux stone, various things like gypsum powder, potash, bags of seeds, drinks, plump helmets, various berries grown outdoors i can make wine out of, and parchment sheets.
>>2439936Hoard tons of stuff that can be made or farmed into items to make wine or beer of and also food and stash it all on a massive stockpile floor or several, forbid it all. If you have to retreat, those stockpiles full of untouched food and drink will be unlocked at intervals as your lifeline for temporarily subsidizing failing drink and food industries until you can stabilize production. Once you are on the high greens, refill the lifeline stockpiles and then shift production focus to the plan to retake the surface.
>>2438848>Dwarves already utilize combustion in the process of making potashCombination engines and burning wood into ash are not the same thing.DF mechanisms are not finely machine. > real-life fauna in DF has been intentionally limitedNot true. The lack of certain creatures does not imply an intentional limitation. And before you try to make the same argument for tech, its clear that technology is limited and pretending otherwise is pretending to be stupid.Alien creatures from foreign planets would be deviating from DF's current scope. Alien-like creatures native to the planet + Amazonians would not be unusual.>Not really, we already have minecarts and wagons. Nuh-uh is not an argument. The tech required for automobiles and minecarts are vastly different.>Okay so you just want technology limited and not creatThis has nothing to do with what I want, but what's in the game. Why are you taking this so personally?>But dinosaurs are somewhat real and not entirely fantasyExactly. If the scope includes real and fantasy creatures, more real creatures is not unusual.
>>2431226Dinos are based on world generation, you can turn them off.Happy to solve the problem for you!
I'm getting back into DF after a break, and trying it on steam.Trying to build floodgates in a river but I can't build them against the banks, these red tiles always say 'Blocked at this location' even when they have no water in them. Anyone know what I have to do?
>>2440029By default they are set to on. Most players will overlook that option and have to unwillingly be exposed to dinofaggotry. If dinofags get to inject their gayness everywhere then so should amazonfags and other groups, redditfag.
>>2440043It's one of the few basic options you see when creating a new world. It's not really something that can be overlooked.
>>2440043>dinofaggotryDinos are cool. Only germans and trannies disagree.
>>2440065germans love dinosaurs, retard
>>2440067why do they keep burning them then
>>2440077it's like cuteness aggression
>>2440077>why do they keep burning them thenIt didn’t happen, but it should have, and they would’ve deserved it.
>>2431221>dwarfs>not real
Dinos ruined the feel of this game :(
>>2440485I havent met one yet and you can disable them
>>2440077Actually, I happen to have German heritage. Fossil fuels are not dinosaur bones. This is a common misconception, I guess. Fuel like coal, oil, and natural gas come from underground at a certain geologic layer called the "Carboniferous". During this time, the world was like a massive swamp. Also, importantly, microbes had not yet evolved to be able to decompose certain organic things such as wood and other plant matter. When these died they fell into the watery swamp and did not decay. Over the course of time and geologic pressure their remains were naturally refined into various "hydrocarbons" that we can use as fuel. So maybe they are a kind of fossil, but it's really just a rock you can burn.
>>2440722Thank you autistic german man
>>2440723No Problem
>>2437659>>2437699Are you memeing me?This flying rat lizard nipped my war elephant to the edge of death.
>>2440031Anyone know what the issue is here?
>>2440768cant build floodgates on slopes
>>2440769Well shit, I thought slopes identified themselves as 'Upward slope'
>>2440786I think they need a flat terrein, i might be wrong i don't use them often
haven't played DF steam edition for 3 years or soI wanted to build comfy stone floor for the entrance into the fort but accidentally picked "use nearest resource" for it so it wants to use wood and shit as welldo i really have to select every single tile manually and cancel the construction?
I cant believe I STILL havent found a single dino goddamit, I've been generating pretty awesome worlds so far too>>2441068>do i really have to select every single tile manually and cancel the construction?no you can use the "deconstruct" designation even for stuff that hasnt been built yet
>>2441093Not a real vanilla solution but you can use this mod:>https://steamcommunity.com/sharedfiles/filedetails/?id=3751705029Once you reach embark after worldgen, use dfhack and type:>points (number of points you need, without parentheses)And nab the dinos you want. These creatures are large and reproduce by the dozen or more. See >>2439860Take that into consideration carefully.
>>2441346thank you so much ! that looks incredible
Is it possible to transfer power from axles through walls somehow? I want to build a wall around my city but I need to get power through it while keeping it secure.
The Bay 12 Games Report, July 1st 2026The extinct creatures have been released. That seems to have gone mostly well, aside from some odd issues with syndromes in old saves and the biteless tyrannopeople and such. I'm glad people like the critters.I've started in on magic effects and rituals, as I mentioned last time. The links between procedural-lua/text-raw knowledge, skills, research methods, activities, professions, and such have come together, and I have little debug wizards casting spells based on knowledge alone (rather than syndromes or primordial items). There's a magical projectile effect that can trigger an additional interaction on impact, so we can expand beyond the era of magic dusts and such to handle spell-like effects. Magical projectiles have their own layered palettized animations, and their impact effects do as well. This includes special palettes for divine metals and fabrics which can also be used for sphere-linked colorization generally.This month will see continued work in this direction. We no longer do the big multi-year releases (we were going to do an especially long one for magic before Steam, as many of you know), so there's more picking and choosing about what this first magic release is going to mean. We're focusing on fort wizards, of course, and temples and attacks, and a bit with the underground and ruins. The next big thing to do is expand the new activity definitions to encompass multi-stage rituals for multiple participants, to be conducted in temples or around magical work areas. Code-wise, these have the most in common with tavern dances ha ha. We're already using smaller "single move" versions of these for spell-casting that don't create actual in-game activities.We had 10k sales in June on the strength of the Kitfox Publisher Sale and the opening of the Steam Summer Sale.
Wait.Why are none of the herbivorous dinosaurs grazers?I'm asking because every extinct animal that's not a dinosaur has the grazer tag if they're herbivores, but dinosaurs don't.What the fuck?
>>2441631I found out why.They'll fucking starve to death while incubating like these Diadectes are doing, must have been an oversight not removing the grazer tag from Diadectes.
>>2441626>First dinosaurs>Now magic
How do I keep these poor sows from starving?
>>2441772There's already magic in DF, I don't see what the problem is.Unless you mean why aren't they fixing the game first, which I agree.
>>2441626>We no longer do the big multi-year releases (we were going to do an especially long one for magic before Steam, as many of you know), so there's more picking and choosing about what this first magic release is going to mean.What do you guys think of this?I already figured that having more Big Waits would be hugely detrimental to their business model since the Steam ecosystem/audience has different expectations.
>>2441772It's going to be hilarious when Urist "The Drunk One" McMage shoots a green bolt from his steel scepter to the the elf siege leader riding a tyranossaurus and suddenly he gets launched up all the way to the cloud z-levels while his ride turns into a sunberry.
>>2441774Report the bug and get another dinosaur for now.
>>2441791We now live in a world where Dwarf Fortress gets more regular updates than Rimworld
>>2441791I personally think it's awesome, also i get the feeling their workflows has improved greatly since they started working with Kitfox for a proper steam release, getting it """"on par"""" with other digital products, having some sense of actual communication with their fans and audience instead of cryptic esoteric announcementsI love Zach and Tarn and they are doing amazing work, but I'm glad they finally started behaving like a million dollar videogame company since, well, it's what they are now; communication and community wise, DF still need a lot of work now
>>2441626thats nice that sales are still going strong! i love that more people are getting into this great game
>World with settings to the max>An unusually large amount of hydras and dragons rampage through civs early on, destroying one after the other with what looked like no effort.>Bug?, idk.>Semis, other megas and fbs also ramp up quite the kill count>Like seriously, civs were dropping like flies. But there were still enough for no one to go extinct>Dragons and hydras were doing the most damage somehow, still might be trying right now, i don't know.>Not even dinosaurs helped i guess. Too early to make a difference. Or maybe offline combat didn't care. I can't tell.>Year 500. Few civs here and there, they are far away from each other because of the aforementioned spawn camping and then follow-up slaughters across the ages.>Several tries later, had to make my nuFort on a spot almost closed off by a bunch of water sources and surrounded by mountains and a volcano on the back because otherwise you get swarmed by these now giga-legendary fucks too soon to fight back properly.I am going to save this world.
>>2442034>I am going to save this world.Save as in save the game file or save as in destroying all the beasts
>>2442035>Save as in save the game file or save as in destroying all the beastsYes.
What's the rundown on a decent defensive fort now?Is a moat, plus dozens of bolt throwers in a kill zone enough?
>>2442105Blind said moats filled with liquid kill your dwarves more than anything and are generally a bad idea.The consensus is that bolt throwers are meta and OP.
Imagine all the meat
>>2441772>>2441824Magic has been a thing in DF for years you retarded tourist
>The dino autists want magic in DF nowWhat's next, furry people???
>>2442148Worse, they might even put in elves
magic and dinosaurs are not comparable
>>2442179You can make the comparison with literally anything. It's ll just personal preference.
>>2441512Anyone know about this? Wiki said power could pass through fortifications but I couldn't get that to work.
>>2442148>>2442150yea, thank god Toady does what he thinks is fun, if this game were produced by a studio they'd be reading idiots complaining about dinos on forums and community managers would have to frantically spin it while they work on scaling back the features due to outrageMagic was already in the game as necromancy, now there will simply be more interactive, more meaningful facets to it that don't boil down to obsessively trapping,selectively exposing, and raising your own intelligent dead that you rng'd into on world gen or embarking with only hammersas for dinoslmaowoe, crundles, swallowmen, and kobolds be upon ye
>>2442189>woe, crundles, swallowmen, and kobolds be upon yethose are fantasy creatures though. not real life extinct animals.
>>2442191They're extinct fantasy creatures.
>>2442193>whining about feathers
>>2442191so if the grey wolf goes extinct does Toady have to patch it out of the game?
>>2442189>Magic was already in the game as necromancy, now there will simply be more interactiveCan't wait for wizards to default to use their magic, so every time there's a brawl they will spam magical fireballs all around the fortress
>>2442203>being this disingenuousNon-avian dinosaurs have been extinct for 66 million years. The kind of environments they lived in aren't even in the game. Having fucking brachiosaurs grazing on grassy plains is retarded. Grass didn't even exist back then.If it was just pleistocene fauna it wouldn't be so egregious and immersion breaking.
>>2442215>swallowmen and crundle and kobolds surviving off sucking the cave moss from rocks, eating their own, mushrooms the size of trees, breed into the dozens easily in an ecosystem devoid of light in impossibly steep caverns with no entrance for them to have entered>BUT THE GRASSSSSSSSnow who's being disingenuousits not a crime to want an ecosystem to match the fauna, but I don't think that introducing them outside of the same patch means that we will never get both, and quite frankly you are missing the forest for the trees>>2442211I can't wait to open a tavern at the floor of the caverns and charge them for a cave safari while I watch the fireworks from the fortifications
>>2442218>once again conflating imaginary fantasy creatures to real-life animals that haven't existed for tens or even hundreds of millions of yearsI am playing Dwarf Fortress, not Flintstones Simulator. Dinosaurs have no place in the game.
If you hate dinos so much, why don't you just disable them?
>>2438837>Ayo, I'm walking here
What are some biomes with interesting/pretty surface? I'm enjoying red desert, but I was looking for something with more Egyptian vibe and that's not it
>>2442220If you wanted to generate a world with almost no ores you could even though such a planet would have almost no resemblence to earth. There are far more egregiously "out of place" toggles for world gen, but you are irritated by dinosaurs especially? Is it because they will effect the economy? Is it the actual visual aspect clashing? What specifically about seeing Dwarves tame and ride dinosaurs to war, carve murals of dinosaurs fighting FBs, and making artifact hammers studded with dino bone and leather ala Hyperborean Fantasy upsets you so instead of conjuring images of immensely cool stuff
>>2442224It's a waste of dev time.>>2442229Adding dinosaurs is, ultimately, retarded. Simple as. Like I said, this isn't the Flintstones.
>>2442215>Having fucking brachiosaurs grazing on grassy plains is retarded. Grass didn't even exist back thenThis lmao. It's nonsensical. At least with fantasy creatures you can suspend belief. That's the whole point. But real life animals that existed, that we have some knowledge of how they existed, then shoehorned into an environment that clashes what we know about them... it kills immersion. Brachiosaurs grazing on grassy plains when grass didn't exist back then. How much grass do they even need to eat to sustain themselves. Dinofags pride themselves on being science/paleontology enthusiasts but have this bizarre superficial reddit-tier obsession with dinosaurs because otherwise they would be asking and modelling in the environments from the Mesozoic. Dinosaurs take too much of the spotlight that your comparison to the Flintstones is apt.
>>2441512>>2442187My guess is I don't think so but I don't know for certain. I don't think constructables can occupy a tile with an axle on it. You would have to go up and around. Or channel a hole under where the axle/gear assembly is to stop ground movement.
>>2442251Do you know what else was a waste of dev time, catering to mouse and graphicsfags for a 5+ year ui rework that is still broken in some aspects
>>2442215>>2442345No need to so obviously samefag, retard.We understand that you are having a meltdown over prehistoric animals and df in general.
>The extinct creatures have been released. That seems to have gone mostly well, aside from some odd issues with syndromes in old saves and the biteless tyrannopeople and such. I'm glad people like the critters.>I've started in on magic effects and rituals, as I mentioned last time. The links between procedural-lua/text-raw knowledge, skills, research methods, activities, professions, and such have come together, and I have little debug wizards casting spells based on knowledge alone (rather than syndromes or primordial items). There's a magical projectile effect that can trigger an additional interaction on impact, so we can expand beyond the era of magic dusts and such to handle spell-like effects. Magical projectiles have their own layered palettized animations, and their impact effects do as well. This includes special palettes for divine metals and fabrics which can also be used for sphere-linked colorization generally.>This month will see continued work in this direction. We no longer do the big multi-year releases (we were going to do an especially long one for magic before Steam, as many of you know), so there's more picking and choosing about what this first magic release is going to mean. We're focusing on fort wizards, of course, and temples and attacks, and a bit with the underground and ruins. The next big thing to do is expand the new activity definitions to encompass multi-stage rituals for multiple participants, to be conducted in temples or around magical work areas. Code-wise, these have the most in common with tavern dances ha ha. We're already using smaller "single move" versions of these for spell-casting that don't create actual in-game activities.>We had 10k sales in June on the strength of the Kitfox Publisher Sale and the opening of the Steam Summer Sale.
>>2442438>>2441626
>>2442371
>>2442215Giraffes and elephants also don't graze on grassy plains in real life, they're browsers.Why aren't you screeching artistically at toady to fix it?
I now finally get why DF fans ahve always been considered the most autismobut I'm really liking the dinos and I don't care, turn them off if you don't likeyou guys can be more insufferable than the>bawwww no i will not play the game with mouse and keyboard, muh cost sunk fallacy
>>2442501At least giraffes and elephants actually exist alongside grass. Most dinosaurs didn't because they lived literally millions of years before grass evolved. Same goes for deciduous trees, actually.
>>2442585Grasses and deciduous trees existed in the Cretaceous.
>>2442589Towards the end of it, yes. But most dinosaurs didn't live in the cretaceous. Most famous saurpods (like brachiosaurs) are from the Jurassic.
>>2442603The largest sauropods lived during the middle-end of the Cretaceous (Titanosaurs).
>>2442510I don't mind the mouse controls, I just don't understand why they had to get rid of hte keyboard ones for the initial release.
>>2402421Is it still the case that you can't tame/train captured beasts from sieges?
>>2443004I feel there's a problem with lists. Or maybe I'm retarded.I remember being able to click a pile and go through it with arrow keys, while pressing keys to dump/forbid when I'm highlighting a certain item, and it helped a lot when I was trying to get rid or preserve stuff.Now you have to click every single one of them at a time in the list, then manually forbid/dump each item by clicking because the hotkeys don't exist anymore. It's insane.
Anyone know how to combine barrels of drinks? I have a bunch of 5u barrels for some reason and I'm trying to keep my storage compact.
>>2443004toady probably rewrote the whole interface to make it work with graphics and the mouse, and just didn't bother to re-implement the keyboard controls
>>2444236Combine? You mean stack?Designate an empty space above the stockpile as a garbage dump and make them dump the barrels there.
Noob here I've never ventured deep but my plan is to let the peasants go first with shitty pickaxes then if they get overwhelmed I'll flood the mines to make sure nothing else comes up with them. Not entirely sure how water works besides just flood gates and levers so might go wrong.
i played a lot of adventure mode today. it's hardcore. i want to start as a dwarf so i have access to steel equipment, but when i start in a dwarven civ im in some kind of infinite backrooms hell with mushroom farms and occasional staircases that lead to nothing but rooms of clothes and rooms full of blacksmith workshops so all my successful characters have been with human civilizations but the limit is the equipment. that iron can only take so much punishment and deal out so much damage. and then you meet an insane elf lasher chaos worshipper with a steel scourge that kills your Allosaurus and shreds you into pillow stuffing
>>2444402actually an amendment to this. i managed to kill the elf with a lucky strike to the head but i was struck down by some kind of creature the human necromancer king sent me out to fight. i dont know what it was. "Dark Man" lol some kind of giant shadowperson or boogeyman. it was like slenderman. even the divine intervention of my god couldnt stun it long enough for me to escape once it saw me and i became aware i could not hurt it
>>2402421Any way to mod the world-gen?
>>2444384Experiment with military squads a little, it will be very useful later on>>2444402Yeah, dorf forts are hell to navigate. I think people mostly just hunt for rare and unique artifacts to use as a wespon, but I don't play adv mode much>>2444410Creatures made by necromancers have those dark and omnious names>>2444417I am not a modder, but it's certainly possible. You can change basic things in advanced world gen settings in the game itself. There are total conversion mods that make the game pretty wild
>>2444548>There are total conversion mods that make the game pretty wildI want to add some stuffs in world gen to read the legends.
>>2444548>>2444947It's a shame most of them haven't been updated to the Steam version and probably never will.
>>2441772>he doesn't know about Toady's plans for the Myth and Magic Arc
>>2445131Weren't dwarf in myths came from worms?
>>2445131Really doubt this is ever happening.It would require an abysmal amount of art.
>>2445256>artSee, this is why ASCII was better. Toady could just have done a little w for worm and white Ñ for spirit, and that would have been it. Now? Can't add shit without getting someone to draw sprites.
did i do the tomb wrong?i just wanted a simple burial area but they only put one dwarf to rest and ignore the other coffins
>>2445261>Can't add shit without getting someone to draw sprites.You've got a problem with the art department?
>>2441346btw i noticed that this mod adds EVERY animal to players civilization, so when migrants arrive they will bring random animalsI got War trained titanoboas, shit is crazy
>>2445461cant have mass graves in DF, each one should be individual, even a 1x1 will do, but one tomb=one coffin >>2445256>>2445261they don't have to add all of them at once
>>2445498huuuh?was it like a DFhack think before steam version? i havent played in a while and have only ever played with DFhack
>>2445500Before Steam you just inspected the coffin with q and toggled burial on.
>>2445523i see ... well that suckson a different note, i wanted to make a farming room and make the stone floor into muddy cavern floor for farming with the water pond pit thing but my dwarves refuse to put down more than 1/7 amount of water into the pit even with 20 buckets in the fortress
>>2445549You gotta designate 20 different ponds, so each one of those will generate a hauling job.
>>2445552buh ... thats SUCKS
>>2445553Yes
>>2445549>stone floor>most of the floor is dirtfuck it just use that dirt until you hit cavern. then set up a big farm room on the cavern soil. thats what i do
>>2445465some of the animals the portrait artist makes are cute and amazing but some of them were like this. so many ugly drooling beasts. idk what they were thinking. this unicorn portrait is offensively bad
a forest titan tarantula just invaded my fort and a dwarven child immediatly ran into it and punched it so hard that it explodedthe child died too
>>2445722Seems like a win-win situation.
I understand the point of labeling bears like this, but I can't help to imagine a giant bear sneaking around on its tip-toes trying to make off with a -copper crown-
>>2445814Just be thankful they don't fly.
People learned about the hard cap in animals races being possible to spawn on any given embark (plus the broken ocean animal spawn) and they are not happy.
>>2445465what is actually wrong with this? unicorns don't HAVE to be pretty.
>>2445465>>2445649I feel like this is a reference to something, maybe Discworld? I definitely read somewhere about ugly slobbering unicorns
>muh dinosaursDid a 6 year old come up with this shit? Myth update was supposed to come out 8 years ago btw
>>2446190Blame the mouse and graphixfags for making him waste his time on a 5+ year UI rework that removed keyboard controls
>>2445815that's fucking right, keas. Havent' seen them in over a year I think. Good, fuck those things.
>>2446190Do y'all niggas really be thankin that dinos weren't just >Copy paste>Edit values for name, hide, and spriteThe only one who did anything for this update was the sprite artist.
>>2444325I like the logistics of storage and making storage rooms, I only do this for garbage dumps.I have 400 dwarven wine split across 60 barrels, I would like to have 16 full barrels instead.Making the stockpile smaller doesn't encourage them to combine the barrels, they just sit there.
>>2445829toady could fix this so easily by just adding more spawn categories. right now everything that isn't a vermin or a predator is placed in the LARGE_ROAMER category. he needs to add other categories like MEDIUM_PREDATOR, MEDIUM_ROAMER, AQUATIC_PREDATOR, etc.
why is it almost impossible to generate a world that doesn't have light aquifers fucking everywhere?
>>2447358>2027-1>people still struggle with light acquirers
ASCII Looks and feels better than the official artwork.
I haven't played much since the steam release, since I was hoping for the UI to be improved. With people talking about dinosaurs, I tried it again, to see what's new. And holy fuck how are mining designations still so awful?Do I seriously need to use the mouse?Why is cancel in its own separate menu, so I need an extra keystroke to change tools every time I make a mistake?Why can I still not see the hotkeys without mousing over the options?Is there some mod I can install, to make it even a little bit less bad?
>>2447430It isn't a struggle, but it is annoying, and having to dig out the layer above my rooms to stop water dripping through the ceiling makes my fort ugly.
>>2447490Sounds like a skill issue to me
>all my dwarves are fairly happy even though I've yet to build them much in the way of amenities>except for the one dwarf at minimum happiness, who keeps feeling panicked after remembering being harassed by slugs
>>2448179Surely magma will fix it
>>2448367i need to build my giant pump stack firsti should probably get on that pretty soon so i can fill my moat before goblins attack