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File: 1670331856177.webm (1.17 MB, 500x500)
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Toady Nervous Tic edition

Previous: >>2402421
Avaliable for free at https://www.bay12games.com/dwarves/
or as a paid premium version on Steam or Itch.io

>What is the difference?
Both are the same game on the same version (53.xx). The free version uses ASCII as a tileset (but you can mod other usermade tilesets and graphic packs)
With the premium version you pay for a premium tileset + premium OST + access to beta branches and steam integration (if on steam).

>!!NEWS!!
6/25/26 - Dwarf Fortress 53.15 released adding prehistoric cretures to RAWs as well as world gen options for how much should prehistoric creatures feature in your world.
>What is next?
Toady has been teasing the ability to build magic labs in your fort as well being able to perform magical rituals as part of the upcoming first steps into magic in DF.

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

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

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

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

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

Strike the earth!
>>
i wonder how hard it would be to make a modern version of armok vision
i want to see my forts with raytracing
>>
>>2454974
probably way easier to vibecode it based on orginal code than it would have been 10 years ago
>>
What animals do you keep on your fortresses?
I started breeding sheeps and it has given a boost to my pops overal helpness since cloth is now so easy to make and each time a dwarf gets a new piece of clothign they get a mood boost
>>
>>2455081
I keep chickens and pigs for food and dogs for war. I'm a basic bitch and I know it.
>>
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>exterminate BIRD_RAVEN
>extermiante BIRD_RAVEN
>exterminate STORK_WHITE
>exterminate BIRD_RAVEN
>exterminate GIANT_RAVEN
>exterminate BIRD_RAVEN
>>
>>2454974
wasnt there also a mod to like import forts into minecraft and shit?

>>2455081
I bring Llamas for clothing industry and pigs since they don't graze
fishing is also OP for food
>>
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>>2455081
I like cows
>>
So, what's the state of the game, right now? Do you still have to dress each dwarf and the like?
>>
>>2455134
>Do you still have to dress each dwarf and the like?
For military dwarfs, you still have to assign uniforms on a squad level, if that is what you are asking.
Other than that, depending on when you last play game, the most notable changes have been pretty good perfomace improvements, due to someone cleaning Toady spaghetti code and adding some multithreading. And humans and goblin sieging parties will actually try to dig or bridge into your fort, if there are no other route than the suspiciously undefended passage that is filled with traps.
>>
>>2455111
Cute
>>
>>2455134
no, dwarves and other folk dress themselves. they will seek out new clothes when theirs start to become tattered. Or, sometimes, they'll just have the desire to acquire something new and pick up a new bit of jewelry or clothing
>>
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Want to play the latest DF?
Then solve This Riddle

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

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

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

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

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

Replace in all opened files


[CASTE:FEMALE]

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


Replace in all opened files.


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

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

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

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

[TS_MAINTAIN_LENGTH:100:NONE]
[TS_PREFERRED_SHAPING:NEATLY_COMBED]
[TS_PREFERRED_SHAPING:BRAIDED]
[TS_PREFERRED_SHAPING:DOUBLE_BRAIDS]
[TS_PREFERRED_SHAPING:PONY_TAILS]
>>
I haven't played in a year or so, but I saw there are dinosaurs now. Are they cool?
>>
>>2455650
They are broken, since shit like Brachiosaurus can reach adulthood in 1 year, so you basically have infinity amount of meat at your disposal
>>
>>2455731
don't worry, toady will finish their raws in about 10 years
>>
>>2454974
there is one, or maybe its armok, but there's an open source 3d unity realtime visualizer that.. kinda works

its got trash models tho
>>
>>2456128
i don't care about models, i don't need to see my dwarves or creatures in 3d. i just want to marvel at the architecture i put so much time into.
this is one of the problems with stonesense imo, it tries to be some kind of alternative interface that lets you directly interact with the game instead of just showing you what your fort/embark site looks like.
>>
>HEWN isnt updated for dinos
fuark
>>
Is the miner uniform bug fixed yet?
>>
>>2455093
Why the FUCK can't I exterminate creepy crawlers?
>>
Some sea creatures can only spawn in arctic oceans, but arctic oceans are also fully frozen year-round. How do you even get stuff like Narwhals to spawn naturally? Is there some way to get an arctic ocean that's just cold instead of freezing?
>>
>>2457704
Sea creatures spawn are broken, so it doesn't make a difference right now
>>
Is this the only dorf general on 4chan? What the fuck happened
>>
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>>2457775
The game ceased being a meme around 2019 because Toady doesn't understand what made his game fun and interesting in the first place and thus its decline in popularity which can be seen here too.
>>
>>2457775
absolutely nothing for 15 years
>>
>>2457775
I thing the dev lost his interest in the game 10 years ago or so
He goes to social events and tries to milk cash for his retierment
>>
>>2457807
ASCII graphics were never what made the game popular in the first place. They just made it look esoteric and incomprehensible to normies. That along with the insane, inconsistent UI.
The actual gameplay and simulation is what matters and that has been objectively improved.
>>
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I'll only play when this is released.
>>
>>2458072
Being esoteric to normies is the point.
>>
>>2458099
No, the point, as with any game, is to be fun.
>>
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>>2458072
>The actual gameplay and simulation is what matters
no, retard. that's not how things get popular
>>
>>2458120
It's what makes the game actually worth playing.
>>
>>2458126
>gameplay and simulation is what makes the game actually worth playing
>because i said so
worth is subjective. trying to define what is or isn't worth playing makes you look like an asshole and your game as some kind of containment for more retards just like you. maybe that was what you were going for? if so, good job mission accomplished. if not, well, you are a retard so still on brand i guess.
>>
I've been out of the loop for a while but here's what I have so far of the Toady biography:
> associate math professor, between that and his middle class background and his brother's autismbux he's comfortable
> does a bunch of little experimental games (one where you're a world war 1 medic, another where you're trying to stop children from masturbating) to the notice of essentially nobody
> gets a small cult following with Liberal Crime Squad, continuing a pattern of interesting ideas with uneven execution
> 3D Slaves to Armok is obviously unfeasible, roguelike-style successor is also a multi-decade commitment but project management is not among his talents
> Dwarf Fortress popularity blows up on Boatmurdered LP on SomethingAwful; his fanbase necessarily conforms to the goonswarm demographic from this point forward, as if there had been an alternative
> donations advance from "give a tip to this sad nerd" to an amount needed to thrive on; he quits his job to work on Dwarf Fortress exclusively
> development stalls as his lack of fundamental coding and software engineering skills put a drag on the project
> a group of contractors work with him to get a graphical version adapted to Steam, now as a commercial project ala ADOM

So what's now going on for Tarn Adams? Is he married? Divorced? The game's sales should have made him a millionaire, but is he happy in a mansion or did he decline into isolation in a little apartment? Are the people he's working with good or bad influences on him?
>>
>>2458135
You really are out of the loop.
And I won't bother correcting some of the things you got wrong, but as for the publishers, they are old friends of a few members but unfortunately the publisher is staffed with.... questionable personell, very rainbow and dysphoric.
And he originally linked up with them in the first place because he and his brother had a health scare and as americans needed money to fall back on in case things got worse.
>>
>>2458136
I appreciate you taking the time to respond. It really would be helpful if you corrected the parts I got wrong, because I'd like to stop misrepresenting these kinds of falsehoods in the future.

You say that the publishers are friends of 'members', but members of what? And what are the practical consequences of them being questionable?
>>
>>2458143
You talk like chatGPT, a simple search query would tell you who the publisher is.
I will not help you further.
>>
>>2457775
Remember Minecraft, before the villager update and MS sellout, when every update was full of hope for a brighter future. And then for the next years, all updates were like: "it took us 3 years to add one shitty mob that doenst do anything in particular"
The difference between DF in MC is that MC had an active modding scene to carry the game, multiplayer, and appeal to the infinite hordes of autistic kids discovering the internet through their wacky ytuber/streamer.
>>
>>2458127
If GAMEPLAY doesn't make a GAME worth PLAYing, then what the fuck does?
>>
>>2458172
lil bro, sometimes people care more about non-gameplay-related factors, like social interaction, competition, or even things they consider "gameplay" that you wouldn't. sometimes people care about things that you'd never even guess at. don't worry sport, some day you'll learn not to sound like a jackass who can't fathom people having different tastes. someday you will grow the fuck up. by the way, how would you have felt if you didn't have breakfast this morning?
>>
>>2458182
>getting this mad just because I said that GAMEplay is the most important part of a video GAME
So why do you play Dwarf Fortress, or any games, if gameplay doesn't matter?
>>
>>2458149
You already didn't help me. I'm not trying to find out the name of the publisher, but the controversy relating to them. I don't know why you are so afraid of talking about this or why pointing out the basics of the history is somehow harder than whining about how people phrase things.
>>
>>2458184
NTA, they never said gameplay didn't matter, but that it's just not the only factor.

There are are a gorillian different RTS games out there that do it better, but I love playing Tiberian Sun because fuck The Brotherhood. Get me McNeil.
>>
>>2458184
>4chan retard feels his ingrained insecurity creeping back
>reaches for the 4chan retard combo classic: straw man, false dilemma, goalpost moving
absolutely embarassing behavior. you really must be a child or a severely mentally stunted adult.
>>2458209
some random anon felt enough secondhand shame from your stupidity that they straight up called you out lol goddamn.
>>
>>2458127
What are you on about
>>
>>2457378
They're vermin, not actual creatures. Just use cats instead.
>>
Was a mod for the old control scheme ever made? The old keyboard controls have been burned into my soul and it was the most jarring thing trying to use the new mouse menus.
>>
>>2459779
Not yet*
>>
what happens if you drain shallow ponds and refill them with lava?
>>
Best world gen settings to get flatter volcanoes?
>>
>>2460177
I would say that messing with the Elevation settings is your best shot. But if you set the max too low, you might make so that mountains dont generate, and I am not exactly sure, but this might mean that dwarf civs never spawn on the world. This doesnt stop your from playing the game, but it might be something you want to consider.
And also, increase the number of volcanos
>>
>>2460222
Nice trips. I should rephrase: how do I get volcanoes surrounding by largely flat land?
I've cracked up the volcano settings, including variance and mesh. I might lower elevation max to 300 and min to 50 to see how that works. I've also lowered the elevation variance, as I think this makes the tiles next to each other more likely to be the same height?
I really just don't like the surface being all fragmented by levels
>>
>>2460229

If I undestod correctly, and based on the wiki. A high X and Y variance might be what you want.

>X and Y Variance
>These control how wildly things like elevation and rainfall can vary between adjacent map squares. For example, if these values are set to the maximum of 3,200 for elevation then you will end up with more very low areas right next to very high areas.

If you already tried this and it doesnt help. Then that is the limit of my knowledge. And might as well suggest you resort to map editors, if there are any that still work.
>>
>>2459992
Two possibilities. Either the lava destroy the special tile that makes shallow pools shallow pools, or they dont. Then I dont know what happens.
>>
assuming i've never messed with programming, how hard would it be to make a mod where dwarves and other races are affected by biome and adapt their characteristics based on that? or at least give each civ unique and consistent characteristics instead of fuck all? it seems to me theres some sort of system already implemented doing that, but in my experience it's not realistic at all, i can generate 100 different worlds and all the civs will consistently look the same
>>
Does dwarf therapist work with the latest steam version? Or is there a better way to look at skills for each dorf than just clicking on each one?
My colony is ramping up now above 50 and I forgot how much of a bitch it is to find good people for each job
>>
>>2461067
By skills I meant attributes
>>
As an example to >>2461067, I'm thinking of starting my next squad in a little bit and want someone decent at teaching to start martial training now and then head up that squad when I'm ready. Is there a faster way than examining every single dwarf?
>>
>>2461067
>>2461072
when you make a work detail and go to assign dwarves to it, it sorts them by their skill(s) in the labours you selected for the work detail
and dfhack lets you sort dwarves in the squad assignment list by a bunch of different categories, i believe teaching is one of them
>>
>>2461129
I'll check out the df hack stuff. It's a bummer but maybe for the best that vanilla doesn't show you relevant attributes, only skills, when sorting for labor.
I haven't played df since around the steam release and forgot how absolutely addictive it is. I've grown to like mouse controls.
My next fort I think is going to be a 50-max pop fort. Above that, I seem to care less about the lives of each dwarf except for a select few
>>
Hey there, any good porn mods? I know there's one which gives dwarves tits, and then one from Loverslab which works like 50% of the time.
>>
>>2461223
>t. Obok Meatgod
>>
File: Urist.png (1.54 MB, 1915x1075)
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Picking up DF for the first time since before siege update, I'm still learning but there have been moat related drownings AGAIN I'll tell you that much

Meanwhile check out this dwarf
He's been a solider for 78 years straight, always migrates to any new fortress I start
>>
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>>2461467
He's got quite the kill count
>>
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>>2461469
But since new fort, no artifact adamantine weapons for him
They got lost in the dry cleaning
>>
>>2461469
>>2461467
god this looks so fucking horrible
like some shitty fucking mobile game
>>
>>2461489
Nta but I think they did a fantastic job with the tileset and disagree with the mobile game jab. I think it's soulful
>>
>>2461489
Is this your first time seeing the steam tileset or are you just shitposting?
>>
Re:siege update

Toady cucked Moats even harder
So what happens is they will build a bridge over your moat and climb over your walls, then as your melee dwarves charge in because they can't keep it in their pants for 5 fucking seconds, they will all dodge off a 1 tile gap and fall into the moat and fucking drown
I guess I'll train up some marksdwarves so the invaders stand there and eat arrows as they're building a plank over the moat
(siege bolt thrower sounds cool too but I prefer a mobile force)

Wonder if killing the siege ogres with the moat unmolested will completely cuck the rest of the siege or not
>>
>>2461585
Will also train swimming in melee dwarves, I have a convenient dwarven water slide for running water wheels
>>
1. build reinforced wall
2. leave a 1 tile gap
3. build non-reinforced wall
4. fill gap with 2-3 Z levels of magma or pressurized magam
5. goblins dig into the outer wall
6. release the spicy juice
7. ???
8. profit

Has anyone tried this?
>>
>>2461583
?
haven't played this game in like forever
certainly not on steam
>>
>>2461595
Do these niggas dig under moats now??
>>
>>2461612
>Do these niggas dig under moats now??
No they don't, they build a 1 tile wide bridge over your moat, and then dig + climb the walls
>>
>>2461619
Gotcha. I gotta get my bolt throwers up and running. I'm guessing it's better now to not leave a one tile gap between the moat and wall? Seems like I'd rather have them climb up then start digging down under it into my base proper
>>
>>2461621
Can't mount bolt throwers on a minecart track sadly, maybe that's too OP maybe Toady has no imagination
Leave a trap filled hallway under the moat, they'll die to it once, then never use it again, but your melee dudes will be able to station there and pop out from underground like viet cong
You don't want to fight a melee anywhere near the moat
>>
>>2461622
Speaking of melee, is swords the way to go for my boys if I want to set it and forget it?
>>
>>2461619
this is why you build a magma moat and then have dwarves drop boulders into it from above to create magma mist
>>
>>2461667
Can't take a pic right now but I've got a 3 tile wide magma moat around the fort and a drawbridge. There's one tile of land between the moat and the fort that I might channel out to prevent diggers, if that's the case. I haven't had a siege yet, only one ogre and one troll, which I beat to death with wooden training swords while I was fucking around getting my magma forge and steel production going going
>>
>>2461667
I have a magma forge and water wheels for power but never fucked around with magma mist
How do you drop rocks into the moat in the middle of the siege, collapsible supports?
>>
>>2461633
Against armored humanoids and inorganic monsters make axes if you can afford steel, hammers otherwise. Spears are good against large organic monsters. Never make maces. Swords are versatile and therefore fine if your army is small and you cannot specialize your militia dorfs.
>>
>>2461633
>>2461780
Axes: great against goblins, elves, humans, horses, bears, giant tigers and other dwarves
Swords: a slightly worse axe that can thrust like a spear but also does the ineffectual pommel bash like axes
Hammers: breaking bones and making things pass out through pain, mostly used as cruel and unusual punishment for failing to make 5 goblets
Maces: while I personally use axes when fighting things in reanimating biomes during necromancer sieges maces start making a lot more sense
Spears: completely useless vs humanoid targets but become invaluable during big game hunting, forgotten beasts, hydras, giant elephants, cave dragons that kind of thing
Curved swords: found one made of divine metal once and gave it to my sword guys, seems pretty cool
In conclusion: leave it to individual choice melee but only make swords, axes and spears
>>
>>2461782
>In conclusion: leave it to individual choice melee but only make swords, axes and spears
If you have like 9 spear idiots in your squad through RNG then you can forcibly retrain them through choose specific weapon
>>
>>2461780
>>2461782
Thanks. I'll probably just stick with two squad of fully steel plated swordsdorfs right now. That said, I'll start cross training them a bit once my lowest recruit becomes a sword master
On another topic, bolt throwers seem great. I'm setting up a few right now but feel like they're going to chew through my iron/steel supply. Is it even worth having them over steel bolt marksdwarfs if I use wood or bone bolts? Maybe I'll get some copper going
>>
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Got sieged while giving swimming lessons lol
Lots of people went in the drink and died
Fuck moats, moats are for niggers
Gonna increase population cap to 200 and have 4 melee squads and 1 marksdwarf squad
>>
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•º•º•º•
i live here
•º•º•º•
>>
>>2461872
Lovely, and welcome back
>>
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>pig iron lover
>>
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>silver axes enjoyer
>>
>>2455579
Mega links are all fucking dead btw
>>
>>2461939
It's not mate. Just checked. You may have a link to the old one that had to be shut down because some fag from bay12 went after it.
Follow the riddle.
>>
>>2461942
OK found it
>>
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SQUISH
>>
Also, why can't dorfs make silk quivers?
>>
>>2461936
How do you make a specific dorf use a specific relic like this?
>>
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>>2461960
Custom uniform, click details and then click specific weapon
>>
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Lol a dwarf I exiled 80 years ago for punching my Duchess to death is back
Too old for the military now, let him die a peaceful man
>>
>>2461980
yes his year 283 tanty killed 5 people including well trained dudes in full armor
>>
>>2461778
>How do you drop rocks into the moat in the middle of the siege, collapsible supports?
That'd be one way to do it, the way I read about is to have a garbage dump over an empty tile, so the garbage falls down a z level onto a retracting drawbridge (not one that raises, or else it will fling the garbage everywhere). Then you can link that bridge to a lever and pull it to drop the garbage into the moat. Put a stone stockpile near the dump(s) and designate the stones for dumping.
There's probably a more reliable way to do it. You could also try making a magma mist generator with minecarts.
>>
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Never messed with decorating armor, but from now on I will
Sadly can't encrust armor with gems for bling dwarves
>>
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>>2461999
They may have went a bit overboard
Next time I'll decorate helmets with the local government insignia or something
>>
>>2462030
>>2461999
that is very cool tho. i forgot about that feature, myself. i like giving items some flavor. Imagine now retiring this fort and finding this legendary trimmed stuff in adventure mode
>>
>>2461980
Absolute chad. Fuck the duchess
>>
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When's Toady gonna add robes over armor sprites? I want my dwarves to look like Dark Angels except dyed with dimple dye instead of the human green dye
>>
>>2462062
Tell me about those bears!
>>
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>>2462072
1. Buy grizzly bears from human merchants
2. Train as war animal
3. Chew some goblins or something
>>
FORGOTTEN FIRE BEAST IS DRAINING MY CAVERN WELL BY EVAPORATING THE LAKE. FUGGG I DONT WANNA DEAL WITH HIM
>>
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Rate my sword
Not adamantine, but it'll do
>>
>>2462116
Can you decorate it with horns too?
>>
>>2462118
Can't decorate artifacts any more than they're decorated already
Also decorating weapons might not be possible
>>
>>2461999
>>2462030
god i wish you could decorate armor with elf bones
>>
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All right the dwarven arena is open for business
I made it extra dwarfy this time with magma on all sides
Better block instead of dodging, Urist!

>>2462139
Mod dwarf ethics in the raws
>>
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>>2462153
1st contestant is Urist Painkiller, an slayer of werebeasts and duchesses vs blind cave ogre
Urist is quite old but still strong
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>>2462155
As expected of a mighty military veteran with plenty of experience punching fellow dwarves to death!
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Well I wanted the next fight to be marksdwarf recruit vs 10 crundles but some passing marksdwarves jumped the gun
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Also I may have forgotten to check which books I've brought along from the necromancer tower and now there's a bunch of necromancers in my fort
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>>2462162
I have contained the spread of infection for now
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Yeah it's not so bad, kinda peaceful
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It's a naturally occurring reanimating biome as well
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>>2462098
this is so fucking sad. can we get 200 dead elves
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More fun with the arena
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>>2462210
Brave champion
Akur Akir Akam
>>
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>>2462211
He might have dodged into the magma...
Sleep tight, Urist...
>>
>>2462175
born to die
worldgen is a fuck
kill em all 189
I am trash dwarf
410,757,864,530 DEAD ELVES
>>
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Another OH KO
With adequate speardwarf skill
>>
>>2462213
When is toady gonna fix that
>>
>>2462235
NEVER
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OK so I've learned having necromancers in your military reduces your FPS to 1 or 0
Don't have necromancers in your military, guys
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I've made a necromancer library at the edge of forever
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>>2462235
I honestly dont think it needs fixing.
There are a bunch of examples in series movies and books where the hero dodges into danger.
>>
>>2462257
put a presure plate into some kind of pushing system, anytime someone tries to become a necromancer he gets pushed into the abyss
>>
>>2462264
Bro you can just forbid the book or lock the door
>>
>>2462270
No, The great selection is at hand, anyone that harbours impure thoughts of necromancy shall be given unto the depts
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Also Necromancer-sama makes the perfect sex slaves
It's like JJeffrey Dahmer if he real
>>
And for some reason undead Barn Owls are goddamn unkillable
Worse than undead Carp I swear
Toady pls fix
>>
>>2462235
Once he finally adds squad formations (it's only 30 years)
>>
Haven’t played in years. Has the world creation and magic update dropped yet? They’ve been teasing that shit since I was literally a kid in high school.
>>
>>2462288
No magic, Dinosaurs, Sieges Update
>>
Anyone know why my dwarves won't fill my single tile stocks of booze and food in my jail cells? I tried linking the jail stockpiles to the main booze and food ones, I tried not linking these. Nothing is working. They just put an empty barrel in the jail booze stockpile
>>
>>2462341
Drinks seem to work if I make the storage two tiles. They put a full barrel in one tile and an empty in the other. One tile food without or without a barrel doesn't work. Need to try two tiles
>>
>>2462288
magic next on the Big Update List

trvst
>>
>>2462288

>03/31/2026
>Hello. Since the last patch, things have been afoot in Magicville. I spent some time on magical populations of people, and the infrastructure we need for that. For instance, a world can have an earlier civilization where everybody can links to one of the procedural generated magic forces and use effects more freely than the lab-using wizards of the fort mode era. That sort of thing is in now, with the relevant objects generated by lua but available in the regular interaction txt files.

>The next chunk of time I spent working on the labs, since Jacob provided over three hundred images of lab bits for me to use ha ha. The game can now construct images of workshops supporting a variety of different vibes, from botany to rune-carving to orbs and mirrors to necromancy to brewing and alchemy to scrolls and books to lightning. We've kept them the standard 3x3 tile size to make it all manageable, but there are some animations (for mechanisms, electricity, candle flames, etc.). It's pretty wholesome.
>>
>>2462515

>The Bay 12 Games Report, June 1st 2026
>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.

>The Bay 12 Games Report, July 1st 2026
>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.

>The Bay 12 Games Report, August 1st 2026
>July was mostly graphical, various magical effects and such

Maybe by the end of the year
TRUST THE PLAN
>>
>>2462517
I don't really know everything about myth and magic, but from what I heard I'm more excited about myth
>>
>>2462519
It seems like some kind of pre history generator, which might be a framework for any future myth generator, will be shipped together with the upcoming magic update

>We've also been working on the "era mode" that occurs before regular world gen now, where some thousands of years pass and civilizations can be more reliable destroyed for later digging up by yourselves, the magical ruins finders.
>>
>>2462522
Hell yeah. I'm beyond stoked for there to be a lore component to dorf. I guess I could look through the legends but I'm lazy
>>
Hmm. Bolt throwers are crazy good but the tracking is shit. I think I need to make a kill box and funnel enemies into the bridge over my lava moat
>>
First look at Myth and Magic gameplay will happen at the upcoming at Gamescom.

Also new music
https://www.youtube.com/watch?v=0RxKWfkWC74


Release notes for 53.16:

>This patch adds some quality of life features, fixes some bugs, and addresses some issues with the extinct creatures patch. A key cause of overindulging tavern patrons was fixed. Dinosaurs grow more slowly and dinosaur people have their missing attack types. Divine objects are visible, generally, and visiting scholars should stop walking off with your books and scrolls. And many more!


General updates

>Fanciful (but existent) creatures like unicorns appear again and have their materials tracked. This also caused some issues with zombies coming back to life (and then dying immediately because of their rotted state.)
>Tavern goers will no longer order a drink from every single tavern keeper in the bar and drink them all, causing them to die of acute alcohol poisoning.
>Tavern keepers will now refuse orders for drinks if the one ordering it is sufficiently drunk (if their personality allows.)
>Dwarves will exercise self-control and not order alcohol from tavern-keepers when drunk (if their personality allows.)
>Saves can be sorted by most recently played now.
>Ordered potential memorial slab engraving jobs by urgency and added some coloration.
>Visitors should no longer steal fortress library books (or other fortress items.)
>Disabled "be with family" need until isolated residents have ways to visit, be visited by, or contact distant family.
>Added confirmation for changing or clearing hotkey recenter locations.
>Added various missing attacks to the extinct creature people.
>Changed growth rates for various extinct creatures.
>Changed egg size and clutch size for various extinct creatures.
>Stopped caravan from bringing food when it wasn't needed due to seed and drink overcounting.
>Strengthened effect of unconditional surrender.
>>
>Stopped player messengers from being given conflicting diplomacy goals (such as declaring war and making an alliance.)
>Stopped dwarves from being trapped in guildhall skill demonstrations when they have unmet social needs.
>Strange mood dwarves will no longer make equipment types from outside of their civilization.
>Fixed broken xml export for historical negotiation events.
>Wilderness creature type number further depends on the size of each region.
>Click the bottom stockpile button now goes directly to adding a new stockpile.
>Gave recenter information to building destruction and toppling announcements.
>Stopped tantruming dwarves and others from targeting farm plots for destruction.
>Announcement and report recenter buttons should properly close their menus again.
>Added description to top of burrow menu.

>Graphics updates

>Procedural weapons and armor images appear, and procedural weapons appear when held (worn armor will have to come later.)
>Stone short sword should now appear as held item properly.
>Made skill blocks of administrator candidates easier to parse.
>Improved display of game load/worldgen errors.
>Quern and millstone cursors appear properly when placing them.
>Displayed cauldrons properly in night troll lairs.
>>
>the Toad consistently fixing bugs and adding QoL
Pleasantly surprised
>>
>>2462776
>Tavern goers will no longer order a drink from every single tavern keeper in the bar and drink them all, causing them to die of acute alcohol poisoning.
SensibleChuckle.gif
>>
>>2462776
So, no more death brawls in the tavern thanks to the keepers?
>>
happy 20th Anniversary to this incredible, weird, and fantastic game
>>
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>>2455081
Paracerethium + woolly mammoths are the best animals right now. I might be missing some obscure dinos though. If you create a world with a condition allowing to domesticate extinct creatures, then there will be a very high chance that 1 out of 7~ dwarven civs will domesticate mammoths. Why mammoths are awesome? Because they are 20% bigger than elephants, have the same 5x value multiplier AND the are the most valuable shearable animal in the game. Mastercrafted giant spider silk cloth is worth only 130~ dwarf bucks, meanwhile mastercrafted woolly mammoth cloth is worth 150 bucks, making mammooths the best renewable source of cloth in the game.
Paracerethium are rarer but have a chance to be domesicated as well, you have to manually check each dwarved civ after you generated the world. This dino is incredibly awesome because at maximum size it will be 3,5 times larger an elephant, it has 10x multiplier value (!!!) and it gives birth twice a year, often giving birth to 2 calves at the same time, thus creating potential to get 4 calves a year just from a breeding pair. I don't know for how long they grow, but the large size and frequent birth will make it sure that you are going to swim in 10x leather and meat even if you butcher calves. Btw, the leather you obtain depends on the animal size, thus a single paracerethium hide can bring you around 8~ pieces of leather 50 dwarf bucks each one (cat leather is worth only 5 bucks)
>>
Is there a way to bring the gameplay of the old versions before the steam release? I miss playing with keyboard and mouse and just going ham with muscle memory. Somehow the mouse controls are much less accessible. I miss how old DF happened 90% in the player's imagination, and I feel like it was taken over by tourists.
It's also depressing how the few people online who I have seen that dare point this out are treated like literally hitler because they must be against toady's parents getting healthcare or something.
I'm so tired of this bullshit timeline.
>>
>>2458184
I found the gameplay appalling, but I will never forget my first attempt at a functioning fortress, all my dwarves starving, crawling half-naked and bloody inside a shitty burrow under the snow.
What made the game for me was the stories it conjured up in my head.
Now all I see are cutesy non-binary little sprites dancing around teehee, and the brain-computer interface (keyboard) was taken away from me and I'm forced to use the mouse like a retarded monkey. It's just not the same game.
>>
>>2462819
>I miss playing with keyboard and mouse and just going ham with muscle memory. Somehow the mouse controls are much less accessible.
Having played the 2014 noob pack and the steam version I can say steam controls are way better (and you still have keyboard mining with macros)
I think it's your stockholm syndrome speaking
>>
>>2461489
But look, that dwarf is doing a cute little heart emote!
>>
>>2462819
>Taken over by tourists
>General is more dead than ever
>Implying "casuals" like me who have played on and off for more than a decade didn't use tilesets pre Steam
I will say, mouse controls were an adjustment and they should've kept a toggle to use the old keybinds.
That said, I think there's a mod for it? And just turn off tiles, you doomer
>>
>>2462825
Heart emote actually means injury, yellow of minor black for serious
>>
>>2462828
There's mods for making the keybinds make sense, but it's hit and miss. Being an old nostalgic fuck aside, I don't understand why they tried so hard to alienate the old "elitist" player base.
Well, I do know. It's textbook enshittification. There's always more money on expanding your market by appealing to tourists.
>>2462830
But it's so cute! I love my cute little dwarves (non-binary).
>>
>>2462833
>Well, I do know. It's textbook enshittification. There's always more money on expanding your market by appealing to tourists.
The new controls are just better
>>
Do i need to create a new world to enjoy the update?
>>
>>2462828
>Implying "casuals" like me who have played on and off for more than a decade didn't use tilesets pre Steam
I used to play with the default (or sometimes square) charset, and the looping original song for getting into a trance and hours just disappeared.
>>2462834
That's shit bait, but I'll give a (you)
>>
>>2462256
Getting this many necromancers is an incredibly bad idea. Not only they are bad when they are in military, if for whatever reason a necromancer gets into a fight next to a pile of bones, meat or even fucking cut wool you will have a ton of fun with FPS dropping down to 0 as well because all the cut unprocessed wool is alive and hostile
>>
Was gay marriage always a thing in DF?
>>
>>2462838
>That's shit bait, but I'll give a (you)
Like I said, this is stockholm syndrome acting up
90% of the difficulty of DF was the terrible controls, mouse support with no actions performed by the mouse
I rate old controls 1/10 new controls 7/10

>>2462842
Homosex is hardcoded into the game, dwarves don't have gender specific names and males can wear skirts without being embarassed

>>2462840
>Getting this many necromancers is an incredibly bad idea
Yeah I've discovered that all on my own
>>
>>2462842
obviously not, but you can fix that problem easily with: >>2455581
>>
>>2462844
I had not seen that, thanks.
>they felt the need to add gays and blacks to df
Jesus, these people are psychopaths. I'm hispanic btw. I hope they added latinx persons to the game as well or I will feel very offended.

Venting aside, this is the kind of problem I was talking about earlier. In the real dwarf fortress, these things did not matter because you could make up whatever head cannon you wanted, because the game respected your imagination.
>>
>>2462837
Unless something new that requires a worlgen to exist was added and you want to play with, or some data structure changed, in which case you will know by the game crashing, no you usually dont need a new world. Otherwise the current monthly update schedule would be ass for a game like DF
>>
>>2462850
Nobody noticed nigger dwarves because the game had no grafix
Nobody noticed gay animals because they assumed animals not breeding was a bug
>>
>>2462837
For Dinosaurs to appear you need a new world
I'm just enjoying Siege Update currently because I missed that, doesn't need a new world
53.16 is out but it's a minor update
>>
>>2462842
it has been a thing since 2014, I think, when Toady did some rework on creatures personality
>>
>>2462853
ikr? People using this as an excuse to be disgusting homophobes are SO BORING. Like, you know nobody cares, right? Get with the times geez :eyeroll:
That's funny if it's true tho
>>
>>2462853
It is a bug. It's called HIV.
>>
This is actually really good. I can roleplay my fort as an extremely homophobic and racist ethnostate that culls all degenerates on sight or at birth. Thanks kitfox!
>>
>>2462868
>This is actually really good. I can roleplay my fort as an extremely homophobic and racist ethnostate that culls all degenerates on sight or at birth.
Convict a dwarf of a crime they never committed, put them in a cage, drop cage into magma
Simples
I also had werebeast execution chambers but the test subject escaped (due to me forgetting to lock the door) and got murdered by a passing soldier
>>
>>2462828
>And just turn off tiles, you doomer
I had not tried this because I assumed it would be an afterthought, but the game is actually enjoyable to play with ascii graphics and zoomed in. It almost feels like home.
>>
Anyone watching the anniversary stream? Hopes? Expectations?
I have none, but if nothing else I'll be able to rock back and forth with Toady.
>>
>>2462883
DF is fun to play it's not fun to watch
It's like a reverse Supreme Commander
>>
>>2462887
I used to play with friends. It was fun as long as the one playing narrated the experience like a let's play.
>>
>>2462888
Yeah if something dick shaped happens in the game I'll blogpost about it ITT
>>
>>2462887
I'm not interested in the gameplay, just the talks.
>>
>>2462891
Well Zach and Toady will just reminisce about how far they've come in 20 years, including features modern games like Rimworld don't have :^)
>>
>>2462883
>>2462896
So far it's two bitches yapping.
>>
>>2462896
Don't we all wish DF was more like Rimworld?
>>
It used to be that you could uncap the game speed. Is that still a thing?
>>
>>2462901
>Don't we all wish DF was more like Rimworld?
No? RW is a shallow repetitive shadow of DF.
>>
>>2462904
Yeah edit the config file to whatever FPS cap you desire
But modern CPUs still can't run large forts at 100 FPS consistently
>>
>>2462874
>a crime they never committed
They did though?
>>
>>2462914
Being a gay nigger isn't a crime in dwarven justice though
Maybe you can mod it in
>>
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New strategy for fortress defense: I VIL use the moat and I VIL be happy
However, I will try to snipe the siege engineers with 2 marksdwarf squads, and if that fails I will station the melee squads deep underground surrounded by weapon traps
Potential downsides: extra stinky miasma from all the rotting goblin corpses
Maybe a self cleaning magma staircase would be ideal
>>
>>2462858
Well, technically there was a bug before 2014 causing nobles to ignore gender of their partner during worldgen. IIRC Toady fixed it shortly before adding proper democratic faggotry.
>>
>>2462923
Not having a roof is a bad idea because a legendary roc or a siege with elves on rocs can fuck you up
>>
>>2462936
I think all the megabeasts are dead in my world
Elven civ I'm at war with doesn't have flying mounts
>>
>>2462901
>having to install 100 different mods to properly enjoy Dwarf Fortress
Nope
>>
>>2462912
>Yeah edit the config file to whatever FPS cap you desire
You can also do it in game with DFhack
>>
>>2462874
>>2462914
>>2462918
Speaking of the justice system, is it ever worth it to convict a person for disorderly? They always seem to get beat half to death my my captain of the guard
>>2462923
I need to do this with my fort. The tracking on bolt throwers simply isn't good
>>
>>2462960
>Speaking of the justice system, is it ever worth it to convict a person for disorderly? They always seem to get beat half to death my my captain of the guard
Yes it will mood boost the victims that the perp received justice
Check that you have enough chains and cages in the dungeon and you will get less beatings
But beating is still a common punishment
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Savage slightly evil coastal biome just like my last fort btw
Agitated giant zombie albatrosses are back on the menu
>>
Has LUA modding received any more updates since its introduction or is it gonna be a tied with Myth & Magic thing
>>
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This girl wants to be a lasher apparently, I'll allow it
>>
>>2462986
Sexy
>>
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FUN FUN FUN
>>
>>2462850
I Tried to delete blacks from my fort but i dont know enough color theory so some slipped through the cracks. ah well, less is better, but none would have been best.
>>
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He's so cute!
>>
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Timeivory my beloved...
>>
>>2463048
The recover artifact mission doesn't work since 5.13
>>
>>2463052
It also got lost somehow, I don't even remember which of my fortresses produced it
Would be cool to embark with historical figures and their treasures instead of boring autogenerated dwarves
>>
>>2463056
It's possible to receive people from old your fortress as migrants, I remember seeing somebody do that. But you need an extremely small dwarf civilization with barely any other historical figures present
>>
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Too fucking complicated

>>2463059
Yes familiar faces do show up
I think the militiadwarf "Haggard" has been in every single for I made since Boltclashes, dwarf mountainhome
>>
>>2463065
Did all of his skills transfer as well between forts? Shouldn't he be 50+ legendary in everything by now?
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>>2463068
>Did all of his skills transfer as well between forts? Shouldn't he be 50+ legendary in everything by now?
Yes he has 650 kills and he still has at least 30 years of life left
He's content working as a legendary planter when not killing shit
Also, here's Beloved Timeivory
Should still be in Boltclashes
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Legends Viewer is still a dumb asshole
Won't detect DFhack legends plus export
Just let me right click any old xml file you stupid tranny devs
>>
>>2462971
They were edging us for a while with putting interface code into Lua files, so that people could mod interface and shit, but they have been quiet and dodgy about this for a while, so either this got postponed or they killed the idea.
We will probably see more of LUA when the update drops, since not having the eventual magic hardcoded into the game engine was one of the main points for the entire LUA thing.
>>
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Oh yeah he's also a legendary weaponsmith
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Creator of Timeivory is a militia dwarf in my current fort
Hope she doesn't drown in the moat olololol
>>
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THE HOLLOW SKUNK
>>
>>2462964
By enough chains do you mean free chains or chains desired? I'm under the chains desired but have enough chains free for prisoners
People always seem to get beat and then thrown in jail
>>
How the fuck do I get my marksdwarfs to use the archery range a lot? They occasionally use it. Is that the best we get?
>>
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Boltclashes was my last fort
Baldedroughness is the mountainhome fort I created

>>2463094
>People always seem to get beat and then thrown in jail
That's pretty normal yeah
>>
>>2463096
If you tick them to only train at the archery range they won't train at all, if you tick them to train in the barracks as well as archery range they will sometimes use the archery range
Pro tip: use cage traps to capture goblins or crundles or something and they use those for target practice!
>>
>>2463099
Like I can shoot at them while they're in the cages? Or I need to dump them out/chain them up?
>>
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The Duke croaked it. Old age or infection or something. Hope his children are still alive. Or I'm not gonna be a Duchy anymore.

>>2463105
Make a pit/pond and dump them into a pit from above
That's also how you make arenas
Alternatively you could link cages to levers to release things from cages
>>
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Duke's children are alive, I guess I have to wait 3 years for them to become of age
Also Duke was slain by an elf lmao, he forgot his helmet like a retard
>>
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Gosh giggity darn it it's that time of the year again
>>
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Dwarves don't know Kung Fu, they know Crutch Fu
>>
>>2463113
>Duke's children are alive, I guess I have to wait 3 years for them to become of age
-1 killed by undead troll arm
-1 drowned in the moat

RIP Duchy
>>
Maaaaaaaan making glass blocks is slow as fuck compared to obsidian farming and cutting obsidian blocks
>>
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Free divine metal!
>>
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Thoughts on Armok's canonical look?
>>
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A stray dwarven child has snatched up my only divine metal bars and made a fucking stool out of it
>>
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Geez lady
>>
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Fuck's sake Urist
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The dude with >650 kills has drowned in the moat during a goblin siege
His only weakness was not being able to swim, since he was never ever wounded in battle in 80 years or so
>>
>>2463351
How the fuck did you not teach him how to swim after several forts, swimming is mandatory for military
>>
>>2463356
My dwarven waterslide didn't work as expected
>>
I dont know which counfounded update change the vanilla creatures notepad but my fort was importing nigger and homosexuals. That has been promptly fixed.
>>
>>2463356
I didn't because my dorfs can't swim in a lava moat :)
>>
>>2463395
>removing niggers and homos
You people are boring. Why don't you use them for caverns exploration suicide missions? Experiments with various lethal weaponry? Gladiator battles? Bloody sacrifices to Armok (which also purifies them from their sins)? True dwarves can find good applications for any garbage.
>>
>>2463471
>Why don't you use them for caverns exploration suicide missions? Experiments with various lethal weaponry? Gladiator battles? Bloody sacrifices to Armok (which also purifies them from their sins)?
We already do all those things with blue eyed heterosexual Aryan dwarves, because a dwarf's role in life is to die in an interesting way that makes for an entertaining greentext
>>
I swear there used to be stone bins. Where are they?
>>
Are quantum dumping tiles still a thing?
>>
>>2463471
Homos are mechanically inferior since they cant make me new dwarves (what did tarn mean by this) and about blacks... Not racist just dont like em. Leave me out of your inane faggotry
>>
>>2463518
Yes, just use minecarts.

>>2463517
carpenters workshop: wooden bin
>>
I present for your viewing pleasure
The golden Throne of Terra
>>
>>2463226
fine enough but could've been less dwarf-y if they really wanted
>>
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>>2463629
Weak. My dwarves flex a door worth three times more than that, all just to shut in front of the incoming siege
>>
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is this true?
>>>/v/744845585
are we really still on track?
>>
Why does tutorials keep telling me to bring a mechanic on my embark? They seem kinda useless
>>
>>2463785
Mechanics are pretty useless unless you are playing in an evil biome on hard combat difficulty. Once I hit 40 dwarves I got two full sets of steel armor, gave it to the two strongest dwarves I had, put them on 24/7 training, within 2 years they reached legendary level in all the important skills and those two guys kept dispatching 50~ sieges without loses. If you don't build the entire defense around around traps, then mechanics are redunant.
>>
>>2463780
Just the way the post is written makes it obviously skewed. There are truths here, but I wouldn't blindly trust it in it's entirety.
>>
>>2463517
You can only make bins from metal or wood
You can make barrels from stone, they're called rock pots
>>
>>2463629
It's not made of adamantine therefore a dwarven ruler would not sit on it

>>2463714
Artifact doors are tripled in value because of the siege update
>>
>>2463825
To add on to this as someone who has gone the rock pot route, they are incredibly heavy on average, and they will make hauling extremely slow

a nice work around that also makes for a useful export is ceramic pots, which you can also glaze for increased value

they will function exactly the same but weight a fraction of the rock pot
>>
>>2463847
Copper bins are also quite a bit heavier than wooden ones but where else are you gonna spend your 9000 copper bars you got from smelting tetrahedrite for silver
>>
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Fortress was getting no migrants until I requested like 20 workers from my holdings
Now I have too many people including Parasites and my FPS is halved
Also despite having 2 barons I'm not getting trade wagons because my fortress is not a duchy anymore due to losing Duke and both heirs
So yeah, keep your children in dwarven daycare burrow for 18 years instead of letting them wander outside
>>
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I also manually updated to 53.16 and 4 people immediately dropped dead
>>
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>>2463859
And elf merchant damned corpse changed to a naked non-undead elf from the set of Rings of Power
>>
>>2463860
In fact the people that dropped dead were the dwarf damned corpse citizens
>>
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My beautiful green glass block bridge is immediately being covered by malodorous sludge
>>
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All of my necros are now "bitter hunters" whatever that means
>>
>>2463780
I'm a literal communist (but social nationalism is OK) and find this bullshit so fucking tiring. These people should be first to go to Siberian gulags. For the good of society as a whole.

Anyway. Are danger rooms still viable in the latest version? I don't want to commit just to find out they have been nerfed.
>>
>>2463825
>>2463847
Yeah, wooden bins are the way to go. I was confused about bins vs barrels for the longest time.
>>2463857
Raising fortress value immediately brings migrants if they can reach you.
>>
I've found myself asking chatgpt questions about DF and it's pretty useless unless I explicitly tell it to use web search.
Is it worth creating a specialized GPT for this, or is the DF community (all 20 of them) too anti-AI?
>>
>>2463998
They don't give a shit
>>
>>2461878
>(You)
<3
>>
Let's talk about marksdwarfs
Are they still retarded about bins?
Do I need to assign barracks over ammo stockpiles?
>>
>>2463998
use google one
>>
>>2463998
I would like if someone made an AI mod to let it access the world files to fill books and other item descriptions with more flavour
>>
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>https://www.youtube.com/watch?v=aaz4l1jmej4
>>
>>2464276
giwtwm
>>
>>2464181
Ranged combat has been tweaked somewhat, while they don't stay on top of their ammo supply all the time, they grab fresh bolts at least 50% of the time
>>
>>2463995
>Are danger rooms still viable in the latest version?
>still viable
They are not viable since 0.43.04 which was quite a while ago
>>
What's the easiest swimming pool setup, lads?
>>
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The constant struggle for key binding shortcuts
>>
>>2464422
Hatches linked to levers for drainage
Singe pump outlet with a floodgate
A locked door to prevent swimming class leaving early
I dunno I never teach dwarves to swim
Controlling fluid level seems like a pain 4/7 is swimming 7/7 is drowning anything lower than 4/7 is not swimming
>>
>>2464483
The game is now entirely playable with the mouse (and that's a good thing)
Only RSI and carpel tunnel fags care about the game being entirely playable with the keyboard
>>
>>2464492
kys tourist
>>
https://www.youtube.com/watch?v=4kwajqTILbg
>>
>>2464516
Now for individual movement sprites
>>
>>2464504
I played both old DF and Steam DF for a fair bit
I fucking love mouse controls!
>>
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Are traps gay?
>>
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Goblins fear my gay traps and refuse to siege me
>>
>>2464566
Listen if it's got a penis it's gay, no ifs ands or buts.
>>
>>2464576
How do I decorate my heterosexual traps with pictures of unicorns in unicorn bone?
>>
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Gay traps are working
>>
WHOOPS TRAP REARMING DURING SIEGES WAS NOT FORBIDDEN
>>
Looks like the baron bled to death after having his arm crushed by a goblin maceman
That's what he gets for disobeying station orders
He finally gets to enjoy that grand mausoleum he was asking for
>>
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OH SNAP
>>
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Gay traps: 0/10
>>
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Heavy dwarven infantry: 10/10
>>
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Marksdwarves did some work too, I rate like 3/10
>>
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Passing very weak civilian necromancer as the dead start to rise: -99/10
Shitty Toady and Putnam Code: -9999/10
>>
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>>2463629
>>2463714
>>2464276
GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOLD
>>
Do I not need large stockpiles for crafted items -- furniture, weapons, armor, blocks, etc? Do you guys just leave them in the shop they're produced in?
>>
>>2464712
>Do you guys just leave them in the shop they're produced in?
Cluttered workshops work slower, but with legendary dwarves it doesn't matter so much
>>
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Is it just Dwarf Fortress or do Steam games now boot up without starting the Steam client?
>>
>>2464721
There are a lot of games that don't require Steam to actually be running in order to run themselves.
>>
>>2464722
I see. Not clue how come I've found it out just now. Thanks.
>>
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My 1st necromancer wedding
>>
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>>2464726
Neck-romance lol. I'm wondering if papa necromancer and mama necromancer can have baby necromancers.
Coincidentally I've just noticed my own midgets are becoming undead as well.
>>
>>2464732 (Me)
Also curiously enough, the scribe who's been copying the secrets of life and death is not a necromancer himself, which might mean that dwarves might be using some kind typesetters for duplicating their scrolls.
>>
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Made Urist ol' Painless a necromancer since he's 161 years old and about to drop dead
May he farm more kills somewhere in the worldgen when I exile him
>>
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After one too many rogue necromancer related incidents I have built a minecart based corpse disposal system
Build one for your fort as soon as possible in fact
>>
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Blind cave ogres have damned impressively thick skulls, must be why the goblins use them as siege engineers
>>
>>2464776
why do you have a tree in your moat?
>>
>>2464802
Too lazy to drain moat or build a ballista to shoot it down
>>
>>2464822
not my fort, not my problem
>>
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Steel bolts don't penetrate ogre skulls either
>>
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I've been feeding it with live crundles
When's Toady gonna add the need to eat meat for predators?
>>
>>2465170
>add the need to eat meat for predators
Toady can barely get archers to keep track of ammo
>>
>>2465170
>>2464736
had any vampires yet
>>
>>2465214
Surprisingly no
Nobody has been drained of blood in the 131 years I've been playing this world
>>
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Goblins broke my Big Beautiful Bridge
>>
>>2464573
>>2464566
Ideal trap will have lava or deep pits next to the trap road, so that each time an enemy dodges a trap he drops down to his death
>>
>>2465344
My next fort is going to be inspired on the dwemer from the Elder Scrolls. keep the advice coming im writing it down
>>
>>2465372
Add [PET] to troglodytes to have Falmer-esque slaves/pets.
Make large statues and busts all over the damned place.
Build plenty of non-OSHA complient walkways and make pathfindimg a maze of interconnected hive style corridors on purpose
>>
>>2465376
wait you guys dont make your forts into maze like infinite corridors as a matter of course
>>
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How the fuck did this part of the wall simply disappear? Now I have a huge toucan running around my fort.
>>
MY CAVE DRAGON IS MISSING
IT'S NOT IN DEAD/MISSING
WHO ATE MY CAVE DRAGON
TOOOOOOOOOOOOOOAAAAAAAAAAAAAAADY
>>
This is going to be a very pussy post
But do you guys also hate setting up your fort every new game?
Maybe I'm just not being creative enough and following too closely to meta layouts
I also get anxiety about fucking up my build
>>
>>2465458
>But do you guys also hate setting up your fort every new game?
Somewhat. Tearing down temporary stuff then rebuilding the proper layouts is mega tedious in DF so I usually try to design my fort to last me from the very early game to the very end.
>>
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New champion in the amount of kills Olympics? Like half of these are corpses she herself raised (causing your FPS to drop to 1-2). Fuck Toady you stupid motherfucker. Maybe don't make necromancers check every single tile of your embark for raiseable corpses every single game tick? What a retard, oh my Lord.

>>2465458
>But do you guys also hate setting up your fort every new game?
YES. Hate how slow the game is with just 7 dudes. You have to wait 2 whole years for the fortress to really get going.
>>
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>>2465501
>New champion in the amount of kills Olympics?
Bigger number better?!1111111
>>
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>>2465505
Quantum stockpile this fucking mess
>>
>>2465458
Layouts?
Just build a cool fort. the game is too easy to try to min maxx it.
>>
>>2465458
>>2465544
Just fun
>>
>>2465544
>>2465545
This is not cool
>>
>>2465528
No.
>>
>>2465565
I disagree. I love My hive like fort.
>>
Is it possible to play the game without knowing a shit about it, just by trying it out? If so, will the experience be interesting or miserable?
>>
>>2465623
it is entirely possible, but from what i remember when i was 16 playing it, it is kind of miserable, although know it has an actual User interface.
>>
>>2465608
You have my respect for not simply repeated the grid like layouts I always end up using.

At a certain point, I almost consider it amateurish and lacking creativity to just make a giant efficient rectangle and call it a day
>>
>>2465623
It will be miserable
>>
>>2465623
It's infinitely better than it used to be,the best time to try is now
>>
>>2457775
There are few interesting additions while old stuff has never been fixed or just has been accepted to never be more than a placeholder. It's 2026 and soldiers still can't use weapon racks without a (currently broken) DFHack patch, and the inconsistency and unreliability of archers and their training has fallen off of the cliff as they favored adding and marketing new defensive siege engines. I still cannot play without DFHack to solve the endless temple worship bug which was identified over a decade ago.

>>2462923
Cut those trees around your moat and either make your moat wider, or build a road around the edge of your moat. Trees are extremely easy to climb, and goblins will just climb over the trees and into your fort. Make your moat a few Z-levels deep if you can because it makes it harder for invaders to swim to the wall and climb up. There isn't an overhang on your fortifications so it might be trivial for them to climb into your fort.
>>
>>2465749
>so it might be trivial for them to climb into your fort.
Fortifications at the top also prevent climbing, no?
>>
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>>2465749
>Cut those trees around your moat and either make your moat wider, or build a road around the edge of your moat. Trees are extremely easy to climb, and goblins will just climb over the trees and into your fort
Outdated info and hasn't really happened much in the past although it was possible
Nowdays they'll just build a staircase to climb over the moat and your walls, I've added 3 bolt throwers for that eventuality because elite marksdwarves can't kill ogres fast enough
Also I've been exploiting their AI to make em path through the trap lined corridor instead, so they've taken to spawning on the other side of my extra long embark
On that side of things picrel is waiting for them if they do manage to path that far
>>
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>>2465918
Ogre miners not being able to path to the raised bridge is extremely important though

>>2465749
>Cut those trees
Trees are more concerning for body parts being stuck in them and then coming back to life
I've gone to war with the Elves AGAIN over all the tree felling lmao
>>
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Goblins think they can build a better bridge over the ocean than I can
>>
>>2465630
Like i said the game is too easy to start doing that much min maxxing. so i just focus on Theme. i found this super high cavern with two towering stalactites and immediately knew that i wanted to make it, two forts connected by floating bridges that connect them both. Has this meant that some of my fighting dwarves have fallen to their doom fighting a flying forgotten beast? yes. Was it fun? also yes.
>>
>>2454744
Are there any good mods for the game? Have only played vannilla and have no concept of it
>>
>>2465942
>Like i said the game is too easy
t. combat on normal mode
t. economy not of hard mode
t. siege update disabled
t. not playing in an evil biome where rain turns your dwarves into fog zombies that attack everything but keep their combat skills
>>
>>2465961
>Why would you want to be scammed in combat
>Why would you want to be straight up scammed
>5 bolt throwers
>Why would you want to be scammed by your biome

If you wanted to make me add an addendum i can
Addendum: My comments about the difficulty (or lack thereof) only apply to the base game not the "dante must die ball crusher special edition" (and even then, you can circumvent everything mentioned rather easily)
>>
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I have exiled all the necromancers from my fort after being exasperated at Toadycodeâ„¢
Except for the mayor, but he's in no shape to be a fighter anyway
Also the gold war hammer is pretty good, it weighs a whopping 7 dwarf units and crushes goblin skulls into thin red paste
>>
>>2465966
So the game is not too easy, you're just playing it on easy mode
>>
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Bit sad I'm not getting adamantine artifacts 30 years into the fort but I've been busy with other stuff
>>
>>2465968
"normal mode"
>easy mode
dude dont tell me you are this pressed about a simulation game.
"hard difficulty" combat is completely avoidable by making 1 (one) artifact door. and economic "difficulty" is just a nothing burger. more busywork than anything I would consider actual difficulty and thats ok, Im here to simulate the lives of dwarven colonist, not to make the 11th killbox like rimworld
>>
>>2465970
Of course hard mode can be cheesed just like anything but doesn't change the fact you're playing on easy and then calling the game too easy
>>
>>2465976
so the "hard" mode can be circumvented by in game mechanics? like i said, EASY.
>>
>>2465977
Well you're not playing on hard mode so who are you to yap about the game being easy
>>
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What cpu for running this?
>>
>>2466171
It is less about cpu and more about in game optimization.

For example, one of the biggest bottlenecks the game faces are due to the calculations made when dorfs meet each other going up and down stairs. If said stairs is a 3x3 staircase, then every dorf that moves z level will cause those calculations for every single dorf in his line of sight at the new z level.

This scales up very fast as your fortress grow.

To solve it build stairs with walls blocking each others line of sight, this way you reduce the number of calculation for reducing the total number of dorfs seen at that z level by just those in that particular staircase, rather than all stairs.

Another thing that gets heavy are moving liquids.
>>
>>2466196
Like this?
SWS
WSW
SWS
S is stair and W is wall
>>
>>2466171
9950 X3D minimum
>>
>>2466196
>>2466301
I have
+++
+s+
+++
Stairs where + is up/down stairs and S is a statue or wall, it's fine up until it isn't in a 2x15 extra long embark
Also lots of moving liquids due to heavy aquifers lol
35 FPS with 150 dorfs
>>
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Someone managed to die peacefully in my deathtrap of a fortress
Break out the dwarven champagne
>>
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>>2466334
Me remaking my stairs killed at least 3 people actually
>>
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>>2466421
But it made me rethink pasture placements and some defensive setups
Your sacrifice was not in vain, Urists
>>
Also, I've discovered goblins break steel hatch covers just as quickly as they do rock ones
Artifact doors and artifact hatch covers are super valuable now
I only have artifact floodgates which can be used as doors too but I'm not going to
>>
>>2466301
No.

S FOR STAIRS
W FOR WALLS
O FOR EMPTY ROOM

OOOOOOO
OSWOWSO
OWWSWWO
OSWOWSO
OOOOOOO

This way you have 5 staircases, none of which can see the other 4.

The empty square corridor around it allows movement around it.

>>2466334
This design if bad because of what I said here>>2466196
It gives the same issue as the 3x3 stairs, only difference is that you have 1 less staircase and have a nice bonus from the statue instead.

This can give you like 10 to 20 extra FPS on a 300+ pop fortress.
>>
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>>2466429
What about these stairs?
>>
These two retards got cucked by trees

I thank thee treebeard
>>
>>2466508
Letting the clowns wander into your cavern layer is a big mistake
They will breed in there and give birth to fully grown adult clowns
>>
Unless those are just normal forgotten beasts, I haven't seen one in 100 years
>>
>>2466511
Just some normal forgotten beasts but my main man Treebeard also did me a solid and decided to maintain their social distancing.
>>
>>2466511
Option A: I killed them all
Option B: beach biome visitor bug also prevents megabeast attacks
>>
>>2466446
That is good, works nicely.

If you really NEED to improve the transit system further (you don't) you can use this same principle to build large stair complexes, it should work nicely as long as the dorf at the stair cannot see the other staircases.

Personally, instead of making a bigger stair complex, I would rather make 2 of the basic 5 stairs, or 4 in your pic case, dividing traffic routes by 2, should allow easy flow within the fort without hitting your fps too hard.
>>
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prostitute died here
>>
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>>2465967
I know who you are
>>
>>2467004
So? Half my friend list is also from 4chan
>>
>>2466633
My next complaint is 7 million goblins trying to path for my fortress with the siege update
They get really confused about the 2 tile wide tunnel crossing the 2x15 embark
>>
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>>2467031
Mostly in a straight line I might add
>>
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Geez they brought 2 giant elephants this time
Somehow those fit inside my courtyard with a roof over it
>>
When mining out rooms, what's best to do when you dig into a vein? Dig the vein and just construct the room in the larger space created? Or don't dig the vein and keep mining out the room?
>>
>>2467004
Damn, you're like Sherlock Holmes is he was a niggerfaggot
>>
>>2467083
I just leave the veins. There's always more
>>
>>2467086
That's fair. I'd try lower mineral frequency settings, but there's no way to know where it could be on a map that isn't just ore vision. At least Vintage Story has prospecting, but that mechanic is mind-numbing.
>>
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My siege engineer just climbed a wall, took a running jump and dropped into the moat
What was his game plan?
You can't even order dwarves to do something this cool
He did it on his own volition
>>
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>>2467088
Of course an idiot dwarf doesn't drown while a lvl 80 legendary swordsdwarf with 700 kills does
>>
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LOL THE MERCHANTS
FUCK THIS WE'RE GOING HOME
OH WAIT THERE'S GOBLINS
>>
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Does artifact crossbow have an accuracy bonus? Anyway the marksdwarves are STLL dumb assholes about picking up bolts and obeying orders in general
>>
Pausing barracks zone doesn't cancel training, you need to delete the zone instead. More Quality Toady Code.
>>
>>2467104
you can get your dwarves out of their schedule couldnt you?
>>
>>2467092
They certainly are slow as shit at getting into position, but otherwise, very effective removing enemies from my sight.
>>
>>2467107
I want them to train like 3 months a year and be ready to do combat tasks like recover wounded and operate siege machine the rest of the time

>>2467108
I kick weaklings from marksdwarf squads since they don't seem to build muscle mass from training
But they're very stupid about picking up bolts in the middle of the siege and in general
I have like 15000 bolts stockpiled in various places
>>
anyone know any mods that make it easier to not miss social interactions and non-combat shit with dwarves? even something as basic as a relationship tracker that notifies you when a dwarf has made a friend or resolved a need
my ideal would be something that makes inspecting a dwarf a lot like the way rimworld does it, or that mod in rimworld that makes interactions pop up as a toast
right now i just pause and click as fast as i can/use dwarf therapist/nickname notable dwarves
>>
>>2467117
The difference between RW and DF is you have 10 colonists or 15 tops in RW and 150-300 dwarves in DF
Just give everyone nicknames based on stupid shit they do, artifacts they make or physical features such as missing limbs and ears and noses and then keep an eye on those
Why would you even want to monitor every peasant whose role in life is to haul things to and from workshops?
>>
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Are non-artifact bone cabinets even possible?
>>
Does anyone know how long it takes for a Grizzly Bear to age to max size? I want to train them for war
>>
>>2467111
>But they're very stupid about picking up bolts in the middle of the siege and in general
I need to know as well what, if anything, helps fix this
>>
>>2467147
>I need to know as well what, if anything, helps fix this
Some kinda 3rd party possibly non existent DFhack plugin that makes them immediately queue pickup equipment job if no bolts are in the quiver and bolts are in a stockpile 100 tiles or less away
Maybe someone will vibecode it
>>
>>2467144
1 year
>>
>>2467120
when i can only view my people as disposable resources, i stop caring about the fortress beyond what i'm physically building.
toady goes to extreme lengths to personalize each person in dwarf fortress. he gives every sapient creature short- and long-term memories, plus the ability to shift personalities as they stew over past events. yet the game hides all conversations by default and makes those psychological shifts/relationship developments nearly impossible to observe as they happen. at least until they get married, die, or squat out a child.
rimworld, on the other hand, gives you 10 to 15 colonists who each have maybe two or three defining traits, one of which kicks you in the dick at random times. their social lives are driven by raw chance, modified by a literal two-decimal-place "compatibility" float that doesn't actually take real personality into account... because there aren't any.
it feels like a cruel joke played on me by fate that rimworld seems to pull out all the stops to make it clear to you how flat its pawns are, while toady almost misleads you with the opposite.
>>
>>2467155
Thanks bro

>>2467156
Just use dwarf the rapist to ID interesting personality quirks and nickname those assholes accordingly, then promote to importance
You cannot physically keep track of 200 dwarves
>>
three treasures of the gods in 1 tile?
cool
>>
>>2467163
Can't even make divine metal out of them, unless they're a cool weapon (or you're going for mountainhome achievement) it's useless junk
>>
Jut got a siege of around 130 goblins and trolls that got reinforced by around another 60 ambushing goblings, it was a shitshow and most of the recruits form the amber swords were slaughtered to a man.
>>
>>2467183
Fucking Goblins
>>
>>2467147
>>2467108
>>2467092
>Anyway the marksdwarves are STLL dumb assholes
Case in point: marksdwarf charges in solo into the trap corridor to pickup bolts from somewhere other than the bolts stockpiles

>>2467183
You need to have melee recruits for 2 solid years without breaks before sending them into combat
Reinforce veteran squads from recruits squad as needed
>>
*Have melee recruits TRAIN for 2 years solid years
>>
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>>2467200
>Case in point: marksdwarf charges in solo into the trap corridor to pickup bolts from somewhere other than the bolts stockpiles
I forgot my pic but anyway it's a good thing he's a legendary dodger
>>
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HIS FUCKING GOBLINITE BOLTS SENSE IS TINGLING

Just don't have marksdwarves and replace them with ballistas, catapults and especially bolt throwers
>>
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Ballista can't even take out a single zombie cave dragon
baka desu senpaitachi, Toady
>>
>>2467206
Bolt throwers just aren't as fun as marksdwarfs, even if the latter are retarded
>>
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Oh wow they actually made it over the walls
Simply because both marksdwarves are retarded and bolt thrower operators weren't set to exclusive labor (I thought burrowing them into the walls burrow would be enough)

>>2467227
They don't even bash heads in with steel crossbows anymore, no fun allowed
No bashing with bucklers either, I had several melee dwarves crush goblin heads into paste with a shield bash
>>
Also 2 sieges per year now, I've thoroughly pissed off The Past Nightmare goblin civ, the other 2 aren't sending sieges
Nor The Old Lenses, a dwarven civ I'm hostile to
Elves I've secured peace with because they aren't very good at sieges anyway and trade for giant animals is more valuable
>>
>>2467200
yeah, i just sent my veterans to capture a new settlement so, my veteran reserves were really low
>>
>>2467230
Do you play dorf all day every day? No judgement, just curious
>>
>>2467237
More or less. Gotta go watch the new Chainsmoker Cat episode soon though. Almost as good as Dorf Fort.
I also take breaks from the game for several years, last time I played was before the siege update.
>>
>>2467240
Hell yeah. Remember to throw in some reading and exercise of any kind. NEETbux?
>>
>>2467242
Waging is bad for the soul. I've never waged in my entire 30 year old life and my soul is *Masterworked*.
>>
Dorf Fort is one of the few games maybe not in its genre but in general that keeps track of enemy ammunition
Goblin archers fired off their load and were running around like headless chickens, eventually got beaten to death by a stranded peasant
The peasant gets a nickname and a statue of himself in the bedroom
>>
>>2467243
>Waging is bad for the soul
I know this too well
>>
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Goblin Landmine (shitty staircase) punched a hole in the ocean floor
And I forgot there was a room under it
RIP FPS for the next 20 minutes
>>
How to make adventure mode soundtrack play in fortress mode?
>>
Do giant rats just spawn from thin air? I have the caverns blocked off and 2 war leopards chained at the entrance to the caverns. Still getting giant rats, although not getting naked mole dogs anymore.
>>
>find volcano river map
>with flux
>hell yeah
>finally start searching for flux
>uhh surely it's here
>finally dfhack "prospect all"
>it tells me there's a little over 1k between levels 12-14
>set up prospecting routes
>still can't find it
Does 1,000 mean 1,000 tiles?
>>
>>2467554
Just import steel anvils by the wagonload and melt them down in your magma smelter
>>
>>2467568
I feel like that should be considered blasphemy for dwarfs.
>>
>>2467568
I ended up finding some marble. I'll probably just request flux stone from traders
>>
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I accidentally made peace with 1/3 the goblin civs
Meant to click on dwarven civ I'm at war with and demand unconditional surrender for shits and giggles
Ended up making the goblins surrender LOL
Can't find a mission report or announcement for the surrender

>>2467575
You need x1 flux for pig iron and x1 flux for steel, it's super inefficient
Boulders are also heavier than anvils
Just make contact with other dwarven civs and request steel from everyone, then melt it
>>
>>2467581
>Can't find a mission report or announcement for the surrender
Never mind that I suck cocks
>>
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I really need to dig up some adamantine already to stop these idiots making stupid shit
>>
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Im brand new to the game, any ideas as to what I should be doing? Just waiting for something to happen orrr? I got the food/drink situation semi solved rn, atleast I think so.

I remember there being a beginner's guide in dwarffortresswiki, but it's down.
>>
>>2468151
Have metalworking and military by year 3 or you autolose
You may also autolose to werebeasts if you have visitors enabled
Other than that you find your own fun in this game, do what you wanna do
>>
>>2468168
Mainly looking for options, as I have no practically no ideas on what to do.
>>
>>2468170
Explore caverns, setup clothing industry, setup smelting industry, setup beekeeping industry, setup pottery industry, setup soap making so your dwarves can have a bath, setup a well, setup trade with elves, buy giant animals, make sure you're actually at war with the goblins
>>
light aquifer pretty nice
setup on a volcano with dry caverns and the aquifer layer allows me to have a well
>>
>>2468173
Thanks!!
>>
>>2468151
You know, I feel like ever since kitfox took over hosting the wiki, it's been down a lot more often.
>>
>>2468212
Tranny filled company full of tranny lovers can be incompetent? No way!
>>
>>2468173
>setup beekeeping industry
Do people actually bother with this?
>>
>>2468249
i tried beekeeping once and it was the most infuriating shit ive ever done
if it got removed from the game tomorrow i wouldnt even notice
>>
>>2468249
Not really, mead is fucking garbage and your jugs get jammed up with royal jelly which has no uses other than cooking
>>
I wish I was an expert like some of you
>>
>>2468290
I wish I was a newbie like you are.
>>
>>2458072
No, the ASCII let me envision things in my head which made all the descriptions of gore and the monsters feel cool as shit
The new graphics just look cartoony and thus annihilate the atmosphere.
>>
>>2468249
I always have around 30~ bee nests next to the entry to my fortress. It's criminal how honey is underrepresented in the game thouh, even today natural honey remains pricey, in the medieval times it was a luxury product that had to be imported from Eastern Europe, meanwhile in the game it's just a generic low-value food source. Somehow dwarves are several times more happy to eat brontosaurus meat than a literal fucking candy in the world without processed foods. I hope that I will live to see a day where dwarves will be more happy from a full course of sweets, fish, meat and vegetables than just a never-ending mountain of rare meat.
>>
>>2468173
What's the point of pottery?
>>
>>2468458
It rhymes
>>
>>2468369
I mean im not a newbie I know how to play but not at the level of an expert with perfect defenses and being able to invade other cities, etc.
>>
>>2468458
You can glaze it with dwarf cum
>>
HOLY FUCK TOADY LET ME SEARCH MY CITIZENS BY ATTRIBUTES FFS
>>
>>2468690
Use dwarf the rapist
>>
>>2468252
>>2468451
Just get the mod to increase its value, goddamn, there's mods for everything in this game
>>
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Super long bridge in Bridge Fortress #2 is almost completed
That's the entire reason for this fort's existence but I've been having too much fun with goblin sieges for 50 years
Bridge Fortress #1 had an obsidian block bridge instead also a lot less aquifers, just as much undead menace and freakish weather though
Speaking of undead, my tunnel is filled with hundreds or reanimating goblin arms and will be for the next year or so
>>
>>2468738
Are you building proper, realistic bridge foundations or are you just winging it?
>>
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>>2468739
lol no I'm not building hundreads of pumps to drain the ocean floor
>>
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>>2468740
Other side
Trust in infinitely high tensile strength of glass blocks, Urist
>>
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And the Big Long Beautiful Glass Bridge is covered in malodorous sludge btw
>>
>>2468740
>>2468741
My inner engineer weeps.
>>
>>2468738
This sludge over the glass bridge is ugly as fuck. Do you have any idea how disgusting it would look and smell IRL, and how impractical it would be? Walking over a smooth glass covered in wet mud would just turn it into an extremely long ice-skating trap
>>
>>2468744
>extremely long ice-skating trap
That sounds kinda fun
>>
>>2468744
>This sludge over the glass bridge is ugly as fuck.
Without magic update I cannot change the force of WEATHER
Underground bridge was infeasible due to all the heavy aquifers
>>
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>>2468742
>the Big Long Beautiful Glass Bridge
>>
>>2468746
You could always build a roof.
>>
>>2468746
I can't fuck Angelina Jolie, why is there no magic update to turn me into a handsome billionaire? You could simply pick a better material. Hell, make a pure marble, gold or platinum bridge. Or you can go full artist and make bridge with glass walls/windows/glass roof but the foundation is made out of several materials. Marble + gold laid out in chess-like order will allow your dwarves to walk over the beautiful white and gold bridge, while looking at the water surrounding them through the glass walls
>>
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I fucking hate reanimating biomes

>>2468748
Yeah maybe. I'll give it 1 layer of fortifications along the top wall and call it there.
>>
>>2468749
>You could simply pick a better material.
Bro the bridge is 518 tiles long and 5 tiles wide
It's either glass or obsidian, or maybe shale (most abundant rock in my fort)
>>
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>>2468752
That's just 2590 bars in total and only in case if you use one material for it. If I could assemble 600 gold bars by the 6 year of my fortress without even hard focusing on gold, then so can you do the same with whatever precious material is most abundant at your location
>>
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>>2468753
I am importing all my gold, platinum and aluminum
Copper silver and iron are abundant as ever
>make it out of adamantine by smelting coins forever
Yeah sure you could do that
>>
>>2468749
>I can't fuck Angelina Jolie
Also it's no longer 2006 my guy, you wouldn't fuck 69 year old Angelina even if she came onto you
>>
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Stonefall traps are effective at cleaning up undead but they've all been emptied by beak dogs and goblins during the actual siege
>>
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I need to bury this thing instead of chucking her in the magma for her military achievements over 2 fortresses
>>
>>2468758
YOU wouldn't, I absolutely would.
>>
>>2468761
Gross
>>
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Elves have finally sold me a giant elephant
When it destroys my pasture I'm gonna butcher it and have meat, leather and bones for daaaaaaaaaaaaaaaaays
>>
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So why'd his armored shoe fly off again?
>>
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Bridge completed!
I have flooded the tunnel with seawater since it's been made redundant
>>
I love the gameplay of new migrants show up better make sure to pasture their animals so they don't drag them down into the depths to starve
>>
>>2468845
Enable autobutcher, anything that's a grazer and not pastured gets the knife
>>
>>2468854
but what if they bring the necessary animals to start a new breeding program?
need that donkey soap
>>
>>2468856
Steal unicorns from the elves and make unicorn soap, it's x4 the value because it's made from unicorn tallow
>>
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Fire imp vs blind cave ogre in the arena
>>
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Fire imp wins effortlessly
>>
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However fire imp cannot win against undead
>>
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I'm not leaving any survivors, so the goblins can't learn this corridor is a murderbox? Is that how it works? They keep walking into weapon traps year after year
>>
are minecarts even practical to use for bringing materials up and down mines? feels like a ton of work for very little payoff
>>
>>2468890
I think they're mostly for memes at this point. You have like a 150 dwarves with literally nothing to do but haul, because the actual fortress tasks are done by like 10 specialists. Carts take forever to set up, and by the time you do set them up, all the ore at that level is dug up and stored anyway.
>>
>>2468890
Minecarts have 2 uses: mass dumping of items into lava and quantum stockpiles
For stone and metal bar hauling use wheelbarrows
>>
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Will an embark like this still cause fps death? I remember the last time I played, forested biomes were pretty much unplayable. But I hear people say that performance got a big optimisation pass in recent years.

Is FPS death still a fortress killer?
>>
>>2468906
>Is FPS death still a fortress killer?
Yes

>Will an embark like this still cause fps death?
I am playing a 2x12 embark with ocean surf and heavy aquifers, ~35-40 FPS with 150 dwarves 50 years into the fort
Use and abuse enable timestream in DFhack
>>
>>2468931
Sounds like you can manage fps death just by keeping a tidy fort now, yes? Butchering animals, controlling litter, etc No idea what timestream is tho
>>
>>2468950
>No idea what timestream is tho
You turn it on when your FPS drops below 50
You turn it off when someone gets an upper spine injury because they will not suffocate due to a bug
>>
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As an experiment I sent my 2 damned corpses legendary fighters into battle solo vs 80 invaders
Since they never get tired or feel pain they might be invincible lol
>>
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>>2469011
Yep not a scratch on them
>>
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>>2469015
But they can no longer enter martial trance since they're no longer living breathing dwarves I guess
>>
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Also this happened
Goddam Free Willy jumping out of the ocean to play
>>
Also also the squad with the damned corpses is called the guard of cruelty. Get it? Flesh automatons animated by neurotransmitters? Divine light severed?
As a downside I can't send them on missions because they will drop dead as soon as they leave the map and turn into ghosts.
>>
>>2468906
If you cut all the trees above and put paved roads or floor above-ground, the trees won't grow there.
>>
>>2468697
I thought it wasn't updated?
>>
I know how important trading is to fort economics but it sure does feel like a chore everytime a caravan rolls in.
>>
>>2469198
Master DFhack trade
Do not store artifacts in finished goods bins
Just make shell and bone crafts and turn something with a value of 0 into something with a value of 100
>>
>>2469027
damn!
>>
>>2469027
How in the hell
>>
I'M GONNA START A 3RD WAR WITH THE ELVES OVER RETARDS GETTING STUCK IN TREES EVEN AFTER LADDERS ARE DISABLED IN PLANT GATHERING ZONE
>>
>>2469393
how to stop artifacts from getting put into finished goods bins?
>>
>>2469436
Disable base quality artifact in the stockpile or put them onto pedestals around the base
>>
>>2469439
honestly they get stolen more often being on pedestals vs in the common stockpile
I think it's a foot traffic thing
>>
>>2469444
just interrogate any goblin, undead or necromancer experiment creature that comes along and make sure you can lock the doors in case they are guilty of something and nothing will get stolen
>>
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>>2469448
I do like when they just wind up dead in a closed cell for no reason at all
suicide I assume
>>
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The goblins have finally learned to avoid the gay traps hallway
They haven't learned I have unkillable damned corpse intelligent undead soldiers
Veteran squads are gonna make mincemeat out of the remaining invaders
Rookie squads are gonna train during a siege and cover the rear
>>
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Siege operator squad is gonna stand around with their thumbs up their ass despite being burrowed to the siege weapon and ammo stockpile area
>>
>>2469500
>The goblins have finally learned to avoid the gay traps hallway
Actually they haven't, I just deconstructed the stairs by mistake
WHOOPS
>>
Is there a bug with bins or something? I got loads of empty bins and a bunch of idle dorfs but they're not storing things in the bins
>>
>>2469565
There's a bug with trying to build a gem window fucking crashing your game
>>
Fresh bread where?
>>
>>2470091
Page 10, Wait until it is about to slide
>>
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51 years into the fort I finally find the shiny blue stuff

>>2470216
Ah fair enough
>>
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Praise the miners? More like RIP the miners
>>
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Now that I have adamantine weapons sieges are over and done with with 0 casulties
Actually I just learned to send in the undead soldiers 1st to buck break the enemy, then send in the mortal soldiers to clean up
>>
The 2 undead soldiers are Kindred Spirits, how cute
>>
>>2470230
51 years?
My oldest fort is like 25 years and heavily fps deathed
ofc I haven't played that fort since multithreading was introducted
>>
>>2470410
>My oldest fort is like 25 years and heavily fps deathed
30+ years is badly FPS deathed zone
I'm getting 40 FPS with 150 dwarves after cleaning the entire map and autodumping 9000 goblin corpses and goblinite into the magma sea
>>
>>2470425
I literally just shut off all notifications that can pause the game and let it run for hours while I did other stuff
since it was running at like 20fps
this was way closer to steam fortress release though
before the improvements
>>
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Hey goys check out my human castle
It's got battlements
It's got above ground farming
It's got a water moat which is distinctly not magma

>>2470432
>since it was running at like 20fps
Enable timestream :^)
Timestream only needs 15 real FPS to work
>>
Human castle pretty effective and pretty comfy too
>>
>>2470438
I'll have to try it
made a new fort on the latest update to feel it out
its a little different now
dwarves are calm, too calm
>>
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Hey that gives me an idea
No, not silk farming
>>
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*idea intensifies*
>>
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I can't be bothered to count all the crundles but it's over 20
Let's feed them to a spider
>>
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Somehow the crundles won lmao
>>
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Crundle horde has fucked up 3 blind cave ogres so far
Let's wait for the inevitable resurrection of everything in that tiny room
>>
One guy in the rookie squad charged with cleaning up the mess got his hip gibbulated by a zombie cave ogre arm and before he could be recovered and taken to the hospital dodged straight into the magma for some reason
RIP in peace Urist
>>
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Also a very angry fish came by a while ago
>>
Anyone got that 'dem dorfs, man' reaction? I can't find it anywhere and I'm desperate
>>
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What the shit happened here, and how do I handle this? Do I risk keeping them around, or should I expel the fuckers? Never got necromancers before
>>
>>2470600
They will murder your FPS if they ever enter combat, other than that there's no downsides
>>
>>2470600
necros are immortal and can raise the dead with a chance of risin dorfs becoming intelligent undead and rejoining your fortress
the problem is that they will raise ANYTHING they walk near and it will be INSTANTLY HOSTILE to non-necros if its not intelligent undead
as long as you keep them far the fuck away from body parts, corpses and combat theyre perfectly normal dorfs
>>
>>2470611
>the problem is that they will raise ANYTHING they walk near and it will be INSTANTLY HOSTILE to non-necros if its not intelligent undead
This actually isn't a problem in and of itself, the problem is quality Toadycodeâ„¢ makes necros check 9000 embark tiles for raisable corpses 100500 times a second, setting your FPS between 0 and 5
>>
>>2470623
Based. One of them is a legendary crafter tho, so I'll make workshops for them a million tiles away from fortress entrance
>>
Hold up, how the fuck do I see the value of my rooms? My dining hall is already legendary, and I barely did anything with it, I just dumped a bunch of tables and chairs in.
>>
I'm using dfhack's dream fort because I'm lazing and there's a "drunk tank" jail that's a bunch of chains but also real cells with food and water and beer stocks. What's the point of the drunk tank? My captain of the guard just assigned someone to one of the chains there after a conviction
Also, what the fuck is up with the justice system and finding conspiracy after conspiracy?
>>
>>2470815
The only way I know of is to designate it as a temple
>>
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>>2470943
I make all of my cells nice
anyone that actually deserves punishment is gonna get a late night cameras off visit from a squad anyways
>>
>>2471135
Toady is SUCH a fucking retard, good God
>>
>>2470815
My dining hall has a divine metal artifact chair in ir and tables made of silver
But dwarves would rather eat in the library because it's closer to raw food stockpile not the prepared meals stockpile
>>
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>>2471143
This woman is gonna spend the next 200 years in this cell after tantruming inside a temple
>>
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WE'RE RICH
>>
>>2471187
I always create small pull stockpiles for drink and prepared meals inside the dining hall.
>>
>>2471192
I got drinks stockpile inside the tavern and prepared meals with adjacent kitchen unit in the dining hall, they're both on the same floor and close to the bedrooms unit (3x3 bedrooms vertically stacked with stiars for a total of like 230 bedrooms I overbuilt a little)
>>
>>2471195
Is your tavern separate from your dining hall? I thought we're supposed to double them up
>>
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>>2471199
You certainly could double them up but I don't see the point
Dining hall has tables and chairs
Tavern only serves drink and plays elf instruments
If you have the space you don't have to double them
>>
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Also I've finally come up with a good dwarven bath house design to teach soldiers swimming skill
>>
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And this is how I like to build bedrooms just imagine this going down forever until you have 1000 bedrooms
Doesn't need doors, doesn't overlap bedrooms with multi paint tool, is faster to go down the stairs than walk far away in a flat plane
>>
>>2471201
Eh, it just makes sense to have a tavern serve food as well as drinks. I just tend to make it bigger
>>
>>2471206
>Eh, it just makes sense to have a tavern serve food as well as drinks
Tavern keepers don't serve food I don't think, dwarves will just pick up any nearby food item when they're hungry
But for RP I guess you could pretend your tavern keeper is serving hot meals
>>
>>2471205
>has windows into other dorfs's rooms

dystopic panopticon/10
>>
>>2471208
Gem windows are a good way to boost room value, rubies and sapphires are worth lots of goooooooooooooools
>>
I could further boost room value by installing metal floor hatches particularly steel ones
>>
>>2471203
i just locked them in a swimming chamber, gently flooded ofc
bigger issue I ran into is that dwarves can safely exist with clothes that have real dangerous forgotten beast blood on them for years but god help you if that blood gets washed off onto the floor
all hell breaks loose
>>
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Someone order an adamantine war hammer?
>>
>>2471208
acksually all rooms underground in df are insanely dark and dwarves use echolocation to get around
>>
>>2471214
isnt adamantine really bad for hammers? Unless you want to give it to the hammerer
>>
>>2471216
I just assumed light sources are abstracted, like shidding and pissing is. Which still annoys me to no end, imagine the great and terrible things we could do with a proper sewage system.

Then again, trying to implement that would break the game for the next ten years, so
>>
>>2471216
I like to pretend they have torches candles and braziers they game just doesn't show em
Dwarves have perfect nightvision anyway so they don't need light sources

>>2471217
>isnt adamantine really bad for hammers?
That's the joke
>>
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O FUCK YEA CUNT
This baby will chop so many goblin skulls
>>
>>2471224
That's pretty much the best weapon you can get in vanilla, no?
>>
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>>2471227
Divine metal and adamantine are about equal sharpness
Masterworks and artifacts have a bonus to hit chance I think
For chopping goblins boring old steel works just as well frankly
Also picrel is my legendary gold war hammer
>>
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It's a shame my militia commander isn't using an adamantine flask as part of her uniform, so I just put it on display in her dining room
>>
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Poor babby
>>
Does Novice Swimmer (Rusty) make dwarves drown in 7/7 water?
>>
>>2471237
should let her work in the hospital
>>
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>>2471224
FIRST BLOOD
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Haven't played since Steam release and I don't give a shit about Adventure mode: has anything meaningful been added that shows up in Fortress mode?
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>>2471274
>has anything meaningful been added that shows up in Fortress mode?
Goblin Sieges are now actually fun
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invaders are actually dangerous now supposedly
no longer can you just close the drawbridge and hide forever
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>>2471280
Also they have actual combat skills now
My designated hammer dwarf with a gold war hammer just had his right hand crushed
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2 people got killed and 8 got injured from 2 grizzled veterans squads
Goblins fight good now
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>>2471294
this is exactly why I haven't loaded up any of my 20+ year forts in the new versions
much harder to keep alive
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>>2471297
Even the semi invincible damned corpse guy has a boo boo
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>>2471300
is that actually only a 5 year fort?
I would blame my dwarves for being unproductive but I mostly lack vision
I don't go for enough grand plans early on
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>>2471302
>is that actually only a 5 year fort?
More like 55 year old fort
I started this world in year 250 and this fort in 350
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>>2471305
ohh
that makes more sense
that game runs that good now?
impressive
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>>2471307
35-45 FPS after massive cleanup
It's also a 2x12 embark
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Fuck Goblins and Fuck Reanimating Biomes
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WHERE THE FUCK ARE MY PEARLS, TOADY?

WHERE IS MY AMBER? MY CORAL?

ITS BEEN DECADES, TOADY
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Goblins are having a beach party
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Beak dogs could path to my front gate across the bridge no problem
But the main goblin force keeps trying to build something and then break it and get injured in the cave in
I've been harassing them at range with my 1 remaining marksdwarf squad
I'll get a 2nd marksdwarf squad up after this
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Dwarves are starting to tantrum over being stationed in malodorous sludge for months
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>>2471473
Lol unlike depressed dwarves tantruming dwarves will actually fight the enemy
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Goblins think because they're green they're related to turtles
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I have decided to ignore the rest of the goblins until they leave or figure out where my fortress actually is
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>>2471492
Why 12x2, anyway? To catch a bunch of biomes?
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Goblins have finally decided to move
I have left 2 perfect soldiers that don't need to sleep, drink or eat to guard the bridge
80 goblins vs 2 undead dwarves seems like a fair fight

>>2471494
To build a big beautiful bridge to volcano island, where I plan to build a volcano fortress
My last fort was a 1x15 embark where I also built a big beautiful bridge
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Most important thing about undead soldiers is they never pass out from exhaustion, which is the #1 cause of death among experienced military dwarves fighting an uneven fight
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Evil biomes are like trying to chainsaw quicksand
This is probably why people use maces
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So its actually viable to embark on evil biomes? I never even tried, desu
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>>2471501
wait so this isnt even like a permanent fortress you just wanted a conection to an island.
Beautiful.
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>>2471520
>So its actually viable to embark on evil biomes? I never even tried, desu
I spent the last 100 years in evil biomes, it's pretty chill with the occasional zombie outbreak murdering several people at once (and creating more zombies)
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Bear in mind evil biomes can have truly fucked up weather, mine is just stinky purple goo covering everyting, but they can have rain that causes syndromes and fog that turns people into soulless flesh eating husks
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>>2471520
Mostly just get annoyed goop keeps falling from the sky and making everything look like crap
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My axe lord died of thirst because of a goblin stuck in a tree
Nigga just chop the tree down
Nigga just don't be a pussy while with no orders
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>get scholar fort up and running
>things going good
>get scholastic visitors
>all of them are plotting, thieving fucks
>interrogations lead to one scheme after another
>each new conspiracy branches to at least three people
>spend all my time micromanaging this bullshit
Holy shit I want to stop playing
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>>2471877
You know you can just set your library to citizens only right
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>>2471877
Just pin unsolved murders and artifact thefts on anyone who comes by
Then once they're in chains wall in the cell
Or put them in cages and deconstruct said cages
Permanently detain every single schemer in the world
Be the change you want to see
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>>2471877
Good commentary on unrestricted immigration, lol
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Do you guys cheat by using reveal all? I just can't be arsed not too, but it also gets boring. What I mostly care about is seeing whether the caverns are interesting, I like em tall. But then I just keep using it, instead of exploratory mining
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>>2471879
I like the idea of traveling scholars coming in to learn, discuss and share ideas
>>2471886
How do I put a convict in a specific prison or in a cage? It looks like it automatically assigns them to a prison cell, which sucks because I'd like to have nice ones for my dwarfs and shit cells for these faggots.
So far, I've been keeping my fort locked, locking up and interrogating every prisoner about every scheme and then sending my military in to kill them. I just pin conspiracies involving my dwarfs on these guests involved in different conspiracies. It's just getting very tiresome
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>>2471995
I do that sometimes, yes, especially on embarks with no aquifers and little metal ores. but most of the time I like the surprise

>>2471520
>viable
it's a little bit harder, especially when there's bullshit weather like blood and poisonous goop
or whacky animals
just dig undeground, build an hatch cover and you're done
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This is a weird complaint, but I think I would have liked the extinct creatures update more if it was focused less on the dinosaurs. To me cenozoic critters like mammoths, smilodons, entelodons, and terror birds feel like they fit the savage fantasy aesthetic better than dinosaurs, and weird shit like the cambrian vermin and eurypterids infesting the waters feel like they fit right in considering all the freaks that live in the caverns, but for some reason the dinosaurs feel like they stick out too much.
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>>2472112
You can delete all the dino creature files and leave only the cenozoic, then generate the world and restore the deleted files after that. This way only cenozoic and real-world species will exist in the newly generated world, I did that and did not encounter a single problem 6 years into my fort.
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>>2472129
That's a pretty good idea, thanks anon
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>>2472082
>How do I put a convict in a specific prison or in a cage?
You can't
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>>2458136
>questionable personell, very rainbow and dysphoric.
He always had that side in him.
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>>2473046
Autists are, despite what people think, very easy to con and propagandize. They're bad at detecting lies, they have a very hard time being duplicitous themselves so they cannot imagine someone else being so, and in general they cannot empathize so they cannot put themselves in others' shoes to understand "this person has (personal, selfish) reasons to want to hurt me and/or my group".
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>>2473046
Motherfucker really quoted a month-old post that has nothing to do with the actual game just to attract shit like >>2473050

I think its time we stop making new threads and let this general die for good
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>>2473057
Who will look at my nigger killer 9000 if you stop making dorfty forty threads?
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>>2471205
amazing
can you show me your hospital, barracks, temples, nobles rooms
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>>2473143
>can you show me your hospital, barracks, temples, nobles rooms
Sure, just let me deal with these assholes
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>>2473143
Hospital
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>>2473143
Nobles are all dead sans the mayor necromancer
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>>2473143
Barracks I have multiple of since it's the easiest zone to set up along with pasture, but this is where the recruits train
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>>2473143
Temples/library/guildhall floor
Same idea as with the bedrooms: just dig 1 lvl down when you run out of space
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Goblin archers said fuck that guy in particular
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>>2473159
That hospital looks great but also like it could be a deathtrap in the event of a werebeast epidemic
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>>2473165
Werebeasts are very easy to contain, just burrow anyone infected into one room and turn off all their labors/unassign all their rooms
I occasionally get a tantruming dwarf get cursed by dwarven mountain gods so I just pin a bunch of crimes on them and wall in their prison cells
Not like they need to eat or shit lol
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Massive brawl broke out, 40+ injured 12 or so dead
Who knows why
Some tantruming asshole bullied someone's pet dog
And the rest joined in
FUN
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Be a responsible fortress owner and put down any werebeast visitors
I guess my profits from the dwarven caravan this year go into the magma garbage dump
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>>2471333



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