We manage to live long enough edition Previous: >>2454744Avaliable 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 8/26/26 - Myth and Magic Update announced to be released towards the end of this year>What is next?https://www.youtube.com/watch?v=8P-FTy6hhp0>What has changed since I last stopped playing X years ago?Check the version history on the wiki:https://dwarffortresswiki.org/index.php/Version_historyDwarf Fortress has an extensive wiki which can help you with your question about DF, as well as providing info about modding and 3rd party tools:https://dwarffortresswiki.org/Main_Pagehttps://dwarffortresswiki.org/Utilities>Utilities that (you) should know about:DFHack: https://dwarffortresswiki.org/Utility:DFHackDwarf Therapist: https://dwarffortresswiki.org/Utility:Dwarf_therapistLegends Viewer: https://dwarffortresswiki.org/Utility:Legends_viewer>Tutorials:Quickstart Fortress Mode: https://dwarffortresswiki.org/index.php/Quickstart_guideQuickstart Adventure Mode: https://dwarffortresswiki.org/index.php/Adventure_mode_quick_startOther tutorials: https://dwarffortresswiki.org/index.php/Tutorials>A bunch of guides to various parts of fort-based living:http://imgur.com/a/nGyRFStrike the earth!
Gonna run the glorious fortress of Glovedwilted for 40 more years for 100 totalIsn't much left to do except put finishing touches on the bridge projects and mine adamantine while accumulating even more wealthNo cavern invaders, no forgotten beasts, no visitorsGobbos come twice a year and die very swiftly but I've given up counterattackingJust enjoying some local dwarf stories and their shitty personalities like joyless cunts and permanently angry fuckwitsThen it's off to the piece de resistance of my fortress quadrilogyThen it's probably adventure mode (never once played it)
>>2476062WE'RE RICH
With the diplomacy update the existing issue of fort sentient/non sentient population probably should be patched.A fort with 30 population will have 80 blind cave orges in it, which makes it effectively unbeatable in raid. But the same fort will surrender to 5 dwarves in iron armour.
>>2476107Until missions load up an adventure mode style map of the location you're raiding they're effectively worthlessIf you want to be left alone for a while just demand unconditional surrender after massacring 5-10 sieges
I had to send away my Fortress Champion wearing artifact helmet, artifact adamantine breastplate and adamantine mail shirt because she got a boo boo on her legs on the other side of my extra long map and she was dehydrated and recover wounded task wouldn't complete any time soon because of all the undead in the way
Want to play the latest DF?Then solve This RiddleTry Before You BuyDelve Into The ArchiveAbove The Oldest VisageWithin The Thread Of OriginMy Shrouded Prize Awaits YouAs This Is An Echo Of The CallAnd The Response For Those Poor
For the unknowledgeable, the Steam version of DF REQUIRES a new gen every significant* RAW change due to mods not being baked into the save anymore,*For an idea of what constitutes a significant RAW change, see https://www.bay12forums.com/smf/index.php?topic=29157.0Graphics IDs are baked into each save, and require a world regen to see changes.The path to the RAWs differs based on pre or post steam versions(if 47.05- then raw\objects)(if 50.01+ then data\vanilla)The following are examples of simple tweaks you can do yourself with minimal effort===============How To Remove Gays/Bisexuals/Asexuals From All CreaturesNotepad++open all creature RAWs (creature_X.txt)ctrl+H[CASTE:MALE][CASTE:MALE]\n\t\t[ORIENTATION:FEMALE:0:0:100]\n\t\t[ORIENTATION:MALE:100:0:0]Replace in all opened files[CASTE:FEMALE][CASTE:FEMALE]\n\t\t[ORIENTATION:MALE:0:0:100]\n\t\t[ORIENTATION:FEMALE:100:0:0]Replace in all opened files.--NOTE: If you want your Adventurer to not be Indeterminate(asexual), you need to change their Orientation via DFHack in two places--view the Adventurergui/gm-editor in DFHack panel/windowwrite down the hist_figure_ID of the creature(you'll need it for the second part)navigate to status > current_soul > orientation_flagschange as desired.now type "gui/gm-editor df.global.world.history.figures" in DFHack panel/windownavigate to histfig ID > orientation_flagschange as desired.===============How To Remove Black Dwarves>creature_standard.txt at line 437-439(435-437 if on versions 47.05-), replace contents with[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN][TL_COLOR_MODIFIER:PALE_PINK:1:PEACH:1:PINK:1][TLCM_NOUN:skin:SINGULAR]===============How To Remove Bald Dwarves>entity_default.txtunder [ENTITY:MOUNTAIN]at line 862(850 if on versions 47.05-), replace contents with[TS_MAINTAIN_LENGTH:100:NONE][TS_PREFERRED_SHAPING:NEATLY_COMBED][TS_PREFERRED_SHAPING:BRAIDED][TS_PREFERRED_SHAPING:DOUBLE_BRAIDS][TS_PREFERRED_SHAPING:PONY_TAILS]
>>2476314so theres 3, maybe 4 new workstations just for magic and it seems that there are also magic weapons/armor for people?wonder just how much you'd be able to tweak your dorfs spell lists? miners and workers being able to defend themselves by casting spells is quite funny as a concept
>>2476314>Alchemy is backNoice. Wonder if there's gonna be any random-generated herbs that give out magical properties.
>>2476319Not exactly. The magic work stations are procedural, their structure depends on how the world's magic system works. I don't know if there is a set amount, but I assume there isn't.https://youtu.be/LTV5R7JIMQY?t=40
>>2476314
>>2476314We still have no bread in the game, no dwarf economy or working realistic trade in the game, but we get this garbage that will bring 5 years worth of new bugs?
>>2476339I'd rather have that than any of those things.
>>2476123>How To Remove Bald DwarvesThis is discrimination.
>>2476314WHAT!!!!
>>2476345By default game generates bald females which is just WAT
>>2476339Magic is already in the game in the form of necromancers and intelligent undead getting a random spellcasting ability
>>2476339>We still have no myth in the game, and no dwarf magic, but we get garbage like bread and economy which will bring 5 years worth of new bugs?- Some Anon in a parallel universe /dfg/
>>2476339>>2476355Dwarves universally respect commerce if you look at their values, says nothing in there about respecting bakeries or spellcasting
>>2476339Magic bread
>>2476351Exactly, """"magic"""" is in the game and it's bugged dogshit that can destroy a save. Just in the previous thread a guy foolishly trained a dozen of his dwarves to be necromancers and obviously it ended with him expelling the guys because necromancers nuke your FPS (20 years of game development, btw). And instead of solving existing issues, let's add MORE shit that will bring more retarded necromancer issues but this time multiplied by 10. You still have no way to stop your dwarves from reading necromancer books in the library or forbidding them from reviving shit, btw.>>2476361The commerce in the game is still barebones after literally two decades, the trade values are static and you build your own mini-USSR with autarky, you literally never have to import anything and the incentive to export is non-existent outside of attracting new people (once you hit the cap, you can safely forget about trade depot alltogether). In real world even the most successful economy still has to rely on others
I'm fine with it because major updates don't take 10 years to come out anyme
>>2476399Maybe dont keep such dangerous texts? Lol
>>2476399Toady needs to bring on more programmers. There's so much shit that needs fixing and further detail, and also organizing current detail with a better ui
>>2476339>We still have no bread in the gameever heard of dwarven flour biscuits smart guy?
>>2476399>fill you library with Necromancy for dummies>fort diesWow
>>2476448Magic has been in development since at least 2014
It's that time of the month again
You will never be a real game.
I have been trying to like this game for almost fifteen years now.Any game that requires you to study a wiki or an external giga-ass manual is not a game. I went to school more than three decades ago, I want to spend time having fun not studying. Alright, game is fun, sure. Took me only years to get used to the fucking incomprehensible texturepack.Why is a goblet the same as mug? Throne for chair? Why aren't these things explained in the game? The same game where there are thousands of objects with tiny differences and different names? Anyway, let's not pet-peeve, I'm having fun building stuff and designing... oh, somebody is fighting near a stockpile. Can I see why? Can I understand what's going on?Why can't I store water in a fucking bucket? In a game that simulates fingers and ass hair?Also, the "game" has always been praised for its "complexity". Yeah, and... where is the actual complexity, besides hiding shit to the player? Master swordsmancraft, durability, sharpness, bla bla bla. All of this translates to, what, slightly more valuable item and slightly better in combat? What a genius, how did you come up with that?Anyway, I could go on forever. I have always loved the concept of the game but I'm too old to reinstall it once more and spend a whole fucking week getting angry at it. The game will never be finished. It's done its jobs, inspire other people to be creative, or create more games, or whatever. Magic update? When there are bugs and serious issues such as fps death? The keyboard only mode still being shit? How many new bugs is this shit going to bring anyway? For what, some "lol procedural spells"?I admire the devs, but this is not a game, rather an experiment.
>>2477329>not a gameWell it may have taken you 15 years, but you finally did figure it out. Congratulations.
>>2477329>iIt’s a ridiculous simulation engine first, a game second. Of course it's a game, but if you hate it that much, just stop playing it. The sheer depth and the brutal learning curve are the whole point, once a mechanic clicks, you immediately want to start a new fort to test it out. I play it to death, drop it for a year, and pick it up again. If you aren't willing to take notes and learn, it's just not for you.
>>2477486Fails vertical line test, not a function
>>2477329You might be low IQ and filteredGame isn't hard, deep, complex or interestingPlays kinda exactly like that german game Settlers
>>2477329>Any game that requires you to study a wiki or an external giga-ass manual is not a game.The manual for Falcon 3.0 was 250 pagesThe manual for Tornado was 330 pages
>>2477603Americans can't readHow they manage to fly real planes is a mystery
>>2477602the controls were 90% of people's learning curve. With mouse controls it's much easier to learn
>>2477606Absolutely true. Watching a 20 minute youtube tutorial will get you well on your way to playing dwarf fortress in fortress mode. Stuff like bins and wheelbarrows you'll figure out yourself.
Anything that's actually mystifying about the game is probably a bug which has been on the bugtracker for 10 years
Dwarven Justice has been administeredHey Toady maybe make dwarf spines more durable
Grizzly bears are pretty fucking lame war animalsBut when they drop dead of old age in their pasture they will come back to life to chew on the younger grizzly bearsThe only reason to keep em is in missions they're acting as a force multiplier
>>2477619Because of how frequently entitled on missions break the game it's frustrating for them to be meta, and it's nonsensical to cap the squad at 10 dwarves but then permit 25 war bears to be sent on raid. Either pets shouldn't go on raid at all until the bugs are fixed, should take up a squad place if only to preserve the squad cap, or only war animals should be able to go on raid. There's no point attacking a goblin fort with a bunch of farm animals,
I have a questionDoes anyone know why the goblin army sieging my fortress brought 100+ marcasite blocks with them?
>>2477623They were gonna build a big and beautiful bridge straight into your bedrooms and you ruined it
>>2477623Could be an integer issue, like the legendary .4444 magnum ammo box in cdda which holds 44.44 rounds of .4444 caliber artillery shells.
Gobbos bringing blocks to build with is pretty normal since the siege update, are you confused about the material or amount or something?
If dwarves can't put refuse into barrels even when using a custom stockpile, and this leads to a slew of stockpile/haul/FPS issues, generally solved with stupid dwarf tricks...Could a pseud barrel be used in refuse stockpiles? A bin called waste, made out of nothing? Or could a trash compactor become an actual workshop which produced generic waste blocks? Or could the 999 different types of waste item decay into a generic waste item to avoid tasking issues. Logically bones wouldn't decay but like seeds, if players didn't create a stockpile it would be fairly safe to assume that these were just unwanted fps clutter. It would also work well for miasma and preservation of matter issues
>>2477629load garbage into a minecart and dump minecart into magma
>>2477632
>>2477329DF is notable in that its a sim, not a game. And its actually typical of sims to have enormous manuals because they spell out the actual mechanics of the world. Fighter pilots control only their fighter, but must also understand how gravity actually works because it's a feature of their/the real environment. Similarly you control dwarves, but must understand how water works in dwarf fortress. And many users find DF insurmountable because it's actually their first sim, or first ascii game, or first game in the genre.
>>2477634>And many users find DF insurmountable because it's actually their first sim, or first ascii game, or first game in the genre.Some people are born with nigger tier IQ and should stick to console gamingPeople who have been playing Open X-Com or X-Com before firaxis niggerfied it cannot physically find DF to be a hard game
>>2477631There are a dozen dwarven tricks for dealing with waste but none should be needed, and none really make sense. For example why can a wood furnace not produce ash from waste? Wouldn't that be both a logical, intuitive and extremely valuable addition? Because it would create a logical source of fertiliser on maps without wood, and the animal bones would serve the same role as animal feceas in fertiliser production.And which items were/could be used as waste would be easily managed in terms of code by simply making a generic waste block. And that might very well be the same workshop as the dwarven screw press.Whether the waste was a usable block or a kind of charcoal, or a kind of ore like bitumous coal wouldn't really matter it would still go in the refuse stockpile.
>>2477639>For example why can a wood furnace not produce ash from waste?Because Ash isn't an actual product in the game, it's specifically Wood Ash that can then be processed into Lye or PotashCould you make Lye from troll fur socks IRL? I honestly don't know
I've had 25+ forgotten beasts in 16 yearsIsn't that a bit too much?These two have been fighting for years but can't seem to be able to kill each other.Unstoppable force has met the immovable object.
>>2477643>Isn't that a bit too much?Pretty normal, they're attracted to wealth like any other megabeastYou can reduce that number in the difficulty options
>>2477645It's just that they don't feel really forgotten beasts when there's almost two every year
>>2477640I don't think you're smart enough to be accusing anyone of being dumb, aren't good enough in any sim to be trying to make one harder on purpose or understand statical modelling well enough to call someone a nigger.
>>2477653That's just how the game's balancedIf you don't wanna be attacked then live in a dirt hole with no wealth to speak of>>2477656I have divine intellect actually
>>2477643That's why it's a specific slider in world gen. The reason it's not scaled to cavern layers is that many civs will have reached, but have no actual use of caverns so if 5/6 of your beats spawned in them they'd never be seen. And because cavern beasts are procedurally generated many will just be honk tier assemblages of limbs made of mud which die to nothing, are killed by genetic cavern animals, or will just get stuck.
>>2477658>That's why it's a specific slider in world genI haven't had a forgotten beast show up for 100 yearsI'm not sure if it's because I killed them all or because of a bug with coastal biomes
Fortress of Glovedwilted is paying this man 0.00 Dwarfbucks to clean malodorous sludgeHe is satisfied at work
Someone order a dwarf bone floodgate?
>>2477668Nevermind too fucking retarded to find a butcher's shop
>>2477682Wew
>>2477660It'll be a bug,
>>2477878Specifically visitors are bugged in coastal biomes (they never show up), you still get the occasional werebeast attack or goblin snatcher
>>2477640I just think it would solve a lot of issue if the furnace could produce a generic fertiliser by burning a generic organic waste block. Then instead of stupid dwarveb tricks and millions of clutter items you'd just have a dwarven garbage compactor, stackable waste blocks, a sensible haul system for waste and multiple sources of fertiliser. Wood give potassium hydroxide (lye) but other organic material like calcium carbonate, saltpetre, gypsum, even rotting meat are all valid fertilisers. And given all crops take the same fertiliser, it might as well be a genetic product.
>>2477901I straight up never fertilize my fields, surface or undergroundAshery only gets used to make Lye what for Soap, because you can't import soap
>>2477913>never fertilizethis desuno idea how people have a hard time w/ food production in dorf fort, it's super easy to grow enough plump helmies etc. to feed everyone. super easy to grow surface crops in the soil layer, no need to fuck around with cavern layer farming or rock irrigation for mud. strawberries grow in all seasons and can be eaten raw or brewed into strawberry wine, the only disadvantage is seeming elvish.
>>2476123>the Steam version of DF REQUIRES a new gen every significant* RAW change due to mods not being baked into the save anymore,FUCK, I guess it will have to be TTD in my current run then.
I don't recall, did DF simulate temperature? Is there a point in me making a channel to my food storage to keep it frozen with outside air in my cold biome?
>>2478165>I don't recall, did DF simulate temperature?Yes> Is there a point in me making a channel to my food storage to keep it frozen with outside air in my cold biome?No food in barrels doesn't spoilYou could make floors out of nether cap (always stays at 0C and is thus a magma safe material) and pretend your fortress has air conditioning
Also constructed walls can't catch fire or melt so you could store your extra magma in a wooden cistern
Is there something with dfhack I can use to automatically set barrel amount to 0 on all stockpiles? I don't need 60 biscuits on one tile and prefer to spread it around the fort