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/dfg/- Dwarf Fortress General
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Last Thread:>>146046879

>Download the basic game here. Current version is Dwarf Fortress 0.43.03
http://www.bay12games.com/dwarves/

>Official forums:
http://www.bay12forums.com/smf/index.php

>Find a bug? Don't tell us! Tell Toady! Complaining in the thread will accomplish nothing.
http://www.bay12games.com/dwarves/mantisbt

>Have a question? Check the wiki first:
http://dwarffortresswiki.org/index.php/Main_Page

>Fireden archived threads:
https://boards.fireden.net/vg/search/subject/Dwarf%20Fortress/

>Dwarf Therapist (Out of Date):
http://www.bay12forums.com/smf/index.php?topic=122968.0

>DFHack (Out of Date):
http://www.bay12forums.com/smf/index.php?topic=139553.0

>Starter Pack (Out of Date):
http://www.bay12forums.com/smf/index.php?topic=126076.0

>More DF stuff:
http://pastebin.com/AnsHjQ40

>Dwarf Fortress General IRC chat:
http://en.irc2go.com/webchat/?net=freenode&room=dwarffortress
(to connect yourself: https://webchat.freenode.net #dwarffortress)

>A bunch of guides to various parts of fort-based living:
http://imgur.com/a/nGyRF#0

>Video tutorials:
https://www.youtube.com/playlist?list=PLBrdUj1adIBD-vgUodaaxebcdqQ4oEWtg
https://www.youtube.com/playlist?list=PLD1A3FE72C0DCAC66 (Dated, but good)

>Text tutorials:
http://dwarffortresswiki.org/DF2014:Tutorials
http://members.iinet.net.au/~morty/Getting_Started_with_Dwarf_Fortress.pdf

>This pasta:
http://pastebin.com/iAduXzjn
>>
First for WORLD COLLAPSING BUG

Anyway does anyone wants to be dwarfed in my fortress ? I can't promise that I'll post regular updates, this is just for fun.
>>
>>146255483
What sort of embark?
>>
>>146255741
Scorching badlands, volcano embark. Currently at 60 dwarves, will post fort later.
Need some !!science!! project eight now, I'm open to suggestions.
I'm also playing masterwork for increased sieges, currently on 43.03.
Will post specs and pics later.
>>
So the new combat force stuff is weird. I slashed a guy in the thumb with a sword and the force travelled up the arm and bruised the elbow bone.
What?
>>
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>>146256684
Torque?
>>
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>drowning in lava
>your guts spilled
>flying hyperspeed godbitch bites your guts off
>sucks to be a random criminal
>>
Does adding cabinets and coffers to rooms speed up the eventual FPS death in a meaningful amount?
>>
>>146257684
Coffers do fuck all apart from influencing the happiness, cabinets clean up the random mess of clothes lying on the floor, no they don't affect the fps that much. If you're worried about clothes you can gain around 2-3 fps by using dfhack command cleanowned x.
>>
>still no way to mulch old clothing into parchment
>>
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Are the names of all the minerals in this game real or just made up fantasy stuff?
>>
>>146260654
What do you think?
>>
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>>146260854
I think you are to quick to strike down conversations anon.
>>
Apparently my river ran out of fish. I read that vermin fish are 'restocked' on a per season basis, and my fisherdwarves attempted to fish the river again at the turn of the season, but it was still depleted.

Is this a bug?
>>
>>146262556
How long has it been?
There's this:

http://www.bay12games.com/dwarves/mantisbt/view.php?id=2780
>>
>>146262912
It's been two seasons now.
>>
>>146263123
I'd wait at least one or two years before being sure. But honestly, I don't have a lot of experience with fishing (especially not in recent versions), so I don't know how fast it's supposed to refill.
>>
>>146263242
I agree, I'm not too worried about it honestly, just that this was supposed to be a bug that was already fixed.
>>
>battle damage to equipment is in
Is combat realistic now? If not, what still needs to be done?
>>
>>146264960
>Allowed strong attacks/shakes to translate some force to joints and parent parts even if blocked by armor
Progress.
>>
>>146264960
>Is combat realistic now
That's a silly question, it will never be 100% realistic, and "realistic enough", which I assume is what you meant depends on the person asking.
It became a little bit more realistic and there's still much room for "improvement". Though just making it more realistic doesn't necessarily translate into an improvement.
>>
>>146264960
As real as
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>>146268786
>>
>>146269714
autism
>>
Just as I'm setting up the basic industries and working on a nice fort, some nasty warebeast always show up and fucking everything up.

I'd prefer not to go completely underground at first (kinda like to build above-ground towers, herbalism is nice and I need the trees anyways), so I'm never ready for the fucker.

How effective are weapontraps against warebeasts? Any ideas?
>>
Does the population limit affect the appearance of visitors? No one's showing up at my tavern.
>>
>>146271681
>How effective are weapontraps against warebeasts?
They're not. Werebeasts are [TRAP_AVOID].
>>
>>146271979
Shit. Building a moat around a large area wouldn't work either, since they can spawn like 10 tiles away from my main entrance.

Killing it with DFhacks exterminate is boring after a few times.
>>
>>146272069
Just dig a small safe zone for your dorfs underground with a bit of food and booze, burrow them there when the werefuck comes,l ock the hatch/door and wait him out. Or you know, you could train a small militia asap in order to deal with that shit easily. Kill the beast, kill the wounded, problem solved. No need for dfhack.
Plus I believe that exterminate erases ALL instances of the race of the creature targeted.
>>
>>146272069
They spawn at the edge of the map like every other creature. They're stealthed until a creature sees them.
>>
>>146271864
No it's handled in a separate line in your init or d_init.txt file. Consult it. Your tavern sux. Wait a while or improve it.

You might have accidentally set it to only allow fortress residents to use it.
>>
>>146272069
http://dwarffortresswiki.org/index.php/DF2014:Werebeast#Defending_your_fort_against_werebeasts
Cheating is actively preventing you from improving, if you can't survive a werebeast attack then you should keep losing to them until you can.
>>
>>146272069

It's not that hard to kill them.
>>
>>146272891
Doesn't it depend on the aminal? The llama just wrecked 8 not-very-trained dwarves with iron weapons and a bit of armor.
>>
>>146272963

Really? It does depend on the animal but usually my 2-dwarf miner-cum-solider militia squad can kill them with a bit of training under their belts. I guess if it happened immediately/in the first season it could be difficult. Try using crossbows (easy to make early game with bones/wood) to possibly make it fall over from afar. I forget if werebeasts can feel pain but if so you can make it pass out before sending the melee in.
>>
>>146272963
>a bit of armor
That's a mistake. 1 fully armored dwarf is better for taking on a werebeast than a whole squad of partially covered dwarves.
>>
>>146260654
Eventually Toady wants to have everything be procedurally generated, but for now it's easier to just use real names.
>>
>>146273232
Speaking of miner militia, what equipment setup do I need to pick to have them use picks as weapons? I can only find pick(foreign) in the weapon list.
>>
>>146273232
>I forget if werebeasts can feel pain
They can't.
>>
>>146273381

Hmm, pick(foreign) would probably work. You can also select individual picks from the equipment menu if you want to go the tedious route. They might pick the picks (lol) on their own if you set it to individual choice (melee) as long as they arent also currently assigned as mining implements, but I'm not 100% on the last part. Try picks(foreign) and then station them somewhere and see what they coming running with. If it's not picks, try disabling the mining labors on everyone or at least enough people to free up some picks and try again.
>>
>>146273381
>>146273627
Picks are considered foreign because they're diggers, not weapons. It's always been that way.
>>
>>146273978

You can use weapons regardless of foreignness though. I've successfully used picks and scourges before.
>>
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>mfw the War Jabberer breeding program has begun
>>
>>146274106
Completely beside the point. Two anons were having a befuddled back and forth around the issue of picks being foreign, and I was assuring them both that there was no cause for alarm.
Thread replies: 44
Thread images: 7

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