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Death is !!FUN!! edition
Previous thread >>146452607

>Download the basic game here. Current version is Dwarf Fortress 0.43.04
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Dwarf Therapist (Out of Date):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DFHack (Out of Date):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Starter Pack (Out of Date):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

Strike the earth!
>>
Some migrants have arrived
>>
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>Kit a competent swords dorf in steel
>Siege comes
>Human recruit punches him in the knee
>Tears it through the steel greave, making him prone
>They exchange blows
>Recruit bites him, tears his upper spine and he suffocates
>A human
>Recruit
>>
Elves.
>>
what happen to toad

where is dev log updat
>>
>>146652249
Competent sworddorfs aren't that competent at all.

Just slap them into danger rooms.
Keep them in danger rooms so long their whole life is just a room with spikes flying out of the floor and walls.
Keep them there so long they'll only feel safe when there are spears flung at them.
Keep them there so long they'll bemoan every second spent outside their throat-crushing safehaven.
>>
>>146653227
Toady made regular training ez. Legend in 2 years from nothing.
>>
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>Weak and skinny goat
>Go to butcher
>It's a pet, fuck
>mfw sending the geld order down
>mfw based toady is watching over us
>>
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>elven apologists
>>
>>146653748
>based toady
He hasn't even added the "check privilege" labor for the male dwarfs. Sarkeesian said she won't give him good boy points if he doesn't implement it in 43.05.
>>
>>146653948

I like elves when they aren't tree hugging fags. TES does elves pretty good.
>>
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>>146654751
let this meme die
>>
>>146654892
But TES divided their elves into tree hugging fags(wood elves), elitist douchebags(high elves), and primitive sub-humans with a false sense of superiority(dark elves). Toady just lets one kind of elves play all of those roles.
>>
>>146655080
>primitive sub-humans with a false sense of superiority(dark elves)

You can just write African-American, this isn't a family website.
>>
>>146655080

>elitist douchebags

I see no problem here.
>>
Werehorse den is fairly done. I got:

Bedroom for morale
Irrigated a 6x6 for 4 plots of plumps when the dorfs arrive for me to buy seed for subterranean plants
Still and kitchen complete with 6 barrels and 8 seed bags.
Small well and stocked hospital incl buckets
3 picks for digging. Anvil in case I decide to risk bumping a cavern
~50 leather for emergency clothes before I get some rope reeds up
pits with retracting bridges to airlock emergency supplies in case of a mood in and for moving crafts/furniture out to sell
Dorm for later immigrants

I guess it could use a minecart for automated shit moving and it could use a mushroom tree farm but I can live without it and don't have it respectively.
He'll be free to setup a pit system for later when I try to convert more dorfs into werehorses and plenty of space for a mausoleum while he wastes time picking.

Am I missing anything?

>>146654751
What are you even talking about?
>>
>>146655241
Judging from Morrowind, dark elves seem more like middle easterners. Especially so considering the dwemer's resemblance to ancient mesopotamians.
>>
>>146655389
>What are you even talking about?
You don't know about Toady and his history with SJW leaders, do you?
>>
>>146655591
No and I'd appreciate if you take the pol shitposting to pol.
>>
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>>146655774
Only white men play this game. You cannot prove me wrong.
>>
>19 posts
>4 df related non-shitposts
>>
>>146656587
Thanks for #5
>>
>>146656587

>referring to a different game is shitposting

nah senpai
>>
Just found a site with ~19k coal deposits and no steel components; how badly am I going to regret only being able to make bronze?
>>
>>146657138
There's no game without iron + flux
>>
>>146657138
> thinking you'll be able to make bronze
you can embark with shallow metals and deep metals (both plural) and get zero weapon-quality metals.

review the wiki entries for flux stones and melt item return values. when the caravans arrive which can provide you with flux stones, iron, pig iron, steel, or items made of those materials, request the highest efficiency items in the trade pact screen. the next caravan arrives and provides you with whatever iron you might need.
goblins might also come with iron, be sure to recover as much of that as possible
>>
>>146657817
I embark as many times as it takes until I get iron. Once I literally spent 12 hours on this and I have no regrets.
>>
>>146657138
You can import ~20 steel worth in just ore, bars, and anvils per year. with a booming economy, you can buy bulk weapons, trap components, armor, cages, mine carts, wheelbarrows and you can get even more if you're willing to bite the cost on the less effective ones. You should have already test embarked anywhere to get a list of everyones stone so you should have mutli-flux civs for no problem there. Embark in range of humans for even more meltables.

You can also harvest goblinite in even the worst scenarios purely with importing fuel, flux and shooting/trapping/drowning gobbos dead for their shit. If you don't small embark. Wood/bone crossbows dorfs and forbidden after stocking 10 xbow traps in bulk are pretty raunchy.

Embark and make sure it's shallow metalS, deep metalS for multiple chances for weapons grade, and flux that's in range of a human civ for the best situation.
>>
>Spend a half hour marking shit to buy/sell
>Fatfinger shift+enter on the traders side
FUCK
>>
Did anyone continue with the legacy fort? I thought more people were interested than just myself...
>>
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>DF chugging FPS, in a 2x2 embark, with only 20 dwarfs
>Try everything
>Still chugging
>Turns out chrome is using over 60% of my processing power
Thank's botnet.
>>
>>146659438
>Using Chrome

I bet you're on W10 too faggot
>>
>>146659438
>1x1 embark
>No river or pools
>Don't pop caverns so I don't have grass updates outside of surface pen
>45 civs, 90 livestock/pets, 88 visitors
>50 fps
>Would probably have over 100 still if I didn't get so many barrels, bags, splints, crutches, and other shit.
Feels gud man
>>
This is it, /dfg/, I embarked at a perfect region.
>seven towers
>goblin and elf neighbours
>hematite, limonite and magnetite
>tetrahedrite, native gold and platinum
>bituminous coal and lignite
>even a bit of kaolinite
>a small aquifer up north
And this is all before digging deeper than 4 Z-levels underground.
This is going to be great.
>>
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>>146660283
RAISE THE PORCELAIN THRONE! THE DAMNED WALK THIS WINTER!
>>
>>146660283
gib worldgen
>>
>>146660283
Post progress pics. I'm hyped as fuck. Even if you don't get alloys you'll be able to import it all anyway.
>>
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>>146660703
http://pastebin.com/L03Zt1B1
See pic related for the exact spot.

>>146661110
I don't think I'm good enough at the game to make this entertaining, sorry.
The fort I've managed to establish is a mess, and all I'll be doing for a few years is train military and make armor.
>>
>>146661660
Re-screenshot. The cursor wasn't active in that frame.

>>146661660
I just want to look at your shit. I don't care that it's a mess, I ain't doing any better
>>
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>>146661791
>>
Does quality effect trap damage?
Will masterwork spike balls deal significantly more damage, or should I just sell them and use normal spike balls for my traps?

Also are trap logs displayed anywhere?
I want a combat log for the damage my trap did.
>>
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I have dwarf with farming idling around even though I issued a farmers workshop to be built.

Whats up with this?
>>
>>146661970
Presumably but it's not like we don't overstack them anyway so you don't notice.

It's showed in the victims

>>146662181
Burrows, clear path to material and structure and not on break or other activity?
>>
>>146662181
And it's not suspended?
>>
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>Miner starts shit with a visiting goblin poet
>3 pages of ineffectual flailing later the poet fucks him up
Jaysus...
>>
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>tfw you just had your first siege in 0.43.04
>tfw you realise that armour damage has made goblinite useless
I-I can at least melt the worn out armour, right?
>>
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>>146661791
It's either that spot, or the one immediately to the right. The exact location is that 3x3 fort in the lower left.

What I've got so far is just some workshops placed in a hollowed-out magnetite vein. There is a mineshaft below, but it's mostly flooded by the aquifer due to my oversight. Almost all of my dwarves are in military training to prepare to fight the zombie army outside.
>>
>>146662265
no burrows
yes
yes
not on break or doing anything else

>>146662412
not suspended


It reads:

Waiting for construction...

Needs Any workshop Farming

Construction inactive.
>>
Since there's couples in this game, is cucking something that happens? Serious question.
>>
>>146661970
Yes, and it's in the same combat reports list as every other combat engagement.
>>
>>146662615
When you say he has farming enabled, if you mean planting then that's not the right labor.
http://dwarffortresswiki.org/index.php/DF2014:Farmer%27s_workshop
>>
>>146662634
Nope. Not modeled
>>
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>>146662953
Ah! Too lewd! Goblins are pure you big sexual predator.
>>
>>146662921
The rapist says Farming (level 5)

That should do it right?
>>
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Neat as fuck. Who knew they'd actually come.
>>
>>146663532
Activate plant processing.
>>
>>146663532
I gave you that link for a reason.
>>
>>146653227
>danger room
>2016
>>
>dfhack won't let me enable elvish diplomats so that I can anger them

but why
>>
>>146666152
Elven diplomats come in vanilla.
>>
I have a refuse pile, why will my dwarves not remove the bodies of their berserk neighbors?
>>
>>146652249
But thats realistic, war is a confusing mess, your ability only goes so far, you need luck for surviving.
That recruit had some, and your swordsman didnt
thats something taody has managed to picture very well
>>
>>146667278
Need a corpses pile
>>
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Look at all these cuties I'll be able to employ in 2 years. Fuck yes merc squads

>>146667440
I know, it just irks me when essentially two teenagers go at it and the one with a little training and steel armor gets dunked on by a hobo.
>>
>>146667774
I'm kind of sad you can't have 100% merc squads.

Usually I just leave the token dwarf commander in-fortress while I throw merc meatshields at the siegers and my dorf milita cleans up.
>>
>>146667461
Now I have ghosts.
>>
>>146668663
Fell mood dwarves can actually butcher ghosts. Just because they are so pissed off.
>>
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>>146668663
Well darn. Time to abandon the fort. It's game over man game over!
>>
>>146669069
It's my first fort, I'm sure fun will soon be upon me in any case.
>>146669006
Now this is some useful information. I'll just have to stop trying to make them happy, and the ghost problem will take care of itself!
>>
>>146669069
Over ghosts?
>>
>>146669380
Yep. Suicide and succumb. Soon they'll begin possessing your dwarves. You need to get out so they can't possess and emigrate back to the homelands where they kill more to be possessed by other ghosts. Undead cascades are serious business.
>>
>>146669717
>misinformationing this hard
Don't give up, newfag-with-ghost-problem. Just order to have the bodies buried, and the ghosts will go away. You need to build a coffin/casket/sarcophagus, and then activate it for burials.
>>
>>146670320
>You need to build a coffin/casket/sarcophagus, and then activate it for burials.
Build as in (B)uild or just make some?
Also do coffins give dwarves bad thoughts?
Can I just leave them in the stockpile?
>>
>>146655080
>>146654892
>>146653948
DF elves are pretty darn cool when they're imported to other culture. They have the highest possible agility, kinesthetic sense, and spatial sense, and give them some iron or steel gear and they're not bad.

I'm thinking about doing a fort in which I replace the derfs with a couple of elven adventurers.
>>
>>146670320
If he doesn't want to read the wiki he can go fuck himself.
>>
>>146671063
You can't give them labors so no dice. Once we get dfhack back and if one of the add unit to your fort plugins works then yeah.
>>
>>146671241
Wait what? I thought multiracial forts were a go?
>>
>>146671107
Yeah, how dare he bump an otherwise dead thread with questions relevant to the game.

>>146670571
You need to first build the coffin at a mason's workshop, a carpenter's workshop or a metalsmith's forge, and then construct it where you want it. After that, it will need to be activated through the 'q' menu.
>>
>>146671454
visitors are restricted to the purpose they came for. Soldiering, performing, etc. Being able to fill out squads while only needing 1 native is nice though. Especially since you can class warfare and only give them steel. Letting the mercenaries wear shit.
>>
>>146671241
A common misconception. You can give them labours, but only after they've become full fledged citizens. When they first join your fort, they'll only become long term guests. In that state, they'll only perform one task(like entertaining or soldiering). After a few years, they might apply for citizenship. When they become citizens, they work the exact same way as any dorf. They sleep in ordinary bedrooms(unlike long term guests, who stay in the tavern's bedrooms), and can be assigned any labour.
>>
Anyone else try to RP that your fort isnt actually a fortress/outpost? I imagine that the dwarves have massive underground highways that transport thousands of crates of metal and jewels every day, but recently there was a earthquake, destroying most of the Road and killing everyone who used to live in the Exit to one of the continents , so they sent a S&R team to
1. Find Survivors (there are never any)
2. Reopen the Road
3. Defend the exit
as long as they continue this task they will get Reinforcements (migrants) whenever avalible and Resupply Caravans every month
Forgive my autism
>>
>>146655080
Wood elves are badass, they can literally shapeshift, eat their fallen dead, and call upon the wild hunt to wipe out pretty much any force that threatens their moving tree-cities. High elves are eugenic cosmically powerful magic-machines that make every other race of magicians look like children. Dark Elves are basically just cursed high-elves, some of which can take credit for becoming literal gods, achieving chim, hollowing out the earth to build a giant magitech facility and growing fancy mushroom houses.

Meanwhile toady elves are just "there are dwarves, therefore there must be elves! But I can't be bothered to flesh them out beyond the fact that they're frail and like trees to the point where it's obnoxious as an ingame mechanic"
>>
>>146671719
>visitors are restricted to the purpose they came for.

Ah. What if your adventurer obtains membership in adventurer mode though?
>>
>>146672103
Keebs aren't frail, nor are they particularly mechanically disadvantaged. Not sure if disease resistance does anything, but its very high.

I mean, are we talking entity-wise or creature-wise? Because if you want to look at a sorry creature, look at humans. Their stats are abysmal, their only advantage being a mild average size increase; yet its quite possible to have any number of fort-raised dwarves of enormous size.
>>
feces arc when
>>
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Can marksdwarfs fire through floor bars?
I want to make pic related inside my fort
>>
>>146674619
those are called murderholes
>>
>>146674743
I dident see an option in game to make murderholes, is under a different menu? I was looking in build.
>>
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>>146674619
>open floodgates
>invaders drown in poop
>>
>be me, new
>dwarves are unhappy because nothing in their life is shiny
>don't know how to make statues or whatever else makes dwarves happy when they look at it
>engravings are shiny, right?
>smooth entire 200-cell living quarters
>begin engraving everything
>why are there so many dwarves in the walls?

I have made a terrible mistake
>>
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I've just gotten back the HDD containing my .42.06 fort, Relicwebs after several months. I've got so much shit going on that I've been scrolling around for an hour trying to remember all my plans. Might not be unpausing today.

Also trying out a color scheme I've never used before. I think I like it.
>>
>>146677292
ninedots?
>>
>>146658757
I would like to see some Ctrl+Z implementation in the game.
>>
>>146658757
I would kill for a search option with trading.
>>
>>146678686
I would kill for the option to browse trade goods by categories and types. I'm fucking sick of browsing through 50 pages of cloth barrels.

Also, why do the legwear never show up next to the other armour types?
>>
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fucking Melbil Nakasobok engraves nothing but masterpieces 24/7
>>
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>>146679461
whoops wrong folder
>>
>no option to suspend trade with elves via referendum
God damn it Toady
>>
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>16 years
>cut open from multiple wererat bites
Fuck, what is my militia doing? I hope this guy manages to get away, AND avoids an infection.
>>
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>>146680385
he ded

Maybe it was for the best. One of his cousins got pretty upset.

At least no one else got bitten.
>>
so, has anyone been trying out the 64 bit release?
is it any different?
>>
>>146677375
Beautiful
>>
>Goblin invasion
>Sound the alarm
>Raisethebridge.png
>order squads to prep for combat
>2 of my marksdwarves run out just before the bridge closes to hunt a boar
>Continue to attack the boar while being showered in arrows.

How can I prevent this in the future, if it's even preventable.
>>
>>146671996
no but that is awesome that you do that.

Makes the game interesting. Ill have to try that.


A lot of times i RP in the sense that i will build a tavern outside. And start mining and set up an underground fort. Its like an outpost base underground. That connects to highways.

but now that you gave me that idea. i think i will have more fun in my fort lay outs now.
>>
I never see coke being stored in a stockpile with "coal" enabled. What's wrong?
>>
>>146671996
Yeah. I like rping as a beekeeping monastery, a local gathering and livestock tavern, Surface luddite camp with primarily wood/bone bolts and obsidian swords, Cavern dorfs sealing off and living for generations, Fishing town, "war animal" tamers and breeders, Vermin Pet emporium, Mushroom tree farmer, starting out merchants buying goods, refining them, and selling them. No growing, brewing, or butchering jack shit. Live by the dorfbux, starve by the bux. Winery that only sells wine and imports everything else. Turning as much of the fort as possible into werebeasts/vampires until they run the place.

>>146671729
Neat, thanks.

>>146677375
Made me pop a boner. Watch yourself man.

>>146678686
Well then kill dfhack back up to date. It had search.

>>146682163
Nothing barring good fortress design that requires them to go out of their way to see outside the fort. Make a double L bend in your entrance to break up LoSRemember to edit standing orders to forbid dead and death items so they don't run out after socks.

>>146679335
Cause Toady is weird but also doesn't play other games so we'll never see nested categories and it's not gonna be opened up anytime soon for people to make it themselves.
You could make a mockup of the system and propose it in suggestions but like a lot of ui stuff Toady's probably just gonna sock it away for 2074 cause he doesn't want to reinvent the ui wheel a bajillion times as he does more shit.

>>146680385
Get bit that's it long as they live long enough. Long as they're mobile you can put them in a no uniform squad, station them somewhere and lock the door long enough to wall them in. They wont starve or die of thirst thanks to monthly shifting and dorf moods are full retard now. Mine hasn't gone insane from being walled in for 3 years so far.

>>146682861
Dunno, works for me. I'd post a ss but I used it all up making steel.
>>
>a vile force of darkness has arrived!
F U N
>>
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>>146684174
>Siege comes
>Almost entirely humans
>Even a human baby snatcher
>They kill 5 dorfs then leave
>Haven't come back in years
>Every year the caravan tells me about another place that got wrecked
>tfw want fun but gobbos wont let me
>>
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>>146681782
>>146683974
Thanks. I'm still just looking around, so I could post some of the highlights if anyone is interested.
>>
>>146683974
>Nothing barring good fortress design that requires them to go out of their way to see outside the fort.
I did that. They just "decided" to go hunting right after being ordered to move deeper into my fort.
>>
>>146662592
Yes. Anything that's not masterpiece tier can be safely melted down. Trying to "recover" the metal from a masterpiece by melting it down isn't a good idea in any case, even if the dwarf has made hundreds of them already; the loss of 1 in 100 masterpieces a dwarf has made might not make him lose it, but it IS another piece of straw on the camels' back.
You could probably buy more iron from a caravan than what you'd get by melting it down, even with a slightly or severely damaged masterpiece weapon anyways.
>>
>>146684340
I want to make a 1x1 fort in an evil land that is adjacent to at least one goblin fort and with several other forts nearby, plus towers, for maximum possible encounters.
>>
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>>146684584
>makes good use of third dimension
>open chamber overlooking the landscape
>rows of multilevel pillars
10/10 fort

would explore in adv mode

I'm going for a similar feel in my current fort.
>>
>>146684715
Alright so hold up. Marksdwarves as in, military squad dwarves armed with crossbows were given a station order and they ran outside to shoot at a boar or hunters with the hunting job ignored burrow restrictions to carry out the hunting job. If it's the jobs, I dunno. It's always too buggy and suicide bait for me to have used it in years. Just take their job off. If it's soldiers being dorks, next time make sure nothing above and outside the fort is unforbidden so they have no reason to.

>>146685223
Do it, it's pretty rad. Remember to take building materials so you can immediately pop a hut up over the wagon and seal it so you have time to get your basic dirt hut together instead of beating your face against the undead pop until one gets lucky or they swarm a straggler/hothead. You'll probably end up stone door/bridge airlocking migrants in then going full socializing for maximum kids.
>>
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>>146676374
> open the bloodgates
>>
>>146656118
Only black men play this game. You cannot prove me wrong.
>>
>>146687535
WE WUZ DWARFS
>>
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Will dwarves auto loot dead gobs or do I have to command them to?
>>
>>146687535
HOL UP

>>146656118
There are legends of white women playing this game, but no other ethnic groups are heard of.
>>
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>Construction paused needs architecture
>Dwarf with no other preferences besides architecture: No Job
>It's been like this for 3 months now
How do I fix this?
>>
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>>146685486
Looking good. How high/deep are you going?
>>
>>146688671
toggle do job now
>>
>>146688141
Death items of enemies are forbidden by default. You'll have to claim them. You can change the default forbidding behavior in standing orders, and you can mass reclaim with designations.
>>
>>146688894
How?
>>
>>146689281
umhk
>>
I have an embark with a river at the top of a mountain, but also a fairly deep chasm/pit at the bottom (10 Z levels down from the river, though the river follows the slope enough that I could access it).

If I wanted to be as safe as possible so I can focus on learning to make my dwarves happy, where should I strike the earth?
>>
>>146655241
>>146655080

Dark elves aren't niggers, they are very civilized but honourable race that keep to themselves. What you might be thinking are wood elves (aka non-elves).
We can't put everyone into one bowl, you see nord and imperials in every country, but real dark elves stay in morrowind to defend it. the few dark elves in skyrim or valenwood are cucks in insecure existance and are not real dark elves.
please dont confuse us with woodelf scum.
>>
>>146689815
Hard to say without seeing it. Post screenshots.
>>
>>146689815
Build underneath the river. You can make a secret underwater entrance, but you have to dig down on land and come up through the river bed once you've moved everything inside.
>>
>>146690015
This is the pit, it's in the upper-middle section of the map.
>>
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>>146690387
>>146690015
fug, guess I'll use the post timer to stitch them all together.
>>
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>>146688693
Not very high/deep yet. I found out too late that I didn't have any sand on the surface, which sucked since my planned design requires a lot of windows. I guess my next objective is to crack open the caverns, but I have more pressing matters, like finally building a catacomb and so on. I also want to even up my superstructure a bit, and pave over the loam and vegetation that was part of the mountain, but it's taking forever due to my inefficient diorite rock production. Maybe I just need more shops, maybe I need dedicated stockpiles.

Pic is my courtyard, which also serves as my temple. The tower in the north-eastern corner is open all the way down to the entrance level, where my militia is training. The northern tower houses my fledgling burial chamber, but the floor isn't finished, leaving a gab down to my hospital below.
>>
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Alright, so the first one is the pit, the second is the river site, the third is the chasm. You can see the chasm has some river access. If it matters, if the embark was divided into nine parts, the pit is in the upper middle, the river is in the very middle, and the chasm runs along the right edge.

If I took the River, I'd probably beef it up with walls and traps.
>>
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>>146684584
> spiral rampcase
>>
>>146690793
>diorite rock production
Fuck, of course it should be diorite BLOCK production.
>>
>>146691235
The indention in the mountainside in the left image is probably the most defensible place.

You'll need to do a lot of constructing if you build from the surface down, but it's viable and above ground forts can be fun. It's a little harder to make valuable dwellings on the surface, so if you want happy dwarves it might not be the right choice.

I would leave the chasm alone until you're established. Anything you do there is going to involve some engineering. That's more of a vanity project to pursue when you've accomplished your goal. It would be a cool place for a power plant, though.
>>
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>>146686948
>all that misinformation(blood doesn't have volume, drawbridge deaths leave no blood)
>all that unhip meme language(e.g. "moar", "fuck year")
Wipe this image off the face of the earth.
>>
>>146692489
Don't forget that contaminants don't pass through grates.
>>
>>146686948
>blood still doesn't act as a liquid
damnit, toady, it's been fucking years since this image was made
why haven't you made it possible to do, yet?
>>
>>146692964
Because 64 bits and multi threading are more important.
>>
>>146693067
underrated post
>>
>>146692291
Indentation A or B?
>>
>>146691436
Some day I'll step up my macro game so I can do that kind of shit.
>>
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>>146691436
It's 16z tall and passes through several kimberlite veins. I'm really pleased with how it turned out. It isn't completely done yet, but it probably won't be getting any deeper.
>>
>>146690793
Got a water source? Jack off too long and somebody's gonna get hurt. Be a crying shame if your master spear dwarf dies of thirst cause you were too busy digging up tombs

>>146692291
This. Minimize surface shit unless you're doing a gimmick. You need at worst two 6x6 plots if you wanted to grow surface shit. If you want no miasma, some room for refuse and butchers, and the dining room, barracks, statue garden, and remple to combat cave adaptation.
>>
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>>146693404
The southern one with the gem cluster in the wall.

>>146693404
No macros, my designations were made by hand and assisted only by autism and caffeine. Pic related.
On the entry shaft, channeling out the spaces between the pillars was particularly micromanagey. If I had dug the floors in the wrong order it would have cut off access to other floor tiles and potentially stranded dwarves. That actually did happen a few times, but I was paying close enough attention to save them.
>>
>>146693773
What's the color scheme, it's neat.
>>
>>146662592
>has made goblinite useless
You were always supposed to melt down goblinite. It says right in the name that it's an ore.
>>
>>146694728
It's vherid dark sand, with LCYAN and LMAGENTA replaced with the ones from two other vherid sets. I'll probably replace the LMAGENTA with another one at some point.
>>146694529 was from my old computer and was using a different vherid color scheme, but I can't remember which.
>>
Not today, page 10.
>>
>>146662592
Can you repair armor, though? That's what I'm wondering
>>
>>146695219
Nice, I like how it does the stones in that kinda faded blue. Some schemes make me feel nauseous for some reason.
>>
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>>146700629
I like the low contrast. Even white is muted.
>>
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>>146706237
that's a neat color scheme
>>
Do cavern trees regrow?
>>
>>146707605
yes
>>
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>year 251
>14 dead in fort
>a forgotten beast has come!
>oh well
>seal of the caverns
>check dead list again in year 254
>286 dead
>FB has probably every bone broken
>still manages to kill blind cave ogres
I wasn't even dust or web beast. Just a fucking murdermachine.
>>
>>146706237
what tileset? I still use le lazy noob default pack cause I'm too much of a normie, but that looks pretty nice
>>
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>>146709331
>>
>>146652249
Even though it's been 12 hours I'll say it anyway whatever.

Competent is like 3/20. 20 being Legendary +5. Hardly better than a recruit.
>>
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>>146708485
Fight it
>>
do retired fortresses build anything, do digging, etc?
>>
>>146693067
>multi threading

mulithreading wont be here till your grandkids are grown up and toady will be working from a cryogenic casket
>>
>>146710653
nah. they just live in what you built. that and scatter shit EVERYWHERE
>>
>>146709723
How do I get the cool colours?
>>
>>146710041
Did it. It was long ago
>>
>>146711660
http://www.bay12forums.com/smf/index.php?topic=89856.0;nowap

I spoonfeed because I love you.
>>
>>146711732
Thanks duder, pretty new to the game so I don't really understand these things
>>
>>146711660
http://dwarffortresswiki.org/index.php/DF2014:Color_scheme
A slightly tweaked vherid dark sand. You can find it there with a whole bunch of others.
>>
>>146711949
Ok so can I use a colour scheme with a tileset that isn't ASCII?
>>
>>146710938
That's disappointing. Do things happen while you're gone like werebeasts attacking, leading to the eventual fall of the fort?
>>
>only trade caravans I have gotten are from humans and dwarves
>only 1 human civ and 1 dwarf civ in the civ list
>no sieges
Where are the fucking elves and golbins this is getting boring, and the humans are my only source of armor for tavern guests so I dont want to kill them
>>
>>146712207
Hey it works!
Very easy on the eyes for night time playing. Thanks brother(s )>>146711732 >>146711949
>>
>tfw no anthracite coal embark
>>
>Dwarf Cancels store item: Webbed
>fuck
>check reports
>Named Giant Cave Spider "ObeyBlade"
>hasn't killed anyone yet by my counts
I must be wrong right? If it was named before coming onto the map it would give an announcement right?
>>
>>146712642
Mmmm, on the first of each month it checks for sieges, and iirc unless they changed it if its sieged for a whole month it falls. In adventurer mode I think you can go around stopping sieges by killing everyone though.

The armies are actual things that roam about on the map however, so if the fort is far from goblins they will not visit, while if you build a fort on their door stop you will get lots of cool invasions.
>>
>>146713935
>ObeyBlade
This sounds like name of some CoD kid that only uses knife
>>
>>146714481
It was about as useful as one, it got pretty badly fucked up by an off duty wrestler, which it eventually managed to kill before being put down.

How does naming even work? Do they have to get kills?
>>
What is the default x by x for tilesets? 16x16?
>>
>>146714270
If you mean the .40 bug where goblins automatically won background sieges after worldgen, that was fixed.
>>
>>146714651
>off duty wrestler dwarf suplexes spider, tears legs off, barely being beaten
good shit good shit
>>
>>146714834
That's good. Any clue how it works now and whether it respects that, say, goblins may be physically incapable of entering a dwarf site?
>>
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>>146714668
For a 1920x1080 the highest you can go is 24x24 in square, or 24x36 in more readable nonsquare.

>>146709723
Stole those walls to try and fit into my 24x24 set.
>>
>>146717267
Hope your set goes well, but those walls are just a bit "skinny" in my opinion, if you know what I mean.
>>
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>>146718380
Funny you say that.
>>
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>you will never be a dwarven outpost liason
>>
>>146718903
>you will never be a dwarf
>>
how to i make a minecart system and how do i get dwarfs to use them?
>>
>>146719492
step 1: build tracks
step 2: build carts
step 3: ??? (put stockpiles at each end of the tracks)
step 4: !!FUN!!
>>
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>>146718380
Worked well I think.
>>
>>146719917
>K
>Q
>>
>>146719783
can i put switches and splits in the tracks?

can dwarves and things get hit by the carts on the tracks?

can i weaponize the tracks?
>>
>construct lead toys for the children
what could go wrong?
>>
>>146720217
Yes. Yes. Very yes.
>>
>>146720143
Hmmm, yeah, the K does look funny outside of gimp, not sure what to do with the Q though, maybe trim the inside a little?
>>
>>146720346
Dwarves are lead immune. Stop judging them by your human standards, you racist white male.
>>
>>146717267
>Stole those walls to try and fit into my 24x24 set.
I remember. That's actually the version of png that you fixed the transparency on.
>>
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>>146720419
Not sure, maybe define the inside bit more somehow

In other news, what're the odds of a novice making a Masterpiece?
>>
>>146720143
>K and Q

>>146720616
I meant just stole them now, I like the way the little triangle piece in the middle of the joined walls look.
>>
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>>146720854
Yeah, I tiinkered with it a bit to try and weight it like the other letters more, and it's really random at lower skill levels.

>>146720929
Fuck, forgot to save the pic.
>>
>>146715395
>Any clue how it works now and whether it respects that, say, goblins may be physically incapable of entering a dwarf site?
It doesn't check for that. It looks at the entire military strength of both forces and figures it out from that. AFAIK only skill levels and numbers of troops matters, but I don't know how it figures out who wins based on those numbers. Apparently attackers were greatly favored before, and that was what caused the bug. Toady said somewhere that he probably took it too far in the other direction with the fix. The whole mechanic is pretty opaque to the player, though.
>>
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>>146721257
Having the fort sealed matters, because then only the units which happen to be outside like buggy merchants) end up taking part, leading to named yak cows and such.
>>
It's Mid-Spring of 127, and I have had only 1 migrant wave so far. Also none of my dwarves have had children.

What am I doing wrong?
>>
>>146722452
when did you embark
>>
>>146722452
http://dwarffortresswiki.org/index.php/DF2014:Immigration#Migrant_wave_sizes
>>
>>146722537
Year 125

>>146722576
So what? I'm making too much cool shit with the dwarves I have, so it's cutting off my migrants?
>You attracted no migrants this season
>It is now summer
My dwarves are all overworked, this isn't good.
>>
>>146721651
Creatures' locations aren't saved when you retire a fort. The creature only has to be at the site to participate in the battle. I'm not sure how it deals with caged creatures, but I've never seen a creature I know to be caged take part.
>>
Is there something stronger then a door, but not as impassable as a bridge?
>>
>>146723328
Artifact doors?
>>
>>146723328
Two doors.
>>
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IM STILL on the DF with DFhack.

I tried the new one just to learn how the uhm workshops now can use workflow within game and not through dfhack.

Its awesome. I see there is an even NEWER version. Whats so cool about it? 43.04 Should i really DL it?


Also WHO else is really really excited for 64 bit!!!!

:) im waiting for that i think before i update.
>>
>>146723689
p excited for the linux 64 build when toady figures out how to use multiarch
>>
Question about military,
Is there a way to make squads go back to normal civilian jobs, without disbanding the squad?

Any time anything happens, I keep having to remake the same squad and it's getting annoying.
>>
>>146723689
64 bit test is out for windows and working fine. No noticeable fps increase, though.
>>
>>146710896
Honestly, I feel like DF is gonna b e the target of some other autists reprogramming AI where it completely overhauls and optimizes shit over like 5 days of high-impact overclocked insanity.
>>
>>146723867
Take them off duty.
http://dwarffortresswiki.org/index.php/DF2014:Scheduling#Orders
>>
>>146713935
It could have killed shit before you found it like other named monsters. It could have also just killed shit in worldgen.

>>146723328
Jumping minecarts over a chasm > Artifact doors > Stone doors > Wood doors

>>146723867
Lower the required amount that have to follow orders, Schedule it. Only give partial squad orders for station/kill/etc. Set the squads alert status to the inactive preset instead of the active/training preset.

With the new dorf stuff, you benefit somewhat from just making 2 3-5 dorf squads and doing some variation of 1 month on, 1 month off and swap after their 2 year or less training montage so they can actually fight.
>>
>>146723278
I've retired lots of forts with them sealed up, had sieges hit, the only participants on my side were random merchant animals and shit that spawned outside the fort.
>>
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My civilization is at war with elves, i think this is a good name for my fortress
>>
Is there a way to force a siege with a civ you havent made contact with?

I am 6 years into my fort, and I dont want to start over. But I have only been visited by 2 civilizations, and one of them in the mountain homes. This is getting boring. I had one of every race listed as neighbors when I embarked
>>
>>146725297
No, all contacts are made on settling,
>>
>>146725297
It must be a problem with this patch, it's the same for me I can't get sieged at all.
>>
>>146721651
>>146724753
Well did the merchants/livestock get BTFO and did their BTFOery result in site destruction?

>>146721257
That's fine, you can turbocharge skill levels.
>>
>>146727037
Had no influence at all, and sometimes they were killed, sometimes they ended up with names.
>>
>>146725297
Nope. Open up all 3 of your caverns and go fight shit. None of that hiding like a pussy faggot. Why aren't you selling cavern creatures as your sole income? Why aren't you defended solely by war jabberers and hunting cave swallows?

Go have an open fort in the third cavern for all the action you could want. 1x3 ramp right down to that bitch, drop a depot and go nuts.
>>
>>146725297
You set up sieges by fort placement. If you want regular sieges, set it up in reach of multiple necro towers, and bordered by multiple goblin dark fortresses.
>>
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Is there any reason (besides atom smasher) to not build a bridge instead of a door/floodgate/grate/exc?

They seem OP as hell.
>>
>>146728106
tfw cant tell which city belongs to which race on the embark screen
>>
>>
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So how do you build flood gates without drowning dwarves that dig away the stone blocking the water from the gate?

The wiki's not all that helpful on this.
>>
>>146729809
Doors. Or relying your dwarves' survival instincts to not drown or be burned alive.

I recommend doors.
>>
>>146729809
1. use bridges instead of flood gates
2. how are they drowning? Are you not setting up everything in a dry spot firtst, then only opening a path to the river once you have all the levers ready to go?
>>
>>146729535
A door can be instantly locked for all the good that will do you. Otherwise no.

>>146729809
Channel from above?
Have them stand on top of grates so they get knocked back and then they're fine?
>>
>Have a breeding pair of rhino's that an hero'd into my cage traps
>Don't give a fuck cause i'm all about that goat cheese
>Link them in cages in my arena and forget about them
>They can be trained for war and have x5 products value
>tfw they have grazer and are probably long dead
>>
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>>146730056
>>146730063
How would doors or bridges save the dwarf?

Iv never actually done this, but i'm going off of SS13 logic where as soon as you remove the stone blocking the water, the force of the water is going to slam him against the floodgate and knock him out.

>Are you not setting up everything in a dry spot firtst, then only opening a path to the river once you have all the levers ready to go?

Everything is set up, but a dwarf actually has to open a path for the water to come in. How does he not die?

>>146730082
>Channel from above?
Can't underground.
>>
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It never rains here.
>>
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Can marksdwarves fire though other dwarves or do they have to have a clear line of sight on the target?
>>
>>146730765
Doors are watertight. Place a door behind where the dwarf will stand when the last tile is dug. The dwarf moves through
You then attach the door to a lever. If you're digging into magma, you can use a door that isn't magma safe instead.
>>
>>146730974
They can fire through other dwarves, but it usually results in debilitating pain
>>
>>146730765
You dig above it and channel down to create the lip. Otherwise I guess you'll have to get the spillway built, opened, then grated scaffold up the face of the bits you want to yank and use either channel or upward ramp.

Read the article on how to get magma. There's a trick that lets you abuse pathing to channel from above safely if you don't want to grate it.
>>
>>146730765
The water is slow enough to where a single dwarf can get out of there right after opening it
>>
>>146730974
You fire through allied safely. It's presumed that the arcing is abstracted.
>>
>>146730974
Creatures don't obstruct LoS and friendly fire isn't a thing yet. Well, not with crossbows at least. Ballista bolts are another matter.
>>
>>146730974
dont even bother with marksdwarves
they are more trouble than they are worth. a squad of spears is easier and if you send 30 dwarves at a webspitter it will be kill, no marksdwarves needed.
>>
>>146731250
Friendly fire is a thing in this game?
The wiki is very blank on this.
>>
>>146731482
Nah, they're pretty good. You can take 10 anybodies and have them shoot at wildlife for a year to get legendary where they fire pretty fast and accurately. It's better to say that poorly skilled marks aren't worth it. If you have a wagon accessible depot, and why wouldn't you, and import the full weapons grade shit and meltables list you do pretty good on being stocked up even if you don't have a decent ore spread. Magma breaks the game over its dick.

>>146731564
Ballistas are because they're a flat trajectory unlike the abstracted arcing of bow/xbow fire.
>>
>>146652018
>Checking my livestock after spring for untermensch scum
>Can't name livestock so I know at a glance who will take my fort to a bright future
UPDATE WHEN TOAD MAN?
>>
Is there a way to see which civ a town belongs to on the embark screen? Like if I want to settle in between 2 human civs, one to trade with and the other to fight.

Also does the game care about cities/hamlets/forts for sieges? Or can I just settle near ANY of their territory?
>>
>>146732452
nope, you'll have to pony up and either use legends viewer or do research ahead of time

>Also does the game care about cities/hamlets/forts for sieges? Or can I just settle near ANY of their territory?

The armies launched are actual things composed of the population. The armies march around on the map and everything. If you embark near four goblin dark fortresses with a population in the ten thousand each, you will get much more luck than if you just nest by a hamlet a couple of goblins took over.
>>
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So I got trapped in the caverns last night, found a magma pool, swam back to the nearest volcano, burned all my lumber in the process, found another site and got set up with wood stocks beforehand, due to how the site loaded I was able to get constructions going on three different levels before it filled in around them.
>>
I have world with a glacier volcano. What would happen of I pumped magma onto the ice??
>>
>>146733905
It'd melt then make obsidian iirc.
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