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"How I mine for QSP?" edition.

">>121278881" edition

Previous thread >>

>Download the basic game here. Current version is Dwarf Fortress 0.40.24:
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:
http://www.bay12forums.com/smf/index.php?topic=122968.0

>DFHack:
http://www.bay12forums.com/smf/index.php?topic=139553.0

>Starter Pack:
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!
>>
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Forgot part of this:


>>121622357
>QSP How-to:

>You will need:

>*a piece of construction material
>*a minecart
>*a wheelbarrow or three is a good idea

>Build a track stop
>[d]esignations -> [c]onstructions -> track [S]top
>set it to dump in whichever direction you prefer
>crap diagram here will be north dumping

>make a custom stockpile and place it up against the trackstop
>set it to 0 bins and barrels, 3 wheelbarrows
>put a single tile pile with the same accepted items on the dump tile
>(north of the stop in this case)
>set it to 0 bins 0 barrels 0 wheelbarrow

>most important step
>take from links only

>open up your [h]auling menu and add a new [r]oute
>assign a [v]ehicle, your minecart
>make a new [s]top over the track stop
>clear all the conditions
>change the accepted items to match the feeder/QSP piles
>set it to take from the feeder pile

>unpause
>your dorfs will whip shit into that QSP faster than you can say "HOLY FUCK WHERE DID ALL THE SHIT GO?"

+ = + <- QSP pile and floors
= [] = < - trackstop and feeder pile
= = = <- more feeder pile
>>
So my FPS has taken a dump since opening up the candy fountain. If I seal it up, then retire the fortress, then reclaim it, what do I lose? All my dorfs?
>>
>63 tables
>116 dwarves
>all dwarves are embarrassed for the lack of dining tables
What's wrong with these faggots?
>>
>>121628480
You have two chairs at some tables?
>>
>>121628480
more tables anon
MORE TABLES
>>
>>121628792
Nope. Nowhere. Unless you count:
TTT
CCC

as three chairs at the center table.
>>
>>121628965
It's like I'm dealing with 100+ fucking NOBLES
>>
>>121627786
just do it anon, on a different save of course.
tell us what happens, because I really don't know
>>
>>121629014
are you sure the dinning room is properly set?
as meeting hall, or maybe you have two?
>>
>>121627786
I did this once.
The clowns broke off into a dozen roaming bands on the world map.

Retired fortresses don't save creature locations.
>>
>>121629693
They save SOME creature locations but not all.

They save merchants, weirdly, they save tame animals, they don't keep shit in cages, or even walled in, if it ever had access to the rest of the fort it gets out on retire.
>>
>goblin siegue appears
>after a big fight, they all die
>40 goblins plus dead dorfs
>send everyone to grab the spoils
>its a sunny day
>the dorfs get dizzy
>they start to vomit
>route of vomit between my fortress and where everyone died is created
>>
How should I go about trying to figure out what's causing my fortress to crash? I've never managed to properly into the bugtracker.
>>
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>>121630227
>Goblin siege appears
>Things that never happend
>>
>>121631048
are you using TWBT?
>>
>>121631048
It's usually this. If it isn't, type the word "crash" into the search bar and start reading.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=8719
>>
>>121631579
No, I'm not using any mods whatsoever; it's a completely vanilla install.
>>
>>121631863
There are no trees touching or near constructions. There are some saplings somewhat nearby, might that be the problem? How much of a tree exclusion zone do I need around my constructions? Also, does the embark wagon count as a construction?
>>
Killing all the saplings near my constructions didn't work. Do I need to get rid of dead saplings too?
>>
>>121632456
>saplings
No.
>exclusion zone
Once the constructions are already up it doesn't matter trees grow near or on them, at least as far as the crash is concerned. You'll want to do it anyway for security, though, to keep invaders from climbing trees to get on top of your walls. 5 tiles is usually sufficient for that.
>wagon
No, it's a building. And a creature.
>>
So how much do you guys spend on patreon per month? I'm up to 30 bucks now with dwarf fortress and various youtube channels and other projects. The ride never ends

https://www.patreon.com/bay12games?ty=h
>>
>>121633617
Nothing
I just can't afford to spare any cash
>>
>>121634428
dw my neetbux can support both of us :3
>>
>>121633617
Nothing because I'm selfish and lazy. But mostly selfish. And lazy.
>>
THERE ARE CAMELS UP THE FUKKEN MOUNTAIN
HOW DO I GET THEM AS PETS OR HUNT THEM
HUNTER AINT DOIN SHIT JUST STANDING THERE ALL LAZY LIKE
>>
>>121636383
http://dwarffortresswiki.org/index.php/DF2014:Ambusher
http://dwarffortresswiki.org/index.php/DF2014:Trap#Cage_trap
>>
Best guide for getting past aquifer? I've been playing for years now and never did it.
>>
Anyone got any idea why this lazy motherfucker doesn't want to make me beds?
>>
192 citizens, no 2cat or 2dog
fps down to 35~
more migrants coming soon
sieges of 40 goblins with 10 trolls instantly die to my legendary dwarfs with just an iron sword and shield
they reached that status by just training normally, no danger room

what do
I could open the circus but then everyone would get honked and feels stupid, closing the game would be the same
>>
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FUCK, forgot the picture
>>
>>121641167
>>121640909
Is he on break? Does he have another job that he's doing?
>>
>>121641167
you don't have any dwarf with the carpentry job
>>121640557
http://dwarffortresswiki.org/index.php/DF2014:Aquifer
there are several guides there of different ways to do it
>>
>>121641271
He doesn't seem to be doing anything but standing outside looking at nowhere.
>>
>>121640929
Why don't you try and defeat the circus?
Have you taken a look at the megaprojects page for ideas?
>>
>>121641401
Jobs?
Supplies?
Current activities?
Burrows?
Is everything accessible?
>>
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>>121641346
I'm not retarded enough to forget that
>>
>>121641632
Job is carpentry and a few more, but she's free of anything so far
She got a shitload of supplies
She's not doing anything at all
Everything seems to be accessible as far as I know
>>
>>121641674
then just press U and see what the fuck is he doing, he shouldn't have 'No Job'
>>
>>121641870
Double-check burrows

Also check permissions on the workshop
>>
>>121641870
see if you didn't block any entrances by mistake
>>
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I love Cathelms, it's such a fucking lazy goddamn fort, I just sit and watch the dorfs party and mood and laugh when I notice an eagle fly onto the map, waiting for it to kersplode on the glacier, while a pile of confused (and confusing) goblins, humans, and zombies are chilling on the side of the volcano.
>>
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Mother of god, where do my dorfs get this many fucking turtles
>>
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>>121642191
Don't forget impassable tilees, I remember having a butcher wall himself into the little room I dug out to contain the miasma, didn't think anything was funny about more miasma coming out of there until I noticed he was missing.

Also, I had a "the dead walk (wade)" siege show up, except... well, non-zombies came with it, I expected them to get raped instantly, but instead they teamed up to play kick the animated mountain goat heads, so I know there's a necro somewhere (the map doesn't reanimate, just awful crud raining everywhere) and this weirdness.
>>
>>121643182
they probably come from the same place
>>
I think I got enough turtles to fucking trade them for a lifetime quantity of booze
>>
>no graphix game
>lags with 300 units
>>
>>121644669
>implying
ascii is graffixx m8
>>
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>>121643584
Well, I've got multiple towers as neighbors, I should be on a first name basis with the dudes since they pretty much live here, but sadly I'm too shy to talk to senpai-zombie-desu.
>>
>>121644669
>Doesn't know about graphics cards
Let us know when your country reaches 2003.
>>
>>121644669
300 units that are all having their skin, fat, muscle, organs and pathing processed.
>>
>>121644669
You sound like the obnoxious bastards who ask how Mount and Blade can have fewer units and worse graphics than Total War, yet have more lag.

It's simply a matter of how deep/shallow you decide to make the gameplay mechanics. In DF's case, however, it's probably mostly a matter of Toady being a shitty, self-taught coder.
>>
>>121646264
you should process their skin, fat, muscle or organs processed at all unless you're modifying it
do you even gamedev in shitty engines with no room of lazy coding like ss13 ;_;
>>
>>121646320
>In DF's case, however, it's probably mostly a matter of Toady being a shitty, self-taught coder.

I'm very doubtful of that. You state that it's a matter of how deep you make the game's mechanics. There's not many games that even come close to Dwarf Fortress in terms of how complex mechanics of the game are.
>>
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>>121631465
31 trolls and 40 goblins have a different oppinion
>>
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>tfw your legendary swordmaster enters in martial trance in front of 40 goblins while carrying her child
>>
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>>121647274
troll's fw
>>
>>121646838
>There's not many games that even come close to Dwarf Fortress in terms of how complex mechanics of the game are.
Aurora
>>
>>121649684
He didn't say "none"
>>
>>121649819
Yeah, it was the only one I could think of, I was saying it by way of agreement.
>>
>carpenter goes secretive
>goes on a carpenter workshop
oh boy
>>
I used to love DF back in 40d and 2012. But ever since 2014(?) every fort I make never ever gets any action in any kind of fun way. Maybe a small siege in year fucking 5 or an ambush in year 3 but no matter what I do, warring faction just don't give a shit about my fort. I piss off the humans, I piss off the elves, I intentionally place my fort within 10 tiles of a bunch of goblin forts, nothing. Are there any mods that fix invasion to be more frequent and as fearsome as they used to be?
>>
>>121651173
try being next to a necromancer tower, they can bring 50 zombies
or just embark to a haunted zone
but if you find any cool mod say it
>>
>>121651596
that's pretty much all I have been able to do to get my kicks, but I just want old invasions back basically.
>>
>>121651697
old invasions suck anyways, I'm getting 40 goblins with 30 trolls but they die instantly against 10 dorfs because they are legendary by just training normally
hell, the trolls instantly get scared when they see them coming
>>
>>121651697
I've never failed to get gobling invasions by just creating tons and tons of rock crafts.
>>
>>121651173
>more frequent
Try fortress defense.
>as fearsome as they used to be
Like how long ago? Sieges were really easy for a long time before .40 ever realeased.
>>
>>121651887
I meant like when you would get 150+ goblin sieges and I'd stop to think whether my 5 champions could actually stop them, not that they were particularly hard to cheese with traps or anything.
>>
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>>121646920
How about a siege of zombies of all races climbing the side of my glacier while I flood it with magma since the other mixed zombie+living soldier siege left after a year?
>>
>>121652287
I don't know a way to get back to pre.40 sized sieges. The biggest I've seen in .40 is around 90. Not that I mind, that just means fewer refuse hauling jobs and fewer (iron shield)s to give away to the humans.
>>
okay fuck this 30 fps is just way too slow, I'll try that fortress defense mod and put a cap of 100
goodbye fortress
>>
>>121629910
Doesn't it stand to reason that only the ones that were present when the seal was opened would be scattered through the fortress? It's been a few years. Those faggots migrate.
>>
>>121653061
>30 fps is just way too slow

Damn son. I played with 18 frames for like two in-game years.
>>
>>121653262
I've literally done 2-3FPS.
>>
>>121653405
That's what I'm saying. 30 fps isn't very low to be calling quits.
>>
>>121653405
Same
>>
>>121651173
The place where your fortress is now matters for invasions. Embark near well populated goblin fortress, make goblin civs stronger in world gen
>>
https://www.youtube.com/watch?v=WrO9PTpuSSs
Post the most unfitting songs you listen to while playing DF
>>
>>121654853
Whenever I listen to hip-hop. Also, often times there is a disconnect whenever I listen to certain indie artists, like Sufjan Stevens, Elliott Smith, Keaton Henson, or Mark Kozelek. That kind of music(I am generalizing an incredible amount here) just seems unfitting to Dwarf Fortress.
Metal on the other hand, particularly thrash, death, and black all have very fitting moments in Dwarf Fortress. Sometimes I'll listen to black metal while playing fort mode and it acts as pretty much background noise. Thrash and death are really good for adventure mode, when you're cleaving down creatures left and right.
>>
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I... what the fuck, that just sounds all sorts of awful.
>>
>>121654853
https://www.youtube.com/watch?v=pLsDxvAErTU

I like that particular album.
>>
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These names
>>
>>121655843
The goblin grease or the slimy molten bronze?
>>
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>>121656078
Y-yes?
>>
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I bring a shitty artifact.
>>
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>Have no real decent military
>Keep getting goblin sieges on a regular basis along with regular werebeasts
>Work up a proper military force
>Nothing at all for several years
>>
>>121660053
That's the story of the current version.

>Embark where there's only zinc, tin, and nickel
>siege every month
>embark on iron/flux/bronze/sand/clay
>nothing. ever.
>>
>>121660287
>>121660053
Just make loads of crafts. Or does that not work for you? I said it above but I have yet to fail to get a goblin invasion(provided there are any goblins around) if I just commit to increasing the wealth of my fort.
>>
I think somebody was just promoted to the position of baron of some other fortress. Does his home planet need him?
>>
>>121662948
No, he's your problem.
>>
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>>121664148
>2baron
>>
>FEYMOOD
>he goes to a carpenter shop that I designated to be removed
>now hes just standing there, I made a new carpenter area and he doesn't move
Did I break him
>>
>>121666641
see what the building hes at is (t)asked for.
>>
>>121666641
Never mind, I just put the carpenter shop on top of him and it worked
>>
>>121651173

Also worth ensuring your goblin entity has their attack pop trigger set to 1 instead of the default which requires 80 dwarves.
>>
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>>121667151
Also go up to their doorstep as an adventurer, knock, and leave a bag of flaming troll turds then run away.
>>
>>121667301

Jesus what an ugly tileset.
>>
>>
Why does a bridge retract when going south but raises in all other directions? Does this mean there is no wall when it is built to retact south? So archers can shoot over the gap?

I don't really get it.
>>
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Is there any point in opening a save that crash recently? I feel like if it crashes its just gonna crash again and again, you might as well start a new fort.
>>
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>Stab some elf's pancreas with a spear
>It is a gelding strike!
>>
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>My army smashes a group of 10 siege trolls
>then they stay in one place while the goblin marksmen gets hella headshots
>>
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>>121667563
You're right, it's hideous, totally not crisp and aliased for HD with ascii tiles I rebuilt by hand.

Yours is much prettier anon, I shall now commit seppuku with my mouse... which is actually my number-pad... not sure how that is going to work.
>>
>>121668381
It doesn't. (x) is the keystroke to raise south. Retracting doesn't have any definabld direction.
>>
>>121670958
I'm a tard. nvm, thx
>>
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>>121668381
Uh, no?

The bridge directions are -1 (retract), then I think it's 0 for left, 1 for up, 2 for right, 3 for down, or something like that. Gotta check gm-editor to be sure.

>>121668301
Good old Timbukdrew, what do you think of there being a Victorian era mod floating around?

>>121667563
Square version as well, to atone since my seppuku attempt failed, just got the keyboard stuck in dick.
>>
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>>121670913
>>121671531

Walls look retarded, dwarves look retarded. Deal w/ it you double nigger.
>>
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>>121671937
Sounds like a you problem.
>>
>>121672730
Not the same anon but it really does look like shit. It's so smudged and crowded. Sry :<
>>
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>>121671937
(this would be the point where you helpfully provide an example of non-retarded walls rather than shitposting more)

Incidentally, there were no dorfs in this screenshot: >>121667301

That's an elf maceman, human hammerman, elf hammerman, and goblin swordsman.
>>
>>121672945
Probably looks crowded to you for the same reason the square shot looks smushed to me, you're used to square sets, I'm not anymore.
>>
>>121673010
>(this would be the point where you helpfully provide an example of non-retarded walls rather than shitposting more)

I'm fond of vanilla.
>>
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>>121673352
I'm fond of the layout, but it's tiny and block and my monitor is right here, so I'd rather fill the screen with whatever I'm looking at.

Though a better vanilla than vanilla middle-ground is Myne, which I liked enough to scale up to match the CLA rescales I did.
>>
>>121673352
You /do/ understand the point behind the black outlines around the walls right? So they look like normal walls when smoothed, but when combined with the + tile they don't turn into a blinding white mass of eyedeath when engraved.
>>
>humies come in trada caravans, and scare my pasturing animals
wad da fak
>>
>>121673689

Engraving looks ugly as fuck and personally I don't indulge in such things. Besides how am I supposed to quell my autism if my fortress is multicoloured in whatever shit layers I happen to mine through.
>>
>>121673894
pasturing animals get scared at everything
>>
>clean up and restore ascii tiles in a rescaled Duerer set
>get told it's shit
>clean up and restore ascii tiles in a rescaled Bisasam set
>get told it's shit
>lmao 2 shits
>dem fuckin' anons man
>those same screenshots all have CLA cats in them
>lmao CLA cats, etc

It's funny, really, the closest I've actually come to making a tileset is the fullydapper racial graphics, the rest of my shit taste is just sets I'm making larger while preserving the original artists style wherever possible.

I'm proud of the fact that the ascii tiles in the bigasam set fit perfectly with the bisasam style letters and such, but it's not actually /my/ work, I'm just touching up and restoring or reconstructing characters by piecing together existing ones.

If I were to draw a set from scratch I'd be really fucking happy if it came out remotely resembling Bisasam, and having a goddamn stroke if I managed to shit out something like Duerer from scratch.

I'd bet the actual shit part is my lust for non-square shit, and it being confusing to look at for squarelovers.

>>121673894
Wouldn't be surprised if the caravan guards did that, actually, your fort animals are set to ignore your soldiers but not other civ solders.
>>
>>121674286
>>121674558
Oh, I thought the humies were just being dicks and scaring my animals
>>
>>121674760
they are KILL THEM
>>
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>>121674164
Fuck I was clicking on that trying to enlarge it.
>>
>>121674910
Can't, too busy trying to figure out how to tame honey badger so I can make it my pet(?) , while half my dorfs party downstairs
>>
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>>121674558
I'm tired, been tinking and tweaking and trying to make sure the colors show up right all day, gonna take a nap.

Have some shit I actually drew to chew on.

Trying to get the darker grey units on the end to show up right is a goddamn nightmare btw, because it's such a hard thing to keep the constrast with the lighter regions right. Even using the awesome grey/white/black background layers to swap on and off it's still really fucking hard to tell exactly how something will get rendered in game.
>>
>>121671531
Ohh, I think making line battles and artillery barrages in Dwarf fort would be real cool!
>>
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>sewer system leaks all over my fort due to a faulty wooden floodgate
>start carving out a huge sewer system and forge some grates to help drain the water
>get it all done
>just putting the grates down when I crash for the 4th time tonight
I'm falling apart
>>
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>Checking legends viewer
>Turns out it was actually a dog and not a miner that saved the fortress during the first werebeast assault
>The dog became a historical figure due to this
>The dog also played an integral part on another siege defense
>The dog died eventually, death cause was (Slaughtered)
>Turns out we accidentally butchered and prepared our hero as meals for everyone
>>
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>>121664597
>>121662948
>Third guy now becomes a duke

Murder time.
>>
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>>121678594
Out of all the DF stories I've ever heard, this is by far the saddest.
>>
>>121677562
>>
>>121680909
that's a great drawing.

I'd love to see a colored version :3
>>
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The thread is the same as ever.
>>121678858
>>
>send dwarves to train so I can assault the caverns for wood
>they just stand there doing nothing in the barracks
;_;
also whats up with kobolds stealing my sand
this is the 4th time you stole sand, you walked through my Trade Depot with more expensive items and you took sand
What the hell
>>
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>>121681019
Here you go.
>>
>>121687542
T-Thanks I guess
>>
>>121652338
Damn undead rights activists!
>>
>>121687860
You're welcome. That's 29.99$ plus tip you can donate through my Patreon page. :)
>>
old but gold artifact bump
>>
>>121653235
A good idea, in my opinion, if you want to save the demons is to let them kill prisoners, especially named ones. They will then become historical figures themselves.
>>
>>121691851
What is that on the soldier's face in the last panel?
>>
I've got a huge blob composed of flame with wings and deadly dust walking around in my cavern lake, how do I get it out of it so I can end it's miserable life? There are multiple ramps to a non water layer in the cavern, and that non water layer has an entrance to my fort.

Should I spam doors on the non water layer to lure it out?

I don't want my source of water to vanish entirely because of this hothead.
>>
So if I get a weaponsmith who likes platinum and hammers is he guaranteed to make a platinum hammer if he moods?
>>
>>121685775
They need to refill their kitten litter box.
>>
>>121692415
No, they pick materials by vicinity, make a platinum stockpile by your workshop.
>>
>>121692379
Nearly any attack whatsoever will destroy it. A training room will destroy it.
>>
may somebody suggest morecasual version of df? something similar to rimworld i suppose, please
>>
>>121692547
The problem is that it's not leaving the water.

It's just walking on the floor of my lake, and any water that even comes close to it turns to steam, making it like a huge ball of steam is dancing around on my lake instead of a terrifying living fireball.
>>
How do I make dwarves store artefacts on a specific weapon / armor rack
>>
>>121692803
Racks are broken since they exist. Toady is too lazy to fix them.
>>
>my very first battle with a troll
>he walks into stone-fall traps before my dwarves gang up on him and punch his face until he dies
Satisfying.
Is there a way to "mark" a z-level so I can instantly go there? It's a bother switching back-n-forth from top layer to 100.
>>
>>121693234
Press H
>>
>>121693234
(H)otkeys
>>
I'm going for it guys, im gonna build a tower and actually have dwarves live and work in it.
>>
>>121693827
You going to farm in it too?
>>
>>121667151
I want to know how to do this
>>
>>121694879
Go to the entity file.

For elves and goblins, remove PREFERRED or LIKES_SITE: CAVE_DETAILED or whatever and replace it with [LIKES_SITE:PLAYER_FORTRESS]

[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:1]
[PROGRESS_TRIGGER_PROD_SIEGE:1]
[PROGRESS_TRIGGER_TRADE_SIEGE:1]

Translation: sieges can be triggered after a certain population, production, or trade value, this sets them all to the minimum. In addition it will try to cause the AI to ONLY want to send people to your fort, though for whatever reason they will still siege elsewhere.

Making your fort dead center between a shitload of dark forts will also help.
>>
>People tell me to add Lovecraftian monsters to my mod
>tfw I never was interested in Lovecraft enough to read his books

Fugg.

I might add the Red Death from Poe's book even when said disease happens during the middle ages in the bok.
>>
Is there any way to turn an above-ground piece of rock into a farm with bucket brigades? I already know how to do it underground, but got no idea how to do it aboveground.
>>
>>121695340
Just FYI, if the rock is in a barren biome like a mountain, it will definitely not support surface plants.
>>
>>121695502
Well shit.

Thanks anon, this is my first time trying to live on a mountain.
>>
>>121695279
A lot of them are already implemented as good as they're going to be (mummies, zombies), some are only slight tweaks (talking cats), others would need DFHack mods (cuntish soul swapping necromancers).
>>
>>121695621
You could also have Good biomes make talking cats, and Evil biomes make the dreaded Cats of Saturn, who have the [UTTERANCES] and [NO_AGING] tag.
>>
QUESTION: Is it possible to make something that conveys three different syndromes, one for animals (or living creatures without can_learn or slow_learner or intelligent), one for slow_learners (who are almost always giants/trolls) and one for 'normal' creatures?

Since currently you can't just add/subtract limbs etc. I was thinking of making evil weather effects that turn animals, humans/derfs, and giants/etc into different sizes of mutant monsters.

Also is it possible to make a syndrome limited to creatures of a given size? That'd make it easier.
>>
>>121695101
>default pop trigger for goblins is 50
>I capped the dwarf pop to 30 to avoid going under 30fps
god damn
will this jump start the "fun" ?
>>
>>121696230
You still should, when possible, embark as close as possible to goblin central.

I made a cool map that was a pocket and had one city, some villages in the east, mountainhomes (abandoned) and camps in the south, elven forests in the west, and like 30+ goblin dark fortresses in the northwest all next to each other, but I didn't set temperature low enough to permit glaciers, such a shame.
>>
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>"Okay, animal people just don't fit on the Victorian era, I'll remove them"
>Open one of the creature files
>mfw every single fucking creature haves a humanoid version
>>
>>121696683
But surely the great powers need some backwards natives to colonise?
>>
>>121696764
touché
>>
>>121696683
c_variation_default.txt
dummy out [CREATURE_VARIATION:ANIMAL_PERSON]
>>
>>121696879
I love you so much anon
>>
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>>121687860
>>121687542
>>121687935
Someone do another object.

Let's see how badly we can color this. We already layed a foundation of shit. Sry at whoever originally drew this haha
>>
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>>121698258
>>
>>121685775
Did they take the bag is was in too?
>>
>>121685775
>assault the caverns
Why the fuck is "le ebin dangerous caverns mene" still a thing.

You can just send you're dorves there anytime. A dorf will get attacked now and then, perhaps even killed, but the only thing that can threaten the entire fort are the FBs.

>also whats up with kobolds stealing my sand
This makes me kinda jealous. I've been trying to have kobolds successfully still shit, in hopes of sseing one of the rumoured kobold sieges, but they always get spotted by some dorf and run away.
>>
do steel bridges melt to dragonfire?
>>
>>121700567
>you're dorves
shit, I meant your*
>>
So... What are the Must Haves of a fortress?

Like, what buildings and rooms and shit?
>>
>>121700652
Can jet fuel melt steel beams?
>>
>>121700729
Well meme'd
>>
>>121700709
some sort of food production.
That's the only actual requirement.
Some means of producing furniture and constructions as well as a source of trading goods would be important too.

And not having booze and a hospital is just mean.

That's it.
>>
>>121700709
You'll want a carpenter shop for cages beds barrels and and furniture, a masonry shop for slabs and furniture (I like to have him churn out utter fuckloads of statues), 1 cabinet, container, bed, table, and chair per dorf. You will likely also want a mechanic for mechanisms for cage traps.

A still for booze, two plots for growing plants, a crafters workshop to engrave stones and churn out 20-30 nestboxes (store these in a place you don't mind tons of worms and slugs and such generating) for tons of food, and of course a kitchen. Lavish food barrels result in TONS!!! of $$$$.

You also will want a well and some buckets.
>>
>>121700652
It was an inside job. Why the Broker was not in his office?
>>
>>121701656
> Broker
> Office
>>
>>121701656
The Recordkeeper didn't report the correct amount of steel bars a month before the incident? Coincidence?
>>
page 9 bump
>>
Who 34.11 here? 40.xx feels too.. passive.
>>
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>Unknown material
Wait what. I never saw something like this before.
>>
>>121707991
Any mods, world generated on another version or anything? Which version are you using?

The bugtracker has a few entries about walls using "unknown material" in fortress mode, as well as autogenerated cities using unknown material in other instances. But nothing of chests in your own fortress.

Consider making a bug report with your save uploaded to dffd.
>>
>First time playing
>Start to dig down, trying to find materials to make swords and others
>Find a gigantic underground cavern full of giant mushrooms and shit

Did I fuck up?
>>
>>121646670
Someone get the bald man to fix this shit
>>
>>121708730
No, make use of what you find in there and be wary of aggressive wildlife down there.
>>
>>121708843
Uhh... How aggressive? I got no weapons yet, only my 7 dorfs.
>>
>>121708905
Aggressive but not terribly dangerous, you should be fine if you put your miners into a squad and tell them to kill anything you're worried about early on.
>>
>>121708905
On average, an untrained but otherwise armed dwarf should have no trouble dispatching the occasional Crundle or Elk Bird that comes traipsing along, but if you're really lucky you'll have an ambush predator like a Giant Cave Spider come along, web your workers in place, and inject them with paralytic venom which will stop their lungs from functioning long enough for them to suffocate. You may want to quickly throw together a perimeter wall made from stone blocks to give yourself a little courtyard space where you can harvest mushroom trees and such.
>>
Fugg my dorf miner got stabbed by a Kobold.

Is he gonna be okay?
>>
>>121710461
Ask your fortress doctor, not us.
>>
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>>121710524
I got no doctor

RIP
>>
>>121710609
Just turn on the medical labors for someone, all lack of skill means is it'll take a bit longer to diagnose/repair
>>
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>>121695279
In df you dig down with a pick.

In Lovecraft you dig /up/... with your //mind//.

>You have discovered an endless expanse of darkness. Distant galaxies twinkle across distances too far to grasp.
>Horrors! Unknowable geometries in the sky!

>>121700652
D flames can't melt steel [b] -> [g]'s.

>>121698258
>>121698594
'Twas Timbukdrew, and yeah, it's an awful idea...
>>
>First fort
>Use dwarf therapist
>Fort is going really nicely, I got the best spot ever
>Migrants arrive
>Change a migrant's job
>DORF FORTRESS STOPPED RESPONDING

FUCK
>>
>>121712425
>tfw there are advantages to gaming on linux
>>
>>121712627
>Implying the same shit can't happen on Linux.
>>
>>121696230
The default pop trigger is 80 for sieges and 50 for ambushes. Goblin ambushes aren't currently in the game.
>>
>>121692661
Old bug.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=3700
>>
do you guys wanna share your embarks/world seeds for nice goblin sieges and steel industry
bonus points for gold or something i can make tombs/statues/pyramids out of.
>>
>>121712425
>first time playing
>not going vanilla for the first few plays
STOP
>>
>>121712743
Oh, it can and does, but it is always a case of me doing something stupid, or me using something like twbt while adventuring, or something like an in-game based crash where trees grow into constructions.

I don't know of any situations where you can load up a stable linux machine and load up df and unpause and have it go an arbitrary period and just then the df process just starts to shit brains everywhere.
>>
>>121714508
>telling new people to avoid using handy tools for the 'authentic' experience

Why?

Dwarf therapist isn't all that damaging, surely?
>>
>>121714508
>"Hurr durr, everyone must play like I want!"
>>
>>121714585
To be fair, many windows players don't have those kinds of crashing issues either. I'm not comfortable saying 'most', as I haven't done any kind of formal survey, but it certainly appears to be a minority of players. I suspect that DF has some undiagnosed incompatibilities with specific chipsets or system architectures, because it seems to be the same players having repeated crashes regardless of any actions they take.
>>
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>>121714635
If anything I'd say to use dfhack with the dorf monitor and manipulator plugins and then if you like those but want MORE fine-grained control for whatever reason, use the rapist.

Though I did forget that it is possible the rapist is crashing you, I have no idea, don't use myself. It's annoying loading up another program, the layout doesn't work in my left monitor (768x1366 rotated), the color scheme clashes with all the rest of my shit and doesn't want to behave as expected when I tell it to stop using stupid colors, and I just got sick of it after trying to a while to make it stop showing any of the stupid rotated text lines.
>>
I got a dead Yak in my fort.
I have a refuse pile and corpse pile, but no one bothers to take the yak away.

Wat do
>>
>>121715971
o r o
>>
>>121715971
If the Yak was somebody's pet then they might be waiting for you to build a coffin. If not you can force them to move it by flagging a garbage dumping zone and mark the corpse for dumping.
>>
>>121716343
>read that out loud
>did it several times
>seems familiar
>made me think of the bug where you keep bumping into yourself
>someone suggested making stands
>would totally play jojos bizarre fortress
>can't because it was me Dio all along
>wryyyyyyyyyyyyyyyyyyyyyyyyy
>>
New patch when
>>
>>121715871
If you're arguing in favour of some sort of 'vanilla' experience, an external program is far better than a mod or plugin that's integrated so well a new player doesn't even know where the game ends and the mod begins.

How frustrating would it be trying to help new players, only to find they're fucking about with DFHack after we've suggested everything vanilla? The Rapist has a nice clear distinction between game and plugin, and it's trivial to use without fucking things up irreparably.
>>
>Play around Arena Mode
>Friggin golden weapons
>Playing fortress mode
>JACKPOT, LODSA GOLD
>Can't make weapons with it
>mfw I have so much gold now Goblins will probably rape me
>>
>>121716801
I don't give a damn about a vanilla experience, this game begs to be modded and tweaked and fucked with since there is so much shit you can fold into world just to see if it even shows up or what crazy shit happens when it does.

The beauty of manipulator is //exactly// that it doesn't look like anything but a part of the game, it should be part of the game, as it is a much better interface for labors and shit than the vanilla one, or--in my worthless opinion--the rapist one.

I'd say try vanilla rather than trying to figure out what of masterwork is original or not, and I'd say try it out every now and then, but there is nothing inherently superior about vanilla vs a well done mod or dfhack interface or tileset or whatnot.
>>
>>121717513
I don't disagree with you there, but I think DFHack is something you should avoid using early on, otherwise you can't really appreciate what it actually does.
>>
>>121710609
I really like that color scheme and font. Will you post it here please?
>>
>>121719159
http://www.bay12forums.com/smf/index.php?topic=145362.0
>>
>>121719393
Thank you.
>>
>>121712202
>>You have discovered an endless expanse of darkness. Distant galaxies twinkle across distances too far to grasp.
>>Horrors! Unknowable geometries in the sky!

Underrated post
>>
This is the surface part of my fort

I want to build a trench around , fill it with water and build a retractable/raising bridge without losing any dwarf in the process.

Anyone got any recommendation or tip or something?
>>
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>>121721081
FUCK, I ALWAYS FORGOT THE PICTURE
>>
>>121721296
it's a benis
>>
>>121721081
Do the channeling a strip at a time, don't try to rely on designation priorities to make your dwarves dig safely, patience is key.
>>
>>121721968
Kek, I just noticed
>>
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>you have struck limonite
>>
>>121719901
*takes a bow*
>>
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Finally! Didn't notice I had a big patch of partial translucency on the tophats that was making it impossible to get the brightness right so I just said fuck it and redew them again.

>>121722000
Use up-ramps instead of channels anywhere you're doing more than 1 tile or can leave unsupported tiles.

Channeling is only for removing floors and causing deliberate cave-ins.
>>
>>121724025
>Use up-ramps instead of channels

Not on the surface, I think you'll get trees growing over the open space, still not tested that bug personally to verify though.
>>
>>121724303
There is no difference between a channeled space and an up-ramped space, except dorfs aren't stupid when making ramps and won't kill each other.
>>
>Save game
>Go back to playing
>Order dorfs to deconstruct a wall
>They just stand there doing nothing
>Order them to cut gems
>They do it
>Order them to do a channel
>They ignore my order
What

The only guys on break are the farmer and the fisherman.
>>
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>>121724634
Try digging out a part of the surface with ramps that has trees, you may find this happens if a tree grows over the area.
>>
>>121712202
You are dishonoring drawfag's artifacts. He may leave us for good.
>>
This happens when you use fastdwarf in dfhack

Hilariously fast fishing industry.
>>
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>>121725702
This is not, in any way, going to become a hugbox, not even for great artists we love.

Anyway, he's anon and posted it here, it's as much ours as his now.
>>
>>121726043
what
>>
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>>121726372
>>
>>121727458
>>121726043
Stop forgetting your pictures, mate
>>
So one of my dwarves went into a possessed mood and made some wooden scepter.
Are these things good for anything?
>>
>>121727767
yeah you can give it to a dwarf with magic acclimation and he can become a wizard
>>
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I need to stop falling for Toady's "Release cycles will be shorter" meme every year.
>>
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>>121712202
Communism was formed while during the Russia withdrawal.
>>
>>121724025
Digging ramps and channels works the same. Dwarves will dig a ramp under another dwarf as often as they will with a channel. The only reason to use one over the other is a question of which tiles your dwarves have access to.
>>
>>121728516
Didn't he only say that once, three years ago?
>>
>>121728669
Yea but I keep hoping it'll come true
>>
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I thought I could overlook my error and continue my fort, but fuck, this is bothering me too much.
>>
>>121728669
He also said something along the lines of "there isn't much left to do and the update should be ready in a reasonable amount of time" about 3 months ago
There's nothing strictly false about either of the statements, but it's easy to delude yourself
>>
Ive been embarked at that red spot for a while now and no sieges
the dwarf civ is at war with humans but not goblins and is at the other side of the map, is that why?
i have near 200 dwarves year 128, started 125
>>
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>>121730592
>>
>>121730783
You should be well within invasion range there. It's true that occasionally a goblin-dwarf war will take a while to get going, but I rarely see that.
Have you checked the site populations for the goblin forts/pits?
>>
Anyone got any idea for shit to add to/remove from the Victorian mod?
>>
>>121731523
Hatter's workshop, takes cinnabar, produces top hats and triggers a syndrome of madness/brain damage in the worker.
>>
>>121725702
I'm just continuing the joke the other anons made, and I am always very sorry to the artists whose work I molest.

>>121724775
I don't see why that wouldn't happen with channels, there is literally no difference between a channel and a ramp except where the dorf digs from. The game views both as a natural (whatever material) ramp + air ramp_top.

That's just a tree growth bug.
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