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/dfg/- Dwarf Fortress General
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Workflow Shitflinging ahoy

NOTE: The 42.xx update has finally been released after nearly a year. Be prepared for weird shit, broken things, bugs, and crashes galore. If you find a bug, don't bitch about it here, go to http://www.bay12games.com/dwarves/mantisbt and report it.

Previous thread >>125670761


>Download the basic game here. Current version is Dwarf Fortress 0.42.xx
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DFHack (Out of date):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Starter Pack (Out of date):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!
>>
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>saving children
>>
nth for who needs a manager when you have dfhack
>>
>>125798625
>tfw no dfhack for the latest version

REEEEEEE
>>
>>125798090
No, only the gods your dwarves worship. Although you'll get a decent spread of gods (5+) when you have 50 or more dwarves. Some dwarves with atheists, most will worship one or another popular god, then you get a few worshipping less common gods. Not that many in total but 5-10 from my experience.

>>125798446
I'm digging from the top down one layer at a time, and will have a central staircase with glass windows for walls going down the center. So everyone that descends to the temples can see them in full view as they climb down.

Making clear glass is such a pain in the ass.
>>
>>125798625
just think of it as your bookkeeper and manager actually doing something for their title.
>>
does anyone ever set their bookeeper to anything less than exact?
>>
So how do visiting mercenaries work? Do I have any control over them or do they just shit about in my taverns and temples until something directly attacks them?

It'd be preferable to be able to control them in squads or like assign them to militia squads. I've almost got enough for a full humie squad to send out to absorb all the arrows and bolts. While my glorious golden bronze clad fighters trudge up.
>>
>>125798728
I have 23 Gods listed when I go to create a temple. I was hoping some of them were just worshipped by visiting goblins or something, so I could ignore them.
>>
>>125798902
they just drink and eat in the tavern until they're attacked or until they petition to join your fortress. then you can assign them to squads
>>
>>125798959
You could always look it up before you designate it.
>>
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>>125798959
>mfw I try to build a temple for a goblin god, but my dwarves organise protest rallies and accuse all goblin citizens of latently hating the dwarven way of life
>>
>>125798902
the ones that ask to be soldiers you can put in squads like any dwarf. People claim some visitors will ask to go into the caverns, but no one has ever actually mentioned seeing that. I think they're just taking the wording from the patch notes literally.
>>
sad that toady didn't add preachers and religion converting in this version. god of deformity jihad when
>>
>>125799019
how do you look up gods without abandoning your fort?

>>125799214
found the butthurt muslim.
>>
>>125798446
Oh yeah I forgot to shave the excess corners. It's going to be a giant + either way but there was too much lead on them.
>>
>>125799448
Copy and paste your save folder and abandon it then once you export legends paste back?

Otherwise

Go to your dwarves status and check relationships, hit page down till you see Deity written in yellow text, and read up on the deity.
>>
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>>125798437
Oh god that picture is so fucking accurate it hurts.
>>
Can you stack wells on layers? If there is a well on Z+1 and a well in the same place on Z 0 will they both work?
>>
>>125798849
No.
>>
>>125799389
>not suicide cults
Well, "Meditate on suicide" still sounds pretty sweet.
>>
>>125798998
>>125799304
They've signed up for long term stay. How much longer do they have to be around til I can order them about?
>>
>>125800152
immediately after you've accepted their petition to stay for soldiering they will show up in your military screen. Did you even look?
>>
>>125800152
You can do it whenever you want. Just open up the military screen and draft them into a squad. Sadly, I don't think they can be squad leaders yet.
>>
>>125799956
You do realize you need to hook a well up to a water supply right
>>
>>125799956
Yes.

So, fun fact, you can pick up a bookcase and chuck books into it right? That makes sense and all.

You can THEN put that bookcase into a goblet and, yep give it to someone to drink.
>>
>>125800152
you can make equipment for them by pressing D at a metal forge.

Make your fort have the first steel armed humans and goblins in your world.
>>
>>125800350
Fuck, did you even read his question?

>>125799956
I haven't tried. The fortress the Adventure of Likot Udendeb started in had stackd wells, though. Try it yourself and report back about the results.
>>
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>>125800350
this is what i'm gettin at

>>125800491
>>125800568
cheers
>>
Why did Toady remove the ability to see the stone layers on embark screen? I'm fucking sick of looking for a sedimentary layer embark that would sate my autism.
>>
>>125800240
I did but
>>125800319
>Sadly, I don't think they can be squad leaders yet.

This was messing me up. I figured if I didn't see them there they weren't available.
>>
>>125800650
>that resolution

paint what the fuck why
>>
>>125800774
>2015
>Not knowing how to crop in paint
>>
>>125800963
i just copied and pasted it into the reply window I aint got that kinda time
>>
>>125800697
ya, they can't be squad leaders, and their names aren't different colors or anything in the military window, nor are they segregated in any way or have their race mentioned. So you're gonna have to find them in your (u) menu, (z)oom in on them, and add them to your squads from there.

Hopefully dfhack makes the military menu searchable for mercenaries to save some hassle.
>>
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>>125800650
All of these wells work and are used.
>>
>>125801269
Huh. I did not know that. Never really thought of using a multi Z level well.
>>
>>125801269
Excellent. What tileset is that? I want a change.
>>
>>125800650
Ah. Could be possible, never tried. I'd imagine that Toady will eventually add a chance for the buckets to get tangled up, right after adding nuclear power in 2027
>>
>>125801365
>nuclear power
why would anyone in-universe bother? dwarven water wheel reactors already produce infinite clean power.
>>
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>>125801339
Here's an upscaled ascii version of it, the Bisasam24x24 I used forever.
>>
>designate all 23 temples at once to be carved out on a virgin level
>go about doing other things
>check in on progress after a while
>all my nicely designated rooms are nearly carved out
>the entire area is flux stone
shit. Do I just mine out the whole thing and rebuild the walls out of non-economic stone, or do I smooth the flux stone walls and tell myself I don't need THAT much flux.

I wonder what dwarves think is better, a smoothed marble wall or a wall made of diorite blocks. Flux is worth more than normal stone, but blocks are worth more than raw stone too.
>>
>>125801672
looks real nice, thanks.
>>
>>125801853
walls aren't worth much, engraved flux stone walls are worth much, much more
>>
>>125801853
it's a little annoying to put rooms in a flux layer, since i end up digging around them for more flux, but it's just an autism thing and i get over it.
>>
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>>125801905
Glad to help, I originally did it in nonsquare, but I figured folks would like the square too.
>>
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>its 4pm
>I started designing this shit at 8am
>I embarked last night at 11pm
>I haven't unpaused the game yet and I've been designating and designing for at least 4 hours over the day.

I don't even know what to do at this point. All this was just designing. I haven't even left the wagon yet. Now I have to build a damn fortress so I can build the damn temples.

Oh and I took the advice from the thread yesterday. All 7 of my dwarves are Proficient Comedians/Proficient Logicians
>>
125801853
The obvious solution:
Hollow out everything but the walls, build secret passages around and behind your temples, burrow a single loner dwarf or a group of 2-3 in there with supplies for a lifetime or a small farm and give them an array of levers controlling every device in your fort.
>>
>>125802235
i mean it's cool but it's not 4 hours of designing cool. have you tried just unpausing and going from there?
>>
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>it will be years before boats get added
>religious warfares never
>in-civilization skirmishes, secessions and powerstruggles without loyalty cascades never
>it will be years before some meaningful adventure NPC interaction gets added, like tortures and interrogations, restraints and NPC jails
I understand Toady when he said he wants to work on DF alone, but come on man.
>>
high master metalsmith is still staging a sit-in at my kings quarters. Someone had to bring her water. Refuses to build anything. Is now flashing green. She better be having a baby or something, and soon, I have Masterpiece Gold statues that need making.
>>
>>125802104
i ran into dwarves from my previous fortress if that counts
>>
>>125802235
>unpause
>a lion runs up and murders all your dwarfs
Enjoy, happened to me countless times.
>>
>>125802769
can she walk?
>>
>>125802891
she appears to be unwounded, and she does leave to eat, just not to drink. I unrequested the gold statues, because my other blacksmith in prison is going crazy, apparently from being unable to blacksmith. Don't know if its because of my order or just because he really likes anvils
>>
>>125803065
have you tried removing and rebuilding the forge?
>>
>piles of bolts everywhere on the surface after multiple sieges get cockblocked by my drawbridge.
>decide to risk it and unforbid them
>giant river of vomit from the bolts to the entryway as hundreds of dwarves void their stomachs while picking up these stupid bolts one at a time
dammit, you can't even see the grass anymore
>>
>>125803426
>not taking simple steps to avoid cave adaptation
>>
A child just entered a mood. Bad. Possession. Double bad. First component is wood. Triply bad. Gets to work, finally finishes, and it turns out he's made a figurine of elves.

As soon as this brat's old enough, he's getting a free ticket to 'fighting forgotten beasts alone' land.
>>
>>125802473
I get the feeling boats and multitile creatures will just kinda be a "oh yeah, I figured out how to make those work so I'll be pushing it out with this release instead of when I expected" kind of thing... or maybe I just hope it will. I really wanna climb up and stab a giant in the eye and jump out of the way when it swats at me, causing it to whack itself in the head and collapse, sending up a massive cloud of dust and flying trees, stunning me as I land, resulting in a race between me trying to recover and it trying to stand up.

I've seen a dragon vampire impersonate a deity and then wage a war on another civ because it was angry that they worshipped a god of rivers and water.

Loyalty cascades are weird now, not at all like they used to be, but they're getting better with the reputation improvements.

That is going to be at least partially included with the artifact/treasure hunter stuff, which will set up the thief stuff directly.
>>
>>125803896
Why wait? Lock him in his bedroom when he goes to sleep and encase him in obsidian.
>>
>>125803837
cave adaptation is unavoidable unless your dwarves spend adequate time exposed to the sky. This raises many security concerns.
>>
>>125803896
i've never tried, is it possible to equip the figurines on him as a weapon?
>>
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>>125803953
Whoops, was looking at the tv and forgot the quotes.

That last line was the only confusing one, about the npc interrogation/torture stuff.

Pic is one of the dragon vampire wars I mentioned.
>>
>>125804118
have you ever noticed that above ground constructions are considered "light" even if they have a roof over them?
>>
>>125803209
I found the problem. Apparently at some point I burrowed her there. No idea why.
>>
>>125804360
kek

the joys of df
>>
>>125804360
The greatest enemy to us isn't the goblins, but ourselves.
>>
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>>125804193
>other filename explanation

Yes, the other war was basically one dragon murdering humans for another dragon vampire who was bitchy about those humans worship of rivers and not something awesome like her, a big firebreathing scaly vampire pretending to be a god of fire and whatnot.
>>
>>125804290
have you ever noticed that is insufficient?
Being underground increases adaptation
Being above ground decreases it
Being above ground but under a roof (which is what you're alluding to) leaves it unchanged.

What this means is the adaptation process will be slower if you keep people in the light, but it will still happen. The only way to relieve it is to be directly exposed to the sky. And flyers. And climbing monsters. I don't have the militia or lava moat for that. Yet.
>>
>>125804118
I always just build walled courtyards and stick statue gardens in them. With the latest version I threw my tavern up top and I don't think I've suffered from cave adaptation.

Unless the vomit piles aren't from things drinking themselves stupid in the tavern.
>>
>always embark on a volcano

Who else
>>
>>125804290
>>125804664
also, my dwarves don't really enjoy the gnome blood rain or clouds of mist that turn them inside out.

>>125804687
every time I've ever built anything that was open on the top, the goblins poured in like roaches. I just don't risk it anymore
>>
>>125804868
You mean easy mode?
>>
>>125804876
Just build glass windows over top
>>
>>125805109
have you tried it? I have been told that doesn't work
>>
>>125804995
Y
>>
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why would he need an empty cage to unchain someone?
>>
>>125804868
I used to, a long time ago. But now that magma is literally on every map ever, I don't see a point anymore. It takes more work to make it usable, but it's not really hard.
>>
>>125804193
>...the defenders where lead by Thad SearchDEFENSE
>>
>>125805486
also, why was a human bard sentenced for violation of production order by the broker?
>>
>>125805652
well, did the bard produce the items requested or not?
>>
>>125804876
> every time I've ever built anything that was open on the top, the goblins poured in like roaches. I just don't risk it anymore

While flying fuckers are a problem (two versions ago I had a flying assclown that shot webs utterly fuck my ass) goblins can't come in if you give your wall an overhang iirc.

Plain walls aren't impervious from my experience but singular climbers are free training dummies as long as you do what I do and keep your militia housed on the surface.
>>
>>125805586
How do you people get magma to higher levels without shitton of pumps and other retarded solutions? Is there a way to get dorfs to bucket it into a hole?
>>
>>125798437
Elfs are just thinner not shorter.
>>
>>125805780
lol, why would a visitor be required to? Why was the broker even involved?
>>
>>125805859
Ive seen goblins climb along the underside of a roof with no concerns, so I'm surprised to hear they can't make it around an over hang. Are we talking another wall or just a piece oof flooring sticking out?
>>
>>125802798
Its going okay so far, I have a very ruddy hole carved in the side of the cliff with all the necessities. I've put no effort into design or fanfare since my dwarves have no usable skills and they need efficiency and expediency over design. Later I will move my entrance and everything else to a better location.

>>125802429
WOW THANKS ANON.

I didn't sit there in front of my computer for that long. I spent about half of it looking at various temples on my phone, sketching out the design while outside, and actually designating the whole thing.
>>
>>125805892
magma minecarts, i believe there's tutorials on youtube.
>>
>>125806138
I've never seen anything climb like that so I can't say. You must have some seriously nimble goblins.
>>
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>>125805892
>How do you people get magma to higher levels without shitton of pumps and other retarded solutions?
>>
>find adamantium
>dig only first layer to prevent hell opening
>whole pillar is hollow
>hundreds of demons come in my fort and genocide everyone
fuck this game
3 days of work GONE
>>
>>125806594
if it's hollow, the whole thing is hollow, the only safe way to dig is to dig up the veins that extend away from the pillar.
>>
>>125806594
>>
>>125806449
a+ editing job well done
>>
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>>125804868
Yup.

Last time I didn't was specifically because I found a sacked fortress with goblin minitowers built around it and reclaimed it as a giant fuck you to the gobbos. I still retired it later and made my own fort on a nearby volcano with my first face of armok actually.

>>125805603
That didn't search hard enough.

>>125805930
They're shorter than humans, though she wouldn't actually be able to wear the clothes from there, but that's part of the funny?

>>125806138
Climb along with nothing to hold on to from the sides?

Because I did have some climb up a wagon-only entrance with an unusable ramp but it seems to be really rare, they sat on the other side for a year without doing it before suddenly going "oh hey guys, check this out, come on, let's go eat these dorfs!" and leading me to panic raise the inner drawbridge seal.

>>125805892
Pistons, minecarts, embarking next to a 200 z tall exposed volcano tube?
>>
>>125806947
thanks please support me on patreon
>>
Question:
If a werebeast bites and only "bruises the skin through the <clothing/armor>", does it still infect?
>>
I have gotten several dorfs attaining long fancy titles, what causes that? is it just the long life of my fortress? I've never had this happen before. one had a long and storied history in the legends as an artifact maker (badass dwarven bone throne called The Dead Legend), mayor, murderer and war hero, who would later become a murderous ghost, but another was a simple bone carver who happened to kill a bunch of people.

Also, is there a difference between having 'struck down' a dwarf and having murdered them? the latter did a lot of striking down, but no murdering. perhaps they were an administer of Justice? they were never a captain of the guard as far as I can tell.
>>
>>125807321
my limited test results seem to show that no, the infection is not spread unless tissue tears. but no guarantees.
>>
man are jugs fuckin worthless or what
>>
>>125807467
pretty much killing a bunch of people is what does it mainly.
>>
>>125807467
"striking down" is fair fights or self-defense.

The long titles are mostly given out for killing lots of things. Weapons can earn names like that too.
>>
>>125807321
I'd lean towards no but you NEED quarantine and to wait one month to be sure.
>>
>>125806993
that's fantastic
>>
So the Human Bard that apparently is to blame for the king not getting his 101,341st buckler has reached the end of his sentence.

The captain of the guard, who loves his job so much he's constantly crying tears of joy, stuffs him in a cage and throws him in a stockpile just as a human caravan comes by.

I checked, this bard isn't one of my Permanent Residence bards, he's just here to have a good time and drink my booze. Should I try to sell him to the caravan? I imagine the dwarves would just take him out of the cage and sell the cage, just like with a monster, but if not that would be a hilarious way to deport these freeloaders.
>>
>>125807696
how does one feed and water a quarantined dwarf? or will he turn before that's an issue?
>>
>>125808325
stockpile food and drink in with him, silly.
>>
>>125808325
I MEAN you could easily create an airlock. But you're only waiting one month (less so since he was bitten on the night of the full moon or later and some time has passed). He will survive that long without food or drink. Just make a burrow in his bedroom, send him there and lock the door for a month. Pay attention to the date and watch him on the night of the full moon.
>>
>>125808198
you can administer Justice against visitors? this is the best day ever!
>>
>>125808325
>will he turn before that's an issue
Yes. If he doesn't turn on the same day in the month as the one who infected him arrived(although which day that is can be tricky to figure out, since they aren't discovered immediatly), he's good to go, and can be released safely.
>>
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>>125808494
Oh and an airlock goes like this.

Not exactly high tech shit. Just raise the further bridge, bring in a stockpile of bullshit or just make it a dumping zone and toss it there, then leave and raise the safe side bridge and lower the danger side bridge. Ez
>>
>>125808467
I've been playing this game too long.. here I'm trying to design a system of hatches and such to dump food and buckets of booze into a room from above without caving the guys head in

>>125808494
aren't werebeasts building destroyers? If he turns won't he just bust down the door and go on a rampage?
>>
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>>125808867
>station militia outside
>no more werebeast

If you don't have a militia just build a wall
>>
>>125805109
>>125805248
Windows have to be built on floors, and arw vulnerable to building destroyers anyway. Glass constructions are opaque to light, so don't help at all.
>>
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>>125808198
>hilarious way to deport these freeloaders
agreed
>>
>>125809029
militia fighting werebeasts got you in that predicament to begin with. And ruining the aesthetics of the fort with a walled off immortal lunatic is pretty shit too.

Guess its time for traps and obsidian
>>
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>>125807747
Yeah, I'll try some of the updated ideas I've had for them when dfhack updates cause I prefer making them with advfort.
>>
>>125809291
they are trapavoid, but there's an easier solution. they only transform for a short time, so once they turn back to dwarf, you can engineer a way to kill the dorf which most people should be pretty familiar with.
>>
>>125806709
That's wrong. Every adamantine tube turns hollow at some point. Anon just got unlucky.
>>
>>125807467
5 notable kills
>>
>>125809502
Ah yes, the old standard:

>capture and begin training sharks, if you don't have sharks you'll need a way to retire the fort without him escaping, of course, so you can set up a beach fort to import sharks from
>use the trained sharks to begin herding whales into cages
>have your dorfs carving a track that ends 1-z below the fortifications you carved into the side of your werebeast's room
>load all of the cages into a gobletminecart and fire the whalegun
>>
Quick /dfg/ what's the most metal kill you've witnessed one of your dorfs do
>>
>>125798437
So I'm trying out this version's adventurer mode. Guy says some criminals are in this town. It's one day. away. Alright, let's fuck them up. Get to the town. No way to ask about these criminals. Well shit. Can I even do this?
>>
>>125809947
I don't know about one of my dwarves but I cut off a goblin woodcrafters head and threw it at another goblin last night, killing him.
>>
>>125810047
I think they're in the dungeons or sewers below the town. Finding them I don't know about that, I don't think anybody could tell you. It was terrifying.
>>
>>125810047
If they're on the surface they'll be represented as little grey stars

If they're underground you have to delve into the dungeons and get so lost you never come out again
>>
>>125809947
probably murdering someone and making a throne from their bones known as The Dead Legend, as mentioned earlier
>>
>>125806993
Please make a volcano armokface with a top hat and moustasche.
>>
>find cave in legends with 124 year long history of being a kobold cache of stolen goods
there is a dragon's hoard in this fucker, how would I go about finding it as an adventurer?
>>
>>125810710
Please leave and never return.
>>
>>125809947
>build a big hole with a staircase pillar as main center of my fort, keeping the different parts of the fort divided if I flip the lever for the drawbridges
>while construction is still underway, an FB arrives.
>Slod Nuststot, a gigantic one-eyed toad. It has thin wings of stretched skin and it squirms and fidgets. Its flax skin is warty. Beware its poisonous gas!
>quickly wall off the mines, FB isn't a problem anymore

>months later, discover a vampire
>put it in the lever room and lock him up as my eternal lever operator
>suddenly get combat reports
>turns out this fucker FB found a single opening in the previously mentioned hole-with-pillar, and was currently climbing up to my fort while blasting away every dwarf that is currently on the pillar, who all plummet to their death
>send military, who all die in a matter of seconds
>panic, realise the bridges aren't connected to the levers yet
>save who I can and wall them off in a single part of the fort as the FB slaughters the stragglers
>realise I left one dwarf behind
>the vampire
>as I set the door of the lever room as non-forbidden, he moves through the fortress and towards the FB
As he does this, I realize what made me suspect the vampirism in the first place: the combat skills. Sadly, he couldn't reach any weapons or armor, but he was still a highly skilled dodger
>vampire rushes to the central pillar, where the FB awaits
>without fear he charges and the fight begins
>the pages of the combat log fill quickly as the defty dodges every attack the FB launches at him
>the FB is slowly punched to death
>as the fight rages on, two wounded soldiers of the militia regain consciousness and start a slow climb up to join the fight
>after the vampire stalled the Beast such a long time, one of the dying soldiers finally lands a good blow on the FB, and it is dispatched of

The vampire later succumbed to his infections. Made a memorial hall for him.
>>
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>>125810710
I started but it was really fucking hard to get those across right.

>>125810047
Criminals isn't really worth going after, nobody will really care unless you're a hearthperson and specifically asked to go beat them up. It's just useful as a way to have parts of the map revealed, find other things to do.

Go get drunk and dance in a tavern and sing songs.

>>125809947
>Urist McTyson, Trollbiter, shook a troll around by the ear, it flew 8 or 9 squares and died, he turned and hacked the head off another goblin, then casually lets the ear drop away as he clamps onto some poor fucking goblin's leg
>>
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>Another 2 issues.
Fixed a crash related to trading mugs.
Fixed dwarfs that have more then one deity so they're not forever praying to one.
>>
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reposting, because these dwarves sure are knee deep in blood all the time down there
>>
>>125798959
Wait, goblins can visit?
>>
>>125810271
I had a pair of woocutters get attacked by a weretortoise above 17z sheer cliff. One of the woodcutters dodged off and caught the ledge, then the second woodcutter made the weretortoise dodge off. He caught himself 3z below the first woodcutter. Then they both failed their climb checks at the same time. The were tortoise hit first and suffered a few broken bones, but was still alive. The woodcutter landed on him and crushed his skull, super mario style. He was uninjured, as apparently landing on another creature breaks your fall entirely.
>>
>>125811458
Yeah, you get gobbo visitors occasionally. I had a whole performance troupe show up once.
>>
>>125810926
Ask nearby settlement dwellers about troubles. When they say "skulking vermin" ask about that. They'll note the name of the location, and in your followup question ask for directions to the cave. If they don't know, they'll probably direct you to find someone who does, which can be a bit of a pain in the ass. Ask about troubles again, and if they mention skulking vermin a second time, there are multiple kobold sites nearby. Make sure you know the name of the place so you get directions to the right one.
When you have directions to the site it will be marked on your quest map (Q), and on your fast travel map (T). When you're close enough (depends on how many sites are nearby) it will show up on the compass on the top left of the screen, which will send you straight to the mouth of the cave.
>>
Normally, I pic my fort sites based on the resources and shit, but when I do that, I'm rarely close enough to a road or settlement to get visitors. Is it worth prioritizing busy areas, just so I get more visitors? I haven't noticed them actually paying rent when they stay or doing anything too useful.
>>
>>125811529
that's metal as fuck, it actually reminds me of something I read in a /tg/ Dark Heresy campaign.

in my first invasion of the current version I had goblins swarming up over my poorly planned ramparts (didn't realize the cocksuckers could jump 1z, lel) and two dorfs happened to be on either side of one who had just climbed up. I watched them converge on him, and suddenly he was in the air beside the wall, then falling past the bridge 15z to the river below. he was not the first nor the last invader I've seen casually tossed into the ravine, but probably the most memorable.
>>
>>125812056
I don't know if or how much your location affects your visitors, as long as you're in range of a civ that can send you visitors. People have reported hitting the visitor limit on remote glaciers. It might have more to do with your fort's wealth, or how much you export to their civs. The exact mechanics aren't known yet.
>>
>>125812056
I don't believe people move about the world map yet, so being close to roads/towns shouldn't matter
>>
>>125812514
On my last fort I had a billion in wealth and exported to everyone except the elves, cause I didn't really have non-wooden stuff to sell them. I even sold books in the hopes that they act as an ad for my fort. Only got two visitors, both bards, both wanted to stay.
>>
>>125806709
what
no
i opened 3 pillars so far
this one was the first one who was completely hollow atleast 10 tiles down
>>
>get a bunch of goblins visiting my tavern making merry
"Well I guess goblins are alright!"
>check the goblins in the civilizations tab
>see pic related

Fucking scum.
>>
>>125809947
Entire fort of peasants ganging up on an elf princess riding a bear and making her retreat with a few broken bones
>>
>>125807467
>the dead legend
That's a fucking awesome name.
but you do realize that the legend never dies
>>
stupid question: do I need to make every table a dining room or can I just increase the room size of one table to cover the whole place
>>
>>125812750
>a billion
>>
>>125813173
Do the latter.
>>
>>125813291
thats what I usually do
>>
>have a burgeoning library with constant scholar and scientist traffic
>half the books are one page essays or manuals

These are bound in solid gold too. I just wish I could slam all the fifth grade writing assignments into anthologies or something.
>>
>>125809947
Back in v34 there was a bug where dwarves would multigrasp a onehanded weapon if they were too small to use it properly.

Had a little girl in my army, who was so tiny she had to dualwield a dagger. Sent her into battle for shits and giggles. There were no more giggles when she lobbed a goblins' head clean off with said dagger. Ended up becoming my best soldier, since she was so fast she once stabbed a goblin 3 times before it could even fight back. Two in the chest, taking out the heart and lungs, one in the face, killing it. She basically killed the fucker 3 times before his body hit the ground.
>>
>>125813173
The latter. Have this:
http://dwarffortresswiki.org/index.php/DF2014:Dining_room
>>
>>125812601
>I don't believe people move about the world map yet

Creatures and other historical figures do. Dwarves of your fort do not.
>>
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>>125812967
What fucking picture!?
>>
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>>125812967
>>125813465
Fugg
>>
>>125813371
>a bug where dwarves would multigrasp a onehanded weapon if they were too small to use it properly
That's not a bug, that's a working gameplay mechanic. The bug was fortborn creatures never growing past their size at birth.
>>
>>125813236
Ok, I may have misread a 0 or two. Still, it was a fuckton of wealth. I had a single engraver in my fort, who I trained up to absurd levels and had him cover the entire fort in masterwork engravings. As well as bins full of masterfully died masterwork cloth.
>>
>>125813546
Nah, I had other dorfs in the fort who grew up to be regular sized. Even one who I intentionally forcefed to make giant and fat, then turned into a walking mountain of muscle.

I miss my old super soldier programs.
>>
>>125813536
That's a goblinised Elf though. You should take the next opportunity you can get to check him/her up in the legends: he/she might have murdered the original demon ruler.
>>
>>125813568
might have just been your location or something, maybe your tavern was shit. I received a ton of visitors in my last fort despite it just being something I tacked on to appease my dwarves.
>>
>>125813807
It's still a fucking elf.
>>
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>>125813942
Whatever. Elves are cute. Also, they have a rich culture far superior to that of the dwarves.

Plus, they don't rape mother Earth with pickaxes.
>>
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All this talk of climbing gobbos... I'm scared now.

Haven't had a siege since climbers were added. What sort of problems do they cause?

Will I survive the first siege? Looking to take every precaution necessary.
>>
>>125814108
I hope that wall is made out of earthenware bricks or mudstone.
>>
>>125813850
I know it was the location. That's why I asked if it's worth prioritizing locations where I'd get visitors.

Which no one actually answered, by the way. What benefits do visitors have?
>>
>>125814103
At least we don't eat other sentient races you disgusting elf.
>>
>>125814230
It's wood fuckfuckfuckfuck
>>
>>125814103
>Rich culture

Dude, they are dirty, treehugging hippies. Soap is literally against their morals, because you need lye to make it. These aren't LOTR fancy, schmancy "look at how dapper I am" elves. They are cannibalistic hippies. Much like how kobolds aren't cute and cuddly. They are fucking reptiles that go around stealing shit.
>>
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>>125814448
>disliking cutebolds
>>
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>>125814750
I have lost too many legendary craftsmen to random kobolds that panic and shank them before they run away.
>>
>another werebear attack when i get migrants
well well this time it didn't go so well, guess i have a werebear weaponsmith now
>>
>>125814924
I told you people. The migrants are to blame.
>>
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>>125814246
dunno what to tell you. I have three (four counting the liaison that hasn't fucked off yet and is now drinking in the new tavern) visitors already and it's my second season.
>>
>>125814246
>What benefits do visitors have?
none, aside from applicants if you want foreign entertainers for your tavern, or conscripts for your military. supposedly you can get scribes as well if you want to flesh out your library. I personally accept every soldier application I get and make a foreign legion of non-dorfs to be my suicide squads. it has a high turnover rate.
>>
>i can make multilevel inns but i can't make multilevel throne rooms
TOOOOADDYYYYYY

unless im missing something
>>
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Confess your dorf sins before you go any further.

All will be forgiven. Except that one thing.
>>
>>125816067
You could just assign a new chair somewhere in the next level but it'd count as a separate room.

It'd be pretty cool to have throne rooms be a location rather than a room.
>>
>>125816796
didn't tode intimate that everything was eventually going to work like that, sort of, even workshops?
I could be wrong, maybe that was wild speculation by someone in a FotF that he didn't completely reject, but I seem to recall that. talking about zone-designations for workshops that would require certain tools to be brought in (sort of like how mugs/instruments are in taverns now)
>>
>>125816960
Haven't heard it myself.
>>
>>125816664
I kind of don't mind elves and leave their traders alone.
>>
>>125814354
The Forest Titan Fagh Guht has come! It is a humanoid composed of fire. Beware its fiery breath!
>>
>>125816960
I remember this vaguely too. It's a decision I would welcome. I've been wondering how my masons are chipping away at stone in a workshop inexplicably made from a single boulder.
>>
>>125816664
What's that one thing? Letting kobold thieves live?
And my biggest sin was back when I was learning the game, with my greatest fort, and save scummed a bit when things went to shit. I also let the elves trade in peace, since they sometimes are willing to trade me some pretty crazy future war animals.
>>
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>Consider homebrewing inspired by Dwarf Fortress
>Have a go at it
>Do a batch and leave it to ferment
>Weeks later rack it up and have some of it
>It's actually good

Basically you need a couple of hours one day and then leave it unattended for weeks, it's easy, fun and tasty i cannot believe it

Thank you based Urist for teaching me your ways
>>
>>125817051
that's pretty common here I think, I do the same. there are settings/games where elves are insufferable but they're flawed enough in DF to be endearing
>>
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>>125816664
Despite having played the game since 2010, I've never bothered learning how to make iron or steel.

pls no bully
>>
>>125816960
>>125817029
i made this cool room where the manager would overlook the throne room from a pedestal but since you can't flow the room outside of the pedestal it kind of sucks. wish it was all like in the zone designations menu, where you can choose from flow/flow floor/rectangle with an option to remove part of what you've designated.
>>125817305
>100% mushroom beer
err no thanks urist
>>
>>125800000
>>
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>>125816960
I would welcome this with open arms. If you had to build relevant furniture and tools to run a workshop and could make it any shape you wanted, with various layouts being more efficient in space/speed, and you'd have to use stockpiles more effectively since you no longer have workshops of holding...

yes, I like all of that
>>
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>>125817397
>make iron
anon what?
sometimes I don't bother with steel either, but iron sort of figures itself out
>>
>>125817642
>>125817397
and here i am always getting ironless embarks

fugs sake
>>
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Is unformatted text still a feature?
>>
>>125817767
Kill goblins and smelt all their iron, or dig down for candy.
>>
>>125817838
You're lucky to get anything at all, I get only "The world is same as ever." and that's it.
>>
>>125817397
d-do you want to learn?
>>
>>125809291
>And ruining the aesthetics of the fort with a walled off immortal lunatic is pretty shit too.
Dude what having random walls in your catacombs contain immortal monsters is the best
>>
>>125817838
press f12. cleartype or whatever is formatted but flawed.
>>
>>125817838
I guess. he found a way to make poetic/musical forms easy to read, maybe he'll overhaul it eventually

>>125817972
the first year is usually a massive wall of text like that for all the things that happened recently before the fort's founding, and every year thereafter is blank
check anon's image closely, you'll see that the events range from "months ago" to "a few years ago," ie. nothing really new
>>
You have NO idea how glad I am this happened.
>one of the first humans to sign up for my fortress
>all is well
>he performs and shit
>years pass
>he starts getting fucking uppity all of a sudden
>starts throwing tantrums
>punches one of my dorfs in the ribs and fucks his liver up so bad he needs a surgery
>gets measly 2 months in jail for that
>starts ANOTHER tantrum and starts punching random dorfs instead of leaving the fucking fortress if he's so unhappy
>slap him into danger room so he can fuck off and die
>starts throwing a tantrum AGAIN and starts fucking the spears up
>seems like one of my dorfs got fed up with his shit and this is the result
I'm going to dump his shitty corpse to rot outside.
>>
>>125817848
that's what i always end up doing, not gonna accept the bronze stuff i brought with me from the start
>>
>>125818041
Not really, to be honest. Metallurgy is probably the part of DF that I'm least interested in.
>>
>>125818248
what is with these threads and people forgetting their damn screen shots?
>>
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>>125818248
God damn it.
>>
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>>125817623
>output of workshops increases with overall size
>build massive fucking forge to feed the dwarven war machine
>manned by a small army of smiths and armorers
yes.
Yes.
YES.
ALL OF MY YES.

THE MEN NEED ARMS, AND WE SHALL PROVIDE! LIGHT THE FORGES AND STRIKE THE IRON!
>>
>>125818403
I feel the same way about steel, I don't know why, I guess just because it and candy are the obvious answers for everything. I love making bismuth bronze and fine pewter and black bronze and stuff
>>
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The last 6 dwarfs outside my site.
38 looks to be my final wave I'll be getting.
>>
>>125818424
Not so satisfied after that.
>>
>>125818403
>not getting excited about finding sedimentary layers

we're just different people.
>>
>>>>dumat amneksazir, weaponsmith has given birth to a girl
oh good but wait isn't that m---

yep, that's indeed my walled in werebear. great stuff
>>
>>125818626
I've gotten rid of a worthless booze drain. That was very satisfying!
>>
>>125818424
>Getting hacked to bits by a candy sword
>limbs and clothing flying in all directions
>"That was satisfying"
>dead
I love reading DF combat logs
>>
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>>125818248
>>slap him into danger room so he can fuck off and die
>>starts throwing a tantrum AGAIN and starts fucking the spears up
>>
>>125818656
Check if she has ears and tail.
Breed her en-masse if she does.
>>
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Here we go. ETA 2-3 years. Everything will be done in layers so there's going to be a year delay while my crafters train up. The upper levels will go the fastest seeing as they only need engraved by legendary engravers, but that should also give them plenty of time for metalcrafters, masons, and the like to hit legendary and produce fantastic furniture-art
>>
>>125816664
I just want to build an elaborate sewer system below high class mansions for a few select dwarves, while all their waste is piped down into the lowerclass society
>>
>>125819264
How would you even do that
>>
>>125819461
dump in a pit with running water below? not sure if it'd work
>>
>>125819461
Waterfalls and pumps.

Well in every 'mansion room' fed from a brook. The water is continuously dumped into a underground lake. The waste water falls down through grates on top of the dining room/meeting room/tavern/temples of the peasants.

I imagine.
>>
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Grabbed a dance partner for my little whirlwind partner participation dance.

>incredibly skinny
>neatly combed beard and sideburns
>shaved head
>pale pink skin
>gold eyes

Well she's fascinating looking, fuck yeah, let's go party, sweetheart. Hang on, lemme skin these wolves and tart you up a bit... perfect!

>>125814316
Elves can't even eat them as adventurers which is straight fucked up.

>>125813440
I have definitely encountered dorfs from my fort migrating to another one fort after I retired both and was running around as an adventurer.

It was kinda obvious they came from the first fort since I had specifically kept everyone underground almost all the time so they could paint the throne room of the human queen a lovely green... the constant undead sieges didn't encourage me to send them out much either...

So when I came across some dorfs randomly punching lemurs to death and barfing all over the place I was like "wait, you guys from Treatylong?" 'Ah, yeah, my bud is there, it's cool, we're traveling though.'
>>
>>125819547
Doesn't stop common dorfs from running in.
Is there something like a burrow, but works in reverse? As in, forbids everyone but certain dwarfs from entering.
>>
>>125817305
mead is actually the easiest thing to make, contrary to the extra steps in DF, whereas just putting fruit through the magical Still tile makes the hard stuff seem way less involved than it is.
>>
>>125813765
http://www.bay12games.com/dwarves/mantisbt/view.php?id=6334
Resolved in .40.02:
- 0006334: [Creatures] Creatures, including dwarves, born in the fortress do not grow to full adult size. (Toady One) - resolved.
Incidentally, it's not possible for a dwarf of military age to be small enough to have to multigrasp a dagger in the absence of a bug.
>>
>>125819623
no, but there should be
>>
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>>125819575
>heading west to visit two surprisingly nearby libraries
>come to a river
>jump across and am about to write a song over there so she catches up
>she starts heading south instead of waiting or jumping in to start drowning
>wtf
>follow her
>good job, you outsmarted a goblin... are you happy
>totally gonna bite her next full moon
>wereskink dance party niggas!
>>
>>125815164
Bretty tileset
Where did you get it?
>>
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>>125820819
That's CLA.
>>
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>metalsmith whining about lack of fuel
>check stores
>433 fucking coke
>FOUR HUNDRED
>FUCKING COKE
>AND I AM NOT EVEN COUNTING CHARCOAL
LAZY FUCKER
Had to designate bar pile to give stuff to workshop, what is up with that? It worked fine just a while ago.
>>
>>125820819
http://www.bay12forums.com/smf/?topic=105376.0

like the mang said. its one of the most basic tilesets there are
>>
>>125819623
Just burrow them all into the lower level.
>>
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>>125821763
Because you designated another stockpile to give him specific bars of metal I presume. You designated a stockpile to give to that workshop(s) so now it will only take from that stockpile and other ones specifically set to give.
>>
>>125821883
I really don't feel like doing that when there's fucking migrants coming in every year.
>>
>>125821763
If you link a shop to a stockpile it will only take from linked stockpiles after that. Otherwise, what would the point of the stockpile link be?
>>
>>125816664
I remove [FLIER] from keas and buzzards.
>>
Anyone else just never use burrows ever? Unless there's a siege and you want everyone's ass somewhere safe of course. Are there legimate uses to them that aren't bugged to hell? Is there crazy job cancellation spam?
>>
>>125822156
Can order dwarfs to defend them its pretty useful for telling where crossbow dwarfs to be shooting form.
>>
>>125822156
basically only use it for sieges but i figure there's a few uses for more elaborate stuff. say you've got a legendary engraver and a few that are completely shit for instance, well you burrow your legendary engraver where he does the engraving and you burrow your peasants where they can do smoothing work
>>
>>125822309
I prefer nodes/routes for that. I just set a patrol along one-tile wide battlements. Guarantees that they move along the place they can actually shoot from.
>>
>>125822156
they're tricky to use, because they have to be self contained to work properly. If you have dwarves to spare to act as haulers from burrow to burrow and such, you can get a neat little society going.

That being said, why bother? I only use borrows for sieges, forcing dwarves to leave the tavern and do some work, and keeping my glassmakers and blacksmiths down by the magma sea where they're needed
>>
>>125822437
I just move the burrows around if its needed.
Most of the time where they're shooting from they have a good view.
>>
>>125819575
>I have definitely encountered dorfs from my fort migrating to another one fort after I retired both and was running around as an adventurer.

Yeah, that absolutely happens. I should have specified I meant dwarves of your current fort just don't just get up and leave.
>>
>>125822156
I only use them during sieges so my dorves don't get butchered mid battle retrieving socks
>>
>>125822880
can't they do that if they're ultra pissed?
>>
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These happy fukken dorfs man. These dorfs digging out this big old area.

Designation priorities is one of the best things that's ever been added. I can set this all to 7 and it becomes a long term project. If anything else set to 1 through 6 is designated, they'll drop this shit and go do the more important thing immediately, otherwise they'll fuck off back to their work.
>>
So I closed my tavern to cutdown on lag since I had like 30 fucking tavern visitors...
...Now they're just holed up in my library...
Gonna see if closing everything makes it better....now they're just going into the fortress proper ffffff
>>
>>125822485
Burrows can overlap, so they really don't have to be self contained. Just make every applicable burrow overlap your tavern/dining hall and have haulers that aren't burrow restricted to supply your burrows with raw mats.
>>
>>125823236
wait, you can set designation priorities now? How?
>>
>>125823376
since 40.xx
>>
>>125823267

Just dump them in the lava incinerator.
>>
>>125823267
you can lower the number of visitors in d_init, it won't make them leave outright but when they do leave the map, you won't get replacements until the number of visitors go below the threshold.
>>
>>125823118
They don't need to be. Any dwarf can decide to wander the wilds, or choose to migrate to another site. As long as the player isn't currently controlling the site, at least. All of the dwarves at a player's fortress become histfigs if they weren't already, and histfigs are a lot more likely to do things in the background worldgen than abstract pops.
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>>125823376
check the bottom of the screen when mining/channeling/engraving et cetera.
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>>125823267
>Wereskink mercenary services to "cut down" on annoying tavern visitors when
>>
>>125823543
i meant when players control a site.
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