>be me newbie
the last time I touched dwarf fortress I played with some tileset and I still quit out of frustration. this new official release is much easier to get into
it doesn't, the other anon is lying.
The graphics are nice and the UI made some stuff simpler but made the rest of the game terribly obnoxious to play. they removed the fricking combat log and frame by frame advancement for example.
Go to the labor tab and you can assign jobs there, you can have them only do specific jobs too, and you can create your own tasks. And you can manually assign a dwarf to a specific workshop if you want to micro it more. It's not exactly dwarf therapist but it's a thousand times better than vanilla df. Making squads is also much easier. And yeah I agree it's still janky, though are you sure the combat log is gone? If you get into a fight you, can still easily see the specifics of the fight.
>It's not exactly dwarf therapist but it's a thousand times better than vanilla df
Therapist is better. > though are you sure the combat log is gone? If you get into a fight you, can still easily see the specifics of the fight.
Yeah but once you dismiss it it's gone forever, unlike actual DF that stores all the combat and announcement logs.
I agree it's better, but he was asking if there was something like it in the steam version. I feel like a lot of the original features are going to make it back into the game anyway with updates and obviously mods.
My problem is I love taverns and libraries, which seem to be magnets for vampires, necromancers, and werewolves. All of them spread quickly to infect/kill/convert the whole fort. Turning them off in worldgen has solved the problem. Now I just have thieves and conspiracies to corrupt my baron, which are manageable.
Well, don't fight bronze collossi. It just killed 50 of my dwarves and didn't even take a scratch. Now I'm just going to hole up in my fortress and wait for it to get bored and leave. Luckily my fort is entirely self sustaining.
They are roughly the same, axes and swords have a chance to chop off limbs though. The real consideration of which weapons you should choose is based on what metals you have available to make alloys. If you have shitloads of silver you might as well go full mace.
the discounts are going to be 10-15% max, they claim they're going to support the game for the next 30 years to come. considering that rimworld dlcs are 20 usd a piece, it's not that steep. the itch.io version gives you a portable version + steam key.
if money is an issue, stick to the classic, or pirate it. but honest to god, i haven't been so happy with a purchase in years, it's factorio, it's rimworld, it's stardew valley, it's a city builder, all in a single neat package. cleaned up my backlog, went with a hatched through my wishlists. if i'd have to stick to a single game for life, that would be it.
>Last I checked the villains update would be the last time the legacy version receives anything and then the Big Wait.
Where did you come up with that?
He has a fricking blog dude. He even links to his future of the fortress replies in his forum in that blog. Why do I have to spoonfeed you when you should be able to do a simple ctrl+f on his blog.
Playing LNP rather than shelling out for the steam version. Sort of want to if job assignments are easier than staring at therapist's spreadsheet.
Hoping to make an above ground yak farm and a small walled settlement with enough surface jobs that my dorfs don't get sunlight sickness.
How exactly do I set up a drink or meal order in the manager that will cancel as soon as it reaches X amount? A screenshot would help as I said "Less than X prepared meals" but my status screen implies I have about 3 times as many as X and the kitchen is still being used. Is it bugged? Is it better to set an order to X and to restart the order each season?
Also how do I specify what to make bulk order blocks out of? I can't see if the manager has an option for that, just for order conditions.
Do you guys have a checklist of what a new fortress has to do or what does it need?
In my last few attempts >forgot to set up a refuse stockpile and didn't notice miasma seeping into lower levels (coincidentally living quarters) >animals lived among dwarves and eventually got enraged >elves murdered me for some reason >ran out of food and could not get anymore because all my farmed plants became withered because dwarves would not collect them
>5x5 plump helmet farm >1 dorf with just farm labour enabled >navigate to kitchen menu and forbid cooking helmets, only brew so you get seeds back
Elves might have simply been hostile to your civ. Remember once you set up the basics you need to make weapons, so magnetite is your first port of call and charcoal if coke isn't an option, don't worry about steel if you're shit (simply having weapons matters more than what metal they're made of). Armour isn't essential to be autistic about.
Try to figure out how to make an infirmary so when the inevitable happens.
The only other thing I can think of that ruined your farm was potentially having no barrels for your stockpiles so there was nowhere to put the plump helmets, but the game should tell you when that happens.
you just need to always build a 3x3 farm plot and make dwarf wine from the plomp holmets
after that i just do whatever i feel like it, usually though my first priority is finding a metal and setting up a small unit of soldiers incase i get attacked
a 3x3 field is enough to feed your whole fort for a long time as well as produce wine in my experience
i havent played the steam release, i doubt they changed that
farming is way too easy in DF
why get rich? being rich just attracts attacks, dwarfs have no need for such stupidity
you trade for what you need, but if you so badly want to make stuff you can sell then make up a stone workshop and make figurines and whatnot, they only cost a bit of stone and sell for a ton
2 years ago
Anonymous
you can also look at this article
https://dwarffortresswiki.org/index.php/DF2014:Industry
Thanks.
I like the way that wiki article is written.
2 years ago
Anonymous
np, do be careful of the amount of money you are hoarding
2 years ago
Anonymous
Actually I want to do it as a challenge to see how rich I can get.
Wealth in Dwarf Fortress isn't as simple as just having a shit ton of money. When trading caravans arrive, the amount of goods you give them in terms of total wealth value is used to evaluate your fort. The more wealth you trade, the more migrants you attract but also the more the world notices you in general. Attracting enemies, monsters, etcetera.
You could, theoretically, get shit tons of wealth and not trade it and stay relatively well hidden at the expense of not growing into a big fort with nobles and shit.
In fact, you don't really need wealth at all. If you just want to build a comfy fort, as long as you have food, water (preferable a well to an underground water source since surface water can freeze) and alcohol, you'll be fine. You don't HAVE to build stuff to get wealth and trade, you can just build what you need to make your dwarves happy and fill your fort with cool stuff.
Remember that unless you start in a place missing a vital resource (like starting in a zone without iron), pretty much everything you need can be gathered and made by your dwarves. You only trade for what you can't get yourself.
That said, to answer your question: crafts and israeliteels. Use the work orders menu (get a manager) and from there just set your dwarves to constantly make crafts, cut israeliteels, then encrust crafts with israeliteels. I automate pretty much everything in my fortress with this menu including crafts, and by the time the trade caravans come round I'm usually sitting on like 15,000 total wealth value which I pretty much just give away for better reputation with my home civilization and also so it stops clogging up my fricking stockpiles.
Also, if you just want to do layout autism, work orders are my biggest hint to you. You can set them in individual workshops but dont do that, because the orders will only apply to that. Use the work orders menu, and you can set each order to use any available shop, and even how many.
Wealth in Dwarf Fortress isn't as simple as just having a shit ton of money. When trading caravans arrive, the amount of goods you give them in terms of total wealth value is used to evaluate your fort. The more wealth you trade, the more migrants you attract but also the more the world notices you in general. Attracting enemies, monsters, etcetera.
You could, theoretically, get shit tons of wealth and not trade it and stay relatively well hidden at the expense of not growing into a big fort with nobles and shit.
In fact, you don't really need wealth at all. If you just want to build a comfy fort, as long as you have food, water (preferable a well to an underground water source since surface water can freeze) and alcohol, you'll be fine. You don't HAVE to build stuff to get wealth and trade, you can just build what you need to make your dwarves happy and fill your fort with cool stuff.
Remember that unless you start in a place missing a vital resource (like starting in a zone without iron), pretty much everything you need can be gathered and made by your dwarves. You only trade for what you can't get yourself.
That said, to answer your question: crafts and israeliteels. Use the work orders menu (get a manager) and from there just set your dwarves to constantly make crafts, cut israeliteels, then encrust crafts with israeliteels. I automate pretty much everything in my fortress with this menu including crafts, and by the time the trade caravans come round I'm usually sitting on like 15,000 total wealth value which I pretty much just give away for better reputation with my home civilization and also so it stops clogging up my fricking stockpiles.
Also, if you just want to do layout autism, work orders are my biggest hint to you. You can set them in individual workshops but dont do that, because the orders will only apply to that. Use the work orders menu, and you can set each order to use any available shop, and even how many.
The work orders menu is honestly great. You can click the green < > icon on the right hand side to set conditions and so I pretty much just do pic related for nearly everything. >If we don't have enough X, keep making 1 of them until we do. Oh and just do it wherever, it doesn't matter as long as it gets done.
The amount of tedious micro this saves is unreal.
2 years ago
Anonymous
yeah, this menu is great. I discovered it pretty late, next time I'm gonna automate everything from the start. For the most part I tend to make 'if we have less than 10, make 15', 'if we have less than 100, make 150' though, so I always have reserve.
2 years ago
Anonymous
I thought about that but the problem is it seems to give you more than you need. For instance >Want to automate beds >Set work orders to if we have less than 10 beds, then make 10 beds >Get to 9 beds >work order activates, dwarves go and make 10 beds >now have 19 beds, which is 9 more than what I wanted
This is fine if you want to always have extra, but the way I set it up with only making 1 at a time is it will match the amount I want it to check against instead of exceeding it. This is mostly to stop my stockpiles being filled with things that might not get used for ages, or taking up too much of my dwarves' time making too much of something.
2 years ago
Anonymous
well, that's the point of mass production. Imagine if you need to build 20 bedrooms for your dwarfs, you gonna wait a lot of time for order to check, dwarf to get materials, go into workshop etc. And that's only beds, I'm also putting cabinets and chests inside, doors too. And sometimes your dwarf may be socializing so he's unavailiable for so time.
1/1 is good for a lot of things though, like milking or making cheese
2 years ago
Anonymous
For that, I just do temporary one-time work orders
1 year ago
Anonymous
wait i think
well, that's the point of mass production. Imagine if you need to build 20 bedrooms for your dwarfs, you gonna wait a lot of time for order to check, dwarf to get materials, go into workshop etc. And that's only beds, I'm also putting cabinets and chests inside, doors too. And sometimes your dwarf may be socializing so he's unavailiable for so time.
1/1 is good for a lot of things though, like milking or making cheese
has a point. don't work orders get checked only once a day? it would be really slow at the beginning to fill anything up to your quota then.
these to me sound like very understandable beginner mistakes that you won't make again, the thing is just to keep playing and keep a mental log of all the frickups you had before so you don't make them again.
in terms of a 'generic' checklist at game start, check this out: https://dwarffortresswiki.org/index.php/40d:What_should_I_build_first
personally my checklist goes like this >1: set up a food source (Fishing from what I know is the most productive one although you won't get any booze from it) >2: cut down any trees >3: set up storage rooms >4: set up my mason and carpenters workshops >4.5: make like 30 bins and 30 barrels >5: make bedrooms and a place for the dwarves too drink and eat
1: Dig hole
2: set up one general purpose stockpile inside the hole so your shit isn't outside getting stolen
3: Carpentry and masonry workshops
4: Beds and doors
5: Equipping bedrooms
6: Refuse stockpile outside
>forgotten beast spawns in caverns underground >beast is made of flames, a demon-like creature of pure terror >has to cross underground lake to even approach my fortress (which has no direct route into the caverns anyway) >the flames constantly emanating from its body react with the water creating shit tons of steam and smoke >the forgotten beast can't breathe in smoke >it suffocates to death
The simulation of the entire world continues even while you're playing. You might be lucky so far, but eventually, things WILL happen. The world WILL react to you. Just keep going.
You'll find yourself at war, or a forgotten beast will attack you, or you'll find your dwarves turning up dead one by one and have to set up an investigation to find the identity of a mysterious serial killer and stop them, or a visitor leaves an evil artefact in one of your areas and suddenly a zombie apocalypse starts.
All sorts of shit can happen. And when things like megabeasts attack your settlement, the game isn't just randomly spawning them to frick you over, those beasts are named and live in an area of the world and are drawn towards your fortress to attack you for a specific reason.
The complexity and simulation is there, if you keep playing you'll find it.
>the game isn't just randomly spawning them to frick you over, those beasts are named and live in an area of the world and are drawn towards your fortress to attack you for a specific reason.
no it actually does spawn them to frick you over.
Only forgotten beasts and titans are procedurally generated. Mega beasts and Semi-megabeasts are just thrown at you by the game. You can check that for yourself if you load a save from before the attack, the game will spawn a mega beast at the same point albeit likely a different one since it's random.
Most things in DF are like that. All the excessive simulation that players jerk off over can be replaced by a random number generator and no one would be none the wiser.
I wish the world simulation made sense on gameplay.
Like, ok, you spawned a dragon who killed an elf king and murdered billions, now he entered my map. How the frick did he lose to 3 of my dwarfs? He should be the strongest enemy ever.
2 years ago
Anonymous
it's easy. 1 dwarf is worth a billion elves.
1 year ago
Anonymous
You know that smaug was shot down by a single arrow right? And shot by a human no less
> All the excessive simulation that players jerk off over can be replaced by a random number generator and no one would be none the wiser.
>roll dice >game generates a goblin with a copper short sword >send out dwarf clad head to toe in adamantine >roll dice >goblin kills the dwarf >why? >hit the dwarf on the back of the neck, he wasn't wearing a scarf >oh lord, ROFL! dem fricking dorfs man! dem fricking dorfs
>Under attack by an army (elves) >Under attack by an army (zombies) >Under attack by a monster (forgotten) >Under attack by a monster (vampire)
Riveting!
I'm sorry to say, even if you have found the appeal of it (verbal descriptions, mind's eye and the only emergent storytelling in video gaming to exist), yes it is a bit boring. >When does this game get good
Usually when things go wrong.
Some players find fun in creating complex builds, such as harvesting giant spider silk. Or creating mist generators for their feasting halls.
[...] >the game isn't just randomly spawning them to frick you over >are drawn towards your fortress to attack you for a specific reason. Um. Might want to read the wiki mate. The least arbitrary part about them is that they're generated at world gen, unlike titans and forgotten beasts.
[spoiler]>100,000 wealth or 80 dwarfs >game decides (however that may be) at season start you will have an encounter >game waits a set time >random existing beast is selected to spawn at map edge[/spoiler]
>the game isn't just randomly spawning them to frick you over, those beasts are named and live in an area of the world and are drawn towards your fortress to attack you for a specific reason.
no it actually does spawn them to frick you over.
Only forgotten beasts and titans are procedurally generated. Mega beasts and Semi-megabeasts are just thrown at you by the game. You can check that for yourself if you load a save from before the attack, the game will spawn a mega beast at the same point albeit likely a different one since it's random.
>Under attack by an army (elves) >Under attack by an army (zombies) >Under attack by a monster (forgotten) >Under attack by a monster (vampire)
Riveting!
You homosexuals have always stayed consistent in other colony management game threads that DF was always the deepest with its simulation, with its potential for cool, randomized but internally consistent setpieces, and now that I'm actually trying it out you're telling me it's not much different from Rimworld? Frick off.
No, it isn't, it's the fault of anons wanting to degrade other threads with "But MY thing is better!"
Well I'm here frickers, where's all the shit you hyped up?
I mean, I like the game a lot and I've been playing it for years. But a lot of people hype up the game, it's capabilities and it's difficulty too much in my opinion.
Yes, it's the colony game with the deepest simulation, potential for cool, and consistent set pieces like werebeasts, megabeasts and sieges. >you're telling me it's not much different from Rimworld?
Dwarf Fortress is shit because there are a lot of problems that prevent it from being really good. Despite that it's the golden standard when it comes to colony games that all should aspire to surpass the magic of it even in part.
Rimworld is shit because it's shit. It merely emulates DF. Find me someone who's happy with all statues depicting the same word string about a pod crashing down or whatever it was.
You aren't DF just because Randy Random spawned in 15 pails of squirrel milk for the umpteenth time today.
You aren't DF when you ZZZAP because the dev hates players stockpiling power to solve problems he created but doesn't just stop you from stockpiling power.
You aren't DF just because the dev made raids scale based on how many turrets you built because he's so frickin' mad that you aren't using his cool western shootout mechanics.
You aren't DF just because the game decided to spawn a crashed robot ship that contains the only two robot enemies in the entire game.
Rimjob players eat shit and paid Tynan to do it.
They dont eat anything ?
Plump helmets can be eaten raw. The important part about this is it returns the seeds, so you both don't run out and get more faster. You can change this later, it just helps you start out.
You can also give a dwarf a fishing job or a plant gathering job, and by default I believe you start with dwarfs assigned these roles.
>Rimworld is shit because it's shit. It merely emulates DF. Find me someone who's happy with all statues depicting the same word string about a pod crashing down or whatever it was.
this so fricking much. The string I keep getting is vomiting peawieners
>on how many turrets you built because he's so frickin' mad that you aren't using his cool western shootout mechanics
kek, the turrets were nerfed so much since the time Rimworld was in alpha it's actually pointless to use them now other than a distraction for the attacking forces.
Also there are more types of robots now, but in my opinion it only made them more shit because there's a higher chance to spawn shitty 1-hit shotgun droids rather than 1-shot lancers.
>Dwarf Fortress is shit because there are a lot of problems that prevent it from being really good.
Do you think Toady will try fixing them in the near future, now that hes getting serious money from it ?
Short answer, no?
Long answer, find an easy to read changelog of features and bugfixes since 0.40 or 2015. Why 2015? His patreon started then. It's steadily grown since then, breaking 5K a month (60K annual) in late 2017, jumping past 7K (84K annual) in mid 2019, and leapt to 11K with the release hype this year but has declined to 10K (120K annual) since. Don't necessarily compare this income to the work he does (throwing money at someone, especially with no contract, does not make them work harder) but do look at how much energy he's spending and where, such as is it entirely on new features and fixing bugs to do with them.
The steam release is no financial incentive to make it better - the core audience bought it already, there is no sequel planned, and therefore no further money to make on improving it.
2 years ago
Anonymous
>the core audience bought it already,
Why would he stop at the core audience ? This game has the potential to be more than a niche thing, and I think he noticed that with how well it was received on steam.
1 year ago
Anonymous
>Why would he stop at the core audience >why would this man who has made no effort to cater to anyone outside his core audience over the last decade make an effort now
>Dwarf Fortress is shit because there are a lot of problems that prevent it from being really good.
Do you think Toady will try fixing them in the near future, now that hes getting serious money from it ?
>potential for cool >Dwarf Fortress is shit because there are a lot of problems that prevent it from being really good
The absolute state of dwarf sisters.
It's true. All of it is true.
Turrets are fricking shit that die to a sneeze. Only good for killing the occasional mad animal or distracting someone for 5 seconds. If you have a fast pawn you can kite animal raids between your turrets, but that's kinda moronic lol
Also rimworld is way too fricking expensive. 20 europoors including all the DLC at the most for it, but people are more than happy to shit out 100+ for this garbage.
>Despite that it's the golden standard when it comes to colony games that all should aspire to surpass the magic of it even in part.
Are you fricking moronic?
DF is barely a colony game, hell, it's barely a fricking game.
It's a world simulator first and foremost.
Oxygen Not Included is not trying to be a world simulator.
Banished is not trying to be a world simulator.
RimWorld is not trying to be a world simulator.
Saying colony sims should all be world simulators is just moronic.
You don't want magic in your colony games, the kind of magic that helps you to get lost inside its little world, to forget it has limitations or even an edge to the map?
The primary difference that people reference even when they don't know it is DF's token system. Tokens is text defining the properties of an object and DF uses tokens to define everything. Virtually everything is tokens interacting with other tokens, even tokens not in raws that you cannot edit. This results in a very robust system that will calculate and process the hundreds of tokens for the goblin raid being spawned, the origins of spies sent to steal your artifacts, the details of song and dance. I do mean everything btw, a single goblin has a skeleton, muscles, a nervous system, skin, etc. all done by using nothing but tokens.
I'm sorry to say, even if you have found the appeal of it (verbal descriptions, mind's eye and the only emergent storytelling in video gaming to exist), yes it is a bit boring. >When does this game get good
Usually when things go wrong.
Some players find fun in creating complex builds, such as harvesting giant spider silk. Or creating mist generators for their feasting halls.
The simulation of the entire world continues even while you're playing. You might be lucky so far, but eventually, things WILL happen. The world WILL react to you. Just keep going.
You'll find yourself at war, or a forgotten beast will attack you, or you'll find your dwarves turning up dead one by one and have to set up an investigation to find the identity of a mysterious serial killer and stop them, or a visitor leaves an evil artefact in one of your areas and suddenly a zombie apocalypse starts.
All sorts of shit can happen. And when things like megabeasts attack your settlement, the game isn't just randomly spawning them to frick you over, those beasts are named and live in an area of the world and are drawn towards your fortress to attack you for a specific reason.
The complexity and simulation is there, if you keep playing you'll find it.
>the game isn't just randomly spawning them to frick you over >are drawn towards your fortress to attack you for a specific reason. Um. Might want to read the wiki mate. The least arbitrary part about them is that they're generated at world gen, unlike titans and forgotten beasts.
[spoiler]>100,000 wealth or 80 dwarfs >game decides (however that may be) at season start you will have an encounter >game waits a set time >random existing beast is selected to spawn at map edge[/spoiler]
>the only emergent storytelling in video gaming to exist
Is it? I have head good things about Caves of Qud.
Since I found DF I have been fascinated by emergent storytelling and gamplay.
Can anyone recommend me other games that have emergent gameplay? Only ones I can think of is DF, Caves of Qud, Nethack and Kenshi I guess. Maybe in the future we might get Ultima Ratio Regum.
When I tried Qud it was like a cargo cult trying to force emergent gameplay by aping DF in terms of descriptions and world gen. Didn't have any of the magic of DF adventure mode let alone fortress mode, felt very arbitrary and wacky >Can anyone recommend me other games that have emergent gameplay?
Drox Operative 2
Noita
Mountain Blade
SS13/14
Foxhole (most of what emerges is absolutely terrible)
Shadow Empire to some extent (certainly to a greater extent than any other wargame)
Wildermyth
Warsim
Crusader Kings
AI Roguelike for a laugh
The only thing that was ever hard about this game was the graphics and unconventional UX. Once you got used to that it was really no more complicated or deep than rimworld or other contemporary city builders/story generators.
I have 210 dorfs and I only now realised that their clothes are degrading. Basically I need to make 200 outfits in a short time without any clothes industry. What should I do? I set up pig tails farm and buying leather from travelers, but it is too slow, I think new clothes are degrading faster than I'm making new ones
>What should I do?
Just make clothes, lmao.
You'll eventually get them enough.
why are all my migrant waves so small? Literally just 1s and 2s. 2 years in and I only have fricking 17 dwarves. I'm usually double that by this point.
Create more wealth.
Wealth is reported to the outside world when the caravan leaves.
Is this game actually hard or is it just autistically detailed?
Autistically hard to use the controls, work around bugs or coded designs, and you need to be told what and how to monitor aspects of the game. Wiki is required to play. YouTube tutorials are optional, though let's players either don't know what they're doing and are using a (modded) version with more/less features than you have access to that you can't get these days.
why are all my migrant waves so small? Literally just 1s and 2s. 2 years in and I only have fricking 17 dwarves. I'm usually double that by this point.
Game can be pretty easy if you minmax everything like a homosexual. The challenge comes from setting goals and creating problems for yourself and trying new stuff
>And just like that, the game is no longer unplayable.
only when they readd the depot access mapmode
My current fortress is at the top of a tall mountain and there's no way for me to create a proper path for the caravan cart without it
If I was a dwarf in your fortress I'd kill myself.
You would just work 12+ hours a day and come back to a shitty 2x2 cell with just a bed
Where are the nice accomodations with double beds, kitchens, bathrooms, a living room with a table and chairs to eat and play cards with your partner or children?
>Because LCS was a parody
I love that cope. Even back then it was seen as "funny exaggeration" while the alternative like discussed "Conservative crime squad" was unthinkable and called blatantly evil.
Because even back then Toady agreed with underlaying principles and philosophy behind LCS. But exaggerated it for comedic value.
Conservative crime squad would be so kino, leading a band of Qtards kidnapping governors, busting into schools and libraries to execute groomers... ugh
Huh, this actually looks rather nice, didn't expect steam DF to be anything of note, but this UI looks fairly nice. Is it true the UI is meant to come to ASCII DF as well?
People are misinterpreting that I think, what is happening is that Toady is going to try and import all the features the Steam version is lacking and will include an option for ASCII graphics.
There's a guy called Blind on YouTube who does quick tutorials, a beginner tutorial series and just started a proper tutorial let's play for the steam release
The same reason why when you click a dog it says that he's interested in literature and has an artistic sense: Toady fricked up and gave everyone dwarf traits.
Bigot!
There's apparently an additional 20% chance animals will refuse to copulate on top of the 5% homosexuality.
Sorry I don't know how to get rid of it. It serves no purpose and if you want to complain about realism, animals will frick anything that moves or doesn't move if they can stick it in, so it's even more stupid to give them preferences (including asexual) and a disinclination too.
>Bigot
Off-topic, but I dislike this word. It's often used to gaslight rather than to establish an understanding between two or more people or get any point across.
The definition itself - ambiguous to the point I'm wondering, why I'm not using it to shitpost myself?
increase the savagery and various beast numbers for more and scarier enemies in the detailed world gen screen, don't go too overboard per your world size though since you also want some civs to survive till the end of the world gen
>playing steam version dorf fort for the first time >all is going relatively well >suddenly notice that some of my animals and my dudes are being attacked by agitated kea >"What in the frick is happening?" >open menu to see how many there are (there's at least 20 of the frickers) >they're pecking my dwarf children and animals to death
Can dorfs actually dual wield weapons?
While making an upgrade from iron battle axes into steel ones I forgot to uncheck the old ones and now they carry two of them (one in right hand and one in left hand) alongside the shield.
I know you can wear multiple layers of armour at the same time, does carrying two weapons have any influence on how they fight?
Office politics is social politicking which is what women do all the time with each other. Clique takeovers is simply getting a foot in the door and closing that door to everyone else once enough of the clique has gotten in. It is simple and will always be more effective then any other long term strategy simply because it requires little to no effort. Combined with politically correct corporate policies hiring women even if they aren't qualified and you have a recipe for rot in the corporate ranks.
>build well directly into main dining area, getting the water from a lake in a cave a few levels down >because I ran out of seeds and crashed my farming industry with no survivors, well water is now the main thing my dwarves drink >fighting cave dwelling amphibians in the caves, have a few squads left over from that >order my squad to attack a gorlak >gorlak runs into the pond >my squad chases after it and all drown
>cut to a few weeks later >get a notification that my diagnostician has died of dehydration >look and see that well is filled with miasma >several corpses directly below the main well
Healthy dwarves will only die of dehydration if there isn't any access to booze. Your diagnostician was either wounded, in which case it could just be a matter of he wasn't tended to quickly enough, or your fortress needs more alcohol.
Wells aren't explicitly necessary - they only function as one aesthetic way to obtain water. You can just as well designate an area for your dwarves to gather water by hand.
Also some other stuff, but anyway...
Motherfricker, do you even dwarf? You have incredible miners, water wheels and windmills, and astoundingly effective screw pumps, just fricking drain it man. Drain it, grab the bodies, and refill it. If the water is that precious, dig or build a reservoir for it first.
On that note: if it's a finite lake with no inlet, you're eventually gonna drain the water by using the well. Probably not going to be a problem for a while, but something to think about.
I've been with dwarf fortress for a decade now. I'm glad it finally has its steam release and has gone mainstream, but it makes me sad somehow, like its the end of an era.
I just wanted to play the game with my friend. But it was like nothing was ever good enough. People just kept making more and more mods for it. I liked the mods, but I just sort of wanted to spend time with my friends, you know? Everything was about the 'meta', you couldn't just play the game, you had to do something incredible to top the last guy. Like if someone build a full adder out of redstone, you would have to make a 3d model of the Sistine chapel using a script.
Its like the game stopped being about having fun and was all about getting famous or becoming popular.
its like everything just turns into a popularity contest. It can't ever just be about playing the game and having fun, you have to STREAM it, you have to be SEEN doing it.
And I liked the mods, I did, the early ones at least. But then everybody started going in their own camp and deciding who and who they didn't want to hang out with..
suddenly, theres a train autist who doesn't fit in, and then there is another guy who is obsessed with beekeeping, and some other guy who makes a broken overpowered mod that lets you beat the game by yourself, when it was supposed to use teamwork..
2 years ago
Anonymous
I ended up beating the game on my own with equivalent exchange. Which is, you know, the opposite of what Notch wanted. Everybody coming together.
2 years ago
Anonymous
and people, for no reason at all, would just grief your server, leave it a total mess. They would just join a public server and fricking trash it.
2 years ago
Anonymous
Its like you would ask, "Why? Why are people like this? These are supposed to be good, smart people, why do they behave this way?
2 years ago
Anonymous
and i just couldn't tell you. its like they had all been set against each other just like pawns in chess.
2 years ago
Anonymous
they all wanted to be in charge, but nobody wanted to submit. Everybody wanted someone else to work for them, but nobody wanted to work for anybody else.
2 years ago
Anonymous
I just got sick of it. When you volunteered, they didn't know what to do with themselves. When I said, "I'll work for you," they always backed down.
2 years ago
Anonymous
Because nobody wanted to be the guy who does the 'hard' stuff. Nobody wanted to do the stuff that was 'boring'. Nobody wanted to be saddled with the task of actually doing 'work'.
2 years ago
Anonymous
everybody was playing at working and working at playing. every time we just got together to have fun it was a chore, and every time it came down to actually doing something i was the only one who ever volunteered.
2 years ago
Anonymous
and video games stopped being 'fun' and started being a 'job'.
>Its like the game stopped being about having fun and was all about getting famous or becoming popular.
I blame Am*ricans for the relentless need to monetise what used to just be done for fun
it's fricked up Warhammer too, above and beyond what GW did to it
Maybe the homosexual will at least finally go back to working on it now. >look at my cool myth generator haha magic soon 🙂 t. frog
Year 7 now and we're still not even at what he called "The Big Wait". Economy? Lol. Embarkation scenarios? Lmao. Here's some libraries and dances that do nothing instead.
Whatever it is, it will be >half finished, barely any content >0 interaction with other systems >full of bugs >0 balance
I lost all hope on DF, the steam release will probably be end of it
Adventure mode, a much more feature complete fortress mode, etc. If you don't like the graphics then tileset mods already got you covered. The bigg4est doorstopper for DF has always been the UI and lack of proper documentation of all the keyboard shortcuts you could've been using all along. I also think it has details the steam version doesn't have right now.
The later versions are just more stale since you don't get fun things like all your dwarves being traumatized by rain, the much more harsh and hardlined version of the stress mechanic and so on.
> its just editing raws
You mean there are config files with these settings from version 34 deactivated ?
2 years ago
Anonymous
>edit text file so that dwarf stress is back to the originally introduced parameters >treat this balance tweak as a "hidden feature"
You are kind of a moron.
tantrum spirals that could be caused by a single dwarf in a bad mood were an actual threat back then, and could easily kill your fort. made the game a lot more difficult. Meanwhile on the new version for example I've had 4 dwarves have the super unhappy face for years now and they've done jack shit. You need an actual disaster now where half the fort dies to even get a taste of misbehaving dwarves causing chaos and it's still nowhere near as bad as it used to be.
Anyone else like building aboveground forts? One time in old DF I built a clear glass castle that was suspended above a pool of magma, shit was so cash
I used to like building a small outside village where people could enjoy normal life and then the fort was more of a helms deep thing. But fricking goblins and shit kept stealing my food and we had to pack it into the mountain
I remember building an above ground city with as much fully separated housing as I could
The problem was that it was back when Toady reimplemented stress but before he balanced the stressful memories, so almost every dwarf was really angry because of the rain
They aren't updated for the new release yet. You're gonna have to wait. Considering how long it usually takes, you'll probably have to wait a month or so for dfhack.
I quite enjoy the game after looking at it from afar for, god, 15 years? I think I first heard of Dwarf Fortress in 2008 and bounced off of it immediately. It's obviously a very loving and intricate device crafted over a long period of time.
So I'm super glad I can play it with a mouse and keyboard like a human, instead of as if I were an autistic jellyfish.
That said it's so hard not to find myself wishing for things that seem small but I realize must be conceptually huge hurdles to clear.
My number 1 complaint is that a simple locked door is enough to stymie most invaders. Apparently draw bridges are a dark magic that makes you unassailable. I haven't encountered any building destroyers, though I've heard tell of their existence. It just feels like such a cop out for a game that's otherwise so deep that slapping a padlock on the front door is all it takes to stump bloodthirsty goblins, or remembering to chain up the back door down in the mines is the only step needed to stave off a horde of ravenous Olms and their horrifying warbirds.
Otherwise I find myself day dreaming of additions that I'm sure are in the game's cards but aren't here yet. Some sort of chemistry system, maybe the dark secrets of blasting powder. Additional furnishings, perhaps.
Overall, quite a fun game and surprisingly smooth given it's size and ambition but that's what nearly 20 years of development gets you I guess.
A friend of mine told me that dwarves once had a need/want for coins, but that was packed up and put on the shelf because of the massive performance drag caused by the dwarven economy. Still, if it could work somehow, I would be endlessly charmed. It would be nice if Traders carried some loose change instead of being purely barter driven.
did the rate at which wealth attracts migrants get changed in the steam version? It feels like my fort is growing at like 1/3 of the rate (or worse) it would in the original game
did the rate at which wealth attracts migrants get changed in the steam version? It feels like my fort is growing at like 1/3 of the rate (or worse) it would in the original game
I had the same problem (spent 2 years with 20 dwarfs), start producing mass platinum furniture and I started getting 20-30 dwarfs each migration again
I just lost a 89 dwarf fort to a necromancer led siege. First the necromancer just popped in, dropped her minions to kill few of my dwarfs and bailed. Then couple of years later she came back with a bigger army that finally killed me. Is it normal that the same necromancer keeps attacking you or did I just happen to make a nemesis to my fort somehow?
Did you park your fort close to a tower? Cause that's the most likely reason.
[...]
I had the same problem (spent 2 years with 20 dwarfs), start producing mass platinum furniture and I started getting 20-30 dwarfs each migration again
Too much wealth could attract unwanted attention if you push it hard too early though. You could compromise and make rock crafts/toys or start working in cutting gems. Either way you'll earn a respectable amount of valued items that you can sell to the trader while building up wealth.
>Did you park your fort close to a tower? Cause that's the most likely reason.
I honestly dont remember. The embarking region I picked was calm all over. It was really weird, the necromancer was a dwarf as well, allied with fell goblins.
>find perfect embark site >spent like 20 minutes carefully setting up my embark group >start game >tell woodcutter to cut down a tree >he gets crushed by the tree and instantly dies
This game is just cruel sometimes
>find beautiful site with a hidden waterfall >tell everyone to start hauling there >woodcutter reaches it first and gets instantly eaten by an alligator woman
can confirm.
currently doing my very first fort playthrough; I didn't even realise the falling logs were a danger and now I'm very paranoid to send my dwarves above ground.
Logs from one tree land on top of the branches of the other, and then fall on top of your woodcutter when he cuts that one.
The first workaround is to give your woodcutters a metal armor uniform (not a bad idea in general for woodcutters, hunters, fisherdwarfs, etc) which will stop a lot of these injuries.
The second workaround is to micromanage cutting such that you cut trees in a pattern, separated from each other, then check the upper z-levels for logs, build stairs/bridges to retrieve them, and then cut more trees.
tyvm goodsir. I will definitely see if the amour tactic solves it. how exactly do I get the dwarves to equip them though? the only method I know of is to have them in a squad and assign them a personally designed uniform.
>find beautiful site with a hidden waterfall >tell everyone to start hauling there >woodcutter reaches it first and gets instantly eaten by an alligator woman
why is it always the woodcutter
>start a production line to smelt tetrahedrite into silver into silver crafts with inlaid gems >getting 30 migrants a wave >open up the first cave level and begin exploiting the trees and water, and using it to find gems to find >over the course of four major attacks, the amphibians manage to kill like 40 of my dwarves >they always get BTFO when my army shows up, but it's always too late to save the civilians getting swarmed by dozens of the little cucks >now, my metalcrafter is dead, the population is down to 80, and I've had to seal off the caves for good >no migrants coming because no silver crafts getting spammed
>he didn't build cage traps around the entire cave >he didn't make a patrol order for the military >he doesn't autistically check the Other tab to see what new creatures populate the caves
tbh if it was a GCS that killed half your fort you would've deserved it.
>invite a bunch of new monster slayers >open up caves >let monster slayers fight nonstop forever war against cave creatures >collect giant olm tallow and use it as primary source of food for fort
And it's worked until now because none of the underground attackers are strong enough to wipe out a significant chunk of the population at once.
I wish DF and Rimworld could learn from each other when it comes to QoL features and UI.
Say for example "Smelt this item" would be amazing, the current system makes you set up a generic smelt order then try to narrow down to the exact item using meterial, quality and durability levels. On the other hand at least my infinite "cut rocks" order doesn't get cancelled if I happen to run out of rocks for a moment. And my animals are sheared when their wool grows back, not just when I remember to create a new order.
Would also be nice to get some in-game info about items. "This is orthoclase" could easily fit more info about what makes the stone different from two dozen others. Or a clickable link between descriptions of seeds, plants and their products so I don't have to use an online wiki.
Why are there so many people talking about Rimworld in this thread but absolutely nobody to talk about Songs of Syx? It is pretty much the only colony sim out there to offer the same level of complexity and emergent gameplay as Dwarf Fortress does, with the biggest differences being a focus on higher population levels, empire building, logistics autism and better military management. and the drawbacks being the lack of z-levels and less dynamic worldbuilding. I personally hate how fricking artificial Rimworld feels so I alternate between playing Syx and DF
Early Access. The content feels sparse and incomplete. DF gets away with being incomplete by already being complex and deep, even with meaningful temperature mechanics.
DF and Rimworld have strong modding scenes. The absolute best we can say for Syx is that it hasn't built that, yet.
But the biggest point is: DF and Rimworld are personal where Syx is impersonal. Every dwarf has the potential to be somebody, given the right circumstances. If you're not using a colonist in Rimworld, he's a drain on your economy. In, Syx, the scale is too big to give a frick, not to say it's impossible, but "this race likes this thing, that race likes that thing" is as deep a connection as it usually gets.
This impersonal feel extends to the city design, especially the defenses. Also other stuff, but I think you get the idea.
So it seems if two trees are side by side, cutting down one of them will cause a guaranteed collapse that will 90% of the time kill the woodcutter. How the frick do I get around this? I even tried building stairs to cut down the top of the tree first
Just ignore any offending trees (this is the pussy option).
Use it as an execution method for a dwarf you don't like. C'mon, you know you've got at least one asshat in there.
Turn magma into lava. Use magma-proof materials for all the screw pump components. Basalt, chert, gabbro, mica, iron, steel... you've got options.
Logs from one tree land on top of the branches of the other, and then fall on top of your woodcutter when he cuts that one.
The first workaround is to give your woodcutters a metal armor uniform (not a bad idea in general for woodcutters, hunters, fisherdwarfs, etc) which will stop a lot of these injuries.
The second workaround is to micromanage cutting such that you cut trees in a pattern, separated from each other, then check the upper z-levels for logs, build stairs/bridges to retrieve them, and then cut more trees.
Why are animals so insanely aggressive, especially birds? I keep getting ravens, owls and giant peach-faced lovebirds go kamikaze on my dwarves and fight them to the death for no apparent reason
>I settled in "untamed wilds" but I didn't expect every animal to be literally on hair trigger berserk rage
Well, uh, there are 3 stages of wild, and that's the wildest. So, good luck on your next fort!
It wasn't like that before and yeah, it's pretty surprising. Next time try to avoid, Joyous, Untamed and Terrifying Wilds. Shame really, those places had best flora and fauna and now only way to play there is either turtling or starting with the squad of Rambos.
Do you need to hit all three triggers (50 pop, 25,000 wealth, 2,500 exports) to get a werebeast or only one trigger? Been playing for 6 years haven't had a single dangerous attack from anything.
Population is not important for Werebeasts and Vampires, if you aren't getting Werebeast ambushes or migrants then that means you likely don't have any werebeasts. Certainly not near your fortress.
Not worth it considered the poor state of the interface.
They seem intentioned to fix it tho so dunno, but the price is way too high for an unfinished game. Just try it for free first.
There's a new endgame thingy and they fixed/changed some stuff, but overall nothing worth while. >hotkey tweaks
They actually made it worse and the UI is better in some parts and extremely worse in others.
>new IP troony instant triggered response
I read the devs are cucks who added troony dwarves and banned everyone on their forums who complained about it.
Please tell me this is a joke... I was about to buy this as a Christmas gift for myself, because as a chud loser I don't have any friends, other than Ganker who I pretend is my (one and only) friend
Yes it's a troony game.
Me and my two other friends bought it because we support trans rights.
We call it Troon Fortress now.
My younger brother asked me to buy it for him for his birthday in few weeks which I'll happily do since any excuse to donate another 30$ for Toady's sex surgery is a good one.
You'd have to check their clothing vs their sex to see it since that is all he did there, the gay sapients and animals were implemented before that and that causes major issues people mod out because of how high that ratio is set.
As much as I love DF the controls in the steam release are god awful >key presses register as double presses all the time >mouse clicks either don't register or register twice as a double click >no edge scrolling
I seriously hope this shit gets fixed
Why the frick can't I specify which plant I want to brew?
You fricked around in the options with key repeat speed, didn't you? Lack of edge scrolling is kinda bullshit but I play in a window so I don't use it anyway.
>You fricked around in the options with key repeat speed, didn't you?
No I didn't, I didn't know there was such a thing, is it in the menu or the text files? Maybe I can unfrick the game
Holy based, this makes it a lot less annoying to play. Is there a way to adjust how far WASD moves the screen so it is less than 10 squares? Like making it move 5 squares for example
Even fricking Rimworld has that shit licked, I really thought the new AI would offer a better alternative to Therapist. Now that I am also a consumer, I would like Toady and his team to step up their game.
Overall though, the tileset and the UI have been a huge improvement, but I really can't play DF without certain things, one of them being prospect, and another being therapist. The new embark screen is nice, but i need to know if I have a sedimentary (coal and iron) and flux layer.
What version of the game do you want to play? Only current up to date game for post apoc is The Long Night. Otherwise Corrosion is the only other one off the top of my head. You could just be thinking of the human fort mod and settled on Evil biomes you are going to get lots of zombies.
I keep fricking up my forts and getting no value increases and no merchants even though I'm near several civs. I wish this game gave you a lot more info on how migrants and traders work because I've lost so many forts just to being capped at 18 dwarfs for so long no matter what I did. I was shitting out gold bars nonstop in one fortress and making a bunch of gold statues but migrants never came. No one ever died, I have no idea why.
I checked and made sure I always had active civs but I would just go years without ever getting migrants or trade.
>and getting no value increases
What's your fort value at? Maybe an anon can tell you if it's okay. >I checked and made sure I always had active civs
Can you check if you have a civil war going on? That's the ONLY thing the wiki says will kill your migrations.
It would be nice if the game told you what's up with migration because what you're experiencing is really annoying.
my value was stuck around 111000 as an estimate. I don't think my appraiser was very good since the value never increased despite slapping gold statues and rock mugs down.
>keyboard designation replaced by mouse designation
ok
>hotkeys still use left and right side of the keyboard
why toady you fricking animal? I don't have 3 hands. for each door I place, I press 1 button with my left hand, 1 button with my right hand, and then I have to move my right hand to my mouse to place the door.
do you know how much faster it was with keyboard only? b -> d -> arrow keys -> enter.
thats so fricking fast when you're placing 30 doors chests beds and cabinets for migrant rooms. I even had room layouts optimized to be 10 tiles apart so that I could shift arrow key to automatically be over the next door frame. b d shift arrowkey enter b d shift arrowkey enter.
so fast. why shit it up? the game is actually slightly ruined because of this. give me back my vim placement
is it just me or are evil biomes either bugged or extremely aesthetically underwhelming? i am not talking about mechanics here but rather how they look
i have tried embarking in evil jungles, forests, shrublands, etc. with varying levels of savagery and they appear to all have the same lush grass found in normal biomes with the only noticeable difference being the spikey flowers (which are inoffensive enough to blend in reasonably well in a clam biome, tbh) and glumprongs, which look identical to all other trees at ground level. and staring eyeballs appear entirely MIA?
you are right on as far as I can tell
I think they culled some stuff from the game that they didn't have sprites for
also for some fricking reason most surface plants/vegetables are missing sprites which makes growing them a bit confusing
I wouldn't worry about it, there's plenty of magic in the game already with necromancers and werebeasts and you can mod all kinds of crazy things in with the vampirism/werebeast interaction templates. Toady's idea of myth and magic isn't going to add much to gameplay, it's for viewing in legends mode.
It is the next (current?) planned module of the game being developed. It concerns the procedural generation of various elements of magic and er, myth in your unique dwarf fortress world. An axiom of the idea is that spell casting and ritualism will not be fixed gameplay elements, but a moving target for you to discover in each new world - and hopefully give different worlds more character, thereby making them less interchangeable.
I think we're supposed to get Villains 2 before M&M though?
You can check out DF's future roadmap here, but it's not very well organized. Be sure to refer to the color coded text key at the beginning to understand what you're looking at.
I wouldn't worry about it, there's plenty of magic in the game already with necromancers and werebeasts and you can mod all kinds of crazy things in with the vampirism/werebeast interaction templates. Toady's idea of myth and magic isn't going to add much to gameplay, it's for viewing in legends mode.
>map painter >make your own pantheon >procedural magic
AAAAAHHHHH I DON'T WANT TO WAIT
It is the next (current?) planned module of the game being developed. It concerns the procedural generation of various elements of magic and er, myth in your unique dwarf fortress world. An axiom of the idea is that spell casting and ritualism will not be fixed gameplay elements, but a moving target for you to discover in each new world - and hopefully give different worlds more character, thereby making them less interchangeable.
I think we're supposed to get Villains 2 before M&M though?
You can check out DF's future roadmap here, but it's not very well organized. Be sure to refer to the color coded text key at the beginning to understand what you're looking at.
Enemy difficulty determines how wealthy/populous your fortress has to be to attract uninvited guests, and how strong and numerous they are when they do show up.
I am less certain about economic difficulty but I believe it governs:
- How steep wealth requirements are for rooms assigned to nobles, guilds, etc.
- How many guild members or religious adherents your fortress has before they begin to demand said special facilities.
- How much wealth you need to become recognized as a Barony, County, Duchy, etc.
- How long, frequent, and demanding noble
decrees are.
The free version is the same as the steam version except without the graphics and with the original music (so better). So what does the steam version have over classic?
Also is the Lazy Newb Pack basically dead from here on out?
Everything is fine. This is very normal and sustainable. Everything will be fine in 100 years except we will have new exciting methods of sex change surgery.
1 year ago
Anonymous
The methods we have now will be looked down on more than bloodletting.
I've played plenty of rimworld, but I just can't figure how to get started in Dwarf Fortress. Why can't I simply build a bed, if I have the ressources, the workspace and the space, by simply clicking 'place bed here'?
You don't have the work space, that's a carpenter's workshop. Build one, make a bed, then place it.
1 year ago
Anonymous
He's saying
"what can't I build a bed by ordering a bed to be built"
as opposed to having to fabricate a bed at a Carpenter's then place it
>Jim Sterling
I remembered he existed one day, looked up his patreon since I like to torture myself seeing people making money for nothing whilst the rest of us package their dildos in an Amazon warehouse, and... I thought it was a joke. An attention seeking stunt. A satire to piss off a third world asset swapping game dev no-one but him cares about.
I've played plenty of rimworld, but I just can't figure how to get started in Dwarf Fortress. Why can't I simply build a bed, if I have the ressources, the workspace and the space, by simply clicking 'place bed here'?
>start new fortress >overcome with worries about layout >start trying to minmax >something fricks up my layout or can't decide how to go about doing something >retire and restart
why am I like this, my only achievement so far was reaching barony status
how do I make my soldiers happy? Why do they never fulfill their satisfactions even when I put them in off duty mode? And what the FRICK do I do with children? I've tried abolishing child labor, mass producing toys, nothing fricking works
Never had a problem with kids.
As for Soldiers make sure you give them a cool schedule like train 2 months,1 month guard duty, 1 month off, repeat
Also make sure that in those monthly orders you set a minimum of around half your dwarves in your squad so they can still train etc when someone's sleeping, having drinks etc.
Soldiers will not spar and do demonstrations on staggered training iirc and that's their biggest source of enjoyment
I wanted to do some water works in my new fort since I haven't made any in a while. So I dig a reservoir above the fortress, I make a tunnel controlled by floodgate to drain it into the caverns because you always need a way to drain your cistern, right?
Above the cistern I make a well thats accessible from the top of the stairway to the surface, even while the bridge that forces invaders to go the long way through the cart accessible tunnel is closed, thinking I'll figure out a well down at the fortress level later.
I also make the channel to drain the reservoir fall through some grates in the hospital so the dwarves can get happy thoughts while their recovering. I feel pretty good at this point, so I channel the last blocks separating the water intake from the brook. I do that while the water isn't frozen because I'm impatient, and what do you know now there's a dead miner at the bottom of the cistern. And it's filling fast. And now it's overflowing through the well at the top, and the water is falling down the main stairway all the way into the fortress. So I open the drainage. You can guess what happened : the hospital is flooding because instead of having a single tile chanelled out down, there's the chanelled tile, and a stairway immediately next to it so the miners could access it safely. And anyway the cistern intake is four tiles wide and the drainage is only one, so, yeah, cistern keeps filling. I could have made a bridge to stop the water intake in retrospect.
Anyway, that fortress is fricked, I'm going to abandon it to ruin and make a new one. God this game is fun.
>And anyway the cistern intake is four tiles wide and the drainage is only one, so, yeah, cistern keeps filling
That's not how water works in DF but it's a good story, I look forward to subscribing to your blog.
What are the differences between floors, bridges and roads? I mean other than material cost to build, roads only going on solid ground. Is there a reason to use floors instead of a bridge for a roof or covering a large bit of dirt floor?
Bridges aren't structural, floors are. Roads and bridges are buildings, and floors are constructions. So:
If you're ever planning on having anything on top of it, like a workshop or whatever, a bridge won't allow it. "Building Present," I think. You'd want floors, at least for the bits that will support stuff. I never use roads, but I'm assuming you can't build on them, either.
A bridge will SAY you can build a wall next to it, with the wall only supported by the bridge, but it'll collapse the moment it's done.
If you're doing a bit of fortress editing, dwarves won't check to make sure there's nobody else on a bridge before deconstructing it. They will check floors so nobody gets dropped... but won't check if there's anything important being supported by that bit of floor, like another floor that has a dwarf on it.
Also aesthetics, I guess.
I want to play Dorf Fort but goddamnit the game is like, just shitting itself over and over. I retired a pretty successful fort to go to new horizons and got the following:
1) crash on embark
2) crash on embark
3) finally a successful embark! but there's a 110 layer deep hole in the map. The entire map got just fricking holepunched
4) crash on embark
5) crash on embark
6) crash on embark
7) finally! Success! ... Oh, Woodcutter and Miner won't take up their fricking tools no matter what I do
I want to play this game but frick sake, it clearly doesn't want me to play with it.
>goblin siege >remember I have been neglecting to provide for my military because I was busy building waterfalls >built a wooden shack on the surface to keep the dwarves that need to do stuff on the surface happy >assign all my citizens to a panic burrow and station all my brave warriors in the shack so that they cannot be shot out on the open fields >goblins split up into two teams, the first just stay outside and take potshots at my animals and the other breach the shack >foolish goblin charges in alone and gets gangbanged by all my dwarves, dies quickly >all is going good >suddenly one of my swordsdwarves charges outside the shack to attack two goblins still approaching the shack >armed with only a steel shortsword and a bronze shield >slams into the first goblin, and starts fricking hacking him limb by limb until finnaly lopping his head clean off >while he's doing this, there is a goblin archer standing behind him taking shots at him >somehow flawlessly blocks all of the arrows with his bronze shield >proceeds to butcher the second goblin in the same fashion >starts heading to the other team of goblins who are distracted by my farm animals >slams into one of the goblins, the goblin’s comrade doesn't seem to notice and continues firing at a chicken >begins disassembling the goblin until suddenly his sword gets stuck in the goblin >says “FRICK IT” and beings mauling the green bastard with his fists >punches him in his left hand so fricking hard that it promptly explodes into gore from the sheer force of the punch >proceeds to grab the goblin by his fourth pinky and starts pulling it off >pinky gets ripped clean off, stores it in his pocket (presumably as a trophy) >retrieves his sword and chops the goblin’s leg off in one swing killing it >last goblin finally turns around and decides his next course of action >wisely runs away to avoid horrific death and dismemberment >siege defeated
No it works perfectly. Even have an execution chamber and dumping pit. Forgot to make an obsidian farm but adding one wouldn't be too hard. Water system is kinda fricked though, not enough floodgates. Pressure is like a cannon when I open one.
I do want to create a system with more floodgated dead ends though so it's easy to expand in the future.
my intelligent undead veteran just killed a quarter of my population by sparking a mini loyalty cascade after throwing a tantrum. he also killed a good chunk of my fully equipped military with punches alone because he was legendary wrestler. I eventually got rid of him via the expel feature because he never registered as an enemy for my military to properly gang up and kill him.
worst part is I sealed parts of the fort to prevent it from spreading then forgot about the room where my monarch was so they died too kek.
I made my own. It's not that hard, the important part is [CUT_CREATURE:DWARF] before pasting the entire dwarf raw data from the creature_standard file. Then making whatever edits you want. If you don't, you have two different dwarf data sets fighting each other and things go wonky.
Why the frick can't you quickly and easily butcher fresh corpses??? If an animal turns into a zombie and your hunter kills it then it can be butchered ? Makes no sense.
Are the only races in DF goblins, dwarves, elves, and humans?
Not creatures but races that establish civilizations.
Can you play as elves and humans? (Saw some whispers about it but not sure if mod or in base game)
Are there mods that add new races that interact uniquely and distinctly than the preexisting ones?
There's kobolds as well, you'll see them rarely. Mods exist for the other races, most infamously Kobold Fortress. Not sure if it's updated. There's loads of new race mods on the workshop already. How deep they go I don't know.
I somehow made the keybind tooltip disappear (the letters for each button aren't showing up over icons)
Does anyone know how to fix this? Theyll still show up when I mouse-over but was hoping to have them up for learning them better.
Game was as moddable as it was before. Right now its just dudes doing recolors and playing around with the easy raw tokens. Making your own creature from scratch still requires an advanced understanding of physiology and anatomy.
>fighting off goblin siege >swordsdwarf charges into combat with a goblin >cuts off his lower right arm >cuts off his upper right arm >cuts off his lower left arm >cuts off his upper left arm >punches him in the face so hard it tears the muscles in his neck >cuts off his left leg >finally decides he's had enough fun and chops the goblin's head off >all this happened before the goblin could swing at him once
legendary combat skills are scary
How is the legends mode in the new DF?
I played this bug-infested mess only for later to jerk off on legends mode via Legends Viewer, and as far as I know it is now unavailable, so how's the vanilla one?
In pre-steam DF it didn't give you the big picture at all (or to get it was very difficult)
For older DF you are reading a massive wall of text without 3rd party tools. I strongly recommend getting those third party tools. I think the legacy version has a bundle you can use.
>For older DF you are reading a massive wall of text without 3rd party tools
I am aware about the old DF, as I said I used Legends Viewer, how about the Steam one?
I've read that you can't use 3rd party apps (like legends viewer) with this one yet
You cannot really get past the fact you'll be skimming a flat log of stuff happening. What is different is that now things are color coded, everything is in tabs, names are hyperlinked, etc. So you can start reading some random bloke then click a name of his kill, then skim that and click a new name of that guy's kill and so on. Then you will walk away from the experience seeing how everything ties to the death of bumDorf McBeardstein back in The Hopeful Deeps in 122.
Is Dwarf Fortress more micro intensive on the dwarfs than Rimworld is on the pawns?
Thinking about getting DF on steam but the 15 min or so I played pirated gave me that inital impression. I didn't continue and didn't really play, so this is just fmi.
No it's actually less micro intensive.
You don't have any way to directly control your dwarfs other than ordering your troops to stay in some place, defend or attack that particular enemy, and also burrows which are like allowed areas in Rimworld.
All planning comes down to a good base layout, optimal labour distribution and so on.
It feels far more like an actual manager than Rimworld which in turn is more like a story device.
Conservatives are scum though, regardless of country. >oh yes we like uhhh whatever the liberals supported a couple years ago
In another few years, they will be supporting child transition surgeries and then saying they’re against whatever the next worst thing ever is (honestly, I can’t think of anything worse than child trannies, but I’m sure our beloved 0.2% of the world population will come up with something even worse)
1 year ago
Anonymous
you’re autistic if you think I care about unsolicited opinions from someone who was socialised by political compass memes and PolandBall comics. save it for your parents dinner table
1 year ago
Anonymous
I'm aware what I'm talking about is offtopic but you could just say that instead of rambling about polandballs and political compasses because these things apparently live in your head rent free. Just have some backbone and say what you actually believe instead of hiding behind a mask, y'know?
1 year ago
Anonymous
>rambles about shit nobody asked about >no you’re rambling!
i know this is hard to take in but nobody cares about the political opinions of a guy who spends all his time indoors and has no family and no job
1 year ago
Anonymous
I do have a family and a job, though
I'm typing this while on break right now
1 year ago
Anonymous
As an aside, you do sure seem to care about whatever le ESLs say quite a lot considering you barge into every single thread on this board to impotently whine about them and try to bait reports out of them so you can have victim points.
Cannot wait for the legacy port of how skin, hair, and eye colors is done. Its one of the very few ways you can actually keep track of where people come from. Steam making it random just bums me out.
Wait, they just randomised dwarf skin colours?
Were they THAT scared of someone winding up with an all-pale civilization of dwarves when most of the worlds I generated wound up with everyone being some shade of brown?
Probably just Toady going "oh yeah I can do that" when a colleague asked him to do it that way when he was explaining stuff. Nobody had problems with brown skin colored dwarves before because they were tied a specific dwarf civ.
1 year ago
Anonymous
the brown dwarves are forced biased libleft agenda bullshit. nice try glowie but us anons are onto you and your troony antics. i kek in your face, my good sir 😉
1 year ago
Anonymous
or, or... the brownest dwarves are given as the option to create the bottom feeders of your dwarf fort, who work the plantation and return to their 1x1 cell.
it's how you play the game anon is what counts. simulators like this are perfect for that.
1 year ago
Anonymous
>replying to le ebin rusemaster seriously
I get that you've been lucky enough to not recognize this guy, but you're replying to a troll who alternates between rambling about ESLs and mocking people for being right-wing and making awful posts like that, presumably to incite political shitflinging and derail the thread
Having an annoying problem with an item that is "inaccessible" so dwarves are constantly trying to get it and then giving up and it's causing a notification to appear. The thing is I don't see any item and when I clicked on the notification it took me to a zone far underground. I dug down there but there still wasn't anything and now it just centers me on the stairs I dug. What can I do to stop dwarves from trying to get the ghost item?
This can happen when fruit falls out of trees too. Cancel all tasks, make new tasks as priority. lock out all other tasks for a while. Also force labors in the labor menu.
I have this miner who's been unconscious in the hospital zone for like a year
what do i do with them
idk how they're not dead. I have a doctor assigned
they're not even sleeping on the beds
DF simulates concussions and permanent crippling injuries that do not kill to the brain or spine. Write him off and figure out a way to dispose of him.
Anon here, I don't remember where I saw it but it said her hand was "mangled beyond recognition" or something like that so I think it's permanent. I just don't know what to do with them since they kinda just sleep there. Since it's just her hand I can still use her for some things but she just kind of sits there
No. Permanent injuries like newrve damage will simply have the same "injured" or something alert but it will last an abnormal amount of time. Another thing that could be happening is listing injury or sleep but something in the hospital is preventing the dwarf from leaving that state. If it cannot be fixed put the dwarf in a locked room with nothing in it and they will starve to death and die.
well ive never played the game and i'm sick of buying new ones only to find out a few weeks later that I'm not interested in it. i'll see what I can find online... >support the devs if you enjoy the game
the brown dwarves are forced biased libleft agenda bullshit. nice try glowie but us anons are onto you and your troony antics. i kek in your face, my good sir 😉
please have a nice day you fricking homosexual
why are you trying so hard to change the views of an entire board via shaming tactics
and there you go again, trying to shame people for unspecified purposes
then again why should anyone take you seriously since you admitted earlier you were just ebin trolling as we do on le Ganker
Just frick off to Ganker where nobody actually talks about games. You'll feel right at home.
sorry that I interrupted the moronic man-toddlers b***hing about the liberal conspiracy to castrate you and rape your non existent offspring in your videogames thread then lol
You can always spot the mentally ill by the sick thoughts they type out. I hope you can find peace through hard work and find a way to quit being a self-loathing cuck.
>rants about trannies, gays, rape and castration to strangers having a normal conversation about a video game >claims he’s superior to these strangers on a niche board for no apparent reason but claims it’s for a joke
Get some exercise and go outside. It just made me feel better burying a stray kitten I found in the bushes this morning. There’s more to life than saying moronic buzzwords due to your pent up frustration
Does anyone have the screenshot of the guy who constructed a billboard at the edge of his fort that said FRICK ELVES
?
he built it up through the z-levels so that you could see the sign only using Stonesense
appreciate you anon. this isn't it of course, but the spirit is there.
it's a Stonesense screenshot, pre-steam DF. wish I had saved the picture and haven't been able to find it again for years
how tall should I build walls around the entrance to my dwarf fort? Also how can I build tall walls? I notice my dwarves will build a bottom layer and then won't have a place to climb up, so do I just need to build stairs next to the wall and then take them down?
is there a point to building thick walls? do any enemies break through them?
is there a way to prevent enemies from climbing walls? I wanted to use the arrow slits to make them defensible from the inside but might just do trap stuff
>is there a point to building thick walls?
Walls are not just for protection they are used for your buildings and even counts as a foundation for stuff built on top of them. So for the sake of not accidentally causing stuff to collapse it is wise to make them 2 tiles thick. Its also about aesthetics too I guess. > do any enemies break through them?
No. >is there a way to prevent enemies from climbing walls?
No. Your dwarves will climb them too btw. >I wanted to use the arrow slits to make them defensible from the inside but might just do trap stuff
If you want to use fortifications then make a tower. Fortifications are great, just build the wall and carve fortifications from where you want dwarves to shoot from and you now have a wall that you can shoot through. Only problem with fortifications is that it doesn't block LoS and stuff can shoot through those fortifications.
>doesn't block LoS and stuff can shoot through those fortifications.
Is this part of an unfinished feature, or were fortifications meant to work this way ?
Okay now you are just being silly. The game is tile based there is no fancy magic in turning a wall into one of these (pic related) and behaving like glass. There is no unfinished features or bugs here.
1 year ago
Anonymous
*
No wait I don;t want to cause any misunderstandings here, when I say glass I don't literally mean the in-game glass structures. It is purely a comparison to real life glass windows.
Do farms benefit from crop rotations?
I assume they would because you can divide by season but just wanted to check.
Are there any interactions in this game with proximity of things? Like temples, since people play instruments do they need to be separate or does that not matter - or if beds are close to noisy areas will dwarves get upset?
I am also learning aesthetics can please dwarves. lots of detail I need to figure out. someone was happy eating at a "nicely arranged table"
Do farms benefit from crop rotations?
I assume they would because you can divide by season but just wanted to check.
Are there any interactions in this game with proximity of things? Like temples, since people play instruments do they need to be separate or does that not matter - or if beds are close to noisy areas will dwarves get upset?
There's no crop rotation. There's things the brothers know about and things they don't. Which is why underground crops have seasons and above ground ones don't.
Noise exists, it's very limited in scope, mostly mining and smoothing and yes it does annoy them as they try to sleep.
Another question: why do my dwarves sometimes fail or refuse to gather plants I have marked?
I'll lock them into the gathering job and then mark a bunch of plants and I check back 30 mins later and they haven't gathered them. Sometimes they have "no job" with plants waiting to be harvested
To get around this forbid all garbage piles after you make a new one in your fort, change their jobs to pickup refuse assigned to be dumped which is the marked plants.
Can you increase ram allocation in the steam version? I'm having a hard time believing this game can CTD with 32 gigs of ram even though it's CPU intensive. I haven't seen a memory leak like this in years.
Its not a memory leak, the game keeps track of everything individually at all times. As you play the game and the number of tracked things increases the game will slow down. This is nicknamed FPS death, for the non-steam version there are 3rd party tools which the steam version doesn't have yet which lets you erase and delete stuff instead of the ingame method involving a drawbridge. Yes there was a mod which simplified everything and history being properly tracked made everything worse.
Can you increase ram allocation in the steam version? I'm having a hard time believing this game can CTD with 32 gigs of ram even though it's CPU intensive. I haven't seen a memory leak like this in years.
Is there anything I can do in world creation or when embarking to ensure a high lava and/or cavern layer? Lava especially. I hate having to manage fuel.
Trying my darndest to get soap without using tallow (not sure how many animals it good for a productive farm so I'm trying to keep them around to breed more) but everytiem i check the screw press or the mill I don't see options for seeds to crush into oil. Which plants can I use to mail oil to make soap? And how do I get those plants to be used specifically for that instead of food, or paste, or rope, or whatever?
Any seeds from these should make oil; Quarry bush, Cotton, Flax, Hemp, Kenaf, and olives. The presser does stuff through labors and you need jugs, barrels and other shit counts as furniture and won't work.
You can always kill the males, anon. And remember to fertilize your fields, or at least the oil producing ones. Otherwise you'll be out of seeds altogether.
Is there a way I can see outstanding petitions or agreements to do XYZ?
Is there a point to metal or higher quality mechanisms? instead of using iron, copper, billion, or platinum should I just use rock ones? (had some billion mechanisms and realized maybe I don't need them except to sell)
anyone know what this dwarf wants to make or what they want?
Not sure what stacks of cloth or leather are besides just cloth and leather
not sure what a "quarry" is given you can't craft one
i don't think i have any shining metal or know where to get it
dorf butt
I haven't played Dorf Fort in fricking forever.
Does this new release have something like Dwarf Therapist built in? Because I'm a brainlet and I literally can't play the game without it.
Yeah it does, overall it's much easier to get into since they simplified the controls and ui
>be me newbie
the last time I touched dwarf fortress I played with some tileset and I still quit out of frustration. this new official release is much easier to get into
it doesn't, the other anon is lying.
The graphics are nice and the UI made some stuff simpler but made the rest of the game terribly obnoxious to play. they removed the fricking combat log and frame by frame advancement for example.
Go to the labor tab and you can assign jobs there, you can have them only do specific jobs too, and you can create your own tasks. And you can manually assign a dwarf to a specific workshop if you want to micro it more. It's not exactly dwarf therapist but it's a thousand times better than vanilla df. Making squads is also much easier. And yeah I agree it's still janky, though are you sure the combat log is gone? If you get into a fight you, can still easily see the specifics of the fight.
>It's not exactly dwarf therapist but it's a thousand times better than vanilla df
Therapist is better.
> though are you sure the combat log is gone? If you get into a fight you, can still easily see the specifics of the fight.
Yeah but once you dismiss it it's gone forever, unlike actual DF that stores all the combat and announcement logs.
I agree it's better, but he was asking if there was something like it in the steam version. I feel like a lot of the original features are going to make it back into the game anyway with updates and obviously mods.
It's not as useful as Dwarf Therapist, but it still gets the job done.
So far I've generated four worlds.
First fort vampires took over, so turned them off.
Second fort necromancers took over, so turned them off.
Third fort werewolves took over, so turned them off too.
Fourth time is a charm I hope.
just turn off the game at that point
My problem is I love taverns and libraries, which seem to be magnets for vampires, necromancers, and werewolves. All of them spread quickly to infect/kill/convert the whole fort. Turning them off in worldgen has solved the problem. Now I just have thieves and conspiracies to corrupt my baron, which are manageable.
Set your places so random people can't walk in there anon.
luv th'gaem
ate gaemplay
simple as
>i faced adversity 🙁
>so i turned it off 🙂
sasuga spacing kun
Well, don't fight bronze collossi. It just killed 50 of my dwarves and didn't even take a scratch. Now I'm just going to hole up in my fortress and wait for it to get bored and leave. Luckily my fort is entirely self sustaining.
What kind of weapons were you using? If you were using non-steel swords or something, you were fricked to begin with.
I think with armored/metal targets, a hammer is more effective than a sword or other cutting weapon. Try making some hammers
They are roughly the same, axes and swords have a chance to chop off limbs though. The real consideration of which weapons you should choose is based on what metals you have available to make alloys. If you have shitloads of silver you might as well go full mace.
did they fix fps death
no
>$30
maybe it will go on sale during yule
the discounts are going to be 10-15% max, they claim they're going to support the game for the next 30 years to come. considering that rimworld dlcs are 20 usd a piece, it's not that steep. the itch.io version gives you a portable version + steam key.
if money is an issue, stick to the classic, or pirate it. but honest to god, i haven't been so happy with a purchase in years, it's factorio, it's rimworld, it's stardew valley, it's a city builder, all in a single neat package. cleaned up my backlog, went with a hatched through my wishlists. if i'd have to stick to a single game for life, that would be it.
>20 usd a piece
A full rimworld costs 100$. What a time to be alive.
inb4
>muh playing time
>muh mods
dlc is a scam
>yule
>he's not a based pagan
>seething abrahamic
>got so mad he had to samegay
ESLs are so funny.
I pirated it, honestly if he's gonna just add everything in it to the free version anyway, why bother?
He is? Last I checked the villains update would be the last time the legacy version receives anything and then the Big Wait. What changed?
>Last I checked the villains update would be the last time the legacy version receives anything and then the Big Wait.
Where did you come up with that?
Toady's own posts about the future.
Care to reference one?
He has a fricking blog dude. He even links to his future of the fortress replies in his forum in that blog. Why do I have to spoonfeed you when you should be able to do a simple ctrl+f on his blog.
http://www.bay12games.com/dwarves/
Playing LNP rather than shelling out for the steam version. Sort of want to if job assignments are easier than staring at therapist's spreadsheet.
Hoping to make an above ground yak farm and a small walled settlement with enough surface jobs that my dorfs don't get sunlight sickness.
How exactly do I set up a drink or meal order in the manager that will cancel as soon as it reaches X amount? A screenshot would help as I said "Less than X prepared meals" but my status screen implies I have about 3 times as many as X and the kitchen is still being used. Is it bugged? Is it better to set an order to X and to restart the order each season?
Also how do I specify what to make bulk order blocks out of? I can't see if the manager has an option for that, just for order conditions.
Do you guys have a checklist of what a new fortress has to do or what does it need?
In my last few attempts
>forgot to set up a refuse stockpile and didn't notice miasma seeping into lower levels (coincidentally living quarters)
>animals lived among dwarves and eventually got enraged
>elves murdered me for some reason
>ran out of food and could not get anymore because all my farmed plants became withered because dwarves would not collect them
How do I improve?
just keep playing and you will start losing less to boring stuff like starvation and more to funny stuff.
>5x5 plump helmet farm
>1 dorf with just farm labour enabled
>navigate to kitchen menu and forbid cooking helmets, only brew so you get seeds back
Elves might have simply been hostile to your civ. Remember once you set up the basics you need to make weapons, so magnetite is your first port of call and charcoal if coke isn't an option, don't worry about steel if you're shit (simply having weapons matters more than what metal they're made of). Armour isn't essential to be autistic about.
Try to figure out how to make an infirmary so when the inevitable happens.
The only other thing I can think of that ruined your farm was potentially having no barrels for your stockpiles so there was nowhere to put the plump helmets, but the game should tell you when that happens.
They dont eat anything ?
>tfw you can't forbid cooking helmets in the steam version
>tfw my 100 person fort has no drinks whatsoever
>>tfw you can't forbid cooking helmets in the steam version
but you can
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
I fricking love seeing the local food that grows in whatever biome I set up in, makes my mind's eye go crazy with what the cuisine must be like
For me, it's giant olm stew from now until the end of time.
I got too excited designating rooms and hallways, ran out of booze and every died of sober
What a horrible way to die
literally a dictator. Builds a bunch of statues while people starve
you just need to always build a 3x3 farm plot and make dwarf wine from the plomp holmets
after that i just do whatever i feel like it, usually though my first priority is finding a metal and setting up a small unit of soldiers incase i get attacked
Not the anon you replied to but how do you secure food if you only farm helmets for wine?
a 3x3 field is enough to feed your whole fort for a long time as well as produce wine in my experience
i havent played the steam release, i doubt they changed that
farming is way too easy in DF
Sell the excess?
Lemme paraphrase that, how to get rich fast in DF? I just wanna submerge myself into layout autism.
why get rich? being rich just attracts attacks, dwarfs have no need for such stupidity
you trade for what you need, but if you so badly want to make stuff you can sell then make up a stone workshop and make figurines and whatnot, they only cost a bit of stone and sell for a ton
Thanks.
I like the way that wiki article is written.
np, do be careful of the amount of money you are hoarding
Actually I want to do it as a challenge to see how rich I can get.
and finally, remember
losing is FUN
you can also look at this article
https://dwarffortresswiki.org/index.php/DF2014:Industry
Wealth in Dwarf Fortress isn't as simple as just having a shit ton of money. When trading caravans arrive, the amount of goods you give them in terms of total wealth value is used to evaluate your fort. The more wealth you trade, the more migrants you attract but also the more the world notices you in general. Attracting enemies, monsters, etcetera.
You could, theoretically, get shit tons of wealth and not trade it and stay relatively well hidden at the expense of not growing into a big fort with nobles and shit.
In fact, you don't really need wealth at all. If you just want to build a comfy fort, as long as you have food, water (preferable a well to an underground water source since surface water can freeze) and alcohol, you'll be fine. You don't HAVE to build stuff to get wealth and trade, you can just build what you need to make your dwarves happy and fill your fort with cool stuff.
Remember that unless you start in a place missing a vital resource (like starting in a zone without iron), pretty much everything you need can be gathered and made by your dwarves. You only trade for what you can't get yourself.
That said, to answer your question: crafts and israeliteels. Use the work orders menu (get a manager) and from there just set your dwarves to constantly make crafts, cut israeliteels, then encrust crafts with israeliteels. I automate pretty much everything in my fortress with this menu including crafts, and by the time the trade caravans come round I'm usually sitting on like 15,000 total wealth value which I pretty much just give away for better reputation with my home civilization and also so it stops clogging up my fricking stockpiles.
Also, if you just want to do layout autism, work orders are my biggest hint to you. You can set them in individual workshops but dont do that, because the orders will only apply to that. Use the work orders menu, and you can set each order to use any available shop, and even how many.
The work orders menu is honestly great. You can click the green < > icon on the right hand side to set conditions and so I pretty much just do pic related for nearly everything.
>If we don't have enough X, keep making 1 of them until we do. Oh and just do it wherever, it doesn't matter as long as it gets done.
The amount of tedious micro this saves is unreal.
yeah, this menu is great. I discovered it pretty late, next time I'm gonna automate everything from the start. For the most part I tend to make 'if we have less than 10, make 15', 'if we have less than 100, make 150' though, so I always have reserve.
I thought about that but the problem is it seems to give you more than you need. For instance
>Want to automate beds
>Set work orders to if we have less than 10 beds, then make 10 beds
>Get to 9 beds
>work order activates, dwarves go and make 10 beds
>now have 19 beds, which is 9 more than what I wanted
This is fine if you want to always have extra, but the way I set it up with only making 1 at a time is it will match the amount I want it to check against instead of exceeding it. This is mostly to stop my stockpiles being filled with things that might not get used for ages, or taking up too much of my dwarves' time making too much of something.
well, that's the point of mass production. Imagine if you need to build 20 bedrooms for your dwarfs, you gonna wait a lot of time for order to check, dwarf to get materials, go into workshop etc. And that's only beds, I'm also putting cabinets and chests inside, doors too. And sometimes your dwarf may be socializing so he's unavailiable for so time.
1/1 is good for a lot of things though, like milking or making cheese
For that, I just do temporary one-time work orders
wait i think
has a point. don't work orders get checked only once a day? it would be really slow at the beginning to fill anything up to your quota then.
So with my farm I am supposed to make wine as well as food. Ok thanks. My stupid ass used to make 3 maximum size farm plots kek.
these to me sound like very understandable beginner mistakes that you won't make again, the thing is just to keep playing and keep a mental log of all the frickups you had before so you don't make them again.
in terms of a 'generic' checklist at game start, check this out: https://dwarffortresswiki.org/index.php/40d:What_should_I_build_first
personally my checklist goes like this
>1: set up a food source (Fishing from what I know is the most productive one although you won't get any booze from it)
>2: cut down any trees
>3: set up storage rooms
>4: set up my mason and carpenters workshops
>4.5: make like 30 bins and 30 barrels
>5: make bedrooms and a place for the dwarves too drink and eat
1: Dig hole
2: set up one general purpose stockpile inside the hole so your shit isn't outside getting stolen
3: Carpentry and masonry workshops
4: Beds and doors
5: Equipping bedrooms
6: Refuse stockpile outside
>forgotten beast spawns in caverns underground
>beast is made of flames, a demon-like creature of pure terror
>has to cross underground lake to even approach my fortress (which has no direct route into the caverns anyway)
>the flames constantly emanating from its body react with the water creating shit tons of steam and smoke
>the forgotten beast can't breathe in smoke
>it suffocates to death
lel
I have the game and frankly it is getting a bit boring. I set up a fortress with 200+ dwarves, stable stockpiles of food and drink.
I dug too deep into some mushroom kingdom and now mushrooms are growing everywhere and covering the soil. Besides that, no problems.
When does this game get good / complex? It just feels like any city building strategy game?
The simulation of the entire world continues even while you're playing. You might be lucky so far, but eventually, things WILL happen. The world WILL react to you. Just keep going.
You'll find yourself at war, or a forgotten beast will attack you, or you'll find your dwarves turning up dead one by one and have to set up an investigation to find the identity of a mysterious serial killer and stop them, or a visitor leaves an evil artefact in one of your areas and suddenly a zombie apocalypse starts.
All sorts of shit can happen. And when things like megabeasts attack your settlement, the game isn't just randomly spawning them to frick you over, those beasts are named and live in an area of the world and are drawn towards your fortress to attack you for a specific reason.
The complexity and simulation is there, if you keep playing you'll find it.
>the game isn't just randomly spawning them to frick you over, those beasts are named and live in an area of the world and are drawn towards your fortress to attack you for a specific reason.
no it actually does spawn them to frick you over.
Only forgotten beasts and titans are procedurally generated. Mega beasts and Semi-megabeasts are just thrown at you by the game. You can check that for yourself if you load a save from before the attack, the game will spawn a mega beast at the same point albeit likely a different one since it's random.
immersion broken
Most things in DF are like that. All the excessive simulation that players jerk off over can be replaced by a random number generator and no one would be none the wiser.
I wish the world simulation made sense on gameplay.
Like, ok, you spawned a dragon who killed an elf king and murdered billions, now he entered my map. How the frick did he lose to 3 of my dwarfs? He should be the strongest enemy ever.
it's easy. 1 dwarf is worth a billion elves.
You know that smaug was shot down by a single arrow right? And shot by a human no less
> All the excessive simulation that players jerk off over can be replaced by a random number generator and no one would be none the wiser.
>roll dice
>game generates a goblin with a copper short sword
>send out dwarf clad head to toe in adamantine
>roll dice
>goblin kills the dwarf
>why?
>hit the dwarf on the back of the neck, he wasn't wearing a scarf
>oh lord, ROFL! dem fricking dorfs man! dem fricking dorfs
>Under attack by an army (elves)
>Under attack by an army (zombies)
>Under attack by a monster (forgotten)
>Under attack by a monster (vampire)
Riveting!
You homosexuals have always stayed consistent in other colony management game threads that DF was always the deepest with its simulation, with its potential for cool, randomized but internally consistent setpieces, and now that I'm actually trying it out you're telling me it's not much different from Rimworld? Frick off.
popular thing bad
It's your fault for (I assume from the context of your post) not entering a Dwarf Fortress thread until now.
No, it isn't, it's the fault of anons wanting to degrade other threads with "But MY thing is better!"
Well I'm here frickers, where's all the shit you hyped up?
I mean, I like the game a lot and I've been playing it for years. But a lot of people hype up the game, it's capabilities and it's difficulty too much in my opinion.
Yes, it's the colony game with the deepest simulation, potential for cool, and consistent set pieces like werebeasts, megabeasts and sieges.
>you're telling me it's not much different from Rimworld?
Dwarf Fortress is shit because there are a lot of problems that prevent it from being really good. Despite that it's the golden standard when it comes to colony games that all should aspire to surpass the magic of it even in part.
Rimworld is shit because it's shit. It merely emulates DF. Find me someone who's happy with all statues depicting the same word string about a pod crashing down or whatever it was.
You aren't DF just because Randy Random spawned in 15 pails of squirrel milk for the umpteenth time today.
You aren't DF when you ZZZAP because the dev hates players stockpiling power to solve problems he created but doesn't just stop you from stockpiling power.
You aren't DF just because the dev made raids scale based on how many turrets you built because he's so frickin' mad that you aren't using his cool western shootout mechanics.
You aren't DF just because the game decided to spawn a crashed robot ship that contains the only two robot enemies in the entire game.
Rimjob players eat shit and paid Tynan to do it.
Plump helmets can be eaten raw. The important part about this is it returns the seeds, so you both don't run out and get more faster. You can change this later, it just helps you start out.
You can also give a dwarf a fishing job or a plant gathering job, and by default I believe you start with dwarfs assigned these roles.
>Rimworld is shit because it's shit. It merely emulates DF. Find me someone who's happy with all statues depicting the same word string about a pod crashing down or whatever it was.
this so fricking much. The string I keep getting is vomiting peawieners
I'm not taking sides or participating in DF vs Rimworld debate, I came here to assure that this man has played the game and knows what is up. 😀
>on how many turrets you built because he's so frickin' mad that you aren't using his cool western shootout mechanics
kek, the turrets were nerfed so much since the time Rimworld was in alpha it's actually pointless to use them now other than a distraction for the attacking forces.
Also there are more types of robots now, but in my opinion it only made them more shit because there's a higher chance to spawn shitty 1-hit shotgun droids rather than 1-shot lancers.
Do you have a P.O. box? I'll send you a copy of Tynan's book for Christmas.
Get me FIVE copies. That'll show Tynan.
Short answer, no?
Long answer, find an easy to read changelog of features and bugfixes since 0.40 or 2015. Why 2015? His patreon started then. It's steadily grown since then, breaking 5K a month (60K annual) in late 2017, jumping past 7K (84K annual) in mid 2019, and leapt to 11K with the release hype this year but has declined to 10K (120K annual) since. Don't necessarily compare this income to the work he does (throwing money at someone, especially with no contract, does not make them work harder) but do look at how much energy he's spending and where, such as is it entirely on new features and fixing bugs to do with them.
The steam release is no financial incentive to make it better - the core audience bought it already, there is no sequel planned, and therefore no further money to make on improving it.
>the core audience bought it already,
Why would he stop at the core audience ? This game has the potential to be more than a niche thing, and I think he noticed that with how well it was received on steam.
>Why would he stop at the core audience
>why would this man who has made no effort to cater to anyone outside his core audience over the last decade make an effort now
>Dwarf Fortress is shit because there are a lot of problems that prevent it from being really good.
Do you think Toady will try fixing them in the near future, now that hes getting serious money from it ?
>potential for cool
>Dwarf Fortress is shit because there are a lot of problems that prevent it from being really good
The absolute state of dwarf sisters.
It's true. All of it is true.
Turrets are fricking shit that die to a sneeze. Only good for killing the occasional mad animal or distracting someone for 5 seconds. If you have a fast pawn you can kite animal raids between your turrets, but that's kinda moronic lol
Also rimworld is way too fricking expensive. 20 europoors including all the DLC at the most for it, but people are more than happy to shit out 100+ for this garbage.
This. DF is autistic garbage that generates great stories (and prehistories) once in a while.
Rimworld is just boring shit.
>Despite that it's the golden standard when it comes to colony games that all should aspire to surpass the magic of it even in part.
Are you fricking moronic?
DF is barely a colony game, hell, it's barely a fricking game.
It's a world simulator first and foremost.
Oxygen Not Included is not trying to be a world simulator.
Banished is not trying to be a world simulator.
RimWorld is not trying to be a world simulator.
Saying colony sims should all be world simulators is just moronic.
You don't want magic in your colony games, the kind of magic that helps you to get lost inside its little world, to forget it has limitations or even an edge to the map?
wh-what about "Songs of Syx"?
The world doesn't actually run on the same logic the site you play the game in does. That is why sometimes people who enter your game area drops dead.
Rimworld was made by a guy who was open about ripping Dwarf Fortress off.
I know, and I never really got into it, but decided to give DF now and I'm hearing that raids are just as arbitrary.
The primary difference that people reference even when they don't know it is DF's token system. Tokens is text defining the properties of an object and DF uses tokens to define everything. Virtually everything is tokens interacting with other tokens, even tokens not in raws that you cannot edit. This results in a very robust system that will calculate and process the hundreds of tokens for the goblin raid being spawned, the origins of spies sent to steal your artifacts, the details of song and dance. I do mean everything btw, a single goblin has a skeleton, muscles, a nervous system, skin, etc. all done by using nothing but tokens.
You can raid them back. Your military can go into the world map.
Its rimworld but with worse controls and with z levels and a simulated world.
Rimworld learned a lot from DF. And gameplay wise its better now than DF.
>Its rimworld but with worse controls
>Rimworld learned a lot from DF. And gameplay wise its better now than DF.
>t. Tynan
>z levels
that makes it better you know?
Stop wasting your time trying to convince these fricking idiot FPS clones
I'm sorry to say, even if you have found the appeal of it (verbal descriptions, mind's eye and the only emergent storytelling in video gaming to exist), yes it is a bit boring.
>When does this game get good
Usually when things go wrong.
Some players find fun in creating complex builds, such as harvesting giant spider silk. Or creating mist generators for their feasting halls.
>the game isn't just randomly spawning them to frick you over
>are drawn towards your fortress to attack you for a specific reason.
Um. Might want to read the wiki mate. The least arbitrary part about them is that they're generated at world gen, unlike titans and forgotten beasts.
[spoiler]>100,000 wealth or 80 dwarfs
>game decides (however that may be) at season start you will have an encounter
>game waits a set time
>random existing beast is selected to spawn at map edge[/spoiler]
>the only emergent storytelling in video gaming to exist
Is it? I have head good things about Caves of Qud.
Since I found DF I have been fascinated by emergent storytelling and gamplay.
Can anyone recommend me other games that have emergent gameplay? Only ones I can think of is DF, Caves of Qud, Nethack and Kenshi I guess. Maybe in the future we might get Ultima Ratio Regum.
>caves of wiener
When I tried Qud it was like a cargo cult trying to force emergent gameplay by aping DF in terms of descriptions and world gen. Didn't have any of the magic of DF adventure mode let alone fortress mode, felt very arbitrary and wacky
>Can anyone recommend me other games that have emergent gameplay?
Drox Operative 2
Noita
Mountain Blade
SS13/14
Foxhole (most of what emerges is absolutely terrible)
Shadow Empire to some extent (certainly to a greater extent than any other wargame)
Wildermyth
Warsim
Crusader Kings
AI Roguelike for a laugh
Elona.
caves of qud has a pre-determined main storyline
I find it too easy.
>only emergent storytelling in video gaming to exist
>dorf homosexual delusions
Black person please.
The only thing that was ever hard about this game was the graphics and unconventional UX. Once you got used to that it was really no more complicated or deep than rimworld or other contemporary city builders/story generators.
I have 210 dorfs and I only now realised that their clothes are degrading. Basically I need to make 200 outfits in a short time without any clothes industry. What should I do? I set up pig tails farm and buying leather from travelers, but it is too slow, I think new clothes are degrading faster than I'm making new ones
wait until dfhack is update then you can use the remove wear command
>What should I do?
Just make clothes, lmao.
You'll eventually get them enough.
Create more wealth.
Wealth is reported to the outside world when the caravan leaves.
Autistically hard to use the controls, work around bugs or coded designs, and you need to be told what and how to monitor aspects of the game. Wiki is required to play. YouTube tutorials are optional, though let's players either don't know what they're doing and are using a (modded) version with more/less features than you have access to that you can't get these days.
I like Kruggsmash because he actually knows how boring watching a letsplay of DF actually is so he draws and narrates the shit out of everything.
That is indeed why everyone likes him.
his art is good but his narration is terrible and he's constantly whining at the dwarves and talking like he's speaking to children to the audience
>talking like he's speaking to children to the audience
He probably is
>and talking like he's speaking to children to the audience
He's on youtube, so, yeah
why are all my migrant waves so small? Literally just 1s and 2s. 2 years in and I only have fricking 17 dwarves. I'm usually double that by this point.
Did toady remove the ability to specify bolts for marksdorfs? I can't find it.
Is this game actually hard or is it just autistically detailed?
The second. Lots of mechanics are complex and just go on, and on, and on, and on. Once you learn everything they're baby mode.
Game can be pretty easy if you minmax everything like a homosexual. The challenge comes from setting goals and creating problems for yourself and trying new stuff
>paying 30$ for a preinstalled tileset
I've been playing this game since 2005. If there's anyone in the world who deserves my money it's Toady.
Thank you for donating $30 to BLM
shittier RimWorld with needless complexity.
Better setting and now better graphics then rimjob world
one small stupid thing that always bothered me from dwarf fortress is that neither female nor child dwarfs have beards
>Other bug fixes/tweaks
>Added ability to add/remove every item of a given material when building structures that require multiple items.
And just like that, the game is no longer unplayable.
When would that matter?
When building literally anything out of walls and floors?
Then don't use it you fricking moron
>And just like that, the game is no longer unplayable.
only when they readd the depot access mapmode
My current fortress is at the top of a tall mountain and there's no way for me to create a proper path for the caravan cart without it
If I was a dwarf in your fortress I'd kill myself.
You would just work 12+ hours a day and come back to a shitty 2x2 cell with just a bed
Where are the nice accomodations with double beds, kitchens, bathrooms, a living room with a table and chairs to eat and play cards with your partner or children?
Are you a noble? I thought not.
Peasant shitters get rooms, not mansions. Be happy you're not in the dorms.
That's it, you're getting a 1x3.
Any more smartarsing and it'll be a 1x2 and you won't get a cabinet so all your clothes will be ALL OVER THE FLOOR.
DF is non-euclidean, so the room can fit more then it appears provided you stay crouched.
That single block tile is large enough to fit colossi and GIANT sperm whales. A four by four visually looks cramped, but is quite gargantuan.
How are Titans and Forgotten Beasts shown in this version?
A 2x4 room? What would you want a 2x3 room for, what would you even put in it? A 2x2 room, what are you, a noble?
this is a very pretty tileset. And it has mouse control now?
I might finally get into it, I loved Liberal Crime Squad
I would buy the frick out of a LCS remake but I know there's absolutely zero chance of that happening
Because LCS was a parody, and now it actually kinda reflects Toady's actual views. Abolish incarceration, anyone?
>Because LCS was a parody
I love that cope. Even back then it was seen as "funny exaggeration" while the alternative like discussed "Conservative crime squad" was unthinkable and called blatantly evil.
Because even back then Toady agreed with underlaying principles and philosophy behind LCS. But exaggerated it for comedic value.
Self-parody is still parody.
Conservative crime squad would be so kino, leading a band of Qtards kidnapping governors, busting into schools and libraries to execute groomers... ugh
hey y'all so, I did a game of LCS today, and I picked the 'lawyer partner option' at char gen...
and would you look at that.
what am I supposed to be looking at
my 'lawyer boyfriend/girlfriend' is apparently working at the white house.
Huh, this actually looks rather nice, didn't expect steam DF to be anything of note, but this UI looks fairly nice. Is it true the UI is meant to come to ASCII DF as well?
People are misinterpreting that I think, what is happening is that Toady is going to try and import all the features the Steam version is lacking and will include an option for ASCII graphics.
Are there some decent video tutorials around, or do I have to go through the wiki if I want to get into this?
There's a guy called Blind on YouTube who does quick tutorials, a beginner tutorial series and just started a proper tutorial let's play for the steam release
Can anyone tell me what to change in the text files to get rid of homosexuality in animals?
>homosexuality in animals
Never knew it's a thing.
The same reason why when you click a dog it says that he's interested in literature and has an artistic sense: Toady fricked up and gave everyone dwarf traits.
>you click a dog it says that he's interested in literature and has an artistic sense
kino
Bigot!
There's apparently an additional 20% chance animals will refuse to copulate on top of the 5% homosexuality.
Sorry I don't know how to get rid of it. It serves no purpose and if you want to complain about realism, animals will frick anything that moves or doesn't move if they can stick it in, so it's even more stupid to give them preferences (including asexual) and a disinclination too.
>Bigot
Off-topic, but I dislike this word. It's often used to gaslight rather than to establish an understanding between two or more people or get any point across.
The definition itself - ambiguous to the point I'm wondering, why I'm not using it to shitpost myself?
Does DF have any generation similar to Random Randy from Rimworld ? You know, in case I want to play in hardcore mode.
increase the savagery and various beast numbers for more and scarier enemies in the detailed world gen screen, don't go too overboard per your world size though since you also want some civs to survive till the end of the world gen
>playing steam version dorf fort for the first time
>all is going relatively well
>suddenly notice that some of my animals and my dudes are being attacked by agitated kea
>"What in the frick is happening?"
>open menu to see how many there are (there's at least 20 of the frickers)
>they're pecking my dwarf children and animals to death
Huge sparrows killed my first fortress
Can dorfs actually dual wield weapons?
While making an upgrade from iron battle axes into steel ones I forgot to uncheck the old ones and now they carry two of them (one in right hand and one in left hand) alongside the shield.
I know you can wear multiple layers of armour at the same time, does carrying two weapons have any influence on how they fight?
>tfw your embark group is full of female dwarves
Dropped and rerolled, everyone knows women make terrible leaders
>women make terrible leaders
Why companies keep putting them in though? Surely it's out of good will.
Office politics is social politicking which is what women do all the time with each other. Clique takeovers is simply getting a foot in the door and closing that door to everyone else once enough of the clique has gotten in. It is simple and will always be more effective then any other long term strategy simply because it requires little to no effort. Combined with politically correct corporate policies hiring women even if they aren't qualified and you have a recipe for rot in the corporate ranks.
Simply kekking - epic “chad” meme too! This is going on the front page of r/Ganker!
Cute passive aggressive comment. Why are you so upset by a gigachad meme?
>build well directly into main dining area, getting the water from a lake in a cave a few levels down
>because I ran out of seeds and crashed my farming industry with no survivors, well water is now the main thing my dwarves drink
>fighting cave dwelling amphibians in the caves, have a few squads left over from that
>order my squad to attack a gorlak
>gorlak runs into the pond
>my squad chases after it and all drown
>cut to a few weeks later
>get a notification that my diagnostician has died of dehydration
>look and see that well is filled with miasma
>several corpses directly below the main well
WAT DO
TL;DR well water filled with bodies pls help
Healthy dwarves will only die of dehydration if there isn't any access to booze. Your diagnostician was either wounded, in which case it could just be a matter of he wasn't tended to quickly enough, or your fortress needs more alcohol.
Wells aren't explicitly necessary - they only function as one aesthetic way to obtain water. You can just as well designate an area for your dwarves to gather water by hand.
Also some other stuff, but anyway...
Motherfricker, do you even dwarf? You have incredible miners, water wheels and windmills, and astoundingly effective screw pumps, just fricking drain it man. Drain it, grab the bodies, and refill it. If the water is that precious, dig or build a reservoir for it first.
On that note: if it's a finite lake with no inlet, you're eventually gonna drain the water by using the well. Probably not going to be a problem for a while, but something to think about.
how do you get quickfort to work with the steam release?
or dfhack?
I've been with dwarf fortress for a decade now. I'm glad it finally has its steam release and has gone mainstream, but it makes me sad somehow, like its the end of an era.
>decade
I was there in 2007 playing DF in my highschool library, getting teased by my classmates for playing such a dorky game
Me too, except in my case there was a giganerd clique that considered playing DF a rite of passage
I can still remember back in 2010 when Minecraft was an obscure indie game that only Gankerirgins knew about.
Good times.
I loved minecraft.
I even started my own private server, until my friend decided he wanted to make money streaming. I had no interest in Streaming.
I just wanted to play the game with my friend. But it was like nothing was ever good enough. People just kept making more and more mods for it. I liked the mods, but I just sort of wanted to spend time with my friends, you know? Everything was about the 'meta', you couldn't just play the game, you had to do something incredible to top the last guy. Like if someone build a full adder out of redstone, you would have to make a 3d model of the Sistine chapel using a script.
Its like the game stopped being about having fun and was all about getting famous or becoming popular.
its like everything just turns into a popularity contest. It can't ever just be about playing the game and having fun, you have to STREAM it, you have to be SEEN doing it.
And I liked the mods, I did, the early ones at least. But then everybody started going in their own camp and deciding who and who they didn't want to hang out with..
suddenly, theres a train autist who doesn't fit in, and then there is another guy who is obsessed with beekeeping, and some other guy who makes a broken overpowered mod that lets you beat the game by yourself, when it was supposed to use teamwork..
I ended up beating the game on my own with equivalent exchange. Which is, you know, the opposite of what Notch wanted. Everybody coming together.
and people, for no reason at all, would just grief your server, leave it a total mess. They would just join a public server and fricking trash it.
Its like you would ask, "Why? Why are people like this? These are supposed to be good, smart people, why do they behave this way?
and i just couldn't tell you. its like they had all been set against each other just like pawns in chess.
they all wanted to be in charge, but nobody wanted to submit. Everybody wanted someone else to work for them, but nobody wanted to work for anybody else.
I just got sick of it. When you volunteered, they didn't know what to do with themselves. When I said, "I'll work for you," they always backed down.
Because nobody wanted to be the guy who does the 'hard' stuff. Nobody wanted to do the stuff that was 'boring'. Nobody wanted to be saddled with the task of actually doing 'work'.
everybody was playing at working and working at playing. every time we just got together to have fun it was a chore, and every time it came down to actually doing something i was the only one who ever volunteered.
and video games stopped being 'fun' and started being a 'job'.
Frick you.
>Its like the game stopped being about having fun and was all about getting famous or becoming popular.
I blame Am*ricans for the relentless need to monetise what used to just be done for fun
it's fricked up Warhammer too, above and beyond what GW did to it
Minecraft was anything but obscure past the Infdev
>t. 10yo zoomer who already played Alpha Minecraft with classmates
Maybe the homosexual will at least finally go back to working on it now.
>look at my cool myth generator haha magic soon 🙂 t. frog
Year 7 now and we're still not even at what he called "The Big Wait". Economy? Lol. Embarkation scenarios? Lmao. Here's some libraries and dances that do nothing instead.
Whatever it is, it will be
>half finished, barely any content
>0 interaction with other systems
>full of bugs
>0 balance
I lost all hope on DF, the steam release will probably be end of it
Why do some anons recommend playing the version 34 of DF?
Adventure mode, a much more feature complete fortress mode, etc. If you don't like the graphics then tileset mods already got you covered. The bigg4est doorstopper for DF has always been the UI and lack of proper documentation of all the keyboard shortcuts you could've been using all along. I also think it has details the steam version doesn't have right now.
Did the later versions have a worse optimization ? Is that why I shouldnt go past 34 ?
>worse optomization
Not possible.
The later versions are just more stale since you don't get fun things like all your dwarves being traumatized by rain, the much more harsh and hardlined version of the stress mechanic and so on.
Maybe those can be moddable in the near future ?
They are already moddable. its just editing raws.
> its just editing raws
You mean there are config files with these settings from version 34 deactivated ?
>edit text file so that dwarf stress is back to the originally introduced parameters
>treat this balance tweak as a "hidden feature"
You are kind of a moron.
what should i edit to make it more FUN?
tantrum spirals that could be caused by a single dwarf in a bad mood were an actual threat back then, and could easily kill your fort. made the game a lot more difficult. Meanwhile on the new version for example I've had 4 dwarves have the super unhappy face for years now and they've done jack shit. You need an actual disaster now where half the fort dies to even get a taste of misbehaving dwarves causing chaos and it's still nowhere near as bad as it used to be.
Anyone else like building aboveground forts? One time in old DF I built a clear glass castle that was suspended above a pool of magma, shit was so cash
If only building floors (cellings) was quicker.
It is a little clunky but at least we can bulk select materials now
I used to like building a small outside village where people could enjoy normal life and then the fort was more of a helms deep thing. But fricking goblins and shit kept stealing my food and we had to pack it into the mountain
Why not keep the food in the fort ?
Good point, you should try it though
how much wood did that take?
Zero because magma kiln
>clear glass without pearlash
Yep, another awesome dwarf fortress story that never happened.
Maybe it was green glass homie I don't know it was in like 2008
It's too much effort.
I remember building an above ground city with as much fully separated housing as I could
The problem was that it was back when Toady reimplemented stress but before he balanced the stressful memories, so almost every dwarf was really angry because of the rain
Anybody figure out how to use quickfort / dfhack?
Anybody figure out how to use quickfort / dfhack? I have my fort plans in a xml file and don't know how to use them in the steam version.
They aren't updated for the new release yet. You're gonna have to wait. Considering how long it usually takes, you'll probably have to wait a month or so for dfhack.
Post good looking taverns, aesthetics over functionality
I’m working on a doozy right now, I’ll post it once it’s finished
Food mechanic is the easiest in DF.
You need food? Force all dwarfs to mass foraging. You are on desert-frost-undead-(hard) biome?
Just buy it.
Also, I like giving my dwarf 3-3 bedrooms or at least 2-3. Do you like it or you think it is just waste of space and time?
I quite enjoy the game after looking at it from afar for, god, 15 years? I think I first heard of Dwarf Fortress in 2008 and bounced off of it immediately. It's obviously a very loving and intricate device crafted over a long period of time.
So I'm super glad I can play it with a mouse and keyboard like a human, instead of as if I were an autistic jellyfish.
That said it's so hard not to find myself wishing for things that seem small but I realize must be conceptually huge hurdles to clear.
My number 1 complaint is that a simple locked door is enough to stymie most invaders. Apparently draw bridges are a dark magic that makes you unassailable. I haven't encountered any building destroyers, though I've heard tell of their existence. It just feels like such a cop out for a game that's otherwise so deep that slapping a padlock on the front door is all it takes to stump bloodthirsty goblins, or remembering to chain up the back door down in the mines is the only step needed to stave off a horde of ravenous Olms and their horrifying warbirds.
Otherwise I find myself day dreaming of additions that I'm sure are in the game's cards but aren't here yet. Some sort of chemistry system, maybe the dark secrets of blasting powder. Additional furnishings, perhaps.
Overall, quite a fun game and surprisingly smooth given it's size and ambition but that's what nearly 20 years of development gets you I guess.
A friend of mine told me that dwarves once had a need/want for coins, but that was packed up and put on the shelf because of the massive performance drag caused by the dwarven economy. Still, if it could work somehow, I would be endlessly charmed. It would be nice if Traders carried some loose change instead of being purely barter driven.
>a year and a half into my fort
>15 dwarves
>my last migrant wave was literally 1 dorf
what in the frick is happening
the number of migrants depends on the wealth of the fort
you need to start making some crafts and putting gems on them, or something like that
did the rate at which wealth attracts migrants get changed in the steam version? It feels like my fort is growing at like 1/3 of the rate (or worse) it would in the original game
I had the same problem (spent 2 years with 20 dwarfs), start producing mass platinum furniture and I started getting 20-30 dwarfs each migration again
I just lost a 89 dwarf fort to a necromancer led siege. First the necromancer just popped in, dropped her minions to kill few of my dwarfs and bailed. Then couple of years later she came back with a bigger army that finally killed me. Is it normal that the same necromancer keeps attacking you or did I just happen to make a nemesis to my fort somehow?
Did you park your fort close to a tower? Cause that's the most likely reason.
Too much wealth could attract unwanted attention if you push it hard too early though. You could compromise and make rock crafts/toys or start working in cutting gems. Either way you'll earn a respectable amount of valued items that you can sell to the trader while building up wealth.
The thing is that I was getting literally 0 migrants for like 4-5 seasons in a row, so I decided to go full in and ended up like that
>Did you park your fort close to a tower? Cause that's the most likely reason.
I honestly dont remember. The embarking region I picked was calm all over. It was really weird, the necromancer was a dwarf as well, allied with fell goblins.
>find perfect embark site
>spent like 20 minutes carefully setting up my embark group
>start game
>tell woodcutter to cut down a tree
>he gets crushed by the tree and instantly dies
This game is just cruel sometimes
>find beautiful site with a hidden waterfall
>tell everyone to start hauling there
>woodcutter reaches it first and gets instantly eaten by an alligator woman
why is it always the woodcutter
can confirm.
currently doing my very first fort playthrough; I didn't even realise the falling logs were a danger and now I'm very paranoid to send my dwarves above ground.
tyvm goodsir. I will definitely see if the amour tactic solves it. how exactly do I get the dwarves to equip them though? the only method I know of is to have them in a squad and assign them a personally designed uniform.
>start a production line to smelt tetrahedrite into silver into silver crafts with inlaid gems
>getting 30 migrants a wave
>open up the first cave level and begin exploiting the trees and water, and using it to find gems to find
>over the course of four major attacks, the amphibians manage to kill like 40 of my dwarves
>they always get BTFO when my army shows up, but it's always too late to save the civilians getting swarmed by dozens of the little cucks
>now, my metalcrafter is dead, the population is down to 80, and I've had to seal off the caves for good
>no migrants coming because no silver crafts getting spammed
>he didn't build cage traps around the entire cave
>he didn't make a patrol order for the military
>he doesn't autistically check the Other tab to see what new creatures populate the caves
tbh if it was a GCS that killed half your fort you would've deserved it.
I have to be real, my procedure has always been
>invite a bunch of new monster slayers
>open up caves
>let monster slayers fight nonstop forever war against cave creatures
>collect giant olm tallow and use it as primary source of food for fort
And it's worked until now because none of the underground attackers are strong enough to wipe out a significant chunk of the population at once.
>invite a bunch of new monster slayers
How? I usually only get poets and entertainers asking to get in, only like 1 or 2 slayers max.
I dunno, the homies just show up. I usually have three or four before I even get the first migrant wave.
Maybe it's because my forts have so many monsters in them.
The condition for monster slayers to show up at your fort is that you breach a cavern.
>Dwarf Fortress
I wish DF and Rimworld could learn from each other when it comes to QoL features and UI.
Say for example "Smelt this item" would be amazing, the current system makes you set up a generic smelt order then try to narrow down to the exact item using meterial, quality and durability levels. On the other hand at least my infinite "cut rocks" order doesn't get cancelled if I happen to run out of rocks for a moment. And my animals are sheared when their wool grows back, not just when I remember to create a new order.
Would also be nice to get some in-game info about items. "This is orthoclase" could easily fit more info about what makes the stone different from two dozen others. Or a clickable link between descriptions of seeds, plants and their products so I don't have to use an online wiki.
???
Why are there so many people talking about Rimworld in this thread but absolutely nobody to talk about Songs of Syx? It is pretty much the only colony sim out there to offer the same level of complexity and emergent gameplay as Dwarf Fortress does, with the biggest differences being a focus on higher population levels, empire building, logistics autism and better military management. and the drawbacks being the lack of z-levels and less dynamic worldbuilding. I personally hate how fricking artificial Rimworld feels so I alternate between playing Syx and DF
>Literally black sjws Dwarfs forced for no reason but wokeness
Kek
have a nice day, libshit larper
Early Access. The content feels sparse and incomplete. DF gets away with being incomplete by already being complex and deep, even with meaningful temperature mechanics.
DF and Rimworld have strong modding scenes. The absolute best we can say for Syx is that it hasn't built that, yet.
But the biggest point is: DF and Rimworld are personal where Syx is impersonal. Every dwarf has the potential to be somebody, given the right circumstances. If you're not using a colonist in Rimworld, he's a drain on your economy. In, Syx, the scale is too big to give a frick, not to say it's impossible, but "this race likes this thing, that race likes that thing" is as deep a connection as it usually gets.
This impersonal feel extends to the city design, especially the defenses. Also other stuff, but I think you get the idea.
So it seems if two trees are side by side, cutting down one of them will cause a guaranteed collapse that will 90% of the time kill the woodcutter. How the frick do I get around this? I even tried building stairs to cut down the top of the tree first
Just ignore any offending trees (this is the pussy option).
Use it as an execution method for a dwarf you don't like. C'mon, you know you've got at least one asshat in there.
Turn magma into lava. Use magma-proof materials for all the screw pump components. Basalt, chert, gabbro, mica, iron, steel... you've got options.
Logs from one tree land on top of the branches of the other, and then fall on top of your woodcutter when he cuts that one.
The first workaround is to give your woodcutters a metal armor uniform (not a bad idea in general for woodcutters, hunters, fisherdwarfs, etc) which will stop a lot of these injuries.
The second workaround is to micromanage cutting such that you cut trees in a pattern, separated from each other, then check the upper z-levels for logs, build stairs/bridges to retrieve them, and then cut more trees.
>Literally troonys samegays and shills blocky Minecraft game for hundreds of replys
kek
Why are animals so insanely aggressive, especially birds? I keep getting ravens, owls and giant peach-faced lovebirds go kamikaze on my dwarves and fight them to the death for no apparent reason
You settled in highest wilderness setting area and Toady added overturned agitation mechanic, that makes local fauna very aggressive.
I settled in "untamed wilds" but I didn't expect every animal to be literally on hair trigger berserk rage
>I settled in "untamed wilds" but I didn't expect every animal to be literally on hair trigger berserk rage
Well, uh, there are 3 stages of wild, and that's the wildest. So, good luck on your next fort!
What happens in Joyous Wilds? Is it killer unicorns or something?
Pretty much, yeah
It wasn't like that before and yeah, it's pretty surprising. Next time try to avoid, Joyous, Untamed and Terrifying Wilds. Shame really, those places had best flora and fauna and now only way to play there is either turtling or starting with the squad of Rambos.
Do you need to hit all three triggers (50 pop, 25,000 wealth, 2,500 exports) to get a werebeast or only one trigger? Been playing for 6 years haven't had a single dangerous attack from anything.
Population is not important for Werebeasts and Vampires, if you aren't getting Werebeast ambushes or migrants then that means you likely don't have any werebeasts. Certainly not near your fortress.
Should I buy the game on Steam or are the devs sellouts?
Not worth it considered the poor state of the interface.
They seem intentioned to fix it tho so dunno, but the price is way too high for an unfinished game. Just try it for free first.
Did they add anything gameplay wise to the steam release or is it all just UI and hotkey tweaks?
There's a new endgame thingy and they fixed/changed some stuff, but overall nothing worth while.
>hotkey tweaks
They actually made it worse and the UI is better in some parts and extremely worse in others.
That's kinda what I was afraid of. The tech debt of this game must be insane if they could only scrape together 1 feature for their big release.
>new endgame thingy
?
Oh you mean the adamantine thing. That is just expanding the flavor of opening the clown car.
Is this game pro troony? Not buying if yes.
Imagine inserting politics into everything, kek.
Rent-free
>new IP troony instant triggered response
I read the devs are cucks who added troony dwarves and banned everyone on their forums who complained about it.
Please tell me this is a joke... I was about to buy this as a Christmas gift for myself, because as a chud loser I don't have any friends, other than Ganker who I pretend is my (one and only) friend
Yeah I don't get why Tarn added politics either.
>just give your political enemies funding bro
praise kek mein bruder
Trans rights are human rights. And dwarf rights.
Kek game trannie and shill by trannie recently here. Glowie trannie minecraft bootleg
this
troony redpilled and based bluepilled sneed and feed glowies mad because top keks sjw liberals
I cant even tell what's satire or not anymore, this is actually the post that broke me after 15 years of this shithole. Frick you.
>MOMMY
>THE BAD MEN ARE SAYING MEAN THINGS ON Ganker
Yes it's a troony game.
Me and my two other friends bought it because we support trans rights.
We call it Troon Fortress now.
My younger brother asked me to buy it for him for his birthday in few weeks which I'll happily do since any excuse to donate another 30$ for Toady's sex surgery is a good one.
Kekking my head off, my good sir! This is going straight on the front page of r/Ganker ;D !
So, what happened here, did someone feed an AI the latest buzzwords and turn it loose?
I sure hope this wasn't typed by an actual human.
>make a funny post where I sound like a fricking moron.
>people now think I'm a bot...
You guys are building according to detailed plans or more organically ?
one chair per table I presume you dont know sorry if you're chasing aesthetics
If i recall correctly dwarfs can may get grumpy with two chairs per table. They may both try to use it at the same time or something.
So wait guys I got a question
The dev said in 2019 that he was gonna add troony dwarfs
Did he actually do it?
You'd have to check their clothing vs their sex to see it since that is all he did there, the gay sapients and animals were implemented before that and that causes major issues people mod out because of how high that ratio is set.
>How to clickbait DF players
DF doesn't even have any incredible mod on the workshop yet and I think I'll never go back to Rimworld, it just doesn't feel the same
Wasnt there a Koopa kingdom mod ?
Yes, hasn't been updated to be compatible with the steam version.
As much as I love DF the controls in the steam release are god awful
>key presses register as double presses all the time
>mouse clicks either don't register or register twice as a double click
>no edge scrolling
I seriously hope this shit gets fixed
Why the frick can't I specify which plant I want to brew?
You fricked around in the options with key repeat speed, didn't you? Lack of edge scrolling is kinda bullshit but I play in a window so I don't use it anyway.
>You fricked around in the options with key repeat speed, didn't you?
No I didn't, I didn't know there was such a thing, is it in the menu or the text files? Maybe I can unfrick the game
It's in the menu. There's a million little tweaks you can do.
Holy based, this makes it a lot less annoying to play. Is there a way to adjust how far WASD moves the screen so it is less than 10 squares? Like making it move 5 squares for example
If it's not in the options it wouldn't surprise me if it's in the files somewhere.
I also have issues when I'm making squads, I'm never quite sure if I'm putting artisan dorfs in them off to die.
Even fricking Rimworld has that shit licked, I really thought the new AI would offer a better alternative to Therapist. Now that I am also a consumer, I would like Toady and his team to step up their game.
Overall though, the tileset and the UI have been a huge improvement, but I really can't play DF without certain things, one of them being prospect, and another being therapist. The new embark screen is nice, but i need to know if I have a sedimentary (coal and iron) and flux layer.
I also just want to say to Toady, if he's reading this
>Toady, I'm glad you made it, and I'm sorry it took so long.
>AI
UI rather
Anyone remember an old mod where you played humans in some kind of post apoc zombie world?
Pretty sure you're thinking of Cataclysm: Dark Days Ahead
What version of the game do you want to play? Only current up to date game for post apoc is The Long Night. Otherwise Corrosion is the only other one off the top of my head. You could just be thinking of the human fort mod and settled on Evil biomes you are going to get lots of zombies.
Oooh right it was Corrosion I was thinking of
Every time I play DF I can't help making above ground forts
I keep fricking up my forts and getting no value increases and no merchants even though I'm near several civs. I wish this game gave you a lot more info on how migrants and traders work because I've lost so many forts just to being capped at 18 dwarfs for so long no matter what I did. I was shitting out gold bars nonstop in one fortress and making a bunch of gold statues but migrants never came. No one ever died, I have no idea why.
I checked and made sure I always had active civs but I would just go years without ever getting migrants or trade.
You sure you never went full moron and limited the size of your fortress to 18? Because it's available in launcher.
I had the same problem. I think it comes from not generating enough tradable wealth.
Did you find a solution to it? Spamming gold mugs like crazy with encrusted israeliteels doesn't seem to work.
I didn't even know that was an option to do so I doubt it but I'll check anyways.
>and getting no value increases
What's your fort value at? Maybe an anon can tell you if it's okay.
>I checked and made sure I always had active civs
Can you check if you have a civil war going on? That's the ONLY thing the wiki says will kill your migrations.
It would be nice if the game told you what's up with migration because what you're experiencing is really annoying.
my value was stuck around 111000 as an estimate. I don't think my appraiser was very good since the value never increased despite slapping gold statues and rock mugs down.
Two forts in a row all my early migrants have been legendary weaponsmiths. It's so fricking weird.
Why would you ever play on steam when removed features are game breaking a few hours in?
>keyboard designation replaced by mouse designation
ok
>hotkeys still use left and right side of the keyboard
why toady you fricking animal? I don't have 3 hands. for each door I place, I press 1 button with my left hand, 1 button with my right hand, and then I have to move my right hand to my mouse to place the door.
do you know how much faster it was with keyboard only? b -> d -> arrow keys -> enter.
thats so fricking fast when you're placing 30 doors chests beds and cabinets for migrant rooms. I even had room layouts optimized to be 10 tiles apart so that I could shift arrow key to automatically be over the next door frame. b d shift arrowkey enter b d shift arrowkey enter.
so fast. why shit it up? the game is actually slightly ruined because of this. give me back my vim placement
You're supposed to check "closest available" and "keep furniture" so you can spam click 50 of them at once.
you can change hotkeys in the settings, I'm sure. They removed hotkeys from WASD by default because it's used for camera movement now.
is it just me or are evil biomes either bugged or extremely aesthetically underwhelming? i am not talking about mechanics here but rather how they look
i have tried embarking in evil jungles, forests, shrublands, etc. with varying levels of savagery and they appear to all have the same lush grass found in normal biomes with the only noticeable difference being the spikey flowers (which are inoffensive enough to blend in reasonably well in a clam biome, tbh) and glumprongs, which look identical to all other trees at ground level. and staring eyeballs appear entirely MIA?
you are right on as far as I can tell
I think they culled some stuff from the game that they didn't have sprites for
also for some fricking reason most surface plants/vegetables are missing sprites which makes growing them a bit confusing
>just learned about Myth and Magic
how do I cope dorf bros?
I wouldn't worry about it, there's plenty of magic in the game already with necromancers and werebeasts and you can mod all kinds of crazy things in with the vampirism/werebeast interaction templates. Toady's idea of myth and magic isn't going to add much to gameplay, it's for viewing in legends mode.
>map painter
>make your own pantheon
>procedural magic
AAAAAHHHHH I DON'T WANT TO WAIT
>Implement magic
>Implement pantheons
This is asking for a Chaos Dwarfs mod.
big hat mods when
> Myth and Magic
What is this?
It is the next (current?) planned module of the game being developed. It concerns the procedural generation of various elements of magic and er, myth in your unique dwarf fortress world. An axiom of the idea is that spell casting and ritualism will not be fixed gameplay elements, but a moving target for you to discover in each new world - and hopefully give different worlds more character, thereby making them less interchangeable.
I think we're supposed to get Villains 2 before M&M though?
You can check out DF's future roadmap here, but it's not very well organized. Be sure to refer to the color coded text key at the beginning to understand what you're looking at.
https://www.bay12games.com/dwarves/dev.html
Ooooh thanks
Wtf is this shid?!
Enemy difficulty determines how wealthy/populous your fortress has to be to attract uninvited guests, and how strong and numerous they are when they do show up.
I am less certain about economic difficulty but I believe it governs:
- How steep wealth requirements are for rooms assigned to nobles, guilds, etc.
- How many guild members or religious adherents your fortress has before they begin to demand said special facilities.
- How much wealth you need to become recognized as a Barony, County, Duchy, etc.
- How long, frequent, and demanding noble
decrees are.
Wait, did I get bamboozled?
The free version is the same as the steam version except without the graphics and with the original music (so better). So what does the steam version have over classic?
Also is the Lazy Newb Pack basically dead from here on out?
You're basically donating to help treat Toady's stage 5 autism cancer
Donating to treat Toady's terminally austistic brother who funnels the money to the femoid he's simping for.
>person gets obese hambeast wife
>everything goes to shit
Jim Sterling, Threetoe... who else will the hamplanet menace destroy?
nothing has gone to shit you histrionic lol
Everything is fine. This is very normal and sustainable. Everything will be fine in 100 years except we will have new exciting methods of sex change surgery.
The methods we have now will be looked down on more than bloodletting.
You don't have the work space, that's a carpenter's workshop. Build one, make a bed, then place it.
He's saying
"what can't I build a bed by ordering a bed to be built"
as opposed to having to fabricate a bed at a Carpenter's then place it
the answer is deal with it
>Jim Sterling
I remembered he existed one day, looked up his patreon since I like to torture myself seeing people making money for nothing whilst the rest of us package their dildos in an Amazon warehouse, and... I thought it was a joke. An attention seeking stunt. A satire to piss off a third world asset swapping game dev no-one but him cares about.
Why is everyone mentally ill?
if everyone around you is mentally ill, maybe you are the sick one
a time is coming when men will go mad
You aren't actually, the collaborators for Steam are taking money too. You could've donated to Toady any time you wanted.
What's the best way to gen a medium map with less islands? I hate seeing civs stuck out there where I can't kill them
How do I order animals butchered? I have a bunch of puppies killing my performance.
Pets/Livestock tab in the labor screen.
Thank friends. I had like thirty fricking puppies that I think were doing a number on my performance.
The UI might look bit funky if you are playing it windowed so look outside the actual tab if you cant see the option.
I've played plenty of rimworld, but I just can't figure how to get started in Dwarf Fortress. Why can't I simply build a bed, if I have the ressources, the workspace and the space, by simply clicking 'place bed here'?
why is the game 30 bucks on steam? i thought it used to be free?
But it has shitty graphics and music now
And instead of a bad keyboard UI you have a bad mouse UI
so controversial
Its only controversial if people weren't rooting for a steam release with a mouse UI.
It still is free, provided you aren't a wimp about ascii.
such a hardcore gamer
dwarf fortress is one hell of a drug
That's basically how I got my wisdom teeth (right side) removed
Is there no meat because they already get enough meat daily spooning each other involuntarily in those tight living quarters?
>start new fortress
>overcome with worries about layout
>start trying to minmax
>something fricks up my layout or can't decide how to go about doing something
>retire and restart
why am I like this, my only achievement so far was reaching barony status
>start trying to minmax
How do you fricking minmax in dorf fort?
Moneymaxxing with crafts and designing your fort with FPS-saving techniques in mind are the only things that come to mind.
By forcing all your dwarf to do their job and not sitting in tavern and drink beer.
I relate a lot anon, and then when I finally get the layout structured it doesn't look pretty enough but deviating from squares and symmetry is hard
how do I make my soldiers happy? Why do they never fulfill their satisfactions even when I put them in off duty mode? And what the FRICK do I do with children? I've tried abolishing child labor, mass producing toys, nothing fricking works
Have kids hang around guilds to learn skills.
Never had a problem with kids.
As for Soldiers make sure you give them a cool schedule like train 2 months,1 month guard duty, 1 month off, repeat
Also make sure that in those monthly orders you set a minimum of around half your dwarves in your squad so they can still train etc when someone's sleeping, having drinks etc.
Soldiers will not spar and do demonstrations on staggered training iirc and that's their biggest source of enjoyment
I wanted to do some water works in my new fort since I haven't made any in a while. So I dig a reservoir above the fortress, I make a tunnel controlled by floodgate to drain it into the caverns because you always need a way to drain your cistern, right?
Above the cistern I make a well thats accessible from the top of the stairway to the surface, even while the bridge that forces invaders to go the long way through the cart accessible tunnel is closed, thinking I'll figure out a well down at the fortress level later.
I also make the channel to drain the reservoir fall through some grates in the hospital so the dwarves can get happy thoughts while their recovering. I feel pretty good at this point, so I channel the last blocks separating the water intake from the brook. I do that while the water isn't frozen because I'm impatient, and what do you know now there's a dead miner at the bottom of the cistern. And it's filling fast. And now it's overflowing through the well at the top, and the water is falling down the main stairway all the way into the fortress. So I open the drainage. You can guess what happened : the hospital is flooding because instead of having a single tile chanelled out down, there's the chanelled tile, and a stairway immediately next to it so the miners could access it safely. And anyway the cistern intake is four tiles wide and the drainage is only one, so, yeah, cistern keeps filling. I could have made a bridge to stop the water intake in retrospect.
Anyway, that fortress is fricked, I'm going to abandon it to ruin and make a new one. God this game is fun.
>And anyway the cistern intake is four tiles wide and the drainage is only one, so, yeah, cistern keeps filling
That's not how water works in DF but it's a good story, I look forward to subscribing to your blog.
Hehe - "plump helmet"
What are the differences between floors, bridges and roads? I mean other than material cost to build, roads only going on solid ground. Is there a reason to use floors instead of a bridge for a roof or covering a large bit of dirt floor?
Bridges aren't structural, floors are. Roads and bridges are buildings, and floors are constructions. So:
If you're ever planning on having anything on top of it, like a workshop or whatever, a bridge won't allow it. "Building Present," I think. You'd want floors, at least for the bits that will support stuff. I never use roads, but I'm assuming you can't build on them, either.
A bridge will SAY you can build a wall next to it, with the wall only supported by the bridge, but it'll collapse the moment it's done.
If you're doing a bit of fortress editing, dwarves won't check to make sure there's nobody else on a bridge before deconstructing it. They will check floors so nobody gets dropped... but won't check if there's anything important being supported by that bit of floor, like another floor that has a dwarf on it.
Also aesthetics, I guess.
I killed a cave dragon, is there any way to butcher its corpse?
Get it into a stockpile, they should butcher it then. How I've been doing it anyway,
Can't quite put my finger on what's odd.
Iden.
He cuts his beard too short.
I want to play Dorf Fort but goddamnit the game is like, just shitting itself over and over. I retired a pretty successful fort to go to new horizons and got the following:
1) crash on embark
2) crash on embark
3) finally a successful embark! but there's a 110 layer deep hole in the map. The entire map got just fricking holepunched
4) crash on embark
5) crash on embark
6) crash on embark
7) finally! Success! ... Oh, Woodcutter and Miner won't take up their fricking tools no matter what I do
I want to play this game but frick sake, it clearly doesn't want me to play with it.
Where the frick are you embarking?
Swamp, swamp, swamp, forest, hills, forest, forest.
I haven't tried starting a new world, I hope that will clear up this bullshit.
That is definitely not normal. Honestly I haven't had any problems with the game so far.
>The Kea stands up
Always gets a chuckle out of me
I hate the new UI so much bros
>goblin siege
>remember I have been neglecting to provide for my military because I was busy building waterfalls
>built a wooden shack on the surface to keep the dwarves that need to do stuff on the surface happy
>assign all my citizens to a panic burrow and station all my brave warriors in the shack so that they cannot be shot out on the open fields
>goblins split up into two teams, the first just stay outside and take potshots at my animals and the other breach the shack
>foolish goblin charges in alone and gets gangbanged by all my dwarves, dies quickly
>all is going good
>suddenly one of my swordsdwarves charges outside the shack to attack two goblins still approaching the shack
>armed with only a steel shortsword and a bronze shield
>slams into the first goblin, and starts fricking hacking him limb by limb until finnaly lopping his head clean off
>while he's doing this, there is a goblin archer standing behind him taking shots at him
>somehow flawlessly blocks all of the arrows with his bronze shield
>proceeds to butcher the second goblin in the same fashion
>starts heading to the other team of goblins who are distracted by my farm animals
>slams into one of the goblins, the goblin’s comrade doesn't seem to notice and continues firing at a chicken
>begins disassembling the goblin until suddenly his sword gets stuck in the goblin
>says “FRICK IT” and beings mauling the green bastard with his fists
>punches him in his left hand so fricking hard that it promptly explodes into gore from the sheer force of the punch
>proceeds to grab the goblin by his fourth pinky and starts pulling it off
>pinky gets ripped clean off, stores it in his pocket (presumably as a trophy)
>retrieves his sword and chops the goblin’s leg off in one swing killing it
>last goblin finally turns around and decides his next course of action
>wisely runs away to avoid horrific death and dismemberment
>siege defeated
this game is fricking brutal jesus
>finish 70 level pump stack
>immediately want to start a new fort to do it better
Why must I be like this.
because your pump stack sucks and you can't fix dug out rock, have to start over there's no other option
No it works perfectly. Even have an execution chamber and dumping pit. Forgot to make an obsidian farm but adding one wouldn't be too hard. Water system is kinda fricked though, not enough floodgates. Pressure is like a cannon when I open one.
I do want to create a system with more floodgated dead ends though so it's easy to expand in the future.
Is there a mega for this release?
Someone in /dfg/ on /vg/ has a copy of one.
*cough*
skidrowreloaded
my intelligent undead veteran just killed a quarter of my population by sparking a mini loyalty cascade after throwing a tantrum. he also killed a good chunk of my fully equipped military with punches alone because he was legendary wrestler. I eventually got rid of him via the expel feature because he never registered as an enemy for my military to properly gang up and kill him.
worst part is I sealed parts of the fort to prevent it from spreading then forgot about the room where my monarch was so they died too kek.
Any mods out to make all dwarfs white?
I made my own. It's not that hard, the important part is [CUT_CREATURE:DWARF] before pasting the entire dwarf raw data from the creature_standard file. Then making whatever edits you want. If you don't, you have two different dwarf data sets fighting each other and things go wonky.
Ah cool thanks man
Here's a pastebin from /dfg/ on /vg/
https://pastebin.com/kbMLBfTk
Nice I’ll try it out when I get home
Why the frick can't you quickly and easily butcher fresh corpses??? If an animal turns into a zombie and your hunter kills it then it can be butchered ? Makes no sense.
Are the only races in DF goblins, dwarves, elves, and humans?
Not creatures but races that establish civilizations.
Can you play as elves and humans? (Saw some whispers about it but not sure if mod or in base game)
Are there mods that add new races that interact uniquely and distinctly than the preexisting ones?
There's kobolds as well, you'll see them rarely. Mods exist for the other races, most infamously Kobold Fortress. Not sure if it's updated. There's loads of new race mods on the workshop already. How deep they go I don't know.
Cool, thanks!
I somehow made the keybind tooltip disappear (the letters for each button aren't showing up over icons)
Does anyone know how to fix this? Theyll still show up when I mouse-over but was hoping to have them up for learning them better.
Did you make a new world? The labelled interface is a mod.
Found great magma sea. Level 4 mostly. Part of it is higher than the rest- level 5. Do I have to worry about that pressure equalizing?
Magma only pressurizes from screw pumps. You're fine.
thank you fampai.
I seriously hope none of you guys are making your forts above ground.
>he isn't building the wizard of oz emerald city out of green glass
What depth do you make your fortress at? Close to the surface, deep down near the magma sea, in the middle?
I've found a figurine and a sceptre in the ground.
Does anyone know what "singing metal" is???
It's a "rare medal" one of several various types that can spawn in worldgen, I think it's only typically found in tombs or so such
Its divine metal.
Is game actually moddable now? Does ateam version worth it?
Game was as moddable as it was before. Right now its just dudes doing recolors and playing around with the easy raw tokens. Making your own creature from scratch still requires an advanced understanding of physiology and anatomy.
How long does it take to learn the game?At least the basic stuff?
Depends on what you mean by "the basic stuff".
>fighting off goblin siege
>swordsdwarf charges into combat with a goblin
>cuts off his lower right arm
>cuts off his upper right arm
>cuts off his lower left arm
>cuts off his upper left arm
>punches him in the face so hard it tears the muscles in his neck
>cuts off his left leg
>finally decides he's had enough fun and chops the goblin's head off
>all this happened before the goblin could swing at him once
legendary combat skills are scary
>cuts off the sword arm first
>all this happened before the goblin could swing at him once
Well there's why.
Why does everyone compartmentalize so hard per floor, you're just making navigation harder not to have an up/down staircase every 10 steps
For designating areas you need to compartmentalize.
How is the legends mode in the new DF?
I played this bug-infested mess only for later to jerk off on legends mode via Legends Viewer, and as far as I know it is now unavailable, so how's the vanilla one?
In pre-steam DF it didn't give you the big picture at all (or to get it was very difficult)
For older DF you are reading a massive wall of text without 3rd party tools. I strongly recommend getting those third party tools. I think the legacy version has a bundle you can use.
>For older DF you are reading a massive wall of text without 3rd party tools
I am aware about the old DF, as I said I used Legends Viewer, how about the Steam one?
I've read that you can't use 3rd party apps (like legends viewer) with this one yet
You cannot really get past the fact you'll be skimming a flat log of stuff happening. What is different is that now things are color coded, everything is in tabs, names are hyperlinked, etc. So you can start reading some random bloke then click a name of his kill, then skim that and click a new name of that guy's kill and so on. Then you will walk away from the experience seeing how everything ties to the death of bumDorf McBeardstein back in The Hopeful Deeps in 122.
Does it have pop stats like legends viewer, sorting battles by deaths, maps that are readable now?
If it wasn't in classic then its not in Steam.
Is Dwarf Fortress more micro intensive on the dwarfs than Rimworld is on the pawns?
Thinking about getting DF on steam but the 15 min or so I played pirated gave me that inital impression. I didn't continue and didn't really play, so this is just fmi.
No it's actually less micro intensive.
You don't have any way to directly control your dwarfs other than ordering your troops to stay in some place, defend or attack that particular enemy, and also burrows which are like allowed areas in Rimworld.
All planning comes down to a good base layout, optimal labour distribution and so on.
It feels far more like an actual manager than Rimworld which in turn is more like a story device.
How many years do you think it will take the fat frog to release adventure mode? Five? Fifty?
you’re gay as frick for just posting this
Stop being a hypocrite and using gay as an insult when you think anal fisting and even double fisting is "love".
wonder if this is an ESL or a senile gen Xer who found this place through facebook and has completely failed to integrate
Neither. homosexuals deserve the woodchipper and so do you.
impotent death threats from an autist larping as an epic conservative
Conservatives are scum though, regardless of country.
>oh yes we like uhhh whatever the liberals supported a couple years ago
In another few years, they will be supporting child transition surgeries and then saying they’re against whatever the next worst thing ever is (honestly, I can’t think of anything worse than child trannies, but I’m sure our beloved 0.2% of the world population will come up with something even worse)
you’re autistic if you think I care about unsolicited opinions from someone who was socialised by political compass memes and PolandBall comics. save it for your parents dinner table
I'm aware what I'm talking about is offtopic but you could just say that instead of rambling about polandballs and political compasses because these things apparently live in your head rent free. Just have some backbone and say what you actually believe instead of hiding behind a mask, y'know?
>rambles about shit nobody asked about
>no you’re rambling!
i know this is hard to take in but nobody cares about the political opinions of a guy who spends all his time indoors and has no family and no job
I do have a family and a job, though
I'm typing this while on break right now
As an aside, you do sure seem to care about whatever le ESLs say quite a lot considering you barge into every single thread on this board to impotently whine about them and try to bait reports out of them so you can have victim points.
They don't think it's funny, they think it's morally righteous. They think your suffering is funny. Neo-Puritans of the worst kind.
Same socially unaware moron replying to himself
What does any of that have to do with manlet alcoholics living underground?
I get frickall migrants for a year and then fricking Yes turn up.
Seasons will pass you by!
Is there already a Dwarf Therapist for the Steam version?
There's a test version, so it's buggy. But it does the important shit, which is seeing shit.
Cannot wait for the legacy port of how skin, hair, and eye colors is done. Its one of the very few ways you can actually keep track of where people come from. Steam making it random just bums me out.
Wait, they just randomised dwarf skin colours?
Were they THAT scared of someone winding up with an all-pale civilization of dwarves when most of the worlds I generated wound up with everyone being some shade of brown?
Probably just Toady going "oh yeah I can do that" when a colleague asked him to do it that way when he was explaining stuff. Nobody had problems with brown skin colored dwarves before because they were tied a specific dwarf civ.
the brown dwarves are forced biased libleft agenda bullshit. nice try glowie but us anons are onto you and your troony antics. i kek in your face, my good sir 😉
or, or... the brownest dwarves are given as the option to create the bottom feeders of your dwarf fort, who work the plantation and return to their 1x1 cell.
it's how you play the game anon is what counts. simulators like this are perfect for that.
>replying to le ebin rusemaster seriously
I get that you've been lucky enough to not recognize this guy, but you're replying to a troll who alternates between rambling about ESLs and mocking people for being right-wing and making awful posts like that, presumably to incite political shitflinging and derail the thread
>Dwarf Therapist
>test version
do you have a link to it?
https://github.com/Dwarf-Therapist/Dwarf-Therapist/releases/tag/df0.50-test1
Having an annoying problem with an item that is "inaccessible" so dwarves are constantly trying to get it and then giving up and it's causing a notification to appear. The thing is I don't see any item and when I clicked on the notification it took me to a zone far underground. I dug down there but there still wasn't anything and now it just centers me on the stairs I dug. What can I do to stop dwarves from trying to get the ghost item?
This can happen when fruit falls out of trees too. Cancel all tasks, make new tasks as priority. lock out all other tasks for a while. Also force labors in the labor menu.
ty
If that doesn't work you'll have to scour for the now nonexistent item they are looking for via i think it was labors? Then forbid it.
I have this miner who's been unconscious in the hospital zone for like a year
what do i do with them
idk how they're not dead. I have a doctor assigned
they're not even sleeping on the beds
DF simulates concussions and permanent crippling injuries that do not kill to the brain or spine. Write him off and figure out a way to dispose of him.
Doesnt the UI show that the injury is a permanent type ?
All it says on the anon's pic is "injured"
Anon here, I don't remember where I saw it but it said her hand was "mangled beyond recognition" or something like that so I think it's permanent. I just don't know what to do with them since they kinda just sleep there. Since it's just her hand I can still use her for some things but she just kind of sits there
No. Permanent injuries like newrve damage will simply have the same "injured" or something alert but it will last an abnormal amount of time. Another thing that could be happening is listing injury or sleep but something in the hospital is preventing the dwarf from leaving that state. If it cannot be fixed put the dwarf in a locked room with nothing in it and they will starve to death and die.
Should I buy this game
Kek globo homosexual trannie glowie is shill this game all of the day !!! Many samegayging shill !!! Only buy if want support feminist and troony !!!
Yes or no
well ive never played the game and i'm sick of buying new ones only to find out a few weeks later that I'm not interested in it. i'll see what I can find online...
>support the devs if you enjoy the game
please have a nice day you fricking homosexual
why are you trying so hard to change the views of an entire board via shaming tactics
>shaming tactics
does your mommy use shaming tactics to get you to not shit in your diaper or something lol
and there you go again, trying to shame people for unspecified purposes
then again why should anyone take you seriously since you admitted earlier you were just ebin trolling as we do on le Ganker
Just frick off to Ganker where nobody actually talks about games. You'll feel right at home.
sorry that I interrupted the moronic man-toddlers b***hing about the liberal conspiracy to castrate you and rape your non existent offspring in your videogames thread then lol
What is it with you people and being unable to let go? People were talking about Dwarf Fortress again before you shat up the thread, again.
You can always spot the mentally ill by the sick thoughts they type out. I hope you can find peace through hard work and find a way to quit being a self-loathing cuck.
absolute meltdown lol
I sincerely hope you get a girlfriend or something and abandon this hellhole of a site.
>rants about trannies, gays, rape and castration to strangers having a normal conversation about a video game
>claims he’s superior to these strangers on a niche board for no apparent reason but claims it’s for a joke
Get some exercise and go outside. It just made me feel better burying a stray kitten I found in the bushes this morning. There’s more to life than saying moronic buzzwords due to your pent up frustration
>redditspacing
>oversharing
>projection
aspie weirdo
Yeah man I’m sure you’ve got your shit together. Keep up the good work
G0D2X2
>every time I read “projecting” here it’s usually by someone who sounds like they’re on the verge of tears
…Who are you quoting?
The very same guy in a previous thread because he's a massive fricking hypocrite and has no self awareness to boot
Who? What?
How new are you here
Does anyone have the screenshot of the guy who constructed a billboard at the edge of his fort that said FRICK ELVES
?
he built it up through the z-levels so that you could see the sign only using Stonesense
This is the closest I can find
appreciate you anon. this isn't it of course, but the spirit is there.
it's a Stonesense screenshot, pre-steam DF. wish I had saved the picture and haven't been able to find it again for years
It is possible to play this game in a Mac? Frick I'm abroad and no desktop PC
how tall should I build walls around the entrance to my dwarf fort? Also how can I build tall walls? I notice my dwarves will build a bottom layer and then won't have a place to climb up, so do I just need to build stairs next to the wall and then take them down?
Only 1-2 z levesl. Anything that can climb will climb and you primarily want to block LoS.
is there a point to building thick walls? do any enemies break through them?
is there a way to prevent enemies from climbing walls? I wanted to use the arrow slits to make them defensible from the inside but might just do trap stuff
>is there a point to building thick walls?
Walls are not just for protection they are used for your buildings and even counts as a foundation for stuff built on top of them. So for the sake of not accidentally causing stuff to collapse it is wise to make them 2 tiles thick. Its also about aesthetics too I guess.
> do any enemies break through them?
No.
>is there a way to prevent enemies from climbing walls?
No. Your dwarves will climb them too btw.
>I wanted to use the arrow slits to make them defensible from the inside but might just do trap stuff
If you want to use fortifications then make a tower. Fortifications are great, just build the wall and carve fortifications from where you want dwarves to shoot from and you now have a wall that you can shoot through. Only problem with fortifications is that it doesn't block LoS and stuff can shoot through those fortifications.
>doesn't block LoS and stuff can shoot through those fortifications.
Is this part of an unfinished feature, or were fortifications meant to work this way ?
Okay now you are just being silly. The game is tile based there is no fancy magic in turning a wall into one of these (pic related) and behaving like glass. There is no unfinished features or bugs here.
*
No wait I don;t want to cause any misunderstandings here, when I say glass I don't literally mean the in-game glass structures. It is purely a comparison to real life glass windows.
Thanks for the detailed reply!
I am also learning aesthetics can please dwarves. lots of detail I need to figure out. someone was happy eating at a "nicely arranged table"
never played. seen its on steam now. any autistic reviews anyone is willing to share with this fellow anomalous anon?
Do farms benefit from crop rotations?
I assume they would because you can divide by season but just wanted to check.
Are there any interactions in this game with proximity of things? Like temples, since people play instruments do they need to be separate or does that not matter - or if beds are close to noisy areas will dwarves get upset?
There's no crop rotation. There's things the brothers know about and things they don't. Which is why underground crops have seasons and above ground ones don't.
Noise exists, it's very limited in scope, mostly mining and smoothing and yes it does annoy them as they try to sleep.
Another question: why do my dwarves sometimes fail or refuse to gather plants I have marked?
I'll lock them into the gathering job and then mark a bunch of plants and I check back 30 mins later and they haven't gathered them. Sometimes they have "no job" with plants waiting to be harvested
To get around this forbid all garbage piles after you make a new one in your fort, change their jobs to pickup refuse assigned to be dumped which is the marked plants.
Its not a memory leak, the game keeps track of everything individually at all times. As you play the game and the number of tracked things increases the game will slow down. This is nicknamed FPS death, for the non-steam version there are 3rd party tools which the steam version doesn't have yet which lets you erase and delete stuff instead of the ingame method involving a drawbridge. Yes there was a mod which simplified everything and history being properly tracked made everything worse.
Can you increase ram allocation in the steam version? I'm having a hard time believing this game can CTD with 32 gigs of ram even though it's CPU intensive. I haven't seen a memory leak like this in years.
Is there anything I can do in world creation or when embarking to ensure a high lava and/or cavern layer? Lava especially. I hate having to manage fuel.
I have an upset dwarf because they can't pray to shin, but I have a temple to shin for them, why won't they pray?
Trying my darndest to get soap without using tallow (not sure how many animals it good for a productive farm so I'm trying to keep them around to breed more) but everytiem i check the screw press or the mill I don't see options for seeds to crush into oil. Which plants can I use to mail oil to make soap? And how do I get those plants to be used specifically for that instead of food, or paste, or rope, or whatever?
Any seeds from these should make oil; Quarry bush, Cotton, Flax, Hemp, Kenaf, and olives. The presser does stuff through labors and you need jugs, barrels and other shit counts as furniture and won't work.
I think my hold up is the jugs then, thanks
You can always kill the males, anon. And remember to fertilize your fields, or at least the oil producing ones. Otherwise you'll be out of seeds altogether.
The nightly build of DFHack has that function
http://www.bay12forums.com/smf/index.php?topic=164123.0
Is there a way I can see outstanding petitions or agreements to do XYZ?
Is there a point to metal or higher quality mechanisms? instead of using iron, copper, billion, or platinum should I just use rock ones? (had some billion mechanisms and realized maybe I don't need them except to sell)
Dwarf preferences, mandates, and just because you got nothing better to use them for.
And melting temps for magma/lava. Although that is very specific for certain uses involving magma/lava.
Do military members need to sleep in barracks? I've just been giving them their own bedrooms.
anyone know what this dwarf wants to make or what they want?
Not sure what stacks of cloth or leather are besides just cloth and leather
not sure what a "quarry" is given you can't craft one
i don't think i have any shining metal or know where to get it
this one might go insane
Nevermind found this thing
https://dwarffortresswiki.org/index.php/DF2014:Strange_mood#Demands
Keep in mind, if they still aren't grabbing things you have, it might be something very specific according to their preferences they want.
Yeeps, hope i have the right rocks and metal