Any dorf fort anons here? What mods would you recommend for fort mode? I could go for something besides vanilla df for a while.
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Any dorf fort anons here? What mods would you recommend for fort mode? I could go for something besides vanilla df for a while.
CRIME Shirt $21.68 |
didn't even know there are mods
Masterwork was popular for a while, or as popular as a dorf fort mod can get at least. It was real neat for a more fantasy feel, but it was extremely prone to exploitation.
Jogger I still ain't completed the base game
>hasn't seen the great ending cinematic
noob.
Are there any mods that return the controls to being keyboard friendly instead of it being painful carpal-tunnel inducing mouse controls?
Are you fricking moronic? Just go download the free version with MORE SHIT IN IT then get a texture pack if you're too worthless to figure out the ascii.
>Are you fricking moronic?
Are you? The """"classic""" version is just the steam version with ASCII graphics. But everything else is the same including the updated UI which looks awful in ASCII because it was never meant to be in ASCII and, of course, the moronic mouse controls.
Any version of DF, including le """classic""" version, past v47 has been unplayable for me because of this moronic decision.
>The """"classic""" version is just the steam version with ASCII graphics.
The older versions have more shit in them, moron.
What older version? Do you mean v47 and older before the steam release?
Yes the versions with adventure mode aka more content
That's not what content is. It's more gameplay.
>No idea why the ramps are flashing white though.
Covered in bones.
>In my experience with ASCII the colors never went so well with each other.
It's a custom palette. Steam version doesn't support this.
There's less shit in the ascii version now not just graphics but new bindings and UI as well as easier mod support.
no adventure mode = less content
they announced the other day, steam version legit has more to the game still in QoL
Other than multithreading, what QoL?
Supposedly the devs are actively working on restoring keyboard controls.
>who will CONTINUE to be his only audience, because almost nobody who started playing because of the steam release actually ended up liking the game
Cope. There are lots of people who would have gotten into the game before the Steam release but didn't because of the ASCII and inconsistent, shitty UI. I tried to get into the game before, but I got tired of staring at a sea of glyphs and trying to memorize the random-ass hotkeys the game used.
Like why in god's name does it use WASD, the arrow keys, AND fricking UMHK?
>I got tired of staring at a sea of glyphs
tilesets have always existed so that's a you problem.
>trying to memorize the random-ass hotkeys the game used.
every fricking button you can press was on screen at all times you never had to memorize jack fricking shit. the hard part was having to remember what the buttons actually do versus what they say.
Tilesets were and are inferior to proper graphics like the Steam version has.
>you never had to memorize jack fricking shit.
>the hard part was having to remember what the buttons actually do versus what they say.
Which is it then?
>Tilesets were and are inferior to proper graphics like the Steam version has.
Lolno, tilesets are on-par with steam graphics, as the steam graphics just is a tileset with the slightest of code powering one or two things.
The steam graphics look objectively superior to any tileset for a few simple reasons:
>adjacent tiles dynamically join themselves to other tiles
>fortifications etc. now actually connect to each other and face the proper direction
>dwarves are actually shown with their individual features including clothing/armor/weapons
>more sprites for animals and creatures in general than any tileset ever supported
Everything is written correctly.
But it's worth to making a caustic comment.
All these advantages are not related to the quality of official tileset, but to the fact that Toady introduced the elements of graphic representation from TwbT and Stonesense.
By the way, I'm surprised why, with 3 active artists (of 5 total), the quality of tiles is quite low - everything looks pretty flat, faded and with not compatible with each other perspective. Official dwarves also is suck - lloks like a fancy handicapped folk.
Correction, if you are moronic, and press tab three times, it goes away.
>imagine being filtered by an inability to read
The fact that I can read is exactly why I can't stand playing ASCII. My brain sees letters and numbers and reads them as letters and numbers, not as "grass", "tree", "elf"
I don't have aphantasia. When I picture something it's either 1 or 2. It's not because I lack an imagination, it's because I'm too autistic to not see letters and numbers as letters and numbers. Playing ASCII is like having a voice in the back of my head going "aabdaadahhsjkhgdkhaaabfhjbd" constantly because I keep subconsciously trying to read it.
sounds like a legitimate mental issue that you should get checked out.
What does this show, anon with imagination?
As someone that never played the ascii one it's clearly a forest fire
You're not wrong, can you make out anything else happening in there? Or any other geographical features?
"O O O O O O O O O O O O"
But more seriously, I think it's the side of a hill with some trees sticking up from the z-level below, and a fire burning on the right side. The smoke obscures a river below it. No idea why the ramps are flashing white though.
I can decipher the ASCII, it just takes longer than a quick glance. And if you asked me to point out something specific on that image, say, a dwarf, I'd have to basically scan line-by-line to find it (I still sometimes have this issue with the steam version, but not as bad).
I'll admit that image is quite aesthetic though. In my experience with ASCII the colors never went so well with each other.
Looks amazing till you realize creatures like humans are literally "h" it would be better if they were ascii art or something
>humans are "h"
Anon...
i mean "u"
Dwarves are symbols instead of letters and that doesnt damages the imagination thing, while making them more visible
Man I miss Taffers. I always thought it was the prettiest tileset, especially with the right color palette.
Also this Naga mod is kind of funny with it's language.
Is that the steam naga mod? I've been playing the steam version with a few mods for extra hostiles and trading civs for a more fantasy-like world but I don't think the mod creator put in languages for their mods.
Currently doing that stella elf mod if anyones also doing them.
thank god the steam version got rid of this homosexualry.
Cant wait for adventure mode as I am not really a fort guy.
>broo you arent smart if you dont memorize every symbol in my acii game
>this game is literally my life and I memorized it
>tileset whats that is that the same as the touch of a woman? if so then I have never heard of it
>tileset whats that is that the same as the touch of a woman?
>coping this hard
You got filtered by literal letters and symbols, just accept it and move on. Not everyone has the same mental deficiency as you.
>you dont understand bro you have to devote your entire free time to learning this games horrible acii ui like its a job and then only then you can be respected by my ultra cool kids club
Tilesets are like a bandage, and dont work for half the other shit in the game.
Same symbols meaning two different things just frick with you and you end up doing the same shit as the acii version just constantly checking to figure out if the boulder looking symbol is either a giant serpent monster or a rock golem.
Like I said cant wait for adv mode to come out on the steam version.
You literally just have to [l]ook at the object in question or see if it's moving and see that it's obviously a creature in Adventure mode or hover your cursor over it when in Fort mode.
Did you actually get filtered by symbols because I was just joking before.
I am going to be honest with you.
I just saw the acii and never tried giving a frick to learn it.
CBA.
And its not like I care that much about graphics, as I still play warband to this day even with the potato graphics, the acii is just so fricking ugly its nauseating.
>frogposter is a moron
many such cases
That's ok anon, good thing the Steam version exists for you and your kind.
A shame the rest of us have to wait years for the game to actually start having forward progress again though.
>I just saw the acii and never tried giving a frick to learn it.
lol, every time.
I bet you didn't even bother trying to download a tileset for the pre-steam versions either.
>he actually was filtered
>devote your entire free time to learning this games horrible acii ui like its a job
It literally says what the keys do what on the screen though.
Honestly if an ESL can do it I don't see what others' issues with it are.
>Cant wait for adventure mode
You can already play adventure mode though.
Never understood you ASCII haters, it's as simple as getting a tileset if you don't want to see letters and symbols.
>ASCII haters
NTA. I'm not a hater, but personaly I disliked the black background between letters in ASCII, and I can see how annoying it can be for a newby having to stop and look each letter to see what it really is until you memorize most of them. I used to play with a tileset that minimized the amount of black space background in the ASCII, and also made so that the letters stylized after some features of what they were supposed to represent. Imo it offered the best of both worlds and it was quite comfy. I think it was called CLA or something like this.
You could just play 47.05 with a tileset you know.
A good thing that tilesets exist for imagination-deficit morons like you
>imagine being filtered by an inability to imagine
I will check it again when lazy Toad release adventure mode.
>end of 2023
>still no adventure mode
what a scam, why didn't toady just beg for money like other americans with no savings that got sick
Long Night isn't bad, but it fails to incorporate some of the base DF mechanics. For example, there are no fey moods, and mod's creator wanted to remove Forgotten Beasts, but this broke the game. I also miss uplifted animals a little, but on the flip side, I prefer current nomenclature to the former Vedic naming system.
He was making 10k from monthly donations before. That cancer turned out to be nothingburger, but it looks like it got both brothers scared since they aren't getting any younger, healthier, or thinner, which prompted the Steam release.
I'm still playing .47 until adventure mode and keyboard controls are back
not just keyboard controls but a full legacy UI option. promising "the free game will always exist just without the graphics" but then taking such a huge shit on the UI (which is fine with the graphics it was made for, but completely incomprehensible and objectively a massive downgrade without) is such a fricking homosexual move and such a massive "frick you" to everyone who's been playing this shit for decades (who will CONTINUE to be his only audience, because almost nobody who started playing because of the steam release actually ended up liking the game, barely anyone plays this shit on steam).
dorf butt
oh nasty!!
Are marksdwarfs really working now?
Im tired of those aggitated giant birds who fleeing away from my millitia
>is X working now?
You know the answer
What's the best way of dealing with a webbing Forgotten Beast? I usually wait for them to stop moving around (sometimes they'll kill something and then stay in that spot forever) and then hollow out a nearby wall so I can carve fortifications into it and kill it with marksdwarves. This isn't super reliable though because sometimes they won't stop moving.
I once killed one with minimal losses by throwing a pack of puppies on them while my dwarfs flanked it. It basicaly sprayed web all over the puppies giving my militia enough time to cover the gap before it turned on them.
Where's the megalink? Not a dorf thread until it's posted
i dont know, here is my list i guess
https://mega.nz/folder/iIMCCa7L#JPVQ3EUJr2PhR6OMYthapw
For the unknowledgeable, the Steam version of DF REQUIRES a new gen every RAW change due to mods not being baked into the save anymore.
How to remove gays from all creatures
Notepad++
open all creature RAWs
ctrl+H
[CASTE:MALE]
[CASTE:MALE]ntt[ORIENTATION:FEMALE:0:0:100]ntt[ORIENTATION:MALE:100:0:0]
Replace in all opened files
[CASTE:FEMALE]
[CASTE:FEMALE]ntt[ORIENTATION:MALE:0:0:100]ntt[ORIENTATION:FEMALE:100:0:0]
Replace in all opened files
How to remove black dwarves
>creature_standard txt
line 436 replace line with
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:PALE_PINK:1:PEACH:1:PINK:1]
How to remove bald dwarves
>entity_default txt
under [ENTITY:MOUNTAIN]
replace line 862 with
[TS_MAINTAIN_LENGTH:100:NONE]
[TS_PREFERRED_SHAPING:NEATLY_COMBED]
[TS_PREFERRED_SHAPING:BRAIDED]
[TS_PREFERRED_SHAPING:DOUBLE_BRAIDS]
[TS_PREFERRED_SHAPING:PONY_TAILS]
So, is it possible to make the cannibalistic Black person homosexuals out of elves?
yes
Thanks i hate the archives search engine
No worries
How would I go at removing
>gay/asexual from unintelligent animals
>letting intelligent have orientations but not that moronic redundancy where they are straight/gay/bi but unwilling to marry when that's already determined by personality checks
You better read how the orientation tag values works at the wiki then, and see what fits you best. Then you apply the no gay values to everything and then do a second pass with your custom values only on the creatures you fell like.
What the other anon said, just do the remove all and then tweak the values for the sentients.
Thanks anon
No worries
[INTERACTION:IHATEgayS]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: to be a parody of a real woman.]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_AFFECTED_CREATURE:DWARF:MALE]
[IT_AFFECTED_CREATURE:HUMAN:MALE]
[IT_MANUAL_INPUT:homosexual]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NO_HOSPITAL]
[SYN_AFFECTED_CREATURE:DWARF:MALE]
[SYN_CLASS:homosexual]
[SYN_NAME:Gender Dysphoria]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:DWARF:FEMALE]
[CE_ERRATIC_BEHAVIOR:SEV:10000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:HATE_PROPENSITY:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:ANGER_PROPENSITY:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:VIOLENT:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:DISCORD:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:BRAVERY:40:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:CONFIDENCE:40:PROB:100:START:0]
[CE_ADD_TAG:STERILE:START:0]
[CE_NECROSIS:SEV:10000:PROB:41:BP:BY_CATEGORY:HEART:ALL:ABRUPT:START:0:PEAK:0]
[CE_FEEL_EMOTION:EMOTION:REGRET:SEV:10000:PROB:100:START:1]
[SYNDROME]
[SYN_NO_HOSPITAL]
[SYN_AFFECTED_CREATURE:HUMAN:MALE]
[SYN_CLASS:homosexual]
[SYN_NAME:Gender Dysphoria]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:HUMAN:FEMALE]
[CE_ERRATIC_BEHAVIOR:SEV:10000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:HATE_PROPENSITY:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:ANGER_PROPENSITY:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:VIOLENT:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:DISCORD:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:BRAVERY:40:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:CONFIDENCE:40:PROB:100:START:0]
[CE_ADD_TAG:STERILE:START:0]
[CE_NECROSIS:SEV:10000:PROB:41:BP:BY_CATEGORY:HEART:ALL:ABRUPT:START:0:PEAK:0]
[CE_FEEL_EMOTION:EMOTION:REGRET:SEV:10000:PROB:100:START:1]
Can i get rid of the dogshit changed keybinds but keep the stream graphics yet?
no
That's due to teeth
There is also blood on the leaves and ground a z level under in the center.
>a couple of blind cave ogres show up
>these look dangerous, better call the military and get everyone inside
>before that can happen they path to the cave entrance and all the dwarves that were going inside to the burrow get caught in combat with them
>think I'm about to lose 20 dwarves, including a legendary armorer
>nope
>they swarm the ogres and beat the fricking shit out of them, dodging almost every attack and knocking one unconscious
>random civilians wrestling and bending the joints of monstrous creatures bigger than elephants while farmers and children punch them in the skull
>by the time the hammerdwarves arrive both ogres are seriously wounded, one is unconscious and bleeding, and one has lost the ability to stand
>no dwarves died and only two were permanently maimed
They're probably not very good at fighting, on account of being blind.
Toady pls make android/ios port
To be fair, /vst/ is a strange place for a thread to reemerge in.
Still mad that people are calling out your mobile game eh?
>a month has gone by between threads and this autist is still doing this
there's plans for a world editor in myth and magic right? how extensive is it going to be? can I make culture groups?
You're going to have to wait for Toady to stop playing catch-up with himself for at least another year before he starts actually working on it, and even then he is more likely to start finishing up the second half of the Villains update first.
>Myth & Magic
lol, lmao
How many years has it been already since the generator? 7? 8?
And he's not even announced "the big wait" yet. He's going to die before he even gets started on it.
Plans announced many years back, Toady is too busy being sidetracked by graphics for the steamgay version.
>there's plans for a world editor in myth and magic right?
I think he mentioned somewhere that he had plans for letting players actively tweak the world generation via some editor sometime in the (long)future
>how extensive is it going to be?
who knows
>can I make culture groups?
who knows
>newbies to df cannot read
I would be surprised if the absolute quantity of illiterate morons that killed /dfg/ didn't already show this.
>I think it was called CLA or something like this.
Just checked, it was CLA
dorf butt?
oooh nasssty
Pretty sure I can guess the answer but is there a way to split the mineral occurrence rates from vein sizes? I wan to have lots of mineral variety but don't want massive 500 block iron or other veins of ores.
Maybe there is but I dont know know of. I would guess that changing the way that game generates veins, instead of just what kind of ores it can generate or adding new ores, would probably require a dive into the world gen code that not even Toady himself has touched in 20 years. If you want to control the mineral frequency you can do it under advanced world gen so that then you can have more and different ore types formations occurring across the world and overlaping each other. But the way it generates veins seems to be either veins of ore than on each z layer of their ore "biome" for a random lenght or large spots of ore, and it seems to be independent of the mineral frequency setting.
Yeah, you have to open the inorganic RAW abd shift them around.
This will help
https://dwarffortresswiki.org/index.php/DF2014:Inorganic_material_definition_token
Have you played German Dwarf Fortress?
?si=eNwSqyTx-XPic0ql&t=3390
I remember seeing this as a kid in gaming magazines and I thought it was terrible, maybe played the demo.
this is just a strange phenomenon, anon. this threads will die in a while just like those in /vg/
/dfg/ is dead and buried
I tried KeeperRL after playing 700 hours of the steam version of Dorf Fort and man was it a mistake, every dorffortlike that isnt dorffort feels so shallow and shitty.
That's what happens when you don't spend 20 years working on a game.
There's not much content for 20 years of 'work'
I LIKE EM BIG
I LIKE EM CHUNKY
I LIKE EM BIG
I LIKE EM PLUMPY
I LIKE EM ROUND
WITH SOMETHIN SOMETHIN
Still haven't joined the 41% yet eh, mobilegay?
What?
>a thread revolving around a game is made every so often then dies = a dedicated general that always has a thread up like that mobileshit one
Pathetic
Aaw, did the little mobileBlack person get his feelings hurt by being called out?
You going to sperg out and have 80 of your posts deleted like the last time you did this a few months ago, you dumb moble-gaming homosexual?
why don't the lands of lords homosexuals do the same? don't see you b***hing in that thread, even though they have one up 24/7
/vg/ is /videogachas/, the 100 gacha generals make slower threads disappear too quickly and ruin the intended design of /vg/, so its better to have it here. Its not like /vst/ will suffer from having only 29 EU4 threads instead of 30
>Not even 1 year removed from the big 0.50 steam update
>DF /vg/ dead
>Banished to /vst/ where there are around 10 posts per day
grim
>>DF /vg/ dead
to /vst/ where there are around 10 posts per day
Your post is implying that this thread is a continuation of /dfg/ on /vg/
Is that a correct assessment of what you are saying here?
A bunch of the usual /dfg/ type posts are here, so it's a fair assessment to make. Even the last thread a month ago had dorf butt posting.
>a month
Anon, it's been over three. And yeah the dorf butt homosexual was posting here, with other anons telling that moron to frick off.
Why would someone get banned for this post?
we just don't know
I was baiting in a victoria 3 thread and the janny got mad at me and deleted my posts across the entire board. Whoops! Sure hope this one does not also get deleted!
Off the top of my mind it's: being unable to build up stairs without also down stairs, the keyboard cursor being broken, no hotkey for deconstructing buildings and stopping build plans, a lack of some ascii buttons like for minecarts, mechanisms and worst of all stockpile wheelbarrows and barrels, and overlapping rooms(Not sure if this one actually matters or it just complains to you on the UI).
There's also the fact that sometimes you just wanna construct a few layers of stairs out of a building material, instead of letting them be out of the surface mud. Can't do that unless you do the entire stair stack. hopy shit problem sleuth
You know, it's kinda funny how Masterwork was basically just stolen mods compiled into one, but in all fairness I think it had more actual good content than DF. The dwarves and warlocks were especially fun. I wish it was updated, stuff like the Orcs would work way better now with the way raiding and site attacking works. Speaking of, will it ever matter? I have never thought to use it for resources, it's basically just for RP now(and necromancer slabs).
>Off the top of my mind...
Did he add in the rest of the keyboard shortcuts then?
Most of the things do have hotkeys, but they're shit. No ergonomics in mind, constantly moving your fingers from one side of the keyboard to the other, and in certain cases you actually have to press more than before. My favourite is the fact that if you put a workshop down, then try to put a different type, it closes the entire menu and you have to go through to the workshop in question again, instead of just keeping the workshops section open.
no
M*ph would have done it already but sadly Toady banished him to hell for two eternities for doing what he did so we won't be seing much of him any time soon.
Kinda funny how the whole reason he was exploded was due to something he did in 2016. I wonder if there were more behind the scenes issues and they just used that as an excuse to get rid of him.
Kinda wish it did not happen, the standalone warlock mod was pretty fun and now it's never gonna get updated.
What did he do?
You can build upstairs without down stairs, you just go up and cancel the downstairs order
I haven't played since before premium. Is there a list of features that were in the OG which are still missing from premium? I'm trying to decide when to jmup back in.
game now has:
>sprites
game now doesn't have:
>adventure mode (yet)
and that's about it compared to the regular version. in the newest update you are forced into a mouse driven control scheme be it either on the free or the premium version
>game now doesn't have:
I remember it lacking more than just that. It's a bit fuzzy but there was something about not being able to build up stairs.
I think there were also a couple of other things.
>It's a bit fuzzy but there was something about not being able to build up stairs.
It being an up, down, or up/down stair is now automated, that's a thing now in both premium and free versions
Yeah that's training wheel mode.
Also keyboard shortcuts were lacking.
Someone should make a list of all these features so we can track when the current version has all the feature of the OG.
>that process that wasn't automated for whatever reason, is now
>this is a bad thing
you DF grognards are insufferable
Sometimes you just want to build an up stair without building a down stair.
So designate two levels of stairs and erase the top designation before it's mined out.
A dwarf standing on an up stair can dig out the tile above without creating a valid path for creatures on the upper level.
>no adventure mode (ETA many months out)
>announcements fricked, have to be manually fixed
>no exporting maps
>can't abort worldgen results once fully processed you HAVE to accept the world
>vast amount of undocumented changes from .47_05 to .50._01
>Kitfox is gatekeeping some modding info and bug reports to their discord
>keyboard and mouse input is affected by slower rendering times when your camera is above a busy site on screen
>no simple popup showing the current dimensions of a designation
>dwarves will finish current activity before adhering to a burrow.
>need to manually set manager tasks each new fort.
>can't prioritize specific hauling tasks.
>Able to designate labors to petitioned civilians look menu but not through labor menu
>Unable to toggle petitions (big shiny animated distracting notification that you can't ignore)
>Lists cannot be ordered by alphabetical order or orders you want
>No search/filter feature in lists
>Unable to select everything inside the wooden bin, have to manually click the items within them
>Have to mass click item menus like embark, no shift/ctrl+click for +5 or +10
>Unable to click a dwarf's portrait to just to go to them from any menu, e.g. labor menu, has to be from unit menu
>No description of what creature type this unit is when looking at them (clicking on them)
>No keyboard shortcuts for zone menu and other various menus
>Can't designate a tomb and such from hovering over coffin
>No shortcut for creating a stockpile, you HAVE to click. I.e. pressing p once then having to click the dumb popup
>Intro removed (except the audio for it over a generic loading screen)
off the top of my head
>Can't designate a tomb and such from hovering over coffin
does it still require individual little rooms for every dwarf to make tombs automatically? I know it was a pain my first steam playthrough since I like to do big catacomb burials so I had to designate every coffin individually since they don't have a general burial area option.
NTA but yeah
Goddamn hacks
at this point it feels more like elder abuse
kitfox just taking advantage of tarns tism
Thanks for the list. I get that some of these were QoL features that the OG lacked. However, these points
>no simple popup showing the current dimensions of a designation
>dwarves will finish current activity before adhering to a burrow.
>can't prioritize specific hauling tasks.
>No way step frame by frame
Jesus.
for me it's
>Intro removed (except the audio for it over a generic loading screen)
inexcusable
jesus christ
you forgot that waves aren't in the tileset but are in the ASCII version.
>No way step frame by frame
>FPS death via underground invaders is back
>candy (ultra-scarce) and clowns reworked to 40d style AKA eerie glowing pits are back
so sad that dwarf fortress still has never surpassed masterwork from years ago
toady only cares about moronic crap like legends and literal troony dwarves
I like the new UI 'cause now I can actually remember everything when I've been gone for a bit
2cat
Did one of the updates put the overlapping room penalties back in or do I have a mod fricking something up? I remember being able to have rooms share walls in the steam version without an issue before.
they put it back in yeah
Can I DF hack it away again? Double thick walls is cringe
he he he
Walls don't count for overlapping, only floors do. You can have two rooms share walls with no penalty. You only get a penalty to the room value if two rooms share floor tiles.
I just had them sharing walls and it gave me the overlap warning, but it's not doing it anymore.
>I think quite a long time ago, he should have stopped feeling anything less than shame for a spaghetti codebase and began working with others to sort it out perhaps from the bottom-up.
He hired someone to do that, and he's currently doing it, but UNFORTUNATELY that doesn't mean he's gonna fix the content being shit.
learn to edit the raws yourself, it's not very difficult and there's a lot you can do with them.
>how to add industries
>doesnt show it
i'll have to look it up myself.
DONT CARE
STILL PLAYING MODDED 40D
Very good, I'm still playing modded 47.05 myself.
If you have money to waste you can buy Dwarf Fortess for 20dollars (lowest it has ever been)
https://gg.deals/game/dwarf-fortress/
Bro, it can be gotten here for free.
What part of:
>If you have money to waste
You didnt understand ?
GOD HATES ELVES
Same.
Honestly, who doesn't?
Dorf (Dwarf) butt ehehehehe
Oh NAAASTY
>dorf butt homosexual pops up at the same time as the mobile game moron
How awful.
Place your bets
scepter
it´s a figurine of the three previous artifacts that have been created in the fort. Sort of neat
Sounds about right.
a bed
a high boot
My only real annoyance with Df is that if you impregnate a different creature you have to make sure the creature has the same body and color genes or the offspring will crash your game on viewing the description...and the workaround is silly (transforming them into your race and then applying a transformation interaction on the offspring to the race you want via DF hack or normal interaction)
Pretty sure there are plugins that handle that without doing all that
If there is I can't find one.
I miss the option to have keyboard mode. My hands are too shaky from tremors and I hate having to paint straight lines instead of having to hold shift and arrows
Until he adds it back in (more than likely two years form now at best) you can always play 47.05
Anons...
I'm moronic, I didn't notice that I didn't make quivers for my dwarves so for the past couple of years they've been smashing their enemies with their iron crossbows, now I realized how the bronze Colossus managed to rape my last colony
Don't worry, quivers don't work anyway.
That's odd, I see them shooting their arrows in the archery range
Don't listen to that moronic Black person, they've been working properly for several updates now
Fortress much?
Every now and then
Only if I want to make an interesting location for my adventurer to visit.
Anyone else like to play the version before z-levels? I wonder if he'll ever bring back nobles coming at certain fortress benchmarks, cave-ins, and real economy.
I maybe miss remembering but didn't ww used to have an option to re-enable cave-in somewhere?
You can turn cave-ins on or off but that just controls literal unconnected ceilings, if I'm remembering correctly. In 2d version, a room 7x7 or larger will collapse if it doesn't have a support.
can you elaborate more on the features of older versions?
No.
🙁
That rude anon wasn't me. The older versions were more "gamey" in that every embark was the same - you tunneled back into a sheer wall, running into first a river, then a chasm, then a lava river, and then the Fun.
You didn't assign nobles, they (and things like your first blacksmith/anvil) would arrive when meeting certain progression benchmarks like amount of value crafted or number of dwarves.
Cave-ins would happen eventually to any 7x7 or greater space that wasn't supported.
All ground was stone indoors, so you had to muddy the ground via dangerous floodgate methods for farming. It was A LOT harder to keep your dwarves fed.
Dwarves actually had an economy and more complicated system of ownership. It would be based on barter until you started minting money, at which point it would go into capitalism mode and dwarves could fall into debt, and would start renting their rooms if they couldn't buy them.
>It was A LOT harder to keep your dwarves fed.
>dwarves could fall into debt, and would start renting their rooms if they couldn't buy them.
that sounds much better than the system now, i wonder why he changed it
Toady never intended for his game to be "hard", he actually considers anything making it hard to just be things he hasnt ironed out yet.
He also gives few shits about Fortress mode and spends most time with Legends and Adventure mode the last I knew
People would just murder the nobles or try to stop the economy from starting anyway. The nobles were annoying pieces of shit who made weird demands all the time.
There's not much that can be done about the food system.
Well first off, if you actually minted any coins, the dwarves would spend inordinate amounts of time hauling coins around instead of doing productive work.
Just like real life
The economy never actually mattered in the slightest because Dwarves would still just go take food/drink from the stockpiles, and grab furniture and stuff from the stockpiles, resulting in possible theft, so you'd get Dwarves randomly sent to jail or beaten up by the jailer for doing what you told them to. The workaround was to wait until you had adamantium to even start the economy so that you could give your jailer an adamantium hammer which would do zero damage because it was so light, thereby allowing your Dorfs to steal with impunity AND get free happy thoughts from justice "having been served".
But then Toady made Dorfs into moody buttholes and now they can never actually come back from feeling sad even once, and everything that matters (that is, megabeasts and sieges) is tied to actual value produced and exported instead of the economy, so it's better to just remain a Soviet dictatorship.
Food has always been a shitshow, it's only "hard" in as much as you have to know how to set it up because it's fricking autistic as hell. As such, you'd always limit yourself in some way (like a carnivore and mead only fortress or whatever).
To add onto the nobles: they'd make actual demands that you had to fill, or else other Dorfs could get in trouble with the law, and the noble would eventually tantrum spiral because you weren't making in a bed made out of diamond or whatever. They'd also randomly put export bans on stuff like mugs or crafts, effectively killing your economy (exporting banned goods was a crime, and the jailer would go kick the "offender's" ass). "Killing nobles" used to be an expected part of the game.
Genealogically, Fortress Mode only exists because he wanted to be able to make Forts and then visit them in Adventure mode.
>They'd also randomly put export bans on stuff like mugs or crafts, effectively killing your economy
Frick, I forgot about that one.
Did he disable export bans and noble demands? Wow. Realizing I spent the last 10 years or however long never moving much past 20 dwarves so I never noticed.
As I recall (I haven't played in a year or so) most nobles are voluntary, so only the mayor actually puts export bans on, and the things they don't want exported are far more specific (so it's stuff like "wood mugs" instead of "mugs of any material"). Nobles still want rooms of certain quality, but that's more of a fun challenge because they want stuff like "a chair with value >X" rather than "a door made out of giant spider silk".
The problem in the DF of about a year ago was that the Dwarven psychology is far, FAR too fragile, and that it's still so poorly optimized that long forts either suffer FPS death OR just... crash or die or whatever and become unplayable.
>The problem in the DF of about a year ago was that the Dwarven psychology is far, FAR too fragile
Yeah whenever someone sees something bad, the memory of that bad thing eventually drives them insane it feels like, and its almost unavoidable. Then all you need is for them to have a tantrum and hit someone in your tavern randomly and suddenly your entire fort is just killing each other.
Its way too flimsy and requires either savescumming or lots of micro to avoid
>Yeah whenever someone sees something bad, the memory of that bad thing eventually drives them insane it feels like, and its almost unavoidable
Are we even playing the same game?
Yes, it was like that for a while before the Villains update, but after it released I almost never saw dwarfs spiraling into bad moods
It is still like that, I have 700 hours in Steam version and countless before that, and I lost maybe 3 or 4 forts to tantrum spirals in steam version.
You can still be having a successful fort and one upset dwarf hitting another wipe 75% of it. It just takes longer to happen as that negative emotion reinforcing loop might take years, but sooner or later one or more dorfs will get depressed enough to tantrum.
The problem isn't that Dorfs are moody little psychos, it's that there seems to be no way to actually improve their mood. It used to be that your little commie morons could be placated with booze, fine dining rooms, statues, good clothes, etc and they'd be fine with watching their children get murdered or being set on fire.
Now they'll just stew and fester on it forever. It takes longer for the tantrum to come, but you can't actually prevent them. The negative thoughts just build up and never go away.
Yeah exactly, tantrum spirals were more common but were actually preventable. Now you only see them a few years in (meaning most people wont at all) but you cant really prevent them other than routinely sending away or killing off your dwarves as they inevitably get haggard.
You see your child get murder/raped by a boogie man and yes you should have a psychic break at some point. The game should get harder anyway, it's way to easy to make an "immortal" fortress.
I dont disagree, except the psychotic breaks are usually "I walked through miasma this one time" or "I havent seen my family recently" (none of his family live in fortress nor is there any way to call them or visit them)
I agree there, I would say that psychotic breaks are still an important difficulty factor with the game. These things should be really small and have some kind of half life. Some more traumatizing things should remain a permanent negative modifier.
Well, Dorfs aren't human so perhaps they shouldn't. Maybe they're fine with death, but get really peeved about having to see the materials that they don't like? After all, they're strange fungus people. In any event it needs to be more granular and more nuanced, possibly with tiers. At the highest tier there'd be a chance for something to result in a permanent mood disorder when the thought "completes" (most of these would be bad).
I think that it's just a problem of Toady never really finishing anything or having a coherent idea for a system, just sort of iterating on stuff as he feels like it.
I never encountered tantrum spirals in this game, even if someone goes angry nothing really spirals. I imagine toady "fixed" it at some point. Or maybe I am good
>Did he disable export bans and noble demands?
No unless he did in the last 1 or 2 updates
There is a planing feature built-in that allows you to draw with designations and then convert your drawing into actual desiginations irc.
It was less of "an interesting challenge" and more annoying micro management, watch Boatmurdered to understand
I stopped playing this years ago, so Steam killed this game?
lol what you get when you try to please normies.
many such cases
steam didn't kill anything. it only made people who didn't play the game what a barely functioning piece of trash it is
false, it only made people who didn't play the game because of graphics realize that it just isn't the game for them and that their previous coping about it being too hard for them was all a front.
Nah, it also made the game way worse. With no keyboard controls actually working, you can't use the record feature to mass-create dig out and build bedrooms. Sure, it's easier to designate multiple bedrooms at once now, but at what cost.
I've started just using the built-in DFHack quickfort blueprints, which sucks because it makes most of my forts look the same, instead of being able to actually design shit myself then copy it in other places easily.
what is the best imitation of DF?
I don't get the appeal of songs of syx, Rimworld and cataclysm don't hook me.
I think there is one that is about as an imitation of DF as it gets without being the classical "its like df but with grafics" bait and switch, but I never played so I cant guarante anything, and I cant for the love of god remember the name now. I think that the dev is involved in DF community a moderator or something like that.
If I remember/find I will post it.
Gnomoria?
Found it, it is called Odd Realm. I saw some streamer/youtuber playing it once and from the gameplay it seemed like the dev had actually played DF before deciding to make a DF but with graphix. But again like I said, I havent played it myself, so take it with a grain of salt.
>Odd Realm
Songs of Syx is better
There should be more dwarf fortress clones imo
Goblin camp was interesting
>power conduit running through the room
WHAT THE FRICK
There's other shit but that bothers me the most.
>Boomalope strolling through an indoor room made of wood.
You just know it's set to the easiest difficulty.
I miss therapist and i miss the premade dwarf parties.
anyone got any good utilities or other ways to plan a fort? I need to minmax routes but I also have a general layout in mind. I need to combine them without all the trial and error.
there was a hullmod mod that I saw a while ago that allowed you to set aggressiveness of ships in your fleet (without assigning an officer). Like you just slap a 0 cost "aggressive" hull mod on a ship and it fights more aggressively. which mod was that?
starsector?
ah whoops, apologies
a bump is a bump, anyway i once got a 3 day ban for mistaking /aco/ with Ganker kek
After the villains update I've only ever seen tantrum spirals happen as a result of a bar brawl going wrong.
The average Slav experience
Why do they always let the kids run around in the wild/caves when there's literal boogeymen in the woods after dark that'll kick your fricking teeth out.
Do I need to put every little dipshit in a burrow?
without a doubt yes. Every child should be in a burrow. I don't know if it makes moms unequipt them though.
Every dorf kid should be forced to hang out with their relatives, helping them and learning their skills passively so that when their parents die they're ready to do the same job.
You know I'm right.
Did you do that in your life?
No, but this farmer's kid I knew from my countryside home did.
Yeah, buying the steam version was a fricking mistake. Going back to LNP.
Turns out charging money for a game that used to be free and letting trannies who hate your fanbase reign over it isnt a recipe for succes. Who would have thought...
But the game is still free?
And still no one gives a frick about it. Imagine if it was "pay only".
Only thing that killed Dwarf Fortress was Toady posting about BLM, which was moronic. Now we can only get culture war gays shitting on the game everywhere killing all discussion.
Steam release killed DF because it stripped the game from the whole mystery aura and betrayed how little of ACTUAL GAME is there in that title and how much of it is superflous autistic detail that is nice for one read or some autistic RP but grows boring after third colony.
Unfortunately this is true. Minecraft took it's thunder almost a decade ago.
No, steam df killed the game because its completely unmoddable compared to before. Notice how major popular mods like the long night haven't been updated to it fully because they'd have to make nee graphics and the current release is the garbage 'classic' .50 which controls like shit and doesn't support any tilesets over a certain size without destroying the UI. Modding is dead except for qol mods and race mods. There will be no overhauls of systems or the game, no tilesets, ever again
>Notice how major popular mods like the long night haven't been updated to it fully because they'd have to make nee graphics and the current release is the garbage 'classic'
What? TLN is updated and works. You have to play in ASCII mode, but that's not surprising. There's nothing wrong with it currently, save for new version bugs that afflict the game itself.
Ascii mode is ass. You clearly havent played in ascii mode. The ui is broken and tilesets does not work unless its 8x8
Only certain parts are fricked, like the minecart route UI and assigning wheelbarrows, most of everything else works. I don't play with a tileset because I am not insane, pure ascii.
It's bad, but it's better than not playing at all, or playing vanilla. Eaugh.
Modding has nothing to do with it.
Steam release betrayed how shit this game is under thin veneer of autistic detail, obtuse unhelpful ui and word of mouth that paints this very shallow city builder as some amazing achievement.
Fortress mode has always been secondary for Toady's true passion, Adventure Mode
No moron, they went two steps backwards in terms of modding capability.
Shit isn't baked into saves anymore, so each modification affects everything and can break saves
The documentation all the changest was horrendously bad ("A lot of things have changed."...really Toady) and required bay12 morons to datadive for a few months to figure it all out
Modding isnt the reason. Game simply outed itself as a very shallow GAME that isnt that fun now that it lacks the obtuse layer of confusing UI and ability to write bullshit stories about what actually happened in the game.
hey does anyone have a link to all the undocumented changes between 47 and 50?
Might want to hold on to your britches...there are quite a few
www.bay12forums.com/smf/index.php?PHPSESSID=389e54fa0c239245eef5ce8539aa63d2&topic=180650.0
You're moronic.
You going to extrapolate on how or are you just being spiteful?
Everyone already said it, the game didn't die because of modding getting worse(It didn't), it died because it's fricking boring and the UI being obtuse is no excuse for elitism anymore.
So, the ones filtered by the graphics realized that they weren't going to like the game anyways due to it simply being not their kind of game?
Shocking
>filtered by the graphics
moron can't even read my post. Shocking!
...do you even like or play the game anon?
Anon, are you fricking moronic? Genuine question. Because from your posts, it seems that you are so moronic I am shocked you can even use the keyboard.
>Anon, are you fricking moronic?
Based on you thinking other anons are me, you may want to take a better look in the mirror.
???
one is insulting the anon by implying that he hates dwarf fortress, the other is insulting anon by implying he thinks all anons who disagree or make fun of him are the same anon.
Nta but you are deranged.
You're not fooling anyone.
Go outside, its not good for your health to have a free ant colony game living rent-free on your head.
see
Anon, that new IP is fooling no one, why are you posting like that?
Because its all me, just on a different device as i moved from where i was when i posted the first one.
No one is trying to fool anyone.
Why are you so obsessed then? Its not the first nor the tenth time ive seen you posting the line here and on Ganker. Your argument doesnt even make sense, at worst it suggest an status quo.
>game died because people who didnt play the game went back into not playing the game
Did you quote the wrong anon?
yes
Have mods really stopped appearing?
A goblin PEDOPHILE has stolen a dwarf child, your response?
Take it. One less mouth to feed.
How the frick I get dyes?
grind plants
plants
rimworld would be better if it has z levels
rimworld is boring, but so is DF
Rimworld is at least real game not autistic world detail geneator.
go back to your succession thread, moron.
>Rimworld is at least real game not autistic world detail geneator.
Get gone, ESL.
>seething dwarf trannies
Cry more boyos, DF isnt even a game and Steam release betrayed that hardcore. Thats why/dfg/ died and 10 year old games have triple the current players on Steam.
So you don't play DF, got it, your opinion matters to us as much as the gaping wound between your legs does.
Looks like a thread opened in /vr/
>Adventure mode in april 2024
I bet it's going to be delayed as well. What a fricking joke.
>Interact with this colony sim in a whole new way, recruit a party, join a faction, and go and explore the world.
>new
Begone gay
>backer background matters
>literally giving trannies rights to your game and cucking at every step doesnt
Tynan sent troony packing when it wanted to shove her dieseased wound into the game, Toady literally gave his precious life achievement to some bunch of rainbow gagglefricks and browns.
Eat shit.
Oh yeah Rimgay?
Where's your proof of trannies being in DF?
Like it or not you actually have them in your game, "it's just a backstory" doesn't matter.
Watch him pull up that old twitter screencap of Toady from 2013 as he was appeasing one of the crazies with noncommitals.
took you long enough
Holy shit have you been sitting here refreshing the thread since friday? Take your meds, you fricking schizo moron. YWNBAW by the way
lol, lmao
I just check it every other day due to how slow it is.
Try something new you dumb homosexual.
>within 3 minutes
Yeah sure thing. You're more obsessed than this "one" anon you think is posting this shit.
It's pretty easy to have threads on different tabs and go about your day, only to post when you start seeing new posts.
so you have been sitting here refreshing the thread since friday waiting for that post. Holy shit that's truly pathetic.
You clearly don't understand what I am typing, so here is your last (You).
Uh oh, someone got mad that they were caught.
>caught
Caught doing what lol just because some moronic schizo inb4'd the post, doesn't mean it's invalid.
The most we have is gays in DF, you actually have axewounds in yours.
Thats not correct, you literally have only two sexes in Rimworld and you even have all the mechanical shit that makes men seek younger women and gays being hated by all.
Seethe troony.
Now look who is seething, cope all you want Rimworlder, you still have trannies, even if only in your backstories.
>Toady literally gave his precious life achievement to some bunch of rainbow gagglefricks and browns
But he didn't. He still has total control over the game. The troon he hired is just a grunt programmer who does performance optimizations and bugfixes.
>you literally have only two sexes in Rimworld
But the characters can change between sexes.
Dwarf Fortress has only two sexes and no trannies.
Only because turdy takes 5 years to make a change to a text file.
Except the publisher who openly boasted about not hiring anyone White and normal and embracing all the blm troony shit.
>Devlog - 11/30/202
>I've been hitting interface menus one at a time. Jumping, picking things up, climbing, inventory, and conversations (aside from a few gnarly cases) are done. Combat menus, the log, status, and character generation feel like the big ones left to do, but stuff always comes up ha ha. There were so many options buried inside of conversations - I still need to do performances and the secret identity specifier, for example. All menus support keyboard only, mouse only, and hybrid approaches.
>Work continues on portraits as well, from goblins and kobolds to clothing variations and animal people. New equipment images on the full body tiles for equipment like artifacts and divine weapons also coming, and I think new item images as well.
>All menus support keyboard only, mouse only, and hybrid approaches.
Thank fricking god
>Work continues on portraits as wel
This tileset is still a time sink and none of you steamgays will ever convince me otherwise.
>/vr/ thread deleted
guess DF isn't retro
then again, it had devolved into b***hing about trannies, so maybe that killed it
it course-corrected soon after, and only looked like two of the IPs bickering anyways.
Oh well, guess we're dtuck here with that one sperg who keeps trying to falseflag as a Rimgay and trying to call this thread a general.
It's still in "active" development, so no it's not retro.
When adventure mode?
According to Toady, ETA is April, converted from Toady Time, probably July at the very earliest.
What happened to /dfg/?
Content drought caused by steam version development and some previous boring updates slowed the general. Then /vg/ got flooded by gacha and other shit generals, speeding up the board and making anything that was niche or didnt group up with other games get washed away to page 11.
>Then /vg/ got flooded by gacha and other shit general
Damn, you're not kidding, and these probably aren't even all of them
Yeah, now consider that some of those threads are so fast that they get to hit bump limit 2 or even 3 times a day despite the bump limit being 800 posts. The top second from the right is 8 hours old for example.
And then it happens that those threads attracts autismos like shit attracts flies, and every once in a while they will have a meltdown and some autist will start spamming the the thread or the catalog over some bullshit, or maybe they are just having a fight over who gets to be the OP or just by accident, so that you end up getting 2 or 3 new threads made when one of those dies which further speeds up the board.
And still /4xg/ manages despite being slow while /dfg/ died..
I dare you to go to
and try to figure out what the game is about just by reading the thread.
my guess is that it's some high school band gacha
Bang dream girls band party is well known to me because it has "egg" in the OP but isn't Engineering Games General. It's been up for years and I think it's one of those mobile games where you collect characters but it has to have been one of the first of that type (in English) because I remember seeing it long before the board filled up with Japanese mobile games.
>and these probably aren't even all of them
Not even close. There are some generals that have split into two, even. Fate/Grand Order has /fgo/ and /fgoalter/, generals for the Jap and NA servers respectively.
>two generals for the same thing
You know that's when things have gotten bad
Minecraft has two generals - one for vanilla, and one for modded.
who the frick even plays this type of shit?
how do they even derive enjoyment out of it?
Its a mindless mobile gacha.
If you actually play this shit you are so far gone its hopeless. Or a mindless chink bug
Its insane that people play this garbage, imagine literally subjecting yourself to most predatory, addictive games willingly
What's the matter, scared you're gonna fall for it? Give it a spin. The others only get hooked because they're weak-minded.
I play Limbus for the Story, I swear!
Why isn't it part of the colony sim general? I know it says "NO DF" but what happened?
Also, going to finally get round to playing the Steam version after like a 5 year hiatus, any basic tips? Feels like I've forgotten everything.
From the last time I played early this year.
Avoid untamed wilds biomes, toady added some fun to them. Especialy if marksdwarfs are still broken and if you do settle on those biomes, only bring animais that dont need grazing and dont forget to burrow your dorfs, it will save you some headache.
Caves now are basicaly a tower defence game now with the way that cave dweller tribes work now. Make sure that you have a decently armed militia before risking it and that your access to the cave is well guarded, fortified and locked.
I think toady changed the way aquifers work now, they are normal tiles that will slowly but infinitly drip water until you mine them out, smooth or block them with a wall. They can also drip from the above floor too which took me a while too figure it out and can make them annoying in some situations but not as dangerous as they used to be and they can even be safely exploited to the benefit of your fortress, unless however, it is a heavy aquifer, then you should stay away from that shit.
>Why isn't it part of the colony sim general?
There's no "colony sim" general. Rimworldgays have their own, and get uppity whenever someone tries to discuss other games instead of posting coomer shit.
>I know it says "NO DF" but what happened?
DF threads attract a few shitposters that really lower thread quality, DF discussion itself is quite prone to sperging about trannies and also derailing the thread, the game sucks, uhhh uhhhhh rimworldgays hate DF.
>DF discussion itself is quite prone to sperging about trannies
why
Because one autist always barges into any discussion about DF and starts making claims that DF has them in-game and refuses to provide proof.
a) One of the hotter topics to debate about lately on the entire website, making it excellent for bait or derailment attempts.
b) Toady added homosexual and asexuals to the game, which includes animals, so you could have a non-functional breeding pair because a horse is gay. The rates are also way higher than in reality. This leads people to assume he's going to go further later on.
c) The fricking weirdos he teamed up with for the steam release.
I understand why it can start, but I think making every /dfg/ thread for a year devolve into trannies or moi ploimp helmoit was a bit much.
>The fricking weirdos he teamed up with for the steam release.
No surprise he announced all the homosexualry shit around the same time as he teamed up with these degenerates
The homosexualry shit was released several years prior, mate
No it wasn't. He met them in 2017 and that's when he announced it.
No the gaygorty in game.
Not the homosexualry outside it.
Yes, as I said.
The homosexualry in game, not outside of it.
yeah I meant troony shit. I saw this ages ago and forgot about it, then the troons itt gaslit me into thinking it was about gay dwarves instead of troony dwarves
He hasn't added troony dwarves, the only ones in game are the ones YOU add. Like how this anon
did as a joke.
Does that interaction even work in the steam versions?
It does, you just need to either go through the whole process of making a new mod folder and file for it or just add it to the existing interaction file vanilla has.
Sorry, meant for
Jesus wept
>only two look somewhat normal
>all the rest are women, homosexuals, or girlymen
It is terrifying.
>C*nadians
Day of the rake when?
>No surprise he announced all the homosexualry shit
all the "homosexualy shit" has been around at least 4 years before these guys, you fricking newbie.
The only changes these guys have imposed to far is giving baby states to everything to please the 3 moms that play dwarf fortress, and it has only resulted in dragon lore being retconned
why did you just randomly jump in a conversation like your moronic input was worth posting?
because newbies talking out their ass must never be tolerated.
>he says, while being a newbie talking out of his ass
NTA but he is correct about orientations being added many years ago.
>it has only resulted in dragon lore being retconned
Explain
Dragons are tameable now because kitfox insisted on everything getting baby states.
this goes directly against bay12 autism of dragons being reptiles therefore born adults therefore born untameable.
IRC, You can only fully tame creatures that are born in a child state, like how dogs are born as pups before they become dogs, and while they are in this state. Dragons and some other creatures were born as just tiny adults and therefore could only be domesticated at best
>IRC, You can only fully tame creatures that are born in a child state
Does that mean we can tame cave crocodiles and giant cave spiders?
You always could tame cave crocs, you still can't tame gcs
That sucks
>and it has only resulted in dragon lore being retconned
Which is to be honest a crime against dorfdom that should not be forgiven or forgotten.
He contracted an ESG-friendly publisher and they are afraid they'll make him for undue representation.
*press him for
What colony sim general?
4xg has an avatar gay spamming the thread to keep it alive.
In other words /4xg/ has people that care about it and wont let it die while /dfg/ is so utterly devoid of passion and love it died like an unloved crippled infant tossed into a river.
Been playing other colony sims and I've noticed that they have sounds for people doing things like digging and building. I think it'd be nice if DF had it, but it could also get overwhelming because of the sheer amount of dorfs on screen.
I think Toady was talking about adding something like this for adventure, but yeah, if it was in fortress mode it would need to be very well designed least shit becomes a complete cacophony
if anything he could just make sounds appear alongside announcements.
Like the intro's picking and breaking open a being sound happening when you discover a vein.
Or the intros echoing surprised dwarf sound being played when a dwarf is found dead or dies.
Or just have an ambient track play when at least one dwarf is doing something like in the music
He ever fix the square tilesets fricking up in the new versions?
Of course not. It's not a priority.
>Toady just put out a FotF reply saying he's going to take a look at Goblin reality warping in their sites killing your FPS
I can't wait for a decade when a fix is implemented.
>I can't wait for a decade when a fix is implemented.
Putnam has finished linux porting and he's probabling gonna go full autismus on this stuff
I need some pointers on how to get temperate broadleaf forests to spawn with advanced world gen nothing I do has a single tile of them in any world.
Make your world more temperate with decent rainfall
I guess by "Make your world more temperate" you really mean make the temp min/max more extreme since that started having a few pop up while a tighter actual temperate range makes them never spawn.
yes
So say that instead of giving wrong advice next time
sorry
Does anyone have 7800X3D or some other 3d cache CPU? If you do, how is your performance in big forts?
Is there a way to rename worlds? I got a pretty cool world in generation, but the name sounds stupid.
I mean look at this, i find a cool place to settle, and what's the name? Sastresdodok, Princessclapped.
Play either Fort or Adventure mode
Dfhack window
type "gui/gm-editor df.global.world.world_data.name"
change the name
save the game to keep the change
v50 is literally unplayable wtf
nice performance improvements going from v40 to v47 though but adventure mode seems a bit fricked or at least very different i can't seem to even equip more than one thing on each body part which is very fundamental dwarf fortress
my dwarves in fort mode are pissing me off too they wont wear their gear and my soldiers keep wandering around wearing like one sock, a hood, and a breastplate often without even getting their weapon either i can't believe how long this has been an issue
seriously though v50 is completely unplayable like you have to click wtf
>i can't seem to even equip more than one thing on each body part
You need to layer, anon.
under than over
Sounds like you messed with one of the options that makes your dwarfs take their uniform list literaly, meaning that they will undress everything they have unless it is on the list. There is also one issue where if the gear they are supposed to use is being hauled in a bin by someone else they will threat it as being unreachable or something like this
>adventure mode
i know how to layer homosexuals i'm not a total noob
it works fine in fort mode but in adventure i couldn't even wear a mail shirt and breastplate
dwarfs are still annoying about not equiping their stuff though or randomly stripping naked to go and replace greaves+ with greaves* which i'm glad about in a way but they waste a lot of time doing it
i might as well get used to it though because the new update is seriously unplayable i'm so glad i didn't buy the steam version
if you're a newbie just avoid aquifers or at least make sure it's a light aquifer
you need to smooth the damp stone to stop it leaking or otherwise block it off
is there really a larger audience which gives a shit about dwarfs being transgender? i only even realised my dwarfs were female when they pooped out a baby in the middle of doing something
meh
the only things which are really true are
>build farms
>brew alcohol
>use bridges as gates
for everything else just use your brain
you don't need a 20x20 dining room or 50 cabinets (also they probably meant coffers) for your dwarfs to be content
you don't even need to cook or engrave though these things will help placate your dwarfs when bad things happen which would make them upset
i'd say the most annoying part of the game is keeping dwarfs clothed not building bedrooms since unlike bedrooms clothes are constantly cycled and pig tails are seasonal
i like to embark with an armourer/weaponsmith because typically they're difficult to train skills due to limited resources and produce valuable and useful goods
the game is easy if your goal is mere survival the difficulty comes in giving yourself projects
>i'm not a total noob
you sure sound like one
>i'd say the most annoying part of the game is keeping dwarfs clothed not building bedrooms since unlike bedrooms clothes are constantly cycled and pig tails are seasonal
Was there an option to make dwarves automatically throw out clothes that are deteriorated beyond a certain point or was that from DFHack?
They will cycle through clothing naturaly as they become tartered and if new stuff is avaliable for taking. If you have a cabinet they will store the old clothes there, which I guess is better than just have it being throw around the fort.
It doesn't really solve the problem unless the cabinet gets destroyed every once in a while. I noticed that but having garbage pile up causes problems. I notice after a while Dwarves just flat out stop obeying the refuse rules and garbage just accumulates late into a fortress.
Yeah Ive noticed a few things break down when you go far into a fort. By the 20 year mark I think theres just so much accumulated backlog on every dorf's memory as well as everywhere else (game has a billion events to remember and take into account now), etc etc that I suspect the buffer for new tasks and objects and so on must start shitting the bed.
I dont think Toady or any dev actually spends that much time on a single fort to even start noticing these things and I bet the amount of playerbase that does is so small that they get very few reports anyway.
Its funny to boot up DfHack on an old fort and take a look at the objects in memory, they are just countless. Even worse if you embark on an ocean tile given EACH wave and each foam effect is its own object for example, which causes the famous extra lag. Same problem with embarking in a heavily wooded area given each smearing of leaves is also its own object, imagine how many have been created by year 20.
>that I suspect the buffer for new tasks and objects and so on must start shitting the bed.
You gotta restart the game, and even then it sometimes still fricks up. I've started using DfHack's prioritize command since it directly forces them to start working, instead of letting them think about it first.
I wish there was something to just clear the memory of everything. Yeah it'd somewhat ruin the DEEP and INTRICATE minds of DWARFS(Dined in Impressive Dining Room x91, Rained on x1, Felt nothing seeing dead krundle x992), but it'd be worth it for the lag reduction.
>Yeah it'd somewhat ruin the DEEP and INTRICATE minds of DWARFS(Dined in Impressive Dining Room x91, Rained on x1, Felt nothing seeing dead krundle x992),
I feel its overly complicated for what you actually get out of it anyway. Each event should do a +1 or a -1 on a relevant slider and then forgotten/deleted or somethiong of the sort.
Theres just so much DF does that kills performance that is very rarely used or looked at. I get that its nice to have and I like it sometimes, but other times the forbidden word "streamlining" seems like a very good idea
the problem is more that you need to keep manufacturing clothes
you can give them away to traders
Can I get an update from the madlads in this thread? I haven't played Steam's DF in a year due to the fact the game genuinely felt unpolished at the time (it had just came out). Is it worth picking back up yet or no? Ty in advance fellow autists!
No
Just look for the MEGAgay itt or any other df threads on Ganker and the other boatds and see it for yourself
Did you even read the thread?
I just need the final verdict from (You) bro. Other anons have been going into detail over features and mechanics of the game that I've well and truly forgotten.
In your analytical opinion: Has it gotten better since a year ago, yes or no?
I've noticed "DFHack" on Steam, which apparently has some great QoL improvements; I might look into that too perhaps...
Nta, but at least from the release date the game has gotten a few performace updates including multitreading on a few and safe parts of the code. Mechanicaly the game has stayed the same since all the efforts have been into bug fixing, performance improviments and adventure mode. In terms of bug fixing i dont know where the game is now. I think the biggest issue people were b***hing about were marksdwarves not equiping any ammo, and ive heard that it has been, or at least there was an attempt at fixing in the last patches.
Right now I think all hands are working on adventure mode which is scheduled for next april, since due to a community decision, the game was released without it.
I hope this answer everything
It ain't worth it, but you can always try it out for free from the itchanon who keeps uploading it to that mega.
Toady is prepping adv mode's UI.
The art team is mostly done with their work it seems
Putnam finished the Linux port and is currently auditing the game code for stuff to improve, most likely, most keyboard support and more comprehensive list browsing.
A question from a newfren - should I settle near a river with no aquifers at all? From what I've heard water is important for farming but aquifers are a pain to deal with.
Aquifers are much easier now.
Aquifers used to be a pain, but now they are divided between light and heavy aquifers. While the light ones can be annoying they are manageble and can even be useful, you only need to worrie abou the heavy ones
>becoming a mountainhome needs you to get artefacts from unusual walls
>they're made of divine metals
>they mostly have no sprites and are invisible
Hello? Toady? Did you get dementia, you old frick?
outsourced graphical tileset pls understand
I tried fixing this but its actually even hard as frick because the way they are generated they have random seeds and random types, so basically what happens is that sprite y is assigned to type x and that thats how we see it ingame.
Meanwhile each item is of type x123124153252 because they are unique for each world for each anon, therefore its impossible to even make linkings to a spirte. Only solution is to change the item type to a "normal" type with Dfhack (turn a weird sword type like "jagged sword" into normal "sword" type) individually but thats annoying as shit.
tldr its a fricking mess and thats why they have done nothing to fix them yet.
Its impressive though because its been a fricking year having invisible sprites in the game and somehow thats not a priority? For me its one of the most annoying bugs in the game.
What the frick is wrong with my sheep? I embarked in early Autumn and they´ve eaten most of what´s gone in pic rel, in one season, and they´re still starving to death. It´s like they´re not getting any nutrition from the grass. My two elephants and the horses that pulled the wagon seem to be doing fine, and they have their own seperate pastures. It´s a hot biome but not scorching. I´m probably going to shear and slaughter these ones and then trade for cloth but I´d like to figure out what went wrong here
You might want to check if the pasture it is on actually has grass in it, I think the grass density matters, so the tile color ca be misleasing about where you should place your pastures. Try to make a new pastore, to if it works, i think ive seen this happening to one animal in my fortress too after he accudentaly got lost in the tavern, and ended up being fine, or at least he lived for a while despite the starving warning. I also belive that there is a possibility of some frickery going on with the eating rate of that sheep, kind of like how some giant version of grazing animals are incapable of surviving in you fortress becase their eating rate is slower than their what they requir. In your case the sheep slowed down because of starvation, just like dwarfs do if they dont get booze, reducing its eating rate so that it is now on a starvation spiral .
Thanks for the explanation anon. There was grass on the ground at first but they clear cut about a quarter of the map while moving around different pastures but now they seem fine. Shearing them seemed to help, maybe someone fed them while they were in the farm but idk. They get to live for now at least
It's happening.
What is?
It and the versions after it are called that due to a reworking of the file structure and how the game works, it's just like how we call the 2d versions.
But it actually makes sense in the case of the 2D versions. The "Steam version" isn't even exclusive to Steam.
The only thing differentiating the bay12 free versions of 50.01+ from their steam counterparts is the tileset and the music, it's otherwise exactly the same.
So steam version.
That's exactly the point. So Steam version makes no sense.
ok then, version 50.01+ = steam
Whenever someone says steam, just replace it in your head.
You think I don't already do that?
Doesn't stop it from be moronic.
What is happening anon, you can't just say that and never answer.
Nevermind, it stopped.
I wish people would stop calling v50 "the steam version." It's dumb.
It's called that because it released on steam from that point forward, calm the frick down you two turbo autists
I wish morons would stop whining about shit that means absolutely nothing. It's dumb.
It's a real shame what's become of DF. Don't know if it's a result of the fat frog becoming a hardcore leftoid, him just losing interest, steam release, or a combination of things, but it sucks.
you mean DF discussion on Ganker? because DF is exactly the same anywhere else. The only real complain people have is about modding getting harder.
Him selling out for a larger audience is what caused it.
What are some fun gimmicks? I had a lot of fun parking my ass next to necromancer towers, but they stop invading me after a while.
I did a cheese industry based society on a haunted iceberg once, but found it was more tedious than challenging.
>more tedious than challenging
That's basically 90% of challenges.
Try doing a wall-less challenge, where you don't lock yourself off behind doors/walls ever. Traps and firing lines are allowed, ofc.
I suggest you set up a permanent patrol in the caverns, or even set a separate barracks just for the caverns, in case any forgotten beast or moronic animals show up to scare your stupid dwarves.
>Try doing a wall-less challenge, where you don't lock yourself off behind doors/walls ever.
Done something like this when I tried doing an army run. Cage traps really trivialize it. They 1shot most enemies in the game and you get to keep the loot too. Maybe I'll do something where I start out with cage traps just for the goblinite but then move towards more complex rube goldberg traps.
>I suggest you set up a permanent patrol in the caverns, or even set a separate barracks just for the caverns, in case any forgotten beast or moronic animals show up to scare your stupid dwarves.
Yeah I usually have a room of dwarves stationed. Nothing really gets through. The only scary thing in the game is a titan/forgotten beast with webs. I had one before that took 3 foreign invading armies to kill it and I think it was just a goblin archer that got lucky doing pic related.
What board even hosts Dwarf Fortress discussion these days?
>Ganker moves too fast with its flood of bait threads
>/tg/ just devolves into arguments of whether it is close enough to traditional games (I think there was a run of jannies deleting DF threads as well)
>/vst/ turns out like this thread
>/vrpg/ is not possible as the current version doesn't have adventure mode active (even though I think most people on Ganker would be playing the 0.47.x versions instead of the Steam release)
>/vg/ needs enough circlejerkers to maintain a general
Is DF just dead for all intents and purposes on Ganker? It is frustrating as this was one of the only places that didn't have heavy handed moderation or struggle sessions over how people liked to play the game. Hell, I even remember that the mini shitstorm over Toady adding homos to DF blew over here in all of about a week when people realised it was just an addition the raws that not only could be easily reverted, but could be modified in more Fun ways than before.
The past eras of consistent DF threads on /tg/ and then later on /vg/ are long gone.
That was my thinking, I was just wondering where it can even migrate to these days. B12 has become a very strange forum over the last decade, SA is well and truly fricked, and those and here were the only places that have ever really had strong DF communities at some point. Feels like >we were the last holdouts, and now everything is just stuck in the bullshit of mod enforced circlejerks (like plebbit) or social media farming (like fb groups and other social media circles).
Wow, the discord is pozzed as hell, you're even forced to pick your pronouns when you join
>Including Pepe the Frog
It'll always be funny to me that this stupid fricking homosexual frog became a hate speech symbol for some people.
>including fantasy racism
Sounds like a bunch of homosexual knife-ears and child stealin gobs made this discord.
Can't even talk about elf genocide, what a shithole.
>or mods associated with Dwarf Fortress
How the frick can they enforce that? I presume it is just to allow them to hammer anyone who tries to promote a mod they don't like in their discord/forum, and take it off steam workshop (if/when workshop support comes online)? They can't c&d a mod for hurting their feelings if it is hosted outside of their moderation (plenty of precedent in this regard) so I presume it is that they reserve the right to force their walled garden to pretend something doesn't exist? Allows them to stop people teaching others how to edit sexuality out of the raws or whatever.
>steam workshop (if/when workshop support comes online)
It already is supported
Okay, I didn't know (I'm not giving a cent to kitfox, donated to Toady years and years back before any drama started up and that is the payment I made for DF forevermore). I presume that the wording of the above mandate is to allow them to remove from the Steam Workshop "remove gay dwarves/make only gay elves" mods.
Yes, they already removed the remove blacks mod twice
They can't, really. Sure, they can enforce it where they have control, that being Steam Workshop, Bay12 Forums, and Kitfox Discord, but anyone can still upload mods anywhere they want outside Kitfox's reach and they can't do shit about it.
But that means the mod gets severely reduced visibility, unless it's a really well known banned mod like Rimworld's Rimjobworld or Starsector's Rapesector.
The absolute state
Did you miss the blogpost about supporting BLM and defunding the police? Tarn and co have been gargling the pozzed cum for a while now. Of course the Discord would be just as bad.
You say that as if Tarn has anything to do with Kitfox's discord at all.
>Tarn is pozzed
>Tarn also chooses which organisations he wants to partner with to bring his game to Steam
>therefore it shouldn't be surprising that he would partner with the kind of company like Kitfox that would have a pozzed Discord
>>Tarn also chooses which organisations he wants to partner with to bring his game to Steam
Guarantee all those organizations are pozzed to some degree. Unless it's some Eastern European organization, which are all sketchy, it's going to be pozzed.
Yes yes we get it, you keep throwing this image around alongside that stupid twitter image every df thread.
/vst/ will have to be its new home. every other board is too fast and df doesnt have enough discussion to keep it alive.
when the thread dies, i'll make a new one a day or two after so that no one will call it a general unless someone makes it before me
Nobody gives a frick. Starsector does it all the time.
OpenXcom too, just make a new one when this one dies
Just don't link the previous thread
Post forts!
No in game screenshots as I am away from my main computer (out of town) but I have been planning a layout for my next fort. This is the ground floor of the layout, it is going to be 5 z-levels tall, mined out and then constructed in the hole that I make. The houses are ground floor workshops with bedrooms upstairs, the central area is the ramp from the surface and the moat, various buildings like temples, farms, hospitals, dining halls and the like are dotted around. I started with a repeatable road pattern and have worked to break up the repetition, not done yet though. I still have about 120 or so beds to cull from the layout for guildhalls, a mayor's palace, more temples and the like. The eventual plan is to have 60 dwarves in the 2 story apartment buildings (I have 3 on that map), 150 or so in detached houses. I want to make a truly decadent fort, my most recent one was similar in concept (detached houses in a massive excavated cavern) but only on two z-levels, this time I want a true mountainhome of a full city underground.
>I am aware I am going to have FPS death as dwarves try to path to the dining rooms
To build on this, it is 177 blocks in its longest dimension, so it fits easily on a 4x4 embark (it is actually a bit over 3.6 embark tiles square). A major part of planning this is that I wanted to fit it comfortably within a 4x4 embark to maximise FPS while leaving room around the sides for possible expansions. A lot of single floor megafort projects seem to use 5x5 or larger embarks, and I didn't want that for this project. Now all I will need is to find a suitable site when I am able to return home and hope that I get a nice, attractive stone in quantity to build with (my preferences would be marble because I would get a ton of flux, construction material and gems, but I'd be happy with Limestone as well. I'd accept a Chalk Fortress but I'm really not looking forward to the chance of Dolomite, a ~25,000 block construction is bad enough without having one of the heaviest stones in the game.
Update - settled a biome with a moronicly deep aquifer (are aquifers just consistently deeper this patch? Mine was about 12 z-levels into a flooded cavern layer), 3 years in and I have finished the entry ramp, 2 dormitories in a temporary position, one of the big dining halls and 5 houses. This project is taking a long time with 30 dwarves, I'm thinking of increasing my soft cap to 50 and take the FPS hit so that I can just have 10 dedicated miners eating away at the mammoth excavation task. No attacks yet (staying poor has probably helped) but no elf or human trade (despite humans being only a day from my settlement) and constant kea and yak attacks inconveniencing the industries still above ground.
In positives, the brook is chock full of mussels so food hasn't been a problem, local crops include rye, rice, prickleberries and strawberries so I have plenty of ingredients (my farming is still mostly above ground), there is a shitload of native and horn silver as my city is being built in a big chunk of mostly gneiss, bituminous coal and lignite have both been found as well as chalk for flux.
Current state of the fort, Digging out 5 z-level tall chunks for expansion is slow going.
>The Baron likes leggings
Do I accept that my military will get their legs smashed in by hammers and make leggings a part of my uniform, or do I just stitch a couple of pairs of leather ones whenever the mandate pops up?
I just realised I have gone plate armour/greaves for metal armoured dwarves in just about every fort I've ever done, can somebody sell me on the lighter armour options?
If you've got metal, then greaves are the better option period. They have more armor rating and grant some defense against blunt. They otherwise provide identical coverage. Leggings may be lighter, but I'm not positive on that.
That said, metal leggings can grant more bars back than it took to make them in the first place, so you've got that option.
How good is this advice?
t. greenbeard
5/10
With only two small farms and lavish meals you're gonna run out of food way too fast, because you won't get the seeds bad. Always brewing will make you run out of actual food as well, unless the eggs are actually enough to support you. I wouldn't know, never tried eggs only, birds lag the game too much for me. Cooking with alcohol is actually pretty good, no reason not to.
Honestly, learning the game through wikis and videos is the most fun part, when you end up with a workflow like that the game just stops being fun.
I can fill in from experience (I like ducks, and the inevitable fortress killing lag is just a complete coincidence I swear) that eggs can support a fortress. I think I went infinite on about 10 nest boxes in a previous fort of 200 dwarves, ducks lay A LOT of eggs and as long as you seal the nesting room for a season every other year or so to allow for a breeding cycle you will be fine.
Turkeys work better than ducks for eggs and provide better butcher products, so I wouldn't be surprised if you can end up with thousands of +turkey egg roast+ in your stockpiles.
Also should I play the steam version with DFHack?
Do you want to?
What does it do? I've seen people recommend it,
It hacks DF. Some utilities for QoL, some for FPS management, some for cheating
DFHack is used to access and manipulates DF in memory through command lines. It serves for a bunch of stuff plus a few more ranging from helping modders to test stuff, to allowing you to bump your fort FPS by running commands such as removing all contaminations puddles and splatters from the terrain and creatures in the your fort, or in a more extreme case making all your dorfs teleport around so that there is no pathfinding cost.
You can totally play without it, and you can also have it just in case and never use, its your call.
You absolutely need DfHack if only for all the features to help cleanup messes caused by spaghetti code, and has a lot of optimizations, but most of all it can literally save your fort. This happened to me once for example:
>fire forgotten beast dies in stairwell and breaks 80% of my dorfs pathfinding, making my fort go to 1fps
>wouldve been a game over but dfhack lets me delete all smoke and fire
>back to 50fps
Sometimes you need DFHack to delete something because one entity in the game can cause the entire thing to grind to a halt. Particularly undead and necromancers. I was able to install it after bugs happened so you don't need it upfront.
DfHack has so much qol shit I couldn't imagine playing without it, let alone stuff like Quickfort.
So this is what happens when you build a guildhall before it gets established, literally half my fort got to at least novice level in glassmaking within half a year.
Does the XP gain stop at some skill level, or does it keep going?
it technically stops when it hits 20 (legendary+)
I was specifically referring to the XP gain from guild demonstrations and whether it slows down, but I'm assuming it doesn't.
https://dwarffortresswiki.org/index.php/Experience
>when the Plumb Hoimyt is exceptionally big & juicy
begone gay
That surgeon is female thoughever.
proof?
It came to me in a dream
How does it taste like?
Those PHs look uncomfortably phallic...
>How does it taste like?
I said it before - imagine a button mushroom and sweet-potato combined into one thing, kinda makes sense that dorfs can brew it into booze due to high sugar concentration in their fruit-body.
so plump
very helmet
Will Toady ever allow creatures to build buildings from a diagonal tile?
>dfhack added a search function to every menu including justice system
Frick me how can they do so much and Toady so little
The saving grace is that DfHack is actually on steam, so it has more chances of getting even more integration with the game from the start, without you needing to install it separately.
I've seen DfHack autists figure out how to fix bugs from the base game and send the fix to Today, since they did it via hex editing. Actual coding wizards.
Toady is math nerd by training, and all the programing he knows was self taught and purely for the purpose of making games with his brother.
This would make a pretty good excuse if he hadn't been doing this for over 20 years
I think that is the problem tho, he has been doing this for over 20 years alone in his basement.
LCS is a much more compact and approachable game in comparaison.
LCS?
because putnam straight up lets them read the source code now.
>have a vampire
>build a dormitory
>station troops in it
>someone dies to the vampire
>somehow nobody noticed
I'm mad and now I'm going to cheat.
>I'm mad and now I'm going to cheat.
You can find it using Legends. I don't think that's cheating.
That bug's been in for such a long time, they don't see vampire murders even if it literally happens in front of their eyes.
> What mods would you recommend for fort mode
http://www.bay12forums.com/smf/index.php?topic=147428.0 just this
I wish DF was more approachable. I've been playing the non steam version and discovering the fact I needed a manager to do work orders for something as simple as "Have 10 meals prepped at all time" boggled me.
I still can't figure out how to feed my animals either way
You only need to feed grazers, just put down a pasture somewhere there's grass or moss, assign them to it and they'll eat.
The steam version is obviously superior, but there are a few things missing.
I have a dream of a plump helmet men farm
can i remove the humanoid tag from them somehow so that the dwarfs could slaughter them like animals?
all i can find in the files is this
also would be cool to do that to the elves so i could sell them
On that note, replacing the Elves' Intelligent token with Can_Speak will allow them to be butchered but still speak.
The Can_Learn, and Intelligent tokens are the ones you're looking for.
Just read the wiki man, it will answer questions such as this.
That is the body layout, mate.
You want to alter the tokens that actually affect what you're looking to change.
https://dwarffortresswiki.org/index.php/DF2014:Creature_token
okay okay thanks
i vaguely remember remember reading that the humanoid tag is responsible for their sentience somewhere
guess this isnt the case
>dwarfs are distracted because they want to pray to their gods
>build eight temples to different gods
>they don't pray to them and keep complaining that they aren't praying to their gods
>but every god has a temple
>nobody is in a burrow
>they just wont do it
Wtf am I suppose to do? I've built a generic temple now as well which I'm hoping might fix it but this is really annoying. They all have like 3+ gods they worship too with some having a stupid amount. Is there a way I can limit how many they worship in the files because it's really annoying and I don't want them to waste all their time praying either. I'm playing on 47.05.
>Is there a way I can limit how many they worship in the files
Negative, you have to use df hack
Ugh I've never done that.
Just go into their soul and nemesis entries and remove the gods you dont want them to worship
>different gods
are those THEIR gods?
Yes moron do you think I'm as stupid as you?
3+ gods is okay, 10+ organized religions worshiping the same fricking guy is not.
So this game is pretty old right? Is there a thread/archive of people's epic building projects? Something really impressive
Yeah, there are a few laying around.
I've lost the links to what we've done, but bay12 still has a repository of old forts and stories.
can someone help me solve the case of a missing dwarf?
He's dead mate, make a gravestone and move on