/dfg/ - Dwarf Fortress General

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Last Thread >Download the basic game here. Current version is Dwarf Fortress 0.43.03
bay12games.com/dwarves/

>Official forums:
bay12forums.com/smf/index.php

>Find a bug? Don't tell us! Tell Toady! Complaining in the thread will accomplish nothing.
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dwarffortresswiki.org/index.php/Main_Page

>Fireden archived threads:
boards.fireden.net/vg/search/subject/Dwarf Fortress/

>Dwarf Therapist (Out of Date):
bay12forums.com/smf/index.php?topic=122968.0

>DFHack (Out of Date):
bay12forums.com/smf/index.php?topic=139553.0

>Starter Pack (Out of Date):
bay12forums.com/smf/index.php?topic=126076.0

>More DF stuff:
pastebin.com/AnsHjQ40 (embed)

>Dwarf Fortress General IRC chat:
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(to connect yourself: webchat.freenode.net #dwarffortress)

>A bunch of guides to various parts of fort-based living:
imgur.com/a/nGyRF#0

>Video tutorials:
youtube.com/playlist?list=PLBrdUj1adIBD-vgUodaaxebcdqQ4oEWtg
youtube.com/playlist?list=PLD1A3FE72C0DCAC66 (Dated, but good)

>Text tutorials:
dwarffortresswiki.org/DF2014:Tutorials
members.iinet.net.au/~morty/Getting_Started_with_Dwarf_Fortress.pdf

>This pasta:
pastebin.com/iAduXzjn (embed)

Strike the earth!

Other urls found in this thread:

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Hamster > Kobold > Goblin

how many statues do you carry around?

kobolds are still better than elves

gotta give them that

Quick question.

One of my fellas got his fingers bit and ripped off by a werezebra. Will he turn even though it was a seemingly clean cut?
In the health screen he has no impairments or need for medical aid (which is weird) but there's no way to see if he's infected, is there?

Guys I want to make a millstone but I've never dwarven power before. Is it hard?

The fact that the fingers got ripped clean off is the reason that no medical aid is needed. There simply isn't anything to heal.

He may still be infected though, so you better put him in quarantine. Only time will tell.

...

Into a locked off room with a small supply of food and water with an atomsmasher hovering above he goes.

>tfw finally found something to beat the shit out of
thanks, horseshoe crab
I wish this thing had a numpad

Toady is brutal as heck.

Fuck, forgot the important parts.

So I finally had my eureka moment in dorf fort adventure mode and I feel like I can actually play the game now. So um I have some questions that I just couldn't find online.

Do civs go to war with one another in adventure mode? Like if I'm dicking around in a hamlet could goblins come and fuck my shit up?

Where can I find animals because I've been wandering around all day and I've found none around my town.

I want to play as a normal townsfolk person and do mundane peasant things, what mundane peasant things will the game let me do?

>I want to play as a normal townsfolk person and do mundane peasant things, what mundane peasant things will the game let me do?
Subsisting by gathering plants and hunting animals for their food.

As of version 0.43, you can now build your own cabin in adventure mode, in which you can put a carpentry workshop. Your carpentry goods can be used for trade in other settlements.

>snatchers

Yes.

I have my strength as high as it can get realistically before you get the rollover > 0.099 spd glitch.

This minecart slows me down from 10.0 to 4.2 spd.

Whacking people with it makes them fly waaaay across the screen and die over there.

So do I walk to town to sell carpentry stuff or will customers come to me? And what about wars and stuff? I'm using the DF starter pack so unfortunately I can't be at .43 yet, but I'll keep the carpentry tip in mind.

>dwarven child
>no beard
fucking humie infiltrator filth might just aswell be stolen by the goblins.

What happened to that girl anyways? Did she lose her position due to all the memes?

Customers won't come find you yet, sites don't "announce" their presence and update their relationships with neighbors like that for adventurer camps yet.

How do I drink from wells in adventure mode? The wiki isn't telling me

Press 'u' twice to lower and subsequently raise the bucket. The bucket is then full of water, which you can either drink right away or use to fill your waterskin.

Ok cool. But what about invasions and stuff? The north of my civ is filled with goblins and I'd like to know how fucked I am.

I was thinking about how you can make adv mode combat more fun the other day. I got the idea for multiple tile enemies. Like really tall ents the size of trees

Oh cool thanks.

I'm not sure, since I've only played since 2011, but I've heard that elves used to be able to animate trees.

As things stand now, though, we need multitile creatures before it can be re-implemented.

You can get roaming unit ambushes while in a campsite, but not proper invasions yet.

...yet.

So my home village is safe for now? That's good then. How close is the uh, the invasion update? I've only recently gotten into this and don't quite know where all the news is yet.

Well, if you are talking about where you started from, THAT site can be attacked, I misunderstood what you were saying. Right now you can go out and make a campsite and build stuff like log cabins or... deathmatch arenas over a volcano... you know, whatever floats your boat.

Your village can get attacked, but that's really rare.

That user was talking about the adventurer sites, that is, the sites you build yourself.

ooooh.... ok yeah that was what I was asking about. Like, I was wondering if AI civs would go to war with one another in adventure mode and have battles and stuff. At least that is apparently rare then. And I'll look into building log cabins and such, I didn't know I could do that, so that's cool.

Not on my watch, Page 10.
Get out of here, get your own bread!

Where can I download worlds created by other players?

>start new adventure
>grind up stats
>decide to drive off that bandit gang that has been bothering my hometown
>epic brawl ensues
>body parts getting mangled left and right, but no one dies
>bandits run away
>decide to follow them back to their leader
>forced to sleep or I won't be able to take on their boss
>lose track of them
>find an asterix slightly north of me
>gloom woman
>after much savescumming, I finally manage to kill her
>find an asterix north of me, apparently travelling in the direction of my hometown
>follow it
>it gets intercepted by another asterix, and I lose track of which is which
>one asterix stop, so I sneak there to see what's going on
>find this
They aren't the bandits I'm looking for.

I DO, however, know their names, so I guess they are the militia from my hometown. One of them even appears to be the lord consort.

Luckily, many of them are still alive. Sadly, poor Dunem, who I've apparently known for my entire life, is dead.

Look: he even dropped a shitty book about some lame event in his life.

Does this mean there is an Aardvark civ somewhere?

No. It means there's a population of aardvark men living in a civilization. Probably an elven civ, but it could be any of them.

So this is a longshot, but I'll ask, a while ago an user posted a advanced world seed to get maps with really nice mountain ranges and I quite liked it. Did anyone save it or bookmark it?

Found it myself, I remembered I bookmarked it in another computer.

pastebin.com/R7awYp93

A civ needs to have sites in a region with wild animal men in order to get a civilised animal man population from that particular species. This usually means that Elves have more exotic animal men based on rainforest fauna, while dorfs tend to have animal men based on subterranean fauna. This is the reason that creatures like cave spider men and helm plump men can only start in dorf sites.

Since they are the most generalised and adaptable civ, humans tend to have the highest amount of playable animal men.

What do you define as nice mountain ranges?

>books and music release just added text gens that didn't contribute to the game!

>dancing
>knowledge tree framework
>performers at your fort
>being a performing adventurer
>needs related to varied subjects rather than just "a nice room, socks, and booze"
>being able to write down knowledge and pass it on to other adventurers
>necroforts
>nothing much really

>Monster slayers can petition your fortress to go down and fight monsters once you discover the underground

I'm slowly becoming convinced that Toady is a hack fraud

It is possible to polymorph humans into trees,
and it is possible to polymorph trees into humans IRL.

Much of the reason right there why you might not just kill a tree.

So I guess that elves should be able to turn out a few shepherds of the trees.

Ah, that was as satisfying as I hoped.

What features are gonna be in the next release? Or like, what big features are closest to being released?

Well, 43.04~ should be a bugfix and then the 64 bit test will be coming sometime later on, I'll bet on next year seeing it and maybe the early myth stuff. Not sure if he's gonna want to push out a 64 bit bump between the main stretch from here to the myth update though.

Am I the only one who misses the old "Halt in the name of x!"?

I love how it became a stuttered "Ha-ha-halt in the name of x" when you became famous enough.

recently he has been focusing on adventure mode so maybe more of stuff like .43 to make adventures evenore intiresting

I really hope the 64 bit test doesn't take too long. It doesn't sound like it will be that difficult.

He said he wants to get that stuff back.

"Tell them it was the Taupe Robustness, if you live!"

I'm glad he focused on the bandit relationship stuff first though, the way people actually care and react and shit is too fun.

Though I should note, these aren't bandit ambushes, this campsite is literally right up against a dark pit, which itself is up against two more and a dark fortress.

I see a patrol moving on the map, move around to get their attention, then head back to my lair and write a poem or something to trigger the ambush.

I'm figuring it will either be the final part of the 42/43 push, more likely something that he tosses up randomly in a few months, or most likely at some point (hopefully early next year) with some of the myth stuff.

I thought he said that he was going to do the first 64bit release before myths. The 5/9 and 5/25 devlogs certainly suggest as much.

It seems like bug fixing and 64 bit has the highest priority at the moment. Toddy might still surprise us with something nice before the release arc is over, though, like he did with the emotion system.

how long until she dies?

what mode?

fortress, she caused a cave in

Damage to internal organs can't kill a dorf by itself. Damage to the lungs can kill indirectly, through suffocation, and damage to the heart can kill through bleeding.

The pancreas doesn't have any practical use in the game, mechanics-wise, and so, damaging it won't have any effect. It's the same with the liver and the guts.

She'll be fine after experiencing dwarven medicine and deciding she's better off just getting over the pain.

>the invasion update
That's not really a thing. There will be at least one more "military arc", but invasions and traveling unit mechanics will probably get at least a little attention before that happens, likely in the starting scenarios update. The economy might come along with that, or could be its own thing, and will probably affect the way units and populations move around in the world as well. And he could end up making changes, intentional or not, at pretty much any other time as need, opportunity or whim arises.
As for the military arc itself, expect that sometime between eventually and never. It certainly won't be any sooner or later than that.

Get a splint on that pancreas quick and she'll make full recovery.

I didn't even know pancreases were accounted for in this game

until now I enjoyed punching guts until they vomit
looks like I have to change my tactics in adventure mode

she walked it off like a champ
cleaned herself, ate something and back to work

there seem to be no health problems with her. probably because it's mangled beyond recognition

It's still fun, try to pop them out and then bite them, then shake them around and rip them off so you can run around with guts stuck in your teeth.

Someone please draw this.

>IRL

You know how if you were walking down the street and saw like, an actual horrific monster standing there, like cthulhu or a xenomorph or something worse like that awful mob wives monster with the boot lips... shudder worthy type shit right... your brain would just want to omit having seen it, put a blind spot over it rather than accept the truth that shit like that exists?

I literally did that with that post, I did not fully see it until you pointed it out again.

so guys, I'm going to be working out in the countryside for a while with no internet access. is there a way to just download the entire DF wiki so I can browse it offline?

Hmmm, well, I can think of a way, but you're gonna need a saw, a stand of trees, a wood chipper, a depolymerizing agent, and to have started this process a while ago...

>everything about that
Do you know how the internet works?

I usually got some mountain ranges that covered long parts of the maps without being plagued by evil biomes. But really, I prefer embarking to desert biomes so I actually need a seed that generates flat, wide and open caverns.

Does the natural savagery slider make the animals more aggressive or add more dangerous types of animals?

Wouldn't you just need to set cavern density min: 0 max: 10, cavern openness min: 90 max: 100 or something?

Assuming my first instinct (save the page for offline use and just open the ones you want in your browser) isn't the best/easiest way, there's various options: mediawiki.org/wiki/Exporting_all_the_files_of_a_wiki type of stuff.

Show me the oldest fort you have saved on your computer, Veeky Forums.

Oldest like longest running?

Cathelms was 19 years old when the 42.xx update was imminent so I pulled the zombocalypse lever to bring it down in a gruesome fashion.

I've got some Cluttergod saves around here somewhere it was only about 10 or 11 years old last time I played it but it was my first really long fort, started in 40.13 I think.

>like that awful mob wives monster with the boot lips
hwut

Oldest as in real life date started. I'm hoping to see some pre-2010 shit for fun, but I doubt people have saves from that long ago.

>Wouldn't you just need to set...
That will get him very open caverns but won't do anything to make them flat. I'm not aware of any adv worldgen setting that can directly manipulate the flatness or height of the caverns.

I might have something from 40d on my old laptop, if I can find it. I'll look.

dwarffortresswiki.org/index.php/DF2014:Surroundings#Savage

That horrid fucking "big ang" orangutan looking beast, though I think it is finally dead, so it would actually be a zombie version... not sure if that is better or worse though.

Yeah, only started myself in 40.06 so I ain't got shit that old.

Z-levels above 2/3/4/5 plus limiting the actual elevation ranges.

Only to the moon.

Major mind.

How do I into aesthetic fortresses?

As far as I can tell layers above x doesn't affect the height of any feature except the magma sea. For the caverns it just dictates, in some-but-not-all cases, how much stone you'll have between caverns. I've had worlds generate with 90+z caverns, and others with the very common 3-6z caverns using the exact same values. In my experience, setting those numbers high tends to give big gaps between cavern 1 and cavern 2, but caverns 2 and 3 tend to be pretty close to one another irrespective of what values you use. I rarely find them with more than 10z of separation. In any case, rng seems to be the main factor in determining your caverns' topography.
Elevation, for the record, doesn't have any firect effect on the caverns, it only determines what the surface biome will be. High values for elevation variance might, it's hard to tell what's rng and what isn't in those cases. It could be the case that random layers get stretched to achieve a constant depth, which could account for the absurdly tall caverns I sometimes find; e.g., the mountain biome wants to place the top of cavern 2 70z below the surface, and the swamp biome wants to place the bottom of cavern 2 at 75z below the surface, but the 60z difference in what counts as the surface in each biome causes the cavern to be stretched to the extremes in both of them, resulting in a 65z tall cavern 2. If I'm right and it's random, then it could as easily happen in a solid stone layer as well, leading to 65z of marble or granite. I'm just speculating, obviously, it would take a lot of embarks to do real science on the subject.

>How do I into aesthetic fortresses?
Go in with a plan or a design rule, and stick to it.
Even if you have to spend the first few years in wood log buildings on the surface with a 2-tile wide moat while you start on your fortress entry and other initial underground excavations.

Something simple like "All walls must be at least 2 tiles thick" will drastically change the appearance of your fortress.

tfw you just want a goblin civ for your game but they never last long enough to be there when worldgen is done.

There are certain hard and fast rules I've found.

1. You will NEVER find a sheer exposed intact volcano tube with a south or east face.

2. A volcano will be placed as often as possible by the RNG with a spike of higher elevation, but not always on the same tile, when this happens with a locally flat spot (desert/glacier, drainage plays a role here) and the spike gets eroded you get the real sinkhole type volcanos.

3. When three or four rivers intersect, there is almost always a triangular intersection with a 1~10 z waterfall from one of the smaller rivers. Less often you find them all on the same z-level, or really rarely you get the big huge river waterfalls.

4. Minor point, but handy in adventure mode: rivers almost always turn into a brook section when they brush up against mountains, letting you slip past without leaving travel mode.

5. Similar to the above, unbroken stretches where you can travel without hitting a river are usually north/south over shorter distances, but when you do find an east/west span it will tend to cross a huge portion of the map.

6. If there are no adjacent features to alter the placement, then a volcano will almost always be right in the center of a given world map tile. You can use this at night to find glaciercano sites with no mountains by getting to the diagonally adjacent world map tile and entering the tile with the volcano from the corner, you'll almost always hit it diagonally, pretty sneaky, Tarn.

Tried to make a superflat map. This happened.

Wait a minute, I just thought of something. Is it straight up impossible for me to start a game in goblin territory, even as a goblin? Because their territory never shows up at the start menu when I'm choosing my race. Could it be that the goblin kingdoms are still there, but I've just been looking in the wrong place?

I'm trying to trade for the first time and I don't understand these arcane symbols.

Also they're elves. I know they don't like when anything is made of wood, right?

Which version? My game is so modded I honestly don't even know if vanilla goblins are an option for adventuring unless they're the only surviving non-kobold race.

What's Toady working on right now? He's talking about 64 bit stuff, but what does that imply?

My TWBT was causing crashes, so I switched from different settings in the pack, and this one doesn't cause crashes, or look to annoying, except that shit like this happens a lot.

Anyone know what the fuck is happening?

On point one, I've noticed that as well, and now wonder if that could be changed by entirely disabling erosion. It could be a side effect of worldgen simulating a tilted rotation axis and west-to-east weather patterns. If the axis is similar to earth's, and weather patterns don't account for the tilt, then southern and eastern faces would be mostly spared wind erosion. It wouldn't surprise me if Toady got that kind of autismal when he designed worldgen.

On point five, you can change that default worldgen behavior some by playing with the x and y variations for drainage and rainfall. I've managed to get really "stripey" worlds, with the stripes going in either direction, by having very large x variances with very small y variances or vice versa. Those kinds of worlds also tend to make thin snakey mountain ranges, which can make for really fun embarks.

I think you only get the option to embark as a goblin when they have a population in a nongoblin civ (which pretty much means always). I've also never seen the option to start an adventurer from a goblin owned site.

First research aesthetics. Then
“Art for art's sake is an empty phrase. Art for the sake of truth, art for the sake of the good and the beautiful, that is the faith I am searching for.”


― George Sand

Shows up with no erosion, shows up when you use perfect world to alter the wind maps however it does it.

That does make sense though about the drainage/rainfal, I rarely mess with them much since I don't have the same sort of intuitive grasp that "tweaking this parameter gives this result" for those two that I do others.

Should rephrase that then to be that with generally default settings for those values I find the shorter north/south stretches and occasional much longer east/west stretches of unbroken travel routes.

I have gotten goblin owned site starting goblin adventurers without specifically adding the relevant "playable in x mode" tags to them.

It was because they were literally the entire population of the world.

>Selected embark location
>Heavily Forested Freezing

There iss literally two trees, I got absolutely rused.

What tileset is that??

Bring it on!

thats the 'HD Comfy' tileset ots a WIP by another user here, i havent seen him post it yet, only screenshots.

i might be wrong. not entirely sure