/dfg/- Dwarf Fortress General

Last Thread: I feel nothing.

>Download the basic game here. Current version is Dwarf Fortress 0.43.04
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.
bay12games.com/dwarves/mantisbt

>Have a question? Check the wiki first:
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Dwarf Therapist (Out of Date):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DFHack (Out of Date):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Starter Pack (Out of Date):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

>Dwarf Fortress General IRC chat:
en.irc2go.com/webchat/?net=freenode&room=dwarffortress
(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

Strike the earth!

Other urls found in this thread:

pastebin.com/MyqscCa4
bay12games.com/dwarves/dev.html
dwarffortresswiki.org/index.php/DF2014:Mining#Mineral_production_.28profit.21.29
bay12games.com/dwarves/index.html
twitter.com/NSFWRedditImage

First for removing elves.

Goblin master race

>Goblin Fags

>the only goblins I've ever seen are visitors to my fort

how do i make these fuckers attack me

>a vile force of darkness has arrived!
>close drawbridge
>they leave

Is it meant to be this easy or do I still need a military?

I modded my elves to be 100% bi all the time and turned goblins into babysnatching spouse-converters who are all born male.

>not making goblins all female and only steal male babies
>not making elves all sissy fags for dwarf cock
are you gay?

I dunno what god I pissed off but he mad as hell.

Embark close to a bunch of dark fortresses and necro towers.

DF is as hard as you make it. Don't be a pussy faggot next time.

>SS
>Wanting disgusting faggot elfs anywhere near your citizens
Are you?

...

cuckgoblins don't work, you can't have a spouse converter civilization

or rather you can but it won't do jack

It IS Tuesday...

Maybe that explains why after I made the changes it keeps fucking rejecting every world.

Yep. If you want mass cuckery, just set Night Trolls to 1000

...

While the idea of making memeworld is pretty funny, I was going to use it for legends hoping to get some good drama out of it.

The bi elfs is just because that's how they should have been in vanilla anyway.

Noob here. What happens if I press embark?

You embark.

>I was going to use it for legends hoping to get some good drama out of it.

1000 night trolls gets some pretty good drama.

Noob here. What happens if i press create new world?

You create new world.

That won't cause rejections unless you've made goblins have a max age, made them the only playable civ, set the flag for playable civ required, and run worldgen long enough for them all to die off. Every rejection depends on meeting a rejection parameter that you control or failing to generate a feature that you specified in adv worldgen. "Goblins can't kidnap and rape" isn't one of those parameters.

Noob here. What happens if I press Play Now.

Noob here. What happens if i press fortress mode?

I did also give both elfs and goblins a maxage, made goblins have to eat and sleep, and made a lot of adjustments to the advanced worldgen parameters. Guess I'll just have to swap the original raws back in and change things one by one to see which is causing total rejection.

...

...

I'm tweaking appearances and other such raw elements, I never thought of it before now to give dwarves maximum broadness and elves maximum height.

Word on the bay is that the horsefuckers have a porn mod they pass among themselves.

i really hate using tilesets and I don't have to in any other game but for some reason I just can't get on without tiles

And you care.. why?

>I hate that I enjoy changing graphics in a single player game

I'm shitposting to bump the thread
though i wouldn't be surprised if that were true

there's literally nothing wrong with tilesets

sometimes I'll go without when playing nethack or dcss because it's comfier but for something as complicated as dwarf fortress or cataclysm:dda it's almost a necessity if you just want to play casually (not using that as a pejorative)

Oh, alright.
Carry on, then.

what are some good relationship mods?

My personal favorite is doing a search and replace for [CASTE:MALE] to become

[CASTE:MALE]
[ORIENTATION:FEMALE:0:0:100][ORIENTATION:MALE:100:0:0]

whats are relationship mods

Before doing that, try removing every "minimum required x" setting, increasing the maximum subregions all the way, and if you've increased the minimum cave size by a lot try dropping it. I'm not aware of any way raw modding can lead to rejections unless it makes it impossible for a playable civ survive worldgen.

Everybody uses a tileset. The default ASCII is a tileset.

>trap elven traders in depot whenever i can
>eventually get some twat asking me where they've all gone
>throw him in the troll pit
>no elf armies
JUST FUCKING ATTACK ME DAMNIT

Fucking tileset fags are the CANCER killing dwarf fortress for the rest of us!

>he ACTUALLY needs some form of visuals in order to play the game
Git gud at clairvoyance, scrubs.

>He didn't embark near elves

I wonder how long the habit of people not embarking near fuckers and wondering why they're not being attacked will continue.

They're sending him caravans, so obviously he did.

The caravans appear via magic if you're within 20 tiles.

The armies have to actually be generated as things that normally exist, and then have to make it all the way over.

30 tiles.
Access for the purpose of trade or diplomacy and for the purpose of war are both determined by being within a 30 tile radius. If traders can reach you armies can too. If you provoke them to war, they will attack your site if you're within that radius and they have the population to do so. The fact that their movement on the map is simulated doesn't change that.

0-4 play something else
5-9 Load my shitty surface fort and start a war with the humans to end it already

bump

Trufax.

Magic.

pastebin.com/MyqscCa4

>mods for a singleplayer game
>killing it
I suppose DFhack and Dwarf Therapist are also killing it? stupid puristfag

pls answer

>06/28/2016
>We've posted the new development page with artifacts and myths. This is the culmination of years of work on Dwarf Fortress and our other projects which never saw the light of day. We've been playing around with magic systems for years, ever since DRAGSLAY.BAS, and are looking forward to finally being able to place the dwarves into a more meaningful, mysterious and exciting universe!

>We'll start in on an artifact release once the 64-bit versions are complete. We might get away with one release there, but the myth/magic dev items will almost certainly happen over multiple releases, and we won't get to everything on the first pass.

>Work on the 64-bit version is ongoing. So far we have a windows test version and a linux test version. Here's a 32-bit Windows version that should clean up some DLL issues. We should be almost through with Mac as well -- just need to clean up the sound library situation.

Dev page has updated!

bay12games.com/dwarves/dev.html

>Some buildings/items used to display artifacts (all modes)

Oh man, I'm so gonna make nothing but adventurers that collect all artifacts of the world and build a display library on the highest mountain or northernmost point or deepest jungle of the world.

That is some interesting site differences between the bit versions

Isn't it? You can see several spots where a site is still present but moved, some where it fell in one but not the other, several that are just in the same spot but possibly different level of development.

>dev stuff
thermonuclearjizzbomb.gif

The change log has me completely erect. Adventure mode seems like it will be way more fun.

>ability to have diplomacy with divine/supernatural beings
Sorry satan, if you want more virgins, give us more gold

wut change log

he means the dev page, the list of planned features has just been updated with upcoming plans.

Worldgen holy relics
Conflict over competing artifact claims
Worldgen thieves directed toward new artifacts
Handle kobold site maps
Some buildings/items used to display artifacts (all modes)
Quest to retrieve, steal or otherwise obtain artifact for somebody
Quests can be taken by player adventurer or other characters
Artifacts as rewards for quests
Player's fort mode artifacts can be the target of artifact quests
Invaders can demand artifacts and leave with them
Ability to send a squad off the map to fetch a stolen artifact
AND
Handle the squad's tale upon return or rumors if the squad is delayed or doesn't survive
INVADING ARMIES WHEN

>trying to make a well inside my fortress
>Needs open space
There has to be a way.

[d]esignate a c[h]annel

>Hostility settings: No death or violence to regular settings to bleak and horrifying

>Recognition of where artifact is placed by player and others

This will probably entail fixing adventurer sites enough that a tavern/temple/library will get visitors properly.

How do I clean up vomit in surface buildings?

>automatons and magical prostheses

>tfw I thought it said magical prostitutes
when will he add brothels and STD's to the game

I just noticed that.

Dwarven fucking cyborgs.

Ermm... as in "fucking" the adjective, not "fucking" the verb.

I'm like 90 percent sure there are porn mods for dorf fort.

I could see it.
>dwarf walks into brothel
>goes to the office of a "performer"
>Attend Meeting
>Within the last month, Urist was ecstatic after attending a meeting in a fine setting, Urist was ecstatic next to a fine bed, Urist was excited next to a fine door...

You know where that's going.

Can't wait, DF is going to finally be like a semi normal roguelike kinda

Seems like its going to be even more detailed than before though. I thought most roguelikes were just "go to dungeon, kill the things, level up, get mad stats, die"

I look forward to the science on adventurer self-mutilation.

Yeah but the main things DF was lacking in was 1. acquisition 2. quests 3. magic.

How do I make my dwarves store mugs/other cups in chests I've put into my tavern?

This is hard to get into holy fuck but it's interesting

Last thread or the one before someone asked about pumping magma out onto a glacier.

The only safe thing you can say is that it gets weird.

This here is a glitched volcano tube where the caverns are exposed, the water freezes once it is exposed to the sky but the magma below melts it, so it ends up making really fucking weird results, like this spire of ice jutting up three levels above obsidian hanging above the SMR lava flows at the bottom.

Which I will do my part to contribute all sorts of awful findings to.

>no monster hunter mod
>no mgs mod
>no stalker mod
>no doom mod

Stalker is literally the only mod that would work

You can add new kinds of Hellish fauna. Still very limited tho, but I can't wait for when they add the option of hellish civilizations.

>Handle the squad's tale upon return or rumors if the squad is delayed or doesn't survive
This is beyond cool

I'd like to see a [d]esignate "Ore" for mining or something, like if I discover a native gold vein I can designate a single tile and miners will dig out the rest of the visible tiles in that vein and continuing to designate newly revealed tiles of the same type, stopping only when it's all done or typical warm/wet/cavern cancellations.

Some of you may have been around a few months ago when I posted about the strange exploits of my fort's most accomplished doctor, Vucar Likotoddom, who was obsessed with climbing a pillar, jumping onto the roof of my jeweler's shop, and dehydrating. Eventually, after rescuing him from death 3 times, I made him a scholar and he started doing more sensible things with his time.

Now, a few fort-years later, his colleague Doctor Cilob Zonlelum is repeating the performance. Here is Cilob, sitting on the roof of the reading rooms with his pet duck Etur thinking about bandages.
I have no idea how Cilob got up there. I assume the duck flew. Luckily he's not hungry or thirsty yet, because we're too busy to deal with his bullshit right now.

dwarffortresswiki.org/index.php/DF2014:Mining#Mineral_production_.28profit.21.29

You should read that section carefully.

>dev page updates with tons of new shit
>general is still dead

rest in fucking pieces fellow autismos

What new shit? 64bit?

Fuck when was that added? I'm just coming back into df since .34

bay12games.com/dwarves/index.html
bay12games.com/dwarves/dev.html

Job priorities update in .40. Around september 2014, maybe?

One dwarf has been possessed and suddenly around half my dwarves are working on "Construct Building" when I gave no such order.

What is this? I don't even know what to search for.

Mandate.

Does anyone have any good worldgens they like to go back to with some interesting features? Something like a holy/evil split with marble/metals/candy etc?

Do worldgens from previous versions of DF work with the newest version? I seem to recall reading in the current cookbook thread on the forums that they do not.

My fort has the gently-used clothing market cornered.

BUILD THE WALL! MAKE ANVILFLAGON THE HAMMERFIELD GREAT AGAIN!

Way back in the day I found quite possibly the perfect embark, it was a flat volcano with several werebeasts, including a werewolf, in a den nearby. I wonder if I'll ever find something that perfect again?

>Do worldgens from previous versions of DF work with the newest version?

Even the tiniest tweaks to the RAWs, for example, wildly change it. Cosmetic alteration to races for example.

urist spadehand pls go

They work but the results arent always predictable, plus the 32 bit/64 bit changes even using the same seeds:

SEND THOSE ELVEN PERFORMERS BACK!