Previous:
>>2079445Avaliable for free at https://www.bay12games.com/dwarves/
or as a paid premium version on Steam or Itch.io
>What is the difference?Both are the same game on the same version (51.xx). The free version uses ASCII as a tileset (but you can mod other usermade tilesets and graphic packs)
With the premium version you pay for a premium tileset + premium OST + access to beta branches and steam integration (if on steam).
>What is next?Fort mode siege mechanics changes, rework and general spice up is the next update. Hatches and doors no longer stop invaders, and constructed walls vulnerable confirmed so far. Ranged combat reworked in the most recent update.
End of Lua beta and merge into the main branch
>What has changed since I last stopped playing X years agoCheck the version history on the wiki
https://dwarffortresswiki.org/index.php/Version_history
Dwarf Fortress has an extensive wiki which can help you with your question about DF as well as providing info about modding and 3rd party tools:
https://dwarffortresswiki.org/Main_Page
https://dwarffortresswiki.org/Utilities
Utilities you should know about
DFHack: https://dwarffortresswiki.org/Utility:DFHack
Dwarf Therapist: https://dwarffortresswiki.org/Utility:Dwarf_therapist
Legends Viewer: https://dwarffortresswiki.org/Utility:Legends_viewer
>Tutorials :Quickstart Fortress Mode: https://dwarffortresswiki.org/index.php/Quickstart_guide
Quickstart Adventure Mode: https://dwarffortresswiki.org/index.php/Adventure_mode_quick_start
Other tutorials: https://dwarffortresswiki.org/index.php/Tutorials
>A bunch of guides to various parts of fort-based living:http://imgur.com/a/nGyRF
Strike the earth!
>>2080588 (OP)Is the Steam version worth buying or should i just download the pretty much completely free version and since i'm not autistic enough to look as ascii art i'll just download one of those tile pack things.
Echo
md5: bad11175d76e12e8a57c78a1b4b5d6ad
๐
Try Before You Buy
Delve Into The Archive
Above The Oldest Visage
Within The Thread Of Origin
My Shrouded Prize Awaits You
As This Is An Echo Of The Call
And The Response For Those Poor
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.
Graphics IDs(unlike normal RAWs) are baked into each save, and require a world regen to see changes.
How to remove gays from all creatures
Notepad++
open all creature RAWs
ctrl+H
[CASTE:MALE]
[CASTE:MALE]\n\t\t[ORIENTATION:FEMALE:0:0:100]\n\t\t[ORIENTATION:MALE:100:0:0]
Replace in all opened files
[CASTE:FEMALE]
[CASTE:FEMALE]\n\t\t[ORIENTATION:MALE:0:0:100]\n\t\t[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]
>>2080732>>>buyingAnyways. If you want to play the free version, I dont think anyone has put the effort to make a graphic pack for the 5x.xx since it has thousands of sprites now and the graphic part of the DF code went on a big overhaul. Where as before all that a graphic set needed at minimum was to match the amount of tiles for ASCII table, and at most they would have a few hundred tiles.
So if you want to play with graphic sets you will be limited to playing 47.xx until we see some new development in this zone, wish I doubt will happen anytime soon if ever.
(detail that graphics set != tile set, the later is a custom font for the ASCII table and you can still change that in 5x.xx as long as you pay attention to tile set resolution, because some of them dont work properly anymore)
Patch Notes for the last update
Ranged weapon update
>Stopped ranged soldiers from aggressively entering melee combat when out of ammo.
>Made ranged units step away from close enemies and try to use any nearby fortifications.
>Ranged attackers can aim at specific body parts.
>Added loading and nocking states and actions for ranged weapons.
>Made firing take much less time than loading.
>Differentiated shooting and post-shot recovery times.
>Added weapon-specific attribute and skill effects for aiming and delays.
>Can set ammunition, food, and drink assignments for squads.
>Fixed various issues with extra ammo being kept in quivers and ammo not being picked up.
New graphics
>Added colorful forgotten beasts and titans.
General updates
>Dwarves that meet with misfortune lose their room assignments properly.
>Changed how item deletion works to fix some army crashes.
>Stopped crash from unspecified inorganic dusts.
>Stopped keyboard cursor from skipping large distances when scroll distance is larger than 1.
>Made modded night trolls appear even when no night trolls are generated.
>Made NO_PHYS_ATT_GAIN/RUST add/remove syndromes work properly.
>Stopped requiring music and sound definitions to load saves (makes classic saves compatible again).
>>2080948Is the siege update going to coincide with the Lua update, or is the answer still held up in that godforsaken discord of theirs?
>>2080972I assume so, but yeah, only putnam knows the truth
>dig a shitty little underground lake so that dorfs can fish while locked in the fortress
>mine 1 tile into the ocean to fill it
>ENTIRE fucking fort gets instantly filled with 7/7 water to the point that the game freezes
what in the god damn just happened
>>2081118water pressure?
water pressure
>>2081129I'm talking like literally instantly dude, one tick of the game went unpaused and everything is underwater now. I checked and it doesn't happen if I dig diagonally so yeah it must be that. Is that really how water pressure works here? It just teleports water instantly?
Also while I'm here, would an underground reservoir like that even work for fishing?
>>2081136>It just teleports water instantly?Generally, no. But I've never fucked with the ocean before, so I'll defer to someone with more experience than I.
>>2081136It was water pressure, but the fact that it caused lag and filled almost the entire room instantly was probably due to the fact that it was on an ocean since it must have triggered a shit ton of checks with all the multiple water source tiles and water tiles.
>Also while I'm here, would an underground reservoir like that even work for fishing?I think it counts as murky pool, so you only be able to catch pond turtles and other murky pool vermins fish, and it will share the map pop with all the other murky pools
>>2081152It not only filled the room, it went up one level, filled another room, then the corridor and then the entire main stairway shaft like 20 levels down, including several pathways along the way made in search of ore. All at once. Fucking weird man, I'm not messing with oceans anymore.
>I think it counts as murky pool, so you only be able to catch pond turtles and other murky pool vermins fish, and it will share the map pop with all the other murky poolsWhat if I wall up all other murky pools on the map, is that gonna make this one super populated?
>>2081156>What if I wall up all other murky pools on the map, is that gonna make this one super populated?No clue
>>2080588 (OP)how do i change the ascii tile set in the steam version? I want it to change too storyteller v2 (pic related)
>>2081278Don't bother. It'll work, but square tilesets like that are broken. If you want to see for yourself, rename that file to curses_square_16x16.png and put it into the data folder. You'll be overwriting an existing file, so back it up first. Then just switch the game to ASCII mode.
>>2081278Don't bother. It'll work, but square tilesets like that are broken. If you want to see for yourself, rename that file to curses_640x300.png and put it into the data/art folder. You'll be overwriting an existing file, so back it up first. Then just switch the game to ASCII mode.
is this what good biome looks like?
>>2081278\data\init\init_default
>>2081368I can see that those are dorfs fighting a Minotaur
But holy crap I cant read anything from the terrain. This is what I imagine a warhammer landscape chaos tainted by Tzeench to look like
>>2081564>dorfs fighting a minotaurisnt it just 1 human who goes up and beats the shit out of it?
>>2081569Looking at it again, yeah. There are some dwarfs that seem to be going with the human, but they are all actually just stumbling around nauseated, and the human is the one who gets shit done.
>>2081118you should always dig a channel outside the map for safety for exactly this reason
>>2081782I don't think the channel would have saved me here I'll be honest with you. There was one already because I'm using the ocean to make a mist machine in the middle of my main stairway but there's no way that would have drained fast enough to stop half the fort from drowning.
>make a hospital
>every single dwarf in the fort proceeds to beeline straight to it in order to idle in an unfurnished 10x10 stone box because it counts as a meeting place
why are they so retarded
>>2081118you dug a hole below sea level, what did you expect?
>>2081842not this
https://files.catbox.moe/icv703.mp4
sorry I don't know how to fit inside upload limit
>>2081118>>2081870https://www.youtube.com/watch?v=a01QQZyl-_I
>>2081870As a general rule, always dig diagonally when dealing with water, this way the pressure is more than halved; more diagonal tiles equal more depressurization
especially when digging below the sea level lol
>>2081870>fort name: OceanGates
>>2081870next time, go to the surface and channel a river down to where you want the water.
Before opening the channel, install a pressure mechanism that activates a gate when the reservoir is filled. (only saying this because i'm not sure if going 50 levels down affects channel water pressure)
>>2081892This was only like 1 or 2 levels below sea, so I didn't expect this to be so bad. I had a drawbridge in case something tried to swim into the fort, but man. Digging diagnally inbstead completely fixed this.
the heck biome is this?
found these digging webs for ascii gifs
>>2081368
>>2082314>In good deserts:>O Bubble bulb>. Downy grassso that's what these are
Would sitting at strict population cap prevent the monarch from arriving?
>>2082930Not actually sure how it works in the latest version, used to be that the king would join your fortress regardless if the civ was nearing extinction, but Toady has been patching out some things that could hamper a new player's gameplay experience so this might have been on the chopping block as well.
I just started playing this game. Is this a bug? I can't find any information on this. where are the icons for armor and weapons?
Also, turkey eggs wont hatch.
Yes, I have a male, and nest box and forbid eggs (from stockpiles and standing kitchen orders), and I forbade the nest boxes and kept them behind a forbidden door. I even locked in 4 male poults with 12 female poults with 12 nest boxes for a year and a half (so they would be sexually mature without being influenced by the dwarves and 4 males in case they were gay, yes according to the wiki 5% don't fuck.) Got 600+ eggs, and none of them hatched.
Is this game buggy as shit? I just started so this could be the new patch.
>fished for so long that a tree grew behind him and then chose to catch a million fishes and starvation instead of swimming through 1 tile
was it autism?
>>2082939Nevermind, I figured it out. I must have deleted the template sleep deprived.
But I want to know wtf is up with the turkeys.
>>2083132It's quite possible, considering the toad altered a core part of the combat coding to make ranged actually useful the game could experience some weird bugs, such as the one the hotfix fixed which was eternally drinking yet dehydrated dwarves.
The only source of 51.13 seems to be some russian site.
I'll stick to the 51.11 version.
>>2083532Thanks for the DM, got it.
It's been like a year and a half since I last played dwarf fortress, anything new? Should I play it again?
>>2083565From the top of my head
adventure mode is fully back (now featuring magical healing and magical items)
ranged combat rework as part of major siege rework
lua scrip beta test
>SOONโข lua scrip branch merge and siege rework (new siege engines and Toady knows what, invaders can actually break walls and shit, magical invaders throwing bad juju on your dorfs, maybe more stuff)
>>2083584If invaders are able to break natural walls I will crash the fuck out.
>>2083622Digging was on Toady possibility list for the siege, but I'm dont know if he will get arround doing unlike sapping enemies which has been confirmed as something he has been working on. Also sapping walls, and if digging ever gets implemented, will be a optional difficulty option
>>2083522>>2083564Scroll up and solve anon's easy riddle
>We got the ranged weapon update up in June, which was cheerful. This month, we'll split time between siege stuff and another more routine update. On the siege side, I'm in the middle of digging and dwarf walling building changes and such. We have lots of new graphics for broken things ha ha.
I figured it out (remember, I just got this game.)
I forbade the door, (from being used in construction) not the USE of the door. Also I should have taken adult males because it's possible the hens matured while the gobblers were still immature so the first eggs weren't fertilized. It's also possible that they cant ley eggs when the claimed nest box has eggs in it. Also forbidding the box from the dwarves might also bug it out and make them unable to lay eggs or even hatch.
I did a test and let it run with only the use of the door forbidden while I fucked off and eventually it worked.
I also learned that locking 8 turkeys up in a 6x6 room can lead to some nasty fighting. there was blood and vomit on the floor and the gobbler even attacked one of the poults.
Also I realized you can bring next boxes as embark items so you can set this up day one.
Since I'm bothering to post all this, I have one more question. Does grazing inside with fungus after cavern breach have the same requirements as unirrigated indoor farming? Can you grow grazable fungus on stone like you can plump helmets and shit? I really like having one resource for meat, cloth, leather and milk. I think if they made a good sheep sim game I'd play that instead.
>>2083888fungus only grows on soil layers and muddy stone.
The part I haven't figured out yet is how to segregate the eggs long term so they can cook some and hatch others, but at least I know it's functional now. I suppose I could try making multiple enclosures with different properties and settings to test what works. If I do that, I'll come back.
Is this what I missed out on never having facebook and never playing anything like farmville? I quit video games for the most part from early WoW to the last 6 months. I missed the whole minecraft era and I can see how this game influenced it (probably, I never played that either.)
>>2083891So you can "farm" it? Or does it dry up?
>>2083893you can't grow it on a farm plot, but it will just naturally grow on soil and muddy stone once you breach the caverns.
>>2083898you don't have to do anything to maintain it or get it started, it just grows on its own.
>>2083888>>2083892you can just forbid the eggs
>>2083892you came back at a bad time, but there are plenty of games that have been made since then that are pretty darn good.
what kind of games are you into?
>>2083898>>2083899thank you
>>2083903something sandboxy but mathematically complex. Civ 4 was almost perfect is a way that made 5 and on unplayable, the math part, not the sandbox part. I'm a sucker for these nes final fantasy looking graphics on df. I just want to be kept occupied, and if something is too simple or one sided I get bored. This will work for a while, I think. sperging out over the turkeys is the sort of thing that does it. Combat isn't that interesting, but it's necessary to make it have stakes.
>>2083888once you breach the caverns, you can dig out a big room either in the dirt layer, or in stone and then flood it, it'll accumulate floor fungus and then you can pasture animals in it
>stakes
haven't seen you rear your head around these threads in a hot minute.
>>2083916You ever play Tropico?
Tropico 4 is probably the best one.
If you like colony games there is always Rimworld. Also there is Frost Punk, they just made a sequel, it looks neat but I haven't been playing too many new games or doing much about my backlog.
>>2083920no you're thinking of the anon that bitches about stakes, not this one
>>2083924there are really a lot of good games if you haven't been playing since minecraft came out / early WoW.
Did you try FTL? They made a game by the same company named Enter The Breech which is good too.
>>2083924I'd uh.. avoid the Rimworld general though, there are some nice quality of life mods for the game that you can pick up for free, but a lot of the Rimworld people are sickos.
>>2083946hmm.. maybe that one dude left.
>>2083978I went back to playing, of you meant me. And I got to go to bed. I'll look at those games. This is holding me attention for now, but I can feel the spell could break at any moment and it will lose its appeal. I have zero motivation to find end game weapons and shit like that, I'm more interested in ramp geometry and stockpile management. But I got to sleep now. It's doing is job and taking my mind off life and being old.
>>2084024no i meant the guy on the rimworld general. used be a wierdo or two there who made sex mods for Rimworld.
Haven't played for a year or so, could someone brief me on the current stare of the adventure mode?
>>2084203It came out of beta early this year.
Toady added some magic items that allows you to cast magic, and magic healing, new dungeons where you can find those things, and some intercations with your divinity, basicaly preliminary laying of the foundations of what was meant to be the Myth and Magic update.
Site building was removed as Toady will rework it, but for now he is focusing on fort mode siege rework. So, no site building until Toady is done with sieges.
Most recently, a partial release of the siege rework - ranged combat rework also changed how ranged weapons work in adventure mode too. Now shooting a ranged weapons is a multi action process so that you can just shoot a crossbow that was previously loaded instead of having the enemy charge at you while are reloading
>new to game
>look at videos on how to deal with heavy aquifer
>start getting adds for skin lotion
Finally built a new computer. How big of a fort can i expect to be able to run on a 9800x3d? Always limited myself to 100 or 150 dwarves before.
>>2084742The new optimizations to DF alone should have allowed you to comfortably play with 200, which is pretty much the community standard. Unless of course, the usual box of FPS killing shenanigans, happens on your fort. People can push for more than 200 dwarfs if the feel like, so you should be fine
Is there a way to force evil surroundings with Perfect World?
Savagery at 1.0 gives randomized results and all neutral
>>2085037I could have swore there were good/evil brushes in it.
Couldn't you mess with the minimum evil tiles in advanced settings if not? If you're using the same world generation seed it shouldn't mess with the layout of the world, only aligned tiles.
>>2085076>Couldn't you mess with the minimum evil tiles in advanced settings if not?I suppose, it's not going to be precise but I don't have any choice.
Also for some reason the savagery painter causes a lot of rejections and Dwarves can't settle anywhere. I'm turning it off and make the game generate it at this point
>>2085101Most civs just can't settle in savage areas
>>2085101Savagery isn't condusive to most civs, you'll experience the same with Evil.
Civs with non-[SAVAGE] or [EVIL] founding races will not start on savage or evil tiles
does anyone know what the hell is this and how do I turn it off
>8 minecarts attempting to drain the ocean
>still can't drain it one level down
>walls need the ground to be dry to be even scheduled for construction
It's over I give up, if I add any more of them the game will be unplayable.
I'm guessing there is no way to remove liquids with DFhack?
imagine if toady worked on content and not "flavor" for the last 15 years
>>2085207think i saw someone talk about being a cripple and having designed a wheel menu like that to play
>>2085382imagine if df-likes didn't take df for a colony management game
>>2085394Turns out dwarf fortress detects your controller if you press something on it and this radial menu pops up when you do.
Noob again.
Plz explain the "refuse" stockpile. Not the garbage dump zone, I get that.
If I create a refuse stockpile outside, how do I stop it from collecting useful items? Do the dwarves know the difference? I found a bunch of llama wool in there and it didn't say it was rotted. I haven't seen anyone playing on stream use these, but I haven't watched too many.
Is this just an ignorable useless feature?
>>2085409The refuse stockpile is for mostly but not aways useless by-products of your meat and fishing industry like shells, bones, hides; as well as corpses and pieces of it, which might include stuff that you can butcher, so that they dont just stay laying around your map and fort. Rotting stuff also go there and also tattered clothes.
It is a good place to temporaly collect all the worn socks and gobblin bodies, so that they dont spread miasma into your fort, and can be collected all in one place before you give a mass dump order into your garbage zone.
The main difference between it and garbage zone is that the stuff you dump on a the garbage zone is something you will usualy manualy choose to throw there, and dumped items will be tagged as {forbidden}. While items will be moved in and out of your refuse stockpile by your dorfs automaticaly based on its configuration and as they see fit, as they may or may not still have use and are not {forbidden}.
>>2085483I don't understand the set up tho. Is it automatic? Do they just know not to throw useful items in there? I didn't see a quality setting in the menu options. I found wool in there that should have been woven, but it's possible it was rotten. Maybe I messed up the production order and it was thrown out.
Also, unrelated, I had an issue today where rock pots, and stone furniture were trapped in their respective workshops when I tried to feed them into a local stockpile shutting them both down completely. I deleted the stockpile and production resumed. The stockpile it was supposed to feed into was empty. Maybe I messed up the conditions somehow. I definitely fucked up door production by unintentionally changing "less that" to greater than."
This was my first game with dfhack, so that might have something to do with it, but probably not.
I'll try again when I'm not distracted by puppies barking at fireworks.
Something else I noticed, the wiki says you need an office to use work orders but I know this isn't entirely true because I didn't set the office up until I freed up the chairs and I only used work others from the general menu. This could account for the buggy behavior, but I was definitely able to make most orders happen without an office zone.
>>2085529Wool as a butchery byproduct goes into refuse stockpile. Yes, it's not logical but that's how it's always been and Toady hasn't gotten around to fix it.
I use custom stockpiles near the relevant workshops to take in the useful body parts like wool, hides and bones. The rest go to a larger general refuse pile from where they get dumped when it starts to get full.
file
md5: b6eec0cc7280c0b3f6923018dc577478
๐
>>2080776thanks for your effort but how do you even download from this shitty site? im not going to install some bloated, sketchy, web program for a file that's not even 1 GiB. Logged to the .ru and found it in less than whatever it would take for the MEGA bullshit installer to even download
I just spent all evening researching and tweaking this concept :
https://pastebin.com/2xNtgiqS
I don't understand what version of the game this is supposed to be for. He doesn't even take a single pick to make an underground shelter, but this has 493 points left. Does the steam version give you that many extra points?
I'm still noob, but there's some ideas I have to improve it.
Replace the bauxite with kaolinite. If other magma safe stone is found, it can make porcelain that from my brief experience can be worth 8 times more than a small cut gem (i still have to research gems, I don't know shit about what's possible yet, but my 1st year gems sell for about 40, I've sold porcelain for 300.)
If you want to shave points so badly you don't even take a pick, but take a copper bar just in case you have to make a bauxite and wood bunker and dig, why bring 1 unit of coke for 10 points? you can make a wood furnace and deconstruct it to get your ore back. It's not like you're going to be doing a hell of a lot waiting on picks anyway. Seems ridiculous.
If you're bringing wood, maybe pick the lightest wood available, especially if you can use native wood and save the willow or feather wood for bins and wheelbarrows.
Or bring the heaviest wood for shield bashing idk.
Also, the author brings 50 sand? I get sometimes there isn't sand, but is glass really that good? And if he's exploiting it for cheap bags, why not bring wine for the extra barrel(s)?
Finally there's no consideration for early strange moods. It's my understanding that you need to have 3 kinds of cloth (possibly as many as 5) uncut green glass (possibly 5, the articles aren't clear on this), leather (again, do you need 5?) and other things you can get by killing animals. I guess you can get leather by killing the guinea hens, and bones and skulls from the pack animals. (bird leather ruins my immersion a little)
Also, is one silk thread enough for sutures?
I'd love to hear more takes on this.
>>2086253NTA, but I just downloaded in 2 mouse clicks to be sure something didnt change, and it took me about 2 minutes. I honestly dont know what the hell you are doing wrong, or what went wrong if you are getting filtered.
Literaly 2 clicks is all it took.
>>2086271Min max your starting gear is useful for dangerous or harsh sites where you know you wont find any weapon grade metals, so instead of taking a copper pickaxe, for the same price you get one ore of iron which will allow you to make 4 pickaxes. Same goes for some other stuff that comes with the default embark which can easily be sourced on site like buckets, stepladders and crutches, and the points for those can go in more iron ore and even flux stone for some of that sweet steel. Other than that, while cool, unless you have something partcular in mind or are RPing, I think the long term impact is minimal compared to the default gear.
The biggest danger of this is actually mixing up or straight up forgetting to bring an amount of basic bootstrapping material, since if bring ores instead of axes you cant chop wood (previous versions allowed you to do that with trainning wood axes, but that is no longer the case), and whitout wood there is no coal to make axes. Similarly, is not having the right stones to usa to build a forge, a smelter and a wood furnace, meaning that you wont be able to do shit until the caravan arrive at the end of the year, and that is assume you actually deconstructed your wagon and used its wood for making a trade depot instead something unreversable like a bed.
Another danger of this is that it will actually take about one or two months before you can actually start digging stuff, and in certain circunstances, like the possibility of an evil zombifiying weather, you really need to start digging ASAP.
>>2086325I haven't tried the harder starts yet as I'm learning the game, but honestly this feels rather trivial. In the absence of foes and in a wooded biome survival is pretty easy. The only reason I'm having trouble is that for me the autism is the point. If wanted combat primarily, I'd be playing something else. It's actually disappointing that many of these elements have little or no gameplay effect and are there for role play. I can overlook that as keeping my mind occupied is the goal and it's done that all evening and I didn't even play properly, just did some test embarks to confirm behaviors (leather milk and wool yields for different animals.)
I think I'm going to switch to sheep since you get twice the milk for about the same wool per embark point. It's also disappointing that there's no balance. Alpacas are objectively worse than the other 2. There's lots of things like this in this game, but again, it's not a deal breaker, just disappointing.
But I'm coming to the conclusion that none of this matters. I found a wiki entry describing how all you need technically is one anvil and one copper ore. I guess ash is technically a fire safe block?
I do wonder if the starting points were originally 1000. They are 1504 when I zero out everything.
This is the real issue with sandbox games. Since you can toggle everything there needs to be some sort of standard to make it challenging. Ironically, I keep restarting. I don't know why I don't just stick with the fortress and play it out. I think when the complexity is high but the layout is ugly I become unmotivated and want to start over. I recognize this is stupid as I can just go to another floor or corner of the map if I don't like it.
But since it's a single player game, I don't really mind that I start over, or in this case spend all afternoon pouring over the wiki and forums to make trivial optimizations. As long as my mind is occupied and distracted from shit I can't do shit about rn it's working.
toad
md5: 0a72488345dbeb89aa7380433c2cecc9
๐
>>2086303if you mean that i have to click the "NO" button, it doesn't start anything, just sends me back to the folder screen
>>2086875From that pic it looks like a problem with your browser, not with the site itself.
Now, I dont know what browser you are using but I never had any issues like that before, so you might want to try using another one because it sounds like a piece of shit if it cant handle a 1 gb download in 2025 Anno Domini.
Do retired adventurers need some special trick to become selectable in the noble menu ?
Like, maybe they're functionally citizen but still need to petition for mechanical citizenship or something ?
I don't want to run the fortress long enough to get to mayor/baron, and check is those are eligible.
I want to make a legendary+5 animal caretaker elf the queen of the civ.
Her surname is wetlips, because that's how she got her animal caretaker skill.
>>2086940I will guess that it will require some DFhack shenanigans for something like that ot become viable considering the allegiance system, unless maybe you are lucky enough to find a elf citizen of the civ you created a fort with.
It might still require DFhack fuckery regardless. It all boils down to DFhack.
>>2086253Silly Anon, do not download all of them at once, just the one you want, otherwise your limit will be reached.
>>2080778Will copypasting this into my pirated copy of the Steam build of nu-DF also turn the sole remaining tranny dev into a normal person?
I think world gen is broken. I set mineral scarcity to 40000 (allegedly that's pretty scarce) and almost every tile has everything. I tested it by starting a game on a spot with no aquifer and dropped a 4x4 stair to the bottom. this is what I found. Seems pretty frequent to me.
When I use the basic settings I get lots of tiles with only 1 or 2 metals and no flux layer.
The only other thing I changed from the default was the map size.
I just discovered the dfhack "prospect all" command.
Setting mineral scarcity to 100000 results in the same distribution as the "everywhere" setting on basic world generation. It's defiantly broken, with the rest of the settings on default at least.
another weird thing is that these sites also have less z layers. 2 of them don't even go to zero.
>>2087765i played df for years until one day they fixed a 10 year old bug that caused a slowdown when too much grass grew. maybe one day this one will get fixed
>>2087782>theysounds more like "he" the way ppl talk
or maybe they/them (him)
>>2087815Singular they exists as well.
Not everything involves the mentally ill and the self sterilized, you dumb faggot.
But yeah Toady usually fixes shit by himself.
>>2086887Firefox, it's as shit as the others but i never had any trouble other than the nu-Mega site
>>2087267i was clicking on the last one, 51.13
>>2087966I don't know what to tell you other than it is a legitimate skill issue then.
After giving up on the bugged world gen, I decided to come back to this concept:
>>2086271I hate it.
IDC what the author of this says, it's pointless to not bring at least one axe and pick. This game isn't designed for individual micro management. I mean, you can do it, but 5or 6 dwarves standing around waiting for a furnace and workshop to be built, 2 smelting jobs and then a picks to be made is pretty dumb. then you have to deconstruct it and move your anvil. Then having 7 proficient craftsman mining slowly and doing the jobs they aren't trained for while waiting on immigrants is also pretty lame.
The guy also doesn't exploit for free barrels, but brings 50 sand. This is obviously for the bags. Why exploit halfway?
It's also immersion breaking. I get that the point cost is a balance issue, but the caravans have weight limits, the wagon should too. Imagine 19th century gold rush prospectors went to the Yukon or whatever and instead of bringing picks and shovels, or even pig iron and coal, they brought unrefined ore. It's very stupid.
I think the solution for me is just bring whatever feels realistic and challenging.
As far as the skill points, I think that the embark portion of the game is really an afterthought. The random unbalanced nature of the starting attributes negates any kind of planning like this. It's better to just see what the dwarf is good at or inclined towards and spend the points in a narrative way.
If this seems strange, it's my way of extracting maximum value out of my $26. If i spend and entire afternoon trying to prove the world gen is bugged, it's fulfilling my goal of distraction with an activity I wouldn't do after I get bored of playing properly.
See you all for the next rant tomorrow or whenever.
Posting here is also me extracting distraction value.
>>2080778This intrigues me. I haven't done any computer code since data was stored on cassette tape. It was a basic language class for children at a public library. It was boring and I moved on quickly to consoles, mainly Intellivison.
Trying to figure out your directions sounds fun, but I do have one question. Why is notepad++'s download page so globohomo? Should I care?
I managed to replace the skin without using that globohomo program. Just replacing one line of code was easy, but it was like 438 not 436.
More satisfying than actually playing the game.
Maybe I'll learn to mod out the things I don't like, such as the embark set up. Doubt it tho.
>>2088193It not even code
it is just .txt edit of parameters the actual code will load from the files. You can do this notepad. but the point of ++ is that allowes you to do this on all relevant flies automaticaly. If you got triggered by ++ download page then just look for another .txt editor with the same capablities or do it manualy for all thhe files
>code
What's with the influx of illiterates and incompetants lately?
First we have a guy that doesn't know how to download from a mega, now we have this guy
>>2088011i never liked the site, not even when it had "upload" in it's name
>doesn't know how to download from a megasorry but im not downloading your trojan
>>2088217>Why is notepad++'s download page so globohomo?what do you mean? it doesn't have any rainbows or anything, though nowadays not even boomers use it. grab one of these instead, remember that now, you have to gen a new world after changing something for it to work
https://www.sublimetext.com/download
https://kate-editor.org/get-it/
You again huh?
Still have nothing better to do?
it squirms and fidgets
https://www.youtube.com/watch?v=7Ttnk7gcOXU
What happened to the mega, where can I get 51.12 for free, I'm not giving my money to guy so he can donate it away to BLM
>>2088249>>2088251As I said, I haven't looked at this since the early 80's. I guess it's technically not coding as you say, but its crossing the barrier I've left alone for about 40 years and learning to use a coding tool
>guy who cant downloadthat guy's issue is related to mine. I wouldn't mess with the npp out of fear of messing up my system
>delete system32,lolor concern of what I'm downloading with it resulting in decades of tech knowledge apathy and skill decay. I'm not sure I could competently use DOSshell anymore without googling how. As I don't work in a tech field and I haven't played videogames much in the last 20 years (compared to the previous 20+) because they mostly suck, I've become tech ignorant.
>illiteracyironic
>>2088259It's the pro Ukraine shit.
>>2088249>you can do it in notepadYes, I realized that after I changed that one line.
I ended up downloading vs studio instead of npp after a minimal amount of research. The hardest part was actually finding the file location for the steam version. I'm not the tech person in the household, and this machine has several drives containing terabytes of "fileshared" data.
Anyway, I've been assured that there's nothing of value on this drive so If i fuck it up its no big deal, and windows 11 will have to be replaced soon on it anyway. Maybe It's time I learn linux or whatever. I hope I'm done with waiting and distraction by then, but we will see.
Now maybe I can actually play this game now that my dwarves are racially purified. I didn't think it would make a difference, but omg it does. Why so many shades of brown and 3 of white? I assume that "1" in the line is a measure of probability, making it so most dwarves are dark.
I Just watched this
https://www.youtube.com/watch?v=7Ttnk7gcOXU
Tarn (I assume that's toady?) is the spitting image of my cuck brother in law whose wife half his age blows arabs at the truck stop.
Checks out.
>>2088491>What happened to the megasee
>>2040018After that megaAnon did some changes and you will have to read that there to find out unless he wants to spoonfeed you
>>2088491here's the actual post
>>2044555alternatively there's a torrent on the .ru
>>2088519>It's the pro Ukraine shit. ah didn't notice
>Maybe It's time I learn linux or whateverif you wish to, the quickest way to learn is to jump in and break shit. the /fglt/ thread on /g/ is what i found most useful for getting help, it just takes a few fuck ups and around 6 months. then you shouldn't have much trouble fixing(googling) it yourself
Is there a way to check if a tile is above ground ?
>>2089023It used to be displayed in previous version when you used k to inspect a tile.
Apparently this ability is gone in most recent versions version, so you have to infer on which one is what.
The rule is that every tile that has ever been exposed to the sky is classified as above ground even if covered later by a constructed floor tile.
>>2089025I can check using a farm plot, since it tells you what you can grow.
But it needs to be constructed, annoying.
As an aside, i just read you can send a dwarf to demand tribute to uncontacted civs, and next season they'll send a caravan ?
As in, you could get multiple dwarven/elven/human caravans in the same season ?
How does it works, they all unload at the same time and you get to choose with which you trade, or is it really stupid and you only get to trade with like two of them before the rest go insane ?
Even if contacted, do civs still not send caravans to forts on islands ?
>>2089049Nevermind.
Nice, guess i'll roll a new world, max out civ count, and do a trading fort.
After about a week of this game I finally figured out why my material specific furniture stockpiles are not functioning.
I was leaving the quality fields red...
I'd complain about the interface, but it's not as bad as civ 4 where the developers intentionally made it so that the trade window would hide unreasonable demands the ai would try to sneak by you. Actually that was brilliant it's way. I wish the following games didn't suck.
Toady talking to blind live rn
https://www.youtube.com/live/-qUBNvh2fMA?feature=shared
>>2089411His autist-rock never fails to amuse me.
I'd like to get smarter on the minerals we see in game. Any resources?
>>2089840Like, in real life?
>>2089843Yes. How can I use this game to become a rock autist?
>>2089846wiki
and there must be some at least half decent geology channels out there on youtube
>>2089897There's always that I guess.
I haven't played since steam release, any big new fortress mode changes since then?
>>2089951Toady is doing a siege rework currently
Already part of the first partial release was ranged combat rework last month
In the SOONโข future (maybe next month) we might get enemies actively trying to destroy your cheese walls and digging shit, as well as some new siegeworks, engines and related stuff, and magic casting invaders as support for sieging armies.
>>2089969They're improving seigework? My fort just got destroyed by goblins with dragons. I don't know if i can handle it getting harder.
>>2090177I think he is trying to incorporate digging-invaders with it iirc
Are elven citizen at peace with animals ?
Also, a civilisation that combines dwarves and elves would be absurbly strong.
Surface and cavern for the elves, who can easily tames the animals and tends the flora, while dwarves take care of all others layers.
The synergy is so strong, Armok HAD to make sure the enmity was hardcoded, humans and goblins wouldn't stand a chance.
>>2090242Sounds like a nightmare.
Though, baiting them to dig into water/magma channels sounds like a fun time.
In fact, fluid walls would probably start to become the new meta.
>whole fortress supported by small pilar at bottom to maximise protection>invading digger ignore everything and beeline for that pillarCould also be funny.
>>2081830>build something cool and new>people want to see itwoow
First time I've seen this. Terrain collapse upon embark. It's not near my stuff, but a bug in the map generation?
The 2nd alert said cavern, but the first and third said surface. The fish are traumatized. I don't know what's happening.
The fish are fighting the rocks now.
>>2090289I think it is time quirk/bug of embark. Some say it might be related to tree roots doing some fuckery with the terrain. I remember some anon many hread ago had one where it breached all the way down to the circus
>>2090289Somthing similar happened to me a few days ago, had just started a new game and set everyone to mining so i could get a few spots mined out fast and the floor above collapsed and killed all my dwarves. Quickest game I've played yet and it's so stupid i couldn't help but laugh.
Is there a way to see game speed ?
As in, how much you sped up with alt+=/slown down with alt+-
>>2090316setting option to show FPS
I think the river is getting wider, it keeps happening.
One of civilizations on the embark screen has 36 members and 0 sites. What happens if i embark as them? Will I get no trade caravan visits and basically no migrants? Is it theoretically possible to restore it to a proper civilization?
>>2090327You could make a fort and retire it right away.
It should become the mountainhome in the 2 weeks prep, so the second fort will be caravaned.
Is there a way to remove attack animation in adventurer mode ?
When attacking from a lower level attacks as instant and spam like crazy, always having that would be great during training sessions.
>child gets possessed
>takes over and starts crafting
>ohh shit
>ends up making some named axe
>went better than expected
>now i keep getting attacked by random crazed outsiders after that sepcific axe
I'm still new to the game, what would be so special that i have 2 random dwarves going after that axe? Is this normal?
It's an artifact.
Artifacts don't have any magical properties as of yet, but they are basically more powerful than any masterwork weapon of that material can be.
Found a weird outbuilding by a road embark. The walls and roof are made of wool.
I opened up the caverns and have had like 8 monster slayers petition me. I also had 7 migrants on first two waves. I wonder if embarking on a road increases these numbers.
>>2080588 (OP)that pic
>you can have it all>my empire of dirt
>>2090350I've decided to just embark as this civ and play the fort normally to see what happens. Somehow a caravan comes from some place that doesn't seem to exist, but so far no migrants came after initial 2 waves. I'm not sure how it will go with 16 population though.
been a long ass time since i played DF and now i'm playing the steam version. is there a way to enable panning the camera with numpad or am I stuck with wasd and the middle mouse button?
>>2091283Is artifact.
Meaning it is a masterwork beyond masterworks.
It doesn't deteriorate and hits harder than normal items, probably valuable as well.
>>2091789Fuck with the keybinds and interface.txt(not all keybinds are changeable in game)
How do you avoid fps death? I had a cool fortress I spent days making and because of all the items dropped by npcs outside of my fortress (there was a forgotten beast around) the fps died
Pop cap I guess, anything else?
>>2092033Atom smashers and a more pathfinding friendly fortress design.
>>2091283An artefact is an item of legendary quality, even better since it is a weapon. Even more if it is of made out of a weapons grade metal. A Legendary weapon out of steel will cut an armored goblin in half like if it was grass.
Naturally artifacts will become the target of greed from less scrupulous beings.
>>2091356I think that's supposed to be a tent. Sometimes you can find camps, generally with bandits, and they build buildings like these.
>>2092033Atom smasher and dfhack. Timestream is a big one, fastdwarf 2 if you REALLY have to go for the nuclear option, all the random checkers that autorot stuff that shouldn't exist anymore, things like that. There's a command that moves all the items designated to be dumped under the cursor, you could dump everything in lava if you need to.
Lol, of course it's that ms paint shitposter trying to start shit again
>>2094231It was inevitable
Slightly off topic, but living in the murder mitten my whole life, I've had no concept of what an aquifer is IRL or their significance since we have more fresh water than anywhere else in the world. So I looked up how they actually work and learned two things.
They don't work at all like they do in the game.
They are one of those super important things that affect real money and power and there's constantly legislation about them and very little coverage. I suspect it's one of those things they want to distract you from.
>>2094736From what I gather, normaly we dont interect with aquifers like DF do since most we do is dig a hole on the ground and pump water. But they can kind of work like that.
There is a video of a german company drilling a tunnel with one of those giant train-drills, so that they can use a valley lake as resevoir. And they go through a more porous segment of rock that was full of water from the lake above. And was squirting water like a ruptured pipe, until they managed to seal the thing by pumping some fast acting concrete goo deep inside in the porous rock.
>>2094742found it, pretty interesting in general and Dorfy
https://www.youtube.com/watch?v=6AV2NcyX7pk
>>2094744Maybe we could have an in game paste you can make to smooth heavy aquifer
it looks like they used the
>>2080778 RAW edits to make everyone white
I think this game is draining my ability to think. I think it's also improving it long term, but short term I'm brain fried and cant play anymore. The level of micromanagement is insane.
I see why everyone shits on the elves. They wouldn't take my stone pot full of above ground seeds I'd been collecting. If they had shit to offer I would make a metal bin full of goblets for next time, but they didn't have shit I wanted but a couple animals, and I traded some stone furniture I was going to have to move downstairs anyway for it. Fuck 'em. I think I want to exterminate them later.
I was too lazy to do the no gays RAW edit for this world, and now I realize the bears I bought might be gay or asexual. I really only bought them for the cages so I can sell my excess puppies to them next year, or do they only sell animals, not buy them?
>>2095102yeah but they need to be caged first, so...
>>2095119They won't but the literal cages I got from them?
What's the population cpa you would recommend? Not an expert on the game, but I know when you reach 100 dwarves you unlock a king or something like that, so 100 pop cap would be enough? The objective is to avoid fps death
>>2095303>The objective is to avoid fps deathis your pc particulary bad? otherwise you should be fine on the default
>>2095321No, mid-range, processor is an i-5 11400, it should be enough to run a game of 2d dwarves
>>2094223This isn't exactly true, /dfg/ was a corpse already, artificially propped up by very few posters who would even hold their posts until page 10 just to keep the general alive.
The 'dorf butt' anon was simply dancing on the grave of a general who couldn't accept that it was already dead.
>t.asshurt ms paint faggot
I bet you're still mad that this place finally allowed generals
I thought dorf fort was /tg/ territory in the ancient past
Anyway,
How does one unleash lava without the dorf doing so being cooked alive?
Shitty diagram related. I have a volcano, I want to unleash the lava into a channel, but the dorf has to stand in the channel to dig through to the lava which will result in his death as I understand it.
>>2095452Diagonally if you can't channel from above.
>>2095452>I thought dorf fort was /tg/ territory in the ancient pastNu-/tg/ will piss and shit its pants at the mention of something that isnt a 40k general
Do monster slayers have an actual use? I got spammed with 6 of them.
>>2096052They go to your caverns and get themselves killer. Rarely, they will kill a few monsters.
>>2096052They are the embodiment of everyones first arrempt at adventure mode.
>>2080778>How to remove gays from all creatures>open all creature RAWsI need a couple things explained to me here. I got everyone white and hairy, but this part I'm missing something.
Do I manually open every CREATURE_* file or can I open them all at once and do it en masse?
Also, since the dwarves were under ENTITY and not CREATURE, does this only work on animals? Will I still have gay, bi, and asexual dwarves? I don't actually care, I just don't want to get screwed buying breeding pairs of animals.
Also I really don't mind male bald dwarves, is there a way to just eliminate the bald females?
>>2095452/tg/ is now nothing but generals, YouTube content farming, and AI slop. The entire board needs to be purged with fire
>>2096109You can open them In notepad ++ or a similar program that allows mass replacements.
The post explains it pretty well so just read the damn thing.
As for no bald females only, no, unfortunately, there is no guaranteed way. If bald is enabled then bald females will appear
>>2096109Entity entrys and creature entrys are different.
There is a entity entry that uses dwarves from the creature entry
Were Kobolds always entirely unplayable in vanilla adventure mode? I could swear I've made kobold adventurer once, but perhaps it was just a Gorlak
>>2096161>The post explains it pretty well No, it explains nothing and assumes you know, for example, what RAWs are. I don't know but from context I'm assuming it's the asset files I'm editing. It doesn't explain what entity and creature files are and what the difference is. The 2 easy steps have line numbers so that part was easy.
It also doesn't explain what the changed text means, but for the most part I can guess. I'm assuming that the n/t/t etc interacts with some sexuality assigning code that's not visible and overrides the default probabilities that are in the game's code and only written once.
>>2096163So I don't need to edit the files I already accessed to ban bald and gay, there's dwarf files in the same folder I find the creatures? So the entity entry I already edited accesses an entry in the creature folder and that's the only one I need to change.
>>2096161>You can open them In notepad ++ or a similar program that allows mass replacements.And they will know what a RAW is? Or do I have to manually select and open them? I think I would just type CREATURE_* not box. I'm asking because I don't see the RAW designation anywhere. The only references to that file type I see online are digital photography related.
Still new to the game, is there a reason why my dwarves refuse to go below a certain point? I dug into some caverns below with a bunch of spiders and silk but they will not collect it, mine down there, or even stop the beasts that keep popping up. The beasts are literally getting killed by troglodites and bats. What am i doing wrong?
>>2096198Critical thinking helps
>>2096404is there a way for your dwarves to actually get to the floor of the caverns? You can dig a hole through the ceiling of the cavern but if there's no way for your dwarves to path to the floor they can't DO anything there
>>2096425Yes, even the miners aren't going down there to dig deeper.
>>2096436I hate to be a tech support guy, but are you sure that you have a passage dug from your fortress to the FLOOR of the cavern, and does that section of floor have a way of pathing into the rest of the cavern? Because if your shit isn't just straight up bugged then it sounds like you either opened the cavern through the roof with no way down to the bottom, or you dug into an outcropping with no ramps
>>2096198raws are just what the game reads to function.
There is no raw file type for df, just text files.
When you opened the data - vanilla it should have been patently obvious that vanilla_creatures would be what you are looking for, through context clues of vanilla_creatures being the only "creature" folder in there other than the graphics folder.
If you had followed the instructions and ctrl+h as that anon posted, you would see that instead of the one box that ctrl+s would have produced instead has two, that is why it is written like that in the post. The upper section goes in the upper box, the lower section goes in the lower box.
"\n\t\t" is literally just replicating you pressing "Enter". So for example Replacing would turn
[CASTE:MALE]
Into
[CASTE:MALE]
[ORIENTATION:FEMALE:0:0:100]
[ORIENTATION:MALE:100:0:0]
The alteration is as such because otherwise with Orientation undefined(which for all vanilla creature entries are) the default for all creatures has capacity for gay or asexual/uninterested.
If you want to remove the baldness it is a civ level token, and is in the entity entry for dwarves, which only has a single line calling the dwarf creature entry, purely to define what creature the entity's founding race is, but does not change the creature entry itself.
If you are still confused about such things, may I suggest looking at the wiki pages for said tokens.
https://dwarffortresswiki.org/index.php/Orientation
https://dwarffortresswiki.org/index.php/Creature_token
https://dwarffortresswiki.org/index.php/Entity_token
Also, double check the replaced lines in the entity_default, recent updates may have shifted the line and I'm certain the pasta hasn't been revisited in a minute, remember that your brain is your friend, and that what is being replaced should look similar to what it is being replaced by.
>>2096445Yeah, i had actually built one of the work stations down there specifically for collecting and spinning the webs, and it's still there. They had even dig a few layers deeper before all the dwarves stopped going down there.
>>2096481huh, I have no idea then. Did you accidentally activate a burrow that locks everyone upstairs?
>>2096485I thought i might had, but it's "paused", woodcutters are outside, fishers, etc, and dwarves at work stations making junk.
Is skin colour based on genetics, like hair colour ?
No because i started a fort and expelled all shitskins, leaving me one couple.
And so far all the kids are people-coloured.
>>2096503IRC is a simple mandelevian genetics where the dominancy is simply based on the who appears first on the list of possible variations
>>2096404It is hard to say without seeing it. It could be some pathing issue. It could be something about the way a ramps connect to the floor above where your dorfs cant use it climb. It could that you forbid a door and forgot about..
>>2095455Does diagonal help when pressure isn't a factor?
>>2096458>if you had followed the instructions The procedure for "opening raw files" was unclear. I suspected you meant creature files but I wanted to be sure I wasn't missing anything.
>Ctr+hI hadn't gotten that far, I'll try that next, but I'm on my phone. Got an opportunity to go to the beach, so fuck video games, lol
>resources Thank you, I'll look at those
>>2096571Interesting. Can this affect attributes like kinesthetic sense? Breeding uberdorfs?
>>2097086Yes but to a lesser extant
I found a way to make it work. Tested it. 100% heterosexual dwarves and animals in new world.
>>2097571I'm glad you managed to figure it out.
Godsspeed man
>>2097579If I never looked at the coding tool I would have thought to search and replace at the file level sooner, lol. All told, I'd rather be going back to the beach, but about to start a new world. Thanks everyone! Maybe beach tomorrow.
The latest news on bay12 read:
>Here's a recent interview on Blind's channel. As usual, they also provided a link to the raw audio.
>they
Is Blind a tranny too? Or did Toady just suffer brain rot from all the trannies in his life and forgot about normal pronouns?
>>2097942Singular they isn't specific to the mentally ill/retarded, anon.
It's been a thing long before them and it will be a thing long after them.
Stop letting your brainrot manifest through your posts.
That being said, No, Blind is not a tranny. He is a just a faggot
>>2097960Language evolve, bigot.
Singular they is now tranny-coded, and anyone using it is an enemy of Humanity ( europeans and japanese ).
Wow, very impressive and original and not at all obvious or stale.
Have anything actually interesting to post or are you just going to sperg out as usual into the void?
I have always neglected minecarts as a whole, and now want to get into their use. How much control is there overall? Will I be able to set up a mechanized branching network through which multiple carts will navigate as they're set up, like for example trains in factorio, or will complexity only result in lots of traffic accidents?
>>2088519>I ended up downloading vs studio instead of nppBoomer thinks that vscode is less globohomo than npp lmao, enjoy your spyware
>>2098143The truth is that they are far more useful for causing directed chaos and mayhem and other esoteric applications than whatever toady had in mind when he added then to game (see dwarven shotgun)
>>2097960>>2098012Or "they" (bay12) are allowing for the possibility that blind's channel has an editor. {see what I did there?)
In the 80's when referring to a single student of unknown gender we would use "they" naturally. "Who's homework is that?" "I can't tell, they didn't put their name on it." This was never taught in any textbook, and we still called those weirdos transvestites. It's a natural English language phenomenon.
>>2098150At least Bill Gates is trying to kill thirdies.
>Spyware Do you have tape on your phone camera? Shit you're posting on a known glownigger honeypot. My valuable and quasi legal data isn't even on this network. Should I stop using my Kroger card too?
>>2098460Exactly
Whenever this stupidity rears up it always feels like some screaming esl is complaining about it.
>>2098150You delete my comment but not this? Fucking jannies.
Why is it so hard to find a list of what items cost more than one metal bar to make?
nevermind, I found it under "melt item"
fucking took forever
>>2081156>It not only filled the room, it went up one levelit'll fill everything at or below the z-level of the ocean outside
The LUA update is out.
https://store.steampowered.com/news/app/975370/view/547867141501617961?l=english
>This is an essential update that will pave the way for more advanced systems like procedural magic. It also gives the community the chance to dig deeper into the code and make even cooler mods. Thanks to everyone who helped us on the beta branch and if you run into any issues, please report them on the bug tracker.
>Want to make Dwarf Fortress mods with Lua but donโt know where to start? We collaborated with DPh Kraken to make two video tutorials. The first video will teach you how to create a Dwarf Fortress mod that uses the Lua procedural generation
https://www.youtube.com/watch?v=QMxgsUogIIk
>>2099817finally. are there any active modders left in df though?
Is it normal that dwarves refuse to stud armor? I tried to stud helmets in my game, but when I have both piles put on "give to", game shows an announcement that no improvable item was found. I play on 47_5 legacy, if that matters
>>2099835Probably not. But this is a good step towards cultivating new ones.
>>2099854I cant think of any reason for why they arent outside there being something wrong with your stockpile. I think that If the helmets or bars are stored in bins it could be causing then to be tagged as "in use" if some other dwarf decides to haul an entire bin of armor, but most likely this isnt the problem.
I just noticed you can stuff as many dogs as you want in a cage. You'd think they'd be unhappy, but apparently it works.
>>2099817[07/21/2025] Toady One
>This version introduces lua scripting. Right now, this affects procedural object generation, like the forgotten beasts, divine curses (vampires and werebeasts), divine items, necromancers and their lieutenants and experiments, evil weather, and so forth. For the last fifteen years or so, all of these things have been hard-coded in Dwarf Fortress, inaccessible to modders. Now the algorithms and data are available for modding. Scripting will come to encompass more hard-coded features of the game as we proceed.>The relevant scripts establishing the vanilla procedural objects are in data/vanilla/vanilla_procedural. These scripts are structured in the same way as a mod, like the rest of the data/vanilla content, so you can use it as an example for your mods. The mod should have an init.lua file, but whether or not you organize further scripts and folders is up to you (the vanilla 'mod' has a generators folder with several scripts and a few subfolders).General updates
== Added lua scripting for procedural objects.
== Fixed a crash related to personality testing of soulless creatures during conversation.
== Made the legends mode creature list searchable by species and interaction name.
== Repaired the <> buttons for Z switching after some strange behavior.
>Made the legends mode creature list searchable by species and interaction name.About fucking time you damned frog, now allow equipment search in arena mode again
>>2099888picrel how it looks. Green is armor stockpile, red is bar stockpile and blue arrow is metalforge. Bar stockpile has bronze and helms arent improved. Havent messed with stockpiles with the exeption on having them changed to "give to" to this forge and changing so that only helms are in armor stockpile
>>2099938and forgot to mention, blue circle is studded furniture, so dwarves have no problem studding in general
>>2099938You can't stud items with the same metal they're made of. If you're trying to decorate bronze helms with bronze it won't work (outside of strange moods at least).
>>2099957Yeah, I was suspecting something like this was the case, thanks
Shill me decorations.
My brain automatically goes to "why not make an actual item with it instead".
https://steamcommunity.com/sharedfiles/filedetails/?id=3531406185
>>2100081I mainly abuse it to get rid of excess otherwise worthless material like lead or shells.
Also, at some point making just more items is the last thing I want in my fortress.
do you let your dwarfs eat the meat of the gay animals?
>>2100098it will mostly likely get deleted by kitfox jannietrannies
should have named something like every animal breeds
So df hack is broke now? What do? an I go back to the other version of df so it works?
>>2100219it should update in a day or two if it is broke due to yesterday update
>>2100120>not making lead crafts and selling them to the elves
>>2100219If you're on steam you can just opt in to the beta or experimental branch of dfhack, it works fine with the new version of DF. The real problem is that Dwarf Therapist is broken.
>>2100366Yes, I found that out last night. I thought I was going crazy since I had just made it work.
>>2100199>>2100098Wait, am I going to get bald gay homos again? Did the update overwrite my edits?
>>2100248Read the second line. Inevitably at some point in fort's life there will be absolutely no need for any additional trade goods. The fort will be near 100% self sufficient and whatever is still missing I can buy with just used dirty socks my dorfs have discarded.
>>2100393Probably
Good thing it takes less than five minutes to do
>>2100393>Wait, am I going to get bald gay homos again? No, unless the update replaced the modded files. You can just check on your Steam install folder (I just checked mine and it didnt change anything (at least for the standard creature files aka dorfs, elves and shit))
>>2100401>>2100402I ran my current game until I got an immigrant wave. Everyone white and with hair. Can't tell if they're straight since therapist doesn't work.
How long you think before that's fixed?
>>2100413Are you using the steam workshop mod or did you changed it yourself?
I dont know how the workshop works in the eventual case where that mod gets removed. But if you edited the raws yourself, nothing would change without your action, like a file integrity verification or you installing some other mods, unless Toady changes something in the dwarf creature raws and Steam has to replace modded files in a update. That is to say that it wont happen anywhere in the foreseeable future, maybe not even this decade.
>>2100423myself here
>>2097571Actually this is driving me crazy. I've just gotten a game going that I like and I get a 20 person migration wave without DT.
I just started playing this game (like a day before this post
>>2083132) and I'm a sperg who restarts when I don't like something. I can't do that irl, so I do that here, don't judge.
I've been making indoor tree farms by breatching and resealing the cavern and digging out 3 z levels. Solving the need for trees (beds literally and bins practically) inspires me more than anything else right now.
Since I ran into an aquifer, I used that to make a resivoir to make another one out of stone and a farm level as well.
Yes, there's trees everywhere, but it's more of a proof of concept.
>>2100413Anon, just open one of the raws and see if Orientation is still under any of the creature castes, if it is, then you're fine.
Or read the file changes txt file and see if there were any changes to creature raws, if not, then you're fine.
>>2100456follow your dream
>>2100098Someone is having a giggle and creating similar mods alongside this
>>2100098The discord is starting to whine about it, so it will probably vanish soon.
>>2100585>>2100605The community seems to be having fun with it, why take any of them down?
>>2100605>>2100626I'd like a mod that has a reasonable amount of gay dwarves but no gay livestock (or a very small chance to be effectively infertile if you want to be realistic. I wouldn't put it past these guys to have a skill for artificial insemination.)
I'd also like bald men but no bald women, and dwarves can be non white, but in a way to reflect their original civ. Like if you pick jungle or desert dwarves they can be brown and black, but the colder the origin civ the whiter they are.
Also unrelated, but not wasting a second post, this guy seems to be having a midlife crisis. He's going to be really disappointed when he finds out the caverns are sealed and he'll me mining out the tree farm. Shoulda stayed at your old job!
>>2100668all doable with a few simple txt edits
404
md5: 3cdbce2a952ea21c259f363bf7057bce
๐
aaand it's gone.
>>2100098
My plan doesn't work. He won't equip a pick. Are humans unable to equip picks? This would explain why enemies don't just mine into your defenses. Yes, I saw the blind interview. I know that's going to change.
>>2100098>>2100677And upon these rocks, modders are expected to build churches.
>>2100677Did the others get removed as well?
Because double standards are the best kind.
>the only visible detractor on the kitfucks discord against the No Gay Dwarves mod was a literal reddit moderator
>other big names literally didn't care or even tried justifying it
lol, lmao
Someone should just make a guide for Steam that is just the no gays section of the thread ritual pasta.
Except rather than being autistic like "No Gays" or whatever it should be "Guaranteed Breeding Pairs" or something
Turn this into a mod, I'm sure those freaks would love it.
[INTERACTION:DYSPHORIA]
[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:cursed]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NO_HOSPITAL]
[SYN_AFFECTED_CREATURE:DWARF:MALE]
[SYN_CLASS:MENTALLYILL]
[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:FAGGOT]
[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]
>>2100738No Romantic Dwarves, More gay Dwarves, and The Normal Amount of Gay Dwarves are all still available, yes. Probably worth noting that Gayer Dwarves, a mod posted two years ago that is linked to by TNAoGD as part of a load order is also available.
>>2100762>The Normal Amount of Gay Dwarves
>>2100756double standards
As expected, Steam is still behind on wokeness not being a thing anymore.
>>2100219it just updated
it should work now
>>2100801Thank you. The beta was working. Now waiting on therapist, but I'll manage without it.
As for my issue here
>>2100700 >>2100668, it seems Mong is a woman and maybe her small size means she cant equip a pick.
Also I saw a youtuber put a monster slayer in his squad. I don't think it was 2 years between him showing up and being assigned. How soon can you poach them for active guard duty?
I was able to draft a marksdwarf right away for mining work, but he wont join squads immediately.
>>2100451dude, just use magma forges, the only thing trees are good for is potash and making steel.
Also cool idea, done that before myself.
I just learned you can use DFHack to dump the new memory layout, then just copy and paste it into the Dwarf Therapist folder to make Dwarf Therapist work again.
>>2101057TLDR:
DT working with work around above. DT breaks monster slayer labor location removal exploit and wont assign labors. Restartind and useing base UI fixes. Human woman can mine now, don't know why.
So let me see if I understand what's going on.
I did all that and it seems to be working.
I was in the middle of trying to figure out how it works when it broke so I'm still in the middle of that.
It seems to be working, I just have a few questions.
(This whole thing turned out to be wrong)
Does it not work for humans? I see that Mong
>>2100668 has 38 strength so that's probably why she cant use a pick.
I see that the warning dialog box is correct, the work details tab is no longer accurate, I tested this and therapist breaks it. Is this how it's always worked? This is a minor issue as the in game ui seems to be the only way to assign work to the human.
I'm just fucking around and I feel this is exploity and therefore distasteful, but shanghaiing a monster slayer and using her for her legendary metal crafter ability to turn iron bars into 600 dwarfbucks of goblets and buying out the entire caravan was kind of fun and I like to reserve the ability to do it. I'm certain the ability to unassign the monster slayer location for free labor was never intended, but it's funny. Figuring out why she cant mine (still need another human to confirm it.)
Actually, nevermind that. It's not just humans, I tried a dwarf monster slayer and I still cant assign labor to him, but I could from the ui (I'm working from an old hard save.)
So therapist actually patches the monster slayer slavery exploit.
And I tried restarting and letting the game run a minute.
2 Very interesting things:
1:You can get around this inability to assign drafted slayers by saving and restarting. DT only breaks the UI when you allow changes.
2:Mong is now able to equip a pick and mine after the restart. I guess strength had nothing to do with it, and some dwarves were weaker anyway.
file
md5: 04058adc7e2ab355a08ab8ef02395ec6
๐
Coming back to Dwarf Fortress after years of not playing, trying to adapt one of my old trap / fortification designs to not get fucked by climbing. Mechanics question: can the goblin in pic related climb onto the pillar on the right? The wiki is pretty vague on the exact climbing mechanics.
>>2101984Also yes I know it can climb onto the left pillar, that's fine. The worry is it beginning to climb on the left pillar, then moving diagonally up-right onto the right pillar. Physically I can see it, but no idea if the mechanics support it.
>>2101984>>2101986Yeah. Using a floor as an overhang will block goblins from climbing your walls
>>2101994*I mean. I also dont know if they can move diagonaly from a climbing position like that. But if it was just right one with an overhang that would prevent them climbing. It is also possible that they could climb the left pillar and then jump, but the AI is weird when it comes 3d movement like dwarfs who climb into trees and get stuck until after a few months they will remember that they can just climb down.
file
md5: f63c1b7283e53b73f2b8306663d18ab9
๐
>>2101997Wait, they can jump now? Jesus fuck me that's brutal.
Trying to recreate the citizen friendly opening, pic related. Center pedestal gets a pressure plate that ignores citizens and opens the floor hatch to the south. Citizens walk across without triggering the plate, enemies trigger the plate and can't keep moving. Used to be this would stop everything in its tracks, though building destroyers would destroy the open floor hatch but that's easy to fix after the fact.
file
md5: 57a7d5a91f390bb655becafeb5352aab
๐
>>2102001Z-level below, nothing special.
>>2102001Climbing was introduced together with jumping
>floor hatchEnjoy while you can. Next update will change siege by quite a bit.
I wonder if Toady will code the sieging AI to be smart enough to fill that gap and build a ramp to bypass that. Most likely they will just dig up through the walls
mark my words, lua will be the beginning of the end of toady's empire. with players no longer beholden to The Vision, it'll gradually devolve into modders demanding Toady does X because not doing so is holding back the mods. also, in a month or so people will have added and fixed things that toady has allotted years for. I just think it's been working fine when everyone kind of universally accepted that it was today's own side project. doing this puts ownership more into the community's hands and that's not good
>>2102068Nah, Lua is still magic as far as most of the modders are concerned.
Even with it having been available for months on the experimental branches only a few have even bothered to mess with it and they have run into weirder than usual bugs while creating their esoteric nonsense(like cyborg-infused randomly generated and normal creatures and the like)
Geography being lua-fied can cause biome-wide geologic collapses, so it has been canned for now, and the interface isn't able to be fucked with yet.
So all in all that horizon is farther than you think.
>>2102068>in a month or so people will have added and fixed things that toady has allotted years for.>doing this puts ownership more into the community's handsOne can only hope!
>>2100399there is always something the fort can't make. A missing metal, clay, sand, crops.
>>2102092I hate to go all proprietary on you, but Dwarf Fortress is Toadies thing. If it belongs to anyone it belongs to him.
Release Notes for 52.02:
>Fixed hang on Linux when updating an installed mod the first time.
>Removed the temporary geology variables placement layer/freq/parent from lua to prevent crashes.
>Fixed crash when opening the mod menu after deleting the %appdata% folder.
>Fixed a logic issue where any duplicated raws detected will cause further types of duplicated raws to no longer print.
>Init files are loaded from the game folder first so that updates always apply properly.
>The game now checks for prefs/arena.txt and prefs/colors.txt.
>Added more cases of auto-toggling portable mode if something fails to save.
>>2102488>Fixed hang on LinuxWait, he removed trans dwarves, but only on linux?