>Download the basic game here. Current version is Dwarf Fortress 0.40.24:
>Find a bug? Don't tell us! Tell Toady! Complaining in the thread will accomplish nothing.
>Have a question? Check the wiki first:
>Foolz archived threads:
>More DF stuff:
>Dwarf Fortress General IRC chat:
(to connect yourself: https://webchat.freenode.net #dwarffortress)
>A bunch of guides to various parts of fort-based living:
https://www.youtube.com/playlist?list=PLD1A3FE72C0DCAC66 (Dated, but good)
Strike the earth!
>find cavern while digging main staircase
>before it's fully walled up a troll wanders in
>send marksdwarf squad after it
>it ascends like 20-30 z-levels before they get to it
>during fight this happens
>find ded marskdwarf on one of the stair tiles about 20 z-levels below where they were fighting
>no pits or channels, rooms, or anything at all but an all natural, carved, 3x3-1 stairway the entire way down
Someone write a musical generator that works under these rules. It must be done, i must hear the song of my people.
>how anything in that list of ingredients became iron
Oh, I overlooked that word. No idea. If you're absolutely certain that there's no iron in the items he took, it sounds like a bug. Upload save, report bug.
>why he's a legendary bone carver when the first thing he wanted and picked up was clearly stone
I'm pretty sure that what he picks up _first_ has nothing to do with anything.
The base material got forbidden or became otherwise unavailablr while he was gathering materials. When this happens the artifact's base material reverts to a default material. The default material is iron, because that's the first defined material in the raws (unless you have modded raws).
What would be the best course of action if i undead show up after ~half a year and siege me?
It's just two guys, an undead elf and goblin. I heard hammers are good but it will still take a year or so to get my metalindustry going.
Would i stand a chance just wrestling them down or should i atleast equip wooden swords?
>half year in
Any immigrants yet ?
If yes take the most useless ones, give them a wooden stick and let'em rip. If they survive make them generals of your army.
I got 6 immigrants shortly before the siege begun. It's newyear now, i made some fortifications. Also some wooden swords so that my few dwarfs atleast get some training because the only metal i could find sofar is native copper.
The two guys haven't moved much but they are getting closer.
And i am a bit afraid to send them in because since i am sieged i dont get immigrants nor trade.
Heya, just started playing DF again (used to play a fuckton before two balrogs utterly sacked my old fortress and I raged) after getting tired of the other roguelikes, no other game gives you that feeling of pulling off a goblin's left foot's third toe's nail off in a sprawling fantasy world of your own making. Man I just can't get over how amazingly deep this game is.
Just a question, are these armies now actually armies composed of warriors that attack sites and the like? Or are they just historical artefacts? In adventure mode.
Thousands. Don't have much experience with unreal but the world's and their complexity (other than non-human sites, c'mon toady I wanna lay waste to a goblin fortress (maybe they added that since I stopped playing like ~6 months ago?)) I believe is far greater, to say nothing of complex inner-workings of a fabulous fortress.
http://dwarffortresswiki.org/ the wiki can be so fun to read just about all the potential shit that can happen, also bloodline games are a really cool read too. The possibilities are endless in this game. Though it will mostly revolve around dorfs in an angry tantrum from booze withdrawal the first couple times you play. And adventure mode is an insane roguelike in its own right. The body part system and the wrestling and the attacks, oh my. You can literally chose to bite and tear off a dude's fourth toenail on his left foot if you wish.
Last I played adv mode, around 40.16 I think, armies would deploy, but if you encountered them in the wilderness they would camp there in perpetuity, never arriving at the site they were supposed to be marching on.
I don't think it has been fixed yet, but I cba to check the changelog. Link is in the OP if you want to know.
I equipped everyone with wooden shields and some battleaxes, most of them got wooden swords. With autunum close we had to break the siege to free up the traderoute for wares and immigrants.
They all died in a second, pretty anticlimatic. I thought we would stand atleat some chance but this was a massacre.
oh yeah, wiki has this new image that shows robes do indeed cover more than cloaks.
Breastplates cover the same area as mail shirts - does having both really improve protection? Also I just started the militia so most of them don't have better than 2 skill levels of anything, I know they'll move slower but I worry is there are other penalties? Also I don't want to cause clothing equipping problems.
Where it does cover, breastplates are better
Weight is weight. Get those dwarves training, maggot.
Breastplates would not be the cause of it.
Have you praised Armok for microcline today?
From what I understand the issue stems from a bug where dwarves will only equip armor in order of production. So as long as you produce breastplates last, you should be fine.
So... Like a fool, I wandered into a cavern via a natural cave, and now I'm completely, utterly, fucking lost. We're massacring hordes of troglodytes and yet no matter how many times I rip their guts out I just want to see daylight again.
Is there some utility that I can use to look at a map of the region I'm in? Or am I doomed to wander these musty halls forever with my cave brethren, eventually evolving into one?
Forgot pic. Was distracted by those sexy tetrahedra.
I set up a catapult to "donate" all of my microcline to my neighbours to the south, whoever they may be
>tfw marble/malachite/microcline layers that have a whole bunch of emeralds hidden in small clusters
i c wut u did thar
>the issue stems from a bug where dwarves will only equip armor in order of production
How in the hell, does this game remember what time each item was made so well.. I produce things in sets, tell me this is just a while guess!
No, he's not guessing. The game tracks each item you create. Apparently, when looking for items to equip, the game checks against a list of all the items that qualify in the order that they were created. If it finds a breastplate before a mail shirt, your dwarf will equip the breastplate and then be unable to equip a mailshirt because breastplates have the [SHAPED] tag.
>How in the hell, does this game remember what time each item was made so well
My guess is, the problem is more that the program isn't given specific instructions about the order which to put things on - its only information _is_ the order of production, possibly simply in the shape of the memory address the object has been assigned.
Thanks bro, but I think I've decided to give in to starvation instead of going through the hassle of putting in all the files, the version is allegedly incorrect, etc. I wasn't very far on that character anyway, and the caverns didn't turn out like I expected them to in world gen too.
Is there a condensed version? Toady's updates on his site are mostly just musing, which is cool, but it's annoying to look for the actual changes, and when I do see a patch note its usually just about bugfixes
Unpleasant color, and looks like adamantine on default.
You can always do this.
>random cheese maker migrant makes artifact greaves and becomes a legendary armoursmith
>random potash maker migrant makes a steel artifact warhammer and becomes a legendary weaponsmith
Gloves have 100% coverage and mittens have 150% coverage says the DF wiki - so in DF mittens are better than gloves??
Nope they came with a beginner's knowledge of armour/weaponsmithing
Already got a dwarf in a full set of masterwork steel armour (minus greaves which are a copper artifact). Once more migrants come I'll get a full squad up
Is it better for a squad to be single-weapon, or diverse? I'd imagine a single weapon squad trains faster but how much?
I'd mix it up. I like to make sure that at least my first squad has a couple each of speardwarves, hammerdwarves, and axedwarves (some people here have said that picks are even better, haven't tried it though)
There's a neat chart someone made that has guidelines for what weapons are good against what enemies, but the long and short of it is that you're better off with a variety
The training happens pretty fast anyway
I sent that dwarf to kill some elves since they were the closest thing to training dummies right now
A horse is wrestling him to death now
So to level up an animal trainer for when I start making war dogs I made and assigned a burrow, made pasture and built cages there, disabled all other labors on the guy in the burrow, assigned him as a trainer. However everything is still reverting to a wild state, what am I doing wrong?
Are the animals in cages? I'm not familiar with that tileset, sorry.
Trainers won't "maintain" the training of an animal in a cage; they give them food and then ignore them until they completely forget their training, then start again.
Unless they're extremely dangerous animals that your civ has no knowledge about taming, I would recommend assigning the animals to the pasture (ie. taking them out of their cages) after the initial food-giving training job.
Additionally, are you sure that a trainer's skill level effects the quality of war dog (or any already-domesticated animal) training? I thought it was just the speed of that training.
Coming from training Cave Dragons, I learned the average quality levels only increase when your civ starts to be more knowledgeable about the training method (i.e 'expert' has a higher chance to domesticate pups than 'a few facts')
Also this shit takes forever, snail pace to reach barnyard domestication
>the horse releases the grip of the horse's right front leg on the militia commander's tongue
Sorry if noob question, couldn't find anything on the interwebs. Shouldn't my dude automatically two hand his pike? Adventure mode. I seem to remember getting a "multi-grip" on my old two hand swords, but he refuses to do the same with the pike
Never mind, fucking croatian keyboard layout, shoulda figured.
T'was an exasperated joy at best, I couldn't think of a better massacre for my fort but I just don't have the patience to get a new one going. Hence me now playing extended adventure modes, and going through the charred and demolished ruins looking for that artifact silver scimitar
>What if I'm a human-sized dwarf?
also pet value gets factored in the 'domesticating process' and the higher the pet value is (i.e mega/semimegabeasts have 10,000) the more slower it will take
I bought it as well.
It looks good on the surface but it's really pretty shallow and boring. It looks almost exactly like prison architect.
It's even got a shitty "endgame" goal like minecraft.
Kenshi was the only decent sandbox game I've played in a while, even though it's unpolished as fuck.
They will maintain training if you pasture them instead of caging them. You just have to make sure that they have enough time for all of the animals, you don't want free animals going wild in your fort.
But it doesn't matter for your purposes anyway. Hunting and war training don't have quality levels and take literally seconds. It doesn't revert like training status on wild animals. They're really what you want to practice on so that you get better wild training results.
Civ sites other than humans are actual places now with things to do and people to see?! Fuuuuuuuuuuuuuuck I've been away from this game too long
There isn't a chance to fail to train a child animal to tame. If a dwarf takes the job to train it before it reaches adulthood, the creature will be tamed 100% of the time. I think you might be misinterpreting your results.
tru, but I mainly have wild cave dragons, and as u see even with modifying growth rate (plebstatus ye ) cave dragons aren't born as 'babies', so perhaps i have 0% chance for domestication.
Of course there's no chance to fail I know that first time taming a semi-wild coyote pup It was tame
>randomly generated musical styles
jesus toady, you've gone all the way
how do you design your fortresses?
usually i will have an entrance with traps/bridges/towers, from there i will have a meeting hall that will have corridors connecting to other places: dining hall+kitchen+food stocks, quarters+hospital, workstation+stocks+farm, barracks+prison+entrance to caves
I open the dictionary with my eyes closed and point my finger on a page
whatever word I am pointing at is what I make my fort in the shape of
If I pick something that doesn't have a shape that I can make I repick
A small ground level keep, with a large empty shaft encircled by spiral ramps like the worldgen forts.
Trade depot is usually 20 levels down
Goods delivered by minecarts.
The forts is laid out in the cavern layer
I try to maintain the general shape of the cavern passageways and I carve bedrooms along them. 3x3 bedrooms for families, 1x4 bedrooms for single dwarves.
I generally build all the way up to the water in caverns and wall it off there.
>for any reason besides his own death
So how long until we will be able to create these fictional instruments once the descriptions of them are put in, in real life and actually perform songs from Dwarf Fortress?
>invents a cool new music systems
>only impact in-game will be a shitty new profession and a new emotional modifier
>still single threaded
>still no mouse support
>equipping soldiers in the military menu is still fucked
I can kinda sympathize, I feel like the dude programs like I do a bit. Fuck functionality, fuck efficiency, fuck everything but that cool little function I'm building right now then spend three times as much time debugging
Military equipping works fine if you do it right. The problem is that doing it wrong is a lot easier and gives you very little meaningful feedback to let you know what the results of your selection will be.
>playing adventure mode
>get a whole band of adventurers
>mostly humans but I recruit one hammerdwarf I see
>she proves to be the most competent of my companions
>fighting a moderate size battle with bandits
>she gets injured during the fight
>it's a cut in her leg
>wait an hour to fix it
>she's still on the ground
>it severed a motor nerve and I didn't notice at first
>know that she will die because of her speed
>stop at nearest town
>filling up my waterskin and drinking at the well first
>tell her she can't be my companion anymore
>accidentally hit e afterwards
>I see that my adventurer has tears
>they weren't there before
This can't be a coincidence. One of the saddest things I've ever read. Going into a little backstory, this hammerdwarf, named Urdim, had a pretty hard life. Her father died when she was but 2 years old, killed by a giant dingo. He spouse died, but her two children live on, both soldiers themselves. I brought her on this adventure, and it was my indirect actions that caused her to be crippled. I'm sorry Urdim ;_;
>she naturally retires in the hamlet I left her in
>come upon another bandit camp
>see a crutch in one of their chests
>take it to her and leave without another word
>mfw whenever I walked up to her and said hello and after she replied my adventurer had tears
look DFG im starting a meme!
>must have at least one part room at the center of each Z level
>each hallway must be a wooden weapon danger room
>lower levels/mines must also be goblin ghettos
>first to make it self sustaining COMPLETELY wins the game
>tfw can't tell how much of the pasture is fit for grazing at a glance because it's all covered in vomit
would you throw creatures and items down to the goblins occasionally, terrorize them with traps and so on? or just leave them to their own devices
>Get bored of sitting around in fortress
>Decide I'm either going to kill the titan or the fortress is going to fall
>Military consists of 10 dwarves with silver hammers and shell armor and 10 dwarves with nothing but wooden crossbows which they don't even have bolts for
>Gather them all near the main entrance around a corner to ambush the titan as it charges in
>Titan charges in and opens with a blast of fire as the military jumps on it
>"Oh man here we—"
>Battle is over
>Titan lies dead in the entryway
>No dwarves killed; only one is even injured
>He's already back on his feet and leading a dodging demonstration
can into milk, but most of them are bought, with exceptions for pigs and yaks
Here have more meme, with meme sword plastered on the table
>it is now spring
>MIGRANTS HAVE ARRIVED
>22 to 44
>13 fucking children in my fort
>i wasn't ready for this
>migrants still coming
>ENDOK SHERIKGESHUD HAS ORGANIZED A PARTY AT WELL
>Rhesus Macaques are jumping all over the place and trying to go inside my fort during the party
>rattlesnakes are slowly creepy into my fort
fuck this game
Its description only mentioned it had a giant worm body, wings, scales, and fire breath.
So I'm assuming flesh.
All the monsters in the caverns just fight among themselves.
just wait until you get a forgotten beast with serious deadly dust or webs in there, shit gets real
>throw almost all of them in squads
>give them no armour and wooden weapons
>send them charging headlong into invasions or beasts or whatever
>anyone who survives for 3 years gets drafted into a real squad with actual equipment
ok technically this is a bad idea but it might be fun
>or a hospital
yeah nah don't then, it'll be too messy
seriously though I hate that 3rd migrant wave, it's nightmare material for micromanagement. only time when I consider d/ling the rapist
they're not that bad, against my inexorable 200 army and 35 cave dragons
hope they killed some keas in the process tho
hate those shady niggers
I killed myself a leech with le ebin name
hopefully someday you'll be able to train those little fuckers to steal stuff and send them off to other sites
I love the idea of a 100-strong kea army appearing over an elven grove and flying off with everything not nailed down
>implying wooden swords and arrow will stop them
>recruit dwarf into squad
>"felt vengeful joining an existing conflict"
What conflict? What should I do?
I wonder why it's so simple to replace an elected mayor in the noble screen. Sometimes I'm close to consider this cheating. I mean, the dwarves elected that guy. Why can I change that with 4 keystrokes?
>order marksdwarf to attack kea
>he proceeds to climb tree and then promptly falls off
I really didn't want to have to build a hospital
>Come back to DF after ages
>Get the newest version
>Aww yeah it's time
>Embark to a volcano with a nip of aquifer in the corner for double ezmodo
>Small little flat spot to get the starter camp on.
>Shitty embark has loads of galena, some tetrahedrite, some flux, and a little bismuth & zinc and best of all some red sand semi-close to the volcano for unlimited serrated glass disc works
>Spend 3 years fuckbutting around sweating bullets cause a single ambush would kill 2/3 of my fort before I mounted any resistance because I fucking suck at hill fighting and hill fort design
>Tree farm almost ready. Horse ranch beginning to prosper, have a breeding pair of wolverines.
>Poultry farm doing well with some sheep and pigs
>Been so long my macedorfs I embarked with have collaborated with a migrant to become great macedorfs
>Gut starts sinking
>Plis Toady Plis
>Make a copy and abandon
>World only has elves and dorfs despite specifying 40 civs on chargen
>Only vaguely hostile thing in the entire world is a single necro tower way up in the north in the tundra
>I've already put like 12 hours into a pointless fort
>tfw I am own fault
I hate life...
Slap a hospital zone over your migrant dormitory, put in a couple tables, traction benches, then cover the floor in bags/coffers. Bam. I always do it asap because something always fucking happens, something gets in the way and someone useful dies if I don't
In my opinion the whole process is a little silly. You just let frank and jimbob jack off in the dining room for 3 months instead of being productive and then they feel all entitled to be some high ranking hotshot. Fuck em.
Listen, cave adapted murderhobos reproducing with spores and votin for things they ain't even seen is no basis for a system of government. Supreme power over the fortress is derived from the will of the overseer rewarding the merit of the great, not from some farce of a popularity contest
>Long ago mineral scarcity is added
>Just roll with like 1600 as it's not loadsaore
>Worlds are pretty shit but it's not like I have everything in every embark
>use the ezgen and set it to frequent, figure it can't be all bad
>Have like 7 different ore types just in the shallow layers when I'm used to 1-3 on an entire embark
>Find out frequent is scarcity 500
Oh lawdy. This is the first time I've ever had tin in like 6 years let alone the luxury of being able to make bronze w/o importing ore.
What's the best way to train a non-military dwarf in a weapon skill? I gave my baron a masterwork steel mace (he likes steel and maces) and I want him to be really good with it. Do I put somebody else in a squad and just have them both train constantly, or do I send him hunting wildlife?
Do some science and check the bugtracker. No idea if it's a feature (I doubt it) or a bug (there might be some fucked up side effects - mixed up materials, undefined objects or whatever).
>a mad chef makes 1000 prepared masterwork meals using up my alcohol, my plants, my seeds and my sanity in process
>a caravan arrives
>want to buy drinks from them but they start jewing me, only trading with a 20000$ profit
>try to outjew them making their profit at most 10000$
>they pack their bags and leave
You have 1000 prepared masterwork meals. You could have bought the _entire_ caravan at 300% loss and still gotten enough raw food ingredients to make twice as much food as you just sold.
Caravans always want twice as much in value from you as you take from them. Get a good bookkeeper to make sure the numbers are correct. DF is hilariously easy in trading anyway, try to give them as much profit as you can spare. They'll bring more next time depending on how profitable last time was for them.
Training won't help unless there's a dwarf in the squad that's a good teacher and good with maces. Then they'll demonstrate until the others are good enough to spar.
If you don't have any good macedwarf-teachers, yeah just capture some critters for him to kill before dinner.
Don't send him out into the wild, he's a baron for Armok's sake
I picked out a random guy the baron was friends with, gave him full steel armour and made him a "bodyguard". Designated a training room in the baron's palace and now they're slowly training.
His father doesn't seem to mind that his son's arm is fucking gone (and that he is pale)
Not only that
But his son felt nothing from that trauma
However he felt horrified after seeing a dead elf which has been sitting at the entrance to my castle for years
I hope the baby dies, I don't want to deal with werewarthogs
And what some people will probably find interesting:
>Any plans to extend the 256 ASCII-Tiles in the future? [...]
>Even a basic addition of another character page is not a rewrite I feel comfortable doing. The DF part is fine -- it'd take a while, but I could do the DF side of it once I knew what data to push where. However, I have no idea how to set up additional texture atlases while still keeping the speed up in OpenGL, assuming it wouldn't require a completely different approach, so I can't really start. It's way on the back burner for this reason. The game could probably use another thousand characters at this point to remove fundamental overlaps. That's potentially independent of the item graphics problem, though they both run into the texture atlas issue (if you want more than a few item pictures). Item pictures are also complicated by material considerations -- those aren't prohibitive, but take us into graphics territory that I don't want to get mired in.
hey guys, can civs not within your direct trading radius still siege you? Im roughly almost a year or so into my fort and only have trade connections with allies (so i could get familiar with the game and not get raped year one)
>toady is so bad at coding that he can't render text quickly
It interacts with part of the code he didn't write himself and has no expertise in (OpenGL). That's basically the exact case why he's so adamantly refusing help from others - people come and go and he's left with a code he doesn't understand and can't fix.
r8 an 7/8 m8 1 tile hallways tho why and needs moar wanderlust
wrong picture, this is wanderlust
>All your dining dwarves face the same way. Doesn't that bother you?
Maybe he could put up a bunch of statues of past heroes or goblin cages along that wall. it looks like a classroom almost
Do dwarves not put invader corpses in refuse stockpiles anymore?
I have four human corpses sitting in my entryway and enough room in my refuse pile, but everyone just leaves them sitting there.
as long as they're in a stockpile it should be okay.
just don't leave them sitting on the ground like this
it keeps happening, I have legendary bonecrafter child but muh iron chain :(
I used like 139 forgotten beast bone and shit, no iron anywhere in his materials list
at least it looks nice, more el epic scimitar engravings
>he didn't vote in the eternal suggestion voting
>he's not registered on the bugtracker
>he doesn't have a wiki account
Seriously though, just write him an email then. If he doesn't reply, you can still try the forum.
1. Get them in a cage by using cage traps (or politely asking)
2. Give the dwarf you like the least the animal trainer labour
3. Designate an animal training zone
4. Z -> Animals -> Select Trainer (or something like that)
5. After they're trained you can put them in pens but once they revert to semi wild put them back in cages to be trained safely again
all the fun of regular kea but they're actually kind of dangerous too
I still think giant grey langurs are the worst though. none of these are real threats to established forts but those fuckers will wreck your shit if they show up when you're still getting your first 7 underground
Oh shit I got scared for a second
(I gave that job name to a baby who got its arm bitten off by a werewarthog, just in case)
Also pictured the grand steelworks of Steamysteels in construction. Rooms and the tomb are reserved for my legendary +5 weapon and armorsmiths.
Personally, I've found that anything above the normal value gets ridiculous.
Unfortunately, higher settings are also the only times I've ever gotten Coal, which is pretty important for a guy like me who does small embarks (less trees) and doesn't magma rush.
They need to be in contact now.
I don't know if they actually need to be on the same tile at some moment (no more spores, they fug), or if it's enough that they technically _could_ be on the same tile - which would mean they still use "spores", the game just checks if they could technically touch each other or not.
>20 crundles appear every 3 months in the caverns
>200 to 300 meat every fucking time
>literally cannot butcher or dump the refuse fast enough
I mean literally managing the meat and kill crundle orders is 99% of gameplay at that point
>want to fertilize plots for mass efficiency
>produce too much food
make lavish meals and sell them
an ordinary barrel of average shit costs around 3000 bucks
I've had 8000$ barrels before, I believe that can be even higher if you use cool stuff like roc eggs, forgotten beast brain and giant sperm whale meat instead of plump helmets / plump helmets / prepared rat's intensines
Already do that
Honestly, the food system needs to be fixed. A 3x9 farm plot should not be able to support your whole fortress, and prepared meals should not be able to support your whole economy, especially when you're able to just buy food from caravans and sell it back at tenfold profit.
>especially when you're able to just buy food from caravans and sell it back at tenfold profit.
I think that's reasonable in theory. You buy the raw goods, your craftsmen create something from it and the caravan pays for their skill. If they're masters of their crafts, I don't see why the resulting product shouldn't be much more valuable.
You'd pay a lot less for a chunk of metal and polymer than you would for a gun.
Anyway, emphasis on "in theory".
In practice, the economy needs to be improved. Just hardcoding it is useless though. It just needs to work with actual supply and demand, trade agreements, protection tariffs and so on.
>Help I'm scared
embrace the fear. Make it your power.
>captcha wants me to pick breads (breadthreads)
>this littl'un dorf is literally an anti-social neet
sounds like a good day
>look at legends
>there's one vault
>the entirety of its history consists of kobolds stealing jewelry made from the divine metal
>tfw I've always really liked dwarf fort, but I have no Idea what I'm doing and most of my dwarves are idling constantly, even with LNP utilities (most of which I don't know how to use)
>can't really play with ASCII texture pack and have yet to complete everything on the DF Quickstart guide, let alone explore the game on my own due to the priorities of initial settling plus settlers and what not
Build a minecart magma lift instead. It's really easy in comparison.
Step 1: Find the magma
Step 2: Build a magma safe pump which draws magma from a floor grate and puts it in a 2x1 trench that has a ramp in both squares
Step 3: Build a magma safe roller on the ramp that is on the output square of the pump
Step 4: build an anti-impulse spiral(example picture included) for your minecarts connected to the z-level above that the roller directs your minecarts to
Step 5: When you have reached the height you want, connect the anti-impulse spiral track to a constructed track stop set to low friction and to automatically dump contents to a hole where you want the magma to go on the side of the track
Step 6: continue the track past the constructed track stop to a hole that drops the minecart all the way down to the other ramp that wasn't next to the pump in the 2x1 trench
Step 7: Power the pump by some means other than dwarf power
Step 8: Set a hauling route at the top of the track, probably near the magma-dumping track stop, where dwarves set up a minecart and then push it towards the hole
Step 9: Magma!! And very fast minecarts.
>Break into river, send it over a diag tile to lose pressure
>send it down 3 z-levels
>It still wants to curve back up and floods my well room
Is there any way to get fish in an artificial river without having the river curve back up? I thought it going over the diag made it lose that pressure?
>red sand and fire clay in the same embark
>first stone layer is full of kaolinite
>these fucking questions again post
sorry guys but im having issues.
with military equipment, I always have to replace as shaped items block the armour for being put on. so i forbid the cap, for example, but they do not put it down. what am i doing wrong?
Can you make non military dorfs wear things, like giving them crowns and Artifacts?
back to military, ive heard you can force dwarfs to wear multiple non shaped items like hoods but under the equipment it only has ye olde boots, gloves ect. again what am i doing wrong / missing?
thank you and may your plump helms block your plants stock pile
A few things about that spiral:
The spiral pictured brings up the cart counterclockwise. It alternates in sequence
"Downward Track (S)"
If a track ramp has only one direction like this, it exploits a bug and a minecart can move up this ramp as if it were moving over track on the same z-level, significantly reducing how much power is required for the minecart to go up z-levels. If you were to connect ramps like this in series, a single dwarven push could push a minecart up 20 z-levels or so.
This track makes the cart turn so the entire lift can take up a neat little 3x3xZ sized spiral, while also making sure the cart stays in strict N, E, S, or W directions of travel and doesn't try to move diagonally.
"Unusable Upward Track (NW)"
This kind of unusable two-direction track ramp is called an "impulse ramp". It exploits a bug that makes carts gain speed when they go over this ramp. This makes up for the speed the cart loses over the turns. Having one of these every 4 z-levels should work out to keep your minecart going up the entire length of the lift
"Upward Track (N)"
You know Kaolinite it actually a chalky pale color in real life right?
>necessary in df
>when such abnormality represent a fraction of the population in real life
>when sex is never mention or taught in game, yet somehow dwarves know and understand they own sexuality
Any way you look at it, it was shoehorned in.
But I find myself indecisive over the design of my foundational fortress. I've been in the designation menu since posting.
But rest assured, a grand porcelain tower will rise over these badlands, if I have to burn every elf in my foundries alongside their precious trees to do so.
THE GRAND MAGMA PUMP HAS PIERCED THOUGH THE FIRST CAVERN LAYER
NOW COMES THE SECOND LAYER
AND IT'S FUCKING WATER
WHY DIDNT I SCOUT FOR CAVERNS BEFORE STARTING THE CONSTRUCTION A FEW TILES SOUTH AND I COULD'VE CARVED MY WAY THROUGH THAT BULLSHIT
>As with other "ever" questions, it's really hard to say, and magic is sort of an amorphous blob in the future, but we're one step closer to that now by actually having songs, anyway, he he he. Magic will certainly profit by having all of these different threads to work with when we get there, and it'll be a fun challenge to generate intricate and interconnected systems that use the elements at our disposal.
When magic is in modders will be able to have a field day, huh.
>it was shoehorned in.
It really fucking wasn't. Toady is going for a somewhat realistic world. Homosexuality is a part of nature. On top of that, sexuality is fucking everywhere in Dwarf Fortress. Most things reproduce.
So what about shitting and pissing, and general waste management? Definitely more prevalent in "nature", as well as realistic.
Of course he doesn't want it to be known as the game with "shitting dwarves", but he somehow doesn't have a problem making it the game with "alcoholic emotionally disturbed semi-retarded children". Trivializing alcoholism? No problem.
>I don't think I embarked next to goblins
That might be it then. They won't even try to attack until you hit 80 pop, and they won't ever reach your site if you started too far away from them.
Are you getting werebeast attacks?
I don't know for sure but I'm guessing it's because you're too far from civilization. No idea if it's standard, but in worlds I generate I see night creature lairs usually very close to towns. That might be wrong but it's worth considering I guess
Holy fuck I didn't know Night Creatures could kidnap and turn people into Night creatures.
this shit is getting out of hand toady.
I hope we'll be able to do something like this in adventure mode
>designate a ton of screw pumps
>got 60 iron blocks, 60 corkscrews and 60 pipes
>after placing the last one I notice
>I have one iron block left
It's not going to be much different from anywhere else, except that your metal industry is going to be tough to start up unless you hit magma early. Might be worth requesting wood from your mountainhome for the first couple years, and making sure your stocks of it are nearly depleted just before caravans arrive.
Do you have an aquifer or river?
scorching and it is a lake there are like three rivers on the thing and i could probably embark on it if i really want to and yes there is wood (its just scarce as fuck since its a sandy desert and not badlands)
Should be fine then, no big deal. just keep the dwarves inside most of the time and try to conserve wood (ie. stone for doors, pots, etc.). the murky pools will evaporate but the lake shouldn't
Scorching can be pretty deceiving. Sometimes it's fine, and sometimes it's hot enough that your dwarves will start melting very quickly. If it's the latter case, you should get underground right away, as if you were embarking in an evil biome.
As for trees, you would be surprised how quickly a desert turns into a saguaro forest. If you have any wood at all then you'll probably have more than you'll ever need after three years. Just bring some logs and bituminous coal at embark to get you by for a while.
>you would be surprised how quickly a desert turns into a saguaro forest
Like you say about temperature, though, that depends on the region too. I've had desert embarks where new trees simply never grew, I had 2-3 saguaros that were there at the start and that was it
dude needed wood for his masterpiece even though half my map's been chopped down at this point, tons of wood everywhere.
I think my wood stockpile is being fucky, I know it's not blocked, and it's taking from everywhere, is there anything else that could be giving it problems?
also I have about 10 idlers most of the time with wood hauling, so it's not that my dorfs haven't gotten around to it
you don't have to read that much as long as you can use the wiki well and find a couple flowcharts to follow. if you're the type of person who wants to spend 2 weeks reading up because youre afraid of losing then youre playing the wrong game
my recommendation is always
>download DF directly from the bay12 front page
>ignore wiki, guides, addons, tilesets, etc.
and then after 2 or 3 forts of figuring things out, start referring to the wiki for everything else
due to the complexity and often absurdity of the interface, learning DF is kind of like learning a language. you could take a hundred courses and hire a team of translators to help you understand spanish, or you could just move to spain now and make yourself learn
they're still more effective than normal training but they're not as good as they used to be.
this isn't really newb oriented but it's pretty simple once you know what the workshops do.
>they're still more effective than normal training but they're not as good as they used to be.
Any source for that? Everybody has been saying they're less effective than normal training and thus useless.
Not him and I don't know how they compare exactly, but basically normal training is so good that there's no real point doing anything else (unless you're trying to train a non-soldier)
maybe they want to be in a classless society without rulers and this is their of loopholing through the system.
>"who is in charge of this fort? i bring demands from the king"
>"dude you JUST missed him! you need to follow that road over there. have a nice trip!"
People said that danger rooms were nerfed as they were considered a bug. They still work, but not nearly as well as before, it's not an exploit anymore.
Regular training definitely has been fixed though and works pretty well without any kinds of mods or exploits.
Make a 5x5 room with upright spear traps with 10 low quality training spears per tile and leave the lever on repeat. But urafegit if you do it
Embark with 5 dorfs with 4 ranks in teacher, 1 in a chosen weapon type then 5 in
Let them practice and boon doggle around. Within 3ish years they'll all get their student up, equalize, then start training to sparring to legendary with bretty gud m8 in the other core skills. Over time you'll have added random recruits to kill it up to a 10-dorf squad. From there you just split them off in grounds of 2-3 to teach any old random rookie with their high teacher and tendency to spar. You essentially have an academy that churns out similar in 3/4 to 1.5 of a year while producing more to teach more in the process.
Next up is stock menu dump prisoners of their weapons and kit your guys in better quality armor and training weapons. You'll lose a couple to punches/shield bashes/crying over a scuffed toe. Get them to proficient or so then group up the recruits to spar to legend in 2 or so years.
Chasing wildlife is pretty high up there on the shit method list but is alright for agile and pretty gud for very agile or better if you've cut up the landscape to have chokepoints.
Give everybody a full set of the best armor you have fully layered incl leather/silk auxiliary pieces.Eventually, survivors will be the ones to teach.
Lastly, holy shit just carve some wood bolts, carve a wood crossbow, send some nerdlinger to kill some animals for bones for bone xbows and bolts. 8 months later you have 20 hauler dorfs with xbows, 500 bone bolts, and good enough aim that when massed they'll fuck shit up. You then just need your fat fuck of a naked noble to walk over and bop the unconscious goblins in the head
Stocks menu lets you enable/disable things for cooking. Also, don't stiff, you only get like 3 fails
>see wildlife off in the distance
>cancel your assigned woodchopping work to chase it down
>scream for help while chasing helpless, fleeing animals that are now far away from the fort
>complain that you can't possibly finish your work because of this
>complain that you're tired
>keep chasing and screaming for help until the military begrudgingly goes over and kills whatever small animal you were offended by
>complain about your old clothes
>tfw dwarves will never not be retarded
>Regular training definitely has been fixed though and works pretty well without any kinds of mods or exploits
>almost a year
>still can't get them to equip armor without getting naked
Can't speak for others but embarking with decent teacher skill ad at least one decent weapon skill it all works out
Don't set them to replace clothes exact match or maybe it's just exact match doing it until you have the full kit or don't care about the unhappiness. Demonstrations are far less shit than they used to be and once teacher/student/obs get up it's legit.
>Don't set them to replace clothes exact match or maybe it's just exact match doing it until you have the full kit or don't care about the unhappiness.
My problem is I don't have enough bars to make full armor, meaning I can't select "replace clothing", but the armor they do have assigned they aren't wearing because of their civilian clothes getting in the way
this is how I embark too disregarding spoiler best, more emphasis on making my own weapons early game and letting 6 dorfs with 5 points in weapons training and 1 of each
and 2/3 points vice versa in teaching 'and' student
the migrants will be conscripted into the military with time, for now they tend to every whim of the 7 masters
Unless you've done something tricky in advanced worldgen, chances are there's water in at least one of your caverns
Are there no murky pools, though? Just about every map has murky pools. It's not ideal but it's better than people dying
If all of your caverns are dry and confirmed no corner aquifer from bordering another biome/body of water aquifer border RIP. Hope you can markdwarf cheese everything with metal bolts.
In 40.x, I've literally never seen an embark of any size in any biome with no murky pools. sometimes in the desert it's so hot that they evaporate right away, but I think even then you can collect some water from them if you make a cistern
one of my dwarves just got a title that made the translated version of his name so long I couldn't see it all and had to look it up on the wiki
"the deteriorated continent of granite"? fuck off
i kind of like how this turned out. it grew naturally but next time i might design it intentionally to get a warhammer.
I'm a lazy nig who is dependent upon nigs to give me answers I can look for in the time it takes me to write this post.
Dwarf Therapist up to date with current version?
>The Deteriorated Continent of Granite
you know what to do.
I was hoping for something more like "elf-killer"
what do you mean by 'smaller'? you can make them take up a lot fewer z-levels each if you maximize openness and minimize density, and you can limit the world to 1 cavern layer with no negative effect on the dwarven economy in worldgen (at least that I've seen)
I wish caverns were more open and larger.
They don't really feel like caverns as they are, they're too cramped and stuff, they should be grand and open, not jumbled mess of pillars with only one block between them.
I feel the same way, that's why I started generating caverns with
openness 95-100, density 0-5, water covering 5-95
make sure you have a minimum amount of water other than 0, I think if there's no spores growing in caverns then dwarves can't get food. with 3 cavern layers it's fine because one of them is bound to have water, but with 1 it's not always the case
What do those look like in Stonesense?
I mainly want to see the trees.
Do Tunnel Tubes actually for a tube from the floor of the cavern to the ceiling? Because they should, and be hollow.
>Do Tunnel Tubes actually for a tube from the floor of the cavern to the ceiling?
they do in that cavern because it's only 5 z-levels deep, but I think that's just coincidence, they just behave like normal trees from memory
Glorious drawfag, are you in the thread? I'm sure you get loads of people on this thread asking you to draw things.
I hope you consider to do mine, perhaps because of my reason behind it. I'm writing a story loosely based on the adventures of a dwarf. It would help visual him if I had some sort of depiction of him.
>put a bunch of troglodytes behind fortifications for target practice
jesus this is cruel ;_;
How do I gen worlds with "flat" caverns?
I usually have similar settings as you suggested, but my cavenrs tend to sprawl over several z-levels with only a small ledge visible on any given level.
I don't know what to say, I haven't had caverns like that since I started using those parameters. one that stretched over something like 85 z-levels was what got me messing with the settings in the first place.
Maybe that's because I only gen 1 cavern layer too, though
>trying to play df few times
>always bored after a first year
That's it. I'm doing my first truly
FUNfort. Next to a fucking dark pit + no bridges allowed. May the Armok bless upon me.
Yes, the mechanic will haul a cage trap to the cage after the mechanism part of the trap is set
so you'll probably want an animal stockpile too, I usually have separate ones for live creatures and empty cages
>same thing but with dingo pack that wandered in
>"the x whatever x bone bolt hits the dingo in the left eye and the injured part explodes into gore!"
>two more pages after that before he goes down
i don't know if i have the heart for this
I've been wanting to put a picture to the plants and such of Dwarf Fortress, or at least a description.
Like for example when I think of plump helmets I imagine something like pic related.
Pig tails are something like this, maybe a little curlier.
Cave fungus is mostly like this, covering the floor of caves in dense patches, and cave moss resembles that moss you see around the "pig tails" in my previous picture.
1 squad of morning star/warhams if it makes you feel dirty, 1 of spear, rest axes and xbows.
Blunt will bang up cav beasts and shit bar none leaving them immobilized by pain or dead. Spears will work with marksdorfs for thick meaty F/SM/Mbeasts. the axe tide is for those faggot inorganic beasts and titans. If you have blunt/spear/sometimes even swords you're shit out of luck and it's scarred me
Cave wheat comes about waist high (for dwarves) and is found in mostly where cave moss grows, the "grain" part is actually the moss's spores found in the plump pods on the end of the stalk.
I actually just look up pictures of mushrooms or find websites about mushrooms and other stuff like that and find whatever I think fits.
I'm having a hard time finding something I like for Dimple Cups though.
Sweet pods are a bit strange, but they are my favorite of the ideas I've had. They look a lot like this picture, a little shorter than cave wheat but have thicker stocks.
The pod on top is a red color and glows with bioluminescence, this is from a symbiotic bacteria that grows inside the spore pods, saturating the spores of the sweet pod, it feeds off a small amount of spores, while creating sugar as a biproduct.
Sun berries look like this, and glow with inner light.
When sweet pods are distilled into alcohol, it kills the bacteria in the spores and makes it no longer glow, this is not the same with sun berries, even after they have been juiced and fermented the Sunshine brewed from it still glows, making it a very nice beverage to look at as well as drink.
I'm not sure on dimple cups, but I think they could either look like this, but dark blue
Or possibly these but blue, I think these might be my favorite option.
What do you guys think?
The Devil's Urn is definitely a lot more "cup" shaped while the tan ones I would describe more as a saucer or bowl shape, not a cup.
Hey, you wanna make a wiki page or "info"graphic with those?
Just the image (with changed hue or whatever in photoshop) and the in game description next to it. Maybe with the original species below ("based on photo of Agaricus bisporus" or whatever)
How do i stop these fucking dwarves from making rock stuff out of my ores? I have a garbage dump right next to them reclaimed.
Feather tree egg yolk? What the fuck did those elves sell me
Put a one tile stone stockpile on the garbage dump and set it to give to the workshop
Alternatively forbid ores on the Z->stone screen
How best to get an embark that has invades? I embarked near purple #'s or whatever goblins are, years later and no invade even with no avoiding wealth. 2 kobolds thieves isn't streaming material.
Yeah, this. Unfortunately there isn't much you can do with them, I tried making one my bookkeeper once, but because they're building destroyers they just wreck all their furniture every time they transform
Alternatively, whenever you generate a world you can export the sites and their respective populations. You can do this before you even tell the world you want to keep it.
It's a text file in your Dwarf Fortress folder, located the same place the exe is.
not even trying to flame here, but why do people need mouse support so bad? once you get used to using your keyboard (wich took me maybe like a week) it is literally zero inconveniece
pretty much what this guy said, if DF was developed by a sane developer with logical aspirations to maximize his audience, DF would not be close to the masterpiece it is today.
an fact, if would probably have gotten early access on steam, made a few million dorru and been abandoned years ago.
>literally zero inconveniece
I agree that DF is completely playable without a mouse, but you're overstating it here. You can't tell me that it wouldn't be quicker to click on a workshop rather than pressing [q] and using the numpad to move the cursor over it, for example.
The mouse seems inconvenient now because your hand is rarely on it when playing DF but I think if it was a regular input device it would be very useful.
Regardless I don't think it's a big deal and there are about a million things I'd be more interested in seeing put into DF instead
well, we already need both hands on the keyboard and taking one hand off it to click on a workshop just to put it back on the keyboard to press combination to get what you want out of it sounds like something I'd never do. then of course he could have the list of shit in the