Thread #2350059
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dwarven ethics edition
Previous: >>2312368
Avaliable 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 (53.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).
>!!NEWS!!
1/12/26 - Dwarf Fortress 53.09 and 53.10 released since the previous /dfg/ with bug fixes, new portraits, and replacements for the goofy animal portraits.
>What is next?
Bugfixing/maintaince cycle and later Siege Update Part II, which aims bring some magic into fort mode by adding spellcasters and warlocks into the besiegers ranks, and have them set your dorfs pants on fire. Also some form of magical defense for your dorfs.
>What has changed since I last stopped playing X years ago?
Check 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 that (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!
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I can't wait for Thursday to come, so i get paid and grab DF+SoS bundle :^)
>inb4 hurr durr get the free version
No.
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>>2350248
Well, I never played SoS, but I got dorf for like 40% off, so I dunno.
Maybe buy SoS since it never goes on sale and then buy dorf whenever it does?
But honestly? I would just go for dorf, the game is worth it, it was a passion project decades before it got a premium version on steam, so it is not a cash grab like other similar games like rimworld, which instead of providing updates to improve the game as a whole just dumps Bloatware DLCs for the same price as the base game, which often wrecks the performance of the game instead of trying to optimize it.
But again, never played SoS, so I have no idea if it is worth it.
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>>2350280
I've considered many things that you said. The difference in price between DF and Rimworld is extreme, i was just craving a more complex game and after a lot of thought, i decided to buy DF. How did you get it for 40% off if you don't mind me asking? Tbh i'm a bit more hyped for SoS because it looks like i'm in for giga-autism time. It combines strategy with colony sim and i'm a sucker for the latter genre.
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>>2350289
I just saw it for sale at steam and bought it.
Not sure about SoS strategy elements, but dorf is the best colony sim I have ever played, I highly reccomend it.
If you want to try it before buying, you can get the free version and install a custom tileset for it so you do not have to get used to ascii, there are many community made tilesets available for free.
But yea, to be honest I believe dorf deserves the financial support that the premium version offers to the dev, which truly loves the game and is not just in it for a cash grab.
So if you want to pay the full amount for dorf I believe it is worth it, if nothing else, as a form of support for the project.
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Want to play the latest DF?
Then solve This Riddle
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
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For the unknowledgeable, the Steam version of DF REQUIRES a new gen every significant* RAW change due to mods not being baked into the save anymore,
*For an idea of what constitutes a significant RAW change, see https://www.bay12forums.com/smf/index.php?topic=29157.0
Graphics IDs are baked into each save, and require a world regen to see changes.
The path to the RAWs differs based on pre or post steam versions
(if 47.05- then raw\objects)
(if 50.01+ then data\vanilla)
The following are examples of simple tweaks you can do yourself with minimal effort
===============
How To Remove Gays/Bisexuals/Asexuals From All Creatures
Notepad++
open all creature RAWs (creature_X.txt)
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:FEMAL E:100:0:0]
Replace in all opened files.
--NOTE: If you want your Adventurer to not be Indeterminate(asexual), you need to change their Orientation via DFHack in two places--
view the Adventurer
gui/gm-editor in DFHack panel/window
write down the hist_figure_ID of the creature(you'll need it for the second part)
navigate to status > current_soul > orientation_flags
change as desired.
now type "gui/gm-editor df.global.world.history.figures" in DFHack panel/window
navigate to histfig ID > orientation_flags
change as desired.
===============
How To Remove Black Dwarves
>creature_standard.txt
at line 437-439(435-437 if on versions 47.05-), replace contents with
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:PALE_PINK:1:PEACH:1:PINK:1]
[TLCM_NOUN:skin:SINGULAR]
===============
How To Remove Bald Dwarves
>entity_default.txt
under [ENTITY:MOUNTAIN]
at line 862(850 if on versions 47.05-), replace contents 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]
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>>2350941
You will love it.
Just remenber, if you do not know what you are doing, then read the wiki on how to get started. I suggest you go with the tutorial for your first fortress, that will put you somewhere relatively safe and provide you with a balanced team of initial dorfs and items.
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>>2351029
Thanks for the heads up. I'm gonna do the tutorial and watch everything related to DF on youtube so i can wrap my head around all the knowledge surrounding it. In around 24 hours i will get paid and will grab it first thing when payment arrives. Also i'm a rimworld player so it's not going to be a really different experience than the one i have. I know it's a way different game but i should at least know the very basics.
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>>2351044
>Also i'm a rimworld player so it's not going to be a really different experience than the one i have. I know it's a way different game but i should at least know the very basics.
See, I also played rimworld before dorf, so let me tell you the biggest difference you will experience is the shift from a 2 dimensional map to a 3 dimensional map.
Sure, the game is 2d, but now you will have several different Z levels to work with.
This means that you do not need or should build your entire base on the same floor.
Therefore, you should make good use of the different z levels, like making each floor for a purpose.
So, the first z level below the surface, for instance, is usually where you build defenses and your trade depot.
The floor below that is usually where you will have your farms, kitchen and food related workshops, a meeting place that will later become a tavern and a stockpile of food.
Then below you make your wood related workshops and stockpile.
Then a stone related floor, a metal production floor, a graveyard floor, a temples and guilds floor, offices and bedrooms floor, and so on.
Another useful tip is to build stockpiles below or above an industry floor and link then with stairs, this way you can have stockpiles of materials used by 2 differeny industries in between their floors, thus allowing you yo have quick and easy access to the materials with a simple stair.
This is specially useful for fuel stockpiles, as you can have a wood burner on the wood industry floor to make charcoal, stock it in the floor below right above the level where you place metal, clay or glass industries.
Doing this will greatly reduce travel times in between workshops and stockpiles, making it much more efficient.
Also, I usually make my fortresses with a centralized 3x3 staircase, with the middle square empty. You will later place a statue in the middle spot so your dorfs get a mood boost every time they move through different z levels.
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Has anyone checked what I suppose is the first graphic set for DF past 5x.xx?
https://steamcommunity.com/sharedfiles/filedetails/?id=3662002056
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>>2351361
Nice!
Another important tip for you: when you embark on a map, be sure to go to the labor tab, select kitchen tab and unmark plump helmets from being used for cooking, use them for brewing only.
The reason is not obvious at first for a new player, but when you cook a plant it does not yield seeds, so you will run out of them if you do not unmark their use for cooking.
You get seeds back when you brew them AND when your dorfs eat them raw, this way you can replant them.
Afterwards, select the stone usage tab next to the kitchen tab, and unmark all economic stones from being used.
The reason for this is because there are MANY other stones you can use for furniture, construction or crafting, but there is a VERY limited amount of economic stones.
The most important of these are what is known as flux stones, which are a necessary ingredient for steel production.
Most kinds of flux stones can only be found in the upper layers of the map, known as the sedimentary layers.
If you waste these, you will have a hard time producing steel, as the only flux stone you will find deeper underground is marble.
You will also need to take care of your fuel, your initial source is turning wood into charcoal, but then you can use that charcoal on a smelter to transform bituminous coal and/or lignite into coke, which is exactly the same as charcoal but it yields more.
If I am not mistaken, 1 unit of charcoal or coke is used this way, but you get 8 units of coke for each bituminous coal and 4 per lignite.
You NEVER want to run out of fuel, as it will stop your metal/glass/pottery industries.
When making steel, you can save up on fuel by using magma smelters/smiths, but you still need a flux stone and 1 unit of coal per bar.
Also, much like flux stone, iron ores such as magnetite or hematite are only found in the upper layers, so try not to waste it.
Lastly, the process of making steel rrquires you to turn iron into pig iron and then into steel. Continue....
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>>2351425
So, you need iron to make pig iron to make steel.
A great investment of your trade resources such as cut gems or various crafts is to buy steel and pig iron from caravans.
Every fall a dwarf caravan from your kingdom will come, and you can select what you want them to bring next time, this will double the cost but ensure you get what you want to trade in the caravan.
This, however, ends once your king moves into your fortress during late game, after your fortress has developed enough to become the new capital. You will still get caravans, but will not be able to order anything, and will be restricted to what they bring you.
So be sure to always buy steel and pig iron bars when you can, as these will be limited resources that are very important.
Steel armor is the best, same for weapons.
However, one notable exception are blunt weapons. Steel is great for it, sure, but you get nearly the same damage from silver blunt weapons such as warhammers and maces, so you can use that instead and save steel for armors.
Steel weapons are the best in general, but there are 2 exceptions to that, divine weapons cause a it more sharp and piercing damage, and adamantine causes even more, but sucks for blunt weapons and armor, so do not waste it on those.
If you have any questions as you play do post here, I am always around and will try to answer them as they come!
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I finally finished my magma moat. The drawbridges kill entire sieges without needing to fire a single bolt.
For some weird reason, in human-led sieges, about half of the invaders just fall off the one tile wide path around the outside of the map and into the magma.
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>>2352316
Dont know if creatures can jump more than one tile way. probably better check this out. Besides that flying and swiming creatures wont give a shit, and siegers can build bridges over things.
So, it might be a good initial foundation for your fort defence but you will eventualy need more than just that.
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>>2352316
It will not do shit now that we got the siege update, do not even bother with moats unless they are made of magma.
>>2352406
Yep, ever since the siege update siegers will build bridges to overcome moats or precipices, will build stairs to overcome tall walls, will dig down to breach your fortress, will break/dig through walls to reach you.
Read these>>2351268
You will want to make a killzone defense like described there to hold off invaders, but you should have at least a couple melee squads and a ranged squad to send out to attack the siegers BEFORE they reach your base, this way they will not learn about your defenses, otherwise their civ will remenber how their allies died and will take measures to bypass y
The defenses.
Also, water moats will at most give you slight protection against animals, but there are plenty of flying and swimming animals who will ignore it.
One very dangerous example of this are werebeasts. They are immune to drowning, so the water will not affect them at all, and when they fight your dorfs they transmit their curse through any scratch or bite that breaks the skin of the dorfs.
This is how I lost my first fortress, those infected will later transform during full moons and attack others, killing people and infecting the survivors.
I went from like 198 dorfs to like 8 in like 4 months before I purged them all.
My advice is to quarentine all dorfs injured during the fight in a special, enclosed hospital with a gapped wall on the side of a ranged training area, so that marksdorfs can safely shoot whoever turns.
Otherwise, you can just build a dungeon chamber with a tall shaft several Z levels high, drop the injured there and wait to see if they turn, and then kill them if they do.
Another safer option is to either exile or outright kill all dorfs injured in the initial fight, thus eliminating any potential werebeasts at the expense of any dorf that was injured but not infected.
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>>2352474
You’re underselling water moats, they are still useful, especially with a wall on the other side.
They slow down sieges enough that you can get civilians to safety.
Also, a lot of enemies don’t build so you can have one bridge over your moat that’s defended by bolt throwers to stop thieves, werecreatures, megabeasts, stealth siege squads, and battering rams.
Human and Elven sieges don’t build as well.
Invaders are also vulnerable while building bridges, so if you have bolt thrower towers around the inside of your moat you can shut down builders easily.
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>>2352630
I dunno man, I would rather have it full of magma instead.
Besides, I have never seen a siege that could not be handled by a few well trained and equiped dorf squads.
Regarding civilians, why on Earth would they be outside your fortress? The only dorfs that should be going there are hunters, gatherers, fishers and a few haulers, and even then you should have them go on the caves instead of surface.
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>>2352812
>building the same ultra-secure fort over and over again
Never said I do that, I was just giving my personal opinion on water moats.
Besides, I never really rely on defenses, I almost always send forth my warriors to meet the enemy on the field of battle, rather than let it come inside my fortress.
Unless it is something like a flame spewing FB, then I wait for it to be in range of the bolt throwers and rush it with warriors to keep it in place.
>>2352821
Good question, maybe in next update? You should ask in bay12 forums for insider info.
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Just had a world pass back into the Age of Myth
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You know, setting work orders is a major pain in the ass...
I noticed that dfhack gives you the option to import manager orders...
Is there any pre-existent file I can use to set up the basics of a fortress work orders? Or anything that will aid me in setting them up without much work?
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>>2353002
...
The fuck are you talking about?
You can change the population cap by pressin esc, going into settings, choosing the Game tab and chaning the population cap setting.
You do not need to start a new game to do this.
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>>2353072
After I posted asking I figured it out, we can set all the work orders as we need and then export it with dfhack, this way you only need to set it all up once and can avoid having to do it every time.
You can also use the default import files available to set a bunch of basic orders for everything, then you just need to change the amounts and conditions, it is not as easy as having a single file ready, but it will save you a lot of time making the initial file to export.
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My current map is weird...
Surface is at elevation 7, the first layer of thr cave system is at -16, but it does not seem to have a bottom! It is just an endless open space all the way down!
I dug straight through a pillar all the way until the open space that was originally revealed disappeared at elevation -76, and I still did not see a bottom! I stopped digging down for now as I am worried I will breach the underworld far before I have an army!
Is this normal? Seems to be a much bigger and taller cave system then anything I have seen before!
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>>2353885
>I stopped digging down for now as I am worried I will breach the underworld far before I have an army!
You wont breach hell by just digging down through common rock
>Is this normal? Seems to be a much bigger and taller cave system then anything I have seen before!
its not common, or most likely, it is rare for you settle in a zone of extreme cave shapes, but as long as all the 3 caves generates, everything is working as intended.
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What is the difference between any other type of cloth and linen? How do I make linen? I apparently have a single linen shirt and pair of gloves, but hundreds of cloth, silk and yarn clothes. I'm trying to get my military to wear clothes (I dont care what material) along with their armour, but only a few of them will wear any clothes as part of their uniform. What do I have to set as uniform to make this work?
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>>2354487
linen is a plant cloth like pig tail, it's just made from a plant (flax) that dwarves don't get easy access to
for the second half of your question: the uniform UI is a disaster and dwarves some times ignore it because they're lazy