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!
314 RepliesView Thread
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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
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Clickbait Dwarf Fortress thumbnail
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>>2353997
>Throw someone down the hole to see how far it goes.
I decided to do that and sacrificed a dorf to armok, the pit goes from elevation -16 down to -104.
A lot of it is still covered, so I am sending an expedition down there later on.
I wonder if there eis something unusual down there other than the great depth.
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General updates
Made happy food thought levels easier to obtain (more in line with newer food values).
Dwarves seek good meals more aggressively and value better foods over worse ones more precisely.
Stopped dwarves from forgetting friends/grudges they rarely meet after a few years.
Added item dimension check to strange moods to make sure they don't gather e.g. infinite cloth from hospital zones.
Stopped world gen interrogations from sometimes disordering known site records.
Fixed crash issue with error-logging for certain modded languages.
Fixed some potential multithreading stability issues.
Added some crash-proofing to conversations.
Worldgen now aborts instead of quitting the whole game when a raw object is missing.
Fixed issue causing deletion of nemesis records for units.
Made several distance calculations euclidean instead of rectangular.
Fixed issue with temperature check so that certain items (butchery products etc.) respond to temperature properly.
Changed filesystem for certain setups to support UTF-8 strings.
Fixed problem causing party tactical AI settings to be unchangeable.
Fixed display problem for desired metal cages and chains in dungeons.
Fixed problem causing generated creatures to not be immune to their own poisons.
Stopped channeling in the undiggable underworld.
Made choreographers and composers use existing music and poems for their works instead of always making new ones.
Made werebeast types duplicate if necessary rather than creating blobs (only applies if werebeast curse number set higher than 72).
Fixed typo in angel descriptions
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>>2355614
It should be fine. They will usualy warn if something fucks up saves.
The only updates that break shit is when so big data structure changes.
And when new stuff gets added to the game, then they might only show up in new worlds since your current worlds never generated them.
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>>2355600
>Dwarves seek good meals more aggressively and value better foods over worse ones more precisely.
They'll finally stop eating raw dog lung instead of the lavish meals I keep all over the fort
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caught my first necromancer today.
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>>2357058
How does your revival chamber work? I'm looking for ideas.
I have two books (and a slab) with the secrets of life and death, but the necromancers who read them wind up with the ability to summon nightmares and boogeymen.
Every time I've tried to revive a dead dwarf, the summoned creatures just kill everyone involved, so I have the books locked up now.
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>>2357148
im not sure if visiting necromancer vs player is any different. i think the odds for boogeyman are lower but idk. its summoning friendly or purple ghouls 50/50 for me. i also have one of the ghouls set to permanently attack them instead of a hostile npc like every guide recommends. much easier to control.
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>>2357148
>How does your revival chamber work? I'm looking for ideas.
>I have two books (and a slab) with the secrets of life and death, but the necromancers who read them wind up with the ability to summon nightmares and boogeymen.
>Every time I've tried to revive a dead dwarf, the summoned creatures just kill everyone involved, so I have the books locked up now.
Not that anon, but let us discuss this.
First, check this link https://dwarffortresswiki.org/index.php/Necromancer
As we can see on the "secrets" part, the number of secrets used in worldgen is directly related to the powers a necromancer has.
The only 2 abilities who are always assured is "raise corpses" and "intelligent undead".
So if your necromancer is summoning nightmares and boogeymen, it is because of the "secret" value that was used during world gen and your luck on RNG.
So in your case it is harder because your worldgen RNG gave the necromancer the ability to summon nightmares and boogeymen.
I honestly do not know enough about the inner calculations of game mechanics to be able to advise you about whether it is more likely or mandatory that the necromancer uses those skills instead of intelligent undead, but I do not think it is impossible, just statistically harder to have a success.
So, keep trying, you are likely to suceed eventually, several times even if you try enough times, but be ready to deal with failures accordingly, I suggest a room with gapped walls and bolt throwers ready to fire so you can attempt without worries.
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>>2357169
>no scroll
Select the necromancer, go to the groups tab, check where he came from.
Chances are, there is a scroll wherever they came from, and you could send squads to look for it.
If you find it, a dorf can read it and may become a necromancer.
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>>2357163
I just realized what the display pedestals are for, that's genius. I was wasting my time with stockpiles and filters
>>2357186
Yeah, the necromancers were summoning boogeymen and reviving dead dwarves at the exact same time. Four necromancers wound up killing themselves this way, so I canceled my dwarves immortality project.
But this gave me an idea, maybe there are other books in my world that contain the secrets of life and death, but not the secrets to summoning boogeymen. Time to go on more raids.
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>>2357353
I also need to figure out a better method to kill the dwarves instead of launching them off a bridge or dropping iron walls on them. I don't think this ghoul will ever stop bleeding.
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>start on a haunted ocean
>heinous slime pours out of the sky for a day before I can dig a hole for dwarves to hide in
>dwarves rush to wash it off but it's already too late
>my starting fort is now made of 7 blind, mutated dwarves whose skin is blistered and melting off their bodies
Oh yeah, it's forting time
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>>2357353
>this gave me an idea, maybe there are other books in my world that contain the secrets of life and death, but not the secrets to summoning boogeymen. Time to go on more raids.
If you want to check before continuing searching, use dfhack command necronomicon --w, this will show a list of all the secret containing items in the world. This way you will know if there is another book containing the secrets of life and death, or if you would need to either restart in another world or continue using your necromancer as is.
>>2357459
You could use a lever operated grate floor in a small room you send the dorf into, with a flooded room below, this way you can drop them in and let them drown without causing any bleeding.
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>>2357665
Only one way to know. Maybe if you cut the blood thorns other stuff will start growing
There seems to be little information on the workings of cave layers biomes. I remember once in my fort where one of my layers was just mud, and nothing else growing. I tried finding more info on if it was bug or something else and couldnt find much info
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>>2357675
I see.
Well then, I will figure it out through empirical research and report back when I have some answers.
Do you have any more cavern related questions you would like answered? I will be performing some tests in the following weeks...
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>>2357675
>>2357665
At least in my fort, there are no nether-caps, and my attempts to get them to appear out of nowhere by creating tree farms on low levels have not worked
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>>2357692
Will see if I have success and let you know.
Honestly? I think that unless it was in your map from the start, you do not get it by changing your enviroment, unless you use dfhack.
Who knows? I might be wrong, but only through testing can I know for sure.
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>>2357580
How’s it going? Total fort collapse or have you somehow managed to hang on? I love evil biome starts, some new FUN every time. Currently playing a reviving biome and had giant elephants show up alongside a necromancer siege, that was impressive
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>>2357890
Does the reviving effect kill all plants and trees on both the surface and caverns, or only at surface? I noticed that once you breach the cavern that fungus floor start growing, as well as harvestable plants, but can fungus trees grow as well?
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>>2357583
thanks, drowning them works perfectly.
>>2357193
i'll actually try getting the book because i want a second necromancer to keep anything i dump in this pit permanently ressed.
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>>2358250
>>2358112
I reloaded the game and started experimenting with it.
Turns out there is a much higher chance to avoid this bug if you send a single squad instead of multiple squads...
That is not to say that a single squad will never trigger this bug, it still happens, but it is far less likely to do so.
I believe the problem happens when 1 or more dorfs are injured, they get stuck leaving the map and prevents the mission from being carried out.
Will test it further later on.
Also noticed that the necromancer tower I raided still has 1 rumored artifact inside despite the numerous raids I sent to collect them all, not sure if that means it is much harder to find or simply a fake rumour.
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>>2358513
I had some dwarves go missing on raids, fix/stuck-squads didn’t work, and then about 1/4 of them came back with migrant waves 20 years later (no migrants for that long because of an bugged civil war with my civ)
I started saving before every raid just in case. No shame in savescumming if you’re doing it because of bugs.
For the artifact in the tower, I’ve seen that too. Try a “retrieve artifact” mission.
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>>2358619
If the enemy is travelling to attack your fort and your dwarves leave the map for a raid etc before the attack happens, it usually bugs the fuck out of any dwarves that leave.
Getting them back doesn't always work so I recommend saving before any raid.
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>>2358914
Wiki says it is a mission that can take up to 3 years...
How many dorfs do I need to send? I would rather not send a full squad to a mission that might bug and get them stuck, specially one that I will only figure out is bugged after 3 whole ingame years!
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>>2359243
It’s up to 3 years if the artifact’s location isn’t known and your squad needs to travel around collecting rumors.
Since you know the site, it should just be the time it takes for your squad to get to the tower and back.
Dwarves will engage in combat to retrieve artifacts. If you’ve killed everyone in the tower already you don’t need a big squad.
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>Make world
>Playable civilization has 30 Pop and 4 sites
I’m playing this one regardless because being the last gasp of a dead civilization is awesome, but what am I in for? How does 30 pop actually impact migrants? I’m asking in a more mechanical sense, like are the first two waves auto-generated people made from the aether or is every Dwarf (even the starting 7) part of the Pop Total.
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i made a new one.
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>>2353885
You cant reach hell "by accident" diging down on normal rock, eventualy you will reach magma/molten rock and be unable to dig down further. You can only reach hell by digging the adamantine/obsidian veins in the very bottom of the map, and not every map is guaranteed to have said veins. During world gen they are spaced out to only happen every 126x126 or so tiles, so at the bare minimun you need a 4x4 embark to guarantee "hell veins". You can still find them in 1x1, 2x2 and 3x3 embarks but the smaller the map, the smaller the chance you actualy hit one.
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>>2361529
>What is your embark environment, savagery and spirit?
I don't know. I haven't decided yet. That's the big thing I need to figure out tonight. I'll look into Legends to find out what happened to this civilization, and go from there. Any ideas? The small number of Dwarves means each Dwarf "matters," and I could give them proper housing and care instead of the usual 3x2 bug pod a big Fortress gets.
Speaking of which, what is the "mandatory" medical skill if I want to have effective medical care? It's been a real hot minute since I've played, and last time I went Diagnostician I remember it didn't end too well.
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>>2361791
>don't know. I haven't decided yet. That's the big thing I need to figure out tonight. I'll look into Legends to find out what happened to this civilization, and go from there. Any ideas? The small number of Dwarves means each Dwarf "matters," and I could give them proper housing and care instead of the usual 3x2 bug pod a big Fortress gets.
Well, you do not need to push your luck, so avoid evil and savage biomes, try finding a "good" spirit biome, those are usually easier due to less aggressive wildlife "mostly", bountiful with forageables such as sun berries, which produce the best alcohol in the game.
I would also rely mostly on bolt throwers, to reduce your pop inestment into warriors.
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>>2361811
Yes, you can essentialy create infinite obsidian if ou have divert a river or an aquifier to the magma, wich is kind funny because obsidian is the most valuable rock ( multiplier of 3), where most rock are either multi2 or multi1, and all others are finite.
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>>2362094
Autism and thread ruining faggotry.
he hates actual drawfags and kept trying to split the thread or bait flamewars with /rwg/, which is why to this day they still have an asshurt line about df in their general's OP.
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>>2362255
That’s the neat part, you don’t. Dwarves can’t read slabs in fortress mode.
I have one in the middle of my library as decoration, next to my slightly-less-useless adamantine floodgate.
You can try raiding towers for copies, or retire your fort and visit it as an adventurer and write a copy.
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>>2362708
So, even if I leave it at my library in a pedestal, open to all, no one will randomly read it and become a necromancer, even if they are visitors? And there is no way for one of them to make a paper copy of it?
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>>2363105
Oh god, that is a massive amount of furniture to replace.
Guess I should at least ATTEMPT to find a scroll or book with the secrets of life and death BEFORE I resort to these extremes.
My fort has just reached a nice point in which I have everything too! I have an underground greenhouse for surface plants, an underground tree farm for mushroom trees, magma pumpstack feeding magma for magmasmelters/furnaces, obsidian factory, I even began widespread modification of the caves!
Cant just leave now!
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>be me not paying attention while map is on fire and the 300+ animals i pillaged are being converted into llama grease.
>notice 4 goblins(tame) in my fort.
odd. i've never had this happen before.
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>>2364348
They're not affiliated with any civ and don't do any jobs. They can't even seem to form relationships so I can't farm them for goblins. Might try expelling them to a conquered spot to see if they reproduce offscreen.
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>>2364348
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>>2352474
>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.
Lame. Can I disable that?
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>>2364880
The fortress of Syrupbridges is nearly 30 years old now, and this magma moat has brought about the second golden age.
Dwarves get a few random months off each year to read in the well-stocked library, and happiness among the unmaimed is at an all-time high.
A lot has happened here, especially in the earlier years when there were epic battles against invaders and megabeasts, with the glory and death that brings.
Three children saw their parents get killed by a forgotten beast, became depressed, haggard, and destructive- but eventually turned their lives around and became upstanding citizens, before all getting shot while manning bolt throwers during sieges.
“Rip Van Winkle” spent 20 years stuck in a hospital bed, resulting in an army of legendary doctors. He died of thirst when I didn’t notice the dwarves used up the entire cavern lake we were using as a reservoir.
The careful excavation of an unusual volcanic wall was not careful enough, and water swept a dwarf through a fortification and into the hollow adamantine tube. With some perfectly staged construction, good timing, and a lot of luck, we rescued him and established a foothold in the underworld] that will eventually be a sun berry farm.
A weredonkey turned two of my citizens. I built an isolation cabin outside with a library, a temple, nice bedrooms, and bolt throwers just in case. The plan was to let manage work orders and bookkeeping in a cozy environment with a friend. One full moon, one of them was standing next to the bolt thrower, and a hunter saw him through the fortifications and shot him dead.
My champion is one of my original 7, and is an absolute legend of a warrior, clad with a full set of artifact adamantine armor except for one masterwork gauntlet.
A giant came bearing a slade slab containing the secrets of life and death, which possibly could have saved her if she knew how to read. It took forever to haul it to my library due to the weight.
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I started a game near a necromancer tower, expecting constant merciless raids and griding warfare.
What I got was a single lonely raid in year 2, and nothing from that point on.
Is this normal? Do I need to start sending raids against other civs in order to get them to attack me back?
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>>2365208
>It's curious how you can customize those options like other games like Project Zomboid.
I never said that, I said I personally do not know, and maybe you can with mods.
There is a big ass list of custom settings for world gen, for example, which I have little understanding of, so maybe try there?
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>>2365014
>The careful excavation of an unusual volcanic wall was not careful enough, and water swept a dwarf through a fortification and into the hollow adamantine tube. With some perfectly staged construction, good timing, and a lot of luck, we rescued him and established a foothold in the underworld] that will eventually be a sun berry farm.
I am new, what does the underworld havr to do with a sunberry farm? And where did you get sunberry seeds from?
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>>2365394
It’s just for style points
Sunberries are used to make the most valuable alcohol in the game. They’re only found in good surroundings. I embarked in a savage good region that turned out to be barren, so I had to demand tribute from some goblins in another good region across the map to get some.
They only grow aboveground, so to grow them in the underworld you need dig a channel through the entire Z height of your map and make a safe spot to farm in an extremely dangerous area
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I need some help, the fucking queen, liason and entourage declared my fortress the capital, moved in, but remain as guests!
Now I got the queen, consort and liasoj as guests, and I cannot assign them a bedroom, dinning hall or office because they are guests, not residents!
What do I do? Will I have to start over a new game?
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>>2362708
After carefully checking the "written contents" tab of the object window, I have found a scroll called "New Secret" that contains the secret of life and death!
I am building a burrow with everything needed for a necromancer and his family.
What is a proper necromancer lair design I can build to create a revival chamber later on?
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>Embark on part of a small island with beachfront property
>Horseshoe crabs roaming around
>Dig down
>3 layer aquifer
>Fugg how do I get through this
>Figure out I can quickly dig out a 5x5
>Water doesn't rise fast enough and I can build wood walls to make it a 3x3 staircase
>Water doesn't seep through the wooden walls either
That was easier than I thought
>Have my dwarfs chop down and gather from large swathes of land
>Fisherdorf going ham catching a pile of fish
>Suddenly agitated ravens getting dwarfs killed
>Apparently agitation is a thing in wilderness biomes
>Wtf, I learned a new mechanic
>Giant ass grizzly bear has joined the server
>Bee-lining towards the wagon
>Migrant wave brought like 10 dwarven children
>They're hanging about the wagon
>Ruh-roh
>Fuck it, maybe the bear can adjust the ratio
>Dwarf children actually ganging up on the bear
>One dies but they're driving it back to the woods
>Bear is vomiting and everyone is tired from the fight
>Random miner dwarf comes in and drives his pick through the bear's skull and proceeds along his path like nothing happened
I'm surprised the dwarven children were able to win that 10v1 versus a giant grizzly bear
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I am attacking a ~200 necromancer fortress using only 10 elite warriors in steel gear, and am taking all their books slowly with each raid.
If I loot it all, and they are not fully dead, will they refill the library with new books?
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>Build tomb with coffin and door
>Says it's assigned to a dead dwarf
>No one brought the dead dwarf's skeleton to the coffin
>Now dwarf's ghost scared another dwarf to death
Why aren't they burying the dwarf's skeleton? The skeletal remains are accessible.
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Any way to change the rate of forgotten beasts coming to my fort (also with DFhack)? I play very long games in the same world so usually the first fortress collects all the existing ones...
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>>2368165
Not old enough in the game to tell, but I guess so?
From what I read, the gane has been updated to handle multi-threading, as well as several streamline improvements to allow for lesser impact on your FPS.
Of course, if you run it in an outdated notebook like mine, you will not have enough processing power for these updates to make any visible difference.
But what I have found to make the late gane bareable is the usage f dfhack fastdwarf command.
Fastdwarf 1 will make your dorfs always move at max speed, and fastdwarf 1 1 will make them teleport to destination as well.
The years pass much slower, but you can still operate your fortress.
Other than that, your max dorfs setting will have a heavy impact on performance. The game was designed to handle around 200 dorfs in your fortress, when you begin to mess with those settings during late game you slow your game to a crawl.
Population should increase slowly through childbirth, not migration.
It takes like 15 to 18 years for a child to become an adult.
ALSO, and do not quote me on that, I heard you can greatly improve performance by messing with high/low priority travel areas. I dunno enough to tell you otherwise.
All I can say is that I started at the steam version and am enjoying it ever since.
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>>2368165
It’s a lot better than it used to be. I have a 200 population, a bunch of livestock, and a mist generator running at 30-40 FPS on a laptop, without using any of the FPS tricks on the wiki except traffic designations.
That would have been unthinkable back in the 40d days when computers were slower and the software sucked.
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>>2368239
Yeah I was using all sorts of tricks on my 25 year old fort, all the dfhack cleanup scripts, etc. but I was still scraping by at like 10 fps which for 25 years is pretty good but it usually just becomes a game of fighting FPS death and becomes unenjoyable. Plus at that point if there is a fire or something you need to live with 0-1 fps until you manually remove all the smoke and shit as well and stuff like that
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I got a human monster slayer visitor that was exploring the caverns and now can't pathfind his way back. I'm getting spammed with messages about how he can't find a way back to eat and it's making my game chug and lag hard.
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Getting a fucking wierd bug where I can't place walls.
Dwarves have access, wood all over the place, but the only material choice that displays is copper bars and they can't seem to build from that either.
Pretty game breaking, unsure if this is a bug or if I'm retarded.
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I think every available building material is already linked to a quick fort construction.
So the items aren't forbidden, formally, but a script prevents them showing up as binding mats. Thus nothing can be placed or qued until the autobuild is finished.
This is a new bug,I think it came with the planner utilities.
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Can't tell if this is suspend manager update or some other DFhack utility. But it was force integrated in my version.
Seems the issue related to shallow water, but honestly fuck this. I can't even dig 4 tiles down. Turning off suspend manager doesn't do anything, nor does resetting suspend settings, can't find anything on buildingplan filters. This would fucking agrivated anyone. Someone broke the game again
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>>2368733
Make a one dwarf squad and see if it can path to the human. Sometimes it's stairs disconnected. Another cause is a sentient unit climbs or swims somewhere because they fell, but won't willingly swim/ climb back.
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>>2368239
Pathing conflicts create massive lag because up to 200 dwarves are trying to dynamically path around each other in halls.
Now that enemies can destroy walls the age of one tile access hall is over, players will build much more open bases and defend with far more army and far fewer static traps.
I recommend low travel on all flowing water, beside bridges, beside gates. You want dwarves to duck over each other in order to stay on their original path and not have to repath.
The ideal central staircase is a hotly contested issue, but my take is even hotter, build an open base. Multiple staircases, no collisions.
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Bolt throwers. Starting skills.
How many combat dwarves to you deploy with, is it justified having no melee dwarves, or having a siege engineer on deploy. Because what enemy can charge a bolt thrower? Siege engineer is only one skill point, whereas your melee dwarves need several before they're effective.
Which bolts do you deploy with for bolt throwers, what's the dam/cost meta here? I'm taking copper bars for copper stacks.
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>>2368864
I never embark with combat dorfs, bolt throwers can be manned by anyone and are just as effective as if they were used by legendary siege engineers, you just need a lot of bolts.
Usually, I go with copper bolts for a hunter, then use the bones of the dead animals to make bone bolts, as well as mass producing wooden bolts.
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>>2368819
>>2368858
I think I'm going to dig a path to make sure he was a way back because he's holding my framerate hostage. The upper cavern is huge and spans the entire 5x5 tile. My base is near the north edge of the map and he made his way all the way to the south.
The nice thing is the human monster slayers explored and found some magma a few Z-levels beneath the surface layer.
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>>2371061
Do not be so sure.
Do you have the means to mass produce bolts? If so, you just need to build a long corridor with a gapped wall at the end with a bolt thrower, and then use your soldiers to draw it to the trap.
Bolt throwers are the current meta, nothing can survive them.
Just be sure to have enough bolts to feed it.
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>Hello. Since the last patch, things have been afoot in Magicville. I spent some time on magical populations of people, and the infrastructure we need for that. For instance, a world can have an earlier civilization where everybody can links to one of the procedural generated magic forces and use effects more freely than the lab-using wizards of the fort mode era. That sort of thing is in now, with the relevant objects generated by lua but available in the regular interaction txt files.
>The next chunk of time I spent working on the labs, since Jacob provided over three hundred images of lab bits for me to use ha ha. The game can now construct images of workshops supporting a variety of different vibes, from botany to rune-carving to orbs and mirrors to necromancy to brewing and alchemy to scrolls and books to lightning. We've kept them the standard 3x3 tile size to make it all manageable, but there are some animations (for mechanisms, electricity, candle flames, etc.). It's pretty wholesome.
>I'm going to switch gears now to the next routine patch, for sometime mid-Aprilish. So far it seems like magic work and routine patches will co-exist nicely, which is good. If I can keep up a monthly patch cycle while making progress on the magic/army/diplomacy release, that should be good enough.
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Building a castle with a very deep moat, and a defensive hall underground just in the entrance. I need a shortcut so my dwarves dont have to walk the entire spiraling defensive halls to get to-and-from the surface. Whats the best way to do this? A retractable bridge perhaps?
Also, is it good to also have walls on the outside of my moat too?
How tall should my castle walls be in general?
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>>2371240
The sky is the limit, but nowadays enemies will just dig through your shit anyways if they find no other way.
What you probably should consider is the firing arcs when planning galleries for your bolt throwers since i dont know if they get a minimum range based on their hight
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>>2371247
Got it. Yeah, firing arcs was something I was wondering about. The firing platforms themselves are 1z above the halls I'd be shooting into (i'm carving the halls with "ramps" below the shooting platforms, so theyre 2z tall). I think it'll be mostly effective, but I'm inexperienced with DF in general, and haven't really made defenses like this before.
>>2371249
Thats a good idea! I did kinda want my defense halls to be flood-able, I'll try to make it so the shortcut entrance also floods when this happens. Or maybe I'll keep them seperately flooded. Anyway, thank you.
Another thing I'm thinking about is: the hallways are 2z high, but to if I wanted to flood safely without leaking into my shooting platforms, I'd only flood 1z. But is this as effective at killing my enemies? I made a figure below. See how my dwarves get flooded
>______ ceiling
>~~~~~~~~~~~~++(dwarves)++~~WATER LEVEL
> (goblins)
vs the safer but less flooded
>______ ceiling
> ++(dwarves)++
>~~~~(goblins)~~WATER LEVEL
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>>2371247
>dont know if they get a minimum range based on their hight
They do, the higher the z level, the further you can reach but the minimun range increases as well, so throwers on z levels above the enemy will stop firing if they get close enough.
>>2371240
Do not make shortcuts, just let them take their time going to the surface, it is better than risking enemies using it to get inside
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>>2371291
Yes, firing archs are a thing, if the thrower is at the same z level as the enemy it can shoot at enemies that are directly in front of a gapped wall, but the one on above z levels will have greater max range but also a min range in which they will not be able to fire at.
This does not apply to firing at enemies on z levels above the thrower, so you can shoot at flying enemies normally, as long as they do not reach the operator and engage in melee.
About the flooding, I would say it would work better with magma, but I guess flooding the first z level would force enemies to swim, which I believe makes them vulnerable. A good option would be to have a flushing sustem attached, allowing you to flood the z level and then open the floodgates so that it quickly drains the water, creating a current that would drag enemies away into the flooding system. If you have it attached to a cistern that gets flooded several z levels high, you could use a lever operated grate to lock the units dragged by the current inside, allowing you to flood it completely and drowning any enemy inside.
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>mfw I just want to make a big shiny Bass Pro Shop Pyramid in the desert but the surface is a dysgenic nightmare of pebbles, grass patches and bare stone
I don't want irrigation, I just want a nice uniform shade of shiny yellow sand so my eyes don't go "NYEH!" Every time I go to the filthy surface world.
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>Things are going well over here. As stated in the recent dev log, we have the graphics up for the magical research labs that'll be in fort mode. We've also been working on the "era mode" that occurs before regular world gen now, where some thousands of years pass and civilizations can be more reliable destroyed for later digging up by yourselves, the magical ruins finders.
Cool, things have really speeded up. Will DF be on v1.0 by 2030?
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>>2371649
>Will DF be on v1.0 by 2030?
We went from 50.xx to 53.xx in 3 years. Now I dont remember what Toady said about its version number system and at what number he would consider DF to be 1.0, but I doubt it is going to happen in the next 4 years, save for unless maybe if he hires another 1-2 new programmers
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I was looking at DF version history, and it left me wondering what was happening Toady between december 2015 and 2020
I get that starting from mid 2020 he was working on 50.xx, but during this time it looks like fucking nothing happened compared to the previous years, and now that he hired putnam.
I guess he must have toggled the old man switch real hard.
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>>2371155
>>2371227
What's the meta with caverns anyway? Are they supposed to be generally avoided due to the forgotten beast problem? At least until late game? The potential for tree farms, exposed ore/gem veins, fishing, and gathering is super strong. Maybe I should just ignore them or keep them sealed at least.
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>>2371957
I build a drawbridge at the entrance, then rush walls in narrow passages to enclose as much area as possible with as few walls as possible.
Caverns are useful for grazing, water, and everything else you mentioned.
I do this at the start because it’s hard to open up a cavern that’s been sealed for a long time. Forgotten beasts will have been fighting each other for years in there, and you’ll wind up facing the strongest one. Plus, your dwarves will want to rush in to every corner to haul a bunch of crundle corpses.
But, if you’re ok with surface grazing and woodcutting, then you could just seal the cavern and never think about it again
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Having problems with meta stockpiles after the last update.
DFhack keeps automatically assigning boxes to feeder stockpiles, over and over, which results in an endless loop of box throwing with the dwarves never unloading the boxes.
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>>2371957
I usually dig down till I find it, wall it up and make a barracks with a corridor leading into the cavern, this way if anything wants to invade your fortress from below they would need to get past the warriors.
FBs are hardly a big enough problem though, you just need to avoid them until you have 10 warriors equipped with iron or steel armor and weapons.
The only real problem are fire spitting FB, not because they are hard to kill but because the fire and smoke will cause fps drop to 1. Use dfhack to extinguish the fire and clear smoke.
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got back into this, did an easy mode serene temperate base for warm up and now I've been trying to git gud by doing embarks near necrotowers, savage or haunted
goal is to just get a fort running without cheese like just instantly boxing up and burrowing down or fully closing the base off otherwise
I got pretty close to having a viable fort last time (savage+necrotower) but year 1 undead 1 legendary wrestler + 6 decent undeads wiped my warriors (1 leader/melee+3 melee, 1 marksdwarf)
I got 5 decents down but then the wrestler finished off my wounded dorfs
I feel like it would have been survivable with 3 melee+2 marks and a proper moat chokepoint; but I had focused on getting everything else setup first which was is an obvious mistake in hindsight. moat+bridge first in the future.
embark was raw mats > iron weapons+full copper armour for the 5 military, iron tools for my "lumberjack" (actually 5 leatherworking+5 bowyer) and "miner" (actually 5 armorsmith+5 weaponsmith), alcohol, milk for cheese, a few war dogs (saved me from an elephant three months in)+chickens+a few random mats like leather for quiver/waterskins etc.
it's pretty fun getting a little further along every time
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>>2372547
Here is my suggestion to approach savage necrotowers, from my limited experience.
You dig a 3x3 channel down, make a 3x20 corridor as an entrance, turning a corner. Then you dig the wall at the end of the corridor, make a reinforced gapped wall and place 3 bolt throwers.
Rush that, and crafting workshops to make bulk amounts of wooden and bone bolts.
Place a bunch of stonedrop and cage traps in the corridor.
When the necro forces show up, activate emergency burrow to draw in all your dorfs, remove animal pen of outside pastures and set one inside to make the animals move there.
Then, with your dorfs and animals safe, have your warriors gather inside of the corridor, at the corner after the throwers.
Have your thowers manned and ready to shoot at enemies, and then you wait patiently as the slow ass undeads shamble towards the entrance.
Allow the traps and bolt throwers to take out as many of them as you can, and only order your warriors to attack once they reach near the fortified walls.
This way the bolts and traps will weaken the enemy, allowing your dorfs to have a much easier time finishing them off.
And no, this is not cheesing it, it is in fact the proper approach to hard battles when you are in your early years and lack a proper military force.
And most importantly, when you DO attack them, first check if there is a necromancer amongst them, and if so target it first, otherwise it will revive corpses and body parts and draw out the fight longer.
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>Things are going well over here. As stated in the recent dev log, we have the graphics up for the magical research labs that'll be in fort mode. We've also been working on the "era mode" that occurs before regular world gen now, where some thousands of years pass and civilizations can be more reliable destroyed for later digging up by yourselves, the magical ruins finders.
We Indiana Urist now
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>>2371240
Easiest way is to use floodgates to build a water lock.
Building destroyers will break the flood gate, which just leaves it flooded with no way in.
But in peace time, you can use the flood gates to drain it, and you can use that as your main entry
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>>2370764
Depends what kind of beast it is. It's far more common to get FBs with deadly attacks than to get impenetrable armour, archers behind fortifications or bolt throwers, or a ballisa will often totally wreck even the harder beats.
.
If they're invincible armour? Not stupid to just wall off the cavern and wait for them to go away, or fight other hard cave enemies. You can drop when in a pit with bridges, not all can climb, especially the invincible ones.
Cobalt mine cart full of cobalt blocks? You an also use supports to hold up a very large section of the cave roof, just cut the roof away until it's only connected to the hallway beneath it
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>>2372908
I think one of the previous updates tried to address at least some of the problem, but clearly wasnt enough.
As things usually go with those types of bug (see marksdwarf) the only "garantee" of a fix or at least some improvement, will be when toady decides to do a full rework of the feature. In this case when toady decide to add controllable off site battles.
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>The first part of the month I'm working on a routine patch. This time around we're focusing on some more long-standing usability issues.
>I've changed how bins work on the trade screen so you can select all the items by clicking the bin, and then uncheck items if you want to remove a few (rather than the other way around, which was weird.) You can also click anywhere on the entry rather than having to hit the checkbox.
>There's a list of accepted building petitions for temples and guildhalls now so you can remember them and check on your progress, and more information is shown in location lists about the religions and guilds and petitions.
>Traders bring properly sized clothing, including a proportional amount for any oddly-shaped long-term residents and citizens. They also bring more finished clothing. I also made clothes wear down more slowly.
>I added tooltips when adding a new workshop task to show the product and required materials. I also reordered some buttons on the work order menu.
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>>2371756
Because literally nothing happened in that time
He kept promising the magic update for several years, then he turned back and said he's doing the graphics update
Original timeline for the magic update was supposed to be 2018. He kept pushing it back and back. Then he took about 4 years to do the graphics. Strange times.
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A dwarven caravan arrived and the merchant instantly got wrecked by wildlife before the merchant guard could protect him. The guard survived but the merchant died. All their trade goods were dropped on the floor. Has this happened to anyone before?
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>>2375996
Will they get pissed and declare war on me? Am I allowed to pick up their stuff? If so that seems pretty cheesy, you can get all the trade caravans' stuff by wiping them out. You don't even need to trade lol
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>>2376029
Yes, they might get pissed off or stop comming because their caravans repeatedly fail to return home; and even declare war on you if you are the one fucking with them.
And yes you can take their shit, the trade depot even give you an option to seize shit in it.
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>>2376041
Because the /dfg/ doesnt have as many frequent posters as it used to, and was having peaks and downs in activity, which with /vg/ being spammed by gachashit generals, staying there became quickily unsustainable, even before the steam release.
Anons were having DF threads here anyways. So when the mods lifted the No Generals rule, /dfg/ just officialy migrated alongside other /vg/ refugees.
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>>2376038
Okay I need to get my army to clear out the wildlife come next autumn. I really need to trade.
Speaking of trade. How do I get humans and elves to send their trade caravans to me? Do I need to raise the value of my exports? I've got like 20 visitors among humans, elves, dwarves, and even a goblin in my tavern. I made sure to choose to embark to a site less than 3 days travel to each race so they should be close enough.
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>>2376121
If you are in range of a human/elf settlement(you get this info when picking a embark location) and they are not at war with you, they should send their own caravans during spring and summer. Otherwise, or if you want some other civ to also send trade caravans, I belive but I'm not entirely sure, that you have to send some dwarf on a mission to demand tribute from them. They will reject but if i'm not mistake this opens up relations between your fort and said nation and they will send caravans.
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>>2376177
That is correct.
You can only have 1 caravan of each race coming to you on their respective season, if you start a war with the one near you, you can replace it by sending a dorf to demand tribute from another civ of the same race, which will begin sending a caravan.
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I was panning around the map and noticed a fresh dwarf corpse show up in my corpse stockpile. The weird thing is, I didn't get any announcements. Nothing like "dwarf was found dead." No notifications of fighting. Nothing. Anyone have any ideas?
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>>2376830
Strange, my first guess would be a vampire killed, but it would have triggered a warning for his body being found drainned of blood. It could have been a visitor who got KWABed, but I dont know how visitor death trigger the announcments.
Maybe this dwarf was goblin soldier slave who got killed invading your fort?
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>>2376970
>my first guess would be a vampire killed
That's what I thought at first too. These vampires seem to always show up and I haven't had one yet. But no one finding the dwarf drained of blood is throwing me off. And I can't examine the corpse. So I checked the wiki page on vampires to freshen things up. I checked the noble screen to screen for dwarves with a lot of social skills that I don't recognize. I got a 127 y/o legendary bowyer in my last migrant wave. She has a lot of social skills. Lots of group affiliations. And when I checked her thoughts, there it was. A thought about being terrified over seeing a dead dwarf and none other than our victim dwarf, and satisfaction over a recent meal. My best guess is she drained the dwarf, got him killed, then found his body and decided not to report anything. Since she was the one who did the crime. Only secretly dropping his corpse off at the corpse stockpile and acting like nothing happened. That's my best lead so far. I'm going to seal her away and maybe replace her as my bookkeeper. Vampires don't need to drink, eat, or sleep and can survive indefinitely. And if somehow catastrophic happens to the fort, she'll be my lifeline. I don't want to kill her because I remember reading somewhere that there is a cap to vampires or something. If I kill her, then another vampire might show up. If I don't, the game knows I already have a vampire and won't send more, or at least not too many more. I want to reload an earlier save just to see what dwarf I lost.
>It could have been a visitor who got KWABed, but I dont know how visitor death trigger the announcments.
Yeah, I would have gotten a fight notification.
>Maybe this dwarf was goblin soldier slave who got killed invading your fort?
No invasions thus far thankfully.
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>>2376985
No, most it will do is get them to actually do start sending tribute.
You can demand tribute from goblins and kobolds too.
One use of this is to demand tribute from villages on specific biomes, such as a good biome, to get exclusive seeds like sun berries, which are used to make the best alcohol in the game.
The ongoing tributes work very similar to caravans, on a determined season they will show up on your fortress carrying tribute. It is pretty nice to get several tributes from different civs.
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Wtf is wrong with captcha today. Fix your shit website Hiro.
>Here's a quality of life patch that addresses various issues. You can see your active petitions now and it's harder to disband squads accidentally. Clothing wears down more slowly. Selecting items inside bins during trade works more intuitively. You can see the products and required items for jobs in workshops. Soldiers wear boots properly. See the full list below.
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General updates
>Added display of accepted petition building projects (guildhalls and temples).
>Added standing orders to automatically accept or reject citizen petitions and various residency petitions.
>Added standing orders allowing mining designations to globally ignore new warm/damp stone warnings.
>Squad disband icon is no longer a red X that looks like it closes the menu.
>Disbanding squads now requires confirmation.
>Items suffer less damage from age and worn items wear down more slowly.
>Traders bring clothes properly sized for all fortress citizens and long-term residents.
>Added tooltips showing products and required materials when adding new tasks in workshops.
>Changed behavior of bin selection in trade menu. Clicking the bin now selects all items inside as well, and these can be unselected one at a time. Clicking a selected bin unselects all of its contents.
>You can now click anywhere on item listings in the trade/barter menus to select the item.
>Added a select all button to the move-goods-to-depot menu.
>Made squad soldiers remove shoes properly if they conflict with their uniform's boots.
>Reordered work order buttons.
>Clicking on name of work order or shop text allows number entry.
>Made the difficulty setting "priesthood unit count" properly effect temple petitions.
>Closing the unit selector no longer also closes menu that opened it.
>Made stone use and children's chore scrollbars work properly.
>Changed citizens label to residents in unit list to reflect all who are listed.
>Show residency vs. citizenship status on unit summary sheet.
>Shows the deity being worshipped in meeting hall location info box.
>Shows the deity being worshipped in location assignment list.
>Shows location type in meeting hall location info box.
>Shows location type in location assignment list.
>Shows current guildhall existence/petition status when choosing a new guildhall.
>Shows current temple existence/petition status when choosing a new temple.
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Also some news from the toadman
>Sprites for the procedural magical workshops
>Some gay MTG crossover
>Toady will expand the animals raws to include prehistoric creatures and shit
https://www.youtube.com/watch?v=LTV5R7JIMQY
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>>2378851
People have been waiting for so long that I dont even know what to think anymore.
I hope it's fun. But what I would actually like to see is being able to actually go outside your fort and fuck shit up as well as major economy revamp. And no, I'm not talking about THAT economy, but rather a rebalance/rework of production since it is just so easy to just have everything if you can get the basic resources. And the stuff that usally scarce isnt essential.
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>>2378851
goblins getting obliterated by fireballs
kobolds getting zapped by storm magic
turning forgotten beasts into popsicles and then farming them for silk
Elves getting turned into trees and chopped down and turned into beds, barrels, bins
who knows what will be possible but i think it could be exciting
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>>2378415
You can, or you could stop being a bitch and go kill those FB and take back the caverns.
Why would you not be able to? Do you still lack a full squad wearing metal armor?
>>2378470
I think there is a dfhack command to remove or dump all forbidden items that you could use to clean the trash after a raid.
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How do you die to a butterfly? Now I lost all my legendary carpenters.
Also I sent out a squad to demand tribute. It failed. They came back and lost all their fucking metal armor. At least I only geared them with iron. I'll send them out naked next time. Fucking annoying.
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>>2379391
I sent them on another mission. When they came back, they dropped the gear they had originally at the edge of the map after the 2nd mission for some reason. Also giant monarch butterflies are apparently no joke. I just saw one fuck up a leather-armored human swordsman and now he's drowning in a murky pool. F's in the chat for that guy.
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This is what happens when you mess with a giant butterfly. Do not mess with giant butterflies.
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>>2379406
ANOTHER BUTTERFLY JUST KAMIKAZED ITSELF INSIDE THE FORT TO RUIN MY TRADE
I was so close to having my first trade finally after years. My dwarves finished bringing all the goods to the depot. And it literally just went on a suicide mission to kill the merchant and a dwarf child before it died. Where are the merchant guards. Now it says I can't trade. This is ridiculous. I'm about to rage abandon this fort and never settle in a savage biome ever again. It's so not worth the trouble.
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>>2379391
>>2379400
When sending out a mission to demand tribute, create a special squad of only 1 or 2 dorfs with no equipments, it makes no actual difference.
And yea, giant wildlife from savage biomes will mess you up, regardless of looking harmless.
>>2379414
Wait...
How did it even get inside? Do you not have defenses on your entrance? Or do you have a breach somewhere?
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>>2379512
>create a special squad of only 1 or 2 dorfs with no equipments, it makes no actual difference.
Ah I didn't know that. I presumed dwarves wearing armor would affect the success chances.
>And yea, giant wildlife from savage biomes will mess you up, regardless of looking harmless.
It's just the agitation mechanic that's way too much. It's like being sieged by monsters constantly. Because when one agitated animal goes down, another one instantly enters the map. It's like they're queued just outside the tile a hundred animals long waiting for a spot to open up to give the fort a piece of their mind.
>>2379512
>How did it even get inside?
I have a 3-tile wide drawbridge I had down to allow the merchant traders in to the trade depot. The trade depot is just inside. Actually let me attach a pic of it. I was thinking of remodeling it so the way through the cage traps is much shorter and more enticing for wildlife and have the 3-wide tile caravan route snake around a bit to increase its access distance compared to the access distance to the fort and outside, if that makes sense.
Right now I have a burrow set up so no dwarf can go outside lest they become butterfly food. Pump stack to provide magma isn't powered yet but that moat is where it'll fill.
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>>2379604
Dude, it is no wonder why you are getting your ass kicked, your defenses would be considered inadequate even on a peaceful biome, much less for a savage one!
For starters, your drawbridge and moat are useless against flying creatures, they would just fly over it like it was not even there.
The corridor you got there is too short, and there are no bolt throwers either!
Make your corridor at least 20 squares long, fill it with traps and have reinforced, gapped walls with bolt throwers at the end of it.
By setting those throwers to be manned and shoot at enemies, you ensure that whatever flies in will be shot down, or at least severily injured before reaching any of the dorfs.
And yea, make a long ass corridor for your caravans to snake around, the enemies will take the short route.
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This fire-breathing savanna titan that showed up started fighting a wren in the corner of the map. Now that faggot set the whole forest on fire and it's tanking my fps and spamming me with surface collapse messages. It's interesting how wildlife gets agitated at the dwarfs for chopping like 10 trees down meanwhile this titan can set the whole forest on fire unopposed and not get aggro'd by the protective wildlife. The map looks ugly now. The ground is scorched and the trees are all dead. And for some reason this bastard can set everything on fire and not take damage from the fire.
Are fire megabeasts the worst? Nothing can even touch it because it just starts spewing fire and makes whatever that wanted to fight it panic and not land a hit in.
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>>2380196
You can use the extinguish command on dfhack to stop the fps death.
What I do to deal with fire breathing FB is to take all my dorfs and animals inside, let it reach into my entrance corridor where my bolt throwers are and then rush it with all my warriors to hold it in place while the bolts kill it.
Usually works great, as long as you are prepared.
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