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goonicorn edition
Previous: >>2298043
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!!
12/19/25 - Dwarf Fortress 53.08 released with rebalanced material dig speeds, the 7th patch for the siege update. Recent patches also include hundreds of new creature portraits, bug fixes, and tweaks to siege behavior.
>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 defence 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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>>2312368
Unicorn picture in the OP comes from the Adjusted Creature Portrait mod on Steam, which fixes most of the half-assed or goofy portraits
>>2312370
Lots of bolt throwers. The more the merrier.
They're OP but they burn through bolts fast, so I've been trying to keep at least 1000 bolts available.
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>>2312370
Bolt throwers behind fortifications in towers made from reinforced walls, surrounded by weapon traps.
Enemies can dig upwards through floors now, so don’t design your towers/walls with an overhang like you might have to protect against climbers in older versions.
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>>2312977
Been a while since I’ve embarked on a coastline, but the main things to worry about are aquifers, a potential lack of wood, no arable land, and the need to desalinate water with a screw pump. If you can get past the aquifer, the other issues are solved by the caverns.
Also don’t dig the entrance to your fort where the waves can get in.
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How do you get graphics onto the old tiles DF?
There are so many options that I just can't work out how to do it the basic way.
3x3, 4x4, tiles, packs, it's totally overwhelming.
I'll take ANY graphics set, when I've got one, then I'll worry about harder methods
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Do I need to set this dwarf to a barrow of just a temple/tavern for a while? I haven't dealt with depressed dwarfs in a while
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>>2313185
Anthracite / bituminous coal is always nice, since it saves you hassle of producing fuel from wood (atlhough the joy of pissing off elves can compensate for that).
I also like silver, since it's easy to get decently priced crafts from it, and it also make suprisingly good blunt weapons. Not to mention that it's good against werecreatures, especially when you dont have steel (yet)
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>>2313228
>Not to mention that it's good against werecreatures, especially when you dont have steel (yet)
This is false. Upon world generation a random metal is selected as the weakness for werebeasts, this can be any ofthe metals in the game and there is no actual way, to my knowledge, of knowing which one other than carefull experimentation by trial and error, which is dangerous, unpractical and quite pointless as you are likely better off just shooting the werebeast from afar with your bolt throwers and marksdorfs.
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>>2313185
I love sand myself. Glass (specially clear) is half as valuable as iron or silver BUT is infinite to produce everything except weapons and armorand beds. Takes some effort to kick the production up though.
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>>2313039
This happened in my fort, but only 5 became necromancers before I locked up the book. They all suicided themselves by summoning bogeymen when they got spooked, taking a few other dwarves with them.
>>2313114
Burrows, or turning off some useless labors and letting her wander around freely for a bit. Let her craft a few weapons, and make a temple for her deity to cover her needs.
Throw some nice furniture in her room or build some floors out of expensive materials and engrave them as well.
It also helps to make some general happiness improvements, like dining room renovations and mist generators.
>>2313251
95% of the time you’ll find light aquifers, which are easy to deal with since they produce water slowly.
Go one layer at a time, and smooth all the aquifer tiles, or dig them out and replace it with a wall. They spread water to the sides and to the tile below them, so be aware when you’re digging below an aquifer.
Heavy aquifers are a pain since they produce water very fast. Check the wiki for some ways to deal with them. I always used the cave-in method in back when all aquifers were heavy, but the newer double-slit method seems simpler.
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>>2313285
sands the fuckin bomb bro. infinite furniture infinite walls infinite statues. floors you can see through (cool). what is not to love
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>>2314027
volcanos will never have coal and won't have flux stone unless you get a lucky marble layer, so you you trade off infinite fuel from day one with the fact that your steel production will be entirely dependent on the whims of trade caravans
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coming from Rimworld and just finished my fort. maxed out at like 45 dwarfs before some werewolf infected everyone and things went to shit. i have a few questions. how far down do you anons usually dig before fleshing out the fort? i had a TON of visitors petition to be long-term residents, are they beneficial or do they just eat and drink for free? how much attention should i pay to the unhappier dwarfs, do i try to micromanage their needs or just take a utilitarian approach and build for the greater good, etc? any other general purpose tips for my second fort?
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>>2314049
That sounds pretty shitty.
Am trying to generate a nice world for a seaside fortress, but am unsure that gameplay would be actually interesting there...
Hopefully I get to see exotic wildlife that makes it FUN.
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>>2314061
>how far down do you anons usually dig before fleshing out the fort?
That depends on taste and the threat level you are expecting to face, but usually having a 3x20 corridor with a gapped wall at the end that will fit 3 bolt throwers will usually be enough, just make a longer S shaped passage for the trade caravans to reach a trade depot and have a sideways L entrance to the stairs.
If you want to be a paranoid person, make yet another 3x20 corridor with bolt throwers and then build on the level below.
The S shape trader path should be clear, but on the segments that they will not go through in the main corridor place rows of stonedrop traps and cage traps.
Assuming those bolt throwers are safely behind a reinforced gapped wall, with an annex stockpile full of bolts, you should be able to eliminate most raids. That is assuming you have enough bolts stocked to keep firing until every enemy is dead.
I usually build barracks around this initial entrance, so I can quickly mobilize warriors into the corridor if needed, which can be the case if you are facing something bigger and meaner than your average goblin raider.
Take petitions into consideration carefully, many can be great for your fortress like those monster slayers or soldiers, but do not take too many artists, just a few are more than enough.
Take utilitarian approach towards happiness, instead of building 3x3 stairs in 5x5 rooms, leave the middle spot open to place masterwork statues latter on, that boosts a lot of happiness simply by walking up/down the stairs.
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>>2314095
that makes sense about how far down. I went two layers down and got cucked pretty hard by aquifers(?) in soil and didn't know how to really handle them vs. aquifers in stone.
>petitions
i took a LOT of poets and artists and stuff. I figured they'd become permanent residents after some time but they just leeched, I guess
>happiness
that's a good idea, I like that. I'll do that going forward, thanks anon
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>>2314102
>took a LOT of poets and artists and stuff. I figured they'd become permanent residents after some time but they just leeched, I guess
That is just it, they DO become permanent residents, but stick to their job. So an artist/musician/entertainer will always do only that.
Which is ok, but you really only need a couple on your tarvern and maybe 1 per temple, maybe not even that.
Aquifers can be hard, for the sake of learning use the search location tool to find somewhere that does not have heavy aquifers, or possibly no aquifer at all. A river can also be great.
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>>2314116
>That is just it, they DO become permanent residents, but stick to their job. So an artist/musician/entertainer will always do only that.
that also makes a lot of sense. I didn't get a caravan for a while but got a ton of freeloading artist visitors, so I'll do that differently next fort.
>Aquifers can be hard, for the sake of learning use the search location tool to find somewhere that does not have heavy aquifers, or possibly no aquifer at all. A river can also be great.
maybe i'm misinterpreting aquifers, but I figured that rivers cause aquifers. I embarked on a river and figured that the light aquifer was because of the river present.
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>>2314121
Aquifers can exist whitout a river.
What you may have come across is a small surface lake of stagnant water, it can go down a few z levels.
Would need to see map to know.
The river, however, is great if you want to fill a cistern of water for your well, or if you want to build an artificial river to run waterwhells on.
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>>2314142
Looks good do not be afraid of the wilderness, you will just find stronger wildlife.
However, considering how heavily forested this area is, I assume you plan on using wood. So be mindful of the elves, they are cunts and will give you quotas of trees you can cut without pissing them off.
I suggest you clear cut all trees you can before the elves make contact, stockpile the wood for later use.
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>>2314144
thanks, I'll give that a go. one more question for you because i cannot wrap my fucking head around how water/aquifers/whatever works. the pic shows layers 1, 0, and -1. there's no aquifer on the map. i get that the river goes down one layer (0), but it doesn't look like it goes down into layer -1, but there's still damp soil. will water always seep into the layer directly below, or does that not work that way?
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>>2314149
It is fine, you are likely just getting the damp soil from the water on the above Z level, as long as you do not channel up it should be fine.
For the sake of safety, save your game first and then dig, if it floods you reload.
Sometimes rivers can be deeper than 1 z level, so be mindful of that, but no it will not seep water downwards into empty rooms.
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>>2314278
That is true, but you must not be afraid of wildlife, it is only a threat during the early game, in which you still did not form any military whatsoever.
But when you do have a squad of 2 of warrior dorfs training for a couple of years, the aggressive wildlife will become nothing more than training targets, which will yield more experience than normal training, acting as a combat drill for your dorfs.
Do not be afraid, unless you are having your dorfs go out to the surface frequently, the wildlife will usually only come into contact near your entrance with the bolt throwers, which will make short work of whatever wildlife decides to be aggressive there.
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New to the game and I probably should have predicted that werecreatures can spread their curse...
This is going to be a mess. Such is life.
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>>2314399
Update. Survived without too much carnage, although a lot of injured dwarves I've gotta keep an eye on.
This legend solo'd two with a pickaxe without getting injured. One of the most heroic dwarfs in this affair, killing one without injury after an extended duel, sadly lost his wife and child to another werearmidillo halfway across the fort. Tragedy.
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>>2314375
>the wildlife will usually only come into contact near your entrance with the bolt throwers, which will make short work of whatever wildlife decides to be aggressive there.
shooting those fucking keas out of the sky is incredibly satisfying
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>the demon that's killed 50+ of my dwarves is finally back
>mace lord one shots him but a stray fireball vaporizes urist and my fps drops to 1.
Wait, I might actually lose. What the hell.
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>>2314529
Welcome to the !!fun!! of Death by FPS.
If you have DF hack operational, you can change the weather to rain.
Or if you are feeling really adventurous, you can try to order your dorfs to quickly channel that brook creating impromptu island surrounded by moat
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>>2314399
One way to mitigate the problem is to have a quarentine burrow, place a hospital there and have gapped walls on the sides with bolt throwers. This way you can isolate any injured dorfs in a contained area that doubles as both hospital and killzone in case they transform.
Be sure to have a single entrance to this burrow with a long 3x3 corridor full of traps and bolt throwers at the end, to ensure nothing can get out of it.
You may still end up missing a few, but you will have a lot less trouble eliminating the threat.
Also, do keep in mind that while being bitten is the main way the curse spreads, you may still get a dorf cursed by a god, which turns it into a werebeast.
And be mindful that werebeasts can breathe underwater, so flood defenses will not stop them.
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>check the world map for sites to pillage
>oh sweet, a dark fortress with only 20 goblins inside, as stated by the description
>send two elite squads
>report mentions them dying to dozens of crundles and blind cave ogres
I've learned that it's not important what the media tells you. It's what they don't tell you.
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>>2314621
I don’t bother scrubbing combat logs, I just nickname every dwarf that comes near the werebeast. For each risky dwarf, I construct a lever in their bedroom, make it so only they can pull it, force them to their bedroom, then forbid the door and wall it off. Dwarves that are ok get released.
In my current fort, I send all the werecreatures to a cozy cabin on the surface across the map, but you can also just carve fortifications into their bedroom and shoot them.
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>>2314725
I kind of always wanted to make a fort where every single bedroom could be filled by lava or dropped into lava with a lever. I'm too lazy of course, but it would be very useful for werebeast prevention. I only wanted to do it to spill blood for armok.
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Are raid reports supposed to be offscreen?
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>>2313114
>Pray
>Fight
>Craft
>Family
I have a lot of dwarfs who want to be with family but never had a family because the game created them out of thin air, sometimes as embark dwarfs.
I also sometimes have dwarfs who refuse to create friends but wish to be with friends.
>>2313421
>what is not to love?
Magma being 300+ tiles down.
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>>2314725
This is what I ended up doing. Since there were 6 werearmidillos in four different locations, I wasn't bothered to check each potential injured dwarf, so I just put everyone nearby into a quarantine. Easiest method, and seemed like how you'd do it in real-life too.
Debating what to do with those that are turned. I like some of these fellas so I don't want to exile or kill them. I'm considering trying a werearmidillo squadron. Possibly overambitious for my first fort, but could be fun.
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>>2314897
I really hope that they eventually do something about how retarded needs are. I hate how in a long enough running fort, all of your dwarves that are useless for anything but hauling will weigh themselves down by stealing dozens of crafts, while your dwarves with actually important jobs will slowly go insane Lovecraft style because they can't acquire an item
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>>2314933
>Debating what to do with those that are turned. I like some of these fellas so I don't want to exile or kill them. I'm considering trying a werearmidillo squadron. Possibly overambitious for my first fort, but could be fun.
Build a dungeon for them, one they cannot get out of without you wanting them to, then send them to raid some goblin fort.
Do noy worry, they can be facing overwhelming numbers of goblins, wont make any difference to them as they rampage. Just be aware that once they are facing a 20 goblin per beast ratio you can expect them to be heavily wounded and possibly killed.
On the bright side, even if they return nearly dead, once they transform all damage will be healed, even lost limbs.
But for the love of armok, do NOT forget to lock them back up in the dungeon upon returning, or they will just spread the curse further.
>>2314938
You can set crafting stations to allow dorfs to craft stuff for fun, that usually works well
>>2315036
You can, but I do not. You will basically be playing a mix of fortress mode and adventure mode cleaning up all the hostile creatures inside.
>>2315037
Dfhack, or manually counting corpses.
enough.
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>>2314725 (Me)
>>2314933
I thought it would be a good idea to put bolt throwers on the top floor of my cozy weredonkey cabin for a little extra defense.
It helped a bit during a siege, but later on a hunter spotted my favorite weredonkey through a fortification and shot it to death. Oh well.
>>2315290
They can’t break drawbridges or tunnel, so nothing new to worry about
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>>2314938
Needs and clothing take way too much micromanagement. Clothing can at least be automated with dfhack.
For needs, I built a craftsdwarf workshop for every dwarf, assigned each one as the workshop master, and allowed 1 general work order.
Every winter, I burrow the dwarves somewhere that only has these workshops, then all the leisure areas. I request 200 stone crowns or bracelets or whatever. This covers the craft and acquire object needs. Then I leave the burrow active for a month or two long “winter festival” so they can pray or read.
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>>2315290
>how do you deal with FBs now
Have a fortified entrance to the cave system, a 3x20 corridor full of traps and with a gapped wall with bolt throwers should handle pretty much anything, bonus point if you have a barracks with melee warriors there, with bedroom and equipment storage to boot.
It would take a really nasty FB to get past it.
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>Try eugenics fort because genes are mentioned.
>Notice right away that eugenics works on pets but doesn't seem to work on dwarves.
>Find dev comments confirming some genetic attributes are linked to appearance somehow and adventure customization messes with stats.
>Conclude that eugenics works on dogs because they're in-game appearance is simple.
>Recessive genes also exist and there may be some pseudo randomness involved.
At least I know its possible now but there's so many variables involved.
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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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>>2316060
>>2316070
so let me get this straight,
if I want to obtain something like pic related I reckon it's fucking impossible then? I want to fill the whole reservoir , pumping lava from a lower z level, until the lava will flow following the blue arrow and eventually overflow from the top of the mountain
because for now lava doent seem to get past the red dotted line
(dont mind the dead goblin)
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>>2316177
you have to build the pump stack all the way up
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>>2316186
fuck me, its like
60 z levels....well, time to craft some enormous screwpipes
thank you anon
btw, i was looking into the screw pump wiki and I found this
>Liquids will transmit through ramps, unlike stairs, [...]
surely this information is not up to date, right? water flows through stairs
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>>2316190
>>2316193
>Stairs block the intake tile, thus rendering the pump useless, even though liquids usually ignore stairs
Seems poorly worded, found this elsewhere on the wiki.
Magma pump stacks are a huge project. Make sure every pump component is magma-safe, or it’ll end in disaster.
Also, think about how quickly your input refills. If you dig a long narrow channel to the top level of the magma sea, you won’t get the output you want. Go for the middle of a large lower level.
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>>2316209
will do, thanks for the heads up!
I'm just messing around with dropping lava on the siegers, I'm trying to see if it's more effective than shooting them with bolts
last siege a evil warthog from hell and his cave ogres invaded me and I almost lost everything
by the way, i hope siege will slow down a bit now that their leader died
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hey anons, regard beginner question here. pic attached is four different z-levels, from highest elevation to the lowest. i'm trying to put a well on the white dot tile on the pic furthest to the right. the two levels above that are just holes in the floor leading to my soon-to-be-well. the picture on the furthest left is one layer beneath a river surface. i'm trying to fill my well by mining out the clay between the stairs and the white dot and having the water go down the holes in the middle two pictures to fill the well up. what ends up happening is that room floods. what am i doing wrong?
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>>2316264
Just make the actual cistern area where you want the water to settle the same size as the pond you are draining from.
I'd also recommend having the tile under the well (where the bucket will collect water from) have 1 extra z level below it. That way the bucket wont scoop any mud off the floor when it collect water.
I think this setup may produce murky water in your well too. I'm a bit murky on that though.
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>>2314933
>I like some of these fellas so I don't want to exile or kill them. I'm considering trying a werearmidillo squadron.
Well, the cunts broke containment when I was building a contingency plan to flood them if they broke containment. Killed 30~ dwarves, including the King who just settled here like 2 days ago, and now 1/3rd of the fort have the curse.
Debating whether to lean into it and just let the curse take hold, or whether I unceremoniously drown a third of my population.
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>>2316285
Playing a fort with a full werebeast population is funny, but you wont get much done. 12 times a year all your jobs will be interrupted and all your furniture will get toppled and shit.
If you still had big plans for building, drown the werebeasts, if you think the fort is mostly complete, ride out the werebeast curse and observe the fun.
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>>2316292
It was my tutorial fort and I am pretty content with how it is now, I've done most things I wanted to learn, but some early decision I made have began to frustrate me. So I might just let it become a werebeast fort, play it for a bit, and then retire it when I want to create a functioning fort again. I'm curious to see what it would be like to have a werearmidillo fort existing in legends.
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>>2316442
You can't semi freeze people. If a block has enough water to freeze it will freeze the whole square.
I don't know how much water a square needs to freeze though. My brain says its 3/7 but it could be 1 or 7 too
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What's a good milestone for my first non-tutorial fort? I have a well set up, a hospital, a metalworking industry, a drawbridge, a pretty basic first squad of military, and the essentials. I need to start farming cloth and find flux for steel, but aside from that, any suggestions on what to do next aside from digging deeper?
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hey guys
whats this dfhack command that shows task above dorfs heads? looks kinda cool
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>>2316733
It is under 'spectate' and 'gui/spectate'. It can also show name and mood, and you can toggle it to turn on when holding a button, hovering over a person, or have it always show.
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>>2316177
My fort is in the middle of a valley, this thread inspired me to dam it up and turn the whole map into a magma moat.
There’s 160 Z levels from the bottom to the top, it’s a good thing that green glass is free, magma safe, and can be used for all of the pump components.
I’ll have a winding path of drawbridges over the moat, and have some defense towers sticking up through the magma. Should be fun.
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>>2314897
pump it bitch boy. Or do what that one guy does magma piston
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>"Nice the capital of the goblins only has like 10 guys I'll just go and destroy it."
So when is that mission rework coming?
How the fuck did any of my dwarves manage to escape?
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>>2316952
I'm
>>2315727
As far as I can tell missions are basically a duel between dwarf and x. If your boys have steel gear & are skilled they'll autowin any fight at their range or lower. I don't think numbers matter unless you're fighting a very small place and it's actually somewhat even/your dwarfs are a bit shit.
(I'm basing this off winning literally every pillage so far aside from that against a demon base)
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>>2316949
Ive always been a tileset player but I think the ASCII is beautiful. Hard for me to play that way though sadly. But being able to switch on the fly from the steam version is fuckin sweet.
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weirdest description i've ever read
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2 babs have drowned from agitated kias pushing them in the water.
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>>2317037
How do you keep all of your dwarves so happy? I’m struggling with maintaining fortress-wide happiness (tho I may dote on “The Seven” at the cost of all the rest a bit). I’ve got legendary dining hall and fancy statues interspersed throughout, but just can’t seem to get happiness for everyone up
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>>2317099
Mist generators and lavishly decorated meeting halls and dining areas.
Barring that you could always traumatize them to the point of "not caring about anything anymore" but not so far as to drive them batshit.
It just isn't feasible to actively keep the happiness of every alchoholic midget up vs passively doing so.
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53.09 patch notes
Graphics updates
>New procedural graphics for small experiments.
>New animal portraits, and some new full body animal tiles.
>Can pop up basic small animal sheets to view portraits and read descriptions for small animals.
>Offering place, display furniture, and nest box show proper item materials when placed as buildings.
>Uses proper list icons for creatures when choosing animals in embark or adventure setup.
>Added further box highlighting for chosen/hero/ordinary selection in Classic.
>Added error log for unrecognized tile graphics rectangle tokens.
>Properly sized giant flying/gray squirrel list icons and corpses.
>Fixed upright weapon trap display error.
>Minimap properly updates on certain recenter commands.
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>>2317263
General updates
>Stopped mood dwarves from choosing inaccessible workshops and causing path cancellation lag.
>Dwarves no longer try to store pile and tomb items which are located outside their burrows.
>Dwarves no longer try to store carried objects outside of their burrows.
>Stopped dwarves with no working grasps from trying to store owned objects and excess equipment.
>Made armor appear again on many non-sieging units where it was missing.
>Mothers seeking lost infants no longer respect burrows but do respect chains.
>Mothers no longer seek ghostly babies.
>If an egg hatches and the mother is assigned to a zone (e.g. pasture), the baby is now assigned to the zone.
>Soldiers given an order while hauling will now drop their hauled job items instead of taking them along on duty.
>Dwarves heading off to meetings will drop hauled items from cancelled jobs.
>Dwarves are more likely to handle their hauled drink-related items after drinking.
>Appropriate buildings now stop rain and snow.
>Added indication during assignment of specific military items whether the item is already assigned elsewhere.
>Animal traps can catch subterranean water creatures like cave lobsters again.
>Cave lobsters can be processed in the fishery and their shell can be used for shell crafts.
>Creatures that leave statue corpses now leave statues of themselves rather than of random creatures.
>Prophets and other religious people with prophetic belief systems will no longer include incorrect beliefs in their greetings.
>Stopped pedestals and display cases from being allowed to display themselves.
>Made mussels and oysters stop appearing on land when animals root around near oceans.
>Stopped a few illegal werebeast types from being created.
>Added visual button to back out of art element creation and deletion.
>Fixed conflicting hauling/hot keys keybindings. You may have to restore defaults or update it yourself if you have custom bindings.
>Specified amount created in some job names.
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>>2317268
>Fixed some item description grammar.
>Fixed broken child/baby strings in certain contexts like action reports.
>Cleaned up procedural creature text a bit.
>Fixed incorrect name for coral material.
>Fixed improper text for mythical dream objects.
>Giant and animal person variants of pool creatures will now appear in savage lakes. (New worlds)
>Fixed a few typos with key binding text.
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>>2317270
>>Stopped a few illegal werebeast types from being created
>What did he mean by this?
probably creatures that were not allowed to be werebeasts forms, so something like
>A werehuman Fernando Gonzales has come! A ferocious creature of the night twisted into the form of human!
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>>2317276
usually in videogames, an economic system is used to allow players to obtain items/services/bonuses they couldn't obtain otherwise.
At the moment (and correct me if I'm wrong), 99.9% of what's in the game can be recreated, industrialized and crafted.
The dwarves, unironically, have seized the means of production.
I don't see how an economic system could benefit gameplay.
also IIRC they tried it in the past already, and it was super bugged out.
>>2317311
>>2317257
what is up?
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>>2317315
oh I see
thanks I guess then, arr arr
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figured i'd self-report for being retarded and post my first "real" fort so far. i'm looking for tips on how to optimize things a little bit. the "1 layer below surface" is my squad barracks. i wasn't sure if it was better to put them by the entrance or by the stairway down to the caverns. i also wasn't sure whether to separate out my meeting areas into my inn/tavern and dining room. anyone have any tips for my next fort?
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>>2317318
>ongoing personal project
Dwarf Treasure Island?
>>2317343
I mean I would add personal rooms and a sort of "residential area"
I also have no idea how you're managing your burrows and stockpiles, because when you say "optimize" those are the parameters you want to mess around with;
other than that, looks like a pretty okay-ish layout; adding statues, smoothing/engraving floors and making your fort prettier will have a positive impact on your dorfs too
I can't see your moods/food supplies etc so i cant judge on that, but it seems you're kinda good to go
>>2317344
a 3x3 personal room with a bed, cabinet and chest/coffer will make your citizen happy
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>>2317358
married couples will share their own
but children will need a new one
the "multi" painting button will be your best friend here, eventually empty rooms will be claimed by dwarfs and migrants
check your residential area every time theres migrants, make sure to "try" to keep them all happy
if you have 150-ish dwarves, some of them can manage sleeping on the floor, but you should always at least try to give them homes
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>>2317374
>how do people generally split up their fort by z-level?
theres no real correct way: sometimes I build like you did, right under the surface, and I like having giant halls since space isnt an issue;
some other times I like to exclusively build in the cavern layers, so I carve the big spires/mountains and I often need to go vertical, imagine condo/megabuilding like structures with multiple floors for just homes and noble rooms;
I like to have multiple taverns in that case, so that dorfs can reach food and drinks as fast as possible
some other times I evenbuild stuff on the surface, may Armok forgive me
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>>2317381
for nobles I usually build dedicated quarters for them with
>bedroom
>office
>dining hall
making sure to have plenty of space for future expansions to expand if my fort get to the point of becoming a barony/duchy etc: I like this because I can fill their rooms with pedestals with artifacts, gem windows, and other furniture
some other DF enjoyers also like to build big giant hallrooms for nobles and 'peasants' to eat together (by this I mean dividing all the various zones and assigning them to the nobles/administrators): honestly I'm not sure if this improves moods etc, I never really thought about that until now to be honest
always remember
>1 table:1 chair
and don't sleep on engravings if you want to add value to rooms
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>>2317276
I played a lot of 40d which was the last version that had the economy. It was really un-fun.
The coin hauling was part of it, but the worst part was bedroom rent.
Rent was based on room quality and not supply/demand.
Decent bedrooms cost more than most dwarves could afford, so all the haulers would get evicted and had to sleep in the barracks, while the nice bedrooms you built before the Baron arrived would sit empty.
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>embark spawns me on a frozen river
>I press unpause
>a frame later the ice melts and all my dwarfs drown
woah
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I'm now at 43* babs. Dwarves take long as fuck to get married, if the dwarf isn't married/in love in 2 years or less its a dud and should be expelled with its group. The first batch of 7 dwarves get married easily for some reason. Opting use migrants that are already married. Hoping that I'll start to notice a pattern among the babs and even if I don't I'll expel or atom smash the bad ones until genes improve.
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I knew reading would come in handy.
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How do I make it so the dorfs have a certain schedule in a certain month? If I click one of the schedule types it applies it to the whole year instead of just a certain month.
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>>2316278
>But does it actually allow dwarfs to kill demons whilst on missions on the World map or are those places simply off limits for the time being?
That depends, how many dorfs are you sending and how well trained they are?
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>>2317845
>That depends, how many dorfs are you sending and how well trained they are?
6 squads, most with legendary weapon skills. Decked in steel gear. The tower had maybe a dozen different types of demons. Dwarfs killed 1 but got clean struck down by any other they faced.
I've read using giant war animals is a technique.
It's my first time playing in 5 years, so all this stuff is new to me. Still waiting to defend against a proper siege.
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There's a Gorlak in there. I hate Gorlaks.
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just bored checking for weird maps. the river on this one is shallow enough for my dwarves to walk in.
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>>2317592
There’s a button to make a new routine, and you can set specific orders for each month. It’s kind of clunky but you can copy and paste orders from month to month and from squad to squad. Pay attention to the option that lets them keep their armor/weapons when they’re off duty.
>>2318245
Whoa, never embarked on a river that large. Watch out for the winter freeze.
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>>2318269
I built a magma aqueduct once that worked. It would be a lot more efficient and possible than having 200 mine carts all lined up ready to go (though the idea of artillery with bolt throws makes me get a chubby)
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>>2318325
I want sewage even though it has been outright rejected by Toady. No additional micro necessary and I just another fun thing to have to build and work around. And it would make the classic fantasy trope of attackers sneaking in through the sewers possible.
Although, I suppose I can build it and just pretend.
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still on my first "real" fort and i think i'm stagnating a bit. i'm not facing any real threats aside from the occasional forgotten beast that gets put down pretty quick. i have a count, about 170~ dorfs, and things are pretty stable. any ideas for beginner-friendly big projects i can undertake or anything else aside from sitting and waiting for something catastrophic?
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i got so fed up with df attribute genetics cuz they're either broken or too random to matter, that i'm writing a mod that overwrites genetic data onto newborn dwarves. i can't get the mod to autorun though so right now im stuck manually starting it with dfhack cuz i'm not sure if its even running when it autoruns.
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>>2318756
At the moment it scans every 3-5 days whether or not a baby exists, overwrites their attributes, uses the new attribute values to create a genome, and then uses that genome when generating future babies. There's a ton of flaws so I'll probably rewrite it later because right now it'll only use the genome of one parent if another doesn't have one, and I should've just made it pull the attribute values of both parents, but I have no idea what I'm doing.
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>>2318756
>>2318799
pls make a good genetics/eugenics mod
Also how likely are sieges likely to dig down? I feel like setting up inside pillboxes with moats is a great way to destroy goblins, though I'm unsure about enemy digging & also enemy crossbowmen
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My poor dwarf here, sacrificing himself for the good of the Fort.
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3 tile wide moat+1 tile high wall seems to be a simple defense against sieges.
The battering rams just got stuck in the moat, and nobody’s tried to build over it.
I get the occasional climber that gets picked off by my bolt throwers, but that’s it.
100 gobbos down, 40 to go.
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>>2318883
I"m curious if walls behind fortifications help with preventing siege workers getting shot. Though I'm unsure if it prevents them in anyway from firing
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>>2319360
>bloodstains next to one bolt thrower
>skeleton next to another
this wall idea seems good. it might limit firing angle, but i don’t think you’d need to fire in more than 45 degrees to either side anyway.
please post an update if it works.
other ideas:
more floors of siege engines, if you kill archers faster they can’t shoot your dwarves as much.
using sacrificial livestock as bait to make enemies waste ammo.
weapon traps in the firing range, it seems like enemies have trouble dodging bolts and traps at the same time.
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>>2318883
Pic. Those battering rams have been in there for almost a year.
I think the water level might be part of the secret, shallow enough that they can path in there, but deep enough that they can't build.
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Why are there so many species of fucking gibbon while other animals just get a generic name and one variant to represent a shitload of different species that live in very different biomes?
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>>2319566
You see, when a daddy dwarf and a mommy dwarf love each otherwhich rarely happen. Dwarves need a time to socialize and to marry and I doubt they'll have a lot of time for that if they have a lot of labor to do (your fortress is going to be understaffed). Don't forget a dwarf takes 12 fucking years to mature from the birthday to adulthood. I don't remember any of my forts lasting this long.
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>>2319585
>other animals just get a generic name and one variant to represent a shitload of different species that live in very different biomes
Could you gibbon example?
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>>2319974
>this bait again
Here are your trannies, fag[INTERACTION:IHATEFAGS]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: to be a parody of a real woman.]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_AFFECTED_CREATURE:DWARF:MALE]
[IT_AFFECTED_CREATURE:HUMAN:MALE]
[IT_MANUAL_INPUT:faggot]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NO_HOSPITAL]
[SYN_AFFECTED_CREATURE:DWARF:MALE]
[SYN_CLASS:FAGGOT]
[SYN_NAME:Gender Dysphoria]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:DWARF:FEMALE]
[CE_ERRATIC_BEHAVIOR:SEV:10000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:HATE_PROPENSITY:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:ANGER_PROPENSITY:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:VIOLENT:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:DISCORD:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:BRAVERY:40:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:CONFIDENCE:40:PROB:100:START:0]
[CE_ADD_TAG:STERILE:START:0]
[CE_NECROSIS:SEV:10000:PROB:41:BP:BY_CATEGORY:HEART:ALL:ABRUPT:START:0 :PEAK:0]
[CE_FEEL_EMOTION:EMOTION:REGRET:SEV:10000:PROB:100:START:1]
[SYNDROME]
[SYN_NO_HOSPITAL]
[SYN_AFFECTED_CREATURE:HUMAN:MALE]
[SYN_CLASS:FAGGOT]
[SYN_NAME:Gender Dysphoria]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:HUMAN:FEMALE]
[CE_ERRATIC_BEHAVIOR:SEV:10000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:HATE_PROPENSITY:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:ANGER_PROPENSITY:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:VIOLENT:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:DISCORD:1000:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:BRAVERY:40:PROB:100:START:0]
[CE_CHANGE_PERSONALITY:FACET:CONFIDENCE:40:PROB:100:START:0]
[CE_ADD_TAG:STERILE:START:0]
[CE_NECROSIS:SEV:10000:PROB:41:BP:BY_CATEGORY:HEART:ALL:ABRUPT:START:0 :PEAK:0]
[CE_FEEL_EMOTION:EMOTION:REGRET:SEV:10000:PROB:100:START:1]
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>>2316917
>about to complete my pump stack that will cover the surface in magma
>breach the surface
>siege begins immediately
>invaders rush down my pump stack and start slaughtering everyone
>fb made of fire arrives
>game crashes
>it's a nice spring day
>no invaders
Armok has given me a second chance, I won't waste this one
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>Dies to one punch from an unarmed dwarf.
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Release notes for 53.10:
This patch fixes a freeze and a display error in some creature lists. We also added the final aquatic portraits.
General updates
- Stopped game from freezing during some item storage checks related to burrows.
Graphics updates
- Added 28 aquatic portraits to finish the set.
- Made dwarves clothed again in certain lists.
- Stopped last portrait being shown on small animal sheets if the animal has no portrait.
- Made female peachick visible again.
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>>2319585
>>2320308
Maybe he just likes monkeys, and wants jungle forts to be swarming with 8x the amount of them.
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Can you think of a good way to reliably recapture something? Maybe a series of different bridges, one to release, one to incite the goblins, one to recapture the Colossus? A dwarf could manually reset everything afterwards. I don't want the recapture cages getting filled with gobbos, but would love to have a pet Colossus.
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>>2320637
IIRC a floor on top of the support pillar can collapse and knock the trapavoiders down. If it's a building destroyer like a megabeast, then it'll target the pillar by itself.
The support surrounded by cage traps, I mean, No clue how to filter the goonblins out.
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>>2320840
A dwarf is fine too.
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Do you ever wall off the cavern, turn off megabeasts, and notice that animals... just sit at the edge of the map where they spawn until they die?
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>>2318805
>pls make a good genetics/eugenics mod
Trying but I keep bumping into minor inconveniences that end up wasting hours of time.
>dfhack console doesn't continuously dump info for debugging so i assumed something was wrong with my script.
>been using the wrong command to get current attributes this entire time. kept getting errors stating that those attributes aren't in memory.
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>>2312368
What's your preferred bedroom layout/bedroom block layout Anons?
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>>2321593
3x3 jail cells with single bed, cabinet and coffer made from whatever leftover materials are available
If I feel very generous, I COULD smooth the floors
Majority of these lawn ornaments will die when I breach the circus and clowns invade the fort, so why bother?
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>>2321593
Only important dwarves and my OG team get anything more than a 1x2 room with a cabinet and a bed. I do let the idlers smooth and draw graffiti all over the place though. Urist admires his bed next to a drawing of two capybaras humping.
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>>2321593
Either a 3x3 for everyone with two chests and a cabinet, everything smoothed, optimally on an obsidian or economic stone layer, or if I’m feeling like having a different but fun fort, two to four decent to nice dormitories, and then only 7 bedrooms, one for each of THE SEVEN original settlers. They live like legendary kings and queens, bejeweled fancy furniture, preferences catered to carefully, best rooms, best tombs, the whole 9 yards, while all the other plebs look on in quiet envy, learning to work harder to be more like THE SEVEN. I make sure I have statues and artwork of the specific founding dwarf all throughout their room, and just sorta have fun with it. It’s even more fun if you make sure your OG seven become master warriors and craftsmen, while making everyone else haulers and planters and whatnot. A speardwarf militia in copper armour (but with good spears) is permissible in times of siege, but otherwise only The Seven (and any nobles who show up against your wishes) can be warriors, metalsmiths (other than studding goods), craftsdwarves, jewelers, mechanics, etc. Stratified warrior society is fun, and you really get to know your OG team and feel like they’re more than just tokens
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>>2321740
Oh, also, naturally, any dwarf who has a strange mood and makes something amazing, becoming legendary in the process, is also elevated to “noble” status, gets a 3x3 room, and is allowed to work whatever craft they became legendary in, but they’re not permitted to join the military
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>be me
>doing science surrounding caging citizens
>create long corridor of cage traps with cave-in support at the end
>decide to see if I can separate mother from baby
>send mother across hallway
>dust cloud
>gain caged mother and baby
>evict mother from fortress and release her
>uncage baby
>baby gets loads of bad thoughts from whole family being evicted at 0 years old
>wanders around for a couple months
>falls into my dry moat
>climbs the stair out
>repeat about 7 more times
>mfw I gave an infant severe depression and killed himself
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new sieges are pretty epic, stakes feel higher since you can’t just raise a drawbridge, and the enemies are good at finding weaknesses
>forgot to destroy a bridge used for construction scaffolding
>perfect path for siegers
>send dwarves on a suicide mission to destroy it
>succeed, but a lot of trolls and ogres make it through
>trolls find a blind spot between my bolt thrower towers
>trolls dig down into windmill power access shaft
>scramble to cut off shaft and reinforce high risk areas around it
>kill off enough enemies that they retreat
>only lost 8 dwarves
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Why are minecarts so bad?
I want to use them for moving things up and down my fort but dwarfs keep getting hit by them as if the pusher says "Bored now! I want some wine!", lets go, and then gets crushed. Would putting high friction truck stops after every ramp help?
>>2321899
I have no words.
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>>2322088
I’ve never had this issue, but I keep my tracks simple without rollers, impulse ramps, or anything like that.
Do you have your dwarves guiding, pushing, or riding in the minecart? Any screenshots of where they’re getting crushed?
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>>2322304
Basically a helix spiralling upward. Always guided.
The minecart was found below filled with ore, which should mean it was going upward as it collects below where the mine is and drops off upstairs.
I have the game set to pause on discovery of dead dwarfs so this was the closest time to the incident possible.
The entire route is low priority traffic with some lowest priority traffic on the tail ends (though that's unnecessary). There is an alternative route staircase "next" to it just beyond the screenshot that was made so mining out the local ore didn't result in death.
Whenever I get crushes I can never diagnose it properly because I'm not watching the cart, I can't ask the injured or dead dwarf what their job log was to confirm they were pushing the cart, I can't rewind time as CCTV (Closed Crundle Taped Vision) hasn't been invented yet and blood splatter in DF isn't as useful as a real life crime scene.
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>>2322520
Nothing obvious, but I do always have my minecarts in 2 or 3 tile wide hallways, perhaps that allows dwarves to dodge and yours doesn’t? Or, perhaps the extra space keeps them from pathing on the track to begin with, low priority traffic is only a 2.5x penalty so dwarves are still likely to cut across it.
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>>2322594
>allows dwarves to dodge
That might solve mine entirely.
I've got nothing for my dwarf there to cut across. The entire thing is set up so that dwarfs want to avoid the minecart area and have the biggest pathing penalty on the top and bottom to make them really dislike going near the rails.
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>>2319974
Felt the same feeling I first had when I discovered that private custom for DF modpacks are still a thing in the current year - a wanting for everyone involved in this type of shit to die in the most painful way imaginable
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>>2323116
>23 dorfs
will last you for 18 years, given the one drink item per month consumption
the oldest booze would be able post on 4dwarf before being guzzled
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>>2319537
>please post an update if it works.
Issue I had is the moat froze and a winged fend got through the normal wall. Thankfully nothing else was close.
So far most sieges have been very light on enemy ranged soldiers. I just absolutely crushed what I assume was the last real army (contained multiple demons) by keeping bolt throwers on stand by until enough of the enemy was in kill zones.
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>>2323422
>don’t fire till you can see the reds of their eyes
good idea, i’ll do the same.
my attempt at saving ammo was completely renovating my killing fields to force goblins to move towards the bolt throwers instead of perpendicular to the direction of fire. if only my dwarves knew how to lead their targets.
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>>2323488
I could be wrong but I feel like a good spare 2k bolts of wood is more than enough with piles near the bolt throwers. Aside from reinforced walls & moats (which seem the most help) I'd perhaps consider additional burrows so there's dwarfs to assist with reloading but unsure if that's needed.
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I want to mess with the gm-editor in dfhack - someone, give me a worthy goal
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Why can't I butcher the horse?
I tried both linking the stockpile and not, and it gives the same error message.
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I've never had to deal with deadly dust yet. All my dwarves are covered in it.
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>wall off cavern at ground level
>"this will be the perfect place to farm unless a flying forgotten beast arrives"
>flying forgotten beast arrives
>with webs
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>>2323638
>make your own history events relationship links between civ leaders and the gods
Not sure I see what you mean, can you elaborate? Like making some king the son of a solar deity? That's fairly easy to do, pretty sure that's just a normal hist_fig link
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>>2323894
Yes, but also by adding your own events to flesh out your world.
For instance, each of these is an event I added.
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>>2323836
>the realm that's known as the spawning ground of eldritch abominations and uspeakable horrors appears on the ground
>'perfect, let's use it for farming!'
>marching inside merrily
You sir achieved the peak of Dorfiness here
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>>2324042
>>2324043
>https://arch.b4k.dev/vst/thread/2173236/#2222468
Saved. Thanks
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>>2321593
Like this for now, I want to replace their walls with constructed walls eventually.
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>need to get rid of excess animals
>dump rat into open pit volcano
>it crawls out
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>>2324506
This thing has been burning for 3 irl minutes. What the hell have I created!?
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>>2324515
Anything that burns will drop your fps to 1 due to the shit tier code of temperature, flames and smoke.
To be honest, it would be better if the code was removed from the game, since there seems to be no effort put into fixing it.
But really, why the fuck would you drop a rat into a volcanoe instead of just slaughtering it?
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Why are dorfs not using the chests I gave them?
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>just want to finish off monarch's rooms before moving on to next fort
>tired as hell
>late at night and need to get to bed
>almost done with the meticulous arrangement of gem encrusted furniture and engravings of color coordinated bricks
>first crash in weeks
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So, now that the dust has settled...is the siege update worth it? Does it really change the experience or 2 squads of legendary steel coated warriors turns it into a meme?
Also can forgotten beast dig into your fortress now?
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>>2325930
>royal
5x5
High value floors, walls and furniture (statues are a good choice)
Engrave
Display cases (I don't know if pedestals work, try it) can house artefacts or high value mundane objects (gem encrusting)
Artefacts themselves may be furniture, which means they can never be stolen, my Duchess's bedroom's backdoor is a bone artefact called the Faded Virginity
Good materials, which engraving and quality make a lot better for value, are mostly metals
You don't need to make metal blocks and there's nearly no benefit in doing so along with bad drawbacks
Example values are:
>rock: 1
>fluxstone: 2
>gold: 30
>steel: 30
>iron: 10
>silver: 10
>crystal glass: 10
>sterling silver: 8
>clear glass: 5
>fine pewter: 5
>green glass: 2
I personally find the really precious metals are excessively valuable and usually use one of the decorative alloys instead that splits the value with a lesser metal to let me cover the entire floor. I also find gold's value a little unpleasant for its terrible weight, especially in trading, but Urist is too greedy to mind.
This is also how you make guildhalls better. I usually lean heavily on displaying artefacts because there's literally nothing else to do with them and I dislike it when they're stuck in a stockpile. I do have a preference to grant familial artefacts to their dwarfs, which incidentally gives them royal 2x2 bedrooms on occasion.
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I should stress that you shouldn't be stingy with using precious metals for floors. It solves the problem near instantly once engraved. What else are you using them for? Natural stone isn't that valuable even if it makes you feel good when you dig out an entire room that's one colour with no ores or gems in the walls.
>>2325489
I started in the year 50. My world has necromancers according to legends but they haven't yet had the chance to found a tower for whatever reason (some of them have been trying to enact political conspiracies for ~30 years but their societies have too many honourable, law abiding dorfs who keep turning down offers to help).
I haven't found any vampires in legends, though I'm not sure what to look for, and I'm not aware if any werebeasts exist.I play in young worlds because I hate intelligent undead having super strength.
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>>2325984
>>2325980
thanks
I dont really have precious metals, just iron and copper, I guess I could place a couple silver slabs, I found gold but I make crafts out of it and sold most of it
but I usually engrave lots of stuff, will try that
i dont really have problems with guildhalls and temples since pedestals seem to work just fine for them
maybe I could also encrust some furniture, i have a couple of extremely skilled craftdwarves
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>>2325938
>>2325939
Objects on pedestals count if they align with a dorf's preference. I have a mace-obsessed count, and this fancy little thing makes his room royal 12 times over
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>>2326075
Not really. You can engage in actions of conquest in fort mode. Peace making and ceasefires is for the elves, apparently. No prisoners of war, and no complicated dealings, other than demanding tributes/surrender or moving units between your holdings.
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>>2321593
The kind thatfills my screen effectively.
In practical terms its two square areas with an odd side length, surrounded by an 8 of galleries that are 5-wide. The pattern is then stacked with modifications for work or sleep floors. Usually there's an 8 or a 9 size room that tiles this pattern nicely.
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>>2327435
Digging is pretty slow and usually over a short distance to get around a weak spot in your defenses. I haven’t seen them tunneling down to the caverns and trying to attack from there. I think invaders also prioritize building stairs and bridges over digging.
In my 21 year fort I’ve seen
>digging down into farms near the surface
>shooting everyone inside a bolt thrower tower, building stairs, then digging up into an overhang
>breaking down drawbridges
>breaking down walls
>building stairs over walls
>building stairs up into trees and hopping across the branches
>flying over my defenses riding giant bats
>building bridges over moats
>climbing into shallow section of moat and digging underneath wall causing mild flooding
>destroying pump needed to refill moat
>digging into pump stack meant to replace my water moat with giant magma moat
and finally
>drawbridges flinging dozens of goblins into magma moat at once
I haven’t seen them try to dig under the magma moat yet but I’m going to excavate an entire Z level and fill it with magma to make it impenetrable just in case.
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>>2325986
>maybe I could also encrust some furniture
Look up how to link stockpiles to do it cleanly, it's a bit finicky
Remember that
>uncut rock crystals can be used for crystal glass (incredibly labour intensive, no biggie if you don't care)
>encrusting multiple times over fails IF the dwarf tries to use a gem type already encrusted (you can assign the type to encrust)
>filtering gems by value, such as selling the cheap ones with the help of DFHack, helps ensure furniture will be higher value
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>>2327811
>breaking down walls
>building stairs over walls
So what would happen in case of a wall 3 levels tall with an overhang fortification and roof, behind a moat 5 spaces wide?
They will build a bridge over the moat, and then start mining horizontally through the wall, or carve stairs into it?
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>>2328042
Best guess: they’d likely build a bridge/stair combination over the moat the top of the roof, or a bridge straight across and dig through the wall. If the wall was reinforced, then they’d dig up into the overhang. Overhangs are a huge risk now since they provide a blind spot for goblins to dig freely.
I had a similar setup in my fort started before the update.
The goblins built a bridge/stair combination up to the roof, then jumped off the roof into my courtyard.
I stupidly sent my squads to fight the goblins in the courtyard instead of falling back to a choke point, and a squad of goblin archers spread out along the roof of the wall and fired at all my dwarves fighting below. Got absolutely destroyed, elite units are stronger than I expected and getting shot at didn’t help.
My current fort, I went with a more solid strategy:
>archers/bolt thrower in separate towers instead of along wall so they don’t get murdered by melee invaders the second the wall breaks
>towers don’t give enemy any strategic advantage and can be sealed immediately if lost
>purposefully let in a few invaders at a time to discourage digging and to keep the fight manageable
>redundant bolt throwers and extra ammo stocked nearby
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>>2328511
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When do you guys typically start up your military and/or defenses?
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>>2328673
I have a brain problem where I can't be fucked to deal with organizing militia squads until I have enough useless eaters to draft a full 10. Before that I just rely on traps and hope a werecreature doesn't show up
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>>2328673
I love to play in challenging biomes, usually near a necromancer’s tower, so I start up my militia squad day one, woodchopper/militiaman ready to go and train when he’s got no wood to chop or stuff to haul. Leads to having a legendary warrior fairly quickly, minimizing threats and making it so that when you breach the caverns, your tornado of death can murder all the critters that try to break in. I also typically pack coal, cassiterite, and copper nuggets if my Civ has access to them, so I can get a quick metallurgy industry up and running and get my guy fully decked out in bronze asap. It’s worked fairly well for me so far, sometimes I also draft in my manager so I’ve got two murderhobos ready to go
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It seems I locked the dwarven liaison guys in my fort. I opened the exit and they fucked off but the horses are still there wandering around and the good stuff has fallen on my floor. How do I store that in my stockpiles ? Also does that mean no more dwarf help ?
Also my cut gems are all gone. I don't see them in my stocks, thieves can't pull that off rght ? Im getting confused by the events right now.
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>>2328673
>when?
Embark, bronze is cheap (bismuth is identical) and nearly as good as iron
Enough for one dwarf with an above ground open air free range grass carpeted training barracks, he'll train in his freetime (I don't know if that's dfhack)
>but what about monster/ettin/giant/cyclops/minotaur
As it turns out a metal sword is a metal sword and a giant naked man is naked
>but what about childsnatcher
Fuckfuckshitfuck I have 2-4 seasons before an ambush is spawned, make 10 weapons out of anything for a squad and then start to make armour
>>2328742
Check overworld map relation, if fine, wait for next year's caravan
Dismantle your depot if all the items seem to be stuck in it, and rebuild the depot afterwards of course
Problems may be: all items are forbidden (lock icon), dwarfs are too busy to haul, your stockpiles are full, dwarfs need you to save, exit, and reload the game because their brains broke and sometimes refuse to do tasks if you've been playing for hours because the game has bugs
>cut gems
Did you use them? How many did you have? There are thieves (kobolds) who supposedly ignore locked doors and all traps but I have no experience with them and I assume you'd be told about any theft once it leaves your map, same as the game tells you about the infamous kea's exploits.
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>>2328673
before the siege update,
as soon as I have some kind of metal I would start crafting armor and weapons, melee first and ranged later
now my priority is building walls and gates, trying to have some decent defense with bolt throwers
and only then, start actually creating an army
pop wise, when I'm at 40~ish something dwarf I start recruiting at least a full squad of 10 dorfs
that changes based on the biome, untamed wilds might need some extra patrols and stuff and I can clear to avoid small ambushes and snatchers with war trained animals
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>>2328877
The caravan stuff solved itself in the end and I got a whole bunch of free loot out of it, but I still don't get what led to that. The caravan came back as usual, it's like the game didn't register what happened at all.
I didn't find my gems, but it's not thieves.
Might be bugs or something since I leave the game paused throughout the day and play it in small chunks.
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>>2329396
I'm currently playing with ASCII in the new version, but it certainly has its drawbacks.
The new UI system feels like it's lacking that visual aid for icons in the ASCII version. In the past, it didn't feel like a big deal, because muscle memory had you gliding through menus. Now, I would like it if the empty icon boxes had the ASCII symbol for whatever object or usual object produced by its respective workshop. I'd rather not have to read through a list to see what I need to click on. Better yet, just put the hotkey in place of the icon. Still, the new UI is centered around the whole WASD scheme. Sure, I could re-bind everything to better suite the comfort of moving one of my fingers away from WASD to something more appropriate than Alt-P for locations or whatever. However, I don't feel like it.
Having to use mouse for most things is especially meticulous on ASCII, because I find zooming in makes everything muddier and blurrier. The UI seems to lose some information, too. It looks terrible if you adjust it, so I stick to one zoom level.
In spite of it all, and missing tilesets and box ASCII, with Krugg's color scheme, the game looks beautiful. I prefer it over the bright, cheery colors of the pixel art. And I miss having colored stone and gem floors; it's so cool to see the old tetrahedrite veins running through rooms. I don't hate the new art and I was even amused by some of the more hated portraits, it's just not for me.
Watching the top of my fortress get turned to ash by a firebreathing titan was a such a treat.
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>>2330805
Unless toady changed it, no. Resources accessible to your civ are determined during world gen, similar to civ-wide animal domestication.
However, maybe if you retire and start a fortress with a different civ, you might be able to raid your previous fortress and get sunberries that way.
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>>2330805
>>2331321
I started my current fort in a good biome with the goal of growing sun berries in the underworld.
No feather trees when embarking
>huh that’s weird, let me start digging
Blue and white grass doesn’t grow back
>huh, that’s weird, let me mine those nice blue rocks
No sun berry bushes
>huh that’s weird, let me fight some demons and establish a foothold
Finally check the wiki
>good parts of my map are mountain biome
Fuck it, I’m gonna dfhack it now unless there’s some good civ I can raid
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the elves have blessed me with some grown logs and a giant grizzly bear.
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I randomly decided to go looking for all my old mods only to see both of the sites are down, anyone know what happened?
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>>2330739
Why you're saying this? my game still have colored stone and gem floors in ASCII, only in the graphics version they look the same!
The biggest problems in ASCII are browsing items lists with mouse instead of using - and + on the numpad, and they removed like RETARDS the option to browse over scattered items and workshops with the V and Q key, so producing thingsand finding rotten shit behind a magma cloud is so hard, and them you have two options, blindly hoover with your mouse while looking at the item's name that your cursor is on, or go to fucking stocks and try to guess what item you want to drop in the trash, IS SO FUCKING RETARDED BEYOND BELIEF, they just butchered the keyboard only support for no reason, i think the buttoms and name in the Labor tab are back in some updates ago, i know every problem ASCII mode has because made me so pissed, but the new UI and the new labor scheme are cool, the Tarn and the tranny programmer still didn't notice how tedious and insanely diffucult is to play in ASCII, seems like they only let the option there for newfags, go "OMG ASCII graphics"
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>>2334111
>>2334481
a lot of people complain about elf trade restrictions but I'm so used to basing my fortress economy on gems and metal crafts that it's only ever caused me a problem once (accidentally trading goblinite with a bone decoration on it). It's fun to buy out everything useful in an entire caravan for a handful of diamonds
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>be me
>send dwarves on raid
>spoils: male and female cave dragons
>dream of breeding badass war dragon army
>real dragon shows up
>melts 3 dwarves and 6 bolt throwers
Bros I’ve got serious dragon envy now
But actually, I’ve got a ton of questions now.
How are pillage odds actually calculated? I know it’s tactician skill plus military strength, but are these dragons going to be like adding 5 dwarves or 500 to my squad?
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>>2316993
>>2316996
I used dfhack to fix a civil war with my home civilization, and the dwarves have slowly started coming back with migrant waves. it's been around 15 years now.
No idea how the civil war started. Possibly because some trade caravans got spooked by agitated wildlife and dropped everything?
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>>2334832
I'm pretty sure the game actually simulates battles, but I'm not sure how. At one point it was a series of duels, with the armies basically approaching each single file, but that was years ago before the siege update.
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>>2312368
Is it just my shitty notebook, or does everyone else experience massive fps drop after finding caves?
My game runs smoothly until I hit a cave, then the game gets a permanent and dramatic drop in fps.
Does it happen to people with proper gaming PCs?