Dwarf Fortress Thread

The thread where we discuss dwarves, fortresses and dealing with elves. Fuck elves.

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dwarffortresswiki.org/index.php/DF2014:Pipe_section
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Fuck dwarves.

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>Get called an autist because you don't understand it's suppose to be a simulation man!

Would you prefer text base RPG/strategy or eyehurtin' models and utter confusing gameplay that was Slaves of Armok, God of Blood Chapter 1?

Unf.

Toady has autism and is fulfilling his own vision. Not yours, mine, or anyone elses. A lot of retards forget this.

3d dungeon keeper. As soon as I played dungeon keeper the first thing I thought was "Dwarf Fortress was copying this". It's so obvious.


Which is why people like Notch and Rim World come along, rip off a 1/5th of the game, and make a fortune while Toady is losing interest with each passing day.

Doesn't mean anyone has to give a shit about his vision.

You just don't understand his vision, unlike me.

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STONESENSE
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Siege update eventually.

Ever since stones became actually difficult to carry I feel like the game slowed down a lot.

You can only assign wheelbarrows to stockpiles, not workshops, right?

yeah you can only assign 3 wheelbarrows to a stockpile
Using wheelbarrows is useful because it only limits 3 dwarves to hauling labor instead of every one and their son dropping everything in the world just to haul some rocks.

Is there a fucking mod for using a mouse with the UI yet?

Or you can do like me and run out of rocks.
Everything in my fortress is rocks, and by the 4th year I'm already digging specifically to get more rock.

What's the point of using that word? that could be anytime. Here I'll do it too.
Dwarf Fortress full release eventually

I'm having a problem with my fort design. Namely, Every time I start the fort I design my entrance the exact same way regardless of biome. Do you have anything to suggest as an inspiration to mix it up a little? Just from an aesthetic point of view, security is no issue to me. Suggestions regarding use of material for aesthetic purposes are welcome as well.

Resposting from old thread.

I see you didn't take anything that they suggested. I'll try once more. Make a giant hammer your entrance.
Bonus points: Make the bulk of the hammer be functional whether it's a stockpile or noble room.
Dwarf points: Make the hammer itself function as a weapon, against invaders, in some way.
Pic related is how I made my hammer, it looks like shit but I always made my forts go for efficient designs and now I'm bored so I'm taking the first steps to becoming a mad scientist.

Posting some forts I did.

I like to design forts by a certain width and length, and keep that for all Z levels.
Then I use legendary miners to dig all the earth away to leave towers made out of the earth.

are there female dwarfs?
do dwarf lewds exist?

You sound like a dark elf. out with you lewd elven scum.

Tell me a story about your fort, user.

Dark elves are for making loyal servants out of, not for lewding.
If you want lewd try bronze colossus

I don't have any good ones, but my fortress is haunted.
A bunch of dwarves died, I can't figure out how to dedicate slabs to them and their bodies are missing.
The ghosts are pretty bro-tier, they follow their relatives around, don't cause a single bad thought and spend their time making the tavern spoopy.

yeah, have fun

My dwarfs cant use stairs

I love making fortresses where the only entrance is from the caverns, with a comfy tavern for outsiders to chill in right outside the gates.

Slabs are confusing so I understand.
You need to first make a slab, then engrave a slab at the stoneworking building.

Then when you build your slab hit x and you can find the slab that is engraved for that dwarf.

Those are some nice ghosts actually.

Please explain.

So ghosts aren't always a negative thing anymore?

Sometimes the game is just odd, my brother had a vampire go insane and jabber in the dining room with all his other dwarves.
People would get happy thoughts talking to him.

Vampires have high stats in everything especially social

Tried turning temperature off and limiting G_FPS, but it did nothing. There wasn't anything outstandingly CPU heavy about the fort. The only thing I think might have caused it was I embarked on a 4x4 space. Is 4x4 that CPU heavy?

Did you bust into a huge cave system? That can fuck things up, same goes for if you have a lot of mist off a waterfall or something. 4x4 can and 3x3 isn't that much less space.

Kinda. It wasn't that big, and the FPS troubles didn't start when I discovered it. Only later. I'm going to try a new fort on a 3x2 embark. Hopefully it doesn't shit the bed this time.

Some of it can come just from fort design too, like if you have a bunch of dead ends or narrow urethra hallways. Check the wiki about traffic. If you have a lot of worthless junk laying around it can always be atom smashed.

What would be the best computer to use to play DF?

Is it an actual user interface yet? If not then it's completely pointless.

A gaming laptop

Something with high performance per core, so you can relegate it to a core that isn't in use much with set affinity. A fair amount of RAM isn't bad, either. World gen can get a little crazy if you go for huge old worlds. That's usually stupid though because almost everything is dead unless you're just there to read legends. That's really about it.

Nigga that ain't Rimworld.

piercings are the best tbh

Get >>>/out/

Whatever is the newest octa core processor intel has, overclocked as much as possible with the lowest latency RAM, a SSD, gentoo linux with optimized shared libraries and the most simplistic window manager you can tolerate, an AMD GPU running the free software drivers plus DF running on the highest possible priority.
That's probably how you get the best performance on dwarf fortress.

Concerning the new raiding mechanic, does anyone know if the strength or equipment of your dwarfs matter at all?

I've sent out 4 raids, they all succeeded and I can't figure out how it works.
Either way what happens is your dwarves walk to the edge of the map, a few days go by and they come back hauling items and you get a mission report.
On the 4 times I did it I did it 3 times on occupied areas and 1 time in a tomb. It said "the dwarves didn't find anything" in the tomb, and in the occupied areas I got a detailed description but the gist of it is that they successfully sneaked in and stole artifacts from the places they went to.

Reposting user's excllent OC.

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Haven't raided yet but does raiding mean just sneaking into defenseless towns or does it mean a proper military raid against a fortified goblin fortress?

I fucking love those memri tv edits.

Craftsdwarf's workshop, not mason workshop, and the skill used is engraver instead of stonecrafting.

its been a long time since i played, forgive me if i forget exact titles
I think i gave up before that fully played out, but i never forgot that scene

The thing that always bothered me about dwarf fortress combat is the weird way people would fight. How would a dwarf take out a dragon in seconds? and how would a dwarf even reach it's neck to slice it off? Ingame they are actually just tiny 1 tile blobs with flavor text and stats to match but any dwarf can reach their level and beyond with a year or two of training.

Do temples provide any benefit other than flavor?

Yes, they do. Dwarves get unhappy thoughts when they don't pray for a long time. So having a temple makes your dwarves more happy and fulfills their needs. This affects their mood and performance.

wew

I'm doing my first fort where I bothered digging to the GMS. Adamantine was revealed when I discovered it, but it all borders the magma. Is there a reliable way of mining it without melting my dorfs?

why would i want them to be happy if im not happy? none of them ever ask me how im doing.

Divert a river unto the magma sea.

You do realize the only reason a room wouldn't have a purpose in DF is because you designed it not to have a purpose?

That's because both dwarf fortress and rimworld are good games but they are intrinsically different and comparing them directly isn't fair

You can usually dig the inside of a adamantine vien, make stairs, leading down out of the raw adamantine, then deconstruct them and replace with stone.

So if this was a vein looking above from the zlevel with lava.

~~
++~~~~
++++~~
~++++++~~~
~+++++~~~~
+++++~
~~++~~

You can dig out the adamantine that isn't touching magma.

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Dwarves are JEWS

Mine out a room. Place an armor stand. Designate the armor stand with Q, now it's a barracks.

Mine out a room. Place a bed. Designate the bed with Q. It's now a bedroom.

And so on. Almost all the furniture in the game is expressly for the purpose of making rooms into designated, for-purpose areas.

For example, one lets you fucking use a goddamn mouse and the other is pretending it’s 1983 and doesn’t support any advancements in computing technology since then, like multiple cores.

Do jews have alcohol as a dietary requirement though?

So why should I train dwarves in pottery when I can do it all with stone (this includes ale storage I found out)? Same applies to glass minus pipes, jewellery, and all the other skills. Why even train an army or use siege anything when the most effective way to kill enemies is with broken cage traps not to mention the atom smasher and eventually invasions stop coming? Farming is limited to having a fuckton of turkeys and creating an infinite supply of eggs, or just create an underground farm with infinite plump helmets for endless ale/food? Even stronghold would throw a blight that would wipe out your cows, rabbits, etc so you needed multiple sources of food, but DF has none of that and even then in stronghold cows could be used to make leather, wheat made you vulnerable because it could only be grown in specific areas, and hunting would not only endanger your units but was slow as fuck. The only thing DF could do to add variety or enable these is create nobles which would randomly demand a random item.

This is just off the top of my head. I haven't played DF in a year, but I'm sure if I fired it up it'd jog my memory. I bought into DF because of all the memes of an awesome base full of intricate traps you could build, but it's all bullshit because the game is just broken/unfinished and will remain so.

For flavor? Because you can? Because clay has a base value and stone can be worth more or less depending on the rock you use? Because you want to? Sure, you can do all that boring stuff, and it'll be effective. You can also make yourself immune to sieges with a few simple measures that involve channeling and drawbridges and whatnot.

But that's boring.

So you make clay crafts, because you want to and the clay is available and it's an interesting limitation. And so on with everything else. DF is a toy, not really a game. Approaching it as anything but and being shocked at how 'easy' it becomes is foolish and ignores the core concept of the game.

Dungeon Keeper found a way to make it work without having to improvise for design flaws.

You can't keep bees in DK shit game 0/10.

Dungeon Keeper is a different game.

Dwarf Fortress is essentially a simulation of a moria-esque dwarven fortress, without a real end goal, and various possible bad ends. The main draw is the combat logs, the tantrum spirals, the hidden-fun-stuff, and looking at the randomly generated art.

Dungeon Keeper is about you running a fantasy dungeon, such as what would be found in D&D and hacked together by a game master. It's mostly about management and resources, with an iota of strategy. There is overlap, but the point of the game is entirely different.

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They really aren't that different at their core. Like I said in my first post in this thread. You can see signs DF was building off of DK. Not too different from how Minecraft ripped off DF. Even before I played DK I always felt DF was unfinished or things where lazily implemented with no goal, but it wasn't until I played DK that I truly saw.

The mentality "It's good if you pretend the problems aren't there" is such cancer. Even outside of DF. Literally the entire stealth genre is cancer because of this mentality.

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DF is unfinished, that much is true. However DF is not building on DK. It has much bigger scope. DF only partially shares a goal with DK. DK has only one goal - defending a dungeon. DF has at least 4 different goals:
1. Social fortress simulation.
2. Dwarven civilization simulation.
3. Dungeon defense.
4. Complex building simulation.
Probably also surviving in harsh environment.
None of these goals are complete but main focus is obviously on the first two. DF does not have obvious gameplay design flaws, it merely tries to fulfill conflicting goals, so making it more fleshed out in one direction will prevent fulfilling other goals. So it is up to player to set his own goals and impose challenges and/or mod the game to the goal of their choice. You can't build a huge temple and fend of huge hordes of enemies at the same time, so you have to choose. In this case modding is not improving flaws but closer to focusing your game towards one goal. DF is perfectly fine as is, but some mods can make it more specialised. For example Fortress Defence mod makes it better than DK as it provides extremely strong enemies, far stronger than anything in DK, which also are immune to cage traps, weapon traps and atom smashing. You can wall yourself in, but it is necessary to devise proper defense and it is punished worse then in DK, as you have to constantly memorize ghosts from caravans and migrants. And ghosts can be very dangerous.

Finally, your complaint about reskins does not make sense. All rooms in DF do have different functionality, just like in DK. DK only has fancy animations. The similarity in items has nothing to do with this as well as siege difficulty. Items are only similar at a glance, as weight, cost, quality, magma and fire proofing all make big difference. Siege difficulty is related to fulfilling other goals. And there are enemies that are immune to cage traps and atom smashing.

I think you just severely lack imagination for DF and need someone to set goals for you. So there are no memes or bullshit here, you just gave up on it. The game is unfinished, but it is far from broken. It is clearly not for you, so you should stop trying to criticize it while knowing so little about it.

Because clay is lighter than stone and can be infinite if you have found a deposit?
Glass is infinite too and you can make trap components using it.
Because there are tons of more dangerous shit that is immune to traps? You need a standing army to send to raid other civilization, maintaining cage traps is tedious.
Except for he fact that your dwarves have preferences and they will get unfocused after eating the same shit over and over?

Its pretty obvious you haven't even progressed in the game beyond just setting up a farm. You are like those mongs who think that you can beat minecraft just by digging a hole and covering it up.

No, dwarves are far too industrious to be jews.

Kikes would never dig without a proper summer camp, and on top of that they would still be spiteful. They want others to do all the industry. When they have to dirty their hands they remember they are untermensch.

The blood of the earth on a jew's hands. All they have to offer are golems. Male a yid strike Earth and see how they kvetch.

Quite sure I would never rely on them. Yet, we are still spacemen.

Don't attempt to test Armok or the airborne.

How to stop this shit?

stop making your children go insane?
Lock him in a room, trap him somewhere, get him killed etc.

Make sure nobody has hands.

Or you could do the proper thing and remove them from hauling jobs and put them in service forever.

Wew, anyway. Make it your justice dwarf.

If he's insane you can't do anything about it, he'll throw tantrums until he starves/dehydrates to death.
If he's dangerous kill him yourself otherwise let him be.

Well, that technically works.

My current fort has been beset by werelizards. I've only lost four in the process by the second year. Already had a wave of peasants to fill jobs. They fought, became proficient and died with no remorse. The only regret was not having a field hospital set up in time.

A snapshot of better times, when everyone was just vomiting at the sun and the first fall of snow.

The comics people draw of DF are some of the best. The first panel would just be the battle, the second has the Dwarf’s last words, and the third would be the werelizard looking horribly confused and a little nauseous.

Vomiting is an ancient dwarf tradition.
If they actually digested all that alcohol, they would die.

I really do not see much reason to make paths for the trails of vomit. At least my dorks are mostly underground now. I have to remember to zone a kindergarten again. Nothing worse than immigrant children playing in the wilds, rather have kobolds. But,I am attempting a loose service this fort. Seeing who comes out of the field hospital I set up over a pond. It they become werelizards, so be it.

Am I missing something or do dwarves learn the Swordsdwarf skill faster?
One of my military squads is composed solely of swordmasters, but I have 2 other squads that are only a few months younger and they're only halfway to becoming masters at their weapon.

The organized a party one got me

What are the pros/cons for weapons?

It's too complex without an autistically long wiki article
dwarffortresswiki.org/index.php/DF2014:Weapon
Essentially you use swords for versatility, axes for lightly armored or unarmored humanoids and foes slightly bigger than dwarves, spears for large foes and versatility (not as versatile as swords however) and blunt weapons for heavily armored foes and undead.
An effective military has every single kind of weapon (foreign weapons optional), but don't make a squad where dwarves don't all use the same weapon or when you tell them to train they'll teach each other their different weapons instead of training the same weapon more.
Marksdwarves fit in a whole different category because they're ranged, and their bolts deal decent damage on anything.

The intelligence of dorfs is pretty astounding.

That's actually amazing

Is this pure RNG or is it actually something the dwarves do based on some skill or stat?
I'm starting to think there's something else involved, my best spearman aims for the head with his spear most of the time but I can't figure out the underlying game mechanic.

If it were random, he wouldn't do a wrestling move once and then go right back to spamming axe attacks.

Oh and while user's dorfs show their intellect I'm living a house episode in my fort as dwarves join heads in trying to solve the incredible case of the smashed finger.
I have a team of medical scholars who have skill in diagnosis ranging from adept to accomplished who have been diagnosing the same guy for the 3rd month in a row trying to figure out what the fuck is wrong with one of my militia captains hint: his finger is smashed, nothing else.
My chief medical dwarf is so clueless he's discussing pulmonary circulation with elves.

Why are swords versatile? Wouldn't hammers be versatile since they can smash everything equally?

Swords aren't really anymore versatile than Axes. Armor doesn't mean much if you are using Steel and Candy weapons as no enemy units(apart from dwarves or titans made of dangerous shit) will match your tier of weapons.
Hammers are for pulping shit that doesn't feel pain like Undeads, giant sponges etc. Unlike other weapons density of the material used matters a lot for hammers so only make them out of silver.

You need powder for casts

Is the wiki wrong? It said it was possible to replace powder with splints.
Nevertheless I'm digging the sedimentary layer which I avoided because I reserved it for a possible future use that required being near the top, thanks.

Where did you read that?
If that really is the case then maybe you just don't have a bone doctor right now?

dwarffortresswiki.org/index.php/DF2014:Gypsum_plaster
I do have bone doctors, and my hospital has 15 splints right now. I think plaster powder and splints really don't serve the same purpose.

...

Is there a reason a local civilization would withdraw from trading, or begin trading after inactivity? At embark I had elves as a neighbor civ, but it's been two years and I hadn't had a single trade caravan from them. When I looked at civilizations in game, only humans, dorfs, and goblins show up. If I look at the map the Elf civs are physically very close to me, so I'm not sure what's up. It's a shame. I really would like for them to come visit me so I can kill them.

They probably got wiped out
They may get repopulated in later years to start trading again.

What a cruel fate that they were wiped out by someone who isn't me.

Who says it wasn't by you? Was the elven king in the last caravan you killed?

Yeah in mine the elves are at war with the goblins and the goblins are kicking some elf ass while I get a lot of elf bards/scholars/dancers as visitors.
I kill them but the elves aren't declaring war. I'm grinding my wealth to attract more goblin sieges but the goblins aren't eating the bait either.
I might just start a war with humans for the heck of it. This is all on a 5 year old fort with a 80 dwarf military and an embark rigged with traps so I'm looking for some fighting.

The point of using different materials and different foods is to make sure your dwarves are happy. Did you even read the dwarf psych profiles? Yes you can keep your worker dwarves sustained with plump helmets because they are workers, but later on the game introduces dwarf nobles who like real nobles are autistic as fuck about their preferences and will get mad if you don't give them what they want. Baron Shittybeard really wants a cut emerald table to eat his masterpiece dinner with dwarven sausage and goat cheese and isn't totally satisfied until you do so. Surprise surprise, the game starts off easy so you can actually figure out the basics. Both pleasing your dwarves and defending them becomes harder as the game goes on. Not only that, but when you get strange moods, your dwarves become obsessed with making a legendary artifact, which is good because you get a legendary dwarf but bad because you may not have the materials they demand.

dwarffortresswiki.org/index.php/Planepacked
Reminder

No I haven't seen a single elf since embark. Went and took a look at civs again. There are three Elf settlements with 100 population within a half day's travel to my fort. It says "war", but there are no diplomatic relations with elves when I hit c.

This seems so obvious, but are there any other games anywhere that even do this?

I haven't seen any other game that meshes wrestling seamlessly with melee combat and allows for armor removal, so no. Closest I can think of is guard breaking.

Sounds like the elves and goblins are too busy warring each other to bother attacking you.

Just started with DF. Can someone answer this:
- Does it make a difference if I build stairs or ramps for z movement? I heard dwarfs can fall down stairs. So are ramps better?
- My dwarfs aren't using the dormitory or dining hall. Do I have to select every bed and table and r?
- How can I make it so the milker milks the animals when possible?
- Can you build elevators? What's the best way to get the good ores from the lower levels up?
- How can I limit the amount of immigrants without setting a hard cap? I want to grow slower.

You only need to set dorms and barracks on one bed. Make sure the area designated includes all the beds in the dorm. Dining halls work the same way.
Make sure buckets are available for the milker.
Best way to move ores is mine carts. This is what ramps are good for as opposed to stairs. Dwarves only fall down stairs when there is shit that causes them to fall, it's not just a random "fuck you."
As for limiting migrants, you can try putting them in a burrow and flooding them or pouring magma or just starving them, but you will find that your first wave of migrants is easy to manage once you get the basics.

Thanks. As for the milking I have enough buckets. Perhaps I didn't set up the job correctly. Here's what I do: I set up a repeating milking and cheese making job. But after the first run they are suspended. I always have to unsuspend them manually.

Ramps let a dwarf move away from the ramp itself (or use another ramp) in the same tick, so they're technically better. But ramps are harder to manage because you're actually digging through the floor so you can't for instance make a 3x3 square of ramps because that'll just cause a cave in. Dwarves can fall down stairs, but only in very specific situations. I don't know all of them but I know if they do a combat dodge on a staircase they'll fall down. That's why you don't build a straight line of up/down stairs (your dwarf will just fall a huge height) but instead links of down and up stairs so your dwarf at most falls down 1 z-level which is generally harmless.
They'll only dine in the dining hall if they feel like it, sometimes dwarves will just decide to sleep on the floor instead of their bed or a dormitory. You don't need to select every bed and table, and if you do you're going to overlap rooms which decreases their wealth value.
I'd like to know this too.
There aren't elevators, that technology is too advanced. You can make (mechanically) powered minecart tracks and your dwarves will ride and carry goods in them, and those can cross z-levels through ramps.
That's just a phase of the game that makes early set up slightly harder, later in game you'll be needing more dwarves but you won't be getting them.

Make sure you have a dwarf with profession set to milking. Set farmer's workshop to repeat milking but not cheesemaking. If you have a milkable animal in a pasture, it should just happen. Not even sure if they have to be in a pasture. When you have milk in your kitchen inventory, toggle "cook" to off, then assign a cheesemaker and repeat cheese making.

Also, it's possible the job keeps suspending because they are getting interrupted by wild animals. Check your combat reports.

I'll try that

When jobs are suspended, there's always a log entry explaining why. Set up the milking job again and then when it shows up suspended, check the log and look for an entry related to that.

I always thought the room value thing mattered a lot less for communal dining halls and dorms, especially at the beginning of the game where dwarf happiness seems to hinge a lot more on the simplicities like not sleeping on the ground and being able to eat at a table. Regardless I recommend you just carve out 2x3 bedrooms for each dwarf straight at the beginning, it does not take a miner much time and goes much further for happiness purposes.

It got suspended because there was no unrotten milk to make cheese.

Don't put up the cheesemaking job then, sounds like you put up the cheesemaking job first and it got suspended, which meant that the milking job never got done. Jobs at the top for a workshop list are always done first. It's been a while, I'm not completely sure if a suspended job blocks the next job in the list. I thought that suspended jobs were auto-kicked to the bottom of the list but perhaps I misremembered that.

Oh wait, I remember now. I think if you put a job on repeat and it gets suspended it blocks the next job.

Use the meeting area zone option. I think the hotkey is i then designate where you want your dwarves to mingle when idle, which typically is the dining hall. When you do this, make sure to make a pasture where there's grass for your animals to graze because if you don't, they'll follow everyone into the meeting area and starve to death.

When you have skilled engravers you can also engrave rooms. And it does matter less for communal dining halls and dorms.

Engraving is a lazy man's way to improve a room. Masonry is better because you have control over every block and can make it look homogeneous. Also, it's difficult to control engraved shapes if you eg, mine out a diamond vein

I need to manage my food better. I make so much food that I'm eating through quarries to supply enough rock for rock pots and jugs. I've completely given up on making crafts because I can sell lavish masterpiece meals to caravans and buy everything they own. (Which is good because I have no iron ore.) Between surplus items, dwarf children, visitors, and domestic animals, my FPS is dogshit and I'm barely 10 years in.

I want to just shut down all my farms, stop milking animals, slaughter everything but a few domestic species, and brew all my excess plants, but I'm afraid I'll forget and cause a nasty spiral that dooms my fortress. Can DFhack send warnings when certain types of items reach a critical amount? Is there a clever way to use manager to avoid this problem? Should I just gift away most of my shit to a caravan every once in a while?

What's the majority appeal of the game?
Like many others, I feel like it would be easy to make a fortress survival game with many layers of mundane crafting, but it would lose out on a lot of charm

What's the point of dwarf nobles again?

Caravans exist as an entity so they could of been attacked on the way there.

Its happens to me occasionally when an enemy army is walking towards my fort and is aligns with when I normally get traders.

What's a law-giver?
A human whose profession was law-giver visited my fortress. I figured he was important, so I killed him. But I still don't know what he was.

"Law-giver" is a fancy hyoo-man term for "diplomat." You just killed a foreign ambassador, so prepare for Fun. Speaking of foreign ambassadors, is there a way to designate a resting/dining area for foreign dignitaries only? I made one such area and made it "open to all visitors" but every other peasant jerkoff uses it for a nap while the outpost liaison has to sleep on the floor. and he's not a citizen of my fort so I can't reserve both rooms for his use only. What do I do? Mind, I'm using version 43.05.

You can assign beds to locations and long-term residents will sleep there, but I don't think visitors will. They definitely won't claim the bed, but I'm not sure if they'll randomly sleep there like citizens do.

Make a manager, create a perpetual job of milking in the farmer's workshop and get ready for job cancellation spam.

...

Is there any upside starting in an evil biome? Or is it just harder?

If said biome's weather includes ravenous zombie animals and sickening/killing rain, then it's easier to defend I guess. Of course, it also kills any visitors, including caravans, which is always Fun. But hey, it wouldn't be DF without the players figuring our ingenious ways to get shit done.

My evil biome has unconscious rain, my hunter dwarf have fun shooting giant bird that faint and broke their wing when crushing down.

Fuck Leylia, and fuck the TV series for not including Ghille.

Do tantrums just not happen anymore? My fort is fucked and nobody has thrown a fit.

IIRC it depends on how each individual dorf handles stress as well as the things that most stress them. That said, generally unpleasant circumstances can cause tantrums.

Define "fucked".

Didn't bring a copper axe because I thought training axes can cut trees so nobodies had a bed for a year now and I'm still waiting for a caravan or a migrant with a axe or wood to fuel my smithy or something.

The local Dark Goblin Fortress had 300 goblins.

Then they started sieging me.

Now it has 100.

...

The real problem with this game is how much time you have to spend managing trash.

If your fort is in the least bit efficient, dwarves produce far more stuff than they use, especially once they level their skills up. Too much stuff reduces FPS. So what you get is a Dorf China situation where you're desperately trying to lose as much shit as you can, as fast as you can.

It also doesn't help that wagons will freak out and drop their shit (bugged) if they see body parts left behind after the last siege.

DFhack helps manage items a LOT. It's worth it to spend 10 minutes learning commands because you will spend far more than that trying to manage by hand. Always RTFM before running a command.

Helpful ones for FPS or trash disposal include:

Some save time and/or frames by managing annoying shit.

There's also stockflow and workflow, which take a bit of planning ahead but put limits on production, which are huge life- and FPS-savers. You can better optimize hauling with autohauler, which is a simple fix and probably won't fuck anything up. You could also completely restructure how jobs work with autolabor (labor efficiency oriented) or labormanager (speed oriented), which completely bypasses assigning jobs with TheRapist or DFhack's manipulator.

Most of my dwarves have had no bed for about 5 years now. Toady definitely did something to tone down tantrum spiral but, even before he did, dwarves could go years without a bed and not throw a fit.

Really? That's small potatoes. Call me when half the fort is being massacred by goblin zombies and the other half is on fire or flooding with magma.


I didn't know it was possible. What do you have to change?

just dump and smash the useless shit
I usually sell every piece of garbage to the traders.

I used to be quite into DF, stopped playing just before Toady added necromancers making infinite zombies with fingers and shit. How much will I need to learn to come up to speed? I heard something about minecarts being a thing now or something? And something about non dwarves coming to your fort for reasons other than trade/war, and dwarves being homos/vegetarians and not making the next generation of army recruits reliably?

I guess you all heard how that AI played chess for 4 hours with itself and then beat the world. I'd like to watch an AI play DF.

You have to change [ORIENTATION] token. Read about it here:
dwarffortresswiki.org/index.php/DF2014:Marriage


You need to learn about needs, new rooms (taverns, temples,libraries). You can choose to allow visitors, or forbid them to come. Long-term visitors can become residents. As for gay dwarves, see link to wiki above.

I don't know, how i managed to do that, but this happened.

PART 1: GENOTYPE AND PHENOTYPE
So, ever since I discovered that a large amount of dwarven traits are hereditary and thus artificial selection pressures applied on them, I have dreamed of implementing a kind of 'eugenics' to promote certain phenotypes within a dwarvern population.
I've never actually implemented this myself but I have learned a few things about dwarvern genetics on the way and I do believe that such a project would be possible with some dedication.

A lot of this info may seem obvious to veterans but here goes:

All dwarven phenotypes can be described as being both either functional/cosmetic and hereditary/non-hereditary*:
Hair/Skin/Eye colour is Hereditary and Cosmetic
Height and Girth are Hereditary and Functional
Haircuts/length are Non-hereditary and Cosmetic**
Musculature and Fatness are non-hereditary and Functional
* cosmetic 'Facial features' (eye-shape, chin, teeth, voice etc.) are most likely hereditary
**Haircuts may be influenced by specific culture, making them pseudo-hereditary

Here, Functional is defined as traits which influence/represent a dwarf's real stats: musculature represents dwarf STR stat, fat, height and girth affect dwarf 'size' stat.
It should also be noted that hair colour (going grey-white) and wrinkles, while cosmetic, could technically be described as functional if you define a dwarfs age as a stat (I will not)
Hereditary is defined as traits which are passed from both parents to the child. Each functional stat is represented by a numerical value rather than being categorical, so the child's stats are likely the average of the 2 parents’ stat's, with some random variation.

For example, a dwarf's 'fatness' may vary from 0 to 100 (these numbers are arbitrary), but will be represented as something like:
Very skinny > skinny > Average* > Fat > Very Fat > Bellarded by great hanging sacks of fat
*When any of a dwarf's functional stats is in the average it will simply not be mentioned on the info screen, or if all such stats are average they will simply be described as being 'Average in size'

But as I mentioned, Musculature and Fatness are not hereditary phenotypes, they are affected by an individual dwarf's physical activities.
My interest was in researching the 'Genotype': Height and Girth (due to their effects on physical size), as well as skin, hair and eye pigmentation in dwarfs (being the most easily visualised traits of dwarves).
These traits are categorized in-game as:
Height: Very short > short > average > Tall
Girth: Very thin > thin > average > broad
Height and Girth, combined with musculature and fatness combine to form the dwarf's 'size' stat. While hypothetically this should allow larger dwarves to wield larger weapons that feature is not currently enabled. Size does seem to confer an advantage on combat and affects the amount of food needed by a dwarf, so it is not a purely cosmetic stat.
It is important to note that these descriptions are relative, e.g. a Large or small dwarf is large or small FOR A DWARF

PART 2: DWARVERN SOCIOLOGY
Now I will talk more broadly about how these phenotypes and ‘genotypes’ manifest within different dwarvern civilizations and fortresses.
All players will know that when preparing to embark all 7 starting dwarves are randomly generated. However, they are not completely random and usually share quite a few traits. Just a few of the traits I have noticed which are generally shared within a civilization are: Height, Girth, skin/hair/eye pigmentation, eye shape, nose shape, chin shape, voice type, ear shape, dental features, jawline and likely many more.
As I mentioned earlier, it is possible some hair and beard styles are more or less common in certain dwarf cultures, though I have not researched this thoroughly.

These traits may be more or less variable, with each trait having a single, or multiple phenotypes e.g. a dwarven civilization may have 1 eye colour, or just 2 or 3 different eye colours.
Regarding skin pigmentation there are 2 kinds of civilizations: normal and ‘Multicultural’ civilizations. The majority of dwarvern civilizations have only a single skin pigmentation. In the small number of multiculti civs however, skin colour is hyper variable and dwarves will be anything from pink to peach to cinnamon to brown to burnt umber.
It is possible that other traits may share this hyper variation in different civilizations, but I have not noticed this.
Not all dwarves are created equal, different dwarven civilizations have different average heights and girths and so do all of their descendants. Though this is randomized, some civs will have, for example, 20% of dwarfs being tall, 80% average while others will be 50/50.
Now before you go splashing around:
The dwarvern gene pool is shallow
Unfortunately for us, that means that if none of our embark dwarves have a trait we like, its highly unlikely any of the hundreds of migrants will have that trait either. Something to keep in mind before you dream of getting your fortress of tall, broad shouldered, blonde and blue eyed uberdwarves. Not impossible, just with a lot of tedious worldgen trying to get a good dwarf civ

Now this doesn’t make our little eugenics project impossible, just a bit harder. While we can still purge all those dirty black-haired cockroaches in the name of the glorious brown hair master race, selecting for the heritable, functional traits of height and girth in a race of all Unremarkable-Urists is difficult to almost impossible.
Even using therapist, we can only see size and that also includes girth, musculature and fat. Theoretically if you compared all dwarves of a similar fatness and musculature, and killed the smallest (size stat) 10-50% of dwarves, over multiple generations its entirely possible you dwarves would get taller and broader, though obviously it would be a lot easier to just kill anyone who doesn’t have a tall or broad description.

Any total conversions to have a UI that actually works yet?

Also I realize that that last part is kind dissapointing so I will say that on the bright side: a dwarvern civ's 'genes' are based on 'historical figures', therfore I believe that it is entirely possible to permanently alter a civilization's gene pool using these methods for future forts from that civ.

Thats all I can really think of at the moment.

Have any of you tried something like this?
I really like the idea given that its one of the only game i can think of with rudimentary genetics, but i'm not so experienced with the game that I can implement my ideas effectively.

I'm trying uncle adolf

A ghost?

I was playing adventure mode and drowned. It took me some turns before dying that I was under a bridge and didn't have enough time.

I started my second adventurer and was going to kill some gang, but the game crashed.

So is the economy on the roadmap at all? Does anyone even care about it?

You can't send your own caravans just yet, if that's what you're wondering.

No, I meant concerning coins and the tax collector, room rent, paying for meals, and other nonsense.

So what's the 'claims as a family heirloom' message after a artifact is made, is that new?

Second try at adventure.
I spawned, got two buddies and headed out to kill some night creature. We found his lair, I bust in and start choking the vile freak lady. That doesn't work so my buddy and I start attacking. She goes down easy enough. We approach the hall and are met by a vile kid and the vile freak himself. Stupid ai leaves one partner in the entrance corner so my buddy and the kid are flailing on the floor stabbing and biting each other, both unable to stand. With the dad and I on opposite sides of the fighting, like pokemon. He starts going down so i try to get my other team member and he joins in. He's struck to the floor but we manage kill the kid. The freak bites my neck and I lose my grasping, breathing and standing. My team does good landing hits. The freak loses both his arms and tries to bite his head, failing because of his helm. I crawl away and throw a dagger somehow, and after a bit more fighting he bleeds out. After a while I drag along and there's another kid. I just try to wait to heal, since I stopped bleeding, but I ended up suffocating.

There's too much action to keep track of, but it's fun.

...

it can't really work the way the game is structured. You can literally mint coins forever and give them to everyone and since the coins are only yours inflation isn't a thing.

My game just crashed after not saving for like an hour so I think it's time to put this game down for about a year.

After some investigation and careful saving, I believe these are related. I have a consistent crash near the end of the season. The guy in prison leaves and shortly after the game crashes. I believe it's the soldiers returning home after the mission.

I tried to recover the fort by retiring and unretiring but it's unplayable now. Furniture is randomly deconstructed, all my barrels are deconstructed (so the booze is all gone and the remaining food is exposed), my artifacts are all over the place, my FPS is consistently

Please report it to Toady on the forums, and possibly include your savefile so he can check stuff out.

i decided to post this legends entry in which a hydra gets killed by a tiger while rampaging an elf settlement
at first i got confused as to how a tiger killed her, but then i realized that the hydra was on rampage

I absolutely loved this game but I can't play it without stipulations anymore. Unless you're not allowed to use weapons or bridges or go underground or something equally difficult, after a few dozen wipes the average ausist is so highly evolved he'll micromanage too well to lose. I wish that the endgame where you dig too deep was scaled better so it was an actual challenge instead of either being impossible or irrelevant due to exploits.

Also, when will adventure mode be functional?

Depending on the Clowns' attributes the Circus can be very doable with normal dwarven fighting. And those bad attributes (mainly deadly dust) can also be on forgotten beasts, it's just that the amount of Clowns in a single clowncar makes it a lot more likely you'll encounter one. Micromanaging those into some form of exploit like a trap room to welcome elves and goblins while fighting the normal ones can be a nice challenge.

Is it not? I never bothered with it, but I've seen plenty other people have fun with it.

Adventure mode is basically a roguelike where you have nothing to do but be a psycho.

You can also be a super boring guy who travels around eating berries. That's what I usually do.

...

Rules of nature

There's a bug-reporting feature, use that first.


Not anymore. Now you can be a priest, a bard or a trader. Maybe some other stuff too but I haven't gotten that far yet.

A man who wrestles goats and throws stones at a tree until he is an unstoppable monster

Explain

No idea about priest but you can travel around and perform music, poems, dances and so on of your own composition or that your character already knew when you made it. You get nothing for it, but you can. You can also technically be a trader by lugging shit around between commercial villages but there's rarely ever anything worth buying, so money is only good for throwing at things.

Odd that nobody's posted it yet, so…

End of year report: bay12forums.com/smf//index.php?topic=168926.0
Future of the Fortress: bay12forums.com/smf//index.php?topic=159164.msg7657221#msg7657221

Wages in america are like 0.6-0.8 of australia because of cost of living and stuff right? If that's the case toady is easily making more than a senior programmer. It's pretty crazy every time I realise.

Why doesn't toady hire another developer?
Is it just not wanting someone stepping on his toes?

Not quite the math PhD money he gave up on but pretty respectable for a guy who just makes his dream game all day. As long as he makes more than Yan"""dev""" I'll be happy.

He's making about 50% more than the US national average. He could probably be pulling $100-150k in the right job but $83k is pretty goddamn nice for video games.

This is why California is burning and Florida is freezing over. Imagine if the BO was a dorf who spun tales from the mountains instead of a cake monster with barely contained acute autism.

He's autistically picky about his game.

Specifically, I've heard he writes code "his way" and he doesn't understand many of the optimizations the community has offered so he won't implement it

That's fucking terrifying

Every now and then.

Oh boy, here we go.

He actually planned to ship them all to Madagascar.

...

Searching around my old dorffort mods, I found this little gem that might interest some of you. Mentlegen, behold the milkable, domestic purring maggot:
#creature_subterranean.txt################################################################[CREATURE:MAGGOT_PURRING] [DESCRIPTION:A tiny larva which is prized for its milk.] [NAME:purring maggot:purring maggots:purring maggot] [CASTE_NAME:purring maggot:purring maggots:purring maggot] [CHILD:1][GENERAL_CHILD_NAME:purring larva:purring larvae] [LITTERSIZE:2:5] [CREATURE_TILE:'{'][COLOR:7:0:1][ALTTILE:'}'] [PETVALUE:10] [PET] [BENIGN] [NATURAL] [COMMON_DOMESTIC] [LARGE_ROAMING] [BIOME:SUBTERRANEAN_CHASM] [UNDERGROUND_DEPTH:1:2] [POPULATION_NUMBER:250:500] [PREFSTRING:comforting whirs] [NOBONES] [BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] [BODY_DETAIL_PLAN:STANDARD_MATERIALS] [REMOVE_MATERIAL:HAIR] [REMOVE_MATERIAL:BONE] [BODY_DETAIL_PLAN:STANDARD_TISSUES] [REMOVE_TISSUE:HAIR] [REMOVE_TISSUE:BONE] [BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE] [HAS_NERVES] [MAXAGE:3:4] [APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph [USE_MATERIAL_TEMPLATE:GOO:GOO_TEMPLATE] [BLOOD:LOCAL_CREATURE_MAT:GOO:LIQUID] [BODY_SIZE:0:0:1000] [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110] [ALL_ACTIVE] [CANNOT_JUMP] [NO_DRINK][NO_EAT][NO_SLEEP] [HOMEOTHERM:10067] [CASTE:FEMALE] [CASTE_NAME:purring maggot:purring maggots:purring maggot] [FEMALE] [USE_MATERIAL_TEMPLATE:MILK:MILK_TEMPLATE] [STATE_NAME:ALL_SOLID:frozen dwarven milk] [STATE_ADJ:ALL_SOLID:frozen dwarven milk] [STATE_NAME:LIQUID:dwarven milk] [STATE_ADJ:LIQUID:dwarven milk] [STATE_NAME:GAS:boiling dwarven milk] [STATE_ADJ:GAS:boiling dwarven milk] [PREFIX:NONE] [MULTIPLY_VALUE:2] [MILKABLE:LOCAL_CREATURE_MAT:MILK:7500] [USE_MATERIAL_TEMPLATE:CHEESE:CREATURE_CHEESE_TEMPLATE] [STATE_NAME:SOLID:dwarven cheese] [STATE_ADJ:SOLID:dwarven cheese] [STATE_NAME:SOLID_POWDER:dwarven cheese powder] [STATE_ADJ:SOLID_POWDER:dwarven cheese powder] [STATE_NAME:LIQUID:melted dwarven cheese] [STATE_ADJ:LIQUID:melted dwarven cheese] [STATE_NAME:GAS:boiling dwarven cheese] [STATE_ADJ:GAS:boiling dwarven cheese] [PREFIX:NONE] [CASTE:MALE] [CASTE_NAME:purring maggot:purring maggots:purring maggot] [MALE] [USE_MATERIAL_TEMPLATE:MILK:MILK_TEMPLATE] [STATE_NAME:ALL_SOLID:frozen dwarven milk] [STATE_ADJ:ALL_SOLID:frozen dwarven milk] [STATE_NAME:LIQUID:dwarven milk] [STATE_ADJ:LIQUID:dwarven milk] [STATE_NAME:GAS:boiling dwarven milk] [STATE_ADJ:GAS:boiling dwarven milk] [PREFIX:NONE] [MULTIPLY_VALUE:2] [MILKABLE:LOCAL_CREATURE_MAT:MILK:7500] [USE_MATERIAL_TEMPLATE:CHEESE:CREATURE_CHEESE_TEMPLATE] [STATE_NAME:SOLID:dwarven cheese] [STATE_ADJ:SOLID:dwarven cheese] [STATE_NAME:SOLID_POWDER:dwarven cheese powder] [STATE_ADJ:SOLID_POWDER:dwarven cheese powder] [STATE_NAME:LIQUID:melted dwarven cheese] [STATE_ADJ:LIQUID:melted dwarven cheese] [STATE_NAME:GAS:boiling dwarven cheese] [STATE_ADJ:GAS:boiling dwarven cheese] [PREFIX:NONE] [SELECT_CASTE:ALL] [SET_TL_GROUP:BY_CATEGORY:ALL:SKIN] [TL_COLOR_MODIFIER:GRAY:1] [TLCM_NOUN:skin:SINGULAR] [SELECT_MATERIAL:ALL] [MULTIPLY_VALUE:2]################################################################

Domestic, shearable and milkable muskoxen
#creature_large_tundra.txt[CREATURE:MUSKOX] [DESCRIPTION:A large hooved animal with curved horns and a thick brown coat. It is known for its strong odor.] [NAME:muskox:muskoxen:muskox] [CASTE_NAME:muskox:muskoxen:muskox] [CHILD:1][GENERAL_CHILD_NAME:muskox calf:muskox calves] [CREATURE_TILE:'M'][COLOR:6:0:0] [CREATURE_CLASS:MAMMAL] [PREFSTRING:strength] [LARGE_ROAMING] [BIOME:TUNDRA] [BIOME:GRASSLAND_TEMPERATE] [POPULATION_NUMBER:15:30] [CLUSTER_NUMBER:3:7] [PREFSTRING:shaggy hair] [LARGE_ROAMING] [COMMON_DOMESTIC][PACK_ANIMAL][WAGON_PULLER] [BENIGN][MEANDERER][PET] [PETVALUE:200] [STANDARD_GRAZER] [VISION_ARC:50:310] [BODY:QUADRUPED_NECK_HOOF:TAIL:2EYES:2EARS:NOSE:2HEAD_HORN:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE] [NATURAL] [BODY_DETAIL_PLAN:STANDARD_MATERIALS] [SELECT_MATERIAL:HAIR] [STATE_NAME:ALL_SOLID:wool] [STATE_ADJ:ALL_SOLID:wool] [YARN] [USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE] [USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE] [BODY_DETAIL_PLAN:STANDARD_TISSUES] [SELECT_TISSUE:HAIR] [TISSUE_NAME:wool:NP] [INSULATION:200] [USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE] [USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE] [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] [BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR] [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART] [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT] [TL_MAJOR_ARTERIES] [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS] [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS] [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE] [TENDONS:LOCAL_CREATURE_MAT:SINEW:200] [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200] [HAS_NERVES] [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID] [CREATURE_CLASS:GENERAL_POISON] [GETS_WOUND_INFECTIONS] [GETS_INFECTIONS_FROM_ROT] [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE] [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID] [BODY_SIZE:0:0:30000] [BODY_SIZE:1:0:120000] [BODY_SIZE:2:0:285000] [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110] [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110] [MAXAGE:10:20]###---cont.

##---cont. [ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT] [ATTACK_SKILL:STANCE_STRIKE] [ATTACK_VERB:kick:kicks] [ATTACK_CONTACT_PERC:100] [ATTACK_PREPARE_AND_RECOVER:4:4] [ATTACK_PRIORITY:MAIN] [ATTACK_FLAG_WITH] [ATTACK_FLAG_BAD_MULTIATTACK] [ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR] [ATTACK_SKILL:STANCE_STRIKE] [ATTACK_VERB:kick:kicks] [ATTACK_CONTACT_PERC:100] [ATTACK_PREPARE_AND_RECOVER:4:4] [ATTACK_PRIORITY:MAIN] [ATTACK_FLAG_WITH] [ATTACK_FLAG_BAD_MULTIATTACK] [ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH] [ATTACK_SKILL:BITE] [ATTACK_VERB:bite:bites] [ATTACK_CONTACT_PERC:100] [ATTACK_PENETRATION_PERC:100] [ATTACK_FLAG_EDGE] [ATTACK_PREPARE_AND_RECOVER:3:3] [ATTACK_PRIORITY:SECOND] [ATTACK_FLAG_CANLATCH] [CHILD:1] [DIURNAL] [HOMEOTHERM:10067] [APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:438:292:146:1900:2900] 60 kph [APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph [SWIMS_INNATE] [TRADE_CAPACITY:2000] [MUNDANE] [CASTE:FEMALE] [FEMALE] [MULTIPLE_LITTER_RARE] [USE_MATERIAL_TEMPLATE:MILK:MILK_TEMPLATE] [STATE_NAME:ALL_SOLID:frozen muskox's milk] [STATE_ADJ:ALL_SOLID:frozen muskox's milk] [STATE_NAME:LIQUID:muskox's milk] [STATE_ADJ:LIQUID:muskox's milk] [STATE_NAME:GAS:boiling muskox's milk] [STATE_ADJ:GAS:boiling muskox's milk] [PREFIX:NONE] [MILKABLE:LOCAL_CREATURE_MAT:MILK:20000] [USE_MATERIAL_TEMPLATE:CHEESE:CREATURE_CHEESE_TEMPLATE] [STATE_NAME:SOLID:muskox cheese] [STATE_ADJ:SOLID:muskox cheese] [STATE_NAME:SOLID_POWDER:muskox cheese powder] [STATE_ADJ:SOLID_POWDER:muskox cheese powder] [STATE_NAME:LIQUID:melted muskox cheese] [STATE_ADJ:LIQUID:melted muskox cheese] [STATE_NAME:GAS:boiling muskox cheese] [STATE_ADJ:GAS:boiling muskox cheese] [PREFIX:NONE] [CASTE:MALE] [MALE] [SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE] [SELECT_CASTE:ALL] [SET_TL_GROUP:BY_CATEGORY:ALL:HAIR] [TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1] [TLCM_NOUN:wool:SINGULAR] [TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0] [APP_MOD_NOUN:wool:SINGULAR] [APP_MOD_RATE:1:DAILY:0:300:0:0:NO_END] [APP_MOD_DESC_RANGE:10:50:100:150:200:300] [SHEARABLE_TISSUE_LAYER:LENGTH:300] [SET_TL_GROUP:BY_CATEGORY:ALL:SKIN] [TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1] [TLCM_NOUN:skin:SINGULAR] [SET_TL_GROUP:BY_CATEGORY:EYE:EYE] [TL_COLOR_MODIFIER:BLACK:1] [TLCM_NOUN:eyes:PLURAL] [SELECT_MATERIAL:ALL] [MULTIPLY_VALUE:2]

Rock beds and bins:
#reaction_other.txt###################################################[REACTION:MAKE_ROCK_BIN] [NAME:Bin] [BUILDING:CRAFTSMAN:NONE] [REAGENT:A:1:STONE:NO_SUBTYPE:NONE:NONE][WORTHLESS_STONE_ONLY] [PRODUCT:100:1:BIN:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE][EMPTY] [SKILL:MASONRY][REACTION:MAKE_ROCK_BED] [NAME:Bed] [BUILDING:MOTLAMKIZ:CUSTOM_B] [REAGENT:A:1:STONE:NO_SUBTYPE:NONE:NONE][WORTHLESS_STONE_ONLY] [PRODUCT:100:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE][EMPTY] [SKILL:MASONRY]####################################################entity_default.txt################################################### [PERMITTED_REACTION:MAKE_ROCK_BIN] [PERMITTED_REACTION:MAKE_ROCK_BED]###################################################

Shearable yaks:
#creature_domestic################################################################[CREATURE:YAK] [DESCRIPTION:A large mammalian herbivore. It has long fur and curving horns. It can be found in the mountains.] [NAME:yak:yaks:yak] [CHILD:1][GENERAL_CHILD_NAME:yak calf:yak calves] [CREATURE_TILE:'Y'][COLOR:6:0:0] [CREATURE_CLASS:MAMMAL] [BIOME:MOUNTAIN] [POPULATION_NUMBER:15:30] [CLUSTER_NUMBER:3:7] [PETVALUE:200] [PREFSTRING:shaggy hair] [LARGE_ROAMING] [COMMON_DOMESTIC][PACK_ANIMAL][WAGON_PULLER] [BENIGN][MEANDERER][PET] [VISION_ARC:50:310] [STANDARD_GRAZER] [BODY:QUADRUPED_NECK_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE:2HEAD_HORN] [NATURAL] [BODY_DETAIL_PLAN:STANDARD_MATERIALS] [SELECT_MATERIAL:HAIR] [STATE_NAME:ALL_SOLID:wool] [STATE_ADJ:ALL_SOLID:wool] [YARN] [USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE] [USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE] [BODY_DETAIL_PLAN:STANDARD_TISSUES] [SELECT_TISSUE:HAIR] [TISSUE_NAME:wool:NP] [INSULATION:200] [USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE] [USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE] [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] [BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR] [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART] [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT] [TL_MAJOR_ARTERIES] [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS] [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS] [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE] [TENDONS:LOCAL_CREATURE_MAT:SINEW:200] [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200] [HAS_NERVES] [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID] [CREATURE_CLASS:GENERAL_POISON] [GETS_WOUND_INFECTIONS] [GETS_INFECTIONS_FROM_ROT] [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE] [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID] [BODY_SIZE:0:0:70000] [BODY_SIZE:1:0:350000] [BODY_SIZE:2:0:700000] [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110] [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110] [MAXAGE:10:25]#---cont.

#---cont. [ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT] [ATTACK_SKILL:STANCE_STRIKE] [ATTACK_VERB:kick:kicks] [ATTACK_CONTACT_PERC:100] [ATTACK_PREPARE_AND_RECOVER:4:4] [ATTACK_PRIORITY:MAIN] [ATTACK_FLAG_WITH] [ATTACK_FLAG_BAD_MULTIATTACK] [ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR] [ATTACK_SKILL:STANCE_STRIKE] [ATTACK_VERB:kick:kicks] [ATTACK_CONTACT_PERC:100] [ATTACK_PREPARE_AND_RECOVER:4:4] [ATTACK_PRIORITY:MAIN] [ATTACK_FLAG_WITH] [ATTACK_FLAG_BAD_MULTIATTACK] [ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH] [ATTACK_SKILL:BITE] [ATTACK_VERB:bite:bites] [ATTACK_CONTACT_PERC:100] [ATTACK_PENETRATION_PERC:100] [ATTACK_FLAG_EDGE] [ATTACK_PREPARE_AND_RECOVER:3:3] [ATTACK_PRIORITY:SECOND] [ATTACK_FLAG_CANLATCH] [ATTACK:HGORE:BODYPART:BY_CATEGORY:HORN] [ATTACK_SKILL:BITE] [ATTACK_VERB:gore:gores] [ATTACK_CONTACT_PERC:100] [ATTACK_PREPARE_AND_RECOVER:3:3] [ATTACK_FLAG_WITH] [ATTACK_PRIORITY:MAIN] [DIURNAL] [HOMEOTHERM:10068] [APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:711:521:293:1900:2900] 30 kph, NO DATA [APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA [SWIMS_INNATE] [TRADE_CAPACITY:1500] [MUNDANE] [CASTE:FEMALE] [CASTE_NAME:yak cow:yak cows:yak cow] [FEMALE] [MULTIPLE_LITTER_RARE] [USE_MATERIAL_TEMPLATE:MILK:MILK_TEMPLATE] [STATE_NAME:ALL_SOLID:frozen yak's milk] [STATE_ADJ:ALL_SOLID:frozen yak's milk] [STATE_NAME:LIQUID:yak's milk] [STATE_ADJ:LIQUID:yak's milk] [STATE_NAME:GAS:boiling yak's milk] [STATE_ADJ:GAS:boiling yak's milk] [PREFIX:NONE] [MILKABLE:LOCAL_CREATURE_MAT:MILK:20000] [USE_MATERIAL_TEMPLATE:CHEESE:CREATURE_CHEESE_TEMPLATE] [STATE_NAME:SOLID:yak cheese] [STATE_ADJ:SOLID:yak cheese] [STATE_NAME:SOLID_POWDER:yak cheese powder] [STATE_ADJ:SOLID_POWDER:yak cheese powder] [STATE_NAME:LIQUID:melted yak cheese] [STATE_ADJ:LIQUID:melted yak cheese] [STATE_NAME:GAS:boiling yak cheese] [STATE_ADJ:GAS:boiling yak cheese] [PREFIX:NONE] [CASTE:MALE] [CASTE_NAME:yak bull:yak bulls:yak bull] [MALE] [SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE] [SELECT_CASTE:ALL] [SET_TL_GROUP:BY_CATEGORY:ALL:HAIR] [TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1] [TLCM_NOUN:wool:SINGULAR] [TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0] [APP_MOD_NOUN:wool:SINGULAR] [APP_MOD_RATE:1:DAILY:0:300:0:0:NO_END] [APP_MOD_DESC_RANGE:10:50:100:150:200:300] [SHEARABLE_TISSUE_LAYER:LENGTH:300] [SET_TL_GROUP:BY_CATEGORY:ALL:SKIN] [TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1] [TLCM_NOUN:skin:SINGULAR] [SET_TL_GROUP:BY_CATEGORY:EYE:EYE] [TL_COLOR_MODIFIER:BLACK:1] [TLCM_NOUN:eyes:PLURAL]################################################################

Wait a fucking minute, you're using pipes? They're usable as buildings now?

Yeah?
Pipes have always been a thing for as long as i've played

They aren't. Are you confusing them for screw pumps?

Maybe? I'm not sure i catch your meaning either way

dwarffortresswiki.org/index.php/DF2014:Pipe_section

Am I having a brain aneurysm? I swore you could use pipes to move water, i must be mis-remembering something

I havent played since the 30.xx. Does anyone remember what the stories about some group modding in some "dark" sexual content got banhammored by toady? I never saw it, only like part of the aftermath.

I remember it being a screencap, either from here or the DF forums. They modded in genitals and such, and did "grab" interactions to simulate rape. I think they had an elf child follower and did it to them, then uninstalled the game. Someone surely has it saved.

My favorite BS from the game was the mermaid skull totem farm, shit was great.

Wait; That mermaid one was the reason he added the sentinent tag to what dwarves will not butcher right?

yeah that's a classic

THE GOLEM (The Jewish Anti-Race)
by Miguel Serrano

Yeah, that's the one. I mean you can still mod it, right? But it's more fun to make it happen in the vanilla game

Some threads ago I talked about some autistic shit about compiling dwarf fortress.
I now know why it doesn't really do anything, the game isn't open source. Only the SDL part that handles graphics. That's what I was compiling, and that's why the difference was unnoticeable.

Jesus fuck, that took you this long to notice? I'm pretty sure I even spelled that out for you in that thread.

Sorry user I spend the time I should spend sleeping, drinking.

Marksdwarves are OP as shit, or at least used to be when I last played it. Train a militia of melee fodder and let the Marksdorfs rape shit from a distance

Maybe you were using a mod and forgot it wasn't the vanilla game.

dfst.org/en/stories/304

I'd have to disagree, the levels of rampage a single sword, axe or hammermaster can cause on an enemy siege in seconds has no comparison.

Dubs of truth. I once had a Legendary Axedwarf wipe out 2/3rds of a siege all by himself with only a few bruises to show for it.

If I capture an animal (cave crocodiles, for example) and tame them, then sell them to a civilization that hasn't, do they now count those animals in their "domesticated"list?

Fuck, didn't mean to quote.

Good god, I love Dorf Fort, but the UI is still absolute fucking shit to an almost unplayable extent. What's the point in having a lot of content if it's an absolute clusterfuck to play?

a GM hammerdwarf can knock out a fucking bronze colossus, sure, but I remember training firing squads that butchered trolls like it was a joke

I last played the game in 2013 mind you

Thanks mate. So this is the damnatio memoriae of Dworf fort. Any other ideas that got banhammored?

I want to genocide the elves.

Everything apart from wrestlers can butcher trolls.

How do you exit out to look at the map again? I thought that wasn't possible without abandoning your fort or setting it to automate?

I'm running low on supplies but I have a robust military, so I decided to adopt a plunder economy for the time being. My target of choice is a nearby chain of goblin pits because they're close and we're alrady at way anyway. The question is, how do I order my dorfs to prioritize stealing food and other supplies over the more valuable but inedible loot?

You don't.
Plundering for food isn't a thing.

You’re a retard if you find the UI to be unusable. You’re gay if you want mouse support and modern interaction capabilities.
–t. Actual Dwarf Fortress Players™

What says.
Tell your military to stop training and make them work for a bit. Either that or you steal artifacts and trade them for food, then you steal the artifact again.

I used to be hard into DF from 2012-2015 but man there are so many issues. The key ones:

- Toady fucking sucks at coding. People have been born, grown into teenagers, and know better than he does. He should have hired others to help a long time ago. What takes him a year and a half would take a competent programmer 6 months tops. The shit he produces is underwhelming and overhyped by hardcore fanboys that refuse to acknowledge the games issues

- No cycles devoted to fixing all the issues in the game so every new release adds more issues.

- No cycles devoted to balancing all the issues in the game so every new feature just makes the game even dumber.

Right now it's so stupidly easy to have a successful fort. The only "gameplay" is repeating the same shit you do in every single fort then watching more or less the same actions done by slightly different dwarves.

I miss DF so much. I've already played old DF to death and new DF is just pathetically easy. Which makes the stories it tells uninteresting.

Rimworld was a great diversion but I've played the shit out of it.

This last update was literally a few days' work.

Yeah.

The last updates why after 6 years I threw in the towel. It ended up being something Rimworld added in 6 months.. but took three times longer and is way less interactive and interesting. Fuck it. It's still a great game to play for 10-100 hours but it's reached its potential.

I haven't played adventure much so I decided to make a character.
What are the most unique fighting styles?
Currently I'll be playing an elf biter/wrestler who dual wields shields, this seems to be the most survivable character. I'll try to become a vampire later on, so that I can launch amphibian assaults from the depths of the sea. Elf because that way I can justify being the biggest cunt imaginable.
I got a really nice name, too. It's Faelon Mothfondle.

Aaaaaaaaand it crashes when I start the game, mothfondler is forever forgotten.
Fuck.

Just argued this with an elf.

...

Your dubs compel me to make a new character and become a preacher so I can conquer the world with my voice. Wish me luck!

Just so we're clear:

The reason we're still playing DF rather than Rimworld is because it's an unfinished game made by a lone autist who can't bugfix worth a fuck. That fact is where all the humor and interest comes from. We don't want a polished experience; we want raw autism straight from the tap. (On the other hand, everyone on the DF forums needs to be gassed.)

What's all this bullshit about weapons? A military is fun to have and, after years of training, can rampage through anything- but since raids are fucking crash-bugged, military training is only really useful for turning ordinary dwarves into murder machines and de-SJWing fat children. Build traps instead. If anything can make it your front door without getting smashed to paste or chopped to bits, you don't have enough traps.

I think you could in the old, old 2D version of DF- back when you had to simulate a third dimension through other methods. There wasn't a good way to pour magma on motherfuckers without this sort of hack.

Pretty sure it vanished with the move to 3D.

why is there always some retard who only wants a tower defense game and doesn't realize df is unfinished?

Second'd

So I got hacked in the head but my bone crown deflected it.
It turns out wearable crafts do provide defense, and you can wear as many as you can carry.
If my current adventurer dies I'll make a fortress specifically to manufacture a complete armor set and a bunch of metallic bracelets/crowns/etc. Then I'll abandon it and come back as another adventure character who will become a turtle.

I learned how to read the map, dig, build and designate areas in around 2 hours using the wiki, I swear people complaining about muh complicated ui are retarded

Mind the weight. You don't wanna be downed while wearing that much armor.

I said I was going to do it next time but it turns out my current adventure character is my most successful ever. Through the last 3 days I picked all the right fights and I became legendary in all combat skills except individual weapon skills, and most of my combat-related stats are superelven. I became a vampire, and I'm currently wearing a mix of steel/iron armor covered in cave spider silk cloaks/hoods plus masterwork bone crafts I made myself out of mostly human bone. Earlier on I rampaged through a goblin fortress and I'm currently looting a temple in a human town. This is all while I try to find a necromancer tower so I can read the secrets of life and death. I'm carrying a fuckton of spare gear and weapons and I still run at maximum speed.

Another find: Mummies are friendly to vampires, you can wake them up and they'll follow you around but they won't curse or attack you. Haven't tested hitting them yet, and I won't.

Out.

Sorry mate, if it pleases you I committed seppuku. It felt bad to kill my best adventure character but there was nowhere to go.
It turns out elves can't become necromancers, because necromancers are mortals who became obsessed with immortality and elves are already immortal anyway.

Right now I'm playing as a jaguar woman with a strong need to make love, pure monster girl material.

Do you have a source for that? Everything I've observed about toady makes him seem incredibly professional.

dffd.bay12games.com/file.php?id=12897&page=1#c_1182

I know I posted this in the last thread but there's been some updates since then. Something like 20+ new creatures I think but I forgot the exact number.

shit I accidentally the link, it takes you to the comments section instead of the top of the page. Just scroll up I guess.

Someone said there was a porn-like mod right? Succubi or something?

Why make a porn mod in dwarf fortress?
It's literally just text, and not even readable text.

Succubi Dungeon is what you are thinking of I think.

So I know a guy online, he's huge into nullification and genital trauma.
He once spent about two weeks designing kobold bits so he could have them smash and bite and rip them off in the training arena

Found it.
bay12forums.com/smf/index.php?topic=124135.0
bay12forums.com/smf/index.php?PHPSESSID=74cb5368a23c87b1867a4e321f75c42d&topic=147509.0

Yeah, you know a guy alright.

...

its not that theyre elves, its that youre a vamp
you cant have both vamp and necro at the same time

I only ever found the mouse to mostly excel at drawing smileys.

The only UI that's necessary, in my highly respected opinion, is the rapist, because it can get really tedious managing 150 dwarfs and keeping track of what I really want them to do. Everything else takes like 10 minutes getting used to it. You'll eventually get into a rhythm.

kek

also df is free while rimjobworld costs precious neetbux

...

Yes. I can also learn to pilot a space shuttle. But I don't want to pilot a space shuttle, I want to play a game.

If learning DF is too hard for you, I recommend going for easier games that are more suited to you. See pics related.

Learn to make a noose then, much easier.

...

You can I just did it with another adventure character who got killed.

Anyone know of mods that let you build with materials other than wood?

*in Adventurer Mode, forgot to say.

Not my current fort.

Why is the right gauntlet a right gauntlet?

Because the thumb is on the right hand side.

user please, try to put on gloves on the wrong hand.
If you manage to and feels comfortable please report to area 51.

it's because the dwarf it's for has no use for a left one anymore you niggers

Should I give my dwarves a second mail shirt or a breastplate?
I'm thinking, maybe the extra coverage could be beneficial.

Not unless they're legendary armor user, and even then it'd probably slow them down too much

I have separate squads focused on going fast, I just want to know what would be more beneficial overall: Wearing 2 mail shirts OR wearing 1 mail shirt and 1 breastplate.

Mail shirt has better coverage but weighs more

I'm reading over the interview Toady gave where he outlined what he had planned for the different night creatures, and I can't help but wonder something. He mentioned evil murderous trees as one possible variant, yet trees are now multi-tile entities. How the hell is he gonna manage to get them to move around and strike at their victims exactly, let alone without crashing the game with no survivors?

dorfs

if you make it out of candy its all lighter than clothes

how do i get armok vision to work

You need to first install DFhack into your Dorf Fort folder, then just run it while you have something loaded.
Keep in mind, you'll need a version of DFhack that for the current version of Dorf Fort you're using.

im using the alpha of the lazy newb pack but when i get into the game for some reason i cant see my character or move

I'm still waiting for the DFHack build for the newest version.

Very much this, but from the perspective of a guy who played primarily Adventure mode. I made a mod for 34.11 that pretty much everyone stole from (not that I give a fuck) and god damn I had hopes for the next version to fix some of the retarded issues, or add in new features. Then 40.xx came and NPC AI broke so badly that porting my mod would have been pointless. Then 42.xx was the same, but even more broken as interaction usage hints broke. Then 43.xx came and I didn't even look at and came back for 44.xx to see if anything is better. It's not.
I could go on. I'm still going to make something for 44.xx for my own use, but Toady has failed to impress more and more as I've learned more about programming. Now that it's my actual job to make software I can see just how utterly incompetent he is, and his refusal to release the source code for the game is asinine at best, and just plain arrogant at worst. The fact that fanboys defend his lack of programming skill (after TEN FUCKING YEARS OF EXPERIENCE) is one of the reasons I'm fed the fuck up with the game.

If I didn't have a real job I'd just make my own superior knockoff of Adventure mode, probably be done in less than 3 years, have more moddability and stability, and release the source either once I was done/hit a roadblock or during development if I decided to be a Patreonfag.

...

Another reason why DFhack is almost a necessity for decent framrates: clean all removes all the puke and blood on the map.

Not gonna lie, these days I mostly use it for landscaping