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/dfg/ - Dwarf Fortress General Anonymous 04/17/2025 (Thu) 04:20:11 Id: f102bd No. 1108087
New fortress edition Previous: Lol (https://arch.b4k.dev/vst/thread/1998295/#2019399) 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 (51.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). >What is next? Fort mode siege mechanics changes, rework and general spice up. Probably around may-july(copium) End of Lua beta and merge into the main branch >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 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!
dorf butt
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On 04/15/2025 Jreengus occurred
While all that 4chan ruckus was going on, the last episode of the Noclip doc came out featuring Toady showing his bri'ish wife (and also Putnam who thankfuly is not his wife) https://youtu.be/I5zgBXp4e8A Also the steam version hit a 1 million sales
>>1108100 This isnt from /vg/. What other altchan has(had) DF threads around that time?
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is anyone still playing v0.47 or is the steam version the norm now? haven't touched dwarf fort in a long while
>>1108194 I don't go to generals but with how much better the steam version is (and also the version that makes the creator money) I would imagine that is the norm now.
>>1108194 I'm pretty sure there still a non-negligible amount of grogs still holding on to 0.47 because they absolutely hate the UI changes, and because DF hasnt changed enough to justify throwing away their 15 years of muscle memory
>>1108249 >with how much better the steam version is How much better is it? From what I read it's just a shitty mouse only UI and even more bugs Does it have better perf or at least bugfixes for the years old bugs?
>>1108186 That's from 8chan prime.
>>1108401 Nta but >Does it have better perf That is definitly the highligh. Some stuff got updated, Shitty inefficient/bugged code got reworked and some low hanging fruits got the long dreamed multithread treatment. DF can maintain playable FPS for much longer now on your typical 4x4 200 pop fort, with the only issue being some changes to invading cave tribals,who will accumulate by the hundreds in your caves if you dont disable or cull them. The UI had mixed reactions amongst the pre steam user base. But now that Toady has the money to pay for another coder, devolpment and bug fixing is flowing at a less glacial speed.
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>>1108254 That was the hardest part for me when I switched to the steam version. The tileset they have is fine, and I kinda like the new UI, but goddamn it was hard as fuck un-learning all the keybinds and muscle memory for shit, on top of never having used a mouse for the game before.
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My project is nearing completion I gave myself 10 years to properly establish the fortress and been bricklaying since 312 or so Didn't actually need as much obsidian farming as expected, could have also went with glass but obsidian is more dwarfy
Is there any tileset that works on 50 and also changes the ui? The default ui looks like absolue shit without the textures, and I don't want to log into my steam acc at work
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>entire fortress gets gassed because a goblin head has nocliped through solid walls, floors and etc Classic DF physics
>>1110651 That's a lot of blood!
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>>1110683 Contaminants are pretty wild, here's my trap room power washer for example
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>>1108139 https://www.youtube.com/watch?v=5RzhYlPfUcQ But she looks okay. Perhaps even too normal for Toady. I just hope it won't turn into some tragic divorce or something. >>1110137 Nice
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It took me 32 years to figure out I can appoint my pet weremoose as a manager, only when my last manager died He gets an artifact throne he himself made
>>1110732 >>1111408 >15 -> 13 rip
>>1111431 Tanty man has had a good tanty that killed 4 people including manager and legendary armorsmith He's being fed to The Moose as soon as his jail sentence is up
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Also, stupid horny horse is OP, please nerf I mean its fucking face is a spear, what kind of bullshit is that?
>>1110163 DF has no DRM whatsoever. I'm mostly sure you can just put your DF folder from steam into a pendrive or cloud, and pop it into any pc without ever needing to boot steam. And if I'm wrong about this then is still easy af to pirate it. Just check on the archived thread in the OP, and you should be able to find a download link in the replies
>>1115982 yeah no DRM at all. You can just copy it out of the Steam folder.
>>1111457 >He's being fed to The Moose as soon as his jail sentence is up So what happened was Moosy wasn't attacking him for some reason, even when Moosing out I already handed out sentences for his other tanty (LOTS of vandalism), so as soon as I opened the door to haul some drinks in, a very Swole police dwarf woman walked in, punched him in the head and he died instantly
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Werebeast military sounded so cool on paper, but their transformation is so short that when they get to the place they're supposed to attack full moon is almost over. What do you guys think?
>>1117927 The concept is cool particulary because they fully regen every time they transform. I dont know where exactly you are keeping them, but I will guess that you have to "store" them closer to surface if you want them to figth gobbos or whatever. And by closer I mean right next to your entrance
>>1118009 Yeah I agree, I'll make a prison for them with a draw bridge or something at my entrance and breed more to do the same for the caverns.
>>1117927 >What do you guys think? A well trained dwarf with an iron armor set and a steel weapon is an unstoppable force already, stripping the bearded bastards out of their armor negates their superior dwarven craftsmanship buff Yes werebeasts can use weapons and can probably kick a goblin in the head so hard his head explodes, but so can a lucky Unbelievably Strong dwarf (I've seen them snap a goblin neck with a kick to the head and leave them quadriplegic) >Full regeneration Doesn't matter, well trained dwarves almost never get hit, until they pass out from over-exertion In short it's a dumb meme and if you're going for werebeast fort, go all the way: infect all the civilians too Then you see real bonuses: never need food, never need bedrooms, never need alcohol (they'll still be grumpy) Tantrums don't matter since if they don't get killed outright they'll regenerate snapped necks and spines But it's very hard to infect everyone without first killing a lot of people, and then you better turn away all migrants at the door
For me, it's MasterworkDF with all the plugins for dynamic lighting. Does current DF even come close to what MWDF was?? From what I see there isn't a lot of new content mods or overhauls
>>1108194 >>1108254 >>1109454 The Steam version is so much better, I love paying $20 for them to never add multithreading because "it's not a game it's a fantasy simulation!" What bumbling retard would avoid change just because they're used to playing with specific keybinds and a numpad? It's me. I'm bumbling retard. Add oldfag binds Tarn you fucking elf.
>>1126663 The binds were already annoying but the lack of specific up/down/both stair designators anymore was the last straw for me. Dunno why the fuck he changed that.
>>1126663 >The Steam version is so much better, I love paying $20 for them to never add multithreading because "it's not a game it's a fantasy simulation!" They literally added multithreading you mong
>>1126663 >The Steam version is so much better, I love paying $20 for them to never add multithreading retard alert
How does the steam version compare to the og?
>>1130868 >steam version compare to the og The steam version and the free verion on bay12 are both the same game and are on the same version of DF. With the Steam you are basicaly paying for a premium graphic set and a premium ost, with the added bonus of being able to participate in betas and test branch of more experimental stuff that Toady is adding to DF, like for example, right now there is a beta test for rewriting some of the generator code into Lua files, so that players can fully mod the way that Forgotten Beast, Vampires, Demons, etc generate; plus being able to add new procedural generated creatures of their own. So, all the changes that apply to the steam version also applies to the free one Now, if you are asking what are the differences between 47.xx (the last DF version before the steam release) and 5x.xx, then the bulk of the changes have been technical under the hood stuff which allowed for a new interface, as well as stuff that used to be done with user mods, like mouse control and being allowed to see what was in multiple z levels bellow the one you are looking at currently. The biggest and most significant difference so far for fort mode, would be that 5x.xx runs much better overrall (and gen worlds faster too). In terms of content nothing much changed, mostly stuff that was already there got remix or tweeked a bit, like the candy pillars structure that changed a bit, and savage biomes are much more dangerous than what they used to be. Toady is now currently working on fort mode again and he is going to be focusing on sieges for a while, with some of the possible additions being a ranged combat rework, new siege engines, enemies bringing magic users to fuck with your dorfs, as well being able to plan sieges, build siege engines and dig and destroy walls and other obstacles. Adventure mode saw more content added to it. Most importantly it saw Toady take the first steps towards the fabled Myth and Magic update. Some new dungeons where added where you can find magical weapons/items that allows your adventure to cast some spells (which were already in the game previously but only some creatures could use it), and it also added DF equivalent of a magic healing potion that you can find, and lets your adventurer heal their cracked skull.
>>1126663 >Actual Mong Alert
>>1120852 With how often the game is updated it would be hard to manage any sort of overhaul mod right now
>>1126663 They added multithreading and it's in the free version too. It's clearly been a lot of work to chip away at the old codebase so individual things get threaded where possible. >>1127892 The up, down and up-down stair types were always implemented as a hack to speed up pathfinding. Now they've just hidden that internally.
>>1132892 I don't know about that. The new official LUA based modding API seeks to stabilize mods across versions. So new mods that use the new API will be able to grow across multiple DF versions and even target multiple versions at the same time.
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For the unknowledgeable, the Steam version of DF REQUIRES a new gen every RAW change due to mods not being baked into the save anymore. How to remove gays from all creatures Notepad++ open all creature RAWs 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:FEMALE:100:0:0] Replace in all opened files How to remove black dwarves >creature_standard txt line 436 replace line with [SET_TL_GROUP:BY_CATEGORY:ALL:SKIN] [TL_COLOR_MODIFIER:PALE_PINK:1:PEACH:1:PINK:1] How to remove bald dwarves >entity_default txt under [ENTITY:MOUNTAIN] replace line 862 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]
>>1137830 Finally
>>1137860 sorry I was late
>>1137891 keep fighting the good fight, king
REMINDER: steam killed overhaul mods
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My bridge is finally done! 564 tiles long, 30 years of construction, takes 7 days for a dwarf to walk across it
>>1145958 I have to make garphics, for my mod?! How could this be happening to me!
>>1146710 >pauses development for 5000 months graphics are bloat compared to making a mod for ascii where any tileset works
>>1146129 >7 days for a dwarf to walk across it Did you embarked on a max size lenght map ?
>>1147349 It's a 14x1 map IIRC
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Can't post webm for some reason, but got my magma trash incinerator going. Will double as goblin incinerator too.
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How do you bury your dwarves? Post necropolises This is a lot less fancy than my last fortress where everyone got a 3x3 tomb with matching tomb stone
>>1151514 I do it mostly like you for your averange dorf peasant, except that I put the slab inside the rooms.
>>1151582 Matching the right slab to the right grave is too much work I find
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Invaders are appreciating my xtra xtra long bridge
Did the Lua support change anything? When are we getting the old hotkeys back?
>>1154531 >Did the Lua support change anything? The lua support is still in beta, but think I saw one mode that uses it to make the dragons proceduraly generated. Personaly I think that the whole Lua support thing will live or die depending on the documentation that Toady will provide for it, and considering that he is alloweing Kitfox to hoard all the modding expertise on their trannycord, I'm not very optimistic about it. As for the old hotkeys/UI, that is still in the air. In the best case scenario, Toady will give a second pass on the controls to make shit fully KB was it used to be, as I belive he promised somewhere. But he already said that the old UI is gone and he wont maintain two UIs at the same time. The second best (or perhaps THE best) case would for him to include code for the interface in this or a future Lua support expansion, which would allow users to make whatever the fuck they want with UI
>>1154531 I went to bay 12 forums and people who want the old keybinds back are all people with literal broken arms or RSI who prefer not to use the mouse for silly reasons
>>1145958 graphics and sounds never stopped minecraft modders
I build and plan for hours, everything goes great, then the game just becomes unplayable eventually because of fps drop, what the FRICK. Can you even solve this?
>>1158707 cave tribal invaders status?
>>1158813 I've had those, but still, even after they're dead it still fucks with my frames. Does corpses being everywhere slow frames?
>>1158996 Cave invaders seems to be a major source of FPS issues on 5x.xx because Toady set them up to just keep comming in more and more numbers almost every season, if you dont turn them off or tune them down. There is still a chance that there might still be more if they are sneaking stuck in some corner or in other undiscovered cave levels. Or if some time has passed since you last time you killed them. The usual procedure here would be to use DFhack to check for the number of entities on the map and the use a kill all command, but I dont remember what are the command lines right now. If the cave invaders isnt the source of your lag then it is either some pathfinding bug that cause it like some creature getting stuck on top of a tree, or you have been fucking up with liquids too much, or you have too many animals. But it is hard to say without looking at your save. How bad was the FPS drop for the game to become unplayable? Usually what the community considers FPS death is sub 5 FPS.
>>1159262 This feels like cheating, there was 181 cave invaders, and I only saw 10. >How bad was the FPS drop for the game to become unplayable? Usually what the community considers FPS death is sub 5 FPS. REAL TIME DORFING, FRAME BY FRAME. I ran exterminate, so I can finally continue. Thanks mate.
>>1159424 Glad to help I'm almost considering putting this it in the OP or something. Or that people SHOULD turn the cave raids down before starting a fort if they dont want any of Toady's bullshit
>>1159619 How about Toady just fix it instead of banging his British slam pig. Happy for him though
>>1159693 two more weeks
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>>1159424 >>1159262 >181 You're like a little baby, watch this
Oh and by the way, use agitation-rebalance or whatever it's called, it caps those fuckers to 100 on extreme preset
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>>1161695 What in the god damn.
anyone have drew pics? i dont remember where i saved mine
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>>1161695 >919 Ant men Holy hell I'm going to need to check df hack for cave invaders when my FPS starts getting dumpsterd for no explainable reason.
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>>1108087 Dwarf Fortress?
bought and played around a little when it just came out on steam wanna play again now that adventure mode is in I heard turning all the animals gay made them go extinct fast in an update is this fixed or do I still have to update some ini file to get rid of it? is picrel still working?
>>1169492 >We have to sell DF on Steam for health funds because the american healthcare is shit or something >Zack and his wife looks like they have the combined weight of a water buffalo Well, no shit they need healthcare money at that body size. At least Toady is looks like he is taking care of himself now that he is rich >>1172215 >I heard turning all the animals gay made them go extinct fast in an update That has never been the case in the 10 years since Toady added the orientation tag, but yes, if you want to remove the chances of any creature being faggy you still have to do pic related
>>1169492 How do americans even get this fat Anyway I remember in v50.3 or something I had a fortress of lardasses, even the military dwarves were muscular as fuck and fat Doesn't seem to happen in the current version, in fact physical description for dwarves never mentions their body type
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>>1178673 not enough swearing
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You take the good with the bad I suppose Also it's about time to retire the fort, since it's mission accomplished (564 tile long bridge)
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Wat
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>DFhack timestream abuse leads to 20 year old NEETs appearing in the fort >also dwarves with upper and middle spine injuries never suffocate In other news I used spawn liquids command to plug a leaky map edge with obsidian, instantly gained +18 FPS, since the massive ocean no longer has a million flowing water tiles
>fix/stuck-units >resolves stuck goblin siege >triggers neverending stream of undead ant people >they teleport through a wall to get in >station axedwarves >neverending stream of undead ant people body parts ensues >build a second wall through use of burrows and brute force >undead ant people arms climb over the wall >miasma everywhere >can't even throw away the zombie arms and chitins and abdomens before they resurrect again This is why people recommend maces for reanimating biomes, huh?
>>1183891 >axes against undead >This is why people recommend maces for reanimating biomes, huh? yep
>>1184031 It's an extreme case with multi armed enemies, it's fine with other humanoids
>>1168160 Doesnt he have a DA? Maybe there are some there
>Alexandra here with a bit of community news and patch 51.11. In the patch, we fixed some lost information when people leave and when they arrive. We also turned off the broken underground invasions until we fix them with the siege update and a bunch of ice related bugs that have been around for years. There it goes. The cave niggers are gone Patch Notes for 51.11 Fortress Mode -People that leave the map no longer lose their room ownership associations -Stopped immigrants from losing their religions and some other affiliations -Added settings to customize keyboard scroll amounts -Turned off underground humanoid invasions until they are fixed -Add grazer text to creatures in unit selectors -Setting somebody to a work detail now properly disables others not in the detail -Removed ramp spaces above non-ramp constructions if the constructions are placed on ramps New Graphics -Differentiated metal caps from wood/bone/leather/shell/woven caps in portraits Images for weapon items that are artifacts / special materials General updates -Stopped certain interaction of ice and constructions from creating void tiles -Made cave-ins happen more reliably with constructions vs frozen liquids -Stopped frozen squares revealed under removed constructions from lingering -Shrubs covered with frozen water no longer lose their species when they unthaw
On it, give it a few.
>no original kb control only mode aaaaand ITS SLOP
>fort went from 100 fps to 0 instantly >spent 20 minutes troubleshooting both in game and online >eventually see that a cat was walled out of the fort after I walled off a section of the cavern >exterminate him just to check >issue instantly resolved >its been banging its head against the wall so hard the game ceased to function how can this game be over 2 decades old and still have shit like this happening
>decide to check the game after years >literally anything outside steam is dead >graphics mods are dead >even the mods on the workshop are mid at best I knew the steam release had done some damage to the player base but holy fuck, it fucking killed modding for good
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He's a beast! >>1204281 Steam Workshop would never allow anti-nigger anti-homo mods (even though sensible demographics mod for X4 is allowed to exist)
>>1202208 https://www.bay12forums.com/smf/index.php?topic=182523.60 >Ability to grasp somewhat impaired >can't play Dwarfy Forty Sad!
>>1202670 It might honestly be better to have a single vermin catcher run around with an infinite supply of animal traps than to have those fucking cats sticking their noses into every closed door, getting shot and killed by goblins You can't have tightly shut doors cats can't get through anymore
>>1196050 oh shit really? whats his DA?
>>1197557 >-Turned off underground humanoid invasions until they are fixed They are basically fixed in DFhack, it just caps them to 100 instead of leaving them permanently agitated and spawning ad infinitum
>>1205628 TimbukDrew
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Using gem windows to quickly raise room value? Cool trick?
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Also feels good when you successfully rehabilitate a dwarf from "Harrowed" all the way to stress free and very happy. My success rate is about 25% on performing such miracles.
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My adamantine war hammer has a picture of an adamantine warhammer AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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>>1218880 Ha. Classic
>>1207091 >last active 2021 god i hope he's ok
>>1223419 He also has a twitter with some posts of this year
test
My first adventurer got sweaty and lost in a mountain home, never able to escape the place of their creation. My second one fucked around and drowned. My third actually got somewhere. Spear, shield, crossbow. I remember so vividly what it felt like exploring the game, knowing fuck all about how anything works. >Traveling >Stopped for the first time by a goblin war camp >Know nothing about what's going on >Red " in the darkness o fuk >There's a tent right next to me. Climb up. >Don't understand how long things take yet, so goblins zoom toward me as I climb atop the tent. >Take out crossbow and shoot the goblins trying to get to me >Every time I loose a bolt, the goblins move tons >feels SO TENSE I got out alive though. >Traveling at night >Boogey >They're swarming me >Ignite grass >Notice they move off the fire >Ignite ignite ignite >One tile they can fight me on. One on one >I try and fight, going badly, so I ignite that one. >Surrounded by flames on all sides, laughter and mockery from the terrors of the night >Have to keep passing time until daybreak. I had such a blast.
We're being kicked out >>1232410
>>1209485 >spikes of chalk lol Why do they love spikes so much anyway? You can't have artifact without them.
>>1237675 Spikes are deeply ingrained in dwarven culture. Urist's father was a spike and his mother was an obsidian floodgate. Spikes are dwarfy because allegedly elves will pay less for items menacing with spikes.
has anyone tried throwing combat logs in AI?
Is there a way to remove tranny, faggy, and other abomination type dwarves from the Steam version? I know you used to be able to edit the raws, but when I checked the raws for version .50+, the lines to edit sexual orientation were removed.
>>1208036 The best way I found to raise room value is lining the floor with precious metals.
>>1251094 There were never there from the start. It is implicit in the code where it assumes a default value for every creature that doesnt have it explicit in the RAWs. All you need to do is add it in the RAWS with the values you desire so that it will replace the default values
>>1252672 *They
I forgot to lock the door and my pet weremoose has escaped...
>>1253341 How many deaths?
>>1253451 Just 2 including the moose, but he was my manager god dammit
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Should I just forbid my adamantine stock to prevent these assholes wasting it? 3 adamantine maces, 3 adamantine crossbows, 2 adamantine war hammers Why won't they make an adamantine scimitar, or an adamantine two handed sword? I'll take an adamantine blowgun for display purposes over a fucking mace
>>1255076 Look on the good side. At least your dorf hammerer can deliver beatings without killing people now
>>1255136 The beatings my frotress guard gives out are more deadly than the hammerings
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This is how getting more raw adamantine went
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My fortress Adeptus Custodes are getting on in years, now sporting grey beards Some never married, some have children that are genetic trash (weak and so on), growing up in fucked up fortresses also leaves them with missing limbs and crippling depression Some stayed in the old fortress and are still alive after 50 years Anyone manage to raise a professional warrior dynasty in your fort(s)? I just conscript random peasants with no lineage and most take to soldier life OK, some more gifted than others Also almost all the veterans find war abhorrent in their values, due to suffering trauma or seeing a goblin die
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>>1255762 This fella has been a soldier for 70 years, has an artifact sword, artifact divine metal helmet and artifact leather buckler Dreams of raising a family but never met the right girl Has an extended family of mostly dead people and misses the old fortress blind champion (wearing an artifact mask to hide his hideous scarred face)
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145 year old woman, doesn't have much more gas in the tank 3 children, none of them soldier material, all dead I think Married a gelded nigga after her old husband died (lol) Sporting masterwork adamantine armor including artifact mail shirt and artifact adamantine battle axe Did create an artifact many many years ago and current fortress blacksmith with legendary skills in all blacksmithing related stuff except armorsmithing
uhhh what now that /vst/ is back?
>>1256450 This was their opportunity to improve the site and -ACK the tranny jannies, opportunity that greedy gook jew Hiroshima missed
>>1256450 >back I wouldn't go that far. The site is pretty unstable still. That aside, both here and there are fine, isn't like we need to be in an area of high activity, in fact that would probably be detrimental to this thread. At least here it appears we won't be slid off the board, though I may be wrong about that.
>>1256724 The tranny jannies are in charge, hiroshimoot is just the tax collector
>>1257884 >At least here it appears we won't be slid off the board, though I may be wrong about that. If we are talking about /vg/ then yeah But /vst/ was slow enough that I find highly improbably that we would get 404 due to going 9 days without a single post, yet it was still faster than here But in the end it is up to each one
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Cuckchan won't let me post images Updating my game and starting a new fort today Have a legendary weapon trap
https://www.bay12games.com/dwarves/ >We're working on siege features for the time being. I started with a first stab at siege planning - forbidden hatches and doors no longer stop invaders, and constructed walls are now vulnerable as well (as promised, you can opt-out.) Next up I'll continue tackling the siege items from the dev page. This will include stronger constructions and other defenses, and more varied invaders. More info as I go!
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>>1366500 >forbidden hatches and doors no longer stop invaders, and constructed walls are now vulnerable as well Oh shit they are actually adding more FUN into the game can't wait to build magma and trap caverns I just hope that military is easier to train up since it sounds like we are going to be using them a lot more often now.
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>>1377035 wrong
>>1205907 Toady truly lucked out with his little autism project.
>>1366500 >orbidden hatches and doors no longer stop invaders, and constructed walls are now vulnerable as well Adamantine walls and doors it is, then.
>>1223419 >he keeps going despite the art quality >his art is actually liked I find it encouraging.
>>1151514 Back when I was playing I would always leave a few dwarves unmemorialized because I liked having a few ghosts haunting the place. Usually in cases where the dwarves were unrecoverable.
What is the most important thing to take into account to play this game at an optimal framerate? Processing power? RAM?
>>1509592 Processing power. DF is definitely a CPU intensive game
What tileset do you use, or do you use the Steam version? I wish the Steam version didn't cost so much. >>1509592 CPU. DF does a lot of computations.
>>1366500 How do you plan around tunneling invaders?
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Can a mathbro explain to me the optimal numbers for theoretical maximum beekeeping products output? I know the 60 hives hard cap for production, and that after 41 there's diminishing returns, but I'm don't know how the scaling works between those numbers, or what the ratio at that point would be for split:gather.
>>1591727 Build on an island.
>>1591727 Water/magma levels, straight down inverted tower with hollowed out "exterior", bridge traps, static traps, emptying and flash freezing a water basin above the surface (or lava drop). Or you could, you know, use the best defense available in DF: pissed off legendary dwarves wearing masterwork steel/candy gear.
Why are you guys here? Is /vg/ on 4chan too fast for you?
>>1644804 4chan is just too shit to use.
>>1644804 there's no general on /vg/ at the moment, else I'd be there
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>>1644804 Go away.
toady still hasn't added an option to use the old keybinds?
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>>1644804 halfchan is such a shithole and the discussions are shit


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