#dwarf fortress
1627 messages · Page 2 of 2 (latest)
Yeah elves justleave them when they trade as well
woe! yolk be upon ye
i'll also add that the animal pens really help me visually a lot
i wouldn't think something so silly would but i guess it's just a striking visual boundary instead of a totally blank space
NO!!! one of my pet elephants got horribly wounded in a scuffle with agitated giant beasts
the elephant printer has yet to even be set up
our tavern is very popular with the fluffy wambler population
Blocks are the best building materal hands down. You get like four blocks per rock/log, they're lighter to carry to the site, they can be stocked in bins, they're harder to climb, and I'm P sure they're worth more.
Wait your moat has ramps leading into your fort?
I mean, you gotta get giant elephants anyway right?
Make sure the giant elephant butcher is right next to a food stockpile so the meat doesn't spoil while being hauled.
This embark is kicking my ass. It's wilderness, so the wildlife isn't much of an issue, just Keas that can easily be handled by my war animals, but the fucking terrain... completely flat forest. One level of dry sand, then one level of dry clay, then two levels of aquifer with one level of rock beneath it that I of course can't use without clearing out all the aquifer above it or I'll have a leaky ceiling. Then immediately a cavern. Then digging past the cavern I get exactly 1 level of solid rock before hitting the next cavern...
Also my first cavern has like five water entrances.
time for an above ground wooden fortress
I'm just gonna seal up the first cavern I think. I'm playing the succubus mod so I can make my own magma.
I wonder if making a magma mist generator would work as well as a regular mist generator does for Dwarves.
Ah, blind was live so I asked him and he said that it counts as choking on smoke so they don't like it.
no my keep has a moat inside of my fort (which will have a moat, probably)
and the idea is... okay well, no, it's not very practical, but it does give me more stuff to build, and carving out a building is very relaxing
I'm confused, but uh... hey look at this site name:
Yeah, maybe the "goblin child savers" people are onto something.
Hm... so I assigned my human guest an Inn room. He's now sleeping on the floor of the tavern three squares away from it...
so the insides of my fort basically have canals basically
inn rooms are WACKY
i still don't get them
I just realized that the sucubus mod works fine with the current version of DF, but it doesn't detect that I have DFHack installed because it's the version for .13 instead of .09 so it doesn't activate the workshops that require DF hack... D:
I wonder if there's a way to change that. I decided to play it in .13 instead of .09 because the .09 version of DF hack doesn't give area dimensions when drawing destignations, which is a huge issue for me.
It looks like it's a Lua script that detects it or something, but I have no idea how to edit lua scripts.
.lua files should just be text, so you can theoretically open them in a text editor (notepad, etc.). Checking the DFHack version may or may not be a simple change, and I'd make a backup before you make any changes.
Of course. XD
I think I found the right file.
Not sure what to edit though.
I'd try Ctrl+f for .09 and see if that's associated with a variable that could be DFHack related. You could also look for DFHack references, or start at the building definition and see if you can find what enables/disables it
Searching fthe version number didn't work. This file has tons of references to the specific buildings and DFHack. That's why I'm sure it's the right file. Like, if I could read code I could probably figure this out really easily.
It's not super long actually. Isn't there a code pasting function in discord?
easiest thing is probably just to attach the file. The ``` code blocks we use in mech hangar are technically intended for sharing code, but past a few lines it's just a wall of text
Ah, I uploaded it but forgot to tag you. XD
This is way better than Notepad for reading... damn
notepad is famously the absolute bare minimum of a text editor. it's only real selling point is that absolutely every windows machine is guaranteed to have it, and that it doesn't insert formatting into what you type so it can't break code like Word.
Yeah, I need to reinstall Notepad ++
I got a dwarven necromancer visiting my fort and I wanted to convince her to hang out so I could revive my killed citizens as intelligent undead.
The corruption thing apparently lets you do that.
so, the bad news is that I code but I don't LUA, and I don't DFHack. I can get the gist of what this is doing, but nothing in this jumps out as specifically checking the DFHack version. What might be happening is that DFHack changed its API between .09 and .13, and this is essentially setting triggers that will no longer get tripped.
you might look to see if there are any other files that reference this one, it's possible that there's something like a list of modules to register with DFHack and that it skips some based on the version
I see, that's what I thought might be the case, but like, in code ignorant language.
now, to be fair, my language is absolutely LUA-ignorant 😛
my chickens seem to be trying to kill eachother (????)
Lol I wouldn't even be dealing with this if DFHack 50.09 had area dimension indicators on the HUD
I've noticed birbs will peck at each other sometimes. Is that all it is or are they going all in?
that's about it - they scratch and tussle but i think it's because the place i've confined them into is too crowded
That would be my first assumption.
i distinctly remember dogs used to lash out if in surrounded on two tiles
at least if by walls
'n it's a bit cramped here
I'm about to set up beakdog egg farming. XD
the hostile fear mechanic sucks sooooo bad and i really really wish animals just acted less like a living thing
you can't have "animal agitation" and "agitated animals that fly away at the speed of sound the SECOND they see someone with a weapon"
waaaaaste of time mechanic
probably wouldn't be nearly as bad if military marksdwarves worked, ever
but they don't and they will never ever be fixed
grumble
Hm, well looking at the DFHack Lua file in the main DFHack folder the main difference I'm seeing between versions is the new version has all these @ entries:
those look like comments describing how the function is called and what it returns, I don't think they're functional changes
I just realized I'm not sure what you meant about looking for other files that reference this one. Like, files where?
Well, I found the files that the succubus-dungeon files referenced. Are you saying that maybe the DFHack main directory files might reference the succubus-dungeon file?
Basically: I don't know how LUA works. At some level, something (DFHack? A mod loader?) needs to load those files. It might do that by just scanning that directory and running every LUA file it finds there. or there might be a file with a list of modules to run, including succubus-dungeons.lua.
If it's the latter, there might be something like "only load these files if the DFHack version is right". It's more likely that the mod is just missing something to run with your version of DFHack and it won't work until the author updates things.
Huh
Well I used Notepad ++ to compare the two DFHack.lua files and the Module Loading section has no differences except for extra notation on the newer file.
So that's not it.
Directly under it is "Trivial classes" which doesn't sound important but does have this difference:
The only thing the 50.09 DFHack.lua has that the 50.13 one doesn't at all is this section:
looks like lua uses "..." to basically mean "any number of arguments can go here". these changes are probably just better code format: the "--@" lines are describing what the function does (instead of leaving you to guess if you weren't the one to write it), and "class, parent" are (probably) the actual values that were getting passed anonymously as "..."
"__tostring()" here means "a function that takes a code object and returns a human readable string". They deleted one for printing a "dfhack persistent" object (generic data, looks like, maybe no longer used or moved somewhere else) and added comments for the remaining ones. Since these are for making things for humans to read, this is unlikely to impact the mod itself.
Do you think that has anyone to do with the mod not working?
Ah okl
Well this section probably doesn't matter right? Like, there's a word that's on a different line, but if that was going to break stuff it feels likeit'd break more stuff:
OH wait now. What about this script manager.lua file? Hm...
Maybe this will be more relevant.
Or maybe not. This is literally the only difference between them.
that matches the usage instructions in the dungeon file. That's looking at every directory in dfhack.internal.getScriptPaths() , then every file in those directories. it's skipping files and directories that won't be relevant, then doing some magic to pass them the right arguments
I should probably have said this earlier, but while I'm happy to answer code questions, it's not looking like this is going to be a simple fix. you might get better results asking in the mod's thread (or in a general DF modding forum)
Hah... uh... I got banned from Bay12 forums like a decade ago for saying I was mad that Glen Beck was healthy when this Mounnt and Blade modder I liked had recently died of cancer...
Ok tbf I was banned because when Threetoe asked me if I was joking I said I wasn't.
But I wasn't. I was genuinely mad.
I was really bad at lying to avoid trouble ten years ago.
Was that TMI?
could be worth asking for an appeal at some point. I think most people would say they were stupider on the internet ten years ago.
Well in any case I asked the modder on their workshop page discussions about it but I'm not sure if the way I asked will piss them off or something. I asked in their bug report thread cause that was the only discussion thread that exists and I apparently can't just post a general comment on mods for games you don't own.
I guess it's worth trying to appeal.
The last post in ther Bay12 thread was september. I wonder if they're still active.
probably
the actual dwarf fortress part of the bay12 forums isn't very active at all
especially post steam release but it's just a very slow moving place overall
get me out
i hate it here
i look away for two minutes and i have upwards of 30 chickens
scratch that
no wonder my fps is in the gutter. i have 97 chickens cramped in one pen
despite deconstructing all my nestboxes, the number shot to 111... somehow
they're coming out of the goddamn walls
the dreaded catsplosion
i can't believe autobutcher, or rather my labor distribution, failed me
gonna make my dumb sheriff wear this
i feel like maybe i unearthed some kind of like
fifteen year old bug in my errorlog
TFW Your embark starts with a group of hippos and aligators right next to each other who immediately start murdering each other the moment you unpause.
This is very unrealistic. The hippos are losing and running away
Also it's a reanimating evil biome and one of the hippoes is now surrounded by zombie snakes.
LOL
Ok, well I finally got the Succubus mod fully working with help from DFHack devs, only issue is it only works on newly generated worlds for some reason.
Incidentally, the embark I made to test it has a horde of feral Orthus puppers bullying an aligator and they've knocked out all of its teeth. Like... ALL of them.
I think they're going nonlethal, so they just keep kicking or something.
Can you bite if you have no teeth?
current version?
well - i don't think it'd matter - changing the base game's raws in any version wouldn't retroactively affect any existing saves since those saves were effectively made with a compressed version of the raws when the world was made
no clue how it works with the new highly modular method but i assume it's vaguely the same
PAIN
Current version yeah
I wasn't altering the raws though. Was altering Lua scripts to activate workshops
weird
There are certain workshops that only work with DFHack installed so it only shows them to me if I have it, but the old version of the mod on DFFD didn't detect the most recent version of DFHack and playing the mod with version 50.09 like it was made for meant I didn't have my designation dimentions shown on thee HUD
yeah i have no clue about dfhack scripts
i just remember a particularly dangerous game i played where i'd switch in The Long Night on my DF folder and then swap in the vanilla raws after i generated a long night world because i hated having 4 different versions of DF in my DF folder
if the workshops outright don't show up, "activating" them might mean inserting them into the raws on world creation
Joycladers apparently all have combat skills
They show up when I create a new world now that I've used SteamCMD to download the steam verison of the mod and am using that.
So Dwarf Fortress has "Large Rats" which when you skin them give you "Large Rat Leather" so when you make garments out of it you get "Large Rat Leather Tunic, and when you make a tunic for a human with it it makes a Large Large Rat Leather Tunic.
reminds me of how the nigh unfunctional polaris codebase on ss13 has "reinforced glass" and will let you make a table with it, and then you can reinforce the table with something to make a "reinforced reinforced glass table"
lol
In Warframe they used to have windows on the ships called "Reinforced Glass" that were the only breakable glass in the game...
Candidate for most pathetic Forgotten beast.
Appropriate name:
Also, she's like... a killing machine.
She stole an artefact silver battle axe from the dwarves and has been rampaging with it for a century.
She killed a mountain titan with it.
Actually, the titan was her first notable kill with it... jeez.
She's also member of a dwarven religion oddly. Also a Demon Prince even though she was born in 234 and didn't do anything for almost 200 years
Then in about a hundred 130 years ago she became a Demon Prince and just started wrecking shit.
Ok I figured it out... She became demon prince when the dwarves of Axehelm breached the underworld. She then conquered Axehelm.
I think I need to tweek the parameters for these succubi cause they are massively outbreeding the other races.
Maybe if I make them gayer or something.
I loved finding out that dfhack has a function to detect gay animals/people and it's command is just gaydar
I assume some dwarves are bi? I never thought about it cause they're all just pawns to me lol
As long as they don't mingle with elves I don't have a problem with it
DF generates orianation by fliping two coins one for atration to men and the other for woman, so 25% of dwarfs are ace and bi
I hate dwarf babies so I'd prefer no reproduction honestly
The Succubus mod has the succubus race with different orientation chances though. I think it was trying to compensate for the fact that 90% are female.
Succubi are way more likely to be attracted to Incubi, and vice versa, so they're more likely to have kids , which helps early on to keep them alive I gues... but then later it makes them start steam rolling.
So in large worlds going for 500 years you'll have most Succubi empires with over 10k population while most dwarven factions have only a few thousand.
Not entirely sure how to make it more balanced.
maybe turning off dwarfs ability to die of old age? we know that was done with goblins to keep there civs from becoming mostaly elves
Do they eat and dronk?
Drink
hungerless thirstless civs are known to just Keep Growing
They love to eat and drink and do in fact need to as far as I know.
They're fire proof, but Blind said that magma mist is smoke so wouldn't generate good thoughts like water mist
good lord i wish dfhack some kind of "dig and replace" plugin
building planner helps a ton but
I think I broke the world generation by adding z levels to layer 1
Cause uh... I've dug down like 13 Z levels and haven't found the aquifer.
I changed it from 5 to 7...
sometimes aquifers are uselessly small, or localized to a tiny part of the map
^
aquifers are specific to certain stone types btw. if you're not digging into a sedimentary layer or soil you won't find one
the indomitable water table...
So this was a migrant I just got.
Succubus mod so the age is normal
The skills are surprising though.
Trying to wrap my head around the artillery in this game
Both ballista and catipults only seem good for being lined up in killzones or hallways
yep
they're also skilled labors - train with rocks and catapults in a quarry
ballista are powerful because their bolts will keep going after hitting an enemy. you're basically throwing a lump of wood and metal at someone so make it heavy (and rigid)
catapults are pretty useless besides training
the issue is that siege engine (pilots?) are civilians and will panic at the sight of hostiles. that's something to work around
what you can try - and this isn't something i've done - is training your siege pilots for a while in the militia, so that their "discipline" stat reaches a higher level. from what i've understood with arena mode, higher discipline prevents fleeing. it probably won't prevent job cancellations though
if you can get them to work ballistae are incredible and will kill basically anything they can land a successful hit on, but the problem is, like marksdwarves, since 23a, they were just patched up to work with the evolving systems pending a total rewrite that hasn't happened yet
(god willing that happens after adventure mode...)
I think a lever tied to fifty vertical spike traps with ten spikes each in a single tile wide hallway is still my favorite.
Although an elevated walkway oover a massive drop onto a platinum floor with vertical spikes at the bottom is probably a more hands off way of doing it.
my favorite (if less effective) thing is wrestledwarves
if you just lock a bunch of guys in a dojo for a year tops they end up becoming grandmaster punchers and wrestlers and everything
kisat dur platoon
You still gotta make armor for them though.
I just had an elven bowman visit my fort carrying an artefact piece of jewelry in each hand.
Meanwhile another elven visiter is looking for one of those artefacts, and one of my dwarves just told them where it is somehow.
even though the visiter hasn't even reached the fort yet.
The one carrying the artefact I mean.
I also got a visitor whose name is flashing but who has no legendary skills.
Yes, but it is funny
not terribly ineffective vs humanoids either
There's this feral Elkbirb with a mangled foot just lying in my fort entrance bathtub...
She's been there for weeks now.
armok vision render of my fort
I can't get Armok vision to work well.
Also my surface forts are always so blah, just a wall around a pasture and maybe a guard tower or two.
i try to incorporate:
lodging and training space for militiadwarves
a surface farm if i feel fancy
ammo, armor, weapons storage
sometimes something like a temple to keep cave adaptation at bay since they got it working again
a herbalism zone
i can do whatever i want with these and then i have a second line of defence inside of my fort
i have a third line in this one with the keep
it's absolutely vital i at least get the first on this list because cave adaptation is death
a grandmaster is like, on par with a novice when dizzy or something. i forget how bad it is
Yeah, I need to build a surface tavern but I don't like building above ground that much. I should just do it already.
I needed to close off the caverns though while I had the chance.
I guess I have more than enough blocks at this point.
me neither but dfhack makes it easier
specifically the planner because i can say "only use dacite bricks" and plan out the first set of orders and then plan out the second if i have corners or whatever and do that all in two clicks
i guess i more just hate how dwarves hate the outside. dammit, i know you're dwarves, but sober up
dour bastards
surface taverns and temples are smart. I always default to digging out and rebuilding staircases (since constructions are transparent for some reason)
I got a performance troupe fisiting that's just too people.
Also one of them is a Succubus Poet carrying a bunch of books, and the other is an elf Herbalist wearing nothing but a human hair thumb ring on her right hand.
they are explorers in the most mild range of experience
they have maybe a few sights to show you but nothing spectacular
Sometimes I wonder where they get the hair for these jewelry items
usually, murder
you might find who in their legends entry but there's probably a laundry list
Ohy yeah, I remember why I didn't build a surface tavern. I wanted to put a mist generator above it but if I put it on the surface it'll freeze.
what if you put lava above it. that sounds safe.
A significantly less terrible idea than you might think since I'm playing sucubus mod. A horrible disaster here will lead to a buncha pissed off naked colonista traumatized by the flaming corpses of nearby guests... I guess potentially drowning if its really bad...
freezing them in carbonite obsidian is also a risk
That would require pouring water on them after pouring magma on them so like... Even more things going horribly wrong than before.
a less conventional idea, but does the succubus civ tame any animals with high body temperatures?
i'm speaking "fire imp" in vanilla high
if you chained/(maybe caged?) them up along the aqueduct they could function as a natural heater
There are tamed fire imps but I dunno if they're vanilla
pretty sure that's modded. people would talk more about fire imp farms and guard imps if they were vanilla
fun fact, I'm pretty sure fire imp vellum books are magma proof, if for some reason you need to be able to flood your library with magma
I mean I don't know if they're vanilla fire imps or not. Obviously, them being tarmed is modded.
You can't farm fire imps I don't think, cause there's no asexual reproduction int he game and fire imps don't have sexes.
Unless sexless creatures can just reproduce by having two of them together...
might be worth seeing if their body heat is high enough to melt ice anyway
How do you do that? Just put them near ice?
yeah. Potentially ON it but idk
* any "play in window" functionality no longer works due to the UI rewrite
... seems like "bars" are broken too
Huh, this thread disappeared for me and I had to search it to make it show up again.
Armok hates us
Anyone got a good modlist for the steam version?
What sort of mods are you looking for?
Just the general list of qol mods and whatever content mods that people like to use
haven't really played since the honeymoon period of the steam release wore off and I got incredibly annoyed at fitting out archers being incredibly annoying and zones not being a thing yet(I forget what they were called in the non steam version, burrows but blocked people from going outside em), are those fixed yet btw
https://steamcommunity.com/sharedfiles/filedetails/?id=2899977151 https://steamcommunity.com/sharedfiles/filedetails/?id=2900381145 https://steamcommunity.com/sharedfiles/filedetails/?id=2997006603 https://steamcommunity.com/sharedfiles/filedetails/?id=2908779064 https://steamcommunity.com/sharedfiles/filedetails/?id=2919042512 https://steamcommunity.com/sharedfiles/filedetails/?id=2913113231 https://steamcommunity.com/sharedfiles/filedetails/?id=2899639741
these are all the ones i use
no lol. they've been putting 100% into adventure mode and they still haven't added an ammo menu
i would have suggested the long night but i can't when it has like ten ranged weapons per civ and the game expects zero
and that's not squamous' problem because that theoretically worked before steam
I'm just surprised there hasn't been a dfhack menu or something for it because I'm sure the underlying code is still there, just doesn't have a button y et
i've just kind of been waiting for that long awaited military update they're doing at some point
i think espiocracy will release before that comes out
Burrows work for the most part and archers are back to being about as before though you still can't chouse there ammo
they will still dive into melle like befoer but that's got the same salution as before
There was a second burrow thing that didn't allow people to go outside the burrow to get materials(which is the main problem of burrows currently(?)
new dorf fort rig arrived
that's a setting and it has been since launch
it's also really the only reason you use burrows
since i don't know if they added civilian alerts back in...
No that setting still allows them to go outside the burrow to get materials, but only use stations inside the burrow
yeah that's a setting that's on a toggle
definitely wasn't there at release
And wasn't there until at the very least a bit into dfhack working on the thing cause I remember people peeking at if it'd be possible to toggle it through that
The workshopbutton has beent ehre seince the stream release
i switched over to debian recently, and i thought it was quite fitting that dwarf fortress is the reason i'm making my first shell script
the mods install into the wrong place, so i was gonna try making one that makes symlinks to all of them in the right place
i'll simply have to type "urist"
but the whole...
"solving simple problems in probably complex, off-hands ways" posed by this solution fits the game, a lot, huh
ouuhuhhhhh i forgot about water pressure
Many such cases
yeah that's a wash (no pun intended) 😔 i thought opening a few more holes near the point of failure would maybe drain it fast enough but it just floods the world faster
classic fuck-up
Did they overhaul the military menu yet
oh that's huge
yeah. putnam un-hardcoded certain interactions (i.e. vampires) from the sound of it too
Every time I hear about putnam doing something I think they've peaked
I'm wrong every time
you haven't seen putnam at peak yet. this person reworked atmos code for some SS13 codebase, i forget, but atmos code is basically the most tangled, decrepit part of any SS13 codebase
putnam can basically read ancient sumerian text
i could not have thought of a better hire for bay12
I know them from ss13 too
If I ever had to hire programmers, mods, gm's, anything like that really, my first stop would be ss13 too :v
It's such a trial by fire
i do think there's this funny sort of like, loop
bay12 -> nsv luna -> baystation -> cit -> bay12
Like if nothing else, if you hire popecrunch shits gonna be interesting at the very least :v
hey folks, don't forget to explore dfhack's large library of scripts
i've been playing since i was a teen and i only just found out about https://docs.dfhack.org/en/stable/docs/tools/deep-embark.html
deep-embark --depth <layer> [<options>]
Start monitoring the game for the welcome message. Once the embark welcome message appears, your units and equipment will automatically be moved to the specified layer.```
that's all you need to know. i recommend it
I wouldn't be able to play without dfhack anymore
i'd say "me neither" but i did for a while (like, irl years)
i missed the nestbox plugin deeply
some other scripts i've never used, but will:
https://docs.dfhack.org/en/stable/docs/tools/list-waves.html
https://docs.dfhack.org/en/stable/docs/tools/agitation-rebalance.html (you should make sure this one is automatically executed on launch, imo)
https://docs.dfhack.org/en/stable/docs/tools/allneeds.html
Don't forget autochop and autobutcher
Does anyone have any embark profiles they like? I'd like to avoid getting bogged down optimizing the game before I start it up again, but the default loadout is just...okay.
(I wish you could just tweak the automatic profile, instead of having to go all or nothing)
ymmv but 7 miners is my go to
I usually get rid of the cheap wooden crafts and add in egg layers
yeah, love me some peahens
A squad of miners really help if you're embarking e.g. in a glacier or other dry biome
I'm mostly looking for actual embark profile files -- I can slap together something in the editor, but if I start getting bogged down I'll lose momentum
ahh
bear in mind animal and food availability can vary when you import those
one [dwarf] civ might have peacocks and the other might just have chickens
yeah... that's part of why I wish you could start by editing the automatic one and edit from there. Or, like, create a profile with some kind of wildcard [ANY EGG_LAYER] x 10
Highly recommend bringing materials to make pickaxes etc out of rather than bringing the finished product, gets you a ton of extra points to work with
Also some lava safe rock just in case
newest adventure mode beta added optional structured gameplay to adventure mode and dungeons to these ends apparently
oh this channel should be in my list hello gamers
Hello theyflower :3
whats cooking all
also this dwarf is well on his way to killing god
think he stabbed the last forgotten beast in half
A dragon slain but at what cost (23 Dwarves)
Inexpensive
My military was reduced to two dwarves. It was horrifying once I realized my surviving militia captain who killed the dragon was covered in the molten metal of her squad’s armour!
yooooo
it actually kind of made me angry that everyone got wiped out with the dragonflame only for it to die to a single spear to the brainpan...
Create a party, explore your world!
Dwarf Fortress Adventure Mode is releasing January 23rd. https://t.co/Oat9h76Ahu
Did the adventure update add loadouts handing ammo for fortress mode yet?
Also looking at my modlist seeing if any of these aren't needed anymore:
https://steamcommunity.com/sharedfiles/filedetails/?id=2920484492
https://steamcommunity.com/sharedfiles/filedetails/?id=2908215621
https://steamcommunity.com/sharedfiles/filedetails/?id=2978122141
We don't fond any of those necessary so I would say that you don't need them, our millatary dwarfs dont have any real problems getting all there gear on. and we do full heavy armour
how about the merging loose bolts?
There's someone in the second mod saying the armor thing is still a problem from jan 5
What mods are ya'll using anyway
We don't find loose bolts to be a problem. and the only time our military spends any real time getting there equipment on is when something gets hauled to the trade depot. and we have not used mods for DF seince the updates that added in a lot of the normal animals
But also we have been playing seance before the Lazy Noob Pack
Also I was wrong we were using tilesets befoer the steam update
Ah figured out a way simpler way than the more bolts mod
repeat --name Combine-Ammo --time 2 --timeUnits days --command [ combine all -t ammo -q ]
This just combines all the ammo every 2 ingame days or so on repeat
(with dfhack ofc)
i'm still waiting for a dfhack script that fixes dwarves. surely it must be possible, with eleventy years of hack
set geldable true
repeat --name Snipsnip --time 1 --command [ geld all ]
Geld everything on the map every tick :v
(Actually not sure if 'all' is allowed)
Hm found an interesting mod but not sure if it'd be overpowered
i'm sorry i think i was asleep when i posted that
i meant archers
but i like "fixes dwarves"
mother of all uristian slips
Any of you have any good skill builds for dwarves btw? All my old builds aren't relevant anymore due to changes on what skills exist
enlightened chuddha take: nothing matters except armorsmithing and weaponsmithing
facilitate legends in either and don't sweat the rest that much, worry more about dividing labor
obviously combatants, but most migrants will come with tertiary skills in combat and you can make a great fighter out of a big batch of them in a year's time
the only skills they've added in forever have to do with how valuable their opinions are in literature crafting, or how well they make bonds with and entertain other folks e.g. when singing, whatever, it really does not matter in the big picture especially with how widespread these social skills are - most dwarves will be very good at telling jokes or will become good at telling jokes just from having free time
Generally I try to not make the armorsmith and weaponsmith the same person(one of them is usually the grower)
aye
the game's really only ever gotten easier to the point my most successful forts bring nothing but 7 miners and a bunch of gear and animals
every fort the game will just Hand Me legendary weaponsmiths and it's kind of strange
We like to bring full smiting skill set and a dwarf who knows appraisal, but also we tend to make sure that every dwarf at least spends a month to a sessions training . but also we like to start forts near towers for a few versions and trap hallways are a bad chioce for undead as they can remember traps they saw alive
Remind me how do you do the better than stairs ramp setup again?
I think that had to have been a mod or DF hack thing as even wiht the penalty to speed from hauling an overwiaght object stairs are just a shorter path then anthign you can do with ramps out side of making sloping hallways/proiding waggon access
https://www.reddit.com/r/dwarffortress/comments/196r8dq/spiral_ramp_design_good_and_bad_double_helix/ this is a good starting point
Yeah did see that one, but it's annoying how it only goes to every second layer
i still recommend ramps because i've had people fall down stairs too often
permanent state of hella jeff
the stairs of the mighty must be lacquered with the blood of the clumsy
IMO that's a feature. Vertical space is cheap, and having "dead" floors lets you do stuff like minecart and plumbing levels
It's good to leave space for plumbing
I guess, or apartments
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YAY! THERE IS A GOD!
Honestaly we don't know we just got used to using two arrow keys while playing on a keboard a while back and stoped using the nupad once we got it back
it could be the temple bit? but also like we have never seen the relgion screen become a mess after letting in like thee bards
UNless the world is like less then 50 years old
it might just be the temples, because the humans certainly have gods
iirc bards are written bad
they shed all associations and adopt that of their troupe only
i imagine that includes gods. anyway that's why they show up naked so often
essentially outsiders
we just thought it was Elves and Goblins being weird becouse they are imortal or somthing
hell i figured naked performers was intentional
The nude bards bit, but that dose make a lot of snece and we don't do much cheaking at bards
Yeah like "pair of nude goblin gimmnests" feesl like it should be a euphemism
[Reply to:](#1183094768348180570 message) hell i figured naked performers was intentional
the first time we noticed that was befoer 50.0 in a small fort that built next to a necromancer tower that was almost always under seige and we were only doing clothing when we needed it. they wound up being like citazens number 13 and 14 and vaulued menbers of the fort
residents love to come in clutch for me out of nowhere
sometimes you get monster hunters that actually rule and didn't just bring a heavy book
fascinating: a nocked crossbow weighs slightly more than an unnocked crossbow and separate bolt
phantom urists
i made the most hellish world possible so i can have plenty of excuse to see what all they've added to adventure mode
one thing i really like is how they show you your weight limit at last
so now the urists actually mean something rather than just being a vibes based thing
we need to try adventure mode, as like we have not touched it seince befoer the 3d update. way back when there was so vary little to it
there's a little more to it, but i sort of sidelined it too until it was readded
they worked a little bit of myths and magic into it with healing magic i think
which you know is nice because a torn nerve was a run ender
Oh yeah, I think city generation and quest generation has also been updated more then once seince we last did adventure mode.
yeah what i'm planning to check out is whether they fixed the infinity troll problem with goblin forts
ever since i started playing dark forts were just unbearable and apparently they were homes to hundreds of thousands of trolls according to legends viewer but i can't remember if that's just A Reason or The Reason
I think that got fixed and the bugs from the fix have been fixed. with the lack of trolls in dark forts, and them beign readded
the band in question being me and my horse
my horse is deadlier than me
he caved a dude's head in while i was missing every shot
the night troll i was sent to fight smashed my head in one blow but the horse nearly killed it himself
maybe i just need to buy a bunch of horses with my points
i am glad to say they didn't remove gelding blows like i assumed they did
i was fighting a spoiler enemy and kicked him in the lower body hard and saw the purple text
contemptible lasher tore up my spine so now i'm looking for liar's dice to bless me\
i retired that guy and am back to doing my usual thing of looting tombs and dying
this is making me want to learn how to make some kind of interaction that trains ambusher so i can train a squad of black ops dwarves in dwarf mode
the what? horrifying
Run.
i scrolled down more and there were two zombie dragons in this world and both died but the zombie rocs were alive
???
my worldgen parameters keep making necromancers with a fetish for zombie megabeasts specifically
i never realized but if you have just one demon type no goblins spawn initially but can spawn if a dwarf civ breaches the underworld in worldgen, and i've been trying my damnedest to get a world that gives me an emerging demonic presence competent enough to have built forts during worldgen
the one successful world i had was from what i could tell being completely razed by a single bandit group
sometimes it feels like worldgen is specifically set up to have a random entity go swag mode
this is when i realize legends mode doesn't have maps anymore
surprisingly horrible
all I can gather from this world i pulled up this time is that civilization has basically collapsed due to banditry which is like, huh, I guess thats a thing now. But on the year I stopped worldgen and started playing it seems every bastion of civilization set out to reclaim ransacked ruins
its a little eerie exploring dead towns i went into a sewer and found a bunch of rotting historical figures (????)
apparently, mercenaries (the kind you find in "human forts") are just so eager to join they won't respect usual party limits (social awareness + reputation? i never figured it out)
i didn't even greet most of these people
i'm going to ASSUME it's just because they belong to a a mercenary group, because that makes sense, and they're just tagging along for free because there's no world economy
but i did pick them up in a fort built in the middle of a sinister biome
(i'm riding the blind cave bear)
when the fort's so busy no one found this guy's corpse in the tavern -> temple doorway until the "dwarf's been missing for a week!" report came in
our crundle tavernkeeper's just been staring at it
He was the life of the party
Taking another shot at this game, I have a bunch of structures I want to try building
First time I'm going in planning to do something instead of just surviving
blueprinting helps a lot, I always even used it for planning out surface foundations of surface structures with channel blueprints
Like if nothing else like it helps keeps thing aligened even if your doing some sort of tessalating pattern
I guess also learning to think vertically unlocks a lot of creativity and will even improve dwarven workload depending on how you employ it but im gonna be real the best thing you can do for workflow is figuring out work orders and stuff like quantum stockpiling so dont sweat that part too hard
Yeah workshops above stockpiles like cuts down a lot of hauling, espicialy if like you actualy link workshops to your stockpiles.
quantum stockpiling is optional, but it cuts down on bins
yeah but like also having bins for most of your stuff is nice if your doing a lot of trading
It also helps when you need to move things out of the stockpile (to craft, build, etc.)
especially refuse though I saw someone in the kitfox discord doing it and i thought aloud "wtf have i been doing all this time"
are they better then just using a trash compactor?
if it's something that decays into bones, maybe not. otherwise I guess they're lower risk of someone getting smashed? do refuse stockpiles eventually destroy what's in them, or does it just get progressively more damaged?
Yes its for making bone goods
But due to the way that works its a bunch of rotting shit too so you can shovel it all into a shart closet
Also refuse piles will rot a lot of things into obscurity but strangely I dont think that applies to bone stuff as a function of refuse piles themself, at any rate I modded cartilage and shit to rot like it should
But anyway since its a QSP you dont have to even think about it or pull levers or anything
That's fair but also we like watching our FPS jump by 5-10 when we pull the lever
I dont sweat item count that much because putnam's fps profiling experiment shows intrinsic histfig stuff like relationships do a lot more to hurt frames
i have this awful, awful system where it dumps a full minecart of byproduct several z levels down into the space adjacent to the bone worker's workshop, which itself is a very busy area. it's not ideal, but i didn't make my crafts floor with this stuff in mind, so it'll have to do
i've designated the destination stockpile as a restricted area and the areas around it as high priority, so hopefully DOSHA doesn't get on my ass
we have a similarly awful dumbwaiter system that dumps empty cages into the lower cavern entry
it goes through the main stairway
that central hole isn't really relevant it's unfinished too anyway
we lost a single dwarf digging the dumbwaiter though
i didn't plan it out very well
the two main concerns i have with the tiny holes in my fort now are "people getting buried under mountains of skulls and bones" and "people dodging combat into the stupid cage hole"
we'll fix it if it causes problems
my strategy for #1 might just be giving everyone that doesn't have a miner/woodcutter uniform a helmet
should prevent the worst outcomes
we've made the hole even more dangerous by throwing heavier things down it
the chalk mine now throws chalk down the hole, and we throw coke down the hole from the surface
i should use these more. i'm a little surprised boulders seem to fill up my minecarts instantly
but it's certainly not a ruiner or anything, i have one designated stones guy right now and he just wheelbarrows a single stone to a pile and dumps that into a minecart that sends it plummeting to the bottom of the fort
so at least he's gathering more stones while that's happening
Yeah and like he is not a miner eather
okay he's definitely up to something
we need to shine a lamp in his face but i don't have any good sheriff candidates
he cannot possibly be a vampire, right, because this is my first migrant wave
... there is nothing else that uses a civalian skill to attack? other then the pick right? And yeah maybe just throw him down the hole
i'm actually curious so i'm just going to mark the garbage pit as our interrogation room and have one of my militia dwarves talk to him
oh right i don't think i can until a crime happens
we would be more concerned about him being a wearbeast TBH but we don't think you can get anythign but dwarfs in the forced migrant waves you get iif you embark on the right date but like we are not sure for the normal waves
this should be the first forced one, which makes it even weirder. but this would add up for some kind of night creature
my money rides on vampire because i don't think vampires gain skill
or muscle mass at least
i figured he'd be jacked if he could
he's "only" 77 years old though. weird little guy
aha nvm i can expel him, game was making me wait for his partner
.... but do i want to, now....
if he was cursed then he would be a former member for the religion but yeah. night beast or bard
bard would be weird, because he has no skills at all
which makes his revoked mason guild membership kind of funny
maybe he's just useless except for wrangling beasts
that is relay weird
could just be a really boring kind of conspiracist too if he's anything
fund embezzler johnson
definitely a person of interest just because he has such a long fucked up former civ list LOL
his wife's completely normal generic arrival too i wish i could look at legends mode in some limited way
all the new arrivals are pissed because they had to arrive during a blood storm
i had to expel one of them because they had an immediate panic attack because of the freakish weather
it was probably the best for them
oh my god what is this guy's problem?
he chased down a wild polar bear man and beat him to a pulp
he didn't even do anything to him
this is kugik still
i don't think he's a spy or anything i think he's just an asshole
he died before I figured out what his deal was
he ran into the caverns to start fights with crundles
it started out great but then he got swarmed and exhausted by the few that stood up and so he died of crundleitis
what the fuck was his problem he just liked punching wildlife into submission
essentually an adventure mode character
noticing weird behavior with named troglodytes (i.e. ones that have a kill and are elevated to histfig status)
they like to hang around people and don't seem to freak them out like the nameless horde
this monster slayer just has a hunting buddy now
i think that was just this guy
i really regret taking maces!!! i was so sure this was gonna be a reanimatory biome knowing my luck
except actually no, it's not even my militia dying, it's the horde of bored human monster slayers i keep deciding to take in for some reason
what's wrong with me
one of our monster slayers had a particularly destructive urge, and took it upon himself to decorate the unfinished temple of wealth with his bile and corpse, as well as a wild coyote man's viscera
which is a better summary of how the fort is turning up than i can write
yeah it's how more then a few of our fortressess have turned out
i blame the tundra this time
not for anything like water scarcity just the fact it's a tundra
right like how when you get half your dwarfs eaten by giant hippos the problem is that you did notbuild your milatary up fast enough. not embarking in joyious wilds jungle/swamp
i think the key thing was i took blunt weapons which are in my experience basically useless unless you're fighting the undead kinda? so my militia would tire themselves out and die to anything if they couldn't kill it fast enough. it was less savage than the desert i was playing in
but this was a terrifying biome, so i expected reanimation again, but i was unfortunately lucky
but also i have a suspicion that cave vermin killed by vermin hunters from anywhere become unforbidden and i didn't burrow up my trash dwarves, and i have a mod that makes crundles the (third?) creature to hunt vermin
so i just had chucklelets crawling into the cavern even more than i'd like
as with most forts it's a cascade of issues though, and the key thing is i prepared for a different set of challenges entirely :(
all i got was savagery and somewhat nasty weather, but none of the huge dust clouds i was ready for
Blunt wepions are weird, they can work relay well if they are heavy enough, like silver maces we find work well enough for general use. but also like they seem to be more traning dependant then cross bows
right yeah
but slashing weapons, like... a little bit of training and iron short swords will cleave through cave chaff
meanwhile Urist McChucklestick fell unconscious swinging his mace like an undisciplined buffoon
Yep, and like spears are even better that way as long as like your fighting things wiht organs
oh also warhammers have a low chance to like cut the skin and cause some bleeding so your not reliing as much on like pulping and crushing for non-undead
yeah warhammers have a super tiny contact area i think
and like in terms of physical properties that makes a lot of sense, a lot of warhammers were designed to punch holes in metal so
why the hell didn't i take warhammers.... what the heck!!
Yeah and they will mangle rigid armour at a decent rate as well if you ever have to deal with armourd undead
Maces are better agenst like unarmourd undead ?
hell i could've gone the dwarfy route of pickaxes and done better than i did with those maces. damn this incorrigible desert of ice and snow
the allure of evil biomes lures me back in
this time we still don't have tow orry about clouds, but we do have sludge muck rain that blisters skin
we had to have two dwarves alternating supply runs to take items off the wagon while the rest dug out the fort
this one is also actually a reanimating biome (maybe?), judging by the rare zombie wildlife, so.... that's fun!
it could be that there is a necromancer spying on you, and reanimating when like a wild animal spooks them. we had that happen once in a fort it was weird at first, and then rappidaly became a problem when it went from random zombie rabbit to random skelaton boar
well we got onto the map and there were zombie buffalo and a peregrine falcon
sorry not buffalo, muskox
Oh Fun
i guess we'll see when one of these monster slayer petitioners spends too long outside and beefs it
gross-ass severed raven head rolled its way into the fort
it had no skin or anything it was just a zombie skull
like it was remarkably ineffective but still maybe a bit unsettling for my poor/stupid dwarves
ah jeez, our book keeper got mauled by a zombie crocodile that slinked its way past our militia
i'm surprised how much of a beating dwarves can take sometimes
most of his body is "dented" [i.e. healing wounds]
i don't think he's surviving this though, he's not physically noteworthy at all besides being slow to heal
Yeah we almost mised the torn atery from all the infections
he's still kicking.... somehow?
he's naked because we have only just now, in year 2, got the cloth industry set up
but he's fine except for short term stress
good for him, sounds like a Urist who ernded there own dning room
as he is a book keeper, he shares an office and dining table with the manager, his husband
Good for them
i should like.... probably burrow those two into the safe parts of the fort so they aren't hauling shit from the mouth of the cave entrance
Do dwarves only replace clothes when they haul them, or is that just how they grab jewelry and things?
they'll seek new clothes if they're available and their clothes are worn out (and maybe if they can wear more? like they'll grab cover clothes if they're wearing shirts?)
they only grab jewelry incidentally when hauling them, i believe?
bleugh word vomit
Yeah and like that's for dwarfs like we think elves and goblins only grab clothing when they are hauling it
if you have dfhack you can enable tailor to have them queue up jobs to replace tattered clothes or you can use autoclothing to make a supply of specific clothes per dwarf
like, in my case i've made a uniform that goes hood-robes-trousers-shoes-mittens to try and get 100% coverage just out of the maybe misplaced belief that it'll insulate them against the Fetid Sludge outside that blisters you
DF hack is the resonable way to do it
he lived lol
still can't use one of his hands but no longer infected
finally he's clothed
the manager got his arm broken by a troglodyte but i made a second entrance to the caverns just so the creatures passing through don't have to go through my damn fort all the time
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squamous has already done stuff like randomized cultures for his long night setting
from what he was saying in the modding forum on the kitfox discord it looks like he'll be randomizing language too
you can basically build DFLang into your script
what the fuck happened to this monster hunter
A necromancer
Like going by the name that's a necromancer experiment. intelligent undead tend to not have the possessive in there species name
Shit, this is what I get for letting random monster hunters in
I can't select them for my militia to kill...they're just wandering around the caverns
Yeah they are a freindly
Oh right, we have a DF thread
I started playing again recently. Resumed a fort that I had started last time I was playing. It's going swell, lol.
Only, like, 15 dwarves died due to my incompetence before I figured out what I was doing and how various systems work again!
they are not a threat
they do not have necromancy
they are very survivable like other [supernaturals] and can end up being your monarch because they're kind of potato
i usually turn them off just because
i always felt like everything necromancers do is so jank and i guess that's just b.c. the whole system might be nuked at some point when magic is more of a thing
That's fair, thought he might have been cursed or something by a thing in the caverns
Also I am capturing and training a lot of elk birds and finding out they're kinda useless other than as meat
if you're looking for cave pitbulls you can try rutherers but they tend to outlive your forts
and by that i mean it takes ten years for a newborn to reach sexual maturity, which is about as long as my forts ever go if i play maximally
I'll keep an eye out!
At least I'm now getting spore fields, so I can expand my underground farms