Dwarf Fortress ☼Bi-weekly DF Questions Thread☼ |
- ☼Bi-weekly DF Questions Thread☼
- ☼Fortress Friday☼
- Straight out of a horror movie
- Both this Lord and my traveling companion are claiming the same heirloom so I went to check if they're related and instead found the most tangled family tree I've ever seen
- [Kruggsmash] [Modded] Dwarf Fortress Mod: The Long Night
- Too much mounts/pets leads to the party being a ball of bodies tumbling around and constanly stumbling over themselves.
- Preview one of the Steam Dwarf Fortress tracks on the composer's website
- Divinations are incredible!
- [Modded] Finally
- Sad little babies
- XML won't export v 0.47.01
- Necromancer arrives as migrant, becomes queen, murders goblin poet to create bone bed during attack by other necromancers, is seduced by captain of the guard into confession, confesses to crimes committed a millenium ago.
- Got 'em
- It's good to be back
- Steam Community Update 30 January 2020: "Babies control moms with random crawling AI"
- (not serious) So I'd love to know how dorfs manage to mine through solid rock so quickly
- Mission Idea: Create your own trade caravans.
- Half my dwarves are zombies... great workers!
- The party sets forth!
- .47.01 Mod Updates: Adventurecraft and Kobold Kamp
- Mortal kombat 'animal version' in Dwarf Fortress :D
- Solving Mama Mount
☼Bi-weekly DF Questions Thread☼ Posted: 30 Jan 2020 04:07 PM PST Ask about anything related to Dwarf Fortress - including the game, utilities, bugs, problems you're having, mods, etc. You will get fast and friendly responses in this thread. Read the sidebar before posting! It has information on a range of game packages for new players, and links to all the best tutorials and quick-start guides. If you have read it and that hasn't helped, mention that! You should also take five minutes to search the wiki - if tutorials or the quickstart guide can't help, it usually has the information you're after. You can find the previous questions thread here. If you can answer questions, please sort by new and lend a hand - linking to a helpful resource (eg wiki page) is fine. [link] [comments] | ||
Posted: 30 Jan 2020 04:07 PM PST Our weekly thread for posting interesting events without cluttering up /r/dwarffortress. Screenshots, stories, details, achievements, or other posts are all welcome here! (That includes adventure and legends mode, even if there's no fortress involved.) [link] [comments] | ||
Straight out of a horror movie Posted: 31 Jan 2020 06:48 AM PST
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Posted: 30 Jan 2020 11:39 PM PST
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[Kruggsmash] [Modded] Dwarf Fortress Mod: The Long Night Posted: 31 Jan 2020 03:05 AM PST
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Posted: 31 Jan 2020 07:06 AM PST I've had a brilliant idea to make a druid-like character who leads a pack of wolves (10 or so), who is a part of a party of 5 people where everyone has a war dog and a horse. The only problem is that all of the party members are too close to each other. Now, apart from me being unable to understand where the hell my character is, the other members and their pets are hilariously running into each other and me, constantly knocking me and the other people to the ground. The funniest part is that during this chaos everyone is trying to chat, and with the number of people in the party, it massively spams the announcement window, where chaotic conversations between multiple people are cut out by "<member> stands up" messages when somebody is knocked on the ground and tries to stand up. The mere imagination of this human-dwarven-dog-wolf-horse ball of cursing and stumbling chaos is just the best. I love this game. [link] [comments] | ||
Preview one of the Steam Dwarf Fortress tracks on the composer's website Posted: 31 Jan 2020 09:26 AM PST
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Posted: 31 Jan 2020 04:31 AM PST | ||
Posted: 30 Jan 2020 01:20 PM PST
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Posted: 31 Jan 2020 07:10 AM PST I wish that babies whose mothers have died would be picked up by their fathers or someone else in the fort. I mean I get that that would be annoying too, like I don't want my male military dwarves to get bogged down with childcare duties when their wives die, but it makes me sad to see all the little tavern babies. I think I have three motherless babies in my current fort (Previous version). [link] [comments] | ||
Posted: 31 Jan 2020 08:52 AM PST I'm trying to export the Legends from a world I generated in the new release, but no matter how many times I press X, it still says "XML dump incomplete." Trying to load it in the Legends Viewer in the LNP gives me an error message. [link] [comments] | ||
Posted: 31 Jan 2020 11:45 AM PST
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Posted: 31 Jan 2020 07:15 AM PST
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Posted: 31 Jan 2020 02:54 AM PST
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Steam Community Update 30 January 2020: "Babies control moms with random crawling AI" Posted: 30 Jan 2020 12:34 PM PST
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(not serious) So I'd love to know how dorfs manage to mine through solid rock so quickly Posted: 31 Jan 2020 12:38 AM PST I mean they can break through mountains as if they were steam drills, motorized hammers, and dynamite all in one. Sheesh they can make liveable caves in no time flat. Would love to know what's the deal here. [link] [comments] | ||
Mission Idea: Create your own trade caravans. Posted: 31 Jan 2020 10:10 AM PST Take the trading into your own hands and send out a squad of your military with a broker and liaison of sorts to create your own trade caravan. If not a caravan, then a small trade mission to buy specific things that you're in dire need of but cant wait until the next caravan arrives. Any thoughts? [link] [comments] | ||
Half my dwarves are zombies... great workers! Posted: 30 Jan 2020 01:40 PM PST
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Posted: 30 Jan 2020 07:41 PM PST Dag Specutnedor has always had his mind set to bigger things. Born to a craftsman and a trader, he spent his early days working on various crafts with his father- something he never really was good at. No matter what he tried- woodworking, masonry, even the metalsmithing of The Ghastly Confederation was lost to him. Seeing as he would never be a good crafter, his mother agreed to take him under her wing as a trader. Together they explored the world in a caravan, going far and wide. While Dag never did get good at trading, he did get two things from this: a love of learning about the world, and a close friend for life. When trading in the Capital of The Ghastly Confederation, Dag had found a.. strange little creature. It was unlike anything he had ever seen before. It was mostly mouth, and far smaller than even him. Despite being unable to communicate in any meaningful way, the two younglings got along perfectly. Many years had passed since Dag had said goodbye to his first- no, his only friend. Since then he had lost his love of learning, bringing himself to while away the days fishing on the rivers of his city, and raising a young water buffalo. Until, that is, he got a peculiar letter. The contents were nearly indecipherable, but the point got across- it was Ilral, the Gorlak he met so long ago. As it turned out, Gorlak had become a bit of an adventurer. As the humans eyes scanned the page, he felt like a child, on the open roads once again. Then, on the day of his twentieth birthday, Dag set off- his Water Buffalo, and his best friend by his side, to make a name for himself. The two swore to become heroes. [link] [comments] | ||
.47.01 Mod Updates: Adventurecraft and Kobold Kamp Posted: 30 Jan 2020 01:32 PM PST Welp, now that .47.01 is here, I had to scramble to update the two mods I had released. This serves as a bit of an introduction to them I suppose too, as I've yet to really mention them here before. Adventurecraft, yet another Wanderer's Friend derivative, is the older of the two, one I released back in 2015. Back then its original focus was taking the same general concept as all other adventurer crafting mods, adding more reactions to flesh out adventurer crafting, and expand on it as best as I could. Over time though, its focus expanded, adding new monsters to hunt, extensive material rebalancing to make stone weapons with using, megabeasts being worth making items from their corpses, etc. And the focus on not only making the traditional 5 races all playable, but also the underground animal people, meant the addition of small tribes of them have taken to living on the surface, providing their own local flavor. Between that and various combat rebalances, the mod's slowly become focused on entirely fleshing out and making adventure mode more interesting overall. The second mod, Kobold Kamp, is comparatively simpler in scope, though still heavily complex in implementation. Made back in 2016, it started as an attempt to create a kobold flavor in between the most typical styles seen in mods that focus on it. Most kobold mods either stick close to vanilla (where in terms of actual function, they can do most of the same things dwarves can), or restrict kobolds to living on the surface and only making wooden goods. I chose instead to focus on a stone-age feel, which required extensive work to make stone tools, weapons, and ammo usable in fortress mode. It in turn also evolved over time, focusing on fleshing out the industries that they've been permitted to retain. Being focused on livestock, hunting, and fishing instead of farming, they gained a more diverse selection of animals to suit that, mixing venomous nasties with various mountain-dwelling critters, some of which are a more viable source of fur than they'd be in vanilla. Brewing milk into kefir was also added, and most importantly their equipment options changed wildly. If they survive an encounter with enemy scouts or invaders, they can attempt to refit or otherwise salvage the enemy's gear, slowly amassing a hodgepodge of armor to supplement their leather, bone, and shell goods, or they can simply break as much of it down for scrap as they can. I'm hoping that the features being developed in the new version will be useful to modders throughout the community. I myself haven't thought of any big ideas (as a magic-heavy interactions expansion is something that wouldn't really fit much of my mods just yet), but we'll see! :3 [link] [comments] | ||
Mortal kombat 'animal version' in Dwarf Fortress :D Posted: 31 Jan 2020 07:36 AM PST From a real story
A few moments later
This whole fight took a while :D....I love this game! [link] [comments] | ||
Posted: 30 Jan 2020 12:00 PM PST So as most of us have heard, in the newest update, when a mother gives birth the child will use her as a mount, until she starves/dehydrates. I am fairly sure this is because the mother now uses the baby's AI for movement. Update: I forgot I burrowed them on the bridge, and since the baby was outside, she did not pick up the baby. Now that I've unburrowed them, she picked up the baby and is being ridden like a mount again.... [link] [comments] |
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