• Breaking News

    Sunday, February 23, 2020

    Dwarf Fortress ☼Bi-weekly DF Questions Thread☼

    Dwarf Fortress ☼Bi-weekly DF Questions Thread☼


    ☼Bi-weekly DF Questions Thread☼

    Posted: 22 Feb 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.

    submitted by /u/AutoModerator
    [link] [comments]

    BF - Plan B

    Posted: 22 Feb 2020 09:05 PM PST

    oh crap, a troll! and i don't even have a military set-up, i'm so screwed.... oh nvm it's just a giant toad.

    Posted: 23 Feb 2020 06:39 AM PST

    My mom made this cup for me

    Posted: 23 Feb 2020 11:10 AM PST

    Kinda callous of you, Slim

    Posted: 23 Feb 2020 03:29 AM PST

    35 goblin invasion. never patched a hole in the roof and they jumped through. big oof

    Posted: 23 Feb 2020 10:46 AM PST

    Theft of an ancient necromancer sword

    Posted: 23 Feb 2020 11:31 AM PST

    The sword, Tressflew the Seal of Smoke, was forged at some point in the first fifty years of recorded history, and for the next two hundred years was wielded by the human necromancer, Upek Joysearches. Upek reigned terror down on the realms, and he personally slaughtered 50 dwarfs, elves, and humans with this sword, even killing a giantess with its bronze edge.

    However, after two hundred years of terror, Upek decided his tower was rather dull, and desired the leisure and company of the living. Upek visited the dwarven tavern of SpikesSteel, but Upek failed to seek leave of the mayor to see if he could first visit the tavern. As soon as Upek the human necromancer stepped foot in SpikesSteel, he was struck down by Dastot Cattenakur.

    Upek's legendary sword was displayed in the local tavern, as the dwarves of SpikeSteel carried steel swords, not bronze. But Dastot was unsatisfied with his steel blade, and she eyed closely the legendary bismuth bronze sword, decorated with elk bird bone, adorned with hanging rings of pitchblende, and menacing with spikes of smoky quartz. Dastot saw the ancient sword which had slaughtered dozens of dwarfs, elves, and humans, and she saw herself wielding it, carrying on its legend.

    Dastot sneaked into the tavern, and was even witnessed snatching the sword. She abandoned her husband, only daughter, and five other cousins, aunts, and uncles she had in the fortress, and fled. Where she was going, only she knew. Maybe she would seek out Ubek's tower, find the hidden knowledge, and carry on the ancient sword's legacy for centuries to come.

    tldr: One of my dwarfs stole an ancient necromancer's artifact sword and is on the verge of escaping off he map with it. I would like to recover this sword if possible . . . . Any tips on how to find out where this dwarf went and how to recover the sword? The dwarf was happy with -23k stress, was a legendary sword master, and adequate engraver, I am a little confused why she stole the sword, other than some possible connection between her stealing the sword of the necromancer she killed.

    submitted by /u/slothrop-dad
    [link] [comments]

    Ep. 24: 0.47.xx

    Posted: 23 Feb 2020 09:30 AM PST

    This episode is the regular gang of Roland, Tony, and Jonathan discussing their experiences with the new version of Dwarf Fortress

    https://dfroundtable.com/index.php/2020/02/23/ep-24-0-47-xx/

    submitted by /u/johantux
    [link] [comments]

    [Guide] How to make sure kobolds survive world gen

    Posted: 22 Feb 2020 12:18 PM PST

    Hello everyone today I am going to teach you how you can get kobolds to survive world gen.

    Kobolds have a long history of not being able to survive in this game's development. This used to be due to a bug where they could not feed themselves due to being carnivores. Even though this was fixed there is still another reason for their lack of survival which I will get to.

    This guide can apply to everyone, because under normal circumstances kobold civs will almost never survive past year 100 so it is likely happening to you if you aren't doing anything specific to prevent it.

    So first here's a little info on how kobold civ creation works. When your world is created it takes turn placing a civs capital until the maximum amount of civilizations has been reached, then it starts simulating the history of the world. This maximum is defined by you either from the Number of Civilizations setting or the TOTAL_CIV_NUMBER token under your world's parameters in your world_gen.txt file in the init folder.

    Once the capital cities have been placed, the civs spread out by creating additional sites from their capitals when history starts running.

    However, kobold civs work a little different than other civilizations. They are still counted as civilizations, but they won't be listed as your neighbors in the embark screen. They also don't create their own sites like other civs, and instead are placed in caves created during world gen. Caves aren't the same as caverns. They are a specific map feature where the caverns get linked to the surface through a series of tunnels, and you won't know where they are on your map unless you change Make Caves Visible from No to Yes. Kobolds will never spread out from these caves to other cave spots, and don't conquer or claim other sites, so this will be the only location a single kobold civ ever inhabits.

    This feature of kobold civs is why they die out so easily. Because they only ever occupy one site and also maybe their weakness and short height factoring in, a single rampage from a megabeast in world gen will almost always destroy a kobold civ.

    A good way to fix this I discovered is to increase the number of kobold civs to a very high amount. This will provide some cushioning with the ones who accumulate a good population through sheer luck able to survive further into world gen. Even if you have 30 kobold civs you will likely see over half of them die out by year 200 so you will soon see why it is necessary to have a lot of them.

    Here's how to fix it.

    First, you need to make sure when you generate a world that the number of kobold civs isn't proportionate to the other civs to prevent rejections and too many civs being created as it needs to be much higher. You will need to edit one of your RAW files for this.

    From your dwarf fortress folder go to the raw folder, then the object folder, and open entity_default.txt.

    The settings that make up each of your civilizations are here, as an entity is basically what the raw files call a civilization.

    The parameter you will need to change is under the [ENTITY:MOUNTAIN], [ENTITY:FOREST], [ENTITY:PLAINS], and [ENTITY:EVIL] tokens. These represent the dwarf, elf, human, and goblin civs respectively.

    Under each of these civilizations find the [MAX_STARTING_CIV_NUMBER:100] token and change the number 100 to the maximum number of this civilization you wish to have in your world. You may need to come back to change it if you ever create another world bigger than the one you are creating now.

    Leave this setting on 100 under [ENTITY:SKULKING] (kobolds). It is also irrelevant what it is set to under [ENTITY:SUBTERRANEAN_ANIMAL_PEOPLES].

    Next you will need to create or edit some advanced world gen parameters. If you aren't familiar with advanced world generation, this wiki article will help you get started but they aren't too complicated to figure out the basics of.

    From the dwarf fortress menu screen, go to Design New World with Advanced Parameters.

    With the world you wish to edit selected, press e to edit. You can also create new parameters if you know how.

    Under Number of Civilizations, you will need to set the parameters to a number that is each of the caps you put on all of the normal civilizations in the entity_default.txt file plus the number of kobold caves you want in your world. So if I set the maximum number of Humans, Dwarves, Elves, and Goblins to 3 and I wanted 48 kobold sites in my world I would set the number to be 60. As far as I've seen setting this to a very high number won't cause rejects like it normally would as long as you have enough caves in your world to hold all the kobold civs. I've had something like 50 kobold civs in a small world which hilariously resulted in every artifact pretty much immediately being stolen in world gen as soon as it is created so you can do that if you'd like.

    You will also need to make sure there's enough caves to hold all these new kobold civs. There are two settings for this, number of Mountain Caves and Number of Non-Mountain Caves. Increase these to a number that is proportionate to the amount of kobold civilizations you are creating. Kobold caves don't count as sites in world gen, so there's no reason to increase the number in Site Cap After Civ Creation to accommodate this.

    Congratulations, you are now done! Enjoy a world filled with thieving vermin once more!

    submitted by /u/Lordbobsaget
    [link] [comments]

    After a deep dive into a fortress based in the magma sea, I have drawn up a schematic of a to-be-implemented magma-based fortress security system: Long term goal is to have dozens of these, since they flow into one another perfectly.

    Posted: 22 Feb 2020 12:47 PM PST

    My first "real fortress" ... oh god why....

    Posted: 22 Feb 2020 09:43 PM PST

    My dwarfs are all starving to death, running around piling corpses up in a large plot, going crazy at the site of their dead friends, and they seem to be refusing to do any other work.

    I'm shaking my head at this catastrophy... and I'm not sure if I should give up on them... it's fascinatingly, saddly, hilarious.

    Welp, tomorrow will be round two... HAHA!

    submitted by /u/prozacgod
    [link] [comments]

    Stupid Mayor, I have to atom smash you now.

    Posted: 22 Feb 2020 12:47 PM PST

    Trained speardwarves with adamantine weapons and armor were no match for him...

    Posted: 22 Feb 2020 03:10 PM PST

    Its a Sunday meaning time to chill with some Streams starting 5 hours after post. I promise there are no Pterosaur Forgotten Beasts or Necromancer towers nearby.

    Posted: 22 Feb 2020 11:30 PM PST

    Risen Slayers attacking their master

    Posted: 23 Feb 2020 08:19 AM PST

    So first time being a necromancer after the. 47 update and I tried out these slayers you can create out of intelligent creatures. My problem with them is that they are either not moving at all and just atanding in one spot or attacking me right after I summoned them. They also seem to not be able to be your companions.

    Is that supposed to be that way?

    submitted by /u/Uhrenkerl
    [link] [comments]

    Dead animals

    Posted: 23 Feb 2020 07:26 AM PST

    After my hunters kill an animal, they just leave it there. I have waited for some time but they don't pick it up and last time they even left their crossbows on the group. I searched online but couldn't find a solution. Help

    submitted by /u/DKraeff
    [link] [comments]

    early alpha DFHack Lazy Mac Pack for DF v0.47.03

    Posted: 22 Feb 2020 04:45 PM PST

    Includes thurin's build of TWBT for DFHack 0.47.03 alpha0. And the latest Dwarf Therapist

    Relatively newly-included utilities:

    Newly-included tilesets:


    Download DFHack Lazy Mac Pack here.

    submitted by /u/jecowa
    [link] [comments]

    Streaming Gobbo Island at 7pm PST

    Posted: 22 Feb 2020 06:06 PM PST

    No comments:

    Post a Comment