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    Saturday, April 4, 2020

    Dwarf Fortress Plump helmet man

    Dwarf Fortress Plump helmet man


    Plump helmet man

    Posted: 04 Apr 2020 01:21 AM PDT

    Here's a simple Dwarf Fortress shirt for those of you playing Animal Crossing

    Posted: 04 Apr 2020 10:59 AM PDT

    Oh no, they are trying to replace us!

    Posted: 04 Apr 2020 03:58 AM PDT

    Adventure mode tip that just cost me hours: Don't put your backpack down and leave a site, even walking a few steps away. When you return your bag will disappear, along with its contents. And an interesting discovery made about items.

    Posted: 04 Apr 2020 07:39 AM PDT

    So generally DF remembers the locations of items you placed in fortress mode, which is amazing. I had two backpacks full of adamantine gear that I set down to do some wrestling training with alligators that went very well as well as going for a nice swim.

    I return to find both scattered throughout the map, their contents gone. However, this led to an interesting discovery: I named the backpacks so while their contents disappeared, they were recoverable. It seems if you name an item, it will be "remembered" by the site and while scattered, can be recovered. But unnamed items are lost.

    submitted by /u/Metadomino
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    An early mod needs extreme measures

    Posted: 03 Apr 2020 08:20 PM PDT

    Dwarf fighting anaconda

    Posted: 04 Apr 2020 05:59 AM PDT

    Win64 Preview Starter Pack for 0.47.04 with DFHack Beta1

    Posted: 04 Apr 2020 10:24 AM PDT

    Until PeridexisErrant is able to provide an official build, here is my very unofficial build using his Starter Pack building project.

    All credit goes to PeridexisErrant for providing his awesome pack and tools to build it. All blame goes to me if this doesn't work. I will remove this pack once the official one is available.

    http://dffd.bay12games.com/file.php?id=14990

    This pack includes:

    Dwarf Fortress 0.47.04 DFHack 0.47.04-beta1 TwbT 0.47.04-beta1 (unofficial build by me) Dwarf Therapist v41.1.6 Legends Viewer 1.20.04 Soundsense 2016-1 Soundsense-RS v1.5.1-travis miniSoundPack v1.1 Announcement Window v1.3.0 PyLNP with 0.47.04 fixes from McArcady and unofficial TwbT folder handling by me 

    Graphics:

    CLA DungeonSet GemSet Ironhand Mayday Meph Obsidian Phoebus Spacefox Vettlingr 
    submitted by /u/thurin_R
    [link] [comments]

    DFHack 0.47.04-beta1 released

    Posted: 04 Apr 2020 12:10 AM PDT

    Download here - we're relying on community testing to promote this to a stable release, so let us know what you find!

    DFHack 0.47.04-beta1

    New Scripts

    • color-schemes: manages color schemes
    • devel/print-event: prints the description of an event by ID or index
    • gui/color-schemes: an in-game interface for color-schemes
    • light-aquifers-only: changes heavy aquifers to light aquifers
    • on-new-fortress: runs DFHack commands only in a new fortress
    • once-per-save: runs DFHack commands unless already run in the current save
    • resurrect-adv: brings your adventurer back to life
    • reveal-hidden-units: exposes all sneaking units
    • workorder: allows queuing manager jobs; smart about shear and milk creature jobs

    Fixes

    • Fixed a crash when starting DFHack in headless mode with no terminal
    • devel/visualize-structure: fixed padding detection for globals
    • exportlegends:

      • added UTF-8 encoding and XML escaping for more fields
      • added checking for unhandled structures to avoid generating invalid XML
      • fixed missing fields in history_event_assume_identityst export
    • full-heal:

      • when resurrected by specifying a corpse, units now appear at the location of the corpse rather than their location of death
      • resurrected units now have their tile occupancy set (and are placed in the prone position to facilitate this)

    Misc Improvements

    • Added "bit" suffix to downloads (e.g. 64-bit)
    • Tests:

      • moved from DF folder to hack/scripts folder, and disabled installation by default
      • made test runner script more flexible
    • dfhack-run: added color output support

    • embark-assistant:

      • updated embark aquifer info to show all aquifer kinds present
      • added neighbor display, including kobolds (SKULKING) and necro tower count
      • updated aquifer search criteria to handle the new variation
      • added search criteria for embark initial tree cover
      • added search criteria for necro tower count, neighbor civ count, and specific neighbors. Should handle additional entities, but not tested
    • devel/export-dt-ini: updated some field names for DT for 0.47

    • devel/visualize-structure: added human-readable lengths to containers

    • exportlegends:

      • added evilness and force IDs to regions
      • added profession and weapon info to relevant entities
      • added support for many new history events in 0.47
      • added historical event relationships and supplementary data
    • full-heal:

      • made resurrection produce a historical event viewable in Legends mode
      • made error messages more explanatory
    • install-info: added DFHack build ID to report

    • modtools/create-item: added -matchingGloves and -matchingShoes arguments

    • modtools/create-unit:

      • added -duration argument to make the unit vanish after some time
      • added -locationRange argument to allow spawning in a random position within a defined area
      • added -locationType argument to specify the type of location to spawn in

    Internals

    • Improved support for tagged unions, allowing tools to access union fields more safely
    • Added separate changelogs in the scripts and df-structures repos
    • Moved reversing scripts to df_misc repo

    Structures

    • Added an XML schema for validating df-structures syntax
    • Added divination_set_next_id and image_set_next_id globals
    • activity_entry_type: new enum type
    • adventure_optionst: identified many vmethods
    • agreement_details: identified most fields of most sub-structs
    • artifact_claim: identified several fields
    • artifact_record: identified several fields
    • caste_raw_flags: renamed and identified many flags to match information from Toady
    • creature_raw_flags: renamed and identified many flags to match information from Toady
    • crime_type: new enum type
    • dfhack_room_quality_level: added enum attributes for names of rooms of each quality
    • entity_site_link_type: new enum type
    • export_map_type: new enum type
    • historical_entity.flags: identified several flags
    • historical_entity.relations: renamed from unknown1b and identified several fields
    • historical_figure.vague_relationships: identified
    • historical_figure_info.known_info: renamed from secret, identified some fields
    • historical_figure: renamed unit_id2 to nemesis_id
    • history_event_circumstance_info: new struct type (and changed several history_event subclasses to use this)
    • history_event_reason_info: new struct type (and changed several history_event subclasses to use this)
    • honors_type: identified several fields
    • interaction_effect_create_itemst: new struct type
    • interaction_effect_summon_unitst: new struct type
    • item: identified several vmethods
    • layer_type: new enum type
    • plant.damage_flags: added is_dead
    • plot_role_type: new enum type
    • plot_strategy_type: new enum type
    • relationship_event_supplement: new struct type
    • relationship_event: new struct type
    • specific_ref: moved union data to data field
    • ui_look_list: moved union fields to data and renamed to match type enum
    • ui_sidebar_menus.location: added new profession-related fields, renamed and fixed types of deity-related fields
    • ui_sidebar_mode: added ZonesLocationInfo
    • unit_action: rearranged as tagged union with new sub-types; existing code should be compatible
    • vague_relationship_type: new enum type
    • vermin_flags: identified is_roaming_colony
    • viewscreen_justicest: identified interrogation-related fields
    • world_data.field_battles: identified and named several fields
    submitted by /u/lethosor
    [link] [comments]

    Werebeast necromancers are no joke

    Posted: 03 Apr 2020 02:12 PM PDT

    One of those just arrived at my fort. A wereanteater necromancer representative. Unfortunately, it showed up just next to a rather large group of dwarves who were working on some constructions outside, while the military were twiddling their thumbs in the barracks on the other side of the universe.

    Werebeast necromancers don't just murder dwarves. They also resurrect them. And those resurrected will readily join the fight, which will ultimately end in a cavalcade of misery, death and loyalty cascades.

    About half my dwarves are now dead; the other half are either infected or likely about to go insane due to losing relatives, friends or pets.

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

    Today in Dwarf Fortress - The Bronze Hero of Hearts

    Posted: 03 Apr 2020 09:24 PM PDT

    Getting a cursed chunk during adventure mode, when it load, it immediately crashes the game, making a part of the map completely inaccessible.

    Posted: 04 Apr 2020 07:27 AM PDT

    Does anyone have this? The rest of the map seems fine for the moment, but for some reason this relatively innocuous area immediately crashes the game and yes, everything is vanilla. I can play normally in 10k goblin infested Dark Fortresses, but going anywhere near this area kills DF. Checked in legends and there doesn't seem to be any sites at all in the area as well. It is as of it is a black hole.

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

    Decide my Fort

    Posted: 03 Apr 2020 08:55 PM PDT

    I'm finally feeling motivated to start a new fort on the latest update. I'm not sure what sort of quirk I want to include in it, so I thought I'd consult with the subreddit hivemind.

    What should I do?

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

    What would you do with a dwarf who...

    Posted: 04 Apr 2020 12:48 AM PDT

    Alright experienced players of the new patches, what should I do about this dwarf?

    Legendary Thrower, Legendary Wrestler (actually I have an irrational hatred for wrestlerdwarves so I didn't permit him to join the military), Competent Swordsdwarf/Observer, Adequate Brewer, Miller, Weaponsmith (already got a better one who likes diorite), Competent Organizer, Great Negotiator (and all the related broker skills!) so he got me amazing deals last caravan, High Master Writer, Novice Schemer. He was an immigrant a couple seasons ago.

    One problem: you've probably figured it out by now, I kinda knew about it, but didn't think about it due to having never encountered one before until my chief mason woke up (or rather, didn't). In any case, after consulting with my coroner and the dwarf wiki I induced that he was probably the problem and had him interrogated. He confessed. Normally I'd be shocked enough by this given the usual penalties of dwarf society as to doubt the confession, but his history and skills are strong enough circumstantial evidence that I fully accept he's the guilty party.

    Now this guy isn't all bad for my fort. If my weaponsmith dies this is the dwarf who'd be lined up to replace him. He's really quite useful as a broker since my fort is kinda new (but that advantage will soon wear out). Should I segregate him? I can't segregate him completely because I'd want him to continue to be my broker/manager. Should I draft him and sic him on forgotten beasts? De-noble than exile? Drop a bridge on him?

    What would you do with this dwarf who thirsts?

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

    [Stream] Grei's Gaming -- Chainedglazed a Tundra Fortress near Undead

    Posted: 03 Apr 2020 05:59 PM PDT

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