Dwarf Fortress Quick Look at Windmills in the Upcoming Update |
- Quick Look at Windmills in the Upcoming Update
- Krugg, you've infected my game!
- DevLog 22 April 2020: "This week, we've started in on the world map."
- [Kruggsmash] Scorchfountain Ep.6: Two Heads
- Steam :: Dwarf Fortress :: Beasts, night trolls, and werecreatures, oh my!
- Machines and Tree Shadows
- Don't forget, folks, you can make your own masks at home!
- Natural Necromancer Vampire
- WHY...*SOB* *SOB*
- I think the religious simulation in this game is getting too realistic...
- Forgotten Beasts Needed
- She took the kids, he isn't taking it too well
- Dwarf Fortress Interview with TheEqualsE
- Ah, the hubris of man
- Year 1, Winter: I have already achieved peak Dwarf Fortress
- Spellcrafts .44.12
- War and trade
- It might be an unpopular opinion but Forgotten Beasts are neither !Fun! Or interesting to me and need a huge rework.
- Necromancer werepangolin fighting his own arm (bonus: when did the arm grow legs and a head?)
- Finally got my first werewolf
- Bug / Poll: Pets are trash / treasure
- The No Nobles Bug --- Potential Cause/"Fix"
Quick Look at Windmills in the Upcoming Update Posted: 23 Apr 2020 06:04 AM PDT
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Krugg, you've infected my game! Posted: 23 Apr 2020 02:16 AM PDT
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DevLog 22 April 2020: "This week, we've started in on the world map." Posted: 22 Apr 2020 10:35 PM PDT
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[Kruggsmash] Scorchfountain Ep.6: Two Heads Posted: 23 Apr 2020 04:48 AM PDT
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Steam :: Dwarf Fortress :: Beasts, night trolls, and werecreatures, oh my! Posted: 23 Apr 2020 09:02 AM PDT
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Posted: 23 Apr 2020 08:28 AM PDT
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Don't forget, folks, you can make your own masks at home! Posted: 23 Apr 2020 10:11 AM PDT
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Posted: 22 Apr 2020 06:45 PM PDT
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Posted: 22 Apr 2020 11:56 PM PDT
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I think the religious simulation in this game is getting too realistic... Posted: 22 Apr 2020 09:13 PM PDT
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Posted: 23 Apr 2020 11:30 AM PDT Hey, all! In my D&D game, the players are helping a bunch of dwarves reclaim a lost dwarven fortress. Part of this involves killing forgotten beasts every now and again! As this will be a steady source of battles going forward, I'll need a lot. What are some forgotten beasts you've battled in your fortresses? Thanks in advance! [link] [comments] | ||
She took the kids, he isn't taking it too well Posted: 23 Apr 2020 08:29 AM PDT
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Dwarf Fortress Interview with TheEqualsE Posted: 23 Apr 2020 10:40 AM PDT
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Posted: 23 Apr 2020 10:04 AM PDT
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Year 1, Winter: I have already achieved peak Dwarf Fortress Posted: 23 Apr 2020 12:28 PM PDT
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Posted: 23 Apr 2020 12:22 PM PDT So I wanted to try and add Spellcrafts to my Masterwork Dorf Fortress game, as I have some other mods that seem to work pretty well, but have seemingly run into an issue. The one who created it has seemingly updated his mod to the most recent version and doesn't have any backups of the older version anywhere I can see. To each their own I guess, though this makes it TERRIBLY inconvinent when some people are waiting for other mods to update. Can anyone help here? [link] [comments] | ||
Posted: 23 Apr 2020 10:44 AM PDT These are the two most confusing topics of DF. I don't know how to do exports. Is it the same as just trading with the caravan or is there a way to send out my goods. And war is just that maybe you get attacked once. you get nothing out of it. I just need an understanding of these topics because I am new. Thanks. [link] [comments] | ||
Posted: 22 Apr 2020 05:27 PM PDT Titans have a place in the lore. So do Demons that become masters of a goblin civ. Necromancers have their towers, vampires their long history of murder and secrecy and were-creatures their alter egos. But forgotten beasts seem, well forgotten. They come in, they are hostile, they die real quick, and you wait for another one that doesn't leave an impression. There 10x more of them than Titans for some reason and they are a chore to deal with as they drop nothing valuable unless you can catch them to become trapped web spinners. My suggestion: they should be time before time heroes and have gigantic armor and weapons. At least it gives you incentive to kill them, to melt their gear. They should also be less frequent and more dangerous. As well, some should not be immediately hostile. Also having 5 FBs on the map at the same time just makes them lose their mystique. [link] [comments] | ||
Necromancer werepangolin fighting his own arm (bonus: when did the arm grow legs and a head?) Posted: 22 Apr 2020 07:23 PM PDT
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Posted: 22 Apr 2020 11:43 PM PDT
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Bug / Poll: Pets are trash / treasure Posted: 22 Apr 2020 11:26 PM PDT In my current fortress there is an interesting bug: if you have a coffin for a pet that has died, and it has body parts (in this case hair) that were severed in the fight that killed it, those parts will generate a job to move them to a refuse stockpile. As soon as a dwarf is done hauling it to the stockpile, another dwarf will realise: "Hey! That's Astod's leg! That doesn't belong there!" and put it back into the assigned tomb. This same dwarf will then think: "Wait a sec, this is an alpaca leg bone. Good for crafts." And so on. I don't think I've seen this bug elsewhere, but I think I'm going to stop wasting coffin space on pets. [link] [comments] | ||
The No Nobles Bug --- Potential Cause/"Fix" Posted: 23 Apr 2020 01:42 AM PDT I have encountered this bug multiple times in the last couple of weeks on a new region created, I only use two mods, the BPFA mod and DFHack. I believe that this bug has something to do with the generation of a world, I suspect this as I recently created a new region with history of 5 years, and with EVERY fortress I created in that region I didn't have a noble position, I also tried using the make-monarch command through DFhack and got a (NO MONARCH FOUND) or something like that. I then gave up on my hopes and dreams in that region and make a new one, letting history go up to 125 years.....And Huzzah! The bug was fixed. If any of you are having issues with this on embark, you'll have to make a new region (based on this assumption that this is indeed the issue). [link] [comments] |
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