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    Dwarf Fortress Crappy Worldgen

    Dwarf Fortress Crappy Worldgen


    Crappy Worldgen

    Posted: 03 May 2020 10:52 AM PDT

    Grand Temple layout

    Posted: 02 May 2020 05:01 PM PDT

    Dutak the mighty three year old

    Posted: 03 May 2020 03:57 AM PDT

    I just had an incredibly muscular three year old start making an artifact but then get interrupted by a wereshrew attack. He promptly went berserk and started repeatedly biting the wereshrew and for some reason the wereshrew just ignored him in favour gojng around killing all the local elephants. After several days the wereshrew finally succumbed to her wounds. A few minutes later there was an attack by a giantess, Dutak the mighty three year old was the first to charge into battle - he was immediately stepped on and died.

    submitted by /u/142814281428
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    "The Elf, a most vile creature. Even the lowly Goblin does not eat sentient dead." Overseer Zas Logemkadol's log. 23rd of Galena, 335. Wanted to commemorate in MSPAINT the deep Elf hatred felt by my Dwarves in my war-fort, Angelmetal. Their efforts have cleansed over 1500 elves from the world.

    Posted: 03 May 2020 11:23 AM PDT

    No one expects the royal Inquisition

    Posted: 03 May 2020 11:16 AM PDT

    Sit by my fire and let me tell you of my pain.

    I started my most ambitious fort yet, and truly it's a blursed embark:

    • Volcano, forest, sand, clay, copper, iron, flux, aquifer, everything else I want, resource wise. BUT
    • Embark had a giant inhabiting a cave.

    • Nearly my whole fort is in obsidian layers. Everything's optimized and ordered. BUT

    • Had a siege every autumn except for two, so almost no dwarven caravans. No migrants.

    • A temple for every god in the pantheon and one for every religious order and foreign god with at least 10 followers. BUT

    • An undead siege got in and took out 2/3 of the fort once (about 60 dead). I'm still recovering.

    Now, I'm not even a barony. I have no holdings. The king just came. I'm a friggin mountainhome. The civ isn't dying. I was completely unprepared. I'm knee deep in a number of megaprojects, and now I have to pamper a monarch.

    To top it all off, half my fort is kicking an undead pangolin, and nothing gets done. The military is part of the dogpile. The damned thing won't die.

    submitted by /u/Oliludeea
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    I was so excited to sell the humans my junk, but then they started just beating this helpless tribe of dingo people to death. They actually begged for mercy

    Posted: 02 May 2020 03:02 PM PDT

    DF Data Journalism: After the Apocalypse

    Posted: 02 May 2020 12:13 PM PDT

    DF Data Journalism: After the Apocalypse

    I like generating a world and then finding stories in Legends - in this case, a macro story of the rise and fall of nations told by site control. With infographics!

    I'm just starting out with 0.47 myself; it looks like the broad story I'm going to relate is pretty common now with necromancers' abilities, but it was interesting to me, especially the patterns of what happened _after_ their takeover. I don't know if that question of what happens next is now well understood.

    Lathonushul, the Mythical Realms, is a small world with a 250-year history, and is one contiguous landmass.

    Starting in the 170's, the vast majority of the world's settlements of all races were taken over in waves by groups mostly consisting of necromancers and their creations, which I am dubbing "necrostates". The first necrostate was the Trim Creatures, under the human necromancer Omon Clutchfancied, who left a human kingdom's employ as chief executioner, founded her own nomadic group in 76, spent a century animating corpses, then commenced bloody conquest in 178.

    Omon's example of statecraft was followed by several other necromancers, mostly human, such as the Gears of Ale (started conquering 199), the Ordered Tones (202), the Tiled Praises (202); and the only dwarven one, the Fortifications of Fog (203).

    But after these necromancers essentially won - controlling 117 of 145 sites* at their peak - it seems they didn't have much of a long-term vision for what came after. They repeatedly warred with one another, and likely as a result, their population dwindled and their battles tapered off. 72 sites - nearly half those in the world - were officially abandoned in the year 249, and many more are effectively abandoned. The Trim Creatures now has 16 sites, most empty or with only a few living beings, a few with small concentrations of the undead. Omon's location is unknown.

    As of this year, 250, the old realms are cautiously and bloodlessly resettling the long-lost sites, as are some independent governments. Non-necrostate sites went from a nadir of 24 in the 200's to 33 in 249 and 57 in 250.

    Some population shifts during the Apocalypse led to unexpected habitations patterns today: a hamlet inhabited by elves; a forest retreat of goblins.

    Interestingly, one of the two human domains, the Kingdoms of Stabilization which exists to this day, had been ruled by another necromancer Zinga Shotfinder for over a century, before the Apocalypse, after a coup d'etat in 56. She started no offensive wars, and the goblin war she inherited had almost no battles or deaths. She was imprisoned by the Trim Creatures during their conquests (185) and killed in a werebeast rampage in Trim Creatures territory eight years later.

    Attached is a graphic of site control by species/state type over all of history, as well as one of just 170-250, the Era of the Apocalypse, where you can better see the Reclamation underway.

    https://preview.redd.it/31mgkpspeew41.png?width=889&format=png&auto=webp&s=c8076d5173ec7e4d622d57534b7a5c789a6be774

    https://preview.redd.it/u0t89qxxeew41.png?width=968&format=png&auto=webp&s=71320c06c31fcc927277ab6061cd0eb21a8cd073

    Will the kings and law-givers of the living realms marshal their forces and crush the necromancers? Or are the nefarious reanimators merely distracted and able to send the ravening hordes across the Mythical Realms once again? Only time will tell.

    * "Sites": I'm counting only castles, dark fortresses, dark pits, forest retreats, forts, fortresses, hamlets, hillocks, mountain halls, towers, and towns. Not camps, caves, or lairs, although camps may have served as the last outposts of some of the old civilizations before they started recovering.

    Edited to add: Many thanks to Parker147 / the mighty brain(s) behind Legends Viewer, without whom this would not have been possible.

    submitted by /u/Mister_Dalliard
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    Warewolfs

    Posted: 03 May 2020 10:39 AM PDT

    how does one fight them without getting infected? if you do fight them, how do you monitor the fighters?

    submitted by /u/Lazer_beak
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    Goblins don't like you trading items with the Elfs.

    Posted: 02 May 2020 06:09 PM PDT

    Goblins don't like you trading items with the Elfs.

    10 pages

    The thing went beserk... I had him locked in a jail cell... my dump was outside his jail cell of all the golbin things... Next time i'll wall him up.... oh I never mind, my crossbowmen took their bolt and put it in his head...

    submitted by /u/jkbarss
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    Won the lottery

    Posted: 02 May 2020 04:09 PM PDT

    A caravan of elves came by, and after they left, ALL their stuff was left behind. By deconstructing the Depot, it all became mine. Bug? Nah. The elves just REALLY want to be friends, that's all!

    submitted by /u/klokwerkz
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    DF on EC2

    Posted: 02 May 2020 04:56 PM PDT

    Has anyone tried running DF on EC2 recently? I've seen some posts from 7ish years ago. Their current generation z1d instances run at 4.0 GHz on all cores with 16 GiB memory and an SSD drive for $0.20/hr on Linux and $0.30/hr for Windows. This is faster than what I have now, and with current work reductions I won't be upgrading soon. I always end up losing to lag when things start to get interesting. Think it's worth the time and effort to try it?

    submitted by /u/I_am_10_squirrels
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    DFHack Workflow List

    Posted: 02 May 2020 03:09 PM PDT

    After finding that the in-game workflow manager causes Crash to Desktop errors way too often, I'm re-embracing the DFHack workflow manager. I've had a lot of trouble finding the right syntax for some things in the past, so I thought I'd post the list I'm copying from an old fort. Just in case it helps anyone else out. Here's what I had running in my last fort (PeridexisErrant's Starter Pack 0.44.12-r02):

    workflow count TOOL:ITEM_TOOL_MINECART 6 2 workflow count BED 10 3 workflow count CAGE 10 5 workflow count TRAPPARTS 20 5 workflow count DOOR 10 5 workflow count TABLE 10 5 workflow count CABINET 10 5 workflow count TOOL:ITEM_TOOL_NEST_BOX//INORGANIC:MICROCLINE 6 2 workflow count TOOL:ITEM_TOOL_LARGE_POT 60 25 workflow count BLOCKS//INORGANIC:CHALK 100 50 workflow count BIN 10 5 workflow count DRINK 150 100 workflow count FOOD:ITEM_FOOD_ROAST 100 50 workflow count CHAIR 10 5 workflow count GOBLET//INORGANIC:BAUXITE 20 5 workflow count ARMOR:ITEM_ARMOR_DRESS/YARN 10 5 workflow count BAR//ASH 10 5 workflow count BAR//COAL 50 25 workflow count LIQUID_MISC//LYE 10 5 workflow count BAR/SOAP 15 5 workflow count BAR//INORGANIC:IRON 50 15 workflow count BAR//INORGANIC:COPPER 50 15 workflow count BAR//INORGANIC:SILVER 50 15 workflow count BAR//INORGANIC:PIG_IRON 50 15 workflow count BOX//INORGANIC:CHALK 15 5 workflow count BOX/LEATHER 10 5 workflow count BACKPACK/LEATHER 10 5 workflow count QUIVER/LEATHER 10 5 workflow count ARMOR:ITEM_ARMOR_LEATHER/LEATHER 10 5 workflow count PANTS:ITEM_PANTS_LEGGINGS/LEATHER 25 10 workflow count HELM:ITEM_HELM_HELM/LEATHER 10 5 workflow count PANTS:ITEM_PANTS_PANTS/CLOTH 10 5 workflow count ARMOR:ITEM_ARMOR_CLOAK/CLOTH 10 5 workflow count ARMOR:ITEM_ARMOR_ROBE/CLOTH 10 5 workflow count SHOES:ITEM_SHOES_SHOES/CLOTH 10 5 workflow count SHOES:ITEM_SHOES_SOCKS/CLOTH 10 5 workflow count SLAB//INORGANIC:BAUXITE 10 5 workflow count BAR//INORGANIC:STEEL 50 15 workflow count HELM:ITEM_HELM_HOOD/CLOTH 10 5 workflow count GLOVES:ITEM_GLOVES_GLOVES/CLOTH 10 5 workflow count STATUE 10 5 workflow count LIQUID_MISC/MILK 10 5 workflow count CORPSEPIECE/YARN 10 5 workflow count BLOCKS//INORGANIC:GABBRO 100 50 workflow count BOX/YARN 10 5 workflow count PANTS:ITEM_PANTS_PANTS/YARN 10 5 workflow count ARMOR:ITEM_ARMOR_DRESS/SILK 10 5 workflow count PANTS:ITEM_PANTS_PANTS/SILK 10 5 workflow count BLOCKS//INORGANIC:JET 100 50 workflow count TOOL:ITEM_TOOL_JUG//GLASS_GREEN 20 5 workflow count WINDOW//GLASS_GREEN 25 5 workflow count BLOCKS//GLASS_GREEN 300 150 workflow count ARMOR:ITEM_ARMOR_CLOAK/LEATHER 10 5 workflow count PANTS:ITEM_PANTS_PANTS/LEATHER 10 5 workflow count HELM:ITEM_HELM_CAP/LEATHER 10 5 workflow count SHOES:ITEM_SHOES_BOOTS_LOW/LEATHER 35 5 workflow count GLOVES:ITEM_GLOVES_GLOVES/SILK 10 5 workflow count SHOES:ITEM_SHOES_SOCKS/SILK 10 5 workflow count AMMO:ITEM_AMMO_BOLTS/BONE 1000 500 workflow count SHIELD:ITEM_SHIELD_SHIELD/LEATHER 10 5 workflow count SHOES:ITEM_SHOES_SHOES/LEATHER 10 5 workflow count ARMOR:ITEM_ARMOR_TUNIC/LEATHER 10 5 workflow count BOX/SILK 10 5 workflow count ARMOR:ITEM_ARMOR_TUNIC/SILK 10 5 workflow count TOOL:ITEM_TOOL_QUIRE 10 5 workflow count BUCKET 10 5/ workflow count CHAIN 10 5 workflow count BARREL//INORGANIC:COPPER 20 5 workflow count BOX//INORGANIC:COPPER 10 5 workflow count SPLINT 10 5 workflow count CRUTCH 10 5 workflow count GOBLET 10 5 workflow count TOY 10 5 workflow count TOOL:ITEM_TOOL_JUG 10 5 workflow count POWDER_MISC/SAND 30 5 workflow count CLOTH/PLANT 100 5 workflow count CLOTH/YARN 100 50 workflow count CLOTH/SILK 100 50 workflow count ARMOR:ITEM_ARMOR_CLOAK/SILK 10 5 workflow count TOOL:ITEM_TOOL_BOOK_BINDING 10 5 workflow count TABLE//INORGANIC:CHALK 10 5 workflow count CHAIR//INORGANIC:CHALK 10 5 workflow count PIPE_SECTION//GLASS_GREEN 10 5 workflow count TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW//GLASS_GREEN 10 5 workflow count TOY//GLASS_GREEN 50 25 workflow count CHEESE 25 5 workflow count BAR//INORGANIC:ADAMANTINE 100 50 workflow count GLOVES:ITEM_GLOVES_MITTENS/SILK 10 5 workflow count AMMO:ITEM_AMMO_BOLTS/METAL 10 5 workflow count AMMO:ITEM_AMMO_BOLTS//INORGANIC:COPPER 400 200 workflow count BLOCKS//INORGANIC:ORTHOCLASE 35 10 workflow count BOX//INORGANIC:SILVER 10 5 workflow count TOOL:ITEM_TOOL_WHEELBARROW 10 5 workflow count FLASK/METAL 50 20 workflow count BAR//INORGANIC:NICKEL 10 5 workflow count BAR//INORGANIC:BLACK_BRONZE 10 5 workflow count CABINET//GLASS_GREEN 30 5 

    Strike the Earth!

    submitted by /u/Smithium
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