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    Sunday, March 7, 2021

    Dwarf Fortress [Art] "There were 30 of us."

    Dwarf Fortress [Art] "There were 30 of us."


    [Art] "There were 30 of us."

    Posted: 07 Mar 2021 04:24 AM PST

    The story of a frail bowman with a forgotten name.

    Posted: 07 Mar 2021 04:08 PM PST

    I walk into this hamlet with nothing in it. Find some people in a house, among them a frail bowman.

    Sadly I forgot his name, so I will commemorate him here.

    When I enter he goes "Is that a weapon? What is going on!" so I talk to him.

    I try to calm him down and he tells me "Don't calm me down!" I tell him a joke and he answers "Don't waste my time!"

    Then I ask him to be my companion, and he, somewhat surprisingly, is SO ON! He will follow me whereever I lead him.

    We head off looking for animals to kill but we find nothing. AND I'm out of water and the rivers are frozen, so it becomes a bit of a random scramble to find an unfrozen river.

    I guess he didn't expect his leader to just run about the wilderness aimlessly and frantically, but the frail bowman follows. I feel like, I will find some real adventure and make him proud he followed me. Something that starts so randomly must end beautifully!

    After a lot of wasted time I spot a horse, and immediately rush in to attack.

    Finally our adventure begins. Nothing says adventure more than axing a horse for sports, gouging it's eyes out and maybe carve some ear rings from it's bones! Ahh, this is life!

    I get going and hack away - but I suddenly notice I'm attacking my companion, the frail bowman, and that the horse has ran away!

    I thought he would stay a distance away and fire arrows, but he got right into the fray. I have no idea what happened - I guess I didn't really look who I was attacking, and just assumed it was the horse - and then maybe he just ran right into my ax or something.

    It's all just a misunderstanding! I thought you were a horse!

    But I have no idea how to make peace, I momentarily also forget how to talk, and I am worried he might kill me - what to do, what to do? I take a fast decision and restore peace by cutting his head off.

    I feel sorry about it, I didn't wish for our common adventure to end like this.

    I thought we would do great things together, and then I just cut his head off - after doing nothing but walking around aimlessly.

    Well, as he is dead anyway and I'm short of a shield, I check his stuff out. He weirdly has no bow - I guess that's why he RAN into the fight. But he has arrows and clothes, so i grab all those, thinking to maybe sell them for a shield.

    I leave his naked mangled corpse and his cut off head to be eaten by wild animals.

    While I walk away, looking for another horse, I wonder if this whole series of events could make me look bad in the eyes of the local authorities. And I promise myself never to forget my friend, the frail bowman who didn't like my jokes.

    submitted by /u/Orange-of-Cthulhu
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    The Dwarf Fortress Roundtable podcast has released Ep. 46 In Which We Visit With Blind

    Posted: 07 Mar 2021 03:34 PM PST

    So, I discovered the awesomeness of minecarts

    Posted: 07 Mar 2021 06:34 PM PST

    Pro tip: don't send your wrestlers to fight the undead

    Posted: 06 Mar 2021 06:06 PM PST

    Lofi beats to mine to and trying to make some D&D style fort maps! (2-3 hrs from 2pm UTC)

    Posted: 07 Mar 2021 05:57 AM PST

    DFHack 0.47.05-r1 released

    Posted: 06 Mar 2021 01:47 PM PST

    Download here

    Release notes:

    DFHack 0.47.05-r1

    Fixes

    • confirm: stopped exposing alternate names when convicting units
    • embark-assistant: fixed bug in soil depth determination for ocean tiles
    • orders: don't crash when importing orders with malformed JSON
    • prospector: improved pre embark rough estimates, particularly for small clusters
    • quickfort: raw numeric quickfort-dig-priorities (e.g. 3, which is a valid shorthand for d3) now works when used in .xlsx blueprints

    Misc Improvements

    • autohauler: allowed the Alchemist labor to be enabled in manipulator and other labor screens so it can be used for its intended purpose of flagging that no hauling labors > should be assigned to a dwarf. Before, the only way to set the flag was to use an external program like Dwarf Therapist.
    • embark-assistant: slightly improved performance of surveying
    • gui/no-dfhack-init: clarified how to dismiss dialog that displays when no dfhack.init file is found
    • quickfort:
      • Dreamfort blueprint set improvements: significant refinements across the entire blueprint set. > Dreamfort is now much faster, much more efficient, and much easier to use. The checklist now includes a mini-walkthrough for quick reference. The spreadsheet now also includes embark profile suggestions
      • added aliases for configuring masterwork and artifact core quality for all stockpile categories that have them; made it possible to take from multiple stockpiles in the > quantumstop alias
      • an active cursor is no longer required for running #notes blueprints (like the dreamfort walkthrough)
      • you can now be in any mode with an active cursor when running #query blueprints (before you could only be in a few "approved" modes, like look, query, or place)
      • refined #query blueprint sanity checks: cursor should still be on target tile at end of configuration, and it's ok for the screen ID to change if you are destroying (or > canceling destruction of) a building
      • now reports how many work orders were added when generating manager orders from blueprints in the gui dialog
      • added --dry-run option to process blueprints but not change any game state
      • you can now specify the number of desired barrels, bins, and wheelbarrows for individual stockpiles when placing them
      • quickfort orders on a #place blueprint will now enqueue manager orders for barrels, bins, or wheelbarrows that are explicitly set in the blueprint.
      • you can now add alias definitions directly to your blueprint files instead of having to put them in a separate aliases.txt file. makes sharing blueprints with custom alias > definitions much easier.
      • new commandline options for setting the initial state of the gui dialog. for example: quickfort gui -l dreamfort notes will start the dialog filtered for the dreamfort > walkthrough blueprints

    Structures

    • Dropped support for 0.47.03-0.47.04
    • Identified scattered enum values (some rhythm beats, a couple of corruption unit thoughts, and a few language name categories)
    • viewscreen_loadgamest: renamed cur_step enumeration to match style of viewscreen_adopt_regionst and viewscreen_savegamest
    • viewscreen_savegamest: identified cur_step enumeration

    Documentation

    • digfort: added deprecation warnings - digfort has been replaced by quickfort
    • fortplan: added deprecation warnings - fortplan has been replaced by quickfort
    submitted by /u/lethosor
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    This one puts the "Forgotten" in Forgotten Beast.

    Posted: 06 Mar 2021 03:48 PM PST

    This is why dwarves hate nature

    Posted: 06 Mar 2021 02:27 PM PST

    Candles and Lighting

    Posted: 06 Mar 2021 06:26 PM PST

    Are there any plans to add to the light and dark system? I know some people don't get alot out of the management side of DF, but I think it would be cool if dwarfs got bad thoughts from it being too dark, as well as too bright. Make candles from oil or tallow, sconces and candelabra from metals and build them every X tiles, or "Urist McUseless was annoyed at tripping over in the dark". Add some minor scrapes and bruises to help flesh out the hospital's utility a little and yeah. Thoughts?

    submitted by /u/S_A_Noob
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    Streaming Pokemon Dwarf Fort for a couple hours. Come chat! I'll add the VOD to the post after.

    Posted: 06 Mar 2021 07:38 PM PST

    https://twitch.tv/flakaby

    Loving the discussions that happen in chat, truly.

    submitted by /u/flakaby
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    What about a zombie apocalypse mod for DF?

    Posted: 06 Mar 2021 12:30 PM PST

    I'm a big fan of zombies, which is pretty clear if you glance at my post history. But I'm also a fan of DF, and I started thinking it would be interesting if you managed a colony of survivors in an apocalypse, or played as one yourself in adventure mode. Zombies can scratch, swipe, and bite at your survivors. If one gets bitten it acts kind of like a werebeast would, in a certain number of days, they turn into zombies and attack others.

    I don't know if this has already been made or not, but it'd be cool to see it happen either way. It may take away from the whole fantasy element, but could be fun regardless.

    submitted by /u/Macrellia
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    How do you personally start your fortress?

    Posted: 05 Mar 2021 10:54 AM PST

    Do you dig to the first cavern layer? Build into the soil to start your first ward? What creative ways have you guys started a fort and for what purpose do you do it that way?

    submitted by /u/Stokeling9701
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