No.202895
Last thread is autosaging, so let's continue it here.
I'll start with my new attempt at custom creatures.
So far i've used the dog as a general base. but increased its lifespan and changed it's body type to a smaller version of a GCS.
It is supposed to have a bite as strong as a dog's, and instead of the scratch, a web shot similar to a GCS. but only once every 500 ticks, instead of every 30.
Unfortunately, at the moment it seems to work in all ways except its attacks.
It just pushes other creatures around until it faints form exhaustion.
Any advice would be appreciated.
Pastebin link below:
http://pastebin.com/zVN1Lj5w
No.202900
I really wish Toady would consolidate some labors together. Do gelding, shearing, and milking all need to be separate skills? Cheese-making? Lye-making and potash-making? The various dissections that no one uses?
Putting some of these together under umbrellas would at least, possibly, cut down on the number of absolutely worthless migrants. No one even uses gelding anyway yet I can get four in a single migrant wave.
No.202909
>>202900
Look at it this way, those are all very different things here in reality. Just because you know how to milk a cow so well it has a milkgasm doesn't mean you know jack shit about shearing sheep.
And who do you think the old dwarf kingdom is going to let go/send to the colony, their useful multi-skilled entrepreneurs or the redundant assistants and bumbling novices? They were just as worthless back home, you are their last hope of a life worth living.
No.202914
>>202909
I don't even want multi-skilled masters, but I certainly don't need more fishers than Japan and 10 guys who are only good at making cheese when I don't even own cows!
No.202949
>>202914
There has to be some sort of dwarven migration agency that trains peasants to novice in a couple skills, then sends them off to fortresses as "farmers", "rangers", and "fishery workers". It's the only way I can imagine 50+ year old migrants with no skill rust, whose total experience amounts to half a dozen jobs.
No.202982
>>202900
Legendary ball snipper should be a combat skill.
No.202995
>>202909
It takes 15 minutes to learn how to shear a sheep. Sheep are cool. Baa.
No.203131
>>202949
What I want to know is how does a 70-year-old dwarf live all those years yet the only skill he acquires, the single thing he is even remotely capable of doing, is binding books.
I'd probably deal with it all better if there were just less migrants in general. They're called migrant "waves" when I would really prefer just a migrant "trickle."
I think it would make more sense too; I don't think so many dwarves would be eager to leave their established homes in the mountains to travel across miles of wilderness just to settle in my backwater craphole of a hole in a hill.
>>202995
How often can you shear animals in-game anyway? is it like once a season or once a year? I'd like to wait a while for all my woolly creatures to fluff up and then shear them all at once.
No.203203
Can you code in craftable automatons?
No.203549
>>203203
>Can you code in craftable automatons?
Not so easy, but sorta-kinda something close can be done. Look for "turrets" mods.
No.203571
>>203203
I think that requires dfhack. Dwarf Fortress has a lot more support for turning creatures into items then the other way around.
No.203712
>>202949
>>203131
It's mostly people who want a better life or can't find work that migrate in real-life, I fail to see why DF would be any different.
No.203718
>>203712
Because those are mostly males irl, in dorf world it's an equal mix and is state sanctioned.
No.203831
Still waiting on Dark Ages update.
Adventure Mode is gonna let you play as ogres and dragons and shit.
No.203835
>>203831
It would be pretty fun to play as a night creature or bogeyman.
No.203841
>>202982
Friendly reminder that dwarves may land gelding blows.
>>202900
>Urist, the doctor will see you now
>Greetings, Urist McJew. Didn't I just see you the other day? Was there something wrong with the prescription?
>Actually, Urist McDoc, it's about my son's gelding.
>What's wrong with it?
>Well… you see… uhm…
>Daddy. Is he going to give it back?
>Give it back? What in Armok's name..?
>WHAT THE FUCK IS WRONG WITH YOU? CAN'T YOU TELL WHERE THE FORESKIN ENDS AND WHERE THE SHAFT BEGINS?
>Daddy, am I a girl now?
>I-I don't understand. I spent my entire life honing my skill… all of those days shearing sheep.
>WHAT? SHEEP!
>Ah, yes. When I was a wee lad back at the mountainhome I used to spend every other day shearing the sheep in my Queen's pasture. It was so rewarding and fulfilling, just taking the shears and cutting everything off. . . Wait a minute
>Urist McDwarf is throwing a tantrum
No.203864
YouTube embed. Click thumbnail to play.
>>203131
>not wanting binding dwarf
he is an artist m8
No.203881
>>202900
Cheese makers are just miners who haven't discovered their real passion.
No.204748
>>203131
>What I want to know is how does a 70-year-old dwarf live all those years yet the only skill he acquires, the single thing he is even remotely capable of doing, is binding books.
You are missing variety of skill-less labor (cleaning, hauling, etc) and attributes.
As to what such a dwarf did… dunno, an assistant in the temple or law library?
No.205079
>Built my first invader trap
I mean, technically I haven't finished - the pit has no spikes, and there's no chained lions either, but I have all the parts. and the fall itself will be nasty (7 z-levels). I plan on a lead floor for this drop, as well.
No.205706
No.205962
0.42.04 is out
We have giant elephants, and the animal breeding problem might be fixed.
No.206258
File: 1451331367968.png (311.47 KB, 1920x1080, 16:9, Screenshot 2015-12-28 13.3….png)

>>206057
So, when you say giant elephants, you mean this is now possible?
No.206393
File: 1451366060936.png (399.23 KB, 1366x768, 683:384, Screenshot 2014-10-01 01.5….png)

>>206258
Exactly this is meant.
Starting a new fortress tonight, I will post some results of playing around with the new system.
Maybe I'll make another crazy mayan death pyramid for shits and giggles.
No.206525
>moving water around
IS THERE ANYTHING MORE TEDIOUS
No.206551
>>206525
moving water around whilst at a snail's pace framerate?
No.211479
Here's another one! We're still going to be working through adventure reputation/quest/etc. improvements, so consider this a first stage. Other highlights are the fortress mode sparring and mug-carrying fixes. Enjoy your zombies.
New stuff
+ New hearth orders for killing beasts and fighting outlaws
+ Added a hunter reputation and cleaned up reputation system around beast-slaying
+ Made citizens understand their relationship to bandits and added reputation for protecting people from them
+ A few lizards
Major bug fixes
+ Made drunken dwarves spar properly again
+ Stopped dwarves from carrying mugs forever
+ Stopped adv goblin performance troupes from attacking strangers while traveling
+ Stopped reanimated corpses from being stuck on wrong side of conflicts
+ Gave underground populations zone assignments to stop them from erupting outward
+ Fixed inconsistent underground vegetation generation (which caused underground site maps to generate inconsistently)
+ Fixed various city vegetation clearing routines which were causing holes in the ground above sewers and catacombs
Other bug fixes/tweaks
+ Zombies no longer dodge, parry, block, wrestle or run, and they do charging attacks whenever possible
+ Zombies don't get defense adjustments for body part type and they don't find or stop combat opportunities
+ Reduced zombie strength bonus (old saves will still be strong)
+ Made severing all non-smashed heads put down a zombie (can be reanimated if has working grasp, smashing heads already worked)
+ Made severing/smashing any working grasp put down a headless zombie (can be reanimated if has another working grasp)
+ Neck gets same combat chance adjustment as head
+ Made bandits that run off cancel town harassment goals
+ Bandits camps don't immediately send new armies to re-harass towns
+ Stopped camp bandits from being placed in trees so often
+ Allowed save/load in arena
+ Made creature object load bar page properly
+ Labeled xml encoding as cp437 instead of utf-8
No.211493
>>211479
>"goblin performance troupes"
What
No.211515
>>211479
>+ Made citizens understand their relationship to bandits and added reputation for protecting people from them
Aaaaand adventure mode is playable now. This'll be great.
No.211518
I think dorf fortress need a better tantrum system to represent the fact that dorfes are hardy dorfes and not crybabies.
If a dorf lose a friend and for this he throw a tantrum, instead he will become a SLAYER.
Slayers do not work and instead take the slayer oath. He will grab any weapon he can find (preferably an axe) and will attack any enemy on sight. Slayers ignore alerts and tend to wander outside.
They cannot wear armour but they can still be conscripted in the army and spar.
A slayer will forfeit all relationship with fellow dorfes.
Their
No.211544
Made a new world and exported the info, saw this…
Civilized World Population
7280 Dwarves
8453 Humans
7894 Elves
126 Goblins
329 Kobolds
Total: 24082
It seems that the world may need some assistance with that unfinished business.
No.211551
No.211695
Love the newest edition but I can't play it on my craptop without it shitting itself and dying. Is there a guide to optimize performance out there or something like that? If not, could you give me some tips?
No.211717
>>211551
>Not sure if genuinely uneducated or troll who is scared of slayers |:^(
No.211811
>>211518
Anon, I love Warhammer as much as the next guy, but that doesn't mean DF should rip it off wholesale like that.
How about something like this… Within the game code, add a variable that tracks just how fucked up the Dwarf's emotional state has become. This would be similar to how military dwarves stop caring about death, but expanded from that. As a placeholder, we'll call it the Tantrum Gauge
Every time something happens that fucks with the dwarf mentally, it increases the position on the gauge. Become seriously ingured? A friend dies? Something they own or a masterpiece they created is stolen/destroyed? All of these things affect it. Some things more than others. Actually witnessing a friend die would obviously have a larger impact than the friend dying while the dwarf was not around. Having that friend's body lay outside to rot would increase it further than if the friend was given a proper burial.
Over time, the Tantrum Gauge would (very slowly) decrease. However, whenever it reached a certain point, it would no longer be able to decrease beyond that point. This would start off fairly small and benign.
At first, the dwarf would become more stubborn and prone to argument. They would become more inclined to fight and perhaps even break things, but it would never escalate to physical violence. The effects of this stage would just be unhappy thoughts among other dwarves whenever such an argument occurred.
The next stage would be similar, but it would include occasional brawling. Injuries would be common, but mostly mild. Such brawls would almost always be with dwarves that are considered enemies and rivals.
The next stage would be to the point where the dwarf stops caring about death. The dwarf would still not actively try to kill other dwarves, even when brawling, but he would no longer care.
And finally, the dwarf would stop caring to the point that he would, indeed, seek to kill those he fights with.
So now, dwarves will progressively become more surly. More apathetic towards their fellow dwarves. More prone to violence and killing.
This can be mitigated by giving the dwarves something to fight. A dwarf who has goblins to kill would be far less likely to take out his anger and aggression on other dwarves. The key would be for the player to focus that aggression in a productive way.
No.213661
>>211493
ork'n'troll bands?
No.213950
>>211544
What if a world without the persistent threat of goblins stagnates and becomes decadent?
No.213953
>>202895
>Toady literally bans any right-wing opinions immediately
>calls it "trolling" because he can't understand people having opinions based on facts instead of feelings
>failed at being a maths professor
>forced a girl to have sex with him in order to pass her grade
>is now putting in dumb shit like music, dance and poetry that adds literally nothing to do the game
>people still play this shit in #currentYear
No.213958
>>213953
>>forced a girl to have sex with him in order to pass her grade
wat
No.213960
>>213958
Yeah, surprised this one hasn't came into the public limelight yet. Toady forced a girl to have sex with him and that's why he abandoned his post-doctorate at Texas A&M.
No.213962
I heard Toady is a chronic masturbator and that his brother likes to watch.
No.214140
>>214023
Believe me or don't believe me if you want, that's up to you. He did it, though. Hence why he broke down crying in the office and they removed him as quietly as possible.
No.214143
>>213953
>muh /pol/ is all facts and no opinions I'm the better one me me me
Come on now it's #curretYear you just said that no?
No.214163
>>214143
>#curretYear
ok rabbi
No.214283
>>213953
/pol/ always have their brain break this badly when it encounters things that don't fit their world view?
No.214285
>>214283
That's not the worst. The worst is that nothing fits their world view, too.
No.214391
>>214283
>>214285
>replying to yourself
/leftypol/ is getting desperate.
No.214409
>>214140
Tits sauce or it didn't happen, anon.
No.214411
>>214409
His wikipedia page references some of it, but it doesn't have the actual reason. He got hyped up on drugs for a bit (nothing too hard, just some amphetamines to keep going from what I remember) and then forced the girl to have sex with him and broke down crying in the main office.
After that, he was removed because he was a major legal liability and he was just going too far off the edge. Them doing that probably helped him out more than anything else.
Oh, there was also one of his relatives that posted a weird child porn piss story (user's called Armok) that never got banned but I'm not shocked by that. Toady is VERY left, including "we should accept paedophiles as their sexuality".
No.214421
>>214391
…Sigh.
No, Anon.
Bad Anon. Bad. Take your meds.
No.214422
>>214411
>His wiki page
Pro saucing right there.
I read on wiki that Goobergaters are a posse of women-hating white males.
No.214426
>>214422
Indeed. THey're notorious for harassing Brianna Wu, who is a woman. Not a man. A woman.
No.214507
>>211518
I think you need to git gud anon, it's not like it's hard to keep these beards happy.
No.214555
>>214507
Hahaha
"Keep the suits happy"
"Keep the beards happy"
No.214558
>>214507
Yeah I've never had any dwarves throw a tantrum since I picked the game back up last month.
Even when goblins keep butchering my militia with every invasion. The populace does get sad, but it doesn't usually last.
If anything, dwarves are too tolerant of bullshit now.
No.214561
>>214422
>>214426
Guys, go look at the sources on Wikipedia. They reference Toady himself.
No.214563
>>214507
I know. Actually I you cheese out the game, it's easy as hell. I had a game with a militia of 5 or 6 dorfves who can kick a goblien siege back to hell with a hand tied on their back. They slayed cyclops, minotaurs and giants effortlessly.
If you build waterfalls near a dining room, you can besically keep the dorfes high in morale, regardless of what shit happens. If you want to cheese things out more, you can build a cat thrower and make them insensible to everything after a while.
I know all the tricks and tips, I just want slayers.
No.214572
>>214563
Yeah and no. Slayers are Warhammer, not Dwarf Fortress. Why the fuck you try to make it canon to Dwarf Fortress. It's WARHAMMER.
No.214626
>>206057
Don't worry, I'm sure even if they eat grass constantly they're still going to starve to death, the fat fucks.
No.214672
>>213958
>wat
Don't feed the trolls. Leave them in a pit until your friendly Giant Cave Spider drops in and hunts down the smelly creatures.
>>214563
>I know. Actually I you cheese out the game, it's easy as hell. I had a game with a militia of 5 or 6 dorfves who can kick a goblien siege back to hell with a hand tied on their back. They slayed cyclops, minotaurs and giants effortlessly.
Eh, sieges are easy even without good militia, unless very early or you have more external industry than you can wall in.
Just lure them into trap mazes. And/or flush into a deep cesspit. And/or introduce them to a bunch of cuddly pets, like cave crocodiles or GCS.
No.214721
>>214563
>>214672
I wish my military was ever that competent. I can make a small army of 15 to 20 and almost half of them will always die when they take on a siege.
Probably because I never get a map with fucking iron and have to settle for trading for scraps, or using copper and shit.
No.214746
I need to puncture caverns without fully exposing the surface or my fort to the dangers. As I found out, some critters can climb even if you puncture a hold in the ceiling or high wall. Unfortunately the whole point is that I map out the caverns so I can build my fort around them without ever exposing my citizens to the dangers. The best solution so far seems to be to dig from the surface, but then you get the occasional GCS or worse disrupting everything and killing at least one recruit or more each time.
Also I swear the GCS passed through hatches without destroying them.
Some kind of airlock possible? Problem seems to be building destroyers, swimmers, flyers, and climbers. Any one obstacle is overcome by the others.
No.214748
>>214411
>>214561
… it links to a one and a two page interview which doesn't mention any of that.
>Tarn applied to 17 Ph.D. programs, got into 15 and, wavering briefly between M.I.T. and Stanford, chose the latter. He earned his doctorate in 2005 with a dissertation called “Flat Chains in Banach Spaces,” a rumination on concepts in advanced geometry that he describes as “not that interesting to that many people, but a nice little paper.” He published a version of it in The Journal of Geometric Analysis and, landing a postdoc at Texas A&M, seemed destined for the academic career he envisioned since his undergraduate days.
>But Tarn wasn’t entirely happy. He’d had doubts about pursuing a career in math since the “pressure cooker” of his first year at Stanford, when he failed his qualifying exams (students get two chances; he passed the second time). Faced with the school’s highly competitive and professionalized environment, he came to regard himself as a “second-rate mathematician.” The issue wasn’t aptitude so much as passion. He wanted to do math but also to make video games, a juggling act he managed as an undergraduate. This had become impossible. “They wanted 60 hours a week from you, giving you problems that would take 20 hours to solve,” he said. He grew depressed and, in his only encounter with drugs, snorted meth.
>For Tarn, making games “scratches all the same itches” as math: “At the end of a math problem, you have a paper and maybe you publish it, and the paper can be a building block for the edifice of mathematics, but to me that’s not so important. But working on a problem and having a game when you’re done? That’s pretty damn cool.”
>In the summer of 2006, after a year at Texas A&M, Tarn went to his department head and, breaking into tears, quit. “It wasn’t easy,” Tarn recalls. “Being a mathematician was part of what I’d been doing for years. But it was easy in another sense, because I was so sick of it.” His plan, if it counts as one, was to move home and devote himself fully to Dwarf Fortress, which he’d been developing as a hobby. He figured he’d burn through his $15,000 savings and sort things out from there. To Tarn’s relief, Texas A&M offered to keep him on another year, paying him a $50,000 salary. “I woke up the morning after I gave notice, like, I can actually make this work.”
No.214749
>>214748
>inb4 "someone removed it, it's a conspiracy, don't believe their lies BELIEVE MY LIES"
No.214751
>>214749
>inb4 they try to edit it in and link it before it's reverted
No.214809
>>214748
No shit, mate, I was at Texas A&M at the time. I'm just corroborating what I'm saying. A good chunk of what I was saying is in the article but the shit that would get Toady hanged isn't.
Funny that it implies he only took meth once when he was on it for the entire year. :') You don't fucking take meth once.
>>214749
>>214751
>/leftypol/ replying to itself again
No.214833
>>214809
/pol/ really has fallen far since the exodus.
just kidding it was always like this
No.214837
No.214849
>>214837
>being this angry about me telling the truth
>trying to keep me quiet about what was essentially the rape of a girl
>being this retarded
How's it going, Zach?
No.214859
>>203835
I have never touched Adventure Mode, but can you play as a vampire?
No.214861
I started my first game today. I learned how to Mine, and then started to feel bad because I didn't know what to do and than I quit since I am a filthy casual piece of elf
No.214862
>>214721
you can cheese it out.
Build a 5x5 room, then build trap tiles with retractable lances. Put 10 training lances per tile. Have the trap linked to a lever. Put your militia with no shields inside the room and close the door. Have a dorf activate the lever. watch you militia becoming legendary in few minutes due to parrying, dodging and slashing hundred of lances per seconds.
After this, equip them with shields so they will become legendary shield users as well.
Then sent them out and watch them annihilate basically everything that breath.
Traps are somewhat useful, but some kind of monsters will just camp outside and block the access to caravans.
As a rule of thumb, if you don't have much iron, you can have very good silver hammers. Otherwise build a maze trap, wait for the goblin to bring you nice iron and melt the items into ingots to make other items.
>>214746
Did you try to puncture the cavern in a 4x4 room and then put a ducking iron door for the rest of the fortress? If the beast isn't a building destroyer, they cannot pass. Otherwise a retractable bridge on a 1x1 corridor flooded with !!LAVA!!, but flyers will ignore it. You can combine the door and the corridor, I think they're very few creatures that are both flyer and destroyers and you will see them coming (and send some competent warriors to take care of them or route them to some trapped corridors). Traps are also a good choice to control critters.
No.214921
>>214859
1. Kill a vampire
2. Drink her blood
3. Wait a while
4. FUN
No.215016
>>214862
>Did you try to puncture the cavern in a 4x4 room and then put a ducking iron door for the rest of the fortress?
Wasting iron on doors when you have shitload of junk stone, really?
> If the beast isn't a building destroyer, they cannot pass.
GCS is a [BUILDINGDESTROYER:1]. Meaning that it breaks wooden buildings, but stone is safe. Same deal with cave crocs, giant toads and others.
Of course, elementals, freak beasts and clowns don't care, so when not in use, have it locked out with a bridge just in case.
Also, doors don't help if they are not locked or mechanised.
No.215059
>>214746
You have to lock the hatches for them to stop things. That's how I secure the caverns, I just build a set of hatches to lock whenever stuff gets a little too intimidating.
I like to do what you do as well. I build a completely sealed off shaft downwards through solid stone all the way down to the magma.
No.217925
does anyone know when the mods are being updated?
No.217943
No.218102
>>211695
>>217943
Due to DF's coding being pretty shit, the things you can do to improve optimization are limited:
-Use a small embark site
-Turn off temperature
-Embark in places lacking vegetation
-Hardcap your population to be lower
-Generate small with short histories
-Try not to fuck around with water
No.218152
>>211695
see on dfwiki
http://dwarffortresswiki.org/index.php/DF2014:Maximizing_framerate
Crap: try to not spread contaminants.
Heat: use stabilization chambers if you have magma pumps.
Pathfinding: plan the frequently visited areas for pathfinding and use traffic designations. Don't have 1 tile wide main corridors and huge open dead-ends in the middle of everything. Optimize jobs using local material and product stockpiles and wheelbarrows. The less dorfs need to carry, the less they need to pathfind.
Critter pathfinding: use zones. Pasture/pen animals. Chain guard animals. Set doors to non-pet-passable unless you need them to muck around. Lock out the big caverns when not in use. Don't use cattle repeaters.
Flow: don't use big areas where waves splash eternally, try to keep your channels filled 7/7 and capped, and reservoirs stable and topped with 1x1 shafts when it makes sense.
Also, don't use XBOXHUEG embarks if your machine isn't up to it.
No.218205
Hey guys.
Im a 'seasoned' DF player, but I have some big issue : I don't know how to start my fortress. Its getting very frustrating.
When I was beginning, I usually beginned with a single entrance next to a small farm and first workshops which I expended later. But I changed and now im lost. Any ideas/advices? Original starters (im talking about fort design)?
1st Message on 8chan. Yay.
No.218313
>>218205
My advice: embark on the map, then stop playing. For a while, just focus on outlining where everything you want should be. Figure out what kind of entrance you want, where the industries go, where the dining hall and bedrooms and barracks and stockpiles will fit in. Just outline a bunch of stuff, on paper or in your head whichever you want. Then figure out how to make all that happen with your starting seven dorfs.
No.218619
>>218205
Don't play DF it's a shit game for autists that don't wanna admit they're bored with their life.
No.218623
>>218619
fuck u DF is the only game that cares about gameplay mechanics nowadays and is basically D&D@home
No.218626
I got the game, set it up, made a world, set out, and then realized I had way too many other games and projects and more importantly realized I had no idea how to get anyone to do anything. The world generation by itself is really damn cool, though.
No.218627
>>218619
>Don't play * it's a shit game for autists that don't wanna admit they're bored with their life.
/board
No.219062
>>218205
>Original starters (im talking about fort design)?
It's not like you can do anything very fancy early on, unless you cripple yourself when selecting embark items and cripple further by mucking with mechanisms instead of producing items you actually need, basic security and then trying to get magma.
The only exception is preparing pumps for unavoidable aquifer and other extreme embarks.
Other than this, the only real choices are whether you'll hunt or fish right away or not (though taking a crossbow is tempting even if not), and which cattle/poultry/crops you'll keep.
>>218626
dwarffortresswiki.org/index.php/DF2014:Quickstart_guide
No.223188
>>214558
>Yeah I've never had any dwarves throw a tantrum since I picked the game back up last month.
But now they can do Fell Mood. And/or turn into murderous ghosts if you don't give them proper burial.
!!FUN!! is still here, it only got more evenly distributed over landscape. (];]>
No.228788
Did anyone experiment with how far items fly from minecart shotgun?
Especially water and magma?