tweet my meat posted:I've been getting that dwarf fortress itch again. Big single layer main levels are inefficient as hell but I still make them every time so I have an ant farm z level where most of the important action happens. pretty much same, but absolutely no unknown tiles inside the outer bounds of the design. Every inch of between-rooms-or-corridors space is used for reservoirs, bank vaults, bricked up crypts or passages. it's a mess and I like it
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# ? Jul 27, 2017 18:35 |
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# ? Jun 9, 2024 20:45 |
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That dedication to pre planning is utterly incomprehensible to me.
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# ? Jul 27, 2017 18:35 |
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I even had it all prioritized in the designations too. If I'm gonna be looking at it most of the game I want it to be somewhat intricate and logically laid out.
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# ? Jul 27, 2017 18:46 |
tweet my meat posted:I've been getting that dwarf fortress itch again. Big single layer main levels are inefficient as hell but I still make them every time so I have an ant farm z level where most of the important action happens. Look at this chump playing around in the dirt like a filthy goblin. Why don't you dig deeper and live amongst the stone you heathen??
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# ? Jul 27, 2017 18:46 |
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The red looks pretty I'm also primarily an agriculture and wood kind of player. My usual start is something like miner, woodcutter, herbalist, farmer, butcher/cook, animal handler/brewer, and carpenter. If wallowing in dirt is wrong I don't want to be right.
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# ? Jul 27, 2017 18:54 |
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The last time I posted my fortress layout I got called a sperg, by Dwarf Fortress players. I haven't played in ages but let me see if I still have an old save file. e: Workshops in the center, bedrooms in the corners, stockpiles in the sides, also the floor directly below this has a similar pattern but has raw material stockpiles directly below the workshops they feed. I originally designed this when noise traveled much further and dwarves would get grumpy if they slept too close to workshops, which is no longer the case, but I like how it looks and I'm familiar with it so it stays. Also this on a 1x1 embark which is why the whole thing is oddly off-center; the window dimensions are adjusted so the whole map fits on one screen. Tuxedo Catfish fucked around with this message at 19:37 on Jul 27, 2017 |
# ? Jul 27, 2017 19:28 |
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I like that layout quite a bit. Very neatly laid out and symmetrical.
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# ? Jul 27, 2017 19:51 |
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tweet my meat posted:I like that layout quite a bit. Very neatly laid out and symmetrical. It has the added advantage of looking like a gaint turtle if you add extra floors but don't need all of the available stockpile space.
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# ? Jul 27, 2017 20:04 |
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whats the best way to get started on this
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# ? Jul 27, 2017 20:31 |
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Nostalgia4Butts posted:whats the best way to get started on this Dwarf Fortress isn't really a game with a central gameplay conceit or anything like that -- it's a bunch of discrete systems that sometimes interact with each other. Some of them are pretty important, some of them are alternatives to each other, and some of them are almost completely pointless and just there for fun and because Toady thought it would be cool to simulate beekeeping or whatever. My advice would be: find a good tutorial, turn off invaders, and take as much time as you need to learn one subsystem at a time. Like, make your goal for your first fortress something like "have a farm so my dwarves don't starve." When you're confident in getting that set up, add another system. e: This might be a little overwhelming but looks like it's up-to-date: http://dwarffortresswiki.org/index.php/DF2014:Quickstart_guide I know we had a goon doing video tutorials a while back but they were for an older version and I don't know if he ever updated them; they should still largely apply but might have slight differences or omissions.
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# ? Jul 27, 2017 20:37 |
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OK, I'm self sufficient and not in immediate need of any facilities now. All that's left to do is shore up defenses and furnish. First priority is getting the tavern up and running which is what I have going on over at that unconstructed floor. Should look pretty swanky once I get the furniture installed.
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# ? Jul 27, 2017 21:07 |
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Nostalgia4Butts posted:whats the best way to get started on this I followed a video tutorial and consulted the wiki on poo poo that didn't make sense. Eventually it just "clicks" and you find yourself wondering how you never understood it before. Before long you'll be moving on from meager stockpile-workshop chains to underground colosseums where the mere pull of a lever unleashes all the creatures you trapped upon each other.
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# ? Jul 28, 2017 03:35 |
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Tuxedo Catfish posted:My advice would be: find a good tutorial, turn off invaders, and take as much time as you need to learn one subsystem at a time. Like, make your goal for your first fortress something like "have a farm so my dwarves don't starve." When you're confident in getting that set up, add another system. This is what I did.
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# ? Jul 28, 2017 08:40 |
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COMRADES posted:This is what I did.
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# ? Jul 28, 2017 10:43 |
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COMRADES posted:This is what I did. Same, but leave invaders on and learn a little more every iteration as your fort is destroyed by monsters and whatnot.
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# ? Jul 28, 2017 12:42 |
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Tuxedo Catfish posted:The last time I posted my fortress layout I got called a sperg, by Dwarf Fortress players. Where's your food processing / kitchen / dining hall in relation to all of this? That's always the part that turns into a big mess for me.
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# ? Jul 28, 2017 13:10 |
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I've found that once you understand which keys do something actually important to a new player and which keys open some byzantine sub-system, the rest flows from there as long as you read the wiki, experiment, or follow a tutorial. The big things to remember are "d" for designations which is where you can actually mark out places to be mined with "d" again and to select trees to chop down with "t". It works by selecting a corner of the designated area marked by the cursor, then selecting the other corner which will mark all applicable in that rectangle. Another big one is "b" for build where you can access all the different things you can build and mark them out to be built by your dwarves. The most important feature in here is "w" for workshops which lets you view the buildable workshops. The big 2 are mason workshops and carpenter workshops which will make the majority of the various furniture around your fort (which after being crafted can be placed via the "b"uild menu again). If you're looking for farming it's also under the build menu as "p" for farm "p"lot Once you have a workshop down hit "q" for query or something I guess to enter building tasks mode. This will let you change the current tasks or settings of any item or structure that you have placed down with "b", e.g. setting a door to be impassable to humans or pets, or in this case setting a workshop to produce an item by hitting "a" and the the letter of the item you want from the list such as "d" for a door. Then there's "v" which allows you to "v"iew a specific unit. There's other ways to do this such as "u" to view a full list, but I generally use "v" early on. Once you have a dwarf highlighted, you have a few tabs. The big ones are "g"eneral and "p"references. General lets you see what skills the dwarf has, and preferences lets you set what labors the dwarf should perform. Generally these are automatically set and shouldn't be a huge issue but a lot of times you get a dwarf who needs to be performing a specific task hauling rocks instead of doing it. so you would go into hauling and disable all of them or just hit shift+enter on the hauling category. These are the main keys you use to interact with the world and command your dwarves. If you can learn how to use d b q & v, which are surprisingly simple once you get the hang of them, the rest of the game becomes a lot easier to learn since you have your basic interaction tools down.
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# ? Jul 28, 2017 13:52 |
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Is there any way to force my dwarves to barrel food? I have a ton of barrels and dwarves are still just happily slopping food onto the ground. Also is there a way to force my tavern to recognize the goblets stockpiled inside? tweet my meat fucked around with this message at 14:59 on Jul 28, 2017 |
# ? Jul 28, 2017 14:28 |
tweet my meat posted:Is there any way to force my dwarves to barrel food? I have a ton of barrels and dwarves are still just happily slopping food onto the ground. Does the food stockpile allow barrels? (This is different from stocking barrels as furniture, it's a flag outside the permitted goods screen, as far as I remember.)
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# ? Jul 28, 2017 14:59 |
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Yeah it does, my dwarves are just lazy and ignore all the empty barrels I have. digging a passage directly to my furnitur stockpile seems to have helped a bit though.
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# ? Jul 28, 2017 15:13 |
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tweet my meat posted:Is there any way to force my dwarves to barrel food? I have a ton of barrels and dwarves are still just happily slopping food onto the ground. IIRC taverns store their goblets in chests and ignore stockpiles so you have to build several chests and then go into the locations screen and tell it how many goblets to assign to the tavern. Default is something comically low like 10.
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# ? Jul 28, 2017 17:26 |
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Woops, yeah I forgot the chest. So military isn't as terrible as I remember it being. I managed to get a small militia recruited outfitted and into training without too much fuss. I'm up to 3 marksdwarves and 3 melee dwarves split into two squads. I've always really loved this target range and melee barracks design so I wind up using it on every fort.
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# ? Jul 28, 2017 18:12 |
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GenericOverusedName posted:Where's your food processing / kitchen / dining hall in relation to all of this? That's always the part that turns into a big mess for me. You're looking at most of it. The 10-o'clock stockpile is plants, the one below it is booze, in between is a brewery and a farmer's workshop. The 7-o'clock stockpile is also booze and is set to take from the first one; the dining hall is one floor down and bottom-center. Across from the second booze stockpile is cooked and other misc. food, and then the 4-o'clock stockpile is meat with a butcher and tanner right above it. Farms are one level up the central staircase, with seeds right nearby. Animals are brought in from some distance away but meat isn't a major industry for me so it's rarely the bottleneck for anything.
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# ? Jul 28, 2017 18:21 |
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Just got my first dwarf stuck in a tree, and she's my legendary embark crew herbalist that a friend called dibs on the name of. I'm guessing the way to get them down is to build a staircase up or chop down the tree right? Would just chopping it down most likely kill them? I'd like to avoid killing a named dwarf if possible.
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# ? Jul 28, 2017 20:28 |
You have to fall a big ol' distance to really sustain dangerous injuries. I think you have to fall something like 9-10 z-levels onto solid rock before you properly go "splat". 2-3 levels onto dirt and grass is nothing in comparison.
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# ? Jul 28, 2017 20:42 |
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keep in mind some trees can be quite tall
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# ? Jul 28, 2017 21:28 |
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tall enough that the dwarf might not die but be rendered cripple forever which honestly does not matter if you train crutch walking to legendary they will actually go faster than normal dwarves
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# ? Jul 28, 2017 21:28 |
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Addamere posted:tall enough that the dwarf might not die but be rendered cripple forever *breaks all his dwarves legs*
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# ? Jul 28, 2017 21:31 |
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be careful not to break their spines because then they do not walk at all
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# ? Jul 29, 2017 00:57 |
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This guy really likes glue.
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# ? Jul 29, 2017 02:47 |
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i mean it was only a matter of time until df procedurally generated a glue-huffing savant and here we are
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# ? Jul 29, 2017 02:49 |
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Eric the Mauve posted:
holy poo poo, 'For The Love of Glue'. This game..
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# ? Jul 29, 2017 03:03 |
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Finally finished up my office/temple/library complex. Got some space to dig some side doorways in the temple in case I want to build some temples to the smaller gods.
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# ? Jul 29, 2017 20:39 |
Are you digging into dirt?
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# ? Jul 29, 2017 22:28 |
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Yep, I like having it next to the surface so I can keep all the ugly stockpiles and quarries down below. Eventually everything is going to be dug out and replaced with stone walls, but that's gonna be a gradual process.
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# ? Jul 29, 2017 22:41 |
Ugh I just like engraving too much to do that. Still say you should be able to make paint out of dye which you can then do paintings on walls
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# ? Jul 29, 2017 22:46 |
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So how would I go about replacing one specific tile out of a tileset? I'm using spacefox which, while fantastic, has disgustingly bad road textures that are the same as the farm plot textures. I want to replace it with something a bit simpler, I think the older versions had something like that and I want to pick that tile out and put it in the updated tileset.
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# ? Jul 30, 2017 00:49 |
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tweet my meat posted:So how would I go about replacing one specific tile out of a tileset? I'm using spacefox which, while fantastic, has disgustingly bad road textures that are the same as the farm plot textures. I want to replace it with something a bit simpler, I think the older versions had something like that and I want to pick that tile out and put it in the updated tileset. They're just image files, divided up into individual tiles by nothing other than their position on the bitmap / png. There's no reason you couldn't paste the old tile over the new one, as long as you can find it and line them up correctly.
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# ? Jul 30, 2017 00:52 |
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Tuxedo Catfish posted:They're just image files, divided up into individual tiles by nothing other than their position on the bitmap / png. There's no reason you couldn't paste the old tile over the new one, as long as you can find it and line them up correctly. Cool I can probably get that done pretty easily if I gently caress around with photoshop for a bit.
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# ? Jul 30, 2017 00:55 |
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# ? Jun 9, 2024 20:45 |
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Woo! My dwarves finally did a song! I only have the one instrument right now but I think the other two just played their parts with mouth sounds and beatboxing. I really should get around to making those instruments since this particular song seems to be a fortress favorite.
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# ? Jul 30, 2017 02:42 |