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and Mayday on the Kitfox Discord: "Giant Barracuda" "Sea Monster"
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# ? Jul 6, 2020 07:18 |
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# ? Jun 3, 2024 21:55 |
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its my opinion, that the steam release is gonna own
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# ? Jul 6, 2020 07:53 |
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The sea monster looks very appropriately monstery, but could do with some extra tentacles. They have six of them.
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# ? Jul 6, 2020 11:18 |
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Mayday takes feedback both in the DF forum thread and in the Kitfox discord.
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# ? Jul 6, 2020 19:44 |
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I got a bit wacky with some surface channels and ended up flooding my mines and killing two legendary miners. Pressing on without ‘em.
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# ? Jul 8, 2020 06:56 |
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Hell yeah.
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# ? Jul 8, 2020 09:30 |
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Capntastic posted:I got a bit wacky with some surface channels and ended up flooding my mines and killing two legendary miners. Pressing on without ‘em. ‘No Way To Prevent This,’ Says Only Species Where This Regularly Happens
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# ? Jul 8, 2020 16:21 |
The Dwarf Fortress 2020 Succession fort is now live!
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# ? Jul 9, 2020 01:13 |
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In other news, I got a Dwarf Dehydration warning :O I have plenty of beer and no isolated dorfs, so what does the alert mean, and when was it implemented? E: I found the link. Tias fucked around with this message at 15:29 on Jul 9, 2020 |
# ? Jul 9, 2020 15:13 |
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Tias posted:Succession fort, where and how? :o link in the pic, try clicking
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# ? Jul 9, 2020 15:26 |
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Starred a new adventurer and I have a loving war grizzly to ride around. This game has it all.
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# ? Jul 9, 2020 16:02 |
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Quick questions for someone stumped by new updates: How do I pick fruit again? I remember succeeding at some point, but I need to designate something besides having a ladder, right? What's an altar good for? Why do suddenly get dehydration warnings? And from a dwarf that has access to alcohol and water no less?
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# ? Jul 10, 2020 11:52 |
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Tias posted:Quick questions for someone stumped by new updates: 1. You need an activity zone designated as a "gathering zone". Dwarves with the Herbalist labor will collect fruit and plants from the ground and from trees if you have stepladders. 2. I don't think it's good for anything in Fortress mode at the moment. 3. You may have a dwarf stuck somewhere, someone who is super stressed, or a failed strange mood. What are your thirsty dwarves doing? Do they have a "Thirsty" tag on their wounds list?
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# ? Jul 10, 2020 14:25 |
Dwarves in a hospital bed need to be fed and watered. Do you have anyone with the patient care task active? Make sure they have nothing better to.
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# ? Jul 10, 2020 14:40 |
You also need a bucket to carry water from a well or other clean water source to be able to water patients, I think.
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# ? Jul 10, 2020 14:43 |
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nielsm posted:You also need a bucket to carry water from a well or other clean water source to be able to water patients, I think. That's correct. You need a water source as people in hospitals and in jail aren't allowed alcohol. Now if I can figure out how to get my dwarves to care about the drunks starving to death in my wine cellars, that'd be great.
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# ? Jul 12, 2020 04:22 |
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Having played a bunch of Rimworld recently, it's mostly a simplified / less feature-rich version of DF, but one thing that cuts in its favor is that you can set the default priority for every task on a per-worker basis, in addition to just whether that labor is enabled or not. This lets you create specialists without having to make them only do their specialized labor. I think DFhack can set priorities on a per-job basis but I don't think it lets you tell a dwarf, e.g. "always feed prisoners as your first priority and then if that's done haul rocks."
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# ? Jul 12, 2020 05:06 |
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Being able to click on a guy and then draft them into your military with 1 click/keypress, and just click wherever you want them to go or whatever you want them to equip, is about 100x more streamlined and straightforward than the UI disaster that is the DF military
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# ? Jul 12, 2020 05:24 |
Tuxedo Catfish posted:Having played a bunch of Rimworld recently, it's mostly a simplified / less feature-rich version of DF, but one thing that cuts in its favor is that you can set the default priority for every task on a per-worker basis, in addition to just whether that labor is enabled or not. This lets you create specialists without having to make them only do their specialized labor.
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# ? Jul 12, 2020 05:25 |
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IronicDongz posted:Being able to click on a guy and then draft them into your military with 1 click/keypress, and just click wherever you want them to go or whatever you want them to equip, is about 100x more streamlined and straightforward than the UI disaster that is the DF military Everything about it is more streamlined and straightforward, but very few things about it are more powerful. It's an important distinction because when it does achieve the latter that basically means it's beating DF at its own game.
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# ? Jul 12, 2020 06:13 |
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Sure, but that specific aspect really stands out to me. There's a reason that that's one of the biggest newbie stumbling blocks in DF.
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# ? Jul 12, 2020 07:05 |
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So I've got a tavern with two rooms associated to it. At this point we've had four different bards ask for residency, and I've approved. But none of them use the rooms associated to the tavern. Does anyone have any idea why that is? Note: I'm pretty sure I ended up assigning all of them the same housing as the dwarves. Maybe that overwrites the tavern? But even after removing those room assignments, the visitors still won't use the two tavern rooms and they're shown as empty. e: Apparently dwarves will automatically claim bedrooms and maybe something similar would have happened if I had just left the visitors alone? Oh well, another of DF's infinite mysteries. I do have another question - is there any consequence for theft in adventure mode? I found a peaceful human camp once and stole all their crap in front of them, and they didn't seem to mind. Casey Finnigan fucked around with this message at 17:51 on Jul 13, 2020 |
# ? Jul 13, 2020 17:26 |
How will the graphics handle all the arbitrary-monsters the game generates? Like, we were fine with them just being a random keyboard character, so I'm not expecting a 16x16 Spore character generator, but is there a system to tint or tweak the basic sprites you think?
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# ? Jul 13, 2020 18:11 |
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Khanstant posted:How will the graphics handle all the arbitrary-monsters the game generates? Like, we were fine with them just being a random keyboard character, so I'm not expecting a 16x16 Spore character generator, but is there a system to tint or tweak the basic sprites you think? I recall someone mentioning specifically that the procedural monsters would basically be drawn from a pool of parts to make the described thing. Which makes sense, really. each descriptor gets a part that looks like what it describes, then color it appropriately, then just overlay the puzzle pieces together and bam, there's your monster.
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# ? Jul 13, 2020 18:43 |
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Early test
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# ? Jul 13, 2020 20:41 |
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Casey Finnigan posted:I do have another question - is there any consequence for theft in adventure mode? I found a peaceful human camp once and stole all their crap in front of them, and they didn't seem to mind. I think theft in Adventurer mode only counts if the item is surrounded with $dollar signs$. Which I've only seen in shops and trade depots. Not sure what happens if you take those items and get caught, but if you take items not tagged that way I don't think anyone cares.
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# ? Jul 13, 2020 20:41 |
Quiet Enable posted:That's correct. You need a water source as people in hospitals and in jail aren't allowed alcohol. Whats the justification for this anyway? I would think that if a dwarf has been drinking the booze their whole life, being cut off during hospitalization would just make things worse.
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# ? Jul 16, 2020 14:30 |
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Dwarf medicine is like medieval medicine except as dwarfs routineley survive having all their fat boiled out of them, bloodletting is not considered deadly enough, so they go with sobriety instead, the worst injury that can be inflicted upon a dwarf.
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# ? Jul 16, 2020 14:45 |
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Polio Vax Scene posted:Whats the justification for this anyway? I would think that if a dwarf has been drinking the booze their whole life, being cut off during hospitalization would just make things worse.
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# ? Jul 16, 2020 14:46 |
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Like a dwarf is going to be able to a carry someone alcohol without just drinking it.
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# ? Jul 16, 2020 15:11 |
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Dwarf Fortress Devlog on Steam: - - - - - Hello again! Giant creatures are a staple of generic fantasy worlds, and since Dwarf Fortress strives to generate worlds which are almost as generic as possible, we have giant versions of most real-world animals in the game. You can tack giant in front of almost anything. Sometimes, this can be trouble - the pandas in our game are just called 'pandas', but a more proper name for the real-world creature is 'giant panda', so that's why we have 'gigantic pandas' for the giant version instead. The same thing happened with the 'giant tortoise.' The rule in Dwarf Fortress is that a giant creature should be at least as large as a black bear, even if it's a giant version of a small insect. As the real-world creatures approach black bear size, and then beyond, we apply a curve, so that the largest ones are only roughly twice as large in every dimension as their counterpart. Giant whales are very, very large, but they are just eight times as massive as a normal whale, rather than the kind of scaling you see when you go from a spider to a giant spider. Here are some giant underground creatures: The giant cave spider has been one of the more notorious DF creatures for many years. The paralyzing venom is quite serious, webs are nasty, it can spring from ambush, and it can also just bite dwarf-sized creatures into pieces. It is an enlarged version of the cave spider, which has a stunning venom (which is merely extremely annoying.) Giant rats are classic beings, of course. We also have large rats since it felt like there needed to be extra size gradations for ratdom. I feel most bad about the poor giant moles that blunder into fortresses. The art doesn't make me feel better about it! Cave swallows are surprisingly colorful birds. And here are some more modest creatures, a sample of small-but-not-too-small mammals: As you can imagine, once we got up to a certain level of animal coverage in the game, it was important for us to get the two iconic monotremes in the game, and fortunately the community pulled through when they selected a few hundred animals to be added to the game back in 2009. The platypus has poisonous spurs, as in real life, which can cause painful swelling. Perhaps your fortress would benefit by allowing a platypus person adventurer to become a resident monster slayer? - Tarn
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# ? Jul 16, 2020 18:42 |
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Pharnakes posted:Like a dwarf is going to be able to a carry someone alcohol without just drinking it. This is by far the most plausible answer.
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# ? Jul 16, 2020 18:42 |
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I can't believe those hundred something creatures were added in 2009. Doesn't feel that long ago.
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# ? Jul 16, 2020 19:10 |
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Is that a pangolin? I didn't realize DF had pangolins.
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# ? Jul 16, 2020 19:15 |
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http://dwarffortresswiki.org/index.php/DF2014:Pangolin There you go.
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# ? Jul 16, 2020 20:36 |
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Pangolins have been around for a long time IIRC fe: f,b
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# ? Jul 16, 2020 21:42 |
Zesty posted:Giant rats are classic beings, of course. We also have large rats since it felt like there needed to be extra size gradations for ratdom https://youtu.be/OXQwx1EolD8
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# ? Jul 16, 2020 21:55 |
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Zurai posted:Is that a pangolin? I didn't realize DF had pangolins. Sure looks like one, but I couldn't remember the name and wasn't looking forward to trying to find one by GISing 'scaley armadillo looking thing'. https://www.youtube.com/watch?v=Nv9CkjkOyzo
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# ? Jul 16, 2020 23:55 |
Zesty posted:
This is actually better than I expected! Very cool. I used to play this game with my little cousins and siblings drawing out random body and monster parts, they'd circle their favourites and I'd make them characters, and monsters to fight that i would roleplay while we fought
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# ? Jul 17, 2020 00:00 |
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# ? Jun 3, 2024 21:55 |
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Ughhh all the cave animals should be albinos I hope someone lost their job over this blunder
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# ? Jul 17, 2020 01:01 |