Dwarf Fortress - Despite the multiple let's sperg threads, we never had a general

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Part of the emergent gameplay of DF is finding out about these things after they've already happened. Some dwarf goes insane and you find out it was all somehow your fault.

Surviving is the easiest thing ever. Just turtle up. No caravans, no caverns, no connection to the outside world. Unless you are in an insane biome, you can exist forever.
Yeah theres real stages of difficulties such as

-can you make your fort survive without everyone killing each other

-setting up and equipping a military

-fucking with fluids, minecarts and powered stuff

I hate the steam edition uniform screen I want the old one back and I still use therapist to exclusively manage labor
 
Yeah theres real stages of difficulties such as

-can you make your fort survive without everyone killing each other

-setting up and equipping a military

-fucking with fluids, minecarts and powered stuff

I hate the steam edition uniform screen I want the old one back and I still use therapist to exclusively manage labor
The only way you truly know you have ascended beyond being a newbie is when you learn how to include magma in your fort designs. If you haven't done that, you're still a noob. Only a true dwarf knows how to manipulate the very lifeblood of the earth itself.
 
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The only way you truly know you have ascended beyond being a newbie is when you learn how to include magma in your fort designs. If you haven't done that, you're still a noob. Only a true dwarf knows how to manipulate the very lifeblood of the earth itself.
Well ive already ruined a couple good forts with accidental drowning when making a cistern and a waterfall/bath so there you go

But not game enough to mess with magma yet
 
Well ive already ruined a couple good forts with accidental drowning when making a cistern and a waterfall/bath so there you go

But not game enough to mess with magma yet
Word of advice from someone who has lost many dwarves to drowning/being burned alive: dig into the source of water and/or magma diagonally. It will prevent the pressure from instantly drowning or roasting your miners and gives them time to escape. Also make sure there are no rocks that could potentially prevent your floodgates from closing properly. Dump piles are your friend!
 
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The only way you truly know you have ascended beyond being a newbie is when you learn how to include magma in your fort designs. If you haven't done that, you're still a noob. Only a true dwarf knows how to manipulate the very lifeblood of the earth itself.
Nothing beats the dwarven joy of watching an entire siege (and the entire surface world and all its trees and critters) get utterly destroyed by pumping Armok's molten blood over them as they try to assault your fort. Sure, you may not get their iron to melt down, and the visiting caravan or elven liaison might get caught in the exchange, but that's just part of the beauty.
 
I hate the steam edition uniform screen I want the old one back and I still use therapist to exclusively manage labor
The military uniform screen is one of the few things they changed that I think is an actual improvement. I detest the original utterly incomprehensible and nonsensical version. That said, I'm still using 0.47.05 because my autism is still triggered by anything post 0.50.
Sure, you may not get their iron to melt down, and the visiting caravan or elven liaison might get caught in the exchange, but that's just part of the beauty.
A fortress is not even a fortress without a "fuck the world" button somewhere. Bonus points if it utterly wrecks everything including the fort itself.
But not game enough to mess with magma yet
You gotta do magma. Seriously, just embark on a volcano and get forges up at the very least.

It's also a great shortcut to fun doomsday devices. Pump stacks can fucking blow me.

My general policy is embark on a volcano somewhere with iron, flux, at least minimal soil and trees, then jack up the savagery and beasts to compensate for how easy it would otherwise be, and preferably put it near a necromancer's tower or gobbos. I can cope with getting slaughtered by savage beasts and monsters. What I can't cope with is getting slaughtered because I have nothing but crappy copper weapons.
Word of advice from someone who has lost many dwarves to drowning/being burned alive: dig into the source of water and/or magma diagonally.
The cheese method I generally use to access magma is dig out a series of tubes, much like the Internet, to fuel rows of magma forges on the level above. Then dig to one square away from the magma in the z-layer under that. Then channel down to that, leaving a ramp in the level below (or just build a ramp if you prefer), and dig diagonally upwards to breach the magma and fill the tubes. Then build your magma furnaces, kilns, etc. if you haven't already.

Ta-da, in under a year game time you have fully functioning magma furnaces and workshops.

Another cheese tip I always use. Bring along ores instead of finished goods. I almost always bring tetrahedrite and cassiterite, because tin+copper=bronze and you basically start with enough to make reasonable quality weapons and furniture before even digging into the ground.

And if you have time, instead of making weapons directly from ore, you can smelt the tetrahedrite and get some silver at the same time.

To embark on really awful, as in just the biome will kill you in minutes, immediately dig down one or two z-layers (I prefer two but you really don't have to). Make a universal stockpile on that square. Dig around it, maybe, if you have time. Deconstruct the wagon. Make a dump zone including the hole you just made. Mark absolutely everything for dumping and watch as your quantum stockpile fills up. NOTE: you will have to change your standing orders to collect trash outside (this is o-r-o). Remember to unset it afterwards unless you really want dwarves going outside to collect refuse. (And obviously keep dwarves off that square unless you want them to take an anvil to the head.)

Then dig inside (or better do this while you are waiting) and close off the outside world until you can get stuff like the Trade Depot set up and secured.

This tip is generally for extreme biomes with thralling clouds and evil rains and the like, but it's actually pretty convenient to do this even in normal biomes.

Another good tip is always tweak your embark team's skills. Do crafts, weaponsmithing, armorsmithing, military and other useful skills. Don't bother with mining and nonsense like that, you'll skill up on that really soon anyway. Embarking with ores and with skilled crafters means you're almost immediately going to have an equipped military that can actually use their weapons, as well as high quality furniture to make the high-quality luxury dwellings your dwarves deserve (and will keep them sane).
 
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@AnOminous I enjoy being creative with traps. Why use cage traps on the goblin pedo child snatchers when you can set up pressure plates that, when stepped on, drops the gobbo down a 10+ z level pit that may or may not lead to magma at the bottom? The endgame for me would be making a pit trap that drops invaders down into the circus but that would require a lot of planning and troubleshooting. A dwarf can dream, though.
 
@AnOminous I enjoy being creative with traps. Why use cage traps on the goblin pedo child snatchers when you can set up pressure plates that, when stepped on, drops the gobbo down a 10+ z level pit that may or may not lead to magma at the bottom? The endgame for me would be making a pit trap that drops invaders down into the circus but that would require a lot of planning and troubleshooting. A dwarf can dream, though.
I have yet to have a game where I breached the circus without !!!FUN!!! immediately ensuing. There are people who busted it open, killed everything down there, and then built towers out of glass all the way back to the top and even exposed it to the sun so they could grow surface crops in Hell.
 
I'm going through a playthrough right now on the Steam version since somebody gifted it to me and everything is going just well, but a forgotten beast spawned in one of the lower cave levels. Me being the jokester I am, decided to name it something funny like "LITTLE BITCH".
1700028375319.png

Now the funny part of that is: HE WONT FUCKING DIE.
1700028411230.png

All he does right now is roam the lower levels (-14 to about -114) and kill any invaders or forgotten beasts while sometimes stroking out in a couple block wide hole. He has like 50 million scars and heals mid fight if he doesn't just one shot any enemy that comes in his way. I'm terrified of fighting this nigga he has anime plot armor. Fortunately I locked all ways of access into the lower levels.

There's also another one that's been stuck in a tree for about 4 years lmao. I call him "DOOR STUCK"


UPDATE: By some miracle, LITTLE BITCH is dead due to schizophrenia from a cave crocodile that doesn't exist.
1700028955363.png
 
UPDATE: By some miracle, LITTLE BITCH is dead due to schizophrenia from a cave crocodile that doesn't exist.
Take the corpse and put it on display in your fort, then get your dwarves to engrave what happened to him on the walls around it so everyone knows the underwhelming end to the tale of LITTLE BITCH.

I can think of two forgotten beasts that have stood out over the years. The first didn't do anything - it was just a giant crimson chinchilla that could breathe fire and had bat wings and I thought it was the coolest thing ever. The second is more interesting. It was a humanoid made of snow that got stuck in a tree and couldn't get out. I nicknamed it The Snowman and turned it into a tourist trap.
 
I'm going through a playthrough right now on the Steam version since somebody gifted it to me and everything is going just well, but a forgotten beast spawned in one of the lower cave levels. Me being the jokester I am, decided to name it something funny like "LITTLE BITCH".
View attachment 5495113
Now the funny part of that is: HE WONT FUCKING DIE.
View attachment 5495114
All he does right now is roam the lower levels (-14 to about -114) and kill any invaders or forgotten beasts while sometimes stroking out in a couple block wide hole. He has like 50 million scars and heals mid fight if he doesn't just one shot any enemy that comes in his way. I'm terrified of fighting this nigga he has anime plot armor. Fortunately I locked all ways of access into the lower levels.

There's also another one that's been stuck in a tree for about 4 years lmao. I call him "DOOR STUCK"


UPDATE: By some miracle, LITTLE BITCH is dead due to schizophrenia from a cave crocodile that doesn't exist.
View attachment 5495134
Update: The fort died after, ironically enough, DOOR STUCK fell out of the tree after a forgotten beast made entirely of fire burned it and killed everyone. This along with a titan that killed 100 of my dwarves and the demon that came out of a stone that I had to seal after it killed 50 of my dwarves when I was digging for adamantine spelled the end of my fort.
 
I got the Steam version since it's been a while since I played and wanted to test out the new interface, I've supported DF and its development since 2009 so wanted to contribute again. I like the music and the graphics quite a bit but he uniforms screen needs more detail to figure out what/why certain items are yellow.

Probably just haven't picked the items up yet since they 're assigned and there are no conflicts with clothing types but can't see for sure. Overall task priorities and workflow are so much smoother and more logical than in the past versions.

One thing I do hope gets fixed is some of the menus in the classic ASCII graphics, that's what I always played and like to go back to that for some pieces of information. You can't select bridge directions or assign wheelbarrows to stockpiles as far as I can tell, clicking on them doesn't do anything.
 
Drawbridges have an arrow as you plan them that you can dictate direction:
1701015289701.png


Wheelbarrows can't be directly assigned to stockpiles (that I know of), but you can click on a stockpile and dictate how many wheelbarrows it should have:
1701015482060.png

Clicking on a stockpile, then the barrel, brings up these options.

(These might be from DFHack, which is in the steam workshop now! But I think they were in vanilla. Edit: Steam page for DFHack:
)
 
Drawbridges have an arrow as you plan them that you can dictate direction:
View attachment 5523013

Wheelbarrows can't be directly assigned to stockpiles (that I know of), but you can click on a stockpile and dictate how many wheelbarrows it should have:
View attachment 5523017
Clicking on a stockpile, then the barrel, brings up these options.

(These might be from DFHack, which is in the steam workshop now! But I think they were in vanilla. Edit: Steam page for DFHack:
)
Those features are in vanilla DF Premium but DFHack is so useful that you should get it anyway.
 
Poor interface is probably the biggest barrier to entry, plenty of normies picked up the game without much issue once the steam version came out
And here I am, having the opposite of that problem.
Years and years of keyboard-only interface pretty much Pavlov'd me into being unable to accept anything else for DF. When the new release dropped I couldn't play it, where you can't even start the game without using the mouse, and where there is no sidebar with all the available actions listed there (and all explanations of what the button-presses actually do being right there, available at a glance. What we have now are a bunch of buttons without any explanation what they do unless you hover the mouse cursor over them).

Also I swear, the new UI was made around you using the tileset first and foremost, without putting much thought into ASCII option. For example, here's mood panel with the tileset:
eb15de9f1aa04c0ffd2203af6056d23b11c4d50f.png

Pretty easy to understand, no?
And there it is with ASCII:
wtf.png

what

So here I am now, still trying to forget everything I knew about DF, just so I have a chance to play it without my muscle memory fucking me up.
Still don't know who's bright idea was to replace all the classic keybindings used for over a decade by that point.

Also it's a minor thing, but terminal mode is unavailable, with no mentioning if it ever comes back. So no more SSHing into my main machine for me to play DF using its computing power.
Windows Legacy version is gone too, but that's only really a problem if you only have a Windows 2000/XP machine available at the moment.
 
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Also I swear, the new UI was made around you using the tileset first and foremost, without putting much thought into ASCII option.
It was made around the tileset first and foremost. A major marketing point was that Tarn had to effectively rebuild the entire game for it, explaining why so many obvious things were missing like actual announcements and combat logs and the fucking health screen. The ASCII version is just a texture pack for new-DF and was released like a week after the steam version. It has the same shitty menus, the same inconsistent controls, the same god-awful labor system, and the same horrible performance.

The new UI and especially the controls are why I just play V0.47.05. The new additions just aren't worth it for me and won't be unless major changes are made to the core of DF-Steam. I could play a version of the game that feels like it's fighting me at every possible opportunity, or I could just have fun.
 
It was made around the tileset first and foremost. A major marketing point was that Tarn had to effectively rebuild the entire game for it, explaining why so many obvious things were missing like actual announcements and combat logs and the fucking health screen. The ASCII version is just a texture pack for new-DF and was released like a week after the steam version. It has the same shitty menus, the same inconsistent controls, the same god-awful labor system, and the same horrible performance.

The new UI and especially the controls are why I just play V0.47.05. The new additions just aren't worth it for me and won't be unless major changes are made to the core of DF-Steam.
This. I took one look at the Steam release when it came out and couldn't believe how watered down and neutered it was. It feels more like a cheaper imitation of DF rather than DF and I fucking hate the graphics. Part of the charm of DF for me is the ability to choose how you want the game to look. I happen to be very fond of Kruggsmash's texture pack - it improves the visuals while still keeping the retro ASCII aesthetics. Also:
I could play a version of the game that feels like it's fighting me at every possible opportunity, or I could just have fun playing a game that I want to fight me at every possible opportunity.
FIFY
 
I was informed that kitfox has their cut on their FAQ.
It apparently mentions 20% over the gross
I stand corrected again.
here are some numbers on the popularity of dorfs on steam
View attachment 4096890
View attachment 4096893
that's all for now. back to my 0.47
I'd like to do a follow-up from my earlier posts.
Unfortunately, the game is dead for me and for other people... as it seems.
1704320514134.png
I've been checking the traffic on steam and it's abysmal, but this is not my concern.
I tried to check whether I can get a later version than the 0.47 I was playing all this time and it seems that everyone abandoned making packs and tilesets for the game while a year later there's no word from Tard regarding this.
A quick look at the forum, mainly in peridexis' and vettlingr's threads, it appears that not only such packs are abandoned, some are crawling to a stop and some others are claiming nearly impossible to make 5000 tiles for the 0.50.xx versions.
don't quote me on these, but that's the gist of it after 1/2 hour of searching around.
The only sure thing is that the 0.50 version isn't mapped yet in regards to graphics and as the wiki says "The graphics system in v50 is still being reverse engineered" and this is a direct quote.
the economic reports only report sales, no mention in patreon for almost a year, despite the fact that 4700 people are still giving money. (about $5600 currently)
sales are reported to be around 10k in a few reports I read and around 30k in autumn/end of the year for each month.
the game hasn't hit 2k online players since last May, so I don't know what to tell you about this.
for Oct/Nov/Dec the peak was people 1947 online.
anyway, happy new year fags, I have been playing more and more cdda with the new changes, as the game became way harder to craft things and this is a nice to have. dcss lost me in the couple last releases and quasimorph (paid) seems to be a nice one to fill the gap.
I don't think I can continue playing a dying game and it's not enjoyable anymore knowing how alienated the community is now that the job is done and wealth is flowing in and the future is secured for Tard and his brother Tarder.
 
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