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/dfg/ - Dwarf Fortress General Anonymous 04/17/2025 (Thu) 04:20:11 Id: f102bd No. 1108087
New fortress edition Previous: Lol (https://arch.b4k.dev/vst/thread/1998295/#2019399) Avaliable for free at https://www.bay12games.com/dwarves/ or as a paid premium version on Steam or Itch.io >What is the difference? Both are the same game on the same version (51.xx). The free version uses ASCII as a tileset (but you can mod other usermade tilesets and graphic packs) With the premium version you pay for a premium tileset + premium OST + access to beta branches and steam integration (if on steam). >What is next? Fort mode siege mechanics changes, rework and general spice up. Probably around may-july(copium) End of Lua beta and merge into the main branch >What has changed since I last stopped playing X years ago Check the version history on the wiki https://dwarffortresswiki.org/index.php/Version_history Dwarf Fortress has an extensive wiki which can help you with your question about DF as well as providing info about modding and 3rd party tools: https://dwarffortresswiki.org/Main_Page https://dwarffortresswiki.org/Utilities Utilities you should know about DFHack: https://dwarffortresswiki.org/Utility:DFHack Dwarf Therapist: https://dwarffortresswiki.org/Utility:Dwarf_therapist Legends Viewer: https://dwarffortresswiki.org/Utility:Legends_viewer >Tutorials : Quickstart Fortress Mode: https://dwarffortresswiki.org/index.php/Quickstart_guide Quickstart Adventure Mode: https://dwarffortresswiki.org/index.php/Adventure_mode_quick_start Other tutorials: https://dwarffortresswiki.org/index.php/Tutorials >A bunch of guides to various parts of fort-based living: http://imgur.com/a/nGyRF Strike the earth!
>>1126663 They added multithreading and it's in the free version too. It's clearly been a lot of work to chip away at the old codebase so individual things get threaded where possible. >>1127892 The up, down and up-down stair types were always implemented as a hack to speed up pathfinding. Now they've just hidden that internally.
>>1132892 I don't know about that. The new official LUA based modding API seeks to stabilize mods across versions. So new mods that use the new API will be able to grow across multiple DF versions and even target multiple versions at the same time.
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For the unknowledgeable, the Steam version of DF REQUIRES a new gen every RAW change due to mods not being baked into the save anymore. How to remove gays from all creatures Notepad++ open all creature RAWs ctrl+H [CASTE:MALE] [CASTE:MALE]\n\t\t[ORIENTATION:FEMALE:0:0:100]\n\t\t[ORIENTATION:MALE:100:0:0] Replace in all opened files [CASTE:FEMALE] [CASTE:FEMALE]\n\t\t[ORIENTATION:MALE:0:0:100]\n\t\t[ORIENTATION:FEMALE:100:0:0] Replace in all opened files How to remove black dwarves >creature_standard txt line 436 replace line with [SET_TL_GROUP:BY_CATEGORY:ALL:SKIN] [TL_COLOR_MODIFIER:PALE_PINK:1:PEACH:1:PINK:1] How to remove bald dwarves >entity_default txt under [ENTITY:MOUNTAIN] replace line 862 with [TS_MAINTAIN_LENGTH:100:NONE] [TS_PREFERRED_SHAPING:NEATLY_COMBED] [TS_PREFERRED_SHAPING:BRAIDED] [TS_PREFERRED_SHAPING:DOUBLE_BRAIDS] [TS_PREFERRED_SHAPING:PONY_TAILS]
>>1137830 Finally
>>1137860 sorry I was late
>>1137891 keep fighting the good fight, king
REMINDER: steam killed overhaul mods
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My bridge is finally done! 564 tiles long, 30 years of construction, takes 7 days for a dwarf to walk across it
>>1145958 I have to make garphics, for my mod?! How could this be happening to me!
>>1146710 >pauses development for 5000 months graphics are bloat compared to making a mod for ascii where any tileset works
>>1146129 >7 days for a dwarf to walk across it Did you embarked on a max size lenght map ?
>>1147349 It's a 14x1 map IIRC
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Can't post webm for some reason, but got my magma trash incinerator going. Will double as goblin incinerator too.
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How do you bury your dwarves? Post necropolises This is a lot less fancy than my last fortress where everyone got a 3x3 tomb with matching tomb stone
>>1151514 I do it mostly like you for your averange dorf peasant, except that I put the slab inside the rooms.
>>1151582 Matching the right slab to the right grave is too much work I find
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Invaders are appreciating my xtra xtra long bridge
Did the Lua support change anything? When are we getting the old hotkeys back?
>>1154531 >Did the Lua support change anything? The lua support is still in beta, but think I saw one mode that uses it to make the dragons proceduraly generated. Personaly I think that the whole Lua support thing will live or die depending on the documentation that Toady will provide for it, and considering that he is alloweing Kitfox to hoard all the modding expertise on their trannycord, I'm not very optimistic about it. As for the old hotkeys/UI, that is still in the air. In the best case scenario, Toady will give a second pass on the controls to make shit fully KB was it used to be, as I belive he promised somewhere. But he already said that the old UI is gone and he wont maintain two UIs at the same time. The second best (or perhaps THE best) case would for him to include code for the interface in this or a future Lua support expansion, which would allow users to make whatever the fuck they want with UI
>>1154531 I went to bay 12 forums and people who want the old keybinds back are all people with literal broken arms or RSI who prefer not to use the mouse for silly reasons
>>1145958 graphics and sounds never stopped minecraft modders
I build and plan for hours, everything goes great, then the game just becomes unplayable eventually because of fps drop, what the FRICK. Can you even solve this?
>>1158707 cave tribal invaders status?
>>1158813 I've had those, but still, even after they're dead it still fucks with my frames. Does corpses being everywhere slow frames?
>>1158996 Cave invaders seems to be a major source of FPS issues on 5x.xx because Toady set them up to just keep comming in more and more numbers almost every season, if you dont turn them off or tune them down. There is still a chance that there might still be more if they are sneaking stuck in some corner or in other undiscovered cave levels. Or if some time has passed since you last time you killed them. The usual procedure here would be to use DFhack to check for the number of entities on the map and the use a kill all command, but I dont remember what are the command lines right now. If the cave invaders isnt the source of your lag then it is either some pathfinding bug that cause it like some creature getting stuck on top of a tree, or you have been fucking up with liquids too much, or you have too many animals. But it is hard to say without looking at your save. How bad was the FPS drop for the game to become unplayable? Usually what the community considers FPS death is sub 5 FPS.
>>1159262 This feels like cheating, there was 181 cave invaders, and I only saw 10. >How bad was the FPS drop for the game to become unplayable? Usually what the community considers FPS death is sub 5 FPS. REAL TIME DORFING, FRAME BY FRAME. I ran exterminate, so I can finally continue. Thanks mate.
>>1159424 Glad to help I'm almost considering putting this it in the OP or something. Or that people SHOULD turn the cave raids down before starting a fort if they dont want any of Toady's bullshit
>>1159619 How about Toady just fix it instead of banging his British slam pig. Happy for him though
>>1159693 two more weeks
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>>1159424 >>1159262 >181 You're like a little baby, watch this
Oh and by the way, use agitation-rebalance or whatever it's called, it caps those fuckers to 100 on extreme preset
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>>1161695 What in the god damn.
anyone have drew pics? i dont remember where i saved mine
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>>1161695 >919 Ant men Holy hell I'm going to need to check df hack for cave invaders when my FPS starts getting dumpsterd for no explainable reason.
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>>1108087 Dwarf Fortress?


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