I've made a few dozen sporadic attempts at getting into DF over the past half-fucking-decade, decided to give it another shot yesterday.
Think it's finally clicked, this game is goddamn incredible. Why have I let myself miss out on this.
now i just need to get used to the friggin default tileset and i'll be good to go.
this is pretty helpful, tells you how to make the game use the square tileset, which i find makes things look neater
How can I make the original Dwarf Fortress tileset square?
Ooh, that's definitely a lot better, thanks dude!
https://files.facepunch.com/forum/upload/89/b12415d9-4bf3-4831-988e-a7865b593a5c/1.png
This is the best square tileset imo for ASCII.
Then replace the text inside colors.txt in the init folder with the stuff in here: https://horobox.co.uk/u/xqzjFZ.txt
And you're good to go.
I know that tileset is Cooz' one from the wiki, but whose colours are those?
We could probably make a short config/quickstart guide for the OP.
I also have a live colour palette switcher lua script for DFHack if anyone is interested, not got tileset switching working yet though. I took a look at TWBTs source and I can't see where they're actually stuff around, or what format it needs to be in.
wouldn't it be possible to make a FP starter pack and host it here?
Are there any tools that will allow to do mass designation for mining or large shapes? I want to channel a giant hole from the surface to the bottom and doing that manually is cause for suicide.
Just start the designation at one end and end the designation at another? Or am I missing something here
Designating with channel means you're going to want to do it 1 layer at a time as designating all the way down would basically just lead to cave-in after cave-in. Also I want it to be a circle with 32R so it's a pain just to set it up to start with.
I think you can set up DFhack to do shapes like that for you. Macro programs could also do what you want, but it could be a bit awkward depending on how complex your shape is.
Actually, DF has macros by default! The option is just relatively unknown to players - one of those hidden things even veterans end up going "this is in the game?" with.
From 2:16 forwards.
https://www.youtube.com/watch?v=6lq_2ZuaGWY
DF2014
what the fuck that could have saved literal days of my life spent individually designating out rooms
what in god's name is this witchcraft
https://i.imgur.com/aTb9cQU.png
Doodles of the contestants this time around.
I was in the previous year's tournament though I think I died in the first round.
https://i.redd.it/l68psv6kir911.png
Devlog
Here's an interview I did with Crit Hit over on their YouTube channel.I also finally updated the media stuff on the links page, including the link to the myth generator talk from GDC 2016
which was apparently missing!
On Dwarf Fortress, the villain planning has continued; we should be starting coding there soon, but for this week, we started adventure mode parties, equipment and mounts as a more
straightforward item. You can now create as many characters as you want when you start adventure mode, and they'll start together as a party.
There are new equipment and mount/pet pages, as with skills and attributes, where you customize your character(s) from an additional point pool.
If a character is in your official starting party, you can swap control between them freely when you are playing, vaguely similar to traditional party-based RPGs where you designate a party
leader, though your other party members act with more autonomy when you aren't controlling them.
Though we are planning on adding full turn-based control mode for combat purposes, which you can turn on and off, perhaps for this release as well depending on how smoothly villains go.
So. Start with two people. Start with a few friendly dogs. Start with a horse. Start with a giant elephant. Start with three or more named shoulder-riding hamsters... or more...
I suspect there might be some point-pool abuse here if we don't set sensible limits.
Results from round 1 are released!
https://www.reddit.com/r/dwarffortress/comments/8ywgso/the_rdwarffortress_gladiator_tournament_iii_round/
A dwarf jerking off to a door.
http://puu.sh/AX2An/5f3930633c.png
I know that most of Facepunch just plays DF, but for anyone who is interested in DF, but has not been willing to take the leap, and would like to get an idea of the depth of the game, Kruggsmash's videos are legitimately top notch, to the point I would safely say they are the best LPs I have seen, with genuine care and attention being placed into every one.
He goes to great length to illustrate them all, which can be absolutely beautiful.
His most recent fort - Ushangvagush (Monsterkiller) has the highest "production values", with far more images than his previous forts, but here's a neat little short fort he did.
https://www.youtube.com/watch?v=hSFLSvbY7bg&index=13&list=PLXX7Rp0iXj0ncBqzeE73WLQHay0dBhUDT
For some reason half my fort worships a horse. It's not even a god or anything it's just a fucking horse that was born in the year 2.
Thanks for sharing this, this is awesome! I've always wanted to watch a dwarf fortress let's play, but the interface's denseness has always made it rather off-putting. The illustrations and excellent editing make this by far the most palatable I've seen. Thanks!
https://files.facepunch.com/forum/upload/236944/944af16d-b080-4bc5-b9b4-296e6fa0dba6/image.png
This dwarfette has stacked so many crowns on top of her head that she can hardly move. She's not even the expedition leader. Maybe its because she's a legendary appraiser and she feels the need to show off my Forts amazing output of bling from the silver mine.
And Urist playing. the Dorf-Triangle.
https://files.facepunch.com/forum/upload/229070/b4f682a4-0056-4618-9534-ce3028f861cd/Dorf2.png
What a name for a deity. It is the god of misery, torture, and rainbows
https://files.facepunch.com/forum/upload/89/cf7a510e-db24-4f1b-9ea4-272e314cdeb3/Capture.JPG
actual evil clown god
So I've got this spiral ramp that works perfectly, until the moment I get to the part I had to construct slightly suspended in the cavern layer. it just shows no wagon accessibility despite it being the exact same design as my carved areas, just with floors and paved roads on top of that, instead of just carved and smoothed stone. Hopefully this gif helps explain.
https://puu.sh/AYhEF/ddef836768.gif
New fort in 44.12 going reasonably well. Just reached 80 pop so expecting siege soon
https://files.facepunch.com/forum/upload/89/b5e5f9db-1a94-4596-bbe8-f87c5c53fd99/Apexrooms-33-region6-202-4038.png
i think the problem is that the ramps on that layer don't have adjacent walls, try examining them to see if they have 'invalid' or 'unusable' in the name
Correct, that is his issue. If he builds walls just behind the ramps, they'll work.
Bam, nailed it. Thanks.
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