• Dwarf Fortress - DF2014 released
    6,379 replies, posted
Is there a way to export local images in interval, like every half-year or so?
[QUOTE=Orkel;44347825]Create a containment chamber with food and necessities and throw them all in. See what happens. If one of them happens to not be a werepig during full moon, well, poor guy.[/QUOTE] Werebeats don't need food I think. I have one trapped in a large chamber with no access to the outside world.
[QUOTE=matt000024;44353082]Werebeats don't need food I think. I have one trapped in a large chamber with no access to the outside world.[/QUOTE] Yeah I trapped mine too eventually and he's been there a year and hasn't died yet.
so you shove a vampire in there as well. See what happens to the WereBeast
I just learned you can become a Werebeast, necromancer, vampire and a mist zombie on the wiki. Like, at the same time.
What about necromancer zombies?
[QUOTE=matt000024;44353082][B]Werebeats [/B]don't need food I think. I have one trapped in a large chamber with no access to the outside world.[/QUOTE] Werebeats eh? Are these formed from sick dance songs with infectiously catchy tunes?
this scares and infuriates me [IMG]http://i.imgur.com/rhjgt8c.png[/IMG]
Are you using a mod that changes some profession names? That's the only thing I could think that might confuse DT.
pretty sure that the only ones Masterwork changes are adapted by the MW DT, so obviously you are using some other thing or its a bug
it's completely vanilla
[QUOTE=Agent 47;44366669]it's completely vanilla[/QUOTE] its the -VAMPIRE- skill obviously. Pretty shitty vampire, though.
it's always satisfying when a forgotten beast gets on hit killed by getting mined in half by one of your founding miners [editline]28th March 2014[/editline] [IMG]http://i.imgur.com/uzblolX.png[/IMG]
Miner is best combat skill
Toady posted a list of all the new plants he has added. [URL="http://www.bay12games.com/dwarves/index.html#2014-03-30"]Blog[/URL] [QUOTE=Toady One]The [URL="http://www.bay12games.com/dwarves/new_plant_list.html"]list of new plants[/URL] has more or less settled. We don't have certain things implied by the lists, like coffee or tea drinks, or tapioca, and so on, but there'll be some stuff anyway as everything slowly gets more interesting.[/QUOTE]
Now I can force feed my Dwarves spinach to make them grow big and strong.
[QUOTE=Toady][IMG]http://puu.sh/7QkcJ.bmp[/IMG][/QUOTE] [t]http://1-media-cdn.foolz.us/ffuuka/board/vg/image/1360/63/1360636992111.jpg[/t] [editline]30th March 2014[/editline] Mayor bans all export of hemp.
What the dwarf is that phycadelic picture of? Looks like a tile set almost
Dwarven marijuana farms will be a must in all my new fortresses
Anyone got a link to the latest version?
[QUOTE=Psychokitten;44412254]Anyone got a link to the latest version?[/QUOTE] Same it's been since June 2012! [url]http://www.bay12games.com/dwarves/[/url] The next version will be soon, I feel it in my bones. [editline]31st March 2014[/editline] Soon as in, sooner than the release of HL3 or the heat death of the universe.
[QUOTE=Terminutter;44412443] The next version will be soon, I feel it in my bones. [/QUOTE] Hopefully this doesn't include your skull, lest you die of brain hemorrhaging.
[QUOTE=Terminutter;44412443]Same it's been since June 2012! [url]http://www.bay12games.com/dwarves/[/url] The next version will be soon, I feel it in my bones. [editline]31st March 2014[/editline] Soon as in, sooner than the release of HL3 or the heat death of the universe.[/QUOTE] I could feel it in my bones. 13 months ago
[QUOTE=technologics;44406669] Mayor bans all export of hemp.[/QUOTE] instant tantrum spiral. I actually wonder if all of these are farmable, both above and underground
[QUOTE=technologics;44406669][t]http://1-media-cdn.foolz.us/ffuuka/board/vg/image/1360/63/1360636992111.jpg[/t][/QUOTE] Can't wait for weaponized cannabis!
[QUOTE=Terminutter;44412443]Same it's been since June 2012! [url]http://www.bay12games.com/dwarves/[/url] The next version will be soon, I feel it in my bones. [editline]31st March 2014[/editline] Soon as in, sooner than the release of HL3 or the heat death of the universe.[/QUOTE] Ah. I guess you guys are using a shitload of mods then. Any recommendations/links?
Masterwork is the stock-standard mod. It includes alternate fortresses with it, both Orc and Kobold. Because of the customization utility it has it's a pretty good choice for most people as a first mod; you can turn off nearly everything you don't care for. I also tried out the Fallout mod, but I can't really suggest it. I haven't played Fortress mode in it yet, but it doesn't really seem that far along, feature wise.
One of my fisherdwarves has withdrawn from society. What kind of workshop does he need?
Probably a craftsdwarf's workshop; any dwarf that gets a mood will generally go for stonecrafter or something if they don't have an actual moodable skill.
[QUOTE=Psychokitten;44414385]One of my fisherdwarves has withdrawn from society. What kind of workshop does he need?[/QUOTE] [url]http://dwarffortresswiki.org/index.php/DF2012:Strange_mood#Skills_and_workshops[/url] "A dwarf will claim a workshop according to their highest [b]applicable[/b] skill" meaning highest non-fishing skill and associated workshop. [editline]1st April 2014[/editline] On an unrelated note, I suggest you read that wiki page thoroughly.
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