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Dwarf Fortress: New Ver. RELEASED! Now in 3 ASCII dimensions! (NSF56K)

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Posts

  • ArrathArrath Registered User regular
    edited October 2007
    Fleck0 wrote: »
    Arrath wrote: »
    Fleck0 wrote: »
    Nooooo you can't place doors in empty spaces next to locked doors anymore

    You can however rewall a space adjacent to where you want the door to go, place the door, and remove the wall.

    did they change it so that doors not next to a wall don't get "de-constructed" anymore?

    My 6 wide fort enterance (Old habit) was doored this way and works fine.

    Arrath on
  • BahamutZEROBahamutZERO Registered User regular
    edited October 2007
    J3p wrote: »
    A rhesus macaque has stolen a (raccoon leather leggings)!
    A rhesus macaque has stolen a (cave crocodile leather low boot)!
    A rhesus macaque has stolen a (Bismuth bronze crossbow)!
    A rhesus macaque has stolen a (hoary marmot leather armor)!
    A rhesus macaque has stolen (Steel bolts [13])!

    I'm not sure how they did it, but monkeys made off with my hunter's boots, pants, and crossbow. D:

    Those fucking monkeys. A whole mob of them approached my settlers, so I made them all military and "Harass dangerous animals". Those monkeys were very literally torn limb from limb.
    Heh, my dogs caught a troop of them before they reached my stockpiles, and I drafted the nearby dwarves to finish them off. Lucky me.

    BahamutZERO on
    BahamutZERO.gif
  • Prof. AwesomeProf. Awesome Registered User regular
    edited October 2007
    J3p wrote: »
    Oh, and a second question: do farms benefit from sunlight at all? I've been wondering if I should channel all the tiles directly above my plot.
    Some things don't grow on the surface at all, so I doubt it.
    Anyone else notice their dwarves digging diagnally, past normally unpassable rock?
    Yeah, dwarves can move diagonally now and they do it while digging too for some strange reason.

    Prof. Awesome on
  • gilraingilrain Registered User regular
    edited October 2007
    CmdPrompt wrote: »
    CmdPrompt wrote: »
    So, do other people have tiles that change color, and apparently what they are, rapidly?
    I'm beginning to think that they're supposed to be trees, as once again I started in an area without trees, even though it was suppose to be moderately wooded.
    Alright, so extracting the new Dwarf Fortress into the same folder that held the old one and thinking no problems was arise was kind of dumb. Making a new folder fixed this.
    It's hard to tell from your description, but if the tiles are just changing icon with a neat little twirl, that means more than one thing is stacked there. When more than one thing is on a single tile, the icon cycles between the items with a little twirl animation between each.

    gilrain on
  • J3pJ3p Registered User regular
    edited October 2007
    shadeedge wrote: »
    What menu are channels now under?

    (d)esignate -> c(h)annel

    They are different now. They remove the floor, and the main part of the tile below.

    Dramatised side-view, as follows

    Before
    _________
    ▒▒▒▒▒▒▒▒▒
    ▔▔▔▔▔
    
    After
    ____ ____
    ▒▒▒▒ ▒▒▒▒
    ▔▔▔▔▔
    
    Anyone else notice their dwarves digging diagnally, past normally unpassable rock?

    They behave more like standard roguelike characters now, it seems.

    J3p on
    +./\ 50 ?. 50
  • ArrathArrath Registered User regular
    edited October 2007
    J3p wrote:
    Anyone else notice their dwarves digging diagnally, past normally unpassable rock?

    They behave more like standard roguelike characters now, it seems.

    I did read in the change log that 8 directional movement was implemented for adventurer mode, perhaps its a carry-over from that.

    Arrath on
  • BahamutZEROBahamutZERO Registered User regular
    edited October 2007
    Yeah, he did add the ability for them to move diagonally in this version. I forget whether he made diagonal movement take a little longer to keep it in line with horizontal movement.

    BahamutZERO on
    BahamutZERO.gif
  • OboroOboro __BANNED USERS regular
    edited October 2007
    re: the cave-in question from a few pages back, I was digging out a strip-mine quarry and didn't know of any way to dig out the "floor" layer-- and I still don't. So, after digging out each layer of the quarry, the floor above would crash down.

    I think channels were suggested, but I never got any of my dwarves to try it.

    Oboro on
    words
  • J3pJ3p Registered User regular
    edited October 2007
    Oboro wrote: »
    re: the cave-in question from a few pages back, I was digging out a strip-mine quarry and didn't know of any way to dig out the "floor" layer-- and I still don't. So, after digging out each layer of the quarry, the floor above would crash down.

    I think channels were suggested, but I never got any of my dwarves to try it.

    Just channel from the higher layer. As I stated earlier, channels destroy the floor of the level you're on and the ceiling/tile below. In a way, it's like digging downwards.

    J3p on
    +./\ 50 ?. 50
  • SophismataSophismata Registered User regular
    edited October 2007
    Vic wrote: »
    It's hilarious to find the keys to move along the Z-axis with a swedish keyboard.

    No, not really.

    :O

    I just downloaded it. Found any working configurations yet? I have a swedish laptop keyboard. It was hard finding keys for the last version.

    All the keys can be rebound, so you shouldn't have any troubles. :).

    Sophismata on
  • OrogogusOrogogus San DiegoRegistered User regular
    edited October 2007
    How exactly do I make beds if theres no trees anywhere?
    Disassemble your wagon first of all, that will get you 3 logs. You can also bring logs as items in the setup part, or trade for them with caravans. Finally, you can create an underground forest by muddying a large cavern and waiting 3 years, re-muddying a few times a year.
    Newbie question: How do you disassemble the wagon? I tried reclaiming it and I tried chopping it down, and neither worked.

    Orogogus on
  • Seta 3000Seta 3000 Registered User regular
    edited October 2007
    Orogogus wrote: »
    How exactly do I make beds if theres no trees anywhere?
    Disassemble your wagon first of all, that will get you 3 logs. You can also bring logs as items in the setup part, or trade for them with caravans. Finally, you can create an underground forest by muddying a large cavern and waiting 3 years, re-muddying a few times a year.
    Newbie question: How do you disassemble the wagon? I tried reclaiming it and I tried chopping it down, and neither worked.

    Press q, put the cursor over it, and press x

    Seta 3000 on
  • BahamutZEROBahamutZERO Registered User regular
    edited October 2007
    Orogogus wrote: »
    How exactly do I make beds if theres no trees anywhere?
    Disassemble your wagon first of all, that will get you 3 logs. You can also bring logs as items in the setup part, or trade for them with caravans. Finally, you can create an underground forest by muddying a large cavern and waiting 3 years, re-muddying a few times a year.
    Newbie question: How do you disassemble the wagon? I tried reclaiming it and I tried chopping it down, and neither worked.
    Press "T" to look at the materials in the building (in this case the wagon), then press "X" to slate it for dismantlement. You might also be able to do that from the regular building interaction menu you get by pressing "Q." I forget.

    BahamutZERO on
    BahamutZERO.gif
  • CmdPromptCmdPrompt Registered User regular
    edited October 2007
    gilrain wrote: »
    CmdPrompt wrote: »
    CmdPrompt wrote: »
    So, do other people have tiles that change color, and apparently what they are, rapidly?
    I'm beginning to think that they're supposed to be trees, as once again I started in an area without trees, even though it was suppose to be moderately wooded.
    Alright, so extracting the new Dwarf Fortress into the same folder that held the old one and thinking no problems was arise was kind of dumb. Making a new folder fixed this.
    It's hard to tell from your description, but if the tiles are just changing icon with a neat little twirl, that means more than one thing is stacked there. When more than one thing is on a single tile, the icon cycles between the items with a little twirl animation between each.
    Ah, no, I know that. What was happening was the color of the object was changing rapidly, as in it looked like a rainbow, and if you hit 'k' the object's name would change rapidly as well.

    So far my current fortress is going on without a hitch, sand makes farming much much easier.

    CmdPrompt on
    GxewS.png
  • F-Zero_RacerF-Zero_Racer Registered User regular
    edited October 2007
    staffcobra15region21051ad5.th.jpg

    staffcobra16region21051bf0.th.jpg

    staffcobra17region21051ig9.th.jpg

    staffcobra18region21051ks2.th.jpg

    Here's my fort so far, the four major floors. What you don't see is that the bottom most floor has another floor below that filled with water, and above that is the bridge. Thanks to the lever I have, I can pull it and anything that tries to cross falls two layers into a small pond.

    On top of the hill that I build the entrance to my fort is a tower, it's going to be the barracks for my base, having beds and weapon/armor racks.

    I love the new version, even if DF runs horribly on my computer. Stupid 5-year old processor.

    F-Zero_Racer on
  • ArtreusArtreus I'm a wizard And that looks fucked upRegistered User regular
    edited October 2007
    Hrm... an elven caravan just showed up and has a saltwater crocodile in a cage.. I kind of want to buy it... Actually I am not sure how buying caged animals works, so I am just going to buy the squirrel, but anybody have any ideas here?

    Also, my settlement is next to a 3-story cliff that has a brook running over it, so I am hollowing out a path for the brook to run over to the side of the mountain and over, and then I hollowed out a pit (I have not released the water yet) on the side of the mountain, about 2 or 3 stories deep, and the lowest level is huuuge, so I am going to try to keep that as an aquifer... do you guys think I should build a pump down there right now before I can't access the water without some clever digging or what?

    (to get down to it, I dug into the side of the mountain, and then down a few levels, and over to the new aquifer.)

    Edit: OH GOD THE MIGRANTS. I was doing fine with 7 people, but holy shit it is 22 now and.. and.. D: ... also what does it mean when it says my community can now support a sherrif? How does one make one?

    Artreus on
    http://atlanticus.tumblr.com/ PSN: Atlanticus 3DS: 1590-4692-3954 Steam: Artreus
  • BahamutZEROBahamutZERO Registered User regular
    edited October 2007
    Artreus wrote: »
    Hrm... an elven caravan just showed up and has a saltwater crocodile in a cage.. I kind of want to buy it... Actually I am not sure how buying caged animals works, so I am just going to buy the squirrel, but anybody have any ideas here?

    Also, my settlement is next to a 3-story cliff that has a brook running over it, so I am hollowing out a path for the brook to run over to the side of the mountain and over, and then I hollowed out a pit (I have not released the water yet) on the side of the mountain, about 2 or 3 stories deep, and the lowest level is huuuge, so I am going to try to keep that as an aquifer... do you guys think I should build a pump down there right now before I can't access the water without some clever digging or what?

    (to get down to it, I dug into the side of the mountain, and then down a few levels, and over to the new aquifer.)

    Edit: OH GOD THE MIGRANTS. I was doing fine with 7 people, but holy shit it is 22 now and.. and.. D: ... also what does it mean when it says my community can now support a sherrif? How does one make one?
    Press N to go to the nobles screen, and I guess you assign someone the job from there if you want to.

    BahamutZERO on
    BahamutZERO.gif
  • OboroOboro __BANNED USERS regular
    edited October 2007
    I wish he added a migrant coefficient option in the .ini or something, aside from the hard cap. :cry:

    Oboro on
    words
  • jothkijothki Registered User regular
    edited October 2007
    Elves actually have cool stuff now? Neat.

    I tested out a screw pump on a random pond. Those things are really fast, I spewed half of the pond out over the surrounding area before the operator got tired.

    jothki on
  • InfestedGnomeInfestedGnome Registered User regular
    edited October 2007
    Hmmn, I found "morion", it isnt listed in the stone section of Z, and neither is it listed on the wiki. Kinda looks like its coal

    InfestedGnome on
    IGsig.jpg
    AKA [PA]Ilovepandas :D
  • BahamutZEROBahamutZERO Registered User regular
    edited October 2007
    If it's not listed in the stone section of the Z menu, that means it's not used for anything interesting, I think.

    BahamutZERO on
    BahamutZERO.gif
  • JerikTelorianJerikTelorian Registered User regular
    edited October 2007
    Okay, so I need to refine my bituminous coal into coke, but the option doesn't appear at the smelter, even though I have coal in my stockpile waiting to be used. Anyone know what's up?

    JerikTelorian on
    SteamID -- JerikTelorian
    XBL: LiquidSnake2061
    Shade wrote: »
    Anyone notice how some things (mattresses and the copy machines in Highrise) are totally impenetrable? A steel wall, yeah that makes sense, but bullets should obliterate copy machines.

    I don't know about you, but I always buy a bullet proof printer. Its a lot more expensive, but I think the advantages are apparent.
  • FanaticalistFanaticalist Registered User regular
    edited October 2007
    Hmmn, I found "morion", it isnt listed in the stone section of Z, and neither is it listed on the wiki. Kinda looks like its coal
    http://en.wikipedia.org/wiki/Morion

    "Morion or morion quartz is a dark-brown to black opaque variety of smoky quartz resulting from the natural or artificial irradiation of aluminium-containing milk quartz."

    I had to do the same thing with Microcline (Micro-wha?). Looks like Toady is now an amateur geologist.

    Fanaticalist on
  • ArtreusArtreus I'm a wizard And that looks fucked upRegistered User regular
    edited October 2007
    So should I be digging deep into my mountain in the hopes of lava or coal?

    Artreus on
    http://atlanticus.tumblr.com/ PSN: Atlanticus 3DS: 1590-4692-3954 Steam: Artreus
  • BahamutZEROBahamutZERO Registered User regular
    edited October 2007
    Okay, so I need to refine my bituminous coal into coke, but the option doesn't appear at the smelter, even though I have coal in my stockpile waiting to be used. Anyone know what's up?
    To make your first bars of coke, you need charcoal to fuel the reaction. You make charcoal at the wood furnace using a log. After you make the coke, you can use that coke to make more coke instead of charcoal.

    BahamutZERO on
    BahamutZERO.gif
  • JerikTelorianJerikTelorian Registered User regular
    edited October 2007
    Okay, so I need to refine my bituminous coal into coke, but the option doesn't appear at the smelter, even though I have coal in my stockpile waiting to be used. Anyone know what's up?
    To make your first bars of coke, you need charcoal to fuel the reaction. You make charcoal at the wood furnace using a log. After you make the coke, you can use that coke to make more coke instead of charcoal.

    Ahhhhhh, I see.

    Another question, now. I have metricshittons of mudstone. Literally, I can't do anything with my floor. How do I get rid of this crap? This stone has dropped more than anything else I've ever encountered in this game.

    JerikTelorian on
    SteamID -- JerikTelorian
    XBL: LiquidSnake2061
    Shade wrote: »
    Anyone notice how some things (mattresses and the copy machines in Highrise) are totally impenetrable? A steel wall, yeah that makes sense, but bullets should obliterate copy machines.

    I don't know about you, but I always buy a bullet proof printer. Its a lot more expensive, but I think the advantages are apparent.
  • OboroOboro __BANNED USERS regular
    edited October 2007
    Okay, so I need to refine my bituminous coal into coke, but the option doesn't appear at the smelter, even though I have coal in my stockpile waiting to be used. Anyone know what's up?
    To make your first bars of coke, you need charcoal to fuel the reaction. You make charcoal at the wood furnace using a log. After you make the coke, you can use that coke to make more coke instead of charcoal.

    Ahhhhhh, I see.

    Another question, now. I have metricshittons of mudstone. Literally, I can't do anything with my floor. How do I get rid of this crap? This stone has dropped more than anything else I've ever encountered in this game.
    The release notes said that items now flow with currents. I don't know of anyone who's tested it.

    You could try it, haha.

    Oboro on
    words
  • ArtreusArtreus I'm a wizard And that looks fucked upRegistered User regular
    edited October 2007
    God no whyyyy, okay guys. My Bowyer was taken by a fey mood and then went berserk... killed dogs... kittens.. people.. how do I kill him? I have been super not military, because I had great walls.. and he killed one of my hunting dogs... any ideas on how I can take him down?

    Edit: nevermind, figured military out, took him down.. casualties: 2 dogs, 3 dwarves. :(

    Artreus on
    http://atlanticus.tumblr.com/ PSN: Atlanticus 3DS: 1590-4692-3954 Steam: Artreus
  • InfestedGnomeInfestedGnome Registered User regular
    edited October 2007
    MAybe im just retarded, but I cant seem to dig the z axis...I used the upward ramp for a wall and set the area about it to be mined out, and they arent doing it. I looked for a downward ramp, couldnt find one, tried using a channel or stairs, neither work. Someone please save me from my retarded self

    InfestedGnome on
    IGsig.jpg
    AKA [PA]Ilovepandas :D
  • OboroOboro __BANNED USERS regular
    edited October 2007
    Digging on Z-axis can be tricky-- especially digging up.

    Digging downward, the most direct way would be to dig a downward staircase (j). Once that's done, page down a level and build an upward ramp (r) immediately below the staircase to join the two floors. After that, you can dig adjacent to the ramp.

    Digging upward is realistic in the sense you can't dig over your head. It's easiest to just build ramps up the side of whatever you're digging into until you reach the highest level you'd want to dig into, and dig down from there as necessary. Otherwise, what you're going to have to do is use rewalling to build scaffolding-- dig ramps up, and build walls as necessary adjacent to the ramps to give your dwarves room from which to dig more upward ramps.

    Oboro on
    words
  • InfestedGnomeInfestedGnome Registered User regular
    edited October 2007
    I built a ramp under a swampy pit acidentally, whoops

    InfestedGnome on
    IGsig.jpg
    AKA [PA]Ilovepandas :D
  • RandomKitRandomKit Registered User regular
    edited October 2007
    Argh I can't find any water at all on this fortress.

    RandomKit on
  • Fleck0Fleck0 Registered User regular
    edited October 2007
    supporting my theory that the funniest names always come from the random name generator

    nutspaintsds3.png

    Fleck0 on
    steam_sig.png
  • TheOtherHorsemanTheOtherHorseman Registered User regular
    edited October 2007
    I have no lava, and my raw adamantine weeps.

    TheOtherHorseman on
  • ArthArth Registered User regular
    edited October 2007
    So, how is adventure mode compared to the old version's? I like the Fortress mode, but my computer's a little too old to handle it reliably once I get an even medium sized fortress built, but I do so like poking out goblin's spleens. :O

    Arth on
    Artheleron.png
  • SushisourceSushisource Registered User regular
    edited October 2007
    I have no lava, and my raw adamantine weeps.

    Shit son youze fast

    Sushisource on
    Some drugee on Kavinsky's 1986
    kavinskysig.gif
  • SushisourceSushisource Registered User regular
    edited October 2007
    Also, why the fuck do my Dwarfs party constantly

    Sushisource on
    Some drugee on Kavinsky's 1986
    kavinskysig.gif
  • FanciestWalnutFanciestWalnut Registered User regular
    edited October 2007
    I am finally becoming proficient at keeping dwarves alive but I lack any flare for building an appealing fortress, things just get strewn about and it angers me because I can't keep any kind of vision of how I want it to look.

    Edit: do plump helmets naturally replenish their seed supplies when harvested? Also is their any way of finding out exactly how much and of what type seeds I have?

    FanciestWalnut on
  • ArrathArrath Registered User regular
    edited October 2007
    I am finally becoming proficient at keeping dwarves alive but I lack any flare for building an appealing fortress, things just get strewn about and it angers me because I can't keep any kind of vision of how I want it to look.

    Edit: do plump helmets naturally replenish their seed supplies when harvested? Also is their any way of finding out exactly how much and of what type seeds I have?

    Plump helmets, and other plants, create seeds when eaten/cooked/brewed.

    As for the number, Z -> stocks, scroll down some, eventually you'll come to seeds.

    Arrath on
  • MalkorMalkor Registered User regular
    edited October 2007
    Is eating different from the previous version? 'Cause I started out wih 20 plump helmets and it's nearly fall and I still have 20 plump helmets.

    Malkor on
    14271f3c-c765-4e74-92b1-49d7612675f2.jpg
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