I might be interested in trying another bloodline game. I was right behind the guys that never made their turns in the last game we tried
However, this is finals week, Saturday I hafta drive 5 hours into Toronto for an interview/seminar, and then next week moving back to Virginia (mmm, 8 hours drive).
But hey, It'd be cool to get into a bloodline game in like, 2 or 3 weeks
I'm getting a bit tempted to try a goblin fortress. I figured I would do a feral themed game, playing on a map with plenty of beasties and scarce mineral resources. The goblins would mostly use arms and armour made out of bones leather, and the fortress itself would be a made primarily of crude small caves below ground and a huge tower above it.
The only problem is that without a huge project like forty suits of steel armour to take up my time I am rather like to get tired of the fort fairly quickly. Still, worth a try! Has anyone else done a modded game?
Galleyshakes met with misfortune today. A leatherworker became possessed and demanded all sorts of materials I didn't have. Luckily, the dwarven trade caravan had just set up shop. Unluckily, my tradesdwarf was too busy "on break" admiring statues to go up and trade. The leatherworker goes berserk, killing three dwarves and two dogs before trying to assault one of my legendary miners, who managed to put her out of her misery. All my dwarves are in miserable moods and some are beginning to throw tantrums. I managed to get some of them to stop screaming and crying long enough to build a makeshift graveyard. I'm just glad she didn't attack my gem cutter. I'd be in a world of shit without him. Gem cutting is my entire industry.
So guys, I'm thinking about working on a graphic set to expand other races. ATM whenever I do a goblin fort, I just have color coded gobbos, but awesome sprites for the military. So, anyone got some source art for goblins? And I'm a jerk so I'm gonna make pretty gobbos instead of something realistic and ugly ;p
So guys, I'm thinking about working on a graphic set to expand other races. ATM whenever I do a goblin fort, I just have color coded gobbos, but awesome sprites for the military. So, anyone got some source art for goblins? And I'm a jerk so I'm gonna make pretty gobbos instead of something realistic and ugly ;p
So guys, I'm thinking about working on a graphic set to expand other races. ATM whenever I do a goblin fort, I just have color coded gobbos, but awesome sprites for the military. So, anyone got some source art for goblins? And I'm a jerk so I'm gonna make pretty gobbos instead of something realistic and ugly ;p
Pretty like that NSFW link?
I'm already working on it. I made a miner, a woodcutter, and currently making a female peasant. I actually like the idea of a fort dominated by feminine residents. Especially since dwarves are all manly looking, having goblins all feminine I think helps with the nice change of pace.
That, and everyone likes boobs.
edit:
here's my current work on a fem gobbo, at various zoom.
So guys, I'm thinking about working on a graphic set to expand other races. ATM whenever I do a goblin fort, I just have color coded gobbos, but awesome sprites for the military. So, anyone got some source art for goblins? And I'm a jerk so I'm gonna make pretty gobbos instead of something realistic and ugly ;p
Pretty like that NSFW link?
I'm already working on it. I made a miner, a woodcutter, and currently making a female peasant. I actually like the idea of a fort dominated by feminine residents. Especially since dwarves are all manly looking, having goblins all feminine I think helps with the nice change of pace.
can you have more than one fortress going at once? looks like the only way is if you generate a new world for it - is that how its done? my current fort is going pretty good but it has way too many babies and shit and now that i'm back in the swing of things (and i've tweaked the init file more to my liking) i think i want to start something near magma this time. i want to build a decent sized bastion in the face of a mountain, or a fort structure to guard the entrance like syrupdongs
can you have more than one fortress going at once? looks like the only way is if you generate a new world for it - is that how its done? my current fort is going pretty good but it has way too many babies and shit and now that i'm back in the swing of things (and i've tweaked the init file more to my liking) i think i want to start something near magma this time. i want to build a decent sized bastion in the face of a mountain, or a fort structure to guard the entrance like syrupdongs
I'm pretty sure you get only one fort to play as per world. I actually like to keep a few worlds made so I can try out a few different locales at once.
This is a Zinc bed. All craftsdwarfship is of the highest quality. It is encircled with bands of Zinc and Cat's Eye. It is made from Zinc and Granite. This object menaces with spikes of Honey Yellow Beryl, Cat's Eye and Granite. On the item is an image of dwarves and dwarves in Honey Yellow Beryl. The dwarves are laughing. The dwarves are laughing. On the item is an image of dwarves and dwarves in Cat's Eye. The dwarves are talking with the dwarves. On the item is an image of dwarves and dwarves in Cat's Eye. The dwarves are fighting with the dwarves. On the item is an image of dwarves and dwarves in Granite. The dwarves are laughing. The dwarves are dead.
This is a Zinc bed. All craftsdwarfship is of the highest quality. It is encircled with bands of Zinc and Cat's Eye. It is made from Zinc and Granite. This object menaces with spikes of Honey Yellow Beryl, Cat's Eye and Granite. On the item is an image of dwarves and dwarves in Honey Yellow Beryl. The dwarves are laughing. The dwarves are laughing. On the item is an image of dwarves and dwarves in Cat's Eye. The dwarves are talking with the dwarves. On the item is an image of dwarves and dwarves in Cat's Eye. The dwarves are fighting with the dwarves. On the item is an image of dwarves and dwarves in Granite. The dwarves are laughing. The dwarves are dead.
Very, uh, racially pure.
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This is a Zinc bed. All craftsdwarfship is of the highest quality. It is encircled with bands of Zinc and Cat's Eye. It is made from Zinc and Granite. This object menaces with spikes of Honey Yellow Beryl, Cat's Eye and Granite. On the item is an image of dwarves and dwarves in Honey Yellow Beryl. The dwarves are laughing. The dwarves are laughing. On the item is an image of dwarves and dwarves in Cat's Eye. The dwarves are talking with the dwarves. On the item is an image of dwarves and dwarves in Cat's Eye. The dwarves are fighting with the dwarves. On the item is an image of dwarves and dwarves in Granite. The dwarves are laughing. The dwarves are dead.
Very, uh, racially pure.
The poor blacksmith knew nothing of the world outside his workshop. I guess he saw the leatherworker go berserk and kill some dwarves and that inspired him.
This is a Zinc bed. All craftsdwarfship is of the highest quality. It is encircled with bands of Zinc and Cat's Eye. It is made from Zinc and Granite. This object menaces with spikes of Honey Yellow Beryl, Cat's Eye and Granite. On the item is an image of dwarves and dwarves in Honey Yellow Beryl. The dwarves are laughing. The dwarves are laughing. On the item is an image of dwarves and dwarves in Cat's Eye. The dwarves are talking with the dwarves. On the item is an image of dwarves and dwarves in Cat's Eye. The dwarves are fighting with the dwarves. On the item is an image of dwarves and dwarves in Granite. The dwarves are laughing. The dwarves are dead.
Very, uh, racially pure.
The poor blacksmith knew nothing of the world outside his workshop. I guess he saw the leatherworker go berserk and kill some dwarves and that inspired him.
This sounds like the plot of an extremely sad movie.
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This is a Zinc bed. All craftsdwarfship is of the highest quality. It is encircled with bands of Zinc and Cat's Eye. It is made from Zinc and Granite. This object menaces with spikes of Honey Yellow Beryl, Cat's Eye and Granite. On the item is an image of dwarves and dwarves in Honey Yellow Beryl. The dwarves are laughing. The dwarves are laughing. On the item is an image of dwarves and dwarves in Cat's Eye. The dwarves are talking with the dwarves. On the item is an image of dwarves and dwarves in Cat's Eye. The dwarves are fighting with the dwarves. On the item is an image of dwarves and dwarves in Granite. The dwarves are laughing. The dwarves are dead.
Very, uh, racially pure.
Turning on detailed engravings in fortress is one of the best decisions I ever made. This may just seem like some drawings, but it's probably about two dwarf nations who were allies, then had a disagreement during a negiation, then a war, and one side slaughtered the other.
In one of my fort's before I discovered detailed engravings, I kept seeing images of a human fighting an alligator, and then a human and dwarf laughing. After turning on the details, I found out it was about a human saving the dwarf king from an alligator attack.
This is a Zinc bed. All craftsdwarfship is of the highest quality. It is encircled with bands of Zinc and Cat's Eye. It is made from Zinc and Granite. This object menaces with spikes of Honey Yellow Beryl, Cat's Eye and Granite. On the item is an image of dwarves and dwarves in Honey Yellow Beryl. The dwarves are laughing. The dwarves are laughing. On the item is an image of dwarves and dwarves in Cat's Eye. The dwarves are talking with the dwarves. On the item is an image of dwarves and dwarves in Cat's Eye. The dwarves are fighting with the dwarves. On the item is an image of dwarves and dwarves in Granite. The dwarves are laughing. The dwarves are dead.
Very, uh, racially pure.
The poor blacksmith knew nothing of the world outside his workshop. I guess he saw the leatherworker go berserk and kill some dwarves and that inspired him.
This sounds like the plot of an extremely sad movie.
Tirelessly working at his forge, poor Unib was an autistic dwarf who preferred making beds depicting dwarves and dwarves than stepping foot outside his workshop. The other dwarves, endeared by his determination, would bring him food and beer while he hammered away at Zinc bars non-stop.
This is a Zinc bed. All craftsdwarfship is of the highest quality. It is encircled with bands of Zinc and Cat's Eye. It is made from Zinc and Granite. This object menaces with spikes of Honey Yellow Beryl, Cat's Eye and Granite. On the item is an image of dwarves and dwarves in Honey Yellow Beryl. The dwarves are laughing. The dwarves are laughing. On the item is an image of dwarves and dwarves in Cat's Eye. The dwarves are talking with the dwarves. On the item is an image of dwarves and dwarves in Cat's Eye. The dwarves are fighting with the dwarves. On the item is an image of dwarves and dwarves in Granite. The dwarves are laughing. The dwarves are dead.
Very, uh, racially pure.
The poor blacksmith knew nothing of the world outside his workshop. I guess he saw the leatherworker go berserk and kill some dwarves and that inspired him.
This sounds like the plot of an extremely sad movie.
Tirelessly working at his forge, poor Unib was an autistic dwarf who preferred making beds depicting dwarves and dwarves than stepping foot outside his workshop. The other dwarves, endeared by his determination, would bring him food and beer while he hammered away at Zinc bars non-stop.
Throw in a tacked on romance, get Adam Sandler to play as the dwarf, and I think you could make millions off of this.
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This is a Zinc bed. All craftsdwarfship is of the highest quality. It is encircled with bands of Zinc and Cat's Eye. It is made from Zinc and Granite. This object menaces with spikes of Honey Yellow Beryl, Cat's Eye and Granite. On the item is an image of dwarves and dwarves in Honey Yellow Beryl. The dwarves are laughing. The dwarves are laughing. On the item is an image of dwarves and dwarves in Cat's Eye. The dwarves are talking with the dwarves. On the item is an image of dwarves and dwarves in Cat's Eye. The dwarves are fighting with the dwarves. On the item is an image of dwarves and dwarves in Granite. The dwarves are laughing. The dwarves are dead.
Very, uh, racially pure.
The poor blacksmith knew nothing of the world outside his workshop. I guess he saw the leatherworker go berserk and kill some dwarves and that inspired him.
This sounds like the plot of an extremely sad movie.
Tirelessly working at his forge, poor Unib was an autistic dwarf who preferred making beds depicting dwarves and dwarves than stepping foot outside his workshop. The other dwarves, endeared by his determination, would bring him food and beer while he hammered away at Zinc bars non-stop.
Throw in a tacked on romance, get Adam Sandler to play as the dwarf, and I think you could make millions off of this.
I could at least get a few caged cows and a barrel of seeds for it.
This is a Zinc bed. All craftsdwarfship is of the highest quality. It is encircled with bands of Zinc and Cat's Eye. It is made from Zinc and Granite. This object menaces with spikes of Honey Yellow Beryl, Cat's Eye and Granite. On the item is an image of dwarves and dwarves in Honey Yellow Beryl. The dwarves are laughing. The dwarves are laughing. On the item is an image of dwarves and dwarves in Cat's Eye. The dwarves are talking with the dwarves. On the item is an image of dwarves and dwarves in Cat's Eye. The dwarves are fighting with the dwarves. On the item is an image of dwarves and dwarves in Granite. The dwarves are laughing. The dwarves are dead.
Very, uh, racially pure.
The poor blacksmith knew nothing of the world outside his workshop. I guess he saw the leatherworker go berserk and kill some dwarves and that inspired him.
This sounds like the plot of an extremely sad movie.
Tirelessly working at his forge, poor Unib was an autistic dwarf who preferred making beds depicting dwarves and dwarves than stepping foot outside his workshop. The other dwarves, endeared by his determination, would bring him food and beer while he hammered away at Zinc bars non-stop.
Throw in a tacked on romance, get Adam Sandler to play as the dwarf, and I think you could make millions off of this.
I could at least get a few caged cows and a barrel of seeds for it.
And far more useful too. I prefer cats, however.
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This is a Zinc bed. All craftsdwarfship is of the highest quality. It is encircled with bands of Zinc and Cat's Eye. It is made from Zinc and Granite. This object menaces with spikes of Honey Yellow Beryl, Cat's Eye and Granite. On the item is an image of dwarves and dwarves in Honey Yellow Beryl. The dwarves are laughing. The dwarves are laughing. On the item is an image of dwarves and dwarves in Cat's Eye. The dwarves are talking with the dwarves. On the item is an image of dwarves and dwarves in Cat's Eye. The dwarves are fighting with the dwarves. On the item is an image of dwarves and dwarves in Granite. The dwarves are laughing. The dwarves are dead.
Very, uh, racially pure.
Turning on detailed engravings in fortress is one of the best decisions I ever made. This may just seem like some drawings, but it's probably about two dwarf nations who were allies, then had a disagreement during a negiation, then a war, and one side slaughtered the other.
In one of my fort's before I discovered detailed engravings, I kept seeing images of a human fighting an alligator, and then a human and dwarf laughing. After turning on the details, I found out it was about a human saving the dwarf king from an alligator attack.
I will have to try that but I don't know how much longer I can stand this fortress. There is no magma at all on the map and metalworking is a pain in the ass. All my blacksmith does is turn wood into charcoal, smelt ore and make things from it. I have a wood cutter who has no other jobs but cut trees, with the designation being the entire map, and I still run out of wood. If I stop making charcoal for ten minutes the stockpile gets filled up. I really need magma. So much Zinc. So much fucking Zinc.
AUGH. Random fisherdwarf is taken by a strange mood, and is now making stuff out of wood. Here's the awesome part: no trees grow on my map! blaralgbabg
Edit: WTF? He took just two pieces of wood. I'm intrigued.
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AUGH. Random fisherdwarf is taken by a strange mood, and is now making stuff out of wood. Here's the awesome part: no trees grow on my map! blaralgbabg
Edit: WTF? He took just two pieces of wood. I'm intrigued.
Whatever it is, it will probably menace with spikes of wood and wood.
This is an alder scepter. All craftsdwarfship is of the highest quality. This object is adorned with hanging rings of Alder. On the item is an image of diamonds in ash.
Great work. Now get back to fishing fucker.
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My mason got fire imped. What a way to christen a fortress, in dwarf blood!
EDIT: also, my woodworker refuses to come back down into the fort no matter what. I've ordered that all dwarves must stay indoors and I even assigned him to glassmaking. He refuses to come back inside and is stuck on "no job".
EDIT: fuck it. This place has been fucked since jump street. Flooding with magma, retrying tomorrow. I picked a really bad spot to start.
EDIT: Is it normal for dorfs to swim around in 4-level magma? It's like they're taking a bath in the shit.
My mason got fire imped. What a way to christen a fortress, in dwarf blood!
EDIT: also, my woodworker refuses to come back down into the fort no matter what. I've ordered that all dwarves must stay indoors and I even assigned him to glassmaking. He refuses to come back inside and is stuck on "no job".
EDIT: fuck it. This place has been fucked since jump street. Flooding with magma, retrying tomorrow. I picked a really bad spot to start.
EDIT: Is it normal for dorfs to swim around in 4-level magma? It's like they're taking a bath in the shit.
Er.... they should be dead. At least, I think so. But yeah, fire imps from the get-go is considered, by me, a bad omen. First time it happened, they came in a pack and murdered all but one dwarf. He then threw a temper tantrum and went to bed, grumbling in his sleep.
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So I'm trying to find a fortress with both Magnetite and Magma, as well as Sand. Preferably in an evil area with some critters running around.
It's not going well. Magma is rare as fuck in Sedimentary rock.
Must... forget... the... images.
[/mind bleach]
As to the fort location, I just happen to have found a site with both marble and sedimentary layers, a magma pipe (I have yet to discover it though) and 2 layers of sand, with a river and heavily forested to boot. It's not an evil area though, just calm, and the only animals are a groundhog and some deer.
I can't remember if I generated it before or after I customized my init, so here's the modified one if you get something different from the screenshot.
Change this to turn sound off.
[SOUND:ON]
The sound volume runs from 0 (off) to 255 (full). You can set the volume from the ESC options menu as well.
[VOLUME:255]
Change this to skip the wonderful intro movies.
[INTRO:OFF]
This lets you set the starting windowed/fullscreen setting. Can be YES, NO or PROMPT.
[WINDOWED:YES]
This is the size and font for windowed mode. Changing to 800x600 and the 800x600 font might make you happier.
[WINDOWEDX:1251]
[WINDOWEDY:781]
[FONT:curses_800x600.bmp]
Full screen info.
[FULLSCREENX:800]
[FULLSCREENY:600]
[FULLFONT:curses_800x600.bmp]
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space. Tiles that are too large will always be compressed rather than running off the screen.
[BLACK_SPACE:YES]
Graphics info, most of it as above. Set GRAPHICS to YES to turn it all on. This will use the "raw/graphics" folder for tile information. Currently this is limited to whatever creature graphics you have downloaded. The game comes with a few pictures to demonstrate. As of September 2008, the Dwarf Fortress Wiki has graphical tilesets available at http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets.
[GRAPHICS:NO]
[GRAPHICS_WINDOWEDX:1280]
[GRAPHICS_WINDOWEDY:400]
[GRAPHICS_FONT:curses_square_16x16.bmp]
[GRAPHICS_FULLSCREENX:1280]
[GRAPHICS_FULLSCREENY:800]
[GRAPHICS_FULLFONT:curses_square_16x16.bmp]
[GRAPHICS_BLACK_SPACE:YES]
This is the dimensions in tiles of the display grid. Minimum x is 80. Minimum y is 25. Maximums are 200. Make sure the window size or full screen resolution matches the grid/tile size if you don't want the display to be squashed or stretched. The default windowed font has tiles that are 8x12 pixels, for instance, so for a 80x25 grid, you use a 640x300 window, and for a 125x50 grid, you'd use a 1000x600 window. FULLGRID is used in full screen mode, whether graphics is on or not.
[GRID:125:65]
[FULLGRID:80:25]
Change this to YES to only refresh portions of the screen that need to be refreshed. This can have a significant impact on frame rate, especially for people that have slow frame rates on the title screen. The number refers to how many frames it will redo a printed tile before skipping it, so you might try increasing it a bit. PARTIAL_PRINT only works on certain systems, so you might have to disable it again if you notice your display isn't working properly. Fixes are being investigated.
[PARTIAL_PRINT:NO:2]
Change this to YES to keep the DF window on top of your other windows.
[TOPMOST:NO]
Change this to YES if you want to see an FPS counter at the top left.
[FPS:YES]
Use this to set the maximum frame rate during play. The movies are always capped at 100. A frame in this case is not graphical but related to the movement speed of a creature. A healthy, unencumbered dwarven peasant takes one step every 10 frames.
[FPS_CAP:100]
Use this to set the maximum graphical frame refresh rate during play.
[G_FPS_CAP:61]
This sets the applications vertical synchronization behavior. Changing this to ON can impact your FPS if your G_FPS is high. The other options are ON and DEFAULT. DEFAULT uses whatever settings you have your system at in general.
[VSYNC:OFF]
Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.
[TEXTURE_PARAM:NEAREST]
Change this to make the dwarfort.exe process have a different priority. From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.
[PRIORITY:NORMAL]
Change this to NO if you don't want to have the mouse involved at all.
[MOUSE:YES]
Change this to YES if you'd like to use a BMP for the mouse cursor. The image currently lags when the game is lagging however.
[MOUSE_PICTURE:NO]
Use these to control the automatic saving behavior in the dwarf fortress mode of game. AUTOSAVE can be set to NONE, SEASONAL or YEARLY. This updates your save at these intervals, so that some of your progress will be saved in case of system instability. You can set AUTOBACKUP to YES if you want the updated save to be copied to another folder so that you'll have several copies of your world at different times. Set AUTOSAVE_PAUSE to YES if you want the game to pause every time it autosaves.
[AUTOSAVE:SEASONAL]
[AUTOBACKUP:YES]
[AUTOSAVE_PAUSE:YES]
Set this to YES if you want it to save the game when you start a new fortress. If AUTOBACKUP above is set to YES, it will also create a copy of this new save.
[INITIAL_SAVE:NO]
Set this to YES to make Dwarf Fortress start paused whenever you load an active game.
[PAUSE_ON_LOAD:YES]
Set this to YES if you want Dwarf Fortress to show the warning window on embark as a confirmation even if there are no issues.
[EMBARK_WARNING_ALWAYS:YES]
You can change these to ALWAYS and NO. More restrictive world parameter settings override these. ALWAYS lets you see the features in the Local view during embark, and NO stops you from looking for features in the site finder (though if you really want to stop the finder, it might be better for you to generate worlds that restrict the use of this feature completely, in which case you don't need to change the settings here).
[SHOW_EMBARK_RIVER:ALWAYS]
[SHOW_EMBARK_POOL:ALWAYS]
[SHOW_EMBARK_M_PIPE:ALWAYS]
[SHOW_EMBARK_M_POOL:ALWAYS]
[SHOW_EMBARK_CHASM:ALWAYS]
[SHOW_EMBARK_PIT:ALWAYS]
[SHOW_EMBARK_OTHER:ALWAYS]
[SHOW_EMBARK_TUNNEL:ALWAYS]
Use these options to remove features from the game. Permitted values are YES and NO. Removal might speed the game up in the case of temperature and weather.
[TEMPERATURE:YES]
[WEATHER:YES]
[ECONOMY:YES]
[INVADERS:YES]
[CAVEINS:YES]
[ARTIFACTS:YES]
[ZERO_RENT:NO]
Change this to YES to output the reasons for world map rejection into a file.
[LOG_MAP_REJECTS:NO]
Change these numbers to make the embark rectangle start at a different size. The format is (EMBARK_RECTANGLE:<width>:<height>). Numbers may run from 2 to 16. The map size warning message will go by these numbers.
[EMBARK_RECTANGLE:6:6]
Change these numbers to set the default weights for traffic designations. If you make the last numbers too large, pathfinding might lag.
The format is (PATH_COST:<high>:<normal>:<low>:<restricted>).
[PATH_COST:1:2:5:25]
Alter these options to control how aggressively your dwarves place objects in a container with like items (rather than an empty container). The default options are very aggressive. STORE_DIST_ITEM_DECREASE controls the cap on objects it will consider -- for each object it finds in a container, one tile is removed from its apparent distance to the dwarf, up to this cap. The others control how many tiles are removed for each combination type for any match at all. For instance, if ITEM_DECREASE is set to 20, and SEED_COMBINE is set to 100, a dwarf carrying seeds will see a seed bag with 15 seeds as 115 tiles closer than it actually is (and thus pass up any empties within that distance), whereas a seed bag with 30 seeds would be treated as 120 tiles closer (because it hits the ITEM_DECREASE cap). Values from 2 to 1000 are permitted. Before these init options, the behavior was roughly ITEM_DECREASE 2, SEED_COMBINE 2 and the rest at 1000.
[STORE_DIST_ITEM_DECREASE:20]
[STORE_DIST_SEED_COMBINE:1000]
[STORE_DIST_BUCKET_COMBINE:1000]
[STORE_DIST_BARREL_COMBINE:1000]
[STORE_DIST_BIN_COMBINE:1000]
Change this to YES to disallow pets from coffin burial as the default option.
[COFFIN_NO_PETS_DEFAULT:NO]
This controls the display of areas that are far below outside. The format is SKY:<character>:<foreground color>:<background color>:<brightness>. The <character> can be either an ASCII tile number or a character in quotes, like '#'.
[SKY:178:3:0:0]
As above, for inside/subterranean areas.
[CHASM:250:0:0:1]
This controls the "IDLERS: <number>" that is displayed in dwarf mode. You can set it to TOP, BOTTOM or OFF.
[IDLERS:TOP]
You can set the maximum population of your fortress here. Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.
[POPULATION_CAP:200]
This allows you to control the number of babies+children in your fortress. The first number is an absolute cap on the number of babies+children. The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here). The lower number is used as the cap. The cap only prevents further pregancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap. Setting either number to zero will disallow pregnancies in the fortress.
[BABY_CHILD_CAP:100:1000]
If you don't like the ,.`' ground, try setting this to NO. The ground will turn into periods only.
[VARIED_GROUND_TILES:NO]
If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.
[ENGRAVINGS_START_OBSCURED:NO]
If you get annoyed by seeing items like *<*sword*>* you can
get rid of the outside ** by setting this to NO.
[SHOW_IMP_QUALITY:NO]
Set this to YES to display fluids as numbers indicating depth.
[SHOW_FLOW_AMOUNTS:NO]
If you'd prefer to have it show the history behind every engraving you view in dwarf mode, etc., then set this to YES.
[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]
This controls the number of milliseconds that must pass before a held key sends a repeat press to the game. You might need to adjust this.
[KEY_HOLD_MS:150]
This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.
[RECENTER_INTERFACE_SHUTDOWN_MS:80]
This controls "more" in adventure mode. If MORE is set to NO, all announcements will be skipped. DISPLAY_LENGTH controls how many lines are printed before it gives you the "more" prompt.
[MORE:YES]
[DISPLAY_LENGTH:23]
Set this to YES if you want traps to affect you in adventure mode. This is not recommended -- there are lockup issues with cage traps, and you cannot disarm any of the traps yet, so they effectively stops you from exploring your old fortresses.
[ADVENTURER_TRAPS:NO]
Set this to NO if you want the game to recenter on your adventurer only when you've gotten close to the edge of the view.
[ADVENTURER_ALWAYS_CENTER:YES]
This controls the up/down views in adventure mode. The first parameter can be OFF, UNHIDDEN, CREATURE or ON. UNHIDDEN makes the view appear when it contains any unhidden square. CREATURE makes the view appear when it contains a creature. The second parameter is the size of the view. It can be 3, 5, 7 or 9. A smaller view lets it stack more of them in the column (3 at size 5, and 5 at size 3).
[ADVENTURER_Z_VIEWS:UNHIDDEN:9]
You can use these to say how nicknames are displayed in each mode
Options are REPLACE_FIRST, CENTRALIZE (between first and last), REPLACE_ALL
[NICKNAME_DWARF:REPLACE_FIRST]
[NICKNAME_ADVENTURE:REPLACE_FIRST]
[NICKNAME_LEGENDS:REPLACE_FIRST]
These are the display colors in RGB. The game is actually displaying extended ASCII characters in OpenGL, so you can modify the colors.
Change this to turn sound off.
[SOUND:ON]
The sound volume runs from 0 (off) to 255 (full). You can set the volume from the ESC options menu as well.
[VOLUME:255]
Change this to skip the wonderful intro movies.
[INTRO:OFF]
This lets you set the starting windowed/fullscreen setting. Can be YES, NO or PROMPT.
[WINDOWED:YES]
This is the size and font for windowed mode. Changing to 800x600 and the 800x600 font might make you happier.
[WINDOWEDX:1251]
[WINDOWEDY:781]
[FONT:curses_800x600.bmp]
Full screen info.
[FULLSCREENX:800]
[FULLSCREENY:600]
[FULLFONT:curses_800x600.bmp]
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space. Tiles that are too large will always be compressed rather than running off the screen.
[BLACK_SPACE:YES]
Graphics info, most of it as above. Set GRAPHICS to YES to turn it all on. This will use the "raw/graphics" folder for tile information. Currently this is limited to whatever creature graphics you have downloaded. The game comes with a few pictures to demonstrate. As of September 2008, the Dwarf Fortress Wiki has graphical tilesets available at http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets.
[GRAPHICS:NO]
[GRAPHICS_WINDOWEDX:1280]
[GRAPHICS_WINDOWEDY:400]
[GRAPHICS_FONT:curses_square_16x16.bmp]
[GRAPHICS_FULLSCREENX:1280]
[GRAPHICS_FULLSCREENY:800]
[GRAPHICS_FULLFONT:curses_square_16x16.bmp]
[GRAPHICS_BLACK_SPACE:YES]
This is the dimensions in tiles of the display grid. Minimum x is 80. Minimum y is 25. Maximums are 200. Make sure the window size or full screen resolution matches the grid/tile size if you don't want the display to be squashed or stretched. The default windowed font has tiles that are 8x12 pixels, for instance, so for a 80x25 grid, you use a 640x300 window, and for a 125x50 grid, you'd use a 1000x600 window. FULLGRID is used in full screen mode, whether graphics is on or not.
[GRID:125:65]
[FULLGRID:80:25]
Change this to YES to only refresh portions of the screen that need to be refreshed. This can have a significant impact on frame rate, especially for people that have slow frame rates on the title screen. The number refers to how many frames it will redo a printed tile before skipping it, so you might try increasing it a bit. PARTIAL_PRINT only works on certain systems, so you might have to disable it again if you notice your display isn't working properly. Fixes are being investigated.
[PARTIAL_PRINT:NO:2]
Change this to YES to keep the DF window on top of your other windows.
[TOPMOST:NO]
Change this to YES if you want to see an FPS counter at the top left.
[FPS:YES]
Use this to set the maximum frame rate during play. The movies are always capped at 100. A frame in this case is not graphical but related to the movement speed of a creature. A healthy, unencumbered dwarven peasant takes one step every 10 frames.
[FPS_CAP:100]
Use this to set the maximum graphical frame refresh rate during play.
[G_FPS_CAP:61]
This sets the applications vertical synchronization behavior. Changing this to ON can impact your FPS if your G_FPS is high. The other options are ON and DEFAULT. DEFAULT uses whatever settings you have your system at in general.
[VSYNC:OFF]
Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.
[TEXTURE_PARAM:NEAREST]
Change this to make the dwarfort.exe process have a different priority. From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.
[PRIORITY:NORMAL]
Change this to NO if you don't want to have the mouse involved at all.
[MOUSE:YES]
Change this to YES if you'd like to use a BMP for the mouse cursor. The image currently lags when the game is lagging however.
[MOUSE_PICTURE:NO]
Use these to control the automatic saving behavior in the dwarf fortress mode of game. AUTOSAVE can be set to NONE, SEASONAL or YEARLY. This updates your save at these intervals, so that some of your progress will be saved in case of system instability. You can set AUTOBACKUP to YES if you want the updated save to be copied to another folder so that you'll have several copies of your world at different times. Set AUTOSAVE_PAUSE to YES if you want the game to pause every time it autosaves.
[AUTOSAVE:SEASONAL]
[AUTOBACKUP:YES]
[AUTOSAVE_PAUSE:YES]
Set this to YES if you want it to save the game when you start a new fortress. If AUTOBACKUP above is set to YES, it will also create a copy of this new save.
[INITIAL_SAVE:NO]
Set this to YES to make Dwarf Fortress start paused whenever you load an active game.
[PAUSE_ON_LOAD:YES]
Set this to YES if you want Dwarf Fortress to show the warning window on embark as a confirmation even if there are no issues.
[EMBARK_WARNING_ALWAYS:YES]
You can change these to ALWAYS and NO. More restrictive world parameter settings override these. ALWAYS lets you see the features in the Local view during embark, and NO stops you from looking for features in the site finder (though if you really want to stop the finder, it might be better for you to generate worlds that restrict the use of this feature completely, in which case you don't need to change the settings here).
[SHOW_EMBARK_RIVER:ALWAYS]
[SHOW_EMBARK_POOL:ALWAYS]
[SHOW_EMBARK_M_PIPE:ALWAYS]
[SHOW_EMBARK_M_POOL:ALWAYS]
[SHOW_EMBARK_CHASM:ALWAYS]
[SHOW_EMBARK_PIT:ALWAYS]
[SHOW_EMBARK_OTHER:ALWAYS]
[SHOW_EMBARK_TUNNEL:ALWAYS]
Use these options to remove features from the game. Permitted values are YES and NO. Removal might speed the game up in the case of temperature and weather.
[TEMPERATURE:YES]
[WEATHER:YES]
[ECONOMY:YES]
[INVADERS:YES]
[CAVEINS:YES]
[ARTIFACTS:YES]
[ZERO_RENT:NO]
Change this to YES to output the reasons for world map rejection into a file.
[LOG_MAP_REJECTS:NO]
Change these numbers to make the embark rectangle start at a different size. The format is (EMBARK_RECTANGLE:<width>:<height>). Numbers may run from 2 to 16. The map size warning message will go by these numbers.
[EMBARK_RECTANGLE:6:6]
Change these numbers to set the default weights for traffic designations. If you make the last numbers too large, pathfinding might lag.
The format is (PATH_COST:<high>:<normal>:<low>:<restricted>).
[PATH_COST:1:2:5:25]
Alter these options to control how aggressively your dwarves place objects in a container with like items (rather than an empty container). The default options are very aggressive. STORE_DIST_ITEM_DECREASE controls the cap on objects it will consider -- for each object it finds in a container, one tile is removed from its apparent distance to the dwarf, up to this cap. The others control how many tiles are removed for each combination type for any match at all. For instance, if ITEM_DECREASE is set to 20, and SEED_COMBINE is set to 100, a dwarf carrying seeds will see a seed bag with 15 seeds as 115 tiles closer than it actually is (and thus pass up any empties within that distance), whereas a seed bag with 30 seeds would be treated as 120 tiles closer (because it hits the ITEM_DECREASE cap). Values from 2 to 1000 are permitted. Before these init options, the behavior was roughly ITEM_DECREASE 2, SEED_COMBINE 2 and the rest at 1000.
[STORE_DIST_ITEM_DECREASE:20]
[STORE_DIST_SEED_COMBINE:1000]
[STORE_DIST_BUCKET_COMBINE:1000]
[STORE_DIST_BARREL_COMBINE:1000]
[STORE_DIST_BIN_COMBINE:1000]
Change this to YES to disallow pets from coffin burial as the default option.
[COFFIN_NO_PETS_DEFAULT:NO]
This controls the display of areas that are far below outside. The format is SKY:<character>:<foreground color>:<background color>:<brightness>. The <character> can be either an ASCII tile number or a character in quotes, like '#'.
[SKY:178:3:0:0]
As above, for inside/subterranean areas.
[CHASM:250:0:0:1]
This controls the "IDLERS: <number>" that is displayed in dwarf mode. You can set it to TOP, BOTTOM or OFF.
[IDLERS:TOP]
You can set the maximum population of your fortress here. Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.
[POPULATION_CAP:200]
This allows you to control the number of babies+children in your fortress. The first number is an absolute cap on the number of babies+children. The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here). The lower number is used as the cap. The cap only prevents further pregancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap. Setting either number to zero will disallow pregnancies in the fortress.
[BABY_CHILD_CAP:100:1000]
If you don't like the ,.`' ground, try setting this to NO. The ground will turn into periods only.
[VARIED_GROUND_TILES:NO]
If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.
[ENGRAVINGS_START_OBSCURED:NO]
If you get annoyed by seeing items like *<*sword*>* you can
get rid of the outside ** by setting this to NO.
[SHOW_IMP_QUALITY:NO]
Set this to YES to display fluids as numbers indicating depth.
[SHOW_FLOW_AMOUNTS:NO]
If you'd prefer to have it show the history behind every engraving you view in dwarf mode, etc., then set this to YES.
[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]
This controls the number of milliseconds that must pass before a held key sends a repeat press to the game. You might need to adjust this.
[KEY_HOLD_MS:150]
This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.
[RECENTER_INTERFACE_SHUTDOWN_MS:80]
This controls "more" in adventure mode. If MORE is set to NO, all announcements will be skipped. DISPLAY_LENGTH controls how many lines are printed before it gives you the "more" prompt.
[MORE:YES]
[DISPLAY_LENGTH:23]
Set this to YES if you want traps to affect you in adventure mode. This is not recommended -- there are lockup issues with cage traps, and you cannot disarm any of the traps yet, so they effectively stops you from exploring your old fortresses.
[ADVENTURER_TRAPS:NO]
Set this to NO if you want the game to recenter on your adventurer only when you've gotten close to the edge of the view.
[ADVENTURER_ALWAYS_CENTER:YES]
This controls the up/down views in adventure mode. The first parameter can be OFF, UNHIDDEN, CREATURE or ON. UNHIDDEN makes the view appear when it contains any unhidden square. CREATURE makes the view appear when it contains a creature. The second parameter is the size of the view. It can be 3, 5, 7 or 9. A smaller view lets it stack more of them in the column (3 at size 5, and 5 at size 3).
[ADVENTURER_Z_VIEWS:UNHIDDEN:9]
You can use these to say how nicknames are displayed in each mode
Options are REPLACE_FIRST, CENTRALIZE (between first and last), REPLACE_ALL
[NICKNAME_DWARF:REPLACE_FIRST]
[NICKNAME_ADVENTURE:REPLACE_FIRST]
[NICKNAME_LEGENDS:REPLACE_FIRST]
These are the display colors in RGB. The game is actually displaying extended ASCII characters in OpenGL, so you can modify the colors.
[BLACK_R:0]
[BLACK_G:0]
[BLACK_B:0]
[BLUE_R:0]
[BLUE_G:0]
[BLUE_B:128]
[GREEN_R:0]
[GREEN_G:128]
[GREEN_B:0]
[CYAN_R:0]
[CYAN_G:128]
[CYAN_B:128]
[RED_R:128]
[RED_G:0]
[RED_B:0]
[MAGENTA_R:128]
[MAGENTA_G:0]
[MAGENTA_B:128]
[BROWN_R:128]
[BROWN_G:128]
[BROWN_B:0]
[LGRAY_R:192]
[LGRAY_G:192]
[LGRAY_B:192]
[DGRAY_R:128]
[DGRAY_G:128]
[DGRAY_B:128]
[LBLUE_R:0]
[LBLUE_G:0]
[LBLUE_B:255]
[LGREEN_R:0]
[LGREEN_G:255]
[LGREEN_B:0]
[LCYAN_R:0]
[LCYAN_G:255]
[LCYAN_B:255]
[LRED_R:255]
[LRED_G:0]
[LRED_B:0]
[LMAGENTA_R:255]
[LMAGENTA_G:0]
[LMAGENTA_B:255]
[YELLOW_R:255]
[YELLOW_G:255]
[YELLOW_B:0]
[WHITE_R:255]
[WHITE_G:255]
[WHITE_B:255]
If the magma isn't going to melt them, at least they'll FUCKING DROWN IN IT.
EDIT: yep, that's exactly what happened. They drowned. IN MAGMA.
EDIT: my farmer just went berserk and chased a couple of fire imps around. One realized that it was, in fact, a fire imp, about faced and obliterated the farmer.
EDIT: woodcutter just went berserk. Cut my blacksmith in half with his axe. Dwarf blood everywhere. Flies quickly descended upon her lower body.
Posts
Is there a way to melt ice without magma?
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However, this is finals week, Saturday I hafta drive 5 hours into Toronto for an interview/seminar, and then next week moving back to Virginia (mmm, 8 hours drive).
But hey, It'd be cool to get into a bloodline game in like, 2 or 3 weeks
The only problem is that without a huge project like forty suits of steel armour to take up my time I am rather like to get tired of the fort fairly quickly. Still, worth a try! Has anyone else done a modded game?
http://www.bay12games.com/forum/index.php?topic=26920.0
I got my turn done at least.
Pretty like that NSFW link?
M.. My head.
So I'm trying to find a fortress with both Magnetite and Magma, as well as Sand. Preferably in an evil area with some critters running around.
It's not going well. Magma is rare as fuck in Sedimentary rock.
I'm already working on it. I made a miner, a woodcutter, and currently making a female peasant. I actually like the idea of a fort dominated by feminine residents. Especially since dwarves are all manly looking, having goblins all feminine I think helps with the nice change of pace.
That, and everyone likes boobs.
edit:
here's my current work on a fem gobbo, at various zoom.
Yeah, but the nicest dwarf boobs I've ever seen...
http://lfgcomic.com/page/167 (See bottom panel)
The rest don't even come close. See WoW, for great examples.
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I'm pretty sure you get only one fort to play as per world. I actually like to keep a few worlds made so I can try out a few different locales at once.
Very, uh, racially pure.
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The poor blacksmith knew nothing of the world outside his workshop. I guess he saw the leatherworker go berserk and kill some dwarves and that inspired him.
This sounds like the plot of an extremely sad movie.
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Turning on detailed engravings in fortress is one of the best decisions I ever made. This may just seem like some drawings, but it's probably about two dwarf nations who were allies, then had a disagreement during a negiation, then a war, and one side slaughtered the other.
In one of my fort's before I discovered detailed engravings, I kept seeing images of a human fighting an alligator, and then a human and dwarf laughing. After turning on the details, I found out it was about a human saving the dwarf king from an alligator attack.
Tirelessly working at his forge, poor Unib was an autistic dwarf who preferred making beds depicting dwarves and dwarves than stepping foot outside his workshop. The other dwarves, endeared by his determination, would bring him food and beer while he hammered away at Zinc bars non-stop.
Throw in a tacked on romance, get Adam Sandler to play as the dwarf, and I think you could make millions off of this.
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I could at least get a few caged cows and a barrel of seeds for it.
And far more useful too. I prefer cats, however.
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I will have to try that but I don't know how much longer I can stand this fortress. There is no magma at all on the map and metalworking is a pain in the ass. All my blacksmith does is turn wood into charcoal, smelt ore and make things from it. I have a wood cutter who has no other jobs but cut trees, with the designation being the entire map, and I still run out of wood. If I stop making charcoal for ten minutes the stockpile gets filled up. I really need magma. So much Zinc. So much fucking Zinc.
Edit: WTF? He took just two pieces of wood. I'm intrigued.
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Whatever it is, it will probably menace with spikes of wood and wood.
Great work. Now get back to fishing fucker.
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Lemme know how it goes. I might want to explore it later on in adventure mode.
Edit: Concerning news. A giant spidersilk shoe has appeared in my food stockpile. I have no idea where it came from.
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Also, lots of sand. Might start up a glassmaking industry.
EDIT: Fuck, salt water. ugh.
EDIT: A new chapter begins here at this place, Volaliton, "Whitenesshalls". Strike the earth!
EDIT: WELL LOOKS LIKE THINGS ARE OFF TO A GOOD START ALREADY
Gnomes.
They will come for the food.
I suspect one the wrestlers was wearing it as a hat.
Oooh, nice work. Maybe we should get a bloodlines gobbo fort going.
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EDIT: Before I even get this ball rolling, I'm confused about something. Do I absolutely HAVE to use pearlash to make glass?
EDIT: Nevermind, re-read the wiki. Only clear and crystal glass require it. I guess I'm gonna be making a metric fuck ton of green glass then.
EDIT: also, my woodworker refuses to come back down into the fort no matter what. I've ordered that all dwarves must stay indoors and I even assigned him to glassmaking. He refuses to come back inside and is stuck on "no job".
EDIT: fuck it. This place has been fucked since jump street. Flooding with magma, retrying tomorrow. I picked a really bad spot to start.
EDIT: Is it normal for dorfs to swim around in 4-level magma? It's like they're taking a bath in the shit.
Er.... they should be dead. At least, I think so. But yeah, fire imps from the get-go is considered, by me, a bad omen. First time it happened, they came in a pack and murdered all but one dwarf. He then threw a temper tantrum and went to bed, grumbling in his sleep.
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Must... forget... the... images.
[/mind bleach]
As to the fort location, I just happen to have found a site with both marble and sedimentary layers, a magma pipe (I have yet to discover it though) and 2 layers of sand, with a river and heavily forested to boot. It's not an evil area though, just calm, and the only animals are a groundhog and some deer.
And here's the site location in the world:
I can't remember if I generated it before or after I customized my init, so here's the modified one if you get something different from the screenshot.
If the magma isn't going to melt them, at least they'll FUCKING DROWN IN IT.
EDIT: yep, that's exactly what happened. They drowned. IN MAGMA.
EDIT: my farmer just went berserk and chased a couple of fire imps around. One realized that it was, in fact, a fire imp, about faced and obliterated the farmer.
EDIT: woodcutter just went berserk. Cut my blacksmith in half with his axe. Dwarf blood everywhere. Flies quickly descended upon her lower body.
EDIT: So ends Whitenesshalls.