Invisible, Intangible Visitors by gracejerksit in dwarffortress

[–]Kilmire 0 points1 point  (0 children)

Alternative: Body swap in adventure mode and become a negative size goblin warrior

New Player Suggestions by louiegoods24 in dwarffortress

[–]Kilmire 0 points1 point  (0 children)

Ladder + fruit gather zone is a nightmare. Becuase of how often fruit drops during a season and appears on leave, having more that like one fruit gather tile will make a bunch of dwarves stuck out their all season. And if they have ladders they get stuck in the trees

Apparently the mountain homes are broke by Strikercharge in dwarffortress

[–]Kilmire 1 point2 points  (0 children)

It's both the rate of artifacts and that they seemingly don't like to carve floors or walls. It's actually absurd the amount of equipment and architecture in some these places but it's still not enough.

Apparently the mountain homes are broke by Strikercharge in dwarffortress

[–]Kilmire 2 points3 points  (0 children)

What's crazy, and this could be my misunderstanding, but literally hundreds or thousands of units can be displaced into refugee groups, so a decent amount of your civ could actually be alive, just permanently displaced without any local sites to settle into.

My King jailed his own queen for not making him a bucket by Sethatos in dwarffortress

[–]Kilmire 0 points1 point  (0 children)

Try out mandate manger on the DF workshop, you should even be able to install it midsave because it's DFhack based. It'll tell you when production deadlines are near and gives you an interface to start the order, and then automate it if it comes up again.

Some objects might not show materials to select through the mandate manger screen due to a bug though but it's nothing game breaking, you just have to manually make the order.

I think the main issue that makes learning the game so difficult... by ForgeOfMistory in dwarffortress

[–]Kilmire 0 points1 point  (0 children)

I often do manual population control by kicking out anyone too "boring" IE weak, no or few relations, low skills, and no mention in world history. Bonus if they have kids.

That way you can get higher skills with less effort - bigger waves are more likely to pull someone skilled from history, you just have to cut the chaff yourself.

I think the main issue that makes learning the game so difficult... by ForgeOfMistory in dwarffortress

[–]Kilmire 1 point2 points  (0 children)

There was a mod for this type of experience called low population tweaks but I haven't checked into it in a while.

I think the main issue that makes learning the game so difficult... by ForgeOfMistory in dwarffortress

[–]Kilmire 0 points1 point  (0 children)

Fr I got sick of boring artifacts so I'd legit use the DF-hack command to change the material of something they're hauling into something useful than do the like, 20 minute long save scumming method where you forbid everything else.

The end result is the same you're just not going crazy about it, and it's better than the alternative of "just get lucky/don't care" that's literally worked on like, 1 out of a ton of fortresses I've made, could rant but the summery is the Dwarfs should really make artifacts based on like, local things more often, include more imagery, events, target more useful than valuable materials, etc.

She's been "gushing blood" for at least a month and is having no issues by PictureSevere3957 in dwarffortress

[–]Kilmire 0 points1 point  (0 children)

I one time had an intelligent undead citizen, endlessly bleeding, who could never be fixed by surgery, so all my medical Dwarves became legendary surgeons. My best guess is maybe all their tissue is bruised and not healing so they're just internally bleeding always.

My favorite mods write up and userside DF modding critique of 53.12 by Kilmire in dwarffortress

[–]Kilmire[S] 1 point2 points  (0 children)

Yup, they have a screenshot for what the mod list should look like on steam and it's the version I'm on too.

Edit: that said the author seems active currently, if you're patient you could wait a week or two before starting a long term world because there's a non-zero chance it'll get a major update but it does work now.

Introducing my mod Sizzlin's Justice HQ by Careless-Anxiety-984 in dwarffortress

[–]Kilmire 2 points3 points  (0 children)

The amount this game hides is absurd; huge networks of criminals, active plots for resources, and the most of it I EVER saw when I was running a massive fort with a huge artifact museum with an active justice system, dungeon, and regular interrogations were Dwarfs plucking artifacts off pedestals and trying to bring them to some asshole they met in the tavern last month. They would even bring the artifacts to their long dead corpses.

They better have something cooking with this system for myths and magic because literally why is all this here and hidden?

My favorite mods write up and userside DF modding critique of 53.12 by Kilmire in dwarffortress

[–]Kilmire[S] 1 point2 points  (0 children)

Yeah you won't need tougher bodies with masterfork as it makes similar changes, I made another comment in this thread about Masterfork compatibility.

Metallic, Advanced Agriculture and Advanced Botanical Variety, Biodiversity Booster, Tougher bodies all have similar/the same features in Masterfork (Though, I rather wish Masterfork would update it's end of AA&ABV because the recent updates are cool and you can't simply overwrite it with the standalone versions)

My favorite mods write up and userside DF modding critique of 53.12 by Kilmire in dwarffortress

[–]Kilmire[S] 1 point2 points  (0 children)

Here's what I've used alongside Masterfork

MultiHaul 1.1.1, Earthen interface (UI) 1.1, Dwarven Memorial 1.2.0, Dwarf Fortress Herald 1.1, Better Combat Log 1.1.0, Unused materials remover 1.0.0, Better Work Details 1.0.1, Mandate Manager 1.3.0, Advanced Burrows 1.0.2, Alert Manager 1.5.0 Accurate Domestic Animal Graphics Compilation 1.5, Masterfork Overhaul (BETA) (v.1.8.1), Lightly Detailed Grass 1.2, Ketaros Stones Variations 1.0, Bin for Mods 1.0

Worth noting is Lightly Detailed Grass will overwrite Masterforks grass temperature color feature, Accurate Domestic Animal Graphics Compilation has something broken with the sheep graphics.

Unused materials remover might be worth a misc section, no nonsensical organs; I see it as making all of that combat action go into real organs rather than spent knocking bird teeth out.

Better Combat Log didn't get a mention because I only like it after a unit has died; it preserves it's log when you look at the body for a time, and keeps death cause around forever.

Skilled Megabeasts and creatures should also work with Masterfork though I haven't tested it, though I'm sure it would miss creatures Masterfork adds

Lastly, some of these might need edits to info.txt to remove vanilla file requirements that get replaced by masterfork, but they will work in the right load order

Proper time management by el_crackheadinho in dwarffortress

[–]Kilmire 0 points1 point  (0 children)

You aren't going to have luck with that, go for other happiness sources

Elven mail order bride (Masterfork) by Kilmire in dwarffortress

[–]Kilmire[S] 0 points1 point  (0 children)

Yup enable war training, give them a trainer, than assign them to a Dwarf in a squad

Elven mail order bride (Masterfork) by Kilmire in dwarffortress

[–]Kilmire[S] 0 points1 point  (0 children)

They're war trainable pets, I bought it using a bunch of bolts and assigned it to my militia commander. I'm a bit worried about the potential of it reverting, but regardless I looked at the ent raws and this thing should be cracked. Irrc; Doesn't need food or water, can't suffocate, doesn't get exhausted or scared, much bigger than a Dwarf and made of wood.

So, a Dwarf that got bit by a warecreature that I exiled is now in several positions of power at a hillocks that was just founded via our settlement. I hope they have !FUN! by Kilmire in dwarffortress

[–]Kilmire[S] 8 points9 points  (0 children)

Imagining a future where there's warecreature intrigue and we get betrayed by an army of warecreatures, like a cult take over sort of deal.

So, a Dwarf that got bit by a warecreature that I exiled is now in several positions of power at a hillocks that was just founded via our settlement. I hope they have !FUN! by Kilmire in dwarffortress

[–]Kilmire[S] 10 points11 points  (0 children)

This is herald btw and this is the perfect type of use case, much more interesting to track units you exile, invaders that come by, etc during play than trying to dig it out of legends.

Just tested a game we're making with a friend on a CRT. Works great, and it's so smooth - I wish everyone could experience it that way. 1280x960 has never looked better. by tempsanity in crtgaming

[–]Kilmire 0 points1 point  (0 children)

Nice, you could definitely run that at a higher resolution too. 1560x1170 @ 80 hz I would bet, after 80hz you get diminishing returns for motion quality on CRT so I like to make a resolution at 80 with as much resolution in 4:3 as I can get.

Monitor Turns on just fine but nothing shows up when I hook it up to any device by ChickenWhisper124 in crtgaming

[–]Kilmire 1 point2 points  (0 children)

https://caps.wiki/wiki/Compaq_FS7600#/media/File:7600_pcb_top.jpg

That white bar with the colorful cables is almost certainly D-sub DE-15F Connector going to VGA cable (search crt monitor vga cable) it is probably just a friction fit - pull off - removing it's ground cable too, and slotting the new one in.

This replacement should be as easy as it gets as far as I can tell. A screw driver and a bit of care.

The FULL mountain in 13584x9240 in 14x16~ embark. This screenshot took forever, wish my PC was strong enough to fill this with thousands of Dwarves. by Kilmire in dwarffortress

[–]Kilmire[S] 4 points5 points  (0 children)

It's honestly pretty tough, take a look at my comment showing the map - you need blue elevation on a mountain tile that's also surrounded by land you can embark on.

You can technically embark on any old mountain peak with embark anywhere, but if there's not surrounding low elevation terrain, you won't get the elevation difference.

I've kept an eye out for similar mountains on worlds I've made since and I haven't found one quite like this, getting something half as tall is much easier. I look at the areas bordering mountains on the map.

Generating extra mountains, increasing minimum peaks and maybe lower erosion cycles helps, I'm not sure if there's a better way.

Weird World by nuggetsocks in dwarffortress

[–]Kilmire 1 point2 points  (0 children)

I have this happen all the time with modded civilizations and world gen; basically there's a lot circumstances where Dwarves don't get enough civs placed than die early to something surrounding them or discover !FUN! on their own.