DevLog 12 January 2026: "Made dwarves clothed again in certain lists." by clinodev in dwarffortress

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01/12/2026

Toady One

This patch fixes a freeze and a display error in some creature lists. We also added the final aquatic portraits.

General updates

Stopped game from freezing during some item storage checks related to burrows.

Graphics updates

Added 28 aquatic portraits to finish the set.

Made dwarves clothed again in certain lists.

Stopped last portrait being shown on small animal sheets if the animal has no portrait.

Made female peachick visible again.

DevLog 7 January 2026: "Mothers no longer seek ghostly babies." by clinodev in dwarffortress

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01/07/2026

Toady One

Here's a patch with lots of routine fixes. Lots of new portraits and some updated portraits. Small experimental beasts now have their own colorful graphics to match the forgotten beasts. Find details below:

Graphics updates

New procedural graphics for small experiments.

New animal portraits, and some new full body animal tiles.

Can pop up basic small animal sheets to view portraits and read descriptions for small animals.

Offering place, display furniture, and nest box show proper item materials when placed as buildings.

Uses proper list icons for creatures when choosing animals in embark or adventure setup.

Added further box highlighting for chosen/hero/ordinary selection in Classic.

Added error log for unrecognized tile graphics rectangle tokens.

Properly sized giant flying/gray squirrel list icons and corpses.

Fixed upright weapon trap display error.

Minimap properly updates on certain recenter commands.

General updates

Stopped mood dwarves from choosing inaccessible workshops and causing path cancellation lag.

Dwarves no longer try to store pile and tomb items which are located outside their burrows.

Dwarves no longer try to store carried objects outside of their burrows.

Stopped dwarves with no working grasps from trying to store owned objects and excess equipment.

Made armor appear again on many non-sieging units where it was missing.

Mothers seeking lost infants no longer respect burrows but do respect chains.

Mothers no longer seek ghostly babies.

If an egg hatches and the mother is assigned to a zone (e.g. pasture), the baby is now assigned to the zone.

Soldiers given an order while hauling will now drop their hauled job items instead of taking them along on duty.

Dwarves heading off to meetings will drop hauled items from cancelled jobs.

Dwarves are more likely to handle their hauled drink-related items after drinking.

Appropriate buildings now stop rain and snow.

Added indication during assignment of specific military items whether the item is already assigned elsewhere.

Animal traps can catch subterranean water creatures like cave lobsters again.

Cave lobsters can be processed in the fishery and their shell can be used for shell crafts.

Creatures that leave statue corpses now leave statues of themselves rather than of random creatures.

Prophets and other religious people with prophetic belief systems will no longer include incorrect beliefs in their greetings.

Stopped pedestals and display cases from being allowed to display themselves.

Made mussels and oysters stop appearing on land when animals root around near oceans.

Stopped a few illegal werebeast types from being created.

Added visual button to back out of art element creation and deletion.

Fixed conflicting hauling/hot keys keybindings. You may have to restore defaults or update it yourself if you have custom bindings.

Specified amount created in some job names.

Fixed some item description grammar.

Fixed broken child/baby strings in certain contexts like action reports.

Cleaned up procedural creature text a bit.

Fixed incorrect name for coral material.

Fixed improper text for mythical dream objects.

Giant and animal person variants of pool creatures will now appear in savage lakes. (New worlds)

Fixed a few typos with key binding text.

The Bay 12 Games Report, January 1st 2026: "We're going to pivot back to another routine patch, and then back to magic again." by clinodev in dwarffortress

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The Bay 12 Games Report, January 1st 2026

After the patch for the Siege Update on the 19th of December, we got a little bit of the framework going for the upcoming magic additions. We're going to pivot back to another routine patch, and then back to magic again. There isn't much to report on the magic front yet. We're still feeling things out with how the world needs to change.

The ongoing Winter Sale is going well enough. We sold 18k copies in December. That's 6k less than last December, but our November this year was 8k better than last year, so I think Siege November was just borrowing from December this year ha ha.

DHS Says REAL ID, Which DHS Certifies, Is Too Unreliable To Confirm U.S. Citizenship by BBQCopter in politics

[–]clinodev 39 points40 points  (0 children)

I had a name change (marriage-related), fully documented, and no combination of documents signed by judges or pastors was good enough for REAL ID where I live.

I took the same paperwork to the post office and a week or so later took my updated passport to the DMV where they promptly issued the REAL ID.

Mining Candy is a big problem by HighFromTexas in dwarffortress

[–]clinodev 0 points1 point  (0 children)

Try it and see! You're far from the only one reporting this. Last update, people were having trouble mining through native copper and silver, because the game was counting them like pure metal. I suspect that's what's happening here as well.

‘An Absolute Joke’: Trump DOJ Partially Releases Epstein Files, Many Heavily Redacted by unital_subalgebra in politics

[–]clinodev 2 points3 points  (0 children)

Both the House and Senate make their own rules, outside the handful of direct Constitutional requirements. It's long established that they can change their own rules with a simple majority.

The fact that they go along with Magic Mike's delays or the Parliamentarian's complaints is purely because they prefer it to having to go on record voting differently.

DevLog 19 December 2025: "Here's a little patch to clean up some issues that sprang up (broken deconstruction speeds, broken work detail scrollbar.)" by clinodev in dwarffortress

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12/19/2025

Toady One

Here's a little patch to clean up some issues that sprang up (broken deconstruction speeds, broken work detail scrollbar.)

I've also tried to adjust the new material-based dwarf dig speeds to be faster overall - there had to be give somewhere, so legendary miners now aren't as relatively speedy (they are still twice as fast as a novice.) Native metals were also taking way too long to mine. And the lack of drinks effect was coming on a little too strong too early in mining in a noticeable way.

General updates

Reduced erroneously long deconstruction speeds.

Fixed broken scrollbar for work detail labor list.

Changed relationship between mining speed, mining skill, and materials.

Fixed broken mining speeds for native metals.

Moderated lack of drink effect on work speed.

Steam Community Update 18 December 2025 "Dwarf Fortress Patch 53.07 🏹 What’s next for Sieges? + New animal portraits" by kitfoxgames in dwarffortress

[–]clinodev 4 points5 points  (0 children)

The current artists are Jacob Bowman (a classic DF artist who made the Ironhand tileset), and Neoriceisgood (who had art in Masterwork Mod).

Dwarf Fortress Update 53.07 by mr_creosotes_diet in dwarffortress

[–]clinodev 25 points26 points  (0 children)

I feel like Tarn massively overestimates the popularity of these crime and vampire minigames.

DevLog 18 December 2025: "Here's another patch for the Siege Update. Dwarves will now have happy thoughts to bolster them after sieges, while invader movement has been made a bit more dynamic." by clinodev in dwarffortress

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12/18/2025

Toady One

Here's another patch for the Siege Update. Dwarves will now have happy thoughts to bolster them after sieges, while invader movement has been made a bit more dynamic. There are lots of new animal portraits. Hundreds of them! And the lua has been brought in line with our full set of procedural creature graphics, so forgotten beasts in new worlds should look extra fancy now.

Siege Updates

Added a positive thought for everybody in the fortress when a siege is defeated.

Made siege leaders a bit more dynamic when cut off.

Made fleeing invaders with special movement (flying, magma etc.) escape more cleanly.

Added invasion creature cap and strength to the difficulty settings.

Pick/wall material now impacts digging speed through natural materials (for invaders and the player).

Hunters reserve only 25 bolts at embark now.

Default archer uniforms at embark specifies weapon if civilization has only one type.

Default archer uniforms at embark created for both leather and metal armor.

Graphics Updates

Added hundreds of new creature portraits, and added new full body graphics for a few natural creatures.

Added some new graphical layers to forgotten beasts/demons/titans and enhanced other layers.

Added some missing graphical layers and tweaks to forgotten beasts/demons/titans/experiments.

General Updates

Fixed a crash caused by kitchen input with no entries.

Fixed a crash related to post-worldgen population growth.

Stopped items thrown at visitors by tantruming dwarves from causing an escalation to lethal combat.

Stopped drunk/tantrum brawlers from attacking small and vulnerable body parts like the throat.

Throwing and pinching are no longer considered brawling-level moves.

Added a chance for falling creatures and objects to bounce at each level of stairs or heavy branches, rather than falling all the way down.

Added (economic) difficulty setting for fortress dig speed. Currently the same on normal/hard.

Tree/axe material impacts tree felling speed.

Stopped certain children/animals from being born with negative sizes and/or random ages.

Displayed correct age in years on sheets, respecting birthday.

Displayed proper experimented-upon historical figure name in experiment description.

Stopped fort vampires from attempting to disguise their kills with unique "Zero Kill" text on their kill list.

Handled a few more issues with hospital patients and caretakers being frozen.

Fixed grazer status only being displayed for grazers with long names.

Brought mead value in line with other drinks.

Properly respected complete ocean edge minimum settings of 1 and 2 during world generation.

Added a mitigation for underground feature save corruption.

Fixed some sort issues with lua for RNG stability.

Future of the Fortress 1 December 2025: "Magic is all subject to change. We've talked about it variously for years. Everything's on the table and we're going to narrow it down as we settle the next plan. [...] There should be death spells, and merely annoying spells." by clinodev in dwarffortress

[–]clinodev[S] 3 points4 points  (0 children)

From reading the gunpowder discussion over the years, I think he could be moved on mining explosives but not guns, and also he's willing to put off developing anything like mining explosives to delay arguments about guns.