Dwarf Fortress

Dwarf Fortress

Fantastic Fantasy Fortress
247 条留言
chipathingy  [作者] 1 小时以前 
Thanks! I'm glad you're enjoying it!
Gotta learn how to code lua before I touch magic!
eqN 6 小时以前 
Thank you for this wonderful mod and the quick update! Definitely looking forward to what you cook up once magic is added to the game.
chipathingy  [作者] 11 月 5 日 上午 3:02 
Well dwarves have better metals than vanilla, but you have to work for them. Plus two extra sieging races! I guess it balances out?
TakoTsubo 11 月 5 日 上午 2:43 
Does it feels an advantage in siege update this mod?? It looks great but i dont know if doing a Vanilla run first XD
Romping the gay 11 月 4 日 下午 6:44 
Yea I already checked it out, though it still might be useful for people who dont know about it.
chipathingy  [作者] 11 月 4 日 下午 5:38 
You can look at them in the raws yourself but the short version is:
Mithril and dwarfsteel are better than steel. Mithril is lighter and dwarfsteel is heavier
Orihalcum and titansteel are worse than divine metal but a lot better than steel. Orihalcum is very light and titansteel is very heavy
Romping the gay 11 月 4 日 下午 5:30 
@Chipathingy, can ya post the dwarfsteel, titansteel, orichalum, and mithril material properties somewhere? Maybe in a pinned disucssion? I would like to know exactly what I am working with.
stipan 11 月 4 日 上午 6:44 
Thanks for the quick update! Appreciate the work dude :2017stickycrab:
Chef0Death88 11 月 4 日 上午 5:28 
Absolutely agree dude, I don't see my high elves digging holes for anything lol.
Romping the gay 11 月 4 日 上午 3:32 
Cant wait to play it. Really appreciate the fast update!
chipathingy  [作者] 11 月 4 日 上午 2:36 
Update out!

@chefodeath88 in my opinion a playable race really needs a core gameplay loop so it doesn't just play like a reskinned dwarf civ, which takes a lot of work. I've started on making a couple of races playable but they won't be ready for a while
Chef0Death88 11 月 4 日 上午 12:46 
Man I am dying to get into some fully playable non-dwarf fortresses! I wish at least the High Elves were playable. I miss my old warhammer fantasy tabletop army!
chipathingy  [作者] 10 月 28 日 下午 5:38 
Hi all
I'll have an update for the mod shortly after the vanilla siege release!
Unfortunately it will break compatibility with older versions of FFF, so I'd suggest genning a new world once my update is out
Features will include:
- megabeast summons removed. The doom wolf (designed as a summoner megabeast) has been cut entirely
- necromancer changes removed. The skeleton summons they had will now spawn in evil areas as wildlife
- orcs now have a rare caste that are better than the base creature. Hopefully this will let them thrive in world gen a bit more. I also gave them trolls and ogres as siege animals
- lizardfolk now use metal-grade inscribed leather and bone instead of metal. These are technically metals the same way that enchanted wood is

I will also be looking at the new features and seeing how moddable they are. Repeater crossbow turrets will be a thing in vanilla but who else likes the sound of cannons?
Moonwarden64 10 月 6 日 上午 3:09 
oh yeah I forgot orcs use cities I modified them use dark fortresses, and now they can have quite powerful sites with a few thousand orcs though I imagine giving them a rare cast like the vanilla ogres could work too
chipathingy  [作者] 10 月 4 日 下午 4:53 
Yeah, among other things. I dont want that for my orcs, in my head feasting would be a big part of their culture. Immortality is also out.

One of the reasons goblins don't often get wiped is their demonic overlords. I cant do that for them, but maybe a mega orc caste would work?
Moonwarden64 10 月 4 日 上午 3:00 
I remember asking why goblins thrive so much most of the time and some peeps awnsered that the fact goblins dont need to eat or drink is a very major factor too
chipathingy  [作者] 10 月 3 日 下午 9:43 
Thanks! Orcs do better than they used to at least. I've tried to pin down why they don't seem to thrive but haven't managed to get it better than the current iteration

I'll have to look at any new features and see how they fit in with the mod. Machine guns are definitely out of the question... but cannons are not! I'll just have to wait and see how they are coded
Suede Hat 10 月 3 日 上午 9:34 
I've noticed orcs do not fare well during world gen, but I'm not sure if that's supposed to happen or not. Besides that, I only have speculation about new updates.

Adapting the new features from the siege update would be interesting to see. The short game play clip released by Kitfox featured a few things; the hammer wielding trolls that seem intended for destroying constructions, the rapid fire bolt throwers, and what seemed to squads led by a commander. Imagine a hand cannon siege engine, that would basically be a machine gun, however that may be outside the scope of your mod.

And after that update, the magic update may be next one since Lua is working so there's that to look forward to.
chipathingy  [作者] 10 月 1 日 下午 8:27 
Hey everyone. I am mostly out of ideas for new stuff for FFF, and with the new siege update coming it seems like a good time to do an editor's pass over the whole mod.
So let me know! Is there something that doesn't work properly? Is there something you don't like about the mod?
chipathingy  [作者] 9 月 22 日 下午 1:21 
Renamed militia and fortress guard respectively. The wardens will administer justice
Suede Hat 9 月 22 日 上午 10:09 
Hello everyone, I'm knee deep in the mod. It's fun so far, I like my hand cannon squad for fortress defense.
I do have a question; what are the Stoneguard Commanders and Deepwatch Wardens? How do they interact with the justice system? Thank you.
chipathingy  [作者] 9 月 6 日 下午 2:25 
I guess so! That's terrifying
Moonwarden64 9 月 6 日 上午 8:22 
So we can embark with dwarfsteel and mithril bars when playing dorfs...
Does that mean there's a non 0% of a forgotten beast or titan to be made out of dwarfsteel/mithril?
chipathingy  [作者] 8 月 31 日 下午 6:19 
I haven't got any plans to! It's an idea for the future though, it would be a lot of work
quilates_24 8 月 31 日 上午 11:59 
Do you plan to make the other races playable in fortress mode in future versions?

That would be great. I want to make my own orc fortress.
chipathingy  [作者] 8 月 14 日 下午 1:53 
Impure mithril is refined at the blast furnace.

Process unusual plants should be in the farmers workshop between Process plant (vial) and shear animal. I'm not sure why it isn't there forbyou
BigManOnCampus 8 月 14 日 上午 8:36 
Couple questions!
How do I make pure mithril instead of the impure mithril?
I can't seem to find the "process unusual plant" reaction at the farmers workshop, is this a bug on my end? Maybe I'm missing something? Only options I see are: make cheese, make sheet from plant, milk animal, process plant to bag, process plants, process plants (barrel), process plants (vial), shear animal, and spin thread.
Suede Hat 8 月 11 日 下午 9:33 
Thank you, I appreciate that! It's working great.
Moonwarden64 8 月 11 日 下午 12:15 
you have to remove vanilla_creature_graphics from the modlist, FFF replaces it
Suede Hat 8 月 11 日 上午 11:56 
Hey there, just finished reading and downloading this mod, the description makes this look like a ton of fun! However, when I try to generate a new world, DF's mod manager says FFF conflicts with vanilla_creatures_graphics preventing world gen with FFF. I verified DF's file integrity with Steam but this did not fix the issue. What would you suggest I do to fix this?
chipathingy  [作者] 8 月 8 日 上午 4:47 
New update! New underground creatures and vermin, I renamed a bunch of dwarf positions, gave high elves mithril and added the new vanilla dyes
Moonwarden64 7 月 17 日 下午 3:00 
It worked when I had:
A barrel with 7 water;
A bag with 3 dog bone powder;
and the yellow sand bags.
Worked for the 3 bone powder
Moonwarden64 7 月 17 日 下午 1:22 
ok I wasn't going crazy, the reactions are failing sometimes and working other times, here's what in the magma kiln right now:
Exceptional bayberry barrel with one unit of water;
Cave spider silk bag with yellow sand;
guineafow leather bag with 12 units of giant cow bone meal;

The reaction is not working with these items.
Moonwarden64 7 月 17 日 上午 3:07 
good news and... wierd... "news"?
The good news the reaction is working now, the wierd news, I have 0 idea why it wasn't working
Moonwarden64 7 月 17 日 上午 2:43 
I checked the boneflux files of my currently installed version and the most recent workshop version and they are the same
Moonwarden64 7 月 17 日 上午 2:41 
i tried on a magma and normal kiln both didn't wornk but the normal kiln did use the charcoal
chipathingy  [作者] 7 月 16 日 下午 4:04 
That is weird. I tested it and managed to produce a boulder before publishing
Are you sure it isn't just getting cancelled? If it isn't using the reagents it means that the reaction isn't actually being performed
You need a bag of bone meal, a bag of sand and some water in a bucket or barrel
Moonwarden64 7 月 16 日 上午 11:17 
the reaction to make the boneflux boulder doesnt seem to be working, my dwarf will bring the ingredients to a kiln and start the reaction, but when its finished it simply produces nothing and doesn't use any of the ingredients
chipathingy  [作者] 7 月 10 日 下午 1:31 
Use the "process unusual plant" reaction at the farmers workshop to turn it into a gem
BigManOnCampus 7 月 10 日 上午 9:55 
Hey what are gem-caps used for?
chipathingy  [作者] 7 月 7 日 上午 5:10 
@Grom I can see what I've done now. It turns out the token I used only allows you to choose the item type for butchering them, not the material as well.
I'll have a go at fixing it in the next update, but I'm not sure if I can do it for active forts
chipathingy  [作者] 7 月 6 日 下午 11:18 
It's supposed to produce steel bars when you butcher it. I'll have a closer look and see if its working or not
Grom 7 月 6 日 下午 11:09 
I got steelboar armor from steel boars, which takes form of bars but it looks like there is no task related to it. I cant craft armor from it, cant use it as a leather, cant find anything on the task list that do anything with it.
chipathingy  [作者] 7 月 3 日 下午 1:28 
Hmm. I suspect it's a uniform issue, unless I've made a mistake somewhere. I think that prior to the last update you needed to use the default ranged uniform for it to work, maybe the same is happening here?
I think the scattering is probably just the new marksdwarf behaviour
Genso 7 月 3 日 上午 4:30 
First of all, I'm loving the mod! I like the race diversity and it's very !!FUN!! to have sieges nearly every season alternating between orcs, goblins, and humans. Goblinite ended up being my main source of mithril which I also like for its lightness.

Only issue I'm having is that the hand cannons don't seem to be working for me. The squad can equip them and pick up shells properly, but when stationed in response to enemies, they scatter like unarmed civilians. I tested them out against some released prisoners and they only started shooting like normal after I gave them a crossbow loadout instead. Also when I tried stationing the hand cannon squad to shoot a problematic visitor, nothing happened and the visitor turned aggressive immediately. This is the only content mod I'm running (rest are all QOL), and I'm not sure if it's something on my end, but I'd love to get some firearms going with the new ranged fix.
chipathingy  [作者] 7 月 2 日 下午 6:06 
I just had a look at it and yeah, it overrides entities as well. As it is the two mods are incompatible but would fairly simple to do a compatibility patch if you know your way around the raws
Southpaw Hare 7 月 2 日 下午 5:56 
It's called "The Way Words Work", and it's intended simply to make names sound more reasonable. It overrides languages, but I didn't think it would override buildings... I was hoping that maybe the building was still in there somewhere, and I could maybe spawn it in using DFHack, but I don't see any command that would even do that... It's a real shame.
chipathingy  [作者] 7 月 2 日 下午 5:11 
Ah OK! I dont know if your fort is salvageable from that point of view though :(
FFF cuts and redefines the dwarf civilisation raws, and it sounds like another mod you've added might do the same thing. Unfortunately they'll just be incompatible without a patch mod
What other mods are you using?
Southpaw Hare 7 月 2 日 下午 5:02 
Actually, I figured it out! I created a bunch of tiny worlds with different mods and found an offending conflict. It also matters what order they're loaded in. So now, the real question is... can I somehow alter my save to account for this so I don't have to start over?
Southpaw Hare 7 月 2 日 下午 4:42 
https://imgur.com/a/KbUnQce I swear it's not in here, in the base workshop menu or the furnace menu. I tried clicking the blank spaces, or maybe seeing if it had a hotkey, but I got nothing. Any ideas? Everything else from the mod seems present, including the races and the metals I want to start smelting and crafting with.