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Going to make my donations page a pinned post. If you'd like to support the blog, or simply feel charitable, I have a PayPal and Ko-Fi you can donate to here.
The reason for this is that my pay was recently cut by my company, and I am struggling to save up for my next course of estrogen (roughly $450 AUD/y). You can see where the issue lies.
For donations, I will be adding in a page on the blog for donating members, just so as to not flood the blog with thank-you messages.
I appreciate all you do for me here on tumblr, and as a community, I am humbled every time even a single cent is passed my way.
Okay I'm feeling stupid, but how do you exactly purify water for your hospital? I've tried passing it through a pump, putting it in a clean, brick silo that has a ceiling replaced with said bricks, passing the water through a grate and EVERYTIME it's always muddy. I usually source it from 1st cave layers, instead of using the sea or nearby ponds, and it's always dirty...
The best way to purify water is to ensure your cistern is at least 2 z-levels deep.
Mud and other sediment falls naturally to the second layer, meaning the top-layer is always "clean" for the purposes of drinking and/or medical use.
You're safe to pump it up from the ocean (as pumping "cleans" salinated water), or to drain it from a river source, but just make sure the actual storage cistern is deep enough that muddy water remains at the bottom.
As annoying as children are in dwarf fortress, i love interrupting my city streamlining to see what they are doing. The logistic chain of mining out new rooms, training engravers, setting up militia squad training regiments, adjusting stockpile desig ation and producing new beds and rooms for everyone. In the midst of the industry there is a child playing toys in the middle of the hallway "la la la, la la la"
Giant is just a creature modifier isn't it? Which means it should be pretty easy to add. Can't wait for my fortress to be overran with giant t-rex men bc I cut too many trees
From what I can understand of the context, the modifier won't be applied to dinosaurs as a "Giant Velociraptor" is "about the size we think Velociraptors are", and they aim to be educational with creatures and their habits. Since we're dealing with some speculative biology (as we can't really infer how dinosaurs work), adding in creature Giantism wouldn't do anything for gameplay.
Keep in mind I could be reading Toady's Future of the Fortress incorrectly, so I would recommend BlindIRL's video going over the topic in more detail: https://youtu.be/37YFGxYUjcc?si=Vl26-WyroNx2Vxn6
Why settle for normal t-rexes? War *Giant* T-Rexes
From the recent Future of the Fortress, *GIANT* dinosaurs aren't coming into DF as we always think dinosaurs are much bigger than they actually are (paraphrasing Toady), so the *GIANT* modifier doesn't do much.
However, I will more than happily let people add in *GIANT* T-Rexes so I can war-train them.
I will say, I am a slight bit disappointed that Tolarian Community College's review of the Dwarf Fortress cards was layered in thick, heavy sarcasm and a jab that the game has been in development since '06 by claiming it was "released in 2006".
I enjoy the channel's takes and opinions, but I really must say, it's left me in a bit of a sour mood about the guy. The least he can do is show some positivity given Dwarf Fortress even getting Magic cards in the first place feels like an accomplishment, especially given Tarn selected the ASCII for the cards himself.
As an aside, I will likely make this the last post around the DF x MtG Secret Lair post unless something comes up. I have tried to tag TCC on BlueSky with my thoughts, and left a comment, but I understand this will do very little in the grand scheme of things.
Hi! Sorry if this is a silly question. I'm interested in getting the official Steam release of DF, but I've heard that a lot of the menu keybinds and graphics are different; is there a way to play the latest version, but with the original menus and/or ASCII art?
(Also, would you say there are other significant changes?)
Not a silly question at all, friend! It's a common query.
As of the time of this post, there isn't a way to revert to the old menu bindings/keyboard-focused gameplay.
A lot of the changes revolve around the new menu-based gameplay and mouse/keyboard placements. I'm sure you could, one by one, retool every keybind to resemble how the v0.47 gameplay worked, but this still leaves a lot of fanangling with the more mouse-focused gameplay - plus, UI overhauls might make this a little confusing if you did alter it.
There are community-made guides on how to swap back, but as these are not official, you may have to figure out ways of dealing with the oddities that may arise.
As for graphics, you can always turn the ASCII back ON in the main menu. The colours are a bit different, but this can be reverted by editing the colors.txt found in the game files to their original values.
I made a post about the colors.txt and their values here, so if you want to use them, you can follow that link to replace colors.txt with their older values.
Overall, it may hurt to hear, but I think purchasing the Steam edition of DF and learning the new controls is superior to playing the non-Steam, pre-0.47 version, if only because the game is getting more updates, more QoL, and a lot of fascinating features in future.
I'm seeing a little negativity towards the Dwarf Fortress x Magic: the Gathering Secret Lair collection. I understand the frustrations of a lack of Dwarves (I think a Balthor the Stout/the Defiled reprint would've gone hard).
I think, however, we should celebrate Dwarf Fortress having a level of influence that it's able to get a crossover with something as monumental Magic: the Gathering.
I know this might paint me as a "shill", but I have a passion for Dwarf Fortress, and I'm here to celebrate any win we get for the game.
To those curious about the upcoming Secret Lair, these are the Magic: the Gathering cards we're due to get, I've added a gigantic rant, explanation, and their relevant prices (Tolarian Community College style) in the Readmore below.
Each of the card names will have a link to their relevant card and artwork on Scryfall. The Secret Lair pack will release on the 27th of April here: https://secretlair.wizards.com/us/.
I have made my opinions known in another post of mine, so you can read my thoughts there. This is purely about the facts for those interested.
Secret Rendevous, featuring a Vampire draining a Dwarf Peasant of blood;
Rune-Scarred Demon, featuring a Demon next to a dead Dwarf Miner near an Adamantine Vein leading into Hell;
Terror of the Peaks, featuring a Dragon burninating the countrysides;
Communal Brewing, featuring Dwarves, Cats, and Dogs in a tavern;
Rogue's Passage, featuring a Goblin Snatcher entering into (or leaving from) a stockpile of Barrels.
While I'm no Tolarian Community College, nor the Professor, I will still list the prices of each card per Scryfall's latest price update, and offer a relevant grade for the pack in general for both Non-Foil ($29.99 USD) and Foil ($39.99 USD):
Secret Rendevous had a Secret Lair worth $13.75 on the secondary market, but can be worth between $5.91 to $0.35. A CMC3 2-draw for you and an opponent;
Rune-Scarred Demon has had no Secret Lair printings, but runs about $0.70 for the cheapest copy, and $16.43 for the Commander Masters special border, with the foil copy from Foundations being $1.56, a 7CMC 6/6 Flier with a Tutor-like effect;
Terror of the Peaks is the big ticket item, copies of it going anywhere between $27.87 to a jaw-dropping $62.81, a 5CMC Flier that burns opponents for life when they target it AND has an Impact Tremors-like effect for creatures you summon in;
Communal Brewing will be getting its first-ever foil printing so prices are speculative there, but it's worth $0.47 in normal art and $1.80 in borderless, a 3CMC Enchantment that allows opponents to draw cards in exchange for giving creatures you summon in the future additional power and toughness;
Rogue's Passage has a very weird price fluctuation for the Fallout copy, being the only other foil version that exists, ranging between $25.53 for the Fallout copy to $0.36 for the Foundations version, a Land that gives 1 Colorless mana with an additional ability that costs 4 that makes a target creature unblockable.
If we don't take the median into account and go for Lowest Possible Pricing on each card:
For Nonfoil, you buy in at $29.99 and would have about ~$29.75 worth of cards, meaning you break about even.
For Foil, you buy in at $39.99 and would have about ~$120.32 worth of cards, making it a clear winner.
KEEP IN MIND. This is not accounting for the fact that these are Secret Lair cards with no distinct art style, and will rely heavily on people's personal taste and desire.
As these are Limited Print Runs, you will have to be wary of scalping if you miss out on the drop.
Toady One writes on the Dwarf Fortress Development Log:
Here's a quality of life patch that addresses various issues. You can see your active petitions now and it's harder to disband squads accidentally. Clothing wears down more slowly. Selecting items inside bins during trade works more intuitively. You can see the products and required items for jobs in workshops. Soldiers wear boots properly. See the full list below.
General updates
Added display of accepted petition building projects (guildhalls and temples).
Added standing orders to automatically accept or reject citizen petitions and various residency petitions.
Added standing orders allowing mining designations to globally ignore new warm/damp stone warnings.
Squad disband icon is no longer a red X that looks like it closes the menu.
Disbanding squads now requires confirmation.
Items suffer less damage from age and worn items wear down more slowly.
Traders bring clothes properly sized for all fortress citizens and long-term residents.
Added tooltips showing products and required materials when adding new tasks in workshops.
Changed behavior of bin selection in trade menu. Clicking the bin now selects all items inside as well, and these can be unselected one at a time. Clicking a selected bin unselects all of its contents.
You can now click anywhere on item listings in the trade/barter menus to select the item.
Added a select all button to the move-goods-to-depot menu.
Made squad soldiers remove shoes properly if they conflict with their uniform's boots.
Reordered work order buttons.
Clicking on name of work order or shop text allows number entry.
Made the difficulty setting "priesthood unit count" properly effect temple petitions.
Closing the unit selector no longer also closes menu that opened it.
Made stone use and children's chore scrollbars work properly.
Changed citizens label to residents in unit list to reflect all who are listed.
Show residency vs. citizenship status on unit summary sheet.
Shows the deity being worshipped in meeting hall location info box.
Shows the deity being worshipped in location assignment list.
Shows location type in meeting hall location info box.
Shows location type in location assignment list.
Shows current guildhall existence/petition status when choosing a new guildhall.
Shows current temple existence/petition status when choosing a new temple.
Good grief, the lot of you are all too kind. I made that post last night and retired early due to a migraine, and woke up to nearly triple what I asked for. Armok bless you all for being so kind - each of you will be thanked in the donations page as usual!