workknight void fort doodle
of a dead goblin snatcher unable to join the skeleton workforce.


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workknight void fort doodle
of a dead goblin snatcher unable to join the skeleton workforce.
playing the dwarvemon mod on top of a goblin domesticating demons mod led to this doodle set. there something fun watching a bunch of goblins wrestle and capture pokes... in cages then training them to hunt to make the capture process a bit more easier... but still just as deadly. does lead to the gameplay loop of capturing pokes to train and collect in hopes of trading them in for demons.
the battles often aren't that onesided... when the goblins goes in to capture, does become a bit one sided when a demon rolls up and punts a poke I was trying to capture... does lead to the other venue of still using the remains which feeds into training the pokes. oh and retiring and unretiring the fort has the fun effect of evolving these pokes as in the picture these two pokes were like a bounsweet and cubone... when I got them.
#1
Thinking about Dwarf fortress during 2023
so kinda been playing Oregon trail Dwarf fortress edition for most of the DF50 experience. the mix of either void fort and just nomad had squeeze some fun out of an adventure mode-less series of updates. do wish the animal entity token stuff didn't make non sapient beings or animal entity folks you embark with not start with a historical figure and or a noble position... really limits what you could do with that stuff. though did learn some stuff about mapping layouts and world grid a bit. still found the way I got a mountainhome via just taking the throne to the queen than having the queen arrive to the site was fun.
getting necromancy to work as a ritual using dfhack scripts hooked into DF's cursed tomb mechanics open up some interesting playstyles with the undead and the woes of seeing a mangled unusable corpse.
the wagon storage scripts I made for nomad really did just streamline the stockpile stuff down to a 'I don't mess with stockpiles outside of using food stockpiles to store food in barrels then stuff the stuff back on to the wagon' which adds some fun to if the food goes bad on the trip do to improper storage. ramble aside it was interesting to see how the game change over time and how much stay the same when you explore the outskirts of just the single game mode.
ok so my current fort I'm messing around with is one with the set goal to resurrect a bunch of dead folks using this custom dfhack script that dips into curse tomb mechanics to tap into the revive and reanimate interactions. a bit more in depth in the read more
Nomad Style Dwarf Fortress aka the Armok-regon Trail
ok so kinda feel like I hit a point with Dwarf fortress where my DF50 forts aren’t stationary in two different ways. one a mobile land mass which picks up and lifts the site across the world, and the other is the entire fort citizens just open to walking away and explore the world... the nomadic fort set up is a bit tricky and possibly requires more trusting DF to load in the next part of the fort(as it’s expanding the fort size by messing with it’s global x and y coords) than freely writing a script that automatically does it but it allows one to at least navigate around a 17x17 fort site... slowly with potential chance of losing someone in the travels. which in my poking around DF with Dfhack I felt this is probably closer to adv mode than the void fort antics I was previously getting into... where I felt like the void fort stuff was more boat/ship like with having a mobile chunk of space you could mess with and store stuff on.
(I don’t know why I keep engraving a wall when waiting for the map to update probably success bias.) that said combining both the mobile land mass with extending the site outside of it’s original embark size has led to an interesting experience of finally getting void forts to interact with larger pre-gen sites with out heavy memory use.. and learning you can store drinks offsite and unretire and just move over to the spot you last place them.
looking back this stuff was present in the older versions but I was too focus on adv mode to possibly realize what was happening. currently researching what one could do with this and what stories could be told through it
My current DF50 experience so far.
being able to scroll across the world in fort mode had led to events such as
- being able to scoop the dark fortress master demon and bring them to the player fort as a citizen, and some goblin nobles and escaped prisoners - doing so caused a whole bunch of goblins to show up when unretiring the nano fort - thought up a plan to ‘migrate’/move my citizens to a different spot to get away from the fps draining goblin horde and did so in a human town’s field - learn about how the game handles retiring in a different location if one kept the size of the fort the same as the original embark size (nomad movement is tied to stretching and shrinking the site’s global embark size via messing with the min and max x,y, coords) - decide to map out the human town building placements to pin point the castle by diving into the town’s realization data and drawing it. - park the void fort that took over a human town’s field to move into the human town’s castle and just prep for making the location a permanent stay. - realize with all the navigating around the world might have left the anvils behind -seek out a dwarf fortress entrance site to break down their metalsmith forges and steal their anvils - after setting up the metalsmithing industry realize the tower project probably can go even higher now that the ceiling has been raised from how low the void fort is compared to the dwarven fortress entrance
sketches of this rat brute that gone through some interesting ordeals. behind the read more talks about more of said ordeals