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Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: January 19, 2017, 08:57:22 am »
Does anyone happen to have a precompiled copy of the 43.05 alpha4 they can put up for download somewhere?
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Sorry for being so dense, but how do I actually select one of the new adventure classes when starting a new Adventurer game?
Thank you for reporting this. The issue has been resolved. You should now see all Adventure Classes once you download the zip file again. This is a hot fix, so the release number remains unchanged.
@nefariousD: Are you still having pottery problems? In any case I'll check it out and it will definitely work next version.
Hi there,
Just wondering if I've hit a bug or just mucked something up. Have DF42.05, DFHack 42.05alpha1, Rubble 7, First Landing 1.1. Everything seems to working just fine... except there are never any trees. I've tried 3 different embarks, regenerated the raws twice, no luck. There's wood in the embark list, but even embarking in heavily forested areas result in an empty plain. Any thoughts?
Great looking mod though, cheers!
EDIT: My mistake... I found trees. But it seems like the distribution is a bit off? If I embark on a heavily forested forest biome, I get trees, if I embark on a "wooded" temperate scrubland biome I get no trees at all. Seems like an all or nothing thing?
... What are the odds of getting more 'tech' related stuff? Perhaps some form of automated defense, like a turret..Hi nefariousD! you should have a look at these, as they are surely the best base to build FL immobile creature turrets upon, the excellent masterwork turrets for DF 34.11, they are fine tuned.
http://dwarffortresswiki.org/index.php/Masterwork:TurretIn MW they are constructed at the machine factory from a mechanism, iron and copper bars, a clockwork part, a bullet-appropriate material and a toolkit, these come in different varieties: acid(none), bullet(copper bar), fire(oil), hellfire(oil), slade(slade), warpstone(warpstone) and web(silk thead). They can be moved by placing them in a pasture.Spoiler (click to show/hide)
The critical part is the clockwork that you obtain killing an always hostile and dangerous automaton, an hybrid organic-mechanical lifeform race, those are end siegers of your fort.
http://dwarffortresswiki.org/index.php/Masterwork:AutomatonAlternatively if you want to have clockworks parts before the mature part and final stage of your fort, you can use changeling creatures in the colosseum to invoke, fight and kill automatons (easier to say than do) when you are in need of the clockworks parts that you obtain as a trophy if you are able to defeat the invoked automatons.Spoiler (click to show/hide)
http://dwarffortresswiki.org/index.php/Masterwork:ChangelingWith some minor adaptations (maybe use some FL tech crates instead or in addition to the MW requirements) for 42.05, could be exactly what you are trying to do.Spoiler (click to show/hide)