It may be hard for anyone who isn’t already familiar with the game and community to understand how momentous this is.
But the developers, in a huge shift to the status quo, have announced that the game will not only soon have a paid version on Steam - it’ll have… graphics.
The unbelievably rich and complex and legendarily user-unfriendly title has been a free staple of awe and frustration for years. So!- an epic project of building ramps up the sides of the cliffs, mining out the fringes to provide scaffolding, and only then laying out the bridge that will lead us to salvation has begun.ĮDIT: And to drill home how much of a "paradise" this really is we're chasing- on the immediate cliff face I can see bituminous coal, fire agate, fortification agate, indigo tourmaline- all immediately accessible.Among the growing field of indie games, one truly stands alone: Dwarf Fortress.
The problem? The only possible point of bridging was, on both sides, surrounded by 1,4,4 cliffs while we were working from 1,3,9. so, we needed to bridge over the river from a higher point. Unfortunately, I didn't realize until it was too late that the easy entry to the caldera trapped me on the side of a dangerous, fast river where there were no rocks! On the other side, though. Now, I started on 1,4,3, but that apparently wasn't even the tallest peak- some of the outcroppings in the jungle here go as high as 1,4,4. So, we hit some hitches trying to reach the caldera paradise on 1,3,8. Would be a really sweet waterfall/fountain. I want to create a tall 3x3 column with screw pump(s) in the middle, such that water will flow off all 4 sides at the top of the tower. This also means you could create a gigantic, stone "umbrella" of sorts, held up by just one column of rock. In the older versions, half my time was spent planning my rooms and hallways to ensure the supports and whatnot were as symmetric and handsome as possible. That would be pretty dang hard to do accidentally, so in short: worrying about cave-ins is almost a non-issue, in this version. Only once the last piece of channel was carved would the entire ceiling drop down at once. A cave-in would only happened if you hollowed out a room and then dug a channel around its ceiling. In other words, your rooms can be as large as you please so long as everything is still connected to the mountain, somewhere. I just read on the wiki (and this has been tested and proven true): cave-ins now only happen when a section of rock becomes disconnected from anything else. You might be able to get them to fling things down chutes by designating them as pond/pits.Įdit: Hmm, nope, that only works for water and animals.
Haven't tried floor grates or water flushing yet.) (Dwarves don't seem willing to toss stuff into open space to hit a stockpile below, though I didn't really expect that to work, and I don't know if I can designate a stockpile on anything movable like a hatch cover. My first group of guinea pigs dwarves is no doubt doomed when winter comes due to their fixation on trying to build chutes to efficiently deliver aboveground raw materials to underground. I haven't poked around a huge amount yet, but a few exploratory tunnels revealed just a little bismuthinite and a lot of granite I wonder if digging too deep is exactly the issue anymore. To corroborate what someone else said, I dug to -15 from a riverside and that was the minimum (it seems to be measured from local ground level, so the same may turn out to be a higher number under a mountain). Seems I'm quite high up and surrounded by lakes, lots of clay and sand around. Nevermind, 4 levels down and it's looking like familiar territory again. Okay I've dug two levels down, I haven't found any rocks or ore yet, how many levels on the Z axis are there?