[HN Gopher] 2006: Dwarf Fortress
       ___________________________________________________________________
        
       2006: Dwarf Fortress
        
       Author : JohnHammersley
       Score  : 269 points
       Date   : 2021-09-23 11:44 UTC (11 hours ago)
        
 (HTM) web link (if50.substack.com)
 (TXT) w3m dump (if50.substack.com)
        
       | wisienkas wrote:
       | Dwarf Fortress is an inspiration to drive upon for any other
       | simulation like games.
       | 
       | The depth of this game is truly incredible. I'd imagine if it
       | could exists for a port to nintendo switch
        
       | gowld wrote:
       | Is there a self-playing/idle mode in Dwarf Fortress?
       | 
       | Where you set some initial conditions and then watch the world
       | evolve without having to take care of it?
        
         | ranger207 wrote:
         | I saw this post on reddit[0] the other day which uses something
         | called df-ai[1]
         | 
         | [0]
         | https://old.reddit.com/r/dwarffortress/comments/pqp9p2/dwarf...
         | [1] https://github.com/BenLubar/df-ai
        
         | Crespyl wrote:
         | There isn't exactly any truly "self playing" mode, but you can
         | always set up a fortress and then just see how long it runs
         | before falling apart. The dwarves all have their own needs that
         | they'll try to deal with on their own, and you can assign
         | standing orders for things like farms and food production, as
         | well as guard schedules and patrol routes for basic defenses.
         | 
         | There's also the worldgen process which is probably the
         | closest, but doesn't really let you inspect anything while it's
         | happening. The "legends" gamemode lets you explore the history
         | of the world after it's been established, and there's some 3rd
         | party tools to make exploring the maps and timelines a little
         | easier.
        
       | Tepix wrote:
       | What's the situation regarding Dwarf fortress and Macs with the
       | Apple M1 silicon? Last time i checked it didn't work (crashed
       | during world generation) after Apple released macOS 11.1.
       | 
       | I sure would like to give it a try!
        
         | sprkwd wrote:
         | yup it works.
         | 
         | Here's a post:
         | http://www.bay12forums.com/smf/index.php?topic=158322.msg701...
         | 
         | Direct link: http://dffd.bay12games.com/file.php?id=12202
        
       | cupofjoakim wrote:
       | Dwarf Fortress is amazing. It's not for me, but I strongly feel
       | that it's the most fascinating game out there. I'm happy it's out
       | there and I hope the newly refreshed UI in the steam version lets
       | others be as fascinated by it as I have. May it inspire a future
       | generation of game makers!
        
       | 29athrowaway wrote:
       | There are a few games inspired in Dwarf Fortress, such as
       | Gnomeria and Rimworld, for audiences that are a more casual.
       | 
       | Dwarf Fortress is hard to master.
        
         | INTPenis wrote:
         | Rimworld made me forget all my DF keyboard menu commands. From
         | 2009 I had mastered DF keyboard shortcuts like a total maniac.
         | 
         | But then I discovered Rimworld, I bought it when it wasn't even
         | on Steam yet so the author e-mailed the download link to you.
         | But I stopped playing when they introduced a bunch of royalty,
         | ESP and religion. Now I'm waiting for the new DF UI in Steam
         | because I wouldn't want to re-learn all the shortcuts.
        
           | untech wrote:
           | Well, "Royalty" adds quite interesting magic system, and
           | "Ideology" adds belief systems, which are fun and are not
           | required to be religious. You can have transhumanist female
           | supremacists, who require their men to go around naked and
           | really like weed parties.
           | 
           | Anyway, Royalty and Ideology are DLCs, so you can totally
           | play without them.
        
             | 29athrowaway wrote:
             | The DLCs are welcome additions because once you complete
             | the tech tree and spaceship, you were forced to start over.
        
         | tastyfreeze wrote:
         | Minecraft was inspired in part by Dwarf Fortress as well.
        
         | dadro wrote:
         | Cataclysm: Dark Days Ahead also comes to mind.
         | https://cataclysmdda.org/
        
         | qudat wrote:
         | It's funny because I also feel like Rimworld is a really
         | difficult game to play, but it's a blast once you get the hang
         | of it.
        
         | jtms wrote:
         | Rimworld is an absolute masterpiece. As a long time DF player I
         | highly, highly recommend Rimworld!
        
       | overcast wrote:
       | The obligatory greatest bug report ever. Dwarf Fortress developer
       | gets in depth about it. So great. The complexity of this game is
       | mind boggling.
       | 
       | https://www.youtube.com/watch?v=VAhHkJQ3KgY
        
         | TOMDM wrote:
         | I knew what this would be before I clicked and still ended up
         | watching the whole story again.
         | 
         | I think it makes up the crux of what makes Dwarf Fort great.
         | 
         | You don't need two massive hideously complex systems, when
         | hundreds of smaller ones that all interact are so much more
         | satisfying.
         | 
         | Dwarf Fortress seems to do both though, many large systems with
         | hundreds of smaller interactions that build up to the whole.
         | 
         | I really look forward to seeing where it ends up in a few
         | decades.
        
       | triceratops wrote:
       | I've tried playing DF a couple of times but gave up because it's
       | too hard. Even though I couldn't "get" it, I'm glad it exists.
        
         | hughrlomas wrote:
         | The upcoming steam release may help it be more accessible, you
         | could retry then if you still have any interest.
        
         | samvher wrote:
         | I've tried playing DF a couple of times but gave up because I
         | couldn't figure out the install/launch process. One day I will
         | persevere.
        
           | MetallicCloud wrote:
           | The easiest way is to get a Lazy Newb Pack https://www.dwarff
           | ortresswiki.org/index.php/Utility:Lazy_New...
        
           | db48x wrote:
           | Really? You just unzip the thing somewhere, then run the
           | program. No install necessary.
        
             | TobTobXX wrote:
             | Nah, the custom SDL versions messes everything up.
        
               | lapsis_beeftech wrote:
               | This is surprising to hear since SDL has never been an
               | issue for me and I have been playing every version as
               | soon as they are released for many years. Is it something
               | that affects the Mac version (which I have never tried)?
        
       | kibwen wrote:
       | _> The heights to which that complexity has now reached are
       | evidenced by two famous bugs: one involved too low a melting
       | point for the fat layer of dwarven skin, and the other saw cats
       | getting wildly drunk from licking their paws after walking over
       | tavern floors sticky with spilled beer._
       | 
       | These are the ones that always get mentioned, but over the game's
       | whole history there are too many great bugs to name. One infamous
       | one that I recall from the early days had to do with the
       | lethality of carp. You see, Dwarf Fortress features character
       | progression. Your dwarves have not just skills (armorsmith,
       | record keeper, surgeon, conversationalist, cheese maker, etc.),
       | but also basic stats: strength, agility, toughness. The way that
       | you increase your stats is by exercising your skills. And of
       | course every entity in the world is simulated in the same way,
       | because why wouldn't it be? So what made carp so dangerous? Well,
       | every game tick every carp on the map had to make a swim check to
       | stay afloat... and swimming is a skill! So shortly after loading
       | a map for the first time, your carp will have leveled up into
       | legendarily tough, fast, and strong terrors. And because world
       | generation often populates maps with tiny disconnected pools, and
       | then places carp in those pools, the carp AI considered itself
       | perpetually _cornered_ , making them extremely aggressive! Thus
       | the result is that any dwarf walking adjacent to a pool (which
       | they often will of their own accord, to drink or (ironically)
       | fish) will find themselves being bitten by a hulking super-carp
       | and _wrestled_ beneath the surface of the water to drown.
       | 
       | So what do you do against this existential threat? Well, you wait
       | for the first winter, at which point the map freezes over and all
       | the carp asphyxiate. Fun!
        
         | coremoff wrote:
         | don't know how it was fixed in DF, however that feels like a
         | problem that was "solved" in DND; if you try and move via a
         | medium for which you don't have a natural speed, you make a
         | check - if you have a natural speed you don't need to make the
         | check. Thus characters don't need to make "walking" checks, but
         | they do have to make "climb" checks. Similarly fish have a swim
         | speed, so they never have to make swim checks. In the event
         | that your ability is impeded in some way (e.g. grease on a
         | ladder) then you might have to make a check against your
         | (normally not-tested) skill, which would be high for your
         | natural movement modes.
        
           | BeefySwain wrote:
           | This is not in 5E, right?
        
         | triggercut wrote:
         | Thankyou! So many playthroughs full of messages about fighting
         | carp suddenly all make sense!
        
           | Octopodes wrote:
           | That was fixed ages ago, but still exists as a running inside
           | joke.
        
         | AndrewOMartin wrote:
         | Another case of "The Simpsons predicted it" ;)
         | 
         | "No, that's the beautiful part. When wintertime rolls around,
         | the gorillas simply freeze to death."
         | 
         | https://comb.io/lthy2e
        
       | Paul_S wrote:
       | I love Dwarf Fortress but I don't understand the criteria for
       | inclusion of games after 1990. Almost all the titles previous to
       | that are more or less industry milestones but after that the
       | choice become more and more aribtrary and obscure.
        
       | klondike_klive wrote:
       | One thing I've never seen asked or answered is whether the name
       | Bay 12 is a reference to the film Aliens - when Ripley picks up a
       | crate with the loader and asks Apone "where do you want it?" he
       | laughs and says "Bay twelve, please." Surely too obscure to be a
       | coincidence?
        
       | roenxi wrote:
       | It is important, when contemplating Dwarf Fortress, to realise a
       | couple of things.
       | 
       | Firstly, and most obviously, the game is clearly some sort of
       | work of art. The exact nature of the art is a bit difficult to
       | pin down - certainly isn't an exercise in graphics and the plot
       | is inconsistent between playthroughs - but nevertheless.
       | 
       | The second thing to observe is it appears to be a life's work. A
       | lifetime has not actually passed, but still there is a
       | singleminded dedication here that is unusual.
       | 
       | Thirdly, it is impossible for this sort of art to be a true
       | lifetimes work because computers havn't been powerful enough to
       | do this sort of thing for the full 50 years it takes to dedicate
       | a life to one thing. Furthermore, not enough people have been
       | exposed to computers yet.
       | 
       | If humanity survives to 2121, there are going to be some amazing
       | games. Gamemakers like Tarn, possible multiple generations of
       | gamemakers, polishing these things will have some remarkable
       | outcomes. I am glad to be around now at the birth of computing,
       | but it is all too easy to envy the people who will be young in
       | the 22nd century.
        
         | Cthulhu_ wrote:
         | > If humanity survives to 2121, there are going to be some
         | amazing games. Gamemakers like Tarn, possible multiple
         | generations of gamemakers, polishing these things will have
         | some remarkable outcomes. I am glad to be around now at the
         | birth of computing, but it is all too easy to envy the people
         | who will be young in the 22nd century.
         | 
         | I too share your optimism, and I feel fortunate to be alive in
         | this period (and who knows, maybe in 2121), however at the same
         | time I feel like Dwarf Fortress is unique in its complexity; I
         | feel like its complexity and attention to detail requires a
         | mind unlike anyone else's, like the singular geniuses of the
         | scientific communities that came out with breakthrough
         | discoveries and incredibly complicated maths.
         | 
         | I find it hard to imagine DF but even deeper. But that might be
         | my lack of imagination. I for one am happy to wait and see and
         | be proven wrong.
        
           | BBC-vs-neolibs wrote:
           | An easy thought is the same complexity there is (ever
           | increasing) but with all objects being implemented in an
           | "atoms" style, so that everything is actually made of
           | molecules. Like Minecraft, but more granular.
           | 
           | It could even have its own (simplified) chemistry with actual
           | Laws of Nature.
        
         | GLGirty wrote:
         | Do you think software is a medium that can create one-person
         | (or small team) masterworks in any form but games? Candidates
         | that come to my mind are lisp, unix, and visicalc. I wonder if
         | the nature of software means that craft code is destined to
         | fossilize.
         | 
         | > If humanity survives to 2121, there are going to be some
         | amazing games.
         | 
         | My great grandkids can enjoy that if they survive antibiotic
         | resistant microbes and the water wars.
        
           | jameshart wrote:
           | TeX, certainly. Specialized fields have their own little
           | masterworks (Leland Smith's SCORE perhaps?) - but these are
           | maybe more analogous to the great works of Victorian
           | engineering like the Brooklyn Bridge or the SS Great Britain
           | than they resemble a symphony or a great painting.
        
         | dafoex wrote:
         | Art feels like the wrong word here. Art, to my mind, is
         | impressive but ultimately gathers dust on a shelf. DF on the
         | other hand is a complex machine that simulates whole worlds,
         | and produces a different result each time you run it, and
         | varies those results even more as you continue to interact.
         | 
         | Its a living world that grows and evolves with you, and shows
         | its technical prowess not through anything as mundane as
         | graphics, but instead through the very beating heart that makes
         | it such an interesting machine. It demonstrates the author's
         | skill, determination, and ongoing mastery of their craft. Dwarf
         | Fortress is a masterpiece, but to call it simply art doesn't do
         | it justice.
         | 
         | Losing is fun.
        
         | sshagent wrote:
         | Nicely put. DF is simply the best game I've ever played, and
         | I've been hooked by many from many genres. The stories told
         | within are insane.
         | 
         | I only play it every couple of years when the desire catches
         | me, yet still patreon to DF. This is what games should be.
         | 
         | Obviously an insane barrier of entry, took me a few goes to
         | 'get it' and even now i barely get it despite playing many
         | varingly 'fun' forts. I watched many youtube lets plays to make
         | different aspects be learnt.
         | 
         | Its a beautiful piece of art for sure.
        
           | standardUser wrote:
           | I'm no stranger to involved and complicated games (Crusader
           | Kings, Kerbal Space Program, as examples) but the Dwarf
           | Fortress interface appeared to me to be some sort of
           | elaborate ruse designed to test my patience, or to simply
           | mock me. I'm glad the folks who have the patience to navigate
           | those menus and decipher those "graphics" have rewarding
           | experiences, but I'll wait for the Steam version with actual
           | graphics, and god-willing a UI that isn't optimized to waste
           | my time, before I give it another go.
        
             | ajuc wrote:
             | There are mods and external tools that add normal graphics
             | (top-down, isometric, even full 3d) and simplify
             | micromanagement. It's not that bad if you use Lazy Newb
             | Pack that has DF and most of these utils preconfigured.
             | 
             | But yes, it isn't very accessible.
        
             | laumars wrote:
             | There's plenty of graphical versions of DF. You're not
             | stuck with the console version if you dont like it. I'm
             | fact there is a graphical version on Steam already
        
               | standardUser wrote:
               | I tried some of those, but in the end it was the
               | interface that caused me to quit. As for Steam, that
               | version is not released yet:
               | https://store.steampowered.com/app/975370/Dwarf_Fortress/
        
             | outworlder wrote:
             | The interface is arcane at times. For the most part, it is
             | logically laid out and you can become proficient at it.
             | 
             | Except the godforsaken jobs interface. But that seems to be
             | a hard problem, because even with Dwarf Therapist I would
             | struggle with the hordes of migrants.
        
             | munk-a wrote:
             | I think to understand the UI you've got to have grown up
             | with vim or emacs where offering a wide range of features
             | via rather shallow keyboard interactions to enable power
             | users. I wouldn't say that nested menu driven interactions
             | are entirely suitable - and I think that the first time you
             | go through it helps immensely to have a tutorial open that
             | will lead you through some basic things (designate chopping
             | some trees for lumber - for instance). I also think that
             | people who have been with it longer have a leg up here
             | since the UI has slowly accumulated more complexity over
             | time - the military interface and trade interfaces in
             | particular are pretty hard to grok.
             | 
             | That all said - I would say that DF doesn't fall into a
             | trap very common in modern games: it never lies to you in
             | the UI for simplicity, it is clear about what it's doing
             | and most of the errors are relatively clear to comprehend.
             | Some of these have been accumulated over time (i.e.
             | damp/warm stone warnings) but generally when a feature is
             | added that feature gets consistently signaled in all the UI
             | portions that need it and information is sanely repeated. A
             | good example is lava-safe metals which are pretty clearly
             | highlighted in areas where it might be relevant (i.e.
             | building a floodgate and switch mechanisms).
             | 
             | I've frequently heard talk that cell-shading adds artistic
             | flair or bloom allows better tooling around creating bright
             | scenes - but the immensely obvious and clear style that DF
             | achieves brings precisely what it needs to bring to the
             | table. Ascii graphics make that game clearly legible while
             | still allowing the imagination to roam and beautiful
             | structures to be created - making a multi-z-level dining
             | hall with balconies adding extra floor space around the
             | roaring fire in the middle of the hall with dwarves dancing
             | merrily around it... that is quite possible in DF - it's
             | just not going to look like a triple-A game.
        
             | MrMember wrote:
             | The devlogs they've done showing off the new UI for the
             | Steam version makes it look really promising. The keyboard
             | interface is inconsistent and a complete mess in some cases
             | and they're making a lot of that mouse driven.
        
           | intended wrote:
           | I kinda liked the earlier version of the game, before guides
           | and tools made it easier to get into.
           | 
           | This is not a dig on guides, its instead an appreciation for
           | what the game taught me - the idea that losing could be fun.
           | 
           | Before that I would always play in a manner that guaranteed
           | success, re-loading if something went wrong.
           | 
           | With DF it was either something going spectacularly wrong, or
           | utter boredom when I decided to play safe.
        
             | ZetaZero wrote:
             | > This is not a dig on guides, its instead an appreciation
             | for what the game taught me - the idea that losing could be
             | fun.
             | 
             | I disagree. Losing a game because of undocumented behavior
             | or bugs has never been fun for me.
             | 
             | Sid Meier - "A game is a series of interesting choices."
        
               | mnw21cam wrote:
               | Typically in DF, you lose because of a hilarious sequence
               | of events that overwhelms your fortress' capacity to
               | cope, not through undocumented behaviour and bugs.
        
               | Filligree wrote:
               | > Typically in DF, you lose because of a hilarious
               | sequence of events that overwhelms your fortress'
               | capacity to cope, not through undocumented behaviour and
               | bugs.
               | 
               | You also never really _lose_. It 's always possible to
               | reclaim an old fortress -- losing doesn't cause existence
               | failure, it causes a nonfunctional fortress.
               | 
               | If you abandon/retire instead of having everyone die, you
               | may be able to find it in Adventure mode and meet some of
               | your dwarves. Or you can kill the forgotten beast that
               | destroyed it, then retire the adventurer and send in a
               | reclamation party...
        
               | munk-a wrote:
               | I strongly agree with this - before I realized that plump
               | helmets are an absolute necessity for an early fortress
               | (you have a lot more freedom now - but for a while not
               | immediately building a plump helmet farm would be a
               | really bad decision) I really struggled to have fun -
               | once you've got a general idea of which decisions aren't
               | totally stupid then you reach the interesting choices.
               | 
               | I think that with a proper tutorial there'd be a much
               | more immediately interesting set of choices. I would say
               | though that Civilization has always had obviously bad
               | choices that aren't clear to new players - most games
               | take this approach where the player is given a lot of
               | obvious choices to feel good about rejecting. The
               | difference is that in most games these choices are rather
               | artificially created and clearly signaled because they're
               | obviously wrong (Sorry - are you sure you wanted to
               | create that Barbarian with 18 WIS and CHA and 3 STR and
               | CON?) - in dwarf fortress it's harder to detect those
               | terrible choices due to having pretty much every option
               | open to you as soon as you start a new game (except a few
               | gated features like Law and Nobility).
               | 
               | That all said - maybe you could make a fortress work
               | where you set up a pottery commune and don't actually set
               | up any agriculture - just try and rely entirely on trade
               | to feed your dwarves.
        
               | TuringTest wrote:
               | Different strokes for different folks. Though not every
               | game benefits from having to discover its basic rules by
               | trial and error, there _is_ some appeal to it exploring
               | the unknown when the game is designed around it. Scape
               | rooms are a game genre, after all.
        
               | intended wrote:
               | Well Sid Meier is right, and the term interesting is
               | broader than just simply knowing the state of the board
               | at all times.
               | 
               | DF proved it for me. Essentially there's a meta pattern
               | in human behavior to avoid uncertainty. This robs you of
               | the fun that can be had by embracing chance and risk.
               | 
               | Plus the "bug" I encountered was spawning near a magma
               | vent and a yellow "i" chucking a fire ball at my
               | stockpile.
               | 
               | If DF fulfills it's goals, I doubt anyone can predict all
               | the interactions.
        
               | db48x wrote:
               | That's not what "losing is fun" really means. Winning and
               | losing in Dwarf Fortress is not like most other games. In
               | most games, having everyone in your fortress die would be
               | a loss, it wouldn't be much fun, and you would have to
               | start the level over. In Dwarf Fortress, by contrast,
               | this can be counted as a win as long as there was a good
               | story to it, or if you learned something new about the
               | game.
               | 
               | I'll give you an example of a fort that I lost. I had dug
               | down into one of the cavern layers beneath the world and
               | set up shop. I started walling off a good-sized area down
               | there, making it safe from fliers and swimmers. I built
               | walls across a lake that would keep them out but still
               | let in fresh water, and hopefully cave fish. At the edge
               | of the lake next to a courtyard surrounded by stalagmites
               | I built a simple little well house to supply the fortress
               | should the booze ever run out.
               | 
               | Naturally, all this activity attracted attention, and
               | forgotten beasts attacked the fort. I had a rag-tag
               | militia with whatever weapons I happened to have on hand
               | and some armor go out and attack the first one just
               | outside the walls, not far from the well house. They
               | fought hard, and managed to take down the beast with only
               | a few casualties, who were soon carried back to the
               | hospital.
               | 
               | I then directed my butcher to carve up the carcass; this
               | thing was huge and it would likely feed the entire fort
               | for six months or more. He duly dragged the carcass past
               | the well house, across the courtyard, into the stairwell,
               | and up a few levels to the main body of the fortress.
               | 
               | All was going well a few months later when I noticed the
               | blood.
               | 
               | There was blood in the hallways, and blood in the
               | courtyard, and blood in the well house. There were
               | dwarves running around cleaning the blood, but it never
               | seemed to go away for long. You would expect there to be
               | some blood after the fight, and there was. But even
               | dragging the carcass of a huge forgotten beast wouldn't
               | leave a trail of blood down a hallway; in Dwarf Fortress
               | a dead creature can no longer bleed. Even the meat you
               | get from it doesn't have blood in it any more. So where
               | was it all coming from?
               | 
               | I inspected some bloody areas, and found that it was
               | dwarf blood. Indeed, Dwarf Fortress keeps track of this
               | because the details matter; for every contaminant that
               | comes from a creature it knows _which_ creature it came
               | from. It wasn't just dwarf blood, it was blood from
               | specific dwarves! I started looking through my dwarves to
               | find the ones that were bleeding.
               | 
               | All of them had rotten feet.
               | 
               | The skin, fat, and muscle layers of their feet were all
               | rotting. Everywhere they walked they were leaving bloody
               | footprints and smears of blood. They would go to the well
               | house and try to clean themselves. They would try to
               | clean the floors, and get it on themselves again, and on
               | the clean floors. Any dwarf that got that blood on their
               | skin was getting some kind of infection (or "syndrome" as
               | the game calls them) that caused their flesh to rot.
               | Animals and pets had gotten it too. Cats follow their
               | dwarves around, so they were stepping in the same pools
               | of blood and had rotten flesh on their paws.
               | 
               | And that's when I remembered, the description of the
               | forgotten beast said that it had "poisoned blood".
               | Forgotten beasts are randomly generated. The game picks a
               | body plan from all the creatures it knows about, randomly
               | changes details such as material, size, and color, adds
               | interesting features, and then sets them loose in the
               | world to harass your fortresses. Poisoned blood is an
               | especially interesting feature because the poison itself
               | is randomized. The game generates a suite of randomized
               | syndromes (on top of the non-randomized syndromes used by
               | various venomous creatures, etc), then uses those
               | syndromes in various nasty ways throughout the game. This
               | syndrome apparently caused flesh to rot. When the
               | forgotten beast bled from its wounds during the fight, it
               | got on the ground and on the armor of the fighters. From
               | there it spread, until it was everywhere.
               | 
               | I might have forgotten that beast's randomly-generated
               | name, but I'll never forget the story. Thus I won, even
               | though the fortress was lost.
               | 
               | In fact, the fun doesn't necessarily stop when you lose a
               | fortress, because you can always start another fortress
               | in the same world. Since it's the same world, it has the
               | same threats. In particular, it has the same syndromes.
               | There's a good chance that any fortress in that world
               | would see this kind of threat again, even if that one
               | forgotten beast was dead. Hopefully I would have been
               | able to deal with it better.
        
               | ZetaZero wrote:
               | > I'll give you an example of a fort that I lost....
               | 
               | Sure, this is a great example of "Losing is Fun".
               | 
               | Here is my example. Note this is 10+ years ago, so some
               | of the details are hazy, and this was my first or second
               | fortress. I carve out an area for an underground farm,
               | then designate the area for Farming. Something about
               | "needing irrigated farmland" first, but the game doesn't
               | tell me how I can issue an irrigation command.
               | 
               | Apparently, after checking the Wiki, the dwarfs won't
               | irrigate squares they stand in. I need to carve out a
               | room above my farm, designate a pond, task dwarfs to fill
               | the pond, then channel water down to my farm. By the time
               | I figured all this out, my dwarfs all starved.
               | 
               | Losing several times because I didn't read the wiki was
               | not fun. I never got the chance to build a fort, where an
               | "interesting story" had a chance to take place. To get to
               | that point, I felt I would have to put some 30+ hours
               | into the game just to learn the basic undocumented steps
               | needed to build a functioning fort. There was too much
               | "work" to get to the potential fun parts.
               | 
               | The steep learning curve, the terribly inconsistent UI,
               | and Toady's lack of desire to do anything to improve
               | these issues, pushed me to spend my fun time elsewhere. I
               | plan on looking at the Steam release to see if anything
               | has changed.
        
               | db48x wrote:
               | True, though you might have tried putting a farm on dirt,
               | like a normal person ;)
               | 
               | My point is that this is not what people mean when they
               | say that "losing is fun". They mean that the traditional
               | losing scenarios are not a loss in Dwarf Fortress. This
               | doesn't mean that the author has spent time smoothing out
               | all of the interactions so that they are obvious or
               | tutorialized the way a AAA game would be.
        
             | Razengan wrote:
             | > _the idea that losing could be fun._
             | 
             | Then I think you will love Darkest Dungeon, FTL, and Into
             | The Breach, and specially Sunless Sea, where you _need_ to
             | die so your next character can inherit something of your
             | choice from the previous character, making each successive
             | run a bit easier.
        
           | imdsm wrote:
           | I've played since 2006 and while I don't find much time these
           | days, I return to it every few years to scratch an itch. I
           | played a lot of ADOM in the old days, and naturally jumped
           | onto DF when it appeared. With tilesets, things became
           | easier, and then with Dwarf Therapist, easier too. Then we
           | got packs like the "Lazy Newb" pack, and with Steam coming
           | too, it'll become even more accessible to folks.
           | 
           | The depth of what can be achieved is what amazes me as an
           | engineer. I can build cisterns to hold water, underground
           | reservoirs, a series of mechanisms to refill the water, and
           | to move it to consumption points, through the use of labelled
           | levers, but be sure to smooth the stone, lest you get dusty
           | water. Have some drain away to create mist in a common area,
           | everyone loves mist. And another floodgate to create a
           | defensive section, should invaders breach the entrance.
           | 
           | This is but one such area that can be brought about through
           | the mechanics of the game, not to mention swimming practise
           | in 1/2 depth water (7 is fully deep) and more.
           | 
           | A truly wonderful game, and I'm honoured to have a crayon
           | drawing from them, to have been like yourself a part of its
           | history. Strike the earth!
        
             | ruste wrote:
             | I play with moderate regularity and have actually never
             | used Dwarf Therapist. (I still regularly consult the wiki
             | though.) The turning point for me that made the game a lot
             | more fun was realizing I could modify the config to set a
             | population cap. If you only every allow 10-20 dwarves you
             | never feel like you're rushing to meet everyones needs and
             | handle new members of your fort all while keeping everyone
             | happy. You can focus on the story and relationships
             | unfolding while meeting every dwarfs individual needs.
             | Suddenly the game is fun again. I also enjoy playing small
             | forts and never breaching into the caverns below. Without
             | the caverns performance stays high. That's mostly a
             | limitation of my computer though.
        
             | waynesonfire wrote:
             | so factorio, rimworld, etc..
        
               | harywilke wrote:
               | Those are mere gateway drugs.
        
               | waynesonfire wrote:
               | if those are toys compared to this, i have to try this
               | game. they did always feel like toys.
        
         | jl6 wrote:
         | It's a rare and beautiful thing indeed. NetHack is the other
         | obvious comparison, but my impression is that development has
         | happened in bursts of activity rather than as a continuous
         | effort.
         | 
         | Some MUDs have this kind of longitudinal development - like the
         | Discworld MUD or LambdaMOO.
         | 
         | And of course the AAA commercial MMORPGs with huge budgets and
         | cattle users that get milked $14.99/month. Though I suspect
         | those are unsustainable in the long run.
        
         | marttt wrote:
         | > If humanity survives to 2121, there are going to be some
         | amazing games.
         | 
         | This would make a great Ask HN: which computer games of today
         | might be remembered in 100 years? Or: which genres have the
         | best chances for a 100+ year lifespan.
         | 
         | I think I realized just now that we really do live in a time
         | where games as cultural artefacts are stepping into the shoes
         | of books. Wow.
         | 
         | I've never been much of a gamer, but, uh, who knows, maybe my
         | grand-grand-whatever-children of 2100 would also enjoy the
         | first parts of Leisure Suit Larry? [1] It did tackle universal
         | human problems, after all.
         | 
         | 1:
         | https://en.wikipedia.org/wiki/Leisure_Suit_Larry_in_the_Land...
        
         | ajuc wrote:
         | > If humanity survives to 2121, there are going to be some
         | amazing games
         | 
         | Check out nethack if you want to see what a few decades of
         | development can do to a simple game.
        
         | Razengan wrote:
         | > _I am glad to be around now at the birth of computing_
         | 
         | That was like 40-50 years ago, along with birth of games,
         | including many innovative ones from that era which have still
         | yet to be remade. We just recently lost one of the last
         | pioneers of this frontier, Sir Clive Sinclair. RIP
        
         | queuebert wrote:
         | In 2121, NetHack will be approaching a 4.0 release candidate.
        
         | indigochill wrote:
         | Although I'm usually a bazaar man when it comes to talking
         | about the Cathedral and Bazaar, in theory there can be some
         | awesome cathedrals, too. A digital equivalent to La Sagrada
         | Familia, if you will.
         | 
         | On the other hand, digital cathedrals are theoretically
         | vulnerable to operating systems changes in a way physical
         | cathedrals don't have to wrestle with as much (I guess maybe
         | changing building code could be the closest analog?)
        
           | pimterry wrote:
           | > A digital equivalent to La Sagrada Familia, if you will.
           | 
           | > On the other hand, digital cathedrals are theoretically
           | vulnerable to operating systems changes in a way physical
           | cathedrals don't have to wrestle with as much (I guess maybe
           | changing building code could be the closest analog?)
           | 
           | Sagrada Familia actually does have analogous problems.
           | 
           | When they started ~130 years ago, there was little in the way
           | of planning regulation. In 2019 they had to go back and file
           | for formal planning permits & licenses, and pay 4.6 million
           | in taxes and fees to do so so that they could continue
           | construction, more than a century after starting:
           | https://www.barcelona.cat/infobarcelona/en/tema/urban-
           | planni...
           | 
           | They also have an ongoing battle because during that 130
           | years of construction, somebody went and built a city block
           | in the place where the original designs put the front door:
           | https://elpais.com/espana/catalunya/2020-03-05/barcelona-
           | qui... [Spanish]
        
           | bitwize wrote:
           | I worked (technically still work) with a fellow who was a
           | real long term thinker, and kept bringing up La Sagrada
           | Familia. He kept saying "I just want to build a software
           | equivalent."
           | 
           | I showed him the demo 8088MPH, which took seven years to
           | complete. He said, "Okay, that's the software equivalent of
           | La Sagrada Familia".
        
       | ajvs wrote:
       | Can't wait for it's Steam release, the new UI looks awesome.
        
         | edem wrote:
         | I wanted to write a comment with this exact same text!
        
       | gunfighthacksaw wrote:
       | Just an FYI for anyone who might be thinking of getting into the
       | game.
       | 
       | It took me about 6 weeks playing along with the wiki to "git gud"
       | enough to have a mostly stable fort. I used tilesets for eye
       | candy and eventually moved to some of the memory hacking tools
       | like dwarf therapist for a better management UI.
       | 
       | YMMV but if you are thinking "gosh it's too complicated for me"
       | just be patient with it and don't be afraid to read the vast
       | amount of documentation around the game.
       | 
       | DF is an extremely rewarding mindf*ck. It's probably the only
       | game now that I can get so immersed that I blow past my bedtime
       | and spend the next day, fatigued, thinking of what to try in game
       | next.
        
         | srcreigh wrote:
         | I first tried DF a few weeks ago. I tend to avoid wikis for
         | games (Factorio, RuneScape, Minecraft, Valheim) since it can
         | "ruin the fun".
         | 
         | Can you comment on the experience of reading the wiki and still
         | having fun? Does the wiki have spoilers? Is the game just too
         | complex to spoil with any amount of reading about it?
        
           | Paul_S wrote:
           | It's not an adventure game - the wiki will not spoil it for
           | you. It just gives you the tools. The fun is in using these
           | and you are guaranteed to face a unique set of issues in your
           | playtrhough.
        
       | riksucks wrote:
       | The fact that dwarf fortress generates lores and story, makes me
       | feel like I need to try out this game. But it always seems hard
       | to get into
        
         | oefnak wrote:
         | You could also wait for the steam version, which will have a
         | much more intuitive UI.
        
         | eropple wrote:
         | Consider trying Rimworld--it's a more approachable (and in
         | turn, shallower, though not as shallow as you'd expect) riff on
         | the "story generator"/ant-farm approach to game design.
        
         | tokai wrote:
         | You can go through and read the lore of a world without having
         | to play.
        
           | annowiki wrote:
           | Speaking of this, I've yet to play the game for more than
           | five minutes, but there are some great YouTubers that let you
           | get into the game through lets play without having to master
           | it: https://www.youtube.com/user/kruggsmash
        
         | beaconstudios wrote:
         | if you install one of the "lazy newb pack" mods (this is the
         | typical recommendation:
         | http://www.bay12forums.com/smf/index.php?topic=126076.0) and
         | watch a tutorial or two on how to use the interface, it's
         | actually quite intuitive. Its interface is similar to vim in
         | many ways.
        
           | riksucks wrote:
           | ah if its similar to vim, then I might give it a try, thank
           | you so much beacon. Sometimes I feel like that these are
           | essential things in nerd culture lol, and I dont feel
           | cultured enough because I dont know these. But yeah lemme
           | fire this up and try
        
             | AaronM wrote:
             | Id suggest reading a tutorial on the DFHack Workflow
             | plugin. It makes the game much easier as you can just
             | automate jobs for the dwarfs so you don't forget to do
             | things like brew alcohol.
        
       | traspler wrote:
       | I really, really love all the retold stories people experienced
       | while playing the game (embelished or not), two of my favourite:
       | 
       | Bronzemurder - https://dfstories.com/bronzemurder/
       | 
       | Bravemule's Matul Remrit - https://www.bravemule.com/matulremrit
        
       ___________________________________________________________________
       (page generated 2021-09-23 23:01 UTC)