[HN Gopher] Dwarf Fortress' graphical upgrade provides a new way...
       ___________________________________________________________________
        
       Dwarf Fortress' graphical upgrade provides a new way into a wildly
       wonky game
        
       Author : danso
       Score  : 604 points
       Date   : 2022-12-06 13:15 UTC (9 hours ago)
        
 (HTM) web link (arstechnica.com)
 (TXT) w3m dump (arstechnica.com)
        
       | mikrl wrote:
       | Last time I played DF I would just compulsively keep going until
       | 1-3 AM despite having to go to work the next day.
       | 
       | I had had a normal sleep schedule before that bout, and was
       | otherwise a functional and responsible adult.
       | 
       | I've been waiting for this release for ages, but I do not think
       | it's going to do my mental health any favours Hah
        
         | iKlsR wrote:
         | Launching the same day my Steam Deck arrives, Christmas came
         | early.
        
       | YesBox wrote:
       | For those who like this type of game, I'm working on a city
       | builder heavily inspired by Dwarf Fortress. Demand will be much
       | more granular than traditional city builders (e.g. specific
       | business/service needs and building the appropriate buildings for
       | them).
       | 
       | You'll be able to see the interior of buildings and design the
       | buildings as you please, save them as blueprints, and be able to
       | plop down duplicates.
       | 
       | You can find progress updates on:
       | https://www.reddit.com/r/Archapolis/
       | 
       | Or a few video logs at
       | https://www.youtube.com/channel/UCUYLstskSLNcSkFg1giTBtQ
        
       | hutattedonmyarm wrote:
       | I made the mistake of starting both, God Of War and a new
       | Factorio run in the last few days, _despite_ knowing that DF is
       | coming out, along with the Portal update and the Witcher 3
       | update. I might not be the smarted person on here
        
         | Rayhem wrote:
         | Wait wait wait, portal update?? What's that about?
        
           | sph wrote:
           | Holy shit, I guess we were both living under a rock! Looks
           | like there's been a graphical update with raytracing support
        
             | Tepix wrote:
             | Not yet, it's coming this week however.
        
           | ct0 wrote:
           | https://store.steampowered.com/app/2012840/Portal_with_RTX/
        
             | vanderZwan wrote:
             | Is it weird that I'm more impressed by the graphical update
             | to Dwarf Fortress? It feels like a much bigger deal somehow
        
               | whywhywhywhy wrote:
               | It is a significantly harder task making DF accessible
               | than tweaking the shaders on Portal.
        
               | fullstop wrote:
               | It's ray tracing, which is a bit more cool than shaders.
        
               | hypertele-Xii wrote:
               | One might argue that ray tracing is a kind of shader.
               | After all you're tracing a ray for each pixel on screen,
               | in parallel.
        
               | yamtaddle wrote:
               | Is it weird that _I_ prefer the  "before" shots in the
               | video? The updated textures remind me of some much-worse
               | first-person puzzle games I've attempted since Portal.
               | Big turn-off. Wish they could have kept the original look
               | with the updated visuals (whatever those are--I couldn't
               | really tell, mostly just noticed the uglier textures).
        
             | AdamH12113 wrote:
             | It would be nice if they did an update that allowed you to
             | turn off the ARG and modified ending that were used to
             | promote Portal 2. The music from all the extra radios lying
             | around clashes with the atmosphere and ambient soundtrack.
        
       | Zardoz84 wrote:
       | Wow! They really improved the UI. I find really nice that now you
       | not need to use DwarfTerapist to handle it.
       | 
       | And the new game that I just begin (it's yet early summer) and I
       | got a siege of zombie elfs. and I don't have any defense... funny
       | times!
        
         | robocat wrote:
        
           | MagicMoonlight wrote:
           | I am humbled by the level of snark you have achieved
        
             | robocat wrote:
             | Strangely enough, I was only trying to be helpful, yet
             | clearly I failed spectacularly enough to be flagged.
             | 
             | Firstly, I think that most people subliminally discount the
             | content of a comment if the writer has poor English
             | language skills. ChatGPT mostly produces correct English
             | (better than many people I know), even if the style is
             | boring.
             | 
             | Using ChatGPT as a teaching aide makes perfect sense to me.
        
           | batman-farts wrote:
           | Thank you for your advice! Might you have any idea when I
           | will be able to use ShartGPT, so that I can restyle my
           | written English to seem as though I am having a sudden,
           | uncontrolled bowel movement while writing?
        
             | bcrosby95 wrote:
             | Hey, I take a lot of time and effort controlling my diet to
             | achieve this (while knocking years off my lifespan). I
             | won't have any low effort shart writing around here.
        
       | shanebellone wrote:
       | I've never played DF and likely won't enjoy it. I'll still buy it
       | because independent developers like this deserve our support.
       | 
       | You can see the passion on their faces. That excites me. That
       | deserves reward.
        
       | derefr wrote:
       | There's a certain ugliness that graphical-tile-based skins of
       | over roguelikes and other TUI-iconography games have, that you
       | don't tend to see with graphical-tile-based games that were
       | _designed_ to be such -- i.e. where the tiles and the tileset are
       | a compression mechanism for scenes originally conceptualized
       | without tiles. I 'm quite sad to say that -- at least judging
       | from the screenshots here -- DF's graphical skin here seems to
       | share that "thin graphical skin over a TUI game" look.
       | 
       | What I'm talking about here is best exemplified by looking at
       | this image: https://cdn.arstechnica.net/wp-
       | content/uploads/2022/12/df4-1... . There are two types of snow
       | tile (full snow, and patchy snow) here, surrounded by grass
       | tiles. The full-snow tiles are connected, RPG-Maker "9-cell
       | brush-texture"-wise, as if they're little dug-out ponds full of
       | snow. The patchy snow tiles are all individual, with no ability
       | to blend into one-another, and so end up looking like a bunch of
       | individual objects on a clear grid -- like ore deposits in a rock
       | face in Runescape.
       | 
       | Neither of these (square-grid connected runs, or non-tesselatable
       | one-tile blocks of varying intensity) is a good choice for
       | depicting snow on grass. A graphical designer who wanted to
       | portray the scene of "a field patchy with snow" in a tile-based
       | game engine, would not create _these_ particular visual elements
       | as the primitives to depict said scene. These primitives are
       | instead only used here because they are the ones that can have a
       | 1:1 mapping with particular underlying DF TUI tiles.
       | 
       | I feel like it would be quite practical, if you were building
       | something like this from the ground up, to write an algorithm to
       | extract from DF's raw tile data here, an "elevation map" of
       | snowiness (heck, maybe it's already a pass available internally
       | in the engine, before it gets quantized out as tiles!); to do
       | some smoothing over said snowiness-map; and then to have
       | grass/dirt/sand/etc tiles consume said "snowiness map" as a
       | shader pass over their textures.
       | 
       | (I know that all this terrain is deformable. So what?
       | Regenerating a 2D snowiness-map over a slightly-past-the-viewport
       | crop of the tile data [i.e. a very low-res sample grid] would
       | take less time than pressing the key to dig a hole. It could be
       | done every frame, even.)
       | 
       | And you could do all sorts of other things like that -- e.g. have
       | the lava in https://cdn.arstechnica.net/wp-
       | content/uploads/2022/12/df1-1... be a flowing mass of liquid
       | rather than a bunch of particular static grid tiles.
       | 
       | I feel like the only reason the developers of these graphical
       | adaptations of TUI games don't do this, is because they are
       | trying -- at least partially -- to serve the part of the existing
       | player-base who _prefers_ the TUI version of the game; rather
       | than focusing solely on the part of the player-base who doesn 't
       | like TUIs but plays the game despite that, and the untapped
       | market of people who aren't playing the game _because_ of how
       | ugly and gridlike it is.
       | 
       | (And if you're wondering, this sort of higher-level adaptation
       | doesn't have to be to the detriment of gameplay. "The grid" just
       | becomes a UX feature, an extra lens and maybe an always-on fade
       | around the player and/or the cursor, rather than something
       | evident in the design of the levels. Compare e.g. Sim City 2000
       | [evident grid] with SC3000 or SC4 [UX-layer grid] for what I mean
       | here.)
        
       | philipov wrote:
       | Mature Content Description: "Alcohol consumption is required for
       | a dwarven fortress to run smoothly, as described in text."
        
       | dccoolgai wrote:
       | I've played it probably more than any other game over the last 10
       | years. I'm really just buying it out of a sense of decency to pay
       | back the guys who made it. I know I should have donated before,
       | but I just didn't have time to figure it out. I may not even play
       | it, just buying it to help those guys out.
        
         | bombcar wrote:
         | For those interested in directly supporting Tarn and Zach you
         | can find details here (Paypal/Patreon):
         | http://www.bay12games.com/support.html
        
       | fullstop wrote:
       | If there was ever a title which needed a native Linux build, this
       | is it. ProtonDB does not list compatibility yet, have any of you
       | tried?
        
         | jl6 wrote:
         | Works flawlessly on Ubuntu 22.04.
        
         | eljost wrote:
         | Works fine w/ steam and "Proton Experimental" under "Linux
         | 5.10.154-1-MANJARO #1 SMP PREEMPT Thu Nov 10 20:51:28 UTC 2022
         | x86_64 GNU/Linux". I had to install the package "sdl_ttf"
         | though; without it, the game just hung at the inital screen
         | that says "Loading".
        
           | dvzk wrote:
           | If this update is like the old version, it has bundled
           | dependencies on glibc and SDL 1.2. You can overwrite the
           | outdated glibc libraries with symlinks to the system glibc.
           | SDL, SDL_image, and SDL_ttf can be relinked to sdl12-compat,
           | which implements the SDL1.2 ABI using the maintained SDL2
           | libraries. (edit: I forgot this is a Windows-only release, so
           | maybe disregard this.)
        
         | AlotOfReading wrote:
         | Official word on Linux and Mac support is soonish [1]. They
         | didn't have any experience with packaging on those systems,
         | which seems like a totally fair prioritization to me.
         | 
         | I was personally able to download on Linux (Pop!OS) and run it
         | without enabling proton experimental or installing anything
         | else. Worldbuilding didn't seem noticably longer than classic.
         | 
         | [1] https://www.gamingonlinux.com/2022/11/dwarf-fortress-
         | release...
        
         | mempko wrote:
         | Works flawless for me using proton experimental (didn't try
         | other versions). I wouldn't hesitate to buy it at this point,
         | has platinum rating on ProtonDB.
        
           | fullstop wrote:
           | Wow, from "Not Enough Info" to "Platinum" over the course of
           | three hours. Nice!
        
         | tstrimple wrote:
         | Proton fails to launch. I was able to get it running in Lutris
         | with the caffe runner in a couple minutes though.
        
           | fullstop wrote:
           | Thanks! I'll look into Lutris.
        
             | tstrimple wrote:
             | It's a bit annoying to setup initially. Caffe is the
             | default runner for Bottles and plays more games out of the
             | box than any other runner I've tested. However I hate the
             | Bottles interface so I downloaded the Caffe runner
             | separately.
             | 
             | https://github.com/bottlesdevs/wine/releases/tag/caffe-7.20
             | 
             | Then you can drop that into the default folder in Lutris
             | and choose it as the runner. Lutris also integrates with
             | Steam so it'll see your entire steam library and you can
             | choose a different wine runner and wine options on a per-
             | game basis.
        
         | 8jy89hui wrote:
         | The game worked perfect for me on Proton Next (7.0-5). Manjaro
         | Linux x86 (5.15), Nvidia GPU, Intel CPU, x11 (I do not think I
         | have `sdl_ttf` installed though I might be wrong.)
        
       | rocket_surgeron wrote:
       | And the soundtrack is fantastic.
       | 
       | https://youtu.be/Ekq3TDPznGI
        
       | pelasaco wrote:
       | "this is our life's work and we are never gonna stop":
       | https://store.steampowered.com/app/975370/Dwarf_Fortress/
        
       | Tomte wrote:
       | I've tried DF ages ago, but it was simply too hard for me. I
       | never really got into digging a fortress, already the first few
       | minutes bounced me off.
       | 
       | Even read a DF book. No help.
       | 
       | I just bought it on Steam.
       | 
       | Probably I will never play it, but it's one of those purchases
       | that are... aspirational. I'd like to be a person who plays DF. I
       | know it's stupid.
       | 
       | But graphics and better onboarding are a real argument for me.
       | 
       | What tipped me finally over the edge towards buying was the
       | background about the creator's health problems. I like that he's
       | doing DF single-mindedly and I can afford the game without
       | thinking twice.
        
         | empyrrhicist wrote:
         | The trick is to follow along with a YouTube tutorial/series.
         | Really, that's all it takes.
        
         | poulpy123 wrote:
         | I'm like you, and I will buy it this evening although I never
         | buy a game fullprice and I will probably never have the
         | patience to play it
        
         | thealienthing wrote:
         | I'm currently in the phase of trying to figure out DF. Many
         | hours of tinkering and reading has led me to digging tunnels
         | and deep underground but I just get stuck trying to assign jobs
         | and set up rooms and burrows. It's very difficult. I WISH that
         | they would make an interactive tutorial. That would
         | significantly reduce the friction of onboarding new players.
         | Apparently the steam version has one or is adding one. In my
         | mind, this should have been a high ticket feature worked on and
         | added years ago.
        
           | bombcar wrote:
           | * Learn the basics with in-game tutorials
           | 
           | The steam version has added tutorials in-game for the first
           | time. In the past many people used "guides" or such, but
           | unless you started with the exact same seed/location, you'd
           | often have to figure out things as you went.
           | 
           | https://www.oreilly.com/library/view/getting-started-
           | with/97... was a decently well done guide for it's time.
        
           | dvzk wrote:
           | Burrows are not something you need as a beginner unless
           | you're doing something unusual. It's best to forget about the
           | feature. For jobs, press (u)nits -> (z)oom -> (p)references
           | -> (l)abors on your dwarves and adjust their professions,
           | then queue up tasks at workshops.
        
         | ryanstorm wrote:
         | For those that can't play it but would still like to experience
         | the joys of its flavor of generative art, there's a YT channel
         | that interprets it and puts a story and illustration to his
         | playthroughs:
         | 
         | https://www.youtube.com/playlist?list=PLXX7Rp0iXj0nPwER_CwBD...
        
           | mikedelago wrote:
           | Even without clicking, I knew it was Kruggsmash.
           | 
           | He's a fantastic artist, storyteller, and content creator.
        
         | criley2 wrote:
         | The only success I've had is playing closely alongside a guide
         | which is basically telling you every large scale and medium
         | scale decision you should be making for years of in game time.
         | Reminds me of Minecraft mods that get so complex that you need
         | an entire questbook mod included just to teach players how to
         | progress.
        
         | dj_mc_merlin wrote:
         | > I'd like to be a person who plays DF. I know it's stupid
         | 
         | Not stupid. The feeling of mastering a properly hard game is a
         | good reason to try it.
         | 
         | I've used the same "strategy" for most technically challenging
         | games: play in long stretches, trying to make any kind of
         | progress. Have the wiki open and read it any time you are
         | confused. Just keep trying to do _something_.
         | 
         | Eventually it will either click and you'll have a bunch of fun,
         | or you'll tire out. If you tire out, just don't play the game
         | again for a couple days, or whenever you regain your energy.
         | 
         | Once it clicks once, it will instantly start being fun. The
         | interesting part is that the click happens multiple times with
         | challenging games. I've been playing EVE for more than a year
         | now and the combat system _still_ gives me huge revelations.
         | Same with DF, once you learn how to get your fortress rolling
         | you can very quickly learn to build a fully defensible mega
         | castle. Then the next click is realizing that makes the game
         | boring and allowing some danger by fulfilling self placed
         | challenges.
         | 
         | edit: I just bought it and played it for a bit -- the updated
         | graphics/UI are a great improvement! Obviously bit hard to
         | judge but now there's proper icons indicating common actions
         | (mine, cut trees), a tutorial.. give it a try!
        
           | RupertEisenhart wrote:
           | Let me confirm the long stretches thing.
           | 
           | I learned DF by setting aside two weeks and playing ~16 hours
           | a day. Was a piece of cake.
           | 
           | It's not the kind of game you can pick up with an hour here
           | or there.
        
             | dpedu wrote:
             | I learned like this too, though not quite so extreme. I was
             | going to be somewhere with my laptop but no internet for
             | about a week so I printed off an at-the-time popular
             | strategy guide called something along the lines of "the
             | absolute beginners guide to dwarf fortress". This was
             | before the wiki existed! Anyhow, it worked out, as my build
             | order still is vaguely reminiscent of what was in that
             | guide, more than 10 years ago.
        
             | binkHN wrote:
             | > I learned DF by setting aside two weeks and playing ~16
             | hours a day.
             | 
             | Now that's commitment.
        
         | shrimp_emoji wrote:
         | > _I 've tried DF ages ago, but it was simply too hard for me._
         | 
         | I still dig and irrigate farm chambers if there's a nearby
         | river as though out of reflexive PTSD from that one time where
         | the game required you to moisten soil before you can grow
         | crops. (That hasn't been the case for a looong time,
         | fortunately.)
        
           | bombcar wrote:
           | I still (and probably always will) design fortresses with
           | anti-"bug" features to prevent "unexpected fun". Grills on
           | water inputs, preventing diagonals, all those things.
        
         | modo_mario wrote:
         | It's development has been stopped a long time ago but have a
         | look into gnomoria perhaps.
        
           | klohto wrote:
           | And the open source fork ingnomia
        
         | Taylor_OD wrote:
         | I've played 3 4+ hour sessions over the last five years. Twice
         | I hit bugs that caused save data lose and caused me to quit.
         | Once I had a ton of fun and then some small issue caused my
         | fortress to become unstable and all my dwarfs to die.
         | 
         | Hopefully its a bit more stable now. Would love to lose many
         | more hours to this game.
        
         | kibwen wrote:
         | _> I just bought it on Steam.
         | 
         | > Probably I will never play it_
         | 
         | Even if you never end up playing it, it's worth buying it to
         | support DF. We need more works of art that are a product of
         | passion and vision and fewer that are just a clumsy, accidental
         | byproduct of profit-seeking by way of mindless, manipulative
         | psychological tactics.
        
           | zimpenfish wrote:
           | Exactly this - I've bought a whole bunch of games I'm never
           | likely to get more than a couple of hours into or even play
           | at all but supporting the authors with a purchase gives a
           | strong "I appreciate what you're doing" signal and,
           | hopefully, encourages more of that kind of stuff (which only
           | really works on indies, I know, but then those tend to be the
           | people making interesting games.)
        
           | binkHN wrote:
           | > We need more works of art that are a product of passion and
           | vision...
           | 
           | Can't agree more--look forward to the day when something
           | better replaces capitalism.
        
         | jonnycomputer wrote:
         | Once during a job interview, when asked about an accomplishment
         | I was personally proud of, I mentioned defeating Morgoth in
         | Angband (the classic roguelike). I'll admit, not quite as hard
         | as beating NetHack but it still required a lot of self control,
         | because Cocky -> Lazy -> Stupid -> Dead.
        
           | schiem wrote:
           | The assessment of Cocky -> Lazy -> Stupid -> Dead is spot on.
           | I haven't gotten super far, but my last run ended because I
           | saw a bunch of 'C' in the next room and didn't bother
           | checking what they were - turns out gravity hounds have a
           | pretty good stun lock. Out of curiosity, what class were you
           | playing?
           | 
           | For what it's worth, if someone told me they beat Morgoth in
           | an interview I'd probably hire them.
        
           | mihaifm wrote:
           | Nice one, how did the interviewer react?
        
             | jonnycomputer wrote:
             | I knew my play failed when the interviewer asked me what
             | that was? and i got a blank stare when i said it was like
             | Nethack.
        
               | trhr wrote:
               | You didn't want to work there anyway.
        
               | jonnycomputer wrote:
               | i could have used the job, but no i wouldn't have been
               | happy there
        
       | lemoncookiechip wrote:
       | Less than an hour to go, I can't wait to get my hands on it.
        
       | birracerveza wrote:
       | Awesome game, awesome update.
        
       | hacknewslogin wrote:
       | I just got an email from steam, it's now available for purchase!
       | $29.99. I can't wait to go home and add it to my wishlist and buy
       | it in three or four years. And then maybe play it!
        
         | hacknewslogin wrote:
         | Plot twist, a friend just bought it for me. Now to see how
         | playable it is on a steamdeck.
        
           | jason-phillips wrote:
           | Not bad, apparently
           | 
           | https://steamcommunity.com/app/975370/discussions/0/37093075.
           | ..
        
       | grenoire wrote:
       | In terms of usability, I still just find Dwarf Fortress to be a
       | decade behind Rimworld. The fact that we had to use Dwarf
       | Therapist for years... Rimworld just has it all on the screen
       | within four clicks, with clear indications on how to resolve
       | issues like mood modifiers.
       | 
       | Dwarf Fortress in all its complexity, embraces fuzziness in how
       | things work, and focuses on a bit of a higher-level focus
       | (fortresses reach many more dwarves than a Rimworld colony).
       | However, this complexity makes the game a lot less accessible
       | too. I hope the UI changes help bring ease of use and clarity!
        
         | bee_rider wrote:
         | IMO there's a spectrum that has Dwarf Fortress on one end, and,
         | I dunno, like Factorio or Mindustry or other automation games
         | on the other. Rimworld would be somewhere in the middle. On the
         | Factorio side, most of the enjoyment comes from working out a
         | really optimal base and looking at every detail.
         | 
         | In Dwarf Fortress, there are just too many details to look at
         | them all, and the reward isn't so great anyway. IMO it is much
         | more enjoyable to just embrace the fact that there will always
         | be too many details and, as you say, it is better to just focus
         | on the higher level. The details aren't really there to look at
         | all of them or play with all of them, they are there to
         | interact with each other and with the things you do, to result
         | in emergent phenomena that (within the limitations of the
         | simulation) "make sense."
         | 
         | Or at least when you are picking over the rubble of your base,
         | after one of those phenomena really emerged all over the place,
         | you can piece together where it all went wrong.
         | 
         | Rimworld in my limited play time, seemed like I'd really want
         | to optimize everything fairly well, and like that was actually
         | do-able. So it while the games are pretty similar mechanically,
         | the actual feel of playing is pretty different, and I can't
         | really compare them.
        
         | mlindner wrote:
         | I've tried Rimworld a couple times and it always came off as
         | just bland, flat, and uninteresting compared to Dwarf Fortress.
         | Once you played it a bit you could see "through" the game and
         | into the random number generation beneath it. Also I didn't
         | like the sci-fi aspect personally as I like fantasy more.
         | 
         | Perhaps it's gotten better in the few intervening years since I
         | last tried it.
        
           | LoveMortuus wrote:
           | I love fantasy too! Do you know if any games that are like
           | RimWorld but fantasy? I saw Amazing Cultivation Simulation
           | but you need a master's degree to play that, at least that's
           | how it felt to me...
        
             | philipov wrote:
             | > _like RimWorld but fantasy?_
             | 
             | Dwarf Fortress ;)
        
               | LoveMortuus wrote:
               | The problem is/was the learning curve. And of course the
               | UI. I really hope the Steam version is done well and not
               | just one of those graphics packs that you can install on
               | Dwarf Fortress.
        
             | sundarurfriend wrote:
             | I want the opposite. I like the complexity of Dwarf
             | Fortress, but the fantasy element makes it not as immersive
             | as Rimworld for me.
        
               | Slippery_John wrote:
               | There are DF overhaul mods that make it scifi. I think
               | the big one is called The Long Night or something like
               | that. DF has steam workshop integration so you might see
               | it there soon
        
             | programd wrote:
             | You need Rimworld with mods. To see what's possible see for
             | example "The Wizards of the Black Death" playthrough by
             | Rhadamant:
             | 
             | https://www.youtube.com/watch?v=cIkNXqlIIas
             | 
             | And here is the list of mods for Rimworld which creates
             | this world:
             | 
             | https://steamcommunity.com/sharedfiles/filedetails/?id=2780
             | 9...
             | 
             | Rhadamant shows a ton of different Rimworld scenarios in
             | his Youtube channel, and does marathon Twitch streams of
             | the game as well. Many of them heavily modded to do all
             | sorts of fantasy and sci-fi scenarios. You can get many
             | ideas for your own scenarios from them.
             | 
             | To bring it back slightly on-topic, I strongly suspect that
             | while Dwarf Fortress influenced Rimworld, Rimworld had some
             | influence on the Steam version of DF in terms of the
             | graphical user interface.
        
               | LoveMortuus wrote:
               | I've actually played with mods and Zetrith's multiplayer
               | mod is a must! No honestly, stop what you're doing and go
               | check it out. Especially if you have at least one friend!
               | I manage to even make it work with many many mods.
               | 
               | It's been a couple of years since I last played using
               | this mod, so it's probably even better now. The only down
               | side at the time was that it would desync sometimes, so
               | you'd have to wait a bit a resync, but it's still so
               | worth it because the experience is just so amazing! I
               | would probably pay the price of the game again just to
               | have an official version of multiplayer.
               | 
               | This is co-op multiplayer, at least how I played it.
               | 
               | Highly recommended to anyone who likes RimWorld and has
               | at least one friend!
        
             | Slippery_John wrote:
             | Clanfolk, though it's more medieval than fantasy.
        
           | TillE wrote:
           | RimWorld has tons of interesting features, it's a game I
           | really _want_ to love. But their much-hyped  "story
           | generator" is really just a very basic random event system,
           | without even much variety to pad it out. The only "AI" thing
           | it does is take into account the status of your colony
           | (wealth, etc).
           | 
           | It's frustrating because it's the system which really drives
           | the whole game, and it's so simple, and so arbitrary. Without
           | Dwarf Fortress' depth of simulation, it needs some stronger
           | glue to tie the game together.
        
             | mlindner wrote:
             | Yes you did a much better job of describing my feelings on
             | the game. The systems are very simple and show it leaves
             | nothing more than randomness and an almost complete lack of
             | emergent behavior that happens in Dwarf Fortress.
        
         | kibwen wrote:
         | I won't let myself play until this weekend, but I hear that the
         | new UI actually incorporates some elements of Dwarf Therapist,
         | making e.g. assigning jobs an order of magnitude easier.
        
         | Vespasian wrote:
         | For me Dwarf Fortress demonstrates why good and accessible UI /
         | UX is required and is an art of itself.
         | 
         | I repeatedly tried DF and despite having spent hours in similar
         | games, this one eluded me to this day due to it's borderline
         | unusable UI (for me at least) and art style.
         | 
         | I'll be happy to give it another go since the mechanics seem to
         | be supremely refined.
        
           | mabbo wrote:
           | Dwarf fortress should be in the UX hall of fame as an example
           | of how an incredible product can be made completely
           | inaccessible to 95% of it's target audience purely through
           | bad UX.
           | 
           | And I say that as one of the 5% who still played and loved
           | it.
        
             | forgetfulness wrote:
             | Same, I was a big fan of character-based roguelikes (and at
             | the time, in the late 2000s, that was the format of most
             | roguelikes), and while I was unfazed at the time by the
             | character-based interface, the inconsistent menus and
             | micronamanagement tired me out of Dwarf Fortress.
             | 
             | It needed various external tools to alleviate the
             | painstaking manual labor that went into managing the
             | colony, like macro generators for floor plans and the
             | memory hacking of Dwarf Therapist to have high-level
             | management of the colony, and all that with wacky menus.
        
         | tranxen wrote:
         | I wish the enemies would be able to destroy walls in DF like
         | they do in Rimworld.
         | 
         | I really love DF but at some point, I know that I can surrender
         | my fortress with walls and only let a small entrance with a
         | labyrinth of traps that the pathfinding will lead enemies to.
         | 
         | In Rimworld such strategy is not very effective since some
         | enemies will dig into your base walls.
        
           | bombcar wrote:
           | I believe DF now has creatures that can destroy/deconstruct
           | built walls. I don't know if sappers yet exist (creatures
           | that can dig after you).
        
           | OkayPhysicist wrote:
           | They experimented with tunneling enemies a while ago (it was
           | before my time, and I started playing about a decade ago).
           | But for walls and moats, enemies do try and scale up/swim
           | through them now.
        
           | copx wrote:
           | In normal Rimworld raids enemies only attack walls if you do
           | not leave an open path for them.
           | 
           | That is why meta players always leave one door open. The AI
           | will brainlessly walk in .. right into your kill box.
        
             | kllrnohj wrote:
             | Rimworld has multiple different raids that defeat that
             | defense, though. Drop pods, sieges, sappers, and breachers
             | - most all in both human & mech variants.
             | 
             | The open-door killbox is still super strong, but you can't
             | survive with only that defense.
        
             | bombcar wrote:
             | This works in DF also, and with the addition of burrows you
             | don't even have to worry about dwarves accidentally going
             | outside when they shouldn't.
        
       | winReInstall wrote:
       | These "open source games" are the most brutal attack ont the
       | gaming industry imagineable, eating the most rare ressource ever.
       | Playtime and players.
       | 
       | Minecraft already took a huge chunk out of the industry. Which
       | they then tried to solve by encoperating this and selling
       | additions.
       | 
       | Now another game appears, that offers endless replay ability with
       | fascinating stuff. If the onslought would be kept up, all those
       | monetization schemes could collapse over time, by virtue of
       | simply being boring compared to what the "indy" dev scene has to
       | offer.
       | 
       | One starts to wonder, what could happen if a concentrated efforst
       | started churning out ever better world generators and "deep"
       | games, allowing others non "deep" players to join the world just
       | as "action" heroes or adventurers.
        
         | Mikeb85 wrote:
         | Please, there's been "deep" games with random world generation
         | since the beginning of gaming... The whole roguelike genre is
         | called that because of the original, Rogue. Civilization games
         | also fit the bill. And while Minecraft and Roblox have been
         | hits, other genres are still doing just fine.
         | 
         | Also I think you're confused as to what open-source means...
        
         | sbergot wrote:
         | This is not a zero sum game. Minecraft has lots of
         | merchandising (including other video games) and has launched
         | many youtube careers. It has created a big marketing cohort and
         | businesses loves those.
         | 
         | Now dwarf fortress is a more interesting beast to me. It
         | belongs to a niche where the ratio of players to developers is
         | very small. Those games are in perpetual betas. The biggest
         | ones are financed by patreon and by side jobs. The meat of
         | those games is found in the complex systems that the players
         | can interact with. The graphics are often dry and unappealing
         | to the mainstream audience.
         | 
         | I recommend the grid sage games blog as an example of the
         | dedication that those people put in their craft:
         | www.gridsagegames.com/blog/
         | 
         | I don't think the big publishers are interested in this niche.
         | Mostly designers will look at those game to study their
         | innovations and try to replicate that in more polished games.
        
         | escapecharacter wrote:
         | In what sense do you mean "open source"?
        
           | ImprobableTruth wrote:
           | I think they just mean indie rather than open source.
        
             | winReInstall wrote:
             | Yeah, sorry, the border betweeen indy and open source
             | comunities are very blurry. Often times games released on
             | steams might be even available in less polished versions on
             | github or just stolen gpl versions of them, that nobody
             | persecutes.
             | 
             | Its really not that clear of a distinctions as it used to
             | be.
        
               | lunarplague wrote:
               | I'm sorry, how is Indie and Open Source even a comparable
               | trait? They're two different ways of defining something.
               | 
               | Do you have an example of this happening short of blatant
               | asset flips?
        
           | willismichael wrote:
           | I'm baffled by this usage of "open source" ... neither Dwarf
           | Fortress nor Minecraft are open source.
        
         | kahrl wrote:
         | These are not open source games.
        
         | blackbear_ wrote:
         | Would be a great comment if it ended with '/s'
        
         | slothtrop wrote:
         | The DF demographic doesn't have the reach that Minecraft did.
         | That was a veritable phenomenon. Notwithstanding that DF isn't
         | new in the least.
        
           | winReInstall wrote:
           | But DF has the same thing minecraft did. A story to tell.
        
             | slothtrop wrote:
             | I'm not sure that's true. My limited experience with
             | Minecraft is that it's like "virtual legos".
        
         | fullstop wrote:
         | I don't see DF overtaking any meaningful amount of the
         | Minecraft player base. Children have grown up with Minecraft in
         | ways that Dwarf Fortress will never reach due to the difficulty
         | of the game.
        
         | totetsu wrote:
         | DF source is only open in that museum where it's on display.
         | And it appeared a very long time ago. This comment is so almost
         | wrong it seems like GPT
        
       | AdamH12113 wrote:
       | I a fair bit of time playing Dwarf Fortress a year or two ago.
       | Once I grasped that I wasn't supposed to directly tell the
       | dwarves what to do, I started picking up the mechanics much more
       | quickly. The depth of the simulation is amazing, but it's not
       | particularly legible unless you spend a lot of time manually
       | poring over descriptive text in menus. DFHack and its various
       | plug-ins[1] (especially labormanager) and Dwarf Therapist
       | _greatly_ ease the management process and can help avoid
       | confusion when your dwarves just won 't do what you want.
       | 
       | It's still a lot of fun to play around with for a while. I would
       | love to see what could be done with a larger development team
       | working on it, but I suppose it would be hard to keep the concept
       | focused.
       | 
       | [1] https://docs.dfhack.org/en/0.47.05-r2/docs/Plugins.html
        
       | SCLeo wrote:
       | Is there a way to play Dwarf Fortress that involves less losing?
       | (maybe mods or some settings?) I know the slogan is "losing is
       | fun", but to me it really isn't.
       | 
       | In RimWorld, you can install some slightly (read: extremely)
       | overpowered turret mods, plus a moderate amount of save scumming,
       | I can make my colony last pretty much forever (until I am bored
       | hundreds of hours later). Are there techniques enabling similar
       | playstyles with Dwarf Fortress?
        
         | hristov wrote:
         | Yes. Once you get the hang of it, you will figure out where the
         | dangers are and how to avoid them, and you can have a safe and
         | prosperous fortress for ages. And without any cheating or
         | exploits.
         | 
         | The great thing about DF is that after the initial difficulty
         | of figuring out the complex interactions, it is actually an
         | easy game in many respects. If you look at the ratio of the
         | amount of work you have to dedicate for necessities in
         | comparison to the total work your fortress is capable of
         | producing, well this ratio is actually the lowest for any city
         | builder I am aware of.
         | 
         | Even if your fortress reaches 200 dwarves (the usual maximum),
         | you can still feed it with 2-3 farmers, 1-2 cooks and 1-2
         | brewers once you get them all experienced. You can have one
         | experienced dwarf working on trade goods that will produce
         | enough wealth to get you anything you wish to buy from the
         | caravans. One clothier can make all the clothes your fortress
         | needs.
         | 
         | You do not have to fight invaders or monsters if you really do
         | not want to. There is a way to seal off your fortress and make
         | it impenetrable ... and then you just wait for the invaders to
         | leave. But it is not that difficult to create a well armed,
         | armored and trained military to head off any invading force.
         | 
         | There is a complex stress system, but really it is not that
         | difficult to keep your dwarves happy and free of stress.
         | 
         | So once you have figured out all the possible pitfalls and how
         | to avoid them you end up with this fortress that has massive
         | amounts of spare production capacity.
         | 
         | So you start doing fun stuff: building megaprojects, or trying
         | to make the most beautiful and expensive objects and pampering
         | your dwarves with every possible luxury, or making a powerful
         | military and seeking out and fighting the monsters, etc.
         | 
         | When they say losing is fun, losing happens in a couple of
         | stages. First, when you are newbie you just kind of hit all the
         | possible pitfalls that the game has for you. Ware-wolves, (or
         | ware-tapirs), vampires, goblins, dwarves in strange moods going
         | mad, goblins, underground monsters, necromancers, ghosts,
         | drunken guests in your tavern, etc.
         | 
         | And then you learn about them and how to deal with them. So
         | then you get to the second stage of losing is fun. This is when
         | you have a safe and prosperous fortress and get kind of bored
         | so you embark on a grand and ambitious project, that turns out
         | a little too ambitious and your entire fortress ends up flooded
         | with lava.
         | 
         | Or you get a military so powerful that you decide in hubris
         | that you can face off any challenge and go to a place where
         | really no mortal dwarf has any business going.
         | 
         | But this second stage of fun losing is entirely optional. You
         | can have a happy and prosperous fortress for as long as you
         | want, once you have figured out the game.
        
         | snowram wrote:
         | A fortress with a drawbridge in a peaceful biome guarantees you
         | an easier time. With time, you'll learn that DF isn't meant to
         | be a balanced game and that you can use that at your advantage.
        
         | ruste wrote:
         | Lower your population cap in the config file (I like 10-15) and
         | don't pierce the cavern layers. This was a total gamechanger
         | for me in terms of fun and fps :)
        
         | bombcar wrote:
         | You can limit the number of dwarves in your config file to 25
         | or so, this will make "large fortress death" pretty much
         | avoidable.
         | 
         | You can pick extremely peaceful biomes to settle in.
         | 
         | You can learn how to use traps and drawbridges (completely
         | overpowered).
         | 
         | You can learn how to make perfectly self-sufficient farms and
         | trading crafts.
         | 
         | Once those are in place I've never lost a fortress to anything
         | but boredom.
        
         | [deleted]
        
         | Filligree wrote:
         | To name some:
         | 
         | - Fill a tunnel with traps.
         | 
         | - Embark in a location with no enemies. But maybe instead with
         | undead.
         | 
         | - Set up a lava chamber above your entrance hall, and a
         | remotely triggered floodgate...
         | 
         | - Close the doors on your enemies, and have archers on walls
         | above them.
         | 
         | - Create a "danger room", make an OP army.
         | 
         | There's no shortage of ways to survive, once you dig into a few
         | of the tools.
        
           | erik_seaberg wrote:
           | Early on (maybe before you get to a stone layer) you want
           | your entrance to have something tougher than a door. A tunnel
           | leading to stairs up and a floor hatch is good, or be ready
           | to wall off the tunnel by stockpiling blocks nearby.
        
         | theonemind wrote:
         | What's the "winning" condition? I've barely played, but I
         | gather that even the most successful fortress ends up with all
         | of the dwarves dead eventually.
         | 
         | I think you just have to set your own goals. Maybe you want to
         | get a population of 1000 before death, or maybe you want a
         | fortress to last 100 years.
         | 
         | If you're not very good, then your goals can be very small, and
         | get larger.
         | 
         | To mix some metaphors, the house always wins, but can you make
         | par for the course, or "justify your seed" (to use the tennis
         | term I picked up from Infinite Jest)?
        
           | AlotOfReading wrote:
           | It's an open ended sandbox so there's no dedicated "you win"
           | condition, but becoming a mountainhome is the narrative end
           | goal.
        
         | OkayPhysicist wrote:
         | Choosing world gen settings and where you start your fortress
         | is the difficulty select.
         | 
         | During world gen, you can set the number of sites, (which
         | includes goblin camps and the like), the natural savagery, and
         | the number of beasts to very low, and set mineral abundance as
         | high as possible
         | 
         | As a beginner, you want the threat to be as low as possible
         | (serene or calm), the climate to be warm, NO AQUIFER, and make
         | sure that there's iron-bearing ore and coal. In such a
         | situation, the worst you need worry about are some of the late
         | game !!FUN!! sources, which are only really relevant if you
         | delve too greedily and too deep.
        
       | theptip wrote:
       | I'm probably not going to play this, because I don't want to sink
       | hundreds of hours into it (again). But it's an instant release-
       | day Steam buy for me; these guys are legends, and deserve some
       | cash and recognition for their original work on DF, and also for
       | what looks to be a well-executed graphical overhaul.
       | 
       | "Better UI" was the #1 DF feature for as long as I played it; it
       | will be interesting to see how many more players they get in this
       | incarnation.
        
       | nkrisc wrote:
       | I never made it past reading about Dwarf Fortress. I'd like to
       | try it, but I simply do not have the time or patience to learn
       | what looked like a very arcane UI and gameplay.
       | 
       | I'm really hoping this graphical update will lower the barrier to
       | entry for me.
        
       | depingus wrote:
       | Looks like the initial ProtonDB reports from Linux players is
       | looking promising!
       | 
       | https://www.protondb.com/app/975370
        
         | mempko wrote:
         | I bought it and tried it on my linux box. Proton works
         | perfectly from what I can tell. No issues that I have seen yet!
        
       | TheBigSalad wrote:
       | Does anyone know why it took so long for this game to get
       | graphics?
        
         | throw_me_5555 wrote:
         | It had optional graphical tilesets for a decade or so, this
         | release is more about overhauling whole GUI. Some stuff was
         | just plain annoying like having to manually create bedrooms
         | from furniture. Some stuff was fixed by DF-hack project, for
         | more sensible experience.
        
         | bombcar wrote:
         | The Tarn attempted to make a graphical game (he and his brother
         | have always had The Game(tm) in their minds, and have
         | approached it various times) and it was a complete wash; Tarn
         | didn't know enough about graphics to do that part, and
         | considered it as a distraction. That was Slaves to Armok I -
         | which is why DF's official title is _Slaves to Armok: God of
         | Blood Chapter II: Dwarf Fortress_.
         | 
         | He chose to skip all the graphics entirely, use ASCII to render
         | the simulation, and focus on the "story-telling simulation"
         | instead.
         | 
         | And though he added support for tile sets and some rendering,
         | that's mainly how it worked since. It's taken about 2+ years
         | for this Steam release to happen, and that's with a lot of
         | support; during those years DF has basically been "stalled" and
         | not much new has happened in the simulation. This has to be a
         | bit disappointing to Tarn, as that's what he enjoys most.
        
       | trhr wrote:
       | It's about time. I've been waiting to give these people my money
       | for a decade.
        
       | causality0 wrote:
       | I wonder if it's mod-friendly. All the sprites drawn to be
       | looking to the lower left while moving right is much more
       | distracting than I expected.
        
         | bombcar wrote:
         | It's enabled on the workshop but IIRC tileset changes may have
         | to come in a bit later.
        
           | causality0 wrote:
           | It seems like such a bizarre decision to not draw them facing
           | "outward" if they're not going to change appearance based on
           | direction of movement.
        
             | bombcar wrote:
             | I suspect much of it comes from the original ASCII for a
             | dwarf: @
             | 
             | Which kinda looks like it's facing right ... (depending on
             | the font)
        
       | INTPenis wrote:
       | I waited for it and as soon as it came out I went offline.
       | 
       | I played DF a lot around 09-11. I knew all the commands by heart,
       | experienced so many fun situations that it absolutely holds a
       | special place in my heart.
       | 
       | Then life happened, I didn't play it for a long time and after
       | that trying to get back into it just felt like such a time sink.
       | Played rimworld more during this time.
       | 
       | But now it's back and I am not disappointed. I would have payed
       | 70 euro for this no problem.
       | 
       | Also I'm so happy Toady and Three are getting some money out of
       | all this. At least I hope they are.
        
         | hrnnnnnn wrote:
         | They're going to rake it in. I heard it's been the most
         | wishlisted game on Steam for a while now.
        
           | INTPenis wrote:
           | Oh snap, I had no idea. I assumed it was still kinda sub-
           | culture nerdy. I'm so happy.
        
             | addingnumbers wrote:
             | My hypothesis is that its market is dwarfed (pun intended)
             | by those of big AAA games like God of War and Assassin's
             | Creed, but its audience skews toward systems-oriented
             | people who are more prone to engage with the wishlist
             | process.
             | 
             | I can see how its crowd might be disproportionately
             | represented in the wishlist system.
        
       | artemonster wrote:
       | Dwarf Fortress is Emacs of games. Would have taken over the world
       | by now if it was not made by some strange nerds that have their
       | own subjective beauty standards that absolutely no one shares.
        
         | taftster wrote:
         | But would it have taken over the world, if not made by some
         | strange nerds?? I think Dwarf Fortress would not had been
         | successful, in terms of depth/richness of gameplay, had the
         | nerds "sold out" too soon.
         | 
         | The beauty of DF is the subjective standards you refer. DF
         | would have just been yet-another-world-generated-game.
        
       | incomingpain wrote:
       | It's out! $38
        
         | Tomte wrote:
         | 30 Euros.
        
         | deelowe wrote:
         | It's showing $29.99 for me.
        
           | nicolas_t wrote:
           | $16.44 for me in south east asia. I love regional pricing.
        
         | swozey wrote:
         | I'm not sure where they're getting the number but 23 minutes
         | left according to https://www.twitch.tv/gremlinformayor
        
         | sph wrote:
         | Less than an hour, it says on Steam.
        
           | incomingpain wrote:
           | Been saying less than an hour for more than an hour for me.
        
       | guerrilla wrote:
       | I feel like this[1] should be the theme song of that game. Never
       | played it myself, I hear it's epic hard but this song plays in my
       | head every time I hear the name.
       | 
       | 1. https://www.youtube.com/watch?v=34CZjsEI1yU
        
       | danso wrote:
       | I've put hundreds of hours into Rimworld and tried to get back
       | into it recently. The DLC are pretty good and the mod community
       | is just superb. But after putting a few hours into any colony,
       | what ends up killing the vibe for me is the inevitable
       | realization that the game is basically just a random challenge
       | generator -- e.g. as your colony becomes prosperous, a bunch of
       | seeming arbitrary disasters are thrown your way. I wish there
       | were a way to have the game be more like an emergent simulation,
       | but maybe it requires the complexity of DF for it to feel right.
        
         | nicopappl wrote:
         | I know I shouldn't recommend it because it is extremely
         | addictive, but try Oxygen Not Included. To me it is like
         | Rimworld, but without the feeling of arbitrary nonsense
         | sometimes literally falling on your colonists' head. There is a
         | lot of challenges, and all of them are natural consequences of
         | the simulation. It's much more "emergent simulation" although
         | since the simulation is much more focused on physics than
         | humans, it might feel a bit too technical.
        
           | mdaniel wrote:
           | My heartburn with ONI is that it seems to fall into that
           | category of game that is all about "it's all about the
           | journey, and discovery!11" which makes debugging _anything_
           | incredibly hard. Why is water not flowing? Who knows, the
           | computer won 't help me
           | 
           | Life also doesn't come with an instruction manual nor any
           | handy mouse-overs, but in life I can use my existing years of
           | experience and non-2D view of the world to deduce what's
           | wrong. In a game, I only have access to the information the
           | game chooses to share with me
           | 
           | I tried to get a refund, but Steam was all "nope"
        
             | Fradow wrote:
             | I feel you, but unless you really want to experience the
             | game without any outside resource (in which case, good
             | luck, and I understand being turned off), I really
             | encourage you to try again while using guides, the wiki,
             | and asking questions on forums/discord.
             | 
             | The community is overall very welcoming, and it's an old
             | game by now, with most things figured out.
        
               | mdaniel wrote:
               | > I really encourage you to try again while using guides,
               | the wiki, and asking questions on forums/discord.
               | 
               | Some people talk about hating Shenzen I/O and TIS-100 for
               | being "too close to my day job," but for me having to
               | troll through wikis, forums, and (heavenforbid) chat
               | channels in order to debug a computer problem caused by
               | someone not caring about my experience is too close to my
               | day job. I got an adrenaline jolt just reading your
               | sentence because my experience with those things is so
               | incredibly enraging
               | 
               | I just chalk it up to "yet another game that's not for
               | me," similar to my prior contact with Dwarf Fortress. I
               | had actually considered buying the graphical version if
               | it was a "reasonable price" but I'm not paying $25 for
               | masochism
        
           | billfruit wrote:
           | Oxygen Not Included has also much gaminess to it, like gating
           | things behind having to build a Science Workbench Grade 1,
           | Science Workbench Grade 2 etc which seem rather arbitrary.
        
           | forgetfulness wrote:
           | Oxygen Not Included is a ton of fun, the thing that makes me
           | abandon my playthroughs is that, after learning so much of
           | fake-plumbing, fake-hvac and fake-electrical installation
           | mechanics, embarking on ever more ambitious projects that
           | demand more planning and player-labor (harnessing that
           | natural gas vent!) feels like a bit of a waste of time. It's
           | so much of a job that I feel like I could be preparing to be
           | an actual HVAC technician in real life with the amount of
           | time and effort spent into keeping gases flowing through
           | pipes at the right temperature in a simulation.
        
             | theptip wrote:
             | I'd agree with this one. On one hand, small tasks like
             | wiring up a new volcano tamer can be a good bite-sized
             | puzzle for a session. But last run I played I just ran out
             | of steam at the prospect of building a petroleum boiler
             | again. It's fiddly, error-prone, and to do it optimally you
             | really need to prototype in debug mode. Sounds too much
             | like a chore!
             | 
             | That said I got many, many hours of fun mastering the
             | simulation up to that point, so it's still a strong
             | recommend for me.
        
             | pm90 wrote:
             | And debugging when something goes wrong can be really
             | tedious if you're currently focused on another project.
             | 
             | That's what gets me ultimately. I get a good colony going,
             | but end up trying to do something just a little bit
             | ambitious, but there's something that starts breaking and
             | requires so much effort to fix, after a while I just give
             | up.
        
               | forgetfulness wrote:
               | Power management is a lot of work.
               | 
               | Adding one new station machine can result in you having
               | to redesign the whole plan of your power distribution
               | network.
               | 
               | Want to make those cool atmo suits? The noob trap is
               | refining metal with the crusher and running out of easily
               | accessible copper and iron.
               | 
               | The more long-term sustainable way is using the electric
               | refinery.
               | 
               | It wasn't the only piece of infrastructure that led to
               | it, but in my last base I had to redesign the whole power
               | grid to have segregated electric networks of high-voltage
               | wire leading to various power regulators that acted as
               | substations delivering power to separate lower-voltage
               | networks.
               | 
               | It was a cute puzzle but I didn't feel like I
               | accomplished something from all that work, damn. I guess
               | it's an analogue as to how it works in the real world,
               | but I don't know enough about how it works in the real
               | world as to tell how simplified and fake the game version
               | is, what did I learn really?
               | 
               | And now you have to deal with all the heat dissipation
               | from all this, time to learn the mock version of another
               | infrastructure-related profession.
        
             | imtringued wrote:
             | Do you really think a video game is comparable to a 40 hour
             | work week?
        
               | forgetfulness wrote:
               | Do you really think that's what I think?
               | 
               | No, I said that ONI crosses a threshold for me where I
               | feel like I'm investing too much time into learning a
               | simulation of a real-world trade to be worth it, it feels
               | a bit hollow after a while that I'm devoting so much time
               | to it and not learning the real thing.
               | 
               | I guess that Guitar Hero and Farm Simulator wouldn't be
               | games for me either, I feel some guilt of not learning
               | the actual thing after a while.
               | 
               | Edit: But to the credit of ONI, that's after ten hours of
               | fun, and I go back to it once a year or so. My bases
               | won't extend to the hundreds of hours and explore all the
               | game mechanics, but I've still gotten a lot of enjoyment
               | from the game.
        
               | slothtrop wrote:
               | It doesn't need to be to feel like work, when it should
               | be fun.
        
           | danso wrote:
           | Thanks for the suggestion! ONI has been in my backlog --
           | absolutely love Klei, the developer -- but haven't found time
           | or energy to try it out, but hadn't known it was more
           | emergent in style.
        
             | Fradow wrote:
             | It definitely is more emergent than most games once you get
             | past the early stage.
             | 
             | A few examples to make that clear:
             | 
             | - to get petroleum, you have to refine crude oil. There is
             | a building that does that, but you only get 50% of the mass
             | out. On the other hand, if you boil it yourself (raise its
             | temperature to 402degC), you get 100% of the mass. Cue
             | furious designing of an efficient boiler. Then you gotta
             | figure how to efficiently burn it to get water out to
             | produce more crude oil.
             | 
             | - if you think that's cute, you can instead continue the
             | boiling to 510degC and get Sour Gas. Then you freeze it to
             | -162degC (not an easy task) and get Methane. Heat it up
             | again and you get Natural Gas that you can burn for power.
             | That comes out to 6X the power of the previous petroleum
             | boiling.
             | 
             | - you have some salt water provided by a geyser (an
             | infinite source at a fixed output). You can use a building
             | to get water out. But that means Dupes have to operate it.
             | What if instead you boil that salt water to get steam, then
             | cool that steam back to get water in a fully automated
             | setup? Turns out it can be more power-efficient too!
             | 
             | Oxygen Not Included is filled with unexpected behaviors,
             | way more than meet the eye (there is a dedicated wiki page,
             | which is lengthy but still far from complete) that enables
             | to make all sort of crazy contraptions.
             | 
             | I prefer to consider Oxygen Not Included as 2 separate
             | games : the survival game you get at the beginning, and the
             | engineering game you get once you overcome the survival
             | issues. Unfortunately, many people drop off before reaching
             | the engineering stage, or don't expect it and drop off
             | because they only wanted the survival part.
        
               | 0cf8612b2e1e wrote:
               | I have only ever played casually, but have dozens of
               | hours into ONI. The thing that kills my enjoyment is how
               | long it can take to get some tasks completed. Like I have
               | a goal to get a natural gas generator going. Except, I
               | only have one smurf who can drill through the ultra hard
               | rock, and he is busy on the other side of the map. Then
               | it turns out we are short on igneous, so I'm stuck
               | waiting for a fetcher to deliver some, so on and so
               | forth. Maybe at the end game you can automate more tasks
               | and free up more workers (instead of losing so many to
               | maintenance activities like food production), but getting
               | there is a slog. Coupled with how big the map can be, it
               | feels like you lose a huge amount of time just getting
               | the right guys into position.
        
               | NeveHanter wrote:
               | There are mods that make map smaller, make dupes move
               | faster or add tiles that allow them to move faster. You
               | can also train the dupes' athletics skill by forcing them
               | to use the manual generators.
               | 
               | The Spaced Out DLC also has smaller asteroids, it changed
               | the game so it now requires more "inter-planetary"
               | automation. I highly recommend trying the game with the
               | DLC, but I'm not sure if Steam allows refunds for DLCs.
        
         | avtolik wrote:
         | I agree with everything you said. Except the DLCs - while they
         | add content, they feel like somebody is copying from a Game
         | Design book. Here is a cool new thing, but we will make it
         | miserable and hard to use in these ways. Have fun. Also in
         | general Rimworld is pretty linear somehow. I play a few
         | colonies, I get bored, then take a break for half an year. And
         | repeat.
        
         | EMM_386 wrote:
         | This, to me, is why Factorio is so incredible.
         | 
         | It's blananced to a point it always feels incredibly fair, and
         | there are sliders and fine-tuned adjustments you can do if you
         | wan to make it "just a little more chaotic", or "a slower
         | start", etc.
         | 
         | It's brilliant.
        
       | coletonodonnell wrote:
       | Although not exactly like Dwarf Fortress, I've been playing Songs
       | of Syx[1] recently and it's incredibly good. It is made by a
       | single developer and it is super fun. It's more of an Empire
       | building game, and it checks a lot of the boxes I want out of
       | these sorts of games. I can see it becoming even more impressive
       | and as time goes on. Demo is unlimited and free, it's just 3-6
       | months behind the paid version with features, so if you like it
       | definitely support the dev.
       | 
       | [1] https://songsofsyx.com/
        
         | TrevorJ wrote:
         | Yesss! I haven't learned how to play the game nearly as much as
         | I want but it's so unique in it's scope.
        
       | cptnapalm wrote:
       | Still remember my last game from years ago. Concentric moats of
       | lava with long drawbridges that raised to the outer side rather
       | than inner. Goblin invasion. Waited till all of them were on the
       | draw bridges. Raised the drawbridges and laughed as the goblins
       | were catapulted away from my fortress, either into the lava or
       | completely out of the local map.
        
       | arglebargle123 wrote:
       | Speaking of RimWorld - is the engine extensible enough to
       | implement the dwarf fortress ruleset? That's the graphical
       | upgrade I really want.
        
         | deliriumchn wrote:
         | to some extent, but it will be a very small extent lol
         | 
         | DF is too complex in terms of world simulation (dwarfes have
         | actual organs/limbs etc, liquids have different behavior)
        
           | throw_me_5555 wrote:
           | Limbs/organs are bad example since that is actually
           | implemented in vanilla RimWorld, including organ _trading_.
        
             | db48x wrote:
             | It's an odd comparison: both DF and RimWorld are more
             | complex than each other here :)
             | 
             | RimWorld simulates organs in a more complete way than Dwarf
             | Fortress does, and lets you surgically remove and replace
             | those organs. That's pretty cool, and a lot fun. Each part
             | has hit points, and each can be lost in combat. A character
             | without body parts suffers from infirmities or death,
             | depending on how critical the part is. A character who is
             | missing a leg can still function, but moves around more
             | slowly. RimWorld tracks similar information about the body
             | parts of animals and robots, which makes combat against
             | them a lot of fun. Herbivores run away from pain, and
             | robots still have organs like cameras and chemical reactors
             | that can be destroyed to incapacitate them.
             | 
             | Dwarf Fortress simulates body parts in a more complete way
             | than RimWorld does. Each body part (limb, torso, head,
             | etc), has hair, skin, fat, muscle, and bone layers each
             | with their own properties. These parts also have sensory
             | and motor nerves as well as blood vessels. DF keeps track
             | of the color of the skin and hair, the depth of the fat and
             | muscle (and those are related to the Dwarf's stats), and
             | what type of damage each layer has taken (bruises, cuts,
             | tears, etc). Damage to some layers can heal naturally, be
             | surgically treated, get infected, leave a scar, etc.
             | Others, like nerves, often won't heal. This sometimes
             | leaves characters unable to use body parts that they
             | haven't completely lost. It keeps track of some organs,
             | such as the brain and the gonads, but not others like
             | stomachs, hearts, lungs, etc. Surgical options are much
             | more limited, as befits the setting. You can clean a wound
             | (with or without soap), set bones, suture cuts and tears,
             | and use casts or traction tables to immobilize broken
             | limbs. A character who is missing a leg cannot walk
             | normally, but the game will try its hardest to allow them
             | some mobility using other parts, or you can give them
             | crutches. Like RimWorld, Dwarf Fortress tracks the overall
             | body plan for all species in the game (thousands upon
             | thousands of them), as well as the unique information about
             | each individual. Dwarf Fortress gains many of the same
             | combat and storytelling benefits as RimWorld from its in-
             | depth simulation.
             | 
             | Dwarf Fortress goes a step beyond RimWorld though, when it
             | comes to Forgotten Beasts and the Undead.
             | 
             | Forgotten Beasts are horrific monsters left over from the
             | chaotic creation of the world. They have _randomized_ body
             | plans. Sometimes they will be a combination of two or more
             | creatures, like a giant feathered iguana with bat wings and
             | a fiery breath. Other times they will be a standard body
             | plan (such as a colossal troll) made from an unusual
             | substance (such as quartz, or fire, or iron). And it knows
             | the material properties of quartz and fire and iron, and it
             | can simulate how your weapons will do against them!
             | 
             | The Undead are a similar kind of fun. These are ordinary
             | creatures (such as your own fallen dwarves) who have been
             | reanimated by arcane forces. The Undead of course do not
             | feel pain, do not need blood or intact nerves to use their
             | body parts, and ignore all damage. And remember how a
             | crippled character will still try to crawl if they are
             | missing a leg? You don't know fear until your dwarves are
             | being chased by an undead skull that is pushing itself
             | along by its eyebrows, biting anything that comes near.
             | Your old nightmares will fade into irrelevance once one of
             | your dwarves butchers a cow and the bloody skin and hair
             | are reanimated to terrorize the innocent.
        
           | plopz wrote:
           | Also rimworld is 2d and df is 3d
        
       | sph wrote:
       | Oh man, I can't wait. I got burned out with RimWorld recently
       | (it's cool but it's not fun for me; I have been following and
       | supporting the project since Early Access) and I've waited for
       | accessible Dwarf Fortress for ages.
       | 
       | I enjoy ASCII games (Cataclysm: Dark Days Ahead [1] is
       | surprisingly easy to get into in ASCII mode), but the obtuse UI
       | of Dwarf Fortress was a little too much effort to learn. I hope
       | the Adams brothers get some well-earned financial stability with
       | this incredible endeavour. They are some old-school software
       | craftsmen, devoted to the art of excellent game design for the
       | sake of it, money be damned.
       | 
       | And I can't wait for the next Kruggsmash [2] series, now with
       | actual, beautiful sprites to pair with his beautiful drawings.
       | 
       | EDIT: Kruggsmash is currently streaming his first look at this
       | new version! https://youtu.be/sByxI7UX5-g
       | 
       | --
       | 
       | 1: https://cataclysmdda.org/
       | 
       | 2: https://youtube.com/@kruggsmash
        
         | vanderZwan wrote:
         | I wonder if CaptnDuck will stream something. I remember both
         | enjoying his tutorial videos back in the day, as well as being
         | utterly convinced them that I need not ever bother with
         | actually trying to play Dwarf Fortress myself
         | 
         | https://www.youtube.com/user/captnduck
        
         | inetknght wrote:
         | > _I got burned out with RimWorld recently_
         | 
         | Yeah. I like RimWorld but it constantly throws ridiculously
         | powered raids against my startup village no matter what
         | difficulty settings I use. It's a story generator... but the
         | stories aren't really that varied in my opinion.
        
           | copx wrote:
           | RimWorld raids are actually ridiculously easy to defeat.
           | 
           | The problem is that there are two ways to play RimWorld which
           | will lead to very different results there.
           | 
           | A.) You do what "makes sense" to a normal human being dealing
           | with a real situation.
           | 
           | B.) You know the algorithms and minmax.
           | 
           | If do A.) the game can be incredibly frustrating as you watch
           | the colony you spent hours carefully building go down in
           | flames despite the fact that you seemingly did nothing wrong.
           | 
           | In contrast, if you do B.) the game becomes so dead easy that
           | you can't even impress other players anymore by starting
           | alone, naked, as a tribal, on an ice sheet - with one leg!
           | 
           | Have you ever wondered why RimWorld likes to throw that
           | "Imperial Deserter" quest at you right at the beginning of
           | the game?
           | 
           | A.) people will think "This is silly, how could I possibly
           | defeat an Imperial raid right at the start?"
           | 
           | Meanwhile B.) people are like "Sure, no problem. I can build
           | a wodden trap corridor on day 1 which will kill the entire
           | raid before they can even _see_ a single of my pawns. "
           | 
           | Also note that RimWorld raids are scaled according to colony
           | wealth and number of pawns in the colony. Thus if you are an
           | A.) player you are probably accidentally signing your own
           | death sentence by e.g building fancy bed rooms for your
           | pawns. Or givign your craftspeople chairs to sit on while
           | they work..
           | 
           | I think the game needs to be rebalanced somehow to make it a
           | less frutstating experience for A.) players. Cheesey tactics
           | like kill boxes which exploit the stupidity of the AI, and
           | seemingly non-sensical decisions like not letting your
           | colonists have chairs, should only be required at the highest
           | difficulty level IMO.
        
             | debacle wrote:
             | Completely agree with everything said here. Because of the
             | way Rimworld is balanced, there is really only one way to
             | properly "play" the game.
        
             | hinkley wrote:
             | > starting alone, naked, as a tribal, on an ice sheet -
             | with one leg!
             | 
             | Francis John on Youtube basically did this recently. He
             | talks a good bit about the math of the game, and he
             | minmaxes his minmaxing. You could just spend all your time
             | cheesing the game, or you can cheese it when it doesn't
             | really affect whatever narrative you are trying for in your
             | playthrough. There are materials in your environment that
             | ding you even if you don't gather or process them. There
             | are materials that ding you less once processed. Knowing
             | what's what mean you don't mine a mineral formation until
             | you need the material.
             | 
             | If his camp wasn't constantly attacked by giant furry
             | creatures he would have probably been toast. The RNG kept
             | throwing him meat and cold weather clothing materials. He
             | had to kite them but then real hunters of megafauna kind of
             | do the same thing. He fed his animals meat that the humans
             | would not eat (namely, the flesh of dead raiders).
             | 
             | Anyway, I think if you want to understand Rimworld
             | 'physics' more, that series is probably a decent starting
             | place. But he also makes no bones about how frequently the
             | game is one or two clicks away from war crimes.
             | 
             | I've mostly just gone back to Oxygen Not Included and make
             | do without narrative and variation that I kind of wish were
             | there.
        
               | john-tells-all wrote:
               | Francis John is _very_ entertaining! He sets up engaging
               | challenges and then plays them with energy and joy.
               | 
               | I'm not surprised he's done so well with the minmaxing,
               | he mentioned in one video his day job is a network
               | engineer :)
        
             | ed312 wrote:
             | You just articulated why I kept getting really obsessed
             | with, then extremely pissed off at Rimworld. It also didn't
             | make much sense to my why you could build all this advanced
             | future tech in-game but then needed to tame alpacas to
             | leave your settlement...
        
             | Arrath wrote:
             | > I think the game needs to be rebalanced somehow to make
             | it a less frutstating experience for A.) players.
             | 
             | It can! As the player you can fine tune just about every
             | aspect of the storyteller you might want. You can disable
             | events you may not like, like toxic fallout or sunspots.
             | You can tweak raid sizes, disable certain types of raids,
             | change the impact curves that time and/or wealth have on
             | raid sizes, etc.
        
             | bcrosby95 wrote:
             | > I think the game needs to be rebalanced somehow to make
             | it a less frutstating experience for A.) players.
             | 
             | Yep. The problem is some people want to play like A but the
             | game seems balanced around people playing like B.
             | 
             | Dwarf fortress lets you opt into a lot of this madness with
             | their biomes. You still survive in a friendly biome if
             | you're playing like A.
             | 
             | And no, hand tuning every aspect of the game isn't a good
             | option. By that point you've lost most of your players.
             | There should be an easy default option.
        
               | vkou wrote:
               | Rimworld difficulty modes function exactly like you
               | described. Raids scale 1:12, based on which of the
               | default difficulty settings you pick, and can be disabled
               | outright.
        
               | revolvingocelot wrote:
               | Biomes are key to mediating DF difficulty. The B players
               | can go find haunted biomes, on which shorn animals' wool
               | comes to life and tries to kill you.
        
             | inetknght wrote:
             | > _RimWorld raids are actually ridiculously easy to
             | defeat._
             | 
             | Yeah tell that to my 5 pawns with bows or _maybe_ pistols
             | looted from a previous raid when they 're attacked by 50
             | raiders or a mech drop or whatever...
             | 
             | > _Meanwhile B.) people are like "Sure, no problem. I can
             | build a wodden trap corridor on day 1 which will kill the
             | entire raid before they can even see a single of my
             | pawns."_
             | 
             | Been there, done that. Then my pawns hit their own damn
             | traps and get raided while they're in the hospital minus a
             | leg
             | 
             | > _Also note that RimWorld raids are scaled according to
             | colony wealth and number of pawns in the colony. Thus if
             | you are an A.) player you are probably accidentally signing
             | your own death sentence by e.g building fancy bed rooms for
             | your pawns. Or givign your craftspeople chairs to sit on
             | while they work.._
             | 
             | Yup, exactly.
             | 
             | > _I think the game needs to be rebalanced somehow to make
             | it a less frutstating experience for A.) players._
             | 
             | Yes.
        
               | pixl97 wrote:
               | Eh, did you install any mods? In general the 'easy'
               | playthru's I've done have not been like that at all.
        
               | hutzlibu wrote:
               | My pawns never set off a own trap and I started dev
               | mode(cheating) to have some sort of challenge with fine
               | tunes big raids.
               | 
               | (Rivers with mountains are good to defend)
        
               | teawrecks wrote:
               | Sounds like you got lucky. Every time a unit passes over
               | their own trap, there's a chance of it misfiring on them.
        
               | hutzlibu wrote:
               | Yeah, but in my unmodded version(s) they never walk over
               | them. They avoid them.
        
             | em3rgent0rdr wrote:
             | Exactly! Route B turns into a tower-defense game, and for
             | that reason I try to play by A for more enjoyment.
             | 
             | The raids compensate for their dumb AI with sheer size. A
             | smarter AI could be more challenging but use fewer soldier.
             | And maybe the AI could adapt its tactics...like once they
             | learn there is a big wall outside your fortress, then maybe
             | they should park themselves outside and call sappers for
             | support or air droppers to arrive first. Maybe the game
             | could introduce _cannons_ to counter wall building. And to
             | prevent cave dwelling, maybe there could be some crucial
             | supplies that spoil such that it is essential to have some
             | trade, and so enemy armies instead of doing a dumb assault
             | could instead do proper siege warfare to conquer you by
             | depriving you of crucial supplies until you die of
             | starvation, thrist, disease, like was done for most of
             | human warfare history.
        
               | morsch wrote:
               | I've had raids employ artillery and air drops against my
               | walled compounds. Not sure if it's the computer adapting
               | to my build, it's possible that it's just a late (or mid)
               | game raid variation.
        
               | philipov wrote:
               | The computer isn't adapting to your build, the designer
               | of the game is. The game just has a list of events it
               | randomly picks from (and if you save scum, you can see
               | that because it'll give you a different event). But the
               | random events have been updated over time as Tynan tries
               | to come up with countermeasures to the tactics players
               | have developed.
        
               | inetknght wrote:
               | > _I 've had raids employ artillery and air drops against
               | my walled compounds._
               | 
               | Not only that, but the only defense against artillery is
               | to build in a mountain. There isn't otherwise a defense
               | against artillery except to go kill the artillery before
               | it starts pounding you. And good luck doing _that_ when
               | you 're outnumbered ten to one...
        
               | Arrath wrote:
               | Mods!
               | 
               | You can have mods that warn you of incoming raids. Mods
               | that add point defense laser turrets, suck it enemy
               | artillery! Mods that add magic, so you can send your fire
               | mage out to huck a fireball the enemy siege outpost and
               | cook off their ammo, or call down a firestorm and watch
               | the chaos. Mods that make tamed animals rideable so you
               | can root out their artillerymen with a cavalry charge.
               | Mods that add drop ships and bombing runs so you can
               | counterbattery them before they even get set up, and so
               | on and so forth.
        
               | philipov wrote:
               | If you build inside a mountain, however, then the bug
               | infestations can target you, and they're even worse. It
               | just seems that the only story the game is good at
               | generating is the one where you die, and that gets
               | boring. There isn't any clever emergent behavior
               | happening there.
        
               | ender341341 wrote:
               | Artillery is the defense against artillery. By endgame I
               | usually have at least 10 mortars and it's are for them to
               | get 1 built before I've wiped out enough stuff that they
               | just launch an attack instead of using artillery.
        
               | sliken wrote:
               | Follow the Ukraine model, when out numbered 10-1 attack
               | supply lines and attack artillery with drones or HMMRS.
        
               | realLatinx wrote:
        
               | kllrnohj wrote:
               | Just shoot them with artillery before they shoot you with
               | artillery.
               | 
               | The best defense is a good offense.
        
               | revolvingocelot wrote:
               | >And to prevent cave dwelling
               | 
               | There's... there's something already implemented to
               | prevent cave dwelling. Some _things_ , actually. Just
               | keep living in the cave, you'll meet them eventually.
        
               | deadbunny wrote:
               | Which are even easier to deal with. Even if you ignore
               | baiting them to spawn in a single room which you can just
               | set on fire you just need 3 well armoured melee pawns
               | stacked up on a door maybe a couple more if you need to
               | rotate tired pawns out.
        
             | MikePlacid wrote:
             | > seemingly non-sensical decisions like not letting your
             | colonists have chairs
             | 
             | Chairs for workers?? Everyone who's familiar with Russia's
             | history knows that automatic cannons should go first (and
             | they did a rather good job in my case). It is non-sensical
             | to let workers have chairs unless they refuse to work
             | without them. Or until all your neighbors are reduced to
             | the status of Canada and Mexico.
        
             | qudat wrote:
             | I enjoy rimworld and I'm learning quite a lot here, thanks
        
           | danuker wrote:
           | You have too much wealth vs. defenses.
           | 
           | Good and cheap defenses are intermittent walls (which have
           | 75% cover).
        
           | moffkalast wrote:
           | AI Story director: "And then everyone died. I SAID EVERYONE
           | DIED, THE END"
        
             | mcv wrote:
             | It's a GRR Martin story generator?
        
           | agolio wrote:
           | Some people will disagree with me, but you might enjoy the
           | "save and load when you lose a fight" play-style.
           | 
           | I played RimWorld that way and I had a thoroughly fun
           | experience learning the tech-tree. It's arguably not the way
           | the game is meant to be played, but for the casual player, it
           | works
        
             | inetknght wrote:
             | > _you might enjoy the "save and load when you lose a
             | fight" play-style._
             | 
             | I've done that. But it gets repetitive when every fight has
             | three or four or ten red pawns for every one of mine.
        
           | smoldesu wrote:
           | If you respond the same way to raids every time, it will not
           | feel very dynamic. However, there are a _lot_ of defensive
           | tools you unlock in the mid-to-late game that really spice up
           | your combat. If you want things to feel fresh, try building a
           | base around a few mortar launchers or build things out of
           | stone and give everyone flamethrowers. The possibilities are
           | fairly limitless.
        
         | tribaal wrote:
         | That's it, I just got a mail from Steam, it's been released
         | right now!
         | 
         | https://store.steampowered.com/app/975370/Dwarf_Fortress/
        
           | fnordpiglet wrote:
           | TAKE MY MONEY FASTER PLEASE
        
             | poisonarena wrote:
             | ^ this is what reddit pollution looks like
        
             | eslaught wrote:
             | I don't know if you're serious, but they've been taking
             | donations for (literal) decades at this point:
             | 
             | https://www.bay12games.com/support.html
        
               | fnordpiglet wrote:
               | Oh they've gotten my money that way too.
        
             | bombcar wrote:
             | Be sure to add the soundtrack so they can take more ;)
        
               | fnordpiglet wrote:
               | I bought the soundtrack for all my family members. I'm
               | sure they'll love it.
        
         | ApolloFortyNine wrote:
         | CDDA is unbelievably fun and has good graphic tiles sets
         | available. The crafting is incredibly deep, and the whole game
         | lends itself very well to exploration and creating your own
         | story.
        
         | rdl wrote:
         | My favorite Roguelike is ADOM -- similarly had problems getting
         | into the DF UI, and kind of burned out on Rimworld (can only
         | make so many hats...). I wish they'd waited until I finished
         | end of year accounting and stuff before releasing this highly
         | addictive game in a new, cracklike format, but enh, I can just
         | not sleep.
        
       | xcubic wrote:
       | This seems to be for windows only. Can it be run on mac?
        
         | bombcar wrote:
         | Supposedly Mac and Linux will be coming later.
         | 
         | The "original" DF of course supports both.
        
         | mempko wrote:
         | It works flawlessly for me on linux using proton. Just select
         | properties on the game and force compatibility to have it use
         | proton.
        
           | coldpie wrote:
           | No Proton on Mac :) I would guess it works well in CrossOver
           | for Mac, but I haven't tried it.
        
       | thegeekpirate wrote:
       | I've been sitting in the main menu for roughly an hour now just
       | listening to the phenomenal music!
        
       | LunaSea wrote:
       | Does anyone know of a book or other long form resource about how
       | world generation works in Dwarf Fortress or procedural generation
       | in general?
        
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       (page generated 2022-12-06 23:01 UTC)