[-] PorkrollPosadist@hexbear.net 4 points 12 hours ago

Kenneth Hoste's talk, How to make package managers scream was pretty fun

20
submitted 14 hours ago* (last edited 13 hours ago) by PorkrollPosadist@hexbear.net to c/libre@hexbear.net

You can find talks and videos from here: https://fosdem.org/2026/schedule/

I am partial to Giacomo's talk, "You Don't Need an ORM," which reflects a rant I went on about 4 months ago. There's a lot here though, and I've only scratched the surface (and not all of the videos have been uploaded yet).

For what its worth, there are also a few presentation subjects which sound absolutely dreadful.

[-] PorkrollPosadist@hexbear.net 5 points 18 hours ago* (last edited 17 hours ago)

CNC lathes are definitely less complex than 3D printers. They operate in 2 dimensions and as a result the G-Code is simple enough to write by hand in many cases (while there is NO practical way to program a 3D printer without CAM software). They're just a lot more expensive than an Ender 3 and require shop utilities like compressed air.

You can get mired in selecting appropriate tooling and work holding, but there are a million things which can go wrong with a 3D print also. 3D printers typically don't eject projectiles in case of an operator/programmer mistake though.

The only thing that makes 3D printing seem simple is that the slicers are really damn good, to the point of providing a better experience than commercial CAM software.

[-] PorkrollPosadist@hexbear.net 8 points 4 days ago* (last edited 4 days ago)

Making progress on implementing CDLOD in Godot. It's still pretty janky, but pretty impressive for only about 400 lines of code.

Cropped screenshot of the Godot editor, showing a heightmap with subdivision applied at various levels of detail as the distance from the selected camera object increases

[-] PorkrollPosadist@hexbear.net 3 points 5 days ago* (last edited 5 days ago)

As far as I can tell, there are skeletons and empty coffins, so these dwarves need to get off their asses and put the bones in the boxes already. Also, defenses can be perfectly impenetrable until somebody decides to send a miner to dig a shortcut between two places. I think the cheif medical dwarf died at some point (it was Doubledee in the beginning) because none was assigned, but I'm still not sure where the zone is. I put two beds down next to the workshop and called it a hospital.

[-] PorkrollPosadist@hexbear.net 3 points 5 days ago

We definitely do have a problem of chronic depression, but it seems there is enough churn and immigration to keep it from becoming terminal for now. Although there are 30-40 people who are at red unhappiness, only one tantrum occurred this year. The spread is modestly better than it was a year before.

[-] PorkrollPosadist@hexbear.net 39 points 5 days ago

There are legitimate criticisms of Rust (bundling, substantial difficulty in dynamic linking), but those criticisms are not coming across the fence from Python land.

[-] PorkrollPosadist@hexbear.net 5 points 5 days ago

PingsPlayers: @Moonworm@hexbear.net, @Doubledee@hexbear.net, @gay_king_prince_charles@hexbear.net, @booty@hexbear.net, @context@hexbear.net, @Oreb@hexbear.net, @Infamousblt@hexbear.net

Mods: @jack@hexbear.net, @RiotDoll@hexbear.net

Afterword:

I didn't get much done as far as construction goes. Explored the third cavern layer, and that's about it. This fortress is completely labrynthian and I only began understanding what is located where by the end of the year. I tried to get as much steel armor production done as possible, but it is slow-going. The Baron's rooms are nearly good enough. There are ghosts fucking everywhere lmao. Good luck.

The save file also seems to be corrupted. DFHack gives me a warning about "missing nemisis records." I guess we'll play it until it breaks, though I do get the feeling this fortress is beginning to stagnate.

[-] PorkrollPosadist@hexbear.net 2 points 5 days ago* (last edited 5 days ago)

Beardrenched: Episode 7

Granite

As the calendar ticks over to 207, Beardrenched finds itself in a state of bedlam. Undead creatures drag their endtrails through the taverns, and the dwarven economy seems to rest unsteadily on the outlook of the mortuary and stone coffin industries. Some dwarven scholars speculate that this might indicate an economic bubble.

Mayor Udib Abantat looms over a shale desk littered with codices. Her head rests on her right palm as she nervously coils her brown hair around her index finger. She flips through the pages of various fortress ledgers with her left. She would ordinarily be sleeping at this hour, but the coming and going of unsettled spirits makes this an impossibility. The residents of the fortress are to modest to speak it out loud, but she gets the sense people are losing confidence. Not only in her leadership, but in Beardrenched itsef. Hell, things aren't looking to great for The Emerald Rag itself.

"We need to get our shit together," she mutters, "or we won't last another year." She works through the night, taking stock of inventory, of survivors. Scribbling plans, to-do lists. The next day, she calls a combined meeting of the fortress nobility, clergy, and guild leaders.

A number of immediate tasks are agreed upon. Something must be done about the gore pile. The Necromancers are to be placed under house arrest. And the militia needs some goddamn armor.

A few days later, the Bookkeeper Zuntir Gusgashlikot emerges from the caverns covered in blood. "Another blind cave ogre. He's dead, but Solon didn't make it." The gate is hastily sealed behind her, silencing the cacophony of an approaching crundle herd.

A week later, the Elves arrive to trade. We sell them as much tattered socks and underwear as they can carry in return for a bounty of fruits and nuts. Then they started complaining about all the trees we've been cutting down. Or something like that, I stopped paying attention.

Slate

The odor of miasma becomes overwhelming. We have a big pile of coffins which haven't been placed in tombs yet. They are lined up and many of them are filled. At least one ghost has been released to the afterlife.

A pair of kobold thieves are spotted by a goblin on the service. They're scared off.

The tavern is closed indefinitely. There is to much work to do in the fortress.

Some 20 or so migrants have arrived, "despite the danger."

Felsite

Tun Kilisash is taken by a fey mood

Three months into the year, the manager has not approved a single work order

Tun created llama wool trousers. wow.

Hematite

Turns out the "office" I assigned to the manager was furnished with a bed.

After three months of training, the reconstituted Copper Claw is deployed to explore the third cavern layer. The cavern is fairly open and sprawling, with walls of marble. There is a considerable amount of quartzite and malochite down here as well.

The Copper Claw discovers two unusual volcanic columns studded with gems, as well as another subterranean pond.

No magma

A human caravan bypasses our inaccessable trade depot. We still manage to speak with their diplomat, who compliments our digs.

That ramp is a clusterfuck

A herd of rutherers enters the fortresss from the second cavern level. The Copper Claw begins hacking them up before they can cause any trouble.

Malachite

The farmers want a grand guildhall. We'll see about that...

The fortress is attacked by Ithithe Torchgleamed the Venerable, a giant humanoid monster with two heads. The Copper Claws dispose of her before she even reaches the fortress. The children thank the gods that there will be no need for them to drag this hulking pile of gore to the pit.

Limestone

The dwarven trade caravan and mountainhome lliason arrive. Followed by a Goblin ambush!

The ambush is defeated, a weaponsmith is dead.

Whatever I did back in Hematite allowed the wagons in, but there is no way to seal the enterance.

We give them several tons of tattered clothing and carved bone doohickeys.

Sandstone

Lolor Bornmirror inherits the position of baron. Alas, we still have not found any magma, so we resign ourselves to preparing luxurious quarters.

We are visited by Ovus Ingtaksethal, a forgotten beast taking the form of a enourmous hairy scorpion with wings. It has poisonous gas, and it appears those wings are not ornamental. Commander Oreb takes two squads and establishes a defensive position near the chasm. The hammerlords and marksdwarves wait for the beast to fly up the chasm.

Mistem Olongutid withdraws from society (a kind of strange mood)

Context falls in battle, but not before wounding a number of the beasts limbs and cutting one of its wings. Ultimately the beast is slain, but the fortress mourns the loss of its most legendary miner. A true working class hero.

Commander Oreb's survivor's guilt sinks to new depths, but they have proven themselves an adept military leader, and importantly, hard to kill.

Mistem Olongutid crafts an iron buckler. wow. (legendary armor is actually pretty cool though)

More migrants arrive

The baron prohibits the export of war hammers. We can live with this. We like war hammers.

Another forgotten beast. Adag. A huge quadruped composed of vomit. At least this is a meme beast. Not worth our time. We decide to wait for it to trip over a crundle and splash onto the cavern floor.

Timber

An ambush! (a cat stumbled into a kobold. The kobold flees in terror)

A number of kobolds are cut down in the halls.

Apparently we don't have a hospital

Oh well, the guy died

Moonstone

Obi has become a lord.

Opal

A Minotaur arrives. The marksdwarves outrun the hammerdwarves and it is turned into a stinking pincushion without even being given the chance to land a blow.

A theif has stolen "Understanding the Tree."

Now the herbalists want a guildhall

Onesh Risel has been stolen

Obsidian

Besmar Lorbelal withdraws from society

25
submitted 5 days ago* (last edited 5 days ago) by PorkrollPosadist@hexbear.net to c/games@hexbear.net

It's Fortress Friday! Today we wait for Me to finish my turn and for control of the game to pass on to @Moonworm@hexbear.net (please confirm), with the following players waiting for a chance to leave their mark on Dwarven history.

  1. (Beginning Feb. 6) @Doubledee@hexbear.net

  2. (Beginning Feb. 13) @gay_king_prince_charles@hexbear.net

  3. (Beginning Feb. 20) @booty@hexbear.net

  4. (Beginning Feb. 27) @Oreb@hexbear.net

New players are encouraged to apply in this thread. All players and spectators are welcome to load up the save and see what's going on first hand.

Lore

How to play

Importing the save

Dwarf Fortress saves are not stored in a single file. They are stored as named directories containing over a thousand individual data files. In order to load the game, you need to download a zipped archive of the save and place it in your Dwarf Fortress save directory. This directory can be located in a number of places depending on which OS you are using and what settings you have enabled.

If Portable mode is enabled (not default), the save directory will be located in the same directory as dwarfort / dwarfort.exe. If you are using Steam with the default locations, these are:

On Linux: ~/.local/share/Steam/steamapps/common/Dwarf Fortress/save

On Windows: C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\save

This directory might exist, even if Portable mode is turned off (default), but in that case it will be ignored by the game. Instead, save files are stored somewhere in your user directory.

On Linux: ~/.local/share/Bay 12 Games/Dwarf Fortress/save

On Windows: %AppData%\Roaming\Bay 12 Games\Dwarf Fortress\save

Extract the FFSeason1 directory from the archive and place it inside of the appropriate save directory, then you should see it after starting the game.

Stopping the clock

By using a combination of the "Autosave Frequency" (any setting as long as it is not "Off") and "Pause after every autosave" options, you can cause the game to pause at the exact moment the calendar ticks over to 1st Granite (the first day of the year).

After the game pauses, you still have the opportunity to do a couple minor things, like designating blueprint tiles to label hazards, noteworthy sources of material, or leaving graffiti. You can also rename stockpiles and rooms, etc. before writing the final save. You should avoid doing anything that will substantially change the behavior of the fort or generate labor tasks (like creating / removing stockpiles, changing which items are allowed to be stored in stockpiles, enabling / disabling standing orders, creating new work orders, or designating new rooms / meeting areas). Military schedules often change at the start of a season (e.g. the "staggered training" preset). This is fine.

Any blueprints left are merely suggestions. The next player is free to ignore them. If you wanted something built there, you should have microed your miners better :P

Exporting the save

When Dwarf Fortress creates auto-saves, or if you use the "save and continue playing" feature, Dwarf Fortress will write these saves to an alternate directory (e.g. autosave1 or pull the lever). When you finish your turn, you need to use the "Save and return to title menu" option and choose "Save to this timeline." You need to do this even though the game just created an auto-save. This will write the save back to the FFSeason1 directory, which you can then place in a zip archive and submit.

Making your submission.

Save files can be e-mailed to fortress-friday@matapacos.dog ahead of time. Some e-mail services (like Gmail) prohibit sending large enough attachments, but if it works on your end, it should work on mine. Otherwise, the file may need to be hosted using a third-party service. Dwarf Fortress File Depot is the canonical service for this (they have a category specifically for community games), but any service which doesn't require me to create an account or jump through flaming hoops is acceptable. Currently (as of Episode 3), the compressed save is about 58MB. It won't get any smaller with time.

Alternately, submissions can be made as a reply to the following week's Fortress Friday post, which will be posted in anticipation of a submission. This thread will be posted and used to coordinate the game and get the proper files into the hands of the next player regardless of if the anticipated turn was completed.

Whether or not the file was transferred in advance, The player who just completed their turn should make a top-level comment in this thread describing noteworthy events of their turn. You are encouraged (but not required) to roleplay and continue to spin a fantasy narrative out of it, but you don't need to write us a Tolkien novel - especially if you are pressed for time and have other shit to worry about. This shouldn't feel like a homework assignment.

My initial submission will be excessive because I am also covering the results of world-generation, the historical circumstances of the civilization we chose, and the embark. Subsequent posts will mostly be focused on chronicling events in Fortress Mode. You are absolutely not expected to export the world history and spend hours dicking around in Legends Viewer spinning up backstories for every minor goblin who gets turned into dog food.

What if a turn is not completed / running late?

If you anticipate not being able to complete your turn, just let us know (the sooner, the better) so we can make adjustments. Shit pops up. There are more important things in life than a stupid game. We won't be mad at you.

In case Fortress Friday rolls around and there is no submission, Tentatively, I think we give the player 24 hours to actually make their post before we start openly contemplating passing to the next player, followed by another 24 hours to find out which of the next players is actually available. So if there is no update by mid-Saturday, we find another candidate, and if there is no word by mid-Sunday, they are given the green light to play.

What if a turn is completed early?

You can tease us (it's reassuring to know progress is being made), but hold on to your spoilers until Fortress Friday. I think keeping this thing on a regular schedule will do a lot to keep everybody looking forward to updates and keeping things organized. If anticipation is eating away at you, try to fill in some lore and backstory.

Rules

There are not many hard rules, but generally

  • You play for one year in-game time. Turns should begin and end on 1st Granite.

  • Avoid using blatant exploits (the game is built of cheese, so this is sort of like the pornography rule, "you know it when you see it.") Things like perpetual motion machines or material duplication schemes should be shunned. Some things classified as exploits, like "atom smashers" should be fine as long as their applications aren't egregious.

  • Try not to save-scum (Do save though. Crashes happen, and named "save and continue" saves won't clutter the main save).

  • You are free to use DFHack, but do not use any of it's "Armok" (god-mode) features. Also, try to keep it modest. The fort shouldn't fail catastrophically if the next player doesn't have DFHack installed.

[-] PorkrollPosadist@hexbear.net 8 points 5 days ago

Okay, I'm being glib. Obviously it is a disaster that essential research is being deliberately sabotaged, but there are two potential outcomes I can imagine here. Either the façade continues with academia discarding all but the pretense of rigorous investigation to serve as an obsequius pillar of the state, or it disintegrates under the contradictions and we can all stop pretending this society cares whatsoever about the fundamental reality of the world we live in.

[-] PorkrollPosadist@hexbear.net 3 points 6 days ago

You can create a Windows USB install from Linux, but it's easier to just make one from Windows before formatting.

Annoyingly, you cannot just flash the Wiindows installer .iso image to a USB like any other .iso image. There is a tool called WoeUSB for this though, which does essentially what the Windows installation media tool does on Windows.

[-] PorkrollPosadist@hexbear.net 4 points 6 days ago

Who was the one who brought paper plates of honey to bed?

52
State of Mozilla (RIP) (stateof.mozilla.org)
submitted 1 week ago* (last edited 1 week ago) by PorkrollPosadist@hexbear.net to c/technology@hexbear.net

Mozilla is out here unleashing levels of slop previously believed to be impossible. Some of the absurdity gets picked apart in this thread.

Anyway, development of Servo resumed a couple years ago after they managed to scrape together a couple of grants. This past October they tagged their first release (v0.0.1) and have made a few more since. It looks like things are finally moving somewhat. They will be giving a couple of talks this weekend at FOSDEM.

It is not a suitable replacement yet, but watch this space.

57
45
submitted 1 week ago* (last edited 1 week ago) by PorkrollPosadist@hexbear.net to c/libre@hexbear.net

I just started a new project about a week ago. I guess it's time to port it.

28
submitted 1 week ago* (last edited 1 week ago) by PorkrollPosadist@hexbear.net to c/libre@hexbear.net

For a short moment after it was added to the kernel, it seemed like there was a good chance of BcacheFS becoming an institution within the Linux ecosystem. A new filesystem with built-in multi-drive prioritized caching, replicas, encryption, subvolumes, the works. Anyone paying attention to the saga knows by now that this is not how things turned out, and with the release of Linux 6.18, BcacheFS was stripped out completely. BcacheFS still lives as an independently maintained project, an can be installed though the DKMS system, but this is a bit contrived even for my tastes.

While BcacheFS and Linux were still in the honeymoon phase in 2023, I decided to jump in with both feet. Today my main system runs a BcacheFS cluster composed of two 6TB hard disks and a 2TB NVMe. This created a >12TiB volume which transparently prioritizes the most frequently accessed files to the NVMe, while allowing me to set replication parameters on a per-directory basis. Aside from the nightmare of configuring the thing to boot, the experience has been stellar. Unfortunately, this is the end of the road. I'll be switching back to a more "conventional" LVM-based setup. I don't consider the potential situation where I need to compile out-of-tree kernel modules on a recovery USB to simply chroot into my system to be workable.

So today I will spend the day doing the whole hermet crab shell exchange with my files as I take the first drive from the cluster offline, reformat it, move files from the rest of the cluster to it, take another drive offline, etc. Wish me luck.

23
submitted 2 weeks ago* (last edited 2 weeks ago) by PorkrollPosadist@hexbear.net to c/games@hexbear.net

It's Fortress Friday! Today we wait for @Oreb@hexbear.net to finish their turn and for control of the game to pass on to @Infamousblt@hexbear.net (please confirm), with the following players waiting for a chance to leave their mark on Dwarven history.

  1. (Beginning Jan. 23) [Second turns begin] @PorkrollPosadist@hexbear.net

  2. (Beginning Jan. 30) [First slot for new players] @Moonworm@hexbear.net

  3. (Beginning Feb. 6) @Doubledee@hexbear.net

  4. (Beginning Feb. 13) @gay_king_prince_charles@hexbear.net

  5. (Beginning Feb. 20) @booty@hexbear.net

  6. (Beginning Feb. 27) @Oreb@hexbear.net

New players are encouraged to apply in this thread. All players and spectators are welcome to load up the save and see what's going on first hand.

Lore

How to play

Importing the save

Dwarf Fortress saves are not stored in a single file. They are stored as named directories containing over a thousand individual data files. In order to load the game, you need to download a zipped archive of the save and place it in your Dwarf Fortress save directory. This directory can be located in a number of places depending on which OS you are using and what settings you have enabled.

If Portable mode is enabled (not default), the save directory will be located in the same directory as dwarfort / dwarfort.exe. If you are using Steam with the default locations, these are:

On Linux: ~/.local/share/Steam/steamapps/common/Dwarf Fortress/save

On Windows: C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\save

This directory might exist, even if Portable mode is turned off (default), but in that case it will be ignored by the game. Instead, save files are stored somewhere in your user directory.

On Linux: ~/.local/share/Bay 12 Games/Dwarf Fortress/save

On Windows: %AppData%\Roaming\Bay 12 Games\Dwarf Fortress\save

Extract the FFSeason1 directory from the archive and place it inside of the appropriate save directory, then you should see it after starting the game.

Stopping the clock

By using a combination of the "Autosave Frequency" (any setting as long as it is not "Off") and "Pause after every autosave" options, you can cause the game to pause at the exact moment the calendar ticks over to 1st Granite (the first day of the year).

After the game pauses, you still have the opportunity to do a couple minor things, like designating blueprint tiles to label hazards, noteworthy sources of material, or leaving graffiti. You can also rename stockpiles and rooms, etc. before writing the final save. You should avoid doing anything that will substantially change the behavior of the fort or generate labor tasks (like creating / removing stockpiles, changing which items are allowed to be stored in stockpiles, enabling / disabling standing orders, creating new work orders, or designating new rooms / meeting areas). Military schedules often change at the start of a season (e.g. the "staggered training" preset). This is fine.

Any blueprints left are merely suggestions. The next player is free to ignore them. If you wanted something built there, you should have microed your miners better :P

Exporting the save

When Dwarf Fortress creates auto-saves, or if you use the "save and continue playing" feature, Dwarf Fortress will write these saves to an alternate directory (e.g. autosave1 or pull the lever). When you finish your turn, you need to use the "Save and return to title menu" option and choose "Save to this timeline." You need to do this even though the game just created an auto-save. This will write the save back to the FFSeason1 directory, which you can then place in a zip archive and submit.

Making your submission.

Save files can be e-mailed to fortress-friday@matapacos.dog ahead of time. Some e-mail services (like Gmail) prohibit sending large enough attachments, but if it works on your end, it should work on mine. Otherwise, the file may need to be hosted using a third-party service. Dwarf Fortress File Depot is the canonical service for this (they have a category specifically for community games), but any service which doesn't require me to create an account or jump through flaming hoops is acceptable. Currently (as of Episode 3), the compressed save is about 58MB. It won't get any smaller with time.

Alternately, submissions can be made as a reply to the following week's Fortress Friday post, which will be posted in anticipation of a submission. This thread will be posted and used to coordinate the game and get the proper files into the hands of the next player regardless of if the anticipated turn was completed.

Whether or not the file was transferred in advance, The player who just completed their turn should make a top-level comment in this thread describing noteworthy events of their turn. You are encouraged (but not required) to roleplay and continue to spin a fantasy narrative out of it, but you don't need to write us a Tolkien novel - especially if you are pressed for time and have other shit to worry about. This shouldn't feel like a homework assignment.

My initial submission will be excessive because I am also covering the results of world-generation, the historical circumstances of the civilization we chose, and the embark. Subsequent posts will mostly be focused on chronicling events in Fortress Mode. You are absolutely not expected to export the world history and spend hours dicking around in Legends Viewer spinning up backstories for every minor goblin who gets turned into dog food.

What if a turn is not completed / running late?

If you anticipate not being able to complete your turn, just let us know (the sooner, the better) so we can make adjustments. Shit pops up. There are more important things in life than a stupid game. We won't be mad at you.

In case Fortress Friday rolls around and there is no submission, Tentatively, I think we give the player 24 hours to actually make their post before we start openly contemplating passing to the next player, followed by another 24 hours to find out which of the next players is actually available. So if there is no update by mid-Saturday, we find another candidate, and if there is no word by mid-Sunday, they are given the green light to play.

What if a turn is completed early?

You can tease us (it's reassuring to know progress is being made), but hold on to your spoilers until Fortress Friday. I think keeping this thing on a regular schedule will do a lot to keep everybody looking forward to updates and keeping things organized. If anticipation is eating away at you, try to fill in some lore and backstory.

Rules

There are not many hard rules, but generally

  • You play for one year in-game time. Turns should begin and end on 1st Granite.

  • Avoid using blatant exploits (the game is built of cheese, so this is sort of like the pornography rule, "you know it when you see it.") Things like perpetual motion machines or material duplication schemes should be shunned. Some things classified as exploits, like "atom smashers" should be fine as long as their applications aren't egregious.

  • Try not to save-scum (Do save though. Crashes happen, and named "save and continue" saves won't clutter the main save).

  • You are free to use DFHack, but do not use any of it's "Armok" (god-mode) features. Also, try to keep it modest. The fort shouldn't fail catastrophically if the next player doesn't have DFHack installed.

58
submitted 3 weeks ago* (last edited 3 weeks ago) by PorkrollPosadist@hexbear.net to c/news@hexbear.net
31
submitted 3 weeks ago* (last edited 3 weeks ago) by PorkrollPosadist@hexbear.net to c/games@hexbear.net

It's Fortress Friday! Today we wait for @booty@hexbear.net to finish his turn and for control of the game to pass on to @Oreb@hexbear.net (please confirm), with the following players waiting for a chance to leave their mark on Dwarven history.

  1. (Beginning Jan. 16) @Infamousblt@hexbear.net

  2. (Beginning Jan. 23) [First slot for new players / second turns begin] @PorkrollPosadist@hexbear.net

  3. (Beginning Jan. 30) @Moonworm@hexbear.net

  4. (Beginning Feb. 6) @Doubledee@hexbear.net

  5. (Beginning Feb. 13) @gay_king_prince_charles@hexbear.net

  6. (Beginning Feb. 20) @booty@hexbear.net

New players are encouraged to apply in this thread. All players and spectators are welcome to load up the save and see what's going on first hand.

As we approach the point where players will begin their second turns, we will transition how we handle adding new players to the queue. Applications at this point will be put +/- two weeks back in the queue (after the next player) so people can have a reasonable amount of time to make adjustments.

Lore

How to play

Importing the save

Dwarf Fortress saves are not stored in a single file. They are stored as named directories containing over a thousand individual data files. In order to load the game, you need to download a zipped archive of the save and place it in your Dwarf Fortress save directory. This directory can be located in a number of places depending on which OS you are using and what settings you have enabled.

If Portable mode is enabled (not default), the save directory will be located in the same directory as dwarfort / dwarfort.exe. If you are using Steam with the default locations, these are:

On Linux: ~/.local/share/Steam/steamapps/common/Dwarf Fortress/save

On Windows: C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\save

This directory might exist, even if Portable mode is turned off (default), but in that case it will be ignored by the game. Instead, save files are stored somewhere in your user directory.

On Linux: ~/.local/share/Bay 12 Games/Dwarf Fortress/save

On Windows: %AppData%\Roaming\Bay 12 Games\Dwarf Fortress\save

Extract the FFSeason1 directory from the archive and place it inside of the appropriate save directory, then you should see it after starting the game.

Stopping the clock

By using a combination of the "Autosave Frequency" (any setting as long as it is not "Off") and "Pause after every autosave" options, you can cause the game to pause at the exact moment the calendar ticks over to 1st Granite (the first day of the year).

After the game pauses, you still have the opportunity to do a couple minor things, like designating blueprint tiles to label hazards, noteworthy sources of material, or leaving graffiti. You can also rename stockpiles and rooms, etc. before writing the final save. You should avoid doing anything that will substantially change the behavior of the fort or generate labor tasks (like creating / removing stockpiles, changing which items are allowed to be stored in stockpiles, enabling / disabling standing orders, creating new work orders, or designating new rooms / meeting areas). Military schedules often change at the start of a season (e.g. the "staggered training" preset). This is fine.

Any blueprints left are merely suggestions. The next player is free to ignore them. If you wanted something built there, you should have microed your miners better :P

Exporting the save

When Dwarf Fortress creates auto-saves, or if you use the "save and continue playing" feature, Dwarf Fortress will write these saves to an alternate directory (e.g. autosave1 or pull the lever). When you finish your turn, you need to use the "Save and return to title menu" option and choose "Save to this timeline." You need to do this even though the game just created an auto-save. This will write the save back to the FFSeason1 directory, which you can then place in a zip archive and submit.

Making your submission.

Save files can be e-mailed to fortress-friday@matapacos.dog ahead of time. Some e-mail services (like Gmail) prohibit sending large enough attachments, but if it works on your end, it should work on mine. Otherwise, the file may need to be hosted using a third-party service. Dwarf Fortress File Depot is the canonical service for this (they have a category specifically for community games), but any service which doesn't require me to create an account or jump through flaming hoops is acceptable. Currently (as of Episode 3), the compressed save is about 58MB. It won't get any smaller with time.

Alternately, submissions can be made as a reply to the following week's Fortress Friday post, which will be posted in anticipation of a submission. This thread will be posted and used to coordinate the game and get the proper files into the hands of the next player regardless of if the anticipated turn was completed.

Whether or not the file was transferred in advance, The player who just completed their turn should make a top-level comment in this thread describing noteworthy events of their turn. You are encouraged (but not required) to roleplay and continue to spin a fantasy narrative out of it, but you don't need to write us a Tolkien novel - especially if you are pressed for time and have other shit to worry about. This shouldn't feel like a homework assignment.

My initial submission will be excessive because I am also covering the results of world-generation, the historical circumstances of the civilization we chose, and the embark. Subsequent posts will mostly be focused on chronicling events in Fortress Mode. You are absolutely not expected to export the world history and spend hours dicking around in Legends Viewer spinning up backstories for every minor goblin who gets turned into dog food.

What if a turn is not completed / running late?

If you anticipate not being able to complete your turn, just let us know (the sooner, the better) so we can make adjustments. Shit pops up. There are more important things in life than a stupid game. We won't be mad at you.

In case Fortress Friday rolls around and there is no submission, Tentatively, I think we give the player 24 hours to actually make their post before we start openly contemplating passing to the next player, followed by another 24 hours to find out which of the next players is actually available. So if there is no update by mid-Saturday, we find another candidate, and if there is no word by mid-Sunday, they are given the green light to play.

What if a turn is completed early?

You can tease us (it's reassuring to know progress is being made), but hold on to your spoilers until Fortress Friday. I think keeping this thing on a regular schedule will do a lot to keep everybody looking forward to updates and keeping things organized. If anticipation is eating away at you, try to fill in some lore and backstory.

Rules

There are not many hard rules, but generally

  • You play for one year in-game time. Turns should begin and end on 1st Granite.

  • Avoid using blatant exploits (the game is built of cheese, so this is sort of like the pornography rule, "you know it when you see it.") Things like perpetual motion machines or material duplication schemes should be shunned. Some things classified as exploits, like "atom smashers" should be fine as long as their applications aren't egregious.

  • Try not to save-scum (Do save though. Crashes happen, and named "save and continue" saves won't clutter the main save).

  • You are free to use DFHack, but do not use any of it's "Armok" (god-mode) features. Also, try to keep it modest. The fort shouldn't fail catastrophically if the next player doesn't have DFHack installed.

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submitted 1 month ago* (last edited 1 month ago) by PorkrollPosadist@hexbear.net to c/games@hexbear.net

It's Fortress Friday! Today we wait for @gay_king_prince_charles@hexbear.net to finish her turn and for control of the game to pass to @booty@hexbear.net (please confirm), with the following players waiting for a chance to leave their mark on Dwarven history.

  1. (Beginning Jan. 9) @Oreb@hexbear.net

  2. (Beginning Jan. 16) @Infamousblt@hexbear.net

  3. (Beginning Jan. 23) [First slot for new players / second turns begin] @PorkrollPosadist@hexbear.net

  4. (Beginning Jan. 30) @Moonworm@hexbear.net

  5. (Beginning Feb. 6) @Doubledee@hexbear.net

  6. (Beginning Feb. 13) @gay_king_prince_charles@hexbear.net

New players are encouraged to apply in this thread. All players and spectators are welcome to load up the save and see what's going on first hand.

As we approach the point where players will begin their second turns, we will transition how we handle adding new players to the queue. Applications at this point will be put +/- two weeks back in the queue (after the next player) so people can have a reasonable amount of time to make adjustments.

Lore

How to play

Importing the save

Dwarf Fortress saves are not stored in a single file. They are stored as named directories containing over a thousand individual data files. In order to load the game, you need to download a zipped archive of the save and place it in your Dwarf Fortress save directory. This directory can be located in a number of places depending on which OS you are using and what settings you have enabled.

If Portable mode is enabled (not default), the save directory will be located in the same directory as dwarfort / dwarfort.exe. If you are using Steam with the default locations, these are:

On Linux: ~/.local/share/Steam/steamapps/common/Dwarf Fortress/save

On Windows: C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\save

This directory might exist, even if Portable mode is turned off (default), but in that case it will be ignored by the game. Instead, save files are stored somewhere in your user directory.

On Linux: ~/.local/share/Bay 12 Games/Dwarf Fortress/save

On Windows: %AppData%\Roaming\Bay 12 Games\Dwarf Fortress\save

Extract the FFSeason1 directory from the archive and place it inside of the appropriate save directory, then you should see it after starting the game.

Stopping the clock

By using a combination of the "Autosave Frequency" (any setting as long as it is not "Off") and "Pause after every autosave" options, you can cause the game to pause at the exact moment the calendar ticks over to 1st Granite (the first day of the year).

After the game pauses, you still have the opportunity to do a couple minor things, like designating blueprint tiles to label hazards, noteworthy sources of material, or leaving graffiti. You can also rename stockpiles and rooms, etc. before writing the final save. You should avoid doing anything that will substantially change the behavior of the fort or generate labor tasks (like creating / removing stockpiles, changing which items are allowed to be stored in stockpiles, enabling / disabling standing orders, creating new work orders, or designating new rooms / meeting areas). Military schedules often change at the start of a season (e.g. the "staggered training" preset). This is fine.

Any blueprints left are merely suggestions. The next player is free to ignore them. If you wanted something built there, you should have microed your miners better :P

Exporting the save

When Dwarf Fortress creates auto-saves, or if you use the "save and continue playing" feature, Dwarf Fortress will write these saves to an alternate directory (e.g. autosave1 or pull the lever). When you finish your turn, you need to use the "Save and return to title menu" option and choose "Save to this timeline." You need to do this even though the game just created an auto-save. This will write the save back to the FFSeason1 directory, which you can then place in a zip archive and submit.

Making your submission.

Save files can be e-mailed to fortress-friday@matapacos.dog ahead of time. Some e-mail services (like Gmail) prohibit sending large enough attachments, but if it works on your end, it should work on mine. Otherwise, the file may need to be hosted using a third-party service. Dwarf Fortress File Depot is the canonical service for this (they have a category specifically for community games), but any service which doesn't require me to create an account or jump through flaming hoops is acceptable. Currently (as of Episode 3), the compressed save is about 58MB. It won't get any smaller with time.

Alternately, submissions can be made as a reply to the following week's Fortress Friday post, which will be posted in anticipation of a submission. This thread will be posted and used to coordinate the game and get the proper files into the hands of the next player regardless of if the anticipated turn was completed.

Whether or not the file was transferred in advance, The player who just completed their turn should make a top-level comment in this thread describing noteworthy events of their turn. You are encouraged (but not required) to roleplay and continue to spin a fantasy narrative out of it, but you don't need to write us a Tolkien novel - especially if you are pressed for time and have other shit to worry about. This shouldn't feel like a homework assignment.

My initial submission will be excessive because I am also covering the results of world-generation, the historical circumstances of the civilization we chose, and the embark. Subsequent posts will mostly be focused on chronicling events in Fortress Mode. You are absolutely not expected to export the world history and spend hours dicking around in Legends Viewer spinning up backstories for every minor goblin who gets turned into dog food.

What if a turn is not completed / running late?

If you anticipate not being able to complete your turn, just let us know (the sooner, the better) so we can make adjustments. Shit pops up. There are more important things in life than a stupid game. We won't be mad at you.

In case Fortress Friday rolls around and there is no submission, Tentatively, I think we give the player 24 hours to actually make their post before we start openly contemplating passing to the next player, followed by another 24 hours to find out which of the next players is actually available. So if there is no update by mid-Saturday, we find another candidate, and if there is no word by mid-Sunday, they are given the green light to play.

What if a turn is completed early?

You can tease us (it's reassuring to know progress is being made), but hold on to your spoilers until Fortress Friday. I think keeping this thing on a regular schedule will do a lot to keep everybody looking forward to updates and keeping things organized. If anticipation is eating away at you, try to fill in some lore and backstory.

Rules

There are not many hard rules, but generally

  • You play for one year in-game time. Turns should begin and end on 1st Granite.

  • Avoid using blatant exploits (the game is built of cheese, so this is sort of like the pornography rule, "you know it when you see it.") Things like perpetual motion machines or material duplication schemes should be shunned. Some things classified as exploits, like "atom smashers" should be fine as long as their applications aren't egregious.

  • Try not to save-scum (Do save though. Crashes happen, and named "save and continue" saves won't clutter the main save).

  • You are free to use DFHack, but do not use any of it's "Armok" (god-mode) features. Also, try to keep it modest. The fort shouldn't fail catastrophically if the next player doesn't have DFHack installed.

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PorkrollPosadist

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