Dwarf Fortress a deep management simulation/roguelike with text based graphics. To grossly oversimplify - think Dungeon Keeper done in the style of NetHack. The learning curve is considered somewhat steep but there is an active and usually helpful/friendly following.
At first I thought it was from a 3rd party mod, but wow, this malware was spread from a Mojang domain.
Original source: https://blog.avast.com/minecraft-players-exposed-to-malicious-code-in-modified-skins
EDIT: Official Mojang response: https://minecraft.net/en-us/article/minecraft-java-edition-skins-issue-update
Thank you /u/urielsalis
Mojang posted a article on there site.
It will be between
Switch Edition
Xbox One Edition
Windows 10 Edition
Pocket Edition
VR Editions
Mojangs site also says
> What’s more, any DLC you purchase will be accessible amongst the various devices at no extra charge. (For example: if you buy the Greek Mythology pack on Nintendo Switch, you’ll also own it on the mobile, Xbox One and Windows 10 Editions too - no extra charge).
That's cool.
Edit: it looks like PlayStation systems and the Wii U will not be getting crossplay unfortunately.
Edit 2: It also doesn't seem too have cross play with Java Edition.
The more I read about this, the more it seems this is just a vulnerability in PNG and it just so happens that Minecraft uses the PNG format for player skins. It could have been any other distribution method, including a website. Running MC is fine and won't get you infected...... unless you run a mod from a dubious source. That's the big security issue: only download mods from good sources!
(edit: even calling this a PNG vulnerability is stretching it, as it sounds like it's just inert code inserted into the file with no way of executing under normal circumstances; it just happens that AV flags this anyway)
(edit 2: since the above site isn't updating their article, here's a confirmation on what a lot of us were saying: https://minecraft.net/en-us/article/minecraft-java-edition-skins-issue-update)
Get hype!
For the impatient: Starter Pack ETA is ~6-8 hours from now, obviously without DFHack or Therapist. I'll update this comment with a link to the less-stable pack when it's uploaded ;-)
Looks like I was too pessimistic about the release date - I was guessing December (well, recently - I started at March 2017!).
Don't forget to check out the development page - it's got a great list of upcoming features.
I'm actually really really really excited that Toady is planning a whole series of smaller releases. I love the big overhauls, but smaller cycles with bugfixes make the existing game so much smoother to play :-)
Contribute to the wiki! Without you, you early adopter you, new players would be lost in a twisty maze of features, all alike.
[mod hat on] If you have questions, please use the questions thread.
/braindump over, looking forward to playing later this evening.
A lovely bit of classic r/Games rabble rousing. The marketplace, as they call it has been a part of the game since April. On sale there are packs of skins, texture packs, user created adventure maps and "mash-up packs", which tend to be a themed combination of the previous. It does use an obfuscated currency called Minecraft coins though.
Also added to the "bedrock" (ie. c++) versions of the game recently was the ability to download Add-Ons which are... user created mods. For free. Currently the system is very limited but it's also completely free and the FAQ states there's no marketplace for them at this current time.
Meanwhile the original Java edition of the game that everyone is familiar as the main moddable version will suffer no changes and straight from the mouth of Microsoft "We plan on actively supporting the Java Edition going forward with updates as we always have" so the option for players to continue playing and modding the original version on PC as always will remain open.
Posted this before, but it's again relevant;
Minecraft was released 6 years ago. But just today 17,398 people bought the game.
The world is really big. Remember how you stumbled across this? And how every 59/60 stumbled across and just hit it? That's happening constantly.
The numbers of people who are online at any one point aren't something we intuitively understand, like the distance to the moon. It's not how we're built. We deal with 'a crowd' of people being a few dozen. We literally aren't wired in a way to understand how many a million people really is.
I can't tell you 100% that the numbers you're seeing are real and not part of the joke, but they don't look unrealistic to me in the slightest. Just because you've known about it for a day doesn't mean everyone has. If anything I expect the counts to go up as weekend hits and more people finish their work week and stumble across the button.
TL:DR - Just because you know about this doesn't mean everyone else does, and large numbers aren't intuitive.
Considering how faithfully Adams has stuck with his development roadmap and how many items on that list are still white goals he hasn't begun work on yet, I'll be astonished if we see 1.0.0 drop in the next ten years. There aren't really other games like this.
oh christ...
http://www.bay12games.com/dwarves/
Just look at the website and you'll already feel overwhelmed I'm sure. (It's a download for the computer)
Go in dry and don't come back until you're flat and shiny in the front parts.
Official website with real time counter: https://minecraft.net/
Absolutely incredible. Three years ago, I thought the game would be well and truly dead by 2018. I thought people would lose interest, YouTubers would move on, and some kind of competition would replace it entirely. Some of these things are true, but Minecraft is far from dead.
It's truly incredible how much of an impact Minecraft has made. I'm so happy to see it still thriving. Here's to another million! =)
Edit: It's been 28 minutes since I posted this, and 300 more people have bought the game. Insane.
The official numbers are pretty clear. 106 Million total sales as of 2016. 26 Million PC (java) sales as of today.
I have just found a way to still have custom player heads however it is a very long way of doing it. Here goes
First of all make sure you have a backup of your current skin so you don't loose it
1) Go to the profile page on minecraft.net. Upload the texture you want the player head to have as your skin and then go into game.
2) stick this command in a command block, stick your player name in and run it.
give @p skull 1 3 {SkullOwner:<yourplayername>}
3) You should now have a skull with the texture you want. From here you can use this skull in your world and the texture won't change because it is based on a static url unique to that texture.
4) You can then go back to the profile page and change back to your original skin you had before this and when you go back to game your skin should be back to normal but the player head you made should still have the texture you want it to have
Edit: SkullOwner not CustomOwner
The 1.3.6 update has become 1.4. This is the 4th and final major update to the game, and the trailer don't show everything, there will be more surprises. It will be out by the end of the year, and Re-Logic will move to the next game.
https://terraria.org/news/re-logic-announces-terraria-journey-s-end-at-e3
Well no, in a perfect world this should never happen. It really doesn't look professional.
That said, sometimes they move an update forward and it breaks the launcher or causes glitches like this, and the best they can do is fix it when it comes to their attention.
Report bugs here: https://minecraft.net/en-us/bugs/
Continuing a long tradition of humorous bug fix updates!
>For instance, a human trading company called the Present Hall was wildly successful trading various leathers and bones for crafting, and eventually had enough clout to open a branch warehouse inside a dwarf fortress for the first time. Can't resist that draltha leather. This turned out to be a strategic error, as two short years later, a forgotten beast obliterated the fortress, the warehouse, and killed everyone inside. So, what's the correct response? Close the destroyed branch? No, no, you stimulate the (non-existent) economy by hiring local. Forgotten beast, you're the new (ruined) warehouse administrator, congratulations!
I couldn't resist.
The game got sold for 2 billion to Microsoft, not to mention the gains the company got since the start, over 17m people has bought the game
Sources:
https://mojang.com/2014/09/yes-were-being-bought-by-microsoft/
Edit: 17m+ people have bought it for mac and PC, don't know any numbers on pocket or xbox, but it adds up to even more
> Java players, we haven't forgotten you - the incredibly hard-working Java team are almost done putting together the Update Aquatic for your version – why not try the latest Java pre-release to experience some of the Aquatic features right now?
It’s mojang’s April fools joke!
https://minecraft.net/en-us/article/java-edition-textures-finally-perfected
This is the default textures for today. It will be back to normal tomorrow. You have to live with it for today.
And it’s not Notch’s problem because he has sold Minecraft to Microsoft.
Minecraft was released 6 years ago. But just today 13,184 people bought the game. ~~SIX PER SECOND~~
The world is really big. Remember how you stumbled across this? And how every 59/60 stumbled across and just hit it? That's happening constantly.
The numbers of people who are online at any one point aren't something we intuitively understand, like the distance to the moon. It's not how we're built. We deal with 'a crowd' of people being a few dozen. We literally aren't wired in a way to understand how many a million people really is.
I can't tell you 100% that the numbers you're seeing are real and not part of the joke, but they don't look unrealistic to me in the slightest. Just because you've known about it for a day doesn't mean everyone has. If anything I expect the counts to go up as weekend hits and more people finish their work week and stumble across the button.
...
Have to admit though, this is a hell of a test for seeing a rough estimate on how many active users they have.
I've heard some people saying polar bears were a useless addition to the game, but wasn't aware of any backlash per say. Personally, I don't care if they have a use or not, they don't have to. I think they were a nice addition, and their backstory is awesome.
is there a reason you don't about this on the original post and/or give the original pic instead of cut this out of it and don't make it clear it's not yours?
Play Dwarf Fortress. The UI takes some getting used to, but holy hell is it the most intricate, fucked up game you can play.
Use the resources available to you and have as much patience as possible. If you ever understand it, it will be the most !!fun!! you have had in a game.
If you have a semi-decent PC, I'd recommend getting the PC edition. In terms of re-playability it'll last a lot longer than Pocket Edition. I've been playing the game for over 5 years now and haven't had enough of it yet!
https://minecraft.net/ is where you can buy the PC version of the game.
There's just so much to do in Minecraft, despite it's initial simplicity. A lot of people who have seen the game but never played it, just think it's a mining game with bad graphics, but it's so much more.
I can't really put the game into words, but it's community as well offers so much more than many other games.
It's doesn't so much have a learning curve as a learning cliff, but I've yet to find another game anything like it. I've heard it described as a "combination of Dungeon Keeper and the Sims, if all your minions were manic-depressive alcoholics".
Dwarf Fortress is free. The Steam version will have an official tileset, new music, and Steam Workshop integration, but if you're willing to play with ASCII graphics (or use a modded tileset), then you can download the game from the developer's website.
I haven't played Rimworld, but it may be the better option if a) ASCII graphics are a dealbreaker, b) a steep learning curve and hardcore gameplay are dealbreakers, or c) you like the sci-fi colony theme better than high fantasy.
Unfortunately, they only raise corpses when they're in combat situations. Or perhaps fortunately, since the raised corpses are immediately hostile and try to kill the necromancers.
I think I'll report that as a bug.
Edit: Bug reported!
Maybe worth noting that Wii U isn't getting cross-play but it is getting the rest of the Update Aquatic features. This is the last update for old consoles though.
>What’s next?
>We’ll be continuing to develop Add-Ons over the next year as we work towards a fully customizable Minecraft. In the coming months we’ll be working on unlocking behavior change for blocks, and even more ways you can modify gameplay. Let us know what you think about the Add-Ons system and what you’d like to see at feedback.minecraft.net.
I'm glad to know that they are planning to let the users modify not just mob entities, but also blocks and game mechanics.
Kind of curious about this. Doesn't he need Mojan's permission if he's making money off of what is essentially about 99% Mojang content?
IANAL, but glancing over their MINECRAFT NAME, BRAND AND ASSETS USAGE GUIDELINES it sounds like they would be okay if this guide was free rather it being sold for a fee (commercial use).
I didn't see any other comments regarding this. I guess I'm the only one wondering this because I sometimes work with logos and copyright projects.
Looks great though!
It's pretty much the original 'colony survival' game (think Rimworld or Banished). You have a little group of dwarves and your goal is to stop them dying from starvation/invasion/infighting/wild badger attacks. It's notorious for two reasons:
It's pretty great. Because of those two things, it has a bit of a reputation for being unfriendly to newcomers, which is true, but not as bad as some people make out. Once you work out the basic controls it's simply a matter of learning one new mechanic at a time and learning through failure until you have a fort that can survive a few years.
I'm a bit of a fanboy. Can you tell?
What are you guys doing to... fix your game?
Seriously, tell us what you guys are doing. There is a huge gap in communication between updates. The community is losing faith in Daybreak. Many feel like you guys don't really give a shit about the game or the community. Tell us about progress, setbacks, ideas... It is clear that behind all the angry messages directed at you or your team, there are people who love this game. So tell us what you are doing and tell us in a clear way. I shouldn't have to watch Community Outbreak and hope that someone says something useful.
Check out https://playrust.com/ for a good example of communication. There are YEARS of WEEKLY devblogs featuring bug fixes, concept art, reasons for doing things..
Thanks for doing these Q&As, they're a good start but we need more.
Ah, I think you got bit by the Microsoft branding stuff. There's actually two different versions of Minecraft involved here:
Minecraft Windows 10 edition - judging from what that page says to do (tie into xbox accounts, etc), this is the version you're trying to get and having the problems with. But there's also:
Just plain Minecraft This is Minecraft 1.8, and it requires you to jump through fewer hoops. You'd still have to link your Minecraft and Mojang accounts (that happened Pre-MS) but it sounds like you've already done that.
It only is code that will never be run because it is in a png file. Their definition of malware is having the code on your computer, not that it will do anything.
Edit: Proof: https://minecraft.net/en-us/article/minecraft-java-edition-skins-issue-update
>Hi all! The Starter Pack has updated to 40_05 r1! As usual, you can get it here.
>DF 40_05 included a record-breaking 78 separate bugs resolved, more than any release since 0.31.01! You can see the full list here. It's now stable enough that the legacy starter pack is in full archival mode, and I recommend the new version to all players old and new.
>This was already a decent pack update before the new DF version, so I'll just let you read the changelogs (seriously, look at the link above).
>Changelog for Starter Pack 40_05 r1:
>* updated DF2014 embark profiles (default set)
>* updated Dwarf Therapist to 23.2
>* updated Legends Viewer to 1.13.18; some version number catch-up is involved
>* added Legends Exports Processor 4.0; a script to compress (by 95%+) legends exports and move them to the UGC folder
>* updated the launcher; it now won't launch DF again if it's already running
>* updated Dwarf Fortress to 40_05; biggest bugfixing update ever!
>* re-installed keybindings, phoebus graphics, embark profiles
>* updated Ironhand graphics for 40_05
>* updated Phoebus graphics for 40_05
>* updated Dwarf Therapist to 23.3 for 40_05
It's like one of those weird traditions you get in little villages. I suspect an enormous amount of alcohol is involved.
Buzzkill edit: should probably drop a savefile on the bug tracker because I'm certain they're not meant to do that.
Yeah devblogs 104 & 107 mentioned them and the game had the stone version implemented but it was very large, and obscured the view for aiming.
Community went aggro as a result of the huge stone arrowhead, devs removed it, and seemingly was scrapped or fell into limbo^o^^o^^^o^^^o akin to the other several dozen things that would make rust more unique and enjoyable.
When minecraft was in early stages, you could create an account with a username, and then not actually buy the game. Now of course, you can't get a username until you have paid for the game.
So a lot of cool usernames were taken by people who didn't actually purchase the game. Now those non-premium usernames will be put back into the system as unused usernames.
You can test if a name was taken and not paid for using this url : https://minecraft.net/haspaid.jsp?user=whatevernamegoeshere
replace the last section with the name you want to check, and it say true if the account has been bought, or false if its non premium. If its false, it means it's either taken and not paid for, or it was never taken at all(meaning you could create an account right now and take that name).
So a username like "lol" was taken, but not paid for, meaning when the names are released, someone will have the opportunity to take that name again, and they could use it or in this case, it would probably be worth a lot of money and could be resold for a profit
Dwarf fortress - the amount of work put into this game is insane. Yes the UI is not so friendly but you can take some time to read the wiki and you will get used to it eventually, a little effort and you will be rewarded with one of the most interesting and brutal experiences of strategy/dwarf management. Also it's free.
Half life 2 - Very fast paced action from start to end. Still stands out as one of the best of all time. Movement is very fluid if you practice it, can make the game seem so smooth. Also City 17 is how I imagine a futuristic 1984 would be, minus the thought police. Almost everyone already has it but if you don't I really recommend it.
Morrowind - Yes Skyrim is one of the most popular games of all times, has tonnes of mods to add hours and hours of playtime and looks insane but before Skyrim even existed I played morrowind for hundreds of hours, running home after school to load it up. I've never felt more immersed in a world before. There is currently an overhaul mod in the works, it is playable but not entirely finished yet, sadly the game does not hold up too well with graphics and movement like it did when it was released. The magic system in the game is nuts as well.
> Take for another example Dwarf Fortress
You're thinking Spacebase DF-9. Dwarf Fortress, its inspiration, is an extremely ambitious base-building, world-exploring, dwarf-managing, procedurally-generated RPG with a passionate fanbase that's been in development for 13 years.
So that reminds me of a thing, but it's only tangentially related.
Are you familiar with Dwarf Fortress? It's full of Fun. If you're not familiar, it's essentially The Mines of Moria, the RTS/sim game. Think dwarves carving into a mountain and potentially digging too deep, and you're there. The game is complex as fuck and weird things can happen.
I played a game that was doing fairly well one time. Then someone died. Then another person died. Soon my ~100 dwarves were reduced to ~8. Of the 8, one had gone insane because of all of his loved ones dying apparently brutal deaths. Plus, as it turns out, all of his loved ones were just lying outside, not being buried properly.
Finally I found what was happening: a piece of metal somehow got superheated. It was permanently superhot. It was lying outside, so a dwarf went to pick it up. The dwarf died, because it was super hot. Another dwarf went to pick it up and died. Other dwarves tried to pick up the corpses and died. And repeat until there are 8 dwarves left.
By then it was too late. The remaining 8 died. All that remained was the children.
These dwarf children had witnessed the fall of their entire town. Most of these people literally burned alive. They were left to fend for themselves, eating their slowly dwindling supplies, until finally one of them aged enough to be able to care for the others.
Dwarf Fortress is weird.
Here's the to do list. http://www.bay12games.com/dwarves/dev.html
Basically the version number is based off of this to do list. When 100% of this list is done we will be on version 1.0. Right now the game is just over 40% done.
Is that what they're referring to here, or is this another relevant instance?
> On September 18th 2010, the Minecraft webserver crashed due to the sheer amount of players signing up. Markus made the game free to compensate, causing yet another spike in downloads.
This was before the beta in December 2010.
> The long-term goal is to create a fantasy world simulator in which it is possible to take part in a rich history, occupying a variety of roles through the course of several games.
-- found here.
For one, you're completely missing adventure mode, and neither of those games come even close to the depth DF already has, much less what it aspires to.
It really is a world simulation, the playing modes are secondary. Once more stuff is in place it'd be possible to build a politics sim on top of it, for example, managing whole civilisations.
Read more about the snapshot here
The Java dev team has just added about 10 blocks including a grindstone, a stonecutter & a blast furnace. It seems they finally realised not all things can be made by crafting or smelting.
​
Seriously, Toady, seriously?
I mean, I don't know about you, but I wasn't expecting the new towns to be THIS good.
For people who, like me, dont play in ASCII: the inner blue ring circling the city is not a river. that's a microcline wall, complete with towers. Toady posted the 4 or 5 upper layers too. In those, you can see how the wall "climbs" over the elevations.
We were actually going to get games in taverns when they came in, and were teased with interactive games (player against dwarves,) but Toady got distracted.
> It's so clear that you are buying into something that is far from finished.. every single time
And yet I've had an enormous amount of fun with Project Zomboid, Minecraft, Rimworld, Prison Architect, ArmA 3, Don't Starve, FTL, Wayward Terran Frontier etc. Sure, there have been disappointments, but I'm finding the ratio similar to that of officially released titles.
Hell, the game I've spent the most money on is likely to remain "far from finished" for a few decades yet. And I'll do my best to make sure that actually happens, which is actually the point most of the time, not getting a playable product immediately.
> peeked my interest
Piqued, damnit. Usually it's "peaked my interest", at least that makes some kind of sense :P
> Q: When will the Better Together Update launch? > A: The Better Together Update will launch this Autumn, once it’s ready and we’ve satisfactorily evicted bugs from the premises.
It was originally slated for Summer. EDIT: Original source of Summer release
> So this Summer, all platforms receiving the Better Together Update...
This was planned long ago, https://playrust.com/devblog-135/ https://playrust.com/wp-content/uploads/2016/11/FieldscrapRuinedmilitarytruck2.jpg . I just takes time to implement and get into the game, we need to give them that time they obviously have plans for the component system other then hitting barrels BUT it takes time.
Basically, Villages are now being updated to have different structures for each biome and are being added to new biomes such as jungle and their skins are being updated to be a bit more detailed and biome depended. Additonally, new mobs called Pillagers will attack villages along with Illager Beasts (not the final name yet) from time to time. You can read more about everything they announced at Minecon Earth here: https://minecraft.net/en-us/article/everything-we-announced-minecon-earth-2018
From the development page:
>Villainous plots
>* Work existing mechanics into conspiracy chains
> * Bandit groups raid and pillage the hill dwarves and extort from the fortress
> * Steal/demand artifacts
> * Thieves stealing items
> * Assassination of position-holding dwarves and meddling adventurers
>* Prisoner interrogations (both modes)
>* Receiving tips and rumors (both modes)
>* Sending out dwarven agents/investigators
>* Improve fort/adv rumor displays to highlight known plot elements
I want to suggest Dwarf Fortress. The sheer amount of time I must have spent playing this game is scary to think about.
You build and manage a fortress for your dwarves, their children and their pets in a procedurally generated world with thousands of years of history (including people, monsters, events, deaths e.t.c.). As your fortress grows in size and wealth, word spreads and more dwarves migrate to join you, goblins and other nasties will also want a piece of your fortress too so you better be ready to defend it.
The game has a steep learning curve but a rewarding one, imagine grabbing the bogey man by his teeth and kicking his head clean off, well you can do this in game.
Possibly my favorite ever bug was "fat dwarves eating cause lag". The game was recalculating how well insulated dwarves were based on their fat, which was capped at a maximum. Every time a fat dwarf ate, it would hit the cap, causing a recalculation (which happened at set fat intervals, one of which was the maximum), but then immediately decrease (because fat is constantly being burned), causing a second recalculation a frame later.
10% of CPU utilization was being taken up by calculating exactly how well insulated a dwarf was. I have never seen that actually be a factor during play, but sure enough, it's being calculated quietly in the background
Source? Their FAQ says that this is their last update planned
Yeah, I was expecting a link, too.
>We understand that you may now be a gender that you don’t identify with in real-life. We understand this causes you distress and makes you not want to play the game anymore. Technically nothing has changed, since half the population was already living with those feelings.
Anyone else having trouble generating a world? Mine is freezing when 'Placing civilisations...'
Edit: Problem has now been resolved and will be fixed in 0.42.02 http://www.bay12games.com/dwarves/mantisbt/view.php?id=9125
From the development page:
Improved sieges >• Coming up with a plan to overcome pathing obstacles to reach fortress innards
>>• Ability to dig (optionally, default on)
>>• Ability to build bridges/ramps
>>• Ability to use grappling hooks/ladders/climb
All but Dwarf Fortress should be in your repos.
Not fixed yet, but seeing this in the bug tracker made me laugh: <em>Flying creatures stop flying, fall to the ground, and explode</em>
> While on an embark containing flying creatures, I find that they sometimes spontaneously stop flying, plummeting to the ground and dying. In at least one of these instances, there were no other creatures on the screen, so it was not a result of combat or anything similar.
> When this happens, I sometimes get job cancellations from nearby dwarves on the surface that say "Urist McDwarf has cancelled job X: Horrified"
> I would be too, Urist.
>Correction: you can't add your own entity, you can only alter an already existing entity. Like on bukkit/spigot where you have to sacrifice something vanilla to get something new. Nether is anywhere near what Java Edition mods can do. They can actually add new stuff.
Indeed, my bad. I should've said latest Beta, not latest Release.
>Previously, add-ons only allowed you to modify existing mobs in the game, but with New Entities you can add more mobs. You can use Data Driven Spawning to control which mobs spawn in your worlds. Animations will give you more customisation options, so you’ll be able to craft the horrifying eight-legged mob of your dreams/our nightmares. Particles will let you pretty up your mobs with cool effects.
It's not a red panda, it's a Qinling Panda. Also, yes, foxes are being added, as taiga won the vote.
Hm im too stupid to make a proper post, ill just copy the text here as a comment lol.
So I did some research because I remebered something that was mentioned a little while ago and I think it can be used to solve one of the major problems of Rust. I found it in Devblog 113, posted on 2 June 2016.
Let me introduce once again: The Ration Box!
"I’ve finished off ration box art! Rations include beans, chicken dinner and mashed potato, water, and fuel. The essentials for surviving Rust, especially the mashed potato (all will be available individually). Have spin with the preview above and below is a pic of how it’ll look when added to the game." - Butters
So it looked like it was about to being finished and implemented and now, over 2 months later, it's not even being talked about. Am I missing something? Do you really feel like the current food-boxes that we have are satisfying enough?
So here I am and I can't help but say it again: Fix the goddamn LOOTTABLES already and implement this Ration Box as another tool to spread loot across the map (and dont put them in momuments or im gonna rage and shit my panties, spread them across the world or add some special places for them so people get rewarded for running around. And with running around I dont mean circling the Satelite for 3 hours straight to grind that delicous XP). I'm so sick of throwing away 90% of the stuff that I find just to get some XP for it (or blueprints).
I like that you finally removed the torch from weaponcrates but seriously, thats all you can do about the loottables in like a year? I cant imagine its hard to change a number from 1 to 10 or 20 (referring to the possible 1 item dropss of cloth, bones, lgf, pistol bullet...) and add different kind of boxes as mentioned in this post.
Dwarf Fortress, the comment you responded to...
P.S Welcome to the rest of your life.
EDIT: Check out the Let's Plays of it, boatmurdered is pretty good.
Imagine a game where you play the part of an overseer for an fortress built by dwarves. They do the work, in their own time, but you assign the orders. You tell them to grow their food, process it, and then cook it. You tell them where to dig, how wide to make the hall and how tall, and to build the furniture. Or perhaps you wish to build an above ground castle block by block? All whilst fighting against the cursed goblins who wish only to murder and kidnap the dwarves.
How do people play this game? Cruelly. They use abuse of the dwarves to toughen them up against violence, making children fall stories to dead the souls of the adults. They find ways to enslave the forces of hell and exploit every facet of nature. What do you do when you embark on a map with mermaids? Capture and set up a breeding program to harvest and butcher them for meat and crafts? Why? because mermaid bones are worth thousands of dwarfbucks each. Does it matter that mermaids are sentient beings? Nah. Or whales? Find out once and for all if it is possible to spear a whale with a ballista. (yes). Need a tough military? Lock dwarves in a room of weapon traps and shout "Dodge!" whilst locking the door. Or you can take every child and throw into a pit full of fighting dogs along with super swaggy food and furniture to keep his mood up. Let him fight for his life for 12 years until he is an adult and can be let out to join the military.
> As someone pointed out, Minecraft has nearly reached market saturation
I dunno, https://minecraft.net/stats has shown consistent sales day to day for years. It usually hovers around 10k/day. I think there are still a lot of people out there who haven't played, who might enjoy doing so.
if you have java you get windows 10 edition free, i cannot remember if there is a clause to it but if you go to your mojang account (not minecraft.net) you can redeem a code and put it into the Microsoft store, although i do not play windows 10 edition (other than making my render distance 200 and look in awe with how big it is) then i let my little brother at my mums house play it
He may mean this one. It's from this article.
Yeah, not everybody can stand the interface. I grew up playing ASCII roguelikes, so I have it easy, but not everyone's so lucky.
I do recommend you follow the dev blog, though, I find it incredibly fascinating from a game design perspective.
The development isn't really slow for a two man team. Development is slow because it's a huge and extremely intricate game that he (Tarn Adams) has said he'll work on for at least 20/30 years. Tarn Adams also likes to release updates only when he has finished large sections of the gameplay/simulation (usually only once or twice a year).
He's currently working on taverns for example. If you have one in your fortress for example random visitors will visit, rent a room, buy drinks, create parties, have fights and tell stories. You can even visit the taverns in adventure mode, rent rooms, buy drink or pick up on rumors or quests.
He's also working on NPC's being able to tell lies and a "blueprint mode" in adventure mode. The blueprint mode lets you build your own bases, villages and so on. Fans are already talking about creating necromancer cities filled with the undead.
Here's the development overview, it's pretty huge: http://www.bay12games.com/dwarves/dev.html
Funny part is in Devblog 85, Gooseman said that he had "I also made some changes to the shotgun and the bolt rifle reloads so that if their partially full they won’t play the entire reload animation. It will play an animation according to how many bullets actually need to be put into the gun (like in most FPS games). I did the animations and wrote some preliminary code, but it still needs more testing and love from Helk."
https://playrust.com/devblog-85/
Yet it hasn't been mentioned at all after that blog post.
Full text of this devlog (2014-04-15):
>I did the things I wanted to do with intruder detection. Moving on to the vampire/god tweak I mentioned on the 19th, I ran into a new world gen crash, but it reproduces so hopefully that'll be cleaned up soon.
And it refers to this entry:
>In terms of these finalizations I've been doing, there are six left:
>* Doing a test run with a dwarven adventurer from depot to depot through a tunnel, >* the liaison commenting on the world situation in dwarf mode, >* that information screen I mentioned in the FotF thread not too long ago, >* the plant list, >* some checks with guards/intruder, and >* some sort of nod to vampires/gods ruling civilizations (since it gets stranger and stranger for them to be there without any comment at all).
>Then we'll have a steaming pile of game that needs to be debugged and otherwise made playable.
Of these, we only have one left - which "should be cleaned up soon" - and some bugfixing.
Prepare yourselves. DF2014 is coming!
(I estimate one to three weeks)
Even after 27 years and the current huge popularity of FPS games, there are still point-and-click and ASCII-art games being made out there. You'll be fine. Don't be a dick.
I can't tell you anything about it other than what's been announced, but there are some tidbits released:
The trailer and more info is here: https://minecraft.net/en-us/article/announcing-minecraft-dungeons
I have it on my computer at work, and I can't wait for the release so I can play it with my friends :)
Unfortunately, 1.12 is already feature-complete. Small things may still be changed (e.g. adding the "base" Shulker color jeb_ talked about), but something like seasons are almost certainly too big for this version. (To be honest, they probably won't come next version, either, as it sounds like they already have a vague idea of what 1.13 will be themed around, but it's always good to put the thought out there. Maybe 1.14?)
https://playstarbound.com/category/news/devblog-news/
> Our focus has shifted back to PC in the past few weeks and we’re planning to have an update ready very soon. We’ll share a post detailing more about that update shortly!
I agree with you in spirit, but I think technically we'll at least get one more update. If not more.
That was very confusing since Toady has already posted another log just two hours after this post was made.
This link should take you directly to the correct log.
http://www.bay12games.com/dwarves/index.html#2014-01-05
The basic steve skin is 1,350 bytes. 1,350 * 25,000,000 = 33,750,000,000 bytes which is 33.75GB.
Even if we assume the average custom skin is 4 times the size of the default giving us ~150GB of used space thats still an extremely small amount.
Edit: Changed my numbers to the official steve.png
While it doesn't surprise me how popular Minecraft still is, it boggles my mind how many copies of Minecraft still are being sold today. > In the last 24 hours, 12.857 people bought the game.
Who are these people? Children that suddenly are old enough to play Minecraft and get roped in by their friends?
this quote from jeb fits here:
"Whenever we discover we have a bug which is used by the community we just see it as 'undefined behaviour' - and ‘fix’ it by making it a feature."
I hope they'll do something.
The official site is minecraft.net. If you want to play with an Xbox user you need Minecraft for Windows 10. Minecraft: Java has no console cross play. The reason to get the Java edition is to have the old more open version of the game. The point of the new version was to lock down modding so they could curate them and have paid mods and paid cosmetics. So you pick between an open modding version or a cross platform multiplayer version. Both versions have both single player and multiplayer worlds.
A complete list of bugfixes can be found on the changelog page of the bugtracker. (There's also a bot that announces these in #dfhack (and now #dwarffortress) on irc.freenode.net, for those interested in live updates). There are currently ~~59~~ ~~60~~ ~~62~~ ~~65~~ ~~71~~ 72 fixes in the next version, which is the most ever in a single release since before 0.31.01 (possibly the most ever).
Hey, I'm reading all your thoughts and I'm very interested in what everyone thinks about the villagers. I've recognized this problem and made sure it wont be an issue, it might be hard to see from the video but I think the villagers are distinct enough. You'll notice when you play with them!
Before, some professions shared a texture like the butcher and librarian, they both had white aprons, which made it very hard to know on a glance which one was which, you'd have to walk to them and check it out. That's why we have decided to make all the profession textures unique. The profession textures will be the same across all biomes to keep this simplistic consistency to it - The player will only have to learn once which one is which and I hope It'll be intuitive enough to learn fast. It's been a challenge to translate certain professions in one skin, with no specific surroundings that can help build the character. It all had to be in the tiny skin. To help with this and make some of the silhouettes more distinct we decided to add hats. Most of the things you've already suggested are already applied! I wanted to keep some of the spirit of the old textures alive, that's why the cleric is purple. The butcher and librarian still wear white as well and the blacksmiths all have the same aprons with minor adjustments to show their profession.
To take a closer look, there are some nice images in here. They also have more stuff on their backs to show of their profession but you can't see that yet! https://minecraft.net/en-us/article/everything-we-announced-minecon-earth-2018
Yeah, there seems to be a bug that leads a civ to go to war with itself. I thought at first it would just be a glitch in entity relations with the irritating side effect of stopping the dwarven caravan, but it looks like my civ really means business; I wonder now if they'll collapse entirely and destroy all their sites or if the civil war will end with only half the civ dead. We'll see!
I can understand the "flee in horror" reaction to the screenshots. I've played text-based games and enjoyed them, and this kind of management/4x/worldbuilding gameplay is right up my alley, but the 8-bit colors and the console graphics seem a bit too much even for me.
Still, I keep hearing about this game in geek circles, and it seems like it wouldn't mind my laptop being a potato, so I'm probably gonna give it a shot anyway.
You could also start a LAN game if you and your girlfriend are on the same network. It works exactly the same as a single player world. The way you do this is start any single player world; press Esc and choose open to LAN. Then when player 2 wants to join they click on multi player and you should see at the bottom of the server list something like "Searching for LAN games" , wait a few seconds and a 'server' should appear allowing them to join your world.
If you have an anti-virus it could block the communication between the network so if you can't seem to get it to work it could be that. Most anti-virus have a gaming mode which will probably fix the issue.
Or alternatively you could just download and run a server yourself here. This however does require you to port forward, or (what me and my friends used to do) was download a program called evolve that allows your computers to communicate as if they were on one network.
Gnomoria is one of my most enjoyed pre-release game purchases. The rate of patches, your communication with the community, and the general playability of the game even while adding/adjusting core features have all been really impressive.
I read the developer plan and it contains a lot of things that sound exciting, and a lot of things that will be nice to have. The (possibly triggerable) rare events is something I'll be looking forward to, and I would love to craft some limbs to rehabilitate some of my amputees :)
The only question I really have is if there are any plans to improve multi-core processor support? Longer games will bring my system to its knees, and any sort of trap that forces units to recalculate pathing causes a major stutter/lockup. Generally when reviewed in task manager, I'll have one core at 100% and the rest nearly idle.
I understand that it may be quite difficult to introduce that type of change to a codebase, so if it's not in the cards, that's cool. I just wanted to let you know it's really the only major issue I have with the game. Thanks!
'fucking epic' doesn't even begin to describe Dwarf Fortress.
My last fort was wiped out by Zombie Were-wombats.
I'll just leave these here:
They're not in any release yet, but pandas and some other upcoming features are in the beta for Bedrock Edition. See this article for more information.
Well, Mob B won! Hope you will enjoy that.
Update aquatic focusing on oceans! It includes a ton of new stuff, like tridents, dolphins, ect. More about it at the link at the bottom.
Some more news on 4K as well.
Adventure Time Minecraft themed episode is coming in 2018! I never have seen adventure time, but I'll have to watch a bit.
This is an overall view on the minecraft.net page: https://minecraft.net/en-us/article/everything-announced-minecon-earth
You only have to buy it once, for life. No time limits, and no recurring payments.
Make sure you register with an email you can actually access. :P
Link to the official site. Click the big green button and it'll walk you through account creation and purchasing.
sounds like realms could be perfect for you and your gf.
It can do automated backups and you can download them too
edit: a more detailed guide about realms
Still Exists. Good luck getting Java to allow you to play it, though. It just throws security errors because the jar is outdated and now invalid. Sure there must be a way, though.
Funny. You seem to have perfectly reproduced their positions, colors, and exact pixels. It even has the same background with the same color, and even the same random orange spot (small sun?) above the bottom one's wing.
^(Seriously, if you want to copy something, at least try to make it look original. This is an exact copy. Even if you did "make" it, you just reproduced someone else's work.)
Link to where it was posted for those curious (scroll down to find it, it's in the story)
See https://playrust.com/community-update-71/ "Bus Stop Base". Quote "I love seeing the things people build when they use the landscape’s features". Then see https://playrust.com/devblog-120/ "Procgen Art". Quote "I made a new bus-stop model to replace the temporary one and tried to keep it on the building blocks grid to make it easy to build around since some of you love to do this." So yeah, who the fuck knows why.
There's optimization every update. But it's also a different beast to tame in something like Starbound. They're focusing on some network lag with the xbox version, as described in their last entry about it. Maybe that optimization will make its way to desktop, who knows?
That said, 1.4 lags less on my potato than 1.3 did, so it's getting there. (Universe map still tanks my frames, but that's one specific thing.) They've even optimized the final gate.
>After a lot of discussion and experimentation, we came to the conclusion that the bounty hunting, while really fun and exciting in concept, didn’t really feel like it complemented the rest of the game and felt like more of an ‘attached feature’ instead of an enhancement. For now we’ve made the decision to put it on hold – ultimately we don’t want to release an update which doesn’t meet our standards for excitement and fun.
>First we’re going to focus our resources on making sure Starbound on consoles is the best it can be.
>Porting the controls to console has been a huge task, and has required us to develop some radical UI changes.
What you'll need:
-Dwarf Fortress Get it here
-Fantasy Map Maker Get it here
-Photoshop
Launch dwarf fortress, enjoy the little intro, and then select "Create New World." Hit ESC to continue, and once you're at a new screen, hit the left arrow to select a small world size (The Map Maker works with small worlds by default, but the image I linked is from a large map, an option you can set later in Photoshop and described in the info.txt), now hit 'y' to create the world.
Sit back, because an entire world is being created, mountains raised, rivers and lakes created, and erosion occurs as the game runs through the first years of history in this world. Once it's done, accept the map, and then go to "Start Playing" and select Legends. From here, you should use the info file in the Map Maker folder to tell you what to do, by pressing d and exporting/renaming the detailed maps it needs.
If you follow the rest of the Map Maker info file, it should work! Enjoy your awesome looking fantasy maps. Dwarf Fortress is also an awesome game, and definitely worth your time.
> I went with a command system that transfers your intention into the mount's head
Guessing we might see the end of invading mounted crocs drowning their riders then? Not sure if that's even a thing any more.
Once in a blue moon, there comes an old dwarven Patriarch to a tavern, getting a mug of finest dwarvish ale. His attire is of old generation, ancient even, it attracts all the younger dwarfs as to who he is. Why has he come here?
With a cough, the old Patriarch beckons all, and he regale with sometimes humour, sometimes sombre.
Thus the tales of updates and roadmap echoes the room.
With his mere utterance, many a world been reshaped and changed, dwarfs live and dies.