I just set up demo recording but I didn't capture any of the "test" games.

[-] PorkrollPosadist@hexbear.net 7 points 2 days ago* (last edited 2 days ago)

Yes. Multiplayer Doom plays like Celeste. You will die a lot of times, but be back on your feet in a split second. There are no punishing / demoralizing cool-down periods. You don't even need to wait for your corpse to hit the floor. Most of the fun is running into situations you know will get you killed, and taking as many people with you as you can.

[-] PorkrollPosadist@hexbear.net 6 points 2 days ago* (last edited 2 days ago)

The time is adaptable. More likely to be pushed back up to about 6 hours (e.g. 8 PM east coast, 5 PM west coast). If the timezone is too fucked, the server latency probably won't be acceptable either. The server I set up is located in Toronto.

[-] PorkrollPosadist@hexbear.net 6 points 2 days ago

The whipper snappers are used to playing Call of Duty or Halo where you sprint at a pace of about 0.5 miles per hour. They are not prepared.

[-] PorkrollPosadist@hexbear.net 4 points 2 days ago

There is a relevant animated doom marine gif but I am not going to post it.

[-] PorkrollPosadist@hexbear.net 6 points 2 days ago* (last edited 2 days ago)

You can't look up or down in Doom 2, but it is a feature added by several modern ports (and then optionally disabled again for gameplay compatibility / ruleset reasons). It is an optional feature in Odamex. I will probably leave it off considering the maps weren't designed with this in mind (it is available in spectator mode though).

Mechanically, Doom 2 is identical to the original, except there is a double barrel shotgun and a few extra types of monsters. By the time both games matured, they shared the same exact .exe file which enabled extra features depending solely on which game data file ('iwad') was loaded.

63
submitted 2 days ago* (last edited 1 day ago) by PorkrollPosadist@hexbear.net to c/games@hexbear.net

I would like to organize a community Doom 2 Deathmatch game (potentially a series if the first one goes well). I'm aiming for 2:00 PM EDT (18:00 UTC) today, May 24th.

Preparation

Source Port (Odamex 12.2.0)

While a number of Doom source ports inherit the networking code from the original game, this network code uses a P2P architecture designed to run over IPX and LAN networks. It has many limitations and is not very practical for casual games.

There are a number of ports designed specifically for multiplayer with a client/server architecture. The "active" ones are Zdaemon, Zandronum, and Odamex. Of these, Zdaemon is proprietary and only supports Windows. Zandronum supports Linux, but has a hard dependency on FMOD, which makes it a nuisance to build.

Odamex on the other hand is fully GPL licensed and lacks this dependency hell, plus it is available as a FlatPak, in addition to Windows installers and some distro packages. So we will be using Odamex 12.2.0

(Heads up, the Odamex website still links to 12.1.0 for some reason. This version uses a network protocol which is not compatible with 12.2.0. You can grab 12.2.0 from the Github Releases page (all platforms), FlatHub (Linux), or possibly your distro package manager (mainly looking like Arch 🤏️, Gentoo 😎️, and Nix 😐️).

Files

You will need a copy of doom2.wad. This is the file from the commercial game which contains all of the maps, textures, sprites, audio clips, music, etc. It is easy to find back-ups on the Internet in case you've scratched your retail CD, or you are unable to read the file from your retail CD because computers don't have CD drives anymore. Technical support may be available on Matrix for people who are struggling to insert their CD into the computer.

A few different versions of this file have existed. Version 1.9 (1995) is the latest. The correct MD5 / SHA256 sums of this file are 25e1459ca71d321525f84628f45ca8cd /10d67824b11025ddd9198e8cfc87ca335ee6e2d3e63af4180fa9b8a471893255

OdaLauncher

Odamex includes a program called OdaLauncher. This is a GUI application which serves as a server browser / configuration tool. Specifically, you need to point it to odamex(.exe) (the game itself), and a directory where you store your .wad files (including doom2.wad, in addition to the unzipped .wad files of whatever map set we're playing).

Map set / Rules

I have an inkling to keep things simple and just run the DWANGO 5 mapset, but I am completely open for suggestions. Brit11 is also a solid option. Keep in mind, the maps must be vanilla/boom/mbf compatible. A lot of maps designed for Zdaemon, Skulltag, or Zandronum use advanced Zdoom / Hexen features which are not available in Odamex. This limitation doesn't impact the majority of deathmatch maps though.

The Odamex client has an included feature which will download .wad files from well-known sites, so as long as you have doom2.wad, the other wads should be fetched automatically if you don't have them.

As far as rules go, 25 frags, no time limit seemed to work well. Difficulty is set to Nightmare (as customary for multiplayer).

Server

The server is running at phobos.matapacos.dog, or you can also find it in the server list as "Hexbear Community Deathmatch"

[-] PorkrollPosadist@hexbear.net 2 points 2 days ago

Only way to reconcile the belief that the US is a benevolent democratic republic with its actions.

[-] PorkrollPosadist@hexbear.net 1 points 2 days ago* (last edited 2 days ago)

It is not impossible, but you need to use a special tool like WoeUSB to write the ISO file to a USB because Microsoft doesn't understand how to make universal boot media in the year 2026, an epoch when the vast majority of computers lack optical drives.

[-] PorkrollPosadist@hexbear.net 2 points 2 days ago

I think this report is a limited hangout. They certainly have higher quality polling data and analysis than this.

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

Due to the fact that the Doom source code was released under the terms of the GPL license, there are well over a hundred so-called "source ports" available which extend the game in various ways. Most of these will be much more convenient than running the original binaries in DosBox. Chocolate Doom is a good choice if you are looking for the classic experience (including screen resolution limits and faithful reproduction of all known bugs). DSDA-Doom is the port of choice for modern speed-running, with a lot of convenience features but identical "demo-compatible" gameplay mechanics (this is the one I use the most). Then there is ZDoom which adds a ton of advanced modding features. There are a number of incredible maps which require it.

Be sure to check out Doomworld's 100 most memorable maps and Cacowards for a list of some of the greatest maps of all time (the original maps are largely forgettable IMO).

One of the most memorable aspects of Doom is its original MIDI soundtrack, and the custom levels include thousands of great MIDI soundtracks as well. Lots of great original compositions, lots of tracks shamelessly ripped from other games, and most of all, lots of really fun MIDI adaptations of contemporary metal, alternative rock, and pop tracks.

[-] PorkrollPosadist@hexbear.net 16 points 5 days ago

Jammers can be triangulated fairly easily. Amateur radio operators do this recreationally in an activity called "fox hunting."

[-] PorkrollPosadist@hexbear.net 9 points 6 days ago

The pattern is always the same: build trust, establish dependency, then quietly renegotiate the terms.

  • Demonstrate Value

  • Engage Physically

  • Nurture Dependence

  • Neglect Emotionally

  • Inspire Hope

  • Separate Entirely

8
submitted 2 months ago* (last edited 2 months ago) by PorkrollPosadist@hexbear.net to c/chapotraphouse@hexbear.net

Ah, that's the way, Patriot. Let the OPECs keep their gasoline. We'll just tap into a far more efficient energy source. Man. Power. If we all learn to pull our weight, nobody, NOBODY, will be able to siphon away our High Life.

66
submitted 2 months ago* (last edited 2 months ago) by PorkrollPosadist@hexbear.net to c/technology@hexbear.net

The round, led by Bain Capital Crypto, was closed in April 2025 but had not been disclosed until now.

8

If any of you host a Sharkey or Misskey instance, make sure to apply this update when it lands. If you use either, or are friends with someone who hosts one, pester your admins.

42

Requires a modern chromium-based browser unfortunately, but this is forgivable for such a ridiculous project.

33
submitted 3 months ago* (last edited 3 months ago) by PorkrollPosadist@hexbear.net to c/games@hexbear.net

Following up from last week, @Doubledee@hexbear.net seemed eager to play, so I don't see any reason why not to give Beardrenched another year. No turns have been played since Episode 7, two weeks ago (here's the file). I'm going to ask anybody else who is interested in playing to re-apply here in this thread, so we have an idea of who is still involved and who's turn is coming up in the near term.

In the meantime, there was some discussion of retiring. We could take a poll, but last week a number of people chimed in basically saying they could go either way, so I think what we'll do is play it until the roster dries up. We'll be doing this on a more ad-hoc basis from now on.

We have learned a lot about the lore and nearby societies in Teyo Ametha and the thought of continuing in this world is appealing, but the current save file appears to be corrupted. DFHack gives a scary warning about "Missing Nemesis Records." I noticed this for the first time at the end of turn 6, so if we do want to continue playing in this world, we might want to go back, load Episode 5, and retire the fort from that save.

Finally, if you have anything else going on related to Dwarf Fortress, the floor is yours. This thread is not limited exclusively to the succession game.

Update: So we've still got DoubleDee, Booty, Gay King Prince Charles, and Oreb on board, so it's adamantine or bust, I guess.

25
submitted 3 months ago* (last edited 3 months 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.

52
State of Mozilla (RIP) (stateof.mozilla.org)
submitted 3 months ago* (last edited 3 months 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
23
submitted 4 months ago* (last edited 4 months 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 4 months ago* (last edited 4 months ago) by PorkrollPosadist@hexbear.net to c/news@hexbear.net
31
submitted 4 months ago* (last edited 4 months 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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PorkrollPosadist

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