Stuff like creatures, trees, plants, stones, etc.Only small amount of creatures was removed. The most of them was remade into generated creatures. Wizard and treant even not really was in game.
I don't think the old clowns ruled over goblin civs either. Correct me if I'm wrong.In old versions goblins worship any powerful creature. Only Clown was powerful creature.
Ambushes can still happen. It's just rare, because they're not hardcoded to appear upon a certain size anymore.Goblins don't ambush any more. They only send sieges once the population trigger is reached. Elves kind of ambush. Although a hidden band of 200 elves is still an 'ambush' so it doesn't do the small ambush > big siege escalation that the pre 0.4x releases had.
I miss the tentacle demons (https://dwarffortresswiki.org/index.php/40d:Tentacle_demon)... :(They had no respect (http://www.bay12forums.com/smf/index.php?topic=46541.msg927012#msg927012).
The most feature-rich version is probably the latest one. The artifact release brought the most additions to gameplay for a long while.What about hacking world generator? Demonic fortresses may be sites like current dark fortresses or cities, but generated by old algoritms and have old rooms. Probably, without guardians from old versions.
Keep in mind Toady removed gameplay mechanics from earlier versions because they were buggy, incomplete and ultimately not that fun. Think of stuff like the economy. The plan was to rework on them later, though of course, later in Toady terms usually means 10 years or so.
There's stuff that was removed because he did rework on it, like the Dungeon Master being replaced by the current intricate animal training system, or cave rivers/tunnels that were replaced with the extensive cavern system. I do miss their flavor sometimes but they were very primitive versions of current existing systems.
There's stuff that was removed because of bugs. Fortunately, modding/dfhacking can usually add it back most of the time.
Then there's stuff that was removed for no apparent reason, like giant desert scorpions or demonic fortresses. This is the stuff you are probably looking for, but it's up to you whether they are worth the features that were added in later releases. GDS are trivially modded in, but demonic fortresses have been commented out since .40.
What about hacking world generator? Demonic fortresses may be sites like current dark fortresses or cities, but generated by old algoritms and have old rooms. Probably, without guardians from old versions.It would be faster and less frustrating to write your own game. You're talking about hacking broken, buggy features from what's essentially a completely different game into current Dwarf Fortress without access to the source code of either and hoping that it Just Works. Near impossible waste of time.
But in current versions old demon reworked into generated demons, when demon guardians (frog demon, tentacle demon and spirit of fire) reworked into generated angels.
Demonic Fortresses is what these underground structures (https://dwarffortresswiki.org/index.php/v0.34:Demonic_fortress), that used to be buried deep underground, are called. Not really sites at all. Toady has commented on them being commented out (in the code), and IIRC last time he did not really remember the reason for doing so. It is possible they are hiding some horrible bug. Either way fixing them is seemingly not a priority.They'll be gone come the map rewrite and mythgen, so not much point in turning them on and going through the pain of figuring out the bugs now.
Demonic Fortresses is what these underground structures (https://dwarffortresswiki.org/index.php/v0.34:Demonic_fortress), that used to be buried deep underground, are called. Not really sites at all. Toady has commented on them being commented out (in the code), and IIRC last time he did not really remember the reason for doing so. It is possible they are hiding some horrible bug. Either way fixing them is seemingly not a priority.They'll be gone come the map rewrite and mythgen, so not much point in turning them on and going through the pain of figuring out the bugs now.
They aren't in the game. They are broken things that do not exist in the game. Why waste time putting them back into the game and trying to fix everything they break? Makes absolutely no sense at all.Demonic Fortresses is what these underground structures (https://dwarffortresswiki.org/index.php/v0.34:Demonic_fortress), that used to be buried deep underground, are called. Not really sites at all. Toady has commented on them being commented out (in the code), and IIRC last time he did not really remember the reason for doing so. It is possible they are hiding some horrible bug. Either way fixing them is seemingly not a priority.They'll be gone come the map rewrite and mythgen, so not much point in turning them on and going through the pain of figuring out the bugs now.
Yeah, I've never been that much a fan of the "let's not bother fixing things and just scrap it all since it's all gonna be rewritten in 10 years" mindset, for one.
Demonic fortresses worked fine in .34.11 and got removed in .40.01 for no apparent reason, by Toady's own admission. Presumably some site rewrite broke them and he didn't bother fixing it, on account of a future map rewrite that'd occur by 2024 or something. It's not like they were broken before. I mean they were pretty cool and distinct features of the game that added an interesting gameplay element to fortress mode, it's really a shame they don't exist anymore.Goblin ambushes, yes. Hopefully coming up in Improved Sieges right after Steam. The Ambusher tag ambushes are beautiful when they actually throw up a plausible ambush.
Same goes for goblin ambushes by the way. They were such a fundamental part of the game and are now all buggy. Reassuring players that it'll get fixed sometime when we all know the development time scale is not a solution. Not if you want to retain your players in the context of a Steam release, anyway.
They aren't in the game. They are broken things that do not exist in the game. Why waste time putting them back into the game and trying to fix everything they break? Makes absolutely no sense at all.
-- Create a demonic fortress somewhere within the selected embark location
-- author: Atomic Chicken
function getDeepSurfaceMat()
-- returns the index of an inorganic material with the "DEEP_SURFACE" flag
local deepSurfaceMaterials = {}
local inorganics = df.global.world.raws.inorganics
for i,inorganic in ipairs(inorganics) do
if inorganic.flags.DEEP_SURFACE then
table.insert(deepSurfaceMaterials, i)
end
end
return 0, deepSurfaceMaterials[math.random(1, #deepSurfaceMaterials)]
end
function getRandomCavernLayerDepth(pos)
-- returns a random cavern layer depth which is valid at the specified world tile pos
local layers = {}
for i,region in ipairs(df.global.world.world_data.underground_regions) do
if region.type == df.world_underground_region.T_type['Cavern'] then
for k = 0,#region.region_coords.x-1,1 do
if region.region_coords.x[k] == pos.x and region.region_coords.y[k] == pos.y then
table.insert(layers, region.layer_depth)
end
end
end
end
if #layers == 0 then
qerror("No cavern layer is present!")
else
return layers[math.random(1, #layers)]
end
end
function isValidUnitRace(race)
-- returns true if the creature exists and is not vermin
if race.flags.DOES_NOT_EXIST then
return false
end
local verminFlags = {"VERMIN_EATER","VERMIN_GROUNDER","VERMIN_ROTTER","VERMIN_SOIL","VERMIN_SOIL_COLONY","VERMIN_FISH"}
for _,v in ipairs(verminFlags) do
if race.flags[v] then
return false
end
end
return true
end
function isRestrictedRace(race)
local restrictedFlags = {"CASTE_DEMON","CASTE_UNIQUE_DEMON","CASTE_TITAN","CASTE_MEGABEAST","CASTE_SEMIMEGABEAST","CASTE_FEATURE_BEAST","CASTE_NOT_LIVING","CASTE_NIGHT_CREATURE_ANY","EQUIPMENT_WAGON"}
for _,v in ipairs(restrictedFlags) do
if race.flags[v] then
return true
end
end
return false
end
function createAnimalPopulation(raceID, count)
local pop = df.world_population:new()
pop.type = 0
pop.race = raceID
pop.count_min = count
pop.count_max = count
return pop
end
function populateWithDemons(feature, count)
local demonIDs = {}
for i, race in ipairs(df.global.world.raws.creatures.all) do
if race.flags.CASTE_DEMON and isValidUnitRace(race) then
table.insert(demonIDs, i)
end
end
if #demonIDs > 0 then
for n = 1, count do
local i = math.random(1,#demonIDs)
local demonID = demonIDs[i]
feature.population:insert('#', createAnimalPopulation(demonID,math.random(5,30))) -- pop size range was chosen arbitrarily
table.remove(demonIDs, i)
if #demonIDs == 0 then
break
end
end
end
end
function populateWithRandoms(feature, count)
local creatureIDs = {}
for i, race in ipairs(df.global.world.raws.creatures.all) do
if isValidUnitRace(race) and not isRestrictedRace(race) then
table.insert(creatureIDs, i)
end
end
if #creatureIDs > 0 then
for n = 1,count do
local i = math.random(1,#creatureIDs)
local creatureID = creatureIDs[i]
feature.population:insert('#', createAnimalPopulation(creatureID,math.random(5,30))) -- pop size range was also chosen arbitrarily
table.remove(creatureIDs, i)
if #creatureIDs == 0 then
break
end
end
end
end
function createDemonicFortressFeature(pos)
local fort = df.feature_init_deep_surface_portalst:new()
fort.start_x = -1
fort.start_y = -1
fort.end_x = -1
fort.end_y = -1
fort.start_depth = getRandomCavernLayerDepth(pos)
fort.end_depth = 4 -- always the underworld layer depth, even if cavern layers are missing
local sladeMatType, sladeMatIndex = getDeepSurfaceMat()
if sladeMatIndex then
fort.mat_type = sladeMatType
fort.mat_index = sladeMatIndex
end
fort.feature = {new = true}
populateWithDemons(fort.feature, 7)
populateWithRandoms(fort.feature, 5)
return fort
end
local screen = dfhack.gui.getCurViewscreen()
if screen._type ~= df.viewscreen_choose_start_sitest then
qerror('This script can only be used in fortress mode when selecting the embark location!')
end
local pos = screen.location.region_pos
local features = df.global.world.world_data.feature_map[math.floor(pos.x/16)]:_displace(math.floor(pos.y/16)).features
local feature_inits = features.feature_init[pos.x%16][pos.y%16]
local feature_init = createDemonicFortressFeature(pos)
feature_inits:insert('#', feature_init)
local feature = df.world_region_feature:new()
feature.feature_idx = #feature_inits-1
feature.layer = -1
feature.region_tile_idx = -1
feature.min_z = -30000
feature.max_z = -30000
local min_map = screen.location.embark_pos_min
local max_map = screen.location.embark_pos_max
local x = math.random(min_map.x, max_map.x) -- choose a random region tile within the embark site selection box
local y = math.random(min_map.y, max_map.y)
local regionFeatures = df.global.world.world_data.region_details[0].features[x][y] -- of the currently selected world tile
regionFeatures:insert('#', feature)
Goblin ambushes, yes. Hopefully coming up in Improved Sieges right after Steam. The Ambusher tag ambushes are beautiful when they actually throw up a plausible ambush.
Demonic fortresses are in the next version of the game and don't rely on players discovering them in the inexplicable, "player somehow digs further than any dwarf in the past thousand years" mechanism that most games go for. DF is trying to move away from that and the less it tries to act like a generic site management sim, the better it's chances on Steam (so long as it's less opaque about what it's doing of course).
You know the last time features went "missing" was in 2012 right? When the game was rewritten to be more of a living world simulator. And since then they haven't, right? And, contrary to your rant, features have continuously increased. And since it's actually this simulator that is to be sold on Steam, those poor delicate Steam noobies who bought Dwarf Fortress inexplicably without knowing what it is or reading the description are in fact not going to be experiencing traumatic feature loss. And it's only something people who've been playing for the past decade or so (that dwindling fanbase of old people) care about.Goblin ambushes, yes. Hopefully coming up in Improved Sieges right after Steam. The Ambusher tag ambushes are beautiful when they actually throw up a plausible ambush.
Demonic fortresses are in the next version of the game and don't rely on players discovering them in the inexplicable, "player somehow digs further than any dwarf in the past thousand years" mechanism that most games go for. DF is trying to move away from that and the less it tries to act like a generic site management sim, the better it's chances on Steam (so long as it's less opaque about what it's doing of course).
I'm aware of all these justifications, and I don't really care to be frank. From an average player's point of view trying to enjoy the game as it currently is: a feature was in the game and worked fine, then it got broken, then it got removed, but don't worry, it'll be reintroduced in a better way two years from now (at least). This may work out fine when your intended audience is a dwindling community of unconditional fans, but I have a hard time imagining that a Steam customer being freshly introduced would interpret it as anything other than a net loss in features. They are way less patient than we are, they aren't aware of and don't care about Toady's vision, they just want a game that 1) has few or no gamebreaking bugs, 2) gets regular updates and 3) doesn't lose features as opposed to gaining them upon updating. All of which runs fundamentally contrary to the way the game is being developed right now and this will have to change if the audience is to be expanded beyond the bay12forum regulars.
The ambush event is a pretty clear feature loss. I think we can all acknowledge the current "living" world frequently doesn't do as good a job of delivering a progression of invaders as the old system, and in DF-development time, 2012 isn't that long ago. :P Every time I pick up the game, I'm reminded of how I see less invader activity than the pre-world-activation version.You know the last time features went "missing" was in 2012 right? When the game was rewritten to be more of a living world simulator. And since then they haven't, right?Goblin ambushes, yes. Hopefully coming up in Improved Sieges right after Steam. The Ambusher tag ambushes are beautiful when they actually throw up a plausible ambush.... From an average player's point of view trying to enjoy the game as it currently is: a feature was in the game and worked fine, then it got broken, then it got removed, but don't worry, it'll be reintroduced in a better way two years from now (at least). .... I have a hard time imagining that a Steam customer being freshly introduced would interpret it as anything other than a net loss in features.
Dwarf Fortress won't ever be "a game" unless Kitfox go out of their way to break it completely and try to make a generic site management sim out of it. It's not that, it's something unique. .... Dumbing down the game, stopping development and abandoning the vision will kill Dwarf Fortress ...
Code: (create-demonic-fortress.lua) [Select]-- Create a demonic fortress somewhere within the selected embark location
-- author: Atomic Chicken
...
The ambush event is a pretty clear feature loss. I think we can all acknowledge the current "living" world frequently doesn't do as good a job of delivering a progression of invaders as the old system, and in DF-development time, 2012 isn't that long ago. :P Every time I pick up the game, I'm reminded of how I see less invader activity than the pre-world-activation version.You know the last time features went "missing" was in 2012 right? When the game was rewritten to be more of a living world simulator. And since then they haven't, right?Goblin ambushes, yes. Hopefully coming up in Improved Sieges right after Steam. The Ambusher tag ambushes are beautiful when they actually throw up a plausible ambush.... From an average player's point of view trying to enjoy the game as it currently is: a feature was in the game and worked fine, then it got broken, then it got removed, but don't worry, it'll be reintroduced in a better way two years from now (at least). .... I have a hard time imagining that a Steam customer being freshly introduced would interpret it as anything other than a net loss in features.
But, as you point out, DF is a simulator and gameplay is emergent from that. (With the entire game in all its craziness as the evidence that someday, more cool things will happen.)Dwarf Fortress won't ever be "a game" unless Kitfox go out of their way to break it completely and try to make a generic site management sim out of it. It's not that, it's something unique. .... Dumbing down the game, stopping development and abandoning the vision will kill Dwarf Fortress ...
I think it can be a good game and not hurt the vision. It won't dumb down the game for Toady to pay some more attention to gameplay for gameplay's sake once or twice a decade.
In a similar vein, DF isn't THAT hard or cerebral a game. Most of the hurdle to new players is the user interface. I don't think it's a reasonable ask right now, but someday it will be worth it to decouple the simulator and the SDL graphics hooks and make a full UI redesign doable. Probably the main reason it hasn't been worth it so far is the stress it would cause Toady to have to work with a team. He's cited the risk of a third-party UI creating a support load as a reason he hasn't done it in the past. It's hard to tell how far the Kitfox partnership will go in that vein, but anything is a start.Code: (create-demonic-fortress.lua) [Select]-- Create a demonic fortress somewhere within the selected embark location
-- author: Atomic Chicken
...
I was skimming a bit and after misreading the header comment, started reading fast thinking "It creates an ATOMIC CHICKEN!?! How???"
Then I went back up and realized it doesn't actually add Atomic Chickens to the game.
Demonic fortresses worked fine in .34.11 and got removed in .40.01 for no apparent reason, by Toady's own admission. Presumably some site rewrite broke them and he didn't bother fixing it, on account of a future map rewrite that'd occur by 2024 or something. It's not like they were broken before. I mean they were pretty cool and distinct features of the game that added an interesting gameplay element to fortress mode, it's really a shame they don't exist anymore.Goblin ambushes, yes. Hopefully coming up in Improved Sieges right after Steam. The Ambusher tag ambushes are beautiful when they actually throw up a plausible ambush.
Same goes for goblin ambushes by the way. They were such a fundamental part of the game and are now all buggy. Reassuring players that it'll get fixed sometime when we all know the development time scale is not a solution. Not if you want to retain your players in the context of a Steam release, anyway.
Demonic fortresses are in the next version of the game and don't rely on players discovering them in the inexplicable, "player somehow digs further than any dwarf in the past thousand years" mechanism that most games go for. DF is trying to move away from that and the less it tries to act like a generic site management sim, the better it's chances on Steam (so long as it's less opaque about what it's doing of course).
I much prefer the current world-activated version of dwarf fortress over version 34. Also what do you mean decouple teh simulator, that would be completely pointless he can make a good ui without messing up his simulation lol. Also the community is in no way dwindling. Hes making more money through donations then hes ever made and the reddit/here is actually really active.Agreed, there's lots of other improvements, especially bug fixes, but ambushes are missing and sieges aren't as good, which was what this thread was asking. 34.11 had those, and that one aspect of the game is worse at the moment.
I much prefer the current world-activated version of dwarf fortress over version 34. Also what do you mean decouple teh simulator, that would be completely pointless he can make a good ui without messing up his simulation lol. Also the community is in no way dwindling. Hes making more money through donations then hes ever made and the reddit/here is actually really active.Agreed, there's lots of other improvements, especially bug fixes, but ambushes are missing and sieges aren't as good, which was what this thread was asking. 34.11 had those, and that one aspect of the game is worse at the moment.
"decouple ..." refers to how Toady has described the DF code. Right now the code that does the simulation, physics, pathing, psychology, world events, is mixed up with the code that draws the graphics, in a way that makes the game harder to work on. Someday, he (or a helper) will have to clean that up, so you can improve the graphics with less effort and without breaking other things. One promise of the Kitfox release is that he might get a start on some of that work.
Ah, the graphics and gui drawing parts are in a separate thread already, that's something I recall baughn (dude who helped out with graphics for a while, implemented the truetype support) saying this was the case.
It's something that gets lost quite easily as it doesn't fit in the narrative of 'multi-threading will solve all fps-death problems' (which is not true either).
I much prefer the current world-activated version of dwarf fortress over version 34. Also what do you mean decouple teh simulator, that would be completely pointless he can make a good ui without messing up his simulation lol. Also the community is in no way dwindling. Hes making more money through donations then hes ever made and the reddit/here is actually really active.
I dont remember toady saying anything about it being slow and any slowness can probably be traced to the fact that reddit exists now. And that is extremely active, and so is the df dicord server and the kitfox discord dwarf fortress section. The reason they decided they wanted to have it published was due to a health scare not due to any percieved weakening of activity and anything more is rumor and speculation.QuoteI much prefer the current world-activated version of dwarf fortress over version 34. Also what do you mean decouple teh simulator, that would be completely pointless he can make a good ui without messing up his simulation lol. Also the community is in no way dwindling. Hes making more money through donations then hes ever made and the reddit/here is actually really active.
By Toady's admission, and also by my own experience of lurking the forums for 10ish years, the forums are pretty slow and are probably the slowest I've ever seen. The wiki is outdated and many aspects of DF2014 like insurrections, agents or reputation are poorly understood. It's not clear what activities happen post-wg and which ones are confined to wg. I mean we're talking about stuff that's been in the game for 5 years and for all the supposed activity on Reddit or donations, no one still clearly knows how any of that works (or if they do, they haven't bothered updating the wiki with the info they have). Contrast with the extremely well documented article on strange moods.
Note that it's perfectly possible for Toady to receive donations while activity slows down. It simply means that although he community supports the game, less and less people are actually playing it. Which has been my impression as of late.
I have noticed the wiki has substantially slowed down, but I think it may partially be because a few of the features are only half implemented. Insurrections never seem to happen in worldgen and the actual mechanics of them in adventure mode are vague, glitchy and sometimes just don't work.QuoteI much prefer the current world-activated version of dwarf fortress over version 34. Also what do you mean decouple teh simulator, that would be completely pointless he can make a good ui without messing up his simulation lol. Also the community is in no way dwindling. Hes making more money through donations then hes ever made and the reddit/here is actually really active.
By Toady's admission, and also by my own experience of lurking the forums for 10ish years, the forums are pretty slow and are probably the slowest I've ever seen. The wiki is outdated and many aspects of DF2014 like insurrections, agents or reputation are poorly understood. It's not clear what activities happen post-wg and which ones are confined to wg. I mean we're talking about stuff that's been in the game for 5 years and for all the supposed activity on Reddit or donations, no one still clearly knows how any of that works (or if they do, they haven't bothered updating the wiki with the info they have). Contrast with the extremely well documented article on strange moods.
Note that it's perfectly possible for Toady to receive donations while activity slows down. It simply means that although he community supports the game, less and less people are actually playing it. Which has been my impression as of late.
Attack speed has been overhauled for DF2014. Research is impending.
A lot of things are vague, glitchy and don't work in the game.That's part of the game being in alpha state. The only difference is that these days, nobody ever bothers figuring out how said things work, however vague or glitchy.
And this isn't limited to insurrections, take a look at this: https://dwarffortresswiki.org/index.php/DF2014:CombatQuoteAttack speed has been overhauled for DF2014. Research is impending.
Impending indeed.
I find the wiki kind of intimidating. I see things which are probably out of date and think should be changed but then notice that:
a) Wiki is for Df2014, whatever that means. Do I have to add a note to say when in the last 5 years the update I'm making came to be? Requires research, clicked on cat video, forgot about it.
b) The incorrect info is part of a beautifully constructed lengthy paragraph which goes into exquisite detail about how the author believes the system works (perhaps it once did, who knows). Now I'm hit by a confidence crisis. Is what I believe to be true, really true? Do I delete this flawed work of art possibly the only copy the author has access to and add my own instructions? Or do I add a comment to the bottom "please note, none of this is true". Oh indecision. Clicked on cat video, forgot about it.
So, yeah, much as the wiki is a free "anyone can add to it, just go ahead" zone, an official community effort might yield better results than just letting it be.
Dont be afraid to delete incorrect stuff, as long as you know its incorrect, ive been doing that often lately.
If something is missing, you could add it on your own - as others said, the wiki isn't just very active right now.
@Shonai_Dweller: If you're not sure whether you're correct, test in-game. If you're not sure about versioning, leave a note, i.e. {{version|v0.43.03}} - generally, the main thrust article should be about latest version, though large differences can merit a note such as with creatures and combat wear. You can always post on talk pages and ask other wiki editors such as lethosor (i.e. like I did before merging trees.)Dont be afraid to delete incorrect stuff, as long as you know its incorrect, ive been doing that often lately.
On that note, I still want an answer here, as I could replicate the bit you deleted with 44.12 in-game testing: https://dwarffortresswiki.org/index.php/DF2014_Talk:Reclaim_fortress_mode
Ah, well, that clarifies things. Reclaiming a fortress is different from just visiting in adventure mode (there's also the lair command mark map as lair to prevent scattering).*gives thumbs up*
The animal pops being restored wouldn't cause a population explosion either, merely the return of genocided animals.
Restoring the two.
I find the wiki kind of intimidating. I see things which are probably out of date and think should be changed but then notice that:
a) Wiki is for Df2014, whatever that means. Do I have to add a note to say when in the last 5 years the update I'm making came to be? Requires research, clicked on cat video, forgot about it.
b) The incorrect info is part of a beautifully constructed lengthy paragraph which goes into exquisite detail about how the author believes the system works (perhaps it once did, who knows). Now I'm hit by a confidence crisis. Is what I believe to be true, really true? Do I delete this flawed work of art possibly the only copy the author has access to and add my own instructions? Or do I add a comment to the bottom "please note, none of this is true". Oh indecision. Clicked on cat video, forgot about it.
So, yeah, much as the wiki is a free "anyone can add to it, just go ahead" zone, an official community effort might yield better results than just letting it be.
Do I delete this flawed work of art possibly the only copy the author has access to and add my own instructions?Mediawiki tracks changes in detail, the work of art will not be lost by your hands, that would require the hands of an admin going into the underbelly of the wiki. This is the main defense against vandalism.
New wiki namespaces are traditionally only made for when the saves become incompatible. The next version, weirdly enough, will (afaik) still be DF2014 compatible, so proly still keeps the same namespace. Next breakage is likely to be the myth and magic arc.I'm just throwing out my own thought process on what leads me to think the wiki is incorrect to not actually doing anything about it. Might be that I'm not unique. No, have never edited a wiki. One of those life skills that just passed me by, sorry.QuoteDo I delete this flawed work of art possibly the only copy the author has access to and add my own instructions?Mediawiki tracks changes in detail, the work of art will not be lost by your hands, that would require the hands of an admin going into the underbelly of the wiki. This is the main defense against vandalism.
I kinda feel you guys are over engineering editing the wiki. How come? Have you never edited a wiki, are you an inexperienced writer... Do you respect it too much?
I kinda feel you guys are over engineering editing the wiki. How come? Have you never edited a wiki, are you an inexperienced writer... Do you respect it too much?
I'm moderately interested in an update-the-wiki effort and very interested in some SCIENCE on the newer world gen features. Does anyone want to start a new thread?
It's strange that you restrict it to creatures, trees, plants, and stones, since the vast majority of things removed from DF have been gameplay mechanics.
Okay, so, I return to my thread and... holy crap, it got way bigger than I thought.I like your idea! But for add things from old versions, you need to rewrite their raws for new code.It's strange that you restrict it to creatures, trees, plants, and stones, since the vast majority of things removed from DF have been gameplay mechanics.
I kinda restricted it because I was planning a mod that could add back any of those things. A sort of "blending the old things with the new things" in a sense. Like tentacle demons mixed with along with the procedual genned demons.
Also, it appears we may have a thread to update the wiki with. Huzzah! The derailing led to something useful!
I like your idea! But for add things from old versions, you need to rewrite their raws for new code.
So, GDS currently have adapted raw:I like your idea! But for add things from old versions, you need to rewrite their raws for new code.
Yes, this is obvious.
Exploding alcohol
now it just boils away :(
You can still settle in non-reanimating evil regions. Not all evil regions have undead.