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Topics - clinodev

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It appears to be a leak, but Kitfox confirms it is legitimate:

https://www.fangamer.com/collections/dwarf-fortress


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It's no secret that many of us use "spreadsheet" labor methods like Dwarf Therapist and DFhack's Manipulator, and are concerned about the "autolabor" style promised for DF Premium and Classic.

I'm regularly asked about it on reddit, on the Discords, Steam forum, and so on. I'm pretty sure we're not going to change Bay 12's mind on this (and of course, they are world renown game designers whereas most of us are not.) This is already a great step forward from checking (v)iew (p)references (l)abors on every migrant, of course!

They've always shown a willingness to listen to concerns and make adaptations where they can. Let's put together a list of concerns for them to be aware of.

I worry about:

    Mass assignment and unassignment of labors, like turning on 50 dwarves to smooth a newly mined out area, but then reducing it to a handful of skilled stone detailers for the engraving. Many hands make light work, and there are a great number of low skill and no skill jobs that can be handled this way currently with a few clicks, things any dwarf can do equally well, if not equally quickly. A master miner is fast, but a whole crowd of unskilled dwarves handed picks for the first time will quickly learn enough to outpace them, and so on.

    How will we even know what sorts of dwarves we have? Profession names are great, but it's the same profession name for every dwarf from a peasant with rusty Novice weaponsmith to the cherished fortress elder who made the first pick on site, and has hammered his way to Grand Master without ever quite getting a Strange Mood to push him over the edge. With a spreadsheet, skill levels can be seen at a glance. I believe we've been told that we'll be able to assign certain dwarves to certain workshops, which is great, but if we have to look through dwarves one by one like now, it's still going to be a big task.

    Jobs we just don't want done like hunting for example, since they have to be manually turned off to get them to sleep in a bed, (and can be a nuisance for other reasons.) Fishing can likewise cause trouble as they run off into the rain while the goblin siege is incoming. It's easy to run down a column and turn off all the hunters and fishers in Therapist.

Some of these things will almost certainly be taken care of circumstantially. You can already set (o)rders for fishing only in zones, and never set a zone, for instance. If we can give them good examples of things we enjoy being able to do with Dwarf Therapist, perhaps all our concerns can similarly be swept away!

This began as a reddit thread, which can be found here and is still active as of 3 August 2021. I hope this will be counted as part of this thread too, for Tarn and Zach's attention.

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DF General Discussion / McArcady's LinuxDwarfPack-0.47.05-r1 (DFHack-r1)
« on: February 25, 2020, 08:03:29 pm »
McArcady's LinuxDwarfPack-0.47.05-r1 (DFHack-r1)

A simple ready-to-play pack for Linux that includes:
- DwarfFortress 0.47.05
- DFHack 0.47.05-r1 + TwbT
- Dwarf Therapist v41.2.1
- Legends Browser v1.19.2
- Announcement Window v1.3.0
- compatible DFGraphics tilesets: Spacefox, Ironhand, Phoebus, Vettlingr, Meph ...

Unpack with:
$ tar xjf LinuxDwarfPack-0.47.05-r1.tar.bz2
and start with:
$ LinuxDwarfPack-0.47.05-r1/startlnp.sh

DEB, RPM, Arch and AppImage packages are also available here: https://github.com/McArcady/lnp-forge/actions/runs/630692791

(I am obviously not McArcady, but their announce thread is sort of hidden away. I think people seeing it is the key thing!)



5
Hello, folks!

This is a repeater post for the Steam Community/Kitfox Email info released every other Thursday. It has lots of great interesting stuff in it, but it's probably not the best place to actually discuss it. You can, of course, but this isn't an official thread you should expect the developers or artists to read or even be aware of, and isn't intended to distract from official threads.

clinodev

---

[Historical first post]

There's an official Steam announcement tonight, that some folks (like me.) who don't have Steam always open might have missed. Mostly old news, but some new things, like the new music is done, apparently.

https://steamcommunity.com/games/975370/announcements/detail/1607137032975591160

Text:

Development Progress: Plots and Villains
Jun 13 @ 2:10pm - kiwihotaru   
Hi! This is Tarn Adams, a.k.a. Toady One.

Ha ha, yes, we have a Steam News section! We thought we'd start posting here when I was able to work on the graphics code in earnest (I'm completing the half-finished villain features before that begins), but we've been reminded that a lot of people don't see our regular development logs over at Bay 12, and additionally, the artists have been hard at work and we can certainly start sharing what they are creating before the coding begins.

To start, I'll just use this opening post to make sure everybody is broadly on the same page with the odd creature that is Dwarf Fortress development.

Back in July of last year, before there was a publishing contract or much thought of one, we finished our last major release cycle, and started up on the next version for what we now call Dwarf Fortress Classic. Basically, the fortresses that you play in the game will be subject to devious plots of NPCs in the world well beyond the normal sieges that have been in the game since the beginning.

We thought this would take several months, though it's not that unusual that we're rolling up on almost a year now. And of course, something unusual happened in the meantime! We're have a Steam page now, and the work toward a Steam release has begun. The new music and sounds are complete, thanks to Dabu! Meanwhile, Mike and Patrick are producing lots of great sprites for the game. We'll have more on the art progress to date in a future news post.

For now, I'll just try to join the stream of dev logs, what we've been doing for the last months, up into the News section here. Due to the layered nature of the game, where a world history leads to a dynamic in-play world where you control either a fort or a single character, new features are generally added in the following fashion:

    1: the broad contours of the feature are added to the world map+history generator. For this release, that means hundreds of plots unfolding over decades or longer, operating all over the map simultaneously, but without a lot of actual moving creatures. Most of the logistical details are abstracted away.
    2: make it work in play, in the detailed ongoing world simulation, away from the player. The logistics are handled here. Most of the data and code can be transferred over from world generation, but we often need extra information and mechanics. For instance, a villainous plot that used to rely on a plotter contacting a saboteur with an intermediary, easily and abstractly, now has to actually see more than one person moving over the map, arriving to meet the person they want to meet in a defined location, and advancing the plot step by step (where many steps didn't even exist before.)
    3: handle it in Adventurer Mode, the RPG side of the game, which is quite underdeveloped compared to the main Fortress Mode, but it has the advantage of being very granular. If something is wrong with a feature, it's much easier to spot it if you are walking around inside of it, interacting with each detail. For villains, this means two things - adventurers that can be villains, and adventurers that can investigate villains.
    4: make the new feature work in Fortress Mode. Having worked with the feature for some time by this point in detail, we can focus on the player experience and getting the new mechanics hooked up in an interesting fashion that interacts with other player-facing pieces of the game. With the villain release, for example, this includes the existing fortress justice system, and the existing ability to send dwarves out on missions.

So where are we in this process, and when can we get started on the Steam features and graphics coding (while the artists continue working)?

We're in the middle of step two. The hard foundational part, world generation, is complete. The villainous plots are done in history, all of their main pieces work, and they can be quite entertaining! Assassination, sabotage, embezzlement, theft, coups, corruption, bribery, counter-intelligence and surveillance, with mercenaries, merchant companies, guilds, religions, and new relationships thrown in to give the plotters and their adversaries more connections and tools to work with.

I've now moved on and completed the initial basic update of the assassination plot in play, which involved adding the logistical mechanics all of the other plots will also use. You can read an in-depth description of our first complete plot pulled off in play after world generation was complete over on the Bay 12 blog[www.bay12games.com], featuring a dwarven necromancer named Ustuth, the dwarf Count Limul Treatyvessels, and Jonu the human assassin.

It's important to note that the villain release I'm talking about here will be the classic, free version (without graphics, so, not yet the Steam release) -- though of course it will then be included in the Steam release. After the villains release is complete, we'll be able to start in on the code for the graphical version, which of course will have all the villain features along with everything else.

I'm sorry that the development plans are a bit convoluted here, with this unusual initial step to complete. The DF boat has been sailing along and gaining tonnage for many, many years now, and turning it can be quite a process, but we will arrive at our destination, as we have many times before. Never anywhere this shiny, though, he he he. It is good to be seeing the pixel cats and alpacas.

We'll be keeping everybody updated regularly here on Steam News from now on, as well as continuing the Bay 12 development logs as usual.

- Tarn

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DF General Discussion / Happy Birthday Toady One!
« on: April 17, 2019, 05:36:03 pm »
Happy Birthday, Dr. Adams!


From ThreeToe's wife's Twitter: https://twitter.com/theothertuklus/status/1118615915635961856

7
DF General Discussion / Scamps Adams Turns Ten! Beware his baleful gaze!
« on: February 09, 2019, 03:59:50 pm »
I didn't see this announced here, and not everyone has Twitter.

https://twitter.com/Bay12Games/status/1094120728637538305

If you're unaware of Scamps, I recommend his wiki entry:

http://dwarffortresswiki.org/index.php/Scamps

Last I heard of Scamps, he was pursuing a private war against the Linux version. Beware!

8
At (http://pastebin.com/Q4FyU41E), you'll find two embark profiles I've customized for DF2014. The embark profiles that come with the PeridexisErrant "Dwarf Fortress 40_03 Starter Pack r1" seem to work fine, and these are my attempts at fine tuning for DF2014. Both profiles work with DF2012 as well, despite "Discipline" not showing on the embark purchase menu, it seems to be valid (although they're a little wasteful if you have Dwarf Therapist.)

To install with the newest Starter Pack: Copy the pastebin text and paste it at the bottom of "\Dwarf Fortress 0.40.03\data\init\embark_profiles.txt" and then start up the Pack.

To install for DF2014 Vanilla or older Starter packs: If you already have an "embark_profiles.txt", follow the instructions above. If you have not yet created your own, open a basic text editor, paste the contents, and save as "embark_profiles.txt" in "\Dwarf Fortress 0.40.03\data\init\" and you're ready to go!

The first, "Disciplined Simple Start DF2014" is the basic (PeridexisErrant?)"For new players - Simple Start" modified to add a starting point of Discipline skill to each dwarf (and some other trivial changes,) which the Forum reports indicate helps a lot with the "look, a harmless creature, run away!" effect. It's a good one to work, because it also has points in a lot of starting labors. This helps especially right now, while we wait for Dwarf Therapist!

The second, "Disciplined Craftlords DF2014" is my personal start, with early fortress jobs enabled and a point each in Discipline. One of my goals when building a fortress is to make sure all of my original seven dwarves become Nobles or at the very least, renown master craftsmen. This embark profile gives you: a Mason/Engraver, Armorer/Metalcrafter, Weaponsmith/Metalcrafter, Jeweler/Bookkeeper, Glassmaker/Broker, Mechanic/Engineer Manager, and a Stonecrafter Leader. The starter skills I usually turn on in Dwarf Therapist (Mining, Architecture, Woodcutting, Carpentry, Animal Trainer (broken right now?), Brewer, and both Furnace Operator skills) all have one point, and all get turned off once there are some migrants to take over. For some extra starting dwarfiness, the equipment selection includes coal, bauxite, cassiterite, and malachite, so you can quickly make up some bronze picks and axes (I do include a single training axe.) The sand is for the glassmaker to get started making trap components for trade (there's plenty of bronze for first year good as well!) The rest of the gear is straightforward. For livestock, I've included dogs, pigs, Geese (meat,) Guinea fowl (eggs,) and the traditional cat.

Please help yourself, and enjoy! It's old fashioned smileware; if you've smiled today, feel free to use, modify, take credit for, and distribute, alone or with any project.

I'm also interested in your new starting embarks! What other skills are newly turned on in the embark planning menu? Thoughts, comments?

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