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Messages - Dr. Hieronymous Alloy

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1
If someone told me "hey, man, posting that frog makes you look like an asshole" I for one would simply choose to not post the frog that makes me look like an asshole

2
Utilities and 3rd Party Applications / Re: DFHack 0.47.05-r8
« on: December 20, 2022, 07:09:23 pm »
You can track which tools have been validated in the steam release here: https://docs.google.com/spreadsheets/d/1hiDlo8M_bB_1jE-5HRs2RrrA_VZ4cRu9VXaTctX_nwk/edit?usp=drivesdk

Check the Tools sheet. We're validating them in "waves". Right now we're in wave 2.

Yoinks, that's a lot of work to be done.

3
The game seems to save all your seeds in \Dwarf Fortress\gamelog.txt, which might help as a workaround.

It does, but if you've tweaked your worldgen settings since . . .

4
The absence of the "export" command makes it a lot harder to regenerate new copies of extant worlds.

5
My personal non-verified belief is that trees and junk amount to a lot of FPS death.

I'm pretty sure all items are simulated also regarding their tempature and dryness/wetness and so on. So if you have thousands and thousands of items like avocado pits and xxxsockxxx and so on, it's got to use computing power.

I started atom smashing junk straight from the z-screen, where you can really have thousands and thousands of leftover junk items generated for instance by avocados. Some plants generate a waste item, you also get peach pits for instance. And you can easily have 10K of those lying around sucking computing power without even being aware of it.

Another belief I have is that TREES slow down the game. I read somewhere the game simulated the growth of branches and twigs and so on, so a single tree must take up computing power.

I had some forts that were in heavily forested areas and grind slowly to a half, destpite the population not growing a lot. Since then I've taken to do very heavy-handed forest management, preventively clearing most of the surface from trees - and it seems to work.

No, no, this is pretty verified. The slowest parts of a 6x6 fort I ran for 25 years were:

1. some sort of map activity that I'm like 50% sure was tree/plant growth
2. temperature

So this is, in fact, borne out by the data.

But this can be mitigated massively by just playing on a smaller embark.


Is it the size of the embark or the size of the, for lack of a better term, exposed surface area?

A small embark that's been massively mined out would have a lot of exposed space and items that would need ongoing temperature checks.

6
DF Dwarf Mode Discussion / Re: Show me your cool central rampway designs
« on: December 14, 2022, 06:51:37 am »
I usually do a 7x7 double helix spiral, three tiles wide on each side.

7
DF Gameplay Questions / Re: Steam: How to Find Volcanos for Embark?
« on: December 13, 2022, 07:26:49 pm »
No reason not to crank the volcano number up to 200.

edit: if you edit the worldgen text file directly, you can have it add as many volcanoes as you want -- 600, 800, 1000. You'll have to configure the world gen settings though to make sure there are enough high volcanism squares.

8
When you mouse-select there needs to be a popup on the side of the selected area that tells you the dimensions of what you're selecting (e.g., 5x10 squares or whatever).


9
Yeah, it might make sense to "fork" DFhack into two branches, one for steam workshop and one for Classic.

Some feature triage might also make sense -- e.g., a working quickfort function for basic functions like dig, build ramps, etc. might be achievable a lot more quickly than one that implements every furniture type in the game etc.

10
Understood, thanks for all your work. Maybe I can figure out a way to just convert these old .csv quickfort plans i have and make them work in the meanwhile.

11
Site finder could be improved by adding some more "not" options (e.g., "not evil," "not savage" ) and by adding volcano as a searchable option.

Similarly the tutorial should probably screen out evil and savage biomes.

The old export world function seems to be gone.





12
I suppose it'll be "a while" before we see this working in the steam version?

I've got so many old .csv fort plans to re-create!

13
DF General Discussion / Re: *We need your help to save the noobs!*
« on: October 03, 2020, 03:08:36 pm »
You mix up mods and utilities. These are two very different things. And, regardless, there not time to implement even half of what ought to be implemented of the basic functionality, so any utility functionality that makes it in would have to be very low hanging fruit (a sand indicator might be such a thing, but don't count on it, especially given the bugs associated with that area of the code: touching the code means having to decide on implementing something that's known to be buggy, or address the bugs, which takes time that's not abundant).

There are a number of utilities that a lot of people use, and a fair bit of that can be considered cheating by at least some players, and there's a significant number of players that don't use any utilities at all. An example that's been discussed is management of labor, where Toady as an aversion to spreadsheet type functionality (e.g. Dwarf Therapist), instead leaning towards internal logic (there are a couple of DFHack plugins for automatic reassignment of labor based on what jobs the logic think needs doing). If one of those approaches is taken while blocking the other, a significant portion of the existing players will be unhappy with the decision (I would be if the one that's wrong for me is chosen).

There are no mods that "everyone" use. There are popular mods that quite a few people use, but, just as with tile sets, there are wildly different preferences. I'd be rather surprised if even half of the players are using any one mod (and suspect not even half of the players use any proper mod at all).

The plan includes mod support, i.e. support to add/remove mods in some easier fashion than the current one, which is the normal way to deal with mods. The game strives to make as much of it as possible moddable, to gradually make more and more of the definitions available as RAW files.


That's not really an objection, that's just "implement a toggle option." (And time is, after all, relative).

Mod support is great but if you want the game to be accessible to new players -- specifically popular Steam audience players -- you need to make things like Dwarf Therapist the default option when a new player boots up the game for the first time.  Said another way, if the Steam version is adding an additional design goal -- "accessibility" -- then that design goal needs to be implemented by default. That doesn't mean you can't include the less-accessible modes as a toggle option, but it does mean that (for example) the default mode should be graphics, not ASCII.

The reason focusing on mods (and, yes, utilities) as an idea source is simple -- if someone has written a utility or mod to fix a perceived issue, that indicates they saw it as a problem that needed fixing. If the utility is popular, that means a lot of people agreed with them. All those third-party man-hours invested into improving the game are a resource. Use that resource.

14
DF General Discussion / Re: *We need your help to save the noobs!*
« on: September 26, 2020, 12:29:47 pm »
How much of DFhack will be incorporated into / work with the new Steam version,though?
Nothing has been mentioned to be incorporated, which is to be expected, both because Toady generally doesn't mentioned planned details because they might not make it in, and because they haven't really reached the functionality improvement part to any extent yet (and it seems Toady doesn't look at what DFHack does much, and so might not even know if something is supported or not). I wouldn't expect much of DFHack's functionality to be included, though (a Sand indicator seems like a low hanging fruit, but we'll see [there are a number of bugs in the embark display info that may have a higher priority, though]). When it comes to DFHack I'd expect most of the functionality would be supported for the Premium version when DFHack catches up, but it will probably take longer than usual, as the new UI will at the least make the current DFHack UI functionality badly matched, and at worst would require a complete rework of the widgets from which the UI is built, and then rework of the functionality to use the reworked UI. Key bindings will also have to be reworked to a lesser or greater extent as DF reassigns keys.


Ok, then that's my big feedback :

Incorporate all the shit in the most popular mods into the Steam version.

Those are the things players want. If there's a popular mod lots of people use that's adding, e.g., searchable sand, be sure to add that. That's important.

People loading the game up on steam are not going to listen when you tell them "well actually you need to go install six mods to make it fun". They're just not gonna play, and then they won't recommend it to their friends, and then sales don't happen. Plus if one of those mods isn't maintained, which happens often, you've pinned the success of your game on a broken axle.

So that's my big suggestion: make a general pass through the most popular mods and be sure that the features those mods add are part of the Steam base game. Graphics is the obvious play here but if there's a mod everyone uses because it enables good seiges (e.g., Masterwork) or basic search features (Sand, etc.) include those also.

You can always make it a togglable option if you want but the options should be there in the game. All those modders have done all that work adding the features people want; capture that work and use it.

15
DF General Discussion / Re: *We need your help to save the noobs!*
« on: September 24, 2020, 11:31:45 am »
How much of DFhack will be incorporated into / work with the new Steam version,though?

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