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Topics - LogicalDash

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DF Modding / [request] Save File Version Control
« on: August 21, 2021, 12:37:07 pm »
One of the nice things about using uncompressed saves is that I can keep them under version control, and thus have a branching history of my fortress. This is inconvenient, though, because I have to either manually run git commit -a every time I save, or else set up some cron job or whatever to do it for me, potentially causing lossage if I save a lot in a short period of time.

Could there be a dfhack script to run git commit -a for me whenever I save?

2
DF Dwarf Mode Discussion / give Delldye a project
« on: October 27, 2012, 08:07:16 am »
I know I'm going to regret asking, but losing is fun, so...

I've got a new embark, Delldye, in a fairly hospitable clime. Thus-far all my fortresses have been all about surviving safely and have therefore gotten a bit dull and I eventually forgot about them.

What should I do with this one instead?

Dwarf Fortress Map Compressor is throwing SIGSEGVs all over the place so here's a plain PNG region map: https://zacharyspector.com/delldye.png.
Region parameters: https://zacharyspector.com/delldye-param.txt

3
DF Suggestions / Every Menu Scrollable
« on: October 24, 2012, 03:20:20 pm »
When first learning the game, it's necessary to read each menu item and think about it--even if most of the time what you think is "I don't know what that means, I'll go back to it later".

This is a fact that's not likely to change, as arranging a scenario where a given option is *not* needed would require laborious manual map design or new world generators. Those are only sensible options if the game is feature-complete.

Nonetheless there's a simple way to make the process of learning the interface much easier, and it doesn't even require an overhaul of the in-game help system. Every single menu in the game should be navigable with the +, -, and Enter keys on the number pad.

The most obvious benefit is the cognitive savings of not having to look up a key mapping in order to select a given option. This may not sound like much to the sort of person who's already proficient in Dwarf Fortress, but it's significant.

Another benefit is that if you get the player scrolling thru menus early on, you have them already in a pattern of behavior that requires them to consider the meaning of the option that the menu cursor is on, as they move it about.

Right now it's pretty easy to read a menu too quickly and not notice that there's a difference between "stockpiles" and "stocks," for instance, and proceed to play the game wholly ignorant of the stocks screen. If the player doesn't want to look up shortcuts, and "lazily" goes through the menu by scrolling it, that kind of mistake is less likely to happen, because it's no longer practical for them to skim the menu.

The sort of person who actually wants to memorize the shortcuts should still have them, of course. But, just because I'm interested in a complex game like Dwarf Fortress, doesn't mean I want to memorize a bunch of arbitrary shortcut keys. I'm mainly interested in the game world. Perhaps I have a much better memory for rules than for keys.

Incidentally, this feature would make it feasible to play the game with a gamepad. I tried to do this once, and just about mapped the top-level menu and view scrolling inputs, but I couldn't get the control scheme to cover the various modes in the designate menu for instance.

4
DF Suggestions / Air pressure and power
« on: June 06, 2012, 09:22:40 am »
OK, steam power isn't going in the game. I accept that much.

I still want to use magma to power other machines apart from the furnaces. A fairly obvious method presents itself.

Air pressure.

Every air tile has a pressure, let's say 4/7 at sea level. Hot air tiles will give up some of their pressure to the tile above, though they never give up the last unit of pressure because it would be very strange for vacuum bubbles to form in my magma smelters.

The exceptions are if the tile above has 7/7 pressure already, or it's got a solid floor. Then the hot air tile will look for the lowest pressure air tile among its horizontal neighbors, and if possible, will equalize pressure with it, transferring the number of units of pressure that gets it closest to having the same pressure as the recipient.

Equalizing pressure can happen with vertical transfer too, but for simplicity's sake I think it might be best to ignore it unless the pressure differential is very large.

If the number of units so transferred is greater than say 2, this transfer counts for "wind". The number of units transferred minus 2 is the strength of the wind.

Items can be blown away by the wind. Realistically you'd want to account for their surface area, but since that's not modeled in the game, assign weight-windows to each of the wind-strengths, eg. strength 1 wind moves objects weighing 1 or less, strength 2 moves weights 2-10, strength 3 10-50, etc.

Windmills use this system to figure how much power they're receiving, so build one in a cave on top of some magma and hook it to your rollers for speedy minecart action.

This wouldn't involve adding any new technology to the game, so I figure this lets me use geothermal energy without violating the 1450 tech cutoff.

5
DF Gameplay Questions / my adamantine vanished
« on: May 26, 2012, 09:42:24 am »
These new Follow Item hotkeys are pretty cool. I assigned one to some adamantine thread that was sitting around in a craftsdwarf workshop waiting to get hauled.

I saw the TSK label show up and started following. Waited a while, and I thought I saw someone take it out--at any rate the camera moved to the left a few tiles.

And stayed there.

Which would make sense because my adamantine thread stockpile is like right there. But I saw no thread.

I inspected every tile of the stockpile with [K]. Nothin'. OK, there's also raw adamantine in that pile, but not what I'm looking for.

I can still press F1 to get back to where the adamantine thread was, in that stockpile. It ain't there.

It's showing up in my stocks screen. It must be SOMEWHERE.

6
DF Suggestions / Blood Market for Vampires
« on: January 01, 2012, 09:22:48 am »
Vampires sufficiently pure of heart should be able to take fresh blood from a person with their consent, probably secured by paying them.

Bottled blood should also be available--maybe it is already?--but in the absence of any way to test it for contaminants, you'll take your chances with what kind of disease you'll get from it.

That said, vampires who survive for very long should have wicked strong immune systems.

7
DF Suggestions / Sanitation Abstraction
« on: March 03, 2009, 10:12:00 pm »
I don't think it would be fun to have realistically simulated bodily wastes. However, I do want to build some elaborate plumbing for my fortress, beyond wells. So filth should be handled in an abstracted sort of way, like-a so:

Toilets are built in much the same way as wells. They won't work if they're not over water. Before going to sleep, your dwarf will try to use the nearest toilet; if it's easier to go outside the fortress, he'll do that instead. If he succeeds in reaching either toilet or outdoors in time, nothing happens, but if he goes to sleep before pooing, there's a 50/50 chance that he will start generating miasma. Just miasma, there's no actual waste item.

The plumbing needs to drain somewhere in order to work. For this, I think it would work best if the water tile under the toilet were marked "dirty" after use, and if there's already a dirty water tile under the toilet (or well!), it will not function.

Would this still be too repulsive?

8
DF Suggestions / Game Master Mode
« on: February 21, 2009, 01:29:53 pm »
From what I read on the devblog, the next update to Dwarf Fortress will make it the most realistic close-combat simulator in existence. Nerves being able to take damage, permanently impairing the motor coordination of one or more body parts? Hells yes.

Tabletop roleplaying systems generally make a point of not requiring you to track those sorts of things, because the number of dice you have to roll and stats you have to track (without messing up) get ludicrous quickly. But Dwarf Fortress, being a computer game, does not have this problem.

I think it would be nifty to use the Dwarf Fortress engine as a simulator "backend" for a tabletop roleplaying game. The players would roll up their characters in the game engine, and then the gamemaster would take over and put those characters in the appropriate situations as the adventure played out. When combat occurs, it uses the same system as in the game's current Adventure Mode, just with multiple characters under control. The gamemaster should be able to construct the world by hand if he wants, and then construct arbitrary situations for the player characters to fight and/or weasel their way through. But it would also be compelling to have your party wander around the same world as in Fortress and Adventure mode, going on whatever adventures the game master and/or NPCs set them up with.

(I am specifically not requesting network play. It would be very difficult to communicate about the game in progress without having all the players there. Perhaps not impossible, but crafting the appropriate interface for online multiplayer can wait until after version 1.0 comes out, I think.)

Besides, it would be neat to put a hydra and a horde of kittens in a pit and have them fight to the death.

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