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Topics - Astarch

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DF Suggestions / More robust food industry
« on: July 11, 2014, 09:29:39 pm »
This seems like an appropriate time to start talking about changes to the food industry, since the latest release added a ton of new plants.
Not addressed here are issues like food being too valuable, which should in theory be fixed when trade goods become valued based on availability.

In general what I'd like to see:

1) A bit more work done with spoilage vs. preserving food. Fortress mode has some weirdness with how quickly time passes, but in general it would be nice if we could cure, smoke, pickle, or otherwise preserve raw food, and had a good reason to do so.

2) Intermediate foods. We already have a bit of this in that we can press nuts and mill grains, but I want to bake bread and make mayonnaise.

3) Recipes. Obviously if we have intermediate foods we need foods made from those, and while a mayonnaise roast is nicely surreal, I really want to make my fortune exporting high quality sandwiches.

4) Maybe have some drink names besides <plant name> beer/wine.

5) More involved brewing in general, require other materials like water and hops, maybe stills need to have some number of barrels on hand just to brew things in, and those barrels need to be swapped out periodically, dwarves with preferences for booze brewed in barrels of certain materials, hipster dwarves who only drink dwarfish microbrews etc...

6) Probably beyond the scope of a food rework, but historically booze has been a preferred beverage because plain water was unsafe to drink. Something with diseases in certain biomes would be interesting, and add an additional penalty for running out of booze.

7) Skin/Hair Care. What's the point in having all these new nuts if my dwarves can't massage the oils into their lustrous beards?

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Small update:

FIXED incorrectly using a comma as a separator when quickfort expected a semicolon.
CHANGED alias.json now contains aliases for most common commands.
CHANGED you can now specify a config file with the --config=PATH_TO_FILE flag.


Hey guys, I've been really annoyed with trying to build quickfort blueprints by hand, and I don't particularly like chromafort, so I decided that as part of teaching myself Haskell I'd build my own blueprint generator.

dorfCAD will generate all four quickfort phases from a single image (or a list of images, if you want to get fancy), allowing you to easily lay out your fortress visually.

Here's the README
Spoiler (click to show/hide)

The executable, along with an example using the windmill villas from the wiki, is here: http://dffd.wimbli.com/file.php?id=7994

The github page is here: https://github.com/Hrothen/dorfCAD

The executable on dffd is for windows machines, if you're running something else you'll need to compile from source, which is kind of a pain if you don't already have the Haskell platform installed, sorry :(

3
DF Modding / question about [DEEP] tags
« on: May 04, 2010, 11:05:39 am »
Does [DEEP_SPECIAL] also make that material be the one used for pillars in the magma sea?

I'm adding some custom stones and metals that I don't want traders to have access to, but I don't want to change anything related to the HFS.

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