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Messages - clinodev

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91
DF General Discussion / Re: Future of the Fortress
« on: November 03, 2021, 05:39:49 pm »
I am also interested to see what a new 'friendly' embark screen UI will be like, if theres any general refinement in the presentation of a embark, since most players outsource to DFhack for the info they actually want, like a geological survey hinging on almost cheating on the content of the soil and ore densities/types.

But i suppose in context, you can say dwarves run around with dousing rods to get the briefest of ideas what lies on embark, or least they know already without calling upon generalized geographical knowledge (abstract from scholarly pursuits, but maybe probably shouldn't be so omniscient about it without good reason)

True, DFhack's `prospect` is a bit overly generous with quantities and depths, but really the idea that dwarves would stop at some random location on the strength of "There's some kinds of metals here, somewhere!" as in standard vanilla embarking that's historically strange and unrealistic.

If you surveyed DF players about what metals and minerals they hoped to find in an embark, I suspect iron would head the list, with gold, silver, copper and coal all pretty high up. All of those are commonly found in surface outcrops and placer deposits in streams and rivers. Even in Roman times iron mines were placed more depending on convenient forests to cut for fuel than any difficulty finding the iron, which we know later miners would often locate by walking around after a rain and smelling* the distinctive metallic odor. Once embarked in DF, you'll routinely find one or more of these in stream beds if they're present, or boulders and outcrops, so they're only really hidden when choosing the site. I imagine dwarven caravans and other surface travelers would make notes as they go, and they'd probably be doing the same in the caverns for deep metals. I hope our hearty band of seven would at least check the river banks, and the rocks at their feet!

None of this takes into account any special dwarven relationship with stone or mining!

I'd like to see something more like PatrikLundell's `embark-assistant` make it into vanilla. It's a more fine-grained version of vanilla site search, able to check for individual minerals and features, without concerning itself overly with the quantity of resources like `prospect`.

* I've lived in a place with enough surface deposits of copper ore that half the valley smelled like wet pennies after a rain, and the stones would be blue or green depending on how wet they were, like great boulder-sized humidity gauges. It was only saved from commercial mining by the fact that it would cost so much to build proper roads through the mountains (and a small side helping of the local people having defended themselves by strength of arms in a not too distant civil war.)

92
DF General Discussion / Re: Future of the Fortress
« on: November 02, 2021, 06:00:22 pm »
How do these other forum members (like Clinodev, PatrikLundell, FantasticDorf and so many others) help answer questions, particularly ones that seem like they would require knowledge of the actual code?  Do they just have amazing memories for when you've answered similar questions in the past?  How do they know so much?

I'm flattered to be listed, but I'm not one to know about deep technical matters. I can fortunately confirm we have several mad geniuses in here who not only read the forum but have been poking, prodding, de-compiling, writing test tools, and coding utilities, often with Tarn's help, for years. I'm continually as impressed as you are with folks like PatrikLundell, FantasticDorf, and too many others to easily name!

For more general, "Toady said," things, I moderate on the /r/dwarffortress subreddit and the Kitfox Discord, so I end up reading and sometimes even answering questions more frequently than most folks, and it sticks after a while. I also do my best to make sure people outside the forum see all the updates from here so I'll often have formatted all the text and chosen clickbaity quotes, leading me to read things several times. I can often remember previous answers well enough to find the actual quotes.

93
DF General Discussion / Re: Future of the Fortress
« on: November 02, 2021, 07:07:32 am »
Thanks as always for the replies!

>Quote from: Immortal-D

>    On the subject of tackling the more complicated interfaces for Steam, have you had a chance to look at bins & containers in general? i.e. Seeds within bags within barrels within stockpiles.

I suspect they're getting st things like the "seed spam" you get when a dwarf grabs the seed barrel and drags it to the dining room to pick up a plump helmet spawn, leading to mass cancellation spam messages from the planter who just knows the barrel is gone. It's solved "easily enough" by making a feeder stockpile that takes seeds from anywhere but has no barrels, and a stockpile with barrels that takes from it, but it's a source of endless confusion for newer players "I know for sure I have seeds, but it says there aren't any!" I have no suggestions for a fix, but it's an ever-present issue for newer players.

>Quote from: FantasticDorf

>    1) Would we maybe be seeing some of this equipment screen being designed for military recycled for domestic trinkets (earrings etc) on a dwarf's person in the future?

I suspect they'd like to see the same sort of code used in the military screen to assign jewelry and possibly clothing, etc., to a particular dwarf. This would be fantastic for filling needs as opposed to the current "make everyone haul trinkets between stockpiles in a loop until they all take something" system, and very nice for playing dress up with priests and nobles.

94
DF General Discussion / Re: Future of the Fortress
« on: October 31, 2021, 05:02:28 am »
When there's a Steam Release, is there going to be an advertising campaign? Seeing ads for DF would be a ray of sunshine in the darkest timeline.

I don't know the answer to this, but I can say DF is a publicist's dream indy game. Every single update gets articles somewhere it seems, and has for years before Premium was announced. Sure, a ridiculous number of those articles are bad and filled with incorrect info, (my "favorite types" being "It's only in ascii!" but all the pictures are mixed Phoebus and Ironhand "borrowed" from ancient forum posts, and "It's the best game ever and you shouldn't even try to play, you're too dumb.") It's impossible to be involved in "games" and not see DF on the regular.

95
I think the lattice carved top seems practical enough. Liquids pour away from the work, and stone's never going to be a great butchering surface anyway, but that's a DF issue. It seems to me if someone wants a wood or metal surface, that's easily achieved by making their butcher's workshops  out of wood or metal.

96
I generally use toy stockpiles, but that's a neat idea!

97
Very cool as always!

98
I'm pretty sure all the music we've heard in these for months has been. This is definitely in the same style.

99
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: September 27, 2021, 06:03:07 am »
with twbt and meph+vordac lite every time z to zoom to alert is in the wrong place for me. any way to fix this?

Sadly this is just a result of using TWBT. The "zoom to" is hardcoded to the underlying vanilla grid. The original TWBT developer has apparently left the project, and it's just being maintained until hopefully Premium replaces it.

100
A returning Dwarf Fortress player reminded me of the 45 degree headers of Dwarf Manager, which were indeed easier to read. Part of me is utterly convinced that Dwarf Therapist had this feature at one time, but I can't find any evidence for it, or any current setting.

Regardless, it would be a lovely quality of life enhancement!

Dwarf Manager pic for clarity:


101
Woot!

It seems so soon after the last one, lol, I genuinely looked to make sure this wasn't back to back weeks this time.

102
DF General Discussion / Re: Future of the Fortress
« on: September 05, 2021, 04:53:10 pm »
Have you ever considered changing the lycanthrope 'Wereass' to 'Weredonkey'?  I know it's technically correct, but thinking ahead to the Steam release, might be best to just nip that in the bud, as it were.

Even worse, "asses" only exist as procedural elements, for were creatures and forgotten beasts. "Wild Donkey" has become acceptable in English for Equus africanus asinus. From private correspondence I know it's an historical accident that domestic donkeys have no wild version in the game, possibly over confussion about whether "wild donkey" was acceptable, and I'm assured it's not an intentional joke.

This is a personal pet peeve of mine, as it happens. I've removed countless "Ha ha wereass! Get it? A! S! S! Like a butt!" posts on the subreddit.

103
A waterwheel requirement for traction benches is much more interesting, though!

104
DF General Discussion / Re: Future of the Fortress
« on: September 01, 2021, 11:26:46 pm »
Thanks as always for the replies!

I'm sure I speak for many when I say I'm looking forward to the community conversation moving forward from concern about labor assignment to terror about the military system!

105
Very nice to have hospitals supplies in normal units, and not "units of thread x 15,000" for example.

I'm terrified that hospitals have a power requirement now, but it's probably just a typo.  ;D

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