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Messages - FantasticDorf

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3226
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: July 23, 2016, 02:38:48 pm »
awh, thanks for the info. hoping this plea gets heard by someone and make the management a bit easier.

weird, i only see 2 automatic, it might be possible with ☼modding skills☼. as for fishing, how do dorfs magically know they shouldnt eat fish until its been cleaned. achievement get +1 point to IQ

Presumably (don't quote me on this because this is a educated guess because its all hardcoded) fishing kills the vermin by [FISHITEM] in its raws, in which the vermin's corpse is then turned into the FISH product that is eaten whole rather than cut apart (another theory is that it a custom effect of to deliver the 'vermin remains' of the fish at the feet of the dwarf). It can't be butchered or small creature dissected normally because of 'no butcher' tags on the creature.

If there are seperate material definitions, in which [FISHITEM] may have a secret hardcoded one that means that in the reaction it can quote the both fish inedible and edible state via  [HAS_MATERIAL_REACTION_PRODUCT]  which is mutual to other inedible things being made edible through a reactionary process (like fat and tallow), the prepared fish requires [EDIBLE COOKED] material definition raws in order to be used in a kitchen supporting this theory.

Edit - Ninja'd by dirst lol.

3227
It'd be a bad opportunity to roll for a giant tortoise man then (given they have decent stats and a ability to retract into their bodies)

On the flipside, choosing a glass cannon cheetah man might work out better for your courier work.

3228
Hello.

Now that civs have had meaningful ethics around for a while, it would make sense to apply them much better within the scope of the game. I have been reading up on that prior to the ethics system, butchering used to work quite differently by utilising [BUTCHERABLE_NONSTANDARD] to get sapients in the workshop, this got me thinking to a bit and i think i've come to a conclusion as to how we could achieve it in a reasonable and controlled manner without a revert.

The core suggestion is that the behaviour of [BUTCHERABLE_NONSTANDARD] becomes a background factor to the ethics system rather than a tag placed individually on every particular creature. In such a system that the game reads the raws and excludes select tokens like [INTELLIGENT], [PET] and [NOT_BUTCHERABLE] when appropriate to the settings is tuned to. Here are a collection of points to expand upon this.

> If a civ's ethics disallows the killing of animals, then tame and wild (without self defence for butchering wild beasts etc) become disabled for that entity.
  • On the flipside, all creatures that can be butchered will be in regular [KILL_ANIMAL] settings, including tame and trained livestock, [PERSONAL_MATTER] may be a helpful tag also for stopping dwarves (or particularly nature sensitive ones) from butchering their own pets or creatures that the butcher has a personal relationship to (to nerf catsplosion prevention techniques for !fun!) with tags like [REQUIRED] forcing the action to happen whether they want to or not

> Likewise if a civ's ethics allows [EAT_SENTIENT KILL][EAT SENTIENT_OTHER] this will fill the prerequisite to turn [BUTCHERABLE_NONSTANDARD] to all sapients, at base this would also rule out dwarves from any such action involving butchering and consuming bodies, while the rest of the races who do are free to go about their business in and out of worldgen.
  • This is incredibly relevant for adventure mode, despite being generally mundane in standard dwarf fortress, entity rules on eating kills *made on a units kill list* and every other sapient including their own race is drawn into perspective in adventure mode, indeed you might be sentenced to death if you consume a small plate of a dwarf priests liver with a glass of chianti in the local fortress trading depot

> this new function also governs for all three ethic subtypes of trophy, so that even if a creature is slaughtered/butchered one way or another there is control over how its auxillary resources are used, given that while cannibalism might be a 'personal matter' in the line of thinking on a personal basis "it was someone i knew but im hungry so whatever ill eat their corpse" , making a cup out of your great-uncles skull might very much still remain taboo.
  • If direct butchering is disabled for sapients, having this enabled would allow the resources once the skeleton has decomposed to directly be funneled into the relevant workshops, as per just disabling the butchering and eating of (in raw terms) meat template special butcher objects.

> Another thought into regulating illicit meat entering your stockpiles from other places is to automatically draft 'illegal' (or perhaps some kind of prefix like 'un-usuable' to make it clear to the player) meat and goods directly into a refuse stockpile on account of it being disgusting to be eaten in emergencies if needs be. It will also rot and eventually disappear quicker if overlapped by a dumping zone too if you don't want it sticking around or store it for as long as needed until you can arrange to destroy/sell it.

There are still some trivialities to this system, but it does allow some interactions from a scenario standpoint that culturally remains relevant to the different entities.

With a unmodded game, such tragedies such as 'The great Mermaid chase of 2008' cannot happen in regular play, and it will work as before in addition to more efficient use of livestock animals within the dwarven entity. I am not to argue with Toady's logic to dilute this aspect of the game but i think on a personal level that the extent that the 'nerf' has been orchestrated in a larger scale than necessary as a result fitting for the games progress of the time rather than the future down the line where we are now.

Take for example, my own explanation for why butchering sentients is 'bugged' (or just none-active) right now is that because ALL local fortress populations (including livestock) are exempt from explicit butchering, and neutral sentients too because the ethic to eat other sentients only applies to people within the 'invader faction' (which from a insight to dfhack's gm editor, is a factional group, like location patrons and merchants etc), [BUTCHERABLE_NONSTANDARD] if it is to be believed used to take care of all that and allowed the game to run smoothly for objects such as goblin bones to decorate a iron throne made of melted down goblin iron armor.

Make butchery great again!

Of course, please feel free to leave feedback on my suggestion. Thanks  :D


3229
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 23, 2016, 09:40:55 am »
Elves prefer to ambush ([AMBUSHER TOKEN)], so they might already be on a distant part of your site with their horrible cascades of archers and giant beasts (might be good to prepare for ANY animal eventuality) without even being seen or announced until it is too late.

3230
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: July 23, 2016, 07:13:58 am »
First of all don't quote your coding please in future, its very challenging to go through all of it, instead use the little icon in the posting screen with (#) to convert it to coding format which is easier to read and provides a scrollbar.

Initially id check that all the materials you reference to use, you actually have inside your 'material_template_default' so you aren't quoting to source all your materials from things you haven't defined/dont exist. Most materials usage in creatures within in the game come off the same template universally but are edited on the actual creature raw for special properties.

> Also overuse of [SELECT CASTE] where its unnessecary, as your many draconian castes are untidily arranged and its easy to lose track of who does what. If you have females and males of the same caste, they should be seperately defined so you can just add egg values to the females without having to backtrack.

You can select particular materials to have certain properties without having to attach a explicit exclamation of defining new creature venom materials simplifying things immensely. For example your draconian rogue spit can be made venomous anyway without having to attach explicit venom to it by making draconian's immune so they don't die to their own spit (but since your rogue uses it as a attack trigger rather than a negative reaction trigger *which might cause problems in negotiations for escalating violence* it's different enough to use.)

Just select the material and attach your syndromic local creature mat to it.

Code: ( for example the existing dragon code and how to 'select' specific materials to have material properties, this stops dragons internally and externally igniting) [Select]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:15]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:55000]
[IF_EXISTS_SET_BOILING_POINT:57000]
[SPEC_HEAT:30000]
Need to make sure blood and pus aren't solid at regular temperatures.
[SELECT_MATERIAL:BLOOD]
[PLUS_MATERIAL:PUS]
[MELTING_POINT:10000]

3231
DF General Discussion / Re: Future of the Fortress
« on: July 23, 2016, 05:17:20 am »
Lets not forget elven honor duels to the death in which you eat the combatant victor in a fine roast and if you duel the right people, inherit their things because of screwy elf immortality.

3232
DF Suggestions / Re: Livestock commands (whistle to summon etc.)
« on: July 22, 2016, 06:45:08 pm »
I'd like to see more complexity added to animal training; instead of simply having TRAINABLE tags different species should have different  average personalities, and the personality and attributes of a given animal and the skill of their trainer should both play a part in how easy an animal is to train.  Gregariousness, violence, bravery and focus should all come into play.  A legendary trainer might be able to train animals that would not be possible ordinarily, like herds of war sheep.  Wagon pulling, pack animals, and mounts could also be soft-limited based on personality and body size.

Well having a cleanout of non-existent 'animal thoughts' to a more up to spec personality system like we have in dwarves right now in a basic form as you describe would certainly be a direct way of addressing additional bugs/implementing features like socially needy (visiting worshipping sites to repent for bad pathfinding through doors) dogs, inherently greedy guzzlers and ticking time bomb bad tempered large live stock that really dont like brushing up in thin hallways.

3233
DF Dwarf Mode Discussion / Re: Goblin poet
« on: July 22, 2016, 06:21:37 pm »
A long term resident you never have to feed or drink that survives on sleep and occasional outbursts of violence with crude, rude songs alone, but also a big palette of songs they've copied and stolecollected for your entertainment on account of maxed out natural memory stats and on average, poor self creativity.

Sweet.  :D

3234
DF Gameplay Questions / Re: Determining embark starting supplies.
« on: July 22, 2016, 06:10:29 pm »
If you did get a dwarven caravan the civ wasn't dead, but struggling, as dead civ's don't get dwarven caravans.

That's true, but the entity itself was as good as dead, drawing off a pool of refugees of remaining dwarf civilians in the world (it was the only dwarf civ generated too)

It's been said you cannot domesticate new species: you can merely increase the training level to maximum and domesticate individual animals, and somewhere I saw it takes 80 years or so to provide that knowledge to the mountainhome (each liaison visit brings a little bit back). I haven't noted any case where some domesticated species of animal is unavailable on embark, but I stick to my standard set (dog/cat/sheep/peafowl/turkey), so I can easily have missed others not being available.

That's a useful estimate to know. The differences on common domestic's relies on whether a market/hillock is founded on a biome, for example, set musk oxen to common domestic, and make a effort to settle on tundra/settle hillocks near tundra to gain access to them on embark in future, because farmyard animals dont rely on a biome (unless we added in a CITY or URBAN:1 *for size of settlement* token in the forseeable future) they are always available in null space even if the civ actually has no animals to use.
DF doesn't understand alloys on a civ level, so alloys are available regardless of access to the metals they're formed from. Thus, you may not have access to iron or copper, but "only" bronze and steel. A low mineral world increases the probability the mountainhome and/or the embark lacks metals, and I would guess that also affects humans and goblins.

Alloy and expanded reactions are determined on the permitted reaction entity file without consideration for reagents as you point out, the permitted reaction treats it as a means to a end, so theoretically you could make any applicable material 'generate spontaneously' inside a entity reliably.

Camels are an example of species that are often but not always unavailable. They don't have domesticated tag, though.

That is because its a different class of animal in being a common mount. A embark-export worthy example i guess, but they are still rather domestic, some science would be good on this front. What qualifies to sell a camel, having them as domesticated pets out and about in pastures with domestic civ knowledge, or having them trained but in a stockpile/trading depot to be sold.

3235
A (preferably steel/admantium/iron and bronze still good too) sword that has magically guided perfect accuracy, so even the worst aim, with their eyes closed can score perfect fast hits that strikes the weakest points in armor and tissue. Legend says that dwarves use this sword to perfect their armor protection, by forcing execution worthy criminals to wear full sets of heavy steel on a traction bench, then forcibly begin attempting to stab as the sword probes the armor structure and design to root out non-deliberately placed and accounted for weaknesses.

Only caveats are it that automatically parries attacks on the user (causing extreme exhaustion) regardless of the projectile (execution by ballista bolts being a common fate befalling past owners) and once unsheathed and drawn, it must strike a living target, else it'll force it to stab yourself in order to function, you direct the sword mentally with intent (sometimes subconscious) but do not determine where it hits with your actions, the sword takes the most 'logical' approach. Ineffective on the undead as often the vital organs the sword may be directed to on intuition are half rotten and non-functional, leading to constant jamming and unnessecary hacking of yourself when the sword runs out of targets and becomes frustrated on your intent in its eyes to hit a 'vital invisible' target.

Its basically a cheat agility sword that forces you to swing perfect hits every time (or/and as a result) die.

3236
DF General Discussion / Re: Future of the Fortress
« on: July 22, 2016, 05:03:52 pm »
no devlog for quite a long time now, I'm sure it's for something great :)
Next devlog? "Crayon rewards replaced with cosplay rewards."
A masterful cosplay of a lobster-man by doge, it was made by Dogfort on the Internet on the 5th of Timber.



Devlog XX/XX/2016

> *bork bork woof! panting!* (contribution by lobster dog, dogs now vocalise a wide range of noises other than barking now appropriately to emotion and lobsters *and summary lobster men* vocalise in raspy clicks)
no devlog for quite a long time now, I'm sure it's for something great :)
It's been at least once every 7 days for the past several years (with one crazy break of 8 days somewhere) so not too late yet.
One surely due today (depending on your time zone).

Oh yes, im keeping my fingers crossed by a reply by my morning (which will be your 3am) if not shortly, i really thought Toady would blast it out yesterday on the DF anniversary, but good things come to those who wait.

3237
Its true to say on the topic of communism, every fortress is like the stanford prison experiment where over time, people put in meaningful positions of authority (you, guards, that crazy goblin pulling levers at random certain to destroy the fortress in a sealed room) abuse it in this communal system where pseudo-worth to your society is based on how poorly you can make cheeses, and people die gruesome orchestrated and accidental deaths aplenty usually on a whim.

Getting slightly back on topic, how fun are parties going to be when a generous traited rich dwarf start paying out for food and drink around a statue/temple/inn for a good time and invite all their friends to their poor excuse to get extremely drunk and do no work wedding. Pulling them away from vital lines of work, in which because they paid for it in advance...
Spoiler (click to show/hide)

Least you'll always have your poor/middle class and socially awkward/one-hit legendary wonder (who does it for charity occasionally receiving a donation as per artifact tourism and apprentice fees), dwarves to rely on for zero-hours work while the elite clog up and drain your resources. Despicable bourgeoisie.

3238
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: July 22, 2016, 12:31:00 pm »
According to the wiki thrumbo are native and extremely long living creatures.

Likewise the insects are byproducts of a ancient race, pretty much sentinels that attack anything machine or living that serves as a threat (because they are mechanical), got any sources for the lore? I knew the few tidbits about the exploding animals but it just seem gamey and mundanely bizzare as i point out for them to be there

Like i mention before, greater scope of the game would probably rationalise things a little and put the lore into perspective rather than throwing in all these elements into a pot and seeing what sticks (pollution from a high tech explosives compound factory polluting and creating explosive animals, wargs coming in from pirate fleets and offworld/onworld research into genetically splicing dogs with natural on-world predators that feed off the local fauna etc)

3239
DF Suggestions / Re: The Law - the ultimate suggestion
« on: July 22, 2016, 12:07:28 pm »
PTW

3240
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: July 22, 2016, 12:03:23 pm »
I feel like a bit of a outsider as i only have a curious interest in the game rather than experience and a copy of it to directly play it with, but does it strike you that the earth animals (and a fantasy warg with some reasoning of 'freaky science and possibly natural') are on this largely edge of the universe planet?

From what i have read they are just there in the enviroment mixing in with everything else. Also explicitly exploding animals for some reason (event creation and !!FUN!!), at-least the robo-bugs have lore. There are other factions on the planet but if you crash landed on a planet few people have even heard of (a true rim world on the frontier in the way i interpret it anyway) the animals seem to be filler for creative imagination (also a megatherium which is a bit of a WTF without the 'wave it away' reasoning of 'science')

If it was a bit more like DF in terms of 'world activation' (with some events happening on a global scale) with the gradual introduction of earth native creatures (like rats as a VERY good example, coming in with supplies and becoming world wide problem) and terrestrial plants like trees for wood and invasive weeds & plant diseases (think extreme ash-dieback) as a consequence of your colony buying creatures, dying horribly/releasing them into the wild/them getting stolen or animals running away for whatever reason it'd generally be more plausible. Its just a gripe i have with the game as i am seeing it at the moment, id much prefer to opt to mod out all the earth animals from wild populations entirely and replace them with something else intermediary if i was to make a purchase.

Buying a genetically modified megatherium as expensive and deadly hunting game (tourist pull? reminds me of the pc game 'carnivores') from a off-world faction (whats this malarkey the dev is talking about with dyson spheres granting unparalleled research and aliens when he rules out extremely outlandish pirate lord/captain names from his creative rewards?) id be all for, finding one's derpy yet innately murderous face out in the middle of nowhere for no reason is another matter.

If anybody would like to correct me in-case im missing out on key reasoning/lore it'd be very welcome. Now all it needs is some mod so people can punch space elves/hippies in the face and then force them to cut trees until they suffer a stress related meltdown for entertainment.

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