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Topics - Footkerchief

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1
This is a little annoying during Adv. Mode town travel.

2
DF General Discussion / "New" interview with Bay 12
« on: February 07, 2012, 01:57:18 pm »
Link: http://inkthirsty.com/blg/?p=145

Direct MP3 links:
http://richardhofmeier.com/adams_v_hofmeier_1.mp3
http://richardhofmeier.com/adams_v_hofmeier_2.mp3

Noteworthy topics:
- sex/feces and why it's absent from the game -- "you're siding with conformism and mediocrity, but it's not a big deal!"

From what I can tell, this interview was recorded last year, but the audio has just now been released.  But hey, anything to tide me over to the next release!

3
Life Advice / Piercings
« on: December 24, 2010, 03:12:29 pm »
It being Chrimbus, the holiday of receiving, I'm thinking about getting myself a present.  Specifically an eyebrow piercing or maybe an anti-eyebrow.

Considerations:
- There are highly recommended piercing shops nearby.
- I've never gotten any piercings (or tattoos) before.
- It shouldn't matter at my current workplace and I don't anticipate seeking a new job for at least a year.
- I have thick, prominent eyebrows (photo).  It might be unwise draw more attention to them, but I'm not that worried about it.

So, I'm looking for advice regarding piercings in general, the eyebrow/anti-eyebrow piercings, those piercings vis-a-vis my face, and what kind of jewelry to put in them.  Also, feel free to derail this thread to talk about Tim and Eric.

4
Attributes and skills "rust" in the new version, which means that they temporarily and then permanently degenerate when they go unused.  There is currently no way to directly tell whether rust has occurred -- it can only be inferred by closely watching a worker's output (craft quality, ore frequency, etc.).

The interface should indicate whether rust has occurred.  For skills, it could have a simple one-icon indicator on the dwarf's v-menu skill list.  I'm not sure where attribute rust should be displayed.

5
DF Suggestions / Reorganize the game folders
« on: May 17, 2010, 03:39:52 am »
The current folder structure has only two top-level folders ('data' and 'raws').  This means that it takes two clicks to get into important folders like data/init, data/save and raw/objects.  Since these folders are accessed much more often than other folders, they should be top-level folders in their own right.

There's also a lot of detritus in the DF main directory.  Exported screenshots and Legends text shouldn't be in the same location as the readme and log files.  compress_bitmaps.bat can easily be modified to operate on the new "exports" directory rather than the main directory.

Here's my proposed reorganization:

  • exports
  • graphics
    • fonts (previously "data/art")
    • creatures (previously "raw/graphics")
  • init
    • macros
  • libs (only applicable on Linux/Mac)
  • licenses (for the SDL license, optipng license, etc.)
  • movies
    • initial_movies
  • raw (previously "raw/objects")
  • save
  • sound
  • text
    • announcement
    • help
    • dipscript
    • speech

Side note: it's great that raw/objects gets copied into the saves now, but is there any reason why this is done for raw/graphics as well?  Most graphics packs are used in conjunction with a specific tileset, so it's weird that the graphics get copied but the tileset doesn't.  Also it makes it difficult and annoying to start using graphics on an existing save.

6
DF Suggestions / Forbidden buildings should be clearly labeled as such
« on: April 23, 2010, 12:26:01 pm »
The only way to tell whether a workshop's forbidden is to look at its items through the t-menu.  This has been a source of massive confusion for newbies and veterans alike.

The quick solution would be sticking "Forbidden" at the front of the building's name, e.g. "Forbidden Carpenter's Workshop," but this is inconsistent with the way items are labeled.  On the other hand, the forbid labels for items arguably aren't clear enough either.

7
DF Suggestions / Give each save its own errorlog/gamelog
« on: April 20, 2010, 04:34:10 am »
I recently noticed my errorlog was full of errors, but since I have about 5 different save folders at the moment, I had no idea which save they were from.  This problem could be avoided by giving each save folder its own log files.

8
I just noticed this inconsistency today.

"This is a masterful iron battle axe created by Kubuk Lelumlorban." <- mentions name of creator

"This is a iron crossbow.  All craftsdwarfship is of the highest quality.  It is decorated with cave spider silk.  On the item is an image of horses in iron." <- doesn't mention name of creator

Item descriptions are pretty bad, I know, but this is just bizarre.

9
This would make it much easier to generate new worlds while working with multiple sets of raws.

10
Seriously, is there any reason for the game not to tell you this?

11
Title sums it up -- currently there's an init option, ADVENTURER_ALWAYS_CENTER, which defaults to YES.  If set to NO, it only recenters when your adventurer gets when 3 tiles of the screen edge.  I like the NO option because it doesn't recenter constantly, but unfortunately it makes it difficult to see enemies that are just beyond the screen edge (you have to use the look command).  A third option, that recenters whenever the sight radius goes beyond the edge of the screen, would give the best of both worlds.

12
DF Modding / FYI: the DF wiki now has namespaces for mods and utilities
« on: January 26, 2010, 04:45:05 pm »
I recently asked Briess, the awesome admin at the DF wiki, to create new namespaces so that people could host mods and utilities on the wiki without being forced to use their personal talk pages, or cluttering up the main namespace with mods.  And he did!

The namespaces are "Modification" and "Utility" (they also have associated talk pages).  So, if you currently have a page on the wiki for your mod/utility, you can move it to the correct namespace by clicking the "move" button (next to "edit") and prefacing the new title with "Modification:" or "Utility:".  For example, the new title for the mod Chaos Reigns would be "Modification:Chaos Reigns".

13
DF Modding / The Ark Project - Help Wanted
« on: January 18, 2010, 05:17:59 pm »
The Ark Project is a community-wide effort (founded by Rainseeker and Lancensis) to increase the number and variety of DF's real-life animals.  Everyone is welcome to participate!

Here's our home on the wiki.

Currently we're making baby steps toward implementing specific creatures, particularly in the Arachnids section, but the emphasis is still on listing animals and implementing high-level creature variations.

Where is help most needed?

How do I get involved?

To learn about creature modding in the next version, check out:

This post will be updated as the project evolves.  The previous thread is here.  Thanks for helping out!


14
Warning: this suggestion is about the upcoming version, so some of the terms and concepts may be unfamiliar.  I'm happy to explain any of them for those who want to know.

The upcoming version makes extensive use of tissue and material templates.  Many of these templates include non-parametrized tags, i.e., tags whose behavior is controlled solely by their presence rather than a settable word or number.  For example, the next version's tissue template for skin:

[TISSUE_TEMPLATE:SKIN_TEMPLATE]
   [TISSUE_NAME:skin]
   [SCARS]
   [MATERIAL:LOCAL_CREATURE_MAT:SKIN]
   [RELATIVE_THICKNESS:1]
   [HEALING_RATE:1000]
   [VASCULAR:1]
   [PAIN_RECEPTORS:5]


Say I want to create a creature with skin that doesn't bleed.  It's easy.  I add this to the creature's raw definition, after the standard tissues and materials have been applied to the creature:

[SELECT_TISSUE_LAYER:SKIN:BY_CATEGORY:ALL]
   [VASCULAR:0]


So that's peachy.  But say I want to create a creature with skin that doesn't scar.  Well, ideally I could use something like SCARS:NO to turn off that tag, but I can't, since it's non-parametrized.  Instead I'm stuck creating a new tissue from scratch, which is wasteful.  The situation for materials is entirely analogous.  It's also a problem for creature castes that need to override tags applied at the general creature level.

15
Toady is currently implementing a fancy new system for spattering/coating creatures, items and terrain with arbitrary materials.  This is cool, but creatures probably still won't get spattered with things as often as they should.  Right now there are just four main things that your average dwarf gets spattered with:
  • Blood -- their own, or somebody else's
  • Vomit from throwing up all over themselves
  • Mud from crawling around like a goddamn animal
  • Water from rainstorms and irrigation mishaps

Yes, they still manage to get pretty filthy, but think about what they do.  They smash rocks and stoke furnaces and yank grubby mushrooms out of the mud.  Miners and other stoneworkers should be coated in rock dust.  Furnace operators should look like Reconstruction-era minstrels.  Farmers should have bits of plump helmet under their fingernails.  Cooks should get splattered with grease.  Millers and woodworkers should get dusted with flour and sawdust, respectively.  Maybe woodworkers could get little splinters too, although that's not really a spatter.

Now throw in contact poisons, which are also slated for the next release.  Suddenly, your industry for making cinnabar mugs or realgar chairs or whatever will have appropriate and hilarious consequences.  Clouds of dust, mist, or vapor, from rocks or whatever else, could also function as inhaled poisons (another feature of the upcoming release).

Incompetent stoneworkers could be more likely to generate dust.  Clumsy brewers, dyers and milkers could spill small amounts of liquid on themselves and the floor.

This is all just scratching the surface, so please contribute!

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