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Topics - Mr Crabman

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61
There should be creatures that can swim in sand as if it were a liquid, like giant sandworms, and other such monsters (like sand sharks, antlion monsters, or smaller sandworms). This would be distinct from digging creatures that destroy tiles to move through them (as is planned for later siege updates).

For creatures that can also walk as well as swim through the sand, they would also be able to choose to walk on top of the sand rather than swim into it, or do things like burrow into the sand to wait for prey to walk on top of them. Not sure if they should be able to breathe in sand, or if they should just need to hold their breath, (or not need to breathe at all, like all current monsters in magma).

Some other creatures could also be allowed swim through other types of tile like gravel, or mud, so there could be a token like [SWIMS_IN:MUD], and obviously a more generalized equivalent of [MAGMA_VISION], though perhaps limited to while they are inside the sand (or maybe a "vibration" sense that works only when in contact with the body of sand?).

When magic gets involved, maybe even weirder things like like swimming through ice or stone could be done, either as an innate ability of a magical species, or a power granted temporarily or longer term by magic.

62
In the Steam release we're getting a new UI (it's coming to Classic DF as well, but it's clearer to describe it as "the Steam update" cause that's when both places get it), but it should be possible to adjust the positions of some of the UI menus either ingame in some options menu, or via raw mods. I suggest this because so far, I'm a bit worried about how far spread out various UI elements are (screenshots taken from an official video by Toady):

Spoiler (click to show/hide)

The stocks and play/pause buttons are up in the top right, and most of the main options are along the bottom (in the left, middle, and right of the screen on the bottom), and when an option is selected in most of these menus, such as the stockpile icon in the middle section, they bring up a box up in the top left (the clickable announcements are also shown in a row on the left).

The initial "bottom row" of buttons are quite small and far apart (unless Toady's screen is like 32 inches or something, so everyone else will have them relatively larger and closer together), making for quite a distance for mouse travel between different options on the bottom.

Also after clicking on one of these bottom row buttons, there is further mouse travel to finish completing that same task (not so much if it's one of the options in the left menu I guess, but the middle one is quite a distance). In the example images above, I really hope that "paintbrush with a plus" icon lets you start drawing another stockpile, because it would be quite ridiculous to have to move the mouse back and forth between the bottom middle and top left to add many different stockpiles in quick succession.

Some menus appear on the other side of the screen instead; usually these appear to be the result of clicking on buildings/objects/workshops, as opposed to zone stuff which is all on the left:

Spoiler (click to show/hide)

Strangely, in the case of lever assignment, I also noticed that the next step after you click the "link lever" button has an instructional popup window appear on the left again (luckily it's just informational, not another thing to be clicked on):

Spoiler (click to show/hide)

Keyboard shortcuts will still exist of course, but it would be better if we could decide where to place both the buttons that are on the bottom row (including on the sides of the screen oriented vertically for example), and also the popup menu windows (and info windows) so that the mouse usage is as good as it can be and not unnecessarily clunky. Ideally some of the other UI elements could also be re positioned, such as the minimap in the top right.

63
DF Suggestions / Time magic (stop, slow, and fast forward time)
« on: June 02, 2021, 11:35:42 am »
A cool kind of magic for implementation at some point would be manipulation of time itself. Slowing it down, stopping it, and fast forwarding/skipping it (going backwards could be interesting, but comes with extreme challenges that probably deserve their own post).

Of course, these each have some technical and design challenges (but not as bad as travel to the past) to be considered, which I'll discuss and offer some ideas for solutions:

Stopping Time

Spoiler (click to show/hide)

Slowing Time

Spoiler (click to show/hide)

Fast Forwarding/Skipping Time

Spoiler (click to show/hide)

Time Manipulation outside the gameplay area

Obviously, like everything else that happens there, time stopping, slowing, or speeding up during worldgen and in the world outside the fort/loaded area around an adventurer can be totally abstracted out and implied to have happened, without actually altering the player experience at all.

64
DF Suggestions / Procgen creatures made of multiple materials.
« on: May 27, 2021, 07:48:48 am »
Right now, the likes of forgotten beasts can have their normal fleshy and bony bodies, or every tissue in their body can be replaced with some other single thing, like water or iron or granite.

But it's an all-or-nothing deal, so I suggest that procgen creatures which can be made of exotic materials, can have only some parts changed (like a beast with skin literally made of steel), or have all their parts changed, but with some being different, like "steel teeth" and "granite scales" and "flesh made of gold" and such.

One thing to be careful with is weak materials and which parts get swapped out where; changing out the skin or eyes or what have you with water or ash is all well and good, but having beasts with bodies that are mostly flesh (or rock), but have bones made of fire or vomit, would be a bit ridiculous; structural parts like bones and muscles at least, should arguably always be plausibly as tough (or nearly so) as the flesh and fat and muscle they support/move.

If made of materials that should have issues with one another, like fire and ice (or water, or flesh frankly) for instance, they should probably just be all immune to each other, or otherwise have some solution that stops them destroying themselves; if a living creature is magic enough to be made of pure glass, surely a giant yak with fur made of fire can avoid burning itself.

65
So this idea is to put worldgen as a whole on a separate thread; that is, all the logic to do with generating a single world, on its own thread separate from the rest of the UI and the game.

To be clear by the way; in general, multithreading Dwarf Fortress for performance reasons is difficult because Tarn would have to separate out game (or worldgen) logic that is all tangled up in other parts, but I'm not saying to try and split up the worldgen logic (which would be hard indeed), just to split worldgen as a whole from the interface, and rendering is already on a different thread to the rest of the game anyway (so it's not like Tarn hasn't used threading before).

So, with some UI changes/new options, putting worldgen on a thread could have some great benefits:

1a. You could generate multiple worlds at once, so if you tend to be picky about the worlds you like, or even if you want multiple worlds and to keep/use them all; instead of creating 1, and then another after that's done, and another, you could instead do several at a time (depending on how many cores you have). This would apply for both regular and advanced worldgen, and you could generate batches of worlds with the same settings, or worlds with different settings.

2. You could leave the worldgen screen while it's generating, and play in an already generated world as you wait (maybe you could even get a popup notification ingame telling you when a world is finished).

3a. You could possibly more easily pause worldgen than now as the interface could be more responsive.

3b. Currently you can only look around the world map while worldgen is paused, but this would potentially allow you to do that without pausing.

3c. It would facilitate implementing a "baby legends mode" for world gen; Tarn has brought this up in a FoTF reply before (http://www.bay12forums.com/smf/index.php?topic=169696.msg8148050;topicseen#msg8148050), and with the other benefits of threading above, this definitely seems like the best way to do it (rather than the mentioned alternative of splitting up the worldgen logic to check for inputs more often, which seems like it would also slow down worldgen).

66
Creatures that are made of non-solid matter (eg water, steam, or ash), such as some generated forgotten beasts and titans (and clowns), tend to be extremely fragile because the materials are, obviously, not very tough. This makes them a bit underwhelming for their status, so I suggest they be made more intimidating, by taking inspiration from how non-solid monsters work in other media.

I think these sorts of capabilities below would make creatures made of non-solid materials much more dangerous, and more importantly, fun/interesting. Note that some of the below could also apply to non-solid creatures that come in the future that aren't as strong (like some minions created by a wizard or something).

Defence

Amorphousness

What makes monsters like this in media non-fragile? One thing is that they are amorphous! This doesn't just apply to shapeshifting/shapeless blobs; even monsters with defined shapes, like a dragon made of water for example, tend to be a little "flexible" in fantasy. Sure, a sword or spear will pass right through a water or fog monster with ease, but their body is just temporarily displaced around the weapon/doesn't retain damage; compare stabbing a piece of dirt/tree with trying to stab the water in a lake, or chop off a tree branch vs chopping smoke in half; no lasting harm, and whatever temporary disruption/splash there is all comes from the blunt force, increasing with contact area (ie the edge does nothing to them).

They notably also don't have any organs, so you can't really hurt them by removing their heads or targeting specific points for example, and instead of walking around with a missing body part/limb when they lose one, they often just reform it in short order, shrinking the rest of their body in doing so (in principle you could maybe shrink them down small enough to trap in a jar and keep as an angry pet).

You can't really "grab" them either exactly.

Regeneration/Absorption

Another thing non-solid creatures can do in fantasy is that, even if parts of them are separated/whittled away by sufficient physical force, they can reabsorb these parts if they touch them again, or might even be able to rebuild themselves with/absorb normal matter of their type, eg, a water monster being "healed" by the rain, or by dipping into a lake, or a sand monster sucking up extra sand out of the ground, like this Spiderman villain: https://www.youtube.com/watch?v=43si9s7ulU8

Weaknesses

I wouldn't be too worried about these abilities making them invincible; firstly, the magic update would bring various kinds of magic to probably offer more options for dealing with them, like turning parts of their body into another state of matter by freezing them (eg, freezing water solid, or chilling steam into being water) or burning/boiling them (turning water to steam, or melting snow into water), or using powerful winds to scatter smoke-like beasts everywhere (or ones made of sufficiently lightweight powders, like ash or something).

And even if you have no magic, regular fire, or magma, can be used instead; freezing is less feasible, but maybe steam based beasts could be whittled away slowly using nether-cap to simultaneously turn bits of them into water as you swing away? This probably wouldn't work for anything else due to the ambient air temperature heating them back up faster than you can freeze them (and may not even work for steam).

Wind could be utilized with likes of fans or billows for the smoky or steamy beasts (maybe as traps/mechanisms, or even as handheld tools that dwarves can use as weapons in this scenario), which could be used to blow parts of them away, or better still, suck parts of them into containers (so they can't reabsorb it).

Water could also be used to dissolve dust-based creatures, see the above youtube video for an idea of how water could impact for instance, a sand-based beast; it makes them clumpy/heavy and easy to break apart, if not dissolving it outright. Water could also maybe dilute liquid beasts (if they aren't made of water already), though the possibility of them instead corrupting the water (if there's not enough of it) with their bodies should be considered as well. Apparently smoke turns into lye if splashed with water, so maybe that could work too, and fire being extinguished goes without saying.

Fire-based beasts could also maybe be smothered with ash (fire needs oxygen). With water based beasts, or arguably other liquids (which are often partially water), you could also make use of substances like gypsum powder or alum to screw up their bodily composition (I don't know about all the other substances creatures can be made of, but I'm sure similar reactions could be used to mess them up as well). This could work in reverse as well in case there are any gypsum powder beasts roaming around. If you can keep them away from the beasts after being used (to stop it being reabsorbed), sponges could also work for the liquid ones.

Finally, apart from all the logical, scientifically based weaknesses of their bodily material, don't forget that their nature as a clown or mythical beast might entail procedurally generated, symbolic weaknesses, kind of like how vampires in fiction are weak to crosses, or werewolves to silver, even if that logically has nothing to do with their physical makeup. This shouldn't be necessary for all of them though, just the ones where it makes sense to have a symbolic weakness, like with clowns, or spirits representing some sphere, or perhaps if some god is opposed to the creature, something representative of that god could harm them, like their "symbol", or a material they are associated with.

Offence

Going back to making them more dangerous, offence could be handled well enough with the classic ability to envelop/suffocate with their bodies, and maybe polluting water if they're made of liquid; the myth/magic update will probably take care of the rest, since I expect most creatures like this (ie clowns, forgotten beasts, titans) will have some form of magic due to their origins/nature. As far as magic goes, anything that imbues their bodies and any residue/moisture/dust that comes off them with special effects will be highly effective (imagine for example, a slime monster that leaves a trail that sends people to sleep and digests them).

Movement

Amorphousness has a fun property, it means you can squeeze through tiny gaps, so these kinds of creatures could do fun stuff like move through cages, grates, and fortifications (any tile that lets liquids and miasma through is game); even when multi-tile creatures are added, large amorphous beasts could potentially squeeze through tight spaces.

Cages won't contain them at all, but since glass terrariums and aquariums presumably have no bars, those could still contain them. If they're small enough maybe you could even trap them in smaller containers (like glass jars), or just for fun, move them from a terrarium to a barrel! Large pots/other containers without lids likely wouldn't be useful for containing them though. Dust beasts presumably could be trapped inside bags, just like sand.

Ideas from others below

Spoiler (click to show/hide)

67
Instead of using .txt as a file extension for raw files, a unique one should be used instead, such as .df or .dfraw, or .df_raw (whichever seems most suitable/convenient).

The reason I suggest this is because currently, I and another person are working on a language server (syntax highlighting, autocomplete, hover text info; that kind of thing) for dwarf fortress raw files (currently just a VSCode extension, but other IDE's will come after), but having a .txt extension however unfortunately means that for the extension to work, all .txt files end up being parsed as raw files, which harms the usability of the IDE for people working on .txt files for other purposes (ie not dwarf fortress mods) if they have this extension installed.

So having a unique extension would allow the IDE/language server to separate regular text files (which are used in other projects) from raw files, which would ultimately be better for the modding community as they could install the language server without it affecting anything but their dwarf fortress modding.

EDIT:

The new "info.txt" files that are planned for mods (so the game can recognise the zip files containing mods) are also notably .txt files; this may be a good idea to change as well, for similar reasons; depending on the format of the info files, it may be best to make them also .df (or whatever the raw files are changed to), or to make them use a more standard filetype like json or something (commonly used for "version marking" software).

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