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Topics - Quizmar

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DF Modding / Mod for sweet treats and pastries 50.10 (ish)
« on: September 18, 2023, 04:37:03 am »
Is there a baking/sweets mod? I would really like to get my dwarves to enjoy some nice pastries, after all, armoks realm is hell and it would really make them happy.
I've looked a bit and don't think there's a mod for what I'm describing, so here's a rough outline of what I imagine this could look like
A new special Bakery workshop and Baker skill (or just kiln and cook skill if thats easier, less fun tho)
15-20 unique pastries/sweets each requiring 2-5 ingredients
3-5 required cookware items made at other workshops, pie dish, baking sheet, cookie cutter, etc
fruit slurry filling ingredient from quern
add chance for happy thought if pastry is eaten
add pastries/sweets to preferences list

What elements of this are difficult? My coding experience is limited so any feedback/help is appreciated

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DF General Discussion / Squad ammo selection
« on: September 17, 2023, 03:24:07 pm »
I was really hoping that 50.10 was going to add the squad ammo selection feature from pre .47. Why is it not in? I am extremely disappointed and my day is ruined, I've been waiting for full classic functionality since steam release, but I guess I've got to keep waiting. What is the point of "fixing" the ammo, but not re-adding this feature? It's hard to be excited about df development in the face of let downs like this

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DF Suggestions / Disasters option in worldgen/pause menu
« on: March 17, 2023, 09:51:11 pm »
Most of these completely write themselves, and would make very compelling historical events as well as be an important consideration for fort placement. I'm imagining that these events would be quite rare, and would have a wide degree of severity. Some of these are mega-fps-death-crash causing ideas though
There are a lot of things in place already which would lend very well to natural disasters, especially the detailed geology that Toady is so fond of.
Earthquakes: At world gen add hidden faultlines and earthquake hotspots. If a fort is built along a faultline, depending on the severity of the quake, its possible that the fort will be torn in half. Additionally earthquakes depending on the severity would throw objects around, and have a chance to collapse tunnels, what a nightmare.
Tornado: Pick up items, creatures, and constructed buildings.
Eruption: for our powergamers
Thunderstorm: chance to strike a creature 95% fatal, 5% chance to obtain severe burns but legendary in a random skill. Chance to cause a
Wildfire: depending on the availability of flammable life, perhaps even grasses would burn.
Flood: limited more to flood planes, deltas and valleys
Heatwave: Limited to warm, hot, and scorching areas reference: https://www.youtube.com/watch?v=98I5LTPcRnw
Drought: all natural water sources reduce in degree, heavy aquifer-light aquifer, stream-brook 
Blizzard:Add snow/ ice tiles covering the map
Hailstorm: damage creatures exposed to weather
Locust swarm: eats food and attacks exposed dwarves.
There's a lot of potential as well in some of the DF specific biomes, like an errant evil cloud near an evil biome, or some good biome related disaster like livestock being turned into fairies.
Before you say it will never happen, imagine the !!FUN!!


+

4
That's all

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DF Suggestions / Coop Fortress mode
« on: March 17, 2023, 03:59:51 am »
I know, I know, its probably been said before, but this is a new era of Dwarf Fortress. I'm aware Putnam has commented on this before, but that was the past.
Here's my idea:
Coop fort mode, X number of players are able to make commands for dwarves, see one another's camera center tile, a textbox is added, and when one player pauses both players are paused.
Yes overhaul, but why wouldn't this work? I get lonely playing
I know little about the intricacies of coding, dwarven or otherwise. 

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At embark your dwarves have little knowledge of history, unless you skill a dwarf in it. History would allow an incomplete version of the legends to be access in fort mode, which would be added too over time, based on the skill of the scholar. Visiting scholars would add to the canon, and scholars could be sent to other locations with the intention "gather knowledge", or raiding parties could demand certain information revealed, similarly a besieging enemy could demand a secret. Additional selections in the world map would add pertinent information. The locations of artifacts, lairs, and the location of civilization leaders could be discovered. Unlocking secrets could allow books and art to be made, perhaps giving a happy thought to a relevant faction member/religious sect/civilization member.
Discover hidden lore
Search far and wide for hidden secrets
Find the true origins of your civilization
Reconnect to the origins of your sects

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Hello, first of all, I understand the nature of DF development "time is subjective".
At the same time it feels like two big features are missing and my experience of the game is suffering because of it. Specifically civilian alert and assigning ammo to ranged squads. I am aware of how to operate the new burrow system, but when you have 150+ dwarves manually canceling their tasks and making sure they are all in the burrow is extremely tedious. Its frustrating to me that there used to be a feature for this, and a way to assign ammo to squads, but these functions are missing in steam version. I am aware of the complicated workarounds to getting squads to equip and use ammo, but they don't always work. In the about 10 forts i've tried to get ranged squads training in, I was only able to get a single one working, and not even for that long before they stopped. I am unsure what is happening to my squads, a lot of people have been reporting it as a bug, and I know that sometimes the squad all dies or defects or such, but when I send 70+ axe and spearlords to raid a 20 population goblin pit and they dont return, that's a bug. Its happened on a few occasions and has resulted in me either loading a save, abandoning the fort entirely, or deciding "screw it". It makes me sad when I dedicate an entire fort to making a badass military only to be forced by bugs to be entirely insular.
My question is: are these issues in the queue? Is there a way to see the queue?
I know its extremely unrealistic but it would be nice to get updates on what the team is working on, so I can decide if i should step away from the game until these issues are fixed, and see a timeline for that.
It seems like by purchasing the game I had a little bit of an expectation that things like this would be done in a more timely fashion, but I am unable to determine if that is or is not the case because I don't have any feedback on this, only the published bug releases. I am assuming that a lot is being done under the hood.
If there have been statements about timelines that I have missed, please provide them

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Update: Drowsy is lack of sleep, I understand drowsy is not tired.
The dwarves become tired immediately after beginning training, independent of what equipment they are training with, and I haven't seen one become un-tired even after several seasons have elapsed.

I've had an issue with the squad dwarves not sleeping. They remain "individual combat drill/rest" but only 1-2 ever sleep, so the entire squad remains tired. I've tried creating a burrow with just the barracks and bedrooms, and changing the squad sleeping settings, even so nothing changes with only 1 or 2 dwarves ever resting, and the remainder of the squad "individual combat drill/rest".
Is this a bug? I can't figure out how to fix this.
I'm running the Dark Ages V pack, although knowing a little about mods in DF it seems unlikely this is creating issues.

I created a discussion on steam about this as well
https://steamcommunity.com/app/975370/discussions/0/3761104049341464519/
 

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