Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - DPh Kraken

Pages: [1] 2 3 ... 5
1
Mod Releases / Re: [47.05] DwarfCrafted v1.2 - A Minecraft Mod
« on: April 01, 2024, 08:38:47 pm »
Good to see that there's a workshop port, if hasty.
There's going to be some new fixes and a little bit more content in the upcoming version, it's been a long journey to graphics this and life has gotten in the way of Mr. Crabman and me.
I'm not sure when I'll be able to pick up where I left off, but here are some sketches for how creatures might look pending a proper release.



2
DF Suggestions / Re: points! Yes, points!
« on: March 20, 2024, 06:43:40 pm »
Megabeasts do have values for their [DIFFICULTY] token, which is said to increase skill gains for fighting such creatures. I believe its main purpose is selecting what creatures a quester may fight.

I feel like most of the character accomplishments you'd want to brag about would just be events stored in legends anyways. Kill lists, artifact claims, created art, ascending to a position. You really can't quantify all that in the same way.

3
DF Suggestions / Re: Let premium users have the classic music back!
« on: March 20, 2024, 12:43:36 am »
This is the github repository for the example sound mod, implementing the original soundtrack.
https://github.com/Putnam3145/dwarf-fortress-example-sound-mod/tree/main/sound

4
Silk has superior mechanical properties compared to plant cloth, the shear strength is orders of magnitude higher than that of plant cloth. That may be the cause of the silk group winning.

5
Mod Releases / Re: Adventurer Artisan
« on: March 19, 2024, 04:42:33 pm »
Very lightweight, I like it! Haven't really gotten a chance to play it, but I like the workarounds for adventure crafting pitfalls.

6
DF Adventure Mode Discussion / Updating the wiki for Adventurer Mode
« on: March 12, 2024, 01:28:24 am »
The Adventurer mode prerelease will be available on April 17. This will come with major changes for the interface, among other changes yet to come. Much of this will seem obvious but I thought it would be good to organize some efforts and make a list of what might require changes.

- Adventurer keybinds should be squared away ASAP, and the quick reference (https://dwarffortresswiki.org/index.php/Adventure_mode_quick_reference) should serve as a guide to them for other wiki editors.

These categories are going to be the main focus of edits, one is very narrow and the other incredibly broad.
https://dwarffortresswiki.org/index.php/Category:Adventurer_mode
https://dwarffortresswiki.org/index.php/Category:Migrated_pages_needing_review

Deities (https://dwarffortresswiki.org/index.php/Deity) are going to have a lot of new mechanics, with the changes to the "demigod" start option/relationship being a highlight.

Portraits would be nice to add to creature infoboxes, for completeness. I'm not the manager, it's a community effort, there will be much tedium involved, but way less than doing it for all the creatures ever.

There's a couple other topics that I feel are relevant and would like to bring attention to for the future update.
Villainry is likely to be looked at. (https://dwarffortresswiki.org/index.php/Intrigue, https://dwarffortresswiki.org/index.php/Category:Non-player_characters)
Flasks (https://dwarffortresswiki.org/index.php/Flask) aren't tagged as adventure mode, but refilling them is a keybind that's going to come up.
Is there anything else that would be good to have in mind before the release?

7
DF Suggestions / Re: Terrible Suggestions Thread
« on: March 10, 2024, 03:34:52 pm »
The game should force the player to use the tileset/graphics they hate the most. So, ASCII purists have to play with the Premium graphics, while those who loathe ASCII must play with it.

TWBT worming its way onto my DF50 install, a staircase appears as my adventurer looks to the right...

8
DF General Discussion / Re: Future of the Fortress
« on: March 07, 2024, 06:02:43 pm »
Will caste requirements for different jobs/positions be introduced to civilizations at some point? This could have a lot of potential for modding, specifically. For instance, an insectoid civilization which has worker miners and soldier soldiers, or an amazonian kingdom which only allows females into the military and positions of power. I know this wouldn't be top priority, but is it on the easier side of things, or is it relegated to the "far future," if at all planned?

For positions of leadership, there's [GENDER], [ALLOWED_CLASS] and [ALLOWED_CREATURE], which should be effective for purposes of caste restriction. Restricting professions can be essentially hacked in on the creature level (by nerfing those skill gains to the ground), but there's no similar tokens to divide labor on a societal level. Could be very interesting to see where modding tools and generated cultures go.

9
DF Suggestions / Re: Terrible Suggestions Thread
« on: February 22, 2024, 04:20:19 pm »
"Sleepy", potash maker, cancels Job: No bed. (x99)

10
DF Suggestions / Re: Terrible Suggestions Thread
« on: February 20, 2024, 01:30:16 am »
The forgotten beast, naturally, will be named Davesh Scuttleboat.the Rancidity of Desks.

11
DF Suggestions / Re: proposal: New administrator/noble: trader
« on: February 18, 2024, 01:34:21 am »
I like that it's a proactive and peaceful way of interacting with other civilizations and the wider world. I also like the risk-and-reward factor of what you return with from a trade mission being a roll of the dice, instead of the full control you have over the scheduled caravans.
There's ought to be something poetic about your pack animals coming home with every ounce of mule bone jewelry they departed with, to say nothing of any number of random events stemming from your diplomatic attempts.

The bargaining and skills that you'd want in a good trader are the same as a broker - indeed, the abstract role they fulfill is [RESPONSIBILITY:TRADE] and a dwarf whose best skill is Appraisal would have the Trader profession.
I think it'd be clean to just allow the mission to assign your broker, and then any number of messengers and military squads. The process of assigning pack animals and goods to sell could also be done on the mission preparation screen rather than a distinct building.
Putting the broker you've trained up for seasonal trading away from home could raise the stakes a bit if anything goes wrong, and leads to the idea of giving other administrator roles their own offsite missions.

12
DF General Discussion / Re: Future of the Fortress
« on: February 18, 2024, 12:19:43 am »
Thank you for the replies! (And the awesome game, of course!)
I have a couple of questions regarding Adventure Mode, generally on the modder's side of things.

1. The portraits look like they're set up to automatically apply the hundred-or-so raw colors for worn items and eyes, but I haven't seen them applied to any previews. Will there be palette support for layered graphics? Any new uses for palettes planned, like doing unit-colored clothing as a palleted graphic?

2. Adventure crafting is minimal without modded reactions, and thus end up running into unexpected limitations. Is it likely we will see any bugfixes for typical reaction pitfalls, like unwearable gloves or stacked/dimensioned reagents (bone, bars, globs, etc) in the April update?

13
DF Modding / Re: How to "refactor" a mod from old DF to new DF?
« on: February 15, 2024, 05:56:26 pm »
If you know what your edits are, you can use the [SELECT_x] tokens to add new tags to existing entries rather than writing them from the ground up.
You can use that token to add, plus [APPLY_CURRENT_CREATURE_VARIATION] to remove tags from creatures while maintaining compatibility.

14
DF Suggestions / Sleeping in a bed pauses hunger/thirst
« on: February 08, 2024, 01:57:47 am »
My "victory" in an adventure mode playthrough was constructing a simple cabin over many days and nights, complete with a casket to bury the last of the giant spiders that I had wrangled from a strange pasture. It had all the necessities - a workshop, some barrels and storage, a roof, and a bed.

My weary hero hoped to lay down and finally have a reprieve from the road, but woke up in the same condition as every other nap in the mud she went through - hungry, thirsty, and not able to really appreciate life's comforts. This was particularly aggravating during construction, where I couldn't eat enough at one time of adventurer-control to stay full during both my labor shifts and nightly rests.

I propose that sleeping in a proper bed means that a unit's hunger and thirst timers are paused for the duration of the task (in a Fortress) or fast-forward (as an Adventurer). It would be most relevant for adventurers taking the effort to rest in tavern lodgings or build a camp, as their sleep cycle lasts for more ticks. For fortress citizens, it would just be a minor delay to the next time a citizen with a room goes for another snack. This is only for parity with the Adventure-centric mechanic, as the primary motivator for making dwarven beds is their mood.

This sleep benefit should only be for deliberate/scheduled sleep, not for hospital rest. I believe the unconsciousness from that condition is tracked separately, and administering rations to resting patients should be preserved. Creature-specific need counters (vampiric bloodthirst and dwarven withdrawal) don't need this benefit, since they aren't essential needs and are reset to zero when fulfilled.

15
DF Suggestions / Re: Roofing as decoration and defense
« on: February 08, 2024, 01:25:41 am »
I really like the ability to use materials cheaply to build larger things, and having dedicated connecting tiles for roof fixtures. The ability to build from below (perhaps requiring a stepladder to be reserved?) is another convenience greatly appreciated for surface towns.

Would a single roofing item be able to cover one tile of space, or would roofing use an even cheaper ratio of materials to constructions, like that used by axles?

I imagine that more basic build materials (like logs, boulders, bars, and planks) would have different graphical tiles, allowing for more differentiation than just the construction type. Any detailing/decoration done to a roof could probably be represented, too, if shingles become a separate, improvable item.

Since there's going to be technical limitations with how the roof is rendered with the tilesets anyways, I think having 4 different types of sloped roofs (with a presumably separate menu button for each) is overkill. Just a single beveled shape, like how old Pokemon does building tops, would probably be enough for representing a roof. The roofs that get built probably wouldn't be gable roofs, but something more like a Mansard roof would be workable with the available tile info on an arbitrary shape.

Pages: [1] 2 3 ... 5