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Messages - NW_Kohaku

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8086
I've actually found dwarf companion a little frustrating... want to save a dwarf falling to his death by teleporting him away from the yawning chasm, and onto some nice soft soil?  Too bad, once he starts falling, if you move him, he gets into a state of quantum lock, and nothing will ever find him again.  His teal-background body will remain suspended in the air wherever you teleport him.

Want to heal a dying dwarf?  Too bad, she bleeds out FASTER if you heal her.

Want to raise the dead dwarf?  She'll never appear on your units list again, and all her crap will still be strewn about on the floor.

What I really want, though, is a cheat command that cleans up all the clothes that dead dwarves leave behind...  Or, for that matter, deletes the X(old clothing)X that get strewn about dwarves' floors when they buy new things to replace the old.

Bah, that rant doesn't help you with your problem, though...

As far as I can tell, this seems to be related to the problem of having a child who grows up a legendary farmer, but is counted as a peasant until they gain a level in something.  The solution might be to just set the dwarf's marksdwarf skill down below hero threshold, then let them gain another skill level, which will make the game recalculate the job title of the dwarf.  This is just a guess, though, I haven't tried it, myself.

8087
DF Dwarf Mode Discussion / Re: Because of Dwarf Fortress...
« on: March 02, 2010, 09:55:24 pm »
.... I use shift+< and shift+> instead of hitting up and down arrows in firefox only to realize that I am not in dwarf fortress.

This has actually started to happen with me in almost anything i do on the PC, games, internet, reading everything, and the only thing that hasn't dissapointed me with this matter is Supreme Commander, the rest are just traitorous scum that refuse to cooperate

And here, I thought the shift-< and shift-> were stupid, so I went in and did some key rebindings.

In fortress mode, they're 5 and 0 on the numpad, which is right next to all the other "move the map/cursor" buttons.

8088
DF Dwarf Mode Discussion / Re: Dwarf History
« on: March 02, 2010, 09:51:54 pm »
About the alcohol question:
I think dwarves don't have a single word for alcohol. It's like the Discworld dwarves and their different words for stone. They have different words for every kind of stone, the words including the stones' stability, the likeliness of precious gems in them and their dangerousness. But they don't have a universal word for "stone".
I'm pretty sure it's the same with DF dwarves and alcohol. After all, they can taste the difference between a ☼Sunshine☼ and a ≡Sunshine≡. It's just that there are so many different words for alcoholic beverages and related stuff, that it can't possibly be translated; and it's just because we humans are cretins when it comes to alcohol that we only translate it as "alcohol".

I'm sure they have a word for "drink", however.  Something that distinguishes liquors worthy of a dwarf from swill like water.

8089
DF Dwarf Mode Discussion / Re: What's with the Microcline hate?
« on: March 02, 2010, 06:37:35 pm »
Actually, my favorite is when they announce hitting THE EXACT SAME MINERAL VEIN TWICE!

If a vein like cinnibar is "V" shaped, and you dig horizontally, you'll get two seperate messages within a couple seconds of each other with legendary miners.

Worse, you dig out seperate stairwells for vertical fortress design, and you'll be digging into the same cluster of mica four or five times, because each time you dig a stairwell through that mica, it tells you all over again.  Worse, when there's a mica cluster over another mica cluster, the VERY NEXT STONE will bring another YOU HAVE STRUCK MICA! notification.

8090
Hmm...Perhaps a sport involving stone fans...poles....and armed combat...perhaps requiring you to get the fans onto rings in a certain order to gain points...and the enemy team either beats you or the fan into submission...and throw in sacrificing cats to keep score somehow?

Fans?  Like a fan with blades that spins, or one of those fans that is a single panel you wave back and forth?  Or are you talking about something else?  And how do you beat a stone fan into submission?

8091
DF Dwarf Mode Discussion / Re: What's with the Microcline hate?
« on: March 02, 2010, 05:52:58 pm »
The only use I've thought of for microcline so far is if you're making some kind of massive picture or pattern and need light blue for it. That or making big pillars of the stuff outside your fortress to blind incoming goblins, but then you need to station your soldiers nearby so they get used to it.

Luckily I haven't hit much of the stuff for some reason. Got tons of one of those yellow stones beginning with O, though.

Orthoclase.  They're both (orthoclase and microcline) feldspars, and feldspars are the most common kind of mineral in the earth's crust... so yeah.

I actually went and made a large dining hall for my dwarves, where one row of tables and chairs were orthoclase, another was microcline, another was mica, another was granite, another marble, and finally green glass.

I like to think that they have parties at given tables, or possibly even get into cliques where they exclude others, like some kind of high school dramafest.  (Pfft, like we'd let a wood cutter eat with us craftsdwarves!)  Judging by where all the bones are laying, however, they all seem to love the microcline and mica tables, however, probably just because they are in the top left section.

8092
Or maybe, when the mayor was promoted to queen, the mayoral elections went on, and the queen consort, who had spent all her time going to parties, had plenty of friends, so she got elected easily.

8093
DF Suggestions / Re: Porcelain crafting and high temperature kilns
« on: March 02, 2010, 04:25:11 pm »
That's exactly the point of my suggestion: allow modders to add new material types (most likely add a material raw and specify uses) and finer requirements for custom workshops. These two additions would basically allow modders to create production processes for entire lines of materials.

Furthermore, by allowing the addition of new types of furniture and containers, with tags allowing what can be contained in them, even more modding possibilities can be realized.

-------

My purpose is to suggest a more general system so that if Toady moves to implement or allow the implementation of this suggestion, he can do it in a general way that vastly expands the possibilities beyond those simply related to porcelain.

Well, if Toady wants to include the ability to mod in hypothetically any kind of industry and the supporting skill sets, the materials, and possibly the ways that dwarves can interact with them, as well as building moddable furniture, then by all means, I hope he goes ahead.

However, considering this is pretty much just something that can be "plugged into" what already exists without much effort, has, as Footkerchief mentioned, been mentioned fairly often, and as such is both at least reasonably desired, as well as probably not going to cause the sorts of bugs that a full raw-ification of that integral a part of the game, I still think this is worth suggesting, and not "wasting Toady's time".  Even if all those things get put into raws, I still hope Toady looks at this, as I think it would be a valuable addition to vanilla DF.

Couldn't you just drench the pot to get rid of most of that? Perhaps you'd get sore hands after prolonged use then, but it's not like you're going to notice that if you're storing dried meat in it.
Drench? HCl is what's going out the chimney.
You don't want to stand downwind from that.


I'm looking at the ways that earthenware and stoneware are made, and would like a little more information on the way that clay could be made for them.  Apparently, kaolin is rediculously common, at least in impure forms, from what I'm reading on wikipedia, and regular clay might just be fine for stoneware, while terra cotta might be made from almost any soil?
Basically, yes.

Pure kaoline is uncommon but kaolinite is part of many clays or intentionally added to get certain properties.

Stoneware has certain demands. You need an Al2O3 rich clay or it doesn't work.
"Good" clays for that are less common and therefore usually more expensive.

Terracotta or common bricks - yes. If it's "loam" there's a good chance it's usable in one way or another. There are exceptions but I don't think the fiddly bits would add any gameplay value.


Medieval style clay body is always mixed and kneaded by hand. Much like in a bakery.
While it's usually "aged" afterwards, that's another unfun item that should be ignored.
Watching your clay lie about and "get better"? I think not.



BTW: I'm a stoneware man (see and see) so I'm somewhat foggy on things like lower temperature glazes, which have a much wider range of available colours.

OK, is there any way to refine kaolinite chemically?  (I'm finding myself, for the first time, wishing my college chemistry course was actually harder.)  What impurities are normally in kaolinite that need to be removed from it to make a more pure kaolin, and would anything like an acid treatment or cooking it with other minerals be able to remove those impurities?  Even if it's a roundabout method, if there's a way to purify common goods into highly valuable goods (the way that trees become ash become potash become pearlash), then it would help put such goods back on the market, without requiring you to only have 5 actual tiles of suitable kaolin, or denying 90% of the players from ever getting a chance to make it, unless they can import some kaolin.

----

I also want to ask what sort of rocks or soil types from inside the game are permissable for glazing?  Sand and clay already seem obvious... I guess we could ask for a tweak that makes rocksalt more common, and make more salt glazing...  But I'd like there to be multiple alternatives that produce less-valuable results than the "ideal" way of crafting pottery, so that anyone can at least get a stab at this stuff.

According to what I'm getting from Wikipedia, you need quartz or something similar for silica, which would be the obvious place for sand, but in sandless maps, it also says you can get quartz from granite (which makes whole friggin' layers, so that's easy to find), as well as sandstone and gniess and quartzite and... well, it's supposed to be the second most common mineral around, just after feldspar... which is microcline and orthoclase.

----

So far, my idea of a ceramics industry goes like this:

Earthenware / Terra Cotta is producable from normal kilns and magma kilns.  Magma kilns can produce these products with no fuel, as they "only" need to be cooked at 900-1100 degrees celcius.  Such kilns can also be used for second-fire glazing, since most of these don't require more than 1100 degree celcius fires, either.  This tier of goods could produce bricks and shingles from common soil types.  This could actually be fairly useful on aquifer levels, or useful for humans who don't have stone.  Pottery made from earthenware levels can be used as a special type of barrel (Jugs or some such special name), however, only if glazed in some way.  The easiest type of glazing would be that ash glazing style, which would simply require throwing some wood or ashes in the kiln with the pot, possibly with some additional material that actually makes the glaze (sand? salt? feldspar powder?).  These jugs could make a good replacement for barrels, although they may, perhaps, need to be "stacks" of jugs to hold the same volume a barrel would hold.  It would be better, however, if ash (or wood) was modded so that we could get several glazings worth of ash per tree, or it still winds up using a tree to make one barrel-replacement (unless you used a metal powder in the glazing).  Such glazes can take place with the original firing.  Earthenware would be cheap (material value 1), and generally good for making practice crafts for your rising potters, as well as making bricks, or other basic materials.  They could potentially make most crafts you can make with stone out of terra cotta, including coffins or statues.  Even better, masonry made of earthenware might hopefully be engravable and paintable, like with many of the extremely decorated facades of real-life temples.

Stoneware could then be the serious industrial ceramics material - taking several coal units (3 or 5?) to fire the high-temperature kiln (1200-1400 degrees celcius), and requiring the air pump to be mechanically powered, as well as a mechanically powered stone crusher to make the powders.  Stonewares would be highly valuable trade goods, beyond the price of clear glass, certainly, and nearing that of pricy metals (something like 10 or 15 material value?).  Stoneware could have those ash glazes, or more expensive decoration-style glazes, which could use multple glaze powders to boost the decoration value, and even be used to paint detailed scenes with multiple colors, creating a skyrocketing final value.  Stoneware could actually be split a little into a lower-grade and higher-grade depending on if you really work the right materials into the clay.  (5 material value versus 15?)

Actual porcelain would be a highest-tier, require large amounts of fuel (5?) for the fires (1350 celcius), very picky material requirements, and yet be very valuable for the effort (material value 40?).  With a legendary craftsdwarf and 6 or so colors, you might potentially make something in artifact-level (or even mid-sized dwarven syrup roast) values.  This process would require powdered kaolin, powdered feldspar (like orthoclase or microcline), and a source of quartz/silica (powdered granite, sandstone, shale, gniess, quartzite, or just plain sand) for the main body. 

Now, the glazing apparently requires silica to make glass, a flux material, and whatever it is you are using as the actual coloring pigment.  Silica is, again, readily available in sand, or by powdering granite, sandstone, or a host of other common stones.  This flux material can be anything with high calcium content, like what we currently use for flux in iron production (I.E. chalk or limestone), something with potassium content (potash), or high sodium content (not so sure about this... it would be nice to get sea salt from evaporating saltwater, but rocksalt is obvious, although maybe other stones could work for this as well?).  Perhaps the best way of handling this would be to just treat any stone that COULD be used for the glaze as interchangable, just for simplicity's sake.  (Hence, you only need one of potash, flux stones, or rock salt, plus one of sand or sandstone or granite or the other quartz-bearing stones' powder, and maybe could designate which to use.)  You then need to add those glaze powders, made out of crushed metal ores, as Gazz and I discussed in a couple of those posts a couple posts up there.

----

On a total side note, all this has made we want to look into making lacquer.  I'm already thinking of making some "Lacquer Shrooms" instead of lacquer trees... although if they were trees or shrubs, then it would potentially give elves somehting they could produce that would actually be valuable, besides caged giant eagles.  I'd like to think that the races in this game have something that is a "specialty", instead of just being exactly like real-life medieval civilizations, but with various bits of technology blacked-out.

8094
DF Dwarf Mode Discussion / Re: What's with the Microcline hate?
« on: March 02, 2010, 03:37:17 pm »
Actually, cinnibar does that for me...  Orthoclase clumps are actually large enough that I simply have an entire room that's cyan.  Cinnibar just all of a sudden makes my residential district cut in half with red stone.

8095
DF Dwarf Mode Discussion / Re: Because of Dwarf Fortress...
« on: March 02, 2010, 03:34:41 pm »
well, its only the enormous, fluffy-looking ones that i like. the tiny, hard-lloking ones still give me the urge to squish them

Awww... I like watching the spiders that spin webs outside my windows.  Especially when they catch a wasp or something, and I can watch the spider trying to bind the partially-paralyzed wasp still trying to sting the spider as it deftly dances around the wasp's stinger, binding it further and further.

8096
DF Dwarf Mode Discussion / Re: Dwarf History
« on: March 02, 2010, 02:56:42 pm »
1.  Who created the dwarves?
A callous and uncaring God, who created them only to laugh at their suffering if he or she ever bothers to even notice them at all...  (That's you, the player.)

2.  Why do dwarves embark?
Have you SEEN what happens to the founding dwarves of new forts?  Those that survive will almost invariably become legendaries before economy kicks in, never caring about money again.  Communist worker's paradise, baby!  When you live under royalty like this, Communism has some charm, especially since it actually WORKS in DF land.

3. Where do dwarves hail from? Is there a capital city? Why can we never see it on the world map? Is it because the embarked don't belong to a "dwarven nation"? Are these dwarven tribes and factions, instead of colonizers of a civilization?
Dwarves belong to a home nation, just hit tab on the embark location screen a few times, and you can even choose which one. The home cities show up as blue on the map to make them easier to find, even, and you can look up the hometown in Legends mode.

4. Do dwarves have a written language with syntax, or is it all pictographs? Do they have a number system?
Well, aside from having all those nouns, verbs, adverbs, and the like in the language raws, you have record keepers who have to keep exact count of the 1769 blocks of granite in your fortress.  I'd say that involves a number system.  Besides, why wouldn't dwarves have a number system or language with at least the capcity for technical information that smelly humans do, wallowing in their own filth?

5. How many dwarven words are there for alcohol?
Every time a dwarf tries to count, he invariably ends up wanting to go try some of them, and winds up passed out on the floor... the ones who do this frequently get cirrocis, and do nothing else... We call them "Philosophers".

6. How do dwarves feel about the caste system? Do they yearn to be something greater?
Probably not.  They don't care about the social status of the work they do, they just care about getting paid and having the money to store neat crap in their room, or get angry when they don't get work, and get evicted.

7. How do dwarves perceive humans and elves? Have they had any significant history together?
Dude, have you OPENED legends mode?  Elves are cannibalistic filth that must be scourged from the land.  With magma.  Sadly, conquering their primitive nonexistant "retreats" is often a trap - not only do dwarves wind up being tricked into immigrating to the new "town" that isn't even a hole in the ground (Seriously, not one hole in the ground! Not even one of those silly surface buildings!  It's just freakin' ground! They just sit around all day scratching themselves!), but then the duplicitous elves who "surrendered" plot for the elderly dwarven kings of lore to die of "age" so that they can usurp the throne from rightful dwarven hands.

Humans are a sadly primitive race, but they show some promise, and perhaps even deserve some pity for their inability to work the stone like we dwarves.  The ones who drink quite often even make wonderful cannon fodder for the dwarf who braves the road in search of adventure.  They are, however, also a potentially very greedy and violent race, to the point of attacking their own allies for personal profit, even at communal expense, which likely explains their lack of understanding the stone and metal of the land.  Self-enforced savagry... pitiable, indeed.

8097
I would love to get mass goblins, all I ever get is a few ambushes, even in big forts.  I may not often run them long enough to get lots of sieges, but I've run quite a few wealth-gimmick forts where I start exporting syrup roasts ASAP so I demand better ambushes from those lazy goblins.

Well, even if I lost a dog and two dwarves and one of my soldiers is near the breaking point after losing his dog and watching two friends die, I still had fun with it...

NEXT TIME, however, I'm not popping my marksdwarves out until they're already well within range, going down that bridge.  None of this "an army of 50 goblins runs away because two goblins died and a couple got caught in a cage" BS.

Actually, now that I think of it, the bridges I'm currently setting up will actually be a very useful trap for the purposes of preventing fleeing goblins - since my side path should be closed off, anyway, and my main path has a drawbridge that shuts off access to my halls as well as a pair of bridges that fling attackers into the (soon to be 'gator infested) pits, anyone I let get into the middle area will then be trapped (barring dodges off the bridge), so they make for helpless target practice for my marksdwarves.  I'm even eviller than I thought!

8098
DF Dwarf Mode Discussion / Re: What's with the Microcline hate?
« on: March 02, 2010, 02:28:40 pm »
What's with all the threads bitching about the long established forum jokes?

Seriously.

Because not everyone has been here for years reading the long established forum jokes to know there are long established forum jokes?

In his defense, I'm fairly new, myself, but I could figure that one out.

Just as someone else posted about how he got killed by fish that weren't even carp... but have basically all the same traits as carp... sometimes, things get famous just because they were the (un)lucky items that got memed, even when there were things more deserving.

I still hate talc and mica more than microcline, though.  I like the different colors, and I also change my color wheel (you pretty much have to if you want to see the blue, especially with a tileset that has transparancy).  Plus, while I don't mind having a row of tables in my dining hall be microcline, or have a light blue-green chest, I'm not forcing my dwarves to have chalk or talc cabinets - think of how messy and powdery that would be!

8099
DF Dwarf Mode Discussion / Re: Engraving Factors
« on: March 02, 2010, 02:21:51 pm »
Well, in response to the original question, no, the owner of the room in question has NO impact on the engraving, generally speaking. 

If you have engravings of anything but the top two or three quality ranks, you will only get "shape" type engravings (the ones in the shape raw), or things that the engraver likes.

Engraver likes and dislikes (if they can be engraved - you can't engrave images of iron or microcline, but you can engrave trees or caps or animals) appear around 10% of the time.  Note that if an engraver puts up an engraving of something that the owner of the room DISLIKES (which is common if both engraver and room holder dislike the same creature), then the owner of that room will HATE their room from then on.

You can, however, get some engravings related to the likes of other dwarves.  I'm not sure about the mechanics of this, where if someone likes a given dwarf, or is close friends with them, they will engrave the things that dwarf likes (will show up as dwarf and whatever they like, typically these are animals, like a dwarf and their pets).  If they don't have anyone like this, this seems to default to the mayor, so you'll likely see alot of the mayor holding up kittens or goblets or whatever it is they like.  The owner of the room you are engraving has no impact on this, just who the engraver knows.  This only occurs about 5% of the time.

The VAST majority of your engravings of higher quality, however, are going to be "Dwarf History" - and unless you have plenty of historical events to flood them out, you're going to see the overwhelming majority of your engravings be the election of the mayor or the founding of your fortress.   These have nothing to do with the person's room, however.

My current theory regarding these histories is that there are a certain number of "history slots" that get defaulted to your founding and mayoral election.  In order to get other historical events to appear, you need to fill those slots - the more history, the more slots that used to have founding or mayor elections in them get supplanted by other things.

8100
By the way, the final result of that battle?

29 goblins caught in cagetraps, mostly the traps that I had set out near ditches to catch wildlife, and mostly once the goblins had started to flee (probably because all their elites had walked into traps - two of them before they even approached my fortress, hitting those wildlife cage traps, and the elite archer charging my fortress alone just to hit the first cage trap).  Only 7 of those trapped were trapped before the goblins started fleeing.  (Also, I have only 4 remaining readied cage traps outside my fortress, were they AIMING for these things?)

1 goblin actually followed the elite... and hit a stonefall trap.

9 goblins were shot to death by bolts.

The other couple dozen goblins managed to escape.

"Silverclouds", my superdwarvenly tough marksdwarf, succumbed to the pain, fainted, and eventually bled out.  She had 10 official kills, 4 from this attack.  One additional goblin she had shot in the lung managed to run out of crossbowing range and fell unconscious numerous times while trying to escape before eventually bleeding to death, making it 11 actual kills.

Fortunately, as one hero dies, another is made.  "Highboots" (named for her love of steel highboots), a woman I had put on royal guard duty due to constant pregnancy, but put back on active duty for this fight, gained 6 kills with her crossbow... while carrying two babies, and constnatly being interrupted (and forced to move away from the fortifications) by her slightly-more-grown child (who went running for her mother even though outside was forbidden, and she could see goblins).  "Not now, sweetie, mommie has to pwn the noobs."

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