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Topics - Dwarfu

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16
DF Gameplay Questions / Moody Dwarf wants glass [solved]
« on: August 21, 2009, 01:06:08 am »
Why is it when I need to look something up, someone breaks the wiki (getting sql errors)?

Anyways, when a dwarf requests glass, does he mean raw or cut?  He's specifically requesting raw gems, cut gems and glass - could he want glass blocks?

His profile does specifically mention a type of preferred glass, but I have green and clear...

[turns out it was raw green - I had raw clear, I wasn't sure about it maybe being blocks, though]

17
DF Gameplay Questions / Preparing for Roles in Next Version
« on: June 22, 2009, 01:59:42 pm »
Does the linked spreadsheet look about right to everyone with what has been discussed/worked on so far in the update?

Thanks.

18
DF Suggestions / New use for Zinc and Aluminum and Spider Silk
« on: April 23, 2009, 05:13:36 pm »
Add this.  Now.  Very dwarfish.


Scientists make super-strong metallic spider silk

By Ben Hirschler Ben Hirschler – Thu Apr 23, 2:55 pm ET

LONDON (Reuters) – Spider silk is already tougher and lighter than steel, and now scientists have made it three times stronger by adding small amounts of metal.

The technique may be useful for manufacturing super-tough textiles and high-tech medical materials, including artificial bones and tendons.

"It could make very strong thread for surgical operations," researcher Seung-Mo Lee of the Max Planck Institute of Microstructure Physics in Halle, Germany, said in a telephone interview.

Lee and colleagues, who published their findings in the journal Science, found that adding zinc, titanium or aluminum to a length of spider silk made it more resistant to breaking or deforming.

They used a process called atomic layer deposition, which not only coated spider dragline silks with metal but also caused some metal ions to penetrate the fibers and react with their protein structure.

Lee said he next wanted to try adding other materials, including artificial polymers like Teflon.

The idea was inspired by studies showing traces of metals in the toughest parts of some insect body parts. The jaws of leaf-cutter ants and locusts, for example, both contain high levels of zinc, making them particularly stiff and hard.

Spider silk has long fascinated scientists but producing it in commercial quantities is difficult because spiders kept in captivity tend to eat each other.

As a result, researchers have looked at alternative ways of producing silk without spiders, by duplicating their spinning technique.

Approaches being tried include deriving fiber from the milk of transgenic goats with an extra spider-silk gene and adapting silk produced by other insects, such as silkworms.

(Editing by Tim Pearce)

19
DF Modding / Extract to Vial
« on: March 28, 2009, 12:15:15 am »
What is the difference on plants for the [EXTRACT_STILL_VIAL] and [EXTRACT_VIAL]?

Which workshop gets the [EXTRACT_VIAL] job?  Farmer?  Alchemist?

Wiki lists the former, not the latter tag.

20
DF Dwarf Mode Discussion / Why Women Should Not Be In The Military
« on: March 26, 2009, 03:38:00 pm »
Mother tends to the ballista.
Her five children gather around to watch.
You'd think she'd wait until one moved to fire.
She does not.
The bolt decapitates one of her little girls.
She sits down to a legendary meal of roast chicken, black peppercorns, wild herbs and lemons.
She does not care.

Actually, this is making it sound good...

Seriously, I was a bit mortified at the blood spray that doused the area.  I like having little families in the fort, but I guess I'll need to furlough any of the women that have children.

21
DF Dwarf Mode Discussion / Hospital Prep
« on: March 18, 2009, 04:27:12 pm »
I know nothing is final yet, but I'd like to get some of y'all's (what the hell is that, a possessive contraction?) ideas on hospital setup with current information.

Designate the hospital zone.
Include beds.  Any other furniture?
Soap stockpile.
Access to dump zone for removed rotten tissues.
Other stockpiles for sutures, surgery tools (?), bandages, splints, crutches, plaster casts, grooming supplies, etc, and/or their component parts.
Food/Drink stockpile nearby.
Designation of Chief Physician (in whatever form) and attendant nurses (patient feeding, etc., jobs enabled).

What else?  Waterfall?  Dump zone into a graveyard?  Two floodgates for 'liquid-cooling' and 'central heating' the room?  A temple nearby to pray for your loved ones to pull through?

22
DF Modding / Couple Farm Animals
« on: February 23, 2009, 04:36:24 pm »
I saw some people wanting animals, and I had just made some, so I though I'd share.  C&C is welcome.  I take lots of notes in my raw files, so you can cut that out if you don't want it.  If you aren't in to modding, just copy the code and append it to your creature_domestic file in the raw folder.  I haven't done a gameplay pass on values yet, so input is welcome to get them to conform.

sheep
Spoiler (click to show/hide)

pigs
Spoiler (click to show/hide)

chickens
Spoiler (click to show/hide)

edit: spelling.

23
DF Modding / General Mod Questions
« on: February 21, 2009, 12:46:53 am »
Never been bothered to mod games before, but after poking around in some of the raw files, my head is filled with ideas to tailor the game to my own little niche.

After finishing up adding in some herbalist-only herbs and spices with a couple extracts, etc, I'm ready to move on to something else.

Is it currently possible to change all types of meat into a single, generic 'meat' or does the butcherable tag make each meat a seperate indexed item?  I eventually want certain animals to drop specific meat (venison, pork, beef, etc) but want any others to just be 'meat', so I assume it has something to do with getting descriptors on meat.

Ditto for leather - any way to just get a single item called 'leather' instead of each animal having their own?  I know there's a tag for chitin, but other than that, I don't want the animal descriptor's on each bit of leather.

Actually, back to plants for a sec - I like how you can change the name of the products of plants to something different than the plant itself (named booze, dye, extracts) - is there any way to do this when just processing plants to get thread?  Cotton is easy enough, because the cloth uses the same name, but I wanted to add in flax and don't want it to be flax cloth, but linen.  I used jute for cave-dwellers, but wished I could just call it burlap once it was made into cloth (I can live with this one, but I really would rather have linen).

I'm sure I'll have more questions as I dig into this, but I don't want to waste time designing things if its currently not possible to achieve what I want.

er...one more...can plants use more than one biome like animals? I noticed all the game-supplied plants only had one.

Thanks!!

24
DF Bug Reports / [40d] Gender Check on Gods
« on: January 20, 2009, 11:49:58 pm »
This probably could be discussed first, but I'll post it and see what happens.

ûz Etar Amud, "ûz the King of Thunder"

ûz most often takes the form of a female dwarf...

I know that they are gods/goddesses with wily ways and there are ample references in our own mythologies to cover this, but I'm not sure it was intentional in this case.

25
DF Bug Reports / [40d] Underground River Exposed (Follow-up)
« on: September 27, 2008, 04:15:21 pm »
Toady, do you need another save or more info on this?  For reference, this relates to bugs 948 and 966.

It happened on my current embark site.  The underground river is on the top z-level and fully exposed, but even after digging into it to set up a floodgate, I never got credit for discovering it (internal flooding lead to underground shrubs and trees, so I guess that didn't really matter).

Also, it ends (starts?) with a waterfall, which isn't falling from anywhere (only sky above) and isn't falling to anywhere (I dug out the level below it).

I'll put this in my archive for now, if you need it let me know.

26
DF Bug Reports / [39d] Magma Pipes Not Visible on Surface
« on: July 23, 2008, 11:42:35 pm »
RE: "made volcanic shafts that are visible in embark always exit through the surface"

By 'volcanic shafts' I'm assuming you mean magma pipes as well, not just volcanos themselves.

Just embarked to a site that had a magma pipe shown, but did not show on the surface after embarking.

27
DF Bug Reports / [39c] (Solved)
« on: July 19, 2008, 12:13:30 pm »
Completed a trade with my trade liason, Dodok Lolorcagith, and his name changed.  I thought it was scrolling, but monom isn't part of his name.



Edit: removing as bug report, most likely what Dame said.

28
DF Dwarf Mode Discussion / Turn off Translations?
« on: July 18, 2008, 10:25:01 pm »
Is there a setting somewhere to turn off translations?

I'd rather just see the language's words, because the translations are just goofy to the point they're killing the mood.

29
DF Bug Reports / [39c - adventure mode] No way across river in town
« on: July 18, 2008, 07:03:04 pm »
Went to a human controlled elven retreat. There were three hovels and an armor shop run by an elf that was part of the merchant nobility (shopkeeper & [human] civ leader).  This game seems to make me ramble now...

Anyways, depending on which direction you approach the village, you can be placed on the wrong side of a river that runs n/s through the entire area just to the left of the buildings.  There's no way across.

Not sure if this has to do with incomplete road/bridge building, but there should probably be a sitecheck enacted to make sure there's a bridge in a town with a river, even if there's no road.

30
Building the Undercity, Enôrdùstik Stëtnin, v1.

Code: [Select]
g+1 (rooms)     g (bar)         g-1 (mtg rm)
╔═╦═╦═╦═╦═╗     ╔═╦═══════╗     ╔═╦═══════╗
║>║θ║θ║θ║θ║     ║X║÷      ║     ║<║       ║
║ ║ ║ ║ ║ ║     ║ ║÷  ╥╤╤╥║     ║ ║       ║
║ ╚┼╩┼╩┼╩┼╣     ║ ║÷      ║     ║ ║       ║
║         ║     ┼     ╥╤╤╥║     ║         ║
╠═┼╦┼═╦┼╦┼╣     ╠┼╗٪      ║     ║         ║
║  ║  ║ ║ ║     ║ ║÷    ╥╤║     ║         ║
║θ ║ θ║θ║θ║     ║θ║÷      ║     ║         ║
╚══╩══╩═╩═╝     ╚═╩══┼┼═══╝     ╚═════════╝

The symbols are pretty much the same as in-game, so no notes on those unless you need them.  For clarity, all surfaces are smooth, though floors are not shown.

Overview
This is my version of an inn.  It can be used both on the surface and underground.  See the options, below.  If undergound, its intent is to be a free standing building with the caverns channeled out a few layers above it to give it the large chasm feel.

I'm going for aesthetics, as I play long-time fortresses (last one was 17 years and only stopped so I could take advantage of the new release, so pathing and hauling are not top priorities.

The general purpose is to have a realistic building both in looks and function.  Placing it next to the trade depot is favorable, as it would look like a small village springing up.  It'd be a perfect place for the starting dwarves to use.

As you enter the ground floor, patrons can grab a bit to eat or get a drink on their way to work.  Stockpiles hold 4 barrels of booze, a barrel of the season's edible plants, and a single stack of prepared food.

Down the hallway to the left is the proprietor's assigned room (cook, brewer, maybe planter (see below)), and the stairs leading up to the rooms and down to the meeting room.  A side door can be used for the proprietor to toss out trash or tend his garden (see below).

Going up the stairs takes you to the inn's rental rooms.  Six common rooms and two more comfortable rooms are available.  No extra furniture is included other than the beds.

Going down the stairs takes you to the meeting room.  This is where the locals can gather and discuss the day's events, smoke their pipes, and toss hand axes at each other.  The Captain is sure to put this place on the guard's patrol route, not only keeping them happy, but to keep the patrons in line as well.

Internal Options
Though not shown, I assume each room and some of the ground floor bar would have windows.  Fortifications in the sense of an open-air adobe type building, or glass windows for a more realistic look and feel.  My only concern was after the economy kicks in, not many could afford rooms with windows - though, that may be the point of an inn - various comings and goings.

At the start, the two larger rooms could be used as offices for the expedition leader (or manager/treasurer).

The basement meeting room is intended for a small 'meeting' zone - it looks cool when dwarves are actually hanging out in the inn.  We really need two types of meeting zone, a racial meeting zone, and a 'corral' type meeting zone that animals will go to - it looks funny when Urist brings his muskox in and crashes the party.

I thought of putting a still or kitchen down here for the proprietor, but with the current noise system, the tenants would never sleep.

External Options
Perhaps near a well.
A statue out front to commemorate something.
If on the surface, a small farm plot so the proprietor can grow veggies (I know he may not use that particular plot, but it would look like it was getting used).
The overall construction is assumed to be stone if underground, but with the open-air cavern approach, could easily mimic an above-ground building, ie making the foundation and ground floor out of stone, and making the top level out of wood.

---

Thanks for looking.  Feel free to discuss and adapt as you see fit.  I plan on making several stock buildings that I'll be using in my forts, and I'll continue to post them for review and comment.

edit - I forgot the up stairs for the meeting rm, note on starting dwarves, note on use of large rms, note about smoothing, name change to proper dwarf format, clarify room w/ window, random spelling.

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