Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 177 178 [179] 180 181 ... 306

Author Topic: Future of the Fortress  (Read 1841884 times)

cochramd

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #2670 on: October 22, 2015, 01:26:12 pm »

So are you going to keep talking about he not communicating enough or are we gonna get around the fact he already comunicated by updating the log again and gave us among some clean ups this little jewel:

Quote from: Toady
"I also added a numbered tag to reactions so that they won't use up entire bone stacks making multiple products if you don't want them to (the dwarves were making giant piles of bone plectrums out of a single yak skeleton all at once). I don't remember if this was already possible in some way, but there's a new tag anyway."

Wait, why would you not want them to do that if it means you produce more crafts in less time?
Logged
Insert_Gnome_Here has claimed a computer terminal!

(Don't hold your breath though. I'm sitting here with a {x Windows Boot Manager x} hoping I do not go bezerk.)

LordBaal

  • Bay Watcher
  • System Lord and Hanslanda lees evil twin.
    • View Profile
Re: Future of the Fortress
« Reply #2671 on: October 22, 2015, 02:20:32 pm »

Exactly. My guessing it that so you don't end up spending the whole pile in useless junk, so you can use a pile for multiple products. The thing I would like to see the most are moders reactions to that, and how can this numbered tag can be applied in the game. Specially if this finally means making more than one pair of shoes from the leather of a whole freaking elephant.
Logged
I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Future of the Fortress
« Reply #2672 on: October 22, 2015, 03:05:39 pm »

(bones and shells have a numbered amount that it calculates from the skeleton it is carving up.  if i remember, leather doesn't, since it is no longer a "body component", so this won't matter there.  what this did stop is yak bone [14] -> 14 bone instrument mallets and no bones, in one job.  now you can use the rest of the bones for something else.  we'll give leather a size at some point.  all those cloth/thread/bar/etc. sizes are still kinda iffy, but I think this tag will apply there too if modders have noticed those jobs also produce giant product stacks when the amount consumed-per-product is small.)
Logged
The Toad, a Natural Resource:  Preserve yours today!

LordBaal

  • Bay Watcher
  • System Lord and Hanslanda lees evil twin.
    • View Profile
Re: Future of the Fortress
« Reply #2673 on: October 22, 2015, 04:03:10 pm »

Wow thanks a lot Toady! It's more clear now.
Logged
I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Future of the Fortress
« Reply #2674 on: October 22, 2015, 05:48:17 pm »

Wait, why would you not want them to do that if it means you produce more crafts in less time?

This is a huge deal when you're making something that needs to go into a container, because if you get too big a stack of items, you'll have too many "units" of liquid/powder and they won't be put into the container - and so they spill on the floor and can't be used. I ran into this a lot when I was trying to make reactions to consolidate booze into fewer barrels.

Does this number tag indicate the exact number of units to be used per reaction, the max number of units to be used per reaction, the max number of products per reaction, or the exact number of products per reaction?

How will this new tag interact with multiple-reagent reactions?
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Random_Dragon

  • Bay Watcher
  • Psycho Bored Dragon
    • View Profile
Re: Future of the Fortress
« Reply #2675 on: October 23, 2015, 02:18:01 pm »

I'm still gonna be leery of more bone edits. It tends top royally screw with adventure mode crafting. Right now it's a choice between consume a whole stack of bones, or require two separate stacks but only take 1 from each. >.>
Logged
On DF Wiki · On DFFD

"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: Future of the Fortress
« Reply #2676 on: October 23, 2015, 05:46:13 pm »

I'm still gonna be leery of more bone edits. It tends top royally screw with adventure mode crafting. Right now it's a choice between consume a whole stack of bones, or require two separate stacks but only take 1 from each. >.>
? Right now bone crafting works correctly in adventure mode, at least in my mod. It's cloth/thread crafts that have problems.
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

syyrah

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #2677 on: October 24, 2015, 06:55:15 am »

Are the recipes and procedural generation of games still in plans for the release after this one?

I have been hearing something about myth generator, and just wondering if there have been a change of plans.
Logged

Random_Dragon

  • Bay Watcher
  • Psycho Bored Dragon
    • View Profile
Re: Future of the Fortress
« Reply #2678 on: October 24, 2015, 01:37:14 pm »

I'm still gonna be leery of more bone edits. It tends top royally screw with adventure mode crafting. Right now it's a choice between consume a whole stack of bones, or require two separate stacks but only take 1 from each. >.>
? Right now bone crafting works correctly in adventure mode, at least in my mod. It's cloth/thread crafts that have problems.

Unless they fixed that...I could've sworn bone stacks still interacted oddly with adventure mode reactions.

Then again I also have the perpetual issue of skulls refusing to be usable no matter what I do, which others have figured out how to work around. >.<
Logged
On DF Wiki · On DFFD

"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #2679 on: October 24, 2015, 08:49:53 pm »

64 bit Dwarf Fortress coming soonTM!
Woohoo!

edit: Just as clueless as Edmus below me...

I know lots of people have lots of opinions on the matter, but what do you see as the main potential of a 64 bit Dwarf Fortress?
« Last Edit: October 24, 2015, 09:48:57 pm by Shonai_Dweller »
Logged

Edmus

  • Bay Watcher
  • Powerful toasting since 1893!
    • View Profile
Re: Future of the Fortress
« Reply #2680 on: October 24, 2015, 09:17:37 pm »

How will 64 bit affect performance?
Asking on behalf of all three clueless people. :P
Logged

lethosor

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #2681 on: October 24, 2015, 09:29:39 pm »

It won't affect raw speed very much, aside from a few minor things like being able to use more register space in some cases (e.g. 32-bit arithmetic could use twice as much register space in theory, assuming I understand how registers work), and 64-bit arithmetic would be faster. (DF doesn't seem to use 64-bit integers for much, though, so this won't have much impact - if anything, some things that are 32-bit integers right now could become 64 bits in a 64-bit build, which should result in almost the same performance in those cases.)

The main benefit people see in a 64-bit build is the ability to address (i.e. use) more memory - 32-bit code uses 32 bits to refer to memory locations, which allows it to use up to 4 GB of memory (which Windows further restricts to 2 GB by default, which can be reached with large enough worlds/maps), while 64-bit code uses 64 bit pointers and can use up to 16 exabytes of memory (17179869184 GB if I did the math correctly).
Logged
DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

LordBaal

  • Bay Watcher
  • System Lord and Hanslanda lees evil twin.
    • View Profile
Re: Future of the Fortress
« Reply #2682 on: October 24, 2015, 11:26:57 pm »

Speed wont improve all that much, but thing the game can track at the same time would, so in theory that could lead to bigger maps, more population and a lot of other things.

In simple terms: You have a car, and there's only a single gas station in the world, you can only go within the range your gas tank allow it from the gas station. This would be something like virtually making the fuel tank infinite. Sure, you still take the same time to get anywhere, but now you can literally go anywhere.
« Last Edit: October 25, 2015, 08:26:07 am by LordBaal »
Logged
I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: Future of the Fortress
« Reply #2683 on: October 24, 2015, 11:32:09 pm »

Well, windows will at least permit the program to use 3-4gb of memory, then. I'm excited for this, honestly, just for being able to use a bit extra. Not that my laptop has anything extra to give right now. :P

Will bookcases be used for anything outside of designated libraries? How will they behave in adventure mode? If they're unwalkable tiles we won't be able to stand on them to access books, so we'd need to use the command for interacting with a building, right? Will we be able to both place and remove from them? Will it be restricted exclusively to books?
« Last Edit: October 24, 2015, 11:33:57 pm by Eric Blank »
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #2684 on: October 25, 2015, 12:10:05 am »

Speed wont improve all that much, but thing the game can track at the same time would, so in theory that could lead to bigger maps, more population and a lot of other things.

In simple terms: You have a car, and there's only a single gas station in the world, you can go from a to b with a single tank of fuel but you can't go further. This would be something like virtually making the fuel tank infinite. Sure, you still take the same time to get anywhere, but now you can literally go anywhere.
Except that, just like the car, right now DF gets heavier and slower the more stuff is running around. So, if there's no speed improvement the result is not being able to do any more than is currently possible (besides super large world generation). However, Toady has obviously put some effort into making DF 64-bit eventually so I'm wondering what he's thinking it'll be used for. Is it just big worlds? Is it prep for the planned multiple planes of reality? There's plenty of theoretic possibilites.
« Last Edit: October 25, 2015, 12:12:42 am by Shonai_Dweller »
Logged
Pages: 1 ... 177 178 [179] 180 181 ... 306