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Author Topic: Future of the Fortress  (Read 1841940 times)

Shonai_Dweller

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Re: Future of the Fortress
« Reply #3570 on: March 03, 2016, 05:54:50 pm »

I know it will happen eventually , heh this bug just makes me sad.

Though I love the way adventure mode is going.
So long as it's up on the tracker, that's the main thing.
I just hate those facepalm moments when someone asks Toady about the years old xx issue which everyone on the forum except Toady is aware of because no-one got round to reporting it.
 :o
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Random_Dragon

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Re: Future of the Fortress
« Reply #3571 on: March 03, 2016, 06:02:19 pm »

True. Though when an issue is reported and gets forgotten, that can be frustrating too. ;w;
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Vattic

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Re: Future of the Fortress
« Reply #3572 on: March 03, 2016, 07:47:15 pm »

I noticed that dwarves don't go poo. Will there be a bathroom/sewer system implemented in the future (presumably far future) For example, making use of water/plumbing mechanics to provide/maintain sanitation for your dwarves such as toilets, water cleaning machines etc.  along with a whole new pooping mechanic.

For a more expanded answer I'll quote Footkerchief from one of the suggestion debate threads.

Any, Toady already said he wasn't going to do it.

I don't know how this became the conventional wisdom, because (as far as I know) he's never made an unqualified statement that he wouldn't in any form implement feces, scat, waste, or night soil.  The game already has a brown "filth" material that, according to Toady, is feces (see quotes below).

Here's all the quotes I could dig up (note that this first one is from 2004, and that "no plans" is very different from "won't do it"):

There are no plans to add "night soil".  Dwarves poop little pebbles which seemlessly disappear into the cavern floor, or they collect them and cherish them or something.

Do dwarves have water closets? Will we need to carefully craft "flushing" mechanisms to carry the unmentionables away?

There is currently no potty.

4.  Manure, as a fertilizer.

4. They just drop it everywhere?  Everyone will might be doing it after a while... night soil, and so on.  But it's a dangerous door to open, especially if the room on the other side is full.  If a god turns you into a horse in adventure mode, would you suddenly start dropping the bomb?

From DF Talk:

Quote
Toady:   [...] I like the idea of being able to track things and find them, and pick up little kobold scats and dig around to see what they've been eating ... after a fashion, anyway.
Quote
Rainseeker:   So there's no poo creatures either?
Toady:   It was a close thing! Because it was literally a decision I had to make, going down this list, because in the Hidden Fun Stuff of course if you get the tentacle demons then you get a layer scattered with various filth on the ground; and there's brown filth and yellow filth and so on and it's not clearly stated but it's a material that I had to put in properties for right? So there's these hard-coded filth materials, and when I was going down the list, you know 'Do I want creatures made out of mud? Do I want creatures made out of vomit? Do I want creatures made out of glass?', there's all these hard-coded materials, and I was just like 'Yeah, yeah, yeah ... No ... No ...' on the filth. But there are creatures made out of the grime, and the grime material is the material that collects on your body slowly over time, and it's also the material that's used in swamp water, so there's this ... I just needed this material called 'grime' for these miscellaneous purposes, it's just crap, just stuff that collects over time and when a creature is made out of that it just says 'composed of grime and filth'. So if you want to call that 'poo' even though it's not it's possible for you to extend your imagination.
Quote
Toady:   [...] But the kind of thing that's on the table is gunpowder, and the materials that you need for that are already in the game, I think. We've got brimstone, which is sulphur, and I don't remember if we have saltpetre, if it's there or not, but ... I guess you could do all kinds of things with manure and urine to make it, or you can find it in a crystalline form in the ground perhaps.

And finally, sewers full of filth were a powergoal in the old dev item system:

Quote
# PowerGoal153, THE CRACKS OF DOOM, (Future): You flee into the sewer with the baron's ring, but sliding in the muck, you drop it. Try as you might, you cannot locate the precious object in the town's filth.

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Orbotosh

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Re: Future of the Fortress
« Reply #3573 on: March 03, 2016, 09:02:51 pm »

I noticed that dwarves don't go poo. Will there be a bathroom/sewer system implemented in the future (presumably far future) For example, making use of water/plumbing mechanics to provide/maintain sanitation for your dwarves such as toilets, water cleaning machines etc.  along with a whole new pooping mechanic.

For a more expanded answer I'll quote Footkerchief from one of the suggestion debate threads.
[Snip]

Wasn't there something about Toady deciding against it because someone would inevitably exploit it in the usual DF style?
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Random_Dragon

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Re: Future of the Fortress
« Reply #3574 on: March 03, 2016, 10:06:56 pm »

Wasn't there something about Toady deciding against it because someone would inevitably exploit it in the usual DF style?

See also: literally every suggestion that allows for the potential for drowning goblins and/or elves.

It was inevitable.
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Untrustedlife

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Re: Future of the Fortress
« Reply #3575 on: March 03, 2016, 11:41:27 pm »

I noticed that dwarves don't go poo. Will there be a bathroom/sewer system implemented in the future (presumably far future) For example, making use of water/plumbing mechanics to provide/maintain sanitation for your dwarves such as toilets, water cleaning machines etc.  along with a whole new pooping mechanic.

For a more expanded answer I'll quote Footkerchief from one of the suggestion debate threads.

Any, Toady already said he wasn't going to do it.

I don't know how this became the conventional wisdom, because (as far as I know) he's never made an unqualified statement that he wouldn't in any form implement feces, scat, waste, or night soil.  The game already has a brown "filth" material that, according to Toady, is feces (see quotes below).

Here's all the quotes I could dig up (note that this first one is from 2004, and that "no plans" is very different from "won't do it"):

There are no plans to add "night soil".  Dwarves poop little pebbles which seemlessly disappear into the cavern floor, or they collect them and cherish them or something.

Do dwarves have water closets? Will we need to carefully craft "flushing" mechanisms to carry the unmentionables away?

There is currently no potty.

4.  Manure, as a fertilizer.

4. They just drop it everywhere?  Everyone will might be doing it after a while... night soil, and so on.  But it's a dangerous door to open, especially if the room on the other side is full.  If a god turns you into a horse in adventure mode, would you suddenly start dropping the bomb?

From DF Talk:

Quote
Toady:   [...] I like the idea of being able to track things and find them, and pick up little kobold scats and dig around to see what they've been eating ... after a fashion, anyway.
Quote
Rainseeker:   So there's no poo creatures either?
Toady:   It was a close thing! Because it was literally a decision I had to make, going down this list, because in the Hidden Fun Stuff of course if you get the tentacle demons then you get a layer scattered with various filth on the ground; and there's brown filth and yellow filth and so on and it's not clearly stated but it's a material that I had to put in properties for right? So there's these hard-coded filth materials, and when I was going down the list, you know 'Do I want creatures made out of mud? Do I want creatures made out of vomit? Do I want creatures made out of glass?', there's all these hard-coded materials, and I was just like 'Yeah, yeah, yeah ... No ... No ...' on the filth. But there are creatures made out of the grime, and the grime material is the material that collects on your body slowly over time, and it's also the material that's used in swamp water, so there's this ... I just needed this material called 'grime' for these miscellaneous purposes, it's just crap, just stuff that collects over time and when a creature is made out of that it just says 'composed of grime and filth'. So if you want to call that 'poo' even though it's not it's possible for you to extend your imagination.
Quote
Toady:   [...] But the kind of thing that's on the table is gunpowder, and the materials that you need for that are already in the game, I think. We've got brimstone, which is sulphur, and I don't remember if we have saltpetre, if it's there or not, but ... I guess you could do all kinds of things with manure and urine to make it, or you can find it in a crystalline form in the ground perhaps.

And finally, sewers full of filth were a powergoal in the old dev item system:

Quote
# PowerGoal153, THE CRACKS OF DOOM, (Future): You flee into the sewer with the baron's ring, but sliding in the muck, you drop it. Try as you might, you cannot locate the precious object in the town's filth.
Vattic you know there are ALREADY sewers in adventure mode right? Like proper sewers.. ^ like what that power goal was referring to, you cant slip yet though and they arent filled with brown filth .

However..its only a matter of time.
« Last Edit: March 03, 2016, 11:46:59 pm by Untrustedlife »
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CLA

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Re: Future of the Fortress
« Reply #3576 on: March 04, 2016, 08:36:56 am »

With map tile boundaries about to fall, can we expect similar limitations/hard-coding to disappear as well?

Do you expect, or did you already think about problems, roadblockers and obstacles regarding these? In other words, are there limitations where you think "it's just a matter of writing the code", and others where you just don't see a way to lift a restriction without major problematic implications and consequences?
I'm thinking about things like not being able to build/designate most things on the outermost tiles of your site, changing the dimensions of a site after defining it (for example increasing size on reclaiming; or decreasing size, "splitting" the site in two), overlapping sites, and similar restrictions.


This can probably be answered by anyone with a better overview of the way DF currently works (because I think technically, you can do these things already), but I'll green it, just in case.
In the past, you could connect an isolated site (for example, embarking on a remote continent) by concatenating "dummy sites" on locations you can normally not embark on with 3rd party tools: embark, abandon immediately, just so the game thinks this is a reachable site. If you'd do that all the way to your isolated site, you would then get migrants, caravans and so on.
IIRC, this behavior changed when actors started to physically move on the world map.

When adventure mode crafting/constructing/digging will be expanded, we could already theoretically build a bridge over an otherwise unpassable border (a small ocean for example). You could also do the opposite, and build a very long wall, creating a barrier. Does the game recognize these site changes already in terms of where actors are allowed to move? If so, all of them, and on all abstraction layers? Or are only some limited by player-made barriers? Can you for example pass an impassable wall by quick traveling over it?
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pikachu17

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Re: Future of the Fortress
« Reply #3577 on: March 04, 2016, 03:29:14 pm »

actually if a the ocean between an island and the mainland is thin enough you can build a bridge without dfhack.
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Untrustedlife

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Re: Future of the Fortress
« Reply #3578 on: March 04, 2016, 06:44:57 pm »

How are insurrections calculated? Does the number of hearthpeople play a factor? Does it work differently with adventurer lords?
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vjmdhzgr

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Re: Future of the Fortress
« Reply #3579 on: March 04, 2016, 09:09:52 pm »

As of this coming release (.07) will carpentry workshops built in player fortresses be usable by adventurers? Or is there some kind of code difference between workshops built in fort mode and adventure mode since the later are probably more temporary and the former are really old code?

Are there any plans to make other existing workshops that occur in world gen or player fortresses available to adventurers, or will that kind of thing be put off until you decide on the final configuration for adventure mode crafting?

Toady has said that he doesn't plan for workshops to be used in adventure mode.
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Here's a house. You can see the upper floor in the z-window on the right. The carpenter's workshop is outside
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Untrustedlife

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Re: Future of the Fortress
« Reply #3580 on: March 04, 2016, 09:22:25 pm »

As of this coming release (.07) will carpentry workshops built in player fortresses be usable by adventurers? Or is there some kind of code difference between workshops built in fort mode and adventure mode since the later are probably more temporary and the former are really old code?

Are there any plans to make other existing workshops that occur in world gen or player fortresses available to adventurers, or will that kind of thing be put off until you decide on the final configuration for adventure mode crafting?

Toady has said that he doesn't plan for workshops to be used in adventure mode.
Quote
Here's a house. You can see the upper floor in the z-window on the right. The carpenter's workshop is outside

Toady also said in the last fotf reply that he plans to get rid of the workshops he just put in adventure mode eventually.

Quote from: Toady One
Quote from: Untrustedlife
You said on the adventure mode  df talk toady that you wanted to keep workshops out of adventurer mode  - since they were more an abstraction of a concept and would be overhauled later. What changed your mind?
We were happy with the figurines, so we figured we'd just toss in some more stuff.  We still want to switch the workshops over, but that'll take the same amount of work either way, pretty much, and we didn't have time now to get into that, since we're between major pushes and already have other plans.


SO he wont be keeping that there and it isnt permanent .
« Last Edit: March 04, 2016, 09:26:05 pm by Untrustedlife »
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Random_Dragon

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Re: Future of the Fortress
« Reply #3581 on: March 04, 2016, 09:45:12 pm »

Toady also said in the last fotf reply that he plans to get rid of the workshops he just put in adventure mode eventually.

Probably about as eventually as giant desert scorpions. Speaking of which...

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Shonai_Dweller

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Re: Future of the Fortress
« Reply #3582 on: March 04, 2016, 09:54:14 pm »

SO he wont be keeping that there and it isnt permanent .
The question still stands. In 42.07 will adventurers be able to use carpenters workshops they find in fortresses? and conversly, since we can embark on adventurer sites, will fortress dwarves be able to use carpenters workshops left lying around by adventurers?
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Rose

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Re: Future of the Fortress
« Reply #3583 on: March 04, 2016, 10:00:50 pm »

Why would they be different?
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Re: Future of the Fortress
« Reply #3584 on: March 05, 2016, 08:09:25 pm »

As of this coming release (.07) will carpentry workshops built in player fortresses be usable by adventurers? Or is there some kind of code difference between workshops built in fort mode and adventure mode since the later are probably more temporary and the former are really old code?

Are there any plans to make other existing workshops that occur in world gen or player fortresses available to adventurers, or will that kind of thing be put off until you decide on the final configuration for adventure mode crafting?

Toady has said that he doesn't plan for workshops to be used in adventure mode.
Quote
Here's a house. You can see the upper floor in the z-window on the right. The carpenter's workshop is outside

Whoops! Guess I got the future and the present mixed up.
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