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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3510176 times)

Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #8220 on: December 08, 2009, 09:09:43 pm »

So are meals going to be a little more comprehensive now?

If we can nerd out about soil, why not nerd out about food?

Not in this release, but you can bet it's coming eventually.  There's a catchall dev item for this:

# Req129, IMPROVE COOKING, (Future): More food. Food should require a substrate, rather than just being seeds etc. Seeds, syrups, drinks and other such objects can contribute to the likes/dislike checks as they do now, but they shouldn't add to the number created. A good roll could lead to the recipe being given a name and saved to the entity definition, where it can then be encountered in other cities in subsequent games.

What is:
Quote from: List of Remaining Items
Issue with Stout creatures vs Items
?

The issue seems to be how clothing interacts with body size, i.e. how strict the game is about who can wear what.

From the old NFotF thread:
Quote from: Toady One
Quote
If i have several castes of different sizes, some size 4, some size 9, and some size 10. How will armor and clothing be handled? What sizes will be considered small, large, and narrow? Will i be able to specify a specific size when i am making it?

I haven't addressed equipment for modded fortresses with differently sized castes.  There's a lot more wiggle room now as kids and so on grow up through sizes smoothly, but I'm mostly planning to gloss over this for now as the interface would be a mess and it's not necessary for vanilla outside of figuring out how clothes will work for children.  I'm still thinking about how I want to handle it to the extent it'll be handled this time around.  These problems are lurker behind the stoutness item on the remaining items list.

Quote from: Knight Otu
if castes in a species can have vastly different body sizes, or have a different set of the stout/narrow tags than others, how would armor clothing be handled for entities of that species? Would each caste have to make its own sets? Or would some castes be out of luck, clothing-wise?

Right now I'm passing on dealing with this one since it would be annoying to manage all of the different clothing.  I think critters will be able to wear whatever, though it might not work across races of different sizes.  There's also the matter of children growing up with a single caste to further complicate this.
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Toady One

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Re: Future of the Fortress: List of Remaining Items
« Reply #8221 on: December 09, 2009, 11:12:00 am »

Quote from: CobaltKobold
I mean, can you do it in dwarf mode? Where(crafts?)? also, can dwarves decorate with stone yet? It always seemed off that they couldn't.

Nah, there are no stone decorations yet.  I don't remember what the deal is there.  If there's no absolute limit on the amount of decorations, even the one material restriction wouldn't stop a ton of improvements, but I guess that's true of bone as well.  You can do those other decorations in dwarf mode at the craftsdwarf, yeah.

Quote from: Footkerchief
It does make sense that unuseful teeth would just get left embedded in the skull or something.  Although someone did mention teeth strung on a necklace, which would be pretty cool trophies for the more psychotic hunters and soldiers.

Yeah, small pieces like ears and teeth are important, and hopefully I can do more with them later on. I'm just speeding through at this point.  I imagine elf ears might become popular later on, although it's currently unethical for the dwarves to do that.  Exceptions could always be made when things get nasty.

Quote from: Footkerchief
For a creature's unarmed attacks, does ATTACK_PENETRATION_PERC apply the percentage to the BP relsize?  For multi-BP attacks, like biting, if the BPs have different relsizes, does it just pick the smallest of the bunch for this purpose?  I imagine it would have been annoying to let each BP make its own wound.  The situation I have in mind here is creatures with very large fangs and a bunch of smaller teeth, like sabertooths or hippos.  Although I guess the attack might as well just use the big teeth in that case.

It uses the current actual bodypart size after everything is accounted for, instead of the relative size.  It adds the sizes, so it should probably use the minimum/maximum here instead.  Right now it uses a percentage of the sum, which isn't going to matter much in practice, but I imagine it could get bad in some cases.  When there are parts of different sizes, I guess max vs. min is up to debate, but since we are dealing with a complicated contour at that point, it isn't easily resolved.  I'm leaning toward maximum to handle large pokes, but the added contact area would be pretty harsh.  Yeah, doing independent wounds would be sort of irritating, since the attack expects one bit of information per tissue layer right now.

Quote from: Dame de la Licorne
Toady,
Since you're cleaning up the tanning issues, I was wondering if it would be possible to add an auto-clean fish option (as discussed here, and here), and/or an auto-render fat option as mentioned in the first link above and here?

Ha ha, all right, it has slipped for years.  Details in the dev log for today.

Quote from: Lemunde
Any plans for leather or cloth jumpsuits?  I know they don't fit in the time period but producing and keeping up with all the right fire imp leather gloves and left cave spider silk socks is a bit of a pain.

There aren't any concrete plans right now, although there might be weird dev items here and there about wearing complete skins or something.  There aren't many problems with just removing the items you don't like from the raws and leaving upper body stuff with maximum step numbers, though it's not perfect.

Quote from: JoeyLemur
Any chance to use skulls for other things, like decorating?  Embedded skulls in the wall... perfect for my dungeon master's bedroom.

I'm mostly just tired of having bin upon bin of totems...

Yeah, there's a chance at some point.  I'm not sure where the line should be crossed with dwarves.  It's kind of like poison in the sense of allowing player use with some issues.
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Kidiri

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Re: Future of the Fortress: List of Remaining Items
« Reply #8222 on: December 09, 2009, 11:36:43 am »

Yeah, small pieces like ears and teeth are important, and hopefully I can do more with them later on. I'm just speeding through at this point.  I imagine elf ears might become popular later on, although it's currently unethical for the dwarves to do that.  Exceptions could always be made when things get nasty.

I know which tag I'll be deleting when the new version comes out!
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Chthonic

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Re: Future of the Fortress: List of Remaining Items
« Reply #8223 on: December 09, 2009, 11:48:52 am »

This is a combination question prompted by new developments, but possibly answerable based on previous knowledge (I'm not making it green because I'm sure Footkerchief has the answer in his knowledge repository).

If I designated a burrow and in it were a fishery, an adjacent bed, and a fish-cleaning dwarf, and that fish-cleaning dwarf were the only dwarf allowed to use the fishery or the bed, would that fish-cleaning dwarf ever be bothered by the noise of his own workshop while sleeping?  When is the noise-check made?  Do only active workshops generate noise?
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MMad

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Re: Future of the Fortress: List of Remaining Items
« Reply #8224 on: December 09, 2009, 11:50:54 am »

Quote from: Dame de la Licorne
Toady,
Since you're cleaning up the tanning issues, I was wondering if it would be possible to add an auto-clean fish option (as discussed here, and here), and/or an auto-render fat option as mentioned in the first link above and here?

Ha ha, all right, it has slipped for years.  Details in the dev log for today.

Wohoo! :)
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Askot Bokbondeler

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Re: Future of the Fortress: List of Remaining Items
« Reply #8225 on: December 09, 2009, 12:06:58 pm »

If I designated a burrow and in it were a fishery, an adjacent bed, and a fish-cleaning dwarf, and that fish-cleaning dwarf were the only dwarf allowed to use the fishery or the bed, would that fish-cleaning dwarf ever be bothered by the noise of his own workshop while sleeping?  When is the noise-check made?  Do only active workshops generate noise?

it is my firm belief that only active workshops generate noise, my carpenters have their own workshop just bellow their bedrooms, though it can be a problem when thei're married.

Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #8226 on: December 09, 2009, 12:12:40 pm »

Thanks for another battery of answers Toady!
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JoeyLemur

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Re: Future of the Fortress: List of Remaining Items
« Reply #8227 on: December 09, 2009, 12:14:11 pm »

"I added automated fish cleaning and fat rendering"  -- Praise Armok!  Praise the Toady One!
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Toady One

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Re: Future of the Fortress: List of Remaining Items
« Reply #8228 on: December 09, 2009, 12:19:36 pm »

As far as I can tell, it's only digging, chopping, making fortifications, engraving walls and removing constructions that make sound at all, although there are constants present for other jobs.  I'm not sure when it was removed or under what circumstances.  It looks like digging/chopping and removing constructions make noise 8 tiles in any direction, which might be the appearance of workshop noise comes from.  Even the engraving jobs make noise 4 tiles away (even up/down).
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Huesoo

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Re: Future of the Fortress: List of Remaining Items
« Reply #8229 on: December 09, 2009, 12:20:52 pm »

Am  the only on who thinks that Jamie Thunders sounds like the name of a pornstar? Seriously could threetoe come up with cool made up names or ones from that period (such as arthur,mordred)
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Quatch

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Re: Future of the Fortress: List of Remaining Items
« Reply #8230 on: December 09, 2009, 12:49:15 pm »

Am  the only on who thinks that Jamie Thunders sounds like the name of a pornstar? Seriously could threetoe come up with cool made up names or ones from that period (such as arthur,mordred)

/s/Jamie/Arthur/g
/s/Thunders/RipOff/g

Done and done. Although that might not help the pornstar-ness.
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #8231 on: December 09, 2009, 12:51:55 pm »

Automation for custom workshops too?  Toady, that is awesome.  Also, thanks for the answers and follow-ups -- all the info being given out here will hopefully make it into the next version's wiki.

Am  the only on who thinks that Jamie Thunders sounds like the name of a pornstar? Seriously could threetoe come up with cool made up names or ones from that period (such as arthur,mordred)
/s/Jamie/Arthur/g
/s/Thunders/RipOff/g

Done and done. Although that might not help the pornstar-ness.

As amusing as this line of discussion is, that story has its own thread.
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Mephansteras

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Re: Future of the Fortress: List of Remaining Items
« Reply #8232 on: December 09, 2009, 12:54:55 pm »

Custom workshop automation...awesome indeed. Now I'll have to figure out how to use that.

*ponders*
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Dame de la Licorne

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Re: Future of the Fortress: List of Remaining Items
« Reply #8233 on: December 09, 2009, 01:12:24 pm »

Quote from: Dame de la Licorne
Toady,
Since you're cleaning up the tanning issues, I was wondering if it would be possible to add an auto-clean fish option (as discussed here, and here), and/or an auto-render fat option as mentioned in the first link above and here?

Ha ha, all right, it has slipped for years.  Details in the dev log for today.

From the dev-log:
Quote
...and I added automated fish cleaning and fat rendering. Modders can also set any of their custom jobs to be automated for whatever building they put them in (among the limited options) and their custom buildings.

Tarn, you are awesome!  Thank you!!!  :D

-Dame
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ToonyMan

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Re: Future of the Fortress: List of Remaining Items
« Reply #8234 on: December 09, 2009, 01:13:14 pm »

So that means no more going to the fishery to check the same job over and over again?  AWESOME.
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