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Author Topic: Future of the Fortress: List of Remaining Items  (Read 1307786 times)

Toady One

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Re: Future of the Fortress: List of Remaining Items
« Reply #11220 on: January 26, 2010, 07:12:33 am »

Broken in two this time, because of the character limit.  I only found stuff in green pretty much, and I didn't include things that I felt were addressed by other people.  I probably missed stuff too, especially in spoiler tags.

Quote
Quote from: Eiba
What do you mean by "among the limited options"?
Quote from: Footkerchief
I think that means the available parameters in the new custom workshop raws.  Here are the others that were mentioned: "The workshop was set to require any "building material" for its construction, which is a flag you can put on building/reaction items now (much like many of the standard workshops' construction requirements). You can also do the fire/magma-safe flags, rule out economic stones, allow artifacts and set custom workshops to be magma-fueled. You can allow any number of labor settings to construct the building, or leave it blank to allow anybody to make it."

In the dev log, I was just talking about the limited number of building types (kitchen, tanner, kiln, smelter, custom).

Quote from: Footkerchief
The function that calculates straight-line distance for job items ignores z-levels.  Here are a couple reports that include simple ways to reproduce the problem: one, two, three.  It should be a quintessential one-minute fix, but I know how that goes.

I've never been able to reproduce this.  I just dug a tunnel out below a depot and the stone all reported at the correct distances including the z levels, and the code in 40d is the same.  It didn't say zero for the stone directly below the depot.  The workshop job code all uses 3D staight line distances, which are bad compared to the path distance, but it doesn't return zero for Z coordinates.

Quote from: Protactinium
What does the unification of plant and tree raws entail? Is there anything new that modders can do with trees and plants because of this?

Trees are still pretty uninteresting (you still just cut them down), so nothing yet, but it'll allow a lot as we go along.  You have the materials to mess with now, and there are some applications there, but quality flowers and fruit trees would still be relegated to weird reactions as things stand.

Quote from: NewoTigra
Regarding dwarves' current dislike of certain vermin, will they eventually take measures to get rid of any vermin they see? If so, will this also have correlations with thoughts:
i.e. 'Urist McEukaryota was disgusted by a horrid creature lately', but 'Urist McEukaryota is happy to have squished said disgusting vermin recently'.

He he he, I haven't thought about that kind of justice at all.

Quote from: RantingRodent
Is it possible to get a list of the new undergrounds creatures so that graphics packs can get an early start on creating sprites for them?

Nah...  something needs to be kept back for people.  Of course, people can just break out the raws once they download it and enable the arena and spoil everything for everybody.  I don't know.

Quote from: Untelligent
If a weapon is made out of a contact-poison material, will it poison struck opponents?

There are a whole bunch of contact-poison effects that just aren't used.  It should look at the ground vs bare ground contacts, wrestling, inventory items, etc., but I'm just not caught up with the ramifications there.  Right now it needs a contaminant.  There needs to be more of notion of time-of-exposure when the more ephemeral contacts become involved.

Quote from: Siru
Will we eventually see volcanic eruptions and their after-effects in worldgen?

I'd like to have those.  It's kind of a terrible thing, both for the fortress and potentially the processor, but it would be entertaining.  Right now I'd just need to adjust the refill z to get local effects going (as some people have seen in bugs), but I guess I'd want to do it better than that in some spectacular instances.

Quote from: Neonivek
Toady will the technology from the underground animalmen always be rather static? can they, lets say, defeat a Dwarf Fortress and have a chance to incorperate their technology?

It would be cool to mess around with stuff like that.  It fits in with the various knowledge discussions we've had.

Quote from: Neonivek
Is there a plan for Civilisations to "accidently" discover underground sites either in their own forts/roads or will it be as it always is and only the player can find them?

There are a lot of things like that (artifacts, nobles moving around, etc).  I'm all for the other places do stuff especially because it allows adventurers as well as your fortresses interacting with a more interesting world, but of course the player's interaction is more of a priority for things (except when it's way easier the other way around, like demon takeovers in world gen).

Quote from: smjjames
Does this also mean that it won't be possible or at least much harder to completely extinct wildlife/fish stocks anymore? I'm sure we can severely deplete it or make it 'locally extinct', but they will repopulate with time?

This is one of those dev next things.  I haven't done a lot with repopulation of wilderness populations.

Quote from: skaltum
will river flooding ever come back? e.g cave river and magma river flooding in the 2D version

and

will adv mode zombie ruins return?

I liked the river flooding, but it is a flow problem.

Zombie ruins are fun, I just need them to come up for some reason.  Which isn't so hard.  But I haven't done it yet.  There's a core item for it if I remember.

Quote from: Footkerchief
Quote from: smjjames
Is there any indication of this bug: "001082 ? [dwarf mode][pets]   (Report) tamed feature creatures can become hostile even without having previously attacked dwarves" bieng fixed in the new release? I just got this one with my tamed GCS while I was trying to figure out how to make my silk farm work. I would have reported it, but we are so close to the new release that it wouldn't make a difference. Besides, the 'features' are bieng completely redone.

I'm sure there are some great things in the new version that we could tame which we would hate to have be hit by that bug.

I think my GCS may have gone hostile from killing goblins, which woke up the beast in it.
My guess is that it's been fixed by the underground rewrite, but hey, confirmation wouldn't hurt.

I think that one was in the request list.  I haven't had any tamed creatures around in forts long enough to test it inadvertently at this point.

Quote from: Qloos
What part of your code for the upcoming release are you most proud of?

I'm no good at these sorts of questions...  I'm not really proud of any of my code though.

Quote from: Footkerchief
Quote from: Manifold1
If a dwarf (or any creature) has no teeth and no limbs, will the creature try to gum the enemy to death?
Interesting question.  I'm pretty sure it hasn't come up before.  My guess is no, since there would be no body parts left for the bite attack to use, and no "gum" body part to use instead

Yeah, it wouldn't be able to improvise an attack from the whole mouth if it is specified by the teeth.  Probably something that needs to be addressed at some point, especially if toothlessness ends up being common.

Quote from: Dae
Toady, have you thought considering tantruming or berserk Dwarves vs Burrows ? It would be quite weird to see someone enraged choosing to throw an item located halfway through the map, ignoring nearer ones because "these aren't in my district".
Even though our Dwarves are quite dedicated.

Tantrumers just throw crap they are standing on, but I think as it stands, they might still care about them in their broader wanderings.  Berserk ones won't care.

Quote from: jarathor
Will immigrants still be completely random, or will they draw their appearance genes from the genepool available to your civilization?

While they are still generated, they are random.  Once they come from hist figs and/or fake populations, it'll be better.  The fake populations now exist (for underground animal people civs), and of course the hist figs have been languishing for a while.  The pieces will probably advance before improved sieges, but I don't know when specific mechanics are coming.

Quote from: Sean Mirrsen
Since you're now handling the tree/plant use for entities, could you look into a problem with the [BARRED]-only armor items? Specifically, gloves and boots seem to be susceptible to the problem. They're supposed to be made from bone, but end up being made from cloth. I don't know how the whole material rewrite thing has affected it, but can you check?

Yeah, I have no idea what's happening there now.  I can note it down, but I can't promise anything.

Quote from: JoshuaFH
Would the selection of 'war' animals be larger or even open-ended? If so, would the process of training animals be more complex than rubbing them against the training workshop for a while?

Clearly there's a lot to be done there, even historically, and there are all sorts of non-historical beasts around in DF.  You'll have more beasts available for training, anyway, but it's still silly.

Quote
Quote from: Warlord255
Can poisons have beneficial effects, such as attribute boosts, as they are now, such as by putting a negative value on a stat penalty? If not, will they in the future?
Quote from: JoshuaFH
Would it be possible to create a poison that would induce berserk rage, melancholy, raving madness, etc?

There's nothing right now, but it's just a matter of adding things in.  Before I go too nuts with it, it probably needs to be considered along with the future diseases and curses and farther future magic stuff.  The more all of that is coming from the same place, the happier everything is.

Quote from: Stormrage
Will the tall dwarves be able to equip human-sized equipment in the upcoming version? Or is it eons away?

I think it's a little farther away -- the flipside is having to size clothing for different dwarves, and that is a nightmare.  Of course, you could go one way and not the other, but that starts to get kind of ugly itself.

Quote from: Untelligent
Will both immigrants and the labor menu adhere to what professions an entity is allowed to have?

Yeah.

Quote from: Sysice
Can we get a more precise description of the animal camps?

They really don't have much to them.  I just wanted to get those critters to appear outside of entity invasions (that is, in adventure mode at all).  There are some scattered items.  I was going to do shelters, but a few problems sprang up, one of them being what they are sheltering from, since it isn't the lack of weather or uniform temperature.  I don't have ethics for privacy or whatever intricate crap might be involved.

Quote from: Areyar
Will the hydratest-ability to survive otherwise mortal wounds be a characteristic of all creatures with a [regenerates] tag?

What I am angling for is a glimpse of the overarching plan of implementation in future releases.
As you correctly pointed out, regen is not going to be implemented in the current release, yet it could be pre-emptively (?) in the RAWs as an inactive tag for future work to interact with.
One side-effect of regeneration could be the effect of the hydra-test.

Yeah, I'm still not sure what's being addressed here.  Whatever the hydras do, I'd like it to be in terms of current tags.  If they completely fail to survive having one head hacked off no matter what I do (short of getting rid of their blood entirely), I might have to throw something in, but jumping into regeneration would be premature.  Later on, it would be cool if severed parts can grow back however and so on.

Quote from: Footkerchief
Quote from: Toady One
I haven't updated race-glosses yet, and I'm not sure if I will yet (it's in the countdown but isn't a top priority).  That was always sort of a strange hack to get an extra descriptor out in front of the creature (it was used originally for animated trees which aren't even used in the game anymore -- the elven druids used to cast spells on the forest outside the 2D cliff).
Quote from: dev_now
12/05/2008: [...] I also gutted the RACEGLOSS system from the raws. I'm not sure I'll replace it this time around -- that would probably involve a few short-cuts that would allow you to automatically generate creature morphs from a material/plant list with proper material replacements for each one.

Did racegloss end up getting updated?

Unless you count variations, which might make it pretty fast to slap a given list of materials and make new castes for them, then we don't have anything new there.  Nothing automated for a growing list of plant/metals/etc.

Quote from: Footkerchief
The current version's entity defs have a PERMITTED_JOB tag, but it's unclear whether the next version will allow you to use that on a caste-specific basis, like PERMITTED_JOB:MINER:FEMALE and PERMITTED_JOB:CARPENTER:ALL. 

There's nothing like that at this point.

Quote from: Aqizzar
Will the fishing mechanic still only allow dwarves to catch "vermin" type fish, or will they now be able to catch fish with distinct body plans?

If the fortress-playable race includes castes which are wildly different sizes, will the player still be able to make appropriately sized clothing for all of them?  Or is clothing universalized or some other temporary solution?

All fish have distinct body plans now, but dwarves still only catch the vermin ones.  The clothing is done via temporary solution.

Quote from: alfie275
Would caste sets, suggested in -> this <- thread, be a trivial or a hard thing to put in?

It really depends on the effects and so on.  You have to get everything else to see them to the extent that that matters.  There are already classes you can put castes in which are seen by things like venom.

Quote from: SirPenguin
What type of changes to Legends mode (and world generation in general)  can we expect?

I know we're bound to see a lot of indirect changes due to the body part overhaul (such as megabeasts living longer) as well as some direct changes like forgotten beast impersonations and the like. My question more has to do with the results of these changes...are you noticing a more variety in worlds than before? Perhaps more rejections? Any other interesting stories you haven't shared with the devlog?

I haven't been poking around with it very much.  Mostly I've been noticing things like a bronze colossus dying of old age and weird crap like that.  If you don't count megabeasts sticking around, I don't think we'll have a lot more variety just yet.  The same pieces are pretty much in place there.  Temperature works now in non-large worlds, so hunted beasts are more varied than the usual cougars and alligators I think were showing up in world gen way too much.

Quote from: eduren
Related: Is there ever going to be a notion of radioactivity? It doesn't have to be for the purposes of reaction, rather heat and biological effects. Along the same line, when are we going to see lead poisoning?

I don't have a big problem whatever would happened to people that hang out in uranium mines and drinking out of uranium goblets or something.

Quote from: Aqizzar
Something I thought of while looking through Legends mode.  I know in the upcoming version, the age-levels of a caste can be marked as ADULT, to signify when they can start having children.  Is it possible to put a time limit on that?  Or have the caste progress to another age-level that's not adult after being an adult?  Because outside of the famous dwarven propensity of giant families, I notice a lot of human ruling families who go on plunking out kids until one of them drops dead at 117.  On top of being unsettling, it's obviously unrealistic.

Nah, there's nothing interesting there right now.  I guess we've got gray hair and wrinkles and gradual sizes now, but we still need a lot of work at either end.

Quote from: JoshuaFH
I heard there the material properties will be included in more detail in the next release... well, will the structural integrity of buildings and things be included? Like, say, if I were to build a 100-story tower of soap, would the weight of the tower eventually put so much pressure on the foundation that it would collapse?

Nothing yet.

Quote from: jpwrunyan
I don't think the gunpowder in/out should be such an issue.  Why not just have certain technology available in certain ages?  Like the bronze age, iron age, steel age, and then gun-powder age corresponding to the age of myth, legends, heroes, etc?  Then instead of clunking about with the init file, you just set what year world-gen should stop running at.  Furthermore, this could be bloated into a Civilization-style research feature.  The alchemist workshop could be used to research new technology in-game if the player has the right stuff available.  In adventure mode you could play a mad scientist alchemist who discovers how to make steel (since the dwarves will never share their secret with humans!) and from that point forward the civilization has access to steel.

Anyway, I've always wanted to suggest this because I thought it might be cool to play a game where your dwarves only know how to use copper weapons.  Just for kicks.

I'm sure someone has suggested this before, so my question is just basically "why not?"

Using techonology ages still puts things where a lot of people don't want them.  I think init/world params are the only way to go.  Sometimes you should have an end of the world event rather than tech progression to a mundane age.

Quote from: Heph
Atually would it be possible to not just get a corpse item for a entire creature but for a bodypart/organ? Like you smash a Collusus and then you get a number of masterwork mechanics mechanisms out of it or a Karfunkel instead of a dragons heart etc.

It's certainly closer now, but we aren't there yet.  It'll probably mix with broken statues somehow when we have that sort of thing.

Quote from: JoshuaFH
Hey, you know how it's possible to engrave floors? Well, what if I don't LIKE whatever material the floor is? As it stands, I can place artificial floors down with other materials, but not artificial engravings ontop of the natural floors! Will this change in the future? I want my entire fortress to adhere to ONE color scheme!

can I engrave those constructed floors in the future?

I always thought of engraving lots of blocks as sort of weird, at least for a large engraving.  You'll probably be allowed to place larger engraved panels later.

Quote from: CobaltKobold
Toady, how often do you back up your work?

Most days.  The forum is a little more sporadic, and it has gotten huge, which will need some kind of handling at some point.

Quote from: tfaal
will adventurers be able to construct custom workshops in the near future?

I'm not sure how adventurer skills will work.  I think adventurers might do things that are more particular than use workshops, but that leaves custom designed jobs in a kind of fix in adventure mode.  There might need to be adventure mode definitions for what's going on there.

Quote from: Mephansteras
Are we going to be seeing an option to dump the legends data out to a text file of some sort (xml, raw text, whatever) this release? Or is that for a later release?

I have a request for that written down in the request section.  I still don't know what's in or out there, and we probably won't know until it's done.

Quote from: CobaltKobold
Can bodyparts stick in their target when used to attack?

Nope.  It's not an intractible problem since it could easily be a kind of wrestling interaction, but nothing there yet.  Things like horns would be good candidates to start, before going to the sillier stuff.

Quote from: Taritus
Toady, will there be the option to export the new detailed combat logs?

You mean for a specific log?  There's nothing like that at this point.  Just the game log text file with all the announcement texts.

Quote from: lordcooper
Would goblins/elves attack underground animal people?

I think they might ignore each other because there entities won't be at war, but it's possible the camp critters might fight outsiders if the civ peace doesn't win out.  Invaders will probably ignore each other.

Quote from: Huesoo
Will you be able to make weapons out of teeth and/or bone. Like if I kill a dragon size 40 I suspect I will be able to make a sword or spear out of it.

The butcher can drop large teeth for use in crafts now -- for weapons it's just a matter of having a shop that makes weapons out of those things.  You'd have to custom make that I think, unless you can still make bone projectiles.  I don't think there are any shops that make teeth weapons.  Tags will probably need to be changed around at some point.  For speed's sake, I've still got various "ITEMS_*" things, but that should probably all be scrapped.

Quote from: Manifold1
After reading the latest devlog entry (01/12/2010), I was interested in the gremlins and other curiousbeasts. Would those curiousbeasts automatically know upon entering the site that there is a dog in a cage over there? Or would they first have to scout around? I think that it is more realistic if they have to walk around first. Maybe they could use scent or something, as well.

They currently know everything to keep things interesting for you.  Exploration type code will take a bit of fussing.  Once siegers get good enough to break a straightforward non-weird fort, starting some exploration stuff with their AI would probably be fine, at which point I can pass it around.  I was thinking of giving some to the HFS now, but that would just be to alleviate pathing issues from omniscient spirits of fire killing the processor in twisty forts.

Quote from: SimRobert2001
With the update of animals flesh and body structure, will hunters be more cautious about what they hunt?

You mean, in terms of hunting something that isn't even butcherable?  Or general safety issues?  They just check the butcherable tag for the caste, the intelligence vs ethics and the undead status, once they've got a wilderness creature.  It's still up to the creature creator to set that.  We haven't done enough with eating and nutrition to really get into it.  They are still ignorant of safety issues, though whatever I said about responsibility with ammunition applies.  I don't recall immediately.

Quote from: UseBees
what is going to happen in regards to flammability? will there be more things that are flammable/explosive? would an underground coal fire burning for years and years and years be possible? what about forest fires? will we be a token for flammable/explosive?

Walls aren't flammable yet, so you can't set a flammable vein on fire.  There are already forest fires though they are local and I don't remember if they are ultra buggy now or what.  There are material tokens for the ignition point...  I guess there should be additional tokens there too.  Flows don't blow up yet.
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Toady One

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Re: Future of the Fortress: List of Remaining Items
« Reply #11221 on: January 26, 2010, 07:13:23 am »

Quote
Quote from: Sean Mirrsen
Since the next version is nearing completion, can we get a preview of the new raws? We modders will kinda need them.
Quote from: Footkerchief
Off the top of my head, I'd like to see raws for:
    * updated material templates
    * updated tissue templates
    * a magma man
    * a venom syndrome with localized effects
    * a custom workshop
    * entity positions for dwarves or whoever
    * the two creature variations

The variations stuff should be kicking around the Ark thread now, and there's a custom workshop in this post.
I haven't touched this critter to verify, but:
[CE_BLISTERS:SEV:25:PROB:100:LOCALIZED:RESISTABLE:START:50:PEAK:1000:END:2000]
is a localized venom effect.
Magma man:
Spoiler (click to show/hide)
Metal template:
Spoiler (click to show/hide)
Lung tissue template:
Spoiler (click to show/hide)
Dwarf positions (hammerer item is currently busted and not in there, general had an issue and world-level military ones are basically meaningless, take them with a grain of salt, but this is basically it):
Spoiler (click to show/hide)

Quote
Quote from: Reese
will other civilizations ever eventually react to you building a fort within their geopolitical boundaries?  I'd like to think there will eventually be repercussions if a group of dwarfs just started digging in in the middle of human territories, especially if they are digging up all sorts of valuable minerals and gems that technically belong to the humans...
Quote from: The Minister
Will proximity to political boundaries affect rate of sieges?  For example, would a fort deep within Dwarven territory, far from a border, would lead to fewer sieges, but being right on the boundary with goblins (for example) would lead to frequent raids and sieges by goblins?

Once we have armies moving around on the map, and those are related to sieges, which is a predecessor to the "improved sieges" that comes up as a near development goal, this is going to happen to some extent.  More diplomacy related ramifications will be later.

Quote from: slink
How do the reactions work at the smelter?  Are they percentage probability or percentage completion?  Popular opinion had it that they are percentage completion but testing by a couple of us in the modding forum indicated that it was percentage probability with some weighting from unknown sources.  It was definitely not percentage completion weighted by same operator/same smelter.  We decided that only Tarn Adams could answer the question.  This is relevant in this thread because the new custom shops will undoubtedly be using the same sorts of reactions.  This is a hugely important feature in the new version, for some of us.

The way it works currently, which is open to additions of course, it to go through each product, and if it clears the chance (a single roll), it gives you all of the number.  It doesn't roll the chance for each individual one of a given product, and no invisible partial products are stored.  If you have odd numbers of reagents coming in (like lots of extra), you can get extra product, but the single chance must be cleared first.  So pretty much the clunkiest, most simple interpretation.

Quote from: smjjames
Just wondering out loud out of curiosity, any idea what breed of cat Scamps is or is he a 'mutt' or whatever you call a mixed breed cat?

Did Journey to the Center of the Earth (any of its incarnations in books and movies) inspire you for the underground stuff?

The manx seems involved.  Cats from his family are large, so something like a Maine Coon is also possible, since they also had some ear tufts I'd seen in pictures of those those.  But I don't have any specific information.

I'm sure later incarnations had a lot to do with stuff (I don't remember reading the original) -- as far as I know, everything with underground jungles in any western art of any kind sprang from that.  Of course, it could have taken that from something else I don't know about.

Quote from: Thndr
So potentially with all the underground work going on, kobolds will have towns/cities in caves now?

Nah, they've got their own untouched core item.

Quote from: Man In Zero G
Regarding underground plant growth - will we be getting soil z-levels naturaly occuring in the underground or will there be some other way plants are spreading? Also, new underground plants maybe?

Still mud.  There might be new underground plants.

Quote from: jokermatt999
Since this topic winds up going off topic for dozens of posts, perhaps we could have some better organization for questions about the next version. Instead of one megathread, what about creating a separate forum titled "Questions about upcoming features". Instead of one thread for questions, have multiple. Create a new topic for a question (or set of), and it'd be easier than wading through this monster. Add someone like Footkerchief as a moderator, and edit the title to "[Answered] <question goes here>" if a forum member can adequately answer it, and Toady could not have to worry about having several thousand posts to read. It also makes searching (and finding) previously answered questions much easier. However, it'd mean missing out on all this random discussion, assuming Toady reads it. Opinions?

I feel like sticking with this for this release.  After that, I'm not sure.  These megathreads might be a thing of the past, possibly.

Quote from: Zantan
When designing custom workshops, can you define the length of time required to complete a job?  How specific can you be when defining the materials required for building the shop?  Could you give us example raws for custom workshops?

No job durations yet.  The building materials are the same as in reactions.  Here's the soap maker's shop I'm currently using:
Spoiler (click to show/hide)

I don't remember if I tested this specific reaction or not.

Quote from: UseBees
are crowns wearable?

They should be in the current version.  They are "shaped", so they wouldn't be wearable with shaped helmets.

Quote from: Quatch
Will storing invisible sites cause places visited first in adventurer mode to be selectable as dwarf-mode fortress sites?

You could place your dwarf fortress on top of them, but if I did it right, they are all 1x1 and invisible in all ways.  I just needed to preserve the sites.  It's too much of a hack to be something for passing actual game information around, for now anyway.  I'm not sure how it'll evolve with adventurer sites/entities/etc.

Quote from: James.Denholm
Have you considered making modders be able to specify exclusions  of certain tags from the "general" caste for each caste?

It has come up on occasion, but it's not a totally quick thing to do, the way things work.

Quote from: Kaiser Reinhard
Toady, since now soldiers will become attached to their weapons, will tthey be willing to give up their, say, Copper War Hammer for an Iron one? Or a *Steel War Hammer*? Or maybe a masterful adamantine one?

Not if they are actually attached to it (should be reasonably rare), and not just familiar with it.  You can force them away from it if it doesn't match their uniform (I think, I can't find anything quickly contradicting that).  Attachment is a long process, so if you've got reasonable upgrades coming up, it won't happen until you stall, and then you are probably reasonably satisfied.

Quote from: Rafal99
After all of the material, body structure and combat changes will dwarves still try to kill zombies by infinitely twisting a stuck weapon into a wound, trying to make them bleed to death? (which simply cannot happen for zombies)

Probably.  I don't remember changing that.

Quote from: smjjames
Just out of curiosity, how did you fix the annoying cat bug?

I found a vermin hunter condition in there.  The 40d# one used the mouth tag, which would be very wrong for some critters.  Vermin hunter is an over-broad tag itself, but at least their hauls are always vermin hunting.  Unless you stick it on your guys, which does who knows what.

spoilered questions in here, haven't exactly been consistent about it myself though
Spoiler (click to show/hide)
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Retro

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Re: Future of the Fortress: List of Remaining Items
« Reply #11222 on: January 26, 2010, 07:30:40 am »

Whoa, awesome. The first thing that came to mind when seeing that the Hammerer's role as executioner is now a token was how amusing it would be if it was given to mandate-making nobles. Urist McCount cancels idle: Making an example of soap maker.

Looks great, Toady! I'm even more excited about the update now.

Toastergargletop

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Re: Future of the Fortress: List of Remaining Items
« Reply #11223 on: January 26, 2010, 08:30:07 am »

i'm giddy as a school-dwarf!
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smjjames

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Re: Future of the Fortress: List of Remaining Items
« Reply #11224 on: January 26, 2010, 09:18:06 am »

Pretty cool stuff there :)
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CobaltKobold

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Re: Future of the Fortress: List of Remaining Items
« Reply #11225 on: January 26, 2010, 09:24:06 am »

DM jokes, you will be missed somewhat.
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Totaku

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Re: Future of the Fortress: List of Remaining Items
« Reply #11226 on: January 26, 2010, 09:26:04 am »

What I've read here about what is to be expected of the new release is impressive. I'm definetly looking forward to seeing how this will turn out once it's released.

On the other end though, looking at the dev blog, I'm not surprised with what it said regarding d17 since I already heard the message Baughn that not everything was ready....

Looks like they got thier hands full since as I stated before...communication is key between the two of them in order to get 40d17 out and tested so that to get it implimented.

I'm guessing this process could take a little while since we have no confimation date. ^^;;; Perhaps he can get the hydras tested in the meantime.
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baby_peacock

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Re: Future of the Fortress: List of Remaining Items
« Reply #11227 on: January 26, 2010, 09:27:17 am »

Quote from: JoshuaFH
Hey, you know how it's possible to engrave floors? Well, what if I don't LIKE whatever material the floor is? As it stands, I can place artificial floors down with other materials, but not artificial engravings ontop of the natural floors! Will this change in the future? I want my entire fortress to adhere to ONE color scheme!

can I engrave those constructed floors in the future?

I always thought of engraving lots of blocks as sort of weird, at least for a large engraving.  You'll probably be allowed to place larger engraved panels later.


I think engraved walls consisting of several blocks were pretty common historically, *especially* for large engravings. Here are some reference images from Angkor Wat:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Now these have naturally deteriorated over the years. I imagine the gaps between blocks were much less noticable when they were new.
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slink

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Re: Future of the Fortress: List of Remaining Items
« Reply #11228 on: January 26, 2010, 10:23:13 am »

Toady, in your posted Dwarven positions raw, "duchy" is spelled "duchyy".
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Lancensis

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Re: Future of the Fortress: List of Remaining Items
« Reply #11229 on: January 26, 2010, 10:26:59 am »

Quote from: smjjames
Did Journey to the Center of the Earth (any of its incarnations in books and movies) inspire you for the underground stuff?
I'm sure later incarnations had a lot to do with stuff (I don't remember reading the original) -- as far as I know, everything with underground jungles in any western art of any kind sprang from that.  Of course, it could have taken that from something else I don't know about.
The long lead-in time for this release explained
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #11230 on: January 26, 2010, 10:44:10 am »

I think Toady was refering to engraving already set blocks rather then using engraved blocks.
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Shoku

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Re: Future of the Fortress: List of Remaining Items
« Reply #11231 on: January 26, 2010, 11:14:06 am »

I think Toady was refering to engraving already set blocks rather then using engraved blocks.
How's that significantly different?
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FatedTemp

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Re: Future of the Fortress: List of Remaining Items
« Reply #11232 on: January 26, 2010, 11:15:20 am »

I always thought of engraving lots of blocks as sort of weird, at least for a large engraving.  You'll probably be allowed to place larger engraved panels later.

I saw it the other way, people have been decorating constructed buildings for thousands of years. Just look at the pyramids or decorations such as a frieze, pediment or relief. There's no reason constructions can't be made of large blocks of stone which can then be worked with various decorations. Or maybe separating constructions into blocks and bricks though that would mean more management. Whatever happens it would be nice to see engrave-able constructions.
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #11233 on: January 26, 2010, 11:17:26 am »

Yes but in what order?

Toady doesn't want this
Make Blocks, Set blocks, engrave blocks

He wants this
Make blocks, engrave blocks, set blocks

To make it easier to understand my confusing writing.
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Dwarfu

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Re: Future of the Fortress: List of Remaining Items
« Reply #11234 on: January 26, 2010, 11:22:47 am »

Dwarf positions (...take them with a grain of salt...):

Are player powers of promotion hard-coded and not reflected in the raws?  I thought we were going to be able to appoint the baron, and I noticed the others we previously appointed (treasurer, manager, etc) are now appointed by the expedition leader/mayor...
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