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Author Topic: My ramblings...  (Read 714 times)


  • Bay Watcher
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My ramblings...
« on: February 24, 2011, 12:09:18 am »

             I am quite new to posting here as shown by my post count. I will therefore act as average noob and post my "suggestions" without much reading or searching onto similar topics  :P .Jk but feel free to ignore my most bizarre topics accordingly.

N.B. there are no actual spoilers under spoiler tag.


Spoiler (click to show/hide)


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which in turn leads us into:

            Vapor production and gas pressure!

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Enough for mechanics...lets talk about:

            Babies revamped (and nobles)
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            Item boni

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I would probably ramble more but atm my head killing me so i would let you guys brew on this info for now before adding to the fire...

-got some typos and expanded some sections a bit.

« Last Edit: February 24, 2011, 02:42:19 am by Evile »


  • Bay Watcher
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Re: My ramblings...
« Reply #1 on: February 24, 2011, 11:09:11 am »

OK, there's a lot of topics to tackle, here...

First off, there are only two kinds of fluids in the game currently for a reason.  Fluids are contained in map data, which is very compressed, and contained in every map tile's data, unlike contaminants, which only have data on the places where they actually exist.

Having named blood as a fluid type would be extremely difficult to program and keep track of.

Likewise, the reason that changes with contaminants occur instantly is to prevent any necessity for a transition phase between clean and contaminated water. 

Water and magma are the only current liquids because these liquids aren't really capable of mixing, and Toady hasn't wanted to create some mixture code thus far, since it would be a major amount of work.

There can't just be a "WTF liquid", that needs to have specific properties.  Every single variant or combination of liquids would need to have its own properties and ways for dwarves to react to them.

The same problem goes for water that is turning into ice.  You'd need to have properties for the transition phases, as well.

Liquids currently "slosh" in a random manner - they literally just check a random space nearby to see if the fluid level there is lower than the fluid level in the tile that is doing the check, and passes at least one unit of fluid over if there is room for it.  This is a big reason why liquids are so memory-check intensive.

I'm really not sure what you're talking about with gasses being an item, here.  What I can say is that you seem to be wanting to talk about pressure, which makes me wonder why you are talking about a different mechanic for 7/7 gas.

You probably shouldn't put childcare into a thread that had previously been about fluids... You should really keep one single system in mind when creating a thread, and maybe just make multiple threads for multiple topics.  It makes it hard to debate the topic if there are several different topics to talk about.  (And while I'm on it, it's best to just continue to add onto an existing topic if you just want to expand on someone else's idea unless you are making a pretty comprehensive change to the whole system.)

The entire childcare section (and subsequent childcare tools section) seems to be pretty disorganized.  Are we talking about babies or children?  Babies don't do anything but cling onto their mother like they were monkeys. Children are currently mostly like nobles, and there have been several suggestions involving the way in which this can be addressed, including schools and apprenticeships and such.

Sorry, I'm a little tired right now, so that's about all the focus I can apply to your thread right now...
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

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