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A section of the cavity has collapsed! I wonder if they way these libraries is functioning is going to inform an eventual shift of workshops to being zone-based. It looks like the mechanics are going to be pretty transferrable, though workshops wouldn't be as autonomous.
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# ? May 24, 2015 16:12 |
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# ? May 18, 2024 08:58 |
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Praise the miners! We have struck bone. A section of the lung has collapsed!
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# ? May 24, 2015 18:49 |
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Horrifying screams come from below!
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# ? May 24, 2015 19:46 |
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Miner cancels operate: Damp tissue x18983943
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# ? May 24, 2015 20:31 |
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diskworld mod where you can mine the carcasses of colossal longdead beasts for tallow and such
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# ? May 25, 2015 01:57 |
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Tenebrais posted:At the moment, no. All the technology development is just flavour setting for now. It might affect some of the tools civs have available down the line, similar to how animal training is, but I don't think he wants to restrict the things you can do with your fortress very much. I wonder if he'll have to put artificial restrictions in place at some point so that cross-cultural exchange doesn't result in humans getting all the advances that are supposed to be dwarf-only. Such as steel, actually.
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# ? May 25, 2015 05:44 |
He already has different races doing different stuff, so I'd imagine there's a priority weight system like with art images and such.
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# ? May 25, 2015 10:13 |
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Just watched a merchant sprint away from a fire straight into a lava moat. My butcher was horrified but I laughed. But now the merchants aren't leaving. There might be some tension. Moridin920 fucked around with this message at 05:56 on May 26, 2015 |
# ? May 26, 2015 05:51 |
Bay12 status: a dude wrote scripts to make stuff rot away properly. Options include: constantly reanimating undead (weaken after a few weeks, collapse for good after a few months), clothes, food and corpses & other body parts. The food script is especially big. By default, it makes all fish (raw and otherwise), eggs, cheese, plants, plant growths and prepared meals have a strict shelf life of... 10 to 14 weeks? code:
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# ? May 26, 2015 20:32 |
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Plants too, but on a more case-by-case. You think wheat or potatoes only lasts in storage for 4 months?
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# ? May 26, 2015 23:17 |
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I wouldn't mind taking that script and just nixing the food stuff. The clothes and body parts on the ground everywhere rotting away would be great but I don't need my food stocks spoiling too. Not that it's hard to get food but it's just extra CPU cycles for no reason.
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# ? May 26, 2015 23:39 |
It's a pile of separate scripts, you wouldn't have to run deterioratefood.rb at all. That one's more of a measure against the whole "normal farming practices equals four-digit storage counts" thing. e: Segregating plants is something I probably couldn't do. That one checks the df.world.items.other vectors for whole categories like FISH_RAW and PLANT_GROWTH. The clothes script targets ARMORLEVEL:0 stuff that's lying on the ground with at least one level of threadbareness. The corpse deterioration happens to ANY_CORPSE stuff (bodies, bodyparts) that hasn't come off dead dwarves. Everything else and vermin remains are fair game. The starvingdead script seems like it turns on only when there's more than 25 undead creatures milling around. e2: Oh and hi Toady how are you Toady One posted:I decided it was time to shift gears to adventure mode so that the last remaining dwarfy bits can grow up with the adventure bits that need to be finished, and so adventure mode doesn't creep up badly on us as we try to get this release completed. The main push in adventure mode is going to be toward making taverns and inns lively, though I'm starting with some work on character generation to accommodate artistic knowledge and the new needs system. This involves allowing you to select your personality, with the resulting needs being clearly shown -- there aren't that many yet, especially as it applies to adventure mode, but it'll continue to become more interesting. You'll also be able to see and reroll your physical appearance before you start playing. As in dwarf mode, keeping your needs satisfied gives you modest overall benefits, and it takes them a while to drain, so it's fun for roleplaying without being too onerous a burden. Hunger ||||||||... Thirst ||||....... *Ennui ||||||||||||||||||||||| scamtank fucked around with this message at 03:03 on May 27, 2015 |
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# ? May 27, 2015 00:59 |
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I got my first siege in the second year, which consists of two undead. I'm safe inside my fort but they massacred all my grazing animals outside, as well as a gang of monkeys that showed up for some reason. Unfortunately, my embark was sparsely forested, and I ran out of lumber just as I was ramping up my military, so I have exactly 4 weapons- the two picks and battle axe I brought on embark and an iron mace I made just as my charcoal ran out. So now I need to decide if I send out my ill-armed and mostly untrained squad to go get potentially get slaughtered or hide in the fort and wait/hope that they go away.
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# ? May 27, 2015 03:47 |
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Glass of Milk posted:I got my first siege in the second year, which consists of two undead. I'm safe inside my fort but they massacred all my grazing animals outside, as well as a gang of monkeys that showed up for some reason. Option 3: Dig down to the caverns and chop down mushroom trees for wood.
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# ? May 27, 2015 03:50 |
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Spanish Matlock posted:Option 3: Dig down to the caverns and chop down mushroom trees for wood.
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# ? May 27, 2015 05:37 |
modding status: what the gently caress are cheek whiskers
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# ? May 27, 2015 15:01 |
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scamtank posted:modding status: what the gently caress are cheek whiskers They're like chin whiskers, but higher.
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# ? May 27, 2015 17:29 |
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Time for another development update, courtesy of the Patreon:Bay 12 Games' Patreon posted:We started with fortress mode research and ended with a character generation revamp. As usual there are details over on the development log over at http://www.bay12games.com/dwarves . I've separated the race and civilization selection and done a few other things to make character generation friendlier. I just wrapped up some options for the appearance paragraphs. The odd thing about it is that your characters are pulled from specific population pools at the sites where they reside, and these populations have appearance information that is a little difficult to control directly (since it acts on the "genetic" information of the new character, instead of the phenotype). I went with a randomization option that allows you to reroll the appearance paragraph within the population parameters, and another one that allows you to reroll your appearance using the full range possible for that creature. The full option still leads to proper genetics, so any children would end up working correctly. The same wouldn't be true of sliders or something like that -- reverse engineering the genetics from the sliders is partially possible now, but it'll eventually be totally impossible, so I haven't attempted a manual appearance customizer (although I think it would eventually be amusing to have a modern slider-type face customizer that just changes a text paragraph).
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# ? May 28, 2015 07:34 |
Alehkhs posted:Time for another development update, courtesy of the Patreon: Im glad this update will run at a smooth 5 FPS
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# ? May 28, 2015 07:36 |
I think you meant to put that the other way round, 5 seconds per frame.
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# ? May 28, 2015 09:17 |
bay12 status: find the difference
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# ? May 28, 2015 11:38 |
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I'm trying really hard not to make the obvious (inverted) Dbz reference, but eh, screw it~! He's... UNDER nine thousand~?
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# ? May 28, 2015 11:52 |
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Those aren't dwarf names.
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# ? May 28, 2015 22:53 |
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Yeah that last dude is a fisherman finally I can resume making Human Hamlets. You think the elves are pissed off at dwarves? My entire town is wood.
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# ? May 28, 2015 23:19 |
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Dwarf Fortress 2014 : No longer about dwarves or fortresses
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# ? May 28, 2015 23:23 |
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Excelzior posted:Dwarf Fortress 2014 : No longer about dwarves or fortresses Let's also remember that Armok never made an appearance. So, really, all that's left of the original design is Slaves.
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# ? May 30, 2015 18:58 |
Slaves II: Settlement of some Description
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# ? May 30, 2015 20:53 |
TildeATH posted:Let's also remember that Armok never made an appearance. So, really, all that's left of the original design is Slaves. Armok is you, the player, as you crave the blood of dwarves and all beings.
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# ? May 30, 2015 22:08 |
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I sorta hope there'll be a way to make dwarf-only fortresses, as I am a dwarfist
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# ? May 31, 2015 01:53 |
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atomicthumbs posted:I sorta hope there'll be a way to make dwarf-only fortresses, as I am a dwarfist Create lever-activated kill chambers assigned to whatever poor jerk you want to murder. Make it a public spectacle. Set them near the dining hall, so that all may know what happens to disgusting elves/humans/goblins/etc. that claim to reside in your fortress. Sell tickets.
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# ? May 31, 2015 03:07 |
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Toady posted:...This involves allowing you to select your personality, with the resulting needs being clearly shown... This reminds me-- even if you get to specify personality, your avatar will still HAVE a personality independent from the player, meaning that you're creating a person, immediately stripping that person of almost all motive force, possessing them, and then leaving them to merely watch as you do whatever, allowing them only the power to weep if they don't approve of your actions. I Have No Mouth And Yet Must Scream is still in place, regardless of being able to select the personality of your victim in advance. TildeATH posted:Let's also remember that Armok never made an appearance. So, really, all that's left of the original design is Slaves. As long as it is still possible to remove limbs, Armok isn't going anywhere, and has always been with us.
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# ? May 31, 2015 03:56 |
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Iunnrais posted:This reminds me-- even if you get to specify personality, your avatar will still HAVE a personality independent from the player, meaning that you're creating a person, immediately stripping that person of almost all motive force, possessing them, and then leaving them to merely watch as you do whatever, allowing them only the power to weep if they don't approve of your actions. If you retire your adventurer the main personality takes over! Also this person either didn't exist up till the moment you created it, or lived a full and motive life and then one day got possessed by something it would imagine is a god.
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# ? May 31, 2015 04:02 |
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Imagine if every dwarf that ever got possessed in your fort was actually someone who just wanted to try out this neat new crafting recipe that they heard about.
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# ? May 31, 2015 04:20 |
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TildeATH posted:Let's also remember that Armok never made an appearance. So, really, all that's left of the original design is Slaves. Don't be silly, there's plenty of blood.
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# ? May 31, 2015 06:51 |
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Baloogan posted:If you retire your adventurer the main personality takes over! Also this person either didn't exist up till the moment you created it, or lived a full and motive life and then one day got possessed by something it would imagine is a god. The player then takes over the entire nation and leads them in a war of conquest against a neighboring country, only to fall in the climactic battle to a gigantic bomb that incinerates all souls unfortunate enough to be caught in the blast.
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# ? May 31, 2015 11:38 |
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neogeo0823 posted:Imagine if every dwarf that ever got possessed in your fort was actually someone who just wanted to try out this neat new crafting recipe that they heard about. Toady is hard at work designing Dwarf Pinterest as we speak
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# ? May 31, 2015 16:36 |
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Material properties don't matter for ranged weapons, right? I just had a random furnace operator get into a mood and crank out an artifact brass crossbow.
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# ? May 31, 2015 21:44 |
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The material properties only matter when the crossbow is inevitably used as a melee weapon once the bolts run out. Brass isn't ideal, but it'll bash well enough.
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# ? May 31, 2015 21:56 |
I have not played DF in a while. I downloaded the latest version of Masterwork and don't see any options in there related to all of the extra buildings and professions they added. Did they take them out, or am I missing something? I usually turn most of them off. All of the options related to extra "types" of minerals, plants, animals etc are also all gone? Options related to how hard various industries are, are also gone? I liked increasing the difficulty of farming for example. Diogines fucked around with this message at 22:58 on May 31, 2015 |
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# ? May 31, 2015 22:48 |
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# ? May 18, 2024 08:58 |
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I think the people making Masterwork had to start over from scratch after the new version of Dwarf Fortress came out last year, they couldn't just port Masterwork over as it was. I have no idea how playable the new version of MW is, but you could grab an older version of Dwarf Fortress and the old version of Masterwork if you wanted all the old stuff.
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# ? May 31, 2015 23:11 |