Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Should Scaleplate/Chitinplate/Shellplate reduced to "Scale/Chitin/Shell", and "Rigid X-plate" to "X-plate". It would shorten names a lot.

Yes. Text gets cut off too often.
No. I dont care/like the names as they are.
Dont you have anything better to do then making such tiny adjustements?

Pages: 1 ... 19 20 [21] 22 23 ... 65

Author Topic: [DWARF] - Discussion & Suggestions - NEW POLL!  (Read 84335 times)

firons2

  • Bay Watcher
    • View Profile
Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #300 on: July 03, 2013, 02:21:28 am »

Could you in addition to random creatures add random plant creation script?
Link to the thread http://dffd.wimbli.com/file.php?id=3752
Logged

Brilliand

  • Bay Watcher
    • View Profile
Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #301 on: July 03, 2013, 10:58:52 pm »

50-70 dwarves?  What?  I have about 10 farmers, and 2 dwarves each for the various other food professions.  6 lumberjacks, but steeloak and scrapwood (which I use mainly for paper) aren't exactly core food requirements.  Harder farming doesn't actually require any more dwarfpower than easy farming, since each planting job nets the same amount of food in the long run - it just requires more land.
Logged
The blood of our enemies is but a symbol.  The true domain of Armok is magma - mountain's blood.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #302 on: July 03, 2013, 11:58:55 pm »

firons2: I cant do the random plants script... the creature version is from a different author and a .exe. The plant script is python and "This file requires Python 2.7 to be installed on your computer."...

Silentdeth: Harder farming does indeed only take either longer or take more space, but not more work. plant 4x10 plump helmets, harverst 4x10 plump helmets and have 40 plump helmet stacks in a year is exactly the same work as plant 40 plump helmets, harvest 40 plump helmests and have 40 plump helmet stacks in a year. Its just that the first one uses the same, 10tile farmplot 4 times, while the second one uses a 40tile farmplot once. The amount of planting and harvesting jobs stays the same.

Sabbykat: If you want to go through the list of pets, go ahead :) I have just been working on a new system for animal parts... furred, whoolly, furred and whoolly, feathered... and I too think that removing the normal surface animals would be good for dwarves. But speaking of the slaughterhouse: Still have to finish all the megabeast rewards. ^^

I noticed how many unused animal materials exist while working on the kobolds, so I thought it would be a good time to make them more useful. Animals with a lot of wool, like sheep or llamas, now are sheared for "fleece". "Comb a fleece" gives three times more thread then the usual shearing. When butchered, these animals also give this fleece. This should make farming animals for cloth and thread more economic.

All bigger animals leave a heart, a stomach and intestines again. Hearts can be sacrificed at the altar/temple for a small random reward, stomachs can be dried and used as waterskins and intestines can be dried and used as rope. All three can also just be cooked and eaten, just like before.

Whooly or furry animals produce pelts instead of skin, which tan into furs instead of leather. Fur can be used like leather to make clothing, or it can be further shorn to one unit of leather and one unit of wool. In future I want to make glaciers harder and add negative rains/clouds to glaciers, and only fur is warm enough to protect your dwarves from the cold weather on the surface.

Horn and Hoof can now be boiled to produce glue. Glue is used to bind books, and to make plywood from sawdust. Each reaction that cuts or refines wood leaves a pile of sawdust now, and 3 units of sawdust and 1 unit of glue make a plywood log.

Birds now give one unit of feathers upon being butchered. "Clean feathers" produces one bag of feathers. Feather are used to make a very expensive down-matressed bed at the craftsdwarf, and to make batches of three quills. Quills are now needed to write books in the libraries. I am unsure about feather clothing, because feather shirts/pants/gloves just sound odd and not dwarven at all. Down clothing as well, it seems too high-tech for DF. Feather-clothing might be a thing for the more primitive, tribal kobolds.

I know that some people will say: "Oh noes, now I need birds (feather => quill) and lifestock (horn/hoof => glue) for my library, that makes it too hard..." so I added a few more options. Bloated tubers can be pressed in the screwpress, they give bloated tuber glue. Spore trees, which grow in the first cavern, can be used in the timberyard to make glue from spore tree resign. All allies will also trade three new crates: Crate of feathers, which unpacks to 10 feathers, crate of library supplies, which unpacks into papyrus, paper, vellum, 3 quills, 3 ink-pots and 3 pots of glue. The unpacking requires 3 empty pots for the ink. And a crate of books, which spawn a random selection of 5-10 books, and maybe 1-2 masterpiece books. :)

Most of these reactions are added to the tanner, craftsdwarf or the kitchen, but I might create a new workshop, the furrier, to specifically produce fur clothing. Kobolds currently have a clay-kiln that makes furniture and items from clay, and a leather upholstery that makes furniture from leather. I am unsure if I should port these into dwarf mode. While realistic, it does not feel very dwarven. I will make a poll about it, but feel free to post your opinion.

I have finished and tested the entire system, couldnt find any bugs, but I only added the creature variations to a few domestic animals for testing. I still have a lot of work to do to add feathers to all birds, and split creatures into leather/fur and wool/fleece categories. The heart, stomach and intestines work for all. I hope people like this change. :) More evil races probably have more uses for hearts, so playable goblin and drow mods can use this. The reagent is MEAT:NONE:NONE:NONE with REACTION_CLASS:IS_HEART.

Here is an example of what you can do with all the animal parts now: Butcher a wholly mountain goat ram.
Quote
Get: 2 horns, 4 hoofs, 18 meat, 9 skin (furry version), 12 bones, 12 fleece (better wool), 1 fresh heart, 2 tough intestines, 1 stomach.

HORN/HOOF
Boil glue from horn/hoof => Pot of glue.
Stud leather with horn/hoof => Studded leather.

MEAT
Cook and eat.

(FURRY) SKIN
Clean and tan fur => Fur.
(Otherwise just tan skin into leather)

FUR
Shear fur for hair and leather => wool thread and leather

BONES
Make bone items => ammo, weapons, armor, whatever.
Decorate with bone => Higher value items.
Make bonemeal from bone => flux.
Stud leather with bone => Studded leather.

FLEECE
Comb a fleecer => 3 fleece thread, for suturing, cloth and clothing.
(otherwise just spin wool into one wool thread)

FRESH HEART
Sacrifice a heart to Armok => Reward from the blood god.
Or cook and eat, just like before.

TOUGH INTESTINES
Dry gut into rope => Gut rope.
Or cook and eat, just like before.

STOMACH
Dry stomach into waterskin => Stomach waterskin.
Or cook and eat, just like before.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Repseki

  • Bay Watcher
    • View Profile
Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #303 on: July 04, 2013, 12:30:33 am »

All of that sounds absolutely awesome. At least everything except calling the potential new workshop the "furrier". Not really sure why, but that just sounds off.
Logged

Brilliand

  • Bay Watcher
    • View Profile
Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #304 on: July 04, 2013, 12:35:59 am »

Yeah, "furry" skin sounds strange. ??? Rename it to "furred" skin?
Logged
The blood of our enemies is but a symbol.  The true domain of Armok is magma - mountain's blood.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #305 on: July 04, 2013, 12:38:59 am »

Spoiler: Furry (click to show/hide)
Spoiler: Furred (click to show/hide)

Brilliand

  • Bay Watcher
    • View Profile
Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #306 on: July 04, 2013, 12:44:54 am »

Spoiler: Furry (click to show/hide)
Spoiler: Furred (click to show/hide)

Er... "heavily furred"? :P
Logged
The blood of our enemies is but a symbol.  The true domain of Armok is magma - mountain's blood.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #307 on: July 04, 2013, 12:49:53 am »

Connotations!

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #308 on: July 04, 2013, 01:04:08 am »

Pelt, instead of furry skin. Furry skin was just the ID I use in the raws, the ingame name is pelt. 

Skin => Leather.
Pelt => Fur. (which can be split into hair thread and leather, if desired)

Currently my line of thought is just to add the reactions to the tailor. I dont think that an extra workshop is needed. Furrier's Workshop would be the correct name though. ;)

So atm I split it into four classes. Normal, Furred, Woolly, Furred and Woolly. Normal is for example a horse, everthing like it was before. Furred, for example a wolf would leave a pelt/fur, but cant be sheared. Furred and woolly for sheeps/llamas/alpacas and so forth, for creatures that are farmed/sheared for fleece/wool, but can also be butchered for a pelt/fur.  And a so far unused woolly-only, creatures that are sheared for fleece, but wont give a pelt/fur. Dont exactly know that kind of creature fits that, but here you go.

If the creature spawns a heart, stomach and guts is dependant of the size, just like inner organs were before.

I think I'll add feathers to all birds today, and see what kind of creature need furred or woolly, but I think by covering the domestic creatures the biggest gameplay-change has already been made.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Dwarf_Eater

  • Bay Watcher
    • View Profile
Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #309 on: July 04, 2013, 03:30:52 am »

10 feathers per crate sound just hilarious x)
Logged

migshark

  • Bay Watcher
    • View Profile
Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #310 on: July 04, 2013, 06:22:03 pm »

You might not be familiar with lanolin: http://en.wikipedia.org/wiki/Lanolin
TL;DR: It's wool grease, used for cosmetics, rust proofing, making stuff water resistant and "Lanolin is used with Alcohol mixed at 110 F temp 2/98 % ratio for brass lubricant in ammunition reloading process."

Is cosmetics, or a beauty system for selective breeding, something that might eventually be included? I've just been reading this experiment http://www.bay12forums.com/smf/index.php?topic=127734.0 and remembered how annoying it was dealing with useless babies in a dead civ scenario.
Logged

silentdeth

  • Bay Watcher
    • View Profile
    • Let's Play Dwarf Fortress: Mastwork Mod Season 1
Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #311 on: July 04, 2013, 07:46:51 pm »

While your adding things... I find it odd that you cannot sacrifice prisoners... Amok is a blood god after all. I was thinking you could have it consume the prisoner and all of his not-metal gear. I don't think it should give anything great given the number of prisoners one can get, maybe something like a bit of extra skill in praying, dependent on what is being sacrificed, based off creature size perhaps. Might be difficult to do via the raws? I would think DFhack could do it if the raws cannot. The zone plugin already has a lot of caged creature handling code.
Logged
Let's Play Dwarf Fortress: Masterwork Mod Season 1 | Season 2
Let's Play Kobold Fortress: Masterwork Mod Season 1 | Season 2

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #312 on: July 04, 2013, 08:05:34 pm »

I am adding animal parts, how does that affect prisoners? But no, cant be done, because creatures are no valid reagents in reactions. I can only do workarounds.

Lanolin is new to me... are you sure its a medieval tech, that dwarves might have access to? Cosmetics doesnt really sound all that... dwarfy to me. Breeding is not anything modders can control.

Its not 10 feathers per crate, its actually 10 "bags of feathers". ;)
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Dwarf Kitty

  • Bay Watcher
  • Seeking owner to adopt
    • View Profile
Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #313 on: July 04, 2013, 08:23:29 pm »

Idea on pets:
 
Dwarf native biome is mountains and inside same.  So dwarfs would seek mountain-loving versions of vanilla earth (human civ) pets and livestock, and breed more cave-suitable animals out of surface animals and domesticate native cave fauna.
 
So:
 
  • Mountain goats, sheep, oxen pastured outside for wool and milk.
  • Dwarf ponies (ie, Shetland ponies) as pets and work animals.  (They need options for overland wagonpullers for traders and embarking, after all.)
  • Cave beetles and cave spiders as pets, guard animals.
  • Drakes as guard animals.
  • Domesticated versions of cave birds as poultry.  Or dwarfier-sounding names for vanilla birds.
  • Dogs almost not needed if you have other guard and hunting animals.  Or make a dwarfy breed.
 
But keep the iconic dwarf-adopting kitties.   ;)
 
 
Keeping close cave and mountain cousins of the more vanilla animals might mollify those who don't want to change the animals.  Of course, you could also just set them up to be ordered from the human traders.
Logged
Menaces with swipes of claw.
Meows with rumbles of purr.

A cute fluffy little creature fond of idle games, DF, and writing.

jimboo

  • Bay Watcher
  • Bastart
    • View Profile
Re: [DWARF] - Discussion - POLL ABOUT PETS.
« Reply #314 on: July 05, 2013, 07:18:06 am »

[clip]
Lanolin is new to me... are you sure its a medieval tech, that dwarves might have access to?

Yeah.  The technology was pre-Medieval, whether it’s dwarfy or not is another question.  Just as people knew that milkmaids never caught the Red Death but didn’t know why (A: cowpox granted immunity from smallpox), they knew that sheep farmers and yarn spinners had really soft skin on their hands.  Sheep fleece was also the primary means of gold extraction; there’s a surprisingly effective yield of yellow flecks from a streambed using a sheep skin- lined sluice box.   (I think the veins and eggs are fine as is, btw, and calloused miners don’t bother me.)
Logged
Good walls make for good neighbors. -- Urist Frost
Avatar photo credit: NomeDaBoy@Worth1000.com, reposted from BoingBoing.net (great site)
Pages: 1 ... 19 20 [21] 22 23 ... 65