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Author Topic: Future of the Fortress  (Read 1884736 times)

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Re: Future of the Fortress
« Reply #3405 on: February 03, 2016, 12:38:08 pm »

I have recently found that aside from animals with the [COMMON_DOMESTIC] tag, the only above-ground [PET] animals that will be domesticated in worldgen are those with the [PACK_ANIMAL] tag. Why aren't the above-ground [PET] animals without the [PACK_ANIMAL] tag being domesticated?

To elaborate a bit further, I removed [COMMON_DOMESTIC] from every animal except the dog. After making sure every animal had wild populations, I gave alpacas, llamas (which Modest Mod had given [PACK_ANIMAL]) and yaks the [UBIQUITOUS] tag. My line of thought was that dwarven civilization ALWAYS starts in the mountains, making these animals ALWAYS appear in every mountain biome would guarantee that every dwarven civilization I generate had access to shearable, milkable and hauling animals. I've generated 10 worlds, and in each world my civilization had domesticated yaks and llamas, but NEVER alpacas. I had made Dralthas and Elk Birds [PET] animals in the latter 5 worlds, but in all worlds it was the same case for above-ground animals; only above-ground animals with [PACK_ANIMAL] were ever domesticated. (Interestingly, 6 of those civilizations had domesticated donkeys and 8 had domesticated both kinds of camels, making them the most common 'variable' domestic animals.)

http://www.bay12games.com/dwarves/mantisbt/view.php?id=7767
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cochramd

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Re: Future of the Fortress
« Reply #3406 on: February 04, 2016, 12:33:32 am »

http://www.bay12games.com/dwarves/mantisbt/view.php?id=7767
Okay then, looking at the date this was reported I'm going to assume it's near the bottom of the "to-fix" list if it's on the list at all. I'm still curious whether or not this is a bug or a feature as far as Toady is concerned.
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Re: Future of the Fortress
« Reply #3407 on: February 06, 2016, 06:30:35 pm »

I remember it being mentioned that people with elven ethics that join your fortress permanently and are made to cut down trees suffer from an incredibly bad though. What other situations where you can make someone go against their ethics cause bad thoughts? What would happen if you made a new civilization which couldn't stand killing animals, but you make them into a butcher? Or if you play as a civilization that allows the butchering of sentient creatures, but you get someone who's ethics aren't okay with that to do it?
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Bumber

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Re: Future of the Fortress
« Reply #3408 on: February 09, 2016, 03:06:24 am »

How exactly is a creature's acceptable clothing size range determined? From my own testing, it seems a tick man (35000) can wear an otter man's (40000) clothes, but not the other way around. This rules out a simple +/- tolerance or size brackets. Is it percent-based?
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Re: Future of the Fortress
« Reply #3409 on: February 09, 2016, 10:36:36 am »

It could be just a + tolerance. i.e. they can wear clothes that are too big by a certain amount, but not too small.
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Bumber

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Re: Future of the Fortress
« Reply #3410 on: February 10, 2016, 12:09:18 am »

It could be just a + tolerance. i.e. they can wear clothes that are too big by a certain amount, but not too small.
I don't think so. The acceptable range seemed to vary with creature size in some way, IIRC, but unfortunately I didn't save my detailed results. I'm sure it wasn't a static amount, because that's the first thing I looked for.
« Last Edit: February 10, 2016, 12:16:29 am by Bumber »
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

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Putnam

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Re: Future of the Fortress
« Reply #3411 on: February 10, 2016, 01:29:39 am »

Well, it's easy to check if it's a static amount.

Make creatures at regular intervals from 35000 to 100000, maybe 5000 each, and also a 35001-sized creature. If the 10001-sized creature can't wear 10000-sized wear, it's a + only tolerance. Then, check if the 35000 creature can wear 100000, and binary search (approximately) to determine the maximum. Add another caste that is, percentage-wise, the same size in comparison to the 100000 creature as the largest creature that the 35000 creature can wear the clothes of. If the 10000-sized creature can wear the clothes of the much larger creature, it's probably percentage-based.

Dirst

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Re: Future of the Fortress
« Reply #3412 on: February 10, 2016, 07:46:20 am »

Toady, a lot of the interface is configurable with keymappings and raw modding, which is awesome and appreciated, but I was curious if DF's overall design is roughly how you envision it after allowing for multi-tile creatures and graphics.  That is, primarily a keyboard interface.

And for those design elements you think of as relatively final, do you have a set of guidelines you use (for example, high contrast or accommodating red/green colorblindness)?
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PatrikLundell

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Re: Future of the Fortress
« Reply #3413 on: February 10, 2016, 10:23:17 am »

@Dirst: Is it intentional that your Toady attention marking is red rather than green? It sort of highlights the red/green color blindness issue, but might end up missing the intended recipient
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DVNO

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Re: Future of the Fortress
« Reply #3414 on: February 11, 2016, 06:06:18 am »

Now that the world has been activated and the 'bones' of DF's engine are starting to settle, are these months long release cycles that flesh out and extend features here to stay as the norm or will there be more epic year(s) long cycles still planned for the road ahead?

« Last Edit: February 18, 2016, 04:41:59 am by DVNO »
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PatrikLundell

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Re: Future of the Fortress
« Reply #3415 on: February 11, 2016, 09:21:05 am »

There will probably be a number of shorter iterations with a mixture of pure bug fixing releases and releases that introduce new stuff for a few months (similar to the last cycle). After that a new big step will be taken where a major change is done. Before we reach that stage Toady will first make a firm decision on which one to tackle, and then update the development page (this may happen in parallel with the current smaller stuff/bug fixing releases to provide for some discussion). The next big step will probably take somewhere between 6 and 12 months (Toady's said he wants to keep these steps shorter than one year). The "final" DF version is decades off, so there are a lot of major steps left (the version number 0.42.X is basically an extremely rough estimate of 42% finished...).
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Inarius

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Re: Future of the Fortress
« Reply #3416 on: February 11, 2016, 11:53:43 am »

Sometimes I see "I've heard i died" or "I am dead" or things like this from dwarves (in arena mode, but I suppose you could find this elsewhere). Even if it's quite fun to read (in a non sense way), what does it exactly mean ?
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LordBaal

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Re: Future of the Fortress
« Reply #3417 on: February 11, 2016, 12:08:45 pm »

Thanks for the great update Toady, it's really neat, however there seems to be an issue with the making of beds with custom woods. You can make them out of whatever wood you want but the material won't show up on the task list of the workshop. A minor bug.
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Re: Future of the Fortress
« Reply #3418 on: February 11, 2016, 01:22:42 pm »

Sometimes I see "I've heard i died" or "I am dead" or things like this from dwarves (in arena mode, but I suppose you could find this elsewhere). Even if it's quite fun to read (in a non sense way), what does it exactly mean ?

This is related to the way non-historical figures are referenced in dialogue. Non-historical figures all use the same "dummy" entity, so when a non-historical figure talks about a different non-historical figure, they think they're talking about themselves.
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Mr S

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Re: Future of the Fortress
« Reply #3419 on: February 11, 2016, 05:22:21 pm »

Thanks for the great update Toady, it's really neat, however there seems to be an issue with the making of beds with custom woods. You can make them out of whatever wood you want but the material won't show up on the task list of the workshop. A minor bug.

What do you mean by "custom wood"? Have you modded in other tree types?  Are their raws set up in a corresponding way with other trees? In the right raw files? Have you tried making a custom workshop with a reaction that turns logs into beds and tried making them from there?
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