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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3635235 times)

smjjames

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Re: Future of the Fortress: List of Remaining Items
« Reply #14625 on: March 18, 2010, 06:53:28 pm »

no he didn't. he said that there would be more color. and he said that those were colors.

i asked if those colors in the raws would actually what an eventual game would use, or if there would be more colors, but not necessarily those ones, remaining as descriptors?

and that wasn't ninja'ing, i'm not sober at the moment.

I was typing when you posted and then Footkerchief posted, which is why I said ninja'd
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Mephansteras

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Re: Future of the Fortress: List of Remaining Items
« Reply #14626 on: March 18, 2010, 07:10:22 pm »

Toady has said (I think in a DF talk) that colors will be used in the future. I don't think it's an immediate goal of any sort, though.
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Shoku

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Re: Future of the Fortress: List of Remaining Items
« Reply #14627 on: March 18, 2010, 07:19:45 pm »

Spoiler (click to show/hide)

I would actually imagine it's unrelated; its persistence in women aside, they're already held out from the body to cool them and muscles in the scrotum can contract to bring them closer in order to warm things up if it gets too cold out.

Although, perhaps pubic hair lets the temperature be more evenly distributed from side to side (instead of being all warm on the body side and all cold on the other, I don't know if there's any significant difference that blood flow can't handle). Not sure on the physics there, that'd probably require testing I want no part of.

considering the placement of pubic hair, the theory of it's purpose that I've always found the most compelling is that it acts as another layer of padding during copulation (since it's often bushy and wiry, so should somewhat absorb the energy in an impact) as there's also a layer of fat in that area on most people that also serves that purpose

As for the rest of human body hair... it's still there, but very light(on most people) I believe that a combination of living in warmer climates as an endurance predator and wearing clothing have made the rest of body hair largely unnecessary, so it isn't selected for. Most people still have body hair, it's just light and unnoticed.

Oh, and I know one person has suggested that the hair on people's fronts has been selected against because it interferes with the 'natural' sex posture of humans (missionary) but I think that was made up by people who believe that people should only use missionary. :P
I think furry animals also tend to have numerous strands of hair come out of the same pore. Looking closely at my own I can sometimes pick out double hairs, and I'm not counting ones that are just very close to each other.

why in the name of Armok are we still talking about pubic hair?!

http://www.scientificamerican.com/blog/post.cfm?id=a-bushel-of-facts-about-the-uniquen-2010-03-01

now can we stop wasting forum space on how bizarre dick-weed is? seriously.
Only slightly. A little news article that brings some specialists into the picture goes a long way but they don't necessarily know everything about it or even mention everything they know.
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #14628 on: March 18, 2010, 07:39:55 pm »

i asked if those colors in the raws would actually what an eventual game would use, or if there would be more colors, but not necessarily those ones, remaining as descriptors?

We really did just cover this, but I'll go through it again: in the next version, a material declares its color(s) via a token like "ORANGE" or "MAUVE."  The token links it to one of the colors defined in descriptor_color_standard.txt.  When the upcoming version displays an item, it looks at the item's material's color object and selects the best representation of that color from the 16 render-able colors.  Later on, once Toady has worked on graphics, it'll skip the approximation.
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kilakan

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Re: Future of the Fortress: List of Remaining Items
« Reply #14629 on: March 18, 2010, 07:40:58 pm »

I think furry animals also tend to have numerous strands of hair come out of the same pore. Looking closely at my own I can sometimes pick out double hairs, and I'm not counting ones that are just very close to each other.
are you saying you are a furry animal?
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Randomone

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Re: Future of the Fortress: List of Remaining Items
« Reply #14630 on: March 18, 2010, 08:03:23 pm »

I have a few questions concerning burrows.

1. Are dwarfs assigned to a burrow only allowed to use stuff in the burrow, or is it that only dwarfs assigned to a burrow can use stuff inside the burrow?

2.What happens when you assign a dwarf to 2 or more burrows?

3.Can a meeting zone/room designation be associated with a burrow?

Also, at this progress, we'll get to a 1000 pages in no time! :D
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Rockphed

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Re: Future of the Fortress: List of Remaining Items
« Reply #14631 on: March 18, 2010, 08:15:18 pm »

While I am shaky as to the exact specifics, here are how things work as I remember them:

Dwarves can be assigned to as many burrows as you like.  They will only accept jobs with start and end points within burrows to which they are assigned.  Presumably, a meeting zone/room designation will only be used by those dwarves whose burrows include the meeting zone.  If the zone is flooded out from a piece of furniture they will probably only use it if the furniture is in a burrow to which they are assigned.

Also, to all the idiots spamming to get 1K pages, cut it out!  You are just making it harder for those of us who like reading the discussion herein to follow it and for Toady to find important posts.
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MrWiggles

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Re: Future of the Fortress: List of Remaining Items
« Reply #14632 on: March 18, 2010, 08:18:12 pm »

I have a few questions concerning burrows.

1. Are dwarfs assigned to a burrow only allowed to use stuff in the burrow, or is it that only dwarfs assigned to a burrow can use stuff inside the burrow?
The former I believe.

Quote
2.What happens when you assign a dwarf to 2 or more burrows?
They'll be in two burrows.

Quote
3.Can a meeting zone/room designation be associated with a burrow?

Also, at this progress, we'll get to a 1000 pages in no time! :D

No, but they will probably be in the future. CUrrently they are just designated as normal and Dorfs whose burrows happen to cover the designation may use it.
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Spiders Everywhere

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Re: Future of the Fortress: List of Remaining Items
« Reply #14633 on: March 18, 2010, 08:29:39 pm »

One thing I was never certain of, do burrow restrictions only apply to jobs, or to everything a dwarf does? Or is that a setting? The idea of being able to control their every movement has a certain appeal, but making sure everyone has access to the booze pile and the dining room and their bedroom and everything could be a hassle.
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Scarpa

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Re: Future of the Fortress: List of Remaining Items
« Reply #14634 on: March 18, 2010, 08:37:37 pm »

Most of that is covered here, in the initial dev log entry. Search that page for 'burrow' and you'll fine a few more entries about testing and enhancements.

This link trick stolen from the esteemed Footkerchief.
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Shoku

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Re: Future of the Fortress: List of Remaining Items
« Reply #14635 on: March 18, 2010, 08:43:01 pm »

I think furry animals also tend to have numerous strands of hair come out of the same pore. Looking closely at my own I can sometimes pick out double hairs, and I'm not counting ones that are just very close to each other.
are you saying you are a furry animal?
So furry.
Not to be confused with crotchless mascot suits. Or actual fur. So really only furry if I get to make the word mean nothing.

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MrWiggles

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Re: Future of the Fortress: List of Remaining Items
« Reply #14636 on: March 18, 2010, 08:49:24 pm »

One thing I was never certain of, do burrow restrictions only apply to jobs, or to everything a dwarf does? Or is that a setting? The idea of being able to control their every movement has a certain appeal, but making sure everyone has access to the booze pile and the dining room and their bedroom and everything could be a hassle.

I dont think it will be.

I think dorfs give pref. to things in their burrows first but if hungry, they'll leave outside there burrow and look for none burrow food/booze first before invading other burrows. The same may apply for materials as well.

So, if there is bedding in their burrows, then they'll give it pref. to those first before others. I'm not sure on this

However depending on how hard it is to use the burrow painter, setting up generic residential, and eatery burrows and applying them to all dorfs may not be that hard.
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bombcar

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Re: Future of the Fortress: List of Remaining Items
« Reply #14637 on: March 18, 2010, 09:32:16 pm »

also, and realizing this probably belongs in the suggestion thread rather than here, is it/will it be possible to set fortress mode to start out as paused on embark/reclaim, so we can give initial orders before the dorfs start taking breaks and getting drinks? (realizing there might already be a switch in the init file that does this that I just don't know about.)

There is:

Quote from: init.txt
Set this to YES to make Dwarf Fortress start paused whenever you load an active game.

[PAUSE_ON_LOAD:NO]
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Cruxador

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Re: Future of the Fortress: List of Remaining Items
« Reply #14638 on: March 18, 2010, 11:49:46 pm »

Since the pubic hair discussion seems to still exist:
I believe I saw on the National Geographic or Discovery channel at some point a theory regarding this. Apparently pubic haris are placed correctly to reduce friction when walking on all fours. Unfortunately, this is inconsistent with armpit hair, which is located for bipedal walking, so if this is a major reason (and it seems likely to me) then it has some odd connotations about human hair loss.
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MrWiggles

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Re: Future of the Fortress: List of Remaining Items
« Reply #14639 on: March 18, 2010, 11:55:15 pm »

Since the pubic hair discussion seems to still exist:
I believe I saw on the National Geographic or Discovery channel at some point a theory regarding this. Apparently pubic haris are placed correctly to reduce friction when walking on all fours. Unfortunately, this is inconsistent with armpit hair, which is located for bipedal walking, so if this is a major reason (and it seems likely to me) then it has some odd connotations about human hair loss.

I dont see how its inconsistent.

One grew in response when we were quadrapedal and one grew in response when we were bipedal. A physical attribute does not go away simply because its intended use is no longer present. There has to be evolutionary pressure to remove the physical attribute. Its just vestigial.
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