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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3635384 times)

nogibator

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Re: Future of the Fortress: List of Remaining Items
« Reply #14715 on: March 19, 2010, 08:58:43 pm »

In that vein - will bigger animals produce more leather? Will a dwarf be fully clothed in a cape made from a sinke kitten leather?

Will burrows allow us to separate the sleeping barraks from the training ones?


yes, now needed leather and threads measured by size. i guess you will need several kittens to make kitten leather cape.

i think yes.
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Rafal99

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Re: Future of the Fortress: List of Remaining Items
« Reply #14716 on: March 19, 2010, 09:11:25 pm »

Sleeping and training barracks will be separate in the new version. No need to use burrows for that.
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Quatch

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Re: Future of the Fortress: List of Remaining Items
« Reply #14717 on: March 19, 2010, 10:55:16 pm »

(After the eternal suggestions voting thing is cleared), would it be possible to populate it with all of the REQs, BLOATs and COREs? Assuming of course, that you want our input on prioritizing these too. Almost worth starting a sub-forum of suggestions where each one is a topic.
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SAVE THE PHILOSOPHER!
>>KillerClowns: It's faster to write "!!science!!" than any of the synonyms: "mad science", "dwarven science", or "crimes against the laws of god and man".
>>Orius: I plan my forts with some degree of paranoia.  It's kept me somewhat safe.

Samoorai

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Re: Future of the Fortress: List of Remaining Items
« Reply #14718 on: March 20, 2010, 01:46:37 am »

That reminds me of another question I had. What's the point of all the various intestines, spleens, lungs, and other new bits that come from butchering animals? Are there any uses for them in game, or are they just fodder for homebrewed alchemist's workshop reactions?
atm, i don't think there's any use for them, they're just like 'chunks', in the future of course intestines at least will be used for sausage, and the other bits will probably be able to be ground up for offal to feed animals and fertilize farms.

The squishy tissues are all edible as meat (with the exception of cartilage, hair, and nervous tissue, which are useless as far as I know) and the hard ones can be made into crafts.

This is a kidney stone scepter. All craftsdwarfship is of the highest quality. It is adorned with hanging rings of small intestine. It menaces with spikes of hair.
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nogibator

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Re: Future of the Fortress: List of Remaining Items
« Reply #14719 on: March 20, 2010, 02:53:29 am »

That reminds me of another question I had. What's the point of all the various intestines, spleens, lungs, and other new bits that come from butchering animals? Are there any uses for them in game, or are they just fodder for homebrewed alchemist's workshop reactions?
atm, i don't think there's any use for them, they're just like 'chunks', in the future of course intestines at least will be used for sausage, and the other bits will probably be able to be ground up for offal to feed animals and fertilize farms.

The squishy tissues are all edible as meat (with the exception of cartilage, hair, and nervous tissue, which are useless as far as I know) and the hard ones can be made into crafts.

This is a kidney stone scepter. All craftsdwarfship is of the highest quality. It is adorned with hanging rings of small intestine. It menaces with spikes of hair.

yea. dwarvenlungman wielding kidney stone scepetr. that's how every daemon should look.
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sorry for bad grammar, not native english speaker

Jimmy

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Re: Future of the Fortress: List of Remaining Items
« Reply #14720 on: March 20, 2010, 05:30:56 am »

I have no issue with it, since they're all going into the roasts anyhow.

Who's up for some +cat brain roast+?
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HammerHand

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Re: Future of the Fortress: List of Remaining Items
« Reply #14721 on: March 20, 2010, 07:53:22 am »

By the way, I see that soldier migrants are no longer happening. That's good; they always got stuck on arrival for me.

 I know this was answered a while back, but in addition to previous answers I offer the following:  In my experience, soldier migrants arrive in a squad, just like any other migrant.  But they're active military, so their one-dwarf squad (the one every dwarf has until being assigned to a commander) defaults to  on duty  and as such goes directly to their station tile.  Since you haven't set a station, it's either right where they start or they just stand around and look stupid as they wonder where to go.  If you simply tell their squad to "stand down," or re-organize them into an existing squad, they should begin to act normally.
 
 ... I think.
 
 ... Not that it will matter much longer.  ::)   I hope. :-[
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Captain Mayday

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Re: Future of the Fortress: List of Remaining Items
« Reply #14722 on: March 20, 2010, 08:14:32 am »

Uncertain if this has already been accounted for but:
When modding, I've found that when traders from different civs arrive at the same time, they cause all sorts of wacky bugs with the pricing. Extreme costs to costs of zero, and weird ownership issues when you're trying to trade. Has this been remedied? And if so, will it allow trading to occur at the same depot with both traders, or separate depots being required? And if the latter, will there be an option to send them on their merry way so it will be possible to use only a single depot?

And as an entirely unrelated query:
Will it be possible to assign specific animals to be used by specific entities? Or perhaps a Cull type token?
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mendonca

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Re: Future of the Fortress: List of Remaining Items
« Reply #14723 on: March 20, 2010, 09:57:32 am »

In that vein - will bigger animals produce more leather? Will a dwarf be fully clothed in a cape made from a sinke kitten leather?

Will burrows allow us to separate the sleeping barraks from the training ones?


yes, now needed leather and threads measured by size. i guess you will need several kittens to make kitten leather cape.

i think yes.

If I remember correctly, size of cloth and length of thread only functions semi-properly right now (sorry, not right now, but in the near future) for bandages and sutures.

I think a kitten leather cape will be the same as an ettin leather cape, in all functional aspects.

Quote from: Devlog
09/08/2009: The topic vote for the main discussion segment of Dwarf Fortress Talk #3 has been posted.

I used the Labor Day weekend to overhaul the job system to support some things I'm going to need for suturing. All cloth and thread items have associated lengths/areas now. At this point, the practical effect will be that one thread item can be used to suture many times, while the same thread item would be consumed entirely to make the typical cloth item. It'll also be used for bandages. Having clothing item production consume different amounts of cloth probably won't go in this time, but it's just a matter of putting in the numbers now. There shouldn't be additional clutter from that once I get there, since items aren't actually being split (as with coins and bolts), but just consumed in pieces, and small remnants will always fit right in at a hospital. In this release, you'll just have items being whittled away at the hospital or being consumed in full for clothing, so even the remnant hauling shouldn't be a problem.

Devlog seems to back me up.
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Shoku

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Re: Future of the Fortress: List of Remaining Items
« Reply #14724 on: March 20, 2010, 10:58:40 am »

Has anyone else noticed that Doomshifter's avatar's hair... has thumbs?

Those are bunny ears, anime style.
No he means the breast groping hair.

I think somewhere else, someone who researched her avatar said it was really a slime girl that had taken on a very provocative form, so the hands, hair, and breasts are actually one continuous unit of cytoplasm.
The series is called queens blade and apparently is just unabashedly porn themed. The clip I saw on youtube had some girl talking about what to put inside her as she worked her way up a variety of disturbing looking vegetables and describe how they would "fit" before it turns out to be a gag that she's just making soup.
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bombcar

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Re: Future of the Fortress: List of Remaining Items
« Reply #14725 on: March 20, 2010, 11:12:29 am »

Spoiler (click to show/hide)

AUSTRALIA, HERE COME THE DWARVES!

I got rid of the snow display during world gen, made scorching areas available again, and added parameters and parameter sets to make worlds that are surrounded by water on all sides for people that like that look.
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Exponent

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Re: Future of the Fortress: List of Remaining Items
« Reply #14726 on: March 20, 2010, 11:32:26 am »

Will burrows allow us to separate the sleeping barraks from the training ones?

Doesn't sound like we'll need burrows for this purpose:

Quote from: Toady One's Dev Log
06/21/2009: Each barracks now accepts squad assignments for sleeping, training, individual equipment storage and squad equipment storage (which just means ammunition for now). There's also a dormitory setting separate from the barracks setting to indicate that civilians without rooms should sleep in the room. Hospital zones were added earlier. This should keep the beds separated properly.
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SkyRender

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Re: Future of the Fortress: List of Remaining Items
« Reply #14727 on: March 20, 2010, 11:44:24 am »

Quote
Milling jobs were using wooden chests and then calling them wooden bags afterward.

 And here I was looking forward to having a bunch of pine bags to store my longland flour in.  Pity.

Quote
"Skeletal" slugmen and other oddities no longer occur (you can still get zombies).

 Now there's a hard mental image to generate.  A skeletal invertebrate?  What would that even look like?
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Kidiri

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Re: Future of the Fortress: List of Remaining Items
« Reply #14728 on: March 20, 2010, 11:49:44 am »

I want artifact moods for more professions: a brewer makes a barrel of rotgut that'd make the Hammerer cry and the Baron forget a mandate; a marksdwarf insists on targets to pincushion from half-way across the world; a soap maker goes and washes half the fort - or half the dwarves!
Or dwarf halves!
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Greiger

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Re: Future of the Fortress: List of Remaining Items
« Reply #14729 on: March 20, 2010, 11:56:12 am »

Now there's a hard mental image to generate.  A skeletal invertebrate?  What would that even look like?
The two red glowing eyes that skeletons always seem to get in modern media.

Except just rolling around on the floor being non-threatening.


And yay for island worlds!  I had created an island map with the ingame editor, but all the surrounding ocean always ended up being good aligned.  Which made it less awesome.  It was funny having merfolk spawn on the beach section of the map edge and immediately airdrown though.  I'm sure the goblins appreciated how expensive those merfolk bone bolts sticking out of their necks were.
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