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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3663311 times)

SirPenguin

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Re: Future of the Fortress: List of Remaining Items
« Reply #15885 on: March 31, 2010, 10:31:30 am »

So what's all this, then?

It's April Fools SOMEWHERE in the world. Go give this guy website hits for having such a neat idea!

http://roguelikedeveloper.blogspot.com/
« Last Edit: March 31, 2010, 10:42:18 am by SirPenguin »
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DFPongo

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Re: Future of the Fortress: List of Remaining Items
« Reply #15886 on: March 31, 2010, 10:33:16 am »

I'm losing it.
Came in early to do a production migration and actually checked to see if Toady had done his.
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Mel_Vixen

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Re: Future of the Fortress: List of Remaining Items
« Reply #15887 on: March 31, 2010, 10:34:21 am »

I have a question for Toady..

Could you, instead of mucking around on the forum, go ahead & put out the new version today instead?

That'd be awesome!



Not very nice.
Also from what I observed Toady visits the forum every day, even if he doesn't post. You don't expect him to just code and code and do nothing else, do you? Everyone needs a break from time to time, even when the release is co close.
It will be released when it is ready.
Well for all we know he could be jumping on the forum when the code is compiling :p, but seriously this is his job, he is his own boss he knows what he is doing

Right. And maybe you should consider to donate some bucks after that outbreak chewd. Water, energy and food dont pay themselfs.

Anyway thanks toady for cleaning the thread. We got really out of hand - sorry.

I'm hoping to set up some custom reactions to create more specific food types, handled as ungrowable, seedless plants. Intestines and some other meat, for instance, could be made into sausage, while tendons and bones could be used for stock, as suggested before. I think that the kitchen can be used for custom reactions now, so you could even have it done at the proper workshop.

I would imagine that any food containing intestines would be called sausage by default (even if it is prickle berry sausage). Likewise, any food with tendons and bones would get called soup.

I would like to see random generated and named food types. Like "Wiener Schnitzel" in the real world dwarfs could make a "Miner stew" that contains a number of specified ingredients. Either the recipe-book would need to be pretty big or the dwarfs keep the standard dishes too.

Will creature leathers have different values of defence. e.g dragon scales and leather being fireproof and stronger than cow leather. and can armor be decorated with creature items or metal scales that improve defence yeah influenced by monster hunter and the raws 8)

also

Will it be possible that based on a butchers skill level and size of a creature and how much of it's corpse thats still intact (nothing loped off) will we be able to get multiple pieces of leather from a creature over size 5?

You can create a own/modify the skin-template for dragons and alike iirc. You get thought only one skin from a dead animal.
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chewd

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Re: Future of the Fortress: List of Remaining Items
« Reply #15888 on: March 31, 2010, 11:04:05 am »

aww i didnt mean it that way.

I have much love for the toadly one.
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Mephansteras

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Re: Future of the Fortress: List of Remaining Items
« Reply #15889 on: March 31, 2010, 11:12:39 am »

And here I saw the lock and was hoping there was no more need of this post...  :-(

Ha ha, yeah, the thing could be locked when the new one goes up, but hopefully it will be locked in a dignified state.  I'm still going to answer whatever questions are left in here, soonish.

Appreciated as always, Toady!

Speaking of which: Has there been any change to the main world-gen diplomacy as a consequence of all the leadership changes?

Also, more of a mod-related question, but do races that show up as 'No Trade' on the embark screen still show up to trade anyway?
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #15890 on: March 31, 2010, 11:18:15 am »

Will creature leathers have different values of defence. e.g dragon scales and leather being fireproof and stronger than cow leather. and can armor be decorated with creature items or metal scales that improve defence yeah influenced by monster hunter and the raws 8)

For the first part:

Has anything been said about leather armor in the new version? Will all leather armor continue to be identical for protective purposes, or will elephant leather be superior to cow leather, in turn superior to armoring your dwarfs in the leather of ground hogs?

It's all identical right now, although it would be straightforward to differentiate them. 

For the second part, decorations don't change functionality, no.

Will it be possible that based on a butchers skill level and size of a creature and how much of it's corpse thats still intact (nothing loped off) will we be able to get multiple pieces of leather from a creature over size 5?

Rather than getting multiple pieces of leather, you get one piece of leather with a varying size.  However, that size doesn't serve any purpose yet -- bandages and sutures consume small amounts of cloth and thread respectively, but all the other jobs (make a shirt, decorate, etc) still consume the entire item.
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bombcar

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Re: Future of the Fortress: List of Remaining Items
« Reply #15891 on: March 31, 2010, 11:21:44 am »

Quote
I would like to see random generated and named food types. Like "Wiener Schnitzel" in the real world dwarfs could make a "Miner stew" that contains a number of specified ingredients. Either the recipe-book would need to be pretty big or the dwarfs keep the standard dishes too.

I'd like to see something in the RAWs like:

[INTESTINE]
     [COOK:sausage]
     [COMBINE_COOK:haggis]

or something. Then elephant intestine could become elephant sausage if cooked alone, and elephant haggis if mixed. It could then be made more complicated, with something like [COOK_FLAVOR:spicy] for certain plants; if they are added to a meal the adjective spicy is added, etc.

How awesome is the next version of Dwarf Fortress?
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Acanthus117

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Re: Future of the Fortress: List of Remaining Items
« Reply #15892 on: March 31, 2010, 11:23:23 am »

Wait, so even if I make a modded animal that has rock skin, the leather will not affect the protection it offers to the wearer? Damn.
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dragnar

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Re: Future of the Fortress: List of Remaining Items
« Reply #15893 on: March 31, 2010, 11:25:15 am »

How awesome is the next version of Dwarf Fortress?
More awesome than we could possibly imagine.
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Doomshifter

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Re: Future of the Fortress: List of Remaining Items
« Reply #15894 on: March 31, 2010, 11:28:44 am »

How awesome is the next version of Dwarf Fortress?
More awesome than we could possibly imagine.
More awesome than we could possible imagine that we couldn't possibly imagine how awesome it is.
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Lancensis

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Re: Future of the Fortress: List of Remaining Items
« Reply #15895 on: March 31, 2010, 11:36:04 am »

I'd like to see something in the RAWs like:

[INTESTINE]
     [COOK:sausage]
     [COMBINE_COOK:haggis]

or something. Then elephant intestine could become elephant sausage if cooked alone, and elephant haggis if mixed. It could then be made more complicated, with something like [COOK_FLAVOR:spicy] for certain plants; if they are added to a meal the adjective spicy is added, etc.

I think it might be easier to do it the other way around. ie. Have a [SAUSAGE] entry that required something with the [INTESTINES] tag. Kinda like how you can create reactions with item classes, instead of specified reagants.
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Sizik

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Re: Future of the Fortress: List of Remaining Items
« Reply #15896 on: March 31, 2010, 12:00:43 pm »

I deleted many posts, including some that were between other ones and long ones that contained parts of other ones.  I apologize for whatever substantive discussion was a casualty of this process.  TiagoTiago has been banned for actively trying to turn this thread into crap.  Please try to keep it together in here.

What'd I miss?
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decius

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Re: Future of the Fortress: List of Remaining Items
« Reply #15897 on: March 31, 2010, 12:03:53 pm »

I would imagine that any food containing intestines would be called sausage by default (even if it is prickle berry sausage). Likewise, any food with tendons and bones would get called soup.
I support this. In addition, any food with bread should be a sandwich, and any food made with booze should be "Beer-battered"

This is a finely crafted Beer-battered soup sandwich sausage. It contains minced strawberry wine, finely minced elephant tendons, minced cave wheat bread, and finely minced unicorn intestines.
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #15898 on: March 31, 2010, 12:16:49 pm »

Wait, so even if I make a modded animal that has rock skin, the leather will not affect the protection it offers to the wearer? Damn.

When I said "it would be straightforward to differentiate them," I meant straightforward for the modder.  Right now all the creatures that have leather derive it from the LEATHER_TEMPLATE material template, with no customization.  However, a creature definition can customize the leather template (e.g. for better defensive properties) or use a totally different material.  If you used an actual rock material for the skin, you would have to add a MATERIAL_REACTION_PRODUCT:TAN_MAT to allow it to be made into leather, or add ITEMS_LEATHER and/or LEATHER to enable it to be used directly like leather.

I'd like to see something in the RAWs like:

[INTESTINE]
     [COOK:sausage]
     [COMBINE_COOK:haggis]

or something. Then elephant intestine could become elephant sausage if cooked alone, and elephant haggis if mixed. It could then be made more complicated, with something like [COOK_FLAVOR:spicy] for certain plants; if they are added to a meal the adjective spicy is added, etc.
I think it might be easier to do it the other way around. ie. Have a [SAUSAGE] entry that required something with the [INTESTINES] tag. Kinda like how you can create reactions with item classes, instead of specified reagants.

Note that we've had a lot of cooking threads that explored much more robust implementations of cooking:

http://www.bay12games.com/forum/index.php?topic=48847.0
http://www.bay12games.com/forum/index.php?topic=46121.0
http://www.bay12games.com/forum/index.php?topic=26486.0
http://www.bay12games.com/forum/index.php?topic=48068.0
http://www.bay12games.com/forum/index.php?topic=26595.0
http://www.bay12games.com/forum/index.php?topic=3892.0
http://www.bay12games.com/forum/index.php?topic=34091.0
http://www.bay12games.com/forum/index.php?topic=6021.0
http://www.bay12games.com/forum/index.php?topic=29992.0
http://www.bay12games.com/forum/index.php?topic=25425.0
http://www.bay12games.com/forum/index.php?topic=28964.0
http://www.bay12games.com/forum/index.php?topic=32223.0
http://www.bay12games.com/forum/index.php?topic=46186.0
http://www.bay12games.com/forum/index.php?topic=3600.0
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monkeyfetus

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Re: Future of the Fortress: List of Remaining Items
« Reply #15899 on: March 31, 2010, 12:22:01 pm »

I would like to see random generated and named food types. Like "Wiener Schnitzel" in the real world dwarfs could make a "Miner stew" that contains a number of specified ingredients. Either the recipe-book would need to be pretty big or the dwarfs keep the standard dishes too.
I think this was discussed in one of the DF talks. Each civilization might have its own famous/traditional dishes.
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