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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3665118 times)

Hardrada

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Re: Future of the Fortress: List of Remaining Items
« Reply #9165 on: December 23, 2009, 03:58:12 pm »

I believe adding the [METAL_ARMOR_LEVELS] tag to an armour item will allow it to be generated off site as a cloth item too.
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #9166 on: December 23, 2009, 04:01:53 pm »

Clarification: Modded items that contain only [BARRED] as their material preference will, for lack of bone material to choose from, be made out of cloth and only cloth. This has no effect on making the items in fort mode (since you have bone available), but adventurer mode shops and fort mode traders frequently stock "rope reed plated gauntlets" in my games.

Ah, okay.  Sounds like it's just another of those oddities with generated items:

  • Silk/cloth quivers
  • Wood/rock item decorations
  • Items with BARRED or METAL_ARMOR_LEVELS get made of cloth

edit: fixed #3 in light of Hardrada's post above
« Last Edit: December 23, 2009, 04:05:11 pm by Footkerchief »
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zchris13

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Re: Future of the Fortress: List of Remaining Items
« Reply #9167 on: December 23, 2009, 04:29:43 pm »

The latest iPhone, as far as I can tell, has a 600 MHz ARM CPU

I really want to make a Total Annihilation joke about "cores" here but it just isn't working.
It's so tempting, but out of reach.
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sweitx

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Re: Future of the Fortress: List of Remaining Items
« Reply #9168 on: December 23, 2009, 04:36:47 pm »

Quote from: Toady One
indoor/outdoor farming have been separated from the use of trees.
I think I may have missed some discussion, because...
I'm confuse.
What does trees have to do with farming?
Unless Toady just gave us the ability to grow trees.
Then...
AWESOME!
Quote from: Toady One
General wilderness populations are a little more complicated, so that's not in yet for them.
I think this sentence sums up the complexity of Dwarf Fortress.
In lesser games, wilderness animals are an after-thought.
In Dwarf Fortress, wilderness animals by themselves are complicated already.
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One of the toads decided to go for a swim in the moat - presumably because he could path through the moat to my dwarves. He is not charging in, just loitering in the moat.

The toad is having a nice relaxing swim.
The goblin mounted on his back, however, is drowning.

zchris13

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Re: Future of the Fortress: List of Remaining Items
« Reply #9169 on: December 23, 2009, 04:40:56 pm »

An interesting possible bug just hit me :
Toady, have you thought considering tantruming or berserk Dwarves vs Burrows ? It would be quite weird to see someone enraged choosing to throw an item located halfway through the map, ignoring nearer ones because "these aren't in my district".
Even though our Dwarves are quite dedicated.

I personally have done something similar.
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Reese

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Re: Future of the Fortress: List of Remaining Items
« Reply #9170 on: December 23, 2009, 04:47:20 pm »

Quote from: Toady One
indoor/outdoor farming have been separated from the use of trees.
I think I may have missed some discussion, because...
I'm confuse.
What does trees have to do with farming?
Unless Toady just gave us the ability to grow trees.
Then...
AWESOME!
Quote from: Toady One
General wilderness populations are a little more complicated, so that's not in yet for them.
I think this sentence sums up the complexity of Dwarf Fortress.
In lesser games, wilderness animals are an after-thought.
In Dwarf Fortress, wilderness animals by themselves are complicated already.

I remember reading somewhere that the trees and other plants were in the same place in the raws and stored the same way, so I suspect this has something more to do with making sure that crops won't show up as trees and trees won't show up as crops
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zchris13

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Re: Future of the Fortress: List of Remaining Items
« Reply #9171 on: December 23, 2009, 05:07:29 pm »

More likely, it has something to do with decoupling the relationship between civs usage of tree's implying they have farms, or vice versa, relating to the underground creatures and their wooden weapons.
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #9172 on: December 23, 2009, 05:14:26 pm »

will river flooding ever come back? e.g cave river and magma river flooding in the 2D version

Following up on this: yes, it'll probably come back at some point, since there's a dev item for it:

# Bloat339, RIVER OVERFLOWS, (Future): River overflows and the return of the associated farming techniques.
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jokermatt999

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Re: Future of the Fortress: List of Remaining Items
« Reply #9173 on: December 23, 2009, 07:20:17 pm »

Question for either Footkerchief, god of archiving and question answering, or Toady himself:

What are your plans for the <foo>man cultures? Will they wind up being distinct with different cultures and ethics, or will they mostly be closer to semi-intelligent savages? Will they ever start rudimentary buildings and societies?

I really should've thought of this one for the last podcast, but oh well.
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #9174 on: December 23, 2009, 07:31:16 pm »

Fooman?

To admit, I sort of like the idea of more asian-esk societies on Dwarf Fortress even though that isn't what you meant. Though getting them right would require quite the change in ethics, though not everything is in ethics as it is.

I am guessin Fooman are the animal men?
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Aqizzar

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Re: Future of the Fortress: List of Remaining Items
« Reply #9175 on: December 23, 2009, 07:33:24 pm »

You can call them borglemen if that would be more clear.

What are your plans for the <foo>man cultures? Will they wind up being distinct with different cultures and ethics, or will they mostly be closer to semi-intelligent savages? Will they ever start rudimentary buildings and societies?

While Footkerchief will probably supply an actual quote, I'm pretty sure the mini-entities that animalmen will form in the next version are what you're talking about already.  I think Toady mentioned things like huts and tribes.
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JoshuaFH

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Re: Future of the Fortress: List of Remaining Items
« Reply #9176 on: December 23, 2009, 07:34:27 pm »

Foo is a word used in Nethack, often used in place of specific but pedantic words. Most often used when dealing with wishing.

Example: "I wished for fooproof gauntlets of dexterity" when foo, in this instance, could mean both waterproof and fireproof.
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Willfor

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Re: Future of the Fortress: List of Remaining Items
« Reply #9177 on: December 23, 2009, 07:35:45 pm »

It's <foo>man, with foo and bar as often referenced faux-variable names where you don't want to use true variable names. (discussion, tutorials, etc.)
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Iron mixed with oxygen as per the laws of chemistry and chance /
A shape was roughly human, it was only roughly human /
Apparition eyes / Apparition eyes / Knock, apparition, knock / Eyes, apparition eyes /

Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #9178 on: December 23, 2009, 07:37:26 pm »

The problem however is however that not all instances of <foo>man makes sense.

There is the materialmen for example whom do not support intelligence.

Hense why I like to use categories when several of these instances are foobar (Pun!)

As for the Animalmen there are three distinctions that I can think of that Toady commented on that I shall spoiler so hold on.

Spoiler (click to show/hide)
« Last Edit: December 23, 2009, 07:42:39 pm by Neonivek »
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Outcast Orange

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Re: Future of the Fortress: List of Remaining Items
« Reply #9179 on: December 23, 2009, 07:43:36 pm »

I'd love to see a clothman or Leatherman.
Like a giant pile of possessed garments, sewn together and whatnot.

And fell mood leather workers could have a small chance of making one.
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