- Hey. Maximus. You've been online. Is it? --Savok 16:52, 21 November 2008 (EST)
- Yo, Savok. Yes, it was, and thank you for it. With the introduction of custom grid sizes, I've switched to a square tileset, Anikki's 10x10.--Maximus 17:34, 21 November 2008 (EST)
- I'm glad you liked it, but I would've preferred to make a tileset of the requested size (9x18?) for your use than see a work of art of mine butchered. No offense intended; I have done similar things for my personal use with other tilesets. --Savok 11:48, 22 November 2008 (EST)
- I believe I didn't change it at all. I use 200% font scaling on my PC, though, so maybe that's what you're referring to. Savok has suffered the travesty of art defacement lately?--Maximus 16:06, 22 November 2008 (EST)
- Definitely not what he's referring to. Dwarf Fortress doesn't use fonts, at least not in a traditional manner. It seems to me more like a bunch of tiles drawn on a canvas. --GreyMaria 16:20, 22 November 2008 (EST)
- As it so happens it scales things other than fonts. For instance, I'm using a 10-pixel-wide DF tilest in 80 columns on 1600x1200 resolution, and the DF window is 1600 pixels wide, not 800 -- which is how I want it.--Maximus 16:33, 22 November 2008 (EST)
A miller is a dwarf who mills plants at either a quern or millstone, placing the resulting goods into bags. Milling produces one unit of dye, flour or sugar per item milled. Milled items have no extra quality associated with them.Verify
A quern must be operated by the dwarf himself, while the millstone uses outside mechanical power (either a waterwheel or a windmill).
To mill a plant you need the plant to be milled and a bag. Milling does preserve plant seeds.
Milling plants is always done at 1:1 ratio; item number stays the same, but value is increased.Verify
You can't verify one and ignore the other, mate. --Juckto 22:55, 5 November 2008 (EST)
- Sure I can. I know the first one is definitely true but I don't know about the second. You're saying I shouldn't have verified the first one because of that?--Maximus 23:23, 5 November 2008 (EST)
Thanks for answering all my questions man. Do you just add all the interesting talk pages to your watchlist or what? Gairabad 22:54, 10 November 2008 (EST)
- You're welcome. I keep an eye on Special:Recentchanges, as any good wiki obsessive does.--Maximus 00:00, 11 November 2008 (EST)
"coal worked the same way it does now"
Coal is now part of a unified stone/gem/ore type. Stone, gem, and ore were logically distinct in the 2d version. Which (if any) class was coal in? (I suspect it was treated as an ore) Random832 19:35, 25 November 2008 (EST)
- nevermind, this is something i can check myself; i've been meaning to download the 2d version. sorry to bother you Random832 19:36, 25 November 2008 (EST)
- I believe it was an ore. You could smelt it ("make coal bars") but not make tables out of it or cut it into a gem. How the game treats it internally is beyond the scope of the History of DF page, though.--Maximus 22:42, 25 November 2008 (EST)
- (checks History page) Ah, yes, it was an ore: legendary miners would produce it 100% of the time from a vein.--Maximus 22:47, 25 November 2008 (EST)
I have nothing against your tileset, but rule I states "default tileset" and not "clear tileset". There's the difference. I can be a bitch sometimes, sorry, no offence. --Dorten 03:58, 26 November 2008 (EST)
- If you think the tileset I'm using causes problems, I'll respond to it. Rules are meaningless unless there's an actual reason to enforce them. Is there an actual reason in this case?--Maximus 04:54, 26 November 2008 (EST)
- I just suppose, that every rule on community portal has a reason. As I've said: I can be a bitch sometimes. --Dorten 06:19, 26 November 2008 (EST)
- Apply it for the reason, not just because it's a rule. For instance, the picture I subsequently added of the tunnel in Local view uses a different character for the tunnel itself than the default tileset. So I'll change that. But in the one that started off our little disagreement here, it doesn't change the fact that a tunnel looks like a tunnel.--Maximus 12:50, 26 November 2008 (EST)
- The primary reason for the rule is that we used to use a bunch of tilesets, which often was confusing to newbies. In other words, not using the default tileset makes things ugly to our audience. And your double sized tileset is blurred and is twice the size. It does go against the rule. I've resized Image:Tunnel in local view.png for an example. It also looks better now. --Savok 10:47, 29 November 2008 (EST)
- Sorry, but it isn't the default tileset. This is the image that you originally uploaded, which seems to be the default tileset, scaled up by 200% by Windows and made blurry. This is my edit of your image. It is scaled back to normal, but is still blurry.
- I do not have a problem with that small level of blurry. I just feel like I ought to note that you are actually using a blurry 24x16 rescale of the default tileset. --Savok 21:35, 29 November 2008 (EST)
Gairabad's shameless self-promotion
- Vertical designs are good stuff, and I really have to train myself to use them more often.
- I'm dubious about the benefit of "lockable" workshop rooms, especially when you have so many entrances to deal with. If you want to isolate a moody dwarf, you can just erect walls around him. If you want to use specific materials, plunk a workshop down in the middle of the materials.
- Your "efficient hauling" scheme sounds fairly good, but I find with things like that, the dwarves will often go all the way across the fortress to put one bar in a bin, then take a job elsewhere, negating the benefit of consolidating the items in the first place. Or they'll decide that a bin belongs to a stockpile halfway across the fortress, and they'll start hauling things away from that stockpile in order to fill the bin. Until "warrens" get added to the game, or stockpile profiles, or "take from a workshop" or whatever, a lot of efficient hauling schemes are only efficient on paper. I use dumping a lot when I want them to haul things in a very specific way, but that has its limitations too.--Maximus 22:49, 28 November 2008 (EST)
- Most valuable materials (an ore you imported, fat from the dragon you killed) are not going to be present in large quantities. That's why it's useful to have a way of forcing a dwarf to use a specific material. (You'll note that smiths and gem cutters have this ability built in.) As for the entrances, you can eliminate some if you feel it's too much trouble to lock them all. And there's still the decorating issue.
- As Edward pointed out, my efficient hauling scheme doesn't actually work; I didn't realized that stockpiles can't be assigned a minimum bin level. I guess that's the problem with designing on paper. But as GreyMaria mentioned, it still might be efficient to smelt the coal on-site if you're willing to set up the "take from stockpile" order after all the bins have been filled. Gairabad 23:41, 28 November 2008 (EST)
- All you need to do to force a dwarf to use a specific material is make sure the material is the closest one to the workshop. Rather than wait for it to get hauled, put the workshop amidst the material and you're set. This is pretty much what you were doing with the coal scheme you described.--Maximus 23:58, 28 November 2008 (EST)
- Of course, they'll use whichever material is closest to them, so this requires a lot of micromanaging to prevent them from making floodgates out of only bauxite. Or whatever. --Savok 10:22, 29 November 2008 (EST)
- Good point. But you still might have problems if you have two mason's workshops right next to each other, and you want one to make mudstone blocks and the other to make a native platinum statue. So if you're doing open workshops, you might want to interlace workshops that use radically different materials. Also, I got the idea from the workshop article, so you might want to edit that. Gairabad 16:19, 29 November 2008 (EST)
[...] It's also how Midna formatted his multi-paragraph comments [...] --Maximus 17:49, 30 October 2008 (EDT)
Yes, I'm a year late, but I'm a she, thanks.