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Editing User talk:Teres Draconis

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Some of these questions (are) answered in the forums. I'll go check at some point, until then, this is where I'm storing my questions so I don't forget what it was I wanted to ask. ... the personality tags aught to have one for forgetfulness... which would related directly to how long they continue to think about things that have happened. One who was "extremely forgetful" might not list "slept in the rain" for as long as someone who had a "clear recollection of things long past".
 
Some of these questions (are) answered in the forums. I'll go check at some point, until then, this is where I'm storing my questions so I don't forget what it was I wanted to ask. ... the personality tags aught to have one for forgetfulness... which would related directly to how long they continue to think about things that have happened. One who was "extremely forgetful" might not list "slept in the rain" for as long as someone who had a "clear recollection of things long past".
  
I play three versions of the game, randomly... one, the pure, out of the box, only thing messed with are (subtle changes in) the init files. Another with minor modifications to things like, oh... domestic cats are spayed when captured (affected by the child tags being replaced with [NO_GENDER])... we'll just pretend that they continue to breed like crazy out in the wilds.  A third is a complete world adjustment. Almost every creature has been replaced or changed. Most don't even have names, just identification numbers.  
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I play three versions of the game, randomly... one, the pure, out of the box, only thing messed with are (subtle changes in) the init files. Another with minor modifications to things like, oh... domestic cats are spayed when captured (affected by the child tags being replaced with [NO_GENDER])... we'll just pretend that they continue to breed like crazy out in the wilds.  
  
 
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For my modding purposes (I've created a new "Workshop" called "market stall" from which I trade some common items at a monetary loss to  me) , if anyone knows the TYPE:SUBTYPE:MATERIAL:MATGLOSS tags for any of the following, please please pretty please share them.
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ivory, pearl, coral (I don't care if the creatures still don't drop them. I can "buy" it from my smelter, once I figure out the values for them)
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"plant cheeses" have been explained on the wiki. Don't remember quite where, but I've seen it in the past week or so.
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For the game designers and those who speak to them (go ahead, claim credit, I'm ok with that)... things I'd like to see in future versions... ... the major ones seem to be dealt with! Yay! Now on to the next-major. =)
 
For the game designers and those who speak to them (go ahead, claim credit, I'm ok with that)... things I'd like to see in future versions... ... the major ones seem to be dealt with! Yay! Now on to the next-major. =)
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My workshop mod requests have been filled. =)
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My tag requests for wool have been filled. =)
  
 
I'd like to be able to make dyes from animal products. For instance, there are snails that produce a lovely purple color when crushed. No, I'm not with PETA, how did you guess?
 
I'd like to be able to make dyes from animal products. For instance, there are snails that produce a lovely purple color when crushed. No, I'm not with PETA, how did you guess?
 
: I can probably do this. Busy with other stuff. When I get around to it, I'll play around with this idea again.
 
: I can probably do this. Busy with other stuff. When I get around to it, I'll play around with this idea again.
:: still haven't gotten to this... been busy with life.
 
::: Finally got around to it, and then darned critters never show up. I'm about to make them common domestic to test the process and make sure it works. My changes includes a new material in the materials_template_default (animal_dye), a new reaction in reaction_other (grind_dye_shells), and two new animals (lavender snail, and giant snail).
 
  
 
I'd like to be able to dye worked cloth. The dress was made with undyed cloth? Should be easy to fix. I'd also like to be able to re-dye dyed cloth. In real life it would simply add color but I'd be ok with a "paint over" kind of effect.
 
I'd like to be able to dye worked cloth. The dress was made with undyed cloth? Should be easy to fix. I'd also like to be able to re-dye dyed cloth. In real life it would simply add color but I'd be ok with a "paint over" kind of effect.
 
: I should be able to do this in a new workshop reaction. Base it off of the glazing improvements. I'll have to figure out all the tags and stuff. Not a high priority.
 
: I should be able to do this in a new workshop reaction. Base it off of the glazing improvements. I'll have to figure out all the tags and stuff. Not a high priority.
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Maybe mix dyes to make new colors?
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: Haven't thought about it a lot, but should be easy enough. Shouldn't even need to make new plants.
  
 
I think bones (raw hides, skulls, shells) should be binable. I mean, really. I have 10 fish bones a cat's skull and a turtle shell that take up the same floorspace as 12 beds?!? Put them in a bin. On raw hides: it rots. Ok, two choices. One: don't let me bin this. I'll still be happy if I can bin the friggin' bones, shells, skulls. Or, two: The rot spreads to everything it touches, and, since it's "in" something, it produces miasma. Even if the bin is outside. I don't think that "rat remains" and "dog chunks" and such should be binable. I mean, ew. Also, those don't go into the workshop stockpiles for processing. At least, not in /my/ fortresses. ... again, ew.
 
I think bones (raw hides, skulls, shells) should be binable. I mean, really. I have 10 fish bones a cat's skull and a turtle shell that take up the same floorspace as 12 beds?!? Put them in a bin. On raw hides: it rots. Ok, two choices. One: don't let me bin this. I'll still be happy if I can bin the friggin' bones, shells, skulls. Or, two: The rot spreads to everything it touches, and, since it's "in" something, it produces miasma. Even if the bin is outside. I don't think that "rat remains" and "dog chunks" and such should be binable. I mean, ew. Also, those don't go into the workshop stockpiles for processing. At least, not in /my/ fortresses. ... again, ew.
 
:Should be fixable in the raws... something about a tag that tells items what can go in a bin and what can't, and putting it in the templates... that's coming next.
 
::I was told this was something I could change, but I can't find how.
 
  
 
Is there a way to make a mixed group of creatures that spawn together? I mean, take your average herd in Africa. You're going to have zebras and elephants and girraffs and several other things besides, often all walking together. Sure, often you find a herd of just elephants, but often you'll find one or two in a mix of other things as well. And flocks of birds who travel with them, too.
 
Is there a way to make a mixed group of creatures that spawn together? I mean, take your average herd in Africa. You're going to have zebras and elephants and girraffs and several other things besides, often all walking together. Sure, often you find a herd of just elephants, but often you'll find one or two in a mix of other things as well. And flocks of birds who travel with them, too.
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And... feralization. I can keep my tame but unclaimed pets mostly in one area by defining it as a meeting zone... but if I don't... and if they wander off (even if they don't)... I think that if they don't see one of their caretakers for, oh, two seasons (maybe less... maybe a tag that says how quickly?)... they should feralize. Easy way is just to make them go back to being the wild version of that creature. If it's in the wrong biome... uh, oops? Might die sooner? Might get eaten by a grue, I mean, uh...  Another way is to make a whole other classification (wild, tame, feral)... maybe it adjusts how aggressive it is. Maybe not. Maybe it adjusts how easily it goes back to being tame. Would this tag be passed on to it's young? Or would the young just be "wild" to start with? If you were near another outpost, city or whatever, would you have their feral creatures start wandering into your area on occasion? Just what you need, the neighbor's feral dragon has decided your keep is it's new home!
 
And... feralization. I can keep my tame but unclaimed pets mostly in one area by defining it as a meeting zone... but if I don't... and if they wander off (even if they don't)... I think that if they don't see one of their caretakers for, oh, two seasons (maybe less... maybe a tag that says how quickly?)... they should feralize. Easy way is just to make them go back to being the wild version of that creature. If it's in the wrong biome... uh, oops? Might die sooner? Might get eaten by a grue, I mean, uh...  Another way is to make a whole other classification (wild, tame, feral)... maybe it adjusts how aggressive it is. Maybe not. Maybe it adjusts how easily it goes back to being tame. Would this tag be passed on to it's young? Or would the young just be "wild" to start with? If you were near another outpost, city or whatever, would you have their feral creatures start wandering into your area on occasion? Just what you need, the neighbor's feral dragon has decided your keep is it's new home!
 
:I haven't actually played a game that lasted more than a year and a half on the new version. I mod, play test, re mod. This might actually be in the game now. If it is, when I get around to noticing it, I'll noise reduce. =) If not, well, then, still a valid request, right?
 
:I haven't actually played a game that lasted more than a year and a half on the new version. I mod, play test, re mod. This might actually be in the game now. If it is, when I get around to noticing it, I'll noise reduce. =) If not, well, then, still a valid request, right?
 
::I have added in a creature ... thing... like "giant" in "giant panda" takes the panda and changes a few things... this is "feral", tag in the domestic critters allows for this alternate template to be applied to them. Makes them more aggressive, and not domesticatable. Also added "rabid". Fun fun! Especially when added to vermin!
 
  
 
I would really really like to see a little option pop up. When everything pauses and recenters because the miners struck something new on a level, and it says ... whatever it says... I'd like there to be a (d)ig, (s)trip, (f)orbid option.  
 
I would really really like to see a little option pop up. When everything pauses and recenters because the miners struck something new on a level, and it says ... whatever it says... I'd like there to be a (d)ig, (s)trip, (f)orbid option.  
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:That way I don't have my newbie miner failing the attempt to mine out the diamonds. I can just leave them there for later. And if I have 4 levels of mining going on, I can't watch every level all the time to see if a new deposit of something already mentioned shows up, or whatever... I can just say "no, not that" as it's discovered, and all the miners know to leave it, and all other instances of it, alone.
 
:That way I don't have my newbie miner failing the attempt to mine out the diamonds. I can just leave them there for later. And if I have 4 levels of mining going on, I can't watch every level all the time to see if a new deposit of something already mentioned shows up, or whatever... I can just say "no, not that" as it's discovered, and all the miners know to leave it, and all other instances of it, alone.
  
Noise reduction and current edits approved by --[[User:Teres Draconis|jaz]] 22:07, 12 December 2012 (UTC)
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Noise reduction approved by --[[User:Teres Draconis|jaz]] 22:42, 29 March 2011 (UTC)
  
 
== Noise Reduction ==
 
== Noise Reduction ==

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