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User:Kydo

From Dwarf Fortress Wiki
Revision as of 22:46, 25 September 2009 by Kydo (talk | contribs) (→‎Geology Chart)
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Who I Am

I am Kydo, a DF player who enjoys this website a lot and is interested in helping. Mostly with grammatical corrections. (If you see any issues on my page, please point them out to me. Everyone makes mistakes. That's why I'm here.) My real name is Jeff. Not that it matters. In rl, I'm an artist with two years of college under his belt... And no money for the rest of the degree. I'm a gamer, I play D&D and dabble in tabletop RPG design, I play videogames excessively, and it all tends to get in the way of my art, really. This is probably just another diversion, I suppose. Oh. And I'm a guy. Let's make that clear.

I have a DA page if you wish to talk to me about art or what-not. Kydo

Observations

Just a collection of things I've noticed. Read it or not, I don't care. Basically just stuff I want to add as little side-notes to other articles, but am too shy to actually do. I think I'll wait until I understand the editor a bit lot more.

Dead Wagons

Wagons of death

Okay, so this illustrates something a little off.

The wagon you start off with is stationary. All it can do is be deconstructed. It doesn't do THAT when you take the thing apart. You just get two pieces of wood.

The wagons traders use are obviously different. For one thing, they move, with two horse-like animals pulling them. (Sometimes they're camels, oxes, donkeys, etc.) They have a width of 3x3 tiles, and cannot pass over a great many objects in the environment. The Depot Accessibility Display shows only the places the center tile can pass over. So long as there's green, the wagon can get there.

The difference between trade wagons and the starting wagon becomes more apparent, in that upon entering the depot, they can be stacked two high, and seem to completely deconstruct themselves from existence.

In the trading article, it claims you can steal from a caravan without marking the objects as stolen, by deconstructing the depot with the traders inside. And it works! Very well! Someone noted that surrounding nations keep track of sent and returned wealth and will still probably invade. I'm tempted to note that dwarfs will never siege dwarfs, meaning you can HEAVILY exploit the trade caravan by deconstructing every time they show up, with NO repercussions... But it also causes the above glitchyness. The wagons, which at the time of depot deconstruction didn't even appear to exist, are now listed as dead, and still do not appear on the map.

When the caravan leaves, the wagons will reappear from the location they originally disappeared on, and wander off the field, leaving their goods behind, and for some reason, remaining in your units list as deceased creatures, despite already having watched them leave your map!

Reconstructing the depot, before or after they leave, even if it's in the same spot, will not "revive" them. Nor will it remove the "deceased" status.

The reason is that the starting wagon is a building, while the wagons the traders use are a creature.

creature_equipment.txt

[OBJECT:CREATURE]

[CREATURE:EQUIPMENT_WAGON]

[NAME:wagon:wagons:wagon]
[TILE:'W'][COLOR:6:0:0]
[EQUIPMENT_WAGON][COMMON_DOMESTIC]
[NOT_BUTCHERABLE]
[HAS_RACEGLOSS:WOOD]
[ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]
[NOSMELLYROT]
[BODY:WAGON]
[SIZE:12]
[ALL_ACTIVE]
[NO_GENDER]
[MATERIAL:WOOD:USE_RACEGLOSS]
[TRADE_CAPACITY:15000]
[MUNDANE]

TADA! That's why, when you press D to check depot accessibility, it only shows where that center tile can step. That center tile IS the wagon!

Geology Chart

I'm building a personal-use chart using the various charts across DFWiki. It's basically a geology guide of ores, gems and stones, showing what forms they take, where, and how in regards to one another. Inspired by the discussion on whether Olivine should be given it's own page for it's relationship to Gabbro and Platinum. That particular discussion lead to a discussion of what is actually worth making a unique page on.

Personally, I do not feel that individual items require their own page unless it's necessary to write more than a paragraph about them. (Compare sword to instrument and you'll see what I mean.) I think there should be a unique geology page that talks about how the world generator arranges mining resources, while the stone page talks about stone, the gems page talks about gems and the ores page talks about ores, as things. The three can link to each other, and all could be just sub-pages from the geology page. So while the geology page would only talk about spatial relationships, the sub-pages would describe the materials themselves.

Since I'm in no position to be running around the wiki making ENORMOUS alterations out of the blue, I'll just make one for myself and leave it at that. Unless someone sees this and either yells at me or convinces me to try and take it farther.

So far, all I've done is gather up the disparate information from the Soil, Stone, Ore and Gem pages. Ideally, I should be able to put together one chart explaining their spacial relationships, without becoming psychotically elaborate or cluttered. That's Idealism. More realistically, I'll just end up re-designing the four charts to show the connections separately and have them linking to one another.

Name State Found In Contains Stone Contains Fuel Contains Ore Contains Gems
Andesite Igneous Extrusive Layer Natural
Basalt
Chalk Sedimentary Layer Natural
Chert
Claystone
Conglomerate
Diorite
Dolomite
Felsite
Flint
Gabbro
Gneiss
Granite
Limestone
Marble
Mudstone
Obsidian
Quartzite
Phyllite
Rhyolite
Rock Salt
Sandstone
Schist
Shale
Slate
Siltstone