User talk:GarrieIrons

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This is my talk page. You might like to email me instead, I will probably check that more often. --GarrieIrons 03:04, 2 January 2008 (EST)

Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.
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--Savok 12:59, 5 February 2008 (EST)

Stone

Could you explain why you a removing category:stone from things which are clearly stones? VengefulDonut 10:51, 11 February 2008 (EST)

Ah, I see how you want to set it up. However, I think we should consider alternative ways to set up the subcategories. VengefulDonut 10:54, 11 February 2008 (EST)
Hi Vengeful (thought better not use the initials ?). As you seem to have worked out - Category:Ore etc are subcats of Category:Stone, so articles don't need to be members of both - especially when there are great list articles about the place, which I am more than happy to contribute to.
I'd rather be bold than wait for others to agree, but I won't object if someone reverts it because it's too logical but not common sense.GarrieIrons 01:36, 12 February 2008 (EST)
Here's the problem as I see it with stones in general. Each of them falls under several types of subcats (with different kinds of relationships). All ores are economic stones. Some, but not all, economic stones are in sedimentary layers. Maybe there should even be a category for layer-type stones, which would also intersect (but not contain nor be contained by) economic stones. While I like the idea of partitioning the stone category, I would only want to do it if an elegant way is found. These are the possible categories a stone can fall under and their relationships:
- x Economic Non-Economic Ore Layer-type Sed Ig.Extr. Ig.Intr. Metamorphic Generic
Economic x Mut.Exclusive Contains Intersects Intersects Intersects Intersects Intersects Mut.Exclusive
Non-Economic Mut.Exclusive x Mut.Exclusive Intersects Intersects Intersects Intersects Intersects Contains
Ore Subset Mut.Exclusive x Mut.Exclusive Intersects Intersects Intersects Intersects Mut.Exclusive
Layer-type Intersects Intersects Mut.Exclusive x Intersects Intersects Intersects Intersects Mut.Exclusive
Sed Intersects Intersects Intersects Intersects x Intersects Intersects Intersects Intersects
Ig.Extr. Intersects Intersects Intersects Intersects Intersects x Intersects Intersects Intersects
Ig.Intr. Intersects Intersects Intersects Intersects Intersects Intersects x Intersects Intersects
Metamorphic Intersects Intersects Intersects Intersects Intersects Intersects Intersects x Intersects
Generic Mut.Exclusive Subset Mut.Exclusive Mut.Exclusive Intersects Intersects Intersects Intersects x
The fact that economic and non-economic stones are mutually exclusive makes it tempting to partition them that way, but there are other possible arrangements with the same qualifications — I don't think any of them are very appealing. The reason I made the big lump in the first place was because of this very problem. VengefulDonut 02:27, 12 February 2008 (EST)
Although the ores do have an economic purpose - in-game they are seperate classes at least per the stockpile menu. I think as much as possible, the groupings in-game are the best ones to use because after all this is a wiki about a single game universe. The layers etc are observed characteristics of that universe but they are not immediately noticable and less likely search criterion for gamers seeking info (once you know the other mechanics chances are you know which ones are stones vs gems).GarrieIrons 04:03, 12 February 2008 (EST)
What do you propose to do with the ores? The in-game grouping isn't consistent for them. In the stockpile settings they are seperate from economic, while in the stone selection screen they are included. VengefulDonut 01:38, 13 February 2008 (EST)
OK I see what you're saying. The game itself uses inconsistant language: on the z stone menu, economic stone = stockpile economic stone + stockpile ore. My preferred grouping is the stockpile one as it is the one that seems most visible to players - although I do agree there are times when I am constantly going back in to turn the dominant limestone/dolomite/chalk on and off in the z stone menu.GarrieIrons 02:19, 13 February 2008 (EST)

Rule N

As I read it, Rule N applies specifically and only to Page titles themselves, not section headings or other headlines. Your edit to Crafting is of the latter, rather than former. I couldn't see a particular reason for having the older version over the one you did, so I didn't revert. -Edward 21:05, 23 May 2009 (UTC)

Posted reply on my talk RE: Bins in stockpiles -Edward 00:54, 24 May 2009 (UTC)
more reply -Edward


User_talk:Albedo#links_vs_links - Heya! See response, my page.

new sig: testing

<font face="FixedSys" color="#00FFFF">[[User:GarrieIrons|Gar]]</font>[[User Talk:GarrieIrons|rie]] 14:37, 13 June 2009 (UTC)

crap. [[User:GarrieIrons|Gar]][[User Talk:GarrieIrons|rie]] 14:38, 13 June 2009 (UTC)
raw sigs.Garrie 14:39, 13 June 2009 (UTC)

Food guide

So what was your idea when resorting Food guide? Before it was sorted for usefulness/return and easiness, as it is for new players. --Birthright 12:56, 13 July 2009 (UTC)

It's now sorted - for new players - in order of easiest to get going to hardest:

1 Gathering 2 Fishing 3 Hunting 4 Farming 5 Livestock 6 Trapping 7 Trading 8 Related: Cooking

I suggest that is the order that you will at least achieve subsistance when you first start playing DF. Once you know what you are doing you start trading for everything and work your community as a high tech tertiary industry enterprise, making everything out of glass, buying raw food and turning it into high quality cooked meals / booze at kitchens & stills located right next to the trade depot. But to start playing it's easiest to have say 1 farmer/herbalist/cook/brewer, 1 hunter, 1 butcher/tanner/bone-worker/leather-worker.
Having said all of the above, to date I pretty much don't raise livestock I hunt &/or trade for meat/leather. Animals wandering around is too haphazard. I farm for plants --> booze. I don't think I ever got fishing to be a real enterprise, but that might be to do with my maps (never tried seaside / rivers).
If you are going to do so many edits - could you please use meaningful edit summaries more often? 22 edits to 1 article with edits such as this one http://www.dwarffortresswiki.net/index.php?title=Food_guide&diff=41280585&oldid=41280577 which show you don't get that there is an upper cap to the number of seeds you can have, 1 seed can produce a stack of up to 10 or so plants... at some point it is good to tell new players "when you have more plump helmet spawn than you have space on your farm to plant them, start cooking it". A high quality meal cooked with plump helmet spawn is usually worth more than the bag of plump helmet spawn (plus you don't give away any bags).
Garrie 13:40, 13 July 2009 (UTC)
Au contraire - seeds max out at 200 and from then on all seed related jobs work like a charm, cos no more seeds are produced when processing. The clutter and baghogging seeds used to make is gone anyway in 40d. my 2000+ seeds of 11 types use up 4 barrels and 33 bags and this could even be optimized, since some of them are bought seed bags with only 20 seeds in them (plus seed meals are crap, bad for eating, they use up barrels (max size 4), and trading them is a pain). I prefer to trade seeds away if I ever get some i don't want (who would mill hide root anyway??).
Now for the sorting logic: fishing and hunting are always dangerous (animals, carp, goblins), especially at start, so is gathering. Farming, no soil aside, is actually easy to get going, more importantly its safe and guaranteed, as is trading. Of course all of this is opinion and as long as the single sources are described properly I don't mind really.--Birthright 15:12, 13 July 2009 (UTC)
Hunting is dangerous, but relatively speaking it pays off. After all, dwarves are nothing if not renewable resources!Garrie 08:55, 14 July 2009 (UTC)

Dwarf Fortress Wiki:Versions

Based on your comments and input on the administration requests pages I thought you might be interested in this kind of discussion. Please bring in your comments on this page and on it's talk page and let everyone know what you think. Thanks! Mason11987 20:46, 28 February 2010 (UTC)

Could you drop by and comment on "consensus" again? [1] Mason (T-C) 00:31, 8 March 2010 (UTC)

editing

Thing is I don't know enough to make such a section. I've never found any let alone done it 
enough times to know the difference between the few times I'd achieved such a thing and what 
has to happen all the time.

Really? You seem to have a good eye - Meh, only one way to figure it out - open a page and have a look! Copy/paste some code of an article that has an interesting (or basic) format style, a "look" you want to master, and play with it on your User page, just using "preview". The main tricks are how many "equals signs" ( = = ) surround the subsection name (1-4, with 1 being the largest, 4 being the smallest, and 2 the default for a subsection), the use of " __TOC__ " to force a Table Of Contents where you want it (note there are TWO _'s on each side of that!), and an advanced trick, the use of templates, anything in double brackets, " {{ blah blah }} ". Templates call up a pre-determined "style" from another page, and often let you fill in the blank. The "spoiler warning", "mod warning", "D for Dwarf" and "keyboard key" are all templates. Other than that, just hit the editing buttons at the top of the screen, and you've got 90% of everything you could want!--Albedo 11:52, 7 March 2010 (UTC)

Sorry, I meant my DF-fu not my wiki-fu... it's the "subject" I lack knowledge in not the "how to wikify the subject". Clear as mud? Garrie 09:18, 8 March 2010 (UTC)
"Ahhh, I see", said the blind dwarf, as he picked up his hammer and saw. --Albedo 11:59, 8 March 2010 (UTC)

Garrie 09:46, 28 February 2020 (UTC)