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User talk:Teres Draconis

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Definately not FOUO

Hehe... FOUO huh? :p -Edward 22:34, 18 May 2009 (UTC)

No. Definately not. For everyone's use... The page that is, not me. I'm definately FOUO and permissions are hard to come by. - jaz


My personal note taking place

A lot of the following is just for my own personal note taking stuff. Feel free to add or comment or whatever. I don't mind. Some of these questions may be 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 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. I'm thinking about adding the [milkable:33333] tag to cows to see if that will let me milk them myself instead of having to buy from outprovince. I'm not ready to toss all my saves yet, though. The third version is in the process of heavy revision to remove all the fantasy and magical aspects and just have "real" creatures and such.

That will not work. Cows are not items, so cannot be milked. Trust me, it doesn't work. --Zchris13 23:17, 19 May 2009 (UTC)

--- For my modding purposes (uh, I've turned the smelter into a store to "buy" stuff from) , if anyone knows the TYPE:SUBTYPE:MATERIAL:MATGLOSS tags for any of the following, please please pretty please share them.

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)

containers with stuff in them. (for example, the cage the cow is in, the bag the sand is in, etc.) I figure the contents have to be listed seperately, but how do you get a barrel full of booze, and not booze in one hand and barrel in the other?... though, hey, now I have the idea for a booze-rfall. Must go attempt.

"plant cheeses"... like, say, tofu. ... how do I get the plants to let me make cheese from the extract? Twice I've tried, twice I've failed. I can keep experimenting, but... eh.


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...

cobalt being used like crystal in glass making to make cobalt glass... you know, that pretty blue glass everyone loves?

a way to burn wooden items to get ash or charcoal the way you can melt a metal object to get the bars back.

a way to mod the workshops themselves. For instance, when I tell the manager I want to make 300 cheeses, I don't want the "make cheese" task to fill up the farmer's workshop I've dedicated to my spinner (making plant thread). I can dedicate /who/ works there. I'd like to dedicate the kinds of tasks that can be performed there, too.

I'd like to see a tag to put on things like sheep that allows for sheering. I want to make wool cloth without having to slaughter my sheep for them. ... and angoras, too. Poor bunnies. Not that I get cloth now... I get leather still, but...

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 dye worked cloth. The dress was made with undyed cloth? Should be easy to fix. I'd also like to be able to redye dyed cloth. In real life it would simply add color but I'd be ok with a "paint over" kind of effect.

Maybe mix dyes to make new colors? ... The only way I can think of right now to mod that in is to have a plant for each of them and then smelt two dyes into something else, red and blue make purple like iron and pig iron make steel.

Which brings me to paints. I think there should be a way to make paints. So-and-so likes the color lavender? Paint his room that color. I think that painting things should remove the preference bonuses for things that are made with a prefered material (if she likes oak and green, and all of her oak furnature is painted green, it gets the personal value bonus for green, but not oak.) I'm not sure I stated that clearly, but hey, whatever.

You do realize that the Great and Mighty Toady One doesn't frequent the wiki, and isn't going to check your wiki talk page anywho. Put it on the forum. --Zchris13 23:17, 19 May 2009 (UTC)

On a related note... clay. You have a perfectly good kiln and I can't figure what it's good for except making clear glass at the glass workers furnace... I wouldn't mind so much except that its a whole "workshop" with only 1 (sub)task that I don't use very much. Usually only 3 times if I even have sand (vials for the soaper), and otherwise not at all. Go ahead and add another workshop if you like (the potter's wheel) and then put that kiln to use. Suddenly you've got clay crafts (mugs, etc), bricks, etc.

I think bones (raw hides, skulls, shells) should be binable. I mean, really. I have 10 fishbones 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.

... One or two last thoughts before I actually post this...

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.

I'm considering adding a new medium-heavy mod that accounts for things like mixed herds, beehives (worker bees, queen bee, guard bees), maybe beemen... though antmen could use this, too. Antmen could maybe have pet Giant Aphids (who, storywise they milk but who aren't tamable to humanoids)...

.. Also, there should be a way of saying "creature A and creature B can breed together to make creature C"? I mean, where do you think mules come from? I have several donkies of both genders, I have several horses of both genders... every once in a while, instead of getting a donkey foal or a horse foal, I should be getting a mule foal. .. and no, mules still can't breed.

But there are other such creatures.

Coming next release. --Zchris13 23:17, 19 May 2009 (UTC)

And, thirdly (I know I said one or two)... 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!


Ok, Done. I'll edit and such later, and reduce the noise as I get answers. Or, you know, you can if you like. Whatever.

-jaz


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.
(d)ig would just dig the squares you've already designated.
(s)trip would designate for mining squares of that type, on that level, /as they are discovered/, even if they aren't currently designated. If it's done "as discovered", you won't neccissarily know how much you're getting until it's done, thus maintaining the mystery. You should still be able to undesignate squares that have been designated automatically.
(f)orbid would un-designate squares of that type, on that level, as they are discovered.
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 deposite 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.

again, for my benefit, because I never remember how to do this... --jaz ... on this day, at this time.

duh, me... there's a sig button. I've gotten used to typing it out by hand, though. No timestamp, but hey, time is relative.
It's --~~~~. Comes with built in timestamp.--Zchris13 23:17, 19 May 2009 (UTC)

Umm... Yay for vodka

Yay?--Zchris13 02:18, 19 May 2009 (UTC)

actually, I was thinking "rootbeer", but since there are no non-alcoholic drinks in DF (except milk, which no one, not even elves, actually drinks)... well ... vodka it is! Wheee! -- jaz ... on this day, at this time.