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Difference between revisions of "User talk:Teres Draconis"

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(sigs and timestamps and tildies, oh, my!)
 
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== the sig ==
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== My personal note taking place ==
(pulled from below to form it's own section)
 
  
again, for my benefit, because I never remember how to do this... --[[User:Teres_Draconis|jaz]]  ... on this day, at this time.
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Toady loves me! I haven't played DF in a while, and when I came back, omg, look! Almost everything I asked for has been put in! Yay! *DANCES* I love you, too, Toady!    --[[Special:Contributions/98.207.234.98|98.207.234.98]] 13:41, 1 March 2011 (UTC)  (who is really Jaz, really)
: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 <nowiki>--~~~~</nowiki>. Comes with built in timestamp.--[[User:Zchris13|Zchris13]] 23:17, 19 May 2009 (UTC)
 
  
Ok, several people have commented in several places (including in that horrible meatspace place... no, not the b(u)tcher shop, the other one) about my, uh, "unusual timestamp". Part of it is that yes, there is a sig button(which I didn't see the first time because there are more than three buttons and I was more concerned with content than italics and such). Yes, there is a nifty tildy thing (which I would, no doubt, forget how many to put in anyways)... but I've gotten used to typing it out by hand, and really. Who cares /when/ it was written? It was written before you read it this time, and after last time (if there was one)... or possibly, if you've read the comment in question a few times, the time three before that. It should be clear in context of who it's responding to (of?) what it was written after, and who commented on it and therefore wrote after it, ...and, really, does it truly change the nature of the universe ''if it was always there and you just didn't notice''??? So, thank you all for your helpful pointing out of things that at one point or other I didn't know. I do really apreciate it because yes, I am new, and no, I don't know everything. And yes, there are still many things I seek to learn. I think, though, I will continue on my merry way, typing it out by hand, with my own unusual timestamp.  -- jaz (you're on my page, you don't get a link) ... on this day, sometime after the post being commented on.
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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.  
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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".
  
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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.  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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 +
---
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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. =)
  
== Definately not FOUO ==
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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?
Hehe... FOUO huh? :p -[[User:N9103|Edward]] 22:34, 18 May 2009 (UTC)
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: 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.
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::: 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).
  
: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
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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.
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: 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 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.
  
== My personal note taking place ==
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: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.
  
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.
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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.
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.
 
  
 +
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!
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: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 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.  
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::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!
:That will not work.  Cows are not items, so cannot be milked.  Trust me, it doesn't work. --[[User:Zchris13|Zchris13]] 23:17, 19 May 2009 (UTC)
 
  
---
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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.
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.  
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::(d)ig would just dig the squares you've already designated.
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::(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.
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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.
  
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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Noise reduction and current edits approved by --[[User:Teres Draconis|jaz]] 22:07, 12 December 2012 (UTC)
  
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.
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== Noise Reduction ==
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Things that got answered... They will get deleted out all together at some point as I don't want this talks page to be 40 bajillion pages long.
  
"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.
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[[User:Zchris13|Zchris13]] and [[User:GarrieIrons|GarrieIrons]] gave me lots of good advice and encouragement about dealing with the  
----
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forums (fora?) at bay12, including one I'm likely to forget, so here it is again.
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...
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:Use search, which is a little odd, until you realize that there are two different search boxes.
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:: Actually, Chris, it's still odd. =P
  
cobalt being used like crystal in glass making to make cobalt glass... you know, that pretty blue glass everyone loves?
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I haven't been around but sporadically here and there, nor have I been playing as much as I'd like, so quite a bit of noise reduction should happen today. --[[User:Teres Draconis|jaz]] 22:59, 29 March 2011 (UTC)
  
a way to burn wooden items to get ash or charcoal the way you can melt a metal object to get the bars back.
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== Naming Conventions ==
  
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.
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Some random stuff (you probably don't care about) reguarding my nick and where it comes from...
  
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...
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:"Teres" is latin for "rounded, polished, smooth, fine, elegant" (things I aspire to be... and something a dragon would love, since it's both gem related and indicates a certain level of grandois... ishness... oif. Yep, I'm not there, yet.)
  
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?
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: Teres Draconis was my first dragon type character. I have used her name for every other genre in which I played a dragon, because the character herself was familiar to me, leaving only the variances of this game vs that one to learn. Much easier (for me) to learn the rules that way. (I use this technique alot. "Tessi" is almost always the name of a kinder/half-elf/small-cute-humanoid-thief character the first time I play a game, "Wudi" for small cute felines, etc.)
  
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.
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So, how did you come up with /your/ name?
  
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.
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P.S. I love etymology, and the related field of where names come from (though I never remember what that's called)... and since online you get to choose your own name, it makes it much more personal... and could potentially tell a lot about who you are. If nothing else, it might just say you're fairly conventional (read:uncreative *teases*) in your naming conventions. (There's a place for everything, even convention. But if the name you get to choose for yourself doesn't say /anything/ about you... )  - [[User:Teres Draconis|jaz]]  (and even the fact that I use "jaz" says something about me)
  
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.
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:Hmm.. mines something unusual I'd say. (N9103) It's both a mistake and a memory. One of the first game-related things I ever bought for myself (around 1996) was a professionally done editor for Red Alert(1) called Control Center. My Westwood online account for the game followed some time after that, when I had gotten bored with trying new modifications to the game settings. This was probably my first ever handle, though I had lurked on many a forum well enough to know that anonymity is preferable to identity, so rather than trying to find a way to anonymize my name, I simply went with the last set of registration characters for the Control Center program.... Here's the mistake part: About 5 years later, I was breaking down my game boxes and jewelcases into a binder, condensing the 100 or so games I had by that point into a fraction of the size, (took up an entire bookshelf at the time!); And turns out, that the last 5 of my registration code wasn't N9103, it was N9031. Had a bit of a laugh at myself for my mistake, but I've stuck with it ever since, for it's both anonymous and identifying. Seen very few use such an odd and seemingly random name, but trying to search for it will almost always turn up hundreds of other things, from computer chips and resistors, to a boat prop. (last time I bothered checking anyways.. about 3 years ago.) For this Wiki though, I've replaced the username with my own, as this is something I'm happy to be a part of. (I've got another username that's all over the place as well, but I'll leave that for another time.) -[[User:N9103|Edward]]
: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. --[[User:Zchris13|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.
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:Well, it was the first name of one of my very, ''very'' first RP characters from "back in the day" (can you say "Traveler"?) Dr. Albedo Lightrock, combat librarian. And since it has other meanings - percentage of light reflected, etc etc - it seems to work. Nothing beyond that - not the old anthopomorphic comic (tho' that had a quality to it) nor the newer one by the same name.  Nothing more than that.--[[User:Albedo|Albedo]] 12:13, 22 May 2009 (UTC)
  
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.
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::OMG! [http://en.wikipedia.org/wiki/Traveller_(role-playing_game) Traveler!] I haven't played that in ... forever! One of the (but not /the/) first Teres incarnations was a [http://traveller.wikia.com/wiki/Droyne Droyne.] It was odd having em not be a "her" until the humans on the ship insisted ey pick a gender with which to identify. Good times! Thank you!  - 17:47, 22 May 2009 (UTC)
  
... One or two last thoughts before I actually post this...
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Hey Jaz, do you know you can use [[Special:Preferences]] to change your signature to Jaz instead of your login name? That way you get auto signature that says what you want it to say.
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[[User:GarrieIrons|GarrieIrons]] 09:55, 12 June 2009 (UTC)
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: Actually, I did know, and that's how I do it now. It's even why this thread got started. But thanks for sharing! (It took me a while to figure out, so that was nice of you to tell me!)  -[[User:Teres Draconis|jaz]] 23:25, 12 June 2009 (UTC)
  
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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== My user [[User:Teres Draconis|page]] ==
  
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)...  
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<font face="FixedSys" color="#00FFFF">[[User:GarrieIrons|Gar]]</font>[[User Talk:GarrieIrons|rie]] was nice enough to show me how to put my personal description in the tags that make it look like it's in-game, "like <font face="FixedSys" color="#00FFFF">the way</font> <font face="FixedSys" color="#00FF00">I've</font> done this." He reminds me that there must be an </end definition> for each <defintion> (but in the reverse order). Sadly, I did actually need this information, and foresee needing it again, which is why I'm leaving it up.
  
.. 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.
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As for editing my user page... feel free! If I don't like the changes, I'll just go and revert it. ... Though I think, perhaps, my {{K|u}} -> Teres Draconis -> {{K|v}} -> {{K|Enter}} section is set up the way I want it to be, and should perhaps only be edited for updates to the "recently"s and the "lately"s. If you don't see me for a while, feel free to edit it to me being severely wounded or ill, though. Sadly, it can't be edited to "is dead" and still fit the in game theme. I have /tried/ to look at the unit info for a dead dwarf, but it won't let me. Apparently since I can't perk them up about being dead, I don't need to see what would make them happier. Though it would be interesting if dwarves who died unhappy were likely to rise as zombies or ghosts or what not. (I now have this sims 2 mental overlay of my fortress, with ghosty dwarves wandering around and freaking everyone else out... whee!)  " 'Bob' Gearskitten likes lemonite, oak, tube agate, tables, dogs for their loyalty and ghosts for their ability to terrify. " ... ... Ok, modding in ghosts, now. I'll go see if someone else has already done one, and maybe research zombies... and if I have to make a new beasty, I'll post it on the user page.
  
But there are other such creatures.
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See how easily I get side tracked? Ok, task time.
:Coming next release. --[[User:Zchris13|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!
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== Have a cookie ==
  
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Thank you all for reading/typing/chatting/editing. You've been so good to me. Have a cookie.
  
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.
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:[ITEM_FOOD:ITEM_FOOD_COOKIE]
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:[NAME:cookie]
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:[LEVEL:4]
  
-jaz
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This is a stack of 23 finely-prepared dwarven sugar cookie. The ingredients are superiorly minced dwarven wheat flour, finely minced mog juice, masterfully minced elk tallow and exceptionally minced dwarven sugar.
  
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... And maybe a mug of cow's milk (or better, tuber beer!) to ... wash it down? 'Cause somehow I think mog juice and elk tallow don't neccissarily make for good cookie ingredients. But what do I know? I'm just a human, and not a dwarf after all. - [[User:Teres Draconis|jaz]] 23:56, 12 June 2009 (UTC)
  
: 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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== the sig ==
::(d)ig would just dig the squares you've already designated.
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(heavily edited for noise reduction. I'm going to keep this info for at least a while longer because it's still useful to me. Moved because sigs go at the end.)
::(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.
 
  
== Umm... Yay for vodka ==
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*3 tildes (<nowiki>~~~</nowiki>) = [[User:Zchris13|Zchris13]]
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*4 tildes (<nowiki>~~~~</nowiki>) = [[User:Zchris13|Zchris13]] 18:29, 21 May 2009 (UTC)
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*5 tildes (<nowiki>~~~~~</nowiki>) = 18:29, 21 May 2009 (UTC)
  
Yay?--[[User:Zchris13|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!  -- [[User:Teres_Draconis|jaz]] ... on this day, at this time.
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That's OK, you reminded me to create a slightly different sig. hint: raw code box. <font face="FixedSys" color="#00FFFF">[[User:GarrieIrons|Gar]]</font>[[User Talk:GarrieIrons|rie]] 03:50, 14 June 2009 (UTC)

Latest revision as of 22:07, 12 December 2012

My personal note taking place[edit]

Toady loves me! I haven't played DF in a while, and when I came back, omg, look! Almost everything I asked for has been put in! Yay! *DANCES* I love you, too, Toady! --98.207.234.98 13:41, 1 March 2011 (UTC) (who is really Jaz, really)

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 (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.

--- 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. =)

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.
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 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 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.

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 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.

(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 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 --jaz 22:07, 12 December 2012 (UTC)

Noise Reduction[edit]

Things that got answered... They will get deleted out all together at some point as I don't want this talks page to be 40 bajillion pages long.

Zchris13 and GarrieIrons gave me lots of good advice and encouragement about dealing with the forums (fora?) at bay12, including one I'm likely to forget, so here it is again.

Use search, which is a little odd, until you realize that there are two different search boxes.
Actually, Chris, it's still odd. =P

I haven't been around but sporadically here and there, nor have I been playing as much as I'd like, so quite a bit of noise reduction should happen today. --jaz 22:59, 29 March 2011 (UTC)

Naming Conventions[edit]

Some random stuff (you probably don't care about) reguarding my nick and where it comes from...

"Teres" is latin for "rounded, polished, smooth, fine, elegant" (things I aspire to be... and something a dragon would love, since it's both gem related and indicates a certain level of grandois... ishness... oif. Yep, I'm not there, yet.)
Teres Draconis was my first dragon type character. I have used her name for every other genre in which I played a dragon, because the character herself was familiar to me, leaving only the variances of this game vs that one to learn. Much easier (for me) to learn the rules that way. (I use this technique alot. "Tessi" is almost always the name of a kinder/half-elf/small-cute-humanoid-thief character the first time I play a game, "Wudi" for small cute felines, etc.)

So, how did you come up with /your/ name?

P.S. I love etymology, and the related field of where names come from (though I never remember what that's called)... and since online you get to choose your own name, it makes it much more personal... and could potentially tell a lot about who you are. If nothing else, it might just say you're fairly conventional (read:uncreative *teases*) in your naming conventions. (There's a place for everything, even convention. But if the name you get to choose for yourself doesn't say /anything/ about you... ) - jaz (and even the fact that I use "jaz" says something about me)

Hmm.. mines something unusual I'd say. (N9103) It's both a mistake and a memory. One of the first game-related things I ever bought for myself (around 1996) was a professionally done editor for Red Alert(1) called Control Center. My Westwood online account for the game followed some time after that, when I had gotten bored with trying new modifications to the game settings. This was probably my first ever handle, though I had lurked on many a forum well enough to know that anonymity is preferable to identity, so rather than trying to find a way to anonymize my name, I simply went with the last set of registration characters for the Control Center program.... Here's the mistake part: About 5 years later, I was breaking down my game boxes and jewelcases into a binder, condensing the 100 or so games I had by that point into a fraction of the size, (took up an entire bookshelf at the time!); And turns out, that the last 5 of my registration code wasn't N9103, it was N9031. Had a bit of a laugh at myself for my mistake, but I've stuck with it ever since, for it's both anonymous and identifying. Seen very few use such an odd and seemingly random name, but trying to search for it will almost always turn up hundreds of other things, from computer chips and resistors, to a boat prop. (last time I bothered checking anyways.. about 3 years ago.) For this Wiki though, I've replaced the username with my own, as this is something I'm happy to be a part of. (I've got another username that's all over the place as well, but I'll leave that for another time.) -Edward
Well, it was the first name of one of my very, very first RP characters from "back in the day" (can you say "Traveler"?) Dr. Albedo Lightrock, combat librarian. And since it has other meanings - percentage of light reflected, etc etc - it seems to work. Nothing beyond that - not the old anthopomorphic comic (tho' that had a quality to it) nor the newer one by the same name. Nothing more than that.--Albedo 12:13, 22 May 2009 (UTC)
OMG! Traveler! I haven't played that in ... forever! One of the (but not /the/) first Teres incarnations was a Droyne. It was odd having em not be a "her" until the humans on the ship insisted ey pick a gender with which to identify. Good times! Thank you! - 17:47, 22 May 2009 (UTC)

Hey Jaz, do you know you can use Special:Preferences to change your signature to Jaz instead of your login name? That way you get auto signature that says what you want it to say. GarrieIrons 09:55, 12 June 2009 (UTC)

Actually, I did know, and that's how I do it now. It's even why this thread got started. But thanks for sharing! (It took me a while to figure out, so that was nice of you to tell me!) -jaz 23:25, 12 June 2009 (UTC)

My user page[edit]

Garrie was nice enough to show me how to put my personal description in the tags that make it look like it's in-game, "like the way I've done this." He reminds me that there must be an </end definition> for each <defintion> (but in the reverse order). Sadly, I did actually need this information, and foresee needing it again, which is why I'm leaving it up.

As for editing my user page... feel free! If I don't like the changes, I'll just go and revert it. ... Though I think, perhaps, my u -> Teres Draconis -> v -> Enter section is set up the way I want it to be, and should perhaps only be edited for updates to the "recently"s and the "lately"s. If you don't see me for a while, feel free to edit it to me being severely wounded or ill, though. Sadly, it can't be edited to "is dead" and still fit the in game theme. I have /tried/ to look at the unit info for a dead dwarf, but it won't let me. Apparently since I can't perk them up about being dead, I don't need to see what would make them happier. Though it would be interesting if dwarves who died unhappy were likely to rise as zombies or ghosts or what not. (I now have this sims 2 mental overlay of my fortress, with ghosty dwarves wandering around and freaking everyone else out... whee!) " 'Bob' Gearskitten likes lemonite, oak, tube agate, tables, dogs for their loyalty and ghosts for their ability to terrify. " ... ... Ok, modding in ghosts, now. I'll go see if someone else has already done one, and maybe research zombies... and if I have to make a new beasty, I'll post it on the user page.

See how easily I get side tracked? Ok, task time.

Have a cookie[edit]

Thank you all for reading/typing/chatting/editing. You've been so good to me. Have a cookie.

[ITEM_FOOD:ITEM_FOOD_COOKIE]
[NAME:cookie]
[LEVEL:4]

This is a stack of 23 finely-prepared dwarven sugar cookie. The ingredients are superiorly minced dwarven wheat flour, finely minced mog juice, masterfully minced elk tallow and exceptionally minced dwarven sugar.

... And maybe a mug of cow's milk (or better, tuber beer!) to ... wash it down? 'Cause somehow I think mog juice and elk tallow don't neccissarily make for good cookie ingredients. But what do I know? I'm just a human, and not a dwarf after all. - jaz 23:56, 12 June 2009 (UTC)

the sig[edit]

(heavily edited for noise reduction. I'm going to keep this info for at least a while longer because it's still useful to me. Moved because sigs go at the end.)

  • 3 tildes (~~~) = Zchris13
  • 4 tildes (~~~~) = Zchris13 18:29, 21 May 2009 (UTC)
  • 5 tildes (~~~~~) = 18:29, 21 May 2009 (UTC)


That's OK, you reminded me to create a slightly different sig. hint: raw code box. Garrie 03:50, 14 June 2009 (UTC)