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User talk:Teres Draconis

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Revision as of 09:00, 19 June 2009 by Teres Draconis (talk | contribs) (I thought it was going to be noise reduction, but I've added in almost as much as I took out, I think.)
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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 (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.

--- 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?...

"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. Anyone else have plants that make "cheese"?

- 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...

a way to deal with 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 know I can make a task repeatable... but if I want to save out 100 of my 400 barrels of milk for direct cooking, and don't want to have to forbid them, unforbid them, etc... besides, this was an example... could just as easily be "make stone toys" at the bone carver's shop.

another workshop mod i'd like to see: I want to be able to create new kinds of workshops, with a file (like the reaction_standard.txt) for what can be made in it and what materials each making takes... and maybe this file (or each entry?) should tell what kind of XP it gives. With this, I could do for myself alot of what I keep asking Toady to do for me. I mean... I don't want to just eat for a day, after all. That also solves the problems listed above. I can have a workshop just for making barrels, if that's what I really want.

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...

Probably would have the same problem as milking currently does. Perhaps when they get around to fixing that, they may put this one in as well... if someone makes them think of it.

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.

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)...

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.


Noise Reduction

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 suggested I look on/post to the forums for my ideas and wants, game wise... apparently quite a few of them were already mentioned. I've removed some from my list. Not that I think they're neccsissarly upcoming, but well, noise reduction. I've posted some already, and some I don't even know how to search for the thread. Then again, worst is worst, someone calls me an idiot and points to the 47 other threads that I'm repeating. I'll only feel rejected and foolish. What's so wrong with that? ... "Teres Draconis ... is concerned about rejection and ridicule." ... Oh, right. Cry me a river. Do it anyways, Jaz. ... doing, doing, done. ---- jaz 00:26, 21 May 2009 (UTC)

The fora aren't for the feint-hearted. I don't think I've actually posted. Isn't it increadible that a single developer has created such a massive ascii game with such a huge community... and he gives it away free because "it's still a beta"? Aparently it's been worth his while thought! GarrieIrons 10:07, 12 June 2009 (UTC)
Oh, yes! All hail the Toady One! - jaz
You're a noise one, aren't you. It's ok, just lurk around the forum for a while. Use search, which is a little odd, until you realize that there are two different search boxes.--Zchris13 18:09, 21 May 2009 (UTC)
I am definately a noisy one. And lurking is what I do for /before/ I sign up for a username. I'm rather like a humming bird. Most people think they're dainty little things, quietly going from one flower to the next, completely silent except for the beat of their wings... until two males get in a fight over territory, and then everyone is saying "What's making all that racket?!?", "Oh, my god! My ears are bleeding!" and "Can't a person suffer a hang-over in peace around here?!". - jaz

Sadly, the boozerfall did not work. Nor the blooderfall. It would have been glorious, though. The plains flooded with Dwarven Ale. The gentle nurse lowering her bucket into the giant lake of booze to tote back to the wounded soldiers. The Generator [1] making sweet smelling (and potentially intoxicating) mists... Sadly, this method does not work. On 16:54, 21 May 2009 (UTC), Corona688 said that it's because ... "These things all start as "stacks", not flows, so they don't. I've heard mutterings that certain kinds of cave ins can turn fluid stacks into fluid flows but that's it. Whether it works or not, caving in something on top of a smelter containing a million water would be hilarious... " Perhaps if I fill a room with 10000 barrels of booze, and then go mod the melting tempurature of the barrels to really low? Hmmmm... ok! Gonna go try that next!... And/or drop a bunch of rock on it. Whatever. =) - jaz 00:29, 19 June 2009 (UTC)

Someone (I forget who, and I did too many cuts and pastes in a row to be able to figure it out) said "See, there's something that is pure "addition", not rewriting - milkable cows. Make a new article. Be terse and factual, "how it's done". Be objective, no "I". Link from cows and milk - that's more the sort of thing that the wiki needs. " Unfortunately, my milkable cows are a mod, and kinda a cobbled one at that. You can't buy them from the embark screen (though I had traders bring them on the first visit... of course, that doesn't help much, since it can't be /tame/ and milked. Argh! Who came up with this mess?!? TOADY!!!), they teleport, and my cats keep killing the wild ones. I'm working on it, ok? But I can milk them. And they're called cows. Once you know that, it should be easy to figure out what I did. Not a hard mod at all. -- jaz


Chalk & whinging

Albedo 07:52, 21 May 2009 (UTC), VengefulDonut 12:11, 21 May 2009 (UTC), Zchris13 18:13, 21 May 2009 (UTC) are (or were, anyways) all participating in the discussion about the rock pages over at Talk:Main Page. I haven't been around lately, so I don't know what they've said, and frankly I don't have time to read through it now. I'm mostly reducing noise. They were all quite nice in telling me that I did it wrong and how I could have done it better. I am grateful, considering they could have flamed me royally.

I am done talking about talking about it. I'm mostly done talking about it directly. Time for me to play the game or get off the computer. Besides. I have milkable cows now. My life is complete. =) - jaz


Naming Conventions

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 coventions. (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

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

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

(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)