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User:Kydo

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Revision as of 00:36, 21 October 2009 by Kydo (talk | contribs) (→‎Projects)
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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 to complete 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 MAN. 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!

Spontaneous Hypothermia?

A wave of migrants arrived on the 23 of Slate, the dead middle of spring, on a temperate island map, and proceeded to automatically freeze to death the instant they took a step forward. My other Dwarves are perfectly happy, even the soldiers and hunters outside. No mods whatsoever. I now have a pile of new tools and clothing. And corpses. If it happens again, I'm in trouble.

(Several minutes later)

Um... I keep getting wave after wave of immigrants. And they're all freezing to death automatically. And anyone who touches any of their items is horribly injured, seemingly at random, by nothing. And the bonecarver froze to death when he tried taking one of their bones. I think I'm just going to... Close this.

Projects

Just whatever things I might be working on. Geology Chart is the only REAL concern at the moment. Whether DFWiki wants it or not; I do.

Industry Flowchart

Yeah, I'm making a flowchart describing the flow of all of the industries together, and how they interact. No easy task. The image is far too large to be reasonably uploaded at the moment.

Requisite Industries These are industries which produce goods needed to produce other goods, and don't really fit inside any of the other industries. Fuel Industry: 100% Gem Industry: 0%

Primary Industries These are overarching industries which usually contain several related or overlapping sub-industries. They mostly define the overall branching of where your production effort will be going. Wood Industry: 0% Stone Industry: 0% Metal Industry: 40% Glass Industry: 70% Food Industry: 0%

Secondary Industries These are industries which are generally built upon the primary industries, usually more than one. Crafts Industry: 0% Clothing Industry: 0% Soap Industry: 0% Furniture Industry: 0% Architecture Industry: 0%

Sub-Industries These are sub-industries within the overall branchings. Meat Industry: 0% Plant Industry: 0% Alcohol Industry: 0% Weapons Industry: 0% Armor Industry: 0%

Geology Chart

This is the WIP Geology chart. It's purpose and intent is to describe the relationships between different kinds of minerals and metals as they appear in the environment of Dwarf Fortress. In constructing this, I have learned a lot about the commonalities, and the differences, between the contents of certain kinds of layers. This is partially due to the layout of the wiki as it stands, and partially due to paying attention.

When I started this project, I originally felt that the overall presentation of the stones and such to be absolutely wretched. However, as I've worked with them, I've learned why they were arranged that way. Even so, the whole thing needs massive cleanup for sure, and I think this would be a good first step. This is still mainly for my personal use.

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