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Text filter for lists A simple suggestion: string filter for lists. Currently lists have a filter (invoked by Tab or "dot" for example) which display only items of specified type or all items. I suggest to add a typeable string filter option, where upon choosing and entering a string only items containing the string would be shown. This could be invoked in inventory, drop, and pickup menus.

For example, after typing "kni" only items containing word "knife" or "knives" would be shown, and with "fine" only fine items. This would be especially useful for lists of clothes and armour (to find a particular item of clothing in the best state) or in cellars (to find spoiled food or roots for example), because heaps of such items can create very long lists, and omitting an item is easy.

I also suggest use either an asterisk key or slash key for quick invoking this option, just like plus is used to select all or minus is used to deselect all.

February 27, 2019, 05:58:16 PM
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Looting unconcious people It should be possible to loot people who are unconscious. I want to be able knock people out with a head kick (not necessarily kill them) then take all their stuff.

However, looting things from unconscious people shouldn't be instantaneous. It should take time to loot each item on the victim's body so that the victim may wake up while looting is ongoing so it's not too overpowered.

March 03, 2019, 09:45:41 PM
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[Diary entry] Skiing and tracking I guess we haven't seen any lynx related dev's diary entries here at the new forums. The old forums surely had some. So, how about a little picture story from the real world adventures of unreal world developer - with a lynx involved.

I went skiing the other day, and the ski trip then turned into a tracking exercise. Soon after entering the forest I spotted some lynx tracks, but our paths then departed as I went about my own trails.


Later, when returning home, strange curly tracks caught my attention - and sparkled my tracking instinct. I guessed that this might be the same lynx now dragging its kill, and had to confirm the theory.


I scouted the area, found lots of hare tracks, and then the lynx tracks which eventually turned into sneaking tracks as it approached the location.


The hare's last dance with the lynx went to many directions until finally the place where it ended was found, with some hair and (not too old) bloodscape.


There, the lynx had dragged its kill to a more peaceful location for eating it. That was some twenty meters away, among thick young spruce trees. Not much was left of the hare, but a few hairy bits on the snow.


Afterwards, I had to search for my backpack for half an hour as I had left it somewhere on the snow in excitement. I enjoyed the day and I hope you enjoyed this first, but hopefully not the last lynx related diary entry at these new forums.

March 07, 2019, 08:50:45 PM
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Re: Tips for agriculture? I use more "modern" field agriculture, which means I remove all trees in the farming area and prepare the soil in square tiles. This part of the clearing is performed during the first winter (I start my characters in "spring"). This part also contains preparing for the burning by cutting and placing branches so they're ready to be set on fire.

My plots are 9*9, and I place branches on every second row, so I set fire at one row, and by the time I've set fire to the last tile the first one has burned out, so I can then go back to prepare the soil there. Depending on the RNG, I can generally prepare 2-3 rows per day (preparation includes having food for the two months it takes to prepare all of my rather extensive farming area). Once I've prepared the soil in the pre prepared tiles, I place branches on the rows in between (using stacks of branches prepared in advance) and then do a second pass to take care of those.
If you don't remove trees the fires can set trees on fire, which may potentially connect lines of branches so that more is burned than you had intended. It's worth noting that lighting a fire in a tile adjacent to a tile on fire is a lot easier than to set fire on an isolated tile (I think it never fails), which is a reason to go for lines or rectangles of branches.


I plant seeds as soon as I can, so the seed selection for plots depends on the order in which they're prepared. Check the wiki on to see which seeds can be planted in which months. Turnips are good beginners crops as they are large and give a good yield even with a poor skill. In addition to that, you can get two crops per year out of them if the frost isn't late in departing. Also note that different crops wither at different times (again, check the wiki).

Also note that you need a mod to make clothing out of your agriculture, as the vanilla game only provides food.

There are basically three kinds of crops: cereal (rye and barley), veggies (turnips, peas, broad beans [I may have missed something]), and spices, plus seeds. What you can make depends on whether you use vanilla or a mod (I use the Njerp Cooking Mod).

I start with turnips, rye/barley (barley is actually more nutritious, but has lower yield), and hemp and/or nettles, and gradually replace turnips with broad beans (peas are inferior to broad beans for everything), and change to yarrow for spicing eventually (it's a fair bit of work to collect the seeds, and a bit messy to grow them as you have to forego flowers to get seeds, and the yield is fairly poor as they're small).

March 09, 2019, 10:49:57 PM
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Re: But that villager died I'm afraid time won't heal the villagers feelings in regards to non-returning companions, but this is not a bug either, it's just a way it is, and I'll move the thread at suggestions.

Adding mechanisms to tell the NPCs what really happened is tricky, and still even if the companions would die fairly I don't know if villagers still should always be like "He died when hunting with you? Ok, we don't mind that, here have a another hunting assistant, we wish him better luck than the previous. Hehe."   :D

This is something to tweak/ponder in the future, but there's not an easy way to find a good consensus.

March 17, 2019, 11:58:43 AM
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Re: Are forest reindeer supposed to be afraid of escaping into water? It's been mentioned in changelog of version 3.19:

 - added: aggressive/escaping animals and NPCs can wade through shallow water

...which is only reference I quickly found regarding this situation. However, checking out the code it seems like escaping animals are not allowed to escape into the water, even if its shallow - like at marshes. So a feature, or its intention, has been misplaced or mystically disappeared somewhere along the line.
This might be because direct allowance of animals escaping into shallow water would make them not to weight the options, as dry land if available would be always safer.
For the feature to return, I need to add some consideration about when the situation is desperate enough for the animals to choose their route through the water.

March 19, 2019, 09:37:18 AM
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Who let the dogs out... Let's try to make a return with development news then. It's taken some browsing of the code and decoding hazy written notes to find the path which I was following prior to fracturing my arm, and the sick leave that followed. But now also my to-do memory has recovered to great extent and there are snippets of upcoming features to present.

Dogs... NPC dogs... Village dogs... Dogs to better protect the NPCs... that's what I had started to code, and that's what is now to be continued.

Village dogs are now released out of their pens, and they roam freely at the village area. This allows village dogs to truly protect the village from possible threats and intruders. Village dogs are also improved in their watch dog behavior, and unfamiliar visitors are now greeted with alarm barks and by coming close by to sniff and check them. Village dogs may seem intimidating for strangers but this behavior is gradually toned down when you become more familiar with the village.

...to be continued -- there are a few more dog things coming up..

March 21, 2019, 02:53:06 PM
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Re: Dog releases itself? This is a bug. And I believe it's been remedied few times down the road, but not all the instances where it happens have been found out. It is rare thing, and for that reason a super hard to fix, as there hasn't been a single instance to reliable reproduce it. I believe it may have something to do with how the area is entered or left when character goes exploring and returns. All kind of details, or savegames where reproducing it could be tried, are welcome.

March 21, 2019, 04:03:00 PM
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Creator of DF compliments Sami & Co. and UrW This interview happened 5 year ago, but is new to me because I'm just learning Dwarf Fortress.

Tarn Adams seems like a pretty cool guy and has a life goal similar to Sami's, so it was neat to hear him acknowledge UnReal World and Sami & his helpers in this interview... listen to the first 2 1/2 minutes at least:

https://www.youtube.com/watch?v=Lnc5YU-qIWk


March 25, 2019, 04:25:46 AM
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Re: Fences deconstructing themselves? I suspected so, thanks for the clear-up! As you might guess, I'm now a few hundred bear cuts and a pelt richer, and surprisingly found most of my escaped animals wandering around the premises and was able to return them to their now-fixed pen, so ultimately there was no harm done.
March 26, 2019, 04:13:53 PM
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anything