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    Tuesday, February 2, 2021

    Dwarf Fortress Dwarf Fortress reference in Imperator Rome

    Dwarf Fortress Dwarf Fortress reference in Imperator Rome


    Dwarf Fortress reference in Imperator Rome

    Posted: 02 Feb 2021 10:21 AM PST

    While playing the Paradox Interactive game Imperator: Rome, I came across a treasure called Whale-Fat Candles. The description reads

    These candles are said to have originated from a land well beyond the Indus, and must have travelled for leagues to reach the known world. They menace with spikes of whale fat.

    Tell me that's not a DF reference.

    submitted by /u/Ischaldirh
    [link] [comments]

    It's not very good, but thanks to DF I painted from my imagination for the first time in almost 20 years

    Posted: 01 Feb 2021 11:53 PM PST

    Battle Stories - DF inspired illustration

    Posted: 01 Feb 2021 06:59 PM PST

    Turn Adams interview February 11th 3:00 p.m. Pacific question submission

    Posted: 02 Feb 2021 08:28 AM PST

    Fleeing painful rain by burrowing to the caverns in Northbear (2hrs from 8pm UTC)

    Posted: 02 Feb 2021 11:43 AM PST

    For fans of fancy 32x tilesets, I present Win64 0.47.05 Pack "Vettlingr's Revenge"!

    Posted: 02 Feb 2021 01:59 AM PST

    Future of the Fortress 1 February 2021: "I updated the meal selection logic to account for the new system - value is included in the process. That is certainly one of those things I might've overlooked, but this time I remembered, ha ha."

    Posted: 01 Feb 2021 06:20 PM PST

    Never forget

    Posted: 02 Feb 2021 12:51 AM PST

    I produce infinite ostrich and giraffe bone so much my craft dwarves can't keep up, I mean just look at this mess

    Posted: 01 Feb 2021 05:25 PM PST

    4303 Minipack release - TWBT with vermin graphics + multilevel transparency version & update for Dragonmaster's set for 43.03 linux (+dfhack+DF)

    Posted: 02 Feb 2021 03:10 AM PST

    So, I've been still kicking around with this since 43.03, and decided time has gone long enough (and I've tested this enough) that maybe others might be interested in this. Not packaged separately this time - I'm kinda expecting most people who would get it would use it together anyway.

    If you don't know Dragonmaster's tileset, here is the original thread for it. I do like the colour variety in the set.


    Hopefully Full changelog, over basic available normally:

    Dragonmaster's

    over LNP baseline

    • Removed taupe bg from creatures and vermin, so they're now properly transparent.

    • Gave most buildings transparent backgrounds where they had purely-graphical floor before. Added purely-transparent versions of supports, bridges, vertical and wall grates and bars, spikes, floodgates, hatches, hives and screw pumps for green and clear glass versions at 56,1% transparency, mainly for multilevel display. New colours GREENGLASS and CLEARGLASS to support them looking at normal brightness otherwise with overrides.

    • Pretty water and designations. Submerged items should look normal, submerged buildings should be covered. Black made 40% darker, blues made 19% brighter to compensate. Marked designations are cyan rather than orange.

    • Corpses have appropriate letter symbol. Can distinguish sentient, zombie and engraving by bg. Vermin use ring symbol.

    • Various tile additions/changes. Tile 253 is used for bp. Designations went no-border fuchsia/seagreen dithered image due contaminants.Basket for placeholders. Starry pits. Pulled well artbucket from Items. Egg-filled wooden nestbox. Harvestable farms. Track Stops, axles. Borrowed designation numbers from Mayday's, performance musical notes from Fnordset, letters for corpses from Phoebus. Some stuff like hives now have bg. Smooth floor brick colour varies slightly. Both trees and plant leaves now use proper image. Openspace image changed from shrub appearance, that was hazardous with tree holes. Kitchen tiles no longer mostly black.

    • Animaltraps, coins moved to main tilesheet.

    • Making use of -top and bg layers for some stuff (typically buildings).

    • Fixed various override mispointing/misplacement issues. Rotten food is purple now.

    • Fixed various raw issues with tools and plants.

    TWBT

    • Implentation of Next branch in 4303 linux version. Note that this required messing about with dfhack data structures and 64→32 bit memory address, so don't copy just the plugin into your current 43.03 dfhack copy, it'll not work.

    • Implemented vermin graphic display. Thanks to artists who drew vermin art which couldn't possibly be displayed at the time!

    • Multilevel transparency. Transparent backgrounds for all buildings is now possible. Overriding multiple levels of well at once is now possible.

    • Can now display unit/item/vermin/building/map at once. Items on bridges display properly now, instead of bridge defaulting to walls. Not yet constructed bridges will material match properly now.

    • Hauled items and sentient corpses now can get overridden.

    • New override parameters: "^BeginningOfTheTile" allows one to specify multiple overrides at once, :BUILDING_TILE_ONLY allows one to limit building overrides to only happen when the tile is part of building{ice floors, mist, oddly-shaped farm plots around sand&snow}, not just placed in building location, and WATER material on tiles allows overriding 1-7 water tiles. Can also override with extended colours now.

    • Fixed designations revealing what's hidden when override for the hidden thing was used.

    • Returning to DF's last-to-first item counting on tiles; fixes override for first item type being applied to last item tile (most relevant with clothing/armori.e. iron socks).

    • mapshot command can now accept name filename parameter, to simplify exporting your fortress at once.

    • Mouse coords outside map now resume defaulting to text tileset location than -1/-1, making clickable gui menus work again.

    DFHack

    • devel/inject-raws can now inject colours - necessary if you're updating another save to use Dragonmaster's. Command for this is:

      devel/inject-raws color SUNSETORANGE color ORANGERED color DARKORANGE color DARKKHAKI color MUSTARD color KAPOKWOOD color MANILAGREEN color MANILALIGHT color LIMEGREEN color FORESTGREEN color MALACHITEDARK color BLUEVIOLET color VIVIDVIOLET color STEELBLUE color CORNFLOWERBLUE color MTEVEREST color MTFUJI color DOLPHINES color AQUATWO color PACIFICBLUE color WATERSPOUT color VOLCANICASHE color HEARTHSTONEBROWN color STARDUST color ELEPHANTGRAY color RIVERBED color SILVERISH color BIRCHWOOD color GOLDN color DARKCHOCOLATEBROWN color CHESTNUTWOOD color BONE color MAHOGANYWOOD color TOFFEE color BEAVER color MISCTYRW color DARKTAN color GREENGLASS color CLEARGLASS 
    • Search crash fix.

    • Recompiled mousequery to fix 4303 issues.

    • Added resume ratio number number command to fix positioning of suspended building overlay with TWBT using differently-sized text and map tilesheets and added onMapLoad.init-example with it and warn-starving.

    • Many necessary structure changes imported from 43.05 to 43.03 (relevant if importing own scripts).


    Download here for 4303 linux, TWBT/DFHack/Dragonmaster's together and already configured.

    Various links:

    Dragonmaster's tileset original thread.

    First update post to Dragonmaster's in 2018, along with 3 gradient sorts annotated with stones and metals.

    Second update post to above.

    TWBT update post.

    Multilevel display visible on dfma if you got flash in 2021.

    PS: Some might have noticed I mentioned this elsewhere yesterday. Here's a proper reddit post for this!

    submitted by /u/Fleeting_Frames
    [link] [comments]

    The Bay 12 Games Report, February 1st, 2021

    Posted: 01 Feb 2021 08:34 PM PST

    DevLog 1 February 2021: "Here is the February 2021 report. Answered the month's questions over at The Future of the Fortress."

    Posted: 01 Feb 2021 10:40 PM PST

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