4 ms·
As you might imagine after watching, and if you haven't read it before, the Dwarf Fortress change log[1] is a thing of absolute beauty. > - 0009195: [Dwarf Mod
by pkilgore 6y ago
As you might imagine after watching, and if you haven't read it before, the Dwarf Fortress change log[1] is a thing of absolute beauty.
> - 0009195: [Dwarf Mode -- Pets] Cats dying for no reason - alcohol poisoning? - resolved.
[1] https://www.bay12games.com/dwarves/mantisbt/changelog_page.php https://www.bay12games.com/dwarves/mantisbt/changelog_page.p...
- KMnO4 6y agoFor anyone doubting the complexity of Dwarf Fortress, the dying cats bug provides a fantastic glimpse. > Cats have a self-cleaning interaction that contains the [IE_SYNDROME_TAG:SYN_INGESTED] tag [...] They might be walking through spilled alcohol, licking it off their fur and ingesting the drunkenness syndrome. Toady also said alcohol effects are related to body size, so it theoretically wouldn't take much to do them in. > Haven't made a tavern yet myself, but does alcohol routinely end up on the floor? So Dwarf Fortress simulates 1) spilling alcohol, creating puddles on the floor, 2) cats walking through puddles getting dirty with the puddle’s contents, 3) dirty cats having the desire to clean themselves, 4) self-cleaning leads to the substance being ingested, 5) ingestion of alcohol intoxicates the cats as a function of their body size
- ehsankia 6y agoHe actually goes in depth in the first 5m of the video. There's also the whole eyelid thing.
- grawprog 6y agoModding dwarf fortress is ridiculously fun. All the raws are a plethora of awesome just too detailed things like that.
- deleted 6y ago[deleted]
- floatingatoll 6y agoIt helps if you think of it as 1a) spilling liquids, creating puddles on the floor; and, 1b) alcohol includes the property liquid; because then you can start considering scenarios like "if I spill a potion of rampage, would the cat go berserk?" — and I don't know whether a potion of rampage exists, but if it does, I expect the answer would implicitly be 'yes' because DF is coherent like that. There are absolutely a few 'potions' mods and so someone motivated could test this :) Until then, please enjoy this interview with the creator of Dwarf Fortress. I quote a paragraph about the puzzle of intersecting the side effects (blisters and flight) of a potion of happiness with the simulated motivations of a slightly depressed dwarf: https://www.bay12games.com/media/df_talk_8_transcript.html https://www.bay12games.com/media/df_talk_8_transcript.html > But just in general things like a potion that makes you happy ... there are two obstacles there now in the current system. One of them is that you'd need to have the effect, you'd need to give the modder or vanilla modding control to change the happiness of a dwarf, so it's not just giving blisters or whatever but there's a new effect, and that list is just going to increase over time and hopefully cover the basis. The other problem is to get a dwarf to actually use the thing; to recognise that there's now this flask filled with this juice that when you drink it it makes your happiness one hundred and fifty percent for a week, and having the dwarf know that that's something that needs to be used is a large problem, especially for a modding situation where you make happiness juice that gives you blisters and makes you fly ... when do you drink it? I don't know, it sounds like an adventure mode thing; the adventurer would take that journey, but not necessarily a dwarf craftsman that's feeling a little bummed out.
- Scarblac 6y agoOf course for the longest time, carp were the most dangerous animal in the game, they would drag you into the river and kill you if you were standing on the bank. The reason? Swimming trains strength. Fish swim all the time. Their strength went through the roof. And of course, for the longest time a main way to defend fortresses (armies were broken) was to have an entrance corridor, with another corridor filled with molten lava underneath it. This would cause the upper corridor to become warm. Not really hot, but warm. And there was a bug with the melting point of fat being set too low, so your enemies entering your fortress through the main entrance would die from having all the fats in their organs melted off them. Path finding didn't know about warm rooms.