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After watching this I went to go check in on my last fort that I played which was about two years ago. Turns out the countless hours I spent herding dorfs in co
by hyperion2010 6y ago
After watching this I went to go check in on my last fort that I played which was about two years ago. Turns out the countless hours I spent herding dorfs in college have left me with an instinctive memory of the key bindings over a decade later. DF has such incredible depth and nearly infinite replayability. It struck me today that despite all that time playing I have never actually made it to a fort that was able to produce adamantine weapons, and you know what? Loosing really IS fun! DF is one of those works of art that truly elevates our sense of the possible. Now, if only we could convince Toady to work on multithreading ....
- tetris11 6y agoOr just opening the graphics interface ever so slightly. Those menus do not need to be so convoluted as they are, and plenty of fans would jump in to do a UI overhaul if allowed.
- Asuchug4 6y agoDFhack already modifies many parts of GUI. Changes in trade window or construction building(floors/walls) are so convenient I refuse to play new DF release until dfhack is able to support it.
- imtringued 6y ago>Now, if only we could convince Toady to work on multithreading .... I have thought about this problem mostly because Minecraft runs like shit when you overload it with 300 mods. It's much harder than you think. Unfortunately there is no "easy" solution. Converting single threaded code 1:1 would only be possible if you could guarantee that no deadlocks will occur and that requires trickery unique to the problem at hand. It's not really a scalable solution. If you can, you should try to avoid acquiring more than one lock at a time but that also means you will have to rewrite everything to use message passing. Rewrites mean bugs and no new features for a long time.