Dwarf Fortress Roundtable - Ep. 106: Quickfort With Myk – And We Talk About the Circus
Episode Date: July 2, 2024Season 6 wraps up as DF Hack dev Myk returns to talk about Quickfort and upcoming DF Hack excitement. (World's worst kept secret) Spoiler alert .... we talk about hidden stuff. Skip this one if you do...n't already know. The DF Hack YouTube page where you can find tutorials and other DF Hack stuff
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Welcome to Dwarf Fortress Roundtable, the podcast for all things Dwarfee.
My name's Jonathan.
I'm Roland.
I'm Tony.
And we are welcoming back, Mike, one of the developers of D.F. Hack.
How you been doing, Mike?
I've been doing great.
Thank you so much for having me back on the show.
Oh, sure, sure.
I think the idea here today is that we're going to kind of take a little bit of a deep dive into
quick for it.
Well, I have lots of things to say about that.
Before we do that, I want to give a quick update on Metal Bint.
All right.
I locked all my people in the same room together.
They improved their happiness very much so.
Oh, God.
I put them in there with some drinks and some food and everything was hunky-dory.
They seemed to very much enjoy each other's company.
The happiness index of the fortress went up.
But it's been a couple years now and no babies have come from it.
Oh.
Yeah.
Funnily enough,
the Afonso actually wrote on the Discord about that.
I was about to say Twitter.
He wrote that it works better
if you have a non-specialized meeting area.
So you don't make a tavern
and you stick them into the tavern
and lock the doors using a borough or whatever.
But you just make a meeting area.
And apparently you don't need beds.
So I was wrong about the bad part.
Who was that?
I want to give them credit.
Was that Rinsick?
That was the Fonzo.
That was Delphonzo.
Thanks, Delphonzo.
And seen.
All right, so that's the
Metal Ben update.
So I'm not going to,
I'm not going to discontinue the fortress.
I'm going to continue to play with it
until it either is destroyed
from its own collapse from within
or somehow something kills it from the outside.
But yeah, I'm going to keep running it.
That's the spirit.
Yep.
That's the spirit.
Slow as it may be.
Mike, have you been playing dwarf fortress lately?
I've certainly had Dorf Fortress open a lot, although it's hard to say what I've been doing is playing.
Are you playing D.F. Hack?
I play D.F. Hack, yes. It's been something of a sprint of development going on for the past couple weeks,
which has been a breakneck speed, and we will eventually have a beta out to get this all, you know, tested and released.
But there's just so many changes going on right now. I'm just coding. No playing. Just coding.
Awesome. Well, thank you for your sacrifice, I guess. I don't know.
Well, it kind of feels like playing the game a lot because it's, you know, it's like the matrix.
You look at it and you can see what's going on with it. I look at the memory of Door Fortress.
I'm like, ah, okay, I see how this is shaping up.
That's, okay, that's going to be cool. That's going to be cool. They're going to love that.
So are we working to make sure that it stays up with 51.x that they're coming out with?
Is that the goal?
Well, we've done that part, actually, because they haven't released a new beta a little while now.
Right.
And whenever DF development slows down, DF hack development speeds up because we don't have to keep an eye on what's changing.
That's a good point.
So the 51 compatibility has been stable for quite a while, and we've been working on our own infrastructure
and getting a lot more things done that we couldn't have done before because we just didn't have time.
So are there any new interesting features that are going to be?
going to be coming to D.F. Hack that you'd like to share with the listeners?
Sure. So I think the...
Anything that makes you really excited?
Yeah, I mean, they definitely are exciting. The kinds of things that we're able to do now
is... It's just... It's building more and more. We've been working on getting our
U.I is a little more user-friendly. And one of the tools that got a major overhaul is GUE design.
Now, it's always been useful in that you can draw shapes, you can move things around and stamp
designations down, but it was a giant text blob and kind of hard to figure out what its current
status was and very difficult to use. So it's been completely redone with graphical buttons
and much better organization. And you can just draw freeform shapes, drag them around,
adjust the points. You can have, you can draw paths that your, your doors will dig out,
change the width of the lines
make it curved
and then do a recurve on it with
bazaer curves. It is
Wow. It's quite advanced
and the thing is it could have done
this for a long time. It's just
that nobody knew how to use it so it was
going unused.
So redoing the UI is
it's like having a whole new tool to play with.
You know it's funny you say that
I've been using a computer for
oh well my first
Windows machine was 3.11
so it's been that long
and I have just learned
how to control a bazaar curve
for whatever reason
all these sticking years
I never quite
would be able to predict
what would happen
whenever I clicked the second time
I guess for those who don't know
what a bazaer curve is
it's if you have a line
and then you click on a point
somewhere outside the line
it'll kind of gravity pull the line
towards that point so you have a curve
and then you can put another line on there
and so you can have more
of an S curve, and you drag them around to affect how the line curves through space.
Yeah, a lot of the wonderful Windows Microsoft tools would never let you change it once
it got laid.
You would click once, and it would make it twist, and then you click it again, and it would
make it twist some other way that I thought seemed random, but I've just recently figured
out what that randomness, how you control it a little bit.
Thank you, Wikipedia.
So sorry, I derailed you.
I'm good at that.
I thought you were talking about a bursier curve, so I really was confused,
and I really appreciate the clarifications.
Thank you.
Well, it can do circles, too, so you can make your own brazier curve that way.
Wonderful.
Good to know.
Thank you.
Oh, we're going to lose our clean rating, aren't we?
For the lowbrow listeners, the 10-year-olds listening, that was for you.
Because that was actually a significant amount of work, getting that darn algorithm to produce
pretty-looking circles, it's a.
It took me almost an entire day
just of tinkering with that thing.
Draw a circle has worked great for, or sorry, dig.
Yeah, dig circle, that's right.
Yeah, dig circle has worked great,
and that was what I was using as the gold standard.
That's what I was trying to match.
Because the new algorithm is much more mathematically accurate for ellipses,
whereas the other one could do just circles.
But when it was a circle, it just didn't look as pretty as dig circles circle.
Yeah, yeah, dig circle's awesome.
So now the GUI design circle is exactly the same shape.
as dig circle circle.
Oh, that's cool.
I use dig circle for doing exploratory digging.
So I will, like, just sit there and run dig circle three, dig circle five, dig circle seven,
dig circle, you know, and just go like the odd numbers over and over again,
jumping it up by three or four.
And then I'll, like, just draw a line through it and then just have them dig out this,
this concentric ring system in a level.
I love it.
That is exactly what I did to make sure that the lines I'm drawing,
with Tick-Circle Does.
That's exactly the pattern I did to just like line it all up and double-check my work.
Queen Tables Manifesto on the Art and Necessity of Memorial Slabs.
Section 1, the enigmatic allure of stone slabs, discovered by Decombe Broadbrew.
Greetings my illustrious subjects.
It is I, Queen to Bull Wheel channels, here to clarify a matter of profound significance,
and some consternation among metal bent, my unwavering adoration for memorial slabs.
Some might ask, why slabs?
To which I respond, why not?
Imagine, if you will, the sleek, shiny surface of a jet slab,
the majestic blueness of microcline, and the mysterious depths of obsidian.
These slabs are more than just rocks.
They are canvases for the soul, as if the universe decided to leave its calling card in geological form.
Consider the jet slab.
It's as if a piece of the night sky decided to moonlight as a decorative item, perfect for memorializing dear Uncle Eurist, who, in an ironic twist, was particularly afraid of the dark.
Microcline, with its tantalizing blue hues, serves as a whimsical reminder of cousin Stacud, whose fondness for swimming was matched only by his inability to float.
And then there's obsidian, the mysterious black mirror, reflecting not just the visage of the beholder,
but the profound realization that Cousin Thickett's enthusiasm for magma should have been tempered
by a basic understanding of physics.
Decombe Broadbrew, renowned for his unparalleled ability to excavate ancient texts while
balancing a tankard of ale, unearthed the first section of Queen to Ball's Manifesto.
His discovery was celebrated not just for its historical value,
but for proving that even the finest ails can coexist with archaeological breakthroughs.
How are the snake people, Roland?
The snake people are doing absolutely amazing.
I have started a little bit of a new fortress in that world on a volcano,
which is why I inquired in the Discord about funny new execution methods
but I'm not too happy with the way the fortress is shaping up
I might just go back to a previous safe so I can redo it
and for that I was considering doing more quick for it
especially with the dig circle stuff because I wanted to try out
some kind of organic circle-ish designs and you said
you changed something about the circles yeah well not not for dig circle
but for the circles produced by GUI design are now more pleasing.
They used to be much jagged and kind of triangular.
Like, dig circle is clearly a circle,
but the circle produced by GUI design before looked just like a diagonal square.
So it never quite had the same effect.
So it wasn't a very circly circle.
It wasn't a very circly circle.
I mean, the algorithm is clearly correct,
but when it comes out on the screen, it just was way too jaggy.
yeah the resolution that you have to work with is fairly low so right it's about getting the circle
the theoretical circle you know lined up properly with the tiles in a way that comes out good
so gooey design uh i improvements uh anything else that you like to mention uh yeah and we've also
had a some fantastic people contributing to df hack over the past month awesome and one of the
new tools has been been clamoring for forever now
now is gooey tile types. So if you want to just go to your map and play God, you can go reshape
the terrain to your heart's content. Oh my. You can create new mountains and just shape it
however it is that you want. Or if you just dug yourself into a vein and you want to fill that
vein back up with walls, you can now do that with a few clicks too and play mini god instead
of full armock. Oh, that's neat. Even after the fortress has been started? Sure, yeah, yeah. It's
It's a general tile editor.
So it's, again, these are tools that have always been functional.
It's just that the command line usage of tile types has been pretty opaque and difficult to comprehend.
And now that it's all visualized on the screen, using the same graphical buttons that we're using for GUI design,
it's much easier to get things in a state where you can be productive and get done what you want to get done.
Okay, can you break that down for me?
Does that mean I can actually edit the world map?
or does it only work in Fortress mode?
Oh, it's in the Fortress mode, in the local map.
It does open up the opportunity to do things at the world level.
We don't have any current tools that act on world structures,
but we could.
We just haven't done that yet.
So, like, if you want to connect islands,
that's in the cards.
Not yet, but that someday that would be possible.
In my head, I have the old.
Sim City map designer.
That's what was coming to me, too.
I was like, oh, okay.
It's like SimCity 2000s, where you build out your landscape and then you play on it.
Dam up the river, build the city in it, and then blow the dam.
You have the heart of a dwarf.
Oh, you know, it's like playing the Sims and taking the ladder out of the pool.
No, no takers.
Okay.
That sounds like a pretty exciting feature, though.
I think that seems very powerful to be able to do that.
It is, and is it power that you can wield?
We'll find out whether there's more safeguards that we need to put in place
because we're really trying to make things safe and fun for players.
And sometimes these tools can be so powerful that you can destroy your own game.
So we try to put on the safeguard, so it's not so easy to do that.
Yeah, it allows you to crash your fortress.
and make corrupted saves.
Great.
Yeah, I've done that enough.
Okay, wait.
Is there a possibility where I can change a specific tile type
to, for example, an evil biome?
Ah, okay.
You want to get technical, huh?
Okay.
So, the biome is not a tile type,
but it is a map tile property.
you can associate any particular tile with any biome that you have access to.
So, again, this is not something that we have tools to make really easy,
but it is very possible.
If a modder wants to do something specific with this,
this is possible today,
where you can have specific tiles being parts of specific biomes.
So like for crop growth or a spot of reanimating terror.
I was thinking of the same thing.
You have your little pit in the center of your map that you take things.
Or in the center of your tavern.
I call it Pet Cemetery.
Yeah, yeah, for example, for example.
But I was reminded of a previous fortress that I put into some kind of, it didn't say mountain, but I couldn't grow anything.
And I was like, oh, this spot is nice.
It doesn't have any trees.
Well, I couldn't grow anything above ground.
That was very annoying.
So there is kind of a possibility to change that around.
So I could be able to grow something in a biome that used to be, for example, like a mountain biome.
I don't know offhand whether it's arbitrary, that you can set it to arbitrary volumes,
or whether you have to have it somewhere on your map.
I know that if it's on your map, you can assign any tile to it that you want.
But can you just snarf it from other places in the world?
I'm not positive on that.
I'd have to go look that out.
Hmm. Okay. That's still pretty cool.
Any other things that you want to mention about the upcoming features before we, you know, nerd out on QuickFort?
Sure.
We also have quite an influx of adventure mode tooling that's in the works.
So much that I've had to rethink part of our architecture for how to support it properly.
So in the next beta, I think you can expect a lot of things coming for adventure mode and improving the experience there.
I've never really thought of DF hack and adventure mode in the same realm. Interesting.
No, what do we expect?
Yeah, that's why it's been such a big change for us.
We've always had some adventure mode tools, but not really a solid, easy-to-use, well-presented corpus of functionality.
So what would that look like for a fledgling adventure mode player?
So the first thing I brought over was the notification panel.
so in fort mode that will tell you things like you know invaders are on the map or traders are ready to trade
there's dwarf can't find a needed item right right or moody dwarf can't find or can't find a workshop to be moodyan
haven't had that one but yeah in adventure mode there's different kinds of things you want to keep an eye on and different things that are important
so i split up gwe notified to have separate notifications that can appear in each mode and in adventure mode
you can look for things like actively losing blood.
This is how much time you have left before you bleed out.
Did you know that you're drowning?
Here are some bubbles to visualize how much breath you have left before you completely drown.
And then there's also a version of, you know, here's the local wildlife that you can see.
So you can quick zoom to them if you want to run over there and start whacking on an elephant with a stick.
That always, always a good strategy.
always a good strad.
Elephants are very gentle into a fortress if you've never dealt with them before.
And then there's a whole bunch of stuff around conversations and party management,
like being able to move someone from your extra party members into your core party,
being able to decide that you're done with your current body and you want to jump into somebody else's body.
That is now a thing.
If someone kills you, you can decide like,
hmm, maybe my spirit can just go inhabit them for a while.
And then you can go and play continue your adventure as the person that just killed you.
Spicy possession. I like it. Okay.
That's right. We've also done some things in the speaking menu.
Right now you have to kind of search for things in the conversation to get something that you want to talk about.
But the kinds of things that you can search for aren't always the kinds of things that you want to be able to search for.
So we've redone that whole interface to be able to search for a wider variety of words to get to where you want to go.
like it's important for you to be able to boast about the things that you've killed so now you can search for the keyword slew and it will go and just show you the ones that are things that you have killed that you can boast about so people can start to become more impressed with you mike have you ever listened to the old door fortress talk podcast with uh with tarn and zach yeah yeah i've um i still have that in my subscribed favorites just in case the new one shows up yep yeah i listen to it occasionally all the way through you know once a year or so but uh
But you talk about being able to shift your, in essence, your consciousness to another character on the screen.
They actually talked about that for like a half hour on one of the, you know, early teens episodes of Dwar Fortress talk and discussing whether or not that was something that they wanted to allow happen, allowed to be able to happen.
Because, you know, in essence, you could shift your, whenever you're about to get killed by the general from next door, you can shift to him and have him go jump off of a cliff.
And, yeah.
So I was wondering if you had watched, if you had listened to those and taken any inspiration from some of the things that they talked about in the past.
Well, this particular tool is not a new DFF tool.
It was originally called Linger.
And I don't know who eventually wrote it, but that may be where they got the idea from.
Maybe, maybe.
And it raises a good question of what capabilities are not in the spirit of the game.
And this is, of course, something that we think about a lot.
We want to make sure that DFHack is expanding the experience for players and not restricting or going against a kind of vision.
So, I mean, in general, we try to err on the side of agency giving players the ability to do the things that they want to do, the things that they find fun.
But, yeah, the question of, is this against the design or the intent, is something that is always on our mind,
is something that we consider for every feature that we add.
Yeah, that's come up on here several times.
And I think that the podcast position that we've come up with is,
you know, you're playing the game.
It's not a competitive game.
Do whatever you want to that makes it feel good to you.
To be honest, those comments were mostly referring to already implemented DF hack features.
So they were already kind of betted.
So, I mean, could you give us an example about what you're talking about?
you mean like what kind of ability is against the intent of the game yeah so something a recent
example is the damp dig feature which I added two versions ago I think uh-huh thank you very much
yeah that's been right it didn't know that a lot of people were asking for yeah but as part of that
you also get to see things like which tiles are aquifers and which tiles are just damp and there
was quite a bit of debate there. Is this information that was being intentionally
withheld from a player? Is it reasonable that the player would not be able to see this
information? Because clearly the doors themselves can tell that a tile is leaking because the
water is going to appear. So why shouldn't they be able to visually distinguish between a damp
tile and an aquifer tile? So we try to think things through in character and in the game to
make sure that it makes sense and doesn't appear to be against the intent of the design before
we go through with something like that. Of course, there's an entirely different class of tools
that we call Armok tools, which is just you become Armok, do whatever you want. And for those who
don't know, you can hide those tools from the DFAC interfaces by going into the control panel
into the preferences and turning on Mortal Mode. So if you have Mortal Mode enabled, all those
Armok tools are just gone, and you don't have to be tempted by them.
Is Fastdorf one of them?
Fastorf is one of them, yes.
I like Fastorf.
But it would leave things like the dig commands.
Right, yeah, anything like productivity, design, those are clearly not against intent.
That is just a helper to the interface, and those are always available.
Manifesto on the Art and Necessity of Memorial Slabs.
Section 2, the eternal significance of memorial slabs, discovered by potato bomb.
But let's not stop at mere aesthetics, my beloved dwarves.
Memorial slabs serve a far grander purpose than just looking fabulous.
They are our eternal margin notes in the book of Metalbent's history,
scribbled with the sagas of our departed kin.
In a world where goblins could attack at any moment, or where one might unexpectedly find oneself on the wrong end of a carp, it's crucial to have these tangible reminders of those who have, quite literally, bitten the dust.
Imagine a future where our descendants, delving through the ancient halls of Metalbent, come across a meticulously crafted jet slab.
They'd read of Eurist the fearful and laugh at his nocturnal phobia, while feeling an odd sense of pride in their quirky heritage.
Our tales of bravery, folly, and inexplicable decisions to punch a cave spider will live on, etched into the stone for all eternity.
Without these slabs, how else will future generations know that bravery sometimes means running away,
and that wisdom occasionally involves not inhaling the deadly dust from a forgotten beast?
Potato Bomb, whose nickname came from his explosive enthusiasm for uncovering relics,
stumbled upon the second section of the manifesto
while digging with nothing but a spoon and sheer determination.
His find not only expanded our understanding of dwarven humor,
but also proved that persistence and a pinch of madness go a long way in archaeology.
How would you give the elevator pitch on Quickford and what it does?
Quickford is a way to take away the repetition of design.
For a lot of things, you know exactly how you want it to go,
and you may do it the same way every single time
and QuickFort can just do it for you in one click
instead of forcing you to go through the hundreds of clicks
that may be required for creating
60 new bedrooms
or your standard dining hall
that you love to make in every fort
but takes a lot of clicks to get done.
So QuickFort is at its core a productivity tool.
It's certainly expanded from its original abilities
and its goal essentially
is to be able to do anything related to the
map that you could do as a human in the game, just quicker and more reliably in fewer clicks.
So if there's something that you can click on the map and change, then QuickFort aims to be
able to do that as well. So if you need to do that a hundred times in a row, you don't need to do it
by your own hand.
Cool. I know that I especially love the bedroom layout that's part of the, some of the
blueprints that are included with DF hack. So everyone probably who's listening to this
podcast knows that I used
Quick Fort and specifically
the Dream Fort Blueprints to
develop the map that I'm currently running
and yeah, it was
like set up
a ready
to go fortress in about
two hours instead of spending
like three days
getting something that was not as efficient
so that was
really handy that way.
One thing I kind of wonder
is what's the best way to
develop your own let's say that
I've got a particular kind of
a tavern that I like to build and I want
to save the blueprints of that
is it best to just go in and edit a
spreadsheet for it or
is there a way to take that
snapshot from your screen on
your fortress? You definitely
can go into a spreadsheet and
do it manually. That's not our Tommy's favorite way.
And many
of the features in QuickFort
can only really be done that way
because they're too specific or esoteric
to be automatically absorbed from the map.
But by far, the easiest way to do this
is to fire up GUI blueprint
and just select the area that you want a copy of,
and it will generate that blueprint for you.
So a quick-forward set of blueprints is one blueprint per layer.
There's probably going to be a dig layer
where you dig out the layout,
and then you're going to be placing stockpiles,
you're going to be building buildings.
each one of these goes into a different blueprint mode
and you lay them down as you're ready for that step.
So you apply the dig blueprint, wait for your dwarves to dig it out,
and then you can apply your stockpiles and your buildings
and get all that built in the second phase.
And so blueprint will take a snapshot of everything that exists on that tile
and then construct for you a sequence of blueprints
that will recreate that exact scene.
including furniture layouts and such?
Including furniture layouts, including the names you've given to the buildings.
Its capabilities are constantly being extended.
Right now it doesn't record, if you've set up links between the stockpiles, it doesn't record that,
even though you can put that into a quick-furt blueprint if you're writing it manually.
So over time, it will become more complete, but it will at least give you the basics of the digging layout and the building placement and the zones and everything else that's there.
What'd you say the command was?
Capture Blueprint?
GUI slash blueprint.
Goofy slash blueprint.
Will that also create orders?
So, for example, in Dreamfort, whenever you lay down a particular blueprint, it will tell you, okay, hit the O key to order from your manager, the things that are needed to build this particular level of the blueprint.
Is that something that you would have to do manually?
or is that included whenever you do the GUI blueprint?
That is included in any blueprint.
When you run QuickFort orders or use GUI QuickFort to generate manager orders,
it will scan the blueprint whatever it contains and figure out what it is that you need to build
in order to complete everything on the blueprint and then it will generate those manager orders for you.
Oh, that's cool. That's cool. Awesome.
Yeah, a lot of this was just built from my own journey to try to really examine,
in the structure and the functionality across Door Fortress.
And so I spent a lot of time building things, changing them slightly, tweaking them.
And so I was looking for ways to increase my own productivity.
And going and figuring out what you need to build every time was a real big time sink.
So getting that automatically generated was one of the great advancements of Quickport over the years.
So you adapted Quick Fort from an earlier version to the current Door Fortress.
Is that correct?
That's right, yeah. Many years ago, there was an auto hotkey script that would just take a sequence of keystrokes and play them back into the Door Fortress window.
And back then, since everything was keyboard controlled, it could deterministically make stuff happen in the game as long as you don't run up against the map edge or, you know, accidentally click on a unit where you didn't want to click on one.
So it was a little bit brittle, but it kind of worked.
that was taken to the next step
and a Python application was written
that did much the same thing
where it would replay keystrokes
back into the door fortress window
and I saw that
I saw the limitations in that
and how brittle it was
and how slow it was for a lot of things
and I thought well what if we moved this into
DF hack itself think of how much more we could do
and so yeah this is a re-implementation
of the idea of those two original
quick-forward implementations
and the blueprints that could be used back then
can still be used in Quick Fort today.
Oh, wow.
At least for dig and build.
The things like rooms no longer exist, now they're zones.
So the concepts like that have changed.
Those blueprints won't work,
but buildings and digging is exactly the same.
So any old blueprints you have from back then will still work.
So whenever they do updates of Dwar Fortress,
how hard is it to keep Quick Fort compatible with the updated versions?
Do you have to do a lot of changes, or is it pretty much stayed static?
There was a significant amount of change between version 0.47.05 and version 50,
because essentially the keyboard went away for most of the control.
Uh-huh.
And although D.F. Hack Quickfort did the dig and the buildings and the stockpiles programmatically,
it did many of the other things the same way the old.
Python script did it by
playing back keystrokes. Like all of
the stockpile configuration where you go through
and select which of the
items you want that stockpile to hold.
That was all like, you know, right arrow,
down arrow, down arrow, enter, down arrow, enter.
Escape, escape. And
it would play back these character sequences.
And of course, all that just completely disappeared
when we went to V50. So
it took me
I think a month or two, but
it is now completely
programmatic and there aren't
any keystrokes at all anymore. And all of that was built from the ground up to interact with
the Dorfortress memory to create things like zones and stockpile configurations.
But you haven't had to, you haven't had much problems since version 50 came out. And once you
got it compatible with 50, they haven't made changes that have destroyed the quick fork too
badly? No, yeah. There hasn't been any UI or map related change since then that has had any
effect on it. That's good. That's great. So pump stacks.
so so pump stacks are the thing that we still have had troubles getting to work it might it might help if i had pump stacks down without quick for it i don't know if you have heard our tribulations with with pump stacks i've been keeping close tabs on it
have you not going great have you got any pointers to give us uh i know that may not be the best for an audio medium but you know that's what we do well one thing that i've certainly run into that can cause problems is that
that if you start your pump stack too low and the pump itself gets flooded, it will deconstruct.
So you want to make sure that you don't even start your pump stack until you get to a layer
that you're sure the water level isn't going to rise above.
That's one thing that's caught me a couple times.
But other than that, it's kind of straightforward.
Oh.
Yeah, we're just, gents.
You know, dang.
I mean, I don't know what to say.
I think I'm just not aligning things properly.
I think it's, I'm sure it's an ab-cac kind of thing between keyboard and chair.
Oh, got you.
Thank you.
Yeah.
That went over my head.
Yeah, totally.
I think I'm just not lining things up properly because they'll dig the holes out.
I mean, they're very good at digging things, but then, like, I don't know.
Things just don't seem to line up, and I think I'm just putting things in the wrong place.
So I guess I just need to spend a little bit more time with it.
But I found a more effective way to kill invaders, so I kind of got it stacked with that.
And I've been optimizing my killing floors.
The difficulty with alignment is actually why I wrote those blueprints to begin with,
because it is hard to do it manually.
Well, you can lead a horse to water, man.
Yeah.
But yeah, you have to dig those channels in very precise spots.
And if you do line it up wrong, then it is just not going to work.
Your pumps will just sit there and not pump.
Yeah, this summer I need to just sit down and just decide that I'm not going to do anything else in the game
until I get pump stacks to work and get to where I'm comfortable with them, because otherwise
I may never teach myself how to do it, just like with QuickFort.
I thought the idea of QuickFort was great for the longest time, and I believe that it was
either whenever you were on the podcast before, or maybe it was something in the Discord
server that convinced me to give it a try.
And now I am very happy that I did.
And my biggest fear is that I'm just going to get lazy and just.
do dream fort in fort after fort after fort well now that gooey design is a little easier to use
then it might not be so bad to do things organically that way that's true that's true but that's kind of
what i'm doing right now too is uh i start with a quick fort or i start with a dream fort and then i
extend that with gooey design to get like organic trails coming out from it and and having more
of a esoteric living space than than the template is the uh the new interface for for gooey design
Is that available in the beta now, or is that in a point release for the main branch?
It's not yet in the beta.
It'll be out in the beta probably next week as we're recording this, probably around the 28th or so.
Okay.
Yeah, 21st or 28th of June.
So then by the time the listeners are listening to this, they may be able to check it out in there.
If they're in the beta branch of D.F. Hack, then they may be able to use it.
Yeah, and we'll run that beta for a few weeks and then push the,
that to stable as well. Because of all the infrastructure changes, we do want to run a longer
beta this time just to make sure that everything is completely solid before we push it to the
90% of players who are on just the regular stable branch. It sounds like that that may be a good
idea with all of the memory changes that have the potential to crash the game. We're not really
afraid of the crashing. That part is pretty safe because the problems that may exist are in the
lua layer, and they're not going to crash
the game so much as just not work
themselves. We just want to make sure that those
things are all smoothed out before we release it stable.
Queen to Ball's Manifesto
on the Art and Necessity
of Memorial Slabs.
Section 3, the Humorous
Imperative, Discovered by David
Eltsrov.
Lastly, let us not overlook
the humor inherent in the act of
memorializing. For what,
What is life without a touch of levity?
Memorial slabs provide us a chance to immortalize the sheer absurdity of our existence.
They stand as a testament to our ability to laugh in the face of danger,
and at times laugh at the face we make when we discover that danger is, in fact, quite perilous.
Therefore, my dear dwarves, I decree that every dwarf shall have their own memorial slab.
Each slab will tell a tale of bravery, curiosity, and the occasional mishap
with a lever-operated floodgate.
It is our duty, nay, our privilege, to craft these slabs with pride,
ensuring that the legends of metal-bent endure, embellished with both glory and humor.
Let us chisel our history into stone, one entirely avoidable demise at a time.
With Jet Black Affection
Queen to Bull Wheel Channels
David Eltsroff, a legend in his own lunchtime,
discovered the final section of Queen to Bull's Manifesto while on an ill-advised quest to find
the perfect sandwich. His knack for unearthing ancient documents in the most unexpected places
continues to baffle and amuse his peers.
So I know that we talked about the DF hack new features that are coming up,
is there anything in particular for QuickFort that you would like to implement?
maybe not something that you're actually working on now
but anything that you envision for the future
of Quickport itself? There are so many
things. I have this
you know, Quick Fort was my first major project
and I had, I kept this Google
Doc that kept on getting fuller
and fuller of all the ideas I had from implementing
it. And it's
pages and pages long now.
I want to do things like being
able to set the
Zoom hotkeys from
a dig blueprint so that if you lay down
a level, then you can
automatically say, go get the next unused hotkey and have that zoom to this level.
Ooh.
And name it this.
You know, things like that, the map-related items that you'd have to do manually could be done
in a blueprint.
And there's no reason to have to do it manually if you can get it done more quickly.
I'm not sure if I understand what you just said.
I'm sorry.
Okay.
I talk like an engineer sometimes and I just kind of assume that everyone's following along
with me.
Yeah.
I, okay.
So like, if you hit the H key.
and you bring up that panel that I think the top one by default is wagon area.
Yeah, when you hit F1, it goes back to the starting spot.
Yeah.
Hotkeys.
And in that section where you can go to any map location and you hit one of the buttons that says zoom here,
and then you associate that spot on the map with, say, F2.
And you can name it like farming level.
And then from there on, you hit F1, you jump to the surface, you hit F2, you jump to the farming level.
and I use that all the time
to jump quickly around my fort
but it would be much more convenient
if that were set up for me automatically
from the blueprints that I've already used
to designate those levels
do you not use that Roland
the hotkeys yeah no I do
for like F1 F2 F3
zooms to different spots in your
I think I understand
what you mean now
you mean you set up the blueprint
for your farming area
and then that like
automatically also makes
the hotkey F2 to the farming area.
Is that working here?
Right, right.
Okay.
That's, that's, that's, that's, that's, that's, that's, that's, that's, that's, that's, that's, that's, that's, that's
life improvements. And we've already implemented things like, you know, set up a tavern and
configure it this way, but there's lots more that we could do.
The thing is, the quick fort, dream fort blueprint was the first time that I ever was able to have in rooms in a tavern and have them
actually work the way.
way the thing was designed to work and never
quite groked how
you were supposed to associate a
bedroom or a
rental room in a tavern
or to make it an inn
in essence right so
the in Dream Fort the tavern that
gets set up there has
I don't know three or four
two tile bedrooms
that basically have a bed and nothing else in it
that people can can crash in
so and they are still
I believe that they are still part of
the tavern. Am I right?
Yeah, it's set up the way
that the game wants you to set it up, but it
is kind of an optimistic thing because the game
hasn't actually implemented visitors
coming to stay in those rooms. It doesn't
really work, but once
Dorfort just implements that mechanic,
Dream Fort will be ready for it.
It is set up properly for that. The funny thing is
my mayor actually claimed one of those
as her bedroom.
I was like, yeah, they aren't, they aren't properly reserved
for visitors. Anyone can just go and claim
them as a bedroom. It's unfortunate
it. I like the idea of it, which is why I put it in there, but it doesn't really work yet.
Well, cool. But yeah, but your tavern had that set up in it, and I very much appreciated that.
It's actually quite a cool tavern with the Dream Fort Tavern. So I'm assuming that you are the one who made the Dream Fort Fortress layout?
Yes, although it has received a lot of feedback and help from community members over the last decade or so since I've been working on it.
It just gets refined pretty much every year where people come.
made and say, why has it done this way? And I like, oh, well, because in version 42, that's how
things worked. So let's go change that and update it. And you said in some of our pre-show conversation
that you're making some changes to dream for it at the present time, right? That's right. Yeah,
I just got a whole raft of very good suggestions, such as we don't really need a temporary
trade depot, just build it in its final spot, and that will simplify the startup process.
And I was like, hmm, you're right. Let's go do that. And we went and did it.
another suggestion was
maybe you shouldn't have a well in the middle of the tavern
because tavern brawls people fall down that well
so I redesigned the tavern area
just to not have a well and I moved that over to the very edge
of the hospital so it's a little more out of the way
I never could get my stinking dwarves
to fill up my wells with buckets so
eventually I cut a channel from the river
and put some floodgates
so that they filled up through the side
It took me a very long time to realize
I just wasn't going to be able to do it that way
and if I would have realized that sooner
then it would have saved me a lot of time
and effort and dehydrated dwarves
but yeah
I kept the option there for Bucket Brigade
because some people are just afraid of routing water
but yeah routing water is by far easier
and more effective.
I'm going to have to jump off in about two minutes
so I will leave you guys to wrap it up.
Tony do you have any other questions about QuickForth
that you want to throw in here before you take off?
I don't. I just am truly enjoying it. And I have to say one of my favorite things, I think I've mentioned this before, that I learned from watching your video, is being able to channel the water off the map and then to carve the fortification or whatever to allow the water to flow out is like truly one of the best things that I've experienced in the game ever.
It was like, it's like the greatest thing in the world for saving a dying fort. So million thanks for that one.
My dors, you saved many adorven life on that one.
No, I'm really enjoying quick for it, and I am really trying to figure out how to make even better use of it
and get braver about building the things out.
So it's very cool.
And thank you for your work on that.
Well, thank you very much.
Yeah, I'll do some more YouTube videos for tutorials to get more of the information out.
Yeah, that's right.
We've got to promo your YouTube channel.
so tony thanks man and uh have a great summer i'll see you guys later we'll get with you to plan the future
yeah thanks again mike for joining appreciate it thank you and have a good day
roland anything else that uh that you want to ask about quick fort or about um dfack in general
ask not not really besides uh showering you and praise for doing dfack and quickfort uh i don't
really have questions
Well, then here's a question for you.
Like, as you're going through adventure mode, what do you think D.F. Haq could add to the experience to make it less frustrating or to make it more interesting or anything like that?
Can D.F. Hack give us a goal?
You know, that's something that I've been thinking about, you know?
Because, okay, one of the basic elements of Dore Fortress is that there is no specific goal.
It's more of a, it's more of a toy than a game, as I've heard some other podcasts say.
And that's a good thing for a lot of things.
but also some people like to have a little more direction
or a little more activity.
So let me just say that I also think,
and this is a point that Roland made in our last episode,
I think, that works really well in fortress mode
because you can set in fortress mode aside
and let it spin for an hour
and then come back and pick it back up
and see what's happened.
Whenever you're not actively doing things in adventure mode,
it ain't doing nothing.
So you have to actually do everything
with a minutia.
So, yeah, I don't know.
I don't know how that would work, but...
Yeah, for example, when you talk to someone and they're like, oh, no, like a cyclops has been eating my goats, and you ask them, okay, cool, I can kill the cyclops for you.
Do you know anything?
I mean, ultimately, yeah, it probably is more of a Tody has to do something about that thing, because that person is going to say,
I know absolutely nothing.
I can't even tell you who could know where the Cyclops is.
And I feel, okay, this might just be in my head, but I feel like we will get some kind of direction in the future.
Because if you go into adventure mode and you make your adventurer, you get three options of what to choose from, one of them currently being locked.
And it says something about guidance.
So I'm not sure if it just means that you get more points in the game to, like, spend on your character.
Or if there are no, like, new features plan that actually give you some kind of real guidance, tell you, like, oh, this goes there, the Cyclops is over here.
I believe it's more that, that it's an actual feature that will be like, your.
advisor in the game where you are the the child of a deity right and your deity is more all-knowing
and can give you hints like that i think that is the idea although i've not personally seen
the actual implementation of it besides df hack help i i haven't really used that much df help in
adventure mode maybe the casual full heel you know because i forgot oh i'm bleeding but that was before
steam. And couldn't you just heal yourself by quick traveling somewhere? What? Isn't that
a thing? In adventure mode? You show up at your destination fully healed. Is it? That's my understanding.
Oh, well, I didn't even know that. Okay. Apparently I have to try out what happens if I fast travel,
but I just remember that I was bleeding really badly because somebody punched me in the
in the mouth i think and i lost like teeth i couldn't speak and i was bleeding heavily and i was
like ah but uh you said something about like information bubbles like hey excuse me you're bleeding
hey excuse me you're you're like hungry or whatever that that could be really cool and if i
add onto that not all adventure wilderness creature people can eat all the things i i clearly
remember a problem when I embarked with
like an elk person or whatever and they had a piece of meat as like
travel food but the elk person wouldn't eat it and then I was like
beans and at some later point I don't know what I played like a tiger or
jaguar and I picked some berries and I was like I can I can continue living for
like two more days and then my tiger
person just licked the berries.
So it would also be helpful if the hunger bubble would show you, you know, for the less
intelligent people like me, that, oh, you're a tiger, by the way, just wants meat.
I know this might be obvious for some, but...
Or, you know, edible food is on the map.
Oh, yeah, yeah, yeah.
I don't know.
Your news starts tingling.
Just follow the nose.
It always knows.
Since Dwarf Fortress Adventure Mode is a rogue-like implementation, we need to figure out a way to put an amulet of Yendor in there somewhere.
It needs to be an artifact.
I'm an avid fan of NetHack and its history.
So, yes, I very much on board with that.
Yeah, you just have D.F. Hack place an amulet of Yendor somewhere in a world, say, you know, just maybe whatever you implement.
I mean, whenever you load D.F. Hack, it just makes sure that there's an artifact somewhere in the map that's, whether it's, you know, in that world map that it's an amulet of Yendor.
And the key for every adventure, the Holy Grail, per se, is to find the amulet of Yindor.
Yeah.
Well, I think maybe one way to do that is to find out what the demon slabs are and then go put it in there with the demon slab.
Then you have your own little endgame boss to fight as well.
Ah, yeah.
You know, that is another thing.
um so i have not yet i've been playing for how many years roland we've been doing this
podcast for five and i played for maybe a year and a half two years before we started the podcast so
but i've still never made it to the circus so um yeah i think that that that having
some sort of tools in df hack to help you find the circus might be handy
I mean, some of that stuff made ours to exist.
It's down.
It's down. It's fairly easy.
I bottomed out my levels, my Z levels.
So I still didn't find it.
Did you, though? Did you?
Well, they stopped counting.
It's like negative 127 or something like that, 128.
But did you dig there?
I thought I did. Maybe I didn't.
Apparently not.
Well, getting into the circus is not.
Hard, but I don't know.
Every time I did it, I was kind of disappointed because it's just death.
It's like, ah, the sweet release of death is claiming me now.
Then you have like 40 boiling fiends that come rush out and just kill your, like, every single living being in the next like six ticks.
And you're like, hmm, cool, I like hell.
This is adventure.
So I'm assuming, Mike, you've gone to the circus?
I have, although not that many times, but I am aware of the techniques involved.
I do enjoy kind of setting up interesting kill zones where my soldiers have a chance of fighting back.
There was someone on the D.F. Hack server just a couple days ago, we were discussing this,
where he got the demons to spawn.
I don't know if we're allowed to go into spoilers here.
Yeah, you know, I'm going to put in the title, and we talk about the circus.
So, yeah, as Tony said, this is like the worst kept secret in gaming.
It is, yeah.
At this point, it's not a spoiler.
So he carved a fortification into the open area of an adamantine spire so that the circus is visible and begins to spawn,
but kept them so they were contained within the spire.
And then dug out to the very top of that spire was just a floor with nothing underneath it.
Now, if you drop something on a floor in Door 14,
it'll just crash straight through.
So then you can go and set up a trap or you dig out part of the ceiling above it and collapse a ceiling that is the same size of the hole or the floor on top of the open hole.
And the ceiling will just crash right through the hole and go straight through that bunch of demons that have been gathered up at the surface trying to get out of their little trap there.
And that did quite a bit of damage and he only needed to mop up a little bit after that.
Huh.
And I thought that was extremely clever, and I wanted to try that myself a couple times, but I haven't gotten around to it yet.
So just Insta killed a bunch of demons?
Or at least seriously named them, because it's having large pieces of terrain crashing straight down through their tile.
That's pretty genius.
I thought so, too.
Like, my best idea was to have them come into an open area that has a bunch of vertical bars built everywhere.
So they have to kind of go through this maze.
But vertical bars, your bark stores can shoot through without any trouble.
So while they're making their way through this maze of vertical bars, we'd be shooting them from the sides and trying to get them all dead before they make their way to the final door and break that down.
Oh, great.
We're going to talk about archery.
And that worked okay.
But I like collapsing the terrain on top of them even better.
I haven't even touched archery with version 50 yet.
I tried it to set it up and I was not successful.
And even in Dreamfort, I haven't even bothered hiring archers to shoot in the target range.
Does it work?
Once you get it going, then they are pretty valuable, especially for the fire demons that you can't otherwise get close to.
Yeah.
Cool.
Okay, so we're running a little bit over an hour, so maybe we should think about wrapping up.
So, Mike, Roland, do you guys have anything else that you would like to bring up for
to discuss on this fine early summer afternoon?
I have nothing.
Nope.
It's like a past midnight where you are now, right?
Yeah, it's eight minutes away from 1 a.m.
Oh, wow.
So, yeah, I think that we'll...
Thank you so much for staying up this late to...
Do appreciate it.
...accommodate my schedule here.
Yeah, it was a blast.
So this is going to wrap up.
Season 6 of Dwarf Fortress Round Table.
We will be taking the summer off.
We will be back sometime in the very latest part of summer, earliest part of autumn, probably in September at some point, because that's how we do things.
So, Mike, thank you so much for coming back on.
And, of course, we will have you back on whenever D.F. Hack has other releases or really, whenever you want to come back on, just let us know.
Well, that would just be all the time then.
So, yeah, you got anything else that you'd like to add before we wrap this one up?
Well, there will be new versions of DF coming out before we get back from hiatus.
And there's going to be a lot more to talk about then.
Yep.
So keep digging.
Yep.
So we will have you on early on in the next season to talk about DF and DF hack.
All right.
So everybody, have a great summer.
Good luck and dig deep, right?
Yep.
have some nice summer weeks and for tony chow chow that was tony what's that i was pretty angry tony oh yeah
that's cool we'll use your we'll use your chow as tony's chow this has been the dwarf fortress roundtable
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