Dwarf Fortress Roundtable - Ep. 108: While You Were Away…
Episode Date: October 3, 2024Today we talk about one of the DF Hack releases over the summer -- among other things. Scenario Generator site DF Hack Docs DF Hack Release Notes (make sure to hit the down-arrow under "Hig...hlights") From Zero to Dreamfort YouTube playlist
Transcript
Discussion (0)
Welcome to Dwarfortress Roundtable, the podcast for all things Dwarfee.
I'm Jonathan.
I'm Roland.
Hi, I'm Tony.
And last time we met, we talked about, well, we talked about the fact that we hadn't really kept up with what was going on in the Dwell Fortress community over the summer.
Whoops.
But we have rectified that somewhat.
So we're going to talk about, mostly we're going to.
talk about a single release
so rolling tony
how you guys been doing have you played much
video games in the last couple weeks
namely dwarf fortress
much
I sure have
heck have played video games
the correct
are you still stuck on
Warner Warcraft no I
got the Star Wars game
I like it
the Star Wars game
there's a Star Wars game
there's a Star Wars game
It's pretty fun.
Yeah,
Star Wars Dark Forces, right?
It came out like 1997.
How'd you know?
No, it's called...
What's it called?
Scoundrels or something like that?
I can't even remember the name of it.
That's pretty good.
Scoundrels?
Is that right?
I don't know.
What's the name of the new Star Wars game?
Scoundrels, too.
What's it called?
I don't even know.
I can't even remember it's...
Anyway.
Yeah, I have been playing here and there,
and I have to admit,
I simply went back to my...
old fortress and I stare at my snake people again.
And I have to say, over the summer, the amount of graphic changes that have happened are tremendous.
Like, we have now different shield sprites depending on metal or wood.
We have different colors for the shields.
We have more variation in the sprites.
So, for example, I can now see in which hand my dwarf is holding this.
shield. That is pretty
amazing. The only thing that is
still missing are
sprites for my snake people.
So they're just snake people.
You don't really see if they have armor
on or not. But wow.
They always look like cobras, though, right?
They just look like cobras.
If you pick a snake to represent,
that's going to be the most badass one, right?
That's, I mean,
they are cobra people.
That's correct.
But, I mean, I don't get to see
them in armor.
There are no specific sprites
for that.
They just have the,
how do you call that
when the snake
it puts your tongue out?
Oh,
were they hiss or whatever?
Yeah, yeah.
There's like a,
like a sprite change
where they do that.
So that's pretty neat.
Well, that sounds like a mod.
No, it's vanilla.
I don't,
I have like two mods in there
and they definitely don't do that.
I'm saying that sounds like
an idea for a mod for you to create
Snake Man armor.
You know,
That's fair.
Yeah, why not?
Whatever, let's do it.
Well, there's a, there's a mod that replaces the different kinds of grass with different
kind of representative grass sprites.
And that is one of the mods that I have.
It makes your landscapes be much more variant.
It's really cool.
Yeah, if you're really into your different types of grass and foliage, that sounds awesome.
Isn't there like a name for people like that?
Like, wait, it doesn't really come to mind.
of people that like grass. Hang on.
Put heads.
Yeah.
Put heads.
Well, cool.
Well, I have been playing, I've been playing Dwar Fortress since we last recorded, and I have
been enjoying it quite a bit.
Yeah, I chose to live the dream with that scenario generator.
And so the one that I was chasing was dig down immediately from where you embark,
hit the caverns, and settle immediately and colonize the cavern layer.
So that's what I did.
and in a hunted biome so far so good speaking of which i did get a response back from the creator of
the site and they said that they would be happy to to get suggestions for different ideas to add to
the scenario uh scenario categories so if you do use that tool um then i lost my train of thought
yeah if you do use that tool and you have some ideas for things that would be cool
scenario ideas. That's neat.
That's really cool. Someone notices that I've been looking up guitars.
This is Door Fortress.
And so some of the categories of the
biome are the categories that you can choose for randomization of the
biome, the surroundings, the challenges, and the goals.
But most interestingly, the challenges and goals sections
would be good things that we could as a community
suggest to the creator of the site
and maybe have them add to the database.
Interesting things.
So if you would like to add something,
either the normal ways that you can get a hold of us,
email through the Discord server,
comment on this episode on the website,
if you can think of a neat challenge or goal
that you would like to have added to the scenario generator,
let us know and we'll compile them
and send them to the people who make that website.
I just thought it through that in there
because I sent an email to them in the middle of our episode last time
and they responded a couple of days.
later. That's neat.
That's cool. Nice.
Well, I was playing around with trying to create my own, so I'm glad that they will,
I'm glad they're taking suggestions.
Set yourself down for a bit, and let me tell you what good old boss J313 told me yarns ago.
You see, there comes a time in every dwarf's life when they need a solid stone roof over their
heads, and Olawn Paddle Cunjure knew this better than most.
So, with the fortress of Tomb's order up and running, he set his sights on building proper living quarters for his kinfolk.
And we're not talking about any shoddy above-ground human nonsense, no sir.
Dwarves need stone beneath their feet and over their heads, and sturdy walls of dolomite or granite around them.
Each dwarf was given their own snug chamber, carved deep into the rock, and as any good dwarf will tell you, the deeper you dig, the better you sleep.
There's something about the hum of the earth that brings peace to a dwarven soul.
Oh, O'Olan was no fool.
He knew that keeping his folk well-rested would give them the strength to swing pickaxes by day
and keep an eye out for the likes of elves or goblins by night.
The heart of any fortress is its people, and by Thal, they would have quarters fit for kings.
Or at least dwarves who reckon themselves kings.
Yes, sirree, Boss J-313 could really tell a tale.
All right.
So we have a list of things that we have written down to talk about today.
Anybody have anything off topic that you would like to add before we get into that list?
No, yeah, no.
Roland, you added to the top of our list to talk about dwarf personalities and traits and asking,
how much do they influence the game?
Was this added by Cradle?
Was this question asked by Criddle?
or the subject brought up?
No, not quite.
Actually, this question was asked by someone on the DF subreddit.
It's great that.
You should check it out, guys.
Is it a website that actually got me thinking, you know,
because they photographed, they screenshot it like a dwarf
and then marked the personality text.
And then we're like, is this just flavor text?
Or does it actually mean something in the game?
and essentially I wrote that it doesn't really impact the game too much because there were a new player
but I would say that in general it does interact with your game quite a lot
and now I wanted to take it a little apart for people that have been playing and have not
been playing the game so they understand how these personality traits happen like how
they're like how it's made you know then how does this impact my game and do I have to care
about it so if you click on a dwarf and you go to personality then there is a top tax that is
usually like green I think then there is a middle tax that is fairly long and then there's
something small that says something like he needs alcohol to get through the working day,
right?
And the middle text says, let's see, this man has an incredibly calm demeanor.
And then this middle text sometimes has a purplish text in it.
For example, this man, he has an incredibly condominer after experiencing trauma in 158.
And now what does that really mean?
and how does it impact my dwarf?
I always kind of took it that those were.
So, for example, if he was standing around whenever all of his people around him were slaughtered by goblins,
and if he has an incredibly calm demeanor, he might be less likely to go into a mood spiral because of it.
I don't know. Am I wrong?
Yeah, no, I think it really goes in the direction of that.
so are we thinking like for hereditary purposes like if somebody's cranky they can pass the crankiness on to their downstream spawn not really in that sense more in the sense if it says that my dwarf is dower as a rule like what has that been for my dwarf and how does that dwarf then act in my game for example dower as a rule will not generate a
positive thought while drunk.
That's essentially what that means.
There is a sheer propensity stat in your dwarf.
Each individual dwarf has a different stat.
And then it gets rolled like stats for D&D,
but on a scale of 0 to 100.
And for example, Dauer as a rule is between 10 and 24.
And that means that a dwarf,
that has that description, has a number between 10 and 24 rolled for sheer propensity,
and therefore does not generate a positive thought while drunk.
So it does interact with your game.
Quite a lot, actually.
You know, imagine your dwarf drinks but doesn't really get a positive thought from drinking.
That is a huge thing, like a huge happiness thing that just breaks away, you know?
They'll have orange and red personality faces before too long.
Yeah.
or mood faces. That's right.
Also, anxiety, you know, your dwarf is very anxious and therefore is more prone to
stumble around and go stark raving mad.
So somebody that is less anxious, somebody with an incredibly calm demeanor, for example,
is less likely to go stark raving mad and instead chooses one of the other insanity types,
like depression or the angry type so i think it does interact with your game but you kind of have
to take it apart you know if you if you just want a dwarf that is really good at crafting stuff
from stone any dwarf will do but if you quote unquote want to minmax the game as ridiculous as
that idea might be you have to actually look at the stats and the person
personality traits and the personality itself and like consider what that means.
I personally like to take violent dwarfs for my military just because it's like a cool
role-playing thing, you know, because I have a bloodthirsty military.
Yeah.
But they are also more likely to start a brawl in my tavern because of that, because they're
violent.
Well, those are the ones that need to be out with the goblins.
Exactly.
So the answer is, yes, it does influence the game.
Yeah, it does.
And I think it might.
That's cool.
So those personality descriptions are a human language description that reflects a lot of the statistics that are in, that have been rolled for that particular dwarf.
Yeah, no, I think that's, that's correct.
You can, you can imagine it a little bit like D and D stats with the difference that you have way more.
so it's not just wisdom and charisma
or whatever but your role on
I don't know how many there are
it's a bunch I don't have to read all
them but it's a bunch
no need
if you want to if you want to know that
then you can go into adventure mode
and do a deep dive on character creation
exactly adventure mode
these personalities
mostly interact with in fort mode
because then the dwarf
gets to be themselves
but if you take control in adventure mode,
they don't really matter that much, do they?
No, but if you go to another dwarf,
will those traits affect their behavior
whenever they're not under your control?
Oh, yeah, no.
If you don't control them correctly,
they do have a way of being influenced
by these traits and personalities, yes, absolutely.
So if I've got Eurist and Teckad,
two dwarfs that are two members of my party,
I'm focusing on
controlling Tecad
then Eurist
his behavior
might be influenced
by his personality traits
and while I'm controlling
Urist, Tecad's
behavior might be influenced
by his personality traits
It should be
because the PC,
the computer essentially
takes control over the other person
and then acts accordingly
to whatever the dwarf wants.
So I would assume so.
It's just interesting
that you can technically
make a character
that really wants to see the world
and, like, see nature and see animals
and be nice and be kind,
and you play him as the most bloodthirsty psychopaths you've ever played
that just runs inside a singular fortress
and, like, kills people.
Is this something that can be verified through the raws,
or is this something that probably for sure only TOTI and maybe Putnam No?
What do you mean?
Well, if it's, if it's,
locked away in the source code and not in raws,
then the way it really works is under the hood and not really known, right?
I think it's much more open with the personality traits
because you can really just click on one of these people
and you see how they are being influenced
and how they're surrounding influences them.
I mean, if you look at the DFWiki site,
then there's stuff like
during WorldGen
increases the chance of declaring war
wars if you have high confidence
I think to find out that
you would probably have to go into the Ross, yes.
I'm a very confident individual.
I will kick his ass.
Delightful.
Yes, yes.
That reminds me.
Someone asked,
it was one of the questions we had
from last last episode
asked about the
chronicle that comes up
while the world's being generated
they asked if there's
anywhere that you could actually find that
Mike responded to that
in the Discord server
and indicated that it is
ephemeral so
it is recorded
but it's recorded
in the legends mode thing
so there's no list
of those things
that are displayed
during the world creation
so yep
so it is
it's gone
The history of the world is just displayed normally,
but what you see during the world creation is just kind of random picked?
He said that it displays what the game decides
is the most significant event that happened in that particular year.
How that algorithm chooses what it feels is the most significant event.
I don't know.
It's supposedly either the most significant or a significant event that occurs.
But nope, Puck wanted to know if you could find that.
list anywhere so you could read over it and answer to that snow but you can go to legends mode
and look at the entire history so yes you can see that thing that was in the list but it's
going to be buried in 75 other things that happened that year well that's right you don't need to
know everything okay are we ready to to move on sure anything else to add about the personality
traits, Roland?
Maybe just the fact that I want you, the listener, listening right now.
I want you to maybe check out a dwarf and read their personalities because they're so
interesting and so unique.
And I think this is very cute.
Yeah, I've always thought that was one of the attractive parts of the game was reading
the Dwarven personalities.
Yeah.
So I was playing adventure mode.
And while I hope that it's...
adventure mode eventually becomes something that really intrigues me. It's not quite there yet.
So I was murdering a horse that just did nothing more wrong.
So I was murdering a horse.
Then happened to just stand there near my dwarf. And whenever I was whacking him with my mace,
there was these little green animated arrows that was emanating off the horse.
They were inverted L-shaped little green arrow.
and they were just moving up and diagonally.
Do you either one of you know what I'm talking about,
and do you know what that means?
Yeah, you sent the picture, but I am stumped.
Yeah, okay.
So, interesting.
Isn't it maybe the direction the attack is going?
Well, the attacker, you can see on that picture there,
is the dwarf of the crossbow in his hand.
He was repeatedly whacking the horse over the head with the crossbow.
How?
At that point in the battle,
I simply was just running into him.
And every time that I would do the standard default attack,
it would choose a different thing to whack him with.
Sometimes it would whack him with the mug.
Sometimes I would whack him with the crossbow.
Every once in a while it would whack him with the mace.
Usually it would whack him with a fist.
So that's one of the things that I didn't really care for so far about the adventure mode
is whenever I'm in a battle and I actually want to use my mace every time,
I couldn't find a way to, by default, use the mace.
I would have to, every time, click the attack button,
then choose, you know, the details of where I'm going to,
or what I'm going to attack him with.
And for every time that I wanted to hit this horse over the head with a mace,
I had to do like five clicks.
So still some, some UI things maybe.
And it could be that I'm doing it completely wrong,
which is a reason that I would.
want to bring up once again the idea that we do a group session under adventure mode so that
you guys can look over my shoulder while I drive and you can tell me all about it like we did
a year or two ago. Yeah. Jesus take the wheel. Jesus take the wheel. Jesus take the wheel.
Or Armourke take the wheel. A good idea. Do you do you pick the attack that
that you're going to do with your dwarf?
Or do you just auto attack?
Well, if I wanted to use my mace for sure,
then I would have to pick my attack.
But if I just run into the horse,
that does the default attack and it auto attacks.
And the auto attack was strike the enemy,
but it struck the enemy with random things.
About once every six or seven strikes,
it would actually use the mace that I wanted him to use.
Otherwise, it would use the crossbow,
the mug, the musical instrument that I had in my hand, my fist.
You were all holding these things in your hand, were you?
No, no, these were not things that I was holding in my hands.
They were just the things that I had on my person.
Oh, that's weird.
You know, I don't think I was, I could have been holding them all in my hands and
didn't realize that I was.
So that's why we need to have that group session so that I can learn a little bit more
about adventure mode again, like we did before.
I thought it worked very well.
Yeah, man.
Okay.
We can do that.
Yeah.
That sounds fun.
So let's go ahead and plan that off, offline.
And we will post that one to probably our patrons first.
And then we'll post it to YouTube or something like that.
That's right.
YouTube's that streaming site.
Yeah.
It's owned by, I think.
A company called Gergel.
Was it Gergel?
Hulian's YouTube?
Is it Hulu?
Is Hulu?
Is Hulu own YouTube?
Yeah.
Something like that.
That sounds very correct.
Yeah.
So, okay, cool.
I just wanted to bring that idea.
I think it's a tremendous idea.
Do you remember the great Garzini?
Well, he knew that no fortress worth its salt can run long without a place to patch up the inevitable bumps, bruises, and worse.
So it came to pass that Olawn Paddle Cunjure saw fit to establish a hospital in tomb,
order and they called it the earthen houses named after some old healers grubby indoor herb
garden they say though no one quite remembers the tale the earthen houses was dug into a cozy
corner of the fortress with beds lined up for the wounded and coffers stocked with all manner of threads
crutches and dwarven bruise said to numb the pain and occasionally numb the mind too you see
dwarves aren't much for magic healing like the elves nor do they care for human doctoring with all its pomp and
pretense. No, dwarves fix themselves up the good old-fashioned way, with grit, a pint of ale,
and a lot of patience. And truth be told, there's something comforting about knowing that even in
the heat of battle or the cold of a cave collapse, there's always a spot waiting for you in the
earthen houses, where a fellow dwarf will see you through. Garzini was indeed a very wise fellow.
Mike has released his second video recently for From Zero to Dream Fort.
Let's go.
Yes, those are incredibly detailed, wonderful videos.
And Mike has such a wonderful voice, so.
Very calling.
Yes, I recommend that everyone goes to YouTube and check out the From Zero to Dreamfort series.
This one, episode two, he is basically preparing you for your embark.
So check that out.
a real long video it's i think this one's like 13 minutes so they're nice bite size episodes
and if you think that quick for it sounds like it could be a handy tool it is and mike is
demonstrating and mike is the person who who built these blueprints so i want to do a shout out
there yep that's neat okay anybody else have anything to add before we get into our extended
df hack corner oh no let's do it sounds good i am waiting for the call
okay eagerly awaiting like I said at the start whenever we did our last episode we promised that we would go back and take a look at the things that happened over the summer and we would comment on them well I got hung up on the very first thing that I came across and that was the DF hack release that happened just after we had mic on at the end of last season this was DF hack release 50.30
or three, I believe it was.
Double check that.
Yeah, I think that's what it was.
It doesn't really matter.
It's not the most current release.
This is the one that happened back in July.
But I started digging into it,
and it has some really cool stuff.
I'm going to go ahead and bring up the GitHub page for it.
And by the way, a lot of people don't really like going to the GitHub page
because sometimes there's not a lot of useful information to the everyday player.
As far as the release notes for DFHack, that is,
not at all the case. They have wonderful release notes in the GitHub. Some of the things that
were released were the tool that's called GUI design. Now, we talked about that with Mike
in the previous episode, but I had a chance to play with that some. And whenever Tony saw my
results from using GUI design, you thought that it looked fetching, I think. Is that a
description? Looks really cool. Yeah, very artistic.
It's fetching, I guess.
Would I say that?
I don't know, but I'd say it's really cool looking.
Super cool.
So I think that you phrased it very well earlier.
It's like Microsoft Paint for Dwarfortress.
Yep.
It's Slays.
We like it.
I did some, a circle and inside the circle is a rectangle,
and inside the rectangle is this blocky pixel art-looking quarter set.
So my hospital looks really, really wicked.
It looks pretty cool.
Oh, and I just noticed that that little underground water thing that's up just above it looks a little bit like Mickey Mouse.
But, oh, I can't say that.
We're going to get banged by Disney.
I think you can say Mickey Mouse.
I can't say Disney.
Yeah, I don't think you're allowed to, I don't know.
Don't speak their name.
Don't say the name.
It's not Voldemore.
Fidelmouse.
Beetle juice, beetle juice.
Voldemouse.
Wolvermouth.
Beetle mouse. It's neat. If you've wanted to do circles, it's a great way to do it to de-squarify your life in an easy way. And you can do Bessie A Curves, which I think that we went into a long detail about Bessie A Curves in that last episode. It's all I've been thinking about. So if you're interested in that word, then listen to episode 106. D.F. Hack with Mike, I think it's the name of episode or something like that. So yeah, it's really awesome. And it lets you do some nice, visually appealing
design work in your fortress.
I mean, you could do it before,
but this just makes it a heck of a lot easier to do.
Okay, so yeah, that's one of the cool things,
designated design digger.
And there are some animated pictures in the release notes
that talks about, in fact, all of these features.
There's some screen caps.
Another tool that might be useful whenever you get a bigger fortress,
there's one called TimeStream.
And the purpose of that is when you turn it on, it adjusts real world time to speed up, not real world,
your game world time to speed up when your frame rate goes down so that if your fortress slows down, it speeds the universe up.
I think that's, that's way to say that again.
So let's say that you embark with a fortress and you get down to about 30 frames per second, okay?
If you turn on time stream, then it will speed up the passage of time in the universe, in the game universe, such that the dwarves and stuff will move at the same speed that they did whenever you embarked.
But if I understand correctly, the time in your universe is going by much faster, but the dwarves are getting their crap done in a faster method.
Now, Mike is probably listening to this right now and poking his own eyes out because I'm explaining this all wrong.
Probably saying, no, I disagree, guys.
Yeah.
Tell you what, what I'm going to do here is I'm just going to read from the release notes because that explains it much better than I could anyway.
The release notes state, TimeStream has a simple premise.
When the FPS drops, speed up reality to compensate.
It dynamically adjusts the calendar so that the floor.
of time scales to match a target
FPS, usually 100.
Put simply, it makes the game
move as quickly as it did when you first
embarked, even when you have hundreds
of units on the map. So, yeah.
Hmm. Hmm.
Okay. Well, that's going to be fun to try.
How taxing is that
for your PC?
Well, it does say that you need to have
a cray, but that's
okay.
Which is basically the compute power
of an Apple watch these days. Yeah, I know.
sad i will yeah what um okay so if we're not doing cray uh what do we got to do for this to
make i mean yeah is like what do we lose you go to times too good to be true yeah it does i've not
tried it sounds a bit like download more ram which to be clear doesn't work no that doesn't
but upgrade to a uh no an i-9 might 14th gen i mine i9 i gave up on intel and their cpues can't do it can't do
get an m6 i went uh i went to uh what do you call them amd like uh yeah i went
rising 79 50 rise in 9 7090 yeah pretty good one of the biggest problems i have with amd is i
can't figure out their naming scheme so it's like could you show me the number in their in their model
that tells me that it is bigger than the one before like with the intel generations the i number
and then the first digits of the model
tells you what generation
and what level of that generation it is?
I've never figured out rising.
No, I think, I just went,
yeah, I don't know,
I think I might have sorted by year released
when I was shopping.
Yeah, I gotta do that.
This baby is so single core.
Is it?
It's single core the heck out of it.
Yeah.
Yeah.
I got sidetrack there.
What we're talking about?
Single core.
We're getting sidetrack?
Never.
No.
Anyway, yeah, time stream.
You may need more processor.
I don't know.
I don't know how it works.
Next time we have a mic on,
let's put a note there, a little...
Yeah, timestream.
I mean, I can kind of imagine.
Magic rocks.
Mike, about timestream.
Wow.
Isn't this like download more RAM?
All right.
Map editing, interactive map editing.
You can use the tile
Types tool to basically replace stuff that you accidentally dug out.
This would definitely be one of those Armock tools, which is kind of a Godmode tool.
But yeah, I played with that for a while.
It works very well.
If you are in a situation where, let's say, for example, you are in a biome that has no soil,
but you want to quickly throw down a mushroom farm, then you can change six tiles of
floor from stone into soil.
It works really easily.
it will let you add stuff back
I haven't figured out how to make it clear stuff out
but which is okay
if you wanted to make a really neat design
in your fortress and you don't care to cheat
then you can clear out an entire level of stone
and there's probably a DF hack tool
let you do that as well
and then build up your new
oh sounds like European sirens again
yep oh exciting I didn't hear of dang
yeah so you can
clear on level and use the tile types to fill in obsidian walls, if you wish.
So it's pretty cool.
I played with that a little bit.
Being able to sort by material type.
That's what you're talking about.
What's that?
Being able to sort by material type.
No, I'm talking about being able to actually replace the materials that you accidentally
dug out or that you dug out with new material, put it back in.
Mm-hmm.
You can.
So fill in my minds, you say.
Yep, you can fill in your minds.
Huh.
Well, things they did not use in Kazadoum, that sounds very cheaty, to be honest.
Yeah, that's what I'm saying.
This is definitely an Armagh tool.
It's an Armach tool, yeah.
Yeah, it's very much a very cheaty, cheaty tool.
But, you know what, like I said, if you are in a biome that has no soil, this is a quick example,
If you have a in a biome that has no soil and you want to grow some mushrooms real quick and you can't get your damn dwarves to dump water on the floor, then just throw down six tiles of dirt, replace the marble floor with soil and plant your farm.
So, yep, it's definitely cheating, but it's still handy in certain cases.
Also, there are situations where you accidentally dug out something, then you can replace it back in.
That's all right.
That's cool.
I usually just try to wall things off.
off. I wonder how that works in caverns.
Do you know?
Yeah.
Build up?
Yeah. I'm sure you can.
Or is it like the Microsoft Paint fill tool and you click once and suddenly your
caverns are gone?
It fills just like any other selection in Dwar Fortress.
You can click a drag or you can, yeah.
That's pretty nice.
What is up with the sirens today?
Something on fire.
Come again.
there's a population control tool where you can keep your migrant waves to a reasonable size with a setting I'm going over these fairly quickly because there's there's a couple of them that I really really dig and I'm going to plan on spending more time on those yeah if you get overwhelmed by migrant sizes or migration sizes then you can control that trade depot pathability visualization for wagons
I don't know if you remember back in the 47 days whenever you were placing your trade depot,
you can hit the capital D key and it would show you whether or not your depot could be path to.
Well, when that went away with version 50, that annoyed me because I used that every time when I was placing my trade depot to see if,
because I like to go to heavily forested areas.
And when you do that, then there are oftentimes where you can put your trade depot in a place where they can't get to.
And the caravan will come up and say, I can't get my wagon in there.
What are you, fool?
And then you have to hit the D key and go, oh, well, I guess I need to cut down some more trees.
Well, that wasn't available to us.
It is now.
It is available with the pathability viewer in DFHack.
You can either have it follow the mouse or you can select the trade depot and it will tell
you if any particular point on your map is pathable.
So it's pretty cool.
Yeah, I know.
I haven't.
it doesn't seem to do that on its own now, does it?
Nope.
Like I said, they took that away with Virgin 50,
and it annoyed me to no ends for quite a while.
Yeah.
It seems that Patrick Shaw told tale of a darker side of Tomb's Order.
You see, Olaan wasn't much for the company of humans,
but, as the saying goes,
sometimes you've got to let the wolf in the door
to know where to set the traps.
Three humans came knocking on the gates of Tomb's Order
one fine day, all smiles and pleasantries, asking for a look around. Well, sneaky O'Olan wasn't
about to turn them away, oh no. He let them in, showed them the stonework, let them marvel at the
craftsmanship, and even poured them a mug of Dwarven ale. Of course, Olaan knew their kind couldn't
appreciate the true artistry of a fortress like this. They were only dazzled by the shiny
things, lined to the depth of it all. But O'lan wasn't concerned with their eyes.
No, he had plans for these three, and let me tell you, it didn't end with a friendly farewell.
They were allowed in, sure, but they wouldn't leave without understanding the consequences of trespassing on Dwarven soil.
Oh, they'd be punished all right, in due time.
Thall himself would see to that.
But for now, let them think they're welcome.
Patrick Shaw knew that there's more than one way to trap a human, after all.
okay so now we're getting to the good stuff
yeah yeah okay there is a new tool called gooey journal which i friggin love
gooey journal it lets you make a journal that saves with your fortress when you close it
so you can take notes and those notes stay with the fortress and you can pull them back up
by pulling up your journal i think it is there's a uh
hotkey for it even. I think it's
Control J. What was it?
Let me look here.
I've got to start a fortress.
So it's like
notepad in the
Ford? But it's better.
I'm about to tell you why it's better.
It's so much better because
you can create your own freaking hot link
table of contents.
You can put two hashtags in front
of something and it becomes a header.
And that header shows up at the table of
contents to the left side of your of your journal.
So if you take a look at the picture that I posted to the, to the discord, then this is one
that I just kind of threw together to show you how you could use this to help plan
your fortress.
I am very often starting a project and then I quit for the day and I never remembered
to go back to it, right?
So is it, so if I understand it, this is basically like you can.
keep track of the things you're working on.
So if you're working on a Dwarven Meat Grinder, let's say,
you would be able to keep track of that.
And you could, like, build that.
You could put an entry, Dwarven Meat Grinder,
and then a link on the map to where it was happening.
I don't know about the link to the map to where it's happening.
But what you can do is you can put a link in your journal
so that you can go to that header by clicking it.
Yeah, I see it.
That's, that is.
That's actually pretty cool.
Yeah.
I think I would dibble dabble with that.
So let me see.
Am I in the,
that's not the right one?
Is that the right one?
Yeah,
that's right.
Okay.
So I'm screwed.
I'm going to share my screen just so that I can show you guys.
Because this really excited me.
I'm easily impressed, I guess.
No, I want to see it.
I saw you,
you would put up a picture.
Yeah.
So let me share the window.
Door Fortress.
Where to go.
There it is.
Okay.
Uh-huh.
So you can see my door fortress now.
There we are.
It's this very typical door.
fortress screen that we're seeing.
He's underground, elevation 12.
Oh, now he's above ground and it's fall going through the fortress.
Things happening.
Okay.
Oh, wow, there's some neat, neat designs from the GUI.
There is.
Everyone should check the GUI thing out, by the way, if they haven't yet, and check
out some of the signatures or some of the screenshots that we've put in our...
Oh, you're talking about the GUI design?
Yeah.
I'm just encouraging folks to definitely check that out.
So, let me go ahead and put it up here, GUI Journal.
So GUI News slash journal.
Nice.
Oh, GUI slash journal.
Yeah.
Okay, got it, got it.
So here's my journal, okay?
So let's say that, oh, I need to take a look at the bill of materials for my great waterfall
megaproject.
Did you add all this in yourself?
Yeah, yeah.
Okay, so it's like notepad, stickys, it's sticky notes for Door Fortress.
Pretty much, but the thing, but what really makes it cool and is the fact that you build
your own table of contents.
So I put a hashtag in front of megaprojects and it built a megaprojects header.
I double hashtag the next line for the Lizard Colossus, and it made a Lizard Colossus header.
So if I want to, oh, you know what, I want to go back to the Grand Trap Hall that's up there in the defense, I just click it.
And it takes me back to that spot in the journal.
Okay.
If I want to add a section about, I don't know, mandatory military time, I'm going to create a section on military.
And look, it just created a new header in the contents for military.
and then I want to put a subheading for length of service,
and it just created a misspelled like the service subheading.
And I can put whatever I want to in here.
I'm going to look up some Lorham-Ipsum copy and paste in here.
So now that's the text that I had under that.
So that text isn't in here, but I can now,
I can now close down to a fortress and I can come back.
And next time I play, I can come back down here to the military stuff and I see where I was.
Yeah, that's neat.
It may not be as useful for other people.
No, I can see the value of that.
You have to be somewhat more organized than I am, I think.
But I do like it.
It's a way to not forget where you were.
And it also will give you a chance if you're playing a Bloodline Fortress of letting whoever is doing it, letting them know what you were doing.
So you don't have to use it with the headings, but I think that those headings make it, you know, bloody well useful.
Yeah, I think you're right.
I think it's neat.
I'm bullish on this.
Bullish.
Bullish, I tell you, bullish.
I wonder what kind of subredits you frequent.
Hmm.
Me?
No.
What?
What?
No, it's okay.
I don't know where that came in.
You're not seeing my subordinates, are you?
No, no, because he said bullish.
Bullish.
Oh, he's thinking he might be a, what do you call it?
What's that thing called?
What?
What?
No.
No.
Did you say bullish or did I say bullish?
Bullitt?
Tony said bullish.
Did I say bullish?
I said bloody more useful.
Yeah.
Yeah.
Oh, God, we're all confusing ourselves.
Yeah, yeah.
No, yeah.
Tony said bullish, and I only had that
and one particular subred itself on.
I didn't note that it was a...
A peculiar one.
Yeah, it just means excited about something
and...
I don't think it's a term that comes from the stock market, right?
Yeah, yeah, exactly.
Yeah.
Noted stock picker here.
Although, I don't usually say that I'm bearish about something.
Well, you can now.
Yeah.
We can open that language up.
I'm bearish about my new scenario driven for, I don't know how we're going to do here.
A little concerned about it.
Okay.
Well, I have one more really impressive feat that I think happened.
Oh, by the way, the GUI journal, the DFHack Journal, was contributed by a computer.
community member Psycho-Wi-WICO. So that's one that
contributed by someone who apparently is not one of the
core DFHack team members. So yeah, that's pretty awesome.
Which means that if you have something that you think is cool
that you have modded in and you think that it would be a cool
thing to add to the DFHack slate of tools, talk to Mike
and see if it's something that they think would be a good
addition because this one was.
Sounds neat. Yep.
Loving it.
Loving it.
One more tool that I want to talk about real quick, it's called sitemap.
And while you have this functionality in Tor Fortress anyway, this makes it really, really, really easy to find anything in your fortress.
You need to find out where that artifact is.
Pull up Goey's site map and just look through the list.
Tell me more about the site map.
Let's see.
Let me go ahead and let me see what you're up to here.
Goey slash sitemap.
Unfortunately, my particular, my particular fortress is very young and it doesn't have any artifacts.
But if it did, you would see a list of all of my artifacts right here.
And I can scroll through that list and I can double click it and go to it.
Do I need to quickly find out where this water buffalo bull is?
Hey, I can double click him.
And there I am.
Dang, that's neat.
If I want to go to the fenced houses, which is the name of my hospital, I click it.
And I'm there.
If I want to find out where Erist McDwarf is, I click Erist McDwarf, and I can, oh, you
know what, I could search for him.
I go, Erest, and, you know, I don't have anyone named Eurst, but I have someone named Aesob.
If I know where Aesob is, he's right there.
Then I can click on Aesob.
Aesop's cool.
Aesop's cool.
Sight map, man, that's going to be so useful in finding those doggone artifacts.
Yes, absolutely.
Those artifacts are a real pain.
And it'll be useful for finding you.
your mayor. So you don't even know who your mayor is right now. Goey site map. Type in mayor.
Speaking of mayors, have you guys ever had any like political drama in your forts about the mayor?
Why don't I have a mayor? Oh, I have an expedition. You mean, you mean like my mayor is a vampire,
sent help? Well, no. So I had a situation recently where the somebody wanted to be the mayor and they
was really popular, but somebody else was also equally popular.
And then the mayor kept changing each time they would choose a new mayor.
And then I felt like there were a lot more fights in the fort.
And I don't know.
In my mind, I just thought, you know, I don't need political drama in my life right now.
So I just flooded the fort and left them, left them to figure it out.
It's like, you guys can't be civil and figure it out.
And you're going to brawl in the taverns, then you all desert what you get.
So I flooded that.
So you had on.
On one side of the fortress, you had the Dwarfington Post, and on the other side, you had the Dwarf Truth Network, right?
Yeah, exactly.
We were dwarfing, and then, yeah, we're fact-checking.
But actually, in this fortress, it turns out they were eating the cats and dogs because there were too many.
Yep, that happens.
That was actually a true thing.
So that was unusual for us.
So I'm at my point where I need to get out of here, and I apologize.
I have freaking dominated this episode.
You're doing great.
You've brought
You've brought many wonderful things to us today.
And I'm stoked because now I'm going to go and I'm going to play this game today.
That's what I'm going to do.
So our next episode, we will take a look at something else that happened over the summer.
We know what you did last summer.
God, that sounds exciting.
Yeah.
What?
All right.
It's technically fall, isn't it?
It is now.
whenever we stopped paying attention to the to the community of dwarf fortress it was summer
that's right because we're bad podcast hosts yeah we're we're very well we had some budget cuts
there's some cutbacks this year with our systems yeah we've lost a few people so we're gonna need
you to come in on Saturday okay it's Sunday too yeah okay look at us look at us just going on
and on, rabbiting on.
I think that I'm going to go ahead and close down this episode now.
Indeed.
Okay.
Go right on.
Yeah.
Bring it.
Bring it.
All right, everybody.
Thanks for listening.
And we'll do better next time.
Yeah, we're great.
Do better next.
I think this episode is great.
Cut.
Yeah.
We will continue to exceed your expectations for podcasting excellence.
Yes.
Yes, we will.
That's a good one.
I can't believe how great it was that we all won Webby Awards.
this year for Best Door Fortress Podcast.
My cat's one for Best Cats and a Dwarfortress podcast.
Only Door Fortress Podcast.
Okay.
All right.
No, there's more than one now.
So there's us, there's strange mood.
And there's the forever, there's the forever dormant Dwar Fortress Talk.
Record more episodes, guys.
Come on.
All right.
I'm out of here, guys.
Rising tide raises all boats.
Ciao, folks.
Bye.
Bye.
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