Dwarf Fortress Roundtable - Ep. 75: A Release Date, Auto Cart Paths, and Other Novelties
Episode Date: November 14, 2022In today's episode, we celebrate the release date, announced last week. Kruggsmash's Fun with MinecartsBlind IRL's Reddit post mentioned in the episodeSupport Dwarf Fortress at Bay12Games.comSu...pport Dwarf Fortress Roundtable on Patreon
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Welcome to Dwarf Fortress Roundtable, the podcast for all things Dwarfee.
Every couple weeks or so, your hosts gather to talk about our favorite game, Dwarf Fortress.
So let's join your hosts, Roland.
So I thought it might have gotten mixed up, but apparently not.
So it's just...
I'm buying some Nutella.
Okay, now it's time to start.
Mosquito brain cocktails.
and Jonathan.
Have you got a new recording setup or something?
We've covered this before, haven't we?
As they present insightful, irreverent, and often incorrect analysis.
And always remember, losing is fun.
So...
I don't think anything is...
Pearl Harbor Day?
Nothing's happened.
Nothing, nothing new.
Yeah, no.
The community of dwarf fortresses is dead, yeah.
Yeah, it's dead. It's over.
December 6th, 2022.
A day that will live in war for me.
Yeah, I was going to say, is it Pearl Harbor Day?
Is that what we're getting?
That's only if they push it out of day, right?
Yeah, that's right.
Okay, so I haven't had a chance to look at this stuff
because I literally got in last night at 10.30,
and then I woke up this morning and I've had a work meeting,
and now I'm wandering in my house going, where am I?
Well, really, nothing much has changed except for the fact that there's a date.
And the date is kind of closer than, I think,
we expected it to be.
Yeah.
I was putting 2023.
Maybe you wanted it out before the Civil War starts.
I think that it's documented that I actually said,
I believe that it's going to happen on December 6th, 2022.
I think you're right.
I think you got it perfectly.
Yeah.
Yeah.
I think that I win the Kupi doll.
You do for a bottle of Kupi mayonnaise.
I could supply that.
I think, I think Roland, I think you said something like 2025.
Oh, I don't remember anything.
thing. My brain is
Swiss cheese. But the thing is, is if you
go too early, then
you jinx it, but if you say, you know
what you mean? Like, you say it too late, and then you're like,
wow, my expectations have been exceeded.
In all honestly, I think
that I said this fall,
I think you said early
2023. Yeah, I thought
winter. Rowland was expected to maybe
delay a little bit longer. Yeah. I think
what saved us is that there were
very few, I don't think a lot
of features have changed.
I don't think he's added, like, a magic subsystem or anything in.
I think it's just the base game, and then he's rewritten the whole engine, so to speak.
And now he can get back to, you know, building the, you know, building the game.
So maybe by 2025 we'll have that magic update or whatever.
Not a lot has changed, but I noticed, and we missed this on October 1st, he did a dev notes,
and he talked about constructing track ramps and being able to have them basically auto route.
Oh, that would be helpful.
That would be usable.
That would make it much easier.
I'm going to quote from this October 1st dev notes.
It says,
Yesterday I finally did what I should have done all along.
For both carved and constructed tracks,
click point one, hover over point two on any Z level,
and the game displays a track path for you.
If you'd like it, click.
If you don't like it, move to a closer point
until it picks the right path and finish up your design piecemeal.
Hmm.
Okay.
That's nice. That's way less confusing than it is now. Maybe I think that's a really good feature.
Yeah, perhaps it is. I still don't use carts in general. I think my dwarves get along just fine pushing wheelbarrows, but I don't know.
They're poor knees. The problem with carts as I see it is that they restrict you to a particular path.
So you need to pick that path really well. And much like a railroad.
road in mid-19th century
America, your activity
is going to be predicated on how close it is
to that cart path. I've
always felt like they were just weapons.
Weapons? Oh, because of the
mine card shotgun, you mean? Yeah. Yeah, or just
the, you know, that thing. Shout out to Nate from Australia.
Yeah.
Goody.
He's getting a lot of good run on the show.
He is. He's got a lot of mileage out of
his mind cart tracks or kilometer hitch.
He probably doesn't listen anymore.
No, he's probably just like I'm.
done with that um but yeah there was also the one where it's like the mind cards going back and forth
really quickly and it's like you kind of have to run across it like frogger and then it becomes
it becomes like a weapon based on that it's like you can you can invade if you're really lucky
yeah i think that uh i think the crook smash had like a giant water wheel powered cart loop that if
you try to run across it it would tear you to shreds yep that sounds about right that yeah i seem like
I seem to remember that as well.
That's the way God intended them to be used.
And I saw that guy's back doing streaming and stuff.
I haven't checked any of it out yet, but it's nice to see he's back.
Yep, yep, I agree.
I agree.
There's a shout out to Krug Smash.
The Krug Smash button has been clicked.
I wanted to say something about Minecraft's right.
I hope that now this change is out, or this change will be out, that I can finally use
my cards because, you know, it would be nice to use them, but I have a small brain and I need help.
Oh, you know, it'll be interesting to see if it gets fixed is, you know how there was that exploit
where if every time it hit a ramp, it accelerated?
Mm-hmm.
So I wonder if that's going to be fixed, or is that part of a design element?
That is a good question.
Because I always heard it talked about as an exploit.
Yeah, it was an exploit such that you could have powered, unpowered.
carts, right?
You could arrange it so that they
had almost like
an infinite, what's the name
of the machine that keeps going
with no energy that...
Perpetual motion.
Perpetual motion.
Thank you. Perpetual motion.
Yeah.
Yeah.
Four fortress of mine carts defy Newton.
Physics is a little different
in the Dorman world, which is great.
So we'll have probably
maybe one more, maybe two more episodes
before the release. I don't know.
I haven't looked at the calendar really yet.
No, and I know the holidays are coming up.
We've got one of the big American ones is coming up.
So actually two releases, yeah.
Yeah, so we probably do need to talk about that with as long as our summer hiatus was.
I don't know that we should take an extended hiatus over the winter.
No, we've got the hype train running now.
Yeah, exactly.
So we've got to go in December because it releases on Tuesday.
day, December 6th, if it is assuming that the Dural Fortress release is on schedule,
we may have to record on the December 11th just to give our initial reactions.
What do you guys think? I'm a day one by. I think I'll go ahead and buy it. How about you?
Yeah, I'm too. Yeah. I'm kidding, by the way. For anyone listening, I was joking.
Yeah. I would pre-purchase it if they would have done that.
I was on the fence
I'm not sure
It seems a little hard
What's that
What?
The game
What do you mean
I was joking
I was joking
I don't think it's that hard
He's being droll
I'm just being that way
It's early here man
It's early
I'm looking forward to
Also seeing how my muscle memory
Is
messed with
I have dwarf fortress
In serious muscle memory
At this point
Yeah
Where did we land
On the keyboard
Shortcuts
thing. I think he put it in.
I don't really know. Put it in or put it back?
I'm pretty sure he put them back.
I read something. Where it sounded, one of his updates,
where it really sounded like he's just trying to put more of the keyboard stuff back in,
the controls. He was talking about controls. So I assume it's that.
I suspect that many of them are back in, but because of the way the menus have changed,
some of them will be different. That could be, yes.
For example, with workshops, when you're building a work.
workshop, apparently they're categorized a little bit better than they are in classic
dwarf fortress at this point. So I really suspect the build, you know, you go BWC for Kraftstorff's
workshop. That may change because I think, you know, like now you do BW and then whatever the
letter is for a still. I think it's L. BWL would let you place a still, but now stills are
going to be under the farming category. Oh, I guess it does kind of make sense.
though. It does.
I'm not, that's not a complaint.
No, I was like, oh, yeah, okay. Some muscle memory is going to change a little bit.
Agreed. Yeah, I think that, I think that is going to be a thing. But hey, you know what?
Like one thing I notice is change in general tends to freak people out. I mean, just, it's like it is now different than it was.
And so, you know, it's different. You know, and we can figure out if it's something that's better or,
worse or whatever, we'll, you know, we'll certainly have the time to figure it out.
And it'll be weird at first, I imagine, like it always is.
Look, man, I was still installing Windows 2000 and in 2008.
Nice. Nice. Yeah. I am a, typically a slow person to uptake user interface changes.
I think I've gotten better. Out of support by then. As time's going by. What's that?
It was out of support by then, wasn't it?
Um, yeah, I don't know, it was, you mustn't.
It was close.
So, anyway, let's stop boring rolling with this.
What about my socks?
Let's talk about museum peace operating systems.
Yes, exactly.
Attention members and guests.
Burma Bradley, administrator of the armored paddle, requests the attention of all craft swarves of the Silky Guild.
On display now in the armored paddle is an exhibition of the craft of guild member Autumn
nightegereth. The item is a masterfully designed figurine of dwarves in Schist. The dwarves are laboring.
The artwork relates to the foundation of ivory channels by the cradled rampart of the gleeful seals
in the early spring of the year five. Contact Burma Bradley, administrator of the armored paddle,
about demonstrations and lecture scheduling. Come learn and enjoy fellowship.
Speaking of museums, I actually, okay, so I'm going to do a very quick bounce and segue,
museums. You can do that. You can build galleries and museums and stuff in the game.
Why would I want to do that? And does it give them happy thoughts or, like, what's the purpose of that?
Roland, you want to go first? What do you think?
Sure, because I was curious at that when I saw it. I don't know that it was very early. I built a statue and then it
said like oh yeah hey look at that you can make a statue garden and i'm like huh huh excuse me and it looked
like people actually went in there and just looked at statues in their free time they mingled
around looked at statues looked at art and if you do the whole pedestal thing and you put like
something on the pedestal and then make a museum they apparently do the exact same and when there's
something like an artifact on the pedestal, then they stare at the artifact and get like a good
moodle thought from staring at an artifact. So it can help, but it's not one of the
the really social activities where they talk to each other and like find friends and stuff.
and maybe a museum is like short-term happiness booster
because they stare at the artifacts that you might have
but all social stuff
when they can actually socialize and make new friends and stuff
that usually tends to give them happiness for a longer time
so I stopped doing museums
also you can make a fake museum quote unquote
where you put all your artifacts on pedestants
on pedestals into a room and then you lock the room so that if you have any thieves,
they can't really get to your artefacts.
And even if like somebody is mingling around the door, they can't get through because it's locked.
And at some point you can see that somebody is like sneaking around the door,
then you can hopefully at least use your police to like find out what they're doing.
And sometimes they just say, oh yeah, you know, I'm just here to steal your artifacts.
How lovely.
Oh.
I use them in a slightly different way, museums, and they don't necessarily have to be a museum,
but I build a bunch of pedestals together, so I might as well make them a museum.
Right, because it offers it.
Yeah, yeah.
So we've talked in the past about my way of doing bedrooms such that none of them have doors,
because doors decrease from the value of rooms.
Wait a second.
If you put a door in a bedroom, it decreases the value of the bedroom.
Yeah, because the door cannot have the,
benefit of an engraved wall.
Yeah, you lose one engraved wall, basically.
I see.
Yeah, also a break in the wall, I think I read this on the wiki somewhere, but I think that
a break in the wall in and of itself decreases the value of a room.
That may or may not be correct, but in any case, I build rooms with no walls, sorry,
with no doors, and do the engravings on all the walls.
but to do that I put a stair from the from the layer above or below to the middle of the room right so my bedroom layer my apartment complex is an entire floor of rooms with no doors and above them is typically a down stair so that layer above them is this great big hollowed out area what I do there is make that my museum I put the pedestals near the entryways for all of the all of the bedrooms so that they would
walk by the pedestals as they go to their sleeping chambers.
Another thing this does is whenever I, well, another use that I have for my artifacts is I use
them to make guild holes be grand guild halls.
So I can put artifacts in the grand guild halls.
Whenever you are choosing artifacts for pedestals, Dwarfortress right now is not all that
clear about which artifacts are on display and which artifacts are,
are in a stockpile somewhere.
And you don't want an artifact in a stockpile
because you might accidentally trade it off.
I've done it before.
So if you put all of your artifacts on pedestals
in this area of your museum,
you can look down at the ASCII art
that shows you a little picture of where the artifact is.
And if it looks regular with smooth floors
and other pedestals are around it,
I know that that particular artifact is in my museum already.
and I don't need to move it to the museum.
Smart.
Okay.
That's the big thing that I use museums for.
And I got to think that they get some happy thoughts as they're going to bed that they get to see artifacts.
I think you're right.
One thing I would love to see changed in this new version is, you know, when you click on the artifacts or something, it'll show you where it is.
But then it breaks out of the tile set mode straight into ASCII, and it shows you like an ASCY stuff.
I would like to not have that happen.
as a non-asky person.
Well, that's exactly what I was talking about.
The fact that I have trouble seeing the,
when you look at that little asky thing,
if that little asky thing is a circle pedestal
with pluses all around it,
and you see another one of those
because I put my pedestals like,
you know, three tiles apart,
if I look down and see that it's that regular pattern,
I know that it's already in the museum
and I don't have to move it.
That is cool.
Yep.
So there was a dev notes that he released
that was pretty cool on October 22nd.
Did you all see the windmills?
I liked the windmills.
The fact that they turn into the wind,
that's pretty cool.
That is very cool.
How are you guys,
how are we doing with windmills?
I just have not spent enough time building them.
That was going to be one of my big to-does
for the steam release is really just getting my act together.
I've spent no time building windmills.
I've done water wheels, but not windmills.
Okay, okay, okay.
All right.
I built actually a few windmills.
I had a fortress where I actually sat down and was like, hey, you know, there are windmills, you know, there are windmills, you know, got to use it.
And I put like screw pumps down to check what is faster, what pumps more water and stuff.
Then I found out that you can just, I mean, I knew before, but millstone to mill.
Kind of obvious, if you think about it.
it even says it in the game but um that stuff is amazing they're so fast they're so fast you cue a job
in the millstone just like in the in the normal hand quern that your dwarfs use but it's like
three times the speed or something they just barely touch the millstone and then they're
already done with that it's amazing okay fair you don't really have always wind if you're
unlucky, but the thing is amazing. It's really fast. Why I don't use them very often is the simple
fact that I usually tunnel down very far, and I don't really have wind down in the cavern.
This is like the only down there. Yeah. How do you run the power conduits down? So if you
built your windmills, like, how do you get down to it? Do you just have to keep building pieces or
yeah you can you can connect them with a there's like a power log or what's it called you can imagine
it as like a wooden log that is like rotating and thus transferring power from whatever is making
power to whatever is consuming power and at any corner you can put an axle in like a like a gear
like a normal mechanics gear that way you can transfer power however far you want actually it
It works pretty great.
Yeah, they're called pipe sections in the game.
Pip sections, yeah, yeah, okay.
Pip sections, okay, cool.
And it works good, it works great.
But I've had some bad business where I wasn't sure whether or not people can use the same square to run as the pipe section is laid down.
Because my dwarfs don't do that.
Like, they can stand on the pipe section when it, like, turns, but they can't,
climb over the axle because that is apparently too large and is like blocking their way.
It's kind of like a wall.
Yeah, kind of like a wall.
Yeah, but they can see through so they can see like the other side.
But I got, I think, like not a goblin, but a cobald, I think got got in the pipe section stuff.
Uh-oh.
And he got splattered.
He got really splattered all over.
Like, I don't know what happened.
And if it was the pipe section that was turning or the gear or the axle, I'm not sure.
But suddenly my things stopped turning, stopped moving.
And I was like, what's going on?
And I was like walking back the way of my pipe section being laid out.
And at some point, there was like a lot of blood and like cobalt pieces and like a broken, broken gear.
And I'm like, whoa.
So apparently invaders can kind of walk over your pipe section.
So I'm kind of scared of just making a really long pipe section down into my fortress because there could just be a weed point.
Yeah, they can come right in.
That was always kind of one of my concerns.
I would really rather not have them, have them not come in.
Yeah, I mean, apparently it's, you know, very dangerous.
You can get smushed.
Also, if it's too far, you might just fall down.
But so far, I have not, yeah, I didn't do it.
I was too scared.
That is one case where clicking on one end of the line and clicking on the other end of the line and have it auto-construct your pipe sequences, your pipe route would be very handy because if that's one of the reasons why I don't mess with water wheels a whole lot is because it's kind of a pain to get everything hooked up, especially if you're needing to get it any, you know, fair distance from where the water wheel resides.
I don't typically build right on the river because I will typically,
I still like to burrow into the side of a cliff rather than go down.
Oh, okay.
So, yeah.
So that's just my preferred aesthetic.
I used to do that, but I always get,
I always end up screwing myself when I do that because I cut down the trees above it
and then I make little holes that invaders climb through.
Yeah, because I'm never very, for some reason, every time it happens,
I go, oh, yeah, that again.
Yeah, above my fortress is always a no-cut zone.
Yeah, that's why I just stopped channeling into the side.
I just go basically straight down.
I don't channel into the side at all.
I just put myself somewhere on the map and just channel down some stairs, and that's it.
And then I go down into the canvas layers, and I built my fortress there because I can't be bothered, like, doing the hole.
Oh, yeah, no.
I now have, like, holes in my fortress.
It's, oh, lockdown at man.
I did that for a while.
I did, but the idea of Moria is so a part of my personal vision of the dwarves and dwarf fortress
that digging down into a hole in the ground, I just don't see that as a very dwarfy thing to do.
To me, the dwarfy thing to do is build a door into the face of a cliff and make a giant raising bridge,
you know, put dwarven ruins around the entrance.
So, yeah, to me, it's just, in my mind, it just doesn't look right if it's into a little stairway into the ground.
You need a big grand entrance.
Oh, yeah, no, I agree with you.
The entrance just comes later where I manually construct like a small fort with an entrance hall.
And this is where my trading depot goes because I don't want the trader to go all the way down.
So they can just come with their carts and stay in my little fort.
fortress have their own, like, this spot.
Then we have, like, a few bridges.
Usually I have, like, an airlock system, so I have more than two bridges.
Sometimes I've even built, like, a fake tavern up there, because down at the end of my
stairwell, there is another bridge I can just close.
So visitors can come into the fake tavern for a while, so they don't hang on the edge of
the map.
And now I even have, like, a watchtower with glass windows.
Above my entrance.
Ooh, so fancy.
Yeah, okay, so yeah, you do that, I can see it.
That would be acceptable in my mind's eye.
But I probably will just keep digging into the side of cliffs.
That's okay.
It's time now for Memorial Gardens.
Presented by Christopher Harris,
attending administrator of Ivory Channel's Memorial Hall.
An exceptional schist memorial was placed in memory of Stodia Kickrestroba, who died of thirst in the year nine.
Creator of the youthful slayer.
Lover of rope reed fabric.
A masterful marble memorial to Kogan Thubavuz was created by Stackageustuthos.
The slab reads, in memory of Kogan Thobovavuz, struck down by the dwarf dastot Tinkloister in the year nine.
A superior quality schist memorial to Stackard Eustuthos was placed.
It reads, in memory of stackard Eustuthos, struck down by the dwarf dumbed tail and bridges the blind, in the year nine.
creator of Hail Ropes the Labour Comedy of Smoke,
lover of the hardness of lances.
An exceptional hornblend memorial to Angi Annanidubmuth
was placed with the inscription, in memory of Angianenadubmuth,
suffocated, slain by the troglodyte Rufnegate in the year 10.
Devoted father, at one with giant mountain goat horn.
Memorial Gardens is presented as needed as a service of Ivory Channel's Memorial Hall.
Christopher Harris, attending administrator.
Keenham Rarsh.
I wonder if any of the mechanics changed, you know, what I'm thinking about is I know that there weren't going to be any big design updates on how things
worked. It was more just like U-X-U-I-N-Engine, but I'm wondering if there are going to be any
unintended changes as a result of some of the stuff that I do too. Those are the best
parts, the happy accidents. I don't know. Unintended changes are a big part of Dwarf Fortress's
lore. That's the happy accidents. Those are the things like the cats getting drunk because
of the alcohol in their paws. All that stuff's beauty.
Legendary. For a change this big, I don't see, especially because he's changing some of the
user interface, I don't see how he could have.
avoid having some unexpected gameplay changes, hopefully for the better.
And even if they're for the worst, they will create some great stories.
I love it.
Speaking of great stories, my Fortress Ivory Channels is going remarkably well.
I'm going to knock on wood here, but it is going very, very well.
I have 168 population right now, and my frame rates, my graphic frame rate is still at 50.
it is going very well
and I believe that it is because I'm now using
the workshop
work order management
because I'm not overproducing things
it is working remarkably well
I have out of my 168 dwarves
I have 40 that are in the military
and they have been there long enough
that I now have seven axe lords
I have six sword masters
I have three mace lords
three hammer lords, six spear masters, and we get goblin attacks maybe once a year now,
and they last for about five seconds.
I never have any injuries on my dwarves, and they never get further than about 10 tiles from
the edge of the map before they are turned into goblin paste.
Things are going well.
That's nice to hear.
A military does make a difference, right?
yeah yes yes so do we think uh mods are mods coming in this particular steam release
oh uh about that i i saw like a like a post about that hang on blindy uh uploaded something
who blind me uh blind i ral i blind okay i like to call him blindy because it sounds cute
he posted something about steam workshop spotted so apparently
there is some kind of steam
workshop thing already
for Dwar Fortress intended
question mark.
There is a screenshot.
I don't know what
the screenshot means,
but hang on, I'm going to share
the post so you can
you know, look at this stuff
because
this is Chinese to me.
Yeah, I am definitely not in the
Steam ecosystem. I've got
two or three Steam games and
honestly, I expect instead of Steam, I'm probably going to get it from itch.io.
Good man.
Plug for itch.io.
I do like what seems done with a steam deck.
Playing Dwar fortress on a steam deck would be kind of fun.
Oh, yeah.
Well, I wonder how that would work and would it work.
I mean, I don't see why it when.
Is that the clincher?
Is that why I buy one?
Dwar fortress portable mode.
Yeah, to go.
That's nice.
Well, you know, you always can play on your lap.
I can't plan. Well, I have a Mac. So I can quote, and I'm using air quotes, play, but yeah, it's poorly optimized. I'm going to be very curious to see if he's managed to compile it for the new Mac architecture, if we're still using Legacy and playing under emulation. It'd be a bummer if that's the way it was. I guess we'll find out soon.
Yeah, I've got no idea what we're looking at here, Roland. Can you give us any enlightenment on with this?
I mean, the only thing that I can make out is added category so-and-so Steam Workshop.
So apparently they added Steam Workshop mode to, I'm not sure how that works.
So I can't tell you anything, but apparently if blind things, it is something, it might be something.
You know, I'm just going to trust the man here.
Yep, we will put a link to this post on Reddit in the show notes.
Not sure what the mods would be.
Would they be like tile sets?
I mean...
Is that what a mod would be?
The beautiful thing about the Steam Workshop is it can be anything.
It could be a tile set.
It could be a code-changing mod.
It could be like, oh, yeah, I uploaded here.
Here's my mod.
This is my creature.
It is a three-eyed raven that breathe this fire.
Have fun.
You can click on, like, you know, favor that, and you don't load it,
and now you have fire breathing three at Ravens in your game.
Why?
I don't know.
You can do it.
Well, yeah, let's get some of the rumor people over to start making some mods,
so you can start having elven spleen biscuits and stuff.
Oh, yeah, that would be amazing.
See?
Yeah, yeah, exactly.
If you could start harvesting elven organs and sell them to, anyway.
So that's fine.
Nothing wrong with that.
Dwarf Fortress Roundtable is made possible in part by a grant from Byron,
creator of Rilantolin, the Royal Drums, a pig-iron floodgate.
All crafts' warship is of the highest quality.
It is encrusted with round orthoclase cabichons and oval gypsum cabichons,
decorated with hemp and encircled with bands of pig-iron and radiant-cut blue garnets.
This object menaces with spikes of sand-pair wards.
wood. On the item is an image of Bambul Wildness Oiled, the dwarf in Almondine.
Bambul Wildness Oil is contemplating. The artwork relates to the withdrawal from society of the
dwarf bumble wildness oiled in ivory channels in the midsummer of the year seven.
Also on the item is an image of walled chop the Bismuth Bronze Cabinet in Almondine.
Rilantolin, the Royal Drums, a pig-iron floodgate. From Byron.
There's plenty of new fish art in the Dev Notes.
There are lots and lots of tiny fish art.
Can the carp still stand up?
It looks like he's on feet.
I mean, that was that classic meme.
The carp stands up.
Yeah, the carp stands up.
That's good.
Wait, where are you?
I just posted the picture that I was looking at.
It's from the Dev Notes.
Oh, that's just, ah.
I like the clownfish
That's going to make it really hard to eat fish in my fortress
Because they're just
Okay, I just had a realization
Do you think that if I build an aquarium
I can see the fish blinking
Like the you see the aquarium in one blink
And then it blinks
And then you see the fishies that are in there
And so it's like a deer show of cute fish
that would be how do you put fish in the aquarium in the game
how do you make an aquarium
okay okay we're going to start slow I see
glass blocks water goes down
then you turn it into a pit and throw the fish in
no no no no no no the actual
glass cage is called terrarium slash aquarium
and if you build it then you can say designate aquarium
or terrarium and then you can yeat in whatever it can be like put in especially vermin so if you
seriously i didn't know that yeah it's actually great like you can go out and like find vermin fish
or or i don't know if you're funny you can just spawn it with df hack because you want like an aquarium
full of clownfish you can do that and then you can put the clownfish into the aquarium and then you
have a clownfish aquarium and you can you can have that in your tavern and people stare at
the clownfish it is beautiful they keep like blinking because it's technically like a cage
where things are in but it's several so you have like the cage blinks up and then it blinks through
the animals that are in the cage i don't think that's going to change too much in this new
graphically updated version because you still have to show several animals are in one
tile so maybe we still blink through it which would then you know come down to a
deer show of cute fish and oh boy and you can just designate it by putting like
pressing like w or or a and then they automatically dump water in or take water out
then you can designate, like, lizards or fish to be put in.
And it's great.
It works fantastic.
Okay, so you can actually designate the fish to be put in.
I was wondering, can you throw an aquarium in a river and trap a fish?
No, because it's vermin.
I mean, you could probably do that with the cage trap for something that is larger,
like a shark in the ocean.
maybe possibly
too many things to do too little time
I mean I once had this
boat fortress because
a certain someone had a boat
fortress and it was like wow this
looks cool I want to make a boat fortress
so I made a boat fortress
it's really cool
but I got way to invest it in
just doing nothing all year
and just trying to trap sharks
and then put them into the rooms
and that whole fort went nowhere
because I was busy trying to trap sharks.
A shark in every garage.
Yeah, what about whales?
Did we have whales?
What are some of the ocean things?
Yeah, there are whales.
I don't know if we have already seen like the whale sprite,
but we do have whales.
I think this is leading me to say that I need to play more dwarf fortress.
Goodness.
I want to build the door.
We've been whaling experience.
Oh, God.
But he can do it, yeah.
Right now, you'd have to hope that the whales come close to your shore.
Oh, they do.
Pick a place that is almost completely ocean in your embark location, just have a little bit of beach.
Yeah, and then have a whole lot of, maybe build a platform, a big long pier out into the middle of the ocean for a dock and capture your whales.
I've noticed you can only go so far before the whole.
scheme collapses
because I tried to build and build and build
and I was like build, build, build
and then eventually it falls in.
You can only go so far.
Were you in a biome such that the
water would freeze?
No.
I was in liquid water.
I did a freezing one before and you can
if you're fast, you can
build pylons and then
build your bridge like that.
That's how Krigsmash did his
I think his boat fortress
was that he did all of his construction
in the water during the winter because you could then dig through the ice, I think,
I think was how he did it.
Yeah, yeah.
And then whenever it melted, the dwarfs would do things on the beach.
I think that they had like huts and things like that.
But then whenever the water froze again, he would get to work on the, I'll see if I can
find that particular fortress series and post that to the show notes as well.
It was pretty cool.
What a legend.
It was pretty cool.
It did make me want to build on a beach, but at the time, I took the warnings about you have nothing but salt water a little too seriously.
Oh, yeah.
And it always scared me off.
Yeah.
Yeah.
What do you guys think about driftwood?
I'd like to be able to use it.
Driftwood crafts.
Because there's a lot of good wood on the beach, but they won't take it.
Because I did one, and then there was no, there were no trees.
It was like a little spit of land that came out.
And there was plenty of driftwood that kept appearing,
but you can't build beds out of it or anything.
And then that made me sad.
That is sad.
And you could have driftwood with macramay,
and then you could have all of your counterculture dwarves sitting around the fire.
Listening to fish, jamming.
Listening to fish, yeah.
Making dwarf and s'mores out of elven,
spleen.
Okay, well,
not really sure what else there is to say
at this point.
Well, I'd say the hype.
I think that we're all just kind of like in hold mode.
Hype, hype, hype.
Let's get the hype going.
Yeah, the hype definitely is going.
I really did notice an increase to the dwarf fortress
subreddit.
It got way more lovely, and there are
more posts.
And I've also noted that there is
like a questions threat where you can just ask whatever and people will answer you and it's it's like
every two weeks it gets like renewed because it gets too much and the thing is like bigger than ever
it's it's increasing in volume it's amazing and so many people are suddenly here and they're like
oh yeah you know i heard about the steam release so i'm coming back into the game so so i can
like prepare i'm i'm already playing again and it's really nice to see that people
from, like, far away already have heard about the steam release,
and now they're coming back and like, oh, yeah, Dwar Fortress?
Oh, graphics update?
Okay.
That's very nice to see.
All right, guys.
Let's call this one a wrap.
And everyone out there, thanks again for downloading the Dwarf Fortress Roundtable podcast.
All right, guys.
Until next time, happy Fortress.
Happy trails.
Happy trails?
Happy mine cart tracks.
Ah, happy mine card tracks.
Yeah, have a great fortress time, my fellow dwarfs.
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