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Re: cave dwarves (lavaland ghost-role)

Posted: Tue May 30, 2017 10:34 am
by Luke Cox

Bottom post of the previous page:

Lumbermancer wrote:Why is it a game within a game?
Because it's F U N

Re: cave dwarves (lavaland ghost-role)

Posted: Tue May 30, 2017 12:26 pm
by Lumbermancer
Well I will never know, since you have to afk as a ghost and then get lucky to try it.

Re: cave dwarves (lavaland ghost-role)

Posted: Tue May 30, 2017 2:41 pm
by Remie Richards
>get lucky

What?
Every dorf round I've wanted I've just hopped on and gotten a dorf.

Re: cave dwarves (lavaland ghost-role)

Posted: Tue May 30, 2017 4:29 pm
by Toroic
Yeah, I just hopped on and clicked the portal and poof, dorf.

Re: cave dwarves (lavaland ghost-role)

Posted: Tue May 30, 2017 5:05 pm
by FantasticFwoosh
Time to take a dump
[img]smelter bucket (all states).dmi: https://file.house/n2rU.dmi
chisel (all states).dmi : https://file.house/P8oL.dmi
For chipping with (better soapstone?)
For chipping with (better soapstone?)
chisel (all states).dmi (587 Bytes) Viewed 11156 times
Fixed the bucket sprite & put in inhands too
Fixed the bucket sprite & put in inhands too
smelter bucket (all states).dmi (525 Bytes) Viewed 11156 times
Secret stuff within
Spoiler:
demon_mob.dmi: https://file.house/KfUG.dmi

Gruesome, anybody willing to lend a hand with sprites or touch over the sprite is welcome to using the provided link
Gruesome, anybody willing to lend a hand with sprites or touch over the sprite is welcome to using the provided link
demon_mob.dmi (1.07 KiB) Viewed 11141 times

Re: cave dwarves (lavaland ghost-role)

Posted: Tue May 30, 2017 5:12 pm
by Steelpoint
Good sprites, would be great to have the bucket sprites to distinguish the smelted ore.

Re: cave dwarves (lavaland ghost-role)

Posted: Tue May 30, 2017 5:17 pm
by Armhulen
And can we just have one bucket and the smelter stores the ore

Re: cave dwarves (lavaland ghost-role)

Posted: Tue May 30, 2017 6:05 pm
by FantasticFwoosh
Steelpoint wrote:Good sprites, would be great to have the bucket sprites to distinguish the smelted ore.
I did raise that with goof, but in my mind it seemed a bit to snowflakey, assuming that the smelter is going to make anything put in it with a heat of a 1000 (which is how hot things come out the other end) almost molten hot anyway.

Also check for my "secret" thing

Re: cave dwarves (lavaland ghost-role)

Posted: Tue May 30, 2017 9:03 pm
by Lumbermancer
Remie Richards wrote:>get lucky

What?
Every dorf round I've wanted I've just hopped on and gotten a dorf.
I was under impression it works like ashlizards, it's a first-come first-serve popup, no?

Re: cave dwarves (lavaland ghost-role)

Posted: Tue May 30, 2017 9:30 pm
by FantasticFwoosh
Not even, just click on the portal to spawn in currently.

Re: cave dwarves (lavaland ghost-role)

Posted: Tue May 30, 2017 9:46 pm
by Not-Dorsidarf
I'll stonewall this unless you can get leather from cats. cat leather and cat meat has fed and clothed every fortress I ever made at some point.

Re: cave dwarves (lavaland ghost-role)

Posted: Tue May 30, 2017 9:48 pm
by FantasticFwoosh
Goof is giving the generic cat hide to fortress cats, as opposed to dropping complete leather. I guess you'll need black cat variants then instead of the brown for it to match up.

Re: cave dwarves (lavaland ghost-role)

Posted: Tue May 30, 2017 9:55 pm
by iamgoofball
Not-Dorsidarf wrote:I'll stonewall this unless you can get leather from cats. cat leather and cat meat has fed and clothed every fortress I ever made at some point.
This is in

Re: cave dwarves (lavaland ghost-role)

Posted: Tue May 30, 2017 9:58 pm
by oranges
goof you need a reagent blacklist

Re: cave dwarves (lavaland ghost-role)

Posted: Tue May 30, 2017 9:58 pm
by Kel
>tfw this ghost role is almost more fun than the actual game

Re: cave dwarves (lavaland ghost-role)

Posted: Tue May 30, 2017 10:04 pm
by Grazyn
Can confirm that cats breed and drop cat skin you can process into leather. Cows don't seem to drop cowhide though.

Soapmaking is also easier because ash from the smelter is already hot.

Re: cave dwarves (lavaland ghost-role)

Posted: Tue May 30, 2017 11:19 pm
by Dr_bee
oranges wrote:goof you need a reagent blacklist
Yeah. some experimentation with the reagent weapons got bit silly, not only were synthflesh shovels basically staffs of healing, but someone actually made a strange reagent sword, so they could ressurect the dead with it.

If you want crazy meme reagent weapons, at least require the crafter to actually be a dwarf before doing it.

Also, I suggest allowing bones to be useable as hilts, it would let other lavaland roles get in on the smithing fun.

Re: cave dwarves (lavaland ghost-role)

Posted: Tue May 30, 2017 11:30 pm
by leibniz
Can we get the music back now?

Re: cave dwarves (lavaland ghost-role)

Posted: Wed May 31, 2017 3:06 am
by iamgoofball
oranges wrote:goof you need a reagent blacklist
I'm just going to lock it to dwarves

Re: cave dwarves (lavaland ghost-role)

Posted: Wed May 31, 2017 3:34 am
by oranges
you still need a reagent blacklist

Re: cave dwarves (lavaland ghost-role)

Posted: Wed May 31, 2017 3:51 am
by iamgoofball
oranges wrote:you still need a reagent blacklist
missing the point, watch and learn

Re: cave dwarves (lavaland ghost-role)

Posted: Wed May 31, 2017 4:39 am
by Anonmare
Only Dwarves should be making Dwarf quality weapons

Re: cave dwarves (lavaland ghost-role)

Posted: Wed May 31, 2017 5:14 am
by InsaneHyena
Goofball already stated that he will lock it to dwarves - a good decision.

Re: cave dwarves (lavaland ghost-role)

Posted: Wed May 31, 2017 7:24 am
by Dr_bee
I hope it doesnt lock ALL of blacksmithing behind dwarves, just the non-metal chems. because honestly the blacksmithing system is kinda fun to have on the station, pity the armor doesnt work on humans.

Re: cave dwarves (lavaland ghost-role)

Posted: Wed May 31, 2017 7:41 am
by bman
iamgoofball wrote:
oranges wrote:you still need a reagent blacklist
missing the point, watch and learn
here's the deal u slip and slide on this banana peel

Re: cave dwarves (lavaland ghost-role)

Posted: Wed May 31, 2017 10:31 am
by FantasticFwoosh
For your new wall carving bman, i've made a more plain carved wall sprite.
plain smooth rock.dmi: https://file.house/2_NO.dmi
smooth on the inside & out, funny how they did that.
smooth on the inside & out, funny how they did that.
plain smooth rock.dmi (827 Bytes) Viewed 11026 times

Re: cave dwarves (lavaland ghost-role)

Posted: Wed May 31, 2017 1:17 pm
by Wyzack
Black powder boomhammer when

Re: cave dwarves (lavaland ghost-role)

Posted: Wed May 31, 2017 4:42 pm
by jaxy15
Why do plump helmets give ale and not wine? This ruins my immersion.

Re: cave dwarves (lavaland ghost-role)

Posted: Wed May 31, 2017 4:50 pm
by FantasticFwoosh
Making brewables like that give out a new subset of drinks might be a alternative to squeezing the in the reagent method we have now, since poisoned ale (COUGH AMINATA ALE) is super potent toxic and it can be made using tribal crafting & weeds easily. Even if you are not a dwarf, it will kill a human extremely fast due to combined alcohol & poisoning and be undetectable for the burst of aminata toxin at the end inbetween being very very drunk.

> Cider (fruits), ale (most plants, wheat or hops), wine (some fruits), bitter (everything unconventional since medicinal plants and junk is used in bitter)

A potential exploit is making a deathnettle or nettle ale sword without a grinder in which to burn people with, or to use it as a improvised grinder (a item that doesn't exist and surely we can do better by using querns as grinders)
quern mill.dmi https://file.house/Uopu.dmi
dwarven ale goblet.dmi https://file.house/LLLW.dmi
For grinding with, uh, not like that
For grinding with, uh, not like that
quern mill.dmi (655 Bytes) Viewed 10970 times
With a optional smithed one, made out of the pewter goblet sprite
With a optional smithed one, made out of the pewter goblet sprite
dwarven ale goblet.dmi (518 Bytes) Viewed 10967 times

Re: cave dwarves (lavaland ghost-role)

Posted: Wed May 31, 2017 5:27 pm
by iamgoofball
FantasticFwoosh wrote:Making brewables like that give out a new subset of drinks might be a alternative to squeezing the in the reagent method we have now, since poisoned ale (COUGH AMINATA ALE) is super potent toxic and it can be made using tribal crafting & weeds easily. Even if you are not a dwarf, it will kill a human extremely fast due to combined alcohol & poisoning and be undetectable for the burst of aminata toxin at the end inbetween being very very drunk.
Hiding poison via a custom ale brew is intentional.

Re: cave dwarves (lavaland ghost-role)

Posted: Wed May 31, 2017 9:56 pm
by oranges
iamgoofball wrote:
oranges wrote:you still need a reagent blacklist
missing the point, watch and learn
missing getting your pr merged, watch and learn

Re: cave dwarves (lavaland ghost-role)

Posted: Wed May 31, 2017 10:55 pm
by iamgoofball
oranges wrote:
iamgoofball wrote:
oranges wrote:you still need a reagent blacklist
missing the point, watch and learn
missing getting your pr merged, watch and learn
What would I even blacklist

Re: cave dwarves (lavaland ghost-role)

Posted: Wed May 31, 2017 10:57 pm
by FantasticFwoosh
It honestly be easier to whitelist, rather than go through every chem in the game that doesn't do anything externally.

Re: cave dwarves (lavaland ghost-role)

Posted: Wed May 31, 2017 11:08 pm
by iamgoofball
FantasticFwoosh wrote:It honestly be easier to whitelist, rather than go through every chem in the game that doesn't do anything externally.
No.

Re: cave dwarves (lavaland ghost-role)

Posted: Wed May 31, 2017 11:35 pm
by FantasticFwoosh
oranges wrote:
iamgoofball wrote:
oranges wrote:you still need a reagent blacklist
missing the point, watch and learn
missing getting your pr merged, watch and learn
We need the dwarf ghost role to be true to the game but also playable by everyone's standards, a large task but some concessions have already been made & are expected.

Don't sink the project by having design lead total stubbornness goof.
iamgoofball wrote: What would I even blacklist
Whitelist metals, glass probably (however you might want to get glass, sand + smelter = liquid glass?) and acids and some other things you know are worthwhile as generic offensive external chems.

Spray tan swords for example being a novelty application.

> If you want to find a way to inject chemicals into each other instead providing the chem sword is nerfed, why not just make reagent tipped arrows?

Re: cave dwarves (lavaland ghost-role)

Posted: Thu Jun 01, 2017 2:33 am
by Hatfish
The dwarf portal doesn't bring up a confirmation prompt when you click on it right now, it should probably have one.

Re: cave dwarves (lavaland ghost-role)

Posted: Thu Jun 01, 2017 8:05 am
by FantasticFwoosh
Some more things.
Dwarf crossbow.dmi: https://file.house/6j8I.dmi
Royal Sceptre.dmi: https://file.house/8jCR.dmi
For their royal dorfness
For their royal dorfness
Royal Sceptre.dmi (663 Bytes) Viewed 10895 times
To protect same royal dorfness with
To protect same royal dorfness with
Dwarf crossbow.dmi (676 Bytes) Viewed 10895 times

Re: cave dwarves (lavaland ghost-role)

Posted: Thu Jun 01, 2017 8:22 am
by Steelpoint
Goof's gone off the deep end and closed the PR: https://github.com/tgstation/tgstation/ ... 1105560275

He's posted some interesting name and image changes to the OP.

Re: cave dwarves (lavaland ghost-role)

Posted: Thu Jun 01, 2017 8:24 am
by Steelpoint
Well he got rid of it but he posted a gotse image in the OP.

Re: cave dwarves (lavaland ghost-role)

Posted: Thu Jun 01, 2017 8:52 am
by Remie Richards
He didn't get rid of it, I removed it.

Re: cave dwarves (lavaland ghost-role)

Posted: Thu Jun 01, 2017 8:53 am
by iamgoofball
I'm ready to get back to rolling for click on ui elements and mAke bars go up so i can mKe sprireaz turn vetyical faster

Re: cave dwarves (lavaland ghost-role)

Posted: Thu Jun 01, 2017 11:04 am
by Grazyn
As someone said elsewhere, there is currently a problem with coders trying to push their own special gamemode within the framework of the game, even when such mode simply doesn't fit and requires obscene amount of snowflaking and tweaks to the rest of the game to be viable. Example, gang requires sec to be removed, no bombs, everyone needs to have an objective and so on. This is a failed approach, and the reason why we don't have xeno mode: if you want to play xeno mode, you go to CM, where the whole game is tailored around the specific thing.

Lavaland, however, is a clean slate, where everything can happen. It allows coders to place their own unique, self-sufficient gamemode without restrictions, entirely contained within lavaland. This is why dorfs work and players like playing as them. The problem arises when dorf stuff spills into the main game, such as blacksmithing giving assistants cheap e-swords that fit in backpacks or infinite healing wands. Once you fix this and make it limited to dorfs, the mode will be once again separated from the main game and there will be no reason to complain.

Re: cave dwarves (lavaland ghost-role)

Posted: Thu Jun 01, 2017 12:41 pm
by D&B
I told you to fix the reagent​ swords but you didn't listen.

Re: cave dwarves (lavaland ghost-role)

Posted: Thu Jun 01, 2017 7:46 pm
by Segmented
Grazyn wrote: Once you fix this and make it limited to dorfs, the mode will be once again separated from the main game and there will be no reason to complain.
Even doing that won't help, I think. People will just bumrush to find dwarves like they do every round and then 'trade' with them to get these items or get them to work on the station. Synthflesh/Strange Reagent Swords completely removes the need for Medbay. Not to mention good luck ever killing a Megafauna as a non-Dwarf, as of now they rush it with their near-infinite respawns and manage to kill it with overwhelming numbers. In a single 30-minute round they killed Bubblegum and two Ash Drakes. With shovels. Just regular shovels.

Re: cave dwarves (lavaland ghost-role)

Posted: Thu Jun 01, 2017 9:36 pm
by Grazyn
Segmented wrote:
Grazyn wrote: Once you fix this and make it limited to dorfs, the mode will be once again separated from the main game and there will be no reason to complain.
Even doing that won't help, I think. People will just bumrush to find dwarves like they do every round and then 'trade' with them to get these items or get them to work on the station. Synthflesh/Strange Reagent Swords completely removes the need for Medbay. Not to mention good luck ever killing a Megafauna as a non-Dwarf, as of now they rush it with their near-infinite respawns and manage to kill it with overwhelming numbers. In a single 30-minute round they killed Bubblegum and two Ash Drakes. With shovels. Just regular shovels.
It's not a problem as long as dwarves are required for blacksmithing. Right now any greyshirt can have his own forge shitting out endgame weapons every round. Dwarven fortress isn't even a guaranteed spawn in lavaland.
Dwarf zerg rush only happens now that respawn cooldown is broken and there's no limit to population, sometimes you get the 10-minute timer, sometimes you get infinite respawns. Once it's fixed, killing megas won't be that easy for dorfs.

Goof is aware of those issues and is currently working around the clock to fix them.

Re: cave dwarves (lavaland ghost-role)

Posted: Thu Jun 01, 2017 9:43 pm
by FantasticFwoosh
Somebody stop me im a crazed sprite fly tipper.
brooms.dmi https://file.house/fbNI.dmi
fancy dwarf scroll.dmi https://file.house/Nr1M.dmi
pigtail harvestable.dmi https://file.house/YJr0.dmi
pigtail plant.dmi https://file.house/s5mF.dmi
Anybody got any pointers where the held energy crossbow sprites are?
I've readapted the existing wizard broom item into being a regular broom, with the idea that maybe the same object could take multiple roles.
I've readapted the existing wizard broom item into being a regular broom, with the idea that maybe the same object could take multiple roles.
brooms.dmi (1.32 KiB) Viewed 10790 times
Perhaps for naming your fine settlement, giving out orders or declaring war on your enemies.
Perhaps for naming your fine settlement, giving out orders or declaring war on your enemies.
fancy dwarf scroll.dmi (520 Bytes) Viewed 10790 times
A mysterious hairy undergrowth, some say its used to make dwarven masterwork underpants
A mysterious hairy undergrowth, some say its used to make dwarven masterwork underpants
pigtail plant.dmi (697 Bytes) Viewed 10784 times
A peculiar growth, remarkable for the thin threads of string that grow out of it, It is natively referred to as the 'elder virgin' of the underground for its long locks of grey 'hair'
A peculiar growth, remarkable for the thin threads of string that grow out of it, It is natively referred to as the 'elder virgin' of the underground for its long locks of grey 'hair'
pigtail harvestable.dmi (364 Bytes) Viewed 10784 times

Re: cave dwarves (lavaland ghost-role)

Posted: Sun Jun 04, 2017 7:04 pm
by FantasticFwoosh
Id rather keep these seperate, sorry people for the bumpy ride.
mycellium-pigtail.dmi https://file.house/n07X.dmi
dwarven bed.dmi https://file.house/SEf1.dmi
dwarf-room.dmi https://file.house/vqYJ.dmi
spinning wheel.dmi https://file.house/d1go.dmi
A spore of a pig tail
A spore of a pig tail
mycellium-pigtail.dmi (856 Bytes) Viewed 10689 times
A tightly packed up room, a feat of dwarven ingenuity
A tightly packed up room, a feat of dwarven ingenuity
dwarf-room.dmi (318 Bytes) Viewed 10690 times
A impromptu bed with purple linen.
A impromptu bed with purple linen.
dwarven bed.dmi (461 Bytes) Viewed 10689 times
A spinning wheel for making your cloth.
A spinning wheel for making your cloth.
spinning wheel.dmi (423 Bytes) Viewed 10676 times

Re: cave dwarves (lavaland ghost-role)

Posted: Mon Jun 05, 2017 9:39 pm
by FantasticFwoosh
Time for a wall art exhibit.
dwarf_chiselled.dmi https://file.house/njxZ.dmi
gargoyle_chiselled.dmi https://file.house/ryN6.dmi
helga_urist_chiselled.dmi https://file.house/Ikz-.dmi
tower_chiselled.dmi https://file.house/djyK.dmi
uboa_chiselled.dmi https://file.house/3QgC.dmi
urist_woz_chiselled.dmi https://file.house/LX4s.dmi
Who's face is that i wonder
Who's face is that i wonder
dwarf_chiselled.dmi (251 Bytes) Viewed 10645 times
A scary face, drawn from nightmares
A scary face, drawn from nightmares
gargoyle_chiselled.dmi (361 Bytes) Viewed 10645 times
Forever inscribed onto un-aging stone
Forever inscribed onto un-aging stone
helga_urist_chiselled.dmi (316 Bytes) Viewed 10645 times
A dark fortress, a long forgotten memory between the colonists
A dark fortress, a long forgotten memory between the colonists
tower_chiselled.dmi (388 Bytes) Viewed 10645 times
A bizarre face, few dwarves can recollect why they felt compelled to carve it
A bizarre face, few dwarves can recollect why they felt compelled to carve it
uboa_chiselled.dmi (324 Bytes) Viewed 10645 times
Most dwarven peasantry from a life of hard labour & wood burning have below average literacy skills
Most dwarven peasantry from a life of hard labour & wood burning have below average literacy skills
urist_woz_chiselled.dmi (328 Bytes) Viewed 10645 times

Re: cave dwarves (lavaland ghost-role)

Posted: Thu Jun 08, 2017 2:09 am
by ma44
Obviously horrible ideas for dorfs

Super fun events for reaching certain populations

1. Spawn a snowflaked megafauna that will automatically target the portal if not disturbed, basically a megabeast and basically endgame

2. A bunch of dorfs/elves/humans tasked to siege the fort and kill the portal (with a custom portal pinpointer + lava bridges/boats)

3. A highly contagious disease starts off in a dorf (side effect of uncleaniness?)

4. Skills, butcher faster each time you butcher, do more damage to monsters only (no 1 hiting humans) the more times you hit them, same with ranged (and ranged is pretty expensive)

5. beauty of the room (diamond statues, something, happiness?)

6. Madness, a dorf (that is made obvious hes mad) will get free reign to kill any dorf he says (becomes an antagonist that's very obvious)

7. Artifacts (don't know how but oh well)

Re: cave dwarves (lavaland ghost-role)

Posted: Thu Jun 08, 2017 5:05 am
by Dr_bee
On the subject of adamantite and trying to simulate the "clowns" that pour out when you mine it in dwarf fortress.

Why not just have mining adamantite spawn a tendril and 3 or 4 mobs. It would be like the "circus" coming to town to feed the dwarves "delicious cotton candy"

or you could have it spawn actual clowns, to take the DF meta joke to the logical conclusion.

Re: cave dwarves (lavaland ghost-role)

Posted: Thu Jun 08, 2017 5:27 am
by lumipharon
>mine addy ore
>50 clowns swarm out like a cluwnbomb

Jesus christ how horrifying.

Also mining adamantine releasing FUN would be better if it wasn't just randomly distributed like any other ore, albeit somewhat rarer.
Atleast in DF you actually need to dig into the depths to reach the stuff.

Double bonus points: in DF Hell is sealed in with Slade, and and the odd pit of magma/adamantine vein.
This could be directly applied to Lava land and the necropolis - which is sealed with an impenetrable layer of whatever that stone is called in game.
What if Dorfs could find the odd vein of adamantine that runs through it, with a whole horde of FUN on the other end?