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Dwarf fortress newb pack graphics
Dwarf fortress newb pack graphics











  1. Dwarf fortress newb pack graphics how to#
  2. Dwarf fortress newb pack graphics software#
  3. Dwarf fortress newb pack graphics code#

Dwarf fortress newb pack graphics code#

And this isn't a demand that the DF guys make the UI better, just a wish that they would put in a minimal amount of effort so that the community could hook in their own GUI code with a minimum of fuss.īesides, I write code and debug fussy computer shit all day for work. You've all these nerds with too much time on their hands building all this ridiculously complicated infrastructure just to play the game in a way that is more comfortable, when instead the DF guys could simply allocate X amount of time and then be done with it.

Dwarf fortress newb pack graphics software#

Yes, they're artists and this is their art, but software rarely - if ever - exists in isolation, yet DF acts like it does. and even when I had this nice visualization (in a separate window.) it would frequently crashed and I really wished taht I could interact with the game with it. The graphics packs are nice but they always feel incomplete. They tend to come back again, actually, bringing you more cloth and food for free! You get all their stuff, and they never invade or get angry. Newbs should probably also turn off invasions.įinally, a quick hint to help your fort flourish: ALWAYS kill the elf traders. Or, like me, you just turn off acquifiers in the Lazy Newb Packs launch options. You dig it out, but leave it connected by a small piece of land, then you dig out underneath it completely for a few Z-levels, then you dig out the last piece holding it up, and it drops into the Acquifier, making a sort of horozontal bridge layer through which you dig a staircase to the area under the acquifier. Perfect example is dealing with an acquifier: you have to dig a large, 3d plug into the ground: like a vertical box.

Dwarf fortress newb pack graphics how to#

Again, a lot of the difficulty isn't from the UI, it's from the fact that finding out how to manage things is tough, and the fact that some of the things you're expected to do are extremely difficult to pull off, even if the UI were great.

dwarf fortress newb pack graphics

Honestly, I fell in love with the game on the first day, and it took me a week or two to really learn the ins and outs so that I could begin doing complicated stuff. The complex things are around specific functions, like military management, or the complexity comes from a task being difficult, like irrigation. it only takes an hour or two to get going and learn the basics.

dwarf fortress newb pack graphics

Throw 8 hours at it and by the end you should be having fun. Yes, it is truly impenetrable, but as with almost all art, taking the time to delve deeper is uniquely and spiritually rewarding. They're true to their own desires and souls. They're not beholden to a schedule, or some massive revamp required in order to make the game more accessible. Yes, it's also for the game's fans, but the brothers have always been building the game THEY wanted to play, and doing exactly what they wanted to do. It's not for anyone other than it's creators. Still, the beauty of Dwarf Fortress IS that it doesn't care about the UI. Approach it like a software development tool, or a Linux server and it becomes a little less daunting, especially as all the letters are on the screen for quick reference, rather than in a man page. Treat the experience more like playing with some sort of odd micro-kernel in a VM, with tools for poking and probing it. But thanks to dozens of radical tools, you, too, can turn your fortress into a 3D, moving world. It really is a matter of putting in the hours. Just look at Unix History repository here for example: - I think there's immense long term value in preserving this kind of archival history.Īnything worth doing takes a lot of work, and Dwarf Fortress is no different. imagine in fifty years historians wanting to analyze the project's history, it would be so much more useful to have a granular history instead of just a blob of files scattered across thousands of directories. Second, it's a loss of historical record.

dwarf fortress newb pack graphics

I can't help but think that first, it's a bit dangerous way to work, all "past, current and future" state of the project is only in his head and if he happens to become indisposed, the project is very very likely to die (though I suppose there would be hardcore fans willing to reverse engineer it). In an interview I read, Tarn said something to the effect of that "he was not interested in learning about version control and it would just be a distraction that would take away time from the important work, since the way he works has worked for him for many years". I know they don't want to open source it, but I wonder if they would be amenable to having a volunteer who would help organize and push the code into a version control system hosted on their private server.













Dwarf fortress newb pack graphics