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Welcome to Door Fortress round table the podcast

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for all things do. My name's Jonathan. I'm

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Roland. I'm Tony. And we are welcoming back,

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Mike. 1 of the developers of D Hack.

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How you been doing, Mike? I've been doing

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great. Thank you so much for having me

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back on the show. Oh, sure. Sure.

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I think the idea here today is that

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we're gonna kinda take a little bit of

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a deep dive into quick.

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Well, I have lots of things to say

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about that.

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Before we do that, I want to give

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a quick update on metal bit. Alright. I

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locked all my people in the same room

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together. They they it improved their happiness very

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much so.

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Gosh.

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Put them in there with some drinks and

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some food, and everything was Hun Dory. They

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seem to very much enjoy each other's company,

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the happiness index of the of the fortress

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went up.

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It's been a couple years now and no

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babies have come from it. So

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oh

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Yeah. Funnily enough the alfonso I actually wrote

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on the the discord about that. I was

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about to say Twitter. X. He wrote that

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it works better if you have a non

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specialized meeting area. So you don't make a

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tavern, and you stick them into the tavern

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and block the doors

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using a bar or whatever.

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But you just make a meeting area. And

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apparently, you don't need beds, so I was

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wrong about the bad part. Who was? What

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the credit Was that rin? The

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zones those. Thanks, Alfonso.

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And scene. Alright. So that's the the middle

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bit update. So I'm not going to... I'm

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not going to discontinue the fortress. I'm gonna

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continue to to play with it until it

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either is destroyed

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from its own collapse from within or somehow

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something

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kills it from the outside, But... Yeah. I'm

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gonna I'm gonna keep on running it. That's

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the spirit. Yep. That's the spirit.

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Slow as it may be. Mike, have you

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been planned dwarf fortress lately? I I've certainly

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had door fortress open a lot.

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Although, it's hard to say what I've been

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doing is playing. Are you playing D hack?

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I play D hack. Yes. It's

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there has been something of a a sprint

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of of development going on for the past

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couple weeks.

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We're to been a break next speed, and

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we will eventually have a beta out to

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get this all, you know, tested and released,

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but it is... There's are so many changes

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going on right now. I'm

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I am just coding, no playing, just coding.

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Awesome. Well, thank you for your sacrifice,

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I guess. I don't know.

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Well, it it kind of feels like playing

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the game a lot because it's... You know,

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it's like the matrix. You you look at

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it and you you can see what's going

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on with it. I look at I look

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at the memory of door fortress I'm like

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oh, okay. I see how this is shaping

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up. That's... Okay. That's gonna be cool. That's

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gonna be. They're gonna love that. So are

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we working to to make sure that it

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stays up with

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51 dot x that they're coming out with?

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Is is that the goal?

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Well, we've we've done that part actually, when...

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Because they haven't released to a new beta

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in a little while now. Right. And whenever

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D development slows down D hack development speeds

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up because we don't have to keep an

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eye on what's changing.

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It's a good point. So the the 51

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compatibility has been stable for quite a while.

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And and we've been working on our own

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infrastructure and getting a lot more things done

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that we could have done before because we

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just didn't have time.

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So are there any new interesting features that

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are gonna be coming to D hack that

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you'd like to share with the listeners? Sure.

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So I think the... The thing that makes

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you you're really excited. Yeah. I mean, they

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definitely are exciting. The the the kinds of

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things that we're able to do now is

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it it's just... It's building more and more.

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We've been working on getting our Ui it's

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a little more user friendly. Mh. And

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1 of the tools that got a major

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overhaul is gui design.

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Now, it's it's always been useful in that

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you can you you can draw shapes. You

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can move things around and stamp

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designations down,

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but it was a giant text blob and

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kind of hard to figure out what its

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current

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status was and very difficult to use.

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So it's been completely redone with, you know,

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graphical buttons

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and much better organization,

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and you can just draw free form shapes,

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drag them around,

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adjust the points

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you can have

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you can draw paths that your your your

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doors will take out, change the width of

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the lines.

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May, it curved and then do a rec

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curve on it with busier curves. Wow It

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is... Wow.

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It it's quite advanced. And the thing is

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It could have done this for a long

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time. It's just that nobody knew how to

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use it, so it was going unused.

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So redoing the Ui is is is it's

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like having a whole new tool to play

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with. You know, it's funny You say that

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I've been using a computer for... Oh, well.

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My first windows machine was 3.11.

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So it's been that long, and I have

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just learned how to control a z curve.

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For whatever reason, all these stinking years,

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I never quite...

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Would be able to predict what would happen

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whenever I clicked the second time. I I

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guess for those who don't know what a

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ob observe curve is, it's... If you have

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a line, and then you click on a

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point somewhere outside the line,

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it'll kind of gravity pull the line towards

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that point so you have a curve, and

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then you can put another line on there

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and so you can have more of an

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s curve

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and you drag them around to to affect

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how have a line curves through space. Yeah.

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A lot of the the wonderful windows Microsoft

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tools would never let you change it once

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it got laid,

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you would click once, and it would make

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it twist, and then you click it again,

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and it would make it twist some other

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way that I thought seemed random, but I've

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just recently figured out what that randomness,

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how you control it a little bit. Thank

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you, Wikipedia. So sorry. IID derail derailed you.

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I'm good at that. Thought I thought you

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were talking about a Brazil curve, so I

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really

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was confused, and I really appreciate clarifications. Thank

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you.

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Well, it can do circles too. So you

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can make your own f z curve that

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way. Wonderful. Good. Good to know. Thank you.

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I wanted to lose our our clean rating

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aren't way. For the low brow listeners, the

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10 year olds listening. That was for you.

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Because That I was actually a significant amount

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of work, getting that that darn algorithm to

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to produce pretty looking circles.

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It's

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took me almost an entire day just of

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tinkering with that thing. Draw circle has worked

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great for... Or sorry, Dig. Yeah. Dig Circle.

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That's right. Yeah. Dig Circle has worked great,

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and that was what I was using is

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the standard that's what I was trying to

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match.

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Because the new algorithm is much more mathematically

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accurate for el. The other 1 could do

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just circles. Mh. But when it was a

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circle, it just didn't look as pretty as

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dig circles circle. Yeah. Yeah. Dig circles is

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awesome. So now now the Gui design circle

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is exactly the same shape as dig circle

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circle. Oh, that's cool.

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I use I use Dig circle for

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doing exploratory digging. So I will like to

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sit there and run Dig circle 3, dig

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circle 5. Dig circle 7, dig circle.

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You know, it just go like the odd

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numbers over and over again, jumping it up

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by 3 or 4, and then I like

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just draw a line through it. And then

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just have them dig out this this c

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centric ring system in the level. I love

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it. That that is exactly what I did

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to make sure that the lines I'm drawing

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notches with the circle. That's exactly the pattern

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I did.

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Like lie it all and double check my

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work.

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Queen Manifesto

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on the art, and necessity of memorial slabs.

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Section 1, the enigmatic lure of stone slabs

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discovered by Deck Broad Brew.

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Greetings my ill subjects.

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It is I, queen to bowl wheel channels,

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here to clarify a matter of profound significance,

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and some cons combination among meadow bent, my

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unwavering admiration for memorial slabs.

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Some my ask white slabs.

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To which I respond, why not.

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Imagine if you will, the sleek, shiny surface

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of a jet slab the majestic balloon of

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micro klein and the mysterious depths of ob.

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These slabs are more than just rocks, they

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are canvas for the soul as if the

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universe decided to leave its calling card in

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geological form.

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Consider the jet slab.

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It's as if a piece of the night

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sky decided to moonlight as a decorative item,

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perfect for memorial dear uncle Y. Who in

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an ironic twist was particularly afraid of the

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dark.

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Micro klein with its tantalizing blue hue serves

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as a whim reminder of cousin S, whose

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fondness for swimming was matched only by his

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inability to float.

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And then there's ob, the mysterious black mirror,

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reflecting not just the visa of the behold,

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but the profound realization cousin thick enthusiasm for

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Magma should have been tempered by a basic

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understanding of physics.

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Deck and broad brew renowned for his unparalleled

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ability to ex ancient texts while balancing a

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tanker of ale, une earth the first section

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of queen to bulls manifesto.

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His discovery was celebrated not just for its

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historical value, but for proving that even the

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finest ale can coexist with archaeological breakthroughs.

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How are the snake people roland?

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Cobra? The the the the Nick people are

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doing

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absolutely amazing. I have started a little bit

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of a new

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fortress

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in that world on a volcano, which is

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why I inquired in the discord about

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funny new

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execution methods

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but

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I'm not too happy with the way the

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fortress is shaping up. I might just

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go back at to a previous safe side,

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you know,

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can redo it. And for that, I was

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considering doing more quick forward, especially with the

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league circle stuff because I wanted to try

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out some kind of

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organic circle ish designs.

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And and you said you changed something about

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00:10:13,258 --> 00:10:15,413
the the circles? Yeah. Well, not not for

269
00:10:15,413 --> 00:10:17,110
dig circle, but for the circles

270
00:10:17,648 --> 00:10:19,425
produced by gui design

271
00:10:19,882 --> 00:10:22,364
are are now... More pleasing. They used to

272
00:10:22,364 --> 00:10:25,299
be much, like, jagged and kind of triangular.

273
00:10:25,537 --> 00:10:27,441
Like, Dig circle is clearly a circle, but

274
00:10:27,441 --> 00:10:30,310
the circle produced by do we design before,

275
00:10:30,548 --> 00:10:31,023
looked

276
00:10:31,419 --> 00:10:33,876
just like a diagonal square. So it never

277
00:10:33,876 --> 00:10:36,613
quite had the same effect So it wasn't

278
00:10:36,831 --> 00:10:39,543
it it wasn't a very circle circle. It

279
00:10:39,543 --> 00:10:41,537
wasn't a very circle circle. Mean that the

280
00:10:41,537 --> 00:10:43,611
algorithm was clearly correct. But when it comes

281
00:10:43,611 --> 00:10:45,286
out on the screen, it just was way

282
00:10:45,286 --> 00:10:45,858
too drag id.

283
00:10:47,685 --> 00:10:49,592
Yeah. The the resolution that you have to

284
00:10:49,592 --> 00:10:51,736
work with is fairly low. So... Right. It...

285
00:10:51,816 --> 00:10:54,699
It's about getting the circle, the the theoretical

286
00:10:54,834 --> 00:10:55,334
circle

287
00:10:55,724 --> 00:10:57,479
you know, lined up properly with the tiles

288
00:10:57,479 --> 00:10:59,554
in a way that comes out good. So

289
00:10:59,634 --> 00:11:01,469
Gui design Ui improvements,

290
00:11:02,187 --> 00:11:02,687
anything

291
00:11:03,319 --> 00:11:05,234
else that you like to mention? Yeah. And

292
00:11:05,474 --> 00:11:08,107
we've also had a... Some fantastic people contributing

293
00:11:08,107 --> 00:11:10,022
to D hack over the past month. Awesome.

294
00:11:10,261 --> 00:11:10,761
And

295
00:11:11,234 --> 00:11:13,412
1 of the new tools has been

296
00:11:13,870 --> 00:11:17,146
been clamoring for forever ever now is gui

297
00:11:17,146 --> 00:11:17,625
tile types.

298
00:11:18,994 --> 00:11:20,902
So if you want to just go to

299
00:11:20,902 --> 00:11:22,889
your map and play god, you can go

300
00:11:22,889 --> 00:11:24,877
reshape the terrain to your heart's content. Oh,

301
00:11:25,115 --> 00:11:25,615
my.

302
00:11:26,485 --> 00:11:28,084
Create new mountains and

303
00:11:29,204 --> 00:11:30,644
just shape it however, it is that you

304
00:11:30,644 --> 00:11:33,044
want, or if you just dug your yourself

305
00:11:33,044 --> 00:11:34,245
into a vein and you wanna fill that

306
00:11:34,245 --> 00:11:35,938
vein back up with walls. You can now

307
00:11:35,938 --> 00:11:37,794
do that with a few clicks too and

308
00:11:37,932 --> 00:11:40,085
play Mini god instead of full Arm.

309
00:11:40,564 --> 00:11:43,036
Oh, that's neat. Even after the fortress has

310
00:11:43,036 --> 00:11:43,515
been started?

311
00:11:44,233 --> 00:11:45,325
Sure. Yeah. Yeah. It's

312
00:11:46,158 --> 00:11:49,653
it's a general tile editor. So it's... Again,

313
00:11:49,812 --> 00:11:51,559
these are tools that have always been functional.

314
00:11:51,797 --> 00:11:53,624
It's just that the command line usage of

315
00:11:53,624 --> 00:11:54,657
tile types has been pretty...

316
00:11:55,307 --> 00:11:58,568
Opaque, and difficult to comprehend. And now that

317
00:11:58,568 --> 00:12:00,954
it's all visualize on the screen, using the

318
00:12:00,954 --> 00:12:02,942
same graphical buttons that we're using for gui

319
00:12:02,942 --> 00:12:05,182
design, it's it's much easier to get things

320
00:12:05,182 --> 00:12:06,772
in a in a state where you can

321
00:12:06,772 --> 00:12:08,521
be productive and get done what you wanna

322
00:12:08,521 --> 00:12:10,508
get done. Oh, 0, okay. Can you can

323
00:12:10,508 --> 00:12:11,700
you break that down for me?

324
00:12:12,749 --> 00:12:14,825
Does that mean I can actually edit the

325
00:12:14,825 --> 00:12:16,661
world map or does it only work in

326
00:12:16,661 --> 00:12:18,737
fortress mode? Oh, it is in the in

327
00:12:18,737 --> 00:12:20,333
the fortress mode in the in the local

328
00:12:20,333 --> 00:12:20,493
map?

329
00:12:21,451 --> 00:12:21,951
The

330
00:12:22,344 --> 00:12:25,061
it does open up the opportunity to do

331
00:12:25,061 --> 00:12:27,219
things at the world level. We don't have

332
00:12:27,219 --> 00:12:30,515
any current tools that act on on world

333
00:12:30,908 --> 00:12:31,306
structures,

334
00:12:31,863 --> 00:12:33,931
but we could. We just haven't done that

335
00:12:33,931 --> 00:12:34,090
yet.

336
00:12:34,806 --> 00:12:37,453
So like, if you want to connect islands

337
00:12:38,404 --> 00:12:39,123
That mh.

338
00:12:39,682 --> 00:12:41,760
That's... It's in the cards. Not not not

339
00:12:41,760 --> 00:12:43,917
yet, but that's someday, that would be possible.

340
00:12:44,157 --> 00:12:45,755
In my head, I have the old Sim

341
00:12:45,755 --> 00:12:46,255
city

342
00:12:46,970 --> 00:12:47,870
map designer

343
00:12:48,730 --> 00:12:50,570
where... That's what was coming those coming to

344
00:12:50,570 --> 00:12:52,809
me too. I was like, okay. It's like

345
00:12:52,889 --> 00:12:54,029
Sim city 2 thousands

346
00:12:54,503 --> 00:12:56,728
Where you? I can... Where you build out

347
00:12:56,728 --> 00:12:58,477
your your landscape, and then you play on

348
00:12:58,477 --> 00:12:58,636
it?

349
00:13:00,066 --> 00:13:01,656
Dam up the river, build the city in

350
00:13:01,656 --> 00:13:02,769
it, and then blow the dam.

351
00:13:03,579 --> 00:13:04,691
See the fan to do.

352
00:13:05,566 --> 00:13:06,996
You you have the heart of a door.

353
00:13:08,744 --> 00:13:10,731
Oh, you know, it's it's like playing the

354
00:13:10,810 --> 00:13:12,161
Sims and taking the ladder out of the

355
00:13:12,161 --> 00:13:12,241
pool.

356
00:13:12,971 --> 00:13:14,243
No. No takers. Okay.

357
00:13:15,118 --> 00:13:16,572
That sounds like a pretty exciting

358
00:13:16,946 --> 00:13:19,649
feature though. I I think that seems very

359
00:13:19,649 --> 00:13:20,046
powerful.

360
00:13:20,459 --> 00:13:23,561
That it is. And you know, it's is

361
00:13:23,561 --> 00:13:25,470
it power that you can wield? We'll we'll

362
00:13:25,470 --> 00:13:28,034
find out whether there's more safeguards so we

363
00:13:28,034 --> 00:13:29,875
need to put in place because we're really

364
00:13:29,875 --> 00:13:32,115
trying to make things safe and fun for

365
00:13:32,115 --> 00:13:32,355
players.

366
00:13:32,995 --> 00:13:34,834
And sometimes these tools can be so powerful

367
00:13:34,834 --> 00:13:36,195
that you can destroy your own games. So

368
00:13:36,195 --> 00:13:37,889
we we're trying to put the safeguard. So

369
00:13:37,889 --> 00:13:39,167
it's not so easy to do that.

370
00:13:40,685 --> 00:13:44,121
Yeah. It allows you to crash your fortress

371
00:13:44,121 --> 00:13:47,966
and make corrupted saves. Great. Mh. Yeah. I've

372
00:13:47,966 --> 00:13:48,683
done that enough.

373
00:13:51,232 --> 00:13:51,950
Okay. Wait.

374
00:13:53,399 --> 00:13:56,054
Is there a possibility where I can change

375
00:13:56,352 --> 00:13:59,465
a specific tile type to, for example, an

376
00:13:59,465 --> 00:14:00,342
evil bio?

377
00:14:01,460 --> 00:14:02,751
Okay. You wanna get technical.

378
00:14:03,309 --> 00:14:03,469
Okay.

379
00:14:04,426 --> 00:14:04,926
So

380
00:14:05,702 --> 00:14:07,797
the bio is not

381
00:14:08,414 --> 00:14:11,580
a tile type, but it is a map

382
00:14:12,098 --> 00:14:14,354
tile property. You can

383
00:14:14,811 --> 00:14:18,083
associate any particular tile with any bio that

384
00:14:18,083 --> 00:14:18,881
you have access to.

385
00:14:19,694 --> 00:14:20,194
So

386
00:14:20,650 --> 00:14:22,664
again, this is not something that we have

387
00:14:23,040 --> 00:14:26,228
tools to make really easy, but it is

388
00:14:26,228 --> 00:14:28,472
very possible. If if a modern wants to

389
00:14:28,472 --> 00:14:30,642
do something specific with this, this is possible

390
00:14:30,699 --> 00:14:32,767
today, where you can have specific tiles being

391
00:14:32,767 --> 00:14:34,095
parts of specific bio

392
00:14:34,692 --> 00:14:37,342
So, like, for for crop growth or

393
00:14:38,196 --> 00:14:40,209
a a spot of re

394
00:14:41,143 --> 00:14:41,382
terror.

395
00:14:42,178 --> 00:14:44,104
Give the same thing. You have your you

396
00:14:44,104 --> 00:14:45,934
have your your little pit in the center

397
00:14:45,934 --> 00:14:48,083
of your map that you take things or

398
00:14:48,083 --> 00:14:49,596
in the center of your tavern. I call

399
00:14:49,596 --> 00:14:50,471
it cemetery.

400
00:14:52,078 --> 00:14:54,865
Yeah. Yeah. For example, for example, but I

401
00:14:54,865 --> 00:14:57,116
was reminded of a previous fortress

402
00:14:57,492 --> 00:14:58,527
that I...

403
00:14:59,259 --> 00:15:01,899
Put into some kind of... It it didn't

404
00:15:01,899 --> 00:15:04,299
say mountain, but I couldn't grow anything.

405
00:15:04,779 --> 00:15:06,299
And I was like, oh, this this spot

406
00:15:06,299 --> 00:15:08,034
is nice. It doesn't have any trees. My

407
00:15:08,313 --> 00:15:11,362
me, I couldn't grow anything above ground. That

408
00:15:11,420 --> 00:15:15,483
that was very annoying. Mh. So there there

409
00:15:15,483 --> 00:15:18,207
is kind of a possibility. You to change

410
00:15:18,207 --> 00:15:20,781
that around. So I could be able to

411
00:15:20,999 --> 00:15:21,499
grow

412
00:15:21,876 --> 00:15:24,748
something and then bio that used to be,

413
00:15:24,827 --> 00:15:26,263
for example, like a mountain buying.

414
00:15:28,108 --> 00:15:30,114
I I don't know off offhand whether it's

415
00:15:30,565 --> 00:15:32,150
arbitrary that you can set it to arbitrary

416
00:15:32,150 --> 00:15:33,894
volumes or whether you have to have it

417
00:15:33,894 --> 00:15:34,899
somewhere on your map,

418
00:15:35,495 --> 00:15:36,607
I know that if it's on your map,

419
00:15:36,766 --> 00:15:37,957
you can just assign any title to it

420
00:15:37,957 --> 00:15:40,340
that you want. Mh mh. But can you

421
00:15:40,340 --> 00:15:42,564
just sn it from other places in the

422
00:15:42,564 --> 00:15:44,410
world, I'm not not positive on that. I'd

423
00:15:44,410 --> 00:15:45,127
have to go look that up.

424
00:15:46,003 --> 00:15:48,952
Okay. That's that's still pretty cool. Any other

425
00:15:48,952 --> 00:15:50,759
things that you wanna mention about the up

426
00:15:50,958 --> 00:15:53,422
coming features before we, you know, nerd out

427
00:15:53,422 --> 00:15:54,137
on Quick forte?

428
00:15:55,011 --> 00:15:55,250
Sure.

429
00:15:56,362 --> 00:15:58,826
We we also have quite an influx of

430
00:15:58,826 --> 00:15:59,461
adventure mode tooling.

431
00:16:00,114 --> 00:16:00,993
That's in the works.

432
00:16:01,792 --> 00:16:03,630
So much that I've had to rethink part

433
00:16:03,630 --> 00:16:05,388
of our architecture for how to support it

434
00:16:05,388 --> 00:16:07,785
properly. So in the next beta, I think

435
00:16:07,785 --> 00:16:09,470
you can suspect a lot of things coming

436
00:16:09,470 --> 00:16:11,930
for adventure mode and and improving the experience

437
00:16:11,930 --> 00:16:13,834
there. I've never really thought of D hack

438
00:16:13,834 --> 00:16:16,239
in adventure mode in the in the same

439
00:16:16,374 --> 00:16:16,612
realm.

440
00:16:17,183 --> 00:16:19,725
Interesting. No. What what do we expect? Yeah.

441
00:16:19,963 --> 00:16:21,472
That... That's why it's been such a a

442
00:16:21,472 --> 00:16:23,458
big change for us. A... We've always had

443
00:16:23,458 --> 00:16:26,159
some adventure mode tools, but not really a

444
00:16:26,159 --> 00:16:26,659
a

445
00:16:26,968 --> 00:16:29,985
solid, easy to use, well presented corpus of

446
00:16:29,985 --> 00:16:30,485
functionality.

447
00:16:31,255 --> 00:16:33,319
So what would that look like? For a

448
00:16:33,319 --> 00:16:34,137
a fledgling

449
00:16:34,748 --> 00:16:36,273
adventure mode player. So

450
00:16:37,308 --> 00:16:39,537
First thing I brought over was the notification

451
00:16:39,537 --> 00:16:39,776
panel.

452
00:16:40,413 --> 00:16:42,244
So in fort mode, that will tell you

453
00:16:42,244 --> 00:16:43,836
things like, you know, invaders are on the

454
00:16:43,836 --> 00:16:44,908
map. Or

455
00:16:45,682 --> 00:16:47,991
traders are ready to trade. Yeah. There's Dwarf

456
00:16:47,991 --> 00:16:50,221
camp find needed item. Right. Right. Or Moody,

457
00:16:50,380 --> 00:16:51,813
Moody or dwarf can't find or can't find

458
00:16:51,813 --> 00:16:53,661
a workshop to to be moody. Have a

459
00:16:53,661 --> 00:16:54,698
had that 1. But... Yeah.

460
00:16:55,655 --> 00:16:57,330
In adventure mode, there's different kinds of things

461
00:16:57,330 --> 00:16:58,527
you wanna keep an eye on and different

462
00:16:58,527 --> 00:17:00,919
things that are important. So I split up

463
00:17:00,919 --> 00:17:02,536
going notified to have separate

464
00:17:03,089 --> 00:17:05,107
notifications that can appear in each mode. And

465
00:17:05,326 --> 00:17:07,244
in adventure mode, you can look for things

466
00:17:07,244 --> 00:17:10,041
like actively losing blood. This is how much

467
00:17:10,041 --> 00:17:11,480
time you have left before you bleed out,

468
00:17:13,727 --> 00:17:15,480
Did you know that you're drowning? Here here

469
00:17:15,480 --> 00:17:18,269
are some bubbles to visualize how much breath

470
00:17:18,269 --> 00:17:19,385
you have left for you?

471
00:17:20,037 --> 00:17:21,150
Where you completely drown.

472
00:17:23,773 --> 00:17:25,283
And then there's also a version of, you

473
00:17:25,283 --> 00:17:27,032
know, here's the local wildlife that you can

474
00:17:27,032 --> 00:17:29,115
see So you can quick zoom to them

475
00:17:29,115 --> 00:17:30,807
if you wanna run over there and stu

476
00:17:30,943 --> 00:17:32,374
whack on an elephant with a stick.

477
00:17:33,408 --> 00:17:35,396
That always that always a good strategy.

478
00:17:37,005 --> 00:17:38,999
Always a good strat. Elephants are very gentle

479
00:17:38,999 --> 00:17:41,871
and or fortress. Mh. Never if you've never

480
00:17:41,871 --> 00:17:43,466
dealt with them before. And and then there's

481
00:17:43,466 --> 00:17:45,595
a whole bunch of stuff around conversations and

482
00:17:45,713 --> 00:17:48,412
party management, like, being able to move someone

483
00:17:48,412 --> 00:17:50,396
from your extra party members into your core

484
00:17:50,396 --> 00:17:50,714
party,

485
00:17:51,984 --> 00:17:54,223
being able to just side that you're done

486
00:17:54,223 --> 00:17:55,813
with your current body and you wanna jump

487
00:17:55,813 --> 00:17:56,687
into somebody else's body.

488
00:17:57,482 --> 00:17:58,356
That is now a thing.

489
00:17:59,231 --> 00:18:01,616
Oh, if someone kills you, you can decide

490
00:18:01,616 --> 00:18:03,622
like, maybe my you're can just go go

491
00:18:03,622 --> 00:18:04,980
and have it them for a while, and

492
00:18:04,980 --> 00:18:07,694
then you can go and play continue your

493
00:18:07,694 --> 00:18:09,450
adventure as the person that just killed you.

494
00:18:10,408 --> 00:18:10,908
Spicy

495
00:18:11,286 --> 00:18:13,132
possession. I like it. If Okay. That's right.

496
00:18:13,609 --> 00:18:15,355
We've also done some things in the speaking

497
00:18:15,355 --> 00:18:17,340
menu, right now, you have to kind of

498
00:18:17,340 --> 00:18:19,404
search for things in the conversation to get

499
00:18:19,404 --> 00:18:21,091
something they wanna talk about talk about, but

500
00:18:21,091 --> 00:18:22,447
the kinds of things that you can search

501
00:18:22,447 --> 00:18:24,440
for aren't always the kinds of things that

502
00:18:24,440 --> 00:18:26,194
you want to be able to search for.

503
00:18:26,513 --> 00:18:27,572
So we've

504
00:18:28,108 --> 00:18:30,037
redone that whole interface talk to be able

505
00:18:30,037 --> 00:18:32,589
to search for a wider variety of words

506
00:18:32,589 --> 00:18:34,025
to get to where you wanna go. Like,

507
00:18:34,344 --> 00:18:35,460
it's it's it's important for you to be

508
00:18:35,460 --> 00:18:36,816
able to boast about the things that you've

509
00:18:36,816 --> 00:18:38,411
killed. So now you can search for the

510
00:18:38,411 --> 00:18:38,911
keyword

511
00:18:39,223 --> 00:18:41,447
slew, and they will go and just show

512
00:18:41,447 --> 00:18:42,956
you the ones that are things that you

513
00:18:42,956 --> 00:18:44,386
have killed that you can boast about some

514
00:18:44,386 --> 00:18:46,292
people can start to become more impressed with

515
00:18:46,292 --> 00:18:46,451
you.

516
00:18:47,577 --> 00:18:49,506
Mike, have you ever listened to the old

517
00:18:49,640 --> 00:18:52,576
door fortress talk podcast with with Ton Zach?

518
00:18:53,052 --> 00:18:54,266
Yeah. Yeah. I've

519
00:18:55,052 --> 00:18:56,881
I still have that in my subscribed favorites.

520
00:18:57,119 --> 00:18:58,631
It's just in case anyone shows up. Yep

521
00:18:58,710 --> 00:19:00,698
Yep. I listened to it occasionally all the

522
00:19:00,698 --> 00:19:02,607
way through, you know, once a year or

523
00:19:02,607 --> 00:19:04,931
so... But but you talk about,

524
00:19:05,648 --> 00:19:07,400
being able to shift your in essence since

525
00:19:07,400 --> 00:19:10,028
your consciousness to another character on the screen.

526
00:19:10,267 --> 00:19:12,434
They actually talked about that like a half

527
00:19:12,434 --> 00:19:14,035
hour on and I want the you know,

528
00:19:14,515 --> 00:19:15,414
early teens

529
00:19:16,275 --> 00:19:19,328
episodes of dwarf fortress talk and discussing or

530
00:19:19,328 --> 00:19:20,843
not that was something that they wanted to

531
00:19:20,843 --> 00:19:21,321
allow happen.

532
00:19:22,437 --> 00:19:23,872
Allowed to be able to happen. Because because,

533
00:19:23,952 --> 00:19:26,024
you know, in essence you could you could

534
00:19:26,024 --> 00:19:26,742
shift your

535
00:19:27,300 --> 00:19:29,781
whether you're about to get killed by a

536
00:19:29,781 --> 00:19:31,769
the general from next door, you can shift

537
00:19:31,769 --> 00:19:32,803
to him and have him to jump off

538
00:19:32,803 --> 00:19:35,283
of a cliff, and whenever Yeah. But so

539
00:19:35,442 --> 00:19:36,793
I was wondering if you if you had

540
00:19:36,793 --> 00:19:38,302
watched... If you'd had listen to those and

541
00:19:38,302 --> 00:19:40,367
taken any inspiration from some of the things

542
00:19:40,367 --> 00:19:41,815
that they talked about in the past. Well,

543
00:19:41,974 --> 00:19:44,055
this particular tool is not a new d

544
00:19:44,055 --> 00:19:45,575
effect tool. It's called... It was originally called

545
00:19:45,654 --> 00:19:45,894
Linger.

546
00:19:46,855 --> 00:19:47,355
And

547
00:19:48,055 --> 00:19:49,414
I don't know who eventually wrote it, but

548
00:19:49,414 --> 00:19:51,069
that may be where they got the idea

549
00:19:51,349 --> 00:19:53,583
By me. By me. And it raises a

550
00:19:53,583 --> 00:19:54,801
good question of

551
00:19:55,418 --> 00:19:57,891
what capabilities are not in the spirit of

552
00:19:57,891 --> 00:20:00,139
game. From and this is of course something

553
00:20:00,139 --> 00:20:02,233
that we think about a lot. We we

554
00:20:02,451 --> 00:20:04,444
want to make sure that D hack is

555
00:20:04,444 --> 00:20:07,727
is expanding the experience for for players. And

556
00:20:07,727 --> 00:20:10,117
not restricting or going against a kind of

557
00:20:10,117 --> 00:20:10,277
vision.

558
00:20:11,153 --> 00:20:13,942
So I mean, in general, we try to

559
00:20:13,942 --> 00:20:16,944
air on the side of agency, giving players

560
00:20:17,064 --> 00:20:18,496
the ability to do the things that they

561
00:20:18,496 --> 00:20:19,769
want to do, the things that they find

562
00:20:19,769 --> 00:20:22,236
fun. But... Yeah. The question of is this

563
00:20:22,236 --> 00:20:25,039
against the design or the intent, is something

564
00:20:25,039 --> 00:20:26,317
that is always on our mind. It's something

565
00:20:26,317 --> 00:20:28,155
that we consider for every feature that we

566
00:20:28,155 --> 00:20:31,112
add. Yeah. That's come up on here several

567
00:20:31,112 --> 00:20:33,610
times. And I think that the podcast

568
00:20:34,963 --> 00:20:36,641
position that we've come up with is, You

569
00:20:36,641 --> 00:20:39,198
know, you're playing the game. It's not a

570
00:20:39,198 --> 00:20:41,276
competitive game, do whatever you want to, that

571
00:20:41,276 --> 00:20:42,890
makes it feel good to you. So Yeah.

572
00:20:43,049 --> 00:20:43,609
To be honest,

573
00:20:44,809 --> 00:20:45,309
those

574
00:20:46,009 --> 00:20:49,450
comments were mostly referring to already implemented D

575
00:20:49,450 --> 00:20:49,950
hack

576
00:20:50,980 --> 00:20:53,211
features, so they were already kind of vetted.

577
00:20:54,566 --> 00:20:57,275
So, I mean, could you give us an

578
00:20:57,275 --> 00:20:59,665
example about what you're talking about?

579
00:21:00,637 --> 00:21:03,029
You mean, like, what what kind of ability

580
00:21:03,029 --> 00:21:04,704
is against the intent of the game? Yeah.

581
00:21:05,740 --> 00:21:08,771
So something... A recent example is the damp

582
00:21:08,771 --> 00:21:09,144
dig

583
00:21:09,823 --> 00:21:11,758
feature, which I added,

584
00:21:12,933 --> 00:21:15,166
2 versions ago? I think. U. Thank you

585
00:21:15,166 --> 00:21:17,559
very much. Yeah. That's been right. It doesn't

586
00:21:17,559 --> 00:21:18,835
mean that a lot of people were asking

587
00:21:18,835 --> 00:21:21,170
for. Yeah. But as part of that, you

588
00:21:21,170 --> 00:21:23,569
also get to see things like which tiles

589
00:21:23,569 --> 00:21:25,730
are aquifer and which tiles are just damp.

590
00:21:26,703 --> 00:21:28,459
And there was quite a bit of debate

591
00:21:28,459 --> 00:21:30,235
there. Is is this information

592
00:21:30,613 --> 00:21:33,006
that was being intentionally withheld from a player.

593
00:21:33,166 --> 00:21:35,358
Is it? Is it reasonable

594
00:21:35,817 --> 00:21:37,335
that the player would not be able to

595
00:21:37,335 --> 00:21:38,475
see this information

596
00:21:38,854 --> 00:21:41,730
because clearly, the doors themselves can tell that

597
00:21:41,730 --> 00:21:43,444
a tile is leaking

598
00:21:44,063 --> 00:21:45,501
because the water is going to appear.

599
00:21:46,140 --> 00:21:48,297
So why shouldn't they be able to visually

600
00:21:48,297 --> 00:21:50,549
distinguish between a damp and an aquifer tile.

601
00:21:51,909 --> 00:21:54,569
So we try to think things through in

602
00:21:54,950 --> 00:21:57,269
in character and in the game to make

603
00:21:57,269 --> 00:22:00,164
sure that it makes sense. And doesn't appear

604
00:22:00,164 --> 00:22:02,664
to be against the intent of the design

605
00:22:03,045 --> 00:22:04,404
before we go through something like that.

606
00:22:05,204 --> 00:22:07,045
Of course, there's an entirely different class of

607
00:22:07,045 --> 00:22:08,978
tools that we call Arm mark tools which

608
00:22:08,978 --> 00:22:10,891
is just you become Arm mock do whatever

609
00:22:10,891 --> 00:22:12,007
you want. And,

610
00:22:12,565 --> 00:22:14,318
for those who don't know you can hide

611
00:22:14,318 --> 00:22:16,310
those tools from the D of hack interfaces,

612
00:22:16,883 --> 00:22:18,630
by going into the control panel into the

613
00:22:18,630 --> 00:22:19,130
preferences

614
00:22:19,584 --> 00:22:20,934
and turning on mortal mode.

615
00:22:21,808 --> 00:22:23,635
So if you have mortal mode enabled, all

616
00:22:23,635 --> 00:22:25,119
those Arm mock tools are just

617
00:22:26,039 --> 00:22:26,519
just gone.

618
00:22:27,400 --> 00:22:29,079
And you don't have to be tempted by

619
00:22:29,079 --> 00:22:31,319
them. Is fast or 1 of them? Yeah.

620
00:22:31,559 --> 00:22:32,519
Store is 1 of them. Yes.

621
00:22:33,799 --> 00:22:34,692
I like fast store.

622
00:22:35,486 --> 00:22:37,469
But it leave things like the the dig

623
00:22:37,469 --> 00:22:37,707
commands.

624
00:22:38,421 --> 00:22:40,111
Right. Yeah. Anything like productivity

625
00:22:40,484 --> 00:22:42,650
design. Those are clearly

626
00:22:43,278 --> 00:22:46,068
not against intent that is just a, helper

627
00:22:46,068 --> 00:22:48,220
to the interface, and and those are are

628
00:22:48,220 --> 00:22:48,858
always available.

629
00:22:53,585 --> 00:22:54,724
Queen Ball's manifesto

630
00:22:55,184 --> 00:22:58,224
on the art and necessity of memorial slam.

631
00:22:59,680 --> 00:23:02,900
Section 2, the eternal significance of memorial slabs

632
00:23:03,200 --> 00:23:04,559
discovered by potato bomb.

633
00:23:06,480 --> 00:23:08,894
But le not stop at Mere aesthetics, my

634
00:23:08,894 --> 00:23:09,454
beloved dwarves.

635
00:23:10,815 --> 00:23:13,454
Memorial slabs serve a far grander purpose than

636
00:23:13,454 --> 00:23:14,595
just looking fabulous

637
00:23:15,708 --> 00:23:17,625
They are our eternal margin notes in the

638
00:23:17,625 --> 00:23:18,904
book of Metal bench history,

639
00:23:19,463 --> 00:23:21,460
scribble with the saga of our departed kin.

640
00:23:22,514 --> 00:23:24,351
In a world where goblins could attack at

641
00:23:24,351 --> 00:23:27,627
any moment, or where 1 might unexpectedly find

642
00:23:27,627 --> 00:23:29,065
oneself on the wrong end of a carp,

643
00:23:29,399 --> 00:23:31,714
it's crucial to have these tangible reminders of

644
00:23:31,714 --> 00:23:34,427
those who have, quite literally bitten the dust.

645
00:23:35,704 --> 00:23:37,380
Imagine a future where our descendants,

646
00:23:37,873 --> 00:23:39,702
delving through the ancient halls of meadow bent,

647
00:23:40,179 --> 00:23:42,723
come across a meticulously crafted jet slab.

648
00:23:43,757 --> 00:23:45,904
They'd read a uri the fearful and laugh

649
00:23:45,904 --> 00:23:47,176
at his nocturnal pho,

650
00:23:47,589 --> 00:23:49,501
while feeling an odd sense of pride in

651
00:23:49,501 --> 00:23:50,537
their quirky heritage.

652
00:23:51,652 --> 00:23:55,238
Our tales of bravery, fo, and inexplicable decisions

653
00:23:55,238 --> 00:23:57,070
to punch a cave spider will live on.

654
00:23:57,483 --> 00:23:59,313
Etched into the stone for all eternity.

655
00:24:00,506 --> 00:24:03,449
Without these slabs, how else will future generations

656
00:24:03,449 --> 00:24:06,340
know that bravery sometimes means running away, and

657
00:24:06,340 --> 00:24:09,380
that wisdom occasionally involves not inhaling the deadly

658
00:24:09,380 --> 00:24:10,660
dust from a forgotten beast.

659
00:24:13,313 --> 00:24:16,086
Potato Bomb, whose nickname came from his explosive

660
00:24:16,086 --> 00:24:19,255
enthusiasm for uncovering relics stumbled upon the second

661
00:24:19,255 --> 00:24:20,126
section of the manifesto.

662
00:24:20,539 --> 00:24:22,292
While digging with nothing but a spoon and

663
00:24:22,292 --> 00:24:22,792
sheer

664
00:24:23,168 --> 00:24:23,328
determination.

665
00:24:24,284 --> 00:24:26,913
His find not only expanded our understanding of

666
00:24:26,913 --> 00:24:29,404
do and humor, but also proved that persistence

667
00:24:29,404 --> 00:24:31,005
and a pinch of madness go a long

668
00:24:31,005 --> 00:24:32,205
way in archaeology.

669
00:24:35,485 --> 00:24:38,306
Also, how would you give the elevator pitch

670
00:24:38,363 --> 00:24:39,714
on Quick forward and what it does?

671
00:24:40,589 --> 00:24:41,861
Quick forward is a way to take away

672
00:24:41,861 --> 00:24:44,326
the repetition of design. For a lot of

673
00:24:44,326 --> 00:24:46,330
things you know how you want it to

674
00:24:46,330 --> 00:24:48,398
go, and you may do it the same

675
00:24:48,398 --> 00:24:49,432
way every single time,

676
00:24:50,148 --> 00:24:51,659
and quick fourth can just do it for

677
00:24:51,659 --> 00:24:53,188
you in 1 click. Quickly instead of forcing

678
00:24:53,188 --> 00:24:54,623
you to go through the hundreds of clicks

679
00:24:54,623 --> 00:24:56,559
that may be required for creating,

680
00:24:57,175 --> 00:25:00,228
you know, 60 new bedrooms or your your

681
00:25:00,286 --> 00:25:01,801
standard dining hall that you love to make

682
00:25:01,801 --> 00:25:04,134
in every 4. But takes a lot of

683
00:25:04,134 --> 00:25:06,134
clicks to get done. So Quick forward is

684
00:25:06,134 --> 00:25:08,934
at its core productivity tool. It certainly expanded

685
00:25:08,934 --> 00:25:09,994
from its original

686
00:25:10,388 --> 00:25:10,865
abilities.

687
00:25:11,581 --> 00:25:14,525
And its goal essentially is to be able

688
00:25:14,525 --> 00:25:15,423
to do anything

689
00:25:15,957 --> 00:25:17,867
related to the map that you could do

690
00:25:17,867 --> 00:25:20,271
as a human in the game just quicker

691
00:25:20,271 --> 00:25:22,583
and and more reliably and fewer clicks.

692
00:25:23,221 --> 00:25:24,337
So if there's something that you can click

693
00:25:24,337 --> 00:25:26,490
on the map and change, then quick forward

694
00:25:26,490 --> 00:25:27,606
aims to be able to do that as

695
00:25:27,606 --> 00:25:28,977
well, So if you need to do that

696
00:25:28,977 --> 00:25:30,654
a hundred times in a row, you don't

697
00:25:30,654 --> 00:25:31,692
need to do it by your own hand.

698
00:25:32,410 --> 00:25:34,406
Cool. I I know that I especially love

699
00:25:34,406 --> 00:25:35,044
the bedroom,

700
00:25:35,843 --> 00:25:37,040
the bedroom layout.

701
00:25:38,173 --> 00:25:40,727
It... That's part of the some of the

702
00:25:40,727 --> 00:25:42,244
blueprints that are included with D hack.

703
00:25:43,281 --> 00:25:46,075
So everyone everyone probably... Who's listening to this.

704
00:25:46,649 --> 00:25:48,346
Podcast knows that I used

705
00:25:48,804 --> 00:25:51,778
Quick fort. And specifically the dream for blueprints

706
00:25:51,997 --> 00:25:54,652
to develop the map that I'm currently running

707
00:25:54,711 --> 00:25:55,211
and

708
00:25:55,523 --> 00:25:56,635
Yeah. It was, like,

709
00:25:57,747 --> 00:25:58,803
set up a

710
00:25:59,176 --> 00:25:59,676
a

711
00:26:00,050 --> 00:26:01,265
ready to go fortress

712
00:26:01,797 --> 00:26:03,171
in about 2 hours

713
00:26:03,624 --> 00:26:04,815
instead of spending, like...

714
00:26:05,388 --> 00:26:08,259
3 days getting something that was not as

715
00:26:08,259 --> 00:26:10,971
efficient. So it that was it was really

716
00:26:10,971 --> 00:26:11,688
handy that way.

717
00:26:12,725 --> 00:26:15,054
1 thing I kinda wonder is what's the

718
00:26:15,054 --> 00:26:16,353
best way to

719
00:26:16,812 --> 00:26:18,730
develop your own? Let's say that that I've

720
00:26:18,890 --> 00:26:20,169
I've got a particular kind of,

721
00:26:20,728 --> 00:26:22,326
Tavern that I like to build, and I

722
00:26:22,326 --> 00:26:24,245
want to save of the blueprints of that.

723
00:26:24,499 --> 00:26:25,848
Is it best to just go in and

724
00:26:25,848 --> 00:26:28,467
edit a a spreadsheet for it? Or is

725
00:26:28,467 --> 00:26:30,611
it... Is there way to to take that

726
00:26:30,611 --> 00:26:32,992
snapshot from your screen on a, under Fortress?

727
00:26:33,484 --> 00:26:36,275
You definitely can go into a spreadsheet and

728
00:26:36,275 --> 00:26:38,268
do it manually. That's an Tony's favorite way.

729
00:26:40,182 --> 00:26:42,335
And many of the features in Quick fort.

730
00:26:42,749 --> 00:26:44,503
Can only really be done that way because

731
00:26:44,503 --> 00:26:45,960
they're there 2

732
00:26:46,576 --> 00:26:49,367
specific esoteric to be automatically absorbed from the

733
00:26:49,367 --> 00:26:52,810
map. U. But I... By far, the easiest

734
00:26:52,810 --> 00:26:54,483
way to do this is to fire up

735
00:26:54,563 --> 00:26:55,620
Gui blueprint

736
00:26:55,996 --> 00:26:58,306
and just select the area that you wanna

737
00:26:58,306 --> 00:27:00,377
copy of, and you'll will generate that blueprint

738
00:27:00,377 --> 00:27:02,549
for you. So a a quick forward set

739
00:27:02,549 --> 00:27:05,829
of blueprint is 1 blueprint per layer. There's

740
00:27:05,829 --> 00:27:07,509
this probably gonna be a a dig layer

741
00:27:07,509 --> 00:27:09,190
where you dig out the the layout.

742
00:27:09,763 --> 00:27:11,838
And then you're gonna be placing stockpile, you're

743
00:27:11,838 --> 00:27:12,796
gonna be building buildings.

744
00:27:13,514 --> 00:27:15,211
Each 1 of these goes into a different

745
00:27:15,430 --> 00:27:15,989
blueprint mode,

746
00:27:16,627 --> 00:27:18,873
and you lay them down down as you're

747
00:27:18,873 --> 00:27:21,737
ready for that step. So you apply the

748
00:27:21,737 --> 00:27:23,328
the dig blueprint, wait for your doors to

749
00:27:23,328 --> 00:27:24,919
dig it out, and then you can apply

750
00:27:24,919 --> 00:27:25,714
your your

751
00:27:26,684 --> 00:27:28,842
your stockpile and your buildings and get all

752
00:27:28,842 --> 00:27:30,200
that built in in the second phase.

753
00:27:31,079 --> 00:27:33,156
And so Blueprint will take a snapshot of

754
00:27:33,156 --> 00:27:35,565
everything that exists on that tile, and then

755
00:27:35,565 --> 00:27:37,792
construct for you a sequence a sequence of

756
00:27:37,792 --> 00:27:39,167
blueprints that will

757
00:27:39,861 --> 00:27:41,292
recreate that exact scene.

758
00:27:42,182 --> 00:27:44,642
Including furniture layouts and and such?

759
00:27:45,277 --> 00:27:48,214
In including furniture layouts, including the names you've

760
00:27:48,214 --> 00:27:49,087
given to the buildings,

761
00:27:49,659 --> 00:27:53,095
its capabilities are are constantly being extended. Like,

762
00:27:53,255 --> 00:27:55,333
right now, it doesn't record. If you've set

763
00:27:55,333 --> 00:27:57,250
up links between the stockpile files. It record

764
00:27:57,250 --> 00:27:59,025
that, even though you can put that into

765
00:27:59,025 --> 00:28:00,224
a quick for a blueprint if you're writing

766
00:28:00,224 --> 00:28:02,224
it manually. Mh. So over time, it'll will

767
00:28:02,224 --> 00:28:04,224
become more complete, but it will at least

768
00:28:04,224 --> 00:28:05,825
give you the basics of a digging layout

769
00:28:05,825 --> 00:28:07,605
in the building placement and the zones

770
00:28:07,919 --> 00:28:09,674
and everything else that's there. What'd you say

771
00:28:09,674 --> 00:28:10,472
the command was

772
00:28:11,908 --> 00:28:12,945
capture blueprint?

773
00:28:13,982 --> 00:28:16,631
Gooey slash blueprint. 2 slash blueprint. Well, that

774
00:28:16,631 --> 00:28:17,030
also

775
00:28:17,669 --> 00:28:18,387
create orders.

776
00:28:18,946 --> 00:28:20,782
So for example, in in Dream for it,

777
00:28:20,941 --> 00:28:23,735
whenever you lay down a a particular blueprint,

778
00:28:24,387 --> 00:28:26,640
it will tell you. Okay. Hit the o

779
00:28:26,697 --> 00:28:28,153
key to order

780
00:28:28,529 --> 00:28:30,759
from your manager, the things that are needed

781
00:28:30,759 --> 00:28:32,272
to to build this particular,

782
00:28:33,084 --> 00:28:35,162
to this particular level of the of the

783
00:28:35,162 --> 00:28:36,680
blueprint. Is that something that you would have

784
00:28:36,680 --> 00:28:39,397
to do manually or or is that include

785
00:28:39,397 --> 00:28:41,555
whenever you do the gui blueprint? That is

786
00:28:41,555 --> 00:28:43,004
included in any blueprint.

787
00:28:43,799 --> 00:28:45,865
When you run Quick 4 orders or use

788
00:28:45,865 --> 00:28:48,568
gui Quick 4 to generate major orders, it

789
00:28:48,568 --> 00:28:51,208
will scan the blueprint whatever it contains.

790
00:28:51,924 --> 00:28:53,596
And figure out what it is that you

791
00:28:53,596 --> 00:28:55,665
need to build in order to to complete

792
00:28:55,665 --> 00:28:56,938
everything on the blueprint. And then it will

793
00:28:56,938 --> 00:28:59,166
generate those major orders for you. Oh, that's

794
00:28:59,166 --> 00:29:01,731
cool. That's cool. Awesome. Yeah. A lot of

795
00:29:01,731 --> 00:29:04,782
this was just built from my own journey

796
00:29:05,000 --> 00:29:05,500
to

797
00:29:05,956 --> 00:29:08,919
try to really examine the the the structure

798
00:29:08,919 --> 00:29:11,308
and the the functionality across door fortress.

799
00:29:12,024 --> 00:29:13,696
And so I spent a lot of time

800
00:29:13,696 --> 00:29:16,339
building things, changing them slightly tweaking them, And

801
00:29:16,339 --> 00:29:17,695
so I was looking for ways to increase

802
00:29:17,695 --> 00:29:18,514
my own productivity

803
00:29:19,050 --> 00:29:21,045
and going and figuring out what you need

804
00:29:21,045 --> 00:29:22,640
to build every time was this about real

805
00:29:22,640 --> 00:29:25,373
big time sync, so getting that automatically generated

806
00:29:25,431 --> 00:29:28,240
was 1 of the the great advancements of

807
00:29:28,319 --> 00:29:30,655
Quick 4 over the years. So you

808
00:29:31,113 --> 00:29:33,826
adapted Quick fort from an earlier version to

809
00:29:33,826 --> 00:29:35,998
the to the... The current door fortress. Is

810
00:29:35,998 --> 00:29:36,477
that correct?

811
00:29:37,196 --> 00:29:40,892
That's right. Yeah. Many years ago, there was

812
00:29:41,190 --> 00:29:44,345
an... Hot key script that would

813
00:29:44,724 --> 00:29:47,125
just take a sequence of keys strokes and

814
00:29:47,125 --> 00:29:49,285
play them back into the door fortress window.

815
00:29:50,259 --> 00:29:53,133
And back then since everything was keyboard controlled,

816
00:29:53,532 --> 00:29:54,432
it could deter

817
00:29:54,810 --> 00:29:57,364
make stuff happen in the game, as long

818
00:29:57,364 --> 00:29:58,801
as you don't, like, run up against the

819
00:29:58,801 --> 00:30:00,889
map edge or you know, accidentally click on

820
00:30:00,889 --> 00:30:02,085
a unit where you didn't want to click

821
00:30:02,085 --> 00:30:03,439
on 1. So it was a little bit

822
00:30:03,439 --> 00:30:05,351
brittle, but it kinda worked. Mh.

823
00:30:05,829 --> 00:30:07,104
That was taken to the next step,

824
00:30:07,741 --> 00:30:09,117
and a python

825
00:30:09,826 --> 00:30:11,733
application was written that did much the same

826
00:30:11,733 --> 00:30:14,196
thing where it would replay he back into,

827
00:30:14,753 --> 00:30:16,024
back into the door fortress window.

828
00:30:16,994 --> 00:30:19,632
And I saw that. I saw the limitations

829
00:30:19,632 --> 00:30:21,789
in that and how brittle it was and

830
00:30:21,789 --> 00:30:23,068
how slow it was for a lot of

831
00:30:23,068 --> 00:30:24,507
things. And I thought, well, what what if

832
00:30:24,507 --> 00:30:26,997
we moved this into D hack itself? Think

833
00:30:26,997 --> 00:30:28,346
of how much more we could do. And

834
00:30:28,346 --> 00:30:30,830
so, yeah, this is a implementation of the

835
00:30:30,886 --> 00:30:33,743
idea of those 2 original quick forward implementations.

836
00:30:34,458 --> 00:30:34,855
And,

837
00:30:35,902 --> 00:30:37,810
the blueprints that you could be used back

838
00:30:37,810 --> 00:30:39,559
then can still be used in Quick fork

839
00:30:39,559 --> 00:30:41,705
today. Oh, wow. At least for for dig

840
00:30:41,705 --> 00:30:44,745
and build. The things like rooms no longer

841
00:30:44,745 --> 00:30:47,297
exist. Now they're zones. So the concepts like

842
00:30:47,297 --> 00:30:49,370
that have changed. Those blueprints will work, but

843
00:30:49,370 --> 00:30:51,363
buildings and and digging is exactly the same.

844
00:30:51,602 --> 00:30:53,134
So any old blueprint to have from back

845
00:30:53,134 --> 00:30:55,610
then will still work. So whenever they whenever

846
00:30:55,610 --> 00:30:57,767
they do updates of of dwarf fortress,

847
00:30:58,247 --> 00:31:00,735
how does... How hard does it? Keep quick

848
00:31:00,735 --> 00:31:02,087
fork compatible with the,

849
00:31:02,724 --> 00:31:04,553
updated versions. Do you have to do a

850
00:31:04,553 --> 00:31:06,065
lot of changes or is it pretty much

851
00:31:06,065 --> 00:31:06,542
stayed static?

852
00:31:07,431 --> 00:31:08,805
There was a

853
00:31:09,178 --> 00:31:10,869
significant amount of change

854
00:31:11,402 --> 00:31:14,601
between version 0 dot 40 705

855
00:31:14,816 --> 00:31:16,166
and version 50.

856
00:31:16,980 --> 00:31:18,759
Because essentially, the keyboard

857
00:31:19,059 --> 00:31:21,059
went away for for most of the control.

858
00:31:21,380 --> 00:31:23,160
U. And although

859
00:31:24,019 --> 00:31:26,112
D I quick for it did the dig

860
00:31:26,112 --> 00:31:27,012
and the buildings

861
00:31:27,471 --> 00:31:29,569
and the stockpile programmatic.

862
00:31:30,347 --> 00:31:32,480
It did many of the other things that

863
00:31:32,679 --> 00:31:34,996
the same way the old Python script did

864
00:31:34,996 --> 00:31:37,633
it by playing back keys constructs. Like all

865
00:31:37,633 --> 00:31:38,453
of the stockpile

866
00:31:38,832 --> 00:31:40,922
configuration where you go through and select which

867
00:31:40,922 --> 00:31:43,230
of the items you want that stockpile to

868
00:31:43,230 --> 00:31:45,458
hold. That was all, like, you know, right

869
00:31:45,458 --> 00:31:47,447
arrow, down arrow, down arrow, enter, down arrow,

870
00:31:47,686 --> 00:31:50,488
enter, state the escape. And it would play

871
00:31:50,488 --> 00:31:52,403
back these character sequences. And, of course, all

872
00:31:52,403 --> 00:31:54,317
that just completely disappeared when we went to

873
00:31:54,317 --> 00:31:54,716
v 50.

874
00:31:55,355 --> 00:31:55,855
So

875
00:31:56,232 --> 00:31:57,211
it took me

876
00:31:57,763 --> 00:32:00,176
I think a month or 2, but it

877
00:32:00,632 --> 00:32:04,140
is now completely programmatic and there aren't key

878
00:32:04,140 --> 00:32:06,890
strokes at all anymore. And all of that

879
00:32:06,950 --> 00:32:07,450
was

880
00:32:08,070 --> 00:32:10,230
built from the ground up to interact with

881
00:32:10,230 --> 00:32:12,470
the door fortress memory to create things like

882
00:32:12,470 --> 00:32:13,529
zones and

883
00:32:13,910 --> 00:32:16,483
stockpile configuration. But you haven't had to... You

884
00:32:16,483 --> 00:32:17,622
haven't had much problems

885
00:32:18,001 --> 00:32:19,919
since Version 50 came out. And once you

886
00:32:19,919 --> 00:32:21,917
got it compatible with 50, they haven't made

887
00:32:21,997 --> 00:32:23,915
Mh changes that have destroyed the Quick fork

888
00:32:23,915 --> 00:32:24,395
too badly.

889
00:32:24,886 --> 00:32:27,422
Yeah. There hasn't been any Ui or map

890
00:32:27,422 --> 00:32:29,166
related change since then that has had any

891
00:32:29,166 --> 00:32:30,910
effect on it? That's good. That's great.

892
00:32:31,544 --> 00:32:32,907
So... No So pump stacks.

893
00:32:35,844 --> 00:32:37,987
So so pump stacks are the thing that

894
00:32:37,987 --> 00:32:39,336
we still have had troubles.

895
00:32:39,828 --> 00:32:41,735
Getting to work. It might it might help

896
00:32:41,735 --> 00:32:43,427
if I had pump stacks down

897
00:32:43,801 --> 00:32:45,391
without Quick forte it. I don't know if

898
00:32:45,391 --> 00:32:46,447
you have heard our

899
00:32:46,900 --> 00:32:48,331
tribulation with with pump stacks.

900
00:32:48,902 --> 00:32:50,491
I've... I've been keeping close to tabs on

901
00:32:50,491 --> 00:32:50,571
it.

902
00:32:52,001 --> 00:32:53,670
Have you not going great? Have you got

903
00:32:53,670 --> 00:32:54,862
any pointers to give us?

904
00:32:56,229 --> 00:32:57,587
Yeah. I know that may not be the

905
00:32:57,587 --> 00:32:59,105
best for an audio medium, but, you know,

906
00:32:59,265 --> 00:33:00,783
that's all we did. Well, 1 thing that

907
00:33:00,862 --> 00:33:02,940
I've certainly run into that can cause problem.

908
00:33:03,590 --> 00:33:05,654
Is that if you start your pump stack

909
00:33:05,654 --> 00:33:08,195
too low and the pump itself gets flooded,

910
00:33:08,512 --> 00:33:10,656
it will d. So you wanna make sure

911
00:33:10,656 --> 00:33:12,140
that you don't even start your pump stack

912
00:33:12,497 --> 00:33:13,848
until you get to a layer that you

913
00:33:13,848 --> 00:33:15,438
sure the water level isn't going to rise

914
00:33:15,438 --> 00:33:15,596
above.

915
00:33:16,630 --> 00:33:17,980
That's 1 thing that's caught me a couple

916
00:33:17,980 --> 00:33:21,413
times. Yeah. But other than that, it's kinda

917
00:33:21,413 --> 00:33:22,550
of straightforward.

918
00:33:23,483 --> 00:33:27,146
Oh, Yeah. We're out Gents, you know, dang.

919
00:33:28,022 --> 00:33:30,105
I mean. I don't know what this say.

920
00:33:30,501 --> 00:33:32,721
You... I think I'm just not aligning things

921
00:33:32,721 --> 00:33:34,861
properly. I I think it's... I'm sure it's

922
00:33:34,861 --> 00:33:36,447
an Ab hack kind of thing.

923
00:33:37,493 --> 00:33:40,038
Between keyboard and share. Gotcha might not know.

924
00:33:40,276 --> 00:33:42,741
Yeah. That went over my head. Yeah. Totally.

925
00:33:42,980 --> 00:33:44,331
I think I'm just not lining things up

926
00:33:44,331 --> 00:33:48,088
properly because they'll dig the holes out. I

927
00:33:48,088 --> 00:33:49,601
mean, they're very good at digging things, but

928
00:33:49,601 --> 00:33:51,593
then, like, I don't know. Things just don't

929
00:33:51,593 --> 00:33:52,867
seem to line up, And I think I'm

930
00:33:52,867 --> 00:33:54,595
just putting things in the wrong place. So

931
00:33:54,714 --> 00:33:56,549
I guess They just need to spend a

932
00:33:56,549 --> 00:33:58,064
little bit more time with it, but I

933
00:33:58,064 --> 00:34:00,058
found a more effective way to kill invaders,

934
00:34:00,218 --> 00:34:02,211
so I kinda got it distracted with that,

935
00:34:02,451 --> 00:34:05,259
and I've been optimizing my killing floors. So

936
00:34:05,259 --> 00:34:07,899
the the difficulty with alignment is actually why

937
00:34:08,059 --> 00:34:10,139
I wrote those blueprints to begin with because

938
00:34:10,139 --> 00:34:11,739
it it is hard to do it manually.

939
00:34:12,234 --> 00:34:13,513
Well, you can lead a horse to water,

940
00:34:13,753 --> 00:34:13,912
man.

941
00:34:16,230 --> 00:34:17,988
Yeah. But, yeah, You gotta... You have to

942
00:34:17,988 --> 00:34:21,045
dig those channels in very precise spots and

943
00:34:21,359 --> 00:34:23,119
if you do line it up wrong, then

944
00:34:23,119 --> 00:34:25,280
it is just not gonna work. Your your

945
00:34:25,280 --> 00:34:26,559
pumps will just sit there and not pump.

946
00:34:26,799 --> 00:34:28,972
Yeah. This summer, I needed just... Sit down

947
00:34:28,972 --> 00:34:30,965
and just decide that I'm not gonna do

948
00:34:30,965 --> 00:34:33,140
anything else in the game until I get

949
00:34:33,677 --> 00:34:36,068
pump stacks to work and get to where

950
00:34:36,228 --> 00:34:38,717
I'm comfortable with them, because otherwise, that may

951
00:34:38,717 --> 00:34:40,553
never teach myself how to how to do

952
00:34:40,553 --> 00:34:42,389
it. Just like with Quick 4. I thought

953
00:34:42,389 --> 00:34:44,065
the idea of Quick 4 was great for

954
00:34:44,065 --> 00:34:46,300
the longest time. And I believe that it

955
00:34:46,300 --> 00:34:48,651
was... Either whenever you were on the podcast

956
00:34:48,789 --> 00:34:51,184
before or maybe it was something in the

957
00:34:51,184 --> 00:34:53,338
the discord server that convinced me to give

958
00:34:53,338 --> 00:34:54,716
it a try. And

959
00:34:55,029 --> 00:34:57,661
And now I am very happy that I

960
00:34:57,661 --> 00:35:00,134
did. And my my biggest fear is that

961
00:35:00,293 --> 00:35:02,367
I'm just gonna get lazy and just do

962
00:35:02,367 --> 00:35:04,680
dream for in Fort after Fort after 4.

963
00:35:05,574 --> 00:35:07,574
Well, now that gui design is a little

964
00:35:07,574 --> 00:35:09,414
easier to use. U. Then it might not

965
00:35:09,414 --> 00:35:11,335
be so bad to do things organically that

966
00:35:11,335 --> 00:35:13,826
way. That's true. That's true. But this guy

967
00:35:13,826 --> 00:35:15,503
what I'm doing right now too is I

968
00:35:15,662 --> 00:35:16,859
I start with a quick 4 or I

969
00:35:16,859 --> 00:35:18,216
start with a dream for it, and then

970
00:35:18,296 --> 00:35:20,292
I extend that with Gui design to get,

971
00:35:20,371 --> 00:35:23,025
like, organic trails coming out from it and

972
00:35:23,025 --> 00:35:24,405
and having more of a

973
00:35:25,184 --> 00:35:27,905
esoteric living space than than the template. Is

974
00:35:27,905 --> 00:35:30,873
the the new interface for for gui design,

975
00:35:31,032 --> 00:35:32,700
is that available in the beta now? Or

976
00:35:32,700 --> 00:35:35,401
is is that in the a point release

977
00:35:35,401 --> 00:35:37,229
for the main? Not yet in the beta?

978
00:35:37,388 --> 00:35:39,333
It'll it'll be out in the beta probably,

979
00:35:40,185 --> 00:35:43,048
next week as we're recording this, probably around

980
00:35:43,048 --> 00:35:46,070
the the 20 eighth or so. Okay. Yeah.

981
00:35:46,229 --> 00:35:48,217
20 first to 20 eighth of of June.

982
00:35:48,789 --> 00:35:50,380
So then by the time, the listeners will

983
00:35:50,380 --> 00:35:51,972
listen to this, they may be able to

984
00:35:51,972 --> 00:35:53,563
check it out in there if they're in

985
00:35:53,563 --> 00:35:56,507
the beta branch of D hack that they're

986
00:35:56,507 --> 00:35:57,541
been may able to use it.

987
00:35:58,434 --> 00:35:59,875
Yeah. And and we'll run that beta for

988
00:35:59,875 --> 00:36:01,235
a few weeks and then push that to

989
00:36:01,235 --> 00:36:03,394
stable as well. Because of of all the

990
00:36:03,394 --> 00:36:05,235
infrastructure changes, We we do want to run

991
00:36:05,235 --> 00:36:07,568
a, a longer beta this time. Just to

992
00:36:07,568 --> 00:36:10,041
make sure that everything is completely solid. Before

993
00:36:10,041 --> 00:36:11,876
we push it to the 90 percent of

994
00:36:11,876 --> 00:36:13,950
players who are on just the the regular

995
00:36:13,950 --> 00:36:15,882
stable branch. That sounds like that that may

996
00:36:15,882 --> 00:36:17,401
be a a good idea with all of

997
00:36:17,401 --> 00:36:17,880
the

998
00:36:18,599 --> 00:36:21,077
the memory changes that are... Mh. That have

999
00:36:21,077 --> 00:36:22,928
the potential to to crash the game. Not

1000
00:36:22,928 --> 00:36:24,519
really afraid of the crashing that that part

1001
00:36:24,519 --> 00:36:27,781
is pretty safe because the problems that may

1002
00:36:27,781 --> 00:36:29,691
exist are in the lu lair, and they're

1003
00:36:29,691 --> 00:36:31,361
not going to crash the game so much

1004
00:36:31,361 --> 00:36:33,691
as just... Not work themselves. We just wanna

1005
00:36:33,691 --> 00:36:35,287
make sure that those things are all smoothed

1006
00:36:35,287 --> 00:36:36,485
out before we release it stable.

1007
00:36:39,279 --> 00:36:40,418
Queen Manifesto

1008
00:36:40,876 --> 00:36:44,003
on the art and necessity of memorial slabs.

1009
00:36:45,360 --> 00:36:48,551
Section 3, the humorous imperative discovered by David

1010
00:36:48,711 --> 00:36:49,190
El,

1011
00:36:52,860 --> 00:36:55,720
Lastly, let us not overlook the humor inherent

1012
00:36:55,720 --> 00:36:57,015
in the act of memorial.

1013
00:36:58,199 --> 00:36:59,794
For what is life without a touch of

1014
00:36:59,873 --> 00:37:00,193
Levi.

1015
00:37:01,469 --> 00:37:04,202
Memorial slabs provide us a chance to immortal

1016
00:37:04,260 --> 00:37:06,094
the sheer absurdity of our existence.

1017
00:37:07,210 --> 00:37:09,376
They stand is a testament to our ability

1018
00:37:09,376 --> 00:37:11,288
to laugh in the face of danger, and

1019
00:37:11,288 --> 00:37:13,359
at times, laugh at the face we make

1020
00:37:13,359 --> 00:37:15,670
when we discover that danger is, in fact,

1021
00:37:16,068 --> 00:37:16,887
quite perilous

1022
00:37:17,920 --> 00:37:18,400
Therefore,

1023
00:37:18,719 --> 00:37:21,280
my dear dwarves, I decree that every dwarf

1024
00:37:21,280 --> 00:37:22,960
shall have their own memorial slab.

1025
00:37:24,000 --> 00:37:26,099
Each slab will tell a tale of bravery

1026
00:37:26,334 --> 00:37:26,834
curiosity,

1027
00:37:27,212 --> 00:37:29,846
and the occasional mishap with a lever operated

1028
00:37:29,846 --> 00:37:30,244
flood gate.

1029
00:37:31,282 --> 00:37:33,916
It is our duty Nay our privilege to

1030
00:37:33,916 --> 00:37:36,567
craft these slabs with pride, ensuring that the

1031
00:37:36,567 --> 00:37:39,363
legends of metal bent endure embellished with both

1032
00:37:39,363 --> 00:37:40,322
glory and humor.

1033
00:37:41,360 --> 00:37:44,005
Let us chi our history into stone, 1

1034
00:37:44,005 --> 00:37:45,917
entirely avoid demise at a time.

1035
00:37:46,873 --> 00:37:48,148
With jet black affection.

1036
00:37:49,277 --> 00:37:50,468
Queen to bowl wheel channels.

1037
00:37:54,120 --> 00:37:56,795
David El, a legend in his own lunchtime

1038
00:37:57,154 --> 00:37:58,991
discovered the final section of queen to bulls

1039
00:37:58,991 --> 00:37:59,491
manifesto,

1040
00:37:59,950 --> 00:38:02,427
while on an ill advised quest the perfect

1041
00:38:02,427 --> 00:38:02,826
sandwich.

1042
00:38:03,959 --> 00:38:05,953
His knack for une unnerving ancient documents in

1043
00:38:05,953 --> 00:38:08,984
the most unexpected places continues to battle and

1044
00:38:08,984 --> 00:38:09,782
unmute his peers.

1045
00:38:16,410 --> 00:38:18,478
So I know that we talked about the

1046
00:38:18,637 --> 00:38:20,546
D hack, new features that are coming up

1047
00:38:20,546 --> 00:38:23,190
is Is there anything in particular for for

1048
00:38:23,269 --> 00:38:25,500
Quick fort that you would like to implement?

1049
00:38:25,819 --> 00:38:27,333
Maybe not something you're actually working on now,

1050
00:38:27,492 --> 00:38:29,484
but anything that you envision for the future

1051
00:38:29,484 --> 00:38:31,568
of Quick port itself? There are so many

1052
00:38:31,568 --> 00:38:33,873
things. I I have this... You know, Quick

1053
00:38:33,873 --> 00:38:35,781
for was my first major project. And I

1054
00:38:35,781 --> 00:38:37,609
and I had... I I kept this Google

1055
00:38:37,609 --> 00:38:39,855
doc that kept on getting fuller and fuller

1056
00:38:39,855 --> 00:38:41,690
of all the ideas I had from implementing

1057
00:38:41,690 --> 00:38:42,748
it, and

1058
00:38:43,205 --> 00:38:45,278
it's it's pages and pages long now.

1059
00:38:45,996 --> 00:38:48,070
IIII wanna do things like being able to

1060
00:38:48,070 --> 00:38:49,042
set the

1061
00:38:49,760 --> 00:38:52,391
the the Zoom hot keys from a dig

1062
00:38:52,391 --> 00:38:54,065
blueprint so that if you lay down a

1063
00:38:54,065 --> 00:38:56,458
level, then you can automatically say, go get

1064
00:38:56,458 --> 00:38:58,945
the next unused hotkey key and have that

1065
00:38:58,945 --> 00:39:01,018
zoom to this level. Oh, and name it

1066
00:39:01,018 --> 00:39:02,932
this. You know, you know, things like that

1067
00:39:02,932 --> 00:39:05,166
that think map related items that you'd have

1068
00:39:05,166 --> 00:39:06,920
to do manually. Could be done in a

1069
00:39:06,920 --> 00:39:08,766
blueprint. And there's no reason to to have

1070
00:39:08,766 --> 00:39:10,675
to to do it manually if you can

1071
00:39:10,675 --> 00:39:11,551
get it done more quickly.

1072
00:39:12,347 --> 00:39:14,813
I'm not sure if I understand what you

1073
00:39:14,813 --> 00:39:15,609
just said.

1074
00:39:16,900 --> 00:39:18,579
I'm am sorry. Okay. I I talk like,

1075
00:39:18,659 --> 00:39:20,339
an engineer sometimes, and I just kind of

1076
00:39:20,339 --> 00:39:22,500
assume that everyone's following along with me. Yeah.

1077
00:39:22,739 --> 00:39:24,659
I... Okay. So, like, if you hit the

1078
00:39:24,659 --> 00:39:27,166
h key. And you bring up that panel

1079
00:39:27,223 --> 00:39:29,053
that I think the top 1 by default

1080
00:39:29,053 --> 00:39:31,519
is wagon area. Yeah. When you hit have

1081
00:39:31,519 --> 00:39:33,350
1, it gets back to the to the

1082
00:39:33,350 --> 00:39:36,653
to the starting spot. Yeah. Mh. Hockey. And

1083
00:39:36,711 --> 00:39:38,464
in that in that section, where you can

1084
00:39:38,464 --> 00:39:39,979
go to any map location and you hit

1085
00:39:39,979 --> 00:39:42,862
1 the buttons that says Zoom here. And

1086
00:39:42,862 --> 00:39:44,770
then you associate that spot on the map

1087
00:39:44,770 --> 00:39:45,644
with, say, f 2.

1088
00:39:46,439 --> 00:39:48,268
And you can name it, like, farming level.

1089
00:39:48,506 --> 00:39:50,255
And then from there on, you hit f

1090
00:39:50,255 --> 00:39:51,527
1. You jump to the surface. You would

1091
00:39:51,527 --> 00:39:52,814
have 2 you jump to the farming level.

1092
00:39:53,371 --> 00:39:53,871
And

1093
00:39:54,326 --> 00:39:55,598
I use that all the time to jump

1094
00:39:55,598 --> 00:39:57,667
quickly around my fort. Oh, yeah. But it

1095
00:39:57,667 --> 00:39:59,496
would be much more convenient at that were

1096
00:39:59,496 --> 00:40:01,503
set up for me automatic from the blueprints

1097
00:40:01,663 --> 00:40:03,578
I've already used to designate those levels. Do

1098
00:40:03,578 --> 00:40:05,175
you not use that roland? The hockey keys.

1099
00:40:05,335 --> 00:40:07,090
Yeah. No. I I do. I know for

1100
00:40:07,090 --> 00:40:08,368
like, F1F2F3

1101
00:40:08,448 --> 00:40:09,860
Zooms different spots in your

1102
00:40:10,378 --> 00:40:10,618
mode.

1103
00:40:11,256 --> 00:40:13,171
I I think I understand what do you

1104
00:40:13,171 --> 00:40:14,448
mean now. You mean,

1105
00:40:15,166 --> 00:40:17,342
you set up the blueprint for your farming

1106
00:40:17,401 --> 00:40:17,720
area,

1107
00:40:18,293 --> 00:40:21,976
and then that, like, automatically also makes

1108
00:40:22,352 --> 00:40:24,739
the hot f 2 to the farming area.

1109
00:40:24,899 --> 00:40:25,478
Is that

1110
00:40:26,109 --> 00:40:26,508
Right. Right.

1111
00:40:27,466 --> 00:40:27,865
Okay.

1112
00:40:28,583 --> 00:40:31,377
That's that's that's me. That's cool. Quality of

1113
00:40:31,377 --> 00:40:34,411
life improvements. And we've already implemented things like,

1114
00:40:34,984 --> 00:40:37,159
you know, set up a tavern and

1115
00:40:37,536 --> 00:40:39,769
configure it this way, but there's lots more

1116
00:40:39,769 --> 00:40:42,582
that we could do. The thing is the

1117
00:40:42,641 --> 00:40:45,608
quick fork dream for blueprint was the first

1118
00:40:45,608 --> 00:40:48,185
time that I ever was able to have

1119
00:40:48,244 --> 00:40:51,120
in rooms in a tavern and have them

1120
00:40:51,120 --> 00:40:53,050
actually work the way the thing was designed

1121
00:40:53,050 --> 00:40:55,465
to work. And never and never quite g

1122
00:40:55,763 --> 00:40:58,816
how you were supposed to associate a bedroom

1123
00:40:59,128 --> 00:41:00,978
or a or a rental room

1124
00:41:01,431 --> 00:41:03,575
in a tavern or to make it an

1125
00:41:03,575 --> 00:41:06,752
in in essence. Right? So the... In dream

1126
00:41:06,752 --> 00:41:09,094
for, the tavern that gets set up there

1127
00:41:09,152 --> 00:41:11,248
has... I don't know, 3 or 4

1128
00:41:11,784 --> 00:41:12,284
2

1129
00:41:12,661 --> 00:41:15,134
tile bedrooms. So that basically have a bed

1130
00:41:15,134 --> 00:41:16,889
and nothing else in it that that people

1131
00:41:16,889 --> 00:41:17,925
can can crash in.

1132
00:41:18,577 --> 00:41:20,407
So... And they are still... I I believe

1133
00:41:20,407 --> 00:41:22,555
that they are still part of the Tavern.

1134
00:41:23,112 --> 00:41:24,941
Am I right? It... Yeah. It's it's set

1135
00:41:24,941 --> 00:41:26,783
up the way that the game wants you

1136
00:41:26,783 --> 00:41:28,212
just set it. But it is kind of

1137
00:41:28,212 --> 00:41:30,832
an optimistic thing because the game hasn't actually

1138
00:41:30,832 --> 00:41:33,055
implemented visitors coming to stay in those rooms.

1139
00:41:33,213 --> 00:41:36,259
It it doesn't really work but once door

1140
00:41:36,259 --> 00:41:38,500
4 just implements that mechanic, you, Dream fort

1141
00:41:38,500 --> 00:41:40,259
will be ready for it. While we just

1142
00:41:40,259 --> 00:41:41,699
set up properly for that. Funny only thing

1143
00:41:41,699 --> 00:41:44,027
is my mayor actually claimed 1 of those

1144
00:41:44,027 --> 00:41:46,255
as her bedroom. Mh. I just like... Yeah.

1145
00:41:46,493 --> 00:41:48,482
They they aren't... They aren't properly reserved for

1146
00:41:48,482 --> 00:41:50,408
visitors. Anyone can just go loads a bedroom.

1147
00:41:50,568 --> 00:41:52,883
It's it's unfortunate. I like the idea of

1148
00:41:52,883 --> 00:41:54,080
it, which is why Put it in there,

1149
00:41:54,639 --> 00:41:57,114
but it doesn't really work yet. Well, cool.

1150
00:41:57,273 --> 00:41:59,760
But but, yeah. But if you're Tavern have

1151
00:41:59,760 --> 00:42:01,272
that set up in it and I very

1152
00:42:01,272 --> 00:42:03,101
much appreciated that. Mh. It's actually a quite

1153
00:42:03,101 --> 00:42:05,567
a cool Tavern with the Dream fort Tavern

1154
00:42:05,567 --> 00:42:07,333
is. So assuming that you are the 1

1155
00:42:07,333 --> 00:42:09,083
who made the dream for fortress layout.

1156
00:42:09,878 --> 00:42:13,114
Yes. Although, it has received a lot of

1157
00:42:13,313 --> 00:42:15,462
a feedback and help from community members over

1158
00:42:15,462 --> 00:42:18,167
the last decade or so since I've been

1159
00:42:18,167 --> 00:42:19,996
working on it. It just... It gets refined

1160
00:42:19,996 --> 00:42:21,508
pretty much every year where people come in

1161
00:42:21,508 --> 00:42:23,118
and say, why is done this way, and

1162
00:42:23,278 --> 00:42:26,234
I like, oh, well, because in version 42,

1163
00:42:26,634 --> 00:42:28,631
that's how things works. So let's go change

1164
00:42:28,631 --> 00:42:30,563
that. And update it And you said in

1165
00:42:30,563 --> 00:42:32,398
a... In some of our pre show conversation

1166
00:42:32,398 --> 00:42:34,392
that that you're making some changes to dream

1167
00:42:34,392 --> 00:42:36,866
for at the present time. Right? That's right.

1168
00:42:37,026 --> 00:42:39,350
Yeah. I got a whole raft of very

1169
00:42:39,350 --> 00:42:42,296
good suggestions such as we don't really need

1170
00:42:42,296 --> 00:42:45,083
a temporary trade depot, just build in its

1171
00:42:45,083 --> 00:42:47,491
final spot. And that will simplify the the

1172
00:42:47,491 --> 00:42:49,407
start process. Mh. And I was like, you're

1173
00:42:49,407 --> 00:42:51,084
right. Let's go do that. And we we

1174
00:42:51,084 --> 00:42:51,563
went and did it.

1175
00:42:52,441 --> 00:42:54,437
Another suggestion was maybe you shouldn't have a

1176
00:42:54,437 --> 00:42:56,208
well in the middle of the tavern. Because

1177
00:42:56,287 --> 00:42:58,121
Tavern bras, people fall down that well.

1178
00:42:58,838 --> 00:42:59,338
So

1179
00:43:00,114 --> 00:43:02,267
I redesigned the tavern area just to not

1180
00:43:02,267 --> 00:43:03,622
have a well, and I moved that over

1181
00:43:03,622 --> 00:43:05,790
to the very edge of the hospital. So

1182
00:43:05,790 --> 00:43:06,827
it's a little more out of the way.

1183
00:43:07,624 --> 00:43:10,038
I never could get my my stinking doors

1184
00:43:10,335 --> 00:43:12,669
to fill up my wells with buckets. So

1185
00:43:12,966 --> 00:43:15,125
eventually, I I cut a channel from the

1186
00:43:15,125 --> 00:43:18,320
river and and put some some flood gates

1187
00:43:18,454 --> 00:43:20,833
so that they filled up through the side.

1188
00:43:21,484 --> 00:43:23,478
Took me a very long time to realize

1189
00:43:23,557 --> 00:43:24,834
I just wasn't gonna be able to do

1190
00:43:24,834 --> 00:43:26,349
it that way. And if I would've realized

1191
00:43:26,349 --> 00:43:27,785
that sooner than it would've have saved me

1192
00:43:27,785 --> 00:43:29,300
a lot of time and effort and d

1193
00:43:29,300 --> 00:43:30,975
dehydrated dwarfed. But, yeah.

1194
00:43:32,104 --> 00:43:34,251
III kept the option there for bucket per

1195
00:43:34,251 --> 00:43:35,920
brigade because some people are just afraid of

1196
00:43:35,920 --> 00:43:38,623
routed water, but, yeah, Routing waters by far

1197
00:43:38,623 --> 00:43:40,373
easier. Yeah. And more effective.

1198
00:43:41,104 --> 00:43:42,942
I'm gonna have to jump off in about

1199
00:43:42,942 --> 00:43:45,260
2 minutes. Okay. So I will leave you

1200
00:43:45,260 --> 00:43:46,938
guys to wrap it up. Tony, do you

1201
00:43:46,938 --> 00:43:48,377
have any other questions about Quick fourth that

1202
00:43:48,377 --> 00:43:49,815
you wanna throw in here before I take

1203
00:43:49,815 --> 00:43:52,864
off? I don't. I just am truly enjoying

1204
00:43:52,864 --> 00:43:54,380
it, and I have to say 1 of

1205
00:43:54,380 --> 00:43:56,136
my favorite things. I think I mentioned this

1206
00:43:56,136 --> 00:43:58,152
before that I learned from watching your video

1207
00:43:58,211 --> 00:43:58,711
is

1208
00:43:59,182 --> 00:44:01,093
being able to channel the water off the

1209
00:44:01,093 --> 00:44:04,039
map, and then to carve the fort or

1210
00:44:04,039 --> 00:44:05,870
whatever to allow the water to flow out

1211
00:44:05,870 --> 00:44:07,952
is, like, truly 1 of the best things

1212
00:44:07,952 --> 00:44:10,016
that I've experienced in the game never.

1213
00:44:11,367 --> 00:44:13,114
It was like it's like the greatest thing

1214
00:44:13,114 --> 00:44:15,257
in the world for saving a dying for

1215
00:44:15,257 --> 00:44:16,075
it. So

1216
00:44:16,623 --> 00:44:19,246
million thanks for that 1. My door you

1217
00:44:19,246 --> 00:44:21,550
much some glad any door in life on

1218
00:44:21,550 --> 00:44:24,173
that 1. No. I'm really enjoying Quick for,

1219
00:44:24,333 --> 00:44:26,970
and I am really trying to figure out

1220
00:44:26,970 --> 00:44:28,717
how to make even better use of it

1221
00:44:28,717 --> 00:44:32,292
and get brave about about about, building the

1222
00:44:32,292 --> 00:44:34,119
things out. So it's very cool. Thank you

1223
00:44:34,119 --> 00:44:36,518
for your work on that. It's... Well, thank

1224
00:44:36,518 --> 00:44:36,837
you very much.

1225
00:44:37,791 --> 00:44:38,348
I'll do some more,

1226
00:44:39,143 --> 00:44:41,689
Youtube videos for tutorials to love more of

1227
00:44:41,689 --> 00:44:42,189
the

1228
00:44:42,579 --> 00:44:44,255
get more of the information out. Yeah. That

1229
00:44:44,255 --> 00:44:46,090
right. We got a promo your your Youtube

1230
00:44:46,090 --> 00:44:48,883
channel. So, Tony, thanks, man, and have a

1231
00:44:48,883 --> 00:44:50,813
great summer to you guys later. We'll we'll

1232
00:44:50,813 --> 00:44:52,329
we'll get with you out to to plan

1233
00:44:52,329 --> 00:44:54,484
the future. Yeah. Thanks again, Mike, for joining.

1234
00:44:54,804 --> 00:44:56,799
Appreciate it. Thank you. And have a great

1235
00:44:56,799 --> 00:44:56,958
day.

1236
00:44:58,889 --> 00:45:01,204
Rolling anything else that that you wanna ask

1237
00:45:01,204 --> 00:45:02,742
about quick forte or about

1238
00:45:03,279 --> 00:45:04,237
D hack in general?

1239
00:45:04,955 --> 00:45:05,455
Ask

1240
00:45:06,233 --> 00:45:07,110
not not really.

1241
00:45:08,239 --> 00:45:08,739
Besides

1242
00:45:09,430 --> 00:45:12,206
showering you praise for doing D hack and

1243
00:45:12,365 --> 00:45:12,841
Quake fort.

1244
00:45:13,952 --> 00:45:15,460
I don't really have questions.

1245
00:45:16,348 --> 00:45:18,177
Well, then here's a question for you. Like,

1246
00:45:18,575 --> 00:45:20,246
as you're going through adventure mode,

1247
00:45:21,200 --> 00:45:22,791
what do you think D hat could add

1248
00:45:22,791 --> 00:45:25,109
to the experience to to make it less

1249
00:45:25,109 --> 00:45:27,093
frustrating or to make it more interesting or

1250
00:45:27,093 --> 00:45:29,395
anything like that. Can D hat give us

1251
00:45:29,395 --> 00:45:31,379
a goal? You know, that's something that and

1252
00:45:31,379 --> 00:45:32,903
thinking about you know, because...

1253
00:45:33,619 --> 00:45:35,447
Okay. What 1 of the basic elements of

1254
00:45:35,447 --> 00:45:37,434
door fortress is that there is no specific.

1255
00:45:37,672 --> 00:45:38,864
It's more of a... It's more of a

1256
00:45:38,864 --> 00:45:39,364
toy

1257
00:45:39,913 --> 00:45:41,664
than a game. As I've heard some of

1258
00:45:41,664 --> 00:45:44,211
other podcasts say. And that's a good thing

1259
00:45:44,211 --> 00:45:45,644
for a lot of things. But but also

1260
00:45:45,644 --> 00:45:47,235
some people like to have a little more

1261
00:45:47,235 --> 00:45:48,828
direction or a little more activity.

1262
00:45:49,798 --> 00:45:51,711
So... Well, let me just say that I

1263
00:45:51,711 --> 00:45:53,225
also think... And and this is a point

1264
00:45:53,225 --> 00:45:54,898
that role made in our last episode, I

1265
00:45:54,898 --> 00:45:56,971
think. That works really well in Fortress mode.

1266
00:45:57,545 --> 00:46:00,105
Because you can set Fortress mode aside and

1267
00:46:00,105 --> 00:46:01,784
let it spin for an hour and then

1268
00:46:01,784 --> 00:46:03,304
come back and pick it back up and

1269
00:46:03,304 --> 00:46:03,944
see what's happened.

1270
00:46:04,505 --> 00:46:07,156
Whenever you're not actively doing things in adventure

1271
00:46:07,156 --> 00:46:09,950
mode. It ain't do nothing. So You have

1272
00:46:09,950 --> 00:46:11,488
to actually do everything

1273
00:46:12,505 --> 00:46:15,154
with my with a man. So... Yeah. Yeah.

1274
00:46:15,393 --> 00:46:16,511
I don't know. I don't know how that

1275
00:46:16,511 --> 00:46:16,990
would work, but...

1276
00:46:17,948 --> 00:46:18,746
Yeah. For example,

1277
00:46:19,545 --> 00:46:21,780
when you talk to someone, and they're like,

1278
00:46:21,860 --> 00:46:24,116
oh, no. Like, a cy has been

1279
00:46:24,429 --> 00:46:27,143
eating my goats and you ask them. Okay.

1280
00:46:27,463 --> 00:46:29,858
Cool. I I can kill the cy for

1281
00:46:29,858 --> 00:46:31,635
you. Do you know anything?

1282
00:46:32,173 --> 00:46:34,976
I mean, ultimately, yeah, probably is more of

1283
00:46:34,976 --> 00:46:35,476
a

1284
00:46:36,090 --> 00:46:39,055
Toby has to do something about that

1285
00:46:39,589 --> 00:46:40,941
thing because Mh.

1286
00:46:41,577 --> 00:46:43,326
That person is going to say,

1287
00:46:44,059 --> 00:46:47,172
I know absolutely nothing. I can't even tell

1288
00:46:47,172 --> 00:46:49,646
you who could know where the cy is.

1289
00:46:51,242 --> 00:46:52,301
And I

1290
00:46:52,693 --> 00:46:55,393
I feel... Okay. This might just be in

1291
00:46:55,393 --> 00:46:57,697
my head, but I feel like we will

1292
00:46:57,697 --> 00:47:00,182
get some kind of direction in the future

1293
00:47:00,635 --> 00:47:01,135
because

1294
00:47:02,319 --> 00:47:04,552
if you go into adventure mode and you

1295
00:47:04,552 --> 00:47:08,301
make your adventure, you get 3 options of

1296
00:47:08,301 --> 00:47:10,715
what to choose from. 1 of them currently

1297
00:47:11,013 --> 00:47:14,608
being locked. And it says something about guidance.

1298
00:47:15,243 --> 00:47:17,706
So I'm not sure if it just means

1299
00:47:17,706 --> 00:47:19,239
that you get more points

1300
00:47:19,629 --> 00:47:21,463
in the game to, like, spend on your

1301
00:47:21,463 --> 00:47:24,253
character, or if there are no,

1302
00:47:24,971 --> 00:47:26,507
like, new features

1303
00:47:27,044 --> 00:47:27,544
plan

1304
00:47:27,921 --> 00:47:30,652
that actually give you some kind of real

1305
00:47:30,652 --> 00:47:33,049
guidance. Tell you you're, like, oh, this goes

1306
00:47:33,049 --> 00:47:36,245
there. The cy is over here. I I

1307
00:47:36,245 --> 00:47:37,019
believe it's

1308
00:47:37,455 --> 00:47:40,387
more that that it's a an actual feature

1309
00:47:40,387 --> 00:47:43,001
that will be like your adviser in the

1310
00:47:43,001 --> 00:47:46,030
game where you you are the the child

1311
00:47:46,030 --> 00:47:48,251
of a deity. Right? Mh. And your deity

1312
00:47:48,251 --> 00:47:49,759
is more all knowing and and can give

1313
00:47:49,759 --> 00:47:51,504
you hints like that. I think that is

1314
00:47:51,504 --> 00:47:54,142
the idea. Although I've not personally seen the

1315
00:47:54,142 --> 00:47:54,642
actual

1316
00:47:55,177 --> 00:47:58,203
implementation of it. Besides D hack hal aren't,

1317
00:47:58,522 --> 00:47:59,398
III

1318
00:47:59,398 --> 00:48:02,440
haven't really used that much D help in

1319
00:48:02,440 --> 00:48:06,349
in adventure mode. Maybe the casual full heel.

1320
00:48:06,748 --> 00:48:09,778
You, because I forgot, oh, I'm bleeding, but

1321
00:48:09,778 --> 00:48:10,815
that was the before.

1322
00:48:11,946 --> 00:48:13,857
And couldn't you just heal yourself by quick

1323
00:48:13,857 --> 00:48:16,246
traveling somewhere? What? Isn't that a thing in

1324
00:48:16,246 --> 00:48:18,396
in adventure mode? You you show up at

1325
00:48:18,396 --> 00:48:20,403
your destination fully healed? Is this...

1326
00:48:21,681 --> 00:48:22,559
That's my understanding.

1327
00:48:23,756 --> 00:48:24,815
Oh, I well

1328
00:48:25,672 --> 00:48:27,269
I didn't even know that.

1329
00:48:29,758 --> 00:48:29,838
Okay.

1330
00:48:30,955 --> 00:48:32,332
Apparently, I have to try

1331
00:48:32,789 --> 00:48:35,023
out the what happens if far fast travel,

1332
00:48:35,581 --> 00:48:37,974
but I I just remember that I was

1333
00:48:37,974 --> 00:48:40,300
bleeding really badly because somebody punched me in

1334
00:48:40,300 --> 00:48:43,327
the in the mouth, but thing. Mh. And

1335
00:48:43,487 --> 00:48:45,797
I lost, like teeth. I couldn't speak, and

1336
00:48:45,876 --> 00:48:47,230
I was bleeding heavily, and I was like,

1337
00:48:47,390 --> 00:48:47,628
yeah.

1338
00:48:49,160 --> 00:48:49,480
But

1339
00:48:50,039 --> 00:48:51,320
you said something about, like,

1340
00:48:52,039 --> 00:48:54,360
information bubbles like, hey. Excuse me. You're bleeding.

1341
00:48:54,519 --> 00:48:57,171
Hey. Excuse me. You're you're, like hungry or

1342
00:48:57,171 --> 00:49:00,199
whatever. Then, that could be really cool. And

1343
00:49:00,199 --> 00:49:03,168
if I add onto that, not all

1344
00:49:04,261 --> 00:49:04,761
adventure

1345
00:49:05,137 --> 00:49:05,637
wilderness

1346
00:49:06,109 --> 00:49:09,219
creature people can eat all the things. I

1347
00:49:09,379 --> 00:49:09,879
I

1348
00:49:10,256 --> 00:49:14,106
clearly remember a problem when I embarked with

1349
00:49:15,441 --> 00:49:18,002
like an Elk person or whatever. And they

1350
00:49:18,002 --> 00:49:20,729
had a piece of meat as, like travel

1351
00:49:20,945 --> 00:49:21,183
food,

1352
00:49:22,615 --> 00:49:24,936
but the Elk person wouldn't eat it. Mh.

1353
00:49:25,254 --> 00:49:26,764
And then I was, like, beans.

1354
00:49:27,240 --> 00:49:29,624
And at some later point, I I don't

1355
00:49:29,624 --> 00:49:31,872
know what I played, like, a tiger or

1356
00:49:32,007 --> 00:49:32,507
jaguar,

1357
00:49:33,215 --> 00:49:34,973
and I picked some berries, and I was,

1358
00:49:35,052 --> 00:49:35,132
like.

1359
00:49:36,251 --> 00:49:38,249
I can I can continue living for, like,

1360
00:49:38,409 --> 00:49:40,886
2 more days? And then my tiger person

1361
00:49:40,886 --> 00:49:42,244
just leaked the berries.

1362
00:49:43,609 --> 00:49:44,109
So

1363
00:49:45,433 --> 00:49:47,599
would also be helpful if the

1364
00:49:48,051 --> 00:49:49,265
hunger bubble

1365
00:49:49,733 --> 00:49:52,545
would show you, you know, for the less

1366
00:49:52,762 --> 00:49:55,630
intelligent people like me that, oh, your tiger

1367
00:49:55,630 --> 00:49:57,556
by the way just wants meet. I I

1368
00:49:57,556 --> 00:50:00,896
know this might be obvious sound or... You

1369
00:50:00,896 --> 00:50:02,963
know, edible food is on the map. Oh,

1370
00:50:03,122 --> 00:50:05,666
yeah. Yeah. Yeah. I don't know. Your your

1371
00:50:05,666 --> 00:50:06,755
news starts tingling

1372
00:50:08,306 --> 00:50:10,296
Just follow the nose. It always knows.

1373
00:50:10,933 --> 00:50:12,150
Since dwarf fortress

1374
00:50:12,525 --> 00:50:15,174
adventure mode is a rogue like

1375
00:50:15,629 --> 00:50:15,788
implementation,

1376
00:50:16,918 --> 00:50:18,114
we need to figure out a way to

1377
00:50:18,114 --> 00:50:19,789
put an name let of Indoor in there

1378
00:50:19,789 --> 00:50:20,188
somewhere.

1379
00:50:20,746 --> 00:50:21,724
It needs to be an.

1380
00:50:22,181 --> 00:50:24,972
I'm an avid fan of Net hack in

1381
00:50:24,972 --> 00:50:25,610
its history.

1382
00:50:26,024 --> 00:50:28,734
So, yes, I very much on board with

1383
00:50:28,734 --> 00:50:31,125
that. Yeah. That that... Yeah. You just just

1384
00:50:31,125 --> 00:50:33,118
have a have d hack place an amulet

1385
00:50:33,118 --> 00:50:36,007
of Yan or. So somewhere on the, in

1386
00:50:36,007 --> 00:50:38,484
every... In a world, say, you know, just

1387
00:50:38,484 --> 00:50:40,881
just... Maybe if whatever you implement demo, whenever

1388
00:50:40,881 --> 00:50:43,049
you load D hack, it just makes sure

1389
00:50:43,049 --> 00:50:45,197
that there's a artifacts somewhere in the map

1390
00:50:45,197 --> 00:50:47,583
that's... Whether it's, you know, the... In that

1391
00:50:47,583 --> 00:50:49,015
world map that's it's the name little indoor.

1392
00:50:49,348 --> 00:50:52,122
And the key for every adventure, the holy

1393
00:50:52,122 --> 00:50:54,501
grail per s is to find the amulet

1394
00:50:54,501 --> 00:50:56,745
of the indoor. Yeah. Well, I think

1395
00:50:57,054 --> 00:50:58,255
Maybe 1 way to do that is to

1396
00:50:58,255 --> 00:51:00,094
find out what the demon slabs are, and

1397
00:51:00,094 --> 00:51:01,614
then go put it in there with the

1398
00:51:01,614 --> 00:51:02,094
demon lab.

1399
00:51:03,054 --> 00:51:05,190
Then you have your own little game boss

1400
00:51:05,229 --> 00:51:05,864
a fight as well.

1401
00:51:06,895 --> 00:51:09,195
Yeah. You know, that is another thing.

1402
00:51:10,306 --> 00:51:11,837
So I have not yet

1403
00:51:12,384 --> 00:51:14,609
I've been playing for how many years, Roland.

1404
00:51:14,768 --> 00:51:16,675
We've been doing this podcast for 5.

1405
00:51:17,867 --> 00:51:19,058
I play for maybe a year and a

1406
00:51:19,058 --> 00:51:20,743
half, 2 years before we started the podcast.

1407
00:51:20,902 --> 00:51:23,605
So... But I've still never made it to

1408
00:51:23,605 --> 00:51:24,876
the circus. So...

1409
00:51:26,546 --> 00:51:29,208
Yeah. I think that that that having

1410
00:51:29,584 --> 00:51:31,972
some sort of tools in D hack to

1411
00:51:31,972 --> 00:51:33,586
help you find the circus

1412
00:51:34,041 --> 00:51:36,452
might be handy. Then from that something

1413
00:51:36,907 --> 00:51:39,720
this. Yes down. It's it's down.

1414
00:51:40,440 --> 00:51:41,720
It's it's fairly easy...

1415
00:51:42,440 --> 00:51:44,920
I bottom dot, my my levels, my Z

1416
00:51:44,920 --> 00:51:45,160
levels.

1417
00:51:45,733 --> 00:51:48,039
So I I still did. Did you though?

1418
00:51:48,358 --> 00:51:50,744
To did you? Well, I... Did did they

1419
00:51:50,744 --> 00:51:53,607
stop counting. It's like, negative 01:27 or something

1420
00:51:53,607 --> 00:51:55,612
like that? 01:28. Did you dig there?

1421
00:51:56,250 --> 00:51:57,683
I thought I did. Maybe I did.

1422
00:51:58,957 --> 00:51:59,594
Apparently not.

1423
00:52:00,470 --> 00:52:02,403
Well, getting into the circus

1424
00:52:02,953 --> 00:52:03,453
is

1425
00:52:03,827 --> 00:52:04,327
not

1426
00:52:05,019 --> 00:52:05,416
hard,

1427
00:52:05,893 --> 00:52:08,038
but I don't know. Every time I did

1428
00:52:08,038 --> 00:52:10,581
it, I was kind of disappointed because it's

1429
00:52:10,581 --> 00:52:11,867
just death It's like,

1430
00:52:12,899 --> 00:52:15,599
the sweet release of death is claiming me

1431
00:52:15,599 --> 00:52:16,949
now. Then you have, like,

1432
00:52:17,743 --> 00:52:21,262
40 boiling fiends that come rush out and

1433
00:52:21,262 --> 00:52:22,701
just kill your...

1434
00:52:23,420 --> 00:52:26,456
Like every single living being in the next,

1435
00:52:26,615 --> 00:52:29,750
like 6 tic, and you're like, mh cool.

1436
00:52:29,989 --> 00:52:31,530
I like hell. This is

1437
00:52:31,989 --> 00:52:33,590
adventure. So I'm assuming Mack if you under

1438
00:52:33,590 --> 00:52:34,070
the circus.

1439
00:52:34,550 --> 00:52:37,199
I I have, Although, not Not that many

1440
00:52:37,199 --> 00:52:39,052
times, but I am aware of the techniques

1441
00:52:39,746 --> 00:52:41,974
involved. I I do enjoy kind of setting

1442
00:52:41,974 --> 00:52:45,897
up interesting kill zones where my my soldiers

1443
00:52:46,367 --> 00:52:48,833
have a chance of, of fighting back. Mh.

1444
00:52:49,231 --> 00:52:50,584
There was someone on the d hack server

1445
00:52:50,584 --> 00:52:51,936
just a couple days ago We were discussing

1446
00:52:51,936 --> 00:52:54,880
this where he got he got the demons

1447
00:52:54,880 --> 00:52:56,561
to spawn. I don't know if. We're allowed

1448
00:52:56,561 --> 00:52:58,148
to go into spoilers here. Yeah. No no.

1449
00:52:58,306 --> 00:52:59,496
I'm gonna put... I'm gonna put it in

1450
00:52:59,496 --> 00:53:01,400
the in the title, and we talk about

1451
00:53:01,400 --> 00:53:01,876
the office...

1452
00:53:02,369 --> 00:53:02,869
So.

1453
00:53:03,329 --> 00:53:05,170
Yeah. As as Tony said, this is like

1454
00:53:05,170 --> 00:53:07,730
the worst kept secret in in gaming.

1455
00:53:08,210 --> 00:53:09,570
So this is yeah.

1456
00:53:10,369 --> 00:53:11,650
At this point is not spoiler.

1457
00:53:12,222 --> 00:53:14,681
So he carved the fort notification into the

1458
00:53:14,681 --> 00:53:17,617
open area of an ado spire so that

1459
00:53:17,617 --> 00:53:19,918
the circus is visible and and begins to

1460
00:53:19,918 --> 00:53:20,076
spawn.

1461
00:53:20,807 --> 00:53:22,481
But kept them so they were contained within

1462
00:53:22,481 --> 00:53:24,393
the spire, and then dug out to the

1463
00:53:24,393 --> 00:53:26,625
very top of that spire was just a

1464
00:53:26,625 --> 00:53:29,355
floor, but nothing underneath it. Now, if you

1465
00:53:29,355 --> 00:53:31,994
drop something on a floor in door fortress,

1466
00:53:32,235 --> 00:53:34,875
it'll just crash straight through. So then you

1467
00:53:34,875 --> 00:53:37,195
can go and set up a a trap

1468
00:53:37,195 --> 00:53:39,202
where you dig out part of the ceiling

1469
00:53:39,202 --> 00:53:42,465
above it and collapse a ceiling that is

1470
00:53:42,465 --> 00:53:44,614
the same size of the hole or the

1471
00:53:44,614 --> 00:53:46,063
the floor on top of the of the

1472
00:53:46,063 --> 00:53:47,894
open hole. U. And the vas ceiling will

1473
00:53:47,894 --> 00:53:49,806
just crash right to the hole and go

1474
00:53:49,806 --> 00:53:51,501
straight through that bunch of demons

1475
00:53:51,956 --> 00:53:53,651
that have been gathered up at the surface

1476
00:53:53,867 --> 00:53:55,391
trying to get out of of their of

1477
00:53:55,391 --> 00:53:56,184
their little trap there.

1478
00:53:56,976 --> 00:53:58,798
And that did quite a bit of damage,

1479
00:53:58,957 --> 00:54:00,224
and you only needed to mop up a

1480
00:54:00,224 --> 00:54:00,938
little bit after that.

1481
00:54:01,983 --> 00:54:03,568
And I thought that was extremely clever, and

1482
00:54:03,648 --> 00:54:04,758
I wanted to try that myself a couple

1483
00:54:04,758 --> 00:54:06,106
times, but I haven't gotten around to it

1484
00:54:06,106 --> 00:54:06,186
yet.

1485
00:54:07,375 --> 00:54:09,437
So just dean killed a bunch of demons?

1486
00:54:10,648 --> 00:54:12,962
Or or at least seriously named them because

1487
00:54:12,962 --> 00:54:17,293
they're... It's having large pieces of terrain crashing

1488
00:54:17,352 --> 00:54:19,919
straight down through their tile. Like that's that's

1489
00:54:19,919 --> 00:54:23,025
pretty genius. I thought so. Yeah. Like, my

1490
00:54:23,025 --> 00:54:25,653
best idea was to have them come into

1491
00:54:25,653 --> 00:54:26,153
a

1492
00:54:26,609 --> 00:54:28,931
open area that has a bunch of vertical

1493
00:54:28,931 --> 00:54:30,920
bars built everywhere. So they have to kinda

1494
00:54:30,920 --> 00:54:33,226
go through this maze, But vertical bars, your

1495
00:54:33,226 --> 00:54:36,263
bark can shoot through without any trouble. So

1496
00:54:36,263 --> 00:54:38,173
while they're making their way through this this

1497
00:54:38,173 --> 00:54:40,242
maze of vertical bars, we'd be shooting them

1498
00:54:40,242 --> 00:54:42,152
from the sides and trying to to get

1499
00:54:42,152 --> 00:54:42,391
them,

1500
00:54:43,108 --> 00:54:45,177
get them all dead. Before they make their

1501
00:54:45,177 --> 00:54:46,383
way to the 5 all door and break

1502
00:54:46,383 --> 00:54:48,047
that down. Great. We're gonna talk about.

1503
00:54:48,918 --> 00:54:50,741
Network worked okay, But I I like I

1504
00:54:50,741 --> 00:54:52,325
like collapsing the terrain on top of them

1505
00:54:52,325 --> 00:54:54,411
even better. I haven't I haven't even touched

1506
00:54:54,411 --> 00:54:58,322
archer with with with version 50 yet. III

1507
00:54:58,322 --> 00:55:00,397
tried it to set it up, and I

1508
00:55:00,397 --> 00:55:01,355
was not successful.

1509
00:55:01,849 --> 00:55:04,250
And even even in dream for it, I

1510
00:55:04,250 --> 00:55:07,050
even bothered hiring archers to to shoot in

1511
00:55:07,050 --> 00:55:07,690
the target range,

1512
00:55:08,489 --> 00:55:10,568
is It's doesn't work. Once you get it

1513
00:55:10,568 --> 00:55:13,027
going, then they're they are pretty valuable, especially

1514
00:55:13,027 --> 00:55:14,852
for the fire demons that you can't tell

1515
00:55:14,852 --> 00:55:17,326
the otherwise get close to. Yeah. Cool. Okay.

1516
00:55:17,564 --> 00:55:18,914
So we're running a little bit over an

1517
00:55:18,914 --> 00:55:19,890
hour. So

1518
00:55:20,342 --> 00:55:22,723
maybe we should think about wrapping up. So

1519
00:55:22,882 --> 00:55:25,049
Mike, Roland, did do you guys have anything

1520
00:55:25,581 --> 00:55:26,952
else that you would like to bring up

1521
00:55:26,952 --> 00:55:30,305
for us to discuss on this fine early

1522
00:55:30,305 --> 00:55:31,023
summer afternoon?

1523
00:55:32,939 --> 00:55:34,536
I I have nothing. No.

1524
00:55:35,827 --> 00:55:38,218
It's what... It's like a past midnight where

1525
00:55:38,218 --> 00:55:40,690
you are now. Right? Yeah. It's it's good.

1526
00:55:41,247 --> 00:55:41,726
Getting sneak.

1527
00:55:42,682 --> 00:55:43,182
8

1528
00:55:43,653 --> 00:55:45,161
minutes away from 1AM.

1529
00:55:45,558 --> 00:55:47,623
Oh, wow. So, yeah. I think that will.

1530
00:55:47,940 --> 00:55:49,608
Thank you so much for staying this late

1531
00:55:49,608 --> 00:55:52,068
to Do appreciate. Accommodate my schedule here.

1532
00:55:53,118 --> 00:55:55,988
So it it was a blast. So this

1533
00:55:55,988 --> 00:55:58,460
is coin to wrap up season 6 of

1534
00:55:58,619 --> 00:56:01,171
Dwarf fortress shrine table. We will be we

1535
00:56:01,171 --> 00:56:03,412
will be take the summer off, we will

1536
00:56:03,412 --> 00:56:04,230
be back

1537
00:56:05,955 --> 00:56:08,998
sometime in the very latest part of summer

1538
00:56:09,229 --> 00:56:10,503
earliest part of autumn,

1539
00:56:11,141 --> 00:56:13,052
some probably in September at some point because

1540
00:56:13,052 --> 00:56:14,805
that's a that's that's how we do things.

1541
00:56:15,363 --> 00:56:17,526
So, Mike, Thank you so much for coming

1542
00:56:17,526 --> 00:56:19,116
back on. And, of course, we will have

1543
00:56:19,116 --> 00:56:20,172
you back on whenever

1544
00:56:20,547 --> 00:56:22,693
D hack has other releases or really whenever

1545
00:56:22,693 --> 00:56:24,124
you wanna come back on, just let us

1546
00:56:24,124 --> 00:56:25,889
know. Well that this be all the time

1547
00:56:25,889 --> 00:56:25,969
it.

1548
00:56:28,362 --> 00:56:30,118
So, yeah, you got anything else that you'd

1549
00:56:30,118 --> 00:56:32,112
like to add before we wrap this 1

1550
00:56:32,112 --> 00:56:34,443
up? Well, there will be new versions of

1551
00:56:34,523 --> 00:56:37,421
D f coming out before you get back

1552
00:56:37,800 --> 00:56:40,277
from hiatus. Mh. And there's gonna be a

1553
00:56:40,277 --> 00:56:42,375
lot more to talk about then. Yep. So

1554
00:56:42,929 --> 00:56:44,449
keep digging. Yep. So we won't have you

1555
00:56:44,449 --> 00:56:46,530
on early on in the in the next

1556
00:56:46,530 --> 00:56:47,989
season to talk about

1557
00:56:48,289 --> 00:56:49,650
D and D hack.

1558
00:56:51,184 --> 00:56:51,264
Right?

1559
00:56:52,224 --> 00:56:54,704
Everybody, have a great summer. Good luck and

1560
00:56:54,704 --> 00:56:58,224
dig deep. Right? Yep. Have a some nice

1561
00:56:58,224 --> 00:56:58,724
summer

1562
00:56:59,039 --> 00:56:59,278
weeks.

1563
00:57:00,553 --> 00:57:01,907
And for Tony, chao.

1564
00:57:02,784 --> 00:57:03,103
Ciao.

1565
00:57:04,219 --> 00:57:06,703
Del. What's that? I was pretend Tony. Oh,

1566
00:57:06,783 --> 00:57:09,171
yeah. That's cool. I will use we'll use

1567
00:57:09,171 --> 00:57:10,444
your cha as thomas as chow.

1568
00:57:14,026 --> 00:57:16,096
This has been the dwarf fortress round table

1569
00:57:16,096 --> 00:57:18,670
pod cast. You can find all our past

1570
00:57:18,670 --> 00:57:20,750
episodes at d f round table dot com.

1571
00:57:21,550 --> 00:57:23,390
Stop by and leave a message or suggestion

1572
00:57:23,390 --> 00:57:25,230
in the comments section for this episode.

1573
00:57:25,803 --> 00:57:27,868
While you're there, you can subscribe to door

1574
00:57:27,868 --> 00:57:29,773
fortress round table or find us in the

1575
00:57:29,773 --> 00:57:31,203
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1576
00:57:31,838 --> 00:57:33,639
If you'd like to contact us by email

1577
00:57:34,077 --> 00:57:36,543
the address is ari at d f round

1578
00:57:36,543 --> 00:57:39,907
table dot com. That's URIST

1579
00:57:39,963 --> 00:57:42,758
at d round table dot com. If you'd

1580
00:57:42,758 --> 00:57:44,505
like to interact with the hosts and listeners

1581
00:57:44,505 --> 00:57:46,490
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1582
00:57:46,490 --> 00:57:48,316
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1583
00:57:48,316 --> 00:57:49,110
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1584
00:57:49,998 --> 00:57:52,146
You'd like to help support this podcast financially,

1585
00:57:52,464 --> 00:57:54,634
you can find us at patreon dot com

1586
00:57:54,771 --> 00:57:56,043
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1587
00:57:58,350 --> 00:58:00,840
If This is a conversational podcast. The all

1588
00:58:00,840 --> 00:58:02,838
craft store is of the highest quality.

1589
00:58:03,556 --> 00:58:04,435
Thanks, Alfonso.