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Topics - TruePikachu

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1
DF Dwarf Mode Discussion / Criminals in unconstructed cages?
« on: January 23, 2023, 10:54:23 pm »
I'm still playing 0.47.05, and I have both a functioning justice system (with a room full of constructed iron cages) and a pit for emptying my cage traps. The problem is, for some reason my prisoners sometimes are being put into the unconstructed wood cages (used for the traps, and ineligible for justice).

My first thought was that maybe my justice system was issuing beatings and stunning the criminal such that they'd be setting off a cage trap, but that doesn't seem to be the case since I recently had another instance of a criminal being put into the wrong cage but no combat report for said criminal.

Any idea what's going on? I'm not specifically looking to prevent this (it lets me issue capital punishment on agents), but I would like to know what events are leading to this scenario that I haven't been able to notice.

EDIT: I just caught one of my lawmen running a "release prisoner" job, and the first thing they did was grab a cage from the stockpile. Apparently this is intentional? I don't see any reference to this on the wiki...

2
I'm getting back into the game, but my system is struggling with the very first step -- making the world. Specifically, with my custom world generation settings, it is taking over 20 seconds to generate a heightmap, when it used to (0.40.24 for instance) take less than a twentieth of a second.

I'm not especially concerned right now with map rejections; those are always to be expected. I'm concerned with how long it is taking to make the actual heightmap for the world; this step is the very first step taken in generating a map, before history is simulated and even before rivers are formed.

3
DF Dwarf Mode Discussion / Natural Cage Destruction
« on: October 02, 2015, 08:34:10 pm »
So, pondering what I should do with these three goblin POWs I have, I considered tossing them into my sentients refuse pile (I keep it seperate from the non-sentients). Then I remembered refuse areas apply decay to whatever is in them until it is destroyed.

Right now, I'm wondering what would happen if it happened to be an occupied cage; when it's destroyed, would it destroy it's occupant or release it?

4
DF Dwarf Mode Discussion / Site finder only searching half the map?
« on: September 20, 2015, 11:00:30 pm »
So I genned a 129x65 world, and went to search for a site...
...the finder is only looking at the left half of the map. Verified by setting the filter to River:Yes.
Spoiler (click to show/hide)
My theory (without further testing) is that it's iterating X 0..W and Y 0..W (instead of 0..H), where W is width and H is height. Will see what happens with a "tall" world (expecting a crash).

Anyone else able to duplicate?

EDIT: 65x129 world scans everything without a crash. I have no idea without a debugger.

5
DF Adventure Mode Discussion / You know what Adventure Mode needs?
« on: September 20, 2015, 07:44:46 pm »
A notebook, which would go together with the quest log. In the notebook, it would act just like a text editor, so you can write down what it is you're doing, etc.

6
DF Dwarf Mode Discussion / Warning when building pump stacks
« on: May 05, 2015, 07:59:18 pm »
Just learned this, but if you specify all the pumps to be built all at once (hanging them off each other), if you save and reload, the pump stability is checked before checking with all the pumps designated.

Basically, if the top and bottom pumps are stable, but all the rest are hanging, all constructed pumps which are located somewhere between unconstructed pumps will deconstruct, which might throw some components to the pump's output tile (which generally would be inaccessable). This can also completly break "fast" pump stacks (where you build from top to bottom).

7
DF Adventure Mode Discussion / DFHack script to stack coins?
« on: February 19, 2015, 12:58:13 am »
I have a lot of coins and a lot of stacks. Any way to solve this issue without trading?

8
I've decided that I will add to this thread instead of just making a new one every time I come across an issue.
-- Issue list --
* Door linking now requires a dwarf to enter the tile with the door (complicates water supply creation)
* Mass pitting gets messed up (a fighting turn can be put in between removal from cage and descent down hole)

-----

Working on getting my hospital set up, but I keep running into that message. It looks like the issue might be with the door access, since there is no mechinism on its T-menu (and the lever only has its base mechinism). The door is marked as forbidden, no-pets. It is dangerous to change that setting...
Spoiler (click to show/hide)
(no, there is no reason why I have it marked as Internal; neither choice works)
There is a path to that square just south of the door; this is confirmed by marking the tile just south of that for fortifications, and the job being accepted and given to somebody.

I know that this sort of setup used to work fine back on 0.34.11, I suspect that the fix for standing-on-the-tile-to-build-something might be having side effects (my memory of the issue, as present in my binary-patched 0.34.11, is that it triggers if someone gets to the location from a ramp).

Quick edit: Just dug a passage over to the door (without breaching the water), floored over the stairs, and reissued the link job (canceled the old one, and made it again). Still getting Could not find path errors.

Code: [Select]
path fail: dwarf,Link a Building to Trigger,77,71,101 -> 110,96,80: Id #3301:Path Goal Seek Target for Mechanism:Station Mill Building at 90,92,10

9
DF Adventure Mode Discussion / $Items$ in rµins
« on: September 27, 2014, 02:10:09 am »
So, I was messing around (since the DFHack, DT, and DF releases happened to be at the same version), and I came across an empty fortress (randomly-generated), which was apparently a set of ruins. All the contained objects were marked with $$, despite nobody being around.

While I don't have the world anymore (lots of regenning), I'm wondering if it would have been safe to take those objects, or if it is a bug that they are marked as such in a set of ruins.

10
DF Dwarf Mode Discussion / DFHack and Therapist with 0.40.*
« on: July 27, 2014, 11:12:22 pm »
I'm just curious, since I've been out of the loop for some time, how well have they been keeping up with the patch releases? I'm going to wait until 0.40 is stable and optimized (like 0.34.07 was, the last release before minecarts, or like 0.34.11 is) before moving over to it.

11
I recently had a good-sized siege, which included the goblins' warlord, whom I have captured in a cage. As the title states, they are a dwarf. Because of this, it seems pretty much impossible to transfer them out of the wooden cage they were caught in into an artifact deer bone cage I have.

I had first tried constructing the cage, then assigning the dwarf to it, but they didn't appear on the list. I then tried getting the artifact into a cage trap, but my mayor (a vamp who I walled in with the cage and unloaded trap) couldn't figure out how to load said trap and kept cancelling with the 'no cage' message.

Are there any other possible methods that I have overlooked? I can use DFHack, but I don't want to mod the game itself (as in the raws)

12
DF Dwarf Mode Discussion / Support behaviour
« on: November 28, 2013, 02:38:20 pm »
I, when responding to the "what to do in a cavern" thread, just got the idea of evening out the caverns, removing the stalagtites and stalagmites. However, I want to cavein the 'tites (ceiling ones). Does a support hold things up below it like it does above it? (not both at the same time)

EDIT: Going to make a picture
EDIT: I forgot how much of a pain AsciiDraw is on this system (Insert key is Fn+PrintScreen)

Code: [Select]
▒▒▒▒▒▒▒▒▒▒▒▒
    I       
 ▒▒▒▒▒▒     
  ▒▒▒▒     
    ▒       

13
DF Dwarf Mode Discussion / A Comparison of DF Verses Minecraft
« on: May 18, 2013, 04:31:35 am »
* This topic deals with the Dwarf Mode, not DF in general, as the Adventure mode is very dissimilar to Minecraft *

I had at one point been one of the people who thought that Minecraft was just an attempt to rip off Dwarf Fortress. Eventually, after reading the TVTropes page, I decided to just give it a shot, to humor myself at the least, to be able to come up with more convincing arguments relating to how MC copies DF.

I got addicted. So sue me. (Don't really).

MC is, to an extent, the application of DF to an individual verses a population. DF has you controlling a hoard of dwarves, while MC has you controlling an individual. Where dwarves fail to express careful detail (Urist McMiner cancels live: interrupted by ceiling), you can succeed in MC. However, where individuals have slow progress (the digging of massive projects), a population can succeed greatly.

DF has a much greater variety of ores than MC does, as well as a much deeper and realistic (until you hit slade) composition. Vanilla MC only has iron, gold, diamonds, and emeralds; the lattermost serving no purpose aside from currency.

MC has a much gentler learning curve if you have Wiki access, or almost the same without; this is due to the crafting system, and you having to know how everything is crafted. While the system itself is intuitive when you get to know it, some receipes are downright confusing unless you have built it before. DF's biggest hurdle IMO is the interface.

Both games are designed to be modded; going by what I heard about Masterpiece, and my experience with Tekkit Lite, I say that the two are approximatly equal in this respect.

DF's goal is to manage a population of dwarves into doing whatever you want them to do, from building megaprojects to just surviving day after day. MC's goal is to permit creativity and adventure. With the practically infinite landscape availible in MC, you will never run out of resources. But the restricted area in DF means that eventually you will have no more material from the ground that you can take, and you can't go out to get more. This is one of the challenges you have to overcome in DF.

MC has an end winning condition, and an optional boss. DF only has the optional boss, but it is easy to accidentially trigger it.

The most major point that people debate over is that both worlds are composed of blocks and foster underground development. I can say, from lots of experience in both games, that they are both composed of blocks, but MC doesn't entirely foster development underground. MC seems to be about exploration, where you have lots to explore both above the ground and below, while DF seems to be about development, making do with a fixed area and making the most of it. While you can do this in MC (not as efficiently as in DF, however), you can not do the adventuring component directly in DF; another point for MC comes from how you can go directly from adventuring to development and vice versa, while you can not do this in DF. However, DF makes up for this by offering a view into the history of the world through artifacts and other pieces of art. MC doesn't have such a history.

MC costs money, which gives you an unlimited landscape for you to shape. DF is free, and gives you an army of dwarves to do your bidding. While there are similarities, there are also major differences. Differences which contribute a major, major change in gameplay.

Also, Notch (the original only dev of MC, and only dev for quite some time; has since stepped down) has stated that Minecraft was intended to be similar to DF, but with a different feel. And while the game, in a few core mechanics, feels very similar, the development veered off the road of becoming a DF clone, much as the threads here stray from their original topic.

tl;dr: MC and DF are different games with different gameplay revolving around the concept of surviving in an enviorment you can shape as you feel fit.

edit: fixed a mistake

14
DF Dwarf Mode Discussion / Request for weaponization assistance
« on: February 14, 2013, 04:15:44 pm »
Drew Carey's Improv-a-ganza, episode 13, "Playbook" skit (scenerio is "Dungeons and Dragons")
I've got something you'll be impressed by.
    In catsuits?
Yeah. ELVES ARE AFRAID OF CATS!

http://www.youtube.com/watch?v=GP5xx91ZEek&t=6m30s


I am now insipred to create a cat-powered elf-killer. Any ideas?

15
DF Dwarf Mode Discussion / Kobold problems
« on: December 13, 2012, 03:39:30 pm »
Some stragetic sneaking scum sometimes successfully skips subpar security system 'spite stationary sanitizers - suggestions? (sans "station")

In layman's terms...

I have some kobolds that are somehow getting past my guard dogs - I know because my most recent kobold sighting was in my main stockpile. I have my 2 war dogs on ropes, like so: (NetHack symbols)
-------
...d...
.......
...d...
-------

(the dogs are right atop their ropes)
Somehow, kobolds are STILL getting past. I don't want to station the military; any other suggestions?

-------
kkk§d..
...k...
..d§kkk
-------

It _might_ be possible that the kobolds are taking this path, but I doubt it - it is longer than shortest path. Also shouldn't the dogs still see them?

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