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Messages - Maolagin

Pages: [1] 2 3 ... 9
1
DF Gameplay Questions / Re: Clutter
« on: February 01, 2023, 10:41:39 am »
Also, note to self:
Stop buying the bins that cloth and leather come in, just buy the cloth and leather.
Unfortunately that means clicking on each individual cloth and leather.

It's easier to buy the bins, dump al cloth and leather, and atom-smash the bins.

Even easier still to buy the bins, use however much cloth and leather you use, let the empty bins go into use in stockpiles that aren't yet at their bin limit, and then sell any remaining empty bins back to the next caravan.

The trick here is to *actually set a bin limit* to some reasonable number when you make a new stockpile. They save a lot of labor when used judiciously, since one dwarf will haul dozens of socks or what have you as part of a "store in bin" job, but each item is hauled separately for "store in stockpile".

2
Fascinating results, and I'm currently playing a fortress that I suspect is demonstrating this perfectly. 120 citizens, all caverns+magma revealed (but sealed off), 250 year history, yet still sitting at my 50 FPS frame cap. What's different here? It's a reclaimed worldgen fort.

If the FPS issue was pathfinding, those should be awful - they're expansive and convoluted. But instead I think I'm benefiting from that. Spreading all the workshops and meeting areas through that convoluted space means there's rarely more than a dozen people in one place, and they can't see into neighboring areas at all. I wonder if it further helps that most of the fort was dug out for me already. I get all that space to spread out in, and even a huge surface building to block out the great outdoors, but not thousands of boulders for the game to track.

3
Easy farming has already been nerfed due to the changes to soil richness, in order to get good crop yields you have to farm on cavern mud. Pond irrigation and pump irrigation are no longer the optimal strategy, so there's really no reason for farming on muddied stone to be difficult.

Oh, to be sure, on most embarks the combination of light aquifers and the cavern mud mechanic still makes underground farming extremely easy. Dig out a 20x20 room in one and wait a month and you've got muddy cavern ready for farm plots. Smooth the walls to stop the seepage once it's done, although it's hardly even necessary - the seepage is so slow that in a large room it barely keeps up with evaporation.

In fact, on my current map I got my underground farming set up essentially for free, because I decided to mine out a bunch of iron veins in damp conglomerate and realized that the water was coming too slow to even think about hydro engineering to deal with it.

4
DF Gameplay Questions / Re: Clutter
« on: January 28, 2023, 01:58:27 pm »

So I've been experimenting with quantum stockpiling, and after a couple of false starts, I have a fortress that feels promising, and has zero clutter, with everything tidied away in to the relevant quantum stockpile. It's barely a year old, and has yet to weather a siege, but things just feel more efficient.

I think this is also helped by the fact that my Orders list isn't anywhere near as overzealous as it previously was, producing just 10-20 of items rather than 200 a time.

You can even be more conservative than that. I've eventually come around to a policy of doing most of my steady state production via work orders of 1-2 units at a time, set to repeat daily until the goal amount is reached. Do most of your production on a just-in-tine basis and you don't even need quantum stockpiles (except maybe for stone and logs of course).

5
DF Dwarf Mode Discussion / Re: Strange mood metal glitch?
« on: January 27, 2023, 08:50:31 pm »
Adamantine is automatically chosen by metal moods if available on purpose, it's not a bug.

Useful information! And I can kind of see the logic there. If you're going to make a once-in-a-lifetime valuable artifact, and you're lucky enough to live somewhere where the magic unobtanium is obtainable, might as well make it mega super duper valuable. But question - what actually counts as available? If all wafers are forbidden at the time the mood strikes, would that preempt demanding candy when they get to the workshop? Or would there need to actually be none present on site?

6
DF Dwarf Mode Discussion / Re: Trade Depot access in Steam version?
« on: January 26, 2023, 11:58:30 am »
Ahem, at first I had 3x3 stair access - no wagon.
I removed it and added 3x3 ramp - no wagon.
Should I make 5x5 ramp?

Wagons have never been able to traverse stairs, but a 3-wide ramp should be fine. So make sure there's no buildings (including traps) in the way.

Probably it was a lever that was on the way. I carved a 5 tile ramp and at least 3x3 free area for parking. That did the trick.

Yep that would do it. Dwarves can walk over buildings and traps, but they block wagons.

Aside from roleplay, you don't need any extra parking space though. An unlimited number of wagons can park (somehow) in the depot.

7
DF Gameplay Questions / Re: Clutter
« on: January 26, 2023, 08:05:27 am »
Yes. You can easily solve this problem by having less stuff.

Step one, stop making more stuff. Try to figure out how much stuff your fort actually consumes, and make that much. Or just shut down production for a while, since you probably have a giant surplus of everything.

Step two, get rid of extra stuff. Caravans and atom smashers are helpful in this regard.

Longer term, setting up a more sophisticated network of stockpiles will both make things more efficient, and also give you a quick visual way to see what you have too much/too little of. Also look into learning about work order conditions. You can tell the manager that stuff should only be made when you have less than a certain amount.

8
DF Dwarf Mode Discussion / Re: Soil quality in the new version
« on: January 24, 2023, 10:58:59 am »
Cave moss does grow, but rather slowly. Slower than before? Not sure, might be. It does feel like cave moss regrowth is less able to keep up with my grazers than it used to, but I haven't tried a real apples to apples comparison.

9
DF Dwarf Mode Discussion / Re: v0.50's new Difficulty Settings
« on: January 22, 2023, 09:49:48 pm »
You can also go into "custom" settings to see what these things actually change. It's mostly stuff like invasion thresholds, or required room values for guilds/temples.

Right, so in terms of the original question, not really anything that affects the larger world, except insofar as your neighbors become aware of your presence earlier or later than they otherwise would.

Assuming that crafted goods are worth less in "Hard" economics difficulty, will those object's values persist in future playthroughs?
For example, in Adventure mode, if I grab an axe made in a fort whose economics difficulty was set to "Normal", then grab an identical axe made in a fort whose economics difficulty was "Hard", will these two axes have the same value?

So no. The axe won't have a different value. You might have a temple that's less valuable than what would be considered a temple at another site, but since you can't exactly pick one up and carry it away, that's not really relevant to an adventurer.

10
DF Dwarf Mode Discussion / Re: Trade Depot access in Steam version?
« on: January 22, 2023, 09:28:43 pm »
Ahem, at first I had 3x3 stair access - no wagon.
I removed it and added 3x3 ramp - no wagon.
Should I make 5x5 ramp?

Wagons have never been able to traverse stairs, but a 3-wide ramp should be fine. So make sure there's no buildings (including traps) in the way.

11
Despite being wildly inefficient compared to a player fort, I've always thought the worldgen forts were pretty neat. So I set out to reclaim one, and as it turns out the new features in v50 make them significantly more treacherous than before. The issue is those ubiquitous obsidian clusters of fun.

Recall that the worldgen dwarves use a standard scheme for their fortresses, centered around a hollow ramp spiral that runs vertically from the surface all the way down to the magma. Unless the fort connects to a subterranean highway, they often even had the sense to wall up the holes where the ramp shaft crosses the caverns. Unless the megabeast that ruined the place is still in residence, reclaiming one used to be generally pretty safe. However, as it turns out, the dwarves who built today's site delved the shaft straight through a substantial number of obsidian surprise packages. Unpausing gave me several "what devilry..." and "something evil emerges..." messages, not to mention both water and magma falling down the shaft.

That turned out to be easy to manage though, as the sudden guests went chasing after former inhabitants first , since some of them had spawned in the depths. A few forbidden doors and hasty walls later, they were contained in various corners of the old living quarters. No, the real annoyance is that, as it turns out, the surprises don't trigger when mined, but when *revealed*. Tonight's reclaim effort finally crumbled when a dwarf trying to bury someone's mangled skeleton got deep enough to trigger another six or seven at once, including a couple of clear glass monstrosities.

Looks like next time I take one of these on, I'm going to be meticulously building airlocks every few z-levels. Fun!

12
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 20, 2023, 10:53:12 pm »
Well it's debatable whether it's *my* fort just yet, but having taken a quick look around a reclaimed worldgen fortress ruin, I think I can see why the previous inhabitants ran into trouble. Worldgen forts, remember, build a central shaft that plunges straight from the trade depot at the surface all the way down to the magma sea - seems like the design is unchanged in v50. This interacts poorly with the new obsidian Fun clusters scattered throughout the map. Unpausing produced both water and magma falling through the shaft, and multiple "something evil emerges" alerts.


13
DF Dwarf Mode Discussion / Re: Mist generators: are they worth it?
« on: January 20, 2023, 08:55:30 pm »
As an added bonus, when they pass over the floor gratings through the waterfall, they get washed.

Wait, WUT?!
This is potentially revolutionary for me!
So instead of statues in each square the water lands in, I can have floor grates? And the water doesn't drop through them, stopping the mist generator?

Think you misunderstood. The four-statue design is for making a highly compact generator with minimal FPS impact, and it only involves two z-levels. Thisfox is talking about a waterfall design, where the water is allowed to fall *through* the level where the folks walk. A floor grate allows fluids to pass through but provides a walkable floor, so the water (along with any washed-off gunk) ends up in a basin on the level below (or farther down if you like). But because the water crosses multiple z-levels, you do have to operate a multi-level pump stack to complete the circuit.

Also worth noting *why* the statues setup preserves FPS. One element is that each pump picks up the stack of water the same tick it's dropped, so the water never has a chance to flow. Perhaps more importantly, because the water is dropped on an impassible tile, it never interrupts anybody's path, forcing an expensive repathing calculation. The floor grates method can be made no-flow, although it's trickier, but the water falling through the corridor will interrupt pathing from time to time unless you very carefully control the size of the water stacks. So in most cases, such a setup will be less FPS-friendly.

14
DF Dwarf Mode Discussion / Re: Dwarf a clause
« on: December 07, 2017, 05:10:39 pm »
The wiki says "Dwarf Santa is in the game but has anyone experiences him.

Don't know about Dwarf Santa, but Dwarf Christmas comes pretty regularly, at least in some regions. Every so often a giant pile of goblinite just walks itself right onto the map! Maybe I'll celebrate the holidays by arranging a chimney with a nice toasty firemagma at the bottom for seasonally-appropriate delivery.

15
DF Dwarf Mode Discussion / Re: Aquifer plugging revisited
« on: November 25, 2017, 11:32:09 am »
At least two layers above the aquifer, so that the miner falls down. 1 won't be as fast since they're going to dig from the side, thus taking time to descend by walking.

I also made them priority 2 and centre priority 1, but that shouldn't affect things.

Careful though. Digging from one layer above should be definitely safe, but I did manage to drown one peasant "miner" while testing the from-two-above concept. He had "clumsy" in his description, which maybe meant he failed whatever check to climb up the hole.

Naturally my test aquifer is in a terrifying biome, so now I have a wet walled up zombie. Not getting that pick back anytime soon!

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