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Messages - vjek

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and yet, I can't help but think that if the above problems are ignored for another year or two, I'm not sure I'll be playing still due to literal health issues from force mouse usage. which sounds like a threat but no, it's just a literal acknowledgement that the U.I. has suddenly demanded an entirely different physical interaction from the playerbase, and demanded that interaction be repetitive and counterproductive, for genuinely mysterious reasons.
...
This is a fair summary for me.  I acknowledge I am no longer the target demographic for the game, as a consequence.
If the lava-over-pathing bug was fixed in 47.05, I'd stick with 47.05.  But, given the rather long list of bugs that remain unfixed for years, I've just moved on to other games, for now.
It was a good 10+ years, though.  8)

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Yeah. It's hard to know sometimes if modern interfaces are actually better, or just that people have gotten used to things.
...
For me, the new DF UI is so different that it makes it considerably more difficult to create new worlds with advanced worldgen.
And what I mean by that is.. I used to be able to use single keys in menus.  Very quick & efficient.  It was predictable, reliable, consistent and most of all? FAST.
Now?  Nope.  Not for me.  The amount of nonsense involved in just trying to create and world, check it for whatever feature, exit, delete it, and try again?  Cumbersome, tedious, annoying. SLOW.
It's bad enough, for me, that 47.x is probably my last version for iterative worldgens.  50.x is just too inefficient for me, but, as always, YMMV, and perhaps it will be improved in the future.  8)

As others have said, I have no interest in having a game made exclusively for me and my play style, but.. it is a real shame, in my opinion, that 10+ years of 'how it was' got thrown out.

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Other Games / Re: The "Recommend me a game" thread
« on: June 02, 2023, 08:38:19 am »
Well, you said unmodded minecraft was a no-go, but what about modded minecraft? A few neat modpacks off the top of my head with some story to them are Material Energy (^4 is my favorite but I think the stories are connected), Project Ozone, Blightfall, and SevTech Ages.
Thanks Micro102, I will check those out.

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Other Games / Re: The "Recommend me a game" thread
« on: June 01, 2023, 10:24:37 am »
What I'm looking for:
Procedural Multiplayer 3D first person/third person with online co-op player-hosted dedicated server(s).
Life-Sim plus Combat as far as features go, with things like building, crafting, farming, etc.
Portal Knights is perfect, but it doesn't permit more than 4 players, and our play group needs 8-10.
Essentially I'm looking for a first/third person 3D version of Stardew Valley, if such a thing exists.  We would play/mod the hell out of that.

What I've found so far: Garden Paws. While it technically matches, its target audience is a bit younger than us. :)
We are currently playing Portal Knights, as it also matches, but doesn't have the same depth of building/crafting/life-sim as SDV or Garden Paws, and the server limit of 4 is killing us.
Garden Paws will be our next if this community is unaware of something better.  But we are hoping for alternatives.
Dinkum was as very close match, but the multiplayer isn't quite right, in that the host is really the only true player, the rest are just temporary/transient guests.

I'm just asking here to ensure we haven't missed anything that might fit the requirements.
We've tried and/or played (in the past) SDV, Necesse, Wayward, Rust, Ark, Atlas, Pixark, Solace Crafting, Valheim, Frozen Flame, Raft, Wurm Unlimited, Veloren, Vintage Story, Dinkum, and more.
Generally most of them fall down either with technical bugs, crashing servers, not actual SDV-like-multiplayer, not 3D, or shallow crafting, building, life-sim and little/no story/plot.
We are not looking for a pure sandbox like unmodded Minecraft, but something more with an overarching story.  Ideally more than just "kill this next boss", although if that's all there is, ok.
PvP isn't part of this equation, we're looking for a PvE/Co-Op setting.
As far as content goes, we would prefer no zombies, horror, darkness-as-fun, vampires, or similar themes (been there, done that), but if that's the only option, ok.
I've heard good things about Deep Rock Galactic and Minecraft Legends, but.. haven't tried them, so if anyone has, and feel they should be recommended as a match, please provide that feedback.
Voxels are ok (obviously, portal knights) but are not required.

The ideal features are: 
Server-authoritative dedicated persistent reliable non-crashing server, ideally run/hosted under Linux or Wine.  Multiplayer of 8-10.
Procedural generation of everything like maps, islands, non-home areas.
Life sim features of farming, crafting, building, domestication, pets, taming, fishing, events, non-combat progression paths.
Combat/Exploration/Resource acquisition with procedural maps, dungeons, missions, content.
Quests, Tasks or Missions intended for teams to accomplish.  Tiers/Bosses are fine, too.
Quest related tasks anyone can do (Portal Knights) or tracked individually (SDV).
3D first/third person.

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Other Games / Re: Vintage Story - Better than TerafirmaCraft!
« on: May 13, 2023, 06:29:35 pm »
In terms of using worldgen to solve your problems, I've found that Arid and Hyperarid worlds both offer additional challenges, and much fewer wolves and bears.  :D
Also, papyrus counts as reeds for inventory storage baskets, now. (at least in 1.18.x, possibly 1.17.x)

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I tried Hero's Rest this week, and overall, it's pretty good.
The premise or setting of the game is you're running the town that adventurers go to, to obtain Quests, then buy what they need (gear, armor, weapons, potions, food) before and after the Quests.  You create the supply and demand for the whole adventure loop.
Layouts of the towns are limited to 4 settings/biomes at the moment.  Some are objectively better than others, just due to distance & pathing, but they all get the job done in terms of being able to create the 7 different shops.
You can have an Inn, Blacksmith, Woodworker, Tanner, Tailor, Apothecary, and Training Grounds.  Each has their own workshop for Adventurers, and then a separate 'civilian' feature, for visitors who aren't specifically Questing Adventurers.

The clever bit is you have to collect all the raw materials to make the stuff that you need to create & provide the goods the visitors and adventurers will consume or want.
You create the Quests, food, and every category of gear, all from the raw materials.  Raw materials categories are metal, wood, cloth, leather, herbs, food,  Each one has four tiers, and you need the higher tier raw material before making the higher tier goods within each shop.  You can only have one shop per plot of land within the town, and how it's laid out doesn't really matter, as long as the objects are placed within each.
You can use Tier 2 items to advance to Tier 3, or even Tier 1 items to advance to Tier 3, in terms of XP granted to advance, within each shop.
You should only make gear your specific classes need.  You create each adventuring class, and recruit only those classes you want/create.  Each class has different bonuses in terms of what they bring to the town (when they're in town).
This means if you make classes that use two handed swords, don't make daggers.  :D  Tanners have the most demand and appear to make the most (legitimate) money.

The tutorial is good, didn't run into any bugs.  All the hackable values are just 4 byte integers, so that's extremely handy if you don't want to grind through hours of gameplay to see how the story/plot advances.  This includes the storage of all raw materials and gold, as well as upgrade gems.
In terms of story, the outline is that you keep sending adventurers on quests to specific areas, and those areas open up until you have a complete knowledge of all locations, then you can create high CR (Challenge Rating) Quests that lead to the Boss fight.  Once the boss has been removed, you now control that territory, but that just advances to the next territory. Goblins, Kobolds, Animals, Bandits, Orcs & Trolls, Elementals, Undead, Giants, Demons, Dragons are the territories.
From time to time the King will send you requests for materials, which if you satisfy, you get rewarded.
There are 'Imminent Threats' which are things like, if you don't kill x of y Goblins or Kobolds, they attack your town, and your Constitution-class based heroes will try to fight them off.  If not, they steal money and resources.

Fair warning, if you get ahead of the CR curve, you can't go back unless you ditch your high level adventurers (remove their classes) and start again with a new class type.  that's just to get Adventurers who are low enough level/CR that they can do all that low-level exploration.  Ultimately it doesn't seem to matter too much, the Imminent threats aren't game-ending and you can create high CR 'slay' quests to keep your adventurers happy.  Some adventurers die.. especially those just starting out without a lot of good gear, money, or potions to help them along.  Some end up with Epic or Legendary gear that you happened to make and/or upgrade.

That's the part that's pretty fun, in my opinion, you outfitting then sending them off and seeing the results.  Some of them come back under 5% health and 100% morale, because they just LOVED that quest so much that they almost died.  It's pretty funny that way.  When they get particularly good items, they say things like "That Backpack of Slaying is going to make me a Legend!"
GPU load & performance of the game, with appropriate settings, is efficient from what I saw.  It won't turn your GPU into a space heater unless you max out everything.
Anyway, that's my opinion of Hero's Rest, worth trying if you've never played anything similar.  I've also tried Travellers Rest, and that one focuses more on being an Innkeeper, rather than all the different aspects of adventuring, at least so far.

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Other Games / Re: Vintage Story - Better than TerafirmaCraft!
« on: April 21, 2023, 12:05:58 am »
Have they ever gotten around to dialing back the hostile mobs? I remember rather liking the various crafting activities but I hated how wolves and those weird goblin things would just never leave you alone; they spawned frequently and were so hyper aggressive your only choices were to kill or be killed.
Yes.  And, via normal in-game menus for creating a new world, you can make the world as temporally unstable/aggressive or 100% peaceful as you wish.  And anywhere in between.
You can vary the world size (length/width), depth, realism, precipitation, temperature, surface deposits, and more.
If you want a massive desert world, no problem.  Tropical jungle? Sure. Snowy wasteland, all good.
You can also have something remarkably earthlike, or something with huge floating islands in the sky and patchwork adjacent biomes.
You can also have a world that is 1M x 1M x 256 (yes, 1 million blocks squared x 256 blocks thick) and it's perfectly fine.  Game runs great.  You can also shrink that down to ~5000x5000x128 if desired, and anything in between.

This is one of the most easily user-adjustable or user-customizable games I have come across in the past 10+ years.  Almost everything you could want to modify or adjust for all aspects of gameplay can be adjusted simply be editing a .json text file.
And the best part?  Most of the time, you don't have to regen your world.  It just works the next time you load it.  Often, you don't even have to exit to desktop, just back to the main menu and reload.
1.17 and 1.18 in particular added some really nice features to avoid the ridiculous lethality of night-time, if desired.  I mean, yes, it was terrible.  Drifters would spawn and kill you non-stop.  Players would get permanently pushed into the rust world and not even know it.  Not ideal.  Totally optional, now.

Another thing.. the crafting system in this game is one of the most immersive I have ever come across.  It's really good.  You actually dig up the ore, smelt it in a crucible, and either cast it into hardened clay molds, or into ingots for smithing later.  The forge/hammering process is great, too.  It's all so consistent in it's contextual implementation that you believe it.  You feel like your avatar is doing it.  Sure, it's all voxels/micro-voxels, but.. I am sold on the theme.  If ECO could take anything from Vintage Story, I would hope for the crafting system.

Farming is straightforward, and easily moddable/adjustable.  You don't have to be a programmer to mod this game.
Anyway, I wholeheartedly recommend fans of DF, Minecraft, Portal Knights or Voxel fans in general check it out.
You can even pour water onto magma and make obsidian.  8)

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Other Games / Re: The Cataclysm games thread.
« on: March 10, 2023, 09:53:54 am »
...
Overall, I think the mainline simulation caters to players who are already highly experienced with the game and thus need more challenges. It's a common fault with video games in general.

I do like it, however, because it generally has new stuff, even if it also takes stuff away. It's valuable.
...
Have been playing it again recently, and am really enjoying it.  Less bugs, more content, seems like better game loops/progression systems in general, and ~everything customizable by the player via easy .json editing.
Looking forward to installing more CBM's and shotgunning those Mutagens.  8) :o
The only thing I had a hard time with was trying to build a second storey, but otherwise, very fun.  Can build up, can build down/underground, very DF in that respect.  The electrical 'grid' for structures is also very handy.

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so the gpu maxing out , i have a geforce 3070ti, the game was running the card at 93% power while staring at menu screens etc, all game. I had to go in and manually limit fps to 40 fps to get card to drop down to 50% utilization constantly. Otherwise I had a space heater in my room.
Tried this out earlier this week, and this is the only reason I'm still not playing it.
Given the simplistic nature of the areas/regions of space and severe limits on everything, there is no good reason for driving 3xxx series cards so hard (I have one too).
It also has a critical memory leak, but it only shows up when you have to do multi-warp jumps, which.. if you're doing missions, is constant.  Uses all available system ram, eventually, but presumably they will fix that bug in short order.
It's a real shame when solved problems like this get in the way of telling a good story.  :(

10
Can you provide a little more detail about that? I'm not sure I follow what you're describing. Both the way you phrased it, and the wiki language, I'm not really clear where the dwarf if standing, what they're mining, or how the bridge is protecting them.
Sure, in addition to what Bumber said.. I'll expand on the wiki language:
" First, channel a hole next to the place you want to breach the volcano, creating a hole and a ramp.
Then, place a one tile magma-safe bridge over the ramp.
Third, forbid the area the bridge is in -- blocking the area off with a forbidden door, or a contraction, depending on how your fortress works.
Then mine the area out from the ramp below.
"

So, there are four steps outlined in the wiki, but I'll elaborate a bit more.
Let's say the top of your volcano is at Z-Level 80, and that's your embark level.  Your caverns start at Z-level 60, but you want to make a magma moat at Z-Level 70.
-Dig down 10 levels from the embark level and then dig out a hallway towards the volcano side wall at Z-Level 70.  Dig right up to the obsidian wall of the volcano.  Put a magma safe door on the hallway you can lock, back near the staircase you dug down with.
-Channel one z-level down, in front of the obsidian wall of the volcano, so there is a ramp or ramps below, across the width of the hallway.  Might be one tile, might be 10, up to you.
-On Z-Level 69, that is, one Z-level beneath the Z-level you want the magma to be, where the ramp(s) you just dug is/are, dig another access hallway but this one just has to give your miner access to the up-ramps you just made on Z-Level 69.
-This is what your miner will use to remove the obsidian wall of the volcano on Z-level 70, FROM Z-Level 69, by using the ramp to stand on.
-Build a drawbridge over the channel you just dug on Z-level 70.  Attach it to a lever. flip the lever, so it's down/covering the channel(s). It can either be exactly the size of the channel(s), or bigger, it doesn't matter which.
-Now, lock/forbid the hallway door on Z-level 70.  This area is about to become very unsafe.  8)
-Finally, designate the obsidian wall of the volcano, on Z-level 70, to be dug.  A miner will walk down to Z-level 69, stand on the ramp on Z-level 69, and mine out the tiles on Z-level 70.  Voila, magma flows on Z-level 70.
Miner walks away and continues their un-vaporized existence.

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I'm planning to build a pump that floods my fort's entrance with magma, but I'm not sure how to make it kill goblins versus just scaring them away.

If goblins are pathing into a fort and magma comes flowing towards them, will they just see it and run away? Do they need to be locked in by bars/grates?
Having had a fair amount of success in this area, I can offer this advice:
- Ultimately, there is a bug in DF (for many years) that breaks pathing when magma flows over pathable tiles.  It's consistent, and reloading fixes it, but while you're testing, this is very important to know.  Why?  Because even if you build the perfect trap, your previous magma filled path will be 'blocked' from the perspective of invaders, and you will never get any more, until you save/reload.  This often gives the impression that something else is wrong, when it's just this.

But, setting that aside, the following designs & features work with great efficacy..
- doors with pressurized magma positioned in such a way that it flows when the door is opened.
- screw pumps behind fortifications, pumping into a hallway level with the output of the pump.
- rooms with automatically/temporary sealed drawbridge-walls, driven by various forms of dwarven logic machines.
- using pressurized magma cisterns above the flooding area.
- using volcanos as infinite magma sources (you can tap a volcano at any Z-Level, 100% safely, using a drawbridge-floor and digging from beneath it, up at an angle, across the entire face of the volcano side)
- pumping out of the top of a volcano, into a hallway, back into the volcano
- using stairs (both up and down to soft-seal a flooding hallway with enough pressure
- you can flow magma off the map by building fortifications on the map edge, underground, in stone.  This means you can build a flowing magma moat that is toggle-able via floodgates, sourced from a volcano.
- you can build a pressure plate, configure it, link it to dwarven logic, and then remove what is beneath it so that it has a draining/empty tile beneath it, so it doesn't ever prevent pathing.
and.. (imo)
- invaders run faster than you think, per tick, after crossing pressure plates.
- some creatures can be submerged in magma and survive
- most creatures do not survive being submerged in magma
- magma will push EVERYTHING through fortifications, if there is enough pressure, in the flow direction. Including, but not limited to, entirely unscathed trolls, beak dogs, and goblins.
- magma mist is extremely effective in destroying invaders, but it often tricky to get it to flow next to their walking path
- it takes a fair amount of time, fully submerged, for some metal and other materials to vaporize, if they're not iron or steel or magma safe.
- dwarves will definitely, without question, run to collect equipment collected in, near, beneath, or as a result of a magma flood, unless you prevent them with burrows, locked doors or something similar.
- the most efficient magma drowning hallways are only one tile tall.

Some funny relevant videos. (unless you're a goblin)

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Could simply be that its too hot. Since you previously said the dwarf died by magma. Dwarves refuse to path through too hot areas, such as after magma, dragonfire or sometimes in a fight with something that lobs loads of fire.
Likely a continuation of this bug: http://bay12games.com/dwarves/mantisbt/view.php?id=1272 or https://dwarffortress.mantishub.io/view.php?id=1272
Which, if you like using magma flooding chambers, makes the game extremely .. unreliable. :)
However, it's worth noting that generally, a save and reload does appear to force the recalc of all temp on all pathable/walkable/reachable tiles, and often will clear the bug until you re-flood any/some pathing tiles with magma again.

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DF Dwarf Mode Discussion / Re: tree growth could use a nerf
« on: January 17, 2023, 04:17:37 pm »
There should be a limit to the amount of trees that can exist above ground that is dependent on the "Trees" value of the subregion.
It should be a limit on trees D: In narrow caverns, with just one or two years you cannot move anymore there xD
Agreed to both.  This should be the solution for above ground and below ground, in my opinion, as well.

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DF Dwarf Mode Discussion / Re: Magma flowing up through forge
« on: January 12, 2023, 09:51:10 am »
For clarification, this problem occurred both before and after a magma forge was placed. There were no screw pumps involved.
The magma tube idea might be something. There was a magma tube about 10 tiles away diagonally, and while there was not a direct connection, the Magma Flow under that *was* at a higher z level than the rock shelf the forge was built inside of.

The magma came and went kind of like tides, and I eventually managed to make an anvil when the "tide" was low to build another forge elsewhere.
I've seen what you're describing before, in many other versions, even without a magma tube.  For me, it happens when the embark isn't completely, 100%, flat.
What happens is, if any magma anywhere on the embark is higher than or at the same level as your forge, you'll see this ebb-and-flow of magma trying to fluid-level itself out.
You've already found a solution, and that is to find a spot that is just above the highest point of magma across the entire embark.
Of course, other solutions like minecart-dumping a single tile of 7/7 magma up to the surface is always another option for almost any embark.  When you find what you've found, that ends up being pretty safe, because you can build the pickup-magma part of the minecart circuit pretty easily with constructed walls, adjacent magma and a magma safe floodgate/lever.

The root cause?  IIRC, It appears to be that the embark surface Z-level disparities/differences, if they are part of a biome edge/change, can cause both the SMR sea and the resulting magma above it to have different Z levels as well.  It's typically only 1 or 2 Z-levels off, from what I've seen.

15
You cannot control which edge of the map they arrive from and cannot block the edges, but you can pre-build some secondary entrances that you only unlock when migrants arrive.
From what I recall the last time I tested this..

You can build bridges, iirc, that block the edges.  If you retract them in the right direction, you can control which map edges are pathable, and as a result, make them only show up where you wish.
If the bridge trick no longer works, then you can just hack in / create walls of obsidian via various DFHack tools, if you're willing to use that.

The last time I tested this, I made an "animal grinder" arrangement whereby all arriving animals were subjected to many many many traps, to see how long arriving animal populations would be generated to test a pure-animal diet sustainability.  It's not indefinite.  8)
I blocked off all walls except a section of the north wall, and built a wide covered hallway leading to the grinder traps.  Every animal (even fliers) arrived exclusively there and immediately pathed through the traps.  voila.

Having said all that, it was prior to 0.47.05, so, YMMV.

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