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Topics - catten

Pages: [1]
1
So... a pack of giant tortoises parked themselves on my map and promptly retracted into their shells after my dogs wandered too close. Months later they're still turtling in the same spot (apparently a bug), and it dawned on me that they might make really nice target practice for marksdwarves with wooden bolts (which don't seem to penetrate the shell very well). Unfortunately, I can't get Urist McMarksdwarf to cooperate.

Station order - nothing, tortoise isn't considered hostile (which seems true enough).

Kill order after pitting the tortoise behind fortifications - Urist idles with no valid reachable target.

Kill order in the open - parks himself on the same tile as the tortoise, then empties his quiver into the ground (100% miss rate), then bashes the poor beast with his crossbow until its shell breaks off and he can bonk it on the head. The miss rate is just fine (means the target lives longer), but the bashing instead of reloading is a deal-breaker. Once he's attacking, Urist won't stop even if I cancel the kill order, so even micromanagement wouldn't work.

Is there any other method I should try that I haven't thought of?

40.13, if that matters (not in a hurry to deal w/ new emotions till they get debugged a bit more).

2
DF Gameplay Questions / Defending burrows
« on: January 08, 2015, 07:08:47 pm »
So, I discovered that you can place military types exactly on a spot by defining a burrow and telling them to defend it. If a burrow is made of multiple not-connected single tiles, each squad member will stand in one tile. Perfect for sentries lining a hallway!

The question: if a gobbo stands next to a melee dwarf who is defending a burrow, and the gobbo is not actually inside the burrow, will the dwarf attack it? Similarly, if a marksdwarf is defending a burrow, will it shoot at gobbos who are several tiles away but not actually inside the burrow?

I'd do some !!SCIENCE!! but my fort hasn't actually attracted any invaders or uninvited guests yet so there are no test subjects available...

3
DF Modding / Why no borax?
« on: January 03, 2015, 01:20:14 pm »
I've been modding in use of borax as a special flux (for working with gold alloys, among other things), and have run into a strange problem: now that I actually care about its existence, I've never found an embark that actually has borax deposits, nor any parent civ that has access to it. While it's possible my changes to raws broke something, I don't think that's the problem: I didn't modify the raws for borax stone, and if I drop a borax stone into a fort using dfhack, the dorfs can process it to borax flux in a kiln, as desired.

So... before worrying further about my raws, I'd like to ask: has anyone else ever seen borax in an embark?

4
DF Dwarf Mode Discussion / Cave adaptation question
« on: December 30, 2014, 08:34:34 pm »
So... we know that putting dwarves in dark underground for too long makes them vomit their brains out when they go outside, which is bad if you ever need them to be useful outdoors.

Going by the wiki article, I always thought that a [light] [inside] meeting area would cure cave adaptation, but this thread suggests that [inside] would only prevent existing cave adaptation from becoming worse, and that dorfs actually need to spend time [outside] to reverse cave adaptation.

Do we actually know how different tile types impact cave adaptation?

5
OK, so I was trying to drain my embark's volcano following these instructions (dump water from above, let the obsidan cave in and be destroyed by the SMR below).

I channeled down to a nearby aquifer, built an aqueduct whose spout hung 2-z over the center of the volcano, and connected the two with several pumps:

╔═════════
║.++++++%%▼
╚═════════

The first 1/7 water hit, and caused a cave-in as expected. Great magma sea discovered.

The second 1/7 hit, and caused another cave-in. Raw adamantine, tons of gems, and a few ores discovered.

The third 1/7 caused a cave-in, but also formed a block of obsidian that plugged the water spout. "Eh?" I thought, "That's weird" What's even more weird, though: the tile below that obsidian block *also* contains obsidian. In fact, a column of obsidian extends 160+ z-levels down to the very bottom of the magma sea, with just one empty tile between it and the semi-molten rock.

I just don't see how this could be possible, especially since I only managed to pump about 4 units of water out of the spigot before it plugged.

Save uploaded here, with the spigot loaded with water and ready to start dropping blocks of obsidian to the bottom. Just unpause and watch the fun. You might need to turn the pump back on if the water in the pipe isn't enough to trigger the bug.

Any idea what's going on there?


6
DF Suggestions / Maps need smaller scale geography features
« on: November 21, 2014, 06:58:39 pm »
DF maps have really cool large-scale geological features (things on the scale of an embark tile or larger), but there's actually very little going on at smaller scales. Ground tends to be either perfectly flat, or else sloped uniformly---if perhaps steeply---toward the nearest mountain.

Things that would be really nice to have:
There are probably any number of other interesting geological features that would be really fun to have, but you get the idea. Point is to have significant variation in elevation at scales in the 1-50 tile range, with a level of "cragginess" appropriate to the biome/geology of the area.

7
I recently embarked with the goal to have them up and running before the first dwarven caravan. Parent civ had no coal, embark had very few trees, so metalworking would not be an option until I had access to magma. I don't really like exploits, and 6 months (and 7 dorfs) is nowhere near enough to mess with large-scale power generation, let alone a magma pump stack. I had been using wheelbarrows to haul magma-filled minecarts, but it was really (really incredibly) filddly getting minecarts to go where they belonged; somehow the wheelbarrow always got lost so Urist McWeakling ends up trying to haul a magma-filled minecart 150 z-levels by hand. No good.

After much !!SCIENCE!! and one incinerated manager, I finally got everything working reliably. This method has worked very smoothly for both forts I tried it with (other than the idiot engraver who decided to sleep on the tracks and got run over by the first magma-filled minecart). My current fort had six magma-powered workshops running before the first dwarven caravan. Labor requirements are low enough that I was also able to take care of food production, dig out a good chunk of fort, build the depot, and create a trap hall (stun-bridges and lever-enabled spikes) to soften up the first winter siege before sending in my two military dwarves (who embarked with enough skill to take care of themselves if I could make them weapons and armor in time).

Update: I found two bug fixes for the below. First, in Phase IV, you have to dip the first minecart *after* filling the channel with magma. Otherwise, it will be impossible to dislodge for some reason. Second, if you channel out a bigger space for the pumped magma, you can dip more carts between pump runs. Dipping only works with 6/7 or 7/7, so to dip 4 carts in one go you need 6 tiles of 7/7 magma to start (otherwise you risk having a cart hit 5/7 and going away empty). 8 carts would need 14 tiles.

I have temperature enabled, but carrying and pushing magma-filled carts hasn't melted any hands yet. If hend-melting ever became a problem, "hot" routes could be replaced by a system of stockpiles and wheelbarrows and would work semi-OK (other than the tendency to lose wheelbarrows and the need to walk twice as far to fetch them).

Embark supplies needed:
- 3 garnierite ore (or 10 nickel bars); use iron if nickel is unavailable.
- coal (if possible, otherwise just use wood for charcoal)
- 4 sand bags
- 2 picks
- anvil
- 2 skilled miners is really helpful
- wood

Phase I:

Set both miners to work digging out a few rooms. This should produce fire-safe stone and also lets your dorfs start moving supplies underground to safety. Have your carpenter make a wooden door. Have your furnace operator build a wood furnace and make a charcoal, then use that to jump-start coke-making and smelting. If no coal, then send out a woodcutter and make lots of charcoal instead.

Phase II:

Tell your glassmaker to make a green glass tube, enormous green glass corkscrew, green glass blocks, and green glass grate, and task your metalcrafter with making five nickel minecarts. Also have your carpenter make a wooden minecart.

Meanwhile, assign your faster miner (we'll call him Urist McMagma) to dig a passage away from the fort and then start channeling a downward spiral like this:


z = 0
#################
#▼  ╫ --> to fort   
#################
####

z = -1   
####
#▲##
#▼##   
####

z = -2   
####
####   
#▲▼#
####

z = -3   
####
##▼#   
##▲#
####

z = -4   
####
#▼▲#   
####
####

...

Install the door where shown and lock it behind Urist McMagma so he doesn't try to turn back too early (or try to take over Urist McDigger's normal fort-digging). You could probably use burrows as well, but the door will keep him from taking food/drink breaks too soon (and will be useful later as well). He'll make fast progress because he only digs one tile per z-level, so 150 z-levels is similar work to digging out a 12x12 square).

Make sure to enable Urist McMagma's masonry labor, because he's almost guaranteed to breach a cavern or two. Whenever he does, just back him up a z-level or two to floor over the down-ramp and re-seal the caverns; then dig a side tunnel and resume the spiral somewhere better:


Yikes!
Poked a hole in the cavern ceiling!
############
#.▲#########   
############
############

   ==>   

Sealed and resumed digging
(further over, with solid rock below)
############
#+▲       ▼#   
############
############

Meanwhile, one level below...
Sorry, Mr. flying FB, no lunch for you!
#####·#·####
#·······##▲#   
#··F··#·##▼#
##··#·######

If you're lucky, Urist McMagma will channel through the roof of the magma sea. If not (he hits semi-molten rock) then you'll have to sent out side tunnels to find it. You may have to let him out a time or two for food/drink trips (but make sure he's hungry and thirsty to save rount trips). Usually he'll find magma before Spring is over, even if a few side tunnels were involved.

Don't forget to floor over the magma! You don't want any magma crabs or fire imps to wander upstairs in search of entertainment.

Phase III:

Create a stockpile (furniture, trap components, and blocks), and limit its materials to nickel and green glass. Create a new minecart route, with one stop and no departure condition, and set to take nickel and green glass items from the stockpile.

Meanwhile, before you let Urist McMagma head topside for a well-earned break, make him dig out the dipper itself:


z = 4
▒▒▒▒▒▒▒▒▒▒▒▒▒     
▒▒▒▒▒▒▒▒▼═▼▒
▒▒▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▒▒▒▒▒▒▒▒▒▒
▒▒▼▒▒▒▒▒▒▒▒▒▒
▒▒▲▒▒▒▒▒▒▒▒▒▒
▒▒▒▒▒▒▒▒▒▒▒▒▒

z = 3
▒▒▒▒▒▒▒▒▒▒▒▒▒     
▒▒▒▒▒▒▒▼▲▒▒▲▒
▒▒▒▒▒▒▒▒▒▒▒║▒
▒▒▒▒▒▒▒▒▒▒║▒
▒▒║▒▒▒▒▒▒║▒║▒
▒▼▲══════╩═╝▒
▒▒▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▒▒▒▒▒▒▒▒▒▒

z = 2
▒▒▒▒▒▒▒▒▒▒▒▒▒     
════▲▒▒▒▒▒
▒║▒▒▒▒▒▒▒▒▒▒▒
▒║   ▼▒▒▒▒▒▒▒
×▒▒▒▒▒▒▒▒▒▒▒
▒▲▒▒▒▒▒▒▒▒▒▒▒
▒+▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▒▒▒▒▒▒▒▒▒▒

z = 1
▒▒▒▒▒▒▒▒▒▒▒▒▒     
▒▒▒▒▒▒▒▒▒▒▒▒
▒▒▒▒▒▒%▒▒▒▒▒▒
▒▒▒▒▒▲%▒▒▒▒▒▒
▒▒▒▒▒▒#▒▒▒▒▒▒
▒▒▒▒▒▒▒▒▒▒▒▒▒
▒▲7▒▒▒▒▒▒▒▒▒▒
▒▒▒▒▒▒▒▒▒▒▒▒▒

z = 0
▒▒▒▒▒▒7777777
▒▒▒▒▒77777777
▒▒▒777777777
▒▒77777777777
▒▒77777777777
▒▒7777777777
▒▒77777777777
▒▒77777777777

If he's still willing to work, ennable mechanics and have him build the track stops also; all should be highest friction, and the stop on z=3 should also dump south. The green grate on z=1 is the channeled hole to magma that the pump will eventually draw from; floor it over with a nearby stone to keep the fire snakes at z=0 from causing any trouble while we get things into place.

Once Urist McMagma has finished his work, unlock the door and designate the entire spiral, plus the dipper paths, for track carving. By now the summer immigrants should have arrived and can be conscripted into the engraving.

While the track carving is in progress, send Urist McMagma back for one more important detail: every 25 z-levels or so, dig a notch out of the spiral and carve track to make a runaway cart siding:

z = 1     
####
#▲##
#▼##   
####
####

z = 0     
####
####   
#▲▼#
#╨##
####

z = -1   
####
##▼#   
##▲#
####
####

A cart being guided will make the corner no problem, but runaway carts will go straight and get stuck in the notch. This is crucial because the average dwarf's attention span is somewhat less than 50 steps (less if they're tired/hungry/etc). They have a bad habit of just dropping their current task and wandering away (often to do another task), and a runaway minecart full of magma is just asking for !!FUN!! (literally). Placing these runaway cart sidings at regular intervals gives convenient spots for waypoints in the minecart route, and also catches runaways before they cause too much damage or pick up enough speed to spill. Strangely, that same dwarf that would have dropped the cart halfway through a 150-z guiding job will usually pick up all 6 25-z guiding jobs in a row. Go figure.

Phase IV:

Once the engraving is done, extend the route for the wooden minecart to end at the dumping track stop at z=3. Make sure to designate a stockpile (set to take only from links) in the drop zone so your dorfs don't try to haul everything back topside as soon as it lands.

Once the minecarts and glass components have been delivered, lock in the lucky delivery dorf and enable mechanics, architecture, and masonry. He can build the pump, then deconstruct floor that covers the magma and replace it with the glass grate. Before running the pump, he should also place one nickel minecart in the pump's output tile to prime the system. That way, running the pump for a bit leaves you with a minecart full of magma *and* 7/7 depth in the dipping tile.

The key dipping feature is that 3-z straight ramp. The minecart to be dipped will be pushed west from the yellow track stop on z=4, and will travel one tile of flat before going down a 3-z ramp. If the flat track is missing, there are corners, or if the drop is fewer than 3-z, the cart won't have enough momentum to dislodge a full minecart stuck in the magma that will be waiting at the bottom.

Now you're ready to start dipping in earnest.

Define four identical minecart routes, each with two stops. Place Stop 1 at the yellow '×' on z=2 (guide south immediately always), and Place stop 2 at the track stop on z=4 (no depart condition). Name them "1 M Prep" through "4 M Prep" and assign the non-submerged nickel minecarts to them; we'll deal with the cart currently sitting in the magma in a moment. Urist McSlave should immediately place all four accessible minecarts on the track and guide them up to the top of the dipper.

Next, create a set of four identical routes, this time with three stops each. Stop 1 sits at the track stop on z=4 (push west immediately always), Stop 2 sits at the track stop on z=2 (guide south immediately always), and Stop 3 sits at the yellow '×' on z=2 (no depart condition). Call these ones "1 M Dipper" through "4 M Dipper."

Next, create a "5 M Dipper" which is nearly identical to the previous four, but missing the stop at z=4 (so it starts at the track stop on z=2). Assign the submerged minecart to that route. Also assign a minecart to "1 M Dipper." Note that the overlapping stops mean minecart 1 is exactly where it should be, so Urist will immediately push the cart down the ramp where it can dislodge the full one. The full one will conveniently land on the track stop it was assigned to, and Urist will immediately guide it to its final destination. Once that happens, add the missing stop to "5 M Dipper" so it matches the other four. We need five of this route because one minecart is always assigned to it but stuck in the magma.

At this point you have two carts full of magma sitting next to the spiral ramp, one empty one stuck in the 5/7 magma, and two empties still waiting at the top. Assign Urist to the pump for a bit (filling both cart and channel), then assign two more carts in turn to unused dipper routes (the full ones will remain where they are, at the endpoints of their respective dipper routes). This should leave you with four magma-filled carts next to the spiral, plus one empty stuck in 5/7 magma. If you forgot to refill the channel before sending another cart in, just assign the cart to one of the prep routes to place it for another attempt (but run the pump first this time!).

Phase V:

To bring magma topside, create four identical routes whose starting point is the yellow '×' on z=2 (guide south immediately always), with waypoints at all of the notches along the spiral (each guiding the appropriate direction), and ending at the top of the spiral by the door (no depart condition). Call them "1 M Up" through "4 M Up" and assign each of the four full carts to a route. Unlock the door and a swarm of haulers will start guiding them upward, 25-z at a time, until they reach the top.

From there, create temporary routes for your destinations, each with a single stop at a dumping track stop. Assign a cart to each route and watch the dwarves carry the carts to the track stop.

To return the empty carts, create---you guessed it---four more identical minecart routes whose starting point is by the door, stopping at every waypont notch along the spiral, and ending at the track stop on z=4 (no depart condition). Call them "1 M Down" through "4 M Down." Once a minecart is empty, assign it to an unused "Down" route and it will be quickly guided back to its starting position, ready for a new round of dipping.




8
DF Suggestions / Dwarves should eat/drink about 10x more at a time
« on: October 20, 2014, 03:55:59 pm »
Currently, one dorf eats 8 units of food and drinks 16 units of booze per year. This reduces food production---which was the single biggest concern in ancient times, even more so than warfare---to laughably non-issue status. A fortress only needs 2-3 food production dwarfs for each 100 population, which is about as efficient as Western Europe's food economy is today. Food economies of ancient times tied up 50-80% of the population, according to Wikipedia, and some parts of Africa still do even today.

In my forts, 2-3 farmers can easily keep up with the needs of 100 dwarfs, including cooking and brewing, and they're nowhere near legendary skills. There's no point in even toying with a real egg or meat industry, let alone dairy or herbalism or hunting. There's just too much food. Sieges mean basically nothing: food production only needs about 50 tiles, all underground, no pastures necessary. Add in all the caravan food (up to 3x per year) and it just becomes ridiculous. The only thing food is good for is making expensive barrels to sell to the caravans...

Examples:
  • A pair of 1x7 fertilized farm plots, managed by a medium-skill planter, feeds roughly 30 dwarfs.
    Spoiler (click to show/hide)
  • That same pair of 1x7 fertilized plots produces enough booze for 70-140 dwarves.
    Spoiler (click to show/hide)
  • 3 nest boxes claimed by blue peahens (plus one caged peacock) produce enough eggs+meat for 30-50 dwarfs.
    Spoiler (click to show/hide)
  • 10 pig sows (plus one caged boar) produce enough milk and meat for 35-40 dwarfs.
    Spoiler (click to show/hide)

The forums are full of ideas to cut down farm yields, make farming more complicated, change butchery returns, implement nutrition, etc... but the real problem seems to be simple: dwarfs just don't eat enough. The frequency of meal/booze breaks seems about right---just often enough to be annoying---so eating more often wouldn't work well. Instead, they should eat about 10x more food/booze at each sitting. No need to implement multi-hauling: eating a small stack would just leave the dorf hungry and looking for another helping. Prepared meals would be a Good Thing, because dorfs could take their whole meal from a stack of *plump helmet roast*[35] (leaving behind 25), rather than making 2+ trips for smaller stacks.

This one change would elevate food security to a much more realistic state, without invasive modifications to existing food production mechanisms (all of which seem reasonable, when examined in isolation). 25-30 farmers for each 100 dorfs would be enough to make food a really serious matter, while still leaving most of the population free for military, crafting, and (mega)projects. Plus, it seems nice and dorfy: Urist McMiner *should* stump in after a long job of digging marble, and ransack the larder before draining half a barrel of booze. Right now he's satisfied with a single strawberry and a sip of ale.

Worthwhile knock-on effects include:
  • Goblin sieges that scare off caravans, kill your pastured animals, chase farmers out of their fields, and prevent herbalists from gathering fruit would be a Really Big Problem (you know, an actual "siege").
  • A massive wave of spring immigrants would pose an existential threat to food security that requires care and advance
    planning to manage (where right now immigrants just mean more haulers now and more bedrooms to dig out later).
  • Farming and fertilizing (and protecting) fields would require a lot more thought and planning if you needed 300-600 arable tiles to
    feed a mature fort (instead of 30), while not being outrageously large (a 25x25 area would be plenty).
  • If seed limits stayed the same, players would be forced to diversify crops just to be able to plant enough. Those caravan seed bags with 100 seeds inside would actually make sense.
  • Other food industries (herbalists, beekeeping, fishing, etc.) would matter, because they would provide more/different food and every little bit helps. Right now I couldn't care less if the next release lets my dorfs pick fruit from stepladder, but I would care terribly if hazel nuts and persimmons actually made the difference between going hungry and having well-fed dorfs.
  • Hunting would become a really useful skill beyond just training marksdwarves (which is a pain given outstanding military bugs) and producing leather (which you can always raise yourself or buy on the cheap from caravans anyway).
  • Quarry bushes would be valuable in real terms, not just dwarfbucks, and would be worth the hassle.
  • Food from caravans would be a necessity to sustain many forts, not merely a source of variety, and you might have to think twice about trading away that prepared food barrel.
  • Losing your legendary planter would be a real disaster rather than a non-event, due to the loss of yield and slower planting his replacement could likely muster.
  • Leather and meat production would be much more balanced, with leather becoming a useful by-product of the food industry,
    rather than the primary reason to hunt or raise animals while throwing away the meat (assuming you don't just pay the caravan $70/bin instead).
  • Military dwarves would actually need/benefit from a mess hall when training and some supply chain logistics when out on patrol
    (ideally that would apply to siegers as well: you could outlast them and force them to retreat in search of food, and you could plunder their stores if you defeat them before they can retreat... but that's a matter for a different thread).

On the implementation side, it should be easy enough to tweak the current hunger counter system to use thresholds: Urist gets the munchies at 40,000 ticks and becomes officially "hungry" at 50,000 ticks (as now), and each unit of food eaten reduces that number by 5000 or so; once the "munchies" threshold has been crossed, the Urist McHungry will keep eating until his counter drops below 10,000 units or some such. As a bonus, Urist McStarving would need a much bigger meal (15+ units) while Urist McMunchies could get away with less (6-8).

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