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Topics - Noble Digger

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1
DF General Discussion / Magma Submersion Device General
« on: April 07, 2011, 06:41:59 am »
DF boasts a very wide (often intimidating) variety of materials. It'd be easy to name Steel or Adamantine, or perhaps Giant Cave Spider Silk or Ant Brains as the coolest material. I have to be honest, though. While its practical uses are relatively few compared to Adamantine, and while it's nowhere near as high in protein as Ant Brains, Magma is definitely my favorite material. In fact, the only thing that can one-up Magma is Lava, that being because Lava is Magma's final scathing assault upon the mortal surface world before it is cooled in the everlasting icy womb of the atmosphere.

In this thread, I want to discuss all manner of devices that move magma and lava. That store it, that create it, that destroy it. Devices that fire magma at your enemies. Lakes and moats and channels to divert it. Foundries that feed on it. From Dwarf Fortress or real life, let's see the Magma and Lava Devices :)

Here's one of my old forts (September 2010) that was highly magma-centric: http://www.mkv25.net/dfma/poi-26978-magmamoat

Beandagger was surrounded by a 3-tile wide, 3-tile-deep magma moat, fully mechanized and able to be filled to a desired depth independently in its three sections. All sections drain into an automated magma-crusher that destroys the magma as fast as it can enter the chamber with no dwarf's assistance. The gate entrances have a trapped, elevated palisade and can be flooded with water (but it freezes, even though there's magma beneath the flooring).

My old favorite though is Moonsyrups, it's a bit older (40d16) but I completed a truly legendary magma system in this fort: http://www.mkv25.net/dfma/poi-21840-09magmazinetemplefullyloaded

Called the Magmazine, it was designed to store 29,988 units of magma (not counting the vast amounts caught up in all its pipes) in a series of 12 fully-powered, fully-mechanized, safety-lockable silos. Once it's full it acts as a circulator that creates a magma waterfall above the crater. At the base of each silo is a siphon that directs the stored magma to various other parts of the fort. I don't play this fort often these days but I'm building a glass-lined magma moat in the surface of the glacier and planning to send rivers throughout this mountain.

If this series hasn't been posted around here, check it out. It's a series of semi-science videos about magma and other geological phenomenon. http://videos.howstuffworks.com/science/magma-videos-playlist.htm#video-7168 It's nice to know that the earth could just puke and wipe out everything, isn't it? This should be able to happen in dwarf fortress, though, it shouldn't be a guarantee or even somewhat likely the way 2D DF endgame was.

2
Holy christ, so this is what happens when you leave the Cave Spiders to do as they please with cavern layer 2.


3
Life Advice / Lasik
« on: July 30, 2010, 02:46:18 pm »
Okay, friends. Lasik, laser eye surgery. What are the risks and which types of vision problems can it correct? I dread getting glasses or contacts because I hate carrying objects around, much less wearing objects. I'm wondering if it might be worth saving money for the procedure if it's a 1-time fix. Anyone here with experience?

4
DF General Discussion / Coal Mine Fires
« on: July 30, 2010, 09:52:47 am »
As it happens, fires in coal mines, coal seams, and other underground sources of carbon-bearing rock are extremely widespread. It makes me wonder just how much Carbon is being paired up with Oxygen and shot off into the atmosphere through these cracks and crevices, to say the least of any toxins borne in the coal such as Benzene (a liquid, thankfully) and lead. It's been a while since I studied up on coal fires, so I headed to Wikipedia. I started with what was, to me, the most obvious starting-point article "Coal Seam Fire":: http://en.wikipedia.org/wiki/Coal_seam_fire

Quote
"A coal seam fire or mine fire is the underground smouldering of a coal deposit, often in a coal mine. Such fires have economic, social and ecological impacts. They are often started by lightning, grass, or forest fires, and are particularly insidious because they continue to smoulder underground after surface fires have been extinguished, sometimes for many years, before flaring up and restarting forest and brush fires nearby. They propagate in a creeping fashion along mine shafts and cracks in geologic structures."

Aside from being written by a Canadian or some other type with the affinity for those precious extra "U"s (I'm partial to "colour" myself, but mostly to irk fellow Americans), this article related very closely to my recent DF experiences. Having embarked at a flat desert with a thick, healthy, 4-z layer of Limestone just racing with seams of coal and lignite, I could probably have gotten by without ever using magma. Nonetheless, I wanted to bring magma to the surface and at one point there was coal in the path of the pump stack. As far as I know, walls and floors presently NEVER ignite under any circumstances, even if they're made of soap or silver they can hold in magma for all eternity. Despite this, I imagine the worst-case scenario where magma ignites a coal vein or a coal flooring and gradually burns through from the magma source into my fort's dining hall, so I ended up flooring it all over with Bauxite and replacing coal walls with Bauxite Blocks. Wasn't necessary, but half of DF is pretending, right?

This leaves me wondering if a percentage of natural caverns weren't once coal veins that burned away over the course of tens or scores or hundreds of years, leaving an extremely organically-fertile cavern behind which nourishes all manner of underground life. I wouldn't be surprised if such a cave needed a few decades of bioremediation through natural microbes to "clean up" the cavern a bit before it stopped being a toxic environment. Then again, there's a host of adapted lifeforms for most any niche you can imagine...

Now, to the !!Fun!! part of the thread. They mention Lightning, Grass Fires, and Forest Fires as sources of ignition of these veins. While coal is a valuable natural resource in DF, it's presently not very dangerous like say, magma or a running underground river might be. Natural resources must be protected if they are to be harnessed completely and safely. I'd really like to see these veins serve as a source of significant danger at some point, with ignited veins burning away amidst an unreasonable volume of smoke at a rate of 1 tile of exposed surface area per 9 months or something in that... ... ...vein. >_> *dodges pun-seeking missiles* I imagine that in order to extinguish a coal vein, the entire tunnel would require flooding. Extinguishing it with mining picks, well, suffice to say I imagine it would be a disaster, assuming one could not get into an oxygen-deprived cave and manage the endurance to swing a pick for enough time to break down all of the burning rock face without igniting the newly-exposed faces with the existing burning material. I'd definitely like to see veins have a chance to ignite in proximity to fire or magma. Lightning doesn't currently exist but it surely could, even if it had to be done in a cheesy fashion with a pause-recenter event if anything meaningful was struck by lightning. How to render lightning in 2D ASCII, however...? With lightning, we could have natural grass fires, and more reasons to fear the overworld prison reserved for the races rejected by the stone.

All of this makes me wonder at the structural role in organic substances that fill a layer or reservoir or vein like this. Once removed, do these voids left over from oil drilling, coal mining, etc. provide an opportunity for underground collapses or geologic instability? Could all those drained oil reservoirs simply collapse, on a massive (many many acres) scale, causing depression of the land above? Could a burned-out coal seam effectively behave as a faultline?

Another bit scares me just slightly, from the same wiki article:

Quote
Global coal fire emission are estimated to include 40 tons of mercury going into the atmosphere annually, and three percent of the world's annual CO2 emissions.

Oh, methyl mercury poisoning. Why must I be a fish-lover? Personally, I don't believe that CO2 is a "greenhouse gas"; CO2 is the main or only means by which plants obtain carbon with which to grow and build their bodies. If you increase the supply they will eat more. In the study of horticulture I learned to burn a tea candle periodically when growing indoor plants as a "snack." Please no off-color jokes here, I don't grow marijuana. I do have a selection of Spider Plants and whatever these are called, however. Any amount of mercury is pretty much a horrible thing for the ecosystem since it is a biomagnifying toxin which works its way up the food chain to humans.

I wonder what, if anything, we could hope to do to put out these RL coal fires. The existing one which I had studied previously:: http://en.wikipedia.org/wiki/Centralia,_Pennsylvania#Mine_fire has been burning for 45 years and acknowledged as a lost cause. The city of Centralia was abandoned and a scant 5 or 10 residents remain, the government has even revoked Centralia's ZIP code despite that a few residents refuse to leave their homes. In response, they put up a park bench bearing their stolen ZIP code. True dwarves, here. Burning coal seam? Magma leaking out of the rock above sea-level? Physical gateway to HELL spewing demons? It's fine, this is our home. However, apparently::

Quote
"In 2009, Ed Rendell began the formal eviction of Centralia residents. He is facing criticism from some for this move."

To have already lost their hometown in this fashion can leave some people dejected with a feeling that it was all pointless. The last thing they have is the freedom of choice to remain in their homes for better or worse. I'm not sure how I feel about someone else choosing for them that they may no longer do so.



(Attempt #2. This time we have a bit meatier of an OP. Let's remain civil and focused on the topic. Peace, my dwarven brethren! Forget about the previous thread.)


5
DF General Discussion / The Medical Realm
« on: July 25, 2010, 08:50:03 pm »
Hi! I've been playing my current 31.x fort since DF31.04 (the fort is called Beandagger and is shamelessly whored all over DF Map Archive if you want to see it) and the major problem messing up my efforts is the medical profession. I have a dedicated Healer with no hauling labors who spends most of her time standing right next door to the Hospital in the Dining Hall or Statuary. I have a couple specific problems with her, some already noted and logged in the bug tracker, others, I'm not so sure. I'll list 'em off first.

A) Dwarves bring far too many of some items to the hospital. Thread, cloth, crutches, and splints, to be specific. Screenshot included.

http://img704.imageshack.us/content_round.php?page=done&l=img704/5422/nonfunctional.png&via=mupload

You can see that there are too many crutches, splints, buckets, cloth, thread.

B) Some items are never brought to the hospital, or too few of them. Also covered by the above screenshot. I'm sure this is entered in the BT already, though I'm disappointed that it's still broken after 12 patches. The health care system -does not work- due to this bug. Without plaster for casts, dwarves with broken limbs run around working until they bleed to death.

C) Surgery still doesn't work. Patient not resting. This was marked fixed in recent patch notes. I'm posting here to ask if anyone else is still experiencing this bug. It's possible that because my fort was created in an older version, the dwarves are still retarded, it may thus be necessary to start a new fort to fix this bug. Your thoughts?

D) Patients refuse to rest. They'll go lie in bed for a handful of game cycles and then run off and keep working, even with major, crippling injuries such as 10+ broken bones, gouged out organs, bleeding head wounds. Dwarves die from complications after minor accidents because they refuse to stay in the hospital to get cleaned, stitched, and splinted, acquire infections, and die. Plaster casts don't work due to (B).

E) Collapses are currently extremely over-tuned. A minor collapse caused by something silly like a tree growing up just before a dwarf ramps out the tile below the sapling, will cause a massive and nasty collapse whose debris can kill and injure dwarves within 15+ tiles. Children are especially affected because they follow the adults around, and tend to linger in the area for a moment after the adults leave to do other work. Dwarves aren't scared of collapses, and won't try to avoid the EXPLODING DEBRIS that is killing them, often even running into the collapse zone to continue work after the initial shock wears off. Collapses also last a really long time compared to my experiences in the DF40x versions--I've noted how tiny, 1-floor-tile collapses can cause an explosion lasting hundreds of game cycles (at 55 fps, this is 10 seconds or so) and occupying a 10+ square radius on average. While collapses are entirely preventable...technically...they do happen, unfortunately, and currently cause so much injury and chaos which the hospital system can't do anything about. If this were not so, I might purposely cause collapses occasionally just to give the medics something to do.

Your thoughts, dwarves?

6
DF Dwarf Mode Discussion / Isn't this awesome?
« on: June 23, 2010, 09:33:11 pm »
Many of you seem to think of immortal FBS as a bug. Personally, they are the only thing making DF somewhat scary right now. If not for them, I'd cage trap everything and use 1-tile-collapse bombs to trap things that are immune. And of course, for those that absolutely refuse caging, there's always the Axe... Immortal beasts, ones that just won't get killed by weapons, force forethought and punish indolence and greedy underground expansion. I had my first Flying FBS last night--a giant scaled swallow--and upon realizing he had flown over my fortress walls in the underground, I nearly shit. It's thankful this one was not of the immortal variety, though he took a piece of my expedition leader's shoulder with him to hell.

Allow me to take this time in this thread to say that I think DF is in a really sweet place right now. There's enough going on that you will be kept on your toes once you breech the underground, particularly layer 2 and 3. The surface world, by contrast, is fairly predictable and nonthreatening due to its easy-to-manage geography. I haven't seen any flying surface Titans yet (I believe they don't show up until population 80, which I modded down to 75 because that's my population cap, but my fort is still young) so for the pre-100-dwarf players the underground is really the ☼Place☼ to be. My challenge for the first 3-5 years seems to be getting a surface moat dug out and trapped, followed by setting up airlocks and other entryways in the underground.

Long-term I want to end up with a fort that has upright spoilers, and I want to pressurize those spoilers with magma injection. I haven't found a reasonable means of finding spoilers pre-embark yet, and the condition of the surface world is more important to me for FPS and first-year reasons.

7
DF Modding / Sight Range \ Vision Radius
« on: June 13, 2010, 08:23:21 am »
Is there a means of modding\increasing the vision radius underground as an adventurer? It's presently about 5 tiles and you can't get torches, etc. Modding in the [EXTRAVISION] tag didn't help me. I feel that the existing sight radius is very small and makes underground exploration a bit too much like playing pac-man with the darkened tiles and praying there is a rampway...

8
DF Dwarf Mode Discussion / [Spoilers] Advanced combat problems
« on: May 28, 2010, 10:52:15 pm »
Underground content spoilers herein.

Spoiler (click to show/hide)

9
DF Suggestions / Bring back old keys
« on: May 20, 2010, 05:13:14 pm »
Escape instead of space is clunky and inconvenient. I was unsuccessful at restoring the default key binds by editing the interface.txt because once I rebind Escape to Space, I can no longer hit enter to select "Continue Playing" from the main menu.

Here are the relevant interface entries, as they look by default:

Code: [Select]
[BIND:SELECT:REPEAT_NOT]
[SYM:0:Enter]
[SYM:0:Numpad Enter]
[BIND:LEAVESCREEN:REPEAT_NOT]
[SYM:0:Escape]
[BIND:LEAVESCREEN_ALL:REPEAT_NOT]
[SYM:1:Escape]
[BIND:OPTIONS:REPEAT_NOT]
[SYM:0:Escape]
[BIND:A_CLEAR_ANNOUNCEMENTS:REPEAT_SLOW]
[SYM:0:Space]
[BIND:D_PAUSE:REPEAT_NOT]
[SYM:0:Space]
[BIND:SETUPGAME_SAVE_PROFILE_ABORT:REPEAT_NOT]
[SYM:1:Space]
[BIND:WORLD_PARAM_ENTER_VALUE:REPEAT_NOT]
[SYM:0:Enter]
[SYM:0:Numpad Enter]
[BIND:D_MILITARY_ALERTS_SET:REPEAT_NOT]
[SYM:0:Enter]
[SYM:0:Numpad Enter]

After changing only one of these binds:

Code: [Select]
[BIND:LEAVESCREEN:REPEAT_NOT]
[SYM:0:Space]

None of the binds to select menu options at the main menu will work anymore. Why is this and how can I restore DF back to the pre-2010 keys? And before anyone comes in here and argues with me, the size of my keyboard renders using the escape key for ANYTHING very inconvenient for my tiny hands. This is not a change that I will "get used to" and it greatly reduces my speed at DF. Since I have been unable to get this working, I simply haven't been playing DF.

10
DF Community Games & Stories / Moonsyrups, Year 30
« on: March 02, 2010, 06:44:49 pm »
http://www.mkv25.net/dfma/map-8181-moonsyrups

Some of ya'll might remember back in September I was working on a fortress that promised to be an infinite labor sink. My goal was to relocate the entire volcano into the fortress walls with an intricate, safe, and adaptable magma storage system which I came to call The Magmazine.

It's now finished, after some 15 years of work. The goal of collecting enough Iron, which would normally be met by abusing the traders and goblins for over a decade, was supplemented and sped up by transmuting rocks and dimple cups into Iron. Two dwarves worked their way to become Legendary Metalsmiths in the process of creating, melting, and recreating iron furniture to produce Exceptional and Masterwork pieces. No metal object in the fort is below this quality, as I sat there and removed it all as I had better-quality stuff to replace it with.

In any case, take a look around and enjoy this complicated and active fortress. My next set of goals revolve around the cave river and cave pond, as I intend to get a reservoir working.

11
DF Modding / GCS Aren't Breeding
« on: March 01, 2010, 06:45:58 am »
I've captured three giant cave spiders in a little temple inside my fortress. Two males and one female. They are not tamed, and all three have gotten many kills and earned titles.

I modded in their ability to breed, but so far as I can tell, they are not (it's possible that the children are stealthed)

Is there anything in this raw entry that would prevent them from breeding and having children? Anything missing or anything present? My changes are in red.

   [CREATURE:SPIDER_CAVE_GIANT]
   [NAME:giant cave spider:giant cave spiders:giant cave spider]
   [SPECNAME:MALE:giant cave spider myrmidon:giant cave spider myrmidons:giant cave spider myrmidon]
   [SPECNAME:FEMALE:giant cave spider matron:giant cave spider matrons:giant cave spider matron]

   [TILE:'S'][COLOR:7:0:0]
   [MODVALUE:10]
   [LARGE_ROAMING][FREQUENCY:100][DIFFICULTY:3]
   [EXTRACT:giant cave spider venom:7:0:0]
   [EXTRACT_VALUE:100]
   [EXTRACT_PARALYZE][NATURAL][PET_EXOTIC]
   [EXTRACT_ANTIDOTE:giant cave spider antivenin:7:0:0:100]
   [WEBBER][THICKWEB][WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]
   [LARGE_PREDATOR]
   [GENPOWER:4]
   [BLOODTYPE:W][CHITIN]
   [PETVALUE:2500]
   [GRASSTRAMPLE:10]
   [CARNIVORE]
   [NOPAIN][EXTRAVISION][NOSTUN][NOEMOTION][NOSKULL][NOBONES]
   [BUILDINGDESTROYER:1]
   [NOFEAR][DAMBLOCK:2]
   [PREFSTRING:mystery]
   [BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:MOUTH]
   [SIZE:10]
   [MAXAGE:320:330]
   [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH][SPECIALATTACK_INJECT_EXTRACT:50:100]
   [FAT:1]
   [NO_SLEEP]
   [ALL_ACTIVE]
   [POPULATION_NUMBER:5:10]
   [CLUSTER_NUMBER:5:10]
   [CHILD:3][CHILDNAME:giant cave spider archon:giant cave spider archons]

   [BIOME:SUBTERRANEAN_CHASM]
   [BIOME:SUBTERRANEAN_WATER]
   [BIOME:SUBTERRANEAN_LAVA]

   [HOMEOTHERM:10040]
   [STANDARD_FLESH]

12
I'm noticing in 40d17 (and the same problem does not exist in 40d16) that when the fort is very busy, it's accepting inputs and processing screen movement that the player cannot see. What am I talking about? In 40d16 if your fort lags really hard due to pathfinding, you can press movement keys and the screen won't really go anywhere until it's done thinking. When it finishes, the screen will move as many times as you asked it to and no more, and you can see this happen even if each level only shows for a few frames. As of 40d17, it seems to both read and process these types of keypresses when it's too busy to show them to the player or accurately count the keypresses. The result is that if I'm trying to move my camera down several z-levels, e.g. 2-3, if the fort lags, when it unlags i'll just suddenly have my screen jump down 4-6 levels instead. I had one epic case where I was looking at level 1 of my workshop complex and trying to go down a level to see level 2, but my view jumped back and forth between 1 and 3--never showing me 2 or stopping on 2--all off a single keypress each time. The game is counting keypresses multiple times when it's busy thinking because apparently it doesn't acknowledge that the key was released but does acknowledge that it was pressed down and held down.

This seems to me, to be related to the recent interface\key binding changes, please don't chalk this up as a minor quirk, it has made navigating around my fort significantly more annoying when the dwarves are dumping stone and the like, as each time a dwarf asks for a path my 1 press of ctrl-5 sends my view down 5+ z-levels or pressing shift-leftarrow pushes my view 2 whole screens to the left.

13
As of 40d17 (confirmed this bug doesn't exist in 40d16) the screen frequently jumps to the wrong location when you use the + and - keys to scroll through the list of buildings that a lever can be linked to. For example, build 20+ floodgates on a few different z-levels and across some xy distance and then attempt to link one to a lever. Use the - key to go back to the "end" of the list and you'll be looking at dead empty space and unable to tell what the cursor is pointing at, because it will be pointed at a building on an entirely different z-level. Going back and forth in the list a few times tends to fix this, and the problem only occurs when going BACKWARD up the list.

Good luck.

14
DF Bug Reports / [40d17] Link up a Bridge Hotkey Problems
« on: February 15, 2010, 07:40:13 pm »
When adding a task at a lever, "Link up a Bridge" and "Link up Floor Bars" have the same hotkey (b). Interestingly, the second entry--link up bars--is chosen rather than the first. I was able to find this problem in the hotkey interface, but while I am able to add an additional hotkey to change one of them to Alt-b, I can't delete the existing hotkey for "b" so the problem persists. There is no text onscreen in the hotkey interface describing what to do to remove a hotkey and the old method (pressing enter) doesn't do it.

:|

Updated: You can delete an existing hotkey by pressing Backspace. I was able to fix the problem and link my bridges to levers by doing this. The default hotkeys in the game files will need to be fixed up so that floor bars are referenced to alt-b(sdl)

15
DF Bug Reports / [40d17] Crashed when trading with Elves
« on: February 14, 2010, 03:40:26 am »
Howdy.
Win7, 6gb ram, core i7-920, 9800gt

I went to bring goods to the depot for the elves and the game hanged forever when I tried to (s)elect goods. I typed in the word "roast" and the game was hanged forever.

Cheers!

PRINT_MODE:STANDARD
FPS_CAP:100
G_FPS_CAP:20
POPULATION_CAP:45
AVG FPS: 20

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