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Topics - Uristocrat

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1
DF General Discussion / Steam Achievements Ideas
« on: February 23, 2022, 09:50:13 pm »
Let's make up our own ideas for Steam achievements for DF:

Boatmurdered - A dwarf died to a water creature.
!!Science!! - A dwarf died from magma.
Higher Priorities - A dwarf died while doing a hauling job for something worthless.
Having Fun - Lose your first fortress
Urist the Red - Embark on a Haunted Glacier

2
DF Dwarf Mode Discussion / Favorite DF quotes?
« on: October 31, 2015, 03:15:48 am »
What are your favorite DF quotes?  Right now, I'm laughing over this one:

Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

3
DF Suggestions / Let's Work on More Realistic Trees
« on: May 16, 2012, 05:30:45 pm »
Some people have noted that the trees in game are a bit... simplistic.  I mean, we only have one kind of oak, ash, etc. when IRL there are many.  And some trees that sound pretty dwarfy, like ironwood, aren't in game at all.  So my proposal is that we start figuring out how to break it down.  Which oaks, ashes, etc. are relatively representative of their families and what are their scientific names?  What biomes should they occur in?  What color is the wood, and what density does it have?

The idea here is to come up with a list of IRL species of tree that best represent what can be found in nature, then create a "treealism" (heh) mod based on that data.  I don't want to include every single IRL tree, but to try and find representatives that best capture the diversity.  For example, we might pick just red oaks and white oaks.  I personally want to find trees that are either highly unique (e.g. ironwood), or representative of a large class of IRL trees (e.g. red & white oaks).

To start discussion, here's the table with current tree data with a couple of modifications based on new research people came up with.  I hope to modify it with further research, but I will be pressed for time for the next several weeks, so please add your research to the thread and I'll catch up on it when I can.

If you want to propose a new tree, please give me the scientific name, any data you can find on the tree (wikipedia, Forest Service data, etc.) and the rationale for including it / breaking it apart from the current families of tree (e.g. breaking oak in to red & white oak... or maybe we should add some of the other oaks, too...).

Wood Data

TreeDensity (kg/m3)      Species Used as BasisSource
Mangrove       830Black mangrove (Avicennia spp.)          US Forest Service       
Saguaro430Carnegiea gigantea(Determined empirically)
Pine510Red Pine (Pinus resinosa)US Forest Service
Cedar570Lebanon Cedar (Cedrus libani)TechnologyStudent.com
Oak700Encino Oak (Quercus spp.)US Forest Service
Mahogany600African Mahogany (Khaya grandifoliola & K. senegalensis)     US Forest Service
Acacia600Acacia mollissima syn. A. mearnsiiUS Forest Service
Kapok260Cieba pentandraUS Forest Service
Maple540Acer spp.US Forest Service
Willow390Black willow (Salix nigra)US Forest Service
Larch590Western Larch (Larix occidentalis)US Forest Service
Chestnut430American Chestnut (Castanea dentata)US Forest Service
Alder450Red Alder (Alnus rubra)AHEC
Birch650American Birch (Betula spp.)US Forest Service
Ash600Fraxinus spp.US Forest Service
Candlenut140Aleurites moluccanaThe Wood Explorer
Mango520Mangifera spp.US Forest Service
Rubber490Hevea brasiliensisUS Forest Service
Cacao430Theobroma cacaoInpa.Gov.BR
Palm680Red Palm (Cocos nucifera)Wood Database

4
DF Dwarf Mode Discussion / Worst Minecart Accidents?
« on: May 14, 2012, 03:51:40 pm »
I think we're going to need somewhere to post all the !!FUN!! people are having with minecarts.  Post your minecart accidents, both "unfortunate" and otherwise, here.

Me?  I'm trying to figure a good way to trap whales to weigh down the carts.  "Project Whalegun" someone called it.  I like the sound of that....

Nobody expects a minecart full of burning whales.

5
Per the devlog, it appears that we have the following at our disposal:
* Minecarts that can be filled with liquid ("The carts currently fill up with liquid when they are in a liquid square")
* Minecarts that derail at high speed & do damage ("The mass/speed will matter in the same way as it does with weapons, since it'll likely just call the same function.")
* Minecarts are made of wood & metal, so lead or even silver will be !!FUN!!.  ("The heaviest fast minecarts will blast through many dwarves before they are slowed significantly.")
* Pressure plates that detect minecarts and how full they are.
* Powered rollers to accelerate carts, as well as stop zones.
* Newton's Cradle works (minecarts can transfer momentum)
* Bridges act as rails for minecarts

The two most important points is that rollers are powered (so they should be controllable with Dwarven logic).  So what we need to do is have a setup like this:

(Loading Zone)===(Magma Channel)===(Long Holding Track)==(Logic-Powered Rollers)========  => (long, thin hallway where enemies eat hot lead from derailed carts)

Presumably, we can use rollers at the back of the holding track to bump a single cart into the zone in front, Newton's Cradle style, where it goes into the mass of rollers in the accelerator zone and gets shot directly into our enemies.  If rollers can't do enough, we'll just have to build massive downward ramps to finish the job.  Once we hook this to, say, pressure plates, we can have it so that a hot, flaming lead minecart zooms down the ramp, into the goblin siege whenever they step on the pressure plate.  It may also be necessary to use raising bridges to keep carts from spilling out by mistake.

Just make sure you don't let your legendary axedwarves stand in that hallway by mistake!

6
DF Dwarf Mode Discussion / Devlog - Minecart Dumping
« on: May 08, 2012, 04:48:55 pm »
Quote
05/07/2012 Toady One Things are continuing along. A track stop can now be set to dump contents in a direction when a cart arrives. This action does not need to be powered. This includes liquid dumping. Track stops have optional low friction, so you can set contents to dump without having to restart the cart manually. There's a hang bug somewhere in the system I'd like to stamp out, and a few other random issues, but it's almost ready to go.

So, what are you guys planning to do with this?  Just quantum stockpiles, or elaborate magma/drowning traps?  Or perhaps people will just use minecarts as projectiles and make some kind of minecart siege engine to shoot minecarts into their enemies?

7
DF Suggestions / Save the DM!
« on: March 08, 2012, 01:27:16 am »
I just read the 03/07/2012 update which says:

Quote from: Toady One
We're going to start mixing in fixes for older problems to these releases now, starting with fortress exotic animal taming. The dungeon master is gone, replaced by training knowledge at the civilization and fortress level. I put in that infrastructure this morning, with the ability to view it from the Animals screen, and next I'll be adding the training status of individual creatures and changing how training jobs work (after another crayon run!). Right from the beginning, you'll be able to attempt to tame any critter you capture that is eligible (those with PET/PET_EXOTIC, i.e. most stuff). The trick will be that if you go out of your civilization's comfort zone, your fort might end up like a Fatal Attractions episode.

Attempts to tame/train creatures will add to your site's training knowledge of that creature, which augments future training of all creatures of that type. Civilization/fortress knowledge will help somewhat even if you don't have a skilled trainer around. For rare happenings like dragon taming for which there is no general knowledge, you'll want to have somebody decent at the job, though I suppose you could practice with any spare dwarves you have to build your knowledge base a bit, he he he.

I think this is a really cool idea, but I would also like to save the Dungeon Master position.  Maybe the DM could be sort of like your chief medical dwarf, but for taming related things?

I love this new idea, I just don't want the DM to vanish.  A fortress just isn't the same if there isn't a crazy dwarf wearing nothing but 4 cloaks and some mittens trying to tame a dragon and feeding it goblins.

8
DF General Discussion / Vampiric Fortress of Doom (concept)
« on: March 03, 2012, 04:10:29 pm »
So... Vampires don't eat or sleep, right?  All you have to do is wall them in with a nice room (for aesthetics, not because they'll sleep in it) with all the crazy levers for the horrible deathtraps that comprise your fort.  Sure, migrants will eventually learn to flee, but in the mean time, your vamp will prevent your civ from crumbling so you can end up with a 1-dwarf fortress that's impervious to everything where the master of the Fortress of Doom simply operates the death traps which destroy the world.

In other words, I might be able to make my megaprojects that doom the world (and what good megaproject doesn't?) a bit more reuseable because I no longer have to care about things like dying of old age or drowning.  You just have to wall them in with all the levers, sit back, and activate the FUN!

9
DF General Discussion / Puddingstone
« on: February 21, 2012, 02:06:01 pm »
After reading this DF wiki entry, I was *so* tempted to add a "taste" prefstring to puddingstone in my density mod...

Quote
In Real Life

Puddingstone is a type of poorly sorted conglomerate; that is, it is a stone composed of stone grains that are of various sizes rather than of mostly the same size and is usually cemented together with quartz sandstone.

Despite its name, it does not taste like pudding.Verify

10
DF Dwarf Mode Discussion / How to set your dwarves on fire
« on: May 13, 2011, 02:22:38 am »
I have come up with a new theory on a way to use a Dwarven Bathtub to injure dwarves to force them to be rediagnosed (or maybe just for your own amusement, for !!science!!... you know, whatever).

The setup for it is like this:

===================
    W    M   L   ||
    W    M   L   ||
=========#=========
        |M|
(to magma reservoir)

W = Dwarven Bathtub filled with water (steady 3/7, filled via pond)
M = Dwarven Bathtub filled with magma (no more than 3/7)
L = Levers


Assign the levers to a dwarf you want to injure, then order the lever pulled.  The hall is a dead end, so no one will go down it unless you give them a reason to.

The basic idea is that a dwarf will wander in, get cleaned by the water, then get set on fire by the magma, causing minor (?) injuries, then will have the fires put out when wandering through the water on their way out.  I haven't tested this setup (yet), but I thought I would throw it out here for comment and to allow others to join in the testing.

11
DF General Discussion / Dwarven Swimming Lessons
« on: May 06, 2011, 03:53:19 pm »
I think I found out how the dwarves teach their kids to swim.  Probably why they're so bad at it.

"The swimming beard knows" indeed!

12
DF Modding / Understanding Material Definition Tokens
« on: May 06, 2011, 04:36:08 am »
I've found a cool site that has more data than I knew existed for all kinds of wood.  The problem is that they report everything in terms of things like MOR (modulus of rupture), MOE (modulus of elasticity) and WML (work to maximum load) and I don't know which DF values those correspond to.  And then I have to make sure I've got the units right.

For example, here's the data on mangrove wood (EDIT:  also in metric units).  It's black mangrove (Avicennia spp.), if you're curious.  The density (actually, specific gravity) is the only thing on that table I'm convinced I fully understand right now.

I know that DF has material definition tokens and I've read all about those, but there's not a lot of information, even when cross-referenced with the data on armor quality that gives a helpful table with some units.

I also looked up the MOR, MOE and WML and while I found some good explanations, it's still pretty hard to convert this stuff into values DF can actually use.

Is the MOE bending yeild?  Is the MOR bending fracture?  I'm not quite sure.  I get really, really high numbers when I try to convert those values (in millions of lbf/in2!) to Pa, which is supposed to be what the raws use.  It's at 10,000 now and I'm getting a value in the 1010 range, so I must have something wrong.  The compression table looks like it should be related to compressive yield and maybe WML is related to impact yield.  Shear might be related to shear yield.

But I'm just not sure.  Add to the fact that I'm getting wildly different values out of Google calculator than anything I see in the raws and I start to think that I'm doing something wrong.

Does anyone more familiar with this stuff know which of these things correspond to what in DF?  Or maybe someone can make sure that I'm converting things to the proper units?  (DF Wiki seems to indicate that the raw values are in Pa, even though it lists them in kPa).

EDIT:  I guess you can convert the data sheets to metric just by clicking the link on the page.  That doesn't help much.  It shows that I have values in MPa.  DF uses Pa, per the wiki.  So either that value isn't used in DF at all, or DF isn't giving wood nearly enough credit for... something.

13
DF Wiki Discussion / Temperature article
« on: March 26, 2011, 07:40:48 pm »
Is there any way to integrate this temperature converter into the wiki article on temperature?  It's just a bit of JavaScript with an HTML form, so it's not exactly complex and it seems like putting it there would make it more convenient for anyone trying to convert temperatures.

I'm assuming that something like that would require a wiki admin, though.

14
DF Modding / Temperature Conversion Utility
« on: March 25, 2011, 04:52:13 am »
I've been investigating material properties lately and found that there was no convenient way to easily convert DF's temperature to normal scales, so I made one.  It's just a simple HTML file with a bit of JavaScript, but hopefully it will make things easier for anyone trying to do a lot of conversions.

As such, feel free to host it, copy it, improve it or whatever.  If an admin can somehow integrate it into the wiki article on temperature, so much the better.

Download from DFFD

EDIT:  Added link to DFFD.

15
DF General Discussion / Yay for bugfixes!
« on: March 21, 2011, 04:09:25 am »
Who else is getting excited about the next release after seeing all those bugs getting squished?

Quote from: Toady One
I have a few more bugs I want to look at, and some sponsorship beasts to add, and then I'll put up the next release. Here's the latest:
  • fixed up bone artifacts
  • stopped crash in linux from critters with kill orders on them leaving the map
  • stopped a crash from tileless burrows
  • cleaned up a lag problem from ghosts and some other general lag issues
  • made recentering hotkeys work in dwarf modes with cursors
  • stopped surgery cancellation over patient not resting in some circumstances
  • fixed fish availability problems based on temperature (old saves will still be missing them)
  • made adv mode crafts use skill properly, involved an attribute rewrite which will also affect dwarf mode
  • fixed ,"" style names for historical figures in legends and gave invader mounts/monsters first names

It'll be nice when ghosts are no longer feared for their lag :)  Not to mention getting rid of all those nameless losers that invade and worthless bone artifacts.

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