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Topics - fractalman

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1
DF Dwarf Mode Discussion / quantum...teleporter?
« on: January 26, 2014, 05:17:40 pm »
I was making a hallway of bedrooms.  3x4 bedrooms.
As I was manipulating dining hall designations and made a mistake, I needed to build walls just inside the doors of the 5 bedrooms per hallway.

When I deconstructed all the walls, ALL the blocks wound up in ONE TILE.
That is, the blocks got teleported...and I think some xclothingx got teleported as well.

Similar behavior has been observed during other deconstruction efforts.


The utility of this teleportation technique is questionable compared to minecarts...
But it is a safe method, for those who do NOT wish to have dwarf blood smeared all over their minecart tracks. Just imagine the power of being able to move your entire quantum dump stockpile to a new place?

2
DF Gameplay Questions / complained about lack of chairs lately
« on: January 12, 2014, 01:53:39 pm »
I have tried...everything I can think of.  Huge dining halls.  no dining halls whatsoever. Overlapping multiple dining designations.  no dining designations.  multiple dining halls, not-overlapping. I once thought I'd found the solution by having 5 overlapping, 5 seperate, and then 20 some chairs that weren't part of a dining hall...but no, that doesn't quite work.

Each table touches exactly one chair, period, so it's not that issue. 

But, no matter what I do, it seems that at least 10 % of my dwarves, sooner or later, complain about a lack of chairs.
What gives?

I am willing to stick a table and chair pair into every single dwarven bedroom.  or even 1 table and two chairs. 
I am willing to put 4 tables per chair.  I am willing to install gold chairs/tables on the surface if that's what it takes. 
just.
I am willing to stop giving my nobles their own dining halls if that's what it takes.  (aka, are noble dining halls being checked by dwarves who say 'ah, but i'm not permitted to use any of these chairs, therefore not enough chairs')


So: how do I stop these complaints ONCE AND FOR ALL!

3
...Someone had to say it!

4
DF Suggestions / quick patch to lavish meals
« on: November 30, 2013, 01:02:41 am »
I propose the following quick patch to the balance-anihilating power of lavish meals* while we wait for a proper economy:

Leave the quality multipliers unchanged untill caravan arc...but change the STACK SIZE the kitchen outputs.


biscuits: no change, or very little change. (sum up the ingredients) (3) plump helmets+(5) sugar-> 8 plump helmet buscuits.
stews: you get a stack as large as the largest input.  (25) leaves+plump helmet seed+(5) sugar will give a stack of 25 stew.
lavish meals: you get the average of the input ingredients.  (25) leaves+(25) leaves+25 leaves+5 plump helmets will give you (20) quarrybush roast.

[one could even add a couple of additional categories, such as pastry and kingly confection, with higher levels being ever more wastefull, but I think I'd rather see a complete kitchen overall than have this patch taken too far. ]


pro: takes the edge off of the player's ability to buy the entirety of every caravan with just a bunch of random roasts.
pro: gives an actual incentive to make biscuits or stews; "speed-train your chefs" doesn't count.
con: a small delay towards a more long-term fix to the economy.
-but then again, it seems it should be a pretty simple fix, as long as that portion of the code isn't convoluted.

pro: even after the caravan arc is complete, this will STILL provide incentive to use biscuits over roasts, without making roasts totally worthless.  could be used as a general philosophy for more complicated dwarven cooking. 


*lavish meals are particularly bad in that one already makes them in a new fort, as they are, quite simply, better than biscuits. period. 

5
DF Modding / changing trade value
« on: April 21, 2013, 02:23:40 pm »
Search attempts only turned up the vanilla mechanics for trade, or unrelated info about the raws. 
Version: 2012.
For multi-fort story purposes, I want to increase the value of soap to something reasonable, like 20, maybe even 100, or else simply add a quality modifier.  (If it weren't based on exporting soap, I'd simply do a no-trading fort...)

1.  What file do I need to modify?
2. Will I need a new world?
3.  What value within the soap_mat do I need to alter?
4.  erm, it is a [soap_mat] tag, right?


6
DF Dwarf Mode Discussion / my guide to dwarf fortress.
« on: April 04, 2013, 01:49:21 am »
note: I do not cover how to generate a world here.
not: I was sloppy with the case when writing this, and may not have fixed all such errors..  most shortcut keys are case-sensitive.  most need to be lowercase. 



Group 1: the all-important navigation keys.
1. ESC: The safest key to press of them all. 
2.  Arrow keys, +/-: Some menus are navigated by arrow keys.  some menus are navigated with +/-. some menus, annoyingly, require both.  the map is navigated with arrow keys.
3.  <, >: up and down a z-level, respectively.
4. Space: pause.
5. enter: ...self-explanatory. I hope. 

group 2: look commands and variations.  most look commands open up additional menus.
1. k: loo(k):  standard look command, use +/- and enter to get more info.
2. v: (V)iew a creature.  Opens additional commands for creatures under your control.  press z and enter for even more detail. see group4 for more.
3. q: (Q)uery a building. opens up additional options to que up the creation of goods in an existing building.  opens up destroy/suspend/unsuspend options.
4.  t: Things in a building.  Displays the contents of a structure, along with the materials used to make the building in the first place. Opens up destroy/suspend/unsuspend options.
5. z.  stock(Z).  take a look at the fort's overall supply status.
6. n (Nobles): check up on the status of the "most important" dwarves. 
7. m: (m)illitary

group 3: getting your dwarves to actually DO stuff.  the following is merely a list of the most urgent tasks.
1.  Digging:
(d)esignate, (d)ig, enter, enter.  You can create a rectangle for your dwarves to dig out.  or you can mouse-paint, but I prefer rectangles.
Designate, c(h)annel: digs a downward ramp. ramps cannot be used as switchbacks.
designate, Up(/)down sta(i)rcase.  Using seperate up and down staircases will cause you problems if you don't position them exactly. 
d, (s)mooth: d, (e)ngrave: technically, this is not urgent, but a single, dedicated engraver will do wonders for your fort in the long run. 
2.  Important buildings: feeding dwarves.
(b)uildings, farm (p)lot: must be Queried after construction. requires soil or mud to build.  Resize with h, k, m(n?), u. make a 5x5, even though 3x3 is enough.  Grow plump helmets or strawberries at first.
Buildings, (w)orkshops, Stil(l): turns plants into drink and seeds. 
B, W, kitchen(z)-WARNING: destroys seeds. keep your eye on the kitchen tab of stok(z) when ordering up a lavish meal.

3.  Important buildings: essential comforts.
B, W, (c)arpenter's shop: only way to make beds.  requires wood....
d, (t)rees to chop wood. 
B, w, (m)asons shop.  query it to make doors, tables, and chairs. 
now to place the funiture:
(b)uild: (d)oor, (b)ed, (t)able, (c)hair. 
NOTE: these often need to be quereid after being built before your dwarves will use them correctly.

4.  essential comforts: expanded. 
beds, tables, chairs, and doors, after they are placed, generally need to be Queried to get the most out of them.
(b)eds,
On being (q)ueried, need to be turned into a (r)oom. use + to increase the size, and thus the quality, before hitting enter. A dwarf will then come along and claim it as a bedroom, and receive one of the biggest happiness boosts in-game if it's a high-quality room.  However, if you're short on wood, then after hitting r, turn it into a dormitory so that any dwarf can use it, along with other beds nearby. 
Price of neglecting: dwarves will take naps in the worst possible place if you neglect this, and UristMcDrenchedSleeper will throw a tantrum at the worst possible moment.

Massive, overlapping rooms, coupled with a single engraver, are the fastest way to a happy fortress. 

(c)hairs, also known as thrones.
chairs turn into office/throne (r)ooms.  Most, but not all, nobles need an office.  you do not need an office for every single dwarf.

(t)ables: here's where things get...weird.
you'll want to turn some table-chair pairs into dining (r)ooms explicitly, but you'll want to leave other table-chair pairs outside of the dining room designation.

dining hall designations must not overlap: if they do, dwarves will perceive them as part of a single dining room, and so will only let one dwarf use it at a time. 
it gets worse: some dwarves refuse to use a designated dining room, and only use un-designated table-chair pairs, or only un-designated chairs.  leave some of those scattered around the fort; at least you can minimize complaints about "lack of chairs". 

I recommend at least one really good dining hall every 20-25 dwarves.

(d)oors: doors can be locked.  They are not a perfect defense, but even things that can smash doors will be slowed down if there are enough doors in their way, and lock-pickers are generally small and more likely to run than fight.

(phew!)

5.  Other important stuff, that just happens to not be "urgent".
b, w, c(r)aftshop.
Query it up, add a task, go under rocks, and hit "large pot".  then, set the task to repeat. 
brewing needs this.  These will help prevent food spoilage. And unlike barrels, you can give these to elves if you manage to do the almost-impossible and wind up with too many empty pots.

b, w, mechanics [(t)echnology] shop.  mechanisms are used in everything from traps, to dwarfputers, to emergency-lockdown levers.  to top it all off, they are worth twice as much as doors/tables/chairs of the same quality, so chalk mechanisms are sometimes worth making just to sell. 

b, trade (D)epot: capital D.  NOTE: you may need to enable the architecture labor on a dwarf: (v)iew, (l)abor, navigate to other, finally toggle architecture.
If you do not get it fully set up before the first caravan actually arrives, you can still trade with them, but the wagons, with their obscene capacity, will go away.
b, w...then build one of everything...just in case a dwarf wants one for a mood. 
cages: build them at a carpenters workshop out of wood, or metal at a metalshop if you're short on wood but have metal to spare. usefull for cage traps, or for animal controll. 

Stock(p)iles (from the main menu): your first stockpiles should be: 1. a refuse pile, located outside.  2.  a food stockpile.  3.  transition from a single food stockpile to four food stockpiles, accepting prepared meals, OR drink, OR seeds, OR everything else, but only one of those categories per stockpile. 
do NOT try to stockpile every stone in the fort
zones, zon(i)ng: includes dumps, animal pens....

7
General Discussion / viruses and bloatware....
« on: March 28, 2013, 02:50:28 am »
so.  I'm stuck using a notebook...without any hope of administrator access...and an out-of date antivirus...with a really, really annoying google redirect virus.  but as far as I can tell, it's unable to interfere with the internet in general. This means I can't google stuff like I need to to free up precious, precious RAM.
On top of this, if I want to play dwarf fortress, I'm stuck with a choice between:
a legacy version, which runs really slowly..
Or the recent version which gives me all kinds of keyboard trouble.


I found part of the problem: A process called GIDD.exe is involved, in some way, with my keyboard inputs getting SCRAMBLED.  however, it's only half of the problem-there is anothe program, somewhere, thats doing the scrambling.  GIDD.exe is doing the un-scrambling-which I found out when I closed it out.  But it's only doing so correctly for 90% of the programs. said 90% does NOT include the more recent dwarf fortress versions 

I kill off a couple of things as a matter of habit-like Soffice.bin....

current list of processes running on this windows vista notebook, after closing out a bunch:

ccsvchst.exe
consent.exe
csrss.exe
dwm.exe
Energy Manager.exe
exprint.exe
GIDD.exe
hkcmd.exe
IAAnotif.exe
IDVault.exe
iexplore.exe
jusched.exe
rundll32.exe
SynTPEnh.exe
SynTPHelper.exe
taskhost.exe
taskmgr.exe
TpShocks.exe
utility.exe
winlogon.exe

tldr: NO ADMIN ACCESS. have fun figuring out a non-admin way to fix my problems.

8
DF General Discussion / my plans for a wall and other random thoughts...
« on: February 20, 2013, 05:20:30 pm »
So. 
A wall is nice, a natural wall is better, and some dwarves have used completely isolated pods made with natural stone and cast in obsidian...
but the biggest long-term threats to a fort are boredom and fps. The former is inevitable.  The latter?
well.  One can try magma.  but if there happens to be a lot of magma-safe junk lying around, or worse, nearly magma safe, then this will make the fps unbearably bad for days.

So. get rid of the world-clutter via traders.

Which means no isolated pods.  But then I was inspired by some shenanigance involving a forgotten beast...during which not a single dwarf was lost.  because the beast decided to admire a door instead of destroying it.  It's still there. (pics when i get home.  maybe.).


There's still a connection to where the beast resides, but it now includes 1 of each seige engine and lots of walls.  plus enough doors to slow it down for long enough to dig out a brand new fortress.

This was all a bit random...but I've decided I shall rely on the phenomena from now on...
I shall indeed expand above ground; but not with a single mega project, oh no, i'm going to use lots and lots of these:

***++***
*XXXXXX*
*XBBBFX*
+XBBBFX+
+XBBBFX+
*XSSsbx*
*XXXXXX*
***++***

*=wall,+=door, X, x=trap, B=building, b=bed, F=farm, S=stockpile, possibly of the quantum variety. 

Are they designed to be independent? no. They're designed to be almost-independent while also being reasonably simple.  And able to trade with caravans...so that if a dwarf IS stranded in one, I can at least keep them from starving/dying of thirst as long as I notice. 
Meanwhile, doors can be slammed in the face of enemy trapavoid+buildingdestroyers; enemies that are only one or the other will be stopped by a combination of cages and humble stonefall traps.

And when a building destroyer+trap avoider arrives? Well. it'll have so many walls and doors to choose between, it'll have to take its time to get to the dwarves, allowing time to not only get dwarves to safety, but to finally train up a military. 


it'll be REALLY nice when I finally get around to playing with magma...It'll stay in one cell as long as i only dump a little bit at a time. 



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