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Topics - jcochran

Pages: [1] 2
1
I currently have a dwarf who was pushed into a map edge fortification by water flow. The dwarf has a baby and is currently showing signs of thirst and hunger. Since it's a carved fortification on the map edge, I obviously can't disassemble it. So, is the dwarf effectively dead and I should simply monitor the situation in order to order a slab? Or is there some method of rescuing the dwarf?

2
Is there a way to configure dwarf fortress to pause and recenter whenever a new mayor is elected, or one of the nobles makes a mandate? Would be far more useful than a quick message that just passed on by unnoticed....

3
DF Dwarf Mode Discussion / Massive migration.
« on: March 28, 2014, 09:42:44 am »
Just started a fortress and was a tad starved for labor (1st migration wave had only 4 dwarves. Unfortunately, 3 of them were children. 2nd migration wave provided another 5 dwarves. And of course, 4 of those were also children). So I had an effective labor force at the end of the 1st year of only 9 dwarves. The caravan comes and goes. The liaison leaves sometime during the winter. And then finally spring arrives. A short while later, got notice that some migrants have arrived.

Looked at dwarf therapist, saw the 16 count of inhabitants (of which only 9 were displayed since I don't cheat with child labor) and clicked "Read Dwarves".
Well, I was rather startled to see the count advance to 80. Yes. SIXTY-FOUR more dwarves in a single migration wave. And I'm suddenly eligible for titans, forgotten beasts, nobles, etc. All the "Fun" stuff. Thankfully, I've gotten my perimeter defenses already in place, and since there was a nice volcano on the embark, my magma smelters, forges, and furnaces are almost complete. But the beards have a lot of digging to do in order to house the influx of beards. Haven't yet counted how my workers vs children there are. And of the workers I do see, the skills are almost non-existent.

Update:
I thought the list of dwarves looked a little short in dwarf therapist given a population of 80. Well, looking at the Units list, I see my population is actually 81 right now. And of those 81, 44 of them are children.

4
DF Suggestions / macro countdown
« on: February 18, 2014, 11:22:32 am »
The macro capability of dwarf fortress is usable, but a minor tweak would make it better. Currently when a macro is running, you display a blinking "Play" on the screen to indicate so. But since macro playback can be a bit slow, if you have a large repetition factor, the duration of the macro is unknown to the player. How about also indicating the current count on the playback. Or perhaps the number of repetitions still to execute? That way the use would still know that a macro is playing and be able to estimate how much longer the playback will take.

5
DF Dwarf Mode Discussion / The origin of dwarves .....
« on: February 13, 2014, 10:20:52 am »
A little video clip I just saw. https://www.youtube.com/watch?v=eiJWCJc4Oec

6
Which makes me a tad curious. Being at war with the gobbos or the normal state of things. What's the difference? Still gonna get ambushes, sieges, and attempting snatching of children. So why even bother with 'War'?

7
DF Dwarf Mode Discussion / Automated obsidian farm grumbles....
« on: November 09, 2013, 11:29:01 am »
I've made an obsidian farm on my last few fortresses and in every case, it's gone rather smoothly. So I decide to automate the sequence this time. Surprisingly, the logic I constructed worked flawlessly.But Murphy reared his ugly head causing his own brand of fun.

First, the overall design of the factory.
Just a simple 20x20 pit a few Z levels deep. Each level has a drawbridge granting access (the bottom level has 2 drawbridges. One granting access to the fortress proper, the other granting access to the caverns. That way if something nasty spawns down there, I can use the obsidian farm as a killing chamber for unwelcome guests). At the very top of the pit is 4 10x10 retracting bridges. At two corners on the same edge are 1x1 drawbridges acting as floodgates for magma and water. At the opposite corner of each of those drawbridges are fluid sensors which will be described later.

In any case, the operation goes as follows.
1. Close the entrances to the pit and close the retracting bridges at the top.
2. Open the drawbridge for magma until the top is completely full of 7/7 magma.
3. Close the magma drawbridge, and open the retracting bridges.
4. Close the retracting bridges and open the drawbridge for water. Wait until full of 7/7 water.
5. Close the water drawbridge, open the retracting bridges.
6. Finally, open the entrances to the pit and proceed to mine the newly created obsidian.
Have done the above many times without a problem. So I figured automation was the next step. Upon consideration, I decided that the logic involved 5 states. For this description, the following terms are used:

Drop bridge - The retracting bridges that support the fluid while it's being supplied. These bridges are magma safe.
Magma source - The bridge controlling the flow of magma onto the drop bridge. Open = magma flowing.
Water source - The bridge controlling the flow of water onto the drop bridge.
Entrances - All bridges granting access to the casting chamber. Will control them as a single unit.

1. Idle - Entrances open. Magma and water sources closed. Don't care about the drop bridge.
    Transition to Magma fill when control lever is toggled.
2. Magma fill. Entrances closed. Drop bridge closed. Magma source open. Water source closed.
    Transition to Magma drop when full of magma.
3. Magma drop. Entrances closed. Drop bridge open. Magma and water sources closed.
    Transition to Water fill when empty of magma.
4. Water fill. Entrances closed. Drop bridge closed. Magma source closed. Water source open.
    Transition to Water drop when full of water.
5. Water drop. Entrances closed. Drop bridge open. Magma and water sources closed.
    Transition to Idle when empty of water plus a delay long enough for stuff at bottom of pit to be converted to obsidian.
    (e.g. long enough to the water to actually hit the bottom of the pit).

Nice and easy. Looking at the opening and closing of the drop bridge, it became fairly obvious that since the magma and water source bridges were both drawbridges and the drop bridge a retracting bridge that I could simple connect the drop bridge to the same triggers as I connect the magma source bridge and the water source bridge. So when the trigger for the magma source goes "off" the magma source is actually open, while the drop bridge is closed. So with two triggers (one for magma, and one for water), I could link each trigger to the appropriate source bridge and both triggers to the drop bridge and the drop bridge is handled automatically. No need to handle it separately.

Detecting full and empty required a couple of fluid sensors. I wanted them to reliably detect when the drop bridge was full, not merely covered with some depth of fluid. The random "skittering" of fluid levels was my concern. So I placed each fluid sensor at the opposite corner of the drop bridge from the fluid source that it was detecting. And Has flow going into the sensor via a diagonal connection. I figured that by doing that, I wouldn't get 7/7 fluid unless that corner of the drop bridge has been covered with 7/7 fluid for quite a while. The design was

######
#X^╬##       Floodgate, pressure plate (set to trigger on 7/7 fluid), drawbridge.
####╔═
####║+      Corner of drop bridge

The drawbridge and floodgate are controlled by the same trigger so when one is open, the other is closed. Happily, they're also connected to the same trigger as what controls the fluid. So when magma is pouring in, the appropriate fluid sensor has its diagonal connection open and visa-versa.

So I figured that to detect a full condition, all I needed to do was see the appropriate pressure plate go active. As for the empty condition, simply detecting that the pressure plate was inactive wasn't enough. I had to detect the falling edge of the pressure plate. So the overall set of logic constructions I needed were 6 in all.

3 newton cradle memory cells. Instead of using power, gears and rollers, I instead used a 2x1 pit with a hatch cover at each end to provide the needed movement. A nice simple design using no power. One cradle was linked to the magma source and drop bridges. Another to the water source and drop bridges. And the third to the entrance bridges.

1 edge detector triggering on either edge of the control lever. So when the control lever was toggled, a single pulse would be sent out. For this I used the design at http://dwarffortresswiki.org/index.php/User:Larix/MPL/3#Double-action_switch
The pulse generated was sent to activate the entrance bridges newton cradle and the magma source newton cradle.
1 falling edge detector triggered by the magma sensor. For this I used the same design as above except I split track leading from the NW hatch cover & pit into two paths using derailment so I could place a pressure plate on the return track and only get a pulse when the magma sensor went inactive. That pulse was sent to activate the water newton cradle. The magma sensor was also connected to the magma newton cradle to deactivate it when the sensor tripped.
1 falling edge detector triggered by the water sensor. Same design as above. It's output was linked to deactivate the entrances newton cradle. And the water sensor was also connected directly to the water newton cradle to deactivate it as well.

So. Now for the introduction of Murphy.....
Throw the lever. The newton cradles for the magma source and the entrances both toggle, the appropriate bridges open and close and magma starts to fill. Nice.
Soon after the drop bridge is covered with magma, the magma source cradle toggles, appropriate bridges open and close and magma drops to the bottom of the pit. Soon afterward, the water cradle toggles, bridges open and close, then water begins to flow. Nice again.
Soon after the drop bridge is covered with water, the water source cradle toggles, bridges open and close. And water begins to drop. Going according to plan.

A SECTION OF THE CAVERN HAS COLLAPSED

WTF?!?!?! I've never gotten that warning before on my obsidian farm. Something odd is going on. Hit space to unpause things and let 'em continue.
After a few more COLLAPSED messages, things settle down and I can examine the situation.

The newton cradles and all the bridges, floodgates, and whatnot are all set as expected. The thing actually went through the complete cycle flawlessly. But the expected layer of 20x20 obsidian isn't quite right. It's mostly obsidian, but there are randomly scattered pockets of 7/7  magma within it. And on the Z level above, there's a few bits of 1/7 magma also randomly scattered. Hmm. I've never seen this before with my manually controlled obsidian farms. So I contemplated the situation and tried to figure out what happened.....

Well, when I was controlling things manually, I would notice after a magma drop that at the bottom, I would mostly see 7/7 magma with a few 6/7 magma tiles randomly skittering about while on the Z level above, there would be a few 1/7 magma tiles also randomly skittering about. Eventually, the 6/7 and 1/7 tiles would sit on top of each other and convert to 7/7 tiles until the bottom layer become full of 7/7 magma tiles with no 6/7's or 1/7's skittering about. So I think that when I was controlling things manually, there was enough time for this consolation to occur, while the automated system was too fast and the water dropped, reacting with the 1/7 tiles a Z level too high, causing the cavein notices when the newly formed obsidian blocks fell 1 Z level. This also caused the consumption of water so there were a few tiles in the main pool that didn't get wet and solidify. Ugly.

Now what to do to solve this problem? I see several different solutions. Each with advantages and drawbacks.
1. Put a longer delay between the dropping of magma and dropping of water. This would replicate what happened with I was doing things manually, but getting the delay right would be problematical.
2. Don't drop the magma. Instead have it sourced at the bottom of the pit in the first place. This would prevent two layers from being formed even temporary and avoid the problem entirely. However, it would limit me to casting a single layer of obsidian only and I sometimes would cast 2 or 3 layers on top of each other, then mine them all out. This would work with the minimum amount of effort, but limits flexibility.
3. Drop less magma. If enough magma was dropped so that the pit would be covered with at least 2/7 magma, but not enough to be covered with 7/7 magma, a second layer of 1/7 skitters ought not to last long enough for the water to fill up. This would allow me to cast multiple layers before digging. But creating the "short drop" is a problem.

I'm going to attempt to use solution 3. The "short drop" will be by having a 16x16 drop bridge placed 1 Z level about the current 20x20 drop bridge. I'll treat the 16x16 bridge just for magma and the 20x20 bridge just for water. Since the bridges are open when the appropriate fluid source is closed, the magma drop should just pass through the empty space that the water drop bridge occupies and it ought to be able to flow the 2 tiles to completely cover the bottom of the pit and in doing so result in an average fluid level between 4/7 and 5/7 which shouldn't be able to support a second later of skittering 1/7's for any reasonable length of time. No logic changes needed.


8
I have a problem with dwarf pathing that I wonder if any of you have a solution to. I'm constructing a spike corridor intended on exposing trap avoid creatures to a series of retracting spike traps while causing non-trap avoid creatures to safely bypass the corridor. Here's the corridor under construction with the pathing enforcement hatch covers, doors, and pressure plates in place and functional.

Spoiler (click to show/hide)

The center corridor was eventually going to be filled with spike traps hooked up to a repeater. The pressure plates at each end are hooked up to the hatch cover and door next to each pressure plate. The two breaks in the walls near the middle of the three corridors are covered by hatch covers over a pit. They are intended on providing maintenance access to the dwarfs for corpse removal and such. When the repeater is running, the hatches are open denying access. And when the repeater is off, the hatches are closed, permitting access. In the image provided, the hatches are open.

Now for the problem I'm having. The dwarves get "stuck" in a loop with this construction. I ordered a channel to be dug for a grinder off to the right of the image. The miner that took the task was off to the left of the image. Here's what he did.
1. Approached the passage ways heading east until he reached the western pressure plate.
2. Upon hitting the pressure plate, both the door and hatch cover opened, denying access to the central corridor and granting access to the southern corridor.
3. Dwarf took the southern corridor and continued east.
4. Upon reaching the end of the corridor and taking the NE jog, the dwarf then turned NW until he hit the eastern pressure plate. When this happened, the door and hatch cover both opened, denying access to the central corridor and granting access to the northern corridor.
5. The dwarf then proceeded to take the northern corridor heading west until he exited it just west of the western pressure plate.
6. Finally, he headed east again until he hit the western pressure plate and the cycle repeated with the dwarf going around the entire circuit counter clock wise until I eventually had another dwarf pull the lever to close the two maintenance hatches. When that happened, the dwarf entered the central corridor, pathed west for a short bit, then pathed east and finally heading towards his original pathing goal.

Obviously, that pathing behavior means that my original plan isn't going to work. I've tried various combinations of designating high/normal/low/restricted traffic on the three corridors to no avail. If all else fails, my alternative plan is to have a relatively short spike corridor with protective pressure plates and hatches to keep the dwarves safe and a longer non-trapped corridor that they'll actually travel to get to their destination. But it isn't as guaranteed to prevent trap avoid creatures from taking the same longer but "safe" path.

9
I've built quite a few fortresses so far and on each of them, checked if the trade depot was accessable by hitting Shift-D. And have gotten the nice reassuring message 'Depot accessible' in nice green colors.....
However, all too often, when a caravan arrives, I get the rather annoying message 'Wagons have bypassed your inaccessible site'. And I've immediately upon seeing such a message hit Shift-D and once again get confirmation that the depot is actually accessible.

So, please either indicate where the wagons are going to spawn so it's possible to insure accessibility to that spot on the part of the player. Or perhaps change the message to 'Depot might be accessible' if the depot isn't reachable by every single tile on the edge of the map. Because from my point of view, given the current state of DF, the check depot accessibility function right now is only truthful if it claims that the depot isn't accessible. And for those times that it claims it's accessible, the real truth is 'might be accessible provided a really stupid spawn point isn't selected next time a caravan arrives. But no promises.....'.


10
DF Dwarf Mode Discussion / "Advance" knowledge of an ambush
« on: September 14, 2013, 10:38:02 am »
Started a nice new fort, but the controlled area is smaller than usual so the "welcome center" is visible when looking at the fort itself. I have a "welcome center" that basically has the following features

4 entrances from the controlled area leading into a small room. Each entrance has a floor hatch controlled by a pressure plate to allow enemies inside, but prevents them from escaping. Just outside of those entrances is a draw bridge to encourage them to move further inside when closed and to protect the hatches against building destroyers. Once inside, enemies have two choices to path. The one leading to the controlled area proper is a standard goblin grinder. The other path is a cage trap corridor. In any case, was looking around and was seeing the hatches open and close without anything visible that would actually activate them. Except for the not seeing what was causing the hatch activations, the pattern was quite similar to what I usually see when a mob is trying to escape. So I ordered the drawbridge closed. Just about then a dwarf wandered through the grinder to clean up after the latest "late" goblin thief's encounter with the grinder (rather annoying. I don't get any notice of them having combat with the grinder. I just periodically find goblinite and a corpse there). In any case, when the cleaner arrives, I got the ambush notice and an entire squad of goblins appeared in the entrance room. Of course the dwarf ran away, the squad charged into the grinder and well looks like a few more dwarfs will be needed for clean up.

11
DF Gameplay Questions / Equipment option missing.
« on: September 09, 2013, 10:27:13 am »
I don't know if this is a bug or intentional. On some embarks, when I finally manage to start making armor, sometimes a piece of gear is missing. For instance, right now my magma forges for making steel armor have the option of mail shirt, breastplate, leggings, greaves, cap, helm, gauntlet, low boot, shied, and bucker.... High boot isn't an option. Going into the manager and attempting to queue up high boot by typing high gives an empty list of items.

So is the type of armor you're allowed to make dependent upon your civilization? Or is this a bug?

12
A thread a short while back started with my posting a 145 tick cycle repeater suitable for a spike trap and ended up with determining the absolute limits on how fast a spike trap can toggle (82 ticks per cycle) and a three phase repeater capable of cycling a spike trap at 94 or 141 ticks depending upon if one or all of the plates were connected to the trap. Also two four phase repeaters were created. One capable of toggling a spike at 82 ticks per cycle and another at 84 ticks per second (if the track stops in that 2nd one are removed and the pressure plates relocated to a more suitable set of locations, it's perfectly capable of also toggling at 82 ticks per cycle). In any case, I was watching the minecart travel along the track and noticed that never were all four pressure plates active. Always two plates active with a third being added from time to time with a active plate then going inactive bringing the total back to two. To me, that means it would be possible with clever timing to cycle a spike trap at 82 ticks per cycle using just three plates. Well, I did the calculations to tell me exactly when a mine cart needed to arrive at a pressure plate to retract them, and exactly when a minecart needed to arrive at the tile just past a pressure plate to extend them. I then sorted all those events by time and created a little list. Then I took a hypothetical group of three pressure plates and assigned them events in order to see if a nice pattern emerged. Turns out it did. Each plate would be required to be triggered on a staggered schedule. A plate would have to go active exactly 139 ticks after it had gone inactive sometime in the past, and would have to go inactive exactly 107 ticks after it had gone active sometime in the past. Total cycle time for each plate would be 246 ticks. The other two plates would have the exact same cycle except one of them offset by 82 ticks and the other 164 ticks.

I then contemplated how one could achieve such a feat. My initial idea was to have three tracks "ping-ponging" a minecart over a pressure plate. Something like this....
Code: [Select]
Impulse ramps  --- +----------------- Pressure plate ---------------+  ---  Impulse ramps
-------------------+                                                   +-----------------
Each half of the loop could be individually tuned to achieve the correct asymmetrical cycle relatively easy. But then synchronizing the three loops becomes an issue. I was thinking of hatches to start and stop the loops, controlled by strategically placed pressure plates on other loops. Things like that. A rather over-engineered contraption that would be extreme sensitive to build order and quite finicky to construct. A prefect dwarfy project if I say so myself. Then I though if building and synchronizing three loops is ugly, how ugly would putting all three plates on the same loop look like? Would it even be possible?

So I drew a quick diagram on a piece of paper indicating three pressure plates and a possible track arrangement that would allow each pressure plate to act along two different tracks depending upon which direct the track was going. Something like this:
Code: [Select]
| |  | |  | |
  |    |    |
+-+  +-+  +-+
|    |    |
^    ^    ^ 
|    |    |
+-+  +-+  +-+
  |    |    |
| |  | |  | |
Not too bad. Using a convention that going from top to bottom was for activate and bottom to top for deactivate, I then drew lines connecting the plates together. Just to see what kind of a mess would appear. I got something like this.
Code: [Select]
+-----------+
|           |
| +--+ +--+ |
| |  | |  | |
  |    |    |
+-+  +-+  +-+
|    |    |
^    ^    ^ 
|    |    |
+-+  +-+  +-+
  |    |    |
| |  | |  | |
| +--+ +--+ |
|           |
+-----------+
Oh my my. Not very messy at all. Perhaps the timing will be impossible to meet, so I labeled each connection with how much time must be spent on each. This resulted.
Code: [Select]
     57
+-----------+
|  57   57  |
| +--+ +--+ |
| |  | |  | |
  |    |    |
+-+  +-+  +-+
|    |    |
^    ^    ^ 
|    |    |
+-+  +-+  +-+
  |    |    |
| |25| |25| |
| +--+ +--+ |
|     25    |
+-----------+

Holy crap, that actually looks doable. If anyone wishes to see if they can make a three phase repeater capable of toggling a spike trap at 82 cycles, remember that the time of 25 and 57 are NOT the time from plate to plate. The 25s are the number of ticks it takes for a minecart to leave a pressure plate it just arrived at and then arrive at a new tile exactly 1 tile past the next pressure plate in the loop. And for the 57s, that's the time for said minecart to just arrive at the next pressure plate, starting with its current tile which is just one past a previous pressure plate.

13
Given that creatures with a kill list get names, and even weapons used to kill enough creatures get names. I say that minecarts ought to have that same privilege. After all, the suckers have maimed and killed quite a few creatures. Sometimes even non-dwarves.....

14
DF Dwarf Mode Discussion / Yet another repeater
« on: September 04, 2013, 02:09:40 pm »
I've had need for a good repeater to control some spike traps. I wanted it to have a cycle time as short as possible consistent with activating said spikes. I also wanted it to be turned on and off via a lever to make it easier to safely collect goblinite, link new traps, etc. without putting dorfs in danger of being run down by a minecart (aka ... the knee capper). Here's what I came up with.



The three images show the 3 stages of construction
1. Track layout
2. Impulse ramp layout
3. Retracting bridge to turn on and off, as well as pressure plate to trigger traps.

To use, connect the bridge to a lever. Place a minecart on top of the bridge. Get the dorfs away from the track (leaving cats behind is optional). Then throw the lever.

Not real happy with the impulse ramps. Seems overly complicated to me, but it's what I came up with to deal with the random tossing of the minecart by the bridge when it retracts. Due to that tossing, the first cycle after turning it on is fairly unpredictable, but I haven't seen it jam during testing. And I tested it quite a bit as I had the dorfs smooth and engrave a new track layout/build and destroy track stops/etc while seeking the holy grail of a 141 tick cycle. Found one at 140 ticks, but that was just barely too short to allow the spikes a full cycle during the repeater.

Please yell out if any of you have a better design.

15
Recently noticed that my object melting smelter was frequently undwarved, with the dwarf performing the task absent from his station. Spent a little bit of time watching the little fellow and determined that he was going back and forth from my main stockpile to the smelter. Given that the stockpile was in the fortress near the surface and the smelter was down near the magma, that meant a lot of time walking and little time melting. So is there any method available so that objects that have been designated for melting will get hauled by the massive labor force of peons instead of having the skilled single dwarf do the hauling?

My current work around is a single tile stockpile set to accept all metal objects of any quality. And a garbage dump activity zone put right on top of it. So now when I want to melt a lot of stuff, I make that garbage zone the only active one, (D)ump all the items I want melted. Then finally when they arrive at the pile claim 'em and finally designate 'em to be melted. Frankly, I'd rather not make a single intent of 'I want all this trash melted' into such a micro managed multi-step process.... So is there a better way?

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