Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - catten

Pages: [1] 2 3 ... 5
1
DF Suggestions / Re: Improved labor management "Chore" system.
« on: February 26, 2015, 05:17:33 pm »
So basically you're saying it would be nice to assign dwarves to minecart routes instead of minecarts?

(I know, there would be some labors that don't fit exactly the current hauling system, but it sure sounds similar!)

2
DF Dwarf Mode Discussion / Re: Buying all the caravans
« on: February 24, 2015, 06:21:51 pm »
Darn.

I thought the title was "burying all the caravans" and thought this was going to be something really twisted, like a row of 20 trade depots (ten on each side of the road), each with a bunch of insane merchants and animals stuck behind fortifications, babbling at this year's caravan as it heads to trade depot #21 at the end of the line. Will the newcomers notice that their depot has a roof and walls on three sides?

Oh well.

3
DF Dwarf Mode Discussion / Re: Shearing trolls?
« on: February 09, 2015, 08:26:02 am »
So my legendary clothier went moody on me, and ... the dude wants wool cloth. We have no possibility of access to sheep/alpaca/llamas anytime soon.

... I'm not averse to dropping PET_EXOTIC on trolls if that's what it takes.

You could save his life by using dfhack creatitem to drop a single wool cloth in his lap, or you can wall off the shop and get your mason to work on a slab.

I would personally go for the former, because I don't think it's very reasonable for moods to demand materials you could never get your hands on. Besides, it's arguably a bug to be so specific about cloth: you never have stone moods demanding Jet or metal moods demanding Lay Pewter, or a bone mood demanding <insert specific random forgotten beast> bone.

For next time, just swap out some of the pig tail cloth for silk and yarn at embark. They're actually cheaper, and then you can forbid them in case a mood needs them.

4
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 08, 2015, 09:40:06 pm »
Playing a new world with titan attack threshold lowered to 40 pop. First spring migration pushed the fort to nearly 50 and got somebody's attention:

The Brush Titan Atul Rikkirzuglar has come! A towering three-eyed chicken. It has two long, curly tails and it has a regal bearing. Its dark indigo feathers are fluffed-out. Beware its poisonous bite!

Naturally this happened right as a wave of migrants was wandering in.

FYI, this particular chicken *can* fly.

Activated the civilian alert and called up the ragtag militia. Five of my starting seven had discipline, wooden shields, bronze armor, and weapons (mostly picks) for just this sort of occasion. An additional four from the first summer migration also had shields, weapons (mostly axes) and partial bronze armor. None had any formal training yet, though--I've been busy trying to pierce the aquifer to get some decent underground digs.

Atul swooped down on my scattering dwarves and made quick work of a ranger, potter, shearer, and my best cook. The ranger suffered a poisoned bite, but the kick that exploded his head immediately after meant he didn't suffer much. Atul didn't bother with poison for the others, just wrestled them to the ground and kicked in their heads as well. Then the militia finally arrived and the tide quickly started to turn. The axedwarves got there first, but couldn't do much more than deliver paper cuts to its legs, feet, and tail (tho one lucky recruit managed to break a toe). Then the pick squad got to work delivering serious injuries to legs, wings and body. The best Atul managed after that point was to wrestle Tobul Fatharzes, my militia captain, to the ground (earning himself a crippled left wing). Right lung torn, leg broken, and guts spilled... Atul became enraged and began lashing out in every direction... but the militia easily dodged his flailing attacks. Finally, Tobul delivered a mortal blow to the neck, severing the spine and a large artery. Apparently he was still upset about being knocked down in front of his buddies.

Picks carried the day and there's regal chicken on the menu tonight, though it will be cooked badly---we miss you already, Kol!

Armor did its job---no fatalities or injuries after the the militia arrived. Seven are unhappy at being attacked and witnessing death, but being uninjured I expect they'll pull through.

All in all, it was a !!FUN!! day (for Atul).

5
Do you mind when I am implementing some changes into the materials/reactions?
Nope. Go to town. Even if I didn't like something you did, I would just change it back on the worlds I genned, so no big deal.

That said...
Quote
1 Pyrosulite + 1 Native Aluminum yields 1 Manganese and 1 Bauxite => however, I modded Bauxite so it yields 50 % Aluminum and 50 % Iron. So the loss isn't that big. => To compensate that, I might amend it to 2 Pyrosulite + 2 Native Aluminum yields 1 Manganese, 1 Bauxite and 2 Iron Slag or something like that.
I thought it yielded 4 manganese bars and 1 bauxite stone?

Anyway, the "loss" is turning super-expensive Aluminum into pretty-cheap Manganese. Your proposed change doesn't really remove that.

Re iron: The Manganese smelting reaction basically uses pure Aluminum to "steal" oxygen from manganese dioxide, producing aluminum oxide and pure manganese. The bauxite stone is basically aluminum slag. There's really no iron involved here (neither native aluminum nor pyrolusite contains any), so maybe in your world---where bauxite contains significant iron---it would be better to make the reaction produce normal slag instead?

If you do make bauxite an iron ore, I would suggest changing it to yield 100% Al and 20% Fe (similar to how Tetrahedrite works). Then you'd expect about one bar of iron for every bauxite stone, in addition to the 4 normal Al bars you made. Or if Al-smelting is a multi-step thing, maybe have the first step produce an iron slag with 50% probability (and normal slag the other 50% of the time), like how Dark Iron works?

Quote
You used several times environment codes with frequency > 100 like with Tennantite:

[ENVIRONMENT:METAMORPHIC:VEIN:150]
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:120]

Does this really work? According to the wiki, the frequence ranges only from 0 to 100.

http://dwarffortresswiki.org/index.php/DF2014:Inorganic_material_definition_token

May I ask, what's your source for frequency and environment locations of the minerals?
Heh. That might explain some of the stranger results I saw while tweaking. I had the impression that larger numbers were more rare (like mineral frequency in world-gen). All the frequencies were hand-tuned by genning lots of worlds until the mineral balance seemed sane.

I can say with some certainty that numbers < 50 also act strangely, which doesn't help efforts to balance things.

Quote
Dark Pig Iron uses following ingredient:

Code: [Select]
[REAGENT:B:1:BOULDER:NONE:NONE:NONE] "sealed in a clay crucible"
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]

What does fired_mat mean? Which boulders are taken for the reaction?
That's the magic incantation for Clay. There are 4-5 varieties of clay (see inorganic_stone_soil.txt), and reactions can identify them because they're tagged with the reaction class FIRED_MAT. Just be careful, porcelain-producing clays also have that tag, so you could make a very expensive crucible if you're not careful :)

Quote
Nickel-Iron has nearly the same formula as Nickel Pig Iron, which I have already implemented so far. The big difference is that nickel pig iron can only be used for Nickel Steel production (same as Standard/Vanadium/Niobium/Cobalt Pig Iron). So more uniform will be Nickel Pig Iron. However you brought good arguments to make it actually useable. One of both needs to be cut out to avoid dupes. But for now I am not sure, which one.
Pig iron, aka cast iron, has high carbon content that makes it completely non-malleable. It's primarily useful as a way to introduce a controlled amount of carbon into steel (producing high-carbon steel, which is very strong but still malleable). I don't see any reason you couldn't have a nickel pig iron, but it's not clear you need it. The impression I got from my research is that good Nickel Steel has fairly low Ni content (3-9%) where nickel iron (= meteoric iron) would have more like 15-20% Ni content. So "1 Pig Iron + 1 Nickel Iron + 1 flux = 1 Nickel Steel" would seem very reasonable, with no need for a Nickel Pig Iron.

Note that nickel steel is largely used for cryogenic applications in real life, though, because it's not really stronger than normal steel---it just maintains its fairly normal properties at abnormally cold temps that would make almost any other metal/alloy weak and brittle. DF doesn't have temps anywhere near that cold, so I hadn't put a Nickel Steel alloy in my mod (Nickel Iron is much better than plain iron, so it did make the cut). Then again, my Royal Steel alloy actually has quite a bit of Nickel, in addition to the Manganese (the two supposedly complement each other nicely). So maybe Royal Steel and Nickel Steel should just merge in your mod.

Quote
I really like the idea of slag as waste product and that the higher quality iron slag can be recycled.
It was kind of a "well, duh" moment for me also when I realized vanilla DF didn't have slag---I grew up in a town with a steel mill, and the giant slag heaps were a major feature of the installation.

Quote
Quote
The upload includes a dfhack script you can run to tally up how much of every mineral exists in a world
What's the dfhack command to activate the script? And when to use it. Already in the world creation screen or at the embark screen?

Code: [Select]
[DFHack]# lua
[lua]# dfhack.run_script('devel/count-all-veins')
You can use it any time a map is accessible (which includes embark site selector and even active games), but the most convenient time is during world gen just after history starts unfolding. Year 1-5 is plenty. If you run sooner than that you could scan the map before all the minerals are placed, or analyze a region that ends up being rejected... which can really throw off the reported numbers.

6
new way to produce Titanium. Previously Titanium was way too easy to produce. Now you first need to smelt the providing ores into Titanium Clinker, then create Titanium Tetrachloride (needs Chlorite) and finally you get Titanium (needs Magnesia) to resemble the Kroll Process.
Can't decide if titanium smelting is too advanced for even dwarves, but it will be interesting to see how it balances out as the mod matures.

Quote
FYI: Argentan is supposed to be in the game already as "Nickel Silver" but Toady (accidentally?) swapped the ratios for Cu and Ni...

Yeah. Argentan has the ratio "3 Copper + 1 Nickel + 1 Zinc", Nickel Silver has the ratio "2 Nickel + 1 Copper + 1 Zinc". So I guess the existing of both can be justified. XD
I originally planned to correct the broken ratio in Nickel Silver, to use "2 Cu + 1 Ni + 1 Zn" but then I realized the current form is actually useful. It makes a remarkably accurate match to the ratios of metals needed in real life when making Paktong Bronze and White Gold, for example. So it stayed.

Quote
Quote
I've modded several other alloys into my game and would be happy to give you the raws for any you find interesting enough to add (no point posting a competing "moar metal mod"). The alloys I chose were designed to round out weapons and armor a bit, especially edge vs. blunt (so you can have metals that are better at one but worse at the other).

That will be awesome. I am definitely interested in your raws. Especially the distinctions regarding weapon quality sounds interesting. That's something definitely missing in this mod so far (except Titanite) due to my lack of experience with weaponry. Please upload your files somewhere, so I can check them. Many thx for your kind offer. :-)
Try this.

Here's my current understanding of how material properties factor into weapons and combat:

Edge attacks use SHEAR_YIELD and SHEAR_FRACTURE, respectively, as lower and upper bound of their strength. Bigger is better for both. It's not clear that SHEAR_STRAIN_AT_YIELD has any impact, and if it does, whether larger or smaller is better (in theory smaller is better, but I've seen contradictory outcomes in arena mode tests when I varied it). Armor defending against edge attacks uses exactly the same, which is why a sword or axe can almost never penetrate armor made of the same material.

Blunt attacks use IMPACT_YIELD and IMPACT_FRACTURE in exactly the same way edge attacks use SHEAR_*. However, blunt (attack and defense) also depend most on density, with IMPACT_* as a significant secondary issue. That's why Silver does so unreasonably well in spite of its terrible material properties. It's dense! This is also why Candy makes terrible plate armor and war hammers---both depend on mass to deal their damage, and light materials just can't deliver.

There's a Gnuplot script in the upload that plots SHEAR vs IMPACT ranges for all the materials I added/modded, to give a visual sense of how they compare. That was vastly easier for me to reason about than fiddling with a calculator. A fair amount of arena-mode testing---highly recommended if you want to fine-tune your metals---suggests that the metals I added behave pretty much as intended. The one annoyance is I don't think it's actually accurate for edge damage and defense to be using exactly the same properties. A sufficiently sharp edge should be able to penetrate a flat surface made of the same material IMO. But anyway, that's what different metals are for. The ideal non-Candy armor setup would be Damascus Steel mail shirt(s) over Royal Steel plate. The former stops almost any edge attack, while the latter excels at stopping blunt (including the blunt that failed edge attacks convert to).

The other material properties seem to have little or no impact on weapon/armor (supposedly they matter for wrestling when a creature is made of that material?).

Finally, note that all armors have the same thickness, so their weight depends only on density of the material. That's why I modeled Damascus Steel as 60% the density of normal steel---that's the only way I could find to model that you can use less material to get the same strength.

BTW, as you'll be able to find in the notes I included in the upload, Nickel is primarily a toughener. My intuition is that this would make it good for blunt but probably not so much edge. You'd want a hardener for edge. Nickel is also remarkably good for handling low temperatures. That doesn't matter right now, but some day it would be really cool if the game tracked the effect of temp on materials. So, e.g. hacking at an ice titan with your normal iron sword makes it shatter (or at least do poorly), while a nickel iron sword would penetrate just as well as ever.

One last note: even if you don't add new mineral/vein types, the relative abundance of materials is amazingly out of whack. The upload includes a dfhack script you can run to tally up how much of every mineral exists in a world (excludes layer stone and gems, but you could probably change that easily enough). I used it to tweak material frequencies to something reasonable. Much less sphalerite and gold, more copper ores, etc.

Good luck!

7
Heh, the giant tortoises are "turtling". 

Are any of them hunters?  Hunters tend to be homocidal lunatics and will go after anything on four legs.  Of course, getting them to go out and actually hunt is an ordeal in its own right.
No hunters, but my carpenter-marksdwarf will turn into a homicidal lunatic if I enable his hunting labor, right?

Honestly, at this point I think I'll just send my miner militia out. I don't think any other wildlife will spawn while those tortoises are camped out. I was just hoping I could get some good crossbow training out of the massacre.

8
Mod Releases / Re: More Stone, Metals, Gem Mod V1.1
« on: January 29, 2015, 12:52:03 pm »
More Stone, Metals, Gem Mod V1.1

My first mod so far. I added a total of about 100 new ore, stone, metals and gems to create more variety. All of them exist in reality as well.

new Stone Layer:
Feldspar (Igneous Intrusive)
Nice.

Quote
Spoiler: New Ores: (click to show/hide)
You might also consider adding Tennantite (Copper 100%, Iron 25%). It would replace Tetrahedrite in igneous layers, and compete with it in metamorphic layers. Overall, there's roughly one Tennantite vein for every 3 Tetrahedrite.

Quote
Spoiler: new Alloys (click to show/hide)
I like the idea of different colors of steel, just for variety if nothing else.

FYI: Argentan is supposed to be in the game already as "Nickel Silver" but Toady (accidentally?) swapped the ratios for Cu and Ni...

I've modded several other alloys into my game and would be happy to give you the raws for any you find interesting enough to add (no point posting a competing "moar metal mod"). The alloys I chose were designed to round out weapons and armor a bit, especially edge vs. blunt (so you can have metals that are better at one but worse at the other).

Spoiler: Catten's alloys (click to show/hide)

Spoiler: Misc. tweaks (click to show/hide)

9
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).

10
DF Dwarf Mode Discussion / Re: How do I dispose of bodies?
« on: January 27, 2015, 06:38:44 pm »
OK wait..  If I have a "DUMP" zone (a 1x1 tile) adjacent to a 1x1 channeled hole that is channeled down 100 z levels, then any corpse I designate to be dumped will be tossed down the hole and NOT stored on the actual DUMP square?

If so, then this is one of those times I will be happy to have a face palm moment.
At least you didn't learn it the way I did... put a dump zone next to the very staircase my dorfs were using hauling stone up to said dump zone. I had a lot of broken bones and cracked skills before I finally figured out what was going on.

11
Utilities and 3rd Party Applications / Re: DFHack 0.40.19-r1
« on: January 27, 2015, 04:37:35 pm »
Is it possible to get the exact material of a tile from a lua script?

Anyone? I asked before elsewhere and was ignored there too (a long time ago), could I at least get a yes or no?

I'm not sure if it is possible to get exact material (it should be, but I'm not aware how to do it). I do have a script that changes a tile to a specific inorganic (but it has some issues recognizing ramps and open grass and etc...)

The relevant code is
Code: [Select]
function findMineralEv(block,inorganic) -- Taken from Warmist's constructor.lua
 for k,v in pairs(block.block_events) do
  if df.block_square_event_mineralst:is_instance(v) and v.inorganic_mat==inorganic then
   return v
  end
 end
end
function set_vein(x,y,z,mat) -- Taken from Warmist's constructor.lua
    local b=dfhack.maps.ensureTileBlock(x,y,z)
    local ev=findMineralEv(b,mat.index)
    if ev==nil then
        ev=df.block_square_event_mineralst:new()
        ev.inorganic_mat=mat.index
        ev.flags.vein=true
        b.block_events:insert("#",ev)
    end
    dfhack.maps.setTileAssignment(ev.tile_bitmask,math.fmod(x,16),math.fmod(y,16),true)
end
function changeType(x,y,z,material,dur)
 local mat
 if material ~= 'clear' then
  mat = dfhack.matinfo.find(material)
  set_vein(x,y,z,mat)
 else
  clear_vein(x,y,z)
 end
end
You'll notice that the heart of it comes from Warmist, so he would probably be a better person to ask than me.

I've been using something similar, but ran into a problem: some tiles have more than one mineral event, and when that happens I can't tell reliably which event is the real one. For example, in one case I encountered a tile with both Red Tourmaline and Bituminous Coal mineral events, in that order, and the game rendered it as coal; another tile had both Jet and Bituminous Coal, in that order, but this time the game rendered it as jet.

How does the game decide which of several mineral events is the "real" one?

Update: I've looked at several examples now, and so far it looks like the highest-numbered material token wins. The examples above are explained by the fact that Red Tourmaline is 108, Bituminous Coal is 207, and Jet is 217.

12
DF Dwarf Mode Discussion / Re: Optimize My Embark!
« on: January 25, 2015, 01:00:57 am »
Scenario 1: On a savage embark site in a temperate forest that has ample supplies of clay, coal, copper, flux, gems, iron, kaolinite, precious metals, sand, and wood, what is the optimal embark profile for getting a magma-powered glass and steel industry up as soon as possible while also surviving and establishing a self-sustaining fortress?
Lots of bags of sand... for the bags. Coal for initial burst of fuel, and 1 coke to kick-start it. Garnierite for nickel (= cheap magma-safe minecarts). Glass pump components. Two miners (one to dig the fort, the other to dig deep for magma--the second guy will probably find the flux and interesting ores on the way down). Bronze ore to equip a couple military dorfs with, for when the giant animals show up. Peafowl (w/ glass nest boxes) and the usual underground crops for ridiculous amounts of food.

Done right, you can have magma forges running before the first dwarven caravan, with enough food to buy them out with prepared meals.

13
DF Suggestions / Re: Multi Z-Level Buildings
« on: January 23, 2015, 05:09:53 pm »
That's actually... genius! But that would probably apply better to the retractable bridges configuration. The atom smashing kind would indeed need to be raised like a whole piece to come down and perform said atom smashing.
Nah. Dwarven accordion-bridges just exploit the same physics that goblin whips use to destroy your dwarves: the end segment approaches the speed of light, annihilating everything in its path. The bridge is bigger, though, so you get an atom smasher instead of a light sabre.

The difference between retracting and raising bridges is just whether the fast-moving segment is at the outside (smash) or at the anchor (retract).

14
DF Dwarf Mode Discussion / Re: Are glass trap components still useless?
« on: January 21, 2015, 12:33:51 am »
There was a !!SCIENCE!! thread a while back about glass trap components, and IIRC the conclusion was that (a) they are dirt cheap to produce (b) devastatingly effective against creatures with internal organs (especially the menacing spikes and giant corkscrews) and (c) less likely to jam than metal (because jams come from insta-kills, which metal parts excel at, while glass is more likely to make them bleed to death a few steps away instead).

My limited experience is that a hallway lined with pointy glass toys is a very effective way to welcome an early-game siege or ambush.

Throw in a bunch of silver blunt weapons and you should actually be in extremely good shape against everything that lacks the [trapavoid] tag. Alternate normal weapon traps with glass spikes on a lever or repeater, and you should be in good shape against everything except HFS (no pain, no organs, trapavoid... tough crowd).

15
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 21, 2015, 12:26:10 am »
So, just embarked in a brand new world, and I'm greeted by an announcement:

You have located Runanithpa, "The Old Zephyr", a lair.

A quick peek at the units screen confirms that my starting seven are in for some early !!FUN!!:

Oxasp Ongetsu Lungo Tod, Cyclops (current resident)

Two of my dorfs have combat skills, but no shields, weapons or armor. The w-smith and a-smith both insisted that they could make some really nice bronze kit from scratch, but time is suddenly of the essence. At least the melee fighter is a proficient miner wielding a copper pick?

If I build a workshop near Mr. Tod's lair, will he prefer to attack it instead of my dorfs? Or is it better to hope the miner can dig everyone a hole to hide in before he notices he has company?

On a completely random side note, I happened to visit an aviary yesterday and got to see two actual live keas. They're really big. One of them was doing some amazing stretches and contortions in its attempts to pull a watering can out of a little pond without getting wet. Very entertaining to watch.

Edit: I chickened out and sent my carpenter to build a wooden floor over the lair's entrance. Problem contained.

Pages: [1] 2 3 ... 5