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DF Modding / Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« on: February 16, 2012, 09:00:35 pm »
Donate link please.
EDIT: I've gone blind apparently.
EDIT: I've gone blind apparently.
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Count keypresses:
b-C-w-[enter:location]-[enter:material], done.
b-b-[enter:location]-[enter:direction]-[enter-material], done.
It's the same number, except one thing: the walls are under a sub-group. By making them "exactly like bridges" you add 1 keypress: "press enter for no direction."
Wouldn't it be 'b-C-w[enter:location / press wadxs etc. for changing direction/don't press anything at all to use current system]-[enter material]'?
Why would it require another menu before material selection? Don't bridges ask for a direction in the same menu that you size/place them with, and still require only one keypress for a retracting bridge?
So, if it just defaulted to no specified direction unless you pressed one of the other keys, it would be the same as bridges requiring two menus, one to place/size/optionally choose direction, the other to pick material.
Except that it still adds 1 keypress ("Yes, do that, [ENTER]").
This is a Straw Man. This issue has not come up previously.
Actually, your suggestion is none of these things. You keep presenting your system in a closed environment and going "see, see? it works!" and it does, but only in a narrowly defined set of circumstances (constructed walls only being blocked by other constructed walls, and only if you specified a build direction!)
The only reason to ever put something into the hands of the player (especially for something like this) is only if they request it. I have nothing against being able to view a designated wall and telling it a build direction, what I am against is the game asking (on EVERY designated wall*) what direction to build from. "Do you want to specify? No. Do you want to specify? No. Do you want to specify? No."
You haven't actually built a system that's lighter weight than mine, actually. Mine doesn't require 2 additional bits of map data per construction. Or a lengthy (relatively speaking) loopthrough check-recheck algorithm.
Here's mine:
Dwarf.pathToDestination.length--;
*How do you handle the case where a planer designates a 10x10 block of walls? Individually loop through each one and ask the player "What direction for THIS wall?" or do you take one direction for the whole group?
I refuse to accept any system that manually asks which direction a wall should be built from. It does for bridges, for good reason (it has a mechanical impact). But it shouldn't ask for walls. Especially for every wall and requires more than 0 additional keypresses to build walls as they are currently (i.e. directionless).
The point of that quote is to point out that the game needs to figure out "does this count as blocked?" and that such a question is not trivial to answer. The wall, could in fact, be built from both directions, just the one is significantly more out-of-the-way than the other (so maybe it should be built first, but it's not critical that that be the case, unlike a wall that can never be built if it's in an alcove).
And because we cannot (easily) know if a wall will block another construction, it shouldn't be factored in. At least, not in completion. We can check for "interior walls" (ie. walls surrouned by only walls and open space) and always build outward from that (it's a very small search space), but what we cannot do, is check to see if a wall could never be built if it is adjacent to at least one floor tile simply because there is not enough information within a reasonably easy reach in order to infer entrapment.
1) I was under the impression this was an "either / or" situation, not a "both."
2) Your use of the term wasn't what I objected to, but rather that the builder goes to build his wall, finds a neighboring construction that would be blocked if he built his wall, and as that task is suspended, but requires completion first, he would cancel his own task.
Also, I can't read your pseudocode, although I get it conceptually. Here's the problem:
Two unbuilt walls:
<-- To Caverns
###################
........ww.........
###################
To Fort -->
Is one of them blocking the other?Flood Fill is a remarkably expensive algorithm, as are any pathfinding algorithms.
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This would be, except....not.
1) It doesn't solve the "builder entraps himself" problem
2) Breaks the known workaround of a suspended building where you DO NOT want the builder standing ("Gee, this construction I am doing will block that suspended one over there. I guess I won't build this!"
3) How do you check "will this block another construction?" It leads back to the "pathing to [meeting area|booze|bed|food]" problem.
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Eatting halls, food storage are all based around the workshop design, farms are the only thing i 'wing' but usually end up with rows of 3x5 farms, i find 15 production squares per farm is more than enough, especially once the fertilizer comes into play, and with the smaller farm lots, i tend to have one farm per plant, and just let them lie fallow in off seasons.This only works, of course, if dwarves will (upon d->b->d) dump the marked item in the nearest garbage zone. Otherwise you might end up with refuse in your stone quantum stockpile, and usable stone down your garbage chutes!

If you're using d->b->d to deal with stone clutter, it's relatively easy to set up and delete a 1x1 zone for the garbage to accumulate in, one zone for salvageable 'garbage' and one for incineration. It'd just take a fair amount of micromanaging to make sure your dorfs aren't throwing things into the lava that you'd rather salvage.
As I understand it, the generally accepted thought is, "understand the ASCII, enjoy the textures." Like it or not, ASCII is the default, vanilla, and therefore universal appearance. It's a standard model and, in fact, can be typed out more easily than any texture pack can be represented. Understanding at least basic ASCII is a requirement if you want to compare forts and images. If the image is displayed with a texture pack, then cool, but if it's not, you should understand the ASCII.
Sorta like finishing a hike in the woods, and your friend pours a glass of water and you say "nah, I only drink bottled water". Yeah, that's good for you, but let's be real here...
If they do, it's not noticeable. But try not to use them: if you upload an image to this site, only somebody who uses that tileset will know immediately what they're looking at. Everybody knows that & means the shit is about to hit the fan.