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Messages - Maolagin

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106
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 09, 2014, 01:57:28 pm »
Creaturemachine, a minimum-temperature fort with a hellishly lethal surface and virtually no water or metals, has had a hard time bootstrapping itself to self-sufficiency. For a year, the dwarves were taunted by frozen globs of booze littering the ground outside the original entrance, where the wagon stood for about five seconds before being atomized by the cold.

Now that they have barely adequate booze, and shoes for everyone, they have turned to small luxuries like cooking their meals. And behold, dwarven sherbet!

Quote
This is a stack of 16 well-prepared frozen dwarven ale roast. The ingredients are minced large rat tallow, well-minced frozen dwarven wine, well-minced frozen dwarven ale and minced frozen dwarven ale

Okay, they didn't quite nail the sherbet recipe. Still, sounds tasty by dwarven standards!

107
So after finding a good embark (an ocean with a few copper-type ores, coal, and a tiny corner of tundra with no aquifer), I accidentally normal-embarked as dwarves. I landed on the tundra, as I had selected the tundra in embark. I quickly dug down to below where the ocean froze (~3z down), and made a burrow, meeting area, and pen in a 5x5 hole. I got everyone and all my animals down, the only injury being some frostbitten teeth. I think this is a pretty awesome, thing, as I have food for a while. I dug down to the caverns and got my dwarves to cutting trees and digging some workshops an quarters. I don't know how migrants are going to get in. I might autodump their corpses down to my dwarves if they can't get in.
About that unpause -- I only ran the game for a couple of seconds to see what wildlife would spawn. That was enough time for the wagon to deconstruct, and sure enough, the thread, bags of seeds, and anything made of wood had already vanished from existence. There's a big purple splotch (okay, actually just one tile) where the wagon used to be, indicating the frozen globs of wine sitting on the ground. The animals did just fine, though.

Stuff in a dwarf's inventory takes cold damage much slower, though. My seven dwarves only took a few hundred ticks to dig a 3-wide tunnel into the mountainside, but even the idlers who weren't actively digging (and started wandering off across the surface, no less, before deciding to head for the meeting area in the tunnel) managed to get inside without any cold damage to their clothes or selves. Maybe one had frostbitten teeth, but they healed up just fine. A few months later we had five migrants arrive, and they had to schlep across ~40 tiles to the entrance and help deconstruct the wall I'd thrown up (mostly to keep my dehydrated idiots inside until I hooked up a bridge). Even so, they all survived, and although frostbite of the skull sounds pretty painful, it evidently isn't life-threatening. On the other hand, two of them had their clothes completely freeze off, and one ended up with XXclothesXX.

I always thought the subterranean temperature was fixed, but apparently not? Without even using DFhack, you can quickly check by starting to define a meeting zone -- the screen will note if the chosen tiles are cold. So far, everywhere I've tried this on the map, including down in the first cavern, is considered cold. However, it can't be all that cold, since the water in the cavern is still liquid, and nobody/nothing seems to be taking cold damage as long as they stay off the surface. Still, I'm thinking once I tap the volcano and/or magma sea, some heated floors are in order.

Well, some updates and corrections...

Insta-shattering really does describe it! Made it until the fall caravan. I dug a trade tunnel right up to the edge of the map, and lightly modified some natural topography to ensure the caravan spawns there. In the time it took to cross ~5 tiles and get underground, every organic object they were carrying froze and vanished. No wood/cloth/booze for us, it would seem. Interestingly, the merchant wagons survived, and they were even so kind as to unload some frozen globs of milk in the depot.

Cold damage to creatures outdoors seems fairly variable. The second migrant wave showed up on the far end of the map, and five dwarves got inside with assorted degrees of frostbite. I suppose the sixth one tripped and never got up again, because now I have a missing soap maker. Most of their livestock froze before making it in. I caught a cow calf in the act of freezing out of existence -- at most a couple hundred ticks passed between when it died and when the corpse vanished without a trace. I'm not sure even magma destroys things that fast!

So far the biggest challenge has been footwear. Yes, my fort is actually suffering from a lack of socks. So far about a third of the migrants have had their socks and shoes freeze away (although their feet seem undamaged), and then they get really quite bent out of shape over not having footwear. Since farms are still booting up, we're playing tag with the trolls down in the caverns to scrounge up enough silk to replace them.

108
So after finding a good embark (an ocean with a few copper-type ores, coal, and a tiny corner of tundra with no aquifer), I accidentally normal-embarked as dwarves. I landed on the tundra, as I had selected the tundra in embark. I quickly dug down to below where the ocean froze (~3z down), and made a burrow, meeting area, and pen in a 5x5 hole. I got everyone and all my animals down, the only injury being some frostbitten teeth. I think this is a pretty awesome, thing, as I have food for a while. I dug down to the caverns and got my dwarves to cutting trees and digging some workshops an quarters. I don't know how migrants are going to get in. I might autodump their corpses down to my dwarves if they can't get in.

Okay, all this talk of insta-shattering barrels and whatnot sounded like an interesting challenge, so I spun up one of these worlds over the weekend. No modded races, all I did was set the min/max temps to -1000 and null out all the "Min map tiles in X biome" requirements. The world genned just fine that way, no problem placing dwarves and goblins (actually, quite a lot of goblins!) all over the map. I ran a couple hundred years of history and saw roads and a tower or two pop up, which seems in keeping with the idea that actions during worldgen are too abstract to care about things like Neptunian weather. It'll be interesting to see if that's still true in the upcoming release, what with all the semi-realized armies and such moving around.

So I found myself a volcano embark right at the boundary of the glacier and tundra, thinking hey, if we survive embark there might be some interesting temperature-related engineering to try later. In the interest of getting underground with some urgency, most of the embark points went to making everyone a miner and handing out seven copper picks. The rest went to a couple of pigs and random standard embark supplies (for science!).

Some observations:

Upon arriving, I got the phrase "before the Beasts get hungry " -- in every other case that message named some particular animal. Maybe "Beasts" is a default if no surface wildlife exists in the region? Sure enough, upon unpausing, no wildlife entered the map. I had the usual selection of domestic animals in the embark menu, though, so clearly animals do exist in this world. Perhaps we'll also only get inorganic surface titans?

About that unpause -- I only ran the game for a couple of seconds to see what wildlife would spawn. That was enough time for the wagon to deconstruct, and sure enough, the thread, bags of seeds, and anything made of wood had already vanished from existence. There's a big purple splotch (okay, actually just one tile) where the wagon used to be, indicating the frozen globs of wine sitting on the ground. The animals did just fine, though.

Stuff in a dwarf's inventory takes cold damage much slower, though. My seven dwarves only took a few hundred ticks to dig a 3-wide tunnel into the mountainside, but even the idlers who weren't actively digging (and started wandering off across the surface, no less, before deciding to head for the meeting area in the tunnel) managed to get inside without any cold damage to their clothes or selves. Maybe one had frostbitten teeth, but they healed up just fine. A few months later we had five migrants arrive, and they had to schlep across ~40 tiles to the entrance and help deconstruct the wall I'd thrown up (mostly to keep my dehydrated idiots inside until I hooked up a bridge). Even so, they all survived, and although frostbite of the skull sounds pretty painful, it evidently isn't life-threatening. On the other hand, two of them had their clothes completely freeze off, and one ended up with XXclothesXX.

I always thought the subterranean temperature was fixed, but apparently not? Without even using DFhack, you can quickly check by starting to define a meeting zone -- the screen will note if the chosen tiles are cold. So far, everywhere I've tried this on the map, including down in the first cavern, is considered cold. However, it can't be all that cold, since the water in the cavern is still liquid, and nobody/nothing seems to be taking cold damage as long as they stay off the surface. Still, I'm thinking once I tap the volcano and/or magma sea, some heated floors are in order.

About that dehydration I mentioned: I don't know if this is just my bad luck in picking an embark or somehow related to the cold, but this map definitely has some unusual features. I'm thinking that maybe erosion didn't run normally. Fully half the world map was mountains, and even the tundra/glacier I embarked on close to the (frozen) ocean has basically mountainous terrain. Steep cliffs, ~40 z-levels of surface relief, but unlike a mountain there's plenty of clay soil under the ice. The first cavern is almost 80 z-levels below the embark point, and has only a tiny channel of water running through it. My dwarves almost died of dehydration before they found it after a solid month of continuous digging, and were hungry enough to start hunting for vermin by the time they finished drinking. We might not have made it, except that one beard managed to catch and eat a cave spider, which was apparently either filling or disgusting enough that after that he walked right upstairs and finally carried out my instructions to butcher the draft animals.

As of now, it's early fall. We've only had the five migrants I mentioned, but I'd expect the second wave will be along soon. It'll hopefully also be small, given that we've created almost no wealth at this point, because resources are still at a premium. Following some hijinx with troglodytes and a cave troll, we've got a nice expanse of cavern walled off and we're gradually bootstrapping farms off the plants gathered from there.  So far it's been a struggle to maintain even one unit of booze per dwarf, though. We've gathered and spun a few webs, too, so with any luck we can get some replacement clothes made before the migrants whose threads froze off start tantruming from nakedness. All in all, for starting on basically a moon of Neptune, not a bad start.

A final thought: it sounds like underground adventuring is going to be much more viable in the upcoming release, what with the tunnels and mountain halls and such. That's going to make adventuring in this kind of world a whole different game than it is now.

109
DF Dwarf Mode Discussion / Re: Taming/claiming war animals?
« on: April 04, 2014, 04:49:32 pm »
So, I had a goblin invasion, and out of the 22 goblins alive, i got 20 on cage traps.

2 goblins were in mounts, so I assume the animals are tame (at least for the goblins).

Can I train/claim these war beasts so they defend my fortress?

One is a lion, the other is a jabberer, idk what that is.

THNX

Nope, as the wiki says, you can tame hostile creatures, but they stay hostile to your dwarves. You can tame their offspring as part of your fort, though, which could happen if either of them is female and a male happens to wander onto the map.

The jabberer is an excellent creature as a war animal, but you may have trouble getting it to reproduce in your fort, though. Supposedly hostile egg layers refuse to use your filthy dwarven nest boxes, although I haven't had the opportunity to test that myself.

110
DF Dwarf Mode Discussion / Re: Aquifer: how to get past it?
« on: April 03, 2014, 08:25:01 pm »
Eh, I'm gonna stick with saying that cave-ins are the way to go. You only ever need 1 miner, at least 1 dry soil level above the aquifer, 1 pick, and not even any building materials on top of that. No cancellation spam or constant redesignating/unsuspending wall construction jobs either (just single-stepping once or at most few times), which is a major selling point for me.

If you want to pierce a 2-layer aquifer without surface exposure, you need 2 dry soil levels. If you want to do the same for a 1-level aquifer, it's a simpler dig but you'll need a 3rd dry soil level before the aquifer. If the aquifer is deeper than 2 layers, doing concentric cave-ins will eventually get you through, but starvation and/or lack-of-booze slowdown may become issues in single-pick challenge style embarks.

The only time you need pumps is if the aquifer is immediately below the surface, and I think that's only even possible in swamps/marshes.

Seconded! The only actual drawback to caveins is putting your miner in modest danger, but I've not yet lost a miner this way. In principle you can lose the pick into the water, which is catastrophic in single-pick scenarios, but that risk is easy to minimize if you use another mining designation to ensure that your miner immediately walks away from the ledge.

Then again, the tradeoffs change if you're looking at a stone aquifer instead of soil (soil being far more common). From my tests, I don't think a miner of any level can chicken-run through stone[1] but you can smooth it to stop water production. That makes pump methods likely the easier way to go.

[1] At least in DF2012. This means that chicken-running all the way to the first cavern is probably actually impossible. Since the wiki mentions it as a viable option, perhaps it was possible in other versions.

111
DF Dwarf Mode Discussion / The Case of the Phantom Miasma
« on: March 18, 2014, 05:02:40 pm »
Okay, strictly speaking, the miasma is totally real, it's the rotting corpses that aren't quite there.

The story begins when a couple of squads out of a goblin siege find themselves in Cerolemal's finest drowning corridor, with predictable results. Now even through the fortress is nearing its 20th birthday, I've never gotten around to setting up power for the pumps that un-flood the corridor. For the same reason that there isn't power, it's a rather long walk from whatever dining hall my usually-idle pump operators are chilling in. (Normally their only job is periodically filling the basin under the magma piston.)

Anyway, since the victims weren't carrying enough iron to worry much about preserving it, I decided to use some bridges to atomsmash the water, and fluid flow naturally pushed some of the corpses under the bridges in the process. Totally expected. Several weeks pass, the floor is all blue 1s and 2s, and right on schedule I have miasma from the un-smashed bodies. (There's garbage compactors at work, of course I'm not going to let the haulers in yet!) Except then I notice it: I also have bright purple miasma tiles spawning on totally empty floor spaces as well!

So I'm thinking that here I have some further evidence for the popular theory that atomsmashing doesn't destroy objects quite as completely as advertised. I don't have an appropriately-timed save to compare to, but just eyeballing I wouldn't be surprised if those miasma spawning tiles correspond to the locations where the former owners of those obliterated corpses met their watery end.

As long as they also stop spewing miasma on schedule, this isn't actually a problem. But is this a phenomenon that anyone else has seen?

112
DF Dwarf Mode Discussion / Re: Prospecting aquifer depth?
« on: February 07, 2014, 07:27:08 pm »
Here you go

Has aquifer               :     52317 Z: 141..147 (embark level is 149/150)

Spoiler: deep aquifer embark (click to show/hide)

Nifty!

So if I'm reading the tags right, you generated this world mainly by maxing out rainfall and drainage, and you set the whole world to the bottom quintile of elevations save 1% mountains to generate dwarves. Interesting to see that the world still won't give you layers and layers of soil, instead choosing to support the aquifer in conglomerate rock.

I'm guessing I could play with the non-topographic settings to get similar results with a less uniformly temperate world. But the aquifer RNG is clearly a bit more sensitive than the topography. I first tried spinning up these parameters with a tileset loaded and got that exact world, but no aquifer in that location. Pristine install, got the aquifer.

113
DF Dwarf Mode Discussion / Re: Prospecting aquifer depth?
« on: February 07, 2014, 03:22:17 pm »
Probably the best way would be to ensure lots of soil..  According to the wiki:

Aquifers appear based on the elevation of the terrain. Low elevations, particularly those near rivers and oceans are more prone to having an aquifer present, while locations closer to mountains are much less likely, but still possible.

I thought as much, and I'd been using dfhack prospect from the embark map to try and check that. But every time I got a large apparent number of soil layers, it wound up just being a soil-covered slope. With multiple biomes it's easy to wind up with aquifers on a bunch of different levels. But even right next to an ocean, I have yet to see a stack of more than three water-producing layers anywhere.

I can likely find you an embark with 5+ aquifer layers, but do you want any other features?

I would surely appreciate that!

Since this is more of a trying-stuff fort than a challenge, either some stone or wood above the aquifer would be preferred, but not essential. For same reason, a non-reanimating biome is helpful. Otherwise, surprise me.  8)

114
DF Dwarf Mode Discussion / Prospecting aquifer depth?
« on: February 07, 2014, 10:46:48 am »
Howdy folks, quick question for you.

I have a couple of ideas I want to try out with a deep aquifer. I keep hearing stories of people being stymied by aquifers 5 or more z-levels deep, but I've never found one myself. My aquifers are never more than 2 z-levels, even when I embark on sites with Aquifer and Very Deep Soil. So help me out here, is there a way to locate an especially deep aquifer location in the embark screen? Thanks!

115
DF Dwarf Mode Discussion / Re: Evil cloud in non-evil surroundings
« on: February 02, 2014, 04:20:07 am »
Well, Edangzak Utharsanad Gedor straddled joyous and reanimating terrifying biomes. No evil weather that I ever saw, but no shortage of zombie wildlife, zombified migrant corposes, etc. Anything that reanimates on the map stays reanimated no matter where it wanders. However, a zombie killed in the good biome would reliably stay dead.

116
DF Dwarf Mode Discussion / Re: Re-binding direction keys
« on: January 22, 2014, 02:36:41 pm »
I've read the wiki page http://dwarffortresswiki.org/index.php/Key_bindings and studied data/init/interface (and searched this forum) but I still can't work out how to re bind the arrow direction keys. I've got a bad right wrist and the constant use of the right hand for moving around the map sets it off, I want to remap left down right up to something like \ z x s (not in use when viewing the map?) so I can use my left hand and press c, k, v etc. with my right hand.

Can anyone help me out?

You're right, I don't see a way to remap that via interface.txt. However, it looks like you can rebind those actions in-game, although it'll be a bit tedious.

Load up your game, hit <ESC> like you're going to save, and select Key Bindings.

Under General, page down a bit and you have a whole bunch of "Move view/cursor" options. Right, left, down and left, up and left fast, etc. You can go through each of those and assign whatever you want. Make sure to select "Save and exit" on your way out of the key bindings screen.

If I can make a suggestion, though -- I'm sure DF isn't the only game/program that causes you to work the arrow keys. I'd really recommend you go out and buy a USB numeric keypad, then you can have a set of arrows and numbers to the left of your keyboard or wherever else you want.

117
I'm not sure what everyone means about magma over water not working. I've only tried it once, but it worked perfectly.
Talking  about "flowing" magma over the top of water. Not dropping magma from a retracting bridge onto water. What seems to happen when you attempt to flow magma over water is that you get a lot of the water converted to steam before it's able to solidify the magma into obsidian. And since the water doesn't get replaced, you end up with a randomly mixed layer of obsidian and magma, and on top of that mixed layer, you then get a layer of magma.

Doing the reverse, flowing water on top of magma gets a nice even cast since even though you still get a lot of steam generation, you get replacement water to make up for the loss so the layer of magma gets completely converted into obsidian and you end up with a layer of water on top.

Ah, that makes a lot of sense, and squares with what I've seen. I was also wondering about this, because I've had flowing magma-on-water be perfectly reliable. But thinking back, that obsidian farm was built into an aquifer layer. Probably any water tiles that got emptied by steam just refilled before they could be surrounded by obsidian.

Which makes me think, perhaps a flowing-magma casting setup would work fine if you just leave the water pump running on the level below, and arrange the geometry so the pump outlet gets obsidianized last.

118
DF Dwarf Mode Discussion / Re: SMR mining
« on: January 08, 2014, 05:19:52 pm »
I'm fairly certain that welcoming parties only spawn when you punch into a hollow tube; in theory, at least, that's the only way you're supposed to get down there anyway.

Just checked that theory,
Spoiler (click to show/hide)

Okay, did a little more experimentation:
Spoiler (click to show/hide)

119
  • It might be worth it to you to armor all your dwarves. It's a one-time investment so you won't have to worry about old clothing anymore. You can use cleanowned to get rid of that old clothing
Using cleanowned is probably worth it even if you don't want to go to the trouble of armoring everyone. In one fairly old fort I was able to boost my FPS by 30-40% just by using it to sweep thousands of worn socks and whatnot out of the bedrooms into a single quantum stockpile.

120
To echo what others have said, first order of business is to isolate those reasonably likely to survive. Lock them in somewhere with access to food and drinks. Actual doors or walls are best, but AFAIK berserk dwarves attack only what they can see, so diligent burrowing might be enough.

My last tantrum spiral, after a few too many popular beards got pulverized debugging the impulse elevator, took Smithbit from ~230 dwarves down to 2 and a baby. Would have been more, but my "refuge of the sane" included a swordmaster who unexpectedly failed his sanity roll. Oops. Those two spent more than a year pegged at Miserable as migrants gradually discovered all the bodies, but stuck it out without going insane. My understanding is that successful moods protect against insanity (but not tantrums ... the mayor / baron royally trashed the royal offices during the few months he spent locked in there) so isolating some "Creator of XYZ" dwarves might also help.

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