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Messages - fortunawhisk

Pages: [1] 2 3 ... 5
1
I think the difficulty the game settings should default to are 'medium', so that all challenge features are enabled. If anything, it should be slightly more challenging at launch than normal. The game is notorious for its difficulty (earned or not) and should lean into the 'losing is fun' maxim. And if the first patch note is something like 'Armok demands slightly less blood' ... *chef's kiss*. I think the current starting defaults tend to work reasonably well, although for the sake of new players it might be worthwhile to identify hazards at the civilization selection, site selection, or embark screens. The game already does this for salt water, maybe that could be expanded. Here are some conditions that could trigger a warning: Civilizations at war with you, proximity to hostile sites, hostile terrain, hostile wildlife, or isolation from the parent civ. You could also think about difficulty in terms of long before something interesting happens from off-map activity. A very challenging game tends to have immediate problems, the easiest almost never. In my opinion, I think the right mark there is around 1.5 to 3 years.

2
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r1
« on: May 16, 2020, 07:14:53 pm »
I found an unexpected error when trying to use "k" to select a body part for the deathcause.rb script in v47.04-r05 (Win10 64bit). Other methods of selecting a target seem to work fine (Unit list, stock screen, etc).
Code: [Select]
[DFHack]# deathcause
E: NoMethodError: undefined method `item' for #<DFHack::UiLookList_TItems:0x00017950e15ee0>
 C:/DOWNLO~1/PERIDE~2.04-/Dwarf Fortress 0.47.04/hack/ruby/item.rb:25:in `item_find'
 hack/scripts/deathcause.rb:44:in `<top (required)>'
 eval:2:in `load'
 eval:2:in `block in <main>'
 eval:2:in `catch'
 eval:2:in `<main>'

After digging a bit, this looks like it might be caused by a difference in the way the UiLookList class is set up in ruby-autogen-win.rb for 47.04 vs 44.12? I'm not familiar with ruby at all, but I was able to get the script to work for historical creature parts by just pasting the field definition(?) for :item from an older version outside the :data field block it currently lives in. I wasn't able to get the :item version that lives in the :data block to work by just moving it. Looking at non-historical creature parts with the modified ruby-autogen-win.rb caused errors and occasional crashes. 

3
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r2
« on: December 04, 2019, 11:11:06 pm »
Does anyone know what's required to force dwarves to take a bath? I'm trying to write a script that recreates the conditions on the dwarf that makes them decide to take a bath as their next job. Unfortunately, I can't seem to find whatever is required. It doesn't appear to be unit's bodypart grime number, spatter, spatter content, etc. I also tried just directly forcing them to do a "Clean Self" job, but that got really complicated by having to find well and soap stockpile coordinates.

4
Utilities and 3rd Party Applications / Peace of mind scripts
« on: December 04, 2019, 10:53:06 pm »
Here are a few "peace of mind" scripts that I made to manage tasks in dwarf fortress.

Communal: Have everyone drink, eat, or take a nap at the same time. Useful if everyone is in the tavern, next to the favored drinks / meals...
Spoiler (click to show/hide)

NeedWatch: All dwarves have a need to frequently craft objects. This script enables a crafting labor when that need gets to be distracting and disables it when it's fulfilled.
Spoiler (click to show/hide)

JobToggle: I noticed that using an alert to force dwarves into the tavern interrupted jobs and created tons of job cancellation spam. This script allows you to save the current labor settings for all citizens, clear the labor settings so citizens can naturally get free time to satisfy needs, and then reload those saved labor profiles at some later point. Uses persist-table, so saved labor data is persistent across play sessions.
Spoiler (click to show/hide)

DFCron: Allows you to schedule scripts using dwarf fortress dates. Like the *nix cron, only far less capable. Somewhat useful if you want to schedule scripts (like those above) for specific days. Requires you to create a dfcron.txt file, see the "-example" output for an example.
Spoiler (click to show/hide)

5
DF Gameplay Questions / Re: Libraries and Books
« on: December 01, 2019, 02:59:29 pm »

With that said, I'll leave you with my DFHack script to get information about the current academic knowledge of a given dwarf:
Code: [Select]
    histfig = df.global.world.history.figures[(unit.hist_figure_id+1)]

    firstname = histfig.name.first_name
    print("Books Read:")



I think you might be looking at the wrong historical figure when determining the books read and the artifact maker? Adding the firstname variable to the "Books Read:" print above should dump out the first name of the same unit, but it doesn't (for me).  Here's what worked better for me in 44.12.

Code: [Select]
    histfig = df.historical_figure.find(unit.hist_figure_id)

    firstname = histfig.name.first_name
    print("Books Read by " .. firstname .. ":")
...
    maker = df.historical_figure.find(artifact.item.maker)
    makerName = maker.name.first_name

    print("\tby ".. dfhack.TranslateName(df.historical_figure.find(artifact.item.maker).name, false) .. "(" .. artifact.item.maker .. ")")




...
I updated the script to ensure that it gets the appropriate written works and it can tell you about it's type and style. Still trying to figure out how to go about getting it to print the actual knowledge inside...

If you haven't, you might look at PatrikLundell's "The Librarian" thread. It might save you some work.

6
DF Gameplay Questions / Re: Clothemaker Failure
« on: November 05, 2019, 12:18:52 am »
Can confirm, an active hospital in an unmodded game has regular dimension cloth and thread in the storage and smaller dimension cloth and thread on the floor after it's been used. It seems a bit weird that ALL of the wool in the fort has been partially used for bandages, but probably entirely possible. I didn't see anything that indicated 'partially used for X' via gm-editor. If (or since) the partially used cloth/thread is hauled back to the cloth stockpile rather than put back into the hospital, it seems like this situation would be more common?

7
DF Gameplay Questions / Re: Clothemaker Failure
« on: November 04, 2019, 05:31:18 pm »
It looks like the problem here is the "dimension" value of the pieces of wool cloth in your fort. For whatever reason, yours are all non-standard. A piece of cloth is required to have a dimension value of 10000 to be used, afaik. Yours have values like 6000 - 9000. Changing the item dimension to 10000 (using dfhack's 'gui/gm-editor' when the wool cloth item is selected) for any random piece of wool cloth enables it to be counted and used when manually creating an item in Cloth workshop (Add new task -> yarn -> make yarn robe -> details -> Specify cloth -> pick a wool ).

Your cloth:
Spoiler (click to show/hide)
Example cloth:
Spoiler (click to show/hide)

Experience wise, my guess here is it would seem very buggy. Items produced in the fort would likely be fine, traded / foreign / "acquired" items wouldn't. Again, no idea how you got here (raw changes, bugs, etc). If you're willing to give dfhack a try, you could probably ask one of the nice wizards in the dfhack thread for a way to change all your thread/cloth/bar sizes to the standard values (should work). Or you could start your own shearing/spinning industry (could work). Or you could just use another type of cloth (does work).

8
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r2
« on: October 31, 2019, 12:49:44 am »
I saw this in the ThreeToe's stress thread:
- Dorfs that have had a strange mood are immune to insanity. I had one that was tantruming and had maximum stress, but once I managed to get the finicky bugger to pick up a trinket of a desired material (wouldn't take anything else hauled), a slow trek towards recovery started. Unfortunately, the fortress was cut short by raid corruption when the stress level had improved from -100000 to -70000 (which is still extremely bad). I believe I also did other things apart from the crucial trinket acquisition to improve the condition of this starting 7 dorf, though.

Is there a data structure somewhere in the unit that contains a list of desired trinkets and their material(s)? A 'I want to acquire a ring, preferably dolomite' entry, if you will?

Separately, has anyone worked out how the 'stress_boost' / 'stress_drain' system from the unit personality section works?

9
DF General Discussion / Re: *We need your help to save the noobs!*
« on: October 31, 2019, 12:23:40 am »

How do we stop potential players from giving up right away.

1) Something like a tutorial or 'easy mode' that serves as a guided introduction to the various systems, necessary tasks, and menu items.
2) You could bake hints (or links to help) for various scenarios into the flavor text for various events. E.g., "The werebeast Ugublabla approaches, lock your doors! Her bite spreads the curse of Phil, god of thistles. Press X to learn more about werebeasts".
3) It might be worthwhile to spend some time enhancing the in-game help or wiki. I've become very frustrated in the past when trying to figure out semi-necessary tasks like setting up military squad schedules from a combination of wiki articles, youtube videos, and years of forum lore. 
4) In a similar vein, it might be a good use of time to occasionally publish documentation on how systems are expected to work. For instance, socializing, food and trinket preferences, needs/stress, etc. Discovery is fun, but a surge of new players might find authoritative documentation helpful.
5) Improve the basic experience by fixing long standing but low priority bugs. For instance, the lack of healing tokens on cartilage, nails, and hair tokens. Or animal healthcare. New players are unlikely to be impressed by a bug, no matter how old it is.

Finally: Love this game, praise the makers!



10
DF General Discussion / Re: *We need your help with game ending stress*
« on: October 30, 2019, 11:10:49 pm »

I want to know what kind of play style is causing people to quit in frustration.

Here's how my forts usually end up unhappy. I embark in a fresh new spot in a new world. It has everything I need: running water, trees, huge deposits of ore. This time, I swear I'll have something to trade with any caravans that show up. The first couple of years pass in a exciting blur of making rooms, stockpiles, and production orders. Then the first siege shows up. I've usually remembered to train a few military types, so it's no real hassle to send them outside to kill everything. Maybe this time I had a few bodies who weren't fundamentally opposed to the military. Assuming it all goes well, I usually end up with lots of dead bodies, their stuff, and no dead dwarves. That's when the trouble begins. My military is buried in bad thoughts related to see people die and/or hauling dead bodies around. If the invaders had the ill grace to die or lose a body part somewhere underground, they start to stink. My workers, always busy, now have lots more jobs up on the nauseating surface, hauling invader junk. I've basically given the dwarves lots more work in an environment they tend to find intolerable. Gods forbid it be raining too. Still, the fort survived and no one important died. Keep going! Cue the next siege, and the next, and the next. After a while, it becomes obvious the dwarves are unhappy. Maybe it was the parade of the flashing red arrows or the tantrums that took out the entire clothing industry, from sheep to spinners. I guess I need to do something about it. I begin checking each dwarf to find out why they're unhappy.  Nauseated by the sun and hate nature? No more farming for you. Badly distracted by an utter lack of a social life? Take a break from your labors. Misses... eloquent speech? Whatever, we'll schedule a poetry jam just for you. Generally, this is the final phase before I quit. I'm now hyper vigilant for the tantrum announcements. I'm constantly pausing to make sure whoever has the Attend Meeting job has access to the mayor. I'm endlessly manually locking and unlocking doors to manage access. I'm trying to manually juggle labors so workers have enough free time to meet needs. I'm checking the wiki and the forum for the latest lore on stress management. I'm forbidding all items on multiple Z's at once, then picking out the few I want or need. None of this is fun micro (for me). And I still need to do all the things I actually wanted to do. Eventually, Something Bad happens: the legendary whatever maker goes insane, magma crabs breach the liquor stockpile, a tantrum in the military results in a trail of dead bodies and toppled buildings.  Ugh.  I could save scum, and retry the last month or so... No, I'll just quit.

TLDR: Keep playing. Even successfully run forts (appear to?) break down under unmet needs, mounting stress, and negative personality shifts. Finally: Love the game, praise the makers!

11
DF Dwarf Mode Discussion / Re: Trivial findings
« on: October 10, 2019, 10:39:37 pm »
The combine-plants script also works on meats, organs, and fats with a minor change. This allows you to consolidate those stacks of kidneys[2] for cooking and storage. 
Spoiler (click to show/hide)

12
DF Community Games & Stories / Re: Cheesesplatter: A Succession Farm
« on: July 28, 2019, 06:07:30 pm »
I've been looking over the current save and am trying to figure out how 4/7 magma made its way to the cheese slice level without any discernable signs of track or piston. What am I missing here?


Iron minecarts and a liquid smasher:
A minecart immersed in 7/7 liquid will pick up 2/7 liquid, which can then be dumped out at a trackstop with a dump direction specified. I dug out a channel, put some minecarts in it, flooded it with magma, then used a floodgate to atomsmash the extra liquid in the channel. The minecarts can be hauled off as soon as the last 1/1 of magma evaporates. Minecarts will be hauled to a furniture stockpile after being unassigned from a route. The old forge section is visible under the F6 hotkey. The channel is here:
Code: [Select]
[DFHack]# position
...
Place:
    The z-level is z=11
    The cursor is at x=88, y=97

The minecart furniture stockpile is here:
Code: [Select]
[DFHack]# position
Place:
    The z-level is z=135
    The cursor is at x=106, y=80

Unfortunately, the levers are occasionally toppled by tantrums. Only the outer floodgate currently works. It is in the mayor's office. And... there's no note for it? I'll update the save to fix that.
Code: [Select]
[DFHack]# position
Place:
    The z-level is z=135
    The cursor is at x=75, y=87

Edit: I've updated the posted save w/ the missing notes.
http://dffd.bay12games.com/download.php?id=14479&f=Cheeseplatter_Winter257_v2.zip

13
DF Community Games & Stories / Re: Cheesesplatter: A Succession Farm
« on: July 27, 2019, 08:54:03 pm »
You... you set the animals on fire? Those were for butchering! Whyyy  :-*

Should have just used a metal spike and set up a butcher nearby.

It was a bit of a dilemma. The animals created a severe drag on the FPS that was especially bad when giant birds showed up. Butchering created problems with the resulting item sprawl. There was too much meat/fat/bone/hair to deal with before (or after) it rotted. Even a single butcher created items more quickly than they could be hauled off. So I couldn't (and didn't want to) keep them, couldn't kill them. Magma solved the problem.

I did keep some cows, pigs, tigers, and cats. Oh, and the pets and war animals are still around.


14
DF Community Games & Stories / Re: Cheesesplatter: A Succession Farm
« on: July 27, 2019, 01:35:55 pm »
Autumn 257
-----

257.07.01
The Autumn of 257 is here. Will it bring a dwarven caravan? New faces for Cheesesplatter? We've been preparing food and drink on the off chance...

257.07.13
An unwelcome guest appears instead... The Cyclops Eruwa Imaseive Ayi Ola, wielding the infamous Mysterious Tube (an iron greaves sized for elves?).


She mashes all of the human murder hobos outside the gates before accidentally stepping in a cage trap. I did not know you could embed iron greaves in a wound...


The humans have the last laugh though:


257.07.15
The precarious single stairway that binds all of Cheesesplatter together is just too dangerous with so many unhappy dwarves. I routinely see dwarves jumping off to escape fistfights. It's only a matter of time until someone gets seriously hurt. We'll go to a lovely dual helix ramp for the central core. One small problem: The aquifer. All available pumps are deployed, and parts for several more are ordered.

257.07.24
The roof over The Hole is finally finished. It took nearly every free rock block we had. Hopefully, this will keep those giant birds out while we finish making the glass.

257.07.28
No migrants or caravan again. I don't know if the cyclops is responsible, maybe they just think we're dead?

257.08.01
Cheesesplatter has an animal problem. They're everywhere.



I fix the first problem by putting all the animals into a single place. The next problem is there's still too many. Obviously, the answer is magma. Fortunately, we have some on hand.



Interestingly, animals burn just hot enough to set other animals on fire.



The metaphorical cloud over Cheesesplatter is now a literal one.



Magma: It's Super Effective.



257.09.20
And the aquifer (single layer) is breached and the core route is (almost) complete. Everything is ready for the end of the month holiday.

257.10.01
And done. Winter 257 is here. Here's how the fort stands.



-----
Notes:
Year 256-257 successfully completed without losing anyone! All praise to the RNG for not punching heads into pulp or tearing the nerves.
I've removed my system of nickname based roles from everyone but the militia.
Frequently tantruming dwarves have been quarantined with burrows and locked doors. They've also been placed in squads for better movement control.
However, you'll notice they still get "Attend Meeting" jobs. These are a hassle, but they must be completed for stress relief. It appears there can only be ONE active job of this type, it blocks that dwarf from other jobs, blocks other dwarves getting the Attend Meeting job, and it will generate bad thoughts for dwarves that can't complete it. AND dwarves who couldn't get it because someone else had it. Opening a bug report once I find a way to easily replicate.
To control tantrums and limit damage, I'd temporarily assign tantruming dwarves to burrows or the military. Sometimes, this seems to break pathfinding for the dwarf, so they will stay in one place until they calm down.
To satisfy the 'Craft an Object' needs, I have been cutting fire clay into jewels. Clay is infinite and doesn't have a bag/bake requirement like glass.

Most of the named dwarves are in a good place:
Well... not Blitzgamer, who remains deeply traumatized by his time in the rain.
SQman is ecstatic. I'm convinced this is due to his ongoing refusal to wear pants.
Imic and Immortal-D were very helpful in completing the central core route in a timely fashion.
Lordy is the backbone of the booze and brokering industries. She also pitches in as a medic.

On a copy of the save, I had no luck with getting the caravan/migrants/liasons with any of the stuck merchants or civil war scripts. I'm not sure if something happened during Immortal-D's turn or if it's the deeply unhappy fort during my turn(s), but there haven't been any migrants since Autumn 255.
-----
Download:
http://dffd.bay12games.com/download.php?id=14479&f=Cheeseplatter_Winter257_v2.zip

Edit: Updated the save with missing notes.

15
DF Community Games & Stories / Re: Cheesesplatter: A Succession Farm
« on: July 21, 2019, 03:53:42 pm »
Summer of 257
----
257-04-01
Summer has arrived. The couriers for the Deepholds can't be far behind.

257-04-10
And there they are! The mad rush to bring everything to the depot begins.


257-04-17
The humans have once again only brought two wagons and a few horseback merchants, so their capacity is a bit low.


The drinks have all been brought to the depot, so the Lordy begins the trade.
Pretrade Stock status:


Loaded with Drinks:


Loaded with Food:


Post Trade Stocks


During the trade, Lordy spots something in the wagon that simply must find a new home with the dwarves. A few battered goblin axes are traded for it.


257-04-17
With the food and drinks safely onboard the caravan, it looks like Zulban's leadership will continue.


257-04-28
Another terrible beast has made the caverns its home.


257-05-10
The couriers have announced their intention to leave.

257-05-17
And they're gone! Oddly, no one can seem to remember the couriers saying anything about the state of the Deepholds this year.

257-05-20
Again, no migrants.

257-06-08
Another artifact. A shiny bauble about the fort's history.


257-06-20
The animals are outgrowing their pastures. The options are to either expand the pastures further or to cull the herd. We already have more meat and cheese than we can deal with, so... a culling.

Fall is almost here. We've heard nothing of the Deepholds for nearly two years. What happened to them?

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