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Messages - fortunawhisk

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31
DF Suggestions / Re: saplings within zones
« on: May 25, 2019, 01:10:38 pm »
I'd also suggest the ability to plant specific saplings? Maybe include planting patterns? I'd really like to be able to create orchards or tree farms without without micromanaging plant growth.

32
Utilities and 3rd Party Applications / Re: Monotheism script
« on: April 16, 2019, 10:19:36 pm »
From the help message:

Code: [Select]
arguments:
    -help
        print this help message

    -verbose
        prints debug data to the dfhack console. Default is false

     -deity
         Expects the unit id of the deity to use

     -level
         Expects an integer value. 1=ardent, 2=faithful, 3=normal, 4=casual, and 5=dubious

If your next question is "How do I find out what the deity unit id should be?", PatrikLundell has an excellent script for listing deity info.
http://www.bay12forums.com/smf/index.php?topic=169626.msg7706526#msg7706526

Here's my own take on that. It also comes with -help and and an example.
Spoiler (click to show/hide)

Another example. I list the deities, run the mono script in default, check the results, then change everyone over to laltur.
Code: [Select]
[DFHack]# deity_list
...
19 total worshippers for Laltur(93) - Ardent: 1; Faithful:7; Normal:11; Casual:0; Dubious:0
[DFHack]# monotheism
[DFHack]# deity_list
...
9 total worshippers for Laltur(93) - Ardent: 0; Faithful:4; Normal:5; Casual:0; Dubious:0
[DFHack]# monotheism -deity 93 -level 3
[DFHack]# deity_list
...
90 total worshippers for Laltur(93) - Ardent: 0; Faithful:0; Normal:90; Casual:0; Dubious:0

33
Utilities and 3rd Party Applications / Re: Monotheism script
« on: April 15, 2019, 10:22:57 pm »
Dwarves tend to worship multiple deities. This tends to lead to extra stress for unsatisfied worship need(s), because they tend to only pray to a single deity consistently. This script has two modes: Called without parameters, it reduces the number of deity relationships/needs to one for all citizens. Or you can specify a specific deity and relationship/worship level, if you want to see how a fort full of fanatical dwarves plays out. On exactly how to use the script, from the help section:
Code: [Select]
    Examples:
        Default:
        monotheism

        Override:
        monotheism -deity 102 -level 4

34
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r2
« on: April 10, 2019, 08:24:45 am »
@fortunawhisk: There's no lack of saves with the bug (including a couple of mine). Most of the crash reports for the current version on the bug tracker is caused by this bug. Someone with a tag I can't catch (ruisuif or something like that) went through the crashing saves and verified the cause in the majority of those (finding the corruption of the data and verifying the repeatable crashes went away of all militia was disbanded). Thus, there's not much point in more saves containing this bug.

Adding a link to the equipment corruption / crash bug report. There ARE a lot of linked saves.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=11014


35
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r2
« on: April 09, 2019, 09:50:32 pm »
All right. In that case it seems the best option is to mothball this fort in hopes that the bug can be fixed in some future version, and concentrate on more peaceful pursuits. Too bad, I had managed to steamroll over half the continent already before it became impossible to continue.

@Stallo, could you upload the save to dffd (if you haven't already) and post the link? It might be handy to have a copy where the problem already exists, rather than trying to replicate.

36
DF Dwarf Mode Discussion / Re: Stress & Pysche: 44.11+
« on: April 02, 2019, 11:49:20 pm »
So my plan of long 2xn meeting halls actually doesn't have any issues?
Only when n<3? I got the fastest socialization with a stack of 2x1 meeting locations zones set to the same tavern. Each instance seems to do its own thing, rather than synchronize activity like a single zone. But the hassle of setting it all up every time you start a fort would... be a hassle? And then there's the dwarves that just hang out on the outside edge of the zone...

Weird. I wonder if this "logic" is related to the one that allows dorfs to build things from ramps and diagonals only if they could have stood in a perpendicular position?
I know a guy we can ask. :) My own guess was a check for adjacency that missed the combination of X and Y for diagonals (e.g., NE=X+1,Y+1).



37
DF Dwarf Mode Discussion / Re: Stress & Pysche: 44.11+
« on: April 01, 2019, 11:45:28 pm »
Did some additional testing with dwarves in multiple adjacent positions. It appears that socialization is a bit weirder than I'd hoped. What I've seen is that a dwarf will socialize with same space and diagonally adjacent units, but ONLY when there is another dwarf in a NSEW position. If that condition is met, the first dwarf will socialize with ANY dwarf in a 3x3 grid centered on itself. So, for instance, consider dwarves in the following layout. X are empty tiles, #'s are tiles with one dwarf (or more).
XX1
X23
4XX

Dwarf 3 is the critical component here. It doesn't matter how many dwarves are in positions 1, 2, and 4, they won't socialize until a dwarf shows up in Position 3. Once that happens:
Position 1: Relations form with 1,2, and 3.
Position 2: Relations form with 1,2,3, and 4
Position 3: Relations form with 1,2, and 3.
Position 4: Relations form with 2 (originated by 2).


38
DF Dwarf Mode Discussion / Re: Stress & Pysche: 44.11+
« on: March 31, 2019, 05:45:42 pm »
It seems to be a bit of a RNG gamble. The more dwarves, the slower any individual relationship advances. I tested with with a dedicated idler and a carpenter, with repeating/scheduled jobs. They eventually made friends, but it was significantly slower (months) than with two stationary dwarves. It seems like you need small, but uncrowded taverns for fast(est) advancement. Maybe have a common burrow and a migrant burrow (or two), and keep migrants idle until friendships or relationships form? Then release them back into the common burrow. I don't know that I would have the patience for that though as part of normal gameplay though.

I should mention that I've been doing all my positional testing with two dwarves. I'm now doing tests on three or more dwarves after I got some unusual results from a couple of test runs.

39
DF Dwarf Mode Discussion / Re: Stress & Pysche: 44.11+
« on: March 28, 2019, 10:22:58 pm »
It seems like the most effective honeymoon suite has a two dwarves, a 2x1 tavern, with burrows that restrict the dwarves from standing on the same square. With some luck from the RNG, friends are usually possible in 7 days, lovers at around a month, and married at six weeks. I'm sure personalities play a role, but I haven't finished testing that yet.

Example:
Spoiler (click to show/hide)

40
DF Dwarf Mode Discussion / Re: Stress & Pysche: 44.11+
« on: March 27, 2019, 08:01:01 pm »
I was doing some testing on socializing and relationships. When a unit socializes with another, either because one/both are idle or are socializing in a tavern zone, the "rank" counter in their relationship increments by one or more. When the counter hits 15, they become friends or grudges. It's possible for a unit to socialize several times per in-game day. I don't know if the number is influenced by the personality of the talker or listener. Range seems to be 1-4 per in-game day.

However... Standard good/bad news.
Bad: It looks there are some serious restrictions on which tiles a dwarf will interact with during the "socializing" activity. It looks like they will only interact with units on N,S,E,W adjacent tiles. They ignore units in the same and diagonally adjacent tiles.
Good: A "socializing" unit WILL socialize (increase rank) with other busy dwarves if the busy dwarves aren't moving. I tested with units busy with a pumpstack, a library, and a temple. All of them were repeatedly able to form friendships.

This should give you an option to push your lonely dwarves into having friends.

41
Utilities and 3rd Party Applications / Monotheism script
« on: March 25, 2019, 08:54:03 pm »
A script to reduce the deities each dwarf worships down to one or set a single deity and preferred worship level across all dwarves. I had several dwarves that followed multiple gods, this script was made to fix the stress problems associated with unmet needs there. Script records the first god in the relationship and needs lists, removes all deities and their associated need,  then re-inserts the recorded deity and associated need.

Spoiler (click to show/hide)

42
Two scripts that helped me with testing socialization and relationships:

Watching relationship metrics:
http://www.bay12forums.com/smf/index.php?topic=171707.msg7835921#msg7835921

Removing relationships (not reversible):
Spoiler (click to show/hide)

A couple of notes from various tests and watching rank values here:
gui/gm-editor df.historical_figure.find(unit.hist_figure_id).info.relationships.list

1) Relations are formed the first time a unit is idle or socializing next to another unit*
2) When a relationship rank hits 15, a friendship or grudge is formed, depending on compatibility.
3) When the rank is around 40, if the units are friends and are romantically inclined, they become lovers. I've seen 31-42 so far, probably influenced by one or more personality facets.
4) When the rank hits 50, and the units are lovers, they can get married.
5) Talking to grudges can really spike a unit's stress level (700+ per day), depending on personality.
6) Socializing units can increase rank with busy adjacent units if they don't move. I tested pumpstacks, libraries, and temples.

* - It doesn't look like units socialize with same tile or diagonally adjacent units. Only N,S,E,W adjacent units show increases in rank.

I'm sure I'm skipping over or unaware of any number of subtleties here.
Edit - 20190327:
- Looks like I made a mistake in testing. It's not same square AND N,S,E,W. It's ONLY N,S,E,W adjacent tiles.
Edit - 20190328: The rank at which dwarves become lovers isn't static.
Edit - 20190401: Socialization can occur with same tile and diagonally adjacent units, but ONLY when there is a unit in a NSEW adjacent position. When that condition is met, socialization happens with every dwarf in a 3x3 grid centered on the socializing dwarf. Put another way: Socialization is a 1 tile omnidirectional interaction, but requires a unit in a NSEW adjacent tile to activate.

43
DF Dwarf Mode Discussion / Re: Stress & Pysche: 44.11+
« on: October 26, 2018, 04:55:50 pm »
Maybe the Attend/Conduct Meeting if you want a go here and chat thing? The CageLargeAnimal/ChainAnimal justice jobs might work if it's possible to socialize while being hauled off to jail? It might also be possible to set a destination for the unit to the position of a friend/family member?

44
DF Dwarf Mode Discussion / Re: Stress & Pysche: 44.11+
« on: October 23, 2018, 12:03:25 am »
What if you added a pause and recenter to your script, see what they're doing when the need gets reset? If it turns out to be purely a proximity thing, maybe operating a pumpstack? If it turns out to require idle (or social activity) plus immediate proximity, maybe programmatically assign them to a burrow until the need is met?

45
DF Dwarf Mode Discussion / Re: Meal cooking
« on: October 19, 2018, 09:50:00 pm »
Here's a link to the preference/path testing post, hopefully the scripts there can help you out.
http://www.bay12forums.com/smf/index.php?topic=171322.0

For point 1: Why bother with decent meals?
Eating any preferred ingredient satisfies the 'decent meals' need and generates a good thought. The better the meal, the stronger the good thought.  To mikekchar's point, there are lot fewer types of booze than random animal parts. So getting stacks of meals that lots of dwarves will like is just easier if you plan on using booze from the start.

For point 2: If meals are cooked, the dwarf will only seek out a meal that has its favourite food as the primary ingredient.
From the testing, it didn't appear to matter what order the ingredients were prepared in. If the meal contained a preferred ingredient, the dwarf went for it. This is most easily tested (I think) with meals made from booze, as boozy meals have a consistent kitchen preparation order. Things get a little blurrier when the the preferred ingredient can be eaten raw. If both the preferred ingredient and the meal (with the preferred ingredient) are available and basically right next to each other, the dwarf will choose each about half the time. 


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