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Messages - bool1989

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1
DF Announcements / Re: Dwarf Fortress 50.11 Released
« on: December 22, 2023, 08:54:40 pm »
1. Letting it sit around tarnishes the beauty and splendor of the delving's players are trying to do, and is very immersion ruining.

Just hide the boulders.

Oh, just hide the boulders, real original, immersion ruining, and game breaking!

the only way to solve this problem is for toady to implement crates.

Quit suggesting other ideas, they're all terrible.

2
DF Announcements / Re: Dwarf Fortress 50.11 Released
« on: December 22, 2023, 06:34:49 pm »
Every single option is game breaking

4. Using crates is immersion ruining because it's quantum stockpile lite (or it's just #2.)

If you believe that, then you play without bins, barrels and pots, therefor you let your food rot and your alcohol splatter on the floor, and your dwarves hate you.

I imagine that your forts don't last much longer than a few months, with conditions like that.

3
weird.

Well, i'll be more carful in the future.

4
DF Announcements / Re: Dwarf Fortress 50.11 Released
« on: December 22, 2023, 03:47:53 pm »
It should happen the next update!

This is a major, game breaking issue that needs to be addressed NOW!

Without a way to manage the large amounts of stone that result from delving lodgings, players are forced to either just let the stone sit around, make a massive stockpile for it (Which results in even more stone if they delve another room), or make a quantum stockpile to stick it in.

Every single option is game breaking

1. Letting it sit around tarnishes the beauty and splendor of the delving's players are trying to do, and is very immersion ruining.

2. Creating a huge stockpile for it makes the fort looks both A. Ugly and disproportionate, B. Nearly useless because every extra room delved makes more stone, so the stockpile is quickly filled to it's limit, requiring more space to be delved to expand the stockpile, which makes the fortress look more ugly and disproportionate and in the end produces more stone you don't have room for.

3. Creating a quantum stockpile is immersion ruining because you have to use the dump function for something that it was never intended for, turning it into a game breaking exploit.

I'm not gonna let this issue go, from now on i'm going to let toady know that his game is broken because he hasn't implemented crates yet.

If he wants his game to be not broken, he needs to implement crates post-hastes, in the very next update.

They're just bins with a different name and a different function, Toady, it shouldn't take you more than a day to implement them.

5
DF Announcements / Re: Dwarf Fortress 50.11 Released
« on: December 22, 2023, 12:17:47 am »
That person was me, I suggested it twice.

I think toady should make it a priority.

for a game that's supposed to be about mining and delving lodgings, i'd say that this game is seriously lacking in a way to realistically manage stones.

6
DF Announcements / Re: Dwarf Fortress 50.11 Released
« on: December 21, 2023, 02:51:06 pm »
Why havn't you added crates to store logs and stones yet, toady?

It's very immersion breaking to have to quantum stockpile all the stone because there's just so much of it.

Crates as a method of holding up to 10 stone or logs makes perfect sense to me. If we have bins, why not crates?

Please add crates Toady.

7
I find it very weird, as it makes it far too challenging in the early game when I'm trying to mine ore to make gear for a military.

Why did Tarn include this in the steam release?

I found a demon in an ore pocket in the very first cave layer.

8
Place furniture piece by piece is very slow and annoying in the steam version, and the absence of keyboard support and macros makes it even more slow and annoying.

Toady, just let us click and drag to place a line of furniture, let us worry about whether we even have any to place.

9
Well, there was that one adventurer who encountered a boiling lake...

10
For example, say I set the max temp to 100 and the min to 75, would such a world be more dangerous than one set to max 0 min -50?

11
A lot of the FPS problems comes down to the excessive individualism of the game.  A lot of things are done individually that really should be done as blocks, grouping together similar dwarves with similar goals.  So in other words, rather than individual dwarves going to bed, eating, working and so on, we have the whole household do these tasks simultaneously, so we do not have to individually calculate the paths for each dwarf. 

There was a recent post that said that Pathfinding isn't a significant part of FPS loss.

Read it here: http://www.bay12forums.com/smf/index.php?topic=180561.0

Because there are only a few hundred dwarves perhaps? 

No, because context checking (i.e. checking stuff for if it's in line of sight and reacting to it if it is) starts laggier than pathfinding and grows laggier faster than pathfinding does, so pathfinding is never relevant and actually becomes less relevant as more dwarves happen. The "FPS death" in the sense of "inevitable slowdown of a fortress" has absolutely nothing to do with pathfinding.

Thanks for clarifying that Putnam. Congratz on the new job. I do hope the legacy code isn't giving you headaches.

12
DF Suggestions / Liquid Management Idea: Large Pipe
« on: January 12, 2023, 12:32:27 pm »
Pump stacks arn't really realistic, Instead my idea is to allow the construction of large pipes that attach to the upper end of a screw pump, and allowing the other end of the pipe, whether it goes vertically or horizontally.

This would allow for ease of power management and make it easier to move liquid around.

I'm pretty sure this has probably been suggested earlier, but having pipes would be pretty nice.

13
@Sethatos

Are you playing the steam edition now, and if so, when can we expect to see the fort?

Assuming you'll make it 200 years old like Archcrystal.

14
i did a magma moat, 2 tiles wide slowly filled up (like 2 years to go around a 3*3 embark) and it was almost FPS neutral ...
but i drained it directly from a magma tube so it did not involve many moving parts.

Well that's good to know. It's mainly the scale of the project I have in mind that's causing me to work. I don't want to start working on the project if the game is just gonna crash every time I try to fill the moat.

I'll have to wait and see I suppose.

15
So I'm considering embarking on a major project that will eventually involve a magma moat.

The world size will be 64X64 to help reduce fps issues, but i'm planning to embark in a cold area, maybe a glacier or tundra or something, and on top of a volcano.

I plan for this fortress to last for centuries, as I want to get Cave Dragons.

I also plan to set up an obsidian generator and farm obsidian blocks for the project, as well as glass, if I can manage to make sand, or find sand on the embark site.

I'm already planning to take steps to reduce FPS problems, but once I start the  project itself the fortress will be centuries old by then and thus likely to already be aflicked with FPS loss.

I guess my question is: will a significantly large magma moat cause problems for the FPS?

Edit: I meant when they're stable and not flowing.

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