Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - CyberianK

Pages: 1 2 [3] 4 5 ... 9
31
Is that the workflow plugin from DFHack?
Yes I used that for years never used the manager orders. Maybe I should change that :)

So what seems to happen is that my whole fortress is in some kind of continous pickup equipment loop

They pickup and drop and pickup again. No other work is done even the mining jobs and chop down tree jobs aren't done. This has been going on for about a year I got 100+ armor parts and they are still partly naked (also nothing else preventing them from layering some are even fully naked). I now changed the squads to be inactive and use civilian clothing hope that solves it then I start again.

edit: google found this age old bug that kind of looks what I got http://www.bay12games.com/dwarves/mantisbt/view.php?id=2687

edit2:

after I removed helms from all uniforms its now validated true and workflow shows

Only got dress, boots and leggins in Uniform but the same issue is with leggins still and pickup equip loop still going.
Now switching to no uniform.

edit3: I removed all uniforms now the fortress is no longer frozen and the dorfs are working again. Before there were even some naked dwarfs picking up equipment for 6 months and still being naked after.
I will now slowly enable uniforms one by one again starting with very simple ones. edit4 I can't if I put any uniform on loop of death starts again.

32
DF Dwarf Mode Discussion / Re: No invasions, siges.
« on: February 03, 2019, 02:42:03 pm »
Are you at war with the Goblins? And was there Goblins near when you embarked?

Also you can attack one of their sites. And sometimes they are busy with other sites but might eventually come to you.

33
Can you clarify what pathfinding problems you are having?

I remember your previous threads here, and your "pathfinding" problem with trade depots was not a pathfinding problem at all, you couldn't see your items on the trade depot menu because one of your nobles made bins forbidden for export, and you had your trade stuff in bins.

If you are dealing with issues of workshops not "seeing" items, that could be caused by a lot of different things, and I don't think "pathfinding" is behind it.

Yes that was me :)

Got the bin thing under control but what made me quit DF after was Dwarfs, Trade depot and Workshops not seeing some items and that breaking my whole fort. And now it happens again.

Like this for examples:


The helm is also not picked up by peoples with missing helm. Its not forbidden or anything as you can see.

34
Hello Everyone,

going back to the game after giving up due to FPS death and pathfinding error issues in the past.
I want to start again with a fort design that does not create many FPS issues and pathfinding problems.

I am getting a bit of conflicting info. One guy http://www.bay12forums.com/smf/index.php?topic=172501.msg7893530#msg7893530 says he does a design with big open rooms without any walls or doors. One other guy says big open rooms are bad for pathfinding and I should do small rooms instead https://old.reddit.com/r/dwarffortress/comments/alvxt9/biweekly_df_questions_thread/efig3i4/.

I get that walling off Caverns and mined areas and such is good I am mainly talking about my main fortress area.

35
DF Dwarf Mode Discussion / Re: are rooms with multiple zlevels useful?
« on: February 01, 2019, 06:44:02 am »
C. Broad (39x39) with 4 levels. 3x3 up/down stairs with radiating from them 3x11 stairs on all 4 sides. With _NO_ walls or doors, except for refuse stockpile and animal pastures on 1st floor. My new favorite.

Despite claims about vertical pathing superior performance, I found A's impact upon my fps worse then B's impact or maybe more or less the same bloody fps murder. No improvement at all. [fps around 3-9 with whole seasons grinding at 4fps sometimes].
While in C demolishing all walls and putting a huge amount of up/down stairs in former corridors almost doubled fps performance. [fps around 9-16]
I played with improved fps patches until 0.44.06 before all those raid bugs stopped me and the emotional Dwarf drama started. I found out those improved fps for additional 10%-20% boost. [fps around 10-18]
I hope this will help someone in their above- or under-ground fortress design, specially on older cpus.
This sounds very interesting do you have some screenshots of your fort that would be nice...
Having lots of up/down not just a few staircases seems to be somehow important.

36
My solution for fps sake is to make entire up/down stairs hallways radiating from central stairs. This way levels' floors are less like walls in vertical travel and somehow it helps the pathing algorithm.

This sounds very interesting. So you got a cross shaped giant central stairway that goes all the way down through your whole fortress? How does your surface level look like? Could you maybe give some screenshots for your surface level and some prominent subterranean levels? Anyway I think I will try this.

37
DF Dwarf Mode Discussion / Re: Best Trap Component
« on: April 22, 2018, 03:55:04 pm »
When I was in a high tree growth area I did a mix of cages and corkscrews plus a few wardogs on restraints.
Now that I am in sparse vegetation I use lead cages and silver warhammer weapon traps. Basically because I have too much silver so I put the non-masterwork weapons into the traps. I could melt them but that labor is reserved for melting iron/steel items and such.

As for what the most effective is if I had to take a bet I would say steel/candy large serrated disk. Sure its a waste of material and you can get same results with having more traps of a lesser material but stat wise steel serrated disks should be better than the other options.

38
DF Dwarf Mode Discussion / Re: My whole fortress is broken again
« on: April 21, 2018, 05:33:38 am »
Yeah I was aware of problems with bins. Unfortunately I did not look that indeed one of the nobles had a ban on exporting bins :)
In my world dwarven civilisation and elven one have been killed by goblins and beasts so I am mountainhome.
Also thanks @Loci it was disabled temperature with my magma minecarts.

With magma smelter I can now reduce my stockpiles and autodump/automelt the useless stuff away. I am reducing bins and pots everywhere. Only thing I still use them for is drinks and ammo.

39
DF Dwarf Mode Discussion / My whole fortress is broken again
« on: April 20, 2018, 01:15:31 pm »
I am totally depressed again with this game. Somehow all my fortresses break down totally.
A while ago I posted in this thread: http://www.bay12forums.com/smf/index.php?topic=170098.0
that my forts in the past all died FPS death.

Following some of the advice in that thread I am now fine on the FPS front. I have few animals only 50 dwarfs, 2x2 embark, no flowing water, disabled temperature and sparse vegatation. I am 6 years in at about 70-80 FPS most of the time. Current game is 44.09 x64 manual install only added utilities are DFHack and Spacefox tileset.  But now another issue that I always had in all of my previous forts has returned and what lead me to stop playing Dwarf Fortress in the past.

Somehow the whole pathfinding in my fort is breaking down.

Like I have a finished goods stockpile with many bone crafts and gems right next to my trade depot.
But I somehow can't manually mark them for Trade with Shift+T

Nor can I select them manually for Move for trade inside the Trade Depot the crafts just aren't available not even in All category.

there should be tons of crafts between those distances but rhere aren't

Then I have 9 minecarts filled with Magma near the magma sea:

I deleted the stockpile below them. They should be moved to a stockpile near the surface. And I assigned one to a hauling route but nothing is happening for months. The area is clearly pathable I even dug out the second access to the upper left but this did not help.

Then also I occasionally have workshoüps that can't access materials that are available. I have no idea its not that I am a noob I have played the game for hundreds of hours, read the wiki for ages and I don't have locked doors or something which is to blame or too many items I regularly smash with atomsmasher not did I do strange pathing sins. This game does not like me.




40
DF Dwarf Mode Discussion / Re: development
« on: April 20, 2018, 02:01:50 am »
Yeah sewers and ventilation would mean more flowing things. That would totally break the abysmal FPS. I hope we never get them :)

41
DF General Discussion / Re: DF tabletop
« on: April 17, 2018, 02:22:37 am »
well, he had a rule for pathfinder for leveling-up-HP so the player could either just take 10 points (1d20! so it's 1 below medium) or chose to roll the dice as the rulebook says. so you can either have a mediocre or chose to take on your chances and fail or win big. which is nice expecially on the first few levels :) - but every GM needs to find out their own set of rules to apply to the party, set and setting to make it fun for all players while not giving away too much mercy for foolish decisions.
In the pathfinder campaign two PCs were so incompatible and everyone did great RP, so during the boss-fight, they fought eachother - so instead of killing the enemy of the group, one decided to kill the other, leading to the death of yet another member - which left my cleric and that brute the two only survivors and in quite the ethic dilemma. it's always good to stick to your characters' aptitude and (mostly) ignore what you know about whats best for them.
one important thing as a GM: never decide how the group will react to a situation. give them hints etc., but if they decide to kill a certain important NPC, have something prepared, just in case. even if no sane person would react this way, be prepared that one of them will still do it.
As both a player and a GM I always hated the old roll based char creation/leveling in D&D/pathfinder. Both for attributes and for hitpoints. It creates a situation where if a player rolls bad they are way more useless than a medium or better rolled stat char and this leads to consequences both for the player handling his char and the group interacting with him. As a player it also encourages letting your character die and rolling a new one. Sure decent and experienced players don't let that really affect them much but it will always do so a tiny bit.
If they are bad rolls then you can let them re-roll as GM but this just opens a can of worms and compromises your position. When you allow the first re-roll then pretty soon you are re-rolling more and more or players are campaigning for or sweet-talking/debating you to allowing re-rolls. And there is just no perfectly neutral system to when you allow it and when not.

When I was GM I always used points systems for attributes and HP was average+0.5 so 4 for d6, 6 for d10 etc.

42
Did they do 8 parts water 1 part milk in some earlier version? Or just complained they need a free bucket?

43
DF General Discussion / Re: DF tabletop
« on: April 13, 2018, 11:17:55 am »
We need a board with over 137 z levels

The real Four Dimensional Chess
:)

44
DF Dwarf Mode Discussion / Re: Seed Bags
« on: April 13, 2018, 02:29:55 am »
The best way to handle this might be with DFHack.
Small stockpiles near the fields for each seed type. Source of more seeds should also be close so the Still for plump helmets and such.
Then one bigger stockpile farther away allowing all seeds that you set to auto-dump. Dwarfs will then put excess seeds into there and then automatically mark it for dumping

Without DFHack you might be able to allow cooking seeds and then let kitchen only take from specific stockpiles so they don't cook the seeds in the small stockpiles. Then you cook all the seeds away so no excess bags are used. Then you have to deal with the insane amounts of food of course.

45
DF General Discussion / Re: Why are goblins immortal?
« on: April 12, 2018, 03:15:16 am »
Was it Dark Sun were halflings are cannibals. But might be half-elves and elves occasionally also do that in that setting? Don't remember its like 15 years ago since I played that. But maybe he was inspired by that?

Pages: 1 2 [3] 4 5 ... 9