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Messages - bloop_bleep

Pages: 1 ... 194 195 [196] 197 198 ... 238
2926
Wait wait wait wait.... you can build stuff on top of downstairs?
When did this happen?

2927
General Discussion / Re: [Ye] Welcome to the bunzone nerd! (Happy thread)
« on: October 13, 2017, 12:52:58 am »
Quicksort becomes just as bad (worse in fact, since it jumps around a lot) as the brute-force sorting algorithms without RAM.

Though I get what you're saying about Turing. He was a smart guy, and contributed greatly to cracking Enigma during the war.

And then the government found out he was gay, didn't credit him for his work, put him on medication for his "condition," thus causing him to eventually commit suicide by eating an apple laced with cyanide.

The world can be fucking scary sometimes.


2928
DF Gameplay Questions / Re: Df hack questions
« on: October 13, 2017, 12:45:27 am »
It will make cloth. The PLANT_MAT thing just specifies the material.

2929
PTW.

2930
DF Dwarf Mode Discussion / Re: DF Hack questions
« on: October 13, 2017, 12:34:38 am »
You shouldn't post the same question in multiple forums, it creates clutter.

Check my reply in your other thread.

2931
DF Gameplay Questions / Re: Df hack questions
« on: October 13, 2017, 12:33:14 am »
This is pertains to a mod/utility, so it belongs in the Modding forum.

You have to select the dwarf with 'v' and run this:

Code: [Select]
createitem CLOTH PLANT_MAT:GRASS_TAIL_PIG:THREAD

2932
General Discussion / Re: [Ye] Welcome to the bunzone nerd! (Happy thread)
« on: October 13, 2017, 12:27:16 am »
Sure, but *everything* changes when you introduce RAM -- algorithms become much different. Trying to explain quicksort, for example, would take him several minutes to process.

2933
General Discussion / Re: [Ye] Welcome to the bunzone nerd! (Happy thread)
« on: October 13, 2017, 12:20:46 am »
I also watched that movie on Netflix about Turing, recently.  Liberties aside...
He would be proud of modern algorithms.
♂♂

Turing machines didn't have RAM -- they had a head which could only move one space at a time.

He probably would be confused before he would be proud if someone explained modern algorithms to him.


2934
DF General Discussion / Re: Tiny Musing on the Nature of DF
« on: October 13, 2017, 12:17:16 am »
PTW.

2935
Forum Games and Roleplaying / Re: You are a penumbral Bane
« on: October 12, 2017, 11:36:09 pm »
+1 to above.

2936
Mod Releases / Re: Goblinoids (and Orcs) Mod!
« on: October 12, 2017, 10:56:53 pm »
PTW.

2937
DF General Discussion / Re: One hidden fun stuff area (Spoilers maybe)
« on: October 12, 2017, 10:49:55 pm »
Only one line to create them? That is incredibly terse.

Its seems likely that the code for *how* to create them would be rather more complex, but the code for "include this thing (defined elsewhere) in worldgen, and this and that and that and these" could easily look like a list with a single item per line.
Exactly. Chances are it's possible to edit save files to put them back in, as with human fortresses. It's a just a matter of finding the right values. They're presumably landmarks, like streams and roads and volcanoes and whatnot, which means there's little to no in-game documentation to go on.

I don't think he created them with one line. My understanding is he wrote a separate function to create them, and commented out the line that called the function. The function is still there somewhere in the executable -- perhaps if we find it and create a script that calls it when worldgen is running, we could add them back in?

2938
Autumn has come and with it comes another update!

These past two months have been slower than the first, what with the wildfire and werebeast and whatnot. Most of the work that has been accomplished has simply been digging and smoothing the various chambers.

"But bloop_bleep, why are you smoothing them? It doesn't really matter!"

DOES MY MENTAL WELL-BEING MATTER TO YOU? DOES IT?

*ahem*

I have also started to build walls to prepare for placing the hanging doors/floodgates.



(You can also see the water reservoir, with all the pressure plates built and linked up.)

I have also dug out and smoothed the lever room for the 3D printer.



I did the math, and building all the levers and linking them up is going to take almost 700 mechanisms. I have queued an infinite order to prepare, but I'm not sure it'll be enough. (Do we even have 700 stones?)

I also did some wrangling with Machine 1 -- specifically, I was trying to find a way to make sure the minecart stops in the right places, since even the lowest roller setting is too fast. I tried putting track stops down, but apparently neither rollers nor pressure plates could be built on top of track stops. I found a way to make it work eventually, though, so I'm happy.

Progress on the pumps continues slowly, mainly because of a quirk with ramps (ramps only work when they're next to a wall, not a raised floor) that was causing pathing issues. I tried building stairs from above but a stone was on the tile where I was supposed to designated an up stair, and since my dwarves couldn't path to the tile yet to remove the stone, I couldn't build the stair. I then tried building stairs from below, in the caverns, but it's considerably slower since my dwarves have to walk much longer.

As the surface power array, I currently have 8 out of 9 windmills. The machinery is currently active, but I haven't linked up the pump stacks yet so I might need more power.

My goals to attain by winter:
  • Completely dig and smooth out all chambers.
  • Almost finish pump stacks.
  • Complete at least the hanging doors.

EDIT: Oh, I forgot. I decided to mine into Ludosm's old room to loot the bodies.



I mean, we can't just let it go to waste, right?

2939
DF Community Games & Stories / Re: My first volcano
« on: October 12, 2017, 10:12:00 pm »
Posting to watch.

2940
re: CA fires.

I am nowhere near where the wildfires are currently, but the smoke has drastically lowered air quality in my area. It is recommended that everyone stay inside until the pollution dissipates.

As for map, I'm not sure, but this site displays the air quality of various places in the area, which you can use as a general guide.


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