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Messages - Ariosto

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DF General Discussion / Re: Future of the Fortress
« on: February 09, 2021, 01:45:07 pm »
The code isn't open, so no.

Bug tracker is run by volunteers, some of whom can hack their way in with Dfhack, etc to suggest solutions. But only Toady has the code.
Adding to Shonai_Dweller's response: While the source code isn't available, people investigating bugs can identify the cause with an impressive accuracy at times. The werecreature birth bug fixed in the latest release is an example of that. Finding the cause of a problem is often the most time consuming part of fixing bugs.
I'm not surprised, even if I have to admit that I was thinking in terms of the game code available (i.e. the downloaded files) rather than the game code proper. I wasn't aware that the Bug Tracker was run by volunteers though, but I suppose I never gave it a hard glance in the past beyond seeing if certain bugs were logged or solved.

Toady has debugging tools he's mentioned.
Would spending the time to develop himself a test suite be of some benefit compared to the tests he already carries out?
It would be dependent on the amount of time it would take to set up and whether it could be done in a manner that would satisfy Toady's privacy when it came to the DF code, but it would provide an extensive supply of manhours and computing power with which he could use to order tests. The caveat of course as you note is the amount of time it would take to set up the test suite, and honestly I'm not sure how long it would take; in the long-term it would always pay back, but the short-term cost I can't gauge.

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DF General Discussion / Re: Future of the Fortress
« on: February 07, 2021, 08:42:57 pm »
Bit late to ask this but....

I'm wondering if there was ever a conceptual idea to establish some sort of volunteer based team whose aim was to track down and find solutions for the backlog of bugs that has built up over time. Now I realize that The Toady One doesn't necessarily need or want help, but I am seeing this from a less then direct angle. The plan would be for a group of volunteers who are familiar with at least parts of the game's code to try and pinpoint what is causing certain bugs, attempt to solve it, and then provide a report detailing what was changed and where in the code. Other volunteers, ideally the more experienced, would go over the report and try to determine if said solution is "safe" and would not cause errors elsewhere in the game, and should they feel confident in a solution they'd publish it. Toady himself could then choose whether or not to act on it, I definitely will not rule out cases where a found solution to a bug might cause problems in later versions and so may be found undesirable, but DF players would also have a choice to act on it.

Mind something like this could already exist in some form and I'm just not aware or failing to recognize them.

3
DF Gameplay Questions / Re: Question Regarding Food Control
« on: September 26, 2019, 02:09:51 am »
Distance can help to limit what your dwarfs eat.

Typically they will go for the closest food item, so I'm using a quite simple set up where the meal stockpiles is closer to the centre of the fortress, than the food stockpiles for raw food.

The actual distance is only something like 15 - 20 tiles, so it's still effective in terms of hauling distances and your cook/brewer getting work done, but 9/10 dwarfs will pick up a meal when getting hungry. The exceptions are those dwarfs who got preferences for a specific food item or someone who just happens to be closer to the raw food when they get hungry.
That is actually what I normally would do, where the Kitchen, Stills and other Preparation Stations would be off on the side of the Fortress, and the Dining Hall and Meals just off the main central stairway. The problem is, from a design standpoint, that I want the Brewery close to my above-ground farms and Tavern, and to help with automation I plan on having at least one Still for every type of Alcohol I can produce; since you can't specify what plant or fruit to use, it has to be done through stockpiles. The resulting structure is going to be of considerable size, and while it 'shouldn't be closer than the prepared meals, a lot of Dwarves would be close enough to potentially pulling from those dedicated stockpiles.

You could mod the plant to remove its [EDIBLE_RAW] token.
This is probably going to be what I end up doing, as I'm capable of supporting all my Dwarves with Lavish Meals now. Naturally the trouble will be remembering that I had made those edits if I decide to test another Fort, I do like to use Herbalists quite a bit in the early game to get by the first year, but nothin' ventured...

Thanks, both of you.

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DF Gameplay Questions / Question Regarding Food Control
« on: September 25, 2019, 07:03:58 pm »
I'm in the midst of constructing a sizable Fort/Town, with the goal of building a Brewery that is capable of producing as wide a variety of alcohol as it possibly can. Having settled in "Joyous Wilds", I also desired to mass produce "Sunshine" from Sun Berries and have them as my primary export good. However I am aware that it is difficult to ward Dwarves away from eating raw plants, and I was wondering if anyone has discovered a way to keep the Dwarves from eating them, either in Vanilla or in DFHack. I know that the forbidding of plants has been mentioned in previous discussions on this topic, but I'm not entirely sure how to go about that, least without also forbidding their use in my kitchens or breweries.

5
DF Gameplay Questions / Tombs Question
« on: October 25, 2018, 09:03:33 pm »
A could run a test myself when I'm prepared to build a number of tombs, but I was curious if anyone knows if Tombs that are not assigned to a specific individual will be automatically chosen as burial places for the dead, in much the same way as coffins are. Part of me wants to create a massive catacomb level(s) in my future fortress, but I would be hesitant to do so if I would need to assign each tomb manually.

6
DF Gameplay Questions / Trying to Design Waterfall Drainage
« on: October 07, 2018, 09:45:10 pm »
I have a number of waterfalls, at the present four, which I have cascading down through a series of grates in the Residential area(s) into a sewer, which is then supposed to offload the water through fortifications on the side of the map. Unfortunately, for reasons I can't understand, the water is not "running" down the sewer fast enough, to the point that it is backing up into the first residential layer. The waterfalls themselves are only coming down in single columns, minus a central pillar on the third level that allows the water to run along all its sides, then through the grates into a cistern, which itself drains by a slope into a sewer line.

The plan, besides making use of waterfalls to both clean and provide happiness for the dwarves, was also to provide a constant supply of clean fresh water through the grates on the lowest residential block, and I'm worried now I might not be able to do that now.

Any ideas how I could fix this?

7
You should read the post or article about the method, and to exactly as advised, because it is quirky. But yes, it works.

One way to do it:
1. Reserve place for barracks deep enough so the bridge (retractable) can be built 2 z-levels or more above it (this is to prevent some bugs). Alternatively build walls so high. Dig what's needed, but don't build the archery targets or floors yet.

2. Build the bridge above, as said. Link it to the lever, and open. The space below (future barracks) will be still inside.

3. Build all over the barracks what you want - archery targets, weapon racks, pumps, whatever. Build either floors or dirt roads over unused space. The space will turn to outside (assuming the bridge is still open, i.e. retracted, before constructions are finished), which will heal cave adaptation after some months (but you will have to clean the vomit yourself).

4. Close the bridge if you want. Usually the space will remain outside, but after some time it may turn to inside. It will also turn to inside in tiles you build/rebuild. In such case you need to open the bridge first and then rebuild the affected tiles, for instance by building a dirt road.

Because of point 4, it is best to keep the bridge open, and close it only if there is a danger (flying foes or climbers, though there are protection methods against climbers).
If that is the case, I'm not sure if I want to bother with the bridges then as I'm liable to forget if the tiles have switched and need to be reconstructed, and then will send my Hammerers out, wondering why they're vomiting.

Should it ever be fixed though, I'll definitely take advantage of this. Thanks.

8
DF Gameplay Questions / Question Regarding Bridges and Cave Adaptation
« on: August 10, 2018, 09:30:13 am »
Knowing how serious Cave Adaptation can adversely affect a military force, I was curious if there was a way where I could set up barracks and archery ranges with direct access to sunlight, but where in the case of an attack or siege I could still close up the fort, especially in the case of aerial foes. The concept I happened upon was the idea of retractable bridges that would act as roofs, which would be raised most times. Before planning this out and running with it however, I wanted to know if anyone experimented with anything similar and if it actually works; will a raised bridge actually allow light through, or will the squares that it normally covers still count as being indoor light?

9
Alright, thanks everyone, that explains quite a bit. If that is the case then I'm going to have to restore an older save for the Fort where I was in the midst of digging the Dining Hall and Kitchens. That also would allow me to rectify a number of other structural mistakes I made.

As anewaname suggested I did have a distribution network of sorts set up where I had food stockpiles set up in Apartment blocks, but that was specifically for Alcohol; it'd be easy enough for me to place a couple more and put meals there, which would in turn be closer then the raw food in every respect, unless they went to the Temples.

10
For some reason in this particular game I'm playing now, my Dwarves are refusing to eat the prepared meals I have in the Dining Hall and instead are going right for the raw ingredients in the kitchen immediately above, and I'm not sure why as I've not experienced this in previous Fortresses. The only solutions I've seen proposed elsewhere on the 'Net are to move the Kitchen further away (which judging on responses to that achieved only mixed success), or to forbid each individual food item; however I'm worried about using forbid given, well, I'd expect it to forbid ALL interaction with those food items, that they won't even be cooked, milled, and so on.

There isn't any mention of this on the wiki, so I'm curious if this has happened to anyone else and if they've managed to develop any solutions, or if my game is just bugged.

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