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Topics - Sarmatian123

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1
Is there any way to mod cloths' wear from 10 ticks per day to 1 tick?
The idea is to make leather cloths to last 20 years instead of 2 years.
Is there any way to mend vanilla save for this alteration too?
On an uncompressed save for example?

2
I cut down the trees and I am channeling some rocks out of caverns. Mostly to make them more roomy, then getting tetrahydrite. I noticed something funny. Totally not affecting the game (I hope). Cave spider silk web are floating in mid-air in caverns. I know this is the same bug in Dwarf Fortress, as with the birds resting in mid-air in Adventure Mode. However did you ever see it in caverns? Did it have any consequences for you for leaving it there? Like endless spawns of cave spider vermin? What are effects of just leaving cave spider sil web just floating in air? In Adventure Mode lying in mid-air birds were invulnerable to bolts, arrows, spears and stones.

Just curious.

PS. There are in the same cave mid-air unattached to anything useless downward slopes. Should I remove them? They have no upward counterparts, so how do I even remove them? What are consequences for just leaving these useless downward slopes there high in mid-air? Is it ok to just leave them there?

3
How to mod a vanilla game with tokens for Dwarves no-eat, no-drink and no-cloths?

4
http://dffd.bay12games.com/file.php?id=14973

Depressed only stress-weak? Focus not a cause? Lies!

Red arrow depression on Dwarf, who can handle stress very well.

The only issue here are some unfulfilled focus' needs, which supposedly are only for focus according to faulty forum's filthy lying !SCIENCE!

It rained on stress tolerant Dwarf, who has been in rain and sun from year 12 to year 29. In year 12 to year 17 even with cave adaptation still on.

What is wrong on this picture? The needs for the focus, which lying faulty !SCIENCE! from forum claims do not affect depression or stress build up.
Unfulfilled needs DO CAUSE STRESS SPIRALING BUILD UP!!!

The only in red on entire page:
She is badly distracted after lack of decent meals. (can't get it)
She is badly distracted after a lack of abstract thinking. (can't get it, because it is an old save. Library won't work.)
She is badly distracted after being away from family. (can't get it, because tavern not meeting room??? Really?)
She is badly distracted after being away from friends. (can't get it, because tavern not a meeting room??? Really?)
She is badly distracted after being unable to practice martial art. (beekeeper! not a soldier!)

Brown markings from focus generated stress causing depression.
Now, I have to kill a perfectly good Dwarf, who is stress resistant, because psycho system is not only unbalanced, incompletely implemented, but not even well planned and rain is playing mad havoc even on stress tolerant Dwarves. Good no dead bodies of sentient beings in sight or this would be a funky red arrow cancer embark.

5
DF Gameplay Questions / How do you breed Keas?
« on: March 26, 2020, 09:06:16 am »
Information at DFwiki for eggs, says eggs need just 1 month for incubation or these eggs are bad.

I had now 3 approaches to breed Kea.

First - I've though training was dislocating Kea, so eggs weren't giving young. Lasted 10 months. No new Kea was born.
Second - I've had animal cap reached I think. Other animals stopped breeding. I slaughtered most of them. Other animals started breeding, so Slaughtered all adult and left few young. Kea was sitting on eggs for 6 months. No new Kea were born, but eggs were from before still.
Third- New eggs, very few animals in fortress. 10 female kea and 2 male kea. 3 months in and still no young kea.

What am I doing wrong. Any experienced animal farmer with an insight?

6
What I did:
I have requested 19 workers. My messenger was an administrator hauler turned into an elite swordsmen in my professional military squads. Basically hauler without profession.

What happened:
All 19 requested workers arrived with profession "merchant" and refuse to work. I can't assign them even to military squads. The messenger, who was impossible to be removed from hauling before, now refuses to do anything but non-stop "idle" in yellow or "socializing!" in bright purple color.

Does this feature works for any one? If it works for anyone, then please tell:
- What profession of messenger you had?
- Did the messenger ever got back to work, after that mission?

7
One issue with royal jelly is how to make chefs in kitchen to actually use it.
Even once, we patched with special stockpiles issue of food stored in bags and jugs inside barrels (flour and sugar bags) and bins (jelly jugs),
which makes their contents invisible for cooking. Given everyone has "no mix" in orders menu turned on. (By default it is not. Nice trap Toady!)
It seems cooking has iron priorities in what is getting cooked first and only first.
One priority has to be worked entirely away, before another priority is even considered for cooking.
There is no randomness. It seems most dishes almost always contain only one food.
So forget about cooking lavish meal with 1 dog meat, 1 garden grass with 1 dwarven wheat flour and 1 spice of sorts (there's no spices in DF yet? :D).
Combining ingredients coming in small "1" batches with "8" home-grown plants for example, so their satisfaction bonus lasts longer,
seems almost impossible without tedious managing of 4 1x1 food stockpiles (next challenge for automation to have beside 20 auto-stills also 200 auto-kitchens?).

1. Seeds (At the beginning of embark unlucky priority for all those, who forget to forbid cooking all seeds from start. Nice trap Toady!)
2. Meats-> Fishes-> Plants and Fruits (Basically basic fresh food for all cooking and eating purposes.)
3. Processed food like flour, sugar and (if jelly's tool-stockpile is closer kitchen then stockpile for flour, and sugar!) _royal_jelly_.

So, basically all foods except flour and sugar have to be disabled for kitchen.
The only way to efficiently empty royal jelly jugs without adding besides "empty water bucket" another process for screw press.
Imho, this information should be mentioned on wiki both with royal jelly information and in kitchen with cooking.
Kitchen is a cumbersome business, as farming and bee-keeping.

You can not expect a new player of Dwarf Fortress to enjoy automating mead brewing and automating royal jelly cooking without this vital information about these priority linkages.

Also, if it wasn't about this guaranteed depression issue in Dwarves none would bother with cumbersome kitchen mechanics. Same meal of dog meat and plump helmets for everyone year around! :D Though as fulfilling needs fixes only focus, the question is why highly focused Dwarves spiral down in depression less, then unfocused ones? Depression is not caused by (= focus) needs, right? At least !Science! so far claimed. So, why this correlation? Is focus the issue causing depression to spiral down, besides main moods' alterations from rain and dead bodies and such?

8
I have been playing for a while, for anew, my very first embark. Enjoying 4Ghz speed on it really.

One year ago, in Adventure Mode I was concerned with how satisfaction annoyingly fast goes away from fulfilled needs. This was such a burden that I re-started adventuring making my Dwarf super happy and supper focused with one simple smashing of two stones. It was so annoying. This was before stress mechanics was re-introduced with last two horror patches.

In Fortress Mode, I am noticing now the full impact of returned stress mechanic. Dwarves' satisfaction goes from fulfilled in green color  down to urgent need to fulfill it again in yellow color, by the very same season, the need was filled up to 100%. Every Dwarf has about 12 different needs, which can be fulfilled through activities. Making a craft in workshop can fulfill 2-3 of them near instantaneously. However to achieve 100% satisfaction from praying or from socializing or from thinking abstractly, it takes a Dwarf  1 complete month of such activity bound to a single location. This is clearly not thought through game mechanics, which makes Dwarves run around constantly distressed, unhappy, sad and unfocused even in fortress smothered with masterful art, furniture made out of expensive metals, masterful roasts and 12 different kinds of booze.

This is why Dwarves keep remembering not good events, but bad and are dwelling on them for ever and ever.

Every single month each Dwarf is hit with 20-30 different moods in brown color from this list of {self-pity, dejection, bitter,worry, restless, lonely, annoyed, resentful, frustrated, exasperated, uneasy}. Even if this Dwarf spent whole month only on fulfilling his needs, those few satisfactions in green color are sunk deeply in a brown sea of repeated hammering from missing satisfaction from unfulfilled needs during this same season.

This is why rain is such efficient Dwarf population killer. Rain is impacting the relation to depression. Rain makes even toughest and hardest against stress and depression Dwarves go at random into nervous depression breakdowns. I have seen Dwarf do that after 20 years being OK with rain and he was even thriving in nature. Rain depression alone kills yearly at rate of 5%-10% of fortress SAD Dwarven population. Expelling seems to be only and also partially broken (bugged) mechanics to avoid casualties and tantrums.

Unless Dwarven satisfaction from fulfilled needs is not prolonged from 1 season to 1 year, then all Dwarves in Dwarf Fortress have to go crazy and die! Eventually. All.

Dwarf Fortress with stress mechanics in, is just a depression simulator.

I never played DF with DFHack. However I can not phantom this game play-ability for long periods of time without disabling the existing stress mechanic. I think simple fix to this issue of this Dwarven depression simulator would be:

1. To make the whole month lasting prayer or socializing and such, not last a whole one month to fulfill just one need put in yellow or in red color!
2. To make satisfaction from fulfilled needs last not 1 season, but 1 whole year.
3. To make list of favorite foods and drinks larger by 2-3 times, so Dwarves can find favorite food easier.

I can not understand the reason behind, why Toady is insisting in not seeing this stress issue? It is so easily fixed otherwise. Players were complaining about it for years with Toady simply disabling it for a while and not doing anything about it during that pause. Toady promised fixes to this system, when it was reintroduced to horror of all DF players last year. 3 patches are out and even a new version of DF. Still, why I can not see any improvements in this still broken mechanics in my fortress? Toady forgot his promises? Is anyone seeing any powerful improvement in this stress system? Is anyone playing DF embarks for longer time then 3-5 years,
when first psycho Dwarf appears, or is it only me?

I am playing this embark for 12 years with this stress mechanic on and I see nothing else, but more and more depressed Dwarves every year. In overage 5 new cases every year. Population went from 180 to 156 due expelling. This is with around dozen workshops in shrine, so all stressed Dwarves can make 1 bone bolt every 1 month with entirely disabled hauling on them. BTW tantruming Dwarf killing another Dwarf results only in beating... Still, reloading an earlier save, can cost player 6 lost hours of spent time.

Hauling activity is connected with mechanic of acquiring items for personal possession. This is one of the Dwarven needs. So, if anyone ever wondered why those distressed and swamped by depression Dwarves work themselves to death by hauling, then it is simply because they try to become owners of some item, they have personal preference for. There are few Dwarves, who have no preferences for items though and are perfect candidates for barons. Majority of Dwarves have preferences for items, which can not be obtained. It would be much simpler, if this need's satisfaction was fulfilled with just 1 grab of 1 coin from stockpile (just don't build them any chests or bags in their rooms to get it back for smelting). :)

Cooking & Dwarves needs. The cooking system is clunky. Cooking special foods for special Dwarves is impractical. You need linked special stockpiles. To differentiate from automatic chains for producing booze, there you need 1 still for 1 alcohol type, here you need 1 kitchen for 1 Dwarf. There is 200 Dwarves!!! Unfortunately, Dwarves do not consume their preferred booze by drinking it, but through eating it in their food. Dwarves also often prefer to eat rather fluids over solid foods. Dwarves' preferred  foods are often unobtainable on the map or through caravan. I had one "dwelling over lack of decent meals" Dwarf to go into downward spiral of depression over just this need.

Edit:
I have distressed Dwarves becoming now haggard for no apparent reason. Like into 14th year of this embark with 0.47.03 game play.
One had wife and friends and still flipped out mad for no apparent reason, which I could see clearly.
He was complaining about the same things, as everyone else.
I understand depression -> rain thing.
I do not understand haggard -> ???. What is causing it?

9
Steam release should recommend 4 GHz CPU for optimal setup of Dwarf Fortress.

From computer architecture and parallel systems, I am reading, that 4 GHz is a sweet spot for CPU computing speed. This is due something called "power wall" barrier, which has strange physical effects on CPUs and their overclocking.

About overclocking AMD processors, it seems it is something even futile, as there speed performance per executed instructions is more bound to memory's access and memory's availability.

I hope Toady will take this under consideration for his Steam release version.

I bought 4Ghz I7 and it plays ok, even biggest maps with biggest lags due lots of rivers crossing there, which cause lots of CPU hiccups.

Even Quill18, a YouTuber I watch sometimes, on one of his twitch streams showed "older" I7 CPU he just bought. The CPU he bought was 4GHz too. He bought it actually to play other strategy games, then Dwarf Fortress. He was tired of constant lags in them on his newest CPU, with more cores, but smaller CPU's frequency.

I guess strategy games in general, are bad for parallel programming on multiple cores?

10
Hi!

This proposition, should be an option in init.txt for CPUs with more then 2 cores.
The idea is for both executing threads, to use the same available in memory data for map.
The idea is DF should not ever freeze lock entire computer, even if one or two of its processes become busy over 100% speed of CPU for noticeable periods of time.

This is not exactly an example for parallell programming, but more like using 2 processes instead of 1 process, which is possible even on 30+ year old UNIX OS through forking. However this opens possibility to have two 1 thread programs running on 2 cores, instead of one 1 thread program running on 1 core of CPU.

Currently, when pathing algorithm strikes (specially on hugest maps with multiple crossing rivers, not to mention hugest caves under),
the game is freezing repetitiously for uncomfortable 30-60 seconds, even on 4ghz CPU. Those freezes are not producing any informative feedback in game's logs.
I checked it out repeatedly. Only repetitious errors are "Connected Component Overflow", "path fail:..." and "...:site walker could not find walkable area" and some single errors like "loop path fail:" or "removed erroneous unit occupancy flag". So, I believe those freezes occur due path-finding algorithm. No sense even bug-reporting it, as those apply only on largest of the maps with crossing rivers and such.
When no connecting path is found, units usually just pause their movement. Even in air with Keas path blocked by doors, as I noticed.
This auto-pausing of units can be exploited, if pathing algorithm is forked into separate process, for asynchronous path-feeding to units. Units can wait a wee, before moving on.
Even, if the path feeding, due changes in map results that units path will become blocked (or conditions for combat arise),
then they can just pause and wait for path to be recalculated.

Removing cpu intensive path-finding algorithm into its own process presents additional programming opportunities:

1. GPU
Path finding algorithm is using a lot of data, but deploys repeatedly same computing instruction set.
The only issue to feed it instead of CPU to GPU would be recursive nature of the algorithm. Older GPU can not allow it.
However latest GPU architectures allows for execution of recursive algorithms.
This demands understanding for GPU programming and modern GPU architectures.
It would be usable, as an optional feature for those having particular GPU cards with particular GPU architectures.
However GPU with its many million of processing units has potential to outperform CPU with its 2/4/8 processing units by scale of 1mln:1 speed.
Imagine heavy computing task performed by CPU in 1.5 minute shortened to barely 3 seconds.

2. ML
Path finding algorithm's process could be, for its performance sake, enhanced with its own Machine Learning algorithm.
This could lead to optimizations in path finding.
It requires understanding of ML algorithm.
A little like people walking through forest repeatedly, are finding same parts of path, so it becomes visible to naked eye. Then they do not need to find it any more. Even, if there is dug out a shortcut (like dwarves digging into a cave) into path, but which is not so visible. Therefore it (like insides of fortress for example by cave beings) is rather ignored by majority of people, who are walking through forest from one end to another. :)

11
Few months ago around january and februari I was writing some sad commentary here in suggestions about many issues still afflicting Adventure Mode including UI design. My answer was to some commentary, that there are university courses on these design topics these days. Then it came a great news about DF, that DF is coming out into the big world on Steam from its cloths' cabinet. There will be people helping out with UI design! I would never guess that myself. Yay! :)

Game design and UI/UX GUI design are two distinctively separate scientific topics. I took course in UI/UX Interactive Design. One of the projects on this course had a topic, for which I could pick a game's GUI. I picked Dwarf Fortress's GUI. The grade I received for it is 4 (out of range 1-5). The course takes months, while to read pdf with 6 pages with big pictures will take immensely less. I think I covered all major UI/UX topics in the reference listing. Though reading through all these pdf and some major pdf material they are relating to in their turn, can take a "wee" longer. :)

It comes with a flashing red warning to avoid some particular game design in Dwarf Fortress game design, which is simply unfit to DF.

http://dffd.bay12games.com/file.php?id=14380

My hopes are, it will serve some greater good, but it is just a suggestion.

12
Can you kill entire species off in Adventure Mode?

I killed like 1200 wild animals now. Mostly at my own camp, but I was poaching 2 lairs I claimed too and killed some when travelling on ground.

Is there any hope, I will kill off some entire species of them?

Or the stupid roll-terrain-reveal feature/bug will generate endless number of animals to fill my camp to the last free pocket of space in there and give me fps death?

Is there any reason, besides skilling combat abilities in killing wild animals?

13
I was hunting around my starting hillock some *stars. These were at begining night monsters, but now are usually some wild animals with addition "recruit". However lately I found in forest in such "recruit" group some naked, silent wrestler dwarves. One out of two did agro my followers, when I attacked one such wild animal "recruit", but other just run away. Now it just strolls around my starting hillock and I am puzzled what to do about it, because I do not want to attack any dwarves, but on other side it seems to behave like a wild animal. Talking to this wrestler dwarf has no use, as it doesn't talk back.

Is there anything to do about this dwarf? It seems to become persistent part of wild forest animals strolling around.

14
How do you learn poem forms?

Besides those forms I can compose, I noticed I started with some poem, music and dance forms, which I can't. Those belong to local civilization. I can not compose any new versions of those to show off my skills. How do I learn to compose those?

How often fortress items refresh? Do all items refresh or only some?

I noticed items in fortress regenerating. I couldn't find additional waterskin and then *bang!* suddenly after 1 month there is one and in leather as well. Workshop+sleeping underground area in fortress is switching from time to time on random. This disappears parts of fortress for a time in a fashion of blink-in, blink-out. Is this somehow linked to fortress refreshes? Do I have to stay away from fortress for few weeks for items to respawn? For now, I returned on 1st of new month to check up on fortress items contents and those seemed exactly same like 1 week earlier. Also one fortress out of 2 got depot bugged out (I used tavern there to sleep and then it happened, but I noticed it only upon return some longer time later), so all items are $$ unmarked and can not be grabbed from ground.

Does anyone have any idea about those hidden DF mechanics?

15
In adventure mode, day slate 19th, my dwarf was still named "Zas Thosbutolon Tholtigidek Engig".

It was in elven town. First my dwarf went swimming to legendary level and then when achieving it, he went to recite poetry. He leveled speech, but not poetry form I was working on. It was under the tree upon which resided elven rulers, diplomat and such. I think I convinced queen to nuances of nature too.

Next day at dawn, slate 20th, my dwarf suddenly is named "nameless" and in description, where suppose to be his name, is only his rank "lord".

What did I do wrong?
What did I break it?
How do I fix it?

I find nothing in wiki about it. Is it a bug?

PS. I have already one known bug to report, when sleeping in hillock of one of your companions doubles him. Had to break agreement and make a new one to make him follow me again. To trace this bug will be a harassment. Rumor list becoming too long or maybe pages of feelings got so long that it pushed the name out... It feels right now like giving up on this adventure. The spank is missing :(

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