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Messages - Ninjabread

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16
DF Suggestions / Re: Special hives
« on: October 18, 2019, 06:29:30 pm »
We're not talking about mods here. These are suggestions for Toady to put into the game. What the game has now is irrelevant (as you know). If social spiders are required he's not going to leave them out, watch the spiders eat each other and say "hey, 6 months work on my new spider silk industry down the drain".

If they're needed, yeah, they'd probably be added, but as I said, depends on what a "viable amount" of silk is. I'd say just producing a web every month or so would be plenty for a single-tile hivelike structure, which sounds like a one-spider job to me, it's not like you can't have more than one enclosure if you need faster silk production, just as you'd build more beehives if you weren't getting honey/jelly/wax fast enough.

I didn't mean that GC's spider colony idea was impossible, just that I didn't think it was necessary, that most spiders don't work like his idea suggests, and that the one spider that does work like that isn't in the game yet, which means more work for Toady.

That said, if the social spider, plus a giant variant, were added, we could have Mirkwood style forests eventually, which would be pretty cool.

17
DF Suggestions / Re: Special hives
« on: October 18, 2019, 01:23:20 pm »
It would take more than one spider to make a viable amount of silk.   :)

Depends on what a viable amount is and how long you wait. Besides, social spiders aren't in DF so putting more than one spider in the same enclosure would result in one spider eating the other.

18
DF Suggestions / Re: Special hives
« on: October 17, 2019, 12:52:25 pm »
Bumblebees irl don't produce enough honey to be a viable source for anything other than their own hive, but it would be nice to have some more uses for domesticated vermin. Personally I'd like to see some sort of spider nest structure for a smaller, easier to set up, but less profitable alternative to the GCS silk farm. Would only need 1 spider but you'd also need to keep it fed by catching other vermin.

Also really hoping that at some point colony-making vermin get giant variants that make hives big enough to explore in adventurer mode.

19
DF Suggestions / Re: Let us mod the reload rate of projectiles
« on: October 12, 2019, 09:38:07 am »
Yeah variable reload rates would be nice, might make bows and crossbows actually noticeably different. Perhaps when using the bow, the idle time spent loading the weapon could be before the arrow is loosed, since one of the main advantages to using a crossbow over a bow is that the crossbow can be pre-loaded.

And on the subject of reload buttons, how about this? If you're holding a pre-loadable but unloaded weapon, the '.' button changes from the long wait button to the reload button, similarly to how it becomes the performance button under the appropriate context. No need to add a new button, but you can still reload outside of combat.

20
DF Suggestions / Re: Smoking leaves as dwarven activity
« on: July 25, 2019, 01:18:37 pm »
Smokers inhale soot as a rule, this is part of what makes it so unhealthy.

They do, but it's a different ratio. Wood/coal fires can be extremely sooty, while smokers can more or less control the rate at which they breathe in soot by smoking at a speed at which they feel comfortable.

But to be honest dwarves probably just would not smoke at all; same with all subterranean troglodyte creatures. 

Dwarves aren't purely subterranean though, there is no reason they couldn't surface to smoke, especially hillock dwarves. I agree that cavern folk probably wouldn't smoke, even if we disagree on the whole "should cavern flora produce oxygen" thing, smoke buildup would be an issue with or without an oxygen supply, ventilation is non-negotiable for that sorta stuff. I reckon they're more of a mushroom crowd anyway.

21
DF Suggestions / Re: Smoking leaves as dwarven activity
« on: July 23, 2019, 04:28:34 pm »
Speaking as someone who spends a lot of time around braziers myself, I imagine it would be quite annoying to have soot mixed in with your preferred syndrome-inducing gas. I don't smoke myself but even when I share a fire with those who do, nobody likes the smoke from the fire to be blowing into their face. Thinking about it, I've shared a fire with a pipe-smoking blacksmith and even he would complain when downwind.

22
Mod Releases / Re: Adventurer Artisan
« on: June 04, 2019, 01:10:05 pm »
It's been a while but I haven't forgotten about this.

New update incoming, here's what to expect:

  • Workbenches are a little better. They are used in a few more reactions that can get quite repetitive, and they are no longer an outright requirement in reactions outside of the tailoring subcategory.
  • Brewing has been added as a category. Should be totally compatible with modded booze-producing plants/fruits/honey. The mead-making reaction actually works with any liquid that has a DRINK_MAT reaction product, so if you use mods that add kefir/kumis you should be able to use this reaction with milk. Could potentially be some even weirder stuff you could do since I couldn't figure out how to limit it to animal products without making it species specific.
  • I've fixed a few bugs here and there, a did little fiddling about with categories in a likely foolish attempt to make it less cluttered, e.c.t.

Fun fact: During testing, thanks to the absurdly large stacks of plants in hamlets, I learned that reactions respect container capacities, even when the container has the [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] tag, so you can't make stacks of >100 units of booze without modding in an extra-large food storage container.

23
Wait, can tame giant cave spiders still web things? I'd heard somewhere that they won't...

I ran some tests back in 44.05, on the wiki it says (or said, haven't checked in a while) that they don't, but that's not strictly true. I tested a few things out and put the results on that thread, but didn't test everything I should've, cause I really wanted to update to 44.06, and also it didn't even occur to me to test on a megabeast because I was very very new.

24
DF Suggestions / Re: More Textile Improvements
« on: May 13, 2019, 09:09:58 am »
Ooh, I actually have potentially useful info to contribute! Knitting is actually an invention from around the 14th century. Still within the cutoff point, but it has not, as therahedwig said, been done forever, in fact knitting was so new by 1400 that the first knitting guild wouldn't exist until ~30 years later. Before knitting or crochet, as far back as the neolithic in certain places, the way to make thick warm clothing was nalbinding, which is likely what therahedwig mistook for knitting. A completely understandable mistake. It actually still survives as a practice to the modern day, it takes much longer than knitting, but it only requires one needle, and, more importantly, nalbinded clothing is much warmer, which is likely why the practice never died out in some nordic countries.

25
DF Suggestions / Re: Starving dwarves should eat leather
« on: March 19, 2019, 08:17:31 am »
Fair point scourge, we have kinda gone off the specific topic of leather-eating, so I'll stop.

26
DF Dwarf Mode Discussion / Re: How do I view Dwarf attributes in game?
« on: March 15, 2019, 11:42:07 am »
It's on the thoughts and preferences page, physical attributes are above the preferences, mental attributes are below the preferences, and attributes that are average aren't displayed. Also worth noting: it doesn't directly tell you the attribute level, there's flavour text, e.g. a creature with poor agility is clumsy, a creature with high analytical abilities has a good intellect, e.c.t.

27
DF Suggestions / Re: Starving dwarves should eat leather
« on: March 13, 2019, 05:03:48 pm »
You are talking about modding here or not?

No, I'm talking about players being able to alter quality-based modifiers to vandalism crime severity through the same method that they can alter base crime severity.

They will dig through whichever walls are most convenient for them to dig through.  If vandalism is a crime, then they will avoid digging through engravings even if it is more convenient to do so.  I guess we need to factor in convenience as well as the other factors. 

I'm not sure you actually properly read the question there. I was bringing this statement into question:

In my idea, digging walls is indeed one crime, digging engraved walls is considered vandalism and is treated just like all other acts of vandalism.

My point was that if vandalism has a separate crime severity value to unsanctioned digging, and unsanctioned digging of engraved walls is considered vandalism rather than unsanctioned digging, this could potentially make dwarves prefer to dig engraved walls over unengraved walls if unsanctioned digging is considered a more severe crime than vandalism.

Underestimating the AI is a good idea from a memory standpoint I think. 

Not really. Failing to realise the full potential of your assets can hamper development.

Not quite, because we cannot see the severities derived from the personal ethics of our dwarves since we cannot see ethics in general.  We can see the relative severity of the laws, but not the non-legal factors influencing the individuals decision.  That helps us to control the majority but particular individuals will end up not doing what everyone else does, which is a rare thing in present DF. 

I'd rather not give the player the ability to mind-read criminals' pathfinding decisions just so that they can better manipulate said criminals.

Yes but those are secondary calculations adjusting the single factor of how much they fear the punishments. 

Still worth mentioning

Creatures already pathfind to get food items.  As long as there is a time-lag between when they fail to find food items normally and when they take emergency measures, there shouldn't be any extra lag. 

Providing extra movement options with high pathing costs is the thing that adds lag. Essentially, where a normal path would stop at a wall, miners would continue to calculate the full beeline path to their goal, realise that the distance to their goal and the pathing cost to get to their goal are two separate numbers, then check radiating paths until they either find a less costly path, or calculate and exhaust every other pathing option only to find that all other paths are equal to or greater than the cost of the beeline, at which point they go for the beeline.

28
DF Suggestions / Re: Starving dwarves should eat leather
« on: March 12, 2019, 03:35:33 pm »
Yeah I agree it definitely shouldn't be added anytime soon, extra pathfinding is inevitable with GC's suggestion of miner dwarves pathing through walls so the whole suggestion isn't really viable short-term, but discussions with GC are never about the short term, which can be a good thing or a bad thing, depending on whether or not he decides to go further into the future than the dev page does.

Also worth mentioning: there is no difference in pathfinding costs on the CPU between my method and GC's method, they are both based on crime severity. Extra calculations come from calculating crime severity itself, shouldn't impact actual gameplay much, if at all, since presumably the game will be paused while laws are being changed, and thus will still be paused when severity calculations are performed.

29
DF Suggestions / Re: Starving dwarves should eat leather
« on: March 07, 2019, 07:15:24 pm »
The option to generate worlds where nobody dies will soon be in.  Worlds where nobody needs to eat are also along those lines. 

You can already make dwarves not need to eat by giving them the [NO_EAT] tag, as I've already mentioned. That isn't what is being discussed.

It isn't so clear when we consider all the factors.  Strictly you are right from a necessity standpoint, but it is still a limiting mechanic. 

Not really. If the player is given control over the modifiers alongside the laws, there is no limitation to this method that isn't also a limitation to your own.

In my idea, digging walls is indeed one crime, digging engraved walls is considered vandalism and is treated just like all other acts of vandalism.  Digging the walls on it's own does not count as vandalism, but digging engraved walls does.  This means dwarves will favour digging unengraved walls all else being equal unless they are totally okay will vandalism and it is unpunished. 

So, in your idea, if vandalism is a personal matter, but unsanctioned digging is a capital offence, won't dwarves specifically seek engraved walls to dig since digging those out counts as vandalism rather than unsanctioned digging?

Also, again, you're underestimating AI. If unsanctioned digging is considered a form of vandalism, and is a more severe crime when the wall is engraved, and said severity is modified by the quality of the engraving, then not only will the AI be able to get dwarves to favour digging unengraved walls over engraved walls, but also it can get them to favour digging lower quality engraved walls over higher quality engraved walls.

AI has it's flaws, but if there's one thing that it's really really good at, it's maths, and pathfinding is maths.

The AI acts upon the total number.  We need to know what the seperate elements that contribute to that number are because our ability to set laws alters those numbers and therefore allows us to in effect control what AI criminals do. 

If we can edit the severity of laws, we can probably see the severities that we're editing. I'd rather not give the player the ability to mind-read criminals' pathfinding decisions just so that they can better manipulate said criminals.

Except that people's respect for law should not be the only reason people don't break it.  People should have ethics are well, so the inhibitory factors should be threefold.
  • How much do I respect the law?
  • How much is doing this against my ethics?
  • How much do I fear punishment.  That is Punishment severity / Percieved odds of getting caught.
Goblin-raised people who have neither respect for either the law or have any ethics against what we are doing will only regard the punishment angle.  The exception is that they will not dig a tunnel to give invaders access to your fortress, because that counts as [TREASON] which goblins have strong ethics against.  If there are invaders outside your fortress and goblins are hungry, the goblin-raised will be disinclined to dig a tunnel to get at food on the surface even if they would normally steal food happily. 

On the other hand, we have two factors.  We have the desirability of food, stuff like leather has a negative value here and we also have how hungry we are.

If point 3 is specifically how much they fear punishment, it might be an idea to also add in some calculations based on personality facets like anxiety propensity or bravery too.

30
Here's a thing that might temporarily sate your thirst for simulated tectonics, and could potentially be a decent source of ideas for Toady if he plans on adding in this stuff

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