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Messages - dwarfish

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1
DF Gameplay Questions / Re: Sudden fort-wide brawl?
« on: June 10, 2022, 06:59:14 am »
The following DFHack script is intended to downgrade lethal fights to brawls that peter out. It's used by first selecting someone involved in the fight you're trying to stop and then invoking the script (with the script content copied and pasted into e.g. .../hack/scripts/mute_conflict.lua)
oh wow, how long have you been sitting on this neat little bit of code? did you just make it or has it been tried and tested?

also things like "df.activity_entry_type.Conflict" where did you find the documentation for internal game code like this?

2
DF Gameplay Questions / Re: Sudden fort-wide brawl?
« on: June 09, 2022, 08:07:47 am »
One of my dwarves threw a tantum and attacked some visitors, and all of a sudden everyone in my fort- visitors, citizens, long-term residents, animals- started attacking each other. It doesn't seem like a Loyalty Cascade, since creatures several z-levels away started fighting without being involved in any other fight, DFHack's `fix/loyaltycascade` said "no loyalty cascade found", and no one seems to be using weapons (E: never mind someone just got stabbed in the face). Is this normal for a tantrum? Will it stop on its own, and if not is there anything I can do to stop it?

df is currently unplayable rn because of this bug and it doesnt seem like it will be fixed soon. i actually came to check if it was fixed; hasnt been for a year now.

http://www.bay12forums.com/smf/index.php?topic=178464.0

this post should explain why it happens

3
What the hell just happened?!
http://www.bay12forums.com/smf/index.php?topic=178464.0

it's a bug that's been around since the vengeance conflict system was introduced. sadly i dont think it will be fixed any time soon

df is practically unplayable now because this eventually happens to all forts

4
so i think i found out how random loyalty cascades are being started from small tantrums... it's again because of the vengeance group conflict system.

one of my elves has high stress vulnerability and anger propensity. he became haggard in a fort where 40% of the population was ecstatic. i planned to have him permanently sit in jail but before someone could even successfully report the crime i was getting announcements from citizens interrupting each other

my game in the current fort has very low FPS so i was monitoring everything closely. the elf punched a crocodile once and a armorer once, the elf was constantly changing his job from "start fist fight" to the purple version of "worship!" and various temple jobs since this happened in the temple.

the elf and armorer arent interrupting each other, but every citizen around them became vengeful and started fighting each other. there was no problem when he punched the animal but after punching the armorer once everyone around them thought it was world war 3

is there a way to disable intelligent creatures feeling vengeful(without disabling all emotions/stress), or joining conflicts due to vengeance, or a way to use dfhack to erase their current conflict information (i.e. who they're fighting) or change the level of conflict? i tried using gui/gm-editor but i couldnt find anything to change those. i know there is at least a timer for conflict from vengeance somewhere because it typically lasts half a day even not fighting anything (the combat log will display the dwarf as in combat over and over again until the vengeance conflict timer expires). but im not sure if gui/gm-editor shows all possible information you can change, or even if the latest version of that dfhack script is updated to display vengeance information

this is currently a game breaking bug because fist fights from tantrums are a job ("start fist fight") but the game is treating it like real combat and is making everyone kill each other. I really dont want to add the no emotion tag to sentients because i rather like FUN from tantrums

5
DF Suggestions / Pathologist profession
« on: April 27, 2021, 07:53:28 pm »
implement it pls:
a profession as one of the medical dwarf jobs and is used to cure syndromes by researching creature and plant extracts in the butcher shop and still, and also by discussing findings with scholars in the library

fortress has a new "syndrome knowledge" category similar to the civilization's knowledge of training animals

profession can be used to make salves and remedies at a still with the appropriate ingredients

extracts can be obtained with a new "obtain extract" job that can also target sick dwarves in addition to caged creatures or corpses

animals could sometimes have diseases specific to them that can spread to dwarves. giant bats could give you dwarf-covid

6
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 27, 2021, 07:30:48 pm »
@dwarfish
You could pasture the kitten near the farm plots with a small non-barreled plump helmet stockpile in the pasture to attract vermin for it.

he and i got lucky. he managed to adopt a dwarf and i managed to avoid slaughtering him when he grew older (i slaughter all animals after 3 years of age during slaughter time) but since he had a nerved damaged paw he had the Sx (trouble standing) health issue in therapist and i used that as a way of identifying him in therapist and avoiding slaughtering him.

7
@Active-only barracks: In a brief test, seems to work for a single dwarf, and the idea is novel to me. Another method would be to exclude the barracks building itself from the soldiers' burrow (that may cover otherwise the entire map).
needs more testing. must know if those complicated training orders i have are necessary or if there's a simpler way to set it up

I wanted to mention, have you seen the “mass pitting” concept?

unfortunately, in the current state of dwarf fortress mass penning (on same Z level next to the cage) is a safer method since then you can keep your soldiers all in one place (not entirely a joke, it's true if you're pitting them into a combat pit with soldiers below). see update:

 i think i've found out exactly what causes creatures to escape.
Spoiler (click to show/hide)

8
DF Dwarf Mode Discussion / artifact ingredient resurrection result
« on: April 18, 2021, 12:36:31 pm »
not sure if this is a bug or not, but the bugbat lower arm bone my dwarf tried to make an artifact with came back alive. he stopped making the artifact and ran like a coward but didnt cancel the secretive mood. i set my mercenary captain to put down the arm bone.

the dwarf was then stuck just standing still at the last spot he ran to, so i made my sheriff interrogate him to get him unstuck and continue the artifact.

he went back and grabbed a crundle hand bone, this time mangled (i have a lot of undead arm bones because i recently started slaughtering my collection of weaker undead livestock to free up fps)

when he finished the artifact, this was the result:
it's worth 1.8million and decorated with every available bone in my fortress even though the dwarf only grabbed crundle. is this a hidden feature?

9
DF Gameplay Questions / Re: Avoiding Flour
« on: April 18, 2021, 02:36:39 am »
It sounds like there is no workaround, other than to avoid it and give up the potential extra dwarf happiness for higher value clothes.  Thank you.

i dont think dwarves care about value or color, just the base quality. so masterwork clothes made from standard quality cloth is just as good as any other for the be extravagant need or "put on a splendid item" thought

10

Still waiting to learn all that secret community veteran knowledge...  :'(
i hope i didn't spoil a lot of it in the thread i posted

11
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 18, 2021, 02:16:25 am »
DeadBerries has a tradition of pitting kittens into the zombie infested drowning trap maze to clear the fortifications of undead (since undead refuse to path normally once the water washes them into fortifications). i didn't want to bother sending dwarves because not everything has fully rotted yet and there's still miasma, and if you kill the undead inside the fortifications they'll generate miasma later when everyone is hauling.

i pit the kitten from the center of the maze where there's no visibility between Z levels and direct it by opening manual-override hatches on the sides. it's usually a suicide mission but this little guy proved me wrong:

after unstucking 2 goblin corpses and 1 arm he runs into a particularly stubborn goblin corpse, but instead of running he decides to fight even though the previous goblin arm he unstucked mangled his paw and the nerves in it:
Spoiler (click to show/hide)

to my surprise the little guy survived the encounter, but his ordeal wasnt over. the goblin was still stuck so i left him in there to finish the job. round 2:
Spoiler (click to show/hide)

finally the goblin was unstuck and i opened the hatch behind him to let him out, but for some reason he decides the best way out is past the goblin through another hatch:
Spoiler (click to show/hide)

but he managed to survive that too, and runs free.
Spoiler (click to show/hide)

my dwarves always get a nickname when they draw this kind of attention. but i can't name a kitten, he's even a stray. needless to say i dont think i'll be re-caging the little guy. he's worth his weight in fps. he might be given more... "missions" though, since he's proved his worth as a cat agent

12
DF Dwarf Mode Discussion / some useful things i found while playing
« on: April 15, 2021, 07:15:11 pm »
Internal doors are your friend
Spoiler (click to show/hide)
-not only do they let you keep your artifact safe (by placing them in a display furniture behind an internal door and statues in a room, so your dwarves can still keep vision of them for thieves) they also let you make barracks that prevent off-duty dwarves from doing "individual combat drills".
-a barracks defined from a piece of furniture behind a forbidden internal door will make the barracks seem inaccessible to off-duty dwarves so they wont use it.
-activated soldiers get additional "go to combat training" and "training session" tasks so they can still use it most of the time. i have noticed my soldiers sometimes wandering around with "no activity" or praying or socializing but for the most part they'll go to train (i consider praying and socializing to be good things because they're already legendary in everything except dodger and armor user and could use the happy thoughts)
-i have not tested this very much, perhaps someone else can? i have 5 separate barracks and 5 training orders for each squad with 2 specific positions being asked to train in each order.
i actually discovered this by accident. the original intention was to put crappy wooden chests brought by the elves behind internal doors so i could resize the room instead of undesignating to keep barracks settings when i wanted to turn the barracks off.
the guild halls you see in the picture are designated from the statues and thus i never found out from them that you could make rooms unuseable this way

Safetly handling prisoners
-escape attempts seem to be influenced by a combination of type of job the the dwarf is dragging them out of the cage for, their emotional states, and whether they're an enemy of your civ/site.
-handling escapable prisoners for pitting may result in more than half of them trying to escape, transfering to different cages on the same Z level is "mostly" safe
-they will try to escape if they're overcome by terror or any other kind of major emotional state
-moving them across different Z levels through hatches gives them a chance to escape
#-my disposal design involve building all of the cages with living escapables, stripping them, and then stationing military dwarves such that all the cages are covered by at least one military dwarf's aggro radius. then letting an armed and armored off-duty military dwarf do the transfer from their cages to a single cage    -i havent yet further processed living prisoners but once they're all in one cage you can smash the cage or dump it in magma or link it and build it in a slaugther pit or w/e. but always station your military when pitting them
-undead that came back to life, naturally hostile wild creatures, and most megabeast and semi-megabeast seem perfectly safe, if the job isnt interrupted. i havent run into a uninvited guest that was an already an enemy of my civ yet so i cant confirm if they're all safe to handle
-beware, handling a creature only makes it not hostile to your fort members and permanent residents. any other friendlies such as guests and merchants will be scared and will try to fight it, this can result in a number of fun events such as the creature dodging away from the handler
-any interruptions during handling, as long as the creature isnt a tame or trained creature, will result in FUN

UPDATE: i think i've found out exactly what causes creatures to escape.
-dragging creatures is a job and being dragged is also a job, both are interruptable by emotional states that cause the current job to be cancelled (i.e. lost in despair, due to evil rain, or overcome by horror due to seeing enemies)
-sometimes pitting works because these happen to not occur on anyone being handled, if it does occur however... it has potential to allow everyone being handled to escape as well as one still in cages yet to be handled.
-this is because the new vengeance system also causes any jobs to be cancelled and anyone affected by it to automatically become involved in combat.
-i was transferring a few goblins, couple beak dogs, and an ogre that survived my death maze to a single cage; the ogre was the first to be moved and cooperated. a beak dog was second but was experiencing mortal terror and had to be put down by 2 elite soldiers while the cowardly off-duty cager dwarf ran around back and forth in the locked area. i kept him locked in there to finish the job but every other prisoner he tried to move also tried to escape
-this shows the vengeance system will be active for a while and will also affect creatures in cages
-drowning doesnt seem to trigger combat or the vengeance system. i've managed to "process" 50 prisoners in this way by drowning them and letting the biome reanimate them into undamaged corpses to use as undead livestock
#-some pits such as those with hazardous enemies in the area below ready to kill prisoners will result in escape attempts when trying to pit new creatures at the same time because there is constant combat and activation of the vengeance group combat system
#-undead is unaffected by this because each undead is an independent, but still opposed to life so they wont feel vengeance or join the conflicts of other undead (at least, plain zombies wont, havent run into enough intelligent ones)


use more than one built cage when assigning a lot of creatures to built cages
-each cage will only generate one "cage creature" task
-dont do this for escapable prisoners unless you want some combat training while caging them

use a quantum stockpile for cages and forbid it when loading cage traps so dwarves will use empty cages that are practically right there

forbid a built cage if you're transferring the creatures inside to another built cage
-prevents dwarves from doing a "release creature" job that could result in FUN if you forbade all available cages

making all parts of a room useable
-you might notice dwarves eating in your library instead of the legendary dining room even if there are a million tables in there
-this is because of a kind of bug that makes furniture in your room designation behave as if they dont exist as part of the room if they were built after the piece of furniture you used to designate the room
-this bug seems to only affect some pieces of furniture and not others and also sometimes affects room value
#-always rebuild the main piece of furniture you used to designate the room from after upgrading rooms that are communal spaces, if you notice parts of the room not being used or discrepancies in room value

always keep one Z level of undug floor and roof and preferentially wall between you and any cavern layers that grow trees
-one piece of common knowledge ppl know is that if there is empty space below a tree and it's cut then it will generate a hole
#-a less commonly known fact that can cause a lot of fun is that greens growing upwards will completely destroy constructed floors and walls that are in their growth path, letting FUN in. this isnt the case for natural walls and floors even if the top part is carved out

use wagon-only entrances and hatches for your main entrance as show here:
https://www.dwarffortresswiki.org/index.php/DF2014:Wagon
i cant even begin to tell you the number of cringe moments i have from watching youtubers play dwarf fortress with a raising bridge as their main door which randomly crush their dwarves and is hard to seal in case of emergency.
any area of the fort with raising bridges should either be sealed with an airlock of doors on both the entry point and exit point or be surrounded by unuseable ramps like in the link

central ramps are a lot better than central staircases
-a dwarve needs to separately move horizontally onto a piece of stair before it can start moving vertically this interferes with pathing causing fps loss but also creates more fun in combat situations because station and engagement pathing by soldiers is already erratic
-if a dwarf falls down stairs for any reason it will keep falling until it hits something that isnt stairs
-central ramps allow your dwarves to move vertically the same time as they move horizontally. This makes dodging out of each other's way easier when moving past each other and wide central ramps allow safer engagements by the military if the central ramp is ever compromised because it behaves as if they're fighting on flat ground. if anyone does fall it will be a 1 Z level tumble
-i personally use a combination of central ramps and stairs, a few levels of ramp followed by 2 levels of stairs, then ramps again going in the opposite direction to keep the system at the center of the fortress

always assign everyone to the military and use replace clothes unless the dwarf is a hunter, miner, or woodcutter
-assign everyone their own couple of chests and cabinet to store their "civilian clothes" in
-assign normal civilian clothes to the squads you arent using as real soldiers
#-the furniture used to designate the room cant actually be used for storage, so you should use 2 chests
-item ownership is a large problem because it disables anyone other than the owner from handling the item and causes excessive fps loss, the current system of claiming clothes could also cause your dwarves to drop masterworks in the refuse pile because "store owned item" comes after "pickup equipment"
-military assigned clothes will always be tasked with a "store item in stockpile" before "pickup equipment"
-their stored "civilian clothes" will wear out much slower allowing you to circumvent a large part of the item ownership system
-clean owned isnt as good because it also marks everything for dumping, forcing you to manually mark everything as not for dumping if you want to say, trade away all your worn clothes
-mercenaries will never claim new clothes so this is the only way to give them new clothing
-i personally use a layer of civilian clothes under the armor of my military dwarves (everyone) because it helps absorb blunt damage. this is coming from someone who has modded gauntlets, high boots, and helms to be twice as thick (in layer thickness). you need all the protection you can get because some parts of the body are so small in relative body size they'll be severed by the force of the impact even if fully armored in steel or adamantine.

do not use therapist to directly assign dwarves to squads
-it interferes a flag somewhere that's used to manage squads when they return from raiding and causes the squad to bug after. instead use therapist to find valid recruits and manually assign them

making historical figures that were assigned through generated merchants useable in the military:
-this mostly affects dead civs with no real historical figures left
-when you request worker the dwarves will show up permanently as "merchant" and can still do labors but not be able to be assigned to the military
#-select them and use gui/gm-editor in dfhack and change their profession 1 to recruit and profession 2 to standard and they'll revert to a normal dwarf

healing injuries with dfhack manually (if you find "full heal" too cheesy)
-for severed nerves find the "body" section after selecting the dwarf and using gui/gm-editor
-find the wounds section and go to "parts", in "parts" find the muscle layer (it's 0,1, or 2), then go to flags and toggle the flag for severed nerve to false
-for spinal injuries it seems you need to remove all injury flags from the nerve tissue part, then go to "components" under "body" and in "body_part_status" find the nerve body part and remove all injuries from it (lower spinal nerve is part 46).
-nerve tissue didn't seem to heal even though it was set to in the raws

using the justice system effective:
-forbidden chains still count towards the number of chains and cages required for your police to not get unhappy thoughts
-forbidden chains wont be used, allowing you to give your dwarves a bonus to armor user for beatings
-forbidden chains will never generate a release creature job of any kind, useful for a dwarf that gets stressed too easily so they can be forced to become hostile and then "transferred"(see next tips) to a more useful location; also for those that feel "repentance" to easily get -100k stress estatic
-having a list of crimes where you didnt convict anyone can be useful because convicting anyone will let you chain and thus handle and control them
-a chain that is used for justice can be undesignated to be used for justice and if the chained creature isnt a member of your fort they can be assigned to any other chain  -remember to keep the original chain forbidden so there is no release creature job 
-this is useful for turning spies into useful sentries or monster hunters into a make-shift, stationary, military

-sometimes strange mood dwarves will become stuck if they're constructing their artifact in a war-zone (such as a leatherworkers near a corpse quantum stockpile in an evil biome). they will refuse to continue constructing the artifact if caused in any way to move away from their workshop (such as getting up to join an existing conflict) after gathering all of their materials
-interrogating them with your sheriff will cause them to walk back to their workshop and continue working on it

13

Local man claims existence of a "secret book conspiracy" among veteran readers to "hide all the best books in a large, inaccesible vault."

Later, it was revealed he had simply never heard of a Library.


it's not a conspiracy if sometimes that sort of thing exists.

such as in my fortress, all artifacts are put into a "vault" in the corner of the main tavern/dining room on a single pedestal behind a few statues to give vision and a door that is only unforbidden when adding to the hoard

14
DF Gameplay Questions / Re: Avoiding Flour
« on: April 14, 2021, 04:59:24 pm »


This is my experience.  Was wondering if there was some way around this.  Perhaps the job manager.

nope, you're doing it the right way.

i would also suggest not having much dye production at all, only a trifle amount for flavor. the extra items to process and exist slows down the game and gives no functional difference over undyed cloth. plus, does anyone actually export dyed cloth items compared to better objects that could be exported? (i'm looking at you serrated green glass disc, and roasts)

15
DF Gameplay Questions / Re: Best Weapon For Master Warriors?
« on: April 14, 2021, 04:56:59 pm »


Angles aren't calculated. The numbers put them close to spear and sword stabs:
Code: [Select]
Type Size Attack Attack type Contact Area Penetration Velocity
S.Sword 300 Stab Edge 50 2000 1.0×
Pick 500 Strike Edge 100 4000 2.0×
Spear 400 Stab Edge 20 10000 1.0×

The penetration is a bit lacking compared to spears, but the contact area is similar, with the sword's slash attack having a contact area of 20000, for comparison. (You'll notice in adventure mode that they get stuck in wounds a lot like spears do.) Velocity adds extra force to the blow, resulting in greater damage, which probably causes the extra severing despite the small contact area.

idk all this, im not good at math. i just observed a more noticeable difference from combat logs over long times of playing and it was more of a difference than the numbers would suggest

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