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Messages - PHLP_Neo

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1
Hello, this is Neo.

So in .50 dwarf fortress introduced a new mechanic, symbols for nobles to carry/wear.




This mechanic allows you to assign an item (weapon, armor, tools and other wearable items) to a noble, naming said item in the process.



When messing with some unfortunate accidents I have discovered that said item displayed some quality similar to artifacts, namely, fireproof.


(the bucket is the named object and as you can see its completely fine)


The entire surface was burnt down, people are dying, yet the named cloak is completely safe and sound.

This mechanic is observed in the past, with named books shows similar property. Many creative ways to weaponize such item was developed, but now it seems with the help of the nobles we can mass produce such items.

further research still need to be conducted, for example:

-are such object wear proof? (if so, this could significantly change the fundamental of cloth/armor industry)
-are such object magma proof?
-is there a way to weaponize them (probably)



Nevertheless I think this is an interesting finding and is worth sharing, maybe the nobles would be somewhat useful now!

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In year 40. the dwarven civilization "Diamond Cover" found the ancient text depicting the existence of fabric and metal that is beyond anyone's wildest imagination.

If such material exist, it would surely change the world and history forever; the civilization that controls such metal will certainly control the world.

In year 50, the high council of Diamond Cover decided that the most likely spot for such metal is located on the east bank of the continent, far away from the mountain home.

In spring 50, an expedition group of 7 dwarves left the mountain home departed from the mountain home, their official role is to create an outpost in the faraway land between "The dune of metronome" and "the helpful hill".

Their secret goal is to find the fabled metal, and if it exist, to test its potential.

Due to the highly secret operation underground, the mountain home asked the dwarves to create a fort that is absolutely on the surface, and keep the staircase to the underground excavation site off limit to all but the nobles and miners.

3
DF Modding / Way to make tamed/trained GCS spew webs?
« on: January 29, 2023, 12:23:29 am »
I remember I added [TRAINABLE] to GCS tag in .47 and the war giant cave spider easily murdered goblin invaders with webs and poison. This doesn't work however in 0.50.

4
How well can it handle having to feed, alcohol, and cloth multiple Dwarfs?  We see your Design calls for a single Route to take Supplies in and carry Goods out, how would that work if it runs on a serial Circuit?

I am working on the logic part of the design, ideally, I would want to have separate production unit that take in food, drinks and raw material from three minecart feeder and combine all the item to the fourth minecart that feeds the production unit. The food, alcohol and cloth should be easy to regulate since dwarf dont need too much of them and I can resupply them every few years.

What Percentage of your Dwarfs would you be installing into these?  Have you considered what Percentage of your Dwarfs would remain in the Available Haulers Pool, and the Effect it would have on base-Level Resource Gathering?  Is the underlying Infrastructure automated or Dwarf-powered?  If it is automated, how much Power do you estimate an average Assembly Line to use?  If it is Dwarf-powered, how many Dwarfs would you expect it to need?

I want over half of my dwarves work on the assembly line, not all of them will be workers, and I think about half of them will in their own hauling room combing or splitting their inputs. The stockpiles outside the assembly line shall be minimum: everything that is produced in the fort aside from mining will be produced form the assembly line, from farming unit to workshop unit to item distribution center (where all the hauler will sort their goods there). The assembly line shall be failry close to each other so that impulse ramp and roller are not required, and push are sufficient.[size=78%] [/size]


What Industries are these for?  How gracefully can it handle over- and under- supplying?  Have you considered how it would handle the left-over Bags from a Glass Industry?


I think one prominent use of this system (and the one I am currently working on) is to mass produce rare metals. Namely divine metals for the dragon-fire proof mechanism and candy for massive battle gears. My design for this system involves x production units, x melting units,1 resource control unit and 2x+1 dwarves. In practice it shall generate divine metal at a steady pace for at least a decade without any maintenance needed. The resource control dwarf will receive clothing, food and drink from three other stockpiles (which is send into his unit by minecarts), combine them and distribute them evenly to two minecart, he will also receive divine metal bars from the melting unit and metal coin from the smithing unit and exchange them.







There are some more design I need to experiment on to make the production unit function better, such as a system to stop input from resource control unit so the next workshop in line will get it instead. My currently method is another 1*2 track with stops, pressure plate and 1*1 stockpile, it will work but is not very space efficient.





Can it provide mental Stimulation?  Do you plan to use these for unskilled Labour?  Have you considered the known negative Effects of Solitude, Lack of mental Stimulation, and Lack of skilled Labour on Dwarfs?


The room contains bedroom, dining room, military training, temple, prepared roast, stone floor for the dwarves to engrave on their leisure, and two statues at the entrance. I think the dwarf should be happy. There is a problem of solitude, but if I drag the new recruit to their cells immediately without forming too many connections, I think they will be fine. I can even turn the gabage dump into a fountain, but I think that would be overkill.


Are you aware that Dwarfs need to get forcibly evicted from their Barracks to attend to their mental, spiritual, and social Needs?


If a vampire can stay locked in isolated room for hundreds of years and sealing away part of a fortress' residence completely is a viable option for an immortal fortress, I think the dwarves will be fine.

5
Hello, my fellow dwarves.

I want to create assembly lines like Satisfactory and Factorio. Afterall, we have dwarves, rails, minecarts, fuel(alcohol), and work orders.

All we need is production unit: a room where we can lock a dwarf in and forget about it (well, maybe we need to replace said dwarf every 100 years, but you know even the best machine need maintenance). The raw materials enter the room, magic happens inside the room, and finished product exit the room. This also doubles as a work at home opportunity with minimal risk of unfortunate accidents and 100% job security.

The room shall cover everything the dwarves need forever and a few things to keep them happy (as disposable as they are, a happy dwarf finishes their work faster), and remain compact and light at the same time.

Here is my design, a 4*5 room that (should) cover everything a dwarf need in his entire life:




*Every dwarf has a chance to be removed from their production unit due to strange mood, but the rarity of such event and the fact you can send the dwarf right back after they finished their break make it an acceptable drawback*

6
There is a saying that quantum stockpile improves FPS performance due to render less items on the screen, and even the official wiki mentioned it (but it stated that this fact isn't proven). Is this true or is it a myth?

7
DF Gameplay Questions / Re: Burrow, stockpile and containers
« on: November 19, 2022, 11:04:37 pm »
Do you have the booze stockpiles set to take from links only?  If not, they'd want to pull from those other burrows and generate the job cancellation messages.

I assign the hauler from burrow A to send the booze from booze stock pile A to Minecart stop A, after then they will launch the minecart to the Minecart Stop B located at burrow B and dump the booze at Booze stockpile B.

The problems seems to be all the hauler from burrow A wont fill the minecart and want to directly move the barrel to stockpile B, which causes job cancel spam.

I think this is related to this bug.

https://www.bay12games.com/dwarves/mantisbt/view.php?id=11862

8
So I guess I need to sell that cage in my fortress with 300+ chicken inside?

Do you think I need to wall off all the cave entrance, or maybe even extinct the local fauna? Sometimes there are more wild crundle in my map than my dwarves, which according to your study is a pretty bad thing.

9
DF Gameplay Questions / Burrow, stockpile and containers
« on: November 19, 2022, 04:55:43 pm »
My fortress has a trading depot a ground level, a pasture at -200z (cave 1), and my heavy industry is located at -450z in the magma sea. These alcoholics constantly moving goods from one stockpile to another for months greatly impact the efficiency for my fortress and I want to change that.

My plan is to create a few separate burrow, each with their own meeting hall, temples, etc, all the dwarves belong to one of the three burrows and they shall not leave under any circumstance. Only minecart will be used to transport items and supplies from one burrow to another.

Most thing goes according to the plan, impulse ramp minecart elevator can send metal craft from magma sea to surface and return in less than a few days (and cause many gruesome traffic accidents at the same time), and the dwarves will happily pile their product to the minecart and wave them good bye.

Except alcohol (and food in barrels).

For some accursed reasons, when my dwarves from the food production burrow realize they need to stack their hard earned booze in a minecart and send them to a place they cannot access to, they decide to lose their minds together and refuse to acknowledge the burrow anymore.

My fortress is then spammed by job cancel notification. All dwarves from other burrow want their booze from food production burrow and cant have it, while the dwarves at food production burrow wont do a thing, chaos ensues.

I accept defeat for now and set the booze stockpile at around -300z level in a place everyone can access to,but this is not a good solution. Later I found out this behaviour is related to a bug about items in containers ignoring burrow restriction, not only alcohol, but food in barrel and items in bin will all be affected.

As far as I know dwarves haven't invent a way to transport alcohol without the use of container. I tried dumping the alchol in my reservior and tell my dwarves the water are basically low-alcohol cocktails. They don't agree with me and call me a scammer who want to pass water laced with alcohol as alcohol laced with water ...

All jokes aside, what shall I do?

(TLDR: I want to create burrows, each with their separate booze stockpile. Bug related to containers causes all the booze stockpiles to be useless and job cancel spam. Need a fix.)

10
Quote
You cannot control which edge of the map they arrive from and cannot block the edges, but you can pre-build some secondary entrances that you only unlock when migrants arrive.
You can build bridges, iirc, that block the edges.  If you retract them in the right direction, you can control which map edges are pathable, and as a result, make them only show up where you wish.
If the bridge trick no longer works, then you can just hack in / create walls of obsidian via various DFHack tools, if you're willing to use that.
Edge attack with bridges (or casting obsidian) works, but only for merchant caravans. (Which is still great)

In 47.05, that does not work for migrants and diplomat (argh!). The eligible map edges are determined at embark, by checking pathing from the original position of the wagon. So, you can _kinda_ restrict where migrants appear by embarking on a map with a river that blocks pathing (a stream that you can walk over won't do it), and only the part of the map reachable from the wagon will spawn migrants and diplomats.

If you really care, the eligible tiles for migrants are a property of that tile that you can find and edit with dfhack manually on a tile-by-tile basis. I have done that a couple times, by switching the flags to only allow migrants from certain tiles, but IIRC, that also applies to invaders, so you're also funneling invasions in the same way.

For TRULY hostile environments, where the migrants can't survive the sprint to a central entrance, the best I've done is to build several mini bunkers with meeting areas that the migrants can run to, then airlocks and decontamination trenches to let them in.
Migrants and
I am very interested in the eligible tile part because one side of my site is next to a cliff, and I am planning to remove all its ramps.

I don't want anyone, neither migrants nor invaders to approach from that side.

I tried probe command and tiletypes command from dfhack but I dont see anything resemble immigrant property.

11
Not sure if this is the right place to post my problem so let me know if this is not appropriate.

I am totally new to modding, and the modest mod is the first mod I've downloaded. I have made a few custom reactions, like encrust my metal armour with gems. But other than that my game is mostly vanilla.
After I created a new world and start playing, I've found out several reactions are missing. Not the ones from Modest mod, nor the one I made, but the one from the default game like make cloth cloaks and capes.
I checked the object and entity files and they seems intact, there isn't a reaction to make cloth cloak but I don't think it has one to begin with.
Here are some related lines:
Code: [Select]
From entity_default.txt:
[ENTITY:MOUNTAIN]
    [SITE_CONTROLLABLE]
    ...
    [ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
    [ARMOR:ITEM_ARMOR_LEATHER:COMMON]
    [ARMOR:ITEM_ARMOR_COAT:COMMON]
    [ARMOR:ITEM_ARMOR_SHIRT:COMMON]
    [ARMOR:ITEM_ARMOR_CLOAK:COMMON]
    [ARMOR:ITEM_ARMOR_TUNIC:COMMON]
    [ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
    ...

From item_armor.txt:item_armor

[OBJECT:ITEM]
   ...
   [ITEM_ARMOR:ITEM_ARMOR_CLOAK]
   [NAME:cloak:cloaks]
   [UBSTEP:MAX]
   [LBSTEP:1]
   [LAYER:COVER]
   [COVERAGE:100]
   [LAYER_SIZE:15]
   [LAYER_PERMIT:150]
   [MATERIAL_SIZE:5]
   [SOFT]
   [LEATHER]
   [STRUCTURAL_ELASTICITY_WOVEN_THREAD]
   ...

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