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Topics - PHLP_Neo

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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.

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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.

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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*

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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.)

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