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Messages - sweitx

Pages: [1] 2 3 ... 41
1
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r3
« on: April 05, 2015, 08:43:00 pm »
Regarding the stockflow plugin, perhaps it would be easier to make it work more like workflow that's tied to a stockpile (having read a separate thread about the difficulty of having stockpile generate jobs in connected workshops)?
Instead of using job manager, stockpile will suspend/resume relevant job in the "Take from" workshops. Then each stockpile can "borrow" the workflow's interface to set up a set number/stacks of items to maintain in the stockpile.

Instead of having stockpile "create" the job, require user to create a job on repeat in the linked workshop. The stockflow UI can indicate if it can detect a relevant job it can control in the linked workshops.

2
DF Suggestions / Re: Silk
« on: March 29, 2015, 10:23:14 pm »
I agree that we should've some way of getting silk without spiders. Of course, it would be comparatively lower quality/value compared to spider silk.

Perhaps in the interim it could be a tree mod?
Mulberry Tree

Give Mulberry Tree a growth called "Cocoon", which can be harvested and processed into silk?

3
DF General Discussion / Re: I want to learn how to program roguelikes.
« on: April 25, 2014, 04:21:51 pm »
My couple of cents.
If you already have a programming language you're comfortable in, use that. Unless you're trying for something on the scale of DF, whatever performance penalty in your language of choice would likely not matter.
Personally, I'm partial to C/C++ since that's the language I'm deeply familiar with. If you have no coding experiences, I suggest Python as starting point. If you need a bit more performance, try learning Java. Both languages should be more than sufficient for most roguelike game (again, unless you're trying to code DF clone or something similar).

I would argue that if you REALLY want to learn as much as you can about programming, try C/C++ at least once (whether it being the first language or Java as a stepping stone). If nothing else, it makes you appreciate features in Java like garbage collection.

4
DF Dwarf Mode Discussion / Re: Mods you make every game
« on: June 06, 2013, 09:37:46 am »
A few mods I make.
1. Add Guild Rep for human and Diplomat for human and elves. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3295)
2. Remove a lot of animal people (search for any tag that ends in _MAN] and remove that whole entry if you don't want them).
3. Add [CHILD] tag for almost all creatures (dragons, GCS, turtles, scorpions). Basically, everyone can breed that's not genderless.
4. Remove [ADOPT_OWNER] from cats.
5. Tweak GRAZER values to something a bit more reasonable (I basically take any GRAZER with <100 to something reasonable).
6. Rename [AQUIFER] to (AQUIFER) to remove aquifers (although I'll occasionally keep one or two layer types as aquifer)

I mod the possibility of multiple managers and brokers for two reasons: I hate when they go on break when I need them and no one else can do the job and I like to give some sort of safe work to crippled war veterans.
Is this done by just copying the manager/organizer position a few times?

5
Hm... I guess this depends on the fact that it takes time for items to heat up based on the specific heat.
Might be a problem for people using DFHack to reduce FPS load due temperature updates by make items heat-up and cool-down faster.

I wonder if magma misting would work equally as well (set the goblin and cloth on fire, wait till they all burn to death).

6
DF Dwarf Mode Discussion / Re: Filling in holes
« on: June 06, 2013, 09:13:56 am »
If all you want is a farm, there's no need to get rid of the hole. Muddied floor will grow cave moss and trees and be available for farm plots, although you won't be able to see the cave moss because of the mud.
Huh, I though I saw cave moss growing on constructed floors.
Alright, back to checking to make sure.

EDIT:
It would be nice if Toady implement a way for us to fill in a tile with soil, would make aquifer breaching a bit easier.

7
DF Dwarf Mode Discussion / Re: What is your stance on idlers?
« on: June 03, 2013, 04:21:04 pm »
I generally have my fortress at about 90% duty level (120 dwarfs, about 10 idle at any time). Basically I have nearly ALL labor enabled for a couple dozen "Peons" (like Girlinhat), excluding labors such as miner/woodcutter (conflicting tool setup), hunter (don't want hunters), planters (don't want a lot of small stack plant returns).
Since I'm slightly OCD in keeping my fort clean of loose boulders. So I have a mine-cart based quantum stockpile, which has a feeder stockpile that takes directly from 3 other feeder stone stockpile (this way, I have 9 haulers w/ wheelbarrow hauling stone at all time). I also have a set of siege training + pump operator training room for all peons. If there's a need to haul, I just deactivate the siege engines and pumps to free them up for hauling. Currently working on getting a auto-swimming training system setup http://www.bay12forums.com/smf/index.php?topic=124729.0 for those sweet, sweet agility attribute gain.

8
DF General Discussion / Re: This game needs a tag line
« on: June 03, 2013, 02:44:19 pm »
Dwarf Fortress: Embark? You dwarfs are already dead.

9
DF Dwarf Mode Discussion / Re: Help with a resilient FB?
« on: June 03, 2013, 02:05:42 pm »
Have you tried siege engines?
Setup a siege engine (preferably ballista, but catapult might work too) about 30+ tiles away (or however far away enough that civilians don't run, also for catapult, you have about 30 tiles minimum range required) with LOS through fortification. Start pounding the FB with rocks or ballista bolts.

This way, you get some siege operator practice too!

10
I wonder, does this still work if you don't use a loop around and just let the minecart smack into a wall at the end of the track to stop it?
Basically the water trench look like this.
Code: [Select]
R==========##
##########**#
A slow roller covers the entire length of that track (=). Dwarf enter the swimming trench from the ramp side (R), slide along and bump into the wall on the right (presumably slow enough not to cause damage). Then the dwarf gets out, swim to the R side. Go on to trigger the roller to push the cart back out of the water trench.
This way it should allow you to compact each swimming section into a 2xN lane.

11
I'm trying to imagine what it would look like in real life if 5 minecarts, all loaded with green glass spikes (with sand, infinite spikes), launches the spikes in parabolic arch at you.
Basically, what would 1500+ green glass spikes coming at you look like...
And how much "skewering" would they do to a goblin siege.

12
DF Dwarf Mode Discussion / Re: Marksdwarves wont train?
« on: June 03, 2013, 01:06:32 pm »
I find that having ALL ammo stockpiles not use bins to be helpful in getting them to grab ammos (both for training and combat).

13
Is it possible for the Workflow plugin to trigger a job based on input count?
Basically have an option for a "push" based workflow to compliment the current "pull" based workflow.
For example:
A Mill Rocknut task will auto-resume if the number of rocknuts (input) is > 120, and auto-suspend if its < 100.
A Dye Thread task will auto-resume if there's > 10 powder of dye, and auto-suspend if its =0.
This would be helpful in automating, say, soap production with plant goods in the first case, and dyed thread/cloth production in the second case.



14
Dear Urist McHunter;

I know you're trying to kill the badger, but instead of aiming for its kegs and wasting your ammo, how about shooting it in the head?

-The Overseer

Dear Urist Mchauler; I expect you to take the wasted bone bolts, along with the flung off limbs, to their respective piles. You have orders to do so, so do it.

-Your frustrated overseer.
Dear frustrated overseer,
Perhaps you have forbidden the gathering of refuses outside?
- Perplexed hauler

15
DF Suggestions / Designate Minecart route as riding route.
« on: May 27, 2013, 04:38:26 pm »
I'm surprised that this wasn't suggested before.
My idea here is that you can designate a minecart route as passenger route.
When dwarf tries to reach its destination through pathfinding (assuming A* pathfinding algorithm). Once it encounter a stop that part of a desginate Minecart route, it will take that route into consideration based on an assumed speed on the route (say, assume the cart always travels at 0.25 tiles/tick).
For multiple dwarfs using the same stop, each successful path using the stop will increase that stop's pathing cost by a certain amount (so you don't get all your fortress dwarf waiting at the stop because the route using that stop is the "shortest" for them all).

So, you can setup a kind of minecart network that allow you to shuttle dwarfs over long distance automatically (they'll take a cart to get there if it's a shorter route, or the only route).


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