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Topics - Hyndis

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1
It seems this bug is longstanding and I'm encountering it with a near certainty after playing for long enough: http://www.bay12games.com/dwarves/mantisbt/view.php?id=9593

The caravan shows up, does its thing, and leaves peacefully. Or it tries to leave peacefully. Items are still visible in the stocks menu listed as not being owned by me, but by visitors. I can order these items to be dumped. I can zoom in on these items, which are located near the edge of the map. However the caravan is now stuck. The caravan people are now invisible/stuck, cannot be interacted with, cannot be killed, and because they haven't left the map I'll never get any new caravans ever again.

Any workaround for this? Any way to get them unstuck? Its really annoying. I'm having to savescum to prevent caravans from breaking, and every year there appears to be a chance for them to break. Its a dice roll every year, and the more years in game that roll by the greater the probability that this occurs. Then from that point on caravans are broken forever.

This is without getting cute with the map. There's no surface construction other than a downward stair and an armor stand. There's no trickery with magma or liquids. Caravans are kept safe underground during their visit. They just break all on their own, forever preventing trade.

The creature probe (cprobe) utility identities these invisible traders on the edge of the map, there in memory but unable to be accessed. They don't show up on the units list either. They're just stuck in limbo, still counting as being on the map even though they're no longer able to interact with anything.

2
DF Dwarf Mode Discussion / 34.11 combat awarded nicknames help
« on: September 01, 2012, 12:40:22 pm »
I think I'm having a n00b moment. :(

Dwarves who have multiple kills of intelligent creatures will be automatically awarded a badass nickname or title. However I cannot get it to properly display for some reason, of which I have no idea why.

The problem is that when I go to stats, and then thoughts and preferences, there's a huge pile up of names. There's the full dwarven name, which may be 3-4 words long, and then there's the translated title/nickname, and then profession name. Even on a very large screen with the window maximized, this string of names is too way too long, so it ends up being compressed down by dropping letters, which turns it into a huge string of gibberish.

Is there any way to get rid of the full dwarven name, so it only displays the translated name? The translated name also includes the full dwarven name, so it ends up looking like this:

Kol Sarveshemuth Agstheshom -- Kol Furancebeak the Aching Silences -- Thane

Note that "Kol Sarveshemuth" and "Kol Furancebeak" are the same thing, so about half of the line of text repeats itself which crowds out everything else.

I want it to just display this:

Kol Furancebeak the Aching Silences -- Thane

And then get rid of that first part. Is that possible? I remember that it was. I just forgot how to do it.



Next thing you know, I'll be throwing a tantrum at an empty chair. :(

3
DF Dwarf Mode Discussion / Semi-Communal Bedrooms
« on: August 24, 2012, 02:03:54 pm »
As both a space saving technique, and also to encourage marriage with my population to sustain a long term fortress I've taken to building communal bedrooms. Its almost like dorm style housing, where multiple dwarves will share the same room.

Dwarves who become friendly enough with each other may get married and have children together, and the way this can be encouraged is by having a lot of idle dwarves in close proximity with each other.

If this is taken too far then your fortress will become vulnerable to tantrum spirals, but if you limit dwarves to a small number of very close friends tantrum spirals are not a problem. Dwarves living in the same room will be very close friends, but they will generally not know dwarves who live in other dorm rooms.

This is the bedroom design I have been using:
Code: [Select]
XXXXXXXXX
XXXXXXXXX
XXB B BXX
XX     XX
 D S S XX
XX     XX
XXB B BXX
XXXXXXXXX
XXXXXXXXX

Each room will have 6 beds with each bed zoned for a bedroom. A total of 6 dwarves will live in each dorm. In the middle there are masterwork statues of whatever material is most readily available and also valuable. Two masterwork silver statues, for example, will cause regular dwarves think of their dorm room as a personal palace without upsetting nobles.

The entire room is also smoothed to also increase value. I don't do any engravings, but engravings or constructing the floor out of valuable metal blocks is another way to boost the room value.

In order to encourage dwarves to stay in their rooms when idle I do not have a meeting zone. Nope, no meeting zone at all. Without a meeting zone dwarves will go back to their rooms when idle. While they're in the room they can also admire the high quality furniture and chat with friends.

This housing method seems to work very well. The entire fortress becomes ecstatic over the quality of their bedrooms, dwarves get married very frequently, and there are no problems with tantrum spirals.

4
For those jobs that you want to have done endlessly, regardless of interruption and to have them restart even if there is an interruption, such brewing or cooking, I suggest a very minor tweak with the job management screen that will effectively allow players to add in infinite production orders to their fortress.


Currently, you can queue up to a maximum of 30 jobs per production order. I'm unsure why the limit is 30 per order, but I would suggest changing the cap from 30 to some absurdly high number.

Thus, allow the player to input they want brewing x9999999999 to be done. While that is a finite number, your fortress will probably crumble to its end before this finite but very large number is reached. This way it only takes a single production order on the jobs screen to set up endless production in your fortress.


That would be the only change I suggest to put in endless production orders. Very minor tweak, just changing the cap of 30 items per job to either no cap, or a very large cap. Even a cap of 256 would be a vast improvement. I'm sure there are some limit due to how the code works and I have no clue how that number is stored, but 30 seems like an arbitrary number rather than a limit resulting from hardcoding.

5
DF Dwarf Mode Discussion / Quantum Dwarven Industrial Complex
« on: August 09, 2012, 02:54:15 pm »
Edit 8/15:
Quantum industrial complex in practice in my current fortress:
http://mkv25.net/dfma/poi-29675-quantumindustrialcomplex



Here is a design to compress your entire industrial output and storage into a small and compact industrial complex all located on the same level. Note that in this design I'm using 3 workshops of each type. You do not need to use as many workshops, or you could use more, so this design can be scaled up or down at will.

This design heavily abuses quantum stockpiling from mine carts. When a mine cart hits a track stop that has dumping enabled, all items will be dropped to the direction the stop is programmed to dump items. This is completely safe and will harm no dwarves. No mine carts are ever out of control as all mine carts are guided. No pushing or riding, only guiding allowed. You will not have any fatalities due to mine carts with this factory complex.

Another perk of this factory complex is that it requires zero wood. You don't need to make a single bin. Due to the quantum nature of storage and the new hauling behavior involving bins, using bins will significantly reduce efficiency. Not using bins actually improves efficiency.


And now onto the design itself. Behold, my dabbling skills in MS Paint!

Spoiler (click to show/hide)

Here is the key for the tiles:

Black = walls
Brown = workshop
Green = stockpile
Yellow = minecart tracks
Blue = booze

(Apologies for the poor quality for the flowchart. I find that MS Paint is actually very good for drawing thing on a pixel basic, which lines up to a per tile construction in DF. Its very poor for flowcharts.)


Don't allow any stockpiles to use bins to make this work. No bins! Nope. You don't need them. The central stockpile acts as the sorting depot. It accepts nearly every type of item in the fortress.

Items from the main sorting stockpile are divided up into multiple different 1x1 quantum stockpiles using minecarts. The quantum stockpiles are next to relevant workshops to boost efficiency.

You will get a lot of haulers doing short hauling jobs, moving things a few steps each time. Once a cart is full the cart will be guided to its stop, where it will dump the items next to the stockpile that uses those item types.

The main sorting stockpile will of course require input in order to function. In order to supply it bones and skulls for crafting as well as stone and ore build a mine cart route and track from your butchery workshops (likely located near your kitchens and dining hall) and from your quarry area (including obsidian mine). These mine carts can be dumped right into the sorting stockpile still using the quantum method, and then reloaded into carts on other destinations.

To further separate out what items are stored where, I build two stockpiles that store finished goods, weapons, and armor. The stockpile on the side of the forges, jeweler, and crafts workshops accepts only masterwork and artifact grade items. These items are decorated continually so they menace with spikes of bling. The stockpile on the smelter side accepts low quality finished goods, weapons, and armor. Periodically just mass designate that entire 1x1 square for melting, and put the smelter to work melting down the goblinite or low quality rejects from your forges should any weapons or armor fail to live up to expectations.



Not addressed in this stockpile is the manufacture of clothing items. I suggest creating a small area that includes pig tail farm, 1 farmer workshop, 2 looms, and 1 clothier workshop. Also include a stockpile for pig tail plants and pig tail seeds.

Then create an additional stockpile that accepts clothing items only. Have that same stockpile also act as a refuse stockpile which accepts no types of refuse. This means no refuse will be hauled to the stockpile, but any clothing items on it will rot away to nothing. Allow the clothing/refuse stockpile to use bins. Clothing will be continually produced and recycled in this room. Excess clothes will just go away on their own with no intervention needed. Dwarves who need new clothes will pick it up before it has a chance to rot. Clothes not needed will rot away over a period of months.

6
DF Dwarf Mode Discussion / Impotent Railguns :(
« on: August 05, 2012, 03:29:18 am »
While doing science to attempt to build the most efficient railgun assembly, I ran into an absolutely terrible problem!

My railguns barely do any damage at all!

I currently have them on a level surface, with 30 tiles of powered rollers launching iron minecarts. I've filled the minecarts with lead coins and with stones, but in both cases they do nearly no damage at all.

The target is 10 tiles away from the end of the railgun assembly. The target is an ordinary elephant trapped in the target range.

After 5 rounds from my railgun, using coins or rocks as payload, all I've managed to do is break a single leg on the elephant.



Any advice on giving my railguns more of a kinetic punch?

7
DF Dwarf Mode Discussion / Zombie pit design flaws
« on: April 24, 2012, 05:21:10 pm »
So I've been building a mighty zombie pit for fortress defense. All undesirables are tossed into the zombie pit. Its not the fall that kills them, its the hundreds of endlessly reanimating zombies.

This leads to a massive accumulation of zombies, partial zombies, and precious scrap metal at the bottom of the pit. Getting the undesirables into the pit is trivially easy. Cleaning out the entire pit is also trivial.

But I don't want to clean out the entire pit.

What I want to do is:

A) Extract valuable iron from the pit.
B) Do NOT destroy the zombies, they need to be recycled for the next sieges.
C) Do not let the zombies escape the pit.

I considered using a combination of bridges and water, to cause creatures to flee to dry ground if possible. The iron would sink to the bottom, and I can use bridges to cover the top of the pool while dropping out the bottom of the pool. This works fine for living creatures, but zombies just don't care because they don't need to breath.

While I can just brute force it and barge in with my military to murder all of the zombies, this inevitably leads to a massive mess, as hauling away the iron is continually interrupted by zombies, and zombies end up leaking out of the containment pit, body parts, panicking dwarves, and legendary soldiers with axes chopping zombies everywhere. I've tried this, and it causes the entire fortress to grind to a halt and descend into mayhem. Its not dangerous, its just not productive at all.

Slaying all zombies with spike traps does work, but they reanimate so fast no hauling can be done. If the spikes are not continually moving, there will be zombies up. If the spikes are moving, haulers cannot enter.


Any thoughts on anything I've missed that may allow for the sifting of zombies, keeping the zombies contained and safe, while allowing the valuable metal to be recovered?

8
DF Dwarf Mode Discussion / [34.07] Dirty sock woes
« on: April 16, 2012, 12:24:33 pm »
I've figured out a few methods to handle the mountains of dirty laundry my dwarves are generating. So far, my three favorite methods:

1) Bin up all of the dirty clothes and then sell it to the next caravan, so they will take it away and get rid of it for me.

2) Create a stockpile that accepts only clothing and nothing else. Do not allow clothing to be stored anywhere else in the fortress. Every once in a while, when it gets full, mass dump everything. Then go back into the stocks menu and un-dump the bins, to save the bins.

3) Create a stockpile that accepts only clothing and nothing else. Do not allow clothing to be stored anywhere else in the fortress. Add in the refuse option on the stockpile, so it will accept both refuse and clothing. This will cause all clothing to rot away when in the stockpile. You will need to continually produce new clothing, but pig tails are infinitely renewable, you will get highly skilled craftsdwarves.



The problem I have not yet found a solution for is the one of dwarves keeping dirty clothes in their rooms. They will store owned items in their room if they have a room, and there doesn't seem to be any limit to how many items they will store. Even if all cabinets are full they will still keep accumulating more dirty socks until the entire room is covered in dirty socks. I play very long term fortresses, often times 60+ years after embark, with multiple generations of dwarves. This means the accumulating clutter problem is a serious one. If your fort only lasts for a few years, its no big deal, but if a dwarf has been hoarding socks for the past 60 years, things do get out of hand.

If the socks are sitting around on the floor because the dwarf doesn't have a room, after a while ownership gets revoked and they get hauled off to the rotting/dumping/export stockpiles. I'm okay with this.

Problem is that ownership is NOT revoked if they are on the floor in a room the dwarf owns. Clothes will accumulate forever. Some workarounds I've been tinkering with:

1) One possible workaround might be to zone the floor of all bedrooms as a refuse stockpile, but then not allow any items to be stored there. That should trigger the rotting tag for dirty socks, but will not cause hauling jobs to bring junk to the bedrooms. Any socks left on the floor will simply decay on their own.

2) Another solution would be to not give dwarves any rooms, but this will not work, because I enjoy making sure all of my dwarves are well taken care of.

3) A third solution would be to equip every dwarf in armor. Military soldiers who are on duty all the time end up having their clothes completely rotted away to the point that they're wearing only armor and nothing else. Armor is only worn if your soldiers are in the military and because its armor, the clothing rot while being worn isn't triggered. Downside to this is that you need to recruit all dwarves into the military, which might be a pain to do for very large forts.



Of course it might be possible to simply mod out clothing again, but I'd rather not do this. Any suggestions on how to handle the epidemic of dirty socks in your fortresses?

9
DF Dwarf Mode Discussion / Minedances 566
« on: March 07, 2012, 12:28:35 pm »
Requesting fortress critique:
http://mkv25.net/dfma/map-11095-minedances
Population 200.
Year 66 from embark.

This was made with the old version of DF. I'm still waiting for the current version to stabilize with the bugfixing before I really start building big.

Exploration into the caverns is limited due to how much time was spent on building the main fortress but the main fortress is more or less finished, so all that is exploration into the deeper layers of the map.



Edit;
Mods/tweaks/adjustements used for the game:
---prospecting, allows conversion of large amounts of junk stone into metal
---classrooms, allows dorfs to train different skills, consumes nothing except for time, generates nothing except for xp
---added in additional hostile goblin and elf civilization, gave hostile elves metal, can be under siege by 3 different civilizations at the same time
---removed clothing from game for everyone to reduce clutter
---used DFliquids to produce the obsidian around the edge of the map, same effect as building drawbridges along the edge of the map but saved a whole lot of time. For bridge and ice version, see http://mkv25.net/dfma/poi-27291-gatehouse
---used Reveal to scout map prior to digging to know what depth to dig fortress to
---turned off invasions while digging out map to free up enough labor to dig out the entire map in a reasonable timeframe as well as to avoid interruptions



10
DF Dwarf Mode Discussion / Wave Motion Repeater
« on: January 18, 2012, 04:00:19 pm »
This is a simple little gizmo, but I thought I'd share it.

Code: [Select]
XXXXX
XpD.X
XpX.X
XXX.X
XXXXX

X = wall
p = pressure plate
D = door
. = floor

Link door D to a lever outside of the repeater. This is how you activate and turn off the repeater.

Set both pressure plates to repeat and requiring 4-7 water to trigger. Link these pressure plates to whatever you want to repeat endlessly.

Fill up the three empty spaces with 7/7 water. Once the three tiles are all at 7/7 water, stop adding more water to the system.

Open the door. This will allow water to spread out from 3 tiles to 6 tiles, meaning there is an average of 3.5 water per tile. This means that the water level for each tile will continually vary between 3 and 4. The pressure plate will trigger every time it hits 4.

To end the repeater put a dwarf on repeat pull the door lever, using the door to atom smash the water away. This will dry it out, causing the repeater to stop until you reload the repeater with more water.

11
DF Dwarf Mode Discussion / Bodicespots; Snaketributes in ice
« on: May 09, 2011, 05:14:19 am »
http://mkv25.net/dfma/map-10374-bodicespots

All done! Or pretty sure I'm done.

Year 65, population 375. The demon hordes have been defeated. The dwarven king proudly leads his elite military, slaughtering demons, goblins, and elves with frightening ease.

The underworld is mostly tamed, though not quite. Its still dangerous due to some uncovered glowing pits and of course the demons that appear.

Elaborate cast ice fortress is finished. There aren't many buildings above ground, but almost all of the fortress is below ground anyways so there may not be much point in building above ground structures.

At this point about all I think is left is to perhaps finish my megaproject to tame the underworld, by sealing the remainder of the glowing pits and to set up regular military patrols to engage and hunt down the demon hordes.

Demons are also good eating! :D A single demon will produce a vast amount of meat. You can probably get 500ish meals from a single demon.

12
DF Dwarf Mode Discussion / Weaponizing dwarven babies
« on: May 06, 2011, 12:50:41 pm »
So, in my quest to be crazy prepared and building a massive ice fortress that handles all threats through direct combat, without using any traps at all (except the occasional cage trap to stock the arenas with), I have weaponized dwarven babies.


One of the problems with military recruits is that they are squeamish. Often times they are miserable after their first battle, and may go berserk or throw a tantrum, causing further carnage. In worst case scenario this can lead to a tantrum spiral.

Eventually dwarves will become used to being traumatized, and will no longer care about anything. When they have this trait seeing dwarves, friends, or even lovers die doesn't seem to cause a negative thought. They just don't care anymore.

In order to do this dwarves need to be slowly inoculated to misery. If they're hit with a sudden trauma you could get a tantrum spiral going, but if you get them used to tragedy they will no longer care if dozens of dwarves are slaughtered.

To do this, I have a barracks at the bottom of a long pit. New recruits are sent to that barracks for training. While training, I periodically load a dwarven baby or child onto a retracting bridge above the pit, and drop them down the pit. They hit the floor and explode into a shower of giblets. This of course horrifies the dwarves in the barracks below, making them all unhappy or very unhappy.

Wait a few months until they recover, then drop another baby. Then another one. And another one. Eventually they will be so traumatized by it they just won't care anymore. If you want to do this to your fortress at large instead of a barracks put a meeting zone at the bottom of the pit. This means even civilians will be all used to tragedy, and so you can recruit them directly into the military and they will already be hardened right from the get go.

13
DF Dwarf Mode Discussion / Observations on bucket brigade ice casting
« on: April 18, 2011, 01:05:45 pm »
In a freezing climate where there is ice all year round this actually works extremely well for building above ground stuff.

Some things I have noticed:

---You only get 1 fill pond job per pond zone, so it works best to make many, many pond zones. I usually make a series 10x1 zones. Once the pond zone is finished you will start getting notifications that they cannot fill the pond. At this point you can just delete the zone and the fill pond job goes away on its own.

---It takes 2 buckets to make a tile of solid ice. The first bucket makes an ice floor. The second bucket makes the ice wall on the level below.

---Make your water source as close as possible to the construction site. It needs to be underground so it doesn't freeze, but closer means things get cast from ice more quickly.

---Water in buckets will last for a surprisingly long time before freezing in the bucket as a chunk of ice. Its really not an issue unless the bucket is dropped and left outside. If the water in the bucket does freeze just order the ice to be dumped, and the chunks of ice will be taken to your garbage zone.

---Put your bucket stockpile right next to water source and produce a large number of buckets to ensure there is always another bucket to be filled.

---You can cast ice over a ledge. First the ice floor and then the ice wall is cast at the Z level right below the pond zone. This means if you're dumping buckets of water off of a 2 Z level high wall, you will be forming a solid ice roof and the area underneath will be completely ice free, and even safe to walk over as the ice is being cast over their heads.

---You can cast ice walls right to the edge of the map. Effects on creatures spawning there is unknown, currently undergoing testing.

14
DF Modding / Training workshop no longer working
« on: April 03, 2011, 01:01:26 pm »
I can't figure out why. :(

The building is being built, the civilization can do both the workshop and the reactions in the workshop, and they even perform the reactions according to their specific skillset, so my mechanics rush over to the workshop that has practice mechanics on repeat and happily practice their mechanics, yet gain no experience at all even after years.

Code: [Select]
reaction_practice

[OBJECT:REACTION]


[REACTION:PRACTICE_WEAPONSMITHING]
[NAME:Practice Weaponsmithing]
[BUILDING:PRACTICE_WORKSHOP:CUSTOM_W]
[SKILL:FORGE_WEAPON]

[REACTION:PRACTICE_ARMORSMITHING]
[NAME:Practice Armorsmithing]
[BUILDING:PRACTICE_WORKSHOP:CUSTOM_A]
[SKILL:FORGE_ARMOR]

[REACTION:PRACTICE_BLACKSMITHING]
[NAME:Practice Blacksmithing]
[BUILDING:PRACTICE_WORKSHOP:CUSTOM_B]
[SKILL:FORGE_FURNITURE]

[REACTION:PRACTICE_METALCRAFTING]
[NAME:Practice Metalcrafting]
[BUILDING:PRACTICE_WORKSHOP:CUSTOM_C]
[SKILL:METALCRAFT]

[REACTION:PRACTICE_MECHANICS]
[NAME:Practice Mechanics]
[BUILDING:PRACTICE_WORKSHOP:CUSTOM_M]
[SKILL:MECHANICS]

[REACTION:PRACTICE_DIAGNOSE]
[NAME:Practice Diagnosing]
[BUILDING:PRACTICE_WORKSHOP:CUSTOM_D]
[SKILL:DIAGNOSE]

[REACTION:PRACTICE_DRESS_WOUNDS]
[NAME:Practice Wound Dressing]
[BUILDING:PRACTICE_WORKSHOP:CUSTOM_D]
[SKILL:DRESS_WOUNDS]

[REACTION:PRACTICE_SETBONE]
[NAME:Practice Bonesetting]
[BUILDING:PRACTICE_WORKSHOP:CUSTOM_S]
[SKILL:SET_BONE]

[REACTION:PRACTICE_SUTURE]
[NAME:Practice Suturing]
[BUILDING:PRACTICE_WORKSHOP:CUSTOM_S]
[SKILL:SUTURE]







[REACTION:PRACTICE_LEADERSHIP]
[NAME:Practice Leadership]
[BUILDING:PRACTICE_WORKSHOP:CUSTOM_L]
[SKILL:LEADERSHIP]

[REACTION:PRACTICE_TEACHING]
[NAME:Practice Teaching]
[BUILDING:PRACTICE_WORKSHOP:CUSTOM_T]
[SKILL:TEACHING]

[REACTION:PRACTICE_SWIMMING]
[NAME:Practice Swimming]
[BUILDING:PRACTICE_WORKSHOP:CUSTOM_S]
[SKILL:SWIMMING]

[REACTION:PRACTICE_DODGING]
[NAME:Practice Dodging]
[BUILDING:PRACTICE_WORKSHOP:CUSTOM_d]
[SKILL:DODGING]

[REACTION:PRACTICE_SHIELD]
[NAME:Practice Block]
[BUILDING:PRACTICE_WORKSHOP:CUSTOM_B]
[SKILL:SHIELD]


[REACTION:PRACTICE_KNOWLEDGE_ACQUISITION]
[NAME:Practice Learning]
[BUILDING:PRACTICE_WORKSHOP:CUSTOM_L]
[SKILL:KNOWLEDGE_ACQUISITION]

[REACTION:PRACTICE_DETAILSTONE]
[NAME:Practice Engraving]
[BUILDING:PRACTICE_WORKSHOP:CUSTOM_E]
[SKILL:DETAILSTONE]



[REACTION:FARM_TOWERCAP]
[NAME:Farm tower-cap]
[BUILDING::MINESHAFT:CUSTOM_T]
[SKILL:WOODCUTTING]
[PRODUCT:10:1:WOOD:NO_SUBTYPE:PLANT_MAT:TOWER_CAP:WOOD]

15
DF Dwarf Mode Discussion / Non-centralized fortress designs
« on: March 11, 2011, 09:28:42 pm »
Halp, I'm stuck in a rut. :(

I keep building ginormous great halls, Mines of Moria style, with large, highly efficient rooms going off of the main hall. The great hall is the meeting zone, central to the industrial, agricultural, bedrooms, and nobles wings of the fortress.

While these layouts are extremely efficient and immensely productive, they're boring.

I want to try something that is much more decentralized, with perhaps numerous meeting zones, everything sort of all jumbled together, yet nice looking. Almost bunker complex style.

Anyone have any inspiration?

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