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Topics - Hyndis

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16
It would be extremely helpful to be able to just type in how many items you want made, even if the number of items is larger than 30, without having to make multiple job orders each with 30.

For example, if I want 100 gold statues to be made it would be much easier to just order 100 gold statues all at once, rather than three batches of 30 jobs and one batch of 10 jobs.

Likewise you could make essentially an infinite job queue by ordering a batch of 99999999999 brew drink jobs, or something like that.

There is likely a limit due to coding, but even if the limit is 256 jobs that would still be a huge improvement over the current limit of 30.

This should be a relatively minor change, something that could probably be done in just a few minutes, but it would be a very helpful change in that it will make macromanagement for large fortresses significantly easier.  :)

17
DF Modding / Dual use pickaxes (mining and woodcutting)
« on: February 14, 2011, 12:29:13 am »
I wasn't able to find anything with searching. I haven't been able to get a pickaxe to be a dual use item, usable both by miners and by woodcutters. The idea was that it would be a double sided weapon. On one, a mining pick. On the other, an axe blade.

I've got the attacks done. Thats the easy part. Hard part is getting both miners and woodcutters to pick up the same weapon.

Anyone able to get this working?

18
DF Dwarf Mode Discussion / Magma Teleportation
« on: November 10, 2010, 12:56:02 pm »
Behold!

http://mkv25.net/dfma/poi-25980-magmateleporter

It is very easy to move magma up or down. But what about moving it horizontally? What if you need to move magma from one side of the fortress to the other right now? Those goblins won't turn into !!goblins!! on their own.

Thus, the magma teleporter was created. It can move magma almost as fast as very highly pressurized water. Which is to say, almost instantly. It is based on the technology for a mist generator, but rather than in a loop it moves in a linear manner. One key for this technology is iron mechanisms. Iron is magma safe. While you're at it, make the pumps entirely out of iron as well. Put an iron mechanism bridging the 1 tile gap between each pump. The teleporter takes 5 power per tile moved.

While the main teleporter is only a proof of concept, and it does nothing except irrigate my plump helmet farm with magma, it works. The smaller magma teleporter down at the base of the fortress feeds the pump stack, and it is fully functional. It instantly moves magma horizontally to feed into the pump stack, which then elevates magma to the magma forges as well as the test track for the teleporter.

19
DF General Discussion / Drastic measures in the carp invasion
« on: October 07, 2010, 06:05:44 pm »
The advance of the invasive Asian carp up the Illinois River and into a canal leading toward Lake Michigan is leading many in the Great Lakes region to consider whether the man-made waterways connecting the Great Lakes and Mississippi River watersheds should be cut off.

Public officials in the Great Lakes states, including Chicago Mayor Richard Daley, say the time has come to consider re-reversing the flow of the Chicago River and closing off the canals linking it to the Illinois and Mississippi rivers.

Legislation proposed by members of Congress from Great Lakes states calls on the U.S. Army Corps of Engineers to expedite a study into hydrological separation of the two important basins. Plans would likely include re-reversing the flow of the Chicago River back into Lake Michigan, after the river was reversed over a century ago in an engineering feat many say was remarkable at the time.

...

http://www.npr.org/templates/story/story.php?storyId=130400272

20
DF General Discussion / Digging too deep, IRL
« on: September 18, 2010, 01:29:55 am »
http://topdocumentaryfilms.com/inside-planet-earth/

Very interesting documentary for what happens when you dig too deep. Haven't finished watching it yet, but it is very awesome so far. Great visuals too!  :D


To the core!

Urist McMiner has died in the heat.

21
DF Dwarf Mode Discussion / Stoping the red menace
« on: September 13, 2010, 03:54:10 pm »
How do you control the rivers of blood from the aftermath of a siege?

If we're talking about just regular goblins here that isn't much of an issue, with the blood being tracked everywhere. It will be dealt with eventually. However I want to have barriers, firm barriers that prevent the rivers of blood from extending beyond that point to prevent a plague if I happen to encounter, say, a FB with blood that causes dwarves to melt.

I've tried wading pools but they don't seem to work. Its just a ramp down, with 2 or 3 water in it. Shallow enough dwarves can path through but deep enough that it does not evaporate. Dwarves getting out of the pond are blood free as they are now covered in water, and the water dries off after a few steps, resulting in a perfectly clean dwarf. Despite being perfectly clean they still end up tracking the blood around the fortress.

Are there any options to construct a chokepoint that prevents the rivers of blood from flowing beyond that point?


I want my battlegrounds to be bloody. I want my dining rooms to be pristine.

22
DF Dwarf Mode Discussion / One-way ramps (31.12)
« on: September 12, 2010, 06:32:59 pm »
Anyone been able to get them working in the current version? I've been tinkering with them for a while now and can't get it to work.

Or was this fixed from 40D?

I miss my one-way ramps. Made for amazing goblin harvesters and collection systems for annoying creatures.  :(

23
DF Dwarf Mode Discussion / Defense Strategy
« on: August 30, 2010, 02:39:46 pm »
How do you defend your fortress?

I prefer the mobile military version myself. Its a very flexible means to defend your fortress and can deal with all threats.

However sometimes I do just like relying on utterly excessive highly complex machinery to do the job for me. I can't decide.  :(

24
DF Dwarf Mode Discussion / Never enough dorfs. :(
« on: August 08, 2010, 03:07:29 am »
My fortress currently has 206 dwarves, 154 of them adults.

My idler count has been at 0 for the past 2 decades of in game time. I have farms going, 4 stills churning out booze on a continuous basis, 14 smelters chewing away at the massive stockpiles of silver and gold ore, 9 mason workshops churning out rock blocks for constructing a huge above ground fortress, 6 wood furnaces making charcoal, a dozen woodcutters clearcutting the forest above, and 6 glass furnaces making glass blocks to produce skylights to allow natural illumination through several Z levels worth of solid glass for safety.

I don't have enough dorfs.  :(

25
DF Dwarf Mode Discussion / Great Hall designs
« on: July 26, 2010, 10:39:59 am »
So with my new fortress I was going to make a gigantic great hall as the main entrance to my fortress. The design would involve two large spiral ramps. One would be in the upper right corner of the map and the other one would be in the lower left corner of the map. One of the ramps would go up to the surface, and the other would lead down into the fortress itself. The ramp would probably go through a cavern level, so the fortress would be between two caverns.

For the great hall I was going to make it about 5 Z levels tall, with massive, natural stone engraved pillars.

The only question I have is to make it be a well kept great hall or a wild great hall.

Should the entire thing be smoothed, including the floor, and kept pristine, with legions of cleaners swarming up the stairs to mop up all of the blood after a siege to keep it spotless? Or should I muddy the entire floor of the great hall once its been carved out, turning it into a gigantic tree farm that doubles as my battleground? All dwarves will be kept underground. All fighting will be done in that great hall amidst the enormous pillars engraved with the history of dwarven civilization, as well as cheese.

The other thing that I considered was to make two great halls. The first, upper great hall would be pristine. This is where goblins would go to die.

The spiral ramp going down would then go to ANOTHER great hall of identical design. 5 Z layers tall, smoothed and engraved, but the floor left untouched. The floor would then be muddied, turning it into my tree farm, so the tree farm is protected by the defense burrow of the first great hall above.


The other question is what the hell do I do with all of that stone?

This would involve carving out essentially 10 entire Z levels on a 4x4 embark. That works out to about 36,864 stone per level. 184,320 per great hall. And there would be not one but TWO great halls.  :o

I use a prospecting mod to allow me to turn useless rough stone into gems or metal, but still, that is an obscene amount of stone!

26
DF Dwarf Mode Discussion / Roadsaviors (31.08, year 25 after embark)
« on: July 12, 2010, 11:04:30 am »
http://mkv25.net/dfma/map-9123  :D

Work in progress. You can see my notes for future constructions in the POI's.

Invaders are currently turned off as I'm trying to complete so many different projects all at the same time that I can't be bothered with hauling away goblin corpses.

27
Having a little difficulty with this for some reason. I have piles of gems, and I want to decorate my masterwork weapons and armor with them.

Selecting finished goods will have my jewelers happily decorate things like large green glass gems, but I can't seem to put them on weapons and armor. If everything is forbidden except the gems and armor they will say need improvable finished good item.

28
DF Dwarf Mode Discussion / The laziest noble
« on: July 05, 2010, 01:05:59 pm »
My expedition leader has had a great career so far. He started out first counting all of the stones the miners were producing while tunneling out the great halls of Roadsaviors. He would count the crafts produced by the craftsdwarves, and barter with the caravans to secure vital goods.

He would organize production, coordinating the small army of craftsdwarves, masons, carpenters, and blacksmiths to forge the industrial base of the fortress.

The successful fortress grew, with migrants streaming in from across the kingdom. Erush Edanoltar was promoted to mayor! After winning several more elections, and continuing to keep perfectly accurate counts of the wealth of Roadsaviors, while at the same time managing production orders and meeting with traders and unhappy dwarves, the Mountainhomes has found merit in the new settlement, offering the title of Baron to Erush Edanoltar.

To celebrate, the new Baron ran over to the dining hall and chugged a barrel of prickle berry wine (his favorite drink). As a reward I have ordered a bar installed within his room to store prickle berry wine to lessen his time searching for his favorite booze so he can complete with duties with even greater efficiency.

The new Baron then went on break. The year was 1054.

The year is currently 1057. Baron Erush Edanoltar is still taking his extended vacation. During this time he still talks with anyone who wishes to speak to him, but refuses to maintain the counts of the wealth of the fortress, refuses to manage production orders, refuses to even meet with the traders. If someone comes to his office he will speak with them. But he refuses to leave his office to do anything aside from drinking more prickle berry wine.

The only time he ever sits in his platinum throne is when he's hungry. He refuses to perform any of the vital functions that earned him the title of leader, mayor, and baron.

During his extended vacation, a recent migrant has taken up the duties, counting the wealth of the fortress, managing production, meeting with traders, and even tending to the injured. Its a busy schedule, but he is able to perform it admirably.

Yet another trading season has passed. Erush Edanoltar is refusing to leave his room to meet with them again.

Since his promotion to baron, Erush Edanoltar has become corpulent. When possible he prefers to consume prickle berry wine. He is very weak, very quick to tire, and shockingly fragile. He has a feel for music but he has an iffy memory, shortage of patience, meager creativity, poor empathy, a meager kinesthetic sense, and next to no willpower.

He is assertive. He often does the first thing that comes to mind.

The year is now 1058. Erush Edanoltar has found another barrel of prickle berry wine and emptied it. After feasting upon yet another roast, the baron rolls over to his bed and takes a nap.

His extended vacation continues. He proclaims that he is still on break.

Being a baron is a hard life.

29
DF Dwarf Mode Discussion / Whats your favorite embark biome?
« on: July 03, 2010, 10:27:23 pm »
Just curious where everyone likes to embark most.

I prefer cold or freezing biomes. Glaciers because I can actually smooth/engrave the entire surface of the glacier. I just like the idea of building a gigantic fortress in a desolate, frozen wasteland. Make it a terrifying glacier and its even more FUN.

30
DF General Discussion / How to make an indie game
« on: July 03, 2010, 07:29:23 pm »
DF got a mention over at Cliffski's blog. He's the guy making Gratuitous Space Battles, another indie game.

Quote
6) Stay aware how high the bar is (know your competition)

Don’t forget that for most gamers, the competition isn’t other indie games, but AAA games, or even other activities, TV, movies, etc. When I worked on the battles for GSB, I spent very little time looking at rival games, and virtually no time looking at indie space games. I compared it to the best sci-fi battle scenes I knew of, by ILM. Yes, you have to pick your battles, and graphics might not be one of them. Spiderweb compete on game length, Dwarf fortress on gameplay depth. Whatever it is that you are competing on, you need to ensure you aim as high as you can. Also remember that your game isn’t measured against the best game there is right now. It’s measured against the best game when your’s gets released…

http://positech.co.uk/cliffsblog/?p=753

GSB is an awesome game in of itself. Very pretty too, with pseudo-3d graphics. I enjoy reading his blog since he provides some interesting perspective on making an independent game, something which DF is also. Both are one-man shows, and both games are awesome in their own way.

Also GSB has a demo! I highly recommend at least trying out the demo. Fun times. Lots of omglaserspewpewpew.  :D

http://www.positech.co.uk/gratuitousspacebattles/demo.html


And now back to our regularly scheduled magma induced booze explosions and tantrum spirals...   :D



BTW, has anyone figured out how to make seeds in a reaction? My lumbermill was lost due to an Unfortunate Accident involving my HDD, and I forgot how I got seeds working.  :(

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