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Messages - Hyndis

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31
DF Gameplay Questions / Re: Developing a robust textile industry
« on: February 12, 2020, 02:04:27 pm »
I've found that having all clothing stored in one stockpile (with bins) that is also a refuse stockpile (but does not accept any items) resolves the issue.

All clothing items in this stockpile will slowly rot away to nothing. They'll vanish. So I have seasonal repeating work orders to make new clothing. I'll have a farm growing pig tails as often as possible and a food stockpile that only store pig tail plants (and nothing else). Then I'll every season have work orders make 25 cloaks, 25 shoes, 25 socks, 25 hoods, 25 gloves, 25 pants, and 25 robes. I'll also set up a seasonal work order to process plants, which looms then auto-spin into thread.

Dwarves can take what they need from the newly produced clothing. Everything else gets hauled to the finished goods/refuse stockpile to rot away. Siege debris also ends up there to rot away.

One thing to keep in mind is that dwarves may sometimes fill a bin with other items despite it being in this stockpile. You don't want them filling one of these bins with masterwork steel helmets which will rot away because its a refuse stockpile. Unfortunately dwarves will put armor in these bins even if armor is forbidden. First, they fill the bin, then they move the bin. Problem is, the stuff rots away while the dwarf is filling the bin.

To fix this, make sure your armor stockpile does not use bins. A quantum stockpile for your good armor has an added benefit of not locking out all your good armor because one dwarf is trying to put one gauntlet into one bin.


32
DF Modding / Re: Adding an armor-worthy fiber
« on: June 13, 2019, 01:23:59 pm »
An simpler solution might be to just let you make clothing from metal directly.

Check the inorganic_metal raws. Note the item types, such as:

Code: [Select]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[ITEMS_SOFT]

Items soft are clothing. Add this tag to metals and you can make bronze or steel shirts if you want.

In my case I made mithril, a strong, difficult to product but lightweight metal that can be used to make traditional metal items (shields, swords, etc) as well as clothing items. Mithril is made in a forge, though workshop reactions can let you easily produce any substance from any substance. You could make a mithril metal which is produced only by growing and processing a special plant in a workshop. You could even grow adamantine if you so desired.

Also, keep in mind that no matter how tough the material is, one blow that isn't dodged or parried can easily result in death. A single attack that breaks a hand or foot can knock the door out. A prone, unconscious dwarf is unable to defend themselves. They're easy prey. DF doesn't really let you armor tank things because once you drop in combat you're probably dead. Its not like Rimworld or Stonehearth where attackers will ignore downed pawns. In DF they'll keep attacking especially if the dwarf is downed. Minor injuries often lead to death for this reason. Combat skills such as blocking, dodging, and parrying, are vastly more important than armor.


33
Can a syndrome inflict a wound? A severe enough injury that a dwarf registers as receiving a wound ("sustained a minor/major injury recently") in their thoughts page, but at the same time the injury is not permanent and never fatal?

My goal is to modify alcohol so that drinking dwarven booze inflicts a minor wound. These minor wounds from drinking such strong booze should then build up the stress tolerance counter until the dwarf doesn't care about anything anymore so they don't go haggard from seeing the same goblin tooth 15 different times.

I've been using some of the region interactions for weather as examples. Stuff like having blisters across all vascular tissue. These evil weather effects have been my model and while I have been able to inflict injuries from drinking dwarven boozen, these injuries either do not register as a wound or the injuries are so severe they just kill the dwarf outright.

Some examples of the generated evil weather interactions I've been using as bases for super strong booze:

Code: [Select]
[CE_BLISTERS:SEV:100:PROB:100:START:0:PEAK:200:END:2199:LOCALIZED:VASCULAR_ONLY]
[CE_BLEEDING:SEV:100:PROB:100:START:0:PEAK:200:END:2257:LOCALIZED:VASCULAR_ONLY]

But these are not triggering a wound. Or they just kill outright. Or sometimes nothing happens at all. Is there a kind of syndrome interaction that causes enough injury so it shows up as a wound without killing them?

I dont think so. but why not use:

[CE_CHANGE_PERSONALITY:FACET:STRESS_VULNERABILITY:5]

Already use it. Also, the stress vulnerability change factor needs to be a negative number, not a positive number. STRESS_VULNERABILITY:5 makes them more vulnerable to stress.

 STRESS_VULNERABILITY:-5 would decrease their stress vulnerability. A lower number is better.

I've also added in a positive emotion for drinking booze:

      [CE_FEEL_EMOTION:EMOTION:JOY:SEV:75:PROB:100:START:10:PEAK:120:END:480:DWF_STRETCH:4]

Unfortunately the negative effects of seeing sentient corpses is so gargantuanly massive it easily overrides all of this. There's no stack limit to how many sentient corpses can be seen and how many negative thoughts are generated. Every body part, including every tooth, counts as its own corpse. A single siege is enough to permanently break a dwarf unless they're hardened to the point of not caring about anything anymore. Thats my goal; to harden dwarves, and to do it via syndrome delivered via dwarven booze.

34
Can a syndrome inflict a wound? A severe enough injury that a dwarf registers as receiving a wound ("sustained a minor/major injury recently") in their thoughts page, but at the same time the injury is not permanent and never fatal?

My goal is to modify alcohol so that drinking dwarven booze inflicts a minor wound. These minor wounds from drinking such strong booze should then build up the stress tolerance counter until the dwarf doesn't care about anything anymore so they don't go haggard from seeing the same goblin tooth 15 different times.

I've been using some of the region interactions for weather as examples. Stuff like having blisters across all vascular tissue. These evil weather effects have been my model and while I have been able to inflict injuries from drinking dwarven boozen, these injuries either do not register as a wound or the injuries are so severe they just kill the dwarf outright.

Some examples of the generated evil weather interactions I've been using as bases for super strong booze:

Code: [Select]
[CE_BLISTERS:SEV:100:PROB:100:START:0:PEAK:200:END:2199:LOCALIZED:VASCULAR_ONLY]
[CE_BLEEDING:SEV:100:PROB:100:START:0:PEAK:200:END:2257:LOCALIZED:VASCULAR_ONLY]

But these are not triggering a wound. Or they just kill outright. Or sometimes nothing happens at all. Is there a kind of syndrome interaction that causes enough injury so it shows up as a wound without killing them?

35
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 13, 2019, 12:11:01 am »
Is there a cap on MAXAGE?

I asked recently about removing max age and was told that it will make the creature immortal, so just delete the tag

Yes, thats correct. Simply delete the max age entry entirely and the creature is immortal. It will never perish of old age.

The creature may still turn grey from age. Hair will turn grey or white because thats linked to age but the dwarf or human will never die of old age.

You don't even need to gen a new world to do this. Just go into the save file and edit the raw there.

36
Negative thoughts are everywhere. Dwarves will dwell on negative thoughts forever. Positive thoughts and fulfilling needs is hard to come by and the value of positive thoughts is very low compared to negative. There's almost an inevitable downward spiral to insanity and madness. Its like a Call of C'thulhu game.

There is one way to get around this, but you must be proactive. You need to get all of the trauma out of your dwarves immediately. This means frontloading trauma until they don't care about anything anymore.

Have a large melee military. Get right up in the face of a siege. They'll see so much death so quickly they wont care about anything anymore. This makes them immune to the effects of seeing corpses for the rest of the game. Another option is to quantum stockpile corpses and create a burrow over the corpse pile. Have everyone idle in that tiny burrow. They'll chat with friends, make new friends, strike up romance, all while shoulder deep in corpses.

Either you successfully inoculate them to further trauma or they're broken forever. The dwarves who break should be expelled from your fortress. You can expel them to one of your holdings if you want to try retrieving them later. Send them off for a few seasons and summon them back with a messenger, and hopefully they will have somewhat recovered.

37
DF Dwarf Mode Discussion / Re: Introducing: The Dwarven Sanitarium!
« on: November 01, 2018, 09:28:19 pm »


Inspired by a comment elsewhere I have resorted to shock therapy in hopes of having a beneficial personality reversal from trauma: I'm now assigning them to corpse hauling, hunting or web gathering so they'd have as much exposure to personality altering events as possible. They can't go farther than 100 000 stress, so why not?


A quantum corpse and refuse stockpile in a small tavern room might do the trick. Everyone socializes and makes friend over a pile of rotting corpses. They either go insane or become so immune to horror its no longer an issue. The insane dwarves are expelled from the fortress. Get new migrants, treat them to the same tavern of doom and keep those who pass the test.

One thing I've noticed is that dwarven children like to play around corpses. This can be unfortunate if the corpse pile is at the edge of a map and another siege spawns there, but the constant exposure to corpses means they don't care about anything anymore long before they reach maturity. So it does work. You just need to keep them from breaking long enough to get over it.

38
DF Dwarf Mode Discussion / Re: Best way to deal with a titan?
« on: October 14, 2017, 11:03:47 pm »
If you so happen to have an artifact piece of furniture that is not a tile blocker (not a door, statue, or floodgate) you can use that as bait. Building destroyers, including titans and FB's, will try to smash it, but artifacts cannot be damaged.

They'll end up forever attacking but failing to damage the artifact furniture, pinning them in place. From here you can do with them as you wish, including the Cask of Amontillado approach using a machine to get the job done.

Also, do check what the creature is made out of. Some randomly generated beasts are so flimsy a kitten can kill them in one hit. Others are made out of things like steel. Good luck damaging that. I once put 10,000 bolts into a giant diamond tarantula. Thats 10,000 stuck-in bolts. The thing simply would not die. Fortunately because I had an artifact furniture as bait, it was able to be an effective marksdwarf training target.

39
DF Dwarf Mode Discussion / Re: How, specifically, is pathing implemented?
« on: October 14, 2017, 10:57:54 pm »
I tend to box my XclothingX up and sell it to the merchants. Is that causing mayhem with my FPS, or when sold, is it gone as good as when it disappears in a refuse stockpile or magma pool?

Selling stuff to merchants also works. Once its off the map or destroyed its gone. Dumping into the magma ocean is also a great way of permanently getting rid of items.

Having too many items can really bog down your FPS. For example, if you have 10,000 metal bars, every frame every smelter and forge will check all of the available metal bars to see what can be pathed to in order to fulfill those active jobs. This pathing check is inevitable, but trying to path to 100 bars is a lot easier than 10,000. Same goes with stone and workshops that use stone, stored plants and plant using workshops, etch. It multiplies out by how many workshops you have and how many items the workshop is looking at. Having lots of workshops and/or lots of items causes this to balloon out of control rapidly. Keep those stockpiles as small as possible and try to use as few workshops as you can manage.

Clever use of the job manager screen lets you set up a just in time system where items are produced on demand but only as needed, and even better this system can run automatically so long as you set up your job conditions correctly.

40
DF Gameplay Questions / Re: Butchering killed creatures by my military
« on: October 14, 2017, 10:53:35 pm »
While necromancers (or a biome where the dead spontaneously reanimate) can allow you to butcher tame creatures that have died by any other means, its very risky as you may get a reanimated head, or reanimated wool, or something that is unkillable.

Building lots of cage traps everywhere as a failsafe can help with this, but its still risky. A cage trap will catch any undead instantly, even undead that cannot be killed. While it may be invincible its trapped. You can then sell the caged animated wool on to a merchant. They'll have a lot of fun with that when opening up the cage, but at that point its not your problem anymore.

If you're looking for infinite meat/leather, dig into the caverns, and then line the caverns at the edge of the map with stone fall traps. You can also build directly to the edge of the map underground, so wall all the whole cavern except for one part. All animals will appear on the map in the available tiles, allowing you to decide where they spawn from. Have them spawn into a forest of stone fall traps. As soon as the existing group of animals is dead a new group will instantly spawn, and the dead animals can be hauled away and butchered, or even easier, build the butcher workshop immediately adjacent to all of the traps.

41
DF Dwarf Mode Discussion / Re: Giant goblin siege!!!Battle tactics?
« on: October 13, 2017, 02:25:13 pm »
If those 30 troops are fully equipped with metal gear and have at least some training, you could probably just sally out and drive them off without too much harm to your forces. Goblins seem to have a habit of marching in long columns directly towards the nearest fortress entrance, so you could gather your troops in one place - right behind the front gate, for example - wait for the goblins to get close to you and then launch all your melee troops on them at once. The goblins are likely to be too thinly spread at that point to make effective use of their numbers, so your dwarfs should be able to kill enough of them to make the rest flee before the numbers really begin to count.

Training is critical. 30 dabbling dwarves with metal armor will be torn apart. 30 legendary+5 dwarves with metal armor are nearly invincible. Only send well trained troops into melee unless you want to lose them. If your troops aren't well trained, try to stick to ranged or use traps/machines to do your work for you.

42
DF Gameplay Questions / Re: Can any container store stones?
« on: October 13, 2017, 02:22:58 pm »
You need to move the mine cart 1 tile so that it dumps the contents. It only dumps the contents when it is moved onto a tile with a track stop. This means your quantum stockpile mine cart route needs to be at minimum 2 tiles long, a starting position and the ending position with the track stop.

Each mine cart can hold 5 stone at a time, and there's some downtime where the cart is being moved back and forth. To not have any interruption when quantum stockpling multiple minecart routes can be created that are duplicates of each other. 3 minecart routes for stockpiling stone mean that 15 stone can be hauled at once, improving speed at which things are quantum stockpiled at the cost of increased labor requirements.

43
DF Gameplay Questions / Re: Can any container store stones?
« on: October 12, 2017, 07:03:58 pm »
I was looking through the wiki, and it seems that almost every type of item can be placed on a storage container except for stone. I have so much of it, and it looks like I'll need a gigantic stockpile just to unclutter my fortress. Is there a container that can store all of these things?

For reference, I am talking about my ungodly amount of diorite and cobalite.

Set up two stone stockpiles adjacient to each other. Make one stockpile be a 1x1. Make the other stockpile be however large as you want.

Then set up a mine cart route. The mine cart route should be as short as possible, preferably just 1 tile long. At the end of the mine cart route set up a track stop and have it auto-dump onto your 1x1 stone stockpile.

Set your mine cart route to take stone from the big stockpile, and then when empty always immediately guide it back to the start to be reloaded. You can pile up multiple of these compressors using mine cart routes on the same tiles and dwarves will work them all simultaneously. This lets you compress anything you want from your big stockpile to a 1x1 stockpile.

This also works for wood, refuse, furniture, or anything else. It also works for bars/weapons/finished good/armor, however in order to get this to work make sure that both the big stockpile and the 1x1 quantum stockpile do not use bins. Using bins for bin-storable items causes problems with quantum stockpiling.

Alternatively if you just want to get rid of it, have this track stop dump into a chute down to the magma ocean or into an atom smasher. Make sure your atom smasher pit is at least 5 z-levels deep so nothing bounces out of the pit as the drawbridge does its thing.

44
DF Dwarf Mode Discussion / Re: Giant goblin siege!!!Battle tactics?
« on: October 12, 2017, 06:59:16 pm »
More dakka solves all problems. Marksdwarves, no matter how dabbling, can wreck havoc on dense formations. Even though every shot will miss its intended target, every shot will still hit a goblin even by accident. The trick is to engage on a flat plane. The shots will keep traveling forward and they will strike other goblins.

60 marksdwarves all with 25 bolts will put a lot of bolts downrange really fast. Its okay if they're bad shots, that doesn't matter. Volume of fire is what you're after.

I tend to have different "castes" of dwarf, with the commoner caste doing all of the farming work and other low skill jobs, including hauling. These dwarves all get crossbows, shields, and lightweight armor. In a pinch I can muster 60+ of these guys to all rally in the same place. That many crossbows all piled up together in the same 5x5 barracks centered on a strategically located armor stand puts out a lot of firepower.

45
DF Dwarf Mode Discussion / Re: How, specifically, is pathing implemented?
« on: October 12, 2017, 06:52:40 pm »
As far as I understand, restricting the number of potentially available paths is beneficial to the FPS, which results in a recommendation to close off sections of the fortress where no activity should take place with locked doors (or a wall).

Go for constructed walls rather than doors. Pets may try to path through doors, and building destroyers will see doors as juicy targets. A constructed wall is an impassable barrier to everyone.

The other thing is that items are all calculated with pathing as well. One of the best things you can do to keep your FPS high is to limit the number of items you produce. This means you want your stocks menu to be as lean as possible. You want as few metal bars, as few stones, as few clothing items as possible. Make just as many as you need, but no more. Any excess dump into the magma chute.

Note that you can have your clothing stockpile also be a refuse stockpile, which will automatically rot away all stored clothing to nothing. It vanishes. You do have to continually produce new clothing though. If a dwarf needs new clothes they will pick it up immediately as its produced. Any excess will be stored and decay away to nothing.

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