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Messages - Sadrice

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211
For a challenge, try the single pick challenge in a nasty biome.  In the thread on the front page, there's a reanimating tundra with aquifer and titans that show up by summer.  If you don't bring that one plump helmet, walling yourself underground won't save you.  You can get food from the pack animals, but that's hazardous, and without stone vermin will eat it quickly.


In the thread, it was eventually decided that freezing biomes are easier, because freeze drilling is a good way to pierce an aquifer, though it leaves you exposed to fliers.  A hot biome that will evaporate any murky pools and has no vegetation or above aquifer stone was decided to be the nastiest.  Red sand deserts, black sand deserts, and wasteland has the potential to be nasty.


For extra nastiness, pick a saltwater aquifer.  Without embark booze, surface vegetation, or caverns, there are no drinks, which kills very fast.  You can drink saltwater by desalination with a screw pump, which permanently uses all three wagon logs, so any workshop tasks will have to be completed, and you will have no building materials until you hit stone, unless you can deconstruct your pump for a block without losing water, without using a door or anything else built, and limited space above the aquifer.  According to the wiki, you can drink saltwater with a well.  This only permanently uses 2 logs, giving you a workshop, but you need a rope, and since no pack animals are she arable, I don't think that can be had til the caravan.


The one pick challenge thread had methods to pierce an aquifer of at least 3 levels I think without permantley using any logs, and I think the only requirement was a building material, so the desalination pump might be able to be deconstructed to make that and then you could pierce the aquifer, reach the caverns, and be home free bar random disaster, but it would not be easy, especially in a hazardous biome.  Any reanimating biome can be nasty, because you have the potential to lose all access to the surface if you don't find a mass zombie disposal system (one such system described in the one pick thread), which limits growth to actually waiting for children to mature and prevents you from accessing any materials not found locally, unless you can somehow get caravan goods.


In addition, if you somehow find a terrifying Oceanside embark, you even have the potential to get zombie giant sperm whales trying to squash your dwarves, which if you play it right gives you access to what I think is the single most potent minecart projectile in the game.




Sure, a water cannon would make more sense, but do you have no pride?!  You could flatten your enemies with a giant sperm whale, which would promptly reanimate and continue the slaughter.  And you would have the satisfaction of having dug it all out by the hair of your beard, and a lot of luck, if you have zombie giant ravens in the locale.

212
DF Dwarf Mode Discussion / Re: FB killed in reactor meltdown
« on: May 02, 2014, 05:56:14 pm »
Yeah, but I'm more interested in the fact that the logs hit him in the first place.  Falling logs, (or better, mechanisms) can be dangerous to non ash creatures as well, so this might be adaptable to convoluted and inefficient, and hence dwarfy traps.   

213
DF Dwarf Mode Discussion / Re: FB killed in reactor meltdown
« on: May 02, 2014, 04:11:09 pm »
If I do a Christmas tree of stuff off a central vertical gear shaft, I could put in as many mechanisms as I please, i think, by stacking several z levels of stuff to drop.  It would be a pain to build, though.


The best machine component to drop would probably be native gold mechanisms.  Not much less dense than platinum, extremely abundant in most places, and you don't even lose value since it has the same value as smelted gold, which can't be made into mechanisms outside a mood.



But in any case, an easier way would be to have a building destroyer break an active gear, rerouting a minecart path to dump waste stone from a dumping stop in the ceiling, or if you want more scattering, cycling bridges could be used to fling it in a more random fashion.

214
DF Dwarf Mode Discussion / FB killed in reactor meltdown
« on: May 01, 2014, 07:48:42 pm »
So, I had an FB (giant humanoid made of ash, no special powers) come in through the third cavern layer, where I was trying to set up a minecart based magma mover, filling a big cistern at z -20.  To get magma in the carts, I had a dwarven water reactor built, following this design exactly, but I hadn't yet sent a bucket brigade to fill it from the water in cavern 2, so it was empty, but with pump, two water wheels, and a hatch over the pump input with attached lever, and the ramps removed from beneath the water wheels but not the pump input.


Ash monster shows up, I send in the militia, my mace dwarf, who as it turns out doesn't have a mace yet shows up, knocks a hand off with his shield before being promptly punted into the magma pool by the FB (discovering candy in the process, so I guess yay, praise the miners?).  Next on the scene is a spear dwarf, a brand new recruit with neither spear nor meaningful armor.  Skull caved in immediately. 


Then I go try to get my military sorted out so someone with an actual weapon will come deal with this crap, and when I glance back, the FB is dead!  I check the reports, and the most recent one has him getting clobbered by a pile of flying logs, which are scattered in the reactor trench along with the FB parts.  The pump and water wheels are deconstructed.


I assume he broke the pump, and the falling water wheel parts got him, but don't they just fall, or do they explode?  I don't know where he was standing when he broke the pump, but I would assume it would be in the accessible tile of the pump or on one of the adjacent diagonals SW and SE of the pump.


He was made of ash and so was somewhat inherently delicate, but still, as my carpenters discovered after I played around with minecart supplied drop chutes for wood, falling logs are not harmless.  I would like to mount a large number of water wheels suspended over a single supporting machine component as a trap for building destroyers.  I've got some Bloodthorn in the caverns for heavy logs, does anyone know if falling height affects the lethality of falling items?  I could put it in a tall chamber with a vertical axle holding the wheels high above the hapless building destroyer.  Gold mechanisms are another potential item to drop (I assume they deconstruct when unsupported, like water wheels?).  If you build it in a fortress entrance anteroom, you could get a troll to drop it on his whole squad.


I know there are better building destroyer traps, like supports to generate cave ins, or doors holding back water and/or magma, but I think this one's entertaining, and what it lacks in lethality, it makes up for in ease of cleanup and lack of cave ins.  Has anyone tried something like this?

EDIT: fixed broken link.  The iPad's copy/paste and selection system takes a dwarven approach to doing what you want when you want it.

215
But do the contaminants actually go anywhere, or do they just stay there to contaminate the next dwarf (OP's problem)?

216
It would probably be more controllable to have the fire outside the minecart next to the track, and you control exposure by either passing the cart by the flame faster to reduce exposure or slowing the cart or sending it by again for extra exposure.  I don't know how dwarf thermodynamics handles minecarts, though.


217
Well, since someone else already necroed the thread, I'll ask:  has anyone tried the flaming minecart method of well cleaning yet?

218
To clarify, raising drawbridges don't work how you would expect.  A north raising drawbridge would throw birds every direction but north, and any birds on the tiles that become the raised bridge would be atom smashed.  You could avoid this problem by just using a retracting drawbridge to drop them down a hole.  Retracting drawbridges also fling creatures a few tiles, stunning them in the process, so they can be used to chuck birds off a ledge, or alternately, to trap trapavoid creatures or dwarves/friendly critters.


You could solve the weight issue by just putting a few pigs in with the birds, which might be nice to do anyways.  You could also just put the pressure plate somewhere where dwarves will step on it.  The meeting hall would probably deplete your birds too quickly, but I'm sure you could find somewhere appropriate.

219
DF Suggestions / Re: 'Artifact' Engravings
« on: April 19, 2014, 11:03:14 pm »
Why would you smooth a wall that you plan to dig out?


I often smooth rooms and hallways that are more or less complete but might be added to later.  Like the office block probably has a smoothed hallway, and if I get another noble that wants an office, I'm going to have to dig through the smoothed wall of the hallway to add a new room.

220
DF Dwarf Mode Discussion / Re: Wierd scenario with water mechanics.
« on: April 19, 2014, 05:33:31 pm »
I was afraid of that. Is there a way to maximize the effects of flow?  Do it on a ramp and/or keep the water level around 5-6 to prevent teleporting?

In my experience, the easiest and best way to produce a limited flow of water for a pusher trap is using a diagonal pressure reducer, and you don't even need any fancy mechanics to maintain the water level.  The only moving part (aside from the water itself) is the on/off switch floodgates.  Pressure (water teleporting) only goes the six orthogonal directions (N, S, E, W, Up, Down).  Water will go through a diagonal path, but not by teleporting, just by moving individual units of water between adjacent tiles.

That means that if you provide a diagonal grating on an infinite water source, you get dependable limited flow, which as I recall is enough to provide pushing across a 3 wide path, like so:


It's been a while since I made one of those (too simple and effective, I've been trying to limit myself to either more elaborate traps or military), but that should work as drawn.  The fortifications could be done without, but then building destroyers could access the doors, although that shouldn't happen when water is flowing.  You could leave it turned off except in case of invasions, or use traffic designations to keep your dwarves out of it and leave it always on (though the constant flowing water will affect fps).

I drew it underground, but there's no reason why it couldn't be placed on a cliff, or the ramparts of your castle, or whatever (other than it being easier to get infinite water underground).

This style of pressure reducer is also useful for managing water levels in other situations, like if you have a cistern well below the water source, you could just have a pressure reducer at the end of the plumbing feeding the cistern, and then it will never fill above that Z level, no matter the pressure on the input plumbing.  No more massive floods coming out of your wells, drowning the meeting hall!

You can also put checkerboard columns across hallways or in your entrance hall (I like to put it around the depot, separating 'inside' from 'outside', with the depot being 'outside' but still underground.  Not only does that limit line of sight on invading marksmen, allowing your dwarves to ambush them behind the columns, but it also keeps water from flowing quickly through, so that in case of a major flood, you get muddy floor but water is not capable of quickly filling your fortress, so you can lock down the affected area while not limiting your dwarves movements.

Basically, I love diagonal gratings made of checkerboard columns.  They are functional, while providing easily visible symbolic boundaries between parts of the fortress, while also being totally dwarf permeable, and if you want to trap the boundary, it halves the required number of traps while also stopping arrow fire, reducing scared dwarf cancelations, and preventing disastrous flooding.

221
DF Suggestions / Dyes and Dyeing
« on: April 14, 2014, 10:24:12 am »
Given the new plant raws being added to the game, adding a large number of new kinds of potential dyes and things to dye, as well as the vague talk of someday phasing out the traditional plants and fungi that provide most of the good dyes in dwarf fortress, it seemed like a good time to talk about dyes.

I'm starting a new thread because the most relevant thread I could find on the topic was this one, which is going on 6 years old, and isn't really about the same thing anyways.  I like the suggestions in that thread, especially the bit about there being a distinction between dyeing proteins like wool or leather and dyeing plant based fibers like cotton or linen or rope reed, with silk possibly being universally dyeable.  Technically, I have a feeling that Pig Tail cloth is chitin based and should require different procedures, but that doesn't seem like a distinction worth making.   However, the clothing industry is already pretty formidable, and it wouldn't to be good to add too many weird rules and requirements that wouldn't make any sense to someone who didn't already know that, say, lichen purple is only usable on wool and silk.

I made a post in FotF about this, with several offtopic ramblings, but here are the relevant portions:


To finally actually get to a more or less relevant topic, here are the colors you can achieve from plants currently in the game, with sources for most colors:
Spoiler (click to show/hide)
That's all the new plants, I haven't looked through the old plant list, but I know it has some worth mentioning, like an intense yellow from mango leaves and deep browns and blacks from oaks.  I'm sure I missed lots of stuff too.
I'm going to have to go through the list of real life plants we already had and see what other colors we can get, but I think we're still going to be short on good reds, blues, purples, and saturated oranges from real life plants, and I'm not sure about the green from iron mordanted chicory, as I've never seen it, with the only sources for these colors being dimple cups for blue, hide root for red, and blade weed for green, with there being no sources of purple or orange.

Blue could easily be added with either indigo or woad, as well as a few real life mushrooms (more steel blue than indigo or woad).  Purple could be done with overdyeing of a red and a blue, from many, many kinds of lichen when let to soak with ammonia (more on that later), or from certain kinds of predatory marine snails, like Tyrian purple, which has been suggested before in a neat little thread from 2011.

Red could be gotten from madder, a plant widely used in ancient europe to produce a deep orange red, and was actually the dye used for roman soldier's uniforms (modern reenactments are usually not orange enough, and resemble cochineal, which is from the new world).  It could also be gotten from several scale insects, cochineal in the new world and kermes (origin of the words crimson and carmine) in the ancient mediterranean.  I don't know how producing kermes or cochineal would work in dwarf fortress, bot what would work, and would be much cooler anyways, would be a largeish subterranean insect or mite (also a good source of red dye, though too small and hard to gather to have been used IRL as far as I know) that would be a cavy sized subterranean grazer.  At adulthood, they could be gathered up and piled in a wheelbarrow and hauled off to the screwpress for processing into barrels of crismon dye, or alternately they could be killed and dried and then milled to a powder (I think that is closer to how it is done for cochineal and kermes, and the other DF dyes are already powders).


Of course, not every plant in the game than can be used to dye cloth should necessarily go in as a dye, since most of them are more or less the same (yellow-beige with alum, green-grey with iron), and some of them are clearly better than others (mango leaves and pomegranate husks are both excellent strong yellow dyes when mordanted with alum, while black walnut is the best dark brown), so probably no more than a few of each color to make sure every climate has some dyes available, and some colors being rarer and harder to produce outside of locations with specialized ingredients (purples from wild sea snails being a good example) and consequently more valuable.

Anyways, I have to go to class.  I will expand this post later to flesh out possible dyes with plants that are in or are going to be in DF, possible sources of dyes, real and fictional, that might potentially be added, lichen and mushroom dyes, which are good dwarf appropriate sources of some more difficult colors, like purple, and probably more stuff besides.

Also, tangentially relevant, since linseed oil will very soon be a thing, oil paint is just one reaction away (pigment plus oil = paint), and paints and paint pigments are a long and involved topic that has been suggested many many times.  I'm not sure it merits a new thread, but I'm not sure which of the old threads to necro.  Anyone have any ideas or want to take the initiative?

Any ideas, corrections, flames, etc are welcome.



222
DF General Discussion / Re: Future of the Fortress
« on: April 14, 2014, 09:26:14 am »
Spoiler (click to show/hide)


Dyeing and dye chemistry is also a hobby of mine, and as we speak I am procrastinating on working on my organic chemistry term paper on the synthesis and properties of 6,6' dibromoindigo (Tyrian Purple), so I feel I have a bit to contribute.
Long winded organic chemistry spoilered:

Spoiler (click to show/hide)
As for other purples, another commenter mentioned lichen purples used to extend dibromoindigo dyes.  He was referring to orchil, which is a deep reddish magenta dye produced by soaking certain lichens in ammonia (traditionally obtained from stale urine) for several months with frequent incorporation of oxygen. Orchil is a substantive dye, meaning it does not require a metal salt as a mordant, rather it directly bonds to the fiber.  This makes it somewhat selective in fiber, only bonding well to protein based fibers like wool and silk, as well as leather, feathers, and to a lesser extent bone, but due to the strong bond it is very washfast.  Unfortunately, it is not light fast, and is known for fading dramatically with excessive exposure.  It was used to extend Tyrian purple as it is much cheaper, has a similar color, is intense and solid (Tyrian purple had a tendency to be blotchy), and the lightfast Tyrian purple would help disguise the fading of the orchil.

True orchil is made from Rocella tinctoria, but any number of lichens can be used to produce similar dyes, which have been called cudbear, litmus, and a handful of other things.  I have actually made purple dye from at least 3 species, Umbillicaria spp., Evernia prunastri, and a Xanthoparmelia.  I got an intense blood-magenta from Umbillicaria, a not very saturated delicate gem tone violet from Evernia, which has since faded to nearly grey, and a slightly dirty/brownish rose from the Xanthoparmelia.  Here's a photo of a few dye samples, spoilered for size:
[/size]
Spoiler (click to show/hide)


(I expect elves to REALLY hate the color purple. Made either from boiling their beloved trees, or from boiling poor innocent little ocean snails. I expect them to really like indigo blue, tannin based browns (from leaves and acorn hulls), and lichen based yellows, because they are atrocity and cruelty free.


So actually, with orchil, you can get good lichen based purples for the elves, as well as various reds and even a pale baby blue from Xanthoria (treat it like an orchil dye, but exposure to UV soon after removal from dye bath changes it from rose pink to pale blue), though they won't be extraordinarily lightfast  Since they only work on protein fibers, you won't be able to dye elven rope reed, but it really seems that they ought to prefer wool or spider silk, nonviolently harvested from beloved animal companions.  However, lichen dyes are usually by no means elf friendly.  Rock lichens tend to provide more intense dyes so are the most used, but are the slowest growing and harvesting usually means scraping the rock clean of lichen.  Overharvesting of dye lichens was typical wherever they were widely used, and the decline in abundance of dye species with overharvesting was noted even in ancient times (I'll have to look for the citation to that, but I know I read it somewhere).  I actually had an old hippie lady who was a mushroom dye enthusiast give me a very angry lecture on Destroying the Environment and Murdering Innocent Lichens and pretty much shun me from her table after I tried to show her my spiffy purple socks (this was at a mushroom fair, and she was an elf if I've ever met one).

You can produce elf friendly lichen purples, by using tree growing species and gathering them from the ground or from fallen dead branches (I do this because it is a lot less work than scraping rocks, aside from being less destructive).  Unfortunately, this limits the intensity of color that you can achieve.  In my dye samples shown, the first and most intense one was rock growing, while the other, less saturated (and lightfast) were quick growing bark dwellers.  You can get some pretty good yellows from found lichens, though.  Usnea will give various yellows potentially ranging from clear golden to sherbertey orange when boiled gently in water with optional alum mordant (overheating tends to brown the colors), and Xanthoparmelia gives a nice green-gold with a pleasant sheen and softness when treated the same (as opposed to the rose purple from the ammonia method).

To finally actually get to a more or less relevant topic, here are the colors you can achieve from plants currently in the game, with sources for most colors:
Spoiler (click to show/hide)



That's all the new plants, I haven't looked through the old plant list, but I know it has some worth mentioning, like an intense yellow from mango leaves and deep browns and blacks from oaks.  I'm sure I missed lots of stuff too.

I've been thinking I should go to the suggestions subforum and start or revive a thread on dyes, if anyone is interested.

Also, since linseed and it's oil has been added, all we need for oil paints is a job to mix powdered pigment with oil (we might want to conveniently ignore any other binders or additives that might be desired in real paint, and maybe ignore the necessary boiling of the linseed oil (or maybe not)), and a job to paint something.  I know there have been lots of suggestion threads about paints, I might go pick one to necro.

Also, the sizes of text throughout my comment got all screwed up, and I can't seem to fix it by just selecting it all and setting it to a size.  Anyone know how to make that work?




223
DF Dwarf Mode Discussion / Re: Heredity Science
« on: June 18, 2012, 05:53:43 am »
Removing [multiple_litter_rare] from your dwarves should make it easier to get statistically significant amounts of data.

224
DF Dwarf Mode Discussion / Re: Fractal Octagon Fortress Design
« on: June 18, 2012, 05:48:48 am »
If I understand A*, the diagonal openings everywhere make a near straight line path possible in most cases, so it would be very easy on the fps.  I think that in flavio's variant the algorithm would examine a large number of dead end rooms, and it would be terrible on fps.

225
DF Suggestions / Re: Learned Preferences
« on: June 08, 2012, 04:02:27 am »
Perhaps you could split preferences into something like there is now, with whimsical and random things they happen to like (but fewer of them), coupled with things they have been exposed to.  When they first encounter something, they would make an initial decision about it based upon some vague random preferences (likes shiny stones, likes dark stones, likes blue, likes fish, likes stronger flavored booze, dislikes mucky brown stones, dislikes pink gems, dislikes exotic animal meat), with some appropriate tags added to the various materials.  With further exposure, they might decide they like something a little more, or eventually get sick of it if there isn't enough variety.  Perhaps a personality trait could control how much they would come to accept whatever you give them, and their willingness to like new things.

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