Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - zwei

Pages: [1] 2 3 ... 5
1
DF Modding / Question about modability of features (stockpiles, food)
« on: December 09, 2022, 09:20:08 am »
Hi,

I am trying to add new types of food ingredients for cooking. I have trouble with some things:

1) I would like seasoning only to be used at most once per cooked item. Salt-only foods do not sound all that pleasant to eat for example. Is there a way to do it in raws?

1.5) If there is a stack of items in a bag, is there a way to tell that only one stack is to be used when cooking?

2) How to implement the ability to store items in food stockpiles? These raws:

Code: [Select]
[OBJECT:INORGANIC]

[INORGANIC:COOKING_WITH_SALT_SALT]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:kitchen salt]
[DISPLAY_COLOR:7:7:1][TILE:127]
[SOLID_DENSITY:2787]
[IS_STONE]
[EDIBLE_COOKED]
[POWDER_MISC_PLANT]
[MATERIAL_VALUE:3]
[NO_STONE_STOCKPILE]
[STATE_COLOR:ALL_SOLID:IVORY]

Make cooking salt show up in the section for milled plants of stockpile settings, but dwarves do seem to carry it there. Neither it is being carried to another place where that material shows - in mineral stockpile settings. is the [IS_STONE] flag preventing that?

For completeness, this is how that salt bag is being created:

Code: [Select]
[OBJECT:REACTION]

[REACTION:COOKING_WITH_SALT_MILL_ROCK_SALT]
[NAME:Grind rock salt into bag of salt]
[BUILDING:QUERN:CUSTOM_SHIFT_S]
[BUILDING:MILLSTONE:CUSTOM_SHIFT_S]
[REAGENT:rocksalt:1:BOULDER:NO_SUBTYPE:ROCK:ROCK_SALT]
[REAGENT:bag:1:BAG:NONE:NONE:NONE]
[EMPTY]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:4:POWDER_MISC:NONE:INORGANIC:COOKING_WITH_SALT_SALT]
   [PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:bag]
[SKILL:MILLING]

2
Basically every fortress has this kind of busywork that is not really part of gameplay

 * Setting up stockpiles - for example, stockpile for milling requires lots of going throught plant list and turning them on and off. Similar to this, cage stockpile for prisoners of war (where are those goblins hidden in the species list?). It is tedious and should only be done once between all different forts.

* Setting up work orders to automate industries - for example soap production can be nicely set up to become automated, same for steel or all other things like brewing and cooking. Again, this kind of setup should one one-time because player will be recreating same thing again and again.

* Uniforms. People tend to have one uniform they like. Again, it is being redone again and again.

---

I think it would be great if there was option to export and import these settings. Either to file, but system clipboard would work just fine.

3
Hia!

Fist, wheres:

* App: https://play.google.com/store/apps/details?id=cz.zweistein.android.legendsviewer
* Homepage: http://df.zweistein.cz/historian/

Historian is app that parses legends xml export, stopes them in database and then lets user browse results.

Right, now, it handles about 90% of stuff in legends export and other exports: There are many types of events and smaller items like death causes that are not mapped to sensible output yet and some unknow corner causes might cause crash - this is where public release comes. If you encounter error, I would greatly appreciate if you shared your legends exports which were used and what lead to it. Call it "beta".

Small note: legends itself is not exported fully, you will find nonsensical stuff relating to thefts or merchants where only that something happened is exported, but not where or who was participating.

App should be safe to use - only permissions it needs is read access to sd card.

Performance: It can import small legends (~30 mb) in ~12 seconds in  current smartphones (zopo zp980+) to about 1:40 on older models (Samsung Galaxy S1), Biggest world I have tested is 550 years old weighting 160MB with several thousands of historical figures and hundreds of thousands of events - It is fairly snappy, but some bigger lists (events, event groups and historical figures) can take few moments.

Cheers!

4
Simply put, embarking with nothing and no trade is hard because you can not bootstrap from "nothing". Playing Robison Crusoe is not as adventurous when you can not do anything.

So, assuming you start with nothing, not even logs

My suggestions:

Rocks:

* Ability to pull up environmental boulder to get Boulder.
* Ability to break down boulders to rocks.
* Scavenging rocks in rocky/pebble tiles
* Knapping rock in fortress mode to produce sharp rocks.

Wood:

* Scavenging branches

Cooking/Butchering
* Sinew as output from butchering (fiber source)
* Butchering possible without workshop, using knapped stone.
* Fireplace as replacement from kitchen (building material: several rocks and branches)

Tools/Weapons

* Rock axe (knapped stone + branch + fiber)
* Rock Spear (knapped stone + log)
* Rock Pickaxe
* Leather Sling (firing rocks, of course)

* Sleeping furs.

6
DF Suggestions / Armor styles and variants.
« on: April 29, 2013, 02:14:51 am »
I am actually suprised that search did not spew out something similar.

It would be neat, if we could have multiple versions of same item, different designs that game would otherwise treat as same item.

For example, Helmet could have official Horned variant or variant with Wings.

7
Creative Projects / Dungeon / Cavern map generator
« on: April 02, 2013, 11:39:08 am »
I have recently experimented with map generation for roguelikes - case being open caverns and different kind of dungeons than traditional rectangular rooms connected by tunnels.

Here are samples of what my algrothim can output: http://db.tt/2BpXEYc7

Any criticism is welcome, as well as ideas for additional raw pixel sources as well as postprocessors - so far i am using cloud fractal slices, random node placement, random line placement and brownian motion as sources of raw data and mirroring/rotation, erode/dilate and and/or for combination of various outputs.

Heart of algorithm is using CCL to detect distinct regions and then joining closest regions (rinse, repeat) - it provides both awesome results and well as being incredible cpu strain - some of maps took nearly minute to generate even after major optimalizations, but some only take milisecconds. It however, allows me to make weirdly shaped maps without having to deal with orphaned sub regions.

I am currently looking for good idea on how to detect peninsula-like regions.

( http://foh.zweistein.cz/ is undead project under whose header it is being done and which wentcover, fyi)

8
DF Suggestions / Site finder: Advanced river options
« on: February 08, 2013, 07:42:09 am »
I would like to have site finder have one more option for rivers besides traditional yes/no:

* Multiple (Two rivers in embark area, usually intersecting, even with waterfall)

9
I wonder what are other peoples constructions and "tiny projects" for each fortress that they consider necessary or very helpfull:

Mine are:

* Trash compactor chamber (atom smasher with airlock and level behind another airlock)
* Mist generator in staircase (2x2 stairwell with powered mist generator on top of it)
* Archery tover/training spot (archery tower with target(s) and ammo stockpile)
* Gym (dry pumps for idling dwarves)
* Statue garden vomitorium (to prevent bad thoughts from cave adaptation and give aditional happy thought)
* Pet passage (animal pen in entrace assigned with all pets)
* Trap grid (cage traps evenly spaced in 10x10 pattern on surface)
* Execution room (animal stockpile and two cages on opposite end of hallway - assign prisoners to one cage and army to attacks then. Any survivors are assigned to other cage to get seccond round. repeat until dead.)
* Jail (grid of 2x2 cells with chain, bed, well and prepared food stockpile)
* Surface underground farm plots (reroofed soil layer to allow surface farm plots on same level as underground plots)
* Well/Hospital/Dormitory room.
* School (section with workshops profiled for low skill levels with queue full of inconsequential stuff which is used in huge amounts like blocks, bolts or cut granite on repeat so that it would not accept manager orders)
* Trap locks (breaks in main strainwell which require small detour though traps)
* Magma works (basically just magma worskhop layout with pump stack, but only one or two zlevels above magma sea - purely for safety reasons.)
* Automated water plant (windmill powered desalination chamber for salty regions)

What are yours? Am I missing something that should not be missed?

Now, I do miss danger room, but i consider them too dangerous - one wooden spear of no quality still can get kills if dwarf misse armor piece, right?

10
DF Gameplay Questions / Multiple brokers/managers/record keepers
« on: October 04, 2012, 06:57:53 am »
If I mod my civ to have multiple posts for broker, manager and record keeper, how does game handle it?

11
DF Suggestions / Interface "perspectives"
« on: August 06, 2012, 08:51:21 am »
I am throwing this idea how to simplify interface but keep it very powerful:

For complex guis, one strategy is to make separate profiles or perspectives for task you are trying to accomplish. For example, in program development you can get different view of workspace when you debug program than when you are writing it and different again when submitting it to repository.

How does this translate to DF? Imagine that we had "Food Production perspective" - which hies everything that has nothing to do with food - in stockpile menu, you would only see refuse and food piles, in build menu many items like bed, furnaces or constructions would disappear, etc, in z-status you would not see justice or economic material setup, in main menu, noble setup would disappear along with tons of other options.

Basically, it would give you slimmed down version of interface with one specific goal in mind: Produce food. Keybinds for hidden items would still work so you could still make good use of your muscle memory.

Alternative perspective would be for example defense (focused on building military supplies workshops, setting up military, training animals and building traps.), fortress expansion (with construction menus, furniture designations and basic workshops), trade goods production and trading...

Ideally with ability to customize each perspective and save its definition.

Huge con for this is very obviously gargantuan effort required because every single piece of ui would have to be examined and adjusted so that it would work nicely with this system.

12
DF General Discussion / Dwarf Fortress guide book?
« on: February 27, 2012, 03:54:04 am »
Look what I have found while browsing amazon: http://www.amazon.co.uk/Getting-Started-Dwarf-Fortress-complex/dp/1449314945

All i can say is ... whoa. someone actually wrote 150 book on playing DF?

13
DF Gameplay Questions / plaster bag and honeycomb stockpile configuration
« on: February 02, 2012, 07:44:38 am »
I would like to have stockpile that only takes bags filled with gypsum plaster (and not also empty bags). Best I could mamage is stockpile that takes both empty and plaster bags.

Similary, I might be blind, but i have not found way to make unprocessed honeycomb stockpile.

14
DF General Discussion / Terra Nova!
« on: January 07, 2012, 03:18:22 pm »
Watching season 1 of Terra Nova ... it just feels like dwarf fortress mod.

You get migrant waves (and sole member of original embark who survived alone till first wave and is now mayor).

Yiu get taste of dwarven job assigment when hero gets farming enabled till powers that be decide that sheriff is needed to deal with criminals.

There is walled-off fortress with small farmland inside. You overhear concerns about having enough housing for next migrant wave.

There are ambushers, even siegers in finale. They are dealing with wildlife and stuff.

All in all, it feels dwarfy.

(So, actual mod, anyone?)

15
DF General Discussion / Fort maintenance
« on: December 12, 2011, 05:13:39 am »
(this might be part of turn-off thread, but it is not turn-off or ranty enough i guess)

One of issues I have with long running forts is that eventually everything devolves to maintenance.

I start with zero skill / zero item embark, setting up vital industries is challenge. Uncovering underground is interesting. Booting non-esential industries and setting army is good pass-time.

After that comes luxury phase where one can focus on building aspect game and go lego. Give each dwarf room with masterwork bed.

But after that, it kinda dies and game quickly descends to "another year, nothing new" of requeueing production orders for booze, food and nonessentials (mill stuff, make soap, produce thread, whatever...), siege cleanups and trading for steel. Sometimes you have to draft few dwarves to replace losses or handle child becoming adult. Or handle nobles (yay, my duke wants 68th traction bench).

Each year you get enough steel for one more suit of armor and with 278 dwarves that is 278 years of looking forward for dwarven caravan.

You do some megaconstruction in meantime, but it feels different than stuff like defensive walls and surface barracks.

Now, that is not bad as it can be relaxing. On the other hand this is worst outcome of playing fort: FPS death is regretfull, FUN death is memorable. This undeath is a bit depressing.

---

Oh well, triggering loyalty cascade sounds like fun since majority of dwarves have masterwork steel weapons and rest have masterwork silver blunt weaponry :-) Die, dwarven merchants, die!.

Any thoughs on other solutions than mass slaughter or making magma-drooling statues of insane dwarf?

Pages: [1] 2 3 ... 5