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Messages - Quietust

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646
DF Dwarf Mode Discussion / Re: Sphalerite with variable iron
« on: August 16, 2016, 08:05:58 pm »
So, according to wikipedia, while sphalerite always contains nickel, it sometimes contains "variable iron."
[citation needed] - not only does the Sphalerite article say nothing about this, but sphalerite is an ore of zinc, not nickel.

647
yet another instance of Monarchy (and Nobility in general) travelling faster than the speed of light.

You read Pratchet?
No, but I'm familiar with that quote because it's been discussed previously in the context of Dwarf Fortress.

648
when does the game calculate last reported population? Is is done automatically or is it done when the dwarven caravan comes?
When the Dwarven caravan leaves, your population at that moment (as well as the death counts over the past 5 years, which itself "rolls over" at the 15th of Timber) is sent to your civilization and is used for all subsequent migrant waves until the next caravan.

So if you magma the caravan before it leaves, no one will know that your fortress is a death-trap? Got it.
Almost - when calculating your target population, it uses normal death counts reported to the Mountainhomes, but Noble death counts are taken directly from your fortress, yet another instance of Monarchy (and Nobility in general) travelling faster than the speed of light.

649
when does the game calculate last reported population? Is is done automatically or is it done when the dwarven caravan comes?
When the Dwarven caravan leaves, your population at that moment (as well as the death counts over the past 5 years, which itself "rolls over" at the 15th of Timber) is sent to your civilization and is used for all subsequent migrant waves until the next caravan.

650
I'll have to look over the migrants code again, but I'm pretty sure that deaths do impact migrant wave sizes - it just don't display messages when it happens.
I just analyzed 0.23.130.23a's migrant code - the "target population" is based on total wealth, explored tiles, and deaths over the past 5 years (with nobles carrying an enormous penalty, a dead King counting 10,000 times as much as a normal dwarf). Once you discover Adamantine, though, the above calculations are discarded and your target population is unconditionally equal to your population cap - dwarves love it so much that they don't care that your fortress is a cursed deathtrap.

After that, it compares the "target population" with your last reported current population to figure out how many migrants to send, and then it limits that based on the size of your (u)nits screen.

651
Does this game version have Notes?
It does not - they weren't added until version 0.28.181.39d (no doubt due to incidents exactly like this one).

652
It's more likely that migrants have been scared off by the number of dead dwarves, especially the Nobles.
Does that even work correctly in this version? I know the game is supposed to compare the number of dwarfs who died in a season (or year?), and have thresholds on determining which of the immigration messages are supposed to play, but we haven't even gotten "The fortress attracted no migrants", let alone "None dared venture to such a deathtrap of a fortress ..."
I'll have to look over the migrants code again, but I'm pretty sure that deaths do impact migrant wave sizes - it just don't display messages when it happens.

653
It's possible the "u" list is full which is why we're not getting migrants. It can be cleaned with DFHack-23a which I'll do on my next turn if the place is still standing.
Migrants don't stop until the "u" list contains 3,000 units, and I highly doubt there have been that many units (it can take decades to reach that point).

It's more likely that migrants have been scared off by the number of dead dwarves, especially the Nobles.

654
How long is too long when it comes to pathfinding algorithm execution time?  If the main game logic were running on a different thread from pathfinding, how many frames of game time are too many between a creature starting to pathfind and obtaining the correct route?

1 frame, because if it takes longer than that to find a path you are doing something wrong. Remember, the whole point to multithreading is concurrency, path finding should happen at the same time as the other stuff. Games can be designed to allow path delays, but it wouldn't work well with DF because the map can change and destroy all your work, wasting time. Better to get it right the first time.
In theory, pathfinding can be deferred by however many frames it takes the unit to move one step (i.e. it decides that it's going to walk to a particular destination, then ~10 frames later it takes its first step toward that destination).

655
DF Modding / Re: What causes the game to crash without an errorlog?
« on: August 03, 2016, 06:30:28 am »
If you want a list of modding attempts that cause crashes, you should probably check out the Bug Tracker (since any crash, by definition, is a bug). Furthermore, if you want to help the community, you should report all of the modding-related crashes you've encountered on said bug tracker (after searching and ensuring they haven't already been reported, of course) so that Toady can fix them and so that other modders can avoid them in the meanwhile - simply asking people to post all of their information in your thread (without actually posting any yourself) probably won't be very effective.

656
don't know, but you can just use the dfhack 'fix-ster fert' command if you really care
DFHack isn't yet available for version 0.43.04 or later - since Toady changed compilers (and added 64-bit support), there's a whole lot of stuff that needs to be updated.

657
A rotting meal was destroyed in the refuse stockpile, and the cook suffered a shock. Since clothing refuse destruction is legitimate, I would have expected the same to go for meals?
It is highly likely that the food was not destroyed by wear but instead by rotting, and rotting is the worst possible fate for a masterfully prepared meal. Even if it did wear away, the chef would have every right to be angry about it, since all of his effort spent preparing the meal literally went to waste.

If you're not sure if something is a bug or not, try using common sense.

658
Abusive behavior?
Spam (advertisements or deliberately offtopic content) is an appropriate target for the "Report to moderator" link, and the sort of thread "necromancy" I described above generally is no better than spam.

659
DF Gameplay Questions / Re: DO different materials matter on walls?
« on: July 31, 2016, 08:18:21 am »
@Bumber: Do you mean that bridges longer than a single tile can be destroyed by e.g. dragon fire if that fire hits any of the tiles the bridge would cover when lowered, even while raised? My experience is that a magma unsafe two tile long bridge is safe against magma as long as it's raised, but gets destroyed when lowered (!science! through lousy coordination).
That's exactly what he means, but I believe it's only the center tile of the bridge that's vulnerable, which means you might see varied behavior if the bridge is only 2 tiles long in its raising direction (e.g. it might only be vulnerable if it opens to the east, but not to the west).

660
Useful info: if an item's material has a FIXED_TEMP, its temperature will not change under any circumstances. What this means is that if you modify a material's fixed temperature, any existing items made from it will retain whatever temperature they had before the material was modified.

Not sure if this is what's causing your problem, but it's still an important thing to remember when testing mods.

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