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Messages - Todestool

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16
I know dorfs need water to clean themselves, so maybe critters do too.  That spam is most likely the result of the fairly common pathing bug.  Locking and unlocking a door (any door, anywhere) should fix it.  If you have no doors, save and reload.

There is also a vanishingly small possibility that you actually have a cat trapped somewhere.  Just follow the piteous mewing...

17
DF Dwarf Mode Discussion / Re: Well, I better give him a promotion.
« on: April 10, 2010, 07:09:24 pm »
Cloth is the new plate armor.

I think I just figured out why this is.  Check the material_template_default raw -> thread_plant_template (near the end).  Shear_yield and shear_fracture are both set to 600,000.  These values are used in combat calculations for edged weapons, and Toady said he used tensile strength (in kPa) for them.

As comparison, metals have all these set to 520,000(yield) and 860,000(fracture) (Toady got these values from stainless steel) and wood is set to 40,000 (from pine, says the Toad).  Therefore, any plant cloth is harder to cut through than steel!  Density plays a part, but this is a very big influence (see Nimbo's research).  As teeth and claws are edged/pointed attacks for animals, these numbers affect them as well.  I would recommend changing the values something a bit higher than human skin (20,000), such as 30,000.

Silk is set to 1,150,000 and 1,200,000 (!), so I recommend toning that down as well, perhaps to 40,000 (same as wood).  I don't dispute that these are accurate tensile strengths, though I haven't looked up most of them, but their values are just not functional in the combat calculations currently in use.

EDIT: Leather has these values set to 25,000, so that may need some rebalancing as well.

18
DF Bug Reports / Re: [0.31.01] Immmm Mellltinnnggggg!
« on: April 05, 2010, 11:28:40 pm »
It's like Armok's own sweat falls from the sky!  Just ran into this bug as four migrants showed up to join my seven.  I'm down to one of my miners, a migrant cheese maker, and a horse that's covered in water and yet suffers no ill effects.  If only my war dogs had been so blessed...

Edit:  This area was considered "warm," if that matters.  And the miner is now melancholy.  Good thing the cheese maker didn't have any friends.  Guess I'll go for a hermit fortress.  I know what I'm calling my "civvies stay inside" alert now.

19
DF Dwarf Mode Discussion / Re: Cheap metal furniture?
« on: April 05, 2010, 07:33:50 am »
But back to metal furniture, is it correct furniture costed 3 bars in pas versions?

Yes.

20
I think my biggest frustration is the confluence of a few food & farming bugs.  The need to irrigate underground soil is an inconvenience unless I want to run a stream through the center of my embark.  Using a surface farm is an easy workaround, but the fact that surface seeds aren't available at embark means I'm often starting with the four prickle berries and 6 longland grasses my herbalist can collect, and I can't get seeds from them until they're processed in some way that isn't cooking.  Ideally, I'd turn them all to booze and then booze-cook half of them, but booze-cooking (and maybe syrup/flour-cooking? idk) is currently broken.  The fact that organs couldn't be cooked made this worse, but that was an easy raws fix.

Booze-cooking is an exploit imho, so I don't care too much if we can't do it in the end, or if booze can only be one of the ingredients in a meal, but it sure would have made the other farming bugs more manageable.

21
DF Dwarf Mode Discussion / Re: New blood mechanics?
« on: April 04, 2010, 08:00:56 pm »
My understanding is that water and magma are still special cases.  This is the best reference I could find:

Quote from: dev log
01/13/2009: 849. The main thing today was updating the old blood/slime/vomit/mud/snow system with a material spatter system, so that small amounts of any material can be placed in a map square (it can handle whatever state, but practically that'll mean liquids or powder coating/splatters). Moving away from the old map flags to a dynamically allocated system more like frozen liquids and constructions allowed me some more wiggle room, so it can track the precise amounts up to a point, at which an item is created. This could also allow snow/mud depth effects later on, although that might be merged with items/flows depending on how it works out. It's not a question for the next version in any case.

I remember there being a more definitive answer, but I didn't want to spend any more time searching for it.  Everything other than water and magma are materials.  They can be spatters/pools/globs/dustings, and can be tracked in water as contaminants, but cannot become a liquid level.  I think blood is also treated like an extract like milk, which is how you see barrels of it, though I don't think there is any way for you to make it yourself without customizing an animal to have blood "extracted" or "milked" from it.

22
DF Bug Reports / [0.31.01]How-To: Using the Mantis Bug Tracker
« on: April 02, 2010, 09:59:38 am »
I thought I'd start this thread since the tracker seems useful, but it doesn't have a help page.  At least none that I've found.  If there is such a thing, just link here and we'll be done.  Until then, we build our own!

So you found a suspected bug?  Here is basic procedure on Mantis

Searching the bug list:

  • Try filtering by tag for any tags that seem relevant to you issue.  If your issue is just a typo, filter by severity:text.
  • READ the summaries.  Read the full descriptions on any that are not obviously unrelated to your issue.

Posting a bug:
  • Be SURE your bug has not been reported.  Once an issue is posted, we (reporters) cannot delete it.  This is why there are three issues reporting the gender-bending giants bug.
  • Fill out the bug report - severity, summary, description, and steps to reproduce are most important
  • Mention ANY mods, from changed raws, to tilesets/graphics sets, to just changing init.txt values.  GRAPHICS:YES appears to cause trouble, for example.
  • Add tags - look through the preexisting tags first, use those if you can.  We don't want four similar tags if we can have one.  It makes the searching easier.

Notes:
  • You can edit/delete notes. Huzzah!
  • To link to another issue use '#' immediately followed by the issue number.  You can leave out the starting 0s.  Ex: #31

Well, I'll call that a start.  If people find this useful/want more, I'll add to it.  I am also new to Mantis, so if anything here is wrong, let me know.

23
Quote from: Toady
The main issue now is a frequent random crash that has appeared that I'd reeeeaaaaally like to have cleaned up -- we caught one of them just now that happened when an old mayor needed to have mandates cancelled after losing an election. There still one that happens in younger forts though. Testers are on their seventeenth version overall, and I imagine it'll be that way for the rest of you as well once I get it sorted out, bandwidth permitting.

Ooooh, does this sound like one more crash fix and we can all get our grubby paws on it to anyone else?  Figures, right when I have to start crew training for census work...

24
I really like the acoustic guitar music that's in now, though I have it disabled at the moment.  I'd like to have ambient music tracks of solos for all the instruments in game, and only have them play after you have made the respective instruments.  If they could then overlay into ensemble pieces that would be extra spiffy.

25
I'd like to see hauling baskets for DF. Think about this, a dwarf can haul 5 items instead of one with a hauling basket.

This is currently #1 on the suggestions voting, so it will be worked on soon after the next release.

26
Milk!

Is there a limit to how often a milkable creature can be milked, or a point at which said animal would be "tapped out" and no longer milkable?

I'm imagining six milker dwarves tag-teaming one camel for a 24/7 operation, and while horrifying amusing, I would expect a serious milk industry to require more than one animal to be effective.

27
I think there is only one effective way to decide whether you should keep your women beardless or not: mod both in as separate castes, then make them fight to the death.  Whoever survives proves themselves worthy.

28
Regarding genetics and pouring maggots

This typing error immediately brought to mind a new field in dwarven construction - Dwarfcrete!  Carefully bred purring maggots produce an extremely sticky form of milk which, when mixed with the bones of goblins (for strength) and elves (for fun) produces a pourable substance that hardens soon after being set.  Carvable like cast obsidian, but with a base quality modifier, so even more ridiculously valuable architecture can be produced.  The only disadvantage is the lack of magma in the production process, but I'm sure Dwarven Science can find a solution for this.

29
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 26, 2010, 06:49:40 pm »
Found the old one! http://www.bay12games.com/dwarves/imgs/arena16.png

Still, blood explosion sounds like something to read about.

30
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 26, 2010, 06:38:02 pm »
Quote
There was kind of a violent explosion of boiling human blood when I was testing a human vs a magma man in the arena...

Any chance we could see the combat report of that?  Or any new combat report, really.  I don't recall any examples being released before, and I'd like to see how things differ with the new tissue layers, among other things.

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