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Messages - Eric Blank

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436
DF General Discussion / Re: Future of the Fortress
« on: August 09, 2023, 11:03:35 am »
Iirc there was discussion of working on Linux and Mac versions in the Blindirl interview with Tarn and Putnam recently, on Youtube

437
DF Suggestions / Re: Dwarven leisure time
« on: August 07, 2023, 02:07:40 pm »
These are all great ideas

438
yawn

439
DF Modding / Re: How bad is this?
« on: August 05, 2023, 10:04:57 pm »
No, it cannot. Adamantine colossi would be almost invincible, youd have to create a material tougher than adamantine and arm a militia with weapons made from it.

This dragon is pretty tough, but a legendary militia with spears and axes could still bring it down. With heavy casualties. Eventually, it would bleed to death. Some weapons traps between it and you would be a good idea.

Now, if it were undead, that would be a different story. The undead are far harder to put down.

440
DF Suggestions / Re: Cavern biomes?
« on: August 05, 2023, 07:15:10 am »
I think more terrain/biome diversity is always a good thing, and we probably will see a lot of new stuff in the myth & magic and map rewrite. We know cave rivers and chasms like we used to have before the current iteration of cavern layers are in the cards. Brainstorming what we'd like to see would be helpful, as some of it might prove implementable while related things are being worked on. Right now we've got three caverns that share some of their flora and fauna, the magma sea is basically empty like the oceans and cavern lakes are, and occasionally you'll get caverns that don't have any vegetation, just mud.

Some ideas I could think of;
In temperate latitudes and areas with distinct wet/dry seasons, seasonal flooding of rivers and pools from meltwater, the caverns are submerged part of the year so you get a mangrove swamp like effect, with many/mostly amphibious creatures and flora that clings to both the floor and walls/ceiling to avoid being washed away. Not that different from current caverns with lakes during the autumn/winter though.

Under desert and arctic climates, caverns that recieve water only from cavern rivers, life is mostly concentrated around these, with largely dry lichen beds and bare rock elsewhere.

Barren caves a lot like what you get IRL, where there are no producers in the caverns and most life is either transient like bats and cave swallows that forage for food outside the caves, or scavengers/predators that feed on them or their droppings/corpses. Only real flora would be some mushroom decomposers.

Flooded caverns with isolated air pockets in the ceilings. Lots of aquatic life and some aquatic flora. The air pockets would be spaces with interesting effects like breeding grounds for creatures that can climb, flora growing from the walls with tendrils growing down, lairs of ambush predators and pockets of bad air/toxic gasses. Volcanic vents would be places where producing flora and fauna hang out, and there could be a lot more of these in the third cavern just above the magma sea.

Volcanic caverns, mostly in the third layer or isolated around magma vents, where there are mostly fire or magma proof organisms, subsisting on lava overflows and heat from them. Predators that prey on magma crabs and fire snakes coming out oimplementation.

Directly transplanted overworld biomes, complete with all their flora and fauna mysteriously surviving in the darkness.

"Caves" where the empty space is instead filled with layers of soils, containing giant earthworms and other borrowers, and root-like fungi running through the soil. Pockets of water and bits of displaced stone throughout.

Caverns totally overgrown and filled by a single solid fungiwood organism, similar to the sand caves. Woodcutters required to tunnel through the fungiwood, which houses some pockets of water and air with isolated creatures and flora in them, and some tunnels running through it created by animals or streams.

Very large open spaces and hollow pits in limestone or marble where huge fungi trees can grow, flowing rivers running through them. These can form where a cave river descends sharply forming a waterfall and a wider canyon downstream or chasm around it.

Short caverns, that are only rarely more than a single z-level tall and populated exclusively by small vegetation and animals. Mostly narrow passages with a few open fields.

Crafted caverns related to spheres, like a giant temple to that sphere, or to a particular deity. Could have special generated creatures and flora and effects like overworld sphere-related biomes.

Just some rough natural tunnels, like not spread out in a honeycomb way like we have now, but just solid earth with a few tunnels or streams, linking cavern biomes together or running point-to-point, or just spiraling down into the earth with only occasional wider areas where trees grow, with animal man or kobold outposts near intersections. These kinds of tunnels branch off of cave sites and link cavern biomes to the surface through them.


I think honestly what would be nice is a departure from every part of the world having caverns, or the same number of caverns. Like normal world generation would give you many areas with no caverns or only some winding tunnels and streams linking other cavern regions, and areas with caverns might have a single layer or four or five. The embark screen should be able to tell you whether caverns are present or if there are only a few tunnels or nothing at all, but not in too much detail.

441
DF Modding / Re: STRANGE_MOODS for non-intelligent pets.
« on: August 03, 2023, 10:08:03 pm »
Intelligent pets defininitely will get strange moods, Havent tried it with a species that isn't intelligent, but for species where half the castes are intelligent and half are not, an unintelligent one can be selected by a strange mood. They dont get a skill increase from success iirc. Natural skills do indeed guide their decisions of what to make.

Custom workshops and reactions seem to be ignored entirely for strange moods, but they can produce items that are unavailable except through reactions, occasionally, because theyll select from all existing, say, weapon or armor items even if they arent available to the civ.

442
General Discussion / Re: Random Facts Thread
« on: August 02, 2023, 11:28:40 pm »
"OGRE MILK  HOW DO I MAKE OGRESSES MILKABLE HELP PLEASE"

"Its not possible to milk intelli-"

"WANT TO MAKE COW PEOPLE MILKABLE HARPIES MILKABLE MAKE TROLL MILK NOW PLEASE!!"

443
Utilities and 3rd Party Applications / Re: DFHack 50.09-r2
« on: August 02, 2023, 11:13:16 pm »
Thank you, that worked :D

444
Iron snail trails

445
General Discussion / Re: If Man had a Natural Enemy
« on: August 02, 2023, 05:15:31 am »
At which point the only reason to keep living humans around is to make more corpses for the necromancer to raise.

Our worst enemy is ourselves.
But tigers and polar bears get a few too.

446
Utilities and 3rd Party Applications / Re: DFHack 50.09-r2
« on: August 02, 2023, 01:35:46 am »
If I’m reading df.map.xml right, it should be under df.map.feature.irritation_level.  Dividing that by 10K should give the chance of an attack.

Also, @Myk, df.map.xml also says:

Quote from: df.map.xml
<int16_t name='irritation_attacks' comment='maxes at 10?'/>

Does that mean that there can be no more than 10 attacks by agitated creatures at one time?

gui/gm-editor tells me the structure is
    df.global.world.features.map_features[].feature.irritation_level
and
    df.global.world.features.map_features[].feature.irritation_attacks


Is it possible to get a function to read and display wilderness/cavern agitation levels, to say monitor how close you are to attracting agitated wildlife or cavern ambushes?

This horrible one-liner prints (some of) the data for each map feature.  But I don't think it covers the surface.  I don't know at the moment where that data is.  Run from the DFHack prompt.
Code: [Select]
:lua for i,mf in ipairs(df.global.world.features.map_features) do l=-1;pcall(function()l=mf.layer;end);print(string.format("feature %d %s %s-%s underground_region #%d irritation_level %d irritation_attacks %d",i,mf._type,df.layer_type[mf.start_depth],df.layer_type[mf.end_depth],l,mf.feature.irritation_level,mf.feature.irritation_attacks));end;
Sample output:
Code: [Select]
feature 0 <type: feature_init_subterranean_from_layerst> Cavern1-Cavern1 underground_region #11 irritation_level 4008 irritation_attacks 0
feature 1 <type: feature_init_subterranean_from_layerst> Cavern2-Cavern2 underground_region #31 irritation_level 7924 irritation_attacks 0
feature 2 <type: feature_init_subterranean_from_layerst> Cavern3-Cavern3 underground_region #56 irritation_level 11408 irritation_attacks 0
feature 3 <type: feature_init_magma_core_from_layerst> MagmaSea-MagmaSea underground_region #81 irritation_level 3180 irritation_attacks 0
feature 4 <type: feature_init_underworld_from_layerst> Underworld-Underworld underground_region #106 irritation_level 0 irritation_attacks 0
feature 5 <type: feature_init_outdoor_riverst> Surface-Surface underground_region #-1 irritation_level 288 irritation_attacks 0
feature 6 <type: feature_init_subterranean_from_layerst> Cavern1-Cavern1 underground_region #6 irritation_level 1760 irritation_attacks 0
feature 7 <type: feature_init_deep_special_tubest> MagmaSea-Underworld underground_region #-1 irritation_level 20040 irritation_attacks 0
feature 8 <type: feature_init_deep_special_tubest> MagmaSea-Underworld underground_region #-1 irritation_level 0 irritation_attacks 0

Hmm.  Outdoor irritation is kept separate from that, in a variable in plotinfo.
Code: [Select]
:lua print(string.format("outdoor_irritation:%d",df.global.plotinfo.outdoor_irritation))
Sample output:
Code: [Select]
outdoor_irritation:35000

Thanks. Ive tried putting these in .lua files in the dfhack-config/scripts folder, but when i attempt to call them from the dfhack gui launcher using lua -f "printial" or "printial.lua" it outputs "cannot open printial.lua: no such file or directory."

I usually dont try to mess with dfhack at all, so i really dont know what im doing. attempting to run the last one you gave there directly through the launcher only outputs "(lua command):1: ')' expected near '.'"

447
tumblr flag

448
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 01, 2023, 10:25:51 pm »
One dwarf died of blood loss from the syndrome directly, everyone else recovered. Except one grizzly bear man who still has rotten lower body and upper legs. Crotch rot is brutal this year.

Since then, several other dwarves have come down with swollen body parts, mostly facial features like lips and cheeks and eyes. Not sure where the dust is coming from or if theyre coming into contact with infected blood left over, or even how they manage to get it on their faces and nothing else. Contaminated goblets? Buckets? No idea.

Got another gnoll ambush, they didn't make it through the traps though.

Lost a couple dwarves to my own flooding trap, including the Countess. Not to the trap itself of course, but rather to the drain/sewer into the caverns. The Countess managed to get washed down and into the caverns where she was stabbed to death by a serpent people ambush. And a militia dwarf got swept down a waterfall into the drainage tunnel, where they drowned.

Also had the dwarven caravan leave after a few merchants and animals drowned in the river, because a couple tried to path under the walls instead of through the hallways to get to the depot.

449
Its truly a wretched place. Wild animals keep spawning by the dozens every time its loaded, because its built on top of a camp, which start fights with everyone and prompt the several necromancers to raise zombies to deal with them, which kill the animals and dwarves, which also get raised. And its totally out of control.

Worse still, the ritual didn't even work, the gods are still weak, and parts of reality continue to be devoured by the worm.

There's lots of death and murder, at least some gods must be happy.

450
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 01, 2023, 04:28:36 am »
Got a glacier titan made of filth, fought it at the brook crossing above the fortress. The first militia dwarves who met it drove it up into the trees, preventing it from being killed long enough to dust the entire group. It died easily once it was out of the tree. But now I have seven dwarves and two grizzly bear men in the hospital for extreme swelling and necrosis on every part of their body, and were also bleeding through the fortress on the way to the hospital.

Ive got a team of a dozen skilled doctors thanks to setting up a guild hall, time to turn that into experience. Need to produce soap though...

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