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Messages - Fishbulb

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226
DF Dwarf Mode Discussion / Re: So uhm. Orcs. A little help. :o
« on: January 09, 2010, 05:33:45 pm »
There is no shame in locking your front door and waiting them out. Got underground farms? Got a well? Turtle up and wait. It's a valid tactic.

(If I sound a little insistent, it's because I'm presently freakin' turtled up and waiting for the freakin' forty orcs with their freakin' elite bowman to go away and leave me alone so I can finish building my above-ground magmaduct. Freakin' orcs.)

227
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: January 09, 2010, 05:07:42 pm »
Gosh, I wish you could tell just by looking which of a screw pump is the business end.

That's all I have to say about that.

228
DF Gameplay Questions / Re: Dwarves falling down the well?
« on: January 09, 2010, 10:29:15 am »
Wells are definitely fall-downable, because I recently had three suicides down the well during a tantrum spiral. Frustrating as heck, too, because the open magma pit was right there, but nooooo, the selfish twits had to do it in the well where their remains would rot and stink up the place. It was the middle of winter too, and I couldn't drain my plumbing to get them out because the release valve was iced over.

Stupid dorfs.

229
DF Dwarf Mode Discussion / Re: Fun things to do with water?
« on: January 09, 2010, 10:07:01 am »
In other words, experience is the best teacher.

That's exactly how it went, for me. The first time I built a well, I built it because I needed it. I was in a tropical biome with a minor river or a stream or something, and it was infested with carp and pike and stuff. I ended up with an injured dwarf somehow, and the others kept going outside to the river to get water for him. After two died, I wiki'd wells, read just enough to be dangerous, and proceeded.

The residential level of my fort was on -10 or something like that, nice and deep in the earth. So I dug out a little room for the well, dug down a level, then dug a pipe over to where the river was. Then I dug up until I was just below the surface, right next to the river. I had my miner dig into the river then run for it back down the stairs that lined the pipe I'd dug. He made it, and the well started filling. Yay.

Minutes later, I was all, "Why is there water everywhere? Why is my well overflowing???"

After that, like Shrike said, it was "I must find a way to use this."

230
DF Dwarf Mode Discussion / Re: Welp, my fortress is a goner
« on: January 08, 2010, 10:09:23 pm »
True story:

Back when I was a wee lad who'd just started playing the game (about a month ago) I learned from the wiki that an outdoor statue garden/meeting hall/whatever can cure and prevent cave adaptation. What luck! My then-current fort's dining room was on the first underground level, right below the surface. It would be a trivial matter to channel out the ground tiles above and open it to the sky! The days of my trade depot being coated in regurgitated plump helmet chunks were soon to be over!

Shortly thereafter, I learned about cave-ins.

Yes, that's right. I designated the whole roof area for channeling all at once. And the miners, bless 'em, decided to start at the perimeter and work their way in. I dropped nearly the whole ceiling of my dining room (and two surprised miners) onto nearly the whole population of my fort.

Of course I killed the game and went back to the previous season's auto-save. Didn't even un-pause after the cave-in; I just force-quit immediately and reloaded. But you know what? I regretted it deeply. Sure, my fort was whole again, but it was … boring. When you've got nothing to lose, there's nothing at stake.

231
Trees can cause problems when ramping out the surface level. I'm a little fuzzy on the details, but if I remember right I think you can build a ramp under a tree just fine, but the tree and its associated ground remain up there, and once you disconnect that tile from the surroundings, it caves in.

I've gotten into the habit of using up/down stairs for vertical excavations. I designate a honking big area to be filled with up/down stairs, do whatever needs doing to the walls (smooth them, install doors or floodgates, whatever), then designate the stairs to be channeled level-by-level starting from the top. The miners will stand on the stairs below and channel out the stairs above them. It's not perfect, since I have to designate the stair removal level-by-level, but it seems to eliminate cave-ins as a possibility.

There's also the controlled-demolition approach, which is fun.

(D'oh, Snaggles posted almost the same thing while I was typing this.)

232
DF Dwarf Mode Discussion / Re: DF Rites of Passage
« on: January 08, 2010, 12:38:00 am »
Successfully stop a burning dwarf from going into a drink stockpile.

Fail to stop a burning dwarf from going into a drink stockpile.

233
DF Dwarf Mode Discussion / Re: DF Rites of Passage
« on: January 08, 2010, 12:08:33 am »
Have we said "encase a noble in obsidian" yet? Cause that's the one I've been working up to lately.

234
DF Dwarf Mode Discussion / Re: Fun things to do with water?
« on: January 08, 2010, 12:05:53 am »
Water pressure is awesome. Yes, magma is fine and all, but the way water moves under pressure makes for big fun. At least to me; I'm a nerd.

I've lately adopted a sort of standard habit for all my forts; not sure if it'll last or I'll get bored with it or what. But I've been embarking near streams or minor rivers (or in a couple cases, a major river), damming them, and digging out a fairly large pressure column just downstream of the dam. Say a 3x3 or 5x5 pipe going straight down from the riverbed to the bottom of the map. I do this by digging up stairs on the lowest z-level, then up/down stairs the rest of the way. The inside of the pipe gets smoothed and fitted, then I channel out the stairs. The miners stand on the z-level below to channel out the stairs above them. It works well.

On each level I'll install a door or four, and just leave them. Once the dam is opened again and the pipe is filled (which takes like two seconds), I can come back later and dig horizontal pipes up to those doors, rig them with levers elsewhere, and open them to bring water to wherever I want it. Since it's under the pressure of the whole column, it fills pipes really quickly, and water can be piped upwards without pumps. I've had a little problem lately remembering to install pressure baffles where they need to go, but there haven't been any fatalities yet. I'm wimpy enough to built a floodgate-valved emergency release at the bottom level; I have a pipe that runs horizontally from the bottom of my water column to the nearest map edge, closed off with floodgates. Smooth and carve the map edge, pull the floodgate lever and the whole plumbing system drops out the bottom. It can take quite a while (i.e., a season or more) for elaborate horizontal plumbing networks to fully drain, but the point is the pressure is released immediately, so overflows can be interrupted before they become catastrophic.

The natural extension, of course, is to use a pump stack and a constructed pipe to extend this idea to a water tower that reaches all the way up to the sky. Given that a 15-level subterranean water column creates dramatic results when tapped on the bottom, a column that rises 15 levels into the sky would presumably produce dramatic results when tapped at ground level.

Of course, due to the way water flows vertically (it teleports rather than actually moving from tile to tile) it wouldn't be possible to blast orcs away from the fort with tons of pressurized water. More's the pity. But still, it would let you deliver a large amount of water to an enclosed space in a short amount of time, for whatever fun or amusing uses you might have for it.

235
DF Gameplay Questions / Re: Adam and Eve question.
« on: January 07, 2010, 08:20:34 pm »
I remember reading someplace that the always-imminent next release is going to have two new features: dwarves are going to have physical traits, like height and weight and hair color and stuff; and pets like dogs will have traits that are somehow passed on and combined genetically so you can breed for them.

It seems obvious to me that these two features are just begging to be combined.

236
DF Gameplay Questions / Re: Tear of the sea?
« on: January 07, 2010, 08:15:18 pm »
According to the raw file "matgloss_stone_gem_extended," it's a rare and valuable gem that's found in alluvial layers. It's got the same value as clear diamond.

Seems like ol' Trussed there has some pretty haughty tastes for a dorf.

237
DF Gameplay Questions / Re: Strange items in cages
« on: January 07, 2010, 08:12:50 pm »
One time I was doing some clean-up after a goblin ambush, so I happened to be on the "corpses" section of the stocks screen. I saw a dead goose corpse listed. I thought it might be in a convenient place for retrieval and butchery, so I zoomed to it.

It was in one of my cages.

My kitten cage.

I haven't the foggiest idea how it got in there, or how long it'd been there. It wasn't decaying; I guess the occupants of cages are in a sort of suspended animation. But there it was. Took me longer than I'm happy to admit to figure out how to get it out, but I ended up doing just as Snaggles said above.

I can't remember now whether I was breeding tame geese in that particular fort or not, but assuming I was, I just have this mental image of a goose wandering slightly too close to the kitten cage and getting pulled in and gradually mauled by tiny, adorable claws.

238
DF Dwarf Mode Discussion / Re: DF Rites of Passage
« on: January 07, 2010, 08:05:29 pm »
Design and build your first megaconstruction (for loose definitions of "mega"), only to deconstruct the wrong piece of your scaffolding and cause a cave-in that punches through no less than three levels of your fortress, including at least one high-pressure magma or water pipe.

Bonus points if you do this in such a way that you don't notice the underground damage until the "Urist McDwarf has died in the heat/drowned" messages start pouring in.

239
DF Gameplay Questions / Perpetual motion kills my FPS
« on: January 07, 2010, 11:51:56 am »
So I was doing some experiments with perpetual motion power plants. I built a very simple one, with this design:

Spoiler (click to show/hide)

I hope that makes sense; it's my first time trying to draw out a plan like that on the forum. There are six parallel wheels, and six pumps under them. The water gets sucked up from the basin on the bottom level, pumped across the floor on the middle level to a drop-off, then circulates back to the pumps. Pretty simple, and I guess it works well enough. There might be some inefficiencies; those three gear assemblies waste more power than I'd like.

Anyway, this power plant murders my FPS. In testing it out, I embarked on a 5x5 map with no running water or magma, with a specially equipped "corps of engineers" build just for messing around with this stuff. My FPS is capped at 200, which is where it was hovering before I started the power plant. But once I started the power plant, my FPS dropped to about 120-130. I know that's still good FPS, but it's a big percentage drop, and I shudder to think what would happen if I had a hundred dwarves and a magma pipe and was running at 40-50 without the power plant on.

Is there anything about my design that's specifically killing my FPS? Is it that drop from the middle to the bottom level that's doing it? Is there a way to collapse this design down to only two Z-levels? In my futzing around, it seemed like screw pumps won't work if the tile behind them is flooded; only if the tile behind and below them is flooded, so I don't see a good way to make this work on only two Z-levels.

I looked at the designs on the wiki, but I had a little trouble making heads or tails of them. I'll examine them more closely as soon as I finish posting this.

Thanks in advance.

240
DF Gameplay Questions / Re: lever mess
« on: January 06, 2010, 07:23:21 pm »
I've heard the "lever room" idea before recently, and really liked it. But I haven't had a chance to try it out yet. Instead, my forts usually have a bunch of levers right in the primary underground meeting area, be it the dining room or whatever. I try to use notes to keep track of them, but I'm not always as diligent as I should be. There have definitely been some whoops-wrong-lever moments, especially that time when the primary water drain lever was right next to the magma inlet valve lever.

There's probably a really good argument to be made for not putting all your levers in the meeting hall. (See above, re: they-were-right-next-to-each-other.) But on the other hand, putting critical levers next to where the dwarves are has its advantages. I might not remember which lever to pull to depressurize the plumbing system, but whichever lever I order pulled in a panic after a cave-in breaches the main high-pressure water pipe, that lever is gonna get pulled fast.

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