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Messages - NW_Kohaku

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601
DF Suggestions / Re: Titans are Immortal
« on: March 28, 2016, 09:04:17 pm »
I like the concept.  Megabeasts should be more meaningful than just one-off events where a dragon rams straight into my cage trap.

I think perhaps more stratifying of megabeasts as a genius loci, embodiments of the laws of nature and magic within a given area of the world, and "more common" demi-megabeasts and night creatures that might roam would be demanded of this idea as well, though.

That said, I also put forward the idea of basing regional magic levels off of the continued existence of megabeasts, and think that DF's eras as a whole support a notion that megabeasts exist as a "cosmic keystone" that supports the magical ecosystem, and when they die, you haven't just put some magic trophy on the wall, but have actively aided the gradual decay of the world into mundanity.

602
DF Suggestions / Re: Move Harvest from Options to Hauling
« on: March 28, 2016, 08:57:59 pm »
Maybe I don't babysit as much as I used to, but I remember enjoying the function of all dwarves harvesting because it meant my children would harvest, and actually get some use out of the buggers.  If harvests interrupt jobs, then they must have been at the top of the list, since I saw them doing a lot of it, and I had some children reach legendary farming.  (This was back as far as 0.28, though...)

603
From the Improved Farming, Rebooted thread:

Quote
To sum the progress of the thread up, while I was initially in favor of a very simple system, I was successfully convinced of the need for a more robust system to track soil nutrients.  Generally, I'm working with a 6-variable model right now, although there's things I am wavering on expanding into making more variables to include.  These variables are Water, N, P, K, pH, and biomass.

Here, I think it may still be worth discussing the mechanics, though yes, I could wade into the actual execution/gameplay UI stuff more (see below). From real-life practical experience, I think the balance of water, carbon, mineral, and air is more important than the management of phosphorous, potassium, and pH.  So much more that I feel the latter would not add significant depth to the process of agriculture and waste management, while possibly adding too much hassle/micromanagement, though I would remain open to a later implementation.

As an aside, please keep in mind that context is important, and you're quoting something I said from 5 years ago, so it would help if you could actually link the post in question.

Anyway, everything you are arguing should be present is present besides "air", although if we want to start talking about air being tracked, I think that goes beyond mere agriculture.  Biomass is "carbon", but it's only tracking the usable carbon, instead of, as previously mentioned, just a lump of charcoal. 

Beyond that, all you're arguing is that some things shouldn't be tracked because they don't add depth... for reasons you don't explain.  I've argued that they would be useful as ways of differentiating fertilizers, as opposed to making just one or two fertilizers fit all problems.  How is this not the case?

For that matter, you argue for your system in terms of "real life experience", then argue against what I have said in terms of "game depth".  You don't argue why yours adds any game depth, how it actually reduces any complexity, or why it's only a bad thing when the NPK system is grounded in realism.

For that mater, the core of what I am asking of you remains unanswered: How would players actually interact with any of this data?  That is far more important than what is actually being tracked.  Am I to assume you basically want the system I outlined, you just oppose the under-the-hood numbers I'm talking about?  If it's just NPK that upsets you, I mainly followed that model because it's the model Toady had already talked about wanting to implement, my whole thread is about how the interface for player interaction with that system can be made in such a way as to create both an excellent simulation and something that doesn't require constant player babysitting.

Quote
Biomass, meanwhile, exists largely for the purposes of growing funguses, which cannot photosynthesize, and as such, need something to decay to grow and gain chemical energy from.  Biomass is basically just a measure of dead plants...

We should take care not to discount the fungi and bacteria. They are the primary consumers, an equally-but-oppositely important role as plants' primary production. They are capable of dissolving rock into plant-available minerals, sponging up water and nutrients more effectively than even the densest clay, and (especially important) fixing *air*borne nitrogen into *water*borne (plant available) nitrogen through a symbiotic relationship with plant roots (trading N for C(arbohydrates (Energy))).

I would argue carbon (what you call biomass) is not just dead stuff and food for microbes, but the primary vehicle of energy and structure of all *living* things, big and small, dead or alive. The order of importance/priority here of manipulable soil characteristics should be water=carbon, then nitrogen, then I don't really care. Agriculture that focuses on micromanaging N-P-K, pH, and other isolated chemical nutrients is a narrow and unsustainable approach to soil-building - essentially the task of doing the work of a universe of microbes, and honestly, we do it rather poorly, resulting in widespread degradation of soil life. Here, the brothers have an important choice to make: do we model our world after destructive techno-industrial practices, or do we model the world after regenerative agricultural processes. I'm arguing that one is better than the other, and is just as engaging/fun.

Actually, over the course of argument, what biomass was supposed to cover changed.  I suppose I forgot to change that part, so thanks for pointing that out.

In any event, I again have to return to the fact that you're basically arguing that simply taking a few variables out of a simulation without discussing in any way how the player interacts with this system somehow makes the game not only deeper, but somehow also encourages a different philosophy of agriculture without, again, actually talking about any of the actual mechanics of simulation or how the player engages in them. 

If you are trying to just argue order of importance, then you're not arguing against the algorithm, you're just arguing against the value of some of the (easily changed) variables within the algorithm. Mechanically speaking, there is no "importance", there are just numbers, and what the math dictates, "importance" is a judgement made by the players.  I don't see how you convey any of this importance through what you are actually discussing.  You aren't talking about any actual mechanic other than comparing some soil variables to an ideal set of soil variables, which is exactly the model you're supposedly arguing against.

Also, you suggested the segregation of urine and feces implementation as well as sewer systems. What about a single-tile building called "latrine" which collects/fills with both types of bodily wastes, which could be placed easily in convenient locations around the fortress, so that dwarves don't have to go far. Like placing garbage cans around the office so you don't have to go far to throw stuff away. The "Use Latrine" job could be handled similar to how hunger and thirst work, perhaps of similar periodicity, and with good placement, relatively non-disruptive to primary work-flows. A new hauling skill could be "haul manure/mulch", with latrine-to-farm being the primary path.

Sure, chamberpots are fine, too.  I like the idea of also including sewers with flowing water to collect it all, however, because I like designing automated systems.

Farm-tiles are something like 1-7 water-level, but also for carbon and nitrogen, with 3-4 being the ideal state, so adding too much or too little both (states of 1-2 and 5-6) cause degradation of crop quantity/quality.

I'm not sure why people are so hung up on sevenths... You know that exists because, combined with the magma bit, it means map tiles can contain all water data in four bits, right?  Farming-related information would not be stored in the map layer, and would be stored with the likes of grass length, as a special feature of certain surface tiles.  (No point in storing soil data on non-soil tiles.)

Anyway, you'll need to have much more than a single-digit (in decimal) integer value to properly store substantially different water consumption rates, much less evaporation rates.  Dwarf thirst, for example, is measured with a 32-bit integer, IIRC, which is incremented by 1 per game tick. Farming ticks are generally 100 game ticks, so it could possibly be a lower value, but still, we're probably looking at a short per soil stat per tile/area, depending upon how data is organized.

I also again have to ask why you're holding an argument explicitly about the Agriculture Rebooted thread in a separate thread when you're basically going point by point through that thread... It's much easier for people to track every argument about the thread when it's actually contained within the same thread.

604
Actually, you could probably just tell him that many people "burn test" their rigs by downloading a program from NASA that basically outsources some of the math they need to calculate all the data they get from various telescopes and satellites.  This basically involves using 100% of your computer's processors for as long as you leave it running doing nothing but pure math problems as fast as your GPU can solve them, which is more resource-intensive (and therefore will overheat your computer more) than any graphics ever could.

605
DF Dwarf Mode Discussion / Re: Life after Therapist
« on: March 28, 2016, 07:32:40 pm »
The thing is, the vanilla game works fine... IF you are prepared to just set one or two dwarves to one labor and leave them to blindly make their particular product on repeat forever.

If you ever want to, for any reason, have dwarves with more than one major labor enabled, try NOT having insane stockpiles of either 0 or 10,000 of every item because there is no way to manage production through any setting other than "keep making doors until your hands fall off" or "do nothing", take stock of how many of any given labor you have present or maybe rebalance labor, or just plain see how personality impacts behavior by seeing the actual numeric value, you'll find it nearly impossible without using third-party tools.

Basically, yes, you don't need Therapist if you don't have any interest in what's going on inside your fort or having even the vaguest control over it.  If you are that sort of person, I have to ask why you're even bothering to play DF, since if you're not interested in what's going on, why are you playing?

I use the in-game manager for most of that. Makes it easy for me to, say, designate a forts worth of new clothing.
Unless there's been a vast change in the in-game manager, which is basically just trying to copy Therapist, but having to spread the same data over a larger number of screens, then all that does is help with the "how many dwarves have labor X enabled" question.

606
DF Dwarf Mode Discussion / Re: Life after Therapist
« on: March 28, 2016, 05:14:03 pm »
The thing is, the vanilla game works fine... IF you are prepared to just set one or two dwarves to one labor and leave them to blindly make their particular product on repeat forever.

If you ever want to, for any reason, have dwarves with more than one major labor enabled, try NOT having insane stockpiles of either 0 or 10,000 of every item because there is no way to manage production through any setting other than "keep making doors until your hands fall off" or "do nothing", take stock of how many of any given labor you have present or maybe rebalance labor, or just plain see how personality impacts behavior by seeing the actual numeric value, you'll find it nearly impossible without using third-party tools.

Basically, yes, you don't need Therapist if you don't have any interest in what's going on inside your fort or having even the vaguest control over it.  If you are that sort of person, I have to ask why you're even bothering to play DF, since if you're not interested in what's going on, why are you playing?

607
DF Suggestions / Re: Corpse Spike
« on: March 28, 2016, 04:43:23 pm »
You can also just set up a magma-safe minecart dump for corpses. Much less fuss.

A crematorium as a workshop should be easily moddable, too.

But that's a modded function, not a game-society-recognized cultural tradition.  My point is that the culture should recognize it's happening in-game, and support methods of handling the dead beyond mere burial, especially when burial can so spectacularly backfire upon a people multiple times.  Burying the dead in tombs when necromancers are a constant menace is just suicidally stupid, and meaningless in a culture that understands souls exist independently of bodies, which can occur not just to to the dead, but also the living in many of the stories...

608
DF Suggestions / Re: Corpse Spike
« on: March 28, 2016, 02:22:02 pm »
I've said this for a long time, but there really should be an option for cremation as a deliberate, culturally-accepted means of disposal of the dead.

Burial is a cultural artifact in the West mainly from Egypt (which impacted the Greeks, then the Romans, then Christianity as a whole through them) where it was thought that a physical body was needed in the afterlife.  It makes no sense in a culture that should always have believed in spiritual dualism, which the DF world would do, since the DF world has ghosts and the capacity for spirits to leave bodies.  Dualism is outright provable physics in the DF world.

In the case of a world where undead rising to eat everyone is a common occurrence, it is absolutely insane for burial practices not to account for this by having cremation or some other form of body destruction be a deliberate act by a culture. 

Yes, you can set up manual cremation through wooden coffins and magma flooding the burial chambers, (followed by a slabbing,) but this is a manual override of actual in-game scripted burial practices, not something the dwarves recognize as a deliberate action.  We should have the in-game option of setting up crematorium workshops and directing our dwarves to cremate their dead and then slab their fallen as a response to undead uprisings.

609
I made a few updates in terms of water management and farming water, mostly relating to some more things I've read regarding algal blooms and how drip feeding works.

610
My my, first visit to the forums in ages, and look what I find as the first post...

Well, let's deal with this from the top:
In one sense, I'm bumping this http://www.bay12forums.com/smf/index.php?topic=76007.0 pretty exhaustive thread, but also wanted to bring my own spin, which will probably include some points already made, but may also offer a good marriage of intuitive simplicity and fun/challenging complexity.

I think a big part of the crux of soil and ecology and its translation into human understandable/programmable language is the overwhelming complexity that unfolds when you approach the subject from a reductive/scientific pov.  Here, I think it would help to focus on the basic foundational, modular/symbolic concepts upon which all living processes (plant and dwarf alike) are modeled.

That other thread is, itself, the result of long arguments over how to best achieve such a marriage of ease of use and gameplay depth.  As was argued heavily in the thread itself, the thing is, a complex program isn't necessarily complex to the player.  A good example would be something like Nintendogs, a game where the dog's behavior runs complex code to emulate realistic-looking dog behavior, but the player does not need to have any understanding of the code to understand that "the puppy likes it when you pet him".  For an example within DF, itself, Worldgen merely takes a player hitting "start", although the game does have various extremely fiddly options if the player wants to dive into it.  Toady even created a simple and complex interface for both types of players. 

Basically, arguing over whether having 8 realistic attributes attached to soil or 4 "symbolic" or "simplified" attributes attached to soil will have far less dramatic impact upon the player than the actual interface through which the player has to interact with the data.  That's basically why I spent most of my time running through how all those realistic systems could be automated, such that, like with a Nintendog, all the player really has to do is tell their farming dwarves "turn this area into a plump helmet farm", the farm foreman comes back with "we will need [resources] to grow those plump helmets", and you can give them permission.  If the player never has to understand anything further than that they need 5 more potash, and 10 more compost, then the actual nutrients or toxins in the soil can be performing multivariate calculus under the hood, and any random yahoo could still figure out that if they only have eight compost, they need two more. 

To that end, arguing that there should be less simulation really only cuts into the depth of the game's simulation without actually achieving any benefit of simplicity for learning the game's mechanics.  A lose-lose.

Rather than focusing upon the actual mechanics, I would recommend you focus upon the player interface, and how players should actually interact with their farms, and then work backwards from there into what systems produce the player interactions you want players to have.  In my thread, I try to outline how players should interact with the system, such that they are mainly scheduling something that should be sustainable and kept on a repeating schedule year after year, not requiring player micromanagement except during the zoning of land and first setting of the schedule and when certain "events" occur, like blights or pest invasions that force player reaction. 

Nutrients exist as a means of balancing desired outputs with the resources you possess to input.  Toxins exist as a potential temptation for short-term payouts for long-term consequences, or as a long-term land reclaimation project that can make certain areas (say, salty land) more challenging.

As for whether or not to have realistic nutrients, I'd also like to point out that Toady's grandparents were farmers, he has an interest in soil science, and part of his goals for farming were to include the NPK model of macronutrients "to the extent the farming interface can provide decent feedback for you".  Having pseudo-Greek philosophic takes on the carbon cycle just isn't the sort of thing Toady prefers.

Finally, don't be shy about actually resurrecting an old suggestion thread if you just want to rehash old material: It's generally preferred over starting a new topic, since you tend to have people who reiterate the same arguments already made and rebutted, which ultimately does nothing but waste time.  (There's a reason why I just plain have links to common arguments so I don't have to keep making them over and over...)


Toady's pretty against modelling dwarf poop, because, IIRC, he doesn't want dwarf fortress to get a reputation for being "that game about dwarf poop". One way to model it without having poop directly would be to make it possible to herd livestock over fields after harvest/while fallow, and have that increase field fertility.

This is not really true.  Toady has made many statements on the topic, and has moved far away from those initial outright rejections.  See this post from the Agriculture Rebooted thread for an in-depth counter-argument on why the nitrogen cycle should rationally be a part of the game.

To cut to the chase for the TL;DR types, however:
From a Reddit article:
Quote from: ToadyOne
I like fertilizer, animal tracking and sewers. I dislike potty breaks. This is an example of realism that I think has a lot of potential for trouble. Potty breaks in adventure mode might be realistic, but there are immersion issues there. He he he, I mean in the sense of the player being kicked out of their groove. The other kind of immersion wouldn't be so bad, because sewers are common adventure environments. In dwarf mode, dwarves already take a lot of time out for self-maintenance, and this would be a more senseless kind, compared to something like eating.

I've already proposed solutions to the problem of "too many breaks", and think that "combined breaks" should be sufficient.  Plus, designing sewer systems is just so cool...


The best non-magic explanation is magma. There's an entire magma sea. There are guaranteed passages generated between the cavern layers. Real organisms are known that can subsist off of volcanic vents. Creatures are capable of moving between cavern levels.

The days where you could pretend that DF was somehow a low-magic world are long-gone.  There are no rational, scientific ways to say that somehow magma causes amethyst men -literal walking chunks of amethyst- to operate as a pseudo-living creature.  There is absolutely nothing remotely close to shadow creatures coming from other dimensions to kill lone travellers at night in real-world science, much less transformations into night creatures.  This is a world where forests have a sentient hive-mind spirit that can transform ordinary animals into anthropomorphized furries on their whims. 

This is the post in the Agriculture Rebooted thread, and in a dedicated Xenosynthesis thread.

Making farming based upon the management upon some sort of magical resource, even some sort of "ambient resource", such as having to continuously offer prayer and sacrifice to a healing goddess to restore an ambient amount of magical healing energy that healing herbs require to bloom, both makes perfect sense within the DF world and also makes for a rather interesting set of choices for players, as trying to farm those herbs would mean submitting to the whims of said healing goddess.

611
DF Suggestions / Re: EZ Pasture
« on: July 07, 2015, 11:32:30 am »
There are some problems with it, however.

Grazers that have children still need manual pasturing to prevent over-grazing. 

612
DF Suggestions / Re: Reduce cost for child animals on embark
« on: July 07, 2015, 11:30:20 am »
Players do not bring animals to butcher them right away.  They bring animals to start a breeding herd.  Buying the beef is much cheaper than buying the cow. 

As such, there is decent reason to buy a juvenile compared to an adult, for the aforementioned guarantee that it will be as young as possible.  Animal children may be as little as a day away from adulthood, at that. 

I can agree with a notion that they should have a discount, but 50%? There would be no reason to purchase any adults ever again. 

Something closer to a 10% discount seems much more reasonable.

(Of course, there's also the fact that there's basically no reason to take along any animals that aren't dogs, cats, turkeys/geese, or MAYBE sheep...  The other animals are 20 times as expensive, and produce 2-4 times as many products... But that's a different argument.)

613
GCS venom can't harm GCS; alcohol can't harm dwarf.

I know that such things are common in games, including this one, but generally speaking, this sort of thinking is wrong. 

Many creatures are not actually immune to their own venom, (at least, everywhere outside their venom sacs and delivery mechanisms,) and for that matter, spiders are fully capable of getting caught in their own webs if they step on the wrong threads.  (They just selectively apply the adhesive and remember where to stand.)

614
DF Dwarf Mode Discussion / Re: Dwarves just... won't... work...
« on: July 04, 2015, 06:16:04 pm »
This sounds like a DFHack bug, not a DF bug. 

There are certain plugins, especially the likes of workflow, which can sometimes cause serious problems with dwarves just plain ignoring jobs.  Cancel all the jobs or designations, and re-designate to have them suddenly "appear" to the dwarves, again. 

If you use workflow heavily, it seems to work properly, but if you don't use workflow, you should disable the plugin, because it causes problems being left on default settings.

615
DF Dwarf Mode Discussion / Re: Three barons to three dukes
« on: July 04, 2015, 06:12:09 pm »
To answer the OP again, this seems like a bug relating to how nobles upgrade - the game probably just lacks a sanity check to ensure that only YOUR baron is upgraded, and just blindly upgrades ALL barons to dukes, so it's probably just a minor oversight bug that can get solved fairly quickly, and was never quashed because Toady never thought to test it. 

Upload a save before you go killing anyone to DFFD and Mantis, in any event, so that this can be fixed.

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