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Messages - Tehran

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61
DF Suggestions / Re: General order-- do not walk on ice.
« on: June 10, 2010, 01:30:46 pm »
What about the usage of traffic zones? I think those are still around in .31.xx.

Traffic zones will kind of work, but would not solve the problem completely.

Even a "restricted" zone will be walked on if there is something inside the zone that a dwarf wants to do (like pick up some goblin armor or something.)

I think forbidding ice walking with the "o" menu is a great idea. It should be very easy to implement.

62
DF General Discussion / Re: The 1,000 greatest things in DF
« on: June 10, 2010, 01:06:04 pm »
985: Looking at your pet or friends and wondering how much meat, leather, fat, and bones they have.

63
DF General Discussion / Re: The 1,000 greatest things in DF
« on: June 09, 2010, 07:23:33 pm »
994. The music is also written and played by the programmer.
993. Scamps!!
992. Catsplosions
991. Thermonuclear catsplosions
990. Entire dwarven economies based around the butchering of kittens/puppies

64
DF General Discussion / Re: The 100 greatest things in DF
« on: June 08, 2010, 06:40:40 pm »
16. Strange moods
15. Failed strange moods

65
DF Suggestions / Re: Easy and intuitive SAND physics suggestions
« on: June 01, 2010, 02:47:19 pm »
Other issues: It would really be much simpler to simulate sand with depths ranging from zero to *three* rather than seven. It would make it very clear what each depth means (zero is no sand, one is walkable, two is a ramp, three is a wall)
I like that, it's far simpler. But it has a crippling impossibility, which is that sand and water are bound to meet up sometime, and 1/3 and 1/7 are completely incompatible. Allow me to demonstrate...


Quote
I think I will check to see if this is an eternal suggestion voting item, and if it isn't I'm going to make one (can I do that?). EDIT: done! Give it some votes!
I voted. : D

Something else to add:
Water should probably be able to push sand around, especially fast-moving water. It might be a headache to code that, though.

Also, a slip face difference of 3/7 would be a bit steeper and more realistic than 2/7, as is shown in my animation.

66
DF Suggestions / Re: Easy and intuitive SAND physics suggestions
« on: June 01, 2010, 02:16:25 pm »
Water and sand is a bit trickier as if sand doesn't displace water, it means one of them has no volume compared to the other.  But if water and sand mutually exclusive each other you can't have water percolate through the sand.
BRB, want to play Falling Sand...

Ah, it's just like I thought. Sand displaces water completely. And sand doesn't even have a slip face in that game, it behaves like water, trying to flatten out. Oh well, still a fun little game.

If wet sand is possible, you've got a lot more thinking to do. what happens when a 1/7 sand and 1/7 water meet? It becomes a 1/7 wet sand? Because if that's the case, it would mean that 7/7 water and 7/7 sand can exist on the same tile... which doesn't make sense because water is already filling up that tile completely - there's no room for anything else. (Actually, there is - you can still have a fish in 7/7 water, or a table, or pretty much anything...)

So it would be more like.. a 7/7 sand could hold, say, 3/7ths water - except, how much water should a 6/7 sand be able to hold? Or 5/7? We definitely don't want to put decimals in there.

So, either sand and water should completely displace each other, or sand and water should mix in equal parts.
One of the problems with wet sand is that desert oases would be slurped up immediately... And beach sand would suck up ocean water until it's completely saturated.
It would also lead to things like a sand tile being 6/7ths sand and 1/7th wet sand. But that's not so terrible.

Well, my vote goes to complete displacement. :)

67
DF Suggestions / Re: z-layer aware cave-in rules system
« on: May 31, 2010, 02:08:31 am »
The whole thing with cave-ins is one of the many reasons why I'm glad it's not ME programming this game. I woudln't know where to start... you don't want to allow ridiculous constructions, (I once built an aqueduct with no supports) and yet you don't want the mining to go super-slow while it checks for everything.

I don't fully understand your idea here, but if the cave-in checks are a localized thing, then perhaps they won't take up so much processing power after all. On the other hand, every time I channel upwards with ramps, the game lags like hell trying to determine what it should do with the other ramps in a tiny 3x3 square.

My only comment would be that I think it should be a bit more lenient than 7x7. Already, we have natural caverns which exceed 7x7:



When I first saw the caverns, I got the impression that Toady was going to be more generous when the time came to add the cave-ins.

Obviously, we wouldn't want for such a thing to cave in on embark. And you wouldn't want it to be artificially supported with a kind of "if the terrain exists already, it will not collapse" type of thing. -- you're saying that a multi-level domed ceiling would prevent this? I guess that makes sense - however, it would also allow atrocities like this:



Seems like you'd need a bit more code. I have no idea what that'd be, though...

EDIT: Actually, I just got an idea. Perhaps, every single solid tile would have two variables - compressive strength and tensile strength. As you mine beneath something, these variables are deducted from until one of them reaches zero. Then, perhaps after a warning, the structure would collapse.
In my silly picture above, the problem is not compressive strength, but rather TENSILE strength. Alternatively, if you have a heavy thing perfectly balanced on a single tile, but that tile is made from soap or dirt or something, it would be the compressive strength variable that would reach zero.
This system would NOT work without a brilliant and simple way to know which tiles should be receiving which deductions, however... a system which I doubt could ever exist...

68
DF Suggestions / Re: Easy and intuitive SAND physics suggestions
« on: May 30, 2010, 08:54:24 pm »
if you have nothing but sand, you can't build a fortress out of sand.

Well then, maybe you shouldn't be embarking in the middle of a DESERT!
Actually, that would be really fun. You'd have to dig an ever-widening hole in order to get down into the rock underneath. (Surely there is rock underneath deserts. I wonder how far down you have to go?)

But yeah, Toady might have to change around the world gen a bit so that sand doesn't show up in really inconvenient places. Still, I think it could be done with just a bit of tweaking.

Quote
Edit: Also, maybe sand could have a VERY slow time to move if it's over 1/7. At least 3x as slow as magma.
I respectfully disagree. First of all, that's not how sand works. That's more like... jelly or something. Secondly, it would slow down the CPU because it would be always checking to see if the sand can move yet.
The only thing that might make sand move around after it has settled is if your dwarves start walking all over it. But that would be a royal pain because they'd track it everywhere. (I know this happens already, but it's essentially a 0/7 very thin layer of sand.) Sand dunes are also moved around by the wind, but that kind of thing, while bad-ass, would cripple your computer.

Interesting about being able to "pack" the sand to make it stand up straight.

69
DF Suggestions / Re: Easy and intuitive SAND physics suggestions
« on: May 30, 2010, 07:02:47 pm »
Also:

70
DF Suggestions / Re: Easy and intuitive SAND physics suggestions
« on: May 30, 2010, 06:20:24 pm »
The explanation for the water sim is at the end of this article. And yes pressure and dancing 7s are left out with sand but it can still generate a good amount of flowing - say if you have 3 or 4 layers of sand that flow into a cave out of a Mining accident.

Yeah, I've read that. And you're right, several levels of flowing sand would slow everything down. But as far as the CPU is concerned, there really wouldn't be much of a difference between a mining accident involving a bunch of sand and a mining accident involving an aquifer. In fact, the sand wouldn't take as long to settle because it wouldn't have pressure or seek a flat level.

71
DF Suggestions / Re: Easy and intuitive SAND physics suggestions
« on: May 30, 2010, 05:49:43 pm »
Really, guys? You think it would be CPU-intensive? That would be a perfectly good reason to leave it out... however, I don't think it would be any more intensive than the regular water physics.

Have you ever had a lake with a single 1/7 missing, and you've got this ridiculous 6 which zips around the lake of 7's, trying to find a 1/7? That kind of thing is always running calculations, and slows down the CPU. With sand, however, that wouldn't happen. You wouldn't have to be constantly calculating anything, unless you're actively taking out sand (similar to the way you can channel upwards with ramps - it only calculates stuff one a ramp has been removed).

Of course, I have no idea how the fluid system works. And yeah, there might be some impossibilities when trying to combine a 3/7 sand and 4/7 water onto the same tile.

72
DF Suggestions / Re: Adamantine colossus?
« on: May 30, 2010, 05:23:45 pm »
"I'm not sure if that's even possible"

Breaking the sound barrier isn't all that impressive. You can actually do that with a whip.

You know what would be awesome? An adamantine whip.

73
DF Suggestions / Easy and intuitive SAND physics suggestions
« on: May 30, 2010, 04:38:08 pm »
Tarn has commented a few times on DF talk that it's kind of absurd to think you could build a fortress, or indeed anything, out of sand.
Mining through sand, I noticed that the walls stay as rigid as any stone. I have a suggestion for sand physics which I believe can easily be implemented with just a few changes to the existing fluid system.

I don't know how to explain it, so I animated it instead:



Basically, while water stops flowing once it has leveled out, sand would stop flowing once it has reached it's "slip face." This would be a difference in elevation of, say, 2 or 3 levels. Get it?

Looking at my own animation, though, it's kind of silly to think that a miner could use a PICK on sand to make it DISAPPEAR. Instead of mining sand, perhaps you could designate a sand collecting zone, and the sand would be "mined out" by being placed into bags. Each bag would hold... 1/7 sand? Perhaps 7/7 sand? I'm not sure. I imagine it should be 7/7, considering you can make a full glass wall with it.

Additionally, this method of modeling sand could have interesting and fun interactions with water. Now, if sand is made to displace water, you could have full-fledged beaches!



If sand is able to displace water, you could have all sorts of fun... you would be able to move an entire subterranean lake up to the surface simply by pouring sand into it!

You could also have... sand dunes!



The only problem with this system is figuring out where to place the dwarves if they're climbing around on sand. I think it would be reasonable to place a dwarf on the bottom tile if standing on 3/7 sand, and on the top tile if standing on 4/7 sand. It's not perfect, and I'm not sure how this might mess up other interactions, but I think it just might work.

And how cool would it be to make a giant hourglass, or sand traps?

What do you guys think?

74
DF Gameplay Questions / Re: Wagon... traffic jam?
« on: May 14, 2010, 02:26:42 pm »
Having multiple trade depots in 40d was a surefire way to confuse the hell out of Human caravans. It isn't yet established whether or not this also applies to 0.31, but it probably does.

Actually, the humans have hated me from the beginning and never traded with me. I guess I'm at war with them? How can I check the worldgen history for that kind of thing?

The second trade depot was inaccessible, secured behind a drawbridge. Perhaps it still managed to mess things up.

75
DF Gameplay Questions / Re: No water source - not a single drop
« on: May 14, 2010, 02:16:24 pm »
Is there any way to get him something to drink, or is he destined to die?
...
In either case, it seems like this might be a great concern as my fort matures if I'm not able to obtain any water for injured dwarves.

Yup, he's destined to die. Right now I'm playing a fort that has no water AND no trees. I've had to do things I'm not proud of that are hilarious. You can even read about it all here: http://dfstories.com/?cat=3

Something I noticed recently, though, is that as long as they're still alive, even if they're dehydrated, dwarves can heal from serious injuries when the season changes. Your dwarf may yet recover.

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