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Messages - Urist Da Vinci

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361
DF Adventure Mode Discussion / Re: Aimed bows/crossbows?
« on: March 22, 2014, 11:35:51 pm »
No, aiming ranged attacks at specific body parts is not possible to mod in. Bolts/arrows/thrown items don't actually "know" who they are aimed at - they are programmed with "who fired it" and "which direction is it going". Toady would have to do some serious programming to allow aimed shots.

362
An item, stackable or not, can have unique information associated with it. For example, contaminants coating the item, or kills made with the item. A job may require a specific item. How do you plan on handling situations like these?

363
Well I made them out of gold...this is my first game, and for some reason, the area I'm working in has a crapton of gold, but I haven't found a single scrap of Iron yet (Assuming you can actually find Iron and don't somehow make it from something else)

Since DF has semi-realistic geology, gold is found as "native gold" whereas the iron ores are hematite, magnetite, and limonite.

You can also "find" goblinite when you kill goblins and melt down their weapons/armor at the smelter.

If your area has no iron ores, trade gold crafts to caravans in exchange for iron, or mine some goblinite.

364
DF Dwarf Mode Discussion / Re: Saving Private Udib?
« on: March 17, 2014, 08:49:15 pm »
One of my Peasant Immigrants went missing. ...

If you see the message "Udib has been missing for a week", it means that Udib is dead and the dwarves haven't found the body yet. Who knows if it will change in the future, but at present missing creatures are always deceased.

365
Poking around some disassembly, I found some of the support logic:

The game divides the map up into 3D column-like elements that can be several tiles in each dimension. Each of the elements keeps track of which of its neighbours it is touching.

When you need to check support:
1. A list of "things that can provide support" is created, including all SMR and perhaps also elements that have not recently been modified.
2. Every element on the list is marked as supported.
3. Every element that each element on the list is touching, which has not yet been marked as supported, is marked as supported AND added to the list. This causes a flood-fill of support. Eventually you run out of things to check or add.
4. Any elements on the map that are not marked as supported trigger a cave-in.

Now, I found that columns which touch the top of the map are not recognized as elements - they appear as empty air to the support code. I presume this is because the element-creating code glitches out when it attempts to check the (non-existent) tile just above the top of the map. It appears to fail to create the entire element, effectively creating a "blind spot" in the gravity field. The tiles in the column that touches the top of the map are not checked for support, but they "don't exist" from the perspective of adjacent tiles.

EDIT: I used DFHack's infiniteSky command to raise the top of the map one z-level, and the "blind spots" went back to normal. There was no floor on top of the cast obsidian wall that was previously stuck to the sky. Floating columns promptly collapsed.

366
...
Melancholy and stark raving mad dorfs can't conduct meetings or issue mandates, right?

Using an insane chained vampire mayor as a fort's route to immortality sounds even more dwarvenly than my original idea! ;_;

Dwarves who go insane, vampire or not, instantly lose mayorship. A new mayor is chosen where possible.

367
http://www.bay12games.com/dwarves/mantisbt/view.php?id=6397

Binary patch mitigation is up!

This should allow you to kill enemies with spike pits without the risk of enlightening them. Only Toady can implement a complete fix to the problem.

368
DF Modding / Re: Fun facts about DF geology and biomes
« on: March 11, 2014, 02:49:55 am »
- Verified by checking code disassembly that the game appears to do a 20% probability random check, followed by a 50% probability random check when deciding what the first stone layer should be in a NORMAL geo-biome.
- Elevation is not used, except for determining the type of ocean (deep or shallow)
- The code doesn't appear to care about the presence or absence of features such as rivers.

Well, the save I'm currently playing has around 20 layers of chalk. This is the first time in a while I got strictly sedimentary near the surface. It is, however, plains with a river. Maybe it does depend on the elevation, but the first layers seem to be sedimentary.
By the way, a geo-layer can be several z-levels thick, or only 1 z-level thick, depending on local ground shapes. You may have 20 z-levels of chalk, but you only have one layer of chalk followed by perhaps a granite layer or a marble layer. Erosion effects may cause layers to be absent in practice, but the geo-layer data is still there. This may contribute to the dishonesty of the site finder.

There must also be some special code somewhere else that overwrites glacier soil with solid ice. This is why some construction activities on glaciers can leave behind sand or soil that mysteriously came from nowhere - the geo layer data is still present.

369
DF Modding / Re: Fun facts about DF geology and biomes
« on: March 10, 2014, 07:52:56 pm »
80%? Are you positive that it's totally random? From my own experience, I could swear that sedimentary sites are as rare as rubies. Doesn't elevation affect this spread?

I can look into elevation, but across an entire world (using the default create-a-world) and only considering unk1==0 (NORMAL) geo-biomes, the first stone layer is sedimentary in about 80% of the geo-biomes, and there is no pattern here with respect to volcanism.

370
I prefer my caged melancholy/stark raving vampires - the ghost can't target them while they are in cagespace.

IIRC dwarves that have had a successful strange mood (artifact) can't go insane, so turn one of those into a vampire and cage him. If you let him commit a murder first, you may be able to cage him using justice, and then wall off the cage-containing cell so he is never released. I don't know if that causes job cancel spam. May want to use other tricks to get the vampire caged.

371
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: March 10, 2014, 01:01:10 am »
How do you read/change the size of an article of clothing?...

The getVolume() item vmethod helps to read the volume of an item.

372
DF Modding / Fun facts about DF geology and biomes
« on: March 10, 2014, 12:53:19 am »
I recently did some research and statistics-gathering (with DFHack) on what causes sedimentary layers in DF, and made some interesting discoveries:

world.world_data.geo_biomes[].unk1 is an "enum" for the type of layers as follows:
Code: [Select]
0 NORMAL
1 VOLCANIC
2 DEEP OCEAN
3 DEEP OCEAN VOLCANIC
4 SHALLOW OCEAN
5 SHALLOW OCEAN VOLCANIC
6 SAND DESERT
7 SAND DESERT VOLCANIC

- NORMAL geo-biomes are the default for land areas. You get several random soil layers. This is followed by a sedimentary (~80% chance), metamorphic (~10%), or intrusive (~10%) layer. The remaining layers below are metamorphic (~50%), or intrusive (~50%), except that the bottom-most layer above the magma sea is always intrusive.

- VOLCANIC geo-biomes are like normal, except that the first stone layer under the soil is always extrusive, and the random subsurface layers are ~33% each of extrusive, intrusive, and metamorphic. Volcanic geo-biomes occur when the volcanism of the biome is over 90 on a scale from 0-100.

- DEEP OCEAN geo-biomes have a few layers from the ocean soils subset, then a layer of a deep ocean sedimentary (or extrusive if volcanic), then random layers as per normal (or volcanic). Deep ocean geo-biomes occur in oceans of elevation 0-49.

- SHALLOW OCEAN geo-biomes have a single sand layer, then a layer of a shallow ocean sedimentary (or extrusive if volcanic), then random layers as per normal (or volcanic). Shallow ocean geo-biomes occur in oceans of elevation 50-99.

- SAND DESERT geo-biomes are rare, as they only occur in sand desert biomes. They are like normal (or volcanic) biomes, except that there is always a single layer of a sand instead of several soil layers.

As far as I can tell, the chance of getting a particular layer stone is otherwise purely random. There does not appear to be any evidence of other logic/code which determines the type of layer stone in a biome.

373
Some vermin can escape from animal traps and cages, and elves tend to carry around vermin in their caravans, alongside the other animals.

There is a bug where vermin cannot escape from most cages, but some mods fix this.

IIRC the bug was that vermin wouldn't escape from normal cages, but would escape from artifact cages. When the check was fixed, the vermin can escape from normal cages or animal traps, but not artifact ones.

374
DF Dwarf Mode Discussion / Re: strange goblin
« on: February 24, 2014, 09:29:09 pm »
the save is no longer matters beacuse said baby was made into dog food

I was going to abandon your fortress and look at legends mode OR use DFHack to read the data for the baby. Neither of which require a living baby.

375
DF Dwarf Mode Discussion / Re: strange goblin
« on: February 23, 2014, 11:42:56 pm »
I'd like to see the save file. Could you please post it?

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