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Messages - khearn

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1156
Hares have a grazer value of 17143, and therefore need maybe a 1x2 pasture for their whole lifetime. Grazing in smaller pastures works okay because the top-left-preferring movement of the animal still lets it roam over the whole pasture.
What's the exact math on that?  I'd like to update the Wiki with more exact values rather than the guesswork I put up for now based on eyeballing nearby creatures.

There is no exact math. Even if we had access to the code, it would still be a matter of probabilities. I think the grazer number indicates how many ticks until it uses up some (unknown) amount of food that it has eaten. If an animal is on a tile with grass (or the equivalent), it eats the grass and adds some amount (also unknown) to its stored food counter and the grass goes away. Grass regrows at a random rate, apparently similar to rain falling from what I've seen in a comment from Toady. Spots just appear here and there as if they fell from the sky. Animals move semi-randomly.  The exact movement algorithm is unknown, but they tend to end up in the top left area of a pasture more often, which complicates things. An area might produce enough feed, but if the animal doesn't move to all the tiles, it won't get all the food. So if an animal happens to move over grass tiles often enough to keep its food stores up, and those tiles replenish often enough, then the animal survives.

A sheep in an 8x2 area (the same number of tiles as a 4x4) would probably not do as well as a 4x4, since its movement would be more constrained and it probably wouldn't cover all the tiles as often. So geometry matters as well as size.

Empirically, people have observed that a sheep does just fine in a 4x4 area, a llama in a 5x5, and so on. A sheep in a 4x3 might be ok, or it might get hungry at times and eat enough at times. Or it might starve. The only way to know is to try it. Or find someone else who has tried it.

1157
DF Announcements / Re: Dwarf Fortress 0.34.05 Released
« on: March 06, 2012, 03:57:53 pm »
So can undead cats adopt zombies?

1158
DF Dwarf Mode Discussion / Re: Metal Poor Fort
« on: March 02, 2012, 06:57:23 pm »
I've run a number of forts that I specifically embark in areas with no metals.

First off, dig down to magma and set up a magma smelter and set it to melt objects on repeat. Set up a stockpile nearby that takes all the iron weapons/armor/tools/etc and anything steel except weapons and armor. Maybe also bronze tools etc.

Buy every scrap of iron or steel you can from the caravans and mark it all for melting (except the steel armor and weapons).  Buy bronze stuff at first as well. Heck you might even want to buy wooden armor from the first elven caravan, it's better than nothing.

Set up traps to kill invaders and melt anything they have that isn't immediately useful. a goblin snatcher's copper dagger is more useful melted down and turned into a copper helmet.

Between what you can buy from the caravans and what the goblins will bring you, it doesn't take long to equip your troops.

1159
DF Dwarf Mode Discussion / Re: Easier Tantrum Spirals
« on: March 02, 2012, 03:02:53 pm »
I refuse to designate meeting areas, after the nightmare that parties have caused in previous forts. Dining Room is just a dining room, statues are just statues, and that is that. Immigrants take forever to get into the fort, since they don't have a meeting room to path to, but they get there eventually.

I keep my dwarves happy with individual, engraved bedrooms, legendary dining rooms, and masterwork meals. Haven't had tantrums except in cases where a dwarf was the only one left, driven mad by every other dwarf dying, and also his legs were missing.

I never designate meeting areas from tables/statues. I've always designated them from the i menu, that's the first way I learned to do it. I have also never seen my dwarves throw a party. Never.

1160
Excuse me, are we talking about moddable bugs and possible workarounds, or just dump a list of suggestions of hardcoded things that cant be changed ?

We're talking about bugs we'd like to see fixed in this upcoming round of bugfixes. Read the OP.

1161
DF Announcements / Re: Dwarf Fortress 0.34.04 Released
« on: March 01, 2012, 11:44:45 pm »
Okay, whenever I gen a certain world longer than about 150 years, it crashes when world gen finishes.  How should I go about reporting the problem so it can be fixed?

Is this on 34.03 or 34.04? That sounds much like the bug in 34.03 that caused Toadyto release 34.04 so quickly.

1162
DF Modding / Re: Wanderer's Friend [0.97b]: Now with elixirs.
« on: March 01, 2012, 07:37:44 pm »
I'm just starting out with wanderer's friend, and it looks pretty fun.

I think I've found a bug, though. I did the "Clean feathers" reaction starting with a Turkey gobbler feather, and when I was done I had both the turkey gobbler feather and a turkey feather (which seems to function the same as leather). I was then able to do it again and still had the turkey gobbler feather and now had two turkey feathers. It looks like the original feather isn't being used up, so I can make an infinite number of turkey feather leathers.

As an aside, I'm not sure I understand how one can use feathers as a leather replacement. Even if it's fixed to use up the original feather, does this reaction really make sense?

EDIT: Another bug. I made some pants from some leather sewn with some dried guts thread and they ended up being called "dried gut trousers". This one I can see a fix for. In reaction_wanderer.txt, in the [REACTION:SEW_CLOTH_PANTS_ADV] it says:
[PRODUCT:100:1:PANTS:ITEM_PANTS_PANTS:GET_MATERIAL_FROM_REAGENT:A:NONE]
I think that should be:
[PRODUCT:100:1:PANTS:ITEM_PANTS_PANTS:GET_MATERIAL_FROM_REAGENT:B:NONE]

I also spotted the bug in the feather cleaning reaction. In reaction_wanderer_materials.txt, the reaction is:
Code: [Select]
[REACTION:CLEAN_FEATHERS_ADV]
        [NAME:clean feathers]
        [ADVENTURE_MODE_ENABLED]
        [REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN][REACTION_CLASS:FEATHER]
        REAGENT:B:1:TOOL:ITEM_TOOL_COMB:NONE:NONE][PRESERVE_REAGENT]
        [PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
        [SKILL:TANNER]
There's a missing [ on the reagent B line. That's making it not require the comb, and also preserve reagent A.

1163
DF Gameplay Questions / Different kinds of artifact slabs?
« on: February 29, 2012, 08:09:40 pm »
I just created a 34.04 world and was looking in legends mode, and looked at a few slabs. One had an entry for when a necromancer "learned the secrets of life and death" from the slab. But another had the necromancer learn "the deep truths of the world's bones". And another slab had its necromancer learn "the ability to sow chaos in the minds of foes". And another slab teaches "mastery of elemental fire".

Oh, wait. I just discovered that these seem to be added by the wanderer's friend mod. This should be interesting.

1164
One attribute I seldom see mentioned is Recuperation. My current adventurer has High Recuperation, and he got a lung damaged badly enough that he had the "Mortally Wounded" tag flashing, but he ran away and after sleeping a night was just fine. Being able to recover from a mortal wound is a Good Thingtm.

Willpower is also very useful. It will helps keep you from giving into the pain when you get the fourth finger of your left hand broken. It's really annoying to die from a broken pinky finger. :-/

Social awareness effects how many followers you can have. When you start out with it at average, you can recruit 2 followers, but with above average you can have 3. Presumably high would get you 4, but I haven't tried that. That extra follower can make a big difference at the start, but doesn't matter as much later on. So if you're having trouble staying alive at the start, buy it up a level to get extra help. But as you get better at adventure mode, the points will probably be better spent elsewhere.

1165
DF Adventure Mode Discussion / Re: lots of books
« on: February 29, 2012, 01:48:02 pm »
What I find amusing is that half of the books are written about other books. And they're all by the same author!

1166
DF Gameplay Questions / Re: To much limestone
« on: February 29, 2012, 12:31:30 pm »
Hiding stones is also a common cause of confusion in stockpiles. A person digs a room, hides the stones, then designates a stockpile. Then he wonders why the dwarves won't store anything in his "empty" stockpile. Then he runs to the forums and posts yet another thread asking about it. :-P

1167
DF Announcements / Re: Dwarf Fortress 0.34.03 Released
« on: February 29, 2012, 01:15:12 am »
Most likely (although this is just a guess!) you have a 64-bit Linux system and therefore a 64-bit libncursesw, but DF wants a 32-bit library.  You can try the suggestions from here:

http://dwarffortresswiki.org/index.php/Installation#32-bit_vs._64-bit_systems
Yeah, that sounds like what is probably happening. Thanks!

1168
DF Announcements / Re: Dwarf Fortress 0.34.03 Released
« on: February 28, 2012, 03:30:10 pm »
I've been having the freeze/crash after worldgen as well. I'm on a linux system. I tried about 4 times with the wanderer's friend mod installed and it froze after I had exported teh map and then hit enter to accept. Then I reverted back to teh stock raws and it worked. Then I put in wanderer's friend again and this time after exporting teh map and hitting enter it completely crashed.

Here's what the backtrace and memory dump it printed:
Spoiler (click to show/hide)

I'll try a few more times without wanderer's friend to see if I can replicate it with normal raws.

EDIT: Ok, this time with stock raws, it crashed when I hit p to export the map.  Backtrace and memory map:
Spoiler (click to show/hide)

Again, this using the linux version. Toady, would you like for me to run strace on it as well?

second edit: I tried setting [PRINT_MODE:TEXT], since the backtrace seems to involve OpgenGL libraries, but I got this:
Code: [Select]
$ ./df
Loading bindings from data/init/interface.txt
Didn't find any flavor of libncursesw, attempting libncurses
Symbol not found: waddnwstr

I checked and i do have libncursesw:
Code: [Select]
$ ls -l /usr/lib/libncursesw.so
lrwxrwxrwx 1 root root 21 2012-02-28 12:40 /usr/lib/libncursesw.so -> /lib/libncursesw.so.5
$ ls -l /lib/libncursesw.so.5
lrwxrwxrwx 1 root root 18 2010-09-07 09:56 /lib/libncursesw.so.5 -> libncursesw.so.5.7
Where is it looking for libcursesw?

1169
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: February 28, 2012, 02:37:35 pm »
I finally discovered this thread yesterday and just finished reading the whole thing.  Please add me to the list. It looks like my turn would come up in mid-May of 2013, just in time for my birthday. :)

1170
DF Dwarf Mode Discussion / Re: Migrants with Knives
« on: February 27, 2012, 06:42:14 pm »
Civilian knives are OP because they have such a small contact area, so they can punch through anything.

Still civilians though. This might have something to do with the random merchants just hanging out on the map edge bug :/

I've seen that in my current fort. It was very handy, since the first ambush uncloaked to take out the stranded merchants and gave me plenty of time to button up. :)

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