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Messages - khearn

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256
DF Dwarf Mode Discussion / Re: Jenga fortress
« on: January 22, 2016, 07:53:40 pm »
So basically, you spend the year trapping a bunch of nasties and getting them in cages in your dining hall, all linked to one lever. Then at the very end of winter, you turn off all mining labors so picks get dropped, assign everyone to military squads with no armor or weapons assigned, station everyone in the dining hall, and build walls to block the exits. And on the very last day of winter, pull the lever.

The next player has to try and deconstruct the walls before the nasties kill everyone.

Urist McImgonnadie cancels deconstruct wall: Interrupted by combat


257
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 22, 2016, 07:47:25 pm »
cochramd: I'm afraid you'd just run into Brook's Law: adding manpower to a late software project makes it later. Although not quite in the way that Fred Brooks meant it. If you added another 300 dwarves, your FPS would probably be down to 1.

258
Splinterz posted links to preliminary memory layouts for .05 a few days ago. I've been using them on both Windows and Linux with no problems at all.

259
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 22, 2016, 04:51:32 pm »
I've got some elves in my trade depot right now with a couple of divine material instrument parts. Neither of which have "silk" in the material names. One is a "motes of light atara strings", described as "This is a motes of light atara strings. It is made from motes of light cloth". The other is "this is a flickering light eyi bag. It is made from flickering light cloth cloth." (sic)

They're 9000 each. Hey cochramd, you want to make some high value instruments? I got some parts for you right here. :)

I also bought an instrument from them with forgotten beast silk strings. It wasn't any more expensive than the rest of the instruments they were peddling, but I bought it anyways. I mean, who wouldn't want to play an instrument with forgotten beast silk strings?

They didn't say which beast the silk was from. I guess they forgot.

260
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: January 22, 2016, 04:41:51 pm »
If he was alive while he fell, he should have radioed back reports as he fell, mapping all the way to the bottom. He might have to have been conscious to do that, I'm not 100% sure. The cave-in might have knocked him out before he went cavediving.

I've used this technique when I've tunnelled into the top of a very deep cavern, so deep I couldn't see the bottom. I just marked the opening as a pit zone and designated a handy kitten as a cave explorer. It sent excellent reports all the way down, and apparently landed on its feet. At least, one leg got blown in each direction when it disassembled at the bottom. Most useful kitten, evah.

261
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 21, 2016, 08:41:56 pm »
After a recent attack of zombies, I finally got a marksdwarf squad set up. To provide training ammo (and make some space in the refuse stockpile), I turned a peasant into a bonecarver and told him to make 30 sets of bone bolts. I just looked at the list of bolts, and found:

+elf bone bolts [5]+

I didn't think dwarves would make stuff out of the bodies of sentient creatures.

Seems a shame to use them for training. I'd rather set them aside for when the next elven caravan comes by.

262
I think that I have never seen,
A floor as lovely as a tree,
My carpenters keep practising,
We'll see when they hit legend'ry.

263
DF Dwarf Mode Discussion / Re: FPS woes
« on: January 21, 2016, 08:16:22 pm »
One issue is that high powered machines nowadays get their power from lots of cores, not high clock rates. This works great for modern, multi-threaded programs. Unfortunately, DF is single-threaded, so 16 cores gets you nothing. CPU manufacturers have pretty much hit the wall with regard to clock rates, so your very powerful gaming rig probably doesn't run DF any faster than a decent desktop. Your rig will handle multi-threaded stuff better (which is most games), but it's probably got about the same clock speed as a much cheaper computer with fewer cores.

264
DF Dwarf Mode Discussion / Re: Fruit Gathering
« on: January 21, 2016, 05:51:40 pm »
Once I get to 50 or so dwarves, I find it almost impossible to keep them all busy all the time, so "No job" happens a lot. And I really don't keep track of who has no job from one check of the list to another. I just notice a "No job" if I'm expecting a specific dwarf to be doing something. Like why isn't anyone making those bone bolts I ordered? I know I set that labor on one of the peasants. Then I notice if he's at "No job", rather than sleeping, eating or drinking, and I go figure out why he's not doing it. Like maybe I had a minimum skill set on that workshop. Like I did today. :-/

But just noticing that one dwarf in particular out of dozens has been "No job" for weeks? I'm not likely to notice that. Maybe if I've just designated a hundred items for trading and notice that someone isn't hauling anything, since I have hauling trade good enabled for everyone in the fort.

Checking the health screen from time to time sounds like a more reliable method to me. But how often should one check? How long does it take from when dehydrated shows up on the health screen until the dwarf dies?

265
DF Dwarf Mode Discussion / Re: Magma Piston issue/puzzle
« on: January 21, 2016, 05:42:30 pm »
I'm pretty sure the answer for 2 is Yes. That I remember from learning about pistons, you can't just fill in voids with constructed walls, because they don't survive getting dropped. But I'm not sure what happens to its material, or where the magma ends up in that case.  I doubt it would teleport to the top, since it's not a liquid. And it can't remain where it was, because there is no space there any more.

What happens to the support and mechanism that are used to drop the piston if they're placed under it at the start? I'm pretty sure they softly and suddenly vanish away, and never be met with again. Ok, maybe not "softly". I think any construction in the middle of the piston would be treated exactly the same way. So no turning ice to obsidian that way. Besides, melting an ice boulder doesn't even make 1/7 water, let alone the 2/7 needed for obsidian. It just makes an item named "water" that doesn't even make the floor muddy.

266
You know, the floor in that tavern is probably pretty dirty after the reclaim. I'll bet it needs a good washing. I'd recommend locking all the doors and filling it to 7/7 with water and letting it soak for a while.

Magma also works well for this sort of cleanup, but the plumbing is more work. And you can't reclaim the socks afterwards.

267
DF Dwarf Mode Discussion / Re: Magma Piston issue/puzzle
« on: January 21, 2016, 02:46:20 pm »
I'm not sure exactly what will happen. It depends on the timing of events. Would the bottom part fall, teleporting the magma into the void, where it obsidianizes before the top part falls on it? Or would the entire column collapse first, crushing the voids, and teleporting both the water and the magma to the top, where they would then obsidianize? Either way might work. If both water and magma both get teleported to the top, the water might end up spreading out and obsidianizing other tiles of magma, but those could be mined out to level to top of the piston.

Are your voids more that 1 z-level deep? If so, I really don't think this will work, because the magma won't appear at all levels of the void, so you'd only get one layer of obsidian.

I've always been very careful to find a column that can go from the top all the way down without any voids at all. This can get very difficult, depending on your cavern layout. On some maps it's just not possible, or else it severely limits the size, shape, and location of your piston.

268
Trappington: Check out the first post.

269
DF Dwarf Mode Discussion / Re: dwarf refuses to train
« on: January 20, 2016, 07:40:38 pm »
I always thought that "Only farmers harvest" meant only those with the grower labor set would harvest, not anyone in that general category of occupation. But That was just an assumption on my part, I haven't tested it. Have you?

270
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 20, 2016, 05:34:59 pm »
Those that choose to socialize, rather than following your station orders are probably not the ones you want to keep, anyways.

And no, water wheels just don't work with magma, not matter what you make them out of. That's why they call them water wheels and not liquid wheels.:)

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