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Messages - uncool

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1
Dear Urist McChild,

I realize that your grown desert lime puzzlebox may seem amazing to you, but would you kindly vacate the obsidian farm by the end of the month? You've been playing for an Armok-damned season already! I'm behind on all my construction plans! I didn't have your parents dig out plumbing for a year to provide you a playpen - that's upstairs next to the semi-wild polar bear. I'm strongly considering releasing the magma on you even if your mother's the legendary armorer for the fortress!
Overseer

Dear Urist McChildren,
That's not a damn invitation to play in the second obsidian farm. Not kidding about releasing the magma.
Overseer

2
DF Dwarf Mode Discussion / Re: Trivial findings
« on: August 02, 2019, 02:38:33 pm »
When properly constructed, interior obsidian farms also act as waterfall rooms.

Basically, make sure to fill with magma, then water, not the other way around, and make sure there's some water left over on top. Then when the dwarves carve their ramps, all leftover water will give mist, even though all it's doing is following the digging of the ramp.

3
DF Dwarf Mode Discussion / Re: Freezing mechanics
« on: August 02, 2019, 12:52:29 pm »
That's not how I set it up; I put the pressure plate about 3 squares away (directly north) from the down stair, and the attached bridge covering the down stair.
Code: [Select]
W++W
Dp+W
W++W
W++W
WbbW
WWWW
W = wall, D = door (so I could connect the pressure plate to other things later, if I wanted), b = bridge and down stair.
Is there a reason your setup would be more efficient?

4
DF Dwarf Mode Discussion / Re: Freezing mechanics
« on: August 01, 2019, 01:53:50 pm »
I'm not sure of the thread etiquette - whether I should modify my earlier post or post a new one - but I do have a few discoveries.

1) Ice only melts when an adjacent tile (in the 6 directions) changes the amount of lava it has (eta: this includes when lava falls into water - the squares around the new obsidian also melt). Correspondingly, the most efficient setup (that I have figured out so far) has lava on top of a floor over an ice area, with about half of the lava at 2/7, half at 3/7 (the actual amount doesn't matter much as long as it's all more than 1/7 to avoid evaporation; what matters is the half-and-half split, so there's almost constant movement).

2) Using a pressure plate under the freezing/melting water (set to open a drain at 6 or 7/7) was about 5 times as efficient as using the standard repeater on the wiki.

3) The pressure plate does occasionally fail, requiring a reset. This reset can be done by freezing the square the plate is on, then melting it.

I haven't yet figured out the freezing mechanics - I think it's likely that everything outside just freezes occasionally, and the game checks if things melt whenever lava moves.

5
DF Dwarf Mode Discussion / Efficient metal recycling
« on: July 21, 2019, 12:05:07 pm »
I'm trying to figure out how to most efficiently set up a steel industry to generate steel bars through recycling, due to the over-unity efficiency of "melt a metal object". Chiefly, I'm trying to figure out what skill my armorer should have while creating steel leggings for maxium recycling efficiency. High skill means faster production, but also means that I get masterworks that I would prefer not to melt down (my dwarves are already on edge enough). So under the assumption that masterworks never get melted down, and that travel distance is negligible (for now; I may add it back in later), what is the most time-efficient armorer skill level for steel bar creation (specifically, through steel leggings)?

6
DF Dwarf Mode Discussion / Re: Freezing mechanics
« on: July 07, 2019, 12:18:42 pm »
You may be interested in taptap's water generation plant. Not the most efficient possible, but a proven design.
It looks intriguing; I'm returning from a whole away from the game, amd haven't started using tracks yet.
Quote
Ice doesn't necessarily stay melted until lava is removed; all same fluid level can freeze sometimes for some reason. Having different levels of fluid in lava will help with this (though it costs fps, naturally).
I am thinking of trying to exploit this to get water more often (and with less dorfpower), rather than removing it - if water is constantly melting and refreezing, I can probably extract some of the water automatically.

7
DF Dwarf Mode Discussion / Freezing mechanics
« on: July 07, 2019, 11:12:15 am »
I've embarked on a freezing biome with a volcano, and am trying to get permanent running water. Technically, I've done this, but it's really slow to fill - I'm melting 18 squares at a time, and I think  it's around a thousand ticks for each melt. I'm hoping to speed this up, which probably requires understanding the micromechanics of freezing and melting.

Ice is supposed to melt immediately upon lava entering a neighboring cell. It's then supposed to stay melted until the lava is removed. What are the mechanics of it freezing once the lava is removed? From what I've seen, it seems to act similarly to fluid mechanics - I've seen "waves" of freezing. How long does it take on average - or better, what is the distribution of freezijg times? Also, what are the mechanics of freezing next to lava? I've seen it happen several times (though it then melts again quickly), I think exclusively for water in light, above ground cells.

8
DF Dwarf Mode Discussion / Re: Self-constructing (kinda) ice walls
« on: May 12, 2019, 09:47:24 pm »
That's...awesome, in both the current and original sense. It's not quite what I had in mind - my idea is a bit more...contained (using constructions to fully direct where the lava goes).

But I think I've run into a bug on the way. I was trying to bring the magma and water to an underground area, so I could have both flowing in the fort (safely). But the ice wall stopped expanding at one point - resulting in a "Warm Damp Ice Wall".

That should be impossible, right? It's not constructed - the ice came from water freezing. I've reloaded the save just to make sure, and it happens in the same place.

eta: I dug out the wall, and I got the same "void" Roomcarnage had in the weapon. It's...really annoying that would happen in my planned path. That's...awesome, in both the current and original sense. It's not quite what I had in mind - my idea is a bit more...contained (using constructions to fully direct where the lava goes).

But I think I've run into a bug on the way. I was trying to bring the magma and water to an underground area, so I could have both flowing in the fort (safely). But the ice wall stopped expanding at one point - resulting in a "Warm Damp Ice Wall".

That should be impossible, right? It's not constructed - the ice came from water freezing. I've reloaded the save just to make sure, and it happens in the same place.

eta: I dug out the wall, and found the same "void" Roomcarnage had in the weapon. It's...really annoying that would happen in my planned path. Has the cause of voids like that been found? I've seen it a few times, mostly when water freezes.
eta2: found this bug on the forums but not the bug tracker; it's a decade old now.
http://www.bay12forums.com/smf/index.php?topic=23971.msg266029#msg266029

9
DF Dwarf Mode Discussion / Self-constructing (kinda) ice walls
« on: May 09, 2019, 01:30:08 pm »
My favorite embark tends to be on a glacier with a towering volcano. And I recently found something fascinating in an embark that was a bit different from my usual embarks.

The volcanoes often have some ice walls on the first level. Obviously, it's not hard to melt these walls by putting magma around them. Putting magma below or to the side doesn't really work by itself (as in either of those cases, unless the square with the ice has been dug out and floored before, the water will merge with the magma to form obsidian), so it's best to spread magma over top of the ice. If you do this on top of an ice wall next to an open square, the water will then spread - and if magma isn't also on top of the new square, and that square is outside, that new square will gain a new ice wall. And due to the fluid mechanics (specifically, because ice always melts to 7 water), this will spread exactly one square beyond the extent you allow the magma to spread. In other words, a self-constructing ice wall.

In my case, I'd built a rectangle of floors 5 wide surrounded by constructed walls at z=+1; this resulted in a rectangle of water 5 wide surrounded by ice walls at z=0. The water was essentially self-refilling due to irregular freeze/melt cycles (even with the magma constantly on top of it - I wasn't even manipulating the magma after getting it out of the volcano), and digging into the ice walls only resulted in the ice wall reforming (and, once, killing the miner - I'm guessing the miner moved in the wrong direction). I haven't tested how various construction like bridges on either level will affect it, or the possibility of draining the water.

I have a few thoughts as to how this could be used in case of sieges, wagon safety, and a few other things, so I was wondering: has this been discovered before and/or put to dorfy uses? Or do you guys have any thoughts on how to use it for !!FUN!!?

10
Here're the seeds for my place.

Code: [Select]
[WORLD_GEN]
[TITLE:GLACIAL]
[SEED:6lA1bLfroZyIV1okRMzU]
[HISTORY_SEED:S56GpTpMNOrbV110dWQu]
[NAME_SEED:fU98DZtO4vWalyPg3Dbc]
[CREATURE_SEED:HaCbDoYDXxEArgJMGkyW]
[DIM:129:129]
[EMBARK_POINTS:1324]
[END_YEAR:100]
[BEAST_END_YEAR:200:-1]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:100:350:1500:1500]
[RAINFALL:0:100:200:200]
[TEMPERATURE:-25:-25:200:200]
[DRAINAGE:80:100:200:200]
[VOLCANISM:0:100:3200:3200]
[SAVAGERY:0:100:200:200]
[ELEVATION_FREQUENCY:5:1:0:0:0:1]
[RAIN_FREQUENCY:2:4:0:0:0:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:2:1:0:0:0:1]
[MINERAL_SCARCITY:1800]
[MEGABEAST_CAP:5]
[SEMIMEGABEAST_CAP:30]
[TITAN_NUMBER:30]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:28]
[NIGHT_TROLL_NUMBER:14]
[BOGEYMAN_NUMBER:14]
[VAMPIRE_NUMBER:14]
[WEREBEAST_NUMBER:14]
[SECRET_NUMBER:28]
[REGIONAL_INTERACTION_NUMBER:28]
[DISTURBANCE_INTERACTION_NUMBER:28]
[EVIL_CLOUD_NUMBER:14]
[EVIL_RAIN_NUMBER:14]
[GOOD_SQ_COUNTS:300:100:0]
[EVIL_SQ_COUNTS:800:100:0]
[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:200]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:10000:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:400:100]
[PERIODICALLY_ERODE_EXTREMES:0]
[OROGRAPHIC_PRECIPITATION:0]
[SUBREGION_MAX:5000]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:70]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:10]
[CAVERN_LAYER_WATER_MIN:70]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:100]
[LEVELS_ABOVE_LAYER_1:10]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:25]
[NON_MOUNTAIN_CAVE_MIN:50]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:50]
[TOTAL_CIV_POPULATION:-1]
[SITE_CAP:-1]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
The location is about halfway between the top and bottom, towards the right side, with mountains on its right side. It has a shallow metal, deep metals, and flux stone.

I've checked most of the civs at 200, and one of them has star sapphires; another has both platinum and aluminum. None of them have elephants or giraffes, unfortunately. I'm going to 200 this time, and hoping for all of the above (as well as elves having sun berries).
=Uncool-

11
I've found an example of the site I was looking for. Only took 10 tries, too. Anyone want a copy?

ETA: The elves may even have sun berries! I'm hoping...
=Uncool-

12
Well, I finally upgraded versions, and it turns out the old seed doesn't work any more. Can anyone help me find a world with the following:
Quote

4x4 embark on a glacier with a volcano in one corner(glacial worldgen helps a lot; it's how I found a place in 34.05). The volcano (that is, the lava, not just the mountain around it) must extend a few levels (5 or so should be the real minimum) above the glacier; otherwise, the glacier should be flat (that is, each of the 16 squares in the 4x4 embark except the one with the volcano and possibly one next to it should be flat). 3 caverns, no aquifer. Needs to be able to trade with humans, dwarves and elves.

If it's possible to get 100 levels of air, that would be best, as I'm planning an aboveground megaproject. Even better if it has its own steel stuff, but that's not necessary (and unlikely, as flux doesn't seem to show up much on glaciers).
=Uncool-
=Uncool-

13
I noticed that.

I've uploaded 34.11 for windows, small (no sound), SDL for you on the file depot.

Get it here.

If you need another platform, I can get the mirror links from a cache of the DF homepage.
Yeah, I need the one for mac. Thanks in advance!
=Uncool-

14
So I'm trying to get the newest version of DF, and it seems that the main site is down. Does anyone know of a way to download the newest version or of a mirror from which I can download it?
=Uncool-

15
DF Dwarf Mode Discussion / Re: Glass windows and floors
« on: May 31, 2012, 02:50:22 pm »
Would a grate over a fortification block arrows and stop building destroyers while still allowing vision?
=Uncool-

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