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Topics - uncool

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16
DF Dwarf Mode Discussion / Glacial worldgen
« on: March 15, 2012, 04:42:37 pm »
I've just gotten the newest DF (last version I had was 31.18), and I'd still like to try a glacial worldgen. However, the wiki doesn't have current versions of worldgens. Does anyone either have a current version of glacial worldgen or know exactly what I need to change/add to it?
=Uncool-

17
DF Dwarf Mode Discussion / Returning to DF
« on: March 07, 2012, 05:49:21 pm »
I've been on a long break from DF, and am coming back to the game. Currently I'm re-playing an old save from 31.18; that's the latest version I've played. What's new since then? Is there an update list I can look at to see what's new? Also, can this be directly imported into 34? Finally, have a large number of the lag problems (ghost, lava pumping, etc.) been solved?
=Uncool-

18
DF Dwarf Mode Discussion / Deterministic fluid mechanics
« on: July 30, 2011, 01:05:04 am »
Does anyone happen to know whether fluid mechanics are deterministic, deterministic with hidden variables, or hidden? That is, which of the following are true:

1) If you know the fluid and wall placement, you can fully determine how fluid will move.
2) If you open the same save twice, fluid will move the same way both times.
3) If you open the same save twice, fluid will move differently.
=Uncool-

19
DF Dwarf Mode Discussion / Anvils on embark
« on: July 29, 2011, 07:15:06 pm »
I'm trying to make a new embark, and noticed that I automatically had a steel anvil. I tried to remove it and put in an iron anvil, but they weren't available. Have the embark anvils been switched?
=Uncool-

20
DF Dwarf Mode Discussion / List of updates
« on: July 26, 2011, 08:03:34 pm »
Is there a list somewhere of which new features correspond to which updates? E.g. 31.18 went with an update to ghosts, etc.?
=Uncool-

21
DF Dwarf Mode Discussion / Non-walking hatch covers
« on: July 23, 2011, 11:34:07 am »
Is it possible to mod in new kinds of buildings? I want to mod in a version of a Hatch Cover that fulfills the same role that a floodgate does for a door - one that's not supposed to be walked through, but still can be opened or closed by mechanisms.
=Uncool-

22
DF Dwarf Mode Discussion / Mixing lava, water, and ice mechanics
« on: July 12, 2011, 02:17:47 pm »
So I'm getting some weird results when I'm mixing lava, water and ice in general. I've tried 3 different situations and gotten results I can't yet figure out.

Situation 1:
See http://www.bay12forums.com/smf/index.php?topic=87141.0

When the water spreads (as explained there), it turns into ice, so just before getting the obsidian, we have 1/7 lava on top of 7/7 water.

Situation 2:

When a ghost opened a hatch from my ring of fire over some built ramps, the lava spread. I got the same result as in situation 1, as far as I could tell (I didn't notice it in time to observe it over time).

Situation 3:

I decided to test what would happen if I opened a hatch and closed it very quickly. The final result was that there would be 5/7 lava on top of 7/7 water near some ice. I stepped through, and stuff happened as follows:

1) The ice melted (within 4 or so ticks)

2) Steam appeared where the lava was.

3) The lava disappeared, and the water below it turned to obsidian. Note: There had been stone on top of the ice beforehand; the stone got trapped in the new obsidian, and it still appeared there afterwards.

4) The 4 corners of the area melted (that is, they melted in an x pattern)

5) Above the 2 uncovered corners of the x, 2 water appeared each.

6) The water spread, and then turned to ice.

Anyone have any idea how this is supposed to work?
=Uncool-

23
DF Dwarf Mode Discussion / Beginning to hate ghosts
« on: July 11, 2011, 08:01:16 pm »
So I've been working for a long time on making my ring of fire. Basic idea is just to have a volcano, and build a ring of fire with a lot of hatches that I can open at will (I plan to weaponize this further later, as soon as I can go outside the walls safely enough). However, recently the ghosts that I can't get rid of have decided to inhibit my plans as much as they can by opening the hatches, which is annoying as I'm only now filling the ring.

Grrrr. Damn ghosts.
=Uncool-

24
DF Dwarf Mode Discussion / Double-memorializing
« on: July 11, 2011, 01:15:09 pm »
So I have memorial slabs for some of the dwarven merchants who visited. However, their corpses are still on the map, so when I create coffins and allow them for general burial (for the merchant guards), they seem to be taken by the merchants (who are already memorialized) first. Is this a bug or is it supposed to happen?

Also, I'm getting that for the guards that do get a coffin, the coffin is acting like a tomb (that is, it's allowing me to reassign it, even though the guard is already dead, but not yet buried there).

ETA: And my dwarves have brought the corpse of one of the guards back to the tomb, and the ghost is still out there, even though he's been entombed. Any ideas?
=Uncool-

25
DF Dwarf Mode Discussion / Ghost hatch problems
« on: July 11, 2011, 01:07:47 pm »
So I recently came up with a grand design that is heavily dependent on mechanized hatch covers. However, I also have a problem with dead dwarf merchant guard ghosts, who (as far as I can see) cannot be memorialized properly (at least easily - the corpses are outside of my domain). One of these ghosts is intent on messing with the hatches. Do you guys know a way to stop the ghosts from messing with the hatches, or alternatively, is there a mac program that can simply get rid of the ghosts?
=Uncool-

26
DF Dwarf Mode Discussion / Perma-break
« on: June 30, 2011, 06:25:03 pm »
My mechanic recently got made a duchess consort; afterwards, she had a baby. Now, she seems to be on permanent break (6 months without working, although she did attend 2 parties, drink, and eat).

Any idea why and/or how to make her work again? I've drafted her and undrafted her, but that didn't do anything.
=Uncool-

27
DF Dwarf Mode Discussion / Happiness levels of other races
« on: June 25, 2011, 08:26:16 pm »
Is it possible to affect happiness levels of other races to the point of tantruming?

I happen to be working on a structure that is over a ground area outside of my control. That means that sometimes, merchants outside of my control area but under the structure die to goblins, leading to miasma right near the goblins. I'm just wondering if they will ever tantrum against themselves.
=Uncool-

28
DF Dwarf Mode Discussion / Obsidian farming on the glacier
« on: June 19, 2011, 10:14:13 am »
Recently, I've been trying to work with a volcano in a flat glacier; just now I've perfected an obsidian farm that works without any pumps as long as you have both; all that's necessary is walls, bridges, levers, and of course, some miners.

For those who are asking "why no pumps?": I just happen not to like them. I find it annoying to have to get pipes so often, since they have to be made from non-replenishable resources.

Top level:
Code: [Select]
OOOOO
O_BBD
d_BBO
O_BBD
OOOOO

The right side should be connected to some lava, which can be obtained from the volcano.

Bottom level:
Code: [Select]
OOOII
OoIII
OoIII
OoIII
OOOII

Legend:
O = wall
D = mechanical door
d = dwarf-open door
_ = blank space; place to dig a channel
o = place to be filled with obsidian. May or may not be filled with ice at any time.
I = ice
B = Bridge (aligned vertically and raisable); should have a floor beneath them.

To operate:

Leave the right bridge down, keep the right doors and left bridge up. Open the right doors, and fill the area above the right bridge with lava (3/7 is best). Close those doors. Then let the left bridge down. The lava will spread out approximately evenly. This will melt the ice in the center of the bottom, letting water spread to the leftmost squares (as they will be empty after operation). Lava will then spread further, mixing with the ice and leaving obsidian at the bottom of the left. Close the middle bridge and right bridges to clear the lava, wait for the melted water to ice up again, and channel out the newly formed obsidian. Rinse, repeat.

This can be remade on a grand scale, which is my next project.
=Uncool-

29
DF Dwarf Mode Discussion / Empty volcanoes
« on: May 07, 2011, 04:45:26 pm »
I've been running into a lot of volcanoes which are many levels above the surface; however, the magma only reaches 1 level below the surface of the rest of the map. Is there a specific reason for that? Is this a bug?
=Uncool-

30
DF Dwarf Mode Discussion / Glacial worldgen
« on: May 03, 2011, 06:18:14 pm »
I created a world using the glacial worldgen (modded so that seeds weren't used, as the kind of place I was looking for wasn't in the seeded world); when I made the fort, I found that no animals ever invaded. Is that because all the animals are dead, none of the animals are found in my area, or is it something else?

Elves and humans also happened to die out in the entire world, in case that's relevant.
=Uncool-

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