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Messages - uncool

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31
1 year later, still spamming, guess whatever it is doesn't decay. Been trying my best to go through the stock screen and maually forbidding parts by parts, but so far no luck.

Huh, guess I'll have to go and check my tree tops etc then, although all used bolts should be off by default.

Would it be possible to have it only display workshop messages and have it *not* display the stockpile ones? The ingame settings can't, but I'm curious if it can be modded somewhere? Given I don't really care about stockpile messages.
There's some file that determines exactly which messages get posted, which interrupt what you're doing to pause the game, which zoom to a dwarf, etc. I don't remember which one it is, but you should be able to find it.
=Uncool-

32
DF Dwarf Mode Discussion / Re: Roads and magma
« on: May 26, 2012, 01:18:40 pm »
The asymmetric nature of your "signature" really irritates me.
Heh. I think you're the first person in years to take note of that fact. I've been waiting.
=Uncool-

33
DF Dwarf Mode Discussion / Re: Roads and magma
« on: May 26, 2012, 01:12:14 pm »
Try to use something... less expensive.  Like maybe bauxite (many embark sites have it)
But the whole point was to make it out of the most expensive non-cotton candy item I could. I can easily afford to buy out the whole caravan every time.

As a note, I'm getting 8 per year by buying the ore and the bars. Also, does the road have to be pure magma-safe or can it be mixed, with the majority being magma-safe?
=Uncool-

34
DF Dwarf Mode Discussion / Re: Roads and magma
« on: May 24, 2012, 06:20:52 pm »
Hrm. So it turns out I need something like 600 platinum bars in order to finish the road I want to finish. In other words, I'd need to continue trading for approximately 50 more years to have enough, given that I can get 4 more bars and 4 native platinum stones every time.

Didn't expect it would take that long to make this road. Damn.
=Uncool-

35
DF Dwarf Mode Discussion / Re: Roads and magma
« on: May 24, 2012, 03:34:58 pm »
Platinum will. Aluminium will deconstruct and melt pathetically.

http://dwarffortresswiki.org/index.php/Magma_safe
Huh. I had checked the site. Thought I remembered that neither one was magma safe as is, but was wondering if roads changed anything.

Thanks. Time to go make that platinum road.
=Uncool-

36
DF Dwarf Mode Discussion / Roads and magma
« on: May 24, 2012, 03:22:46 pm »
Will a road made of platinum or aluminum as ores or as metals survive a magma bath?
=Uncool-

37
DF Dwarf Mode Discussion / Re: The neverending fort
« on: May 21, 2012, 09:57:15 pm »
For the record, if you keep your population below 20, you'll never have a mood.

So we don't need to make a perpetual goods creating machine, we need to create a perpetual killing machine, something we here at bay12 should be good at already.

But you still get migrants, who come from random directions. What are we gonna do? Make the surface = magma?
My solution was to edit d_init to leave a max population; another solution (as was pointed out by Asra) is to put statues or some other impassable building everywhere on the edge, although that will remove all trading.
=Uncool-

38
DF Dwarf Mode Discussion / Re: The neverending fort
« on: May 21, 2012, 09:55:51 pm »
One thing I do have to wonder about for this: how many dwarves are required to prevent inbreeding problems? Is 19 enough? Iirc the usual biological requirements are 50 short term/500 long term, but I don't know if Toady simulates inbreeding that well.
=Uncool-

39
DF Dwarf Mode Discussion / Re: The neverending fort
« on: May 21, 2012, 09:49:57 pm »
Does raw glass count as an uncut gem for mood purposes?
No. Moods specifically ask for types of glass, or for gems, and don't take one for the other.
=Uncool-

40
DF Dwarf Mode Discussion / Re: The neverending fort
« on: May 21, 2012, 09:48:26 pm »
Wait, you cant trade for uncut gems? Is this new? And when did moods all the sudden require UNCUT gems?
This isn't new; it's been that way since I can remember (v31.0something). Moods don't all require them, but most of them do require at least one, from what I've seen - a lot of moods require 7-10 items.
=Uncool-

41
DF Dwarf Mode Discussion / Re: The neverending fort
« on: May 21, 2012, 09:38:41 pm »
No one yet has mentioned the limiting factor that I hinted at. A hint: it turns out that strange moods are one stopper to a fort living forever.
=Uncool-
You are right we haven't discussed strange moods, except for the whole previous page!
Yes, but it's one specific thing from strange moods that limits the fortress, and no one has mentioned that specific thing.
Bones? Gems? Stone? I can't think of anything you can't get on embark or in most embark sites unless you go to a specially challenging biome, and you could still get everything from trade anyway. And in any event, the number of moods are limited (I think) and the occasional failed mood won't impact much with propped planning.
Spoiler (click to show/hide)

Hrm. I guess technically, you could go with always adding more dwarves than can be removed by failed moods. Would need some number of dwarves to keep arriving though. I guess children might allow it.
=Uncool-

42
DF Dwarf Mode Discussion / Re: The neverending fort
« on: May 21, 2012, 09:19:33 pm »
So:

- Some moods will demand non renewable materials (some of which will not be available from your caravan... is it theoretically possible to have an embark where your home city has everything, though?).
- EDIT: Alternatively fell moods will create deaths.  Skip to "you have to slab to avoid ghosts".
- You will eventually run out of these materials.
- So you will eventually lose dwarves to insanity.
- You have to slab these to avoid ghosts.
- You will eventually run out of stone or space for these slabs.
- So you will eventually get ghosts.
- These ghosts will build up over time until your fortress becomes unlivable what with everyone paralysed and miserable.
You've got it, but it turns out there's only one item that can neither be renewed nor bought from caravan, and it is required by moods. Everything else can be.

Therefore, the way to be able to have a fortress last indefinitely is to stop the entire fortress from having moods. The only way to do this forever is to have the size of the fortress under 20 using d_init and init permanently - even allowing a migrant wave to put it over 20 could trigger moods periodically.

ETA: Fell moods aren't a problem if you keep your dwarves happy enough; I've found engraving the entire fort makes them pretty happy.
=Uncool-

43
DF Dwarf Mode Discussion / Re: The neverending fort
« on: May 21, 2012, 09:00:38 pm »
No one yet has mentioned the limiting factor that I hinted at. A hint: it turns out that strange moods are one stopper to a fort living forever.
=Uncool-
You are right we haven't discussed strange moods, except for the whole previous page!
Yes, but it's one specific thing from strange moods that limits the fortress, and no one has mentioned that specific thing.
Quote
If player intervention is allowed, then this is already solved on page 1.
Actually, no; a fort may be able to exist for a long time, but without modding d_init and init.txt, it cannot stay around forever, excluding the immortal undead.
=Uncool-

44
DF Dwarf Mode Discussion / Re: The neverending fort
« on: May 21, 2012, 08:08:56 pm »
Heh. I think people may have misinterpreted. I'm allowing player intervention, but for an extra-hard challenge make one that lasts forever without player intervention except to assign jobs to dwarves just arriving (whether through migration or through growing up); dwarves may die out, but migrants can come (or not, your choice), and dwarves can be born. Trade is allowed, and in fact necessary unless you change one of the files I mentioned.

No one yet has mentioned the limiting factor that I hinted at. A hint: it turns out that strange moods are one stopper to a fort living forever.
=Uncool-

45
DF Dwarf Mode Discussion / The neverending fort
« on: May 21, 2012, 03:27:15 am »
A challenge: make a fort that could in theory last forever. Not just for a couple thousand years - forever.

Note that the game does have a mechanic that does limit the longevity of the fort; changing init.txt and d_init.txt is enough. Bonus question: what is that mechanic, and specifically what change would be needed?
=Uncool-

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