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Topics - JasonMel

Pages: [1] 2 3
1
DF Suggestions / Diagonal minecart tracks
« on: March 27, 2024, 05:19:10 pm »
I'm making a fortress with a radial hub sort of layout, which entails a lot of diagonal hallways. I'm also using minecarts for the first time. The collision of these two facts, and its consequent, omnipresent zig-zags, got me thinking:

Dwarves and other creatures can move diagonally (8-connected). So why not minecarts? Why should they have to stay 4-connected?

Of course, there are a lot of issues to work out, so let's address them each in turn. In the figures below, a minecart is traveling northeast on the track beginning at (1,1) in each figure, unless otherwise indicated.

4 □□∙#
3 □∙#∙
2 ∙#∙□   Figure 1.
1 #∙□□
  1234

A minecart would pass along this track unhindered, in either direction. No items or creatures would be in danger of being hit in the open floor squares of Figure 1, such as (3,2) and (2,3). I'll call these positions, those tiles without track but whose corners touch the track, the "corner touch" tiles.

4 ∙∙∙#
3 ∙∙#∙
2 ∙#□□   Figure 2.
1 #∙□□
  1234

However, walls in corner touch positions would be hit. A minecart traveling northeast in Figure 2 would be halted at (2,2) and send its contents to squares north: (2,3), (2,4), etc. How far north would presumably depend on the cart's speed when it struck the wall. Similarly, a cart traveling southwest would be halted at (3,3) and send its contents west.

4 □□∙#
3 □□#∙
2 ∙#□□   Figure 3.
1 #∙□□
  1234

Two cross-track, corner-touch wall tiles, such as in Figure 3, would halt the cart and each contained item would have a chance (50%?) to be sent through the gap onto the track or stay in the cart. Or maybe it could depend on the item's size, with only small items passing through.

5 ∙∙∙∙#
4 ∙∙∙#∙
3 ∙∙□∙∙
2 ∙#∙∙∙   Figure 4.
1 #∙∙∙∙
  12345

The wall tile at (3,3) of Figure 4 would obviously halt a cart traveling in either direction. I believe it should act exactly like a wall tile placed in the middle of a 4-connected track does currently, for reasons I explain following Figure 9 below.

5 ∙∙∙∙∙
4 ∙∙∙∙∙
3 ∙∙###   Figure 5.
2 ∙∙#∙∙
1 ∙∙#∙∙
  12345


5 ∙∙∙∙∙
4 ∙∙∙∙∙
3 ∙∙#∙∙   Figure 6.
2 ∙#∙#∙
1 #∙∙∙#
  12345

A 90-degree corner on a diagonal like Figure 6 should behave in every respect like its cardinal counterpart in Figure 5.

5 ∙∙∙∙∙
4 ∙∙□∙∙
3 ∙□###   Figure 7.
2 ∙∙#∙∙
1 ∙∙#∙∙
  12345


5 ∙∙∙∙∙
4 ∙□∙□∙
3 ∙∙#∙∙   Figure 8.
2 ∙#∙#∙
1 #∙∙∙#
  12345

A 90-degree corner on a diagonal should be able to have a stabilizing wall, just as a cardinal 90 can. The wall tiles at (2,4) and (4,4) of Figure 8 keep the cart on the track at any speed, in either direction. This is why the wall tile in Figure 4 should simply stop the cart and its contents, and not, for example, send its contents flying to both sides (as a previous version of this post suggested before I got to this point and modified it).

5 ∙∙∙∙∙
4 ∙∙∙∙∙
3 ∙∙###   Figure 9.
2 ∙#∙∙∙
1 #∙∙∙∙
  12345

A 45-degree bend like Figure 9 would act much like a 90-degree bend, carrying the cart through the turn with the same hazards, except that it can handle higher speeds. What happens when the cart is going too fast for a 90-degree turn happens only at a higher speed for 45s. I don't know how that physics was worked out, but a similar process may suffice for the new angle.

4 ∙∙□∙∙
3 ∙∙###   Figure 10.
2 ∙#∙∙∙
1 #∙∙∙∙
  12345


4 ∙∙∙∙∙
3 ∙□###   Figure 11.
2 ∙#∙∙∙
1 #∙∙∙∙
  12345

The stabilizing wall arrangements in Figures 10 and 11 would keep the cart and contents confined to the track at all speeds, similarly to a wall placed at a 90. A cart traveling northeast in Figure 10, and a cart traveling in the opposite direction in Figure 11, would be protected from derailment or other mishaps due to excessive speed.

5 ∙∙∙∙∙
4 ∙∙□∙∙
3 ∙□###   Figure 12.
2 ∙#∙∙∙
1 #∙∙∙∙
  12345

Here is where we get into some trouble. A route on the cardinal 90 track in Figure 7 would be protected from excessive speed hazards by the adjacent wall tiles, no matter which direction the cart was traveling. However, I don't see a reasonable way of speed-proofing a bi-directional 45 unless we scrap the collision rule in Figure 2, since it says a cart traveling northeast would hit the wall tile at (2,3) of Figure 12. And if Figure 2 collisions go, then surely Figure 3 collisions go as well. (Actually, there's somewhat the same problem in Figure 11, even with west-traveling carts.)

The easy solution would be to make all 45s safe at all speeds, but I don't think that makes sense. Physics aside, you could just cut off every 90's corner track tile to make two successive 45s to speed-proof a 90. That seems like an exploit.

Maybe there can be a special case for the corner track tile of a 45 and its surrounding walls, but that's sort of ugly.

Of course, the game would have to realize that a cardinal 90 is, in fact, a 90 and not two successive 45s with some extra track on the outside of the curve. That seems doable.

5 ∙∙∙∙∙
4 ∙∙∙∙∙
3 ∙∙∙##   Figure 13.
2 ∙∙#∙∙
1 ∙∙#∙∙
  12345


5 □□□□□
4 □□□□□
3 □□###   Figure 14.
2 □□#□□
1 □□#□□
  12345


5 □□□□□
4 □□□□□
3 □□∙##   Figure 15.
2 □□#□□
1 □□#□□
  12345

This raises the question, is it cheap to allow cutting the corner, as in Figure 13, to make the track safer?

Not necessarily. It's true that in an open area it could be done, and doing so would be both safer and more economical in material and dwarfpower. However, in solid stone, changing Figure 14 into Figure 15 wouldn't work, since the collision rule of Figure 2 says the cart should stop and empty its contents. You'd have to mine out the wall at (4,2) to make this work.

The same issue exists with 135-degree turns as well.

5 ∙∙∙∙∙
4 ∙∙∙∙∙
3 ∙∙#∙∙   Figure 16.
2 ∙##∙∙
1 #∙#∙∙
  12345


3 ∙∙∙∙∙   Figure 17.
2 ∙##∙∙
1 #∙#∙∙
  12345

A 135-degree turn like that implied in Figure 16 should not be navigable. It's just too tight at any speed. Without this serendipitous maxim, there would be an ambiguity in how to interpret such a tile arrangement. However, since one interpretation should not be navigable, the tracks in Figures 16 and 17 should behave the same. That is, an apparent 135-degree turn should be interpreted as a 45 and a 90 in succession.

The question then becomes, what about this?

7 #∙∙#∙∙#
6 ∙#∙#∙#∙
5 ∙∙###∙∙
4 #######
3 ∙∙###∙∙   Figure 18.
2 ∙#∙#∙#∙
1 #∙∙#∙∙#
  1234567

This is where I give up and accede that the game is perfect just the way it is.

2
DF Suggestions / Putting food on the table: Dining improvements
« on: March 24, 2024, 05:01:21 pm »
When we've taken the trouble to set up a perfect dining situation with a chair and a table, and a dwarf uses that setup for a meal, they should actually place their meal on the table while they eat so that it is visible. That gives a happy thought not only to the dwarf, but to the player as well. I know the devs work hard to put food on the table. All I'm asking is that they do the same for us players — literally put food on the table.

Similarly, when drinking from mugs, the dwarf should literally put drink in the mug (like a flask) and move away from the barrel to make room for the next dwarf, and stand around (or sit around, if there are free chairs nearby) drinking.

3
DF Suggestions / Touchpad scrolling improvement
« on: March 23, 2024, 01:28:14 pm »
I would love to see the touchpad supported better by making use of multi-finger (really, in my case, only two-finger) gestures, which I use as much as I use the mouse wheel while mousing. Two-finger gestures should scroll lists like the mouse wheel, and there should be such a gesture for panning the various maps as well, probably the same two-finger gesture except in two dimensions.

4
DF Gameplay Questions / Wagon-accessible front gate
« on: March 21, 2024, 08:20:40 am »
Can wagons pass through an open floodgate, or row of floodgates?

I'm trying to figure out how to make doors that are big enough for wagons, so that the caravan can be protected from sieges, etc. when necessary. I don't want to use drawbridges, since I've read that they are indestructible. My feeling is that invaders need to be given a fighting chance, since if they can't ever get inside, because I just wall them out or whatever, why play at all? I was trying to use actual doors for a while, but then I read wagons can't go through a row of three open doors after all. Makes sense, since a door needs a jamb for its hinges.

5
I propose that each item description should have a section, perhaps a new paragraph, that simply states in what stockpile category(ies) and sub-category(ies) the item will be put when stockpiled — preferably including whether it can be stored in barrels or bins. This would save running to the wiki to find the information or working it out through a frustrating process of elimination. Most such categories are intuitively obvious, but many are not.

I make this proposal on the premise that there are many things the player playing as the dwarves can and should be able to figure out, but the player should probably be told any information that the dwarves possess inherently, such as how they would categorize an item.

6
My expedition leader is having to constantly and repeatedly meet with a few mildly unhappy dwarves grousing about having to build in the rain. She hosts these meetings in the tavern, since that's about the only comfortable location that's been built so far. The tavern consists of a meeting area and a dining hall. The meeting area is in the long lobby or foyer just inside the door, while the dining hall is a larger area further inside.

Does anyone have any idea why she always walks through the meeting area to conduct meetings in the dining hall, and then complains that she is "embarrassed" because she "has to" conduct them there? What am I missing that's a necessary part of a tavern's meeting area? I used to have the two zones overlap, but then the game complained about the overlap, so I separated them.

7
DF Suggestions / Idea for further simplification of stair creation
« on: March 13, 2024, 05:08:53 pm »
I propose that, instead of a division in the interface between mined stairs and constructed stairs, you have just one designation: stairs.
  • If the designation overlaps existing stairs, either constructed or mined, they will be left as is.
  • If the designation overlaps a mined tile, the stair created in that tile will be a construction.
  • If the designation overlaps an unmined tile, the stair created in that tile will be carved.

8
First of all, thanks for asking!

I haven't played the game in several years, and I never got really good at it. I know there have been lots of changes since I played last. But I still follow its development closely. I'm just adding my two general cents.

I definitely want a challenge. I like the tradition of difficulty, even unto ultimate impossibility, that the game has. I like the idea that it's essentially always on Survival Mode. But I also like the newer changes that cause difficulty to come from the world itself, rather than some sort of scripted sequence. And I like that some worlds will be harder than others to survive in just by chance. If there are lulls, because we've defeated an enemy, or some world event is distracting them, or whatever, that can be a period of recuperation and build-up. That gives me hope that maybe I can outlast the game, even if I really can't.

I'd also expect the difficulty to come, to some extent, from the location that I choose. If I make a choice that amounts to creating The Shire, someplace that's so peripheral that it gets forgotten, I'd expect that to be easier than if I pick the world-wide crossroads or something on the border between hostiles.

9
DF Suggestions / Lost artifacts
« on: July 01, 2017, 02:14:30 am »
Some of the most wonderful ideas in this game come from accidents, whether they be bugs or no. Toady's dev page post of a couple days ago sounds to me like one such idea -- artifacts becoming lost! It brings to mind the story of the One Ring from the Lord of the Rings. Of course it shouldn't be routine, but how great would it be if, sometimes, an artifact became hidden and had to be searched for extensively throughout an entire site? Maybe it wouldn't even have to be hard-coded. Maybe the fix for the bug could just be relaxed slightly.

10
DF Gameplay Questions / Slaughterhouse Five [resolved]
« on: June 11, 2013, 04:17:43 am »
Please help me think about what could be going wrong with butchery.

I have a moody dwarf who wasn't claiming any workshops. I looked at his skills and determined that he was waiting to claim a workshop related to tanning, which I hadn't built yet. First I built a tannery, but he didn't claim that. Then I built a leatherworking shop, and he did claim it. He yells for tanned hides and logs. I have logs aplenty, but no leather and no skins. So I built a butcher shop next to the pasture, with lots of animals in the pasture. I designated a calf and three kittens as ready for slaughter -- the calf is in the outdoor pasture next to the butcher shop, and the kittens were in the interior fort "pasture."

I then gave a dwarf the butcher labor. I took away his other labors. No job. I did the same to four other dwarves. Still no job. I made a burrow just big enough to include the outdoor pasture and the butcher shop. I assigned the five unskilled butchers to the burrow. (Until that point, no dwarves had ever been assigned to any.) They went outside and stood around in the pasture, often right next to the calf. Still no job. I took the burrow away, and they all went back inside to the meeting area. No job.

This went on for at least a week of game time. Why won't anyone do any slaughtering?

11
DF Suggestions / Flaming swords of sufficient rarity
« on: June 06, 2013, 05:55:30 am »
Premise

Flaming swords are cool, and would be an impressive part of any fortress' arsenal. The intimidation factor alone of a combatant wielding a flaming sword might be enough to cause weak-willed enemies to scatter. However, we don't want them to become commonplace. We also want the mechanism to be rooted in existing Dwarf Fortress mechanics, lore, and worldview. If dwarves produce them, we want them to be dwarfy, meaning roughly that they should require industry and technical expertise, perhaps even more than the benefits would be worth. We also want them to incur a cost to the user to balance (and possibly outweigh) the benefit.

Idea

This post describes a method for creating essentially a fake flaming sword, in the sense that its apparently magical properties arise largely from ‼science‼ and are not a property of the sword itself.

The idea makes use of an item that doesn't exist in the game yet, a scabbard. The scabbard holds a viscous concoction that coats the sword with a substance that ignites on contact with air, allows for only a limited flame duration, and is depleted incrementally every time the weapon is drawn.

The costs come in the form of effort to gather alchemical reagents, permanent damage to the appearance and performance of the sword blade, and risk of burning injury to the wielder. Damage to the reputation of the owner might also be possible if he or she allows rumor of a magical flaming sword to spread only to be debunked when its non-magical nature comes to light.

Manufacture and use

Step 1: Alchemy

reagents needed:
  • rare plant extract (?) Only one plant grows near/in each volcano?
  • rare animal/FB extract (?)
    (* These would be the only magical parts of the device; either both required or perhaps requiring only one of the above)
  • salt peter
  • dwarven syrup

I'm pretty sure salt peter exists in the game already, although I haven't seen it myself. Of course, salt peter (aka potassium nitrate) in the real world is a propellant and oxidizer, and an ingredient of gunpowder and other pyrotechnical applications. It would impart a flame color that is described as lilac, which would sure look cool covering a sword.

The syrup actually has precedent in the real world. Sugars have at times been added to salt peter mixtures as a fuel. The syrup content would also control the viscosity of the coating (about which more later).

A vial of successfully-created flame coating could have a shelf life dependent on its item quality, which of course could depend on the skill of the alchemist, the ingredients, and/or other factors. A vial past its shelf life would become a vial of something else, perhaps simple loam.

Step 2: Weaponsmith/Metalcrafter

reagents needed:
  • vial of flame coating (or other coating?)
  • masterwork scabbard
  • sword

The all-important coating scabbard would be created at a craftsdwarf's workshop by a weaponsmith [edit: or metalcrafter]. The coating scabbard could be used for other weapon coatings too (yet to be invented). The sword is simply inserted into the coating scabbard to create the flaming sword.

Step 3: Swordsdwarf

The sword, once drawn from the scabbard, would burst into lilac-colored flame. This would last for a certain number of clock ticks, or until re-sheathed. The higher the quality of the flaming sword/scabbard, the more times it can be drawn with flame.

A flame coating of lower quality carries a greater risk of burning the hand, arm, etc. of the wielder, due to its low viscosity preventing the coating from adhering to the metal blade. Higher flame coating quality reduces this risk. (This risk is incurred merely by drawing the weapon; attempting attacks with the weapon do not increase the risk.)

A swordsdwarf unskilled in alchemy attempting to use the sword in battle carries a 100% chance of self-inflicted accidental burning due to not having the skill to draw the weapon in such a way as to properly coat it. The wielding hand and arm carry greatest risk. This chance is reduced with higher alchemy skill.

A swordsdwarf unskilled in sword skill attempting to use the sword in battle also carries the same 100% risk of burning injury, due to accidentally touching him or herself with the blade. The leg on the wielding hand's side carries greatest risk. This chance is reduced with higher sword skill.

The appearance of the sword blade, when its scabbard has run out of coating, is darkened to a dark, dull gray (gun metal) color due to the heat and oxidizing action of the salt peter. The blade may also break on use due to chemical and physical changes to the metal. Certain metals or artifact swords may eliminate this drawback. More research may be needed to model realistic heat treatment (bluing) behavior in each possible sword metal.

Conclusion

A player wishing to wield a flaming sword of dwarven manufacture must use an adventurer to travel to a volcano, brave the heat and lava, possibly find no plant due to the volcano residing at the wrong latitude, journey to a second volcano, climbing down the interior of the caldera with the climbing skill, burning a foot badly enough to hobble the player, harvesting the single plant with herbalist skill, taking the plant back to town, selling it to a merchant, and hoping it finds its way eventually to a dwarven civilization. Possibly either the single plant or the single seed ends up in a dwarven caravan during a future fortress in the same world. If it is a seed, farming would be required to produce a plant, except the plant only grows in the high heat found near lava.

(The dwarf fortress that wants to produce the flaming sword should probably also need to kill a forgotten beast or other terrible opponent and harvest its extract without collapsing the fortress population. People who know more about FBs than me may have more wisdom to impart here.)

A dwarf skilled in both alchemy and swordsdwarf skiills would certainly be possible, though rare, and risks would be substantial unless highly skilled in both. Drawing the sword and watching invading goblins flee at the sight of it might be worth the trouble, or it might not. If enemies do not flee, for whatever reason, actually using the sword successfully carries only minimal returns in damage potential, mostly in the form of additional pain from second degree burns. The sizzling sound against invader's flesh might also provide satisfying thoughts to the wielder.

12
Creative Projects / Dwarf bravery
« on: January 12, 2013, 12:04:52 pm »
I saw this photo at one of my favorite sites, engrish.com, and it made me think of Dwarf Fortress. Oddly, its designer apparently did not have DF in mind...

(View work-safe image)

13
DF Suggestions / Prevalence of ignored reminders at the tracker
« on: December 26, 2012, 05:10:39 am »
Basically, the "Report Issue" page could advise pre-approving the reminder email address.

I was reading up on recently-modified bugs at the Mantis tracker, and was struck by the number of reminders that seemingly go unnoticed. One suggestion to help with this might be to somehow suggest to volunteer testers on the "Report Issue" form to put the reminder email address in their contacts, so that any reminder that gets sent asking for more information or bugged saves isn't filtered as spam.

14
DF Suggestions / Phase-out flag for stockpiles
« on: August 19, 2012, 08:00:32 am »
(There are over 150 topic headings in this forum that contain the word "stockpile," not counting occurrences in post bodies. I skimmed the resulting search, but I didn't read every thread. If this has been suggested before, I missed it.)

Problem:

When a stockpile has outlived its purpose, it can either be left as is or deleted. If it is deleted, all haulers bringing items to the stockpile drop their hauled item wherever they happen to be at the time. The items still stored in the stockpile will be moved en masse to another stockpile, or may just continue to clutter the ground until they are dumped. To avoid leaving a pile of clutter, squares can be individually erased from the stockpile as the items in those squares are used or moved, but this requires micromanagement.

Solution:

Give a binary setting to each stockpile, the "phase-out" setting. This would provide a less drastic way of deleting a stockpile. When set, all current jobs bringing items to the stockpile are completed, but no more such jobs are created. When an item is picked up, moved, or used from that stockpile, the square underneath it is automatically subtracted from the stockpile so that nothing will be put there later.

One hitch would be deciding what to do if a hauler in the middle of bringing an item to a phasing-out stockpile cancels its job for any reason. I think the most reasonable answer would be to subtract the intended target square from the stockpile immediately.

This suggestion is based on version 0.31.25, so feel free to suggest adjustments to work better with the hauling changes in later versions (assuming those changes do not obviate this suggestion altogether).

15
Loaded up my expedition members with useful skills like Leader and Fish Dissector.

Tried my damnedest to figure out how to equip the plump helmets from the embarkation wagon.

Stored corpses of dead dwarves in the kitchen.

Walled off the mouth of my entrance canyon for über security, not realizing attackers could just walk over the hills on either side.

Filled my reservoir from a well drawing from the same reservoir.

Sent a single novice marksdwarf to kill a titan. I can't remember whether he managed to fire off a shot or not.

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