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Messages - JasonMel

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136
DF Suggestions / Re: Wood furnace, ventilation, smoke inhalation
« on: August 12, 2011, 07:57:08 am »
trees are unburnable in this version  :'(

I know, but is there any underground ground cover that can burn? My current fortress is plagued by an above-ground, fire-breathing titan. The fireballs do zero damage to even unarmored dwarves, but are remarkably efficient in causing any and all grass to go up in smoke in massive brush fires, though no trees or shrubs ever burn.

137
DF Suggestions / Re: Wood furnace, ventilation, smoke inhalation
« on: August 11, 2011, 02:34:34 am »
I just realized that underground forests are possible (I've heard of them, just never seen them in a game), which means underground forest fires should be possible. (If they aren't, just ignore this post.) Such a fire would produce smoke hundreds of times more quickly than a single wood furnace, and would quickly wipe out a fort under this scheme if ventilation is insufficient. I'm not sure what to do about that.

Maybe it's one reason to look for deep soil in an embark, rather than flooding an arbitrarily deep, mined-out stone layer, so that the planned UG forest would be higher than everything else. As long as smoke behaves like water in that it can't fill to a higher level than its source, dwarves deeper than the fire would be relatively safe.

138
DF Suggestions / Re: Dwarves planning their pathing before they build
« on: August 10, 2011, 03:17:23 pm »
It strikes me that just telling a dwarf which side to stand on would be simpler than making sure to forbid all stone on the wrong side.

139
DF Suggestions / Re: Dwarves planning their pathing before they build
« on: August 10, 2011, 02:55:25 pm »
The absolutely only way to do this is to path to the X,Y,Z cooridinates of the wall itself and stop 1 tile short.

But what if the dwarf decides to take stone from the wrong side of the wall?

To answer your questions:

What about first calculating and comparing the builder's path to booze/bed/meeting room from both sides of the wall, and then, if that's inconclusive, just build on the side with the bigger enclosed area? Probably not perfect, but may guess correctly in the majority of cases.

what if the dwarf doesn't have a bed room? 

Just path to the nearest bed. If there are no beds, fall back to booze.

What if there's no booze? 

Fall back to enclosed area.

how do you find "bigger area"?

The number of pathable tiles the dwarf has access to. I don't know anything about programming pathfinding, but there must be a way.

140
DF Suggestions / Re: Dwarves planning their pathing before they build
« on: August 10, 2011, 02:27:36 pm »
What about first calculating and comparing the builder's path to booze/bed/meeting room from both sides of the wall, and then, if that's inconclusive, just build on the side with the bigger enclosed area? Probably not perfect, but may guess correctly in the majority of cases.

141
DF Suggestions / Re: Wood furnace, ventilation, smoke inhalation
« on: August 10, 2011, 01:04:46 pm »
Sorry!

I had been getting better results with Google searches of Bay 12 Forums, so I've been searching these forums from there, and I swear I did search there for this suggestion before posting it. Maybe I'll start using the Simple-Machines-based search as well when posting suggestions. I did think it was a little surprising that it hadn't been discussed before.

[As an aside, I like your propic! It's got *sauce*!]

142
DF Suggestions / Re: Wood furnace, ventilation, smoke inhalation
« on: August 10, 2011, 12:19:58 pm »
A very interesting suggestion. But perhaps there are other ways of modeling this behavior, such as checking for a path along the z-axis to an outdoor tile during construction of a furnace, by rough analogy to trade depot accessibility. We all know that miasma is a frame rate killer

Oh, really? I hadn't noticed. Would you then disallow furnace operation any time no path to the outdoors exists?

I did think of one possible use for smoke: Fumigation of vermin. It kills not only dwarves, but flies, rats, etc. So if an area is particularly infested, closing it off except for a hole that lets smoke enter from below will rid the area of the infestation. Probably not terribly practical, but simple in theory.

I won't even get into smokehouses for meat and fish.

The interaction with miasma is something to think about. I assume that smoke rises and miasma sinks, and a tile with any of one is considered a full tile by the other. No mixing.

143
DF Suggestions / Wood furnace, ventilation, smoke inhalation
« on: August 10, 2011, 08:01:17 am »
For my next suggestion, I would like to propose that wood furnaces generate smoke, and all smoke carries risk of smoke inhalation which works much like miasma except that it causes death with prolonged exposure.

The smoke should attempt to rise to the highest point available, and should not dissipate until it reaches the outdoors, at which point it would become harmless, much like forest fire smoke. If no escape can be found, it should accumulate up to a maximum density and then begin to fill lower levels until all available space is filled. I suppose this means it should act partly like miasma and partly like an upside-down fluid with only 1/1 depth and no pressure. Since smoke is an undesirable waste product and not useful, I don't think players would mind or notice a more naive implementation than exists currently for fluids.

Thus players could either place wood furnaces indoors with a vent to the outdoors, or simply build the furnace aboveground. This would enhance gameplay by either creating the need for constant, open connection to the outdoors without creating a security hazard, or encouraging the player not to abandon the above world entirely.

There are certain things that can be done in Dwarf Fortress legally but which I find inelegant or unrealistic to the point of feeling like a cheat. Operating wood furnaces indoors with no ventilation is one of those.

144
DF Suggestions / Re: Ash from forge/smelter
« on: August 07, 2011, 04:32:11 am »
Can't they also use coal for fuel? I've never found any coal, so I wouldn't know for sure without looking it up, but we should be careful. As far as I know, ash from burning coal can't be used to create lye the way wood ash can. I wouldn't want a smelter/forge to create ash in every case.

145
DF Suggestions / Ash from forge/smelter
« on: August 07, 2011, 02:01:38 am »
Is there some reason operations at a smelter or forge, which burn charcoal for fuel, couldn't generate ash as a byproduct?

146
DF Suggestions / Re: More stone items
« on: August 07, 2011, 01:57:57 am »
I think the stone/wood requirement ratio is just about right. I used to try to manage my forests, but I've found that clearcutting is the only way to create a fort that can grow with its population. Less wood use would make it a superfluous material; more would increase the difficulty too much. Remember, it's not just beds that need wood, it's also ballista ammo, fuel (not everyone has access to geothermal right away), ash, and mechanical power.

147
DF Suggestions / Put used cloth/thread directly back into hospital
« on: August 07, 2011, 01:37:12 am »
I've got bunches of thread and cloth available in my cloth stockpile, but none of it is usable. I've got a dwarf in a fey mood who can't use any of my stocks, and I can't make any rope or clothing. This is because every unit of thread and cloth has made its way through the hospital system and had pieces cut off for medical use. Unfortunately, non-medical dwarves turn up their noses at using scraps -- as they should, because a scrap may not be enough.

Currently, when a medical dwarf uses cloth for a bandage, he takes it from the hospital coffer, cuts off some of it, and then puts it back -- not into the coffer where he got it, but into a cloth stockpile outside the hospital. Meanwhile, someone else notices a free space in the hospital coffer and fills it with -- you guessed it -- pristine cloth from the same stockpile. Eventually, all cloth and all thread items will be suitable only for hospital use.

My suggestion to deal with this is threefold:
  • put thread/cloth straight back into the container when done doctoring
  • count thread/cloth in use by a doctor as part of hospital stocks
  • display thread/cloth count when viewing an item of thread/cloth

148
DF General Discussion / Re: Complete Biome List
« on: July 05, 2011, 03:14:21 pm »
Aha! Finally found a Mangrove Swamp area. They are indeed rare, as they are in the real world, and it helps to know that they are found right on the coast of certain tropical swamps. So I just scoured the coastlines of all Tropical Saltwater Swamp biomes. I haven't seen what it looks like in-game yet, only in the pre-embark phase, but this is all I needed.

This allowed me to complete the map legend that the game doesn't include on its detailed biome map. I've uploaded it in case anyone else wants it.

You can change the symbol for the mangrove tree to something not normally found on a map to make finding them easier. This works because the trees symbols displayed on the world map are actually the symbols of trees found in that biome.

That's a neat trick. I wish I had read it in time to use it.

149
DF General Discussion / Re: Complete Biome List
« on: July 05, 2011, 11:22:27 am »
Mangrove Swamp is the only biome from the biomes map I haven't found yet.

(At least, I assume it appears there since it's presumably an above-ground biome.)

150
DF General Discussion / Complete Biome List
« on: July 05, 2011, 09:20:08 am »
Is this the complete list of biomes? Please tell me if I've missed anything.

Mountain
Glacier
Tundra
Taiga
Temperate Conifer Forest
Temperate Broadleaf Forest
Temperate Freshwater Swamp
Temperate Saltwater Swamp
Temperate Freshwater Marsh
Temperate Saltwater Marsh
Temperate Savanna
Temperate Grassland
Temperate Shrubland
Tropical Coniferous Forest
Tropical Moist Broadleaf Forest
Tropical Dry Broadleaf Forest
Tropical Freshwater Swamp
Tropical Saltwater Swamp
Tropical Freshwater Marsh
Tropical Saltwater Marsh
Tropical Savanna
Tropical Grassland
Tropical Shrubland
Sand Desert
Rocky Wasteland
Badlands
Temperate Freshwater Lake
Temperate Brackish Lake
Temperate Saltwater Lake
Tropical Freshwater Lake
Tropical Brackish Lake
Tropical Saltwater Lake
Arctic Ocean
Temperate Ocean
Tropical Ocean

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