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Messages - vjek

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1426
DF Dwarf Mode Discussion / Re: Would you eat this?
« on: June 22, 2012, 04:52:12 pm »
... tl;dr: Commercial pork is almost entirely trichinella-free.  You are more likely to die of salmonella than trichinella in the US.
Indeed!  I don't know if the reason in the USA is the same as Canada, but I had the opportunity a few years ago to discuss the subject at length with a provincial food inspector in Canada.  The reason pork there is parasite free, for the most part (50+ years) is that they freeze all their pork for 24 hours at -12'C before it's allowed into the production chain.

Freezing, as it turns out, also kills a large number of parasites.  I may be mistaken, but it's also why commercial fisherman are currently required to freeze their catch while at sea, and why they have such massive icemaking equipment on commercial fishing vessels. (and it's very bad if the icemakers stop working)

1427
Saw this on a documentary that recently aired, and when they mentioned limestone, and why it was used in smelting iron, it seemed valuable to share.

The clip is from More Industrial Revelations Europe, Episode 6, from 3:10 to 4:32.  Very interesting to see how it applies to dwarf fortress, and a real furnace & smelting in operation.


1428
Quick question, I generated a world with a random seed, is there any way to find out what that seed was later on? ...

Yep, copy the save dir, abandon the copy, start in legends, and press 'p'.  The worldgen parameters will appears in the df install dir as a text file.

1429
...  High erosion cycle counts seems to be counter productive as it just erodes everything else but not the actual level of the volcano.

Yeah, as far as I've seen, volcanos and the massive elevation changes/terrain resulting from them are placed after layers, after erosion/rivers/lakes, after pretty much everything that could be used to make a difference in their appearance.  Whether or not you get one at embark level appears to be completely random.  I've never seen any of the mesh settings affect volcano elevation in any predictable way, either.

It's unfortunate volcanos are so darn convenient.  What would be really handy is if the embark finder detected underground volcanos/lava tubes, rather than just those few that are at the surface or higher than the embark level.  I'd be happy with a lava tube between the embark layer and the top of the first cavern, for example.  In fact, that would be more desirable than a surface volcano, for most of my large projects.

1430
DF Dwarf Mode Discussion / Re: Lesbian Horse gives birth
« on: June 17, 2012, 07:48:29 pm »
Well I'm not a horse. And I was joking about how oversensitive some people are =(
You're NOT a horse?

Well... This is awkward.

I wanted to clear up the confusion. Horses are easily offended, you see. Also impregnated more easily than brazilian soap opera characters, as the thread proves.
As a brazilian soap opera character, I am offended by your remark!    :D

1431
Utilities and 3rd Party Applications / Re: DFHack 0.34.10 r1
« on: June 17, 2012, 07:21:02 pm »
I had the need to keep a fort alive for a very long time recently, and only had a few dwarves to work with, and some were getting pretty old.

So, I rejuvenated them!

Spoiler: rejuvenate.lua (click to show/hide)
This script can be called by targeting a dwarf in DF and simply: rejuvenate , if the script is placed into \hack\scripts\
or if you choose, with ' lua \path\to\rejuvenate.lua '

Tested in 34.10, does not appear to cause any problems with my adult dwarves, after a year of in-game time has passed, and through several saves/loads.

WARNING:  This script has NOT been tested on dwarven children.

1432
DF Modding / Re: Runesmith - A DC like tool
« on: June 17, 2012, 03:16:10 pm »
Do have any other tools that allow us to edit stats on the fly?

From two pages back, in this thread...

Just wanted to mention, in light of the lack of Runesmith updates, I went ahead and made three dfhack lua scripts that replicate three functions I used in Runesmith.

First, elevate_physical.lua to adjust physical attributes.
Second, elevate_mental.lua to adjust mental attributes.
Third, brainwash.lua to "fix" personality issues.

Ah, the things I do to get a perfect mayor, eh?  :)

Anyway, I hope those are useful to those pining for Runesmith.  Any and all of those three scripts can be trivially modified to make adjustments more to your liking, if you wish.  If you don't understand how to use them, PM me or post here and I'll explain further.

and the latest make_legendary.lua along with the original.

If that's what you meant by 'edit stats'... 
These scripts are easy to modify, so if they don't do exactly what you want, you should be able to cut & paste your way to glory.

1433
... So long story short: good/evil aligned areas, savage enough for fun beasties with a few titans wandering about, plenty of metals, volcano could be present, but not required. Sand. Necromancer tower(s) within range of the area.

This has everything but the iron. Half terrifying, half joyous wilds in a 4x4.  However, >15k iron is found on other similar embarks in the same worldgen.  If you find something is missing, just remove the seeds, and you'll get a wide variety of similar worlds.  The reason this advanced worldgen works is because of the elevation mesh, the maxed out variances and the good/evil square counts.  As long as you don't adjust those too much, you'll get a lot of possible embarks.  I picked this one because it had exactly half and half of high savagery and good/evil, which seemed to be high on the list of priorities.

This particular map has two towers, and this embark is in range of one of them.

Spoiler (click to show/hide)

1434
Hi, I'd like to request a world in which a dwarf civilization is not present (is this even possible?). Basically, I don't want any migrants or traders, and that my starting 7 (and the two waves after) are the last dwarves left alive.

I have tested this extensively in 34.10.  Even if there are zero dwarves in worldgen, if there was EVER a dwarf civilization, you will get migrants, traders, and diplomats.  A dwarven civilization must be placed in the world during worldgen, normally, to mark the map as "playable" in dwarf fortress mode.

However.

If you don't want traders & diplomats, remove [ACTIVE_SEASON:AUTUMN] from dwarves in \raw\objects\entity_defaults.txt
Unfortunately, this will still mean you'll still get two waves of migrants (this appears to be hardcoded), but after that, you're on your own.  Typically those first two migrant waves will appear in summer and autumn of the first year, post embark.

1435
DF Dwarf Mode Discussion / Re: How do you play your DF?
« on: June 13, 2012, 06:49:38 pm »
no caravans
no diplomats
no migrants (past the first two waves)
no caverns
no artifacts
no mandates
no humans
no elves
no rivers, oceans, lakes or aquifers
no animals (magma bath for you!)
no FPS issues of any kind (500+, booyah!)
at least 60,000 goblins in the world

1436
I've run into this before, and my solution was to build constructed floors over the area (yes, even though there was obsidian floor there already).
then everything worked normally.  You have to designate the floor from the edges, toward the center, one tile/row at a time.

It seems the interior of the volcano is marked as "empty", tilewise, and until you build a floor manually, it doesn't recognize it's existence, and refuses to permit dwarves to path there.

Once the floor is built, everything appears to work as expected.  You could try and see if that solves the problem for you, Syreniac.  If you can't build a floor, even on the edge of the volcano interior, then this is not the same problem I ran into.

1437
Ok, got this working.  There was a bit of trial and error, but it works quite well now.

I created a water wheel with a gear & axle to provide power to the roller on the repeater track/loop.

I made a loop of track 13 tiles per side.
I placed a single roller on one side of the repeater track loop, speed setting LOW.
I powered the single roller with a gear next to it from the water wheel & axle.
Opposite the roller tile, on the other side of the loop, I built a pressure plate set to trigger on the track.
Then, on the same tile as the roller, I created a new route, and a new stop.
I removed all conditions for the route.
I assigned a vehicle (mine cart) to the route.

Then I built the upright spear trap.
I tied the pressure plate on the track loop to the upright spear trap.

I then built  a RS|FG|PP|FG|ME as I mentioned above, and tied the water-triggered pressure plate from that to the gear powering the roller.
I then built a lever, tied it to the same gear powering the roller, and disengaged the gear with that lever.

Next, built the entrance-hallway pressure plate (creature triggered), tied to the floodgate next to the riversource, which the goblins will step on.
I also built a second pressure plate (citizen triggered) with a dummy lever, as a reset, tied to the second floodgate (the one next to the map-edge)

The sequence then goes:
Goblin steps on pressure plate at the end of the hallway, which opens floodgate1.  This floods the pressure plate, which engages the power to the gear powering the roller.  This engages the repeater, which oscillates the upright spikes forever, until a citizen is told to flip the dummy lever.  Any number of goblins can walk over the plate, it doesn't matter, the spikes will continue oscillating without interruption, driven by the track loop repeater.
When all the goblins are dead, I send a citizen to flip the dummy lever, he walks over the citizen-sensitive pressure plate, which temporarily opens the second floodgate, unflooding the water-triggered pressure plate, ceasing the oscillations.
The hallway is now ready for more goblins, and will again engage automatically.

This was all done in 34.10.

1438
You could make a repeater using a minecart:

            ☼
   ╔════════╤#    (#=wall, roller ╤ built on straight EW track but pointing south)
   ╚═══════^╝#


The track would need to be long enough for the plate to reset each time, but it should work and it can be turned on/off at will.

Ah ha!  That has potential.  I'll investigate making a minecart repeater. Thanks, rhesusmacabre.

Haven't tried it myself, but here's an idea:

1. Leave your repeater tunnel empty of water.
2. Keep the water in a reservoir above the tunnel with a retracting bridge floor.
3. The goblin-activated pressure plate dumps the water into the repeater tunnel all at once.
4. To reset, pump the water back into the storage tunnel.
A good suggestion!  Logically sound.
My only concern with that type of system would be water loss due to evaporation/pumping.  Pumping doesn't always suck tiles dry, often (and randomly) they're left at 1/7, and then would be subject to evaporation.  As the amount in the wave repeater has to be exact, it would eventually fail over time.
A system that would leave the wave repeater sealed wouldn't suffer from this issue.

Try having the pressure plate activate a latch circuit.  Once the latch is made, it opens another FG before the FG involved in the wave repeater, to apply potential to said wave repeater.  Reset the latch and repeater input FG via the usual methods.

RS FG FG PP FG ME
Unfortunately, the wave repeater water needs to be precise and sealed for consistent results (and can't be activated more than once via a FG, as far as I can tell).  Otherwise, though, a good idea.

1439
I'm trying to build the following:
  • A three wide corridor filled with upright spikes, leading from the outside of the fort to the inside of the fort.
  • The upright spikes are all tied to, and driven by, a wave repeater.  They are off by default/normally.
  • When an invading goblin reaches the end of the hallway (the point closest to the fort interior), they step on a pressure plate.
  • This pressure plate activates a repeating oscillation of all the upright spikes.  They now move up and down until manually disabled.
  • The goblins must now pass through all the oscillating upright spikes either to move farther into the fort, or attempt to escape.
I can build the hallway. No problem.  Upright spikes, easy.
I can tie all the upright spikes to the wave repeater.  Works great in isolation.

I can't figure out how to get the pressure plate at the end of the hallway to "enable" the wave repeater to start moving the spikes up and down.  I need a solution that allows me to dynamically (as in, on demand) transfer power from the wave repeater to all the upright spikes, which can be disabled.

I have used techniques in the past such as a RS|FG|PP|FG|ME where RS=riversource, FG=floodgate, PP=pressure plate and ME=map edge, so you can use a trigger of the first FG to cause the pressure plate to trigger something for as long as you wish, then use a lever on the second floodgate to turn it off.  Ideally, it would be that kind of a design.

You can't tie a gear to upright spikes with mechanisms.  My initial thoughts were around that, however, tying the wave repeater to a gear causes it to be enabled and disabled repeatedly.  So provided that gear was powered from a water wheel, enabling and disabling it could cause whatever else hooked up to the gear to oscillate on/off.  The problem is... I can't figure out how to tie that powered output to all the upright spikes.

Any ideas?  Anyone else built anything similar in the past?

Caveats:
I have no access to animals.  Can't use them in the design.
I have no access to captured invaders.  Can't use them in the design.
Whatever design makes this work does not have to worry about building destroyers (there are none in this map).

I completely understand I could tie all the spikes to a single lever and have a dwarf repeatedly move the lever.  I don't want that. :)  I want a mechanical-based automated solution/design.

Thanks in advance for any constructive suggestions.

1440
DF Dwarf Mode Discussion / Re: World Gen Flux Stone Layers
« on: June 08, 2012, 01:24:11 pm »
I'm not sure if I'm being completely clear, but the finder is finding existing flux; the embark screen simply doesn't list it. I belive it has to do with the depth and layers, but I'm not sure. It tends to happen to me quite often.
Right, I understand, but I want to see it. :)  Can you give me a worldgen and embark location that demonstrates what you're describing?

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