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Messages - vjek

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616
... Ridiculous and amazing. I doff my hat to you, vjek, you are a magnificent bastard for figuring out how to create such an awesomely horrible yet completely ordinary looking place.
Glad you like it!  8)  I have it on my to-do list to determine the "they won't walk here because it's too hot" limit, vs. the "the river is boiling" limit and/or find a steam waterfall.  Long term goals.

:o Yeah, like that but with a larger elevation off the water, like a small hill will suffice.
Planning to build a fort right at the end of it, and if there is a hillside I can make use of, all the better.
I've looked for a while, doesn't look like what you want will be easy to find.  However, how about something like this?  The lower/flat land is swamp, while the vertical cliffs next to the lake is mountain biome.  I'm not sure I could find a single mountain tile at the end of a swamp isthmus, but that may be the most likely viable option.

617
Something like this, Zuglarkun, or a larger elevation off the water?
Spoiler (click to show/hide)

618
DF Gameplay Questions / Re: Unkillable Titan?
« on: October 02, 2014, 09:24:07 am »
Break out the cave-in trap.  Anything else is going to be less effective.  8)

619
DF Gameplay Questions / Re: So magma is not water...how do I fix?
« on: October 02, 2014, 09:15:57 am »
If you're describing filling a cistern, fill it from the top, not the bottom.
If you're describing drawing from a cistern, draw from the bottom, not the top.
Always use magma safe components in every deconstructable part of the system.

That's pretty much the three most important things I learned from dealing with magma cisterns, over the years.

Additionally, magma can be frighteningly fast/effective, if things are sufficiently overdesigned.  I've seen magma hallways fill in less time than it takes a troll to walk one step, if there are enough pumps, a large enough source, sufficient power, and gears/minecarts in use instead of water logic.

620
DF Dwarf Mode Discussion / Re: Most efficient baby disposal?
« on: October 02, 2014, 09:06:57 am »
I'm not sure if this is true, or ever was... but if parents respect burrows, and children don't, you could use that to help.

Also, if both respect burrows, you could use that to help, too.

621
DF Gameplay Questions / Re: Impossible to play long term?
« on: September 30, 2014, 07:32:03 pm »
It's funny, I tried to make a world where the civs couldn't reach each other, as well.  I made an elf-friendly island, a human friendly island, a dwarf friendly island, and a goblin wasteland island.  Sounds good, right?

I figured.. finally, here's the solution to having goblin administrators, and a workaround for world events as described here and in other threads.

Nope.  If anything, multi-race forts were even MORE common.  Tried it with 3, 4 and 5 tile wide oceans, tried it with 3,4 and 5 tile wide , 400 elevation mountain ranges.  Tried it with both oceans and mountain ranges.  Nope.  It's like worldgen ignores geography entirely and just presumes everyone can reach everyone. (note, in a pocket world).

So, hell if I know what's going on during worldgen, but at the moment, something illogical is happening if/when civs can't reach each other.

622
DF Dwarf Mode Discussion / Re: embark advertised neighbours not present
« on: September 30, 2014, 03:31:03 pm »
To the best of my knowledge, a member of that civ has to arrive at the embark (seen or unseen) before they will appear there.  However, I could be wrong.  Certainly, non-Mountainhome civs do NOT appear in the list on day 1 of the embark.

623
DF Dwarf Mode Discussion / Re: Submerged Adamantine
« on: September 29, 2014, 02:56:48 pm »
I'm not sure this is what you're looking for, but from your description, this is what I would do:

Dig around/under the water and approach the adamantine from the side.  The vein will run from where you found it downwards.

624
DF Gameplay Questions / Re: Generating soil and stone
« on: September 29, 2014, 01:02:50 am »
So, this works to make as much soil as you want.

dig out an underground area in stone.
muddy it. (either with a pond designation from above, or pumping water on it, or dfhack liquids, or redirecting a river, or breach an aquifer, whatever)
Breach the caverns.
Wait until anything (of any kind, sparse cave moss, shrubs, saplings) grows on the muddied tiles.
Build a constructed floor over the muddied tiles that have growth. (b-C-f)
Remove the constructed floor tile. (d-n)
You will now have "Furrowed soil" (clay, loam, etc) wherever you removed the floor tile.
Eventually the "furrowed" soil will simply become "soil Cavern Floor" (clay, loam, etc)

I just verified this works right now in 0.40.12.

625
DF General Discussion / Re: How can I get good FPS again?
« on: September 29, 2014, 12:39:59 am »
I blame climbing for some of the FPS drop. Think of it- 4-5, branched, and quite numerous trees. Ad, since dwarves and cats and bears can climb, that's potentially hundreds of new pathing checks per creature.
Which is why I play with rocky wastelands and zero rain, now, when I play long term forts.  No trees, no shrubs, no surface growth of any kind.
If I'm really serious, I also play with super cold temperatures, to avoid any above ground animals.  That way, every FPS drop (breaching the caverns, exposing magma, breaching HFS) is entirely my choice.

626
DF Dwarf Mode Discussion / Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« on: September 28, 2014, 05:47:38 pm »
Here's a kind of.. experimental world/embark.

I was playing around with temperature extremes to find out the limits of colddamage and melting, to see what would be the actual ranges in worldgen with poles and world sizes.

Inadvertently, I found an embark where the water on the surface turns to steam, while the river is running.  Specifically, the outside surface temp transitions to higher than 10180'U, within an embark with a river on it.

Then my goal was to find an embark with a tolerable temperature range combined with a boiling river.
Thus I give you: Ecruletters, the steam river embark!
Spoiler (click to show/hide)
The important part is to embark on the second biome, that is, to have the F2 biome (the warm tropical moist forest) highlighted when you embark, so all the dwarves and animals don't instantly melt and die when you start/unpause. ;)
Otherwise, it's pretty neat to see.  I have no idea if dwarves like steam, or if the steam could be weaponized in some way, but it's a hella neat effect when it starts raining in the boiled-dry riverbed, let me tell you.  Also, the second river that runs north is also boiling dry in it's path, and is nearby in the embark.
To be clear:  The only safe surface portion of this embark is the SouthEast corner.  Everywhere else, everything melts/boils to death.    :o
And yes, this could be done without the world painter, I was hoping for a steam waterfall, but couldn't find one quickly/easily.

627
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: September 27, 2014, 01:48:21 pm »
I took some time to fix forum-dwarves script (if you don't know what's this: here's a sample of what it does)
 ...
Nicely done!  Thank you very much, Mchl.

628
DF Dwarf Mode Discussion / Re: Taller trees....means taller Tower Cap farms?
« on: September 26, 2014, 02:24:10 pm »
I saw no roots, but I did see one cavern collapse message after chopping a large fungiwood down, but only the one time.

After six years total, that is, after 3 years of growth after maturing, the numbers I posted above for logs per mushroom-tree are identical.  It may be that much older mushroom-trees produce more logs, but not after 3+ years of mature growth.

Also, the tallest tree height reached over the 3 years of mature growth was six Z-Levels.  The base of the three was at 122, the max height branch/tip was at 127.  Both bloodthorn and fungiwood reached this height.  There was 10 Z's to grow in, so they weren't restricted by the "cave" height.

Finally, goblin caps and black caps did not grow to the same size as "natural" ones do, in the worldgen caverns.  In this artificial "cave" they only made short stubby spikes 2Z tall, rather than the full sized mushroom-trees you normally see.  It's possible this is due to insufficient x-y area for crown growth.  Tunnel tubes, similarly, were stunted in that they didn't bifurcate as much, nor grow as tall as normal.

629
DF Dwarf Mode Discussion / Re: Taller trees....means taller Tower Cap farms?
« on: September 26, 2014, 12:31:19 pm »
Tested this again today, in 40.12.

Built a 21x by 21y by 10z hollow "cave", deep underground, in stone only. (no soil)
Muddied the rough stone at the bottom of this "cave".
Breached the caverns.
Waited three years, in game.

Results.. after 3 years + 17 days (4 hematite yr100 -> 21 hematite yr103) A fungiwood and a tunneltube mushroom-tree reached maturity.
Chopping those down immediately produced (per mushroom-tree):
4 x tunnel tube logs
3 x bloodthorn logs
2 x fungiwood logs
1 x blackcap logs
1 x goblincap logs
(these counts were consistent for each type, multiple times)  Sorry, no nether caps in these caverns. :|

Save available upon request.  I'll update this post with the rest of the tree types and resulting log counts, as they mature.

630
DF Dwarf Mode Discussion / Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« on: September 26, 2014, 10:22:49 am »
Hey guys, I am sure this has been asked for a few times, but my initial searches have come up with nil. I'm looking for:
* Surface volcano
* Sand
* River (or brook, but river is preferred)
* Flat 4x4 area
* Forested area
* Flux and iron
* Thick stone layer, preferably obsidian or basalt, but any single magma-safe rock type is alright.
* Plenty of z-levels to work with.
* No aquifer, or only in a small area of the map.

The idea is to build a glass fortress, so I will need a steady amount of wood to make ash/potash/pearlash for clear glass.
I believe this one matches, but if something is missing, or it doesn't work, let me know.
Spoiler: 2x2 volcano/river (click to show/hide)

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