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Topics - Random_Dragon

Pages: [1] 2
1
Other Games / Yet Another Cataclysm: BN/DDA (and related mods) Thread
« on: March 28, 2023, 05:44:57 pm »
Alright, if we could maybe not have another argument that gets the thread locked again, I'll start us off this time.

In particular I'm gonna start off with bringing up some news regarding the Bright Nights version I didn't get the chance to mention in the last thread: Some updates to the recently-revived C.R.I.T. Expansion mod.

Most of it is just JSON modernization and getting some stuff back up to par, updating old arti-effect usage to use relic data, but in particular the Dragon Slayer has some perks to it that make it significantly more worthwhile to use given its gigantic moves-per-attack value, and the reso-blade no longer has...5/5 damage. You also can't gain negative movecosts from C.R.I.T. techniques.

I've already got plans to update it some more too, professions in particular could use some touching up and tweaking here and there. And as always, implementing Arcana mod as an in-repo mod for Bright Nights is always on my to-do list for whenever I get time and energy to work on it.

One other thing not yet brought up, fairly recently Bright Nights also welcomed Scarf005 to the BN development team, already proving quite helpful with merge work since PRs have started to pick up a bit as of late.

2
General Discussion / Maybe the WWIII thread (soon) (Ukraine)
« on: February 23, 2022, 11:01:37 pm »
Yeah, that... probably needs a dedicated thread. Definitely don't have the energy to make one, though.

Might as well move it over here. Ukraine under attack now, WWIII begins I guess. Posts should go here instead of ameripol I guess.

3
DF Wiki Discussion / Logging in doesn't work
« on: January 17, 2021, 12:58:00 am »
A problem I noticed the past few months, I'm unable to log in. At all. On hitting login it redirects as normal but it still says I'm logged out. Tested to make sure I just wasn't remembering my password wrong and it correctly gives the wrong-password message if I try anything but my actual password for the account. But using it still fucks up.

In addition, password reset is claiming it already sent a password reset email recently, when no such email has been received.

4
DF Gameplay Questions / So how do you reliably mass-pitt creatures now?
« on: January 16, 2021, 04:26:07 pm »
I've been tinkering around with mass-pitting goblins and have had some...very weird results, in the current version. I figured out a climberproof setup that renders them unable to ever escpae once they've been dropped below, but the issue is that they only seem to get dumped through the hatch half the time.

Is there anything that might cause a goblin to avoid being dumped down the hatch properly? I've done the usual system of having every hatch in inside a single pit zone, making sure every cage stockpile is adjacent to one of the hatches, etc.

Note that the wiki seems to have some false information here: I've tested forbidden the hatches and that appears to make the mass pitting fail 100% of the time, whereas the wiki advises forbidding the hatches.

5
So, I found myself regarding the value of coins in Dwarf Fortress, especially in adventure mode, and the kind of buying power they have in-game. What better to compare them to ancient Rome? Tempting as it was to use the values of the olden days, when 1 denarius was 25 aurei, it's hard to get a reliable source of the prices for goods back in those days. So instead, I used a more extreme example of value, or the lack thereof, to compare DF coinage to.

As usual, if my math, DFWiki magic, or historical accuracy is FUBAR in some way, feel free to point and laugh.

EDIT: Some corrections to be found. Seems I was using half as much of volume as I should be, should use the k. mod. instead of the regular modius. This sharply changes the implications of DF flour pricing.



In response to the growing inflation and poverty in the Roman Empire, in the year 301 emperor Diocletian issued the Edict of Maximum Prices. This laid down price limits for various goods, which if exceeded would lead to harsh penalties for both buyer and seller.

Figures listed where given in a unit termed denarii communes, a form of notational currency. The physical silver denarius had varying values, weights, and silver content through the history of Rome, steadily devalued over time, and therefore d.c. was used in several imperial edicts to provide a consistent legal currency, and the coinage of the time would be valued in relation to it.

The values set for grain were based on the modius castrensis, a unit of dry measure (volume). This was roughly 12.93 liters. With handfuls of powder having a volume of 200 milliliters, that's 64.65 handfuls of powder in DF terms.

Unlike with flour in DF, the prices given varied from grain to grain. Oats and hayseed were relatively cheap 30 d.c. per k. modius. Sesame and hulled rice were an impressive 200 d.c./k.modius. Several items were set to a higher value if processed first, as the latter indicates. Hulled millet bumped up the value from 50 d.c. to 100 d.c.; while broad beans were 60 d.c. unshelled, 100 d.c. shelled.

But luckily for us, many of the prices for dry goods were fixed at a nice 100 d.c. per k.modius, including good old wheat. So the net result of this was that 1 nice, DF-style handful of wheat would run you about 1.55 d.c.

So, what's that mean compared to how much value a silver coin has in Dwarf Fortress? In adventure mode at least, every civ gives silver coins a value of 5 dorfbux, one hell of an increase over its raw material value. Handfuls of powder have an item value of 1, while the various flours tend to have a material value of 20. So, that's 4 silvers if you want to buy a handful of flour, while that modius would be an obscene 258.6 silvers (assuming we equate 1 silver as 1 d.c., second post gives a good reason not to).



But what about other goods? Meat's one instance where the average adventurer can live like a king, even if they aren't hunting their own game. The prices for meat in the Edict were by weight rather than volume, specifically the libra, equivalent to about 328.9 grams. 1 libra of beef or goat was fixed at 8 d.c, while chickens and several other animals were sold individually instead of by the pound. Pork, lamb, and venison were set to 12 d.c/libra. This would be a good price for our average, since most of the domestic animals have the same values for their meat.

1 piece of meat in DF has that familiar old 200 ml volume, while muscle has 1060 density, for a weight of 2120 grams, or roughly 6.446 libras. Yes, that value made me say "holy shit" too, until I realized that meat does indeed say it's 2 kilos in your inventory. If we assume that this density is accurate, this means a libra is about 31 milliliters. So by Diocletian's Edict, the 100 d.c. that gets you almost 19 liters of wheat would buy you around 258.33 milliliters of pork. By volume, pork was almost 50 times more expensive than wheat! Yes, this is way worse than when I thought these prices were using the Italian modius.

Now, compare to how meat has a material value of 1, and an item value of 2. That means 1 silver will buy 2.5 units of meat, yielding 5300 grams. That means in Dwarf Fortress, wheat is 10 times more expensive than pork by volume.

What about some booze? Wine is a classic Roman favorite. Prices were fixed for liquid measures in sextarii, being 546 milliliters. Since DF booze doesn't have quality levels, we'll use the figure of 8 d.c. for a sextarius of "vin ordinare" or ordinary wine.

Good old grape wine in DF has a material value of 2, and 60 mL of liquid has an item value of 1. So that sextarius would cost 1.82 silvers in DF, which is even cheaper than the price limit on beer.

Speaking of which, how about some nice, cheap beer? Want barley, or wheat? The former is a mere 2 d.c/sextarius, while the latter is fixed at 4. With most of the beers in DF having the same 2 material value as wine, so the value there is perfectly within the limits set by the Edict.



What about some clothes? Cloth was often rather expensive back in the day. You could get a winter (most likely wool) tunic, meant for a solider, for 75 d.c. Or how about a libra of wool for the same price? Or for only 72 d.c. you can get a libra of the lowest-quality linen. Want some silk? 1 libra will cost you 12000 d.c. Don't even ask about having it dyed purple. That's for use at the direction of the emperor only (on pain of death, naturally), and even then it'll cost a hefty 150000 for those 328.9 grams.

In DF, a no-quality sheep wool tunic has an item value of 16, and wool has a material value of 1. Pretty cheap. 1 stack of freshly-woven cloth has a volume of 30 and item value of 7, which at wool's density is 150 grams, and a value of 1.4 silver (making a libra of wool about 3 silvers). Meanwhile regular old cave spider silk is the same price (what a steal!) while even GCS silk is only 12 silver to the libra. Linen has a material value of 2, so that's only 6 silvers per libra.

As for dying, no purple dye yet, but midnight blue dimple dye is perhaps the closest in color. Most of the dyes have a material value of 20, and (if the wiki's correct) adding dye counts as adding the item value of powder (1), but (unlike the norm) is subject to quality multipliers. So assuming your dwarven king orders a patch of master-quality cave spider silk dyed with masterfully-applied dimple dye, that's only 76.8 silvers per stack of cloth, or 168.39 silvers per libra.

Want some leather? Sadly the sources I could find didn't give an explicit volume for the prices on hides, but leather in DF is also quite nebulous in how much you can do with any given piece of leather, which rabbit and oxen leather both having the same utility.

Tanned oxen hide of second quality is listed at 400 d.c., while tanned deer skin is maxed at 100, wolf leather at 40, and goat leather of the largest size (whatever that implies in the translation) being 50.

In DF, leather has a fixed item value of 5. Oxen being a term for particular sort of bovine, we'll use cows for that. Lacking any changing to leather's default material value of 1, the whole hide will only cost you 1 silver. The same applies to goats and deer. Wolves have a material value of 2 applied, so this means their pelts will fetch 2 silver.



So now, a while back I mentioned the value of non-silver coins, with DF gold coins being only 3 times the value of silver coins. The gold coin issued (though in limited numbers) by Diocletian was the solidus, containing around 5.5 grams of gold. This replaced the aureus that had varied in size over time, but (unlike the denarius) retained more consistent purity. When Caesar was around he standardized the size of the aureus at about 8 grams.

Whereas in the early days 25 denarii (having 4.5 grams of silver when introduced) made for 1 aureus, Diocletian tariffed the solidus to 1000 denarii communes. By this point the silver content of the denarii in use was a mere 5% in a coin weighing 3.41 grams. That'd make for 170.5 grams of silver to equal 8 grams of gold, or 21.31-to-1 ratio by weight.

So in the old days, those 25 coins made for 112.55 grams of silver to 5.5 grams of gold, for a 20.45-to-1 ratio.

Now for Dwarf Fortress coins. Each coin has a meager 0.0625 mL volume, making the silver coins 6.55 grams in weight and the gold ones 12.075 grams. The end result is a by-weight value ratio of roughly 1.627-to-1.

Not that this trivia ignores some important considerations that're covered in better detail in my second post.



So what's there to learn from all that? Honestly, not much. Amusing as it'd be to make a "realistic pricing" mod, there's little real need for such. If one intends to do so, then perhaps that'd be useful information for someone.

Other that that, it's more for some amusing comparisons, because I am a neeeerd.

Source, english translation of Ēdictum Dē Pretiīs Rērum Vēnālium: https://www.academia.edu/23644199/New_English_translation_of_the_Price_Edict_of_Diocletianus

6
I'm trying figure out something for a mod of mine. One persistent annoyance in my version of Kobold Kamp is the lack of a well, as they lack access to mechanisms. However, adding mechanics would sharply reduce game difficulty, while adding a non-mechanics way of crafting them would be a bit odd (already finagled a non-machanic way of making a traction bench).

I figured the least disruptive way to mitigate this issue would be to reduce the annoyance from lacking a well, to the point where most kobolds feel nothing from going without one. This would make sense, as they would not be used to drinking from wells.

But, what personality factors affect this? And what else what change if I altered that?

7
DF Gameplay Questions / Entity tokens that affect rate of invasion?
« on: August 16, 2016, 01:09:50 pm »
So, I have a problem. Namely, it has been ages since I've seen goblins THIEVES, let alone invaders. Even parking absurdly close to an enemy site has done nothing to fix this.

I would assume this is a bug or balance fuckup, but I wanted to see if I can mess with it. Does anyone know what entity tokens control how often or how willing a civ might be to send forces against a site?

And when I say that, I DO NOT mean the progress triggers. I'm talking about frequency of attacks after the triggers have been reached.

8


Toady said, ages ago, that he'll re-implement giant desert scorpions. Now I get that he might intend to make giant desert scorpions a giant variant of currently-nonexistent regular desert scorpions, but in the meantime it makes no sense to remove the old version.

Re-add giant desert scorpions as they originally existed, and just rework them LATER. It's literally copy, paste, boom.

Seriously. Sure it takes me five seconds per new version to re-add the old raw. But that likewise means it would take Toady the same five seconds to permanently solve this issue. At least, until Toady implements regular desert scorpions and desert scorpion men.

9
DF Suggestions / Taming of animals without the use of cage traps
« on: April 08, 2016, 11:02:00 pm »
An idea occurred to me while pondering a mod I've been mucking about with. It might be desirable to allow for attempts to tame wildlife without cage traps first.

The first idea for this might be to make it an option in the kennels, which is presently of little use due to its prior use for training being superceded by. Being able to select which animal to bring in, from a list of those currently visible on the map, might be a useful option in the details menu. This adds to the coding complexity though.

The next step would be to go out and attempt to lure an animal. At a bare minimum it would use food in the same way it's required for taming a caged animal. The need for a rope or chain to lead it back to the kennel might be a useful flavor detail as well, or an additional balancing factor.

The advantage of this over cage traps is that it is proactive, more direct. The main disadvantage is leaving the semi-wild animal uncaged, but other disadvantages might occur as well. As with hunting, it might result in a certain level of risk depending on what animals the trainer encounters along the way.

Additionally, allowing for the animal to possibly flee or attack in response to the initial attempt to feed it might allow an additional balancing factor, and could depend on the trainer's skill level. Again, this is an optional detail that would make the idea more complex to implement, but might be useful for fleshing it out relative to the normal taming method.

Another use for this is for mods, namely ones where the playable civilization lacks access to mechanics. This brings it back to the issue of what led to this suggestion, my use of a mod for a more primitive playable civ. Being able to tame wildlife instead of relying on domestic animals would be a logical flavor detail, but doing so would require the use of mechanics.

10
Mod Releases / [.47.02 - .47.05] Kobold Kamp (now with 25% more kefir)
« on: March 17, 2016, 03:03:55 am »
Yet another take on Kobold Camp? It would've been easier if I'd copy-pasted from more official attempts at KC.

Additional thanks to Flint for a certain idea leading to simple lockbows.

To install this mod:
1. Create a backup of the Raw folder that DF has. Just in case.
2. Replace the unmodded Raw folder with the folder provided alongside this text file.
2a: Alternatively, if you want to use graphics packs, replace the Objects sub-folder, while leaving the Graphics sub-folder untouched.
3. Generate a new world and boom, happy bolding.

Current version for .47.02 - .47.04: http://dffd.bay12games.com/file.php?id=14755

Prior Versions:

Changes from .47.01 Kobold Kamp: Only reason a different version was needed is due to an added entity token, which renders 47.02 raws incompatible with 47.01.

Latest updates as of January 28, 2021: Just a minor raw port over to confirm it all loads up right with 47.05, I haven't really had the chance to think up cool ideas for this one compared to my other mod I've been tinkering with.

Notable features of the mod:
* A take on Kobold Camp that's in-between their development level in-game, and the surface-restricted version as seen in traditional Kobold Camp. More stone-age, essentially.
* Useful animal products uncommon in other mods, such as use of haircloth or fermented milk drinks.
* Ability to take armor looted from enemies, and convert it into a kobold-sized equivalent.

Important Pointer Before You Start: Not all stones are usable for stone weapons. Double-check the stone screen for a quick rundown and what you can use.

Features:
Spoiler (click to show/hide)

Known bugs and issues:
1. No ability to salvage gauntlets. This is due to the infamous gauntlet bug, interfering with any custom reaction that outputs glove-type items. Any output would be generic "ambidextrous" gauntlets instead of left/right versions, and these generic versions can't be worn.

2. Not all of the modded-in reactions can use the "product details" option that allows producing only a specific item. Currently only wood and bone items allow it. For stone arrows or other added reactions you'll have to control desired material the old-fashioned way, using nearest or linked stockpiles.

3. Minor: Knapped stones will appear on the available materials list for finished goods, furniture, and weapon stockpiles, as well as in military uniform material selection. These materials only show up when crafting stone or gem ammuniton, or for embark/trade native metal goods, due to workarounds needed to allow stone ammo to stockpile, and due to more severe bugs that occur if I used a different workaround.

4. Choosing "play now" will bypass the normal lack of access to metalsmithing due to the hardcoded skill assignment to the starting seven. Who even picks "play now" anyway?

Appendix A, Full List of New Reactions, By Workshop:
Spoiler (click to show/hide)

Appendix B, List of Sharpenable Stone/Gems:
Spoiler (click to show/hide)

11
DF Suggestions / The derpdragon's wishlist of assorted ideas
« on: March 06, 2016, 09:50:26 pm »
There's been a lot of things I've pondered as things to suggest, ask about, etc. Some involve potentially ambitious ideas like military uses for ambush, the gauntlet bug, etc. So instead I'll compile the ideas that might be simplest, or at least the smallest and least ambitious. And I'll run them down in my best estimate of least to most ambitious.

1:



Giant desert scorpions. It's been mentioned that Toady intends to bring them back, and possibly add normal and animal-people variants, but...why not re-implement them as they were, and save the task of adding variants for another time? Then again, the giant version would be different code-wise via copying tags from a future normal-sized scorpion, but I can't readily think of anything that would break from saving such changes for later, especially since saves will retain whatever version they were generated with in their raw files.

2: Regarding levers, and linking items to them. I kinda wish that, upon telling you that no mechanisms are available, that it would tell you whether you have only one of the requisite mechanisms versus having none available. Though for all I know, this could be a more complex task than it appears, despite it presumably running math on whether it has at least two mechs to spare at the moment.

4: Cannibalism and use of bodily materials from sentient creatures (see issue http://www.bay12games.com/dwarves/mantisbt/view.php?id=9171). The only reason I'm including this on my list is because it USED to be a thing, though as Toady has stated he doesn't know what he changed to cause this, I suspect it is more ambitious a suggestion than expected. ;w;

5: Change MAX_EDGE of native silver and native copper to 10000. "no swords until we can pick mats" is no longer a concern since we CAN, well...pick mats, for stone short swords at least. :V

6: Kumis, kefir, etc. It is in fact possible to brew mildly alcoholic beverages from milk. I'll give my own use of it in my personal version of Kobold Camp as an example (which is why this is going in the simple half of the list, easier than hashing it out from scratch):

Spoiler (click to show/hide)

7: Sanity checks for the "pray" conversation. At a bare minimum, removing absurd options like the empty "favor/demand" submenu or asking them them if they work at a tavern. It might also be interesting for remaining options to be changed to more flavorful (like meditating on values instead of arguing them). Some options that currently don't make sense could always be reworked in if divine intervention and/or visions are fleshed out (i.e. asking for directions to a place).



And now, I'll go through the ideas that I have a reasonable suspicion would not be easily implemented.

1: Conquest of bandit camps (see issue http://www.bay12games.com/dwarves/mantisbt/view.php?id=9558). This goes first on my list because this is the just barely within my definition of too ambitious to go on the prior list. Why, you may ask? Because I could've sworn you could be able to conquer bandit camps in the past. That means it used to be thing, but unlike the last entry on my list, it's been so fucking long ago that I'm not sure WHEN it got removed.

2: Conquest of other sites (see issue http://www.bay12games.com/dwarves/mantisbt/view.php?id=8001). This falls under my "too ambitious" list because, as discussion on that bug report reveals, I puzzled out a very rough outline of every little thing that defines how a position (like a human lord) can be successfully conquered, but the OTHER half of the prerequisite is that the ruling group and position need to be linked to a site they can treat as their seat of power. It would be relatively feasible to allow temples, necromancer towers, and goblin spires to function as seats of power. Feasible at least, relative to extending this ability to elven and dwarven sites, which lack any structures that could conceivably be treated as a seat of power.

3: The gauntlet bug (see issue http://www.bay12games.com/dwarves/mantisbt/view.php?id=6273). Basically, custom reactions that produce gauntlet/glove items are unusable due to lacking handedness. Two possible solutions: allow for custom reactions to apply handedness tags to products, or make unhanded gloves count as wearable on either hand. This one is the big one that'd pretty much make my day, but it's also one of those suggestions where I have no fucking idea how complex it would be to fix. >.<

4: Use of stealth in militia orders: And now we go back to genuine suggestions instead of bug fixes. Essentially, an optional toggle on the squad screen, that will make the ordered squad use stealth in the course of following their order. This would be simper to implement for the kill order, since civilian hunting operates along similar lines. For move orders though, things get muddled. I assume the order would be essentially to maintain position in stealth and only attack if spotted or if a hostile gets close enough, but code-wise I have no idea how it would be implemented.

5: Some fleshing out of an adventurer's attitude toward praying to their chosen diety, specifically how strong a need it is (I've yet to see it start as anything other than a slight need). One option might be to add a value that affects the strength of that need, potentially removing the need entirely if it's strongly negative.

5a: A potentially more complex alternative would be for that prayer need to be calculated based off the spheres that diety covers, and compared to any values that match up with that sphere. For example, a need to pray to a god of family might be stronger if that character values family.

6: Sanity checks for fortress-mode thoughts, based on what their entity is capabable of. Only really useful for modding, but...for example, lack of any clothing tokens for a given type could prevent thoughts from a lack of them (like not getting unhappy from going barefoot if the entity can't produce any footwear), potentially other examples if they can be thought up. This example is sadly the only FEASIBLE example that comes to mind off the top of my head, but it's also the easiest to work around (modding kobolds to have socks).

12
Mod Releases / [47.02 - .47.05] Adventurecraft (latest update 11/27/2022)
« on: September 10, 2015, 10:36:32 pm »
This is a Wanderer's Friend derivative that I've been mucking about with for quite a while. At least since after DF2012 was finalized. Figures that I'll finally get in the mood to upload this while we're waiting on another update. A copy of the readme file, with accompanying appendices, is included alongside the raw file. Appendices are on the wiki page for this mod, and in my third post here due to post length.

Thanks to Button for the idea first found in their Expanded Plants mod, of allowing plant growths to cite entire plants for adventurer harvesting.

Additional thanks to Flint for the suggestion of simple lockbows (first used in Kobold Kamp), to Jackie for working on unarmed weapons, ZM5 for idea of and advice on the spear-thrower, Kallin for idea of clubs, as well as GIR, Tippex, and others elsewhere for testing, ideas, and help.

Current version for .47.02 - .47.05: http://dffd.bay12games.com/file.php?id=14758

Prior versions:

Changes from .47.01 Adventurecraft: Only reason a different version was needed is due to an added entity token, which renders 47.02 raws incompatible with 47.01. For some added !!FUN!! however, decided to give the new token to the Resurfaced tribals. Also some sphere tweaks for megabeasts, for a plan that ultimately fell flat.

Latest updates as of November 27, 2022: Per feedback, belatedly, FINALLY got around to implementing the suggestion of making infernal magic's stigmata and muteness side effects temporary, in exchange for the stigmata bleeding effect having a higher base severity.

Changelog is maintained in my next post due to post length.

To install this mod:
1. Create a backup of the Raw folder that DF has. Just in case.
2. Replace the unmodded Raw folder with the folder provided alongside this text file.
2a: Alternatively, if you want to use graphics packs, replace the Objects sub-folder, while leaving the Graphics sub-folder untouched.
3. Generate a new world and boom, happy adventuring.

Notable features of the mod:
1. Extensive reaction expansions. Just about anything useful in adventure mode can be obtained somehow.
2. A way to render most generated beast extracts extractable, and modify the material properties of organic generated beasts. Not only is it more rewarding to hunt megabeasts, but the same applies to titans and other such beasts. RCP edits are good for your health.
3. Extensive rebalancing to combat. Not only can you joint-lock and neck-snap just about anything with limbs, but various attacks and weapons better fit the role they're expecting to fill, and many materials have been altered to make things like stone weapons and megabeast-bone crafts serve their purpose.
4. Fleshing out the world and its inhabitants. A wider variety of great beasts to hunt, unnatural variants of certain monsters that stalk the night as a tier of threat below semi-megabeasts, tribes of subterranean animal people who've ascended to live on the surface, etc.
5. Rudimentary magical interactions with a more primal focus, which show up intermittently in worldgen as secrets, but can also be acquired by seeking out certain beasts thematically connected to a specific ability.

Important Pointers Before You Start:
1. Helves have been adapted into staves, and are used for adventure-mode weapon crafting in the same way helves are used for stone axes.
2. Most of the plants I've made pickable in adventurer mode are not in season all year round, just as the plants already exploitable in adventurer mode can only be picked in certain seasons.
3. Proper manly (or dwarvenly) adventurers don't use thread, cloth, bars, or sheets obtained from markets, keeps, or other worldgenned sources. Recipe bugs mean non-player-crafted versions will last for a crapload of uses.
4. Metalworking makes use of the carpenter's workshop for the time being, as no other workshop can be crafted in adventure mode.

Features:
Spoiler (click to show/hide)

Bugs and Issues:
Spoiler (click to show/hide)

13
DF Gameplay Questions / Boosting Recuperation Skill
« on: March 07, 2015, 12:21:10 am »
So, I was doing some DF modding, and I'm trying to figure something out involving Adventure Mode.

Assuming you mod in a syndrome or other affect that multiplies a creature's recuperation stat, how much of a multiplier is needed before it has any apparent effect on healing?

I of course know that fast-travel heals rapidly with no regard for the recuperation stat. But, for example, fast travel is blocked by a still-bleeding wound. So assuming recuperation can affect how quickly blood loss heals up (assuming it doesn't affect nothing but tissue healing), can anyone gimme math on how that stat affects healing in adventurer mode, and ideally how it interacts with tissue healing rates?

14
DF Gameplay Questions / Storing hair thread
« on: August 23, 2014, 02:07:03 pm »
So, my farmer's workshop is currently cluttered with thread spun from hair, left over from various butchered animals. I'd ordered the thread spun because some of it included wool left from butchered alpacas and such, and I could always use a little more cloth.

Then I realized that cloth stockpiles only provided options for wool, not hair. I intended to stash the hair for suturing since it doesn't have many other uses, but there seems to be no way to get them stashed automatically, without micromanaging the workshop and ordering all new hair thread dumped near the hospital.

15
I've been doing a little arena-mode testing on weapons to use against undead enemies, animated corpses in particular. At present the most efficient option seems to be a blunt weapon, but which is just at flattening the undead?

To try and find out, I conjured up bronze colossi to control, each time spawning one with a given blunt weapon. For good measure I made each colossus a grand-master at fighting and their relevant weapon skill, though lacking the CAN_LEARN token likely makes this pointless.

Each time the opponent was a single zombified human, without armor or weapons. I simply aimed for the head, and counted each successful blow and the effects.

At present I'm starting with a comparison test relevant to Fortress Mode, silver mace versus silver war hammer. A full 10 rounds per scenario, and...

Spoiler (click to show/hide)

Spoiler (click to show/hide)

The current conclusion I'm drawing here is that, while combat is highly random, maces seem overall most likely to deliver a head-flattening blow in the fewest hits. Even with several tons of animated bronze badass behind them, neither weapon could score a one hit kill. Whether repeated injury has a cumulative effect on the odds of a gibbing effect, I'm unsure.

Comparisons of flails, mauls, and whips I'll save for another time.

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