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Messages - zenos14

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1
Is the idea behind Dwarf Therapist even compatible with the new labor system? Or is it too early to know yet?
That's something I'm kinda worried about, that the changes to way labors work might mean Dwarf Therapist might not be able to do what it's supposed to do anymore

2
I'm not sure pressure moves anything much (though this is easy to test). After all, teleporting water leaves socks in way undisturbed, it is water evening out with dry tiles that moves them.
Not sure if it works for items but I'm pretty sure previous !!SCIENCE!! has shown it'll affect creatures
Or at least I think it has

Not sure if you're channeling or mining that space. What's the forts population?
A bit of both, dig up to the top then channel down is the plan
Right now ~110 but I'm only on the third year

Also if you hollow out 12 entire z-levels and fill it with water you will most assuredly get a B result after you spend maybe a week or two IRL waiting for it to mine out through all the lag. The biggest reservoir I've ever had was like 6z tall and 6x6. It instantly fired water through the pipes and across the map.
I mostly just want something that'll flood the fort really really quickly
My initial thought was an inverted pyramid to minimize the number of tiles that won't be affected by pressure as the water in the reservoir goes down, but then I realized I couldn't fit one that would have enough water for the 41 diameter X ~20z-level central chamber much less the industrial/residential districts
Actually now that I'm thinking of it again I might do something like that depending on if I can get a pump setup in the upper level aquifer to keep it filled and pressurized

I still want a huge hanging above my fortress like the Sword of Damocles though

3
That's an insanely large reservoir. If my rough calculations are right, digging it in stone would take a dozen legendary miners about a century to dig it out(assuming 20 tiles per day mined, with half of the miners time spent actually mining), and it would also generate over a million boulders, which would kill your FPS.
Truth be told I just picked a big number, but the top dozen and a half or so layers I do plan to hollow out and fill with water, it's a lot more than I need I'll admit but I want either A) a stupid amount of pressure to fling items and dwarves around or B) my computer to crash as a result of that lever pull

Stopping to actually think about it instead of pulling numbers out of my ass, it's realistically going to be more on the order of ~240x~160x18-20

Aditionally it's the final stage of my megaproject, I'm already having everyone who's not already legendary AND working on something at the moment dig in cycles to train them up, I fully expect most of the fort to be at or near legendary in mining by the time I get there.

You'd also need at least an 11*11 size FPS draining embark, and the 64 bit version to fit the game in memory.
I like to build spread out and find anything smaller than a 5x5 embark restricting
My FPS usually ends up really really shit, but I've learned to live with it

4
DF Gameplay Questions / Re: Marcus's Questions
« on: October 19, 2016, 01:09:41 pm »
3) Nope. 1 table, 1 chair, orthogonal connection only. Doing 1 table-4 chairs will result in mild unhappy thoughts.
I feel I should note that there have been reports of dwarves with more outgoing personalities enjoying sharing a table instead of getting a bad thought from it

5
1. That won't work, because the U bend effect means one water level is lost to the bend. If the falling water had been standing water it would exert sufficient pressure to push the water up to the X. However, if there's nowhere for the water to go, pouring water down there will create pressure to get the water to move through the U.
If the water comes in from the side, i.e. flows on top of the water to the left side (or possibly on top of a floor in between with a hole down below the |) it will not push up into Y. If you drop it from above the | it will push up into Y when | is full and the water accumulates on top of that (the "Side" level).
Okay, did a bit of experimentation on a smaller scale, and while you're correct that one level would be lost to the bend, it seems the left side has to fully fill up before it will flow through the bend, which for practical applications is exactly what I wanted

2. Falling water does not exert a pressure, it's done by water piling up (which is close to the same thing). The question is a bit imprecise, so there are three answers.
a. If you carved a fortification at the same level as the "river" that "river" would drain through the fortification, and so your falling water would end up trying to fill up that draining river.
a was the scenario I meant, and it looks like a river source tile output water slightly slower than it drains off the map so unless the water output from an aquifer is higher (or I end up going with multiple waterfalls and misjudge the rate it drains off the map) I will probably have to apply the lesson from above and use a U-bend to fill up the "river" save for the very end

You're not doing the the dwarven way: You should first flood your fortress by accident and THEN as what you should have considered ;)
Hey now, I can't flood it YET, even ignoring practical applications like there still being ~15 z-levels of the fortress to carve out before I'll even hit the aquifer that'll feed the river or how I currently lack a Monarch, the king/queen's throne room, or the planned 500x500x20 tile reservoir held back by a pair of artifact floodgates right behind the royal throne/royal lever that will wash said Monarch out of said throne room at the top of the 40 z-level central common area, the simple fact of the matter is I have to finish the last 2 z-levels of the external wall guarding the surface village of non-dwarves and those of ...undesirable/elf-like preferences which is located LOWER than the rest of the fortress thanks to the massive valley clift the fortress is built into, otherwise when the gates are raised the the fortress flooded, the water level in said village won't rise high enough to prevent survivors in the highest buildings.

Hmm... come to think of it I need to include something that will prevent the water from flowing over the village wall, otherwise we might have people washed out, does the thing about water not keeping pressure when flowing through diagonals hold true with floodgates/raised drawbridges?

And the fisherdwarf may be safe on his dock, will have to set that and the mine entrance up to collapse (in case there's any miners in the caverns where it'll be "Safe"), not sure what to do about he woodcutter, herbalist, or hunter though, unless I just make sure they're in the village when the lever is pulled

6
In Kanddak's thread on hydrodynamics he mentions
Quote
2. If water is in open space above a tile which is full of water to 7/7, it finds a path through tiles of 7/7 water to the nearest non-full space on a lower z-level, and then teleports there until the space is full or there is no water left to teleport. It only pathfinds north, east, south, west, up, and down; not diagonally. It does not move creatures or objects. This one rule is "pressure".
There's 2 clarifications I'm wondering about, I think I know the answer but I'm wondering if anyone has some experience with something similar to what I'm about to do

1st question, say your set up is as follows
Side view   |=water falling down here
 |  ▒ Y▒▒    ≈=Water
≈≈▒≈≈X    ▒=Wall
▒≈≈≈▒       = space
▒▒▒▒▒▒     

Assuming water falls down from a z-level higher up somewhere to the left, am I correct in assuming it will teleport to the empty space at the X as quickly as it falls down (provided X/the space below it does not become completely filled up) and won't overflow into the Y space?


And second question, assuming there's an artificial river leading off the map being fed by an artificial waterfall, does the pressure of the falling water cause it to teleport off the map or will it only teleport if there is at least one non-7/7 water tile at the end of the river?



7
DF Dwarf Mode Discussion / Re: Question on Workshop burrows
« on: October 12, 2016, 09:33:56 am »
There's a feature to restrict workshops to take only things in burrow. This can be accidentally enabled with second (w), though it can be very useful feature. Give due consideration to moody dwarves.

That was not something I knew about, and may make what I have planned a lot easier if I just limit workshops to their own burrow and useful dwarves to a generic "Inside" burrow

8
DF Dwarf Mode Discussion / Question on Workshop burrows
« on: October 12, 2016, 01:42:46 am »
Never really used burrows except for alerts but I want to try to use industry/job specific burrows to segregate my next fortress, my only question is what all should I ensure burrowed dwarves have access to to keep them happy?

I got the basics (Food, booze, bedrooms and workshops), but I'm not sure what all else they need to access

9
DF Gameplay Questions / Re: Hello, I have questions.
« on: October 05, 2016, 11:54:50 am »

Yea, 1 for each dwarf, yay, manual.  lol thanks

Minor correction cause I think I missread your post, but dwarves WILL claim unclaimed rooms, not sure how long/when but they will eventually (or at least would in previous versions, I tend to manually assign rooms now whenever I have a job for a dwarf

10
DF Gameplay Questions / Re: What constitutes "Nearby"?
« on: October 05, 2016, 11:24:24 am »
Were any other logs nearby? Because it is not like it specifies the job to use a nearby log.
I think so, there was between 0-5 near it at all times, though the nearby wood burner that checked it there was 50 logs nearby also would head off and get logs

"Nearby" only works with job items that are already attached to a specific building, so it's not going to work with work order criteria (which would determine whether or not to create the job in the first place), and it's not clear whether the game will actually set that flag on the job items when it creates the job itself.
Oh, that explains the behavior I saw
So "Nearby" trait does nothing?
Guess I'm going back to linked stockpiles and turning off cancellation announcements


There wouldn't happen to be a way to get work orders to ONLY check linked stockpiles for items?

11
DF Gameplay Questions / Re: Hello, I have questions.
« on: October 05, 2016, 11:18:16 am »
New to the forum and still new to the game.  I have been attempting to learn off and on for years but now finally think I have a grip on things...ish.  My fort survives, I am smelting iron weapons (need more anvils but I know how to make them) got lots of food and drink.  (Also a whole butt load of shells from fishing)  Also I figured out trading and how that works so yay to me!  However there are a few things I want to ask.

Is there any way to make a lot of bedrooms fast or does each one need to be manual?  I made the rooms and thought I set them up as free to claim but didnt do it right so now I have 100 bedrooms to label as free to claim.  Everything is built and placed, just not set for specific dwarves. 
There's an option to make a bedroom a dormitory, making it a room (ideally that you've placed multiple beds in) that any dwarf can stop by and sleep in
If you mean a bedroom for each dwarf? Nope, the manual way is the only way

Quote
How deep does a moat need to be?  Max depth of 7 or would 2 or 3 work fine?  Will it drain off map if I put it right to the edge?
Depth isn't important (except for falling damage and that needs to be something on the order of ~35 z levels to be reliably kill goblins), width and an overhang is important, invaders can climb and leap now so you're going to want a floor tile overhanging the pit preventing things from climbing up (and it has to be a floor, walls will let them climb over, I don't think a two tile overhang have that issue) also it should be at least 3 tiles wide to keep invaders from leaping across (wider is better but I don't think non megabeasts will make the jump).

And yes, water will drain off the edge though you can't dig edge tiles (you can smooth then carve into fortifications which will let water drain though)

Quote
Do logs rot outside? Can I cut down all the trees on the map without worry?  I understand hauling and storage in my fort doesnt want to get bogged down but I mean other than that.  Will trees grow back faster if there are none to compete for space?
No, logs don't rot.
Yes you can cut them all down
No, I don't think space affects tree growth

Quote
Someone was found dead drained of blood, do I have a vampire?
Yes, happy hunting

Quote
Other than growing subterranean crops, anything else NEED to be underground?  If I wanted to build a castle, should I carve it out of a mountain or build it free in the open?  Aside from labor involved. If I make a castle, should it be in the middle of a map or right in the corner against the edge?
You don't NEED things underground, it's a lot easier though
I prefer to carve things out, think it looks nicer (and I'll admit to using DFhack's tiletypes to fix any mistakes) not to mention you'll be making a LOT of bricks (or heaven forbid hauling tons of stone) if you build it
And unless you KNOW invaders will only come from one direction (goblins usually will, megabeasts will come from wherever), building it in the middle (or at least the only entrance in the middle) is my advice

Quote
I have a lost artifact, how did someone loose it? (Its a scroll)  I havent been able to find a way to trade artifacts since they are so valuable, not that I really needed too but I want to know if I can.
 
You can't trade them and I don't think artifacts can be atom smashed, they might be loseable in the magma sea but odds are it was stolen by a goblin or a kobold, guard your stuff better

Quote
Ive got a lot of coke laying about, will it get stored in bins eventually?  I noticed some bins for iron and copper getting set but the coke is filling my stockpiles with iron and copper lingering around as well.
Yes, coke are bars, stockpiled under bars: other materials
You may just be lacking stockpile space, bins, and/or haulers

Quote
I told my military squad to equip metal armor but they are leaving iron and copper stuff on the ground without wearing any armor themselves, am I missing something with the game logic?
There are tons of guides to help with military given how confusing it is, but did you ever actually schedule them to be active so they'll go on duty and get suited up?

12
DF Gameplay Questions / Re: What constitutes "Nearby"?
« on: October 04, 2016, 11:22:01 pm »
At least until version 0.40.12 (as per bug #8272), "nearby" meant "in a stockpile (anywhere) or lying on the ground within 20 tiles of the edge of the butcher's shop, ignoring Z-level" (i.e. a 43x43x∞ box centered on the workshop). I haven't checked recently to see how it actually works now - either Toady just added a Z-level check, or he changed it into something completely different.

[edit] just checked version 0.43.03, and it apparently changed it into a 43x43x1 box, centered on the workshop (i.e. if it's not in a stockpile, it must be on the same Z-level).

Experimented with a log stockpile(s) and a carpenter workshop, it seem the "Nearby" trait does not apply to a 43x43x1 or 43x43x∞ space, my carpenter ended up grabbing logs several Z levels up on a hillside on the other side of the map

13
DF Gameplay Questions / Re: What constitutes "Nearby"?
« on: October 04, 2016, 08:50:20 pm »
Huh, that gives me ideas on how to make work orders check only things of X quality
Thanks

14
DF Gameplay Questions / What constitutes "Nearby"?
« on: October 04, 2016, 07:06:59 pm »
In the work order conditions, there is a "Nearby" trait, what exactly constitutes Nearby itemwise?

15
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: October 03, 2016, 02:15:40 pm »
So I've had some scattered missing animals and a single missing dwarf. Most of the missing animals were eventually accounted for, dwarf is still missing. What I'm confused about is the latest missing animal, it was a yak pet which means it should be somewhere within view from following its owner yet somehow it went missing. Thoughts?

Odds are it got stuck somewhere and starved to death, where does the owner usually hang out?



On an unrelated note, anyone have a clue what the the "Nearby" trait means in the work order conditions

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