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Messages - Nil Eyeglazed

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721
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 11, 2011, 03:25:10 am »
So I'm kind of embarrassed to be asking for help rather than just plowing through it, but I'm sure somebody has tried to do the same thing I'm trying to do, even though search doesn't turn it up...

I'm trying to make a magma well workshop that fills buckets with magma.  I want the product to be usable in other workshops later for an obsidian factory.  I think I've got the first part of the reaction, but I'm totally stumped on what to do for the product.

Liquid_misc:magma doesn't already exist, it looks like?

So do I have to make up my own pseudomagma with fixed_temp?  If I give it fixed_temp and melting point < fixed_temp, will it go in the bucket?  If I need to make pseudomagma, do I just stick it in inorganic_stone_mineral.txt and leave out [ENVIRONMENT], or will that end up making it show up in worlds?

Sorry if I haven't done as much playing around as I ought to have before asking, really brand-new at modding.

722
DF Gameplay Questions / Re: using blocks
« on: August 11, 2011, 12:48:05 am »
You're right, Fedor, that would be faster for a big mega-project.

When I build, I don't actually know what I'm building while I'm building it-- I design as I go, and I'm playing the rest of the game at the same time as I build.  So building the blocks before beginning construction is kind of a hassle for me-- as is losing my dump, losing non-economic rock status, etc.  I don't want to wait until I have 5000 steel blocks to get started! :)  I think that's why the methods I described are common, because we don't all plan ahead that much, because we're impatient to see stuff built.  Certainly, planning and patience can make it all come together faster in the end.

723
Dunno...  Not really interested in editing raws, even though I suppose digging through world.dat is just as bad...  Know anything with NOBREATHE that I could capture and test?

Oh hey, some of my other FBs have NOBREATHE...

724
DF Gameplay Questions / Re: Unobtainable metals
« on: August 10, 2011, 06:10:22 pm »
Put up with failure to fulfill production mandates?  Could lead to serious jail time, unless you don't build a jail, in which case it'll only lead to an unhappy baron (and to no means to arrest your tantrummers)

If it's not on the trade agreement screen, the civ won't bring it.  There's still a chance that humans might bring some.

725
DF Gameplay Questions / Re: Stairs vs Ramps
« on: August 10, 2011, 06:07:47 pm »
It only takes 1 action to go down a ramp: you move onto the down ramp, you go down at the same time.  At least, that's how adventurer works, and that's how it looks like fortress mode works.

726
I'll make a save file available sometime.  Already put one save of this fort on the file depot, don't want to abuse it :)  Want to do a few more things before I make it available.

Are secondary depots functioning like that?  I remember from the old days that if you had two, traders were likely to pick the one that was inaccessible and go away, ignoring the accessible one.

I'd syndromize the traders, but because of the multiple syndromes, I expect that they would turn back after 500 ticks because they got dizzy, and I'd never get a chance to watch them die 5000 ticks later.  Still, I'll see what happens whenever I get my labyrinth set up.  The cage is on a z-level that's currently all of my food and booze and production, so I've got to get all that moved before I mazify it.

727
DF Gameplay Questions / Re: Stairs vs Ramps
« on: August 10, 2011, 05:00:17 pm »
The ramp requires 2 moves, the staircase, 3, in your example.  On the other hand, if moving east-down-east on a ramp costs 2, moving east-down-west costs 4 moves, 2 of them diagonal; and if you build all of your corridors out of up/down staircases, the staircase actually only needs between 1 and 3 moves.

Most people don't build out of staircases, but build their shafts centrally, meaning the ramps and staircases pretty much average out in terms of travel time.  If they build ramps or staircases peripherally, the ramps have an advantage (that decreases as fort verticality increases), but peripheral placement is poor for both framerate and travel time.

728
DF Gameplay Questions / Re: using blocks
« on: August 10, 2011, 04:34:00 pm »
You don't need a quantum stockpile to build large constructions.  You can just make a block stockpile on the ground floor of your building and a rock stockpile around your masons.  It requires much less micromanagement, and lets you keep an actual dump to get rid of trash.

I would be shocked if using blocks actually led to faster build time.  It might be possible, if your mason's workshops were positioned right at your quarry, which was far from your buildings, and you had a huge corps of skilled masons working on blocks.  Otherwise, I would expect using blocks would lead to slower construction.  The reason to use blocks is because they're fancy.

If you want to use blocks, and want to minimize construction time, build a ton of mason shops right where all your stone is.  If you want a particular kind of stone, or if it's very important that masons skill up quickly, make a stockpile around the mason's workshops.  Otherwise, the stockpile will just slow down the project-- because a hauler will go from the dining room to the quarry, bring a stone to the stockpile, then return to the dining room, whereas your mason is already close to the quarry.

Enable masonry on everyone.  If you only want skilled masons building blocks, make a minimum skill level for the masonry shops.  Keep in mind that your skilled masons will sometimes stop building blocks to go construct.  You can either get around this with burrows, or you can write it off, and plan on having many more potential block-builders than workshops.

If your goal is just to build as fast as possible, don't use blocks.  If your goal is to build with blocks as fast as possible and you don't care that all your future artifacts will be masonry artifacts, enable masonry on just about everybody (DT is awesome for this) and build, I don't know, 1/3 as many masonry shops as you have masons, leaving them with open profiles.  If your goal is to train a few masons as quickly as possible, make a workshop and stone stockpile for each mason, leave it close to your meeting areas/bedrooms/dining rooms, profile the workshops appropriately, make a large block stockpile wherever, and build blocks on repeat-- don't even bother with constructions while you're training your masons.

729
DF Gameplay Questions / Re: Stairs vs Ramps
« on: August 10, 2011, 04:20:53 pm »
The framerate benefits from ramps are purely theoretical (I don't think anybody's ever come up with a good way to test it) and very minor.  It's based on the idea that you limit the number of potential paths with a ramp.  There'd be no benefit over a stairwell surrounded by walls.  There'd probably be no benefit of a 3 wide ramp over a 3 wide stairwell surrounded by walls.  There might be a benefit to a 9 wide ramp over a 3x3 grid of stairs.

If there is a benefit, it's going to be very subtle.  You're best using whatever design you're comfortable with.

730
DF Dwarf Mode Discussion / Re: Do you think danger rooms are a exploit?
« on: August 10, 2011, 03:25:52 pm »
My ten-dwarf squads train productively.  It's not how I started training, because I didn't have ten dwarves to spare to begin with, but many, many dwarves of mine have achieved legendary+ in full squads.

731
DF Community Games & Stories / Re: Project: Most Dragon
« on: August 10, 2011, 02:47:44 pm »
A small cell.  Rope and bed, table and chair.  Ingiz drowsily scrubbed on her hands and knees.  The bucket's water was pink with bone, blood, nervous tissue.  Bim's nervous tissue.

A mother shouldn't be asked to beat her own son.  A mother shouldn't be asked to kill her own son.  A mother shouldn't be asked to clean up the stains afterward.  She scrubbed.  The loam was almost yellow again.

Ingiz cocked her head, halted in mid-stroke.  She thought she could hear something.  She listened carefully.  Nothing.  Silence.

Then the north door slammed open, nearly ripping from its frame.  Ingiz's hair whipped in the sudden fierce gale.  The bed lifted from the floor, spun around her, slammed against the ceiling, slammed again, and shattered.

The  wind was gone as suddenly as it had come.  Wood chips littered the floor she had just cleaned.  The space that had been under the bed was curiously dusty.  Ingiz's dull eyes drooped.  She wrung out her brush in the bucket's grisly solution.  Where her brush scrubbed at the dirt, it left a trail of carrion, filthier than the dust it replaced.

When she was done, she rose with bright fresh eyes.  How had she been ignorant of it for so long?  How could she have tolerated it for so long?  How could anyone else stand it?  Everywhere.  Lanterndark was squalid, grotesque.  The walls dripped with gore and vomit.  She wouldn't sleep until it was done, even if that took forever, and it might.  She peeled off her foul wet robe and returned to her hands and knees.  "Filth.  Scrub away the filth.  Make it clean."  She laughed and wrung out her brush again.  "Scrub away all of the beautiful filth."


*     *     *

The bridge retracted with barely a squeak.  Before Tosid, the northeast gate was raised; behind him, the black blocks of the iron road shimmered with heat.

Three iron arrows lay in the trench under the bridge, yes, as well as four morningstars, six breastplates, and sundry refuse.  The transfer hadn't been as simple as Tosid had anticipated.  If he could figure it out, more iron than this would soon litter this trench.  Iron, and blood, and bone.

But it wasn't working.  The iron ramps were covered with the fine dust, but the dog chained under the bridge was covered only in the goblin blood that it had brought there.  More than six months running around in the dust unaffected.  The mongrel had whined the whole time.  Tosid couldn't figure it out.  Was it the ramps, the mud?  That hadn't stopped Ingish from dying.  Was it because they were constructed?  Was it because the dust was diluted from the buckets of water Tosid had used to transfer it to the ditch?  Was it some combination of factors?  Tosid cursed and spat.

"We'll be managing it from here."  A rough voice, gravelly, not one that Tosid recognized.

Tosid spun.  He hadn't noticed the five dwarves approaching along the iron road.  They'd either moved quickly while Tosid had inspected the bench, or they'd snuck up on him, which was impossible.  The five were clothed finely, their decorated cloaks smooth, woven recently.  The one in front wore a mask fashioned from the skull of a minotaur.  That one stepped forward and spoke again.  "You are no longer required on this project, Tosid Tithlethonol Istiktadar."

*     *     *

The office was magnificent.  Sterling silver weapon rack, armor stand, chair and table.  An exceptional sterling silver statue of herself being appointed expedition leader stood behind the throne.  The throne itself was only of marble, but it wasn't just any marble throne-- it was Tabarosod, the Faithful Bone.  It was an office fit for a goddess.  Kol ran her fingers across the throne's menacing marble spikes.

Above, the builders were laying the steel ceiling over her future bedroom.  She could hear them working.  The tower was almost complete, would be by the end of winter.  The iron road and the marble road were finished already.  The willow road would take more time.  Willow wasn't indigenous to the Tragic Fields.

The hatch cover slammed into the marble floor, interrupting Kol's thoughts.  It was never locked, but the dwarves of Lanterndark knew better than to enter without knocking.  Five dwarves climbed up the steel stairwell, armed and armored from Lanterndark's aresenal, but Kol didn't recognize any of them.  The tallest wore a horned bone mask and carried Veilbrush.  Where Veilbrush touched the ceiling, it etched the ceiling with a disturbingly discordant sound.

Kol gathered her wits and smoothed her skirts but remained standing.  "You must excuse me!  It has been so long since we've been blessed with migrants.  If I had known, I would have greeted you at the gate.  I see you've already helped yourself to our hospitality?  Excellent."

The dwarf in the mask stepped forward and sat across from Kol.  This informality made her uncomfortable.  With four standing, she was uncertain of protocol, but she eased herself into her throne hesitantly.

"I'm Zasit Rigothroder."  The dwarf's voice echoed behind his mask.  "We're here for the queen.  The queen of the Mechanisms of Wetting."

"I'm sorry?  There is no queen."

The five dwarves didn't answer.  Ten dull eyes stared at Kol.

"Do you mean me?  Am I the queen now?"

The masked dwarf leaned forward, laying Veilbrush on the table.  "Are you the queen?"

"I'm-- I'm the Duchess."

Zasit rose.  "We're here for the queen.  The queen of Lanterndark."  The five dwarves filed down out of Kol's office.  Zasit was the last.  He didn't even close the hatch cover as he went.

732
DF Community Games & Stories / Re: Project: Most Dragon
« on: August 10, 2011, 02:40:01 pm »
Thanks Eric!

I've been slow lately-- for one thing, I can't quite get the dust to do what I want it to.  Have to do some experimentation to figure out the problem.  But something else happened, which I think can maybe play a role, so here we go:

733
DF Suggestions / Re: Circus civilizations (spoilers)
« on: August 09, 2011, 04:54:29 pm »
I don't believe this fits with DF's vision. Adamantine's supposed to open up a can of Fun, not potential trading partners.

Please don't get me wrong-- I'm not advocating that you punch through the adamantine and find a demonic caravan waiting to enter your fort.  I'm not suggesting any changes to the current punch-through, including the hordes of demons that massacre everything.

What I am suggesting is a change to the way demons behave after you've defeated the hordes.  Right now, they act like large predators.  I would like to see them act more like goblins.

734
DF Dwarf Mode Discussion / Re: Tower Layout?
« on: August 09, 2011, 04:51:06 pm »
Put your whole fortress in it.  Everything.

735
DF General Discussion / Re: hypothetical question
« on: August 09, 2011, 04:33:25 pm »
Even with natural stone, won't hollow spaces/overhangs disappear in the cave-in?

Code: [Select]
XXX
 X
 X

When you dig out the bottom X, it becomes:

Code: [Select]
   X
  XXX

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