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Messages - Tacroy

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61
DF Suggestions / Re: Record and replay sequence of keys (macro)
« on: March 25, 2008, 03:42:00 am »
This been suggested fifty quintillion times, and it's an OK idea, but Toady is unlikely to get around to it until the interface is more or less hammered out. After all, what would be the point of macros if you can, for instance, store blueprints that are mined out/built and filled with furniture automatically?

In the meantime, you can use an external macro program like AutoHotKey; it's what I use when making giant, multi-story water tanks.

[ March 25, 2008: Message edited by: Tacroy ]


62
DF Suggestions / Re: Radioactive ores
« on: January 31, 2008, 03:02:00 am »
All this talk about Uranium weapons reminded me of this old thread:

WOTC Forums: Uranium sword

It's a pity the quoting formatting is messed up, but it's still classic.
Edit: Also, most of the arguments there apply here, which is really why I'm posting the link.

[ January 31, 2008: Message edited by: Tacroy ]


63
DF Suggestions / Re: Logic gate mechanisms?
« on: November 16, 2007, 04:39:00 am »
Hey cool! Assuming an infinite supply of water, you could conceivably build AND, OR and NOT gates in Dwarf Fortress using only flood gates and water-sensitive pressure plates - which means that the game itself is semi-Turing complete!

Actually, on further thought, I think it would only work with a "chunky" liquid like magma, that will only go down z-levels and not back up them. I'm not entirely sure it works this way, but in any case you must make sure that the input on one path does not contaminate the input on another.

code:

Legend:
-, +, | : liquid path
# : Flood gate
> : Down a level
_ : Pressure plate
~ : some water source
* : water-impervious wall

AND gate:

--_-+
   |
   >--##--
   |
--_-+

The pressure plates each open one floodgate, and hence must both be activated in
order to pass liquid.

OR gate:

--_-+
   |
   >--#
   |
--_-+

Both pressure plates are linked to the one floodgate, making it so that
activating either one will open the thing. Honestly, the floodgate is sort of
unnecessary here.

NOT gate:

--_-*+-#---
    |
    ~

I'm not certain if floodgates will work like this (I haven't played around much
with pressure plates) but in this case you need the floodgate to default to
open, and only close if water comes in. I think doors work like this.


And there you have it, a fortress that exhibits both Turing and NP completeness (assuming infinite tape- err, I mean depth)

Edit: it was messing with the page width.

[ November 16, 2007: Message edited by: Tacroy ]


64
DF Suggestions / Re: Transport
« on: January 27, 2008, 05:15:00 pm »
Why use mine carts when conveyor belts would be simpler and easier in every way?

The materials necessary to make them are in DF already; all you need to do is wrap some cloth (or stronger material) around a series of gears or axles that are spinning in the same direction. Any item on a tile occupied by a belt would move one step in the direction the belt is moving per some number of ticks. For convenience, make the belts dump items one tile further than their end; that way, you could make a series of belts that change direction or even go down z-levels with the use of pits.

The usage would be simple: designate a stockpile at one end of the conveyor belt system, and dwarfs drop materials there. Eventually, the materials make their way to the end of the system. Hooray!

The only problem would be dwarfs trying to walk on the belts, but it would be easy to just make belt squares impassable until we can define zones with a directional component.

(I'm pretty sure someone else has come up with this idea too)


65
DF Suggestions / Alert when broker ready to trade at depot
« on: January 17, 2008, 06:37:00 am »
Recently, I've found myself missing trading sessions with the traders because I'll be busy at the other and of the fort for the minute or so my broker is ready at the trade depot. It would be nice if there were an alert along the lines of "<dwarf> is ready to trade at the depot" when your broker finally decides to wander over there and grace those filthy elves with his presence.

66
DF Suggestions / Queue workshop tasks with mechanisms
« on: January 08, 2008, 08:40:00 pm »
I was thinking about how to make a Maxwell's Floodgate using pressure plates, and an interesting idea occurred to me: it would be really neat if one could link pressure plates and levers to workshops, with the effect of "Queue <job> when activated". With a couple more additions (like an "activate when item on me is removed" setting for pressure plates), one could automate things like bolt and food production - or alternatively, one could use water logic to have in-game effects aside from drowning unlucky goblins.

Oooh, and just now I thought of another idea: it would be sort of neat, though rather fourth-wall breaking, if you could add a mechanism to triggers that would pause the game. It'd be useful if you're experimenting with goblins and water cannons for instance, to see if they actually fly. It could be explained as "Sound alert (will pause game)" and require a metal bell or something, as well as the mechanism.


67
DF Suggestions / Re: Of Memory and Code...
« on: February 19, 2008, 03:57:00 pm »
quote:

Premature optimization is the root of all evil.
--Donald Knuth

The game is not done yet. Toady (or someone else) could spend a couple of weeks optimizing the slow parts, making the game faster - only to have all that effort wasted when Toady decides he'd like to use a pathfinding algorithm based on flocking behavior or to add a more detailed world economy.

I'm not saying that optimization should be ignored to the point where the game is unplayable, but as long as it runs reasonably on most gaming computers right now there's no need to waste time optimizing code that may very well be torn out.

Edit: formatting++

[ February 19, 2008: Message edited by: Tacroy ]


68
DF Suggestions / Re: Push blocks
« on: April 15, 2008, 06:10:00 pm »
It would be neat. You could even create makeshift diagonal conveyor belts with something like this, depending on how it works.

Anyway, if you want to simulate the effect, you can have something blocking off a large reservoir. It'll shove anything off into a pit.


69
DF Suggestions / Re: More Sources of Shell
« on: April 11, 2008, 04:04:00 pm »
Cooked turtles don't leave bones and shells. You could try forbidding them in the cooking menu, see if that helps.

Aside from that, the only way shells disappear is if you tell your dwarves to decorate with shell, or you make a refuse pile outside and don't remove shells from it. Make sure neither of these is the case, and you probably won't have shell problems.


70
Not to knock on your hard work, but what's the fundamental difference between this and AutoHotKey?

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