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Messages - Pirate Bob

Pages: [1] 2 3 ... 31
1
DF General Discussion / Re: Linux DF delayed / Computer death thread
« on: November 23, 2017, 03:52:13 pm »
If the machine was plugged in, it might be worth unplugging it, letting it sit overnight, and then trying again.  I'm not sure exactly why this works, but I've had several old PCs resuscitated this way.  Allows stray capacitance to discharge or something?

Probably Toady has already tried this or similar, but it's easy to do and costs nothing so I thought it would be worth mentioning.

2
DF Modding / Re: Bringing back the carp of legend
« on: July 15, 2017, 11:19:51 am »
I think to roughly get what you want you can replace the [BENIGN] tag with [LARGE_PREDATOR], and then adjust the BODY_SIZE tokens to be bigger.  I think that carp used to be bigger relative to dwarves, but I'm not sure, because as you noted the tags have changed a lot since then.  The biggest difference is that they are now There is no "damage" directly assigned to creature attacks - the damage depends on the material of the bodypart used, and the size of the bodypart and creature.  If you want to get more accurate, you could give the carp teeth, and make their attack use the tooth body part instead of mouth.  You could look at hippos for an example.  Actually, if you want something close to the deadliness of the old carp without much work, just copy the whole raws from Hippos to carp, and then replace the [BENIGN] tag with [LARGE_PREDATOR], and then your dwarves will learn to fear the water...

I am not an expert in modding, so I don't know how (or even if it is possible) to exactly reproduce the carp of old.  As I said, my understanding is that they were larger, and were aggressive.  Based on the raws, it also looks like they attacked using teeth (which they no longer have), but i'm not sure.  In other words, they were the aquatic equivalent of elephants, which I why I suggest you just copy hippos (and make them aggressive) if you want a quick simple change.

Also, I am not 100% sure that [LARGE_PREDATOR] will give them the proper level of aggressiveness (if anything it may make them too aggressive) - you might just need to remove [BENIGN].  But I think it should make them attack like wolves (which also have [LARGE_PREDATOR]), which sounds like what you want.

3
Does anyone know if the wiki is accurate in its claim that Tholtig holds "the known record for elves (or any sentient warrior) slain by a single dwarf in any mode of the game".  While Tholtig is amazingly epic, it seems like some adventurer likely would have surpassed this total (although maybe it would be hard to generate a world with enough "sentient warriors")? 

It would be rather easy (although not at all epic an quite boring) to surpass this total in the Arena.  Inspired by reading of Tholtig, I killed over 400 elves with a dwarf in the arena, and I can't see any obstacle to killing a few thousand other than getting bored.  I guess it's possible that the dwarf could get drowsy?  I'm not sure if that can happen in the arena, but it hasn't been a problem yet.  Even if that can happen, one could use a vampire/necromancer to prevent it.

So anyhow, is there any record of kills above Tholtig's most impressive total?

4
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 26, 2016, 03:25:57 pm »
I've never had bones decay in a refuse stockpile. In Bastiongate I kept FB bones in the refuse stockpile for ~20 years before they were used in moods.
If the wiki is to be believed, decay of bones is caused by vermin, so if you have efficient cats it may not happen.  Typically my bones last a long time (certainly more than the few months I observed this time), but eventually decay, usually right before a dwarf moods and wants them.  There are some hooves in the same refuse pile that did not decay yet, and I suspect those use the same mechanism.  What makes me believe that the minecart may preserve all refuse is that I also have vermin remains, cartilage, hair, etc in there, and none of that has decayed either, while everything except 1 hoof decayed on the floor.  I think bone decay is somewhat random (possibly related to vermin), and mine in the stockpile decayed unusually quickly this time, but having all those other things that typically decay fast also preserved in the minecart suggests the bones may be preserved as well.

If it works, I think it is because they are in a container, but not in a refuse stockpile.  In other words the same mechanism that allows food in barrels to last forever.  Since this doesn't seem to be well known, I will try to do some more controlled experiments to verify if this really works and how well.

5
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 25, 2016, 02:31:00 am »
I am trying an evil embark (blocked off all surface access), and realized shortly after slaughtering my pack animals that I should save the bones, in case of moods.  As an experiment, I put one stack in a minecart, and another stack in a refuse pile.  The bones (and all other remains except hooves) in the refuse pile disappeared in a few months, and so far all refuse in the cart remains intact and unrotten after just over a year.  Both the refuse pile and cart are inside, subterranean, dark.

This is probably well known, but I couldn't find any reference to it, and it seems pretty useful.  Not sure if there's any better ways to prevent bone rot, such as maybe fiddling with stockpile settings.  This one requires rather high user manipulation, as you have to create a minecart stop and route, set it up to fill with the desired items, and then manually dump the minecart to make them usuable again, as dwarves can't use items inside a cart.

6
DF Dwarf Mode Discussion / Re: The pain of cheating...
« on: July 11, 2015, 10:36:17 pm »
Also, the same is true for hunting as for fishing.  Although not quite as maniacally devoted to hunting as fishing, hunters won't do much else if you let them hunt.

This story would have been much more !FUN! in the days of !CARP!.

7
Also of note, if you REALLY want to use fire, doesn't one of the coals have an under-magma burning point but above-magma melting point, in addition to having no HEATDAM value? (For those of you who haven't wrangled with the RAWs, it burns but isn't damaged- it'll burn for a few seasons at the least.)

Artifact wood items, however undwarfy, will never burn though- artifacts don't take damage. Use them to light fires (but still keep dwarves away. Unless they're using nether cap gloves. Then they're less likely to combust. NOTE: nether cap gloves aren't actually craftable. Only in arena.)
I'm pretty sure that's lignite.  I know that it what people typically use for fire weapons (other than magma of course).  Now that you can load a minecart with magma and hurl it at huge velocity there doesn't seem to be much point messing with lignite...

8
On a separate note, is it possible to attach spinning blades to such axles, and spin them like a propeller? And kill the evil Nazi Goblin Wrestler's indiana Jones style?
This is pretty much what you get if you build a weapon trap and put in a serrated disk.  It is quite effective, although apparently can jam rather often due to the large number of severed body parts produced.

9
From playing, it looks to me that it's not a Savanna only problem, in df2014 trees simply grow fully too fast and if you don't regularly cut as much as you can, in a few years you always end impenetrable jungles, very likely impacting negatively your game speed too.

Tough i have not tried desert biome, i wonder if the problem can still happen there if you left trees unchecked.

There was a bug report about it that Toady marked as fixed for 40.05 :
http://www.bay12games.com/dwarves/mantisbt/view.php?id=7581

I don't even want to imagine how it was in 40.04 if what i see now is supposed to be working as intended :D

If I remember correctly, in 40.04 trees reached maturity after only one season, or something crazy like that.  In general, Toady marking something as fixed doesn't mean that it works perfectly, just that its not ridiculously broken...

I often embark on biomes with lots of trees, and I haven't noticed the trees getting thicker in regions where I don't cut them down.  Once they reach a spacing of about 4 tiles between them, no more appear to grow.  I doubt this is an accident, as this is the spacing needed to allow wagons to pass through.  I also haven't noticed my FPS suffering badly, and my computer is pretty slow.

In other words, while it's of course not realistic, I don't think there's any harm to letting trees grow to maximum density, other than providing a route for invaders to climb over your walls, and the crashes which occur if they grow on top of your constructions. 

If you are worried about these issues, you can periodically designate unpaved roads in regions where you don't want trees, and a dwarf will very quickly remove all saplings (and other plants) from these areas.  If you want to make this solution permanent, you can make a paved road, which can be made of wood, which you must have in excess if you are complaining about trees.  Paved roads next to any above ground constructions is probably a good idea to avoid tree-related crashes.

10
DF Dwarf Mode Discussion / Re: The fragile sanity of butchers...
« on: June 29, 2015, 08:58:38 am »
While your butchers might be getting some mildly negative thoughts from seeing dead crundles, etc, the real problem is them seeing dead sentient creatures (goblins, elves, etc).  Move your piles for dead invaders somewhere that none of your dwarves will ever see them (i.e. in a deep pit), or better yet destroy the invader corpses (smash them with a bridge, throw them in magma, etc).

Your butchers should quickly get used to seeing dead animals, and then will just spam a lot of "Urist felt nothing when seeing a crundle die".  Also, even if they are getting negative thoughts from dead animals, it should be relatively mild, as I said above.  The negative thoughts from seeing dead goblins seem to now be about as bad as seeing dead dwarves, which is quite severe.  I'm not sure if this is a bug or intentional, but the bottom line is you need to get rid of those invader corpses.

Also, the "watching a X die" thought occurs any time a dwarf sees a dead body.  It doesn't matter how long the creature has been dead, and I believe they can get the thought from the same corpse multiple times, although I'm not sure about that part.

11
DF General Discussion / Grown Furniture (For real!)
« on: June 19, 2015, 10:58:00 pm »
It appears that this guy actually grows furniture from trees.  His ears also look a bit pointy, to me at least  :P.

12
I don't have a solution, but does anyone know if a bug report has been created for this?  Dumping used to be a top priority task that was completed almost immediately (unless I'm crazy - wouldn't be the first time...) before the overhaul of the job assignment system, and now it seems to have very low priority under the new system.  I suspect that this is probably unintentional, and even if for some reason that's not true, its incredibly annoying.

Not any easier than burrowing,  but I think if you disable hauling on some of your haulers (or otherwise make sure that a dwarf has nothing to do) then they will dump stuff right away.  This might be better than burrowing as it avoids job inaccessible spam.  But I'm also not 100% sure it works, as its possible hauling enabled is required for dumping, but I don't think so.  It definitely works to have no other jobs which need to be done, but that's certainly not practical.

If it is safe to pen/pasture said creatures (probably not true) that seems to have a very high priority, so you could have them put in a pasture in the incinerator. 

I also am intrigued - since you need dumping, I assume the creatures are already in cages.  What creature is dangerous when in a cage?  Or is that something that's too much of a spoiler for the forums?  Usually when something dies in a cage its corpse remains in the cage, and is completely harmless (no rotting or miasma).

13
DF Dwarf Mode Discussion / Re: Defending with Water
« on: June 10, 2015, 01:16:55 pm »
I'm considering using the nearby brook to create some kind of water defense flood/cannon outside my exterior gates.
...
What other kinds of water defenses might be good?

Depending on the situation of your site, variants of "Load minecarts with water, fire it/them at invaders" may or may not be practical.  In some versions you could set up a self-contained system that would basically slam the cart against a fortification to launch the contents downrange; and Water [833] would be treated as a single projectile, doing considerable bludgeoning damage and knockback.  I'm not clear if that still works well; the search term you're probably looking for is "minecart shotgun".  The advantage of this system is that it can be set up to be fully automatic; pull the lever / trip the plate, firing continues until reset. 

Failing that, a possibly simpler and more deadly solution, but one requiring a lot more dwarf-powered resetting, is to just launch the water-filled minecarts at the bad guys directly.  Intermediate re-usability is to have a "doge 'em" trap that sends the water-filled minecarts back and forth or around and around, until they hit an invader trying to path through the death zone. 

With care, you could develop a system that works for water now, but can be upgraded to fire magma if and when you get around to creating a pump stack.  This would let you get the bugs out with a more forgiving fluid, and probably get you results sooner as well.
The minecart shotgun does still work, but it is somewhat fiddly to set up, and the cases which are known to work take considerable effort to build. QuantumMenace's masterpiece example uses all silver minecarts, a ton of power, and I believe would take several game years to build.  I have been working on figuring out the simplest possible method, but every time I think I have it worked out I encounter problems and it jams.  A few tips:
(1) Assuming you want the minecart going quite fast, you must collide it with ANOTHER STATIONARY MINECART to stop it and cause it to release its contents (water).  If you use a wall or fortification, a fast enough minecart can teleport through it and get stuck.
(2) The minecart needs to be going at least speed 70,000 to launch its contents when colliding with another minecart (or wall, but see above).  This means a max speed roller plus at least 5 impulse ramps.
(3) Assuming you want to drop the minecart through a hole after it is fired (this is the most popular reload design), it takes 8 ticks for the minecart to fall through the hole.  If another minecart collides with it from behind during this time, it gets stuck, and your cannon jams.  This means you need to regulate release of your minecarts to be slower than 8 ticks.  I believe raising them out of water using a medium roller should accomplish this, but I am having problems getting this to work, due mostly to
(4) You MUST ensure that any parts of your cannon which are supposed to be in 7/7 water are pressurized (with pumps) such that they remain at 7/7 at all times, including right after a minecart fills.  This part is really annoying, as things like floor hatches and I'm not sure what else will hold water above them at 7/7, but will NOT maintain pressure.  If a minecart goes through a square which is at less than 7/7, then the friction is far less, and it will be moving faster than the cart in front of it, which often results in unwanted collisions and jams.

TL:DR - I am pretty sure QuantumMenace's design will work in 40.24, but its really resource and labor intensive.  If I can figure out a simple design, I will post it, but I have been too busy to mess with this for a while.  This is my design thus far, but as I said I am not 100% sure it works.

Also, a drowning chamber is MUCH easier to build than a cannon, and makes things just as dead, so...

14
Are you sure the dwarf was actually wearing the iron helm?  I am pretty sure iron should block all punches, although I am not certain how strong a legendary puncher would be.
...

But I'm 100% sure helm doesn't block all punches, unless the target is unconscious.
...


The reason the helm blocks all punches when the target is unconscious is that then the AI targets ONLY the head.  At other times there is a chance of it targeting facial features, which are not covered by helms.  However, Dwarf Fortress also doesn't allow for a very strong punch to the eye, for examples, to also damage the skull, as it doesn't currently model facial features as being located on top of the skull.

In other words, for the dwarf to have his skull caved in, as you reported, the AI would have to have scored a hit which targeted the head through his iron helm.  I do not believe this is possible, and will try to test it if I have time.  For now, I maintain that you are mistaken in your report.  I do believe that your dwarf died from being punched, (maybe in the throat for example?), but not to the head while wearing a helm.  It is also possible that he had dropped his *Iron Helm*, and was on the way to pick up a better quality one when he got interrupted for punishment...

Edit:
OK, so I tested it, and it does seem to be possible.  I am quite confused by this, as even bolts with their tiny contact area and very large momentum can nearly be blocked by iron helms (if you mod them to be just a little slower).  I assumed that dwarven fists must have a much larger contact area than bolts, and in many years of playing adventure mode I could swear I've never seen a punch penetrate iron armor.  However, I placed a modded dwarf with maxed out strength and size in the arena, and gave him grand master fighter and striker, and indeed he did explode a regular dwarf's head right through an iron helm with one heavy punch.  I guess grossly underestimated just how lethal a year or so of training makes a dwarf  :P.

Also, FYI, even a steel helm doesn't seem to be enough to stop the punch of a dwarf with 4500 strength.  The head doesn't explode in one hit, but the skull is still bruised.  After 4 hits, "the injured part collapses".  I also found that a normal dwarf with grandmaster striker/fighter could do damage through an iron helm, although again much less.

Here's the relevant modding of the dwarf:
Code: [Select]
[PHYS_ATT_RANGE:STRENGTH:4500:4500:4500:4500:4500:4500:4500]              +
...
[BODY_APPEARANCE_MODIFIER:HEIGHT:125:125:125:125:125:125:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:125:125:125:125:125:125:125]
[APP_MOD_IMPORTANCE:500]

I believe these are the maximum possible size and strength for a dwarf, if you take a dwarf starting with the highest possible base strength (2250) and train them to max.  In other words, its quite likely that steel helms will be enough for anything you are likely to create in game.  Certainly for goblins, as they don't benefit from dwarven training.  That being said, the throat is not protected by any plate armor, and having it collapsed by a punch is...bad.

I did also confirm that attacks from normal dwarves with dabbling skills will be stopped by iron armor, which agrees with my experience from adventure mode.

TL:DR - don't assume your dwarves armor will protect them from justice punishments.  Either don't assign anyone to be hammerer or captain of the guard, or assign pansies with wooden/candy crossbows/hammers.

15
Are you sure the dwarf was actually wearing the iron helm?  I am pretty sure iron should block all punches, although I am not certain how strong a legendary puncher would be.

Is it possible that either:
(a) you had assigned an iron helm, but it was not worn.  As mentioned several times already in this thread, the dwarves live to screw things up, and will not put on their iron helm (instead preferring a cloth cap or whatever they already had) unless you tell them to replace clothing with their uniform, instead of wearing their uniform over clothing.

(b) He was wearing an iron cap.  Caps only cover part of the head, so for every hit there is a chance that it provides protection, and a chance that it does nothing.

If you are absolutely sure he was wearing an iron helm, then I am very curious about this, and may do some !!Science!! to investigate.  Also, which version of DF are you running?  I don't know if it makes a difference in this case, but there were several combat changes between 34.11 and 40.XX.

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