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Topics - Snaake

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1
General Discussion / Issue with the forum text sizes on mobile browser
« on: September 01, 2014, 02:47:34 am »
So I recently upgraded to a new phone, Samsung Galaxy S5, and a bit more recently returned to hang out at the forums here, on my PC& laptop but also with the phone, on which I usually use the default browser.

In short, my problem is this (that is, that which is to follow, is my problem etc. etc.): Some text is pretty tiny, some is readable as normal. I think it's because some of it respects the browser's text scaling setting and some doesn't. Or the browser fails at resizing some of it due to an unknown (to me) reason.

Small text includes: people' names/stats in the left bar), post titles and time stamps (those are not a problem), some posts' body text (is the problem).
Ok-size text that respects text scaling (i.e. I change the text scaling and this text changed it's size): Practically all text in signatures (my guess is all signature text that doesn't have a set font size), some posts' body text.

You'll notice "some posts' body text" was on both sides... any ideas where the problem is? Is this a known issue?

I checked quickly with Chrome on this phone to see if it has the same issue, or if it works fine. Didn't see any wonky text, so I guess I'll move to using that, or just suffer through the slight annoyance of tiny text (which I *can* read at the default zoom, but not comfortably).

2
I thought I'd posted about this earlier (does this board get cleaned soemtimes?), but the search only turned up one unrelated post with my nick, and nothing quite like this suggestion, although it might help solve several other suggestions in one go.

So, I'm suggesting that similarly to embark_profiles.txt, at least uniforms and stockpiles would also get init or raw files to replace and/or complement the default uniforms/stockpiles, and enable saving of player-specific settings across saves.

This would be more elegant and easier to use than macros for recreating everyone's standard uniforms, and at least most of the tags should already exist in the raws. ANY tags, e.g. ITEM_ARMOR:ANY_METAL or ANY_HARD, would probably need to be added?

The stockpile settings could replace the default stockpiles, or there could be a new submenu "saved custom stockpiles" added to the stockpile screen. Similarly to the previous examples, tags in a text file in the init folder would define stockpiles. This would solve e.g. artifact storing issues; allow players to pre-define and save separate food stockpiles for things like lye, booze, cooked food etc.; sort gems/stone/whatever into different stockpiles by value/color/magma-safeness, and so on and so forth.

edit: voting option added, ctrl-f and "add init" should help you find it.

3
I was trying to do a bit of trickery where iron minecarts would enter my magma-raising cart route by being dumped into it by another minecart on a track stop, as has been suggested a couple of times. The system would also hopefully involve wheelbarrows being used to haul around the minecarts, which are pretty heavy to begin with since they're iron, let alone when they're filled with magma.

However, the whole system is failing because dwarves are refusing to bring the minecarts from the forge they were made at to the first furniture stockpile. I even deconstructed the forge to get them to just lie on the floor. The stockpile takes from anywhere, I've tried both settings specific to what I want brought there (only iron for material, only minecarts for item type), and also just tried just enabling all furniture. I've tried with wheelbarrows both on and off for the stockpile. There's currently 22 dwarves idling, at least 10 or so of which have all hauling labors enabled. The jobs aren't even getting queued, looking at the (j)obs menu: no "Store Item in Stockpile ... Furniture Stockpile #xyz" jobs.

Anybody else been having trouble getting (unused/"unused") minecarts stockpiled?

4
So basically, I was thinking of a 1-tile magma trench with something like:

2+.+.+.+.
which would then progress to e.g.
332+.+.+.
(used tt-tags because code-tags lose the color)

Where the tile with 2 magma was filled in, and will continue to get filled in, by minecarts bringing magma. My question is, will the doors burn and thus release the magma into the next gap, and then the next, in a controlled manner? Or do they burn so quickly that they don't appreciably slow down the spread of the magma? Or not burn at all? If that's so, would something else work, eg. doors that melt (the globs stay of course, but if it's a necessary evil), bridges, floodgates, other impassable furniture like statues, or maybe even wooden pumps?

The idea is to prevent the evaporation of just having the whole trench be open at once, and the micromanagement of setting multiple individual track stops. This could also work for filling other kinds of larger reservoirs, possibly using hatches or something to slow down z-level spread. If filling is too fast, overflow might of course happen, but I plan on making these systems so that dwarves don't have to go into the area while it's in process, so that shouldn't be too much of an issue.

On the other hand, if wooden doors don't burn, that would make for a cooldwarfy building destroyer trap :D

As a slightly separate question, do dwarves mine/carve fortifications while standing on a door tile, and could that be used to do a slightly more safe magma-tube breach, by slowing the outflow of the magma for some ticks after the breach (when using the "busy to leave" method on the wiki, for example). Ofc with water for the dwarf to run through on the way out, too.

5
DF Gameplay Questions / Tips on getting my cook to mix food mats?
« on: September 04, 2013, 07:20:56 am »
Hey, I've been trying to get my now-legendary+5 cook to food with something else than 4 different meats from the same animal (only 1 happy thought target) or 4 different seeds or 4 different tallows or cheeses or... you get the idea.

So, I went with the wiki's suggestions of having 1-tile barrel-less feeder stockpiles that take from my general "raw food" stockpile and give to the kitchen. But now the feeder's don't seem to get filled at all. I've got several dwarves with no job and all hauling labors on, no civilian burrow alert set. Also, when they still were filled, the cook of course works through them really quickly, in 2-3 meals (I have separate stockpiles for meat, fish, cheese, eggs, raw plants, flours/sugar, quarry bush leaves/press cakes, syrup/oil with barrels, and tallow). So, any tips/what else am I doing wrong?

Optionally, I am using dfhack workflow, and a google search did turn up some suggestion on using that to achieve this. Is it?

6
DF Modding / Modding in stone tools and weapons, other small weapon mods
« on: August 21, 2013, 12:16:34 pm »
So, I've been thinking of doing a stone age embark for a while (actually have one embark that's a couple of years in where I sort of went halfway with the idea). So here's a couple of changes I'd like to do, and need help doing. I'm guessing some larger mods (eg. Kobold Camp?) may have done parts of this already, but my forum-search-fu didn't really turn up any answers. So while I'm waiting for my DF folder to download itself from dropbox (after an accidental deletion), thought I'd ask about this.

edits: I figured some of it out on my own, and got some helpful answers. I've edited this OP to have my end results, so it would be easier to find, for anyone else who's interested. I'm pretty much done here, but thought I'd be helpful to others who might follow.

My changes:
0a. For obsidian, changed changed [MAX_EDGE:20000] to   
[MAX_EDGE:20000]
[SHEAR_YIELD:28000]
[SHEAR_FRACTURE:28000]
[SHEAR_STRAIN_AT_YIELD:0]
for supposedly more realistic combat performance (copied from another thread a while back, "raw mods you always do" or something like that).

0b. Modded pikes, halberds, 2h swords, mauls, and great axes to [MINIMUM_SIZE:60000] from [MINIMUM_SIZE:62500], since the minimum size check to use a weapon is bugged to only check the race's average size, not the individual's size. This lets all dwarves use the aforementioned weapons at least 2-handed; 1h vs. 2h grasp check checks individual's size correctly.

1. Made halberds, great axes and mauls (the dwarfiest ones out of the big weapons) native to dwarves, so they can be crafted by my dwarves. Adding eg. [WEAPON:ITEM_WEAPON_MAUL] under [ENTITY:MOUNTAIN] did the job, including the items showing up in the forge crafting menus. Only mauls were available as embark equipment, though, dunno why. My starting axedwarf equipped a great axe my weaponsmith made just fine. Multigrasp though, IIRC statistically only about 3/50 dwarves should be able to use them 1-handed.

2. Made battle axes, picks, maces and mauls craftable from stone. Spears would be a possibility, but all non-obsidian ones would probably suck pretty bad (axes were added for tree-chopping more than combat). Adding [CAN_STONE] under the weapon's entry in item_weapon.txt adds the crafting option to craftsdwarf workshop rock crafting menu, but to be able to make them from stones that stone also needs to have a higher MAX_EDGE than the stone material template does, so in vanilla only obsidian qualifies. I edited all layer stones to also qualify, for details see 3. All of the new rock weapons use a boulder and a log, like the vanilla obsidian short swords. All must (obviously) also be native weapons to appear in the crafting menu, so in addition to what was added above in 1, [WEAPON:ITEM_WEAPON_PICK] needs to be added to entity_default.txt as well, since it's only listed as DIGGER in vanilla. This requires a regen. Or at least, it did for me. Having picks both as DIGGER and WEAPON didn't immediately turn up any issues, at least not with mining. Didn't test them for military, but then again, you could already assign picks to military before, they were just (foreign).

3. Would be nice to add better shear etc. values to more stones than just obsidian, eg. chert, quartzite. But I wasn't too fussy about actual realism for now, since doing actual research on proper values for different stones is beyond the scope of these minor mods.

For now I just set MAX_EDGE mostly quite arbitrarily to 10000 (as suggested by Blackflyme, not sure if this is the actual value required for them to be usable for crafting stone weapons) for most layer stones. 15k for chert&quartzite, and obsidian was already at 20k. If some mod has already done this, then I could copy over those raws, though.

4. Tried making trap components out of stone: added [STONE] under [METAL] and [WOOD]? Didn't work. Probably impossible, at least without adding a new item + reaction for them? Eg. "huge stone hammer". Not really crucial though, with wood (and glass) already being a possibility.

5. Ideally, stone picks would mine slower, but AFAIK that's not possible (all materials and qualities are equal with picks).



3 wasn't so important because I'm fine with edged stone weapons (excepting obsidian) being pretty crap, especially against anything with armor. It's mainly for the rp for my stone-age fort(s), and as emergency tool/weapon options for other forts.


P.S. The Modding part of the wiki is somewhat lacking in my opinion, or at least more examples. It's too focused on creature modding, for my tastes (admittedly, creatures are way more complex and difficult to get right, probably). Don't really feel confident enough about DF modding to write anything major myself. Guess I could/should at least add some of these as examples to the modding article.

7
DF Dwarf Mode Discussion / SCIENCE: Quantifying minecart physics
« on: July 06, 2012, 02:19:58 pm »
Your attention please!
Below is my original post on the subject, edited with most of my results. However, there's lots of newer, more accurate info (and written much more concisely) in eg. electrobadger's and expwnent's posts (#45 and #65, respectively). I didn't feel like rewriting everything to include their data, so go read those, or hopefully the same info will end up on the wiki pretty soon.

Quantifying minecart physics

I've been thinking about doing some sort of SCIENCE before, but haven't really had any subject strike my fancy. Until now. I'd really want to have more numeric data for minecarts, similar to how we can plan a windmill farm or waterwheel power generation scheme beforehand (power is also visible in-game though), for better design of rail systems. Exactly how much roller power do you need to ramp up a level? How long can you make a flat track before the cart stops? Does is matter how strong the dwarf pushing off the cart is? What about the weight of the cart and/or its contents? Other factors?

So, the idea is to do some more quantifying of some aspects of minecarts and their physics. When I started thinking this out, I read some stuff, and while there had been some research, most of it seemed more engineering than physics  - "how do I get this thing done/this setup to work", instead of "1 roller tile of lowest-speed rollers gives a standard iron minecart x Urists of kinetic energy." The significant exceptions I found on a read-through of the entire The "How Does Minecart?" Thread were Sadrice's testing, in posts #200 and #230, and xmoffitt's, in posts #441 and #488. At least Sadrice was using versions 34.08-34.09, I think. So some of this is verification of their results for 34.11 (even though I don’t think any of the numbers have changed since 34.08, and anything for minecarts in any way since 34.09), other stuff will be new SCIENCE. If I've missed any other results like these, please point them out, I would be very interested to compare results.

Assumptions/hypotheses and areas of research are listed below. I'll be using empty minecarts for now. Contents will weigh down the minecart, but the effects of that will have to be tested separately. I'll start off with pushing minecarts, since guiding doesn't really involve the physics at all, treating the minecart like a big, tracks-only wheelbarrow with more elaborate options, and riding is like pushing but with the dwarf as extra contents. I'll start with the speed gained from pushes, move onto the slowing effect of a flat track, then the friction of track stops, rollers of varying speed, then speed gained/lost from ramps,and finally fluids. This post will have a list of all the assumptions and their current status. Then, I'll post the actual descriptions/narrative of the experiments. I hope you'll forgive the multi-post, since my RTF of this is about 8 pages long. I will put some stuff in spoiler tags, so you don't have to scroll as much. I was originally going to post this in The "How Does Minecart" Thread, since that's where the previous results were posted, and it was my inspiration as well; however, it is already 39 pages long, and doesn't seem to collect much interest anymore, hence the new thread.

List of stuff to test:
#1-6 (pushing, tracks and turns) - mostly done:
Spoiler (click to show/hide)

#7-8 (bridges and track stops) - mostly done:
Spoiler (click to show/hide)

#9-11 (ramps) - testing done, no simple answers found:
Spoiler (click to show/hide)

#12-16 (rollers) - partially/mostly done:
Spoiler (click to show/hide)

#17-21 (derailing and fluids) - abandoned/left for others to test:
Spoiler (click to show/hide)

Later research questions - left for others, as planned originally:
Spoiler (click to show/hide)


Note on units:
Spoiler (click to show/hide)

I'll be posting the more detailed descriptions of the results/setup in later posts, but will edit any knowledge into the list above. I've uploaded the save folder to DFFD, if you want to do some testing with ready-made tracks (read the DFFD description and preferably the epilogue, which will come in the last of my initial experiment posts here, to get an idea what you're getting into with the fort). The version is 34.11, Phoebus tileset.
I'll be editing some results to the wiki, if they seem reliable. Feel free to test any/all of this yourself too, either for more verification, or new research into the stuff I haven't gotten into yet. It's very likely I won't have the attention span to test everything listed above in full detail; I will try to get at least some results for everything, though.


edit:
my first post describing the experiments ended up as reply #5, so scroll down a bit.
3rd post describing results (questions #9-11) is #21. Short versions of results also added above.
As of 25th July 2012, I'm not actively working on this anymore (will still try to check in on the thread, but not doing testing). See post #33.

8
DF Modding / Want to get leather from crocodiles, help a newb
« on: July 05, 2012, 02:05:13 pm »
(Haven't done any DF modding yet, but I do have some basic coding knowledge, and have done a couple of small modifications for eg. Paradox Interactive games, which are also quite supportive of modding)

So yea, I've been wanting to start a crocodile farm (of any of the 3 similar reptilians in the game), for a) the badassery, b) the sheer reproductive capability they have. Now, in real life, crocodiles are farmed for their leather, but in-game, it's not possible. Why not? Because crocodiles/alligators don't leave a skin when butchered, only scales.

So I was thinking, how can I get leather from crocs? I mentioned this as an aside in another thread, and they suggested changing scales to be usable as for leatherworking. This could work, but I'd prefer to add leather to crocodiles and keep the scales, for (what I consider to be) a more authentic feel. Well, I also don't want my dwarves get all that leather completely free; if there's both scales and a skin, there'll be some extra hauling with the scales, and they'll have to tan the skin.

I guess the relevant section (this taken from the wiki) is:
Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]

Would this work (removed the remove_material:leather tags, added leather between scale and fat), assuming I do it to all creatures I want to affect with this change (i.e. cave and saltwater crocs + alligators for now):
Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:LEATHER:FAT:MUSCLE:BONE:CARTILAGE]


What about the [REMOVE_MATERIAL/TISSUE:SKIN] tags, do I need to touch those? Would doing these modifications have side effects? I'm mainly thinking of them becoming  slightly (?) harder to kill because of the extra tissue layers (if that's unavoidable, it's ok - no pain, no gain)...

Would I have to gen a new world for the changes to apply, or can I just make the changes to a created world's RAWs?


P.S. I read the modding guide at the wiki, which of course doesn't really get into how creature bodypart/tissue modding affects butchering. Also did both a forum and google search for this, only stuff that came up was other suggestions to mod scales to be usable like leather, which I'd prefer not to do.

9
So, an initial forum search in the DF mode discussion section didn't of course really turn up anything, searches in this forum turned up a bunch of more specific info, thanks to which I could make some guesses about this stuff, but I thought I'd make a new thread anyway and consolidate some of the info in one place. Oh, and the wiki either doesn't even mention or isn't very exact/unambiguous about this stuff, mostly. So yea, I'm looking for clarifications/info on a bunch of stuff regarding the things in the thread title.

Background: my most recent fort has a volcano, sand and clay (and regular soil), is mostly wilderness but with some flat, only-soil&no metals haunted mountains to the NW (no idea what they'll do, I've only embarked&saved). The other 2 biomes have some wood, flux stone but only deep metals, so I foresee obsidian, earthenware and green glass aplenty, since I don't like to dig very deep right away. Brought a lot of bronze ores, so that should help with the metal.

Some of the questions are about dumping into magma, some arise from my plans to cast a cube of magma that I'll carve my aboveground fortress out of, maybe later doing something similar for at least a section of the underground fortress too. And the slightly-less-related-to-the-other-topics-but-relevant-in-my-embark section is about evil biomes and their effects.

So, onto the questions (might not remember everything at once of course):
Regarding magma and item destruction...
1. Do all volcanoes/magma pipes/pools have semi-molten rock at the bottom, for every tile of the cross-section of the magma pipe? (as I understand it, SMR destroys anything that lands on it, completely)?
2. Partially/Maybe the same as above: What gets destroyed upon dumping into magma, when the magma is natural, ie. magma sea/volcano/magma pipe?
3. What gets destroyed when dumped into magma that's been moved into artificial reservoirs/channels?
Regarding obsidian casting...
4. Does it matter if you dump water onto magma or magma onto water?
5. If I pour some water into a deep artificial reservoir of magma (or vice versa, see previous question), does the obsidian form at the bottom, or at the top? Does it matter if the obsidian-to-be would be supported, ie. does it form at the top at the edges, but the bottom otherwise? If it is/can be cast at the edges at the top, can this be used to block up the volcano's top z-level?
6. Is steam still harmless?
7. The wiki mentions the consequences for items in a square that gets obsidian cast in it ("most non-magma safe items are destroyed"), but what about channeled/dug ramps, constructions, and other stuff (buildings?)? If/When I dig out the obsidian, will the constructions become visible again? Will their materials keep haunting my stocks screen, or will they get destroyed completely?
8. I was planning to carve my aboveground fortress out of cast obsidian for smoothing&engraving. Will rooms dug out in the towers/buildings in the aboveground fort count as dark subterranean, or inside light aboveground, or what? A possible but not certain-to-be-implemented idea was to have the entire aboveground fort be a roofed-in (well, the roof is cast, but anyway) bunker, but this would suck if it would basically cause just about everyone to be cave-adapted (my training barracks usually end up in aboveground sections of the fort to avoid this).
9. Should I/How soon should I take precautions against critters coming up the volcano and attacking my fort?
Regarding the haunted mountains, and the FUN I'll have with that (it's my first embark to include an evil biome...)
10. I've read of fog that turns creatures into husks, (harmless?) rains of blood, and at least nauseating weather, and evil regions that renanimates any corpses in them to zombies. What other effects are possible from the weather (syndromes? contaminants that can spread the effects outside the area?)? 
11. I understand that the reanimation only occurs within the biome itself, although zombies (and creatures spawned in the haunted area) can wander outside. Can the weather wander outside the biome? Into my fort? Through doors/raised bridges? Does evil weather also spawn in the underground parts of that biome (in the caverns, maybe?)?
12. Are evil biome effects limited on severity depending on if the biome is sinister/haunted/terrifying? Is there always only one effect/how many/is there a limit to how many of the aforementioned (or not mentioned) can happen in one biome in an embark?
13. Regarding #10, I understand skeletal (giant) eagles are fun, hence the bunker idea in #8 :P Which brings me to this question: can spawned wildlife turn into husks/zombies, for a larger variety of flying undead creatures?
14. So we don't end on 13 (I'm not usually superstitious, but this is DF, and it's best to cover all my bases), I guess magma doesn't really do anything to any undead, other than set them on fire? What about goblins/other invaders - I guess it kills them and destroys their corpses and non-magma-safe equipment?

Others can of course feel free to add more questions. I'll try to keep this first post updated with answers and additional questions (please number them) for ease of looking up, and I guess as a price for making a new thread about this, I might add the best clarifications and new info to the wiki, too.

10
First off, I didn't look at legends, and just picked the dwarf civ the embark selection screen had given me. So, just started a new fort recently, in a jungle on the seaside. Was a bit :O at a giant sperm whale that was swimming about for a while (I do intend to have a large cage trap operation to capture all those yummy ocean creatures later). My first caravan just arrived, was setting all the bone crafts to be traded, when I thought I'd view a couple of the ones with descriptions...

"This is a superior quality yak bone figurine of Logem Bowelrelics. The item is a superiorly designed image of Logem Bowelrelics the dwarf and dwarves in yak bone by Zuntir Oltarakil. Logem Bowelrelics is surrounded by the dwarves. The artwork relates to the ascension of the dwarf necromancer Logem Bowelrelics to the position of queen of the Crystalline Corridors in 41."
 
Short history, so current year is 126. Afaik, necromancers are immortal, so will I eventually get the queen pop up, come in, and start resurrecting any/all corpses, skeletons, and untanned skins? Will she and/or her undead be hostile to me?  Currently I only have 15 dwarves, but it seems like I'm in for a bit of FUN later...

11
DF Gameplay Questions / How to get vermin->pets?
« on: June 08, 2012, 08:11:49 am »
So, in the fort before my last, I thought I'd try to make a couple of dwarves happy by giving them pets. Also, try to learn how to do that. So, I a) trapped a pond turtle (took a bit of figuring out how to get the trap set, and then forgot to bait it for a while, etc.) and b) bought a caged tame grey squirrel (from the elves, iirc). I had at least 1 child, if not a couple of dwarves, who admired one of said 2 species.

I then proceeded to set them as available in the stocks-animal menu, and after taming it I think I moved the turtle into a cage too (glass=terrarium). However, several years passed, with noone adopting them as pets. What did I do wrong?

Was it that the dwarves were children (but children can arrive with pets and be adopted by cats...)? Or was it that the stockpile was upstairs, in my animal training area, with hardly anyone walking by, so nobody noticed the cute little critters?


P.S. The DF2012:Pet article at the wiki could use a bit more fleshing out, maybe.

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