Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Snaake

Pages: 1 2 [3] 4 5 ... 49
31
DF Dwarf Mode Discussion / Re: Optimum layout ideas
« on: October 13, 2015, 07:23:24 pm »
Ramps seem like they'd be more complex for the pathing algorithm. A fortress of stairs should be a straight line to any point on any level.

All I know is that my FPS is consistently higher than in the ramp-based forts than it was in the staircase-based forts.  I think it gives more flexibility for the dwarves to dodge one another as they are descending or ascending.

I'm willing to believe that ramps can help with fps, but not for the reason that you think they do. I'm assuming we're talking about 3-wide ramps that make 90-degree turns each z-level vs. 3x3 vertical stairwells here.

On the ramp, if a dwarf is on a collision course with another dwarf going the other way, he only has 1-2 options (depending on if he was in the middle or on an edge to begin with) for which way to move aside so they can pass each other faster; in fact, this will likely be just 1, since the pathing should make them all stick to the inner edge of the ramp, so they'll nearly always just move 1 tile outwards from the center of the spiral until they can pass each other. Moving 2 tiles outward is pointless, although the pathing algorithm will probably check for that as well.

Compare that to a 3x3 stairwell, where a dwarf in the middle tile has 8 directions to choose from, and even a dwarf entering and leaving the stairwell from the same edge on both his "entry" and "exit" z-levels, e.g. on one of the 3 right-hand tiles, has 5 tiles to choose from that are equally good, and even in the best case of a dwarf entering and leaving the corridor from the same corner tile, they still have 3 tiles to move aside to (assuming diagonal movement is the same cost as orthogonal, which I'm not entirely sure is true). Likewise in a 2x2 stairwell dwarves always have 3 directions to move aside to to choose from.

So it would actually be that the dwarves traveling along a spiral ramp have less flexibility with regards to choosing their path, but this may be more efficient computationally, since there are less options to consider.

32
My current fortress has 40 female llama, 300 llama cloth and 1800 llama thread.  Having 40 also has the added bonus of being able to have 1 farmers workshop do milk/make cheese jobs on repeat without getting cancellations.

They produce 14-15 hair per shearing, I don't think I've been shearing them for 2-3 years now.

Interesting to hear this, it's not a very common thing to do. What would you say is the minimum amount of animals to stop milking/cheesemaking cancellations? For example, would 30ish be barely enough when you take into account breaks etc., but 40 is nice to get rid of all of them? Oh, and did you check/notice/know if the spinning thread bug was fixed? It used to be that a wool-producing animal would give stacks of e.g. 8-15 wool when sheared, but when you spun that, it consumed the whole stack to make 1 wool thread. I think bone had a similar problem at some point too, but there's usually much more bone available.

33
DF Dwarf Mode Discussion / Re: Minecart Machine Gun (and other weapons)
« on: October 09, 2015, 03:06:52 pm »
Objects moved by liquids do not become invisible.

Well, objects moved by magma which are magma-safe do not become invisible, I assume water works the same way.

This is not the same as saying the bug was fixed. It was never intentional behaviour, your response mostly gives the impression that you've never run across the bug. I've seen it a couple of times, and would like to clarify that it didn't happen every time, most of the time, or even necessarily very often. But it did use to happen on occasion. The "invisible" bit refers to the fact that said objects could still be found and their tile zoomed at using the stocks menu. IIRC it was possible to use dfhack to manually move the object, at which point it would become visible again.

34
DF Dwarf Mode Discussion / Re: Multistory waterfall waterwheel
« on: October 09, 2015, 03:01:19 pm »
Waterwheels aren't that difficult to work with... you can either just plop down a few in any rivers on your map, or you can build a few Dwarven Water Reactors closer to the pump stack. They'll hurt your fps some, but once you're done pumping the magma, you can turn them off.

http://dwarffortresswiki.org/index.php/DF2014:Water_wheel has decent enough diagrams. To be honest if you're capable of building a working pump stack, you should be capable of following instructions to build a few water reactors to power it.

35
DF Dwarf Mode Discussion / Re: A couple of issues in my fort
« on: October 07, 2015, 06:16:16 pm »
Animals should be bisexual by default in-game.

It has been observed that a male pet rabbit can mate with any object he finds appropriate.

And then there's this: https://www.youtube.com/watch?v=All_S7zAOYI

A quick primer to key Finnish words and phrases in the video: "poikki" = "cut", "ei" = "no", and at the end there's an exchange:
- (male) "Couldn't we try two girl rabbits?"
- (female, laconically) "These already are girls."
- (director, male) "Let's just go for lunch."


That's mostly just rabbits though, and at least with them, the humping is partially a dominance display thing. Rodents tend to have high sex drives and high reproductive rates, as do some apes (at least bonobos and humans) and e.g. dolphins, but that's still a far cry from making it justified to have this apply to even just all mammals.

36
DF Dwarf Mode Discussion / Re: Minecart Machine Gun (and other weapons)
« on: October 07, 2015, 05:57:22 pm »
Interesting. And funky. But using a bumper isn't a bad idea; even without going over max speed, I could use heavy carts to bump lighter carts to get the lighter carts to max speed. That being said, that's more useful with shotguns, since we need a lot of momentum for the carts to actually mow down invaders (not as much if they're just crashing into a wall and spraying their contents.) But yeah, that could be used to make a much more compact shotgun (with, presumably, a higher rate of fire.)

I've seen sources say that maximum velocity occurs after about 50 impulse ramps. Was your shorter distance only possible with the bumping? Or, maybe, exceeding roller speed at that shorter distance?

I'll have to try it out, of course, but I have very few possible targets.

I could be wrong on the number of impulse ramps needed, maybe even on vertical ramps. The latter are less cheaty anyway, just a bit more fiddly to build because you have to jump around z-levels.

Iirc you actually can't use the bumping method to power shotguns, since the bump knocks out any contents. It's just a minecart accelerator. So a railgun, basically. An automatic railgun could probably be built, of course.

37
I've always felt that invaders make it more annoying. Fort being flooded with worn goblin-tainted thongs while I'm mass producing high-quality pig tail goods.
...
I also agree with this completely.

The last time I ran a longer-term fort (34.xx) I had a 11x11 room for all my farms, this meant 4 quadrants with 5x5 farm plots and the aisles between them for seed stockpiles (no bins allowed). After a year or so, I tend to have both excess fibre plants and excess food available. I even farmed some dyes eventually, once I bought the seeds/gathered some, but mostly I allowed my dwarves to use undyed cloth as well as dyed cloth. I don't like using anything bought from the caravans unless I have to, so I farm my own pig tail/rope reed, and tend to have a bit of wool production as well (but that's not really viable to keep a large fort clothed)

I also had one floor of my fort setup for automated clothing production. But that's actually the end point: I had an initial stockpile that only accepted fibrous plants, workflow was set to process that into thread in two workshops that took only from the previous stockpile. The workshops fed into another stockpile which had 2 looms taking from it (again, workflow made sure that all thread was being spun) and feeding to a cloth stockpile. Like I mentioned, I eventually involved dye in the process, that the dye, dyers and their workshops go in in this part of the manufacturing line. And then the dyed or undyed cloth was used by clothier's workshops and workflow kept iirc 10 each of trousers, tunics and shoes available. I had 2-3 dwarves with skill for each of the workshops mentioned above who had most other jobs disabled, and it worked fine.


And yea, I also want to second that you need a lot of bags for some stuff, although you can survive without making them you'll have to skip some production avenues entirely (flour, glass, dyes too actually). And all in all, yes, the cloth industry can take a bit of time to get started, but once it's running it can be easier than many others if you set it up well. Where it really stands out and what you're seeing is that many players who haven't played large forts for long often get surprised by a lot of dwarves suddenly needing clothing replacements. You at least used to be able to get around 100 dwarves in the first year, and they'll start discarding their clothes almost exactly at the same time: if you don't know this is coming and/or haven't started preparing for it in advance (and don't have loads of goblin rags lying around because you haven't gotten around to burning/atomsmashing it yet), you'll have a lot of unhappy dwarves for a long time, until you catch up with the demand. This wasn't an uncommon cause of tantrum spirals.

38
DF Dwarf Mode Discussion / Re: A couple of issues in my fort
« on: October 06, 2015, 08:23:18 pm »
And kind of unrealistic.  Most animals don't have nonstandard sexual preferences.  Probably because Darwin frowns upon failure to reproduce.  Since homosexuality cannot exist long term as a genetic trait unless a cultural taboo maintains it in the gene pool it should only appear on CAN_LEARN creatures.  But bonobos should all be bisexual.
It's neither entirely genetic nor learned. There are certain environmental and biological factors during growth that influence it.

The need for all animals to commit to marriage before mating is what's wrong.

Yea, the bug/mistake isn't in homosexuality, at least (asexual animals may have better arguments against them, and 5% is fairly high for asexuality in sentients as well). Anyway, seems like you haven't heard about one of the predominant (to my knowledge) hypotheses on the genetic benefits on having homosexual tendencies in the gene pool: after some point it's less useful to have more breeding individuals than to have more individuals who will help take care of offspring produced by the existing breeding individuals. This doesn't strictly require sentience, although higher intelligence such as in apes, cetaceans etc. may be a requirement, but technically this could apply to any social/pack animals, including creatures like wolves (just one alpha pair breeds anyway) and lions: prides are ruled by either one male or two brothers - one of the brothers being uninterested in females isn't necessarily a problem, he'll still help with hunting and defending against rival males, but the breeding male may still pass on a recessive/"milder" version of the genes causing homosexuality, and if two of his male offspring somewhere along the line do the same, then that'd make it a viable strategy.

Another interesting anecdote that I offer up for headcanon to explain animal infertility are the phenotypes/mating strategies exhibited by e.g. Ruffs, if I remember the species correctly. Some kind of wading bird with clearly identifiable rooster-style colorful males and blander-looking males, anyway. Most of the roosters and hens are your standard fare, with roosters fighting each other for females, defending harems etc. It gets a bit more complex when some roosters don't bother with fighting, and instead just skulk around the edges and try to quickly get some when the alpha-type isn't looking. The really interesting ones, however, are the ones that actually were thought to be (asexual?) females for a long time, since they really do look just like females, even during mating season... but they're actually males hiding amongst the females, and they also manage to reproduce right behind the backs of the alpha rooster.

Also, a somewhat related comic for a bit of humor: http://www.smbc-comics.com/index.php?id=3727

39
DF Dwarf Mode Discussion / Re: Minecart Machine Gun (and other weapons)
« on: October 06, 2015, 07:52:09 pm »
Yeah, that's why the slope is important; it should naturally resolve any pileups that happen.

If that's an issue, then it sounds like I probably won't be using stacked carts. That could cause difficulty in keeping the weapon firing continuously, anyway, especially if the stack is dwarf-hauled.

Unfortunately, time for building is in short supply until the weekend, so it has to be just plans for now.

Can one consider an impulse ramp array (say 50 tiles long) to be the equivalent of accelerating a cart down a 50-z ramp at 45°? That would help with determining what the size of this mechanism would be like.

Too tired to dig up the source of the info now, but iirc carts attain maximum speed far before 50 tiles of impulse ramps or 50-z of downramps. It's possible to temporarily (friction will of course start slowing it down immediately) get a cart above said max speed by bumping a heavier cart at max speed into a lighter cart, or at least was in 34.x. There was some science on that and I remember speculating if it would be possible to use artifact gem (or other esoteric materials) minecarts to bridge the gap in the weight sequence of materials, to get a full sequence of successively-lighter bumpers, all the way from platinum down to feather tree wood. Any excess weight over 2 times the weight of the lighter cart didn't count for the momentum transfer iirc, or something like that, and the weight difference between the lightest metal and the heaviest wood was/is over 2 times, hence the need for artifact materials in between.

40
DF Dwarf Mode Discussion / Re: A few questions about uniforms
« on: September 13, 2015, 06:28:03 am »
If you want to only allow bone armour, set colour to white, as bone is the only white material for armour (unless you buy elven feather wood breastplates or something weird).

IIRC you also have to make sure you don't have a material selected. So just "white leg armor", not "white metal (or cloth etc.) leg armor" to have bone greaves in the uniform.

41
DF Dwarf Mode Discussion / Re: Sociopathic Militia Commander
« on: June 22, 2015, 06:36:04 pm »
They accepted him, as he was still a king when I started my next fort.

I hope you named him something suitably awesome. Conan or somesuch.

If you didn't, it needs to be done as soon as possible (once he moves to your current fort, or unretire the King's fort in between your current and the next fort, just so you can rename him).

42
I've had elves bring various bears, large felines i.e. lions, tigers etc., and best of all, giant versions of large felines. Giant Lions? Yes Please!

43
DF Suggestions / Re: Housework for dwarf children
« on: January 13, 2015, 07:07:06 am »
I agree. This game is based on medieval Europe. Children should also farm and do whatever they're physically able to.

Well, they do help in harvesting already.

Picking up stray socks and worn clothes to store them would also be nice, but to be honest probably completely unrealistic. ;)

44
Nice to see that someone noticed this from way back and necroed it. :)

45
DF Dwarf Mode Discussion / Re: Connecting Landmasses
« on: January 02, 2015, 06:43:19 am »
Maybe I'm being too simple here, but what if you forgo the fancy dwarfputing and just have a weighted cart line that triggers the appropriate pressure plate for the main cart line to disembark at? Add a second weighted cart with perpendicular rail lines and you have a Cartesian coordinate system.

You'd still need a bit of logic to accept only the signal of the first weighted cart, unless the second weighted cart travels right in front of the passenger cart or in its own dedicated lane. Actually, you could throw both the weighted carts in front of the passenger cart, as long as you accept only the first cart (i.e., there's an extra plate that disengages the weight check for a bit whenever a cart passes.) The first cart is removed from the track after the axis switch, or maybe sent behind the passenger so they can have it for additional trips.

Good of you to think of a simpler solution :)

Also, in focusing just on Star Topology vs. Token Ring, you're focusing too much on computer science/mathematics. Think like a public transport planner for a while: if you have lots of stations, a single loop clearly won't cut it, but several loops and/or lines intersecting them can cover a large network much easier than pure star topology, and requires far less logic, since each subset (loop or line) of the network has fairly simple logic driving it. It does of course require some changes of lines at stations etc.

Pages: 1 2 [3] 4 5 ... 49