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Messages - anewaname

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301
General Discussion / Re: Armchair Economics Thread - Re-Resurrection
« on: January 18, 2023, 11:59:00 pm »
A few months after the WHO declared the covid pandemic, this site's chart shows Microsoft SEC filings said 180k employees and a year later they said 220k employees, so they gained 40k employees when the pandemic forced many people online and businesses/organizations bought service contracts from Microsoft.

So, Microsoft is laying off 10k employees. I'd say it is not because the workload decreased but because the workers got better at the job so fewer were needed (so then it became employee screening like EuchreJack posted).

302
DF Dwarf Mode Discussion / Re: Should Size matter more?
« on: January 17, 2023, 08:22:17 pm »
Giant herbivores have always been bad at fighting unless they have risen from the dead. It is just that now they are more likely to charge into combat.

303
DF Dwarf Mode Discussion / Re: Magma crabs not firing
« on: January 17, 2023, 08:15:33 pm »
The caravan guards... :p

304
So the first question is... does a Work Order Condition only check items in a stockpile, ignoring those on the floor or does it count all?
The work manager counts all items not "owned" and not currently Tasked (being hauled to a stockpile, flying through the air, etc). This means the robes in the stockpile and in the workshop are counted, unless they are 'T'asked. All work manager counting is like this, so booze is a good example... if you have 3 barrels with 25 drinks each, the work manager thinks you have 75 booze, but if three dwarfs each start drinking, they will Task those 3 barrels and the work manager will think you have 0 booze left because the 75 are all unavailable. But your work order is for 1 item, so it is unlikely the robes are all tasked or owned if you have many in the workshop... Try going to the order's conditions and adjust the number until you determine how many the work manager thinks you have.

305
You could argue that diagonals shouldn't reduce water pressure, but you could also argue that doors and bridges shouldn't reduce water pressure to 0. The question with diagonals might become, "how much should they reduce water pressure"? And, could dwarfs build a 1-tile construction that allows a n/7 liquid through every n ticks? Maybe the quality level of a door could determine how much water will leak through it...

Some "bugs" are the equivalent of "making a decision to round the numbers in one direction instead of the other", until a better way of doing things is done.

306
General Discussion / Re: The Bay 12 Temple; Unofficial Religions Only
« on: January 15, 2023, 10:21:55 pm »
That Hootra is terrifying, it is like looking into the eyes of every chicken that ever died to feed my belly.

307
DF Dwarf Mode Discussion / Re: Frozen Brook Farm Discovery
« on: January 15, 2023, 07:55:35 pm »
Can creatures can see through them? Plant gathering while dangerous things roam above...

308
Yep, it is the same as before, and it appears to be as it was intended to be. I also don't think it should be changed. But it can a nasty surprise when a mob of dwarfs find an alternate route through 300 tiles of the caverns because they were all using a 1-wide tunnel to haul stuff 30 tiles then you opened a second entrance into the caverns elsewhere while mining. Or, you have two staircases going into the depths but one goes through a heavy aquifer project that you lost control of and also created an alternate path through the pouring water (when you find a pile of dead dwarfs and wheelbarrows at the bottom of the stairs, you question why they chose that much longer and more dangerous route).

My reason for uploading the DFFD example is because pathing in 1-wide hallways was mentioned a bunch of posts earlier, but the "unless there is an alternate route" condition wasn't mentioned. I remember those forts every time I'm choosing how wide to dig a hallway.

309
Run it at a lower FPS, you'll see the dwarf's icon change when they go prone.

The prime reason for that example is to show the problem with using 1-wide corridors when alternate routes exist.

310
DF Dwarf Mode Discussion / Re: My local elves are farming gemstones.
« on: January 13, 2023, 08:38:41 pm »
I choose to believe Satan's post, because it is so much cooler to think the elves are farming gems.

311
In a 1-wide corridor, dwarfs only will pass each other when there is no alternate route. If there is an alternate path, they will use it.

Here is a DFFD 50.05 example with two rooms connected by two 1-wide corridors, and three stockpiles linked in a loop. It should load up with two dwarfs heading towards each other in one corridor. When they meet, one reverses direction to use the other corridor, and there meets another dwarf but because there is no alternate route, one dwarf goes prone so they can pass.

312
DF Dwarf Mode Discussion / Re: Magma crabs not firing
« on: January 13, 2023, 07:29:29 pm »
In the caves, giant cave spiders might attack a hauler but they won't spit webs at them, but if you send a squad of military after that spider then it will fire webs madly at them, and crabs might also respond like this if you send a squad walking past them.

313
DF Gameplay Questions / Re: Outdoor and Indoor Tiles
« on: January 13, 2023, 06:33:36 pm »
How can I know if it is indoors or outdoors (apart from the obvious)?
Can I change outdoors into outdoors and otherwise?
I'm mostly interested in windmills (can I make them work underground) and farmplots (can I plant cave plants outside and regular plants in the caves).
You cannot see the information currently, but it will probably be back soon. It is likely all the info in the wikipedia from 47.05 is still accurate for farmplots and windmills (and someone will say if it is not).

To determine if a tile is "indoors" or "outdoor", check if there is a roof anywhere above the tile or attempt to build furniture that needs be be built indoors (bed, table, etc).

To determine if a tile is "light" or "dark", the method I know is to built a 1-tile farm plot and see what plants can be built there.

314
DF Dwarf Mode Discussion / Re: Magma flowing up through forge
« on: January 11, 2023, 05:44:13 pm »
Your magma came and went like tides? Is your embark a reclaim of a site you abandoned earlier?

315
DF Gameplay Questions / Re: Best way to train the (new) Mason skill?
« on: January 11, 2023, 05:42:33 pm »
It used to take 17 uses of a skill at 30 xps each to gain a rank in architect, so put an unskilled dwarf in a locked rooms with 34 blocks, then save and test building 17 four-tile bridges (will use 2 blocks). You'll find if you get more than 30xp for multi-item constructions and what skill it trains.

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