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Messages - Atomic Chicken

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496
WOW!
Do you remember which "Some of the sites" remained built if you didn't fast travel away from them?
Firstly, I want to clarify that I was refering to sites marked using DFHack, not sites created during world generation. 

Now, as to which sites this works with:to be honest I only know that it works with the "red X" site, and merely assumed that it might work with other sites too. I actually discovered it accidentally, when i left the site on the local map after having built a couple of walls there. After fast travelling around a while, I returned to the site (which is invisible in the travel map) and was surprised to discover that I had spawned on one the walls I had built! Further experimenting showed that, once this was done, the walls did not deconstruct after leaving in fast travel mode.

Edit:I am doing further test on this subject getting somewhat strange results. It appears that for constructions to remain built permanently, red X sites must be reloaded twice. Here's the methodology and my result:

Test 1
1.Went to random location in wilderness.
2.Created a "type 6" site (i.e. red X)
3.Opened advfort and built a wall.
this is were things start to get weird
4.Slept at site
Result:wall deconstructed.
5.Built another wall.
6.Slept again
Result:wall remained built

Test 2
Repeated steps 1-2
3.Slept
4.Built wall
5.Slept
Result:Wall remained built

Test 3
Repeated steps 1-2
3.Slept
4.Slept
5.Built wall
6.Slept
Result:Wall remained built

497
DF Dwarf Mode Discussion / Re: [CHALLENGE]Dwarven Combination Locks
« on: August 01, 2013, 06:58:33 am »
OK, after a few rounds of revision, I have finished my lock. It is minecart-based, so any challenge using this design will need to be marked as a lair to prevent item scatter.

Features:
  • Resettable.
  • Result is unknown until you pull the 'submit' lever.
  • Improper use of/attempts to hack the 'primer' and 'reset' levers may create false negatives, but will not create false positives. False positives are theoretically possible, but you'd have to have correctly entered all but one of the levers already, have a speed of 1, and also be very lucky.
  • After each lever pull (except for the 'reset' and 'primer' levers), the lever pulled is disabled until the system is reset.
  • Expandable to an arbitrary number of levers, limited only by the amount of space you have.
  • Logic components can be arbitrarily far away from the input terminal
  • No fluid logic=no need for pumps, power, or any geographical feature. (Unless you want to use them as part of the punishment for failure.)

Drawbacks:
  • Requires dfhack to export to adventure mode (minecart-based system)
  • Reset operation may cause lag
  • Large numbers of activated levers may cause lag
  • Will break if Toady fixes impulse ramps

The correct combination for this example is 23615. (Lever 4 will cause failure if pulled.)

Screenshots are using Phoebus. If you're not familiar with Phoebus, please note that the purpley-magenta bear-traps are pressure plates. All other graphics should be self-explanatory.

My solution was to model the lever combination as a finite-state automaton.

Spoiler: Logic (click to show/hide)

Since pressure plates send an 'off' signal after 99 seconds without re-activation, I needed a way to keep the consequence of success or failure active for longer than that. So I made a separate, mini-automaton for tracking only success and failure.


Allowing the user to close failure doors after opening them was a huge security hole in my original design. So I redesigned using more minecart automation!


Oh, some nice details in this one. I particularly like the single-use (resettable) levers and the 'held' states.
I agree with Larix, very nice design Button! Trying to understand all the logic made my head hurt, but it was worth it. :P Added to OP.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Should I add these concepts to the OP or wait until working designs are submitted?

498
I just started playing a new adventurer and I went to a fort to get some friends. There was a item inside the fort that was simply called "It Is Death" what does this do? is it a easter egg?
Sounds like a book about necromancy. Try reading it.

If it were a book, it would be identified as a book rather than "It Is Death".  :P
Actually, all books are considered artifacts and so are identified by their name (i.e.the book's title) rather than being identified as "donkey leather bound book." That shows up on the book's description screen though. I'm more curious as to what a book is doing in a fortress-my first guess is that a clown masquerading as a deity is living in there. However its title has the word "death" in it, which is usually a characteristic of books holding the secrets of life and death.

OP:try reading it (pick up book, press "I" and select book) and see what happens. Then explore the fortress' keep.

Edit:Woops, didn't realise that there were already replies to this; sorry.

499
When you create the site it first asks you for a name, then for a number, for the type of site. Since I Had no clue what i was supposed to type in there I typed in a question mark, and everything worked splendidly. I later typed in a number at a different site, and at that site constructions were not saved. We should experiment a bit more to see what different numbers result in.

The created site is very small, you'll have to build within It's boundaries.
So, I did a bit of experimenting on this and got these results:

non-numeric character=lair (mound type)-creates empty mound-lair upon reloading area
0=white (dwarven) ruin, cannot travel through, acts like abandoned fortress
1=dark grey (goblin) ruin
2=cave, constructions remain built, no cave formed upon reloading site
3=light grey (human) ruin, constructions do not remain built
4=yellow (elven) ruin, constructions do not remain built
5=town, constructions do not remain built
6=red X, constructions do not remain built
7=lair (burrow type)-creates an empty burrow type lair when site is reloaded-constructions outside the lair deconstruct, constructions within it do not
8=fortress
9=bandit camp
10=tomb
11=pink X
Every number tested that was above 11 produced a site marked with a pink X.
There might be more sites available, but I did not feel like typing out every single number from 12 to infinity...

Note that I did not test to see if constructions remained built in all the sites. Also, I discovered that for some of the sites where constructions normally deconstruct, if you leave them on the local map instead of fast-travelling out, they will remain built permanently.

500
DF Adventure Mode Discussion / Re: Met a legendary dingo
« on: July 28, 2013, 01:49:42 am »
What's this misconception about glowing creatures being legendary? That only applies to fortress mode. In adventurer mode, a glowing creature is simply a historical one. That is to say, the dingo that you met had killed someone sometime in its life. Can easily be proven if you use DFHack to check its skills (directly or by bodyswapping). Also, when it tried to talk, it was the animal equivalent of a human bragging about its kill list.

501
Excellent writing, love the story. Eagerly awaiting more. :D

502
DF Dwarf Mode Discussion / Re: [CHALLENGE]Dwarven Combination Locks
« on: July 23, 2013, 09:50:25 am »
That is a very fine piece of dwarven machinery you have there Larix. Took me ages to grasp, 5 stars for dwarven ingenuity and over-complicatedness! Added to OP.

503
Has anyone built the tables in the museum using adv-fort yet? If I remember correctly, furniture remains built even if a site isn't marked.

You remember correctly, if you replace "remains" with "does not remain" and "even" with "especially".
I just tested this by building a table in the middle of nowhere without marking a site, leaving the area and returning after travelling around randomly for some time. The table remained built. Are you sure it isn't your memory that needs correcting, Putnam?

504
Has anyone built the tables in the museum using adv-fort yet? If I remember correctly, furniture remains built even if a site isn't marked.

505
DF Dwarf Mode Discussion / Re: [CHALLENGE]Dwarven Combination Locks
« on: July 18, 2013, 03:29:32 pm »
Oh frig, mine (development stalled by work I actually get paid for) is minecart-based. I never play adventure so I was trying to make a design that wouldn't require any special geography (volcano, aquifer, river, etc). Back to the drawing board.
What's wrong with it being minecart-based?
(development stalled by work I actually get paid for)
:P

506
DF Dwarf Mode Discussion / Re: [CHALLENGE]Dwarven Combination Locks
« on: July 18, 2013, 04:32:20 am »
Small? Not a chance,
This isn't minecraft!
I was speaking relatively, but I guess "keep it simple" would have been better. You know, I think I'll edit that. Also, I have never played Minecraft. :P
So I'm still designing and I have a question: do water wheel perpetual motion generators work in adventure mode? If yes, I presume the adventurer needs to kick-start the generator?
Yes, perpetual motion generators, and just about every other fluid-based machine/logic gate works perfectly well in adventurer mode. The only difference there is to fortress mode is that fluids can't be drained off the edge of the map.
Challenge accepted.

What should I put behind the combination-locked door, comrades?
Such anticipation! :P I await your lock design.
I am imagining a system that uses the "teleporting" effect of water pressure and several door-linked levers. The water reservoir is dumped into the control tubes by an activation lever. If the correct series of doors are opened, water is allowed to reach a pressure plate that opens the vault. A reset lever drains the control tubes and refills the reservoir. If too many doors are opened, there won't be enough water to reach the pressure plate (due to the finite capacity of the reservoir). Optionally, some levers may open doors to pressure plates that activate traps.

Would the "abandon scattering" screw up a minecart shotgun trap?

Since adventurers can look at levers to count the number of mechanisms attached, dummy links should be added to some levers to mislead or equalize.
This sort of thing would never have occurred to me! I wait in anticipation for your prototype. "Abandon scattering" would indeed render a minecart shotgun trap useless, but this can be solved easily by using DFHack to make your fortress a lair, as items do not scatter in lairs. Also, good point about the number of mechanisms on levers, I think I'll add this to the OP.
Spoiler (click to show/hide)
Quite an interesting design, too bad that it can only be reset properly in fortress mode though. Nevertheless, it meets all of the other requirements, so it deserves a place as the first submitted entry in the OP.
The concept I posted earlier worked perfectly. I constructed a proof-of-concept six lever lock, but the design can easily be extended to an arbitrary number of levers. Here's the save (Note: I'm currently working on an update addressing some minor shortcomings in this design), and here are some pictures:


Excellent and very well explained too. However it appears that the save file you posted does not contain the combination lock; rather it seems to have been saved right after embarking.
Spoiler (click to show/hide)
I honestly wasn't expecting entries so quickly! These all appear to be very interesting and useful designs; I shall link them in the OP shortly.

507
DF Dwarf Mode Discussion / [CHALLENGE]Dwarven Combination Locks
« on: July 16, 2013, 09:47:42 am »
Hello Bay12ers! I am back from hiatus and I bring with me a new challenge for the community:
create a combination lock and show us your design!
Such a creation will surely be a worthy contribution to dwarven technology and security; a wondrous machine for protecting socks from undeserving thieves by securing the vault from those without knowledge of the correct combination required to open it.

Requirements:
1.Activating a number of levers/pressure plates (levers are preferred, as pressure plates don't work well in adventure mode if discovered*) in a set sequence causes the vault's door to open.
2.The sequence should feature at least 3 levers/pressure plates, the more the dwarfier.
3.Can be reset after both correct and incorrect attempts at opening. We wouldn't want our vault to remain open forever after withdrawing a single sock, now would we? And we definitely wouldn't want some forgetful dwarf permanently sealing off the vault by inputting an incorrect combination.
4.The use of creature logic gates is discouraged, as these currently do not work in adventurer mode, and so *would be a blow to players who come here seeking combination locks for their adventurer dungeons. (all pets die instantly and all other creatures scatter around randomly upon abandoning the fortress).

Bonus Points:
1.Causes a penalty (such as flooding the room with magma) when levers/pressure plates are activated in incorrect order .
2.Although this is Dwarf Fortress, where it is usually mandatory for projects to be overly-complicated, this certain challenge encourages you to try to keep things simple, as I would like combination locks to be an addition to fortresses and not megaprojects in themselves. Don't worry though, your superdwarfputers will still be accepted if they can get the job done.

Also, here's a tip for those who wish to use combination locks as adventurer challenges:
Since adventurers can look at levers to count the number of mechanisms attached, dummy links should be added to some levers to mislead or equalize.

Once you have designed a working combination lock, post a couple of screenshots/diagrams of it as well as a short description of how it works. A save file containing a prototype of your lock will also be greatly appreciated (but is not necessary).

Good luck! Science is waiting.

Entries:
Spoiler (click to show/hide)

508
DF Gameplay Questions / Re: upright masterwork (adamantine scimitar)
« on: July 16, 2013, 07:31:52 am »
After my soldiers killed the HFS in front of the bridge i sent somebody to retrieve the adamantine scimitar but I lost sight of it so now i dont know where it is. Is there a way to find it?
The demons will happily slaughter any siege you get, which might be an issue later on

What do you mean? I have locked them down in the 3rd cavern layer. How could they possibly slaughter sieges? I read in the wiki that some can lead a goblin siege.
Also I am constantly receiving spam messages "The plump helmet man/the crundle/The Rutherer is caught in a cloud of flames!" And when I go the Dead/Missing screen i see a lot of them dead even a couple of dead blind cave ogres. I also read in the wiki that HFS can learn. So can I expect the next time I go down there to meet Legendary fighters, dodgers and so on?
I think he is telling you to make a pit to the caverns from which you can drop enemies using a retracting bridge. (Although this is probably not too advisable unless you can prevent the exit of the demons). 
Now that this topic reveals the nature of HFS and clown tents, you should edit the title to include [SPOILERS] so as to prevent new players from accidentally spoiling their experience.

509
PTW
This is amazing.

510
DF Dwarf Mode Discussion / Re: Stupidly Awesome
« on: July 16, 2013, 07:06:23 am »
Probably when some a couple of dwarves decided to stay outside during a minotaur attack, despite the alert being set. It was only when the minotaur reached them that finally they decided to run (the military were still exiting the fortress at this point). Realising that he could not outrun the beast, some random fisherdwarf turned round and kicked it in the leg, breaking its bone and making it fall to the ground. This gave the other dwarves the time they needed to escape, and gave the military the advantage they needed to kill it. Unfortunately, the minotaur had enough time to rip the fisherdwarf's sock off and beat him to death with it.

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