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Messages - Shurhaian

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136
DF Dwarf Mode Discussion / Re: Avoiding parties!
« on: June 03, 2010, 10:22:58 am »
Even if you keep every single dwarf busy, you will get parties - after all, nobles and children never have anything important to do.

Not if you stick to zone-based meeting areas you won't. You can put them in a room with statues and caged/chained animals, and the dwarves will get all the benefits of the surrounding architecture(and keep idle dwarves out of the way of ones doing actual work), but without parties sucking them in. In that, the OP is correct - it is(sorry) not a new development, but it is entirely accurate.

137
DF Dwarf Mode Discussion / Re: 219 Rose Gold Bars
« on: May 12, 2010, 07:38:38 am »
No, it's showing the ramps the right way. The problem is that it's not doing hidden surface removal properly - it's not drawing the face of the ramp as obscuring the side of the next ramp tile behind it, but the other way around.

Why it's doing so is beyond me...

It's doing the same thing for flat tiles, and it's all the same: the left side of each tile is not properly in the foreground

138
I'm fairly certain that the material selection when building a workshop(or other building, as when using furniture) is in fact based on pathing distance.

I'm also quite sure that in a large fort, there is a significant pause when it gets to the "material construction" stage as it works this out.

Now imagine that pause every time a workshop job comes up.

139
Strictly speaking, if you build a bridge without considering which direction it raises, it doesn't raise at all; it retracts. I'm not sure what else you might be getting at there.

Regarding the OP: To understand why changing job orders is not a trivial task, it may help you to know that - so far as I'm aware; this may have changed - dwarves don't choose jobs at all. Instead, jobs periodically look for idle dwarves with appropriate active labors, and choose them. It's not so simple as the dwarves looking for and selecting jobs that are somewhat nonsensical, and needing a smarter algorithm. To get dwarves to go to jobs in a more sensible order would need a total reversal of job allocation.

Perhaps that is something that should happen at some point, but it is, as has been stated above, far harder to pull off than to look up a bunch of already-existing figures and plug them in.

140
You have plenty of unrotten fish - they're just not unrotten raw (uncleaned) fish.

Correction: Cave fish exist(I'm looking at one now), so cave lobsters might well be there too - but they certainly can't be counted on.

141
Even in DF2010, there is a lower limit on the z-levels allocated for your fortress. Although in many cases this is quite vast, I actually have hit it within... I believe it was 50 tiles if not less. I just had everything crammed into a tight space.

142
DF Suggestions / Re: Gender Differentiation
« on: April 27, 2010, 08:32:29 pm »
Agreed. Is there any reason for this to still be on the suggestions list? It doesn't currently have many votes, but at 6, it doesn't have none, either.

If this isn't clarified soon, might be worth sending a PM to the OP about it; it's a complex enough issue that I for one wouldn't want to just suggest to Toady that he scrub it from the voting list without offering a chance to refine it.

143
They don't start out rotten, they start out processed; but the problem still stands, especially since we can't get cave lobsters from the caverns to compensate.

(On a map where fishing works, you get the bones and shells when the fish are processed. Fish bought at embark or from caravans have always been processed - but now that hurts for moods.)

144
This is a Bauxite lever. All craftdwarfship is of the highest quality. On the item is an image of Donttouch the Bauxite lever and dwarves in Copper. Donttouch is surrounded by the dwarves. The dwarves are burning.

Slightly tweaked to be closer to how it shows up in game, but still - heh, I like.

145
DF Gameplay Questions / Re: No river, no aquifer…no food?
« on: April 26, 2010, 03:00:39 am »
Aha. I knew you could make a place considered indoors that formerly was not(else you couldn't build an aboveground bedroom/dining room), but wasn't sure on the "aboveground"... Which means the only time you have to worry about that message with an aboveground crop is if it's not entirely aboveground to begin with.

So - the game tells you right there that the "needs mud" is for underground farms; what's the problem? :)

146
DF Dwarf Mode Discussion / Re: Does adamantine still bring the king?
« on: April 26, 2010, 01:04:20 am »
Indeed. As soon as you breach the magma sea, you will probably see "Raw adamantine! Praise the miners!"

147
DF Modding / Re: Dwarf Therapist (LATEST 0.5.1 4/24/10 see first post)
« on: April 26, 2010, 12:20:49 am »
That's a valid thought in that the skills are often what you care about, more than the specific dwarf, so putting the skills as the rows and the dwarves as columns could be handy.

Main disadvantage I can see is that there'd be fewer skills (but more dwarves) shown at a time. Hmmm...

148
Even in 40d, I think it was 1:1. But it may be that you're getting more fat than you used to.

Even so, I'm surprised you ran out quickly. Rendering fat used to process an entire stack, now only does single units; I thought soapmaking was the same way. It used to make as many bars at a time as would entirely consume the reagent it had less of at the alchemist's shop - that is, if you had a barrel of 10 lye, and a stack of 7 tallow, it'd make 7 bars, but if you only had 5 lye, 5 bars, in each case leaving the surplus intact. Now I think the reaction does one at a time - or is this not the case?

To be honest I haven't messed with soap since encountering the 'cancels Clean self: Area inaccessible' bug.

149
DF Gameplay Questions / Re: No river, no aquifer…no food?
« on: April 25, 2010, 11:03:10 pm »
It tells you you need mud for underground farms(or is it subterranean that it says in game? Not sure).

Either way - that doesn't matter if you're building a farm plot on the surface. At that point it basically warns you that "if this is ever considered underground, you will not be able to farm it".

150
It is possible to say "that's not correct" without being a collossal jerk about it.

I just looked it up on the Wiki to confirm, and in a way we're both right. Glass was not a magma-safe material; most glass items would melt when immersed in magma. However, due to a game quirk, furniture was a notable exception(although mechanisms were still required).

All of which is tangential, as screw pumps never get immersed in magma; (almost) any stone or metal(or, indeed, glass) worked in 40d to transmit magma, although anything that could burn(wood, graphite) eventually fell apart under the heat(and if the pump destination was at 7/7, would promptly be immersed).

I actually don't know how it behaves now, though - my biggest pump stack was made with dolomite blocks(now magma safe) and iron components(magma-safe all along). If you have sedimentary layers, though, this isn't likely to be a resource problem, as you'll likely have both coal and iron aplenty.

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