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Messages - Shurhaian

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526
DF Suggestions / Re: Interspecies breeding
« on: September 25, 2009, 03:32:17 am »
One thing that doesn't seem to have come up yet is varying results in crossbreedings. A stallion and a jenny produce a mule; a jack and a mare, a hinny. Those two are pretty similar.

A lion and a tigress result in a liger, which is larger at adulthood than either of the parent species. A tiger and a lioness yield a tigon, which is not(it has a reputation of being smaller than either, but this is false).

Similarly, the token wishlist doesn't seem to have anything for specific-gender-pairing hybrids, though I may have missed it.

527
DF Gameplay Questions / Re: Do traps work underwater?
« on: September 24, 2009, 08:10:08 pm »
Yes cage traps will work underwater. However, the stronger swimmers can actually push their cages around as they swim. ...

Wooden cages at least, heavier metal ones would be harder to push around.

Careful of that "would be". It's entirely possible that what's happening is an anomoly, not intended, and thus it might not have any game-physics grounds.

That point could probably use some explicit testing.

528
DF Modding / Re: Making more rocks magma-safe
« on: September 24, 2009, 08:07:04 pm »
Elemental iodine does indeed sublimate readily, although it CAN, with care, be melted as well. (The lighter halogens are gaseous and highly reactive at room temperature, I don't know about the heavier ones.)

Melting points are actually fairly consistent - they can be assigned a value without being TOO far from reality. They're also referred to as "triple points" - the points at which a substance can be in gaseous, liquid, OR solid state.

Many things do sublimate to some degree, as I mentioned; even things below their melting point can do so slowly(thus "freeze drying"; the freezing process leaches water out of the thing being dried, and the ice is then free to sublimate, though physically removing the excess might help it along - see also frost deposition).

Neat as tracking pressure would be, though, I don't think there IS a good way to do it without ramping up CPU use. Not in any way that'd seriously add to the game, anyway... Similarly, that slow sublimation isn't terribly helpful. For game purposes, it's probably best to stick to simple state changes, but explicitly include the possibility that something doesn't have a liquid state at atmospheric pressure.

529
DF Modding / Re: Making more rocks magma-safe
« on: September 24, 2009, 05:29:31 pm »
Sphalerite was mentioned as sublimating at a given temperature.

Plenty of scented compounds do the same thing. They're solid blocks which gradually turn to gas at or around room temperature. Some of them use heaters to do the same or speed up the process. (A possibility is that the sublimation point is below room temperature, but there's substantial heat of vaporisation to overcome, so the process takes time without pumping energy into it.) Camphor, while solid, emits fumes that, among other uses(including for its scent), helps keep tools from rusting.

It might not be the best-known pattern, but dry ice is hardly unique in doing it, even at standard pressure. Even substances that do have a liquid state can go through sublimation and deposition(frost crystals on a window are water vapour going directly to a solid state); there are other substances that simply don't have a liquid state unless put under pressure.

530
DF Modding / Re: Making more rocks magma-safe
« on: September 23, 2009, 11:50:25 pm »
Regarding sphalerite - how does DF handle things with only one listed state point? If a substance with no melting point just boils away at the boiling point as normal, that's probably the closest we can hope for. If, on the other hand, its behaviour is undefined or it needs to be liquid to boil away(and since it never melts, doesn't), setting its melting and boiling points one degree Urist apart may make sense.

531
If elves thought more like dwarves, they would SO come up with something like that.

532
Those who run on Windows want it to be faster. Fair enough.

Those who don't, just want it to be available. There's no need to be patronizing about it.

When I did have Windows available, before that computer's motherboard died of old age, I never had any reliability issues, and didn't mind waiting a little bit for it to load. Certainly it was far, far less than the issues separating me from it now.

533
DF Gameplay Questions / Re: Random Questions by Durin
« on: September 22, 2009, 01:28:47 pm »
Indeed, if you prepare lavish meals from big stacks of ingredients, they often won't fit into a barrel(I believe the max there is 10 items of food or however much drink gets brewed up in a single batch). It's also likely to be very valuable, especially once your cook is experienced.

534
DF Gameplay Questions / Re: My Very Own Magma Glass Forge!
« on: September 21, 2009, 10:51:51 pm »
It might be that the dwarf who fell down the stairs did so because he was unconscious, which is something cave-in dust does, I'm pretty sure.

So someone who passes out while on the stairs - or, indeed dies - will fall down. In the latter case this isn't much of an issue, of course...

535
DF Gameplay Questions / Re: Waterskins and backpacks: worth it?
« on: September 19, 2009, 06:54:34 pm »
I've seen mentioned plans to let dwarves carry booze in waterskins.

That will make them much, MUCH more worthwhile. So long as they don't empty the skin and immediately go refill it, anyway, but wait until they're thirsty again.

536
DF Suggestions / Re: Workshop Placement and Rotating
« on: September 19, 2009, 06:16:12 pm »
I've seen that argument before, and it doesn't hold water.

Okay, the long-run plan is to make it not an issue. How far in the future is it going to be, though? If it'd be a relatively quick fix to put in one of these other changes as an interim suggestion, it may be worth doing, just to make things easier until it DOES get put into its "final" form.

Nothing says a feature needs to be changed directly into its ideal state, anymore than it was MADE in that state. Sometimes this is because testing reveals a likely change; sometimes it's as a stopgap. And sometimes testing can reveal a likely stopgap.

537
DF General Discussion / Re: Introducing dwile, a dwarf tileset previewer!
« on: September 17, 2009, 05:55:54 pm »
I should note that I don't much mess with tilesets myself.

However, DF setting so many things at runtime is something that's caused me grief in the past. A good number of the init.txt options, it'd really make some sense to have as configurable in game. Perhaps only in the main menu, for some of them, but others there's no reason that I can see changing would be a problem(fluid depth display, autosave, FPS, idlers top/bottom, population cap).

Graphics and tilesets would be a good candidate for in-game swapping. But until that's here, this seems like a GREAT idea - a much faster way to compare and see what you like than messing with the tilesets and loading up a fort one at a time.

538
DF General Discussion / Re: Dwarf Fortress is HARD. :D
« on: September 17, 2009, 03:27:49 pm »
Does silk have a subtype? Can you, say, use the creature raws to produce, in that supplementary reaction, not just generic silk, but silk with the subtype SPIDER_CAVE_GIANT?

[PRODUCT:100:n:THREAD:NO_SUBTYPE:SILK:SPIDER_CAVE_GIANT]

I'm not sure if thread should have a subtype, or if that's decided by it having the SILK matgloss.

Edit: This syntax works fine. Replace n with however many silk you want it to spawn, or use SPIDER_CAVE if you don't want to cheat QUITE that outrageously, and add it into your reaction of choice. You could probably make one that's a bit less of a hack - consume a bunch of pig tail thread, spit out a silk thread - if you want something approaching balance and just allowing for silk on a spiderless map(or turn off auto-loom and buy some from the caravan...), but making such a reaction and not attaching it to an existing one would require a world regen.

539
DF Gameplay Questions / Re: Mass extinction of chasm creatures.
« on: September 14, 2009, 08:13:26 pm »
Aha! So THAT'S why I'm suddenly getting messages about troglodytes giving birth...

540
DF Dwarf Mode Discussion / Re: Simple flood-free water control
« on: September 14, 2009, 11:32:39 am »
Most things linked up to a lever are not simply toggled by it. Throwing a lever to the right sends bridges a "raise/retract" instruction, floodgates and doors an "open" instruction; throwing it to the left sends the opposite, no matter what state that bridge/door/floodgate may be in at the time.

The exceptions are one-use triggers like cages and restraints, and gear assemblies(which ARE toggled).

If you want to invert a switch, you could use a system of mechanically-powered pumps and a pressure plate. When the main lever is thrown, it turns on a disengaged pump and puts water on the pressure plate. Throw the lever again, and that pump disengages, and the OTHER pump re-engages, sucking that water off the plate and sending it back to the reservoir. Or something similar. Rig the pressure plate to the things you want in the reverse state.

The bridge vs floodgate system is wonderfully elegant, by comparison. Put a fortification upstream and you can be sure a large creature won't get in to block the floodgate.

You'd probably still want a backup lever somewhere for the floodgate alone, in case it DOES get jammed in the wrong state.

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