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Messages - Bumber

Pages: 1 ... 70 71 [72] 73 74 ... 606
1066
DF Suggestions / Re: Terrible Suggestions Thread
« on: June 09, 2021, 08:10:20 pm »
Dwarves can declare themselves sovereign citizens and freemen-on-the-land.

1067
Utilities and 3rd Party Applications / Re: DFHack 0.47.05-r1
« on: June 09, 2021, 03:20:41 am »
Could "unk_v40_1" on projectiles be related to abilities/powers? It's set to 4885 for magma crab globs, 7035 for intelligent undead icicles, and -1 for bolts fired from a crossbow. Falling objects seem to have it set to really high garbage values. Could be the "parabolic" or "unk9" flag that has the game ignore that.

Update on this: Looks like it's the target unit's id. Magma crab was aiming at one of my undead, my undead were all aiming at the magma crab, and the bolt was aimed at an archery target.

1068
Or someone could databend the movie in a suggestive way. ;)

1069
DF General Discussion / Re: Future of the Fortress
« on: June 07, 2021, 04:42:10 pm »
2. Will the steam version of the game have an option to play the game in ascii, or will it be required to use the graphics pack?

IIRC, it's been said that the Steam version will come with an ASCII option.

1070
DF Dwarf Mode Discussion / Re: I finally got my GCS silk farm working
« on: June 07, 2021, 04:34:00 pm »
Sounds like they're retreating due to morale. I've had the HFS avoid my dwarves when I had too many well-trained, well-equipped squads together. Moving some of them away caused the HFS to attack.

What if you mod GCSs to have legendary discipline? Or just have more allied creatures nearby?

1071
General Discussion / Re: The Dream Thread
« on: June 07, 2021, 02:14:10 pm »
Had a dream I was in a mountain filled with tunnels and rail tracks. I set off a tripwire (rigged to some shotguns and stuff like in Fallout 3) in an area with some chests, and an explosion went off and the mountain started to slowly fill with !!magma!!. I had dual grappling hooks to slowly drag me along, since my legs weren't working that well for some reason. I kept running into dead ends with more magma pouring out of the cracks and having to backtrack. I eventually made it to a coal powered flatbed train car and got out.

Shortly after, I somehow ended up back in the mountain in the same predicament, because that's how dreams do. Ended up finding a Breath of the Wild shrine buried under some loose dirt, which led to another escape passage. Was making my way through it when I woke up.

1072
What exactly is Trump's equivalent to this?
Trump's covid solution is the equivalent.

It's stupid, but he's not really wandering off topic. Disinfectants and UV light kill the virus, therefore we should look into using them to kill the virus inside the lungs. He asks if Birx has looked into it (which she hasn't, because it's idiotic.)

Seemed more to me like Trump was unsure and spitballing. Didn't hear him in his usual bold tone saying his answer was correct. Does that come off as being on drugs?

Here's Biden in the 2012 VP debate. He was plenty good with clarity and witty responses back then. There's no comparison to the Biden of today.

Why is this in the abusive policing thread? In policing, the groups of people who attempt to "destroy the problem" are the main source of abusive policing. They are attempting to kill kill kill, just like Trump with his disinfectant and laser solution. It is not all of the police, it is just the ones that seek to "destroy the problem" rather than "solve the problem".

That's kind of a stretch, considering he was only brought up as part of an ad hominem.

1073
Other Games / Re: Minecraft - It has blocks.
« on: June 07, 2021, 12:58:27 pm »
Version 1.17 seems to be nearing release. The second release candidate is out today, and if we got a third before the full version that'd be a first.

Edit: It's out.

1074
Here's a simplification of the code for erasing the plant from the map column:
Code: [Select]
-- Erase plant from correct map column
map_block_column = df.global.world.map.column_index[base.x//48*3][base.y//48*3]
for i,plant in pairs(map_block_column.plants) do
if plant.pos == base then
map_block_column.plants:erase(i)
break
end
end
"//" is integer division, which avoids the need for "math.floor()".
Note that "n//m" equals "n - n%m", because it's the non-remainder portion. Edit: I guess it's "(n - n%m)/m".
Dividing by 48 instead of 3 (since 48 = 3 * 16) takes care of the column conversion.
(It's worth pointing out that "base.x//48" is a mid-level tile coord. MLT's are 3*3 tile block columns, so "base.x//48*3" is a tile block column coord. It all checks out.)
Reused "map_block_column" instead of calculating it again.


Some shroom trees use just "body.connection_north" to indicate part of their cap, so you'll need to add that to "getPositions()". You also used z1,y1,x1 in the displace logic instead of the loop variables z,y,x.

You're probably going to need to remove roots, unless that's handled automatically somehow. "tree.roots" is similar to "tree.body", except it's upside-down. It's indexed from 0 to "tree.root_depth - 1". Presence of a root is indicated by "trunk" flag. Should be as simple as adding a second z loop after the first one. (Technically, you could get away with just "tree.roots[0]" in the current version of DF, but a loop is forward compatible for root_depth > 1.)

Changes:
Code: [Select]
...
local z1 = tree.pos.z
local z2 = tree.pos.z + tree.tree_info.body_height - 1
local z_root1 = tree.pos.z - 1
local z_root2 = tree.pos.z - tree.tree_info.root_depth
for x = x1,x2 do
for y = y1,y2 do
for z = z1,z2 do
pos = {x=x,y=y,z=z}
body = tree.tree_info.body[pos.z-z]:_displace((pos.y - y) * tree.tree_info.dim_x + (pos.x - x))
if body.trunk or body.twigs or body.branches or body.connection_north then
positions[#positions+1] = pos
end
end
for z = z_root2,z_root1 do
pos = {x=x,y=y,z=z}
root = tree.tree_info.root[pos.z - z - 1]:_displace((pos.y - y) * tree.tree_info.dim_x + (pos.x - x))
if root.trunk then
positions[#positions+1] = pos
end
end
end
...
I also simplified the if statements for body checks.

All that's left is to account for "position.z < base.z" for the tiletypes. Assuming roots can't grow in stone (need to test this,) then all you have to do is convert those positions to soil walls (tiletype 261.)

For the base, the floor tiletype should chose randomly from {348,349,350,351} instead of just 350 for tile variations. (That was probably already on the to-do list.)

1075
DF Suggestions / Re: Terrible Suggestions Thread
« on: June 06, 2021, 01:45:21 am »
Every seed is also undead and will start growing under the skin of dwarves into zombie plants.
These undead plants can take over a dwarfs body making some kind of plant/dwarf hybrid zombie.
In undead Dwarf Fortress, plant humps elf!

1076
Every 8th or 16th line would fit the map better, given each embark square is 48x48.

1077
DF Dwarf Mode Discussion / Re: Idea for a fountain
« on: June 06, 2021, 12:27:54 am »
I'd recommend building ramps on all the floor tiles of the collection area at Z-2 to prevent trees from suddenly mature and gum things up.

I think constructed floors work just as well. Haven't seen saplings grow on them in any of my forts.

1078
DF Dwarf Mode Discussion / Re: Trivial findings
« on: June 06, 2021, 12:17:05 am »
Trees never cross mid-level tiles (embark squares; 48x48 tile areas.) If one grows near the border, it will be cut off at the border and horizontally stunted overall.

Discovered this after reverse engineering some code used in tree chopping, and realized it would fall apart if the checked tile crossed the boundary.

1079
DF Gameplay Questions / Re: Splitting Seed Bags
« on: June 06, 2021, 12:10:09 am »
Do minecart shotguns release seeds from bags?

1080
DF Gameplay Questions / Re: Any tips for dealing with aquifer bugs?
« on: June 06, 2021, 12:07:16 am »
Water dripping from above gives dwarves good thoughts. There's no downside to it. Just let it drip down your stairwell and have it fall one level lower than the level you want your dwarves at into a wide area. Cover the hole with a grate.

The downside is that liquid flow calculations are implicated in FPS death.

Only on a large scale, e.g., cavern lake.

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