DF Dwarf Mode Discussion / holy **** adamantine anvil!!!
« on: December 17, 2007, 02:42:00 am »
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*edit* also, it takes entirely too many strands to make anything. If the point of having the wafer/cloth cost so high on making certain items is to limit the player's ability to churn out massive amounts of adamantine goods, i'd rather have it be 1 cloth for each piece of clothing, 1-3 wafers for each weapon/furniture, and have the strands takes 2-3 pieces of raw adamant each to produce. Sort of like how galena is 50% silver, raw adamantine would be much better as 50% adamantine strand.
[ December 23, 2007: Message edited by: puffs ]
*edit* wrong forum, supposed to be in DF questions...sorry.
[ December 10, 2007: Message edited by: puffs ]
Also it's very amusing when they give birth to their young over a chasm, as you see their little bodies disappearing into the distance. maybe you should make them try to land first before dropping off the kids in the pool?
Actually, never mind- I just described nobles.
But it would be interesting if you could have seasonal migrant workers...or dwarves that came/left after a year or two. Or, as opposed to a beating, another dwarven justice punishment could be banishment from the fort.
What i'd like to propose is a smoothing algorithm that makes the ripples go away after a certain amount of time.
1) define the body of the liquid.
Any tile that is adjacent to at least two contiguous solid objects that block flow (floodgates, cavern walls, constructions) is a liquid boundary.
Example:
code:These are liquid boundaries.
xxx Lxx xLx
LCL LCL xCL
LLL LLL LLxThese are not boundaries.
LxL xLx LxL
LCL LCL xCx
LxL LLL LxL
C= current tile
L= liquid
x= solid object
2)Handle depth changes/determine state of flux
Any time a depth change occurs at a liquid boundary, the surrounding liquid-containing tiles are examined for fluid depth. If there is a variation of 2 or more between the low depth and high depth in the 'block', liquid continues as per currently. If not, proceed to step 3.
3) Flow reduction.
Take the average depth of liquid in the block (floating point) and set the depth of each tile to that number the next "tick", rounding up >.5 and truncating otherwise.
I understand this may lead to undesirable results - draining a small portion of a reservoir would end up not decreasing its depth at all, but I think it would be nice to be able to have flows not chug processor cycles for ever and ever.
If you're really picky about having realistic fluid volume, just change the depth to be stored as floating-point and displayed as integer.
[ December 19, 2007: Message edited by: puffs ]
I think alot of other people are too.
What I'd like is to be able to have a sliding bar under orders to set the threat level, for example:
[0====] White: Civilians ignore all animals/other races.
[=0===] Green: Civilians cancel jobs/run away from aggressive animals/enemies.
[==0==] Yellow: Civilians cancel jobs/run away from all animals and enemies.
[===0=] Orange: Civilians cancel jobs/run away from any non-tame, non-dwarf.
[====0] Red: Civilians that see any non-tame, non-dwarf NPC automatically sets a station to their location for the nearest on-duty squad. Then they run away.
It's really stupid that a groundhog can scare away 5 woodcutters that are strong/agile/tough etc.
Suggestions:
1) pressure plate activation by items/item weight
2) chutes and the ability to make balls to roll down the chutes
3) catapults/seesaws with modified bridge flingify
4) elevators (needs power and uses buckets...lots of buckets, a water wheel or two)