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Author Topic: Trivial findings  (Read 517249 times)

Salmeuk

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Re: Trivial findings
« Reply #2220 on: May 17, 2025, 11:08:00 pm »

Quote
Anyway, each of them was followed around by a herd of ~50 of their tamed animals at all times.

brilliant!

I maintain that this behavior is a feature, not a bug. . I've noticed that friendly (non-violent, unafraid) wildlife will do similar things even when untrained. They hang out in the taverns too like honored guests. I'm playing with modded creatures and there were a pair of giant cave snails that followed a particular dwarf around like a couple of sticky cats
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amade

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Re: Trivial findings
« Reply #2221 on: May 17, 2025, 11:42:42 pm »

Trained animals always follow their trainers if allowed to roam freely. Which is pretty handy for trainer security and quick access for animal re-training, but can be a nuisance because they also cause traffic jams if one trainer has too many animals following it around (to the point of blocking the trainer and forcing them to repath constantly).

As for wildlife following your units, I think it's a bug with wildlife that come in groups (e.g. reindeer, mountain goats, bugbats, etc). They normally follow each other in a chain, but sometimes some members of the group (except the first unit, the actual leader of the pack) will spawn with follow links set to a creature in your fortress or to a visitor. I've even had multiple instances where wildlife was trying to follow a caged livestock, even though it had never been outside the cage when the wildlife spawned in. I consider it a bug because once their leave timer runs out they're supposed to leave the map; but because they're stuck trying to follow one of your fortress creatures they'll never leave and new wildlife cannot spawn to take their place unless the ones on your map dies or gets captured.
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aSpatula66

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Re: Trivial findings
« Reply #2222 on: May 17, 2025, 11:53:22 pm »

(to the point of blocking the trainer and forcing them to repath constantly).

Units don't care if their path forces them to enter the same tile as another unit afaik. If they did, I think that would severely impact the game's performance.

I guess units can have their actions interrupted by other units pushing past them though. But I don't think that makes them repath, it just halts their movement for a tick. It's not very common anyways ime. Usually one of the units will just try to crawl under the other.
« Last Edit: May 18, 2025, 12:01:00 am by aSpatula66 »
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amade

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Re: Trivial findings
« Reply #2223 on: May 18, 2025, 02:07:21 am »

(to the point of blocking the trainer and forcing them to repath constantly).

Units don't care if their path forces them to enter the same tile as another unit afaik. If they did, I think that would severely impact the game's performance.

I guess units can have their actions interrupted by other units pushing past them though. But I don't think that makes them repath, it just halts their movement for a tick. It's not very common anyways ime. Usually one of the units will just try to crawl under the other.

I've got an overcrowded tavern that displays this repathing behavior frequently.

Actually, I'm not sure I'm using the right term for it, so perhaps I'll describe it:
What I've seen is that creatures will try to get from A to Z, but insist on going through all of B, C, D, etc in between.
Example
Spoiler (click to show/hide)
  • I tell someone to pull the lever to the west, they start from the door to the north.
  • First, they try to go via the direct route through the tavern, but encounters a crowd, so the try to go around the crowd to the south.
  • They still can't find a way through the crowds, so they go up the stairs and walk across to the stairs to the west nearer the lever.
  • After descending from the stairs to the west, instead of going straight to the lever they go back to the point where they would've walked through if the crowd hadn't blocked their way, before doubling back to go to the lever.[/i]
It seems that instead of going prone and walking into the same tile, creatures will try to walk around other units if possible. i.e. they won't pass one another if they can help it. So I think you're more likely to see them trying to walk around other creatures in an open but crowded space than they would in a tight but crowded space.
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anewaname

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Re: Trivial findings
« Reply #2224 on: May 22, 2025, 06:54:01 pm »

What you are seeing in the tavern is the code saying "I have a list of tiles to move the dwarf through but the next tile is blocked so find the first tile in that list of tiles that is not blocked and build a replacement list of unblocked tiles to get there". The code usually creates short detours but because it avoids pathing through tiles blocked by other units, that "wall of dwarf" in the eastern tavern will cause the dwarf's new path to go down the stairs and through the lower hallways and then back up into the backside of the tavern.

Units will only move through other dwarfs when there is no alternative path. When I design taverns, there is one large entrance to the room, to avoid dwarfs ever using the tavern as a through-way or walking all the way around like your dwarfs are doing.
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amade

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Re: Trivial findings
« Reply #2225 on: May 23, 2025, 12:31:33 am »

I usually design my taverns that way (one entrance, no through-ways), though for this fortress I just felt like doing things differently. There are a lot of other issues with my current tavern, mostly done in full knowledge that it's not "efficient", but I did it anyway just for the flavor. But the reason I posted it was just to describe how having too many animals following a unit will cause the same kind of issue i.e. the unit will constantly have to move around the animals that are crowding them.
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bateau-de-coal

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Re: Trivial findings
« Reply #2226 on: May 23, 2025, 03:16:03 am »

Building destroyer isn't completely broken in v51.10.

I saw an invader troll break a door.

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Nebul

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Re: Trivial findings
« Reply #2227 on: September 01, 2025, 05:17:21 pm »

These are things, that I have noticed or missing in the first play, why I couldn’t hiding the entrance of my fort and I missed to make weapons from normal stones. (like Flint, they won’t hold long but were better than nothing.)

It gives water and Lava but mineral oil is absent. In real you can make from mushrooms leather and other things.

Elves have more importance if the have tree sap for clue, incense, Sugar, rubber, a better coal for example.

In addition in the Stocks screen, I show not, if shoes, legwear and so on belong to someone in the overview. A little bit misguides.
Besides all building were constructed without „smaller tools“ (e.g. hammer, pliers and nails). Why not a shop for that „small tools“ and with every new material (wood, stone, iron) you can construct better buildings.
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TheFlame52

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Re: Trivial findings
« Reply #2228 on: September 08, 2025, 01:25:50 am »

It's an unfinished game. Still in alpha.

Eschar

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Re: Trivial findings
« Reply #2229 on: September 08, 2025, 12:22:10 pm »

In addition in the Stocks screen, I show not, if shoes, legwear and so on belong to someone in the overview. A little bit misguides.

The number in red in the Stocks entry is how many of the items are unusable because they are claimed/worn by someone or currently used in a structure.
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