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abrosheen posted:If you surround your raw food with the most restrictive traffic designation, do they just ignore it and still go for the nearest direct square behind the designation? I don't think that will matter. They don't pathfind to the food during the selection process, if they're treating it in the same way workshops treat raw material selection; they simply look for the nearest straight-line item from where they are. THEN they pathfind, and at that point even having to wade through a bunch of 'restricted' tiles won't stop them. The way the pathfinding works, traffic designations simply add to the distance the dwarf calculates when figuring out their route. 'Restricted' tiles add a whole lot (25 distance by default), but don't physically restrict a dwarf from pathing through them. In fact, this is true of MOST pathing in the fort, unless something has changed recently; even invaders and wild monsters respect traffic designations if they have to route out a longer path because they're using the same system. This used to not be the case, at one point in time; originally, 'Restricted' meant 'Restricted' and removed the tile from use in pathfinding...until it was discovered that 1) this could lead to massive FPS loss as the pathfinding went haywire and 2) it meant you could entirely stop invading armies from pathing into your fort by just firmly telling them not to.
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# ? Dec 31, 2017 18:10 |
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# ? Jun 3, 2024 07:19 |
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Nosfereefer posted:Aren't dwarf pretty content nowadays anyway? Haven't experienced a tantrum spiral forever. I only get them now if dead bodies are left all over the place, and usually it's one of the poets/bards/whatevers that begins freaking out from all the corpses and decides to punch people or become depressed and no longer respond to commands. Then the cops beat them and chains them up which just makes them more upset and depressed. Somehow all of that gets prioritized over cleaning up goblin corpses.
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# ? Dec 31, 2017 18:57 |
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Could you make the kitchen into a black box? Make a kitchen area with living rooms, kitchen and wells and stuff then wall up the entrance. Somehow make a input where dwarves put ingredients, the cook dwarves cook it and automatically sends it through a output. Maybe use minecarts for this? If it’s impossible to path into the kitchen then dwarves can’t eat all the ingredients
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# ? Dec 31, 2017 19:54 |
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Selklubber posted:Could you make the kitchen into a black box? Make a kitchen area with living rooms, kitchen and wells and stuff then wall up the entrance. Somehow make a input where dwarves put ingredients, the cook dwarves cook it and automatically sends it through a output. Another good use for an isolated vampire. We tell people that the secret to the fort's incredible cooking is love, but really it's a seething hatred of the living tempered by the Legendary+47 chef's immense pridefulness.
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# ? Dec 31, 2017 20:03 |
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Shady Amish Terror posted:Another good use for an isolated vampire. I'm thinking of building a hatch over the kitchen, so I can dump new cooks in when the old ones go mad. The corpse goes out with the complete dish minecart, perfect end station is the tavern. If I find a vampire I can stuff him in there the same way. Are minecarts the only way to move a large amount of items without them being forbidden like dumping? Selklubber fucked around with this message at 21:56 on Dec 31, 2017 |
# ? Dec 31, 2017 21:24 |
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Is it possible to disable the pause+zoom for evil weather events? I'm getting really sick of the game interrupting me every time infernal fog drifts around outside. Especially since none of my dwarves have been outside for almost a year. It's not even dangerous fog, assuming there's no hostiles around. Just makes you puke blood for a bit and fall unconscious for a longer bit. Even the cavy I used as a test subject survived it.
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# ? Jan 1, 2018 00:07 |
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Haifisch posted:Is it possible to disable the pause+zoom for evil weather events? I'm getting really sick of the game interrupting me every time infernal fog drifts around outside. Especially since none of my dwarves have been outside for almost a year. data > init > announcements.txt might have something
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# ? Jan 1, 2018 00:24 |
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Specifically, you're going to be looking for an evil weather or fog announcement or something like that, and in the list of reactions the game will have to this event, one of them will just be 'p', for pause; if you remove that tag, the next time you load the game it should no longer pause when encountering that particular event. There's also a tag 'r' that tells the game to recenter on an event, which can be removed if the game normally zooms in on that location and you don't want that.
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# ? Jan 1, 2018 03:32 |
Shady Amish Terror posted:I had noticed earlier that this happens, and it's still one of my favorite problems. I assume it has to do with food selection being the type of job selection that still looks purely at xy coordinates while disregarding pathing in order to select a food item, so to solve it you'd probably have to physically arrange your food prep to occur further away from the center of your fortress than all other activites. it turns out that the thing toady hates the most is working on the pathfinding, so i don't expect we'll ever get complicated path-choice behavior for most tasks
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# ? Jan 1, 2018 04:14 |
Toady's mentioned a few times over on the Bay12 forums that he genuinely has no idea what he's doing half the time due to being self-taught. Combine this with his (understandable) reluctance to replace the current placeholder systems with more placeholders, and you get DF's clunkier aspects.
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# ? Jan 1, 2018 04:27 |
I decided to generate a 1050 year world like the ones from the good old days so I left DF running for literally 24 hours to generate a world that will almost certainly be unplayable because there are a hundred thousand living people and over 5 and a half million events. edit: super excited to scour legends mode, though. edit2: okay its taking an hour to open. maybe this is a one time legends excursion. Sankis fucked around with this message at 06:40 on Jan 1, 2018 |
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# ? Jan 1, 2018 05:32 |
Nosfereefer posted:Aren't dwarf pretty content nowadays anyway? Haven't experienced a tantrum spiral forever. I can't remember the last time I had a tantrum spiral, if ever. Hell, I can't remember the last time I had a siege. Ever since Toady implemented armies taking geography into account, I guess? I always embark within range of goblins but none ever show up. And I put so many traps/party favors out for them.
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# ? Jan 1, 2018 08:08 |
Sankis posted:I decided to generate a 1050 year world like the ones from the good old days so I left DF running for literally 24 hours to generate a world that will almost certainly be unplayable because there are a hundred thousand living people and over 5 and a half million events. I do miss being outside of the Age of Myth, sometimes.
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# ? Jan 1, 2018 08:15 |
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Tuxedo Catfish posted:data > init > announcements.txt might have something I can't wait for all my dwarves to die the next time I embark on an evil biome, forget about the lack of pause/zoom, and miss a more dangerous fog/cloud.
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# ? Jan 1, 2018 08:18 |
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My computer can't actually generate a world with more than 120 or so years of history so I just leave it at that, it doesn't really seem to affect fortress mode.
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# ? Jan 1, 2018 10:19 |
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Shorter histories are probably better overall for fortress mode, since there's more available space for sites and you've got more megabeasts and such knocking around. The biggest disadvantages I can think of are that it can be harder to find a civ to be at war with if that's what you're looking for, and that sometimes civs haven't spread out enough for you to find reliable trade partners in some of the more distant corners of the world. I've occasionally had longer histories of around 500 years where it's already harder to find good sites for forts because every mountainous region was completely packed with dwarven sites and every evil region was filled with gigantic 10x10 goblin sites or whatever.
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# ? Jan 1, 2018 10:58 |
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Shady Amish Terror posted:Shorter histories are probably better overall for fortress mode, since there's more available space for sites and you've got more megabeasts and such knocking around. The biggest disadvantages I can think of are that it can be harder to find a civ to be at war with if that's what you're looking for, and that sometimes civs haven't spread out enough for you to find reliable trade partners in some of the more distant corners of the world. At 100 years or so I can usually find a place that's not too annoying to settle in and which has a nice warlike goblin civilization to provide comedy, I have to be careful when selecting sites though and usually the smaller continents are hard to find the right conditions in.
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# ? Jan 1, 2018 12:09 |
Region maps (as opposed to continents) in advanced world generation give you so much more landmass to work with. And since there's only one partial-edge ocean to deal with, you don't need as many civs as everything will be able to make contact eventually.
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# ? Jan 1, 2018 12:20 |
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I do pocket works at the longest history setting it takes a week or two to gen but it's rad. It would be cool if we started saving cool worlds for peeps who can't gen huge worlds
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# ? Jan 1, 2018 20:14 |
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Turtlicious posted:I do pocket works at the longest history setting it takes a week or two to gen but it's rad. It would be cool if we started saving cool worlds for peeps who can't gen huge worlds how do your framerates do on worlds that old? any impact on how long it takes to save?
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# ? Jan 1, 2018 21:00 |
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Turtlicious posted:I do pocket works at the longest history setting it takes a week or two to gen but it's rad. It would be cool if we started saving cool worlds for peeps who can't gen huge worlds Generally if you can't generate it, you can't open it in legends viewer either (much less play it)
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# ? Jan 1, 2018 21:07 |
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scamtank posted:Region maps (as opposed to continents) in advanced world generation give you so much more landmass to work with. And since there's only one partial-edge ocean to deal with, you don't need as many civs as everything will be able to make contact eventually. Until Toady implements some form of sailing then there's no reason to use continental maps anyways. All it does is isolate various parts of the world and make things less interesting.
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# ? Jan 1, 2018 21:31 |
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Internet Kraken posted:Until Toady implements some form of sailing then there's no reason to use continental maps anyways. All it does is isolate various parts of the world and make things less interesting. How does that work mechanically, anyways? Even on isolated islands, in the current build, you'll still always be able to get trade caravans and migrants from your civ. Does it just cheat and assume that your site MUST be accessible by your civ, since you got there somehow? Am I misremembering that this wasn't always the case, that you used to be able to just gently caress off to somewhere so isolated no one would ever visit your fort?
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# ? Jan 1, 2018 21:37 |
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Shady Amish Terror posted:How does that work mechanically, anyways? Even on isolated islands, in the current build, you'll still always be able to get trade caravans and migrants from your civ. Does it just cheat and assume that your site MUST be accessible by your civ, since you got there somehow? your civ's caravan and migrants have been able reach you anywhere through any obstacle, even if it means they have to travel a thousand miles across the bottom of the ocean, for pretty much as long as fortress mode has existed
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# ? Jan 1, 2018 21:52 |
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Turtlicious posted:I do pocket works at the longest history setting it takes a week or two to gen but it's rad. It would be cool if we started saving cool worlds for peeps who can't gen huge worlds I recently genned a 6000 year pocket island where humans, elves, and kobolds were all extinct by year 400-something thanks to one roc. The roc, in turn, was killed by a jabberer in the year 600-something. There was also a weird 'war' between dwarves and goblins that had one battle in the year 500-something, and had no other battles but was still technically ongoing thousands of years later.
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# ? Jan 1, 2018 22:00 |
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Mister Bates posted:your civ's caravan and migrants have been able reach you anywhere through any obstacle, even if it means they have to travel a thousand miles across the bottom of the ocean, for pretty much as long as fortress mode has existed I thought the way it worked was there was a scripted two migrant wave and caravan visits, but after that if your fortress was technically inaccessible then nobody would show up.
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# ? Jan 1, 2018 23:10 |
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If all your map edges are ocean since you embarked on a tiny island how does this effect migrants?
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# ? Jan 2, 2018 00:19 |
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I'm kind of surprised no one besides monsters will path through the cavern layers. I wonder if Toady plans to implement sea travel.
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# ? Jan 2, 2018 00:22 |
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I actually genned a 700ish year world and I'm in the second age of myth. Do megabeasts reproduce? Did the population dip long enough for the age of Legends to start and then rebound?
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# ? Jan 2, 2018 00:37 |
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7c Nickel posted:I actually genned a 700ish year world and I'm in the second age of myth. Do megabeasts reproduce? Did the population dip long enough for the age of Legends to start and then rebound? Megabeasts can reproduce but it's staggeringly unlikely under normal circumstances.
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# ? Jan 2, 2018 00:38 |
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I think dragons sometimes will, but I'm not sure what others even have the requisite tags.
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# ? Jan 2, 2018 00:40 |
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POOL IS CLOSED posted:I'm kind of surprised no one besides monsters will path through the cavern layers. Dwarves are supposed to travel through the first cavern layer. Toady just hasn't properly implemented deep roads yet. Also apparently he's planned having stuff like undead pirates as night creatures which implies a bigger nautical update at some point.
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# ? Jan 2, 2018 03:54 |
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ships and seaports are listed on the dev roadmap as a future goal
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# ? Jan 2, 2018 03:56 |
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Cool. Maybe dwarven scholars will have solved framerate death by then. "Pathing: My Only Mistake."
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# ? Jan 2, 2018 04:11 |
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Can Pathing Save the World?
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# ? Jan 2, 2018 04:30 |
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I haven't touched that kind of math in like a decade now, but I believe the chosen algorithm for pathfinding IS a pretty decent generalist solution to the problem. It's just that Dwarf Fortress is a uniquely sprawling mess, so a generalist solution may not be the best fit for playability. Again, I wouldn't be surprised if, EVENTUALLY, Toady lets someone else try to re-engineer pathfinding and item tracking to be less resource-intensive, but he's also probably going to ignore the problem as long as he can while working on his feature list, same as with the graphics overhaul.
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# ? Jan 2, 2018 04:33 |
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Mister Bates posted:ships and seaports are listed on the dev roadmap as a future goal my feeling is that after he does his first pass at myth and magic stuff he'll go and try and do boats.
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# ? Jan 2, 2018 04:33 |
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Lawman 0 posted:my feeling is that after he does his first pass at myth and magic stuff he'll go and try and do boats. That seems like a reasonable guess. Given that magic was such an early part of the experimental code and such a large part of the stories he and his brother write that dictate the scope of the game, I expect that a proper attempt at a 'magic arc' in the development cycle will probably be another one of the long stretches, though.
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# ? Jan 2, 2018 04:52 |
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I haven't played this in years and hosed up while trying to redirect a brook into my fortress to make a cistern to dip a well into. I guess I forgot that water can flow diagonally through squares and only put down one floodgate, like an idiot. Now the water has completely filled the tunnel (which is a tunnel, with channelled floors, so I guess it's two z-levels deep?), and I guess if I pop a hole at the top for a well, it'll flood my whole fortress. How do I fix this? Can I even fix it?
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# ? Jan 2, 2018 05:47 |
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# ? Jun 3, 2024 07:19 |
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Montalvo posted:I haven't played this in years and hosed up while trying to redirect a brook into my fortress to make a cistern to dip a well into. I guess I forgot that water can flow diagonally through squares and only put down one floodgate, like an idiot. Now the water has completely filled the tunnel (which is a tunnel, with channelled floors, so I guess it's two z-levels deep?), and I guess if I pop a hole at the top for a well, it'll flood my whole fortress. Pumps. build a couple pumps to pump water out of the channel. Pumps pump water faster than water flows naturally, so a few pumps should result in a dry-ish spot by the pump intakes. Have a stockpile for stone blocks nearby, so as soon as the water is gone you can have a couple guys rush in and build a wall. Once the wall is built the dry spot will be protected and you can rig up new floodgates. Except don't use floodgates. Building destroyers can destroy floodgates, and when the floodgates are closed the area behind them will be dry and accessible to land species because of the way you built your trench. Use a draw bridge instead, orient it so when the bridge is raised it becomes a wall that blocks the channel. BTW, the water pumps don't have to pump to anywhere in particular. They can blow their load on the ground, the water will spread out and may cause some 'dangerous ground' job cancellations, but in your situation with the trench and the brook the flowing water shouldn't be able to kill anyone. Once you stop pumping it will eventually evaporate. Alternate solution: if you added magma to the water it would harden into obsidian and block the tunnel. Magma solves everything.
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# ? Jan 2, 2018 06:05 |