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Topics - Tomsod

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DF Gameplay Questions / A few fort gameplay questions
« on: January 01, 2024, 10:10:04 am »
Gonna start a new 47.05 fort soon, but there are still several things I'm curious about since the last time I played.  If anyone can help, please answer these:
  • What's the deal with adamantine caps?  They're queued through the armor submenu, but seem to require cloth, not wafers.  Are they as useless as other candy clothing?
  • What is an appropriate sand/clay gathering zone size, per workshop?  Never really got these industries running, wanna try now.
  • Is there any way to "register" the placement of an artifact by an adventurer so it can be later found in a fort mode mission?  Neither just dropping it nor giving it to someone works, I can spread the rumor but my dwarves always fail to find it there.
  • What's the best way to recover seeds from non-brewable plants like celery without forcing the dwarves to eat uncooked greens?  I'm thinking something animal trainer- or caretaker-related, but I never experimented with this.
  • As I understand, mission combat is simplified, although weapon/armor material still matters.  But is there an encumbrance penalty for full steel armor (without high skill), like in on-map combat?  I don't want to send out my candy masterpieces lest they lose them somewhere.
  • Also, how important/rare is the Tactics skill?  Should I start with a proficient tactician if I want to raid eventually?
  • Must a river tile be connected to the map edge for fishing purposes or does only the "river" status matter?  I have a small chunk of a river sequestered into a pool of sorts in my future fort's map (seems to be a glitch), but it's still labeled as a "river".
I'm also still somewhat confused about how material preferences work (particularly in decorations -- there are two materials involved there, but also in "transformation" jobs like kaolinite to porcelain), but I'm gonna science this myself soon, so I'll post an answer if nobody beats me to it.

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These two ideas brewed up in my head for a while now, and I feel prepared to spill the beans.

1. Certain interactions should require limited internal resources

It always stroke me as unrealistic that one can milk GCS for endless bins of silk without any break for poor arachnid (including lunch breaks). Naturally, the protein in its webbing glands should run dry after a while! That is what I propose.

We can already declare arbitrary materials as depletable:
[WEBBER:LOCAL_CREATURE_MAT:SILK]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]
The last one even specifies the recovery time. We just need to generalize this syntax:
[EXPENDABLE:WEB:LOCAL_CREATURE_MAT:SILK:12000:ENERGY_REQUIRED:1000]
[EXPENDABLE:BLOOD:LOCAL_CREATURE_MAT:BLOOD:10000:250]
[EXPENDABLE:MILK:LOCAL_CREATURE_MAT:MILK:10000:ENERGY_REQUIRED:500]

The arguments are NAME:MATERIAL:STORAGE_CAPACITY:REPLENISH_SPEED. NAME could be WEB, MILK, WOOL, BLOOD or any arbitrary value. STORAGE_CAPACITY could be a number or INFINITE. REPLENISH_SPEED could be (1) just a number, or (2) ENERGY_REQUIRED:number, or (3) STRUCTURAL:<tissue layer>, or (4) NONE. Which would respectively denote that the resource (1) gradually restores over time, (2) restores only provided the creature is healthy and fed, (3) actually represents condition of <tissue layer> and heals accordingly, or (4) is not replenished naturally. The latter implies some external means to affect material dimensions, like via syndromes. (Yes, it is obvious modding fuel.)
This syntax cannot directly specify blood state, but it's probably redundant anyway.

We then need to denote the material as depleted during the interaction:
[CDI:EXPENDED:WEB:25:30]
Thus, when the spider is all out of silk, it'll have to pass. It still does have its venomous bite, though; but while we're at it we could as well limit that too!
[EXPENDABLE:VENOM:LOCAL_CREATURE_MAT:POISON:2000:ENERGY_REQUIRED:2000]
[ATTACK:STING:BODYPART:BY_CATEGORY:MOUTH]
      [SPECIALATTACK_INJECT_EXTRACT:VENOM:100:100]

Note that VENOM is just an arbitrary identifier, it doesn't really mean anything here. The ones that do matter are: WEB, MILK, BLOOD, WOOL. WEB is also used to create cobwebs, MILK is depleted in hard-coded milking reaction, BLOOD gushes out of wounds, and WOOL can be sheared. The last one I shall detail.
Because wool is obviously begging to fit into the nascent system. Unfortunately it is currently described as a tissue layer property; but that's what STRUCTURAL is for:
[EXPENDABLE:WOOL:LOCAL_CREATURE_MAT:HAIR:INFINITE:STRUCTURAL:BY_CATEGORY:ALL:HAIR]
It is somewhat different from the status quo to describe lack of wool in sheep as 'wounds' to their coats, although it does make sense for me! The coat will probably require some additional tags to be described as "shaven" instead of "pulped"/"bruised"/whatever, and it should be explicitly allowed to overgrow, still I'd say it does simplify things overall.

Overall, this scheme is intended to generalize and improve realism of existing reactions, as well as facilitate the addition of new ones. This will be especially bountiful to modders, who could model both Vancian and mana-based spellcasting systems via this.

2. Modeling thermal conductivity in materials

This one sprung to my mind in late asbestos thread. Since, while such a material could be mostly described using current raws, it's imposible to realistically model its resistance to prolonged heat exposure. Neither, actually, could one model simple winter coats! While they could be set up to have big [SPEC_HEAT], eventually winter air will freeze the coat anyway, and then coat will freeze the dwarf with all its accumulated negative energy. Even fleeing indoors technically won't help at that point.

What we really need is to model a material that separates two differently heated objects, while preventing energy exchange beetween them. The idea is that items from materials from non-zero [THERMAL_RESISTIVITY] would internally have two different temperatures. The higher one would be used when interacting with objects hotter than itself, the colder one otherwise. The two would gradually gravitate towards each other with the speed inversely dependent on the token value.

Thus, dwarf in a fur coat won't feel cold because the coat is warm to him, while the coat won't freeze since it's already cold enough to the outside air. That is basically how it works in reality, so, good enough.

The [MAT_FIXED_TEMP] token could also make use of this mechanism by basically implying infinite [THERMAL_RESISTIVITY] with semi-temperatures instead slowly returning to the specified value when the object is left to itself. The implied ability of a single nether-cap log to freeze any amount of, say, boiling steel, slightly unnerves me. The fact that dwarves can burn the thing and it dissolves in magma signifies that it should still be affected by heat to some extent, so we need to model that. The above is one way to do that.

I also feel obliged to clarify about interacting with objects whose temperature (M) lies in between semi-temperatures (H and L) of the protective layer. I imagine they will affect both of them, although with greatly diminished power: about (|(H+L)/2 - M| : (H+L)/2)*(H-M)/(M-L) for the higher one and the opposite for the lower. Not sure how well does linear approximation emulate real physics here, but it's probably precise enough for our purposes.

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DF Suggestions / Umbrellas and sunglasses
« on: May 13, 2014, 03:49:57 am »
So, just a small addition of moderate usefulness is what I propose. Umbrellas and sunglasses are supposed to help against harsh outdoor conditions, namely, sunlight (for cave-adapted dwarves) and rain. These are mostly flavor items, to avoid negative thoughts and belching all over the front entrance, but they can actually be useful for evil syndrome rain and deep dwarf migrants (which will probably have to arrive to your fort through the surface until you breach the caverns).
Historical reference: wikipedia says that both items were known in the ancient times, though umbrellas were more of a royal/woman thing. Most of designs actually featured some kind of folding mechanism, so it's not a modern invention, surprisingly. Sunglasses were less common, probably due to the lack of cave-adapted ancient civilizations, but Eskimos used primitive sunglasses (against snow blindness) since always and gemstone sunglasses were somewhat used in 1100s AD China.
Google says Chinese umbrellas were made from silk and bamboo, but I suppose our dwarves could theoretically use any cloth and some metal (as in modern ones) or non-bamboo wood or maybe bone? Of course the process should take place at Mechanic's since that place is used for so little now (and also because it makes sense I guess).
Talking about google(s), Eskimo brand slit sunglasses can be made from almost anything, but we don't want to remove such an important game mechanic as omnipresent vomit so easily, now do we? Usual glass sunglasses could be forged in the kiln (the glass will probably have to be smoked one way or another behind the abstraction veil), and maybe gemstone shades can make it too? Although in reality not many kinds of gem can really protect your eyes, so I'm uncertain about it.
About the usage: when a dwarf decides to go outside, he checks if it rains and maybe takes an umbrella from nearby umbrella stockpile if he has a free grasp. Simple as that. Same mechanic can be used for sunglasses, but since cave adaption is less random and more personalized thing, it makes sense for them to be ownable like clothing. Deep migrants can come with their own pair, as mentioned before, so goblin scouts won't find the fortress by the vomit trail. 8)

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...and that's even before the first migrant wave! Minding the Shaft of Enlightenment glitch, I now have 40% of my fortress population legendary. Sweet. Here's what happened:
Before I started the fort, I made an adventurer to create an emergency heap of some items, mostly for early moods: giraffe horns, dragon bones, ☼adamantine long swords☼ and so on. Among them was some fat from a roc I killed. I got greedy and decided to multiply it, using the old liquid cloning trick - in this case, I melted the fat by igniting a nearby tree. (!!Science!!, yeah.) A minecart borrowed from preparation fortress held a total of 833 roc grease, enough for some small soap tower I guess. I decided against making more.
So now I just got through the process of processing my starting supplies and re-claiming the pile left by the adventurer (for some reason the candy swords got this way are unequippable by military until you run them through some job like encrusting or melting - it doesn't have to be completed though) and what's left was that pile of fat. About time to do something with it lest it rots. My cook painfully slowly carried the glob to the kitchen, then I prepared to wait forever until he is done with it. Surprisingly it took no time at all, and I got an announcement stating that Unib Alathumstiz has become a Cook. But wasn't he already? Actually, he was both Proficient in Cook and Tanner, so I presumed he got 6th level at last? Then I notice he's flashing. Then I open DT and see he's Legendary +5. Then I flip out.
Someday, in the center of newly founded dwarven outpost there will be a temple made exclusively of roc soap. In the center of it there will be kitchen of Unib Boltsizzle, the Cook, the Enlightened by the spirit of great bird. And no one, not a lowly hauler in this settlement will have less than ecstatic thoughts form a meal they last ate. But it's not for now. Today we must carve bedrooms and produce something for our first caraven to trade. ...Maybe it will be prepared meals.

tl;dr: Rendering huge stacks of fat quickly gives equally huge amounts of experience. Breeding giant sperm whales suddenly has one more benefit.

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