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Topics - Schmaven

Pages: [1] 2 3 4
1
General Discussion / Towel Usage
« on: April 03, 2024, 02:34:24 pm »
The many uses for a towel:

  • Drying things off
  • Clothing substitute
  • Pillow
  • Blanket
  • Signal flag
  • Tourniquet
  • Wound dressing
  • Automotive (etc.) cleaning rag
  • Shoes (not great, but more protective than barefoot)
  • Fire starter
  • Fire quencher (if wetted)
  • Wind break
  • Sail (better than nothing)
  • Window privacy curtain
  • Dust mask (I've done it, it works)
  • Drop-cloth for painting / construction
  • Packing bindle
  • Toilet paper (non-flushable)
  • Insulation
  • Whip
  • Oven-mitt / Trivet
  • Shin pads
  • Door stopper
  • Baby swaddle
  • Bib
  • Hat / Ear warmer
  • Seat cushion
  • Shower curtain
  • Pet bed
  • Scarf
  • Cooking apron
  • Blindfold
  • Napkin
  • Water filter (for large debris)
  • Knee pad
  • Wash cloth
  • Table cloth
  • Sun-shade
  • Trebuchet projectile holder
  • Torch fabric
  • Door-flap
  • Rope
  • Draft stopper / smell barrier
  • Padding for low hanging pipes
  • Cape
  • Saddle blanket
  • Landscaping fabric

I'm sure I've missed some.

And the numbered list doesn't seem to go higher than 10
Edit: Numbered lists seem to work now, there was some strange formatting glitch that truncated the 1st digit for me

2
General Discussion / Dividing by zero...
« on: February 03, 2024, 03:17:21 pm »
I heard some discussion on the radio about the number 0 and everyone seemed to agree that dividing by 0 was impossible.  I think they're all wrong about that.

We already created imaginary numbers to define the square roots of negative numbers; 2i being the square root of -4. 

And infinities are not all equal.  Some infinities are bigger than others.  For example, as x goes to infinity, comparing: A) y = 2x^2  and B) y = 6x^22,  y is much larger in case B than in case A.  Vastly larger for any given value of x.  (don't be distracted by x=0). 

Infinity is a direction, not an actual number.  Because there are no ends to the series of numbers.  But looking at any number, there is always a value that is 5 more than that.  C) y = x;   D) y = x + 5. 

So why not compare various types of infinity?  inf_2 being equal to 2 ÷ 0 yet much smaller at every point than inf_102 being equal to 102 ÷ 0.  And inf+5 being the infinity that is greater than whatever number you can think of, by exactly 5. 

Essentially, just maintaining the same mathematical notation in any equation, but adding the notation to compare infinities when for example, dividing by 0.  Then dividing by 0 becomes possible, though admittedly, not very consequential.

Maybe, by definition, dividing by 0 is the final number of infinity.  The final number, of the endless series of numbers.  Whatever it is, you could add 5 to it.  There are some equations the resolve toward limits as x goes to infinity.  E) y = 7 - 2/x  practically equals 7 as x goes to infinity, despite never actually reaching 7.  But goes to -inf as x goes to 0.  D) y = 8 - 5/x  however descends toward -inf at a much quicker rate and y does in E.  That's just comparing the slope of the curve.  Calculus does this.  What use does talking about the infinity concept bring us that cannot already be explained by calculus? 

Infinity is the process.  The endless progression.  No end to the counting.  A loop with no end point.  There is no final number of infinity.

Is it worth thinking about dividing by 0?  It seems like there could be some utility to doing so, but not at the moment.  Maybe some extra-dimensional alien technology might be the use-case for it.

Anyway, the radio is interesting sometimes.


3
General Discussion / Where is the Space thread?
« on: January 07, 2024, 07:27:34 am »
I'm pretty sure I saw a thread about space stuff not too long ago, but searching discovered nothing, and manually looking just got me lost in about a dozen full pages of Scoops Novel threads...

But shouldn't it be possible to accurately measure the average tenperature of the Earth by using an infrared camera based on the moon?  Because of vast amount of remote regions, an IR sensor on the moon seems like it would be more precise than averaging a bunch of surface probes.

4
DF Modding / How to reset the raws?
« on: October 15, 2023, 09:46:22 am »
So I made a bunch of not well notated changes to lots of raw files in DF, and am wondering if there is a simple way to undo those changes.  I was hoping that I could just uninstall the game and reinstall it from Steam, but that did not reset the changes.

I'm thinking to just go in from the file folder view and just start deleting directories, and then reinstall it again.  This makes my spidey sense tingle however that I could cause some irreparable harm this way.  Am I worried over nothing?  Or is there a better way to go about getting fresh raws?

5
DF Dwarf Mode Discussion / Caravans don't like water
« on: May 03, 2023, 05:46:53 pm »
A dwarven caravan arrived, but 1 wagon got scuttled in the entry tunnel somehow.  I didn't see it happen, but one of the merchants "didn't feel anything after seeing a wagon die." and there is a pile of forbidden stuff not too far from her.  There was an announcement that the merchants have arrived and are unloading their goods, but only 1 wagon is there.  The rest of the merchants / wagons stopped moving.  There depot says there are no merchants trading right now.  May have to deconstruct the depot to get them to leave.

A 3 tile wide entry tunnel goes through a light aquifer, and so there is occasionally 3/7 water on some tiles.  I suspect this caused 1 of the wagons to swerve into the wall and turn into a pile of forbidden trade goods. 

A previous year, the same sort of thing happened to the human caravan.  Only it was a different tunnel, crowded with dwarves, and I assumed it was due to too many dwarves in the way.  But that tunnel also went through a light aquifer.  Now that there's a second data point, the common variable seems to be the presence of occasionally 3/7 water.  Both happened at the bottom of the ramps.  There are grates after a 1 tile flat spot at the bottom of the ramp, the same spacing for both tunnels.  I don't think moving the grates closer would help, since I spotted 3/7 on 1 of the ramp tiles as well. 

If I didn't already carve a lot of the fort around the path, I would try widening the trade route; so I'm going to have the dug out ramp tunnel replaced with a constructed one to keep it dry.

6
Other Games / Civilization 6 *facepalm*
« on: February 11, 2023, 09:54:20 pm »
So after an embarrassingly long time having played Civ6, I just learned that there is a reports button at the top right of the screen that shows what amenities have been traded to and from your civilization.  I am wasting so much less gold now!

7
Having breached the second cavern level, I wanted to construct a stairway up to the stone layers above.  I can build fine in the empty space, but that last final top stair only builds downstairs, so there is no access to start mining the continued staircase above.  I had to mine a secondary tunnel way around from the outside to get to the spot above, then mine out the stairs in order to connect them, and then build walls to seal off the tunnel.  Is there not yet a way to just make an up/down stair at the top - or am I just missing the method?


cavern   current   desired

SSSSS     SSSSS     SSDSS
.....     ..D..     ..X..
.....     ..X..     ..X..
.....     ..U..     ..U..
SSSSS     SSSSS     SSSSS

S=Stone
.=Space
D=Down stair
X=Up/Down stair
U=Up stair

8
DF Gameplay Questions / Stopping Petitions
« on: January 19, 2023, 06:19:15 am »
Is there any way to prevent duplicate guild petitions?  I've tried denying them, but they come back just a few days later with new petitions.  I've tried accepting them, but unless they're given sufficiently valuable zones, they just re-petition again for another of the same guild but by a different name (albeit months later and not days later).  Some sort of union busting needs to happen in my fort.

9
DF Suggestions / Stockpile settings
« on: December 29, 2022, 07:31:31 pm »
Not just being able to copy and paste stockpile settings between stockpiles, but also being able to invert the allowed item selections would be fantastic.

10
DF Suggestions / Creatures / Citizens Tab sorting
« on: December 18, 2022, 09:55:38 am »
Currently, sorting by profession does not use custom profession names, just their DF-assigned profession names.  I would find it helpful to be able to sort by custom profession names.  In the meanwhile, sorting by name does take into account custom names, so the list can still be given a custom order that way.

While we're on the subject of that screen, having it remember the previously viewed configuration would be nice, rather than defaulting to profession A-Z, but that's hardly an issue at all.

11
DF Gameplay Questions / How to view bin/barrel contents?
« on: December 10, 2022, 09:03:29 pm »
In 1 of the stockpiles, several items somehow ended up on the same tile as various bins and barrels.  Clicking on the item piles only gives details about the top most item in the list.  So if a bin or barrel is not top of the list, how can I inspect the contents?  I've tried various buttons and key presses but so far have not found out how.

12
DF Gameplay Questions / Strange Moods & Materials Chosen
« on: September 18, 2022, 07:08:49 am »
It may just be a coincidence, but since I've ordered the first of the adamantine processed into wafers, all of the past 4 strange moods have demanded adamantine wafers or strands.  My hypothesis is that if they have no material preferences, they seek out the most valuable material available?  It's an unfortunate unexpected tax on the wafers.  I had hoped to save some for dwarves whose highest moodable skills are weaponsmithing, rather than metal crafting, but I'm not sure that's possible now. 

Am I jumping to conclusions here, or have I broken the seal, and now all future moods will drain the remaining stockpile of wafers?

13
DF Gameplay Questions / War animals to follow military units? <Solved>
« on: September 04, 2022, 08:05:02 am »
Is there a way to get animals trained for war to follow squads or squad members around? 

Yes: Hovering over the dwarf with <v> view then in the <p>professions tab, they are all listed next to their labors, above expelling them <a> Work Animals.  Selections are permanent, and the process names the animal, removing them from the selection list too. 
I don't know how I missed that for so long.


I've heard its possible to send war animals on raids, but don't see how to do that either.  What I'd really like to do, is get the war animals to follow a squad into the caverns.  Currently, I just move their pastures around such that they just happen to be close enough to the fighting to get involved.  The only option I've found so far is selecting a particular trainer, but that doesn't appear to have this result.  Freeing the animals from their pasture didn't get them to follow their trainer around either. 

14
DF Gameplay Questions / Farmers loaf around waiting for seeds
« on: August 19, 2022, 05:18:28 am »
I've recently noticed that if there are no seeds available to plant, dwarves with farming enabled will not do any other jobs if there is an empty patch of farm.  Setting the farm to fallow or disabling their farming labor results in them going off to work the various other jobs.  Otherwise, they just stand around and spam "...cancels Plant Seeds: Needs plump helmet spawn"

My current way of handling it is that whenever I notice the cancellation spam, I toggle those farms off and make sure dwarven wine / pigtail cloth / quarry bush leaves / etc. are being produced and not just sitting in a stockpile.  I suppose now is a fine time to figure out work orders for the food industry.  But regardless of processing bottlenecks, is there a better way than fallowing the fields to get the farmers to do something productive while they wait for seeds?

15
DF Gameplay Questions / Engraving memorial slabs
« on: July 22, 2022, 05:32:25 am »
When engraving a memorial slab at the craftsdwarf's workshop, is there any way to determine which units in the list might come back as ghosts and which won't?  Pets and enemies do not return to haunt the living, but often have very similar names to the dwarves in the fort who do.  Most of the time, the deceased can be recovered and entombed, but there are a lot of raising bridges in this fort, and a rather dangerous waterfall that has killed more dwarves than any invasion so far.  All unrecoverable.

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