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Topics - anewaname

Pages: [1]
1
General Discussion / The stinker of "over-population"
« on: December 14, 2021, 05:07:45 pm »
On the topic of "over-population", and considering the vectors of:
- birth limitations versus murder/genocide
- good versus evil
- government control versus individual rights

Is a dilemma like over-population able to be solved by political groups? Can it be solved by individuals? Can any solution to this dilemma be fair to all involved? If an AI was allowed to create its own systems of measurements, without political interference, would it be more destructive to humans than humans have previously been to humans (destruction expressed as a ratio to current population)?

2
DF Suggestions / changing the Load Vehicle job
« on: October 17, 2021, 10:20:50 am »
Minecart systems often are inefficient when used for moving items over a distance. You will see 5 dwarfs each walk 50 tiles to load 1 item into the cart instead of seeing 1 dwarf walk 50 tiles and loading the same 5 items.

The suggestion is that the Load Vehicle job target a list of items instead of one item, and that the dwarf assigned to the job will put all of those items into the vehicle. This would be similar to how the Store Item In Barrel/Bin jobs function, but maybe the dwarf would load one item at a time.

3
Utilities and 3rd Party Applications / keypress display utility
« on: April 14, 2021, 09:34:26 am »
This is suggestion or a question....

There could be a "keypress display" available for players that are creating tutorials (or them that do not know what key they just hit), where the keys are displayed on the edge of the DF window. So a player is making a tutorial on military equipment, they click 'm' 'e'  'U' and those three characters are displayed vertically on the left or right edge and as more keys are hit, they shift off the screen, or something like that.

Does something like this already exist within the DF utilities and 3rd party apps?

4
DF Suggestions / Wheelbarrows and their stuck items
« on: February 18, 2021, 11:52:57 pm »
Items can become stuck inside wheelbarrows when the job is interrupted (it happens when wheelbarrows move outside burrow limitations, when a dwarf drops items due to water depth, and due to combat interruptions).

When a dwarf takes the wheelbarrow, they could dump the existing contents of the wheelbarrow.

5
DF Suggestions / Surprising traps
« on: June 05, 2020, 10:38:50 am »
By "surprising", I mean traps that make loud sounds and have sudden movements. Creatures that are surprised may flee in terror, or fall off the bridge, or just have a negative thought.

6
DF Dwarf Mode Discussion / Goblin snatchers
« on: May 31, 2020, 05:54:54 pm »
Has anyone seen goblin snatchers in 47.nn? I haven't since 43.nn or 44.nn.

7
DF Suggestions / rain-avoidance pathing type
« on: August 14, 2019, 01:18:53 pm »
As this post suggests...

...
Sure.  But I go autonomously go inside when its raining.  There's no way to make dwarves do this on their own.  Maybe have a civilian alert every time it rains?
Needs a new type of pathing... one for "rain avoidance". It would be like "walk" pathing, but would exclude "Outside Light Aboveground" tiles while it is raining.

So each time it stops or starts raining, the available set of tiles for "rain avoidance" pathing type changes, and "rain avoidance" dwarfs will refuse to go into the rain until it stops or until the dwarf is starving (this is like the current situation with dwarfs stuck in a tree or on a wall, and they refuse to use Climb pathing to get out of the tree until they are starving). If the dwarf was already in the rain, they will use Walk Pathing (or even Climb pathing) to get out of it (just as dwarfs in water switch to Swimming mode until they are out of the water).

So, this would not be like a burrow, where the player has anything to say about what happens. The dwarf says "not going in the rain, no no no" and that is it.

Now you will have some dwarfs acting like some RL people do when a downpour starts... they wait in shelter until the rain stops or until their needs overwhelm their dislike of the rain. You may even see one dwarf walk through the rain to bring food or water to another dwarf, because one was willing to walk through the rain and the other was not.

I would attempt to argue that the FPS hit would be negligible, because rain rarely stops or starts, and because the pathing type would be more limiting on movement, but too much of my argument would be speculation.

And, what about "sun avoidance" pathing, for dwarfs that hit that emotional break point?

8
DF Suggestions / saplings within zones
« on: April 21, 2019, 03:01:26 pm »
A zone's plant gathering settings could include an option to:
- ignore saplings
- destroy saplings
- destroy non-fruit-bearing saplings

9
DF Suggestions / military uniforms able to include musical instruments
« on: October 07, 2018, 03:55:17 pm »
I only found this post that seemed along the lines. But the idea is, a military uniform could include an instrument, and that a squad member would use it in certain cases, and the usage could effect how nearby friendly and enemy civ members fight, changing their willingness and focus in a fight.

10
DF Suggestions / Greedy and Needy dwarfs and those trade caravans
« on: August 25, 2018, 06:56:41 pm »
When a trade caravans starts unloading, dwarfs might go to look at the goods and put in a Request for an item(s) (those with a high need may make a Request!).

When a trade is completed that includes any of these items, the overseer is given an immediate opportunity to accept or deny each request, with acceptance leading to ownership by the dwarf, so the item will sit in the depot until he comes to get it.

11
Can anyone help me interpret this console output? DF crashed with
Quote
Dwarf_Fortress: src/g_src/ttf_manager.cpp:139: ttf_details ttf_managerst::get_handle(const std::list<ttf_id>&, justification): Assertion `pixel_width >= ttf_width' failed.
Aborted (core dumped)
DF is vanilla DF 44.06 with no mods or utilities involved. The OS is Ubuntu 14.04. I only modified the init.txt/df_init.txt settings for autosaves, some caps, and added FPS display, and turned off engravings. No display settings were changed. I searched and can see that some issues existed in Mantis with similar errors, but do not know enough to determine if I need to update something or if this is a bug. I cannot recall if I had Truetype rendering enabled (it was late, I was sleepy, and I often toggle F12 depending on what I am doing). I recall that my finger was on the mouse's zoom wheel from just zooming and that I clicked a menu key at the point of the crash.

This full console output is here.
Spoiler (click to show/hide)

12
I noticed this phrase in a sig and had a need to look for the phrase's origin... The ~10 sites I checked were a waste of time. So I thought about it, while I was playing DF of course, and came up with "hunters and haulers, two people working together to carry something slung on a staff or a pole...the guy on the short end of the stick is usually carrying the heavier burden."
Spoiler (click to show/hide)
If you went into the woods with your little brother or son and you killed some wild pig, you would haul it back on a stick and the stronger guy would carry the shorter end of the stick so that he carries a larger percentage of the weight. Or if a couple of guys spend hours moving goods onto boats or wagons using a stick, the banter might revolve around one guy griping about having gotten the short end of the stick.
Spoiler (click to show/hide)

What do you guys think? Do you have any other ideas on what the origin of this phrase is?

13
Currently the "Pickup Equipment" job's subtasks follows this order.
- drop old item
- walk to new item
- equip new item

What if it were ordered as this?
- walk to new item
- drop old item
- equip new item

I see these effects.
a) Dwarfs would no longer drop the 'old item' on the refuse stockpile because the Pickup Equipment job started in that tile. *
b) The 'old item' will be worn longer, leading to fewer concurrent Pickup Equipment jobs. **
c) Players would no longer have to imagine their dwarf walking 200 z's to get new trousers, without trousers. ***

* Refuse stockpiles are my main source of xSuperiorx and xExceptionalx metal armor.
** If a squad's uniform includes "iron helm" and the squad currently has three different quality levels of iron helm equipped, the production of a higher-quality iron helm currently causes three Pickup Equipment jobs to be triggered. Some of these are likely to be concurrent, meaning up to three dwarfs in that example squad are tasked with jobs that they will not untask when you need them to respond to a squad Move/Kill order. It also means that they are still wearing their old item if the new item is misplaced (the locked bin effect or a player forbidding the new item because McAxeman is needed pronto).
*** Shouldn't dwarfs want to wear the old item right up until they get their hands on that new item?

This post is about the order of the subtasks for the Pickup Equipment job, not about other aspects of the job.

14
In Fortress mode, it arrived as a Hostile werebuffalo, killed some dwarves, then converted to a goblin. The Units screen now shows it as Friendly. Is this a bug?

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