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Author Topic: things I could not find on the wiki  (Read 779 times)

god2

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things I could not find on the wiki
« on: January 26, 2013, 04:09:10 am »

Hi there, I have been playing DF for a few days now and have had lost of "fun" with it. I however have a few questions

-Are there infinitely renewable building materials? for instance can you run out of ice or wood?

-Is it possible to make a clock (https://en.wikipedia.org/wiki/Clock_signal) that autocratically keeps turning on and off a bridge without the need for a dwarf to be present?

-is there an easy way to make a one-way hallway?
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Dangerous Beans

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Re: things I could not find on the wiki
« Reply #1 on: January 26, 2013, 04:56:43 am »

1: Yes. Trees will regrow; obsidian can be produced from magma and water; ice from water; an infinite amount of clay and sand can be sourced from one clay/sand tile; and soap is renewable, kittens and trees both grow back.
In more exploity methods, you can use melting of objects to duplicate metal bars.
A lot of the things depend on map features, a soil-less mountain with no renewable water can't make most of these, but everything can be imported from traders.

2: a minecart going around a closed track can be used to repeatedly trigger a pressure plate, which can them be linked to a bridge. It may take a while to get the timing right.

3: Nope (AFAIK).
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hiroshi42

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Re: things I could not find on the wiki
« Reply #2 on: January 26, 2013, 05:10:26 am »

#1 seems to have been covered fairly well.
#2 try Repeaters on the wiki.  There is even a clock section for fairly accurate and precise timing.
#3 The only way I can think of is pressure plates attached to doors, but I have no idea if dwarves will path through them properly.
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Jimmy

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Re: things I could not find on the wiki
« Reply #3 on: January 26, 2013, 07:15:43 am »

For 3: Minecart Logic cells can create one-way hallways.

http://dwarffortresswiki.org/index.php/DF2012:Minecart_logic

Here's a simple example: two hallways, both leading to a stockpile from which a workshop pulls. You want the dwarf in the workshop to enter the stockpile room through the north hallway, then exit through the south hallway.

##########   [B = Raising Bridge]
WWWB  ^===   [^ = Pressure Plate]
WWW####===   [F = Floodgate     ]
WWW^  F===   [W = Workshop      ]
##########   [# = Wall          ]


Now build a Newton's Cradle memory cell from the link above.



Link the north pressure plate to the light green gear in the memory cell. Link the south pressure plate to the dark green gear in the memory cell. Link the memory cell's pressure plate to both the floodgate and the bridge.

Once this is done, the following will happen:

1. Dwarf paths from workshop to stockpile through north hallway since floodgate blocks the south.
2. Dwarf walks over pressure plate after the bridge, supplying power to the light green gear.
3. Gear activates roller and first minecart moves onto pressure plate in memory cell, activating it and bumping the second minecart onto the inactive roller.
4. Memory cell pressure plate raises bridge to block north hallway and opens floodgate to unblock south hallway.
5. Dwarf paths from stockpile to workshop through south hallway since bridge is blocking the north.
6. Dwarf walks over pressure plate after the floodgate, supplying power to the dark green gear.
7. Gear activates roller and second minecart moves up, bumping the first minecart off the pressure plate.
8. Memory cell pressure plate deactivates, lowering bridge, closing floodgate and resetting the whole system.

This method has a few flaws. First, anything following the dwarf through the north hallway has a chance to be crushed by the bridge raising. Second, the floodgate can be stuck open if a dwarf drops a sock on that tile. But it does create a one-way hallway into a room, and a one-way hallway out.

Edit: After reflecting, the danger of being crushed by the bridge can be avoided if you replace it with either a retracting bridge over a pit or use a hatch cover instead. The pit will be just as impassible as a raised bridge, but anything that happens to be on the tile would instead just drop into the pit below, from which you can make an exit elsewhere. If you want to avoid another dwarf entering the stockpile room from the south after the first dwarf has activated the system, make the hallway longer and increase the number of tiles between the pressure plates and their blocking structures. That way, if someone does try to enter from the south, walking over the pressure plate in front of the floodgate will close it before they can get through, forcing them to go back and enter the north instead. Likewise, if the dwarf inside tries to leave through the north after the second dwarf toggled the system, he'll toggle it again and be forced to go south.
« Last Edit: January 26, 2013, 07:28:29 am by Jimmy »
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i2amroy

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Re: things I could not find on the wiki
« Reply #4 on: January 26, 2013, 01:17:13 pm »

A note on 3:
While it is possible to make 1-way hallways with everything from the method Jummy described to some simple pressure plates at the start of each hallway connected to a hatch that closes the hallway, the amount of canceled path spam and dwarves needing to repath means that in many cases a better option is to simply enlarge your hallways. A 3-wide corridor with a high-traffic designation running down the middle will provide much more flowthrough then even two 2-wide 1-way corridors running parallel.

So if you do decide to use one way corridors I highly suggest that you don't use them for your dwarves, but use them for enemies only.
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Kipi

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Re: things I could not find on the wiki
« Reply #5 on: January 26, 2013, 02:03:18 pm »

About the 3rd point:

At one point there was a bug that allowed the player to create a hallway that could be traveled in one direction only. The trick was to create a ramp, build a floor above it, then remove the floor. This made the game to see the ramp as up ramp only, forbidding the movement to down.

Illustration from the side. X = wall, _ = floor and \ = ramp

Step 1:
Code: [Select]
____##
###\__

Step 2:
Code: [Select]
___ ##
###\__

After the Step 2 (the removal of the floor that was directly above the ramp), the ramp could be used only to move from right to left (from down to up) and no to other direction.

I'm not sure if this bug still exists, never tried it personally.
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Garath

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Re: things I could not find on the wiki
« Reply #6 on: January 27, 2013, 02:46:08 am »

couldn't resist:

though it's from 40d
http://dwarffortresswiki.org/index.php/40d:One-way
this logic was also used to make vampire-safe bedrooms somewhere iirc

after searching clock, one of the first hits, at the bottom of the post (and post in general)
http://dwarffortresswiki.org/index.php/DF2012:Repeater

no1 hit when searching infinite materials:
http://dwarffortresswiki.org/index.php/DF2012:Clay
similar info probably on the sand page, but it doesn't show up in search

I shouldn't have to mention that the wiki page on trees mentions that they grow back (under certain conditions)
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Rude

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Re: things I could not find on the wiki
« Reply #7 on: January 27, 2013, 08:02:21 pm »

About 1): You can trade for metal forever (or just about anything for that matter) but are limited to what the caravan will bring every year. Copper and Iron often come from goblins.
Bronze from humans. Though I dunno if you'll get more if you start a war with them, or just trade with them.

When I started, I was scared to use too much of what I thought was limited resources (like gold). But IF you have gold (or anything "rare" or "precious") then you probably have more of it than you'll ever want. So go crazy and worry about it when you get there.
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