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Author Topic: Antfarm mode  (Read 3951 times)

GavJ

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Re: Antfarm mode
« Reply #15 on: May 29, 2014, 09:53:24 pm »

for food and clothing and booze:

1) Overproduce everything to make sure processing jobs don't ever cancel. But now you have to make sure items don't build up either, so:
2) Have all the overproduce go into two separate giant stockpiles per commodity.
3) Set up an aquifer or river fed type system to be able to flood the stockpiles individually, in a slow fashion that will force dwarves out of the room when desired.
4) Also build huge raising bridges covering the whole stockpile on each one.
5) Set up an empty minecart route with "push every 4 days" in each direction, and rig pressure plates on either end such that first, a room will fill with water, encouraging all dwarves to safety, then the flow turns off and the bridge atom smashes everything in that room and stockpile. The bridge then raises again and opens the room for commodities.  The other room will remain open this whole time. It has the same thing happen when the cart is pushed to the OTHER side.

Thus, at any given moment, there's always a stockpile with a decent amount of stuff in it, BUT the total amount of stuff never goes up too high, because each room is completely purged every 8 days.

For food and clothing, this should work as is with no further consideration.
For booze, what you'll want to do is to have the raw ingredients on overflow/bridgesmash system, but the actual amount of booze made to be maybe 1/3 LESS that what your fortress needs (you need enough dwarves that one still running 24/7 is a bit less than what your fort needs). Then give them a well too. This ensures nobody dies of thirst, but also ensures you never fill up too much booze and run out of barrels, because each one is always drunk immediately after brewing, freeing up the barrel again. And 2/3 booze rations is still plenty to maintain like 95% efficiency forever.




You would indeed need to pause every 100ish years to assign new labors to peasants and to place some more coffins (although note that glass coffins can be manufactured automatically forever, just not placed and set to be available). If we had options for "born into your family's labor caste" and for mass graves or cremation or something, then I think you'd be able to let it run indefinitely.
« Last Edit: May 29, 2014, 09:56:09 pm by GavJ »
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Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

GavJ

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Re: Antfarm mode
« Reply #16 on: May 29, 2014, 09:59:35 pm »

A system that might also work: instead of the whole water-based thing, using burrows (civilian alert-based burrows are actually strictly obeyed) and scheduled military patrols, you can make it so that everybody in one half of the fort goes on patrol on a given month and thus ensures safely empty rooms for atom-smashing during that month, then go back to filling.

Each half of the fort is assigned burrows that have one mirrored half of the stockpiles, but that overlap for all other things like sleeping and the well and the workshops.
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

doublestrafe

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Re: Antfarm mode
« Reply #17 on: May 30, 2014, 02:35:54 am »

The title of this thread made me think that it was meant as a challenge to be played in 2D, but on the X and Z axes, fighting against spooky goblins that can phase in and out through the third dimension.
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Melting Sky

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Re: Antfarm mode
« Reply #18 on: May 30, 2014, 02:49:36 am »

This really would be an interesting challenge scenario. If you remove the requirement that the fortress can't be permanently sealed I think it would become next to impossible but without that requirement you could simply put everyone in the military, suit them up in armor so they never need clothes again and then murder a vampire in the well to turn them all into immortals. Then you simply seal all the entrances and bury them alive for eternity. They could literally just sit there doing absolutely nothing over the eons until the sun burned out.

For an added bonus you could create a 5 X 5 depot. Then you trap an elven caravan in it and seal it completely with a breeding pair of cats, dogs and pigs inside. That way you will have some elven neighbors to keep your vampires company over the centuries.
« Last Edit: May 30, 2014, 03:00:20 am by Melting Sky »
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Graknorke

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Re: Antfarm mode
« Reply #19 on: May 30, 2014, 06:21:33 am »

The title of this thread made me think that it was meant as a challenge to be played in 2D, but on the X and Z axes, fighting against spooky goblins that can phase in and out through the third dimension.
That sounds like a good concept actually. Crazy dimension-shifting goblins.
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MDFification

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Re: Antfarm mode
« Reply #20 on: May 30, 2014, 07:37:37 am »

Hrm. If you had a werebeast, you could lock them up on a pressure plate. Each full moon when they transform, you could trigger a device to smash some excess materials.
Utilizing minecart quantum stockpiles you should be able to automatically prevent stockpile overflow. Using a retracting bridge that is (using a repeater, like the werebeast clock  but more frequent - pet/invader logic?) set to activate every so often, you can then scatter the stockpile randomly in an enclosed space - one quantum stockpile becomes a 3x1 quantumn stockpile. One of those tiles is then periodically smashed, slowing down the accumulation of unnecessary materials. The trick would be producing so much that you can loose 1/3rd of the stockpile in question every month.
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§k

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Re: Antfarm mode
« Reply #21 on: May 30, 2014, 08:03:53 am »

It might be a little bit difficult to automate the interaction with caravan. One must protect dwarven caravan and retrieve their bodies when they are attacked. Moreover, if one caravan guard is accidentally smashed by bridge in the automatic flow of action, his ghost will haunt forever. This is often received as a bug, but I find it probably the only reason why one cannot just seal the fort from outside. Maybe this bug actually adds some balance to the game.
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AwesomenessDog

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Re: Antfarm mode
« Reply #22 on: May 30, 2014, 11:54:49 am »

The title of this thread made me think that it was meant as a challenge to be played in 2D, but on the X and Z axes, fighting against spooky goblins that can phase in and out through the third dimension.
That sounds like a good concept actually. Crazy dimension-shifting goblins.
I don't think that would work, with work shops that cross X and Y. (also didn't old 2D DF work with every time you moved a couple squares to the left or right, you shifted an effective Z Level going deeper into the earth?)
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Di

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Re: Antfarm mode
« Reply #23 on: May 30, 2014, 01:31:35 pm »

Utilizing minecart quantum stockpiles you should be able to automatically prevent stockpile overflow. Using a retracting bridge that is (using a repeater, like the werebeast clock  but more frequent - pet/invader logic?) set to activate every so often, you can then scatter the stockpile randomly in an enclosed space - one quantum stockpile becomes a 3x1 quantumn stockpile. One of those tiles is then periodically smashed, slowing down the accumulation of unnecessary materials. The trick would be producing so much that you can loose 1/3rd of the stockpile in question every month.
There's one quirk though: you can't designate a stockpile over a bridge.
Though I doubt you'd need to destroy stuff that often.

Anyways, internal fortress problems are definitely solvable with the use of dwarven computing, minecarts and magma.
What can present more difficulties is interaction with diplomats. You'll either have to use some script for automatically wading through their dialogues or design an answering machine that would kill them before they meet your authorities.

Also, you could use burrowed vampires to perform the maintenance tasks. They won't target dwarves that sleep outside the burrows, and their guaranteed slowdown in conjunction with workshop clutter could reduce the production speed to slightly faster than consumption.

And  finally, the manager screen seems to be able to handle quite a lot of orders, so you can use it as a more stable alternative to repeated jobs.

I dream of making such fortress one day, but by the time I feel ready to begin this project my fortresses are already too slow and messed up for doing anything.
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fricy

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Re: Antfarm mode
« Reply #24 on: May 30, 2014, 02:01:08 pm »

Wow. Two pages worth of answers, and nobody mentioned workflow, the obvious answer to automation problems: Just set up desired booze/food/cloth quantities and let the game run. It's far from cheaty, and gets the work done. No need to reinvent the wheel.
Add a couple of stockpile links, automated atomsmashers to take care of refuse/necromancer problems, issue some patrol orders for the military and you can leave the game running without sealing the fort.

Di

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Re: Antfarm mode
« Reply #25 on: May 30, 2014, 02:58:20 pm »

dfhack plugins were discussed just 14 posts above.
Yes there are simple ways, but that's not fun and not !!science!!,  just as modding out hands and feet instead of amputating them via complicated cave-in setup would be.
That said, there's already dfhack plugin that completely plays the game instead of you, with some limitations though.
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fortydayweekend

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Re: Antfarm mode
« Reply #26 on: May 30, 2014, 03:14:15 pm »

Would there be any automatic way to deal with immigrant vampires? With no justice how long would it take for a single vampire to kill the entire fort? Or at least cripple it by taking out important dwarves?
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Di

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Re: Antfarm mode
« Reply #27 on: May 30, 2014, 04:05:28 pm »

Vampires ignore zombies. If you construct shorter path inside, which is guarded by zombie behind fortifications, only vamp will go past the undead. Put whatever contraption you want there and it'll only be set off by bloodsucker.
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http://www.bay12forums.com/smf/index.php?topic=91442.0 Dwarven Cognitive Science

MDFification

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Re: Antfarm mode
« Reply #28 on: May 30, 2014, 04:30:03 pm »

Utilizing minecart quantum stockpiles you should be able to automatically prevent stockpile overflow. Using a retracting bridge that is (using a repeater, like the werebeast clock  but more frequent - pet/invader logic?) set to activate every so often, you can then scatter the stockpile randomly in an enclosed space - one quantum stockpile becomes a 3x1 quantumn stockpile. One of those tiles is then periodically smashed, slowing down the accumulation of unnecessary materials. The trick would be producing so much that you can loose 1/3rd of the stockpile in question every month.
There's one quirk though: you can't designate a stockpile over a bridge.
Though I doubt you'd need to destroy stuff that often.

It's not a stockpile, just a pile of junk. Thusly it can somehow accommodate an infinite amount of objects in a single tile because DF. You automatically dump things onto the pile via a system of minecart catapults.
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Cobbler89

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Re: Antfarm mode
« Reply #29 on: May 30, 2014, 05:07:12 pm »

Some events can have their pause effect removed with mods that only adjust specific effects in the coding, but they are generally there for a reason.
Not so much mods as a file full of settings like the init files, the settings in this case being whether any gioven message pauses, zooms etc. I forget the name of it, but I seem to recall it's pretty easy to find digging around in the settings folders.
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