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Author Topic: Trivial findings  (Read 462661 times)

taptap

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Re: Trivial findings
« Reply #660 on: December 16, 2015, 08:10:49 am »

Obsidian casting below a constructed floor leaves an "open space" after removal of the floor while obsidian casting in truly "open space" would leave a walkable floor (on the z level above as long as the obsidian wall is in place). If you designate this open space above the newly cast wall as pond you can fill the WALL with water. Already known are water-filled doors (doors always leave an open space above, when the floor there was removed). This only works with water put directly into it - normal water flow above is unobstructed and does not enter doors (or walls) below regardless of floor situation.

Subtlehammers, Hydraulic Engineering Department

Detros

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Re: Trivial findings
« Reply #661 on: December 16, 2015, 08:16:37 am »

Obsidian casting below a constructed floor leaves an "open space" after removal of the floor while obsidian casting in truly "open space" would leave a walkable floor (on the z level above as long as the obsidian wall is in place). If you designate this open space above the newly cast wall as pond you can fill the WALL with water. Already known are water-filled doors (doors always leave an open space above, when the floor there was removed). This only works with water put directly into it - normal water flow above is unobstructed and does not enter doors (or walls) below regardless of floor situation.

Subtlehammers, Hydraulic Engineering Department
So you can put water in walls without floor above them or into doors with buckets? What happens when you then deconstruct the wall/door, will it spill given water around? Can it serve as a little well, aka do dwarves drink from such thing?
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Re: Trivial findings, DF2015 Edition!
« Reply #662 on: January 12, 2016, 04:31:19 pm »

Elves... use parchment.

If you didn't know, parchment is ANIMAL SKIN.

"The Art Of Animal Diseases was a legendary parakeet parchment scroll. Written on the item is a manual entitled The Art of Animal Diseases, authored by Imimi Motherbear. It concerns the diseases of creatures. [Duh.] The writing gives a feeling of compassion here and there. Overall, the prose is passable."

Now, the elves aren't quite as crazy about animals as they are about trees, but I could have sworn that they didn't use any animal products. I suppose the new "random material" system for books (the one that allows for forgotten beast parchment, ogre parchment, etc.) doesn't take the material usage of the civilization into account. Or perhaps, in-game, the elf had no idea it was parchment. She bought it from some humans who chuckled as they insisted it came from hemp.

Hmm, why don't elves freak out at being sold cloth/drink/plants?
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Button

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Re: Trivial findings, DF2015 Edition!
« Reply #663 on: January 12, 2016, 04:43:05 pm »

Elves... use parchment.

If you didn't know, parchment is ANIMAL SKIN.

"The Art Of Animal Diseases was a legendary parakeet parchment scroll. Written on the item is a manual entitled The Art of Animal Diseases, authored by Imimi Motherbear. It concerns the diseases of creatures. [Duh.] The writing gives a feeling of compassion here and there. Overall, the prose is passable."

Writing mostly happens at libraries, and libraries are usually at dwarven and human sites. It's likely the elf was a scholar at a non-elven site, and used whatever material was available.

Elves don't mind using animal products, they just don't create them.
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TheFlame52

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Re: Trivial findings
« Reply #664 on: March 22, 2016, 06:15:01 pm »

If you sell books on a topic to your caravan, your whole civ will learn what's in them. This has the local effect of causing all your scholars to all write books about those topics, which are hopefully better than the books you just sold. So reclaim a fort with a library in it, build a huge paper industry, copy every single book, sell the copies, retire, embark somewhere else, and enjoy your productive scholars!

Bumber

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Re: Trivial findings
« Reply #665 on: April 19, 2016, 11:40:02 am »

Criminals that transform (werebeasts) will be pardoned of their crimes. Take that, nobles!
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

TheFlame52

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Re: Trivial findings
« Reply #666 on: April 19, 2016, 02:02:46 pm »

I just discovered something and I was going to search for this thread, but here it is already!

Werebeasts cursed by gods are immortal, but bitten werebeasts are not.

Also, there is a set list of 63 divine materials associated with 40 spheres. 20 are placed in each game, though there can be repeats.

Larix

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Re: Trivial findings
« Reply #667 on: April 19, 2016, 02:29:49 pm »

Minecarts dropped from a hatch (or floor grates/bars) are re-set to the middle of the tile when falling: a cart can be pushed into a limiting wall behind a grate, but when dropped, it'll land in the middle of the ramp, not at its far end.

This does not hold for carts that smack into a wall over a hole. It appears that the game determines how many distance units the cart had left in its turn when hitting the wall and places it the equivalent number of units into the tile in which it lands. However, the tile it lands in will be exactly below the hole, while the distance acknowledged is distance into the tile behind the hole:
the test rig used a push with adjacent impulse ramp (gives 30 000 speed):

#    #    #
.    .    .   
║    ║    ║
▲    ║    ║
M    ▲    ║   
     M    ▲   
          M
1.   2.   3.


The cart is pushed north, jumps over the hole, collides with the wall with varying remaining distance, then falls down the hole and lands a few levels below, on a NS ramp with exit to the south.

1. Speed is properly calculated only over the hole, the cart hits the wall on the fifth step after leaving the impulse ramp, with ~ 19500 leftover distance. It rolls off the landing ramp with 9800 speed.

2. Speed is properly calculated on the tile before the hole and over the hole itself. Remaining distance at collision (8th step) is ~9200. The cart rolls off the landing ramp with 4900 speed.

3. Speed is properly calculated on the two tiles before the hole and over the hole itself. The cart hits the wall on the eleventh step, with ~29400 distance to go. It rolls off the landing ramp with 14700 speed.

I.e., in all three cases, the cart ends up close to the southern end of the landing tile. When remaining distance at point of collisions is bigger than 1/2 tile (cart has to go at beyond-derail speeds to achieve that), the cart will touch ground in the northern half of the landing tile. If remaining distance is more than a full tile (speeds beyond 100 000 and proper setup required), the cart seems to always end up at the very northern edge of the landing tile.

This may be why some folks reported difficulties getting a cart moved by ramp after dropping it down a hole.
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Saiko Kila

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Re: Trivial findings
« Reply #668 on: April 19, 2016, 04:19:32 pm »

Fortress can have more than one baron/count/duke, because dwarves can inherit positions in far away lands. The additional nobles have normal requirements and demands, which can be infuriating sometimes. They also can perform meetings. This can happen before earning the barony in normal way.

The trivial finding number one is, the additional nobles are promoted together with the land (baron->duke for example), so basically the nobles are indistinguishable from each other, except on civ screen.

The trivial finding number two is the additional noble can actually "usurp" the title, and on the civ screen will be listed as the proper one (duke of MyAwesomeFortress), while the rightful one, the one you recommended, will be listed as just duke. This happens during land promotion. So before promotion it is Urist McProper, baron of MyAwesomeFortress, and Urist McPauper, baron of MiddleOfNowhere. After it is (or can be) Urist McProper, duke, and Urist McPauper, duke of MyAwesomeFortress. I cannot decide if this is a bug, or the awful class system of dwarves is just royally messed up.
« Last Edit: April 19, 2016, 04:21:14 pm by Saiko Kila »
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TheFlame52

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Re: Trivial findings
« Reply #669 on: April 22, 2016, 04:51:28 pm »

Nations will try not to found settlements in areas inhabited by titans. This can sometimes cause nations to get bottled up if a titan inhabits a large biome.

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Re: Trivial findings
« Reply #670 on: April 22, 2016, 09:04:39 pm »

Fortress can have more than one baron/count/duke, because dwarves can inherit positions in far away lands. The additional nobles have normal requirements and demands, which can be infuriating sometimes. They also can perform meetings. This can happen before earning the barony in normal way.

The trivial finding number one is, the additional nobles are promoted together with the land (baron->duke for example), so basically the nobles are indistinguishable from each other, except on civ screen.

The trivial finding number two is the additional noble can actually "usurp" the title, and on the civ screen will be listed as the proper one (duke of MyAwesomeFortress), while the rightful one, the one you recommended, will be listed as just duke. This happens during land promotion. So before promotion it is Urist McProper, baron of MyAwesomeFortress, and Urist McPauper, baron of MiddleOfNowhere. After it is (or can be) Urist McProper, duke, and Urist McPauper, duke of MyAwesomeFortress. I cannot decide if this is a bug, or the awful class system of dwarves is just royally messed up.
Not trivial but a bug.
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Quote from: King James Programming
...Simplification leaves us with the black extra-cosmic gulfs it throws open before our frenzied eyes...
Quote from: Salvané Descocrates
The only difference between me and a fool is that I know that I know only that I think, therefore I am.
Sigtext!

Saiko Kila

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Re: Trivial findings
« Reply #671 on: April 23, 2016, 06:55:22 am »

Fortress can have more than one baron/count/duke, because dwarves can inherit positions in far away lands. The additional nobles have normal requirements and demands, which can be infuriating sometimes. They also can perform meetings. This can happen before earning the barony in normal way.

The trivial finding number one is, the additional nobles are promoted together with the land (baron->duke for example), so basically the nobles are indistinguishable from each other, except on civ screen.

The trivial finding number two is the additional noble can actually "usurp" the title, and on the civ screen will be listed as the proper one (duke of MyAwesomeFortress), while the rightful one, the one you recommended, will be listed as just duke. This happens during land promotion. So before promotion it is Urist McProper, baron of MyAwesomeFortress, and Urist McPauper, baron of MiddleOfNowhere. After it is (or can be) Urist McProper, duke, and Urist McPauper, duke of MyAwesomeFortress. I cannot decide if this is a bug, or the awful class system of dwarves is just royally messed up.
Not trivial but a bug.

I've found this:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=9579
The reported problem is with multiple barons, though comments indicate the bigger problem, the same I've encountered.
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Bumber

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Re: Trivial findings
« Reply #672 on: April 27, 2016, 10:53:15 pm »

I had an invading weretortoise increase in skill while fighting one of my dwarves. Gamelog.txt says he found it very satisfying.

Apparently transformed werebeasts are still sane enough to talk. I guess the curse just makes them really bloodthirsty.
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Bumber

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Re: Trivial findings
« Reply #673 on: April 28, 2016, 05:02:56 pm »

If water loses flow it can lose pressure:
Code: [Select]
7OOOOO
7OO#X_
7777OO
7 = Water, O = Wall, X = Drawbridge, # = Floor grate

The intake is from beneath a brook. I shut the bridge for maintenance, and when I opened it again the water refused to flow up through the grate. This might only apply when the water has another escape route (e.g., the brook to the map edge.)
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Corona688

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Re: Trivial findings
« Reply #674 on: May 01, 2016, 04:15:06 pm »

As some of us are discovering, volcanoes slowly overtop these days.  If you catch it early, it's not hard to solve that:

Spoiler (click to show/hide)

The magma sea also has the same problem, now -- but without any lower place to drain it, you're kind of screwed.  Build pumps to raise magma so you don't have to stay on the dangerous part, and wait until it fills enough to start diverting it.
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