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Author Topic: 1x1 Embark  (Read 10664 times)

Manzeenan

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1x1 Embark
« on: December 12, 2014, 01:21:28 am »

Why is 1x1 embark not a thing? I find it really fun and !!FUN!!. Limited resources, unlimited fps, its great stuff really. For now, Im using nano embark but underground creatures dont seem to come into the map quite right or even at all.
I tend to do things like make whole map obsidian farms and underground tree farms, plus I make use of the above ground more.
Thoughts?
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Ngosp Umbabok

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Re: 1x1 Embark
« Reply #1 on: December 12, 2014, 10:28:17 am »

This is a forum for suggestions on how to improve the game by changing how the game works or by adding new stuff.

I get the impression that 1x1 embarks are possible and that you are suggesting that other people should do it because it is fun. That would be better to post in the gameplay discussion forum rather then here.
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Manzeenan

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Re: 1x1 Embark
« Reply #2 on: December 12, 2014, 12:56:08 pm »

I want it as part of vanilla. The largest embark allowed is 2x2 without the 3rd party nano fortress executable which doenst funcion 100% correctly.  I believe that it would improve the game and ican understand how you came to that conclusion. I'm always looking for temporary fixes in the meantime.
« Last Edit: December 12, 2014, 12:59:22 pm by Manzeenan »
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lethosor

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Re: 1x1 Embark
« Reply #3 on: December 12, 2014, 03:00:44 pm »

You can also try DFHack's embark-tools plugin (namely embark-tools enable nano).
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Manzeenan

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Re: 1x1 Embark
« Reply #4 on: December 12, 2014, 03:10:27 pm »

You can also try DFHack's embark-tools plugin (namely embark-tools enable nano).
I use that now but animals still dont come into the map underground, part of this thread's purpose is to see if anyone has a fix but the main goal is to get it on Toady's radar. I like sand indicator and think it should be part of vanilla also.
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lethosor

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Re: 1x1 Embark
« Reply #5 on: December 12, 2014, 03:20:10 pm »

What do you mean by "animals still dont come into the map underground"? Embark size shouldn't affect this - I know I've seen underground animals on 1x1 embarks before. If you're checking immediately after embarking, try unpausing the game for a minute or so.
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There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Manzeenan

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Re: 1x1 Embark
« Reply #6 on: December 12, 2014, 05:53:43 pm »

It is weird, none are coming in, its been a couple of hours now. Are you sure they come in?
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taptap

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Re: 1x1 Embark
« Reply #7 on: December 12, 2014, 06:10:13 pm »

Agree, wish this were an option in the game itself as there doesn't seem to be any strong reason to forbid it (other than toady maybe not imagining anyone can enjoy such a small embark).

GavJ

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Re: 1x1 Embark
« Reply #8 on: December 14, 2014, 04:47:17 pm »

This is a forum for suggestions on how to improve the game by changing how the game works or by adding new stuff.

I get the impression that 1x1 embarks are possible and that you are suggesting that other people should do it because it is fun. That would be better to post in the gameplay discussion forum rather then here.
They are not possible without dfhack. Thus, asking for them is indeed a game design change request.

I have heard rumors of 1x1 being slightly more unstable than other things, so there might be some associated bugs, not just changing one line in the code. However they are very rare bugs, I've done tons of 1x1s and never crashed. Including in mountains, oceans, the middle of villages, etc.
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Vattic

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Re: 1x1 Embark
« Reply #9 on: December 14, 2014, 05:29:54 pm »

I'd like this in the game. 1x1 forts provide an interesting challenge.

I remember, but can't find where, Toady mentioning the limit was because of some underground feature.
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utunnels

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Re: 1x1 Embark
« Reply #10 on: December 14, 2014, 10:04:01 pm »

This is a forum for suggestions on how to improve the game by changing how the game works or by adding new stuff.

I get the impression that 1x1 embarks are possible and that you are suggesting that other people should do it because it is fun. That would be better to post in the gameplay discussion forum rather then here.
They are not possible without dfhack. Thus, asking for them is indeed a game design change request.

I have heard rumors of 1x1 being slightly more unstable than other things, so there might be some associated bugs, not just changing one line in the code. However they are very rare bugs, I've done tons of 1x1s and never crashed. Including in mountains, oceans, the middle of villages, etc.

It depends on terrains I believe.

The game crashed several times on me. Once it was a volcano, the game will crash on start unless I change the location. Another time it was a cavern, the game crashed shortly after I dug to reveal a cavern.

And memery accessing issues don't always crash a program. For example, I had a program written in C, it had an array-index-out-of-range issue. It just crashed on some 64bit system but never crashed on my PC...



Oh, and I like the idea. 1x1 embark may improve the speed as well, which is currently my best concern.
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Re: 1x1 Embark
« Reply #11 on: December 14, 2014, 10:13:04 pm »

I remember, but can't find where, Toady mentioning the limit was because of some underground feature.
Candy spires? You're not necessarily guaranteed one on a 2x2 embark anyways.
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Manzeenan

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Re: 1x1 Embark
« Reply #12 on: December 15, 2014, 01:29:18 am »

Caverns are weird in 1x1 embarks or me
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Deboche

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Re: 1x1 Embark
« Reply #13 on: December 15, 2014, 04:11:14 am »

So this suggestion can't be implemented due to stuff?

I'd like it, I always go for the smallest vanilla embark because of fps and I like not having to scroll to see my whole fortress
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smeeprocket

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Re: 1x1 Embark
« Reply #14 on: December 15, 2014, 10:21:14 am »

yea I would like better control over embarks. Or at least be able to do like a 1x4 or something similar instead of just 2x2.
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