Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Happy Thoughts  (Read 1751 times)

Mathalor

  • Bay Watcher
    • View Profile
Happy Thoughts
« on: April 14, 2021, 02:40:08 pm »

Can a dwarf get two happy thoughts from masterwork cloth that is masterwork dyed?

Can a dwarf get a happy thought from using or being near a masterwork building (smelter, bridge, screw pump, etc)

Is there a way to make a mist generator that will create mist in a well travelled area without job cancellation and dwarves dropping things from their hands?

Is booze cooking a good idea?

If a dwarf eats a booze cooked meal, does he also need a drink?

I've heard booze cooking is frustratingly complicated.  How does one go about it effectively?



I hate it when I lose dwarves to depression / madness.  Especially if they're the only dwarf in the fort who has mastered a particular skill.  Worse, I know that each dwarf lost is contributing to an eventual tantrum spiral, and depressed dwarves drag the process out with several seasons of tantrums before they go insane and eventually die, giving negative thoughts throughout the fort for a long time before they are finally gone.
« Last Edit: April 14, 2021, 02:52:59 pm by Mathalor »
Logged

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Happy Thoughts
« Reply #1 on: April 14, 2021, 08:15:20 pm »

Are you playing the latest version of the game? Don't think anyone has lost a dwarf to stress since 47.05 was released (except those really trying hard to do so).
Logged

Moeteru

  • Bay Watcher
    • View Profile
Re: Happy Thoughts
« Reply #2 on: April 14, 2021, 09:32:22 pm »

Can a dwarf get two happy thoughts from masterwork cloth that is masterwork dyed?
It depends on what you mean.
They get a single happy thought for each item of clothing they put on (the strength depends on the value) and a single happy thought for creating a masterwork.
If a dwarf created a piece of masterwork cloth then did a masterful job of dying that cloth they would presumably get two happy thoughts.

Can a dwarf get a happy thought from using or being near a masterwork building (smelter, bridge, screw pump, etc)
I've done an exhaustive search through my dwarves' thoughts with dfhack and I've found the following objects being admired with AdmireBuilding or AdmireOwnBuilding thoughts:
Spoiler (click to show/hide)
The numbers in brackets are the corresponding values of emotion.subthought.

As for stress in v47.05, I've had to expel one dwarf so far because he was constantly getting negative thoughts from arguing. I've been able to save a couple of other stressed dwarves by making sure they have plenty of skilled work to do and absurdly valuable rooms to sleep and dine in.
« Last Edit: April 15, 2021, 12:12:03 pm by Moeteru »
Logged

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Happy Thoughts
« Reply #3 on: April 15, 2021, 04:28:07 am »

:
Is there a way to make a mist generator that will create mist in a well travelled area without job cancellation and dwarves dropping things from their hands?

Is booze cooking a good idea?

If a dwarf eats a booze cooked meal, does he also need a drink?

I've heard booze cooking is frustratingly complicated.  How does one go about it effectively?
:
Mist generator: Yes. It's not that easy, though, as you may need to calibrate it, and, ironically, it's harder when using heavy aquifer than when using a light one.

Booze cooking: It was a very good idea before the latest release, because it was the only way to raise the number of dorfs who got their good food needs fulfilled above a very small percentage (because the extremely specific selection of favorite food items cause them to be extremely plentiful, with you having access to only a very small fraction of those, while the number of drinks that favorite drinks can be drawn from is much smaller). Now meal quality should allow food to fulfill that need.

Booze cooking 2: If you add wine to your dish, will that cause you not to need anything to drink with the meal? No. The magic here is that an ingredient that is a favored drink fulfills the role of favored food when in a meal. Meals are solid, and so do not affect thirst (until a potential future where recipes exist where a meal could potentially be more or less salty, and contain more or less water, affecting thirst).

Booze cooking 3: As far as I understand you set up an intricate web of linked stockpiles that link to kitchens if you use the vanilla way (I believe mikekchar has done that). I've used a script of mine to get orders into the kitchen in an automated way (as DF itself supports exact specification of the ingredients, but there's no UI for it).

Dwarf washer: This essential parts of this design was provided by one of the long standing very knowledgeable forumites, but I don't remember which one:

Top level:

wwwwwwwwwwwwwwww
wwwwww.ww.wwwwww
w Pp..w  w..pP w
wwwww.w  w.wwwww
wwwwww.ww.wwwwww
wwwwwwwwwwwwwwww

where:
w = wall
. = floor
  = channeled hole
P = impassable pump tile
p = passable pump  tile


Mid level:

wwwwwww..wwwwwww
wwwwww.ww.wwwwww
wrPp wwggww pPrw
wwwwwwwggwwwwwww
wwwwww.ww.wwwwww
wwwwwww..wwwwwww

where labels as as above, plus:
r = ramp (to ensure trees won't grow and block the pump stack)
g = grate


This provides a N/S path at the mid level, with the diagonals blocking water from flowing out into the path. This design assumes the level below is a heavy aquifer, so the pumps on the mid level draws water from an aquifer tile ramp below their holes, and the grates likewise have channeled out tiles into the aquifer beneath them. Missing from the above is the power train supplying the pumps with power, as well as the infrastructure you have to dig to actually be able to dig this out and build the pumps.

That design won't work with a light aquifer because the water won't be absorbed by the aquifer (or at least not at a sufficient rate), and thus the water falling on the grates will flow out into the path. It requires a fair bit of juggling with the aquifer level to get it to work without overflowing. I think it worked by having two diagonals before reaching the tiles the pumps drew their water from, but I'm not sure I remember correctly.
« Last Edit: April 16, 2021, 03:09:10 am by PatrikLundell »
Logged

Bumber

  • Bay Watcher
  • REMOVE KOBOLD
    • View Profile
Re: Happy Thoughts
« Reply #4 on: April 15, 2021, 08:10:27 am »

Is there a way to make a mist generator that will create mist in a well travelled area without job cancellation and dwarves dropping things from their hands?

Does this setup work?


Are you playing the latest version of the game? Don't think anyone has lost a dwarf to stress since 47.05 was released (except those really trying hard to do so).

I've lost dwarves through ordinary play. Personality shifts towards rage and anxiety still make dwarves unsavable.
Logged
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)?

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Happy Thoughts
« Reply #5 on: April 15, 2021, 08:39:01 am »

Haven't tried the mist generator as my main objective is to wash away contaminants from the dorfs with mist as a positive side effect. However, by looking at it, I expect it will lose water because water can probably flow to an adjacent time in a single tick, and you can't have every pump in a circle to pump immediately after the preceding one. If you've added means to top it up from the above from time to time I suspect it would work, but, again, I've never tried it.
Logged

Moeteru

  • Bay Watcher
    • View Profile
Re: Happy Thoughts
« Reply #6 on: April 15, 2021, 09:32:13 am »

I've just built a simple mist generator in my temple which seems to work well.
The water source is an 11x11 room dug out in/under a light aquifer. The water is then fed down some stairs and a tunnel, through a depressurising diagonal (although it's not really needed) and then falls through two holes in the ceiling of the temple.
The waterfalls are in two corners and there are 2x2 floor grates under each one. Beneath those floor grates are 2 z-level deep holes, each containing a portable minecart drain. By using a 2z deep hole instead of a 1z deep one it guarantees that the drains can't overflow so hopefully I won't end up with a muddy temple.
The portable drains could safely be replaced with any other drainage solution without altering the design.
Logged

Mathalor

  • Bay Watcher
    • View Profile
Re: Happy Thoughts
« Reply #7 on: April 15, 2021, 07:03:33 pm »

In the past I've made mist generators by hooking some screw pumps up to a screw pump power generator and filling some ponds.  I put the "waterfall" in the middle of a walked area, in the dormitory and dining room near the door.  It gave me mist in a wide area but the dwarves were constantly cancelling jobs and dropping their stuff.
Logged

Thisfox

  • Bay Watcher
  • Vixen.
    • View Profile
Re: Happy Thoughts
« Reply #8 on: April 16, 2021, 04:02:55 pm »

I've just built a simple mist generator in my temple which seems to work well.
The water source is an 11x11 room dug out in/under a light aquifer. The water is then fed down some stairs and a tunnel, through a depressurising diagonal (although it's not really needed) and then falls through two holes in the ceiling of the temple.
The waterfalls are in two corners and there are 2x2 floor grates under each one.

...Right. BRB,  need to TOTALLY redesign my temples....
Logged
Mules gotta spleen. Dwarfs gotta eat.
Thisfox likes aquifers, olivine, Forgotten Beasts for their imagination, & dorfs for their stupidity. She prefers to consume gin & tonic. She absolutely detests Facebook.
"Urist McMason died out of pure spite to make you wonder why he was suddenly dead"
Oh god... Plump Helmet Man Mimes!

Mathalor

  • Bay Watcher
    • View Profile
Re: Happy Thoughts
« Reply #9 on: April 16, 2021, 09:22:59 pm »

I'm assuming the statues are there to prevent a dwarf from standing in the square.  Do they interfere with the waterflow at all?

Also, is there a way to dig out the pond square but also keep dwarves from passing through it?  If I place a statue on the square, wall it up, fill it, turn it on, and then dismantle the walls, perhaps that would work.

Perhaps I didn't read the page fully when I last made mine.  I haven't played in a while, but the design I used is from lower down on the page.

Anyway, thank you.
« Last Edit: April 16, 2021, 09:35:11 pm by Mathalor »
Logged

Thisfox

  • Bay Watcher
  • Vixen.
    • View Profile
Re: Happy Thoughts
« Reply #10 on: April 16, 2021, 09:40:16 pm »

Statues, when hit with water, generate more clouds of the happiness-generating water vapour than if the water were just falling in a natural flow.
Logged
Mules gotta spleen. Dwarfs gotta eat.
Thisfox likes aquifers, olivine, Forgotten Beasts for their imagination, & dorfs for their stupidity. She prefers to consume gin & tonic. She absolutely detests Facebook.
"Urist McMason died out of pure spite to make you wonder why he was suddenly dead"
Oh god... Plump Helmet Man Mimes!

Garfunkel

  • Bay Watcher
    • View Profile
Re: Happy Thoughts
« Reply #11 on: May 11, 2021, 12:11:10 pm »

For cleaning contaminants, I just make a little channel in my main entryway and have water up to 3 in it. Dwarfs will path through it and get themselves cleaned at the same time. Well, at least their boots and trousers.

I will have to try that temple mist generator, sounds nifty!
Logged