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Author Topic: Light and Dark, Above and Below Ground  (Read 1907 times)

nirodragon

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Light and Dark, Above and Below Ground
« on: August 30, 2008, 12:28:55 pm »

I'm thinking that these two attributes should actually be separate, considering some of the complications caused by constructions that some people use to prevent cave adaptation.  For example, I use a bedroom design plan that leaves only one exit to the entire bedroom complex, and I expose that entrance area to light to keep my dwarves from becoming cave adapted.

The problem here is simple - at any time that I have to order dwarves to stay indoors for any extended period of time, my entire fortress screams to a halt, since many orders are canceled when the dwarves try to leave their bedrooms, even though they're all 'inside.

Also, there should be some sort of refresh for these attributes, like there is for the Outside and Inside attribute pair.  Or, maybe, the 'dwarves stay indoors' order could be based on that pair instead, allowing for the problem to be solved that way (as long as there's a roof, it's inside, so why isn't it safe for staying indoors?).

I'm not a programmer or anything, so I don't know how hard it would be to implement, but I thought it would be good to voice my thoughts anyway.
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Draco18s

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Re: Light and Dark, Above and Below Ground
« Reply #1 on: August 30, 2008, 02:39:14 pm »

Asked for a RIDICULOUS number of times.
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Joseph Miles

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Re: Light and Dark, Above and Below Ground
« Reply #2 on: August 30, 2008, 03:55:03 pm »

Asked for a RIDICULOUS number of times.

Meaning, we want it. Now.
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Dwarf Fanatic

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Re: Light and Dark, Above and Below Ground
« Reply #3 on: August 30, 2008, 08:03:55 pm »

Maybe have outside defined as if it can reach from the top Z-Level to that one without going through anything.

Light can go through glass, grates and something else...

Yea, make glass breakable and light-proof! I want Class catapult balls to fire at the pesky seigers!
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Draco18s

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Re: Light and Dark, Above and Below Ground
« Reply #4 on: August 30, 2008, 11:03:56 pm »

I want Class catapult balls to fire at the pesky seigers!

They do need some class...
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Align

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Re: Light and Dark, Above and Below Ground
« Reply #5 on: August 31, 2008, 11:16:23 am »

I suppose if you could make them shatter with enough force, globs of glass would work nicely as catapult ammo.
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Dakej

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Re: Light and Dark, Above and Below Ground
« Reply #6 on: September 02, 2008, 01:39:23 pm »

For example, I use a bedroom design plan that leaves only one exit to the entire bedroom complex, and I expose that entrance area to light to keep my dwarves from becoming cave adapted.

As an aside, I build my light channels on diagonals so that when I tell my dwarves to go inside they can still get through the tunnels by walking diagonally to avoid the line of light. Here is what the channel looks like from above my 3 wide main tunnel:

.xx
x.x
xx.

.=channel x=ground

Granted, traffic will slow a bit when you tell dwarves to stay indoors, but it won't stop completely.

That said, it would be great to separate the attributes so I wouldn't have to do that.
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nirodragon

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Re: Light and Dark, Above and Below Ground
« Reply #7 on: September 02, 2008, 08:55:26 pm »


As an aside, I build my light channels on diagonals so that when I tell my dwarves to go inside they can still get through the tunnels by walking diagonally to avoid the line of light.

That's a good idea, in the meantime; thanks for the suggestion.  I can use traffic designations to make it more likely that they'll go through the light when it's allowed.
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Hyndis

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Re: Light and Dark, Above and Below Ground
« Reply #8 on: September 02, 2008, 10:08:58 pm »

I use a large meeting hall. Its roughly a square shaped room with wide corridors leading out in all directions since its the hub of my fort and needs to handle a lot of traffic. I then remove the ceiling above the center part of the room, thus meaning that the same meeting zone is exposed both to sunlight and to darkness. In the event of a siege, ordering all dwarves inside simply means they can't go out to the center of the meeting hall but they can use the edges just fine.
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Jude

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Re: Light and Dark, Above and Below Ground
« Reply #9 on: September 02, 2008, 10:14:26 pm »

I'd be interested in seeing the need for underground lighting...torches would be the crudest and most inefficient method; you could rig up some kind of gas lighting or there could be certain glowing minerals you could use.
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Draco18s

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Re: Light and Dark, Above and Below Ground
« Reply #10 on: September 03, 2008, 03:15:58 am »

I'd be interested in seeing the need for underground lighting...torches would be the crudest and most inefficient method; you could rig up some kind of gas lighting or there could be certain glowing minerals you could use.

Fight and Lighting Arc.  Will happen eventually.
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Pilsu

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Re: Light and Dark, Above and Below Ground
« Reply #11 on: September 03, 2008, 04:49:50 am »

I don't really look forward to supplying 200 dwarves with a firefly lantern
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Muz

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Re: Light and Dark, Above and Below Ground
« Reply #12 on: September 03, 2008, 02:42:31 pm »

I would. I don't expect it to be that tough, though. Maybe more of keeping light (fire?) in rooms and giving lanterns to miners. I worry about the frame rate effects from lighting, though :P
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