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Author Topic: A.I. Dwarf-System  (Read 3077 times)

Umune

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Re: A.I. Dwarf-System
« Reply #15 on: June 19, 2011, 09:25:42 am »

Just throwing this out there...
A.I. Dwarf-System - AIDS
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MystRunner

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Re: A.I. Dwarf-System
« Reply #16 on: June 19, 2011, 10:53:36 am »

Just throwing this out there...
A.I. Dwarf-System - AIDS

I.....don't know if that is absolutely wrong or absolutely hilarious.
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I don't know what is more impressive, that dwarves can skip salting and curing meat opting for zombiefication, or that the dark art of necromancy has been twisted to the cause of curing meats.

Dwarf Fortress : Crimes Against Nature Simulator.

Benedict Hardy

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Re: A.I. Dwarf-System
« Reply #17 on: June 19, 2011, 10:59:15 am »

A
« Last Edit: March 29, 2018, 11:49:09 am by Benedict Hardy »
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Legless

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Re: A.I. Dwarf-System
« Reply #18 on: June 20, 2011, 02:51:26 am »

Two questions about A.I.D-S

1) So, dwarves in the control room are isolated forever. Should isolation cause spam like "Urist McOperator cancels to do smth. Item inaccessible"?
2) How to make fully autonomous control room? Should food and booze being made inside?
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AutomataKittay

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Re: A.I. Dwarf-System
« Reply #19 on: June 20, 2011, 03:05:41 am »

Two questions about A.I.D-S

1) So, dwarves in the control room are isolated forever. Should isolation cause spam like "Urist McOperator cancels to do smth. Item inaccessible"?
2) How to make fully autonomous control room? Should food and booze being made inside?

They wouldn't be able to access workshops if they're sealed up, I haven't seen dwarves try to work in shops they're physically isolated from, or even perform job cancel error. That said, you probably should turn off all of their unnecessary tasks and set the levers to only be pulled by those inside the room, because I've seen lever pulling and hauling job take longer to get to when there're isolated dwarves without access around (Not sure if that's conciedence, or just the game taking longer to realize that they're not accessible ).

As for fully autonomous? Build it in two levels, with the bottom being wet underground natural floor, so they can gather plants and chop wood down, and the level above with bedrooms, the processing shops and dining room. The lever room would do well to be isolated from both, so mechanics can add extra levers without having the autonomous pullers running out ( use forbiddened doors or something to separate them ). Farms runs too much risk of not getting seed if you've already hit the seed limits, so you'd need to breach a cavern or two and have a wet patch (Or possibly build it above-ground, I've never really tried long-term gathering there, and you won't get trees unless there're a tile of undug soil under it at least ).
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Legless

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Re: A.I. Dwarf-System
« Reply #20 on: June 20, 2011, 04:53:12 am »

2AutomataKittay
I asked a question about cancellations because I have permanent spam after 4-10 years of fortress (limbs, bones, food can be found at inaccesible area e.g. on the wall)
Also weavers spam too, as they can't in pathfinding through darkness in the caverns.
But so far so good. I disabled all kinds of labor by DT, but they still can pull levers.

And about autonomous system. Your answer made me think of seeds limit, thank you BTW. So, multi-farming can be a problem for a fortress. So, domestical birds can be unlimited source of food.
I have an unveryfied idea. I'll just build retracking bridge over operator's room. And dump some booze over it. And pull the Provision's Lever. Shall it work? Won't booze suffer falling from 2-3 z-levels?
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AutomataKittay

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Re: A.I. Dwarf-System
« Reply #21 on: June 20, 2011, 05:31:26 am »

2AutomataKittay
I asked a question about cancellations because I have permanent spam after 4-10 years of fortress (limbs, bones, food can be found at inaccesible area e.g. on the wall)
Also weavers spam too, as they can't in pathfinding through darkness in the caverns.
But so far so good. I disabled all kinds of labor by DT, but they still can pull levers.

And about autonomous system. Your answer made me think of seeds limit, thank you BTW. So, multi-farming can be a problem for a fortress. So, domestical birds can be unlimited source of food.
I have an unveryfied idea. I'll just build retracking bridge over operator's room. And dump some booze over it. And pull the Provision's Lever. Shall it work? Won't booze suffer falling from 2-3 z-levels?

I does have some issues with claimed object spam, but that's pretty much it for my experience, and I do tend to take precautions to prevent it in first place. And you can turn off the harvesting web jobs in o>W menu, if I recalls right, and I always turns off the auto-gathering since caverns are so dangerous for me  :D Lever-pulling don't involve any labors ( that I know of ).

I've dropped stuffs dozens to a hundred Z's and they don't seems to suffer, even caged stuffs. I'm using earlier version so I can't verify for current one, and obviously not appliable for uncontained creatures. One issue you might have is bridges like to throw things around, messy. I've managed to contain a few 'Boxes' of dwarves living purely off spawned shrubs from time to time, you'll want a quern and a few blocks ( so they can't be used up in processes ) to build workshops. Most of the micromanagement will be having the plant gathering and woodcutting, then processing the stuff into food and drink ( and dyed clothes if your whims goes that way ), for my method.

(What'd you do to get even FOOD in inaccessible spots?  :o )
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Benedict Hardy

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Re: A.I. Dwarf-System
« Reply #22 on: June 20, 2011, 11:05:49 am »

A
« Last Edit: March 29, 2018, 11:49:14 am by Benedict Hardy »
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