|
Anyone growing up in any DF World should be completely desanitised to death and corpses by age six. Ergo seeing corpses should have maybe 0,03% of the effect it currently has.
|
# ? May 16, 2020 22:12 |
|
|
# ? Apr 27, 2024 03:11 |
|
I just assume that the dwarf fortress world is written by Steven Erikson, so everything is always violent and insane, but everyone is also deeply emotionally impacted by it, (and by random things, like a nice mist or good engraving) as well.
|
# ? May 16, 2020 22:33 |
|
I'm trying to play my first game of DF using the Lazy Newb Pack, and I gotta ask, is Stonesense notoriously, uselessly buggy or something? I keep trying to load it up, and every single time it crashes itself and Dwarf Fortress.exe. It always crashes at Grei_items.xml, which looks to me to be a perfectly normal .xml file. e: well looking on the github page it looks like they figured it might be this about two weeks ago: github guy posted:I think it crashes because of this : I guess the issue still exists. Do serious DF players even use Stonesense? Casey Finnigan fucked around with this message at 02:25 on May 17, 2020 |
# ? May 17, 2020 02:07 |
|
I only ever fired up Stonesense to take fun screenshots. It's a visualizer, not really any use for gameplay.
|
# ? May 17, 2020 02:29 |
|
It's kind of neat but it's more of a novelty than something I need to have.
|
# ? May 17, 2020 02:29 |
|
Yeah, Stonesense is for either taking neat screenshots or helping to visualize large-scale construction projects. It's not something that anyone who is genuinely new to Dwarf Fortress is likely to have any real use for. Unless, of course, you're trying to recreate Moria on your first fortress, in which case, yeah.
|
# ? May 17, 2020 03:55 |
|
FreudianSlippers posted:Anyone growing up in any DF World should be completely desanitised to death and corpses by age six. Ergo seeing corpses should have maybe 0,03% of the effect it currently has. I think the magnitude of the response is fine, the problem is that in DF's current framework becoming totally desensitized isn't actually a thing (even when the description says it is). There's always at least a small chance of a bad thought being generated, and it's checked for every single corpse, not for the aggregate experience of seeing a battlefield or a garbage dump, so that small chance is basically never small enough.
|
# ? May 21, 2020 12:56 |
|
Looks like Tarn has been putting out Steam unique status updates. I'm following the steam page but I didn't get a notification for them. Not sure how to make that happen.quote:Hi!
|
# ? May 21, 2020 21:45 |
|
This is going to be so loving cool.
|
# ? May 21, 2020 21:53 |
|
I am making a cheaty Embark file to screw around with, giving my Dwarfs a "10" in all their starting stats so they have a level 5 skill in all their slots. However when I load up that profile I am greeted to this. Is there a RAW File I need to edit somewhere? I already screwed with World_Gen.txt to give myself 999,999 embark points but that didn't seem to work.
|
# ? May 24, 2020 17:12 |
Zesty posted:Looks like Tarn has been putting out Steam unique status updates. I'm following the steam page but I didn't get a notification for them. Not sure how to make that happen. all it took was having a use for calculating obscure tree statistics to get toady really on board with better graphics
|
|
# ? May 24, 2020 18:08 |
|
it's not going to be real Dwarf Fortress until it has glorious full-HD visualizations of the fluid mechanics of wereaardvark fecal matter.
|
# ? May 25, 2020 08:33 |
|
|
# ? May 25, 2020 08:41 |
Fat_Cow posted:I am making a cheaty Embark file to screw around with, giving my Dwarfs a "10" in all their starting stats so they have a level 5 skill in all their slots. However when I load up that profile I am greeted to this. Is there a RAW File I need to edit somewhere? I already screwed with World_Gen.txt to give myself 999,999 embark points but that didn't seem to work. Did you gen the world before making the changes? RAWs are stored with the save, so any changes to the main RAWs won't do anything in existing games.
|
|
# ? May 25, 2020 09:00 |
I'm not sure if there's even a DFHack path to removing the "investment cap" on dwarf skills at embark maybe just give dwarves [NATURAL_SKILL:xyz:very lots] at everything
|
|
# ? May 25, 2020 12:43 |
|
Man I really wish the performance of the game wouldn't be so horrific. Even if I limit my fort to 60 dwarfs, throw out all visitors, reduce the amount of caverns and select a hilariously small embark site it only takes about ten years of a fort to slow down to a grinding halt. It's kinda discouraging having to stop whenever a fort becomes interesting due to fps death. Especially if you have a modern system. I'm not even sure what slows the game down. Too many trash entities? Pathfinding? Is there any way to figure out what is causing most of the slowdown?
|
# ? May 26, 2020 15:32 |
|
Pathfinding is a really fuckin big offender. The DF wiki offers some insights into that. If you have lots of trees, cutting a bunch of them down can also help a little. DFHack has some very good utilities for this as well - cleans up clutter, spatter, and other sources of gradual slowdown.
|
# ? May 26, 2020 16:06 |
|
Temperature is also a really big factor in slowdown. Also DF is primarily limited by single-core CPU speed so if you skimped on that when you bought / built your computer, a "modern system" doesn't mean much.
|
# ? May 26, 2020 18:31 |
|
Happy Litterbox posted:Man I really wish the performance of the game wouldn't be so horrific. Even if I limit my fort to 60 dwarfs, throw out all visitors, reduce the amount of caverns and select a hilariously small embark site it only takes about ten years of a fort to slow down to a grinding halt. Dfhack has the fastdwarf option if you don't mind cheating It does trivialize all of the hauling and route optimization aspects of the game
|
# ? May 26, 2020 19:46 |
|
Weather is traditionally considered a tertiary concern, but pathfinding and temperature are two of the largest offenders, and liquid flow can also be problematic. In theory, the things you can do to curb FPS death somewhat: -One of the biggest ones is to never build one-tile passageways. This can result in the pathfinding algorithm butting its head against walls frequently, especially when entities try to get around each other, resulting in lots of unnecessary slowness. -Turn off temperature for sure, and weather maybe. -Avoid embarks with lots of flowing water or magma. Surface ponds can also be a problem from the water sloshing around in them every time it rains, if you have that going. -Lock animals in cages where possible, avoid having free-roaming animals, don't have too many animals, and don't lock animals in rooms unpastured. This used to be a singular point of failure where, amusingly, cats would in fact slow fortresses to a halt by constantly trying to path through/demanding to be let out of every closed door in the fort. If memory serves this has been partially corrected but is still a potential source of slowdown. -As an addendum to the above, try to avoid having lots of uncovered walls, especially at surface level and in high-ceilinged caverns, to reduce climbing checks. -Clean up clutter, avoid having too much unnecessary 'stuff' lying around, especially splatters and filth which can be spread across hundreds of entities and surfaces and body parts. I believe DFHack provides a tool command for this, as mentioned above, but you can manually reduce the issue somewhat by placing grates on the ground to serve as welcome mats in high-traffic areas and avoiding the creation of lots of mud, blood, and vomit. Yes, I know this doesn't sound as fun. -Avoid playing with the traffic designations too much if you can avoid it. It's cool making high-traffic and low-traffic lanes, but the more complicated the traffic designations (and especially the more restricted zones there are) the more time is going to be spent on pathing around. -Sensible fort layout helps; keeping things close to a central pathway reduces pathfinding time and mitigates FPS being slower by reducing the time each task takes in real time. Things that probably don't help: -Setting all traffic designation to the lowest setting (this shouldn't alter the 0(n) completion time of pathfinding, the math difference should be trivial; having lots of complicated zoning the algorithm spends extra time checking around or which dwarves spend extra time walking is potentially a problem however) -Destroy items using lava instead of atom smashers (There was(?) maybe(???) a bug where some entities crushed by bridges were not being properly deleted and so were contributing to the sprawl, which in theory doesn't happen with lava, this may be erroneous and DFHack's cleanup scripts probably handle this either way)
|
# ? May 26, 2020 19:52 |
|
Shady Amish Terror posted:This used to be a singular point of failure where, amusingly, cats would in fact slow fortresses to a halt by constantly trying to path through/demanding to be let out of every closed door in the fort. This is a 100% realistic simulation of actual cat behavior.
|
# ? May 27, 2020 06:31 |
|
Is it really tricky to figure out how to stop an object from continuously trying to path through a locked door? Even a zero-order solution like giving the animal a new Hanging Out job after checking if the object has stopped moving due to a locked door might be fine. Or give it a new task that's basically "Get to the Other Side of This Door" and the behavior can be attempting it at a lower frequency, or looking for people who are going to path by and following them. Then after getting through, give it back it's original task or something. I dunno, I only messed around with path finding on an elementary level before.
|
# ? May 27, 2020 23:47 |
|
ToadyOne posted:Ah, sorry for the gap there. I didn't have a scene to show, so I was just pottering away on code bits in a sleep-deprived pandemic haze and lost track (I've remained healthy, but the sleep schedule has become unmoored.) The main project for the artists is the rivers and brooks, and that's going well. In the meantime, I've been handling various bits, like support for pet/vermin display and getting adventure mode showing the basic tile view (still quite rough). We do have a few things we can show this week:
|
# ? May 28, 2020 22:33 |
|
Gonna take a year for this update but it'll be so good.
|
# ? May 29, 2020 10:07 |
|
So Math posted:DF Update I've mentioned this before, but I really wish there was an accompanying forced perspective to the walls, like there is for the furniture and such. Quick, ugly mockup: But that would require an extra set of tile expressions + work for the 'top' row of wall tiles, and a decent chunk more work for them, so I can understand not going for it.
|
# ? May 29, 2020 19:13 |
|
Suggest it anyway.
Zesty fucked around with this message at 20:49 on May 29, 2020 |
# ? May 29, 2020 20:08 |
|
I think they must have worked on the shadows at the bases of the walls or something, I find these latest shots much easier to parse than the ones from a few weeks ago.
|
# ? May 29, 2020 20:42 |
|
Sure, just gotta wait for admin approval for my new account registration.
|
# ? May 29, 2020 22:39 |
|
Steam-specific progress update.quote:Noble-drowning facilities (AKA water)
|
# ? Jun 4, 2020 21:12 |
|
Fuckin lol at that last line
|
# ? Jun 4, 2020 21:47 |
|
Jesus the water tiles look nice.
|
# ? Jun 5, 2020 00:12 |
|
They are lovely. I hope Tarn is getting a kick out of making DF look pretty now that he's finally bitten that bullet.
|
# ? Jun 5, 2020 02:15 |
|
I hope stuff like DT and Dfhack are available ASAP for the Steam release.
|
# ? Jun 5, 2020 18:20 |
|
The june 1st dev log generated less drama then I thought. Good to see.
|
# ? Jun 6, 2020 17:10 |
Telsa Cola posted:The june 1st dev log generated less drama then I thought. Good to see. oh, you'd better believe the unofficial discord has some real fuckin tight takes why defunding the cops' military budgets is actually bad
|
|
# ? Jun 6, 2020 17:55 |
|
scamtank posted:oh, you'd better believe the unofficial discord has some real fuckin tight takes why defunding the cops' military budgets is actually bad The forums seem mostly dominated by people who agree with the stance from the few threads I read. But yeah discord apparently is a whole nother ball game I guess.
|
# ? Jun 6, 2020 18:03 |
|
Wait what happened?
|
# ? Jun 7, 2020 01:35 |
Toady took a stand tooToady & Threetoe posted:While the protests against the murder of George Floyd and police brutality, and the ensuing police riot, continue in this country, we don't want to be silent, nor do we want to make a generic brand statement. So, specifically, we support efforts to defund the police, as well as those to minimize and abolish incarceration. No amount of protection afforded to white people is worth the horror we continue to perpetuate in this country against millions in marginalized communities. Black lives matter. the discord is just lousy with chuds
|
|
# ? Jun 7, 2020 01:38 |
|
scamtank posted:Toady took a stand too I'm glad Toady isn't a poo poo head. It's great when you don't have to hate people who made things you like.
|
# ? Jun 7, 2020 04:35 |
|
|
# ? Apr 27, 2024 03:11 |
|
RandomMagus posted:I'm glad Toady isn't a poo poo head. It's great when you don't have to hate people who made things you like.
|
# ? Jun 7, 2020 04:54 |