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Difference between revisions of "User:Caiburn"
(New page: Just another dwarf. No adamantium here, move along.) |
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− | + | == Basics == | |
− | + | Miasma-safe indoor refuse stockpile | |
+ | |||
+ | <div style="font-family: monospace; white-space: pre; line-height: 126.5%"><nowiki> | ||
+ | ▒▒▒▒▒▒▒▒▒▒▒ | ||
+ | ▒▒▒▒▒▒▒▒▒▒▒ | ||
+ | ▒▒▒▒===▒▒▒▒ The double doors with no room inbetween act as a very | ||
+ | ▒▒▒▒===╫╫.. tight airlock of sorts. It is very unlikely for any | ||
+ | ▒▒▒▒===▒▒▒▒ miasma to escape (from a dwarf's POV). | ||
+ | ▒▒▒▒▒▒▒▒▒▒▒ | ||
+ | ▒▒▒▒▒▒▒▒▒▒▒ | ||
+ | </nowiki></div> | ||
+ | |||
+ | |||
+ | == Ideas to try == | ||
+ | |||
+ | Thanks to Savok for his unified map key (found [http://archive.dwarffortresswiki.net/index.php/Dwarf_Fortress_Wiki:Community_Portal#Unified_map_key here]) and the input for flytrap and pong. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | Bridge flytrap | ||
+ | |||
+ | <div style="font-family: monospace; white-space: pre; line-height: 126.5%"><nowiki> | ||
+ | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | ||
+ | to ng ↓╡╞bridge raising ↓╡╞bridge raising ↓╡╞br to | ||
+ | wilder- ng ↑╡╞bridge raising ↑╡╞bridge raising ↑╡╞br fortress | ||
+ | ness ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | ||
+ | |||
+ | Activated by a lever inside the control room, which shall be | ||
+ | staffed by three novice mechanics. All of them shall have nothing | ||
+ | to do but to pull levers quickly when the time comes. | ||
+ | </nowiki></div> | ||
+ | |||
+ | ---- | ||
+ | |||
+ | <div style="font-family: monospace; white-space: pre; line-height: 126.5%"><nowiki> | ||
+ | to ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | ||
+ | wilder- ..............^.╔bridge raising ← ╗ to | ||
+ | ness ..............^.╚═════════════════╝ fortress | ||
+ | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | ||
+ | ^ = pressure plate, not trap | ||
+ | </nowiki></div> | ||
+ | ::Savok: I don't think that Pong will work (timing of p-plates isn't good at all) | ||
+ | |||
+ | ---- | ||
+ | |||
+ | Easy pathing fortress layout (not to scale) | ||
+ | |||
+ | <div style="font-family: monospace; white-space: pre; line-height: 126.5%"><nowiki> | ||
+ | Top level | ||
+ | Trade Depot and main stairs entrance (walls/fortifications omitted). | ||
+ | ............................................ | ||
+ | ....................DDDDD................... | ||
+ | ....................DDDDD................... | ||
+ | ....................DDDDD................... | ||
+ | ....................DDDDD................... | ||
+ | ....................DDDDD................... | ||
+ | ............................................ | ||
+ | .....................>>>.................... | ||
+ | .....................>>>.................... | ||
+ | .....................>>>.................... | ||
+ | ............................................ | ||
+ | |||
+ | Following levels | ||
+ | Distance between stairs is [Shift+Cursor], so 11 spaces | ||
+ | relative to center of central stairway | ||
+ | .>...>...>...>...>...>...>...>...>...>... | ||
+ | ......................................... | ||
+ | ......................................... | ||
+ | ......................................... | ||
+ | .>...>...>...>...>...>...>...>...>...>... | ||
+ | ......................................... | ||
+ | ......................................... | ||
+ | ....................XXX.................. | ||
+ | .>...>...>...>...>..XXX..>...>...>...>... | ||
+ | ....................XXX.................. | ||
+ | ......................................... | ||
+ | Below this level, replace down stairs with up/down stairs. | ||
+ | |||
+ | |||
+ | Residential buildings fitting for the resulting space blocks (to scale) | ||
+ | .>.........>. | ||
+ | ..▒▒▒▒▒▒▒▒▒.. | ||
+ | ..╫bhf▒fhb╫.. | ||
+ | ..▒▒▒▒▒▒▒▒▒.. | ||
+ | ..╫bhf▒fhb╫.. | ||
+ | ..▒▒▒▒▒▒▒▒▒.. bhf being bed, chest, cabinet | ||
+ | ..╫bhf▒fhb╫.. | ||
+ | ..▒▒▒▒▒▒▒▒▒.. | ||
+ | ..╫bhf▒fhb╫.. | ||
+ | ..▒▒▒▒▒▒▒▒▒.. | ||
+ | .>.........>. | ||
+ | |||
+ | </nowiki></div> | ||
+ | |||
+ | Since Toady seems to use a volumetric instead of a planar approach* to distance calculation/pathing for jobs, this makes access to all areas for the dwarves very easy and lowers the amount of collision detection for entities. On my machine this enables me to play with a headcount of over 150 (where 100 was my previous maximum for personal endurable game speed). | ||
+ | |||
+ | (*) Volumetric means changing the z-level up or down by one is always a distance of 1 - regardless of the distance to the nearest stairway. This leads to "weird" behavior like dwarves ignoring nearby resources since the same resource is directly below the destination, one Z-level and hundreds of steps to the next stairway away. |
Latest revision as of 13:38, 29 August 2008
Basics[edit]
Miasma-safe indoor refuse stockpile
Ideas to try[edit]
Thanks to Savok for his unified map key (found here) and the input for flytrap and pong.
Bridge flytrap
- Savok: I don't think that Pong will work (timing of p-plates isn't good at all)
Easy pathing fortress layout (not to scale)
Since Toady seems to use a volumetric instead of a planar approach* to distance calculation/pathing for jobs, this makes access to all areas for the dwarves very easy and lowers the amount of collision detection for entities. On my machine this enables me to play with a headcount of over 150 (where 100 was my previous maximum for personal endurable game speed).
(*) Volumetric means changing the z-level up or down by one is always a distance of 1 - regardless of the distance to the nearest stairway. This leads to "weird" behavior like dwarves ignoring nearby resources since the same resource is directly below the destination, one Z-level and hundreds of steps to the next stairway away.