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    Dwarf Fortress Infinite Adamantine Using Elf Labor

    Dwarf Fortress Infinite Adamantine Using Elf Labor


    Infinite Adamantine Using Elf Labor

    Posted: 28 Mar 2020 07:23 AM PDT

    Infinite Adamantine Using Elf Labor

    TLDR: Tantruming invaders can split stacks of coins via throwing. Individual coins be smelted down for 5,000% return on metal or candy. I made a setup that traumatizes elves and goblins so they separate coins for me.

    https://preview.redd.it/qq4y1xhh6bp41.png?width=945&format=png&auto=webp&s=ff2ec0de5dd13f23dbd091d776786d6d5599ee66

    Generating infinite candy using the smelter exploit is somewhat more difficult than with other metals. Previous dwavern !!SCIENCE!! focused on separating stacks of bolts or coins then smelting them individually for a net gain. The method with bolts involves using marksdwarves to separate stacks of blots and the method with coins involves using the trade depot interface and macros to split coin stacks. While both methods are effective, they seem rather difficult to set up or undwarfy respectively.

    A post on the same topic had brought up that tantruming dwarves can split stacks of coins rapidly. I had also observed that invading elves/goblins/humans could tantrum and throw things (a result of drawn out sieges and the current stress system). It followed that I could use captured invaders to generate infinite metal.

    Setup:

    Burst of coins being thrown, elves on the left, goblins on the right.

    1. Create 3x3 enclosure(s) of fortifications surrounded by a channeled out area to collect thrown coins. There is a shaft above to drop in coins and more invaders.
    2. The enclosure should be smoothed natural rock to prevent climbing. The enclosed invaders should not be visible to the dwarves as it will lead to job cancellations.
    3. Drop stacks of coins into the enclosures
    4. Capture a number of invaders (the more the better) and disarm them.
    5. Pit them into the enclosures by civilization.
    6. Drop another sentient creature of a different civilization into the enclosure so that the invaders fight and kill it. Alternatively, drop in sapient body parts. This is to induce negative thoughts.
    7. Wait for coins to be thrown and melt them for profit.

    Assuming that invaders operate by the same stress system as our dwarves. These enclosed invaders will have negative thoughts from:

    • Being injured (from the pitting process)
    • Being in combat
    • Seeing a sentient creature die
    • Seeing a sentient creature's dead body
    • Being in miasma
    • Being naked

    This many negative thoughts should be enough to cause the enclosed invaders to tantrum within a couple of months. This process can be sped up by dropping in more creatures to fight/dead bodies and by packing more invaders into the enclosure so that the chances of getting a tantrumer increases.

    Results:

    Coins are produced in stacks of 500/bar, and each individual coin melts down to 0.1 bar. This results in a return of 50 bars for the single bar spent and works for weapon and non-weapon grade metals and adamantine.

    Coin separation happens faster than expected. When tantruming invaders pick up the stack of 500 coins, they seem to throw them in large bursts of at least 20-50? coins. Multiple of these busts can happen per tantrum. Edit: Gif showing coin burst.

    Since this setup is scale-able and compact (as many invaders and coins can occupy the single tile enclosure as you want) adamantine generation only is bottle-necked at the melting operations, as each individual coin requires its own melting job.

    Notes:

    • Coins and other thrown items (bodies) may get stuck in the fortifications
    • I had an elf die of dehydration? after going berserk. I'm not completely sure why this happened as invaders, elves and goblins don't need to eat or drink. Edit: It seems like invaders and merchants don't need to eat or drink, but going berserk somehow gets rid of this status. Elves need to eat and drink.
    • A system to push coins to a collection area (using water) after the throwing would be good as dwarves are at risk of getting brained by falling coins. Edit: See comments for collection methods involving bridges.
    • Can we weaponize this? I'm thinking defense towers with stacks of bolts instead of coins.
    submitted by /u/Mattviviwu
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    I *may* have found the murdering vampire

    Posted: 27 Mar 2020 06:09 PM PDT

    Woodturning - A Coffee Mug

    Posted: 28 Mar 2020 04:36 AM PDT

    This beer was practically made for this game!

    Posted: 28 Mar 2020 09:23 AM PDT

    Its a lonely day in my fortress

    Posted: 28 Mar 2020 09:42 AM PDT

    This Elf is coated in the blood of two of my citizens who died 3 DECADES ago!

    Posted: 27 Mar 2020 06:38 PM PDT

    I commissioned statues for the new Farmers' guild, and requested that the images on the statues relate to said Guild in some way. I don't think Zulban likes the Farmers' guild.

    Posted: 28 Mar 2020 06:41 AM PDT

    Quickfort Help

    Posted: 28 Mar 2020 10:33 AM PDT

    Quickfort Help

    Trying to get QuickFort to work and I'm having some real issues here... Here's the blueprint:

    DF QuickFort Templates - Spiral LL.csv #dig - starts at (19, 21) Command usage frequencies: d:174, h:7 Dimensions: 19w x 21h 1234567890123456789 +-------------------+ 1|hhhhhhh............| 2|ddddddd............| 3|ddddddd............| 4|ddddddd............| 5|dddddddd...........| 6|.ddddddd...........| 7|.ddddddd...........| 8|.dddddddd..........| 9|.dddddddd..........| 0|..dddddddd.........| 1|...dddddddd........| 2|...ddddddddd.......| 3|....dddddddddd.....| 4|.....dddddddddddd..| 5|.....dddddddddddddd| 6|......ddddddddddddd| 7|........ddddddddddd| 8|.........dddddddddd| 9|...........dddddddd| 0|............ddddddd| 1|................ddd| +-------------------+ 

    And here's what I end up with:

    Screwy Blueprint! Ends up 8 units below start...

    But the other 3 blueprints for the spiral work fine:

    Upper Left, Lower Right, Upper Right (not shown) work fine!

    And this problem persists if I rotate ANY of the blueprints into the appropriate position... What's happening here? :(

    Thanks in advance!

    EDIT: okay so it seems that it works in Macro mode, but then all the other ones don't work... I guess I have a work-around but this is frustrating, so I'll leave the thread up for now in case anyone has some clever ideas. :)

    submitted by /u/CapnCrinklepants
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    Damn damp stone and water everywhere.

    Posted: 28 Mar 2020 04:21 AM PDT

    :( I chose a map without an aquifer... thats now the third map I started and everytime I get damp stones. Is there a way to avoid those maps?

    submitted by /u/Mushroom-King
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    steam release

    Posted: 28 Mar 2020 04:02 AM PDT

    hey, new to this community - is there an estimate on the release date on Steam or is it still in the clouds? thanks!

    submitted by /u/Tryaldar
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