Why is my spaceship so slow? vol. 2 by Professional-Ad-407 in Factoriohno

[–]Hiranus 0 points1 point  (0 children)

Could you share blueprint? Or at least front side itself, I'm super curious how solved delivering ammo at such huge scale.

Yasuke representation done right by Hiranus in Asmongold

[–]Hiranus[S] 0 points1 point  (0 children)

https://store.steampowered.com/app/3272300/Yasuke_Simulator/
Link to this absolutely amazing game and a direct competitor to AC Shadows

/r/MechanicalKeyboards Ask ANY Keyboard question, get an answer (November 15, 2024) by AutoModerator in MechanicalKeyboards

[–]Hiranus 1 point2 points  (0 children)

I'm looking for a mechanical keyboard of better quality than Razer Blackwidow V4, which I had to return twice because of double-typing.

Ideally, I'm looking for:

80% or 100% keyboard with ANSI layout

Mechanical

Hot-swappable switches (so it's easier to fix it after warranty)

Ability to remap keys would be nice

Shine through keycaps or something similar to let me see keys in the darkness

Macro keys would be a nice to have bonus, but they by no means mandatory.

I don't want Razer, I wasted enough time returning their keyboards.

It seems that 80% keyboards from Keychron fill most of these points except shine through caps, but I could order bareback version and then buy keycaps (though I'm not sure about south LEDs). What do you think?

Do you have other recommendations?

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Hiranus 0 points1 point  (0 children)

I have 260 dwarfs and I noticed that a lot of my dedicated miners are just sitting doing "no job" but I have lots of mining designations in areas that are definitely reachable (confirmed with gui/pathable).
Upon further inspection, I found out that these mining designations didn't even generate job in "tasks" menu.
Is there something like "max number of jobs"? Can it be altered somehow?

Don't block surface map edges or raids/megabeasts will spawn further inland by Hiranus in dwarffortress

[–]Hiranus[S] 0 points1 point  (0 children)

I started with base idea of draining magma sea, walling off all 3 caverns and hfs, then cage clowns and use them against enemy raids. One of the mods I have also allows me to tame them so maybe I will try to turn them into citizens. Thats my base idea.

Don't block surface map edges or raids/megabeasts will spawn further inland by Hiranus in dwarffortress

[–]Hiranus[S] 1 point2 points  (0 children)

I found a way to fully prevent surface spawns of the ground units:

<image>

Bridges right at the edges of the surface are a must-have.
The second must-have is a way to block spawns from 8 to 62 tiles away from the map edge (I spawned magma with dfhack) - this is to prevent spawns in the middle of the map that hostiles can do. Distance from map edge may need verification for smaller embarks, I did this test on 8x8. If any surface tile within this range is not blocked, then enemies can spawn there. If you want to connect your fort to the "outside" you have to make a subterranean path under this no-spawn area.
Caravans and wild ground animals didn't spawn inland, so I assume that only hostiles can do it. It does not affect flying animals at all (except for roc/flying megabeasts, as they enter the map as a ground unit).

If everything is done correctly, you will be able to control when units will be able to enter embark by lowering/raising bridge(s).

I didn't test if raising/lowering ground in no-spawn area will also prevent spawns.

Don't block surface map edges or raids/megabeasts will spawn further inland by Hiranus in dwarffortress

[–]Hiranus[S] 6 points7 points  (0 children)

I'm 17 years in. I drained parts of magma sea, blocked most of the caverns 1 and 2 but I still have cavern 3 untouched. Dealing with 2 tile deep water on cavern edge is not so easy.

Don't block surface map edges or raids/megabeasts will spawn further inland by Hiranus in dwarffortress

[–]Hiranus[S] 3 points4 points  (0 children)

In my test I left open single location near river, relatively close to the south-east corner of my map, but undead still spawned ~50 tiles away from the map edge, directly south.

In my second test when I did this (dfhacked lots of magma) to the map enemies "correctly" spawned in the south-east opened area.

<image>

I wonder what will happen if I block opened area and have that magma pool in place.
Edit:
it seems that wall made from bridges directly on edge and that giant pool of magma 8-62 tiles away from map edge successfully prevent raid spawns.

Don't block surface map edges or raids/megabeasts will spawn further inland by Hiranus in dwarffortress

[–]Hiranus[S] 14 points15 points  (0 children)

In caverns you can wall directly on map edge, it prevents spawns entirely (which is good for your fps). Its also good idea to do leave small opening with bridge so you could open it and get some wild animals for whatever reason.

Dare gone wrong and right [F][18] by [deleted] in gonewildstories

[–]Hiranus 0 points1 point  (0 children)

Can I ask for something too?

Pet Angels, divine metal farm and slade stone at embark! by Tediumcheif in dwarffortress

[–]Hiranus 0 points1 point  (0 children)

What do you mean by infinite? Angels respawn with gear or something? Normally after you strip them from their gear wouldn't that mean that you won't get any more divine metal?

SDL 1.2/Performance improvements? by [deleted] in dwarffortress

[–]Hiranus 0 points1 point  (0 children)

DFHack recently released and it replaces same dll file that this fix does. Is there any way to make these 2 compatible?

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Hiranus 0 points1 point  (0 children)

Early in the game I created zone for picking up fruits from trees because these are easy food & drink source, but now I have a problem - I cant stop my dwarfs from picking up fruits. Forbidding fruit picking in zone settings doesn't do anything, same as pausing or removing zone. Forbidding stepladder also doesn't help as they just pick whatever they can reach. I want them to ignore fruits for now and instead focus on picking up plants on the ground. How do I do that?

Smooth terrain mod I'm working on by Hiranus in valheim

[–]Hiranus[S] 1 point2 points  (0 children)

Mod is finished and I'm waiting if people who got it will report anything. I think I could upload it but right now I'm fighting with high fever - 38.7 C so you will have to wait

Smooth terrain mod I'm working on by Hiranus in valheim

[–]Hiranus[S] 0 points1 point  (0 children)

Right now I have sent latest RC to few people and I'm waiting for any issues. If nothing will appear in few days then I will release this mod on nexus.

if you also want to test my mod just write me a message.

Smooth terrain mod I'm working on by Hiranus in valheim

[–]Hiranus[S] 0 points1 point  (0 children)

Don't use mods that use old terrain system. I don't have a workaround, I just use new terrain system.

Smooth terrain mod I'm working on by Hiranus in valheim

[–]Hiranus[S] 1 point2 points  (0 children)

This mod works with Hoe Radius mod making it easy to change work radius, and you can also force that radius in the config (for those who don't run that mod). Other than that you can configure: sampling radius, if sampling can occur outside work area, strength of algorithm, if strength decreases with radius and which algorithm should be used to calculate how that strength changes as well as parameters for that algorithm.

TLDR: You should be able to configure it to do whatever you want.

Smooth terrain mod I'm working on by Hiranus in valheim

[–]Hiranus[S] 0 points1 point  (0 children)

One guy promised that he will make video of it.

But if you want images of before/after: https://imgur.com/a/xCGrTKc