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Topics - sirguylittle

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When moving a soil or raw stone pile of more than 1, the graphic is a wood plank, the color matching the type of material being moved.

This is a new map created with the new version and not using any mods.

Here we see a single piece of stone being moved with the correct graphic:

Then I deleted the 2 stockpiles and created new ones nearby so that the piles would be moved in one go.
First the stone:

And now the soil:

All done:

Help and Guides / Growing grass up or down a level since 0.8.46
« on: July 18, 2013, 08:20:38 AM »
This post is now in two parts: Part 1 about growing grass up or down a level and Part 2 about growing grass that will end up underground.


Grass will grow up or down a level if there is grass adjacent, whether or not there are ramps connecting the two levels, but it does seem to need a helping hand to get started by using the replace floor command.

The following pics should help explain what is going on.

This is how I started out, building or replacing the floors at night so that no grass would grow until I had everything set up:

(see below for new images)

Next to the two holes on the right I have done a replace floor command using dirt, just the upper two sides to show the grass growth pattern, though it would be more efficient to do a replace floor all the way round, as we will see later.
For the platform on the right, I deconstructed the stairs used to get up there to build the floor.

Shortly after sunrise, the grass starts to grow:

(see below for new images)

Part way through it started to rain and this does seem to cause an interruption in the spread of grass.

(see below for new images)

Note that after this point no further grass grew for a whole day after the rain stopped, so I started a new hole in the top corner, replacing the floor all the way around:

(see below for new images)

The grass has finished growing in the new hole, but no further growth where rain interrupted it.

So I kickstarted it again by doing some replace floor commands:

(see below for new images)

Nearly there on the platform. I could have speeded it up by building a stair and doing a replace floor on the tiles where grass had not grown, but this shows how much slower grass will spread if there is only a narrow path for it to do so as it only spread from the spot where I did the replace floor and not from the other tiles that already have grass on them.



Thinking about a question by Blackknight6714:
got me to thinking how one would go about getting grass down more than one level if you wanted to create underground pastures, growing the grass in the sunlight and then covering them up.
It can of course be done by creating a terraced hole like titan256 shows further down, but I wondered if there was a way to get neatly lined up floors and this is what I came up with:

First we dig our holes, in this case two floors deep. I started with an 8 x 8 hole at depth 0 and then dug out a 6 x 6 hole inside that at depth -1 as well as the corners (I found during another experiment that grass would not grow in the corners on the floor below if I did not do this). At depth -2, I mined out the floor to the full 8 x 8 to match the area above. (There are floors underground to allow me to access the lower levels for workshops and storage.) Hopefully this will become clearer as you follow the pics below as well as pic 3 showing the ledge around depth -1 that I created when you see it in the sunlight with shadows below.

(see below for new images)

Next I did a replace floor around the top to get the grass growth started:

(see below for new images)

In the daylight you can see this better:

(see below for new images)

First the grass grows over the replaced floor:

(see below for new images)

And then down to the ledge on -1:

(see below for new images)

Now it is spreading from the ledge to the floor at depth -2. Note how at depth -1 the grass has grown from the ledge into the doorway neer the top right even though it is in shadow. It looks like the grass will grow under a floor if it is adjacent to a grass floor which is in sunlight, but no further. This is what I noticed in another experiment that gave me the idea for this:

(see below for new images)

In this arrangement:

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Now the grass at depth -2 is complete:

(see below for new images)

So we can start covering it up:

(see below for new images)

And it is now complete at depth -1:

(see below for new images)

So we build the floor at depth 0:

(see below for new images)

It started raining about half way through day 6 while doing this, at least I got the two lower floors done in time :)

(see below for new images)

All that was left were two tiles where the rain had stopped the grass growing, so they were quickly fixed with a replace floor and now we have a complete grass floor at depth 0:

(see below for new images)

With a grass floored room at depth -1:

(see below for new images)

And -2:

(see below for new images)

EDIT: removed links to images due to host no longer existing to help loading page.

ScottyDoesKnow raised this lighting bug issue in Support and I thought I would have a look at whether anything can be done about it, until a fix that is :)

I found that is possible to remove the shadow, if a little tedious, so I thought I would repost it here to help anyone else coming across this bug.

Here is a way to get rid of those pesky shadows!

First the problem, we build a constructed floor, which creates a shadow.

Then we deconstruct it, leaving a shadow behind.

Now, how to get rid of that shadow.

First build a soil floor.

Then remove it.

Note that I have only removed half the floor here so you can see that there is still a shadow where the floor is still in place, but no shadow where I have removed the floor :)

Help and Guides / How grass grows
« on: November 29, 2012, 01:30:01 AM »
Questions about grass growth come up from time to time so I thought that I would do a proper test to show the behaviour of grass growth on dirt floors.

Grass requires sunlight only growing during the day and not at all during Winter.
Grass only spreads from one square of grass to the neighbouring square of dirt floor, then from this square to its neighbour, rather like the game of snakes, I think at the rate of about 4 squares per day.
The number of squares of grass surrounding and touching an area of dirt floor can make a very big difference to the time it takes for the dirt to be covered in grass.

I prepared a map with a number of 6 x 6 squares of dirt floor, isolated by digging ramp down around them, then built a dirt floor to each to connect them to the surrounding grass with a different amount of contact in each.

The following time lapse screenshots show better than words how the grass spreads. This took place over about a day and a half in Spring. Note that I have rotated the images to fit them better on the screen.

Note that the worst case scenario on the left will take very much longer than any of the others and will snake around for several days yet before the whole area is covered.

There is a small bug in the way the filter selection behaves at the top level.
When a stockpile has just some materials selected to be accepted and then you try to set the stockpile to accept everything by clicking the top level, it does not remember this.

To illustrate this I created a new world and a new soil stockpile, selecting only clay to be stockpiled.

OK so far.
Then I included dirt to be collected by expanding the tree and clicking dirt.

Again, OK
(note in between each step, I have closed the window and observed the correct behaviour of the stockpile, showing green when dirt is to be collected, or not as the case may be)
Next I deselected dirt, by clicking it

Note that clump has changed to an orange square as expected, but soil still shows an x
After closing the window and then reopening it, it appears OK.

This time I click clump to select both dirt and clay.
This gives the expected result with everything checked.

I now set the stockpile back to just accepting clay.

and then click soil to select everything.

This appears to be OK, but after closing the window and reopening it, it shows that it has not selected to accept dirt.

Help and Guides / Reducing Hauling Workload
« on: October 17, 2012, 10:11:30 AM »
When a large quantity of a material needs to be hauled some distance, across a large map, or up or down many levels, it can be better to stack the material locally to the source before having it hauled to the final storage location.

For soil, clay and stone, a small local stockpile can be set up, which needs to be at a higher priority than the main stockpile, or suspend the main stockpile temporarily. The hauling Gnomes will then stack the material locally without having to haul it too far. Once the stacking is complete, remove designation on the local stockpile and the full stacks of 64 will then be hauled to the main stockpile. *

For other materials that do not stack a similar process can be used, but needs the addition of a suitable storage container for the material.
Create the local stockpile in the same way, then have a storage container built there. The hauling Gnomes will then fill this container up. When done, remove designation of the local stockpile and the container will then be hauled while full by a single Gnome.

* I know this is probably well known to some but felt it worth repeating for newcomers.

Support / World Generation Freezes and locks up computer.
« on: August 08, 2012, 03:53:24 AM »
While exploring the 'far lands' I have discovered that it is possible for a world generation to be 100% covered with water. This seems to cause the 'settling liquids' operation never to complete and results in a complete computer lock-up. I could not Alt-Tab or Ctrl-Alt-Del out of the program and my computer did not respond to an attempt to shutdown using the power button. In the end I had to force a power off by holding down the button.
(btw I was using fullscreen mode)

The following seed settings are safe to use to illustrate the problem:
World Size: Standard
Seed: 3643903934
Kingdom Centre: 2147483521 2147483521

This produces a world with a 127 x 127 sea and a 1 block wide strip of land on two edges.
However the Kingdom Centre values 2147483520 2147483520  (offsetting by 1 from the above example) will cause a lock-up, which I guess from the above world is one that has a 128 x 128 water covered world.

My guess would be that using the smaller world sizes of Small or Tiny would make a water covered world a little more likely when exploring the 'far lands' and would thus similarly cause a lock-up, so best not to use the above settings on Small or Tiny!

The seed was discovered entirely by accident from a random generation while exploring the effect of using large Kingdom Centre values sufficiently large enough to produce a perfectly flat terrain covering the full world size.

I have attached the Gnomoria.log found in my game folder the following morning after restarting my computer. It was late after all my exploring, so crashing my computer at least gave me a reason to go to bed, lol.

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