this post was submitted on 11 Feb 2026
59 points (98.4% liked)

Gaming

34201 readers
176 users here now

From video gaming to card games and stuff in between, if it's gaming you can probably discuss it here!

Please Note: Gaming memes are permitted to be posted on Meme Mondays, but will otherwise be removed in an effort to allow other discussions to take place.

See also Gaming's sister community Tabletop Gaming.


This community's icon was made by Aaron Schneider, under the CC-BY-NC-SA 4.0 license.

founded 4 years ago
MODERATORS
all 8 comments
sorted by: hot top controversial new old
[–] Kolanaki@pawb.social 10 points 18 hours ago

Fire is good for losing weight in DF. For some reason, creatures can very often survive having all the fat in their body melted out.

[–] GammaGames@beehaw.org 29 points 23 hours ago

I will never tire of dwarf fortress shenanigans

[–] joelfromaus@aussie.zone 8 points 20 hours ago

It’s stories like this that keep me going back to DF.

[–] Iunnrais@piefed.social 7 points 20 hours ago (2 children)

I wonder how you would fix this bug without completely destroying your PC… you can’t run the full simulation for the entire unloaded world. You just can’t.

[–] Ashelyn@lemmy.blahaj.zone 6 points 18 hours ago (1 children)

It's possible to do less granular simulation of far away stuff as an LOD type thing. An object four times hotter than the surface of the sun should probably have an effect on the world around it. The tricky parts are how you determine where that threshold is, what those objects are, and what the low resolution world simulation should be doing in response

[–] Kolanaki@pawb.social 5 points 18 hours ago

It kinda already does. It keeps a looser record of events happening in the world outside your specific map while you play, thats how army movements and world events are handled. It also fully simulates everything 2 weeks at a time in certain conditions (like when you first create a fortress in a world).

[–] ryven@lemmy.dbzer0.com 2 points 18 hours ago* (last edited 18 hours ago)

One option:

  • Every time an item is unloaded, save the in-game date and time as part of its data.
  • Every time an item is loaded that has historical data, check that timestamp.
  • Use the time difference between now and then to calculate whether fires have burned out, whether the temperature should have returned to the ambient temperature, etc. You could also assume some kinds of contaminants wear away after a certain time: water dries up, biological substances degrade, etc. If item degradation is ever implemented, potentially you could roll for damage to items that have been unloaded for very long periods of time, although you'd want to know if they were supposed to be exposed to weathering, etc. and you might not have good data on this. Or if food spoilage is ever changed so that items being carried or stored in barrels should still spoil, you can check for rot this way too.

This is how Cataclysm: Dark Days Ahead checks if food has rotted or fires have burned out while you were away from an area. There's a possible edge case here where an unloaded unit acquires an item that should still be dangerous, but then is saved by it taking long enough for them to return that the item becomes safe, but that's probably okay—it's hard to imagine how you'd set it up, and even if it happened the player probably wouldn't notice.