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Messages - Trouserman

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1
9 cheers for splinterz!

(it would have been three but splinterz is quadratically awesome)
shouldnt it be 12 then
quadratic equations deal with squares, so no

Let's not forget units, though. It's 9 square cheers.

2
Very cool.

Notes:
Currently, files with the specific merging (init.txt, d_init.txt, interface.txt) are overwritten in the writable branch every time the file is opened in the merged filesystem and any comment is discarded.

Do you check the files' modification dates?

Quote
  • Other suggestions?

You could possibly support a three-way merge on raw files. My raw file merges almost always proceed without any hiccups. (Though that "almost" gives me pause. I'm not sure what would be appropriate to do in the event of a conflict, for a FUSE plugin.)

3
http://imgur.com/a/mWwlI
green/red 50%+ vs 50%-
Top is averaging
bottom is factoring (nice curve eh?)

The curve shows that values that are positive correlated matches get positive scores (the pic represents a grid from 1 to 100 x 1 to 100 vs 1 to 100 averaged with 1 to 100, and it's split around the median value red/green

I'd like to help, but the fact that I have no idea what these curves represent, or what correlations you are looking at, prevents me from doing so. Is there perhaps a post somewhere back, in which you laid out exactly what you're talking about?

Quote
Update
Apparently, weighted product is a standard model

http://en.wikipedia.org/wiki/Weighted_product_model

If you look again at the generalization of the geometric mean I suggested, you'll see that this is just the ratio of two such values. I was not familiar with this model by name, but I'm not surprised it's a thing, because it's a fairly obvious generalization.

4
What do you guys think of

multiplying aspects (attributes * traits * skills * preferences) %'s / 100 / 100 / 100 / (product of weights)

I've only been following this casually, and it's not clear to me exactly what you're trying to calculate in the end (suitability for a role, I gather, but the precise meaning of the numbers is unclear), but I very much doubt that this is what you want. It doesn't appear that the weights will make any of your factors more important in the result than any other. You get the same result whether the weights are (.5, 1, 1.5, 2) or (2, .5, 1, 1.5). If you're looking for a kind of multiplicative average, you probably want something like the geometric mean, which is the nth root of the product of n terms. A weighted form would be to take the product of each factor raised to the power of its normalized weight:

  AWa * BWb * CWc * DWd

where Wa + Wb + Wc + Wd = 1. Though I suspect this won't be what you actually need, either.

5
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: October 14, 2014, 04:15:54 pm »
:o Yeah, not messing with files.

If you're concerned about modifying something that's there, you can make a copy of the file to work with. Messing with the files really isn't all that hard, or dangerous. Nevertheless, if you really don't want to mess with the files at all, you can type lua at the command prompt to start an interactive Lua session, and paste the command there. (It looks like that script is Lua.)

Though, LeoCean seems to be finding that it may not work that way for megabeasts. I'm just pointing out there are alternatives to messing with the files.

6
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: October 13, 2014, 03:11:28 pm »
I know DFHack has drainaquifer. Is the reverse possible? Could a layer be turned into an aquifer layer?

Yes.  On the map block level, there are three flags to set: flags.has_aquifer, flags.check_aquifer, and designation[x%16][y%16].water_table for each tile you want to turn into a water source.  In addition, df.global.world.raws.inorganics[???].flags.AQUIFER for that tile's rock/soil type needs to be true.  (Or perhaps the tile's layer type; I haven't experimented with veins and inclusions.)

Even after all four flags are set, it might take a few steps for the new aquifer to start leaking.

It also appears that the drainaquifer script might be slightly wrong; it can miss aquifers that happen to miss the two tiles it checks, and it ignores the two block-level flags.  Is that a problem in practice?

Thanks. I had to dig around for how to access some of the relevant data, but this was enough for me to put together a toggleaquifer script that suits my purposes. It seems that the rock/soil type does not in fact need to be tagged as aquifer for this to work, and in particular the veins and inclusions can be made into aquifer. So, it was necessary to test that the tiletype is not MineralWall. I also added checks for surrounding open blocks, so that exposed edges don't begin to leak. (Though it is amusing for a slope to just start leaking all over the landscape.)

Presumably, the drainaquifer script is checking the corner and center of the block as a quick test if there are any aquifer tiles in the block. It should probably be checking the block-level flags, instead. And then, as you note, turning them off. (I suspect the only harm leaving them set does is causing some small amount of lag from extra checks for exposed aquifer cells. I'm not sure what has_aquifer does; check_aquifer seems to be necessary and sufficient for aquifer tiles in the block to function.)

Edit: I spoke too soon; check_aquifer doesn't apply to the aquifer tiles within a block, but to the tiles in the block which are adjacent to aquifer tiles. That makes a rigorous script for altering the aquifer status of individual layers a bit more complicated. Just when I thought I was done.

7
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: October 12, 2014, 07:14:48 am »
I know DFHack has drainaquifer. Is the reverse possible? Could a layer be turned into an aquifer layer?

8
Utilities and 3rd Party Applications / Re: [SUGGESTIONS] for DFhack plugins
« on: September 26, 2014, 10:28:39 pm »
Would it be feasible to make a way to add space to an existing stockpile? Either drawing new areas onto a pile, or merging two piles into one, would be quite handy.

9
DF Dwarf Mode Discussion / Re: [Challenge] The Misanthrope
« on: September 24, 2014, 11:48:01 am »
I don't think that's true anymore.

To the science machine!

Looks like you're right. I set my strict population cap to 6, embarked with a bunch of food and booze, holed up, and waited. There were no migrants until late spring/early summer of the second year, after my starting 7 started dropping off due to dehydration.

10
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: September 24, 2014, 08:15:57 am »
You might want to make vs local ("local vs =" instead of just "vs =") there, since it's in a function and all. Just good practice in programming.

So, Lua isn't lexically scoped by default? I haven't really had a look at the language yet, but that's... disappointing.

11
DF Dwarf Mode Discussion / Re: Splash or Crash? Vote now!
« on: September 22, 2014, 05:01:40 pm »
How thick is the slice being dropped, and how far? Do the dwarves have any protection below, or access to an area above the aquifer?

12
DF Dwarf Mode Discussion / Re: Wooden stairs: safer?
« on: September 22, 2014, 04:57:07 pm »
There may be other ways to accomplish the deed as well, but I'm not sure what they are.

Falling asleep on the stairs, maybe?

Even though falling down stairs is a rare enough event that using wood probably won't make a practical difference for safety, this does make me wonder if flooring over splatter pits with lead or silver would make them more effective.

13
DF Dwarf Mode Discussion / Re: Pathfinding (and other FPS improvement)
« on: September 19, 2014, 11:11:38 am »
If you set a pathing cost to 0, that violates an assumption made by the algorithm to guarantee finding a shortest path. If used sparingly, it will probably still give you paths that are close enough to what you want, but I doubt it will improve your FPS.

14
DF Dwarf Mode Discussion / Re: Tree Farms in DF 0.40.12
« on: September 18, 2014, 06:25:20 am »
If you have enough soil layers to make a 5z chamber, but trees require additional layers of soil beneath them, you could drop a few layers of soil to a lower level with a cave-in.

15
That's not "set to infinite", that's "ignore". -1 isn't infinite, and it's not treated as infinite by the pathing algorithm (spoiler: you can edit pathing cost to -1, and the algorithm counts its tile cost as a proper -1). I can't speak with authority, but i strongly suspect you'll have to completely step outside of the pathing algorithm to forbid a location. The option could be added to the traffic designations menu, but it would need to use a different coding construct to work.

I clearly stated that the algorithm would have to be changed to treat the chosen value as a special case. The fact that -1 is finite is irrelevant; it's just choosing some particular bit sequence to represent the special "infinity" value, which would receive special treatment. Consider floating point numbers. http://en.wikipedia.org/wiki/IEEE_754-1985 This standard defines specific bit sequences to represent positive and negative infinity. Those bit sequences could have represented additional finite numbers, but it was more useful to define particular special values which behave differently from numbers in the available finite range.

The fact that -1 is currently permitted is also irrelevant. It's just an example, and you could choose any reasonable value to remove from the currently accepted range. -1 seems perfectly reasonable to me, as it's not really a useful value. In fact, it violates some assumptions made by the algorithm to ensure that a shortest path is chosen. (I notice this point is brought up in the post you linked, though I already knew it.)

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