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Messages - Larix

Pages: [1] 2 3 ... 195
1
DF Dwarf Mode Discussion / Re: A Minecart "WTAF"
« on: November 30, 2020, 03:15:33 am »
I set up a hatch with a switch over a channeled-out ramp with a section of straight track on it.  Seven adjacents to the ramp are solid walls, the eighth is open ground.  Straight track laid over the ramp.  Put cart on the hatch, throw the switch.  The cart drops onto the track and ramp, and just sits there, unmoving.

Sounds like you have a nonfunctional ramp. Does it have two (at least) track directions indicated? E.g. a track-ramp that's supposed to push the cart out north and with a wall to the south would need "NS" track. A ramp with only "N" track will not accelerate the cart.

Quote
The reactor works, axles and rollers are powered - this is confirmed by the animations they show when turning in-game.  Throw the switch, open the hatch, drop the cart.  Cart falls on the powered, operating rollers... and just sits there, unmoving.  The rollers are rolling under the cart, which doesn't move. 

Is there track underneath the roller? Rollers without track don't affect carts. Track direction rarely matters*, but you must have actual track on the tiles.

* only two-connection corners can affect carts' movement directions on the flat.

2
DF Dwarf Mode Discussion / Re: Help needed: Soggy failcannon.
« on: November 22, 2020, 07:09:15 am »
I couldn't properly remember the workings, so i just went and built this thing on an ad-hoc world to check:

Your cart is releasing the water on the level above, because there's no ceiling over the tile where it releases the shot - the northeasternmost track tile (EW ramp) in your case. Since there's solid wall north of that tile, the water crashes into the wall and drips down into the cannon itself.

You need to either close the ceiling over the ramp (floor or wall or the like constructed over it) or dig away/carve fortification into the wall north of the cannon on the level above. The latter's only useful if you also have most of your "shooting range" on the level above.

3
DF Gameplay Questions / Re: Masons on strike?
« on: July 13, 2020, 07:33:39 am »
There just making granite bookshelves same as the third lesser skilled one is doing but they're making the rookie do all the work.

If your issue is with a work order for stone bookcases, then it's quite simple: those are made by stonecrafters, not by masons.

4
DF Gameplay Questions / Re: dwarven child is starving from thirst
« on: March 20, 2020, 12:02:49 pm »
IIRC, fell moods can also use a tanner's workshop.

I only had fell moods in the versions where about half the fort's population would inevitably go into slow meltdown mode due to having relatives who didn't live in the fort. I'd prefer a grumpy dwarf going insane rather than murdering a denizen - remember, finished moods do just about nothing to improve a dwarf's state of mind, so they'll stay massively unhappy, flipping out regularly and tying up the exp. leader/mayor with inefficient meetings. Let them fail their mood, go mad and die - problem solved (and you'll keep whoever they wanted to turn into a hat) :P

Re: raw adamantine - normally, you can just forbid the addy claimed for the project. If the dwarf isn't done picking up stuff, they'll go and get something else as replacement(won't do you any good in a metal-based mood, since those lock hard on adamantine wafers if any exist in the fort at the time the mood triggers); if they already started work, the item just doesn't get included. If it was the base material for the mood, the game substitutes "iron", if you ended up forbidding all goods claimed for the artefact, the dwarf'll end up working on nothing and go mad after ~ 6 weeks. Raw addy is, i think, 5/6 the material value of the refined stuff, no big loss there.

5
^ yep, "upper body is gone" just means "It's dead, Jim."

As i understand it, when multi-part bodyparts have gone missing, DF only reports the "root" one as gone - i.e. entire leg gone: "upper leg is gone" (no mention of lower leg, foot or toes, who are also all gone); entire arm gone: "upper arm gone" (no mention of the also missing lower arm, hand and fingers)*. Thus, dead =  entire body gone, always reported as missing "root" part of the whole body, which is the upper body: "upper body is gone". It does not mean there's an unconnected lower body hanging around, because the lower body is a daughter limb of the upper body and thus, if the upper body's "gone", the lower one's necessarily gone as well. It's a bug so far as restricting the report to only the root limb sometimes produces unclear messages and anyway it really should just outright say "this unit is dead" instead of reporting the unit's body as "gone".

* which i find confusing/misleading, since it does sound rather like e.g. the lower arm's maybe still there, just... attached directly to the shoulder??

6
DF Gameplay Questions / Re: Minecarts and doors.
« on: February 12, 2020, 05:12:54 am »
There's been a few errors in this thread. I've just re-checked for .47.02, and minecarts' behaviour hasn't changed at all:

Doors: doors block minecart movement. Ýes, unlocked/unlinked doors, too. They are not pushed open. Speed doesn't matter - a cart travelling at dwarven pushing speed is blocked exactly like an impulse-ramp-driven one going at 100 000+ speed.

Statues: as Patrik Lundell mentioned, statues block walking units, but don't block minecarts at all. Notably, minecart contents get through just as well - dwarfs riding minecarts pass through statues completely unhindered. Expectedly, statues are not compatible with "guided" minecart routes - the guiding dwarf needs walkable tracked path to follow.

Broms' recollection may be related to fortifications, which indeed block movement of minecarts but allow contents to fly through as projectiles.

7
DF Dwarf Mode Discussion / Re: My Broker Triggered My Traps and Died.
« on: January 19, 2020, 08:59:30 am »
As i understand, sleep is the one thing that normally should *not* be possible, since dwarfs are said to absolutely refuse to sleep on top of traps. I can't find the research, but the effect is referenced more than once, e.g. here:
http://www.bay12forums.com/smf/index.php?topic=134194.msg4830952#msg4830952

However, there's been a "sleepwalking" bug in the 0.40 range of versions. Perhaps the "Siren" plugin accidentally re-implements that bug by summoning units without properly waking them up?

(Footnote: you might find reports of dwarfs coming to harm when sleeping on top of traps, but that was an emergent bug ca.2008, when dwarfs' trap immunity was revoked when unconscious, without sorting out the "sleep on the floor" choice of sleeping spots. That one was corrected long ago (before 2010?) to the state documented in the post quoted above.)

8
DF Dwarf Mode Discussion / Re: Hunters not returning kill
« on: December 15, 2019, 10:42:11 am »
I suspect the critters killed weren't properly registered as hunter prey - as i understand it, only if an animal dies while being the target of a hunter's active "hunt" job, its corpse will be claimed as prey; there are various ways this can fail.

If you have loose corpses and just want them butchered *now*, a quick and dirty hack is to paint a single-tile refuse pile under it. Butcheries task any unforbidden stockpiled corpse, no matter how far away. Has the benefits that you don't need to enable outside refuse collection; and with this setup you're dealing with a single (butchery) job, instead of having to wait for a hauler to drag the corpse to the pile, then for the butcher to take it from the pile to the workshop.

Delete the pile after the corpse has been butchered, or set it up as "only take from links" when designating, so your beards don't travel out there to store a loose bone or the like once the corpse is gone.

9
DF General Discussion / Re: DF CPU Benchmarking
« on: November 10, 2019, 04:28:16 pm »
Today i stumbled over an old Acer Aspire someone had left by their door, complete with power brick but without battery. Took it home to see if it was a freebie or just someone outsourcing their garbage disposal and yes, it's alive and has a clean Win10 installed. So before i re-donate it, i ran The Benchmark (tm):

CPU: Intel Core2 Duo P8400 2,26 GHz (pub. Q3 2008)
RAM: 4 GiB 1066 MHz
Stable World: 1 min 54 s
History until year 250: 29 min 12 s (3:31 until 125, 25:41 for the rest)
Total: 31 min 5 s

Barely beaten by methylatedspirit's AMD A9, still massively faster than an Apollo Lake Celeron (but then that's just an upmarket Atom).

10
DF General Discussion / Re: DF CPU Benchmarking
« on: November 07, 2019, 04:13:14 am »
Re: wierd

Thanks, that's what i wanted to know, for comparison with my Atom system (it is, i kid you not, a seven-inch tablet running desktop Win10, 32bit); just to know what physical hardware backed up the emulation - it certainly does produce performance comparable to lower-end native systems.

That my tablet managed to complete the task at all with only 1G (plus swap) of RAM might have been due to it being a native system. I suspect that its very low memory bandwidth - single-channel 32bit (!) - contributed a lot to the low performance. When the processor works at full load, the system tends to heat up massively, to the point of throttling down to complete uselessness; in this benchmark, the device didn't heat up significantly, so i guess the processor didn't really have much to do and mainly waited for RAM/swap to respond.

On the other hand, i'm surprised how well my laptop did - 3rd gen mobile i5 with 1600 MHz RAM wasn't much slower than a Ryzen 3700 with 3200 MHz RAM...

11
DF General Discussion / Re: DF CPU Benchmarking
« on: November 06, 2019, 12:52:58 pm »
Sadly, the DF running in emulation ran out of memory before reaching year 250. :(

However, it took 6min,30sec to land on a stable world with 11 rejections, and ran for over an hour and a half trying to generate history before running out of RAM, someplace around year 210.

How much RAM/what processor?

I tried on two systems:

System 1:
i5 - 3230M (2,6 GHz, sometimes turbos to 2,7 or 2,8)
8 GiB RAM, apparently DDR3-1600 (Thinkpad X230, seems to only use this type)
Windows 7

Time until start of history:
0:47
History generation until year 250:
13:30 - 14:00
NB: not fully sure on the histgen timing; the first, properly recorded run apparently had typos in the name seed which not only created a differently-named world, i could also see a road on my final map that didn't exist in the reference worlds, indicating different events. The second run, with the correct settings, started making history after 47 seconds as well, but i missed the exact moment when histgen ended because i was wrestling with system two at the time; it was definitely under 14 minutes.

System 2:
Atom Z3735G; 1,33 GHz (turbo up to 1,83)
RAM: 1 GiB LDDR3-1333
Windows 10 (lowest acceptable specs with the given amount of RAM and a mere 16 GB storage, but fully up to date)

Getting to the stable world:
0:10:00
History until year 250:
2:09:40
Note: "finalising" after histgen alone took almost three minutes.
I got the same world name as the screenshotted worlds in this thread, but more dead units and only ~480 000 events; maybe because this was the 32-bit version?? I'm frankly surprised the system managed to complete the task. It's by far the weakest performer in this thread.

Just for funsies, i ordered both systems to save the result. System one took just over 4 minutes to save to HDD. System two saved to an inserted micro-SD card and took 43 minutes, crawling to just over three hours for the whole ordeal.

PS: both systems with iGPU, unsurprisingly; intel HD4000 and the "HD" but otherwise unnamed junk Intel put on Z3700 atom chips.

12
DF Dwarf Mode Discussion / Re: Trivial findings
« on: September 27, 2019, 01:59:04 pm »
Magma blobs hurled by minecarts don't act as lava until they come to rest on floor.

Notably, creatures hit by a flying glob of magma are propelled across the landscape, but not covered in magma or set on fire. A wombat was hit by flying magma three times and got thrown considerable distances, but was apparently never actually exposed to magmatic contact.

Furthermore, projectile magma falling into water that's several z-levels deep doesn't turn into obsidian upon diving under the surface, but rather when hitting the floor, typically after falling through two z worth of water.

(I've been trying to buiild an obsidian bridge by bombarding the sea with magma.)

13
DF Gameplay Questions / Re: Can't build well — "No access to chain"
« on: August 13, 2019, 04:09:43 am »
Also, how long has it been since you made the ropes / chains?  They could be tasked for hauling and thus unavailable.  Try making a stockpile for just ropes and chains next to the well and once they are in that stockpile, see if you get the same issue.

 that rope had just been made. There is a stockpile there, but no dorfs seem inclined to move the rope as yet. I guess I'll wait until it gets moved and then try again.

Edit: Well, I don't know what did it, but I made another rope out of yarn and suddenly all of the rope was available to be used. All's well that ends well! ¯\_(ツ)_/¯

The problem was the stockpile. Making buildings that require ropes is much easier if you go without stockpiles that accept them.

In general, stockpiles are purely optional for usage of stuff - items are used just fine off the ground or directly from the workshop that produced them. If hauling distance, rot and workshop clutter are no concern for the specific use, stockpiles can have negative utility (like in the case above, where hauling tags make ropes inaccessible for the building menu).

14
Creatures cannot walk through the central tile. That's shown when building already: that tile gets the darker "not pathable" colour when placing. Just for confirmation, i set a waterwheel in a one-wide corridor (non-working, on unbroken floor) and dwarfs could no longer reach the lever on the other side of it. The other tiles can be walked through and a swimming/amphibious creature should be able to path through the water underneath a properly turning wheel.

15
DF Gameplay Questions / Re: Windmill
« on: February 17, 2019, 01:27:44 pm »
Code: [Select]
......
.WWW.. W:wall
.W*W\. *:gear
.WWW.. \:ramp
......

Even better - build a floor above where the gear goes, i.e. obscure the central power routing: windmills can transmit power through unbroken floor. Build all windmills on solid (natural or constructed) floor, put in the gears after the mills are finished and you have a power plant that offers no incursion route to the fort proper and where gearboxes underneath the mills can be freely switched without causing collapses - the mills are held up by the floor and not the mechanisms underneath.
The worst thing that can happen is that invaders topple your windmills, denying you power. Walls/chimneys can mitigate the risk of that happening.

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