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Messages - CRM114

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1
Wow, good find! I'll definitely be using this for personal projects

3
DF General Discussion / Re: Okay this time... I woun't elf-out
« on: September 16, 2014, 07:44:48 pm »
Welcome and enjoy. I'd recommend tripling the energy drinks, and go with grain alcohol (minimum 160 proof).

4
DF Dwarf Mode Discussion / Re: Catatonic military dwarves
« on: September 01, 2014, 03:43:13 pm »
So fortuitously this thread had a fix http://www.bay12forums.com/smf/index.php?topic=143187.0

5
DF Dwarf Mode Discussion / Catatonic military dwarves
« on: September 01, 2014, 03:19:09 pm »
So I had my squad go and kill two blind cave ogres near my Candy mining operation and after winning the fight they seem to be firmly planted in cavern. All four survivors seem to be uninjured and conscious, and are complaining of hunger and thirst. I've tried giving them station orders and setting them to train at a weapon rack, but nothing seems to get them moving.

What could be the cause of this?

6
DF Dwarf Mode Discussion / Re: Need for speed (dwarven computing)
« on: July 17, 2014, 05:26:24 pm »
Interesting. 

However, there is no AND, nor NAND instruction.

If you add those two in addition to your XOR and NXOR instructions, you have enough to do basically anything involving logic, if in a round-about fashion, including performing arithmetic operations.

It might be worthwhile to research how older hard-wired instructions were implemented on real RISC chips-- however, the applicability of those implementations will be somewhat limited, given the unique restrictions of DF's physics, and the necessity to squeeze every tick of  performance out of the implementation.

An idea I had floating around was to use basically Harvard style architecture, instead of von nueman, and have a special register that stores the "instruction" word, which then engages the appropriate logic for that instruction in a hardwired fashion. Instructions are stored in separate memory from data, as per harvard arch. This way you just put a binary value into the instruction register, and data into the appropriate data registers, and "things happen".  Sadly, this means evaluating the instruction register, THEN performing the operation, which is more costly than your approach appears to be.

I still think harvard is better suited to DF's mechanics than von neuman though.

To put a finer point on this, only a nand or a nor are required to express any sort of logic. That being said deploying RISC module, even with Quickfort, seems like it would be sufficiently complicated enough that CISC (and lots of planning) would probably be a better design paradigm for serious Dwarfputing.

7
DF Dwarf Mode Discussion / Vermin and livestock
« on: July 11, 2014, 09:28:57 pm »
So I created a meeting area in DF2014 and I noticed that there were a bunch of vermin in there. I started looking around for any unattended food items or undumped refuse but everything looked squeaky clean.

Then I noticed as my livestock moved around that the vermin were tracking close to them. It appears that my pigs and turkeys are the cause, and penning them in a separate area seems to have cleared out my meeting room of the filthy vermin.

Now what I'm wondering is, whether this is something which always happened and I just never noticed or is it a new mechanic?

8
DF Dwarf Mode Discussion / Re: Forest !!SCIENCE!!
« on: July 09, 2014, 09:37:12 pm »
I was carrying out a similar experiment, except I dug straight into a volcano.

So apparently dorfs will climb trees to try to escape fires (and potentially other dangers). Also, announcement spam seems to have a 'x' multiplier next to it, which is nice. E.x "Something on the surface has collapsed x 173"

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DF Dwarf Mode Discussion / Re: .40.01 Outside plants farming
« on: July 09, 2014, 09:26:55 pm »
I think it lists every plant you've ever tried to gather (say you tried to gather a single lentil bush, but were unsuccesfull, it'll still list lentils as a possible plant)

Actually, I'm not sure this is true. I just embarked on a new word, dug a 3x3 channel build a plot in there and another 3x3 plot above ground.

So the above ground plot lists red spinach even though I haven't collected any plants (nor does someurist have herbalist enabled).

More curiously the channeled plot (outside; above ground; light) lists both underground plants and red spinach.

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DF Dwarf Mode Discussion / .40.01 Outside plants farming
« on: July 09, 2014, 07:19:35 pm »
Anyone else tried this yet?

I seem to be getting the full set of plants available, and not just the ones I've collected seeds for.

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DF Dwarf Mode Discussion / Re: Dwarf Stats; Or "What the...?"
« on: June 15, 2014, 11:56:29 am »
If he's anything like my broker then i think he was actually chatting with a support.

12
DF Dwarf Mode Discussion / Re: Is there any way to stack stone?
« on: March 25, 2014, 07:22:27 pm »
Yep - the only situation that I believe requires a moving minecart is if you're dumping into a hole, in which case you'll need to set up a feeder stockpile, two squares of track, and two track stops in addition to the opening in the floor.

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DF Dwarf Mode Discussion / Re: Is there any way to stack stone?
« on: March 24, 2014, 05:18:20 pm »
Anyone manually dumping stone is a madman. Seriously this is the 21st century.

Make a quantum stockpile like so:

Code: [Select]
x
s
p p p
p p p

Where 'p' is a feeder stockpile, 's' is a track stop, and 'x' is the destination stockpile. The feeder stockpile should have three wheelbarrows assigned. The track stop should be set to take from this stockpile and dump to the smaller stockpile which contains zero wheelbarrows. Clean, simple and automatic.

If three hauling jobs isn't enough you can create the following:

Code: [Select]
p p p
p p p
p p s p p
p p s x s p p
p p s p p
p p p
p p p

14
DF Dwarf Mode Discussion / Re: You know what I hate?
« on: November 12, 2013, 04:48:48 pm »
Additionally, you can never train a particular kind of animal enough to domesticate the whole species.

Is this true? I thought that you couldn't do it with a specific animal but if you train a mother then its offspring should retain the mother's training level - so with a couple of generations you'd be able to domesticate the species.

15
DF Dwarf Mode Discussion / Re: Well this is a nice embark
« on: November 12, 2013, 04:27:16 pm »
Uh, so I downloaded that first file, (the pre-embark map) and... well my world looks nothing like the two pictures.

Did the file change? Or.. what happened?

EDIT: Second file is correct world. First file seems to be a new world?

Well that's what I'd call a double derp. I've gone ahead and regenerated the world and updated the first save file. Let me know if you have any trouble finding the site. World gen parameters with seeds are included below.

Wow, what does your worldgen look like?  Surely you're not using the default?

Nope, I designed this using advanced parameters - though I'm not using any mods.

Spoiler (click to show/hide)

The key items I modified are the Volcanism Frequency, Volcano Min, and Mineral Scarcity. The latter two are self explanatory; the reason I changed the first was to get fewer rejections with the high Volcano Min value, and to increase the likelihood of getting coal on a map with a volcano. I did get one world using default parameters that had a tiny bit of coal along with a volcano, but it was 5x5 and spanning three biomes, and the chances of getting another before my hair turns white is very low since coal cannot exist in areas with igneous rock.

I fiddled with the layers a little to reduce the number of z-levels, but it isn't especially relevant, so you can change that if you want a deeper world or 75 z-level candy towers. Ditto number of caves and visible caves.

EDIT: Interesting - regenerating the world seems to have added fire clay to the site. I always thought that generating a world with seeds would give you the same stuff, but it looks like the soil layer was switched here. Mineral distribution seems to be effectively the same.

And it looks like if you embark with the volcano in the top right square that it will trade down about 1000 units of candy in return for about 2000 units of platinum, if you're into that sort of thing.

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