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Topics - Ungweliante

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1
I'm getting tired of malodorous filth raining and collecting into pools.

A megaproject seems like the way to solve it.

2
Dear Urist,

I'm in the lucky position of getting a new dwarfputer soon! So I've been wondering...

Intel has fast DDR5 RAM but generates heat and eats a lot of power. AMD, on the other hand, runs colder and with less power, but has slower RAM. AMD also just released a shining new processor called "Ryzen 7 5800 X3D", with a veritable giant 96MB L3 cache. I'm also not quite sure, whether should I go for 32GB or 64GB RAM. Does an old, large embark need so much?

What would be you choice for large embark area, speed and efficiency?

Sincerely,
the Expedition Leader

3
DF Suggestions / Raise the worth of malachite
« on: April 22, 2018, 07:05:04 pm »
Just a humble suggestion to raise the worth of malachite. It has a value of 2, among the lowest of metal ores.

IRL, malachite is known for its beauty. It was even used in the Russian Winter Palace, in St. Petersburg:
https://en.wikipedia.org/wiki/Malachite_Room_of_the_Winter_Palace

Mexico City's Chapultepec Castle also has a malachite room:
https://en.wikipedia.org/wiki/Chapultepec_Castle#/media/File:Malachite_Room,_Castillo_de_Chapultepec.jpg

The ancient Egyptians made jewelry and ornamental clothing of it and even named their eternal afterlife paradise "The Field of Malachite".

In google images there are loads of pictures of malachite stonework. Furniture, spheres, you name it. All very beautiful.

4
Please don't make this a mechanic, that makes the game into a repetitive and tedious micromanagement hell.

So far, I've managed to avoid this by having every single dwarf in the fortress belong to militia squads and wear metal armor. Now that armor degradation is in, I'm pretty worried that it becomes much like with clothes. They pile up, can't be sold fast enough, and need gimmicks like drawbridge -annihilators to get rid off. In great amounts they lower the FPS significantly, which is the #1 reason why fortresses get abandoned.

There's no option to repair anything - which is both unrealistic as well as breaks the suspension of disbelief. Realistically items degrading would mean a real representation of damage, such as tears, chips and so on - to various parts of the item in question, much like with the dwarf injury system. Tears can be sewn shut, holes can be patched - and certainly were, in medieval times.

Degradation also shouldn't break the physical law of the conservation of energy: when you have a broken sword, the blade is still on the floor - and a blacksmith can repair it by reforging. A piece of armor with a puncture hole still has the same amount of material: it's just bent to the direction of the applied energy.

Finally, I'll leave this here: http://videos.howstuffworks.com/discovery/32918-mythbusters-slicing-a-sword-video.htm
Its a test done by Mythbusters about what happens, when you try to cut a sword in half with another sword.

Thank you for reading, and sorry for the negative tone of the post.

5
I've become convinced that plantgrowth is - by far - the greatest source of lag.

Some observations:

1.0) I have a fortress with ~200 dwarves. The fortress plays at around ~20 FPS. I have several ( 8 ) very big rooms, which I plan to use as tree farms. The uppermost of these rooms has a soil floor, and plants are growing there.
1.1) Having the rooms increases lag a lot. Yet, flooding the rooms (with constantly flowing water) decreases lag, by 10 - 15 FPS.
1.2) Unflooding all the rooms - so that they now have mud - increases lag so that it falls to ~3 FPS, from ~30.

1.3) If I abandon the fortress, and re-embark with ~7 dwarves, lag is unaffected. Still ~3 FPS.

2) Further, I'm able to do a 16x16 square embark with fairly good FPS, if I use DFHACK to paint the surface area as stone floor.

In my logic, this eliminates flowing water, large rooms without soil / mud, and creature pathfinding as major sources of lag.
A possible explanation why people report the amount of dwarves - and the related creature pathfinding - as a major lag source, is that when the amount of dwarves increases, new bedrooms are dug for them. And often these are situated in soil layers, thus increasing plant growth.

Opinions?

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