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Messages - 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
This idea sounds somewhat right-wing.

Would there also be things such as rehabilitation back into society, welfare funds, unions and organized rebellion when things get too unjust ?

Edit: grammar, unions

5
DF Dwarf Mode Discussion / Re: 16x16 embark
« on: July 11, 2016, 04:15:02 pm »
Except, I do not think DFhack is out for the new release.

Yeah, of course it was with an old version. I misunderstood the thread.

6
DF Dwarf Mode Discussion / Re: 16x16 embark
« on: July 11, 2016, 03:05:18 pm »
Has anyone attempted a full embark to see if it was possible yet? Does the game still crash? How slow was it compared to your normal embark?

I remember trying this a while ago. Clearing out all plants with DFHack raised FPS _significantly_.

7
Regarding clothes repair, I'll leave this here: http://www.rewardrobe.eu/wardrobe-care/slow-care-invisible-and-visible-mending-the-art-of-patching/

In the hands of a master, it's nothing short of amazing what can be done. Holes can be mended so well, that the result is unrecognisable from the original. Patchwork, when needed or wanted, can be done so that the result is arguably better than the original. Embroidery can be added, as well as expensive materials.

PS. I also agree with Skuggen: a simple trigger for yes / no degradation at worldgen would be super. To add to DeCervantes's point, the modular design in armor also served to make it possible to get into, as well as move. Joints bend, straight plates don't.

Edit: grammar & PS.

8
Regarding melting: you definitely wouldn't need to melt the whole set of armour to repair it. And it wouldn't result in structural flaws, either.

For example, here's a great schematic of plate mail: http://s136.photobucket.com/user/davehyena/media/ArmourDraw/armordia.jpg.html ; and of the armour used by Henry VIII: http://images2.bridgemanart.com/cgi-bin/bridgemanImage.cgi/400wm.AMR.1967240.7055475/424512.jpg . As you can see, it's very piecemeal - even larger sections were composed of smaller, intelocking parts. Only the damaged pieces would need to be melted and remade.

Chainmail, on the other hand, is made of rings ( http://3.bp.blogspot.com/-tNe0Dtk3uH8/UjRzkHzRBoI/AAAAAAAAGuk/R5d6wJtAlbg/s1600/Screenshot_1.png ; https://s-media-cache-ak0.pinimg.com/736x/a9/11/75/a911751f34743b430d51916c2e6fec26.jpg ). Melting down or just replacing the few damaged rings would be a relatively trivial thing to do.

Edit: The same piecemeal making was true for other armour types also, e.g. lamellar, scale, splint, banded, brigandine, etc. All of them could be made equally from leather, various metals or both.

9
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.

10
How big exactly are those "very big" rooms?

I have de-divided the rooms, so there are 2 rooms of 93x44 (=4092) squares, 1 irregular room of approximately 93x36 / 2 (=1674) squares due to aquifer wall blockage, and 1 very big room of 93x44 (=4092) + 65x124 (=8060) + 24x67 (=1608) + 25x63 (=1575) = 15335 squares.

The lag drop to ~3 FPS happens when I open up the rooms for traffic. But only if they have plantgrowth. When the rooms were dug, there was lag during stone-hauling, but nothing like ~3 FPS.

Observation also shows clearly that creatures _do_ constitute a significant FPS hit

But if creatures are a significant FPS hit, how is it possible that the game stays at the same ~3 FPS, even though the amount of dwarves goes from ~210 to 7 due to abandoning and reclaiming?

11
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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