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Messages - VoidPointer

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1
I just like how the SCAAAARY PAAAARTICLE they pick to explain why we're all going to die is the photon.

You know, light.

I'm TRAAAAPED in the PHOTOOOON CLOOOOOUD! OOOOOOOO!  :o

2
General Discussion / Re: A question for llibertarians.
« on: November 04, 2011, 05:35:19 pm »
The problem with libertarianism (well, one of the problems with libertarianism) is that no two libertarians will give you exactly the same definition of libertarianism. Some libertarians are borderline anarchists (e.g. Lysander Spooner), and some are basically Republicans except less religious. (Not that all Republicans are necessarily religious. It's just that any serious Republican candidate for President has to talk about the sanctity of Christian marriages.)

3
DF Gameplay Questions / Re: Bone breaking FB syndrome?
« on: October 18, 2011, 06:50:43 pm »
Decompress the save, check the raws?

I do wonder whether the system is sophisticated enough that dwarves would suffer from the aftereffects of an Osteoporosis Beast.

4
DF Gameplay Questions / Re: Friendly execution
« on: October 18, 2011, 06:48:12 pm »
There's an explanation for this, spoilered because some may have allergies to numbers or an aversion to non-dwarven mechanics or something.

A dwarf cares ten times more about losing a really nice earring he made than about his wife and child dying, and you're worried that's not dwarfy enough? :P

5
DF Suggestions / Re: A way to reduce job cancellation spam
« on: October 18, 2011, 01:43:00 pm »
I wasn't say I deal with socks all the time (I only get relatively occasional "drop all clothes when coming off duty" problems, anyway), I was just dealing with the how-to-find-the-SOCK-concerned issue (replace SOCK with whatever it might be).

... Oh. For some reason, when you said "Z-stocks", I thought you were talking about stockpiles. Which don't accept claimed items.  :-[

That said, trying  to find any particular item on the Stocks menu is still really annoying, which is why your suggestion is nice.

Anyway, you are right, in that it's deviating from the OP, but at the time it seemed like a relevant deviation.

Ah. Fair enough. It is a good suggestion; you should probably make a thread and spell it out a bit further. Assuming it isn't planned already; I'm too lazy to actually research that right now.

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DF Suggestions / Re: Custom Memeorial Slabs
« on: October 18, 2011, 01:20:48 am »
I like this idea. It's kind of like how the engravings are supposed to give adventurers an idea of what went on in your fort. Only possible problem I can see is that it might step on the engravings' toes a little bit.

7
DF Suggestions / Re: A way to reduce job cancellation spam
« on: October 18, 2011, 01:16:41 am »
(When it comes to lost socks, I generally find the Z-stocks helps out, but I appreciate that there might be exceptions in a fortress with a ton of the things in normal use.)

IIRC, claimed socks don't go into stockpiles. That, and lost  socks aren't the only things that creatures try to get at endlessly (zwei's demon example is an excellent one that I had not thought of).

I would have preferred "more Z-to-zoom" option on the notifications.  e.g. for cancelled "give water" jobs, who is it they were trying to help out?  Sometimes it's someone who has just entered a slightly thirsty state, as far as I can tell, but sometimes it is indicative of a bad bit of architecture/excavation having isolated one area of the fortress from the rest.  Anyway, enough of specific examples.

I'd like this too, but I'm not exactly sure how it's relevant? I already mentioned that hungry dwarves should probably be exempt from the backoff, and "give water" cancellation spam usually has little to do with pathfinding errors (except when you wall someone off with DELICIOUS AMONTILLADO, but arguably the game should freak out a bit for that).

And, either way, the forthcoming major release probably does not need too many more distractions.

I have no objection to that. I just think it should get implemented; I'm not fussy as to when.

Or we could use an "ignore" designation. It would work the same as the "forbid" designation, but this one would be applied automatically to items that generate job cancellation spam (and can be filtered for in the item list, so you can detect where problems arise). In addition, it could also work on creatures that scare of dwarves, but only applied by the player, valid until they actually injure a dwarf: that would be useful if you have deep pits full of carp in your dining room that don't endanger your dwarves because of the depth.

Automatically doing something like this is problematic in that it can permanently apply a forbidden status to an object that is only briefly unavailable (like if you accidentally flood your farm stockpiles for a year, or have a long siege). Exponential backoff is strong in that, even if you wall off the Old Bar Stockpile for a hundred years, your dwarves still find it again inside of, say, a year or so.

Interesting post.

Ideally we'd need to come up with some workable solutions for the edge cases. But even as a general rule, exponential backoff with some kind of reasonable maximum cap value is something that warrants consideration even in the short term.

Thanks! I was in class thinking about TCP/IP when it came to me. And besides, unpredictable edge cases are what DF is all about!  :D

Imagine if we capped backoff at just 5 steps? Say in the current implementation, some job cancel spammed once every second. Under a capped exponential backoff, job spam during the first 63 seconds would be reduced from 63 entries to 6. Thereafter, that job would only be tried at rate of once every 32 seconds instead of once every second. That'd be a noticeable result, and probably not make the difference between life or death on eat or drink job spamming.

Perhaps the cap could be a configuration item as well, so that players could move it around to their liking, or turn it off.

I was considering the possibility of an init setting, but I didn't want to get too grandiose with the original suggestion. Worse Is Better and all.

Regarding the default timing, it looks right now as if a dwarf can try to do something once a tick, or even more frequently. I have gotten messages like this before:

Urist McStupidface cancels Store owned item: Item inaccessible. x6734

So it would need some fine tuning is what I am trying to say. :D

8
DF Suggestions / A way to reduce job cancellation spam
« on: October 17, 2011, 01:01:49 am »
tl;dr version: Use exponential backoff with an (optional) maximum period.

Long version: This may be related to some of the listed development goals already (e.g. Req79 under Bug Fixes), but I can't be sure, so here we go.

DF has a problem with job cancellation spam. A lot of this is somewhat unavoidable, but not all of it. In particular: Have you ever sealed off an area, only to discover that there's a XXcave spider silk sockXX somewhere down in the depths that you haven't forbidden (and can't find), and now some dwarf tries to go get it a hundred times a day? I know I have. There are workarounds to this problem, but a solution would be better.

So, my suggestion is this: When an item is found to be inaccessible for some task or another, make the game wait a while before firing up A* to find it again (as, last I checked, it does in at least some cases). If it still can't  be found next time, double the amount of time (and each subsequent time). This is called "exponential backoff." This will save both on cancellation spam and CPU time (as A* isn't exactly fast). Of course, some users might not want to have to wait a hundred years for their dwarves to reclaim their lost items once they work out what was wrong, so there should probably be a limit to how long they can have to wait before trying to find it again.

Of course, some jobs shouldn't have this quality, like dwarves searching for food.

Edit: A limitation of this approach: Two dwarves in separate rooms Urist and Burist, both trying to access an electrum bar. Urist can reach it, Burist cannot. If Burist's jobs are always processed first, the bar will never be used. It may be necessary to limit job queries per dwarf-item pair rather than per-item. This will increase the memory requirements, but last I checked these were not the limiting factor for most DF players anyway.

9
Quote from: Original article
Moreover, if this was all about breaking up a dangerous home invasion ring[...]

So, in an attempt to break up a dangerous home invasion ring, the Pima County sheriff's office begins invading homes in a dangerous manner, doing so in a way that makes it impossible for a good-faith effort to surrender to be made, leaves their victim to bleed to death, and covers up the whole thing afterward.

Makes perfect sense! After all, we wouldn't want the victim to be alive afterward. He might sue.

10
It's possible your PMM is "flickering," only supplying power most of the time. I'm not sure how likely that is, though.

11
DF Gameplay Questions / Re: Pathing Question
« on: May 25, 2011, 07:10:01 pm »
Creatures and objects can only move diagonally in the horizontal axes (x and y). They can only move straight up and down. So if I'm reading your diagram right, you're safe.

12
DF Suggestions / Re: skill children/parents
« on: December 17, 2010, 02:57:07 am »
Just a side note on this: Weapon and armorsmithing do have some things in common, e.g. case-hardening techniques, proper forge use... Some skills really do overlap. Some don't. I'd suggest a ceiling on cross-skill learning, e.g. you can't get past Competent Weaponsmith by making armor.

13
DF General Discussion / Re: 31.18 Weapon Research
« on: November 22, 2010, 12:06:29 am »
Problem is, leather is almost worthless as armor. It might stop a human or maybe an animal from biting out your throat (maybe, I don't know for sure) but it won't reduce the damage from a real weapon by enough to make any difference.

Adamantine cloaks might be different. I've still never had a chance to test (since afaik you still can't equip them in the arena) and my forts always die FPS deaths by the time I get to it in fort mode.

Silk is pretty amazing at present, though. Of course, only the smaller races can wear it by default, but really you always wanted to play a dwarf adventurer. It won't always save you, but I've had a lot more trouble taking out goblins in Adventure mode than I should for this exact reason. I think I've yet to sever a limb on a conscious, silk-wearing foe. Some breaks, but those aren't the end of the world.

This leaves us with a use for all three of the weapon types: blunt weapons for armored combat, broad edged weapons for human-sized or similar unarmored combat (with any armor weaker than your axe not counting as armor), and spears for enormous unarmored targets like the various animal-style megabeasts, plus giants and similar. 

If you use a whip, you can usually go straight for the brains on a hydra, or hit the body a couple times first on most other things.

14
DF Gameplay Questions / Re: disposing caged goblins
« on: November 18, 2010, 12:26:56 pm »
Don't think I am some kind of peace loving hippie, but I thing that it could be nice spectacle for my dorfs if I release couple of dozens goblin prisoners. Against a human/elf siege, that is. The question is, would they fight?

Having had a goblin siege and a human siege be on the map at the same time, I can say probably not. The humans and goblins just sort of hung out.

15
DF Wiki Discussion / Re: Weight unit standardization
« on: November 16, 2010, 01:15:46 pm »
I'd favor whichever units are used in the raws, or direct combinations thereof if they aren't (e.g. if kg/m^3 is used in the raws, or if kg and m are, then use kg/m^3).

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