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Messages - Nil Eyeglazed

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1
I haven't found pathing to be the major drain reported by so many in this thread.

I have, a couple of times, decided to kill (via cheat) huge swaths of population in an attempt to recover some framerate, but found that framerates remained low.

I found pathfinding to be an issue in exactly one situation-- when experimenting with (now obsolete) undumps and multiple stockpile squares.  This was a situation where multiple dwarves suddenly lost path and tried to path through every single tile on the map to a suddenly inaccessible tile.  (If it had worked like the original job, with the stockpile pathing to the dwarf instead of vice versa, there would have been no detectable hit, with the path rapidly exhausting all possibilities.)

2
No, I mean one game of DF vs another game of DF.

3
I'm suddenly afraid I sounded critical.  Please forgive me-- I'm not very good with social graces.

I only meant to examine your device's operation at a different level-- with a different vocabulary-- than what you were doing.

(I had actually thought that'd stand to reason??)

Oh, I guess it does, I'm just good at missing the obvious!  Didn't realize you intended it to be per lever.

4
Ptw!

An important thing to remember is that computer specs, while a good contribuiter to FPS, doesn't necessairily translate well into comparing system results - you won't be able to give a multiplier on which to adjust FPS counts given hardware. Additionally, software (especially system services) plays in very strongly. As a result, it isn't very plausable to share absolute FPS counts, even when sharing system specs.

Really?  So are you saying that it might be possible for my computer to run one game faster than yours, while yours ran a different game faster than mine?

That got my thinking, that FM2 APU is only slightly faster in single core performance

I'm not familiar with those processors, but are you basing that just on clock speed (ghz)?  Processor performance is about a lot more than just clock speed these days.

5
Re: 5)

If what you want is more fun, I think you'll find that you are your own best source of it.  Dreaming up crazy projects often involves subjecting your fortresses to a certain amount of risk.  Projects often involve some combination of high-speed minecarts, vampires or lycanthropes, reanimation, pyrogenic critters, invaders placed deep in your fortress, or magma-- I think you can see how this works.  I've sometimes wondered about making a fortress based around the development of an elite squad or freely running, blue-armed and -armored thralls for fortress defense, for instance, and it's probably easier to imagine what could go wrong with such a plan that it is to imagine what could go right.

Almost any fun is magnified if you actually make efforts to care about your dwarves and protect their well-being.  As long as they're just means to an end, no megabeast is really going to be very scary.  But once your goal becomes zero violent deaths, as it would be in real life, the challenge escalates.

6
Toggling bridges with a lever-flip

I think it's worth commenting a little bit on this problem and your solution from a more general perspective.

DF (wiki and forum) has adopted the jargon of electronics for talking about machinery like this, but this is a place where different terms would clarify things.

We use the term memory (or flip-flop, or latch), but another word that describes what it does is signal division.  Memory takes an on-off signal and returns either an on or an off.

Edge detection, on the other hand, can also be seen as signal multiplication.  It receives an on or an off and returns an on-off signal pair.

What you have here is a memory cell and edge detection built into a single device.  The tightness of the signal means that only a single half of the signal is getting through.  However, a more general purpose solution to this problem, and one that can be built using any discipline, any set of modular components, is to build input->edge detection->flip flop (toggle memory).

Also, I'm not sure this works as advertised.  Consider lever->bridge.  There are two times it doesn't act as you'd like.  First, when input follows input too rapidly.  Second, when the bridge is controlled by multiple inputs.  The first is never going to be solved by machinery, which can only exacerbate this problem.

But the second isn't actually solved by your circuit either.  When multiple levers control your inputs (hatches), it's easy to reach a situation where changing the state of one lever doesn't change the state of your circuit or trigger edge detection.  This problem cannot be solved without dedicated edge detection of each lever.

Where edge detection of a lever pull is necessary, this is the device I've settled on:
Code: [Select]
####
 ^ó#
####

The lever is totally superfluous, and exists only to drive a dwarf over a pressure plate.

(Edit: removed a bunch of stuff, a new thread is more appropriate place for what i was talking about)

7
DF Dwarf Mode Discussion / Re: Weight Data Needed for Raw Hide Automat
« on: March 27, 2014, 02:50:33 am »
Doublestrafe's solution strikes me as wonderful.  It's possible to set up a no-maintenance trap like that for trap-avoids (and chickens).  Mechanics like that are always fun.

I have to wonder, though-- given that most egg-layer are also flyers, maybe dropping isn't the best way to kill them?

As an alternative, consider wildlife.  I'm not sure about the most recent version (or the version to come), but wildlife in previous versions didn't need to graze, but would still breed.  Autodropping camels makes many, many camel-steaks.  And raw camel hides, since it seems like you're more concerned about those.

Unsupervised, you're maybe going to accidentally kill off all of your males (or females).  But the odds of that are slim.  I think you can expect a long-lived, hassle-free food source.

8
Signal detection theory?  Service description table?  Sexually deprived teenagers?  Scottish dance theater?
Stupid Dwarf Trick.

Aha!  I should've known...

Not sure if you're planning on Dupree's goblin-on-a-pillar-and-dwarven-door-runner technique-- I did something similar once, but with timed bridges instead of door-runners, think it was probably a lot simpler to set up (and pause, etc).  Although I'd need to make a few modifications for the current version, used a falling dwarf to create the timing offset, and dwarves probably fall at a different rate now....

9
Signal detection theory?  Service description table?  Sexually deprived teenagers?  Scottish dance theater?

10
DF Dwarf Mode Discussion / Re: Seeking help from Experienced players.
« on: March 20, 2014, 03:13:02 pm »
Important Note: When making aqueducts/drains (especially if they're only 1 tile wide), make sure to pave the bottom with constructed floors or roads. If the aqueduct is always filled with water it's not an issue, but if it ever dries, the water will leave mud, and mud can grow trees, which block all movement, including water. You don't want to have to dig a second drain just to drain your drain, and/or sacrifice the life of a miner/woodcutter, so just pave the thing before you flood it.

Alternately, create your channel out of ramps, on which no trees can grow.

11
DF Dwarf Mode Discussion / Re: So, a few questions.
« on: March 20, 2014, 03:07:03 pm »
Two strategies I take for training armorsmith/weaponsmith, either:

a) The old-fashioned way: make 1-bar items on repeat (I do bucklers and bolts), set up a good hauling infrastructure to keep the forge empty, make sure your trainee has no other labors assigned and possibly even a next-door bedroom and personal dining room; or,

b) Train all peasants to novice in whateversmithing via profiled workshops, still need good hauling infrastructure, and then you wait for a mood.

Actually, option b seems to work faster for me.

Re: disposal of anything: for all things that burn, which is everything you mentioned, I like to dump it in the magma.  The most efficient way I've found to do this is with a minecart route and track stop that dumps into magma.

Re: goblinite: Disagree with Beast Tamer-- I don't think it's worth the trouble to pump magma to the surface.  Do that because it's fun to have lava, not because it's practical.  Minecarts can keep a steady supply of goblinite headed your way.  A little bit of logic can prevent accidents.  Lots of smelters.  Minecart-based quantum stockpiles for the bars.

12
Hmm.

1) I haven't seen any problems with this myself, although, granted, I don't do it a lot.  Some things to be aware of: you can't designate tiles near the edge (like 5 or fewer tiles away, I think); when outdoors, it defaults to designate trees, rather than designate mine, which obviously won't do anything inside a mountain, and with hilly environs, "outdoors" can involve a lot of rock; when moving the mouse quickly, designation spots can be missed (the mouse is quicker than the brain!  erm cpu).

2) I didn't realize that was ever a single way to scroll up and down like that!  There are three ways to scroll, depending on the menu: up/down arrows; pgup/pgdn keys; numpad +/- keys.  None of these take modifiers like alt or ctrl, and maybe numlock needs to be in some particular state.  The precise key you need depends on the menu, which I think we all agree sucks, so if one set of keys doesn't work to scroll the menu, try the next.  Not sure about how laptop peeps play DF.

I hope that helps.  Good luck with your game!  If you have more problems, or if this doesn't help, let us know.  Hopefully with the precise menu/situation/whatever you're having trouble with, because there are bound to be special situations that won't immediately spring to mind.

13
The hard part was keeping the nimrods from making him mayor all the time.

I decided to roll with this once, and figured out how to make a perfectly functional vampire mayor.  It's easy to get a vampire assigned to a chain-- just make sure there's only one chain, in the mayor's office.  After that, forbid the chain, and nobody will ever release the mayor, who will continue to hold meetings from his chain, since it just happens to be in his office.  I think I had some weird pressure plate/hatch things going on too, but I don't think they were actually important, maybe just so I didn't even have to forbid the chain.

I really loved the image of the chained mayor meeting with unhappy dwarves, consoling them while fruitlessly lusting for their blood.  I've always wanted to make an exterior noble's office in an evil biome, taking advantage of the vampire/zombie truce to allow trade agreements without allowing fortress penetration.

14
DF Dwarf Mode Discussion / Re: The hardest embark. EVER.
« on: February 26, 2014, 07:34:48 pm »
Glacier drop used to give a source of (exhaustible) water; haven't had to use since caverns were implemented, but I imagine it would still work.  Stupid freezing tricks can be used to dupe water once you have any magma access.

Don't need to spend much time on the surface to take advantage of wildlife.  I once ran a fort based on the capture, breeding, and drop-slaughter of wild camels.  Wild animals still don't need pasture, right?  And can still breed?  And some animals can be extra handy to have around.  Even without magma, I know of at least one way to sustainably melt ice...

15
DF Dwarf Mode Discussion / Re: Circus Survival
« on: February 26, 2014, 04:15:37 pm »
I meant the thread, not that particular question :)

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