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Messages - GavJ

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2581
All I did was change hematite's raw entry to

[ENVIRONMENT:ALL_STONE:VEIN:100]

and now all of the sudden, crazy stuff is happening like huge oval adamantine veins on the surface similar to microcline, tetrahedrite is not to be found anywhere, all kinds of other things aren't lining up as they used to.

What gives? I just want hematite to show up in more biomes so that I can play with more volcanoes and not other weird changes, is that possible?

2582
DF Dwarf Mode Discussion / Re: demon tower
« on: April 17, 2014, 03:52:02 pm »
Atom smashers I believe don't work on demons. They either simply won't close, or the bridge will deconstruct, due to the size of the demons.

2583
DF Dwarf Mode Discussion / Re: demon tower
« on: April 17, 2014, 01:03:22 pm »
Cave ins are the only sure way. Obsidian and ice should work usually, but if the demons have a super hot body temperature, for instance, they may vaporize all your water before it can do its job, making it difficult or impossible to obsidian or ice them.

2584
DF Dwarf Mode Discussion / Re: Wierd scenario with water mechanics.
« on: April 17, 2014, 01:01:30 pm »
No not really. Just make sure that the channel doesn't fill entirely at any point. At some point though, even if you use a series of flows, you will usually have non flowing tiles, at least one, in between, requiring the critter to step off onto the next line themselves.

You might look into minecarts. I don't know anything about them, though.

And in your case, it looks like the end goal is to drop them.  Why not just dig your own 20 z level pit right at the beginning and not need flow? A single very skilled mining dwarf can just channel it all himself before dying of thirst, requiring no significant infrastructure to make sheer-walled pits.

2585
DF Dwarf Mode Discussion / Re: Famous dwarven last words
« on: April 16, 2014, 02:55:02 pm »
Migrants arrive...

Urist McLegendaryCheesemaker: "Hi! I'm Urist McLegendaryCheesema-!"

Urist McOverseer: "Ah! Just the kind of talented and useful lad I was hoping for! Grab this pick and start digging magmaward!"
Fortifications for the final block into the magma work just as well and don't squander a perfectly good pick.
Unlike cheesemakers, unnecessarily burning picks is unethical.

2586
DF General Discussion / Re: Monster Size Scales?
« on: April 16, 2014, 02:48:26 pm »
It's cubic centimeters, so 10,000,000 cube root = 215cm = 2.15 meters to a side of a cube.

In reality, with lots of airspace between the legs and limbs etc., things usually not being cube shaped, it would be roughly the size of an especially large real life elephant.

Dwarves being about the size of a human in volume (presumably shorter but fatter)

2587
DF Modding / Re: Paralyze body without paralyzing the lungs
« on: April 16, 2014, 02:11:31 pm »
I'm pretty sure I've seen syndromes that selectively make your arms bleed, etc. Which would imply you can actually just not paralyze the lungs. Although it might have to be a whitelisted sort of situation (painstakingly listing every single thing other than the lungs to paralyze)

Why do you want paralysis anyway, as opposed to just unconsciousness? Unconsciousness allows them to drown, but without suffocating, and still renders them a non-threat.

2588
DF General Discussion / Re: Monster Size Scales?
« on: April 16, 2014, 01:59:28 pm »
I'm pretty sure all titans and FB are the same size (10,000,000 units). If so, they are all simply flavor descriptors that don't mean anything (just like "undulating" etc.)

2589
DF Dwarf Mode Discussion / Re: Wierd scenario with water mechanics.
« on: April 16, 2014, 01:23:55 pm »
It's a technical feature -- it lets your computer not die when doing large fluid calculations. Water will teleport through already full tiles to somewhere on the other side, then start flowing, as a simpler simulation. It will teleport in all 3 dimensions.

Unfortunately this does have the side effect of making instajets of water not as cool as they would otherwise be.

2590
Pathing is the biggest FPS drain (including liquid pathing, which is easy to avoid). The biggest things you can do to save on creature pathing costs are:

0) Like everyone always says, make wide hallways.

1) Traffic designations, especially outdoors and in twisty maze-like areas. In mazes (like bedroom slums), set the bedrooms to low, and the arteries to high (main hallways) or normal (capillaries). Outdoors, set the whole outdoor region to low, then make directed corridors of normal or high traffic leading toward your fort's front gate, with a little bit of organic branching. The traffic designations outdoors should end up looking like a crayon drawing of a set of lungs when you're done.  If you do a lot of stuff outdoors, this can easily quadruple your FPS singlehandedly.

2) Avoid long hauls in general. It's better to have a metaphorical (or literal) "bucket brigade" than it is to have a bunch of lone dwarves making the whole long trip. Think of the path as a semi-directional "plume" of searching. Plumes can be huge in open areas, and it's easier to plume out behind or to the side of you than into a twisty maze ahead. Whereas two or more small plumes start to more closely resemble a line and add up to less overall area.

To make a bucket brigade situation, you could for instance use overlapping burrows. For instance, outdoorsdwarves cut wood and move it to a 3x3 temporary stockpile right near your main door inside. Then indoorsdwarves with that area also in their burrow shuttle the wood to the larger wood stockpile somewhere deeper in the fortress. This leads to a small fraction of the total pathing that a single trip would take, even if the dwarves have to come from a bedroom or something to get there (if you set your bedroom traffic right), it still will be a huge savings.

Speaking of which
3) Burrows!  Burrows burrows burrows.  .... burrows. You don't need crazy complex burrows with each their own food and booze supply. You can just have the food and booze (and hospital, etc.) be in one burrow that everybody is in, and then add additional burrows for their industries, etc.  Pretty easy actually.

4) NONE of the above things will help you though for invader pathing. To avoid FPS drag from goblins and such, you also want to avoid twisty mazelike trap areas. An example of a TERRIBLE trap for FPS is a long winding back and forth snake of cage traps. An example of a much more efficient FPS trap is a single straight line one tile wide path into your fort, with weapon traps, and then open space on either side with a pool of water or magma below (gobbos get cut up, or if they dodge, they fall off and drown). The pathing from outdoors into your fort through such a trap will be literally an order of magnitude or two faster than the winding hallway trap setup.

And of course have backup plans for your traps, so that you aren't forced to lock out seeking invaders, as they will constantly try to path in, grinding down FPS hugely as they search the entire map for an entrance. When invaders want to get in, you want to LET them get in and deal with them swiftly.

Having a twisty cage trap is fine as a backup for instance ("omigod there's a flying thing!), that normally is bridged off. That way, the infantry will hit your faster FPS trap first, but if they bring something you can't handle yet with efficint traps, at least you can just open the twisty trap and avoid havign them spam pathing outdoors forever.

2591
DF Dwarf Mode Discussion / Re: Any solid knowledge on thermodynamics?
« on: April 16, 2014, 11:13:41 am »
Also, when I turned off [HOMEOTHERM], the dwarves died instantly in the 0th tick of the game in 10,720 temp. I.e. they were all dead and gone from the units chart before I even unpaused the game for the first time.

This seems odd, if the specific heat of body parts is used to increment temperature up whenever it passes specific heat threshold (or a multiple). In the first tick, by the above algorithm, they should have received about 700 urists of heat, and only rose a urist or two or three maybe. Not the 300+ immediate temp change you would need to insta-boil them or whatever killed them that quickly.

...Or do inanimate objects + (creatures with homeotherm) act as one category, while (creatures without homeotherm) are the oddballs with a different equation?

2592
DF Dwarf Mode Discussion / Re: Any solid knowledge on thermodynamics?
« on: April 16, 2014, 11:10:07 am »
Quote
Temperatures ARE stored in fractional urists. The size of the denominator (the bottom half of the fraction) is spec heat (or closely related to spec heat for body parts). At first, 10XXX-10000=XXX units of heat are transferred over per tick, and you might need 4181 or something to increase the body part by 1 urist. This results in an exponential decay function.
I think you're meaning to say, then, is that heat is stored fractionally, while temperature is not, two different numbers?  Which would make sense.

Although that is realistic, it does seem an odd way to program it to have two different long integers or whatever they are when you could just combine it with one (AND fewer equations. A simplified amalgam of heat and temperature) since temperature is the only thing that actually impacts the rest of the game, not heat.

Unless he has plans later for heat specifically (no pun intended) or something.

2593
DF Dwarf Mode Discussion / Re: Any solid knowledge on thermodynamics?
« on: April 16, 2014, 02:47:33 am »
Quote
EDIT: every tick, the difference between the two temperatures of, say a hot item and the hand holding it, is moved from the hot item into the hand, adding to the fractional temperature. The "temp factor" of the hand body part, which is derived from spec heat, determines how large the fractional temperature needs to be in order to increase the actual temperature by 1.
If temperatures cannot be stored in fractions of a Urist, and if it decides whether or not to change by a Urist every tick, then to go from 10,000 to 10,078 where fat melts should take either 78 ticks (or less) or infinitely long.  How do you end up with 1,500 ticks, which is how long it took for my dwarves to begin melting?

2594
Haha yes, I suppose I did.

It turned out not to be much of a threat. A tantruming dwarf (I guess he didn't like everybody's heads melting) ended up punching it a couple times, causing the whole horse to EXPLODE into like 50 pieces (giant circle of purple refuse). Despite its "upper body missing" and 3 limbs gone, the horse just sort of nonchalantly kept dragging itself along on one remaining leg and munching grass. But I think it was clear there were no enemies hiding inside.

2595
DF Dwarf Mode Discussion / Re: Any solid knowledge on thermodynamics?
« on: April 15, 2014, 07:48:12 pm »
That is very helpful, thanks. Is there any way to probe objects, perhaps with another utility?
Its creature probe just tells you civilization and race and ID number, unlike the tile one.

I can sort of clumsily infer things from the tile they're standing on, but it would be much easier if I could probe objects.

From tile data
* Magma seems hardcoded and boring to just be 10,075 in "warm" stones adjacent no matter what, and only adjacent.
* Creatures cool off or warm up the tile they are standing on if it is a different ambient temperature. I tested a map with an outdoor temp of 10,720 urist. A dwarf (set to 10,000 homeotherm in that save) made the tile he was standing on = 10,656, and the adjacent tile 10,704. After that, no effect.
* 2 Dwarves in the same tile made it 10,593, and 10,657 adjacent, then no effect. Almost exactly twice the cooling, which is weird if it's any sort of realistic equation. Probably something much more linear than actuality.
* Objects without homeopath also did this, but it was harder to test. A burning pile of plump helmet spawn made the tile under it cool off to 10,671. This is also weird, because it burning means it was at at least 10,500, which the dwarves almost certainly were not at. So why did they have similar cooling effects?
* A dog died much faster than the dwarves or draft animals did. It could be more frail? Or the algorithm might take body size into account, such as a fixed, linear amoutn of heat entering, which heats up a smaller thing more quickly? I can test this later by having identical creatures, save for body size.

In all cases, it looked like objects only affected adjacent tiles (as in diagonals too, one step away), and then nothing at all beyond that, like magma does.

And the temperature of the tile is heavily skewed toward ambient / the things in it only sway it a little bit, although their influence accumulates with multiple objects.



With the exception that a moving dwarf did leave a trail of cooler tiles behind him, which warmed up about 1 urist per tick in that case (not necessarily always of course).

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