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Editing v0.34:Animal logic
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{{Computing}} | {{Computing}} | ||
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− | Animal logic functions by taking advantage of the path finding algorithm in Dwarf Fortress; all domestic animals seek to find the shortest (lowest cost) path to their desired targets (activity zone, parents, dwarves, valuable objects, etc.) | + | Animal logic functions by taking advantage of the path finding algorithm in Dwarf Fortress; all domestic animals seek to find the shortest (lowest cost) path to their desired targets (activity zone, parents, dwarves, valuable objects, etc.), this can be used to create very very complex logic gates. Animal logic has three principal advantages: speed, compactness, and simplified functions. However, animal logic is slower than mechanical logic and less reliable than either fluid or mechanical logic. |
− | + | ==Definitions== | |
− | + | The basics of construction for animal logic takes advantage of an animal's tendency to continue to path through tightly closed doors, despite them not being able to pass. This defines the difference between animal and [[creature logic]]: animal logic does not need to regulate paths actually travelled by a creature, only potential paths. | |
For clarity, definitions of the terms used in animal logic are listed here: | For clarity, definitions of the terms used in animal logic are listed here: | ||
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==Animals== | ==Animals== | ||
− | Choosing the animal which works as the logic core for an animal logic systems is somewhat important, depending on your needs and the available animals. | + | Choosing the animal which works as the logic core for an animal logic systems is somewhat important, depending on your needs and the available animals. However pretty much anything will do as long as you can remember which animal fits into which gate (to avoid designating the same animal for more than one pit). |
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+ | ===Cats=== | ||
− | + | Unfortunately, cats are both too small to trigger pressure plates. | |
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− | + | ===Puppies=== | |
− | + | Puppies are quite reliable with two pathing goals, which is presumed to lead to faster response times than animals with only a single pathing goal, but tend to spit out babies upon maturation. | |
+ | Puppies path to the activity zone, and their parents. | ||
− | === | + | ===Dogs=== |
− | + | While dogs may seem an attractive option for logic cores, they will be far more useful as wardogs or hunting dogs to protect dwarves. | |
+ | Dogs path to the activity zone. | ||
− | + | ===Other animals=== | |
− | + | Many animals work, but the above are probably your best choice, excluding any modded animals. However if you have a GCS handy, a GCS powered computer would be awesome, so take this as you will. | |
+ | Other animals have different pathing goals, but most only path to the activity zone. Children are presumed superior to adults due to an extra pathing goal (to their parents). Some animals may be too small to trigger pressure plates; grazers may starve before you get any logic out of them; flyers may ignore hatch-based logic blocks. | ||
===Invaders=== | ===Invaders=== | ||
− | Invaders such as elves or goblins will not work with any of the designs on this page, unless you managed to dehand them before capture-- securely closed doors are no barrier to them. Any mounts or warbeasts, on the other hand, might work, and exotics are unlikely to bear any children, and can be extraordinarily long-lived. Job cancellation may be a problem with more complicated designs. Invader animals path to the map edge following capture. Be careful of any flyers or building destroyers. | + | Invaders such as elves or goblins will not work with any of the designs on this page, not unless you managed to dehand them before capture-- securely closed doors are no barrier to them. Any mounts or warbeasts, on the other hand, might work, and exotics are unlikely to bear any children, and can be extraordinarily long-lived. Job cancellation may be a problem with more complicated designs. Invader animals path to the map edge following capture. Be careful of any flyers or building destroyers. |