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Editing User:Kwieland

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==crazy CPU usage on the mac==
 
 
I noticed that mds was running at 70-80% on my mac.  Turns out that mds is a spotlight runtime routine.  Spotlight indexes files on your mac.  So, since DF was changing gamelog.txt every second or two, spotlight kept indexing it.  I found a nice workaround here:http://superuser.com/questions/46195/why-does-mds-run-wild-in-mac-os-x-10-6  Basically exclude DF from spotlight.  Problem solved, and I gained a factor of 2 in FPS out of it!
 
Added --[[User:Kwieland|Kwieland]] 23:54, 9 June 2011 (UTC)
 
 
==Thoughts v.30.25==
 
 
These are some of the things I am thinking about:
 
 
# With the magma so deep now, you really have to think of a way to bring it to the surface.  I've started a "stack" of pumps that are basically like this:
 
:        1    2      3      4
 
:z    channel floor channel floor
 
:z-1  floor  channel floor channel
 
with an access to the z pump via row 2.  Since they are built on top of one another, they can all be powered from the top.  I have magma at z=104, need it at z=128, so that is ~24 pumps, 240 power. My windmills only produce 20, so I'm going to have an array for sure.  Then add in all the losses due to transfers and I'll probably need 30 or so.  We'll see.
 
#I just had a siege and several of my war dogs got injured.  It was funny to see "McDog cancels clean self, dropped soap".  I hate when that happens.  Reminds me of the [[40d:Cat_cancels_Store_Item_in_Stockpile:_Too_injured|cat bug]].
 
#Attributes don't follow experience - namely if you look at a dwarf pre-"mood item" completion and post completion, they have the same attributes.
 
# It ended up taking ~50 windmills. Wasn't that big of a deal. The multicolor windmills look cool.
 
# Hostages are not immune from other friends of yours.  I was transporting some prisoner goblins past the trade depot and all of a sudden the human swordsman comes over and kills the goblin.  What?  Yeah, it happened again with dwarfs.
 
# I have not yet figured out how to de-activate soldiers.  I have some ideas. I know I've done it before, because I started with a squad of 10 and only have 6 now, and 4 are not in the "no job" bug.
 
# Forgotten beasts can be really weak.  I has a ''war dog'' take one out.  Yeah, it was that bad.
 
# Training swords are not to be used as real weapons.  The result is a beast with all "red" parts, but no fatal wounds.  Like being stoned ALMOST to death.
 
# Switching armor/weapons around takes a long time.  So much for having a squad train (with training swords) and then be called to the front line.  Doesn't work.  Bad idea.
 
# I have immense growth of subterranean trees/bushes on my z=-1 level.  It is black sand.  I don't know why I have not seen it in other places, though.
 
# Turning off weather/temperature and partial print on in the init does absolutely nothing to my framerate.  I'm at ~70 dwarfs total (including kids) and maybe 10 pets out of cages.  The frame rate is around 12-17, which is borderline playable.  When ambushes/caravans come, it drops really bad.
 
# I have four mayors now.  Talk about absurd requests/demands. Platinum bed?  Come on!
 
# I have an accessible depot, but the caravans never bring wagons.  bug?
 
# Blood should "clean out" after a year or so.  My dwarfs track it all over.  Then they try to clean themselves.  Then they head to the well, clean themselves off.  Finally, they turn around and get themselves all dirty again.  Oh well.
 
#Sand layers that are underground "grow" stuff.  My next site I'm going to look for 2-3 layers of sand.  I embarked on a heavily forested with "thick" growth and the underground sand grew tons of plants.  The shrubs I harvested and was surprised to see them be plump helmets, pig tails, etc!  Don't know why it surprised me, but it did!
 
 
 
== My Questions yet to be answered==
 
== My Questions yet to be answered==
 
Please feel free to discuss these points on my discussion page...
 
Please feel free to discuss these points on my discussion page...
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#Hammerdwarfs of advanced fortresses become too strong/dangerous. Sure, you could kill them off.  I hate loosing dwarfs legendary dwarfs to trivial things. I found that dumping the hammer will force him to drop the weapon (I didn't notice a negative thought because of this).  Unfortunately, my fortress guards have been effective at killing my dwarfs.  Even one equipped with a crossbow did one in.  I have some legendary "Ooops" fortress guards, so I'm pretty sure any justice will mean death. I've already lost a legendary armorsmith!  Next time, I don't think I'll have any fortress guards.
 
#Hammerdwarfs of advanced fortresses become too strong/dangerous. Sure, you could kill them off.  I hate loosing dwarfs legendary dwarfs to trivial things. I found that dumping the hammer will force him to drop the weapon (I didn't notice a negative thought because of this).  Unfortunately, my fortress guards have been effective at killing my dwarfs.  Even one equipped with a crossbow did one in.  I have some legendary "Ooops" fortress guards, so I'm pretty sure any justice will mean death. I've already lost a legendary armorsmith!  Next time, I don't think I'll have any fortress guards.
 
Last update --[[User:Kwieland|Kwieland]] 17:29, 17 April 2009 (UTC)--[[User:Kwieland|Kwieland]] 16:52, 25 March 2009 (UTC)
 
Last update --[[User:Kwieland|Kwieland]] 17:29, 17 April 2009 (UTC)--[[User:Kwieland|Kwieland]] 16:52, 25 March 2009 (UTC)
 
== Re "Trader" ==
 
 
You might be right - as soon as I made that edit I started having second thoughts, then got distracted.  (But I know that the overall umbrella profession is not "Trader", as the prev. poster had edited in, and I undid.)
 
 
I don't wall in a pipe unless it's mostly there already from natural topography - in fact, I try not to go anywhere near where imps can fireball my dorfs.  I wall in a small compound above my dining hall/kitchen area, w/ AG crops, a statue garden, and (if possible) water. Also an AG path to my barracks - if they want to sleep, they first gotta get used to the light. Later, I'll channel out some of that roof and put in a siege weapon practice range, with recovery channels for the ammo.
 
 
(And to answer one of your questions, yes, Siege Engines are used - catapults for practice and destroying/moving stone/killing wildlife, and ballistae for hosing down long narrow-ish corridors. The "scare distance" is about 5-10 tiles - it's not a totally hard number (and might vary with intensity of critter - trolls > marmots, for example, but that's unclear too.)  The trick is to have the hall either dive under a balcony where the ballista are, or take a turn at about that same distance, with some fortifications/channeling to maintain that distance from the operators to the scary critters they're slaughtering.
 
 
Good articles under siege engines and the "see also" at the bottom of that page. --[[User:Albedo|Albedo]] 22:25, 8 May 2009 (UTC)
 

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