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Difference between revisions of "User talk:Quietust"
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Also curious-- I don't know anything about electronics or computing, but I find myself distinguishing between half and full signals (or full and double signals, if you'd prefer-- opens vs open-closes) all the time. Within the electronics metaphor, are there appropriate words to distinguish between these two kinds of signals? That is, if an edge detector detects an "edge" signal, what kind of signal does it transmit?[[User:Vasiln|Vasiln]] 00:14, 13 September 2011 (UTC) | Also curious-- I don't know anything about electronics or computing, but I find myself distinguishing between half and full signals (or full and double signals, if you'd prefer-- opens vs open-closes) all the time. Within the electronics metaphor, are there appropriate words to distinguish between these two kinds of signals? That is, if an edge detector detects an "edge" signal, what kind of signal does it transmit?[[User:Vasiln|Vasiln]] 00:14, 13 September 2011 (UTC) | ||
+ | :There isn't really a difference between the signal types, just how you react to them - a level-sensitive trigger does one thing if the signal is on and another thing if the signal is off, while an edge-sensitive trigger does one thing when the signal '''changes''' from off->on and a different thing when the signal changes from on->off. See [http://en.wikipedia.org/wiki/Interrupt#Types_of_Interrupts this article] for more information. --[[User:Quietust|Quietust]] 02:53, 13 September 2011 (UTC) | ||
===Most annoying bugs=== | ===Most annoying bugs=== |
Revision as of 02:53, 13 September 2011
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Creature Logic + diagrams
Thanks for the edits to creature logic. It's probably not obvious, but I made an effort to use a preferred format, and all I found was Template:L linked to from the community portal page, so I tried to imitate the example given on that page. If there is a preferred method, maybe someone (lol "someone," although really I'd be happy to do it if I knew enough/was important enough) can make a page and link the community portal to it rather than Template:L? Might save you from some future tedium, unless of course you enjoy those kind of edits.
Also curious-- I don't know anything about electronics or computing, but I find myself distinguishing between half and full signals (or full and double signals, if you'd prefer-- opens vs open-closes) all the time. Within the electronics metaphor, are there appropriate words to distinguish between these two kinds of signals? That is, if an edge detector detects an "edge" signal, what kind of signal does it transmit?Vasiln 00:14, 13 September 2011 (UTC)
- There isn't really a difference between the signal types, just how you react to them - a level-sensitive trigger does one thing if the signal is on and another thing if the signal is off, while an edge-sensitive trigger does one thing when the signal changes from off->on and a different thing when the signal changes from on->off. See this article for more information. --Quietust 02:53, 13 September 2011 (UTC)
Most annoying bugs
Just curious what bugs are on the top of your list? I haven't played in several months, waiting for certain bugs to be fixed. I got the military to mostly work (besides all the labors being reset) so that wasn't a big deal. I think all the little bugs added up for me. --Kwieland 17:21, 1 September 2011 (UTC)
- I've reported over a hundred bugs on the tracker and 82 of them are still open, some more serious than others. If I had to name the most annoying ones I've reported myself, they'd be: "Missing nobles (dungeon master, tax collector, etc.)", "Swimming FBs don't bother getting out of the water", "Soldiers equip golden salve vials as waterskins", "Caravan pack animals stand on top of floor hatches over ramps", "Building destroyers destroy floor grates over open space", "Caravans don't bring wagons", and "Siege trolls lag the game to hell"; for ones others have reported, "Soldiers don't eat/drink while stationed", "Flowing water pushes items into hammerspace", "Magma kills things WAY too slowly", "Dwarves don't wear new clothes", "Dwarves give water to dwarves already drinking from booze barrels" + "Dwarves leave water buckets lying all over the fortress" + "Dwarves use water buckets when making lye", "Metalsmithing jobs only use one bar", and "Gem items don't get stockpiled". I don't mind the "Humans have no guild representatives", "Elves have no diplomats", and "You can't make crystal glass" bugs, since I've fixed all of them myself. --Quietust 20:22, 1 September 2011 (UTC)
- I know you've reported a lot, which is great. I've only reported 12, 7 still open. Did you figure out a workaround for the missing nobles? I noticed you were doing a lot of research on that area. How does "Soldiers don't eat/drink while stationed" affect you? The dwarfs leaving their food to rot all over? I don't let my military carry ratios. My soldiers do get a bad thought, but the happiness system is pretty out of wack now, so all they have to do is dine in a nice place and they're in heaven! I agree that the buckets coupled to the healthcare is a hassle. That and the transporting of barrels to the depot. Metalsmithing jobs only using one bar is a balancing issue, so it doesn't bother me much. I just reviewed my watch list and others that bother me are "Items are hauled to bins before the bins are installed into the correct stockpile." "Dwarves choose far-away stones instead of nearby ones", "Civilians assigned to burrows while hauling something spam "dropoff inaccessible"", not being able to toggle the usability of obsidian, and "Equipment mismatch error message means nothing". That last one makes setting up a military a bit tough. Those would have to be the most annoying to me. Sometimes I really miss the 40d days. I tried going back, but all the keys are different and it is too frustrating.--Kwieland 23:56, 1 September 2011 (UTC)
- The "soldiers don't eat/drink while stationed" bug causes soldiers to just get increasingly hungry/thirsty when on patrol duty, and hungry/thirsty dwarves get skill penalties and are presumably more likely to get injured. I forgot about the "dropoff inaccessible spam" one, though I was afflicted with the "item inaccessible" variant (when the stockpile is inside the burrow but the item isn't), and I also find the economic obsidian bug mildly irritating (though you only need to fix it once in the entire lifetime of your fortress). I don't consider the "hauling bins" and "distant stones" ones to be real bugs, just design flaws (which I'm pretty sure were also present in 40d and probably even 23a). Of course, I've just now remembered another very irritating issue: multiple soldiers being assigned the same piece of equipment, usually a named item. --Quietust 00:07, 2 September 2011 (UTC)
- That is funny. So many of the "bugs" influence the way I play the game. Because of the bugs, I gave up on burrows being useful. Thus all the bugs with burrows don't bother me. The concept is really powerful, but how to implement it without the bugs hobbling it! I also don't use most fo the military options (like food/water, patrol duties, stations) and instead have train/no train schedules. I find it funny when dwarfs carry around 3 weapons, or the enraged badgers. I agree the distant stones and hauling bins are design flaws, but they are annoying when you notice a bunch of dwarves traverse 80 Z levels to take something to a bin, only to arrive and find the bin has been now moved to 80Z levels down! It would also be nice to be able to save military uniforms as well (like embark profiles). Does the fact that the order of items in the trade item list changes bother you or have you figured out a workaround for that?--Kwieland 16:25, 2 September 2011 (UTC)
- The "soldiers don't eat/drink while stationed" bug causes soldiers to just get increasingly hungry/thirsty when on patrol duty, and hungry/thirsty dwarves get skill penalties and are presumably more likely to get injured. I forgot about the "dropoff inaccessible spam" one, though I was afflicted with the "item inaccessible" variant (when the stockpile is inside the burrow but the item isn't), and I also find the economic obsidian bug mildly irritating (though you only need to fix it once in the entire lifetime of your fortress). I don't consider the "hauling bins" and "distant stones" ones to be real bugs, just design flaws (which I'm pretty sure were also present in 40d and probably even 23a). Of course, I've just now remembered another very irritating issue: multiple soldiers being assigned the same piece of equipment, usually a named item. --Quietust 00:07, 2 September 2011 (UTC)
- I know you've reported a lot, which is great. I've only reported 12, 7 still open. Did you figure out a workaround for the missing nobles? I noticed you were doing a lot of research on that area. How does "Soldiers don't eat/drink while stationed" affect you? The dwarfs leaving their food to rot all over? I don't let my military carry ratios. My soldiers do get a bad thought, but the happiness system is pretty out of wack now, so all they have to do is dine in a nice place and they're in heaven! I agree that the buckets coupled to the healthcare is a hassle. That and the transporting of barrels to the depot. Metalsmithing jobs only using one bar is a balancing issue, so it doesn't bother me much. I just reviewed my watch list and others that bother me are "Items are hauled to bins before the bins are installed into the correct stockpile." "Dwarves choose far-away stones instead of nearby ones", "Civilians assigned to burrows while hauling something spam "dropoff inaccessible"", not being able to toggle the usability of obsidian, and "Equipment mismatch error message means nothing". That last one makes setting up a military a bit tough. Those would have to be the most annoying to me. Sometimes I really miss the 40d days. I tried going back, but all the keys are different and it is too frustrating.--Kwieland 23:56, 1 September 2011 (UTC)
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