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Difference between revisions of "User:Larix"

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: '''Mechanical Multiplier (binary), 8x8 bits, with "single-pass" addition. As a possible improvement, the 0-10 Volume Meter'''
 
: '''Mechanical Multiplier (binary), 8x8 bits, with "single-pass" addition. As a possible improvement, the 0-10 Volume Meter'''
 
: http://www.bay12forums.com/smf/index.php?topic=132977.0
 
: http://www.bay12forums.com/smf/index.php?topic=132977.0
 +
 +
 +
* '''The Signal Grinder. An unbeatably dwarven (and delicious) power-to-signal converter.'''
 +
 +
: It seems that people think that screw pumps and rollers are the only power-driven "output devices". This is not true - there's another building that accepts power: the millstone. And like the two others, it can be used to transform power into a signal. All you need is a dwarf with the milling labour, a manager, millable plants and empty bags.
 +
Construction:
 +
 +
###==1==
 +
#o^..c..
 +
###==2==
 +
 +
: o - Millstone
 +
: ^ - citizen-triggered pressure plate
 +
: =1= - stockpile accepting only millable plant (preferably without barrels)
 +
: =2= - stockpile accepting only bags
 +
: c - chair, assigned as office for the manager
 +
 +
 +
: The circuit must be primed by the manager. Order a number of "mill plant" or "mill seeds to paste" jobs. Once they have been approved, they can be assigned to querns or powered millstones. Milling jobs will only be assigned to a millstone if the building receives power and are automatically cleared from the millstone's job list the moment power is disconnected.
 +
 +
: As soon as the millstone recieves power, it will line up milling jobs and sooner or later (or much later) a miller will show up to mill, passing over the pressure plate when collecting plants and bags and bringing them to the mill. The plate will get activated repeatedly until power is cut or until the miller decides to eat, drink, sleep, party, go on break, pick up new socks or relocate a sheep that moved one step out of its pasture, or until all milling jobs have been performed.
 +
 +
: By choosing the number of milling jobs ordered through the manager, a longer or shorter period of signal activity can be selected. As a notable benefit, this device not only generates signals from power, it also produces valuable powders (dyes and cookable flours/sugar) and trains dwarven skills (organiser and miller). And since it in fact uses dwarfs to turn power into signals, it can rightfully claim to be the only truly dwarven power-to-signal converter.
 +
 +
: Technical data:
 +
: Extrapolated latency - 200-12 000 turns (the latter if there's only one miller, who just went on break when power turned on)
 +
: Produced signal - intermittent, with a period of ~200 steps. Acceptable for opening/closing bridges or extending/retracting spikes.
 +
: List of Materials: 1 millstone, 2 mechanisms, one chair, millable plant(s), empty bag(s). The chair can be deconstructed after priming the circuit, to recover materials.

Revision as of 13:08, 11 November 2013

I've developed a logic discipline which could actually deserve the label "Minecart Logic", if it wasn't already taken. So i've tentatively dubbed it "Minecart Pathing Logic", since, other than the known circuits, it is based on directing moving minecarts and manipulating their paths instead of placing resting carts on top of pressure plates.

Here you can find what i've written up about this logic discipline:

User:Larix/MPL

Very compact mechanical adder with instant carry calculation and subtraction capability:

User:Larix/Adder

A collection of Dwarf Logic projects, ranging from an overengineered silly joke to overengineered solutions for simple problems or challenges to... overengineered overengineering:

  • Doing my very best to push the envelope of dwarfputing, i built a dwarven computer to execute programs written in a high-level programming language. Since so far, dwarven computers have effectively worked with machine code, this is a huge leap forward!!
The language in question is hq9+.
The hq9+ interpreter thread on the Dwarf Fortress forum:
http://www.bay12forums.com/smf/index.php?topic=130986.0
I am especially proud of the unary memory device.


  • Dwarfs are always so sloshed that when they try to be random, they still just end up drunk. Their drunk stumbling around the meeting hall can be used to derive irresponsibly unpredictable signals, which in turn can be converted into apparently random numbers. Be careful when constructing such contraptions on your own computers, intoxicated computers can be quite difficult to handle.
The double-roller "bit splitter" should be pretty close to the optimum in turning non-periodically timed events (like citizen-triggered pressure plates in a well-travelled area) into pseudo-randomness.
The Drunk Number Generator: http://www.bay12forums.com/smf/index.php?topic=129226.msg4452422#msg4452422


  • Do you lack the patience to wait a hundred steps for a pressure plate to re-set and close a door? Are you annoyed by dwarfs dragging their feet when ordered to pull the "close that door!" lever? No problem, you can get a door to close as reaction to an "on" signal, potentially in less than ten steps. It just takes ~400 power and 25 rollers and pressure plates and link jobs.
Security Blast Door: http://www.bay12forums.com/smf/index.php?topic=128095.msg4449221#msg4449221


  • Just working out that diagonally-moving minecarts are notoriously unwilling to follow track directions only served as an incentive for me to step up my game and tame the wild diagonal minecart. I succeeded in getting such carts to stay in holding loops, cycle through repeaters and even hold a bit of information by their rotation direction in a read-writeable 'memory cell'.
There's no need to use an extra minecart for every bit of memory you wish to store, a single minecart can hold a full byte of information.
Oh, and i got a rudimentary base-seven memory device or adder to work, based on regulating water depth and measuring it with pressure plates.
Controlling diagonal minecarts; one-cart one-byte memory; seven-state fluid memory/potential base-seven adder? http://www.bay12forums.com/smf/index.php?topic=131325.msg4621257#msg4621257


  • Binary multiplication has a simple basis, but tends to get unwieldy because so many adders are needed to put all the partial results together. DF's mechanical logic, however, offers amazing options to compactify the adding-up process so that for a multiplication of two eight-bit numbers, no more than fifteen addition steps are required. But how can this be, when up to sixty-four signals are generated before any addition takes place, and the addition is liable to produce twenty carries? Simple (or not so simple): by adding more than three signals in a single circuit. A load-based "how many inputs are on?" circuit can not only check against a defined threshold of inputs before switching off, by using the output-generating pressure plates to re-configure the circuit itself and thus change the load, it can check for different significant load limits in succession and enforce a stable state when the "correct" output is reached.
I endavoured to make it more elegant by "pre-processing" the carries generated and unwittingly introduced another problem - the "resistor-based input counter" can process new inputs turning on, but will ignore inputs turning off during operation, something that will happen in the course of preprocessing. Conservatively, this problem can be handled by not pre-processing the generated carries and just passing up to seven up to the next bit, meaning you'll have to handle up to fourteen in- and seven outputs.
Or you can build a "consistency check" routine into the resistance counter, which massively increases the parts count but adds a whole new level of elegance and potential for further use. Equipping a multiplier with the presented finalised "count to ten" circuit will likely use at least as many parts as a Wallace or Dadda (or un-organised old-school) adder to collate the partial results, but allows calculating all carries of a bit and its sum on the same circuit.
Mechanical Multiplier (binary), 8x8 bits, with "single-pass" addition. As a possible improvement, the 0-10 Volume Meter
http://www.bay12forums.com/smf/index.php?topic=132977.0


  • The Signal Grinder. An unbeatably dwarven (and delicious) power-to-signal converter.
It seems that people think that screw pumps and rollers are the only power-driven "output devices". This is not true - there's another building that accepts power: the millstone. And like the two others, it can be used to transform power into a signal. All you need is a dwarf with the milling labour, a manager, millable plants and empty bags.

Construction:

###==1==
#o^..c..
###==2==
o - Millstone
^ - citizen-triggered pressure plate
=1= - stockpile accepting only millable plant (preferably without barrels)
=2= - stockpile accepting only bags
c - chair, assigned as office for the manager


The circuit must be primed by the manager. Order a number of "mill plant" or "mill seeds to paste" jobs. Once they have been approved, they can be assigned to querns or powered millstones. Milling jobs will only be assigned to a millstone if the building receives power and are automatically cleared from the millstone's job list the moment power is disconnected.
As soon as the millstone recieves power, it will line up milling jobs and sooner or later (or much later) a miller will show up to mill, passing over the pressure plate when collecting plants and bags and bringing them to the mill. The plate will get activated repeatedly until power is cut or until the miller decides to eat, drink, sleep, party, go on break, pick up new socks or relocate a sheep that moved one step out of its pasture, or until all milling jobs have been performed.
By choosing the number of milling jobs ordered through the manager, a longer or shorter period of signal activity can be selected. As a notable benefit, this device not only generates signals from power, it also produces valuable powders (dyes and cookable flours/sugar) and trains dwarven skills (organiser and miller). And since it in fact uses dwarfs to turn power into signals, it can rightfully claim to be the only truly dwarven power-to-signal converter.
Technical data:
Extrapolated latency - 200-12 000 turns (the latter if there's only one miller, who just went on break when power turned on)
Produced signal - intermittent, with a period of ~200 steps. Acceptable for opening/closing bridges or extending/retracting spikes.
List of Materials: 1 millstone, 2 mechanisms, one chair, millable plant(s), empty bag(s). The chair can be deconstructed after priming the circuit, to recover materials.