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File Listing: Hamlet.Wallshadow.region12.7z
Last Updated: May 16, 2012, 01:23:47 pm
File version: 2012-05-16
For DF version: Multiple
Downloads: 89 Size: 9.57 MB
Views: 1,312 Type: 7Z
Rating (0 votes): Unrated
Description
HAMLET WALLSHADOW
!!BREAKTHROUGH STORAGE DESIGN!!


j0H5p.gif

Edit: ok, this is what you want to build. I've now used this and variations of it aggressively: 200k items in a fort with about 2k dug out tiles running at '50(48)' which is about top speed for my system. that's with 21 dwarfs. i'm still experimenting and will redo a demo with a king using vanilla eventually. the key thing that i've learned (and i'm still using .07, so no wheelbarrels or tracks yet) is this: .. my working definition ... stockpile tiles that 'cause work' cause slowdown.

say, after a siege i might have 50..70 siegers in cages. once the signal goes away i sent out some troops to mop up while inside i assign all the siegers to a single cage next to a pit. that actually works flawlessly now. them i move the mil dudes into the pit and have all the siegers dumped there. that actually works really good too and its easy to do. i leave the doors open so that the haulers get a little bit of combat experience too .. making one massive pile of work, fast.

framerates stay high when i have an undump with 3 times as many cylinders as hauling dwarves (yes, that's 3 floors with a construction like this dedicated to refuse) ... and they crash completely when i use a normal refuse dump.

for me the story about number of items, be they clothing, rotting clothing or simply decorated items, causing slowdowns now seems to be a myth. when you don't complexify by digging or adding dorfs you can see that you can have 200k items, 200+ animals in a cage without noticing them much at all. everything else staying constant, the undump engine showed me that its the work created by having normal piles that drains FPS. please experiment and comment. doubly so if your 5 letter name starts with a T and ends with a y.

(yes of course fps varies as work happens or seasonal visitors plan their arrivals)
(i use a single X stair column in my current experiment cause having multiple paths too seems to be an fps catastrophe)
(i lock doors to the outside, that makes a difference)
(in my current experiment i have no bins, just a 3 cylinder ammo undump with 30k bolts near the entrance fortifications. i could make it bigger, sure, but as is, it gives haulers something to do. i've also never made barrels. all the drinks are in 2 stills by the main stair.. or wherever they get dumped. bags? sure.)


YOU WONT BELIEVE UNTIL YOU SEE
MORE ITEMS THAN YOU CAN HANDLE

LOTS...
cQgbO.jpg
AND LOTS OF ITEMS.
d7FYn.jpg

many of them decorated too.

MIyRt.jpg


YOU WONT BELIEVE UNTIL YOU SEE
HAMLET WALLSHADOW
MORE ITEMS THAN YOU CAN HANDLE
  • see how to fast retrieve items with containers.
  • see how to store huge number of plain items.
  • add and decorate items; variety has virtually zero impact on fps
  • virtually no slowdows with siegers on the map


2500+ dead
106..121= 15 years of history.

this fort, which i got tired of loading up with items, ran at '49(45)' fps when i'd first dug up the interior. i ran the fort like that for a little more than half of its history. then i tackled bin and barrel storage, digging about 1000 spaces in the progress, incurring an almost 10 fps hit by so doing. it now idles at '37(35)', but provides very fast access to food and drink barrels as well as ammo bins.

i would recommend you use the structures i demo/build here but do not using bins for ammo or ever allow barrels on prepared food piles. that last one is already a good practice to follow yet in this fort, as you will see, having food or plants or seedbags sucked into barrels isn't adding anything. also bins for ammo are not helping when you do away with normal dumps as i have here.

all but a few of the kills were made by slade turrets from the masterwork mod. there are 4 legendaries sitting on the roof. items and corpses were autodumped and processed inside the fort. there was miasma when not everyone was helping haul. start the kitchens on meals to help avoid that. but you should be able to get 30..40 corpses handled at a time with just one or so rotten items.

a few years ago i started training a military. this now takes 6 guys, that is, 1/3rd of the population out of the hauling business. plus there are 2 funky nobles who, having earned their position, get wild mood swings, but they've not tantrumed, and they always seem to recover. ... so, when you get this fort and get some immigrants, let the first 8 serve as haulers to get butchering returns handled faster.

anyway, this demo is built on masterwork with some tweak for easyness -- like using the war elephants as siegers for lots of meat and bones -- since the one and only reason for this fort was to explore storage design options that might allow for infinite storage. as far as non-containered items go, we seem to have reached that goal.

in 34.07 at least there will be constant low priority jobs to rearrange items on the piles. they are no bother; having 4x oversized barrel and bin storage areas caused a permanent hit to fps. we get the clean-up jobs for those too.. and what happens is that sometimes one of those jobs comes in while someone's drinking from a barrel. that guy will then place an item into the 'pull' area. this might require intervention after maybe 20 years.

see Nil's undump thread on the forum for tech-info .. but steal the undump-22 engine from level 4 of the fort and try that right now for anything not needing barrels or bins. it works really well and i hope you enjoy running this fort to see it in action!

enjoy!


YOU WONT BELIEVE UNTIL YOU SEE

HAMLET WALLSHADOW

MORE ITEMS THAN YOU CAN HANDLE


p.s. i had just written on the forums about how to make dorf in dorm double up in assigned bed when this forts only artifact was produced. its hilarious.
p.s. there's a friendly critter boxed in by obsidian walls in the souther part of the map. let him loose again after he's healed up, he's fantastic.
p.s. let the 2 main militia guys go back to their prefered weapons before you send them out. they are learning something new right now.
p.s. everyone's in the mil and equipped. you need to turn on labors with civilian uniforms, e.g. mining & woodcutting are turned off for everyone.
p.s. i tweak clear-ghostlies a bit aggressively and dt now shows three ghosts that won't do anything. also we have an insane drow for a fortress pet. ignore all that.
p.s. gauntlets and tables are going to be your only mandates.
p.s. Shift-F1 q l to lock-unlock the front door hatch


HAMLET WALLSHADOW
!!BREAKTHROUGH STORAGE DESIGN!!


ran the following final test after marking all crafts for destruction:

scyg0.gif

this gave me back 1..2 fps.
what happens to _your_ fps when you delete that many items?
what happens when you remove all piles...
your fps goes up after a reclaim? reclaim this.

p.s. after uploading i planned a new design based on 'everything' for 90ish folks fitting into a short stack of maybe 8 layers of this wiki design http://dwarffortresswiki.org/index.php/File:VaniverGreek48.png. EDIT: nope, not so good. the distances are too large and when you add stairs to connect the floors better you're only making things more complex. the layout is still the basis of my current experiment, but i'm going to to make simple stairs (or ramps, not sure yet), one for refuse, one for supplies, one for quarters, one for 'fancy work' next, putting 4x3 undump cylinders around a stair (so that i can optimally integrate wheelbarrels) in the next fort.

cheers!
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