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Author Topic: FPS and Clothing  (Read 1924 times)

Bumber

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Re: FPS and Clothing
« Reply #15 on: February 23, 2016, 09:05:27 pm »

Is there a way to let them dump those worn clothes without dfhack? I usually only make 3 piece set for them (robe, trousers and shoes) but they still keep their xsocksx.
I think you can forbid them for a month and they lose ownership. Another solution involves nether-cap beds and magma. Dormitories or a 1x1 bedroom with only a bed might prevent the issue in the first place.
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Libash_Thunderhead

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Re: FPS and Clothing
« Reply #16 on: February 23, 2016, 09:38:31 pm »

Thanks.
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greycat

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Re: FPS and Clothing
« Reply #17 on: February 24, 2016, 10:41:48 am »

To get rid of used clothing, nearly fully automated:

  • Don't put cabinets in dwarves' rooms, or else they will store a dozen or more pieces of used clothing, each.  Limit them to their floor space, and try to fill up their floor with furniture so there's not even a lot of floor space for clothing "storage".
  • Set up a stockpile to receive new clothing from your Clothier's workshop.  This stockpile must take from links only and must take from the Clothier's.  You can make it a regular stockpile, or a quantum/minecart stockpile.
  • Every other piece of clothing that is not straight out of the Clothier's is by definition used.  Set up a stockpile to take from anywhere, which takes all of the used clothing.  You have several options here.  You can make it a regular stockpile with bins, if you want to trade it away.  You can make it a regular or quantum stockpile which has the Refuse category enabled, but all Refuse items disabled.  This will make the clothing in this stockpile decay very quickly.  You can make it a quantum stockpile that dumps into magma.

That will take care of all the used clothing except for whatever the dwarves manage to store in their rooms.  You can either permit those few pieces, or manually forbid them, wait for ownership to decay, then unforbid them to let them be hauled away.
« Last Edit: February 24, 2016, 10:43:41 am by greycat »
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Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

Mathalor

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Re: FPS and Clothing
« Reply #18 on: February 24, 2016, 09:00:24 pm »

Thanks all for your answers and advice.  I've been kind of busy IRL and it's distracted me from replying.

It sounds like clothing management is going to be a pain no matter what I do.  I like greycat's idea of a stockpile dedicated to brand new clothing, and dumping everything that's not worn or in that pile.


Does anyone know how a cloak that's been masterworked 3 times, cloth, dye, and cloak, would provide superior protection to a masterwork leather cloak?
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Bumber

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Re: FPS and Clothing
« Reply #19 on: February 24, 2016, 10:20:39 pm »

Does anyone know how a cloak that's been masterworked 3 times, cloth, dye, and cloak, would provide superior protection to a masterwork leather cloak?
It wouldn't. Only the base quality counts for protection. The rest only counts for value.
« Last Edit: February 24, 2016, 10:22:47 pm by Bumber »
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Mathalor

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Re: FPS and Clothing
« Reply #20 on: February 25, 2016, 03:00:34 am »

Thanks.
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Diamond

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Re: FPS and Clothing
« Reply #21 on: February 25, 2016, 05:09:53 am »

Number of items have little to none impact on FPS.
It's pathing that counts. If you are playing latest version, tattered clothes (if replaced) are removed from dorf's possession and are stored in "finished goods" stockpile. And despite the fact that they will try to claim the best available quality it does not give a specific good thought, it's only the having tattered or having none that gives bad thoughts.

About the number of items not influencing FPS< not too sure. That's a 2012 thread, not sure if that part hasn't been debunked.

Also, if a dwarf replaces clothing with a better piece, the old piece does NOT go to a stockpile. The dwarf retains ownership of it, and he will eventually take a 'store personal item' job and store it in a personal room if he has one. This eventually leads to rooms / cabinets full of clothes.
I posted a thread about this last week, will find link and edit in a minute. EDIT: http://www.bay12forums.com/smf/index.php?topic=156377.0

Also, claiming a new piece of clothing does give a good thought if it's of decent quality (maybe only masterpiece and artefact, perhaps exceptional too). On a side note, how to keep your full time military satisfied with acquisition needs and putting on a splendid item thoughts: Every once in a while, make them strip (set them to wear nothing, then make them put their armor back on. Works wonders with masterpiece armor, don't know if it works with lesser quality (my dwarves never wear anything but masterpiece armor, armorsmiths are easy enough to train up)

1. Maybe I am mistaken here about stockpiling, but I assumed it was the case as: there were no spare ones lying around and my FG stockpiles were full of tattered clothes. Of course, maybe it was just decaying, or maybe something in DFhack that is on by default.
2. Claiming piece of closing does not give SPECIFIC thought, please note the word. There is no good thought related to clothing, there is one for any high-value item that ends up in dwarf's possesion whatever that is.
And most importantly
3. Quick DFHack test about items semi-confirmed FPS claim.
Spawned 1k, 10k and eventually 88k more items, with no significant hit to FPS, it still fluctuated within 6 range in same numbers. Then making a stockpile and have dem dorfs haul THAT did drop FPS significantly. Of course there is a place for more testing with cutting pathing access to already stored and unstored items, temperature changes and making them wet / burning to see how much it affects, I guess containers too, but I can't play for extended periods of time ATM.
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