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Author Topic: Anyone done science on STORE_DIST values in the new init?  (Read 1290 times)

Meph

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Anyone done science on STORE_DIST values in the new init?
« on: January 12, 2015, 08:16:31 am »

Has anyone does any science with these values?

Quote
Alter these options to control how aggressively your dwarves place objects in a container with like items (rather than an empty container).  The default options are very aggressive.  STORE_DIST_ITEM_DECREASE controls the cap on objects it will consider -- for each object it finds in a container, one tile is removed from its apparent distance to the dwarf, up to this cap.  The others control how many tiles are removed for each combination type for any match at all.  For instance, if ITEM_DECREASE is set to 20, and SEED_COMBINE is set to 100, a dwarf carrying seeds will see a seed bag with 15 seeds as 115 tiles closer than it actually is (and thus pass up any empties within that distance), whereas a seed bag with 30 seeds would be treated as 120 tiles closer (because it hits the ITEM_DECREASE cap).  Values from 2 to 1000 are permitted.  Before these init options, the behavior was roughly ITEM_DECREASE 2, SEED_COMBINE 2 and the rest at 1000.

[STORE_DIST_ITEM_DECREASE:20]
[STORE_DIST_SEED_COMBINE:1000]
[STORE_DIST_BUCKET_COMBINE:1000]
[STORE_DIST_BARREL_COMBINE:1000]
[STORE_DIST_BIN_COMBINE:1000]

I was wondering if there is some optimized form of it, which either helps running the fort more efficiently, or maybe increasing FPS a bit.
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Miuramir

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Re: Anyone done science on STORE_DIST values in the new init?
« Reply #1 on: January 12, 2015, 08:24:42 pm »

Has anyone does any science with these values?
(STORE_DIST_* settings snipped)
I was wondering if there is some optimized form of it, which either helps running the fort more efficiently, or maybe increasing FPS a bit.

No serious science or in recent versions.  *If* you have plenty of containers, *and* you have several different "hubs" for seeds (e.g. farming areas and eating areas are far apart, and have their own nearby stockpiles), it may be more efficient to reduce these settings, possibly significantly. 

Some versions back I wanted to improve the efficiency of a fort that had a comparatively remote mini-outpost for the magma forges, that was intended to be self-sufficient.  It took a fair amount of experimentation to keep the forge-workers from wanting to wander back to the main area, a significant trek; IIRC one of the things I changed was to reduce the STORE_DIST_* values so that they wouldn't suddenly decide to put their plump helmet spawn in a full bag in the farm area way over there, instead of the nearby empty bag for the purpose. 
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Dirst

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Re: Anyone done science on STORE_DIST values in the new init?
« Reply #2 on: January 13, 2015, 12:10:32 pm »

Has anyone does any science with these values?
(STORE_DIST_* settings snipped)
I was wondering if there is some optimized form of it, which either helps running the fort more efficiently, or maybe increasing FPS a bit.

No serious science or in recent versions.  *If* you have plenty of containers, *and* you have several different "hubs" for seeds (e.g. farming areas and eating areas are far apart, and have their own nearby stockpiles), it may be more efficient to reduce these settings, possibly significantly. 

Some versions back I wanted to improve the efficiency of a fort that had a comparatively remote mini-outpost for the magma forges, that was intended to be self-sufficient.  It took a fair amount of experimentation to keep the forge-workers from wanting to wander back to the main area, a significant trek; IIRC one of the things I changed was to reduce the STORE_DIST_* values so that they wouldn't suddenly decide to put their plump helmet spawn in a full bag in the farm area way over there, instead of the nearby empty bag for the purpose.
Couldn't that be handled with burrows?  Don't get me wrong, the knowledge is useful, it just seems like going the long way around to solve the problem.
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Meph

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Re: Anyone done science on STORE_DIST values in the new init?
« Reply #3 on: January 14, 2015, 08:42:28 am »

I know that most other init settings can be optimised one way or another, or allow for different playstyles (pop-cap mostly), so I just thought that this might be of interest as well. Otherwise Toady wouldnt have put it there for use to meddle with.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::