Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: FPS and Clothing  (Read 1921 times)

Mathalor

  • Bay Watcher
    • View Profile
FPS and Clothing
« on: February 22, 2016, 09:26:32 pm »

I made a fortress where I could outlast sieges, and even killed a megabeast.  That's a first for me.  Unfortunately, I'd been building everything I possibly could in just about every moodable industry, plus cooking and brewing.  My fps was dropping further and further from month to month.  On top of that, my dwarves started discarding their clothing all over the place.  I had a cabinet, a chest, and a bed for every dwarf in a huge bedroom, with overlapping bedrooms set up to be claimed by any dwarf I hadn't or wasn't going to specifically assign elsewhere.

Clothing.  When my dwarves start dropping their clothes on the floor, is this because of my overlapping bedrooms, or because the clothes were worn out?  How do I get rid of the tossed clothing?  When I make new clothing, should I only make cloaks, trousers, and socks, or should I make enough for my dwarves to wear one of everything?  Does quality clothing matter?  Will my dwarves get happy thoughts for wearing masterwork trousers?  Will children and other bullies point out to me that my clothes aren't high quality?  Will they call me names?

FPS.  Obviously, I have to limit my production of items.  Should I ignore some industries?  What's a good number for booze, prepared meals, clothes, armor, and crafting supplies (metal bars, cloth, leather, sandbags, plants) before I shut production down?  Will dwarves get an extra happy thought for eating a lavish meal instead of an easy meal?  Does setting a gem into a statue lead to extra happiness, or only to extra crafted wealth?

Wiki pages I had read recommended giving out cloaks to my military dwarves to protect their faces.  Cloth cloaks have 3 checks on masterwork quality, one for the cloth, one for the dye, and one for the cloak.  Would they be provide better protection than masterwork leather cloaks, if they were masterwork in all 3 areas?
« Last Edit: February 22, 2016, 09:38:20 pm by Mathalor »
Logged

fluffymormegil

  • Bay Watcher
    • View Profile
Re: FPS and Clothing
« Reply #1 on: February 22, 2016, 10:10:30 pm »

Dwarves toss clothes for two basic reasons: either their current clothes have reached the first step of wearing out and there are intact clothes available in the stockpiles, or clothes of higher quality than the ones they're wearing are available in the stockpiles.

They drop clothes on the floor because tidying up after yourself is a completely separate task from removing an unwanted garment and from putting on a wanted garment.
Logged

Libash_Thunderhead

  • Bay Watcher
    • View Profile
Re: FPS and Clothing
« Reply #2 on: February 22, 2016, 10:50:39 pm »

Maybe you can place a huge refuse stockpile over their rooms so their dropped clothes rot away much much faster.
Logged

feelotraveller

  • Bay Watcher
  • (y-sqrt{|x|})^2+x^2=1
    • View Profile
Re: FPS and Clothing
« Reply #3 on: February 23, 2016, 01:37:06 am »

A couple of answers

- dwarfs only get happy thoughts from a meal if it includes a preferred ingredient, more likely with a lavish 4 ingredient meal, but lavishness itself has no effect
- setting a gem into a statue can (i.e. tends to) lead to extra happiness as it increases the value of the statue; the perceived value of a statue is a factor in how happy it makes the dwarf
Logged

PatrikLundell

  • Bay Watcher
    • View Profile
Re: FPS and Clothing
« Reply #4 on: February 23, 2016, 02:58:46 am »

I've recently found cabinets in overlapping rooms cause trouble in the form of dorfs endlessly picking up and dropping clothing on top of the cabinet. I've come to the conclusion that the stuff inside belongs to the other dorf, so they abandon the storing, but then a new storage job is generated immediately.

Each time a new clothing item is put on the corresponding need is satisfied (I think it's being extravagant, but I can confuse it with the one that's satisfied by trinkets). That's an argument for a full set of clothing. I suspect the needs system is unbalanced for clothing as well as for food, in that the quality has no effect on the need fulfillment. It might still possibly have some effect on happiness. As far as I understand, dorfs are too stupid to pick up meals that satisfy their need even in the unlikely event you happen to have acquired that moghopper meat they wanted, instead going for whatever is closest and then complain about never getting any decent meals.

I use the DFHack command "cleanowned scattered x" once per year to get all worn discarded clothing dumped. I then have the junk hauled away by the garbage disposal service, a.k.a. caravans.
Logged

mobucks

  • Bay Watcher
    • View Profile
Re: FPS and Clothing
« Reply #5 on: February 23, 2016, 03:10:40 am »

I can't say for sure about clothing, but I have seen a range of "Was *happy about acquiring a *superior item" for military dwarves equipping various different quality armors.

*different verbs/adjectives
Logged

Diamond

  • Bay Watcher
  • Did someone just say "elves" ?
    • View Profile
Re: FPS and Clothing
« Reply #6 on: February 23, 2016, 03:46:51 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.
As for meals - yes, VALUE (quality * type) of meal increases the good thought type - pretty decent meal/fine dish/wonderful dish/truly decadent dish/legendary meal.
« Last Edit: February 23, 2016, 03:50:21 am by Diamond »
Logged

martinuzz

  • Bay Watcher
  • High dwarf
    • View Profile
Re: FPS and Clothing
« Reply #7 on: February 23, 2016, 08:01:09 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)
« Last Edit: February 23, 2016, 08:02:49 am by martinuzz »
Logged
Friendly and polite reminder for optimists: Hope is a finite resource

We can ­disagree and still love each other, ­unless your disagreement is rooted in my oppression and denial of my humanity and right to exist - James Baldwin

http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479

FantasticDorf

  • Bay Watcher
    • View Profile
Re: FPS and Clothing
« Reply #8 on: February 23, 2016, 09:24:11 am »

Creating a stockpile collection point for "secondhand clothing" helps keep stuff off the floor and marks things to sift through when looking to trade away tatty stuff.

To compliment this, setting a domestic closed link clothes pile directly from your leatherworks/clothier will help store your replacements and can classify based on quality what goods to improve or not (for example your exceptional + average goods might go straight to another clothier or jeweler workshop to be decorated to boost value to maximum potential then returned to the end result 'new clothes' pile)
Logged

martinuzz

  • Bay Watcher
  • High dwarf
    • View Profile
Re: FPS and Clothing
« Reply #9 on: February 23, 2016, 11:43:17 am »

OOPS WRONG THREAD
deleted and moved
Logged
Friendly and polite reminder for optimists: Hope is a finite resource

We can ­disagree and still love each other, ­unless your disagreement is rooted in my oppression and denial of my humanity and right to exist - James Baldwin

http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479

greycat

  • Bay Watcher
    • View Profile
Re: FPS and Clothing
« Reply #10 on: February 23, 2016, 01:40:13 pm »

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.

Depends on the setup, and where the dwarf drops it.  Dwarfs drop their old clothing wherever they happen to be standing at the time they learn of a new piece of clothing to acquire.  If the dwarf just happens to drop it in his room, well, there you go.  The clothing is in his room now, so it stays his forever.  If he drops it outside of his room, and never cleans it up, then the ownership is removed after a few in-game weeks.  At that point, the old clothing can be stockpiled.

Rooms act like personal stockpiles with respect to owned clothing.  If there's an empty floor tile of room, then the room's (co-)owner can retrieve one piece of clothing and store it on that tile.  They won't do this if there's a cabinet in their room with space left in it; instead, they'll retrieve the piece of clothing and store it in the cabinet.  They won't retrieve clothing to drop on a tile with any items already on it (clothing, built furniture or otherwise).

I don't know how to determine the amount of space left in a cabinet (it isn't as simple as "number of pieces of clothing" apparently), and I don't know what happens to extra pieces of clothing outside the dwarf's room when all of his cabinets are full.
Logged
Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

PatrikLundell

  • Bay Watcher
    • View Profile
Re: FPS and Clothing
« Reply #11 on: February 23, 2016, 01:56:32 pm »

Some modifications of greycat's statements:
Orderly dorfs store their items in their cabinets, while messy ones frequently just drop the stuff on the floor/bed/... They're also capable of stacking dropped stuff, although I don't know to what extent, but I've definitely seen piles of multiple items in rooms.
Logged

greycat

  • Bay Watcher
    • View Profile
Re: FPS and Clothing
« Reply #12 on: February 23, 2016, 03:40:13 pm »

They're also capable of stacking dropped stuff, although I don't know to what extent, but I've definitely seen piles of multiple items in rooms.

Did they move the items into those stacks, or is that where they happened to be standing when they dropped their old clothes?
Logged
Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

PatrikLundell

  • Bay Watcher
    • View Profile
Re: FPS and Clothing
« Reply #13 on: February 23, 2016, 05:51:10 pm »

The only case I can comment on for certain is when cabinets are located in overlapping rooms. In these cases the buggers pick up/drop/pick up/... one of the items, although I'm not sure it's the same one. I've seen the stack size switch between two and three. I believe, however, the clothing is dropped one piece at a time normally, but, again, I'm not certain. Usually they drop stuff and then generate store owned item jobs, though.
When it comes to messy dwarves, I'm certain they can generate store own item jobs and just drop the items in their rooms rather than store them in their (empty) cabinets. Some dwarves are in between, with some stuff stored orderly, and some dropped (uncannily human...).
Logged

Libash_Thunderhead

  • Bay Watcher
    • View Profile
Re: FPS and Clothing
« Reply #14 on: February 23, 2016, 07:36:37 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.
Logged
Pages: [1] 2