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Author Topic: Big rooms or multiples small rooms what is better for pathfinding performance?  (Read 3397 times)

Loci

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So what seems to happen is that my whole fortress is in some kind of continous pickup equipment loop
They pickup and drop and pickup again. No other work is done even the mining jobs and chop down tree jobs aren't done.

Mining, woodcutting, and hunting have *built-in uniforms* which conflict with military uniforms. If you have mining, woodcutting, or hunting enabled on your military dwarves they will spend an inordinate amount of time switching uniforms. If you disable all three problematic labors then your military should collect and wear their military uniform. You'll need non-military dwarves to do your mining, woodcutting, and hunting.
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CyberianK

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So what seems to happen is that my whole fortress is in some kind of continous pickup equipment loop
They pickup and drop and pickup again. No other work is done even the mining jobs and chop down tree jobs aren't done.

Mining, woodcutting, and hunting have *built-in uniforms* which conflict with military uniforms. If you have mining, woodcutting, or hunting enabled on your military dwarves they will spend an inordinate amount of time switching uniforms. If you disable all three problematic labors then your military should collect and wear their military uniform. You'll need non-military dwarves to do your mining, woodcutting, and hunting.
The problem is that everyone is doing that. All 50 dwarfs including peoples who got it disabled which is the majority. But I check when I come home with disabling autolabor and placing the miners/cutters/hunters manually if that solves the problem for the others. Thanks!
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mikekchar

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Getting back to the original topic, it would be super interesting to test various theories of FPS.  Although I'm *way* too lazy to participate, it might be interesting to have a competition to see who can make a functional fortress with a specific set of characteristics at the highest FPS (i.e. number of dwarfs +- 5-10, number of workshops, um... I don't know... that kind of thing).  Then different people could upload their saves in a central location and people could compare the FPS.  Possibly by doing this we could find some "best practices".
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Dragonborn

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Yeah certain design patterns may not make a huge difference in FPS, but every little bit can help if you're dealing with larger forts.  I'd like to see how more efficient ramps versus stairs are, because that's a pattern I use all the time.   

But to be clear to the OP, the quirks you're finding with the Workflow plugin and equipment pickup loops are not a result of fortress design or pathfinding errors. 
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CyberianK

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Yeah certain design patterns may not make a huge difference in FPS, but every little bit can help if you're dealing with larger forts.  I'd like to see how more efficient ramps versus stairs are, because that's a pattern I use all the time.   

But to be clear to the OP, the quirks you're finding with the Workflow plugin and equipment pickup loops are not a result of fortress design or pathfinding errors.

Looking a bit more into this it seems the problems were from me trying to put all civilians into leather armor with uniforms and there being occasional miners in the squads which I should have prevented. It did not just mess up the 3 miners who were in squads but created equip loops for everybody.
Still does not explain why I can't see some items in my trade outpost (and that was before Mayor appeared and I had no locked doors items were pathable just far away) that happens to me every game. But next fort I keep it simple not doing strange stuff until everything is working then I make a save and I go crazy afterwards. And I am now learning to use manager orders and don't use the Workflow plugin anymore. Will try to use stockpiles only for raw materials and keep everything at the workshops.

Question regarding Miner and Hunter Uniform. Do they exist if they have been a hunter at any point before or is it enough to disable them? I guess I will disable Autolabor/Labormanager again and go back to Dwarf Therapist never had these miner/hunter uniforms issue when I selected workers more carefully.
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Saiko Kila

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Question regarding Miner and Hunter Uniform. Do they exist if they have been a hunter at any point before or is it enough to disable them? I guess I will disable Autolabor/Labormanager again and go back to Dwarf Therapist never had these miner/hunter uniforms issue when I selected workers more carefully.

You mean if you disable mining on a miner and enlist him, or hunting on a hunter and draft him, would they work as other soldiers? Yes, they would. I routinely draft miners and hunters to be pick-men and crossbowmen, and they behave nicely. Sometimes (when pregnant or stressed for example) I even discharge them, and enable the old labour again.
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mikekchar

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CyberianK, don't worry too much about the strange stuff.  There will be an explanation.  There is *always* an explanation.  Sometimes it takes a long time to figure out what it is, but it's always there.  Especially if you are finding the same thing happens to you all the time, but doesn't happen to other people, you will eventually discover that it is something particular you are doing.  If you change up your routine (as you are doing), you will eventually pinpoint the issue.  I quite enjoy that aspect of the game, believe it or not.  I have done a lot of process improvement stuff in my job and it's really similar.  You think, "Why the *heck* do we never get anything deployed when it rains." Then you work your way through it and eventually you see that Programmer Urist has left his socks on the build machine, which causes the cleaning crew not to clean it, which allows dust to build up, which crashes the server.  It only happens when it rains because that's when Urist's socks are wet.  You approve Urist's invoice for rain boots and now your deployments are predictable again.
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