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Author Topic: Utility: Weatherdwarf (updated for 38a)  (Read 2262 times)

Flok Speargrabber

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #30 on: February 05, 2008, 03:49:00 am »

...I turn temperature off for ONE MOMENT and 5/7 dwarves die.
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Kagus

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #31 on: February 05, 2008, 03:58:00 am »

I take it your river thawed again?  That doesn't explain why you had five dwarves in the river though, what happened?

Flok Speargrabber

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #32 on: February 05, 2008, 04:26:00 am »

Here's a showcase of the fun you can have.
http://mkv25.net/dfma/movie-323-funwithweatherdwarf
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Flok Speargrabber

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #33 on: February 05, 2008, 04:36:00 am »

quote:
Originally posted by Kagus:
<STRONG>I take it your river thawed again?  That doesn't explain why you had five dwarves in the river though, what happened?</STRONG>
I don't know! I run the program and the river only partially freezes, so I turn temperature on then off. Next thing I know I have five dead dwarves and a dead horse.
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Kagus

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #34 on: February 05, 2008, 05:52:00 am »

What were the death messages?  You might have frozen them all to death.  Also, were you targeting the z-level above the river, or the river level itself?

And by the way, you should've torched your booze stockpile.  Hundreds of barrels of dwarven rum blowing up the other barrels nearby would've been one hell of a boom.  I wonder if explosions just heat creatures to death, or if they actually blow them to bits...

Earthquake Damage

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #35 on: February 05, 2008, 06:53:00 am »

Epic framerate failure ahoy!

I'm building a floating fortress in a 16x2 map (14x2 is pure lake).  While waiting for things to happen, I got bored and raised two levels of water on the far edge of the map (maybe 10% of the map length, so big but not too huge) to temp 15000.  It took 10 minutes to advance one frame, now it's going maybe 1-2 minutes per frame.  It seems the initial water-to-mist conversion is more expensive than mist dissipating.

Recommendation:  When clearing an ocean with weatherdwarf, do it in small chunks.


The top layer just started filling in now quite rapidly (40-50 fps).  I think the slowdown was pressure-related.

[ February 05, 2008: Message edited by: Earthquake Damage ]

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Flok Speargrabber

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #36 on: February 05, 2008, 10:42:00 am »

quote:
Originally posted by Kagus:
<STRONG>What were the death messages?  You might have frozen them all to death.  Also, were you targeting the z-level above the river, or the river level itself?

And by the way, you should've torched your booze stockpile.  Hundreds of barrels of dwarven rum blowing up the other barrels nearby would've been one hell of a boom.  I wonder if explosions just heat creatures to death, or if they actually blow them to bits...</STRONG>



On that map, unfortunately, I only have 125 booze / 6600 food.

I was targetting above, since, y'know...

Also, the death messages flashed by very briefly. Mess around with frame-by-frame if you want them that bad.

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Fuzzpilz

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #37 on: February 12, 2008, 05:55:00 am »

Updated for the current version.
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Bluey

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #38 on: February 21, 2008, 05:46:00 pm »

Will this be getting updated for 0.27.176.38a? I kind of miss nuking my huge stockpiles of work and unwearable clothes in one massive fireball.
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Nite/m4re

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #39 on: February 24, 2008, 01:06:00 pm »

Hey, please update this to 38b ! This is awesome.
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Nite/m4re

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #40 on: February 26, 2008, 01:30:00 pm »

Eeer, to 38c ?
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Keiseth

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #41 on: February 27, 2008, 11:49:00 pm »

Ah, so it isn't compatible with 38c? Darn. My rampant pyromania will have to wait. Thanks for your work so far, fuzzpilz.
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Rick

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #42 on: March 19, 2008, 06:04:00 pm »

quote:
Originally posted by Fuzzpilz:
<STRONG>Items melt. Walls and floors don't. (And trees don't burn.)

You can freeze water or melt ice, but it snaps back pretty quickly - it seems seasonal freezing isn't left to temperature but is instead handled by magic, so you can't keep pools frozen or unfrozen out of season. There seems to be some general weirdness regarding when the temperature gets checked and when it doesn't, and the way heat spreads or fails to. In some cases Weatherdwarf will fail to have any effect at all, I haven't found a way to force a temperature update or something.</STRONG>


There are actually two temperatures for a tile - and the game normalizes the actual temperature between these two over time, so if you set one to an extreme, but leave the other how it was, yes, it will "snap back".
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Lucid_Archon

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #43 on: March 19, 2008, 09:23:00 pm »

quote:
Originally posted by Rick:
<STRONG>There are actually two temperatures for a tile - and the game normalizes the actual temperature between these two over time, so if you set one to an extreme, but leave the other how it was, yes, it will "snap back".</STRONG>

That's strange. Why do tiles get two temperatures?

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Rick

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #44 on: March 20, 2008, 06:24:00 am »

From nearly a year ago:

quote:
<Rick> also, tiles seem to have two temperature values
<Rick> why two? :v
<ToadyOne> it makes it faster to normalize back to room temp if it's pre-calc'd
<ToadyOne> since ambient temp changes w/ the season and many other factors
<ToadyOne> and it can depend on the square
<ToadyOne> for instance if there's a biome shift or a inside-outside shift
<ToadyOne> could have indexed to save a bit of space, but this is more versatile in case I need it
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