Just finished up some testing on materials with negative weights and their effect on hauling.
Negative Weight !!SCIENCE!!
Setup:Task was to haul a stone with variable weight a set distance. All tests were carried out with the same dwarf so attributes would have as minimal an effect as possible and were carried out in the same hauling direction between start and end points. Distance hauled was 9 spaces between a start and an end point, making 11 spaces total counting both ends.
S.........E
S=start E=end .=empty floor
Data: (Note: 1 "Urist" = 1kg)
Weighted Stone (1000kg) Weightless Stone (0kg) Negative Weight Stone (-1000kg)
Test # Results (Steps) Test # Results (Steps) Test # Results (Steps)
1 154 1 110 1 110
2 160 2 133 2 119
3 167 3 110 3 110
4 173 4 122 4 126
5 171 5 110 5 110
Avg 165 Avg 117 Avg 115
Findings:1) The minimum weight listed in game is "<1" kg.
2) Hauling data for negative weight is approximately = to zero weight. As a result either negative weights are simplified to zero, or they do not result in faster hauling speeds. A further test to see if negative weights actually exist might to be to trade something to traders and see how it affects their weight limits. (Error log was empty though, so I would guess that it just doesn't "speed up" hauling times.)
NOTE: Further testing has shown that most negative numbers are simply set to 0, including weight.
3) A boulder has a volume of approximately .07 m^3 or 2.5 ft^3. Due to the way DF rounds display numbers to the nearest integer I was unable to tell which of these is the "true" value and which is just a very close approximation.
Possible Findings: (Possible trend, but not fully tested)
1) The game needs to recalculate hauling paths upon restart. This means if a dwarf is hauling something and you save and reload, then the total hauling time will be greater then if you had not saved and reloaded.
2) Spatters such as "Water covering" do not have a weight
3) Hauling does not increase attributes (Strength, endurance, agility, etc.)
Nice finds. I never thought the parser could read negative values. The whole season duration thing must've been a pain to find out.
The season duration was actually pretty simple since the wiki says 1 year = 4032, so 1 season should equal 1008. My tests just confirmed it.
As for the long duration crops, I've discovered that with a 2x2 embark in a "relatively" lifeless area/no water and only 7 dwarves I can push the 5000FPS mark, resulting in a season only taking about a minute and a half to get through. The hardest part was actually making sure that I knew how long after the season the planting occurred since the fields just planted themselves with no dwarves appearing there to my eyes at that speed.