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Author Topic: Cyberdorf Systems: Dwarfputing an A.I. (0.1.1 Alpha)  (Read 113072 times)

Talvieno

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Re: Cyberdorf Systems: Dwarfputing an A.I. (WIP)
« Reply #105 on: November 23, 2011, 10:21:52 am »

All those mechanisms, all those axles... I almost feel sorry for your dwarven slave laborers. But not quite. :D
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PhantomXD

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Re: Cyberdorf Systems: Dwarfputing an A.I. (WIP)
« Reply #106 on: November 23, 2011, 01:16:24 pm »

Power lines. There is much.

Over 9000?

Spoiler (click to show/hide)
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Bottom line is, the wiki is your friend, and error is your teacher.

MaximumZero

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Re: Cyberdorf Systems: Dwarfputing an A.I. (WIP)
« Reply #107 on: November 23, 2011, 04:46:28 pm »

All those mechanisms, all those axles... I almost feel sorry for your dwarven slave laborers. But not quite. :D

Why would you? They're making history. With their beards.
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

BloodBeard

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Re: Cyberdorf Systems: Dwarfputing an A.I. (WIP)
« Reply #108 on: November 23, 2011, 04:53:42 pm »

Power lines. There is much.

Over 9000?

Spoiler (click to show/hide)

Almost.

Spoiler (click to show/hide)

It's going to be 4 or 5 times more when the other gears and pumps are built, which has me thinking of power reactors. I thought my OU-reactor design would be alright in providing all the power, and it can, but I can only imagine the lag it would produce. It would probably hurt FPS more then the A.I, so i'm thinking about using wind. If I pave the sky with windmills I can output 50-60k Uristwatts. I don't know how much lag that many windmills would produce but its got to be better them 200 pumps constantly moving water around.

The good news though for people cringing at the power requirements and wondering if you'll even be able to run it yourself, the amount of power NEEDED will be roughly a quarter of that if everything was running at once. A very large chunk of the gears are deactivated at any given time, moreso even when you're typing something on the display because whole sections need to be deactivated in order to work on an individual section.

sobriquet

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Re: Cyberdorf Systems: Dwarfputing an A.I. (WIP)
« Reply #109 on: November 23, 2011, 05:06:08 pm »

Clearly the next step after initial product implementation is to equip the terminal to a radio transmitter, some nanofactories (we'll definitely have matter synthesizers by the time DF is fully done), and let it build itself in real life, with people as the dwarfs.

Just saying.

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Mego

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Re: Cyberdorf Systems: Dwarfputing an A.I. (WIP)
« Reply #110 on: November 23, 2011, 05:26:38 pm »

Clearly the next step after initial product implementation is to equip the terminal to a radio transmitter, some nanofactories (we'll definitely have matter synthesizers by the time DF is fully done), and let it build itself in real life, with people as the dwarfs.

Just saying.

And then...

PROFIT!

BloodBeard

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Re: Cyberdorf Systems: Dwarfputing an A.I. (WIP)
« Reply #111 on: November 24, 2011, 05:28:02 pm »

Spoiler (click to show/hide)

What's that? Giant shadow? I'm sure it's nothing. Get back to work.

Loud Whispers

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Re: Cyberdorf Systems: Dwarfputing an A.I. (WIP)
« Reply #112 on: November 24, 2011, 05:40:54 pm »

It's happening.... DwarfNet is going online.

Urist Imiknorris

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Re: Cyberdorf Systems: Dwarfputing an A.I. (WIP)
« Reply #113 on: November 24, 2011, 05:48:52 pm »

This isn't going to be Dorfnet. It'll be GlaDORF.
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Musashi

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Re: Cyberdorf Systems: Dwarfputing an A.I. (WIP)
« Reply #114 on: November 24, 2011, 06:01:30 pm »

With magma instead of neurotoxins.
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Loud Whispers

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Re: Cyberdorf Systems: Dwarfputing an A.I. (WIP)
« Reply #115 on: November 24, 2011, 06:10:16 pm »

With magma instead of neurotoxins.

Guess what the surprise is.

Urist Imiknorris

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Re: Cyberdorf Systems: Dwarfputing an A.I. (WIP)
« Reply #116 on: November 24, 2011, 07:17:21 pm »

Obsidian.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

BloodBeard

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Re: Cyberdorf Systems: Dwarfputing an A.I. (WIP)
« Reply #117 on: November 24, 2011, 10:38:40 pm »

Support system for the wind farm is complete:

Spoiler (click to show/hide)

I won't build the windmills yet, they'll just cause unnecessary lag. All in all it can support 704 windmills which when you subtract the costs of support gears and the axles connecting them will output 23,234 Uristwatts, or 2,323 dwarfpower if you will. I don't know if it will be enough but i'm hoping.

So comes the moment i've been dreading. I don't have anything else to do but start linking pressure plates... *sigh*

Updates from this point forward may contain crankyness and an increased number of obscenities.

Urist Imiknorris

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Re: Cyberdorf Systems: Dwarfputing an A.I. (WIP)
« Reply #118 on: November 24, 2011, 10:42:14 pm »

I don't think windmills cause lag at all actually. Think about it - wind isn't actually represented in the game, so a windmill is just a 3x3 building that makes power.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Mego

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Re: Cyberdorf Systems: Dwarfputing an A.I. (WIP)
« Reply #119 on: November 24, 2011, 11:08:21 pm »

Updates from this point forward may contain crankyness and an increased number of obscenities.

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