
- #DWARF FORTRESS SCREW PUMP STRENGTH TRAINING GENERATOR#
- #DWARF FORTRESS SCREW PUMP STRENGTH TRAINING CODE#
- #DWARF FORTRESS SCREW PUMP STRENGTH TRAINING PASSWORD#
In short, whenever a pump pulls up magma, 22 temperature recalculations are done. As magma is now not in the squares below the pump's input, the counterparts there have their temperature recalculated as well. In a standard pump stack, every few steps magma suddenly appears in a single square, causing the square it is now in, the 8 squares on the same z-level adjacent to that square, the tile directly above it, and the tile directly below it to have their temperature recalculated. The same happens when squares cease to be adjacent to or covered in magma. My thoughts on the matter is that whenever magma moves, squares that are now adjacent to or covered in magma have their temperature recalculated.
/cdn.vox-cdn.com/uploads/chorus_image/image/71721576/Dwarf_Fortress_aquifer_cover.0.png)
Why, you might ask, does this design cause less lag? I cannot be certain of this, but I have my theories. The pumps on each level fill the small chamber before them, and the level above pulls from the center of that chamber. Like the standard pump design, in other words, no additional power train is needed the pump stack transfers power throughout the whole thing by itself. In short, each pump takes from the center of the chamber the pump below fills from, and power transfers to the other pumps through the impassable tile of each pump. This will put the pump's impassable tile over the central channel. No noticable amount, in fact, on my current, fairly mature fort. I have come up with an alternative to the standard pump stack design that I have found causes significantly less lag when applied to magma. 30-high stacks can drop 100 FPS forts to single digits. 10-level pump stacks of that style, which is shown on the wiki and is the most commonly-cited style for new players due to its efficiency, can drop a fort at 50 FPS down to 20 while they're running. Essentially, this refined design is a classic-style pump stack with the reservoir on each level expanded into a 3x1 space in order to keep the tiles around the pumped tile warm.Īs I'm sure many of you are aware, using the standard-style pump stack design on magma causes massive FPS drop. Like the classic-style pump stacks, the impassible tile of each pump goes directly on top of the passable tile of the pump below. Pump in this example pumps from south to north.

#DWARF FORTRESS SCREW PUMP STRENGTH TRAINING CODE#
Math.random will select a value from the shuffled array of a finite sequence demonstrated by the code snippet below.Note: There has been refinements done to the original design posted in this thread that are as effective as the original but much smaller. The Fisher-Yates is one great way to prevent getting the same number twice by shuffling the sequence. There are many methods to achieve unique values without repetition. The randomization is based on the algorithm xorshift128+, which is likely running on your browser.

This means its randomization can be reproduced under certain circumstances.
#DWARF FORTRESS SCREW PUMP STRENGTH TRAINING GENERATOR#
This algorithm is called a pseudo-random number generator (or PRNG). Math.random() returns a pseudo-random number. There are a couple I see come up often… Is Math.random() really random? It’s possible you have questions after seeing Math.random in these examples.
#DWARF FORTRESS SCREW PUMP STRENGTH TRAINING PASSWORD#
This password generator uses Math.random to get a password array filled with uppercase and lowercase letters then adds random digits to the generated password.
