Bay 12 Games Forum

Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: Nikov on July 19, 2008, 08:44:27 pm

Title: Smoke and Chimneys?
Post by: Nikov on July 19, 2008, 08:44:27 pm
I've been thinking about the use of smoke as an industrial pollutant produced every time a smelter, forge, kiln, ect completes a fuel-based task. The smoke will originate at the impassable tile at the top of furnaces or left of forges.

-S-  ---
---  S--
---  ---


It will instantly attempt to rise if possible, and failing that, will spread out across the ceiling of the fortress. Smoke would not immediately dissipate; it would remain in play for quite a while and possibly begin to "reverse flood" your fortress. To prevent dwarves from becoming unhappy with a smoke-filled cavern (and possibly a fire risk as smoke and cinders reach flammable booze and fuel stockpiles) players would build their industrial sites in rooms with vaulted ceilings (two Z levels tall), add chimneys leading to the surface so smoke can escape, and wisely trap said chimneys to prevent monsters from coming in. I think this will add a new element of planning for players to enjoy, as well as be a challenge that really requires mastery of the Z axis to overcome.

Before I post it as a suggestion proper, however, I'd like to hear discussion on the subject. How does smoke currently perform in game? Will extensive changes to smoke be required for this feature, or will its generation at workshops be the only work required? Do you think this is meaningless complexity, or a novel challenge for underground fortress-planners?
Title: Re: Smoke and Chimneys?
Post by: Zako on July 19, 2008, 08:56:02 pm
I think it is a interesting idea, never thought of smoke paths before and it would require whole new planning strategies to your forts.

I'll give it a go, why not?
Title: Re: Smoke and Chimneys?
Post by: Sukasa on July 19, 2008, 09:30:10 pm
I like this, since the smoke isn't a current-generation flow it should be able to work without sapping too many CPU cycles.  I think some people may like it if oyu can keep x amount of smoke around though, since it'd be cool to have a perpetually smoky workshops area.  For atmosphere/the lack thereof, you know?
Title: Re: Smoke and Chimneys?
Post by: Reasonableman on July 19, 2008, 09:34:07 pm
Either I'm completely insane, or this has been suggested before. I whole-heartedly agree that it should be a feature, but I think it's already been discussed. Also, lag could be an issue.

EDIT: http://www.bay12games.com/forum/index.php?topic=3862.0 (http://www.bay12games.com/forum/index.php?topic=3862.0)
http://www.bay12games.com/forum/index.php?topic=5394.0 (http://www.bay12games.com/forum/index.php?topic=5394.0)
Title: Re: Smoke and Chimneys?
Post by: Dwarfu on July 19, 2008, 10:34:26 pm
This should be a feature for other civs - what dwarf minds waking up to the dull haze and smell of molten iron?
Title: Re: Smoke and Chimneys?
Post by: Nikov on July 20, 2008, 12:16:36 am
The ones who don't want to be sterile and cancerous from heavy metal poisoning?
Title: Re: Smoke and Chimneys?
Post by: Sheezy on July 20, 2008, 12:23:36 am
I'd understand that from lead and other metals, but I dont think iron can do that.
Title: Re: Smoke and Chimneys?
Post by: Neoskel on July 20, 2008, 02:40:42 am
This would make magma forges very environmentally friendly.  ;)
Title: Re: Smoke and Chimneys?
Post by: Neskiairti on July 20, 2008, 05:33:13 am
-chuckles- I also made a suggestion along these lines.. that fire should produce smoke.. and things like steam should rise.. (was mostly talking about ventilation of miasma, and deep mine gasses)
Title: Re: Smoke and Chimneys?
Post by: sneakey pete on July 20, 2008, 06:16:33 am
that fire should produce smoke..

Fire does produce smoke. I'm pretty sure it rises too. Problem is that forges don't produce it at current.
Title: Re: Smoke and Chimneys?
Post by: Neskiairti on July 20, 2008, 07:02:49 am
err yeah, your right.. :P id completely forgotten..
I think I was refering to fire in forges more likely.. I only vaguely recall and I cant find the post (not that i looked very hard)
Title: Re: Smoke and Chimneys?
Post by: Stromko on July 20, 2008, 07:13:20 am
If smoke works like miasma, then it might not prefer to rise. I've built chimneys to dissipate miasma before and they didn't do much good, I think the miasma would end up sinking almost as often as it rose up, and it wouldn't flow toward the gap particularly. I haven't seen fire enough to know if it works the same way, it might be that miasma is specifically surface-hogging and smoke isn't.
Title: Re: Smoke and Chimneys?
Post by: Dr. Melon on July 20, 2008, 09:07:29 am
I've done this with fortesses cut off entirely from the outside; i rigged up a chimney above a refuse room that had an animal proof door. The miasma went up to a grill in the ceiling, some 20 z-levels up, and gassed the local wildlife.
Title: Re: Smoke and Chimneys?
Post by: Scruga on July 20, 2008, 12:11:09 pm
thiis feature should be there too indeed. and i allready make miasma chimneys, just make a long hallway away of ur castle, make it into a refuse pile and dig out the z-levels above it
Title: Re: Smoke and Chimneys?
Post by: AlienChickenPie on July 20, 2008, 12:11:42 pm
This could be really awesome as a part of a larger ventilation concept encompassing pollution, natural poisonous gases and miasma (possibly including low levels constantly produced by dwarves). Also, kobolds coming out of the vents would be a plus.
Title: Re: Smoke and Chimneys?
Post by: Zerox on July 20, 2008, 04:14:50 pm
This could be really awesome as a part of a larger ventilation concept encompassing pollution, natural poisonous gases and miasma (possibly including low levels constantly produced by dwarves). Also, kobolds coming out of the vents would be a plus.

HQ:"Agent, are you inside?"
Kobold Theif:"Yeah, I'm in"
HQ:"Good, now just get to the kings ro-"
Theif:"Quiet kitty, Qui-"
Cat:"THEIF! Protect the hoard from the skulking filth!"
Theif:"No! Bad kitty, bad!"
Title: Re: Smoke and Chimneys?
Post by: Jude on July 20, 2008, 09:35:19 pm
Miasma chimneys are already easy enough; this could work similarly.
Title: Re: Smoke and Chimneys?
Post by: JujuBubu on July 21, 2008, 08:31:50 am
And it would be another nice way to piss of the elves :)

Elven Merchant : Do I smell burning wood ?
Urist McTrader : *whistles and shuffles his feet* Noo ..
Elven Merchant : But where does all this smoke come from then ?
Urist McTrader : underground hot spring .. really
Title: Re: Smoke and Chimneys?
Post by: Maggarg - Eater of chicke on July 21, 2008, 12:04:42 pm
I simply must turn the very skies black with my mighty furnaces and ever-burning fires.
Title: Re: Smoke and Chimneys?
Post by: Nikov on July 27, 2008, 03:53:53 pm
Ironworking does not make healthy smoke. My friend from high school got $25 an hour to crawl around a foundry's ductwork and knock cake off the walls. I get $10 with a college degree in air conditioning. That's the Ohio river valley job market...

I digress.

I'm actually building my current fortress with a chimney network just in case one of you fine gentlemen mod smelters and forges to produce smoke, and lo and behold I strike a good copper vein while I'm at it. And guess what a chimney doubles as? Why, an ore dumping chute to get heaps of material to my stockpile in a hurry. I think I'll add similar chutes near my trade depot.

Smoke needs to behave just like water, more or less, spreading out across the top of a room instead of the bottom. This ensures chimneys work, and could cause serious problems if rooms higher in the fortress have an inlet of smoke but no outlet. I can easily see fortresses smoking out due to foolish planning, just as we currently have flooding problems.
Title: Re: Smoke and Chimneys?
Post by: TheDeadlyShoe on July 27, 2008, 04:34:08 pm
I built a miasma chimney, but for some reason Miasma doesn't go through the grates.

I actually think it may be because the chimney makes part of the refuse pile count as Outside-Light which drastically reduces miasma.

Hooray for stink-destroying solar rays!
Title: Re: Smoke and Chimneys?
Post by: Dr. Von Uristein on July 28, 2008, 08:14:14 pm
A little creative ductwork could easily dump a clever kobold intruder into magma or a pit full of dogs, while still allowing smoke out.
Title: Re: Smoke and Chimneys?
Post by: Makrond on July 28, 2008, 09:30:19 pm
Regarding heavy metal poisoning, most of the common metals we use today are 'heavy'. I can't specifically remember about iron, but I know that lead, zinc, gold, silver, copper and nickel are all heavy metals, and so are any of their alloys.

Yes, your water is being transported through heavy metal pipes (unless you're in one of those countries that uses PVC pipes now).
Title: Re: Smoke and Chimneys?
Post by: Peewee on July 28, 2008, 10:16:43 pm
A little creative ductwork could easily dump a clever kobold intruder into magma or a pit full of dogs, while still allowing smoke out.

(side view)
Code: [Select]
__________      |E|
|  ____  |      | |
| |    | |______| |
| |    |  ________|
| |    | |
|D|    |M|
E = exit to surface
D = dump with miasma/workshop with smoke
M = magma/dog pit/laws of physics/etc.

I like it!
Title: Re: Smoke and Chimneys?
Post by: Tiler on July 28, 2008, 10:22:31 pm
Until things spontaneously learn to jump and/or climb walls.

Ninja kobold!
Title: Re: Smoke and Chimneys?
Post by: RavingManiac on July 29, 2008, 01:36:06 am
Theif:"Quiet kitty, Qui-"
Cat:"THEIF! Protect the hoard from the skulking filth!"
Sigged
Title: Re: Smoke and Chimneys?
Post by: Soadreqm on July 29, 2008, 04:35:58 am
Smoke sounds fun. And we need to be able to build waterwheel-powered fans to place in the chimneys to make them work better.

As for the heavy metal poisoning, I think dwarves are immune. Or maybe the reason they're so short is that they all have arsenic poisoning.
Title: Re: Smoke and Chimneys?
Post by: Possessed on July 29, 2008, 05:39:13 am
Smoke sounds fun. And we need to be able to build waterwheel-powered fans to place in the chimneys to make them work better.

As for the heavy metal poisoning, I think dwarves are immune. Or maybe the reason they're so short is that they all have arsenic poisoning.

Fans! Now there's a good idea!
Title: Re: Smoke and Chimneys?
Post by: Lightning4 on July 29, 2008, 08:10:24 am
Ahh smoke. So far, the only thing we cannot completely pollute yet is the air, but with smoke, we would be able to do that with ease. The dwarven earth-raping plans will come to fruitition.

In all seriousness, this should be a possibility. I can't imagine that smoke would be too healthy for any living thing to breathe, even if it is a four foot tall badass that lives in a mountain.

But there's a downside to smoke. Whenever a system of outdoor visibility is implemented, smoke would be a dead giveaway of civilization. The goblins may not necessarily know where your fortress is if it's a one tile wide door hidden in a forest, but a big fat plume of smoke pouring out of a random hole would be cause for investigation.

But I don't think something like that would be coming for quite a while yet. It's an idea, nonetheless.
Title: Re: Smoke and Chimneys?
Post by: Snappydude on July 29, 2008, 08:43:24 pm
Dwarves should be able to smoke heavy metals. In pipes.

"He needs to smoke a fat bowl of lead to get through the working day."
Title: Re: Smoke and Chimneys?
Post by: Nikov on July 30, 2008, 05:38:09 am
Regarding heavy metal poisoning, most of the common metals we use today are 'heavy'. I can't specifically remember about iron, but I know that lead, zinc, gold, silver, copper and nickel are all heavy metals, and so are any of their alloys.

Yes, your water is being transported through heavy metal pipes (unless you're in one of those countries that uses PVC pipes now).

Romans had lead pipes, but knew once calcium deposits built up they were harmless. We worry too much these days.
Title: Re: Smoke and Chimneys?
Post by: Snoman on July 30, 2008, 06:25:08 am
Dwarves should be able to smoke heavy metals. In pipes.

"He needs to smoke a fat bowl of lead to get through the working day."
lol! that would be awesome! :D
Title: Re: Smoke and Chimneys?
Post by: d3c0y2 on July 30, 2008, 09:24:22 am
A little creative ductwork could easily dump a clever kobold intruder into magma or a pit full of dogs, while still allowing smoke out.

(side view)
Code: [Select]
__________      |E|
|  ____  |      | |
| |    | |______| |
| |    |  ________|
| |    | |
|D|    |M|
E = exit to surface
D = dump with miasma/workshop with smoke
M = magma/dog pit/laws of physics/etc.

I like it!


Could be simpler than that to be honest
Code: [Select]
|  |
|  |
|  |___
|  G_  |
|  |  ||
MM     W

|= Walls
G= grate
W= workshops
M is magma
Title: Re: Smoke and Chimneys?
Post by: Boatmurderer on July 30, 2008, 10:13:18 am
Dwarves should be able to smoke heavy metals. In pipes.

"He needs to smoke a fat bowl of lead to get through the working day."
Urist McUristurist started the day off by smoking lead in a bowl, then washing his hands in magma. By the end of the day, he will have inhaled enough toxic heavy metal gases to mutate a middle school. but right now, it's Miller Time!
Title: Re: Smoke and Chimneys?
Post by: Dr. Von Uristein on July 30, 2008, 04:53:58 pm
Quote
Could be simpler than that to be honest

Code: [Select]
|  |
|  |
|  |___
|  G_  |
|  |  | |
MM    W
|= Walls
G= grate
W= workshops
M is magma

d3c0y2, that's pretty much what I envisioned.

I have this great image of dwarven life:  Children being born at the forge, growing up up drinking rum and eating roasted sugar from a young age, and then graduating to huffing metal fumes from a magma smelter.  Is it any wonder they go strange and start making tables out of bones and metal thongs with leather spikes?
Title: Re: Smoke and Chimneys?
Post by: Neoskel on July 30, 2008, 06:55:57 pm
Ahh smoke. So far, the only thing we cannot completely pollute yet is the air, but with smoke, we would be able to do that with ease. The dwarven earth-raping plans will come to fruitition.

In all seriousness, this should be a possibility. I can't imagine that smoke would be too healthy for any living thing to breathe, even if it is a four foot tall badass that lives in a mountain.

But there's a downside to smoke. Whenever a system of outdoor visibility is implemented, smoke would be a dead giveaway of civilization. The goblins may not necessarily know where your fortress is if it's a one tile wide door hidden in a forest, but a big fat plume of smoke pouring out of a random hole would be cause for investigation.

But I don't think something like that would be coming for quite a while yet. It's an idea, nonetheless.

Ah, but that's why you build next to a volcano.

Gob 1: "Hey, theres smoke coming out of this hole in the ground!"
Gob 2: "Run for your lives, shes gonna blow!"
Title: Re: Smoke and Chimneys?
Post by: cowofdoom78963 on July 30, 2008, 07:43:13 pm
Well I know wild fires make alot of smoke but it dosent seem to bother my adventurers, the smoke should just cause bad thoughts like miasma, seeing how its not poisoning the dwarves.
Title: Re: Smoke and Chimneys?
Post by: penguinofhonor on July 30, 2008, 07:47:07 pm
Well I know wild fires make alot of smoke but it dosent seem to bother my adventurers, the smoke should just cause bad thoughts like miasma, seeing how its not poisoning the dwarves.

You can suffocate if you stay in it too long, I believe.
Title: Re: Smoke and Chimneys?
Post by: cowofdoom78963 on July 30, 2008, 07:57:39 pm
Well I know wild fires make alot of smoke but it dosent seem to bother my adventurers, the smoke should just cause bad thoughts like miasma, seeing how its not poisoning the dwarves.

You can suffocate if you stay in it too long, I believe.
Realy? Well then I think suffocation is a bad enough consequence for not taking care of smoke problems. Instead of your legendary metalcrafter going insane and killing everyone.

Then again...
Title: Re: Smoke and Chimneys?
Post by: Lexender on July 30, 2008, 09:22:19 pm
Smoke could have so many different uses!

It could be very damageable to health, thus giving birth to noble killing smoke filling rooms! (or just plain traps)

Maybe enough smoke could block the line of sight of a creature, nullifying the advantage of any ranged creature, including marksdwarves.

It could also have a "thickness" which would act exactly the same as water depth (1/7, 4/7, etc.)
Title: Re: Smoke and Chimneys?
Post by: codezero on July 30, 2008, 11:39:00 pm
Could be even simpler.
Quote
     
  m
  \ \_   |\/|
   |    \ | |
    s     | |
      \__|_\
        \    /
          \/   
\/ = materials inlet
m = main vent
s = excess vent

Might need some sort of suction, but that won't be a problem.
Title: Re: Smoke and Chimneys?
Post by: Nikov on July 31, 2008, 02:22:07 am
Absolutely everyone seems to agree 100% percent.

...

;DI WIN THE INTERNET! ;D
Title: Re: Smoke and Chimneys?
Post by: d3c0y2 on July 31, 2008, 09:16:18 am
Could be even simpler.
Quote
     
  m
  \ \_   |\/|
   |    \ | |
    s     | |
      \__|_\
        \    /
          \/   
\/ = materials inlet
m = main vent
s = excess vent

Might need some sort of suction, but that won't be a problem.

that seems pretty complex to me, its only got one whole at the bottem, so were is the magma?!

every good kobold hole needs magma at the bottem.
Title: Re: Smoke and Chimneys?
Post by: Techhead on July 31, 2008, 11:04:33 am
I am imagining the following line plagueing dwarf fortresses.
A kobold thief has suffocated.
Title: Re: Smoke and Chimneys?
Post by: Drinkwound on January 19, 2010, 12:20:45 am
... This sounds like it would piss off elves.
Title: Re: Smoke and Chimneys?
Post by: Skorpion on January 19, 2010, 01:43:17 am
that fire should produce smoke..

Fire does produce smoke. I'm pretty sure it rises too. Problem is that forges don't produce it at current.

It does indeed rise. I tossed a nickel bin full of charcoal in my magma moat once, and it sent smoke up 10 Z-levels for years.
Title: Re: Smoke and Chimneys?
Post by: NRN_R_Sumo1 on January 19, 2010, 08:03:15 am
isnt there a way to make products instantly setfire/produce smoke after being made?
Just create an item which does that, and change your reactions to be something like this.
Spoiler (click to show/hide)
Cant say I can help with the knowledge of the dwarven heat system however..
Title: Re: Smoke and Chimneys?
Post by: psychologicalshock on January 19, 2010, 11:07:26 am
And it would be another nice way to piss of the elves :)

Elven Merchant : Do I smell burning wood ?
Urist McTrader : *whistles and shuffles his feet* Noo ..
Elven Merchant : But where does all this smoke come from then ?
Urist McTrader : underground hot spring .. really


More like
Elf: Do I smell burning wood?
Urist Mctrader: *Looks up from admiring trade depot* Wuh? Ah nah... currently we're burning all the rags you brought us last year.
Title: Re: Smoke and Chimneys?
Post by: riznar on January 19, 2010, 03:15:50 pm
And it would be another nice way to piss of the elves :)

Elven Merchant : Do I smell burning wood ?
Urist McTrader : *whistles and shuffles his feet* Noo ..
Elven Merchant : But where does all this smoke come from then ?
Urist McTrader : underground hot spring .. really


Hot springs would be a great site feature, they could improve healing
Title: Re: Smoke and Chimneys?
Post by: TKGP on January 19, 2010, 03:45:23 pm
And it would be another nice way to piss of the elves :)

Elven Merchant : Do I smell burning wood ?
Urist McTrader : *whistles and shuffles his feet* Noo ..
Elven Merchant : But where does all this smoke come from then ?
Urist McTrader : underground hot spring .. really


Hot springs would be a great site feature, they could improve healing

As if dorfs need even more reasons to slack off.
Title: Re: Smoke and Chimneys?
Post by: moki on January 19, 2010, 03:58:02 pm
isnt there a way to make products instantly setfire/produce smoke after being made?
Just create an item which does that, and change your reactions to be something like this.

Producing smoke is currently hardcoded to stuff burning.
Sure, you could mod in a material with an ignition point below room temperature. It would probably ignite upon creation (in a smelter) and burn for a while, setting everyone who tries to enter the smelter on fire (including and especially the poor dorf who made that stuff)... sounds like some dwarven Fun.

Title: Re: Smoke and Chimneys?
Post by: Jopax on January 19, 2010, 05:21:12 pm
I would really like to see smoke as a useable feature, make it cause vomiting and nausea and perhaps after longer periods it starts to damage the lungs.I can already see it, all the smoke is gathered under a bridge which has grates above it, the grates are also the main way into the fortress, a siege comes by, you retract the bridge releasing all the smoke onto the invaders, making them sick, and open for attack :D
Title: Re: Smoke and Chimneys?
Post by: Blargityblarg on January 20, 2010, 01:21:35 am
I think that fire will increase the temperature in a square (and it says something about DF that I'm not sure :D)

To avoid !!furnace operators!!, perhaps a material that catches fire at below room temperature, then boils away/ is damaged into nothingness at a bit further below room temperature? I'll try it out, hang on a bit.

EDIT: SUCCESS!

Put this in matgloss_metal.txt
Spoiler (click to show/hide)


And put this in all the reactions that make sense to be smoky in reaction_standard.txt:
Spoiler (click to show/hide)

and put this in all the ore's entries in matgloss_stone_mineral.txt:
Spoiler (click to show/hide)

It'll catch fire and smoke, then boil away as soon as it gets hot enough, without hurting any dwarves. Bad thoughts from smoke WILL happen, though, so be aware. Also, make sure Temperature is on in the init.
Title: Re: Smoke and Chimneys?
Post by: mattie2009 on February 22, 2010, 06:30:28 pm
Whenever you get an invasion, remember this tip-

Build a 5x5x3 room with two exits, one in the middle of the floor and the other going to the surface. The top exit is hatch covered and the bottom is grated. Kobolds go into hole in the ground, see the corpses of their koboldy ancestors and realise what has happened. "It's a trap!" One yells, but too late. The hatch clanks closed, leaving the smoke rising from the everworking forges nowhere to go. By the time the smoke has covered the whole room, most of them will have gone insane and/or commited suicide. As the last few survivors breath the first breaths of highly toxic smoke and fall into an eternal slumber, the hatch slowly cranks open, causing the smoke to flee the confined space with alarming speed. The survivors will be cryogenically frozen in special glass tubes until the then-nomadic dwarf tribes band together to perform the first whole-body transplant, using the brain of a frozen kobold and the body of a recently deceased dwarf. The resulting DwarfBold will be chained to a !!Dwarven Beer Barrel!! and left to die.

While the sciencedwarves responsible for this atrocity eat Kobold Meat Cake.
Title: Re: Smoke and Chimneys?
Post by: Nikov on February 12, 2011, 05:35:20 am
I think that fire will increase the temperature in a square (and it says something about DF that I'm not sure :D)

To avoid !!furnace operators!!, perhaps a material that catches fire at below room temperature, then boils away/ is damaged into nothingness at a bit further below room temperature? I'll try it out, hang on a bit.

EDIT: SUCCESS!

Put this in matgloss_metal.txt
Spoiler (click to show/hide)


And put this in all the reactions that make sense to be smoky in reaction_standard.txt:
Spoiler (click to show/hide)

and put this in all the ore's entries in matgloss_stone_mineral.txt:
Spoiler (click to show/hide)

It'll catch fire and smoke, then boil away as soon as it gets hot enough, without hurting any dwarves. Bad thoughts from smoke WILL happen, though, so be aware. Also, make sure Temperature is on in the init.

Oh God this is beautiful and more than deserving of a year old necro. My very first suggestion... and it happened. It really happened. We can mod this in and maybe it can become a base feature.

*sniff*

I'm not going to cry...
Title: Re: Smoke and Chimneys?
Post by: Poindexterity on February 12, 2011, 06:09:43 am
The ones who don't want to be sterile and cancerous from heavy metal poisoning?
BAH! petty ailments that the fragile people upstairs suffer from!
Title: Re: Smoke and Chimneys?
Post by: MarcAFK on February 12, 2011, 07:55:38 am
Dude, this is so awesome how could you ignore it for a whole year? *facepalm*
Title: Re: Smoke and Chimneys?
Post by: myrkul on February 12, 2011, 10:02:13 am
It'll catch fire and smoke, then boil away as soon as it gets hot enough, without hurting any dwarves. Bad thoughts from smoke WILL happen, though, so be aware. Also, make sure Temperature is on in the init.

Awesome. How much smoke does it make? Does a chimney help? You must report back for !!SCIENCE!!
Title: Re: Smoke and Chimneys?
Post by: Girlinhat on February 12, 2011, 01:19:13 pm
I'm going to have to include a miasma vent now.  A 3x3 room dug underground, with a hatch in the center and a refuse stockpile in the 8 surrounding squares.  On the tile above, another hatch in the center, and a 3x3 wall section surrounding the hatch.  Dwarves can reach it from undergroud safely, and miasma won't escape due to the lower hatch, and when a flood is wanted you pop open the top hatch, which is building destroyer safe.

I can see it now.  The siege appears, in the rain as they are opt to do.  50 goblins, riding beasts and commanding trolls, stomps over the ground splattered in blood and broken bolts.  A thick miasma encroaches on them, laying the field in a thick smokescreen as they approach the enormous golden tower.  Before the smoke becomes too thick, a lone dwarf is visible on the bridge, wielding four shields, three spears, and riding a war bear.
Title: Re: Smoke and Chimneys?
Post by: MarcAFK on February 13, 2011, 12:34:05 am
Allthough i think miasma only actually affects dwarves, it would still be cool to fill the whole outside world with it. i might try making a grid of small pits covering the entire outside world with miasma.

Title: Re: Smoke and Chimneys?
Post by: Girlinhat on February 13, 2011, 12:36:44 am
I attempted this, it's actually harder than you think to make a constant and controllable miasma.  I suggest embarking evil, and caging zombies, as they create constant miasma underground.  I can share the design of my combination pet watchtower + miasma generator if you like.
Title: Re: Smoke and Chimneys?
Post by: MarcAFK on February 13, 2011, 12:46:21 am
i don't mean to nitpick, but i'm pretty sure zombies would prefer to be underground and should only decay when left out too long :s
Title: Re: Smoke and Chimneys?
Post by: Girlinhat on February 13, 2011, 12:49:16 am
So you'd think, but a zombie counts as "rotting" and rotting things generate miasma when subterranean.  Thus, caged zombies underground will generate constant miasma.  Normally irritating, but perhaps applicable to battlefield fog uses.  When/if visibility is implemented, you can hide your troops in thick clouds of rotting airborne flesh.
Title: Re: Smoke and Chimneys?
Post by: Tzefa on February 16, 2011, 04:43:57 pm
EDIT: SUCCESS!

Put this in matgloss_metal.txt
Spoiler (click to show/hide)


And put this in all the reactions that make sense to be smoky in reaction_standard.txt:
Spoiler (click to show/hide)

and put this in all the ore's entries in matgloss_stone_mineral.txt:
Spoiler (click to show/hide)

It'll catch fire and smoke, then boil away as soon as it gets hot enough, without hurting any dwarves. Bad thoughts from smoke WILL happen, though, so be aware. Also, make sure Temperature is on in the init.


I wanna reproduce this myself but I don't have any of those files, I'm guessing since this threads older their name changed, could this be recreated for a up-to date version of DF? or am I just holding the idiot ball while i try and mod this...
I cant believe this would be forgotten for any length of time, seems like a Fun idea to build huge chimneys leading directly into my forges  :P
Title: Re: Smoke and Chimneys?
Post by: Naros on February 16, 2011, 06:12:31 pm
Could be even simpler.
Quote
     
  m
  \ \_   |\/|
   |    \ | |
    s     | |
      \__|_\
        \    /
          \/   
\/ = materials inlet
m = main vent
s = excess vent

Might need some sort of suction, but that won't be a problem.

that seems pretty complex to me, its only got one whole at the bottem, so were is the magma?!

every good kobold hole needs magma at the bottem.

It's a pipe for dwarves to smoke stuff in! That they hold in their hand. It's humour! -.-