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Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: cbpye on July 14, 2010, 07:47:31 pm

Title: 2212 z-level above-ground Adamantine Spire
Post by: cbpye on July 14, 2010, 07:47:31 pm
So... 3x3 embark, Haunted plains, no source of running water at the surface.  "Damn, this thing is taking a long time to embark."  Finally, I see my dwarves around their wagon, but I can't actually do anything.  Several seconds later, the game zooms to z-level -60-something, and informs me that a section of the cavern has collapsed.  "Oh, that can't be good."  I check my status screen, and there's fortunately no tell-tale signs of a "clown-college."

I'm left wondering why the game is so unresponsive, but then I notice something...
(http://cbpye.net/df_loadsadamantine_1.png)
And it goes up...
(http://cbpye.net/df_loadsadamantine_2.png)
..quite a ways.  Do note: This is not the highest point of the map.  I simply got tired of going up.

You'll find it here:
(http://cbpye.net/df_loadsadamantine_3.png)

I'm going to cause this column to collapse, and post the results.

UPDATE:
By popular demand, here's the seed.  I run 64-bit Slackware Linux on an AMD Phenom II, so I don't know if this will work properly for everyone (it didn't for the last time I tried posting a seed here, but that was from the 40d days).
Spoiler (click to show/hide)

UPDATE AGAIN:
You can download my save-game here: Adamantine Spire (http://dffd.wimbli.com/file.php?id=2692)
Title: Re: It was the best embark, it was the worst embark...
Post by: cbpye on July 14, 2010, 07:56:28 pm
5 FPS is most certainly NOT helping.
Title: Re: It was the best embark, it was the worst embark...
Post by: Urist Imiknorris on July 14, 2010, 07:58:47 pm
SEEDSEEDSEEDSEEDSEEDSEEDSEEDSEEDSEEDSEEDSEEDSEEDSEED

<translation>
Do want. Parameters please. Oh my fucking god yes.

EDIT: HOLY FUCKING SKELETAL ZOMBIE ELEPHANTS YOU'RE FUCKING KIDDING ELEVEN HUNDRED Z-LEVELS ARMOK HAVE MERCY ON OUR SOULS THIS IS THE BEST FUCKING THING EVER

<translation>
I didn't see the z-level count until just now.
Title: Re: It was the best embark, it was the worst embark...
Post by: nbonaparte on July 14, 2010, 08:07:27 pm
(http://wdpk837.whoisbenhustis.com/wp-content/uploads/2009/07/neo_whoa_1.png)
Title: Re: It was the best embark, it was the worst embark...
Post by: Itnetlolor on July 14, 2010, 08:08:35 pm
Tell me that's not a spire of adamantine. :3

This is a holy land. Engrave the hell outta that thing with a legendary +5 engraver and relish in it's glory. Trajan's column can kiss my ass.

EDIT:
Better idea. Build a kingdom inside, and of it.
Title: Re: It was the best embark, it was the worst embark...
Post by: Diablous on July 14, 2010, 08:09:16 pm
Seed plz.
Title: Re: It was the best embark, it was the worst embark...
Post by: Funtimes on July 14, 2010, 08:09:41 pm
(http://wdpk837.whoisbenhustis.com/wp-content/uploads/2009/07/neo_whoa_1.png)

 :o
Title: Re: It was the best embark, it was the worst embark...
Post by: nbonaparte on July 14, 2010, 08:10:02 pm
Stonesense falls so short. this is why we need a real visualiser.
Title: Re: It was the best embark, it was the worst embark...
Post by: Tuxman on July 14, 2010, 08:18:43 pm

 Seed, or save. Or whatev. Just don't destroy it.

Is that admantine?
Title: Re: It was the best embark, it was the worst embark...
Post by: cbpye on July 14, 2010, 08:20:45 pm
OP updated with seed.

This thing goes up for at least 1401 z-levels.  Is there any way to head to the highest z-level possible?  Any shortcut of the sort?

And yes, that is sweet, precious, holy adamantine.
Title: Re: It was the best embark, it was the worst embark...
Post by: Urist Imiknorris on July 14, 2010, 08:23:28 pm
I know what I'm gonna do when I get back to my good computer!

Spoiler (click to show/hide)


...Where in the world is it?
Title: Re: It was the best embark, it was the worst embark...
Post by: Funtimes on July 14, 2010, 08:29:52 pm
Is there anyone out there with the computer and the patience to do this true justice?
Title: Re: It was the best embark, it was the worst embark...
Post by: Urist Imiknorris on July 14, 2010, 08:32:03 pm
If it gens properly on Windows, I'll try when I get back to Indiana in mid-August.

EDIT: If this works on Windows, you are my god.

EDIT2: There is no "w" in edit.
Title: Re: It was the best embark, it was the worst embark...
Post by: dragnar on July 14, 2010, 08:39:31 pm
What. A 1400+ level tower of adamantine?! Someone must build the ultimate temple to Armok from the entire thing.
Title: Re: It was the best embark, it was the worst embark...
Post by: slink on July 14, 2010, 08:44:19 pm
Where on the world is the embark for this wonderous sight?
Title: Re: It was the best embark, it was the worst embark...
Post by: cbpye on July 14, 2010, 08:44:51 pm
More weirdness: although my dwarves built their forge, smelter and wood furnace, and made their coke, and made one copper axe and four copper picks, not a single dwarf is digging any designated square, or chopping any designated tree.  FPS is currently at 12.

I've even set a tile to be channeled directly in front of the wagon, and no-one is moving to do it. :-/

I'll see if I can find where in the world it is.  I remember that I searched for a 3x3 area, no aquifer, high evil, medium savagery, flux stone, and medium temperature.  I didn't take the area that it gave me... I moved around and found one with sand that was nearby.  Embarked there, and this is what I got.

Edit: they've yet to pick up their tools. :-/  just standing around.  They dismantled the workshops like I asked, though.  weird.
Title: Re: It was the best embark, it was the worst embark...
Post by: Urist Imiknorris on July 14, 2010, 08:50:24 pm
Was it near an evil ocean? Because if it was, I have the same world. Now just a matter of finding this gift from the gods of large serrated discs and towers.
Title: Re: It was the best embark, it was the worst embark...
Post by: cbpye on July 14, 2010, 08:55:43 pm
I wasn't near an evil ocean, no.  And the mason just went to make a bauxite wall (as I asked), yet still no designations are being completed.

Update: the save file for this region is 44 MB. :-/
Title: Re: It was the best embark, it was the worst embark...
Post by: Itnetlolor on July 14, 2010, 09:04:00 pm
I just got the recent version of DF and am running worldgen right now.

Any more hints as to the info?

One way to find out easy is backup the save, abandon, and reclaim. You should easily locate the area.

EDIT:
Worldgen completed.

EDIT EDIT:
Found and embarked and...





...Nothing. ???

Okay, odd. I think you got an amazing feature out of nowhere, and Armok has blessed your game. I have nothing going on. No adamantine spire. And nice and speedy too.
Title: Re: It was the best embark, it was the worst embark...
Post by: Urist Imiknorris on July 14, 2010, 09:05:25 pm
I just realized I was using 31.08. That may be why I'm getting something different. I'll try downloading 31.10 tomorrow if my internet connection will let me.

Do you think you could hurl an initial save onto the DFFD?

Also, do you have DFHack? If so, how much adamantine does DF Prospector say is on the map? It has to be 50k+. Maybe it even hits six digits, though I doubt it.
Title: Re: It was the best embark, it was the worst embark...
Post by: Patchy on July 14, 2010, 09:12:58 pm
O_o ......... there is no words to describe this. You've found the holy land of Armok.
Title: Re: It was the best embark, it was the worst embark...
Post by: Shrugging Khan on July 14, 2010, 09:14:37 pm
Cover it in the smeared blood of your enemies! ARMOK LE VULT!
Title: Re: It was the best embark, it was the worst embark...
Post by: Tokkius on July 14, 2010, 09:15:33 pm
I'm also wondering where to find this. Really would like a game in that kind of environment.
Title: Re: It was the best embark, it was the worst embark...
Post by: cbpye on July 14, 2010, 09:15:43 pm
Updated the OP with a graphic showing the embark location.
Title: Re: It was the best embark, it was the worst embark...
Post by: Earthquake Damage on July 14, 2010, 09:18:44 pm
Place a single dwarf statue atop the spire but leave it otherwise untouched.

Alternately, try to plunge the Finger of Armok into the very heart of Hell.
Title: Re: It was the best embark, it was the worst embark...
Post by: KaelGotDwarves on July 14, 2010, 09:19:57 pm
I'm going to attempt to gen it just to build a tower. A tower that I release prisoners off of.
Title: Re: It was the best embark, it was the worst embark...
Post by: Urist Imiknorris on July 14, 2010, 09:22:07 pm
Oh wow I do have that world. Just different alignments. I was looking through those Good plains north of the central evil ocean, which were Evil on mine.

It seems to have swapped the evilness of these two plains. This is a Go(o)d plains area on mine. Hmmm... (theorizes on worldgen differences between Windows 31.08 and Linux 31.10).

EDIT:
Spoiler (click to show/hide)

It didn't give me the adamantine. Again, do you think you could put an initial save up on the DFFD?
Title: Re: It was the best embark, it was the worst embark...
Post by: Tokkius on July 14, 2010, 09:28:37 pm
Same exact location, same terrain, with the exception of the tower. I couldn't duplicate that, even though I tried about four times.

Edit: It appears to be giving me slightly different climate conditions from yours. For example, the area I'm in contains no green grass, and there's much less water.
Title: Re: It was the best embark, it was the worst embark...
Post by: nbonaparte on July 14, 2010, 09:29:51 pm
Same exact location, same terrain, with the exception of the tower. I couldn't duplicate that, even though I tried about four times.
I got the same thing.
Title: Re: It was the best embark, it was the worst embark...
Post by: Urist Imiknorris on July 14, 2010, 09:31:51 pm
Either it's a bona fide glitch, or Toady loves Linux users.
Title: Re: It was the best embark, it was the worst embark...
Post by: slink on July 14, 2010, 09:36:21 pm
Same here.  The spot the wagon is on looks the same down to the ramp structure, but no cavern collapse and no spire to the west.

Edit: Also, that little pond by his wagon isn't on my map.
Title: Re: It was the best embark, it was the worst embark...
Post by: Passive Fist on July 14, 2010, 09:42:59 pm
With that seed on a a Wintel machine I don't even get the same terrain. My world cursor is on the same square as yours but there are no features like I see in Region or Local anywhere. :(
Title: Re: It was the best embark, it was the worst embark...
Post by: Raviaric on July 14, 2010, 09:49:20 pm
Ten bucks says the HFS is at ground level.
Title: Re: It was the best embark, it was the worst embark...
Post by: cbpye on July 14, 2010, 09:50:10 pm
uploading to DFFD.  I'll update the OP when its done.

Update: done.
Title: Re: It was the best embark, it was the worst embark...
Post by: cbpye on July 14, 2010, 10:09:46 pm
It gets weirder.  The exposed bits of floor on the spire read "Raw Adamantine Cavern Floor," and that they are "Inside, Dark, Subterranean."  Same goes for the grassy patch around the spire.  The exposed bits of sand on the grassy patch read "Sand Cavern Floor."  All of the dead grass and shale around the grassy patch reads "Dead Grass" and "Outside, Light, Above Ground."  I still can't get anyone to mine anything, but they'll build things, make things, and move things.
Title: Re: It was the best embark, it was the worst embark...
Post by: nbonaparte on July 14, 2010, 10:11:10 pm
I wonder if the world collapsed around the pillar. You said there was a cave-in at embark.

EDIT: your save works. I saw it while the game was paused, but it crashed when I unpaused. That is a hell of a thing.
Title: Re: It was the best embark, it was the worst embark...
Post by: MaximumZero on July 14, 2010, 10:27:47 pm
That is so weird! And awesome! And weird! And awesome!

I'm going to have to see if I can replicate your results (just because I seem to be a Weirdness Magnet.)
Title: Re: It was the best embark, it was the worst embark...
Post by: cbpye on July 14, 2010, 10:38:05 pm
Wardogs killed a skeletal groundhog, as they should.

I've used the "export image" feature, and found that the spire reaches 2343 z-levels above the ground.  That's a lot of raw adamantine!  The weird thing is that, while there should only be 15 more empty z-levels above that point, there are at least 2,500 more empty z-levels.

Still, no-one is digging anywhere. :-/  They haven't even picked up a pick or axe yet.
Title: Re: It was the best embark, it was the worst embark...
Post by: languard on July 14, 2010, 10:50:32 pm
Sounds like the game just glitched and glitched hard.  Using dfreveal and dfprospector, I can see there are some sizable adamantine deposits, but nothing on the scale you got.

Like others, no cave in on embark.

BTW, is this a reclaim?  I noticed that on your embark screen, there's already a fort present.
Title: Re: It was the best embark, it was the worst embark...
Post by: cbpye on July 14, 2010, 10:56:06 pm
The file I uploaded is not a reclaim, it is a copy of the game-in-progress.  The screenshot that shows a reclaimable fortress was made by copying my entire dwarf fortress installation, abandoning the region there, and then taking the shot.  The no-digging thing was happening well before I did that.
Title: Re: It was the best embark, it was the worst embark...
Post by: Daywalkah on July 14, 2010, 10:57:48 pm
This....is....EPIC!!! I am going to collapse this thing just to see what happens.
Title: Re: It was the best embark, it was the worst embark...
Post by: cbpye on July 14, 2010, 10:59:45 pm
Suppose a person were able to dig out the ground-level z-level of that spire... how much adamantine would be left on the ground?  One stone per mineable tile on every z-level that fell?  or would many of the stones be destroyed?

The thought that this glorious treasure of adamantine may go undefiled by dwarven hands... it makes me so sad.
Title: Re: It was the best embark, it was the worst embark...
Post by: MaximumZero on July 14, 2010, 11:06:37 pm
Well, apparently, this was too much awesome for my computer to handle. It buckled under the strain of trying to load the save. *sigh* No bluemetal tower for me.
Title: Re: It was the best embark, it was the worst embark...
Post by: happydog23 on July 14, 2010, 11:36:21 pm
It runs on my computer.... DFProspector reports the following:
Spoiler (click to show/hide)


Note the:
Code: [Select]
RAW_ADAMANTINE : 83550


I tried to gen it, and got the exact same map... except for the spire.  The save worked at least on .10.   Probably not going to use the map though... I need more than 3 FPS.



EDIT:  Just did some more poking around.... The map goes down to -30z level, and if I try the "ESC > Export Local Image", I can scroll down to -30, and then hit  z level 29864 as the "max" z level on the map.  I don't know if I can actually zoom up that high, but it seems like it.  I tested by zooming up to 2450 or something (The Adamantine stops at 2212). 

As far as not being able to dig it, I didn't test but I remember someone saying that they thought there was a population cap or something on breaching the depths and that to get in below certain requirements, you had to cave in to it.
Title: Re: It was the best embark, it was the worst embark...
Post by: sir labreck on July 15, 2010, 12:18:52 am
OMFG!

Will try to use the seed under linux, hopefully my pc would be able to at least start it.

But it seem like a really weird bug.

PS: Great, generate the world make my game crash, an error log;
"Impoverished World Selector"

I'll will try the save at least to see if I can run with good fps.
Title: Re: It was the best embark, it was the worst embark...
Post by: elfhater on July 15, 2010, 12:20:31 am
SLADE : 1008197

I don't know what to make of that. Does it mean the map has over a million tiles of slade?
Title: Re: It was the best embark, it was the worst embark...
Post by: nbonaparte on July 15, 2010, 12:27:02 am
Yep. The entire bottom levels are made of it.
Title: Re: It was the best embark, it was the worst embark...
Post by: Patchy on July 15, 2010, 12:30:57 am
Like completely?

Spoiler (click to show/hide)
Title: Re: It was the best embark, it was the worst embark...
Post by: nbonaparte on July 15, 2010, 12:34:42 am
Spoiler (click to show/hide)
Title: Re: It was the best embark, it was the worst embark...
Post by: Dearnen on July 15, 2010, 12:37:05 am
The dwarves won't mine because they are in such utter awe.  :o

Any idea how tall that thing would be in real scale?  If 1z is about 10 feet, we're looking at 22,120 feet!
Title: Re: It was the best embark, it was the worst embark...
Post by: cbpye on July 15, 2010, 12:46:02 am
It's so unfair... all that adamantine, and (relatively) safely accessible, too.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: cbpye on July 15, 2010, 12:47:43 am
Updated the thread title to more accurately reflect the subject matter.  And to generate more buzz.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: GL12 on July 15, 2010, 12:48:21 am
So... build an above ground outpost, and survive until you hit the popcap.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: sir labreck on July 15, 2010, 12:49:57 am
Agreed, bad enough...

For the slade, quite surprising, but not that much, it seem to me that some world param. are weird at least, made to generate a lot of fun :)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: elfhater on July 15, 2010, 12:57:02 am
Yep. The entire bottom levels are made of it.

Yes, I know that, but... a million slade tiles? That would be 48 layers of solid slade, with some left over.

I generated this world successfully, and found the spot successfully, but no spire.

Spoiler (click to show/hide)

Maybe the year you stop world gen matters? I stopped around 60ish. On further inspection, that lake just north of where cbpye starts is already eroded away in my embarks.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Nil Eyeglazed on July 15, 2010, 02:01:26 am
Save's crashing on load for me too.  What seems really weird to me is that black spot at the base of the adamanite-- like it's unrevealed.

Abandoned fortress for reclaim-- and crashed on attempt to create new game in region 13.

Tried to make an adventurer, and it crashed.

Legends works though.
Title: Re: It was the best embark, it was the worst embark...
Post by: happydog23 on July 15, 2010, 02:02:56 am
SLADE : 1008197

I don't know what to make of that. Does it mean the map has over a million tiles of slade?


I used reveal and scrolled through the bottom of the maps...  There were something like 30 levels that were almost identical... slade and "open space" at the bottom.  mostly slade.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: nbonaparte on July 15, 2010, 02:13:14 am
Yeah, if there are 2000+ levels aboveground, I think a few hundred below is more than reasonable.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Supermikhail on July 15, 2010, 02:19:34 am
So, suppose the universe really loops on itself on its edges? Like, if there is cave-in that goes through one edge, it appears on the opposite edge. What's more when stuff goes through an edge, it gets warped like in a singularity, and changes its physical properties.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Nil Eyeglazed on July 15, 2010, 02:27:29 am
When I reveal it, it doesn't crash.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: elfhater on July 15, 2010, 02:34:08 am
Oh my goodness. I just downloaded the save. The year is 1051, and yes, that's a crazy spire. Surrounded by "dark, subterranean" open space. In mid-air.

Designated a small corner of it to mine, hit space bar, and the game almost crashed. Paused again to write this, resumed again, and it crashed.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Vattic on July 15, 2010, 02:53:44 am
Crazy. Is there anything interesting in your errorlog.txt or gamelog.txt?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Jetsquirrel on July 15, 2010, 02:53:49 am
It's a big fucking glitch WHICH WE MUST RECORD, can somebody use stonesense or some other program? for the spire? There was some thread here somewhere which wrote down the biggest things like biggest river etc.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dorten on July 15, 2010, 03:05:12 am
Generating from seed failded to produce the spire... Downloading save
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: smigenboger on July 15, 2010, 03:15:12 am
Is this unmodded? I tried a 40d mod that glitched hard, creating natural springs above land, which strangely evaporate before they flood.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Retro on July 15, 2010, 03:16:20 am
Doesn't look like anyone's reported this as a bug so far. I suggest you do so; this is a crazy bug. Getting that many z-levels alone is insane enough.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: elfhater on July 15, 2010, 03:17:10 am
Crazy. Is there anything interesting in your errorlog.txt or gamelog.txt?

In gamelog, no. No errorlog was generated. Windows gives the usual unhelpful stuff.

Spoiler (click to show/hide)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Nil Eyeglazed on July 15, 2010, 03:18:35 am
Well, revealing the map gave me a few extra seconds before it crashed is all.  And adventurer and reclaim still don't work.

The reason the spire's surrounded by dark, subterranean space is because it loops all over the place.  That huge chunk of space is its shadow.

Running reveal and looking around is pretty fun.  It'd be interesting to try and make a fort on this map, if it were possible.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dorten on July 15, 2010, 03:31:48 am
Yeah... Crashes...

1.3 GB of RAM usage... :o
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Jetsquirrel on July 15, 2010, 03:37:19 am
Yeah... Crashes...

1.3 GB of RAM usage... :o
wow, so wait this spire goes so high that it actully makes a loop around the map and comes out from the bottom of the map?!?!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: elfhater on July 15, 2010, 03:54:28 am
From the looks of it, it might actually do that several times over.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Jetsquirrel on July 15, 2010, 03:56:35 am
can we consider this the biggest most awesoem bug ever?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: elfhater on July 15, 2010, 04:03:35 am
If the map were actually playable for more than one person, it would be epic.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Nil Eyeglazed on July 15, 2010, 04:20:18 am
How did you arrive at 2212?

The top of the tower ends at 2073 for me.

But the weird thing is that the map seems to rise infinitely high.  I'm at about 2300 right now, more than 200 z-levels above the highest map feature, and I shouldn't be going any higher, but I am.

I think that might be why its crashing.

Anybody know any tricks to lop off part of a map?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: happydog23 on July 15, 2010, 04:22:28 am
How did you arrive at 2212?

I got 2212 by going to export local map and scrolling till the picture on the right didn't show anything anymore
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: elfhater on July 15, 2010, 04:38:47 am
I broke elevation 4000 with no ceiling, and at that point the program was using 1.4 gigs of ram paused.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Nil Eyeglazed on July 15, 2010, 04:50:23 am
Ground floor is at 140 in export local image.  That's not normal, is it?

0 is a picture of hell.  -30 is an identical image.  Deep pits.

The highest export local image goes is 29864.  That's kind of a problem.  Would make an impressive waterfall though, if you could find the water for it.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Xenoc on July 15, 2010, 04:55:36 am
program was using 1.4 gigs of ram paused.

Being paused or not will make diddly squat difference to the amount of ram used.  All pausing does is stop the CPUrunning cycles - the program itself still has to be stored in memory.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Eduren on July 15, 2010, 04:56:13 am
Such a crazy glitch. I love this game.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: elfhater on July 15, 2010, 05:00:09 am
program was using 1.4 gigs of ram paused.

Being paused or not will make diddly squat difference to the amount of ram used.  All pausing does is stop the CPUrunning cycles - the program itself still has to be stored in memory.

That doesn't explain why the memory usage goes up as elevation increases, except that it's allocating more memory the higher you go. Which it shouldn't be doing?

Edit: nah, you're right. It's this map itself. The memory usage is 5 times higher than what it ever is with other maps I use, despite being 3x3 and my typical maps being 5x5.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dariush on July 15, 2010, 05:00:47 am
Just downloaded, loaded and WTFed. About 10 levels from surface begins "unknown stone", unpausing prings 1 FPS, somewhere there's "unknown stone" right next to open land and nothing is to be dug, but otherwise it all seems *cough*normal*cough*.
BUT DAMMIT THIS THING IS ALMOST TWICE AS EPIC AS BOATMURDERED!!!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Jetsquirrel on July 15, 2010, 06:00:05 am
it would be more eipc thatn boatmurdered if you could paly IN it without crashing otherwise i consider it the same level as boatmurdered
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dorten on July 15, 2010, 06:19:25 am
Cmon, it's just a big tattered rope of adamantine, stretched from the skies. No rampaging elephants, no world magma floods...

Its maximum one quarter as awesome as Boatmurdered.
That still would be infinity, though.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Quantum Toast on July 15, 2010, 06:44:23 am
So we've got a massive spire pointing to the sky, and apparently no top z-level limit.

Maybe the game's trying to tell you that this time the HFS is heaven.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: I am Leo on July 15, 2010, 06:59:31 am
Build a staircase all the way up the middle of the monolith and STRIKE THE SKY.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: atomicthumbs on July 15, 2010, 07:03:25 am
REALITY IS TORN ASUNDER. STILL, WE MUST MINE. STRIKE THE EARTH.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Lord Herman on July 15, 2010, 07:07:13 am
Engrave the whole thing, top to bottom. Only with legendary engravers, of course. Can't have mere +engravings+ on this thing.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: atomicthumbs on July 15, 2010, 07:13:40 am
This is a world. It menaces with a spike of adamantine.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Jetsquirrel on July 15, 2010, 07:30:00 am
Build a staircase all the way up the middle of the monolith and STRIKE THE SKY.

according to the things the spike makes a looping coming out underground.... so you would basicly if possible strike the earth from under the sky

maybe this spike goes infinite into the sky passing clouds going into the stars!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: slink on July 15, 2010, 07:43:49 am
A space elevator to the moon?   :D
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Funtimes on July 15, 2010, 07:50:21 am
Clowns used it to attack another planet?  :o
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Ponczo on July 15, 2010, 07:57:05 am
Clowns used it to attack another planet?  :o

Maybe they have a space station made out of adamantine.  Actually it's a pretty good idea.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: cbpye on July 15, 2010, 08:03:50 am
My DF is unmodded.  This is a fluke of those worldgen parameters I posted, I guess.

No-one's had any luck mining on that map?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Thoth on July 15, 2010, 08:05:03 am
Well i wish i could play with this, seems that after a certain number of ticks it'll crash, and oddly only works on my 31.10 version, but this is obv on windoze 7, had a look at them in Therapist, they're all named High Agarian etc, poss modded or just named their professions? Anyhow the spires quite something seems rather fractured on mine with missing chunks up the spire where theres none on some z levels, i switched caveins off but that didnt help alas and most other things. I shall see if i can get it working on any other pc, and poss try it on ubuntu with the Obligatory; For Science!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: cbpye on July 15, 2010, 08:32:00 am
Yeah, I gave my starting 7 custom profession names.  I like to keep them separate from the migrants, because I like to spoil them a bit.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: leftycook on July 15, 2010, 08:43:20 am
My guess is your dwarves are simply awestruck by the most amazing thing to ever exist. Can you imagine arriving, expecting some blank boring hills, and finding the llife-thread of the universe? And then being told to go and take chunks of of it with your pick?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: slink on July 15, 2010, 08:52:05 am
I got it to load on WinXP SP3.  I was able to view the units list and see the custom professions names that had been entered.  I did not reach the top of the map but I did reach the top of the spire.  I compare the values here, between the OP's map and the one I generated myself.  When I unpaused it, the Dwarf going to build the wall got to walk 4 or 5 steps before the game crashed.  I tried undesignating everything and abandoning the fortress.  When I tried to load the abandoned save in Fortress mode, the game crashed.  I could load it under Legends mode without a crash.  I had planned on comparing the results of DFProspector on the two maps, but with the large difference in underground levels it was pointless.  I am about to try generating another copy using the raws from the downloaded save.  I do have a few custom things in my own raws.  EDIT: No difference for me using the OP's raws.

Ground Level
Adamantine Spire: 0, or 139 absolute
Mine: 0, or 139 absolute

Bottom Level
Adamantine Spire: -169, or -30 absolute
Mine: -63, or 76 absolute

Top
Adamantine Spire (of spire): 2074, or 2213 absolute
Mine (of map): 17, or 156 absolute
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Quantum Toast on July 15, 2010, 09:03:46 am
Well, know we know what dwarf mythology has in place of a World Tree.

Build a staircase all the way up the middle of the monolith and STRIKE THE SKY.
Mine out the sky and sell mugs made of air to the elves!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Funtimes on July 15, 2010, 09:06:54 am
If it goes on forever, surely the spire re-enters the map at some ridiculous z-level?  ???
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dearnen on July 15, 2010, 09:39:17 am
Armok's personal adamantium space elevator is currently out of service.  Please use the stairs to your left.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: nbonaparte on July 15, 2010, 10:18:14 am
This is a world. It menaces with a spike of adamantine.
:D
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: moki on July 15, 2010, 10:27:47 am
Armok's personal adamantium space elevator is currently out of service.  Please use the stairs to your left.

Armok made the dwarves to dig a staircase out of this monstrosity...  :o
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: nbonaparte on July 15, 2010, 10:29:42 am
I think this is one of those maps that needs to be held onto for a few years until modern computers can comfortably carve out Yggdrasil...
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Emperor Bob on July 15, 2010, 11:10:03 am
cbpye, have you tried re-genning the world on your computer using the same seed? Because I suspect it wouldn't recreate the spire, and you'd end up with the same map as everyone else.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: infaerina on July 15, 2010, 12:44:42 pm
I am going to give this one a try. If it does not work on my PC, I will go to my girlfriend's. If it does not work on her PC, I will continue to travel.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: nbonaparte on July 15, 2010, 12:57:32 pm
I am going to give this one a try. If it does not work on my PC, I will go to my girlfriend's. If it does not work on her PC, I will continue to travel.
I think you'd be paying intel a big load of cash to make a single gigantic processor.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: infaerina on July 15, 2010, 01:06:04 pm
Ah, yes. It's true that there is no support for multi-threading, so I should go for highest single-core power.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Lord Urist on July 15, 2010, 01:35:47 pm
So hold on, whuh... I don't quite get this whole wrap-around thing. Perhaps the strangely large number of z-levels, the cave-in message on embark and the huge spire of adamantine give us a clue as to what's happened here... *ponders* perhaps the adamantine was so low beneath the ground that it wrapped round, went to the top of the sky, and then fell down, for our dwarves to mine!!! (or not mine, as the case seems to be...  :()
Or is that the wholre wrap-around theory anyway?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Solace on July 15, 2010, 01:39:37 pm
Cave ins seem to be declared whenever any two generated features overlap, I got a "cave in" because my volcano cut across a murky pool on the top level.

Also, I thought multicore computers could just devote all their cores to the same thing if it wasn't multithreaded?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MaDeR Levap on July 15, 2010, 01:45:13 pm
Also, I thought multicore computers could just devote all their cores to the same thing if it wasn't multithreaded?
No, unfortunately it is not that simple. Program must be coded with multithreading support from beginning. And making single-threaded program (especially so complicated as DF) to multi-threaded is big pain in ass.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: infaerina on July 15, 2010, 02:24:12 pm
It crashed on windows, but is running on my linux install. It's capping off around 25 FPS, currently.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Ponczo on July 15, 2010, 02:48:17 pm
I've got the save but DF does not see it WHY? WHY?!?!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Nil Eyeglazed on July 15, 2010, 03:07:12 pm
It crashed on windows, but is running on my linux install. It's capping off around 25 FPS, currently.

"Although today Linux is accepted as a worldwide standard, the operating system was unpopular in its early years.  A combination of increasing support for Linux from developers and manufacturers, along with refinements in interface that made it more accessible to the less computer literate, slowly drove its increased use on home PCs.  Still, no one knows exactly why the operating system became vastly more popular in July of 2010."
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist Imiknorris on July 15, 2010, 03:12:19 pm
We do now.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 15, 2010, 03:51:14 pm
I'm up to +5000 going up. This is insane. I tried genning it, and that failed, but I'll try again later.

Somebody needs to export this to a visualizer.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: infaerina on July 15, 2010, 03:52:49 pm
Arg. I can get them to do everything EXCEPT pick up equipment, therefore mine/chop wood/et-cetera.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Jesse on July 15, 2010, 03:54:58 pm
Everything works for me.  I'm able to do everything except mine it.  Designating it causes DF to crash after a few seconds of being un-paused. 
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: dragnar on July 15, 2010, 03:55:58 pm
Arg. I can get them to do everything EXCEPT pick up equipment, therefore mine/chop wood/et-cetera.
The problem is, the items are on the ground. Your dwarves can't look away from the pillar long enough to see them.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MaximumZero on July 15, 2010, 04:11:39 pm
Everything works for me.  I'm able to do everything except mine it.  Designating it causes DF to crash after a few seconds of being un-paused.

I'm betting that DF is going "Dum de dum, playing, aweso...What the hell!? That's not supposed to be there!" *crash*
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist Imiknorris on July 15, 2010, 04:24:44 pm
Arg. I can get them to do everything EXCEPT pick up equipment, therefore mine/chop wood/et-cetera.

Assign them to a military squad assigned picks. If that doesn't work either
The problem is, the items are on the ground. Your dwarves can't look away from the pillar long enough to see them.
Or your dwarves are just refusing to desecrate holy ground.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: techno65535 on July 15, 2010, 05:14:01 pm
Maybe wait for migrants then try mining? And have any of the people who have actually gotten it running tried a reclaim?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 15, 2010, 05:19:11 pm
I wonder what Toady will have to say about this one. If he says anything about it.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: TheyTarget on July 15, 2010, 05:22:30 pm
I wonder what Toady will have to say about this one. If he says anything about it.

THIS IS NOT A BUG, THIS IS A MIRACLES.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist Imiknorris on July 15, 2010, 05:27:33 pm
This is an act of Toad.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Sphalerite on July 15, 2010, 05:31:29 pm
Everything works for me.  I'm able to do everything except mine it.  Designating it causes DF to crash after a few seconds of being un-paused.
Mine it?  Desecrate the holy pillar of Toady?  Blasphemy.  Obviously it is your duty to build your fortress around this miracle.  Do not touch the pillar, but rather build a magnificent temple centered around it, possibly including a 1000 Z-level high sacrificial drop tower.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Solace on July 15, 2010, 05:32:00 pm
How big do "underground fortresses" tend to be? I got one that's 23 z-levels, and it's just filled with stuff.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: FreakyCheeseMan on July 15, 2010, 05:33:54 pm
I really, really want to get that thing and make it cave in.

... that or, if it's hollow all the up, breach it at the highest level, and make all the demons die of exhaustion before they make it up. Mind, at 5000 high, your dwarves will need to establish successive base camps to supply one another, cause no one could make the trek alone...
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist Imiknorris on July 15, 2010, 05:36:54 pm
I think if you breach it from high enough, hell will be too far away from the breach point to be revealed, saving you from the demon and evenmorelag menaces.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: dragnar on July 15, 2010, 05:37:25 pm
1. build a cat farm next to the top of the pillar.
2. dig down to  hell, straight down the middle of the pillar.
3. prevent the demons from reaching you by occasionally dropping a cat on their heads.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Lord Shonus on July 15, 2010, 05:37:59 pm
Everything works for me.  I'm able to do everything except mine it.  Designating it causes DF to crash after a few seconds of being un-paused.

I'm betting that DF is going "Dum de dum, playing, aweso...What the hell!? That's not supposed to be there!" *crash*
I now have a new signature.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 15, 2010, 05:39:05 pm
Somebody should build a pump stack up to the top of that thing.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Sphalerite on July 15, 2010, 05:45:38 pm
In theory, it should be possible to build a fully self-sufficient fortress on top of this thing.  Assuming you can figure out a way to to make farms in midair.  If you pump up magma and water, make obsidian, then pump water over that to make it muddy, can you make a farm on that?  It would have to be a farm for above-ground plants, of course, and I seem to recall that those don't work on muddied above-ground rock.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Aspgren on July 15, 2010, 05:51:33 pm
You read "house of leaves" while genning this world, didn't you??
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 15, 2010, 05:53:05 pm
Actually that does work, I remember somebody tested that.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Kamudo on July 15, 2010, 06:16:29 pm
This deserves a page on the wiki, in my opinion. >.>

This is just too awesome to describe.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MaximumZero on July 15, 2010, 06:22:45 pm
Everything works for me.  I'm able to do everything except mine it.  Designating it causes DF to crash after a few seconds of being un-paused.

I'm betting that DF is going "Dum de dum, playing, aweso...What the hell!? That's not supposed to be there!" *crash*
I now have a new signature.

Woo! I've been sigged! Thank you AND you're welcome. ^_^
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Quantum Toast on July 15, 2010, 06:31:45 pm
Everything works for me.  I'm able to do everything except mine it.  Designating it causes DF to crash after a few seconds of being un-paused.
Mine it?  Desecrate the holy pillar of Toady?  Blasphemy.  Obviously it is your duty to build your fortress around this miracle.  Do not touch the pillar, but rather build a magnificent temple centered around it, possibly including a 1000 Z-level high sacrificial drop tower.
Or build a throne on top of it, and find a way to assign it to Armok.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: caknuck on July 15, 2010, 06:32:57 pm
Does the Peasant King still come in .31?

Instead of trying to mine it, designate it to be carved into a writhing mass of up/down staircases. Maybe mining it triggers a recursive loop of cave-in tests.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Kamudo on July 15, 2010, 06:45:48 pm
Eh, couldn't get the game to even recognize that the save existed.
Title: Re: It was the best embark, it was the worst embark...
Post by: gtmattz on July 15, 2010, 06:52:15 pm
Suppose a person were able to dig out the ground-level z-level of that spire... how much adamantine would be left on the ground? 

Only as much ore as your miners produced when digging it out, as natural walls do not deconstruct when collapsing, all you would cause is the rest of the tower to drop 1 level, but it would remain intact.
Title: Re: It was the best embark, it was the worst embark...
Post by: ECrownofFire on July 15, 2010, 06:56:00 pm
Suppose a person were able to dig out the ground-level z-level of that spire... how much adamantine would be left on the ground? 

Only as much ore as your miners produced when digging it out, as natural walls do not deconstruct when collapsing, all you would cause is the rest of the tower to drop 1 level, but it would remain intact.
And squish your miners.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist Imiknorris on July 15, 2010, 07:03:39 pm
Actually, it would cause all of the adamantine walls to lose support and come crashing to earth. This would cause a massive block of adamantine sitting on the ground. Each tile would be as many z-levels high as there were adamantine tiles on that x/y coordinate across the z-levels.

And the stone you dug out would be destroyed. Falling natural walls atomsmashing everything and all that. You'd need a support to get all of it out.

Has anyone tried [SPEED:0] yet?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Untelligent on July 15, 2010, 07:30:25 pm
This deserves a page on the wiki, in my opinion. >.>

This is just too awesome to describe.


Seconded. What should we name the page?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Lord Shonus on July 15, 2010, 07:31:10 pm
Erratic worldgen bug of insanity.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist Imiknorris on July 15, 2010, 07:38:51 pm
This deserves a page on the wiki, in my opinion. >.>

This is just too awesome to describe.


Seconded. What should we name the page?

Dwarven Holy Ground.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Nicxvan on July 15, 2010, 07:49:05 pm
Found in legends mode, masterfully engraved by ReducedToRubble http://www.reddit.com/r/dwarffortress/comments/cpsrt/2212_zlevel_aboveground_adamantine_spire_crazy/c0ubl1y (http://www.reddit.com/r/dwarffortress/comments/cpsrt/2212_zlevel_aboveground_adamantine_spire_crazy/c0ubl1y)

<wall of text>

Once, before the world was young, there were a race of horribly misshapen creatures that scoured the abyss and battled for supremacy. These Titans lived in chaos, locked in a cycle of endless bloodshed and death. After eons of carnage a particular breed emerged, and though no less randomly generated, these abominations gained some degree of supremacy over their lessers. Calling themselves the demons, they organized, and quickly went about subjugating their more hermetic counterparts.

There was some semblance of order in the insanity fostered by demon society. The most powerful demons realized that they could not keep the Titans bound forever, and the bloodshed could not be beaten from their spirits (because the dungeon keeper was bugged, AGAIN), so they hid away and hatched a nefarious plan in secret.

For long, they had known of existence beyond their abyss; creatures of magma, and water, and earth. The cleverest of the Demons, a powerful Lord by the name of Blixal Malicedlances, dreamt of subjugating these creatures just as he had done to the Titans. Together the demons came up with a plan to turn the Titans loose onto the Gods, as they were now being called, to sate the blood thirst of those beasts while expanding their Kingdom into realms unknown.

The Gods, unaware of the creatures from the abyss, were overtaken at once. Hordes upon hordes of creatures flew, slithered, and crawled from the far corners of existence. Though the Gods were strong, courageous, and well equipped, they had forgotten to set an Arsenal God. Without a bureaucrat for them to submit forms to in order to get weaponry to defend themselves, many were slain in the initial wave. Creatures of glimmering gems, powdery chalk, and stunning malachite fell, their bodies crumbling under the assault.

Overcome with disbelief at how easy these creatures fell to the Titans, the Demons greedily began hatching plans for thrones made of diamond and platinum. They withdrew and prepared for retaliation. When it did not come, they returned to where the Gods had fallen, only to find that far fewer remained. They found that the Gods had been struck by the same chaos that plagued the Titans, though many went about it differently. The God of water sat around, unflinching, staring off into space. The God of Magma attacked the God of Wood, leaving lumps of flammable black flesh behind. The God of Silk ripped his skin from his pig-tail bones and babbled like a madman, until only a few threads remained.

Making haste, the demons attacked the remaining Gods, slaying them one by one. Standing on the heap of their bodies, they celebrated, taking joy in the slaughter. It was then that a single God returned wielding a slade Warhammer, gazing out over the destruction before him. Blixal, blinded by his rush of victory, 'generously' offered the God a chance to beg for a quick death.

"You fools! Do you know who I am?" The God cried, shaking a mighty fist. "I am the chaos that burns in your heart that makes you yearn for destruction. I am the rage that comes after seeing your loved one die. I am the insanity that follows a masterpiece incomplete. I am the noble who makes demands for goods you cannot possibly produce. I am death! I am destruction! I am ARMOK, GOD OF BLOOD!"

All of the demons were cowed, and trembled in fear. All but Blixal. Not to be bested by a lone God, he sent the hordes of Titans forward. One after one, they fell. Not a one was slain (because warhammers suck), but each was knocked unconscious, every bone in it's limbs broken and mangled. Occasionally tails too but never important ones like skulls. As wave after wave fell before him, Blixal would force more Titans into the front line, eventually forcing the demons into battle. Finally, only Blixal remained, and he too was struck down.

Armok has taken control of a workshop! Armok has began work on a mysterious construction. For ages, Armok worked, dragging his compatriots slain bodies one by one into the workshop, dismembering the ones who were intact and reforging them into something new. Finally, Armok stepped back and admired his creation.

This is a slade cage. All craftsdwarfship is of the highest quality. It is encrusted with diamond, ruby, sapphire amber opal, aventurine, onyx, onyx opal, moss opal, brown jasper, rose quarts, sard, white chalcedony, tube agate, tigereye, shell opal, quartz, topaz, emerald, red beryl, red zircon, peridot, and green jade (to name a few), it is encircled with bands of water, magma, kimberlite, malachite, native gold, garnierite, hematite, and galena (to name a few more), it is studded with water, limestone, chalk, peat, magnetite, gabbro, obsidian, sandy loam, magma, sandstone, granite, bauxite, diorite, and marble (to name a even more), and menaces with spikes of granite, obsidian, slate, andesite, and basalt. On the item is the image of a continent.

Armok then took the demons and forgotten beasts once called Titans, designated the cage as a dumping area, and then shoved all of them inside. The Titans clawed their way to the top, but could not escape before he shut the door and forbade the cage to keep anyone from opening it. Though doomed to their prison, Blixal was not done yet, and yearned for freedom. A single hole in the cage was enough for the demon to escape.

Just as he was clawing his way to the surface, Armok plucked an eyelash from his face, and pressed it deep into the newborn world. The hole was sealed, and Blixal was forced back into the depths. Though to Armok it was just an eyelash, it rose 2212 Z-levels from the ground as an adamantine pillar of the Blood God's power and might that would come to fill all races with awe for eons to come. At least until some idiot mines it out at the bottom and causes a 2212-z level cave in.

</wall of text>
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on July 15, 2010, 07:53:46 pm
So hold on, whuh... I don't quite get this whole wrap-around thing. Perhaps the strangely large number of z-levels, the cave-in message on embark and the huge spire of adamantine give us a clue as to what's happened here... *ponders* perhaps the adamantine was so low beneath the ground that it wrapped round, went to the top of the sky, and then fell down, for our dwarves to mine!!! (or not mine, as the case seems to be...  :()
Or is that the wholre wrap-around theory anyway?
My theory is an expansion of this.

I. Adamantine tubes are actually much taller than observed, say 2000Z, due to Slade only being the vertical equivalent of a Large Cluster.
II. During WorldGen, an occurrence came from  a very specific set of advanced settings, and an almost infinitely improbable generation of one location on a tube caused a cave in event, similar to how a poster described a cave-in triggered by a pool on the same spot as a volcano. This in turn, leads to the adamantine tube as a whole "construction" by itself trying to descend. Since there were no unblocked squares in the path to Z-∞, it began at the top, Z+∞. It detects open squares below, and goes to them. This eventually leads to a spire of adamantine at Z=0.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 15, 2010, 08:01:03 pm
I say we go with the old explanation of some dwarven god got drunk.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist Imiknorris on July 15, 2010, 08:06:28 pm
We need to dig under it and see if there's more adamantine below or if it does indeed start at ground level.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Funtimes on July 15, 2010, 08:13:58 pm
Is it crashing because it thinks it shouldn't be visible? Like the invisible areas bug on reclaims when you wall something in on every side.

Or maybe it's just annoyed that it didn't get to flash the warning at you and trigger the monarch. Where's that warning hidden and can you toggle it off? Does digging a square that reveals more clownite solve it? Or is it just a total lack of CPU substance?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Lord Shonus on July 15, 2010, 08:22:43 pm
The monarch trigger no longer exists.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: erekwednar on July 15, 2010, 08:28:48 pm
Running on 64-bit Ubuntu here, and also gen without spire but otherwise same landscape, save doesn't crash though.  Also not getting pick up equipment jobs, no mining, or tree cutting, even made a new training axe to see if it would be used.  They will stockpile the weapons.  Maybe I'll just leave it run in the background and see what happens with no new orders given, might take a while to see if migrants help the situation at my abysmal but unverified fps.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Funtimes on July 15, 2010, 08:29:10 pm
But there's still the pop up trigger when you dig for it, could that make it hang?  ???
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist Imiknorris on July 15, 2010, 08:30:55 pm
Once again, I must ask if anyone has tried drafting your miners into a squad and told them to carry picks?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist Imiknorris on July 15, 2010, 08:31:18 pm
EDIT: Quote =/= Modify
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: infaerina on July 15, 2010, 08:57:30 pm
Once again, I must ask if anyone has tried drafting your miners into a squad and told them to carry picks?

Sorry I was getting food. This did not work. I am going to try and see if I can feed my dorfs somehow for the next season or two and see if migrants come that are capable of work.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dearnen on July 15, 2010, 09:01:59 pm
Hmmm...  If Jack's Bean Stalk had a giant at the top, what does Urist's Adamantium Spire have at the top?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist Imiknorris on July 15, 2010, 09:08:09 pm
I posted this image elsewhere on the forum but...

It has an adamantine cage containing this:
(http://farm3.static.flickr.com/2164/3529117801_e5b503e27f.jpg)

Note the person standing next to it.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: cbpye on July 15, 2010, 09:21:28 pm
I did as someone suggested, and re-genned the world using the info that I posted.  I got the same thing as Elfhater.  Making reddit=awesome.  Any word from Toady on this?  How would we bring it to his attention?

I generated this world successfully, and found the spot successfully, but no spire.

Spoiler (click to show/hide)

Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Toast024 on July 15, 2010, 09:27:00 pm
I did as someone suggested, and re-genned the world using the info that I posted.  I got the same thing as Elfhater.  Making reddit=awesome.  Any word from Toady on this?  How would we bring it to his attention?

I generated this world successfully, and found the spot successfully, but no spire.

Spoiler (click to show/hide)
We kidnap Toady and rub his face against the pillar.
This reminds me of the time that I got an entire z level of adementium,
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: dragnar on July 15, 2010, 09:30:06 pm
Or a PM... just a suggestion.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Vattic on July 15, 2010, 09:33:05 pm
Making a report on the bug tracker (http://www.bay12games.com/dwarves/mantisbt/) couldn't hurt either.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Alkyon on July 15, 2010, 09:37:19 pm
I posted this image elsewhere on the forum but...

It has an adamantine cage containing this:
(http://farm3.static.flickr.com/2164/3529117801_e5b503e27f.jpg)

Note the person standing next to it.

Is...is that concept art of the Boost Ball Guardian on Steroids?  :o

Oh god, don't open it!  You'll release Dark Torvus Bog, the worst zone in all of the Metroid Prime series, onto your dwarf's world!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Porpoisepower on July 15, 2010, 09:41:17 pm
I wish to second the request for a 3DDwarf view of this epicness.

It's sorta like the DF version of the Washington Memorial...

Also If someone could build some scaffolding, up to the top and make a giant cobalt mushroom cap arround the top we can pretend it's a giant Dimple Cup.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: infaerina on July 15, 2010, 09:44:27 pm
I actually got at least two of them to pick up their picks. I had the squad attack some of the zombies around and eventually someone thought to grab a weapon. They still are not using them, however. I've built a small house with what materials I have and am hoping to last another season or so. Long enough to get reinforcements.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Creamcorn on July 15, 2010, 09:46:15 pm
I wish to second the request for a 3DDwarf view of this epicness.

It's sorta like the DF version of the Washington Memorial...

Also If someone could build some scaffolding, up to the top and make a giant cobalt mushroom cap arround the top we can pretend it's a giant Dimple Cup.

It's 2000+ Zlevels, that thing is in freaking space! For the record, anything above 20Zlevels is considered tall when choosing an embark site.

This is one of the many reasons to steal a super computer.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Normandy on July 15, 2010, 09:54:00 pm
It's like missingno from Pokemon or something. I'm trying to wrap my head around how this might occur, so we might... reproduce such a feat.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Christes on July 15, 2010, 10:08:10 pm
The highest level is 6791.  That's insane.  (This was found by placeing objects on shift and , and walking away)

Now we will attempt to collapse the column by mining...
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: caknuck on July 15, 2010, 10:11:42 pm
Seconded. What should we name the page?

The Spine of the World
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MaximumZero on July 15, 2010, 10:13:49 pm
Seconded. What should we name the page?

The Spine of the World

The Tower of Armok.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Toast024 on July 15, 2010, 10:24:19 pm
Seconded. What should we name the page?

The Spine of the World

The Tower of Armok.

The Lead of Armok's pencil.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dearnen on July 15, 2010, 10:36:10 pm
I wish to second the request for a 3DDwarf view of this epicness.

It's sorta like the DF version of the Washington Memorial...

Also If someone could build some scaffolding, up to the top and make a giant cobalt mushroom cap arround the top we can pretend it's a giant Dimple Cup.

It's 2000+ Zlevels, that thing is in freaking space! For the record, anything above 20Zlevels is considered tall when choosing an embark site.

This is one of the many reasons to steal a super computer.

I wouldn't say it reaches all the way up to space, but it's well over 20,000 feet tall, nearly 4 miles!  Given that it's so thin compared it it's height, perhaps it's one of Armok's giant adamantine whiskers!  No dwarf in his right mind would ever mine/shave that thing.  Clearly, the answer is to induce some insanity first.  Withhold the booze!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 15, 2010, 10:39:07 pm
This is why we need realistic physics in DF. The first thing I would do to that is tip it over.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Kamudo on July 15, 2010, 10:41:16 pm
Seconded. What should we name the page?

The Spine of the World

The Tower of Armok.

The Lead of Armok's pencil.
The Promised land.

Or

Adamantium Bug

Heh. I don't know.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Toast024 on July 15, 2010, 10:43:53 pm
This is why we need realistic physics in DF. The first thing I would do to that is tip it over.
Adamentine is a rather light material.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: cbpye on July 15, 2010, 10:50:05 pm
"The Siren Spire of Adamant Awe"

Year after year, the dwarves of [CIVILIZATION] send an expedition out into the world in order to ascertain the fate of last year's expedition.  It has long-since been forgotten exactly when this series of fruitless expeditions started, but the dwarves are a sort that demand an answer.

It happens year after year, when they head northeast to the ominous shrubland that has been known only in name: "The Hill of Spit."  The hill lies beyond a ruined elven settlement, a stone's throw away from a brook that has come to be known as "Troublemysteries."  By the time they arrive, it is already to late.

They embark year after year, and there they stand, awe-struck with their implements of dwarven duty left undisturbed at their feet.  All about them are the decrepit wagons and bleached bones of those who heralded their grim arrival -- barrels filled with rot and worm, picks covered in rust and dust.  There they stand with their eyes open wide and jaws agape, and they stare upward into the dome of the heavens.  What they see is beyond the ken of mortal beard.  It reaches from the ground higher than any bird has flown; higher than any cloud has drifted; higher than any man, dwarf, best or monster has ever or will ever ascend, twisting and writhing upward in ways that can only transfix the gaze of unwary observers in their fundamentally impossible geometries -- a spiraling needle of pure adamantine, ascending beyond the vanishing-point into the sky.

They stand there, motionless and breathless, and wait only for time to wear them down into the dust of the earth from whence they came, leaving that siren spire standing amidst a graveyard of wagons and barrels to call more of their bearded kind to an emaciated doom.

Another year, another expedition unheard of, another question unanswered, another expedition prepared.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Creamcorn on July 15, 2010, 10:50:22 pm
Seconded. What should we name the page?

The Spine of the World

The Tower of Armok.

The Lead of Armok's pencil.
The Promised land.

Or

Adamantium Bug

Heh. I don't know.

The lash of Armok's lash

The Whisker shaving's of Armok's whisker shaving

Toady's answer to the space elevator

A BIG EFFING TOWER OF ADAMANTIUM THE LIKES OF WHICH WILL PROBABLY NEVER BE SEEN AGAIN FOR ANOTHER HUNDRED MILLION DWARF YEARS!?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Agamemnon on July 15, 2010, 10:51:38 pm
This is why we need realistic physics in DF. The first thing I would do to that is tip it over.
Adamentine is a rather light material.

As long as it is heavier than air, it will fall. Unfortunately it will only fall down, not tip over. Wouldn't it be awesome to crush a forest retreat under such a thing?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Kamudo on July 15, 2010, 10:52:19 pm
"The Siren Spire of Adamant Awe"

Year after year, the dwarves of [CIVILIZATION] send an expedition out into the world in order to ascertain the fate of last month's expedition.  It has long-since been forgotten exactly when this series of fruitless expeditions started, but the dwarves are a sort that demand an answer.

It happens year after year, when they head northeast to the ominous shrubland that has been known only in name: "The Hill of Spit."  The hill lies beyond a ruined elven settlement, a stone's throw away from a brook that has come to be known as "Troublemysteries."  By the time they arrive, it is already to late.

They embark year after year, and there they stand, awe-struck with their implements of dwarven duty left undisturbed at their feet.  All about them are the decrepit wagons and bleached bones of those who heralded their grim arrival -- barrels filled with rot and worm, picks covered in rust and dust.  There they stand with their eyes open wide and jaws agape, and they stare upward into the dome of the heavens.  What they see is beyond the ken of mortal beard.  It reaches from the ground higher than any bird has flown; higher than any cloud has drifted; higher than any man, dwarf, best or monster has ever or will ever ascend, twisting and writhing upward in ways that can only transfix the gaze of unwary observers in their fundamentally impossible geometries -- a spiraling needle of pure adamantine, ascending beyond the vanishing-point into the sky.

They stand there, motionless and breathless, and wait only for time to wear them down into the dust of the earth from whence they came, leaving that siren spire standing amidst a graveyard of wagons and barrels to call more of their bearded kind to an emaciated doom.

Another year, another expedition unheard of, another question unanswered, another expedition prepared.
This.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 15, 2010, 11:01:05 pm
"The Siren Spire of Adamant Awe"

Year after year, the dwarves of [CIVILIZATION] send an expedition out into the world in order to ascertain the fate of last month's expedition.  It has long-since been forgotten exactly when this series of fruitless expeditions started, but the dwarves are a sort that demand an answer.

It happens year after year, when they head northeast to the ominous shrubland that has been known only in name: "The Hill of Spit."  The hill lies beyond a ruined elven settlement, a stone's throw away from a brook that has come to be known as "Troublemysteries."  By the time they arrive, it is already to late.

They embark year after year, and there they stand, awe-struck with their implements of dwarven duty left undisturbed at their feet.  All about them are the decrepit wagons and bleached bones of those who heralded their grim arrival -- barrels filled with rot and worm, picks covered in rust and dust.  There they stand with their eyes open wide and jaws agape, and they stare upward into the dome of the heavens.  What they see is beyond the ken of mortal beard.  It reaches from the ground higher than any bird has flown; higher than any cloud has drifted; higher than any man, dwarf, best or monster has ever or will ever ascend, twisting and writhing upward in ways that can only transfix the gaze of unwary observers in their fundamentally impossible geometries -- a spiraling needle of pure adamantine, ascending beyond the vanishing-point into the sky.

They stand there, motionless and breathless, and wait only for time to wear them down into the dust of the earth from whence they came, leaving that siren spire standing amidst a graveyard of wagons and barrels to call more of their bearded kind to an emaciated doom.

Another year, another expedition unheard of, another question unanswered, another expedition prepared.
This.
This again.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: nbonaparte on July 15, 2010, 11:02:17 pm
The raws put adamantine at a density of 200 kg/m^3. Estimating 27 (3x3) cubic meters per tile, and 83000 tiles of adamantine, that spire weighs 448200 metric tons, or 494055 short tons. I never realized just how light adamantine actually was. the Empire State Building weighs 360000 tons. And it's less than a tenth of the height of this thing.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Solace on July 15, 2010, 11:28:54 pm
It's also a fair bit wider, although not solidly filled in. :P
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 15, 2010, 11:29:35 pm
Damn that stuff is light.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: TheDJ17 on July 15, 2010, 11:33:09 pm
I could defiantly see to being mined to make dwarven hot air ballons with a weight like that.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Scaraban on July 15, 2010, 11:41:36 pm
 :'( it's...[sniff]...it's beautiful...  :'(

I could defiantly see to being mined to make dwarven hot air ballons with a weight like that.

u rebel.
instant mental adamantine reward if u get it
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Agamemnon on July 16, 2010, 02:19:10 am
Quote
The raws put adamantine at a density of 200 kg/m^3

Woot... That means, this stuff SWIMS on water!? With that amount of it, you could build atlantis and make it float on its own.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: style on July 16, 2010, 02:35:49 am
With that density, it probably has the consistency of styrofoam. I wonder how the blades work.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: nbonaparte on July 16, 2010, 02:42:22 am

The density is somewhere between balsa wood and cork. And double that of styrofoam. (http://www.monachos.gr/en/resources/Thermo/density.asp)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: atomicthumbs on July 16, 2010, 03:38:56 am
We should call it "Menacing Spike".
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist Imiknorris on July 16, 2010, 04:51:14 am
I posted this image elsewhere on the forum but...

It has an adamantine cage containing this:<pic>

Note the person standing next to it.

Is...is that concept art of the Boost Ball Guardian on Steroids?  :o

Oh god, don't open it!  You'll release Dark Torvus Bog, the worst zone in all of the Metroid Prime series, onto your dwarf's world!

No. Concept art of the Emperor Ing's final form. Which is probably worse.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Creamcorn on July 16, 2010, 06:27:37 am
Any word from Toady_One on this?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: &#1058;oady One on July 16, 2010, 06:40:12 am
Any word from Toady_One on this?
FUCK YEAH!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Rose on July 16, 2010, 06:49:35 am
Any word from Toady_One on this?
FUCK YEAH!

so sigged.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Earthquake Damage on July 16, 2010, 07:03:51 am
Any word from Toady_One on this?
FUCK YEAH!

This (http://www.bay12forums.com/smf/index.php?action=profile;u=26414) is not the Toad you're looking for (http://www.bay12forums.com/smf/index.php?action=profile;u=2).
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Creamcorn on July 16, 2010, 07:04:12 am
Any word from Toady_One on this?
FUCK YEAH!

so sigged.

Missing underscore, but still pretty awesome.

edit: when did Toady_One not have that underscore...
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Mason11987 on July 16, 2010, 07:16:39 am
I was able to open it and view the spire, but after doing a designation it crashed.

what's cool is that it isn't just a tower, it doesn't just go straight up, it weaves around on the x-y as it goes up.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Rose on July 16, 2010, 07:18:21 am
ok, that was not cool.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: &#1058;oady One on July 16, 2010, 07:25:40 am
Any word from Toady_One on this?
FUCK YEAH!

This (http://www.bay12forums.com/smf/index.php?action=profile;u=26414) is not the Toad you're looking for (http://www.bay12forums.com/smf/index.php?action=profile;u=2).
:( I hate you. I got desigged because of you!  :'(
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dante on July 16, 2010, 07:27:21 am
cbpye, you just Won The Game.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: OneOfNone on July 16, 2010, 09:32:43 am
So how high up is it so far?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist Imiknorris on July 16, 2010, 10:02:28 am
2000+ zlevels. With 27000 zlevels above.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Haspen on July 16, 2010, 10:51:05 am
Sometimes I'm happy that I joined this community and I'm able to witness such things.

Pure Awedeminade, or whatever.

It must be from the category of 'Random Special and Unique Occurences', like Cacame.

Have someone made a page about it on wiki?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Orkel on July 16, 2010, 11:53:51 am
2000+ zlevels. With 27000 zlevels above.

27,000 Z-levels? Is that even possible?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MaDeR Levap on July 16, 2010, 12:03:07 pm
My unofficial name for this... thing...: one loop too far. For loop (http://en.wikipedia.org/wiki/For_loop), to be exact. ;)

Very nice glith, by the way! Seems it is not reproducible (at least not fully), judging from other reports.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on July 16, 2010, 12:15:33 pm
I posted this image elsewhere on the forum but...

It has an adamantine cage containing this:
(http://farm3.static.flickr.com/2164/3529117801_e5b503e27f.jpg)

Note the person standing next to it.

Is...is that concept art of the Boost Ball Guardian on Steroids?  :o

Oh god, don't open it!  You'll release Dark Torvus Bog, the worst zone in all of the Metroid Prime series, onto your dwarf's world!
Nah, I think it's concept of the Ing Warrior. I hate those bastards.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Ricky on July 16, 2010, 12:21:18 pm
got bored, drew this

Spoiler (click to show/hide)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Akura on July 16, 2010, 12:23:14 pm
I'm surprised. Not at the giant adamantium pengis sticking out of the world, but that nobody has openly wondered what dropping an elf or goblin off the top of it would cause. I'm guessing a goblinite crater.



Any word from Toady_One on this?
FUCK YEAH!
When did this forum allow guest posts?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Diablous on July 16, 2010, 12:27:17 pm
Any word from Toady_One on this?
FUCK YEAH!
When did this forum allow guest posts?

We allow guest posts?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: denito on July 16, 2010, 12:28:25 pm
The save works for me on 64-bit Linux - I even get 15 FPS!  Yeah I have a badass computer...

I wonder if it's lack of RAM that is crashing it on people's Windows machines?  I have 8 gig of RAM, on the other hand DF is probably 32 bit so can't access all that, but on the third hand a 64 bit OS may be able to hand a 32 bit program as much 32 bit address space as possible.  Or it could have something to do with since the bug was generated on a Linux machine, you need a Linux machine to run it - for some reason.  Like, maybe in the process of generating the map it overwrites past its allowed RAM, and on Windows what is overwritten was important but on Linux what was overwritten was unused.

Can't dig anywhere but I was able to smooth and carve fortifications into the adamantine spire, so that's something.  Is it just me or will they not cut wood either?

As for a name for the wiki page, I think Slink was onto something:  We should call this the Adamantine Space Elevator.

(Actually adamantine is a perfect candidate for space elevator material:  fantastically light, super strong, and it's made of strands!  Yep, definitely a space elevator.)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on July 16, 2010, 12:50:48 pm
Jesus. Linux's are fucking insane.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Sphalerite on July 16, 2010, 12:56:52 pm
Any word from Toady_One on this?
FUCK YEAH!
When did this forum allow guest posts?
It doesn't.  The impostor's account was deleted.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on July 16, 2010, 12:58:41 pm
And lo- The wiki page is made.
http://df.magmawiki.com/index.php/DF2010:Adamantine#The_Great_Adamantine_Space_Elevator (http://df.magmawiki.com/index.php/DF2010:Adamantine#The_Great_Adamantine_Space_Elevator)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: denito on July 16, 2010, 01:32:00 pm
Successfully breached the adamantine tube with fortifications!  I built stairs up to where an "indentation" in the tube got me close to the middle, and carving fortifications revealed it to be hollow from ground level to several Z levels up!  Got the message "horrors from the deep" and two kinds of demons have appeared inside the tube, but no indication yet whether they can squeeze through the fortification.  Hasn't murdered my framerate yet either; perhaps we're far enough from Hell to not spawn infinite demons yet.

Still unable to mine though.

Update:  Well this is weird; the demons have disappeared from my units list and the tube is empty again.  Maybe they wandered off.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Jetsquirrel on July 16, 2010, 01:53:59 pm
My god its a straw! Armok must be sucking the world dry!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist Imiknorris on July 16, 2010, 02:01:00 pm
I knew it would be hollow at ground level!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Miggy on July 16, 2010, 02:01:46 pm
It was all a lie! It wasn't made by Armok! It was made by the demons of hell as a path to heaven! They're invading! The apocalypse will soon be upon us all!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Alkyon on July 16, 2010, 02:08:39 pm
And lo- The wiki page is made.
http://df.magmawiki.com/index.php/DF2010:Adamantine#The_Great_Adamantine_Space_Elevator (http://df.magmawiki.com/index.php/DF2010:Adamantine#The_Great_Adamantine_Space_Elevator)

You should probably include a link to this thread in the wiki page.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Ricky on July 16, 2010, 02:28:32 pm
i just thought of something :o

what if theres a hude addy spire in every world, and thats how demon diplomats and law-gives escape hell?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Frumpy Playtools on July 16, 2010, 02:41:48 pm
I guess I'll have to dig up a similarly odd event I discovered. 

I had started an embark with a volcano, since I wanted easy magma access.  It turns out I got more than I bargained for, as I found a massive tube of obsidian and magma climbing out of the mountain.  While it does not boast such amazing height as the Spire, it was quite neat.

Spoiler (click to show/hide)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MaDeR Levap on July 16, 2010, 03:12:45 pm
what if theres a hude addy spire in every world, and thats how demon diplomats and law-gives escape hell?
Too rare (would be discovered and well-known long ago), makes game too non-functional. It is for sure not intended feature.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: s20dan on July 16, 2010, 03:13:28 pm
AFAIK Frumpy, thats very normal in 2010. All but one of the volcanoes I have embarked on have looked like that.
 It is much more rare to get a flat top one, or ground level one in my experience.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Frumpy Playtools on July 16, 2010, 03:33:52 pm
Really?  Neat.  I'm currently playing on a ground level volcano game.  Green glass bridge across it.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: martinuzz on July 16, 2010, 04:22:03 pm
This awesome thread misses feedback from the Toad
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Mishy on July 16, 2010, 04:39:54 pm
Hmm is there Visual fort(or similar) pic yet?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist Imiknorris on July 16, 2010, 05:07:10 pm
It breaks right here.

If you're running slackware and the random number god throws a dart at your world and you find it.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: gtmattz on July 16, 2010, 05:07:34 pm
I guess I'll have to dig up a similarly odd event I discovered. 

I had started an embark with a volcano, since I wanted easy magma access.  It turns out I got more than I bargained for, as I found a massive tube of obsidian and magma climbing out of the mountain.  While it does not boast such amazing height as the Spire, it was quite neat.

Spoiler (click to show/hide)

Nothing at all special about that, ALL volcanoes in the 2010 releases do that.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: cbpye on July 16, 2010, 05:14:08 pm
Tried making them into a squad and manually equipping them.  They got their gear as soon as i told them to go kill groundhogs, but they put it all back as soon as I cancelled the order.

I've also designated the entirety of the ground-level, and the two z-levels above it, to be channelled and deforested.  Still they refuse to do this work.

I've established a dormitory within the shadow of the spire.  Hopefully the migrant arrival will change things, provided I can actually make anything of value with which to attract said migrants.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: slink on July 16, 2010, 07:35:34 pm
Has anyone compared the underground features and any differences between the original save and people's re-genned worlds that lack the spare? As in, are there 40 z-level slade levels (or any similarity, for that matter) in both copies?

It MUST be known where reality breaks. For the sake of all Dwarven science, it must be known.

http://www.bay12forums.com/smf/index.php?topic=61507.msg1402040#msg1402040

As I mentioned in that post, there are far fewer levels belowground for the non-spire site which makes a comparision of the contents is not very meaningful, but here is part of the comparision.

The top five minerals for the spire site are:

RAW_ADAMANTINE : 83550
MICA : 87785
MICROCLINE : 119354
ORTHOCLASE : 140623
SLADE : 1008197

The top five minerals for my spireless site were:

GALENA : 14035
SLADE : 22261
MICROCLINE : 61039
MICA : 75096
ORTHOCLASE : 77118
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist Imiknorris on July 16, 2010, 07:58:55 pm
Probably, but FOR THE LOVE OF ARMOK ONLY EXPORT THE UNDERGROUND PARTS. If you try to get it all it will kill your computer and maybe the next one or two you touch.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 16, 2010, 08:11:12 pm
Does nobody have a 3D visualizer? We really need one here.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Scaraban on July 16, 2010, 10:02:23 pm
Does nobody have a 3D visualizer? We really need one here.
im sure almost evry1 has a visualizer they like using the biggest problem being this file is SO FUCKED UP
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Lord Shonus on July 16, 2010, 10:05:57 pm
The ONLY visualizer that exists for the current version is StoneSense. There is no other.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Untelligent on July 16, 2010, 10:48:42 pm
Aye, and Stonesense can't display a very big area at once, especially when we're talking about a lot of z-levels.


3Dwarf hadn't been updated for a while even before the release of 31.01, and I haven't heard anything about Visual Fortress in a while. There was a new visualizer being created for the new versions called Obsidian, not sure what the status of that is. And then I heard about another visualizer that can also display creatures, but that one's still a ways off.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 16, 2010, 10:49:46 pm
Somebody go port another visualizer then. Or just put a bunch of stonesense screenshots together.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Rose on July 16, 2010, 11:08:02 pm
Aye, and Stonesense can't display a very big area at once, especially when we're talking about a lot of z-levels.


3Dwarf hadn't been updated for a while even before the release of 31.01, and I haven't heard anything about Visual Fortress in a while. There was a new visualizer being created for the new versions called Obsidian, not sure what the status of that is. And then I heard about another visualizer that can also display creatures, but that one's still a ways off.

actually, stonsense is perfectly able to take screenshots of entire fortresses, but it's a little slow

Step one: change the init.txt so that the graphic mode is Software, and the number f shown Z-levels is the height of your fort
Step two: center the view in DF to the highest level in the fort.
Step Three: run stonesense, and as soon as you can see something, press CTRL+F5. you should see a message saying that a large screenshot is being taken, and a progress meter in the title bar.
Stap 4: realize that there's no way you can upload a 200mb png file anywhere
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on July 16, 2010, 11:28:33 pm
Holy fuck. It's 200 megs?  :o  How do you fit that on your comp?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Lord Shonus on July 16, 2010, 11:38:50 pm
Aye, and Stonesense can't display a very big area at once, especially when we're talking about a lot of z-levels.


3Dwarf hadn't been updated for a while even before the release of 31.01, and I haven't heard anything about Visual Fortress in a while. There was a new visualizer being created for the new versions called Obsidian, not sure what the status of that is. And then I heard about another visualizer that can also display creatures, but that one's still a ways off.

Visual fortress is dead. Obsidian is the replacement from a different dev team.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 17, 2010, 12:24:52 am
200 MB must be uploaded now. Find a site.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: nbonaparte on July 17, 2010, 12:55:41 am
Can't the image be shrunk to a reasonable size?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 17, 2010, 03:26:14 am
Just find a site, I'm sure there's one SOMEWHERE out there.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on July 17, 2010, 03:56:47 am
.zip it, then put it on DFFD. Make our processors do the dirty work.

EDIT: Also, I backtraced it, so the cyberpolice will make consequences NEVER be the same. Just had to put that there and see how many trolls I can kite in one day.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: slink on July 17, 2010, 09:15:41 am
I should've noticed that, but that's not entirely what I'm looking for. I'd still like to see what the underground looks like for a normal and super-spire version of this embark, just for comparison.  Perhaps not the entire thing, but one cave system and the bottom layers where everything went wrong (or right, depending on how you look at it)

Is the DF map archive still usable?

I can give you a verbal description of the revealed maps.  The level numbers are in absolute.  Ground level is 139 absolute for both maps.

My Spireless

Levels 76 through 80 are mix of slade walls, slade floors, and HFS.
Level 81 is semi-molten rock with adamantine plugs.
Levels 86 through 89 are mix of regular rock, magma seas, semi-molten rock, and adamantine plugs.
Levels 90 through 104 are a mix of regular rock, descreasing numbers of adamantine plugs, and a magma tube.
Levels 100 through 104 also have a cavern structure including some water.
Tallest plug ends at level 104, as does the magma tube.
Remainder omitted due to normality.

Spire

Levels -30 through 10 are mix of slade walls and HFS, with no slade floor, and some magmafalls.
Level 11 finally has some slade floors along with the rest.
Level 16 has a patchwork of regular rock, semi-molten rock, slade walls, and magmafalls.
Levels continue upward with decreasing slade walls being replaced by opens spaces.
Level 67 has first of the adamantine plugs, which do not even come close to sealing the open spaces. 

The square core of the Space Elevator is not continuous.  Every layer has a square core, but they do not line up, or even sometimes overlap.  Note that part of the surface terrain around the Space Elevator is marked indoor even though it appears to be in the open.  The game was pretty confused when it built this map.  The tallest adamantine plug in my spireless map would emerge to the northeast of the wagon, about where the pond is on the spire map, so it is not the same as the spire.  The patchwork structure of the spire map is missing from the spireless map. 

I have seen patchworks underground before, where I have chosen a site with greatly differing biomes.  One resulted in a magma sea falling into the HFS in several places and access to the HFS without breaching any adamantine plugs, but the structure of the map was otherwise normal.  That is, no Space Elevators.  I wonder if it is a division-by-zero thing, or some similar mathematical problem, which is handled differently between the two OS or even between chipsets?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Mitbick on July 17, 2010, 09:29:29 am
Reading this thread made me have a dwarfgasm.

Just wanted to tell you that.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist Imiknorris on July 17, 2010, 01:52:19 pm
Yeah, I evilgasm'd when I saw the "+1157" z-level indicator in the OP's second image. Kind of like that OOTS strip where Xykon and Redcloak find out about the other 86 hobgoblin legions under their command.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on July 17, 2010, 01:53:21 pm
Wait. What? space elevators are their own biome? Cool. Where do I find it?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Afthartos on July 17, 2010, 02:31:29 pm
Can someone make inactive save for this one?
I'm sure there are many others who can't generate this on their own computers and still want to use their own embark settings
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Thoth on July 17, 2010, 02:48:54 pm
Anyone fathomed how to get DF to see the save when it denies all knowledge? I can currently only get it to load briefly in 31.10 ofc which has currently no visualizer support, otherwise i'd attempt an image dump to homage this amazing stairway to Armok.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: denito on July 17, 2010, 03:18:21 pm
Stupid question, but then I made the same mistake myself:  are you trying to find it under "Start New Game" or "Continue Game"?  Because I kept looking for it under "Start New Game" until I remembered that it's a save of a game in progress, therefore you have to find it under "Continue Game".
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Nil Eyeglazed on July 17, 2010, 03:28:20 pm
If even the OP is unable to recreate the world, doesn't that suggest a likely hardware malfunction at the time of world generation?  Either that, or some program writing to memory it shouldn't.

So if you want to recreate this world, put your computer in the oven while you're generating :)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Thoth on July 17, 2010, 04:05:37 pm
Stupid question, but then I made the same mistake myself:  are you trying to find it under "Start New Game" or "Continue Game"?  Because I kept looking for it under "Start New Game" until I remembered that it's a save of a game in progress, therefore you have to find it under "Continue Game".

Alas it's under continue game i go to look, if i try it on a clean DF of 31.08 say, it doesnt give me the option to continue, and if i put it in one of my many modded DF 31.08's but only the save that was in there shows up, i've tried copying my raws into it etc etc, is weird that it only shows up in 31.10 wish i knew why.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 17, 2010, 07:36:40 pm
I think that there's no backwards compatibility for DF saves, even from 31.10 to 31.08.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Lord Shonus on July 17, 2010, 08:03:00 pm
Any save from any game in the 31.xx series will work in 31.10
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Scaraban on July 17, 2010, 08:07:57 pm
he didnt mean back compatible, he meant tht u cant use more recent saves on older versions
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 17, 2010, 08:12:45 pm
he didnt mean back compatible, he meant tht u cant use more recent saves on older versions
That's what backwards compatibility is, a new version able to handle older stuff.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Lord Shonus on July 17, 2010, 08:18:44 pm
Actually, using new saves on an old version would be forwards compatibility.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: cbpye on July 17, 2010, 08:23:19 pm
I should've noticed that, but that's not entirely what I'm looking for. I'd still like to see what the underground looks like for a normal and super-spire version of this embark, just for comparison.  Perhaps not the entire thing, but one cave system and the bottom layers where everything went wrong (or right, depending on how you look at it)

Is the DF map archive still usable?

I can give you a verbal description of the revealed maps.  The level numbers are in absolute.  Ground level is 139 absolute for both maps.

My Spireless

Levels 76 through 80 are mix of slade walls, slade floors, and HFS.
Level 81 is semi-molten rock with adamantine plugs.
Levels 86 through 89 are mix of regular rock, magma seas, semi-molten rock, and adamantine plugs.
Levels 90 through 104 are a mix of regular rock, descreasing numbers of adamantine plugs, and a magma tube.
Levels 100 through 104 also have a cavern structure including some water.
Tallest plug ends at level 104, as does the magma tube.
Remainder omitted due to normality.

Spire

Levels -30 through 10 are mix of slade walls and HFS, with no slade floor, and some magmafalls.
Level 11 finally has some slade floors along with the rest.
Level 16 has a patchwork of regular rock, semi-molten rock, slade walls, and magmafalls.
Levels continue upward with decreasing slade walls being replaced by opens spaces.
Level 67 has first of the adamantine plugs, which do not even come close to sealing the open spaces. 

The square core of the Space Elevator is not continuous.  Every layer has a square core, but they do not line up, or even sometimes overlap.  Note that part of the surface terrain around the Space Elevator is marked indoor even though it appears to be in the open.  The game was pretty confused when it built this map.  The tallest adamantine plug in my spireless map would emerge to the northeast of the wagon, about where the pond is on the spire map, so it is not the same as the spire.  The patchwork structure of the spire map is missing from the spireless map. 

I have seen patchworks underground before, where I have chosen a site with greatly differing biomes.  One resulted in a magma sea falling into the HFS in several places and access to the HFS without breaching any adamantine plugs, but the structure of the map was otherwise normal.  That is, no Space Elevators.  I wonder if it is a division-by-zero thing, or some similar mathematical problem, which is handled differently between the two OS or even between chipsets?

Could you please export this to the Dwarf Fortress Map Archive?  I want to see that for myself.
I had migrants arrive, still no digging or tree-cutting.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Thoth on July 17, 2010, 09:16:41 pm
I think i got mildly confused throughout the thread i thought it was genned on 31.08 hence my attempts to get it functioning on a DF i know is supported by Stonesense, i know realise after trawling back through someone else said they tried genning the same seeds on 31.08, so my mistake, curses, back to attempting to get my 2nd pc to load linux up... although i wonder how awful DF would run in a h/w virtualized linux in win7... worth a shot, and ofc For Science!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 17, 2010, 09:35:00 pm
Actually, using new saves on an old version would be forwards compatibility.
I'm not talking about that though. I'm just talking about using old saves on a new version.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Thoth on July 17, 2010, 09:39:45 pm
Someone managed to use Runesmiths mem locs on Stonesense, so here's the first image 139-167 ish, i shall endeavour to do a more ridiculous image once i find the right settings;
Spoiler (click to show/hide)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 17, 2010, 09:42:20 pm
That's awesome. We need someone to find a way to host the entire image somehow.



Wait, how much storage does Dropbox have? I'm sure it's enough to host that 200 MB image.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dermonster on July 17, 2010, 09:42:40 pm
Oh my Armok

Whats that black stuff at the top?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Thoth on July 17, 2010, 09:46:56 pm
Oh my Armok

Whats that black stuff at the top?
Absolutely no idea, just added a hotkey to  zoom to the top, fiddled Stonesense, just going to see how to persuade it to do this image 2073 is the absolute top on mine as far as i can tell.
Here's the very top, still trying to figure out how to do quite such a large DFDump.  :P
Spoiler (click to show/hide)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MetalSlimeHunt on July 17, 2010, 09:56:39 pm
I guess the clowns got tired of waiting for someone else...
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dermonster on July 17, 2010, 09:59:55 pm
 :o
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: denito on July 17, 2010, 10:03:53 pm
In the stonesense screenshots the spire reminds me of a Tetris jumble.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Thoth on July 17, 2010, 10:13:05 pm
Oh my Armok

Whats that black stuff at the top?
Thinking about it, perhaps the black stuff is like mini pockets of caves, since it's "inside" seemingly itself half the time, so perhaps it's just not been seen yet.

Well it seems software isn't necessary to do large screenies anymore, which had passed me by, not quite got the right settings yet, but heres the progress;
Spoiler (click to show/hide)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: cbpye on July 17, 2010, 10:55:37 pm
I think the black spots are unexplored cavern. Or something like that.  This whole thing is one big clusterfuck of anomalies.

Those screenshots are amazing though.  Just think: it keeps going on and on like that, for over 2000 z-levels.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Porpoisepower on July 17, 2010, 10:56:05 pm
My god, it's full of stars  :o
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dearnen on July 17, 2010, 10:58:21 pm
By Armok's Beard, that's beautiful!  No wonder they won't mine it.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: shadowclasper on July 17, 2010, 11:00:05 pm
That, that... there... there's no word how freaking awesome this is O_O I first saw it after checking in on the "origins of adamantium" article I once wrote and is still there... this though, this trumps anything I could ever have imagined.

The only thing that will be more epic is when someone manages to MINE this sucker!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Porpoisepower on July 17, 2010, 11:02:50 pm
I think Armok was playing Jenga... and the game never ended. 8)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Thoth on July 17, 2010, 11:09:12 pm
Well my attempts at getting any type of frame of reference other than the monumental tower has been for nought, i shall tinker some more maybe but I'm not sure if Stonesense would bother to render the floor no matter how high i raise the values, but heres a cropped black background no fog view;
Spoiler (click to show/hide)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Zaerosz on July 17, 2010, 11:11:59 pm
Build a ramp on every level. The summit must be reached!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MetalSlimeHunt on July 17, 2010, 11:12:20 pm
I'm guessing all that black stone is Slade?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Thoth on July 17, 2010, 11:16:00 pm
I'm guessing all that black stone is Slade?
Nope as far as we can tell it's micro climate caves, scattered throughout it, since some parts are inside afaik.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Rose on July 17, 2010, 11:17:58 pm
and here I was thinking 255 Z-levels would be all that's needed for  stonesense...

oh well.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MetalSlimeHunt on July 17, 2010, 11:19:49 pm
Someone should try digging down to Hidden Fun Land through normal adimantine tubes or a curious structure. See if the spire is down there as well.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Thoth on July 17, 2010, 11:21:33 pm
and here I was thinking 255 Z-levels would be all that's needed for  stonesense...

oh well.

Hehe, just did a quick calculation, incredibly rough that pic is approx 225.69 levels :P incredibly rough but nice to know i wasnt too far off, and a hack way of doing it too, cut and paste ftw. :D
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Rose on July 17, 2010, 11:22:44 pm
I did post the method of getting entire-fortress shots, you know.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MaximumZero on July 17, 2010, 11:32:32 pm
That may make a computer asplode, though. Too much awesome. I still want someone to try, even though I can't.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Thoth on July 17, 2010, 11:32:46 pm
I did post the method of getting entire-fortress shots, you know.
I was pretty sure you had, but my weary mind didn't know where to look, i had a very brief scout in the Stonesense thread, guess it's on the wiki somewhere then? or have i maxed the height i can do?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MaximumZero on July 17, 2010, 11:34:46 pm
Aye, and Stonesense can't display a very big area at once, especially when we're talking about a lot of z-levels.


3Dwarf hadn't been updated for a while even before the release of 31.01, and I haven't heard anything about Visual Fortress in a while. There was a new visualizer being created for the new versions called Obsidian, not sure what the status of that is. And then I heard about another visualizer that can also display creatures, but that one's still a ways off.

actually, stonsense is perfectly able to take screenshots of entire fortresses, but it's a little slow

Step one: change the init.txt so that the graphic mode is Software, and the number f shown Z-levels is the height of your fort
Step two: center the view in DF to the highest level in the fort.
Step Three: run stonesense, and as soon as you can see something, press CTRL+F5. you should see a message saying that a large screenshot is being taken, and a progress meter in the title bar.
Stap 4: realize that there's no way you can upload a 200mb png file anywhere

That would be in this thread.

Edit: On page 16, no less.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Thoth on July 17, 2010, 11:39:54 pm
Hehe, i blame the sun, since its 5:40am here, thanks for that, knew i had seen it somewhere recently and earlier i crawled through the thread looking for who said they tried to gen the seed in 31.08, i was mistaken then and I'm mistaken now, off to Stonesense!

Hmmm, seems there really wasn't anything much different to what i was doing, so far only the spire thats 255~z high, and the pngs are currently topping out at 2.7mb. To recap, I've set to software, set segmentsizes waaay up, 2074 is the z level above the top of the tower, i've varied the xy but makes no difference, i'm looking at the top of the tower in DF, Japa, or anyone else that's managed to do really large Stonesense screenshots, is 255 z level the highest it'll render at all currently?, i'm prob too tired to still be hammering away at this :P.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Eduren on July 18, 2010, 12:09:45 am
I'm curious why we haven't got any word from Toady about this. I'm sure he's seen it by now.

And did somebody submit it to the bug tracker yet?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 18, 2010, 12:15:12 am
In case anybody manages to actually get a screenshot of the entire thing, Dropbox has a good amount of space. Upload it there, after you optipng it and zip it or something of course.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Thoth on July 18, 2010, 12:23:03 am
Well i'm going to try to stop myself now, i did manage b4 to stitch a pic of my Bridge of Death™ (patent pending)
Spoiler (click to show/hide)
can't remember quite why i resorted to that in the end, was a while ago tho, but i may attempt something similar every 255 odd zlevels, should only be about 6 or 7 images.
Anyhow before i derail the thread, here's my final two pics for my night;
Lowest level of the adamantine ... thing @67z;
Spoiler (click to show/hide)
The most you can see of the thingie and the ground, beware 5mb png paltry 325k thanks photobucket  ???, @392z;
Spoiler (click to show/hide)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dermonster on July 18, 2010, 12:32:51 am
Someone needs to tvtrope this. Bizarrchitecture?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 18, 2010, 12:33:37 am
Now those are some awesome images. Somebody needs to get a shot of the entire thing though.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Orlist on July 18, 2010, 12:38:18 am
Someone needs to tvtrope this. Bizarrchitecture?

Slash Eldrich Location, on account of the buggyness.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Lord Shonus on July 18, 2010, 12:46:38 am
I added it to Good Bad Bugs.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dermonster on July 18, 2010, 12:49:27 am
... I think my edit overwrote yours. I don't see it. i submitted it right before you posted.

I put it under eldritch location under bizzaritecture
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Lord Shonus on July 18, 2010, 01:02:36 am
Mine is on http://tvtropes.org/pmwiki/pmwiki.php/Main/GoodBadBugs (http://tvtropes.org/pmwiki/pmwiki.php/Main/GoodBadBugs)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: cbpye on July 18, 2010, 01:54:18 am
Wow, that is amazing.  That's, like, 1/10th of the height of that thing!

And yes, I put it on the bug tracker.  It hasn't gotten a lot of buzz, probably because I was unsure how to go about submitting this bug.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=2713
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dearnen on July 18, 2010, 01:58:12 am
I feel we should dub this thing Armok's Whisker.  For some reason I'm reminded of a tin whisker.  http://en.wikipedia.org/wiki/Whisker_%28metallurgy%29 (http://en.wikipedia.org/wiki/Whisker_%28metallurgy%29)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: cbpye on July 18, 2010, 02:07:24 am
The word "whisker" just doesn't evoke the sense of eldritch wrongness that this thing should should inspire.  After seeing those early renders, I'm now convinced that what I wrote several pages back about expedition after expedition being sent there, only to die by staring in awe and disbelief, to be the complete and unerring truth.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Igfig on July 18, 2010, 02:11:55 am
This is pretty awesome.

I submit that it should be called simply The Spire.  It's not like anybody could mistake it for any other spire.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Agamemnon on July 18, 2010, 02:12:56 am
Quote
The most you can see of the thingie and the ground,

That will be my new desktop background, thanks!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Thoth on July 18, 2010, 03:08:46 am
Quote
The most you can see of the thingie and the ground,

That will be my new desktop background, thanks!
For the full 5mb png, when i get round to doing the full stitch later should be 20-30mb tower 30k pixels high I'd guess at, but for now the 255z spire and ground in full;
Spoiler (click to show/hide)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Terisuke on July 18, 2010, 03:15:27 am
Fff, this is not merely a random spire of adamantine.  Think: where have you heard, previously, about building a long, thin vertical structure out of high-tensile-strength material, extending impossibly upwards to the sky?

That's right, friends.  You've found the Dwarven Space Elevator. 
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: nbonaparte on July 18, 2010, 03:47:37 am
Fff, this is not merely a random spire of adamantine.  Think: where have you heard, previously, about building a long, thin vertical structure out of high-tensile-strength material, extending impossibly upwards to the sky?

That's right, friends.  You've found the Dwarven Space Elevator.

You're a bit late on that concept. Check a few pages back.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Terisuke on July 18, 2010, 03:52:03 am
Fff, this is not merely a random spire of adamantine.  Think: where have you heard, previously, about building a long, thin vertical structure out of high-tensile-strength material, extending impossibly upwards to the sky?

That's right, friends.  You've found the Dwarven Space Elevator.

You're a bit late on that concept. Check a few pages back.
Blast and damnation.  It just proves the validity of the theory, though, when two people come to it independently.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MaDeR Levap on July 18, 2010, 07:44:39 am
and here I was thinking 255 Z-levels would be all that's needed for  stonesense...
With Dwarf Fortress, no such assumption is safe... ;) main reason - glitched and buggy maps are here reverended and prayed for.

Normal game: Oh shit, map crapped. Restart *mumbles curses adressed to programmers*
DF: Cool, I have DF aqueduct/space elevator! Praise Toady One! Now, how we dig it?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Quantum Toast on July 18, 2010, 08:25:17 am
I submit that it should be called simply The Spire.  It's not like anybody could mistake it for any other spire.
Agreed, that's how I've been thinking of it.

Anyone else think it looks sort of Escher-ish in the Stonesense pics?
Fff, this is not merely a random spire of adamantine.  Think: where have you heard, previously, about building a long, thin vertical structure out of high-tensile-strength material, extending impossibly upwards to the sky?

That's right, friends.  You've found the Dwarven Space Elevator.

You're a bit late on that concept. Check a few pages back.
Blast and damnation.  It just proves the validity of the theory, though, when two people come to it independently.
Sadly, I think somebody worked out early in the thread that it's only about four miles tall, which is a bit too short for a space elevator (http://en.wikipedia.org/wiki/Space_elevator#Geostationary_orbital_tethers).
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Rose on July 18, 2010, 08:33:57 am
really? what was the measurement unit used?

cus when I use 16km as 1 Z-level, we reach geostationary orbit.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Quantum Toast on July 18, 2010, 08:34:58 am
really? what was the measurement unit used?

cus when I use 16km as 1 Z-level, we reach geostationary orbit.
Sounds good to me. Clearly dwarves are just really damn fast at climbing stairs.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: nbonaparte on July 18, 2010, 10:16:47 am
I'm pretty sure it came out to something around the height of Mt Everest. At least, in the 3 m^3 cube assumption.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Agamemnon on July 18, 2010, 10:30:25 am
really? what was the measurement unit used?

cus when I use 16km as 1 Z-level, we reach geostationary orbit.
Sounds good to me. Clearly dwarves are just really damn fast at climbing stairs.

Not as fast as falling them down  ;D
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Rose on July 18, 2010, 10:48:39 am
well, actually, when I calculate the heights, I take level 400 to match up with the top of real mountains, making it about 4km, so that makes each Z-level about 10 meters.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: nbonaparte on July 18, 2010, 10:49:45 am
Where are you getting that 400 figure? The max height in the world gen settings?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Rose on July 18, 2010, 11:01:57 am
yup. highest possible mountain in DF is 400
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: nbonaparte on July 18, 2010, 11:05:15 am
Hmm. So, what would that translate to on Earth? Because if we make Mt. Everest 400 tall, this thing is starting to leave the atmosphere.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Rose on July 18, 2010, 11:25:50 am
I just put it as being 4km, which is about average, it seems.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: nbonaparte on July 18, 2010, 11:30:45 am
But for a maximum? I'd say go for 6 km.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Rose on July 18, 2010, 11:53:20 am
yeah, but the thing is, in DF, all mountain peaks are about the same height, so it's better to put an average.

either way, this thing leaves the atmosphere.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Ricky on July 18, 2010, 11:55:52 am
ooh.. i had another idea, what if this spire puntures right through the whole world and comes out the other side, like a grap on an adamantine shish kebab
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Porpoisepower on July 18, 2010, 01:04:14 pm
I think it's more of an adamantine tooth pick. The world is an olive in Armok's Martini.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: TheDJ17 on July 18, 2010, 01:10:15 pm
Which must meen that if we dig deep enough we'll reach a Giant Sea of Beer!!!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ZJVavrek on July 18, 2010, 01:18:43 pm
What do you think a martini is made of?  :o
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Porpoisepower on July 18, 2010, 01:26:12 pm
Well Armok's Martini's are probably river spirits, sweet pod rum, magma. Shaken, not stirred.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MetalSlimeHunt on July 18, 2010, 01:31:45 pm
And Gnomeblight. Just so it has some explainable use in this version.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MaximumZero on July 18, 2010, 02:06:29 pm
Just so you guys know, Everest is 8,848 m (29,029 ft) high. That puts each z-level to be 22.12 m/72.57 ft high.

That means that the Dwarven Space Elevator is 48929m/160,524ft/30.40 miles high. We're in the upper Stratosphere, but we haven't totally left the atmosphere.

Space, folks, is Z-Level 4520 (at 100km, or 62 miles).
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Haspen on July 18, 2010, 03:17:03 pm
Just so you guys know, Everest is 8,848 m (29,029 ft) high. That puts each z-level to be 22.12 m/72.57 ft high.

That means that the Dwarven Space Elevator is 48929m/160,524ft/30.40 miles high. We're in the upper Stratosphere, but we haven't totally left the atmosphere.

Space, folks, is Z-Level 4520 (at 100km, or 62 miles).

There was other counting system, with full 7/7 of water being just above human's head.

Given this, one z-level is... uh. 1.8m I think?

*goes to fail at math somewhere else*
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: thijser on July 18, 2010, 03:20:40 pm
if we link human size to full water then we are talking about some 2 meters each tile which in turn means that the "space ellivator" is a mere 4424 meters high on the other hand if we compare it to an adult tree which is about 15 meters high then we are much higher again.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MaximumZero on July 18, 2010, 03:29:48 pm
I think we should all agree that the Dwarven Space Elevator is awesome, even though the z-level measurement is wonky, and not give a damn how tall it would be in real life. Agreed?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Scaraban on July 18, 2010, 03:30:41 pm
Actually, using new saves on an old version would be forwards compatibility.
thts wat im saying
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: denito on July 18, 2010, 03:45:50 pm
Guys think about this:  if the spire meanders in the XY plane as it goes up, and cave-ins make every column of stone fall separately from its original attachment...  Do you see where I'm going with this?  If we were able to mine it, removing the complete ground floor level wouldn't drop the spire as-is one Z level, it would make the whole jumble come crashing down in the most fantastic cave-in known to dwarfkind, leaving an adamantine mountain behind.

In the Red Mars trilogy, there is a scene in which someone cuts the geostationary counterweight off a space elevator that was built on Mars.  This causes destruction of cataclysmic proportions as the space elevator material falls to the ground, eventually wrapping around the equator of Mars three times over as the planet turns beneath the falling elevator.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: KWSN on July 18, 2010, 04:42:40 pm
I think we should all agree that the Dwarven Space Elevator is awesome, even though the z-level measurement is wonky, and not give a damn how tall it would be in real life. Agreed?

Considering the game tends to throw physics out the window (perpetual motion machines anyone?), I say we throw the "standard" definition of space out the window here.  It reaches their version of space.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: denito on July 18, 2010, 05:26:48 pm
Considering the game tends to throw physics out the window (perpetual motion machines anyone?), I say we throw the "standard" definition of space out the window here.  It reaches their version of space.

This.
Edit:  Especially when you consider that our technical term for a platform that can drop magma from the sky is "orbital magma cannon" and those are not usually built at even 100 Z levels.  Geostationary orbit on Earth is about 22,000 miles up.  Wikipedia says Low Earth orbit is 100 to 1200 miles up.  If we accept the premise that a 2,200 Z level space elevator reaches the DF version of geosynchronous, then low Earth orbit for DF would be between 10 and 120 Z-levels up, which sounds about right for the range people would build orbital magma cannons at.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: AzureAngelic on July 18, 2010, 06:05:21 pm
Considering the game tends to throw physics out the window (perpetual motion machines anyone?), I say we throw the "standard" definition of space out the window here.  It reaches their version of space.

This.
Edit:  Especially when you consider that our technical term for a platform that can drop magma from the sky is "orbital magma cannon" and those are not usually built at even 100 Z levels.  Geostationary orbit on Earth is about 22,000 miles up.  Wikipedia says Low Earth orbit is 100 to 1200 miles up.  If we accept the premise that a 2,200 Z level space elevator reaches the DF version of geosynchronous, then low Earth orbit for DF would be between 10 and 120 Z-levels up, which sounds about right for the range people would build orbital magma cannons at.

10 is low orbit?

So basically, dwarves dig underground because if they jump they die of atmospheric conditions?

Does this mean that elves are actually aliens capable of thriving off the ozone layer?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on July 18, 2010, 06:21:14 pm
Who says Dwarf's atmosphere's are the same as ours?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: dragnar on July 18, 2010, 06:23:52 pm
Not to mention their world is flat. There is no such thing as "orbit" on a flat planet.(unless gravity is REALLY weird when you get high enough up.)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 18, 2010, 06:24:14 pm
So it's just a lot more pressurized, and probably has more oxygen.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Porpoisepower on July 18, 2010, 06:58:50 pm
Orbitting works pretty much the same way it does IRL.

Do we even know the world is flat?  Anyone start an adventurer out as far east west as you could, and then try to walk off the edge?

Assuming the world is flat it is not without depth.  For all we know the planet could be a cube. 
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 18, 2010, 07:25:34 pm
Or it could be any 3D shape, as long as it has at least one square face.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Untelligent on July 18, 2010, 07:48:49 pm
Or it could be a partial region from a sphere that just seems flat to us.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on July 18, 2010, 07:55:11 pm
That's nonsense, Untelligent. We live on an infintagonal prism. That is how we have so many different wrolds.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Creamcorn on July 18, 2010, 08:10:02 pm
Orbitting works pretty much the same way it does IRL.

Do we even know the world is flat?  Anyone start an adventurer out as far east west as you could, and then try to walk off the edge?

Assuming the world is flat it is not without depth.  For all we know the planet could be a cube.

Tried it, can't be done but the fact that there is a sun and moon rising everyday is fact enough to say the world is round. It's not just implemented. Also, I think Toady_One's getting a kick out of reading our speculation on this marvel.

This spire, it's just like Energizers.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on July 18, 2010, 08:31:32 pm
Orbitting works pretty much the same way it does IRL.

Do we even know the world is flat?  Anyone start an adventurer out as far east west as you could, and then try to walk off the edge?

Assuming the world is flat it is not without depth.  For all we know the planet could be a cube.

Tried it, can't be done but the fact that there is a sun and moon rising everyday is fact enough to say the world is round. It's not just implemented. Also, I think Toady_One's getting a kick out of reading our speculation on this marvel.

This spire, it's just like Energizers.
Again, infinitagonal prism.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: dragnar on July 18, 2010, 08:33:29 pm
Of course, if the worlds are a prism with an infinite number of sides, then this spire must be visible from a good quarter of all genned worlds!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on July 18, 2010, 08:39:04 pm
Nonsense! This a Dwarf planet we are talking about here.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Christes on July 18, 2010, 09:01:15 pm
... and the groans were audible.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 18, 2010, 09:11:24 pm
You should be sent to the Underworld for not knowing what a dwarf planet is.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Porpoisepower on July 18, 2010, 09:14:13 pm
It just occured to me that  THE Red Dwarf is a MINING ship.  Silly me, thinking it was named a after a star.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on July 18, 2010, 09:23:54 pm
I'm in the dark here. Who is groaning and why? What's the "Red Dwarf"? Who didn't know what a Dwarf planet is?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 18, 2010, 09:27:02 pm
I'm in the dark here. Who is groaning and why? What's the "Red Dwarf"? Who didn't know what a Dwarf planet is?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on July 18, 2010, 09:38:35 pm
1. Where did Pluto come into this?
2. Pluto is a dwarf planet, not a Dwarf planet.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 18, 2010, 09:39:14 pm
1. Where did Pluto come into this?
2. Pluto is a dwarf planet, not a Dwarf planet.
1. Pluto is a dwarf planet
2. That's the joke :P
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on July 18, 2010, 09:41:39 pm
Huh. Circular logic. I LIKE IT!

Carry on with your regularly scheduled groan.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Creamcorn on July 18, 2010, 09:45:27 pm
Huh. Circular logic. I LIKE IT!

Carry on with your regularly scheduled groan.

I don't get it, but I'll laugh anyway.

By the way, what's the average usage of power for this site?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on July 18, 2010, 10:21:47 pm
[/derail] I've got it!
Urist's Law of Relativity #1
The higher the Z-level, the larger the Z-level.
eg. At Z-level 0 (Yes 140 from where your wagon drops) 7/7 is slightly above a human's head. At Z-level 100, 7/7 water is about at the shoulders of a adolescent Bronze Colossus.

If you follow the formula put forth by Dwarves, a child is 1/4 of a normal creature. So an adolescent would be around 1/2, or 1/3 for a small one, of the size of a normal creature. A normal BC is 20,000,000 size. That puts an adolesant between 6,666,667 size and 10,000,000 size. A full grown human is 70,000. Plenty of padding in that law to make a  2000 Z-level tower go to Pluto and back.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Scaraban on July 18, 2010, 10:26:28 pm
[/derail] I've got it!
Urist's Law of Relativity #1
The higher the Z-level, the larger the Z-level.
eg. At Z-level 0 (Yes 140 from where your wagon drops) 7/7 is slightly above a human's head. At Z-level 100, 7/7 water is about at the shoulders of a adolescent Bronze Colossus.

If you follow the formula put forth by Dwarves, a child is 1/4 of a normal creature. So an adolescent would be around 1/2, or 1/3 for a small one, of the size of a normal creature. A normal BC is 20,000,000 size. That puts an adolesant between 6,666,667 size and 10,000,000 size. A full grown human is 70,000. Plenty of padding in that law to make a  2000 Z-level tower go to Pluto and back.
lol
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 18, 2010, 10:26:53 pm
[/derail] I've got it!
Urist's Law of Relativity #1
The higher the Z-level, the larger the Z-level.
eg. At Z-level 0 (Yes 140 from where your wagon drops) 7/7 is slightly above a human's head. At Z-level 100, 7/7 water is about at the shoulders of a adolescent Bronze Colossus.

If you follow the formula put forth by Dwarves, a child is 1/4 of a normal creature. So an adolescent would be around 1/2, or 1/3 for a small one, of the size of a normal creature. A normal BC is 20,000,000 size. That puts an adolesant between 6,666,667 size and 10,000,000 size. A full grown human is 70,000. Plenty of padding in that law to make a  2000 Z-level tower go to Pluto and back.
Relativity?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Scaraban on July 18, 2010, 10:28:48 pm
as in evrything is relative 2 evrything else, first proposed by einstein, although i imagine his made more sense
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on July 18, 2010, 11:29:02 pm
Yes, but this is Ursist's law of relativity!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Porpoisepower on July 19, 2010, 01:30:25 am
I'm in the dark here. Who is groaning and why? What's the "Red Dwarf"? Who didn't know what a Dwarf planet is?

The Red Dwarf was a UNC Mining Ship in the BBC Sci-Fi Comedy by the same name.  It features Lister, the last remaining Human, A hologram named Rimmer, who's job was to annoy Lister. "The Cat" a human like creature evolved over millions of years from Lister's cat.(Lister was put into suspended animation for smuggling his cat aboard). Oh and a robot named Kryton. Imagine Star Trek voyager, as performed by Monty Python.

Good lord, revelation pt 2. The Red Dwarf was infested with CATS...

I wonder if Toady was a fan.  This is starting to freak me out.

Edit: Another revelation... One of the reoccuring antagonists were Gelf's.  And in one episode the crew from the RD trade with them!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on July 19, 2010, 01:40:12 am
New tagline.
"Slaves to Armok: God of Blood
Chapter II: Dwarf Fortress
Red Dwarf: The Game"
Colon cancer (http://tvtropes.org/pmwiki/pmwiki.php/Main/ColonCancer) indeed.

DIET: I don't have to put up with crap, Scaraban (http://objection.mrdictionary.net/go.php?n=4121549).
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: KWSN on July 19, 2010, 02:10:22 am
I'm in the dark here. Who is groaning and why? What's the "Red Dwarf"? Who didn't know what a Dwarf planet is?

The Red Dwarf was a UNC Mining Ship in the BBC Sci-Fi Comedy by the same name.  It features Lister, the last remaining Human, A hologram named Rimmer, who's job was to annoy Lister. "The Cat" a human like creature evolved over millions of years from Lister's cat.(Lister was put into suspended animation for smuggling his cat aboard). Oh and a robot named Kryton. Imagine Star Trek voyager, as performed by Monty Python.

Good lord, revelation pt 2. The Red Dwarf was infested with CATS...

I wonder if Toady was a fan.  This is starting to freak me out.

Edit: Another revelation... One of the reoccuring antagonists were Gelf's.  And in one episode the crew from the RD trade with them!

A dwarf goes to sleep.  He sleeps through an entire tantrum spiral.  He wakes up, only to find an engraving on his wall:

"Engraved on the wall is a message: 'They're dead, Urist.'"
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 19, 2010, 02:29:55 am
I'm in the dark here. Who is groaning and why? What's the "Red Dwarf"? Who didn't know what a Dwarf planet is?

The Red Dwarf was a UNC Mining Ship in the BBC Sci-Fi Comedy by the same name.  It features Lister, the last remaining Human, A hologram named Rimmer, who's job was to annoy Lister. "The Cat" a human like creature evolved over millions of years from Lister's cat.(Lister was put into suspended animation for smuggling his cat aboard). Oh and a robot named Kryton. Imagine Star Trek voyager, as performed by Monty Python.

Good lord, revelation pt 2. The Red Dwarf was infested with CATS...

I wonder if Toady was a fan.  This is starting to freak me out.

Edit: Another revelation... One of the reoccuring antagonists were Gelf's.  And in one episode the crew from the RD trade with them!
I swear I've heard of this before, I forget where though.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Rose on July 19, 2010, 05:36:18 am
I'm in the dark here. Who is groaning and why? What's the "Red Dwarf"? Who didn't know what a Dwarf planet is?

The Red Dwarf was a UNC Mining Ship in the BBC Sci-Fi Comedy by the same name.  It features Lister, the last remaining Human, A hologram named Rimmer, who's job was to annoy Lister. "The Cat" a human like creature evolved over millions of years from Lister's cat.(Lister was put into suspended animation for smuggling his cat aboard). Oh and a robot named Kryton. Imagine Star Trek voyager, as performed by Monty Python.

Good lord, revelation pt 2. The Red Dwarf was infested with CATS...

I wonder if Toady was a fan.  This is starting to freak me out.

Edit: Another revelation... One of the reoccuring antagonists were Gelf's.  And in one episode the crew from the RD trade with them!

A dwarf goes to sleep.  He sleeps through an entire tantrum spiral.  He wakes up, only to find an engraving on his wall:

"Engraved on the wall is a message: 'They're dead, Urist.'"

Wait, are you trying to tell me everybody's dead?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Porpoisepower on July 19, 2010, 06:07:31 am
Alphabetty Spaghetti!!!?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Agamemnon on July 19, 2010, 06:29:25 am
I can't let you do that, Urist. O
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Creamcorn on July 19, 2010, 06:51:12 am
Urist,  Urist,    give     me     your       answer,       do
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Quantum Toast on July 19, 2010, 07:51:00 am
That's nonsense, Untelligent. We live on an infintagonal prism. That is how we have so many different wrolds.
Personally I prefer the term "omnihedron".
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist Imiknorris on July 19, 2010, 02:40:53 pm
"Omnihedron" is a nice word. It has this ring of infinity to it, yet still seems manageable. Just like DF.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: SenorPez on July 19, 2010, 03:10:50 pm
Well Armok's Martini's are probably river spirits, sweet pod rum, magma. Shaken, not stirred.

Why does Armok drink weak martinis?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Quantum Toast on July 19, 2010, 03:46:55 pm
Well Armok's Martini's are probably river spirits, sweet pod rum, magma. Shaken, not stirred.

Why does Armok drink weak martinis?
He forgot the blood.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Toast024 on July 19, 2010, 11:14:30 pm
Well Armok's Martini's are probably river spirits, sweet pod rum, magma. Shaken, not stirred.

Why does Armok drink weak martinis?
He forgot the blood.
[offtopic] Are you me from the future?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Thoth on July 19, 2010, 11:26:14 pm
I'm in the dark here. Who is groaning and why? What's the "Red Dwarf"? Who didn't know what a Dwarf planet is?

The Red Dwarf was a UNC Mining Ship in the BBC Sci-Fi Comedy by the same name.  It features Lister, the last remaining Human, A hologram named Rimmer, who's job was to annoy Lister. "The Cat" a human like creature evolved over millions of years from Lister's cat.(Lister was put into suspended animation for smuggling his cat aboard). Oh and a robot named Kryton. Imagine Star Trek voyager, as performed by Monty Python.

Good lord, revelation pt 2. The Red Dwarf was infested with CATS...

I wonder if Toady was a fan.  This is starting to freak me out.

Edit: Another revelation... One of the reoccuring antagonists were Gelf's.  And in one episode the crew from the RD trade with them!
I swear I've heard of this before, I forget where though.
Is unsurprisingly all on youtube and ofc other places, go search it out, most of the series are great.
Spoiler (click to show/hide)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: gtmattz on July 19, 2010, 11:26:26 pm
Well Armok's Martini's are probably river spirits, sweet pod rum, magma. Shaken, not stirred.

Why does Armok drink weak martinis?

Yeah... I would think armok drinks magma martinis with a blood spritzer served in an ☼Adimantium Martini Glass☼ with a goblin head instead of an olive.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: andfhe on July 20, 2010, 12:00:22 am
NO, I REFUSE TO LET YOUR FILTHY DWARVEN HANDS DEFILE THIS GIFT FROM ARMOK! YOU SHALL NOT TOUCH IT! ARMOK WILL NOT STAND FOR YOUR INSOLENCE!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: VerdantSF on July 20, 2010, 01:13:06 am
Sometimes I'm happy that I joined this community and I'm able to witness such things.
Heheh, same here!  I totally thought the OP was exaggerating at first.  And then I began to read the thread.  I am in awe.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Thoth on July 21, 2010, 09:00:48 am
I've yet to bother stitching this monster together, but i shall attempt it today, here's the entire tower, 2074z is the top, last one is at a colossal 2250z, which would make one hell of a death dive / noble mandate solution.
Spoiler (click to show/hide)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Jetsquirrel on July 21, 2010, 09:10:05 am
MY GOD that thins is huge we must build a swimming pool at the bottom level and let one of the dwarf jump from the top of that thing
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 21, 2010, 09:21:24 am
That's just insane. It's not until you can look at the entire thing that you can really see how massive this thing is.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: deoxys413 on July 21, 2010, 09:24:47 am
MY GOD that thins is huge we must build a swimming pool at the bottom level and let one of the dwarf jump from the top of that thing

23rd Timber:
     Urist McSwimmer: CANNONBAAAAAAAAAA-

1st Obsidian:
     Urist McSwimmer: AAAAAAAAAAAAAAAAA-

23rd Obsidian:
     Urist McSwimmer Died after doing an awesome cannonball
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Funtimes on July 21, 2010, 09:34:43 am
MY GOD that thins is huge we must build a swimming pool at the bottom level and let one of the dwarf jump from the top of that thing

23rd Timber:
     Urist McSwimmer: CANNONBAAAAAAAAAA-

1st Obsidian:
     Urist McSwimmer: AAAAAAAAAAAAAAAAA-

23rd Obsidian:
     Urist McSwimmer Died after doing an awesome cannonball


22nd Obsidian:
Urist McSwimmer has died of thirst.


Everyone cancels pool party: giblets everywhere.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Hokan on July 21, 2010, 03:59:01 pm
Urist Mcman cancels attend party: attending party.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ShdwFlm on July 21, 2010, 04:07:50 pm
Long time lurker, signed up just to post this.  :o

Hopefully it's stitched to your standards, gentlemen.

"Small":
(http://img534.imageshack.us/img534/6994/holysh10pc.png)

Medium:
Spoiler (click to show/hide)

Large: [GIF; 293 kB]:
Spoiler (click to show/hide)

Large: [PNG; ~1.2 MB]:
Spoiler (click to show/hide)


Daaaamn.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dermonster on July 21, 2010, 04:09:08 pm
oh god.

any word from the bird toad?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MaximumZero on July 21, 2010, 05:12:17 pm
Someone needs to make a website that slowly scans its way up the spire, whilst Also Sprach Zarathusa plays in the background.

Instant awesome overload. ^_^
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Thoth on July 21, 2010, 05:29:50 pm
Long time lurker, signed up just to post this.  :o

Hopefully it's stitched to your standards, gentlemen.
curses you beat me to it ah well, i have a 25mb png if anyone really wants it, 4608 x 43092 pixels :P
here was my attempt i did a few hours ago but got hilariously sidetracked;
Right here we go, final stitch, its only linking to a low res version until i manage to find somewhere that doesnt auto downmix;
Spoiler (click to show/hide)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: NightmareBros on July 21, 2010, 05:44:57 pm
You know what this means?
1. Climb tower
2. build fort on top of tower
3. Mine Moon
4.?????
5. Fun.

Also, YOUR PICK IS THE PICK THAT SHALL PIERCE THE HEAVENS

Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Rumrusher on July 21, 2010, 05:48:12 pm
well to skip years of digging up you could warp your miners and dig downwards stairwell.
I can see a mega project being built on this like a large dwarven space station.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Creamcorn on July 21, 2010, 07:03:00 pm
(http://img534.imageshack.us/img534/6994/holysh10pc.png)(http://i482.photobucket.com/albums/rr183/dyno-byte/dayum.jpg)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: nbonaparte on July 21, 2010, 09:04:06 pm
You know, you could probably memory hack a 2000 z-level max height at world-gen.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: dragnar on July 21, 2010, 09:08:27 pm
Wait, does mining work as long as you don't touch the tower? If so, you could dig out everything around it to collapse the whole thing.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: goffrie on July 21, 2010, 10:05:18 pm
Wait, does mining work as long as you don't touch the tower? If so, you could dig out everything around it to collapse the whole thing.

No, apparently the save is bugged to the point that no workers will pick up any tools (i.e. no mining).
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 21, 2010, 10:17:57 pm
Wait, does mining work as long as you don't touch the tower? If so, you could dig out everything around it to collapse the whole thing.

No, apparently the save is bugged to the point that no workers will pick up any tools (i.e. no mining).
Which really sucks, because it would be so awesome to collapse that thing.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Daywalkah on July 21, 2010, 10:22:23 pm
I'm going to find a way to launch kittens at the spire until I collapse the thing. Though this is impossible, I will try it anyway.

FOR SCIENCE!!!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Rose on July 21, 2010, 11:26:42 pm
I think I know what could be the issue.

the entire area is counted as being teh underworld.


try makind down stairs, I think those work on slade.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 21, 2010, 11:58:28 pm
I think I know what could be the issue.

the entire area is counted as being teh underworld.


try makind down stairs, I think those work on slade.
The problem is that the dwarves won't even pick up their tools.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Quantum Toast on July 22, 2010, 05:33:30 am
I think I know what could be the issue.

the entire area is counted as being teh underworld.


try makind down stairs, I think those work on slade.
The problem is that the dwarves won't even pick up their tools.
Picking something up off the ground would require looking away from the spire.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: LordSlowpoke on July 22, 2010, 05:47:27 am
I think I know what could be the issue.

the entire area is counted as being teh underworld.


try makind down stairs, I think those work on slade.
The problem is that the dwarves won't even pick up their tools.
Picking something up off the ground would require looking away from the spire.

Solution; Mod out your dwarves' eyes.

I thought I'll never have an occasion to say this again, this being .31 and such. But I demand that someone tries it.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MaDeR Levap on July 22, 2010, 12:41:38 pm
I am amazed that this glitch did not just crash DF when deploying map on embark screen. OP was very lucky to get bug that was selfcontained (no infinite loops, for example).

It is small wonder. It would be big wonder, if normal gameplay (aside of one-digit FPS) would be possible. I wonder, is this because of corrupted save - or map itself, technically correct, but too big, cause this behaviour (no picking equipment etc). Maybe, say, some timing mismatch, because on that large map some things can take unexceptedly long time.

Anyway, it would be nice if Toady would check it. We want to routinely play that large embark areas in 2020, right? ;]
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Eric Blank on July 22, 2010, 01:25:34 pm
I am amazed that this glitch did not just crash DF when deploying map on embark screen. OP was very lucky to get bug that was selfcontained (no infinite loops, for example).

It is small wonder. It would be big wonder, if normal gameplay (aside of one-digit FPS) would be possible. I wonder, is this because of corrupted save - or map itself, technically correct, but too big, cause this behaviour (no picking equipment etc). Maybe, say, some timing mismatch, because on that large map some things can take unexceptedly long time.

Anyway, it would be nice if Toady would check it. We want to routinely play that large embark areas in 2020, right? ;]

From other people's attempts to embark on the location again, it's just a bug that occurred once, and would be a miracle if your computer happened to be thinking the same things at the same time to make it happen again (I'm betting it was somehow caused externally by the computer performing multiple tasks at the same time, and glitched, leading to DF[and probably the other programs] to be corrupted.) All the other embark attempts in that world and in worlds genned from the same param set came out with a perfectly [un]boring [evil] grassland [full of undead horrors], no tower was present, no apparent glitches. But hey, maybe they were all lying and want to keep the awesomeness to themselves.  :-X

yay for glitches that leave things partially playable :P
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Xvareon on July 22, 2010, 02:11:21 pm
Hell ya... I'll probably try and make something out of this provided my computer doesn't crash from its sheer awesomeness.  I'll make an entire army of Adamantine-equipped Dwarves and go slaughter the hidden fun stuff or something.  This kind of find is absolutely incredible, just think, we can make almost anything from Adamantine from weapons to stone structures to trap components to picks to clothing.  I'm very likely to end up getting a LOT of artifacts involving Adamantine, hopefully some holy swords or something.  Been wanting to do this for a while actually, make a temple city where every soldier is labeled Paladin carrying equipment of holy metal to slaughter the fiends of darkness.  You made my day, thanks again!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Toast024 on July 22, 2010, 02:36:52 pm
Read the Goddamn thread. The adamantine is not mine able. Nothing on the map is. NOTHING AT ALL!

NOTHING
NADDA
ZILCH
ZERO
EL ZULCHOMONDO
OTHER WORDS THAT MEAN NOTHING
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: dragnar on July 22, 2010, 02:47:21 pm
That's because you aren't trying hard enough.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Xvareon on July 22, 2010, 08:00:51 pm
God I just can't run this map... I can't even go 10 seconds unpaused without the game crashing.  This is torture, I tell you!  We'd need a friggin supercomputer to run this map.  I can actually visualize the spire leading into outer space, though, since it's such a dense and heat-resistant mineral that it could probably withstand the extreme temperature of the atmosphere.  If not the top of the spire would probably turn into a molten adamantine magma flood from the sky.  JUDGMENT IS AT HAND!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: cbpye on July 22, 2010, 09:01:07 pm
That image... my God...

Thoth, ShdwFlm, thanks for your work on that!

The first step towards getting this thing mineable, is getting it playable.  There's several thousand empty z-levels above the top of this thing.  If we could cut all but 15 of those z-levels off, somehow, it might make the map a little more FPS-friendly.

The next step should be figuring out why these dwarves will make tools and move tools to stockpiles, but won't actually equip them in order to use them outside of military purposes (they did pick up stuff when told to do so as a military squad, but they dropped them as soon as their orders were cancelled or they went inactive).

Once we can trim some z-levels off and get dwarves to at least pick up their tools, mining should be no problem since they already can smooth the walls of the spire and carve fortifications to it i.e. they know that the spire is there, they know they can path to it, and they are able to work on it.

Since everything I've heard about this map so far implies that Windows users are unable to run it (due to crashing), getting these steps would require someone running the game on Linux (possibly 64-bit Linux, specifically) and poking around in the RAM while the game is running, comparing things that are or are not happening with things that should or should not be happening when the game runs normally.  And that's waaaay out of my league.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: gilesguy on July 22, 2010, 09:28:09 pm
I don't know much about modding, but could you mod the dwarves to not need picks to mine without having to gen another world? What happens if you add the tag that lets picks dig tiles to, say, the dwaves hands?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 23, 2010, 12:20:48 am
I don't know much about modding, but could you mod the dwarves to not need picks to mine without having to gen another world? What happens if you add the tag that lets picks dig tiles to, say, the dwaves hands?
I'm pretty sure that picks being required is hardcoded into the game.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Eric Blank on July 23, 2010, 04:19:36 am
There's no way to mod it to not require an item to dig/cut wood. You could change the item to anything you want (or maybe just any weapon), but the game is hard-coded to require one. I'm actually fairly certain that in order to cut wood, you MUST have a weapon that uses the axeman warrior skill when used as a weapon (there's no tag in the entity to define the woodcutting item like there is for the digging item though). You'd probably also have to regen the world, as changes to the entity_whatever files that control civs have never been considered when you edit the game. The entities refuse to change until regenned, but you can change anything else without regenning, as long as you recognize that nothing new will show up. I like to play with the raws :P

Still, you're gonna have to get those picks and axes into their hands somehow, preferably in such a way that the game recognizes that they are now carrying and weilding the item in ways other than just showing in their inventory, which is probably what would happen if you used a utility to teleport them into their hands, but that should be considered if anyone knows how to make one/dfhack can do that (I don't use DFhack or any other utilities.) then it's at least worth a shot.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on July 23, 2010, 04:31:45 am
Since everything I've heard about this map so far implies that Windows users are unable to run it (due to crashing), getting these steps would require someone running the game on Linux (possibly 64-bit Linux, specifically) and poking around in the RAM while the game is running, comparing things that are or are not happening with things that should or should not be happening when the game runs normally.  And that's waaaay out of my league.
Unless I'm mistaken, it would require real hardcore hacking to do that stuff. The only way I can think of to change the map is via world.sav editing, which requires a program that can read .sav's. I've no clue myself as to why they can't pick stuff up. My only guess would be that it came with the bug that made the spire.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Thoth on July 23, 2010, 05:14:41 am
Well out of idle curiosity, i got this running on one of my pcs with xubuntu on it, i would like to say it ran fine but the main thing is it ran. I constructed a bunch of workshops but obviously only have the wood that came with the wagon, i tried dropping a constructed wooden wall onto the ground from a z level above, i'm going to move up a few more z then drop bauxite down, see if i can't strike the earth. Perhaps the spire is far more pervasive and the entire maps normal mats are infused with adamantine? :P, I'm just trying it out on my main pc but in a 'nix vm, my god its running almost speedily (comparatively), if i by some miracle fathom a way to survive long enough to migrants, theres a remote chance they might do something. I hope that running it in 31.11 might make it playable, but am doubtful. I think we are meant to be as awestruck as the dwarves, and just stare at the spire. I shall see what i can see, and report back with any findings. So;
(http://i732.photobucket.com/albums/ww328/1th0th1/stand_back_square_0.png?t=1279879960)

Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dante on July 23, 2010, 05:22:59 am
You should be able to survive via herbalism/farming, then trading food. Doesn't help with the FPS/mining/woodcutting issues, though.

Wait, can you designate plant gathering?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Thoth on July 23, 2010, 06:57:30 am
You should be able to survive via herbalism/farming, then trading food. Doesn't help with the FPS/mining/woodcutting issues, though.

Wait, can you designate plant gathering?
Well I've not seen them do it, but as far as i can tell anything which doesn't require a tool works. I had completely neglected to do a farm until you mentioned it, I've managed to make a depot out of the coke, and a dorm room & meeting hall under the ramp/wall/floor spiral, shall see how high I go before I run out of building materials, and I can probably reclaim the mechanic and mason workshop. I have been attacked by a few skeletal and zombie groundhogs, but the dogs seem to have taken care of them with minimal wounds.
Piccie of progress by the spire;
Spoiler (click to show/hide)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dante on July 23, 2010, 08:19:19 am
If you're not averse to cheating, you can always mod the soapmaker/smelter reactions to give you raw building materials.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Thoth on July 23, 2010, 08:35:43 am
If you're not averse to cheating, you can always mod the soapmaker/smelter reactions to give you raw building materials.
Does that bypass needing to regen the world then? I've got it running on linux 31.11, no change alas, but i really didn't expect it to work suddenly. Well if i can magic some materials i could build a castle, i can fish however, and I've got some bone crafts being made since the zombie / skeletal groundhogs keep getting themselves killed. Can't see any harvestable plants, and the first couple of places i put a farm i don't have any seeds for, I'm hoping due to the weirdness of this map that irrigating a section might help, but if not, I'll have to wait until a caravan turns up and hope the dwarves like sushi.

Oh and in the vm with 2 cores a few gb of ram i'm getting 14-16 whole fps! woo  ::)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Haspen on July 23, 2010, 08:48:10 am
Oh and in the vm with 2 cores a few gb of ram i'm getting 14-16 whole fps! woo  ::)

With wrong game graphical settings you can have even 4 cores and it won't help.

Also, Core A = Dwarf Fortress Only, Core B = EVERYTHING Else.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Aescula on July 23, 2010, 08:54:03 am
Build a staircase all the way up the middle of the monolith and STRIKE THE SKY.
Mine out the sky and sell mugs made of air to the elves!
Nonsense!  The obvious thing to do is to prepare a pumpstack, and KILL THEM WITH OUTER SPACE!

Seconded. What should we name the page?
The Spine of the World
The Tower of Armok.
The Lead of Armok's pencil.
Armok's Loins >_>

Lost the quote box for this one:
Yes.  To cut down trees, you need a weapon with the [AXE] tag.  Hence why training axes destroy trees.

I know.  I late-post.  I do this constantly.  's why I'm rarely on forums.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Thoth on July 23, 2010, 09:02:30 am
Oh and in the vm with 2 cores a few gb of ram i'm getting 14-16 whole fps! woo  ::)

With wrong game graphical settings you can have even 4 cores and it won't help.

Also, Core A = Dwarf Fortress Only, Core B = EVERYTHING Else.
Well I've got 4 cores, 2 are in use by the vm,  and by looking at system monitor it's alternating between the vms core 1 / 2 @ 100%, I'll leave nix to do what it thinks is best, on windows i usually give DF the last 2 cores, then play something turn based on a different one whilst I wait for production orders or ridiculous mega projects to fail miserably. :P
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: goffrie on July 23, 2010, 09:07:40 am
The map lacks any plants. I've survived for a year so far on fishing and a little bit of cheaty-farming (magicked some water onto the "underground" area under the spire) and assassinating a few wolves with magma but I haven't gotten any migrants with picks.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Haspen on July 23, 2010, 09:30:40 am
Oh and in the vm with 2 cores a few gb of ram i'm getting 14-16 whole fps! woo  ::)

With wrong game graphical settings you can have even 4 cores and it won't help.

Also, Core A = Dwarf Fortress Only, Core B = EVERYTHING Else.
Well I've got 4 cores, 2 are in use by the vm,  and by looking at system monitor it's alternating between the vms core 1 / 2 @ 100%, I'll leave nix to do what it thinks is best, on windows i usually give DF the last 2 cores, then play something turn based on a different one whilst I wait for production orders or ridiculous mega projects to fail miserably. :P

Buuut... DF doesn't support multithreading*? Isn't it making the 'giving few cores to DF' pointless then?

*Unless I haven't noticed something.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: dragnar on July 23, 2010, 09:32:30 am
The graphics rendering has been offloaded to a second core now I believe.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Thoth on July 23, 2010, 09:34:38 am
I like to think it stops one core getting hammered as it spreads the load a little, and with the vm, its using one for the OS and one for DF. If the graphics have been offloaded as well then all the more reason, thanks for that dragnar i think your right. :P
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: AltF8 on July 23, 2010, 09:36:27 am
I assume it has crossed everyone's minds that perhaps it's simply Armok's will that this site cannot be mined. He might consider it desecration.

Of course, on the other hand, Armok might just assume his Dwarves will try anyway and will use the site as amusement.

I watch the flailing of Sciencetm to whatever end with the same enthusiasm as the Blood God himself. Forwards and upwards!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Hokan on July 23, 2010, 12:13:24 pm
Urist Mcminer cancels dig: Staring at spire.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Toast024 on July 23, 2010, 12:17:51 pm
What if we set ademantine to melt/boil at a low temp? I wan't to see what happens if it suddenly goes *poof*.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Shurikane on July 23, 2010, 12:30:18 pm
Jesus.  Tapdancing.  Christ.


OK, if my machine wasn't based on an Athlon 3000+, I would so embark on that map, build a fort around the spire and engrave the HELL out of it.

Then I'd turn the place into a thing reminiscent of STALKER and call my faction the Monolith.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Igfig on July 23, 2010, 12:36:21 pm
What if we set ademantine to melt/boil at a low temp? I wan't to see what happens if it suddenly goes *poof*.
Wouldn't work.  Stone only boils after you dig it out.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Xvareon on July 23, 2010, 12:49:19 pm
Not if you make it ignite like coal  8)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: slink on July 23, 2010, 12:58:28 pm
Not if you make it ignite like coal  8)
Even then you have to dig it out.  In 40d I tried making obsidian flammable to see if I could make the world catch fire, and nothing happened.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 23, 2010, 02:08:32 pm
Not if you make it ignite like coal  8)
Even then you have to dig it out.  In 40d I tried making obsidian flammable to see if I could make the world catch fire, and nothing happened.
Here at Bay12, we're constantly looking for ways to set the world on fire.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist McTaverish on July 23, 2010, 02:11:00 pm
Not if you make it ignite like coal  8)
Even then you have to dig it out.  In 40d I tried making obsidian flammable to see if I could make the world catch fire, and nothing happened.
Here at Bay12, we're constantly looking for ways to set the world on fire.
Sigged!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Toast024 on July 23, 2010, 02:19:08 pm
What if we mod dwarfs to fly, and put a burrow on top of the spire. That would be KRAZEH~~~! It would serve no purpose, but it would rock.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 23, 2010, 02:22:51 pm
Not if you make it ignite like coal  8)
Even then you have to dig it out.  In 40d I tried making obsidian flammable to see if I could make the world catch fire, and nothing happened.
Here at Bay12, we're constantly looking for ways to set the world on fire.
Sigged!
I think that's my second post that's gotten into a signature. :D

What if we mod dwarfs to fly, and put a burrow on top of the spire. That would be KRAZEH~~~! It would serve no purpose, but it would rock.
This. Somebody do this.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: nbonaparte on July 23, 2010, 02:46:58 pm
31.11 has a noticeable FPS increase. Windows users may even be able to run it.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: expwnent on July 23, 2010, 02:54:09 pm
Not if you make it ignite like coal  8)
Even then you have to dig it out.  In 40d I tried making obsidian flammable to see if I could make the world catch fire, and nothing happened.
Here at Bay12, we're constantly looking for ways to set the world on fire.

I don't want to set the world on fire
Oh wait, I do.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Xvareon on July 23, 2010, 03:04:14 pm
We'll need a supercomputer just to run this map for over 10 seconds without crashing.  If we tried to make the pillar collapse the game would probably crash from the strain of moving so many tiles of rock at once.  Then again it's not really the pillar that's causing the problem, it's the absolutely insane number of Z-levels this whole thing creates.  Since there is no way to remove entire Z-levels from the game the spire is doomed to only be a pretty thing to look at instead of a huge adamantine temple complex or city or whatever.  Still, you have to admit, it DOES look awesome!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: The Yellow Peril on July 23, 2010, 03:06:33 pm
Not sure if anyone has posted this already, but: I've been having a trouble mining through the NORMAL adamantine spires, let me elaborate. It seems that digging down into them in a straight lile is okay, but if I stop, let my miners go away for a bit, and then designate them to continue digging, they wont do it at all. I've always assumed this a bug, and it just happened to me again and made my suddenly realise what if this is the reason people can't dig this spire? Has anyone else experienced this bug in normal games? Anyone got a workaround for it? Because when you find a fix for it, I wouldn't be surprised if this spire becomes mineable. Potentially this could mean one of the next updates will fix the problem and simultanously let us mine it!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Xvareon on July 23, 2010, 03:14:44 pm
Does anyone know how much distance a Z-level is, really?  Could we assume that the 2212 Z-level spire is 2212 stories tall?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Scaraban on July 23, 2010, 03:18:57 pm
Does anyone know how much distance a Z-level is, really?  Could we assume that the 2212 Z-level spire is 2212 stories tall?
theres a huge debate in this very thread     ;D read up
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 23, 2010, 03:31:01 pm
Does anyone know how much distance a Z-level is, really?  Could we assume that the 2212 Z-level spire is 2212 stories tall?
theres a huge debate in this very thread     ;D read up
There's a debate about the dimensions of a z-level in a lot of threads. There's not much that it isn't relative to.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Eugenitor on July 23, 2010, 03:47:54 pm
Well, we can determine it from the pathing. If it's the same as an X or Y movement, then it's the same as an X or Y level. Five feet? (Remember, this is *Dwarf* Fortress)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Quantum Toast on July 23, 2010, 04:01:06 pm
Well, we can determine it from the pathing. If it's the same as an X or Y movement, then it's the same as an X or Y level. Five feet? (Remember, this is *Dwarf* Fortress)
I think it's often assumed that a z-level is as tall as a square is wide (if only because cubes look tidy), but the trouble is that we don't know that measurement either.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: RemusShepherd on July 23, 2010, 04:34:49 pm
Long time lurker.  I registered just to suggest something.  Has anyone tried modding 'pig tail gloves' so that they have the [SKILL:MINING] tag?  That might allow dwarves to mine with what they're already wearing.

Loving this thread, BTW.  This game has the best failure modes.  :)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 23, 2010, 04:38:39 pm
Long time lurker.  I registered just to suggest something.  Has anyone tried modding 'pig tail gloves' so that they have the [SKILL:MINING] tag?  That might allow dwarves to mine with what they're already wearing.

Loving this thread, BTW.  This game has the best failure modes.  :)
"Failure Mode" is when you press "Start Playing".

Also, it's already odd enough to see dwarves mine through stone at these speeds, much less with gloves.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Toast024 on July 23, 2010, 04:39:30 pm
Wait... Did it work?!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist McTaverish on July 23, 2010, 04:58:03 pm
I suggest we construct a smaller tower in the vicinity and use it as an altar to sacrifice enemies in honor of Armok the blood God!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: nbonaparte on July 23, 2010, 05:16:16 pm
That would be possible if you could get stone...
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 23, 2010, 05:40:51 pm
You could embark with a ton of stone and wood, or import them by selling food and stuff.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dante on July 23, 2010, 06:29:30 pm
Or just change the standard smelter reactions to cheaty ones, as I said.

Can dwarves path properly when flying yet? If so, maybe you really could get one up there.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Alkyon on July 23, 2010, 07:13:06 pm
The smelter reactions wouldn't work because then you would have to regenerate the world to use enable the reactions in the dwarf civ.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: dragnar on July 23, 2010, 07:18:04 pm
The smelter reactions wouldn't work because then you would have to regenerate the world to use enable the reactions in the dwarf civ.
Not quite. You can change existing reactions without regenning, you just can't add more.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Funtimes on July 23, 2010, 07:32:05 pm
Who needs lay pewter anyway?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Toast024 on July 23, 2010, 07:35:18 pm
Or just change the standard smelter reactions to cheaty ones, as I said.

Can dwarves path properly when flying yet? If so, maybe you really could get one up there.
They do
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: DaPatman on July 24, 2010, 08:31:46 am
I don't want to set the world on fire
Oh wait, I do.

Sigged.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: KWSN on July 24, 2010, 03:56:31 pm
Question, if one abandons the fort, then reclaims it, is the tower still there?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Aescula on July 24, 2010, 09:27:07 pm
The smelter reactions wouldn't work because then you would have to regenerate the world to use enable the reactions in the dwarf civ.
Not quite. You can change existing reactions without regenning, you just can't add more.
Technically, you have to change the raws that are in the save game folder.  Had to mod foxes that way (I wanted them as pets!)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: denito on July 24, 2010, 10:17:06 pm
 :o  They're mining!  They're mining!  I just had to survive until the second wave of immigrants, which came in mid-Autumn.  Now to save-scum before experimenting with what happens if I undermine the adamantine tower.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MaximumZero on July 24, 2010, 10:27:01 pm
You should upload the save to dffd. For love of dwarfkind! (not that my computer will run it.)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dante on July 25, 2010, 12:27:35 am
:o  They're mining!  They're mining!  I just had to survive until the second wave of immigrants, which came in mid-Autumn.  Now to save-scum before experimenting with what happens if I undermine the adamantine tower.

Oh hells yes.

Have you transferred to 3-11? I noticed when I did with an old save, it fixed all sorts of problems with no militia captains in the noble screen, and pathfinding difficulties, and stuff. Maybe it'll get rid of the excess empty z-levels too!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: denito on July 25, 2010, 01:14:24 am
You should upload the save to dffd. For love of dwarfkind! (not that my computer will run it.)

 :D  As you asked, so answered:  http://dffd.wimbli.com/file.php?id=2804 (http://dffd.wimbli.com/file.php?id=2804)

I did upgrade to 31-11.  I don't know if that affects whether you can also use this updated save in 31.10.

The will mine, but they still won't cut trees, even after I discovered the real underground cavern.  So use your wood wisely (you can deconstruct some of my stuff and rebuild it now with stone to get back some logs).  The caravan is very late, not arriving until almost winter, but they do eventually arrive, and a good thing too because supplies will run low.  Build some adamantine mechanisms to trade with them - one +Adamantine Mechanism+ is work 22K!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: nbonaparte on July 25, 2010, 01:21:24 am
I would also suggest turning off invaders. You don't want more FPS drain than you already have, and that stuff's going to start looking like easy pickings for the goblins and kobolds.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: denito on July 25, 2010, 01:24:31 am
Holy crap this save is so bugged you can dig down into
Spoiler (click to show/hide)
and not encounter any
Spoiler (click to show/hide)
.  Actually I saw a few when I made a fortification into the tube in the beginning, and they wandered off and haven't come back!  The regular stones go all the way down too; there's dirt floors on the same Z-level with
Spoiler (click to show/hide)
!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Vertigon on July 25, 2010, 02:26:25 am
Mine was sort of bugged. I'm not gonna bother to spoiler this; avert your eyes.

I dug down, encountered the caverns and then hit the magma sea. The weird thing? As I breached the magma sea, I breached hell. My magma sea was pouring into hell.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 25, 2010, 07:00:00 am
Mine was sort of bugged. I'm not gonna bother to spoiler this; avert your eyes.

I dug down, encountered the caverns and then hit the magma sea. The weird thing? As I breached the magma sea, I breached hell. My magma sea was pouring into hell.
That's even more awesome than draining the ocean into Hell.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MetalSlimeHunt on July 25, 2010, 07:03:17 am
Mine was sort of bugged. I'm not gonna bother to spoiler this; avert your eyes.

I dug down, encountered the caverns and then hit the magma sea. The weird thing? As I breached the magma sea, I breached hell. My magma sea was pouring into hell.
That's even more awesome than draining the ocean into Hell.

Of course, this just means you have to drain the ocean into hell as well. But there is no ocean near the spire. Damn.

The Spire reminds me of The Spire from Fable 2, except awesome and a glitch.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Quantum Toast on July 25, 2010, 08:38:02 am
The Spire reminds me of The Spire from Fable 2, except awesome and a glitch.
The Tattered Spire? Yeah, that occurred to me too a while ago.

Pity we don't know how to use it. Unless Denito wished "I wish I could mine here".
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MetalSlimeHunt on July 25, 2010, 08:46:45 am
Pity we don't know how to use it. Unless Denito wished "I wish I could mine here".
But then, in the event we're going evidence with .23a, this is just one big mass hallucination and/or demon magic altered tower of galenia. Still cool, but damn if that isn't absurd bait. Really, this would be a great demon plan if it wasn't a glitch. People build up their lives around this giant tower of supermetal, using it and using it untill they mine it down to hell... at which point the stuff that the've been using for everything all turns into useless silver and the demons kill everyone.

Wait. In Fable 2, Lucien had to work thousands of people to death to make The Spire work. Perhaps our Spire will respond to the same treatment. Let the mass dwarven sacrifice begin!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 25, 2010, 08:57:44 am
Let the mass dwarven sacrifice begin!
Begin? When did it end?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MetalSlimeHunt on July 25, 2010, 09:02:34 am
Let the mass dwarven sacrifice begin!
Begin? When did it end?
When we were distracted by the giant fucking pillar of adamantine.

Unrelated: I wonder if anyone has enough processing power to survive cutting out a bottom layer of The Spire?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Christes on July 25, 2010, 10:26:30 am
I seriously doubt it.  Just *ordering* a tile to be mined causes it to crash for me.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MetalSlimeHunt on July 25, 2010, 10:31:27 am
Well, in the event anyone has a supercomputer/can run Crysis, they should try it.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: tskiller on July 25, 2010, 10:49:19 am
Wait, so have we gotten this working yet? I don't have time right now to dig through all 32 pages but from what it sounds like we haven't.

Im at work right now but I have an i7 at home overclocked to 4.0 ghz, but I've gotten it up to 4.5 stable before. I can disable hyperthreading since dwarf fortress doesn't multithread and I should be able to get the frequency even higher.

Never thought a text based game would require me to push my overclocking abilities past what I consider safe :D 8)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MetalSlimeHunt on July 25, 2010, 10:50:35 am
The game has been reacting...strangely, to say the least.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: tskiller on July 25, 2010, 10:51:37 am
brings new meaning to the term "stack overflow"  ;)

Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Christes on July 25, 2010, 10:57:42 am
Well, in the event anyone has a supercomputer/can run Crysis, they should try it.

My computer would have no trouble with crysis, but this is too big.

Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Randomtask on July 25, 2010, 11:16:31 am
The idea that an ASCII-based game can bring most computers to a grinding halt like this is pretty awesome.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Toast024 on July 25, 2010, 11:20:15 am
Did anyone try that thing with the gloves yet?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MetalSlimeHunt on July 25, 2010, 11:22:13 am
The idea that an ASCII-based game can bring most computers to a grinding halt like this is pretty awesome.
Seriously. Toady used the least CPU straining option for graphics, the game isn't even out of alpha, and it still produced somthing we cannot overcome with modern computers.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Christes on July 25, 2010, 11:34:29 am
Did anyone try that thing with the gloves yet?

Code: [Select]
*** Error(s) found in the file "data/save/region13/raw/objects/item_gloves.txt"
ITEM_GLOVES_GLOVES:Unrecognized Item Definition (Gloves) Token: SKILL
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: FreakyCheeseMan on July 25, 2010, 11:53:49 am
I think you all have got this figured wrong.

You're thinking this spire is a trap set by demons, or a holy site set by Armok.

What it actually is is Armok's own personal spear, thrown to kill hell.

Sadly it got stuck before it could get all the way, so it's up to dwarves to cause a cave-in to deliver it the final few z-levels.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 25, 2010, 12:04:37 pm
The idea that an ASCII-based game can bring most computers to a grinding halt like this is pretty awesome.
Seriously. Toady used the least CPU straining option for graphics, the game isn't even out of alpha, and it still produced somthing we cannot overcome with modern computers.
It's quite easy to create something that modern computers can't handle. Forkbombs for one.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: NightmareBros on July 25, 2010, 12:05:32 pm
Quote
Armok's own personal spear
oh god someone make a comic of this immeadeatly
[MANDATE]
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: FreakyCheeseMan on July 25, 2010, 12:07:35 pm
The idea that an ASCII-based game can bring most computers to a grinding halt like this is pretty awesome.
Seriously. Toady used the least CPU straining option for graphics, the game isn't even out of alpha, and it still produced somthing we cannot overcome with modern computers.
It's quite easy to create something that modern computers can't handle. Forkbombs for one.

Well, yeah, I've done that a few times when I fucked up on programming competitions. But to have a project so epic that, even when programmed *well*, it still overruns modern computers... that's something.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 25, 2010, 12:11:02 pm
The idea that an ASCII-based game can bring most computers to a grinding halt like this is pretty awesome.
Seriously. Toady used the least CPU straining option for graphics, the game isn't even out of alpha, and it still produced somthing we cannot overcome with modern computers.
It's quite easy to create something that modern computers can't handle. Forkbombs for one.

Well, yeah, I've done that a few times when I fucked up on programming competitions. But to have a project so epic that, even when programmed *well*, it still overruns modern computers... that's something.
That depends on how you define "well". Well-written forkbomb? Although it is rather difficult to screw up a forkbomb if you're purposely trying to make one.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: FreakyCheeseMan on July 25, 2010, 12:16:28 pm
The idea that an ASCII-based game can bring most computers to a grinding halt like this is pretty awesome.
Seriously. Toady used the least CPU straining option for graphics, the game isn't even out of alpha, and it still produced somthing we cannot overcome with modern computers.
It's quite easy to create something that modern computers can't handle. Forkbombs for one.

Well, yeah, I've done that a few times when I fucked up on programming competitions. But to have a project so epic that, even when programmed *well*, it still overruns modern computers... that's something.
That depends on how you define "well". Well-written forkbomb? Although it is rather difficult to screw up a forkbomb if you're purposely trying to make one.
Sorry, I was unclear. I mean it's something to overwork a modern computer when you're a good programmer, and you're not trying to. Obviously a well-written bit of malicious code could do it.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MetalSlimeHunt on July 25, 2010, 12:21:03 pm
The idea that an ASCII-based game can bring most computers to a grinding halt like this is pretty awesome.
Seriously. Toady used the least CPU straining option for graphics, the game isn't even out of alpha, and it still produced somthing we cannot overcome with modern computers.
It's quite easy to create something that modern computers can't handle. Forkbombs for one.

Well, yeah, I've done that a few times when I fucked up on programming competitions. But to have a project so epic that, even when programmed *well*, it still overruns modern computers... that's something.
That depends on how you define "well". Well-written forkbomb? Although it is rather difficult to screw up a forkbomb if you're purposely trying to make one.
Sorry, I was unclear. I mean it's something to overwork a modern computer when you're a good programmer, and you're not trying to. Obviously a well-written bit of malicious code could do it.
See, I originaly meant this about creating such an event within DF, without modding it for that result.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Cotes on July 25, 2010, 12:26:01 pm
Don't most modern computers and even the programming languages themselves have some failsafes against things like forkbombs though? I'd imagine it takes some knowledge to work around them, although obviously it's easier to break a waterproof system than it is to make one.

The idea that an ASCII-based game can bring most computers to a grinding halt like this is pretty awesome.
Seriously. Toady used the least CPU straining option for graphics, the game isn't even out of alpha, and it still produced somthing we cannot overcome with modern computers.
It's quite easy to create something that modern computers can't handle. Forkbombs for one.

Well, yeah, I've done that a few times when I fucked up on programming competitions. But to have a project so epic that, even when programmed *well*, it still overruns modern computers... that's something.
That depends on how you define "well". Well-written forkbomb? Although it is rather difficult to screw up a forkbomb if you're purposely trying to make one.
Not really. Unoptimized alpha versions do that pretty often from what I've gathered, plus you don't really need graphics to overwork CPU, just a huge number of entities it needs to track.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Shrugging Khan on July 25, 2010, 12:29:30 pm
My programming skills end at html, so enlighten me: What's a forkbomb?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Christes on July 25, 2010, 12:37:42 pm
wikipedia is always nice:

http://en.wikipedia.org/wiki/Fork_bomb
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MetalSlimeHunt on July 25, 2010, 12:39:42 pm
If I understand it right, you create a process that exists only to create two copies of itself, and this goes on untill the computer can no longer keep up?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on July 25, 2010, 12:41:17 pm
My programming skills end at html, so enlighten me: What's a forkbomb?
It is an infinite loop that starts other infinite loops that start more infinite loops... There's even a way to make them fill up hard drives, by copying files or something similar.
Here's a quick example batch file, if it was named fork.bat. I think this would work anyway.
Code: [Select]
:a
start fork
goto a
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Vertigon on July 25, 2010, 01:19:28 pm
We need to drop the spire clear into hell, and finish what Armok started.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Toast024 on July 25, 2010, 01:44:28 pm
Someone should make a DFhack utility that turns blocks into empty space. Would be the most useful thing ever.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: denito on July 25, 2010, 03:31:46 pm
Let the mass dwarven sacrifice begin!
Begin? When did it end?
When we were distracted by the giant fucking pillar of adamantine.

Unrelated: I wonder if anyone has enough processing power to survive cutting out a bottom layer of The Spire?

I cut out a bottom layer of the spire.  I have a pretty fast computer, and I left it running for over 24 hours waiting for the game to unpause after the epic cave-in - but it never finished.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: denito on July 25, 2010, 03:35:58 pm
Wait, so have we gotten this working yet? I don't have time right now to dig through all 32 pages but from what it sounds like we haven't.

It's working for me.  You just have to survive enough seasons, wait it out until you get enough migrants for your population to unlock the underground features.  I can mine now but I still can't cut trees, but I requested logs from the liaison.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dante on July 25, 2010, 04:17:32 pm
Anyone got it working on MSWindows yet?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Christes on July 25, 2010, 04:28:10 pm
What do you mean by "working"?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Toast024 on July 25, 2010, 04:33:22 pm
Wait, so have we gotten this working yet? I don't have time right now to dig through all 32 pages but from what it sounds like we haven't.

It's working for me.  You just have to survive enough seasons, wait it out until you get enough migrants for your population to unlock the underground features.  I can mine now but I still can't cut trees, but I requested logs from the liaison.
YOU CAN MINE?! Upload your save.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: FreakyCheeseMan on July 25, 2010, 04:37:55 pm
Have we even established that this thing is finite yet? Not just generating extra layers whenever we look even higher?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Toast024 on July 25, 2010, 05:05:19 pm
I just found something just like this. EXCEPT I found it in adventure mode, and it caved in on me as soon as I saw it. Gonna see if its still there.
EDIT
Yes it is, but instead of being adamantium, the entire first cavern level is in mid air.

http://dffd.wimbli.com/file.php?id=2820
SAVE FILE

EDIT 2 ELECTRIC BOOGALOO
Embarking crashed DF

EDIT 3: SNAKE EATER
500TH REPLY! OH YEA THIS IS HAPPENIN!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: numerobis on July 25, 2010, 05:22:51 pm
YOU CAN MINE?! Upload your save.
Look up a couple pages.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on July 25, 2010, 11:32:24 pm
Does anyone know how much distance a Z-level is, really?  Could we assume that the 2212 Z-level spire is 2212 stories tall?
See Urist's Law of Relativity a few pages back.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Beeskee on July 26, 2010, 01:23:28 am
This... this is beautiful.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: cbpye on July 26, 2010, 07:19:43 am
Reading that got me to open the save again.  I've got some shell crafts made (high master bone crafter arrived), and Autumn is fast approaching.  Everyone else's skills are getting rusty.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Quantum Toast on July 26, 2010, 08:19:04 am
Let the mass dwarven sacrifice begin!
Begin? When did it end?
When we were distracted by the giant fucking pillar of adamantine.

Unrelated: I wonder if anyone has enough processing power to survive cutting out a bottom layer of The Spire?

I cut out a bottom layer of the spire.  I have a pretty fast computer, and I left it running for over 24 hours waiting for the game to unpause after the epic cave-in - but it never finished.
Reality's twisted around this thing like spaghetti round a fork. Not even DF knows what happens when you destroy it.

Hell, maybe the spire is time itself, and the reason nothing's happening after you break it is because nothing can happen anymore.

-----

Which would explain why nobody posted in this topic for a week and a half...
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Saposhiente on August 05, 2010, 11:27:54 am
I notice that nobody has tested this on a mac...
Downloading .12 .11 and .10 for good measure now
(Snow leopard)
First Try: Params on .12
Report 1:...ooh this guy is slow to tire and likes steel, bolts and breastplates :D... but no spire :(

2nd Try: OP's save on .12
No mining, but WOO 13 FPS! Take that everyone else! :P
Demons suddenly disappear at level 90-200, no longer on unit screen.

3rd Try: Migrant-ified save on .12
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: McDwarf on August 05, 2010, 11:55:25 am
I tried it on my macbook (os X 10.6.4) with two versions of DF (don't remember which).

Generating with seed resulted in no spire.
The uploaded save 'worked' with spire, if you accept dwarves not digging or killing trees working.
I did not try allowing years to pass to see if migrants would inspire dwarves to start digging.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Encased in burning magma on August 05, 2010, 12:42:32 pm
Well-written forkbomb?

while(1)
fork();


I really don't see how to do that better.

edit: hmmm... maybe pthreads would be faster...
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Saposhiente on August 05, 2010, 02:04:28 pm
Code: [Select]
:(){ :|:& };:Enter that on unix. You know you want to.

Also, new update
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Saposhiente on August 05, 2010, 03:05:16 pm
Interesing... (OP's save) It seems that the demons keep going up to some level (which based on the bugger's speed can't be any more than 100) and then are erased from existence by some divine atom-smasher (No actual bridges found)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: DFPongo on August 05, 2010, 03:59:48 pm
Fee Fi Fo Fum
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Encased in burning magma on August 05, 2010, 04:07:26 pm
Fee Fi Fo Fum

*«+ Adamantine Bean seed bag+»*
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MetalSlimeHunt on August 05, 2010, 04:12:59 pm
I think I know why we're having problems mining this. The sight of the adamantine is so impossible to the dwarves that it snaps their fragile minds down retroactively through the ages, turning Dwarf-Prime insane at the birth of the world. Dwarf-Prime proceeds to murder Human-Prime, Elf-Prime, Goblin-Prime, and Kolbold-Prime. Dwarf-Prime then starves to death, dooming the world to be a barren and dead rock, which kills all your present dwarves.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Saposhiente on August 05, 2010, 05:53:18 pm
Update Update: Two shade haunts got to 47 and 48, waited in place for a while, then ceased to exist. Maybe Armok himself is smiting them, and the pillar is a trap to their doom?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Saposhiente on August 05, 2010, 06:20:24 pm
Pearl demon moved from 47 to 48 then immediately ceased to exist. I think it's the critical level.
Lv 49
(http://img818.imageshack.us/img818/459/screenshot20100805at409.png) (http://img818.imageshack.us/i/screenshot20100805at409.png/)
Lv 48
(http://img408.imageshack.us/img408/459/screenshot20100805at409.png) (http://img408.imageshack.us/i/screenshot20100805at409.png/)
Lv 47
(http://img815.imageshack.us/img815/459/screenshot20100805at409.png) (http://img815.imageshack.us/i/screenshot20100805at409.png/)
I notice that 48 is the first level to have no "open space" just floor and undiscovered. I also notice that the only overlapping tiles are "Open space" on the level below. Lastly, 49 has nothing but undiscovered, as do the levels above it.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MaximumZero on August 05, 2010, 06:25:56 pm
Here I thought that this couldn't get any weirder, and you've proven me very, very wrong. Congratulations.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Saposhiente on August 05, 2010, 06:37:00 pm
Hey! Two wrongs make one wrong apparently. It lets you soil farm without mud. Combined with the shadow of the adamantine pillar, this could be sustainable sans mining, with some help from The Talking Experiment. Wall them together with a few beds and a farm plot...

Incidentally, if you define it as "The topmost value of nothing" then Maximum Zero must actually be Negative Infinity! Just, by the way. :P
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MaximumZero on August 05, 2010, 06:38:28 pm
Above ground farming is always available with no mud.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Saposhiente on August 05, 2010, 06:39:52 pm
Its bugged on this version. That or my other fortressed is re-bugged.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Saposhiente on August 05, 2010, 06:43:21 pm
Interesting... The space is marked "Inside dark subterranean" but it wants above-ground seeds.

Update: All the demons except four salt ghosts have disappeared. Said ghosts are just sitting on level -5, not moving.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MaximumZero on August 05, 2010, 06:58:52 pm
Interesting... The space is marked "Inside dark subterranean" but it wants above-ground seeds.

Okay, see, now that's interesting. Also, WTF!?

Incidentally, if you define it as "The topmost value of nothing" then Maximum Zero must actually be Negative Infinity! Just, by the way. :P

The mathematical maximum value for zero is actually .49999repeating. (As far as I'm aware. Math majors are free to flame me.) Numbers .5 and above round to 1. Basically, my name is rule of cool.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MaximumZero on August 05, 2010, 07:00:06 pm
Its bugged on this version. That or my other fortressed is re-bugged.

Are you farming below ground crops on the surface? I don't seem to understand the situation.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Saposhiente on August 05, 2010, 07:05:31 pm
Incidentally, if you define it as "The topmost value of nothing" then Maximum Zero must actually be Negative Infinity! Just, by the way. :P

The mathematical maximum value for zero is actually .49999repeating. (As far as I'm aware. Math majors are free to flame me.) Numbers .5 and above round to 1. Basically, my name is rule of cool.
Thats Maximum (round(x)=0)
Being the maximum value of no set means that for every set of numbers, there is at least one number greater than it. So, actually, I was wrong. It's not Negative Infinity. Its -(1/0), because 1/0 is greater than every number, including infinity. :P :P :P
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Saposhiente on August 05, 2010, 07:06:44 pm
Its bugged on this version. That or my other fortressed is re-bugged.

Are you farming below ground crops on the surface? I don't seem to understand the situation.
The shadow of the adamantine pillar provides "Inside dark subterranean" spaces because there was (and is) ground above them on embark.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Saposhiente on August 05, 2010, 07:36:13 pm
Another note: Hitting 'zoom to location' on the screams brings me to lv -41
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Solace on August 05, 2010, 07:38:32 pm
1/0 is greater than every number, including infinity. :P :P :P
Actually 1/0 is infinity, which is also not a number. :P
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Saposhiente on August 05, 2010, 07:47:16 pm
1/0 is greater than every number, including infinity. :P :P :P
Actually 1/0 is infinity, which is also not a number. :P
The real question here is: What is infinity times zero?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on August 05, 2010, 07:53:05 pm
1/0 is greater than every number, including infinity. :P :P :P
Actually 1/0 is infinity, which is also not a number. :P
1/0 is undefined, unless you use some weird alternate mathematical model. But with a normal number line, it's undefined.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dermonster on August 05, 2010, 07:56:53 pm
Quote
"Can you tell me what's eight, times four, divided by zero?"
"lim epsilon approaching zero plus of eight times four divided by epsilon... 10:47AM on Sunday."

THERE IS NO RELEVANCE.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Saposhiente on August 05, 2010, 08:01:10 pm
Re-summary post for Snow Leopard
Seed on .12 = No spire
Savegame on .12 = Previously observed behavior with dwarves refusing to pickup equipment. Other observations:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Now starting Try 3: Dentio's save (http://dffd.wimbli.com/file.php?id=2804), on .12
1/0 is greater than every number, including infinity. :P :P :P
Actually 1/0 is infinity, which is also not a number. :P
1/0 is undefined, unless you use some weird alternate mathematical model. But with a normal number line, it's undefined.
That depends on your definition of infinity times zero. If it's zero, 1/0 is undefined (but greater than infinity). If it's any number (= 0/0) then x/0 = infinity for x > 0
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dante on August 06, 2010, 12:47:09 am
All these demons "ceasing to exist"...

In the new version, all creatures disappear from the units screen if they also disappear into unexplored areas on the map. It seems more likely to me that this is what is happening. And in a file so glitched, it could even have bits of the map recorded as being unexplored even if you can see the tiles.

And even more likely if they're all disappearing at exactly the same point.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: denito on August 06, 2010, 01:27:01 am
In my game, the demons ceased to exist and I've had the tube wide open and been chilling inside the tube with no ill effect (I've been using floors of the tube for dwarf bedrooms.  I've also dug all the way down past where the tube ends on the bottom and to where the slade starts and still no more demons.  There's a place where normal rock meets slade, and you can tunnel through the normal rock to the slade and dig a ramp, which produces a slade stone, but you can't actually get into the slade square to retrieve said stone.  So far I've tried constructing a ramp, tried constructing stairs, no go.  I tried constructing a floor and a bridge and into the mined out slade tile and the slade stone vanishes after you do that.  Next I'm going to try washing a slade stone out with water, see if dropping water over it will push the stone out onto regular rock.

I believe the game thinks that the level where that is at is magma sea, because magma is coming in at the sides, but falls into the abyss immediately.  I'm in the process of creating a "sprinkler system" over the edge of the magma sea, to hopefully create an obsidian wall to keep the magma in check so it will neither fall into the abyss nor flood the slade level.  I'm hoping when that is completed that stopping the magma flow will give me a few extra FPS.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: melomel on August 06, 2010, 05:16:51 am
So.  Much.  Win.  =O

Downloaded and lovingly archived for the day I replace my dino PC.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: abadidea on August 06, 2010, 07:37:17 pm
Running on Linux, getting a steady 10FPS, build a ramp/walls out of coke from which to pour water onto a field.

But I just came DANG close to oopsing and invoking the OOM killer. I run without swap because "who needs swap with this much RAM anyways"  ;D

Edit: Oooops. Protip: completely close out of DF each time you save the Spire. The memory usage ballooons
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Kaelem Gaen on August 12, 2010, 05:32:20 am
Wow... this is... wow.....

insane.

(TV tropes linked me, TV tropes you bastards)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: necrodoom on August 12, 2010, 06:42:10 am
duplicate raws much?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Porpoisepower on August 12, 2010, 07:37:25 am
0 has no value... it's a glorified place holder.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MaximumZero on August 12, 2010, 07:50:45 am
Yes, but they were discussing (because of my name, actually,) the maximum value possible for zero. That conversation is waaaay above my head.

On topic: Still can't run the spire. This makes me sad.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on August 12, 2010, 05:17:21 pm
1/0 is greater than every number, including infinity. :P :P :P
Actually 1/0 is infinity, which is also not a number. :P
The real question here is: What is infinity times zero?
The real real question is: What is infinity divided by zero RUMBLERUMBLE..... POINT FIVE OH GOD, POINT FIVE!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Quantum Toast on August 12, 2010, 07:35:34 pm
1/0 is greater than every number, including infinity. :P :P :P
Actually 1/0 is infinity, which is also not a number. :P
The real question here is: What is infinity times zero?
The real real question is: What is infinity divided by zero RUMBLERUMBLE..... POINT FIVE OH GOD, POINT FIVE!
Forty-two.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Jacob/Lee on August 12, 2010, 08:42:03 pm
*Stares up to the spire in awe*
Urist Mcexpedition leader: Men, we're gonna be legends.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Ralith on August 15, 2010, 12:45:35 pm
o.o
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: sjaakwortel on August 15, 2010, 02:01:52 pm
time to have fun with -1^1/2, its like math class
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: sockless on August 16, 2010, 01:36:29 am
This must be that massive spire into space they were talking about on the wiki.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Simmura McCrea on August 16, 2010, 05:23:15 am
time to have fun with -1^1/2, its like math class
i. It's not that hard a question.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: sjaakwortel on August 16, 2010, 11:57:44 am
good, have a cookie
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: nbonaparte on August 16, 2010, 11:59:24 am
time to have fun with -1^1/2, its like math class
oddly, all the results below the calculation on google are porn.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on August 16, 2010, 12:23:58 pm
time to have fun with -1^1/2, its like math class
oddly, all the results below the calculation on google are porn.
Damn, your right. WTF?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Toast024 on August 16, 2010, 12:40:35 pm
Thats hilarious.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Antsan on August 16, 2010, 01:07:00 pm
1/0 is greater than every number, including infinity. :P :P :P
Actually 1/0 is infinity, which is also not a number. :P
This is not true, 1/epsilon (where epsilon is one number that is smaller than all positive reals and bigger than zero) is infinity and 1/0 is still undefined. For further explanation, look here: http://en.wikipedia.org/wiki/Surreal_Numbers (http://en.wikipedia.org/wiki/Surreal_Numbers)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist Imiknorris on August 16, 2010, 01:23:30 pm
time to have fun with -1^1/2, its like math class
oddly, all the results below the calculation on google are porn.
Damn, your right. WTF?
Actually, result #2 is:
Cuteness Pet Store - - Dogs: Indoor, Outdoor Pet Home
Lixit Dog Waterer 1/2 gallon. 2 votes. Reviews Write a Review. Average Rating: Based on 2 paw ratings with 0 reviews ...
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on August 16, 2010, 02:02:47 pm
time to have fun with -1^1/2, its like math class
oddly, all the results below the calculation on google are porn.
Damn, your right. WTF?
Actually, result #2 is:
Cuteness Pet Store - - Dogs: Indoor, Outdoor Pet Home
Lixit Dog Waterer 1/2 gallon. 2 votes. Reviews Write a Review. Average Rating: Based on 2 paw ratings with 0 reviews ...
You search in images, and (with moderate SafeSearch) this is what you get. With SafeSearch off, you get real hc porn. o.o I wonder how much would be jailbait......
Spoiler (click to show/hide)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist Imiknorris on August 16, 2010, 03:58:34 pm
Third one down, third one from the right. I know it really isn't, but the context strongly suggests a penis.

But that's irrelevant. What matters is
(http://www.kaitaia.com/funny/pictures/ThreadHijack/thread_direction.gif)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: iceball3 on August 16, 2010, 04:41:08 pm
1/0 is greater than every number, including infinity. :P :P :P
Actually 1/0 is infinity, which is also not a number. :P
The real question here is: What is infinity times zero?
The real real question is: What is infinity divided by zero RUMBLERUMBLE..... POINT FIVE OH GOD, POINT FIVE!
Forty-two.
funny, i always thought the most was this:
0.0(repeating)9(repeating)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MetalSlimeHunt on August 16, 2010, 04:46:49 pm
We're lucky that this is only off topic. Considering how The Spire acts, we're lucky that causality still exists at all.

EDIT: Wee! Orwellian editing!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: nbonaparte on August 16, 2010, 04:53:33 pm
as opposed to formality, correct?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on August 16, 2010, 05:24:26 pm
Spoiler (click to show/hide)
On that topic, typing in thread derail in to images gives this.
(http://i40.tinypic.com/35jl5xg.jpg)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MaDeR Levap on August 16, 2010, 05:37:48 pm
So we can oficially consider this thread derailed? Whew, about time after all these pages...

Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist Imiknorris on August 17, 2010, 01:15:59 am
I think the rails were destroyed.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dermonster on August 17, 2010, 01:34:25 am
This thread.

(http://cheezburger.com/Builder/Preview/?source=http%3A%2F%2Fimages.cheezburger.com%2Fimagestore%2F2010%2F7%2F17%2F34d4b35b-75b1-40e6-a405-d77092074e7d.png&top=Seriously.&topAlign=left&middle=How%20the%20fuck%20did%20we%20manage%20to%20do%20this%3F&midAlign=left&bottom=We%20have%20a%20spire%20of%20adamantine.%20Get%20to%20work.&botAlign=left&font=Impact&fontSize=25&fontStyle=outline&fontOpacity=100&fontColor=White&fontBold=true&fontItalic=false&fontUnderlined=false)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: cbpye on August 17, 2010, 01:51:11 am
...what the hell happened here?

My dwarves would dig a little, then stop, then I'd have to do something, then they'd dig a little, then stop.  All at 15 FPS.  Couldn't bear to play like that. :(  Still have the save file.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Toast024 on August 17, 2010, 10:17:07 am
So have we done everything we can do with the map? I understand X FPS is murder, but I used to play with 13 FPS, on normal forts. So don't give up. Set Dwarve speed to 0, and get to work.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on August 17, 2010, 06:49:45 pm
Where do you go to change the speed of dorfs? Can't seem to find it.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ed boy on August 17, 2010, 07:35:10 pm
The dwarfs don't have their speed explicitly declard in the raws (if I remember corrently), so you have to manually add in a tag for speed to the dwarf entry. Just stick it somewhere near the top, to avoid it getting lumped up in the caste tags.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Galick on August 17, 2010, 08:49:51 pm
The dwarfs don't have their speed explicitly declard in the raws (if I remember corrently), so you have to manually add in a tag for speed to the dwarf entry. Just stick it somewhere near the top, to avoid it getting lumped up in the caste tags.
Yeah, but doesn't that require rebooting the whole game?  As in, no more God Whisker plunged into the ground to kill HFS?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dante on August 17, 2010, 08:57:30 pm
Nope.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: nbonaparte on August 17, 2010, 09:24:33 pm
The dwarfs don't have their speed explicitly declard in the raws (if I remember corrently), so you have to manually add in a tag for speed to the dwarf entry. Just stick it somewhere near the top, to avoid it getting lumped up in the caste tags.
Yeah, but doesn't that require rebooting the whole game?  As in, no more God Whisker plunged into the ground to kill HFS?
put it in the save raws.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: carebear on August 18, 2010, 05:34:40 pm
Just a headsup quote for those who can't be bothered to read through all the pages. Awesome was here.
Long time lurker, signed up just to post this.  :o

Hopefully it's stitched to your standards, gentlemen.

"Small":
Spoiler (click to show/hide)

Medium:
Spoiler (click to show/hide)

Large: [GIF; 293 kB]:
Spoiler (click to show/hide)

Large: [PNG; ~1.2 MB]:
Spoiler (click to show/hide)


Daaaamn.

Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Beeskee on August 18, 2010, 07:51:40 pm
Anyone have a link to a working save? As in, one that a fort can be built in?

Edit: This is the only link I've found other than the ones on the front page. http://dffd.wimbli.com/file.php?id=2804  - Is this it?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Untelligent on August 18, 2010, 08:06:16 pm
As long as we're reposting screenshots, here's a handful from that Overseer thread incase nobody's seen those yet.


From the ground looking up:
http://i.imgur.com/mlno8.png

From the top looking down:
http://i.imgur.com/c1B2s.png
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Galick on August 18, 2010, 08:09:47 pm

From the ground looking up:
http://i.imgur.com/mlno8.png

My god that is incredible.  No wonder the dwarves don't like working  with this thing.  I would stare at it for eternity too.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Devonus on August 22, 2010, 03:28:58 am
omg, i just started DF not that long ago, and i fel head over heals, i stumbled upon the wiki article and thought it was just a bug/gimmick from DF's past, imagine my surprise when i find this article, now impose further surprise when i get to the point where the save works.... now imagine my dissapoint when my stupid computer dies 3 seconds after embark (i wasn't quick enough on the pause button)

Still, i feel as giddy as a teenager about to lose his virginity.... honestly i think i may even be giddier
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Shurikane on September 01, 2010, 11:55:27 am
OH GOD DAMMIT MY FPS.  D:


Protip: if you try to tackle on that fort, make sure you have a killer CPU.  Otherwise you'll hit barely 4 with your starting dorfs.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist McIsaac on September 01, 2010, 12:32:55 pm
i just embarked to a place with almost 3000 z level of admantine :O it was glorious! unfortunately the gods of FPS forbid me from such a marvelous adamantine tower to heaven. :C
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Gearheart on September 01, 2010, 01:25:29 pm
Post the save or I'm not believing that.

You can see why I'm suspect, since this is like a 1:1000000 occurance as it is. Besides, not being able to embark on it wouldn't stop you from copying the save, right?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dariush on September 01, 2010, 01:38:16 pm
If you can't post the save, at least post a screenshot.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: lordnincompoop on September 01, 2010, 01:48:55 pm
omg, i just started DF not that long ago, and i fel head over heals, i stumbled upon the wiki article and thought it was just a bug/gimmick from DF's past, imagine my surprise when i find this article, now impose further surprise when i get to the point where the save works.... now imagine my dissapoint when my stupid computer dies 3 seconds after embark (i wasn't quick enough on the pause button)

Still, i feel as giddy as a teenager about to lose his virginity.... honestly i think i may even be giddier
That is one long sentence.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on September 01, 2010, 02:58:54 pm
i just embarked to a place with almost 3000 z level of admantine :O it was glorious! unfortunately the gods of FPS forbid me from such a marvelous adamantine tower to heaven. :C
Did you really find another spire? Or are you just talking about the same one?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist McIsaac on September 01, 2010, 03:43:30 pm
super face palm! it was a new spire and no I did not save an image. Now i'm really kicking myself in the pants though, i had no idea it was such a rare occurrence. I would have the saved and took screen shots and everything. :C
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Devonus on September 01, 2010, 05:04:18 pm
@lord
Yeah thats what happens when your drunk one evening and stumble upon armocks Pecker in the forums.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist McIsaac on September 02, 2010, 12:18:18 pm
Spoiler (click to show/hide)

My Spire! I found it, I remembered to reclaim! Oh the glory and the FPS terror. Sorry about the crappy screen shots, if you want more just ask. I'm never going to destroy this world.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Flaede on September 02, 2010, 12:26:39 pm
Haha. I'm going to check this out out. See if my computer can handle it.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: m1k3y4e7 on September 02, 2010, 01:02:03 pm
Spoiler (click to show/hide)

My Spire! I found it, I remembered to reclaim! Oh the glory and the FPS terror. Sorry about the crappy screen shots, if you want more just ask. I'm never going to destroy this world.

Can you mine!?! if so, post the save now please, I must accept Armok's divine challenge to cave it in to make a mountain instead of a great needle, then to make a fort in this mountain. maybe even a gigantic temple.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: claer_runway on September 02, 2010, 01:11:14 pm
yopu know, i think the only reason that the spire is only 2000-odd levels high rather than infinity is because it goes off the side of the map. someone should abandon then embark right next to the previous embark
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist McIsaac on September 02, 2010, 01:58:19 pm
Spoiler (click to show/hide)

My Spire! I found it, I remembered to reclaim! Oh the glory and the FPS terror. Sorry about the crappy screen shots, if you want more just ask. I'm never going to destroy this world.

Can you mine!?! if so, post the save now please, I must accept Armok's divine challenge to cave it in to make a mountain instead of a great needle, then to make a fort in this mountain. maybe even a gigantic temple.

no i cant mine, as soon as i unpause my FPS drops like a rock. How does one post a save file? i'll try the other embark thing though.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist McIsaac on September 02, 2010, 02:10:58 pm
yopu know, i think the only reason that the spire is only 2000-odd levels high rather than infinity is because it goes off the side of the map. someone should abandon then embark right next to the previous embark

I tried embarking next to my spire ,first time crashed DF, second time i got a world of magma and deep caverns with super FPS. I think i'll need a super computer.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Toast024 on September 02, 2010, 02:33:35 pm
Make the save's folder to a .rar or something, then upload it here
http://dffd.wimbli.com/
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: atomfullerene on September 03, 2010, 12:26:43 am
If you can get it to work, carve longcat into the spire and throw kittens off the top. 
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Flaede on September 03, 2010, 12:58:22 am
There's a Dwarf on a road
all Adamantine and cold
And she's carving a stairway to heaven

When she gets there she knows
It's Economy:NO
With no coins she'll still get royal bedrooms

Ooh, ooh, ooh, ooh, ooh
And she's carving a stairway to heaven
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MaximumZero on September 03, 2010, 09:26:38 pm
*lighter salute*
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on September 03, 2010, 10:07:56 pm
Waves Lighter

There's a (d)-(s)mooth on the wall
But she wants to cave more
'Cause you know sometimes pipes have
Some wholes in them

On a pick by the brook
There's a wambler who sings
Sometimes all of our walls are
Undiggable

Ooh, it's Armok's wonder

Ooh, it's Armok's wonder

Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Shade-o on September 03, 2010, 10:42:08 pm
Spoiler (click to show/hide)


So, is it a coincidence or not that the screenshot is implying that we are seeing a cross-section of it from about 40,000km above the surface?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on September 03, 2010, 10:48:55 pm
ROFLMAO. That is all.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Xenos on September 03, 2010, 10:49:12 pm
The answer is yes
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MaximumZero on September 04, 2010, 09:16:41 am
ROFLMAO. That is all.

Indeed.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: jei on September 06, 2010, 11:31:48 am
Anyone figure out why the dorfs won't cut any wood in this save?

The religious experience of them standing in sight of Armok's Adamantine Spine turned them to elvish morals now?
It looks like a spine to me...

Waiting and getting enough dorfs fixed the digging problem, but what could be causing the wood cutting problem?
Why would dorfs normally stop cutting any wood?

Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Gearheart on September 06, 2010, 11:33:34 am
Basically, upon seeing it, all strength is drained from the dwarves due to the massive amount of awe that they're in, stripping them of their ability to mine or woodcut.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: denito on September 06, 2010, 11:50:54 am
Anyone figure out why the dorfs won't cut any wood in this save?

The religious experience of them standing in sight of Armok's Adamantine Spine turned them to elvish morals now?
It looks like a spine to me...

Waiting and getting enough dorfs fixed the digging problem, but what could be causing the wood cutting problem?
Why would dorfs normally stop cutting any wood?

You have to get enough dwarves to be over the population cap to mine.  Either that also unlocks wood cutting, or you have to "discover" the caverns after that (because the game thinks the topside is also underground).  I can't remember whether my dwarves started chopping wood after mining was unlocked or not.

Edit:  NVM I thought we were still talking about the first spire.  Might apply to the new one too.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: jei on September 06, 2010, 12:25:55 pm
Edit:  NVM I thought we were still talking about the first spire.  Might apply to the new one too.

What second spire? I was talking about the savegame of the first spire that had been played to the point where pop cap had been breached to enable digging.
I'll try digging to the caves and hell to enable tree cutting, though, but I'd think it weird if it was the reason.
And the first cave penetration doesn't seem to have helped. I'll dig deeper. Also only one of the dorfs ever seems to pick up the pick, despite several free miners and picks lying about..

Also if there's a second adamantine spire savegame with different area, where is it? I want it now!

Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on September 06, 2010, 05:04:15 pm
Spoiler (click to show/hide)

My Spire! I found it, I remembered to reclaim! Oh the glory and the FPS terror. Sorry about the crappy screen shots, if you want more just ask. I'm never going to destroy this world.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Bauglir on September 06, 2010, 07:29:10 pm
-snip-
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Medicine Man on September 06, 2010, 07:34:22 pm
I wonder what happens if you make it collapse?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Toast024 on September 06, 2010, 08:04:23 pm
It becomes dig able after 2 sets of migrants.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: krenshala on September 07, 2010, 01:25:36 am
Anyone know if Toady got a copy of the save?  Not being able to mine until you've gotten two waves of migrants is definitely a bug in my book. :D
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist Imiknorris on September 07, 2010, 07:09:50 am
Another one...
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Quantum Toast on September 07, 2010, 01:48:59 pm
I wonder what happens if you make it collapse?
Experiments indicate that time ends.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Shadetree on October 02, 2010, 05:18:39 pm
Using .14 I'm up to hour 12 of collapse calculations pinging 100% on a dedicated core.

either my laptop will melt or it will complete at some point.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Xenos on October 02, 2010, 05:20:58 pm
Using .14 I'm up to hour 12 of collapse calculations pinging 100% on a dedicated core.

either my laptop will melt or it will complete at some point.

You, are my hero.  The question is, will it vaporize all that adamantine, or will it be "insta mined"
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Shadetree on October 02, 2010, 05:25:50 pm
it 'should' drop down to form an unmined adamantine mountain.

Though since the whole map is buggy who knows.  I swear a piece of addy I mined out turned into a different type of stone at one point.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Xenos on October 02, 2010, 05:28:40 pm
oh really?  I thought cave ins like that resulted in vaporizing everything...or does natural stone behave differently?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Untelligent on October 02, 2010, 05:44:04 pm
Natural stone walls (not floors) remains intact when they fall, kinda.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: iceball3 on October 02, 2010, 05:47:22 pm
Yeah. It just drops down, ending up where it lands. It doesn't behave like an entire structure, but rather, each piece that doesn't indirectly connect to the edge of the map becomes independent. so if you have...
Code: [Select]
HHH
OHO
OHO
if H was a wall then digging away the tile beneath the bottom one would make it do this..
Code: [Select]
OHO
OHO
HHH
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Xenos on October 02, 2010, 05:57:52 pm
oh weird.  well, the benefit of this would be hiding any nasty tubes if there are any ;D
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: slothen on October 02, 2010, 06:36:31 pm
im jealous... The only adamantine spire I've found has extended to the top level of the magma sea and NOT ONE GODDMAN LEVEL HIGHER.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MetalSlimeHunt on October 02, 2010, 06:38:34 pm
Well, this is a rather extreme example. Someone should make a program to scramble DF's worldgen data so we can get crazy stuff like this more often.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Shadetree on October 03, 2010, 05:49:46 pm
just bsod after however many hours this would make it. 


I do have the save where all you have to do is pull out a single support to make it drop if anyone else has a beefier core they want to put it one.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Galick on October 11, 2010, 07:06:18 pm
Guys it's been EIGHT DAYS since anyone posted.
Do we have any new information at all?
And please for the love of all that's holy someone get that save and collapse the hell out of this thing.
My computer has a seizure when I try to run a normal fort, let alone this monstrosity otherwise I'd try it myself.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: LealNightrunner on October 11, 2010, 07:21:16 pm
Guys it's been EIGHT DAYS since anyone posted.
Do we have any new information at all?
And please for the love of all that's holy someone get that save and collapse the hell out of this thing.
My computer has a seizure when I try to run a normal fort, let alone this monstrosity otherwise I'd try it myself.

There was another one like this (http://www.bay12forums.com/smf/index.php?topic=67846.0), except it basically rains magma all over the world in addition to having 210k adamantine.  I'm trying to crunch it to something usable but I don't think it will work.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Arkenstone on November 04, 2010, 07:25:50 pm
Using .14 I'm up to hour 12 of collapse calculations pinging 100% on a dedicated core.

either my laptop will melt or it will complete at some point.
So, has it stopped collapsing after a month of processing?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: vadia on November 17, 2010, 09:06:41 pm
does the elevator work in .18?

If not see this thread:  http://www.bay12forums.com/smf/index.php?topic=70942.0 (http://www.bay12forums.com/smf/index.php?topic=70942.0)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: furlion on November 17, 2010, 10:15:01 pm
I am going to toss this out there as an idea. I actually do have access to a super computer. Specifically the 88th fastest super computer (well its a cluster technically) in the world. Now the problem is, I don't have administrator rights, and it uses a version of Linux called CentOS. Now I have some experience with linux, and in using bash in general. The problem is that I don't know if there is any way to get the Linux version of DF to run. If anyone is willing to lend me a hand trying to get it setup, I could devote some time to getting this thing to run and see if I can collapse it. Just a thought.

All praise to Armok!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: nbonaparte on November 17, 2010, 10:43:17 pm
DF is singlethreaded, unfortunately. It can't take advantage of a supercomputer.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: furlion on November 17, 2010, 10:49:55 pm
Well it can and it can't. It can't take advantage of multiple cores. But it can take advantage of huge amounts of RAM, and uninterrupted processing time. A decent core dedicated almost 100% to processing DF will still give improvements over most current home setups. And it won't mean locking someones desktop/laptop up for hours at time. I know its not ideal since its single core, but like I said, it was just an idea.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: nbonaparte on November 17, 2010, 10:50:59 pm
It's also 32 bit. So no. You could contact Toady and see if he'll compile in in 64 bit, but otherwise you're limited with RAM. It's why very large embarks crash.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: vadia on November 17, 2010, 11:08:00 pm
I am going to toss this out there as an idea. I actually do have access to a super computer. Specifically the 88th fastest super computer (well its a cluster technically) in the world. Now the problem is, I don't have administrator rights, and it uses a version of Linux called CentOS. Now I have some experience with linux, and in using bash in general. The problem is that I don't know if there is any way to get the Linux version of DF to run. If anyone is willing to lend me a hand trying to get it setup, I could devote some time to getting this thing to run and see if I can collapse it. Just a thought.

All praise to Armok!
collapse it?  you mean the spire?  nope, if it's like son of there are demons inside.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: furlion on November 17, 2010, 11:09:08 pm
Damn, forgot about the 32 bit RAM limitation. Oh well. Like I said it was just an idea.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: vadia on November 17, 2010, 11:11:39 pm
I put ftp instead of url for son of http://dffd.wimbli.com/file.php?id=3433 (http://dffd.wimbli.com/file.php?id=3433)

Enjoy a (semi)-playable spire.  The dwarves move at about 1 step per second.  Not bad for 1245 z levels spire.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Shurikane on November 18, 2010, 01:53:12 am
My computer has a seizure when I try to run a normal fort, let alone this monstrosity otherwise I'd try it myself.

...Which is exactly why nobody else attempts to collapse it.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist Imiknorris on November 18, 2010, 08:37:30 am
Why don't you try it, O Creator Of The Cubical Project?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Shurikane on November 18, 2010, 11:16:47 am
Why don't you try it, O Creator Of The Cubical Project?

Recognition!  At last!   :D


Anyway, on a serious note: Project Cube slowed down after the moment where I could leave the game on cruise control for extended periods of time.  I'd done all my main workshops, basic architecture and secured a good buffer of food and drinks.

With the spire, just starting the game sets me off at 6 FPS reported but the game stutters like an old Betamax film.  I can barely get anything done at even a basic level without waiting several minutes, no matter which computer I use to run the thing.  In short, it's just not worth the trouble at the moment.  Not unless I can lay my lands on a million dollars and a nitrogen-powered CPU.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Maklak on November 30, 2010, 04:50:00 pm
Code: [Select]
:(){ :|:& };:Enter that on unix. You know you want to.


Yeah, I did something like that once on a campus server, when I was a student. It turned out, this thing spawned like 400 shells, and boged down the email system below usability. Oh, and I couldn't kill it, because kill needs a process to run. Logging out to relog didn't help either :). It got me admiration / complains of my peers and an email from admin :D. It was fun, while also being somewhat scary. They didn't punish me, tough.

As for the spire: Wow, that thing is weird. I don't think Toady will do anything about it, or even comment it. This seems like a one-time glitch, seeing how people were unable to reproduce it from the seed. What would he have to say about it anyway?
 
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Acperience on November 30, 2010, 06:39:39 pm
Code: [Select]
:(){ :|:& };:Enter that on unix. You know you want to.


Yeah, I did something like that once on a campus server, when I was a student. It turned out, this thing spawned like 400 shells, and boged down the email system below usability. Oh, and I couldn't kill it, because kill needs a process to run. Logging out to relog didn't help either :). It got me admiration / complains of my peers and an email from admin :D. It was fun, while also being somewhat scary. They didn't punish me, tough.

As for the spire: Wow, that thing is weird. I don't think Toady will do anything about it, or even comment it. This seems like a one-time glitch, seeing how people were unable to reproduce it from the seed. What would he have to say about it anyway?

Just as planned.
(http://img228.imageshack.us/img228/1700/ikari50364211.jpg)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: breadbocks on November 30, 2010, 08:42:15 pm
Code: [Select]
:(){ :|:& };:Enter that on unix. You know you want to.


Yeah, I did something like that once on a campus server, when I was a student. It turned out, this thing spawned like 400 shells, and boged down the email system below usability. Oh, and I couldn't kill it, because kill needs a process to run. Logging out to relog didn't help either :). It got me admiration / complains of my peers and an email from admin :D. It was fun, while also being somewhat scary. They didn't punish me, tough.

As for the spire: Wow, that thing is weird. I don't think Toady will do anything about it, or even comment it. This seems like a one-time glitch, seeing how people were unable to reproduce it from the seed. What would he have to say about it anyway?
 
Yup. That is a basic fork virus, there.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Saposhiente on December 01, 2010, 12:18:12 am
Summary post for people that can't find stuff, in chronological order:
I'll try to slog through the digable save over winter break.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Ygdrad on January 08, 2011, 02:27:22 am
Thank you Saposhiente for giving us a mineable save. I tried digging under the tower and then channeling around it. Had to stop a few undead critters who tried to interrupt the miner's sacred duty. At some point some rubble from the above floor fell on the miner, but he got back up unharmed and continued to mine, then, as the last tile was to be channeled, the miner stopped and went to "clean self" at a nearby pool, as if to cleanse himself and remove all impurities before completing his task.

As the last square was channeled, the game froze despite having been able to run it at 15-30fps just before :(. I think the world ended at that point.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: LilGunmanX on January 08, 2011, 11:08:28 am
Yeah... Crashes...

1.3 GB of RAM usage... :o
wow, so wait this spire goes so high that it actully makes a loop around the map and comes out from the bottom of the map?!?!

Congrats, OP! By the power of the Linux penguin, you somehow managed to worldgen the planet Armok, similar in makeup to the planet Saturn. The planet's ring is so massive that it actually blocks all sunlight, killing the land around it. Your dwaves refuse to mine altogether, fearing that their picks will be used to defile the holy ring.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Scaraban on January 09, 2011, 02:13:10 am
This is a Necro'd Thread all craftdwarfship was of the highest quality.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist Imiknorris on January 09, 2011, 09:24:07 am
This is a thread that needs occasional necroposting.

It is the original spire.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Qinetix on January 09, 2011, 10:10:33 am
Wath a lucky guy.... adamantine can be used for everithing (xcept beds) , and its xtreemly valuable
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Urist Imiknorris on January 09, 2011, 10:12:17 am
And the demons that show up when he digs too much of it vanish from existence.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Flaede on January 09, 2011, 12:14:12 pm
Make it into a trap, have it collapse on the heads of enemies. That way, they can be honored by having such a structure collapse on them... all 2212 z-levels of it. If only it was slade held up by some other material, since then it would be heavy enough to continue down the rest of the world, break into HFS, and go on...

I do not want a trap that when triggered ends the world any more than I want a flyswatter that would kill the fly by crushing my neighborhood.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ECrownofFire on January 09, 2011, 03:36:35 pm
Make it into a trap, have it collapse on the heads of enemies. That way, they can be honored by having such a structure collapse on them... all 2212 z-levels of it. If only it was slade held up by some other material, since then it would be heavy enough to continue down the rest of the world, break into HFS, and go on...

I do not want a trap that when triggered ends the world any more than I want a flyswatter that would kill the fly by crushing my neighborhood.
Which is to say that you want it very much.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Scaraban on January 09, 2011, 05:00:12 pm
Make it into a trap, have it collapse on the heads of enemies. That way, they can be honored by having such a structure collapse on them... all 2212 z-levels of it. If only it was slade held up by some other material, since then it would be heavy enough to continue down the rest of the world, break into HFS, and go on...

I do not want a trap that when triggered ends the world any more than I want a flyswatter that would kill the fly by crushing my neighborhood.
you're no dwarf...
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: iceball3 on January 09, 2011, 05:02:34 pm
Make it into a trap, have it collapse on the heads of enemies. That way, they can be honored by having such a structure collapse on them... all 2212 z-levels of it. If only it was slade held up by some other material, since then it would be heavy enough to continue down the rest of the world, break into HFS, and go on...

I do not want a trap that when triggered ends the world any more than I want a flyswatter that would kill the fly by crushing my neighborhood.
you're no dwarf...
Or he is very dwarfy. It depends if he wants the Total Local Structural, Terrain, And Fly Destroyer... (TLSAFD)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Flaede on January 16, 2011, 11:03:06 pm
Make it into a trap, have it collapse on the heads of enemies. That way, they can be honored by having such a structure collapse on them... all 2212 z-levels of it. If only it was slade held up by some other material, since then it would be heavy enough to continue down the rest of the world, break into HFS, and go on...

I do not want a trap that when triggered ends the world any more than I want a flyswatter that would kill the fly by crushing my neighborhood.
you're no dwarf...
Or he is very dwarfy. It depends if he wants the Total Local Structural, Terrain, And Fly Destroyer... (TLSAFD)

Give me a swatter long enough, and a place to stand, and I will crush the world?

Naw, it's more I want to enjoy the ensuing destruction. Can't do that while Swatted.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Quantum Toast on January 24, 2011, 01:52:28 pm
Make it into a trap, have it collapse on the heads of enemies. That way, they can be honored by having such a structure collapse on them... all 2212 z-levels of it. If only it was slade held up by some other material, since then it would be heavy enough to continue down the rest of the world, break into HFS, and go on...

I do not want a trap that when triggered ends the world any more than I want a flyswatter that would kill the fly by crushing my neighborhood.
Judging from attempts so far, it's more like a flyswatter that kills the fly by destroying Time itself.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Waladil on February 20, 2011, 05:39:36 am
I just realized what this implies!!!!
It's adamantine all the way down.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Supercharazad on February 20, 2011, 06:08:34 am
I just realized what this implies!!!!
It's adamantine all the way down.

Well NAW.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Flaede on February 20, 2011, 06:09:00 am
And up, it looks like. Reminds me of a Ted Chiang short story about the tower of babel.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Nightwind on March 07, 2011, 12:05:53 am
I just have to say, seeing this linked from TVtropes has me playing again.

Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: krenshala on March 07, 2011, 12:15:09 am
I just have to say, seeing this linked from TVtropes has me playing again.
You left out the link back to TVtropes to suck more people in. :D
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Christes on March 07, 2011, 12:19:12 am
A grievous oversight.  I'll fix it:

Here it is (http://tvtropes.org/pmwiki/pmwiki.php/Community/DwarfFortress)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: flieroflight on March 07, 2011, 03:11:14 am
there is a map in http://www.bay12forums.com/smf/index.php?topic=67846.0 this thread that has at least 2 of these and much magma .
http://www.bay12forums.com/smf/index.php?topic=67846.75 page with pictures in visualisers is here
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MarcAFK on March 07, 2011, 07:51:48 am
3 spires actually except not as high, but, it's totally PLAYABLE! at least when you clear out the magma using dfliquids..
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Twisted Mansions on March 07, 2011, 08:05:19 am
It seems to me you've found a Dwarf Fortress version of the Marker lol
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Scaraban on March 07, 2011, 12:09:51 pm
3 spires actually except not as high, but, it's totally PLAYABLE! at least when you clear out the magma using dfliquids..
that is always a bad idea, unless you like !!Starting Seven!!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Boes on March 07, 2011, 09:32:12 pm
I found one in 31.19 that had two spires both 200+ z levels above ground, and descending 100 or so into the ground.
In this case it is unplayable due to the magma sea and hell being generated on top of each other.
I tried to use dfliquids to clear the lava from hell however, it drained my volcano as well in the process..
I am uploading the save to dffd if anybody wants it..

http://dffd.wimbli.com/file.php?id=3922 (http://dffd.wimbli.com/file.php?id=3922)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MightyJAK on April 22, 2011, 09:31:19 am
Anybody played OP's world in Adventurer mode? I've never experienced HFS, so when I played this map, and dug into the cotton candy as soon as I could. After the fortress was wiped out by clowns, I started an adventurer, choosing "Human, Play Now!" (or Human outsider I think it's called now) to start at the last fortress. Instead of starting on ground level near the dorf's fort, I was on a 1-square ledge with the clown's fort to the left and a yawning abyss (too deep to see the bottom) to the right. The program's RAM usage spike up to 1.5M and my fps was something like 3 frames per MINUTE, the program crashed before I could take more than 2 steps (which took about 15 minutes). I started another new adventurer choosing a human from the town a ways north from the fortress, and the ground was all cracked and the game started with the "You have discovered an eerie cavern..vortices of purple light..glowing pits..yada,yada" message. Again my RAM got eaten and the game crashed before I could do anything. So it looks like that initial cave-in affected a VERY large part of the world around the embark (if the spire is the center of the cave-in).

Theory:
I'm guessing there was a large section of the map with full cavern openness and no passage density (kinda like this: http://df.magmawiki.com/index.php/File:Open100Density00.jpg (http://df.magmawiki.com/index.php/File:Open100Density00.jpg)) in all 3 cavern levels. Without enough natural rock pillars (and adamant spires) to hold it up, the weight of the surface caused it to crash through the empty caverns leaving the adamant spire as the only remnant of the caverns. Or maybe the magma sea in that area drained away for some reason, IDK.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Tlc2011 on June 07, 2011, 07:07:46 pm
Fuck. Yes.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Ig88 on June 10, 2011, 11:42:55 am
Fools! You have found Kadath in the Cold Waste, not far from the forbidden plateau of Leng! Atop this titanic spire-like mountain, who's very foothills are surrounded by the clouds is a massive citadel. Within that dark castle that reaches up to the aether of space itself, the gods of that world frolic in their eldritch and horrendous ways. Turn back now, lest the gods take insult at your folly, and put upon your party a fate worse than death.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: hjd_uk on June 10, 2011, 02:55:32 pm
Holy Hell!

You found a relic of the Ancients, they called it a Spaece E'leva-tor. Climb it and reach the heavens, then dig a stairwell down, down down...

You know what must be done:
(http://www.seattle.net/media/space_needle.JPG)

Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: ArmokGoB on July 12, 2011, 05:44:20 pm
OH MY GOD!!!
IT' ADAMANTINE ALL THE WAY ACROSS THE SKY!!! :o
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: DrCoconut on July 28, 2011, 02:21:49 pm
Hi, im able to get it running on winblows decently fine, i dont have the fps count because i more or less booted up df on a whim when a friend mentioned it crashed most computers and there hasent been a single windows one running it yet.

Screen shots!
http://tinypic.com/r/2dv6ipu/7 (http://tinypic.com/r/2dv6ipu/7)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Nil Eyeglazed on July 28, 2011, 04:46:47 pm
Hi, im able to get it running on winblows decently fine, i dont have the fps count because i more or less booted up df on a whim when a friend mentioned it crashed most computers and there hasent been a single windows one running it yet.

Screen shots!
http://tinypic.com/r/2dv6ipu/7 (http://tinypic.com/r/2dv6ipu/7)

Can't help but notice that you haven't actually dug or built anything.  There were a few that managed to get it to run a little bit, but at godawful fps, and without any designations (trees, mining) working.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: DrCoconut on July 29, 2011, 02:16:28 am
Ive heard somewhere that you have to wait two migrate waves before they decide to pick up there tools, i designated them to mine out the side of the vein, and left it for a bout a half hour. My idlers jumped up and down from 7 -4 but none of them wanted to mine out the designation, i was able to designate the tree chopping and all that jazz, yet none of them feel like doing it. They mainly walk up and down around the embark zone. Ill try it with dwarftherapist tommorow
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: NinjaBoot on February 09, 2012, 03:28:12 am
Any more updates on this? 

Ps.  Where's that save-file again?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Eric Blank on February 09, 2012, 03:31:50 am
There have been a few more spires like this one, including ones that are actually playable. This one is dead, Jim.

Of course I can't find any of them right now. Damnit.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Wannazzaki on February 09, 2012, 03:46:23 am
Do i smell necromancy?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Eric Blank on February 09, 2012, 01:25:48 pm
Indeed. A terrible crime it is.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Loud Whispers on February 09, 2012, 02:11:37 pm
Do i smell hear necromancy?

Nope, just the sound of a glacier bumping into a boulder made out of volatile explosives.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Auto Slaughter on February 09, 2012, 04:02:41 pm
Magma mountains (http://www.bay12forums.com/smf/index.php?topic=67846.msg1626080)
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Dez on February 22, 2012, 08:47:50 pm
Just encountered this for the first time, I'm not a heavy DF player or anything so I didn't know that it was "a thing". I had a collapse right at the the start of the embark and I was pleased to see that it was adamantine (on the surface no less, wow I must be really lucky). I hadn't played DF in over a year so I didn't think +900Z was out of the ordinary.

I started my initial dig with plan number one being building a bridge to get over the river to that adamantine. I was getting <5fps, so I tried toggling some options and restarting for about 30 minutes to no avail. I generated a new world and embarked. FPS was all right in that world, so it had to be something related to the other world itself. Around then it started to click that +900Z might be slightly out of the ordinary. I googled adamantine spire dwarf fortress on a hunch and wound up here.

Pic of the tip: http://i.imgur.com/BYfd7.png
The Region w/ active embark: http://www.mediafire.com/?st1n7se5g48y0vz
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: MagmaSolutionsInc on February 22, 2012, 09:03:20 pm
Try to dig out all the admantine at ground level for dorf !!SCIENCE!! and see if FPS improves when the dust clears? :-D
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: jaxler on February 29, 2012, 07:06:04 pm
great idea!!!!!!!!!
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: FruitBird on January 30, 2016, 05:04:50 pm
http://dffd.bay12games.com/file.php?id=2692
Used the following link to have a crack at this incredible world, but when i loaded the game there was no sign of the active save or world it mentioned.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Edward_Tohr on January 30, 2016, 05:12:07 pm
http://dffd.bay12games.com/file.php?id=2692
Used the following link to have a crack at this incredible world, but when i loaded the game there was no sign of the active save or world it mentioned.

Note that the post just prior to yours was four years ago, and the OP was two years before that.

You'll probably want to try loading it in one of the (http://www.bay12games.com/dwarves/df_31_01.zip) 2010 releases (http://www.bay12games.com/dwarves/df_31_25_win.zip).
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: FruitBird on January 30, 2016, 05:16:30 pm
http://dffd.bay12games.com/file.php?id=2692
Used the following link to have a crack at this incredible world, but when i loaded the game there was no sign of the active save or world it mentioned.

Note that the post just prior to yours was four years ago, and the OP was two years before that.

You'll probably want to try loading it in one of the (http://www.bay12games.com/dwarves/df_31_01.zip) 2010 releases (http://www.bay12games.com/dwarves/df_31_25_win.zip).

It seems like I have the right version, theres just no save file for the spire world in them.
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: Edward_Tohr on January 30, 2016, 05:28:38 pm
Did you unzip the folder into data/save? Works fine for me.

(http://i.imgur.com/LZFqWR3.png)

Maybe it needs version 31.10 (http://www.bay12games.com/dwarves/df_31_10_legacy.zip), and won't work on anything else?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: FruitBird on January 30, 2016, 05:30:19 pm
Did you unzip the folder into data/save? Works fine for me.

(http://i.imgur.com/LZFqWR3.png)

Maybe it needs version 31.10 (http://www.bay12games.com/dwarves/df_31_10_legacy.zip), and won't work on anything else?

The folder I received unzipped into a copy of the game itself, unless I did something wrong?
Title: Re: 2212 z-level above-ground Adamantine Spire
Post by: FruitBird on January 30, 2016, 05:31:33 pm
Never mind, had downloaded the wrong file. Bit of a mixup. It's sunday morning here, brain is not good.