I'm thinking of splitting the "Interesting threads" into "interesting threads" and "interesting dwarves". Cacame, Morul, and Ironblood go in dwarves. Boatmurdered, Urist, and Mermaid Farming go in with threads.Cacame goes into dwarves? I suppose he fits that race more than any other...
All should feel free to comment, discuss, necro, and add their own ideas.Sup.
Sadly this table is unreliable, because grass grows at different rates according to temperature and rainfall...I wouldn't say "unreliable", I would "incomplete but a decent starter". Most embarks with halfway decent vegetation can use it's numbers without really going wrong. If you have a heavier or lesser vegetation you have to modify to suit.
Sadly this table is unreliable, because grass grows at different rates according to temperature and rainfall.
This needs to be stickied please.Agreed.
ThirdiddlyedThis needs to be stickied please.Agreed.
How about AncientEnemy's mist generator (http://df.magmawiki.com/index.php/DF2010:Mist)?
Since he detailed how to make one, all of my fortresses have had one. Placed in a high-traffic area, it's an incredibly efficient happy thought generator.
How about AncientEnemy's mist generator (http://df.magmawiki.com/index.php/DF2010:Mist)? Since he detailed how to make one, all of my fortresses have had one. Placed in a high-traffic area, it's an incredibly efficient happy thought generator.It's not hard to create a simpler two-pump head-to-tail version, if you have two z-levels above the installation spot to play with. It's like a pump stack without a pump on the bottom floor. Just build a statue at the point where the water lands, and power the two pumps externally (like with a water reactor) and away you go. Lower pump count is smaller reactor requirement, and easier placement (horizontally - vertically this will require another floor). It will also produce a little less mist, so it's marginally easier on FPS, if that's an issue.
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This is a side-view that I use for fast-action mist generators. Takes 2 pumps, and can be manually powered very easily by adding some scaffolding nearby. Water goes up one way, then up the second pump, and then waterfalls down into the loop under the floor. I use this frequently to train my migrants/12 year olds in the military, so they don't get the "relieved from duty" mood. Pump operator is a civilian skill, so when they leave active duty they think they have a job to do. In the meantime, mist generation and attribute training. Put a few of these in your dining hall, especially if you arrange the tables so that dwarves sit near the mist, and they work extremely well.
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z-1Updated for the grass table. I'll re-arrange the historical issues later, or just link to the hall of legends and keep this thread down to science, creations, and applicable technology (dwarfnology?). To that end, if anyone has the link to that one thread that explains water movement, I would be much obliged.
How about AncientEnemy's mist generator (http://df.magmawiki.com/index.php/DF2010:Mist)?
Since he detailed how to make one, all of my fortresses have had one. Placed in a high-traffic area, it's an incredibly efficient happy thought generator.
How about AncientEnemy's mist generator (http://df.magmawiki.com/index.php/DF2010:Mist)?
Since he detailed how to make one, all of my fortresses have had one. Placed in a high-traffic area, it's an incredibly efficient happy thought generator.
Oh, is that how you're supposed to do it? I just make water come from the river and empty it into the first cavern layer.
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I think that may backfire if I go long enough.
Not sure if this is a new contribution to knowledge or not..... but the clowns just taught me that:
Even if a piece of rock is directly below a downward staircase, it does not prevent movement via the opening created by the staircase. Flying things will move upward diagonally through the gap and into your fort.
Yeah....
I move against goblin clocks due to their variable nature. Goblins move roughly 1 tiles per 10 steps, but that "roughly" is what makes the clock inaccurate and unreliable. Water clocks are where it's at.The clock in question was used specifically to find a goblin who wasn't "roughly" a 1 tile per 10 steps, but one who was exactly that. Which was a success. Among many other related experiments.
I move against goblin clocks due to their variable nature. Goblins move roughly 1 tiles per 10 steps, but that "roughly" is what makes the clock inaccurate and unreliable. Water clocks are where it's at.
If water is over 7/7 water, then it is under pressure. If it cannot path, such as it's a single 2/7 tile on top of a 7/7 layer in a sealed cistern, then it will spread as if it were on solid land, turning into 2x1/7 tiles. Ironically, because of the positioning, the water will dance atop the water layer, moving around rapidly in some sort of pattern.
Not quite enough results. I'm starting a new fort that I intend to keep for a while (unforeseen Fun withstanding) and will likely create a childcare pit in it. Depending on results, may or may not declare validity.My! I may need to work on inventing prosthetic ears much sooner then I thought I would have to.
What's the word on Dwarven Child care? Too much TV and comic book inspired madness and not enough science?
(...) and I'm fairly sure that gem windows do not allow sight, but I'm not sure. (...)
I've got a question - does tying a door to a lever prevent dwarves from opening it normally? Working on the fort's "Lever of Final Resort" at the moment
I need to go over the thread and see what all I've missed that's worthy of adding. The zombie pit sounds valid for marksdwarves, but melee dwarves will kill the zombies too quickly to gain any experience. My adventurer can down a dwarf corpse in 2 slices of a large dagger. Your axelords can probably stare hard enough to kill a zombie.
It's already in the wiki!
Anyone who wants to make a breast joke, I would assume.
Is a there a desperate thread dedicated to clever and replicate able inventions, such as the mist generator?
Posting to follow, and also to request the skyfort get put in here.