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DF General Discussion / Re: ANNOUNCEMENT: West Coast Dwarf Fortress 2011 Meetup!
« on: April 24, 2011, 05:04:33 am »
Dunno how that posted twice. Delete this? I can't see how.
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Redding? The meetup is going to be in Redding, of all places?^
The whole system sounds like pain isn't working properly.
if,for example,a person felt absolutely no pain,you could very well slice them right up and until there brain stops functioning from lack of oxygen a.k.a bleeding to death or you destroy their brain,they would be technically very much alive.Any living creature however goes into shock,passes out and otherwise might as well be dead from the pain of such an injury until they are really dead.
however,burning should go through flesh and bone much quicker and heat the brain of a creature up/melt it far faster than it is doing currently.
Hammerer.Ouch, was wondering if someone would go there.
Okay, the deal is that I want to build an aqueduct to ferry water from a brook to my fortress.
The brook is in the northeast corner of my map, and my fortress is more or less in the middle.
I plan on building an enclosed pipe out of stone constructions and suspending it in the air. Then, I will use windmills to power a system of pumps, which will bring the water up 5 z-levels to the aqueduct, and transport it (downhill if necessary) to my fortress, where it will pour in from the topmost level to a pool. (Yay waterfall.)
My problem is, how do I get rid of the water?
If I dug a shaft to the bottom of the map, then dug a channel at the bottom of said shaft, would this function as a "bottomless pit" where I could dump all this excess water?
Also, does this overall plan seem sound? Will it work?
As for wall building and its exploit, that could be adressed by making exp gains for "simple" tasks drop off above some skill level. I.e. building rough stone walls will quickly bring Masonry up to Competent (or whatever) but it goes real slow after that. In general, the more critical and expensive the work, the higher the cutoff.
Now that doesn't solve the "stone rings/stone chairs" problem. Perhaps a possible enhancement would be to divide Stonecrafting into only 2 subskills - "large" and "fine" and have each task draw proportionally on one or the other depending on the object.
This is close to an idea/question I had come up today. I somehow underestimated the water pressure on this well I was building and discovered, to my delight, the pond I drained into the depths of my fortress is now pushing its way back up the shaft, flooding my lower levels. For whatever reason, this made me wonder if I could create a sort of fire hose that would jet high pressure water to blast invaders off a ledge. The design in my head involved a roughly J shaped curve that used gravity and screw pumps (?) to increase the pressure enough.
So I learned water can push things, but can it knock creatures around?
Designating certain flammable items - in particular, wooden items, but perhaps also cloth - as a fuel substitute (even at a 1/2 or fractional increment like the smelter) would be a much better solution than wasting additional fuel to get rid of your items.
The killer question here is what happens if you deconstruct said walls; you can farm the same stone ad nauseum for EXP.
Now for stone - or even wood - it's not too big a problem, but if this is applied to metalsmithing, which uses its requisite skills to install walls, then you have a problem.
Embarked on freezing biome. The glacier never thawed naturally, so I set up a system to melt the ice with magma and direct the melted ice to the well, via waterfall.
Except I crossed the magma lines and the melt lines. And didn't use magma-safe materials on what should have been the water side of the line. And put all the levers to the magma supply in a little closet behind the well room, which is now full of magma.
Also: Mass construction?!?
A way to permanently delete items without magma or a pit (or using a drawbridge) would be nice, though an incinerator implies it would use fuel. And that is itself a problem, especially on maps with no coal.
I'm not sure if there's any alternative, though. Still, more dumping options would be nice. We've already got metal recycling, maybe glass could join it. Make a compost heap to turn biodegradable refuse into fertiliser? There's lots of options, I suppose.
However, I think that's at something to a tangent to your suggestion. Perhaps a de[s]troy designation, like [m]elt, [d]ump, [f]orbid and [h]ide, which would simply delete that item by crushing it to dust or some such.