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Topics - Urist McGoombaBrother

Pages: [1]
1
Mod Releases / Burn Urist, Burn - The Crematory Overhaul!!
« on: June 10, 2016, 09:52:37 am »
Download here: http://dffd.bay12games.com/file.php?id=12130


I discovered it in Masterwork Mod some time ago and found it pretty cool. Unfortunately the crematory was a little bit outdated. So I wiped all the dust and pimped it with many new reactions. After my little project reached near completion, I found out the crematory in brand new Masterwork has been reworked as well. Lol. However, this mod includes many additions still classifying it as unique piece.

Features: Basically the crematory is some sort of waste disposal. Want to get rid off your clothing, that old wooden armor stand or the teeth of Urist McFistFight? Throw it in and get some ash and/or charcoal as exchange. About 250 custom reactions allow you to select exactly the item you like. They are sorted in main categories for easier reference and each of them provides a unique description. Butchering in evil biomes is no more problem. Turn that evil hair into ashes before it bats an eyelash.

As with the original crematory, also this is not designed for efficiency, but for reducing the number of items. Currently the output is following:

wooden item - 0,40 charcoal
cloth, silk, leather items - 0,20 charcoal, 0,20 ash
corpses, remains, all kind of body and plant parts - 0,40 ash
some other materials like oil, wax and alcohol completely evaporate

Are there limits? Yes. Naturally you cannot burn anything made of stone, metal, glass, ceramics and gems (exceept large gems made of wood, bone, etc.) or certain liquids like water.

Do you miss an item? Or shall I change the output for certain reagents so a wooden bed yields more charcoal than a stack of 25 wooden arrows? Bug detected? I am happy to read your comments/ideas/suggestions.

This mod is made for the most recent version DF 43.03. But it might work for some older versions (at least all of the 42.x branch) as well.

Credit goes to

* everybody in the forums for helping me out regarding my questions and supporting this project
* everybody working on the original Crematory mod
* especially to ToadyOne and ThreeToe for creating such a great game
* and finally to Scamps for supporting them



2
I find the new workshop order definitions absolutely great. It makes many bulk orders for certain items way easier. No more fiddling around with tedious stockpile restriction - workshop linking whatever for simply ordering 20 tables made of microcline. many thx for this. However, I found some issues. Let me split this in three sections:

1) Major Bugs with order definition menu not working at all

That's especially an issue for custom reactions not supporting the order detail menu at all

a) not working for custom reactions related to rock (tested with mason and craftwarf workshop), the detail button within the workshop is greyed out and not selectable. The detail button within the manager menu is not greyed out, but nothing happens when pressing it

One easy example for a custom reaction, which does not allow to define the type of rock selected via order detail menu

Code: [Select]
[REACTION:TEST_MELT_ROCK]
[NAME:melt any rock]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:stone:1:BOULDER:NO_SUBTYPE:NONE:NONE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[PRODUCT_DIMENSION:150]
[SKILL:STONECRAFT]
[DESCRIPTION:test melt rock any stone into one 1 bar of charcoal]
[CATEGORY:test melt rock]

However it is working for vanilla rock reactions and vanilla rock musical instruments. AND the detail menu does also work for custom reactions related to bone and wood. So it appears just to be an issue related to rock (and maybe some other materials, I haven't tested so far).


b) kiln: no detail menu for vanilla reactions and vanilla musical instruments as well; the type of clay can not be selected, also the shape of clay statues is not defineable


2) Minor bugs with order definition menu working

metalsmith forge for instrument pieces - shows all materials even those not related to metal like gems and stone; altough the display appears broken, the reaction themself seem to work -  there exists already a bug report for this one (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9651)


3) probably not a bug, just missing features?

glass furnace: does not allow to select type of glass for instrument pieces - also vanilla instruments
kitchen and still (no detail menu for selecting ingreadients for meals/drinks)


As it is pretty easy to overlook some of those things, have you encountered some more? If so please post them here.

Shall I create one big bug report on mantis or several small ones? Or might this thread gather enough attention and things will become redundant otherwise?

3
How to define following ingredients within reactions, when you want to use 1 of each kind?

1) body parts - for bone there exists the token [ANY_BONE_MATERIAL], same for shell, tooth, horn, pearl. For blood you can use this token: [HAS_MATERIAL_REACTION_PRODUCT:BLOOD_MAT]. A similar one exists for fat. But is there the possiblity to define other body parts as well without having to forbid the other types covered within [USE_BODY_COMPONENT]? Those are especially:
cartilage
feather, scale, chitin, and nail
hair
hooves
ivory
scale
skull
any missing?

2) What's the exact difference between CORPSE and CORPSEPIECE? Has corpsepiece subtokens, which might help with the issue in point 1 like CORPSEPIECE:HAIR?

3) item must be rotten - maybe some sort of counterpart to the [UNROTTEN] token exists, e.g. for defining rotten food or rotten skull

4) instrument piece - not a specific one, reaction shall use anyone of the available instrument pieces

5) Do there exist sub-categories of boxes? Like must-be-bag or must-be-chest or something like that? Or is the only possiblity to restrict the ingredient to chest via the raw material restrictions ([ANY_PLANT_MATERIAL])?

4
I made some custom reactions, here is one example of the metalsmith:

[REACTION:MAKE_ORGAN_CASE_ACTION_METAL]
[NAME:make metal organ action case]
[BUILDING:METALSMITH:NONE]
[REAGENT:bar:450:BAR:NO_SUBTYPE:METAL:NONE]
[PRODUCT:100:1:TOOL:ORGAN_CASE_ACTION:GET_MATERIAL_FROM_REAGENT:bar:NONE]
[SKILL:METALCRAFT]
[DESCRIPTION:Part of Organ Case. Construction requires 3 Bars of any Metal.]
[CATEGORY:INSTRUMENT_PIECE]

However, within the order detail menu of the metalsmith, literally every item is listed, not just metal:

Spoiler: screenshot (click to show/hide)

Quite the opposite is the case with the stone reactions in the craftdwarf and mason workshop. The vanilla stone reactions, like make rock book binding work just fine. But for custom reactions the detail button is greyed out.

[REACTION:MAKE_ORGAN_CASE_ACTION_STONE]
[NAME:make rock organ action case]
[BUILDING:MASON:NONE]
[REAGENT:stone:3:STONE:NONE:NONE:NONE] - tried as [REAGENT:stone:3:BOULDER:NONE:NONE:NONE] as well without difference
[PRODUCT:100:1:TOOL:ORGAN_CASE_ACTION:GET_MATERIAL_FROM_REAGENT:stone:NONE]
[SKILL:MASONRY]
[DESCRIPTION:Part of Organ Case. Construction requires 3 Boulders of any Stone.]
[CATEGORY:INSTRUMENT_PIECE]

Manual reactions for wood and bone work just fine and the desired material can be detailled. So is this something still to be fleshed out or is there an error in the formula? Maybe some new tokens I am missing? To avoid confusions, the reactions themself are working, but not the detailing menu.

5
So there is a basic reaction requiring three bars of metal:

[REACTION:MAKE_SOMETHING]
[NAME:make metal something]
[BUILDING:METALSMITH:NONE]
[REAGENT:bar:450:BAR:NONE:INORGANIC:NONE]
[PRODUCT:100:1:TOOL:SOMETHING:GET_MATERIAL_FROM_REAGENT:bar:NONE]
[SKILL:METALCRAFT]

Usually the dwarfs go ahead and pick any three bars of metal, while the first they pick defines the material of the product. Now I do like to restrict the reaction, so dwarfs can pick any metal bar, but it has to be three times the same. That means allowed are e.g. three bars of copper or three bars of iron or three bars of gold, etc. Not allowed is one bar of copper, one bar of iron and one bar of gold or two of a kind plus one of another kind. Is it possible to make such a restriction right within the reaction?

6
DF Modding / I somehow broke the ash glazing reaction
« on: January 20, 2016, 01:58:12 pm »
Does there exist an [IMPROVED] token? It is the counterpart to the [NOT_IMPROVED] token used for item definitions in reactions.

I do want to improve glazed items with bands. However this reaction does also improve non-glazed items, which then cannot be glazed anymore due to the [NOT_IMPROVED] token. But removing the [NOT_IMPROVED] token from the initial glazing reaction means items can be glazed multiple times, which don't makes sense I guess. I simply added [IMPROVED], but that did not work. Any ideas how to solve that?

Code: [Select]
[REACTION:GOLD_GLAZE_JUG_IMPROVEMENT]
[NAME:add bands of gold to clay/stone jug]
[BUILDING:KILN:CUSTOM_G]
[REAGENT:glaze:150:POWDER_MISC:NONE:INORGANIC:GOLD_SLAG_GLAZE]
                [REAGENT:glaze container:1:NONE:NONE:NONE:NONE][CONTAINS:glaze][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE]
[REACTION_CLASS:CAN_GLAZE]
[EMPTY]
[PRESERVE_REAGENT]

Format for IMPROVEMENT below is <chance>:<reagent target>:<type of improvement>:<mat tokens>
Supported types are COVERED, GLAZED, BANDS, RINGS_HANGING and SPIKES.
GLAZED is a type of item improvement (similar to "covered with <mat>").

[IMPROVEMENT:100:jug:BANDS:GET_MATERIAL_FROM_REAGENT:glaze:NONE]
[FUEL]
[SKILL:GLAZING]


Code: [Select]
[REACTION:GOLD_GLAZE_JUG]
[NAME:glaze gold clay/stone jug]
[BUILDING:KILN:CUSTOM_G]
[REAGENT:glaze:150:POWDER_MISC:NONE:INORGANIC:GOLD_SLAG_GLAZE] ANY_RAW_MATERIAL means powder/bars/boulders/globs
                [REAGENT:glaze container:1:NONE:NONE:NONE:NONE][CONTAINS:glaze][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE]
[REACTION_CLASS:CAN_GLAZE]
[EMPTY]
[NOT_IMPROVED]
[PRESERVE_REAGENT]
[IMPROVEMENT:100:jug:GLAZED:GET_MATERIAL_FROM_REAGENT:glaze:NONE]
[FUEL]
[SKILL:GLAZING]

7
DF Suggestions / more detailled order assignment menu
« on: January 06, 2016, 04:05:59 am »
We have tons of different materials, items and workshops to work with. And it is absolutely great, that this number will increase even further. However the sheer amount of possible products outgrew the current system. It is still great for quick orders like make 30 rock doors. But when you want to make those 30 rock doors out of marble and encrust them with moonstone, you are soon caught in a tedious stockpile/workshop linking process. And that's an easy example. Many more elaborate products exist e.g. the musical insturments. Also you constantly need to monitor manually whether you have enough kangaroo leather gloves available.

So how do you think could be the ideal way to assign orders to the various workshops to create exactly what you want? Based on the current system, I think some "extensions" will be cool. I would like to share my thoughts with you. They might not be perfect, but a start.

1) Where can you assign orders?
  • directly at workshop
  • at job-menu / manager


2) select amount
  • add a specific number of that order (ranging from 1 to X)
  • add an unlimited number of that order (set on repeat)


You can now finish the order assignment, which handles them like now (jobs assigned to a specific workshop will be done there and jobs assigned via the job/manager menu will be assigned on multiple workshops which deem to be available)
But there is also an option to enter a customization menu


3) define criterias
  • no specific criteria: will be done once a dwarf is ready
  • set priority similar to the designation menu - 1 (do it now) to 7 (do once all other jobs are finished).
    - define wether a specific priority is for the whole number of orders e.g. when set on repeat all job orders will have set priority untill you cancel it or amend the job order
    - set a specific number for jobs with specific priority (e.g. you want just the first 20 of smelt iron ore done on high priority (1) to cover an urgent need and the rest at normal priority(4))
  • do it once a specific good reaches a certain limit (like already possible with the dfhack workflow plugin) - e.g. once there are only 20 unused leather cloaks left, the job order kicks in and there will be produced more leather cloaks till you have a total of 50, then the job order is set on break till the amount of unused leather cloaks falls again below 20. Of course numbers can set by you according your will. If I rembember right with the workflow plugin that does only work with main categories like leather and not with specific panda leather or so.
  • do it as long a specific number of items is available (when number of available leather falls below 40, set the leather cloak production on break to keep a reserve of leather for other things, like a possible urgent need for leather bags or whatever)
  • do it once a specific or multiple other jobs are finished - e.g. once the smelter finished the smelt iron ore task, the forge starts with the production of an iron short sword. (might help to improve the timing of production and reduce the spamming of job cancellation messages - "Urist cancels Construct Silver Throne - needs 3 Silver Bars"
  • multiple criterias can be selected


4) selection field for assigning orders to workshops
  • no specific assignment: will be automatically assigned to workshops as they appear to be available
  • select specific individual workshops
  • select specific workshop groups (e.g. you want to group together all Craftdwarf Workshops in the Paper Industry floor and create another group for all the craftdwarf workshops in the tool or musical instrument or whatever production area.)
  • can of course be mixed
  • mark specific workshops as forbidden (e.g. a workshop within a group you assigned)


5) selection field for used materials (either raw material or goods made of/including that specific type of material)
  • no specific material: uses whatever available
  • select a specific type (e.g. any wood, any stone)
  • select a specific group (all non-economic stone or customly defined groups containing e.g. only stone of a specific colour like Brimstone, Orpiment and Orthoclase which are all yellow, but not gypsum which is yellow, but you want to use it elsewhere).
  • select a specific material (e.g. amethyst only)
  • select a specific quality criteria (e.g. exceptional and masterful items only)
  • select a specific item (e.g. use those three very specific instrument parts of masterful quality for assembling)
  • mark specific types, groups, materials, items as forbidden (e.g. you can use everything except that finely crafted bag)
  • can of course be mixed


Additional Things
  • the possibility to manually set those order structures on break/inactive and reactivate them instead of cancelling and setting them up from new
  • assign specific dwarves to the order structure or forbid specific dwarves to work on those.

8
DF Gameplay Questions / Paper Industry - Stockpile Confusion (V42.03)
« on: December 25, 2015, 05:59:46 am »
I am pretty confused regarding setting up stockpiles for the new materials used in the paper industry. Some items like Paper and Parchment are clear, others like slurry aren't stored at all and stick within the quern forever and some are connected to I don't really know which item in the stockpile menu. Maybe some of you can help me clear the confusion.

So when I want to set up stockpiles for each of those materials, what are the correct settings?

Paper => Sheet / Paper   
Parchment => Sheet / Parchment
book => Finished Goods / Codices   

slurry => no menu, bugged (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9378)
         
unclear:
         
scrolls written
scrolls empty
scroll rollers
book binding
bookcase
quire written
quire empty

9
DF Modding / Additional Types of Glass
« on: February 19, 2015, 12:59:17 am »
Is it possible to mod some in, let's call it "Blue Glass", so it appears in the stockpile menu among the other three types and is also treated by the Glass Furnace as Glass.

Copied the raws stated in the wiki into Inorganic_Other.txt and renamed it to blue glass, but that didn't cause it to appear in the stockpile menu under glass.

Spoiler (click to show/hide)

10
DF Gameplay Questions / Type of Floor left when digging through stone?
« on: January 28, 2015, 11:41:54 pm »
When digging out rooms, the floor type which is left is always a layer type. E.g. when digging through a cluster of microcline in a dacite layer, the floor left is made of dacite. In DF34.11 the floor left was the specific carved out material. So you could have natural microcline floors, native gold floors, even rose-quartz or diamond floors, which is now not possible anymore. Was that an intended amendment from DFv34 to DFv40 or did I break something?

11
UMcGB presents

+-+-+-+-+ +-+-+-+-+-+-+ +-+-+-+-+-+-+-+ +-+-+-+ +-+-+-+
|M|o|r|e| |S|t|o|n|e|,| |M|e|t|a|l|s|,| |G|e|m| |M|o|d|
+-+-+-+-+ +-+-+-+-+-+-+ +-+-+-+-+-+-+-+ +-+-+-+ +-+-+-+



My first mod so far. Following features:

* over 170 new ore, stone, metals and gems
* nearly 200 new reactions
* ores now also yield slag, which can either be processed into slag glaze or sand
* two new buildings
* stonesense support

Nearly all of them exist in reality as well. Many hours were spent researching everything with google/wikipedia to keep things somehow accurate (when info was available). However, I am no geologist. So, when some things appear odd to you, please let me know. I am furthermore open to suggestions. Want to see some other specific materials? Just drop me a line, ideally with some sort of source regarding the data.

Credit goes to

* everybody in the forums for helping me out regarding my questions and supporting this project
* Catten for providing the raws to some materials and reactions as well as the forge
* NW_Kohaku for inspiring me with his expanded glazes mod. Altough mine works a little bit different, his mod helped me to understand the glazing system (http://www.bay12forums.com/smf/index.php?topic=81976.0)
* especially to ToadyOne and ThreeToe for creating such a great game
* and finally to Scamps for supporting them


>>>>>>>IMPORTANT INFO<<<<<<<

There are two different versions available:


=====Phoebus Version=====
(http://dffd.wimbli.com/file.php?id=10415)

Tiles for materials are selected to make sense with Phoebus Tile-Set. I tried to keep as much new content as possible in separate files to make merging with existing mods easier. In case you haven't installed any other mods, simply copy paste everything into your Dwarf Fortress/Raw/Objects folder, create a new world and you are good to go. When you installed other mods, following steps need to be taken care of:

a) Delete all stones and materials in the files "inorganic_stone_mineral.txt" and "inorganic_other.txt" marked as " -------[material name] removed-------". They are now included as amended version in seperate files. Otherwise you will have them listed twice, which might cause trouble. I added the already amended Phoebus-Vanilla file for your convinience. Only use it when no other mods are installed, otherwise delete those minerals manually.

b) Delete all reactions in the files "reaction_smelter.txt" and "reaction_other.txt" marked as "  -------reaction [reaction name] removed-------". I have amended them and included the new version in a seperate file. As with the minerals I added the already amended Phoebus-Vanilla file for your convinience. Only use it when no other mods are installed, otherwise delete those reactions manually.

c) Many new reactions and two buildings were added. To enable it's use, the permissions need to be added to your "entity_default.txt". In case you use the vanilla Phoebus version, there is again a already amended file included. Otherwisere you will have to merge it manually with yours. There is an info-file included containing a list of all the required permissions at the end.

d) To activate the mod, a new world must be generated. Works with DF v42.X


=====Vanilla Version=====
(http://dffd.wimbli.com/file.php?id=10460)

As requested. Tiles are selected to make somehow sense with Vanilla Dwarf Fortress. All changes are directly implemented into the vanilla-files. When you have the Vanilla-Version of DF v42 installed, you can simply overwrite them and are ready to go. Otherwise you will have to merge them manually with your existing mods. In both cases the generation of a new world is required.

Unless you installed some mods amending the vanilla stonesense files, you can simply overwrite yours. Otherwise you have to merge them manually.


=====Older DF Versions=====
A quick note, when you want to use this mod on older Versions of Dwarf Fortress: The changes from DF V34.X and v40.X to DF v42.X were minimal in respect to the files inorganic_stone_gem.txt, inorganic_stone_layer.txt and inorganic_stone_mineral.txt. So for just adding the new materials, you can basically copy paste the related mod files. But you have to especially take care about the reactions and materials added for the paper industry. That might require some fiddling around.

Have fun. :-)






Spoiler: >>>>>>>CONTENT<<<<<<< (click to show/hide)



12
DF Modding / Creating a Swordsmith?
« on: December 27, 2014, 10:00:30 am »
Is it possible to mod a swordsmith working the same as a Metalsmith, just limited to swords:

Currently for Weaponsmiths, you select

1) Category: Weapons and Ammo, Armor, Furniture, etc., then
2) Material (iron, silver, etc.) and finally
3) Type corresponding to the selected category: e.g. for Weapons and Ammo => battle axe, short sword, etc.

I would like to amend it as follow:

1) Category: Short Swords, Sabres, One-Handed Long Swords, Two-Handed Long Swords
2) Material: no change
3) Type corresponding to the selected category: e.g. for Category Short Swords => Gladius, Falchion, Wakizashi, etc.


Of course, when this works, it should be possible to add some more of that kind, e.g. a Cutler covering the Categories Knives and Daggers or one smith covering all types of Axes, Hammers and Maces, etc.

When adding everything to the existing Metalsmith, his list will become extremely confusing after a while.

13
I have a stockpile with about a dozend of statues of the same material and another stockpile of gems. I link both stockpiles to the jeweler's workshop and tell him to encrust the statues with onyxes. Then the Gem Setter starts to work and encrusts some of those statues till he suddenly quits and doesn't encrusts any more statues despite having onyxes and unencrusted statues left. And all of them in the same stockpiles, which were used before. There are no other labours enabled than Gem Setting. Probably I am missing some details like specific requirements for encrusted items or types of gems available. However the jeweler's workshop still has the E enabled at onyxes.

Have the same issue with other materials like cut green/clear/crystal glass gems too. Even when having dozens of those available, some statues don't get even touched. Gem Setter is idling around.

Having similar issue with Finished Goods. I removed all stockpile linkings and asked my gem setter to encrust Finished Goods with Green Glass Gems. Have hundreds of those around and he seems to be pretty picky, with what he encrusts. Some finished goods are encrusted, others in the very same stockpile don't get touched. I checked, there are no forbidden items. Also he doesn't encrusts any of my bone crafts.

14
Short summary as title says, devices to actively influence temperatures, lets call them air conditioners for now, would be awesome. Within the following lines, I would like to share my idea in little more detail:


How do they work?

By simple installation of Air Conditioners. Each of them has to be connected to power Supply same way as e.g. Millstones. Depending on where these Air Conditioners will be placed and to which hot/cold temperature they will be setted, the use of heat/freezing resistant materials should be necessary for construction. Or things won't work properly possibly leading to "Fun".

Each Air Conditioner covers a specific area, with it's impact decreasing over distance, e.g.

100 % impact: Within one or two tiles of device
75 % impact: Within three to four tiles
50 % impact: Within five to six tiles
25 % impact: Within seven to eight tiles
no impact: nine tiles or more of the device

Maybe even include two operation modi. Standard and Light, with the second cutting the impact range, but also the energy costs of Air Conditioner in half. Light Mode can be useful, when you only want to cover small areas. Each air conditioner needs an included thermostat allowing to enter the desired temperature (similar as indicating the weight of pressure plates). Of course the cooler or hotter you turn the temperatures and the higher the difference to the temperatures of the area it stands in, the more power it requires. Also it should be possible to connect the air Conditioners to a lever e.g. outside the Chambers to turn it on and off without having to enter the area. The temperature changes shouldn't be caused in an instant, but little by little over time. E.g. 8 Urist Degree per day for tiles covered with 100 per cent impact, 6 per day for tiles covered with 75 per cent impact, etc. So that it might take a while till you reach the desired temperatures.

Basic size of an air conditioner is 1x1. Construction of bigger ones should be possible, increasing the distance they cover by one for each device. E.g. an air conditioner of size 1x2 will deliver full impact over a distance of three tiles, 75 per-cent impact within four to five tiles, etc. Also bigger devices will influence the temperature faster (e.g. +2 degrees per day and additional device for tiles covered with 100 % impact, 1.5 degrees for 75%, etc.). Of course an air-conditioner of size 1x2 will use twice as much, one of size 1x3 will use three times as much energy as a single-tiled one.

Not sure, if it is entirely clear, how I mean the above. When there is interest I will draw some basic sketches and post them later on.


Uses of Freezing Chambers:

1) Can be used for Defense. Impact according to how cold it is inside this chamber and the affinity of the creatures inside.

Cool temperatures: Normal temperatured Creatures like Dwarfes, Goblins and Pets won't be effected. Creatures made of flame/fire will severe small penalties. Small Bonus to icy creatures.

Very Cool temperatures: Normal temperatured Creatures will severe medium penalties, Creatures made of flame/fire will severe high penalties, medium bonus to icy creatures

Extremly cool temperatures: Normal temperatured Creatures will severe high penalties, Creatures made of flame/fire won't be able to pass it. Icy Creatures get big bonuses.

Hell freezing temperatures: No one except creatures out of ice will be able to pass it, which become basically invulnerable in there. Everything entering the area e.g. by dropping from a ledge above will instantly freeze into solid blocks of ice (except icy creatures of course).

2) Improved Storage area for food and other perishable goods. Currently food lasts pretty much forever as long as stored in a stockpile. IMHO better and much more realistic will be, when food lasts the longer the cooler the room it is stored in.

3) Agriculture: E.g. Certain crops and/or farm animals need lower temperatures as standard to prosper

4) Source of ice or other frozen liquids: Supply your freezing chambers with water of an underground river for nearly infinite supply of icy blocks. Simply imagine the construction of a fortress completely made of ice in a hot sandy desert. Or even cooler, frozen booze. And super cool, instantly frozen magma. Will also be nice when furniture, statues or other things could be made out of those materials. Or a garden full of instantly frozen creatures within ice blocks.



The opposite way round - Heating Chambers:

1) Again defense purpose: The same way as above indicated at freezing chamber, only the opposite way round for icy and flame/fire creatures

2) Also here Agriculture: Certain crops and/or farm animals need higher temperatures as standard to prosper

3) Quickly drain ponds. Install some Air Conditioners close to it, turn up the heat and evaporate the water.

4) Create pools of liquid metal. Dispose the Undead or garbage in a pool of liquid Gold, Steel or any other meltable material. Will be especially useful when the only magma source is about 150 to 200 levels below surface. The Flow of Liquid stone and metal could possibly behave the same as of Magma. Also high enough tempered pools of Liquid Stone/Metal could be an alternative energy source for Magma Forges.



Last but not least - Create Oasis of Standard Temperatured Areas in otherwise hostile biomes e.g. on top of a Glacier. Make Project Genesis of the Star-Trek Universe become true.



Of course many other things, I am currently not thinking of, could be possible with this. And also lot's of possibilities of "fun" are included, when not handling those Air Conditioners carefully. E.g. turning the temperatures to high will set flamable materials onto fire, when exposed to heaten up areas. Melting too much ice too quickly could flood your fortress. Etc.


Thx for reading. I hope, you like my idea. :-)


edit: After writing down, the whole thingy, I noticed that according to the wiki already some tokens for heat and frost damage exist. Maybe these can be applied to creatures too and used for the above mentioned process of calculating the penalty or bonus they severe in different tempered areas?

"[HEATDAM_POINT:#] — This is the temperature above which the material will begin to take heat damage. Burning items without a heat damage point (or with an exceptionally high one) will take damage very slowly, causing them to burn for a very long time (9 months and 16.8 days) before disappearing.
[COLDDAM_POINT:#] — This is the temperature below which the material will begin to take frost damage."

Source: http://dwarffortresswiki.org/index.php/Temperature

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