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Topics - Xob Ludosmbax

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1
The Dwarven Submarine has been a dream of many.  I've discovered an important step in that process.  Unfortunately, I don't have the time to fully explore it, however, I'm hoping that by posting here, someone else can run with the idea.  I did a proof of concept using dfhack, and the idea works.  In my proof of concept, I dropped the submarine into a volcano.  I had to dfhack in a floor (and support for it) because the SMR ate my first attempt. 

The basic premise is:
  • You cast your submersible out of obsidian.
  • Then you carve out the inside with floors, leaving a natural stone outer shell.
  • Now, this is the where the magic happens.  I was diving in magma, and my test submersible was 3 layers (not counting the all floor top), so I filled the three levels with 2/7 water.  2/7 means that your passengers won't drown, but the water does not evaporate.
  • Finally, disconnect the submarine from its support, allowing it to cave in. 

What you get is a single level hollow chamber at the bottom of a huge spire of obsidian.  There is no liquid in the hollow chamber.  The obsidian spire reaches up to your starting point.  As a side effect of this process, you can obsidianize as many levels of magma as you desire with only a small amount of water.  If you are only after the obsidian, you should be able to use constructed walls. 

I would guess this idea can be modified for placing a chamber on the bottom of the ocean.  The bottom layer would be filled with 2/7 water and the levels above it would be filled with magma. It could also probably be used as a very quick way to pave the entire ocean.  I'm not sure if having more than 3 levels would allow you to have a multi-level hollow chamber.  I'm not sure if items underneath are crushed.  Maybe a constructed floor would be better in some situations, because it would deconstruct into blocks.

Some ideas for how to get a passenger to survive the trip:
  • Cave-ins are instant; dropping objects is not.  You may need to drop your passengers and supplies first, then drop the submarine over them.
  • If your passenger is travelling in a minecart, they would not take damage from the fall or from the magma while they are in the cart, and they can leave the minecart without further effort.  I'm not sure if they would leave the minecart early.
  • If your passengers are travelling in a cage, they would not take damage from the fall or the magma while they are in the cage.  How can they exit the cage after the trip?  Would melting (non magma-safe metal) or burning (wood) work?  Maybe one passenger could be engineered to be released first and survive just long enough to release the other passengers?
  • Finally, if necessary, you can remove the fat from your passengers, so that they survive in magma for a slightly longer period of time.

Any thoughts, comments or ideas are welcome, especially since most of this (past the initial proof of concept) is just conjecture.

Edit: IIRC, the bottom level must be a cast obsidian wall in order to "push" the magma out of the way during the cave-in.  When something caves in, any liquids directly below the cave in are instantly displaced directly above the cave-in.  I'm not sure of the exact mechanics behind the obsidian spire though.  It was unexpected.

Edit: Removed "Paving the Ocean from title".  Further research by Ravendarksky shows it doesn't work with magma over water.

2
Come all, gather round, and you will hear the tale of Urvad Strangercanyon, the fiercest dwarf ever to lift an axe.

Urvad was born in a small settlement called Laboredowners in the year 786. 


Not long after he was born, he was visited by three werebeasts, and each time he fought the werebeast off and fled. 

Please, you mustn't think he was a coward for fleeing, for he was only a few months old and not yet strong enough to lift his axe. 

The very next year, a goblin slinked into Laboredowners, shoved Urvad into a sack, kidnapped the child, and imprisoned him.


While he was gone, the fates were not kind to Laboredowners.  The settlement was attacked by a vicious goblin war party.  Everyone was killed and their bodies desecrated by the savage invaders.  The settlement was destroyed.  We can only assume this is what gave Urvad his great hatred of goblins and fierce determination to protect his homeland.


After 4 years of goblin imprisonment, Urvad managed to escape; and after 7 more years of wandering, he found his homeland and discovered what had transpired in his absence. Upon seeing the devastation, Urvad vowed to protect his homeland and to never let anyone remove him from the land that was his birthright. 


Now, a dwarven vow is not a thing to be taken lightly.  It is said that the mountains themselves will move to get out of the way of a dwarf under a vow.  Had the goblins known of the vow Urvad had taken, perhaps they would have steered clear of the site.  Then again goblins are not know to be the most intelligent of creatures, so everything may have gone exactly the same.

As it was, a few short months after Urvad had reclaimed his land from the wilds, the goblins sent their horde to kill the child.  You must remember, Urvad is barely more than a child, only 12 years old. 

Followed by 5 more pages of "struck down".

Urvad must have entered a martial trance, for he claims no memory of what happened; only that he awoke drenched in blood and gore, and surrounded by a field of dead and dying goblins and trolls.  Out of the eighteen hundred invaders sent to kill a single 12 year old dwarf, over thirteen hundred lay dead. 

The next year, the goblins sent a second war party to investigate the unbelievable claims of a child slaughtering almost the entire mighty army.

And and additional 4 pages of "struck down".


The battle was fierce, but ultimately one sided.  This time the goblins had only sent seventeen hundred soldiers to take down the dwarf.  And over twelve hundred were slaughtered.  (That's a total of 2525 kills before the age of 14.)


☼Engraving☼ by BeruangSarkis


To this day, Urvad Strangercanyon lives there at Laboredowners with his 64 cats and 64 dogs and the rest of his livestock and fowl.




And his stats:


and so on...




World gen ended right after the second battle (750 years).  I've tried to recreate the world to let it run a few more years, but had some problems.

Only mods in play are Modest Mod + No Skill Rust

Save is here.

edit: Added BeruangSarkis's image, and fixed a misconception I had that EvilBob22 pointed out.  I didn't realize all members listed were actually at the battle.  Seems silly now.
Spoiler: Original Text (click to show/hide)

3
DF General Discussion / Command Line World Gen
« on: November 05, 2013, 02:51:31 pm »
So, I've been playing around with world gen and legends mode lately.  I've been using the Windows SDL version from the command line to gen my worlds.  (Script here if anyone wants to see it: http://pastebin.com/WADBTCRL )

Anyway, I've had two issues.

The first, I can't seem to get the seed to work from the command line.  I've tried words, numbers and I copy/pasted the seed from an existing world, and the new worlds all end up having a seed of "null" (and with the same seed, they all end up identical.)  However, if I use the seed "RANDOM", it works (but with a random seed, of course).  Am I doing something wrong?  My command line: df.exe -gen $region_id $seed $worldgentitle
http://dwarffortresswiki.org/index.php/Command_line

The second issue, I created a world with an interesting history.  I'm trying to rerun the world another few years to see what happens next.  I copy/pasted the parameters from region1-world_gen_param into data/init/world_gen.txt, changed the title & end year, and let it run.  The world's name and geography is the same, but the history is different.  I tried from within DF, and using the command line, and can't figure it out.  Does anyone have any suggestions?

4
I'm not sure if this has been discussed before, and for piercing aquifers it's only really useful on volcano embarks, but it is pretty easy to pierce an aquifer layer with magma.  The same technique can be used to create magma workshops on the same level as the rest of your fortress, without all that messy machinery.  It's really a modified version of the minecart pump (or water cannon).  This is how I did it:

Channel out a tile that you will fill with magma.  Create an access point next to said tile, so your dwarves can get in and out of it (stairs or ramp, your choice).  Construct a ramp leading out of the magma tile.  Build a track leading up to the magma tile, and build a track stop at the end.  Put some kind of accelerator on the track, before the magma tile.  Create a haul route, set it to leave immediately and set it to be pushed.  Then create a stop at the end of the track, and remove all depart conditions.  Also, build a track stop at the end of the route to catch the cart.

Build track (I had to b-C-T construct it rather than d-T carve it) leading up to piercing point (in this case, from the north).  It should be long enough to prevent steam burns.  Build a track stop on the piercing point set to dump south.  channel the tile just south of the piercing point, (the dump point).  Create haul route, and create a stop at the north end of the track, set it to leave immediately and set it to be pushed.  Then create a stop at the bottom of the track, and remove all depart conditions.  Finally, fill the channel with 7/7 magma.  If it's less than 7/7, it won't work (or it didn't work for me.)

Now, create a magma safe minecart.  Assign it to track 1, stop 1.  It should get pushed, run through the magma, and come out the other end, filled with delicious red fiery goodness.  Next, assign it to track 2, stop 1.  The dwarfs will carry the minecart to stop 2.  Then the minecart will run down the track and create obsidian in the aquifer layer. 

Deconstruct the track stop, and construct a new one facing east.  Repeat the process to make obsidian there.  Deconstruct the track stop, and construct a new one facing west.  Repeat the process to make obsidian there.  Deconstruct the track stop, and deconstruct the track on the pierce point, and just north of the fill point  Create a track stop on the tile two tiles north of the pierce point, set to dump south.  Then channel out the tile just north of the fill point.  Make obsidian there.  Now the middle tile can be turned into stairs, and your aquifer is pierced. 

A multi-layer aquifer is a bit more work, but doable using the same technique. 

If you just want to move the magma, follow the same instructions as above, but instead of creating the dump stop on the piercing point, create it just north of the fill point, and channel out the fill point.  Repeat the magma moving procedure twice to get 4/7 magma, which is enough for the magma workshops.  (BTW, magma workshops don't use up the magma.)

The problem I've had is getting the speed right, as the minecarts sometimes get stuck in the filling pool, but it does work at least some of the time.  Maybe an accelerator in the magma would help, or more speed before entering the magma. 

5
DF Dwarf Mode Discussion / "Cheating"
« on: August 28, 2012, 12:04:59 pm »
So, I have my legit forts, my fun forts, and my proof of concept forts.  They are each allowed a different amount of cheatiness. 

So, what mods, utilities or dfhack commands do you use, and how "cheaty" do you consider them on a scale from 0-10?

6
So, I've been playing and lurking for a while.  I've resisted registering because I try to have as small an internet footprint as possible.  This finally made me break down and register.



What about you?  Have you had any interesting encounters with the random number generator?

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