Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Great Cthulhu

Pages: [1] 2 3 ... 7
1
DF Modding / Re: Project: adding the missing values to the raws
« on: January 07, 2010, 06:14:55 am »
'Fraid not. My attention has shifted to other things.

I did send the data we have so far to Toady, and he said he found it useful.

2
DF Modding / Re: Stonesense - Official thread -
« on: December 22, 2009, 05:42:44 am »
Something like the top left one in this image maybe?
Spoiler (click to show/hide)

That's bacon!

Goes well with dwarven bread, I suppose. ;)

But point taken in that blue or green would be less confusing.

3
DF Modding / Re: Stonesense - Official thread -
« on: December 22, 2009, 03:13:33 am »

Hypnotic. :)

I think straightish lines would work better though. I had to look twice before I realized that there wasn't a pit full of roiling clouds or waves between the magma men.

Something like the top left one in this image maybe?
Spoiler (click to show/hide)

4
DF Modding / Re: Slavery
« on: December 02, 2009, 12:55:40 pm »
Why should slaves be limited in their skill levels? Sure, you probably don't want your slaves to be particularly skilled in dangerous skills, but I see no reason why it's inherently impossible for them to achieve those levels. Makes for interesting stories too. Particularly if your economy becomes dependent on slave labour.

5
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 27, 2009, 01:06:03 pm »
the fastest endurance runners are things like horses and antelope.

If you look at it this way, the best (not fastest, but most efficient) endurance runner might be the human. Horse is a good endurance runner, but have heat management issues. Push a horse too far, and it will die on the spot. Only a (trained) human can run 50+ km without having major problem. Major reason = baldness+sweat.

Amazingly, humans can even hunt animals such as antilopes by following them until they are too exhausted to get away. It's called persistence hunting and you can even (so I've been told) hunt animals as big as moose this way, all without using any but the most primitive weapons.

6
Mod Releases / Re: Dwarf Fortress: DIG DEEPER [v1.3] NEW RELEASE!
« on: November 24, 2009, 04:56:46 am »
Hi Sarge. It appears the download server is down. Best thing to do right now is just wait for a bit.

7
Mod Releases / Re: Dwarf Fortress: DIG DEEPER [v1.3] NEW RELEASE!
« on: November 05, 2009, 06:14:04 am »
Bit of a late response to the response to my question here, sorry. Thanks for the info though. I got tired of waiting for a response so I started dropping random rocks in the lava. Alunite didn't melt and Mica too. So I used them for mechanisms.
Mica too? Darn, I see my README needs to be updated. Thanks for the info!

8
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 31, 2009, 04:54:55 am »
Ok updated linkage test.

Spoiler (click to show/hide)

Any more feedback?

Lookin' good! Thanks.

9
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 30, 2009, 09:36:43 am »
Seconded. My only complaint is that the axles look a bit metallic. Maybe a darker brown would work better? Or square axles?

Example of darker brown:
Spoiler (click to show/hide)

10
DF Modding / Re: Grind to sand
« on: October 26, 2009, 05:21:53 pm »
Hey all, im finding that most embark sites that fulfill my requirements end up devoid of sand. Seems like no aquifer is automatically a no sand thing, but w/e
Really? I have no trouble at all finding locations with sand and no aquifer. Not too hard to get other goodies too. For instance, my current fortress has sand without an aquifer, a magma pipe, brook, cave river, HFS, flux, and 2 biomes (mountain and swamp).

What are your requirements? Maybe you just have a freak world. Have you tried generating another one?

11
Mod Releases / Re: Dwarf Fortress: DIG DEEPER [v1.3] NEW RELEASE!
« on: October 26, 2009, 04:43:18 am »
One question though. I skimmed through the thread a bit and there was some mention of new magma safe rocks. Is there a more in depth readme (read the one in the first post) somewhere that contains this info and other tweaks from vanilla? Or if someone knows could they tell me? I'd like to get my metal industry started to outfit my army asap.
You could try the list from my Molten Rocks mod, as that's where DD got the magma-safe stones from. I'm not sure what version of MR is used in DD though, so there may be a few stones that are safe in MR, but not yet in DD.

I think all versions of MR had alunite as magma-safe, though. Since you have magma, you probably have an igneous extrusive layer, and those are loaded with alunite. I'd give that a shot. :)

If I recall correctly, dolomite was also an early entry, and it comes in entire layers, so if you have it, you'll be swimming in magma-safe stone. Quartzite and chert also come in layers, but I think those were relatively late additions. If you have them, you could try dumping a stone in the magma to see if it melts or not.

12
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 15, 2009, 04:24:11 am »
@Linux users: I was thinking Codeplex to host the project. What do you guys think?
Use whatever you feel most comfortable with. :) I'm a little skeptical about Microsoft's open source commitment, but otherwise Codeplex seems fine. Will stick with Google Code for my own projects though. ;D

Disclaimer: only an occasional linux user nowadays.

13
DF Modding / Re: Making more rocks magma-safe
« on: September 29, 2009, 10:38:54 am »
Also, there's no way air pressure could be modded in, so this really isn't the correct forum for this discussion. If anyone wants to continue the debate, please consider going to suggestions.

Just tryin' to get the discussion back to Molten Rocks. ;)

14
DF Modding / Re: Making more rocks magma-safe
« on: September 24, 2009, 11:43:06 am »
I'm not sure about this, but I think DF uses a fixed default value for missing entries. It is possible to set MELTING_POINT:NONE (or something to that effect) though. Diamonds are an example of a substance that (in DF) can't melt, but does have a boiling point.

15
DF Modding / Re: Making more rocks magma-safe
« on: September 22, 2009, 02:19:29 pm »
Hopping over from the suggestions thread I made. I think the discussion is best carried out here.

It seems the work here is pretty comprehensive. There's not a lot more to add. However, the mod is missing data on Gems. (Not sure how much use this will be to anyone though). But it's the least I can do after the work you guys have put in.

I check the list of wikipedia pages for melting point data. There's not a lot there, night nothing in fact, but here's the list of what was there if anyone's interested.

Citrine/Quartz/Rock Crystal/Amethyst   1650 (±75) °C
Ruby    2044 °C
Sapphire 2030–2050 °C

And finally, not from wikipedia, but danm, if Diamonds have been melting up to this point, it's now a major embarrassment.

Via minerals.net
Quote
Diamond has many unequaled qualities. It is the hardest known substance, it is the greatest conductor of heat, it has the highest melting point of any substance (7362° F - 4090° C)
Oh my goodness!!
Thanks!

Right now diamonds apparently burn. They have no melting point, but they do have ignition and boiling points in the RAWs, at 800 C and 3727 C, respectively.

I'll add the other data to a future version of Molten Rocks. I the meantime, feel free to add any data you find a source for to this spreadsheet. :)

Pages: [1] 2 3 ... 7