DF Adventure Mode Discussion / Hello Gods? It's me... Urist.
« on: July 11, 2014, 10:22:03 am »Makes a dwarf wonder about the true nature of the divine...
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We ate the camel, and eventually traded for a matching horse to start making little horses, but the Musk-ox has remained a solitary creature, tied to it's rope off in the corner.
This, oddly, has not stopped it from giving birth to little baby muskoxen... EVERY YEAR.
Is this a known "feature", only partially implemented, or a bug?
1) Remove the Quern
2) Add a new power structure, the 'Capstan'.
A Capstan is 3x3 and requires wood and 4 chains/ropes. It then functions exactly as if it were a cage with space for 4 creatures. For each creature assigned, the capstan generates 15 power.
Additionally, each empty slot on a Capstan generates a 'Power Generation' job that a dwarf can fill, replacing 'Pump Operation' as the manual labor of choice.
(I'd consider removing manual pump operation completely in favor of capstans...)
Benefits:
* Makes the 'manual' version of the millstone a generic power source rather than a strange exception.
* Gives you something productive to do with those stray Musk-Oxen, Horses, Mules and Goblin Master Thieves.
* The power isn't completely free... since it's treated as a cage someone does have to feed/water the creatures powering your capstans.
* Potential for enough power to make 'fun' engineering projects possible without the perpetual motion machine.
* Go watch the early scenes of Conan again, then capture all the Elvish traders and put them to "the wheel".
"Are there no prisons? Are there no workhouses?"
[ February 02, 2008: Message edited by: Yobgod ]
This change wouldn't necessarily make the game more "fun" (it would in fact make several starting biomes a lot more annoying/challenging) but I think it would make sand more sandy.
The idea itself is fairly simple... sand becomes "the third liquid", and follows the following rules:
1) Sand and water simply overlap and coexist in a square.
2) Sand flows into open, adjacent squares that have less than three fewer units of sand (and aren't filled by walls). (If lower levels are 'open' and have 7/7 sand, use the total 'column height' for each in this comparison).
Example, the following is a stable pile of sand:
code:
...1...
..142..
.14752.
.147741
..3641.
...11..
3) You can walk on the tile above a tile with 7/7 sand as though your tile has a floor. You can walk on a tile with 1-6/7 sand only if the tile above is open and has no floor.
4) Treat (and display) a tile with 5-7 sand as a "ramp up", if there is adjacent solid ground on the next higher z-level.
5) Gathering sand (for glassmaking) removes 1/7 sand from an adjacent square.
6) "Digging out" a sand tile re-distributes the sand evenly to all available adjacent tiles on the same z-level, or one z-level higher or lower.
7) Screw pumps move water if present, then (dry) sand if present. The output tile cannot be filled to more than 7/7 sand.
(Advanced) Flowing water can move sand as well. Specifics would depend on how water flow is currently modeled.
9) (Advanced) Plants/grass growing on top of sand prevent normal sand flow. Gathering plants and wearing the grass through traffic potentially leads to erosion.