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Messages - Zaranthan

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211
You've got a couple options. I'm going to assume you want 40 independent waterfalls running continuously.

The way brooks, streams, and rivers work is that one end of the water is open space (think of it as the mouth of the river) where the water just pours off the edge of the map. The other end (the head) is a cluster of "river source" tiles that are continuously refreshed to 7/7 by the game engine every frame. Thus, wider water features provide more water. To run 40 waterfalls with nothing but physics, you'd need what the embark map refers to as a "major river." They're huge, if you have Nanofortress, you can actually get a site with less than ten tiles of exposed dry land for your wagon to embark on. An ordinary river is still massive, and might keep all those waterfalls running full time if your engineering is efficient enough. A stream could be stretched to fill everywhere, but you might need to either have some running part-time or recycle some water. A brook only has four River Source tiles, and thus will require some degree of water recycling to keep 40 waterfalls running.

You're in luck, though. Right now, water wheels and pumps can easily be arranged into a perpetual motion machine. Set up such a device, feed it with enough water to keep every tile at 2/7 or higher at any given moment, and you'll have enough mist to keep your nobles quite happy. Check out the wiki for some excellent models to work with.

The Fun part is going to be arranging 40 such structures to all be fail-safe. Too much water pouring into your fortress will, as you have foreseen, convert several of your loyal dorfs into drowned rats.

212
Oh, now that's no Fun at all!
*CAUTION*
Dwarven engineering, hard hats required FORBIDDEN!

There, fixed it for you.

213
DF Modding / Re: stone mining
« on: February 21, 2010, 08:56:19 pm »
Sadly, no. Either use low-skilled miners or "accidentally" flood the dig site with magma from time to time.

Unless you're mining Bauxite, in which case I'm going to need the world seed you used to generate a mountain of the precious red stuff.

214
DF Modding / Re: Wine Mod?
« on: February 18, 2010, 07:27:46 pm »
Hm, dwarven wine is stored in barrels, though, and barrel-aging is quite distinct from bottle-aging.
Yet another consideration. The current system means the wine isn't being aged. Those barrels are tapped, if not simply open. A wine aging system would have to track which barrels are sealed and which are available to bottle from.

215
DF Modding / Re: How to make cats drop x?
« on: February 16, 2010, 09:51:59 pm »
I guess your felines are feeling...

*puts on sunglasses*

...anvilicious.

YEAAAAAAAAAAAAAAAAAAAAAAAAAH!

216
For the record, the perceived stubbornness of animals like mules, donkeys, and oxen, is actually nothing more complex than the animals being smart enough to understand self-preservation. A horse will work itself to death if you keep telling it to go. A mule will stop when it's nearly exhausted. An ox will stop if it SEES dangerous terrain in front of it. (First-hand experience: a pair of oxen refused to walk onto a poorly-maintained boardwalk that was visibly pitted and rotten. The horse team they were following didn't hesitate.)

217
DF Modding / Re: Not the usual question about sand
« on: January 17, 2010, 10:59:05 pm »
I think job manager lets you add them, but I don't think that the stuff in bags will be found to use, so the job dies.

Wrong, wrong, wrong. If your reagents are in bags, the jobs won't appear in the smelter. If you assign the job via the job manager, the dwarf who tries to do it will find the goods just fine.

218
DF Modding / Re: Dig deeper orcs. Are you serious?
« on: January 12, 2010, 09:05:28 pm »
Copy the creature entry for orcs over goblins.

219
DF Modding / Re: Tell me about METAL_PREF
« on: January 06, 2010, 10:35:30 pm »
METAL_PREF doesn't affect what fortress mode creatures can create (that's dictated by the civ's craft list and what materials you can get your hands on), only what NPC guards wield and traders carry. With it, the civ will use the most powerful metal that doesn't have the DEEP tag. Without it, they'll use the closest to 100% they can find (Iron, for vanilla metals). With METAL_MINOR, they'll use the second-best metal to whatever qualifies for tagless civs (normally Bronze).

Hidden Fun Stuff spoiler:
Spoiler (click to show/hide)

220
Do the personalities even affect anything yet?  I thought that was just random characterization like the deity worshiped.
They sure do. Start a tantrum spiral, then check the survivors' profiles. Most of them will "handle stress well."

221
DF Modding / Re: Spellcraft Is Reborn! (v0.6)
« on: December 09, 2009, 08:13:56 am »
Seriously, where are these magma-generating statues? They sound totally awesome.

222
DF General Discussion / Re: Experiment: The Age of Emptiness (Image Heavy)
« on: December 08, 2009, 10:32:17 pm »
But do you get migrants or sieges with no other civs around?

You shouldn't. I've personally experimented by capping the dwarven population at two, letting world gen run for 300 years (so the only two dwarfs on the planet die of old age), and embarking. You get seven dorfs cast by the hand of god, and then nothing further. No migrants, no caravans, no nobles. It's worth noting that these seven (and any descendants they might produce) must be killed off, otherwise they form a wandering civ, and further embarks will get migrants and caravans from...god only knows where.

223
DF Modding / Re: Smelt Silk Thread?
« on: November 26, 2009, 09:59:09 am »
I don't suppose that reaction you posted is the one that worked?

224
DF Modding / Re: Seeds.
« on: November 20, 2009, 03:41:37 pm »
Can't smelt things that need to go in containers.

225
DF Modding / Re: Random Farming Mod Question...
« on: November 19, 2009, 03:15:38 pm »
It would be harvestable, but you have to allow the plant to be grown in winter. It won't be planted in winter, because dwarfs believe next year will never come, so they don't plant stuff that won't ripen before new year's day, but if you disallow winter, they won't plant anything in the fall, because it won't ripen before the growing season's over.

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