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 - Shad0wyone

Pages: 1 ... 5 6 [7] 8 9 ... 17
91
Mafia / Re: DF Mafia New Round Day 1
« on: August 15, 2009, 08:53:01 pm »
Random lynch the first day of course, going to random.org.
4, which is...webadict!

92
DF Dwarf Mode Discussion / Re: Idea for toggling things
« on: August 13, 2009, 12:36:45 pm »
Well, the spikes were just an example, you could really hook this up to anything if you wanted to.

93
DF Dwarf Mode Discussion / Re: Idea for toggling things
« on: August 13, 2009, 11:49:26 am »
Well, the idea here isn't for logic gates, but it could be applied to it, I guess, the point is, I think I discovered a way to turn a lever pull into a toggle, instead of the current on/off signals. See Lever.
Quote
Levers normally have an "on" and an "off" state, seen as whether the small tag at the top of the lever is to the left ("off" state) or the right ("on" state). Upon being pulled, the state of the lever changes, and everything they're connected to updates to the corresponding state of that lever, and does not just change states ("toggle"). This becomes important if you have several levers attached to the same device, or one trigger attached to several systems.
Basically you have a bridge connected to 2 levers, you pull the first, it goes up, you pull the second, it send the command to go up, but it's already up, so it does nothing. However with my invention it toggles instead, causing the bridge to go down, instead of just staying there, it makes the lever pull a toggle for ANYTHING, not just assemblies.

94
DF Dwarf Mode Discussion / Re: I have conquered the elven spirit!
« on: August 13, 2009, 08:20:11 am »
1. Seize their goods
2. Sell their goods back to them (including wood)
3. Cage them with a cave-in + cage traps
4. Cage the diplomat
5. Deforest the map
6. Put elves in arena with goblins-Elf slaughter ensues, if not, elf insanity.
7. ???
8. Profit!

95
DF Dwarf Mode Discussion / Re: Most Epic artifact EVER
« on: August 13, 2009, 08:14:51 am »
The reason you only get a dwarf surrounded by dwarves and nothing else, is because you don't have SHOWALLHISTORY:YES in you init files. I think it is automatically on NO so that's why.

I tried that once and it was an utter fail.

This is a Native Gold statue. All craftsdwarfship is of the highest quality.
It is encircled with bands of Native Gold and turtle shell.
This object menaces with spikes of Emerald.
On the item is an image of SHOWALLHISTORY:YES in Microline.

Wow, that is an amazing bug.

96
DF Dwarf Mode Discussion / Idea for toggling things
« on: August 13, 2009, 08:07:39 am »
I was thinking about creating a spiked hallway, but I don't want a hallway of spikes that just went up and down, no, I want a hallway where the spikes alternate like this
Before:
^+^+^+^+^
After:
+^+^+^+^+

The spikes simply alternate, but it isn't really simple, because I want to do this with one lever. The solution, this:
View from side
Code: [Select]
______
| %% |
|^%% |
|WWW_|
What is this, this is one part of it, you need two of these, the first is connected to the first set of spikes, the second one to the second set. How does this all work? Simple, the pumps don't transfer power to each other, and instead they get their power from gear assemblies, to the side. Gear assemblies toggle, instead of the levers simply sending on/off signals. When the lever goes one way, the top is off, the bottom is on, the water goes to the left, and the pressure plate is activated, making the spikes go up. In fact, you don't NEED two, you could put another plate in that small hole on the right side. I think this is a simple and small way to turn any trigger into a toggle, if it works.
In order to set this up, dig it out, build the plate, hook it up, and get 7 water in the small hole on the right. After that build the pumps, and the assemblies. Now then, hook the lever up to ONE of the assemblies, then pull it, then hook it up to the other assembly, the assemblies are now opposite of eachother and will toggle seperately, making the pumps toggle.
If this works, it will be a large advance in what we can do with levers.

TL;DR: The design turns an input into a toggle for anything.

97
DF Dwarf Mode Discussion / Re: A rather cruel punishment.
« on: August 13, 2009, 07:15:17 am »
If they're criminals build a jail with ONLY cages, then when one of them goes in that cage, deconstruct it, and now you have a dwarf cage. ;D

98
DF Dwarf Mode Discussion / Re: Some map help
« on: August 13, 2009, 07:10:47 am »
Dwarves don't use mugs to drink beer, they just put a handle on the side of a barrel.

99
Mafia / Re: DF Mafia New Round SIGN UP
« on: August 13, 2009, 07:09:01 am »
But this isn't JUST mafia, this is much more, this is Dwarf Fortress Mafia! ;D

100
DF Dwarf Mode Discussion / Re: Dwarfy Museum
« on: August 12, 2009, 04:31:55 am »
Actually in DF it's called "Unknown Substance".

101
Mafia / Re: DF Mafia New Round SIGN UP
« on: August 10, 2009, 07:07:14 am »
Sure I'll join, looks fun, but don't make me an elf please. ;D

102
DF Suggestions / Re: Elven tree spikers
« on: August 10, 2009, 05:28:22 am »
I mean trees actually turning INTO treants.

103
DF Suggestions / Re: Elven tree spikers
« on: August 10, 2009, 05:11:41 am »
I'm just waiting for treants...

104
I always assumed that they turned them to planks in the workshop.

I think that the game already does have enough detail, though I like the idea of a whole new wood industry.

The game won't have enough detail until it simulates each individual quark.

105
DF General Discussion / Re: Olivine
« on: August 10, 2009, 04:25:05 am »
Damn, in the next version we can set lengths for creature's EYEBROWS?

Pages: 1 ... 5 6 [7] 8 9 ... 17