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Messages - Firnagzen

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436
DF Dwarf Mode Discussion / Re: Dammed Brooks and Pressure
« on: August 19, 2009, 06:12:28 am »
Sure, want one?

Water, the blue, drowny, non burny stuff. Drinking this is inadvisable, may contain carp.
-Created.
-Looks around and scratches its head a bit.
-Tries to flow in any orthogonal directions: ><^v, or down a z-level.
-If it can't, it randomly decides to go diagonally or teleport.
-If diagonal, it will essentially delete itself and create a tile of water in the diagonal area at its z-level: This is why water flowing diagonally will lose its pressure.
-If teleport, it will teleport through 7/7 water to the nearest empty spot, or partially filled spot. This is the brook u-bend effect.

Magma. The red, glowy, burny stuff. Drinking this is inadvisable.
-Created.
-Looks around and scratches its head a bit.
-Tries to flow in any orthogonal directions: ><^v, or down a z-level.
-If it can't, it will go diagonally.
-If diagonal, it will essentially delete itself and create a tile of magma in the diagonal area at its z-level: This is why magma flowing diagonally will lose its pressure.
-It doesn't do teleportation, hence, the lack of 'pressure' which occurs when water teleports through other 7/7 water.

These rules are applied for each tile of water or magma. When pumped, the tiles coming out of the pump will behave like that of water, teleport and all. So contary to popular citation, magma doesn't strictly become pressurized when pumped, it's the tiles pumped by the pump alone which are pressurized.

I think that covers everything.

437
DF Gameplay Questions / Re: Lever and gearboxes values
« on: August 19, 2009, 05:29:41 am »
You kind of need at least one bed in the room to designate a bedroom.

438
DF Dwarf Mode Discussion / Re: Dammed Brooks and Pressure
« on: August 19, 2009, 04:59:38 am »
Something just went click in my brain: I fully understand the pressure system in DF now.

You know how if you have a U-bend from a brook, it'd fill up to one level less than the brook? That's why. Water will teleport through 7/7 water to the lowest possible and nearest empty slot- If a brook isn't drained, that's the edge of the map. Only if you dam the brook, it'll go up that last z-level.

439
Which is immensely annoying, I might add.

Anyway, I can confirm that smart usage of traffic designations does help FPS, but only if your computer's main burden are FPS calculations. DF has two big drains: graphics display and pathfinding. Graphics has been solved with the 40d## versions, so if you try going from that to 40d with no significant FPS changes, twiddle with the traffic settings.

440
DF Dwarf Mode Discussion / Re: Transcontinental Magma Pipeline
« on: August 17, 2009, 10:23:38 pm »
It appears to me, though that magma will only move from one map to another in adventure mode, yes? If you're playing fortress in one map, the other maps magically disappear off the face of the planet.

I wonder how long it would take to cave in that 200+ z-level map knocking around here and fill it with magma.

441
DF Gameplay Questions / Re: linking bridges takes forever
« on: August 17, 2009, 07:03:46 am »
Mmm... Did you by any chance save while the job was in progress? If so, try cancelling the job and redesignating it.

442
DF Gameplay Questions / Re: Lever and gearboxes values
« on: August 17, 2009, 05:01:05 am »
Hey! Is that the one at the Singapore Science Centre?

Moving on, I wonder if I can make my kingy happy in a 2x1 bedroom. (1 tile: bed, 1 tile: singularity lever)

443
DF Gameplay Questions / Lever and gearboxes values
« on: August 16, 2009, 01:49:00 am »
I can put limitless numbers of mechanisms into levers by linking them to something, then deconstructing the whatever it is, and linking it again.

Is it just me, or does this mean I can have an unlimited density of wealth in a 1x1 space?

444
DF Gameplay Questions / Re: Bars, grate, water, etc question
« on: August 15, 2009, 02:15:17 am »
You can in fact remove the floor from under constructions: (b-C-w) build a wall under the open space, put your vertical bars down, remove the wall. No idea whether the bars will deconstruct, though.

445
DF Gameplay Questions / Re: Glowing Hole+River=???
« on: August 15, 2009, 01:07:07 am »
Spoiler (click to show/hide)

446
DF Gameplay Questions / Re: Glowing Hole+River=???
« on: August 15, 2009, 01:04:07 am »
The water acts like it's chasmed. You can't drown HFS, by the way.

EDIT:
Spoiler (click to show/hide)

447
DF Gameplay Questions / Obsidian making- Quick question
« on: August 15, 2009, 12:00:33 am »
The standard design is something like this, right?
Code: [Select]
Side view
|_____| Retractable bridge floor
|     | Space
|_____| Obsidian making area

What happens if I omit the space? I ask because I just realized, before pulling any levers, that that's exactly what I did. Does this mean I'm going to have to deconstruct and rebuild?

448
DF Gameplay Questions / Re: Reclaim flood question
« on: August 14, 2009, 07:52:18 am »
The next logical question is: What if there's no viable land whatsoever?

450
... Actually, you can cast the border of the map, since magma doesn't flow off the edge of the map.

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