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DF Modding / Re: -Hydra Rising- An original sci-fi mod- Preview Edition
« on: November 22, 2011, 10:23:38 pm »
Is this mod dead or just sleeping?
Or is it dead and dreaming?
Or is it dead and dreaming?
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K thanks I hate search its anoyying didnt know I was in the wrong thing I was sleepy that time.
a miner dug down 14 z levels and hit a lava pipe (magma pool is the old name.)
the 1st cavern level has a magma pool and were level 3 would be there is only lava sea.
if i dig deeper will demons come out and burn my ass
Calling BS. Certainly isn't now, and given how engravings are designated I doubt they ever were.Maybe in the future the game will make you make at least 2 tile wide walls or something. That would work.I could swear I read somewhere that engravings only affected one side of a wall. There was science and everything... Although it was 40D, so it's possible something changed.
I'd just use something like the current system for showing engravings.Tri-color tiles are impossible[...]I just have to say: Currently.
Not that I'm particularly calling for it, but it might represent a solution to all kinds of things.
Bit of a waste to implement just for "wall with tapestry option" symbols alone, of course, so there'd need to be a good reason to rejig the whole lot again, and incidentally force tileset artists to review their existing wares to ensure they don't fall foul of whatever method is used.

I like the idea of having such things defined in the liquids' raws. So, water might have [MIX_PRODUCT:MAGMA:WALL:INORGANIC:OBSIDIAN] or something, and ammonia might have [MIX_PRODUCT:VINEGAR:LIQUID:FOAM] while vinegar has [MIX_PRODUCT:AMMONIA:ITEM:BOULDER:NONE:INORGANIC:EXPLOSION], where INORGANIC:EXPLOSION is a pre-defined exploding inorganic material.
Except that every time you add a new liquid, you have to go over to every other liquid and define it's reaction. It's an exponential problem.