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DF Gameplay Questions / Re: Quick question: Can you 'fling' items off the edge of the map?
« on: September 17, 2014, 07:39:01 am »Pretty sure they bounce off.
Darn.
OK, thanks for letting me know.
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Pretty sure they bounce off.
EDIT
Forum polling to see which site is best will take too long. I choose the north central island, the dwarven civ in that little protected valley. The north center continent has both good and evil areas, lots of good mountains, forests and grasslands, so if we start by collecting just from that lake near the civ, then expand to the mountains and grasslands of the valley, then expand out of that protected valley we can harvest from the "Good" area nearby, then adventurers can range farther afield for the "evil" submissions (we may need glass cells to keep the undead contributions from swarming out, eh?) I can see it now, a whole "necromancy wing" where visitors must sign a waiver before being allowed inside to see The Horrors Which Are Held Captive Within the Glass Vaults... (heh).
I was thinkingthat we'd all choose one of the locations by poll, thenI'd set up four rudimentary areas (basically four 2x2 embarks sharing their borders using "Play Now!". Initial building will be a 5x5 roofed log cabin with one wooden door leading in and the beasties pastured out front. Each cabin would be built in the corner of the embark that would face the three other embarks, such that when visited in adventure mode, they all seem to be grouped together. Any Player that successfully brings a new item to one of the four "wings" will get a 1-season fortress turn (ie: play until the announcement of the next season) to put their submission on display and add any new things to the "wing" that they like.

Good idea - I'm using the Phoebus tileset, so if your mod is compatible with that, I'll use it.