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Author Topic: On the Construction of the First True Skyfort (Cave-ins ON)  (Read 32128 times)

gtaguy

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Re: On the Construction of the First True Skyfort (Cave-ins ON)
« Reply #30 on: December 21, 2013, 11:30:23 pm »

My Armok...

We've walled and roofed whole map tiles just because the sun irritated us. We've drained the magma sea and built a fort under it. We've drained the real sea, just to try and get at mermaid bones. We built a fort in hell just to prove we could. And now, we've built a fort in the sky.
There is no natural obstacle a dwarf has not overcome.

And we did this all drunk.

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shadowclasper

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Re: On the Construction of the First True Skyfort (Cave-ins ON)
« Reply #31 on: December 21, 2013, 11:47:30 pm »

Jesus... that map has more things on it than anything I've ever seen.

itg, you are a scholar and a gentleman, having discerned more about dwaven physics in one map than almost anyone else in their entire career of playing the game.

I hope when the new release comes you'll replicate these to ensure they still function?
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Di

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Re: On the Construction of the First True Skyfort (Cave-ins ON)
« Reply #32 on: December 22, 2013, 09:14:11 am »

Wow, truly amazing.
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TD1

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Re: On the Construction of the First True Skyfort (Cave-ins ON)
« Reply #33 on: December 22, 2013, 03:24:37 pm »

Come the next update, he'll probably make a fort in outer space or some such. Wow, mental image of an InterDwarven Space Station....

Anyway, nice work. Gotta see if I can replicate this.
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gtaguy

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Re: On the Construction of the First True Skyfort (Cave-ins ON)
« Reply #34 on: December 22, 2013, 04:44:32 pm »

Come the next update, he'll probably make a fort in outer space or some such. Wow, mental image of an InterDwarven Space Station....

Anyway, nice work. Gotta see if I can replicate this.

Maybe some sort of specially created map that has a few 'asteroids' with materials inside them, maybe magma aswell. A box with some starting supplies (a farm, some building supplies, a few crafting stations), seven dwarves, and a dream.

Ofc we would need empty space between everything, with no floor whatsoever, and cave ins off (we are in space). It would make for an interesting map.

Also we could get Deon to mod in life support.
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TD1

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Re: On the Construction of the First True Skyfort (Cave-ins ON)
« Reply #35 on: December 22, 2013, 05:03:01 pm »

Life support?? That will be a strange development for Dwarves indeed...They are much more used to bringing on death than supporting life
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gtaguy

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Re: On the Construction of the First True Skyfort (Cave-ins ON)
« Reply #36 on: December 22, 2013, 05:10:12 pm »

Life support?? That will be a strange development for Dwarves indeed...They are much more used to bringing on death than supporting life

Alcohol needs air to brew, so they will have to devise a way to recycle fart gas back into oxygen to brew more wine.

Deon: add in a new liquid, call it 'air', make [lung]s act like gills to 'air', make a methods for generating air, post mod.
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I don't understand why you need magma.
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wierd

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Re: On the Construction of the First True Skyfort (Cave-ins ON)
« Reply #37 on: December 22, 2013, 06:55:44 pm »

Air isnt the problem.

Vaccuum needs to be modded in.

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gtaguy

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Re: On the Construction of the First True Skyfort (Cave-ins ON)
« Reply #38 on: December 22, 2013, 07:07:01 pm »

Air isnt the problem.

Vaccuum needs to be modded in.

As simulated by the 'liquid' flowing off the station. It falls down into empty space until it doesn't exist anymore. So you would need airlocks(doors) to keep air in, but allow external access.

Really the only system that needs adding is dwarves actually requiring air, and holding breath to construct outside the station. Dwarves are immune to radiation, I make mugs out of pitchblende and they survive just fine.
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I don't understand why you need magma.
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shadowclasper

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Re: On the Construction of the First True Skyfort (Cave-ins ON)
« Reply #39 on: December 22, 2013, 09:19:55 pm »

Air isnt the problem.

Vaccuum needs to be modded in.

Okay, here's what you do.

You mod Dwarves to have some sort of delayed Air-Drowning.

THen you have to fill your fortress with water. That represents normal atmosphere you're trying to protect while going outside of the air lock to gather materials on this alien landscape.
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TD1

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Re: On the Construction of the First True Skyfort (Cave-ins ON)
« Reply #40 on: December 23, 2013, 04:57:49 pm »

You lot do realise I wasn't being serious, lol. Though it does sound good.

Also, shadowclasper, is
Who says ya can't grab a shadow? LOOK! I did, right there! BOOM! Look, I did it again. See? Easy.
A reference to the Kingkiller Chronicles?
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itg

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Re: On the Construction of the First True Skyfort (Cave-ins ON)
« Reply #41 on: December 24, 2013, 06:15:46 am »

Jesus... that map has more things on it than anything I've ever seen.

itg, you are a scholar and a gentleman, having discerned more about dwaven physics in one map than almost anyone else in their entire career of playing the game.

I hope when the new release comes you'll replicate these to ensure they still function?

Thanks! I may end up replicating much of this science again in the new release, mainly because I have a project in mind that happens to combine most of the physics from my previous projects. I highly doubt dwarven physics will change much (if at all) in the new release, since Toady isn't working on that part of the game, to my knowledge.

Air isnt the problem.

Vaccuum needs to be modded in.

Okay, here's what you do.

You mod Dwarves to have some sort of delayed Air-Drowning.

THen you have to fill your fortress with water. That represents normal atmosphere you're trying to protect while going outside of the air lock to gather materials on this alien landscape.

Unfortunately, pathing underwater is pretty screwed up, and dwarves won't take jobs underwater. Maybe it would be more feasible to mod in permanent suffocating rain? Maybe it would be possible to mod the "sun sickness" from cave adaptation to be lethal over time? Failing at those options, you could just make the outside temperature really, really cold, so the dwarves die of exposure within a few seconds.

Dwarf4Explosives

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Re: On the Construction of the First True Skyfort (Cave-ins ON)
« Reply #42 on: December 24, 2013, 07:37:46 am »

All of those routes seem like they would simulate things pretty well, but the problem is that creatures won't spawn at the top of the map, so you won't get attacked by alien monsters, an essential part of any space simulation.
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MDFification

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Re: On the Construction of the First True Skyfort (Cave-ins ON)
« Reply #43 on: December 24, 2013, 01:38:19 pm »

Jesus... that map has more things on it than anything I've ever seen.

itg, you are a scholar and a gentleman, having discerned more about dwaven physics in one map than almost anyone else in their entire career of playing the game.

I hope when the new release comes you'll replicate these to ensure they still function?

Thanks! I may end up replicating much of this science again in the new release, mainly because I have a project in mind that happens to combine most of the physics from my previous projects. I highly doubt dwarven physics will change much (if at all) in the new release, since Toady isn't working on that part of the game, to my knowledge.

Air isnt the problem.

Vaccuum needs to be modded in.

Okay, here's what you do.

You mod Dwarves to have some sort of delayed Air-Drowning.

THen you have to fill your fortress with water. That represents normal atmosphere you're trying to protect while going outside of the air lock to gather materials on this alien landscape.

Unfortunately, pathing underwater is pretty screwed up, and dwarves won't take jobs underwater. Maybe it would be more feasible to mod in permanent suffocating rain? Maybe it would be possible to mod the "sun sickness" from cave adaptation to be lethal over time? Failing at those options, you could just make the outside temperature really, really cold, so the dwarves die of exposure within a few seconds.

Pretty sure the "irritated by the sun" is hardcoded, so it can't be modded. I'm not sure if it's possible to ensure the timing of weather, although I could be wrong on that later part.
As amazing as it sounds, SpaceDorfstm is probably not feasible.
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Loud Whispers

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