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Author Topic: Uranium fun  (Read 620 times)

Daveorock

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Uranium fun
« on: June 27, 2018, 05:57:38 pm »

I was looking into really modding for the first time since my latest fort sits on top of over 22k pitchblende. I planned primarily on making a few things:
-Uranium (with an enrichment process)
-Nuclear power sources
-Nuclear traps/weapons

The first one won't be hard and the second I may have to be a bit creative with, but the last one I'm trying to figure out. I could do various things--have plutonium be a by-product of power production and give it an extremely high temperature to throw in traps, make depleted uranium bolts really deadly, etc., but I'd really like to make a giant uranium-powered pressure cooker to bake entire sieges in. However, I've seen people say here and there that steam is no longer deadly. That's obviously an issue, if it's correct. I'm not sure what broke that functionality, so I don't know where to start for a solution. Any knowledge or ideas?

I'm also open to creative solutions like producing toxic nuclear gas (ie, radon) instead or raining down radiation-sickness inducing contaminants in the chamber, but I wouldn't know where to start with those either.

Thanks!
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Twenty seconds after the collapse, 14 dwarves hit the ground simultaneously.
EDIT: make that 15. Not sure what took that last one so long.
Urist McLemming cancels Fall: Dangerous Terrain

KittyTac

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Re: Uranium fun
« Reply #1 on: June 27, 2018, 09:33:33 pm »

Steam was not deadly as early as the last 2D release.
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Daveorock

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Re: Uranium fun
« Reply #2 on: June 27, 2018, 09:35:44 pm »

Ah >.< it seemed like a more recent change, I hadn't ever messed with steam in prior forts either. I'm guessing it wouldn't be very easy to change that, then?
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Twenty seconds after the collapse, 14 dwarves hit the ground simultaneously.
EDIT: make that 15. Not sure what took that last one so long.
Urist McLemming cancels Fall: Dangerous Terrain

KittyTac

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Re: Uranium fun
« Reply #3 on: June 27, 2018, 11:21:15 pm »

Probably very hard. Maybe even impossible, like adding new liquids.
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RODCHENKO WORKS IN SIGS
Don't trust this toaster that much, it could be a villain in disguise.
Grammar is the difference between knowing your shit and knowing you're shit.

Zammer990

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Re: Uranium fun
« Reply #4 on: June 28, 2018, 11:08:04 pm »

You could, with some syndrome magic, make an immobile creature that spews UNDIRECTED_DUST, and give the dust bleeding/swelling etc. on contact, so it would act like a hot gas. That would be 100% fatal afaik.

You'd probably need a lot of dfhack stuff to make it behave nicely though.
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If your animals aren't expendable, you could always station a dwarf or two out there?

Gashcozokon

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Re: Uranium fun
« Reply #5 on: July 01, 2018, 02:53:35 am »

Reaching way back through the sands of time, there is this thread:
http://www.bay12forums.com/smf/index.php?topic=53002.0

It added a coal like substance that when mined, boiled and spread by vapor,
the awful symptoms of Black Lung. I was thinking you might adapt it to suit your needs
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Putnam

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Re: Uranium fun
« Reply #6 on: July 01, 2018, 06:28:12 pm »

Reaching way back through the sands of time, there is this thread:
http://www.bay12forums.com/smf/index.php?topic=53002.0

It added a coal like substance that when mined, boiled and spread by vapor,
the awful symptoms of Black Lung. I was thinking you might adapt it to suit your needs

it's been a bit ruined by the new automining system not mining the dust particles