Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 13 14 [15] 16 17 18

Author Topic: Water / magma submarine  (Read 113354 times)

Washcloth

  • Bay Watcher
    • View Profile
Re: Water / magma submarine
« Reply #210 on: May 16, 2010, 08:19:43 pm »

Has anyone tried dropping the sub on cats chained to the floor of the body of water?
because that would be hilarious if that worked...And im only baseing that idea on the cat law.. you know..the one where you can drop a dwarf onto a cat in 100 lbs of armour from 3000 feet and still live ;D




Spoiler (click to show/hide)
« Last Edit: May 16, 2010, 08:24:43 pm by Washcloth »
Logged
"My dwarves seem to have Terminal Party Syndrome; i can't get them to stop partying all of a sudden"- RCIX

Retro

  • Bay Watcher
  • o7
    • View Profile
Re: Water / magma submarine
« Reply #211 on: May 16, 2010, 10:30:50 pm »

...Eep. Accidentally removed all support before the Support was built. Crud. Now I have a happy little underwater sub and a bunch of very confused dwarves sitting on the shore scratching their heads.

Eagle_eye

  • Bay Watcher
    • View Profile
Re: Water / magma submarine
« Reply #212 on: May 16, 2010, 11:07:35 pm »

drop another on top and dig into the old one. what method did you use? because obviously the hammer isnt going to work for accessing the magma sea...
Logged

Eagle_eye

  • Bay Watcher
    • View Profile
Re: Water / magma submarine
« Reply #213 on: May 16, 2010, 11:15:19 pm »

well, I've created a race of superdwarves for rapid construction and testing:



[CREATURE:DWARF]
   [DESCRIPTION:A short, sturdy creature fond of drink and industry.]
   [NAME:dwarf:dwarves:dwarven]
   [CASTE_NAME:dwarf:dwarves:dwarven]
   [CREATURE_TILE:1][COLOR:3:0:0]

   Many of the following tags are actually caste-level tags (in this case, male and female), but because there are no differences between the castes for these tags in a dwarf, you can add them earlier.  Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.
   [NO_EAT]
   [NOPAIN]
   [EXTRAVISION]
   [NOBREATHE]
   [NOSTUN]
   [NONAUSEA]
   [NOEMOTION]
   [NOTHOUGHT]
   [NOEXERT]
   [NO_DRINK]
   [NO_SLEEP]
   [INTELLIGENT]
   [TRANCES]
   [SPEED:1]
   [BENIGN]
   [CANOPENDOORS]
   [PREFSTRING:beards]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]

   Next we use body detail plans (which have their own raw file) to streamline the addition of some of the common materials, tissues and their relationships with each other.

   [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
   [BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]

   Eyebrows and eyelashes are manually added here.

   [USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
   [TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
   [USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
   [TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]

   And nails.

   [USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
   [USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
   [TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
   [TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]

   Set up some major arteries that couldn't be handled in the raw templates.  The selection commands can be used to grab tissue layers to adjust their properties after they have been created.

   [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
    [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
      [TL_MAJOR_ARTERIES]

   Then back to some more body detail plans.

   [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
   [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
   [BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
   [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
   [BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
   [RELSIZE:BY_CATEGORY:LIVER:300] Of course!  Standard relative size for humanoids is 200.

   Tendons and ligaments are currently very abstract, but adding these flags will let wounds occur that damage them.  The number afterward is the healing rate.  Lower is faster.

   [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
   [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
   [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]

   This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.

   [HAS_NERVES]

   This controls the bleeding behavior.

   [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
   [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]

   These classes are used by syndromes (such as poison) as well as some restricted entity positions.  You can name them whatever you want.

   [CREATURE_CLASS:GENERAL_POISON]

   Some tags to control the overall infection behavior.

   [GETS_WOUND_INFECTIONS]
   [GETS_INFECTIONS_FROM_ROT]
   [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
   [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]

   Attributes for dwarves are still described in terms of the median value below, but the actual game effects are altered according to the raw numbers.  The numbers are different percentile values.  1000 is the human median for all attributes, so dwarven strength, for instance, has a higher median of 1250, although they suffer from their smaller size.

   [PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]              +
   [PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]                 -
   [PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]             +
   [MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]    +
   [MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]                ++
   [MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250]            +
   [MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250]              +
   [MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]                +
   [MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]        ++

   These tags establish the growth phases of the creature's life.  The format is (BODY_SIZE|<year>|<day>|<average size>).

   [BODY_SIZE:0:0:3000]
   [BODY_SIZE:1:168:15000]
   [BODY_SIZE:12:0:60000]

   These body modifiers give individual dwarves different characteristics.  In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges.  Each interval has an equal chance of occurring.

   [BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
      [APP_MOD_IMPORTANCE:500]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
      [APP_MOD_IMPORTANCE:500]

   In order to set properties for body parts, first you select them.  In this case, we select all body parts of category EYE, then we add a few modifiers to them.

   [SET_BP_GROUP:BY_CATEGORY:EYE]
      [BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
         [APP_MOD_NOUN:eyes:PLURAL]
      [BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
         [APP_MOD_NOUN:eyes:PLURAL]
      [BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
         [APP_MOD_NOUN:eyes:PLURAL]
      [BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
         [APP_MOD_NOUN:eyes:PLURAL]

   [SET_BP_GROUP:BY_CATEGORY:LIP]
      [BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
         [APP_MOD_NOUN:lips:PLURAL]

   [SET_BP_GROUP:BY_CATEGORY:NOSE]
      [BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
         [APP_MOD_NOUN:nose bridge:SINGULAR]

   [SET_BP_GROUP:BY_CATEGORY:EAR]
      [BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
         [APP_MOD_NOUN:ears:PLURAL]
      [BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
         [APP_MOD_NOUN:ears:PLURAL]
      [BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
         [APP_MOD_IMPORTANCE:700]
         [APP_MOD_NOUN:ears:PLURAL]
      [BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
         [APP_MOD_IMPORTANCE:700]
         [APP_MOD_NOUN:ears:PLURAL]

   [SET_BP_GROUP:BY_CATEGORY:TOOTH]
      [BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
         [APP_MOD_NOUN:teeth:PLURAL]

   [SET_BP_GROUP:BY_CATEGORY:SKULL]
      [BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]

   [SET_BP_GROUP:BY_CATEGORY:NECK]
      [BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]

   [SET_BP_GROUP:BY_CATEGORY:HEAD]
      [BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
         [APP_MOD_IMPORTANCE:700]
      [BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
         [APP_MOD_IMPORTANCE:700]


   These are as before.

   [MAXAGE:150:170]

   Attack definitions are formatted as follows:

   [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:punch:punches]

      This means that the attack will use as much of the available tissue as possible, rather than, say, thrusting with a spike.

      [ATTACK_CONTACT_PERC:100]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:MAIN]

   [ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
      [ATTACK_SKILL:STANCE_STRIKE]
      [ATTACK_VERB:kick:kicks]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:SECOND]

   This causes all of the nails on the finger's of a given grasp to be used.

   [ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:scratch:scratches]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:SECOND]

   This causes all of the teeth on a given head to be used.

   [ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:SECOND]
      [ATTACK_FLAG_CANLATCH]

   Here, GENERAL_BABY_NAME is at the creature level, and BABYNAME is at the caste level.  These names could be gender-specific but aren't right now.

   [BABY:1]
   [GENERAL_BABY_NAME:dwarven baby:dwarven babies]
   [BABYNAME:dwarven baby:dwarven babies]
   [CHILD:12]
   [GENERAL_CHILD_NAME:dwarven child:dwarven children]
   [CHILDNAME:dwarven child:dwarven children]
   [EQUIPS]
   [CAVE_ADAPT]
   [DIURNAL]

   This is the new format for making specific unit names for a creature.  Any unit token can be used.  If you want to add a caste-specific profession name, use CASTE_PROFESSION_NAME instead, once the caste has been declared.

   [PROFESSION_NAME:CRAFTSMAN:craftsdwarf:craftsdwarves]
   [PROFESSION_NAME:FISHERMAN:fisherdwarf:fisherdwarves]
   [PROFESSION_NAME:HAMMERMAN:hammerdwarf:hammerdwarves]
   [PROFESSION_NAME:SPEARMAN:speardwarf:speardwarves]
   [PROFESSION_NAME:CROSSBOWMAN:marksdwarf:marksdwarves]
   [PROFESSION_NAME:AXEMAN:axedwarf:axedwarves]
   [PROFESSION_NAME:SWORDSMAN:swordsdwarf:swordsdwarves]
   [PROFESSION_NAME:MACEMAN:macedwarf:macedwarves]
   [PROFESSION_NAME:PIKEMAN:pikedwarf:pikedwarves]
   [PROFESSION_NAME:BOWMAN:bowdwarf:bowdwarves]
   [SPEECH:dwarf.txt]
   [HOMEOTHERM:10067]
   [SWIMS_LEARNED][SWIM_SPEED:1]
   [PERSONALITY:IMMODERATION:0:55:100]
   [PERSONALITY:VULNERABILITY:0:45:100]
   [PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]
   [MANNERISM_FINGERS:finger:fingers]
   [MANNERISM_NOSE:nose]
   [MANNERISM_EAR:ear]
   [MANNERISM_HEAD:head]
   [MANNERISM_EYES:eyes]
   [MANNERISM_MOUTH:mouth]
   [MANNERISM_HAIR:hair]
   [MANNERISM_KNUCKLES:knuckles]
   [MANNERISM_LIPS:lips]
   [MANNERISM_CHEEK:cheek]
   [MANNERISM_NAILS:nails]
   [MANNERISM_FEET:feet]
   [MANNERISM_ARMS:arms]
   [MANNERISM_HANDS:hands]
   [MANNERISM_TONGUE:tongue]
   [MANNERISM_LEG:leg]
   [MANNERISM_LAUGH]
   [MANNERISM_SMILE]
   [MANNERISM_WALK]
   [MANNERISM_SIT]
   [MANNERISM_BREATH]
   [MANNERISM_POSTURE]
   [MANNERISM_STRETCH]
   [MANNERISM_EYELIDS]
   
   Now we'll declare the specific castes.

   [CASTE:FEMALE]
      The gender tag lets it know how breeding works.
      [FEMALE]
      [MULTIPLE_LITTER_RARE]
      To add beards, put square brackets around the following:
      BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS
   [CASTE:MALE]
      [MALE]
      [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]

   This command lets you select all of the castes again.

   [SELECT_CASTE:ALL]

      Now we'll select all of the hair tissue layers we can find so that we can add colorations to them.  Even if the castes have different tissue layers, it'll find the layers and establish modifiers for each of the castes properly.

      [SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
         
         A color modifier takes a list of color patterns (every color is associated to a monotone color pattern of its color, so you can also use color tokens) and frequencies.

   [TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
            [TLCM_NOUN:hair:SINGULAR]
         [TL_COLOR_MODIFIER:GRAY:1]

            This gives the start and finish time in <year>|<days> for the color change to occur
      
            [TLCM_NOUN:hair:SINGULAR]
            [TLCM_TIMING:ROOT:80:0:130:0]
         [TL_COLOR_MODIFIER:WHITE:1]
            [TLCM_NOUN:hair:SINGULAR]
            [TLCM_TIMING:ROOT:130:0:150:0]

      Now we'll select the eyebrows and eyelashes and give them variable lengths.

      [SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
         [TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
            [APP_MOD_NOUN:eyebrows:PLURAL]
         [TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
            [APP_MOD_NOUN:eyebrows:PLURAL]
         [TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
            [APP_MOD_NOUN:eyebrows:PLURAL]

      [SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
         [TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
            [APP_MOD_NOUN:eyelashes:PLURAL]

      All of the other hair is selected and started at length zero.  It's fine to group them all together like this -- the creature can still accomodate different lengths once hair cutting/styling goes in.  I used one modifier here because the growth rates and starting length are all the same.

      [SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
         [TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
            [APP_MOD_NOUN:hair:SINGULAR]

            Here we set the growth rate.  This will change the modifier (LENGTH) by 1 each day up to a maximum of 1000 from the start of the dwarf's life (early beards!) for as long as the dwarf is alive.  The format is (APP_MOD_RATE|<rate>|<scale>|<min>|<max>|<start year>|<start day>|<end year>|<end day>) where the final two tokens can be replaced by NO_END if the growth is to continue indefinitely.
            
            [APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]

         [TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
            [APP_MOD_NOUN:hair:SINGULAR]
         [TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
            [APP_MOD_NOUN:hair:SINGULAR]
         [TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
            [APP_MOD_NOUN:hair:SINGULAR]

      [SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
         [TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
            [TSU_NOUN:hair:SINGULAR]

      [SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
         [TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
            [TSU_NOUN:beard:SINGULAR]

      [SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
         [TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
            [TSU_NOUN:moustache:SINGULAR]

      [SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
         [TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
            [TSU_NOUN:sideburns:PLURAL]

      Here we handle nail length.

      *** need a new style to keep these short and need to make the entity def say to keep them short
      SET_TL_GROUP:BY_CATEGORY:FINGER:NAIL]
       PLUS_TL_GROUP:BY_CATEGORY:TOE:NAIL]
         TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]
            APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
            APP_MOD_NOUN:nails:PLURAL]

      Here all of the skin is selected and various colors are listed.

      [SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
   [TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
         [TLCM_NOUN:skin:SINGULAR]

      [TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
         [APP_MOD_RATE:1:YEARLY:0:100:60:0:NO_END]
         [APP_MOD_NOUN:skin:SINGULAR]

      Now we do the eyes, using the somewhat clunky eye color patterns.

      [SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
         [TL_COLOR_MODIFIER:IRIS_EYE_AMETHYST:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_COBALT:1:IRIS_EYE_COPPER:1:IRIS_EYE_EMERALD:1:IRIS_EYE_GOLD:1:IRIS_EYE_HELIOTROPE:1:IRIS_EYE_JADE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUST:1:IRIS_EYE_SILVER:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_TURQUOISE:1]
         [TLCM_NOUN:eyes:PLURAL]
Logged

Dante

  • Bay Watcher
  • Dante likes cats for their corrupt intentions.
    • View Profile
Re: Water / magma submarine
« Reply #214 on: May 16, 2010, 11:21:16 pm »

what method did you use? because obviously the hammer isnt going to work for accessing the magma sea...

Because of the semimolten rock? I'm curious to see if anyone can find any patches of regular rock deep enough to submerge a submarine, and wide enough to have one of a reasonable size. Ideally, there'd be a patch underneath a magma tube.

Eagle_eye

  • Bay Watcher
    • View Profile
Re: Water / magma submarine
« Reply #215 on: May 16, 2010, 11:23:47 pm »

if only. perhaps we could land it on the adamantine?
Logged

Kadzar

  • Bay Watcher
  • Descan Pengwind
    • View Profile
Re: Water / magma submarine
« Reply #216 on: May 17, 2010, 12:25:00 am »

Okay. Attempt two to get a suitable site for Dwarven Sealab.

The new area is a 2x2 site in which I have already seal off all underground map edges. My plan is to cut away on all sides and the top and bottom of the cavern layers in such a way that they are unsupported and will collapse into a heap. I will then build a pump stack extending from the magma sea up to the ceiling of the underground. A grid of magma-safe hatches will then dispense magma with pinpoint precision into the artificial lake below, fed from the river above.
Logged
What if the earth is just a knick in one of the infinite swords of the mighty fractal bear?
Glory to Arstotzka!

Retro

  • Bay Watcher
  • o7
    • View Profile
Re: Water / magma submarine
« Reply #217 on: May 17, 2010, 01:24:27 am »

SUCCESS!

http://www.mkv25.net/dfma/poi-23505-dwarvensubcrew

Some pics from Stonesense, of the sub and the scaffolding:

Spoiler (click to show/hide)

Eagle_eye

  • Bay Watcher
    • View Profile
Re: Water / magma submarine
« Reply #218 on: May 17, 2010, 01:54:41 am »

tell how. please.
Logged

Retro

  • Bay Watcher
  • o7
    • View Profile
Re: Water / magma submarine
« Reply #219 on: May 17, 2010, 02:01:12 am »

Well, I'm not doing it into magma, for one. It seemed like you were trying to drop your sub into the magma sea, and as the bottom of the magma sea counts as 'magma flow' tiles (the same tiles at the center of 40d's magma pipes, though sometimes lava instead), it just eats everything.

Otherwise, use Keldor's second method in this post: http://www.bay12forums.com/smf/index.php?topic=56305.msg1237578#msg1237578. The first one leaves the tube hanging there and looking silly. If you do it right, you should get two cave-ins when you drop the hammer.

Eagle_eye

  • Bay Watcher
    • View Profile
Re: Water / magma submarine
« Reply #220 on: May 17, 2010, 02:10:19 am »

ooh. I'm trying to get a magma sea colony...
Logged

DKS

  • Bay Watcher
    • View Profile
Re: Water / magma submarine
« Reply #221 on: May 17, 2010, 11:51:40 am »

I have an idea to get around the problems that SMR causes. I've tested the theory behind it with dfhack and it worked too. Making a practical setup for it is another matter though.

The issue is that magma flows destroy any natural rock walls that land on them, but the thing is that they count as floor tiles which can support tiles next to them. So if you find an area of the sea where there is an edge and manage to get a block of obsidian to form then you have rock at the bottom of the sea.

I haven't made a setup to make use of this but I'm imagining filling up a multi z level room with water and pouring it all in at once with floor hatches attached to a lever and seeing if I can get lucky.
Logged

jokermatt999

  • Bay Watcher
    • View Profile
Re: Water / magma submarine
« Reply #222 on: May 17, 2010, 12:16:44 pm »

Has anyone tried dropping a sort of bowl filled with water into a magma sea? I got promising results with that in the arena, because the walls would form as it fell.
Logged

DKS

  • Bay Watcher
    • View Profile
Re: Water / magma submarine
« Reply #223 on: May 17, 2010, 02:25:20 pm »

After playing around with it I've gotten an even better idea. Like I posted before if you can get down to it the magma flow can be treated as a floor and used for support.

So instead of what I suggested before use the obsidian casting to get through it the same way as an aquifer. Once you've set up a base of your under sea fort leave one square separated from the rest that no magma can get in (I'd suggest just using a door) and put everything you want down there in that square. channel all the z levels but the bottom one that is supported by the the magma flow tiles, and dump cast obsidian from above on top for however many z level of undersea fort you want and start digging it out you now have a fort that is separated from the rest of the map under the magma sea.

I'm going to go try this.

For Science!
Logged

Eagle_eye

  • Bay Watcher
    • View Profile
Re: Water / magma submarine
« Reply #224 on: May 17, 2010, 04:01:47 pm »

I've got another idea. If you made a t shaped obsidian block like this: ===||===
                                                                                                   ||

and you put a launching platform beneath it, not as wide as the "t" part, wouldn't it snag on the platform, with the lower levels beneath the magma?
Logged
Pages: 1 ... 13 14 [15] 16 17 18