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Author Topic: 2212 z-level above-ground Adamantine Spire  (Read 332967 times)

Igfig

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #420 on: July 23, 2010, 12:36:21 pm »

What if we set ademantine to melt/boil at a low temp? I wan't to see what happens if it suddenly goes *poof*.
Wouldn't work.  Stone only boils after you dig it out.

Xvareon

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #421 on: July 23, 2010, 12:49:19 pm »

Not if you make it ignite like coal  8)

slink

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #422 on: July 23, 2010, 12:58:28 pm »

Not if you make it ignite like coal  8)
Even then you have to dig it out.  In 40d I tried making obsidian flammable to see if I could make the world catch fire, and nothing happened.
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ECrownofFire

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #423 on: July 23, 2010, 02:08:32 pm »

Not if you make it ignite like coal  8)
Even then you have to dig it out.  In 40d I tried making obsidian flammable to see if I could make the world catch fire, and nothing happened.
Here at Bay12, we're constantly looking for ways to set the world on fire.
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Urist McTaverish

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #424 on: July 23, 2010, 02:11:00 pm »

Not if you make it ignite like coal  8)
Even then you have to dig it out.  In 40d I tried making obsidian flammable to see if I could make the world catch fire, and nothing happened.
Here at Bay12, we're constantly looking for ways to set the world on fire.
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Here at Bay12, we're constantly looking for ways to set the world on fire.
But at least after all the chaos, the weather cleared.

Toast024

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #425 on: July 23, 2010, 02:19:08 pm »

What if we mod dwarfs to fly, and put a burrow on top of the spire. That would be KRAZEH~~~! It would serve no purpose, but it would rock.
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ECrownofFire

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #426 on: July 23, 2010, 02:22:51 pm »

Not if you make it ignite like coal  8)
Even then you have to dig it out.  In 40d I tried making obsidian flammable to see if I could make the world catch fire, and nothing happened.
Here at Bay12, we're constantly looking for ways to set the world on fire.
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What if we mod dwarfs to fly, and put a burrow on top of the spire. That would be KRAZEH~~~! It would serve no purpose, but it would rock.
This. Somebody do this.
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nbonaparte

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #427 on: July 23, 2010, 02:46:58 pm »

31.11 has a noticeable FPS increase. Windows users may even be able to run it.
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expwnent

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #428 on: July 23, 2010, 02:54:09 pm »

Not if you make it ignite like coal  8)
Even then you have to dig it out.  In 40d I tried making obsidian flammable to see if I could make the world catch fire, and nothing happened.
Here at Bay12, we're constantly looking for ways to set the world on fire.

I don't want to set the world on fire
Oh wait, I do.
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Xvareon

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #429 on: July 23, 2010, 03:04:14 pm »

We'll need a supercomputer just to run this map for over 10 seconds without crashing.  If we tried to make the pillar collapse the game would probably crash from the strain of moving so many tiles of rock at once.  Then again it's not really the pillar that's causing the problem, it's the absolutely insane number of Z-levels this whole thing creates.  Since there is no way to remove entire Z-levels from the game the spire is doomed to only be a pretty thing to look at instead of a huge adamantine temple complex or city or whatever.  Still, you have to admit, it DOES look awesome!

The Yellow Peril

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #430 on: July 23, 2010, 03:06:33 pm »

Not sure if anyone has posted this already, but: I've been having a trouble mining through the NORMAL adamantine spires, let me elaborate. It seems that digging down into them in a straight lile is okay, but if I stop, let my miners go away for a bit, and then designate them to continue digging, they wont do it at all. I've always assumed this a bug, and it just happened to me again and made my suddenly realise what if this is the reason people can't dig this spire? Has anyone else experienced this bug in normal games? Anyone got a workaround for it? Because when you find a fix for it, I wouldn't be surprised if this spire becomes mineable. Potentially this could mean one of the next updates will fix the problem and simultanously let us mine it!
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Xvareon

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #431 on: July 23, 2010, 03:14:44 pm »

Does anyone know how much distance a Z-level is, really?  Could we assume that the 2212 Z-level spire is 2212 stories tall?

Scaraban

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #432 on: July 23, 2010, 03:18:57 pm »

Does anyone know how much distance a Z-level is, really?  Could we assume that the 2212 Z-level spire is 2212 stories tall?
theres a huge debate in this very thread     ;D read up
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ECrownofFire

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #433 on: July 23, 2010, 03:31:01 pm »

Does anyone know how much distance a Z-level is, really?  Could we assume that the 2212 Z-level spire is 2212 stories tall?
theres a huge debate in this very thread     ;D read up
There's a debate about the dimensions of a z-level in a lot of threads. There's not much that it isn't relative to.
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Eugenitor

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #434 on: July 23, 2010, 03:47:54 pm »

Well, we can determine it from the pathing. If it's the same as an X or Y movement, then it's the same as an X or Y level. Five feet? (Remember, this is *Dwarf* Fortress)
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