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Author Topic: legendary anvil  (Read 1579 times)

thebigJ_A

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legendary anvil
« on: October 17, 2010, 09:50:14 pm »

Hey all.

One of my blacksmith dwarfs got a strange mood, and he ended up making an uber-anvil (out of pig iron and dog leather, oddly).

I used it in my first ever magma forge (yay!) and I'm wondering if it will have any effect, either on the things made there, or on the dwarfs who work there. I'm betting it won't improve the chances for making masterful weapons or anything, but will my smiths get happy thoughts? Or should I have left the anvil in the stockpile, giving happy thoughts to passersby?
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Urist McTaverish

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Re: legendary anvil
« Reply #1 on: October 17, 2010, 09:50:48 pm »

Nope, but the quality of that room will be exceptional.
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Namfuak

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Re: legendary anvil
« Reply #2 on: October 17, 2010, 09:53:24 pm »

Nope, but the quality of that room will be exceptional.

You could, in theory, make the forge a meeting area by putting a statue or something next to it in order to use the value.  In theory, there isn't any negative influence of having a workshop in a recreational area.
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Urist McTaverish

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Re: legendary anvil
« Reply #3 on: October 17, 2010, 09:57:58 pm »

Nope, but the quality of that room will be exceptional.

You could, in theory, make the forge a meeting area by putting a statue or something next to it in order to use the value.  In theory, there isn't any negative influence of having a workshop in a recreational area.

True, and it'd serve a better purpose in a noble's room, once you get any of importance, and especially be funny since the noble would get ba thoughts from being woken up (since I dunno if you can place an anvil by itself.)
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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.

Angry Bob

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Re: legendary anvil
« Reply #4 on: October 17, 2010, 10:37:15 pm »

You can't place the anvil by itself, but if you build the forge in the noble's room, and then forbid the building, he'll get good thoughts from it without being woken up by work being done. At least, it would make sense that the building doesn't make noise when it's not in use.
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bdunwithat

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Re: legendary anvil
« Reply #5 on: October 17, 2010, 10:40:15 pm »

workshops dont make noise anymore, I thought o.o
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NecroRebel

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Re: legendary anvil
« Reply #6 on: October 17, 2010, 10:44:24 pm »

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Eskielidder

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Re: legendary anvil
« Reply #7 on: October 17, 2010, 11:24:15 pm »

In my .12 game my blacksmith made an anvil out of candy. Was trying to planepack something cool.....10 candy wafers went into that anvil. Worse thing was he was posessed, so didn't get legendary :(
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thebigJ_A

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Re: legendary anvil
« Reply #8 on: October 18, 2010, 12:23:48 am »

I suppose I could move the anvil around by constructing forges, then deconstructing them, while making sure none of my stockpiles accept anvils.

IDK though, I kind of like the idea of this shining legendary anvil being used in a magma forge in the deepest depths of my fort (really, inconveniently far down, unfortunately) by my now-legendary blacksmith, toiling away along with the legendary weaponsmith who had a mood earlier.

The only disadvantage is the guy was one of my best fighters, who I'd never used for smithing, so now I'm one fighter short.
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Urist McTaverish

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Re: legendary anvil
« Reply #9 on: October 18, 2010, 12:59:39 am »

I suppose I could move the anvil around by constructing forges, then deconstructing them, while making sure none of my stockpiles accept anvils.

IDK though, I kind of like the idea of this shining legendary anvil being used in a magma forge in the deepest depths of my fort (really, inconveniently far down, unfortunately) by my now-legendary blacksmith, toiling away along with the legendary weaponsmith who had a mood earlier.

The only disadvantage is the guy was one of my best fighters, who I'd never used for smithing, so now I'm one fighter short.

As long as they have dabbling in any skill that can get a mood they can get a mood.
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Here at Bay12, we're constantly looking for ways to set the world on fire.
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Namfuak

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Re: legendary anvil
« Reply #10 on: October 18, 2010, 02:37:30 am »

I suppose I could move the anvil around by constructing forges, then deconstructing them, while making sure none of my stockpiles accept anvils.

IDK though, I kind of like the idea of this shining legendary anvil being used in a magma forge in the deepest depths of my fort (really, inconveniently far down, unfortunately) by my now-legendary blacksmith, toiling away along with the legendary weaponsmith who had a mood earlier.

The only disadvantage is the guy was one of my best fighters, who I'd never used for smithing, so now I'm one fighter short.

As long as they have dabbling in any skill that can get a mood they can get a mood.

Incorrect.  As long as they are part of the player's civilization's race they can get a mood (Peasants and children with zero skills can get moods, I believe there are even cases of babies getting moods.  They take a craftsdwarf's workshop).
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FleshForge

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Re: legendary anvil
« Reply #11 on: October 18, 2010, 03:15:18 am »

Yeah I've had babies get in a mood also.
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Zaik

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Re: legendary anvil
« Reply #12 on: October 18, 2010, 06:11:21 am »

Yeah, babies, children, and totally useless peasants that grew up from children and have no skills can get moods too. It's pretty much always for the crap useless craftsdwarf shop too.
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HungryHobo

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Re: legendary anvil
« Reply #13 on: October 18, 2010, 12:35:54 pm »

Building's have quality don't they?
Wasn't there a topic a while back by someone who got an artifact bucket, artifact mechanism and I think a masterwork chain and then built a well with them over and over until he got a masterwork well with an insane value that pushed his fortress worth up into the double digit millions.
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