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Author Topic: Danger room for adventurers? !!Science!!  (Read 1142 times)

Kestrel

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Danger room for adventurers? !!Science!!
« on: June 20, 2011, 12:21:50 am »

Dunno if this has ever been asked before, although knowing this forum it probably has.  Search function be damned.

Would it be possible to set up a danger room in fortress mode on an infinite repeater, abandon the fort, then plug an adventurer into the danger room shortly thereafter?  Or would abandoning the fortress totally disable whatever initiated the infinite repeater in the first place...
« Last Edit: June 20, 2011, 05:41:28 pm by Kestrel »
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nogoodnames

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Re: Danger room for adventurers? !!Science!!
« Reply #1 on: June 20, 2011, 12:30:24 am »

Probably depends on how its built. I don't know how fluids are handled after abandon.

In any case I think you'll have to enable traps affecting adventurers in the init file for it to work.
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AutomataKittay

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Re: Danger room for adventurers? !!Science!!
« Reply #2 on: June 20, 2011, 12:54:07 am »

I recall seeing this discussed before, with those involved agreeing it'd work. Once you've enabled trap in adventure mode in the init, since pressure plate counts as trap mechanism. Mechanical things seem to run fine in adventure mode, and pressure plate-related things once trap's been enabled.
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kotekzot

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Re: Danger room for adventurers? !!Science!!
« Reply #3 on: June 20, 2011, 08:28:51 am »

Build a weapon trap with 10 training spears.
Walk around on it.

No need for a repeater if you're enabling traps.
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Kestrel

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Re: Danger room for adventurers? !!Science!!
« Reply #4 on: June 20, 2011, 11:58:31 am »

Build a weapon trap with 10 training spears.
Walk around on it.

No need for a repeater if you're enabling traps.
Interesting.  I'll give this a shot.
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Goblin 6 (to Goblin 7): I heard that I died.
Goblin 7 (to Goblin 6): I died.
Goblin 6 (to Goblin 7): It was inevitable.
Goblin 7 (to Goblin 6): It was inevitable.