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Author Topic: Walls on constructed floors  (Read 3380 times)

Krelos

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Re: Walls on constructed floors
« Reply #30 on: January 28, 2010, 01:54:01 pm »

Supersuper dwarvenly tough ;D
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Quote from: smokingwreckage
In order to improve the universe's frame rate, we must all throw rocks into volcanoes and then do absolutely nothing, worldwide, for a week, to take pressure off pathfinding.
or maybe throw them into the large hadron collider to atom-smash them instead.
Not to mention to throw all available animals into tiny pits.

Horseplank

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Re: Walls on constructed floors
« Reply #31 on: January 28, 2010, 06:42:34 pm »

Code wise they are the same.

Oh? They're the same code-wise?

Are you also an expert on toady's code? Please enlighten me, because I thought they were different.

Really, why make statements like this when you have no idea what you're talking about?

Wow, who gave forsaken the [DOUCHEBAG] tag?
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forsaken1111

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Re: Walls on constructed floors
« Reply #32 on: January 28, 2010, 11:56:30 pm »

Code wise they are the same.

Oh? They're the same code-wise?

Are you also an expert on toady's code? Please enlighten me, because I thought they were different.

Really, why make statements like this when you have no idea what you're talking about?

Wow, who gave forsaken the [DOUCHEBAG] tag?

Very clever
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Horseplank

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Re: Walls on constructed floors
« Reply #33 on: January 29, 2010, 02:16:57 am »


Very clever

I thought you might say that :D

Sorry.  ;)

OT: Yes, it is annoying that you can't build walls on floors. Grumble grumble.
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Deon

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Re: Walls on constructed floors
« Reply #34 on: January 29, 2010, 05:51:13 am »

Fine, thanks Darius for ending this douchebaggery :). I was expecting something like that, I thought there's some array which stores info about tile instead of "fixed" single variables.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
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