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Author Topic: Constructing large objects  (Read 2702 times)

Gazz

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Re: Constructing large objects
« Reply #15 on: February 25, 2010, 12:54:36 am »

Another useful twist that doesn't help with any of the problems.
Displace things that get in the way... to where? Smash them all?
Smashing is somewhat logical with a drawbridge but with huge swinging/sliding doors, that are expected to move slowly?
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kaypy

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Re: Constructing large objects
« Reply #16 on: February 25, 2010, 08:19:08 am »

You could mod in some of the more cosmetic tweaks the OP suggested:

Consider this:

Add a custom metal called "Massive Iron", with a much greater weight than regular Iron
Add a reaction that converts, say 3 Iron bars to a "Massive Iron" bar.
Use "Massive Iron" bars to make a "Massive Iron" door
Profit!
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Gazz

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Re: Constructing large objects
« Reply #17 on: February 25, 2010, 11:05:46 am »

Well, of course a massive iron bar created from 3 iron bars has a greater weight than 1 iron bar. =P

Why not have your "massive door" require more generic iron bars?

Now if you meant triple density, that's clearly an item for the magic system.
Alloys only go so far and always end up being a compromise of ductility vs brittleness.
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G-Flex

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Re: Constructing large objects
« Reply #18 on: February 25, 2010, 11:18:05 am »

Why not have your "massive door" require more generic iron bars?

Because most items can't be modded in such a manner, and especially not in a way that allows them to be made in workshops in fortress mode, unfortunately.
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== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Gazz

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Re: Constructing large objects
« Reply #19 on: February 25, 2010, 11:31:40 am »

But this is a suggestion thread, not a thread about what's doable now. =)
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G-Flex

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Re: Constructing large objects
« Reply #20 on: February 25, 2010, 11:36:09 am »

The post you were replying to was about what's doable now, though. I'm pretty sure he knows that kludging it via material reactions isn't the best way to go, and is just the best way to currently simulate it. The only real problem with it (aside from being, well, weird, and requiring another furnace job) is the fact that the items still take up the same amount of space as before, but then again, DF has extremely vague notions of "space" anyway.
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== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Gazz

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Re: Constructing large objects
« Reply #21 on: February 25, 2010, 11:41:17 am »

Good point.
Quantum dumps are proof of "memory" being a perfectly normal dimension in DF.

Therefore, sliding doors might well be telescopic and fully retract into themselves.
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lucusLoC

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Re: Constructing large objects
« Reply #22 on: February 25, 2010, 01:10:23 pm »

i don't normally do this Gazz, but that needs to be sigged.
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