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Author Topic: Dwarf Fortress 0.34.07 Released  (Read 98511 times)

WillowLuman

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Re: Dwarf Fortress 0.34.07 Released
« Reply #120 on: April 06, 2012, 12:29:52 am »

I can imagine it now:
Weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!
Woooooooohooooooooooooooooooooooooooooooooooo!
Weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!



Spoiler (click to show/hide)
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greycat

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Re: Dwarf Fortress 0.34.07 Released
« Reply #121 on: April 06, 2012, 09:40:56 am »

A 200 lb. iron minecart, filled with half a ton of granite, accelerating down the ramp, whizzing past the statue garden....

Yup, that sounds totally safe.  I can't imagine what could possibly go wrong!
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TomiTapio

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Re: Dwarf Fortress 0.34.07 Released
« Reply #122 on: April 06, 2012, 03:55:54 pm »

Want to move that 500 rock you just mined?
If consider from a realistic point of view, that 500 rock is about...
One square is maybe 1.2 to 2.5 meters wide, AFAIK Toady has never told exactly. So excavating one square should get you 1.7 to 15.6 cubic meters of rock. (Then magical handwaving shrinks 15 cubes to 1.5, *shinggg*)
500 rocks just might be 850 to 7812 cubic meters.

I vague-guess a real mine cart could carry eight cubic meters (2.7 tons per cube, 21.5 tons).
But then again, DF stones are about the size of three statues.

(web: "The wagon beds were 16 feet long and 6 feet deep, and could carry 10 tons of borax." & "The ore wagons, which hauled a payload of 24 tons" )
« Last Edit: April 06, 2012, 03:57:35 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
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WillowLuman

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Re: Dwarf Fortress 0.34.07 Released
« Reply #123 on: April 06, 2012, 06:17:49 pm »

Want to move that 500 rock you just mined?
If consider from a realistic point of view, that 500 rock is about...
One square is maybe 1.2 to 2.5 meters wide, AFAIK Toady has never told exactly. So excavating one square should get you 1.7 to 15.6 cubic meters of rock. (Then magical handwaving shrinks 15 cubes to 1.5, *shinggg*)
500 rocks just might be 850 to 7812 cubic meters.

I vague-guess a real mine cart could carry eight cubic meters (2.7 tons per cube, 21.5 tons).
But then again, DF stones are about the size of three statues.

(web: "The wagon beds were 16 feet long and 6 feet deep, and could carry 10 tons of borax." & "The ore wagons, which hauled a payload of 24 tons" )
1 stone = 1 statue, or just about anything else (!?). As for the volume, one must consider that some of each square of stone is rendered unusable as dust and gravel from the process of digging it out (which is probably pushed aside as dwarves dig). Pickaxes would likely fragment rock plenty during digging.
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khearn

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Re: Dwarf Fortress 0.34.07 Released
« Reply #124 on: April 08, 2012, 01:06:09 am »

Want to move that 500 rock you just mined?

(web: "The wagon beds were 16 feet long and 6 feet deep, and could carry 10 tons of borax." & "The ore wagons, which hauled a payload of 24 tons" )

Whoa there, if you're talking borax wagons, you're probably finding info about the Death Valley borax wagons. Those are about as far from minecarts as you can get. They are usually referred to as the "20 mule team" wagons, because they were pulled by 20 mules. Twenty. As in two rows of ten mules. That's a lot of pulling power. They are about the biggest wagons I've ever seen that were drawn by draft animals. The rear wheels were 7 feet tall. I rather doubt they are what Toady is thinking of as mine carts.

Your typical mine cart, based on ones I've seen in southern California gold mines from the 19th century are about a cubic meter or so. About the same as the ones from the Temple of Doom, give or take a few decimeters here or there.
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MrWiggles

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Re: Dwarf Fortress 0.34.07 Released
« Reply #125 on: April 08, 2012, 02:38:00 am »

My town is historic (in part) because it was along the 20 Mule Team route.

Boxar (town and they mines) are pretty close to me.
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Buttery_Mess

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Re: Dwarf Fortress 0.34.07 Released
« Reply #126 on: April 08, 2012, 06:06:34 am »

Camera following individual dwarves or objects? This next release is shaping up to be zany!
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Maninblack144

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Re: Dwarf Fortress 0.34.07 Released
« Reply #127 on: April 08, 2012, 08:25:49 am »

I guess this means you can set up an elaborate minecart track leading to all interesting spots in your fort, center the camera on a minecart, then send it along for a sightseeing tour. Possibly of doom.
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guebstrike

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Re: Dwarf Fortress 0.34.07 Released
« Reply #128 on: April 08, 2012, 10:59:11 am »

This is gonna be awesome, making my magma forges so much more efficient. No more individual dwarves having to climb 100 z-levels to pick up a sword, or grab a chunk of flux. Soon they'll have mine-carts full of axes whizzing around the fort.
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TomiTapio

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Re: Dwarf Fortress 0.34.07 Released
« Reply #129 on: April 08, 2012, 11:21:20 am »

Your typical mine cart, based on ones I've seen in southern California gold mines from the 19th century are about a cubic meter or so. About the same as the ones from the Temple of Doom, give or take a few decimeters here or there.
Would be nice if Toady decided what size the minecarts are, and how many tons of average rock (DF: 2670 kg / cube) they can carry.

Magma forges too far? Have only one cavern layer instead of default three.
« Last Edit: April 08, 2012, 11:23:25 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Earthfiredrake

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Re: Dwarf Fortress 0.34.07 Released
« Reply #130 on: April 09, 2012, 12:54:22 am »

Anyone know if Dwarven nuclear reactors are still functional ( http://dwarffortresswiki.org/index.php/40d:Bin ) ? I have visions of carts of !!graphite!! flyng about dealing with toxic messes, excessive garbage, and unwanted visitors (elves, vampires, nobles, goblins, fish disectors).
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WillowLuman

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Re: Dwarf Fortress 0.34.07 Released
« Reply #131 on: April 09, 2012, 01:07:48 am »

They fixed that a while ago.
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guebstrike

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Re: Dwarf Fortress 0.34.07 Released
« Reply #132 on: April 09, 2012, 11:18:45 am »

Magma forges too far? Have only one cavern layer instead of default three.
That's good advice. Even with mine-carts someone will still have to run down there to load it.
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khearn

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Re: Dwarf Fortress 0.34.07 Released
« Reply #133 on: April 09, 2012, 12:02:11 pm »

Soon they'll have mine-carts full of axes whizzing around the fort.
What could possibly go wrong?
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Earthfiredrake

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Re: Dwarf Fortress 0.34.07 Released
« Reply #134 on: April 09, 2012, 03:57:37 pm »

They fixed that a while ago.

Pity, guess I'll just have to set up a cart to the magma mines and ship them off manually.

Will creatures (dwarves) be able to ride in (empty?) carts or will they require cages (entirely for their own safety)? (Answered, http://www.bay12forums.com/smf/index.php?topic=100851.0 )
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« Last Edit: April 10, 2012, 06:53:29 pm by Earthfiredrake »
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