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Author Topic: Holy Crap Minecarts (Devlog Quote)  (Read 250002 times)

Urist Da Vinci

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #1095 on: April 26, 2012, 08:25:53 pm »

I'm hoping that the variation in dwarf weight (fat vs thin, etc.) won't cause too much of a difference in the cart's trajectory after a ramp launch. If we can land safely on a ledge at the top of the cart's parabolic path (and stop the cart on that ledge), it could be safer than walking across the goblin or zombie-infested ground.

Projectiles slowing when they move through fluids = actually "soft" water for dwarves to land in? Currently if you fall 20z into a lake, you hit the bottom 5z below the surface and explode. IRL you should explode when you hit the surface of the water, but perhaps dwarves will start surviving.

Itnetlolor

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #1096 on: April 26, 2012, 10:12:12 pm »

With the potential minecarts have, and maybe even an improvement to fluid dynamics (at least splash effects), anyone willing to make rollercoasters and log flume rides for dwarves? We need a carnival megaproject made. There are already a few features such as having the archery targets for the shooting game, we have clowns, we have zombies, were-beasts, and ghosts (and depending on injury/curse, even a few deformities), with a bit of modding, we can have drinks and snacks and edible cotton candy (though we can make the sales stands out of that material too); all we need now are some rides.

Let's make this happen.

We can also try to make use of drawbridges inside pools to turn them into wave pools if I got another thread correct. We can make ourselves some waterparks too while at it.

EDIT:
We can make log flume rides even dorfier by instead of submerging the minecarts in pools of water, we can use either magma or captives light enough to not compromise the ride, but heavy enough or with the right build to pop like a water balloon filled with chunky salsa on contact. We can also use cats with DFHack's 'catsplosion' command to keep those pools adequately filled for a satisfying *splash*. The only other thing to worry about there is making sure to keep the captives restrained, or the cats contained.

Another idea, inspired by Toady's recent update, Dwarven bowling. Follows similar structure as the update, but uses something more abundant than aardvarks. Again, either captives or cats.

EDIT EDIT:
Just re-read the post. You may have to empty the minecart after the ride ends (for consistency for all riders); so you may need to find a way to drain the excess water/blood/magma as well as keep the pool at the right water level for the ride.

Kobold McPrisoner cancels sneak: interrupted by joyous screams of Urist McChild
Kobold McPrisoner cancels sneak: collision with an obstacle
Kobold McPrisoner has exploded into gore

Urist McChild has collected a souvenier: Kobold McPrisoner's head
Urist McChild has collected a souvenier: Kobold McPrisoner's entrails
Urist McChild has collected a souvenier: Kobold McPrisoner's left arm
« Last Edit: April 26, 2012, 11:08:41 pm by Itnetlolor »
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ThatAussieGuy

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #1097 on: April 27, 2012, 10:49:25 am »

If you had some sort of trigger square that made carts dump their load without having to stop first, you could set a few carts going across the balcony overlooking your fort's front gate loaded with magma...

rtg593

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #1098 on: April 27, 2012, 11:14:07 am »

If you had some sort of trigger square that made carts dump their load without having to stop first, you could set a few carts going across the balcony overlooking your fort's front gate loaded with magma...

Lol, after reading the carnival thread before it, your post created a very humorous mental image :p
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godisdead132

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #1099 on: April 27, 2012, 11:19:26 am »

Quote
I finally got around to getting minecarts to blow through corners if they are going really fast (if there's a wall blocking the way the cart would fly off, it will stay on).

if this means what i think it does we could make a compact acellerator without having to worry about track jumping

############
∞=========+#
########## ll#
+=========+#
ll############
+==========+#
                         \
                          \
                           \
                             ============g

= roller
∞ cart full of !!Platinum!!
+ junction
\ ramp
# wall
g happy fun targets

all you would have to do is place a wall or walls around any turns that it would normaly jump at this way you dont have to use as long a ramp or precisely calculate the track derail speed before the final terminal velocity ramp to the target
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GoldenShadow

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #1100 on: April 27, 2012, 12:10:53 pm »

This should simplify obtaining magma for magma forges. No more magma safe pump stacks, no more magma pistons. A solution that won't eat our FPS or ruin large sections of the map.
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Mrhappyface

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #1101 on: April 27, 2012, 12:29:20 pm »

Now I feel inspired to make gift shops at the end of magma park rides.
I also want to see if we can skip goblins across ponds using pressurized water cannons.
« Last Edit: April 27, 2012, 12:36:36 pm by Mrhappyface »
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Itnetlolor

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #1102 on: April 27, 2012, 12:49:08 pm »

Now I feel inspired to make gift shops at the end of magma park rides.
I also want to see if we can skip goblins across ponds using pressurized water cannons.
That just gave me an interesting idea. If collision detection between fluid and objects are improved as well as I would assume, anybody wanna also make a giant dwarven cannon? And in case steam power (pressurized as well) gets implemented, use the minecart as the bullet/cannonball, make sure it's a good seal, and after enough pressure is built up, relieve it and send the thing flying. Keep it on rails to maintain accuracy (rifling in the barrel).

Steam (if implemented) could make reloading much less of a chore, compared to water or magma.

EDIT:
Additional idea. Use 2 minecarts in the barrel. 1 for propulsion/pushing, as well as absorbing whatever ‼fun‼ the steam or water may cause, and a second one for transport (on exit side, not propellant side (also to not get obliterated by accident by running away from danger and exiting the minecart)). It could be used also sorta like a dwarven sabot to keep the contained safe before they go screaming across the sky. Toss in a ramp to aim upwards.

EDIT:
Well, the dwarven water pop-gun is still a viable idea, at least. :/
« Last Edit: April 27, 2012, 04:16:46 pm by Itnetlolor »
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Girlinhat

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #1103 on: April 27, 2012, 03:26:45 pm »

Steam power has been consistently denied.

bukitodinos

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #1104 on: April 27, 2012, 03:54:59 pm »

Steam power has been consistently denied.

crap, i wanted that :(
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davros

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #1105 on: April 27, 2012, 06:22:18 pm »

Steam power has been consistently denied.
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!
I NEED STEAMPUNK TO LIVE!
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I had an above ground garden built in the grounds of my castle and two young dwarves spent time socialising there over the summer and at the end of the summer they were in love. Remember those long summers of your childhood? That first kiss in the gardens while crossbows dwarves shoot goblins above your head? The rain of dead birds as the hunters get to work? Truly Spearhills is a paradise.

psychologicalshock

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #1106 on: April 27, 2012, 06:25:27 pm »

I don't understand what the big deal is, for the time being all it would mean is that carts can run on charcoal power rather than water or wind. What's really wrong with that?
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Sadrice

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #1107 on: April 27, 2012, 06:29:11 pm »

Toady doesn't think it fits the atmosphere of the game.  Pretty much the same reason we won't get firearms or crude rockets, despite them being pretty ancient, and not that hard to make.
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Niccolo

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #1108 on: April 27, 2012, 06:41:15 pm »

Yeeeaaaah, I wouldn't want to have to design the Rankine cycle for DF. I had to do that for my thesis and God damn was that a pain.
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
Check out my RtD!

psychologicalshock

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Re: Holy Crap Minecarts (Devlog Quote)
« Reply #1109 on: April 27, 2012, 06:55:17 pm »

There's nothing wrong with dwarves having technology that is ahead of other races , fantasy lore generally portrays them as always being on the technological forefront so having this stuff only available to dwarves wouldn't break the medieval setting imo.

Another point I would like to make is that combat already is disproportionately in favor of ranged units (assuming average combatants) , crossbows are the muskets of the game anyways..
« Last Edit: April 27, 2012, 06:58:34 pm by psychologicalshock »
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