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Author Topic: (Active) Kelnimar - Metalpaths  (Read 36644 times)

Talvieno

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Re: (Planning) Kelnimar - Metalpaths
« Reply #90 on: April 29, 2012, 03:29:34 am »

Also, fingers crossed for modded engines.  If minecarts are creatures like wagons, then there should be no problem defining a "locomotive" as both a cart and a hauling creature, with smoke-emissions.  8)
Nope, sorry, Toady said a while back that they'd be tools. And not the living kind, either. :P
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Talvieno ... seems to be able to smash out novella-length tales on demand

Komra

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Re: (Planning) Kelnimar - Metalpaths
« Reply #91 on: May 13, 2012, 03:31:32 pm »

Hey, I've got some ideas for cart-based weaponry and physics testing. Consider me a researcher as soon as the new version goes live.
My first order of business will be the volcano-powered lava shotgun with added obsidian shrapnel. The second will be the particle forcefield (flying carts all over the place on a looping track). Finally, If I can properly infect a reservoir with syndrome fluid, a cart-delivered bioweapon would be quite fun.
This will be an excellent opportunity for come dorfy carnage!
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But you never see a movie where a terrible coal plant accident causes a horrible devastation, do you? Nope, everyone seems to think that nuclear plants get their energy by smacking live atomic warheads all day or something.

Aseaheru

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Re: (Planning) Kelnimar - Metalpaths
« Reply #92 on: May 13, 2012, 04:56:51 pm »

ok.... what happens when a cart of bolts breaks after a fall? will they spew around causing damage?
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Trif

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Re: (Planning) Kelnimar - Metalpaths
« Reply #93 on: May 14, 2012, 11:49:07 am »

Now that 0.34.08 is out, when will Kelnimar begin?
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Girlinhat

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Re: (Planning) Kelnimar - Metalpaths
« Reply #94 on: May 14, 2012, 01:02:01 pm »

Flat shrubland with a river on one side, generally high (semi)megabeast count, and scarcity 100 (ie, ore everywhere).  A nice solid embark for solid science.  Sound good?

Trif

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Re: (Planning) Kelnimar - Metalpaths
« Reply #95 on: May 14, 2012, 02:12:01 pm »

Almost like my current embark. I like it!
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FearfulJesuit

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Re: (Planning) Kelnimar - Metalpaths
« Reply #96 on: May 14, 2012, 02:13:56 pm »

I have a question: now that we have minecarts going in parabolic arcs, one thing I'd like to see tested is what happens when a cart flying through the air hits a wall in mid-air. Preferably, one carrying magma- do we get magma mist? Magma rain?
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@Footjob, you can microwave most grains I've tried pretty easily through the microwave, even if they aren't packaged for it.

Girlinhat

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Re: (Planning) Kelnimar - Metalpaths
« Reply #97 on: May 14, 2012, 02:37:48 pm »

As always, magma mist is caused when an item falls into magma, NOT when magma is falling.

However, we may have the most dwarven mist generator idea.

Komra

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Re: (Planning) Kelnimar - Metalpaths
« Reply #98 on: May 14, 2012, 02:50:59 pm »

Flat shrubland with a river on one side, generally high (semi)megabeast count, and scarcity 100 (ie, ore everywhere).  A nice solid embark for solid science.  Sound good?

If you could find one with a volcano, clay, shell-farmable swamps, a brook, and a sand source, that's dorf paradise. However, that will work.
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But you never see a movie where a terrible coal plant accident causes a horrible devastation, do you? Nope, everyone seems to think that nuclear plants get their energy by smacking live atomic warheads all day or something.

FearfulJesuit

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Re: (Planning) Kelnimar - Metalpaths
« Reply #99 on: May 14, 2012, 03:21:18 pm »

As always, magma mist is caused when an item falls into magma, NOT when magma is falling.

However, we may have the most dwarven mist generator idea.
Yeah, but do we know yet what happens when a cart carrying magma rams into a wall while flying through mid-air?
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@Footjob, you can microwave most grains I've tried pretty easily through the microwave, even if they aren't packaged for it.

caddybear

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Re: (Planning) Kelnimar - Metalpaths
« Reply #100 on: May 14, 2012, 04:18:10 pm »

As always, magma mist is caused when an item falls into magma, NOT when magma is falling.

However, we may have the most dwarven mist generator idea.
Yeah, but do we know yet what happens when a cart carrying magma rams into a wall while flying through mid-air?

Chocolate rain.

I mean, fun. Also ptw.
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Gilihad

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Re: (Planning) Kelnimar - Metalpaths
« Reply #101 on: May 15, 2012, 01:32:33 am »

Should a list of overseers be started?
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Komra

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Re: (Planning) Kelnimar - Metalpaths
« Reply #102 on: May 15, 2012, 04:09:25 am »

Should a list of overseers be started?

Yes, but I think that for this fort that has such a different purpose, we should give a suitably different title to our leader. Perhaps "Grand Innovator" or "Technomancer" would be appropriate.
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But you never see a movie where a terrible coal plant accident causes a horrible devastation, do you? Nope, everyone seems to think that nuclear plants get their energy by smacking live atomic warheads all day or something.

ignatzami

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Re: (Planning) Kelnimar - Metalpaths
« Reply #103 on: May 15, 2012, 12:49:08 pm »

I'll toss my hat into the ring, for !SCIENCE!
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Mr Frog

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Re: (Planning) Kelnimar - Metalpaths
« Reply #104 on: May 15, 2012, 01:07:09 pm »

Oh, this is still alive.

Better get my dorf on for the coming cartpocalypse, then :D

This is going to be cartaclysmic. Possibly even cartastrophic.

...I'll stop now before my lame puns leave you all cartatonic.
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