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Author Topic: Domesticating sharks?  (Read 22668 times)

Dangerous Beans

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Re: Domesticating sharks?
« Reply #60 on: July 04, 2013, 09:07:49 pm »

Another good idea. As long as you have enough pressure, this should be doable... I think. How much overflow is there when you drop water onto a grate?

if you do a 3x3 square of downstairs with grates over them, and have a couple of levels for drainage there isn't any. the water falls straight through, and any splash that does occur falls through the next grate. so:
Code: [Select]
|###|
|   |
|drain|

if you did solid floor in the middle, then that square would have water in it, but the water wouldn't spread.
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Ivir_Baggins

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Re: Domesticating sharks?
« Reply #61 on: July 05, 2013, 01:43:40 am »

Next, war sharks with friggin' laser guns attached to their heads.

Or magma guns.

... is it possible to make a minecart shotgun that shoots sharks? Like, use sharks as a ammo.
Dr. Evil, is that you?

If we can't get those, then will mutated sea bass suffice?
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Urist McDwarfFortress

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Re: Domesticating sharks?
« Reply #62 on: July 05, 2013, 03:39:19 pm »

I tried this once, a long time ago. Unfortunately the dwarf has to be standing on the same tile as the animal he is training. The sea creature must be in water at least 5/7 deep to avoid air-drowning, while the dwarf can't take a job in a tile that is 4/7 or deeper.

I tried making a large pool with half the tiles 3/7 and half of them 4/7, but the creatures died in 4/7 water. I tried making a pool with half the tiles 4/7 and half of them 5/7, but the trainer would never initiate the task due to the dangerous terrain.

Eventually I worked out a system where I assigned my legendary trainer to a tiny burrow covering only two tiles, the one-tile training zone/tank where the sea creature was, and one tile of dry ground for the trainer to stand on. Then I locked the door to seal them in together. Then I quickly pumped out the tank. Sometimes the trainer would get the "train animal" task before the creature air-drowned, but usually not. Occasionally, he even walked over to it in time to stand on the same tile as it while it air-drowned. The results were always the same, I don't think he was ever fast enough to actually initiate (let alone complete) the training before the creature died!
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BoredVirulence

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Re: Domesticating sharks?
« Reply #63 on: July 05, 2013, 04:37:33 pm »

I still suggest trying vampires. I thought that, because vampires don't drown, that they have no problem pathing through water. I remember designs for a vampire separator that used that pathing trick. Of course, I haven't built one, and I could be completely wrong in the manner.

I'd try it myself, but I'm working on a project of my own. I embarked with 500 dwarves. Feeding them has been a challange. For one season, I had to fish all of the lakes dry. There will be plenty of shells for moods(200+), but no more food from there. I slaughtered anything eddible (except my turkeys), and there are no wildlife to hunt. I've got 8 fertilized farms working around the clock. Its just a manner of hoping that it stabalizes. After this blows up, I might try this.
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Urist McDwarfFortress

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Re: Domesticating sharks?
« Reply #64 on: July 05, 2013, 05:31:56 pm »

I still suggest trying vampires. I thought that, because vampires don't drown, that they have no problem pathing through water. I remember designs for a vampire separator that used that pathing trick. Of course, I haven't built one, and I could be completely wrong in the manner.
Are you sure vampire path through water? I know they can't drown, but I've never seen them notice that! But then, I tend to just seal them in a room with a chair as my bookkeeper and/or manager for all eternity, so my vampires don't run into water very often...

Also, even if they can path through a tile, that might not necessarily mean they can take a job on the tile.

I'll have to somehow get a new vampire and do some science, my current fort had a little accident with my former mayor/vampire...
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Di

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Re: Domesticating sharks?
« Reply #65 on: July 05, 2013, 05:38:44 pm »

People tried sending vampires to dig aquifers, they don't do jobs even hough they can't drown. Guess ghostly trainers are the only way.
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PDF urist master

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Re: Domesticating sharks?
« Reply #66 on: July 05, 2013, 05:58:58 pm »

maybe we should ask the elves for help.

after all look at what they tamed
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Button

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Re: Domesticating sharks?
« Reply #67 on: July 07, 2013, 02:11:49 pm »

Edit: Sorry, wrong thread
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Delioth

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Re: Domesticating sharks?
« Reply #68 on: August 11, 2013, 03:13:18 pm »

Next, war sharks with friggin' laser guns attached to their heads.

Or magma guns.

... is it possible to make a minecart shotgun that shoots sharks? Like, use sharks as a ammo.

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Spoiler: Results. (click to show/hide)

Sharks that shoot fireballs/flame jets. Also, without needing to breathe? Rock on.
 On a side note- Good luck domesticating them. Fireproof dwarves, anyone?
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flame99

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Re: Domesticating sharks?
« Reply #69 on: August 11, 2013, 03:40:53 pm »

All bask in the glory of the Doom Shark!
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thegoatgod_pan

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Re: Domesticating sharks?
« Reply #70 on: August 12, 2013, 01:20:24 am »

This was somehow missed on page 1 and it is by far the best idea:
Welllll

Assuming you mod sharks to have children, and remember not to give them [LAYS_EGGS] because that won't work underweater

The first consideration is that dwarves will only train Wild animals in cages; and no creature which has ever been Wild can ever be Tame. So in order to train your pups up to Tame, they're going to need to be in a training zone. Since dwarves cancel jobs in 4/7 water, and sharks should air drown in 4/7 water or less, this should be impossible with living Animal Trainers unless you mod in some sort of "give a dwarf the [AMPHIBIOUS] tag" reaction.

However.

Sometimes, a dwarf who dies with points in Animal Training, and Animal Training enabled, will continue taking Train Animal tasks after death (though you can't assign them explicitly - you need to set your animals to "any trainer"). A ghostly animal trainer should have no problem training an animal underwater.

The exact circumstances needed to trigger this bug are not yet clear, but, if you are dead set on tame shark dorfy awesomeness, you could try training up a gaggle of peasants to Novice animal trainers, atom smashing them, and not memorializing them.


Come with a mason, miner and a bunch of animal trainers. Kill the animal trainers in the shark chamber, possibly by drowning/shark. Profit~
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Mister Always

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Re: Domesticating sharks?
« Reply #71 on: August 12, 2013, 05:26:52 pm »

EDIT: nvm
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Ravendarksky

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Re: Domesticating sharks?
« Reply #72 on: August 13, 2013, 07:45:06 am »

Can't you just use this?: http://www.bay12forums.com/smf/index.php?topic=75780.0

Sorry if I've missed something...
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Button

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Re: Domesticating sharks?
« Reply #73 on: August 13, 2013, 08:43:25 am »

Can't you just use this?: http://www.bay12forums.com/smf/index.php?topic=75780.0

Sorry if I've missed something...

The challenge is training them for war. For war training an animal needs to be out of a cage and on the same tile as the trainer. Because of the conflicting breathing needs of the dwarf and the shark, this is a challenge. Thus the idea of harnessing the undead trainer bug.
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BoredVirulence

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Re: Domesticating sharks?
« Reply #74 on: August 13, 2013, 10:56:41 am »

This all inspired me to mod a new race that is amphibious. While I haven't gotten around to testing all labors, most are useless when water is involved killing the fun. My suspicion is they wouldn't take a train animal job in a "dangerous" amount of water. Although if you got them to take the job (by changing water levels), and then added the appropriate amount of water back, they might finish the job.

Although, when I get around to making my adventurer swim out to the nearest city (built in the ocean) it may prove amusing.

Honestly, while its totally cheating, domesticating sharks might not even be possible with an amphibious race. They ignore any job that involves crossing a "dangerous" amount of water. The only difference being that if they find themselves in the water, they can swim back to somewhere safe easily. Even if they would cross a "dangerous" amount of water, the items that would be available to build anything is limited to whats beyond that water, which makes stockpiles difficult to manage. Really only a fun race as an adventurer which is boring to me...
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