Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 12 13 [14] 15 16 ... 148

Author Topic: Trivial findings  (Read 462188 times)

Dwarf4Explosives

  • Bay Watcher
  • Souls are tasty. Kinda like bacon.
    • View Profile
Re: Trivial findings
« Reply #195 on: January 12, 2015, 11:14:16 am »

Ooooh! I've got an extra trivial and weird finding for all of you today!

I think it would be more fun to tell you how to replicate it, though.

Step 1. Make a stockpile, and get it filled with stuff (not too heavy - I used a refuse stockpile)
Step 2. Dig down one Z-level near the stockpile.
Step 3. Dig under half the stockpile with the 'Up-ramp' designation.

Guess what happens? :D
You know, maybe this could be used for player-activated cave-in traps. Remove the stockpile, and the floor collapses if you've mined out the area below it.
« Last Edit: January 12, 2015, 11:16:01 am by Dwarf4Explosives »
Logged
And yet another bit of proof that RNG is toying with us. We do 1984, it does animal farm
...why do your hydras have two more heads than mine? 
Does that mean male hydras... oh god dammit.

ptb_ptb

  • Bay Watcher
    • View Profile
Re: Trivial findings
« Reply #196 on: January 12, 2015, 11:39:34 am »

You know, maybe this could be used for player-activated cave-in traps. Remove the stockpile, and the floor collapses if you've mined out the area below it.

It doesn't actually work like that (as far as I can tell).

Thinking about it, it's a bit similar to a bug you can use to expose the HFS area and wake the clowns, without actually inviting them to your party.
Logged
()==[:::::::::::::>

Slogo

  • Bay Watcher
    • View Profile
Re: Trivial findings
« Reply #197 on: January 12, 2015, 11:50:58 am »

Ooooh! I've got an extra trivial and weird finding for all of you today!

I think it would be more fun to tell you how to replicate it, though.

Step 1. Make a stockpile, and get it filled with stuff (not too heavy - I used a refuse stockpile)
Step 2. Dig down one Z-level near the stockpile.
Step 3. Dig under half the stockpile with the 'Up-ramp' designation.

Guess what happens? :D

There's other unique construction quirks you can take advantage of.

Just for example:

Constructing an upramp doesn't clear the tile above meaning you can dig up at a later time. One example would be placing a bridge over the constructed ramp, digging up, then raising the bridge to seal the gap. Effectively letting you dig up and instantly seal the gap.

You can place a constructed downstairs over a floor tile and it becomes a valid staircase/way down (if there's upstairs below). You can then remove the construction and the natural floor will still be there.

Magnumcannon

  • Bay Watcher
  • Deep waters don't run still
    • View Profile
Re: Trivial findings
« Reply #198 on: January 12, 2015, 12:19:12 pm »

A bugbat went to my dinning room and became "overcome by terror"
Logged

ptb_ptb

  • Bay Watcher
    • View Profile
Re: Trivial findings
« Reply #199 on: January 12, 2015, 12:21:56 pm »

A bugbat went to my dinning room and became "overcome by terror"
Looks like you were it's ...



... bug bear.
Logged
()==[:::::::::::::>

Magistrum

  • Bay Watcher
  • Skilled Fortresser
    • View Profile
Re: Trivial findings
« Reply #200 on: January 12, 2015, 01:45:06 pm »

Sweet reply.
Have I mentioned how much I love this forums?
Logged
In a time before time, I had a name.

ptb_ptb

  • Bay Watcher
    • View Profile
Re: Trivial findings
« Reply #201 on: January 12, 2015, 02:45:57 pm »

Oh I've got a cool trivial finding for Forgotten Beasts.

   Giant Tiger
=H=A=T=C=H
Forgotten Beast

If a giant tiger is standing on top of a hatch, the forgotten beast under it can't push it open. (Hatch is not forbidden or controlled by mechanism).
« Last Edit: January 12, 2015, 03:06:29 pm by ptb_ptb »
Logged
()==[:::::::::::::>

Magnumcannon

  • Bay Watcher
  • Deep waters don't run still
    • View Profile
Re: Trivial findings
« Reply #202 on: January 12, 2015, 02:48:34 pm »

Does this work with normal tigers?  ???
Logged

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: Trivial findings
« Reply #203 on: January 12, 2015, 02:49:29 pm »

Are you sure they're not just trying to either destroy the hatch or attack the tiger through the hatch?
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

ptb_ptb

  • Bay Watcher
    • View Profile
Re: Trivial findings
« Reply #204 on: January 12, 2015, 02:51:43 pm »

Are you sure they're not just trying to either destroy the hatch or attack the tiger through the hatch?
Well, if they are trying - but unable to - attack then that's just as good.  I don't think it is possible to destroy hatches from below, unless there is an alternative route to above the hatch.

Of course, the FB could just have been lazy.

I welcome science to test this matter in detail. ;)
Logged
()==[:::::::::::::>

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: Trivial findings
« Reply #205 on: January 12, 2015, 02:54:51 pm »

I can confirm hatches can be destroyed from below, but FBs often don't beeline for them like they would a door or chest.

ptb_ptb

  • Bay Watcher
    • View Profile
Re: Trivial findings
« Reply #206 on: January 12, 2015, 02:56:47 pm »

I can confirm hatches can be destroyed from below
With or without potential access via a different route?

FBs often don't beeline for them like they would a door or chest.

I wish this FB _would_ beeline for a door. I've got a trap waiting for it, but it seems the type to move fairly randomly and only attack or destroy things nearby.
« Last Edit: January 12, 2015, 03:01:02 pm by ptb_ptb »
Logged
()==[:::::::::::::>

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: Trivial findings
« Reply #207 on: January 12, 2015, 03:01:00 pm »

I can confirm hatches can be destroyed from below
With or without potential access via a different route?

In the cases it happened, there was no access for the FB except through the locked hatch. Any other routes were either gate-locked, bricked, or nonexistent. However, it does take them much longer than it would something it was on the same Z for (I had a giant crab FB banging on the underside of a wooden hatch for the better part of a season before it started to show any wear.)

ptb_ptb

  • Bay Watcher
    • View Profile
Re: Trivial findings
« Reply #208 on: January 12, 2015, 03:06:15 pm »

Ah, you're right - it does like to destroy hatches from below.
Logged
()==[:::::::::::::>

ptb_ptb

  • Bay Watcher
    • View Profile
Re: Trivial findings
« Reply #209 on: January 12, 2015, 03:57:24 pm »

I've found a new danger for those who dig deep. The magma sea next to a volcano (possibly all magma seas?) sometimes goes *BLOOP*.

You all know how magma/lava flow works, right? If not - read up. :P

Magma should not flow up into stair-wells or holes unless it is pressurised. So you can dig out an up/down stairway to the magma sea that exits lower than the top of the magma sea without it instantly flooding.

HOWEVER sometimes there will be a brief 'pressurisation' moment during which the magma level will shoot up the stairway several layers, even overshooting the top level of the magma sea. Afterwards it will settle back down to the same level as the top of the magma sea - but you will have lost a level or two of staircase.

My personal theory is that when an object (e.g. an unwary dwarf dodging a dingo) falls into the volcano it briefly upsets the delicate balance.
Logged
()==[:::::::::::::>
Pages: 1 ... 12 13 [14] 15 16 ... 148