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Do you like this idea?

I support this idea
- 7 (53.8%)
I like parts of this idea
- 4 (30.8%)
I am indifferent to this idea, or i don't understand it
- 0 (0%)
I dont like parts of this idea
- 2 (15.4%)
I oppose this idea
- 0 (0%)

Total Members Voted: 13


Author Topic: Firemaking  (Read 1568 times)

BorkBorkGoesTheCode

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Firemaking
« on: June 03, 2016, 02:06:06 pm »

It is strange that dwarves can burn coal and forge swords, but cannot start a fire. I suggest that two new activity areas be added:
  • Fire field. Dwarves would set fire to any flammables within the selected area. This would allow the player to remove unwanted vegetation without wasting time chopping trees and moving logs, set fields of fire in preparation for a siege, and it would allow the creation of bonfires, if the same activity area could be designated a wood storage area without causing the dwarves to remove the wood from the fire.
  • Firefighting areas. This would instruct the dwarves to dump water or sand on any fires within the selected area until all fires are extinguished.
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Dr. Sazar

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Re: Firemaking
« Reply #1 on: June 04, 2016, 02:27:34 pm »

I like this idea. I always wanted to make fireplaces out of burning lignite, but the only way to ignite it was with magma or a fire-starting creature, which was pretty inconvenient.
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BorkBorkGoesTheCode

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Re: Firemaking
« Reply #2 on: June 25, 2016, 02:26:24 am »

This was my first post. I am bothered by the fact I have to use lava to melt ice.
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Tristan Alkai

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Re: Firemaking
« Reply #3 on: June 25, 2016, 11:41:20 am »

Most of the fires I would start would be designations, rather than activity zones. 

Fires to set things up for slash and burn tend to need repeating periodically, and I don't know how that interface would work. 

Another issue would be collecting the ash correctly (to produce lye, potash, etc.). 
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FantasticDorf

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Re: Firemaking
« Reply #4 on: June 30, 2016, 09:32:47 am »

I voted on disliking parts of this idea.

Its a noble concept, but doesn't really add a lot practically to the game in zoning a area of ground and saying "set this on fire" within the context of Dwarf fortress.

What i WOULD be in favour of though is a trap that dispels fire in a short radius via a use of a reagent (some coal/lignite and some other property) that can be ramped up by supplying different reagents to fuel (fire snake extract being the end-tier for inextinguishable, melting flames, essentially napalm) to provide a burst of fire under the feet of enemies (that can be dodged naturally).

Rig up your pyrotechnics and then you have a suitably dwarfy solution to spreading fires from the safety of your fort, wait for everything to regrow, then keep it around as a siege-buster on a flick of a switch, not foolproof but effective.

The extinguishing area is a bit better than the firestarting area. Since it is practical and setting up a pond (or praying for rain) wont achieve much. Say if a wildfire rushes through from the map edge (in the same vein as the dwarfmoot discussion on blocking one section of a river will affect further down the river path), you'll want to combat that somehow with a quick response.
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leafbarrett

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Re: Firemaking
« Reply #5 on: June 30, 2016, 01:41:55 pm »

I like the idea of being able to extinguish fires. Setting fires I'm not so sure about, since the AI has a poor grasp of "fire bad".
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