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Author Topic: Utility: Weatherdwarf (updated for 38a)  (Read 2261 times)

Greiger

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #15 on: February 02, 2008, 10:20:00 pm »

It hasn't been mentioned here yet so I'd like to point out than 10000 is 32 degrees Fahrenheit which is 0 degrees Celsius.  

Every point above 10000 adds 1 degree Fahrenheit which is (checks conversion chart) a tad over half a Celsius for you folks outside the states.

I was wondering how I would get rid of all that loose obsidian left over from when I made my water tank.  Using this I would have to wait for it to refill after it all boils but thats no big deal.  Be useful for my temperature modding tests too.  I approve.

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Untelligent

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #16 on: February 02, 2008, 10:27:00 pm »

O_O *downloads*
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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #17 on: February 02, 2008, 10:37:00 pm »

Two things:

1.  Draining an ocean has never been easier.

2.  I didn't know you could place a second fort in the same world region as an existing one (so long as the sites don't overlap).  If you're interested in converting the entire surface of the world into one giant city (think Coruscant), you can (excepting the 5 tile border on the edge of each fort site).

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Greiger

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #18 on: February 02, 2008, 10:53:00 pm »

Any chance of the program having some way to find the current temperature of a given location?

I believe I've heard various people asking for ways to tell the temperature of things like fire, magma, and outside air in various locations during various seasons.

That would also be handy for temperature modding. Because originally my race with custom temperature tolerances froze to death the moment they stepped in a cave as  I currently donno the cave temperature.
And their 20000 heatdam point is overkill but I don't know the temperature of magma to make a more reasonable number without killing their magma immunity.

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PTTG??

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #19 on: February 02, 2008, 11:24:00 pm »

I know what to do with this! Anybody ever play adv. Mode as a spirit of fire? Ever visited the icy wastelands? Ever carved out giant tunnel sections with nothing but fire power?

With this, the player can carve out massive blocks of ice sheets like clay! It is now time to create a magnificent ice statue fortress!

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Asehujiko

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #20 on: February 03, 2008, 05:27:00 am »

If the water temp is set to 0, how long will it take to unfreeze?
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Fuzzpilz

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #21 on: February 03, 2008, 05:39:00 am »

If it's a natural body of water in spring, it'll unfreeze instantly. These things have special status. Also, as far as I can tell you can't easily melt your way into glaciers with this; the game isn't built to accommodate other programs fiddling around with its data. You can get "warm ice walls", though, and sometimes when digging into a 16x16 block affected thus the rest of the effects trigger and the ice melts. (This can also happen when a creature enters the block, etc.)

[ February 03, 2008: Message edited by: Fuzzpilz ]

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Nite/m4re

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #22 on: February 03, 2008, 09:52:00 am »

quote:
Originally posted by Fuzzpilz:
<STRONG>(And trees don't burn.)
</STRONG>

Huh? They do. Just turned an entire forest into ashes.

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Wooty

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #23 on: February 03, 2008, 01:32:00 pm »

Thats odd, I set the temperature to 0 and my dwarfs shoes burst into flame.

This requires testing in the field of beer explosion.

[ February 03, 2008: Message edited by: Wooty ]

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Fuzzpilz

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #24 on: February 03, 2008, 02:46:00 pm »

That's a bug in Weatherdwarf, which is to say it was. Redownload (unless you want to keep the bug).
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wallish

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #25 on: February 03, 2008, 11:51:00 pm »

I'm not sure if everyone knows this, but this works in ADVENTURE MODE!
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Lightning4

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #26 on: February 04, 2008, 02:07:00 am »

What's fun is melting things that don't burn and then cooling them off before they can boil. You can get some neat stuff like bloodyvomitoussteel or bloodysteel.

Unfortunately, they are not in bar form, but they are open to being melted down. Question is what the return rate on a chunk like that is, when melted down.
Stone works too. Shame melting ore doesn't produce molten metal of that type.

I didn't know even buildings could be destroyed if the temperature is high enough. I sent a 60000 wave across a good section of the fortress. When the boiling stone dissipated, there was nothing left, not even doors, levers, or statues. Unfortunately that included some masterpiece statues.
But I always use an alternate save when toying with my fort. :P

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Wooty

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #27 on: February 04, 2008, 08:27:00 pm »

This works in adventure mode? Oh that is so awsome.

Once you start toying with extreme temperatures though, weird bugs happen...Ive seen floating molten steel, incorrect 'warm' wall markings, (possibly) no pain from insane number of burn wounds, and there's bound to be more...


Edit: I just swam out into eighteen z-level deep ocean and set approximately 1,000 tiles to 65,000 degrees in an attempt to evaporate the ocean.
...the game froze.

[ February 04, 2008: Message edited by: Wooty ]

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #28 on: February 04, 2008, 09:26:00 pm »

Too bad Toady only uses a short int for temperature values, otherwise I'd be inclined to search for HFS like hydrogen fusion at extreme temperatures.  :P
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penguinofhonor

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Re: Utility: Weatherdwarf (updated for 38a)
« Reply #29 on: February 04, 2008, 10:52:00 pm »

.
« Last Edit: October 20, 2015, 10:03:19 pm by penguinofhonor »
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