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Author Topic: Smoke and Chimneys?  (Read 33266 times)

Nikov

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Smoke and Chimneys?
« on: July 19, 2008, 08:44:27 pm »

I've been thinking about the use of smoke as an industrial pollutant produced every time a smelter, forge, kiln, ect completes a fuel-based task. The smoke will originate at the impassable tile at the top of furnaces or left of forges.

-S-  ---
---  S--
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It will instantly attempt to rise if possible, and failing that, will spread out across the ceiling of the fortress. Smoke would not immediately dissipate; it would remain in play for quite a while and possibly begin to "reverse flood" your fortress. To prevent dwarves from becoming unhappy with a smoke-filled cavern (and possibly a fire risk as smoke and cinders reach flammable booze and fuel stockpiles) players would build their industrial sites in rooms with vaulted ceilings (two Z levels tall), add chimneys leading to the surface so smoke can escape, and wisely trap said chimneys to prevent monsters from coming in. I think this will add a new element of planning for players to enjoy, as well as be a challenge that really requires mastery of the Z axis to overcome.

Before I post it as a suggestion proper, however, I'd like to hear discussion on the subject. How does smoke currently perform in game? Will extensive changes to smoke be required for this feature, or will its generation at workshops be the only work required? Do you think this is meaningless complexity, or a novel challenge for underground fortress-planners?
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Zako

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Re: Smoke and Chimneys?
« Reply #1 on: July 19, 2008, 08:56:02 pm »

I think it is a interesting idea, never thought of smoke paths before and it would require whole new planning strategies to your forts.

I'll give it a go, why not?
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Sukasa

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Re: Smoke and Chimneys?
« Reply #2 on: July 19, 2008, 09:30:10 pm »

I like this, since the smoke isn't a current-generation flow it should be able to work without sapping too many CPU cycles.  I think some people may like it if oyu can keep x amount of smoke around though, since it'd be cool to have a perpetually smoky workshops area.  For atmosphere/the lack thereof, you know?
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Reasonableman

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Re: Smoke and Chimneys?
« Reply #3 on: July 19, 2008, 09:34:07 pm »

Either I'm completely insane, or this has been suggested before. I whole-heartedly agree that it should be a feature, but I think it's already been discussed. Also, lag could be an issue.

EDIT: http://www.bay12games.com/forum/index.php?topic=3862.0
http://www.bay12games.com/forum/index.php?topic=5394.0
« Last Edit: July 19, 2008, 09:37:06 pm by Reasonableman »
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Dwarfu

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Re: Smoke and Chimneys?
« Reply #4 on: July 19, 2008, 10:34:26 pm »

This should be a feature for other civs - what dwarf minds waking up to the dull haze and smell of molten iron?
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Nikov

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Re: Smoke and Chimneys?
« Reply #5 on: July 20, 2008, 12:16:36 am »

The ones who don't want to be sterile and cancerous from heavy metal poisoning?
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Sheezy

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Re: Smoke and Chimneys?
« Reply #6 on: July 20, 2008, 12:23:36 am »

I'd understand that from lead and other metals, but I dont think iron can do that.
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Neoskel

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Re: Smoke and Chimneys?
« Reply #7 on: July 20, 2008, 02:40:42 am »

This would make magma forges very environmentally friendly.  ;)
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Neskiairti

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Re: Smoke and Chimneys?
« Reply #8 on: July 20, 2008, 05:33:13 am »

-chuckles- I also made a suggestion along these lines.. that fire should produce smoke.. and things like steam should rise.. (was mostly talking about ventilation of miasma, and deep mine gasses)
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sneakey pete

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Re: Smoke and Chimneys?
« Reply #9 on: July 20, 2008, 06:16:33 am »

that fire should produce smoke..

Fire does produce smoke. I'm pretty sure it rises too. Problem is that forges don't produce it at current.
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Neskiairti

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Re: Smoke and Chimneys?
« Reply #10 on: July 20, 2008, 07:02:49 am »

err yeah, your right.. :P id completely forgotten..
I think I was refering to fire in forges more likely.. I only vaguely recall and I cant find the post (not that i looked very hard)
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Stromko

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Re: Smoke and Chimneys?
« Reply #11 on: July 20, 2008, 07:13:20 am »

If smoke works like miasma, then it might not prefer to rise. I've built chimneys to dissipate miasma before and they didn't do much good, I think the miasma would end up sinking almost as often as it rose up, and it wouldn't flow toward the gap particularly. I haven't seen fire enough to know if it works the same way, it might be that miasma is specifically surface-hogging and smoke isn't.
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Dr. Melon

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Re: Smoke and Chimneys?
« Reply #12 on: July 20, 2008, 09:07:29 am »

I've done this with fortesses cut off entirely from the outside; i rigged up a chimney above a refuse room that had an animal proof door. The miasma went up to a grill in the ceiling, some 20 z-levels up, and gassed the local wildlife.
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Scruga

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Re: Smoke and Chimneys?
« Reply #13 on: July 20, 2008, 12:11:09 pm »

thiis feature should be there too indeed. and i allready make miasma chimneys, just make a long hallway away of ur castle, make it into a refuse pile and dig out the z-levels above it
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AlienChickenPie

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Re: Smoke and Chimneys?
« Reply #14 on: July 20, 2008, 12:11:42 pm »

This could be really awesome as a part of a larger ventilation concept encompassing pollution, natural poisonous gases and miasma (possibly including low levels constantly produced by dwarves). Also, kobolds coming out of the vents would be a plus.
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