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Author Topic: Smoke and Chimneys?  (Read 33246 times)

Skorpion

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Re: Smoke and Chimneys?
« Reply #45 on: January 19, 2010, 01:43:17 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.

It does indeed rise. I tossed a nickel bin full of charcoal in my magma moat once, and it sent smoke up 10 Z-levels for years.
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The *large serrated steel disk* strikes the Raven in the head, tearing apart the muscle, shattering the skull, and tearing apart the brain!
A tendon in the skull has been torn!
The Raven has been knocked unconcious!

Elves do it in trees. Humans do it in wooden structures. Dwarves? Dwarves do it underground. With magma.

NRN_R_Sumo1

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Re: Smoke and Chimneys?
« Reply #46 on: January 19, 2010, 08:03:15 am »

isnt there a way to make products instantly setfire/produce smoke after being made?
Just create an item which does that, and change your reactions to be something like this.
Spoiler (click to show/hide)
Cant say I can help with the knowledge of the dwarven heat system however..
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psychologicalshock

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Re: Smoke and Chimneys?
« Reply #47 on: January 19, 2010, 11:07:26 am »

And it would be another nice way to piss of the elves :)

Elven Merchant : Do I smell burning wood ?
Urist McTrader : *whistles and shuffles his feet* Noo ..
Elven Merchant : But where does all this smoke come from then ?
Urist McTrader : underground hot spring .. really


More like
Elf: Do I smell burning wood?
Urist Mctrader: *Looks up from admiring trade depot* Wuh? Ah nah... currently we're burning all the rags you brought us last year.
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riznar

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Re: Smoke and Chimneys?
« Reply #48 on: January 19, 2010, 03:15:50 pm »

And it would be another nice way to piss of the elves :)

Elven Merchant : Do I smell burning wood ?
Urist McTrader : *whistles and shuffles his feet* Noo ..
Elven Merchant : But where does all this smoke come from then ?
Urist McTrader : underground hot spring .. really


Hot springs would be a great site feature, they could improve healing
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TKGP

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Re: Smoke and Chimneys?
« Reply #49 on: January 19, 2010, 03:45:23 pm »

And it would be another nice way to piss of the elves :)

Elven Merchant : Do I smell burning wood ?
Urist McTrader : *whistles and shuffles his feet* Noo ..
Elven Merchant : But where does all this smoke come from then ?
Urist McTrader : underground hot spring .. really


Hot springs would be a great site feature, they could improve healing

As if dorfs need even more reasons to slack off.
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moki

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Re: Smoke and Chimneys?
« Reply #50 on: January 19, 2010, 03:58:02 pm »

isnt there a way to make products instantly setfire/produce smoke after being made?
Just create an item which does that, and change your reactions to be something like this.

Producing smoke is currently hardcoded to stuff burning.
Sure, you could mod in a material with an ignition point below room temperature. It would probably ignite upon creation (in a smelter) and burn for a while, setting everyone who tries to enter the smelter on fire (including and especially the poor dorf who made that stuff)... sounds like some dwarven Fun.

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Jopax

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Re: Smoke and Chimneys?
« Reply #51 on: January 19, 2010, 05:21:12 pm »

I would really like to see smoke as a useable feature, make it cause vomiting and nausea and perhaps after longer periods it starts to damage the lungs.I can already see it, all the smoke is gathered under a bridge which has grates above it, the grates are also the main way into the fortress, a siege comes by, you retract the bridge releasing all the smoke onto the invaders, making them sick, and open for attack :D
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Blargityblarg

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Re: Smoke and Chimneys?
« Reply #52 on: January 20, 2010, 01:21:35 am »

I think that fire will increase the temperature in a square (and it says something about DF that I'm not sure :D)

To avoid !!furnace operators!!, perhaps a material that catches fire at below room temperature, then boils away/ is damaged into nothingness at a bit further below room temperature? I'll try it out, hang on a bit.

EDIT: SUCCESS!

Put this in matgloss_metal.txt
Spoiler (click to show/hide)


And put this in all the reactions that make sense to be smoky in reaction_standard.txt:
Spoiler (click to show/hide)

and put this in all the ore's entries in matgloss_stone_mineral.txt:
Spoiler (click to show/hide)

It'll catch fire and smoke, then boil away as soon as it gets hot enough, without hurting any dwarves. Bad thoughts from smoke WILL happen, though, so be aware. Also, make sure Temperature is on in the init.
« Last Edit: January 20, 2010, 01:43:56 am by Blargityblarg »
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mattie2009

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Re: Smoke and Chimneys?
« Reply #53 on: February 22, 2010, 06:30:28 pm »

Whenever you get an invasion, remember this tip-

Build a 5x5x3 room with two exits, one in the middle of the floor and the other going to the surface. The top exit is hatch covered and the bottom is grated. Kobolds go into hole in the ground, see the corpses of their koboldy ancestors and realise what has happened. "It's a trap!" One yells, but too late. The hatch clanks closed, leaving the smoke rising from the everworking forges nowhere to go. By the time the smoke has covered the whole room, most of them will have gone insane and/or commited suicide. As the last few survivors breath the first breaths of highly toxic smoke and fall into an eternal slumber, the hatch slowly cranks open, causing the smoke to flee the confined space with alarming speed. The survivors will be cryogenically frozen in special glass tubes until the then-nomadic dwarf tribes band together to perform the first whole-body transplant, using the brain of a frozen kobold and the body of a recently deceased dwarf. The resulting DwarfBold will be chained to a !!Dwarven Beer Barrel!! and left to die.

While the sciencedwarves responsible for this atrocity eat Kobold Meat Cake.
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Nikov

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Re: Smoke and Chimneys?
« Reply #54 on: February 12, 2011, 05:35:20 am »

I think that fire will increase the temperature in a square (and it says something about DF that I'm not sure :D)

To avoid !!furnace operators!!, perhaps a material that catches fire at below room temperature, then boils away/ is damaged into nothingness at a bit further below room temperature? I'll try it out, hang on a bit.

EDIT: SUCCESS!

Put this in matgloss_metal.txt
Spoiler (click to show/hide)


And put this in all the reactions that make sense to be smoky in reaction_standard.txt:
Spoiler (click to show/hide)

and put this in all the ore's entries in matgloss_stone_mineral.txt:
Spoiler (click to show/hide)

It'll catch fire and smoke, then boil away as soon as it gets hot enough, without hurting any dwarves. Bad thoughts from smoke WILL happen, though, so be aware. Also, make sure Temperature is on in the init.

Oh God this is beautiful and more than deserving of a year old necro. My very first suggestion... and it happened. It really happened. We can mod this in and maybe it can become a base feature.

*sniff*

I'm not going to cry...
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Poindexterity

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Re: Smoke and Chimneys?
« Reply #55 on: February 12, 2011, 06:09:43 am »

The ones who don't want to be sterile and cancerous from heavy metal poisoning?
BAH! petty ailments that the fragile people upstairs suffer from!
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Life (in dwarf fortress) is a cocophany of flavours, each more succulent than the last - why not sample them all?!

MarcAFK

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Re: Smoke and Chimneys?
« Reply #56 on: February 12, 2011, 07:55:38 am »

Dude, this is so awesome how could you ignore it for a whole year? *facepalm*
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

myrkul

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Re: Smoke and Chimneys?
« Reply #57 on: February 12, 2011, 10:02:13 am »

It'll catch fire and smoke, then boil away as soon as it gets hot enough, without hurting any dwarves. Bad thoughts from smoke WILL happen, though, so be aware. Also, make sure Temperature is on in the init.

Awesome. How much smoke does it make? Does a chimney help? You must report back for !!SCIENCE!!
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Girlinhat

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Re: Smoke and Chimneys?
« Reply #58 on: February 12, 2011, 01:19:13 pm »

I'm going to have to include a miasma vent now.  A 3x3 room dug underground, with a hatch in the center and a refuse stockpile in the 8 surrounding squares.  On the tile above, another hatch in the center, and a 3x3 wall section surrounding the hatch.  Dwarves can reach it from undergroud safely, and miasma won't escape due to the lower hatch, and when a flood is wanted you pop open the top hatch, which is building destroyer safe.

I can see it now.  The siege appears, in the rain as they are opt to do.  50 goblins, riding beasts and commanding trolls, stomps over the ground splattered in blood and broken bolts.  A thick miasma encroaches on them, laying the field in a thick smokescreen as they approach the enormous golden tower.  Before the smoke becomes too thick, a lone dwarf is visible on the bridge, wielding four shields, three spears, and riding a war bear.

MarcAFK

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Re: Smoke and Chimneys?
« Reply #59 on: February 13, 2011, 12:34:05 am »

Allthough i think miasma only actually affects dwarves, it would still be cool to fill the whole outside world with it. i might try making a grid of small pits covering the entire outside world with miasma.

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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.
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