Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 311 312 [313] 314 315 ... 1065

Author Topic: Future of the Fortress: List of Remaining Items  (Read 3638121 times)

Thndr

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #4681 on: September 15, 2009, 03:21:10 pm »

Btw, it's possible to make adamantine cloth.

And, by extension, adamantine bandages.

Soaking properties of metal aside, would it lead to injured champions actually becoming more resistant to damage as they accumulate treated wounds?
Adamantine clothes, Adamantine Boots, Adamantine armor, Adamantine weapons.

The 6 Million Dollar Dwarf: Adamantine Golem.
Logged

Zironic

  • Bay Watcher
  • [SDRAW_KCAB]
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #4682 on: September 15, 2009, 03:31:48 pm »

Btw, it's possible to make adamantine cloth.

And, by extension, adamantine bandages.

Soaking properties of metal aside, would it lead to injured champions actually becoming more resistant to damage as they accumulate treated wounds?
Adamantine clothes, Adamantine Boots, Adamantine armor, Adamantine weapons.

The 6 Million Dollar Dwarf: Adamantine Golem.
An adamantine pulled tight via adamantine strings forms a tight arrow proof shroud!. No more arrow pierces both eyes and brain!
Logged

Michael

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #4683 on: September 15, 2009, 06:20:12 pm »

I had an elf liason once, of a DWARVEN civ. She may have been an elf, but she was pretty damn fast and could probably outrun any ambush. She never complained about me buying wood though.
I have an elven liaison in my current game.  And it's not the first time I've had one.
Logged

numerobis

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #4684 on: September 15, 2009, 08:30:12 pm »

Does the water-cleans-the-gunk bit include quenching flaming dwarves?  Will dwarves deciding to clean themselves include burning dwarves stop-drop-and-rolling?
Logged

Christes

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #4685 on: September 15, 2009, 08:35:07 pm »

Water already quenches dwarves.  Though I hope they'll be sensible and start putting out fires on their own, yes.
Logged

corvvs

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #4686 on: September 15, 2009, 10:23:23 pm »

Ethanol used in beverages has the same antiseptic properties as other alcohols.  Other alcohols are cheaper because the government (in the U.S., at least) taxes drinkable ethanol pretty heavily.  Laboratories that use ethanol get denatured stuff (methanol added) a lot of the time because it's cheaper without the government taking a cut.

At least, that's my understanding.

Right - sorry, I was too subtle. :)

The laboratories and hospitals and drugstores aren't perpetuating the Prohibition mindset because they like to - they do it because that's what the government favors by taxing ethyl alcohol.

But the point was there's no reason that dwarves should look for poisonous non-drinkable alcohol when spirits distilled from plump helmet or sweet pods will work equally well for disinfecting purposes.
Logged

Zako

  • Bay Watcher
  • YEEEEAAAAHHHH!!!
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #4687 on: September 15, 2009, 11:22:56 pm »

He's certainly getting through the list...

Keep going!! THE END IS IN SIGHT!! (for this update at least.)
Logged

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #4688 on: September 16, 2009, 05:31:52 am »

Quote from: today's dev log
I've been working on plaster orthopedic casts and some more reaction options have come out of that, like the use of the kiln and dumping products in container "reagents" (like an empty bag).

YES.  That makes four new reaction-able buildings by my count (kiln, alchemist's, tannery, and kitchen), and the kiln is one that people really wanted.  Containers will be great too.
Logged

Warlord255

  • Bay Watcher
  • Master Building Designer
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #4689 on: September 16, 2009, 07:09:35 am »

Quote from: today's dev log
I've been working on plaster orthopedic casts and some more reaction options have come out of that, like the use of the kiln and dumping products in container "reagents" (like an empty bag).

YES.  That makes four new reaction-able buildings by my count (kiln, alchemist's, tannery, and kitchen), and the kiln is one that people really wanted.  Containers will be great too.

I'm inclined to disagree, as the Alchemist's workshop will be the one that allows us to write off wacky new reactions as... well, alchemy.

Though I thought I heard about milling jobs being opened, which offers lots of possibilities for new powders (if we can get containers to work).
Logged
DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: Future of the Fortress: List of Remaining Items
« Reply #4690 on: September 16, 2009, 07:36:07 am »

Awesome! A bunch of new game improving changes, as a side effect/result of the new update.
Cripples move faster, we have new shops and abilities, and the future plans just keep growing.
This is the kind of stuff that end up in content packages for other games.
Just a few new game objects, and features.
Of course, this is more along the lines of "The Burning Crusade", than along the lines of "Holiday Release Pack".

Oh yeah, and I'm certain now that I will never play an MMO again in my life.
So many wasted hours.
Grind for this, grind for that, etcetera and repeat.
WOW haters: relax.

Logged
[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Tenebrais

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #4691 on: September 16, 2009, 07:57:03 am »

I have seen the future, and it is green.

I'm already thinking of reactions to mod in. I wonder if I could make rock-based dyes, if only by modding in a plant that doesn't grow anywhere and having an alchemist reaction to make it.
Logged

smjjames

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #4692 on: September 16, 2009, 08:02:47 am »

I have seen the future, and it is green.

I'm already thinking of reactions to mod in. I wonder if I could make rock-based dyes, if only by modding in a plant that doesn't grow anywhere and having an alchemist reaction to make it.

There are plenty of mineral based dyes, which have been around since the Neolithic. So there is precedent for this.
Logged

Hectonkhyres

  • Bay Watcher
  • Has a Fetish for Skulking Filth-
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #4693 on: September 16, 2009, 09:00:42 am »

But the point was there's no reason that dwarves should look for poisonous non-drinkable alcohol when spirits distilled from plump helmet or sweet pods will work equally well for disinfecting purposes.
Knowing what we do about dwarven biology, chances are that the beard-dipping little bastards can metabolize any sort of alcohol you can throw at them. As we all know, dwarves are 50% beard, 50% liver, and 100% GAR.
Logged
And now the thread is about starfish porn.
...originally read that as 'perpetual motion pants' and thought how could I have missed this??

smjjames

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #4694 on: September 16, 2009, 10:21:07 am »

But the point was there's no reason that dwarves should look for poisonous non-drinkable alcohol when spirits distilled from plump helmet or sweet pods will work equally well for disinfecting purposes.
Knowing what we do about dwarven biology, chances are that the beard-dipping little bastards can metabolize any sort of alcohol you can throw at them. As we all know, dwarves are 50% beard, 50% liver, and 100% GAR.

The point I was making in the first place with my idea was that alcohol, whether it's just the everyday booze, some brew that is meant for medical purpouses (it would be drinkable, just taste horrible or something), or whatever, could be used as an antiseptic. I was using that poisonous type of alcohol used as an antiseptic as an example of a real world application and I was relating to the health care thing.
Logged
Pages: 1 ... 311 312 [313] 314 315 ... 1065