Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3

Author Topic: Infernal combustion engines. [spoilers?]  (Read 4772 times)

majic13

  • Bay Watcher
    • View Profile
Infernal combustion engines. [spoilers?]
« on: November 28, 2009, 04:54:16 pm »

At great cost I managed to catch a fire clown in a cage trap. I noticed that the tiles surrounding the cage showed as "warm rock" during dig designation, so to test a theory I constructed the cage (actually a green glass terrarium) in one of my underground river redirect areas, and opened the floodgates.

The fire clown boils any water within a tile of it to steam.

There's got to be a practical application for this. It kind of makes me wish there was some way to build a steam turbine to power pumps and things, because what could possibly be more badass than a steam engine that's powered by a malevolent entity of living flame?

Sadly my captured fire imps don't seem to have the same effect.
Logged

Myroc

  • Bay Watcher
  • Lurking Skeleton
    • View Profile
Re: Infernal combustion engines. [spoilers?]
« Reply #1 on: November 28, 2009, 04:57:21 pm »

It's a shame that steam has lost it's lethality (or so I hear), or you could make an awesome trap with this.
Logged
We all have problems. Some people just have more awesome problems than others.
Getting angry is fun. Getting angry over petty things even better.

Simmura McCrea

  • Bay Watcher
    • View Profile
    • My Steam profile
Re: Infernal combustion engines. [spoilers?]
« Reply #2 on: November 28, 2009, 04:59:18 pm »

One question: How did you catch it? It's trapavoid and can't be knocked out.
Logged

majic13

  • Bay Watcher
    • View Profile
Re: Infernal combustion engines. [spoilers?]
« Reply #3 on: November 28, 2009, 05:02:21 pm »

One question: How did you catch it? It's trapavoid and can't be knocked out.

I will confess to filthy cheatery on this occasion, having removed the trapavoid tag in order to allow capture of clowns. I'm going to construct the terrariums in my main dining hall and rig them up to a lever in order to create the ultimate self-destruct device.  8)
Logged

Euld

  • Bay Watcher
  • There's coffee in that nebula ಠ_ರೃ
    • View Profile
Re: Infernal combustion engines. [spoilers?]
« Reply #4 on: November 28, 2009, 05:32:57 pm »

Make sure you mark that lever in some way in case you forget what it does...

Yarn

  • Bay Watcher
  • DF + SANITY = 4
    • View Profile
Re: Infernal combustion engines. [spoilers?]
« Reply #5 on: November 28, 2009, 05:46:07 pm »

I'm going to construct the terrariums in my main dining hall and rig them up to a lever in order to create the ultimate self-destruct device.  8)

Don't forget to test it, he he he...
Logged
WE ARE THE DWARVES
LOWER YOUR SANITY AND SURRENDER YOUR MIND
WE WILL ADD YOUR LIKES AND DISLIKES TO OUR OWN
YOU MIND WILL ADAPT TO SERVICE US
RESISTANCE IS FUTILE

TBot Alpha

  • Bay Watcher
  • TBot Alpha has gone insane!
    • View Profile
Re: Infernal combustion engines. [spoilers?]
« Reply #6 on: November 28, 2009, 05:47:19 pm »

Seems like an alternative to burning lignite in metal bins, but with less chance of a dwarf igniting if they get near it.
Logged
Quote from: Mr. Mcguffin
After six dwarves died via suicide brigade tactics, the alliphant retreated a few steps, and then exploded.

Best. Game. Ever.

Quote
My miner fell in an underground sea of magma while wrestling a troglodyte in mid-air.

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: Infernal combustion engines. [spoilers?]
« Reply #7 on: November 28, 2009, 05:54:03 pm »

It's a shame that steam has lost it's lethality (or so I hear), or you could make an awesome trap with this.

Luckily, steam should work properly with the new layer system in the next version, which means it will likely be reimplemented, which means...
Logged
...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

majic13

  • Bay Watcher
    • View Profile
Re: Infernal combustion engines. [spoilers?]
« Reply #8 on: November 28, 2009, 06:01:19 pm »

It's a shame that steam has lost it's lethality (or so I hear), or you could make an awesome trap with this.

Luckily, steam should work properly with the new layer system in the next version, which means it will likely be reimplemented, which means...

Which means the central feature of my dining hall in which a waterfall pours onto a collection of fire clown terrariums will probably be... unfortunate.
Logged

majic13

  • Bay Watcher
    • View Profile
Re: Infernal combustion engines. [spoilers?]
« Reply #9 on: November 28, 2009, 06:08:12 pm »

Seems like an alternative to burning lignite in metal bins, but with less chance of a dwarf igniting if they get near it.

Strangely I have had a few haulers perish in the heat while carrying one of the terrariums, though I'm not entirely sure why - other haulers have been able to move the terrariums around without incident, which is odd.
Logged

The Doctor

  • Bay Watcher
    • View Profile
Re: Infernal combustion engines. [spoilers?]
« Reply #10 on: November 28, 2009, 06:33:32 pm »

It's obvious.

Those other dwarfs are actually flaming clowns in disguise.

Probably some form of hat, trenchcoat, and fake beard.
Logged

majic13

  • Bay Watcher
    • View Profile
Re: Infernal combustion engines. [spoilers?]
« Reply #11 on: November 28, 2009, 06:48:12 pm »

Looking at it more closely, I think the problem is that the haulers who've caught on fire have been relatively new to the fort, such that they still have clothes to wear - I've not bothered setting up a garment industry, since I get fed up of +rope reed cloth socks+ littering up the place, so most of the fort's long-time residents have had their clothes wear away to nothing by now. The newer migrants, though, still have clothing which might have caught on fire while they were hauling the fire clown terrariums.

That's the most plausible reason I can see, at least.
Logged

Grimlocke

  • Bay Watcher
  • *kobold noises*
    • View Profile
Re: Infernal combustion engines. [spoilers?]
« Reply #12 on: November 28, 2009, 07:37:36 pm »

Looking forward to having fun with steam in the next version... hehe, grates waterfalls and lignite bins. Fun.

Also, does, in the current version, steam actualy make dwarves happy?

Or does boiling water also generate mist?

Because that would be rtaher convenient with my current fort, my UG runs right over my main hall.
Logged
I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

Axe27

  • Bay Watcher
  • Put down the crossbow
    • View Profile
Re: Infernal combustion engines. [spoilers?]
« Reply #13 on: November 28, 2009, 08:17:08 pm »

flaming clowns in disguise.

Flaming clowns in disguise.

Flaming Clowns in disguise

FLAMING CLOWNS IN DISGUISE

Dwarf Fortress, summed up in 4 words.
Logged
And thus did the dream of dwarven antigravity fade away, not with a massive explosion or a flood of magma, but with a whimper.

I'm going to be depressed all day now.

Sysice

  • Bay Watcher
  • Beware!
    • View Profile
Re: Infernal combustion engines. [spoilers?]
« Reply #14 on: November 28, 2009, 09:00:43 pm »

The newbies sum it up as "Sweet goodness my eyes!" Or possibly "more like learning wall."

Flaming clowns... hm...
There are so many ideas, my brain is squeeing.
Logged
I managed to make a dog that bled bees.
Quote from: Threetoe
Imagine evil grass that looks like a mass of wriggling worms. Happy holidays!
Pages: [1] 2 3