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Author Topic: Infernal combustion engines. [spoilers?]  (Read 4728 times)

majic13

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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.
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Myroc

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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.
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Simmura McCrea

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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.
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majic13

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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)
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Euld

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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

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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...
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TBot Alpha

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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.
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darkflagrance

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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...
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majic13

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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.
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majic13

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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.
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The Doctor

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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.
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majic13

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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.
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Grimlocke

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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.
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Axe27

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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.
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Sysice

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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.
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