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Author Topic: Explosives, Constructions, Workshops, and more.  (Read 1962 times)

Joseph Miles

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Explosives, Constructions, Workshops, and more.
« on: June 05, 2008, 03:05:00 pm »

First off, I'd like to state the same thing I did with my earlier posting of multiple ideas here(Flaming dwarves) that I did not check every idea here. If even ONE is original, its worth the extra topic.

Explosives
Yes, I know that there is the dwarven "Booze Bomb" but that requires magma(To the best of my knowledge) for it to work. So, I'm thinking why not add an easier to use explosive? It could be a building that is set off by a lever or a pressure plate or something, made at an alchemist shop.

Constructions
Something that really bugs me about floors and walls as they are now is: You simply CANNOT build a wall on a floor. I don't see how this makes any sense at all, would a floor REALLY interfere with building a wall? No, probably not. This gets really irritating when building aboveground structures, like a house.

Another thing that makes aboveground forts difficult: You can't engrave on constructions. This means that outside houses need to either be bigger, made out of rarer material, or have more pricey items in them for them to be more valuable rather than just being able to engrave the walls.

Workshops
This isn't really a big issue now that dwarves can move diagonally, but it would still make workshop areas look better. Why not be able to rotate workshops? Before they were able to move diagonally this really fucked me up, I didn't pay attention to where was blocked and got them trapped before. While this can still happen if a building is placed incorrectly, its not as likely. But it would look nicer if you could make it so the counter in the jeweler's workshop was up against the wall or something like that.

Wagons
A problem that I've had before when making a fort is that I almost always make sure to make the depot wagon accessible ASAP. What bugs me is, you can't ever be sure just where the merchants come from before they show up the first time. Why not point this out at some point BEFORE they shot up?

Machinery
I've been using the screw pump recently, I figured out how to automate things not that long ago. One thing that I'd like to expand upon is being able to bring water up more than one Z-level. This would make moving water much simpler, though it should require more energy than a screw pump.

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Apegrape

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Re: Explosives, Constructions, Workshops, and more.
« Reply #1 on: June 05, 2008, 03:48:00 pm »

It'd be cool if the explosion also blew up the surrounding walls to some degree(or you'd have to make a seperate, specialized bomb charge and blow several upto make a chain asplosion.)
On the constructions issue, I agree completely. It makes no sense, and if the dwarves could also build diagonally i would die of pleausure.

[ June 05, 2008: Message edited by: Apegrape ]

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Joseph Miles

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Re: Explosives, Constructions, Workshops, and more.
« Reply #2 on: June 05, 2008, 03:49:00 pm »

The current booze bombs don't? I thought they did, never got a chance to try it. So yeah, that too then.
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Techhead

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Re: Explosives, Constructions, Workshops, and more.
« Reply #3 on: June 05, 2008, 08:38:00 pm »

The dwarf building diagonally thing is bug number 438.
000438 ? [dwarf mode][constructions] dwarves can't build constructions from diagonal directions.
Still unresolved, but it's definitely on Toady's TODO list.

Walls are indestructible, unless they happen to be flammable.

Explosives have been discussed prior to this, so yea.

Screw pumps can stacked and made to pump as high as power allows you, with no gearboxes or axles to otherwise drain your power requirements, other than powering the first pump. I would point you to the wiki for how this, but the wiki is down. If someone could find the genius thread that first explained how to do this, I think he would appreciate it.

Wagons I find annoying too in that regard, but I often settle on brooks which makes life much easier in that regard, as they make fine highways to 2 or more edges. Trees are the largest pain, as saplings have an annoying habit of eventually growing up where wagons like to move. Cmon Mr. Woodcutter, we have some more work for you!

The only 2 workshops that annoy me are the jewelers and the bowyers. Mainly because that 3x1 wall is a pain to walk around.

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Re: Explosives, Constructions, Workshops, and more.
« Reply #4 on: July 11, 2008, 10:54:19 pm »

<P>Explosives
Yes, I know that there is the dwarven "Booze Bomb" but that requires magma(To the best of my knowledge) for it to work. So, I'm thinking why not add an easier to use explosive? It could be a building that is set off by a lever or a pressure plate or something, made at an alchemist shop.

If that was implemented, that would be the first time in my entire DF carrier of nearly a year that I built an Alchemist's Workshop.
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Draco18s

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Re: Explosives, Constructions, Workshops, and more.
« Reply #5 on: July 11, 2008, 11:14:39 pm »

in my entire DF carrier of nearly a year

Career.
Carriers carry things.
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Areyar

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Re: Explosives, Constructions, Workshops, and more.
« Reply #6 on: July 12, 2008, 05:24:03 am »

I'll just append some of the ideas I had this week here if you don't mind, rather than creating a fresh thread.

probably an oldie: (in)flammable miasma
-miasma can burn/ explode when touched by fire.
-Massive amounts of miasma can be present in pockets of slime or in porous rock. 
-it can be transported without leakage by contructing pipes in a similar system to how axles are done. (transporting it by hallways and floodgates always leads to normal dispersal)
 -valve: eq mechanism+pipe, transport can be swithced on/off.
-burrows arc can add miasma-light-fittings and other miasma powered objects. Without those it can still be used to good effect in elaborate traps to suffocate or burn victims.


more grass-type vegetation.
-moss/lichen : can grow on wet rock outside.
-slime (mould) : can grow on damp rock or soil indoors.
could spawn a few critters and even dangerous 'gelatinous cubes' that eat iron.


« Last Edit: July 13, 2008, 01:34:14 pm by Areyar »
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RavingManiac

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Re: Explosives, Constructions, Workshops, and more.
« Reply #7 on: July 12, 2008, 06:09:14 am »

probably an oldie: (in)flammable miasma
-miasma can burn/ explode when touched by fire.
Having your indoor refuse stockpile turn into an incandescent fireball from time to time does not sound like a very good idea to me. I think there should be "gas" instead.
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Areyar

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Re: Explosives, Constructions, Workshops, and more.
« Reply #8 on: July 12, 2008, 06:40:50 am »

It's a matter of whether it is wisdom to have a fermenting refuseheap indoors in the first place.

Even outdoor refuse piles spontaneously combust occasionally. (in real life)

It should be a matter of ventilation to keep things safeish, IIRC misama disperses upwards preferably (but not exclusively).
Not sure how long a tile of pure miasma should burn though...exposed gasfires tend to be quick affairs...explosions actually.
maybe a cave-in like explosion initially + temperature increase and a remaining burn where the miasma is generated.

I don't like gas, when miasma already fits the bill.

Anyhow why are you bothered by unsafe practices in DF, where stuff that is good for you normally drags y' underwater and nibbles ye to death.
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Makrond

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Re: Explosives, Constructions, Workshops, and more.
« Reply #9 on: July 12, 2008, 06:50:28 am »

Carp don't make good eatin' fish.

Also, I like the miasma ideas, the rotating workshops has been suggested before, as has explosives and building walls on floors.

Wagons always show up from the first direction your depot is accessible from, starting presumably from the top-left. That said, it would be nice to see which direction that is.
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Areyar

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Re: Explosives, Constructions, Workshops, and more.
« Reply #10 on: July 12, 2008, 06:53:19 am »

Carp don't make good eatin' fish.
I see what you did there.

I've been wanting to write that for ages!  ::)
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Skizelo

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Re: Explosives, Constructions, Workshops, and more.
« Reply #11 on: July 12, 2008, 09:20:48 am »

I would like a good remote way of removing up walls. Too many good men dwarfs have been lost by taking the wrong turn when running from a tidal wave.
I'm imagining constructing a bomb on a wall (or on a floor, if you just want traps) using material got from saltpeter by an alchemist (well, saltpeter and whatever else goes into black powder) which can be linked to a lever (or touch magma) to detonate, removing the wall and not leaving a boulder.
Though you can't build on walls (and if you could, you couldn't bomb a warm wall without it immediately blowing up), but the only alternative I can think of is that you build a bomb on a floor and it destroys any walls or floors in the 37 adjacent tiles, but that seems a bit extreme.
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RavingManiac

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Re: Explosives, Constructions, Workshops, and more.
« Reply #12 on: July 12, 2008, 10:04:12 am »

It's a matter of whether it is wisdom to have a fermenting refuseheap indoors in the first place.

Even outdoor refuse piles spontaneously combust occasionally. (in real life)

It should be a matter of ventilation to keep things safeish, IIRC misama disperses upwards preferably (but not exclusively).
Not sure how long a tile of pure miasma should burn though...exposed gasfires tend to be quick affairs...explosions actually.
maybe a cave-in like explosion initially + temperature increase and a remaining burn where the miasma is generated.
Still, I have my doubts that this would be a significant game element, given that there is not much to set miasma off in the first place (and here I was, talking about exploding refuse piles...). Perhaps there could be a workshop that extracts "gas" from rotting remains, generating the job automatically like a tanner's workshop. The gas will then be stored in special containers (lets call them canisters). The canisters may then be used for cooking, explosives, flamethrower traps and whatnot. Natural gas pockets will function like miasma, but will also choke dwarves and catch fire.
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Areyar

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Re: Explosives, Constructions, Workshops, and more.
« Reply #13 on: July 12, 2008, 10:19:23 am »

but... i like the pipes. :pout:
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Draco18s

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Re: Explosives, Constructions, Workshops, and more.
« Reply #14 on: July 12, 2008, 03:18:21 pm »

Miasma != natural gas.

Miasma:
A poisonous atmosphere formerly thought to rise from swamps and putrid matter and cause disease.

Note the part about causing disease.  Miasma is actually bacteria (and various other things, one of which being the waste products of the bacteria that breaks down organic matter).  Natural gases are odorless, therefore can't be miasma (though some may be present).
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