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Author Topic: SuperDwarven Pluto Expedition!!  (Read 5673 times)

iceball3

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Re: SuperDwarven Pluto Expedition!!
« Reply #30 on: November 06, 2010, 09:26:58 pm »

Virtually everything involving oxygen so far requires a source re-coding to put in effect.
The solution has already been stated already
Quote
Needs air to get through the working day.
Try replacing booze with 'liquid oxygen' (Simple rename will suffice. There is no real material for breathable air other than 'not water or lava') and make containers called tanks.
So you'd then get oxygen tanks.
Space Dwarves are tough, so they can sort of live without oxygen, but the longer they do, the less active and closer to insanity they get.
Exactly the same as booze but renamed for flavor.
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whatsamagiga

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Re: SuperDwarven Pluto Expedition!!
« Reply #31 on: November 07, 2010, 03:55:22 am »

Virtually everything involving oxygen so far requires a source re-coding to put in effect.
The solution has already been stated already
Quote
Needs air to get through the working day.
Try replacing booze with 'liquid oxygen' (Simple rename will suffice. There is no real material for breathable air other than 'not water or lava') and make containers called tanks.
So you'd then get oxygen tanks.
Space Dwarves are tough, so they can sort of live without oxygen, but the longer they do, the less active and closer to insanity they get.
Exactly the same as booze but renamed for flavor.

my way doesn't it involves making a syndrome and some sort of antidote. that's the raw's not the source!
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iceball3

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Re: SuperDwarven Pluto Expedition!!
« Reply #32 on: November 07, 2010, 08:57:59 am »

Virtually everything involving oxygen so far requires a source re-coding to put in effect.
The solution has already been stated already
Quote
Needs air to get through the working day.
Try replacing booze with 'liquid oxygen' (Simple rename will suffice. There is no real material for breathable air other than 'not water or lava') and make containers called tanks.
So you'd then get oxygen tanks.
Space Dwarves are tough, so they can sort of live without oxygen, but the longer they do, the less active and closer to insanity they get.
Exactly the same as booze but renamed for flavor.

my way doesn't it involves making a syndrome and some sort of antidote. that's the raw's not the source!
There is no such thing as antidotes in the game, as such you need to re-do a small chunk of the source.
Also, there is ABSOLUTELY NO MATERIAL FOR AIR AT ALL
The only way dwarves don't drown is by telling "Are they in magma or water? If no, then they can breathe."
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Xenos

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Re: SuperDwarven Pluto Expedition!!
« Reply #33 on: November 07, 2010, 01:04:45 pm »

I vote for renaming booze to oxygen, but the different types of "booze" have different flavors (think of an oxygen bar) so rename one mint oxygen, one cherry, etc.  Make barrels tanks, etc.
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This is a useful feature..and this is DF.. so im gonna assume its bugged
That's what cages and minecart shotguns are for!  We don't need to control them.  We just need to aim them.
[DWARFINEERING]

whatsamagiga

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Re: SuperDwarven Pluto Expedition!!
« Reply #34 on: November 08, 2010, 02:58:19 am »

Virtually everything involving oxygen so far requires a source re-coding to put in effect.
The solution has already been stated already
Quote
Needs air to get through the working day.
Try replacing booze with 'liquid oxygen' (Simple rename will suffice. There is no real material for breathable air other than 'not water or lava') and make containers called tanks.
So you'd then get oxygen tanks.
Space Dwarves are tough, so they can sort of live without oxygen, but the longer they do, the less active and closer to insanity they get.
Exactly the same as booze but renamed for flavor.

my way doesn't it involves making a syndrome and some sort of antidote. that's the raw's not the source!
There is no such thing as antidotes in the game, as such you need to re-do a small chunk of the source.
Also, there is ABSOLUTELY NO MATERIAL FOR AIR AT ALL
The only way dwarfs don't drown is by telling "Are they in magma or water? If no, then they can breathe."

YET! OK you were right about the antidote but you can make new gasses so you could make some sort of oxygen thing that stops dwarfs from dying! Somehow (time to wiki cruise)!

also there is more than one dwarf planet in the solar system! there's Ceres (close to mars) and Eris (past Pluto (hardcore mode))

and finally if all else fails the booze idea is good but you could say that there is scarce air that makes dwarfs dizzy and slow but "fresh" oxygen makes them fast and productive!
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Organum

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Re: SuperDwarven Pluto Expedition!!
« Reply #35 on: November 08, 2010, 03:19:15 am »

The only syndromes that exist right now are ones you don't want anywhere near your dwarves. You can't model oxygen in any way aside from food or booze.
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If dwarves decided to live in trees like hippies, they'd still do it better than the elves.

Ieb

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Re: SuperDwarven Pluto Expedition!!
« Reply #36 on: November 08, 2010, 03:19:33 am »

Mod in a bodypart called "air-mask" or something along those lines.
They're the only "lungs" of your dwarves.

If it's removed or stops working, they suffocate.
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iceball3

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Re: SuperDwarven Pluto Expedition!!
« Reply #37 on: November 08, 2010, 08:50:27 pm »

Virtually everything involving oxygen so far requires a source re-coding to put in effect.
The solution has already been stated already
Quote
Needs air to get through the working day.
Try replacing booze with 'liquid oxygen' (Simple rename will suffice. There is no real material for breathable air other than 'not water or lava') and make containers called tanks.
So you'd then get oxygen tanks.
Space Dwarves are tough, so they can sort of live without oxygen, but the longer they do, the less active and closer to insanity they get.
Exactly the same as booze but renamed for flavor.

my way doesn't it involves making a syndrome and some sort of antidote. that's the raw's not the source!
There is no such thing as antidotes in the game, as such you need to re-do a small chunk of the source.
Also, there is ABSOLUTELY NO MATERIAL FOR AIR AT ALL
The only way dwarfs don't drown is by telling "Are they in magma or water? If no, then they can breathe."

YET! OK you were right about the antidote but you can make new gasses so you could make some sort of oxygen thing that stops dwarfs from dying! Somehow (time to wiki cruise)!

also there is more than one dwarf planet in the solar system! there's Ceres (close to mars) and Eris (past Pluto (hardcore mode))

and finally if all else fails the booze idea is good but you could say that there is scarce air that makes dwarfs dizzy and slow but "fresh" oxygen makes them fast and productive!
'Gentlemen'
Things disapate and vanish FOREVER when they evaporate. The game won't model anything that hangs in the air for more than a few seconds.
Also, how will you get such a gas into the atmosphere/where ever the heck you want it.
ALSO, there are no antidotes/medicines in the game AT ALL. Syndromes WILL NOT apply any positive effect EVER.
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Eagle_eye

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Re: SuperDwarven Pluto Expedition!!
« Reply #38 on: November 08, 2010, 08:52:57 pm »

that depends on your definition of positive. numbness is a plus for skilled military dwarves.
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iceball3

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Re: SuperDwarven Pluto Expedition!!
« Reply #39 on: November 08, 2010, 08:56:21 pm »

that depends on your definition of positive. numbness is a plus for skilled military dwarves.
True and not as true. You could have necrosis/impairment target sensory nerves (Think house's pills), but Numbness will dropkick your speed into the ground (Or rather, the enemies will to your dwarves).
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whatsamagiga

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Re: SuperDwarven Pluto Expedition!!
« Reply #40 on: November 09, 2010, 12:26:15 am »

Virtually everything involving oxygen so far requires a source re-coding to put in effect.
The solution has already been stated already
Quote
Needs air to get through the working day.
Try replacing booze with 'liquid oxygen' (Simple rename will suffice. There is no real material for breathable air other than 'not water or lava') and make containers called tanks.
So you'd then get oxygen tanks.
Space Dwarves are tough, so they can sort of live without oxygen, but the longer they do, the less active and closer to insanity they get.
Exactly the same as booze but renamed for flavor.

my way doesn't it involves making a syndrome and some sort of antidote. that's the raw's not the source!
There is no such thing as antidotes in the game, as such you need to re-do a small chunk of the source.
Also, there is ABSOLUTELY NO MATERIAL FOR AIR AT ALL
The only way dwarfs don't drown is by telling "Are they in magma or water? If no, then they can breathe."

YET! OK you were right about the antidote but you can make new gasses so you could make some sort of oxygen thing that stops dwarfs from dying! Somehow (time to wiki cruise)!

also there is more than one dwarf planet in the solar system! there's Ceres (close to mars) and Eris (past Pluto (hardcore mode))

and finally if all else fails the booze idea is good but you could say that there is scarce air that makes dwarfs dizzy and slow but "fresh" oxygen makes them fast and productive!
'Gentlemen'
Things disapate and vanish FOREVER when they evaporate. The game won't model anything that hangs in the air for more than a few seconds.
Also, how will you get such a gas into the atmosphere/where ever the heck you want it.
ALSO, there are no antidotes/medicines in the game AT ALL. Syndromes WILL NOT apply any positive effect EVER.

Yes true but a machine that dispenses oxygen every few seconds?

also they don't have to be there 24/7!
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Ieb

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Re: SuperDwarven Pluto Expedition!!
« Reply #41 on: November 09, 2010, 01:22:23 am »

Even if you'd mod in a Oxygen Generator as a workshop, and it'd produce oxygen as a result from a dwarf working there and doing basically nothing, it would only do that as long as someone worked there. There's no way to make a shop that keeps on doing something without anyone working for it. Outside from a few hack tools that have been made.

And even then, the gas wouldn't actually do anything but dissipate into thin air. Because the game doesn't work like that. No way to make that gas vital either. You can make them harmful, but necessity for living? Yeah no.

It would make for a flavor-thing though, with the imaginated feature of keeping the outpost alive OR ELSE, but that's it.

Can tissue layers other than hair/fur get modded with insulative values? Like, make the fat of dorf bodies act as a protective layer against the extreme cold of Pluto? If the layer ever disappears, they start to freeze. Or more likely, they would freeze in short order.

Not sure how cold it is underground if the surface is cold enough to freeze you solid. Time for !!SCIENCE!! regarding that. Or uhh... xxSCIENCExx.
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Organum

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Re: SuperDwarven Pluto Expedition!!
« Reply #42 on: November 09, 2010, 01:35:07 am »

I've read that the underground has a fixed temperature of 10040 or something like that, regardless of external factors.
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If dwarves decided to live in trees like hippies, they'd still do it better than the elves.

Ieb

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Re: SuperDwarven Pluto Expedition!!
« Reply #43 on: November 09, 2010, 01:46:00 am »

Well then, I guess as long as you got everyone indoors, you would be pretty much set.
No reason to go above-ground since that'd kill you, although traders might have problems getting to the depot since they don't arrive from the caverns, just leave through them.

Although I figure that the underground life would either be extremely dangerous to compensate for the lack of threat from above-ground, or barren of all life, but that'd be really boring, now wouldn't it?
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Organum

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Re: SuperDwarven Pluto Expedition!!
« Reply #44 on: November 09, 2010, 02:25:50 am »

The main problem with this idea is that it implies cutting yourself off from the world. You could break into the caverns and have all of the fun that that brings, but you would be forcing yourself to miss out on all those surface goodies.
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If dwarves decided to live in trees like hippies, they'd still do it better than the elves.
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