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Author Topic: Cauldrons  (Read 2410 times)

shadowform

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Cauldrons
« on: December 17, 2010, 03:43:43 pm »

With the addition of oil to the following patch, the idea of weaponizing boiling oil has come to mind in the dwarf mode forums.  To this end, I had an idea for a structure - a large cauldron.  This actually led to an even better idea, I think!

Create a large cauldron from metal at a forge, then build it somewhere in the world as a building.  During construction a pour direction is chose, as with magma forges.  Designate it to be filled with a liquid of some sort (animal blood, lye, venom, or the oil), and select whether it's meant to be boiling, or normal - since I imagine some substances might just boil away, and turning venom into poisonous vapor might have negative effects on dwarves pouring it into an enclosed room from above.  If it's meant to boil, a unit of fuel is brought along with the liquid of choice to be used when needed.  When activated, the cauldron creates a 7/7 tile of the relevant fluid at the relevant temperature in the square next to it, which then flows normally.

This allows proper weaponization of toxic extracts/bloods/venoms, provides barrels of blood with a use (who DOESN'T want to fend off enemies with a torrent of boiling blood?), and creates a very realistic, time-relevant technology.
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Q: What do you get when you take 100 clear glass windows, 1000 silver bars, 6700 gold bars, and 18,000 marble blocks?

A: A very large wall.

"Alright, here's Helltooth... Harborfence... Urist, come get GenericBlade... and you. Welcome to the Danger Room. First timers get good ol' Ballswallowed. Have fun and try not to take off your own toe."

Neowulf

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Re: Cauldrons
« Reply #1 on: December 17, 2010, 04:16:24 pm »

Only if I can make a trap consisting of dousing invading armies in animal blood then baiting them to wade through a pool filled with sharks.
Please?
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Supercharazad

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Re: Cauldrons
« Reply #2 on: December 17, 2010, 04:24:29 pm »

yesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyes

Much want
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The Merchant Of Menace

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Re: Cauldrons
« Reply #3 on: December 17, 2010, 05:12:56 pm »

+1
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Nivim

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Re: Cauldrons
« Reply #4 on: December 17, 2010, 08:57:44 pm »

 I'm not quite sure it should work like current flowing liquids do, since you'd expect oil being poured down a ladder of invaders to be mostly used up getting stuck to the ladder, instead of forming a full 7/7 of oil at the bottom and spreading out, or spreading everywhere before it gets to the bottom. It would be a lot of wasted oil. And that much would also mean the cauldron is larger than a square, and the built version would be 3x3 or 3x2.
 It might get jammed into the army arc when/after siegers get their ladders, sappers, and stuff like that. It seems like it might not really be useful for sieges anyway until very hot liquids are effective for harm other than drowning.
« Last Edit: December 17, 2010, 08:59:18 pm by Nivm »
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Imagine a cool peice of sky-blue and milk-white marble about 3cm by 2cm and by 0.5cm, containing a tiny 2mm malacolite crystal. Now imagine the miles of metamorphic rock it's embedded in that no pick or chisel will ever touch. Then, imagine that those miles will melt back into their mantle long before any telescope even refracts an image of their planet. The watchers will be so excited to have that image too.

shadowform

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Re: Cauldrons
« Reply #5 on: December 18, 2010, 12:16:27 am »

I'm not quite sure it should work like current flowing liquids do, since you'd expect oil being poured down a ladder of invaders to be mostly used up getting stuck to the ladder, instead of forming a full 7/7 of oil at the bottom and spreading out, or spreading everywhere before it gets to the bottom. It would be a lot of wasted oil. And that much would also mean the cauldron is larger than a square, and the built version would be 3x3 or 3x2.
 It might get jammed into the army arc when/after siegers get their ladders, sappers, and stuff like that. It seems like it might not really be useful for sieges anyway until very hot liquids are effective for harm other than drowning.
I don't think ladders even exist in the current version...

A simple workaround, though, would be to have liquids push units down through stairs/ladders.  Liquid getting stuck on the ladder also wouldn't be a problem, as - if I remember - liquid flows perfectly down stairs right now.
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Q: What do you get when you take 100 clear glass windows, 1000 silver bars, 6700 gold bars, and 18,000 marble blocks?

A: A very large wall.

"Alright, here's Helltooth... Harborfence... Urist, come get GenericBlade... and you. Welcome to the Danger Room. First timers get good ol' Ballswallowed. Have fun and try not to take off your own toe."

Waparius

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Re: Cauldrons
« Reply #6 on: December 18, 2010, 12:22:34 am »

Cauldrons will be doubly useful for if/when the workshop and cooking systems get overhauled as well. IMO they should only be 1-square buildings, perhaps built with a rock block.

Now that I think about it though, using cauldrons of boiling oil would probably need a reworking of siege operators into the military so they don't just run away because there's a scary goblin lasher at the bottom of the wall.
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Jacob/Lee

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Re: Cauldrons
« Reply #7 on: December 18, 2010, 12:22:56 am »

Liquids simply plummet down the stairs until they get stopped by something.

shadowform

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Re: Cauldrons
« Reply #8 on: December 18, 2010, 12:38:58 am »

Which just means you'd have to use them differently: something to spread hazardous substances over a somewhat controlled area, rather than a device for pushing people off stairs.
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Q: What do you get when you take 100 clear glass windows, 1000 silver bars, 6700 gold bars, and 18,000 marble blocks?

A: A very large wall.

"Alright, here's Helltooth... Harborfence... Urist, come get GenericBlade... and you. Welcome to the Danger Room. First timers get good ol' Ballswallowed. Have fun and try not to take off your own toe."

TolyK

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Re: Cauldrons
« Reply #9 on: December 18, 2010, 01:07:51 am »

well, side view (1-wide):

Code: [Select]
######
___C #
____!___
! is the liquid and vapor
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Urist McCheeseMaker

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Re: Cauldrons
« Reply #10 on: December 18, 2010, 11:48:20 am »

You should also be able to hang a cauldron in magma, for boiling. No particular reason or use for it. It's just dwarfy. Cooking with magma.

That, and having a bunch of cauldrons hanging in a channel besides your entrance passageway, filled with a poison that'll evaporate when heated... would be muuuch more satisfying than just dumping the magma itself on your enemies. Even better if you could fill cauldrons from above, but that'd require treating them as liquids.
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Nivim

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Re: Cauldrons
« Reply #11 on: December 18, 2010, 12:17:23 pm »

Even better if you could fill cauldrons from above, but that'd require treating them as liquids.
Nope; think of a well in reverse, except industrial. Of course, wells are supposedly finicky.

Cauldrons will be doubly useful for if/when the workshop and cooking systems get overhauled as well. IMO they should only be 1-square buildings, perhaps built with a rock block.

Now that I think about it though, using cauldrons of boiling oil would probably need a reworking of siege operators into the military so they don't just run away because there's a scary goblin lasher at the bottom of the wall.
Probably wont be related to cooking, since this is more something that we can get added to the list of siege weapons to get placeholders or better during the army arc (improved sieges). Of course, with industries coming up and chicken appearing, we might see some groundwork for cooking...

It might get jammed into the army arc when/after siegers get their ladders, sappers, and stuff like that.
I don't think ladders even exist in the current version...
Why do you mention this? It just confused me.
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Imagine a cool peice of sky-blue and milk-white marble about 3cm by 2cm and by 0.5cm, containing a tiny 2mm malacolite crystal. Now imagine the miles of metamorphic rock it's embedded in that no pick or chisel will ever touch. Then, imagine that those miles will melt back into their mantle long before any telescope even refracts an image of their planet. The watchers will be so excited to have that image too.

shadowform

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Re: Cauldrons
« Reply #12 on: December 18, 2010, 02:10:52 pm »

You should also be able to hang a cauldron in magma, for boiling. No particular reason or use for it. It's just dwarfy. Cooking with magma.
The problem with hanging the cauldron in magma is that it would require putting the cauldron someplace where it would serve no purpose as a defensive weapon...  specifically, in magma.  It's a neat idea but I'm thinking of this as a weapon, not as another form of kitchen (it really wouldn't serve much purpose to just add what amounts to a second kitchen that requires magma power).

"Because it's dwarfy" is a great reason to do something in-game, but just adding random things like that as a game designer doesn't make much sense.

Quote
That, and having a bunch of cauldrons hanging in a channel besides your entrance passageway, filled with a poison that'll evaporate when heated... would be muuuch more satisfying than just dumping the magma itself on your enemies. Even better if you could fill cauldrons from above, but that'd require treating them as liquids.
The need to make the cauldrons magmaproof, the need to flood the area with magma to cause the evaporation, and the need to still have access to the cauldrons normally to refill them with fluid makes this impractical from a design standpoint.  Are there a lot of things DF players do that are impractical?  Yes.  But when you're talking about adding something to the coding, it's best to keep things as simple as possible.

Quote
Probably wont be related to cooking, since this is more something that we can get added to the list of siege weapons to get placeholders or better during the army arc (improved sieges). Of course, with industries coming up and chicken appearing, we might see some groundwork for cooking...
Have the cauldron tile count as wall-like (as with pumps, to prevent fluids from flowing back on the person that activates it) and line it up with walls and there would technically be no LoS to the attacking creatures.  I think.  Not 100% sure if pumps block line of sight or not.
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Q: What do you get when you take 100 clear glass windows, 1000 silver bars, 6700 gold bars, and 18,000 marble blocks?

A: A very large wall.

"Alright, here's Helltooth... Harborfence... Urist, come get GenericBlade... and you. Welcome to the Danger Room. First timers get good ol' Ballswallowed. Have fun and try not to take off your own toe."

Nivim

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Re: Cauldrons
« Reply #13 on: December 18, 2010, 10:04:08 pm »

 I'm having a lot of trouble relating what you quote to what you type, Shadowform... Generally when you add a quote from the same page you're posting on, it's to turn it into a more one-on-one conversation, where the posts are more heavily related to each other. And after you opt for that sort of conversation, you don't just suddenly ignore the person.
 Aside from that, I find your exacting dissertation on what Toady may or may not do, and what he can or cannot do, to be worthy of  ::); you can guess, but you can't know what will be a problem, you can't know how dwarves/players might weaponize a metal cooking pot larger than they are, and you can't know how random any given feature is as far as the code is concerned. As an example, it might seem to some people that Toady's work with farms, generating human towns, and economy has nothing to do with night creatures, adventurer-made buildings, sending your armies off your fort, or keeping items from being scrambled at fort's end, but they all have one issue in common; saving and relating sites in the world. He is working on this apparently random set of features because they do go together. Likewise, both main uses of pots might end up being easier to do at the same time when the "cast cauldron" job is added.
 Perhaps I'm not explaining it very well, but I hope you understand anyway.

 During that, I realized it would be a fine idea to ask about this in the Future of the Fortress thread. So...
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Imagine a cool peice of sky-blue and milk-white marble about 3cm by 2cm and by 0.5cm, containing a tiny 2mm malacolite crystal. Now imagine the miles of metamorphic rock it's embedded in that no pick or chisel will ever touch. Then, imagine that those miles will melt back into their mantle long before any telescope even refracts an image of their planet. The watchers will be so excited to have that image too.

shadowform

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Re: Cauldrons
« Reply #14 on: December 19, 2010, 10:02:52 pm »

I'm having a lot of trouble relating what you quote to what you type, Shadowform... Generally when you add a quote from the same page you're posting on, it's to turn it into a more one-on-one conversation, where the posts are more heavily related to each other. And after you opt for that sort of conversation, you don't just suddenly ignore the person.
What exactly did I ignore?  You mentioned something about ladders, I pointed out ladders didn't exist.  You expressed confusion at why I pointed this out, but since you were apparently waiting for an answer...  I pointed it out because if it doesn't exist, there's no sense in worrying about it.

Second, forums like this are NEVER one-on-one conversations; I can quote someone whose quoted someone else whose quoted a third person, and a fourth person can quote me.  The intent of a forum is to hold public, group discussions - if you'd like to have a personal conversation though, feel free to PM me.  I like tossing ideas at other people to get feedback on them.

Quote
Aside from that, I find your exacting dissertation on what Toady may or may not do, and what he can or cannot do, to be worthy of  ::); you can guess, but you can't know what will be a problem, you can't know how dwarves/players might weaponize a metal cooking pot larger than they are, and you can't know how random any given feature is as far as the code is concerned. As an example, it might seem to some people that Toady's work with farms, generating human towns, and economy has nothing to do with night creatures, adventurer-made buildings, sending your armies off your fort, or keeping items from being scrambled at fort's end, but they all have one issue in common; saving and relating sites in the world. He is working on this apparently random set of features because they do go together. Likewise, both main uses of pots might end up being easier to do at the same time when the "cast cauldron" job is added.
 Perhaps I'm not explaining it very well, but I hope you understand anyway.

 During that, I realized it would be a fine idea to ask about this in the Future of the Fortress thread. So...
I'd make two arguments here.

First, this forum is titled 'Suggestions'.  It's used to toss around ideas for things that could get added, removed, or changed in DF.  I had an idea for something I thought would be nice to have added.  So, I made a suggestion.  Naturally I don't expect instant gratification, or that the idea will necessarily get added, or that Toady will look upon my genius and declare "OF COURSE!  HOW COULD I MISS THAT?" But I to think that he reads the forum, and I do think that if I can make a strong argument that it serves a meaningful purpose, adds a utility not otherwise present (in this case, making use of poisonous materials), could realistically exist in the time period Dwarf Fortress is set in, and pique interest in the mechanic, then it stands a much better chance of being added than if I was to just say "Yeah this is cool add it plz."

I really don't mean to come off as rude, and I'm really not trying to be rude, but it kind of feels like you're calling me a fool for making a suggestion in the suggestion forum because I haven't provided a detailed analysis of how you would code it, how it would effect civ interactions, how it would impact hoary marmot breeding habits, as well as covering for every potential way in which a cauldron could conceivably be used in a real life scenario, such as storage, cooking, how re-using a dirty pot for cooking could effect fortress health or contaminate the food, etc.  This started as one idea for a simple structure ("Like a magma pump, but loaded with a specific amount of fluid instead of drawing from the world around it") and somehow spread from there into this.

Second, while it's true that I can't see into the future, but nobody can, and Toady is nothing if not willing to spend significant amounts of time making sure that something he wants to happen will happen.  The entire game is an example of that, but to be more specific, the recently overhauled combat system (read some of the bug reports from when he was coding this; murderous eldritch gophers do not strike me as intended behavior) is a good example.  Again, if it's an idea he sees and likes, it's much more likely to get added to the game, at some point, eventually, when he gets around to it, but added nonetheless.
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Q: What do you get when you take 100 clear glass windows, 1000 silver bars, 6700 gold bars, and 18,000 marble blocks?

A: A very large wall.

"Alright, here's Helltooth... Harborfence... Urist, come get GenericBlade... and you. Welcome to the Danger Room. First timers get good ol' Ballswallowed. Have fun and try not to take off your own toe."
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