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Author Topic: Neverending burning plump helmet man.  (Read 1655 times)

ThrowerOfStones

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Neverending burning plump helmet man.
« on: February 21, 2011, 11:57:39 pm »

So I usually dump captured animals and goblins I don't want into the magma sea. On my current fort, though, my dump spot happened to be above a pillar of cotton candy. Most of the creatures and objects I tossed in still disintegrated... but I've had a plump helmet man sitting in the lava for more than an in-game week now. He's on fire and burned, but doesn't otherwise troubled.

Is it because he doesn't have blood?
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Angel-of-Dusk

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Re: Neverending burning plump helmet man.
« Reply #1 on: February 22, 2011, 12:02:43 am »

Plump Helmet Man Roast. That is all
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ThrowerOfStones

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Re: Neverending burning plump helmet man.
« Reply #2 on: February 22, 2011, 12:05:57 am »

Now there's two of them there, burning together in harmony.
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Girlinhat

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Re: Neverending burning plump helmet man.
« Reply #3 on: February 22, 2011, 12:07:32 am »

Get them back into your fort somehow.  Metal cages and disposable haulers for said cages.  Make them guards at your front gate.

PopeRichardCorey

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Re: Neverending burning plump helmet man.
« Reply #4 on: February 22, 2011, 12:43:49 am »

If it weren't for the second one, I would wonder if they had landed on other creatures to prevent their immediate disintigration; I had a thread quoted in my sigg about a player who was trying to figure out how to utilize an apparently invincible puppy "created" the same way.

If you can find a way to pull them out of the magma, try to set them up in a little "cannon" just outside your entrance.  Release them when the elves show up...
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And when you build your fortress walls from the bones of skeletal elephants, slain my weapons forged from melted goblin plunder, fed on cattle that graze on grass that blinks.  Then, you will know dwarfdom.

Eric Blank

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Re: Neverending burning plump helmet man.
« Reply #5 on: February 22, 2011, 01:36:20 am »

I've experienced this with my modded fungusmen; they burn easily and indefinitely, with very few ill effects. It's actually quite dangerous to your fort if they aren't locked away. Just beware any streaks of smoke fleeing from fire-wielding enemies and your magma traps. :o

Not exactly sure what causes it, but you can put them out with enough water.
« Last Edit: February 22, 2011, 01:39:16 am by Eric Blank »
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

MarcAFK

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Re: Neverending burning plump helmet man.
« Reply #6 on: February 22, 2011, 01:43:48 am »

Awesome.
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

Urist Da Vinci

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Re: Neverending burning plump helmet man.
« Reply #7 on: February 22, 2011, 03:50:18 am »

Did some raw digging, and their mushroom flesh doesn't have a melting or boiling point. It does have ignite and heatdam points, so they will burn, as observed. They don't have any organs. They can also live for 60-80 years, so they'll be down there a long time unless they burn up completely. They can learn and open doors, its kind of creepy that dwarves would eat them.

Girlinhat

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Re: Neverending burning plump helmet man.
« Reply #8 on: February 22, 2011, 03:58:57 am »

Wait, doors are the sign of being creepy to eat?

MarcAFK

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Re: Neverending burning plump helmet man.
« Reply #9 on: February 22, 2011, 06:43:18 am »

I must mod Plump helmet and bacon men and set them on fire for the aromatic and culinary enjoyment of my dorfs
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

Uristocrat

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I wonder who all has played SC2? No, not that SC2....
« Reply #10 on: February 22, 2011, 06:45:19 am »

Wait, doors are the sign of being creepy to eat?

I thought it was their ability to learn, but we're talking about a giant, walking fungus.

That's pretty creepy right there.  Ever see Footkerchief's avatar?  Yeah, you don't want to mess with the Juffo-whip.
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You could have berries on the rocks and the dwarves would say it was "berry gneiss."
You should die horribly for this. And I mean that in the nicest possible way.

Max White

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Re: Neverending burning plump helmet man.
« Reply #11 on: February 22, 2011, 06:48:57 am »

So, what I can gather from this is... I can mod in a creature using similar figures to the PHM that will burn for a very long time, and give it a ignition point lower then it's body temperature, therefor it instantly catch on fire and forever bun.


AWWWWWWWWWWW HELL YEA!!!!

MarcAFK

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Re: Neverending burning plump helmet man.
« Reply #12 on: February 22, 2011, 06:50:34 am »

Mod it to lay eggs....
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

uristmcdorf

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Re: Neverending burning plump helmet man.
« Reply #14 on: February 22, 2011, 07:25:40 am »

i dumped 3 skeletal elks into the lava in my fort and they still burning...
...for like 7 years now
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