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Author Topic: Skystones - Casting Molds for Molds  (Read 6968 times)

Girlinhat

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Re: Skystones - Casting Molds for Molds
« Reply #60 on: January 03, 2012, 06:14:41 am »

The big issue is that you can't build to the map's edge, only a few tiles close, and if you have fluids touching the map's edge they simply wash off the map.  So theoretically, yes, but you're never going to actually create that by simple virtue of how fluids work.

Loud Whispers

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Re: Skystones - Casting Molds for Molds
« Reply #61 on: January 03, 2012, 06:21:46 am »

The big issue is that you can't build to the map's edge, only a few tiles close, and if you have fluids touching the map's edge they simply wash off the map.  So theoretically, yes, but you're never going to actually create that by simple virtue of how fluids work.

Caverns.

Girlinhat

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Re: Skystones - Casting Molds for Molds
« Reply #62 on: January 03, 2012, 06:33:51 am »

Fluids still leave the map.  Unless you're using an existing cavern pool, in which case you haven't done anything, you've just visited the caverns.  And wouldn't work, because creatures spawn according to their area, you won't get carp in the caverns unless you throw them down there.

Loud Whispers

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Re: Skystones - Casting Molds for Molds
« Reply #63 on: January 03, 2012, 06:36:28 am »

Fluids still leave the map.  Unless you're using an existing cavern pool, in which case you haven't done anything, you've just visited the caverns.  And wouldn't work, because creatures spawn according to their area, you won't get carp in the caverns unless you throw them down there.

Or if you dam the oceans, and then quarry the whole area into the caverns...

That's a whole lot of weird mutated fish in one ocean.

Girlinhat

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Re: Skystones - Casting Molds for Molds
« Reply #64 on: January 03, 2012, 08:55:56 am »

Ok, so Toady is predicting a January 15th release, or Early February.  I'm thinking now, it might be worth it to stop where I am, and try again in the next version, all brutality intact and all the horrors of the new version thrown against the construction efforts.

Areyar

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Re: Skystones - Casting Molds for Molds
« Reply #65 on: January 03, 2012, 09:27:01 am »

Another point in favour of twin liquid-pipes built into/under walkways:
Spoiler (click to show/hide)
instead of solid flooring have grates above the floodgate, link the floodgate to pressurepads on the walkway.
Three floodgates might be a minimum for a good cloud.
Come to think of it, resetting this steam-trap would be hell.  :D



 
« Last Edit: January 03, 2012, 11:07:41 am by Areyar »
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Ivir_Baggins

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Re: Skystones - Casting Molds for Molds
« Reply #66 on: January 03, 2012, 10:24:02 am »

Very dorfy idea, that. Alternatively, have the piping above the walkways, to allow for ease of washing.
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darkflagrance

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Re: Skystones - Casting Molds for Molds
« Reply #67 on: January 03, 2012, 10:29:15 am »

Ok, so Toady is predicting a January 15th release, or Early February.  I'm thinking now, it might be worth it to stop where I am, and try again in the next version, all brutality intact and all the horrors of the new version thrown against the construction efforts.

While it's possible the new version may be out soon, Toady may be overoptimistic and the bugs may render the new version unplayable for a while longer, and you may be busy in a month. Starting now may be better to take advantage of your willpower and freedom now.
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Areyar

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Re: Skystones - Casting Molds for Molds
« Reply #68 on: January 03, 2012, 11:03:46 am »

Very dorfy idea, that. Alternatively, have the piping above the walkways, to allow for ease of washing.
hmm...obsidian, the dwarf carbonite.

fireproof hatch... but no, the 'pipes' would be as wide as two walkways already.
magma and water would also flow off the gangway without reacting.

several extra fireproof floodgates in both ducts could prevent impossible access.
Spoiler (click to show/hide)
« Last Edit: January 03, 2012, 11:07:16 am by Areyar »
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silverskull39

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Re: Skystones - Casting Molds for Molds
« Reply #69 on: January 06, 2012, 12:39:30 pm »

posting to watch.
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