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Posted: 2007-11-24 11:12pm
by Tasoth
This is my theory on how alcohol biscuits are made.
Have you seen some of the things a dwarven chef makes? Just having to subdue said foodstuffs is a harrowing experience. This would lead to an amazing aura of bad assery and intimidation linger around one of those chefs. After that, all they have to do is glare at a mug of booze in the right way and it becomes biscuits.
Posted: 2007-11-24 11:24pm
by The Dark
Add me in, either Engineer or Soldier, depending on which is more needed (or pops up first)
Posted: 2007-11-25 12:41am
by Civil War Man
My recipe for wine biscuits, and how I make them, is an ancient cooking secret of Clan Civil War Man. Just content yourself in the fact that they, and by extension me, are the best ever.
Posted: 2007-11-25 08:46am
by Vendetta
I think that the alcohol biscuits are simply a product of all Dwarven drink being, like any good real ale or stout, so thick you can eat it with a spoon, and they just strain it to get the goodness out to make into biscuits.
Posted: 2007-11-25 11:08am
by Pollux
...damn you!
I was going to do this! In the exact same spot even! Grrr.
Oh well, better luck next time. Sign me up. Any position will do.
-----
As for the wine biscuits, the secret is carefully guarded by the dwarven chefs. Some say it is a gift from the Almighty Armok, in return for the souls of so many a goblin. Others cry it is the doings of dark magic. Some even say that the Elephants had a part in it.
The most plausible theory, however, is that it is simply a mild manifestation of the strange powers that enable vomit, butterflies, blood, and worms to pierce major organs in the body when thrown.
Posted: 2007-11-25 05:43pm
by Tasoth
Idea for a gadget: Through the use of magma, water, some floodgates and a proper chamber, we can make a defense for our main hall that fires anvils down the length of it at high speeds. While this might result in only one shot per plate, maybe rigging multiple plates and steam propelled anvils will create a surreal mainhall of horrors.
Failing that idea, just causing anvils to drop from the ceiling or flung from siege engines would be enough.
Posted: 2007-11-25 06:06pm
by The Yosemite Bear
how about a kitten-pult?
Posted: 2007-11-25 06:18pm
by Duckie
Tasoth wrote:Idea for a gadget: Through the use of magma, water, some floodgates and a proper chamber, we can make a defense for our main hall that fires anvils down the length of it at high speeds. While this might result in only one shot per plate, maybe rigging multiple plates and steam propelled anvils will create a surreal mainhall of horrors.
Failing that idea, just causing anvils to drop from the ceiling or flung from siege engines would be enough.
Two problems- One, our quantity of Magma is limited. While we can forge stuff with it, filling rooms with magma or dumping it on people will- oh dear, I didn't even post that update, did I?
Two- I don't think shockwaves of overpressure would occur from explosions. When magma and water meet they turn into a dam made of obsidian now, not an infinite amount of steam.
Thought for trapmakers- booze-barrels explode very violently if lit on fire, but how do we keep the fire lit and waiting for the signal?
We're talking explosions that sever 3 legs of a horse from 5 squares away type epic.
We'd have to investigate the trajectory very carefully, but one
could make a catapult that fires an anvil at a square by packing a ton of anvils on a drawbridge that flings the anvils via a pressure plate. That'd be awesome.
Posted: 2007-11-25 06:38pm
by Erik von Nein
Hahah! Oh, man. I've missed these threads. Any way I could sign up again? Maybe not as a peasant dwarf, though. More something that'll cause my little guy to go batshit insane and start carving spiders everywhere. That'd be awesome.

Posted: 2007-11-25 07:27pm
by Vendetta
MRDOD wrote:
Thought for trapmakers- booze-barrels explode very violently if lit on fire, but how do we keep the fire lit and waiting for the signal?
We're talking explosions that sever 3 legs of a horse from 5 squares away type epic.
Do dwarves notice fire these days? They used to stubbornly ignore it, even when they were actually
on fire.
Posted: 2007-11-25 07:39pm
by The Yosemite Bear
oh and apparently Carp kill dwarves very fast now....
Posted: 2007-11-25 07:46pm
by Duckie
Vendetta wrote:MRDOD wrote:
Thought for trapmakers- booze-barrels explode very violently if lit on fire, but how do we keep the fire lit and waiting for the signal?
We're talking explosions that sever 3 legs of a horse from 5 squares away type epic.
Do dwarves notice fire these days? They used to stubbornly ignore it, even when they were actually
on fire.
I'm not sure. A workaround is to forbid all of the flaming items. Hopefully the dwarf on fire will rip off his clothes. If not, nobody else will touch his flaming remains if you wait until he dies and forbid everything in that square.
Posted: 2007-11-25 11:28pm
by Covenant
I'm very confused about proper diggering in new 3DDF. Where do Caravans spawn from? Am I unable to secure the entryway with doors? Is there no way to protect a caravan?
And... do I need to dig DOWN to find soil? Or do I need to always use the waterways to irrigate?
Everything I know is wrong! I can't even cause cave-ins! Whereas I was a badass at old DF, I suck assballs at the new one. I need my cave river irrigation system. ;__;
Posted: 2007-11-25 11:47pm
by Duckie
Covenant wrote:I'm very confused about proper diggering in new 3DDF. Where do Caravans spawn from? Am I unable to secure the entryway with doors? Is there no way to protect a caravan?
And... do I need to dig DOWN to find soil? Or do I need to always use the waterways to irrigate?
Everything I know is wrong! I can't even cause cave-ins! Whereas I was a badass at old DF, I suck assballs at the new one. I need my cave river irrigation system. ;__;
Caravans come from a random part of the map. You won't know until the first one arrives. Also, put a door over an antechamer on the surface burrowed into a cliff, and
then dig down if you want to secure the area.
You can find soil on the surface, but only above-ground plants such as strawberries and blade weed will grow. Try to find soil underneath the earth or inside a hill to grow underground food like plump helmets. The wiki has a list of what crops grow where, but suffice to say- dwarven crops are underground, stuff you gather with herbalism is above-ground. Use [k] to check whether any given tile is underground or not.
Make sure you don't try to grow above-ground food in certain biomes. You'll note in my game I don't farm on the clay outdoors, because mountains don't support life while 12 feet away the plains biome's very beginning does.
If you can't find arable soil in a hill or below ground (say you're on a glacier), you'll have to irrigate some rock to make mud- but watch out, water doesn't disappear if you shut the floodgates like last time. You'll need to make sure the farm is 7x bigger than the reservoir (the area between your two floodgates that are independently operable as my design shows) so as to make the water spread out enough that it no longer takes up the tile. The grates are optional but help drainage.
Remember- if you dig a down staircase, below it has to be an up staircase otherwise you're not going to get down the full Z level. Alternatively you can use up/down everywhere, but you still have to dig one on both levels. That's good for elevator-type "up 3 floors but no horizontal movement" places but looks ugly IMO.
Posted: 2007-11-26 12:08am
by Covenant
Yeesh. So more complex than it used to be, isn't it? Maybe I should go back to the Arctic site I was on before--at least I know there's a lot of fresh water around! Just gotta melt it. ;D
Is there any way to melt ice besides digging into it? Any way to melt a river now that magma just turns to obsidian?
Posted: 2007-11-26 01:36am
by Covenant
By the way, in a freezing climate, you can build buildings out of
water.
And what's magetite? My guys are excited about it.
Nevermind, lolcrash.

Posted: 2007-11-26 01:44am
by Dark Hellion
All the dwarves like Magetite, but if you let too many dwarves use it, it becomes magiloose. This is why you must be careful to have a 1 to 1 ratio. When you are a grown up dwarf, you'll understand.
Posted: 2007-11-26 02:51am
by Duckie
Covenant wrote:By the way, in a freezing climate, you can build buildings out of
water.
And what's magetite? My guys are excited about it.
Nevermind, lolcrash.

You actually can build a building out of ice anywhere if it's below freezing long enough to do it.
Come summer your stuff will melt, though. ^-^
Sorry about the no update guys -_-;. I'll do it tomorrow. I had to do some schoolwork and stuff. Suffice to say things are going chillingly in DF though. No deaths... yet.
Posted: 2007-11-26 03:02am
by loomer
Magnetite is an iron ore, Covenant.
Posted: 2007-11-26 08:23am
by GuppyShark
PALELABOR!
GuppyShark, Son of GuppyShark, wishes to migrate to the new settlement. However, unlike his farming father, he wishes to be a smith.
Posted: 2007-11-26 11:28am
by White Haven
Pfft. An anvilpult is a waste of a good anvil, and at best a dodgy weapon. Just throw dwarves instead.
Because the only thing more frightening than a dwarf with an axe is a dwarf with an axe travelling at a hundred and eighty feet per second.
Posted: 2007-11-26 11:53am
by Kuja
PROTECT THE SACRED ANVIL
AT ANY COST
......
*munches on some wine*
Mmmmm, crispy.
Posted: 2007-11-26 02:43pm
by Covenant
loomer wrote:Magnetite is an iron ore, Covenant.
It's a good thing I'm not the smith. I'll just organize it for you. There we go.
Posted: 2007-11-26 03:13pm
by Vendetta
White Haven wrote:Pfft. An anvilpult is a waste of a good anvil, and at best a dodgy weapon. Just throw dwarves instead.
Best use of excess nobles ever?
Posted: 2007-11-26 04:02pm
by White Haven
A telling point, but these are nobles...not sure they'd know what end of an axe to hold.