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Difference between revisions of "v0.31 Talk:Nether-cap"

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:::::::I '''did''' open it - that's why I also noted that it was preventing its granite mechanism from melting. --[[User:Quietust|Quietust]] 15:43, 3 December 2010 (UTC)
 
:::::::I '''did''' open it - that's why I also noted that it was preventing its granite mechanism from melting. --[[User:Quietust|Quietust]] 15:43, 3 December 2010 (UTC)
 
So, has anyone tested if nether caps freeze water? Or if they can be made to freeze water without harming dorfs attempting to carry them?  I'd test my self but haven't gotten that far deep with current fort. Also too lazy too mod so I can embark with right now.--[[User:MadGreyOne|MadGreyOne]] 12:30, 1 December 2010 (UTC)
 
So, has anyone tested if nether caps freeze water? Or if they can be made to freeze water without harming dorfs attempting to carry them?  I'd test my self but haven't gotten that far deep with current fort. Also too lazy too mod so I can embark with right now.--[[User:MadGreyOne|MadGreyOne]] 12:30, 1 December 2010 (UTC)
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What happens if you put a burning item inside a nether-cap bin? --[[User:Root Infinity|Root Infinity]] 21:34, 12 March 2011 (UTC)
  
 
== No nether-caps ==
 
== No nether-caps ==
  
So I've had my underground tree farm up and running for years, and go looking for some nether-caps to cut for a magma project. None found. Plenty of blood thorns, but not one nether-cap. On examining cavern 3, I find lots of blood-red blood thorns, and plenty of ''indigo''... '''blood thorns'''! Anyone else had this problem? No obvious problems with the (unmodded) plant raws. The only slightly strange things I've done to this fort/world is turn temperature off, and occasionally run dfcleanmap, both for FPS reasons. Running v. .13.16. [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:50, 15 January 2011 (UTC)
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So I've had my underground tree farm up and running for years, and go looking for some nether-caps to cut for a magma project. None found. Plenty of blood thorns, but not one nether-cap. On examining cavern 3, I find lots of blood-red blood thorns, and plenty of ''indigo''... '''blood thorns'''! Anyone else had this problem? No obvious problems with the (unmodded) plant raws. The only slightly strange things I've done to this fort/world is turn temperature off, and occasionally run dfcleanmap, both for FPS reasons. Running v. .31.16. [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:50, 15 January 2011 (UTC)
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:If I recall, the indigo color is for dead Blood Thorn trees, analogous to the way that scarlet blood can turn into purplish blood clots. [[User:Coaldiamond|-Coaldiamond]] 14:13, 22 April 2011 (UTC)
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::IIRC, the indigo-colored blood thorns were live, but unable to verify unless I can find where I put the save [[Special:Contributions/218.186.8.234|218.186.8.234]] 04:57, 31 August 2011 (UTC)
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''"The only slightly strange things I've done to this fort/world is turn temperature off"'' ... Here's what you did: "My dwarves won't use coins! Anyone else had this problem? The only thing I did was turn off the economy."
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:Excuse me, asshat? "Turn temperature off" (via the init option) does not make all temperature-related stuff go away, it merely turns off the heat-transfer simulation for performance reasons. Magma still exists, and, IIRC, outside water still freezes seasonally, so why should nether caps disappear? Everybody else is making useful comments, why don't you try?... Apologies to all others, but Mr. 98.244.175.37 who fails to sign his comments doesn't have a user page, so I can't keep the acerbic bickering private. [[Special:Contributions/218.186.8.234|218.186.8.234]] 04:57, 31 August 2011 (UTC)
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:If cavern layer 3 is '''dry''', then it will contain nothing but blood thorns. --[[User:Quietust|Quietust]] 01:07, 13 March 2011 (UTC)
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::It's possible this is what happened. However I've currently (v. .31.25) got a wet cavern 3, which again has no nethers. This is not definitive proof, because the dry portion of the cave is really tiny and only has about 10 trees, but still, none of the trees (or saplings) are nethers, and I can't find any nethers among the many submerged trees, either. BTW, when you say dry, do you just mean cav 3 needs to have a lake, or do you mean nether-caps are "wet" trees in the same way willows are "wet" (i.e. grow only within 2 tiles of water) and won't grow in dry soil (or possibly when submerged either, if there's no water within 2 at z-1) [[Special:Contributions/218.186.8.234|218.186.8.234]] 04:57, 31 August 2011 (UTC)
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I messed around with dfprospector and tried dozens of embark locations. I couldn't find nether caps in scorching and hot climates. Can anyone confirm this? I suppose they do not grow in the tree farm if there were no natural ones on the map. --[[Special:Contributions/80.171.107.207|80.171.107.207]] 19:35, 18 September 2011 (UTC)
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: I just started a scorching embark and no nether caps.
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::I just did a test embark in a 6x6 scorching region and I '''did''' get nether-caps, so that's not the cause. You might try generating a new world entirely - it's quite possible that the game has decided that they don't exist ''anywhere''. --[[User:Quietust|Quietust]] 21:22, 20 September 2011 (UTC)
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:::Thanks for the testing! Hmm they existed on part of the (world) map. So maybe it is just random, but on a scale which is larger than your typical embark zone. It still seems strange, since there is nothing in the raws indicating that. --[[Special:Contributions/80.171.112.62|80.171.112.62]] 10:06, 21 September 2011 (UTC)
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== Nether caps and freezing ==
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I tried to determine if nether caps could freeze water since I couldn't find anyone who had done experiments on the subject.
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I tried building a retracting 3x3 bridge and filling the area with water. I was not able to get the water to freeze.
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Since there are obvious uses in freeze traps and endless water generation it seems safe to assume no one has managed to make ice with nether caps.
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--[[User:DrunkenMonk|DrunkenMonk]] 19:14, 9 April 2011 (UTC)
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::Try this: build a 1x1 cistern with floor, walls and ceiling (hatch) made of nether-caps, then fill it with water, then try with bigger cisterns: 3x3, 4x4, 5x5, 6x6, 7x7, 8x8, 9x9... and so on...
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::I remember reading that they lower the surrounding temperature, so if you build underground, you start with the underground temperature and the nether-cap surfaces will decrease it a bit (I assume halfway between the underground and nether-cap temperature) as the container grows you'll probably get a cumulative effect from the nether-cap surfaces making the center tend to the nether-cap temperature, and so being able to freeze?? This is all theoretical, I'm not able to test it right now, but if you're able it would be good !!SCIENCE!! ;)--[[User:Kaos|Kaos]] 13:39, 22 April 2011 (UTC)
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:::It's mentioned elsewhere on the wiki that MELTING_POINT (32F/0C/10000U for water) is the temperature at which the material is treated as liquid. The point at which water ''freezes'' is less-than-32, i.e. 31 (or lower), so I think no freezing from nether-caps. [[Special:Contributions/218.186.8.234|218.186.8.234]] 05:09, 31 August 2011 (UTC)

Latest revision as of 10:06, 21 September 2011

Do nether-cap logs inherit the fixed temperature of the nether-cap tree?--DarthCloakedDwarf 03:15, 4 May 2010 (UTC)

I think the more important question is "Since Nethercaps are chilled to 32 degrees F (if I did the math right), will submerged Nnethercaps cause water to freeze into ice?" I only wish I could test this right now. -Coaldiamond 17:14, 8 June 2010 (UTC)

Likely not - items melt/boil at their melting/boiling points, as opposed to freezing/condensing at them. For example, an object with a melting point of 12345 will be solid at 12344 and liquid at 12345. --Quietust 18:41, 8 June 2010 (UTC)
Created a completely nethercap pump and have had it pumping magma for ages now, still no signs of deconstruction or damage, whatsoever. --MLegion 20:59, 13 July 2010 (UTC)
Pump got submerged totally still no damage. --MLegion 21:13, 13 July 2010 (UTC)
Will items and liquids in a nether-cap barrel always maintain it's temperature? If so - totally fire-safe way of storing food and booze is in such barrels... submerged under magma. Metal barrels don't catch fire themselves but would eventually boil/char their contents.
Imagine showing foreign diplomats a magma-filled room and saying: "This is our strategic booze reserve".--Another 22:14, 28 September 2010 (UTC)
I just tried using a nether-cap floodgate with magma and not only did it not burn up, but it also seemed to stop its (magma-unsafe) granite mechanisms from melting. --Quietust 18:00, 31 October 2010 (UTC)
Try and open it =>fun unsigned comment by 91.10.249.49
I did open it - that's why I also noted that it was preventing its granite mechanism from melting. --Quietust 15:43, 3 December 2010 (UTC)

So, has anyone tested if nether caps freeze water? Or if they can be made to freeze water without harming dorfs attempting to carry them? I'd test my self but haven't gotten that far deep with current fort. Also too lazy too mod so I can embark with right now.--MadGreyOne 12:30, 1 December 2010 (UTC)

What happens if you put a burning item inside a nether-cap bin? --Root Infinity 21:34, 12 March 2011 (UTC)

No nether-caps[edit]

So I've had my underground tree farm up and running for years, and go looking for some nether-caps to cut for a magma project. None found. Plenty of blood thorns, but not one nether-cap. On examining cavern 3, I find lots of blood-red blood thorns, and plenty of indigo... blood thorns! Anyone else had this problem? No obvious problems with the (unmodded) plant raws. The only slightly strange things I've done to this fort/world is turn temperature off, and occasionally run dfcleanmap, both for FPS reasons. Running v. .31.16. 202.156.10.234 01:50, 15 January 2011 (UTC)

If I recall, the indigo color is for dead Blood Thorn trees, analogous to the way that scarlet blood can turn into purplish blood clots. -Coaldiamond 14:13, 22 April 2011 (UTC)
IIRC, the indigo-colored blood thorns were live, but unable to verify unless I can find where I put the save 218.186.8.234 04:57, 31 August 2011 (UTC)

"The only slightly strange things I've done to this fort/world is turn temperature off" ... Here's what you did: "My dwarves won't use coins! Anyone else had this problem? The only thing I did was turn off the economy."

Excuse me, asshat? "Turn temperature off" (via the init option) does not make all temperature-related stuff go away, it merely turns off the heat-transfer simulation for performance reasons. Magma still exists, and, IIRC, outside water still freezes seasonally, so why should nether caps disappear? Everybody else is making useful comments, why don't you try?... Apologies to all others, but Mr. 98.244.175.37 who fails to sign his comments doesn't have a user page, so I can't keep the acerbic bickering private. 218.186.8.234 04:57, 31 August 2011 (UTC)
If cavern layer 3 is dry, then it will contain nothing but blood thorns. --Quietust 01:07, 13 March 2011 (UTC)
It's possible this is what happened. However I've currently (v. .31.25) got a wet cavern 3, which again has no nethers. This is not definitive proof, because the dry portion of the cave is really tiny and only has about 10 trees, but still, none of the trees (or saplings) are nethers, and I can't find any nethers among the many submerged trees, either. BTW, when you say dry, do you just mean cav 3 needs to have a lake, or do you mean nether-caps are "wet" trees in the same way willows are "wet" (i.e. grow only within 2 tiles of water) and won't grow in dry soil (or possibly when submerged either, if there's no water within 2 at z-1) 218.186.8.234 04:57, 31 August 2011 (UTC)

I messed around with dfprospector and tried dozens of embark locations. I couldn't find nether caps in scorching and hot climates. Can anyone confirm this? I suppose they do not grow in the tree farm if there were no natural ones on the map. --80.171.107.207 19:35, 18 September 2011 (UTC)

I just started a scorching embark and no nether caps.
I just did a test embark in a 6x6 scorching region and I did get nether-caps, so that's not the cause. You might try generating a new world entirely - it's quite possible that the game has decided that they don't exist anywhere. --Quietust 21:22, 20 September 2011 (UTC)
Thanks for the testing! Hmm they existed on part of the (world) map. So maybe it is just random, but on a scale which is larger than your typical embark zone. It still seems strange, since there is nothing in the raws indicating that. --80.171.112.62 10:06, 21 September 2011 (UTC)

Nether caps and freezing[edit]

I tried to determine if nether caps could freeze water since I couldn't find anyone who had done experiments on the subject.

I tried building a retracting 3x3 bridge and filling the area with water. I was not able to get the water to freeze. Since there are obvious uses in freeze traps and endless water generation it seems safe to assume no one has managed to make ice with nether caps. --DrunkenMonk 19:14, 9 April 2011 (UTC)

Try this: build a 1x1 cistern with floor, walls and ceiling (hatch) made of nether-caps, then fill it with water, then try with bigger cisterns: 3x3, 4x4, 5x5, 6x6, 7x7, 8x8, 9x9... and so on...
I remember reading that they lower the surrounding temperature, so if you build underground, you start with the underground temperature and the nether-cap surfaces will decrease it a bit (I assume halfway between the underground and nether-cap temperature) as the container grows you'll probably get a cumulative effect from the nether-cap surfaces making the center tend to the nether-cap temperature, and so being able to freeze?? This is all theoretical, I'm not able to test it right now, but if you're able it would be good !!SCIENCE!! ;)--Kaos 13:39, 22 April 2011 (UTC)
It's mentioned elsewhere on the wiki that MELTING_POINT (32F/0C/10000U for water) is the temperature at which the material is treated as liquid. The point at which water freezes is less-than-32, i.e. 31 (or lower), so I think no freezing from nether-caps. 218.186.8.234 05:09, 31 August 2011 (UTC)