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v0.31 Talk:Adamantine

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Magma Seas and Adamantine[edit]

From what I can tell, HFSs are no longer the only sources of adamantine. I'm looking at a magma sea with deposits lining the walls. --TarrVetus 12:59, 2 April 2010 (UTC)

It's still adamantine. Without spoiling too much, I must ask rhetorically: has anything good ever come of mining too much of it? Has there not always been a horrific punishment to go along with the unimaginable wealth it brings? How about you dig a bit deeper, my little lamb... and maybe even deeper... what's the worst that could happen? :3 --Mr Frog 22:55, 3 April 2010 (UTC)

Messed up spoiler position[edit]

See the Raw adamantine, The spoiler is in a different position, I'm going to revise it, so all non super-spoily stuff is above the spoiler. --Tarran 02:57, 13 April 2010 (UTC)

Okay, that about does it[edit]

Not only did my suturer ignore the thread stored in my hospital, no, he had to pick adamantine strands, too --92.202.58.117 17:36, 21 April 2010 (UTC)

Stockpiles[edit]

What kind of stockpile are adamantine strands stored on? I can't find an option for them under cloth or any other stockpile category.

Cloth stockpiles, what is odd though is that whether or not a stockpile takes strands is determined by whetehr or not the stockpile takes 'Cloth > Thread (silk) > Phantom spider silk thread'. MLegion 20:44, 10 July 2010 (UTC)

Any idea why even a specific only-yarn-thread stockpile gets adamantine strands hauled there? And pig tail fibres are hauled to my adamantine strand stockpile?

Because of a bug. Specifically, this one. And probably also this one. --Quietust 17:04, 3 November 2011 (UTC)

raws[edit]

what does the tag "[DEEP_SPECIAL]" do?1337 w0n 20:12, 14 September 2010 (UTC)

For stone, it makes it appear in the tubular veins like raw adamantine does. With metals, I'm guessing it has the same effect as [DEEP] did back in 40d - preventing the civilization from having any access to the material for purposes of trade. --Quietust 01:59, 15 September 2010 (UTC)

Urist Cancels Make adamantine waffers: Needs 15000 adamantine strands.[edit]

So raw adamantine has around 15000 strands.--190.139.218.44 22:54, 16 September 2010 (UTC)

Yes, and processing one chunk of raw adamantine technically yields 15000 strands - an "adamantine strands" of dimension 15000 (as with all thread objects). --Quietust 00:24, 17 September 2010 (UTC)

Quality review request[edit]

I don't want to add content and upgrade the quality at the same time; would someone else check and see if this article should be upgraded on the quality scale? Decius 01:52, 8 November 2010 (UTC)

elevator[edit]

a semi working elevator exists. 1 step a sec. allows digging and wood chopping. [1]

(though i can't see why you would want to waste such a precious metal for such a meager purpose).[edit]


because of my legendary craftdwarves, that's why! -91.10.239.79 09:22, 19 December 2010 (UTC)

Wafers -> Full set of armor?[edit]

How many wafers does it take to kit up a soldier fully (weapon, shield, breastplate, boots, helm, gauntlets, greaves)? I'm assuming seven because that's how much it takes for regular metal, but I remember reading somewhere that it took 20 or so. SirAaronIII 07:52, 6 February 2011 (UTC)

There are different variants of "full kit" (you can check it at the Armor Page). You can give your soldiers adamantine clothing (clothiers may use adamantine as well as armorers), you can give each soldier 2 or 3 mail shirts under his breastplate, cap under helm etc... Finally, breastplates and greaves have to take 3 and 2 pieces of ore, respectively - it's actually a but that they only require one. So, with all this in mind, it may just take 20+ pieces of ore to fully equip a single dwarf.

Clothing[edit]

How do you make clothing out of adamantine? I tried choosing cloth clothing in the clothier's shop, but that apparently refers to plant cloth. 70.231.250.12 05:25, 28 June 2011 (UTC)

Oh, I didn't see the option to make metal clothing at the forge. 70.231.250.12 07:39, 28 June 2011 (UTC)

Tower of Adamantine[edit]

So...I just started a map where I was going for lots of minerals, evilness, and savagery. The one thing I didn't count on was an elevator to hell. Maybe not an elevator per se, but a tower leading strait there, I'm guessing. There's a "vein" of the precious mineral sticking up out of the ground on my map up to level 151 (causing map to extend to level 172, of course) and it is hollow. I can't see exactly how far down it goes, but I'm guessing it leads to a really bad place. The reason I'm mentioning this is because the frame rate has dropped (game just started...not a single full day has passed yet) down to about a frame every two or three seconds (FPS counter displays 0 (0)) and I'm wondering if "plugging the hole" will restore the frame rate (no more pathing the deamons). Does anyone know? If not, is there anything I can do to still play the map?

And, in case anyone is wondering I bought this computer for its processing power one year ago so this map is eating up processing like mad! I've also saved a copy in case anyone's interested. Frewfrux 05:17, 16 September 2011 (UTC)