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Comments: 62

Submitted: 2009-10-22 (View map)

Now there's an idea...

Dig out a message (spam) on a DF map and upload it!

Although the audience would be pitifully small for the amount of work it would take...

Submitted: 2009-10-15 (View map)

Ramps are ok for small projects, but mass designating ramps can lead to huge slowdowns (at least for me).

I get maxFPS with huge designations of normal digging, but when I designate the same area with ramps, my game starts crawling along at 10-20 fps (down from a couple hundred), and starts getting even slower as more ramps get dug out.

The absolute FASTEST way I've figured out for clearing large areas of rock is digging it all out, channeling around the edges of all the layers (avoids potentially leaving a ring of floors attached to walls that are a pain to remove), and then collapsing the very top layer down.

Be sure to do it in small chunks, otherwise DF will lock up for several minutes (~15 in one case) while it crunches numbers.

Submitted: 2009-10-15 (View map)

Going to agree with markavian and say the themed workshops are neat. May nick that idea and incorporate into my 'house rules'.

# All mason workshops must be made of the material they are working with.

Submitted: 2009-10-13 (View map)

There is an airlock, you can very clearly see a bridge next to the trade depot.

Besides, airlocks are wussies, 'open 24/7' forts are the best! (read: fun)

Submitted: 2009-10-11 (View map)

Oooh, very nice.

To bad about the water flowing in from the fortifications. Having a huge waterfall around that central tower would have been epic.

You could probably still do it, you would just need an intricate setup of pumps to remove excess water and pump it back up to the aquifer level. Would kill your FPS though.

Submitted: 2009-04-08 (View map)

I like the way you've ignored common fort building 'practices' and gone straight to the very bottom of the map, and expanded horizontally, rather than vertically.

The way you've built your bedrooms (little 'clusters' inside of a huge rectangle) has given me the beginnings of an idea.

You really ought to get some water down there, and irrigate a patch of land. It would fit better with your current 'everything on one level' layout.

On the whole, a very nice fort ^^

Submitted: 2009-04-06 (View map)

Instead of using 'cheap' flooring to reach the unsmoothed areas of your magma forge, use bridges. They are built faster (generally), cost less stone, and the stone they do cost is recoverable. Speaking of recoverable, they are a bajillion times easier to deconstruct that floors. Deconstructing floors is a pain the ass, as I'm sure you know. Bridges are so damn quick.

Submitted: 2009-04-06 (View map)

Some people don't like the quantum stockpile method, and use the normal method instead.

Some people also like to play with house rules against using it for some forts, etc.

Fastest way to 'get rid' of annoying stone lying all over the place is to hide it.

Submitted: 2009-04-02 (View map)

Those 'fish' look more like vermin to me.

Vermin can teleport.

Submitted: 2009-04-01 (View map)

When digging out your obsidian farm, use ramps instead of channels. You should be able to just designate the whole thing to be mined out in one go, versus doing single lines of channel designations.

Submitted: 2009-03-29 (View map)

Nice 'shroom, man!

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