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Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: Oglokoog on May 02, 2010, 06:56:04 pm

Title: Water / magma submarine
Post by: Oglokoog on May 02, 2010, 06:56:04 pm
IN CASE ANYONE SEES THIS THREAD NOW: No, it is not possible.

A quick search turned up some topics about this, but none very recent, so I decided to start a new one.

Well, you read it in the topic name: submarines. The basic idea is quite simple (well...): create a submarine over the surface of an ocean or a magma vent, move lots of booze and food in there and then... channel out the tile holding it to solid ground.
There are, however - as always - problems. The first problem is that constructions deconstruct upon falling. This can be counteracted by making the submarine out of cast obsidian, which counts as a natural wall (and, as an added bonus, can be farmed on, thus potentially making the submarine truly self-sufficient). Natural walls don't deconstruct when they fall. This still doesn't seem to do the trick, though. I have so far done very little testing on the subject, but it seems that when a chunk of falling stone hits the ground, any walls that are supported only from the side move down until they hit a floor, squashing any and all dwarves underneath them in the process. This picture might explain the problem better:
Spoiler (click to show/hide)
I have since been wondering about ways to avoid this problem. If you could somehow keep even ONE dwarf inside a large falling lump of stone alive, it would be possible to build an entire fortress on the bottom of the lava sea, which would be... well, awesome.
Title: Re: Water / magma submarine
Post by: bmaczero on May 02, 2010, 07:15:53 pm
I've wanted to do this, too.  In fact I'm building a giant steel submarine on my current fort.

I don't think there's a way to do it until we get improved cave-ins, though...I guess it will be confined to the drydock forever.
Title: Re: Water / magma submarine
Post by: deoxys413 on May 02, 2010, 08:17:02 pm
So a cave in down the magma tube with just rest on the magma sea floor and not be destroyed by the semi-molten rock?
Title: Re: Water / magma submarine
Post by: Vattic on May 02, 2010, 08:20:02 pm
Not really what your looking for but you can get a dwarf to the bottom safely if he is inside a cage, dump the cage into the ocean, unfortunately this leads nowhere.
Title: Re: Water / magma submarine
Post by: Jurph on May 02, 2010, 08:37:49 pm
You need to think vertically.  Consider crafting an exploration vessel called the Pillar of Autumn, which has mega-tall walls, a quadruple-thick floor, but no ceiling.  The dwarves and any supplies you wish to send in with them get loaded onto what will eventually be the outer ceiling.

Drop the structure and marvel as the walls remain in place, 2 z-levels taller than the magma.  The dwarves stare upwards in awe at the 6-z-level caisson you've built them... and then tunnel into the 4-layer-thick floor, creating room for the supplies.  The dwarves migrate back and forth happily, moving booze into their new dining hall, beds into their barracks, and a breeding pair of cows into the abbatoir.  One dwarf hollers up when the farm plots are ready, and the mothership opens a storm drain.  Water goes everywhere, but the important thing is that it gets the farm plot muddied.  Seeds are planted.  The water on top of the vessel eventually evaporates out.  All is in readiness, so the explorers retreat belowdecks to draw lots.

One lone dwarf returns to the upper deck. He deconstructs the stairs he came from, builds a bauxite floor over the top hatch, and takes a copper pick over to one wall.

Tink.  Tink.  Tink...
Title: Re: Water / magma submarine
Post by: Duane on May 02, 2010, 08:45:28 pm
You need to think vertically.  Consider crafting an exploration vessel called the Pillar of Autumn, which has mega-tall walls, a quadruple-thick floor, but no ceiling.  The dwarves and any supplies you wish to send in with them get loaded onto what will eventually be the outer ceiling.

Drop the structure and marvel as the walls remain in place, 2 z-levels taller than the magma.  The dwarves stare upwards in awe at the 6-z-level caisson you've built them... and then tunnel into the 4-layer-thick floor, creating room for the supplies.  The dwarves migrate back and forth happily, moving booze into their new dining hall, beds into their barracks, and a breeding pair of cows into the abbatoir.  One dwarf hollers up when the farm plots are ready, and the mothership opens a storm drain.  Water goes everywhere, but the important thing is that it gets the farm plot muddied.  Seeds are planted.  The water on top of the vessel eventually evaporates out.  All is in readiness, so the explorers retreat belowdecks to draw lots.

One lone dwarf returns to the upper deck. He deconstructs the stairs he came from, builds a bauxite floor over the top hatch, and takes a copper pick over to one wall.

Tink.  Tink.  Tink...
You just re-created "The Core" in Dwarf Fortress. I think Einstein, Freud, and Newton just simultaneously rolled over.
Title: Re: Water / magma submarine
Post by: Oglokoog on May 02, 2010, 09:10:48 pm
I have now MADE PROGRESS. Experiment number 5 proved to be a major success - I dropped a 5x5x5 cube with a 3x3x3 hole in it with the lowest level filled with water with a dwarf swimming in it. He survived the fall completely unharmed. This proves beyond doubt that dwarves can survive in falling objects. I will now do more testing, but so far it seems that this is actually doable. At the end of it all, I hope to have a fully functional mini-fortress on the very bottom of the magma sea.
Title: Re: Water / magma submarine
Post by: Shrike on May 02, 2010, 09:21:50 pm
...

...
...
This is an incredible discovery!

Hm. There is a way to deal with the deconstruction issue. Put the dwarf inside, then build a door/wall slightly back from the edge of the obsidian. Pump magma into the space, and, from at least 2 z-levels above, designate a pit to dump water onto that spot. This will create an obsidian seal that will ensure no magma enters the chamber.


I am very interested in this, as it does mean we could build viable colonies under the magma sea. 

In fact, I think it's now time to start thinking on what the minimum amount of space a single dwarf requires to have all his or her needs taken care of.

The water is an excellent start! It means that there is already a way to farm.
However, particularly with the current build (0.31), the heat of boiling water on the dwarf could kill them. As such, you would need to drop a rather large block of obsidian, hollowed out so that the dwarf(s) would be in the middle of it, and would not be killed by boiling.


(What would also be hilarious is making one of these obsidian submarines so that the entire process could be executed from inside, sealing the submarine, filling the control center with water, which triggers a pressure plate to release the support holding the structure up. One adventurer, sealed forever at the bottom of the magma sea.)

Title: Re: Water / magma submarine
Post by: Oglokoog on May 03, 2010, 04:08:35 am
I come bearing terrible news, my friends. I have carved out (as in dug around) a stone pillar, 5x5 and fiftysomething Z-levels high, suspended by a single floor tile in midair just above the surface of the great magma sea. This time, there was no dwarf inside it as it fell for two reasons - I had no access to water and I have already tested that the fall can be survived). My hypothesis was that it, being a natural wall, wouldn't melt and so would just sink several Z-levels until it reached the semi-molten rock (which I knew was there) and stay there. In case of failure, I expected that it would melt level by level until it disappears into the magma. What happened, though, completely defied my expectations. A miner channeled out the one tile holding the entire thing in place. The pillar fell the one z-level. It touched the magma and... the bottom half of it evaporated. E-VAPORATED. The upper half (not exactly probably, I don't really know) turned into 7/7 squares of magma, which then proceeded to fall down the now empty shaft and increase the level of magma.
Now, while this obviously makes any further attempts at making a magmasub futile, it creates a lot of new options, because it is essentially a very simple, if non-renewable, way to move magma fast to upper levels of your fortress, eliminating the need to use pumps.
Title: Re: Water / magma submarine
Post by: Toady Two on May 03, 2010, 05:43:32 am
What if the stone you used was magma safe? Look for a site with bauxite and try again :D .

Also I still see potential in making a dropship containing legendary warriors and dropping it on a goblin siege or the pits just for awesomeness.

Title: Re: Water / magma submarine
Post by: Max White on May 03, 2010, 07:59:31 am
Dwarf fortress ODST?
HELL YEA!
Title: Re: Water / magma submarine
Post by: Oglokoog on May 03, 2010, 07:59:42 am
What if the stone you used was magma safe? Look for a site with bauxite and try again :D .

Also I still see potential in making a dropship containing legendary warriors and dropping it on a goblin siege or the pits just for awesomeness.

According to the article on the wiki (http://df.magmawiki.com/index.php/DF2010:Magma-safe (http://df.magmawiki.com/index.php/DF2010:Magma-safe)), there is a lot of magma-safe materials now. I don't know about some of them, but I am COMPLETELY sure that a major part of the pillar was made of gabbro (which is magma-safe as stated in the article). Even if it wasn't, though, it probably shouldn't have completely and immediately evaporated or turned into a glob of magma. I think this is even bugreport-worthy.
Title: Re: Water / magma submarine
Post by: Firehound on May 03, 2010, 09:06:32 am
For the ODST Make sure the walls are above a one tile deep floor so that when he lands he isn't stuck in four walls until a miner mines out one....

Though now I want to see dwarven tetris.
Title: Re: Water / magma submarine
Post by: Shrike on May 03, 2010, 11:26:37 am
That is unfortunate. What about a double-hulled structure, or triple-hulled, with water filling the inner hull? If obsidian is created in that magma, would that also melt away?
Title: Re: Water / magma submarine
Post by: Quatch on May 03, 2010, 02:00:16 pm
I have high hopes for you in Goldanguishes now.

Also, in the 5x5x5 case with 3x3x3 (1z of water), what was the end configuration, and was the dwarf stunned?
Title: Re: Water / magma submarine
Post by: Urist son of Urist on May 03, 2010, 02:24:14 pm
You need to think vertically.  Consider crafting an exploration vessel called the Pillar of Autumn, which has mega-tall walls, a quadruple-thick floor, but no ceiling.  The dwarves and any supplies you wish to send in with them get loaded onto what will eventually be the outer ceiling.

Drop the structure and marvel as the walls remain in place, 2 z-levels taller than the magma.  The dwarves stare upwards in awe at the 6-z-level caisson you've built them... and then tunnel into the 4-layer-thick floor, creating room for the supplies.  The dwarves migrate back and forth happily, moving booze into their new dining hall, beds into their barracks, and a breeding pair of cows into the abbatoir.  One dwarf hollers up when the farm plots are ready, and the mothership opens a storm drain.  Water goes everywhere, but the important thing is that it gets the farm plot muddied.  Seeds are planted.  The water on top of the vessel eventually evaporates out.  All is in readiness, so the explorers retreat belowdecks to draw lots.

One lone dwarf returns to the upper deck. He deconstructs the stairs he came from, builds a bauxite floor over the top hatch, and takes a copper pick over to one wall.

Tink.  Tink.  Tink...
You just re-created "The Core" in Dwarf Fortress. I think Einstein, Freud, and Newton just simultaneously rolled over.
Considering the general state of DF, I think Einstein and Newton are already rotating fast enough that you could hook them up to pumps and use them to kill Elves.
Title: Re: Water / magma submarine
Post by: Dave Mongoose on May 03, 2010, 02:55:30 pm
That is unfortunate. What about a double-hulled structure, or triple-hulled, with water filling the inner hull? If obsidian is created in that magma, would that also melt away?

That is genius - definitely worth attempting.

Hopefully if the outer hull 'evaporated', the water would turn to obsidian and fall normally? Unless the 'evaporation' is to do with a cave-in hitting lava? If so, you'd just keep losing hulls and never actually be submerged.

This isn't the case with water so an ocean submarine still seems very do-able.
Title: Re: Water / magma submarine
Post by: Shrike on May 03, 2010, 03:45:39 pm
Thanks. It's my engineering mindset, which pretty much every DF player has to some extent.

I mean, I'm thinking of dwarven biospheres, where they are locked into a room at the middle of a cast obsidian structure with a stockpile of seeds, booze, a bed, a table and chair, a pick, etc. The room is filled with water, the structure is dropped, causing the door to auto-deconstruct and draining the water out into the farming area. Then the dwarf begins to build their own bedroom and dining table, plant seeds and set up the still, sealed beneath the waves. And then... you could drop another dwarf on top of them, or to the side, and create a larger colony.

And now... I'm thinking of a fractal colony of spheres packed in a pyramid.
Title: Re: Water / magma submarine
Post by: illiterate on May 03, 2010, 04:20:10 pm
Thanks. It's my engineering mindset, which pretty much every DF player has to some extent.

I mean, I'm thinking of dwarven biospheres, where they are locked into a room at the middle of a cast obsidian structure with a stockpile of seeds, booze, a bed, a table and chair, a pick, etc. The room is filled with water, the structure is dropped, causing the door to auto-deconstruct and draining the water out into the farming area. Then the dwarf begins to build their own bedroom and dining table, plant seeds and set up the still, sealed beneath the waves. And then... you could drop another dwarf on top of them, or to the side, and create a larger colony.

And now... I'm thinking of a fractal colony of spheres packed in a pyramid.

that's just disturbing enough to work.  start with your initial 7 as keepers and builders, and put every one of the new arrivals in a pod. 

Maybe also create 2 or three dwarf pods, or put multiple dwarfs in a single pod.. see what happens to their sanity.  [e

edit -- here's something I doodled thinking of this.  tabl = table, stat = statue, char = chair, flor = floor, cabt = cabinet, cofr = coffer
the statues, bed, chair, table, cabinets and coffers would be made by fortress craftsdwarfs. 

subject would be provided with three stone blocks to continually construct and deconstruct flooring until she becomes a legendary engraver, then the walls can get carved.  farms will have one booze-plant and one food plant, and she will cook and brew for herself.  with this plan she will be let out for solvable moods, but will have to farm and brew her own sustenance. 

i figure with the high-quality bedroom and dining, and improving quality food and booze, the subject should remain ecstatic forever. 
Code: [Select]
                            [  tabl  ]
                     [stat   char   stat]
             [ wall  wall   door   wall  wall]
        [--------------  flor    ---------------]
[farm       kitchen       flor          still            farm]
        [--------------  flor    ---------------]
             [wall  wall     door  wall  wall]
                    [cabt   flor    cofr]
                             [bed   ]

Title: Re: Water / magma submarine
Post by: Djohaal on May 03, 2010, 05:29:57 pm
...um... what freud has to do with physics?
Title: Re: Water / magma submarine
Post by: JoshBrickstien on May 03, 2010, 07:19:45 pm
My method for a dwarven sub would be building giant ([clear/Crystal] glass) walls around the entire map, with stairs up one side, to the sub, suspended by clear glass supports, with a pump stack bringing water from the underground lakes.....

....I'm so doing that.

The sub need some sort of airlock system... Somehow using Floodgates to make a tube extending to the surface platform, with the trade depot. Bonus points for putting a clear glass roof over the whole thing. It's like a dwarven aquarium! (Note: Must make sure no gaps to the caverns are left open, for the water to flow back down.) On further thought, it would need magma, for forges. Unless trees could be grown inside it...
Title: Re: Water / magma submarine
Post by: Duane on May 03, 2010, 07:50:21 pm
Maybe you could use the "Dwarves build from the left." mechanic to your advantage.
Create pod to the left, move meeting area to this pod, wall it off.
Create another pod to the left of it, keep one dwarf busy, move the remaining dwarves to the right.


Bonus points for giving them crap to do in their spare time or forcing them to do crafts via dropping supplies in from the top and making them drop the finished goods out the bottom.
Title: Re: Water / magma submarine
Post by: lanceleoghauni on May 03, 2010, 09:10:48 pm
I tried something similar, and it broke my game.
Title: Re: Water / magma submarine
Post by: Oglokoog on May 04, 2010, 01:11:05 am
I have high hopes for you in Goldanguishes now.

Also, in the 5x5x5 case with 3x3x3 (1z of water), what was the end configuration, and was the dwarf stunned?

The hollow cube itself was intact, the dwarf was unharmed (he probably got stunned for a moment, as even a 1-z drop into water stuns you, but he was an Adept Swimmer at that point (by the way, swimming skill inreases ridiculously fast) so nothing else happened to him.
I really hope Toady changes the behavior of falling natural walls when they touch magma to be somehow more realistic (but not too much), with the dropped object just slowly sinking to the bottom. For now, however, I have started planning the construction of a huge dwarf-made lake (to achieve a flat bottom for optimum observation conditions) and a tower above it housing two pump-stacks (one for magma and one from water) and a group of dedicated masons and such for constructing the forms to cast the obsidian in. I have many ideas that need testing, but my biggest problem will probably be managing to keep a fortress alive for long enough to even begin construction, which leads me to the subject of telling you not to have high hopes for me. But maybe I just underestimate myself.
Title: Re: Water / magma submarine
Post by: Hishan on May 04, 2010, 04:00:17 am
Can water  break falls? If so could the lucky submarine dweller build some kind of drop zone, in which to ferry additional dwarves?
Title: Re: Water / magma submarine
Post by: Shrike on May 04, 2010, 10:32:54 am
Hm. That's true. DFwiki mentions that water appears to cushion falls, but not the effective distance... clearly, this needs to be tested.

Title: Re: Water / magma submarine
Post by: Oglokoog on May 04, 2010, 02:07:42 pm
...um... what freud has to do with physics?

A huge, firm stone pillar that is used to penetrate Mother Earth. No, that has nothing to do with Freud at all.
Title: Re: Water / magma submarine
Post by: Fluff on May 04, 2010, 04:41:37 pm
Question: How long 'till we recreate HAL (using pumps and pressure plates and such-such) to antagonise the dwarves?
Title: Re: Water / magma submarine
Post by: Areku on May 04, 2010, 06:14:55 pm
Actually, water is very efficient in breaking falls. Four or five Z-levels are usually enough to make a safe landing.
It also works with magma.
 Actually, a good way to make a fort invasion-proof is to make the entrance be a "magma elevator", a 1-tile shaft filled with magma, that is kept from falling all the way down by a set of pumps. Since dwarves are not subject to temperature while falling, as it was proved on the Last Stand thread, your dorfs would fall through several levels of magma unharmed, while any flying foe that attempted to do the same would be burned to a crisp instantly.
Title: Re: Water / magma submarine
Post by: Argonnek on May 04, 2010, 07:00:58 pm
Maybe some dwarves will write songs about these constructions.
We all live in a magma submarine, a magma submarine, a magma submarine...
Title: Re: Water / magma submarine
Post by: Shrike on May 04, 2010, 09:50:50 pm
Maybe some dwarves will write songs about these constructions.
We all live in a magma submarine, a magma submarine, a magma submarine...
Orthoclase submarine, orthoclase submarine, orthoclase submarine...
Title: Re: Water / magma submarine
Post by: Max White on May 04, 2010, 09:52:54 pm
In the land
Were I migrated to
There was a dwarf
Who was crazy!
And he told
us of hes life
In an orthoclase submarine!
Title: Re: Water / magma submarine
Post by: Retro on May 04, 2010, 10:08:07 pm
And the band
Begins to play:
...
(dwarven rock instruments don't make noise)
Title: Re: Water / magma submarine
Post by: Max White on May 04, 2010, 10:10:52 pm
I was under the impression that rock instruments were electric guitar, drums, bass, all that jazz!
Title: Re: Water / magma submarine
Post by: Duane on May 05, 2010, 12:12:55 am
We MUST find a way to perfect this.
...
Wait, can Dwarves stand on tiles with Supports on them? This might be easier than we're making it. >_>
Title: Re: Water / magma submarine
Post by: opsneakie on May 05, 2010, 04:16:17 am
I'm going to give this a try. I think the pods into the ocean are the most likely to yield positive results. With that said, what does one dwarf need to be happy, and more importantly, to live?


food - plump helmet seeds - should take care of food and booze needs, if you have him eat raw plump helmet
construction materials - for a still, table, chair, bed, carpenter's workshop (to make that furniture in)

am I missing anything?

(a mining pick, to connect to other pods when that becomes possible) For clarification, do you have to cast the pods from obsidian or can you simply construct them with double-thick floors? I'm a little confused on how the exact physics work.
Title: Re: Water / magma submarine
Post by: Dave Mongoose on May 05, 2010, 04:59:19 am
I'm going to give this a try. I think the pods into the ocean are the most likely to yield positive results. With that said, what does one dwarf need to be happy, and more importantly, to live?


food - plump helmet seeds - should take care of food and booze needs, if you have him eat raw plump helmet
construction materials - for a still, table, chair, bed, carpenter's workshop (to make that furniture in)

am I missing anything?

(a mining pick, to connect to other pods when that becomes possible) For clarification, do you have to cast the pods from obsidian or can you simply construct them with double-thick floors? I'm a little confused on how the exact physics work.

You'd need barrels to store the booze in, and probably some food and booze to survive while the plants are growing. Also, a variety of seeds might be best in the long term to keep him from going into 'same old food/same old booze' depression. You could even try to build in some kind of lever-operated 'air lock' on the top so supplies can be dropped down to him from the surface.

You need to cast it from obsidian because constructed walls and floors will deconstruct during a cave in, while 'natural' walls like cast obsidian won't. If you're going to try and construct it on the sea floor rather than drop it then built walls would be fine, but you'd probably still need to do some obsidian casting to get down there.

I'm tempted to try this myself because my latest embark is a huge freshwater lake with a volcano in it.
Title: Re: Water / magma submarine
Post by: opsneakie on May 05, 2010, 05:01:38 am
Okay, so I'll have to dig down to the magma sea or whatever, pump lava up, cast big blocks of it, drop it into the ocean (with a dwarf and supplies inside), then actually make sure he lives? This is getting quite complex. I like it. I don't have much of any experience with magma casting, but it should be simple enough, if I can get through all the other challenges of building it.
Title: Re: Water / magma submarine
Post by: Lmaoboat on May 05, 2010, 05:03:51 am
You'd need to pump water up, too, since the walls would have to extend all the way to the surface.
Title: Re: Water / magma submarine
Post by: Oglokoog on May 05, 2010, 05:41:46 am
Okay, so I'll have to dig down to the magma sea or whatever, pump lava up, cast big blocks of it, drop it into the ocean (with a dwarf and supplies inside), then actually make sure he lives? This is getting quite complex. I like it. I don't have much of any experience with magma casting, but it should be simple enough, if I can get through all the other challenges of building it.

You see, the problem here is that you can't make a pod, or at least not on land (I haven't yet tested it in water). The result of a cave-in, seen in side view:
Code: [Select]
Before cave-in:
WWW
WdW
WWW
After cave-in
W W
WWW
WWW
W's are walls, d is a dwarf, space is well... space. In the second figure, the dwarf is dead, squashed under the block of stone that just fell on top of him.

I'm tempted to try this myself because my latest embark is a huge freshwater lake with a volcano in it.

Could you give me the worldgen info for that (seed et al.)? I was going to dig out my own lake because I couldn't find one, but if you have a world with a lake, it would make things much more simple.
Title: Re: Water / magma submarine
Post by: ItchyBeard on May 05, 2010, 06:26:17 am
I come bearing terrible news, my friends. I have carved out (as in dug around) a stone pillar, 5x5 and fiftysomething Z-levels high, suspended by a single floor tile in midair just above the surface of the great magma sea. This time, there was no dwarf inside it as it fell for two reasons - I had no access to water and I have already tested that the fall can be survived). My hypothesis was that it, being a natural wall, wouldn't melt and so would just sink several Z-levels until it reached the semi-molten rock (which I knew was there) and stay there. In case of failure, I expected that it would melt level by level until it disappears into the magma. What happened, though, completely defied my expectations. A miner channeled out the one tile holding the entire thing in place. The pillar fell the one z-level. It touched the magma and... the bottom half of it evaporated. E-VAPORATED. The upper half (not exactly probably, I don't really know) turned into 7/7 squares of magma, which then proceeded to fall down the now empty shaft and increase the level of magma.
Now, while this obviously makes any further attempts at making a magmasub futile, it creates a lot of new options, because it is essentially a very simple, if non-renewable, way to move magma fast to upper levels of your fortress, eliminating the need to use pumps.

To the best of my knowledge:

The submarine idea has been floated (no pun intended) before and was concluded to be impossible due to the behaviour of falling terrain. It is wrong to think of it as a falling structure - it's actually numerous unconnected falling blocks.
Title: Re: Water / magma submarine
Post by: Duane on May 05, 2010, 09:17:00 am
Apparently Dwarves CAN stand on support tiles.
Fill the room up with support tiles. The only problem being that you'll not be able to send supplies with him... Hmm.
Title: Re: Water / magma submarine
Post by: Ilmoran on May 05, 2010, 09:57:10 am
Apparently Dwarves CAN stand on support tiles.
Fill the room up with support tiles. The only problem being that you'll not be able to send supplies with him... Hmm.

If there's nothing above a support, does it count as a wall on the z-level above?  If not, couldn't you quantum stockpile stuff through a hole in the ceiling onto a support tile, then cover the hole in the ceiling?

If not, how about this:  Build all supports except 1, quantum stockpile stuff onto the last tile.  Mass claim the quantum stockpile (and make sure there's no reason for someone to move it to a regular stockpile), and have a support constructed there.  Dwarves should move the items from the stockpile square to an adjacent square as they clear the site to build.
Title: Re: Water / magma submarine
Post by: Duane on May 05, 2010, 10:10:34 am
That's what I was thinking, but supports are actually pretty weird right now. ._.
Don't forget to give him some stone too.
Title: Re: Water / magma submarine
Post by: Ilmoran on May 05, 2010, 10:24:21 am
Actually, thinking about it, wouldn't the support collapse on impact (being a constructed building).
Title: Re: Water / magma submarine
Post by: Duane on May 05, 2010, 10:25:54 am
Actually, thinking about it, wouldn't the support collapse on impact (being a constructed building).
Not if it crashed into water. Magma, maybe.
Title: Re: Water / magma submarine
Post by: Oglokoog on May 05, 2010, 10:26:23 am
Actually, thinking about it, wouldn't the support collapse on impact (being a constructed building).

It would. And probably not even on impact, I think constructed stuff collapses immediately upon losing support.
Title: Re: Water / magma submarine
Post by: Dorfus on May 05, 2010, 10:29:40 am
The problem of the roof of a pod collapsing could possibly be circumvented depending on when it collapses. A double hull has been mentioned before but if it collapses AFTER the floor has stopped falling, having two water cisterns either side of an open top sub MAY allow the water to flow into the gap where the cieling should be and solidify AFTER it lands before crushing the dwarf inside. It would need to be at least as tall as it is wide, probably a little more, and I'm relying on water hitting the gap faster than magma. Might test it soon.
Title: Re: Water / magma submarine
Post by: Duane on May 05, 2010, 10:48:04 am
So, I learned that Urist is afraid to drop from the top of a volcano to the magma sea. Something about oxygen. Regardless, my game crashed.
Title: Re: Water / magma submarine
Post by: opsneakie on May 05, 2010, 04:17:16 pm
Interesting problem. Is there a good way to find a deep ocean? I've been finding bodies of water that are only 2 or 3 z-levels deep. Ideally, I'd love to find an ocean that was 10z deep or something. Any ideas?
Title: Re: Water / magma submarine
Post by: ItchyBeard on May 05, 2010, 04:20:20 pm
Interesting problem. Is there a good way to find a deep ocean? I've been finding bodies of water that are only 2 or 3 z-levels deep. Ideally, I'd love to find an ocean that was 10z deep or something. Any ideas?

You might have better luck with freshwater lakes. I haven't checked them in 0.31, but in 40d they usually had much steeper sides than the ocean.
Title: Re: Water / magma submarine
Post by: Dante on May 05, 2010, 05:38:43 pm
This thread is exactly what DF should be about.

So, if I understand this correctly,
1. You can drop a hollow ball of obsidian with water+dwarf inside, and the dwarf survives.
2. If this ball lands on semi-molten rock, it is destroyed.

So has anyone successfully dropped a diving bell onto a rock surface under magma, rather than semi-molten rock?

A complicating factor may be that only natural rock / underground submarines will be able to farm. Any obsidian cast outside still counts as outside, so dumped in a lake or magma tube, damp floors still won't grow anything on them.
Title: Re: Water / magma submarine
Post by: Oglokoog on May 05, 2010, 05:43:03 pm
This thread is exactly what DF should be about.

So, if I understand this correctly,
1. You can drop a hollow ball of obsidian with water+dwarf inside, and the dwarf survives.
...

No. When it hits the bottom, the ceiling of the ball would collapse on his head, killing him. Or maybe not - this depends whether or not the collapsing is affected by the thickness of the walls and the speed of the fall.
Title: Re: Water / magma submarine
Post by: Retro on May 05, 2010, 06:03:07 pm
If you drop a long hollow rectangular tube with a natural wall floor but no ceiling into water, what happens to the water? Does it displace elsewhere and respect the hollow, or does physics break and the water appears within the tube?
Title: Re: Water / magma submarine
Post by: Dante on May 05, 2010, 06:07:14 pm
This thread is exactly what DF should be about.

So, if I understand this correctly,
1. You can drop a hollow ball of obsidian with water+dwarf inside, and the dwarf survives.
...

No. When it hits the bottom, the ceiling of the ball would collapse on his head, killing him. Or maybe not - this depends whether or not the collapsing is affected by the thickness of the walls and the speed of the fall.

? ? ?
But what about
I dropped a 5x5x5 cube with a 3x3x3 hole in it with the lowest level filled with water with a dwarf swimming in it. He survived the fall completely unharmed. This proves beyond doubt that dwarves can survive in falling objects.
Title: Re: Water / magma submarine
Post by: Oglokoog on May 05, 2010, 06:17:25 pm
This thread is exactly what DF should be about.

So, if I understand this correctly,
1. You can drop a hollow ball of obsidian with water+dwarf inside, and the dwarf survives.
...

No. When it hits the bottom, the ceiling of the ball would collapse on his head, killing him. Or maybe not - this depends whether or not the collapsing is affected by the thickness of the walls and the speed of the fall.

? ? ?
But what about
I dropped a 5x5x5 cube with a 3x3x3 hole in it with the lowest level filled with water with a dwarf swimming in it. He survived the fall completely unharmed. This proves beyond doubt that dwarves can survive in falling objects.

It wasn't hollow. It was a channeled out hole in the top side of the cube, like so:
Spoiler (click to show/hide)
(W - wall, d - dwarf, . - open space, ~ - water)
Title: Re: Water / magma submarine
Post by: deoxys413 on May 05, 2010, 06:19:10 pm
I was under the impression that so long as there was not a 'floor' as the ceiling, but instead a solid block of natural stone, that it would fall as a unit so long as it was connected to another block of natural rock like below that to would remain intact and the dwarf would be subject to just falling damage
######
#  D     #
######
Title: Re: Water / magma submarine
Post by: Oglokoog on May 05, 2010, 06:28:42 pm
I was under the impression that so long as there was not a 'floor' as the ceiling, but instead a solid block of natural stone, that it would fall as a unit so long as it was connected to another block of natural rock like below that to would remain intact and the dwarf would be subject to just falling damage
######
#  D     #
######

No. It surprised (and saddened) me too, but stones that are caving in (even natural walls) can be supported only by other walls directly below them. It is actually logical - if it didn't work this way, falling walls could "grab" a wall if they fell beside it and stay suspended.
Title: Re: Water / magma submarine
Post by: opsneakie on May 05, 2010, 06:36:18 pm
going to whip up a volcanic site to do some testing on, see if I can perfect the sub pod design. Once we can drop stable structures into the water/magma, we should be able to get surviving dwarves down there with relative ease.

If only we could build retracting stairs down from the surface...
Title: Re: Water / magma submarine
Post by: lanceleoghauni on May 05, 2010, 07:03:32 pm
With a Base made of raw obsidian grown on the top of the volcano could you not make all sides retracting bridges? no, that wouldn't work because you'd still have no roof, unless you build a retracting bridge above it I guess. if only you could slowly lower things in DF. it'd take some complicated and precise water control, but if you could make a bridge 2 Z levels below the magma it might land on it and let you recast a roof, letting you have rock pillars too, not just constructions for support.
Title: Re: Water / magma submarine
Post by: Dante on May 05, 2010, 07:20:56 pm
It wasn't hollow. It was a channeled out hole in the top side of the cube
:(

Interesting news, though:
A ceiling will NOT collapse, in certain circumstances, at least in the ARENA.
Diagram:
Code: [Select]
#######
#OOOOO#
#O777O#
#O7D7O#
#O777O#
#OOOOO#
#######

# = space
O = obsidian wall
7 = 7 water
D = dwarf

Put a 5*5 of solid obsidian immediately below that level, and another 5*5 immediately above that level.
Results: the entire structure fell properly.

I only tested this once, because my netbook runs at 0 FPS once the dust clouds start flying. The ceiling DID collapse in a second test when I left an air pocket between the stone and the water. I'll look some more tonight when I'm on my PC.
Title: Re: Water / magma submarine
Post by: opsneakie on May 05, 2010, 07:28:52 pm
Interesting results! I'll add it to the list of things for the Dwarven Science Center to test. How long will the dwarf live in 7/7 water though? Long enough for the fall to complete, possibly opening up somewhere for the water to drain? Maybe a sealed water chamber with a constructed door that would pop when the pod fell...
Title: Re: Water / magma submarine
Post by: Dante on May 05, 2010, 07:33:16 pm
He lasted just long enough for the weird multi-material dust clouds to clear.

Ok, I just got a different result when the top layer wasn't at the top z-level of the arena, though... so it may be mode specific.
Title: Re: Water / magma submarine
Post by: uber pye on May 05, 2010, 08:19:58 pm
tried. it failed.  :(

I=suport, c=cat, +=floor, 0=wall

+++
+I +
+++

000
0c0
000

droped the cat box whitch caused a cavein killing it  :(
Title: Re: Water / magma submarine
Post by: Dante on May 05, 2010, 08:32:43 pm
Hmm. I just thought of something.

If you make a bubble of water in a room of natural rock, a few z-levels deep, and chuck some dwarves in the bottom, and drop it into magma, will it make it all the way down before testing for magma/water interaction?
Alternatively, if you make it deep enough, and leave some airspace above the levels of water, will it make it all the way down before the magma pours in and forms the ceiling of the room from obsidian?

If either of these works, the diving bell will successfully dive without a roof, then the roof will form, and the apparently intractible problem is reduced to the much simpler one of breeding a dwarf that breathes water.
Title: Re: Water / magma submarine
Post by: deoxys413 on May 05, 2010, 08:42:56 pm
I just had a sorta-brilliant idea(s)...

Idea A) Use a mineral vein in the magma sea to serve as a base, and then pipe water in as needed until the 'sub' expands to a reasonable size, and then once it is sever the umbilical cord that links it to the surface though a mean yet to be devised.

Idea B) Drop solid natural rock onto said veins and build on to of those

But how to expand the formation once it's in place with water... -ponders-
Title: Re: Water / magma submarine
Post by: Duane on May 05, 2010, 08:49:36 pm
Derp. If you drop a dwarf in a box of water, dig out one of the walls. It'll solidify into obsidian without letting Dorfy drown.
Title: Re: Water / magma submarine
Post by: Cardinal on May 05, 2010, 10:15:16 pm
Has anyone tried caged animals/dwarves to see if that affects the results?
Title: Re: Water / magma submarine
Post by: opsneakie on May 05, 2010, 10:36:40 pm
thats... genius...

A caged dwarf should be immune to drowning, right? so he can sit in a water bubble chamber without any ill effect, probably. If we can get the water bubble to pop when dropped, we might have a winner. I'll cage a couple of animals and get this thing going.
Title: Re: Water / magma submarine
Post by: Dante on May 05, 2010, 11:22:41 pm
Gentlemen, attend. I wish to report a partial success (!)

Instructions:
1. Go to arena mode.
2. In the topleft corner, position a diving bell over the extra-deep bit of magma as follows:
2.a) 3*3 obsidian on z-level (+1).
2.b) 1 empty space, filled with water and dwarves to taste, surrounded by obsidian walls on z-level (+2).
2.c) Same as for (b), sans dwarves, on z-level (+3).
3. Let it drop.

Spoiler (click to show/hide)

Results:
In tests so far, a near-perfect diving bell is formed, although it causes splashes of obsidian randomly around the place too.
The single-tile floor of the diving bell is completely dry of water, presumably flash-evaporated.
The single-tile floor of the diving bell is completely sealed off from the magma, and a couple of z-levels down below the magma.
The single-tile floor of the diving bell is also, sadly, completely free of dwarves. They get thrown up in the air and shaken all over the place in the cave-in process. I predict that a deeper tube, if allowed by the arena, would prevent this.

Observation: adding a third ring wall, the next z-level up, causes the water column to cavein first and smash through the magma, turning into a pillar which holds up the obsidian. Which is no good. It may depend on the update order of the terrain tiles and water tiles.

Next step: I've heard it's possible to alter the arena. If we can make it a huge cube of magma, do so. This will let us drop much larger, more complex diving bells into it, and hopefully let us design one where the dwarves stay on the inside.
Title: Re: Water / magma submarine
Post by: Raviaric on May 06, 2010, 12:07:43 am
If the submarine is not painted yellow, I will be disappointed.
Title: Re: Water / magma submarine
Post by: DuckBoy on May 06, 2010, 12:44:00 am
I have been unable to reproduce the water bubble preventing cave ins from collapsing all ceilings down.  I have also tried walls, fortifications, and staircases (up down and updown), and none of these prevent ceiling collapses either.  I have however managed to reproduce dante's experiment, and have found that

a.  You must have at least 2 levels of 7/7 magma to drop into
b.  You do not need two levels of water, water on only the bottom level will suffice
c.  The height you drop from doesn't matter, so long as you don't have anything on the top zlevel of the map, the top zlevel of the map, like edge boundaries, prevents caveins from falling at all. 

thus, I was able to test in the arena in the empty space on the top right by flooding with two layers of magma, for the final configuration:

3x5 lava -4
3x5 lava -3
3x5 obsidian -2
3x5 hollow obsidian (3x1 hole) filled with water -1
3x5 hollow obsidian (3x1 hole) filled with water 0

appears to work, but anywhere you put an animal, he will be turned to obsidian. 

3x3 lava -4
3x3 laval -3
3x3 obsidian -2
3x3 hollow obsidian -1 filled with water
3x3 hollow obsidian 0 no water will work as well. 
Title: Re: Water / magma submarine
Post by: Oglokoog on May 06, 2010, 01:34:41 am
I love you guys.
Title: Re: Water / magma submarine
Post by: Mishy on May 06, 2010, 01:55:49 am
Im not reading 5 pages to see if this has already been posted, but /tg/ has already done it.

It started a a simple voyage but it turned in to much more.
One dorf to brave the belly of the earth.
One dorf to go where no dorf had gone before.
It was the dwaven Enterprise.

Many problems were encountered during the construction of the mighty vessel, all of which were thwarted by the cunning and sheer mechanical skill of dwarven kind.
The hull of the beast was of pure solidified magma. A towering dual pumping system poured a thick slow mold of magma over an initial blueprint cast, followed immediately by a fast stream of icy water, hauled up from the rivers many z levels below.
An ingenious self sealing system was crafted at the entrance of the vessel, located at the very top of the hulk. Once our hero dorf was in, the system was filled with water. An obsidian block would be the plug that closed the Enterprise after launch, upon contact with the magma pool.

After a painstakingly long construction, the Enterprise was ready. Filled with booze, kitten roasts and crafts of the highest value, the ship waited for its voyage.
The hero stepped inside.
The support was dropped.
(http://img59.imageshack.us/img59/2185/1257528800273.jpg)
Spoiler (click to show/hide)
Title: Re: Water / magma submarine
Post by: opsneakie on May 06, 2010, 02:28:13 am
Attempted the water-bubble method in the arena. The ceiling detaches the instant the cave-in happens, crushing the cat to death immediately. So that's a no-go. I do have a couple of other theories, involving caged dwarves.

It might be possible to drop the diving pod one layer at a time, and deposit a caged dwarf within. I've heard dwarves are oddly invulnerable from within their cages. Who knows, it might prove helpful at some point.

going to try a magma bubble for kicks.

EDIT: According to the wiki, constructions don't deconstruct until they hit the bottom. This might, might mean that it's possible to fill a room with supports and drop it into the whatever. Going to try, but it'll have to be in fortress mode since I don't think you can make supports in arena.
Title: Re: Water / magma submarine
Post by: Dante on May 06, 2010, 02:57:23 am
Constructions don't deconstruct till they hit the bottom? That can't possibly be right, because you could just fill a constructed room with water and dwarves, drop it in magma, and have the outer shell turn to obsidian at the moment of impact.

Spoiler (click to show/hide)
Title: Re: Water / magma submarine
Post by: Dave Mongoose on May 06, 2010, 09:26:53 am
Constructions don't deconstruct till they hit the bottom? That can't possibly be right, because you could just fill a constructed room with water and dwarves, drop it in magma, and have the outer shell turn to obsidian at the moment of impact.

Spoiler (click to show/hide)

Also, the dwarves would be incased in obsidian and wouldn't survive...



I'm tempted to try this myself because my latest embark is a huge freshwater lake with a volcano in it.

Could you give me the worldgen info for that (seed et al.)? I was going to dig out my own lake because I couldn't find one, but if you have a world with a lake, it would make things much more simple.

Sure. It's from version 40d - hope that's ok.

Spoiler: world_gen.txt (click to show/hide)

Counting from the very top right of the region map: the embark spot is 21 squares down, 16 squares to the left.

Embark in the top left of the local area and you get 1 tile of land (with a magma pipe under the surface): all the rest will be lake :P. No flux, but only the dwarven civ can reach you so armour isn't a big priority.
Title: Re: Water / magma submarine
Post by: Fluff on May 06, 2010, 10:37:07 am
If the submarine is not painted yellow, I will be disappointed.

Gypsum is magma-safe in DF2010.

I can't think of a more dwarven use for medical supplies than dropping them into the fiery core of the world.
Title: Re: Water / magma submarine
Post by: Mike Le Watt on May 06, 2010, 10:49:42 am
but /tg/ has already done it.

Heh, yeah that was me, I even made that little conceptual image. Here's the thread from nearly a year ago: http://suptg.thisisnotatrueending.com/archive/6592006/

I've managed to build the two pump stacks to pump water/magma to cast a vessel out of obsidian, however soon after I begun constructing the mold for my test vessel I simply got bored, I think I still have the save somewhere.

Here are some images:

Spoiler (click to show/hide)

Best of luck to you though, I haven't read the thread but have you thought of a way to keep the dwarf secure while he travels?
Maybe put him in a cage?
Title: Re: Water / magma submarine
Post by: Dante on May 06, 2010, 04:09:06 pm
Constructions don't deconstruct till they hit the bottom? That can't possibly be right, because you could just fill a constructed room with water and dwarves, drop it in magma, and have the outer shell turn to obsidian at the moment of impact.

Spoiler (click to show/hide)

Also, the dwarves would be incased in obsidian and wouldn't survive...

Nope.
Only the outer shell of the water sphere would be, if the walls surrounding it only deconstructed when they hit the bottom (i.e. were already completely submerged in magma).

Anyway, I tested this for a while in 40d, and it doesn't happen. Constructions fall apart immediately, and making a big cluster of rooms filled with water and dropping it in a magma tube just makes random obsidian everywhere.
Title: Re: Water / magma submarine
Post by: Mr. Accident on May 06, 2010, 05:15:37 pm
Next step: I've heard it's possible to alter the arena. If we can make it a huge cube of magma, do so. This will let us drop much larger, more complex diving bells into it, and hopefully let us design one where the dwarves stay on the inside.

I just tried something along these lines. Unfortunately, it seems that the arena's size is hard-coded at 144x144x9 -- so no matter what you put in arena.txt, you can't get an arena with more than 9 z-levels. This rather limits the height of things you can drop into the magma. At most, you can get four z-levels of magma below four usable z-levels of open space (since rock created on the top z-level will stick to the arena's ceiling).

To accomplish this, cover the interior of the bottom layer with smooth floors, then fill the next four layers with magma, and the rest with open space. That allows the bottom layer to fill with usable magma on startup. (If you just fill the bottom layer with magma in arena.txt, it'll all drain out immediately.) If you want to try it out and save some time, you can download my arena map here: http://ii.fobby.net/df/arena_magmapit.zip

I guess attempts at larger submarine will have to be carried out in fortress mode. (Unless we can hack DF to support a larger arena?) Anyway, I will continue experimenting with things. . . for SCIENCE.  :o
Title: Re: Water / magma submarine
Post by: Cardinal on May 06, 2010, 06:11:53 pm
Of course you can't use built ceilings, you have to use cast ceilings out of obsidian.  I remember from my old mountain-topping days (when you'd cut off the peak for your blasphemous dwarf temple) that when you collapsed rock, it was only the bottom layer that was pulverized.  So don't you really just need to make the bottom more shock absorbent?

XXXXXX
X~@~X
X~~~X
XXXXXX
XXXXXX

I keep asking questions, it's bound time I get myself over to a volcano and find out.
Title: Re: Water / magma submarine
Post by: Retro on May 06, 2010, 09:59:07 pm
If you drop a long hollow rectangular tube with a natural wall floor but no ceiling into water, what happens to the water? Does it displace elsewhere and respect the hollow, or does physics break and the water appears within the tube?

I'm not sure I saw an answer to this anywhere (talking about a deeeeep pit of water, like 5+z with an equally tall or taller droptube) so I might have to test it myself.

This thread is fantastic, might I add.
Title: Re: Water / magma submarine
Post by: Raviaric on May 06, 2010, 10:18:46 pm
If the submarine is not painted yellow, I will be disappointed.
Gypsum is magma-safe in DF2010.
We all live in a gypsum submarine!
Title: Re: Water / magma submarine
Post by: Pheo on May 06, 2010, 11:18:10 pm
Do liquids fall at the same speed? If so... would something like this work?

(http://i828.photobucket.com/albums/zz201/Pheo112/MagmaDrop.jpg)

A 4x4 obsidian tube with a 2x2 hollow center.

The constructed floors would deconstruct upon drop, and everything falls. The magma forms a ceiling *AFTER* it hits the bottom with 2 walls to grab onto (assuming something doesn't go wrong).

The one problem is the displacement of the liquid you drop this into. Will it appear randomly inside the tube and mess it up?
Title: Re: Water / magma submarine
Post by: Dante on May 07, 2010, 02:23:35 am
If you drop a long hollow rectangular tube with a natural wall floor but no ceiling into water, what happens to the water? Does it displace elsewhere and respect the hollow, or does physics break and the water appears within the tube?

I'm not sure I saw an answer to this anywhere (talking about a deeeeep pit of water, like 5+z with an equally tall or taller droptube) so I might have to test it myself.

This thread is fantastic, might I add.
Good point... I tried it with 4 z-levels of water and a constructed floor, but since the floor dissolved as soon as it collapsed, the water was free to path down. Remember water does NOT fall like objects, but if it can path to a free space, it will all disappear at once. Using a natural stone floor might just do the trick, since it won't let the water all run away.

That's it, I'm going to create a dedicated 40d testing fortress just for this.
Title: Re: Water / magma submarine
Post by: BEvilR on May 07, 2010, 03:22:37 am
Do liquids fall at the same speed? If so... would something like this work?

(http://i828.photobucket.com/albums/zz201/Pheo112/MagmaDrop.jpg)

A 4x4 obsidian tube with a 2x2 hollow center.

The constructed floors would deconstruct upon drop, and everything falls. The magma forms a ceiling *AFTER* it hits the bottom with 2 walls to grab onto (assuming something doesn't go wrong).

The one problem is the displacement of the liquid you drop this into. Will it appear randomly inside the tube and mess it up?

This actually may give us the easiest way to accomplish the "seal at the bottom of the sea" effect. Considering you've already created a magma pour spigot, you just turn it on again after they hit bottom in their U shaped machine.
Title: Re: Water / magma submarine
Post by: Dante on May 07, 2010, 05:25:42 am
@BEvilR
The problem is that liquids don't fall like normal objects; instead they path downwards. Hence a huge tank of water can empty out in a single frame if there's a big enough space below. On the 'good news' side, I don't know whether that applies to magma, since it's chunky. So the falling magma cap could well work.
Title: Re: Water / magma submarine
Post by: Fluff on May 07, 2010, 10:02:48 am
Do liquids fall at the same speed? If so... would something like this work?

(http://i828.photobucket.com/albums/zz201/Pheo112/MagmaDrop.jpg)

A 4x4 obsidian tube with a 2x2 hollow center.

The constructed floors would deconstruct upon drop, and everything falls. The magma forms a ceiling *AFTER* it hits the bottom with 2 walls to grab onto (assuming something doesn't go wrong).

The one problem is the displacement of the liquid you drop this into. Will it appear randomly inside the tube and mess it up?

This actually may give us the easiest way to accomplish the "seal at the bottom of the sea" effect. Considering you've already created a magma pour spigot, you just turn it on again after they hit bottom in their U shaped machine.
So how do we deal with the drowning dwarves?
If the submarine is not painted yellow, I will be disappointed.
Gypsum is magma-safe in DF2010.
We all live in a gypsum submarine!
It's full of water and we're and we're starting to drown!
Starting to drown!
Starting to drown!
Title: Re: Water / magma submarine
Post by: Pheo on May 07, 2010, 10:33:43 am
So how do we deal with the drowning dwarves?

Hmmm...
Seeing as dwarves most likely can't mine underwater, that will be a problem.


Title: Re: Water / magma submarine
Post by: FunkyWaltDogg on May 07, 2010, 10:34:59 am
Do liquids fall at the same speed? If so... would something like this work?

(image)

A 4x4 obsidian tube with a 2x2 hollow center.

The constructed floors would deconstruct upon drop, and everything falls. The magma forms a ceiling *AFTER* it hits the bottom with 2 walls to grab onto (assuming something doesn't go wrong).

The one problem is the displacement of the liquid you drop this into. Will it appear randomly inside the tube and mess it up?

This actually may give us the easiest way to accomplish the "seal at the bottom of the sea" effect. Considering you've already created a magma pour spigot, you just turn it on again after they hit bottom in their U shaped machine.
So how do we deal with the drowning dwarves?
If the submarine is not painted yellow, I will be disappointed.
Gypsum is magma-safe in DF2010.
We all live in a gypsum submarine!
It's full of water and we're and we're starting to drown!
Starting to drown!
Starting to drown!
I find it funny that until now, no one (including myself) stopped to consider the absurdity of a submarine in which the crew cabin is filled with water and the crew is drowning when everything is working properly.
Title: Re: Water / magma submarine
Post by: riznar on May 07, 2010, 10:38:34 am
Couldn't you have a single constructed wall leading to a big area that the water can drain into?

The submarine would look like an upside down bolt or screw, but with a really big head
Title: Re: Water / magma submarine
Post by: Ilmoran on May 07, 2010, 10:39:12 am
Do liquids fall at the same speed? If so... would something like this work?

(image)

A 4x4 obsidian tube with a 2x2 hollow center.

The constructed floors would deconstruct upon drop, and everything falls. The magma forms a ceiling *AFTER* it hits the bottom with 2 walls to grab onto (assuming something doesn't go wrong).

The one problem is the displacement of the liquid you drop this into. Will it appear randomly inside the tube and mess it up?

This actually may give us the easiest way to accomplish the "seal at the bottom of the sea" effect. Considering you've already created a magma pour spigot, you just turn it on again after they hit bottom in their U shaped machine.
So how do we deal with the drowning dwarves?
If the submarine is not painted yellow, I will be disappointed.
Gypsum is magma-safe in DF2010.
We all live in a gypsum submarine!
It's full of water and we're and we're starting to drown!
Starting to drown!
Starting to drown!
I find it funny that until now, no one (including myself) stopped to consider the absurdity of a submarine in which the crew cabin is filled with water and the crew is drowning when everything is working properly.

It's a test vessel; the point is to find out how to not splatter your dwarves.  THEN you fix the problems that solving the first problem creates.
Title: Re: Water / magma submarine
Post by: DocDoom on May 07, 2010, 11:24:40 am
Do liquids fall at the same speed? If so... would something like this work?

(http://i828.photobucket.com/albums/zz201/Pheo112/MagmaDrop.jpg)

A 4x4 obsidian tube with a 2x2 hollow center.

The constructed floors would deconstruct upon drop, and everything falls. The magma forms a ceiling *AFTER* it hits the bottom with 2 walls to grab onto (assuming something doesn't go wrong).

The one problem is the displacement of the liquid you drop this into. Will it appear randomly inside the tube and mess it up?

Like this. But to solve the drowning issue:

Have one constructed wall at the bottom, so when it deconstructs, water will flow into it, and the top two watertiles just beneath the obsidian cap are only half full. Hopefully.
Title: Re: Water / magma submarine
Post by: Grumman on May 07, 2010, 11:50:58 am
So how do we deal with the drowning dwarves?
Could you use a partial cast floor, that would annihilate some of the water on impact?
Title: Re: Water / magma submarine
Post by: BigD145 on May 07, 2010, 12:04:55 pm
Do liquids fall at the same speed? If so... would something like this work?

(http://i828.photobucket.com/albums/zz201/Pheo112/MagmaDrop.jpg)

A 4x4 obsidian tube with a 2x2 hollow center.

The constructed floors would deconstruct upon drop, and everything falls. The magma forms a ceiling *AFTER* it hits the bottom with 2 walls to grab onto (assuming something doesn't go wrong).

The one problem is the displacement of the liquid you drop this into. Will it appear randomly inside the tube and mess it up?

So:

1) the dwarfs can't dig because the floor is underwater
2) the magma will heat up the water and boil the dwarfs
3) fun!
Title: Re: Water / magma submarine
Post by: Cardinal on May 07, 2010, 12:59:11 pm
So, just to make things even more absurd, I was wondering about the "other" natural building material:  Ice.  Unfortunately, game mechanics don't allow the creation of an icy-baby-subby-bumper on the bottom of your sub, but maybe as a ceiling material, it could, I don't know, cause more disaster.
Title: Re: Water / magma submarine
Post by: Ilmoran on May 07, 2010, 01:01:57 pm
So, just to make things even more absurd, I was wondering about the "other" natural building material:  Ice.  Unfortunately, game mechanics don't allow the creation of an icy-baby-subby-bumper on the bottom of your sub, but maybe as a ceiling material, it could, I don't know, cause more disaster.

Actually, a carved ice capsule could have hilarious results.  I've heard that temperature doesn't kick in until a creature stops falling.  If the same is true for objects, then a carved ice sub might hit the bottom, melt, immediately touch magma, and turn to obsidian, without having the chance to cave in.
Title: Re: Water / magma submarine
Post by: Deranged Imp on May 07, 2010, 01:04:27 pm
If you filled the interstitial spaces with carved fortifications you might be able to store supplies by dumping them into it.  Perhaps even dwarves could be safely stowed away by pitting them or using water flow to 'push' them into a fortification tile and then dropping a precast lid on top.
Title: Re: Water / magma submarine
Post by: turgidtoupee on May 07, 2010, 01:23:08 pm
Why not just stick them in a cage, connect the cage to a lever somewhere outside the magma, then when it's at the bottom pull the lever? This is assuming mechanisms don't deconstruct when dropped.
Title: Re: Water / magma submarine
Post by: Deranged Imp on May 07, 2010, 01:26:09 pm
Not sure what you mean entirely but, unreconstructed cages can't be linked and constructed cages would collapse and kill the dwarf.
Title: Re: Water / magma submarine
Post by: Ilmoran on May 07, 2010, 01:29:06 pm
Not sure what you mean entirely but, unreconstructed cages can't be linked and constructed cages would collapse and kill the dwarf.

Would it kill the dwarf, or just deconstruct the "placed" cage and leave a dwarf in a cage with no way to free him.
Title: Re: Water / magma submarine
Post by: Sean0931 on May 07, 2010, 01:36:43 pm
I think I can guess why cave-ins hitting the sea disintegrate. It's not the magma, it's the semi molten rock beneath. Toady wanted it to be impenetrable, which means not allowing wily dwarves to drop platinum spears through it. As yet he might not have a mechanism to make it impenetrable to cave-ins.

Has anyone tried caving in through slade?
Title: Re: Water / magma submarine
Post by: Deranged Imp on May 07, 2010, 01:51:12 pm
Would it kill the dwarf, or just deconstruct the "placed" cage and leave a dwarf in a cage with no way to free him.
IIRC, it kills the dwarf and you get a message along the lines of "So-and-so has been killed by a collapsing building!"
Title: Re: Water / magma submarine
Post by: Dante on May 07, 2010, 04:09:46 pm
I find it funny that until now, no one (including myself) stopped to consider the absurdity of a submarine in which the crew cabin is filled with water and the crew is drowning when everything is working properly.
We'll burn that bridge when we come to it.

Seriously, actually making a functioning submarine, even if it had to be full of water, would be such a huge step forward. Dealing with the water becomes relatively trivial. Maybe something with a magic lignite bin sitting in a layer between the magma and the water contents. Might burn just slow enough that you still get the cap, but it takes care of the rest of the water.

Edit: my magma/water testing infrastructure is almost done. I've got ten z-levels of magma and water, and I'm building the casting apparatus. Once it's ready I'll try to upload the save so that other people can muck around with it.
Title: Re: Water / magma submarine
Post by: Cardinal on May 07, 2010, 04:54:02 pm
Edit: my magma/water testing infrastructure is almost done. I've got ten z-levels of magma and water, and I'm building the casting apparatus. Once it's ready I'll try to upload the save so that other people can muck around with it.

Awesome.  It's not in a freezing climate, by chance, is it?
Title: Re: Water / magma submarine
Post by: Dante on May 07, 2010, 07:35:35 pm
No, it's not freezing. The magma pipe is a volcano, so you wouldn't be able to collapse natural floors into it anyway.

I tried Pheo's falling magma idea, but it didn't work. Looks like all the cave-in stuff happens in just a frame or two, and then the magma falls. The displaced water goes - somewhere - maybe straight up - and the magma falls into it, causing a second series of caveins that sort of splatter all over the place.

Extremely poorly-made movie of it here, (http://mkv25.net/dfma/movie-2156-initialfailure) I thought I'd got rid of most of the scaffolding but there were heaps of bits left over that had evaded me, so it took a while. Scroll through to the end and you can see the end result, though.

I save-scummed, so I might try interspersing multiple layers of water and magma above the main capsule.
Title: Re: Water / magma submarine
Post by: jokermatt999 on May 07, 2010, 10:05:47 pm
Don't forget that dwarves falling onto a creature don't get hurt. If you can drop your sub by lever, try making a version with like

Dwarf, standing on a hatch that will disappear when the lever is pulled
Cat, about get squished

Also, the idea with using constructed walls collapsing to make enough space so that water wouldn't drown the dwarves is brilliant. With enough space, you could get it to evaporating levels, and have muddied spaces for the dwarves to farm on. Let's see, what's *necessary for a dwarf to survive indefinitely?

1 square for farming
1 square for a food stock pile
3x3 space for workshops (still, kitchen)

Annnd that's it really. If you want it nice, you probably make a decent sized sub as long as you can definitely make a non-collapsing roof. Although, I suppose you only need one free space and a pick (the rest as walls, natural or constructed, since they could mine their other rooms. Because really, if we're going to confine dwarves to a life of solitude at the bottom of a volcano, it might as well be luxurious.

Also, beware of the possibility of volcano base dwelling dwarves becoming supervillians. It just seems like the perfect set up for one.
Title: Re: Water / magma submarine
Post by: uber pye on May 07, 2010, 10:15:54 pm
hmm my dwarves dreams of living under da sea could be made a reality?  :D
Title: Re: Water / magma submarine
Post by: opsneakie on May 07, 2010, 10:25:47 pm
Hey Dante, could we get that save by any chance, so we could do some other tests with it? I have a few ideas of my own that might be interesting.
Title: Re: Water / magma submarine
Post by: Dante on May 07, 2010, 10:43:12 pm
Ok, done. (http://dffd.wimbli.com/file.php?id=2314)

I'm really meant to be working on a ray tracer for my final CG assignment, so I may not get to finish the adaptable casting infrastructure for a while.

Note: I was using this in vanilla 40d, but with my dwarves sped up a bit to make testing easier, and also with [NOBREATHE], so that my intermediate testers (currently submerged) don't drown.
Title: Re: Water / magma submarine
Post by: Dante on May 07, 2010, 11:04:43 pm
Sorry for the doublepost, but I tried the collapse again, and looked more carefully this time.

This is how I've worked out it goes:
a. In a single frame, all natural (cast obsidian) walls fall as far as they are able.
b. They end up at the bottom of the x-liquid pool, full of x-liquid from the pool. The x-liquid they displace is placed above the surface. The x-liquid they held has not yet fallen.
c. At the same time, in that single cave-in frame, any constructed walls/floors deconstruct, and any dwarves around them are crushed.
d. This means that any layers of water or magma are left hanging up in the air where they originally were (unless they manage to fall a single z-level in that frame, but it doesn't look like it).
e. At this point, your dwarven testers are instacrushed [presumably by constructions, since they weren't under any real walls) or, if you're lucky, still up in the air just beneath/in the magma/water. They will never be at the bottom of the pool.
f. In following frames, the magma and/or water falls, creating chunks of obsidian which again collapse.
g. At the same time, the displaced liquid from the testing pool falls back down, again possibly creating chunks of obsidian.
h. Any of these obsidian walls which fall into the pool travel right to the bottom. They would not form a ceiling.

I hate to say it, but the situation looks a little hopeless. I'll check if these effects hold for magma too, but if they do, I can't see any way through.
Title: Re: Water / magma submarine
Post by: opsneakie on May 08, 2010, 01:17:11 am
This may seem like a stupid question, but what about natural floors? i.e. if we mined out the ceiling layer to create an obsidian floor ceiling? I predict it would collapse and kill the dwarfies, but just wondering if anyone's tried it recently.
Title: Re: Water / magma submarine
Post by: Fluff on May 08, 2010, 02:26:53 am
Oh, guys, RE: the whole drowning. We make the pod two layers thick.

OOWWOO
OOWWOO
OOWWOO
OOOOOO

I can't verify this, but I've heard certain things, such as floodgates, can atom smash water. (If this isn't true, then disregard this I <3 elves)

So:
OO WWOO
OF WWFO
OF WWFO
OOOOOOO

With the floodgates being linked to a lever at ground zero.

Key: O = Obsidian (Or prehaps Gypsum)
       W= Water b/w Dwarf
       F= Floodgates.

Even if they don't water-atomsmash, there's a voice in my head that says floodgates could help us out some how. But wait, wouldn't the obsidian above the flood gate just collapse?

If so, we might need:

O          O
OWWWWO
OF.WWF.O
OF.WWF.O
OOOOOOO

Full stops just there to try and line things up a bit better. I think it should work. Unless it doesn't of course.
Title: Re: Water / magma submarine
Post by: Dante on May 08, 2010, 02:42:10 am
The problem is, the floodgates deconstruct as soon as the cavein is triggered.
Title: Re: Water / magma submarine
Post by: Fluff on May 08, 2010, 03:08:04 am
The problem is, the floodgates deconstruct as soon as the cavein is triggered.

Sunava!

In that case... Hrm... No, I got nothing.
Title: Re: Water / magma submarine
Post by: Shiv on May 08, 2010, 03:17:07 am
What's the problem?  Is it that you can't seal the hatch closed due to not being able to use a construction?


And yah I didn't read the whole 8 pages but that seems to be the gist of it, yes?  Saving the drowning dwarves being the secondary goal?
Title: Re: Water / magma submarine
Post by: Dante on May 08, 2010, 03:32:39 am
Yeah, there doesn't seem to be any way to get a ceiling down intact.
Title: Re: Water / magma submarine
Post by: Shiv on May 08, 2010, 03:43:27 am
Can't just create a ceiling?  This is kind of similar to the previous posted idea, but you'd do it prior to dropping instead.

(http://i131.photobucket.com/albums/p281/Spiffunk/DF.jpg)


Side view.  Red magma, blue water, grey flood gates, black obsidian casting, and yellow is a floor.  You'd open the flood gates, they'd flow to where the yellow is filling the hole, they'd form and make obsidian, thus sealing the capsule.  Alternatively you could have the water/magma resting on the yellow and just drop the magma/water onto the tile from above.

Only issue is that the floor would deconstruct when dropped, but that wouldn't really matter at that point would it?


And just a disclaimer I'm by no means an expert on what happens to Y when X collapses, how to form obsidian (what ratios are needed), or so forth, but I assume everything can be adjusted before hand to the necessary levels by regulating flow, so I'll leave that to the more informed amongst us on these kinds of things. 
Title: Re: Water / magma submarine
Post by: Oglokoog on May 08, 2010, 03:52:14 am
Can't just create a ceiling?  This is kind of similar to the previous posted idea, but you'd do it prior to dropping instead.

(http://i131.photobucket.com/albums/p281/Spiffunk/DF.jpg)


Side view.  Red magma, blue water, grey flood gates, black obsidian casting, and yellow is a floor.  You'd open the flood gates, they'd flow to where the yellow is filling the hole, they'd form and make obsidian, thus sealing the capsule.  Alternatively you could have the water/magma resting on the yellow and just drop the magma/water onto the tile from above.

Only issue is that the floor would deconstruct when dropped, but that wouldn't really matter at that point would it?


And just a disclaimer I'm by no means an expert on what happens to Y when X collapses, how to form obsidian (what ratios are needed), or so forth, but I assume everything can be adjusted before hand to the necessary levels by regulating flow, so I'll leave that to the more informed amongst us on these kinds of things.

Read my posts (and some others). Natural walls, when caving in, don't stay attached to walls to the side of themselves. They can only be "supported" by walls directly below them, meaning that any wall that has free space below it gets disattached from its neighboring walls and falls down until it no longer can, squashing any living beings below it in the process.
Title: Re: Water / magma submarine
Post by: Dante on May 08, 2010, 03:56:26 am
@Shiv:
No, you're kind of missing the point. The problem is that when a cave-in occurs, all construction or rock tiles fall as far as they possibly can, instantly.
So ceilings instantly become part of the floor, leaving a hole for the water/magma to pour in.

Similarly, if you try to generate a cap during the cavein process, it seems to just fall down an destroy everything, unless you get things just right.

To that effect, I've just had some partial success dropping things into magma:

Z-level 1.
(http://i41.tinypic.com/22z0u9.png)

Z-level 2.
(http://i43.tinypic.com/r8gs5l.png)

Z-level 3.
(http://i40.tinypic.com/33a5q49.png)

Z-level 4.
(http://i43.tinypic.com/33xbwgz.png)

(Obsidian continues for a while upward, then Z-level 10, showing the cost).
(http://i40.tinypic.com/2dse893.png)

[That was basically a huge wide 3-z-levels of water, surrounded by 2-deep obsidian walls, dropped from two z-levels above the magma surface.]
Title: Re: Water / magma submarine
Post by: opsneakie on May 08, 2010, 05:08:14 am
How did you manage to get a gap in there? If i read your screenshots correctly, it looks like you're almost there in terms of what we need, with floors on top and bottom of an open space. If we can get it to seal up around the edges we win. Probably. Aside from the drowning/incinerated dwarves issue.

EDIT: Re-reading your post, does it just seem to be random noise that made that gap, or do you think it's something we could calculate and predict?
Title: Re: Water / magma submarine
Post by: Dante on May 08, 2010, 05:15:39 am
It's hard to be sure. I do know that in the single frame in which it all collapsed, it looked very roughly like this (side view):
Code: [Select]
####WWW####
###########
MMMMMMMMMMM
MMMMMMMMMMM
MMOOMMMOOMM
MMOOWWWOOMM
MMOOWWWOOMM
MMOOWWWOOMM
MMOOOOOOOMM
MMOOOOOOOMM
RRRRRRRRRRR

i.e. some of the water fell with the obsidian, as I'd hoped, leaving the rest of it sticking up in the air.
As far as I can make out, this meant an obsidian cap formed as we wanted, and then the rest of the water fell on top, making many more layers of obsidian.

BUT. There are about four more layers of obsidian than there were of water to begin with (? ? ?). AND. I have no idea why that crack is in the bottom bubble, letting the magma in.
Title: Re: Water / magma submarine
Post by: Dante on May 08, 2010, 05:18:47 am
(My test fort is in the middle of a tantrum spiral because I conscripted half my population and put them in the cube, and they started dehydrating. That means it's really, really hard to actually remove the scaffolding and get it to collapse before I run out of able-bodied dwarves)
Title: Re: Water / magma submarine
Post by: Dave Mongoose on May 08, 2010, 05:49:33 am
This is how I've worked out it goes:
a. In a single frame, all natural (cast obsidian) walls fall as far as they are able.
b. They end up at the bottom of the x-liquid pool, full of x-liquid from the pool. The x-liquid they displace is placed above the surface. The x-liquid they held has not yet fallen.
...
e. At this point, your dwarven testers are instacrushed [presumably by constructions, since they weren't under any real walls) or, if you're lucky, still up in the air just beneath/in the magma/water. They will never be at the bottom of the pool.
...
h. Any of these obsidian walls which fall into the pool travel right to the bottom. They would not form a ceiling.

So a natural ceiling that is caving-in will teleport past dwarves who are in the way?

This is an interesting discovery... not sure if it would ever be useful though (considering they all died anyway).
Title: Re: Water / magma submarine
Post by: Keldor on May 08, 2010, 10:20:31 am
Hmm... Since falling creatures aren't effected by lava, perhaps you could drop the dwarves first, then, with a bit of timing, construct the submarine around them...

Or you could kinda cheat and make an obsidian tube for them to get into the sub ' something like:


Code: [Select]
▓╢X╟▓
 ▓╢X╟▓
 ▓╢X╟▓
 ▓╢X╟▓
_▓╢X╟▓_
▓ ║X║ ▓
▓ I I ▓
[/font]

The idea is that you'd then somehow remove the obsidian sheath, leaving only the constructed access shaft, which could then be collapsed, leaving the (thick roofed) submarine safely beneath the sea...
Title: Re: Water / magma submarine
Post by: denito on May 08, 2010, 01:00:23 pm
EDIT: Re-reading your post, does it just seem to be random noise that made that gap, or do you think it's something we could calculate and predict?

As a programmer, my intuition tells me that gap probably resulted from the experiment crossing a boundary between two world tiles.
Title: Re: Water / magma submarine
Post by: BEvilR on May 08, 2010, 01:38:03 pm
Hmm... Since falling creatures aren't effected by lava, perhaps you could drop the dwarves first, then, with a bit of timing, construct the submarine around them...

Or you could kinda cheat and make an obsidian tube for them to get into the sub ' something like:


Code: [Select]
▓╢X╟▓
 ▓╢X╟▓
 ▓╢X╟▓
 ▓╢X╟▓
_▓╢X╟▓_
▓ ║X║ ▓
▓ I I ▓
[/font]

The idea is that you'd then somehow remove the obsidian sheath, leaving only the constructed access shaft, which could then be collapsed, leaving the (thick roofed) submarine safely beneath the sea...

this might work with the discovery that the falling natural walls telleport to the bottom. Drop the dwarves from a tower, and then, right before they hit the liquid drop the construction through them. You'd have to use the U shape idea i was in favor of early, but basically you drop the dwarves, and right before they hit the surface, drop the construction, they appear inside the U tube, and then after it's settled seal the top with magma. I think a way to solve the mining issue is to drop a U with a graduated bottom like so:


D is Dwarf, W is water
▓     ▓
▓     ▓
▓WWDWW▓
▓▓WWW▓▓
▓▓▓▓▓▓▓
Title: Re: Water / magma submarine
Post by: Keldor on May 08, 2010, 06:00:52 pm
Does cavein dust knock out supports?  If so, you could use the same lever that drops the dwarves to start a chain reaction of caveins lasting just long enough to delay the collapsing of the submarine block until the dwarves have fallen the right amount.  Dwarven dominoes!
Title: Re: Water / magma submarine
Post by: Pheo on May 08, 2010, 09:46:53 pm


this might work with the discovery that the falling natural walls telleport to the bottom. Drop the dwarves from a tower, and then, right before they hit the liquid drop the construction through them. You'd have to use the U shape idea i was in favor of early, but basically you drop the dwarves, and right before they hit the surface, drop the construction, they appear inside the U tube, and then after it's settled seal the top with magma. I think a way to solve the mining issue is to drop a U with a graduated bottom like so:


D is Dwarf, W is water
▓     ▓
▓     ▓
▓WWDWW▓
▓▓WWW▓▓
▓▓▓▓▓▓▓


Brilliant idea, and very dwarfy. But The construction will not be able to have a roof, and you cant form one as the water/magma you drop with it stays at the surface.

Also, whoever suggested dropping dwarves on animals...
Replacing water with animals would work in theory, but the animals are also falling (to their death) in many of these plans.

I'm not sure that dead cats will save a dwarf.  ::)
Title: Re: Water / magma submarine
Post by: Retro on May 08, 2010, 09:52:01 pm
Also, whoever suggested dropping dwarves on animals...
Replacing water with animals would work in theory, but the animals are also falling (to their death) in many of these plans.

I'm not sure that dead cats will save a dwarf.  ::)

If I recall there was debate a while ago about falling damage based on height - we all know it exists, but one guy had been dropping tons and tons of goblins at a time and had seen quite a few simply walk away perfectly fine and thought it was random, which likely meant some just managed to luckily fall on others before they died. Evidently with dropping a metric elfton of dwarves at once there'll be a good chance that at least a few survive, though it'll be randomized. And the survivor(s) will have to follow their mission parameters while wading through corpses, limbs, guts, and gibs of their comrades. But hey, glass-half-empty/glass-half-full am I right?
Title: Re: Water / magma submarine
Post by: Oglokoog on May 08, 2010, 09:52:53 pm
Also, whoever suggested dropping dwarves on animals...
Replacing water with animals would work in theory, but the animals are also falling (to their death) in many of these plans.

I'm not sure that dead cats will save a dwarf.  ::)

If I recall there was debate a while ago about falling damage based on height - we all know it exists, but one guy had been dropping tons and tons of goblins at a time and had seen quite a few simply walk away perfectly fine and thought it was random, which likely meant some just managed to luckily fall on others before they died. Evidently with dropping a metric elfton of dwarves at once there'll be a good chance that at least a few survive, though it'll be randomized. And the survivor(s) will have to follow their mission parameters while wading through corpses, limbs, guts, and gibs of their comrades. But hey, glass-half-empty/glass-half-full am I right?

It is the dwarfy way.
Title: Re: Water / magma submarine
Post by: Ilmoran on May 08, 2010, 10:18:27 pm
Also, whoever suggested dropping dwarves on animals...
Replacing water with animals would work in theory, but the animals are also falling (to their death) in many of these plans.

I'm not sure that dead cats will save a dwarf.  ::)

If I recall there was debate a while ago about falling damage based on height - we all know it exists, but one guy had been dropping tons and tons of goblins at a time and had seen quite a few simply walk away perfectly fine and thought it was random, which likely meant some just managed to luckily fall on others before they died. Evidently with dropping a metric elfton of dwarves at once there'll be a good chance that at least a few survive, though it'll be randomized. And the survivor(s) will have to follow their mission parameters while wading through corpses, limbs, guts, and gibs of their comrades. But hey, glass-half-empty/glass-half-full am I right?

In the words of Boatmurdered:
"Hope you like Miasma!"
Title: Re: Water / magma submarine
Post by: Dante on May 08, 2010, 11:45:12 pm
So a natural ceiling that is caving-in will teleport past dwarves who are in the way?
No, I don't think so. It'll kill them, and their corpses may or may not stay up in the air. Natural walls that cave in seem to sometimes kill dwarves touching them too, for some reason.

As a programmer, my intuition tells me that gap probably resulted from the experiment crossing a boundary between two world tiles.
I... can't tell if you're joking or not.

this might work with the discovery that the falling natural walls telleport to the bottom.
I'm pretty sure that even though they insta-drop, they still insta-crush anything in the layers in between.
Somewhat sure.
Worth a try, I guess.

falling damage based on height
The first problem to overcome is insta-crushing. Right now we can't even drop a bronze colossus a few storeys safely, if we're trying to make a roof.
Title: Re: Water / magma submarine
Post by: Grumman on May 09, 2010, 04:15:59 am
Also, whoever suggested dropping dwarves on animals...
Replacing water with animals would work in theory, but the animals are also falling (to their death) in many of these plans.

I'm not sure that dead cats will save a dwarf.  ::)
Could you use enemies for this purpose? Either drop undead or wave upon wave of goblins, then drop some legendary military dwarf to clean up the mess and prepare a proper drop-zone for the civilians?
Title: Re: Water / magma submarine
Post by: bdog on May 09, 2010, 07:51:09 am
Just an idea

Spoiler (click to show/hide)
Title: Re: Water / magma submarine
Post by: Pheo on May 09, 2010, 08:15:11 am
Wow. I think that is a winner bdog.

It's not anything like dropping a stone container of dwarves... But dropping a hammer to seal off the top is just as dwarfy.
Title: Re: Water / magma submarine
Post by: jryan on May 09, 2010, 09:08:46 am
I've been wanting to try this using a goblin tower.  I've dug those out several times and they never seem to fall apart when they fall.... I just never had enough magma to drop a whole tower into until now!

Title: Re: Water / magma submarine
Post by: jryan on May 09, 2010, 09:23:23 am
As we all know, dwarves are destined to find failure in success, and great success in failure.  It is the curse of Armok.

As such, I am sure that you will eventually succeed in getting the submarine built and dropped successfully only to have the dwarf inside start to twitch and scream for "shells and rough color!".
Title: Re: Water / magma submarine
Post by: bdog on May 09, 2010, 10:58:21 am
Wow. I think that is a winner bdog.

It's not anything like dropping a stone container of dwarves... But dropping a hammer to seal off the top is just as dwarfy.

Thanks!

Plus, with good management aboveground you could re-enable entrance when new migrant wave comes (or order them to drop more blocks to make underwater complex)

Now I'm thinking - It should be possible do make some kind of airlock to transport items (barrels, bins, cages ]:>) underwater.

Spoiler (click to show/hide)

The trick is - screw pumps *should* dry one tile fast enough to build floor hatch there (I hope so, I didn't try it but if one can stack pomps to dry 5x5 square on top of ocean I can't see why it shouldn't work underwater)

Imagine booze and meat dropped in barrels, blocks and stone in bins, livestock and dwarves in cages!

There will be problem to get good powersource underwater but oh well... its nothing that couldn't be done!

TO DO: think of a way to shoot something upward (IMO, the hardest part)
Title: Re: Water / magma submarine
Post by: MrFake on May 09, 2010, 12:01:12 pm
Just an idea

Spoiler (click to show/hide)

Step 4 will look more like:
Code: [Select]
        _____
       
       
       
       
     ▓ ▓
~~~~~▓ ▓~~~~~
     ▓ ▓
     ▓ ▓
     ▓▓▓
  ▓▓▓ ▓ ▓▓▓
  ▓   ▓   ▓
  ▓   ▓   ▓
  ▓   ▓   ▓
=============


That diagonal support on the upper two columns will continue to hold those walls, natural or constructed.  Collapsing walls will settle on them.

If you can get the dwarfs to mine out the supports on those columns, you might be able to get a seal, like so:

Step 5:
Code: [Select]
        _____
     ▓ ▓
~~~~~▓ ▓~~~~~
     ▓ ▓
     ▓ ▓
     MMM
  ▓▓▓ ▓ ▓▓▓
  ▓   ▓   ▓
  ▓   ▓   ▓
  ▓   ▓   ▓
=============
M, for mine.  As close to simultaneously as possible, mind.

Step 6:
Code: [Select]
        _____
~~~~~~~~~~~~



  ▓▓▓▓▓▓▓▓▓
  ▓  ▓▓▓  ▓
  ▓  ▓▓▓  ▓
  ▓  ▓▓▓  ▓
=============
Title: Re: Water / magma submarine
Post by: Keldor on May 09, 2010, 01:00:15 pm
Code: [Select]
     _________
     ▓ ▓ ▓
     ▓ ▓ ▓
     ▓ ▓ ▓
     ▓ ▓ ▓
 
         _____
~~~~~~▓X▓~~~~~
      ▓X▓
      ▓X▓
     _▓X▓_
  ▓▓▓  X  ▓▓▓
  ▓    X    ▓
  ▓    X    ▓
  ▓    X    ▓
=============

becomes

~~~~~~~~~~~~~



  ▓▓▓▓▓▓▓▓▓▓▓
  ▓  ▓▓▓▓▓  ▓
  ▓  ▓▓▓▓▓  ▓
  ▓  ▓▓▓▓▓  ▓
=============


Problem solved ^.^

The tricky part is making the shaft nice and smooth, since any "splatter" will prevent the sheath from falling all the way into place.

Depending on the exact way caveins work, you might have to raise the outer ring of supporting floor up a level, so that the inner ring of walls is completely unsupported if the first cavein of the hammer is fully resolved before the inner ring tests for connectivity.

Code: [Select]
     _________
     ▓ ▓ ▓
     ▓ ▓ ▓
     ▓ ▓ ▓
     ▓ ▓ ▓
 
         _____
~~~~~~▓X▓~~~~~
      ▓X▓
      ▓X▓
     _▓X▓_
    ▓  X  ▓
  ▓▓▓  X  ▓▓▓
  ▓    X    ▓
  ▓    X    ▓
  ▓    X    ▓
=============

becomes

~~~~~~▓~▓~~~~~
      ▓ ▓
      ▓ ▓  <-- Now unsupported!
      ▓ ▓
    ▓     ▓
  ▓▓▓▓ ▓ ▓▓▓▓
  ▓  ▓ ▓ ▓  ▓
  ▓  ▓ ▓ ▓  ▓
  ▓  ▓ ▓ ▓  ▓
=============

becomes

~~~~~~~~~~~~~




    ▓     ▓
  ▓▓▓▓▓▓▓▓▓▓▓
  ▓  ▓▓▓▓▓  ▓
  ▓  ▓▓▓▓▓  ▓
  ▓  ▓▓▓▓▓  ▓
=============

Title: Re: Water / magma submarine
Post by: Keldor on May 09, 2010, 01:25:45 pm
The next questions:  Adding windows and painting the outside yellow...
Title: Re: Water / magma submarine
Post by: Fluff on May 09, 2010, 01:41:41 pm
The next questions:  Adding windows and painting the outside yellow...

I've said it before, I'll say it again: In DF2010, Gypsum is magma proof.
Title: Re: Water / magma submarine
Post by: opsneakie on May 09, 2010, 01:45:27 pm
Okay, so we construct the pod underwater, fill with desirables, then drop a giant piece of stone on it to seal it? Is that approximately what we're talking about here?

Since the post-merge version should be up soon, I think I'll wait for that to give this one a try, but it looks very promising.
Title: Re: Water / magma submarine
Post by: Keldor on May 09, 2010, 02:02:50 pm
The next questions:  Adding windows and painting the outside yellow...

I've said it before, I'll say it again: In DF2010, Gypsum is magma proof.

Sure, but how do you get it down there?

I suppose if there isn't an aquifer, you could use the hammer method and build a large obsidian sub, construct a gypsum sub inside it, complete with windows, then drop the outer walls into trenches you dug beneath them...
Title: Re: Water / magma submarine
Post by: Fluff on May 09, 2010, 02:22:15 pm
The next questions:  Adding windows and painting the outside yellow...

I've said it before, I'll say it again: In DF2010, Gypsum is magma proof.

Sure, but how do you get it down there?

I suppose if there isn't an aquifer, you could use the hammer method and build a large obsidian sub, construct a gypsum sub inside it, complete with windows, then drop the outer walls into trenches you dug beneath them...

Build a two layer gypsum sub, with gypsum and glass inside. Drop. Add windows  + Replace obsidian with gypsum in inner layer. Remove outer layer somehow (Possibly with the help of sacrificial submarines/dwarves). Fin.
Title: Re: Water / magma submarine
Post by: bdog on May 09, 2010, 02:37:44 pm
Its getting more and more awesome ^^,

Sure, but how do you get it down there?

I suppose if there isn't an aquifer, you could use the hammer method and build a large obsidian sub[/obsidian underwater dock], construct a gypsum sub inside it, complete with windows, then drop the outer walls into trenches you dug beneath them...
Good idea.
But what would you do with remaining roof from obsydian dock?
And I really like the name "The Hammer Method"
Spoiler (click to show/hide)

Build a two layer gypsum sub, with gypsum and glass inside. Drop. Add windows  + Replace obsidian with gypsum in inner layer. Remove outer layer somehow (Possibly with the help of sacrificial submarines/dwarves). Fin.
Gypsum as magma proof material is not enough as a drop material - theres no way to get BIG (and across multiple levels) natural wall made from it (w/o modding) and non-natural wall would deconstruct when falling.
Title: Re: Water / magma submarine
Post by: Dante on May 09, 2010, 03:56:05 pm
Plus, with good management aboveground you could re-enable entrance when new migrant wave comes (or order them to drop more blocks to make underwater complex)

I'm not sure I understand your airlock, but the original idea seems to be sound.

A simpler way to regenerate the entrance, and therefore to travel up/down whenever you wanted, would be to make an obsidian-block-generator using a 3*3 bridge, and put the lever to it in your underwater complex.

Then when you want to open up, pull the lever once for each z-level, and then carve a series of up/down stairs up to the surface. Your original design should then work fine for sealing it off again, and you could cause that cavein either with the obsidian generator, or just with mining in you underwater complex (though you might need to sacrifice a miner).
Title: Re: Water / magma submarine
Post by: Dante on May 09, 2010, 03:57:54 pm

That diagonal support on the upper two columns will continue to hold those walls, natural or constructed.  Collapsing walls will settle on them.


Actually it should be fine as it is. We've demonstrated that collapsing walls will fall as far as they possibly can, hence why ceilings collapse... which is the problem in the first place. Therefore they will go all the way down.
Title: Re: Water / magma submarine
Post by: Fluff on May 09, 2010, 03:58:32 pm
Build a two layer gypsum sub, with gypsum and glass inside. Drop. Add windows  + Replace obsidian with gypsum in inner layer. Remove outer layer somehow (Possibly with the help of sacrificial submarines/dwarves). Fin.
Gypsum as magma proof material is not enough as a drop material - theres no way to get BIG (and across multiple levels) natural wall made from it (w/o modding) and non-natural wall would deconstruct when falling.
[/quote]

A'ight then. Build two layer obsidian sub. With Gypsum and glass inside. Replace inner wall etc.etc.

Although now that I think about it, the glass windows would probably melt. Possibly protect them with some rock somehow.
Title: Re: Water / magma submarine
Post by: Dante on May 09, 2010, 04:07:48 pm
According to the wiki,
Quote
As of version 27.176.38c, magma  does not melt constructed windows, no matter what they are made of, but unconstructed glass windows will melt in magma.
Otherwise, you could use walls constructed from glass, or even glass doors, as long as they're never opened.
Title: Re: Water / magma submarine
Post by: Fluff on May 09, 2010, 04:11:16 pm
According to the wiki,
Quote
As of version 27.176.38c, magma  does not melt constructed windows, no matter what they are made of, but unconstructed glass windows will melt in magma.
Otherwise, you could use walls constructed from glass, or even glass doors, as long as they're never opened.
???

So if I hide under a pile of glass windows, I'll be melted.

If I put up 4 glass windows around myself, I'll be given an epic view of the magma.

Riiight.
Title: Re: Water / magma submarine
Post by: bdog on May 09, 2010, 04:47:00 pm
Plus, with good management aboveground you could re-enable entrance when new migrant wave comes (or order them to drop more blocks to make underwater complex)
A simpler way to regenerate the entrance, and therefore to travel up/down whenever you wanted, would be to make an obsidian-block-generator using a 3*3 bridge, and put the lever to it in your underwater complex.

Thats a good idea, fully automated (via levers) reconstruction... but I don't think it would be that simple (you need to remove walls/floors to make cave-in... dropping only water on magma surface is another story)


That diagonal support on the upper two columns will continue to hold those walls, natural or constructed.  Collapsing walls will settle on them.


Actually it should be fine as it is. We've demonstrated that collapsing walls will fall as far as they possibly can, hence why ceilings collapse... which is the problem in the first place. Therefore they will go all the way down.

Actually MrFake is right as I observed in my testing game after reading that post and before Keldor posted a solution.


Regarding airlock: anyone know what happens to retracted/raised bridge when cave-in happens?
If its not deconstructed and cave-in can pass throu then airlock for incoming cargo would be quite simple

Spoiler (click to show/hide)
Title: Re: Water / magma submarine
Post by: Oglokoog on May 09, 2010, 04:54:59 pm
I think an airlock for dropping stuff from above would be quite simple to design, but I can't imagine how to actually build it.
Code: [Select]
WW%WW
WW%WW
%%~%%
WW%WW
WW%WW

All pumps are pumping outward and are powered by god knows what. W is wall.
Title: Re: Water / magma submarine
Post by: Dante on May 09, 2010, 04:59:41 pm

That diagonal support on the upper two columns will continue to hold those walls, natural or constructed.  Collapsing walls will settle on them.


Actually it should be fine as it is. We've demonstrated that collapsing walls will fall as far as they possibly can, hence why ceilings collapse... which is the problem in the first place. Therefore they will go all the way down.

Actually MrFake is right as I observed in my testing game after reading that post and before Keldor posted a solution.

Oh, I see, because the cave-in natural walls of the hammer don't cause a cave-in in the existing walls because they still read as connected, even though if those existing walls weren't there, it'd be the ceiling collapse problem that we've been struggling with. My bad.

Re: bridge-based airlock, I'm fairly sure it would destroy it, because e.g. magma will destroy a retracted bridge, or a raised bridge if it lands on the raised part. (But not if it's just adjacent to the raised part).

Also, I don't think it's a problem - you don't you need to remove walls/floors to make a cave-in. You should be able to just drop water onto the magma, like you say, or vice versa. Do that several times in succession and you get a pillar of obsidian.
Title: Re: Water / magma submarine
Post by: bdog on May 09, 2010, 05:10:54 pm
I think an airlock for dropping stuff from above would be quite simple to design, but I can't imagine how to actually build it.
Code: [Select]
WW%WW
WW%WW
%%~%%
WW%WW
WW%WW

All pumps are pumping outward and are powered by god knows what. W is wall.

Yeah, thats a top view of what I had on my mind before MrFake proved that my knowledge about cave-in is lacking a bit... and yeah I don't know what should be powering them either ^^"
Trick with bridge would be simpler to build (ofc if it would be working)


That diagonal support on the upper two columns will continue to hold those walls, natural or constructed.  Collapsing walls will settle on them.


Actually it should be fine as it is. We've demonstrated that collapsing walls will fall as far as they possibly can, hence why ceilings collapse... which is the problem in the first place. Therefore they will go all the way down.

Actually MrFake is right as I observed in my testing game after reading that post and before Keldor posted a solution.
Re: bridge-based airlock, I'm fairly sure it would destroy it, because e.g. magma will destroy a retracted bridge, or a raised bridge if it lands on the raised part. (But not if it's just adjacent to the raised part).

Also, I don't think it's a problem - you don't you need to remove walls/floors to make a cave-in. You should be able to just drop water onto the magma, like you say, or vice versa. Do that several times in succession and you get a pillar of obsidian.

Awww, guess I'll need to test it to be sure.

Problem with releasing water on magma is in fluids physics in DF. It is so random that with 3x3 tiles with 7/7 water you can end with 4x4 obsidian spiral tower (and some random cave-ins near it)
Title: Re: Water / magma submarine
Post by: Dante on May 09, 2010, 06:54:04 pm
Well, with 7-depth water, maybe. But it's easy enough to build a mechanical system which drip feeds water into a holding chamber up to level 3, using a pressure plate, and drops that into a main 3*3 room three times. Giving you 1 water in each square. If the floor of the room is actually a 3*3 bridge, and you drop from more than one z above the magma, it'll turn into obsidian in exactly the configuration you want.
Title: Re: Water / magma submarine
Post by: Keldor on May 09, 2010, 07:07:47 pm
It's probably easiest to just make a 3x3 mold and fill that with lava and water to make a 3x3 section, then drop the whole thing into the water.  The constructed walls of the mold would fall apart, leaving you with just the 3x3 square of obsidian.  Repeat until you reach the surface.
Title: Re: Water / magma submarine
Post by: BigD145 on May 09, 2010, 07:22:23 pm
A 3x3 square will end up having a creamy magma center. Mmmmm, creamy magma.
Title: Re: Water / magma submarine
Post by: Dante on May 09, 2010, 08:22:51 pm
It's probably easiest to just make a 3x3 mold and fill that with lava and water to make a 3x3 section, then drop the whole thing into the water.  The constructed walls of the mold would fall apart, leaving you with just the 3x3 square of obsidian.  Repeat until you reach the surface.
No but if you use a bridge, it's infinitely repeatable. You can hook it up to a lever and control it from your underwater fortress, making a fresh path whenever you want. No construction.

...

I was just reading the bathysphere thread, and one way that hasn't been mentioned here is to drop a huge block of natural stone into the water, and then drop burning lignite bins in a pattern around its perimeter, and then drop all your dwarves on top of the stone block, either with a bridge or with the new construct-downward-stair option. With timing and maybe a little good luck, you should be able to drain the ocean around the solid block and tunnel in, set up your fortress, and be all sealed up by the time the lignite gives out.
This won't work for magma, of course.
Title: Re: Water / magma submarine
Post by: jokermatt999 on May 10, 2010, 01:36:02 pm
I've done some testing in the arena, and I've reliably been able to get a gap of open space 1 z level up from the bottom of the sub. I made a "bowl" like so:
Code: [Select]
Z=top
OOOOO
OWWWO
OWWWO
OWWWO
OOOOO
Z=-1
OOOOO
OWWWO
OWWWO
OWWWO
OOOOO
Z=-2
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO

However, no matter where I put the dwarf, he went Han Solo, since creatures don't fall the same as constructions.

Depending on the rate that cages fall (which I can't test in the arena) and if you can somehow get a creature released from one after it falls, this may work.
Title: Re: Water / magma submarine
Post by: Tallefred on May 10, 2010, 02:15:27 pm
Well, I didn't read the whole thread, but I searched and nothing came up. Have you guys tried using stairs as internal support for the submersible? Should keep the ceiling from falling and creatures and objects would be able to occupy the same space.
Title: Re: Water / magma submarine
Post by: jokermatt999 on May 10, 2010, 02:28:18 pm
Well, all constructions get auto-deconstructed, so that's out. I'm not 100% sure about staircases carved out of natural rock though.

Also, I did more arena testing. It seems like the order of falling is rock, then liquid, then dwarves. Since it's been established that caveins move their liquid up one level, I can't just leave the bottom layer of the "bowl" empty. If I fill it with water, the dwarf gets trapped in cooling lava as it falls. Btw, all this testing is with 4 layers of lava and 4 open levels above, because the arena unfortunately seems to have a set # of z levels even when you edit arena.txt. Thus, I can't really test some of the more complicated methods that suggest sandwhiching rock and water. That may be the key if this is possible.

Also, what is our definition of success here? A completely unattached bubble of rock around one or more creatures surviving after landing at the bottom of an arbitrary level of lava? "Survival" could use better defining, I guess. I don't think indefinite is necessary, but being able to survive to landing conditions until hunger/thirst kick in seems fair. This means no major (hopefully none at all) injuries, and no magma or water in the bubble with them.
Title: Re: Water / magma submarine
Post by: Tallefred on May 10, 2010, 02:31:02 pm
Well, all constructions get auto-deconstructed, so that's out. I'm not 100% sure about staircases carved out of natural rock though.

Also, I did more arena testing. It seems like the order of falling is rock, then liquid, then dwarves. Since it's been established that caveins move their liquid up one level, I can't just leave the bottom layer of the "bowl" empty. If I fill it with water, the dwarf gets trapped in cooling lava as it falls. Btw, all this testing is with 4 layers of lava and 4 open levels above, because the arena unfortunately seems to have a set # of z levels even when you edit arena.txt. Thus, I can't really test some of the more complicated methods that suggest sandwhiching rock and water. That may be the key if this is possible.

Also, what is our definition of success here? A completely unattached bubble of rock around one or more creatures surviving after landing at the bottom of an arbitrary level of lava? "Survival" could use better defining, I guess. I don't think indefinite is necessary, but being able to survive to landing conditions until hunger/thirst kick in seems fair. This means no major (hopefully none at all) injuries, and no magma or water in the bubble with them.

I'm talking about carved staircases. Make a massive block of obsidian, carve the inside out, fill it with everything you need, a dwarf and a pickaxe. When you get to the bottom, knock out all the staircases and set up shop.

This is my project as soon as the merge is released, hopefully today. We'll see how it goes.
Title: Re: Water / magma submarine
Post by: opsneakie on May 10, 2010, 02:53:02 pm
Do you think there's any chance the merge will be compatible with 31.03? I've got a lovely site, although the freezing temperature is somewhat of a downer as far as getting irrigation and a water pit going. I've been working on something I'm fairly certain will work, but my dwarves died of thirst before I could get much done. Should I reclaim and keep working or wait for the next version?
Title: Re: Water / magma submarine
Post by: jokermatt999 on May 10, 2010, 03:23:18 pm
Just did some more testing (fortress mode this time), and it looks like carved stairs unfortunately do not survive cave ins. =/ Damn shame, cause that would've made subs pretty easy. I just checked it by carving one stairway, and channeling all surrounding squares (above and below). It also did not appear to produce the usual stone that a cave in does, so I guess that's handled by the bgame tracking what goes into a construction. Sorry to shoot down your theory though, it seemed like a good one. I wonder if carved fortifications survive, and if they'd even be useful. Probably not though.
Title: Re: Water / magma submarine
Post by: Dante on May 10, 2010, 03:59:35 pm
This is my project as soon as the merge is released, hopefully today. We'll see how it goes.
Yeah, it won't go very far. Hewn staircases, when dropped, disappear if a roof goes through them; when dropped onto, turn into solid rock.
Title: Re: Water / magma submarine
Post by: Dave Mongoose on May 10, 2010, 04:12:49 pm
Did some testing for airlock design, and I've got a system that works and would be water safe:

Code: [Select]
1) Create your sub with the hammer method, so you have a central pillar with living space around it:

~~~~~~~~~~~~

 ###########
 #  #####  #
 #  #####  #
 #  #####  #
_#__#####__#_

2) Dig into the base of the pillar, and dig two upward staircases, one square apart:

~~~~~~~~~~~~

 ###########
 #  #####  #
 #  #####  #
 #  #####  #
_#___<_<#__#_

3) Dig both staircase up to the top, but leave the last floor intact.

~~~~~~~~~~~~
     ___
 ####>_>####
 #  #X_X#  #
 #  #X_X#  #
 #  #X_X#  #
_#___<_<#__#_

4) Channel out the staircase on one side of the top floor, then build a **constructed** up-stair in its place:

~~~~~~~~~~~~
     ___
 ####>_<####
 #  #X_X#  #
 #  #X_X#  #
 #  #X_X#  #
_#___<_<#__#_

5) Build a hatch cover over this up-stair (make sure to build the stair first), and another one on the level below. Link both to levers:

~~~~~~~~~~~~
     ___
 ####>_^####
 #  #X_%#  #
 #  #X_X#  #
 #  #X_X#  #
_#___<_<#__#_

^ = hatch and constructed upward stair, % = hatch and carved up/down stair.

6) Wall up the hatched squares, trapping a sacrificial miner (FOR SCIENCE!) on the hatch side of the top level:

~~~~~~~~~~~~
     ___
 ####>+^####
 #  #X+%#  #
 #  #X_X#  #
 #  #X_X#  #
_#___<_<#__#_

+ = constructed wall.

7) AFTER MAKING SURE BOTH HATCHES ARE SHUT, order the miner to channel out the floor above him:


~~~~~~~~~~~~
     __
 ####>+^####
 #  #X+%#  #
 #  #X_X#  #
 #  #X_X#  #
_#___<_<#__#_

8) Open the lower hatch, and order the removal of the constructed up-stair. I have tested this and can confirm that it is possible, even though it's being done through a locked hatch!

~~~~~~~~~~~~
     __
 ####>+c####
 #  #X+%#  #
 #  #X_X#  #
 #  #X_X#  #
_#___<_<#__#_

c = hatch over empty space.

Operation is a case of closing the lower hatch and opening the top one. Items can then be dumped down by your surface dwarves and will land on top of the lower hatch. Closing the top hatch and opening the lower one will release one tile's worth of 7/7 water (which will spread out and evaporate) and allow access to the items!

Some of the stages may seem a little strange or in an odd order, but I found that you can build a hatch on top of a construction, but not the other way around, and that you need a free space next to a tile in order to build a hatch cover (you can't build one from directly above or below).

Edit: At least, this is safe unless there are any amphibious building destroyers!  ;D
Title: Re: Water / magma submarine
Post by: Tallefred on May 10, 2010, 04:13:48 pm
Just did some more testing (fortress mode this time), and it looks like carved stairs unfortunately do not survive cave ins. =/ Damn shame, cause that would've made subs pretty easy. I just checked it by carving one stairway, and channeling all surrounding squares (above and below). It also did not appear to produce the usual stone that a cave in does, so I guess that's handled by the bgame tracking what goes into a construction. Sorry to shoot down your theory though, it seemed like a good one. I wonder if carved fortifications survive, and if they'd even be useful. Probably not though.

Just tested it, you're correct. Oh well. We'll work something out.
Title: Re: Water / magma submarine
Post by: Dante on May 10, 2010, 04:17:53 pm
order the miner to channel out the floor above him
Wait, how does this work? He's standing on a hatch and has a natural floor above him, he can't ramp it out because it's already mined, and he can't channel it out because he can't get up there.

The deconstruction through a locked hatch is interesting to keep in mind, though.
Title: Re: Water / magma submarine
Post by: Dave Mongoose on May 10, 2010, 04:24:10 pm
order the miner to channel out the floor above him
Wait, how does this work? He's standing on a hatch and has a natural floor above him, he can't ramp it out because it's already mined, and he can't channel it out because he can't get up there.

The deconstruction through a locked hatch is interesting to keep in mind, though.

Designate the channeling on the floor above and he'll just remove the floor (or ceiling, from where he's standing) - channeling doesn't need to leave a ramp if there's open space underneath, and he can reach because of the constructed up staircase.
Title: Re: Water / magma submarine
Post by: Keldor on May 10, 2010, 05:51:31 pm
You know, you could probably save the miner too through prompt usage of the airlock as soon as he channels out the roof.  If you leave the upper hatch unlocked, he should go through it into the airlock, at which point you quickly lock it again and then pull the lever to open the bottom hatch.  At this point, you can attach the upper hatch to it's lever and deconstruct the stairway leaving a fully functional airlock with no cost of dwarven life!

You might have to make the constructed stairway up/down.
Title: Re: Water / magma submarine
Post by: Dante on May 10, 2010, 08:32:11 pm
Designate the channeling on the floor above and he'll just remove the floor (or ceiling, from where he's standing) - channeling doesn't need to leave a ramp if there's open space underneath, and he can reach because of the constructed up staircase.
I tested this because I was incredulous and oh hey, they do. Please tell me that's a new version feature because many of my older fortresses could have been saved, or at least run much more efficiently, with a roof channeling trick.

You know, you could probably save the miner too through prompt usage of the airlock as soon as he channels out the roof.  If you leave the upper hatch unlocked, he should go through it into the airlock, at which point you quickly lock it again and then pull the lever to open the bottom hatch.  At this point, you can attach the upper hatch to it's lever and deconstruct the stairway leaving a fully functional airlock with no cost of dwarven life!

You might have to make the constructed stairway up/down.
Be wary here. I built the original "hammer" design underwater fortress for fun, and then carved out a door attached to a lever so I could irrigate whenever I wanted.


...water pressure.
Title: Re: Water / magma submarine
Post by: opsneakie on May 10, 2010, 10:50:12 pm
Minor confusion on the Hammer Method.

I know how the dropping the giant dwarven hammer of science punches through stairs and seals up the space, but did I miss how the space gets down there in general? Are we talking digging down and making the space, and then hammer sealing it? Did I miss something?
Title: Re: Water / magma submarine
Post by: Dante on May 10, 2010, 11:36:58 pm
Yup. Drop a height-n block for your fortress, then a height-n 3*3 block for the entrance tunnel. Do both at once if you're clever.
Hollow out the underwater fortress to taste, but make sure you get all the bits under the entrance.
Then drop the height-n hammer, which is like a 5*5 exact inverse mold of the entrance, and you're sealed in water/magmatight.
Title: Re: Water / magma submarine
Post by: opsneakie on May 10, 2010, 11:45:40 pm
But you will be left with a big pipe going up to the surface, yeah? Anyone know how to get rid of that?
Title: Re: Water / magma submarine
Post by: Retro on May 11, 2010, 12:23:49 am
I love this thread. I hope someone's put the Hammer Method up on the wiki somewhere.

But you will be left with a big pipe going up to the surface, yeah? Anyone know how to get rid of that?

Can we dig out a large catching pit below the handle and collapse it into the pit somehow, filling the void and replacing the ceiling perfectly?
Title: Re: Water / magma submarine
Post by: opsneakie on May 11, 2010, 12:34:57 am
Can we dig out a large catching pit below the handle and collapse it into the pit somehow, filling the void and replacing the ceiling perfectly?

That should actually work, probably. I'll try it out when the next version goes live.
Title: Re: Water / magma submarine
Post by: Dante on May 11, 2010, 01:43:32 am
But you will be left with a big pipe going up to the surface, yeah? Anyone know how to get rid of that?
I love this thread. I hope someone's put the Hammer Method up on the wiki somewhere.

But you will be left with a big pipe going up to the surface, yeah? Anyone know how to get rid of that?

Can we dig out a large catching pit below the handle and collapse it into the pit somehow, filling the void and replacing the ceiling perfectly?
Can we dig out a large catching pit below the handle and collapse it into the pit somehow, filling the void and replacing the ceiling perfectly?

That should actually work, probably. I'll try it out when the next version goes live.

The whole point of bdog/Keldor's hammer is that it won't have a big pipe left going to the surface.

It's just a couple of pages back, guys. Not that hard to find.
Title: Re: Water / magma submarine
Post by: Dave Mongoose on May 11, 2010, 02:12:48 am
You know, you could probably save the miner too through prompt usage of the airlock as soon as he channels out the roof.  If you leave the upper hatch unlocked, he should go through it into the airlock, at which point you quickly lock it again and then pull the lever to open the bottom hatch.  At this point, you can attach the upper hatch to it's lever and deconstruct the stairway leaving a fully functional airlock with no cost of dwarven life!

You might have to make the constructed stairway up/down.

I considered this, but Dwarves need to be able to stand beside the hatch to attach a mechanism when linking it up to a lever.

If you operated the airlock immediately the dwarf might be able to get back into the submarine, but it depends on how a dwarf reacts to suddenly being deep underwater - because the staircase is still there he might not fall into the safe chamber in the middle, and he has no reason to path in that direction because the second hatch is closed.

I'll build an underwater version to test once I find a suitable embark.

Edit: It might be possible if you had the second hatch unlinked/unlocked, since you can gain access to this after the top is sealed by removing the constructed wall. This way the dwarf would path downwards, but you'd need to be quick on pulling the lever: there would be a very high risk of flooding unless you were able to close the top hatch quickly. Maybe lock the lower hatch with the [q] menu once the dwarf has pathed towards it (until the top hatch has been closed).
Title: Re: Water / magma submarine
Post by: opsneakie on May 11, 2010, 02:55:37 am
The whole point of bdog/Keldor's hammer is that it won't have a big pipe left going to the surface.

It's just a couple of pages back, guys. Not that hard to find.

Apologies for asking again, my computer was having trouble getting the code to show properly. I've seen what I need to see now.
Title: Re: Water / magma submarine
Post by: kurokikaze on May 11, 2010, 04:05:08 am
If the problem is in constructed ceiling crushing the dwarf, maybe we can go with setup like this (side view)?
Code: [Select]
#_######
#~##~@~#
#~~~~~~#
########
Title: Re: Water / magma submarine
Post by: jokermatt999 on May 11, 2010, 07:22:49 am
Any ceiling, natural or constructed falls to the lowest Z level it possibly can. Any sort of air bubble will be smooshed, crushing the dwarf. The only ways I know of to get a bubble (open space between floor/ceiling) down there is to either form it on the way down (releasing water/lava as it falls) or to have a pipe going up to the surface and digging it out.
Title: Re: Water / magma submarine
Post by: kurokikaze on May 11, 2010, 08:13:17 am
Does this work for all types of ceiling? Like, closed hatches or lowered drawbridges? What about floor grates to stop falling ceiling?
Title: Re: Water / magma submarine
Post by: Vector_Matt on May 11, 2010, 09:59:20 am
All constructions de-construct when they fall, so grates, bridges etc won't help, unfortunately.
Title: Re: Water / magma submarine
Post by: Osmosis Jones on May 11, 2010, 10:31:51 am
Going back a few pages, to the discussion of the hammer method; I outlined a method for building and then removing an obsidian damn for building a dwarven rapture in this (http://www.bay12forums.com/smf/index.php?topic=31355.msg461691#msg461691) post. Doing this, windows, doorways, golden underwater statue gardens, all are possible.

Title: Re: Water / magma submarine
Post by: jokermatt999 on May 11, 2010, 10:42:34 am
Going back a few pages, to the discussion of the hammer method; I outlined a method for building and then removing an obsidian damn for building a dwarven rapture in this (http://www.bay12forums.com/smf/index.php?topic=31355.msg461691#msg461691) post. Doing this, windows, doorways, golden underwater statue gardens, all are possible.

I like this idea, but how are you going to get walls linked to just one support underwater? They'd fall to the ocean floor, and be touching that. Miners would drown, wouldn't they? Good idea (I always thought it'd be nice to actually have windows underwater instead of walls), I'm just not sure how it could be implemented. Do you have a method for it already?
Title: Re: Water / magma submarine
Post by: Osmosis Jones on May 11, 2010, 11:07:35 am
If you look closely, every thing inside the walls is pumped dry. You then dig 2 tiles out from the base of the wall, leaving the roof intact (so water still can't get in) and have a support built anywhere underneath.

That said, 2 points;

1) the support isn't technically necessary, it merely allows a chance to remove your casting facilities at the roof of the wall before demolition.

and

2) I didn't spot it at the time, but you'd have to dig the outer sapping trench 2 tiles deep, otherwise the collapsed obsidian would actually support the wall unless it was entirely simultaneous.

e.g.
Code: [Select]
   #~~~
   #~~~
   #~~~
   #~~~
_  #___
#__ I #    I = support
### #_#
### ###
### ###
### ###
Title: Re: Water / magma submarine
Post by: Dave Mongoose on May 11, 2010, 11:25:17 am
Going back a few pages, to the discussion of the hammer method; I outlined a method for building and then removing an obsidian dam for building a dwarven rapture in this (http://www.bay12forums.com/smf/index.php?topic=31355.msg461691#msg461691) post. Doing this, windows, doorways, golden underwater statue gardens, all are possible.

Smart idea - I was planning something like this but couldn't think how to remove the walls afterwards: now I know :D !

The submarine idea here is aiming to set up on the seabed without draining any water. The original plan was to have no surface connection at all, but because of the way cave-ins work there needs to be an access shaft for any dwarves to get down there alive.
Title: Re: Water / magma submarine
Post by: jokermatt999 on May 11, 2010, 11:36:26 am
If you look closely, every thing inside the walls is pumped dry. You then dig 2 tiles out from the base of the wall, leaving the roof intact (so water still can't get in) and have a support built anywhere underneath.

That said, 2 points;

1) the support isn't technically necessary, it merely allows a chance to remove your casting facilities at the roof of the wall before demolition.

and

2) I didn't spot it at the time, but you'd have to dig the outer sapping trench 2 tiles deep, otherwise the collapsed obsidian would actually support the wall unless it was entirely simultaneous.

e.g.
Code: [Select]
   #~~~
   #~~~
   #~~~
   #~~~
_  #___
#__ I #    I = support
### #_#
### ###
### ###
### ###

I'm still not seeing a way to collapse the walls without water getting to your miners though. To cause a cave in, the walls have to be not touching anything connected to land. Your latest design accounts for that, but I don't see how you can dig this trench without sacrificing a miner to drowning, or at all if the wall is longer than 1 tiles (still the same thickness and height). I still like your idea, I just think there may be some issues to work out.
Title: Re: Water / magma submarine
Post by: Dave Mongoose on May 11, 2010, 12:19:11 pm
[...]

I'm still not seeing a way to collapse the walls without water getting to your miners though. To cause a cave in, the walls have to be not touching anything connected to land. Your latest design accounts for that, but I don't see how you can dig this trench without sacrificing a miner to drowning, or at all if the wall is longer than 1 tiles (still the same thickness and height). I still like your idea, I just think there may be some issues to work out.

That diagram doesn't illustrate it, but if you follow his link to the other thread he states that you cast another block of obsidian and drop that to smash the floors around the outside.

Code: [Select]

From above:

~~~~~~~~~
~#######~
~#~~~~~#~
~#~XXX~#~
~#~X X~#~
~#~XXX~#~
~#~~~~~#~
~#######~
~~~~~~~~~

X = dam
# = one-level high 'floor-breaker'


This way you don't need to mine out the floors, and all of your dwarves can be safely evacuated.
Title: Re: Water / magma submarine
Post by: jokermatt999 on May 11, 2010, 02:02:28 pm
D'oh, I knew I had to be missing something there. For example, the whole main point. Thanks, I'll go work on my reading comprehension. Awesome idea, and I'm glad it should work.
Title: Re: Water / magma submarine
Post by: Osmosis Jones on May 11, 2010, 09:26:23 pm
Yah, and that said, i'll probably go add the complete process to the wiki when I have time later tonight. Dwarven Raptures for all!
Title: Re: Water / magma submarine
Post by: Ralith on May 14, 2010, 11:04:33 pm
So can I stick adamantine armored and crossbowed dwarves in little pods, drop them from 100 z-levels up, and have them fight off sieges from the outside of my (sealed) tower?

awwesome
Title: Re: Water / magma submarine
Post by: Retro on May 14, 2010, 11:09:47 pm
So can I stick adamantine armored and crossbowed dwarves in little pods, drop them from 100 z-levels up, and have them fight off sieges from the outside of my (sealed) tower?

awwesome

That's not really what the sub does :P If you want to do that, order your soldiers into a 1x1 room with a retracting bridge floor, and far below have a similar 1x1 room with a cat chained in. They'll all land happily on the cat (or each other) without damage. Though I believe in 0.31 retracting bridges won't retract when a creature is on them.
Title: Re: Water / magma submarine
Post by: Inspiration on May 14, 2010, 11:44:42 pm
Shoot me for only reading 6 pages of this, but...

one could cast obsidian above the ocean, and (presumably, I've never tried) the obsidian would fall. If you make a box 'o the stuff, you could mine it out, and live underwater. (Or, you could use it to keep water out for the construction of a hardcore sub)
Title: Re: Water / magma submarine
Post by: Kadzar on May 14, 2010, 11:48:34 pm
I am currently in the process of mining out a 4x4 embark containing a thin strip of good-aligned ocean to the east and towering volcano to the west. Once I have at least 10 z-levels below sea-level cleared out, I plan to knock down the sand wall and let the ocean pour in. Then I can finally start up Dwarven Sealab.

 That's the plan, at least. Even with super-speed robot Dwarves, this is taking forever.
Title: Re: Water / magma submarine
Post by: Retro on May 15, 2010, 12:01:56 am
Shoot me for only reading 6 pages of this, but...

one could cast obsidian above the ocean, and (presumably, I've never tried) the obsidian would fall. If you make a box 'o the stuff, you could mine it out, and live underwater. (Or, you could use it to keep water out for the construction of a hardcore sub)

Yeah, check pages... I think 10 onwards. There's a design for the Hammer, a hammer-shaped (that is, an upside-down T) obsidian cast that you can first drop into the water and then have your dwarves dig in through the 'handle.' Then you can collapse the handle down and have the sub totally independent from the surface.
Title: Re: Water / magma submarine
Post by: opsneakie on May 15, 2010, 07:46:59 am
Spoiler (click to show/hide)

I'll just leave this here. Tested and confirmed in Fortress mode. Only a partial success because my 7x7 base broke up on collapse due to some extra lava, but we have dropped dwarves living under the sea.

The Hammer Method is a winner!
Title: Re: Water / magma submarine
Post by: Inspiration on May 15, 2010, 11:40:51 am
Shoot me for only reading 6 pages of this, but...

one could cast obsidian above the ocean, and (presumably, I've never tried) the obsidian would fall. If you make a box 'o the stuff, you could mine it out, and live underwater. (Or, you could use it to keep water out for the construction of a hardcore sub)

Yeah, check pages... I think 10 onwards. There's a design for the Hammer, a hammer-shaped (that is, an upside-down T) obsidian cast that you can first drop into the water and then have your dwarves dig in through the 'handle.' Then you can collapse the handle down and have the sub totally independent from the surface.
Crap. My bad.
Title: Re: Water / magma submarine
Post by: Retro on May 15, 2010, 02:19:44 pm
The Hammer Method is a winner!

VICTORY!

Crap. My bad.

No worries, it is getting to be a monster of a thread :P
Title: Re: Water / magma submarine
Post by: OcelotTango on May 15, 2010, 05:31:53 pm
After reading the entire thread (and I did read the entire thread, don't judge me.), even though the hammer method, and the rapture method work, it's just not the same as dropping an obsidian block down there and somehow inhabiting it.
So my questions are, do natural ramps support natural ceilings, and does burning material have the capacity to evaporate water faster than it can flow in under the pressure of the whole ocean?
I doubt the ramps will work, because natural stairs don't work.
Using burning material was mentioned earlier in the post as a possibility for creating a temporary dry platform while dwarves dig into, and seal the obsidian submarine.
Title: Re: Water / magma submarine
Post by: Eagle_eye on May 15, 2010, 08:42:42 pm
Im trying a method of sending down sealed compartments, dwarf free, and then having the dwarves deconstruct walls to form rooms from these compartments. Ill post the results soon.
Title: Re: Water / magma submarine
Post by: Eagle_eye on May 15, 2010, 08:59:12 pm
It did not go so well. Collided with SMR and BOOM! no more beautiful obsidian sub.
Title: Re: Water / magma submarine
Post by: Kadzar on May 15, 2010, 10:17:17 pm
Gah! So much to mine! And now an aquifer!

Kadzar cancels mood: went insane
Kadzar is stricken by melancholy!
Title: Re: Water / magma submarine
Post by: truckman1 on May 16, 2010, 12:35:57 am
Just to be technical, I think the proper term would be Submagmatic
Title: Re: Water / magma submarine
Post by: Dante on May 16, 2010, 04:11:56 am
Insightful...
do natural ramps support natural ceilings

Probably this:
I doubt the ramps will work, because natural stairs don't work.
Solids just fall, as far as they can.

does burning material have the capacity to evaporate water faster than it can flow in under the pressure of the whole ocean?
Potentially.
I seem to remember using a utility to raise a single square to 20000 Urists, and that draining five squares around it. However, a lignite bin won't burn that hot. If you set up an unbroken ring of them I'm sure it would work, but I'm not sure for how many z-levels of water.
Dwarven science required.
Title: Re: Water / magma submarine
Post by: Rolan7 on May 16, 2010, 07:17:08 am
I tried this in 40d, except I didn't even know about obsidian-casting at the time.  Just constructed the sub on a jetty and dropped it.  Was disappointing, obviously ):  It's inspiring to see that my dream may be possible though!

Posting to follow, mainly.
Title: Re: Water / magma submarine
Post by: Retro on May 16, 2010, 07:14:27 pm
Giving this a shot myself. I've got the submarine down as well as the shaft, now beginning to dig down into it. I'm doing this on a bigger scale than the examples, with an ovular sub that's 13x15x7 plus a 5z high 'tail' that is a make-believe propellor :P I think with careful use of baffles I can dig diagonally under the sub and have water underneath the sub without rising up and flooding it. Making the 'hammer' is going to be tough as hell, though, since it's going to have to be I think 7z high and shaped more like a square ring with a pillar in the center of the ring than a hammer (damned 3d world!)

The biggest problem was the shallowness of the ocean, actually. I had to dig out a massive 19x19x10 dry chamber under the sea with a floor-thin ceiling and then collapse everything into it :P
Title: Re: Water / magma submarine
Post by: Washcloth on May 16, 2010, 08:19:43 pm
Has anyone tried dropping the sub on cats chained to the floor of the body of water?
because that would be hilarious if that worked...And im only baseing that idea on the cat law.. you know..the one where you can drop a dwarf onto a cat in 100 lbs of armour from 3000 feet and still live ;D




Spoiler (click to show/hide)
Title: Re: Water / magma submarine
Post by: Retro on May 16, 2010, 10:30:50 pm
...Eep. Accidentally removed all support before the Support was built. Crud. Now I have a happy little underwater sub and a bunch of very confused dwarves sitting on the shore scratching their heads.
Title: Re: Water / magma submarine
Post by: Eagle_eye on May 16, 2010, 11:07:35 pm
drop another on top and dig into the old one. what method did you use? because obviously the hammer isnt going to work for accessing the magma sea...
Title: Re: Water / magma submarine
Post by: Eagle_eye on May 16, 2010, 11:15:19 pm
well, I've created a race of superdwarves for rapid construction and testing:



[CREATURE:DWARF]
   [DESCRIPTION:A short, sturdy creature fond of drink and industry.]
   [NAME:dwarf:dwarves:dwarven]
   [CASTE_NAME:dwarf:dwarves:dwarven]
   [CREATURE_TILE:1][COLOR:3:0:0]

   Many of the following tags are actually caste-level tags (in this case, male and female), but because there are no differences between the castes for these tags in a dwarf, you can add them earlier.  Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.
   [NO_EAT]
   [NOPAIN]
   [EXTRAVISION]
   [NOBREATHE]
   [NOSTUN]
   [NONAUSEA]
   [NOEMOTION]
   [NOTHOUGHT]
   [NOEXERT]
   [NO_DRINK]
   [NO_SLEEP]
   [INTELLIGENT]
   [TRANCES]
   [SPEED:1]
   [BENIGN]
   [CANOPENDOORS]
   [PREFSTRING:beards]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]

   Next we use body detail plans (which have their own raw file) to streamline the addition of some of the common materials, tissues and their relationships with each other.

   [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
   [BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]

   Eyebrows and eyelashes are manually added here.

   [USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
   [TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
   [USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
   [TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]

   And nails.

   [USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
   [USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
   [TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
   [TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]

   Set up some major arteries that couldn't be handled in the raw templates.  The selection commands can be used to grab tissue layers to adjust their properties after they have been created.

   [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
    [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
      [TL_MAJOR_ARTERIES]

   Then back to some more body detail plans.

   [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
   [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
   [BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
   [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
   [BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
   [RELSIZE:BY_CATEGORY:LIVER:300] Of course!  Standard relative size for humanoids is 200.

   Tendons and ligaments are currently very abstract, but adding these flags will let wounds occur that damage them.  The number afterward is the healing rate.  Lower is faster.

   [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
   [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
   [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]

   This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.

   [HAS_NERVES]

   This controls the bleeding behavior.

   [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
   [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]

   These classes are used by syndromes (such as poison) as well as some restricted entity positions.  You can name them whatever you want.

   [CREATURE_CLASS:GENERAL_POISON]

   Some tags to control the overall infection behavior.

   [GETS_WOUND_INFECTIONS]
   [GETS_INFECTIONS_FROM_ROT]
   [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
   [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]

   Attributes for dwarves are still described in terms of the median value below, but the actual game effects are altered according to the raw numbers.  The numbers are different percentile values.  1000 is the human median for all attributes, so dwarven strength, for instance, has a higher median of 1250, although they suffer from their smaller size.

   [PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]              +
   [PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]                 -
   [PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]             +
   [MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]    +
   [MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]                ++
   [MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250]            +
   [MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250]              +
   [MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]                +
   [MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]        ++

   These tags establish the growth phases of the creature's life.  The format is (BODY_SIZE|<year>|<day>|<average size>).

   [BODY_SIZE:0:0:3000]
   [BODY_SIZE:1:168:15000]
   [BODY_SIZE:12:0:60000]

   These body modifiers give individual dwarves different characteristics.  In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges.  Each interval has an equal chance of occurring.

   [BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
      [APP_MOD_IMPORTANCE:500]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
      [APP_MOD_IMPORTANCE:500]

   In order to set properties for body parts, first you select them.  In this case, we select all body parts of category EYE, then we add a few modifiers to them.

   [SET_BP_GROUP:BY_CATEGORY:EYE]
      [BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
         [APP_MOD_NOUN:eyes:PLURAL]
      [BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
         [APP_MOD_NOUN:eyes:PLURAL]
      [BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
         [APP_MOD_NOUN:eyes:PLURAL]
      [BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
         [APP_MOD_NOUN:eyes:PLURAL]

   [SET_BP_GROUP:BY_CATEGORY:LIP]
      [BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
         [APP_MOD_NOUN:lips:PLURAL]

   [SET_BP_GROUP:BY_CATEGORY:NOSE]
      [BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
         [APP_MOD_NOUN:nose bridge:SINGULAR]

   [SET_BP_GROUP:BY_CATEGORY:EAR]
      [BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
         [APP_MOD_NOUN:ears:PLURAL]
      [BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
         [APP_MOD_NOUN:ears:PLURAL]
      [BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
         [APP_MOD_IMPORTANCE:700]
         [APP_MOD_NOUN:ears:PLURAL]
      [BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
         [APP_MOD_IMPORTANCE:700]
         [APP_MOD_NOUN:ears:PLURAL]

   [SET_BP_GROUP:BY_CATEGORY:TOOTH]
      [BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
         [APP_MOD_NOUN:teeth:PLURAL]

   [SET_BP_GROUP:BY_CATEGORY:SKULL]
      [BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]

   [SET_BP_GROUP:BY_CATEGORY:NECK]
      [BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
      [BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]

   [SET_BP_GROUP:BY_CATEGORY:HEAD]
      [BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
         [APP_MOD_IMPORTANCE:700]
      [BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
         [APP_MOD_IMPORTANCE:700]


   These are as before.

   [MAXAGE:150:170]

   Attack definitions are formatted as follows:

   [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:punch:punches]

      This means that the attack will use as much of the available tissue as possible, rather than, say, thrusting with a spike.

      [ATTACK_CONTACT_PERC:100]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:MAIN]

   [ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
      [ATTACK_SKILL:STANCE_STRIKE]
      [ATTACK_VERB:kick:kicks]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:SECOND]

   This causes all of the nails on the finger's of a given grasp to be used.

   [ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:scratch:scratches]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:SECOND]

   This causes all of the teeth on a given head to be used.

   [ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:SECOND]
      [ATTACK_FLAG_CANLATCH]

   Here, GENERAL_BABY_NAME is at the creature level, and BABYNAME is at the caste level.  These names could be gender-specific but aren't right now.

   [BABY:1]
   [GENERAL_BABY_NAME:dwarven baby:dwarven babies]
   [BABYNAME:dwarven baby:dwarven babies]
   [CHILD:12]
   [GENERAL_CHILD_NAME:dwarven child:dwarven children]
   [CHILDNAME:dwarven child:dwarven children]
   [EQUIPS]
   [CAVE_ADAPT]
   [DIURNAL]

   This is the new format for making specific unit names for a creature.  Any unit token can be used.  If you want to add a caste-specific profession name, use CASTE_PROFESSION_NAME instead, once the caste has been declared.

   [PROFESSION_NAME:CRAFTSMAN:craftsdwarf:craftsdwarves]
   [PROFESSION_NAME:FISHERMAN:fisherdwarf:fisherdwarves]
   [PROFESSION_NAME:HAMMERMAN:hammerdwarf:hammerdwarves]
   [PROFESSION_NAME:SPEARMAN:speardwarf:speardwarves]
   [PROFESSION_NAME:CROSSBOWMAN:marksdwarf:marksdwarves]
   [PROFESSION_NAME:AXEMAN:axedwarf:axedwarves]
   [PROFESSION_NAME:SWORDSMAN:swordsdwarf:swordsdwarves]
   [PROFESSION_NAME:MACEMAN:macedwarf:macedwarves]
   [PROFESSION_NAME:PIKEMAN:pikedwarf:pikedwarves]
   [PROFESSION_NAME:BOWMAN:bowdwarf:bowdwarves]
   [SPEECH:dwarf.txt]
   [HOMEOTHERM:10067]
   [SWIMS_LEARNED][SWIM_SPEED:1]
   [PERSONALITY:IMMODERATION:0:55:100]
   [PERSONALITY:VULNERABILITY:0:45:100]
   [PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]
   [MANNERISM_FINGERS:finger:fingers]
   [MANNERISM_NOSE:nose]
   [MANNERISM_EAR:ear]
   [MANNERISM_HEAD:head]
   [MANNERISM_EYES:eyes]
   [MANNERISM_MOUTH:mouth]
   [MANNERISM_HAIR:hair]
   [MANNERISM_KNUCKLES:knuckles]
   [MANNERISM_LIPS:lips]
   [MANNERISM_CHEEK:cheek]
   [MANNERISM_NAILS:nails]
   [MANNERISM_FEET:feet]
   [MANNERISM_ARMS:arms]
   [MANNERISM_HANDS:hands]
   [MANNERISM_TONGUE:tongue]
   [MANNERISM_LEG:leg]
   [MANNERISM_LAUGH]
   [MANNERISM_SMILE]
   [MANNERISM_WALK]
   [MANNERISM_SIT]
   [MANNERISM_BREATH]
   [MANNERISM_POSTURE]
   [MANNERISM_STRETCH]
   [MANNERISM_EYELIDS]
   
   Now we'll declare the specific castes.

   [CASTE:FEMALE]
      The gender tag lets it know how breeding works.
      [FEMALE]
      [MULTIPLE_LITTER_RARE]
      To add beards, put square brackets around the following:
      BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS
   [CASTE:MALE]
      [MALE]
      [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]

   This command lets you select all of the castes again.

   [SELECT_CASTE:ALL]

      Now we'll select all of the hair tissue layers we can find so that we can add colorations to them.  Even if the castes have different tissue layers, it'll find the layers and establish modifiers for each of the castes properly.

      [SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
         
         A color modifier takes a list of color patterns (every color is associated to a monotone color pattern of its color, so you can also use color tokens) and frequencies.

   [TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
            [TLCM_NOUN:hair:SINGULAR]
         [TL_COLOR_MODIFIER:GRAY:1]

            This gives the start and finish time in <year>|<days> for the color change to occur
      
            [TLCM_NOUN:hair:SINGULAR]
            [TLCM_TIMING:ROOT:80:0:130:0]
         [TL_COLOR_MODIFIER:WHITE:1]
            [TLCM_NOUN:hair:SINGULAR]
            [TLCM_TIMING:ROOT:130:0:150:0]

      Now we'll select the eyebrows and eyelashes and give them variable lengths.

      [SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
         [TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
            [APP_MOD_NOUN:eyebrows:PLURAL]
         [TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
            [APP_MOD_NOUN:eyebrows:PLURAL]
         [TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
            [APP_MOD_NOUN:eyebrows:PLURAL]

      [SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
         [TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
            [APP_MOD_NOUN:eyelashes:PLURAL]

      All of the other hair is selected and started at length zero.  It's fine to group them all together like this -- the creature can still accomodate different lengths once hair cutting/styling goes in.  I used one modifier here because the growth rates and starting length are all the same.

      [SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
         [TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
            [APP_MOD_NOUN:hair:SINGULAR]

            Here we set the growth rate.  This will change the modifier (LENGTH) by 1 each day up to a maximum of 1000 from the start of the dwarf's life (early beards!) for as long as the dwarf is alive.  The format is (APP_MOD_RATE|<rate>|<scale>|<min>|<max>|<start year>|<start day>|<end year>|<end day>) where the final two tokens can be replaced by NO_END if the growth is to continue indefinitely.
            
            [APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]

         [TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
            [APP_MOD_NOUN:hair:SINGULAR]
         [TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
            [APP_MOD_NOUN:hair:SINGULAR]
         [TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
            [APP_MOD_NOUN:hair:SINGULAR]

      [SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
         [TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
            [TSU_NOUN:hair:SINGULAR]

      [SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
       [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
         [TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
            [TSU_NOUN:beard:SINGULAR]

      [SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
         [TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
            [TSU_NOUN:moustache:SINGULAR]

      [SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
         [TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
            [TSU_NOUN:sideburns:PLURAL]

      Here we handle nail length.

      *** need a new style to keep these short and need to make the entity def say to keep them short
      SET_TL_GROUP:BY_CATEGORY:FINGER:NAIL]
       PLUS_TL_GROUP:BY_CATEGORY:TOE:NAIL]
         TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]
            APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
            APP_MOD_NOUN:nails:PLURAL]

      Here all of the skin is selected and various colors are listed.

      [SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
   [TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
         [TLCM_NOUN:skin:SINGULAR]

      [TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
         [APP_MOD_RATE:1:YEARLY:0:100:60:0:NO_END]
         [APP_MOD_NOUN:skin:SINGULAR]

      Now we do the eyes, using the somewhat clunky eye color patterns.

      [SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
         [TL_COLOR_MODIFIER:IRIS_EYE_AMETHYST:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_COBALT:1:IRIS_EYE_COPPER:1:IRIS_EYE_EMERALD:1:IRIS_EYE_GOLD:1:IRIS_EYE_HELIOTROPE:1:IRIS_EYE_JADE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUST:1:IRIS_EYE_SILVER:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_TURQUOISE:1]
         [TLCM_NOUN:eyes:PLURAL]
Title: Re: Water / magma submarine
Post by: Dante on May 16, 2010, 11:21:16 pm
what method did you use? because obviously the hammer isnt going to work for accessing the magma sea...

Because of the semimolten rock? I'm curious to see if anyone can find any patches of regular rock deep enough to submerge a submarine, and wide enough to have one of a reasonable size. Ideally, there'd be a patch underneath a magma tube.
Title: Re: Water / magma submarine
Post by: Eagle_eye on May 16, 2010, 11:23:47 pm
if only. perhaps we could land it on the adamantine?
Title: Re: Water / magma submarine
Post by: Kadzar on May 17, 2010, 12:25:00 am
Okay. Attempt two to get a suitable site for Dwarven Sealab.

The new area is a 2x2 site in which I have already seal off all underground map edges. My plan is to cut away on all sides and the top and bottom of the cavern layers in such a way that they are unsupported and will collapse into a heap. I will then build a pump stack extending from the magma sea up to the ceiling of the underground. A grid of magma-safe hatches will then dispense magma with pinpoint precision into the artificial lake below, fed from the river above.
Title: Re: Water / magma submarine
Post by: Retro on May 17, 2010, 01:24:27 am
SUCCESS!

http://www.mkv25.net/dfma/poi-23505-dwarvensubcrew

Some pics from Stonesense, of the sub and the scaffolding:

Spoiler (click to show/hide)
Title: Re: Water / magma submarine
Post by: Eagle_eye on May 17, 2010, 01:54:41 am
tell how. please.
Title: Re: Water / magma submarine
Post by: Retro on May 17, 2010, 02:01:12 am
Well, I'm not doing it into magma, for one. It seemed like you were trying to drop your sub into the magma sea, and as the bottom of the magma sea counts as 'magma flow' tiles (the same tiles at the center of 40d's magma pipes, though sometimes lava instead), it just eats everything.

Otherwise, use Keldor's second method in this post: http://www.bay12forums.com/smf/index.php?topic=56305.msg1237578#msg1237578. The first one leaves the tube hanging there and looking silly. If you do it right, you should get two cave-ins when you drop the hammer.
Title: Re: Water / magma submarine
Post by: Eagle_eye on May 17, 2010, 02:10:19 am
ooh. I'm trying to get a magma sea colony...
Title: Re: Water / magma submarine
Post by: DKS on May 17, 2010, 11:51:40 am
I have an idea to get around the problems that SMR causes. I've tested the theory behind it with dfhack and it worked too. Making a practical setup for it is another matter though.

The issue is that magma flows destroy any natural rock walls that land on them, but the thing is that they count as floor tiles which can support tiles next to them. So if you find an area of the sea where there is an edge and manage to get a block of obsidian to form then you have rock at the bottom of the sea.

I haven't made a setup to make use of this but I'm imagining filling up a multi z level room with water and pouring it all in at once with floor hatches attached to a lever and seeing if I can get lucky.
Title: Re: Water / magma submarine
Post by: jokermatt999 on May 17, 2010, 12:16:44 pm
Has anyone tried dropping a sort of bowl filled with water into a magma sea? I got promising results with that in the arena, because the walls would form as it fell.
Title: Re: Water / magma submarine
Post by: DKS on May 17, 2010, 02:25:20 pm
After playing around with it I've gotten an even better idea. Like I posted before if you can get down to it the magma flow can be treated as a floor and used for support.

So instead of what I suggested before use the obsidian casting to get through it the same way as an aquifer. Once you've set up a base of your under sea fort leave one square separated from the rest that no magma can get in (I'd suggest just using a door) and put everything you want down there in that square. channel all the z levels but the bottom one that is supported by the the magma flow tiles, and dump cast obsidian from above on top for however many z level of undersea fort you want and start digging it out you now have a fort that is separated from the rest of the map under the magma sea.

I'm going to go try this.

For Science!
Title: Re: Water / magma submarine
Post by: Eagle_eye on May 17, 2010, 04:01:47 pm
I've got another idea. If you made a t shaped obsidian block like this: ===||===
                                                                                                   ||

and you put a launching platform beneath it, not as wide as the "t" part, wouldn't it snag on the platform, with the lower levels beneath the magma?
Title: Re: Water / magma submarine
Post by: DKS on May 17, 2010, 04:31:41 pm
It worked!

Spoiler (click to show/hide)

on the z levels above and below the obsidian are magma.

More can be placed on top of what I have there via obsidian casting. Next time I just have to make the base wider so I actually have room for a fully functional fort.
Title: Re: Water / magma submarine
Post by: Eagle_eye on May 17, 2010, 05:04:50 pm
so basically you sent water down, rather than obsidian?
Title: Re: Water / magma submarine
Post by: Dante on May 17, 2010, 05:13:41 pm
I've got another idea. If you made a t shaped obsidian block like this: ===||===
                                                                                                   ||

and you put a launching platform beneath it, not as wide as the "t" part, wouldn't it snag on the platform, with the lower levels beneath the magma?
Nope. Things fall as far as they can. You'll get a two-, and in some parts three-layered obsidian carpet.

Edit:
It worked!

Spoiler (click to show/hide)

on the z levels above and below the obsidian are magma.

More can be placed on top of what I have there via obsidian casting. Next time I just have to make the base wider so I actually have room for a fully functional fort.

WHoa. Please explain how you did this (didn't really get your explanation on last page, I thought it wouldn't work) - this is what we've been trying to do for the last fifteen pages!
Title: Re: Water / magma submarine
Post by: Eagle_eye on May 17, 2010, 05:26:04 pm
I think he somehow cast it inside the magma sea, rather than dropping it into it.
Title: Re: Water / magma submarine
Post by: Dante on May 17, 2010, 05:35:41 pm
But if there's a dwarf in there, and he didn't use the hammer method...

wait, was the magma drained or something?
Title: Re: Water / magma submarine
Post by: Eagle_eye on May 17, 2010, 06:52:04 pm
maybe its a giant obsidian tower extending to the surface?
Title: Re: Water / magma submarine
Post by: DKS on May 17, 2010, 08:50:55 pm
To start with I dug out a huge room above the magma sea. I then channeled out the floors and I dropped water from a chamber I had setup above it.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Drop the water into the magma and a square of obsidian forms on the z level below. Which I open to the magma below with placing up/down stairs so the water can go through and form another square of obsidian.

If you still aren't getting what I'm saying I'd suggest looking at the wiki's article on aquifers because similar principals apply for getting through them. http://df.magmawiki.com/index.php/DF2010:Aquifer (http://df.magmawiki.com/index.php/DF2010:Aquifer)

Once I get near the bottom I use the uneven magma sea floor for support. As magma flow tiles (the floors created on the z level above semi-molten rock) provide support to tiles next to them.

Spoiler (click to show/hide)

Then I just channel out the cone down on my way up. Leaving the lowest z level which is now supported from below by SMR rather than by above.
Title: Re: Water / magma submarine
Post by: Metroid on May 17, 2010, 09:11:06 pm
I feel like everyone is just trying this out now. Congratulations on winning my internets for the week.
Title: Re: Water / magma submarine
Post by: DKS on May 17, 2010, 09:25:56 pm
I feel like everyone is just trying this out now. Congratulations on winning my internets for the week.

I'm included in that group. I set the one I used here in an off fort to test if it'd work. I'm now putting it into my main fortress.

There's nothing more dwarfy I can think of than a fortress under the magma sea.

impractical, check. impressive, check. involves magma, check. high chance of ending horrible Fun, check.
We just need a way to kill elves while we're at it.
Title: Re: Water / magma submarine
Post by: Dante on May 17, 2010, 09:46:48 pm
maybe its a giant obsidian tower extending to the surface?

Ohhhhh, it's this.

Once I get near the bottom I use the uneven magma sea floor for support. As magma flow tiles (the floors created on the z level above semi-molten rock) provide support to tiles next to them.

Then I just channel out the cone down on my way up. Leaving the lowest z level which is now supported from below by SMR rather than by above.

I thought you'd actually managed to drop a dwarf in a bubble, completely sealed off from the surface, as part of the whole thing.  :'(

But that's still pretty cool, and that's valuable information about the magma flow tiles (we concluded it was impossible before as semi-molten rock destroys terrain you drop on it).
Title: Re: Water / magma submarine
Post by: Rolan7 on May 17, 2010, 10:37:20 pm
When I tried dropping an obsidian "bowl" into magma in the arena, with a bunch of creatures in and above the water, it seemed that the creatures didn't even start falling until the bowl fell and the obsidian cap formed.  In retrospect this makes sense: cave-ins have always seemed instantaneous, while creatures can take many clockticks to reach the ground.

A lot of what's been posted here I don't understand, but it seems impossible to drop dwarves into magma and end up with them encased in a protective shell of obsidian.

The hammer method looks good though: http://www.bay12forums.com/smf/index.php?topic=56305.msg1237578#msg1237578
I may give it a try.  I've got an idea for a twist, too.
Title: Re: Water / magma submarine
Post by: DKS on May 17, 2010, 10:51:31 pm

I thought you'd actually managed to drop a dwarf in a bubble, completely sealed off from the surface, as part of the whole thing.  :'(


sorry but I don't think we'll be able to just drop blocks down and have it work in this version.

Though if you manage to setup some pumps that drains any magma flowing in from an opening to above you might be able to drop a dwarf down in on to a kitten as I believe I remember hearing that dwarfs wouldn't be hurt by the magma as they fall. I have yet to test that the magma wouldn't hurt them though.


Also, another way to have an undermagma fortress besides going all the way down could use the aquifer bypassing method that my original way did but use supports instead. So you would not have to go all the way down or have to have an uneven part of the sea floor.
Title: Re: Water / magma submarine
Post by: jokermatt999 on May 17, 2010, 11:14:41 pm
This is a long and unlikely shot, but what happens when a cage linked to a lever falls? My guess is instant deconstruction, but it would technically be a way to drop a dwarf, alive and whole to the bottom of the (magma) sea. They'd be in statis with no chance of release, but alive, right?
Title: Re: Water / magma submarine
Post by: Eagle_eye on May 17, 2010, 11:27:38 pm
I believe the SMR would either destroy the cage, or else the magma would. magma safe cages, I don't know.
Title: Re: Water / magma submarine
Post by: Kadzar on May 17, 2010, 11:54:33 pm
Cages may not be viable for the first Dwarves you send down, but they could be used to transport additional personnel to your submagmatic base.

 Now I'm wondering if barrels made of magma-safe materials could be used to safely transport food and booze.
Title: Re: Water / magma submarine
Post by: Eagle_eye on May 18, 2010, 12:44:18 am
I think the food would burn...
Title: Re: Water / magma submarine
Post by: Dante on May 18, 2010, 06:10:11 am
Yeah, it transfers heat, hence the burning lignite inna bin trick.
Title: Re: Water / magma submarine
Post by: jokermatt999 on May 18, 2010, 07:24:23 am
You could actually possibly use that with a nice airlock system.

Just have multiple layers. The first layer is just a hatch, a single open space, and then another hatch. Below that, have 7 open spaces so your magma can evaporate instead of burninating your hungry dwarves, and then another hatch. How would you get them there? I have no idea, so this idea is probably a moot point.

And yeah, I meant sending down a cage in a sub. Does furniture fall at the same rate as constructions or creatures? Creatures will fall too slow and get encased in cooling magma, but if constructions fall fast, they could potentially reach the bubble. However, since everything gets automatically deconstructed, I'd guess that they fall at the same rate as items, and therefore creatures.
Title: Re: Water / magma submarine
Post by: Metroid on May 18, 2010, 02:33:41 pm
Why don't you guys just...cover your fortress in lava? Isn't it the same thing?
Title: Re: Water / magma submarine
Post by: Rolan7 on May 18, 2010, 03:46:50 pm
It's cooler to have the structure under a natural, undisturbed waterline (or magmaline).  Otherwise we could just drain the liquid, maybe by tossing some flaming lignite into the ocean, build the structure, then let it refill.
Title: Re: Water / magma submarine
Post by: Eagle_eye on May 18, 2010, 03:48:41 pm
that would involve a sacrificial dwarf though...
Title: Re: Water / magma submarine
Post by: Dante on May 18, 2010, 04:14:00 pm
And yeah, I meant sending down a cage in a sub. Does furniture fall at the same rate as constructions or creatures? Creatures will fall too slow and get encased in cooling magma, but if constructions fall fast, they could potentially reach the bubble. However, since everything gets automatically deconstructed, I'd guess that they fall at the same rate as items, and therefore creatures.
Yup. It's only solid terrain that falls instantly; everything else including liquids seems to fall the same steady rate; each single tile of solid terrain falls as far as it can. Thus the reluctant conclusion that a genuine dwarven submarine / drop-pod is impossible.
Title: Re: Water / magma submarine
Post by: lanceleoghauni on May 18, 2010, 04:36:05 pm
DWARVEN DIVAH, You been down too long in the magma sea. Oh what's becoming of me.
Title: Re: Water / magma submarine
Post by: Rolan7 on May 18, 2010, 04:56:13 pm
Way doooown, below the ocean.
Wheeeeere I want to be, she may be.
[my antediluvian baybeh]
Title: Re: Water / magma submarine
Post by: the great fool on August 09, 2010, 12:13:43 pm
regarding the pod idea.

i actually tried a drop pod test above ground....... i launched five pods each with a chair, one dwarf, and a barrel of fish. there were no survivors
Title: Re: Water / magma submarine
Post by: lanceleoghauni on August 09, 2010, 01:49:53 pm
Idea!

Pierce an aquifer, and seal it by casting, rather than smoothing. you can then use it to provide infinite coolant, correct? even a single tile far to the top of the craft could provide a great deal of water. and the magma would seal it off easily, so once you get there it's not like your dwarves will drown. a tile in the crew cabin could easily be used to fuel terraforming projects yes?

Perhaps even find a way to carve it out of solid Aquifer.
Title: Re: Water / magma submarine
Post by: FritzPL on April 01, 2011, 01:09:37 pm
Rather than doing it on the "raw" area,make a frickin big enclosed WATER lake,and test all the stuff in there. do it.
Title: Re: Water / magma submarine
Post by: Arotashi on April 25, 2012, 05:47:00 pm
Read through the first 10 pages, and as I understand it, one of the bigger problems is the semi-molten rock beneath the sea. What if one was to build a single Z-level platform as large as the sub, and drop it onto the semi-molten rock, and the sub after that?

Or even dropping multiple waves of single layer platforms to create a giant solid block of stone, which could then be hollowed out.



Title: Re: Water / magma submarine
Post by: Sphalerite on April 25, 2012, 06:07:14 pm
Anything dropped onto semi-molten rock tiles is destroyed.  The platform you drop first won't fall as a platform, but as individual tiles, each of which will be destroyed when it hits the semi-molten rock.
Title: Re: Water / magma submarine
Post by: Arotashi on April 25, 2012, 06:31:37 pm
What if you were to BUILD the platform one level above SMR, then drop the sub?

Was thinking of parting the sea using pumps, not sure that would work though.
Title: Re: Water / magma submarine
Post by: Nonsequitorian on April 25, 2012, 07:46:37 pm
Absolutely everything gets destroyed? Wow. What if the sub had a secondary floor separated from the bottom with water, would the water not obsidianize?
Title: Re: Water / magma submarine
Post by: biomatter on April 25, 2012, 07:57:13 pm
You just re-created "The Core" in Dwarf Fortress. I think Einstein, Freud, and Newton just simultaneously rolled over.
Considering the general state of DF, I think Einstein and Newton are already rotating fast enough that you could hook them up to pumps and use them to kill Elves.

Oh man, oh man, that is going in a signature somewhere. Probably mine.

Edit: Geez, this is a pretty old thread. I feel like a Necromancer's undead servant.
Title: Re: Water / magma submarine
Post by: Sphalerite on April 25, 2012, 08:00:20 pm
A few things need to be kept in mind when considering the hypothetical magma submarine.

Firstly, not all parts of the submarine will fall at the same time.  Floors, walls, and other constructions fall instantly - they aren't in mid-air for any amount of time, but instead go from where they were at the moment they lost support to the ground instantly.  As they fall, they destroy any items or creatures in the way, and displace water or magma upwards.  Next, all creatures and items fall at a fixed rate of 1 Z-level every 6 ticks.  Finally, water and magma falls at a slower, pseudo-random rate.

Secondly, Dwarf Fortress has no notion of tiles that are connected to each other but not supported by the surrounding terrain.  Constructions are either supported by the surrounding terrain, or not connected.  A mass of walls and floors released from surrounding terrain don't fall as a single block.  They fall as individual walls and tiles, with each one's fall being calculated independent of the rest of the falling mass.

So, let's say you have a hypothetical magma submarine containing floors, walls, water, and dwarves.  You build it above the magma sea, and then release it.  First thing that happens is that the game will one by one move each floor or wall tile downward until it hits the semi-molten rock.  Dwarves in the way will be annihilated.  Water in the way will be pushed upwards, displaced by the falling walls.  As each tile hits the semi-molten rock, it will be destroyed.

Secondly, any dwarves which somehow survived the cave-in will start falling.  This can only happen if the submarine had an open top, since any roof on the submarine will destroy any creatures in the way.  The water will also start falling, but it will fall at about half the rate of the falling dwarves, so they'll hit the SMR first even if they started out above the water.  Of course, they'll be killed by the fall and the magma.

Finally, the water will land on the magma, and form obsidian.  Obsidian tiles which form adjacent to solid, supported land will stick in place, unless they're directly above the SMR, in which case they'll be destroyed.  Obsidian tiles which aren't supported will fall into the SMR and be destroyed.  Because the water will fall with a pseudo-random pattern, the resulting solid obsidian sheet, if any, will be irregular and unpredictable in shape and extent.