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Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: itg on November 30, 2013, 05:26:27 am

Title: Dwarven Power Mining; Cave in SCIENCE; Collapsing Semi-Molten Rock
Post by: itg on November 30, 2013, 05:26:27 am
I've been working on a sky fort (http://www.bay12forums.com/smf/index.php?topic=133968.0) lately, and as a byproduct of my skyfort research, I've discovered a new and extremely counter-intuitive technique for quickly creating a large shaft down to the SMR/magma sea.

Oddly enough, the fastest way to dig deep is to build a tower up to the ceiling, then build a ring of supports at sky level. No, seriously. Here, look at these pictures:

Spoiler: Top of mining tower (click to show/hide)
Spoiler: Base of mining tower (click to show/hide)
Spoiler: Shaft to the magma sea (click to show/hide)

The first two screenshots were taken just before closing the top of the two rings of supports. The next to were taken right after. Closing the ring evidently cuts off all support to the stuff inside the ring, unless that stuff is sitting on semi-molten rock, as in the lower ring (SMR appears to be the primary source of support).

Why I think this works:

There are two types of support in fortress mode, which I will call standard support and sky support.
So, by building a ring-shaped tower up to sky level and attaching it to the sky with supports, you transmit sky support all the way down to the semi-molten rock, and everything inside that ring, no matter how deep, is now unsupported from the sides. It will cave in it there is no source of support inside the ring. If the ring is over the magma sea, all that rock will drop in and disappear. If it is not, you should be able to engineer the same effect by exposing the semi-molten rock inside that ring and removing the last bit of support.

Applications




Collapsing Semi-Molten Rock   (Update 12/16/13)

As promised, here are pictures and instructions for caving in SMR. I did it on the map's edge, too, for extra difficulty points. Casting obsidian up there is a real bitch, but some savescumming trial runs, I got it to work.

Why mess with obsidian casting? Turns out you can't build supports withing 5 tiles of the map's edge, and as you probably knew, you can't build walls or fortifications there, either. Making things even more awkward, you can't build track stops on the top level (so using minecarts to move magma is virtually impossible), and you can't really use buckets of water (since dwarves won't empty a bucket onto the level they are standing on). Basically, your only option is to pump both magma and water up to the top level, then somehow control the flow so you only cast obsidian where you want it, since casting anywhere else will probably block you from casting on the intended tiles.

Spoiler: Obsidian casting rig (click to show/hide)

In the above picture, you see my casting rig just after successfully casting on all necessary tiles. It's a bit of a mess. The pump stacks were located in the lower right corner of the picture. Water went through the long pipe to the left side, magma took the short pipe to the right side.

The plan was to cast the right wall first by flooding the middle area with water to about 2/7 (using a bridge to block the water from entering the magma shaft), then "disabling" that bridge (see this thread (http://www.bay12forums.com/smf/index.php?topic=134331.0)), causing the magma to spill onto the water, casting a line of obsidian just to the left of the bridge. To do the left wall, I carved fortifications in the right wall to let the magma through, then did the same thing, except this time the magma filled up the middle area.

As you might guess from the picture, there was a lot of spillover in the middle area, and it did set a lot of the map on fire. It's not necessary to do it that way.


Spoiler: Cavern Preparations (click to show/hide)

In each cavern, you need to build a structure to extend the sky support downward. Stairs are easiest. The structure shown extends upward to the cavern ceiling, and I built similar structures in all three caverns.

Spoiler: HFS Preparations (click to show/hide)

I built stairs underneath all SMR tiles I wanted to cave in. After building these stairs, removing any last support should be enough to bring down the whole column, SMR included.

Spoiler: Aftermath (click to show/hide)

In the first shot, you can clearly see that the edge of the map, normally unminable, has collapsed. That edge has been permanently lowered by 5-10 z-levels. Unfortunately, it cannot be further collapsed, because the edge is unminable and it has caved in as far as it can go. An edge created over the magma sea could be totally destroyed, because the magma flow tiles would still swallow the cave-in.

The column is not swallowed by the eerie glowing pit. Instead, it sits on the bottom of the map. Since the bottom of the map is at two different levels in my site, and the column fell on the border between the two areas, the column was split slightly.

At this point, if you did not have too many layers of SMR, you can clear out the natural stone above it to create a large skylight in Hell.

Spoiler: Skylight (click to show/hide)

Spoiler: A Cold Day in Hell (click to show/hide)

Ok, I had to use dfhack to make it snow, but that's not the point. If you have a cold map, you can literally make Hell freeze over.
Title: Re: Dwarven Power Mining
Post by: coldmonkey on November 30, 2013, 07:29:28 am
Allow me to be the first to congratulate you for this momentous discovery. No? Well, I'm doing it anyway. Time to install a new fortress in the heating system.
Title: Re: Dwarven Power Mining
Post by: Urist McRas on November 30, 2013, 07:59:55 am
Yeah, that's great, thank you.
Title: Re: Dwarven Power Mining
Post by: doublestrafe on November 30, 2013, 08:48:32 am
Well, I gave this a try instead of going to bed. It penetrated a few layers into the ground, but stopped in the middle of a big aquifer. I'm really not sure exactly what happened, but some of my dwarves are now buried under solid soil deep in the bedrock. At any rate, there's more !!SCIENCE!! to be done here before any conclusions can be drawn.
Title: Re: Dwarven Power Mining
Post by: Nooooooo on November 30, 2013, 12:31:49 pm
This is genious! I just might abuse this for a future fortress (once I've completed my current megaproject, I have some !science! to reveal about some odd features of the ocean in the coming weeks)
Title: Re: Dwarven Power Mining
Post by: itg on November 30, 2013, 03:40:55 pm
Well, I gave this a try instead of going to bed. It penetrated a few layers into the ground, but stopped in the middle of a big aquifer. I'm really not sure exactly what happened, but some of my dwarves are now buried under solid soil deep in the bedrock. At any rate, there's more !!SCIENCE!! to be done here before any conclusions can be drawn.

Sounds like you hit a cavern. Any air space under the ring breaks the chain of sky support, so if your tower is built over a cavern, the big plug of rock will fall through the cavern ceiling, but it will stop when it hits the cavern floor. If you build walls to fill in the gaps under the ring, the plug should fall the rest of the way.

I haven't messed with aquifers yet, so it's still conceivable that they just behave differently, but I doubt it.

As for dwarves getting buried, just assume all of my projects will end with a few dwarves badly crushed. Sacrifices must be made if we are to achieve progress.
Title: Re: Dwarven Power Mining
Post by: doublestrafe on November 30, 2013, 03:53:44 pm
Well, I gave this a try instead of going to bed. It penetrated a few layers into the ground, but stopped in the middle of a big aquifer. I'm really not sure exactly what happened, but some of my dwarves are now buried under solid soil deep in the bedrock. At any rate, there's more !!SCIENCE!! to be done here before any conclusions can be drawn.
As for dwarves getting buried, just assume all of my projects will end with a few dwarves badly crushed. Sacrifices must be made if we are to achieve progress.
Crushed I expected; buried, with corpses seemingly holding space open, I didn't. It's a remarkably neat entombment.
Title: Re: Dwarven Power Mining
Post by: itg on November 30, 2013, 04:00:36 pm
Wow, that is interesting. I can't think of any explanation for that. The next question that comes to mind is, can you bury the dwarf alive?
Title: Re: Dwarven Power Mining
Post by: KingBacon on November 30, 2013, 04:12:54 pm
Wow, that is interesting. I can't think of any explanation for that. The next question that comes to mind is, can you bury the dwarf alive?

Relevant http://www.youtube.com/watch?v=wRnSnfiUI54 (http://www.youtube.com/watch?v=wRnSnfiUI54)

Title: Re: Dwarven Power Mining
Post by: ImagoDeo on November 30, 2013, 11:06:29 pm
  • This ought to be the fastest way by far to do the often-started, seldom-if-ever-finished "mine out everything down to the semi-molten rock" megaproject.
Hm. I think, when I do a reboot of that project, that I will do it both ways...
Title: Re: Dwarven Power Mining
Post by: wierd on November 30, 2013, 11:50:46 pm
Why do I suddenly have 3 different humorous ideas now begging to be combined? Do you see what you have done here?

This thread: Exhibit A
Exhibit B (http://www.bay12forums.com/smf/index.php?topic=101313.0)
and of course,
Exhibit C (http://dwarffortresswiki.org/index.php/DF2010:Megaprojects#Space_Ship)

Necromancer reverse-space-elevator is now a moral imperative! It must be done!
Title: Re: Dwarven Power Mining
Post by: Sergarr on December 01, 2013, 11:37:31 am
This is, like, cool. It's like an orbital death cannon, except it bring the sky down on earth. It's like, local apocalypse, man. So cool.
Title: Re: Dwarven Power Mining
Post by: KingBacon on December 01, 2013, 01:20:05 pm
Question, would this work with raised bridges? Would a bridge cut off support, if then we now have a lever of doom application.

If not, I suppose you could create an elaborate magma mechanism which forms an obsidian wall to finish the ring...
Title: Re: Dwarven Power Mining
Post by: itg on December 01, 2013, 05:34:54 pm
Why do I suddenly have 3 different humorous ideas now begging to be combined? Do you see what you have done here?

This thread: Exhibit A
Exhibit B (http://www.bay12forums.com/smf/index.php?topic=101313.0)
and of course,
Exhibit C (http://dwarffortresswiki.org/index.php/DF2010:Megaprojects#Space_Ship)

Necromancer reverse-space-elevator is now a moral imperative! It must be done!

I wholeheartedly endorse this endeavor. I also have visions of embarking on an island and pulling an Atlantis.

Question, would this work with raised bridges? Would a bridge cut off support, if then we now have a lever of doom application.

If not, I suppose you could create an elaborate magma mechanism which forms an obsidian wall to finish the ring...

This won't work with raised bridges, because bridges don't actually attach to things above them. The obsidian wall approach would definitely work, though.
Title: Re: Dwarven Power Mining
Post by: Urist Da Vinci on December 01, 2013, 09:16:38 pm
If I understand the principle correctly (I haven't tested anything yet)

1. The corners are not necessary as there is no diagonal support.

2. A continuous 1x1 column connected to the sky will not support anything attached to its sides (I know this from previous "nailed to the sky" research). It will also prevent the transmission of "support" through the column.

3. The minimum size of the device should be 4 columns surrounding a 1x1 space, which will become a 1x1 shaft once the space is complete.

4. Normally the device will trigger instantly when the last column's support is installed. Does anyone know of a way to assemble the device such that it could be remotely activated/completed?

5. If we collapsed the map onto a cave-in proof surface just above the magma sea, instead of being "eaten" by the SMR we would end up with a hole filled with "compacted" solid rock?
Title: Re: Dwarven Power Mining
Post by: itg on December 01, 2013, 10:21:18 pm
If I understand the principle correctly (I haven't tested anything yet)

1. The corners are not necessary as there is no diagonal support.

2. A continuous 1x1 column connected to the sky will not support anything attached to its sides (I know this from previous "nailed to the sky" research). It will also prevent the transmission of "support" through the column.

3. The minimum size of the device should be 4 columns surrounding a 1x1 space, which will become a 1x1 shaft once the space is complete.

4. Normally the device will trigger instantly when the last column's support is installed. Does anyone know of a way to assemble the device such that it could be remotely activated/completed?

5. If we collapsed the map onto a cave-in proof surface just above the magma sea, instead of being "eaten" by the SMR we would end up with a hole filled with "compacted" solid rock?

Correct on all counts!

I think the only way to remotely activate the device would be to cast obsidian/ice in the final slot. It's worth noting that that final piece would not have to be at sky level. Even a gap in line with the ring near the bottom of the plug will allow support to "leak" through and prevent a cave-in, and filling that hole would cut off support. Simply building a wall to cut off support would work, too. It's not exactly a remote activation, but it would be totally safe if done underground.
Title: Re: Dwarven Power Mining
Post by: KingBacon on December 01, 2013, 10:40:29 pm

Correct on all counts!

I think the only way to remotely activate the device would be to cast obsidian/ice in the final slot. It's worth noting that that final piece would not have to be at sky level. Even a gap in line with the ring near the bottom of the plug will allow support to "leak" through and prevent a cave-in, and filling that hole would cut off support. Simply building a wall to cut off support would work, too. It's not exactly a remote activation, but it would be totally safe if done underground.

Not if the dorf is in the interior of the ring when he plugs it :P
Title: Re: Dwarven Power Mining
Post by: Vattic on December 02, 2013, 01:44:53 am
Nice find. PTW.
Title: Re: Dwarven Power Mining
Post by: itg on December 02, 2013, 08:00:09 pm
New result: You can use this technique to cave in the unminable tiles on the map's edge. The catch is, you can't build supports within 5 tiles of the edge of the map, so you would have to cast obsidian to make this happen.

Title: Re: Dwarven Power Mining
Post by: wierd on December 02, 2013, 08:08:45 pm
intriguing...

This means that with careful and clever planning (or DFHack Liquids), you could de-support the ENTIRE embark.

(The NEW and IMPROVED version of the self destruct system! Once Urist cuts the final support, oblivion's jaws will open! If that support square is well protected inside the fortress, it's just as deadly as a lever.)
Title: Re: Dwarven Power Mining
Post by: Mictlantecuhtli on December 02, 2013, 08:31:55 pm
New result: You can use this technique to cave in the unminable tiles on the map's edge. The catch is, you can't build supports within 5 tiles of the edge of the map, so you would have to cast obsidian to make this happen.


Mother of god, what have we done..
Title: Re: Dwarven Power Mining
Post by: Aslandus on December 02, 2013, 09:44:58 pm
intriguing...

This means that with careful and clever planning (or DFHack Liquids), you could de-support the ENTIRE embark.

(The NEW and IMPROVED version of the self destruct system! Once Urist cuts the final support, oblivion's jaws will open! If that support square is well protected inside the fortress, it's just as deadly as a lever.)
Embark? You're thinking too small, with enough time and perseverance, we could turn the world into a giant magma pool
Title: Re: Dwarven Power Mining
Post by: Mr S on December 02, 2013, 11:53:24 pm
New result: You can use this technique to cave in the unminable tiles on the map's edge. The catch is, you can't build supports within 5 tiles of the edge of the map, so you would have to cast obsidian to make this happen.


Mother of god, what have we done..

!!Science!!, my friend.  !!Science!!
Title: Re: Dwarven Power Mining
Post by: itg on December 03, 2013, 07:31:08 pm
intriguing...

This means that with careful and clever planning (or DFHack Liquids), you could de-support the ENTIRE embark.

(The NEW and IMPROVED version of the self destruct system! Once Urist cuts the final support, oblivion's jaws will open! If that support square is well protected inside the fortress, it's just as deadly as a lever.)

intriguing...

This means that with careful and clever planning (or DFHack Liquids), you could de-support the ENTIRE embark.

(The NEW and IMPROVED version of the self destruct system! Once Urist cuts the final support, oblivion's jaws will open! If that support square is well protected inside the fortress, it's just as deadly as a lever.)
Embark? You're thinking too small, with enough time and perseverance, we could turn the world into a giant magma pool

I hate to be the bearer of bad news, but you can only cave in the map's edges if they have somewhere to go. The edges over the magma sea can fall in and disappear, the edges over the caverns can fall a few z-levels, but anything that's already sitting on SMR is supported, and there's currently no way to remove that support.
Title: Re: Dwarven Power Mining
Post by: wierd on December 03, 2013, 08:27:44 pm
How unfortunate..

Oh well, instead of uncorking the circus in epic fashion, it will just cause a massive sinkhole.
Still, it would be profoundly effective at removing surface bastardry from a successful siege force when you intend to abandon. --and it would make the reclaim attempt so much more interesting!
Title: Re: Dwarven Power Mining
Post by: itg on December 08, 2013, 02:51:15 am
I just confirmed my hypothesis that SMR is the primary source of support by using dfhack to spawn SMR floating inside a sky support ring. That SMR supports constructed floors, while anything built inside the ring but not attached to the SMR collapses instantly.
Title: Re: Dwarven Power Mining; Cave-In SCIENCE
Post by: itg on December 10, 2013, 08:20:18 pm
Big news: I have discovered that is in fact possible to cave-in the semi-molten rock. If you extend the sky support tube down through the SMR to the slade floor below, fill the tube below the SMR, then cause a cave-in below the SMR, that cave-in will pull the SMR down with it. Further testing is definitely needed, but it appears it MAY be possible to:

a) create holes of arbitrary shape and size through the SMR, provided that they are placed over a deep enough portion of Hell, and provided you can access the SMR in the first place (draining the magma sea might be necessary). I need to confirm whether it's actually possible to cause this type of cave-in over an eerie glowing pit.

b) move some SMR into Hell, if that's something that interests you.

c) cave-in the ENTIRE embark, leaving nothing but the slade with some SMR sitting on top.

I will definitely be doing testing and giving more detailed info (pictures, too) as soon as I have the time. It may be a few days.
Title: Re: Dwarven Power Mining; Cave in SCIENCE
Post by: wierd on December 10, 2013, 09:09:38 pm
ITG, I think you should get the nickname Dr Strangelove.

Seriously, complete elimination of the entire embark down to the slade floors of hell itself is basically the quintessential doomsday machine.

However, supporting a dangly chunk of SMR above the world on a tiny thread and then building a massive colony on that support is interesting. Does that mean that spawning a single obsidian wall at the topmost portion of the map, putting a single "wall" of SMR directly undearneath it, and then normal constructed wall underneat that, that you could build an entire colony off from it like a wasp nest?
Title: Re: Dwarven Power Mining; Cave in SCIENCE
Post by: Urist McKiwi on December 10, 2013, 09:14:32 pm
Oh wow. This is truly dwarvenly.

Can these methods be used to create a moat? I'd love to try making the worlds deepest magma moat using this kind of trick....
Title: Re: Dwarven Power Mining; Cave in SCIENCE
Post by: wierd on December 10, 2013, 09:35:05 pm
If you choose NOT false-vacuum collapse the unminable "walls" of the embark, then you would end up with a 1 tile wide "rind" of the original material of the embark, surrounding a craterous "hole" all the way down to the slade at the bottom.

However, ITG seems hell bent (hehehe) on transforming the whole site into one giant eerie glowing pit; doing that would make it impossible to fill with magma, because it acts like a bottmless chasm.

You would have to stop just one thin layer of tiles away from exposing the madness core of the planet if you want to have an epic magma moat.

Title: Re: Dwarven Power Mining; Cave in SCIENCE
Post by: megahelmet on December 10, 2013, 10:03:18 pm
So as I understand the applications of this:

I can't use this to make a shortcut straight to hell, since I would need to be able to build walls/stairs up to the SMR from the slade and pinching the SMR with the stairs/walls column up to the sky.

After doing the above, I could have a pit that goes straight the world and drops off into the bottomless erie pits?

I have an immense desire to send things into a falling oblivion where there shall be no release until they die from starvation.
Title: Re: Dwarven Power Mining; Cave in SCIENCE
Post by: itg on December 11, 2013, 05:38:08 pm
ITG, I think you should get the nickname Dr Strangelove.

Seriously, complete elimination of the entire embark down to the slade floors of hell itself is basically the quintessential doomsday machine.

However, supporting a dangly chunk of SMR above the world on a tiny thread and then building a massive colony on that support is interesting. Does that mean that spawning a single obsidian wall at the topmost portion of the map, putting a single "wall" of SMR directly undearneath it, and then normal constructed wall underneat that, that you could build an entire colony off from it like a wasp nest?

Mein Führer! I can WA--

Uhh, I mean, That's pretty much what I would have guessed a few days ago, but right now it appears it's actually the top of the SMR tile that is the critical source of support. For example, I tested exactly what you described, and the SMR behaved no differently than a normal wall. If you attach a floor adjacent to the "lava flow" tile on the top of the SMR wall, though, it stays up, even if the SMR is floating freely in space.

I guess what I'm saying is, in essence you CAN do a wasp's nest fort, but you need to hang it on the lava flow on top of an SMR wall. I'm still pinning down the details of these bizarre physics, so there might be other ways out there.



So as I understand the applications of this:

I can't use this to make a shortcut straight to hell, since I would need to be able to build walls/stairs up to the SMR from the slade and pinching the SMR with the stairs/walls column up to the sky.

After doing the above, I could have a pit that goes straight the world and drops off into the bottomless erie pits?

I have an immense desire to send things into a falling oblivion where there shall be no release until they die from starvation.

That was certainly my hope, but now it seems that if you drop natural tiles into the eerie pits, they crush the eerie glowing pit, sitting on the bottom of the map rather than getting swallowed up. This is the same thing they ran into in the old SMR mining thread, now that I think of it.

So, the bad news is, at this point, there's no way to get any more than a set of 1x1 eerie glowing pits at the surface level (You can do this by digging stairs upward through the SMR. It's not really related to the cave-in physics of this thread). The good news is, you can utterly destroy Hell, encasing the whole thing in indestructible semi-molten rock.

That's my current take on things, at any rate. This is all subject to change as I do more experiments.

By the way, you're correct that you can't use this to make a shortcut to Hell, as far as I'm aware at this point.



Oh wow. This is truly dwarvenly.

Can these methods be used to create a moat? I'd love to try making the worlds deepest magma moat using this kind of trick....

Definitely. I'd say it's a doable project if you stop at SMR level, but with enough dedication, you theoretically go even lower...
Title: Re: Dwarven Power Mining; Cave in SCIENCE
Post by: wierd on December 11, 2013, 06:24:20 pm
A shame about the eerie glowing pit problem.

I really like the idea of a floating tetrahedron of obsidian, hovering menacingly over a massive crater with eerie glowing and the screams of the damned eminating from the abyssal depths below.

Accessibly only (ONLY!) Via a single, deployable drawbridge over the gaping cavernous maw of hell.


Style points bonus:

Place 5 tiles of SMR at the edge of the map at the level you want to have caravans spawn on, and permit the magma flow tiles to create a permanent magma fall underneath the bridge, cascading into the errie glowing pits, and on the sides, put masterwork obsidian statues of demons and FBs.

(If we imagine the bridge entering from the west:  5 wide vertical strip of SMR, with the 2 terminal ends having support poles reaching up to the sky. This is carried out another 5 tiles toward the east. Constructed/cast flooring on top of the magma source tiles. Another 2 columns leading up to the sky on the east-facing terminal edge. Along the N/S borders you put 6 horible statues. That leaves a 3x5 landing area for merchants and migrants (and invaders) to spawn on. After that, the floating tetrahedron of dispair is a "wasp nest" type construction, with an extendable bridge leading to the landing. The SMR support at the top is designed to allow the magma flow tile to flow, and the magma is channeled through the fortress, and "bleeds" out the bottom. Magma likewise bleeds out of the bridge landing.)

I see it in my head, and it is beautiful... a shame I will have to make flagrant use of DFHack to make it...
Title: Re: Dwarven Power Mining; Cave in SCIENCE
Post by: itg on December 16, 2013, 10:22:07 pm
As promised, here are pictures and instructions for caving in SMR. I did it on the map's edge, too, for extra difficulty points. Casting obsidian up there is a real bitch, but some savescumming trial runs, I got it to work.

Why mess with obsidian casting? Turns out you can't build supports withing 5 tiles of the map's edge, and as you probably knew, you can't build walls or fortifications there, either. Making things even more awkward, you can't build track stops on the top level (so using minecarts to move magma is virtually impossible), and you can't really use buckets of water (since dwarves won't empty a bucket onto the level they are standing on). Basically, your only option is to pump both magma and water up to the top level, then somehow control the flow so you only cast obsidian where you want it, since casting anywhere else will probably block you from casting on the intended tiles.

Spoiler: Obsidian casting rig (click to show/hide)

In the above picture, you see my casting rig just after successfully casting on all necessary tiles. It's a bit of a mess. The pump stacks were located in the lower right corner of the picture. Water went through the long pipe to the left side, magma took the short pipe to the right side.

The plan was to cast the right wall first by flooding the middle area with water to about 2/7 (using a bridge to block the water from entering the magma shaft), then "disabling" that bridge (see this thread (http://www.bay12forums.com/smf/index.php?topic=134331.0)), causing the magma to spill onto the water, casting a line of obsidian just to the left of the bridge. To do the left wall, I carved fortifications in the right wall to let the magma through, then did the same thing, except this time the magma filled up the middle area.

As you might guess from the picture, there was a lot of spillover in the middle area, and it did set a lot of the map on fire. It's not necessary to do it that way.


Spoiler: Cavern Preparations (click to show/hide)

In each cavern, you need to build a structure to extend the sky support downward. Stairs are easiest. The structure shown extends upward to the cavern ceiling, and I built similar structures in all three caverns.

Spoiler: HFS Preparations (click to show/hide)

I built stairs underneath all SMR tiles I wanted to cave in. After building these stairs, removing any last support should be enough to bring down the whole column, SMR included.

Spoiler: Aftermath (click to show/hide)

In the first shot, you can clearly see that the edge of the map, normally unminable, has collapsed. That edge has been permanently lowered by 5-10 z-levels. Unfortunately, it cannot be further collapsed, because the edge is unminable and it has caved in as far as it can go. An edge created over the magma sea could be totally destroyed, because the magma flow tiles would still swallow the cave-in.

The column is not swallowed by the eerie glowing pit. Instead, it sits on the bottom of the map. Since the bottom of the map is at two different levels in my site, and the column fell on the border between the two areas, the column was split slightly.

At this point, if you did not have too many layers of SMR, you can clear out the natural stone above it to create a large skylight in Hell.

Spoiler: Skylight (click to show/hide)

Spoiler: A Cold Day in Hell (click to show/hide)

Ok, I had to use dfhack to make it snow, but that's not the point. If you have a cold map, you can literally make Hell freeze over.
Title: Re: Dwarven Power Mining; Cave in SCIENCE; Collapsing Semi-Molten Rock
Post by: Ravendarksky on December 17, 2013, 11:45:22 am
i just tried this out and found it to be very fiddly when punching through caverns. You also need to line yourself up so that you enter the SMR nicely... if you are half in some magma then it won't work.

Also I just tried it again over a full SMR and it STILL didn't work. I had to go down to the bottom layer and channel out the floor above the SMR and then close off that floor before collapsing. Then it worked as intended.

Please tell me what I'm doing wrong!
Title: Re: Dwarven Power Mining; Cave in SCIENCE; Collapsing Semi-Molten Rock
Post by: itg on December 18, 2013, 06:00:42 pm
Could you upload a save or take some pictures? It would be easier for me to figure out what's going wrong if I could see it.

It sounds like you figured it out yourself, though. If you're trying to make the SMR swallow a huge column of rock, you do need to channel out the floor above the SMR, then complete the sky support ring. The magma flow tiles (top of the SMR) swallow all the rock that falls on them in a cave-in, but they actually provide support to anything attached to them.

Alternatively, you could build the sky tube fully over the magma sea, since it's all magma flow tiles at the bottom.
Title: Re: Dwarven Power Mining
Post by: Just Some Guy on January 24, 2014, 06:34:30 pm
I just confirmed my hypothesis that SMR is the primary source of support by using dfhack to spawn SMR floating inside a sky support ring. That SMR supports constructed floors, while anything built inside the ring but not attached to the SMR collapses instantly.

How do you spawn SMR, out of curiosity?

Can you get it's Raws?
Title: Re: Dwarven Power Mining; Cave in SCIENCE; Collapsing Semi-Molten Rock
Post by: itg on January 24, 2014, 08:32:56 pm
I just used dfhack's tiletypes command. Once you're in tiletypes, the commands to place a single wall of SMR at your cursor are "paint shape wall" -> "paint mat magma" -> Enter. Note that this does not automatically place a floor on top of the wall, so you'll have to add it manually.

As far as I know, SMR is hardcoded. There aren't any raws on the wiki, at any rate. If anyone can shed any more light on the situation than that, I'd appreciate it.
Title: Re: Dwarven Power Mining; Cave in SCIENCE; Collapsing Semi-Molten Rock
Post by: itg on January 31, 2014, 01:35:28 am
I just made an interesting discovery. Did I mention that if you cave-in SMR onto the lowest revealed layer of the map, then dig downward into the unrevealed layer below, it will create sand below the SMR? Well, if not, it's related to the material duplication glitch and triggered in the same way. What's really interesting is that that sand can be smoothed and engraved.

Is this useful? Not really. But at a certain point, mere wealth is not enough to display the power and prestige of dwarven civilization. Sure, it sounds great to say the streets are paved with gold, but once the novelty wears off, gold has become just another building material, and now your streets are all cold and slippery. No, the right way to display your power is to warp reality itself wherever possible. Invading Hell just to fill in a bottomless pit with unminable material, dig beneath the bottomless pit, then engrave the history of your fort on a material that can never be engraved? That's a display of dwarven power.

Edit: I say sand because that's what I got on my map, but if the soil layers are different on your map, you may get a different kind of soil.


Title: Re: Dwarven Power Mining; Cave in SCIENCE; Collapsing Semi-Molten Rock
Post by: vanatteveldt on January 31, 2014, 05:52:19 am
Is this useful? Not really. But at a certain point, mere wealth is not enough to display the power and prestige of dwarven civilization. Sure, it sounds great to say the streets are paved with gold, but once the novelty wears off, gold has become just another building material, and now your streets are all cold and slippery. No, the right way to display your power is to warp reality itself wherever possible. Invading Hell just to fill in a bottomless pit with unminable material, dig beneath the bottomless pit, then engrave the history of your fort on a material that can never be engraved? That's a display of dwarven power.

Dwarf fortress, where the "end game" is really just the beginning. After all, what use is defeating the demons of hell and paving the roads in pure Mammon, when you can't use a succession of obscure bugs scientific discoveries to engrave your tale on eerie glowing beaches?
Title: Re: Dwarven Power Mining; Cave in SCIENCE; Collapsing Semi-Molten Rock
Post by: Timeless Bob on February 18, 2014, 05:07:08 am
What does this do on ocean embarks?  I wonder if this technology could produce a new way to drain the ocean, not off the edge of the map, but into a glowing pit somewhere in the middle.  It would be interesting to see the waterfalls produced by such a phenomenon.
Title: Re: Dwarven Power Mining; Cave in SCIENCE; Collapsing Semi-Molten Rock
Post by: itg on February 18, 2014, 05:54:46 pm
There is no reason this wouldn't work. The best way to do it would be to drop in a cast obsidian pillar, I think. I forget whether fortifications are lost during a cave-in, but if not, you could carve fortifications in the outer wall before dropping it to facilitate draining. Draining the ocean would probably be hell on your fps though (hehe).
Title: Re: Dwarven Power Mining; Cave in SCIENCE; Collapsing Semi-Molten Rock
Post by: Urist Da Vinci on March 16, 2014, 12:34:35 am
Poking around some disassembly, I found some of the support logic:

The game divides the map up into 3D column-like elements that can be several tiles in each dimension. Each of the elements keeps track of which of its neighbours it is touching.

When you need to check support:
1. A list of "things that can provide support" is created, including all SMR and perhaps also elements that have not recently been modified.
2. Every element on the list is marked as supported.
3. Every element that each element on the list is touching, which has not yet been marked as supported, is marked as supported AND added to the list. This causes a flood-fill of support. Eventually you run out of things to check or add.
4. Any elements on the map that are not marked as supported trigger a cave-in.

Now, I found that columns which touch the top of the map are not recognized as elements - they appear as empty air to the support code. I presume this is because the element-creating code glitches out when it attempts to check the (non-existent) tile just above the top of the map. It appears to fail to create the entire element, effectively creating a "blind spot" in the gravity field. The tiles in the column that touches the top of the map are not checked for support, but they "don't exist" from the perspective of adjacent tiles.

EDIT: I used DFHack's infiniteSky command to raise the top of the map one z-level, and the "blind spots" went back to normal. There was no floor on top of the cast obsidian wall that was previously stuck to the sky. Floating columns promptly collapsed.
Title: Re: Dwarven Power Mining; Cave in SCIENCE; Collapsing Semi-Molten Rock
Post by: itg on March 17, 2014, 02:47:33 am
Nice work! This whole thing makes a lot more sense, now. There's still one thing I'm not quite clear on, and that's why SMR caves in if it's inside a "power mining" tube and you construct something on the underside. Maybe the support checking algorithm checks from the SMR upward (so the SMR is considered supported but the stuff below isn't), but the cave-in algorithm just grabs the whole contiguous element?
Title: Re: Dwarven Power Mining; Cave in SCIENCE; Collapsing Semi-Molten Rock
Post by: abculatter_2 on August 05, 2014, 02:34:41 pm
Has anyone brought this thread to Toady One's attention?

I feel that that would be a rather interesting reaction.
Title: Re: Dwarven Power Mining; Cave in SCIENCE; Collapsing Semi-Molten Rock
Post by: Maolagin on August 05, 2014, 05:04:59 pm
Has anyone brought this thread to Toady One's attention?

I feel that that would be a rather interesting reaction.

Toady never specifically mentioned fixing this behaviour, but I've tried this and it no longer works in 0.40.