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DF Dwarf Mode Discussion / Megaproject (31.10): Orbital Defense Network
« on: July 15, 2010, 07:06:43 pm »
Autumn has arrived on the calendar. The troops of gorillas meander through the countryside.
Goblins march towards a small, squat construction, trailing the last of the fleeing dwarves as they fly towards shelter.
A cascade of magma appears from the sky, scorching the flesh from their bones.
COMPLETE: Building volcano tap.
COMPLETE: Build initial reservoir.
ACTIVE: Build A-ring reservoirs. (5/6)
ACTIVE: Build A-ring pumping stations / lever functionality. (5/6)
ACTIVE: Build A-ring pipes. (5/5)
ACTIVE: ENABLE A-RING. (5/6)
ACTIVE: Build B-ring reservoirs. (3/13)
ACTIVE: Build B-ring pumping stations / lever functionality. (3/13)
ACTIVE: Build B-ring pipes. (6/11)
ACTIVE: ENABLE B-RING. (3/11)
PENDING: Build C-ring reservoirs.
PENDING: Build C-ring pumping stations / lever functionality.
PENDING: Build C-ring pipes.
PENDING: ENABLE C-RING.
July 27 - I'm putting the magma network on hold while I throw together a complementary water network to supply my reservoirs for the cave-in gun. I'm going to do this a bit differently than the magma networks - because water has a faster flow rate, and because of the intricacies of building a "non-stick" dispenser for the water (i.e., one that won't support the obsidian as it forms, blocking the pipe) I'm going to be using a very large reservoir in the center of the hex with small feeder tubes going to each of the magma reservoirs. The end of the tubes will look as follows:
X|~|
X|~|
X|~|
|~|
~|
---
Where the X is the existing magma reservoir, the | denotes the sides of the tube. I'm hoping the downward tubing gives the water a bit of horizontal momentum when it exits through the opening. Regardless, it will impact the side of the magma flow and form obsidian. To prevent aggregations of formed obsidian on the end of the pipe, I'm considering composing it mostly of bridges. The z-level of the pump opening will look as follows, tentatively.
.....
XXXXX
.=~=.
.===.
.....
Equals signs denote bridges, three of them together. All use the back wall as an anchor. The sides of the tubes will open to the left and right as is appropriate, and will be closed during operation to form the side walls. The middle bridge will extend from the back across the center of the tube and under the opening to form the bottom of the chute, and will remain open during operation. As a general precaution, I'm going to make them all magma-safe, because that seems like just the sort of thing that might happen this close to a magma dispenser.
It'll be a bit before I have it up and running - my water source is a brook on the edge of the map, and I"m only half done with the 46-pump stack needed to bring it up to the right z level. The ducting is made easier by the ability to build over top of my existing magma network. All water piping is done in stylish microcline.
Hopefully sometime next week I'll have gotten things to the point where I can test out a single reservoir and work out the kinks in the system. After that, I'll deploy it to hexes radiating out from the central hex, and will expand the network as it seems appropriate.
July 23
July 18
July 17
July 16.
Goblins march towards a small, squat construction, trailing the last of the fleeing dwarves as they fly towards shelter.
A cascade of magma appears from the sky, scorching the flesh from their bones.
Spoiler (click to show/hide)
COMPLETE: Building volcano tap.
COMPLETE: Build initial reservoir.
ACTIVE: Build A-ring reservoirs. (5/6)
ACTIVE: Build A-ring pumping stations / lever functionality. (5/6)
ACTIVE: Build A-ring pipes. (5/5)
ACTIVE: ENABLE A-RING. (5/6)
ACTIVE: Build B-ring reservoirs. (3/13)
ACTIVE: Build B-ring pumping stations / lever functionality. (3/13)
ACTIVE: Build B-ring pipes. (6/11)
ACTIVE: ENABLE B-RING. (3/11)
PENDING: Build C-ring reservoirs.
PENDING: Build C-ring pumping stations / lever functionality.
PENDING: Build C-ring pipes.
PENDING: ENABLE C-RING.
July 27 - I'm putting the magma network on hold while I throw together a complementary water network to supply my reservoirs for the cave-in gun. I'm going to do this a bit differently than the magma networks - because water has a faster flow rate, and because of the intricacies of building a "non-stick" dispenser for the water (i.e., one that won't support the obsidian as it forms, blocking the pipe) I'm going to be using a very large reservoir in the center of the hex with small feeder tubes going to each of the magma reservoirs. The end of the tubes will look as follows:
X|~|
X|~|
X|~|
|~|
~|
---
Where the X is the existing magma reservoir, the | denotes the sides of the tube. I'm hoping the downward tubing gives the water a bit of horizontal momentum when it exits through the opening. Regardless, it will impact the side of the magma flow and form obsidian. To prevent aggregations of formed obsidian on the end of the pipe, I'm considering composing it mostly of bridges. The z-level of the pump opening will look as follows, tentatively.
.....
XXXXX
.=~=.
.===.
.....
Equals signs denote bridges, three of them together. All use the back wall as an anchor. The sides of the tubes will open to the left and right as is appropriate, and will be closed during operation to form the side walls. The middle bridge will extend from the back across the center of the tube and under the opening to form the bottom of the chute, and will remain open during operation. As a general precaution, I'm going to make them all magma-safe, because that seems like just the sort of thing that might happen this close to a magma dispenser.
It'll be a bit before I have it up and running - my water source is a brook on the edge of the map, and I"m only half done with the 46-pump stack needed to bring it up to the right z level. The ducting is made easier by the ability to build over top of my existing magma network. All water piping is done in stylish microcline.
Hopefully sometime next week I'll have gotten things to the point where I can test out a single reservoir and work out the kinks in the system. After that, I'll deploy it to hexes radiating out from the central hex, and will expand the network as it seems appropriate.
July 23
Spoiler (click to show/hide)
July 18
Spoiler (click to show/hide)
July 17
Spoiler (click to show/hide)
July 16.
Spoiler (click to show/hide)






