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Messages - Terisuke

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1
I built something like this a while back:

http://www.bay12forums.com/smf/index.php?topic=61614.0;topicseen

It was pretty effective, but then I got employed.  Having a job really puts the brakes on a megaproject.  However, I did get a limited-area reloadable network of magma reservoirs, with half an infrastructure set up for combining an adjacent network of water reservoirs to create a hexagonal grid of cave-in guns reinforced by magma waterfalls.  It's eminently doable, you can check the pictures in the updates.  It just takes a lot of time to construct, since you have to build everything in very discrete stages to prevent uncontrollable magma floods and/or bridgework cave-in. 

2
DF Dwarf Mode Discussion / Re: What do you do with your dead dwarfs?
« on: August 02, 2010, 10:55:39 pm »
Non magma-safe coffins in an area due to be filled with magma.  They rest, then they burn in a blaze of glory. 

3
The big issue is whether or not caveins crashing through a construct produce the dust required to immobilize enemies for the magma flow to encapsulate.  As long as the magma flow reaches the extent of the cavein dust cloud, we're good to go - outside of that, I can deploy an exterior reservoir to fill in. 

Also, it's a bit more complex because I really have no experience with how tall this obsidian tower is going to go - it could fill in seconds, for all I know.  Hopefully it does so in a way that blocks the flow rather than breaks the pipes. 

I should have some actual Science on this next week or so, so stay tuned.

4
Why not have the water fall onto a floor tile surrounded by walls on all but one side, forcing it to splash out that one side?
Well, I'm not sure how splash dynamics work in DF.  If previous experience holds true, the tile would generate mist and displace the water so that it flowed around the tile, but would do nothing to convey untoward horizontal momentum.  This generally agrees with what osmosis jones said earlier, as well.  Unsupported liquids only move down. 
Right, it hits the tile, and moves to the side one tile, into the path of the magma.

Right, I've got that covered - my problem is getting it to go into the inner four squares of the flow, not just the outer edge. 

5
DF Dwarf Mode Discussion / Re: Diverting/Blocking a river.
« on: July 28, 2010, 06:13:41 pm »
It's pretty easy, actually.

1. Dig channel from under river to somewhere it can drain into - either off the edge of the map via fortifications or out a cliff back into the streambed. 

2. Construct a floor above the ground directly over the channel.

3. Cave in the floor.

The floor will punch through the bottom of the river, letting it drain out through the channel.  You can then construct at any point downriver with little to no difficulty.

EDIT - if you want to stop a source, same deal, just build a box around the source and use the method described above to shut off the river outflow and complete the box.

6
Hmm, possibly I wasn't paying enough attention to this thread, but how many z-levels above the ground are your magma-carrying pipes Terisuke?

I am experimenting with a similar cave-in gun construction, although mine is more random and operates on a more of a "dump water then magma over the entire map and hope they mix evenly" principle.

Not to quash breadbocks's grand dreams, but due to the volcano's altitude and the varying terrain below, the bottom of my reservoirs sit at around 20-25z above ground.  The pipes themselves are therefore more like 25-30z, and the top of the magma tap is just shy of 40z.  I'm definitely going to try and utilize Osmosis Jones's solution concerning the belowground shafts, but I'm concerned about their impact on, well, impact.  If the floor disappears, so too do the advantageous aspects of the mechanism - dust, magma mist, etc will all start appearing well belowground, and it will limit the flow of my magma to a smaller area.  I may opt to instead build preexisting stairway scaffolds at a safe remove from the drop field, which will be extended over after the dust has cleared to safely excavate the column where it stands. 

7
Why not have the water fall onto a floor tile surrounded by walls on all but one side, forcing it to splash out that one side?
Well, I'm not sure how splash dynamics work in DF.  If previous experience holds true, the tile would generate mist and displace the water so that it flowed around the tile, but would do nothing to convey untoward horizontal momentum.  This generally agrees with what osmosis jones said earlier, as well.  Unsupported liquids only move down. 

8
If it's under pump-pressure, water flows exactly the same as magma; under normal circumstances, magma cannot path through itself (which is basically how pressure works) but pumps bypass this restriction. Since any water you have up there will have to be pumped, well...

Also, you can't give liquids momentum in this game; the second they're over open space, they'll start to fall.

Balls.  The pressure thing isn't a big deal, but lack of momentum would really limit the gun's effectiveness - or at least its area of effect.  I'm thinking what I should do now is to actually run the feeder tube under the flow of magma and dispense the water down from there. With proper flow and bridge use, it shouldn't be any less possible.

Also, McTaverish, I'm fully up for making the end of the dispenser in the rough shape of a cock and balls.  It seems so appropriate. 

9
DF Dwarf Mode Discussion / Re: Help me design my mega-project
« on: July 27, 2010, 10:06:54 pm »
If I were designing this project, I'd try for actually carving the top of the volcano tube itself into the head.  Fill out the sides so it looks like the head, and obsidianize the interior a bit to give you some working room, but then you would have a naturally refilling hollow magma chamber inside the head. 

10
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. 

11
Yeah, I just tried dropping a box of magma, and you can see the results:



Before a frame has passed, the stones are on the ground, while the magma hangs in the air in its boxy shape, emitting lava mist properly due to the rocks passing THROUGH it.  After I unpaused, it fell normally.  The fall speed of constructions or living rock is essentially infinite, and the fall speed of everything else is not. 

12
Beautiful. May I suggest a number of smaller Hammers fired concurrently?
After this, I've pretty much decided that Project Stonespam (i.e., my cave-in gun) is the only way to efficiently augment the network's firepower.  Magma mist is generated when a falling wall or floor strikes magma, and given that falling rock has infinite velocity the magma has to be on the ground for that to work.  The cave-in gun would create a column of falling obsidian, magma mist and dust that would pretty much cock up anything in the vicinity. 

13
DF Dwarf Mode Discussion / Re: Pump Stacks
« on: July 26, 2010, 09:08:37 pm »
Oh snap. 

14
DISPATCH: PARCHEDPILLARS PROVING GROUND

PROJECT HAMMER OF ARMOK

5th Timber, 503

The military powers-that-are seem to be displeased with the stopping power of pure magma.  With the supplementary water stack for Project Stonespam still in progress, I've come up with an intermediate solution that might satisfy them.  I call it Armok's Hammer.  The schematics are as follows:


   |   ____
   | | X__X
   | |  I
____ _________
X~~~~~~~~~~~~X
X~~~~~~~~~~~~X
______________


As you can see, the weapon consists of a large reservoir of magma, suspended by a feeder tube that hooks on to the magma flow conduit for the local hex of the DOMAIN network.  Once the reservoir is filled, the tube is disconnected and the reservoir hangs only by the support connecting it to the bottom of the conduit.  At this point, it would normally wait for some invader to wander beneath it, but we have decided to go ahead with an effectiveness test despite the lack of enemy activity.

Some pictures of the apparatus immediately pre-test are posted below:



We're throwing the lever in...  3...  2...  1...   

As the lever is pulled, the world seems to stand still. (My computer stalled out for a bit)



Astoundingly, the stones seem to drop straight through the magma, which emits a cloud of magma mist and slowly begins its fall to the ground.  The stones land in a perfect square below the drop site, followed almost 100 frames later by a tirade of magma covering the drop zone.  From this we can derive one undeniable conclusion:

The Parchedpillars Law of Object Interaction
-Whereas; the fall speed of objects is finite AND,
-Whereas; the fall speed of living rock and constructs is infinite,
   WHEN COMBINED ABSENT SUPPORT
The slower of the two (objects, fluids) is essentially STATIC and behaves as if being caved in on,
Whereupon it then falls as it is wont to do normally. 

The goal of the project is somewhat set back, as we had hoped for a large cloud of magma mist filling the drop site.  We may have to wait for the aqueduct to be complete after all.  The military may flog me to death with my own mittens, but dwarven science can only do so much. 

15
DF Dwarf Mode Discussion / Re: What should I do with this embark?!
« on: July 25, 2010, 10:27:48 pm »
Ignore the lowlands for now.  The top of the main mountain or the top of that smaller terrace midway up would be amazing fort locations.  In fact, I'd build on both of them and make an enclosed skybridge out of glass linking both entrances, then reduce movement cost for it so your dwarves move around in it all the time.  Bonus points if it's caravan-passable and you need to travel through it to reach your depot.  When you're a more mature fort, wall off and flood the lowlands, or use them as a staging ground for an epic megaproject - or both. 

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