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Messages - Areyar

Pages: 1 ... 172 173 [174] 175 176 ... 184
2596
DF Gameplay Questions / Re: Complex lever linkages?
« on: May 06, 2008, 05:32:00 am »
The wiki on that needs updating then.  ;)

AND I need to recheck my fortress plans.


2597
DF Gameplay Questions / Re: Complex lever linkages?
« on: May 06, 2008, 05:15:00 am »
It can AFAIK

just construct the components,
connect one floodgate to the lever,
then PULL the lever,
now connect the second floodgate.

This principle is described in the wiki-farming tutorial.

You may be interested in other logic gate applications as well, in which case use the keyword 'computing' oin the wiki. (I found it interesting)
One system uses pumps and pressureswithes to generate a flip-flop(?) output.

[ May 06, 2008: Message edited by: Areyar ]


2598
DF Gameplay Questions / Re: power source to pumps
« on: March 12, 2008, 08:50:00 pm »
blocks water? you got a typo there...is that the input part or tyhe output side?
I figure its the output side, as dwarfs can stand on the input side of the pump, and the output blocks dwarf I suspect it blocks water too.

so only the output needs support....

code:

..X.
.>>.
..X.


stacked topped by
code:

mmm.
mMm.
mmm.

(w-mill)
should work then?

-edit: this construct surrounded by a wall obviously.

[ March 12, 2008: Message edited by: Areyar ]


2599
DF Gameplay Questions / Re: power source to pumps
« on: March 12, 2008, 08:34:00 pm »
power-transfer through pumps givees me another idea.
AFAIK pumps cannot transfer water higher than themselves,
but if I stack 4 pumps in a container, topped with a w-mill, can they collectively raise the waterlevel 4Z-levels?

eg. sideview:

code:

..mMm.
X.<<.X
X.>>.X
X.<<.X
X.>>.X
~~XXXX


(I need to test if waterpumps can be stacked like thus, without floorsupport, allowing power-transfer.)

---
No wheel then.
If you got excess wood, feel free to build a mill (4wood!) on top of each pump.
But if you got a mechanic working overtime, working out a cool mechanism is much more fun. The axles cost 1wood per length though.

[ March 12, 2008: Message edited by: Areyar ]


2600
DF Gameplay Questions / Re: power source to pumps
« on: March 12, 2008, 11:16:00 am »
In my world windmills generate about 40power, while pumps require 15 to run, so two mills wil do the trick for you.

I just built a 3pump, 2wind-mill watertower and basically I build/dug wall/floor/ramp/stairs scaffolding to one side to provide access to install all gears, axis and mill.
In the end I decided to make it into a building and use the unused power to run a millstone, but as far as I can see removing the scaffolding should pose no problem.
try to be as efficient as possible with axles and gears, as they consume some power too.


sideview:

code:

.....M..M..
..*--*--*..
_<<.x|xx|xx
xxx_<<.x|xx
xxxxxx_<<.x
xxxxxxxxx__


obviously, access is from corridors/scaffolding constructed to the rear of this.
.=openspace
x=wall
_=floor/channel
<<=pump from east
M=windmill
*=gear
- and | = axles

2mills = (2*+40),
3pumps(3*-10),
3gears (3*-5)
axles= (7lengths*-1power)
total power use =52/80

This is only one of the simple linear design, other options are to work around a central vertical shaft instead of the horizontal one here. (which is kinda inefficient for windmills)

IIRC then components such as pumps also transfer power, you could design a mechanism exploiting pumps as gears.

how about:
topview:

code:

........
.xxPPxx.
.x*pp*x.
.Pp~~pP.
.Pp~~pP.
.x*pp*x.
.xxPPxx.
........


pP = pumping eastward
. = openspace
~ =pumpfrom-hole
* =gear with mill on top
x = wall/support-access structure
...still lossy at 25/40 power used per mill, but space efficient.

if pump-transmission works, building 4 next to each other and simply building a mill on top of one should be most cost effective.

...it seems that you are building a platform in the middle of a waterbody, is this flowing water?
If so, maybe using a waterwheel could provide easier power.

EDIT: To return to your question about support, it's only neccesary when connecting gears to levers.
http://www.dwarffortresswiki.net/index.php/Gear


Please share the solutions you come up with.    :D

[ March 12, 2008: Message edited by: Areyar ]

[ March 12, 2008: Message edited by: Areyar ]


2601
DF Gameplay Questions / Re: ants?
« on: March 12, 2008, 11:29:00 am »
ah!
like living pebbles...but more nutricious and more fun to throw.

2602
DF Gameplay Questions / Re: ants?
« on: March 12, 2008, 10:22:00 am »
If they got RP value, what do they do in adventure mode then?

or RP in the sense that some dwarfs just detest ants?

-anyhow, it would be nice to be able to add to the landscape without it being a wall.
are walls watertight BTW? (In respect to crossing aquafiers)


2603
DF Gameplay Questions / ants?
« on: March 11, 2008, 09:19:00 pm »
What's the (intended) gameplay value of ant-colonies?
do they get rid of vermin like cats or maybe clean up nearby yuckyness?

It might be nice to be able to 'landfill' a hole by tossing in rock...
A consolidating spills heap may help get rid of excavated rock, withiout resorting to the dump-exploit and could be usefull for some landscaping effords too. (levees and such)

...just finished my first large scale irrigation project, windpowered to hoist water up 6levels or so and also running a mill.  :D
...I'll test a controlled dump of a topsoil layer into a lowerlevel pit next.


2604
DF Gameplay Questions / Re: red lung wound
« on: May 05, 2008, 11:20:00 am »
hmm? no?
might be my bad monitor.
I just had a bad cave-in, i'll log colours i see:

white = normal
grey
yellow
red
'dark red'

darkred must be the brownyellow, it looks different to the colour in the wiki example though.
It's the same colour as used by mules and agrarian proffesionals, brown would be fitting for those.

[ May 05, 2008: Message edited by: Areyar ]


2605
DF Gameplay Questions / Re: red lung wound
« on: May 05, 2008, 11:06:00 am »
With me dwarfs either die horribly or 'break' their lower backs.
Shows as grey, doesn't prevent them going about bussiness though.

BTW I think the wiki entry on wounds is outdated, it does not handle the dark red injuries.


2606
DF Gameplay Questions / Re: does wood float?
« on: March 09, 2008, 12:33:00 pm »
Actually no pillar is neccesary, a floored 'gangplank' can provide the connection required to hold it up.

...I think.


2607
DF Gameplay Questions / Re: does wood float?
« on: March 09, 2008, 09:28:00 am »
that's a pitty.
just like swimming dwarves...

What is the use of a wooden block btw, Is it a 'plank'?

Ahhgh! wood should float...I want to build rafts and ships for my fisherdwarfs and wateroperated lift systems for ...the heck of it.

need rope, tackle and sail.  ;)

[ March 09, 2008: Message edited by: Areyar ]


2608
DF Gameplay Questions / does wood float?
« on: March 09, 2008, 09:16:00 am »
It might be fun to construct ships from it if it does.

2609
DF Gameplay Questions / Re: Screw pumps
« on: March 06, 2008, 07:47:00 am »
So you can build a ladder out of pumps, all powered by the same PS?

code:

...xXo
..xX
_xX  


.=air
_channel
x=input pump
X=output pump
o=output water

2610
DF Gameplay Questions / Re: Determining initial caravan location?
« on: March 03, 2008, 05:09:00 pm »
On my map not a single tile is trader accessable.
This is a lowlands hole-in-the-ground.
Probably the wagons need a rock substrate to move on, as in my last mountaintop home they could move almost everywhere and follow the stream up to my fort.

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