DF Gameplay Questions / Re: Complex lever linkages?
« on: May 06, 2008, 05:32:00 am »
AND I need to recheck my fortress plans.
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AND I need to recheck my fortress plans.
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 ]
so only the output needs support....
code:
..X.
.>>.
..X.
code:(w-mill)
mmm.
mMm.
mmm.
-edit: this construct surrounded by a wall obviously.
[ March 12, 2008: Message edited by: Areyar ]
eg. sideview:
code:
..mMm.
X.<<.X
X.>>.X
X.<<.X
X.>>.X
~~XXXX
---
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 ]
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__
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.
........
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. 
[ March 12, 2008: Message edited by: Areyar ]
[ March 12, 2008: Message edited by: Areyar ]
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)
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. 
...I'll test a controlled dump of a topsoil layer into a lowerlevel pit next.
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 ]
BTW I think the wiki entry on wounds is outdated, it does not handle the dark red injuries.
...I think.
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 ]
code:
...xXo
..xX
_xX