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Messages - Kanddak

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271
Hey, he said he already has zero rent on.
Suggestions to create paying work won't help; he needs to make dwarves legendary so he can assign rooms to them. Pump operating is the way to go, or else just creating a 1x1 meeting area until everyone gets legendary social skills.

272
DF Dwarf Mode Discussion / Re: Unfelicitous fish flinging failure!
« on: December 13, 2009, 10:43:51 am »
That's a wonderful idea!
I don't know if it will work with a creature at all, but going up z-levels is random anyway. You'd have the best chance doing it with a retracting bridge so that you can flip it over and over again without crushing the fish.

273
I can't say definitively that creatures or objects don't affect water's horizontal diffusion, but I don't believe they do and have never seen anything that suggests such a thing. Water seems to just do its own thing, and objects sometimes come along for the ride. Object weight might be a factor in the probability of an object moving, but it doesn't seem to affect water's decisions of which tiles to flow into.
Yes, stairs are the same as empty spaces, as are spaces with grates or bars over them.

As for drainage:
When water's horizontal spread picks a direction that goes off the map edge, the water disappears. This is most often observed in riverbeds, but their downstream map edges aren't really different from any other map edges. If you dump drainage water into the river, it will pathfind its way to an open space at the downstream end of the river and then probably fall off the edge on the next frame. However, it is easy to pour water into a river faster than it diffuses off the edge, which will cause overflowing because water pressure cannot just pathfind its way off the map and disappear, only horizontal diffusion.
You can dump it off any map edge, including fortifications carved into underground map edges (on non-ocean/lake sites). Rivers are sometimes most convenient.

274
DF Gameplay Questions / Re: Pumping magma
« on: December 12, 2009, 08:28:35 am »
You just need to:
1. Build your pumps out of anything other than wood. Green glass is my favorite.
2. Ensure that magma does not contact your mechanisms or axles and interrupt the power supply to your pump.

275
DF Gameplay Questions / Re: water.
« on: December 12, 2009, 08:27:26 am »
Let's also not forget:
1. Lakes
2. Using magma to melt ice

276
It sounds like you really don't know anything about how water actually works, and are thinking about it as being sort of like actual water. This will get you into all kinds of trouble. Read the Hydrodynamics Education thread in my signature; it will tell you exactly how to expect water to behave.

In response to your specific questions:

I'm wondering - will things left in the path of the water diminish its pressure or slow down its tendency to flow?
No. Water movement is instantaneous. The "speed" of pressurized water is solely a matter of the number of water tiles which are teleporting through the system. You have a volume over time but not a velocity.

Quote
I want to drop the water down 7 z-levels, then up five, then down five, then back up again and back into the river. The wiki says that water will only go up to one level below the original height. So if it drops 7 levels, I can only expect it to go up six, right? But the real question is: After going up five levels, will the water still want to go back up the 6 levels, or, after that, will it only act as if it had fallen the 5?
Water doesn't go up at all except when pumped. It can merely go down to any space to which it is connected by a path of 7/7 water tiles. When you ask about how the water will behave after it's fallen a certain distance you're asking the wrong question. The water that falls into your pipe does nothing on its own; it sits there and creates a path which other water can use to find destinations.

278
DF Gameplay Questions / Re: Proper construction help.
« on: December 09, 2009, 10:57:50 pm »
I'd just build a door on top of the errant floor and lock it, doing away with the need to replace it with a wall at all.

279
DF Gameplay Questions / Re: Oh righteous Christ...
« on: December 08, 2009, 08:19:42 pm »
Yes, nickel and nickel silver are magma-safe as well.

280
DF Dwarf Mode Discussion / Re: Challenge:Avatar of Armok
« on: December 08, 2009, 06:30:26 pm »
You don't need to use natural walls. Constructions do crush things to death when they cave in.

281
Your latest save is the one which does not have a year and season. The folders tagged with years/seasons are backups.

282
DF Dwarf Mode Discussion / Re: Dealing with River Devils.
« on: December 08, 2009, 12:24:47 am »
Yeah, but normal drawbridges don't crush when closing.
Tell that to these guys  :'(: http://mkv25.net/dfma/movie-1867-crushedbybridgeup

283
I have orthoclase and microcline in separate stockpiles (and forbidden), but the Diorite is claimed and ready to go.
You probably built your mason shop out of one of those stones, and then mass-forbid that type of stone from the stock screen. Workshops built out of forbidden items won't perform jobs.

284
DF Dwarf Mode Discussion / Re: Dealing with River Devils.
« on: December 07, 2009, 09:03:25 am »
The drawbridge should should shut off the water from the canal before it has a chance to fill up to a dangerous level, and if your miner is still standing on the drawbridge for some reason it should fling him out of harm's way crush him to death.

The tile that turns into a wall when drawbridges raise will atom-smash anyone standing on it.

Also, drawbridges (that are more than 1 tile in both dimensions, so there's a place to stand without being crushed) fling things in totally random directions... except for the direction the bridge raises. The bridge raises instantly and creatures are thrown over time, so by the time any creature thrown in that direction gets to that edge of the bridge, the raised bridge blocks them.

285
DF Dwarf Mode Discussion / Re: Coming soon to a fort near you...
« on: December 07, 2009, 12:57:56 am »
Well, you could conceivably make it print copies of the same maze if you wanted. But that one was randomly generated.

This was a proof-of-concept for a Python library that sends automated keystrokes to DF, presently using an apple events interface.

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