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Messages - Kanddak

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421
DF Gameplay Questions / Re: SquirrelWizard's Questions
« on: September 24, 2009, 11:32:28 pm »
Have you (or anyone else) tested that? We know that wooden parts in pumps take heat damage just by being next to magma (without being submerged in it - if they are it's instant burn instead of slow damage over time), so I wouldn't say that wooden axles don't have the same problem without testing it (it'd be logical for them to take damage. Then again, DF isn't always the most logical). Non-magma-safe but fire-safe parts don't have that problem, so unless there's magma actually in the same tile, it would hold without problem.
I tried to perform an experiment on this, but I had a damnable time just trying to get wooden pumps to ignite. The conditions under which they will or won't burn aren't well-understood.
I'd like to see an experiment that runs a wooden pump right into the input of a magma-safe pump, so magma is never left next to the wood pump; if it burns, then wooden pumps are damaged by the act of pumping magma rather than the state of being adjacent to magma. You could also run magma up against the back of a dummy wooden pump that isn't actually being used for pumping. Closed wooden doors shouldn't have a problem, either. (Although I've seen unlocked stone doors appear to spontaneously open while exposed to magma - this also needs further investigation)

Anyway, the thing is, axles don't have a solid tile like screw pumps, so it's not possible to put an axle next to magma without putting it in a place where the magma can flow onto and submerge it.

I've allowed wooden axles to contact pumps that are actively engaged in magma pumping many times with no ill effects, so I'm inclined to call it safe until someone publishes an experiment showing otherwise.

422
DF Gameplay Questions / Re: How to ensure access to enemies?
« on: September 24, 2009, 11:01:05 pm »
Yeah, you're just being too impatient. I don't think I've ever had goblins during the first year; snatchers might start to show up during the second year.
If a civ shows up on the neighbors list at embark, they do have access to you.

423
DF Gameplay Questions / Re: Do traps work underwater?
« on: September 24, 2009, 10:55:55 pm »
Wouldn't be surprising. Local diffusion of water does tend to slosh back and forth a bit.

424
DF Gameplay Questions / Re: SquirrelWizard's Questions
« on: September 23, 2009, 08:39:47 pm »
It will not go faster because magma does not model pressure unless it is being pumped, then all logic goes out the window and acts like slow water.
That's not right. Magma is entirely logical.
Magma does not have the same pressure rule that water does, so indeed its flow rate will not vary much based on where you dig into the pipe.
Pumping does not change the behavior of the magma or cause it to run the pressure rule, but pumps perform their fluid pathfinding and placement independently of what kind of fluid they're pumping, and can move magma through U-bends. Water and magma will be pumped at the same speed, limited only by the flow rate into the pump intake. The magma will not be slower than water, although water pumps can be fed by pressure.

As for the axle-burning question, axles will only catch fire if magma gets into the same tile. It's safe for axles to touch magma pumps. Non-magma-safe gears won't help this much; they'll just melt a bit more slowly than axles burn when submerged in magma. You'll only have problems if you have magma leak onto your power distribution. Power can connect to any tile of a pump, and you are advised to use this fact to built a sealed system that will avoid magma leaks.

See http://www.bay12games.com/forum/index.php?topic=32453.0 for further explanation.
Also see this topic: http://www.bay12games.com/forum/index.php?topic=42296.0

425
Also, fire doesn't burn hot enough to melt things. You need to use magma directly for that.

edited for being wrong, see below

426
DF Dwarf Mode Discussion / Re: Magma Workshop District
« on: September 23, 2009, 08:24:47 pm »
Flood my fort?  I don't think so,  I've taken precautions.  This entire area is one level *below* everything else.  Because the magma won't climb stairs, right?
Temporarily flooding this level with lava shouldn't be a problem.  I add in a few walls so my pumper doesn't get hit (and optionally, can leave) and the lava should settle or evaporate.  The lave won't go anywhere once it's pumped so there shouldn't be any problems after that.
Ok, fair enough, it will flood your magma workshop level with magma. But "I'll just flood it and let it evaporate" is a pretty inefficient way to do it when you have much better options.

Quote
Also, do I have to worry about fire imps and such with my setup?
Yes.

Quote
Also, I still don't get how to get people down and up from channels.  Do I just build a down stairway over a channel and then an up stairway in the channel?
Well, you can't do it in that order, because you can't construct down staircases over open space. Dig a staircase instead of a channel on one tile. Or alternately, dig an access stairwell leading to a tunnel into the side of the channel, closed off by a door.
You obviously have some understanding of how to get dwarves up and down staircases. It sounds like you're conceiving of "channels" as some kind of special fluid-transmitting tile, rather than merely a designation that removes floors and leaves an open hole into the z-level below. I've heard it worked something like that in the 2d version, so that might be what's confusing you.
The wiki article on mining might help, although the wiki article on channeling itself seems kind of confusing.

Or maybe this will clarify things: http://mkv25.net/dfma/movie-1683-safemagma-pipepiercing

427
DF Dwarf Mode Discussion / Re: Magma Workshop District
« on: September 23, 2009, 06:18:54 pm »
That's going to flood your fort with magma. The magma will come up to the level of the screw pump.

If you get rid of the pump, it won't flood you, but it will fill slowly. Remove the last two tiles of channel designations and get an engraver down there with a staircase; then carve a fortification in the 2nd tile next to the magma, evacuate the engraver, channel the last wall to admit magma from the pipe, and build a floor over that channel. The fortification will keep imps out.
If you move the pump and its intake channel down one level, that will also work nicely. In that case, put a grate over the intake channel to obstruct imps.

Now, about your other questions.

Does magma move diagonally at the same speed as orthogonally?
Yes. Magma moving on its own power - local diffusion - will move any direction at the same speed. However, pumps will teleport magma only along orthogonal paths, so an orthogonal pump-fed channel will fill more quickly than a diagonal one (which will have almost no improvement over a channel without a pump).

Where should I put grates and floodgates, can I make them out of normal stone or glass?
Anything that is not submerged in magma can be made of any material. (Except that wooden screw pumps will catch fire.)
Stone will melt if submerged; glass will be fine. Remember that you need magma-safe mechanisms for anything that will be submerged in magma, because the mechanisms will otherwise melt and cause the building to deconstruct.
However, the design you're showing really has no reason to use a door or floodgate - and, incidentally, doors are better for almost every purpose. Floodgates are pretty much vestigial remnants from the 2D version.

Is there any danger to walking over a magma channel on a grate?
Not in the least.

if a magma workshop is over a magma tile but the magma tile is covered by a grate will the workshop function?
That situation is impossible. You can't build two buildings (a grate and a workshop) in the same tile.

428
DF Dwarf Mode Discussion / Re: Automated fortress
« on: September 23, 2009, 03:53:25 pm »
If you stockpile a lot of stuff before leaving the fort on its own, you should do alright for moods. There is an artifact cap after which no more moods will take place, so you don't need an infinite number of mood supplies.
You can also initialize a lot of vacant coffins to bury dwarves who die of old age and reduce the impact of those deaths. Happiness really isn't all that hard to manage, you don't need to do anything ridiculous. Give dwarves their own rooms, throw a few fancy statues around common areas. I've never had serious happiness problems without several deaths in a short period of time, and one time I had to throw everyone's children into the magma vent for three full years before I made anyone unhappy.

429
DF Dwarf Mode Discussion / Re: Phantom magma pressure.
« on: September 23, 2009, 07:31:16 am »
Yeah, the middle pumps aren't really needed, just the ones at the end.
Both the pump train and a simple 1-wide tunnel have the same efficiency for how much magma ends up being needed to fill the tunnel, and the main limit on the speed of your magma system is how fast the magma flows underneath your intake pump, so I would expect the tunnel to work at exactly the same speed as well as being far more power efficient.

430
DF Dwarf Mode Discussion / Re: Automated fortress
« on: September 23, 2009, 07:22:44 am »
I don't see the bags as much of an issue. Set up pig tail fields and make the bag industry self-sustaining too. If your farmer workshop has to alternate between processing pig tails to thread and quarry bushes to leaves, then the quarry bushes will go more slowly. It would be even better to make a million barrels and do sweet pods to dwarven syrup, too; I'm concerned about maxing out on quarry bushes due to the limit of 200 of each type of seed.

I'd probably dig out the whole map and fill most of it with food stockpiles, and leave the fort with a repeating stonecrafter shop to clear out the stone over time to make more room for food and produce wealth.

I'm unenthusiastic about the idea of using the glass industry to produce wealth. It's difficult to balance sand-gathering rates; you always either get a cancellation on the sand job due to filling all bags (which would cause a disaster for the food industry) or a cancellation on the glass job due to emptying all bags. I assume it'll be just as hard to balance for farming and the last thing we'd need is further complication from the glassmaking department.

I'm having trouble envisioning more than one farmer workshop at a time being able to keep things slow enough to keep pace with the fields, but also having trouble envisioning one farmer workshop being able to keep a kitchen steadily supplied. So my main concern is that we'll have to build long zig-zagging tunnels to the workshops in order to keep them working slowly enough.

431
DF Dwarf Mode Discussion / Re: Automated fortress
« on: September 22, 2009, 10:41:52 pm »
You can produce quarry bush leaves roasts far, far faster than dwarves eat them. If you made a giant quarry bush plantation and ran the fort making roasts until all of the farmers died of old age, you'd have enough roasts to feed the subsequent generations for a damn long time. Maybe not actually forever, but a longer time than you're going to spend letting the game run.
You might even be able to make it run on repeat without having to queue up a million work orders, if you crunch all the numbers for how fast a farm plot will produce bushes, how fast a legendary thresher will process bushes, and how fast a legendary cook will roast leaves, and balance your farm sizes/workshop numbers so that you grow enough bushes to keep your thresher and cook working through the winter. You could do biscuits instead of roasts to slow down the cook so he never runs out of supplies and cancels the job. You could also put extra farmer shops and kitchens behind sealed doors, and build an elaborate timing mechanism to shut down the old workshops (in case they were still running) and open up new ones (with repeating jobs queued before you set the fort on its own) every few years. That way if there's some disaster where a job cancels, the dwarves can live on their massive food pile until the next workshop opens.

432
DF Dwarf Mode Discussion / Re: Phantom magma pressure.
« on: September 22, 2009, 08:28:08 pm »
Actually, he didn't make that mistake - the pumps pictured are all pumping from east to west (the Z-level above is offset).
I'm not talking about designing a system that leaks diagonally from the pump output; I know he didn't do that.
He needs to feed power vertically into that bottom pump in order to keep the axles from being exposed to the magma coming up through the pump intake. He obviously isn't comfortable doing that, or he'd have just built a pump stack rather than an inefficient arrangement with a lot of axles and gears.

Alternate between these two z-levels, as shown before building the pumps or doors:
Code: [Select]
+.+.   +: floor
 +     .: channel
 X     X: stairs

.+.+
  +
 X+
Uses 10 power per level, for the screw pumps, and is completely sealed.

If you're really set on using that staircase arrangement, then do something like this:
Code: [Select]
Dig:
<++>    upper levels
  +++
+++..

   <++  lowest level
     +
   +++. <-magma source
   
Build:

<++>
  +++
+%%=*    =: axle, *: gear

   <++
     #   #: door
   +%%.
Yes, this is magma-safe even though the magma seems to come "through" the axle.
Uses 16 power per level above the lowest (which uses 10), with one tile of axle and a gear assembly.

The OP's design, with a power staircase separate from the pump staircase, uses 27 power for each of the upper levels, and 22 for the lowest, due to the completely ridiculous number of gear assemblies. It's also designed so that magma can burn his axles and break his system.

433
DF Dwarf Mode Discussion / A couple notes on Dwarven Fire (blocks in a bin)
« on: September 22, 2009, 07:43:03 pm »
Back in February I discovered ( http://www.bay12games.com/forum/index.php?topic=31244 ) that a flammable object in a magma-safe bin can be submerged in magma to ignite the object, which is then shielded by the bin from any extinguishment by water. This has become famous because it was quickly recognized as an easy way to drain an ocean and is a cool trick in general.

It has become immortalized in popular imagination as the "lignite block in an iron bin" trick, and I'm posting just to clarify that although I happened to be playing around with a lignite block at the time (it was an experiment to see if you could melt blocks and then cool them into usable stones, which would make the blocks caravans bring useful, but it didn't work), any long-burning object will do. (Wood and cloth catch fire, but burn away too quickly to be useful)

If your caravan brings lignite or b-coal blocks, by all means use them, since they're no good for anything else.
But if you have lignite (or b-coal), please don't think it's the only thing you can do this with and carve it into blocks; you can smelt it to get two (or three) blocks of coke, each of which is just as good for your pyromaniacal schemes. Charcoal works too, so you can piss off the mer-people and the elves.
Graphite should be even better for this, if you happen to have it, because it doesn't have any economic use (steelmaking) -- though I haven't tried.

Today I had the revelation that there's no reason this should even need to be done with a block. It could probably be any item made out of a long-burning material that can be stockpiled in a bin.
I hypothesize that if you really wanted to drain the ocean in style, you could probably use a diamond.
But the main point of this realization is that you ought to be able to do it with finished goods, too. Since you get three mugs for every one unit of stone, the most efficient way to fuel burning bins might be to make graphite mugs. You could also, if pressed into wasting lignite, carve that into mugs (no point with b-coal, since it makes three cokes).

I haven't tried that, but someone should; if it works, then this really ought to be thought of as the "graphite mug in a bin trick", with lignite recognized as a last-resort substitute -- unless, of course, you get the otherwise-useless blocks from a caravan.

434
DF Dwarf Mode Discussion / Re: Dwarven science: Bridgeapaults
« on: September 22, 2009, 07:40:33 pm »
When I tried flinging rocks by raising a one tile drawbridge all the rocks vanished instead of being flung.
Yeah. People don't mention this much, but the "wall" tiles of a drawbridge crush things when the bridge raises just as surely as the other tiles crush things when the bridge lowers.

435
DF Dwarf Mode Discussion / Re: Extinguish burning dwarves.
« on: September 22, 2009, 07:20:21 pm »
No, the only fire emergency in that fort happened before the sprinkler system was built and was the inspiration for its construction. Then the fort died in a tantrum spiral because I had, on the other hand, been extensively using the child sprinkler system I built for the magma vent.

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