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Messages - CaptainArchmage

Pages: 1 ... 128 129 [130]
1936
DF Modding / Re: Does the metals desert affect modded-in ore?
« on: March 04, 2011, 09:42:35 pm »
The worldgen changes affect non-layer stone, so anything that appears in veins or clusters within layers may not appear.

You can add a layer tag to the stone, which may allow you to get more ores, which will span entire layers.

1937
DF Dwarf Mode Discussion / Re: That... Was pretty awesome.
« on: February 12, 2011, 06:55:22 pm »
A pick is a weapon.  Some players prefer to have their military equipped with picks, so that they can become miners in their off time.  You can get legendary miners by having military armed with picks fight weak captured things or danger room, and in reverse, you can quickly armor your miners and have a militia.

Armouring miners helps if they meet cavern residents, but there are issues with assigning picks to dwarves with the mining labour attached.

Fun Fact: Normal soldiers become Heroes when they reach level 9 in a given weapon skill, and cannot be given civilian duties and don't really leave the military.  Pick-equipped soldiers will not become heroes, and can therefore become a legendary+5 army with civilian duties included.

In the current version of Dwarf Fortress, you can assign civilian duties to heroes, but they will get a bad thought about it. If you still play 40d though, this looks like a good way to allow high level soldiers to do civilian jobs.

1938
DF Dwarf Mode Discussion / Re: Flow Science and Engineering
« on: January 31, 2011, 08:43:27 am »
When I did the above ground testing, I managed to get enough reactor for about 10,000 power, with flow in every tile. This did pump from a brook though, so there wasn't any water shortage. I think what happens is when the reactor is built as something like a block of 10 3x10 reservoirs, so the water reaches 7/7 close to the pump first and then reaches 7/7 at the end last, because water is very viscous in Dwarf Fortress (which is also why no intelligent creature will drink water when there is booze available). The sections that reach 7/7 still have flow in them.

I think the programming is related to making rivers flow.

You can tell when water is flowing because the graphic on the surface tiles changes between ~ and a double ~. This isn't the case with magma, but I suspect when pumped in the right way, magma will have flow in the same way as water.

I noticed the flow is maintained through diagonals, unlike pressure.

1939
DF Dwarf Mode Discussion / Re: Flow Science and Engineering
« on: January 30, 2011, 05:47:20 pm »
Yep, it's 100% doable. In fact, you don't even need pumps, you can sometimes do it with a 1-tile hole designated as a pond and some buckets (it doesn't always seem to work).

I haven't tried filling reactors with buckets yet, but it would help to have a reactor pool at 7/7 producing power. Of course, when you have a reactor producing 10,000 units of power the 10 units of power for the pump are not going to matter unless you're using up nearly all of it. All of this testing has been done "Above Ground" so far, so I am going to do some testing underground.

Buckets may work because they "create" a 1/7 tile of water in the tile being filled a bit like pumps, aquifers, and rivers. I have actually tried turning off a pump system before and the flow seemed to remain.

Quote
Regarding the "brook makes all tiles flow," that may be true, but you definitely don't need a brook/river/etc to make the exploit work. Try it and see!

When I mentioned brooks and flow I meant they don't get gen'd through flow-stopping bodies of water (as far as I know). They don't seem to get gen'd in any world tile with a river or lake either.

If people dwarves want power generated without windmills on embarks without flowing water, they seem go for the dwarven water reactor. If the 7/7flow reactor works, it will be more effective for powering 8-wide magma pumpstacks, since 12 or so waterwheels should be sufficient to power one over 100 z-levels, including power conduits, and that will fit in a 5x14 space over 2 z-levels.

1940
DF Dwarf Mode Discussion / Re: Flow Science and Engineering
« on: January 29, 2011, 06:50:00 pm »
I believe that all surface-level water on a map with a brook, stream or river in it has "flow" in it.

Streams and rivers have flow from the moment you embark unless there is no way for the water to flow off the edge of the map, which happens if your river goes into the ocean or a lake that hits the edge of the map without any other way to drain. In these cases, the forums suggest draining the upstream end of the river so those tiles producing water, which causes the river (and lake or ocean) to start flowing.

1941
DF Dwarf Mode Discussion / Flow Science and Engineering
« on: January 28, 2011, 10:40:29 pm »
New lurker here. I've been doing some flow science and engineering with pumps and rivers:

If you pump water into a reservoir using a pump, the water will remain flowing after the reservoir reaches 7/7. This flow may remain after the pump has been switched off (verify?). The water flows in all directions. Since the water is at 7/7 everywhere, the reactor does not require refilling every now and then. This looks like the same thing that causes water from aquifers and rivers to be permanently flowing. I also know water moats connected to a river will have flow. The same flow rules should apply to magma (pumps only).

So far I built reactors pumping from a brook and a murky pool into reactors, with enough water feeding the pump to fill the reactor completely to 7/7.

I've Spoiler'd some reactor designs that worked for me.

Spoiler (click to show/hide)

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