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Messages - Sukasa

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706
DF Dwarf Mode Discussion / Re: Most Powerful 'Power Plants'
« on: November 04, 2007, 02:05:00 pm »
since flows are supposed to be able to move items, you could technically use screw pumps and power plants to make a water-based conveyor >_>


EDIT:  Started on the designs for the mega power plant.  However, it's pretty hard to get working right, and it's still got highly fluctuating power (normally 1833 power out, but can drop as much as 600 units of power for short periods of time...  I'm working on that.)

EDIT2:  I'm redesigning the generator a bit to make it work better.  Also, If/when Toady adds deadzones to Pressure Pads (see my post in DF suggestions "Pressure Pads & Fluids"), I"ll redo sections of this design to make it cleaner.  Much cleaner.

[ November 04, 2007: Message edited by: Sukasa ]

[ November 04, 2007: Message edited by: Sukasa ]


707
DF Dwarf Mode Discussion / Re: Most Powerful 'Power Plants'
« on: November 04, 2007, 01:45:00 pm »
It took me a couple of game-years to design and build, expect it to take you several years too :P

Anyways blueprints & instructions are not forthcoming until I finish putting them together, since this thing is just so damn huge.  I'll also try to fix it up a bit for you guys, since my version of it is pretty...  messy.


708
DF Dwarf Mode Discussion / Most Powerful 'Power Plants'
« on: November 04, 2007, 01:34:00 pm »
Just wondering, what's the most powerful designs you guys have come up with for power plants?  So far, my biggest is a net 1834 units of power output when running at maximum efficiency.  However, the entire plant is huge...  it needs a multiple-level resevoir and two smaller 'sub-generators' that produce just under 200 power apiece during it's startup phase...  yea.  big.

709
DF Dwarf Mode Discussion / Re: Set me a challenge
« on: November 04, 2007, 01:17:00 pm »
I hadn't thought of one by then, sorry.

Design a Royal-quality dining hall for your dwarves.


710
DF Dwarf Mode Discussion / Re: Set me a challenge
« on: November 04, 2007, 12:59:00 pm »
look for it under 'logs'.

711
DF Dwarf Mode Discussion / Re: Your favorite "worthless" stone?
« on: May 06, 2008, 11:58:00 pm »
Claystone.  Nice, even grey, and it's available en masse in my fort.

712
DF Dwarf Mode Discussion / Re: fortress design?
« on: March 21, 2008, 11:04:00 am »
I generally build my fortresses around the existing landscape, and I usually don't alter it much.  They're also usually very twisted and mazelike, filled with traps and side corridors.

How many other fortresses do you know have their glassmaking facilities on the other side of a farm?!


713
motorbitch, are you sure you don't have any chages or whatever?  If not, could you please post a fresh make of that world?  I get something different for that seed,

"The Planes of Forever"


714
DF Dwarf Mode Discussion / Re: Thoughts on pressure plates
« on: November 02, 2007, 12:24:00 am »
Hm, so...  Basically, you want the pressure plate to be multi-use, but *only* close the floodgate?  Well, I do have *one* idea.

There was an older (~1 week) thread that was dedicated to machinery, try checking the logic gate designs.  You'll need to use some sort of specialized construct for what you want.

Otherwise, just wait.  Dibs on designing this gate if you don't want to!


715
DF Dwarf Mode Discussion / Re: Fortress Design Elements
« on: November 02, 2007, 12:29:00 am »
Having constructed the original version of my Perpetual Motion generator, I can safely say both designs will work perfectly  :D

However, my estimates on water consumption were off; 6/7 min is much mroe accurate.  It'll run on 4 or 5, but periodically stop for about a half-second whilst water flows around.  [6/7] level water works great, however.


716
DF Dwarf Mode Discussion / Re: Fortress Design Elements
« on: November 01, 2007, 09:58:00 pm »
Yes, it uses a screw pump and breaks the laws of physics.  Actually, I could fix this...  *does so*

Now it produces more power.  Also yay for TI-84+ in English class XD

code:
XXXXXXX XXXUUUX
XX.?%+X XX+XXUU
XXG:X+X X+++DUU
X++:X+X X+XXXXX
X+WWW.X X+++++X
XDX:XXX XXXXXXX
  v
Floor 2 Floor 1
XXXXXXX XXXUUUX
XX.+++X XX+XXUU
XXG.X+X X+++DUU
X+++X+X X+XXXXX
X+....X X+++++X
XDX+XXX XXXXXXX

X - Wall
+ - Floor
* - Gearbox
D - Door
: - H. Axle N/S
. - Open Space
% - Screw Pump Solid tile
? - Screw Pump Passable tile
v - Power Out
U - Not Used
TECHNICAL DATA:
Power out:
78u - 100u (from waterwheel) - (2xAxle+1xScrewPump+1xWaterwheel) = 78u
Startup Draw
22u
(2xAxle+1xScrewPump+1xWaterwheel)
Seasonal
Operation:
AboveG. -Winter
       +Others
UnderG. +All
Size:
7x6x2 Tiles
WxLxH
Supplies:
UNDERGROUND:
1 Stone Grate
1 Axles
1 Waterwheel
  (3 Wood)
2 Stone Doors
ABOVE GROUND:
Add:
48 Wall Tiles
20 Floor Tiles
 (^All Wood^)
REQUISITES:
+Masons Shop
+Mechanics Shop
+Water Source
+Min 1 Bucket
MAINTENANCE:
Periodic refilling with buckets.
Access doors allow for cleaning.
STARTUP:
Fill lower floor to [6/7] min water level.
Either manually start pumping or apply power to drive (output) axle.

[ November 02, 2007: Message edited by: Sukasa ]


717
DF Dwarf Mode Discussion / Re: Fortress Design Elements
« on: November 01, 2007, 04:24:00 pm »
Hm, could you elaborate a little more on that design?  I've come up with a design myself that uses a 7x6-tile footprint over 2 floors to produce 68 units (via an easily access horizontal axle in the center of the south wall on the second floor) of power with just the occasional addition of extra water.  Since the design document is on my TI-84+, I won't be able to get it for you guys until I get home.

718
DF Dwarf Mode Discussion / Re: Power!
« on: October 31, 2007, 03:45:00 pm »
Yeah, but what about how in the old version weapons traps didn't harm your dwarves?

719
DF Dwarf Mode Discussion / What should I build next?
« on: April 20, 2008, 09:03:00 pm »
So, after I finish my coin vault, what should I build next (I'm a little strapped for inspiration beyond a giant logo of some kind)

Fort Here


720
DF Dwarf Mode Discussion / Re: Your fortress lay out.
« on: April 19, 2008, 10:23:00 pm »
I design fortresses that are rather influenced by the landscape, as they're very, very twisty and complex.  I usually have lot of little corridors everywhere, since it helps the FPS to have easy access to everything without needing to use the main hall to haul stuff between all the workshops and the massive amount of stockpiles.  They're very fun in adventurer, too.

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