The Great Carbonite Trap- Background
- Mechanics
- Prototype traps
- Final trap
1. BackgroundI was "opening" my cavern using
tiletypes, transforming the rock columns into floors. Those floors eventually, as expected, collapsed onto the ground. After most of the dust had cleared, I noticed that I had injured some blobs. Checked the logs and they reported being caught in ... boiling magma. What peaked my interest was that magma and obsidian really formed on the center of an underground lake where some of the floors collapsed.
Thinking it was because of the huge amount of caved-in floors, I tested that hypothesis. It failed. Then I looked again at the lake and found that underneath it (as in, the level below) stood a magma lake, that conveniently had depth 6 in the places where the walls have been formed.
I retested, dropping a single 5 tile floor from above. There were formed 4 obsidian wall tiles (because one of the tiles wasn't on top of magma) and no magma came up to the surface.
So, my current understanding of this is that a single floor tile will teleport 1/7 of magma to the top. More tiles in the same (x,y) position will bring about more magma (which explains the regular form of the first obsidian created). In short, it's like a version of the Magma Piston, only with floors and water.I assume that this, unlike the piston, which relies on the physics of the game, is a bug of sorts. But as I'm not familiar with pistons and I uncovered this recently, I find it best to gather the community's reply.
2. MechanicsFinally got around and understood the whole mechanism behind everything about this trap. It works as a piston, except with floors. And that has some implications.
First of, the original conditions that lead to this were the following:
Side view
▓▓▓▓▓▓▓ - Stone wall roof
_______ ┐
_______ | 4 levels
_______ | natural stone floors
_______ ┘
≈≈≈≈≈≈≈ ┐ 1 level water [7/7]
_______ ┘ natural stone floor
≈≈≈≈≈≈≈ ┐
≈≈≈≈≈≈≈ | 4 levels
≈≈≈≈≈≈≈ | magma [7/7]
≈≈≈≈≈≈≈ ┘
▓▓▓▓▓▓▓ - Magma flow & SMR
What happened after the floors collapsed is that the liquids teleported upwards, replacing the place where the floors were. This is relative to the amount of floors being collapsed: if I would collapse 10 floors, the liquids would teleport the whole 10 levels.
However, the floor that separates the water from the magma is perforated, which means obsidian could form in where the magma existed. The reason that never happens in this condition is due to some quirkiness of Dwarf Physics. In order for obsidian to form, one of 3 must happen:
- Water must pour down from at least 2 levels above (how the obsidian chambers work, and also the expected behavior).
- Magma is poured down on top of water.
- Water is poured down on top of magma.
The last two involve the implicit generation of Steam, that means water shouldn't exist in order to form Obsidian. However, if water is "prevented" from fully turning into steam and then disappearing, it reacts with magma, forming obsidian. This is easily demonstrated by dumping a layer of magma over a trench filled with water.
There is also another quirk at work here. Any liquid will try to fall first before spreading. As soon as an obstacle is found that prevents magma from continuing downwards (magma itself doesn't count), magma will spread horizontally.
The events that lead to the formation of obsidian on the water level and none on the magma are the following: After the collapse of the floors and the teleporting, the water that still exists on its level reacts with the magma that's falling, creating the outer walls. After the creation of those walls, magma begins to spread outwards, reacting to the water that is below it. Any teleported water that didn't turn to steam and manages to fall will also turn magma into obsidian.
This also explains why this only happens on small (between 2x2 and 3x3) size floors. Any bigger and a hole with the same shape is created as consequence of the floor perforation. That hole may not have the same dimensions as the floors that perforated it, because of water that might have spread to inside and also because of water above that may have fallen.
Also, the higher the magma column being teleported (as such, the bigger the number of floors being colapsed), the more time it will have to spread and to form more obsidian outside the hole.
3. Prototype trapsBelow is the old trap I designed in the beginning. It doesn't/shouldn't work as expected, as it was my earliest understanding of how everything worked.
Now for the trap itself. Assuming the mechanics are fully understood, then The Great Carbonite Trap could be made as such:
Side view
_______ - Obsidian (natural) floor
^ I - Pressure trap and linked Support
________ - Natural floor (with some water)
≈≈≈≈≈≈≈ - Magma
Imagine all the goblins, in their merry siege. They come towards this weird structure between them and the entrance to the unbounded riches within the fortress. Having no choice, they charge. As soon as they step on the pressure trap (or alternatively, a lever can be triggered) the support falls, collapsing the "natural" floor above (that won't deconstruct). The floor teleports some magma above, where in contact with water becomes vitreous Carbonite (or Obsidian...), trapping the goblins within them. It that's not enough, the falling floor will generate a cloud of deathly dust that most likely will kill everybody it its path. Also, the newly formed walls will prevent land-based invaders from entering the fortress.
The drawbacks is that this system, even mentally, seems creepingly complex to set up. Need to dig trenches, build long walls for the casting process, and the need to "water" the trench (although if built on top of a river that would be less of an obstacle. A fortress may very well spend a couple of wears making this viable.
After this first trap, I spent some time trying to understand how this all worked. Unfortunately, as an Obsidian casing isn't generated immediately (as I assumed initially), this loses the
element of surprise the trap behold (as now they were killed by the floors falling on top of them). The best trap I could come up with until the final one is the following:
Side view
▓▓▓▓▓▓▓
▓▓▓▓▓▓▓ obsidian wall
▓▓▓▓▓▓▓
_______ floor (no specific material)
≈≈≈≈≈≈≈ ┐ water [7/7]
_______ ┘ floor
_______ empty level
≈≈≈≈≈≈≈ ┐ magma [1/7]
_______ ┘ floor
▓▓▓▓▓▓▓ - Stone floor + wall
This works as intended: the obsidian walls teleport to where the water/empty/magma levels are. The magma is now at the "walking" level and water will fall and form a perfect obsidian casing (although they are still killed by the rock falling on top of them). The problem is that this doesn't work, at least without hacking. When I was testing this, I was using DFHack and the
gui/liquids tool. I didn't place any sort of floor on top of the highest obsidian floor (which is impossible in a "pure" game).
Making this in the purest of settings fails, as magma starts to evaporate itself before falling. If falls because the floor adds another level to the teleport.
4. Final trapThe final trap happened to be quite simple, due to the
physics-related difficulties associated with making a more complex trap (this isn't to say they can't be done, as I did some, it just means that adding magma to a cave-in does not make a cave-in inherently any more dwarfy).
Side view
▓≈≈≈≈≈≈≈≈≈▓ Magma [7/7]
▓├-------┤▓ Retracting magma-safe bridge
▓▓▓▲≈≈≈≈≈≈≈▲▓▓▓ Water [2/7]
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓
The water should be at least 2/7 on some parts. This is a requirement to prevent evaporation. If water evaporates things could get
messy !!FUN!!. You can also replace water and magma, although units will only walk through magma at [1/7].
The "encased in cooling lava" death cause is announced only when a dwarf happens to see the event. As the event is quite fast, this announcement may never appear, making all other creatures Missing, until another comes digging them.
This is relatively simple to do, requiring some pump stacks, the ability to deal with magma and the skill to construct hanging features. The purpose remains the same:
those goblins will never see it coming.
All in all, hope you find it interesting.