Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Invincible Windmill Farm complete, needs testing.  (Read 13608 times)

Maolagin

  • Bay Watcher
    • View Profile
Re: Invincible Windmill Farm complete, needs testing.
« Reply #15 on: October 23, 2014, 12:19:14 pm »

You could probably fill it right up to 7/7 to decrease any potential lag from flow calculations further.. the closer to totally full it is the better really. I'm not sure if it will still operate if you have it TOTALLY full, but my intuition says yes.

Yup, totally will. I've built a number of these in 34.11, and it seems like the flow/power stuff is unchanged in 40.xx. Once the flow is going (i.e. all the wheels are producing power) you can shut off the outlet and fill the channel up to 7/7. After that, you can even close off the inlet as well and have an eternally "flowing" isolated pool. If you check with the dfhack liquids plugin, you'll see that all the tiles where water was flowing out off the map edge are marked as "permaflow."
Logged

tercicatrix

  • Bay Watcher
    • View Profile
Re: Invincible Windmill Farm complete, needs testing.
« Reply #16 on: October 28, 2014, 04:47:13 am »

Did the testing.

Not sure if it's conclusive or not, but after leaving the fort running unsupervised for a few seasons and coming back to intact windmills... I feel pretty good about it :P

As it turns out, the design I proposed might have been overkill? At any rate, 'unfortified' buildings were routinely demolished within a few minutes after allowing the clowns access, but the secured designs appear to be perfectly safe.

http://mkv25.net/dfma/movie-2694-invinciblewindmilltest
http://mkv25.net/dfma/map-12304-pagechurch
Logged
Pages: 1 [2]