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Author Topic: Dwarven chromatography (≈SCIENCE≈)  (Read 2950 times)

Centigrade

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Re: Dwarven chromatography (≈SCIENCE≈)
« Reply #15 on: April 22, 2013, 04:51:07 pm »

I am pleased at the change of the thread title. ≈SCIENCE≈ is a descriptive phrase that clearly denotes science pertaining to (or perhaps made of or submersed in) liquid. :)

Looking forward to the results of your object testing. Depending on your results we might be able to use flowing water of a controlled depth as a discriminator; i.e., objects of a certain weight are thrown at goblins while objects of some other weight are not.
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Zanthra

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Re: Dwarven chromatography (!!SCIENCE!!)
« Reply #16 on: April 24, 2013, 03:35:59 am »


Dwarf Fortress !!SCIENCE!!  We do what we must because we can.

For the good of all of us, except the dwarfs who are dead (all of them).

And there's every sense drinking over every mistake.
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OcelotTango

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Re: Dwarven chromatography (≈SCIENCE≈)
« Reply #17 on: April 24, 2013, 09:09:11 pm »

Ok, I have commenced ≈SCIENCE≈, and we are now ready to begin the tests proper. Initial findings using the inferior rig have yielded a proof of concept. Items will be pushed by water, but as previously mentioned will be unreliable. I noticed that wooden pipe segments tended to be pushed farther then wooden corkscrews. The moving water hiding items bug is a big issue with testing this. I have installed DF hack, but I am very unfamiliar with the mod, and I do not know the command to restore items that have been hit with the running water bug...

My next task is to set up a device that will generate a uniform stream of running water at a controllable depth over long distances.
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Centigrade

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Re: Dwarven chromatography (≈SCIENCE≈)
« Reply #18 on: April 24, 2013, 09:13:43 pm »

Godspeed
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Button

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Re: Dwarven chromatography (≈SCIENCE≈)
« Reply #19 on: April 26, 2013, 02:24:53 pm »

Ok, I have commenced ≈SCIENCE≈, and we are now ready to begin the tests proper. Initial findings using the inferior rig have yielded a proof of concept. Items will be pushed by water, but as previously mentioned will be unreliable. I noticed that wooden pipe segments tended to be pushed farther then wooden corkscrews. The moving water hiding items bug is a big issue with testing this. I have installed DF hack, but I am very unfamiliar with the mod, and I do not know the command to restore items that have been hit with the running water bug...

My next task is to set up a device that will generate a uniform stream of running water at a controllable depth over long distances.

The command is fix/item-occupancy . Not a very good name for it.

For generating a uniform stream of running water, my first thought is to have an overpressurized water source - say, a resevoir with funnel - connected to the chromatograph by a diagonal. Hook up a door to a lever to hold the fluid back, place the items in front of the door, evacuate the area, and open. Thus:

Code: [Select]
.......
.....7.
    O..
.....7.
.......
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I used to work on Modest Mod and Plant Fixes.

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slothen

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Re: Dwarven chromatography (≈SCIENCE≈)
« Reply #20 on: April 26, 2013, 02:51:26 pm »

i also am pleased at the title change.

A pressurized tank of water releasing through diagonal openings is something I've used in the past. One issue you may have is with having flow that is too slow.  What you can try is to make multiple diagonal openings but force the water to funnel into a 1-tile testing hallway.  To address having 7/7 water piling up at the source before fully expanding down the hallway, you can use some pressure plates that quickly toggle the doors regulating the input.  So whenever you get 7/7 water near the start it slows the flow down so in spreads out more.  Then your items won't get stuck stationary in non-flowing 7/7 water.
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While adding magma to anything will make it dwarfy, adding the word "magma" to your post does not necessarily make it funny.
Thoughts on water
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"DF doesn't mold players into its image - DF merely selects those who were always ready for DF." -NW_Kohaku

wierd

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Re: Dwarven chromatography (!!SCIENCE!!)
« Reply #21 on: April 26, 2013, 04:17:03 pm »


Dwarf Fortress !!SCIENCE!!  We do what we must because we can.

For the good of all of us, except the dwarfs who are dead (all of them).

And there's every sense drinking over every mistake.

You just keep on trying till you run out of cake,

And some science gets done,
While you have some great !!FUN!!
With the dwarves who are still alive!

[The sad part is, many of us have unwhittingly created "enrichment centers" in our fortresses for years! Including the smashers and programmable panels!]





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Urist_McGamer

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Re: Dwarven chromatography (!!SCIENCE!!)
« Reply #22 on: April 26, 2013, 04:28:07 pm »


Dwarf Fortress !!SCIENCE!!  We do what we must because we can.

For the good of all of us, except the dwarfs who are dead (all of them).

And there's every sense drinking over every mistake.

You just keep on trying till you run out of cake,

And some science gets done,
While you have some great !!FUN!!
With the dwarves who are still alive!

[The sad part is, many of us have unwhittingly created "enrichment centers" in our fortresses for years! Including the smashers and programmable panels!]

How is that sad? In that people don't realize that they've made enrichment centers?
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But others might prefer to have the mess contained behind windows to avoid tracking blood all over the their nice, color coordinated floor patterns. Kind of the Ozzy Osborne vs. Martha Stewart debate.

Button

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Re: Dwarven chromatography (≈SCIENCE≈)
« Reply #23 on: April 29, 2013, 07:00:14 am »

Ergh. It turns out I was wrong about fix/item-occupancy. It only fixes invisible items if they're blocking a door or whatever.

This bothers me, because an elven yak died in a murky pool while carrying a tame Giant Desert Scorpion. So I'm going to try to write a 'throw it on the GROUND' script for dfhack. I'll post it here when I get it done.
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I used to work on Modest Mod and Plant Fixes.

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I am Leo

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Re: Dwarven chromatography (≈SCIENCE≈)
« Reply #24 on: April 29, 2013, 08:34:37 am »

Rather than water, what about a 1 tile drawbridge that flings items off of it as it opens? I assume that's affected by weight. Granted it won't be a nice straight line, but is there consistency in the number of tiles an items travels?
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OcelotTango

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Re: Dwarven chromatography (≈SCIENCE≈)
« Reply #25 on: June 07, 2013, 06:11:06 pm »

It's been a looong time, and I've been very busy being dead(not really). Just thought I would bump this thread to show that this idea is ultimately infeasible at the moment, or at least as far as I can tell.
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JerBear

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Re: Dwarven chromatography (!!SCIENCE!!)
« Reply #26 on: June 08, 2013, 12:11:05 am »

1) Forbid the objects before you start the separation (obviously this will throw a wrench in the eventual automation of separation, but it's good enough for initial ~~science~~!)

2) One of DFHack's tweaks will fix items that go missing when pushed by water. It has to be used after the fact, however - it doesn't fix the bug itself, just brings back items that went missing.

Watching with interest. There's a longstanding question of whether metal studding on weapons adds to their weight, and if you can fine-tune the Dwarven Centrif- er... Linearfuge? this would be a perfect way of testing this.

wait what? theres a DFHack command that fix missing items by flowing water? what is it?! O_o
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OcelotTango

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Re: Dwarven chromatography (≈SCIENCE≈)
« Reply #27 on: June 08, 2013, 01:55:02 pm »

Apparently not. The items are only hidden, they are still there, and can be found through the stock menu. However I have yet to find a command to successfully reveal items hidden by mud.
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Button

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Re: Dwarven chromatography (!!SCIENCE!!)
« Reply #28 on: June 09, 2013, 12:47:04 am »

1) Forbid the objects before you start the separation (obviously this will throw a wrench in the eventual automation of separation, but it's good enough for initial ~~science~~!)

2) One of DFHack's tweaks will fix items that go missing when pushed by water. It has to be used after the fact, however - it doesn't fix the bug itself, just brings back items that went missing.

Watching with interest. There's a longstanding question of whether metal studding on weapons adds to their weight, and if you can fine-tune the Dwarven Centrif- er... Linearfuge? this would be a perfect way of testing this.

wait what? theres a DFHack command that fix missing items by flowing water? what is it?! O_o

It should be doable since there's a DFHack command that fixes missing items if they're blocking something.

I know roughly what I'd need to change in that script to make it fix missing items on (current cursor square here), but I'm still familiarizing myself with the DFHack interface. Also, I'm lazy.

...Mostly, I'm lazy.
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back
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