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Author Topic: Please critique my general fort design!  (Read 1773 times)

Neckbeard

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Re: Please critique my general fort design!
« Reply #15 on: February 22, 2015, 02:41:23 pm »

If you are only mining for stone, it might be more efficient to just cast obsidian and use it instead of actually mining out different levels, since you can control the area that is being mined out, and that means you can limit it to being only 20 or so steps from your central staircase or mining staircase if you want.  If you don't pump out the magma up to your fort via a pump-stack then you wont have to deal with a ton of FPS issues from moving magma and constantly changing temperatures, but you will have to deal with moving items up and down 100 + z levels of space, and possibly past the caverns if you decide not to move the magma up.

Although this is just a suggestion, I've been mostly playing with tree farming since tree's are now multi z level now.  Although my results aren't quite as promising as I'd hope they'd be.

On that note, if you decide to embark in a region with no above ground forest but you end up needing tree's anyway, my advice would be to dig out something about 2-5 z levels deep, 10 wide, and 10 deep with at least 1 layer of undisturbed stone underneath.  Not sure if the layer of stone underneath is necessary but underground tree's take 3 years to grow from sapling to tree, and you only get logs from the "trunk" portions of the tree.  I've heard of people having tree's punch through to the rest of their fort, so maybe keep the tree farm away from anything important if that might be a concern as well.  2 z levels deep is sufficient for most tree's because most subterranean tree's only grow to 2 height and give one log.  Of those, tunnel tubes, fungi-woods, spore tree's (I think, the leaves seem to go higher anyway which doesn't seem all that useful), and blood thorns (I think, again leaves) grow higher when given the space.  I've given them 10 z levels and no tree yet has made full use of the space given yet.
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GhostDwemer

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Re: Please critique my general fort design!
« Reply #16 on: February 22, 2015, 06:32:07 pm »

A little off topic, but Neckbeard, there are two ways to make a magma pump stack FPS friendly. Typically, a pumpstack is built from the bottom up with each pump pumping into a 1 tile square room directly below the next pump's intake. If you make the output space a T, 3 tiles wide instead of one, it will minimize temperature recalculations.

The better way though? Build your pump stack hanging, from the top down. Make an axle next to a channel over where the top pump will go, then build a gear over the channel, then build the pump hanging from the gear and proceed downwards from there.

What does this do? It does magic. Every tick, the game updates every active pump in the reverse order it was built. If you build from the bottom up, the game updates the top pump, then the one below it and so on to the bottom, where magma will be lifted up one level, and then the game moves on to the next tick. Magma moves up one level per tick.

If you build from the top down, on a single tick, the game updates the bottom pump first. Magma goes up one level, and then the game updates the next pump and so on. The effect is that, in a single tick, magma teleports from the bottom to the top without ever residing in any of the spaces in between, meaning no temperature recalculations.

TL;DR, for moar FPS, always build magma pump stacks from the top down.
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