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Author Topic: Screwpump query  (Read 862 times)

Pilsu

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Screwpump query
« on: December 31, 2008, 08:28:38 pm »

Would a setup like this

work?
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Qloos

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Re: Screwpump query
« Reply #1 on: December 31, 2008, 09:27:58 pm »

No.  The space behind the screwpump must remain open.  No wall, no floor, just open space.  Grates and bars work however.
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CobaltKobold

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Re: Screwpump query
« Reply #2 on: January 01, 2009, 12:26:31 am »

That's the screwpump graphic from the wiki- screwpumps do block water from their rear square. Though it looks like you're trying to pump from two layers below, which wouldn't work.
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Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
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amade

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Re: Screwpump query
« Reply #3 on: January 01, 2009, 12:46:08 am »

That's the screwpump graphic from the wiki- screwpumps do block water from their rear square. Though it looks like you're trying to pump from two layers below, which wouldn't work.

Because of the edit it looks as if it's 2 levels down. This is the wiki's image:



Like Qloos said, it won't work if it's blocked.
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¯\_(ツ)_/¯

CobaltKobold

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Re: Screwpump query
« Reply #4 on: January 01, 2009, 12:55:41 am »

Ah.
Problem with isometric graphics is escherian uncertainty of location: I thought that was an extension of the wall below.
Code: [Select]
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~%%
rather than
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~O+OO
~%%O
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Pilsu

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Re: Screwpump query
« Reply #5 on: January 01, 2009, 07:14:31 am »

I see

Basically the plan was to build a water distillation facility below sea level in a freezing area. I hoped I could use the setup in question to fill the cistern with manual power but if the area needs to be clear, water pressure will make the sea rush in and drown any would be operators

Not entirely sure what I'll do now


Hmm, perhaps a design with two pools instead of one. The salt water pool could have a pressure plate set to clamp it shut when it's full. Of course, there's a good chance the 3 z levels of ocean will rush in so fast it'll fill the pump access tunnel too before the floodgate has time to close

It seems bucket brigades can't move salt water either


Let's see how pumps react to an open hatch


Edit: a simple lever operated hatch seems to do the trick, just close it when filling the salt water cistern
« Last Edit: January 01, 2009, 10:52:53 am by Pilsu »
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Sutremaine

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Re: Screwpump query
« Reply #6 on: January 01, 2009, 10:58:19 am »

Basically the plan was to build a water distillation facility below sea level in a freezing area.
Can you use wind power?
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Pilsu

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Re: Screwpump query
« Reply #7 on: January 01, 2009, 11:30:07 am »

Hmm, I seem to have hit a bit of a snag. When pumping seawater into a cavern to filter out the salt, it freezes. Granted, the cavern is just dug into a glacier bordering the ocean but should it not remain thawed when inside?

The basic plan was to create a pool of fresh water since salt water can't be moved via buckets. I'd then build a large multilayer scaffold and drop buckets of water off it to create natural ice walls in the sky. Once I'd have enough, I'd collapse the whole thing and hopefully the ice walls would then form a cube in the sea, allowing me to drain it and build a 10-20 z level bronze lighthouse in the seafloor and dig a self-sufficient fortress under it. Once the lighthouse would be done I'd probably repeat the process and build some clear glass lined bronze tunnels across the sea floor leading to large above ground plant farms. You know, every day stuff. Not entirely sure how water resistant bronze is in real life though, or whether I should use brass instead

Now that I think about it, I'm not entirely sure how I intended to get rid of the scaffold when I'm done. Guess I just have to use a cold map instead where they'll thaw. Finding a suitable site will be difficult though, Toady's system for region temperatures is wonky at best, cold areas not always freezing etc. Zombie sturgeons knocking in my windows would be a hilarious but frustrating end for the project
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ElChad

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Re: Screwpump query
« Reply #8 on: January 01, 2009, 05:02:15 pm »

Dwarf-Rapture?
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Pilsu

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Re: Screwpump query
« Reply #9 on: January 01, 2009, 05:47:22 pm »

Rapture was quite deep and expansive, I was just thinking 2-3 z levels of water so the light still shines through to the farms and possible nobles' quarters

Lighthouse simply because well, what else would anyone build in the sea? Even lighthouses technically aren't in the actual ocean. Note to self, find a site with a fire man to serve as the lamp


Hmm, since I'm gonna relocate the project to a cold biome instead, I think I can simply use pumps to move the water into the mold that gets dropped once frozen. Saves manpower and increases my chances of finishing larger chunks of the project before the sea floods in and drowns all the workers. Hmm, wonder if basic swimming training is worth investing in
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schm0

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Re: Screwpump query
« Reply #10 on: January 02, 2009, 12:10:08 am »

A lighthouse will be an actuality when Toady does some more things with fire and light:

Quote
# Req96, LIGHTING, (Future): Should be pitch black inside adventure caves and on cloudy moonless nights. Vision state should influence what you can see. Can try to make sunlight shine inside caves a bit by casting light lines on map-gen. Can track light with RGB filters so that things through red gem windows look red, etc. Things seen through glass statues could be distorted from their proper positions. Once fire is in, can do torches and other such light sources. Dwarves could place fires or gem lamps in dark places. Any magical take on alchemy could make extensive use of gems in this fashion, and the different colors of light can please certain nobles etc. Related to Core55.

Quote
LIGHTING, (Future): This is essentially the old lighting dev item, upgraded, since it's important that proper lighting, vision, torches, etc. are recognized. The most necessary parts are making vision depending on the lighting of the location in question rather than where you are standing and adding some means of producing light (torches, candles, etc). Related to Req96.

Fun concept. Sorry the ice thing isn't quite working, but you might be better redirecting a coastal magma vent into the ocean and destroying the magmaduct afterwards. Or maybe leave it there to pump in fresh water. Or maybe build an underwater fresh-water pipe.
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gerkinzola

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Re: Screwpump query
« Reply #11 on: January 03, 2009, 08:40:52 am »

if u wanna have a salt water and fresh water pool, all u have to do is build an air (water?) lock system where you have a tunnel from the ocean to the salt water pool with floodgates at each end controlled seperately and fill that tunnel with water then close it and dump the water in the pool, fill.... dump and when the pool is full, desalinate and bucket brigade...

that way there's no risk of flooding
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