Test Chamber 2
Okay. After the first test failed, I set up a second test called Test Chamber 2.
This is the upper level above the room itself. The two north-facing halls are above the fluid channels, with the end of the halls being where I had the wall for Test Chamber 1 channeled out to provide access to the magma and water.
This is the top level of the test chamber, showing where the falls are supposed to start. They are recessed to keep the flows separate.
And here is the floor of the chamber (which is nine levels in height), showing the drains to carry the fluid down to separate holding tanks.
Shown here are the holding tanks for the magma and water streams. The drains are two levels deep, instead of one which I think caused the problem of obsidian creation in the first test.
Here is the beginning of the test.
And the results.
I labeled that picture TS2success a little prematurely, as the recessed channels for the fluids to fall down were too shallow, and water started splashing into the magmafall, causing obsidian, and plugging the magma drain. Test Chamber 2, like Test Chamber 1 is now full of a mix of water, magma, and the obsidian that separates them.
Things I'd like to accomplish, now that I'm looking at DFwiki's mega projects page:
Casting - The Hammer of Urist will be at the top of the tower, and will be 10 Z-levels tall and 21 paces in diameter.
Castle - Doesn't really count, since I'm going to have floor levels underground all the way to the magma sea, but I do plan to make the
tower 100 Z-levels tall.
How high can you go? - I'm going for the maximum height allowed. Then pump magma and water all the way up to cast the Hammer.
Also, trying for the following Stupid Dwarf Tricks:
Artificial Waterfall: Does it count for the MegaDwarf Bonus EXTREME+ if the water and magma are separated by a 2 by 1 barrier?
Obsidian Factory: This is what it's going to take to make the Hammer of Urist at the top of the tower.
Self Destruct Lever: Will be attached to the Hammer to let it crash down through the tower.