After half of my fort and most of the soldiers died to an
overdose of ‼FUN‼, I started looking into ways to create automatic defences. After learning about the impulse ramps, I decided to utilise them to develop simple, fully or semi-automatic minecart based devices intended to fling dangerous objects into things too alive for my taste. After countless alterations to the original design, usually not working as supposed to, I finally made the damn things work. They are intended to be as small and simple as possible while retaining their killing power. There is even smoke (actually mist, but hey)!
I apologise for the poor quality of the screenshots - my GIMP-fu isn't the greatest. I hope they're at least legible. They are intended to show an example battery of watercannons facing east, so any given directions must be altered if one wants them to shoot elsewhere.
Color-Coded for Your Convenience!
Section 1: FireThe "barrel" of the cannon. Makes the cart hit a fortification at high speed and drops it into the next section, where it is reloaded. It can be made longer, sacrificing rate of fire and (a tiny amount of) missile velocity for the ability to fire for longer periods of time before having to wait for the Reload section to refill, since it stores more water at a time.
•
W->E Rollers (highest speed) - built upon normal E track. The minecart starts here - create a temporary route with a stop on the rollers (remember to switch off the power supply, or premature ‼fun‼ may ensue), assign a free minecart and forbid it once it's in the right place. Note the wall behind - it stops the returning minecart where we want it to stop.
•
Gear Assembly (power source) - provides power to the rollers. Linking it to a lever allows one to switch individual cannons in the battery on and off as needed. Only one of them can border the rollers of one cannon for reasons I will explain while describing the next section.
•
Floor Hatch - the minecart returns to the starting point through here. Opened by a
Pressure Plate in the next section. Put a floor or something that will function as it, such as a wall or a bridge - otherwise the minecart may fly out into the air and land somewhere behind the cannon, possibly on somebody.
•
Pressure Plate - linked to the
Grate, the minecart triggers it on its way there.
•
SE Track Ramps - impulse ramps. 4 are enough to make the minecart launch its cargo upon hitting the fortification without lodging the cart in there. Of course, nothing will happen on the first run due to empty minecarts, but it quickly ceases to matter. The wall to the south is necessary for them to work, but a neighbouring cannon can use the same wall if the "side" direction of the ramps is inverted (here SE → NE).
•
Bridge - under this 2-tile bridge there are impulse ramps pushing the cart back to the start. They can't have a constructed track floor over them without becoming unusable and unable to impart speed, and a bridge acts just like track when friction is considered, while not acting as a construction in the DF sense. Not linked to anything, but if retracted may be used to access the lower levels of the cannon.
•
Floor Grate - when it retracts, triggered by the
Pressure Plate, the minecart falls onto the first impulse ramp in the loading section. A grate has the same delay as a bridge, but doesn't throw the minecart in random directions. A fortification stops the cart on this tile, while allowing it to send a deadly water glob in the general direction of the enemy.
Section 2: ReloadHere the minecart is again filled with water, as long as the depth remains high enough. See section 1 for notes on expansion. The whole section is obviously meant to be flooded with water. It would've made the screenshot a bit less legible, though. The system of walls and bridges separating it from the water source is unnecessary - replacing it with a chain of 10x1 bridges is the more optimal solution. An updated design is depicted in post #6.
•
NW Track Ramps - also impulse ramps. Rollers can be used as well, but have to cover the entire distance between the pressure plate and the starting point, and don't automatically return the minecart to the start when the power supply is switched off, unless a separate power supply is provided. The rules regarding walls still apply.
•
Pressure Plate - linked to three things: the
Floor Hatch next to it, the
Hatch in the first section and the
Gear Assembly in the same place. This has the effect of opening the way to the starting
Rollers and keeping them from pushing the cart back into the hole it emerged from. The hatches grind shut right before the cart resumes travel. Note that having two pressure plates send signals to one gearbox powering two sets of rollers, which seems like a nice simplification at the first glance, in fact won't disengage it, and the carts will get pushed back into an endless loop in the Return section.
•
Floor Hatch - covers the passage to the next section. Without it, water wouldn't remain in the Reload section.
Section 3: ReturnSends the minecart back to the start, allowing the cannon to fire again. Can't really be expanded, not that there's any reason to do it.
•
SW/NW track ramps - exactly 3 impulse ramps are required to send the minecart up 2 ramps to the start. 2 are not enough, whereas 4 and more make it spill its contents upon return and impacting the wall. The space above them
must be channelled open or they won't work - this is visible on the screenshot depicting the second section.
•
Floor grate - when the
Hatch in the previous section is open, some water will inevitably flow through. A drainage system is required to, well, drain it to prevent it from staying in this section and breaking the system.
•
EW track ramp - the cart leaves through here, and goes up another such ramp before returning to the
Rollers, where it waits for the gearbox to switch back on.
Known issues• The accuracy is abysmal. Don't expect it to snipe things from afar; this is compensated by limitless, high-power ammunition.
• The rate of fire in missiles per tick is impossible to exactly determine - carts behave oddly on submerged impulse ramps, probably due to the flow, and after retracting the grate usually hover in the air for a few ticks, give or take 1 or 2.
• The whole thing may freeze in winter, if put outside. I built it in a warm biome, so I can't tell how to protect against it. As long as there is water and a power source, the cannons can be fully contained inside the fort, even deep in the caverns or wherever you want them to be.
• Trees can and will stop missiles.
• Creatures may wander onto the tracks. The results are never pretty.
Other notes• There is no real reason I am aware of for the device not to work with magma. The "push" from impulse ramps may not be enough to move the cart through thick molten rock, so using rollers instead might be a wise decision. Beware of magma mist!
• Remove the rollers, and with them the need for power, and you'll get the semi-automatic version. It requires a dwarf to push the minecart and a permanent single-stop route, so there is a limit to how many can exist at a time, since the list of routes doesn't scroll.
• Except for the mechanisms and a rope/chain for the rollers, all elements can be built out of wood, so it's a somewhat feasible defence for an early fort, not requiring deep digging and - provided you bring some stone and a rope - even piercing the aquifer.
• An aquifer could probably be useful, e. g. for drainage.
• No schematics are provided for the drainage system and the water supply, since their shape depends on fortress layout, terrain, presence of an aquifer etc.
• After some changes, I think a cannon could be used as a starting point of a system delivering magma to the surface.
• Running out of "ammunition" might be prevented by using pumps to keep the "load" section supplied with water. However, it would require significantly more complex infrastructure and a sufficiently large water source. It's possible to prevent the enemy from destroying the pumping system by encasing it in obsidian, which again increases the project's complexity, but might be worth the effort and is certainly very dwarfy. I humbly ask anyone who manages to pull it off for screenshots and a description of the system.
I sincerely hope the whole thing isn't redundant, but all designs I had seen before were significantly more complex, as well as taking up way more space. Feel free to ask questions or provide suggestions - I will update the post if something isn't clear enough or a way to improve the design is discovered.
Thanks to QuantumMenace for inspiration, and to fricy and all other contributors for the useful tool that the
Minecart Speed Calculator is.