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Author Topic: Non-lethal channeling  (Read 1945 times)

whitecold

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Non-lethal channeling
« on: October 15, 2014, 05:06:52 pm »

My future 12 z level dining hall is currently full of up/down stairways, for the engravers, but now they have to go. How do I remove them without all my Miners plummeting to death?
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Ionizer

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Re: Non-lethal channeling
« Reply #1 on: October 15, 2014, 07:57:59 pm »

Floor Hatches every few levels?  If someone falls, they'll fall only a couple levels onto a (preferably light wooden) hatch instead of 12 stories onto hard stone.  Careful micromanagement may reduce the number of hatches you need (Channeling everything slowly, one tile at a time, should only require a single "free fall" per level, which needn't be harmful if they fall only a single level onto a wooden hatch).
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Arcvasti

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Re: Non-lethal channeling
« Reply #2 on: October 15, 2014, 08:01:29 pm »

Have a few untrained peasants/fisherdwarves/other useless professions pick up picks and take the fall. You didn't need them anyways.
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pisskop

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Re: Non-lethal channeling
« Reply #3 on: October 15, 2014, 08:03:24 pm »

Hear me out, but dont.  instead dig lips and inlays and fill it with statues and the tombs of the distinguished.  Or tie up animals.

Or make a symetrical ones outside the room and wall them off?
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Linkxsc

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Re: Non-lethal channeling
« Reply #4 on: October 15, 2014, 10:00:29 pm »

Couldnt you just set it so only 1 dwarf is doing the channeling, so theres only 1 in possible danger at any given time?
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Tacomagic

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Re: Non-lethal channeling
« Reply #5 on: October 15, 2014, 10:49:01 pm »

Channel out every-other square, then come back and do the rest.  That way dwarves can't stand on a square that another dwarf is channeling.  That reduces the danger significantly.
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whitecold

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Re: Non-lethal channeling
« Reply #6 on: October 16, 2014, 12:41:37 am »

One problem is size, it is a 35*35*12 cube that has to go for my dining hall. The other is the limited number of fisherdwarves etc. as they all are either shaping up for military duty, or were drafted as substitute miners...
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Col_Jessep

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Re: Non-lethal channeling
« Reply #7 on: October 16, 2014, 06:42:47 am »

What about burrows?
You mark the entire upper floor as burrow and add your miners. Then you remove one column and mark it for channeling.

Can you please post a screenshot? A 35x35x12 hall sounds epic! =3
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SimRobert2001

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Re: Non-lethal channeling
« Reply #8 on: October 16, 2014, 05:54:52 pm »

WOuldn't it be better if you were to designate the channeling level by level?
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pisskop

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Re: Non-lethal channeling
« Reply #9 on: October 16, 2014, 05:58:55 pm »

WOuldn't it be better if you were to designate the channeling level by level?
+1.
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0x517A5D

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Re: Non-lethal channeling
« Reply #10 on: October 16, 2014, 09:48:38 pm »

I think the safest would be to work down level by level, marking each level first for remove up-stairs and ramps, then a second time for channeling.  I've never had injuries from this method.

The fastest way would be detaching the entire matrix at top, bottom, and all sides.  The resulting collapse will make all of the stairs disappear.
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Chevaleresse

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Re: Non-lethal channeling
« Reply #11 on: October 16, 2014, 09:55:04 pm »

That'll make your miners disappear, too.
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Tacomagic

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Re: Non-lethal channeling
« Reply #12 on: October 16, 2014, 11:13:17 pm »

That'll make your miners disappear, too.

Being able to link a support to a lever is one of the most useful things ever in this regard.
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dwarf_reform

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Re: Non-lethal channeling
« Reply #13 on: October 17, 2014, 01:02:08 am »

The last time I wanted a safe collapse I constructed a wooden floor of the exact shape needed a couple z-levels above and then safely detached the whole floor, which fell and cut away about 9 mined-out z-levels worth of dirt and stone floors over an 80-90 tile length :O It resulted in a nice sheer wall and a dust cloud 22-z high.. You do need airspace above to build a totally suspended floor up top, though.. I was lucky enough to be on the surface with all the space I needed :)

Also, it seemed like simple leather clothing was enough to keep dwarves safe through single-level falls, give or take the occasional exploded toe or finger (DISCLAIMER: your results may vary!).. Silk clothing was noticeably more dangerous..I wish I could say I researched it in the name of science, but it was mostly just to enjoy watching dwarves bounce and lay around unconscious (and a decent way to raise hospital skills..). Another point to mention is that falling dwarves usually pass out for a while without any actual(visible) injury being suffered, which I thought was a little strange..
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Ionizer

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Re: Non-lethal channeling
« Reply #14 on: October 17, 2014, 01:28:25 pm »

Another point to mention is that falling dwarves usually pass out for a while without any actual(visible) injury being suffered, which I thought was a little strange..

They probably passed out from the dust cloud.
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