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Author Topic: magma crab invasion  (Read 8039 times)

wierd

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Re: magma crab invasion
« Reply #15 on: October 31, 2014, 12:01:21 am »

This is where old school magma safe mechanisms come into play.

What you need is a steel floodgate, and a magma safe stone mechanism placed just after where you intend to make the fortification cut into the magma tube.

After cutting, and after the plumbing gets full, pull the lever.  This closes the floodgate, and keeps wee beasties out. All components of the floodgate must be magama safe however, or it will deconstruct while the magma is flowing through the open gate.

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Findulidas

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Re: magma crab invasion
« Reply #16 on: October 31, 2014, 01:38:42 am »

To be fair magma crabs seem deadly as all hell when you read about them but Ive had the rare three that came up in my fort die on single dogs every single time even before I knew they were there.
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utunnels

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Re: magma crab invasion
« Reply #17 on: October 31, 2014, 01:58:31 am »

To be fair magma crabs seem deadly as all hell when you read about them but Ive had the rare three that came up in my fort die on single dogs every single time even before I knew they were there.

Well they are not quite aggressive. Last time I sent a squad to kill one, it fought back and melt the lower body of a mason so she had to crawl all the way back home. Fortunately her baby was not hit.
The mason left a loooong trail of blood as if she was cut in halves, though the wound healed almost instantly as if it was some bruises. But she was still pale for a while. If not I knew the event, I'd probably start a vampire hunt.
« Last Edit: October 31, 2014, 02:00:21 am by utunnels »
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taptap

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Re: magma crab invasion
« Reply #18 on: October 31, 2014, 02:59:04 am »

Never once had this problem. (Even in a fort with an open path to the magma sea, they just took the open path there.) And while fire snakes burn/melt traps, other magma creatures can be captured in wooden cages.

wierd

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Re: magma crab invasion
« Reply #19 on: October 31, 2014, 06:57:03 am »

Magmacrabs *ARE* dangerous.

They snipe through magma workshops, killing dwarves that are working on things. I have had this happen in previous versions. They can spitball basalt boulders like nobody's business.

Keeping them out of the plumbing is very important. Same with fireimps, and magma men.
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Findulidas

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Re: magma crab invasion
« Reply #20 on: October 31, 2014, 07:58:51 am »

Same with fireimps, and magma men.

Well fire imps are really weak (as are fire men) but magma men are much more dangerous. I must say that Ive never actually seen a magma man in the game though, seems very rare. Only tested one in the arena.
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slothen

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Re: magma crab invasion
« Reply #21 on: October 31, 2014, 10:52:09 am »

I dug out a grave area down as far as I could just above the SMR and the room was surrounded by the magma sea on all sides.

Got tons of firesnakes that appeared as if they had spawned right in the room, I assume just because of z level.  Or would they have had to had a valid path from the magma sea?
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Koremu

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Re: magma crab invasion
« Reply #22 on: October 31, 2014, 02:00:57 pm »

You're better off pumping into the magma reservoir underneath the forge level, and then obsidianizing the magma input to be safe.
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Gukag

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Re: magma crab invasion
« Reply #23 on: October 31, 2014, 02:32:07 pm »

Is this only on the most recent version? My experience with magma crabs from previous versions is that they seldom moved at all, not even to leave the map. In fact when birthing was implemented for all creatures there were problems with them breeding up to ridiculous numbers deep in the magma vent.
I had a plan to capture them and use them in fort defence behind fortifications, but baiting them with a direct entrance, even on the same Z level, never tempted them.
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Tacomagic

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Re: magma crab invasion
« Reply #24 on: October 31, 2014, 09:30:25 pm »

At some point in the last few version (think it was 40.12) pathing for birds and swimming creatures was fixed so they could leave the map correctly.  This fixed the magma crabs and they are much more mobile.
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Bumber

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Re: magma crab invasion
« Reply #25 on: November 01, 2014, 04:48:49 pm »

I build mine like this:
Code: [Select]
Side view:

≈█_______    Workshop level
≈█#%%≈≈≈≈    Magma reservoir level
≈╬▲██████    Breach level (magma pipe or sea)
≈████████

#  - Floor grate
%% - Screw pump (access not depicted, pump from left.)
Carving fortification prevents risk of losing a pickaxe, floor grate prevents incursion, screw pump pressurizes magma for fast filling. IDK if building destroyers can break a floor grate with a path to the top, but I keep the door to the pump locked when not in use.
« Last Edit: November 01, 2014, 04:51:52 pm by Bumber »
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TBeholder

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Re: magma crab invasion
« Reply #26 on: November 01, 2014, 08:14:25 pm »

Code: [Select]
Side view:

≈█_______    Workshop level
≈█#%%≈≈≈≈    Magma reservoir level
≈╬▲██████    Breach level (magma pipe or sea)
≈████████

#  - Floor grate
%% - Screw pump (access not depicted, pump from left.)
Carving fortification prevents risk of losing a pickaxe, floor grate prevents incursion, screw pump pressurizes magma for fast filling. IDK if building destroyers can break a floor grate with a path to the top, but I keep the door to the pump locked when not in use.
Floor grate is a building. If they can break a worshop's impassable tile, they can break a grate.
They can break the door, too - a lever-operated bridge makes a better lockdown. And they can break the pump, so its output channel needs lockdown too. Fortifications still allow critters to go through in some cases, such as with flow at 7/7 - which is exactly what happens while the pump is active. Perhaps smoothed walls will be better - a critter may fail to climb out, at least for a while, or even path through:
Code: [Select]
top:
≈████████
≈██...B.ò
≈██^█████
≈█#÷%≈B≈≈
≈████████
side:
█████_______
≈████#÷%≈B≈≈
≈▲Bb╬_██████
≈███████████
b - bridge
B - raised
ò - lever
^ - place for "running away!" pressure plate if you want something trickier.
walled-out service staircases/ramps aren't shown.

But no lockdowns allow to avoid the flow, of course. An amusing option would be to have a retractable-bridge pit under the grate (where you have that ramp), activated by pressure plate right next to the pump - i.e. where the civilian dorf from the pump tile will run upon seeing a monster below. In which case you may want magma-side lockdown (e.g.1x2 bridge raising left, next to fortification) to be on a trigger, either RS (needs delay or alternate path to reach the pump without triggering) ot flip-flop (opens when the pumping dwarf goes in, closes when he leaves).
Maybe even with back flush - once you got magma in tunnel to the right, you only need a valve set under the pump to create flow to the left for a little while (if you can make that secure, which needs a fortification and checking fluid levels). Opening a pit (with evaporation area somewhere when it won't be a trouble) would create a low magma level for the flow, possibly.
Code: [Select]
top:
≈███████████████████
≈██,,,,,,O,,B.ò.òò
≈██,██████^█████████
≈██▼█████#÷%≈≈≈#≈B≈≈
≈███████████████████
side:

0≈█_______________
1≈█_█████#÷%≈≈≈#≈B
2≈≈▲Bb╬bb^≈╬≡X≡≈^█
3≈█████..█████████
1: Floor Grate, Pump, Floor grate (filter), bridge:raise:W (Lockdown!) - the only floor-less tiles are floor grates
2: bridge:raise:W (Lockdown!), fortification, bridge:retract:W(pit!), Plate:5/7- (CanFlush?1), fortification, Door (CanFlush?1), Floodgate (CanFlush?2), Door (Flush!), Plate:6/7+ (CanFlush?2)
3: pit
"pit!" and "flush!" controls can be activated both via access passage pressure plate, perhap with their own levers for troubleshooting.
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Bumber

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Re: magma crab invasion
« Reply #27 on: November 03, 2014, 03:07:47 am »

Floor grate is a building. If they can break a worshop's impassable tile, they can break a grate.
They can break the door, too - a lever-operated bridge makes a better lockdown. And they can break the pump, so its output channel needs lockdown too. Fortifications still allow critters to go through in some cases, such as with flow at 7/7 - which is exactly what happens while the pump is active.
They cannot break it from below unless they can path to it from above. This means that as long as the door remains locked they can't destroy the grate. They would have to make their way through your fortress to destroy the door first, which is a moot point. Passing through the fortification is of no concern.

The locked door is only even necessary if there's an actual path. In my particular case, the potential path exists swimming up through the magma pipe to the surface, over an open drawbridge at my main entrance, and down my stairwells to the pump area. I could floor over the magma pipe and remove the need for a door entirely.

If one were inclined, the pump could be powered from above like so:
Code: [Select]
≈█_%÷____
≈█#÷%≈≈≈≈
≈╬▲██████
≈████████
Typically unnecessary for workshops, but suitable for magma flooding chambers. The pump room always remains sealed and safe. You could use a gear assembly instead of the extra pump, but this may leave the grate vulnerable to magma-immune flying building destroyers.
« Last Edit: November 03, 2014, 04:02:17 am by Bumber »
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escondida

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Re: magma crab invasion
« Reply #28 on: November 03, 2014, 09:24:25 am »

I dug out a grave area down as far as I could just above the SMR and the room was surrounded by the magma sea on all sides.

Got tons of firesnakes that appeared as if they had spawned right in the room, I assume just because of z level.  Or would they have had to had a valid path from the magma sea?

Vermin just sort of pop in and out of existence wherever, as long as the environment is livable for them (and sometimes even if not-see lungfish).

I also highly endorse lifting the magma through a grate using a pump. I've used that without a hiccup in more than one magma pumpstack. And it never hurts to use a raising bridge as a floodgate in your aqueduct or magmeduct.
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cue

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Re: magma crab invasion
« Reply #29 on: November 03, 2014, 03:08:21 pm »

Separating your magma reservoir is only somewhat helpful in stopping magma creatures. I had a fort a while ago that in planning my head said I wasn't going to have any forges. When I realized the mistake, I'd already pumped up the magma and then sent what hadn't filled the reservoir back down. Because of this, all of my forges sat over the wrong tile, and despite the fact that the reservoir was small, I still got magma crabs and fire imps in my metal industry section.

With minecarts carrying magma having been mastered, I've dreamed of having a metal industry that each workshop has a 1x1 reservoir underneath it, but I haven't done it yet. Mostly because I'm awful at minecarts.
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