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Author Topic: Showers and baths  (Read 6909 times)

Thisfox

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Re: Showers and baths
« Reply #15 on: December 13, 2016, 05:51:09 pm »

I'm not sure about the idea of a shower in every room due to fps death from mist, but a single curtain of water to walk through, and grates to take it away, at the entrance to food-and-drink-place, or any place all dorfs use regularly, is excellent and does make dorfs super happy.

Mine is aquifer-fed, and drains off the map through fortifications, meaning that the entire system is closed and I'm not in danger of building-destroyers using it is a pathway inward. I also usually have the hospital well cistern constantly filled and overflowing through the same loop. Even though the well is often "downstream" of the dorfwash, the cistern never seems to fill with crud. Could be because it's often 5z deep.... Yeah, my miners have too much time on their hands.
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Mules gotta spleen. Dwarfs gotta eat.
Thisfox likes aquifers, olivine, Forgotten Beasts for their imagination, & dorfs for their stupidity. She prefers to consume gin & tonic. She absolutely detests Facebook.
"Urist McMason died out of pure spite to make you wonder why he was suddenly dead"
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Fleeting Frames

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Re: Showers and baths
« Reply #16 on: December 13, 2016, 09:08:20 pm »

As far as this topic goes, Sanshiium's recent passive cleaner might be  very well be FPS-best dwarven bathtub.

You can get rid of the standing wave and make it wagon-capable by using 4-wide design, letting it drain once and then adding 5/7 water for 2/7 on every square.

The aquifer requirement does make it not workable for low water embarks, though if you have large murky pools map edge fortification drains also work, getting marked permaflow (interesting difference from portable drain).





This works even after being dammed and dried out.



@taptap:

Checkpointing to the end of flat track after it - mainly, shaves off time to cross that particular tile down to 1 step. Otherwise, the cart would cross the tile in...something like 3 steps?

Might also lower the jump speed (because the cart starts as deep into second NE ramp as possible) compared to two NEs after one another, but that one might have been usable too, just not as efficient.

I say might, because it has been over half a year ^^;;



Never used it for magma mist showers, though - I suppose if you're bringing up magma by minecartful, it fits very well "very limited", though it is bit clumsy to tile, what's with those NE ramps - replacing the flown-over floor with fortification, you'd have kinda zigzagging thing. Would make me want to have a single magma trench where carts skip in synchronized motion, each one using 1 tile of the trench, if mass-producing it. On the other hand, single point mister would work very well, where do you utilize them?
« Last Edit: December 13, 2016, 09:11:05 pm by Fleeting Frames »
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taptap

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Re: Showers and baths
« Reply #17 on: December 14, 2016, 05:59:29 am »

Checkpointing to the end of flat track after it - mainly, shaves off time to cross that particular tile down to 1 step. Otherwise, the cart would cross the tile in...something like 3 steps?

Might also lower the jump speed (because the cart starts as deep into second NE ramp as possible) compared to two NEs after one another, but that one might have been usable too, just not as efficient.

I say might, because it has been over half a year ^^;;


Never used it for magma mist showers, though - I suppose if you're bringing up magma by minecartful, it fits very well "very limited", though it is bit clumsy to tile, what's with those NE ramps - replacing the flown-over floor with fortification, you'd have kinda zigzagging thing. Would make me want to have a single magma trench where carts skip in synchronized motion, each one using 1 tile of the trench, if mass-producing it. On the other hand, single point mister would work very well, where do you utilize them?

Thanks. Well, not experimenting with speed now. I just had a trench of it at hand (unlike water) in the embark I was playing. More experimenting than using. I put 3 cells next to each other and watched the spread on the level above. It looks awesome and with some detours to maximise exposure makes for a neat small trap design. Not failsafe though due to interruptions in mist propagation.

I now build a water based minecart skip mister in another fort (40.19). Testing it for a while (through a hole on the z level above), it looks neat, rolling through a veil of mist at times... but it does little of what it is supposed to do. No cleaning, no good thoughts, nothing, even if dwarves stand in the middle of the mist.
« Last Edit: December 15, 2016, 06:34:28 pm by taptap »
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Mostali

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Re: Showers and baths
« Reply #18 on: December 27, 2016, 01:37:13 pm »

Would there be anything wrong with a corridor made up of up/down stairs between an aquifer and its drain?  I've never lost a miner digging out up/down stairs under an aquifer but I understand I could just have been lucky so far.  They're always awfully clean miners.
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Fleeting Frames

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Re: Showers and baths
« Reply #19 on: December 28, 2016, 10:11:59 am »

Well, if creatures fight on stairs they can fall down them (until they reach a grate or hatch, I think), so there's that to plan for.

Otherwise, the main reason I wouldn't use that instead of the permaflow option is because the constantly generated and drained water will cost you FPS - exact amount depending on your setup, of course, but it'd be good to have at least an idea how you'd shut off the constant water cycling.

@taptap: Yeah, can confirm. Screw-pump based water misters don't clean blood on nearby floor either - only water can move contaminants from them, it seems.
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