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Author Topic: Experiment: Beaver Dam - Is it possible to stop/redirect a River?  (Read 1228 times)

EuchreJack

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  • Lord of Norderland - Lv 20 SKOOKUM ROC
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Greetings fellow dwarves!

So lets get some hype going for this newest and greatest playthrough, where yours truly determines whether or not it is possible to stop/redirect a River!

We're building a Beaver Dam!

And who else could build a Beaver Dam, but Beaverfolk.  That's right, you're gonna see me using a custom-built Beaverfolk mod!
Mod forum topic: http://www.bay12forums.com/smf/index.php?topic=179860.0
Direct Link: https://dffd.bay12games.com/file.php?id=15941

Let your Hype overflow!

EuchreJack

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Re: Experiment: Beaver Dam - Is it possible to stop/redirect a River?
« Reply #1 on: May 17, 2022, 04:27:42 pm »

Updated with the mod that we'll be using.  Play along at home if you'd like!
I've confirmed that beaverfolk are big enough to use picks, axes, and crossbows (probably crossbows, not as heavily tested).
There is also no weird noble bug where everyone/nobody is a noble/officeholder.

Darkening Kaos

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Re: Experiment: Beaver Dam - Is it possible to stop/redirect a River?
« Reply #2 on: May 17, 2022, 06:39:13 pm »

     Interesting, I shall watch.
Logged
So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

EuchreJack

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Re: Experiment: Beaver Dam - Is it possible to stop/redirect a River?
« Reply #3 on: May 18, 2022, 01:28:34 am »

It is the Year 125, during The Age of Legends.
Our world is called Athira Cadeni, "The Planes of Destiny".
Spoiler (click to show/hide)

Our trusty caravan has been tasked with being the FIRST to settle upon the mainland.
Will we find friendly folk with which to trade?
Spoiler (click to show/hide)

Our settlers have named this place Panimethila, "Hallcharmed".  Hopefully, the land will live up to the name!
Spoiler (click to show/hide)

This land is perfect for us!  Look at that river!
Spoiler (click to show/hide)

The first things to do are chop down lots of trees, build some basic infrastructure, and stockpile some food/booze.

Soon, we have established basic shelter.
Fish appears to be plentiful.
Spoiler (click to show/hide)

Experiment 1: Can brooks be crossed? YES
Experiment 2: Can you build a wall over a brook? YES
Experiment 3: What happens when you Channel a brook?
Spoiler (click to show/hide)
Ouch!

Dam # 1: Short Wooden Wall Fall Dam
Spoiler (click to show/hide)

Now we take away the supports...
Attempt A: Remove Ramps...NOPE
Attempt B: Channel Around...SUCCESS!
Spoiler (click to show/hide)

But failure.  Dam #1 disintegrates.
Ugh, I think I'm gonna have to use pumps...
(I hate pumps)
Spoiler (click to show/hide)

Our Hero, Uninjured Mining Leader!
Spoiler (click to show/hide)

Alright, that is enough for now, I think.
It is Mid-summer, and ZERO fatalities.

King Zultan

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Re: Experiment: Beaver Dam - Is it possible to stop/redirect a River?
« Reply #4 on: May 18, 2022, 04:02:04 am »

Posting to watch the beavers.
Logged
The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

EuchreJack

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  • Lord of Norderland - Lv 20 SKOOKUM ROC
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Re: Experiment: Beaver Dam - Is it possible to stop/redirect a River?
« Reply #6 on: May 19, 2022, 03:59:28 am »

So......
After that abysmal failure, I should probably work on infastructure slightly so that I don't get overwhelmed by the immigration wave.
What do you mean you don't want to just sit there and wait your turn to die in my futile experiments?

Our infrastructure at the beginning of this update:

Spoiler (click to show/hide)

Fuck, Migrants!

Spoiler (click to show/hide)

Good news! We build a tavern!
Bad news! We have visitors!

Spoiler (click to show/hide)

Actually, I dunno if hamsters have any problems with goblins or elves.
I imagine the elves are more likely to have problems with US, given our love of chopping wood.  But we're animalfolk, so I'm sure it's fine...

We seem to have picked up three artifacts, which is how the game treats written original works. This one is interesting:

Spoiler (click to show/hide)

Now what is a nightmare parchment scroll?!

Alright this should do for now:

Spoiler (click to show/hide)

Back to work!

Experiment #2: The Pump
In which we try to pump out water from the river and replace it with a wall.

Success!

Spoiler (click to show/hide)

The water is gone!
Now if we expand our pumping, maybe we can get some walls up!

Bird start to disturb our dwarves beaverfolk, but thankfully I had already planned for this eventuality by crafting some crossbows and wooden bolts!

So I start to organize the military to respond.

The birds seem to have flown off, so I deactivate the squad.  But someday...

Live is good, as I find one of the new peeps is an Adequate Appraiser.  We have a Broker!

Spoiler (click to show/hide)

Our lauders grow, one of our horses gives birth to a foal!

Finally, both pumps are built.  Now, we shall see if we can get a wall built into that river!
...so the flow of the pump sorta blows the operator INTO the water.  Maybe I can fix that?

Fuck, more Migrants!

Spoiler (click to show/hide)

I decide to power through and try to get that wall build.  I manage to get the ground dry enough to start building it, but I keep getting a lot of job cancellations.  I eventually poke my head up, and see this..

Spoiler (click to show/hide)

Maybe I should let the ground dry a bit?

I'm getting sick of these birds.  While I wait, I think I'll build a flak tower to kill them.

No progress on the flak towers yet (still clearing the trees), but the land is dry enough that I dig a drainage ditch into a small pond nearby.

Now to restart the pumps!

Ugh, my experiment is interrupted by...paperwork

Spoiler (click to show/hide)

Eh, why not?
I hope they're decent.

We get a visit from a baroness consort! How interesting!

So I finally figure out the problem: My pumps are set to push the water SOUTH, where my labor pool is located.  So the water keeps them from getting to the site.
Hm, what if I reorient the pumps?

Ohh, leaves are falling!  Pretty...

More paperwork.  Another bard wishes to join our fort.  Eh, why not?

(I'll have to put more rooms in the inn)

It is now winter.
I am now reminded of another strategy: ICE

Still no luck, for now.  The builders continue to be unable to get to the job site.

Well, I think that is enough damage for today!

Spoiler (click to show/hide)

A hard day's work!

Justice also appeared.  I should probably do something about that...

We have 24 beaverfolk, approximately 26,000 in created wealth, 400 food...and only 6 drinks.
...beavers like water, right?

Spoiler (click to show/hide)

King Zultan

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Re: Experiment: Beaver Dam - Is it possible to stop/redirect a River?
« Reply #7 on: May 19, 2022, 04:16:04 am »

Spoiler (click to show/hide)
That's probably a good thing given what your trying to accomplish here.
Logged
The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

EuchreJack

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  • Lord of Norderland - Lv 20 SKOOKUM ROC
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Re: Experiment: Beaver Dam - Is it possible to stop/redirect a River?
« Reply #8 on: May 19, 2022, 09:27:58 am »

Amazingly, I do NOT think the beaverfolk are natural swimmers.  At least I don't see it in the raws.

I was also able to confirm they have the [MEANDERER] tag.  Which explains why it take them forever to do anything.
That tag means that while other creatures travel a straight line, they "wobble".

I also loved the description for Giant Beavers: "A large river monster, known for building huge wooden fortresses."