Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Lighthouses  (Read 2168 times)

neoquietus

  • Escaped Lunatic
    • View Profile
Re: Lighthouses
« Reply #15 on: August 13, 2008, 06:26:00 pm »


I have not tried it, but i'd assume it'd create piles. It will collapse, yes, but becuase it will create a solid *natural* obsidian wall, it should reform at the bottom after it collapses.

I think this could be remedied by setting up a seal-able chamber, floored by a bridge, where you want to create the pile. drop the lava for the entire layer all at once.

I've done a very similar thing before, when I was creating a giant bridge out onto very large lake that was several z levels deep.  I wanted my giant bridge to have pilings that went down to the lake bottom, but I didn't really want to try to pump a hole in the water, and it never froze on that map.

My method was to build a sealed chamber with a floor (back before we could build more than a 1x1 floor all at once) that was one square larger than the piling I wanted to drop.  I then filled it with magma and poured water over it to make solid stone.

I then "ramped out" that outer ring (thus removing the floor on the level above), removed those ramps, and then channeled out the floor (because mining out lava created walls that were built on constructed floors apparently leaves "natural" stone floors.)  I left one floor section attached and carefully removed that with a disposable miner, causing the section of stone to collapse and form a "layer" of the piling.  Sometimes the miner fell in, sometimes he didn't.


Oooo I've anted to do the tower in the ven t thing for a while too, it allways seems like a real hassle though.  Can you upload the map I'd love to see it.

Given that the lighthouse is quite far from the magma vent my problem is going to be flow control because magma moves so slow.  Does anyone know if pumps increase magma speed?  Also does anyone know if the mechanisms will get melted or are they on the outside (and are the only axle materials wood?)?

(I knew I forgot to bring something, I wonder if I can get bauxite some other way...)

All wooden pumps can pump magma so long as the "back end" (the end where the dwarf stands) isn't touching the magma.

As for flow control, a simple way to get more magma moving is to breech the magma vent a few z-levels below the surface, which will allow the magma above the breech to act as a reservoir and will cause the magma to flow "faster".  ("faster" in that magma will fall down from the reservoir and fill the tunnels so you don't have to wait for magma on the same z-level to slowly meander over to where you want it to.)


As for breaching the vent safely, I use this technique:


I find a magma vent layer that is smaller than the one directly below it. (Layer marked with (1))
Code: [Select]
Side view
~~~~#####
~~~######(1)
~~~~~~###
~~~~#####

I then dig the tunnel I want the magma to flow in on the level below
(Marked with (2))
Code: [Select]
Side view
~~~~#####
~~~######
~~~~~~#  (2)
~~~~#####

I then dig an access tunnel above it, or at least right over the wall that separates the magma from my tunnel.
(Marked with (3), _ is the floor)
Code: [Select]
Side view
~~~~#####
~~~###___(3)
~~~~~~# 
~~~~#####

Simply channel away the remaining stone wall, from above.  Because magma doesn't flow up, the access tunnel is safe.
(_ is the floor)
Code: [Select]
Side view
~~~~#####
~~~### __
~~~~~~~~~ 
~~~~#####
Logged

Heron

  • Bay Watcher
    • View Profile
Re: Lighthouses
« Reply #16 on: August 13, 2008, 06:39:23 pm »

Dangit. Constructed walls always deconstruct mid-'flight'.

Stupid 7-z-level high tower deconstructing and shockwave knocking all my dwarves into the sea. :(
Logged

YojimboUsaka

  • Bay Watcher
    • View Profile
Re: Lighthouses
« Reply #17 on: August 13, 2008, 06:50:37 pm »

LIghthouse?
http://www.mkv25.net/dfma/map-2913-goldparch

Submarine?  (small steel vessel really.)
http://www.mkv25.net/dfma/map-2913-goldparch

Dwarf trading ship?
http://www.mkv25.net/dfma/map-2913-goldparch

None of it is functional but I wanted to make a dwarven seaport trading post.  It has been the funnest fort so far because of the very strong theme.

Yoj
Logged

ductape

  • Bay Watcher
  • MAD BOMBER
    • View Profile
    • Alchemy WebDev
Re: Lighthouses
« Reply #18 on: August 13, 2008, 07:30:55 pm »

My other idea was to build a massive derigable out of lead way up in the sky and name it Steven.

Then my mighty "axe" wielding, long haired dorfs can ascend their "Hairway to Steven" and ride their mighty "Led Zeppelin" down after I pull the supports.

WOOOOOOOOO! KA-BLAMMO!

Logged
I got nothing

Jingles

  • Bay Watcher
    • View Profile
Re: Lighthouses
« Reply #19 on: August 13, 2008, 08:16:45 pm »

LIghthouse?
http://www.mkv25.net/dfma/map-2913-goldparch

Submarine?  (small steel vessel really.)
http://www.mkv25.net/dfma/map-2913-goldparch

Dwarf trading ship?
http://www.mkv25.net/dfma/map-2913-goldparch

None of it is functional but I wanted to make a dwarven seaport trading post.  It has been the funnest fort so far because of the very strong theme.

Yoj

Yeah!  I saw that map before but I couldn't find it again, thanks for posting it.  It really is a fantastic fortress.

... Oh my, I went to favorite it and there it is just sitting there, already favorited... that is so annoying.

@neoquietus  Thats is a good way to breach the vent, never thought of it before.  But I'll probably just suicide a peasent witha  pick to get a nice clean breach.  Tube like, you see?  Its the small things that count.

Alfador

  • Bay Watcher
  • Dangerous Lunatic
    • View Profile
Re: Lighthouses
« Reply #20 on: August 14, 2008, 01:46:40 pm »

LIghthouse?
http://www.mkv25.net/dfma/map-2913-goldparch

Submarine?  (small steel vessel really.)
http://www.mkv25.net/dfma/map-2913-goldparch

Dwarf trading ship?
http://www.mkv25.net/dfma/map-2913-goldparch

None of it is functional but I wanted to make a dwarven seaport trading post.  It has been the funnest fort so far because of the very strong theme.

Yoj

Yeah!  I saw that map before but I couldn't find it again, thanks for posting it.  It really is a fantastic fortress.

... Oh my, I went to favorite it and there it is just sitting there, already favorited... that is so annoying.

@neoquietus  Thats is a good way to breach the vent, never thought of it before.  But I'll probably just suicide a peasent witha  pick to get a nice clean breach.  Tube like, you see?  Its the small things that count.

'Twere me, I'd make an airlock too, so it could sort of make more sense that the magma wouldn't flow up into the access tunnel. Air pressure! And then seal the access tunnel with a constructed wall just in case.
Logged
This is a fox skull helmet. All craftsdwarfship is of the highest quality. It menaces with spikes of fox bone and is encircled with bands of fox leather. This item is haunted by the ghost of Alfador Angrorung the fox.

MetBoy

  • Bay Watcher
    • View Profile
Re: Lighthouses
« Reply #21 on: August 14, 2008, 02:35:59 pm »

I use the method neoquietus describes too... but what I like to do is dig up next to the pipe with the upper tunnel, dig down near the pipe to dig the tunnel that will hold lava, and try to get them to parallel each other, so that when (and for me it's when, not if) I come across a vein of particularly valuable ore, I can easily mine out the ore touching the lava tunnel, build walls to cover the gaps, and I've got the upper tunnel in just about the perfect position to mine out connecting passages so I can make good use of those veins.
Logged
Pages: 1 [2]