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Author Topic: Pile Driver (mechanics, not wresling)  (Read 2723 times)

lucusLoC

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Pile Driver (mechanics, not wresling)
« on: June 12, 2009, 06:08:20 pm »

This is going to have to be moved to the aproprate thread on mechanics, but i cannot search the forums from my BB. Anyhoo, my idea is for a pile driver, which can be used to drive log wall piles down one level through water/dirt/aquifer. It would require the equivalent power of 2 water wheels (200 i think) and would be a workshop sized construction. Each wall section would take 1 wood log, like normal, and as each new log was brought to the workshop it would move all the wood walls below it down 1 level and add the new log wall at the top. It would continue to do this untill the bottom wall hit a rock/constructed floor. I think it should use the mechanic skill to opperat, or perhaps fold it into pump operator somehow.

Sorry for the bad formating/spelling, all i can realy do with this is type...

Edit:
Just for the sake of argument, it should probably also let you pull the walls up, leaving a hole down to rock. Of course since this is a 3x3 workshop it will have to be deconstructed to be able to put pilings next to each other, so maybe a 1x1 "shop" would be esier to use for retrival, codewise. If a metal bit is the first "log" broght to the driver the it could be allowed to bore throug rock, for double the power, with a metal wall always leading. This may be a way to implement the boring machine mentioned in other threads. Just bore down as far as you want and then pull it all back up, then deconstruct the shop. I can kinda understand if the plain old pile driver worked on just dwarfpower, if it is extreamly slow, but i definutly think that a rock boring machine should require power.
« Last Edit: June 12, 2009, 07:20:03 pm by lucusLoC »
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Luke_Prowler

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Re: Pile Driver
« Reply #1 on: June 12, 2009, 07:03:56 pm »

Oh, i thought you were talking about the pile driver move, where you take a poor sap and smash his head into the ground
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Foa

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Re: Pile Driver (mechanics, not wresling)
« Reply #2 on: June 12, 2009, 07:37:07 pm »

Erm,  dude, two wheels = 180p.
Anyways, it should penetrate rock floors if there was enough power, and a strong enough wedge.
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Fossaman

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Re: Pile Driver (mechanics, not wresling)
« Reply #3 on: June 12, 2009, 08:41:15 pm »

I don't think this should penetrate rock. There should be a separate drilling workshop for that.

I'd also like to suggest that instead of using logs you should have an option to use finished pilings, made at a carpenter's workshop, or similar items made of metal or stone at the appropriate workshops.
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Sensei

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Re: Pile Driver (mechanics, not wresling)
« Reply #4 on: June 13, 2009, 12:13:30 am »

I support this!

You have my sword.
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Duke 2.0

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Re: Pile Driver (mechanics, not wresling)
« Reply #5 on: June 13, 2009, 12:23:06 am »

I support this!

You have my sword.
And you have my bow

 Although we could use a name what would allow this to be a pile-driver and a drill based on what material shaft you use. Then again, one uses force while another vibrates as to chip away at rock in a shaft.

 But really, we need more machines with the same names as wrestling moves.

 "Alright, I'm going to drive the Suplex."
 Which would be the most badass machine ever.
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Sensei

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Re: Pile Driver (mechanics, not wresling)
« Reply #6 on: June 13, 2009, 01:20:13 am »

Pile driver should...

A) Require blocks as "fuel"
B) Reveal tiles adjacent to the destroyed one
C) Kill any goblins who happen to be standing in a passage under it.
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Luke_Prowler

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Re: Pile Driver (mechanics, not wresling)
« Reply #7 on: June 13, 2009, 02:14:08 am »

Although one has to ask: what really is the point of having one of these (aside from the rule of cool)? If we really need to build a wood wall underground, we can just dig out the area and then build it there. in later versions, when things like wall strangth is simulated, it would come in handy, but at this current time it wouldn't have much use.

And i agree that a machine called Suplex would be badass.
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Fossaman

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Re: Pile Driver (mechanics, not wresling)
« Reply #8 on: June 13, 2009, 03:07:53 am »

Why? Aquifers, for now.

Driven pile walls to hold it back, pump all the water out of the confined area, and voila! You're through the aquifer.

Want to dam a river or stream? Drive dirty great logs into the streambed to hold the water back. No pumping required. Would also work on underground rivers, which currently require messy collapses to dam efficiently.

I also understand that cave-ins and collapses will eventually be more realistic. Pile driving would allow you to build constructions over open water and still have it be supported.

Sensei: Why would the blocks be consumed? I can see them wearing over time as they're used to drive the piles, but they'd surely last longer than that.
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SirHoneyBadger

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Re: Pile Driver (mechanics, not wresling)
« Reply #9 on: June 13, 2009, 10:51:16 am »

"Alright, I'm going to drive the Suplex."
 Which would be the most badass machine ever.

I second this. A Suplex--whenever they invent one--should be a gigantic, fully articulated mechanical jackhammer, on an armoured forklift body. It will be used to knock 6 storey office buildings down, from ground level.
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Sensei

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Re: Pile Driver (mechanics, not wresling)
« Reply #10 on: June 13, 2009, 12:55:45 pm »

Blocks would be each section of wall being driven into the ground.
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Aldaris

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Re: Pile Driver (mechanics, not wresling)
« Reply #11 on: June 13, 2009, 01:32:45 pm »

These things would be awesome for bridge contruction, ocean-based cities (ON HOLLOW STICKS.) They would have lots of uses, and that's before the  after-implementation rush of people finding out creative ways to use this to kill, mangle, destroy, or otherwise cause damage to any and all possible receiptients of that damage.

And it will be awesome.
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Fossaman

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Re: Pile Driver (mechanics, not wresling)
« Reply #12 on: June 13, 2009, 05:11:35 pm »

Blocks would be each section of wall being driven into the ground.

That's what the logs are for. I'd rather see a specific item type for stone pile walls, that looks different after it's constructed. Ditto for metal. Wood should be optional whether you use a finished object or a log.
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lucusLoC

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Re: Pile Driver (mechanics, not wresling)
« Reply #13 on: June 15, 2009, 03:49:30 pm »

I have been thinking about this, and i am posotive that something like this has been discussed on the mechanics mega thread, but since i cant find that thread i will post it here.

This workshop realy is a bit artificialy limited at the moment. If you think about it once wall movement is in there realy is no reason it should not work in any direction. But of course there are a whole host of problems that come with it. What happens when it comes in contact with a construction? A table? A workshop? A natural wall? What about walls and chairs and other stuff on top of it? Here is how i would adress the issues:

1. New item, the wall segment. Made from wood, stone or metal.
2. New shop: driver. It is 3x3, but could be 1x1 with a higher power requirement. Needs 6 mechanisms and 6 blocks. Bsase power is 100.

Wall segments are unsuporting but blocking (like a door of floodgate), and can be walked on (like a raised bridge if i remember correctly) removing any concers about what to do with attached constructions. They just collaps. They exsist in 2 states, attached an unattached. Unattached act like any other unbuilt funiture. To attach wall segments build a driver shop, assign a build direction and start huffing wall segments over to it. The wall segments add 5 to 10 power per segment, and extend out in the direction specified. If the leading segment is not a wall segment but instead is a bit, then the wall is not stopped by consrtuctions or natural walls. These are simply destroyed (no rock left behind). Similarly any funiture, buildings, other connected wall segments, items or units are also destroyed. If it is a wall segment leading walls of any kind stop all progess. Workshops, built funiture and the like are unbuilt and pushed along like normal items, taking mild durrability damage. Units are also bludgeoned as they are pushed. Stuff caught between a wall segment and another wall are crushed.

Once you have attached as many segments as you want you could then "lock" the shop. What this means is that when the workshop is set to retract instead of deattaching segments, causing the shop to get more cluttered and work slower, the segments are instead passed out the other side still attached. They will move as far as they can untill they are blocked. Anything between the segment and the wall is, again, crushed.

The shop extension is controled by a lever, and is either extending or retracting. Wall segments are requested at the shop, and are selected like building constructions. There should also be a queue function, so you could say get these 3 wood walls, this microline wall, and that gold one, in that order. As long as the shop is set to extend mode new walls brought to the shop are automaticaly added and extended.
 
With a setup like this we could build multiple types of objects, such as retracting briges, multi tile and multi level gates (just stack shops on top of eache other and hook them to the same lever) huge floodgates, smashing room death traps, crude lever operated elivators, simple tunnel boring machines, fast water movers and crude piston pumps (along with a way to raise water to a level without a pump on it) and the original pile driver idea. And since none of these are specialised functions it relay keep up with the whole sandbox feel of the consruction enviroment.

Issues: i do not know if the map data is capable of storing the attachment associations required. Objet/liquid pushing also may not be handled currently, since the only instance of moving tiles i know of destroys liqids in the way, instead of pushing them out of the way. Other than that it looks like the game engine can already handle what this needs to work.

A mod realy needs to move this and leave me a link to the mechanics megathread....
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HandOfCode

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Re: Pile Driver (mechanics, not wresling)
« Reply #14 on: June 16, 2009, 01:12:01 pm »

Why? Aquifers, for now.

Driven pile walls to hold it back, pump all the water out of the confined area, and voila! You're through the aquifer.

Want to dam a river or stream? Drive dirty great logs into the streambed to hold the water back. No pumping required. Would also work on underground rivers, which currently require messy collapses to dam efficiently.

Most useful use of this idea :D
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