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Author Topic: Hyrdaulics and elevators?  (Read 1029 times)

Durin

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Hyrdaulics and elevators?
« on: September 14, 2009, 11:07:14 pm »

There's enough mechanics in this game, specifically involved with traps, pumps, drive shafts and gear boxes, to make me wonder if I am missing something obvious as to why there are no man-powered or wind and wave powered elevator shafts, and whether or not hydraulics for water are ever going to work with things floating on them (which also makes an elevator feasible. feasable? 

Clearly, it was feasible.

Just curious what anyone has heard.
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Shiv

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Re: Hyrdaulics and elevators?
« Reply #1 on: September 14, 2009, 11:56:16 pm »

I'd imagine because there's no real need for them.  Dwarves never get tired from fatigue of going down countless flights of stairs so...no reason to put them in really, unless you just wanted to put a push plate trap into the middle of one and if a dwarf steps on it it functions normally where as if a goblins steps on it a demonic voice goes "Going down?" and it free falls to the bottom floor where magma rushes in and the goblins burn while the 2/7 magma triggers another trap in the corner, elevator goes to a medium floor to drain out, then goes back into normal operation....


Wait...why DON'T we have elevators?
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I still don't think I'm crazy enough to play this game properly.

SquirrelWizard

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Re: Hyrdaulics and elevators?
« Reply #2 on: September 15, 2009, 02:20:09 am »

Just think, dwarven elevator music for 10+ z levels.

The goblins will practically be begging for the magma at the end.
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Balanced Wheels is just rolling along

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"In ToolCrew Microline strikes you!"

Lawec

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Re: Hyrdaulics and elevators?
« Reply #3 on: September 15, 2009, 03:13:36 am »

Just think, dwarven elevator music for 10+ z levels.

The goblins will practically be begging for the magma at the end.

"And now, the newest hit from Urist McSinger, You ain't got no catbone"

*Goblin screams*
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In order to improve the universe's frame rate, we must all throw rocks into volcanoes and then do absolutely nothing, worldwide, for a week, to take pressure off pathfinding.

Atarlost

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Re: Hyrdaulics and elevators?
« Reply #4 on: September 15, 2009, 04:01:56 am »

Manual winch elevators would actually be useful for moving large amounts of stone between levels at least as long as the quantum stockpiling exploit isn't closed.  Hydraulic elevators would mostly just be a fun megaproject because the effort of building them would exceed their utility.  They would be a fun addition to gladiatorial arenas though. 
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Jackrabbit

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Re: Hyrdaulics and elevators?
« Reply #5 on: September 15, 2009, 04:05:02 am »

And now we bring you, classical rocks being hewn from living stone by 'Boulder and The Other Boulders'.
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XSI

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Re: Hyrdaulics and elevators?
« Reply #6 on: September 15, 2009, 04:22:58 am »

I have at one time tried to use water pressure to make dwarves go up using an elevator design of myself.

Waterpressure doesn't push dwarves up z levels, but it does drown them if pressured and let in from below.

So strike this one off a to-test list, grates floor, dwarf on it, waterpressure to make him go up a z level...It doesn't work, but then again, I didn't test with a legendary swimmer, just a dabbling swimmer.

My other design was for going down, which doesn't really work either, the test nobles tend to die with the elevator deconstructing at the top of the (15z) shaft.
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What kind of statues are your masons making, that you think they have "maximum exposure"?
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Shiv

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Re: Hyrdaulics and elevators?
« Reply #7 on: September 15, 2009, 12:22:21 pm »

Quote
My other design was for going down, which doesn't really work either, the test nobles tend to die with the elevator deconstructing at the top of the (15z) shaft.

Sounds like it did work IMO.
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I still don't think I'm crazy enough to play this game properly.

Cruxador

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Re: Hyrdaulics and elevators?
« Reply #8 on: September 15, 2009, 02:24:26 pm »

There's a plan for climbable ropes in the Future of the Fortress, and it has been suggested that they be elevators instead.
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SquirrelWizard

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Re: Hyrdaulics and elevators?
« Reply #9 on: September 15, 2009, 03:02:56 pm »

just wondering, how much damage would a dwarf take if he dropped 1 z levels worth of distance?
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Balanced Wheels is just rolling along

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UristMcGunsmith

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Re: Hyrdaulics and elevators?
« Reply #10 on: September 15, 2009, 03:20:05 pm »

Fellas, fellas, there are real uses for elevators. Imagine this.

Say you have a drawbridge trap that fling invaders into the air, then down into a pit of water and/or magma. I know my current fort does. But what if you want to sell all of that fabulously crafted goblin armor? Or what if by some terribly fun accident a friendly dorf falls in? Easy. The entire floor of the pit is actually an elevator, but instead of it being solid, it's a grate. Kind of like a spider (The cooking utensil, google it.)

And with that in mind, you could make the rooms of nobles have elevating floors to smoosh them against the ceiling.

You could build a fortress under tons of elevators then lift it into the sky! And if you turn cave ins off, you could elevate it, then destroy the elevators for a flying castle!

Or think of this, say you have several bunkers around your fortress, Starcraft Terran style, and the roofs elevate and out pour 20  Dorf champions! I know there are several other ways to do the exact same job as this, but this is REALLY cool.

Edit: Just remembered. If there are hydraulics... Dwarf Mechs

Albedo

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Re: Hyrdaulics and elevators?
« Reply #11 on: September 15, 2009, 03:23:00 pm »

just wondering, how much damage would a dwarf take if he dropped 1 z levels worth of distance?

Usually (always?) just stunned. I've never heard of a dwarf taking any real damage from a 1-level fall.

But that grows quickly.

5-6 levels is the recommended distance for a crippling injury, like for a hammerer etc.
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Shiv

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Re: Hyrdaulics and elevators?
« Reply #12 on: September 15, 2009, 08:29:36 pm »

I had a miner get a broken arm from a one z level fall, but then again he was blown off the platform by a dust cloud from a collapse (he wasn't the miner who caused it, he was just hanging out) so perhaps the additional force of that caused the injury.
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I still don't think I'm crazy enough to play this game properly.

SquirrelWizard

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Re: Hyrdaulics and elevators?
« Reply #13 on: September 15, 2009, 11:23:54 pm »

I was thinking maybe having a series of retracting bridges that drop their occupants 1 z level per drop to avoid overtly injuring, but still moving things down.

since it may add up, it might not be worth it.
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Balanced Wheels is just rolling along

A small sign posted at the far end of the catapult range.

"In ToolCrew Microline strikes you!"

Shiv

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Re: Hyrdaulics and elevators?
« Reply #14 on: September 15, 2009, 11:33:21 pm »

Yah, that may work, but it wouldn't be very functional. 
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I still don't think I'm crazy enough to play this game properly.
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