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Author Topic: Dwarven D-Cell  (Read 4209 times)

MagmaMcFry

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Dwarven D-Cell
« on: October 05, 2010, 07:42:25 am »

I've designed a Dwarven D-Cell: A minimalistic walled-in container which lets one dwarf survive indefinitely.
Top:
SSS>
SSS1
SSS2

Bottom:
~~3<
~~3θ
~~πT

S: Still
~: Plump Helmet Plot
1: Seeds Pile
2: Booze Pile
3: Food Pile

Needs:
4 Barrels
1 Bag with Plump Helmet Spawn
Table
Chair
Bed
7 Building Materials

This is a 3x4x2 cell with minimalistic Dwarf Support. After construction, a single dwarf is assigned to the container and gets the Farming and Brewing labors (perhaps also Engraving).
The field is irrigated by channeling out the six tiles over the field and designating six pond zones over them. Then the floor is reconstructed and the Still is built over.
Finally, the dwarf is sealed inside and left to himself (save for the Brew Drink orders).

This design can be expanded to include a workshop/forge/etc. and in/out stockpiles with airlocks.

Any comments/suggestions are greatly appreciated.
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AngleWyrm

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Re: Dwarven D-Cell
« Reply #1 on: October 05, 2010, 07:47:10 am »

The booze is gonna need barrels to put it in.
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Shades

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Re: Dwarven D-Cell
« Reply #2 on: October 05, 2010, 08:13:57 am »

Could you not do it with a 2x2x1 cell?

Top:
O~

Bottom:
77

O: Well
~: Plump Helmet Plot
7: Water

They would probably go slower and slower due to lack of alcohol and end up depressed but probably won't die, the single farm should give plenty of food for one dwarf and the seeds after eating are in a handy place to be replanted :)
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Urist Imiknorris

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Re: Dwarven D-Cell
« Reply #3 on: October 05, 2010, 08:21:17 am »

I believe eventually your dwarf will refuse to eat plump helmets or drink dwarven wine if that's all you have. Perhaps this would be more feasible with an above ground farm? Then you could give him two nearly-identical-but-just-different-enough-to-count plants: wild strawberries and fisher berries.
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LoSboccacc

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Re: Dwarven D-Cell
« Reply #4 on: October 05, 2010, 08:31:23 am »

probably some masterwork bed or engravings could help balancing bad thoughts and preventing !!MADNESS!!
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rephikul

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Re: Dwarven D-Cell
« Reply #5 on: October 05, 2010, 08:54:26 am »

he'd die during mood.
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Urist Imiknorris

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Re: Dwarven D-Cell
« Reply #6 on: October 05, 2010, 08:55:35 am »

Not if there aren't enough dwarves to allow a mood, or if he already made an artifact, which you might as well throw in with him.
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MagmaMcFry

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Re: Dwarven D-Cell
« Reply #7 on: October 05, 2010, 08:59:33 am »

Aboveground farms are a good idea. I will have to breach the surface, but this can be reduced if I build the D-cells all over another. Then I can also change the layout to 7x3x1 and greatly reduce the channeling needed.

BBBπθτ~
BBB231~
BBB23~~

Needs 1 extra barrel.
EDIT: 2 bags with fisher berry/wild strawberry seeds instead of the plump helmet spawn bag.

The booze is gonna need barrels to put it in.

I have 4 barrels in the ingredients list.

I thought of this as a method to recover from Fun, and yes, moods would be serious. Even so, I will only pack the ex-posessed dwarves and some other useless ones.
« Last Edit: October 05, 2010, 09:10:00 am by MagmaMcFry »
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pushy

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Re: Dwarven D-Cell
« Reply #8 on: October 05, 2010, 10:21:27 am »

I believe eventually your dwarf will refuse to eat plump helmets or drink dwarven wine if that's all you have.
Nah, dwarves will get negative thoughts about drinking the same old booze after they've had it five times in a row (if it's not a booze that they prefer) but they won't actively avoid eating/drinking the same old crap they've been having for years if there are no other options.
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Dariush

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Re: Dwarven D-Cell
« Reply #9 on: October 05, 2010, 10:40:31 am »

I believe eventually your dwarf will refuse to eat plump helmets or drink dwarven wine if that's all you have.
Nah, I've had a fortress that survived for 5 years without any depressions with just wild strawberry wine (or whatever that is called).

Jake

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Re: Dwarven D-Cell
« Reply #10 on: October 05, 2010, 10:47:40 am »

You know, the basic design would be good for a disaster shelter. Build a few of these throughout the fortress, possibly expanded a bit to accomodate several dwarves at a time, designate them as the 'burrow' (not really tried that system out yet, but if memory serves you can designate multiple separate areas as one burrow) where civilians go during an alert, and potentially save many lives in the event of catastrophic flooding or a cave-in.
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Diacritic

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Re: Dwarven D-Cell
« Reply #11 on: October 05, 2010, 11:41:32 am »

You should find a way to pump in the liquefied remains of other dwarves, and then find a way to extract the excess body heat for running screw pumps.
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Satarus

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Re: Dwarven D-Cell
« Reply #12 on: October 05, 2010, 12:51:15 pm »

Just remember they get a happy thought based on quality and preference of the booze.  That can cancel out the bad thought of having the same old booze.
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Bauglir

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Re: Dwarven D-Cell
« Reply #13 on: October 05, 2010, 01:02:54 pm »

-snip-
« Last Edit: June 09, 2015, 08:49:37 pm by Bauglir »
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dragonshardz

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Re: Dwarven D-Cell
« Reply #14 on: October 05, 2010, 01:09:23 pm »

Juuust one problem with the original design: you can't build workshops over floors. Bridges yes, traps I think so, but not workshops.
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