Well, I do operate under the assumption that it will take more than one frame to fill. Even so, all water
should flow at the same speed, and so however long the pulse is should be exactly long enough for my needs.
Most of the time between my (gen-ed freshman) classes I spend on designing the schematics. Tholtig's plans are done, but I'll have to wait until the weekend to actually build it. If you want to help though, I could use a
slave peon acolyte prototyper.
The next biggest chalange lies with MORUL. I need to know if it's feasible to build an elevator. If you can even get things to go up one level reliably, I could combine it with a water flush system to link that up in series. If not, then I know I'm going to have a fort that's more or less 2D...
If you want a sneak peek, here's what I plan for MORUL: Each of several locations will have links to different areas. Large nets will include sending stuff to the depot and ale distribution. But I'd like to be able to make it all one circut, where each station can direct a load to any other -or make an ale call. The former is simple; I can use a system almost identical to the prisioner sorter in THOLTIG. The ale summonning may take more work though, but it shouldn't be too hard. The only tough thing is the elevator...
MAJOR EDIT: I just had
a revelation. I was going to build up topside, using the aquifer for convinience of drainage, but now I just
*KNOW* that
ARM_0k needs to be built on the bottom Z-level. I'll just have to settle for Magma Logic, and using Glowing Pits for drainage. However, I think I can leave ancillary systems (like what I'm building now) up topside, and just have the MC in #&!! ...
MINOR EDIT: I'm thinking of adding another AI core, CAT (Consealed Apocolypse Timer) to decide when it's time for ARM_0k to go rouge... Unless any of you can come up with a name that works with SCAMPS?