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Author Topic: Safety Door Design  (Read 3699 times)

Urist Imiknorris

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Re: Safety Door Design
« Reply #15 on: November 19, 2010, 04:33:37 pm »

z3:
/-------\
|++   ++|
|7%> <%7|
|7%> <%7|
|7%> <%7|
|7%> <%7|
|7%> <%7|
|7%> <%7|
|7%> <%7|
|7%> <%7|
|++   ++|
\-------/

z2
/-------\
|-\+++/-|
|7|+.+|7|
|7|+.+|7|
|7|+.+|7|
|7|+.+|7|
|7|+.+|7|
|7|+.+|7|
/7|+.+|7\
77|+.+|77
|-/+++\-|
\-------/

z1
   |+|
   |+|
   |+|
   |+|
   |+|
   |+|
   |+|
   |+|
   |+|
   |+|
   |+|
   |+|


+ . = floor
| - / \ = wall
%> <% = pumps
7 = magma
7 = water

Building destroyer-proof, flyer-proof, scalable, dig to reset. Don't carve ramps or channel, as doing so would remove the floor on z2 that prevents flyers from going up to the mechanics and wreaking havoc.
« Last Edit: November 19, 2010, 04:36:59 pm by Urist Imiknorris »
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Shrugging Khan

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Re: Safety Door Design
« Reply #16 on: November 19, 2010, 05:00:20 pm »

It looks imperssive...but how does it trigger?  ???
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Urist Imiknorris

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Re: Safety Door Design
« Reply #17 on: November 19, 2010, 05:11:01 pm »

Manually. Its original use was against HFS, which of course have [TRAPAVOID] and force manual activation. Feel free to add a trigger. It was also originally a hundred and fifty tiles long, so I didn't have to worry about accuracy.
« Last Edit: November 19, 2010, 05:12:33 pm by Urist Imiknorris »
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I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
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If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Dariush

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Re: Safety Door Design
« Reply #18 on: November 20, 2010, 06:55:38 am »

Something tells me that obsidian will form and simply hand right there between pumps, supported by floors on which those pumps were built...

Shrugging Khan

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Re: Safety Door Design
« Reply #19 on: November 20, 2010, 08:01:17 am »

Shame you can't build an obsidian cannon that casts obsidian in mid-air while it travels towards the enemy  :o
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I'm actually quite nice IRL, but you people have to pay the price for that.

Now stop being distracted by the rudeness, quit your accusations of trollery, and start arguing like real men!

Urist Imiknorris

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Re: Safety Door Design
« Reply #20 on: November 20, 2010, 11:13:59 am »

Something tells me that obsidian will form and simply hand right there between pumps, supported by floors on which those pumps were built...

The pumps are only supported by the wall tops under the passable tile.

z3 without pumps:
/-------\
|++   ++|
|7+   +7|
|7+   +7|
|7+   +7|
|7+   +7|
|7+   +7|
|7+   +7|
|7+   +7|
|7+   +7|
|++   ++|
\-------/

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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Dariush

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Re: Safety Door Design
« Reply #21 on: November 20, 2010, 11:25:45 am »

Something tells me that you can only build pumps over open space if there's another pump right underneath them.

Starver

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Re: Safety Door Design
« Reply #22 on: November 22, 2010, 06:18:11 am »

Something tells me that you can only build pumps over open space if there's another pump right underneath them.
Don't know if it's still valid, but I know you could build walls, bridges on the 'wall-top/floors' at Z+1 (which could then be raised as magma-guiding walls), and then remove the middle walls (at the very least)...  seen sideways, thusways:
Code: [Select]

_________ original Z0

######### walls built

_________ raising bridge built
#########

_________
###___### some walls removed

So, you could perhaps make a comb of overhead bridges/channeling bridges, thus:

Code: [Select]
###   ###   <-support points, for illustration
=========   <-1xN bridge, raised ^-/v-way
++-- --++   <-1x2 bridges, built inward from support points
=========   etc
++-- --++   etc
=========   etc, to taste...
###   ###

Put the magma/water pumps on the ++ parts.

Might need some tuning, but in principle the water and magma will meet at the gap between the two inward-built bridges.  Either obsidian cave-ins will be generated (having no valid supporting walls) or the separate water and magma will head down into the three-wide corridor beneath to cause obsidian-fun and general havoc down there.


I think you could even build the following
Code: [Select]
_________ original Z0

####_#### walls built

____ ____ raising bridge built
####_####

____ ____
###___### some walls removed
...thus making the mix'n'drop-zone a full length, rather than on/off dotted.  But it's been a while since I tried this system, anyway, so not sure if even the original plan still works in current versions of the game.

Alternately, as per the original idea, but just bridge-wall either end and set cantilevered bridge-ends of Mx2 size down the full length of side-by-side pumps...

Actually.  What was the question again? :)
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Urist Imiknorris

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Re: Safety Door Design
« Reply #23 on: November 22, 2010, 11:36:48 am »

http://df.magmawiki.com/index.php/DF2010:Machine_component#Building.2Fconnection_limitations

Quote
Hanging - The machinery is built attached to another piece of machinery, typically on top of a gear assembly (to transfer power further down or out horizontally) or a pump. No additional support is required (except for screw pumps, which have their own requirements for support - see below). The supporting machinery needs only to have been designated for the hanging machinery to be built - it doesn't have to be completed, but might need to be before the power-connection is complete (depending on your design). If the supporting machinery is canceled, disabled, or removed the hanging machinery will collapse to base materials.

...

Screw pumps may connect to machinery from any tile in any direction. (However, the walkable tile of the screw pump MUST have a floor under it, so it cannot connect directly below the walkable tile)

My design satisfies these conditions and has been tested. What it doesn't show is power connections for the pumps, which I connected through two channels in z4:

/-------\
|+++++++|
|++++++|
|++++|
|+++++++|
|+++++++|
|+++++++|
|+++++++|
|+++++++|
|+++++++|
|+++++++|
\-------/


The green assembly is the one I toggle, so the structure can remain supported when inactive.

(z4, coincidentally, was located immediately south of the lower level of my reactor)
« Last Edit: November 22, 2010, 11:43:20 am by Urist Imiknorris »
Logged
Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!
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