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Author Topic: Countering !!FUN!! with F.U.N.  (Read 2566 times)

Naz

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Countering !!FUN!! with F.U.N.
« on: June 02, 2011, 01:03:59 pm »

I'm in the process of designing a new fort and a major !!feature!! is going to be several massive waterfalls that cascade out of the bottom of an aquifer, fall ~50z, flow past a massive waterwheel assembly, then drain out of my fort, through a multi layered system of fortifications and grates, into the caverns, off the map, or wherever. In order to compensate for the inherent !!FUN!! in something like this I'm going to install F.U.N: Failsafes for Unexpected Nuisances. This consists of pairs of pressure plates placed strategically on the level above the bottom that upon detecting water, will simultaneously kill the source flow and open floodgates to drain the affected levels.

The questions I have for you guys relate to pressure plates and how they respond to triggers. I want to set up a couple groups of plates that would respond to 0/7 water but I can't figure out if they would repeatedly trigger if water sits on them (like in a flooded room) or if I should make them one use or repeaters so they won't accidentally turn the flow back on. Also I'm worried that one group will trigger after the first group has, thereby countering the signal and keeping the flow on.
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Naz

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Re: Countering !!FUN!! with F.U.N.
« Reply #1 on: June 02, 2011, 01:13:23 pm »

Actually ignore that bit about one group setting countering another, I figured out the solution to that while I was typing. Sorry for the bigass wall o text, I'll edit it for readability when I get home. Typing under my desk at work on my phone is a bit tough.
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Corona688

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Re: Countering !!FUN!! with F.U.N.
« Reply #2 on: June 02, 2011, 01:14:07 pm »

The problem with repeating plates is that you'll get a repeating effect.  Water on top, raises a drawbridge to shut off the water, stuff dries out, bridge goes down and floods you again.  It might even get stuck open by a water pressure plate sending a 'close' message to the bridge when it's busy opening.

So I'd use single-use plates.  Water on top of them, they raise the bridge and deconstruct so they can't repeat or get confused.

You'd have to rebuild them later though, and you can't attach mechanisms to a raised drawbridge, so you need
1) A manual bridge behind it so you can shut off the water to get in for maintenance
2) A switch wired to the automatic bridge so you can manually lower it after triggered (it'll be ignored when not in use).
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Naz

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Re: Countering !!FUN!! with F.U.N.
« Reply #3 on: June 02, 2011, 07:00:02 pm »

Ok, the following is a description of my F.U.N. system using what little text-artistry I can muster after several glasses of rum.

F.U.N: Failsafes for Unexpected Nuisances

The following is to be built on the uppermost level you want/are worried about being flooded

Code: [Select]
www  l         w=wall
wpwwF          p=pressure plate
wppdF          d=door
wwwwF          F=Fortification
               l=lever connected to d

the bottom 2 plates are , from right to left: Source shutoff and drain activation. The northern one is connected to the door so water will first flow over the switches to cut off the water and open the drain then will flow over the switch to isolate the system to prevent repeated activation which could cause more flooding. The drain can be whatever format works for your fort. In mine its going to be massive holes that lead to the caverns behind fortifications in the walls on the levels I want to flood that will be opened by retracting bridges at the top. The lever is connected to d so that once the water has drained off you can open the door back up, let the water out of the F.U.N. and let your water keep doing its thing. The fortifications are there to keep anything from wandering in and fucking the whole thing up.

Note: The water source is hooked up to its own array of levers to control it's flow, this is just designed to keep specified areas from overflowing into the rest of your fort.

Any questions, comments, strings of obscenities?
« Last Edit: June 02, 2011, 07:01:41 pm by Naz »
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Matazat

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Re: Countering !!FUN!! with F.U.N.
« Reply #4 on: June 02, 2011, 07:45:03 pm »

Why not call it Fuck-Up Nullifier?
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Triaxx2

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Re: Countering !!FUN!! with F.U.N.
« Reply #5 on: June 02, 2011, 08:26:45 pm »

He's unsure of the forum stances on swearing.

Seems okay, though that shows no room for the water to fall.

I'd alternately cut the water fall. Like so:

Code: [Select]
WWW
WFO
WFO
WFO
WWW

WWW
OFW
OFW
OFW
WWW

W=Wall
F=Floor
O=Open Space

Then you can put a bridge along the open side linked to pressure plates that snaps up closed to seal it off until the water evaporates. Simple, effective, and not only can it also work with Magma, it also doesn't disrupt the water fall on other levels.
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Naz

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Re: Countering !!FUN!! with F.U.N.
« Reply #6 on: June 02, 2011, 09:07:43 pm »

The actual waterfall is elsewhere, I didn't show it because my own design is unique to the design of the fort and I just wanted to include something easy to duplicate that can be built in anybody's fort, regardless of individual layouts and plumbing schema.

Failsafes for Unexpected Nuisances seemed more appropriate because the flooding itself isn't a fuckup, its intentional to allow me to turn the bottom 2 layers of a 100x,100y,50z fort into a massive tree farm/pasture/farm then allowing me to reroute the water to a 12k power waterwheel assembly. I just don't think I can count on my dwarves to pull the lever to open the drains and temporarily kill the feed at the right moment so I'm automating it. Also I'm not 100% on how much water the aquifer will produce so I'm making sure there's a system in place to deal with potential !!FUN!!
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Proxiee

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Re: Countering !!FUN!! with F.U.N.
« Reply #7 on: June 02, 2011, 11:57:17 pm »

but
Spoiler (click to show/hide)
cannot be drowned. In fact, they can swim upstream into your fort

Spoiler (click to show/hide)
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evileeyore

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Re: Countering !!FUN!! with F.U.N.
« Reply #8 on: June 03, 2011, 12:55:54 am »

but
Spoiler (click to show/hide)
cannot be drowned. In fact, they can swim upstream into your fort

Spoiler (click to show/hide)
True, but they can't swim against an auto-firing obsidian rail-gun.


Poke Girlinhat for the plans, it was her idea.
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Naz

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Re: Countering !!FUN!! with F.U.N.
« Reply #9 on: June 03, 2011, 07:43:31 am »

This system isn't to deal with HFS, it's to prevent unintended flooding in your fort. !!FUN!! is a catch-all term since, let's face it...most fun you have in this game will be of the !!variety!!

To deal with HFS I'd recommend you have an obsidian plug in place and ready to deploy before you start doing the candy dance.

Also yea, Girlinhat's obsidian gun is conceptually brilliant and effective as hell.
« Last Edit: June 03, 2011, 08:58:16 am by Naz »
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Angel Of Death

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Re: Countering !!FUN!! with F.U.N.
« Reply #10 on: June 03, 2011, 10:05:04 am »

Girlinhat made an obsidian gun? I MUST SEE!
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davros

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Re: Countering !!FUN!! with F.U.N.
« Reply #11 on: June 03, 2011, 03:09:21 pm »

I think it involved draining magma into hell and dripping water on the top. I saw it once, but I prefer to come up with my own anti clown plans.
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