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Author Topic: Drop Dwarf in water, proof of concept that could lead to Obsidian Cast Drop Pods  (Read 9818 times)

Karakzon

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why knock the dwarf out?
theirs no point, they dont go into stasis, besides, if you fill the system with water, and have say 5 tubes, and they all exit at drop stations, you only need to set up a lever to release each hatch to close for refill and a lever for all the hatches to a certain station for activation to that level, you can easly put the dwarf in water, and have the stations door open along with the hatches with the same lever pull, so all water drains out and the flow shoves the dwarf out into the air pronto as the water drains down the grates. im doubtfull a dwarf would drown if you did it corectly. though ide say: get at least 3 lever operators for the job.

thus: dwarf enters shoot, water is dumped on him, a second later the hatches to required level are opened, dwarf falls at 6z+7 steps, through a continous water current that prevents z level drop damage, dwarf hits bottom, stunned, water pressure of drainnage drags the dwarf into the drop room and into the air. system is closed, water is recycled via automated pressure plates, each level is refilled indipendalty
 -if you dont know how to use logic stuff and what not, wich i have no idea about, this will take a wile, if you do however, you can link the cycle up to a repeater of some kind that will automaticaly prep the drop shaft again, wile this is happening, you use other shafts, or invest in a larger shaft diamiter for multiple dwarven drops in one go-
when its done, you now have a reusable drop shaft full of water again. by time its needed the millatery should have eather dealt with the current threat or have died. Their may still be a small chance of broken bones if you dont fill the entire shaft, but you shoudlnt have any problems so long as the drainnage is fast enought to cope with the water influx and you lever pullers dont go into on break of sleep after pulling the lever to fill the dwarf pod with water.

Technicaly, you could use this system on any single level so long as your fast enought at lever pulling to travel downwards, instead of just at the top down.
eather way, itll take alot of mechanical patcience to acomplish, but should be do-able. it dosent even realy need sides to the shaft so long as the dwarf passes through water only wile in air and dosent pick up the momentum that would break his bones, wich may be an interesting way to try deploy forces outside the fortress walls without opening the front door.

EDIT:

After a bit of testing ive concluded that the dwarf dosent need to start immersed in water to come out at the other end healthy if hes falling through a simultaniously falling water collum. the collum will cancel out fall damage to just stunning the desendee if he travels through the same level of water as his z levels fall, ie: drop 3, enter 3. This seems only to apply up to three, any more ie 4, will result in damaging the subject no matter how many z levels of water they travel through. So if you have a 3 z level difference between all floor hatches, and fill every other with water -starting under the drop collums desendee- it should allow you to get your dwarves down with the minimum amount of water. If youve got easy access to water supplys, i suggest just filling the tube up with water and plunging the dwarf into that.


Rules:
if the dwarf hits the floor out of the water collum up to a normal 1 z level drop, hell just be stunned,
if he hits the floor through water after a 3 level, the same, 4 will result in damage as per normal.
To drop a dwarf from an 9 z level high position like in the testing arena, -wich has 0 counting as a level remember, +4 to -4 is a drop of 9- it requires at least 3 water blocks 3 z levels down from the dwar -so z1 z0 z-1. more water levels of 7/7 are safer.

Since water falls eraticaly and the dwarf at a steady rate, the calculations may fudge up on longer drops, so im guessing every rotation of 3 water/air levels add 1 onto the required water z levels for safety -ie its 3 air, 3 water, 3 air, then 4 water, 3 air, 4 water- but never go more than 3 distance between water levels.

EDIT: this is just rought measurements and !!SCIENCE!! i may be completely wrong, but wokring by this rule set should work most if all the time.
« Last Edit: September 05, 2011, 08:35:49 am by Karakzon »
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Tiruin

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Totally unrelated idea but it still carries the gist:

Fill a pool with water, fill it to the brim with tamed fish that they occupy every tile then drop your dwarves in. They land on the fish and get up the ramp taking no damage no matter how high. Fish don't get hurt by that too.
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grueburger

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What about this?

Code: [Select]
D_|
|W%%
|W|
|W|
|W|
|W|
|W|
|W|
|W|
|W|
|W|
|_|
|#D

_ are two hatches linked to the same lever
D are doors
# is a floor grate not linked to anything with a drain below
W is water

Dwarf stands on the top hatch, the lever is pulled, the dwarf and the water column fall.  The dwarf will faster than the column over any decent distance so will overtake the top of it, landing on the grate which the water falls through and exiting via the door (door might be unnecessary, depends on the speed of the drainage system under the grate).  Since the dwarf always overtakes the top of the water column he always lands before all the water has drained and so never takes any damage.

Could fairly easily link the pump at Z-1 to a not gate and then to the same lever the hatches link to, resulting in a self-refilling drop-chute with no chance of drowning or injury which works over any amount of Z-levels.  Even better if the drain links to the pump stack for the refill.
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Vicid

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What about 3 z levels of water and 1 z levels of air (3 or 4 times) this should give the drop dwarf 3/4 chance to not die on arrival which I think is acceptable.
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wolfic

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What if you had something that fell alongside the dwarf that would trigger a pressure plate near the bottom of the drop that opens a trapdoor releasing a column of water. Something like:
Code: [Select]
|Dj|
|  |
|  |
|  |
|  |
|wP|
|w |
|  |
|__|
Where j is an object on the same hatch as the dwarf, P is a plate that releases the hatch supporting the water (w).
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Karakzon

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the falling water rate isent the same as the dwarf one, so you would still be using a large sum of water and messing about with measureing out the amounts to get it to work right. not only that, but falling items dont trigger pressure plates as far as i know. youde have to use even more water to trigger it and its just simpler to fill the full tube.

a note on the drainage: If you keep the floor solid, have the door open upon time as with the dorfs desent hatch, and have grates in the floor outside the door, you can effectivly drain the water wile having its pressure force the dwarf out into open air, reducing the chances of drowning. This woud also allow you to make a multy drop pipe, ie: anywere along it you can put in a system to desend from any level down instead of just at the top, wich may be usefull if your milatery is scatterd or if you want to move a dorf in an emergancy from one part of the fortress to another.
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