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Author Topic: Skystones - Casting Molds for Molds  (Read 6992 times)

Urist Da Vinci

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Re: "SkyStones" because screw gravity. (WIP)
« Reply #15 on: December 31, 2011, 08:33:04 pm »

What materials are you going to use for scaffolding?

You could make some of the walkways into 5-tile-wide double fluid ducts like so:

Code: (elevation view) [Select]

 _ _☺
█_█_█


What are your plans for keeping your dwarves fed and drunk while in the sky?

Girlinhat

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Re: "SkyStones" because screw gravity. (WIP)
« Reply #16 on: December 31, 2011, 09:02:49 pm »

My scaffolding will likely be obsidian, constructed, and then removed to leave only the cast obsidian.  My casting style for quick scaffold removal involves a lot of leftover obsidian boulders.  Basically, my casting will look like this, for a walkway.  All side-views:
Before:
Code: [Select]
#     #
#     #
#######
Casting:
Code: [Select]
#+++++#
#+++++#
#######
Sculpting:
Code: [Select]
# +++ #
#     #
#######
Collapse:
Code: [Select]
  +++ 
       
       
This is so that I can collapse the whole scaffolding quickly instead of deconstructing the bits of it piece at a time.  Needless to say this will generate an enormous amount of leftover boulders, for which I intend to train masons to make fantastic tables and other furniture to adorn the fortress, and to build scaffolding so that I won't have to mine up new boulders to do the job.  Also, needless to say, the ground level is going to be absolutely pounded to death with constant cave-ins after casting is done.  The only thing I'll have to be very careful with, is ensuring I don't cave-in a section onto an existing walkway, as this could result in a whole lot of Fun.  (A few dwarves will be sequestered underground to man the primary magma pumps and to ensure against total cave-in catastrophe.)

For feeding and boozing, I'll simply have farms.  Constructed tiles that have been muddied will support a farm - I've tested this to be sure.  One in particular of the hanging blocks is going to house a few farms, while another will have a few burrow-restricted farmer's workshops, and another will have a still and kitchen.  It should all be neat and orderly, I do hope.

For double-fluid ducts, do you mean one side for magma and the other for water?  That would be possible, though require larger pathways.  However, due to several complications, I may do that anyways.  The single biggest restriction on complexity is that windmills must have their center tile clear to the sky.  This means I can't go very high without getting creative, otherwise the windmill sections will overlap and the lower sections won't work.  If I double-up the size of each pump block, I can halve the number of total blocks, and that's a change in my favor.  Plus it sounds very cool to have the fluids running alongside one another like that.

Now some questions for additions: What would be fun to do with all this height?  Since I'm going to have running fluids, I can quite easily manage obsidian generators in the sky and produce cave-in cannons.  Even massive cannons that drop whole housing blocks onto the heads of enemies.  not to mention I'll have a lot of room to let fluids freefall to the surface.  I plan to turn the surface level into a gnarled wasteland of dropped boulders and misshapen drainage pipes.  It should also be hilarious for an adventurer to move through!

Mapleguy555

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Re: "SkyStones" because screw gravity. (WIP)
« Reply #17 on: December 31, 2011, 09:15:26 pm »

DFLiquids.
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UristMcHuman

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Re: "SkyStones" because screw gravity. (WIP)
« Reply #18 on: December 31, 2011, 09:38:17 pm »

one elf survived the (purely accidental) fall
he ran off the map edge.
You idiot! Why didn't you order your marksmen to perforate him?!?!? He could have escaped to the next dwarf fort and infected them with their "environmental awareness"!!!
Or worse, he could fondle befoul the sacred nethercap with his dirty hippie hands.
Oh, God no... The Caverns would never be safe for colonization then.

DFLiquids.
This. (Although I have never used DFHack/Fusion 'cause I don't think it'll work. Having tried to use Runesmith to make animal-peoples in the Caverns my own citizens, it doesn't seem to work. Neither does the genocide tool.)
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Girlinhat

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Re: "SkyStones" because screw gravity. (WIP)
« Reply #19 on: December 31, 2011, 09:48:32 pm »

If I'm gonna hack my way in then I'll just squat down and poop out a solid natural-stone adamantine statue of a phallus.  No, this is going to be legit.

tahujdt

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Re: "SkyStones" because screw gravity. (WIP)
« Reply #20 on: January 01, 2012, 12:51:16 am »

Admittedly, it wasn't the best location for the depot, because it came crashing through the ceiling of the farmers' workshops.
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Leif

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Re: "SkyStones" because screw gravity. (WIP)
« Reply #21 on: January 01, 2012, 02:42:26 am »

Filter the warm water through that wood that's always cold. Can't remember its name. Dwarfs don't stop for New Year!
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Indeed.

Leif

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Re: "SkyStones" because screw gravity. (WIP)
« Reply #22 on: January 01, 2012, 02:43:59 am »

Except for Broseph Stalins thingo.
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Loud Whispers

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Re: "SkyStones" because screw gravity. (WIP)
« Reply #23 on: January 01, 2012, 02:49:23 am »

Filter the warm water through that wood that's always cold. Can't remember its name. Dwarfs don't stop for New Year!
Except for Broseph Stalins thingo.

DOUBLE POST. DUN DUN DUN.

Leif

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Re: "SkyStones" because screw gravity. (WIP)
« Reply #24 on: January 01, 2012, 03:05:10 am »

Rebel rebel.
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Indeed.

Epithemius

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Re: "SkyStones" because screw gravity. (WIP)
« Reply #25 on: January 01, 2012, 03:50:49 am »

You had me at "dwarven lives lost will likely measure in the hundreds". Posting to follow and see what will come of this large undertaking.
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Ivir_Baggins

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Re: "SkyStones" because screw gravity. (WIP)
« Reply #26 on: January 01, 2012, 04:06:08 am »

Regarding the plumbing, will you have intake and outlet pipes?
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Girlinhat

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Re: "SkyStones" because screw gravity. (WIP)
« Reply #27 on: January 01, 2012, 04:10:42 am »

I've completed the first drill pipe.  This "Magmatic Bore-Hole" is a 26 layer deep pit, 5x8 rectangle with a stairwell on the southern edge, penetrating straight through the only cavern layer, currently sporting a 1-wide pump stack with a stairwell along the pump to keep it upright.  This design has minimal temperature touches, able to touch just the pump itself and the supporting stairs, as the entire thing is meant to be done as a "floating" stack with no retaining walls.

Screenshots available upon request, preferably overseer due to the camera angles involved.  I'm going to be working on the waterwheel line to support the pump stack now.

Current trivia:
5 Deaths, primarily cavern-related.  3 of the starting 7 died within moments of breaching the cavern.
Several dozen cavern critters have been killed, as my 10-strong squad of steel plate and axes are occupying the central staircase of the caverns.
This squad of 10 is made up entirely of females with the nickname "Maiden" aside from the leader (militia commander) who was a skilled axedwarf, fighter, and dodger migrant, named "Axe Maiden".  Should they start producing children, their husbands shall be slaughtered.  Messily.
It took 6 years to progress this far, taking ~1.5 years to dig the pit, including smoothing the walls, and a full year to mount the pumps using one architect.
My fortress is currently minimal.  A few open soil layers of stockpiles and public bedding, barely any booze production as the subsist on river water and raw berries, aside from the mayor who owns a rather large 3-story house, to avoid tantrums.

Itnetlolor

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Re: "SkyStones" because screw gravity. (WIP)
« Reply #28 on: January 01, 2012, 01:38:56 pm »

[CAVE_INS:OFF] helps if you're making anything that floats.

Wannazzaki

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Re: "SkyStones" because screw gravity. (WIP)
« Reply #29 on: January 01, 2012, 01:41:25 pm »

[CAVE_INS:OFF] helps if you're making anything that floats.

You can't screw gravity when it's turned off!
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