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Computer viking
May 30, 2011
Now with less breakage.

You need to slow it down somehow, so it has a greater chance of interacting with another target. Maybe someone telling it to moderate its speed a bit.

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Leperflesh
May 17, 2007

Computer viking posted:

You need to slow it down somehow, so it has a greater chance of interacting with another target. Maybe someone telling it to moderate its speed a bit.

Are you... are you suggesting the murk weasel is a neutron? And what, the murk is a radioactive gas, and I guess maybe glumprongs are carbon rods, and I suppose we could moderate the reaction using bees.

Ardeem
Sep 16, 2010

There is no problem that cannot be solved through sufficient application of lasers and friendship.

Leperflesh posted:

Are you... are you suggesting the murk weasel is a neutron? And what, the murk is a radioactive gas, and I guess maybe glumprongs are carbon rods, and I suppose we could moderate the reaction using bees.

Now I'm wondering which will happen first, a 1.0 build of DF, or dwarven nuclear reactors.

Veloxyll
May 3, 2011

Fuck you say?!

Leperflesh posted:

Are you... are you suggesting the murk weasel is a neutron? And what, the murk is a radioactive gas, and I guess maybe glumprongs are carbon rods, and I suppose we could moderate the reaction using bees.

that, or we'll get Murkbees and then Armok help us all.

Fat and Useless
Sep 3, 2011

Not Thin and Useful

I think we are starting to go down a very dangerous path right now, soon you'll be asking about the ritual to summon the legendary giant murk carp in an effort to bring back the good old days when we didn't have these rail guns we've grown fat off.

Leperflesh
May 17, 2007

Hmm. I wonder if it's even possible to murk an aquatic animal. Do fish insta-die if they get pulled out of water somehow, or do they take a while to air-drown?

Fat and Useless
Sep 3, 2011

Not Thin and Useful

I'd imagine it would be like a dwarf drowning, but dwarf fortress is a curious beast.

Phoenix Taichou
Jun 23, 2010

"Movie reference."
It would've been great having a science division to study the weasel, but I'm aware that things are/should be coming to a close.

Murk Zombie Weasel - Will It Blend?

TildeATH
Oct 21, 2010

by Lowtax

Leperflesh posted:

Hmm. I wonder if it's even possible to murk an aquatic animal. Do fish insta-die if they get pulled out of water somehow, or do they take a while to air-drown?

They air-drown. Zombie whales flop onto land and murder you like some kind of nightmare movie that would never be shown in American theaters on account of it being creepier than that cannibal movie from the 70s.

Yvonmukluk
Oct 10, 2012

Everything is Sinister


TildeATH posted:

They air-drown. Zombie whales flop onto land and murder you like some kind of nightmare movie that would never be shown in American theaters on account of it being creepier than that cannibal movie from the 70s.

:stonk:

How did you manage to discover this?

my dad
Oct 17, 2012

this shall be humorous

Do you want to know something even scarier? You know how a lot of DF animals have a giant version? Well, giant sperm whales are a thing that exists in DF. They're 2500 times the size of an adult dwarf. And they can be zombified.

Phoenix Taichou
Jun 23, 2010

"Movie reference."

my dad posted:

Do you want to know something even scarier? You know how a lot of DF animals have a giant version? Well, giant sperm whales are a thing that exists in DF. They're 2500 times the size of an adult dwarf. And they can be zombified.

How many Murk Zombie Giant Sperm Whales can you fit into a 5x5 room? :science:

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
If you scale the size as mass, that "only" makes it about blue whale sized.

Jazzimus Prime
May 16, 2002

The Brothers Autobot

Phoenix Taichou posted:

How many Murk Zombie Giant Sperm Whales can you fit into a 5x5 room? :science:

Well, a single tile is just barely large enough to hold a Giant Sperm Whale, but not quite large enough for two kittens to stand side-by-side. That may not answer your question but it should give you a pretty good idea.

Tiocfaidh Yar Ma
Dec 5, 2012

Surprising Adventures!

Jazzimus Prime posted:

Well, a single tile is just barely large enough to hold a Giant Sperm Whale, but not quite large enough for two kittens to stand side-by-side. That may not answer your question but it should give you a pretty good idea.

Barely large enough to hold one Giant Sperm Whale unless, of course, the whales are in cages that are being thrown away. Naturally, then a single tile will hold all the whales that are or ever shall be.

Leperflesh
May 17, 2007

I wonder if severing the head or torso of a Fiendish Murk Zombie Giant Sperm Whale is easier, or harder, than doing it to a Fiendish Murk Zombie Weasel.

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


my dad posted:

Do you want to know something even scarier? You know how a lot of DF animals have a giant version? Well, giant sperm whales are a thing that exists in DF. They're 2500 times the size of an adult dwarf. And they can be zombified.

That is pretty scary. But the scariest thing is that they're right at home on land despite their lack of limbs. They scoot on the ground as fast as they swim.

And since they don't have legs, you can't knock them down, either.

Elth
Jul 28, 2011

I thought fish-based creatures had a [STANCE] tag on their flippers for that sort of thing.

my dad
Oct 17, 2012

this shall be humorous

Leperflesh posted:

I wonder if severing the head or torso of a Fiendish Murk Zombie Giant Sperm Whale is easier, or harder, than doing it to a Fiendish Murk Zombie Weasel.

I dunno about this version, but in the latest version, they have necks for some reason, and even humongous necks aren't too difficult to cut through with a couple of axedwarves. Turned an exciting ultimate boss fight into a complete anticlimax. Not a single one of my dwarves got injured.

Leperflesh
May 17, 2007

Yeah there've been substantial changes in the latest DF release, including adding a neck body part and significantly changing how fights work. You really can't compare between them.

Leperflesh
May 17, 2007



1st Moonstone, 253
In the mountainhomes the first snows have fallen by now.




Here in the lowlands we mark the date and wipe the sweat from our brows and wonder aloud to one another if there will be ice on the river for a few days this year as there was last.

The Chief Engineer has informed each pump must be built atop the previous which must be finished so that the upper pump is engaged with the lower pump.

Thus far we have built only four pumps. The fifth is waiting for an architect.




There are still a few stray items left behind that will be drowned but we do not need them and I am weary of dwarves who do not undertake to haul away stray items left for months and years.




The floodgates are ready. I ordered the lever pulled. Admiral_Joeslop had the honor.







3rd Moonstone
The mayor Kalman informed a nice clear glass window in her bedroom would befit her status.




Her bedroom is enormous and fantastically carved with artwork but relatively barren. I have ordered a custom window made.






4th Moonstone
It is going to take a very long time to fill the largest pit from the stream.




The level downstream drops from the diverted flow.





5th Moonstone
There is the matter of the murk zombie dwarves on the earthen island outside our north wall.




Below the island which should be ready to drop there are parallel openings some former overseer dug.


I am sorry this image is poo poo


They open into lower mine shafts and staircases and tunnels. I do not desire to fill those places with magma therefore a floor of stone must be built to fill the gap.






Yet as witnessed above Ugathville the earth when dropped will destroy constructed stone floors. Therefore the floors must be built after the earth is dropped.

Yet after the earth is dropped there will be two fiendish murk zombies in the trench one a skilled miner armed with a pick.

I have pondered this conundrum and decided. We will drop the zombies into the pit then allow some magma into the pit by the use of the floodgate. Some may flow down the gap but that is acceptable. Once the monsters are killed by magma we will shut off the magma descend into the pit construct floors resume the magma and thus fill the pit.

It may not work but if it does not then we will determine another plan at the time.

To begin I ordered the collapse lever pulled.




Post Poste had the honor.

We have become familiar with the thunder of falling earth that sounds much the same as collapsing mineworks but it is still enough to make every dwarf pause in his labor and watch the dust sift down from the ceiling.












When the dust settled we saw the two fallen dwarves had taken wounds that likely would have slain a living dwarf but they were unhindered by mortal pain. It was too much to hope for either to be destroyed.









8th Moonstone
Brougal, a clothier, is reported to have inspiration brought on by her Longland Beer. She refuses every attempt at communication abandoning her drink. She will make for us another work of supreme craftsdwarfship.






An option for the magma problem has occurred to me. Now the earth is dropped we can floor the long channel one level below without dwarves spying the zombies.




It will not fill the hole into Ugathville made by the collapse unless we risk breaking in the side to wall a room but that may be acceptable risk.




To begin I ordered a tunnel dug.




There are no more surface murk diggings to be made currently therefore I reinstated mining permission to the skilled valuable miners. The volunteers having gained skill will remain permitted also.


9th Moonstone
As expected Brougal claimed a clothier's workshop.




The flooding waters still spread slowly across the huge excavation.




The fiendish murk zombie in its lead cage has been stored in the cage stockpiles. It writhes and chews at the bars futilely, tirelessly, day and night without pause.




10th Moonstone
A new murk has risen beginning within the northwest excavation.




It was spotted first by Tirius the “medical intern” who inexplicably chose a spot by the stream to have a drink.




She does not seem suicidal.




To encourage her to leave I drafted her into the Crypts of Painting and ordered them to report to the inner courtyard.




After an agonizingly long wait she finally set down the keg and headed indoors although not to report for duty but rather to eat.

Behind her tendrils of the murk crawled up the stream's banks.






11th Moonstone
As quickly as it had risen the murk faded, having only blanketed a few dozen yards of earth and riverbank.

I removed Tirias from the militia rolls but I hope it will serve to inform all dwarves if they take leisure at cursed regions outdoors they may be summarily drafted.

Brougal has already begun her life's great work.




The new tunnel is open. I ordered floor construction to begin.


12th Moonstone
The caravan from the mountainhomes will leave soon. Perhaps their departure will remind the humans they have overstayed their own welcome.





15th Moonstone
Brougal has revealed the most exquisite left glove any dwarf has ever beheld. She names it Nunokurvad Alronvunom, “Numberseals the Amethyst Lungs.” It is magnificent in its simplicity – a red rope reed fiber glove with fiber and wood bands, and spikes of glimmering golden pyrite.




Often I have understood the metaphor of such an artifact's name but this time the meaning escapes me. It must be secret to Brougal.

The water spreads, and Shukaro is seen outside drinking from the same cask left behind by Tirias.




I do not know why the barrel is not hauled to a stockpile. There is plenty of room and over forty dwarves are idle. It is also not forbidden. I suspect it is because dwarves keep claiming it for drinking out of.

Shukaro is legendary for tree cutting but also a marksdwarf therefore I drafted her into Gnu Order.






16th Moonstone
The dwarven caravan claims to have departed. All of the wagons are still piled in the trade depot.







17th Moonstone
An alarm is raised! I do not know how but the murk zombie child Tumbleweed is inside the fortress!




I soon learned it is because of the new floor works. There is a stair secured by a hatch but the hatch was not locked.






The child ActionHero was attacked but fought bravely back before escaping unharmed.





Sunbro has reported firing shots at the thing that was Tumbleweed as well.




I yelled orders to secure the hatch but more importantly all squadrons of military must report to the tunnels immediately. It is terrifying a fiendish murk zombie is loose inside the fortress. Tumbleweed must be destroyed.

Tunicate
May 15, 2012

quote:

Often I have understood the metaphor of such an artifact's name but this time the meaning escapes me. It must be secret to Brougal.
:eng101: In ancient times, Amethyst was known for its mystical properties. In particular, it was believed to act as a purifying agent, providing immunity to poison (and drunkenness) - which is why kings and bishops wore it.

Once you know that, the meaning is crystal clear.

Veloxyll
May 3, 2011

Fuck you say?!

Let in Murkzombieflesh!

OhCrap
Oct 14, 2011

I MAKE VICTORY!
That Bad Weasel has friends on the inside. #FreeBadWeasel

Leperflesh
May 17, 2007



17th Moonstone, 253

All warriors of the militia are ordered into the tunnels.




The zombie wandered past a door that leads to the trap room therefore I immediately ordered that door locked.




The floor hatch through which the fiendish murk zombie entered I also ordered locked. Emong who was nearby reported both tasks done. I do not know if a murk zombie child can batter down a locked door but the situation is already better than I at first feared.



18th Moonstone
Konjuro was first to arrive on station. Armed with adamantine she guarded the door awaiting her allies.




Within a few minutes reinforcements began to arrive. The thing that once was a dwarf child was heard shuffling off down the tunnel without apparent drive to attack.




When Pierzak joined the fighters at the door I ordered the attack. In the tight tunnel they will struggle to all fight anyway.




Tectonis led the assault with Chickenfrogdwarf and Synthorange close behind. Following them was heroic Pierzak, and then tehsid, Admiral_Joeslop, Konjuro, and finally Imp.

It was a grim advance against a thing that seemed to wear a child's body like a threadbare rope reed fiber robe.




It fled before them. I can almost not believe that report. Every fiendish murk zombie we have faced since I have come to Bronzestabbed has relentlessly assaulted any living thing it senses yet the child Tumbleweed ran ahead of Tectonis.

She struck it in the arm with her spear from behind.

It paid no notice but shuffled ahead without pause.

She charged, swiping at its legs and tackling the foe to the damp earth.




With the agility of a small child it rolled to its feet ahead of her and plodded away.

Tectonis again caught up and darted her spearpoint into its chest.




Paying no heed it yet fled.

Twice more she stabbed at no-longer-Tumbleweed, but without pause it slipped through the door, took three steps, and fairly leapt into the clanging embrace of a nickel cage trap.




Just like that it was over. I had thought to have understood the behavior of fiendish murk zombies but now I know that I do not. I should be relieved no dwarf took harm but instead I am apprehensive of my plans.

I also must face a terrible dilemma. Caged the creature cannot harm us yet its presence within Bronzestabbed is a horrifying reminder of an innocent child taken by the evil which ever threatens us here. Can I order any dwarf to drop it into magma or uncage the thing for execution? Or must I order the child stored in some stockpile, there to bang endlessly against the nickel bars of its cage?


20th Moonstone

Not even the full extent of the floor of the large dig has been wetted yet by the stream. It will be months to fill it.




21st Moonstone
The humans are finally departing, leading their wagons and mules out through both of our gates. I feared they might linger forever.






24th Moonstone
The flood raises old bloodstains from the earth to swirl and float in the murky waters.




1st Opal
Six pumps are installed and a seventh awaits architecture.




We will need 43 in total. The progress is excruciatingly slow.

I gave every idle adult dwarf the architecture labor which is 53 dwarves. The pumps will not be sublimely designed but operated behind a wall submerged in magma their sloppy appearances will not offend a dwarven eye. However it only means when a pump is designated a dwarf will undertake the task immediately but that dwarf still must gather all three components to the location of the pump there to design it before a mason assembles the pump which will always be slow.

I must have a little more patience. My task is nearly complete. After all these years what matter are a few more months? Yet I feel urgency while one by one, season by season, dwarves still fall to the evil beyond our walls.


2nd Opal
I discovered a terrible stench in the main kitchens. Something is rotting here.




Our most-used refuse pile is full.




I instructed a new refuse pile made near the dogs. They can pick the garbage for scraps.




There is a dead dog in the dining room. I think it succumbed to infected wounds taken in fight with the murk zombie weasel.




5th Opal
A clear glass window requires clear glass requires pearlash requires potash requires ash requires wood burnt. I ordered wood burnt to ash to make potash to make pearlash to make clear glass to make the mayor's clear glass window.

I told Kalman “What does a Mayor do for Bronzestabbed?”

She replied “I fought goblins and ogres in defense of all!”

I told her “Should Pierzak be Mayor?”


7th Opal
The entire pit is wet with ankle deep muddy waters. We are all becoming used to the sound of rushing water echoing throughout the fortress. Perhaps the dwarfmade lake will fill before summer.




11th Opal
It is too much to request the corpse of a dog be removed from where dwarves eat before it rots and spreads foul miasma to ruin meals.




Outdoors, ice has formed on ponds and parts of the stream.




The pit is awash in muddy ice and slush.




Kalman demands socks to warm frozen toes in mildest winter. It occurred to me dwarves born at Bronzestabbed do not know snow.




I ordered yarn socks.




13th Opal
The dwarves held an election and selected Kalman to still be Mayor. The order for warm socks on the coldest day of Bronzestabbed's year is not a coincidence.




The twins Johnny Aztec and Crack are both 12 today, officially adults.




Like many children who were raised at Bronzestabbed they are both proficient farmers and are now permitted to plant as well as harvest.
















18th Opal
After five days it has warmed enough for ice to thaw.

The half-drowned saplings and bushes in the pit are now coated with mud.

The idiot dwarf Kithrixx is in the pit. I do not know how or why.






The only possible escape for her is to briefly open the inner floodgate. It will flood the room but the doors can hold back the water.

The gate was soon open but Kithrixx is occupied with using the flowing water to clean bloodstains off the bridge supports.





19th Opal
Finally Kithrixx is coming inside. I imagine her socks are ruined.




Well, sock.




Late in the day, she made it through the doors followed by only a modest sloshing of muddy water.



20th Opal
The infant BioTech is 1 year of age and now walks on her own.





21st Opal
Because we have many clothier workstations and dozens of skilled dwarves sock production is remarkably quick.





24th Opal
There are fish in the pit.




I ordered fishing allowed only at a new designated fishing zone along the ballista gallery which is not accessible from outside the fortress also not vulnerable to murk.




Lippo and Rather Watch Em are both excellent fisherdwarves and are the first to be permitted fishing duty.

Some months ago I ordered a catapult constructed in the ballista gallery. Siege engineers are now permitted practice firing of stones to improve skill.




27th Opal
Another pump is finished. 35 more to build.




Rather Watch Em is fishing.




The pit is half full.




Tarantula is practicing siegecraft.




Export of stones is permitted.





28th Opal
Rather Watch Em informed there are no fish in the pit.




Perhaps they will come back or perhaps not but with thirty or forty dwarves idle I do not see harm in leaving the fishing zone for now.



2nd Obsidian
Finally a clear glass window is made.




I ordered it built right at the foot of Kalman's bed.


7th Obsidian
Lord Hattigan is adult. She will haul and farm.











9th Obsidian
I ordered walls built to cut off the two open avenues between the stream and our entrance.




I also ordered the beginning of digging to remove more earth near the area that was within murk.





12th Obsidian
Idola is 12. She too will till the soil when she is not hauling.










Crackmaster completed another magma pump.



That is one pump in fourteen days. 34 more pumps will take 68 more weeks at this rate. That is about a year and a half! I must find a way to have the pumps built faster.


13th Obsidian
Kalman being satisfied with her window and recent sock production reinstated the sock export ban in advance of the expected spring caravan from the elves.



I suppose socks is what a mayor does for Bronzestabbed.

Kalman
Jan 17, 2010

Look, look, Leopardfish, you have to understand, socks aren't just socks. Being a mayor of Bronzestabbed is all about people skills. I have people skills, see? You gotta know what they want and give it to them.

I'll give you a hint, though. The people want socks. As long as their feet are warm, they stay happy. As long as they stay happy, I stay Mayor. And as long as I stay Mayor, I make sure they have socks. It's a beautiful circle, Leperfresh. You have to embrace it.

Maugrim
Feb 16, 2011

I eat your face
Huh, that murk zombie was weird. I guess the code that prevents a child from being aggressive/recruited took precedence over the code that makes a murk zombie hostile.

This is a fairly relaxing read at the moment anyway. If the pump stack is really going to take over a year to complete, maybe you could play ahead for 6 months at a time and then do summary posts of major events at the end of each stint? Not sure how you would make that fit the story.

Then again I don't mind reading this thread for however long it goes on.

Leperflesh
May 17, 2007

I think what I need to do actually is optimize the pump stack construction. Probably that means digging out a few tiles on every level, next to the pumps, and then making a bunch of one-tile stockpiles to hold the three pieces that make a pump. We have tons of idle labor so while that will take a while, it will take a hell of a lot less than a year and a half. And if that means I can then select the pump components that are right next to the place where the pump goes, that should speed poo poo up a lot, although there will still probably be the thing where some random fucker gets to build each pump and he's a mile away when he takes the job. At least he won't wander the entire length and breadth of the fortress for each of the three parts like they're doing right now.

Another option is to just loving cheat, by teleporting items where I need them, which if the above doesn't work I might do because gently caress running this thing for another year and a half in-game.

Vadoc
Dec 31, 2007

Guess who made waffles...


I'm fine with cheating to get things done.

Pickled Tink
Apr 28, 2012

Have you heard about First Dog? It's a very good comic I just love.

Also, wear your bike helmets kids. I copped several blows to the head but my helmet left me totally unscathed.



Finally you should check out First Dog as it's a good comic I like it very much.
Fun Shoe

Leperflesh posted:

Another option is to just loving cheat, by teleporting items where I need them, which if the above doesn't work I might do because gently caress running this thing for another year and a half in-game.
I'm fine with this too. Bronzestabbed runs so loving slowly it isn't funny and trying to get anything actually done that involves multiple tasks is an exercise in player masochism.

That was one of the reasons why I refused to even consider finishing the screw in my turn and spent all my time fixing little holes in walls and dropping the ceiling on people.

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker

Leperflesh posted:

Another option is to just loving cheat, by teleporting items where I need them, which if the above doesn't work I might do because gently caress running this thing for another year and a half in-game.

Leperfish has begun a mysterious construction!

Leperfish has created UUDDLRLRBA, The Code of Cheating, a green glass pump stack!

All workmanship is of the 'highest' quality.

Velkest
Mar 1, 2014

Leperflesh posted:

I think what I need to do actually is optimize the pump stack construction. Probably that means digging out a few tiles on every level, next to the pumps, and then making a bunch of one-tile stockpiles to hold the three pieces that make a pump. We have tons of idle labor so while that will take a while, it will take a hell of a lot less than a year and a half. And if that means I can then select the pump components that are right next to the place where the pump goes, that should speed poo poo up a lot, although there will still probably be the thing where some random fucker gets to build each pump and he's a mile away when he takes the job. At least he won't wander the entire length and breadth of the fortress for each of the three parts like they're doing right now.

Another option is to just loving cheat, by teleporting items where I need them, which if the above doesn't work I might do because gently caress running this thing for another year and a half in-game.

You could try building gear assemblies next to where the pumps go.
The assembly should support the pump, so you can build more than one at a time.

Phoenix Taichou
Jun 23, 2010

"Movie reference."

Velkest posted:

You could try building gear assemblies next to where the pumps go.
The assembly should support the pump, so you can build more than one at a time.

Yeah, that's a point. If you can build the workshops you need to make the bits somewhere in the middle of the Z levels of all the pumps, with a storage area next to it, would that speed things up?

Tiocfaidh Yar Ma
Dec 5, 2012

Surprising Adventures!

Velkest posted:

You could try building gear assemblies next to where the pumps go.
The assembly should support the pump, so you can build more than one at a time.

If that works, you may not even have to wait for them to build the gear assembly. Just designate it to be built, designate the pump to be built, then pause and delete the assembly. A similar trick allows you to build a floodgate over a channel to block vertical flow by first building and then deleting a floor tile under it.

Veloxyll
May 3, 2011

Fuck you say?!

Can also carve out a store-room, bedroom and food+drink stockpile in/next to the pump shaft. then trap all the Architects and Mechanics in a burrow there until they finish the job.

Velkest
Mar 1, 2014

Dashticle posted:

If that works, you may not even have to wait for them to build the gear assembly. Just designate it to be built, designate the pump to be built, then pause and delete the assembly. A similar trick allows you to build a floodgate over a channel to block vertical flow by first building and then deleting a floor tile under it.

If you don't build the assembly the pump deconstructs once it is finished, as far as I know.
I guess you could designate all the pumps that way and suspend them after the architecture job is finished, and unsuspend them starting at the bottom, since the bottom pump supports every pump above it.
But that's a lot more micromanagement than just plonking down an assembly next to every pump to be and a lot more attention you have to pay if you don't want stuff to fall apart suddenly.

Velkest fucked around with this message at 14:50 on Oct 3, 2014

Tiocfaidh Yar Ma
Dec 5, 2012

Surprising Adventures!

Velkest posted:

If you don't build the assembly the pump deconstructs once it is finished, as far as I know.
I guess you could designate all the pumps that way and suspend them after the architecture job is finished, and unsuspend them starting at the bottom, since the bottom pump supports every pump above it.
But that's a lot more micromanagement than just plonking down an assembly next to every pump to be and a lot more attention you have to pay if you don't want stuff to fall apart suddenly.

This loving game man. The hoops you have to jump through to experience the simple joys of flooding the surface of the earth with magma, I tell ya.

Leperflesh
May 17, 2007

This is the pump stack design I'm using:




(Note that it is not actually necessary to have doors there, walls work too: particularly for the "containment" area. This design uses doors to avoid getting dwarves trapped behind walls they just constructed, but I can manage that.)

Where would the side-assemblies go? They have to not open up a channel for magma to escape.

I'm guessing they have to go where the door next to the light green part of the pump is currently shown in that second image: that door is theoretically not needed for magma containment.

If I build them all at once that way, will they definitely still transfer power to one another once completed?

Note that currently, the dark square of the pump is directly over a hole, which allows it to transfer power to/from the pump on the level below it.

Phoenix Taichou posted:

Yeah, that's a point. If you can build the workshops you need to make the bits somewhere in the middle of the Z levels of all the pumps, with a storage area next to it, would that speed things up?

I have most of the bits made already: each pump requires one green glass corkscrew, one green glass tube, and one magma-safe rock block (I am mostly using gabbro). A previous overseer set up jobs to make the screws and tubes. We still need a few more, which I have queued up now, but they have to be made in furnaces so that means manufacture is stuck on the magma level. That won't actually take very long, I can churn quite a few out per week and we already have I think about three quarters of what we need. We also have all the rock blocks we need.

The issue right now is that they're stored in various stockpiles all over the map, and the "architect" assigned to a pump design job has to fetch each piece one at a time and haul them to the location of the pump. At about 10-12 FPS that takes forever real-time, but more importantly it's taking something like 10 in-game days. I can optimize this by getting the pieces much closer together and closer to the pumps. I can also dedicate a smaller number of dwarves to be architects, and I can restrict them to a burrow provided I give them food, drink, and a place to sleep in between jobs. So I already know I can optimize this significantly, I just have to devote resources and time up front.

Leperflesh fucked around with this message at 20:21 on Oct 3, 2014

Velkest
Mar 1, 2014

Leperflesh posted:


Where would the side-assemblies go? They have to not open up a channel for magma to escape.

I'm guessing they have to go where the door next to the light green part of the pump is currently shown in that second image: that door is theoretically not needed for magma containment.

If I build them all at once that way, will they definitely still transfer power to one another once completed?

Note that currently, the dark square of the pump is directly over a hole, which allows it to transfer power to/from the pump on the level below it.


I tested this a little, you can place them next to either of the green parts and they will support the pump. So putting them in place of the door on the left is fine.

As long as there is a hole under the solid tile of the pump, it is connected to the pump under it. I don't think an extra assembly should cause any problems.
You can even remove the assemblies once every pump is in place, since the bottom pump supports the rest, and the assemblies take up energy themselves.

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Veloxyll
May 3, 2011

Fuck you say?!

If only an overseer had completed the train project, we'd be able to just rail in all the goods then build em from there, no hauling needed.

Might play around with them, see if I can get a cool Transport Fort built.

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