Beandagger - 432 Mid Autumn by Noble Digger

Map Description:

Slaving away at the magma and water systems which needed some upgrades after the first test. Basically, the elevator pumps need hatches to prevent backflow in certain places, because there are rounding errors which are gradually destroying a small percentage of the magma when they are running, and this percentage increases as the moat fills. Basically, it will never be 100% full with those pumps running until the upgrades.

Point of Interest: 02. Magma Destruction Chambers

Because there's no longer a true "drain" for liquids (aside from the magma sea and parts deeper) due to the removal of chasm and bottomless pit tiles, I've found that the best way to dispose of magma is to pith it with an auto-repeating drawbridge. Please note that this design didn't work--after 3 months, the system became overwhelmed and stopped triggering due to its pressure plates being saturated with too much magma (they must drop below 3 depth to reset). That required a savescum back to before it was turned on, and will be fixed by a 2nd trio of triggers beside the existing ones to ensure that the bridges will fire at varying magma levels.

With adequate coverage of various trigger depths, this design will reliably crush all fluids that enter the cavern, given enough time. An enormous crushing surface area is necessary to process a high-volume indefinite flow such as the edge of the map water in the ocean, etc.

See POI 03 for the water version, which is in need of additional plates but otherwise works flawlessly for as long as it's active. - Noble Digger

There are 7 comments for this map series, last post 2010-07-18

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Comments

Submitted by: Sinergistic' - 2010-06-30 to 425 Late Winter

What is with all of the grates all over the place? Flood protection?

Submitted by: Noble Digger - 2010-06-30 to 425 Late Winter

Some of the grates were scaffolding for things that needed to have their floors mined out so they could collapse. Some are in place just in case water gets in there--which is never likely to happen, but I enjoy building that sort of thing for the eventuality, especially if it adds something else to the fort at the same time. Some are there to trick forgotten beasts into going a certain way--they can't cross over grates because they try to destroy them instead.

Submitted by: Flex - 2010-07-02 to 429 Mid Winter

I'm not really sure how you can use that tileset. It's probably one of the ugliest ones I've ever seen designed for actual use by humans.

Submitted by: Sinergistic' - 2010-07-02 to 429 Mid Winter

Um, ok?

Please, bestow upon us your worldly knowledge concerning all things tilesets.

I, personally, quite like the pttg set, thank you very much.

Submitted by: Noble Digger - 2010-07-02 to 429 Mid Winter

'To each his own' is my creed,

and to the rest, a dip in the moat.

Edit: Though, if you'd like to see how this fort looks in a tileset of your choosing, feel free to suggest one and I'll export a screenshot using yours. It used to take 20+ minutes to complete the whole process, but with DF31.08 it takes 20 seconds give or take.

[Message edited on 2010/07/02 at 04:05 by Noble Digger]

Submitted by: Markavian - 2010-07-08 to 432 Mid Autumn

Wow, those magma chambers and the walled moat are something else.

Submitted by: Markavian - 2010-07-18 to 434 Early Autumn

Chimney... aha, I get it. Nice work. I like how you're theming the workshop areas around the fort - gives each place a focus and purpose.

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