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Dwarf Fortress: When you wake up in the morning, consider torture.

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Posts

  • DoobhDoobh She/Her, Ace Pan/Bisexual 8-) What's up, bootlickers?Registered User regular
    edited November 2008
    krylon666 wrote: »
    so while digging out my well i managed to cause a cave-in, hurting one of my original dwarf miners. broken leg, head, and bruised neck. i built a path down to him and he was quickly rescued. while resting he got a mood and hobbled his ass all around to gather rocks and imp bones to create.. a floodgate! he's now a legendary miner and back in bed.

    That's dedication. Commission that man a statue and a better fucking room.

    Doobh on
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  • XtarathXtarath Registered User regular
    edited November 2008
    Arrath wrote: »
    :lol: I can see it in my mind, a dwarf in a neckbrace, arm in a sling, bandage around his head covering one eye, hobbling along on a crutch dragging along a rock and muttering about bones.

    If he has a broken head he will never recover.


    End his life.

    Xtarath on
  • krylon666krylon666 Registered User regular
    edited November 2008
    damn. yellow is broken right? he has a yellow head, bottom left leg, and brown neck. :(

    and he has a room, but went to the nearest bed i guess and ended up in the barracks. so he has a ton of dwarfs "wrestling" around him at all times.

    krylon666 on
  • Lux782Lux782 Registered User regular
    edited November 2008
    jdarksun wrote: »
    krylon666 wrote: »
    damn. yellow is broken right? he has a yellow head, bottom left leg, and brown neck. :(
    Yellow is broken. The broken head will heal, but the moderately wounded (brown) neck will be with him for the rest of his life. It's not too serious though; if he was up and about working on a legendary item, odds are he'll be functional once his other wounds heal.

    Screw that I would try to make him as fat as possible and use him as a defensive wall. Put some food storage in his room along with some beer and let him enjoy himself. Some female goblin slaves might also be good to keep his attention. Then when someone invades roll him into the hall so that the invaders have to go the long way to get to your goods!

    Lux782 on
  • ilmmadilmmad Registered User regular
    edited November 2008
    Lux782 wrote: »
    jdarksun wrote: »
    krylon666 wrote: »
    damn. yellow is broken right? he has a yellow head, bottom left leg, and brown neck. :(
    Yellow is broken. The broken head will heal, but the moderately wounded (brown) neck will be with him for the rest of his life. It's not too serious though; if he was up and about working on a legendary item, odds are he'll be functional once his other wounds heal.

    Screw that I would try to make him as fat as possible and use him as a defensive wall. Put some food storage in his room along with some beer and let him enjoy himself. Some female goblin slaves might also be good to keep his attention. Then when someone invades roll him into the hall so that the invaders have to go the long way to get to your goods!

    Someone has been reading a bit too much of that thread that will not be named.

    ilmmad on
    Ilmmad.gif
  • SorensonSorenson Registered User regular
    edited November 2008
    jdarksun wrote: »
    Anybody know if the scattered "rock" units on the surface will ever yield real rock? I'm dying for stone right now, can't bust through an aquifer layer without it.
    Nope, you can only smooth 'em. Do you have lava or a crapload of useless peasants? You could try careful lava manipulation once you uncover a large patch of aquafer'd area to turn it to Obsidian which you can then mine through with no repricussions, or pump the water into oblivion with a bunch of lackeys (if that can even be done, still).

    Sorenson on
  • ValkunValkun Registered User regular
    edited November 2008
    If I'm not mistaken, can't you make powered pumps with nothing but wood? In all honesty, aquifers lose their charm after you breach them the first time and just become a nuisance.

    Valkun on
  • TekDragonTekDragon __BANNED USERS regular
    edited November 2008
    I have a question about water pumps, I've never used them and they're pretty damn confusing despite everything I read.

    Assuming I want to bring water up 3 Z levels, I know I need to make 3 stacked water pumps that have seperate ends touching. So B side of the middle pump is above A side of the bottom pump and below A side of the top pump.

    My question is in regards to power transfer. If I connect a gear to the top pump (either above it or beside it), will the power transfer down into the next 2 pumps, since the gear boxes are on top of each other?

    TekDragon on
  • ProPatriaMoriProPatriaMori Registered User regular
    edited November 2008
    Mayday wrote: »
    Mayday: his grandmother married his uncle, or something like that.

    What? No. A maternal grandfather is your mother's father.

    Exactly, so the uncle is the mother's father and was presumably married to the grandmother. Or you said the mother's uncle...but all the guy says is that his uncle is his grandfather. Who the mother married is indeterminate. Or something.

    ProPatriaMori on
  • xzzyxzzy Registered User regular
    edited November 2008
    Aquifers are awesome in the sense that they allow a lot of neat construction projects, it's just annoying that they produce water so goddamn fast. It should be, at beast, a steady trickle, and in the game it's like you took out the Hoover Dam with C4.

    The easiest way to pierce and aquifer sans magma is with the floor collapsing trick.. pretty sure a walk-through is in the wiki.

    xzzy on
  • NEO|PhyteNEO|Phyte They follow the stars, bound together. Strands in a braid till the end.Registered User regular
    edited November 2008
    TekDragon wrote: »
    I have a question about water pumps, I've never used them and they're pretty damn confusing despite everything I read.

    Assuming I want to bring water up 3 Z levels, I know I need to make 3 stacked water pumps that have seperate ends touching. So B side of the middle pump is above A side of the bottom pump and below A side of the top pump.

    My question is in regards to power transfer. If I connect a gear to the top pump (either above it or beside it), will the power transfer down into the next 2 pumps, since the gear boxes are on top of each other?

    Are the impassable pump tiles on floor or open space? Because it needs to be open space for power to transfer.

    NEO|Phyte on
    It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
    Warframe/Steam: NFyt
  • TekDragonTekDragon __BANNED USERS regular
    edited November 2008
    NEO|Phyte wrote: »
    TekDragon wrote: »
    I have a question about water pumps, I've never used them and they're pretty damn confusing despite everything I read.

    Assuming I want to bring water up 3 Z levels, I know I need to make 3 stacked water pumps that have seperate ends touching. So B side of the middle pump is above A side of the bottom pump and below A side of the top pump.

    My question is in regards to power transfer. If I connect a gear to the top pump (either above it or beside it), will the power transfer down into the next 2 pumps, since the gear boxes are on top of each other?

    Are the impassable pump tiles on floor or open space? Because it needs to be open space for power to transfer.

    So I need to dig a channel under where the front of the pump is going to be? Front being the section where the water comes out?

    TekDragon on
  • xzzyxzzy Registered User regular
    edited November 2008
    TekDragon wrote: »
    NEO|Phyte wrote: »
    TekDragon wrote: »
    I have a question about water pumps, I've never used them and they're pretty damn confusing despite everything I read.

    Assuming I want to bring water up 3 Z levels, I know I need to make 3 stacked water pumps that have seperate ends touching. So B side of the middle pump is above A side of the bottom pump and below A side of the top pump.

    My question is in regards to power transfer. If I connect a gear to the top pump (either above it or beside it), will the power transfer down into the next 2 pumps, since the gear boxes are on top of each other?

    Are the impassable pump tiles on floor or open space? Because it needs to be open space for power to transfer.

    So I need to dig a channel under where the front of the pump is going to be? Front being the section where the water comes out?

    pump.png

    xzzy on
  • VicVic Registered User regular
    edited November 2008
    You Englishmen need better words for your relatives. In Swedish, "Maternal Grandfather" is just "motherfather" and paternal uncle is just "fatherbrother".

    Much less confusing.

    I tried making a goblin fortress from the other threat than the one that shall not be named. In short it did not work very well, I could not seem to bring any seeds to the unique goblin plant that was supposed to be included or dwaf slaves and I could not figure out how to make bonemeal. Which basically meant I had a bunch of weak goblins that can't make alcohol, are are completely reliant on meat to live.

    I wish I knew how to mod this game, I'd have a few ideas for a good goblin mod. I wonder if you could mod it so that you could brew a drink from animal chunks. I'd call it blackbrew, and make it undrinkable to anything not goblin.

    Vic on
  • TostitosTostitos __BANNED USERS regular
    edited November 2008
    jdarksun wrote: »
    Mayday wrote: »
    Mayday: his grandmother married his uncle, or something like that.

    What? No. A maternal grandfather is your mother's father.
    Exactly, so the uncle is the mother's father and was presumably married to the grandmother. Or you said the mother's uncle...but all the guy says is that his uncle is his grandfather. Who the mother married is indeterminate. Or something.
    Right. So Ablel's maternal grandmother either married a son of hers or Ablel's mother married an uncle.
    Muzishkuletfamilytree.jpg
    Sorry for the shitty font, didn't realize it until I was halfway done, and didn't care to fix it.


    That font is great. I lost it years ago. Rapidshare the .ttf?

    Tostitos on
    The internet gives me a native +2 bonus in Craft (Disturbing Mental Image).
  • GPIA7RGPIA7R Registered User regular
    edited November 2008
    Just ran into my second siege. It was pretty epic. Had a few "purple" goblins? About 25 in all.

    Now... my main tunnel to the fortress is littered with goblin corpses and items.

    What's the best way to clean this up? I've got about 70 dwarves, roughly 30 are idle. I've given many of them the "Refuse hauling" and "Cleaning" as their only jobs, and they just sit there. I've designated the corpses and items to be [d]umped, and no one does it. I've still got crap from the first siege designated to be dumped. What's the deal?

    Got my first Champion wrestler, too!

    The Elven caravan was parked outside when the siege came... and... they all died. Is this bad? Will they get mad at me? I... kinda took all the items that they left at the trade depot when they died.

    Can I bury the elves corpses?

    Last question, My other legendary wrestler died in the siege. I built a tomb for just him to have his own burial room. When I go to designate it, he's not a choice. I found him already buried, so I removed the tombstone he was in, and he was lying on the ground. I tried redesignating the tomb, but he still wasn't an option... it was only living people that were available to choose from?

    GPIA7R on
  • TekDragonTekDragon __BANNED USERS regular
    edited November 2008
    Go to orders and toggle the command to pick up junk from outside.

    Yes, a tomb is for a living person. Your royalty will want them.

    TekDragon on
  • bamjobamjo Registered User regular
    edited November 2008
    I just had the first goblin siege of my current fort. They sent about 15 gobbos, and we tore them up from the high ground. I lost 3 dwarves and a war dog to goblin bowman. There was some mourning for the fallen and general moping around, but a season passed and I thought we were in the clear.

    One dwarf who lost his wife and baby (who she carried into battle) went melancholy. "Fine" I thought, "He'll just sit in his room and go on a hunger strike. No harm done." Oh was I wrong. He did sit in his room for a while, so I forgot about him. Then I get a message that he's tantruming in the statue garden, and he killed a cow. He's sentenced to 32 days in the gulag, which is bullshit considering my best metalsmith got a hammering just for violating a production order. Fine, problem solved, he'll probably starve in there anyway.

    Well it turns out that that cow he killed was the pet of a highly trained marksdwarf, and apparently this guys only friend in the world. The marksdwarf flips out, runs out into the main hall outside my legendary dining room, and starts shooting up the place. He takes out a guard, a peasant, a carpenter, and a few animals before he's put down (I renamed his occupation 'Postdwarf' before he died).

    The fortress is now in a full blown tantrum spiral. The jail is full, 5 more dwarves are dead, and there is no end in sight. I am waiting for one of my champions to get pissed and take out half the fort. This is all because of one unfortunate cow.

    Is it me, or is it easier for dwarves to tantrum in this version? I've had lots of battles in previous versions, and it usually takes a dozen or more deaths before things get this out of control. And how do you guys prevent the tantrum spiral? I've read it's best to either make sure everyone has lots of friends, or none at all.

    bamjo on
  • xzzyxzzy Registered User regular
    edited November 2008
    GPIA7R wrote: »
    Now... my main tunnel to the fortress is littered with goblin corpses and items.

    What's the best way to clean this up? I've got about 70 dwarves, roughly 30 are idle.

    The fastest way is to d-b-d the entire lot (mark it for dumping), then go to the stocks screen and remove the dump order from all the iron goods and bones.

    This assumes you have a garbage pit set up somewhere. Otherwise your dwarves will offload it into refuse pile and you'll run out of room fast.

    xzzy on
  • BorogoveBorogove Registered User regular
    edited November 2008
    bamjo wrote: »
    Is it me, or is it easier for dwarves to tantrum in this version? I've had lots of battles in previous versions, and it usually takes a dozen or more deaths before things get this out of control. And how do you guys prevent the tantrum spiral? I've read it's best to either make sure everyone has lots of friends, or none at all.

    I haven't had any tantrum problems for a while. The key is just making sure everyone's overall happiness is high so that the odd dead cow, spouse, or cow-spouse doesn't put them over the edge. Make sure you have a small graveyard designated (p-y) somewhere out of the way before people start dying - "enduring the decay of a friend" seems to be one of the biggest downers. (The small graveyard is a handy buffer if you fall behind in coffin placements, but you should always try to keep a few coffins built, empty, and unassigned.)

    Check in with people's statuses once in a while to see what they're complaining about. Put a nice statue in the meeting hall/main dining room. Produce some fancy meals in the kitchen and leave them available for anyone to eat.

    The bling really seems to cheer dwarves up. I try and keep a craft workshop on 'decorate with bone/shell', a jeweler at least part-time on 'encrust furniture' and a forge on 'stud with', and then build some high quality furniture in common areas.

    (Also - are migration waves bigger in recent versions, or am I just getting better at attracting them?)

    Borogove on
  • TekDragonTekDragon __BANNED USERS regular
    edited November 2008
    That pump picture makes no sense. Why must every description/picture be so complicated :cry:

    TekDragon on
  • GPIA7RGPIA7R Registered User regular
    edited November 2008
    So what do you think the probability of adding some sort of "Magic-user" noble to the game? I say noble because I think assigning all dwarves to using magic would be somewhat unbalanced... but I can see having one or two... maybe a practical magic user that can conjure food/drink/stuff... and a combat magic user that can evoke fire and water? Then again, when I think of a dwarf, I don't immediately think of magic...

    GPIA7R on
  • RoundBoyRoundBoy Registered User regular
    edited November 2008
    regarding the pump picture. The lower most pump pulls water from the channel below it. The pump on the next floor pulls water from a channel over the output of the last pump... and so on.

    You need to stagger the directions so the pumps are all located on top of one another

    <---
    --->
    <---

    So the power can start at the top, and a single shaft can deliver it down. it took me a while, but it just clicked for me. In fact, I am pretty invincible on this current fortress (Dragon was poop compared to my army) so I am finally going to try water projects / aquifier

    RoundBoy on
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  • TekDragonTekDragon __BANNED USERS regular
    edited November 2008
    RoundBoy wrote: »
    regarding the pump picture. The lower most pump pulls water from the channel below it. The pump on the next floor pulls water from a channel over the output of the last pump... and so on.

    You need to stagger the directions so the pumps are all located on top of one another

    <---
    --->
    <---

    So the power can start at the top, and a single shaft can deliver it down. it took me a while, but it just clicked for me. In fact, I am pretty invincible on this current fortress (Dragon was poop compared to my army) so I am finally going to try water projects / aquifier

    Ok, question. Do I need to make any channels (remove floors) for a pump tower? Or can I just stagger them without prep work and they draw water up and transfer power?

    TekDragon on
  • TekDragonTekDragon __BANNED USERS regular
    edited November 2008
    GPIA7R wrote: »
    So what do you think the probability of adding some sort of "Magic-user" noble to the game? I say noble because I think assigning all dwarves to using magic would be somewhat unbalanced... but I can see having one or two... maybe a practical magic user that can conjure food/drink/stuff... and a combat magic user that can evoke fire and water? Then again, when I think of a dwarf, I don't immediately think of magic...

    I'd be pretty meh about it. He'd go take a nap the moment a siege started regardless.

    TekDragon on
  • deke55555deke55555 regular
    edited November 2008
    To answer the pump question another way, to create an area for a pump stack, you want something like this:
    XXXXXX
    X_._.X
    XXXXXX
     1234
    

    X is wall or empty space depending on your water containment needs
    The channel markers are either real channels or areas with no floor.
    The left channel (1) is your water source, the right channel (3) is where power will transfer to the floor below.
    The spot of ground to the left (2) is for the pump to rest on, and spot to the right (4) is where the water will output.

    This is the next pump (up or down):
    XXXXXX
    X._._X
    XXXXXX
     4321
    

    So, if you look at it from the side, it looks like this, with power transfering from the power source (aP) down to (b2), from (b3) to (c2), (c3) to (d2) and then (d3) down.
    a   [COLOR="lime"]P[/COLOR]
    b 1[COLOR="lime"]2[/COLOR][COLOR="Cyan"]3[/COLOR]4
    c 4[color="yellow"]3[/color][COLOR="cyan"]2[/COLOR]1
    d 1[COLOR="yellow"]2[/COLOR][COLOR="lime"]3[/COLOR]4
    [color="lime"]    P[/color]
    

    P: Power
    1: Open air with water below
    2: Machinery back area of the pump, direct power to here from above
    3: Operating front area of the pump, sends power down below if there is no floor under this tile
    4: Filled with water


    This was probably way overkill.

    deke55555 on
  • RoundBoyRoundBoy Registered User regular
    edited November 2008
    All this said and done, i still can't pump out an aquifier to save my life.

    Is it futile with hand operation? do i NEED wind / water power ? The example on the wiki is no longer valid due to changes in water power and physics.

    RoundBoy on
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  • VicVic Registered User regular
    edited November 2008
    RoundBoy wrote: »
    All this said and done, i still can't pump out an aquifier to save my life.

    Is it futile with hand operation? do i NEED wind / water power ? The example on the wiki is no longer valid due to changes in water power and physics.

    Wind power is easy anyway. Just requires two stair pieces and four pieces of wood. You can place the windmill right on top of the pump.

    Vic on
  • XtarathXtarath Registered User regular
    edited November 2008
    TekDragon wrote: »
    GPIA7R wrote: »
    So what do you think the probability of adding some sort of "Magic-user" noble to the game? I say noble because I think assigning all dwarves to using magic would be somewhat unbalanced... but I can see having one or two... maybe a practical magic user that can conjure food/drink/stuff... and a combat magic user that can evoke fire and water? Then again, when I think of a dwarf, I don't immediately think of magic...

    I'd be pretty meh about it. He'd go take a nap the moment a siege started regardless.

    If Toady hasn't fix that by the time he adds magic in, I think he will have failed.

    Xtarath on
  • xzzyxzzy Registered User regular
    edited November 2008
    TekDragon wrote: »
    Ok, question. Do I need to make any channels (remove floors) for a pump tower? Or can I just stagger them without prep work and they draw water up and transfer power?

    Transferring power between z-levels is a bit quirky. Sometimes you can do it, sometimes you can't, and sometimes it depends on the order that you build things. In general, the best plan is to make sure the route you want power to take is dug out entirely. As you get more experienced with the power features you can experiment but for now just keep it simple.

    The basic rule for pumping towers is that a pump on the current z-level will transfer power from the exit port, if and only if there is an open space (that is, channel). The pump needs to receive power on the intake port.

    It doesn't matter if you're moving power upwards or downwards, just keep in mind that the exit side of the pump has to line up with the intake side of a pump above or below it.


    edit - I should add, all this means is that when you're setting up your pump tower, you need two tiles channeled out: one to draw the water through, and one to relay power through. Always build a pump so that the exit port is hanging over open space and you're good to go.

    xzzy on
  • TekDragonTekDragon __BANNED USERS regular
    edited November 2008
    Sweet, I think I've finally got it. One last thing. In the DF wiki they recommend using L shape patterns for water towers so you don't get water "trickling down through the system". Is that still a problem in this version?

    TekDragon on
  • xzzyxzzy Registered User regular
    edited November 2008
    TekDragon wrote: »
    Sweet, I think I've finally got it. One last thing. In the DF wiki they recommend using L shape patterns for water towers so you don't get water "trickling down through the system". Is that still a problem in this version?

    I'm not sure what that means, but I've never built L shaped anythings and it's always worked fine. My pump towers look exactly like that image I posed on the previous page.

    xzzy on
  • TekDragonTekDragon __BANNED USERS regular
    edited November 2008
    Nice, thanks man.

    Oh, and for reference here's where they recommended L shape pumping systems (about half way down the article).

    http://www.dwarffortresswiki.net/index.php/Screw_pump

    TekDragon on
  • xzzyxzzy Registered User regular
    edited November 2008
    Well that's the problem with wikis, people are free to put false information in. ;)

    The advantage to the L-shaped system in the wiki is that it lets you create a power system that is not "hanging". I won't go into the details, just suffice to say that mechanical devices in DF that are "hanging" and are not connected to the power grid will eventually collapse.

    The staggered pump system like I put in my image creates "hanging" pumps, which means if you disassemble pumps, the remaining ones will start to fall apart.

    The L-shaped system avoids this by giving each pump a stable base.

    The only time you have to worry about this is if you are making a pumping system that you want to shut off. You can link a lever up to a gear assembly to disengage the gear, stopping the transfer of power. This can cause 'hanging" mechanisms to fall apart.

    Me, I just "shut off" my pumping system with flood gates, saves all the hassle.

    xzzy on
  • FendallFendall Registered User regular
    edited November 2008
    So I'm thinking of picking this up again. However I recall that Toady mentioned that the coming army arc releases would have incompatible savefiles. Is it worth starting a new fort now? Any ideas as to how long till the next major release?

    Fendall on
  • xzzyxzzy Registered User regular
    edited November 2008
    Next release won't be until the spring.. so you've got some time.

    xzzy on
  • krylon666krylon666 Registered User regular
    edited November 2008
    its always worth starting a new fort! no idea about the next major release. thought i heard sometime next year

    krylon666 on
  • KiTAKiTA Registered User regular
    edited November 2008
    Xtarath wrote: »
    TekDragon wrote: »
    GPIA7R wrote: »
    So what do you think the probability of adding some sort of "Magic-user" noble to the game? I say noble because I think assigning all dwarves to using magic would be somewhat unbalanced... but I can see having one or two... maybe a practical magic user that can conjure food/drink/stuff... and a combat magic user that can evoke fire and water? Then again, when I think of a dwarf, I don't immediately think of magic...

    I'd be pretty meh about it. He'd go take a nap the moment a siege started regardless.

    If Toady hasn't fix that by the time he adds magic in, I think he will have failed.

    I would rather see Magic be a trainable job, like cook or miner. I would figure they'd be rune-casters of some kind, so maybe the more they work with runes the better they are with them.


    If I had to pick one thing to add immediately, I'd say "Secret Doors". I'd love to have extra openings to my fort but I don't dare, because an extra exit for the occasional hunter or whatnot would be instant death the first time a siege showed up.

    KiTA on
  • tgbobtgbob Registered User regular
    edited November 2008
    Thank you Mr. Skeletal Troll for being there.

    Oh sure your friends Mr. Skeletal Giant Rat and Mr. Skeletal Giant Mole killed my starting mason, carpenter, miner, and drove my trader insane with grief, while breaking the arms of my grower and cook forcing me to deconstruct all the beds in the fortress so they can't rest and have to work with one arm dangling uselessly at their side.

    Causing me to work feverish haste in order to complete my irrigation system that accidentally letting in a huge huge swarm of bats that my cat slaughtered. Which made the cat wander outside for more prey when Mr. Skeletal Giant Mole promptly bit his/her face off. Which caused me to build a wall so you and your pals can't get in, but then the Kobalds found holes in my wall and stole my ill-gotten giant spider silk socks.

    Thank you for being there when a Kobald ambush showed up, who would've slaughtered my remaining three dwarves with ease. Thank you sacrificing an arm to drive off the Kobald ambush, and killing two of them too.

    Thank you itduneshik, Charmedrent.

    tgbob on
  • RoundBoyRoundBoy Registered User regular
    edited November 2008
    xzzy wrote: »
    Well that's the problem with wikis, people are free to put false information in. ;)

    The advantage to the L-shaped system in the wiki is that it lets you create a power system that is not "hanging". I won't go into the details, just suffice to say that mechanical devices in DF that are "hanging" and are not connected to the power grid will eventually collapse.

    The staggered pump system like I put in my image creates "hanging" pumps, which means if you disassemble pumps, the remaining ones will start to fall apart.

    The L-shaped system avoids this by giving each pump a stable base.

    The only time you have to worry about this is if you are making a pumping system that you want to shut off. You can link a lever up to a gear assembly to disengage the gear, stopping the transfer of power. This can cause 'hanging" mechanisms to fall apart.

    Me, I just "shut off" my pumping system with flood gates, saves all the hassle.


    Weren't 'l' shaped water pathways the source of the infinite water bug? or was that fixed?

    RoundBoy on
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