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Editing User:Squirrelloid/Under the Sea
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Geology: Despite seeing sedimentary rock on the embark screen, its all far underwater or part of the aquifer (which i honestly can't be bothered trying to mess with right now). lots of igneous rock available for quarrying though, which means i don't have to make wood blocks or anything so silly. Lots of sand, though no beach. Magma vent (this is critical). Aquifer fails to extend all the way to ocean, giving me vertical access within a screen of the shore. | Geology: Despite seeing sedimentary rock on the embark screen, its all far underwater or part of the aquifer (which i honestly can't be bothered trying to mess with right now). lots of igneous rock available for quarrying though, which means i don't have to make wood blocks or anything so silly. Lots of sand, though no beach. Magma vent (this is critical). Aquifer fails to extend all the way to ocean, giving me vertical access within a screen of the shore. | ||
− | Near temporary fortress: Plenty of copper ores (native, malachite, tetrahedrite all present) near the surface, plus some hematite, and native aluminum. One of the aluminum deposits appears alluvial... is that supposed to happen? | + | Near temporary fortress: Plenty of copper ores (native, malachite, tetrahedrite all present) near the surface, plus some hematite, native gold, and native aluminum. One of the aluminum deposits appears alluvial... is that supposed to happen? Also some platinum and (apparently abundant) garnierite far below, but i haven't mined much yet. |
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==Stage 0== | ==Stage 0== | ||
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==Stage 2== | ==Stage 2== | ||
Create initial permanent fortress<br> | Create initial permanent fortress<br> | ||
− | Estimated: One year, give or take | + | Estimated: One year, give or take. |
And now its time to start digging downward. I drop 3 levels with ramps (and channeling to make sure wagons can go down). then run a straight shot for ~20 squares, drop another level with a ramp, and make an area for a depot and storage. Go back up 2 levels (right above long tunnel) and make some plumbing to pump water out of the entrance hallway - those floodgates above weren't for show. Divert the water back towards the shoreline south of my walls, and create spaces to place pumps to pump it back up and out over the water. | And now its time to start digging downward. I drop 3 levels with ramps (and channeling to make sure wagons can go down). then run a straight shot for ~20 squares, drop another level with a ramp, and make an area for a depot and storage. Go back up 2 levels (right above long tunnel) and make some plumbing to pump water out of the entrance hallway - those floodgates above weren't for show. Divert the water back towards the shoreline south of my walls, and create spaces to place pumps to pump it back up and out over the water. | ||
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I build 4 windmills to power the screwpumps that ultimately empty excess water from the temporary storage tank should i flood the entrance hallway - main pumps to empty the hallway can be powered by the primary engine, but i can't have all that water spilling out near my entrance, so i need a secondary power source to go up z-levels. I complete these screwpumps and gearing - all i need to do now is build the pumps for pumping out the entrance hallway itself (which will be an admittedly massive number of pumps), but I'm putting all my masons through training building blocks. | I build 4 windmills to power the screwpumps that ultimately empty excess water from the temporary storage tank should i flood the entrance hallway - main pumps to empty the hallway can be powered by the primary engine, but i can't have all that water spilling out near my entrance, so i need a secondary power source to go up z-levels. I complete these screwpumps and gearing - all i need to do now is build the pumps for pumping out the entrance hallway itself (which will be an admittedly massive number of pumps), but I'm putting all my masons through training building blocks. | ||
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To do:<br> | To do:<br> | ||
− | + | Carve out workshop areas and offices<br> | |
− | Decide how I want to deal with nobles pre-final fortress | + | Magma plumbing for metal and glass industries<br> |
+ | Decide how I want to deal with nobles pre-final fortress<br> | ||
Carve storage areas for raw materials<br> | Carve storage areas for raw materials<br> | ||
+ | Carve more storage for finished goods<br> | ||
Consume excess stone with mechanics/masons (need better trained workers so making screw pumps and setting up gears doesn't take so long).<br> | Consume excess stone with mechanics/masons (need better trained workers so making screw pumps and setting up gears doesn't take so long).<br> | ||
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Ongoing | Ongoing | ||
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==Engineering challenges== | ==Engineering challenges== | ||
*Construct an entrance below sea level in the ocean that can be sealed and flooded, but cleared to allow a caravan. (done) | *Construct an entrance below sea level in the ocean that can be sealed and flooded, but cleared to allow a caravan. (done) | ||
− | * | + | *Find a way to build downwards. You can't hang down stairs off the side, only up stairs, so you can't just build stairs down. Below are three ideas. Regardless, they all require substantial labor to deconstruct afterwards - can't mar the beautiful glass structures after all. |
*#Run a channel of magma to where you want to go down and release small bursts at just above sea level. This should ensure the resulting obsidian is touching your structure, and thus supported. Channel through it, release more magma. Rinse/wash/repeat. Not sure if the second and subsequent layers are actually going to be supported, but it'll be fun to watch. Removing the magma channel after your done building things could be a pain though. | *#Run a channel of magma to where you want to go down and release small bursts at just above sea level. This should ensure the resulting obsidian is touching your structure, and thus supported. Channel through it, release more magma. Rinse/wash/repeat. Not sure if the second and subsequent layers are actually going to be supported, but it'll be fun to watch. Removing the magma channel after your done building things could be a pain though. | ||
*#Drop magma from a z-level above the water. This will cause a 'cave-in' as obsidian forms unsupported on the water's surface, likely allowing the next portion of magma to hit a lower z-level of water, etc... Eventually (and in theory) you'll get obsidian on the ocean floor and it can build up, giving you an obsidian spike to carve stairs into. | *#Drop magma from a z-level above the water. This will cause a 'cave-in' as obsidian forms unsupported on the water's surface, likely allowing the next portion of magma to hit a lower z-level of water, etc... Eventually (and in theory) you'll get obsidian on the ocean floor and it can build up, giving you an obsidian spike to carve stairs into. | ||
*#Just pump a path all the way to the ocean bottom from the shore... this is really labor intensive and not much fun. | *#Just pump a path all the way to the ocean bottom from the shore... this is really labor intensive and not much fun. | ||
− | * | + | *Use downward building techniques to build down through 15+ levels of sea water. Yes, I am crazy, why do you ask? Note that with the pumping method you lose 3 squares in all directions each level you go down, so you're looking at a minimum surface water pumping construct at least 88 screwpumps on a side to get a 1-block diameter tower with 15 z-levels of ocean to go through. Fortunately, every additional initial screwpump after that is pure gain. |
− | * | + | *Pump enough water to build a large glass dome, preferably 6+ stories high, and in the end entirely under water. This is a challenge of breadth more than depth, as its going to require a similarly obscene number of screw pumps. |
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*Do all this and don't get eaten by the Skeletal Mako Short Fin Shark. | *Do all this and don't get eaten by the Skeletal Mako Short Fin Shark. | ||
==Silly Statistics== | ==Silly Statistics== | ||
− | + | Total Screw Pumps built: 47 <br> | |
− | + | Total Screw Pumps present on map: 47 (these numbers will eventually be different) <br> | |
− | + | Screw Pumps powered: 46 <br> | |
− | Total Screw Pumps built: | + | Total power currently available: 1360<br> |
− | Total Screw Pumps present on map: | + | Total power used: 820<br> |
− | Screw Pumps powered: | ||
− | Total power currently available: | ||
− | Total power used: | ||
Volume of ocean displaced: 77 cubes<br> | Volume of ocean displaced: 77 cubes<br> | ||
Volume of ocean 'permanently' displaced: 54 cubes (ie, occupied by structure or structure-enclosed space) <br> | Volume of ocean 'permanently' displaced: 54 cubes (ie, occupied by structure or structure-enclosed space) <br> | ||
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