v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing v0.34:Drowning chamber

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.34"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 30: Line 30:
 
The final piece of a drowning chamber is its pumping mechanisms. You want to be able to empty out a drowning chamber for reuse and for claiming what the unfortunate victims were carrying. What's the point of a trap that only works once?
 
The final piece of a drowning chamber is its pumping mechanisms. You want to be able to empty out a drowning chamber for reuse and for claiming what the unfortunate victims were carrying. What's the point of a trap that only works once?
  
* The most practical way to pump off excess water is a battery of wind-powered [[screw pump]]s. Simply build a [[windmill]] one tile above your pump to power it. Since it's going to be off most of the time (or not, if it's for catching fish), build a floor hatch over the input tile and attach it to a lever for easy on/off commands. If you don't have any wind on your map, a [[water wheel]] can be substituted instead, but if there is no running water on your map, this can be quite complicated.
+
The most practical way to pump off excess water is a battery of wind-powered [[screw pump]]s. Simply build a [[windmill]] one tile above your pump to power it. Since it's going to be off most of the time (or not, if it's for catching fish), build a floor hatch over the input tile and attach it to a lever for easy on/off commands. If you don't have any wind on your map, a [[water wheel]] can be substituted instead, but if there is no running water on your map, this can be quite complicated.
  
* If you can spare a lot of mining labor, you can always opt to build a room big enough for the water to [[evaporate]] out of. This will require a room several times larger than the drowning chamber itself, and will not get rid of the water as quickly, but requires much less fiddling to get right.
+
If you can spare a lot of mining labor, you can always opt to build a room big enough for the water to [[evaporate]] out of. This will require a room several times larger than the drowning chamber itself, and will not get rid of the water as quickly, but requires much less fiddling to get right.
  
* If you have a strong computer and wouldn't mind a fps drop, you can simply dump the water down several levels into the nearest [[cavern]] and flow it off the map edge. A simple hole will suffice, but a more advanced "guided" system (ae. [[wall]]s) will work faster, although it will require dangerous cavern work first.
+
If you have a strong computer and wouldn't mind a fps drop, you can simply dump the water down several levels into the nearest [[cavern]] and flow it off the map edge. A simple hole will suffice, but a more advanced "guided" system (ae. [[wall]]s) will work faster, although it will require dangerous cavern work first.
  
 
* A gamey but very effective alternative to draining liquid is to atomsmash it. A door linked to a lever is most effective at this, as it opens and closes extremely rapidly, smashing liquid at a great pace. When using a raising bridge to smash liquid, only the raised part actually destroys liquid, hence 1-long 9-wide bridges should be used ("bridge walls"). Raising bridges have a much longer cooldown than doors, so are much less effective. Atomsmashers are particularly useful for disposing of magma as it does not enjoy the benefits of water pressure.
 
* A gamey but very effective alternative to draining liquid is to atomsmash it. A door linked to a lever is most effective at this, as it opens and closes extremely rapidly, smashing liquid at a great pace. When using a raising bridge to smash liquid, only the raised part actually destroys liquid, hence 1-long 9-wide bridges should be used ("bridge walls"). Raising bridges have a much longer cooldown than doors, so are much less effective. Atomsmashers are particularly useful for disposing of magma as it does not enjoy the benefits of water pressure.

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)