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Fortress: Sneaktunnels Salmeuk

Entrance

Something bled here recently, I can smell it.

Submitted by: Salmeuk - 2016-09-16

Fortress: Deathgame-Deathgame Fleeting Frames

Mooding complex

Each of glassmaking, clothesmaking, leatherworking, crafting and forging produces something that once taken out of building cannot be put back in (or, in the case of glassmaking, back in a building with building designer bonus.) So, those workshops are viewable from the dining hall, so that dwarves can see their creations.

On the above, raw materials are stored, and hatches allow locking a dwarf inside their complex if they should fail.

With that, the flooding system for each and every workshop beneath is just overkill.

A burrow covers and restricts the whole area, to ensure only the best for moods.

Submitted by: Fleeting Frames - 2016-09-05

Organic Industry

Centered on tanner, from 0:00 to 12:00: Mill, screw press, still, fishery, magma&bridge dump, bone/wood crafting, leatherworks, refuse and bag piles, dyer and clothier.

On above level, butchery, kitchen, loom and varying food piles rest, with farming above those.

On level below, wood and leather is stored, with wood and ash workshops making use of them, with north holding wheelbarrowed corpse pile, poultsplosion cage and airlocks for animals and poultry.

Below those is where the magma kiln and glasswork rest and ash output and tallow are stored.

Each bed holds at least a professional in their craft, with most assigned to legendaries.




The fishery unfortunately seems unaccepting of fish from that small pool below, a pity :(

The kitchen minecart stores dwarven syrup barrels, for valuable cooking :)

The Cloth QSP between dyer and clother wasn't initially planned. However, I realized that with all the caravan-brought thread one can't rely on thread being directly given from workshops :|

The magma minecart dumper takes from double-linked refuse pile - idea is that anything that doesn't get butchered or isn't a craftable bone or something gets incinerated. It moves diagonally twice, so magma mist cannot leak ;)

....Well, that would be true if I had remembered to floor over those two downward ramps next to chute. Oops.

Submitted by: Fleeting Frames - 2016-09-05

Inorganic Industry

Making heavy use of downward ramps inside workshops (thus effectively storing heavy materiel inside of them), here are the forges, the mason, the jeweler, with levels below having the sorting smelters and stockpiles and the mechanics, with stonecrafting on bottom.

Centered on the screen is a forge and jeweler-led encrusting with gold and native gold. While the minecart QSP here gives an appearance of take-give loop, it is mostly for compactness while the actual take is actually done by burrow restrictions, as to not wait on hauler to take the jeweled crown outside a workshop and then another to take it into a cart.

Meanwhile, the QSP to the south stores mastework gear.

Speaking of which, the experience revealed the need for more smelters - when producing it, better lock down a smelter for smelting non-masterwork gear - as well as larger feeder piles, as while non-food things do not rot, they can still clutter up a workshops.

Submitted by: Fleeting Frames - 2016-09-05

Failed sleep training

Idea: Dwarf goes into their room, triggers a pressure plate to flood it with 4/7 water, falls asleep, and when leaving the room unfloods it.

A sleep session gives more halfway to novice this way, allowing dwarves to train stats without needing to spend time on it.

Problem 1: Dwarves litter. They leave both old clothing and outdated military equipment in their rooms, as well as nice crafts. Cabinets help, but not entirely.

Problem 2: Dwarves loiter. Like, right on top of that pressure plate hey are you wanting to drown our nobles?

Meeting areas help, but not entirely.

Problem 3: Really, there should be different entrance and exit, or they'll path over the plate again when leaving, thus flooding the room to inaccessible. Whoops.

This thing was the hugest pain to do (linking across z-levels through three-digit furniture list is a pain, for each plate), but ultimately worse than useless (the floodgates toggling costs FPS every time any of hundred+ dwarves sleeps or wakes up).

Mm. I'm not completely ditching the idea of sleep training, but didn't think this design entirely through.

Submitted by: Fleeting Frames - 2016-09-05

Luxorious jail/civilian hospital

Unlike military hospital, most furniture here is masterwork, mist is more visible, and a locked-in brawler will have something to eat and drink.

Like before, the gypsum plaster is stored in bag to the side with other supplies to the above.

Raised exceptional and masterful native gold bridges east and west sport five native gold mechanisms each, making the rooms extremely valuable.

I find that despite the free tables and chairs and wider food selection in tavern above dwarves will happily come down here to eat.

Submitted by: Fleeting Frames - 2016-09-05

Military hospital

Fearing werebeasts the most of all, this multi-airlock system is for treating military right after battles. Misters, stockpiles, small food supply, all hospital goods.

Submitted by: Fleeting Frames - 2016-09-05

Failed Venom loading

Managed to get some trader-given venom into a minecart, and hoped to coat ammo with it like I could coat wells with booze.

I didn't succeed: http://www.bay12forums.com/smf/index.php?topic=160265.0;topicseen

Submitted by: Fleeting Frames - 2016-09-05

Buildingdestroyer trap

When a buildingdestroyer comes to smash the doors/gremlin to pull a lever, having bypassed the cages, they will be crushed by the three ten thousand urist golden minecarts falling from above in a loop.

After which their corpse can be safely retrieved thanks to the pause button on that citizen-operated pressure plate.

If they manage to destroy any one of the doors, the minecarts perched against them will land on the pressure plate beneath immediately, thus sealing both them and the fortress.

Not visible on this picture would be the minecarts sitting on the ramps behind doors.

Submitted by: Fleeting Frames - 2016-09-05

Entrace maze

The (currently raised) main bridge provides one of the multiple ways to seal off fort access, while the cobaltite bridges make the pit do the work of making invaders dodge multiple times into it and then having to cross over it again.

The bridges are controlled by levers west-south on z138, or by deconstruct-toggling (marking and unmarking for deconstruction) bridges z-level above to the south that block off minecarts from or hold them on a pressure plate linked to the respective bridge(s) in maze.

Submitted by: Fleeting Frames - 2016-09-05

Dodge training

Here, our military learned how to dodge. Each of the rollers is set to lowest setting, and the pressure plate upwest controls whether they're powered. Multiple airlocks and food and drink supply to ensure that only desired squad starts jumping.

Takes a month, but does output legendary dodgers. I guess they'll have to learn armor and shield use in live combat, though.

The doors here rest on downward slopes rather than floors - this stops them from being ever opened or jammed open, though access could also be gained from above with making one of roller tiles ramps.

Submitted by: Fleeting Frames - 2016-09-05

I've got a bridge to sell you

Here, our Legendary Carpenter/Bookkeeper Urist L is looking at the masterfully built and masterfully designed tunnel tube bridge he helped build, with attached artifact adamantine mechanisms "The Drenched Ruin". Together, they increase fortress wealth by over 46 million, thus controlling 90% of it's wealth - even with military squad bearing adamantine mail.

Submitted by: Fleeting Frames - 2016-09-05

Deep magmacart loading

Not the best handling, I must admit it! I initially planned for it to be powerless, using only track, but then I worried about magma flowing in pushing carts away and magma men swimming into my system. So, hole, and slap grate right after.

But I guess it was bit unnecessary, when magma rises through the grate. That said, the floodgate is necessary, since cart picking up the magma is vital to decrease friction to make it climb out.

And soon it became clear that the last WS ramp here will have the cart go east and not south.

So I installed a pressure plate and door so it goes to the EW ramp to the east, with EW EW ramps in pit.

But with a little more thinking, I could have realized that I could just make it cycle around here clockwise rather than counterclockwise. Oops.

Submitted by: Fleeting Frames - 2016-09-05

Nickel-magma minecart pushoff

Here, two nickel minecarts are set to be pushed west when empty. Underneath the gold statues of forgotten beast and Sanctume, there is a track turn, so that the cart will safely arrive on high/highest friction stop and not murder cats who wandered into the rampshaft.

Submitted by: Fleeting Frames - 2016-09-05

Fortress: Snarledglazed Tharis

Ballista defense

It's really more for show, since I imagine if fired it would be more likely to take out our collection of black bears. Still it's a a good design for show.

Submitted by: Tharis - 2016-09-03

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