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User info for Kanddak




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Favourites: 31

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Comments: 25

Submitted: 2010-03-02 (View movie)

There is no extra 1/7 shifting around. The bucketload of water disappears into the aquifer and only static 7/7 water remains in the channel.

Submitted: 2010-02-06 (View map)

I love the child collector. I was thinking of building something like that in the next version and putting it about four levels above my hospital to train doctors.

Submitted: 2009-12-13 (View movie)

That's nice. It's like the minimalist version of this.

Submitted: 2009-11-16 (View movie)

A thing of beauty. I never thought of doing that.
Whether waterwheels turn or not has almost nothing to do with whether the water under them can reasonably be considered to be moving. There are a lot of naive designs for perpetual motion machines that don't actually work, and a lot of weird ways to trick the game into making wheels spin forever. It's pretty much black magic and probably the biggest thing in the game that I don't understand.

Submitted: 2009-11-14 (View movie)

Excellent. You might want to throw that map name into the group name for both movies so that everything gets autolinked together.
I would also be very interested in seeing things like diagrams you used to plan this.

Submitted: 2009-11-11 (View movie)

I like the way the water is conserved and recycled. Instead of pouring it off to evaporate, you could even put it into a cistern and make your defense system double as a water source on a map where you have no sourced water and depend on thawing ice.

Submitted: 2009-11-08 (View movie)

That is gorgeous. You have me dreaming up a better one.

Submitted: 2009-11-05 (View movie)

So you drain off bits of water, then the water tiles are frozen by the wandering bits of 1/7 magma and then thawed to put them back to 7/7, correct?
You say it's inefficient. What're your plans to make a better one? What kind of flow rates can we expect from an ideal water generator?

Submitted: 2009-11-01 (View movie)

Very nice.
I do notice that it tends to indiscriminately slop magma all over. Any ideas for how to prevent that? Maybe some kind of synchronization logic?
I'm also curious about the edges of the reaction channel. How do you have that set up to keep support away from the cave-in tile? It looks like you have raised drawbridges, but don't those need to be built over floors, which would support the tile?

Submitted: 2009-10-29 (View movie)

This thing is beautiful. How does it work internally? I take it there's magma on the next level down that gets drained or dropped or something to freeze the orcs, then replaced to thaw them? I'd love to see a map upload.

Submitted: 2009-10-29 (View movie)

Thanks for the tip, I hadn't seen GauHelldragon's version.
I see what you mean about only bothering with decimal digits because you plan to make a binary-to-decimal converter and show the result in decimal. I thought about the same thing when I was building my display and came to the same conclusion that it was too complicated for a proof of concept, but I figured I may as well make the display hexadecimal so that the design could be used to display multidigit numbers before the converter was built.
Could you possibly post a map upload for this? I'd like to be able to examine the logic at a bit more of my own pace than the guided-tour movie allows.

[Message edited on 2009/10/29 at 04:16 by Kanddak]

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