The bridge will give us the chance of use of long trailers and semi-trailers. Then it will be possible to talk about несущесй abilities of bridges on which it will be possible to drive the car. as a bug-feature, i guessĪnd in passing we should rewrite the procedure which calculates how many different freight is capable to transport this or that car.įor packages in a luggage carrier it will be necessary to conduct calculation not only of the volume but also weight. I think - if we start to program bridgebuilding feature for game engine - we can have a hawl cars because we teach engine to overlap one tile over other. or maybe not a damb, but river - it is a fake, and it is not a river but chain of a lakes between “bridges”. ![]() Plus, pathing calc-wise, a bridge gives you a natural chokepoint to handle traders/migrants/raids. A nearby bridge with the high traffic designation along with a restricted designation in the river should work, but there still might be occasional issues. There are several techniques for avoid it. ![]() It's a safe bet to always include a bridge or two in your first construction jobs. Combine that with the fact that the waterfall edge is often the only way to cross the river, dwarves path over the edge and then get pushed off. i.e ground line with pave over it and fences by the sides of this road. For whatever reason they swam across to get something and after being weighed down with it can't make it back across. What is a bridge from the point of view of a game-engine? It is a construction and car will smash construction to junk metal, if it is a construction, or push them if construction is like a car. only between pontoons.Īnd step two - who allow you to drive over steel construction? we can park our loot-bike within our tank-house? You're never in any danger of uncontrolled flooding, since you're making the flood happen manually.IRL pontoon bridge also like a dumb - we can not swim under them. Move the water to the destination using a pump when you have enough, you just stop pumping. Once you've gotten enough water, flip the lever to close the gate and prevent more from flooding in.Įdit: or better yet, never directly connect your water source to your water destination. Connect the gate to a lever, open it, then dig the last tile to let the water in. Looking into it and its just about 10 dwarfs, accompanied by a devil(ish) so and so. Nice An hour later: The next siege hits my fort and I seal it off again. I managed to seal the fort and lost one dwarf before the werebeast ran off. flooding farmland, or filling a cistern for winter-proof well use - you want to build a floodgate blocking the potential path of the water. Edit: Managed finish the moat, the bridge and was now able to seal off the Fort. If you're ever going to deliberately open a water source - e.g. ![]() ![]() move all the water out long enough for dwarves to build a wall and stop the flood), if you set it up properly with a sizeable place to dump the water.īut generally, you want to plan ahead so this never happens. It sent enough water there to create a new underground lake. I made a shaft down to the caverns to drain the stream into, in my case. The tricky bit is they move water, not remove it - it has to go somewhere. I just did this to recover a corpse that was making folks unhappy. with watermills, but the simplest by far is just check the 'pump manually' box and have a dwarf power it by hand.ĭwarven pumps are so strong that a single one can drain a small stream dry, such that dwarves can get into the riverbed and build things or recover items. There are fancy ways to power it automatically e.g. Then you can construct a screw pump, I think it's under the building/mechanical stuff section. Pumps are extremely effective at moving water, and not difficult to build (all you need is 3 logs and a carpenter's workshop build 1 pipe section, 1 wooden blocks, 1 giant corkscrew (the trap component)).
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