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Editing 40d:Obsidian farming

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{{Quality|Exceptional|20:58, 29 April 2013 (UTC)}}
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By mixing [[magma]] and [[water]], dwarves can produce [[obsidian]], a highly valued material. This process can be dangerous, but the dangers can be minimized if approached carefully.  It's advised that players research this before proceeding if they want to avoid too much [[fun]] all at once.
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By mixing [[Magma|magma]] and [[Water|water]], dwarves can produce [[Obsidian|obsidian]], a highly valued material. This process can be dangerous, but the dangers can be minimized if approached carefullyIt's advised that players research this before proceeding if they want to avoid too much [[Fun|fun]] all at once.  
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If you have a [[magma pipe]] (not a [[magma pool]]!) and an inexhaustible source of water, you can produce an infinite supply of obsidian by setting up an area for magma to flow (and later the obsidian to be dug/channeled out), and for water to be poured on top of it, creating the obsidianThe trick is to use only as much magma and water as necessary, so deep water does not prevent dwarves from working in "[[dangerous terrain]]", and the magma pipe has time to refill between harvests.
  
If you have a [[Magma pipe|magma pipe]] (not a [[Magma pool|magma pool]]!) and an inexhaustible source of water, you can produce an infinite supply of obsidian by setting up an area for magma to flow (and later the obsidian to be dug/channeled out), and for water to be poured on top of it, creating the obsidian.  The trick is to use only as much magma and water as necessary, so deep water does not prevent dwarves from working in "[[Dangerous terrain|dangerous terrain]]", and the magma pipe has time to refill between harvests.
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There are as many designs for "farming" obsidian as there are players who do it.  Below is a basic plan; improvements are up to you and your imagination. For example, using sufficiently advanced pouring and framing techniques, obsidian may be cast into above-ground structures or used to fill unwanted rooms, allowing engravable walls and cave-in resistant areas where before there were none, respectively.
 
 
There are as many designs for "farming" obsidian as there are players who do it.  Below is a basic plan; improvements are up to you and your imagination. For example, using sufficiently advanced pouring and farming techniques, obsidian may be cast into above-ground structures or used to fill unwanted rooms, allowing engravable walls in areas otherwise not possible.
 
  
 
===basic approach===
 
===basic approach===
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  Level 0  xxxxxx  <- magma/obsidian <br /><br /> SIDE VIEW
 
  Level 0  xxxxxx  <- magma/obsidian <br /><br /> SIDE VIEW
  
Magma is routed to flow directly into the lowest area, using doors/floodgates of [[Magma-safe|magma-safe]] materials linked to a [[Lever|lever]] with a [[Bauxite|bauxite]] [[Mechanism|mechanism]] to turn the flow on/off.  Only a depth of 2/7 is needed (1/7 can work, but can also [[Evaporation|evaporate]] before the water is added, causing problems later - 2/7 to 3/7 is perhaps a good target to start with).   
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Magma is routed to flow directly into the lowest area, using doors/floodgates of [[magma-safe]] materials linked to a [[lever]] with a [[bauxite]] [[mechanism]] to turn the flow on/off.  Only a depth of 2/7 is needed (1/7 can work, but can also [[evaporate]] before the water is added, causing problems later - 2/7 to 3/7 is perhaps a good target to start with).   
  
The water reservoir is built 2 z-levels above this with a controlled inflow of water (more linked doors/floodgates), sized to provide just enough water to cover the magma area below at a depth of between 1/7* and 2/7*, to fully cover the magma but allow for [[Evaporation|evaporation]].  The floor of this reservoir is channeled out and replaced with one or more retractable bridges, linked to a (single) lever, to drop the water all at once.  It is not necessary that the amount/depths of water and magma be balanced, only the area.   
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The water reservoir is built 2 z-levels above this with a controlled inflow of water (more linked doors/floodgates), sized to provide just enough water to cover the magma area below at a depth of between 1/7* and 2/7*, to fully cover the magma but allow for [[evaporation]].  The floor of this reservoir is channeled out and replaced with one or more retractable bridges, linked to a (single) lever, to drop the water all at once.  It is not necessary that the amount/depths of water and magma be balanced, only the area.   
  
 
:''(* The math works like this: Determine the size of the magma level, the number of tiles you want to cover in water between 1/7 and 2/7 when the bridge drops the water. (Better a few too many than a few too few!)  Multiply that by 1.5 (average of 1/7 and 2/7).  Divide that by 7, and round up to the nearest whole number.  This gives the number of 7/7 tiles for your water reservoir.  ''
 
:''(* The math works like this: Determine the size of the magma level, the number of tiles you want to cover in water between 1/7 and 2/7 when the bridge drops the water. (Better a few too many than a few too few!)  Multiply that by 1.5 (average of 1/7 and 2/7).  Divide that by 7, and round up to the nearest whole number.  This gives the number of 7/7 tiles for your water reservoir.  ''
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The process then is:
 
The process then is:
:* Clear all dwarves from area, lock/seal all access doors. (Not ''actually'' necessary, but ''strongly'' recommended! (Unless you want to cause a few "unfortunate accidents". Watching magma touch water is truly a sight for the nobs.))
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:* Clear all dwarves from area, lock/seal all access doors. (Not ''actually'' necessary, but ''strongly'' recommended!)
 
:* Fill lowest level (only!) with magma, at least 2/7.   
 
:* Fill lowest level (only!) with magma, at least 2/7.   
 
:* (Close magma gate(s) if you have them.)
 
:* (Close magma gate(s) if you have them.)
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* Be aware of up-staircases or other floor-perforations below the magma level that may cause leaking/flooding.
 
* Be aware of up-staircases or other floor-perforations below the magma level that may cause leaking/flooding.
 
* Label your levers! (see below)
 
* Label your levers! (see below)
* Seal your dwarves away from the magma until it is ''all'' obsidian.  Linked doors are the only "positive" locking system.  If you think you want to do it manually, keep the number of doors to a minimum.
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* Seal your dwarfs away from the magma until it is ''all'' obsidian.  Linked doors are the only "positive" locking system.  If you think you want to do it manually, keep the number of doors to a minimum.
* Try to balance the water - too little means left-over magma (which cannot be channeled around), and too much can [[Dangerous terrain|disrupt work]] and evaporation may take too long and water can build up over repeated cycles.
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* Try to balance the water - too little means left-over magma (which cannot be channeled around), and too much can [[dangerous terrain|disrupt work]] and evaporation may take too long and water can build up over repeated cycles.
  
 
===Tricks & tips===
 
===Tricks & tips===
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====self-measuring reservoirs====
 
====self-measuring reservoirs====
To create a reservoir that measures a pre-determined amount of fluid, use a combination of door(s) (or hatches/floodgates) and drawbridge(s) attached to one lever, one at the inflow and one at the outflow.  When a lever is thrown one way, doors open and drawbridges raise/retract (sealing any path they block); when the lever is thrown the other way, the reverse happens, the doors sealing and the drawbridges opening.  Clever use of this fact can allow liquid to fill a "measuring reservoir", which then seals the input while being emptied.  Once all the liquid is emptied, the lever is thrown again, the outflow seals, the inflow opens, and it refills to its full capacity, ready to deliver another pre-measured dose of liquid. The simplest method is to use retracting bridge(s) in the chamber, to drop the water, and a raising bridge in the inflow, to control the water.
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To create a reservoir that measures a pre-determined amount of fluid, use a combination of door(s) (or hatches/floodgates) and drawbridge(s) attached to one lever, one at the inflow and one at the outflow.  When a lever is thrown one way, doors open and drawbridges "raise" (sealing any path they block); when the lever is thrown the other way, the reverse happens, the doors sealing and the drawbridges opening.  Clever use of this fact can allow liquid to fill a "measuring reservoir", which then seals the input while being emptied.  Once all the liquid is emptied, the lever is thrown again, the outflow seals, the inflow opens, and it refills to its full capacity, ready to deliver another pre-measured dose of liquid.
 
 
As tempting as it is to simply use a door to close the incoming water, it won't work. Levers work on a system which means, in this case, open doors/hatches and retracted bridges happen on the same signal. The only way to do it is to use a raising bridge in the inflow, or a door/hatch on a separate lever.
 
  
 
====double-wide magma channels====
 
====double-wide magma channels====
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====labeling levers====
 
====labeling levers====
One way or another, whenever handling magma it's a good idea to be sure which lever is which.  Using the [[Note|labeling]] function is a good idea, especially if you leave your fortress and come back later.  But a visual cue is also a good idea, either by making the levers of [[The Non-Dwarf's Guide to Rock|different color stone]], or adding colored flooring or walls around/near them.  Perhaps "red" for magma, "blue" for water, and "green" for the lockable doors - whatever works best for you.  And/or placing them in order of use, from left to right.  Anything and everything that makes it safer and more "fool proof" can only be a good thing.
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One way or another, whenever handling magma it's a good idea to be sure which lever is which.  Using the [[note|labeling]] function is a good idea, especially if you leave your fortress and come back later.  But a visual cue is also a good idea, either by making the levers of [[The Non-Dwarf's Guide to Rock|different color stone]], or adding colored flooring or walls around/near them.  Perhaps "red" for magma, "blue" for water, and "green" for the lockable doors - whatever works best for you.  And/or placing them in order of use, from left to right.  Anything and everything that makes it safer and more "fool proof" can only be a good thing.
  
 
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'''See also:''' [http://www.bay12games.com/forum/index.php?topic=26805.0 Obsidian Farming 101], for an excellent forum discussion of this topic.
 
'''See also:''' [http://www.bay12games.com/forum/index.php?topic=26805.0 Obsidian Farming 101], for an excellent forum discussion of this topic.
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[[Category:Guides]]

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