In my
first watergun thread, I mentioned working on an updated design. After numerous delays, including being driven to make the whole thing out of clear glass, it's finished:
The 3 layers of the Wave Cannon setup from top to bottom.
The chamber stays pathable. They walk in but they can't even get close to the other end.
It has a total of
50 40 acceleration ramp tiles (including the regular ramp where it actually goes down a level) and most of the resulting water globs reach the end of the 56-tile long chamber. More lanes can be added to make it as wide as you want.
Here's a side view schematic of the cart track:
# = fortification W = stationary cart H = hatch
L = exploit curve track ramp [] = wall
LLLLL
/# _H[]\LLLLLLLLLLLLLLLL W#
\_________________[]
Where the ramp to the left of the fortification has a roller that rolls right at highest speed, and the bottom level has rollers that roll left on all tiles including the ramp. The last 4 tiles of this, including the ramp, have "low" speed, the rest are highest.
What makes it work without needing the track to curve around is the part on the left. After the hatch allows the cart up the ramp, it jumps over the gap, flies through the fortification and lands on the roller ramp, which pushes it up that ramp instead of back through the fortification. From there, it accelerates along the curve ramps, strikes the stationary cart to release the water and falls back in the water.
There's somewhat of an odd hazard with this setup, after flying through that fortification on the left, it appears to check collision with anything below the ramp tile, meaning creatures directly below the ramp may get crushed. Before you try crushing invaders with phantom minecarts, be warned that sometimes this gets the cart stuck in the fortification where it's hard to get it out.
This setup is designed for high volume and range (not sure how many ramp tiles it takes to reach the speed cap), and carts stay more or less synchronized in waves. The type of water filling mechanism probably wouldn't work well with
poisoned water. Maybe we can find a better way to fill a large number of carts with contaminants.
Either block access to the chamber or enable the alert before firing, because they're morons and will walk right into a death machine to clean up a spot on the floor.
Save is now up here.Other things to note about the map:
- The shooting range. I tried making a 4-way repeater so a goblin always remains targetable in an attempt to stop armed civilians from fleeing, but it causes massive lag and doesn't seem to help.
- One of the caged forgotten beasts. "Amas", has a gas that causes blindness and enough drowsiness to make things sleep that otherwise would not. Maybe try to get vampire migrants and see if gassed prisoners make valid vampire food?
- The semi-molten rock layer is extremely thick.
I've heard that TinyPirate made a version of the watergun, is it on the forum or only in his book?