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Editing 40d:Water flow
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The simplest way to see if water is flowing is to watch for it to blink from ~ to ≈ while the game is not paused. Water blinking between ~ and ≈ is flowing, and tiles which flash white indicate the direction in which it is flowing (as they splash against the wall). If you see numbers instead you may want to set SHOW_FLOW_AMOUNTS to NO in your [[init.txt]] file. Alternatively, you can just build a [[water wheel]] and see if it turns, which again is indicated by blinking. | The simplest way to see if water is flowing is to watch for it to blink from ~ to ≈ while the game is not paused. Water blinking between ~ and ≈ is flowing, and tiles which flash white indicate the direction in which it is flowing (as they splash against the wall). If you see numbers instead you may want to set SHOW_FLOW_AMOUNTS to NO in your [[init.txt]] file. Alternatively, you can just build a [[water wheel]] and see if it turns, which again is indicated by blinking. | ||
− | It is important to understand with flow that there are two very different things going on at the same time. The first is natural flow from a [[river]] or [[brook]] which traces a path to every tile directly connected to | + | It is important to understand with flow that there are two very different things going on at the same time. The first is natural flow from a [[river]] or [[brook]] which simply traces a path to every tile tile that is directly connected to the river or brook and declares it to be a flowing tile in some cases very much against all logic. |
− | The second is how all fluid mechanics in | + | The second is how all fluid mechanics in DF is handled (including natural flow) where it decides how each tile of water will move on a frame by frame basis. For a good explanation of how this works you should look at [http://www.bay12games.com/forum/index.php?topic=32453.0 technical explanation by Kanddak] from the Bay12 Forum. |
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