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Editing 40d Talk:River
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:Depends on how much drain you put on the system. Merely falling off the map edge a few dozen tiles away is probably something that a single water source tile can handle. River source tiles do not appear under that name but are on all maps with a river: a row at the side of the map from which the water flows. They also work a lot like aquifer tiles. --[[User:Savok|Savok]] 09:50, 14 December 2008 (EST) | :Depends on how much drain you put on the system. Merely falling off the map edge a few dozen tiles away is probably something that a single water source tile can handle. River source tiles do not appear under that name but are on all maps with a river: a row at the side of the map from which the water flows. They also work a lot like aquifer tiles. --[[User:Savok|Savok]] 09:50, 14 December 2008 (EST) | ||
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== River Sinks == | == River Sinks == | ||
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I am currently experimenting with ways to redirect a brook. Using screw pumps turned out to be unfeasible. I'm going with the "punch a hole in the bottom of the river" method. I intend to do this in two places at the same time, just in case water would flow backwards up the river to "water" my tiles. Now, using the "Underground Room" method works well (but takes a lot of digging and timing) because when the room is full, the water will fill up to the next Z-level and start flowing again on its own. The alternative is to use an "infinite outlet" way, like a chasm or fortifications at the edge of the map - but I guess a problem might be creating new floors in the river to replace the ones destroyed. My current bet is to build 4 raisable bridges at the Z-level below the "hole punch" point, surrounding it, and a channel to a chasm. When work is done, raise the bridges, create a nice little reservoir, and the river flows again. [[Special:Contributions/158.143.137.8|158.143.137.8]] 21:58, 15 November 2009 (UTC) | I am currently experimenting with ways to redirect a brook. Using screw pumps turned out to be unfeasible. I'm going with the "punch a hole in the bottom of the river" method. I intend to do this in two places at the same time, just in case water would flow backwards up the river to "water" my tiles. Now, using the "Underground Room" method works well (but takes a lot of digging and timing) because when the room is full, the water will fill up to the next Z-level and start flowing again on its own. The alternative is to use an "infinite outlet" way, like a chasm or fortifications at the edge of the map - but I guess a problem might be creating new floors in the river to replace the ones destroyed. My current bet is to build 4 raisable bridges at the Z-level below the "hole punch" point, surrounding it, and a channel to a chasm. When work is done, raise the bridges, create a nice little reservoir, and the river flows again. [[Special:Contributions/158.143.137.8|158.143.137.8]] 21:58, 15 November 2009 (UTC) | ||
:Disaster strikes! - firstly, when trying this, make sure that the construction to punch a hole in the brook does not land close to one of the damming bridges on the level below, or the bridge gets destroyed. Secondly, even when the artificial reservoir is filled to 7/7, it does NOT cause the water to rise to the level above and the river to flow again! I am currently experimenting with building floors to replace the holes in the river...[[Special:Contributions/158.143.137.20|158.143.137.20]] 19:23, 17 November 2009 (UTC) | :Disaster strikes! - firstly, when trying this, make sure that the construction to punch a hole in the brook does not land close to one of the damming bridges on the level below, or the bridge gets destroyed. Secondly, even when the artificial reservoir is filled to 7/7, it does NOT cause the water to rise to the level above and the river to flow again! I am currently experimenting with building floors to replace the holes in the river...[[Special:Contributions/158.143.137.20|158.143.137.20]] 19:23, 17 November 2009 (UTC) | ||
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