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Difference between revisions of "40d Talk:Mist"
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The design from [http://www.bay12games.com/forum/index.php?topic=34407.0 this thread] ought to be included on this page under a "Generating Mist" heading. I may do it myself if I get around to it, but there's the link if someone else wants to try it. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 13:46, 28 April 2009 (UTC) | The design from [http://www.bay12games.com/forum/index.php?topic=34407.0 this thread] ought to be included on this page under a "Generating Mist" heading. I may do it myself if I get around to it, but there's the link if someone else wants to try it. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 13:46, 28 April 2009 (UTC) | ||
+ | :I still can't visualize the construction of the version with no retaining wall. Suggest an image of it, or both, in the official tile set. --[[User:Nightwind|Nightwind]] 03:03, 1 May 2009 (UTC) | ||
− | I | + | ::It is rather difficult to imagine, and I agree that a official tile set image would be nice. Let me see if I can explain it better and then perhaps someone can fix it! I'm not sure how to set it up with the tile set, but perhaps I'll figure it out. |
+ | |||
+ | ::Only the z=1 level layout is important. The pumps need to be setup for clockwise or counterclockwise operation and one of the "hole" squares has a place for water to sit at the z=0 level. As the article says, on this z=1 level, designate the hole with ground under it as a pond. The dwarfs will attempt to fill it up using buckets (see [[pond]]). After the first bucket, the water in the square is at a level of 1/7. At this level, the water doesn't spread out but also no water is picked up by the pump as it needs 2/7. But, just as the second dwarf adds water to make it 2/7, the pump picks it up and then the cycle is started. Meaning the water is now looping around from pump to pump. Say another dwarf adds more to the same square. Then the water will be at 1/7 so it will not get picked or expand like before. However, when the water that is already looping in the loop hits that square, the two combine. Then the water is 3/7, so the 3/7 water now starts cycling around. I think after you get to 7/7, the water starts to "spill" in the z=1 level, but I've not done it. I have found that 2/7 water generates enough mist, so I don't bother past this point, and I just make the pond zone inactive. Does that help at all?--[[User:Kwieland|Kwieland]] 13:52, 1 May 2009 (UTC) |
Revision as of 13:52, 1 May 2009
I don't have any place to build my own waterfall, so if anyone knows... Is the mist generated by the falling or by the landing water? I.e. if it falls sevel levels down, will the mist be generated on every level, or only at the bottom?--Dorten 00:07, 14 January 2008 (EST)
- Falling water generates mist, afaik. (Be warned, falling magma generates magma mist, which is deadly!) GreyMario 15:01, 14 January 2008 (EST)
- You seem to have experimented a bit with magma mist, greymario. Could you help expand the article? VengefulDonut 19:35, 14 January 2008 (EST)
- Or, well, last I heard it was deadly, anyway. I haven't needed to make lava waterfalls yet, thank god. --GreyMario 16:08, 23 April 2008 (EDT)
- You seem to have experimented a bit with magma mist, greymario. Could you help expand the article? VengefulDonut 19:35, 14 January 2008 (EST)
Lava Mist
I just started to divert a river into a volcano (magma vent) and every now and then theres a cave in. When that happens, a column of 'Lava Mist' is created... what is this? --mabmoro 21:42, 12 August 2008 (EDT)
How much mist?
How much mist is generated from falling/splashing water? This seems to be one of those things that either everyone knows and so it's assumed, or nobody knows and never bother to ask. The closest I've been able to get to a real answer is "a column." --Aethios 07:32, 23 March 2009 (UTC)
AncientEnemy's mist generator
The design from this thread ought to be included on this page under a "Generating Mist" heading. I may do it myself if I get around to it, but there's the link if someone else wants to try it. --FunkyWaltDogg 13:46, 28 April 2009 (UTC)
- I still can't visualize the construction of the version with no retaining wall. Suggest an image of it, or both, in the official tile set. --Nightwind 03:03, 1 May 2009 (UTC)
- It is rather difficult to imagine, and I agree that a official tile set image would be nice. Let me see if I can explain it better and then perhaps someone can fix it! I'm not sure how to set it up with the tile set, but perhaps I'll figure it out.
- Only the z=1 level layout is important. The pumps need to be setup for clockwise or counterclockwise operation and one of the "hole" squares has a place for water to sit at the z=0 level. As the article says, on this z=1 level, designate the hole with ground under it as a pond. The dwarfs will attempt to fill it up using buckets (see pond). After the first bucket, the water in the square is at a level of 1/7. At this level, the water doesn't spread out but also no water is picked up by the pump as it needs 2/7. But, just as the second dwarf adds water to make it 2/7, the pump picks it up and then the cycle is started. Meaning the water is now looping around from pump to pump. Say another dwarf adds more to the same square. Then the water will be at 1/7 so it will not get picked or expand like before. However, when the water that is already looping in the loop hits that square, the two combine. Then the water is 3/7, so the 3/7 water now starts cycling around. I think after you get to 7/7, the water starts to "spill" in the z=1 level, but I've not done it. I have found that 2/7 water generates enough mist, so I don't bother past this point, and I just make the pond zone inactive. Does that help at all?--Kwieland 13:52, 1 May 2009 (UTC)