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Difference between revisions of "40d:Channel"

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A '''Channel''' is a method of digging mostly to aid the moving of liquids, such as [[water]] and [[magma]], from one point to another. While it is a convenient way to move liquids, it can be used for other creative purposes.
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A '''channel''' is a hole dug in the ground or wall which will mine out the [[z-level]] below too. You can use long channels to act as moats, to move liquids such as [[water]] and [[magma]] from one point to another, and other creative purposes.
  
You can direct [[water]] or [[magma]] simply by creating a channel with the designation button then entering the channel button {{K|d}} -> {{K|h}}. Building Channels will remove the [[floor]] of the current [[z-axis|Z-level]] AND mine the walls in the Z-level below. See the [[digging]] article for a more detailed explanation.
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In layman's terms: digging an area will carve out a tunnel in the rock to crawl through, whereas channelling an area will also remove the bottom of that tunnel and make a second tunnel one level below, creating a [http://en.wikipedia.org/wiki/Trench Trench] of sorts.
  
It is ideal to first create the channel from the area you wish to carry the liquid to, installing a  [[floodgate]] if you want to regulate its flow, then channel out the last square holding the liquid back. If there are any z levels of water above the channel's source you will flood the area you are working in. This can effectively set your fortress back a few seasons, or worse, make it uninhabitable. Magma will not do this because it is a [[chunky liquid]] and behaves differently than water in the z axis.
 
  
Dwarves can not walk across a channel (as there is nothing to support them).  However, you can re[[floor]] over a dug channel using {{K|b}} -> {{K|C}} -> {{K|f}} to allow dwarves to walk over it, while still maintaining the tunnel beneath. If you want to allow fluids to flow into a channel from above and dwarves to walk over it, you can put a [[grate]] on top of a channel, which only fluids will pass through.
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===Creating channels===
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Open the {{k|d}}esignation menu and select c{{k|h}}annel. Mark out the area you want to create as a channel - be careful to check the z-level below too! When building channels diagonally, a single line is enough - water, like creatures, moves in all 8 directions (+ z-axis).
  
In layman's terms:  {{k|d}}igging an area will carve out a tunnel in the rock to crawl through, whereas c{{k|h}}annelling an area will also remove the bottom of that tunnel and make a second tunnel one level below, creating a [http://en.wikipedia.org/wiki/Trench Trench] of sorts.
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The channel designation can be used to dig upwards. If a square is designated to be channeled and the z-level below has either a ramp or upward stair the miner will stand on that and remove the roof. In the same manner, designating channels over existing downward [[stairs]] will make the dwarves remove the staircase.
  
Designating channels over existing downward [[stairs]] will make the dwarves remove the staircase, working from the level below.
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Designating a channel on the level underneath an existing channel is the way to dig deep pits or [[well]] shafts.  Designating an adjacent up/down staircase is the easiest way to give access to the [[miner]] who will dig the shaft.
  
Designating a channel on the level underneath an existing channel is the way to dig deep pits or [[well]] shafts.  Designating an adjacent up/down staircase is the easiest way to give access to the [[miner]] who will dig the shaft.
 
  
== Hint ==
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===Using channels===
When building channels diagonally, a single line is enough - water, like creatures, moves in all 8 directions (+ z-axis).
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Creatures cannot pass over open channels but you can build [[floor]]s, [[bridges]], or place floor [[grate]]s over top of channels. Grates will allow fluids to pass through.
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To move liquids simply connect one end of the channel to the liquid source, and the other to your desired destination. You will probably want to leave digging through the last square prior to the liquid until all your [[floodgate]]s etc. are finished. An unexpected flood can set your fortress back several seasons.
  
  
 
{{Water FAQ}}
 
{{Water FAQ}}
 
[[category:designations]]
 
[[category:designations]]

Revision as of 06:19, 28 June 2008

A channel is a hole dug in the ground or wall which will mine out the z-level below too. You can use long channels to act as moats, to move liquids such as water and magma from one point to another, and other creative purposes.

In layman's terms: digging an area will carve out a tunnel in the rock to crawl through, whereas channelling an area will also remove the bottom of that tunnel and make a second tunnel one level below, creating a Trench of sorts.


Creating channels

Open the designation menu and select channel. Mark out the area you want to create as a channel - be careful to check the z-level below too! When building channels diagonally, a single line is enough - water, like creatures, moves in all 8 directions (+ z-axis).

The channel designation can be used to dig upwards. If a square is designated to be channeled and the z-level below has either a ramp or upward stair the miner will stand on that and remove the roof. In the same manner, designating channels over existing downward stairs will make the dwarves remove the staircase.

Designating a channel on the level underneath an existing channel is the way to dig deep pits or well shafts. Designating an adjacent up/down staircase is the easiest way to give access to the miner who will dig the shaft.


Using channels

Creatures cannot pass over open channels but you can build floors, bridges, or place floor grates over top of channels. Grates will allow fluids to pass through.

To move liquids simply connect one end of the channel to the liquid source, and the other to your desired destination. You will probably want to leave digging through the last square prior to the liquid until all your floodgates etc. are finished. An unexpected flood can set your fortress back several seasons.