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Editing v0.31:Flow
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− | + | Reading from the raw files you will find that all water and magma/lava in the game are called flows. This however adds a certain amount of confusion since when you trying to [[power]] a [[water wheel]] you also need to know if your flow of water is flowing. For the purpose of clarity water and magma will instead be referred to as '''fluids''', and '''flow''' will be saved for a fluid that is in motion. | |
'''Flow''' is a game mechanic used to simulate the motion of '''fluids'''. The two fluids that exist in dwarf fortress currently are '''[[water]]''' and '''[[magma]]'''. You can identify fluids that are flowing by looking for a tile that is blinking between {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles. If you have turned on SHOW_FLOW_AMOUNTS you will see the fluid '''depth''' instead and will not be able to easily tell if the game considers a tile to be flowing or not. Flow is typically present any time a fluid is in motion, but there are some exceptions which confuse things a bit. | '''Flow''' is a game mechanic used to simulate the motion of '''fluids'''. The two fluids that exist in dwarf fortress currently are '''[[water]]''' and '''[[magma]]'''. You can identify fluids that are flowing by looking for a tile that is blinking between {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles. If you have turned on SHOW_FLOW_AMOUNTS you will see the fluid '''depth''' instead and will not be able to easily tell if the game considers a tile to be flowing or not. Flow is typically present any time a fluid is in motion, but there are some exceptions which confuse things a bit. | ||
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Here is a quick example of how fluids can move to adjacent tiles. Also as water moves to an adjacent tile flow is generated in both tiles. This flow will remain for a short time before reverting back to being non-flowing water. In the first example of falling water all of the water is removed from the source tile, so flow only appears below where the water has moved to. In the other two examples flow will appear in both tiles. | Here is a quick example of how fluids can move to adjacent tiles. Also as water moves to an adjacent tile flow is generated in both tiles. This flow will remain for a short time before reverting back to being non-flowing water. In the first example of falling water all of the water is removed from the source tile, so flow only appears below where the water has moved to. In the other two examples flow will appear in both tiles. | ||
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==Fluid Depth== | ==Fluid Depth== | ||
− | Fluids can have a depth anywhere from 1 to 7. To see the depth of a tile of fluid you can look at it with {{k|k}} which will reveal the depth in the text at the right. Alternatively you can enable [[Technical_tricks# | + | Fluids can have a depth anywhere from 1 to 7. To see the depth of a tile of fluid you can look at it with {{k|k}} which will reveal the depth in the text at the right. Alternatively you can enable [[Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS]] which will replace the {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles with a numerical representation of the depth at all times. Turning on [[Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS]] does come with the drawback that you will no longer be able to see if a tile is flowing or not. |
==Obstructions== | ==Obstructions== |