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Editing 40d:Water pressure
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− | + | Dwarf Fortress attempts to replicate [http://en.wikipedia.org/wiki/Fluid_statics#Pressure_in_fluids_at_rest hydrostatic '''water pressure''']. | |
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− | + | There are, however, other mechanisms at work too that try to simulate '''water pressure''', so never think you are on the safe side, especially when trying to trick the game. | |
==Hydrostatic water pressure== | ==Hydrostatic water pressure== | ||
− | + | In layman's terms, if you have a tall body of water (such as a [[lake]] or a tower you have pumped full of water) then the water at the lowest [[z-level]] is being 'squeezed' by the weight of the water above it. If it is released it will move with remarkable speed and can flow up [[stair]]s, [[ramp]]s, and over [[channel]]s. It will continue flowing until it runs out of space or it fills to a [[z-level]] one level lower than the source, as stated by Toady. This does not exactly match natural hydrostatic water pressure. | |
− | + | As another model, think of a pipe shaped like a "J". If you pour water in the taller end of the pipe, it will come "up" out of the lower end until the water levels on both sides are equal. Until all the water in the tall part is at the same level as the lower part, water will continue to come out that lower end. This is one part of Dwarf Fortress "water pressure". | |
− | + | Dwarf Fortress does not model surface friction nor air pressure, so the water will not slow in transit nor will 'trapped air bubbles' form. Magma does not have pressure (it cannot flow up, and doesn't appear to move at greater speeds). | |
− | + | [[Pump]]s do not create this type of pressure - they simply pull liquid from one end and dump it out at the other. However, the liquid dumped out at the other end '''does''' force any other liquids out of the way, potentially up additional Z-levels (though not past the top of the pump), whether the liquid is water or magma. | |
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== Dangers == | == Dangers == | ||
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===Waterfalls=== | ===Waterfalls=== | ||
− | Waterfalls are of special concern. If you tap | + | Waterfalls are of special concern. If you tap or even channel a water source that is ''downstream'' from a waterfall, the pressure will be equal to the level at the ''top'' of the waterfall. It is absolutely critical to reduce the pressure in such a system if you do not wish flooding, the easiest way being diverting the water diagonally - although if used solely for a complex drowning trap or other purpose, flooding may be desirable. |
== Mitigating dangers == | == Mitigating dangers == | ||
=====Diagonal Flow===== | =====Diagonal Flow===== | ||
− | + | When water flows through two tiles that are diagonally adjacent, it loses all pressure from higher levels. | |
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'''Top View'''<br /> | '''Top View'''<br /> | ||
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This does not work on a vertical basis - water only travels vertically to a different z-level, never diagonally. | This does not work on a vertical basis - water only travels vertically to a different z-level, never diagonally. | ||
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If you wish to maintain the rate of flow after de-pressurizing, it's recommended that you have more diagonals than water tiles - that is, if the source is 3-tiles wide, you may wish 4 or more diagonal passages. | If you wish to maintain the rate of flow after de-pressurizing, it's recommended that you have more diagonals than water tiles - that is, if the source is 3-tiles wide, you may wish 4 or more diagonal passages. | ||
=====Hatches===== | =====Hatches===== | ||
− | [[Hatch]]es can be placed over [[channel]]s, [[stair]]s, [[ramp]]s etc | + | [[Hatch]]es can be placed over [[channel]]s, [[stair]]s, [[ramp]]s etc to prevent [[water]] moving vertically but still allow the tile to be used, even as a water source (and possibly still for fishing too). |
=====Pumps===== | =====Pumps===== | ||
− | + | When water is passed through [[pump]]s, the pressure is re-set to that of the exit tile. Of course, there is a downside - you still have to run the pumps and due to the source water's pressure the pump must be [[power]]ed instead of [[pump operator|run by a dwarf]] (the tile the dwarf needs to stand on is filled by water). Furthermore the power cannot be transmitted by a [[gear]] placed ''next'' to the pump, because the water will simply flow down the passage the gear comes from! | |
− | Your vertical [[axle]]s or gear assemblies need to be placed above the unwalkable tile of the pump, and there must not be a channel over the walkable pump tile. (Water can only flow straight upward, not up and to the side at the same time.) Multiple adjacent pumps will also [[Power#Power transfer|transfer power]] between themselves automatically. | + | Your vertical [[axle]]s or gear assemblies need to be placed above the unwalkable tile of the pump, and there must not be a channel over the walkable pump tile. (Water can only flow straight upward, not up and to the side at the same time.) Multiple adjacent pumps will also [[Power#Power transfer|transfer power]] between themselves automatically. |
Side view | Side view | ||
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↓ ↓↓↓↓↓ # = Normal wall | ↓ ↓↓↓↓↓ # = Normal wall | ||
######<font color="brown">║</font>###<font color="blue">#</font><font color="blue"><b>≈≈≈≈≈</b></font> <font color="blue">#</font> = Wall that pressurised water would flow into if it were to be dug out | ######<font color="brown">║</font>###<font color="blue">#</font><font color="blue"><b>≈≈≈≈≈</b></font> <font color="blue">#</font> = Wall that pressurised water would flow into if it were to be dug out | ||
− | ######<font color="brown">║</font> | + | ######<font color="brown">║</font>###<font color="blue">##</font><font color="blue"><b>≈≈≈≈</b></font> <font color="#2FB6FF">≈</font> = Regular water |
_ ___#<font color="brown">║</font><font color="blue">#######</font><font color="blue"><b>≈≈</b></font> <font color="blue"><b>≈</b></font> = Pressurised water | _ ___#<font color="brown">║</font><font color="blue">#######</font><font color="blue"><b>≈≈</b></font> <font color="blue"><b>≈</b></font> = Pressurised water | ||
#<font color="#2FB6FF">≈≈≈≈≈</font><font color="green"><b>%%</b></font><font color="blue"><b>≈≈≈≈≈≈≈≈</b></font> <font color="green"><b>%%</b></font> = Pump | #<font color="#2FB6FF">≈≈≈≈≈</font><font color="green"><b>%%</b></font><font color="blue"><b>≈≈≈≈≈≈≈≈</b></font> <font color="green"><b>%%</b></font> = Pump | ||
− | + | ######<font color="blue">##</font><font color="blue"><b>≈</b></font><font color="blue">#######</font> <font color="brown">║</font> = Axle | |
− | + | #######<font color="blue">###</font>###### _ = Floor | |
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== Overall behavior == | == Overall behavior == | ||
− | * If a tile | + | * If a tile containing water has a tile of 7/7 water immediately below it (and no floor is present between them), the water in the upper Z-level will be pushed downward and moved to the nearest orthogonal (not diagonal) tile on the lowest available Z-level, up to the Z-level just below the top. Each tile of liquid performs this check once every few steps. This type of pressure applies only to water, and is what causes large bodies of water multiple Z-levels deep to rapidly drain when opened. |
* If a liquid source (river/brook source, underground river waterfall tile, map edge, or [[screw pump]] output) attempts to create liquid in its output tile but cannot due to it being full already, the liquid will be created in the nearest orthogonal (not diagonal) tile on the lowest available Z-level, up to the ''same'' Z-level as the source. This applies to both water and magma, and can be observed by damming a river. | * If a liquid source (river/brook source, underground river waterfall tile, map edge, or [[screw pump]] output) attempts to create liquid in its output tile but cannot due to it being full already, the liquid will be created in the nearest orthogonal (not diagonal) tile on the lowest available Z-level, up to the ''same'' Z-level as the source. This applies to both water and magma, and can be observed by damming a river. | ||
* Liquids adjacent (both orthogonally and diagonally) to non-full tiles will flow into them and average their depths, pushing lightweight objects and creating flow (which will power [[water wheel]]s) if the depth difference was 2 or more. | * Liquids adjacent (both orthogonally and diagonally) to non-full tiles will flow into them and average their depths, pushing lightweight objects and creating flow (which will power [[water wheel]]s) if the depth difference was 2 or more. | ||
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* Have a pump pumping water into a 3-wide tunnel with a 1-wide tunnel below it. Have another pump pumping water into a 1-wide tunnel with a 3-wide tunnel below it. Observe whether the bottom tunnel's water spreads faster in both cases or just in the smaller tunnel. | * Have a pump pumping water into a 3-wide tunnel with a 1-wide tunnel below it. Have another pump pumping water into a 1-wide tunnel with a 3-wide tunnel below it. Observe whether the bottom tunnel's water spreads faster in both cases or just in the smaller tunnel. | ||
* From a pump, fill a cistern which is several levels lower. Shut off the pump and the higher level tiles with hatches once the whole thing is 7/7. Open other hatches above the cistern, combine water with unpressurized water, and see what happens. | * From a pump, fill a cistern which is several levels lower. Shut off the pump and the higher level tiles with hatches once the whole thing is 7/7. Open other hatches above the cistern, combine water with unpressurized water, and see what happens. | ||
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{{Water FAQ}} | {{Water FAQ}} | ||
− | + | [[Category:Physics]] |