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Editing 40d Talk:Murky pool

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::Just farm aboveground plants. Many of them are better than underground ones in many ways. --[[User:Someone-else|Someone-else]] 21:21, 4 May 2008 (EDT)
 
::Just farm aboveground plants. Many of them are better than underground ones in many ways. --[[User:Someone-else|Someone-else]] 21:21, 4 May 2008 (EDT)
  
The information here may be outdated. With an unmodified version of v0.28.181.40d I was able to channel out the tiles in a murky pool after draining it. Can anyone else try this and confirm? [[User:Forsaken1111|Forsaken1111]] 22:16, 16 October 2008 (EDT)
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== Paved Roads don't do the trick? ==
  
== Refilling ==
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Not sure how the rough roads "seal" a water keeping place bottom but paved roads won't do the same thing right? What I first thought was to build walls on the bottom of a hole with floors covering the entire z level above them that would come in contact with water that would be the bottom of a water holding place... so that the water won't come in contact with floors that can be contaminated though it seems walls could be contaminated too. I don't think I need to line the well with constructed walls too right?
  
I have seen murky pools refilled by rain, sometimes all the way, sometimes partially, sometimes not at all. I believe it has to do with the amount of rain versus the ambient temperature (and therefore evaporation rate). --[[User:Pavlov|Pavlov]] 15:58, 24 October 2008 (EDT)
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here's the design because i wanted to make one. i don't care if it takes long to make it.
:Yeah, pools definitely refill after the rains. I've been using a conveinent murky pool as a flood reservoir for defense.  Every spring, it refills just fine. --[[User:ThunderClaw|ThunderClaw]] 16:02, 24 October 2008 (EDT)
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'''edit''': edit page to view it. there might be a way to make it viewable here but i don't know.
  
:My current fort's on a hot map, so my pools never fill beyond a mix of 1/7 and 2/7 during the rains.  Got a brook, though, so I ignore them anyway.--[[User:Maximus|Maximus]] 17:39, 24 October 2008 (EDT)
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x = constructed floor/constructed wall top
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o = constructed wall
  
== Removing ==
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level 2 (water container bottom)  
Contrary to what the article says, it doesn't seem possible to build a dirt road on pool tiles. Building/removing a paved road works fine though. --[[User:Aykavil|Aykavil]] 14:53, 28 April 2009 (UTC)
 
  
I can confirm that the dirt road will not build on murky pool tiles. A simpler method to reclaim them than a paved road would be nice. Anyone have a one-step method? [[User:Homomorphism|Homomorphism]]
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== Dropping the pool ==
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level 1 (bottom)
  
While channeling out the floor of a murky pool to make a massive resevoir after realising I can't farm on it without a CRAPLOAD of material to pave it, my idiot of a miner dug out all the supporting floor, fell with a huge chunk of pool and broke his leg. While looking at the stuff he dropped, I realised the floor on the z-level that the murky pool fell onto was now a murky pool. Has anyone else done this and found it's a regular occurance, and if so, is this the kind of that should be included in the article..?
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:This does indeed happen with lots of things - if you collapse some aboveground tiles and drop them downwards the grass, trees and shrubs on them are preserved (and I think trees and shrubs will continue to grow on them if they're not trampled by traffic - you can get a tree farm safely underground this way without needing to mess about with tower caps). Whether the murky pool tiles will continue to gather rainwater I'm not sure, but without testing it I'd guess so. [[User:Oddtwang of Dork|Oddtwang of Dork]] 13:11, 29 March 2010 (UTC)
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== "Exploit" ==
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I don't think that the bottom will fall in but...with all that water... Seems I can make a room that's right underwater... I think that makes the room more special... good to create symmetry in pretty fortresses, ponds marking whats under like an engraved room of the deceased... though what reasons would you need to have pure water over someplace if you're not gonna do anything with it. meh.--[[User:Seaneat|Seaneat]] 04:09, 5 August 2008 (EDT)
 
 
"The water will not evaporate, enabling them to hold water over the hot season. Rainwater will not collect in murky pools covered this way. This may be considered an exploit. "
 
Is this actually an exploit? It works exactly how you'd expect it to...
 
:I think the exploit part comes in when it encourages you to suspend the construction of the floors, and not actually create them. Creating the floors to to stop evaporation is sensible, designating floor to be created then stopping it, but still getting the benefit of having floor there, is tricking the game.
 

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