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Difference between revisions of "v0.31 Talk:Aquifer"
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:that would be bacause the [aquifer] tag no longer exists in 31.19 --[[Special:Contributions/71.209.205.71|71.209.205.71]] 05:04, 21 February 2011 (UTC) | :that would be bacause the [aquifer] tag no longer exists in 31.19 --[[Special:Contributions/71.209.205.71|71.209.205.71]] 05:04, 21 February 2011 (UTC) | ||
::The [AQUIFER] tag does still exist in 31.19, and in all the same files as in 31.18. Removing the [AQUIFER] tags before generating a world makes it not have any aquifers. Haven't tested the post-generation removal. --[[User:DeMatt|DeMatt]] 07:38, 21 February 2011 (UTC) | ::The [AQUIFER] tag does still exist in 31.19, and in all the same files as in 31.18. Removing the [AQUIFER] tags before generating a world makes it not have any aquifers. Haven't tested the post-generation removal. --[[User:DeMatt|DeMatt]] 07:38, 21 February 2011 (UTC) | ||
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+ | I can confirm that this works. I found the most beautiful place, with the minor problem of having a bit erratic arrangement of aquifer layers, so I went and removed the tags from the layers (Didn't actually touch puddingstone) and when I embarked again the aquifers were gone. --[[User:Egodeus|Egodeus]] 14:45, 10 June 2011 (UTC) | ||
== Draining Method == | == Draining Method == | ||
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Iv tried pumps sucking up but the water seem to come back faster than i can drain it especialy if i make a larger channel size >.> | Iv tried pumps sucking up but the water seem to come back faster than i can drain it especialy if i make a larger channel size >.> | ||
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+ | == Fish == | ||
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+ | Is there any way to convince the fisherdwarves that there are NOT fish in the aquifer without stopping everyone from using it as a super handy water source? [[Special:Contributions/70.231.247.165|70.231.247.165]] 07:14, 2 July 2011 (UTC) | ||
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+ | :Yep, just designate a separate fishing zone somewhere and go the to the orders menu (under o I think) and then under zone orders you can force the fisher dwarves to use the fishing zones, instead of the normal that they only prefer them. (Which in my experience means that they will use the designated zone only when there are no enemies around your entrance to whose loving embrace they can run to.) --[[User:Egodeus|Egodeus]] 12:30, 2 July 2011 (UTC) | ||
+ | ::Oh, didn't know about fishing zones. Still got a ways to go on learning this game I guess... [[Special:Contributions/70.231.247.165|70.231.247.165]] 18:20, 7 July 2011 (UTC) |
Latest revision as of 18:20, 7 July 2011
General Comments[edit]
Just used cave-in method to pierce a single deep aquifer. I assume that constructed layers still don't work, but haven't tested them (otherwise I would have specifically mentioned not to try using constructed walls.)
A weird glitch: the fallen rock morphs to the rock type of the layer it lands to.
- I can confirm this. --Tarran 01:34, 26 April 2010 (UTC)
Of the methods on the old page: looks like the speed and pump methods are still possible, though I was not able to pull them off. I was getting path finding issues where a dwarf thought it was stuck even though there was a clear path, and so was more fun than necessary. --Droid 04:27, 5 April 2010 (UTC)
Modding Method[edit]
I just tried the modding method in 31.04, and it was completely screwed up at several stages. World Gen worked fine. On the region map though, itreplaced all sedimentary layers in the region map w/ just plain "Rock", showed cluster and vein (Native Platinum, Native Gold, Cassiterite, etc) in the region map. On the prepare screen, all of my dwarves turned into cave crocodiles, although setting skills and buying items still worked fine. Finally, on the local map, my dwarves were in fact cave crocodiles, there didn't seem to be any vegetation, and visible rocks on the ground cycle through all material types rapidly, giving them a flashing rainbow appearance.
Can someone else give this a try?
- That would be because you have duplicates. Check your RAWs. --97.103.188.15 01:21, 26 May 2010 (UTC)
I just tried it in 31.10 myself. Genned a new world, and there was no indication of aquifers anywhere, nor any warnings. However, when I got there and started digging out my fortress, I hit one anyway a few z-levels in. Naturally, I'm a bit confused. 70.173.99.39 04:02, 19 July 2010 (UTC)
Heh. I had a similar problem when I simply removed the first [ on [AQUIFER]. The improper tag [SOIL_SAND]AQUIFER] causes the stone bug, at any rate.
I have had trouble with my Aquifer, and i've checked over my RAWs quite a few times. I removed all the right tags, etc, etc, but I don't want to make a brand new directory and lose all the work i've put into this fort already. I'm running out of ideas, and so far, the other methods i've tried just make more Fun.
Added inorganic_stone_mineral.txt to the list of files to find the [AQUIFER] string in, due to Puddingstone. I ran a search for that string across the entire 31.16 raw directory, and it only shows up in inorganic_stone_layer.txt, inorganic_stone_mineral.txt, and inorganic_stone_soil.txt, so we should have all the locations covered now. Davemichels 07:06, 26 November 2010 (UTC)
Modding is even further broken as of 31.19, or at least the version presented for download. A warning message about "Fire Clay" popped up. I presume that the old replacement files make no mention of the new ceramics material. Vivanter 23:19, 20 Febuary 2011 (EST)
- that would be bacause the [aquifer] tag no longer exists in 31.19 --71.209.205.71 05:04, 21 February 2011 (UTC)
- The [AQUIFER] tag does still exist in 31.19, and in all the same files as in 31.18. Removing the [AQUIFER] tags before generating a world makes it not have any aquifers. Haven't tested the post-generation removal. --DeMatt 07:38, 21 February 2011 (UTC)
I can confirm that this works. I found the most beautiful place, with the minor problem of having a bit erratic arrangement of aquifer layers, so I went and removed the tags from the layers (Didn't actually touch puddingstone) and when I embarked again the aquifers were gone. --Egodeus 14:45, 10 June 2011 (UTC)
Draining Method[edit]
I just embarked on a site where a surface river drops several z-levels into a canyon, ending up one z-level below an aquifer level. I decided to try punching through the aquifer by draining a large area into the lake and walling off a stairwell in the drained area. Unfortunately, due to the new channelling designation, I now have six soggy dwarf corpses in the canyon, and a melancholy dwarf trading baleful glares with a couple local harpies. The miners basically just dig a down ramp and then jump down into the flow, they seem to even do this if you play with their digging sides so that they have no reason to path through the channelled square.
I might have had more success if I had dug out a larger area unconnected to the river at first, and then breached the canyon wall with a single dwarven sacrifice, but it really seems as though there's no safe way to alter flows with the new channelling system.
Apologies in advance if I didn't set up this talk discussion edit correctly, I don't really understand witiquette. --Njero 05:58, 9 April 2010 (UTC)
- I recently had a similar problem with the freezing method in which I used channel (I should try again with the up/down stairs recommended and see if that changes anything). Basically, the dwarves channeled out a square and then walked into it before it filled and froze. I rather rapidly ended up with seven Dwarf Popsicles. 98.151.26.202 09:45, 30 June 2010 (UTC)
Cave-in method needs tutorial[edit]
I tried penetrating an aquifier layer using the cave-in method and wound up with a room of 7/7 water filled with chunks of stone. Flow of water into the aquifier layer did not stop, and I was unable to penetrate it. Could someone please through together a diagram showing how to use the cave-in method? The wiki article is not very specific.--208.81.12.34 15:15, 21 April 2010 (UTC)
Cave in method may be broken in the new version of DF because of the ramps. Can anyone confirm? I've tried repeatedly, but cannot get the 3x3 square necessary to burrow deeper. --ReducedToRubble 18:00, May 1st 2010
- The cave in method still works, as ramps are now ignored for holding up a surface so long as the ramp starts on the floor below (to cave in floor -2 dig a channel. If a ramp is left that stats on floor -3, the cave in will still occur.) Kenji 03 11:50, 9 May 2010 (UTC)
I could make a simple tutorial using floor to hold the land before it crumbles. It's really easy, just requires experimenting. --Domenique 09:23, 18 September 2010 (UTC)
Cave-in text is not clear. It says two layers of rock - but isn't the whole point that there isnt any ROCK but only soil? --Immacolata 08:59, 12 April 2011 (UTC)
I made a little graphic tutorial for this. --Met 19:33, 12 April 2011 (UTC)
pump method[edit]
I added a section for the method where you just pump the water back into the aquifer and smooth the edges. I'm surprised it wasn't there already since its the only way that works everywhere. May need formating/work/links/etc. -- [o_O]WTFace (from the forums)
Sombody should make a youtube video how to get trough a aqualayer >.>[edit]
Iv tried pumps sucking up but the water seem to come back faster than i can drain it especialy if i make a larger channel size >.>
Fish[edit]
Is there any way to convince the fisherdwarves that there are NOT fish in the aquifer without stopping everyone from using it as a super handy water source? 70.231.247.165 07:14, 2 July 2011 (UTC)
- Yep, just designate a separate fishing zone somewhere and go the to the orders menu (under o I think) and then under zone orders you can force the fisher dwarves to use the fishing zones, instead of the normal that they only prefer them. (Which in my experience means that they will use the designated zone only when there are no enemies around your entrance to whose loving embrace they can run to.) --Egodeus 12:30, 2 July 2011 (UTC)
- Oh, didn't know about fishing zones. Still got a ways to go on learning this game I guess... 70.231.247.165 18:20, 7 July 2011 (UTC)