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Difference between revisions of "v0.31 Talk:Water"
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The setup is two pools separated by a wall, which are channeled below them, without a wall separating them. Filling one should raise the water level in the other. | The setup is two pools separated by a wall, which are channeled below them, without a wall separating them. Filling one should raise the water level in the other. | ||
The profile is like this: | The profile is like this: | ||
− | <pre>Level Z: ====# # | + | <pre>Level Z: ====# # |
− | Level Z-1: #=======# | + | Level Z-1: #=======# |
− | Level Z-2: ######### | + | Level Z-2: ######### |
</pre> | </pre> | ||
− | The right part in level Z should have water. | + | The right part in level Z should have water too. |
+ | [[Special:Contributions/89.141.113.238|89.141.113.238]] 20:00, 17 November 2010 (UTC) |
Revision as of 20:04, 17 November 2010
Water as cushioning
Tried dropping various creatures in various places in arena mode. Everything survives 1z drops unharmed. 2z is damaging. 3z is more often than not lethal. Water appears to cushion falls. I dropped things from the top of the arena into the 3z deep end of the water and they weren't injured at all, though they quickly drowned due to not being swimmers. Also tried dropping people in 3z of magma. Magma seems to provide less cushioning than water. And then they burn. Suggest making irrationally large (200-300z or so) drops into various depths of water to test cushioning effect. Rkyeun 04:44, 5 April 2010 (UTC)
- It's worth noting that layers of water in previous versions did not cushion your fall so much as the depth of the water didn't increase it. I.e. the drop damage was calculated by the amount of air you fell through. Is that a possibility here? --Eagle0600 05:24, 5 April 2010 (UTC)
- This appears to be actual cushioning. Creatures fell 5-6z before hitting the water and falling another 3z. If the water simply didn't count, they'd have splatted as normal for a 6z fall. Instead they were unharmed and seemingly unaware that they should swim to safety. Or merely unable to. Rkyeun 16:41, 31 May 2010 (UTC)
Contamination
I've built a very large reservoir (currently 30x25x4 approx) on some ground that had mountain goat blood on it. There is also a small amount of mountain goat and dwarf blood on the area around the reservoir. On overflowing the reservoir (which is fed from the top by a "clean" source), I get blood EVERYWHERE the water flows, seemingly on evaporation of the water. There's now far more blood spread around than the creatures had originally... anyone seen similar? --Nimblewright 21:21, 8 April 2010 (UTC)
- I did some arena tests with blood and water. apparently adding a 7/7 tile of water on top of a pool of blood creates more pools of blood which are pushed out to the edges of the water as it moves. This behavior may be a bug. There is an open ticket about the subject on the bug tracker here with my full results. http://www.bay12games.com/dwarves/mantisbt/view.php?id=296 - Doctorzuber 01:31, 9 April 2010 (UTC)
- This appears to be fixed in 31.16 GhostDwemer 00:05, 4 November 2010 (UTC)
Verifications of old behavior
- U-bend test from a river fills to z-1 as expected
- U-bend test from a murky pool fills to z-1 as expected
- channeling directly from a river temporarily has no flow, but soon becomes naturally flowing as expected
- screw pump to a dead end one level above a river generates natural flow as expected
- Diagonal connections neutralize water pressure as expected
- Diagonal connections do not prevent the spread of flow as expected
- Reactor#3 built as a perpetual motion test -- behaves as expected
- some flow artifacts at the bottom of both U-bends -- this was always a bit quirky, but should run more tests
- screw pump from a murky pool in a 1x18 channel which doubles back to the murky pond generates reliable flow -- possible change in flow mechanics
- Screw pump from z-2 one level below the river, pushing into a 1x100 channel generates flow only near the end of the channel where the water is still filling. Behaves as expected, the previous test appears to be a fluke.
I'm running through a battery of tests here, I will update this with my results. The one surprise so far is the murky pool test. In 40d a similar test would quickly become saturated with 7/7 water and only indicate flow at the end of the channel. need to test that more to make sure this isn't a fluke. I will continue to update this as I verify more things. Once I have a bit more information I'll start updating the water pages. Doctorzuber 01:26, 9 April 2010 (UTC)
- Ran a new variation of the long channel flow test using a level drop this time to break the natural flow effect from the river. This time I got the expected result of many tiles of still water with a small amount of flowing water near the end of the channel where it had not yet filled. This does however mean I'm using pressurized water this time which might be worth a bit more investigation. This also demonstrates the simplest form of water teleportation which is what is believed to be why flow of this nature fails to appear. Doctorzuber 19:53, 10 April 2010 (UTC)
Springs?
Reading this article mentions that water can come from springs... and it's linked. I hadn't heard of this before, so I followed the link and it redirected to Calendar; it meant springtime. I removed the link for now, but do water-springs occur? Someone who knows either remove the term in this article or work on the Spring page. --Waladil 04:33, 8 June 2010 (UTC)
- "Springs" probably refers to mountain brooks. At the head of each brook, there is a spidery section of water, and at the end of each "finger" of water there is a "river source" tile that can be viewed with k. These are infinite sources of water, and probably what the article refers to.JohnnyMadhouse 04:43, 8 June 2010 (UTC)
- the source of many rivers is a spring, it's a weird spidery looking thing that is a direct source of water. They can sometimes be found on open plains. They are often found deep in the mountains. If you have one in your embark map, they have some odd properties as discussed in the wiki. They will have a number of tiles that are treated as water sources, which will constantly and rapidly refill to 7/7 water providing and endless supply of water. a collapse above these tiles will break this effect. This is different from the much more common behavior of off map water sources where you have and edge of map tile that will constantly refill. Edge of map tiles cannot be destroyed. --Doctorzuber 15:41, 10 June 2010 (UTC)
- Well thanks for the answer... someone might want to make a Spring(Water) page as opposed to the Spring(Season) page... Either one of you guys prolly could... I don't have any firsthand knowledge, so I prolly shouldn't. --Waladil 00:48, 11 June 2010 (UTC)
- the source of many rivers is a spring, it's a weird spidery looking thing that is a direct source of water. They can sometimes be found on open plains. They are often found deep in the mountains. If you have one in your embark map, they have some odd properties as discussed in the wiki. They will have a number of tiles that are treated as water sources, which will constantly and rapidly refill to 7/7 water providing and endless supply of water. a collapse above these tiles will break this effect. This is different from the much more common behavior of off map water sources where you have and edge of map tile that will constantly refill. Edge of map tiles cannot be destroyed. --Doctorzuber 15:41, 10 June 2010 (UTC)
fortifications on map edge to drain fluid away
They say you can designate fortifications on edge tiles to drain fluid off the map. --TomiTapio 13:44, 15 July 2010 (UTC)
- You can't dig out an edge tile. If there is solid ground there it is there to stay. Just to double-check I even tried to carve fortifications out of an edge tile. as expected, it doesn't work. You can smooth and engrave the wall if you so wish but cannot otherwise remove or alter it. However in underground complexes it is common to have open spaces at the edge of map. In this case you can choose to place walls (or fortifications) right up at the edge of the map. On the surface of the world where caravans travel, you may not place any structures within 5 tiles of the edge. --Doctorzuber 17:37, 15 July 2010 (UTC)
- Actually, I've done the fortification trick. If you smooth the edge wall, you can carve fortifications in it and use it to drain an infinite amount of water/magma. 64.255.180.84 16:16, 9 August 2010 (UTC)
- Even in version 0.31? It's well known that this was possible in 40d (though only with water), but some things have changed since then. --Quietust 16:53, 9 August 2010 (UTC)
- Smoothing it first you say? I'll have to verify that later, if true that's useful to know. --Doctorzuber 01:16, 10 August 2010 (UTC)
- Works fine, if you do this to a wall at waterlevel in a cavern near a part of the edge that generates water you can create real easy power supplies.--MLegion 09:24, 10 August 2010 (UTC)
- Smoothing it first you say? I'll have to verify that later, if true that's useful to know. --Doctorzuber 01:16, 10 August 2010 (UTC)
- Even in version 0.31? It's well known that this was possible in 40d (though only with water), but some things have changed since then. --Quietust 16:53, 9 August 2010 (UTC)
- Actually, I've done the fortification trick. If you smooth the edge wall, you can carve fortifications in it and use it to drain an infinite amount of water/magma. 64.255.180.84 16:16, 9 August 2010 (UTC)
Freezing documentation?
Source water that freezes in colder months won't freeze if piped to an underground area. Rather, the source will freeze, but the water already underground won't become ice. I made an elaborate magma heating system, only to realize that it actually wasn't needed.
Communicating vessels don't work
I've tested it with a very simple two z layers setup (see below), and it doesn't seem to work. I think this should be a bug. Because it provides many interesting engineering and opportunities for fun.
The setup is two pools separated by a wall, which are channeled below them, without a wall separating them. Filling one should raise the water level in the other. The profile is like this:
Level Z: ====# # Level Z-1: #=======# Level Z-2: #########
The right part in level Z should have water too. 89.141.113.238 20:00, 17 November 2010 (UTC)