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Difference between revisions of "40d Talk:Waterfall"
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I think this article is doing a disservice. The wiki certainly does mention engineering methods and tips in many places (such as the excellent screwpump article.) It might be warranted noting things like what causes the happiness, for example - do you need to engineer it so that they merely see it, or must they walk through the mist? If the latter, is there a risk of flooding your fortress by building rooms exposed to the interior of an outdoor waterfall, and so on. The article as written is a bit barren. [[User:Lastofthelight|Lastofthelight]] 04:12, 11 January 2009 (EST) | I think this article is doing a disservice. The wiki certainly does mention engineering methods and tips in many places (such as the excellent screwpump article.) It might be warranted noting things like what causes the happiness, for example - do you need to engineer it so that they merely see it, or must they walk through the mist? If the latter, is there a risk of flooding your fortress by building rooms exposed to the interior of an outdoor waterfall, and so on. The article as written is a bit barren. [[User:Lastofthelight|Lastofthelight]] 04:12, 11 January 2009 (EST) | ||
− | + | ===water splashing/spreading=== | |
− | Also, my "divert an infinite water source through my dining hall" really sounds like [[fun]]... I still don't know a good way for my channel to get the water off the map. I'd like to not flood the entire lowlands, where all my trees are. Right now my channel goes to within a square of the map edge, but can't dig out that last bit, and I can't put constructions nearer than ~10 squares to the edge, so no pumping it out. Any thoughts? --[[User:Freshyq314|Freshyq314]] | + | I just opened a floodgate to a river that drops the water through the ceiling of my dining hall and into a 1 z-level deep channel in the middle of the room, which then goes into a tunnel then a channel outside. the channel was 1x3 with ramps around it, but the water still appeared to splash out...I have 1/7 water over half the dining hall. Is the assertion about water falling straight down correct in the article? the channel is not full--I'm pretty sure it didn't hit 7/7 at all. The water is flowing very fast, so is it possible the water plummeting through my dining hall is spreading out because it is briefly 3/7 or something in mid air? --[[User:Freshyq314|Freshyq314]] 23:29, 4 February 2009 (EST) |
+ | |||
+ | Also, my "divert an infinite water source through my dining hall" really sounds like [[fun]]... I still don't know a good way for my channel to get the water off the map. I'd like to not flood the entire lowlands, where all my trees are. Right now my channel goes to within a square of the map edge, but can't dig out that last bit, and I can't put constructions nearer than ~10 squares to the edge, so no pumping it out. Any thoughts? --[[User:Freshyq314|Freshyq314]] 23:29, 4 February 2009 (EST) |
Revision as of 04:29, 5 February 2009
"You can engineer an indoor waterfall to take advantage of the happiness it causes. You need three z-levels to do this. On the bottom is the reservoir of water. The middle layer is the screw pump and the meeting hall where your dwarves will gather to enjoy the mist. On top is a narrow corridor that connects the pump chamber to the hole though the ceiling of the meeting hall. Under this hole is a grate that connects to the reservoir."
Wouldn't you need two screw pumps? --Gairabad 19:54, 28 November 2008 (EST)
- You do. Since there are a whole lot more ways to engineer an indoor waterfall, and since this wiki generally tries to avoid telling players what exactly to build, I'll rewrite that. --Savok 20:39, 28 November 2008 (EST)
Engingeering Methods
I think this article is doing a disservice. The wiki certainly does mention engineering methods and tips in many places (such as the excellent screwpump article.) It might be warranted noting things like what causes the happiness, for example - do you need to engineer it so that they merely see it, or must they walk through the mist? If the latter, is there a risk of flooding your fortress by building rooms exposed to the interior of an outdoor waterfall, and so on. The article as written is a bit barren. Lastofthelight 04:12, 11 January 2009 (EST)
water splashing/spreading
I just opened a floodgate to a river that drops the water through the ceiling of my dining hall and into a 1 z-level deep channel in the middle of the room, which then goes into a tunnel then a channel outside. the channel was 1x3 with ramps around it, but the water still appeared to splash out...I have 1/7 water over half the dining hall. Is the assertion about water falling straight down correct in the article? the channel is not full--I'm pretty sure it didn't hit 7/7 at all. The water is flowing very fast, so is it possible the water plummeting through my dining hall is spreading out because it is briefly 3/7 or something in mid air? --Freshyq314 23:29, 4 February 2009 (EST)
Also, my "divert an infinite water source through my dining hall" really sounds like fun... I still don't know a good way for my channel to get the water off the map. I'd like to not flood the entire lowlands, where all my trees are. Right now my channel goes to within a square of the map edge, but can't dig out that last bit, and I can't put constructions nearer than ~10 squares to the edge, so no pumping it out. Any thoughts? --Freshyq314 23:29, 4 February 2009 (EST)