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Difference between revisions of "40d Talk:Aquifer"
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::Rumours on the ofurms are that ore squares don't generate water, so if you can find enough in one place you can dig through them. I don't know if this is accurate. --[[User:Lacero|Lacero]] 05:46, 8 November 2007 (EST) | ::Rumours on the ofurms are that ore squares don't generate water, so if you can find enough in one place you can dig through them. I don't know if this is accurate. --[[User:Lacero|Lacero]] 05:46, 8 November 2007 (EST) | ||
+ | |||
+ | ==Cave-In Method== | ||
+ | |||
+ | So I read that a cave-in would make the aquifier mineable... Has this changed recently? I setup a cave-in as follows and the water's still flooding. Did I do it wrong? | ||
+ | <pre> | ||
+ | Legend: | ||
+ | # Natural Wall | ||
+ | . Natural Floor | ||
+ | > Stairs Down | ||
+ | < Stairs Up | ||
+ | ~ Water | ||
+ | _ Channel with water beneath | ||
+ | |||
+ | Aquifier level: | ||
+ | |||
+ | ####### | ||
+ | #~~~~~# | ||
+ | #~~~~~# | ||
+ | #~~~~~# | ||
+ | #~~~~~# | ||
+ | #~~~~~# | ||
+ | #~~~~~# | ||
+ | #~~~~## | ||
+ | ##<<<# | ||
+ | ##### | ||
+ | |||
+ | Aquifier +1: | ||
+ | |||
+ | ####### | ||
+ | #_____# | ||
+ | #_____# | ||
+ | #_____# | ||
+ | #_____# | ||
+ | #_____# | ||
+ | #_____# | ||
+ | #____<# | ||
+ | ##>>>## | ||
+ | |||
+ | Aquifier +2: | ||
+ | |||
+ | ####### | ||
+ | #_____# | ||
+ | #_..._# | ||
+ | #_..._# | ||
+ | #_..._# | ||
+ | #_..._# | ||
+ | #_...*# | ||
+ | #____># | ||
+ | ####### | ||
+ | |||
+ | I then dug out the * tile and caused the cave-in. The aquifier water is still all at 7 depth, | ||
+ | even after Bilging (having dwarves fill a pond elsewhere with the water from here) | ||
+ | was I supposed to hit the walls of the Aquifier level with the cave-in?</pre> --[[User:CrushU|CrushU]] 10:57, 12 March 2008 (EDT) | ||
== Related threads == | == Related threads == |
Revision as of 14:57, 12 March 2008
Toady mentioned somewhere that, at the moment, only subterrainian water sources can grow towercaps. He then explicitly mentioned underground rivers and lakes, but would an aquifer work as well? If so, given the scarcity of underground water sources, this would provide another bonus to having an aquifer.Thexor 20:10, 31 October 2007 (EDT)
- I don't believe they count. AFAIK, it applies only to standing water. --JT
My plan for dealing with an aquifer
The DF Map Archive has never worked for me, so I was unable to make use of the link to the example. Also, I was playing on a map entirely covered in a layer of aquifer, so I couldn't mine any stone for mechanism purposes. Fortunately, I had tons and tons of wood (if you're gonna be on an aquifer map, you might as well get a heavily forested one) I discovered that because of the way mechanical buildings are handled, you can use a pump as a pretty reasonable surrogate for gear assemblies - and currently, you don't need stone to make pumps, because wood blocks can be used in place of stone blocks.
So, here's how I dealt with the aquifer:
Legend: | ^,V,<-,->: Pumps, oriented to pump from dash to "arrow" point for clarity | w: water-filled channel >: down stairway <: up stairway X: up/down stairway =,ǁ: horizontal axles #: normal walls *: banks of waterwheels (with channels dug under them, of course. Build the horizontal axle first so they'll hang off it) A note: the amount of effort it takes to wall off a square with this method is pretty much constant with regard to size, which means that it's better to build a great big aquifer-free area and not need most of it than to build a small one and realize you're gonna have to expand it. Also, great big ridiculous projects are more fun! So, to build one wall of the new floor (I ended up doing both parallel walls at the same time): ########################## #.wwww>..................# #.w<-ww->w...............# #.w<-ww->w...............# #.w<-ww->w...............# #.w<-ww->w...............# .... repeat until you will be clearing out enough space. #.w<-ww->w...............# #.w<-ww->w...............# #.w<-ww->w...............# #.wǁ..>ǁ.................# The O-SHID (Occupational Safety and Health Inspection Dwarf) #.wǁ...ǁ.................# <== requires that these axles be built last in order to #.wǁ...ǁ.................# <== minimize death by drowning, accidental flooding of the fortress, #.wǁ...ǁ.................# and carp-related incidents. #.wǁ...ǁ.................# #.w^===^==============^..# #.w|...|..............|..# #.wǁ..................ǁ..# <== These axles are a bit important. I didn't use them once #.***wwwwwwwwwwwwwwww***.# but had north-facing pumps, and nearly flooded the excavation room. #.***................***.# Also, they're what keeps the waterwheel from collapsing #.***................***.# #.***................***.# ########################## You can easily add more waterwheels to the south if you need moar powah. If they haven't started yet, you can prime the waterwheels by running one of the pumps manually for a few seconds. Going from left to right (again, I did the two parallel walls here simultaneously): ########################## #........................# #..wwwwwwwwwwwwwwwwwwwww.# #..^^^^^^^^^^^^^^^^^^^^^.# #..|||||||||||||||||||||.# #.>ǁwwwwwwwwwwwwwwwwwwww.# #.wǁwwwwwwwwwwwwwwwwwwww.# #.w|||||||||||||||||||||.# #.wvvvvvvvvvvvvvvvvvvvvv.# #.wǁwwwwwwwwwwwwwwwwwww..# <= Even though you can't see it (not even in-game!) #.wǁ.....................# there's channels under the axle here and above. #.wǁ.....................# They're fine just hanging out as long as they're #.wǁ.....................# between two mechanisms #.wǁ.....................# #.w^===^==============^..# #.w|...|..............|..# #.wǁ..................ǁ..# #.***wwwwwwwwwwwwwwww***.# #.***................***.# #.***................***.# #.***................***.# ########################## Note that when you rotate 90 degrees and start working on the new walls, you'll almost certainly have to re-floor some aquifer channels. You'll want to make the inside of the pumped out area look like this: ### ##<# #++# #+X# #+.# #+.# #+.# #+.# #+.# #+.# #+X# #++# ##<# ### Which means queue up the up/down stairways and the walls on the left side first, then the two walls on the right. Water can flow through corners, but dwarves can't build through that tight gap. You put in two stairways, one near each end, so that when you rotate 90 degrees and do it again in the other direction you'll have a stairway pre-built. The main benefit of this two-pump system is that, in my experience, it minimizes the amount of micromanagement you'll be doing. I found that I only had to unsuspend each wall (that is, the entire thing, not individual segments) four or five times before it was done, with the most egregious bits being the end walls (which is understandable, they've got an unpumped area next to them). It does leak a very little bit; you should expect splatterings of 1 and 2 depth water all over the place. If you see anything deeper over a non-channel square, something's sprung a leak and it's time to call in the O-SHID and shut everything down. Note that your re-walling dwarves will be quite happy most of the time, what with all the mist they'll be walking through constantly. Once you've got a square bit of area blocked off, you'll have to shift a bank of pumps back one square, dig out all the remaining aquifer tiles in the center, and pump out the remaining water. Then dig downward and hope you don't have to do this again!
Anyway, I hope this is useful. I didn't put it this on the main article because it's like four AM here. Tacroy 07:33, 14 December 2007 (EST)
notes from nov1 version
this is a cleaned-up chat log from #bay12games on Nov 01 11:07 (PST). Pasting it here until the information works its way in to the wiki page.
<sinoth> VeryInky: you seem to be the aquifer expert. have you found a way to get around them without magma?
<VeryInky> Pumps. But pumps require stone. If you have access to stone, the aquifer shouldn't be that much of a problem. The key draining the aquifer square, then building floodgate.
<sinoth> so the aquifer has a finite amount of water in it, unlike brooks and rivers?
<VeryInky> Unlimited. It's an infinite water source. It's been sort of fixed in the new version, so getting past the aquifer is much easier.
<sinoth> what changed to make it easier? don't see it on the dev_notes
<VeryInky> Non dirt squares no longer automatically refill. IN other words, it's now possible to make a wall and block the aquifer. So you can build deeper; wasn't possible before.
<sinoth> ah ok, thanks much :)
<VeryInky> It's none the less MUCH easier with magma. Dig channels until you reach the aquifer, then divert magma into it. It turns into solid obsidian and you can just continue on.
<sinoth> i wasn't aware you could build pumps solely with stone. don't you need the screw thing, made out of metal or wood?
<VeryInky> Requires a stone, but you can make the screw and pipes out of wood. The problem is getting that stone. A stone.
Unmarked Aquifer?
Is it possible to have an aquifer if it was not listed on the pick an area screen? Normally if you are going to enter an area with an aquifer, I have noticed that it shows you with a band of blue at the level that it is located, and the game asks if you are sure you want to settle there. In my case, there was no aquifer listed, and I received no warning, but I cannot go below a layer of yellow sand without hitting Damp Stone (actually it is Damp Loam)
The map does have a river, do you get Aquifer with a river automatically?
- You only get information on the square that your local area is centered on. Thus you can have an aquifer on part of the map without it being listed. --Ikkonoishi 21:12, 6 November 2007 (EST)
- Yeah, I had a section of chalk containing an unmarked aquifer in a mostly igneous area.. luckily I was able to just dig around it. Anydwarf 01:57, 8 November 2007 (EST)
Stone method
Some maps have an aquifer that doesn't span all of the map's biomes, in which case the aquifer is easy to avoid by paying attention to where the different biomes are situated. Is that what this section is referring to, or can there really be "holes" in an aquifer? --Peristarkawan 02:46, 3 November 2007 (EDT)
- I have found rock pockets in an aquifer that were dry. They are rare and hard to find, when they are there at all. Geekwad 17:05, 6 November 2007 (EST)
- Rumours on the ofurms are that ore squares don't generate water, so if you can find enough in one place you can dig through them. I don't know if this is accurate. --Lacero 05:46, 8 November 2007 (EST)
Cave-In Method
So I read that a cave-in would make the aquifier mineable... Has this changed recently? I setup a cave-in as follows and the water's still flooding. Did I do it wrong?
Legend: # Natural Wall . Natural Floor > Stairs Down < Stairs Up ~ Water _ Channel with water beneath Aquifier level: ####### #~~~~~# #~~~~~# #~~~~~# #~~~~~# #~~~~~# #~~~~~# #~~~~## ##<<<# ##### Aquifier +1: ####### #_____# #_____# #_____# #_____# #_____# #_____# #____<# ##>>>## Aquifier +2: ####### #_____# #_..._# #_..._# #_..._# #_..._# #_...*# #____># ####### I then dug out the * tile and caused the cave-in. The aquifier water is still all at 7 depth, even after Bilging (having dwarves fill a pond elsewhere with the water from here) was I supposed to hit the walls of the Aquifier level with the cave-in?
--CrushU 10:57, 12 March 2008 (EDT)
Related threads
More threads on aquifers: