v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "v0.31:Mist"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(statues DO get muddy in version 0.31.xx)
Line 7: Line 7:
 
*When built underground, evaporation is nonexistent. ''(Above ground may still suffer heat evaporation, depending on temperature.)''  
 
*When built underground, evaporation is nonexistent. ''(Above ground may still suffer heat evaporation, depending on temperature.)''  
 
*The walls in the corner of the z=0 level are unnecessary if you instead create a {{l|Pond|Pond}} zone in one of the z=1 corner squares.
 
*The walls in the corner of the z=0 level are unnecessary if you instead create a {{l|Pond|Pond}} zone in one of the z=1 corner squares.
*The {{l|statue|statues}} in the z=0 level serve two purposes.  First, they prevent dwarfs from standing under the water, which would cause job cancellation spam.  The second reason is that statues don't get muddy, so you don't have perpetual muddy spots. An alternative to statues is to build {{l|road|paved roads}} (which don't get muddy) where the statues are, and only fill the pond to 2/7 with water. (which dwarfs don't mind).
+
*The {{l|statue}}s in the z=0 level serve to prevent dwarfs from standing under the water, which would cause job cancellation spam (and spread contaminants all over the room).
 
*This system is generally only capable of maintaining a single 7/7 square of water, due to the way water descends z-levels. Any additional water put into the system will quickly overflow into the pump chamber (z=1).<br>
 
*This system is generally only capable of maintaining a single 7/7 square of water, due to the way water descends z-levels. Any additional water put into the system will quickly overflow into the pump chamber (z=1).<br>
 
*The z=-1 layer can also be identical to the z=0 level. Mist will also be generated there.  Because the water never touches the floor there, you don't have to worry about muddy tiles
 
*The z=-1 layer can also be identical to the z=0 level. Mist will also be generated there.  Because the water never touches the floor there, you don't have to worry about muddy tiles

Revision as of 15:29, 28 April 2011

This article is about an older version of DF.

Mist is created by Template:L falling from one Template:L to another. The mist will not appear on the top level (from which the water drops), but should appear on all levels beneath that, down to wherever the water finally lands. Walking through mist generates a happy Template:L for a dwarf.

Generating Mist

AncientEnemy [1] devised a convenient way to generate mist. This method relies on the fact that Template:L pump Template:L faster than water spreads out.

An example of a simple mist generator.

Simply put, screw pumps are daisy chained (output to input) in a circle and then water is added to the system. Once water is dropped from the floor above it is immediately sucked up by the next pump, but since there is falling water, mist is generated. Ahh, lovely waterfalls!

  • Animals wanting to clean themselves will see the water and go to clean themselves in it. Then it will disappear, as it is pumped around. This will generating a messages about the water source disappearing, and can result in spam.
  • When built underground, evaporation is nonexistent. (Above ground may still suffer heat evaporation, depending on temperature.)
  • The walls in the corner of the z=0 level are unnecessary if you instead create a Template:L zone in one of the z=1 corner squares.
  • The Template:Ls in the z=0 level serve to prevent dwarfs from standing under the water, which would cause job cancellation spam (and spread contaminants all over the room).
  • This system is generally only capable of maintaining a single 7/7 square of water, due to the way water descends z-levels. Any additional water put into the system will quickly overflow into the pump chamber (z=1).
  • The z=-1 layer can also be identical to the z=0 level. Mist will also be generated there. Because the water never touches the floor there, you don't have to worry about muddy tiles

A movie [2] best illustrates the operation. For Template:L, this same configuration can be used with Template:L [3] as long as magma safe Template:Ls are used.