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Difference between revisions of "40d:Mist"
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− | Mist is created by | + | Mist is created by {{L|water}} falling from one {{L|Z-level}} to another. Walking through it generates a happy thought for a dwarf.<br> |
− | Do not confuse with | + | Do not confuse with {{L|magma mist}}, which does ''not'' create a happy thought for the dwarf, but it can lead to a great amount of {{L|fun}}! |
==Generating Mist== | ==Generating Mist== | ||
− | AncientEnemy [http://www.bay12games.com/forum/index.php?topic=34407.0] devised a convenient way to generate mist. This method relies on the fact that | + | AncientEnemy [http://www.bay12games.com/forum/index.php?topic=34407.0] devised a convenient way to generate mist. This method relies on the fact that {{L|screwpump|screwpumps}} pump {{L|water}} faster than water spreads out.[[Image:newmist.jpg|thumb|An example of a simple mist generator.]] Simply put, water is dropped from the floor above and then immediately sucked up by the next pump.<br><br> |
*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 | + | *The walls in the corner of the z=0 level are unnecessary if you instead create a {{L|Pond}} zone in one of the z=1 corner squares. |
− | *The | + | *The {{L|statue}}s 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 {{L|Water#Water_depth|water}} (which dwarfs don't mind). |
*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> | ||
A movie [http://mkv25.net/dfma/movie-1292-ubermistgenerator] best illustrates the operation. | A movie [http://mkv25.net/dfma/movie-1292-ubermistgenerator] best illustrates the operation. | ||
For [[fun]], this same configuration can be used with [[magma]] [http://mkv25.net/dfma/movie-1303-crispyorc] as long as magma safe {{L|Screw pump|screwpump}}s are used. | For [[fun]], this same configuration can be used with [[magma]] [http://mkv25.net/dfma/movie-1303-crispyorc] as long as magma safe {{L|Screw pump|screwpump}}s are used. | ||
− | Another technique, should you have a | + | Another technique, should you have a {{L|brook}} or {{L|river}} and a {{L|chasm}} on the same map, is to build an arrangement so that the water is pumped from the river to the chosen location, falls through a three-story hole in the floor, and then follows a path along to the chasm. The two stories between the collection area and the chosen mist area seem to prevent {{L|water pressure}} from causing a flood, and with the {{L|chasm}} being bottomless and the {{L|river}}/{{L|brook}} providing infinite water, there is no danger of running out of either capacity or water, unless the map freezes. |
<br> | <br> | ||
<br> | <br> |
Revision as of 16:47, 12 April 2010
This article is about an older version of DF. |
Mist is created by Template:L falling from one Template:L to another. Walking through it generates a happy thought for a dwarf.
Do not confuse with Template:L, which does not create a happy thought for the dwarf, but it can lead to a great amount of Template:L!
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.
Simply put, water is dropped from the floor above and then immediately sucked up by the next pump.
- 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 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 Template:L (which don't get muddy) where the statues are, and only fill the pond to 2/7 Template:L (which dwarfs don't mind).
- 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).
A movie [2] best illustrates the operation. For fun, this same configuration can be used with magma [3] as long as magma safe Template:Ls are used.
Another technique, should you have a Template:L or Template:L and a Template:L on the same map, is to build an arrangement so that the water is pumped from the river to the chosen location, falls through a three-story hole in the floor, and then follows a path along to the chasm. The two stories between the collection area and the chosen mist area seem to prevent Template:L from causing a flood, and with the Template:L being bottomless and the Template:L/Template:L providing infinite water, there is no danger of running out of either capacity or water, unless the map freezes.