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Editing 40d:Water flow

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The simplest way to see if water is flowing is to watch for it to blink from ~ to ≈ while the game is not paused. Water blinking between ~ and ≈ is flowing, and tiles which flash white indicate the direction in which it is flowing (as they splash against the wall). If you see numbers instead you may want to set SHOW_FLOW_AMOUNTS to NO in your [[init.txt]] file. Alternatively, you can just build a [[water wheel]] and see if it turns, which again is indicated by blinking.
 
The simplest way to see if water is flowing is to watch for it to blink from ~ to ≈ while the game is not paused. Water blinking between ~ and ≈ is flowing, and tiles which flash white indicate the direction in which it is flowing (as they splash against the wall). If you see numbers instead you may want to set SHOW_FLOW_AMOUNTS to NO in your [[init.txt]] file. Alternatively, you can just build a [[water wheel]] and see if it turns, which again is indicated by blinking.
  
It is important to understand with flow that there are two very different things going on at the same time. The first is natural flow from a [[river]] or [[brook]] which traces a path to every tile directly connected to a natural source and sets it to be constantly flowing.
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It is important to understand with flow that there are two very different things going on at the same time. The first is natural flow from a [[river]] or [[brook]] which simply traces a path to every tile tile that is directly connected to the river or brook and declares it to be a flowing tile in some cases very much against all logic.
  
The second is how all fluid mechanics in Dwarf Fortress is handled (including natural flow). In this case any time a unit of water moves from one tile to another, it sets both tiles to be flowing for a short period of time. For a good explanation of how this works you should look at [http://www.bay12games.com/forum/index.php?topic=32453.0 technical explanation by Kanddak] from the Bay12 Forum.
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The second is how all fluid mechanics in DF is handled (including natural flow) where it decides how each tile of water will move on a frame by frame basis. For a good explanation of how this works you should look at [http://www.bay12games.com/forum/index.php?topic=32453.0 technical explanation by Kanddak] from the Bay12 Forum.
  
 
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