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.

Editing 40d:Water flow

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 81: Line 81:
 
With a screw pump it will try to move every single unit of water from the source tile every frame. In this case it is moving 2/7 water. The obvious place to move it is directly to the output tile. However this is at 7/7 and cannot be filled. So the water traces a path forward until it finds the five. Once it does so it puts the 2/7 into the five making it 7/7 and in doing so generates flow both on the tile the 2/7 comes from, and on the 5/7 that it moved into. However the 2/7 was also removed and a 0/7 has no observable flow. The net result of all this is that one tile will now be blinking with flow.
 
With a screw pump it will try to move every single unit of water from the source tile every frame. In this case it is moving 2/7 water. The obvious place to move it is directly to the output tile. However this is at 7/7 and cannot be filled. So the water traces a path forward until it finds the five. Once it does so it puts the 2/7 into the five making it 7/7 and in doing so generates flow both on the tile the 2/7 comes from, and on the 5/7 that it moved into. However the 2/7 was also removed and a 0/7 has no observable flow. The net result of all this is that one tile will now be blinking with flow.
  
At each frame, a similar test is done against every single tile of water in the game, each of them trying to move down, to the side, and then up. At each step if it fails to move in the desired direction it will then check to see if it can teleport to a distant tile instead. {{Verify}}
+
At each frame, a similar test is done against every single tile of water in the game, each of them trying to move down, to the side, and then up. At each step if it fails to move in the desired direction it will then check to see if it can teleport to a distant tile instead.
  
 
====Creating permanent artificial flow====
 
====Creating permanent artificial flow====

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)