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.

40d Talk:Mist

From Dwarf Fortress Wiki
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.

This page is for the discussion of the Mist article.

Falling Mist?

I don't have any place to build my own waterfall, so if anyone knows... Is the mist generated by the falling or by the landing water? I.e. if it falls sevel levels down, will the mist be generated on every level, or only at the bottom?--Dorten 00:07, 14 January 2008 (EST)

Falling water generates mist, afaik. (Be warned, falling magma generates magma mist, which is deadly!) GreyMario 15:01, 14 January 2008 (EST)
You seem to have experimented a bit with magma mist, greymario. Could you help expand the article? VengefulDonut 19:35, 14 January 2008 (EST)
Or, well, last I heard it was deadly, anyway. I haven't needed to make lava waterfalls yet, thank god. --GreyMario 16:08, 23 April 2008 (EDT)
I realize I'm a year late to this party, but for those that might have a similar question, falling water will not generate mist unless you have a grate in place, from what I know. I've experimented with many modular combination waterfall-perpetual motion-well-resevoir designs, and all of them required the grates for mist to occur and generate happy thoughts. --Hilscher 21:10, 1 May 2009 (UTC)

Lava Mist

I just started to divert a river into a volcano (magma vent) and every now and then theres a cave in. When that happens, a column of 'Lava Mist' is created... what is this? --mabmoro 21:42, 12 August 2008 (EDT)

This is the mist generated as the new 'natural wall' of magma/lava that has been created by the reaction between water and magma falls through other areas of lava, just as if a floor where dropped on the lava.

--Haydosss 17:08 21 Mar 2010

How much mist?

How much mist is generated from falling/splashing water? This seems to be one of those things that either everyone knows and so it's assumed, or nobody knows and never bother to ask. The closest I've been able to get to a real answer is "a column." --Aethios 07:32, 23 March 2009 (UTC)

AncientEnemy's mist generator

The design from this thread ought to be included on this page under a "Generating Mist" heading. I may do it myself if I get around to it, but there's the link if someone else wants to try it. --FunkyWaltDogg 13:46, 28 April 2009 (UTC)

I still can't visualize the construction of the version with no retaining wall. Suggest an image of it, or both, in the official tile set. --Nightwind 03:03, 1 May 2009 (UTC)
It is rather difficult to imagine, and I agree that a official tile set image would be nice. Let me see if I can explain it better and then perhaps someone can fix it! I'm not sure how to set it up with the tile set, but perhaps I'll figure it out.
Only the z=1 level layout is important. The pumps need to be setup for clockwise or counterclockwise operation and one of the "hole" squares has a place for water to sit at the z=0 level. As the article says, on this z=1 level, designate the hole with ground under it as a pond. The dwarfs will attempt to fill it up using buckets (see pond). After the first bucket, the water in the square is at a level of 1/7. At this level, the water doesn't spread out but also no water is picked up by the pump as it needs 2/7. But, just as the second dwarf adds water to make it 2/7, the pump picks it up and then the cycle is started. Meaning the water is now looping around from pump to pump. Say another dwarf adds more to the same square. Then the water will be at 1/7 so it will not get picked or expand like before. However, when the water that is already looping in the loop hits that square, the two combine. Then the water is 3/7, so the 3/7 water now starts cycling around. I think after you get to 7/7, the water starts to "spill" in the z=1 level, but I've not done it. I have found that 2/7 water generates enough mist, so I don't bother past this point, and I just make the pond zone inactive. Does that help at all?--Kwieland 13:52, 1 May 2009 (UTC)
That explains the original that I almost understood, then I read it a second time and it clicks... AH HA. It stops explaining what i think I'm seeing, and starts to reveal 'the truth'. In other words, that was enough detail to get through my thick skull, thank you.--Nightwind 17:26, 1 May 2009 (UTC)
With another Z-level above the pumps, it's also possible to create a simple on/off switch for the mist generator - place a single screw pump directly above one of the others below (with the same horizontal/vertical orientation) with its output tile walled in, then channel out the floor underneath the output tile and build a floor hatch. Power the pump through a gear assembly, then link a lever to the gear assembly and the floor hatch (making sure the lever is in the "off" position when linked to the gear). When in the "off" state, the hatch will be closed and the pump will be active, sucking the water out of the loop and holding it in a (1 tile) tank, and when in the "on" state, the hatch will be open and the pump will be inactive, allowing the water to fall back into the system and continue generating mist. This would be ideal for allowing future renovation (such as replacing statues with those of higher quality) or temporarily reducing lag. --Quietust 15:20, 2 September 2009 (UTC)

Properties of mist

Does anyone know what the properties of mist are, such as how far a single 'column' will travel before it disapears? Or, what kinds of things mist will move through, such as bars or fortifications.~~