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Author Topic: Rivers and Channels  (Read 1089 times)

J Lensher

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Rivers and Channels
« on: May 16, 2008, 05:39:00 am »

Can somebody please give me advice on channels?
I know how to dig them, but how do you start them?
Also how do you divert brooks into the fortress?
Whats the advantage of having running water?
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Dasleah

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Re: Rivers and Channels
« Reply #1 on: May 16, 2008, 05:51:00 am »

Um... well, if you know how to dig channels, then you know how to 'start' them. Obviously water won't flow unless it's got something to flow into. The water running in will follow the path of the channel, so that's how you divert them to your nefarious needs.

And running water runs waterwheels, generating power for things like pumps and remotely operating floodgates and the like. Running water doesn't stagnate, I believe, so an internal source of running water is a good back-up in case you run out of booze. Obviously, creatures in water can swim with it, so you can get internal fishing pools to get an infinite amount of food from, but it also lets hippopotamus and carp in if you don't use a grate or bars or something to filter them out (I believe).

[ May 16, 2008: Message edited by: Dasleah ]

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Pokethulhu Orange: UPDATE 25
The Roguelike Development Megathread.

As well, all the posts i've seen you make are flame posts, barely if at all constructive.

Kagus

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Re: Rivers and Channels
« Reply #2 on: May 16, 2008, 05:53:00 am »

Not exactly sure what you mean by "starting them"...

You divert a brook into your fortress by making a path for it, via channelling.


Running water is in infinite supply, and it will stay clean (stagnant water gives dwarves unhappy thoughts if they are forced to drink it).  Booze is still the better option, however.

Also, have you looked at the wiki?  I highly recommend it.


EDIT:  Beaten to it.

[ May 16, 2008: Message edited by: Kagus ]

Dasleah

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Re: Rivers and Channels
« Reply #3 on: May 16, 2008, 05:58:00 am »

code:

~~~~~
~~c~~~~
~~~~~~~                           ______
~~~~c~~X_________________________________
~~~~~~~                           ______
~~~~~~
~c~~~
~~~
~~
~

Where ~ is the river, _ is the channel, and X is where you dig another channel in order to get the water to flow in. Make sure digging the X is the last step in the process.

[ May 16, 2008: Message edited by: Dasleah ]

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Pokethulhu Orange: UPDATE 25
The Roguelike Development Megathread.

As well, all the posts i've seen you make are flame posts, barely if at all constructive.

Goblin Dragoon 085

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Re: Rivers and Channels
« Reply #4 on: May 16, 2008, 06:12:00 am »

How to start channels ???

I really dont get the question. So let me give you the big picture.

Every tile in DF has a core,6 walls, a floor and a roof. z=0 and z=1 share floor and roof. x,y=1,2 and x,y=1,3 share their south and north wall.

When you [d]ig a tile, you remove its core and the walls that are needed to access it. So when you dig a tunnel leading north, you remove the tiles north/south walls to access the tile cores.

When you [c]hannel a tile, you remove its floor, which is the roof of the tile below and then you remove the core of the tile below the one that is going to be channeled.

So when you want water to flow on z=21 you need to channel on z=22.
In order to get water into the channel you need to tap a water source, by digging into it:

code:

siedeview:
######CCCCCC#
#WWWW#TTTTTT#
#WWWW########
#############
W Water
C Channeled tile
T tunnel that was cete due to channeling above
# solid rock


Now you want water to flow into the tunnel:
2 options: Either make sure that your dwarves can access the tunnel and then [dig] the following tile:
code:

siedeview:
######CCCCCC#
#WWWW+TTTTTT#
#WWWW########
#############
W Water
C Channeled tile
T tunnel that was cete due to channeling above
# solid rock
+ Dig here and water will flow into the tunnel

Or you could channel the following tile (remember channeling removes the floor and create a tunnel beneath it:

code:

siedeview:
#####+CCCCCC#
#WWWW#TTTTTT#
#WWWW########
#############
W Water
C Channeled tile
T tunnel that was cete due to channeling above
# solid rock
+ channel here

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