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Author Topic: Avoiding Aquifers at embark  (Read 3461 times)

PatrikLundell

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Re: Avoiding Aquifers at embark
« Reply #15 on: February 04, 2020, 12:26:42 pm »

Water that's not flowing has no FPS impact, I think. Thus, there will be a marginal FPS effect while you fill your cistern, but once it's full there would be not impact. I've certainly not seen any impact when I've used aquifers to obsidianize the magma sea (i.e. opening and closing the drawbridges that turns the flow on or off has no visible FPS effect).
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Fleeting Frames

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Re: Avoiding Aquifers at embark
« Reply #16 on: February 06, 2020, 10:55:58 pm »

@UristMcPea

Aquifers count as map edge drains, so you can estabilish compact auto-cleansing bathtubs if you have one.

Additionally, you can use aquifer flow to produce constant power with waterwheels with no moving parts.

It's convenient to obsidianize magma by pumping water from aquifer over it and then drain into another aquifer trench.

Heavy aquifers are best way to produce sufficient water for a minecart watergun - a river isn't going to be anywhere near enough.

Light aquifers enable you to have more unique/compact mist generator systems.

So overall, it's about the compactness and less effort needed to estabilish same systems.

Quarque

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Re: Avoiding Aquifers at embark
« Reply #17 on: February 06, 2020, 11:30:01 pm »

Aquifers in themselves don't seem to reduce fps at all.

When you start building artificial waterfalls and streams (to power waterwheels), that can affect fps. As a general rule, you won't notice any impact as long as you keep it small and tidy, but when it becomes too much of a mess, fps is suddenly reduced heavily.
Just digging a steady pool to supply a well is completely fine.
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UristMcPea

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Re: Avoiding Aquifers at embark
« Reply #18 on: February 07, 2020, 07:13:42 am »

Just realized that the new light Aquifers produce water at an insanely slow rate. If you want to irrigate even just a medium area, you have to build some kind of reservoir to store the water beforehand.
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