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Author Topic: Water Hazards  (Read 1070 times)

Ironhand

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Water Hazards
« on: June 14, 2009, 04:25:41 pm »

Hey, guys. Couple quick questions:

I think you can pump vermin-fish through screw pumps. Am I correct?
Also, I assume that creature-fish like carp and milkfish are not pumped through?
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QuakeIV

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Re: Water Hazards
« Reply #1 on: June 14, 2009, 04:28:49 pm »

Hey, guys. Couple quick questions:

I think you can pump vermin-fish through screw pumps. Am I correct?
Also, I assume that creature-fish like carp and milkfish are not pumped through?

Vermin fish just randomly teleport around.
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smjjames

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Re: Water Hazards
« Reply #2 on: June 14, 2009, 04:29:02 pm »

Technically the vermin fish just spawn or 'teleport' to bodies of water, so, I don't think it really matters there.

Creature fish will cause your dwarves to cancel the pumping and as for them getting pumped through, I'm not sure, but doubt it.
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Elvang

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Re: Water Hazards
« Reply #3 on: June 14, 2009, 04:46:03 pm »

Creature fish don't get pumped through, some people have used pumps in the past to air drown dangerous rivers.
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Ironhand

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Re: Water Hazards
« Reply #4 on: June 14, 2009, 04:53:30 pm »

Alright, that's what I thought. Thanks.
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Shima

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Re: Water Hazards
« Reply #5 on: June 14, 2009, 05:24:28 pm »

In my last fort, my cistern/Elf-drowner was a rather simple 4-screw/1-wheel design.  I personally witnessed on z-level -1 that both a carp and a sturgeon got sucked to where the water was drained out and promptly drowned in the air.
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Kohou

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Re: Water Hazards
« Reply #6 on: June 14, 2009, 08:02:19 pm »

I'm currently pumping a brook up onto another level to make a huge moat (waterwheel powered, not hand-powered) and I wind up with lots of shad, perch, salmon, etc in there. 
I don't know if they're vermin or regular, but there's 10 or 12 of them.  They do seem to be dispersed very close to the pump, though, so I wonder why that might be.  The entire back half of the moat is fishless.
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Ironhand

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Re: Water Hazards
« Reply #7 on: June 15, 2009, 08:30:06 am »

Those are vermin-fish. They don't show up on the unit menu, you can't view them with v, and they blink around.
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Grax

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Re: Water Hazards
« Reply #8 on: June 16, 2009, 01:29:30 am »

I'm currently pumping a brook up onto another level to make a huge moat (waterwheel powered, not hand-powered) and I wind up with lots of shad, perch, salmon, etc in there. 
I don't know if they're vermin or regular, but there's 10 or 12 of them.  They do seem to be dispersed very close to the pump, though, so I wonder why that might be.  The entire back half of the moat is fishless.
If you hope not to fish fish (;-) but just pump it out onto the beach to collect and prepare - you're wrong. That's impossible.
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Tibbles

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Re: Water Hazards
« Reply #9 on: June 16, 2009, 05:23:37 am »

Water (or magma) pressure can push fish (or fire imps) through fortifications
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Grax

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Re: Water Hazards
« Reply #10 on: June 16, 2009, 07:19:26 am »

Water (or magma) pressure can push fish (or fire imps) through fortifications
I wonder why they go through alive and not in parts...
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Peewee

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Re: Water Hazards
« Reply #11 on: June 16, 2009, 07:30:25 am »

Really?!
I don't think I believe you... could you make a video of that, Tibbles?

Ironhand

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Re: Water Hazards
« Reply #12 on: June 16, 2009, 07:52:47 am »

It's true. I've seen it happen with cave crocodiles in a cave river.
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Village_Idiot

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Re: Water Hazards
« Reply #13 on: June 16, 2009, 11:37:30 am »

It's a well known bug, it also happens in dwarven showers, were dwarves are pushed through the drain (Grates) and fall into the chasm used for draining. It happened to Morul while learning to swim(http://www.bay12games.com/forum/index.php?topic=34933.msg571521#msg571521)
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