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Author Topic: Removing Aquifiers Totally?  (Read 1367 times)

Atlas

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Removing Aquifiers Totally?
« on: August 27, 2009, 02:23:34 pm »

Would there be any way in world gen to remove all aquifers from being created in a map?


Aquifiers are the things I hate most... probably even more than the elves...
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MrFake

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Re: Removing Aquifiers Totally?
« Reply #1 on: August 27, 2009, 02:43:17 pm »

I thought I read that aquifer creation had something to do with drainage (and drainage mesh size), as in having more or less drainage in world gen will create more or less aquifers.  You can try and minimize your chances to gen aquifers, but trying to create zero would certainly throw up too many rejects.  So your best bet is to force aquifer to "no" in site finder to ensure you just don't site over one.

You can also just site on an aquifer and then use Tweak to remove it from each tile (as you expose them).

By the way, it's impossible to hate aquifers more than elves.  Aquifers can be used to drown elves, and thus...
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Atlas

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Re: Removing Aquifiers Totally?
« Reply #2 on: August 27, 2009, 02:50:52 pm »

By the way, it's impossible to hate aquifers more than elves.  Aquifers can be used to drown elves, and thus...

The only true ways to kill an elf are magma and 15+ zlevel drops. Preferably 15+ zlevel drops into magma.

O___o I have a brilliant idea for my next fortress.

Cover all the edges of the map with drawbridges, and then have a giant pit with retracting bridges over it, so when the traders come, and mull around without a depot, they have to be on top of the retracting bridge pit.
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Duke 2.0

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Re: Removing Aquifiers Totally?
« Reply #3 on: August 27, 2009, 02:52:05 pm »

 Or if re-generating is not a problem, one could mod out the [AQUIFER] tag from all stone and soil types.
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Atlas

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Re: Removing Aquifiers Totally?
« Reply #4 on: August 27, 2009, 03:06:33 pm »

Or if re-generating is not a problem, one could mod out the [AQUIFER] tag from all stone and soil types.

Wow... Brilliant. Never thought of that.
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Urist Austin, Axedwarf.  A dwarf barely alive.  Gentledwarves, we can rebuild him. We have the technology. We have the capability to build the world's first bionic dwarf. Urist Austin will be that dwarf. Better than he was before. Better, stronger, faster.

Duke 2.0

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Re: Removing Aquifiers Totally?
« Reply #5 on: August 27, 2009, 03:46:39 pm »

 Unless one knows which effects are in the raws and which are hardcoded, it is impossible to think of removing something through any means. And who the hell knows everything about DF?
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I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
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Atlas

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Re: Removing Aquifiers Totally?
« Reply #6 on: August 27, 2009, 03:51:54 pm »

Unless one knows which effects are in the raws and which are hardcoded, it is impossible to think of removing something through any means. And who the hell knows everything about DF?
Toady.
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Urist Austin, Axedwarf.  A dwarf barely alive.  Gentledwarves, we can rebuild him. We have the technology. We have the capability to build the world's first bionic dwarf. Urist Austin will be that dwarf. Better than he was before. Better, stronger, faster.

Seraph

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Re: Removing Aquifiers Totally?
« Reply #7 on: August 27, 2009, 04:20:33 pm »

Unless one knows which effects are in the raws and which are hardcoded, it is impossible to think of removing something through any means. And who the hell knows everything about DF?
Toady.
I've seen several posts by Toady in reply to strange incidents or bug reports that basically boil down to "I don't remember what I programed to happen". This suggests that not even Toady knows everything about DF.
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Derakon

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Re: Removing Aquifiers Totally?
« Reply #8 on: August 27, 2009, 05:52:21 pm »

It's a big game. Once you get past ten thousand lines of code or so, you can't really remember exactly how it all works without running off to check.
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Neruz

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Re: Removing Aquifiers Totally?
« Reply #9 on: August 27, 2009, 06:24:24 pm »

Yeah, DF is long past the point where it's possible to understand the entire thing in one go; by the time you've worked out what's going on over there, you've forgotten what's happening over here.

ein

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Re: Removing Aquifiers Totally?
« Reply #10 on: August 27, 2009, 08:51:06 pm »

All of Toady's work on DF is done during strange moods.
The unknown stuff happens when he's possessed.
That's right, DF is so awesome, it takes multiple strange moods to create.

Elliott_Thinas

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Re: Removing Aquifiers Totally?
« Reply #11 on: August 27, 2009, 09:51:34 pm »

Aquifers, once you know how to beat them, can be a lot of fun.
Broddigan wrote an excellent guide here:
http://www.bay12games.com/forum/index.php?topic=39280.15
which, at the beginning had a few problems that killed a bunch of dwarves but by the end he was able to hammer down a solid way to break through an infinite number of aquifer levels and only requiring a small square of land to do it on.
My current fort has a 3 level aquifer and I can honestly say I was upset when I got to the end of it because I had been having quite a bit of fun breaching it.
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Atlas

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Re: Removing Aquifiers Totally?
« Reply #12 on: August 28, 2009, 01:48:42 am »

Aquifers, once you know how to beat them, can be a lot of fun.
Broddigan wrote an excellent guide here:
http://www.bay12games.com/forum/index.php?topic=39280.15
which, at the beginning had a few problems that killed a bunch of dwarves but by the end he was able to hammer down a solid way to break through an infinite number of aquifer levels and only requiring a small square of land to do it on.
My current fort has a 3 level aquifer and I can honestly say I was upset when I got to the end of it because I had been having quite a bit of fun breaching it.

I've seen those guides, aquifiers just mess with my fortress design.
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Urist Austin, Axedwarf.  A dwarf barely alive.  Gentledwarves, we can rebuild him. We have the technology. We have the capability to build the world's first bionic dwarf. Urist Austin will be that dwarf. Better than he was before. Better, stronger, faster.