Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Water problems  (Read 505 times)

shadowclasper

  • Bay Watcher
  • Urist McSpacemarine, AxeDwarf
    • View Profile
    • My Portfolio
Water problems
« on: October 21, 2009, 11:43:58 am »

Trying a new idea. I'm trying to make it so that I get mist in my fantastic dining hall. One hitch. Every attempt so far has ended up with the room starting to flood, or atleast that's how it appears. There's channels into the water-shaft below that leads to my dining room well. I'm thinking that if I channel out some stairs leading to the river LOWER. Then water flow will result in the water being taken away from the water falls, rather than piling up out of the lower level and spreading about.

Other things I need to check: Do bars cause splashing? (thus muddying my room)
If so, do statues block the passage of mist.
If not, do they prevent the surrounding area from getting muddy due to splashing?
Does the muddiness even matter really?
Logged
Project Manager for Towergirls: Subtitle Pending

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: Water problems
« Reply #1 on: October 21, 2009, 01:15:19 pm »

Water that flows into a well doesn't vanish, so yes, you need an outflow from the system to a drain somewhere.

Muddyness only really matters if you have breached an underground pool or river, in which case muddy tiles may have plants grow on them.
Logged
Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

Aspgren

  • Bay Watcher
  • Every fortress needs a spike pit.
    • View Profile
Re: Water problems
« Reply #2 on: October 21, 2009, 01:19:44 pm »

You want a mist generator then.

On the floor above the dining room, build pumps and channels. above them, a windmill or something.
The mist generator will look like this:

HPH
PMP
HPH

h = channel. p = pump. M = motor.

Get the pumps working and while they're cracking at high speed, designate one of the channels as a pond - the dwarves will fill it with water (not sure how much you need but even one bucket will be sufficient) and when they do so, the water will be transported round-and-round-and-round ... generating mist on the floor below.

No flooding. No mud. Unless perhaps you pour more water into the system than it can handle... so de-activate the pond after a while and watch it work. You'll eventually have to activate it again so there's some micromanagement as the water disappears but it lasts a long time.

Note - i did not invent this and i have not tried it in practice. but it seems to be the easiest mist generator up to date; and of course you can make it larger if you want.
Logged
The crossbow squad, 'The Bolts of Fleeing' wouldn't even show up.
I have an art blog now.

shadowclasper

  • Bay Watcher
  • Urist McSpacemarine, AxeDwarf
    • View Profile
    • My Portfolio
Re: Water problems
« Reply #3 on: October 21, 2009, 02:13:09 pm »

I'll try that. Thanks. I might just do it fro my garden area instead... since it STILL has yet to cure my fortress of sickness -_-;
Logged
Project Manager for Towergirls: Subtitle Pending

Magua

  • Bay Watcher
    • View Profile
Re: Water problems
« Reply #4 on: October 21, 2009, 06:07:33 pm »

I don't know about bars, but when I run waterfalls through my dining rooms, I use floor grates, and there has been no muddying of the surrounding areas at all, and this is after four different usages. 

Logged
Also, you can manufacture vomit at a smelter.  Subsequently removing the smelter spews vomit over a surprising area.

Albedo

  • Bay Watcher
  • Menacing with spikes of curmudgeonite.
    • View Profile
Re: Water problems
« Reply #5 on: October 21, 2009, 06:14:52 pm »

Statues are pretty much "solid" - they block the passage of most things.

A pump pumps MUCH more water than a 1-tile drain can drain away. Try 3 or 4. Or a pump to vacuum it out more aggressively.

Always have more drainage than inflow.
Logged

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: Water problems
« Reply #6 on: October 21, 2009, 06:21:28 pm »

Statues do not block the flow of liquids - I use them in my mist generator to cut down on "dangerous terrain" cancellation spam.
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Albedo

  • Bay Watcher
  • Menacing with spikes of curmudgeonite.
    • View Profile
Re: Water problems
« Reply #7 on: October 21, 2009, 06:36:18 pm »

So you place the statues on the "outflow" tile below the pumps? Interesting - will have to try that.
Logged

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: Water problems
« Reply #8 on: October 21, 2009, 06:41:36 pm »

Pretty much - I'm basically using AncientEnemy's uber mist generator with a few minor tweaks (wind powered, different axle placement, and with a temporary shutoff pump to suck the tile of water out of the loop, plus mine goes clockwise).
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Albedo

  • Bay Watcher
  • Menacing with spikes of curmudgeonite.
    • View Profile
Re: Water problems
« Reply #9 on: October 21, 2009, 06:53:45 pm »

I knew statues were permeable to water - wasn't sure about mist.  "Makes sense", but I'm the last to rely on that (any more).  ;)
Logged