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Author Topic: Well channels not the same as regular channels  (Read 1035 times)

Mechanoid

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Well channels not the same as regular channels
« on: January 31, 2007, 10:03:00 pm »

Just now i've removed a well, which left behind a channel. However, i wasn't able to set the channel to a pond. So, i attempted to build a channel next to it hoping that it's settings would over-ride the channel left behind by the well...
But it didn't.

So, after that, i attempted to create a filled pond one-tile away, and then hook it up to the other channel, hoping that the filled pond would again over-ride the setting of the now 2-tile well channel. Again, it failed.


Obviously, something is really messed up with the channels wells leave behind, and all the channel tiles which are connected to it. In fact, i wouldn't be surprised if you dug a lava channel, built a well next to it, and then destroyed the well and have the entire channel completely empty.

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OldMiner

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Re: Well channels not the same as regular channels
« Reply #1 on: February 01, 2007, 12:11:00 am »

As noted by Toady in a recent thread, channels basically come in two types.  There are channels that have never been filled with flood water, which are buildings, and can be set as ponds, but NOT bridged.

And there are channels which have been flooded (including that well channel) which are not buildings, and therefore, can't be set as ponds, but CAN be bridged.

This is a limitation of the game only allowing a single building per square in dwarf mode.  The well is a building, so the channel underneath it can not be.

That is, this is not a bug.  It's just existing weird behavior, pending z-coord being added in fortress mode.

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Mechanoid

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Re: Well channels not the same as regular channels
« Reply #2 on: February 01, 2007, 02:48:00 am »

Simple solution: The game "forgets" that channels are flooded at the end of every season, as long as they arn't connected to either of the rivers, or the chasm.

Basically, the way it'd work is:
The game does a virtual and INSTANT flood-fill of each peice of channel, floodgates being counted as channel. If this virtual flood-filling hits the either river or the chasm, then the channel is considered to be a non-building and unable to be turned into a pond. Ever channel that is isolated gets turned into a building.

This way, the pit in the middle of your dining hall floor can be turned into a pond at the end of the season.

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Sean Mirrsen

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Re: Well channels not the same as regular channels
« Reply #3 on: February 01, 2007, 11:27:00 am »

I think a well is somewhat too deep to leave behind a water-containing area shallow enough to be a pool, unless you're considering a diving pool. The best solution to wells' pits is probably adding rewall and, as part of that, "refloor" that will fill any channel with a material of your choosing. May be used later to please nobles that can want a floor of certain material.
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Gakidou

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Re: Well channels not the same as regular channels
« Reply #4 on: February 01, 2007, 01:09:00 pm »

Personally, I think that wells should leave behind pits, not channels. That way, when you remove them, you can board them up with bridges. (Or leave the pits. "What's that, Lassie? Monom Mountainbodice has fallen down the well?!?!")
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Draco18s

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Re: Well channels not the same as regular channels
« Reply #5 on: February 01, 2007, 06:02:00 pm »

quote:
Originally posted by Mechanoid:
<STRONG>Simple solution: The game "forgets" that channels are flooded at the end of every season, as long as they arn't connected to either of the rivers, or the chasm.</STRONG>

I don't think it can be done based on the current way non-building channels exist.  That is, part of the landscape, not like buildings.

Same reason roads are buldings and can't modify the landscape.

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