Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Channel and Floodgate  (Read 2106 times)

Darthlawsuit

  • Bay Watcher
    • View Profile
Channel and Floodgate
« on: April 02, 2012, 01:51:14 pm »

So I was following the quickstart guide and build a channel to irrigate my crops. Now whenever it rains it floods my area. I am trying to build a floodgate over it but it gives me a red X. Is there any way to fix this... It gst annoying having my crops being flooded every rain <_<;;
Logged

Marshall Burns

  • Bay Watcher
  • American Wizard
    • View Profile
    • Beyond the Wire Productions store
Re: Channel and Floodgate
« Reply #1 on: April 02, 2012, 01:53:34 pm »

You need to remove the upward ramp that's left by channeling. Use d-z to designate ramps for removal, and your miners will get to it eventually.
Logged
By the way, I design table top RPGs and other games. You can buy some.

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: Channel and Floodgate
« Reply #2 on: April 02, 2012, 02:25:12 pm »

You don't actually need to irrigate soil to make a farm in the current version.  The quickstart guide is probably out of date.  In the current version you only need to irrigate if you're farming on bare rock.  Soil/dirt/sand/clay will support a farm without irrigation.
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.

Kaos

  • Bay Watcher
    • View Profile
Re: Channel and Floodgate
« Reply #3 on: April 02, 2012, 02:45:27 pm »

You also need to irrigate above ground soil to plant above ground crops, anyways for above ground areas it's always a good idea to irrigate since a single tile of "diorite pebbles" or whatever type of rock in your farm won't allow you to plant on it.

Underground soil can be dry planted as long as it's all soil tiles, if you want to plant uderground on stone you need to irrigate to get mud, if your farm is underground but with mixed stone and soil tiles you need to irrigate the stone tiles.
Logged

Darthlawsuit

  • Bay Watcher
    • View Profile
Re: Channel and Floodgate
« Reply #4 on: April 02, 2012, 03:28:09 pm »

You don't actually need to irrigate soil to make a farm in the current version.  The quickstart guide is probably out of date.  In the current version you only need to irrigate if you're farming on bare rock.  Soil/dirt/sand/clay will support a farm without irrigation.
I needed to in mine. I had Loam and nothing would grow on it.
Logged

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: Channel and Floodgate
« Reply #5 on: April 02, 2012, 03:39:12 pm »

If it was aboveground then it's possible that you simply had no plants on hand that would grow in the current area. If it was purely underground then you did something wrong or have a bug if it was on loam and you couldn't grow anything.
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Starver

  • Bay Watcher
    • View Profile
Re: Channel and Floodgate
« Reply #6 on: April 02, 2012, 03:59:21 pm »

This is no longer to do with the original subject (sorted?), but often my aboveground farming is made by channelling out the ground-level tiles, either into pre-dug Z-1 areas[1] or removing whatever upward ramps remain at the end[2].  Even with quite heavy 'boulder field' conditions at ground-level will (assuming it is a soild soil-layer on Z-1) produce an uninterrupted farmable soil surface on Z-1.  And non-pathable-to, what's more (except for routes through the fortress entrance, or unremoved edge-ramps, and of course by fliers, but there's ways round that as well), while still being an official above-ground farm.

And I don't think I've had to irrigate such a setup recently.  If ever, as I'm not sure they had to be even when sub-surface (soil and rock, for some releases, just rock for others with soil being Ok) needed irrigation to make it viable subsurface farmland.

Anyway, currently if it's subterranean farming, then on soil (and near-equivalents) that's never been sky-exposed it's not... unless I've missed something, so please correct me... necessary to irrigate at all, these days.  Right?  I mean, I've played .34 versions and set up such fields and I can't remember having to irrigate.  But, as the Scot's might ask: "A meringue?"




[1] Being careful to use patterns of channel digging that avoids cave-in conditions.

[2] Some will, but ramps disappear if their sole remaining 'wall' is removed so any "the last block among its neighbours to be channelled from above" will become a ramp.
Logged

Darthlawsuit

  • Bay Watcher
    • View Profile
Re: Channel and Floodgate
« Reply #7 on: April 02, 2012, 05:31:22 pm »

If it was aboveground then it's possible that you simply had no plants on hand that would grow in the current area. If it was purely underground then you did something wrong or have a bug if it was on loam and you couldn't grow anything.
It was underground and I had to. I followed the quickstart and it worked once i irrigated it
Logged

Darthlawsuit

  • Bay Watcher
    • View Profile
Re: Channel and Floodgate
« Reply #8 on: April 02, 2012, 06:20:37 pm »

You need to remove the upward ramp that's left by channeling. Use d-z to designate ramps for removal, and your miners will get to it eventually.

I have tried clicking on the channel and doing what you said. So far it hasn't been worked on even when my miners all have nothing to do.
Logged

Starver

  • Bay Watcher
    • View Profile
Re: Channel and Floodgate
« Reply #9 on: April 02, 2012, 06:27:51 pm »

The ramp hasn't been removed?  Sounds like you've left them with no access.

(The other possibility, that they don't like going there because of adverse water-levels, should have given you loads of "Cancelled job: Dangerous terrain"-type messages.)

Othrwise, it might be difficult to diagnose without seeing the layout.  Unless someone else has a spark of inspiration that I lack.
Logged

Marshall Burns

  • Bay Watcher
  • American Wizard
    • View Profile
    • Beyond the Wire Productions store
Re: Channel and Floodgate
« Reply #10 on: April 02, 2012, 06:50:52 pm »

The ramp should have been highlighted in brown, like stone that has been designated for mining, upon being designated for removal; did this happen?
Logged
By the way, I design table top RPGs and other games. You can buy some.

Darthlawsuit

  • Bay Watcher
    • View Profile
Re: Channel and Floodgate
« Reply #11 on: April 02, 2012, 07:52:02 pm »

The ramp hasn't been removed?  Sounds like you've left them with no access.

(The other possibility, that they don't like going there because of adverse water-levels, should have given you loads of "Cancelled job: Dangerous terrain"-type messages.)

Othrwise, it might be difficult to diagnose without seeing the layout.  Unless someone else has a spark of inspiration that I lack.
I do it when the water is evaporated and only thing near it is empty farm plots. Only one stone away from the pond. It shows no animation despite being able to play with stuff inside of the pond.


http://imageshack.us/photo/my-images/809/helpmewater.png/

The ramp should have been highlighted in brown, like stone that has been designated for mining, upon being designated for removal; did this happen?
I can remove everything but the channel. It just does nothing

Wait! I just found something. For some reason on the floor below my channel it shows water in that one square
« Last Edit: April 02, 2012, 08:03:29 pm by Darthlawsuit »
Logged

Starver

  • Bay Watcher
    • View Profile
Re: Channel and Floodgate
« Reply #12 on: April 02, 2012, 08:24:00 pm »

I'm not sure I understand that picture.  Not used to the tileset and (even if I go to the imageshack link, and get bombarded with windows advertising online betting sites) can't seem to make it any bigger and back to a proper one-pixel-per-pixel resolution.

But I'm guessing (wildly) that it's the bit low down centre with the huge (19-20 tiles N-S, 60-ish tiles EW) room connecting to the irregular area to its south with the occasional ramp around its edges and something abandoned (a pick?) in it.

If so, I can't actually tell but it looks like you've got a down-ramp on the connecting tile (the bit you're talking about with the connecting tile having full water?) that's water-filled.  Nobody would want to route through that (although if there's general access to the ground level, outside they'll come down the ramps on the edge of the currently-dry pond).  You also shouldn't be able to build a floodgate on it, I'm fairly sure.  But I can be wrong about that.

As to why that might have happened (if it did), did you (d)ig a c(h)annel on that spot instead of (d)igging a (z)-ramp removal?

Perhaps (b)uild and (c)onstruct a (f)loor on that spot then give it a go putting a floodgate on that spot?  I think I'm giving you the right letters, there, but you should be able to work it out (if you don't already know).

If that's no good, do another screenshot and in Paint (or equivalent) sub-select an area a bit tighter around the window[1] and make your image just be that, then upload it, and perhaps the detail will be a bit more apparent and there'll be a bit less guessing (on my part, at least).

[1] Also, Alt-PrintScreen will only send the image of the currently active window to the buffer, but that wouldn't help much in this case, with your nigh-on-full-screen DF window...
Logged

slink

  • Bay Watcher
  • Crazy Cat Dwarf
    • View Profile
    • Slink's Burrow Online
Re: Channel and Floodgate
« Reply #13 on: April 02, 2012, 08:44:39 pm »

Why not just wall it off with a three-stone wall north of the gap?  You don't ever need to flood the rock again, now that you have gotten it muddy.
Logged
There is only one cat, and all cats are that cat.
Almost losing is sometimes fun.

GoldenShadow

  • Bay Watcher
    • View Profile
Re: Channel and Floodgate
« Reply #14 on: April 02, 2012, 10:12:16 pm »

Looks like you channeled the pathway between the murky pool and your farms. This means you mined out the floor and there is 7/7 water in the tile below it. You can't make a floodgate there because theres no floor. You can build a floor b-C-f first and then it will work.
Logged
Pages: [1] 2