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Author Topic: Aquifers - a suggestion  (Read 7455 times)

Vargas Gray

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Re: Aquifers - a suggestion
« Reply #15 on: June 10, 2012, 02:17:03 pm »

You all say that aquifers create water too fast, but i disagree. Even if the water just drips from the walls like a leaky faucet, after a few days I could see a pool of water a few feet deep forming. And in Dwarf Fortress, a few days is just a few seconds. The flow rate seems realistic to me.


Again, if I understands some of the mechanics behind aquifers the reason is this:
 
The reason behind why the flow rate is too high is because it continues onto infinity, it means it never stops flooding. If I don't remember wrongly there's a bug that causes the water to get pressurised which will crash the game because of the pressure building up and the stones, that also creates water, has to soak it up, also the surrounding rocks/soils. This should happen, as I've heard, when limitless bodies of water meet each others.

Time units it DF is hard to understand, in some sense. Time units differs between the two modes, adventure and fortress, where in adventure mode one time unit would take 1 second it would take 1.2 minutes in fortress mode. This mean that a dwarf in adventure mode would be 72 times faster then a dwarf in fortress mode; since there's only 1200 time units in fortress mode in comparison to 86400 time units in adventure mode.

But surely the times flows faster in fortress mode then RL so one should expect a higher rate of flow.

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Of course aquifers should be a challenge but it's funny how the way to have a challenging aquifer is to have it cover the entire map and then make it only one z-level deep. That isn't particularly challenging, nor very funny to go through.

Of course one can use pumps to dry parts of one long enough to breach down into the layers below. I'm not questioning that. I'm questioning some of the mechanics behind aquifers and the way they're so uniform in all aspects, like form, depth, length and amount of water etc. 
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10ebbor10

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Re: Aquifers - a suggestion
« Reply #16 on: June 10, 2012, 02:48:51 pm »

Doesn't adventure mode go slower then dwarf mode. There's no reason for it to go that fast.

Something has to be done if you want to have a cracking wall scenario. (Which is, as far as I have seen, the only way to add danger if you take away either the infinity or the flow rate).
Maybe both need to be randomized. So you could have a fast flowing aquifer, in loose ground, such a sand. Due to their high flow rate, these would dry up faster.  Of a slower flowing clay aquifer( which flows slower but longer). A clay one cracking would could cause long time hinderance, while a sand one would cause an acute problem, if one is not fast enough to repair the walls.
« Last Edit: June 11, 2012, 06:09:59 am by 10ebbor10 »
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Vargas Gray

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Re: Aquifers - a suggestion
« Reply #17 on: June 10, 2012, 03:01:13 pm »

Interesting idea. I wonder how the game could simulate these kinds of aquifers? Of course this is a part of our world, that aquifers might drain away and even flow beneath the earth as a river and such.

But of course it would be !FUN! to experience a cave in that floods parts of your fortress which you then have to deal with in some way.
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Waparius

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Re: Aquifers - a suggestion
« Reply #18 on: June 10, 2012, 07:28:12 pm »

Ideally, the game would have a drainage-based water table, requiring pumps or some other sort of run-off (eg, breaching the cavern and piping it out there). It would be neat for new-dug fortress sections to be riddled with gutters (or use carved-tracks as gutters) that lead in to a pumpstack or grating, and for rain to trickle down improperly-sealed areas aboveground. It could even act as a cheap irrigation method for farms. Unfortunately for that to happen you'd probably have to change the way the game calculates water or else your framerate would be murdered by your cavern-drains and your drainage fall.
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GreatWyrmGold

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Re: Aquifers - a suggestion
« Reply #19 on: June 10, 2012, 07:46:20 pm »

What are some realistic ways to deal with aquifers? Other than avoiding them.

It seems realistic to me to be able to pump out aquifer water and build walls to keep more from coming in.

Perhaps the issue isn't what's the most realistic way, as in the nature, to deal with aquifers in the game, aka super realistic mechanics and such. But surely the goals should be to make it desirable and fun overall, an to create aquifers that's more or less sensible in the way that they don't, almost 100% of the times, covers an entire zx-level and is made up of limitless water producing stones.

It's possible to pump out a smaller area in an aquifer but that requires an ridiculous amount of windmills and pumps. Or as most do: drop a gigantic stoneplug down into the aquifer and dig through the rubble.
I've pierced an aquifer with four dwarves operating four pumps. No windmills needed. Also, DF strives for realism in every way it can.
Yeah, it shouldn't take that much. One pump per level at best, IMO. And no job cancellation spam because of such a normal task as breeching aquifers.
The job cancellation spam is an unavoidable side effect of various other mechanics used to keep dwarves from drowning themselves while building a wall they noticed in a room that is about to be all flooded.

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It might also help to be able to build walls into the soil without digging out that tile, as if you're building supports into the walls of the hole. This would be helpful for when cave-in physics is back in.
Seems reasonable.

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Then again, that might make them a bit to easy. Maybe every so often one of the walls will crack, leading to water seeping in?
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Aquifers shouldn't be seen as a encounter of some sort that should and will hinder the advances of the player and the fortress to an 100%. It should be seen as a natural occurrence that might be a hinder.
Now, as I see it, aquifers are 100% passive encounters that will effect your fortress always negatively, well perhaps not always but more or less. The aquifer might doom your fortress right from the start because of the lack of materials that can be plunged into it as a plug to be dug through.
BTW: I do like the idea of walls being able to crumble/crack and let water forth into your fort or into whatever open area there's behind the wall. It would make digging a lot more !FUN! The problem might how to implement it as a mechanic that doesn't ruin your game because of flooding occurring too often and too random.
Look above for my first part.
Also, why shouldn't aquifers be a challenge? DF is a game where everything is a danger, if you don't know what you're doing. It's not like breeching the aquifer wrong wil cause it to start shooting water up to flood your fortress!
I do agree that eventual but inevitable breakage of walls would ruin the fun in aquifers.
Aquifers should be as much of a challenge as they are in real life, and no more. Players can and do disagree on how much fun aquifers are; that's not a reason to change them. Their lack of realistic operation is.
[/quote]
How much of a challenge are they IRL? None, because humans build their settlements above the water table. Dwarves don't. Apples and oranges, pal.

It probably depends on the aquifer. For instance, as someone mentioned, when impermeable rock is on top of an aquifer, it becomes pressurised, so the water would come out faster.
Ok, but when do you find impermeable rock on top of aquifers in DF? Not most of the time. So if all aquifers are made the same, then the water should come out slowly. For the more rare, deeper aquifers like you describe, maybe the 4 pumps would be needed. But in those cases, things are easier, because you have access to the rock on top.
I was giving an example. Never having seen any real-life mines with aquifers, I had to go with an extreme RL example. Presumably not all real-world aquifers are identical.

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King Mir

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Re: Aquifers - a suggestion
« Reply #20 on: June 10, 2012, 08:23:44 pm »

What are some realistic ways to deal with aquifers? Other than avoiding them.

It seems realistic to me to be able to pump out aquifer water and build walls to keep more from coming in.

Perhaps the issue isn't what's the most realistic way, as in the nature, to deal with aquifers in the game, aka super realistic mechanics and such. But surely the goals should be to make it desirable and fun overall, an to create aquifers that's more or less sensible in the way that they don't, almost 100% of the times, covers an entire zx-level and is made up of limitless water producing stones.

It's possible to pump out a smaller area in an aquifer but that requires an ridiculous amount of windmills and pumps. Or as most do: drop a gigantic stoneplug down into the aquifer and dig through the rubble.
I've pierced an aquifer with four dwarves operating four pumps. No windmills needed. Also, DF strives for realism in every way it can.
Yeah, it shouldn't take that much. One pump per level at best, IMO. And no job cancellation spam because of such a normal task as breeching aquifers.
The job cancellation spam is an unavoidable side effect of various other mechanics used to keep dwarves from drowning themselves while building a wall they noticed in a room that is about to be all flooded.
It's not unavoidable if the room isn't about to drown dwarves while they put a wall up.

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Then again, that might make them a bit to easy. Maybe every so often one of the walls will crack, leading to water seeping in?
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Aquifers shouldn't be seen as a encounter of some sort that should and will hinder the advances of the player and the fortress to an 100%. It should be seen as a natural occurrence that might be a hinder.
Now, as I see it, aquifers are 100% passive encounters that will effect your fortress always negatively, well perhaps not always but more or less. The aquifer might doom your fortress right from the start because of the lack of materials that can be plunged into it as a plug to be dug through.
BTW: I do like the idea of walls being able to crumble/crack and let water forth into your fort or into whatever open area there's behind the wall. It would make digging a lot more !FUN! The problem might how to implement it as a mechanic that doesn't ruin your game because of flooding occurring too often and too random.
Look above for my first part.
Also, why shouldn't aquifers be a challenge? DF is a game where everything is a danger, if you don't know what you're doing. It's not like breeching the aquifer wrong wil cause it to start shooting water up to flood your fortress!
I do agree that eventual but inevitable breakage of walls would ruin the fun in aquifers.
Aquifers should be as much of a challenge as they are in real life, and no more. Players can and do disagree on how much fun aquifers are; that's not a reason to change them. Their lack of realistic operation is.
How much of a challenge are they IRL? None, because humans build their settlements above the water table. Dwarves don't. Apples and oranges, pal.[/quote]Tell that to my old landlord! Humans build holes in the ground all the time. Homes, like the one I rented in, can have basements that are bellow the water table, if the water table is very high. Parking garages probably deal with it all the time. And actually building a foundation for anything big would run into the water table.

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It probably depends on the aquifer. For instance, as someone mentioned, when impermeable rock is on top of an aquifer, it becomes pressurised, so the water would come out faster.
Ok, but when do you find impermeable rock on top of aquifers in DF? Not most of the time. So if all aquifers are made the same, then the water should come out slowly. For the more rare, deeper aquifers like you describe, maybe the 4 pumps would be needed. But in those cases, things are easier, because you have access to the rock on top.
I was giving an example. Never having seen any real-life mines with aquifers, I had to go with an extreme RL example. Presumably not all real-world aquifers are identical.
I agree they aren't identical, and I agree that aquifers can be pressurized -- if they're under impermeable rock. In fact, according to wiki, they can have enough pressure to gush out above ground level if that impermeable  rock is breached. But that requires impermeable rock, which means such an aquifer would never cause a problem with providing access to rock.

Currently aquifers are an unrealistic major obstacle, everywhere. I don't mind it being an obstacle, even a major one, if it models real world challenges. But currently it doesn't.

GreatWyrmGold

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Re: Aquifers - a suggestion
« Reply #21 on: June 10, 2012, 08:53:22 pm »

What are some realistic ways to deal with aquifers? Other than avoiding them.

It seems realistic to me to be able to pump out aquifer water and build walls to keep more from coming in.

Perhaps the issue isn't what's the most realistic way, as in the nature, to deal with aquifers in the game, aka super realistic mechanics and such. But surely the goals should be to make it desirable and fun overall, an to create aquifers that's more or less sensible in the way that they don't, almost 100% of the times, covers an entire zx-level and is made up of limitless water producing stones.

It's possible to pump out a smaller area in an aquifer but that requires an ridiculous amount of windmills and pumps. Or as most do: drop a gigantic stoneplug down into the aquifer and dig through the rubble.
I've pierced an aquifer with four dwarves operating four pumps. No windmills needed. Also, DF strives for realism in every way it can.
Yeah, it shouldn't take that much. One pump per level at best, IMO. And no job cancellation spam because of such a normal task as breeching aquifers.
The job cancellation spam is an unavoidable side effect of various other mechanics used to keep dwarves from drowning themselves while building a wall they noticed in a room that is about to be all flooded.
It's not unavoidable if the room isn't about to drown dwarves while they put a wall up.
<--Point here; Comments based on thinking the point is over there --->
My point was that the same rules that tell dwarves not to build in flooding rooms also tell them not to build in rooms with water that's about to be removed.

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Then again, that might make them a bit to easy. Maybe every so often one of the walls will crack, leading to water seeping in?
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Aquifers shouldn't be seen as a encounter of some sort that should and will hinder the advances of the player and the fortress to an 100%. It should be seen as a natural occurrence that might be a hinder.
Now, as I see it, aquifers are 100% passive encounters that will effect your fortress always negatively, well perhaps not always but more or less. The aquifer might doom your fortress right from the start because of the lack of materials that can be plunged into it as a plug to be dug through.
BTW: I do like the idea of walls being able to crumble/crack and let water forth into your fort or into whatever open area there's behind the wall. It would make digging a lot more !FUN! The problem might how to implement it as a mechanic that doesn't ruin your game because of flooding occurring too often and too random.
Look above for my first part.
Also, why shouldn't aquifers be a challenge? DF is a game where everything is a danger, if you don't know what you're doing. It's not like breeching the aquifer wrong wil cause it to start shooting water up to flood your fortress!
I do agree that eventual but inevitable breakage of walls would ruin the fun in aquifers.
Aquifers should be as much of a challenge as they are in real life, and no more. Players can and do disagree on how much fun aquifers are; that's not a reason to change them. Their lack of realistic operation is.
How much of a challenge are they IRL? None, because humans build their settlements above the water table. Dwarves don't. Apples and oranges, pal.
Tell that to my old landlord! Humans build holes in the ground all the time. Homes, like the one I rented in, can have basements that are bellow the water table, if the water table is very high. Parking garages probably deal with it all the time. And actually building a foundation for anything big would run into the water table.
Alright, I'll compromise: Humans don't build massive living complexes, with everything from living spaces to workshops to forges, under the water table. Dwarves do. Still apples and oranges, or at least apples and peaches.

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It probably depends on the aquifer. For instance, as someone mentioned, when impermeable rock is on top of an aquifer, it becomes pressurised, so the water would come out faster.
Ok, but when do you find impermeable rock on top of aquifers in DF? Not most of the time. So if all aquifers are made the same, then the water should come out slowly. For the more rare, deeper aquifers like you describe, maybe the 4 pumps would be needed. But in those cases, things are easier, because you have access to the rock on top.
I was giving an example. Never having seen any real-life mines with aquifers, I had to go with an extreme RL example. Presumably not all real-world aquifers are identical.
I agree they aren't identical, and I agree that aquifers can be pressurized -- if they're under impermeable rock. In fact, according to wiki, they can have enough pressure to gush out above ground level if that impermeable  rock is breached. But that requires impermeable rock, which means such an aquifer would never cause a problem with providing access to rock.

Currently aquifers are an unrealistic major obstacle, everywhere. I don't mind it being an obstacle, even a major one, if it models real world challenges. But currently it doesn't.
[/quote]
"Major?" 99 times out of 100, I can pierce an aquifer easily if I don't make a stupid mistake and lose the pick, and I usually avoid aquifers. That leads to point II: "'Everywhere?' Use the site finder bundled with the embark software to look for a location with no aquifer. I do it all the time! The sites might not have everything you want, but it's not a perfect world, nor is DF supposed to hand you everything on a golden platter."
And, again: You want it to model real-world challenges. Tell me how. What's a realistic way to handle aquifer piercing? Again, like I said at the start of the thread, how to people IRL deal with aquifers? If it so much unlike how dwarves do it?
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King Mir

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Re: Aquifers - a suggestion
« Reply #22 on: June 11, 2012, 12:04:07 am »

<--Point here; Comments based on thinking the point is over there --->
My point was that the same rules that tell dwarves not to build in flooding rooms also tell them not to build in rooms with water that's about to be removed.
Ok, but how does that relate to your larger point that aquifers are fine as they are? My point, which admittedly I didn't elaborate much on, was that something that's normal and expected should not cause announcement spam. Digging under the water table is not an emergency.

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Alright, I'll compromise: Humans don't build massive living complexes, with everything from living spaces to workshops to forges, under the water table. Dwarves do. Still apples and oranges, or at least apples and peaches.
How is it so different? Parking garage vs big hole down. Seems similar to me. Anyway, this issue is not how dwarves react to it, but how it behaves. It should behave the same way in DF as in real life. 

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"Major?" 99 times out of 100, I can pierce an aquifer easily if I don't make a stupid mistake and lose the pick, and I usually avoid aquifers. That leads to point II: "'Everywhere?' Use the site finder bundled with the embark software to look for a location with no aquifer. I do it all the time! The sites might not have everything you want, but it's not a perfect world, nor is DF supposed to hand you everything on a golden platter."
Major compared to just digging strait down, heck yeah. There's a reason new players are encouraged to avoid aquifers. I'm not saying it's makes the game into a game of chance, I'm saying it requires a lot more attention and work.

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And, again: You want it to model real-world challenges. Tell me how. What's a realistic way to handle aquifer piercing? Again, like I said at the start of the thread, how to people IRL deal with aquifers? If it so much unlike how dwarves do it?
I did answer this, but I'll add to it. People don't dig smaller holes so that less water flows out. They don't risk drowning by digging in an aquifer. They don't drop a layer of soil from a higher level as a shield against the water. If it is cold enough for water to freeze, it won't flow out of a aquifer. And while you probably would have a pump to get the excess water out, you don't need 4 people working the pump per 1 person digging. You wouldn't even need it to be constantly pumping, IMO.

Fancy Admiral

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Re: Aquifers - a suggestion
« Reply #23 on: June 11, 2012, 12:19:49 pm »

Ideally, the aquifiers could use similar code to how different stone (e.g. orthoclase) appears accross z-levels.  They could hold a certain amount of water, maybe initializing at an average of 4/7 for starting forts, maybe base that on the drainage of the biome region.  If breached, they will spill the water they contain into adjacent tiles like they do now.  But, as they have a finite capacity, it wouldn't infinitely flood, instead just pour out as much as it contains at that z-level or higher.  Woe be to the fortress who pierces an aquifier which is currently dry.  (I think that would be awesome fun, for what that's worth.)

Periodically, they refill, posing the opportunity to cause future havoc if not properly sealed.  This could occur after a rain, and sometime in the spring after a thaw.  Really, this need not be tracked to the "does rain strike a particular tile?" sort of detail, just plug into a formula for how much rain fell, how much drainage does this region have hiding at sub-tile resolution, and how much delay between onset of rain and aquifier refill.  Same sort of rough calculations for spring thaws.  Just dump some water in them.

I'm not sure how, in this model, they would be rendered 100% inert, or if even that is something we would want.  The hope with this suggestion is that "It has started raining." should be a pretty noteworthy message, even if you're never at surface level.
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GreatWyrmGold

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Re: Aquifers, blah blah, blah.
« Reply #24 on: June 11, 2012, 01:08:23 pm »

<--Point here; Comments based on thinking the point is over there --->
My point was that the same rules that tell dwarves not to build in flooding rooms also tell them not to build in rooms with water that's about to be removed.
Ok, but how does that relate to your larger point that aquifers are fine as they are? My point, which admittedly I didn't elaborate much on, was that something that's normal and expected should not cause announcement spam. Digging under the water table is not an emergency.
Where have I stated that "Oh, aquifers are just fine as they are! No need to change! Hur dur!" What I was saying there was "If we took out what makes dwarves cancel jobs in aquifers, we would be taking out what makes them also show a sense of self-preservation around building in flooding rooms."

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Alright, I'll compromise: Humans don't build massive living complexes, with everything from living spaces to workshops to forges, under the water table. Dwarves do. Still apples and oranges, or at least apples and peaches.
How is it so different? Parking garage vs big hole down. Seems similar to me. Anyway, this issue is not how dwarves react to it, but how it behaves. It should behave the same way in DF as in real life.
More like, big pit vs. ginormous fortress. What parking garages do you go to? I'd like to see them. And yes, it should behave as it does IRL, but dwarves building under the water table are a lot different than humans doing the same. We have access to cheap steel and concrete and massive earth-movers and electric pumps and stuff; dwarves have expensive steel (mostly reserved for miltary and magma-moving purposes), stone, picks, and windmills driving usually-wooden pumps. Humans build shallow basements and parking garages and sometimes foundations under the water table that no one ever enters; dwarves build whole, usually self-contained, usually self-sustainable cities. A couple big differences, there; let's get the facts, and see how they apply to DF. How do humans build below the water table?

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"Major?" 99 times out of 100, I can pierce an aquifer easily if I don't make a stupid mistake and lose the pick, and I usually avoid aquifers. That leads to point II: "'Everywhere?' Use the site finder bundled with the embark software to look for a location with no aquifer. I do it all the time! The sites might not have everything you want, but it's not a perfect world, nor is DF supposed to hand you everything on a golden platter."
Major compared to just digging strait down, heck yeah. There's a reason new players are encouraged to avoid aquifers. I'm not saying it's makes the game into a game of chance, I'm saying it requires a lot more attention and work.
Major in the same way goblins are major. I've had lots worse complications due to goblins than aquifers. Hell, even kobolds have screwed over my forts quicker and more efficiently. Dozens of arrows flying at your population is a wee bit more dangerous than a lack of stone. And "requires attention and work?" Describe a single industry in DF that isn't. Explain how dealing with goblins or kobolds doesn't require "attention and work." Explain.

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And, again: You want it to model real-world challenges. Tell me how. What's a realistic way to handle aquifer piercing? Again, like I said at the start of the thread, how to people IRL deal with aquifers? If it so much unlike how dwarves do it?
I did answer this, but I'll add to it. People don't dig smaller holes so that less water flows out. They don't risk drowning by digging in an aquifer. They don't drop a layer of soil from a higher level as a shield against the water. If it is cold enough for water to freeze, it won't flow out of a aquifer. And while you probably would have a pump to get the excess water out, you don't need 4 people working the pump per 1 person digging. You wouldn't even need it to be constantly pumping, IMO.
[/quote]
Again, the four-pump thing was my most recent example; I've had success with two or even one, although the differentiation of time units in DF lead to currents that dragged my carpenter (or was it mason?) around in the aquifer. And you've listed a bunch of what people don't do, but only one example of how it wouldn't work. Dropping non-permeable stuff into an aquifer with thw soil removed would create a useable "bridge" from surface to stone, even if soil doesn't count as non-permeable. So...have aquifers in freezing climates be like permafrost, and also be frozen if aboveground water is? Also add in some way to make stone/wood walls not collapse once built, to make more realistic (and, incidently, simpler) cave-in plugs? Make dwarves learn how to swim faster, and/or get up through ramps more easily without skill? Make aquifers flow slower? Those make sense. Your original ideas? ...Wait, what were they again?
Ah, right, clustering aquifers instead of having the water flow out to a more-or-less even level.

I just thought of another idea for aquifers. The gist of it is, water could slowly flow into permeable walls (soil, some rock, maybe wood, etc), and the edges of the map at water-table-level would act like the edges of the map at a lake or something (accepting and releasing theoretically infinite amounts of water, given time). The flow out of or between walls would be, say, 1/2 to 1/10 as slow as when flowing from open space to open space and only a somewhat limited amount of water could be present at a time--if you pump enough water out, it'll take a while for more to seep in. This would prevent infinite water creation and absorbtion problems (the walls would "run out of water" or become full), as well as allowing easier penetration of aquifers. Thoughts?
*notices Fancy Admiral's post*
Well, that's similar, but it lacks a couple things. For instance, why would aquifer water not spread out over the whole sub-surface soil system, and instead remain in clusters? Also, it seems a bit less refined, although that could be bias. I think you make a good point about rain. Maybe whenever it rains, 1/7 water would be put into the top layer of soil in a column every, say, 1/10,000 frames on average? Like, this tile is at the surface; there's a 1/10,000 chance that 1/7 water gets added. This leads to all sorts of interesting ideas, like filling cisterns with rainwater (make sure there's a layer of impermeable rock between the sky and the soil) and usualy-dry soils getting all soaked during a heavy rainstorm. The only issue is FPS; that's hundreds or thousands of calculations, every frame, whenever it rains.
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Andeerz

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Re: Aquifers - a suggestion
« Reply #25 on: June 11, 2012, 02:32:29 pm »

Just wanting to chime in here... aquifers were a HUGE problem for humans IRL, ESPECIALLY when it came to mining.  Vast amounts of manpower and other resources were spent in pumping out water faster than it could accumulate in a mine that reached to and below the water table throughout the history of mining.  It is also worth mentioning that among the reasons for steam engines to come about (and the industrial revolution... though it's more complicated than just that) was to pump out water in mines.  Sure, humans never built many settlements underground, but a huge chunk of human civilization's economy was dependent upon digging deep underground, often in places with aquifers.
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GreatWyrmGold

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Re: Aquifers - a suggestion
« Reply #26 on: June 11, 2012, 02:51:37 pm »

So, the difficulty in piercing aquifers might not be overdone in DF? Excellent.
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Re: Aquifers - a suggestion
« Reply #27 on: June 11, 2012, 03:10:50 pm »

So, the difficulty in piercing aquifers might not be overdone in DF? Excellent.
Depends. This is just a problem with timecompression. The point is that in DF aquifers actually flow to rapidly (One should be able to escape the trickle of water) and are to shallow. (Decent aquifers can be quite deep. Aquifers on Df are a short term problem, while in real life they are a long term one. Hence my suggestion for cracking walls and such. Getting in wouldn't be hard, but if you don't watch out you'll have a persistent moisture problem, to say at least.
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Andeerz

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Re: Aquifers - a suggestion
« Reply #28 on: June 11, 2012, 05:17:17 pm »

Yeah.  And about the time compression problem... I seriously think things need to be redone in that regard.  There was a very recent thread on the matter that proposed some interesting solutions without breaking the game, I think. 
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GreatWyrmGold

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Re: Aquifers - a suggestion
« Reply #29 on: June 11, 2012, 05:22:18 pm »

Agreed. Maybe my idea of having water flow through soil would work.
EDIT: For the depth issue. Speed would need to be changed, too.
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