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Author Topic: Fish migration  (Read 1838 times)

mieserb

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Fish migration
« on: January 28, 2015, 03:40:12 am »

I wanted to build up a fishing industry and I have a question. I want divert water from a river to an save indoor zone, which I then can use for fishing without my dorfs going out in the wild. Will fish populated that area? What are the restrictions for fish migration? Diagonal digs, opened hatches, floodgates, z-lvl drops.?
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Astrid

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Re: Fish migration
« Reply #1 on: January 28, 2015, 07:52:25 am »

Try it out and tell us if it worked.
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Bumber

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Re: Fish migration
« Reply #2 on: January 28, 2015, 09:30:10 am »

No, it's handled by map area. You can't get river fish anywhere that wasn't originally river.
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Rafe

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Re: Fish migration
« Reply #3 on: January 28, 2015, 01:43:54 pm »

This used to be bugged http://dwarffortresswiki.org/index.php/DF2014:Fisherdwarf  Stocks of fish in the water is not renewable. Bug:2780 and may still be. Any infrastructure you build to facilitate safe fishing  will potentially be wasted.


I may be wrong but i'm nto sure how to interpret the bug tracker here. The wiki link says that the bug is acknowledged and nothing more however different people report the same bug separately and on related bug reports it seems to say that this bug is resolved.

The version history also seems to indicate it was fixed.
Quote
Made fish appear in many situation where they were erroneous missing (old forts will still be off, unfortunately)
I'm guessing that fish are now essentially an unlimited food source : Made fish appear in many situation where they were erroneous missing (old forts will still be off, unfortunately)
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PatrikLundell

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Re: Fish migration
« Reply #4 on: January 28, 2015, 04:42:58 pm »

I think the "resolved" state of the duplicate bug reports just means they have been identified as duplicates of the referenced report, and thus have been resolved as reports to be handled.
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Bearskie

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Re: Fish migration
« Reply #5 on: January 29, 2015, 07:36:49 am »

^ I believe its fixed though.  Also I'd like to disagree with Bumber here; in a recent 40.18 fort, my dwarves have no problems fishing in a massive artificial river I carved out that was connected to the main brook.

I havent tried forcing them to only fish in the artificial section of the river however,  nor do I know whether your initial idea of an isolated indoor cistern would spawn fishes. 
« Last Edit: January 29, 2015, 07:42:09 am by Bearskie »
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PatrikLundell

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Re: Fish migration
« Reply #6 on: January 29, 2015, 01:15:20 pm »

I've seen claims that you cannot get "real" fish from artificial bodies of water, but e.g. pond turtles can still be available.
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Rafe

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Re: Fish migration
« Reply #7 on: January 29, 2015, 06:36:10 pm »

Yeah i depleted a local pond and the fishermen then went to a nearby stream to fish. The next season the local pond was abundant with fish again.

It seems like fishing is a tremendous boon to the food industry not to mention shells.
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Pirate Santa

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Re: Fish migration
« Reply #8 on: January 29, 2015, 08:29:52 pm »

If you designate a fishing zone it will give you a number eg. Fishing Zone (10)
If the number is 0, no fish (at the moment).
If the number is above 0 there are fish to be caught.
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Bumber

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Re: Fish migration
« Reply #9 on: January 30, 2015, 02:31:02 am »

Also I'd like to disagree with Bumber here; in a recent 40.18 fort, my dwarves have no problems fishing in a massive artificial river I carved out that was connected to the main brook.
What kind of fish? How close to the original brook?

It works like this, and I doubt the map format has changed much:
Each 16x16x1 map block can be associated with at most one local map feature (river, magma pool, deep pit, adamantine deposit, etc.), and each individual tile has a single flag that says "I'm part of whatever map feature is here". Excavating a tile won't clear the "map feature" flag (if it did, then mining raw adamantine walls wouldn't leave raw adamantine floors behind), but there is no way to set that flag, which is why redirecting a river won't work.

1. Draining the original river tiles will have no effect at all - once you refill it, you'll still be able to catch river fish from it.

2. If you expand the river into a lake, then fishing at the "center" of the lake (where the original river tiles were) will give you river fish while fishing anywhere else will give you pond fish.

3. See above - even if you replace the River tiles with gold block floors, you'll still be able to catch river fish there once you flood it again. Granted, if you try to extend the river downward, it won't work because the map feature only extends down to the original river bed.

Unless the indoor zone is within one of the 16x16 river areas and at the same z-levels, all you'll be catching are pond turtles.
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Thiam

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Re: Fish migration
« Reply #10 on: January 30, 2015, 02:43:28 am »

If you designate a fishing zone it will give you a number eg. Fishing Zone (10)
If the number is 0, no fish (at the moment).
If the number is above 0 there are fish to be caught.

This is not correct. The number indicates the amount of fishable tiles.
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PatrikLundell

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Re: Fish migration
« Reply #11 on: January 30, 2015, 03:08:47 am »

I've tried fishing in artificial ponds, both an outdoor bucket hauled one and a couple of aquifer ones. Immediately when the pond was created, the fishing number was zero. A bit later it had become non zero and a sent a dwarf to fish. He reported there was nothing to catch in the <direction> marsh, and the number was zero again. A while later the number became non zero once more, but I never caught anything. I've only had success fishing in artificial ponds fed from a natural body of water.
This was a while back, probably 0.40.19.
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Bumber

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Re: Fish migration
« Reply #12 on: January 30, 2015, 04:42:55 am »

If you designate a fishing zone it will give you a number eg. Fishing Zone (10)
If the number is 0, no fish (at the moment).
If the number is above 0 there are fish to be caught.

This is not correct. The number indicates the amount of fishable tiles.
Which should, if he's right, be 0 if there are currently no fish.
« Last Edit: January 30, 2015, 04:45:18 am by Bumber »
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Pirate Santa

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Re: Fish migration
« Reply #13 on: January 30, 2015, 05:57:02 am »

If you designate a fishing zone it will give you a number eg. Fishing Zone (10)
If the number is 0, no fish (at the moment).
If the number is above 0 there are fish to be caught.

This is not correct. The number indicates the amount of fishable tiles.
Which should, if he's right, be 0 if there are currently no fish.
Got my info from the wiki and I have observed in my current fort a fishing zone reading as 10, then 0, then 10 again, presumably as the river is depopulated and repopulated.
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Naryar

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Re: Fish migration
« Reply #14 on: January 30, 2015, 09:18:05 am »

I wanted to build up a fishing industry and I have a question. I want divert water from a river to an save indoor zone, which I then can use for fishing without my dorfs going out in the wild. Will fish populated that area? What are the restrictions for fish migration? Diagonal digs, opened hatches, floodgates, z-lvl drops.?

You can also wall off and enclose a section of river... will give you both running water and a fishing zone.
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