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Author Topic: Extended Aquifers  (Read 963 times)

therahedwig

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Extended Aquifers
« on: July 06, 2016, 09:23:17 am »

Based on the future of the fortress thread talking about aquifers. The point came up that even thought aquifers are pierceble, they are a little obnoxious to deal with. Let's talk about what would need to be done to make them a little less fiddly and capable of murdering all your miners. As well as all other aquifer suggestions you may have.

I tried doing my research, and there's been very little mention on improving aquifers before:
The Underground Diversity Thread suggests aquifers that generate water slower, as well as a mini aquifer: a spring.
The cooking mega thread suggest we should use aquifers as a high-quality water source.
The watery diversity thread doesn't have much more than aquifers contributing to Soil Liquifaction and hot springs.

Research on aquifers themselves shows that generally aquifers are removed... by mining them. Obviously, because aquifer water is quite high quality drinking water, and real life aquifers are finite. Within Dwarf Fortress however, the main cause of aquifers being so tricky is that dwarves refuse to build on semi-wet tiles, something that is sensible on unsensible depending on how you think dwarves make their walls non-porous(sensible would be by using concrete and mortar, that would not be possible in semi-flooded tiles, but unsensible might be a dwarvish ability to cut stone that tightly.)

So my suggestion is that either dwarves need to be able to build on semi-flooded tiles, or aquifers need to be finite in size, and preferably a necessity for a lot of alchohol.
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Fogsight

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Re: Extended Aquifers
« Reply #1 on: July 06, 2016, 10:06:57 am »

More realistic way would be to treat aquifers just like regular liquid in the game, only contained inside porous rock, which could be drained or rerouted, provided it is not touching border, in which case - cut off, drained or rerouted. Would save a lot of headaches, and pretty minimal modification.
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FantasticDorf

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Re: Extended Aquifers
« Reply #2 on: July 06, 2016, 10:11:13 am »

Hmm, what if aquifiers acted like super slow instead of this instant replenishment machine (closer to life i mean). It'd be more straight-forward in removing the water from them and the bleeding of water from the walls could be caught like rain rather than instant torrents of 7/7 water, pump it all out at once to disarm the drip-drip of 1/7'ths splatterings (not actually water to save CPU) of water and pump in back some real water to activate its normal function again (keeping the threat of a badly designed fort/dropping a bucket real but still game-like)

And take to say what if each aquifer block spat out 5/7ths of accumulating water each, with the slow bleeding of these puddle splatterings (1/12 of 1/7 water unit? with reasoning the splatterings are coming from each of the four walls) that'd mean that in about four months with 1/7th growth in two it'd reach 7/7 for a innatentive dwarf fortress player (or just natural regeneration of wells without being overpowered)

Stalagmites and caves have damp walls and occasional quite extensive pools of water (reflected in dwarf subterrain and the structure of mushrooms to be tall and wide if you assume they drink and catch groundwater), but they weren't created by floods of groundwater in a instant or any other kind of nimbus like rain, licking rare meager droplets of water off a rock wall before brewing came around is probably how dwarves survived existance underground (given standing cavern water is likely to be stagnant and full of dead things/contaminants)

Id be all for it, but it'd break reliable hospital and well water. Occasionally licking water generating on walls (as well as slippery wet walls that are harder to climb and hold onto in caverns near water) would be welcome.
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Bumber

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Re: Extended Aquifers
« Reply #3 on: July 06, 2016, 12:28:41 pm »

With moving fortress sections, maybe we'll be able to lower constructions into water, and have them displace the fluid. Aquifer should probably be made to flood more slowly, as well. (Just increase the time between water spawning.) At that point we could probably just use a bucket brigade.
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