Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: I am not sure I am understanding the water mechanics correctly.  (Read 1768 times)

Asad3ainJalout

  • Escaped Lunatic
    • View Profile
I am not sure I am understanding the water mechanics correctly.
« on: October 31, 2016, 11:05:30 pm »

Hello Guys

So I am fairly new to the game and i was trying to setup a hospital and cistern for wells for the first time. Now I read the dwarf fortress wiki and I thought i had everything sorted out. Thankfully I had planned far enough ahead to drain otherwise my dwarves would have been swimming in fun. As is, if any of you know how to clean mud out form inside a fort i would love to hear it.

Anyways I will post my water system one z-level at a time from top to bottom and hopefully you guys can A) tell me how I messed up B) help me fix it.

Top level, as you can see I am getting water from a brook (last time I tried wells I had an aquifer and that was way easier) I covered the channels with floors so my dwarves don't have fun.
Spoiler (click to show/hide)

Here is the channel for the feed.
Spoiler (click to show/hide)

Going Down
Spoiler (click to show/hide)

Here is the first main transfer. I have 5 grates, to prevent fun, and I heard that drowning dwarves items can jam floodgates. Now I did think ahead to put a flood gate there, so worst case scenario I can still fill cistern, close flood gate and wait til i need more water, but I was hoping for a more automated solution. I also thought ahead to add a drain, so this is salvagable.
Spoiler (click to show/hide)

Going Down x 2

Second transfer. now I leveled the water out because I was trying to take advantage of this mechanic right here, clearly i thought wrong. Now you can see i tried to level the water out. that flooded area is where my wells should be.

First cistern layer
Spoiler (click to show/hide)

Second cistern layer, also i just noticed that there is water in my access tunnel (I was going to cover it with a statue when i dont need to access the cistern but its flooded now so....
Spoiler (click to show/hide)

Third cistern level
Spoiler (click to show/hide)

here is the ubend and my drain into the caverns.
Spoiler (click to show/hide)

At this point in time i did drain the  cistern and then saved, but now that i see the access hatch flooded I will need to find another way down there.

Thank you for all the help.

Also the pictures didnt show right so I just removed the img tag.


Logged

Loci

  • Bay Watcher
    • View Profile
Re: I am not sure I am understanding the water mechanics correctly.
« Reply #1 on: October 31, 2016, 11:56:07 pm »

Imgur has apparently made it more difficult to inline their images; I fixed your links:
Spoiler (click to show/hide)

As for how to fix it: you need a "pressure regulator" at the same level as your intended well, as shown on the wiki pressure page. In other words, put a diagonal connection in the source feed on the same z-level as your well. Here's a lazy Paint illustration:

Logged

Asad3ainJalout

  • Escaped Lunatic
    • View Profile
Re: I am not sure I am understanding the water mechanics correctly.
« Reply #2 on: November 01, 2016, 01:20:15 am »

first off, that is a really good photoshop. Secondly, thank you very much, and thirdly, do you know how I can clean all this mud out? and lastly, is there a way to label my levers so idont forget which ones are which
« Last Edit: November 01, 2016, 01:30:51 am by Asad3ainJalout »
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: I am not sure I am understanding the water mechanics correctly.
« Reply #3 on: November 01, 2016, 01:52:59 am »

Cleaning mud out...The quickest vanilla way would be to build, say, floors on top to remove all contaminants there. Or roads, to cover wider area and rip up more easily afterwards. Dfhack has variety of clean commands that mostly fight for fps and destroy syndromes - here, clean map mud, or spotclean would work.

Otherwise, dwarves don't remove just mud on their own (it's useful for farms), but I think they can remove it alongside other things when cleaning up, say, blood.

Asad3ainJalout

  • Escaped Lunatic
    • View Profile
Re: I am not sure I am understanding the water mechanics correctly.
« Reply #4 on: November 01, 2016, 01:57:31 am »

Thank you, do you happen to know how to label levers though?
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: I am not sure I am understanding the water mechanics correctly.
« Reply #5 on: November 01, 2016, 02:03:33 am »

Vanilla, you'd use (N)otes function - note that the labels are not visible when inspecting lever, you need to go into (N)otes mode, which will display the text and flash the closest note, defined in the usual three-dimensional way.

DFhack has gui/rename command (Default hotkey Ctrl-Shift-N) that lets you directly change the name of the building. Also useful for stockpiles or profiled workshops, for instance.

PatrikLundell

  • Bay Watcher
    • View Profile
Re: I am not sure I am understanding the water mechanics correctly.
« Reply #6 on: November 01, 2016, 04:04:44 am »

Getting rid of mud is tricky. Building floors/roads and ripping them up can convert the natural stone floor underneath to soil (which can be exploited to get clay/sand deposits, at convenient deep underground tiles when the conditions are right). The only sure way I know of that doesn't involve hacking is the dwarven cure of all ills, a.k.a. magma, as it will actually remove mud. However, it's rarely worth the risk and effort to actually employ that method.
Logged

Asad3ainJalout

  • Escaped Lunatic
    • View Profile
Re: I am not sure I am understanding the water mechanics correctly.
« Reply #7 on: November 01, 2016, 02:28:51 pm »

Thank you all for the help. I have not even reached magma yet, much less learned how to use it lol, ill do the floor ripping method.
Logged

Loci

  • Bay Watcher
    • View Profile
Re: I am not sure I am understanding the water mechanics correctly.
« Reply #8 on: November 01, 2016, 03:34:10 pm »

DFhack has gui/rename command (Default hotkey Ctrl-Shift-N) that lets you directly change the name of the building. Also useful for stockpiles or profiled workshops, for instance.

DFHack also provides gui/mechanisms (default hotkey Ctrl-m), which makes naming levers almost entirely unnecessary since it shows you directly what devices each lever is connected to, and which levers are connected to each device, too. So if you want to toggle a floodgate, ctrl-m on the floodgate, jump to a linked lever, and order it pulled. However, if you're using logic gates / DF computing then labeling the lever is probably better.
Logged

Skorpion

  • Bay Watcher
    • View Profile
Re: I am not sure I am understanding the water mechanics correctly.
« Reply #9 on: November 01, 2016, 04:44:14 pm »

Thank you, do you happen to know how to label levers though?

Colour-code levers with doors, or just with a floor tile nearby. I also like having a control room of sorts, with the levers also having a positional relationship to the doors/floodgates/whatever. This helps when I give up in frustration/complacency and come back to the game months later without remembering what did what.
Logged
The *large serrated steel disk* strikes the Raven in the head, tearing apart the muscle, shattering the skull, and tearing apart the brain!
A tendon in the skull has been torn!
The Raven has been knocked unconcious!

Elves do it in trees. Humans do it in wooden structures. Dwarves? Dwarves do it underground. With magma.

Xinael

  • Bay Watcher
    • View Profile
Re: I am not sure I am understanding the water mechanics correctly.
« Reply #10 on: November 04, 2016, 07:47:59 pm »

I actually prefer the default notes system to both renaming the building and the gui/mechanisms view. The reason is that you can add 100 characters of messages to the note as well. This lets you label it with the order things are supposed to be done in for particular processes, or with notes like "This lever never OFF when lever above is OFF" so you don't do things by accident that cause unnecessary fun.
Logged

Garrie

  • Bay Watcher
    • View Profile
    • http://Facebook.com
Re: I am not sure I am understanding the water mechanics correctly.
« Reply #11 on: December 26, 2016, 08:19:14 pm »

As is, if any of you know how to clean mud out form inside a fort i would love to hear it.


Check my sig.
Logged
Is there any way to remove mud outdoors?
Yea, use dirt roads to clear off the mud.
Garrie.

PatrikLundell

  • Bay Watcher
    • View Profile
Re: I am not sure I am understanding the water mechanics correctly.
« Reply #12 on: December 27, 2016, 03:50:38 am »

Outdoors /= indoors...

Dirt roads can only be made on top of the various types of soil, not on top of stone.
Logged

Thisfox

  • Bay Watcher
  • Vixen.
    • View Profile
Re: I am not sure I am understanding the water mechanics correctly.
« Reply #13 on: December 28, 2016, 07:00:49 pm »

I put my levers in locations so they are obviously just on the other side of the wall from the floodgate. I didn't know it was possible to label levers with a vanilla setting, and it's simple enough to have a lever room (with a good set of lockable doors) near each floodgate.

For example, here is the drain at the bottom of my hospital well cistern, with the lever that controls the floodgate:



Note the long corridor with lockable doors at either end, so that dorfs can't go in there mistakenly and empty the hospital well. Also note, that the lever quite obviously controls that floodgate, and only that floodgate.
Logged
Mules gotta spleen. Dwarfs gotta eat.
Thisfox likes aquifers, olivine, Forgotten Beasts for their imagination, & dorfs for their stupidity. She prefers to consume gin & tonic. She absolutely detests Facebook.
"Urist McMason died out of pure spite to make you wonder why he was suddenly dead"
Oh god... Plump Helmet Man Mimes!