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Author Topic: Water poisoning question  (Read 1925 times)

MCreeper

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Water poisoning question
« on: October 12, 2017, 06:46:23 am »

 Question: if you have underground lake poisoned by forgotten beast, can you wall it off from rest of the caverns, then dig shaft from top and pour water in until it reaches pumps few z-levels above ground, and get basically infinite amounts of poisoned water that you can pour on whatever you want? It should work, but i'm in doubt, because i nevere seen anyone do something like that.  :-\
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Dainz

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Re: Water poisoning question
« Reply #1 on: October 12, 2017, 07:35:58 am »

AFAIK pumping water with pumps removes containments!
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MCreeper

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Re: Water poisoning question
« Reply #2 on: October 12, 2017, 07:40:14 am »

I know itTTT. Do i'm writing so confusingly? I don't want to pump water on top with pumps, i want to pour water on lake with pumps on top of fortress, no contaminants cleaning included.
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The helicopter is rent apart by the collision, its steel unable to resist its inevitable reunion with the ground, and the meat within is smashed by the crumpling cockpit beyond any practical hope of recovery. What comes up, must come down again. Ore and ape, returned to mother planet's embrace.

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Re: Water poisoning question
« Reply #3 on: October 12, 2017, 08:26:36 am »

Very much depends on how you do it. Water can multiply contaminants, but it can also push them into a wall.

Tbh I'd ideally try just set things up so the water-source tile has a pile of contaminant and that it is refilled in a way that water can't flush it into a wall. That means stairs from below, or possible singular track/ramp in aquifer for waterguns.

Though tbh, a minecart watergun is already pretty deadly without being poisonous.

MCreeper

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Re: Water poisoning question
« Reply #4 on: October 12, 2017, 08:53:58 am »

Thanks! Now i must ge to DF... Then mod in creature with proper extract... Than mod in reaction to create it...
Just to be sure that i get it correctly, it ideally should be like that?

#######\_______    _________/######
#############|C|#############
############################
C - contaminant(from washed contaminated creature?) # -stone
Then pour water rest of water in, and it all will be poisoned? Why contaminants on walls will not work?
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The helicopter is rent apart by the collision, its steel unable to resist its inevitable reunion with the ground, and the meat within is smashed by the crumpling cockpit beyond any practical hope of recovery. What comes up, must come down again. Ore and ape, returned to mother planet's embrace.

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Re: Water poisoning question
« Reply #5 on: October 12, 2017, 11:54:25 am »

Hm. if you do that, and install a well above, the well will be drawing clear water from the z-level above it (same trick is used to avoid mud contaminant). You could solve this by using pressure plates in contaminant square, i.e. when water is 5/7 or less have minecart drop 2/7 water on it.

But, it seems like it shouldn't flush it into walls (that means test).

Contaminants on wall tiles are not in the water, will never go into water and thus are purely aesthetic. I do wonder if the tiles of nothingness created by, say, removal of ice ramps, could hold contaminated water without absorbing contaminants. Albeit that's rather permanent construction.

MCreeper

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Re: Water poisoning question
« Reply #6 on: October 12, 2017, 12:39:02 pm »

clear water from the z-level above it
Wait, so level above will not be poisoned? So, if i will do like that
Spoiler (click to show/hide)
will all the water, shaft included, be poisoned, or not? I'm confused
« Last Edit: October 12, 2017, 12:58:58 pm by MCreeper »
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Re: Water poisoning question
« Reply #7 on: October 12, 2017, 01:17:09 pm »

Only the tiles with contaminant pools will result in water withdrawn from them to be laced with contaminant.

You could do it like this, maybe, provided you first place contaminant, then dig tunnel and fill the water from below:

#C#____#7%%
#X#####X#
#X>>>>>>#
#########

But withdrawing water by bucket is kinda slow and non-dangerous. Expect for hospitalized dwarves, I guess.
« Last Edit: October 12, 2017, 01:18:55 pm by Fleeting Frames »
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MCreeper

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Re: Water poisoning question
« Reply #8 on: October 12, 2017, 01:20:51 pm »

No, not withdrawn, by poisoned i mean "dwarf falled in pool and get poisoned, no matter where exactly".
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Re: Water poisoning question
« Reply #9 on: October 12, 2017, 01:34:44 pm »

The dwarf might have to be unclothed, don't recommend. I recommend first making a small prototype with husking dust, since that's more obvious when it works or not.

MCreeper

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Re: Water poisoning question
« Reply #10 on: October 12, 2017, 01:53:00 pm »

Ok, thanks. So, no goblin siege poisoning flood, sadly.  :( Will check all this later. Probably. Sometime. Eh.
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Re: Water poisoning question
« Reply #11 on: October 12, 2017, 06:44:11 pm »

Well, the beak dogs don't wear clothes, so strategically placed puddle may at least melt their feet off. Or knock them unconscious forever. Or give them a mild cough. RNG is random.

Eschar

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Re: Water poisoning question
« Reply #12 on: October 15, 2017, 01:57:01 pm »

Well, the beak dogs don't wear clothes, so strategically placed puddle may at least melt their feet off. Or knock them unconscious forever. Or give them a mild cough. RNG is random.
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Re: Water poisoning question
« Reply #13 on: October 15, 2017, 06:23:14 pm »

Sure, public works for public consumption :)

Though looking at your signature it is getting kinda tall; I suggest considering replacing the near three lines quote boxes take with [/b]]text[/url].

Kagus

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Re: Water poisoning question
« Reply #14 on: November 07, 2017, 04:16:22 am »

Unless something major has been changed with contaminant spreads since last I worked with them (which, admittedly, was quite a while ago), then being clothed or naked will make no difference if you're swimming in a contaminated flow. Flows will tag EVERY bodypart AND the clothing on top of it with every contaminant that the tile contains. Clothes can only protect you when walking over puddles/pools of contaminants on "dry" ground.

I'd say the safest bet would be to make sure you have wide channels for the water to move through. Narrow channels increase the risk that contaminants will get "stuck" on the walls rather than spreading to and being multiplied by adjacent flow tiles. You'd still need some sort of contact poison though, and there aren't many particularly useful ones that are readily available. If you just want to annoy/mildly inconvenience someone, cave blobs automatically generate a mild irritant on their skin, so pitting one into a pool of water will spread things around very quickly. I believe cave floaters can also muck up a water supply, but only when they're actively attacking something.


One particular benefit to water-borne contaminants is that they will cover every part of a victim's body with the stuff, so long as it isn't an internal organ. This includes stuff that normally wouldn't be at risk in a combat scenario, such as the eyes, mouth and throat. But in order to infect someone, you'd have to get them to actually be located inside the flow in question, which makes it fairly tricky as a defense measure.