Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Water: Collection option, gameplay loop adjustment, and additional raw tag  (Read 570 times)

dikbutdagrate

  • Bay Watcher
    • View Profile

More gameplay options concerning water collection and storage:

At present, there are only a few work arounds which allow players to add containers filled with water to one's stockpiles in an unmodded game.

A dedicated means of activating a dwarf behavior which collects and stores water could be useful players, and especially useful for modders. Dwarves already know how to fetch water for injured dwarves, fill a pond, and fill an aquarium, however they don't know how to put that stuff in a barrel, or receive work orders to acquire it, or do anything with the water once they've stored it.

Presently Know Work Arounds in Vanilla:
  • Buckets of water can be collected by declaring a pond zone, and then removing the designation once several dwarves have collected buckets of water, whereupon the dwarves will drop their water buckets and stockpiles can be placed on those tiles. (As dwarves attempting to provide other dwarves with water will invariably collect and then empty these buckets, before merrily carrying them back to a water source, only to then redundantly fill those same buckets back up with water, in order to accomplish some task requiring the delivery of buckets of water, a dropped bucket containing water should be set to forbidden, in order to prevent their reuse).
  • Glass cages can be "built", designated as an aquarium, and then be deconstructed once a dwarf has completed filling it with water. The water remains in the deconstructed glass cage, and is then moved back to a stockpile.

Toady has mentioned wanting to increase the amount of sustenance micro required by the player, as it is considered too easy at present. I would suggest, as I'm sure others have done in the past, to add water as a reagent for brewing at a still, for all brewing labors. This would increase the element of realism currently present in game, increase the depth of gameplay and strategy concerning the manufacture of liquors & the sustaining of a fort; and accomplish these goals by utilizing mechanics and behaviors that are already featured in game. 

Lastly, having a [NEEDS_WATER] token added to the RAWS would be nice. We already have a [NEEDS_MAGMA].
« Last Edit: May 06, 2023, 11:21:13 pm by dikbutdagrate »
Logged

SixOfSpades

  • Bay Watcher
  • likes flesh balls for their calming roundness
    • View Profile

As well as the Still, the Kitchen, Dyer's shop, Tannery, Kiln, and Ashery should all require water as reagents in most of the tasks performed there. The Cleaning labor should also require it, and of course all pets & livestock should need to drink it as well, along with watering Farm Plots.

Leaving barrels/buckets outside to collect rain
Collecting mined-out ice "stones", storing them in buckets/barrels to melt
Adding snow (and probably sand) as a new "fluid", which can accumulate during snow/sand storms and be blown by the wind into drifts/dunes
Logged
Dwarf Fortress -- kind of like Minecraft, but for people who hate themselves.

ryno

  • Bay Watcher
    • View Profile

As well as the Still, the Kitchen, Dyer's shop, Tannery, Kiln, and Ashery should all require water as reagents in most of the tasks performed there. The Cleaning labor should also require it, and of course all pets & livestock should need to drink it as well, along with watering Farm Plots.

Leaving barrels/buckets outside to collect rain
Collecting mined-out ice "stones", storing them in buckets/barrels to melt
Adding snow (and probably sand) as a new "fluid", which can accumulate during snow/sand storms and be blown by the wind into drifts/dunes

it would be nice if sand had physics. it could probably just use the normal fluid physics, it probably wouldnt have any issues mixing with water either (i believe mixing fluids is the main logic issue preventing new fluids being added?) since you could just have the sand sink to the bottom
Logged

Andeerz

  • Bay Watcher
  • ...likes cows for their haunting moos.
    • View Profile

I am all for the OP's suggestion.  I also find it so weird how there is the separate water "item" that is apparently useless and behaves differently from the fluid.  There is probably some low-on-the-priority-list reason for this happening, but still. 

In additional support of the OP's suggestion, water being required for more than it is now would make sieges potentially more difficult, and also add a new dimension if enemies could poison whatever water source intentionally and unintentionally.  :)

Also, can't one add water as a required reagent to the vanilla reactions for lye, brewing, etc. in the raws?

 
Logged

brewer bob

  • Bay Watcher
  • euphoric due to inebriation
    • View Profile

Also, can't one add water as a required reagent to the vanilla reactions for lye, brewing, etc. in the raws?

Yes, but you'll have to collect the water manually (e.g., using the pond zone method), which can get quite tedious.