Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Question regarding water pressure pathing.  (Read 1535 times)

Vanguard Warden

  • Bay Watcher
    • View Profile
Re: Question regarding water pressure pathing.
« Reply #15 on: May 24, 2009, 01:46:51 am »

You mean... Freehand? Ugh.

I was trying to make the chambers circles by plotting them out in Paint with the circle tool, but it's not quite even Some parts of the circle are slightly skewed. I could probably just touch it up a little for symmetry. Also, single-line thickness circles drawn in paint allow for diagonal connections, which count as openings in DF.
Logged

Shoku

  • Bay Watcher
    • View Profile
Re: Question regarding water pressure pathing.
« Reply #16 on: May 25, 2009, 03:20:32 pm »

Here's what mine looked like:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

and then three:
Spoiler (click to show/hide)

and a:
Spoiler (click to show/hide)


The water hopped gaps two tiles wide and four tiles deep in such volume that I had around 15 tiles wet tiles going down the longer hallway.
Maybe I released so much water that once it got to the bottomless pit it started teleporting out there until it had made a water pyramid up to the same height?

Edit: legend-
. = floor
_ = open space
# = grate
█ = wall

recap-
top one was where the towercap water came in
next one down was the hallway to the dining room
next three were just there because I wanted the re-route to go to the bottom of the map.
Last one lead over to the bottomless pit.
« Last Edit: May 26, 2009, 04:52:43 am by Shoku »
Logged
Please get involved with my making worlds thread.

Vanguard Warden

  • Bay Watcher
    • View Profile
Re: Question regarding water pressure pathing.
« Reply #17 on: May 25, 2009, 06:59:41 pm »

I can't quite understand that diagram with no labels on what's what and which floors are which, but generally releasing a lot of water at one time is a recipe for trouble.
Logged

Shoku

  • Bay Watcher
    • View Profile
Re: Question regarding water pressure pathing.
« Reply #18 on: May 26, 2009, 05:25:30 pm »

I can't quite understand that diagram with no labels on what's what and which floors are which, but generally releasing a lot of water at one time is a recipe for trouble.
Unless you make a bridge to release just the right number of 7s over your tower cap farm or time the input of water and just kind of eyeball it you sort of have to release a lot of water all at once.

Or rather, understanding how water works is necessary to avoid releasing a lot of water all at once.
Logged
Please get involved with my making worlds thread.

chaos985

  • Bay Watcher
    • View Profile
Re: Question regarding water pressure pathing.
« Reply #19 on: May 26, 2009, 06:35:12 pm »

███████████████
~~~~~~> ██████ - Water flows in here and falls.
███████ ███████
███████ ███████
█___            ___█
████~~~~~~~~~~> - Water collects on this level and drains out the side.
█                      █
███████████████

do it that way, and just make the exit pipe alot wider then the entrance.
Logged

Albedo

  • Bay Watcher
  • Menacing with spikes of curmudgeonite.
    • View Profile
Re: Question regarding water pressure pathing.
« Reply #20 on: May 26, 2009, 07:19:05 pm »

That.

If you use pumps to pump in, make sure you have 1 more pump pumping out than pumping in, and (again) a wider drain than entry channel.
Logged

Redhades

  • Bay Watcher
  • That boy needs therapy
    • View Profile
    • My Linkedin.com profile is all bout me
Re: Question regarding water pressure pathing.
« Reply #21 on: May 26, 2009, 07:23:05 pm »

I would probably make some fail-safe system using floodgates, hatches and pressure plates.
You could setup the pressure plates on the levels you wish to keep dry (max 1 water level) so that floodgates at the top water source would narrow the water input.
And you could do something similar with each pool; Have a secondary water output that tightens or expands the output if the water level is to low.
Logged

Shoku

  • Bay Watcher
    • View Profile
Re: Question regarding water pressure pathing.
« Reply #22 on: May 27, 2009, 04:12:03 pm »

That.

If you use pumps to pump in, make sure you have 1 more pump pumping out than pumping in, and (again) a wider drain than entry channel.
I used that logic and some guy came in here and proved water won't overflow like that unless it's super pressurized.

The more out than in rule helps cut down on water pathing though so it's good for FPS.
Logged
Please get involved with my making worlds thread.

Vanguard Warden

  • Bay Watcher
    • View Profile
Re: Question regarding water pressure pathing.
« Reply #23 on: May 28, 2009, 09:33:53 pm »

Okay, I finally got around to running a field-test of the system I diagrammed in the quoted post below. After finally managing to carve everything out, getting the pump-tower running off of the underground river, and clearing the area of scrap-rock, I closed the exit drain and turn on the intake valve. The trenches in each chamber filled to a moderate amount while draining through to the next level's trench. Once it hit the closed drain at the end, it backed up predictably, filling one Z-level at a time from the bottom. Once the top chamber was irrigated, I opened the drain at the bottom, and due to water pressure, it all drained out in a manner of seconds. None of the water flowed up into the workings of my pump-tower due to pressure, it just flooded the underground river and filled the entire chasm at the end of the river for a few seconds until it all rushed out. Due to the design of the system, once the water completed the path from the intake valve to the drain, it routed back through the intake valve before leading to the bottomless pit. I now realize though that I could've just had a single pipe leading off of the underground river, serving as both intake and drainage. When the circuit was completed, the pump-tower started taking in way more water. This caused the trenches to fill to 7/7 throughout their entire area, but it still didn't cause any flooding. Instead, the water pressurize and went down the hole, pressurizing the next trench and flowing down into the drain. Everything turned out perfectly, although the whole thing seems to make my frame-rate drop to ridiculously slow levels. I'll have to rethink the design for a less frame-intensive device.

In situations like that with ridiculous amounts of water released all at once, it might take a more path of least resistance approach, and not act completely according to theory. For example, people have made highly pressurized fountains that shoot water up in pyramid formation, if their stories were accurate. I'm just talking about free-flowing water pouring into a lake, so there shouldn't be any problem. Also, I don't need to do anything to try to keep hallways dry, as the water will be falling directly into a large body of water. I'm planning a design looking something like this:

First floor:
Spoiler (click to show/hide)

One floor down:
Spoiler (click to show/hide)

This pattern will repeat and alternate back and forth, with each chamber's reservoir filling at one end, and dumping into the next reservoir at the other end. At the very end, the water will drain into the bottomless pit at the end of a cave river that I diverted. I'll make the floor in the chambers wet so tower-caps will grow there, possibly by just plugging the drain and letting the chambers flood initially. If all goes as planned I'll wind up with a multi-layered underground tower cap forest, farmable soil, a safe underground water source, and a series of tranquil mist-generating waterfalls. I'd make the whole area round and organic looking, but I'm bad at grid-based curves. Theoretically, this should work just like my test scenario but on a larger scale; The trenches should fill up due to inadequate drainage, and falling water coming from a level up should teleport down the drain into the next chamber's trench rather than spreading over the surface, continuing the cycle until it pops into the chasm at the end.
Logged
Pages: 1 [2]