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Author Topic: Salt water problems and more.  (Read 561 times)

Smew

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Salt water problems and more.
« on: September 18, 2009, 12:53:21 am »

Alright, refresh me on what the tile difference between salt and fresh water was, salt water is a lighter blue color, correct?
Going on that, I embarked next to an ocean, never got a warning about saltwater, and built a large(9 z level) tank for it, all going by the correct specs.
Now, I believe the tank plan failed, because I forgot about the input side, which started over-flowing, which in turn touched natural rock and such, which I assume contaminated the rest of the pipe.
The real issue here is, going on that issue, I reworked the input, and just made a small(4 tile) cistern, because all I needed water for was my champion.
Here's the kicker, I still can't make a water source out of that cistern, either.
I made a well above the second cistern, which should by all means work, and the well says it is "active", yet I am still getting cancellations about no water source.
Does sea-spray/mist effect water as well? is that the source of my issues?
Or am I confused, and I don't even have salt water to begin with?

I think this map must be glitchy anyway, I just had some champions sit around staring at 3-4 unconscious goblins, rather than even attempting to kill them, they just sat around, but still wouldn't move, these were axe wielding champions too, so it wasn't a pathing error.

Goddamn what a night, embarking on top of a magma pipe and building a huge mansion castle.

Ironhand

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Re: Salt water problems and more.
« Reply #1 on: September 18, 2009, 09:27:31 am »

They look exactly the same.

I don't think there's any way to tell whether a tile of water is desalinated or not by just loo[k]ing at it.

Make sure your water pump is filling into the level of the reservoir, though.
That is, your reservoir should be one z-level above the water source, on the same level as the pump.

If the water falls a z-level after it is pumped, it will become salty again as it passes into the ocean z-level.
« Last Edit: September 18, 2009, 09:30:01 am by Ironhand »
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Jim Groovester

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Re: Salt water problems and more.
« Reply #2 on: September 18, 2009, 05:33:25 pm »

If the water falls a z-level after it is pumped, it will become salty again as it passes into the ocean z-level.

We don't know if this is true. We have our suspicions, however, that this is the case, but as far as I know, I don't think anybody so far has proved this to be true.

Herm, did you deactivate the inactive water zones when you built the well? Also, you might try building more wells.
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Smew

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Re: Salt water problems and more.
« Reply #3 on: September 18, 2009, 11:48:19 pm »

Hmm, well the whole water falling a z level could possibly be true, since that's how my setup was originally(Screw pumps pumped the water from the south into a hole directly north.).

I'll try building more wells tomorrow when I get a chance to play, this is really quite a conundrum... are oceans ALWAYS salt water, or can they be freshwater?

Hmm, going by everything, my second setup SHOULD have worked, the screw pumps moved the water up one level to the screw pump level, onto some floors, surrounded by walls, no natural ground to touch, yet when I try to create a water source on top(have tried multiple times) the water source is always labeled as 0, and yes I'm creating the water sources correctly(with a walkable tile+water).

Jim Groovester

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Re: Salt water problems and more.
« Reply #4 on: September 19, 2009, 12:42:37 am »

are oceans ALWAYS salt water, or can they be freshwater?

Always. Without exception. That's a hack on Toady's part, that anywhere rivers terminate will be 100% salty. (You'll notice that lakes don't have rivers terminating at them.)
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Smew

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Re: Salt water problems and more.
« Reply #5 on: September 19, 2009, 01:50:47 pm »

Alright, while the designating option still hasn't shown as able, the dwarves eventually used one of the wells and my champion isn't thirsty anymore.
Now hopefully next time they won't sit around while fighting goblins.