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Author Topic: Fluid logic question: water depths as display (8/7 water and magma evap to 7/7)  (Read 3855 times)

Quatch

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Ok, doing some fluid logic stuff, and I'd love to have water depths as a numeric display (base 7..). Anyone know of a sure fire way to generate water in 1/7ths?
« Last Edit: October 28, 2009, 01:20:49 pm by Quatch »
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G-Flex

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Re: Fluid logic question: water depths as display
« Reply #1 on: October 22, 2009, 03:03:06 pm »

You could also use base-8, which might be worth it. Numerals 0 through 7, with 0 being no water.
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Re: Fluid logic question: water depths as display
« Reply #2 on: October 22, 2009, 03:30:10 pm »

Water will evaporate very quickly. I don't think there is a way to keep 1/7 of water permanently on a tile.
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Kanddak

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Re: Fluid logic question: water depths as display
« Reply #3 on: October 22, 2009, 04:27:01 pm »

You really, really don't want to go there. The way to make reliable fluid logic is to use pressurized water and depend on having either 0 or 7.
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Re: Fluid logic question: water depths as display
« Reply #4 on: October 22, 2009, 04:34:40 pm »

Binary works for computers so it can work for you to! ;D
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martinuzz

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Re: Fluid logic question: water depths as display
« Reply #5 on: October 22, 2009, 09:45:04 pm »

1/7 is very tricky. Perfectly stable 1/7 is impossible I think.
However, you can use the spaces around a drain. If fed by (not too much) water, they will be 1/7 most of the time, at least visually.

Code: [Select]
wwww                   w=wall
w+11wwwww              +=floor
w+_12112212etc         _=channel / drain
w++1wwwww
wwww
or, maybe better still

Code: [Select]
wwwwwwwww
w_1212112212etc
wwwwwwwww
« Last Edit: October 22, 2009, 09:49:50 pm by martinuzz »
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Shakma

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Re: Fluid logic question: water depths as display
« Reply #6 on: October 23, 2009, 08:32:51 am »

Water won't evaporate on top of other water though I'm pretty sure.  I know magma doesn't.

So you could do like so:

Code: [Select]

###
#7#
#X#
#+#
#+#
#_#
###

X - FG
+ - floors
_ - channel over 7/7 water
7 - 7/7 water

Vary the length of the hallway to get different values.  In this example, you'd get 3/7 water falling off.  Evaporation will probably make it unreliable for the smaller values.

Alternately, if you can start with 3/7 water, which shouldn't be too hard, you can have it pretty reliable drop 1/7 water and evaporation should be pretty unlikely.
« Last Edit: October 23, 2009, 08:43:28 am by Shakma »
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Shakma

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Re: Fluid logic question: water depths as display
« Reply #7 on: October 23, 2009, 08:42:00 am »

Well, also, another thought.  You can't get reliably 1/7 probably but you could get 2/7 water.  Two tiles of 7/7 water spread over 7 tiles will give 2/7.  Then use FGs to smash/contain the rest and leave 2/7.

Code: [Select]
####
#77#
#XX#
#++#
#+##
####

to

####
#22#
#22#
#22#
#2##
####

to

####
#22#
#XX#
#XX#
#2##
####

Could then pump out the 2/7 tile.  Do it 4 times an you'd have 1/7 water sitting on 7/7 water.   
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MrFake

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Re: Fluid logic question: water depths as display
« Reply #8 on: October 23, 2009, 09:04:33 am »

Or drop 2/7 water on to a single tile that spills over an edge.

Code: [Select]
## # Z-1
#  # Z-2
# ## Z-3

The 2/7 sits on the ledge there at z-2, and 1/7 of it will flow over the edge, leaving 1/7 left to evaporate.  The problem is it's slow, because the 1/7 on the ledge needs to evaporate before this can be reliably used again.  Though, it can be stacked n times so that you can pump a full 7/7 tile at the top and end up with 7-n at the bottom so long as all ledges are dry.  It's possible to build a system than can detect when a ledge goes dry and "reset" the system, but that defeats the utility.  Better to just wait (use a counter set to trigger at a large number to make it automatic).
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Shakma

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Re: Fluid logic question: water depths as display
« Reply #9 on: October 23, 2009, 09:09:24 am »

Or drop 2/7 water on to a single tile that spills over an edge.

Code: [Select]
## # Z-1
#  # Z-2
# ## Z-3

The 2/7 sits on the ledge there at z-2, and 1/7 of it will flow over the edge, leaving 1/7 left to evaporate.  The problem is it's slow, because the 1/7 on the ledge needs to evaporate before this can be reliably used again.  Though, it can be stacked n times so that you can pump a full 7/7 tile at the top and end up with 7-n at the bottom so long as all ledges are dry.  It's possible to build a system than can detect when a ledge goes dry and "reset" the system, but that defeats the utility.  Better to just wait (use a counter set to trigger at a large number to make it automatic).

If you but a draw bridge on Z-2 that would work.  Lower it to release the water.  Raise and it will crush the 1/7 left.
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MrFake

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Re: Fluid logic question: water depths as display
« Reply #10 on: October 23, 2009, 09:22:39 am »

*facepalm* duh!  -10 dwarfpoints for MrFake.
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Shakma

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Re: Fluid logic question: water depths as display
« Reply #11 on: October 23, 2009, 10:05:01 am »

Another setup.

Code: [Select]
#####
W>> #
W>> #
W>> #
W>> #
W>> #
W>> #
W>>_##### >>
W##       #
###wwwwwww#

Another setup for any water level.  Pumps on left with a hatch at the bottom of the stack. 

1. Turn on the bottom pump for 1/7 water, the top for 7/7 or any in between for whatever level.
2. Turn of pumps.
3. Open hatch to have it level out to the reading level you want.  Display at the far end behind the right pump.
4. Turn on right pump to clear.   
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Sordid

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Re: Fluid logic question: water depths as display
« Reply #12 on: October 23, 2009, 10:18:41 am »

Binary works for computers so it can work for you to! ;D

Yeah, but a computer operating in base 7 is somehow so much more... dwarven. ;D
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Sizik

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Re: Fluid logic question: water depths as display
« Reply #13 on: October 23, 2009, 07:24:07 pm »

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Shoku

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Re: Fluid logic question: water depths as display
« Reply #14 on: October 25, 2009, 10:47:54 am »

I know magma doesn't.

Yes it does.
8/7s magma will evaporate to 7/7 !?
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