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Author Topic: A couple of questions  (Read 1173 times)

Arathel

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A couple of questions
« on: January 21, 2010, 01:09:22 am »

[EDIT] Original questions answered. New one on page 2.





Hey there, working on my first 'planned' fortress (I drew up schematics, workings, fluid systems and general working of the fort) and wound up embarking on a near perfect area for it. Only thing is, instead of a river/brook, I got the start of one where a bunch of small branches lead to the edge of the map where they converge. How does the water flow of this thing actually work and will I destroy my source of water by channeling and doing various constructions on it?

My second question was another fluid problem. So, I have one water source on my map and I want 5 continuously flowing, but seperate, waterfalls for my apartment complex that I have planned out. Is there an easy way to diverge one flow of water equally between them or would I be better off just setting up a screw pump system to continually reuse the water that falls?
« Last Edit: February 24, 2010, 07:42:31 pm by Arathel »
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The Architect

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Re: A couple of questions
« Reply #1 on: January 21, 2010, 01:13:29 am »

I can't answer question one, but reusing a limited amount of water would be the best way to handle your second dilemma. You don't need the hassle of having to get rid of the outflow from your waterfalls. Any attempt to utilize the natural flow as a permanent input and output would be an unnecessary risk of flooding and very troublesome to set up.
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Derakon

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Re: A couple of questions
« Reply #2 on: January 21, 2010, 01:52:50 am »

If I recall correctly, the "fingers" of your brook get their water from the surrounding rock, sort of like a miniature aquifer. Thus, if you channel out the adjacent tiles, you'll lose your water supply. But don't quote me on that.
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Blargityblarg

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Re: A couple of questions
« Reply #3 on: January 21, 2010, 01:54:38 am »

I'm fairly sure that if you [k] over the very end of one of the fingers, you'll see it's named 'river source'. I'm pretty sure the tile itself is generating the waer, not its bordering stone tiles.
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The Architect

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Re: A couple of questions
« Reply #4 on: January 21, 2010, 02:09:31 am »

It should still be possible to change the nature of the tile with a cave-in or any other permanently altering event such as an obsidian formation. Just take care.
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Arathel

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Re: A couple of questions
« Reply #5 on: January 21, 2010, 02:20:24 am »

I'm fairly sure that if you [k] over the very end of one of the fingers, you'll see it's named 'river source'. I'm pretty sure the tile itself is generating the waer, not its bordering stone tiles.

Just checked and they do in fact have "river source". That is VERY helpful indeed. I'm guessing that if I leave those tiles alone I should be good. (Going off of the 'like an aquifer' from Derakon there.)

Of course I'll do some testing first on an unimportant 'finger' of the river to double check before I go making permanent plans. I want to see if I can move the source of the river from the middle of a field to the top of the mountain (through underground pathing and pumps) to make a nice cliffside river effect.

Thanks guys!

EDIT: Another question, this one doesn't have as big of an impact though. Is there a way to set up a fishing area when all that's on the map is a brook? Ideally, I'd like an underground artificial stream for my dwarves to go fishing at their leisure.
« Last Edit: January 21, 2010, 02:44:33 am by Arathel »
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Viprince

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Re: A couple of questions
« Reply #6 on: January 21, 2010, 05:34:09 am »

brooks are ideal for fishing, dwarves can drink and fish from brook tiles directly. Plus they can;t fall into it like a river or get pulled in by carp. If you have a body of water connected to the brook even if it passes through a pump you should be able to designate that for fishing using "i" to create a zone on the tile you want them to fish/drink from. If you're gonna create an artificial pond or channel of water for fishing and water source (for injured dwarves etc.) I recommend sticking grates or floor bars over that sucker as they don't prevent either action but do prevent drowning after falling in and hostile creatures crawling out.
« Last Edit: January 21, 2010, 05:37:12 am by Viprince »
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Dorf3000

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Re: A couple of questions
« Reply #7 on: January 21, 2010, 05:35:13 am »

EDIT: Another question, this one doesn't have as big of an impact though. Is there a way to set up a fishing area when all that's on the map is a brook? Ideally, I'd like an underground artificial stream for my dwarves to go fishing at their leisure.

http://www.bay12games.com/forum/index.php?topic=32555.msg475330#msg475330

Just dig your channels underground, fill them with water, and go fish.  You may possibly run into a problem if mountain biomes don't have any fish in them and your underground pond is in that biome.
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Arathel

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Re: A couple of questions
« Reply #8 on: January 21, 2010, 07:30:58 am »

Thanks for the quick replies.

Have something else I was having a problem with. So I have a bauxite vein that's far away from my fortress. I dug a tunnel over there and set a stockpile to only accept bauxite near my production lines. How do I get my dwarves to transport it? There's several with 'no job' and they show no interest in going over there.
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The Architect

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Re: A couple of questions
« Reply #9 on: January 21, 2010, 07:48:24 am »

They need "Stone Hauling" enabled, and a clear path to the stockpile. You need to check over the "ignore" orders in the o menu as well. Also, you need to be sure dwarves are allowed outdoors if the path touches the accursed sunlight at any time. That's all I can think of.
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Sphalerite

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Re: A couple of questions
« Reply #10 on: January 21, 2010, 08:51:20 am »

You also need to actually mine the bauxite, so that you have bauxite rocks sitting around ready to be picked up instead of just an unmined vein.
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The Architect

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Re: A couple of questions
« Reply #11 on: January 21, 2010, 09:54:45 am »

The things we take for granted...

Nice catch, man.
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Lav

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Re: A couple of questions
« Reply #12 on: January 21, 2010, 10:33:00 am »

Also, if the bauxite is very far, the dwarves pathing algorithm may fail to actually notice the job. I have stumbled on this problem when digging defensive tunnels - dwarves were simply ignoring perfectly valid digging orders.

What helps is to map the path from the meeting area to the bauxite with high traffic designation. Then they will notice the jobs faster.
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The Architect

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Re: A couple of questions
« Reply #13 on: January 21, 2010, 11:33:57 am »

Umm... usually, the problem with miners is that you've got a defunct ramp somewhere. It has happened to me multiple times. Ramps are both difficult to use and prone to path bugging; if you have properly constructed paths then dwarves will always notice jobs no matter the distance. In fact, according to what more informed people have told me, the job chooses the dwarf when it comes to hauling.
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Arathel

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Re: A couple of questions
« Reply #14 on: January 21, 2010, 08:49:34 pm »

Also, if the bauxite is very far, the dwarves pathing algorithm may fail to actually notice the job. I have stumbled on this problem when digging defensive tunnels - dwarves were simply ignoring perfectly valid digging orders.

What helps is to map the path from the meeting area to the bauxite with high traffic designation. Then they will notice the jobs faster.

This seems to have done the trick, I had already mined a large chunk of the rock and it was just sitting there, obviously within reach of a dwarf willing to walk. Guess my fortress is full of lazy ones. >.<
« Last Edit: February 24, 2010, 07:36:45 pm by Arathel »
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