Bay 12 Games Forum

Please login or register.

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

Author Topic: Pit/Pond  (Read 5393 times)

StrongAxe

  • Bay Watcher
    • View Profile
Pit/Pond
« on: April 08, 2010, 09:41:05 pm »

I've been trying to designated a recessed chamber as a pond so that my Dwarves will muddy it so I can farm and they can eat.  However it only allows me to designate the edge/ramp tiles as the pond.  Am I missing something? 

Also, any suggestions for speeding up the pond filling?  It only seems to generate one job at a time.

... how foolish I was to think Dwarves would want to eat ...
Logged

Kagus

  • Bay Watcher
  • Olive oil. Don't you?
    • View Profile
Re: Pit/Pond
« Reply #1 on: April 08, 2010, 09:53:44 pm »

You need to designate the area above the chamber in order for it to be classified as a pit.  You can't paste that zone on the floor of the pit itself.

You may or may not to include the edges around the hole as well, as a place for dwarves to stand when dumping stuff in...  I can't really remember.

Also, for speeding up the filling, I think there's really just one way (without pumps, of course)...   You need to designate multiple zones and get each one to start filling.

zagibu

  • Bay Watcher
    • View Profile
Re: Pit/Pond
« Reply #2 on: April 08, 2010, 10:46:12 pm »

I built a 5x5 farm plot, carved out a 5x5 room above it and channeled some tiles like this:
Code: [Select]
+++++
+_+_+
+++++
+_+_+
+++++
Designate four ponds, create 4 buckets and the plot is wet fairly quickly.
Logged
99 barrels of beer in the pile
99 barrels of beer!
If some dwarves know the way to the pile
0 barrels of beer in the pile!

Hypatian

  • Bay Watcher
    • View Profile
Re: Pit/Pond
« Reply #3 on: April 08, 2010, 11:21:55 pm »

Note that if the "top room" is the outdoors, that will put nasty outdoor spaces over your farm.

For a very quick farming operation, you can do something like:


Code: [Select]
+++X+++
+__X__+
+__X__+
+++X+++

Where the Xs are channels down from the surface (with pond designated), and you've got two 2x2 farm plots that'll mud up pretty quickly.  It's not a serious farming operation, but it can get your plump helmet operation moving very very quickly if you're not bringing along much food and need something to tide you over until you can begin serious chthoniculture.
Logged

StrongAxe

  • Bay Watcher
    • View Profile
Re: Pit/Pond
« Reply #4 on: April 09, 2010, 07:14:21 am »

At about -11 under ground I have
Code: [Select]
+++++++++++++++++
+<<<<<<<<<<<<<<<+
+<_____________<+
+<_____________<+
+<_____________<+++
+<_____________<XXX
+<_____________<XXX
+<_____________<+++
+<_____________<+
+<_____________<+
+<<<<<<<<<<<<<<<+
+++++++++++++++++

Legend
  • <: Down Ramp
  • X: Walkable, mined
  • _: Channel/Open space
  • +: Wall

The only squares I can designate as pond are the four ramp squares adjoining the entrance.
Logged

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Pit/Pond
« Reply #5 on: April 09, 2010, 08:20:53 am »

Thats because dwarves can't reach the other ones.
Logged

Jhoosier

  • Bay Watcher
    • View Profile
    • http://wilcotangofoxtrot.blogspot.com
Re: Pit/Pond
« Reply #6 on: April 09, 2010, 08:27:16 am »

Do what the previous posters suggested:  since you're at -11, no chance of sun getting in, so channel out a bunch of holes above your farm and designate those as pit/pond.
Logged

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Pit/Pond
« Reply #7 on: April 09, 2010, 08:38:35 am »

Something a lot of people don't seem to understand:

Ramps do not give dwarves access to the tile above them. A dwarf cannot stand ON a down ramp, which is the tile above an up ramp. Up ramps let a dwarf go to any tile above and adjacent to them, so long as it is normally walkable.

In the example given by StrongAxe, his dwarves cannot pit/pond from the down ramp tiles because they are not walkable. They can do so from the walkable mined tiles, dumping water onto the down ramps in front of them.

If he instead built a wooden walkway around the farm over the downramps, then the dwarves would correctly be able to pit/pond from the walkway.
Logged

zagibu

  • Bay Watcher
    • View Profile
Re: Pit/Pond
« Reply #8 on: April 09, 2010, 09:24:38 am »

Strongaxes approach is problematic anyway, because to muddy the middle of his farm plot would need a lot of water. It's better to construct a whole floor above the plot and channel in a regular pattern scattered over the whole area of the plot. The ponded water will flow out in a circular fashion, so one channel each two floors should do the trick.
Logged
99 barrels of beer in the pile
99 barrels of beer!
If some dwarves know the way to the pile
0 barrels of beer in the pile!

jh42

  • Bay Watcher
    • View Profile
Re: Pit/Pond
« Reply #9 on: April 09, 2010, 03:28:57 pm »

Why not just dig out a big room next to a murky pool, then breach the pool? That's what I generally do, anyway.
Logged

jokermatt999

  • Bay Watcher
    • View Profile
Re: Pit/Pond
« Reply #10 on: April 09, 2010, 05:32:06 pm »

Couldn't strongaxe's be fixed by replaced floors with floor grates? Will those hold each other up?
Logged

Asmodeous

  • Bay Watcher
    • View Profile
Re: Pit/Pond
« Reply #11 on: April 09, 2010, 05:49:48 pm »

Easiest solution.

Turn this:

Code: [Select]
+++++++++++++++++
+<<<<<<<<<<<<<<<+
+<_____________<+
+<_____________<+
+<_____________<+++
+<_____________<XXX
+<_____________<XXX
+<_____________<+++
+<_____________<+
+<_____________<+
+<<<<<<<<<<<<<<<+
+++++++++++++++++

Into this:

Code: [Select]
+++++++++++++++++++
+XXXXXXXXXXXXXXXXX+
+X<<<<<<<<<<<<<<<X+
+X<_____________<X+
+X<_____________<X+
+X<_____________<X++
+X<_____________<XXX
+X<_____________<XXX
+X<_____________<X++
+X<_____________<X+
+X<_____________<X+
+X<<<<<<<<<<<<<<<X+
+XXXXXXXXXXXXXXXXX+
+++++++++++++++++++

Voila. Problem solved.
Logged
(There is a story behind this. . .)

This is an Alder Omelette. All craftsdwarfship is of highest quality. It is encircled with bands of cheese. It menaces with spikes of bacon, ham, and peppers. On the object is an image of dwarves in egg white. The dwarves are eating.

Bluerobin

  • Bay Watcher
    • View Profile
Re: Pit/Pond
« Reply #12 on: April 09, 2010, 06:08:28 pm »

Easiest solution.

Turn this:

Code: [Select]
+++++++++++++++++
+<<<<<<<<<<<<<<<+
+<_____________<+
+<_____________<+
+<_____________<+++
+<_____________<XXX
+<_____________<XXX
+<_____________<+++
+<_____________<+
+<_____________<+
+<<<<<<<<<<<<<<<+
+++++++++++++++++

Into this:

Code: [Select]
+++++++++++++++++++
+XXXXXXXXXXXXXXXXX+
+X<<<<<<<<<<<<<<<X+
+X<_____________<X+
+X<_____________<X+
+X<_____________<X++
+X<_____________<XXX
+X<_____________<XXX
+X<_____________<X++
+X<_____________<X+
+X<_____________<X+
+X<<<<<<<<<<<<<<<X+
+XXXXXXXXXXXXXXXXX+
+++++++++++++++++++

Voila. Problem solved.
Yeah, that'd work. Like people were saying right before you, though, it could take a while to get the middle muddy. You could make it a bit quicker with a constructed floor over the middle like this:
Code: [Select]
+++++++++++++++++++
+XXXXXXXXXXXXXXXXX+
+X<<<<<<<<<<<<<<<X+
+X<_____________<X+
+X<_____________<X+
+X<_____________<X++
+X<_____XXXXXXXXXXXX
+X<_____XXXXXXXXXXXX
+X<_____________<X++
+X<_____________<X+
+X<_____________<X+
+X<<<<<<<<<<<<<<<X+
+XXXXXXXXXXXXXXXXX+
+++++++++++++++++++
(you definitely don't need it 2 wide, but I like things symmetrical  :-\) and if you have a lot of dwarves/buckets, that gives them more surface area to dump over as well. Also, you could JUST build the thing out into the middle:
Code: [Select]
+++++++++++++++++
+<<<<<<<<<<<<<<<+
+<_____________<+
+<_____________<+
+<______X______<+++
+<_____XXXXXXXXXXXX
+<_____XXXXXXXXXXXX
+<______X______<+++
+<_____________<+
+<_____________<+
+<<<<<<<<<<<<<<<+
+++++++++++++++++
and that might do the trick well enough. At this point though I'm sure you can figure out what'll work best for you.

Couldn't strongaxe's be fixed by replaced floors with floor grates? Will those hold each other up?

Yeah, that could work too. Although..... now that I think about it I don't think grates support other grates.
« Last Edit: April 09, 2010, 06:12:38 pm by Bluerobin427 »
Logged
The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Paul

  • Bay Watcher
  • Polite discourse with a dash of insanity.
    • View Profile
    • Need an affordable website? I can help.
Re: Pit/Pond
« Reply #13 on: April 09, 2010, 07:52:15 pm »

Grates don't support eachother (or at least they didn't last version).

An easy way to get an early farm without much work is to just dig out an area next to or under a murky pool. Once you have the room dug, you dig out the tile to connect them and let the water flow in. If you dug it large enough the water will spread out to 2s and 1s and evaporate after a bit, giving you a big muddy farm area. Then you can wall off the spot where you connected them to close off the murky pool and it'll fill back up eventually with rainfall.

You can even make a deep underground water reservoir that collects rain water using a murky pool. Just make your reservoir then dig up/down stairs straight up into the murky pool until you breach it with a down stair. The water will flow right down the shaft to your reservoir. When the rain comes it will gather on the murky pool tiles and trickle right down the shaft into your reservoir. And the tile still counts as underground, since you did it with stairs. The great thing is you can even fish in this reservoir, catching whatever was present in the murky pool (usually turtles). It's safer than a river too, since even if it DOES overfill (if it rained enough to overfill your reservoir and start filling the shaft up), the rain is finite and generates fairly slowly - slow enough that it will simply evaporate before flooding anything, unless the room is very small and closed off.
Logged
Do you like Science Fiction? I'm writing the Weaveborn Saga over on Royal Road and my website. Link

Asmodeous

  • Bay Watcher
    • View Profile
Re: Pit/Pond
« Reply #14 on: April 09, 2010, 08:58:23 pm »

Yeah, that'd work. Like people were saying right before you, though, it could take a while to get the middle muddy.

Not really. With the outside only you could set it up with 10-15 buckets with 10-15 pit/pond tiles and they'll have it done in no time. :)
Logged
(There is a story behind this. . .)

This is an Alder Omelette. All craftsdwarfship is of highest quality. It is encircled with bands of cheese. It menaces with spikes of bacon, ham, and peppers. On the object is an image of dwarves in egg white. The dwarves are eating.
Pages: [1] 2