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Author Topic: Feasability of Oceanfront Fort  (Read 3853 times)

Eagle_eye

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Re: Feasability of Oceanfront Fort
« Reply #15 on: May 12, 2010, 11:05:45 pm »

No, my dwarves fill the perpetual motion machines with water from murky pools, and the water in the DWR isn't labeled as murky or polluted...
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o_O[WTFace]

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Re: Feasability of Oceanfront Fort
« Reply #16 on: May 13, 2010, 12:09:45 am »

Ocean forts lag, keep that in mind. 
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Dave Mongoose

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Re: Feasability of Oceanfront Fort
« Reply #17 on: May 13, 2010, 02:25:34 am »

If it's anything like my latest fort, the wagon will end up on the beach: don't deconstruct it until it's fully unloaded.

Took my dwarves the whole of spring to grab all the food barrels that were being pushed around by the waves...
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Deathworks

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Re: Feasability of Oceanfront Fort
« Reply #18 on: May 13, 2010, 03:15:36 am »

Hi!

Given that you need water only when you a) don't have any drinks or b) have resting dwarves, the desalination problem is actually a question of whether you need it.

Having no drinks is actually no problem. Setting up farming early and dedicating a dwarf to brewing should easily keep your stock piles full enough to avoid any crisis (if need be, increase embark points a bit for some extra barrels of dwarven rum).

About having resting dwarves, I am not absolutely sure. I think I heard rumors about resting dwarves receiving alcohol when 31.01 came out, but I have not confirmed that. However, mobile resting dwarves do at times get up and drink by themselves (that, I have witnessed myself). So, if the health care system was indeed not absolutely dependent on water, salt water may actually not be so big a problem.

Deathworks
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Rastaan

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Re: Feasability of Oceanfront Fort
« Reply #19 on: May 13, 2010, 04:30:36 am »

In my .31.03 ocean fort, I irrigated all my farms by draining a murky pool (assumedly saline), and just built a well above a second murky pool. Nobody seems to care, either way. I haven't got any bad thoughts from salty water.
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Boingboingsplat

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Re: Feasability of Oceanfront Fort
« Reply #20 on: May 13, 2010, 05:58:51 am »

If you have enough booze the dwarves won't drink from the well anyways. Have you seen any dwarves actually drink from the well?

Also salty water muddies farms fine.

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Flaede

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Re: Feasability of Oceanfront Fort
« Reply #21 on: May 13, 2010, 06:05:51 am »

As a side note, in the last version, constructing anything (floor, wall, STOCKPILE) on the beach removed those tiles' ability to have waves move across them. This is useful, but also annoying. I haven't been able to stand the lag to check whether this holds true for the new version, but looking at the changes doesn't seem to have it changed.
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kurokikaze

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Re: Feasability of Oceanfront Fort
« Reply #22 on: May 13, 2010, 06:31:11 am »

I'm currently running oceanside fort. Water outside is salty, water in caverns are fresh. Plenty of fish to catch, no mermaids.

DO NOT DIG WHERE THE OCEAN WAVES ARE RUNNING. I lost a shaft to this. Waves bring water, slowly, but steadily. Also you have to protect any workshops in this area by small patches of wall ("Urist McCleaner cancels Clean fish: Dangerous terrain").
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derekiv

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Re: Feasability of Oceanfront Fort
« Reply #23 on: May 13, 2010, 06:33:04 am »

In 40d I believe it was all or nothing as far as salinity of the water. But I wonder if in the new version the cavern layers have fresh water...
Nope, any salt water = all salt.
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kurokikaze

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Re: Feasability of Oceanfront Fort
« Reply #24 on: May 13, 2010, 06:38:02 am »

In 40d I believe it was all or nothing as far as salinity of the water. But I wonder if in the new version the cavern layers have fresh water...
Nope, any salt water = all salt.

Well, I have dwarves drink water from cavern lake. Or can they drink salty water at all? How do I tell one from another?
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bmaczero

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Re: Feasability of Oceanfront Fort
« Reply #25 on: May 13, 2010, 08:48:33 am »

In my .31.03 ocean fort, I irrigated all my farms by draining a murky pool (assumedly saline), and just built a well above a second murky pool. Nobody seems to care, either way. I haven't got any bad thoughts from salty water.
I think wells make salty water drinkable.
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Eagle_eye

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Re: Feasability of Oceanfront Fort
« Reply #26 on: May 13, 2010, 12:11:52 pm »

Also, I don't seem to be getting any waves. none. nada. no sea life yet either.
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sammiched

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Re: Feasability of Oceanfront Fort
« Reply #27 on: May 13, 2010, 02:45:08 pm »

I'm not entirely convinced that you need to make your cistern out of constructed walls - in my latest fort I have 1 embark tile of ocean biome that has a tiny bit of salt water. I just ran it inland a bit and pump it into a 3x3 area I channeled out straight into the ground, and now my dwarves can use it as a water source zone. No constructed walls, on the same z-level as the original salt water. Maybe it's because I don't have a beach?

I did the same thing with a multiple z-level cistern in 40d as well (on a beach that time), and the water was desalinated just fine. I think we need to apply more science
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Firehound

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Re: Feasability of Oceanfront Fort
« Reply #28 on: May 13, 2010, 04:27:03 pm »

something's up with ocean's. I got a salt-water warning on my volcanic island, had a rhyolite beach, and no salty water anywhere.
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Eagle_eye

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Re: Feasability of Oceanfront Fort
« Reply #29 on: May 13, 2010, 04:35:39 pm »

you get a salt water warning if you have ANY salt water at all. Oceans included.
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