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Author Topic: Fishing...  (Read 2078 times)

Agent_86

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Fishing...
« on: May 18, 2011, 01:12:15 am »

I'm attempting to build a minimalist "locked down" fort.  My fort is, for tactical reasons, a bit away from the river, but I'm planning on setting up a tunnel that would open up to the surface right next to the river so I can have a steady food supply without endangering my fishing dwarves.  The only problem with this idea is that that allows amphibious enemies directly into my fort, which negates the entire "locked down" fort that I'm going for.  any ideas how to design this little room so that my fisherdwarves can feed their bretheren in peace?

I was thinking I could use a floor grate, but would that block my dwarves from fishing?
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Avo

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Re: Fishing...
« Reply #1 on: May 18, 2011, 02:27:31 am »

Build it like this (side view


~~~
    T
    T          GTT 
    TTTTTTTT

Where T is the tunnel, G is a floor grate and ~~~ is your happy little stream.

Creatures are completely oblivious to objects above them and cant destroy that grate.
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Agent_86

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Re: Fishing...
« Reply #2 on: May 18, 2011, 02:32:00 am »

I know a floor grate would block any enemies from coming in, but it wouldn't prevent Urist McFisherdwarf from doing his job when my fort is locked down?
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Avo

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Re: Fishing...
« Reply #3 on: May 18, 2011, 02:39:32 am »

No because Urist is exposed to open water. The floor grate is earlier in the plumbing. What you can see in water and what you can catch are two totally different things.
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vorpal+5

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Re: Fishing...
« Reply #4 on: May 18, 2011, 03:10:07 am »

would water pressure not flood the 2 rightmost tunnel squares though?
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Azated

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Re: Fishing...
« Reply #5 on: May 18, 2011, 04:51:18 am »

would water pressure not flood the 2 rightmost tunnel squares though?

I don't think water becomes pressurized unless using a pump.
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Tharwen

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Re: Fishing...
« Reply #6 on: May 18, 2011, 05:07:46 am »

would water pressure not flood the 2 rightmost tunnel squares though?

I don't think water becomes pressurized unless using a pump.

It does. You'd have to push the water through a U-bend with a grate in it, then fish from the surface (but you can build a hut there, so that's OK).
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Lytha

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Re: Fishing...
« Reply #7 on: May 18, 2011, 05:36:37 am »

He could of course also just install a depressurizer in the lowest level, aka let it flow through one diagonal.
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JJtoocool

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Re: Fishing...
« Reply #8 on: May 18, 2011, 06:32:23 am »

*EDIT* Just read the wiki, apparently Fortifications are useless in 7/7.
« Last Edit: May 18, 2011, 06:36:08 am by JJtoocool »
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Sphalerite

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Re: Fishing...
« Reply #9 on: May 18, 2011, 07:46:29 am »

You aren't guaranteed to get fish if you do this.  What if anything a dwarf catches when fishing is determined by what biome zone he's standing in, rather than the actual presence of any vermin fish in the water.  If your fishing zone is too far from the river, the game will look at the underground/indoor biome fish population for fishing results rather than the river biome fish population.  Usually, this will result in you catching nothing.  In order to catch river fish, your fisherdwarf will need to be standing in the river biome area when he's fishing.
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evileeyore

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Re: Fishing...
« Reply #10 on: May 18, 2011, 07:54:34 am »

Build it like this (side view


~~~
    T
    T          GTT 
    TTTTTTTT

Where T is the tunnel, G is a floor grate and ~~~ is your happy little stream.

Creatures are completely oblivious to objects above them and cant destroy that grate.

Wow, you want him to flood his fort don't you?

Agent 86:  Follow Avo's advice, but look up "flooding" on the dfmagma wiki, you'll want either a "u-bend" or diagonal depressurizer in as others have already said.


Also I recomend making your "fishery" a large room completely covered in floor grates like so:


Code: [Select]
FFFFFFFFFF
GGGGGGGGGG
GGGGGGGGGG
FFFFFFFFFF
GGGGGGGGGG
GGGGGGGGGG
FFFFFFFFFF
GGGGGGGGGG
GGGGGGGGGG
FFFFFFFFFF

Channel out where the "G" are and dig under 'middle' two the "F" rows, since grates can't support each other you need those actual floors.  This gives you a large fishing area (10x10 room, 60 fishable tiles) (you can make it bigger or smaller as you prefer) and you'll encounter less "There is nothing to catch in the [region] swamps" cancelations.

In fact I tend to eventually build 8 fisheries, one in each cardinal and ordinal direction from the fort proper.  Then I rotate every few seasons which ones are set for fishing... back in 40d you could overfish a spot and it could become permanently depleted, I'm not sure if that still applies, but I still treat it as though it does.
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aragaer

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Re: Fishing...
« Reply #11 on: May 18, 2011, 01:28:14 pm »

Code: [Select]
~~~
  T
  T    GTT
  TTTTT
This won't flood the tunnel. Unfortunately. Just tried the same setup to fill a cistern under my fortress (right tunnel goes directly to cistern). However adding a pump which will draw water directly through grate would work in my case.

It seems that floor grate does work as a depressurizer.
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Neowulf

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Re: Fishing...
« Reply #12 on: May 18, 2011, 02:39:15 pm »

I generally build a hut at the edge of the river with atleast 1 river tile inside the walls, then grate it off.
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NecroRebel

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Re: Fishing...
« Reply #13 on: May 18, 2011, 07:38:40 pm »

All of the complicated waterworks that people have been suggesting in this thread are completely useless. Dwarves can fish straight through a floor grate, floor bars, or a hatch. Just make a hut that protrudes out over the river a bit, put grates over holes in the floor over water, and fish.

Note that fishing is not a particularly effective means of food production; fishing bodies of water clean is very easy given multiple fisherdwarves or even a single highly-experienced fisher.
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evileeyore

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Re: Fishing...
« Reply #14 on: May 18, 2011, 09:03:53 pm »

All of the complicated waterworks that people have been suggesting in this thread are completely useless.

I disagree.  Indoor fishing has it's uses.
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