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Messages - Reelyanoob

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1291
DF Dwarf Mode Discussion / Re: Desalinazation... the eternal question
« on: April 18, 2011, 09:27:15 am »
Great success !! I managed to "rehabilitate" a tile which had gone from fresh to salty!

What i did was to build a floor there, deconstruct it, then rebuild it again. After i did this, it filled from a fresh water reservoir and stayed fresh. I'm just checking to see if I can replicate this on a cell with 6/7 salty water


EDIT - Scratch the above, i tried again and couldn't replicate this. I salted the second fresh pit, then tried the trick again and it didn't work, I guess I made a mistake (there's quite a few pits i'm testing with)


EDIT2 - I'm playing around with a couple of screw-pumps on the surface from a salty pond, one pumps onto constructed floor, the other onto soil, both give fresh water. I've dug some holes in underground spots (both sand and rock) and bucket fresh water in. They're staying fresh, even below the ocean level. I recommend channel some holes around the place, just bucket some fresh water in and see if it stays fresh. You could have a bucket-filled reservoir as emergency standy, should the main reservoir become salty.

Even better, don't worry about having a salty reservoir, but draw from this via screw-pump to a small (salt-free) chamber under your well. This is the only cell which needs to be drinkable.


1292
DF Dwarf Mode Discussion / Re: Desalinazation... the eternal question
« on: April 18, 2011, 05:27:01 am »
You won't find anything like this, I don't think. The entire embark region is salty or fresh, and it mostly seems to be dependent on the altitude of the area. If anything on the embark region is below or at the ocean's surface, the entire region is salty. At least, this is how it looks like to me.
I have two wells on the same z-level, 1 is salty, the other fresh! The salty one was at my hospital, but in the end i just moved the hospital over to where i got a fresh water well, both wells are connected to the SAME cistern and a thin pipe off it (no floodgate or anything separating them), so salt is not magically spreading by contact either. Every part of the cistern/pipe is also natural rock, btw.

And this is in a Nano-Fortress of only 1x1 embark tile, so what you say cannot be the whole story. Note, i do get a little bleed-over from a neighbouring biome, because the borders are jagged, that could be areas marked as salty/fresh, but i'm not getting any contamination in my freshwater cistern being linked to a salty part.



EDIT : I have run a few embarks, and used dfliquids to do some tests. Tile Edit didn't seem to help, and i'm getting some wierd results (suprise, suprise).

On the first map, I had a salt water brook, not a water source. I dug into the soil near the brook, and filled with "fake" water. This water was fresh, but 1z above the brook. so I then dug another pit 2 levels deep, making the water on the same z-level as the brook water itself. Still fresh.

So z-level by itself cannot be the determining factor. I then tried a seaside embark,vanilla worldgen settings, and got some interesting results which back up the "contamination" meme and the "constructed floors" meme, which I did not expect.

First, I built "fake" obsidian walls in a hollow 11x11 square, filled it with water, on a cliff 2 z-levels above sea level. This was not drinkable. Next, I built a solid 11x11 obsidian square right next to it, hollowed it out with mining, filled with water. Presto! this WAS drinkable. I rebuilt the first reservoir like the second one, but it never became drinkable, nor did subsequent reservoirs built anywhere water had spilled out of the salty one.

The only difference was the floor of the reservoir when first filled with water - local grass or fake obsidian floors.

EDIT2: I just channelled a basic hole-in-the-ground (into soil), filled with water and it IS drinkable, even in this salt-water biome. So the grass is salty but the ground 1-z-level below is not salty?

That's 2/2 salt-water maps this has worked on, just channel a hole into soil and bucket-brigade pump some salt water in, should give you fresh water. Buckets spread the salt :( if you draw from a well over a salt source, the hole you're filling becomes salt water.

1293
DF Dwarf Mode Discussion / Re: Desalinazation... the eternal question
« on: April 18, 2011, 05:00:03 am »
Me thinks my next embark will test Tile Edit on salt water and fresh water areas.

Note : Bucket brigade wouldn't transfer any tile info about saltiness, just 1/7 "water". The only problem like we mentioned is that tiles are probably biome-tagged with the status when the map is created. Fresh would seem to be the default (flag = 0) and salty is (flag = 1), given that open-air spaces above the ground are not tagged salty, at least at first.

I'm trying hard in worldgen to find a site with salty next to fresh biomes and a river or something, to test any tile flags which change if i pump salt water around, can't seem to find a suitable site.

If such a flag can be identified (I'm using the out-dated "Tweak" toolkit), then we could work out what tile offset that is, and put together a dfhack util which desalinates every non-water containing cell in your map (or all of them if you like)

1294
DF Dwarf Mode Discussion / Re: Desalinazation... the eternal question
« on: April 18, 2011, 02:51:30 am »
@lytha : Is there a biome boundary there? using dfreveal you can clearly denote biome boundaries in the layers by viewing up/down z-levels, the boundary is not square, but it's the same on every z-level. Or maybe the pools are marked specifically during generation, but the algorithm ignores setting the flag on surrounding squares.

1295
DF Gameplay Questions / Re: Breeding Beak Dogs
« on: April 18, 2011, 02:36:33 am »
I doubt you need a screenshot of an empty slade floor. I had to learn how to punch holes through SMR to get there though, that was more fun, but I was expecting some clowns to greet me.

1296
DF Gameplay Questions / Re: Fortifications stack?
« on: April 18, 2011, 02:08:26 am »
You CANNOT shoot AT ALL through a fortification unless you are right next to it. Dumb the design down a bit and stop over-thinking it :-

Code: [Select]
DF G
HHwH
The above = 100% kill for dwarf, the goblin deals 0% damage. This is a ground-level defence though, if you want it up a level then :-
Code: [Select]
DF
HH G
HHwH
I guess you could have it over-hanging if you like, I prefer the fortifications to be in line with the wall below.

Making the water wider just impedes the dwarves from shooting, an extra thick fortification will stop them shooting out whatsover.

One thing someone suggested in another thread was "shutters" in from of the fortifications to block views outside sometimes (could stop dwarves getting scared, help encourage marksdwarves to reload). That would look like this (where B = Raising Bridge). remember this is a side view and the bridge would really be 10 units long, along the outside of the fortifications  :-


Code: [Select]
DFB
HHH G
HHHwH

1297
DF Gameplay Questions / Re: Help with an almost newb
« on: April 18, 2011, 02:04:29 am »
I suggest you boot up Dwarf Therapist while the game is running, that should give you some insight into the labours, as here they're all on the same screen, unlike in the game

1298
DF Gameplay Questions / Re: Adamantine... but no MOSS?!?
« on: April 18, 2011, 01:52:30 am »
Sounds like an interesting and very buggy site. I'd love to see that. Keep the save, sites like this area rare.

I'd keep mostly non-grazer animals, on solid rock. All types of birds are good as are cats, dog, Black bears, grizzly bears. These are the non-grazers which have the [PET] token by default in the raws (i searched), so no modding needed. Tigermen also are non-grazing pets, but they are sentient so cannot be butchered.

You can also keep wild herds of grazer animals, if not tamed, they do not need grass, but many natural animals will still breed if non-tame. Just note this will slow down or stop other wild-life entering the map.

Also, I'd suggest you find out what's below the Magma sea, could be anything, going by how odd your site is. If you don't have underground trees or plant's I don't think your tree-farm will work. Just hope there's at least 1 tile of moss somewhere.

1299
DF Gameplay Questions / Re: Important part of the hospital missing
« on: April 18, 2011, 01:34:10 am »
Well, other then maybe digging through the dfhack toolkit (dfliquid?).
You can make "river source" squares with dfliquids, i haven't really played with that but I assume they pour out water like a river edge square.

It depends on personally how "cheaty" you are happy with being. I alway embark with at least 1 river tile so I never bothered. I started playing with Tweak only last night, it's old but Tile Edit still works. If it rains in your biome you might be able to copy the tile info from a Murky Pool (you'll have to load another game where there's murky pools), and create an artificial murky pool in your new map, to collect rain.

1300
Building destroyers cannot attack "up". Making the enemies have to path upwards through a floor hatch to get in effectively stops  anything. Just lock the hatch like a door to stop your own guys using it during a siege.

EDIT: Poster below found this may be an urban myth, not proven game mechanics, see posts below.

1301
DF Gameplay Questions / Re: STOP IT. You're making nature cry!
« on: April 18, 2011, 01:21:04 am »
To reiterate my suggestion - try pasturing them. If this works, build a raising bridge (atom smasher), raise it with a lever, have the "empty" space of the atom smasher turned in a pasture, and any animal, pet or otherwise, can be quickly removed by pasturing them, then pulling the bridge lever.

1302
DF Gameplay Questions / Re: STOP IT. You're making nature cry!
« on: April 17, 2011, 03:40:09 pm »
It's easier than that.

1. Build an atom-smasher bridge, lever operated.
2. make a pasture & a Burrow inside said Atom-Smasher.
3. Assign unwanted dwarves to the Burrow, unwanted animals to the pasture.
4. Pull lever.


btw, you checked that the pit zone has the animals assigned to it? And the dwarves can reach the animals, i.e. no locked doors or burrow restrictions

1303
DF Gameplay Questions / Re: STOP IT. You're making nature cry!
« on: April 17, 2011, 03:34:34 pm »
Somtime i set up a couple extra butcher shops, and turn on the lbutcher abour on a couple of extra guys for this type of thing. 3 butchers working should fix the problem. Butcher all the strays first, and if you're worried about killing pets causing tantrums, try and kill of only the female pets, that will stop the breeding problem.


Maybe they are scared of things already in the pit? If it's open-topped they won't go near it if there's a hostile down there. You need a hatch for dwarves to ignore the creatures, but once they are pitted they won't even go close enough to put a hatch on, so it's time to build a second pit, and station marksdwarves at the first one to kill everything off.

1304
DF Dwarf Mode Discussion / Re: Dropping Goblins into Caverns?
« on: April 17, 2011, 02:39:49 pm »
Here's my pitting instructions for goblins which i posted in another thread, this can be modified with the FB down below, though in the discussion I had marksdwarves to finish off the goblins. I think this is about as efficient as I can make it (no need to build the cages, no levers or linking). I'd definitely strip the goblins first, otherwise there'd be a lot of junk down there you couldn't safely clean up.

http://www.bay12forums.com/smf/index.php?topic=82493.msg2192360#msg2192360


1305
DF Dwarf Mode Discussion / Re: Desalinazation... the eternal question
« on: April 17, 2011, 02:18:52 pm »
Once tiles have been flagged as containing salt water, any water that is in that tile will become salty, even if it's completely surrounded by constructed walls.
Do you think any of the settings in Tweak's Tile Edit function could affect saltiness? I just got that app up and running tonight, i may try and salt some fresh water area and see if any tile-data changes. There's a few values with just '?' as their name

Hey i just thought, a map desalinator would be a great tool for DFHack!!

I have some experience with salt water, but I usually end up on a salty aquifer. In these cases, all you need to do is to hollow out a space in the z-level above the aquifer, poke a hole into that from above, install a screw pump, and your clean fresh water is ready to go. No constructed walls necessary at all.

Your explanation also can't explain why cavern water below an ocean is considered to be fresh instead of salty, so there must be something more to it than just the constructed walls.
I'd say that's because a screw-pump teleports the water, rather than flowing. So it ends up in a cell marked as non-salty (above aquifer level) without the flow calculations in between which would spread the saltiness.

Underground fresh water would be explainable in that the map generator tags an entire z-level (or z-level of a biome) at a time with the salty or fresh flags when it creates the terrain.

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