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Messages - cephalo

Pages: 1 ... 58 59 [60] 61 62 ... 67
886
DF Dwarf Mode Discussion / Re: grass, shrubs and trees rules
« on: October 06, 2009, 11:40:26 pm »
Trees need unmined soil in the layer below. Shrubs might take a while to show up. How long has it been?

Actually, I don't think they do need unmined soil. I have some trees that popped up at ground level over my temporary fort after I had cut them all down. I have some old rooms down there 1 z level below ground.

887
DF Dwarf Mode Discussion / Re: grass, shrubs and trees rules
« on: October 06, 2009, 11:33:25 pm »
Trees need unmined soil in the layer below. Shrubs might take a while to show up. How long has it been?

Long enough for the entire area to be covered with dry grass. Pretty darn long at least 5 years.

888
DF Dwarf Mode Discussion / grass, shrubs and trees rules
« on: October 06, 2009, 11:25:36 pm »
Ok, I'm trying to make a penthouse garden on top of an obsidian tower. If you build a construction on the natural obsidian and remove it, you get the base layer, which in this case is sandy clay soil. Grass is growing all over it, but not shrubs and trees. Does anyone know how I might get trees and shrubs growing on soil as well?

One thing I noticed is that it rains on the main level of the map, but way up on top of my tower I see no evidence of rain even when it's clearly raining near the ground level. I wonder if that has anything to do with it.

889
In the latest Dev post, Toady mentioned solving the flooding problems in the underground caverns. I'm wondering what the problems were and how they were solved. I've had some trouble recently with z-levels that don't build up pressure due to sea level or aquifer levels, and if these little pressureless z-levels become scattered over the map, it might make plumbing extremely confusing.

890
DF Dwarf Mode Discussion / Re: Spartan training program for children?
« on: October 05, 2009, 08:36:01 am »
You could also rinse them with water to increase their swimming skill. Set the mist generator above your meeting spot so it drops water on them and then whisks it away.

Sure, you get lots of cancellation messages. But they'll become good swimmers.

I once had an issue with dwarfs passing through an artificial river I made, and the mother dwarfs kept dropping their babies in the river. The babies would be carried by the current to an area that wasn't so deep, and by the time they became children they could just swim out.

891
DF Dwarf Mode Discussion / Re: The final resting place of your dwarfs.
« on: October 05, 2009, 08:29:46 am »
The fort in my sig has a nice necropolis in a tower-cap forest, waay down deep under the mountain.

892
I would probably file a bug report as well if it isn't already in there.

I don't actually think it's a bug. If you think about it, it's a solution to the problem of water landing on top of the ocean. Without a special rule for sea level, you could flood your map eventually by dumping water into the ocean, which would be undesireable. The ocean probably should be a place where you can dump water, and this is how it is handled.

893
Ok, I was able to raise the level of the bottom channel one Z level, and this fixed my fountain. Is there any other explanation other than sea level being a depressurizer? I'm thinking of adding it to the wiki.

I was very lucky to be able to do this without ruining my whole obsidian cast fort! It's almost completely carved out already.

894
IIRC there are U-bend bugs that create infinite water.

Not any more; only in old versions.

Cephalo, you might want to compare with this: http://www.bay12games.com/forum/index.php?topic=42571.0
Could that be what's happening on your map?
It would be helpful if you posted a save.

Yes this could be the problem. My fort is jutting out into the ocean a bit, and the bottom of the loop is at sea level. I bet it's the same issue. I don't wanna post a save because this is my most epic fort ever, and I don't want anyone to see it before it's finished.  ;D

895
Ok, I cleared out all of the stairs and my fountain is still not working.

I think this has something to do with the aquifer after all. My fountain is in a giant obsidian cast that goes through the aquifer. The aquifer surounding my cast is lower than the lowest level of my pipe, but there are some differing levels of aquifers across other parts of the map. It might be when your water hits any aquifer level on the map, all the pressure is lost. This will require an ugly redesign.

896
Ok, for a new experiment, I cleared the fountain side pipe of stairs, and I still get no water climbing up the spout. Next I'll try clearing all the stairs, and if that doesn't work I'll be very confused.
Code: [Select]
PPj 
  X      -> Fountain exit
  X     _
  X     _
  u______
PP = pump
j = down stair
u = up stair
X = up down stair
_= regular plain corridor

897
So you saw the water travel up through stairs?

898
Ok, I will have to make a vertical diagram

Code: [Select]
PPj
  X      -> Fountain exit
  X     X
  X     X
  u_____u
PP = pump
j = down stair
u = up stair
X = up down stair
_= regular plain corridor

899
I am making a fountain with the pump up high, and the canal going down below the fountainhead. So, the canal is like a 'U' shape. The vertical spans are one tile up/down stairs (the 'X') that I made for easy access/repairs. Water is flowing into the bottom of the U, but it will not raise up to exit by my fountainhead, nor will it back up toward the pump side. The depth of the water flowing down the stairs never gets past 2, even though the bottom of the U is up to depth 7.

Also, I'm nowhere near the aquifer.

900
I just learned accidently that water will flow downstairs, but not upstairs. You can fill an open space with water from above, and the pressure will cause the level to rise up to the water source. But, if there are only stairs in the hole you intend to fill, it will never fill up. I guess you can use that property to drain a large body of water into... nothing! I wonder if I can drain the ocean?

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