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Topics - zenos14

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In Kanddak's thread on hydrodynamics he mentions
Quote
2. If water is in open space above a tile which is full of water to 7/7, it finds a path through tiles of 7/7 water to the nearest non-full space on a lower z-level, and then teleports there until the space is full or there is no water left to teleport. It only pathfinds north, east, south, west, up, and down; not diagonally. It does not move creatures or objects. This one rule is "pressure".
There's 2 clarifications I'm wondering about, I think I know the answer but I'm wondering if anyone has some experience with something similar to what I'm about to do

1st question, say your set up is as follows
Side view   |=water falling down here
 |  ▒ Y▒▒    ≈=Water
≈≈▒≈≈X    ▒=Wall
▒≈≈≈▒       = space
▒▒▒▒▒▒     

Assuming water falls down from a z-level higher up somewhere to the left, am I correct in assuming it will teleport to the empty space at the X as quickly as it falls down (provided X/the space below it does not become completely filled up) and won't overflow into the Y space?


And second question, assuming there's an artificial river leading off the map being fed by an artificial waterfall, does the pressure of the falling water cause it to teleport off the map or will it only teleport if there is at least one non-7/7 water tile at the end of the river?



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DF Dwarf Mode Discussion / Question on Workshop burrows
« on: October 12, 2016, 01:42:46 am »
Never really used burrows except for alerts but I want to try to use industry/job specific burrows to segregate my next fortress, my only question is what all should I ensure burrowed dwarves have access to to keep them happy?

I got the basics (Food, booze, bedrooms and workshops), but I'm not sure what all else they need to access

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DF Gameplay Questions / What constitutes "Nearby"?
« on: October 04, 2016, 07:06:59 pm »
In the work order conditions, there is a "Nearby" trait, what exactly constitutes Nearby itemwise?

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DF Gameplay Questions / Artificial rivers, fishing, and DFhack
« on: May 21, 2016, 06:36:12 pm »
So recently I've found out that artificial extensions to rivers DON'T count as river tiles any more when it comes to fishing, is there any DFhack (or any other type of) trick that would let them count as part of the river?


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DF Dwarf Mode Discussion / Is it too easy to meet room requirements?
« on: March 05, 2013, 02:59:51 pm »
It may just be me but I am finding it too easy to meet the basic room requirements for nobles, I want to need to bling out the nobles furniture when I make a room. At the same time just giving the peasant dwarfs the basics (smoothed 2x2 room, bed, cabinet, coffer) I seem to end up with a higher quality room than I like. Dose anyone else feel this way?

Also, is it possible to raise the requirements for room quality? If so, how?

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DF Dwarf Mode Discussion / Need suggestions for a megaproject
« on: January 29, 2013, 04:37:25 am »
I have a 61x61x20 underground area I want to put a city in with a 36x36 lake and island temple in the center. The top of the temple will connect to a downwards spire 6 z levels tall hanging from the ceiling by bridges that will be the kings home. The 2nd or 3rd top most floor will have a pit execution chamber that drops into lava.

My current design is an Eiffel Tower looking thing but I don't like it and I can't think of a better looking design. If anyone has any ideas or a similar project I could look at for ideas I would be very thankful.

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DF Dwarf Mode Discussion / How deep is your fortress?
« on: July 21, 2012, 03:52:25 pm »
When I make a fortress the inhabited areas (workshops, farms, beds, ect.) tend to be in the top 8-12 layers.

I'm trying to add a bit more variety to my fortress designs and was wondering how deep others fortresses are?

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