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Author Topic: Water liquid misc stockpile - Salinity, bags of salt & aquariums  (Read 922 times)

FantasticDorf

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Water liquid misc stockpile - Salinity, bags of salt & aquariums
« on: February 01, 2017, 05:59:20 am »

While writing out a response to another thread it struck me that 10 containment water within aquariums might be too shallow, given that the representative depth of 2/7th's of water is about knee height, while a waterskin pouch can carry up to [15] units of liquid, which rules that the water level might be enough to keep little vermin that don't care about water levels alive but once they are stored, large critters will air drown because its less that 4/7th's (the safe range to keep large aquatic creatures)

While i was thinking on the subject i also put my mind to how you might be able to extract & store water and child materials of water namely salt and how you could bring them all together.


Options for water on the misc liquids stockpile (or own sub category under food liquids)

- Water would be able to be collected on command from a distillery (see below) and stored in containers like any other object, this water would be clean to drink (dwarves would still prefer booze) unless
  • Mud from muddy water will be dumped out prior to storing, applications of collecting mud is on the table but not the primary focus of this series of suggestions

To prompt the collection of water, you would need a distillery (a salt distillery) to queue it up with the relevant buckets and a distillery farming (or alchemical) occupation.

Salt distillery (could also be a alchemists bench)

> Either collecting directly from water out of buckets (can be controlled using a burrow) or from a linked stockpile of water, the water is then taken over to the workshop, and the salt (if any) is removed and bagged as a powder/own product.
  • Like other edible powders (or whatever salt is individually) salt can be mixed together with food as a semi-valuable ingredient, humans with coastal provinces and their [OCEAN_PRODUCTS] or river products where appropriate can sell salt directly. [Salt] itself is a existing sphere and already a material found on generated megabeasts (titans/fb/clowns)
    > Salt is a component for cleaning murky pool or otherwise dirty water by combining them together and making a clean water product (on the basis that at the bench they boil the salt away from the water)
  • Rock salt boulders can be turned into salt or substitute salt at a distillery if there's not too much competition for crystal glass.

> Clay boulder, bonemeal & some water and rock salt boulder/bagged salt mixed together can provide the elements required to create solid blocks of salt in high quantity given the multiple reagents. It is a example of how powdered salt might be turned back into a valuable material, in the real world it wouldn't be used for building but for cooking & health.

> They can also extract water from ice & bottle it, hence ice becomes a valid economic boulder type, but the water may need to be desalinated with salt, so supplying your own rock salt to thaw it out may be required. Moving the water that's getting frozen on your glacier embarks into a warmer environment (underground, indoors etc) will thaw it out naturally.


Aquariums & using your spare water.

Now that there is a better control of water via the above sections in holding onto water, the ability to use it in different ways is more open to you, even on maps with no natural water you might find ways to either extract water or simply buy barreled water from merchants (water is heavy)

> Aquariums have settings to control the water type (pour useless water into aquariums but clean water has more value per [5] objects)

> Aquariums stop air drowning, because the water that designates it currently is too shalllow, a alternative a new set of rules by giving the player control to add [5]'th contaminents of water representative to different levels from 1/7 means that creatures inside aquariums (because no air holes unlike cages/terrariums if we're going to go into lore reasons) will drown when exposed to 7/7 per representative [5] units of water each inside.
  • For this purpose a 5 or 6/7 deep aquarium can be used for torture by dunking them in at a uncomfortable depth and 7/7 for execution by drowning in world-gen.

> Aquariums that are released will release the creatures inside & the relevant water of up to 7/7's from the prior controls on triggered lever release meaning that without using a pump you could quickly flood a room dumping mud in a controlled manner. Building destroyers will trigger the water to release when they attempt to destroy the object.
  • Water will be removed with buckets when it is being decommissioned as carrying it whilst it is contained adds weight, water will automatically be queued to be removed from cages too and added to the stockpile.

> More directed way to pour liquids that isn't water into places, so that you may indeed fill a well up with 7/7'ths of booze or create a pit full of deadly goo as part of your trap design. Triggering a pressure plate and flooding the room with 7/7, sealing them inside and letting the kraken/evil sea monsters/sharks/giant octopi/cave crocodiles you have caged loose sounds like nifty trap design for disposing of groups siegers.

A collection of thoughts put together, feedback would be appreciated.
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