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Editing 40d Talk:Brook

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If he wanted to simulate a shallow river, why not just have a bunch of depth-2 water tiles flow through the map? Why have a bunch of depth-7 tiles with a floor on top of them? When you cross a brook, you're wading through the water, not walking across the top. And the game already simulates wading through water.
 
If he wanted to simulate a shallow river, why not just have a bunch of depth-2 water tiles flow through the map? Why have a bunch of depth-7 tiles with a floor on top of them? When you cross a brook, you're wading through the water, not walking across the top. And the game already simulates wading through water.
  
Can someone explain why it works this way? --[[User:LogicalDash|LogicalDash]] 04:07, 5 November 2008 (EST)
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Can someone explain why it works this way?
  
 
: I see it as representing a mass of loose mud/gravel that's saturated with water. It's effectively solid when walking over the top, but if you dig a hole in (channel) or around it, the hole floods. That's good enough for me, at least. --[[User:Bilkinson|Bilkinson]] 23:07, 4 November 2008 (EST)
 
: I see it as representing a mass of loose mud/gravel that's saturated with water. It's effectively solid when walking over the top, but if you dig a hole in (channel) or around it, the hole floods. That's good enough for me, at least. --[[User:Bilkinson|Bilkinson]] 23:07, 4 November 2008 (EST)
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:: Taking a guess, I'd say that it's because of the way water pressure works. In order to auto-generate a tile like you're talking about, the game would have to make sure that 9/7 strength water enters the map from the upstream edge, one z-level below the top of the brook. The computer would then have to calculate what happens to that extra pressure. Because of the way water flows, it is not guaranteed to go directly up. Each edge of the brook tile would splash in a randomly chosen direction, and ultimately eat up a lot of processing power. Many slower computers will quickly lose framerate on a map with any kind of running water, even given the current setup.  
 
:: Taking a guess, I'd say that it's because of the way water pressure works. In order to auto-generate a tile like you're talking about, the game would have to make sure that 9/7 strength water enters the map from the upstream edge, one z-level below the top of the brook. The computer would then have to calculate what happens to that extra pressure. Because of the way water flows, it is not guaranteed to go directly up. Each edge of the brook tile would splash in a randomly chosen direction, and ultimately eat up a lot of processing power. Many slower computers will quickly lose framerate on a map with any kind of running water, even given the current setup.  
 
:: Oh, and please remember to sign your posts with {{k|-}}{{k|-}}{{k|~}}{{k|~}}{{k|~}}{{k|~}}. This makes the wiki a friendlier place all around. --[[User:RomeoFalling|RomeoFalling]] 23:09, 4 November 2008 (EST)
 
:: Oh, and please remember to sign your posts with {{k|-}}{{k|-}}{{k|~}}{{k|~}}{{k|~}}{{k|~}}. This makes the wiki a friendlier place all around. --[[User:RomeoFalling|RomeoFalling]] 23:09, 4 November 2008 (EST)
::: done --[[User:LogicalDash|LogicalDash]] 04:07, 5 November 2008 (EST)
 
:::: If you just added depth 2 water, it could/would go anywhere, and quickly flood the map.  Unless you put it in a channel, and now you have a nice little hole running through your map, which you can't walk over, which only has depth 2 water in it.  So, in order to best approximate a brook (shallow water you can walk through which follows a set path through the map)  He created what he did.  Tis the only way I'm afraid. --[[User:Hkidnc|Hkidnc]] 15:00, 5 November 2008 (EST)
 
 
:The best possible explanation for this is as such. A shallow brook filled with depth 2 water would be several feet below ground level. Because the game does not have fractions of ground depth, the brooks are simply thin rivers with floor tiles above.<br>PS: RomeoFalling, try <tt><<b></b>tt><<b></b>nowiki>--~~<b></b>~~</nowiki><<b></b>/tt></tt><!-- holy crap, formatting hell -->. <_< --[[User:GreyMario|GreyMaria]] 15:56, 5 November 2008 (EST)
 
 
:: @ GreyMaria: I like my version better, but thanks for the info :) --[[User:RomeoFalling|RomeoFalling]] 19:00, 5 November 2008 (EST)
 
 
==Swimming==
 
While my adventurer was adventuring through the mountains, he came across a brook that made a waterfall.  The water at the base of the waterfall above the brook was deep enough to swim in, so I figured I could swim up this waterfall by alt moving upwards.  However, when I got to the split in the brook, I alt moved and went underneath the brook instead of over accidentally.  While under the brook, my (human) adventurer had vision range 1 and was drowning.  He was at adept level, so it wasn't panic.  The same way the brook acts as a floor from above, it acts like a ceiling from below, and one cannot swim up to the shore from under the brook.  Strangely, despite liquids going down through brook tiles, light and air don't. :> I edited the article with this very recent discovery.
 
<br>[[User:Matt S|Matt S]] 00:38, 4 June 2009 (UTC)
 
 
== Walls over brooks ==
 
 
If you build a stone wall tile over a brook tile, and then deconstruct it, the 'surface layer' of the brook changes to a rough stone tile of whatever you used for building the wall, at least in 28.181.40d13 windows version. Bug? What about wood? --[[User:Kaius|Kaius]] 17:51, 12 August 2009 (UTC)
 
*It doesn't become the building material, but the base stone type for the biome through which the brook flows. I built a chalk wall over a spot on my brook, and when I removed it, the floor was made of felsite. An attempt at another embark location resulted in some brook tile turnings into "furrowed peat" and others turning into "chert" (which is what was present in the layer underneath). --[[User:Quietust|Quietust]] 18:03, 12 August 2009 (UTC)
 
 
== "Broken Brook Tiles" ==
 
The article mentions something about collapsing constructions into a brook, causing water flowing through that tile to be destroyed. I've never observed *that* happening, but I've seen something similar in my current fortress. I channeled out a 3-wide section of brook (why, I don't recall at the moment), but, due to the congenital laziness of my miners, a single tile was left in the centre to collapse on the floor below. I didn't think much of it at the time, and continued with the brook draining project.
 
 
A month later, I dug a passage under the brook to connect two store rooms. The miners were halfway through (after "Digging destination canceled: Damp stone located" warnings) when a new warning appeared:
 
"Digging destination canceled: Dangerous terrain." Checking on the progress of the tunnel, I found a stream of 2-3 water pouring down from the ceiling. One z-level up, sure enough, was the brook floor square that the ceiling had collapsed on earlier. Still intact, but with a different type from teh other brook tiles, so easily recognizable. That section of the brook was down to level 3 water, so I sent a mason in to build a floor tile over the broken ceiling. That stopped the water flow.
 
 
So, long story short, it seems cave-ins weaken floor tiles enough to let water drip through, if you later mine under them.--[[User:Wlerin|Wlerin]] 00:11, 24 August 2009 (UTC)
 
 
== Magic flying horse corpses (object impassibility) ==
 
 
In reference to [http://www.bay12games.com/forum/index.php?topic=50790.0 this] thread, it seems that when channelled out from above, the lower part of brooks continues to act much like a statue or tree does in that the tiles above cannot be walked on but objects can rest on them without falling through. Worth noting? - [[User:Retro|Retro]] 23:33, 14 March 2010 (UTC)
 
:What "objects" have you seen do that?  Because that doesn't sound right at all.  A brook has a "surface" on it, a floor - much as if you had mined out one level and the level below it, and then filled the lower one with flowing water (not perfectly so, but close enough for this discussion). Dwarves walk on the upper floor without even getting their shoes wet, and so on.  If you channel out a tile of that floor, it's "impassible" not because there's an object there like a statue or tree, but because there's no floor there - dwarves are crazy, but they're not stupid, they won't [[path]] over a hole.  So I have to wonder what objects you've observed "resting" on a channeled tile? (Unless you scumsaved the game the moment the tile was channeled out - falling objects have a tendency to get stuck.)--[[User:Albedo|Albedo]] 15:13, 15 March 2010 (UTC)
 
::No, I didn't do that. It was horse corpses that exited flying mode, and it certainly wasn't the save/midair glitch. Did you look at the link I posted? The impassibility note wasn't about dwarves not being able to walk over a channelled tile, obviously they can't do that; it was that unless you destroy the water part of the brook underneath, objects won't be able to fall through - the new 'open space' tile is treating the objects as if there was a statue or tree or similar tile below and not dropping the objects (in this case corpses) through. Basically channelling a brook surface tile didn't turn the water below from brook-water to regular-water. It's just an interesting bit of information; I was asking if it was worth noting. Read the thread from the link; I posted a pic there too. I could go test this again by flinging stone around if it's necessary.--[[User:Retro|Retro]] 18:49, 15 March 2010 (UTC)
 
::...Huh, tried testing it again. The 'brook' tag was removed from the water level as well. Whatever happened with the horse corpse thing might be unreproducible, then. Might have something to do with the original map freezing and unfreezing, but unlikely. ''I guess we'll never know!'' --[[User:Retro|Retro]] 21:23, 15 March 2010 (UTC)
 
:::<shrugs>
 
:::Yeah, a bug by any other name. That's why, when observing odd phenomena, it's always a good call to bounce it off a Discussion page for confirmation rather than assuming you've noticed what everyone else has missed and just changing an article. It happens, but less often than not. --[[User:Albedo|Albedo]] 21:26, 15 March 2010 (UTC)
 

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