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− | {{Quality|Exceptional}} | + | {{Quality|Exceptional|12:00, 5 September 2019 (UTC)}} |
{{av}} | {{av}} | ||
− | [[File: | + | [[File:mist_example.jpg|thumb|170px|right|Feels good on the skin, maybe.]] |
+ | '''Mist''' is created by [[water]] [[Waterfall|falling]] from one [[Z-level]] to another, from [[DF2014:Ocean#Ocean_waves|ocean waves]], items or creatures skipping across water or just standard splashing. The mist is generated on levels below the top level (from which the water drops), but spreads out similarly to [[miasma]] and, therefore, can appear even on the top level. Walking through mist generates a happy [[thought]] for a dwarf.<br> | ||
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Mist is separate from [[magma mist]] and [[steam]]. | Mist is separate from [[magma mist]] and [[steam]]. | ||
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==Generating Mist== | ==Generating Mist== | ||
− | + | ===Ring generator=== | |
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− | === Ring generator === | ||
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AncientEnemy [http://www.bay12forums.com/smf/index.php?topic=34407.0] devised a convenient way to generate mist. This method relies on the fact that [[screw pump|screw pumps]] pump [[water]] faster than water spreads out.[[Image:newmist.jpg|thumb|AncientEnemy's original simple mist generator.]] | AncientEnemy [http://www.bay12forums.com/smf/index.php?topic=34407.0] devised a convenient way to generate mist. This method relies on the fact that [[screw pump|screw pumps]] pump [[water]] faster than water spreads out.[[Image:newmist.jpg|thumb|AncientEnemy's original simple mist generator.]] | ||
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Below is an example of a simple mist generator. The Z=0 level can be anything, a booze stockpile, [[barracks]] or even your [[Dwarven_atom_smasher|atom smasher]]. The z=-1 layer can also be identical to the z=0 level. Mist will also be generated there. Because the water never touches the floor there, you don't have to worry about muddy tiles. | Below is an example of a simple mist generator. The Z=0 level can be anything, a booze stockpile, [[barracks]] or even your [[Dwarven_atom_smasher|atom smasher]]. The z=-1 layer can also be identical to the z=0 level. Mist will also be generated there. Because the water never touches the floor there, you don't have to worry about muddy tiles. | ||
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− | + | Pump Floor (z=1) | |
+ | ▒▒▒▒▒▒ | ||
+ | ▒.÷÷.▒ | ||
+ | ▒÷ ÷▒ The water can go clockwise or counter clockwise. | ||
+ | ▒÷ ÷▒ Make sure your pumps are correctly aligned. | ||
+ | ▒.÷÷.▒ | ||
+ | ▒▒▒▒▒▒ | ||
+ | A movie [http://mkv25.net/dfma/movie-1292-ubermistgenerator] best illustrates the operation. | ||
− | + | ===Stack generator=== | |
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− | === Stack generator === | ||
A two-pump-stack can be used to lift a single tile of water and drop it back into the reservoir, generating mist (and [[Cleaning#Dwarven_Shower|cleaning dwarves]], if desired). | A two-pump-stack can be used to lift a single tile of water and drop it back into the reservoir, generating mist (and [[Cleaning#Dwarven_Shower|cleaning dwarves]], if desired). | ||
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</diagram> | </diagram> | ||
− | The lower (brown) pump (pumping right to left) raises the water | + | The lower (brown) pump (pumping right to left) raises the water to floor level, then the upper (green) pump (pumping left to right) raises the water to the air above the reservoir. The water then falls through the floor grates ( _ ) into the reservoir, and the cycle can be repeated. Pump build order is important; build the green pump first, then the brown pump, to ensure the water is raised in a single tick. Since the water never sits at floor level, no containment walls are necessary (though mud will be created in the tile left of the brown pump). You can toggle power to the pumps as often as desired to provide happy thoughts without constant lag. If used for dwarf-cleaning, a water level of 2/7 or 3/7 will avoid job cancellations. |
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− | * These systems work best with a single tile of water (7/7, at most) due to the way water descends z-levels. Any additional water will overflow into nearby tiles. | + | ===Notes=== |
+ | *Evaporation is nonexistent as long as the pumps are working and the water is moving, even above ground.{{Verify}} | ||
+ | *Job cancellation spam is possible if the water is filled to greater than 4/7 and a dwarf walks where the water falls. Even then, this can be prevented by blocking access to these tiles without blocking the water, such as by placing a [[statue]] underneath or greatly reduced by setting them as [[traffic#Setting Traffic Areas|restricted traffic]] areas. | ||
+ | *Mud will form wherever the water falls. Subterranean [[tree]]s can sprout up and clog the system. Solutions to this problem include: [[statue]]s, [[road|paved roads]], constructed floors or [[fortification]]s, or to simply channel out the space once the mist generator is running. | ||
+ | *These systems work best with a single tile of water (7/7, at most) due to the way water descends z-levels. Any additional water will overflow into nearby tiles. | ||
+ | *Automated mist generators may significantly lower your [[Frames per second|FPS]], particularly if multiple generators are used.{{Verify}} This might be remedied by triggering via a [[repeater]] with a long delay or by one or more [[pressure plate]]s (perhaps set to activate by a passing dwarf).{{Verify}} | ||
− | + | ===Light aquifer=== | |
+ | If your embark location has a light aquifer, it is possible to build a mist generator-plus-bathing unit combination. You need two floors under the aquifer - lowest floor is for dwarves, second floor is for water to fall a z-level to create mist and to control the amount of water flow. It is also possible to dig into the aquifer to increase water flow if needed. You can use this water elsewhere or let it evaporate.{{Verify}} | ||
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{{Translation | {{Translation | ||
| dwarven = sôd | | dwarven = sôd |