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Editing v0.31 Talk:Water
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== Water as cushioning == | == Water as cushioning == | ||
Tried dropping various creatures in various places in arena mode. Everything survives 1z drops unharmed. 2z is damaging. 3z is more often than not lethal. Water appears to cushion falls. I dropped things from the top of the arena into the 3z deep end of the water and they weren't injured at all, though they quickly drowned due to not being swimmers. Also tried dropping people in 3z of magma. Magma seems to provide less cushioning than water. And then they burn. Suggest making irrationally large (200-300z or so) drops into various depths of water to test cushioning effect. [[User:Rkyeun|Rkyeun]] 04:44, 5 April 2010 (UTC) | Tried dropping various creatures in various places in arena mode. Everything survives 1z drops unharmed. 2z is damaging. 3z is more often than not lethal. Water appears to cushion falls. I dropped things from the top of the arena into the 3z deep end of the water and they weren't injured at all, though they quickly drowned due to not being swimmers. Also tried dropping people in 3z of magma. Magma seems to provide less cushioning than water. And then they burn. Suggest making irrationally large (200-300z or so) drops into various depths of water to test cushioning effect. [[User:Rkyeun|Rkyeun]] 04:44, 5 April 2010 (UTC) | ||
− | :It's worth noting that layers of water in previous versions did not | + | :It's worth noting that layers of water in previous versions did not cusion your fall so much as the depth of the water didn't increase it. I.e. the drop damage was calculated by the amount of air you fell through. Is that a possibility here? --[[User:Eagle0600|Eagle0600]] 05:24, 5 April 2010 (UTC) |
::This appears to be actual cushioning. Creatures fell 5-6z before hitting the water and falling another 3z. If the water simply didn't count, they'd have splatted as normal for a 6z fall. Instead they were unharmed and seemingly unaware that they should swim to safety. Or merely unable to. [[User:Rkyeun|Rkyeun]] 16:41, 31 May 2010 (UTC) | ::This appears to be actual cushioning. Creatures fell 5-6z before hitting the water and falling another 3z. If the water simply didn't count, they'd have splatted as normal for a 6z fall. Instead they were unharmed and seemingly unaware that they should swim to safety. Or merely unable to. [[User:Rkyeun|Rkyeun]] 16:41, 31 May 2010 (UTC) | ||
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I've built a very large reservoir (currently 30x25x4 approx) on some ground that had mountain goat blood on it. There is also a small amount of mountain goat and dwarf blood on the area around the reservoir. On overflowing the reservoir (which is fed from the top by a "clean" source), I get blood EVERYWHERE the water flows, seemingly on evaporation of the water. There's now far more blood spread around than the creatures had originally... anyone seen similar? --[[User:Nimblewright|Nimblewright]] 21:21, 8 April 2010 (UTC) | I've built a very large reservoir (currently 30x25x4 approx) on some ground that had mountain goat blood on it. There is also a small amount of mountain goat and dwarf blood on the area around the reservoir. On overflowing the reservoir (which is fed from the top by a "clean" source), I get blood EVERYWHERE the water flows, seemingly on evaporation of the water. There's now far more blood spread around than the creatures had originally... anyone seen similar? --[[User:Nimblewright|Nimblewright]] 21:21, 8 April 2010 (UTC) | ||
: I did some arena tests with blood and water. apparently adding a 7/7 tile of water on top of a pool of blood creates more pools of blood which are pushed out to the edges of the water as it moves. This behavior may be a bug. There is an open ticket about the subject on the bug tracker here with my full results. [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296]] - [[User:Doctorzuber|Doctorzuber]] 01:31, 9 April 2010 (UTC) | : I did some arena tests with blood and water. apparently adding a 7/7 tile of water on top of a pool of blood creates more pools of blood which are pushed out to the edges of the water as it moves. This behavior may be a bug. There is an open ticket about the subject on the bug tracker here with my full results. [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296]] - [[User:Doctorzuber|Doctorzuber]] 01:31, 9 April 2010 (UTC) | ||
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== Verifications of old behavior == | == Verifications of old behavior == | ||
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:"Springs" probably refers to mountain brooks. At the head of each brook, there is a spidery section of water, and at the end of each "finger" of water there is a "river source" tile that can be viewed with {{k|k}}. These are infinite sources of water, and probably what the article refers to.[[User:JohnnyMadhouse|JohnnyMadhouse]] 04:43, 8 June 2010 (UTC) | :"Springs" probably refers to mountain brooks. At the head of each brook, there is a spidery section of water, and at the end of each "finger" of water there is a "river source" tile that can be viewed with {{k|k}}. These are infinite sources of water, and probably what the article refers to.[[User:JohnnyMadhouse|JohnnyMadhouse]] 04:43, 8 June 2010 (UTC) | ||
:: the source of many rivers is a spring, it's a weird spidery looking thing that is a direct source of water. They can sometimes be found on open plains. They are often found deep in the mountains. If you have one in your embark map, they have some odd properties as discussed in the wiki. They will have a number of tiles that are treated as water sources, which will constantly and rapidly refill to 7/7 water providing and endless supply of water. a collapse above these tiles will break this effect. This is different from the much more common behavior of off map water sources where you have and edge of map tile that will constantly refill. Edge of map tiles cannot be destroyed. --[[User:Doctorzuber|Doctorzuber]] 15:41, 10 June 2010 (UTC) | :: the source of many rivers is a spring, it's a weird spidery looking thing that is a direct source of water. They can sometimes be found on open plains. They are often found deep in the mountains. If you have one in your embark map, they have some odd properties as discussed in the wiki. They will have a number of tiles that are treated as water sources, which will constantly and rapidly refill to 7/7 water providing and endless supply of water. a collapse above these tiles will break this effect. This is different from the much more common behavior of off map water sources where you have and edge of map tile that will constantly refill. Edge of map tiles cannot be destroyed. --[[User:Doctorzuber|Doctorzuber]] 15:41, 10 June 2010 (UTC) | ||
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