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Difference between revisions of "v0.31:Mist"

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m (fortifications block mud)
(changed image, hopefully clarified things)
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{{av}} {{Quality|Fine}}
 
{{av}} {{Quality|Fine}}
Mist is created by {{l|water}} falling from one {{l|Z-level}} to another. The mist will not appear on the top level (from which the water drops), but should appear on all levels beneath that, down to wherever the water finally lands.  Walking through mist generates a happy {{l|thought}} for a dwarf.<br>
+
Mist is created by {{l|water}} falling from one {{l|Z-level}} to another. The mist is generated on levels below the top level (from which the water drops), but spreads out similar to miasma and therefore can appear even on the top level.  Walking through mist generates a happy {{l|thought}} for a dwarf.<br>
  
 
==Generating Mist==
 
==Generating Mist==
AncientEnemy [http://www.bay12games.com/forum/index.php?topic=34407.0] devised a convenient way to generate mist. This method relies on the fact that {{l|screw pump|screw pumps}} pump {{l|water}} faster than water spreads out.[[Image:newmist.jpg|thumb|An example of a simple mist generator.]] Simply put, screw pumps are daisy chained (output to input) in a circle and then water is added to the system.  Once water is dropped from the floor above it is immediately sucked up by the next pump, but since there is falling water, mist is generated. Ahh, lovely waterfalls!<br><br>
+
AncientEnemy [http://www.bay12games.com/forum/index.php?topic=34407.0] devised a convenient way to generate mist. This method relies on the fact that {{l|screw pump|screw pumps}} pump {{l|water}} faster than water spreads out.
*Animals wanting to clean themselves will see the water and go to clean themselves in itThen it will disappear, as it is pumped around. This will generating a messages about the water source disappearing, and can result in spam.
+
 
*When built underground, evaporation is nonexistent. ''(Above ground may still suffer heat evaporation, depending on temperature.)''
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Simply put, screw pumps are daisy chained (output to input) in a circle and then water is added to the system.  Water is typically added by designating one of the inputs to the pump a {{l|Pond|Pond}} and having dwarfs fill it up. Once water is dropped from the floor above it is immediately sucked up by the next pump. Since there is falling water, mist is generated. Ahh, lovely waterfalls!<br><br>
*The walls in the corner of the z=0 level are unnecessary if you instead create a {{l|Pond|Pond}} zone in one of the z=1 corner squares.
+
 
*The {{l|statue|statues}} in the z=0 level serve two purposes.  First, they prevent dwarfs from standing under the water, which would cause job cancellation spam.  The second reason is to prevent subterranean {{L|tree}}s from sprouting up and clogging the system. An alternative to statues is to build {{l|road|paved roads}} or constructed floors where the statues are and only fill the pond to 2/7 with water (which dwarfs don't mind), or construct {{L|fortification}}s (which will also not get muddy).
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Pump Floor (z=1)
 +
▒▒▒▒▒▒
 +
▒.÷÷.▒
 +
▒÷  ÷▒ The water can go clockwise or counter clockwise.
 +
  ▒÷  ÷▒ Make sure your pumps are correctly aligned.
 +
.÷÷.
 +
▒▒▒▒▒▒
 +
An example of a simple mist generator. The Z=0 level can be anything, a booze stockpile, barracks or even your {{L|Dwarven_atom_smasher|atom smasher}}.
 +
 
 +
*Evaporation is nonexistent as long as the pumps are working and the water is moving even above ground.{{Verify}}
 
*This system is generally only capable of maintaining a single 7/7 square of water, due to the way water descends z-levels. Any additional water put into the system will quickly overflow into the pump chamber (z=1).
 
*This system is generally only capable of maintaining a single 7/7 square of water, due to the way water descends z-levels. Any additional water put into the system will quickly overflow into the pump chamber (z=1).
 +
*Job cancellation spam is possible if the water is filled to greater than 4/7 and a dwarf walks were the water falls.
 +
*Mud will form where ever the water falls. Subterranean {{L|tree}}s can sprout up and clog the system. Solutions to this problem include: {{l|road|paved roads}}, constructed floors or {{L|fortification}}s, or to simply channel out the space once the mist generator is running.
 
*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
 
*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
 
A movie [http://mkv25.net/dfma/movie-1292-ubermistgenerator] best illustrates the operation.
 
A movie [http://mkv25.net/dfma/movie-1292-ubermistgenerator] best illustrates the operation.

Revision as of 17:13, 28 April 2011

This article is about an older version of DF.

Mist is created by Template:L falling from one Template:L to another. The mist is generated on levels below the top level (from which the water drops), but spreads out similar to miasma and therefore can appear even on the top level. Walking through mist generates a happy Template:L for a dwarf.

Generating Mist

AncientEnemy [1] devised a convenient way to generate mist. This method relies on the fact that Template:L pump Template:L faster than water spreads out.

Simply put, screw pumps are daisy chained (output to input) in a circle and then water is added to the system. Water is typically added by designating one of the inputs to the pump a Template:L and having dwarfs fill it up. Once water is dropped from the floor above it is immediately sucked up by the next pump. Since there is falling water, mist is generated. Ahh, lovely waterfalls!

Pump Floor (z=1)
▒▒▒▒▒▒
▒.÷÷.▒
▒÷  ÷▒ The water can go clockwise or counter clockwise.
▒÷  ÷▒ Make sure your pumps are correctly aligned.
▒.÷÷.▒
▒▒▒▒▒▒

An example of a simple mist generator. The Z=0 level can be anything, a booze stockpile, barracks or even your Template:L.

  • Evaporation is nonexistent as long as the pumps are working and the water is moving even above ground.[Verify]
  • This system is generally only capable of maintaining a single 7/7 square of water, due to the way water descends z-levels. Any additional water put into the system will quickly overflow into the pump chamber (z=1).
  • Job cancellation spam is possible if the water is filled to greater than 4/7 and a dwarf walks were the water falls.
  • Mud will form where ever the water falls. Subterranean Template:Ls can sprout up and clog the system. Solutions to this problem include: Template:L, constructed floors or Template:Ls, or to simply channel out the space once the mist generator is running.
  • 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

A movie [2] best illustrates the operation. For Template:L, this same configuration can be used with Template:L [3] as long as magma safe Template:Ls are used.