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Difference between revisions of "v0.31:Mist"

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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>
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Mist is created by [[water]] [[Waterfall|falling]] from one [[Z-level]] to another, or from ocean waves. 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 [[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, water is dropped from the floor above and then immediately sucked up by the next pump.<br><br>
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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 [[screw pump|screw pumps]] pump [[water]] faster than water spreads out.
*Animals wanting to clean themselves will see the water and go to clean themselves in it. Then 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.)''
+
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 [[Pond]] and having dwarves 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!
*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.
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*The {{l|statue|statues}} in the z=0 level serve two purposesFirst, they prevent dwarfs from standing under the water, which would cause job cancellation spam.  The second reason is that statues don't get muddy, so you don't have perpetual muddy spots. An alternative to statues is to build {{l|road|paved roads}} (which don't get muddy) where the statues are, and only fill the pond to 2/7 with water. (which dwarfs don't mind).
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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]].
*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).<br>
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 +
Pump Floor (z=1)
 +
▒▒▒▒▒▒
 +
▒.÷÷.▒
 +
▒÷  ÷▒ The water can go clockwise or counter clockwise.
 +
▒÷  ÷▒ Make sure your pumps are correctly aligned.
 +
▒.÷÷.▒
 +
▒▒▒▒▒▒
 +
Some important considerations:[[Image:newmist.jpg|thumb|AncientEnemy's original simple mist generator.]]
 +
 
 +
*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 where ever 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.
 +
*The z=-1 layer can also be identical to the z=0 level. Mist will also be generated thereBecause the water never touches the floor there, you don't have to worry about muddy tiles.
 +
*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).
 +
*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}}
 
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.
For {{l|fun}}, this same configuration can be used with {{l|magma}} [http://mkv25.net/dfma/movie-1303-crispyorc] as long as magma safe {{L|Screw pump|screwpump}}s are used.
 
 
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Latest revision as of 04:20, 4 January 2012

This article is about an older version of DF.

Mist is created by water falling from one Z-level to another, or from ocean waves. 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 thought for a dwarf.

Generating Mist[edit]

AncientEnemy [1] devised a convenient way to generate mist. This method relies on the fact that screw pumps pump water 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 Pond and having dwarves 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!

Below is an example of a simple mist generator. The Z=0 level can be anything, a booze stockpile, barracks or even your atom smasher.

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

Some important considerations:

AncientEnemy's original simple mist generator.
  • 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 restricted traffic areas.
  • Mud will form where ever the water falls. Subterranean trees can sprout up and clog the system. Solutions to this problem include: statues, paved roads, constructed floors or fortifications, 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.
  • 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).
  • Automated mist generators may significantly lower your 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 plates (perhaps set to activate by a passing dwarf).[Verify]

A movie [2] best illustrates the operation.