![]() ![]() In the next example ( Diagram B), a dam ( not shown) has been placed, which now prevents the river from flowing off the edge of the map. In this case, the river is free to flow off the edge of the map, so the only pressure comes from the water tile on the top of the u-bend's left side (highlighted in green) falling downward (into the tile highlighted in red), so the water on the right side stops one level below the river itself, because even though the source tile is at river level, the destination tile (in red), whose height the water will reach because of pressure, is one z-level below the source tile. In the first example ( Diagram A), we have water taken directly from a (flat) river used to fill a u-bend. (All diagrams are side views, and cover 4 z-levels of water, plus a "bottom" z-level of stone/soil.) In all three cases, the water source is on the left side of the diagram and water is filling the larger area to the right. The following three diagrams demonstrate different ways water might behave in a u-bend. Pressure will cause the water level to go as high as the tile upon which pressure is being exerted, but no higher. The key to understanding how high a z-level water will reach is to understand which tile(s) pressure is being exerted on. Water and magma behave very differently with regards to pressure, so read carefully. ![]() By understanding how pressure works in a u-bend you should be able to adapt this knowledge to use fluids in any configuration you desire without any unexpected surprises that could make life in your fortress more fun than anticipated. With pressure a fluid will be pushed up the other side of the u-bend. Pressure will not propagate through diagonal gaps.Ī demonstration of pressure using U-Bends Ī U-Bend is a channel that digs down, and curves back up. As it tries to locate an appropriate destination, the liquid will first only try to move sideways and downward - only when this fails will it attempt to move upward. When a liquid is moved (or created) with pressure, it attempts to locate the nearest tile on the same Z-level as its destination tile (for falling water, this is 1 Z-level beneath its original location) by moving north, south, east, west, down, or up.
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