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Retracting bridge acts like a floor, blocking liquids from sipping under it.
Grates block items from traveling through them, bars do not.
Water follows real life physics. It will flow into every available nook and try to level out. This means, water under pressure can actually rise up levels and flood areas you didn't want flooded. Water spray can leave water puddles around an open waterfall, but the water will not spread sideways unless all levels below are already full.
Wall Grates can have arrows shot through them, and as far i know bars only allows items if shot through them or being pushed by liquid
This more or less at least gives me enough confidence to put the effort in to make an attempt and savescum if any info doesn't apply in Steam release. The game's already f.u.n. enough with having all the information, but the dorfs still causing shenanigans.
Did you have any luck building what you intended? I ask because I was also trying to get water in to my fort and inadvertently created a water death trap that has claimed the lives of many dwarves and livestock.
I tried vertical bars, but the water pressure seems to push objects through, trapping them in the water where they drown.
I haven't had a chance to try grates, yet, but that's on my list of things to do.
It will still flow through, just at a much slower pace. You can carve a fortification into a wall of a reservoir with multiple z-levels of water above, and as long as you do that diagonally your miner will happily leave after the work is done, probably without even getting his feet wet.
Basically:
C - central tile/water source
P - tiles that will be affected by water pressure when connected to C
x - tiles connected to C with no water pressure propagation
Do keep in mind that a screw pump drawing from a feeding channel that had water pressure eliminated from it will end up operating at notably decreased efficiency. If you want large areas flooded fast (obsidian casting and/or guest welcome rooms), either directly or through a pump stack, that water pressure might be handy to have.
indeed, i seem to have succeeded in my small plan.
At the top level of the river water i built a reservoir with small retractable bridges to serve as horizontal floodgates. i also built floodgates behind vertical grates to control the filling of the reservoir as well as keep any possible unpleasant, polluting stuff from being pushed in by the flow.
Below that level i dug holes in the floor directly under the bridges, down a handful of floors (~10) to a second, larger and deeper reservoir. it holds at least four times the amount as the smaller one. Floor grates cover the holes dug all the way down, just in case.
Takes two levers to operate so it's a little inefficient. One opens the floodgates to the river, the other controls the bridges to release water downward.
i wouldn't want to leave the entire system open to the flow of the river. if the gates are open, the bridges are extended. Gates must be closed before releasing the water.
Enough mist generates to cover the tavern area whenever it's time to pull levers, so everything appears to be working as planned with no hiccups.
i'm not experienced enough to handle persistently flowing river-fed waterfalls yet so for now it's the inefficient-but-safe route for me
I'd strongly suggest planning your reservoirs to be somewhere topside. You never know when you'll need vast amounts of water for stuffs, and 10-levels pump stacks just take a bit to set up. More of an annoyance than an obstacle, but once you made a functioning one, you've made them all. Also requires more power, and self-contained waterwheel generators do impact FPS the more you have of them.
My experience is to never skip on extra levers. You never know when, despite your best efforts, something unexpected happens and you need to close just one part of a system.
Undwarfy, but that's what prevents not-so-happy, not-so-little "accidents" ending your fortress :)
Hooray! Hooray! Ok, that's enough, back to mining everyone!
You always want them connected to elements allowing water pressure control anyway. Things happen. Building a waterfall while always planning for a lockable reservoir to feed it also teaches you the right approach for more hostile biomes anyway.
Congrats on another step toward becoming a ☼Fortress architect☼
Congratulations. I've got my water supply working, but have given up on protecting my dwarves and livestock. I tried installing grates, but the water freezes every winter and that seems to loosen the grates so that when the ice thaws the water washes them away.
Anyhow, covered most of the water leading to my "down pipe" with floor on the level above and moved my paddock away from the water and that seems to have stopped the deaths (from drowning, that is).
This gives several benefits. You can make entry to the first pump room building-destroyer-proof (they can't deconstruct forbidden hatches/doors overhead), everything else can just kiss the overhead grate. on the lowest pump intake channel-down.
It gives me pressurized reservoir I can tap into with multiple pumps without immediately draining it for when I need a lot of water fast (mostly for mass-scale obsidian casting). The regular water arrangement for my fortress (wells, waterfall) are all done with diagonal pressure-removers. Having a well a few z-levels up also prevents climbers, even if you directly connect it to the main pressurized system. If you're doubly-paranoid, you can smooth the walls of the water hole.
Always make sure you have several bridges in place to cut off parts of the system as needed. Have yet to suffer any water-borne invasion attempts, but if those happen, even if I miss the incursion with the first bridge, I have plenty further down in each branch of the waterworks to lock down.
Building destroyers can't break bridges, unlike floodgates. Bridges can also be used to control water flow rate, since you can Atom-Smash water with them as well as everything else in the tiles "under" them.
https://youtu.be/-rY1T1Fh5ug