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Editing River
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− | [[File: | + | [[File:Hills river swamp.jpg|thumb|River flowing into the hills]]A '''River''' is a body of [[water]] flowing from the [[mountain]] springs towards an [[ocean]] or a [[lake]]. Rivers serve as a terrain feature and gameplay element. Rivers come in a variety of sizes and types. Larger ones will impede movement and may serve as natural defensive boundary, while [[brook]]s, being the smallest type of river, can be crossed safely without needing to [[swimming|swim]], risk of [[drowning]], or even getting one's feet wet. In hilly terrain, particularly with [[cliff]]s, [[waterfall]]s can be found. Rivers can be the lifeblood of a fortress, potentially providing a renewable source of water and wildlife for [[fishing]], [[hunting]] or danger when traveling near them. They can also [[freezing|freeze]]. |
== Overview == | == Overview == | ||
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To determine which end of a river is downstream, you can carefully look at the ends of the river using {{k|k}}. The end that has multiple tiles of less than 7/7 water is the downstream end. (This strategy doesn't always work on freshly-generated maps, as the river can still be completely full of water.) Flow amounts can be enabled in [[d_init.txt]], which eliminates the need to use {{k|k}} but also removes flow indicators. A dwarfier method would be to [[unfortunate accident|kill something]], get its blood in the river, and observe the direction of the blood's movement. | To determine which end of a river is downstream, you can carefully look at the ends of the river using {{k|k}}. The end that has multiple tiles of less than 7/7 water is the downstream end. (This strategy doesn't always work on freshly-generated maps, as the river can still be completely full of water.) Flow amounts can be enabled in [[d_init.txt]], which eliminates the need to use {{k|k}} but also removes flow indicators. A dwarfier method would be to [[unfortunate accident|kill something]], get its blood in the river, and observe the direction of the blood's movement. | ||
− | Dwarves will not swim across rivers in fortress mode, regardless of their [[swimming]] skill, and unskilled dwarves that end up in a river can quickly drown in the current. Dwarves will only seek dry routes across rivers, such as a [[bridge]], [[floor]], or | + | Dwarves will not swim across rivers in fortress mode, regardless of their [[swimming]] skill, and unskilled dwarves that end up in a river can quickly drown in the current. Dwarves will only seek dry routes across rivers, such as a [[bridge]], [[floor]], or tunnel. |
As a [[biome]], there are six types of rivers, divided by climate and the salinity of the water (see table below). The biome greatly affects the creatures of the water and surrounding land. Additionally, rivers are more prone to having an [[aquifer]] close to the surface, and most riverbeds are made of layers of clay or sand. | As a [[biome]], there are six types of rivers, divided by climate and the salinity of the water (see table below). The biome greatly affects the creatures of the water and surrounding land. Additionally, rivers are more prone to having an [[aquifer]] close to the surface, and most riverbeds are made of layers of clay or sand. | ||
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* After a river has been drained, the tiles will still appear as "river" when viewed. These appear to have no effect, but can be removed by [[floor]]ing over them or [[mining]]. If a construction is built on a river tile and removed, [[soil|furrowed]] soil will appear. | * After a river has been drained, the tiles will still appear as "river" when viewed. These appear to have no effect, but can be removed by [[floor]]ing over them or [[mining]]. If a construction is built on a river tile and removed, [[soil|furrowed]] soil will appear. | ||
* Sometimes, the dwarves end up parking on the ice in cold regions, on arrival to a new settlement area. Needless to say, in places where ice can melt, this is quite dangerous and might result in a lot of [[fun]] when retrieving all the necessary stuff. | * Sometimes, the dwarves end up parking on the ice in cold regions, on arrival to a new settlement area. Needless to say, in places where ice can melt, this is quite dangerous and might result in a lot of [[fun]] when retrieving all the necessary stuff. | ||
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== Wildlife == | == Wildlife == | ||
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| {{Tile|C|2:0}} [[Saltwater crocodile man]] | | {{Tile|C|2:0}} [[Saltwater crocodile man]] | ||
− | | style="text-align:center;"|[[File: | + | | style="text-align:center;"|[[File:saltwater_crocodile_sprite.png]] |
| || || || {{check}} || {{check}} || {{check}} | | || || || {{check}} || {{check}} || {{check}} | ||
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| {{check}} || {{check}} || {{check}} || || || | | {{check}} || {{check}} || {{check}} || || || | ||
|} | |} | ||
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{{World|Biomes}} | {{World|Biomes}} | ||
{{Category|Map tiles}} | {{Category|Map tiles}} | ||
{{Category|Biomes}} | {{Category|Biomes}} |