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Editing DF2014 Talk:Ocean

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What you want to do is to tunnel 1 z-level below, to one space diagonally away from the item, build a floodgate there, link to a lever so you can open it, then carve a ramp diagonally up to the item. The item will fall onto the ramp, and flow through the diagonal gap, but since pressure doesn't work diagonally, you don't end up flooding your fortress instantly. Once the item gets pushed by the water past your floodgate, pull the lever to close it.
 
What you want to do is to tunnel 1 z-level below, to one space diagonally away from the item, build a floodgate there, link to a lever so you can open it, then carve a ramp diagonally up to the item. The item will fall onto the ramp, and flow through the diagonal gap, but since pressure doesn't work diagonally, you don't end up flooding your fortress instantly. Once the item gets pushed by the water past your floodgate, pull the lever to close it.
  
If you happen to have already tunneled through the space underneath a submerged item, you can still retrieve it by building an up stair on the space underneath, box the stairs in with walls and build a floodgate diagonal to it, then dig a channel on the item's space. Your digger will stand on the up stair and make a hole under the item.
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...Except I notice that if I try to retrieve a corpse from the seafloor that way, then revive the unit with full-heal -r, the unit teleports to its place of death, meaning back to the seafloor-- and stays there not noticing the ramp leading to safety. So what you need to do is to watch until your digger is almost starting to dig, and revive the corpse then, so the revived unit is still alive when the ramp is carved. Units that aren't insane will actively try to escape the water once they drop into the tunnel. Insane units might decide not to move, but the water will push them. Berserk units tend to go after your digger.
  
...Except I notice that if I try to retrieve a corpse from the seafloor that way, then revive the unit with full-heal -r, the unit teleports to its place of death, meaning back to the seafloor-- and stays there not noticing the ramp leading to safety. So what you need to do is to watch until your digger is almost starting to dig, and revive the corpse then, so the revived unit is still alive when the ramp is carved. Units that aren't insane will actively try to escape the water once they drop into the tunnel. Berserk units tend to go after your digger. Units that are other kinds of insane are a tossup. Most of them don't even drop down, but if they do, the water will push them to relative safety. And then the melancholy ones will look for a cliff to jump back into the sea from. (In any case, if you're using dfhack for with revives anyhow, you might as well use gui/teleport too.)
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This will unfortunately not work with items that are on the map edges, because you can't carve them into ramps. For those, you might want to bring an unbreathing/waterbreathing adventurer down and pick them up yourself.
 
 
This will unfortunately not work with items that are on the map edges, because you can't carve them into ramps. For those, you might want to bring an unbreathing/waterbreathing adventurer down and pick them up yourself. (...Or designate for dumping and use autodump to save yourself all the tunneling and flooding.)
 
  
 
Oh, and somewhat unrelated, but if an item gets stuck in a door in a flooded hallway, you can carve a ramp under the door, and the item will fall to the lower level, allowing the door to close while leaving the tunnel underneath dry.
 
Oh, and somewhat unrelated, but if an item gets stuck in a door in a flooded hallway, you can carve a ramp under the door, and the item will fall to the lower level, allowing the door to close while leaving the tunnel underneath dry.

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