v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing 40d:Well guide

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{quality|Exceptional|21:28, 26 April 2011 (UTC)}}{{av}}
 
 
''This guide assumes you've read the main article on '''[[well]]s''' and are familiar with the basic information found in that article, of what a well does and what is required to build one.''
 
''This guide assumes you've read the main article on '''[[well]]s''' and are familiar with the basic information found in that article, of what a well does and what is required to build one.''
  
Line 5: Line 4:
  
 
==Choosing a Location==
 
==Choosing a Location==
You want a well central to your dwarves, so they'll all get good thoughts from seeing it, and near any [[hospital]] beds you have.  You can have more than one well, which solves that problem, but raises the one of engineering water to feed them all.  If it's indoors (or behind walls), then there's no threat from [[carp]], [[goblin]]s, or [[animal]]s, and it can provide a safe source of drinking water during a [[siege]].   
+
You want a well central to your dwarfs, so they'll all get good thoughts from seeing it, and near any [[hospital]] beds you have.  You can have more than one well, which solves that problem, but raises the one of engineering water to feed them all.  If it's indoors (or behind walls), then there's no threat from [[carp]], [[goblins]], or [[animal]]s, and it can provide a safe source of drinking water during a [[siege]].   
  
The important part about the well is to make sure that you don't create a situation where the water will [[flood]] your fortress, due to [[Water_pressure|pressure]] from a source at a higher level. If the water is stable before you build the well above it, it will be safe (unless your dwarves change things), but if you are introducing a flow, make sure you understand how pressure works and will not fall victim to its surprises. (See [[Water pressure|pressure]].)
+
The important part about the well is to make sure that you don't create a situation where the water will [[flood]] your fortress, due to [[pressure]] from a source at a higher level. If the water is stable before you build the well above it, it will be safe (unless your dwarfs change things), but if you are introducing a flow, make sure you understand how pressure works and will not fall victim to its surprises. (See [[pressure]].)
  
 
==Water sources==
 
==Water sources==
  
 
A well needs a water source of at least 3/7 depth, at least 1 [[z-level]] under it (not between it and the water, but on the next level immediately below the well).  Pre-existing water is safe because it's the most predictable - what you see is what you got, no surprises.  You can instead use dwarven engineering to bring water from a distant source to (beneath) your well, with a safety factor* based on your experience and the complexity of the project. (See [[flood]].)
 
A well needs a water source of at least 3/7 depth, at least 1 [[z-level]] under it (not between it and the water, but on the next level immediately below the well).  Pre-existing water is safe because it's the most predictable - what you see is what you got, no surprises.  You can instead use dwarven engineering to bring water from a distant source to (beneath) your well, with a safety factor* based on your experience and the complexity of the project. (See [[flood]].)
 +
 +
:<sup>(* +/- booze x [[dwarven physics|the dwarf coefficient]].)</sup>
  
 
===Pre-existing sources===
 
===Pre-existing sources===
  
A [[brook]], [[river]], or [[murky pool]] can provide water under a well.  The surface of a brook tile will have to be channeled out, but it works just fine.  Murky pools can dry up in warm seasons, and the well will be useless until they refill from [[rain]].  On hot maps, this may never happen - it's quite possible to see your murky pools (which are always full at [[embark]]) [[evaporate]] away before you ever get a chance to build a well - for this, see [[Well_guide#Beating evaporation|below]].
+
A [[brook]], [[river]], or [[murky pool]] can provide water under a well.  The surface of a brook tile will have to be channeled out, but it works just fine.  Murky pools can dry up in warm seasons, and the well will be useless until they refill from [[rain]].  On hot maps, this may never happen - it's quite possible to see your murky pools (which are always full at [[embark]]) [[evaporate]] away before you ever get a chance to build a well - for this, see [[#Beating evaporation|below]].
 
 
: Using stagnant water from murky pools or brooks is not optimal, as it will give dwarves negative thoughts, "Has complained about the nasty water lately". To avoid this, moving water from these places on to floor tiles that are not identified as riverbeds or ponds, and building a well over ''that'' will work just fine, so long as the final depth is 3/7 or greater.
 
  
 
===Channeling water to your well===
 
===Channeling water to your well===
 
If the water is not where you want to build the well, you can dig a tunnel or channel and/or otherwise create an [[aqueduct]] to bring it to where you want it.  You should consider adding a door or floodgate somewhere near the water source so that you can dry out your tunnels for future projects, repair, or recovery of lost items.  Also consider a (secondary) drain, if feasible near a [[chasm]] or other large water-dump area.  Bear in mind that the game lag produced by water constantly flowing from source to drainage can be as devastating to game play as any flood (depending on the capabilities of your computer).
 
If the water is not where you want to build the well, you can dig a tunnel or channel and/or otherwise create an [[aqueduct]] to bring it to where you want it.  You should consider adding a door or floodgate somewhere near the water source so that you can dry out your tunnels for future projects, repair, or recovery of lost items.  Also consider a (secondary) drain, if feasible near a [[chasm]] or other large water-dump area.  Bear in mind that the game lag produced by water constantly flowing from source to drainage can be as devastating to game play as any flood (depending on the capabilities of your computer).
  
Channels are very handy for moving water, but be cautious about leaving open water where it isn't necessary.  A dry channel makes a great [[moat]], but a wet channel is a random hazard, and dwarves have a nasty habit of diving into any available water for a variety of reasons. Instead of digging long wet channels, have a dwarf mine out extra one level down, bring him back out e.g. through a door, then channel the last square back up to the water source.  Up+down stairs or a ramp on the level below can substitute for a channel for moving water, but be warned that any effort to "channel" out these to create empty space for a well means that the dwarf goes to the bottom level and gets rid of his means of escape upward.  It is best to carve a ramp or two adjoining any open water without hostile inhabitants, such as muddy lakes, for dwarves to escape if they choose to.  Leaving a stairs or ramp as an "emergency exit" is never a bad idea.
+
Channels are very handy for moving water, but be cautious about leaving open water where it isn't necessary.  A dry channel makes a great [[moat]], but a wet channel is a random hazard, and dwarves have a nasty habit of diving into any available water for a variety of reasons. Instead of digging long wet channels, have a dorf mine out extra one level down, bring him back out e.g. through a door, then channel the last square back up to the water source.  Up+down stairs or a ramp on the level below can substitute for a channel for moving water, but be warned that any effort to "channel" out these to create empty space for a well means that the dorf goes to the bottom level and gets rid of his means of escape upward.  It is best to carve a ramp or two adjoining any open water without hostile inhabitants, such as muddy lakes, for dorfs to escape if they choose to.  Leaving a stairs or ramp as an "emergency exit" is never a bad idea.
  
 
==== Long aqueducts ====
 
==== Long aqueducts ====
Line 34: Line 33:
 
===Safety===
 
===Safety===
  
Any dwarves fighting (or sparring) near a well may accidentally dodge into it, usually resulting in injury, drowning and swift death. As such, you should keep military infrastructure, especially barracks, away from wells. Building escape stairs from your water source may also be a good idea, as well as teaching your dwarves to [[Swimmer|swim]].
+
Your dwarves will happily use any excuse for falling into wells, usually resulting in injury, drowning and swift death. Thus you should construct your well as dead end, surrounded mostly by walls. Military dwarves are reportedly even more interested in well-diving than civilians, so keep military infrastructure, especially barracks, away from wells. This may be caused by sparring dwarves, who tend to ignore danger when dodging. Building escape stairs from your water source may also be a good idea, as well as teaching your dwarves to [[swim]].
  
 
====Style points====
 
====Style points====
  
 
* Widen the area around the well, and make it a meeting hall. Smoothed or engraved walls and floors will make your dwarves happy.  Smoothed and especially constructed floors will guard against [[tower-cap]] blockages, if that is a concern.  The well has to be in a stone layer, not soil.
 
* Widen the area around the well, and make it a meeting hall. Smoothed or engraved walls and floors will make your dwarves happy.  Smoothed and especially constructed floors will guard against [[tower-cap]] blockages, if that is a concern.  The well has to be in a stone layer, not soil.
 
* Wells can be stacked on top of each other across multiple Z levels and still remain functional. A bucket dropping from a well on Z+2 will pass through a well on Z+1 to successfully reach water at Z+0.
 
  
 
* Add a gap between the channel and the stairs, then construct walls in the gaps. This avoids the aesthetic problem of muddy stairs inside your well. Be careful, your well will need to be twice as deep.  
 
* Add a gap between the channel and the stairs, then construct walls in the gaps. This avoids the aesthetic problem of muddy stairs inside your well. Be careful, your well will need to be twice as deep.  
Line 57: Line 54:
  
 
Using the well will take a very small amount of water from the water tile below (1/7 from that one tile), so it will eventually dry up if not replenished.  
 
Using the well will take a very small amount of water from the water tile below (1/7 from that one tile), so it will eventually dry up if not replenished.  
 +
 +
====Beating evaporation====
 +
 +
On a hot map, water may evaporate from all murky pools within a few "weeks" of embark, and if there is not enough rainfall, it may never be seen again.  Even if the map only has enough heat in Summer, that may be half the year when the pools are dry.  If you don't have a continuous water source, a brook or river, it's absolutely key to save some water underground before it's all gone, and as much as possible.
 +
 +
The solution is to create a [[reservoir]] asap, perhaps 2 levels below the surface, and then build your well underground over that.
  
 
===Salt water===
 
===Salt water===
Line 108: Line 111:
  
 
10. Install a door to seal off the dry lake. (Or use a wall, but this might cause a dwarf to trap himself in the lake bed.)
 
10. Install a door to seal off the dry lake. (Or use a wall, but this might cause a dwarf to trap himself in the lake bed.)
 +
Aquifer Technique
  
====Aquifer Technique====
+
a small 1x1 Stair down to the aquifer is mostly the only reason to have a Aquifer at all.
A small 1x1 Stair down to the aquifer is mostly the only reason to have an aquifer at all.
+
Style points
 
 
====Style points====
 
  
 
:* Widen the area around the well, and make it a meeting hall. Smoothed or engraved walls and floors will make your dwarves happy. The well has to be in a stone layer, not soil.  
 
:* Widen the area around the well, and make it a meeting hall. Smoothed or engraved walls and floors will make your dwarves happy. The well has to be in a stone layer, not soil.  
Line 122: Line 124:
 
  #####
 
  #####
  
====Using ponds/pools in areas with heavy rain====
+
===Using ponds/pools in areas with heavy rain===
  
 
Heavy rain means that it rains more in a year than a pool needs to be full, though pools or other existing water sources found on a map do not overflow. Being in a region with heavy rain has one big advantage - your pools will have more water than they need to be full. This allows them, over the course of a year, to provide more water than they can hold at any one time. Note that only naturally occurring tiles that are "murky pools" will collect rain - an identically size excavation next to a murky pool will not. Expanding a murky pool will allow the water to expand, but rain will only be "collected" in the original murky pool tiles, and any water that is 1/7 deep in the excavated tiles will tend to evaporate as normal for water. Aside from rain refilling murky pools, there is no way to actually collect rainwater in DF.
 
Heavy rain means that it rains more in a year than a pool needs to be full, though pools or other existing water sources found on a map do not overflow. Being in a region with heavy rain has one big advantage - your pools will have more water than they need to be full. This allows them, over the course of a year, to provide more water than they can hold at any one time. Note that only naturally occurring tiles that are "murky pools" will collect rain - an identically size excavation next to a murky pool will not. Expanding a murky pool will allow the water to expand, but rain will only be "collected" in the original murky pool tiles, and any water that is 1/7 deep in the excavated tiles will tend to evaporate as normal for water. Aside from rain refilling murky pools, there is no way to actually collect rainwater in DF.
 
+
Tapping a Brook
===Tapping a Brook===
 
  
 
A brook can be tapped to supply constant water for a well, if you have one in your area.
 
A brook can be tapped to supply constant water for a well, if you have one in your area.
Line 137: Line 138:
 
1. Dig out a room similar to the one below. It's easier if it's one z-level above the brook itself but that can be addressed several ways. The room itself could be different, perhaps even just one square of a channel, where the well will be placed. Whatever you prefer.
 
1. Dig out a room similar to the one below. It's easier if it's one z-level above the brook itself but that can be addressed several ways. The room itself could be different, perhaps even just one square of a channel, where the well will be placed. Whatever you prefer.
  
z-0:
+
z-0
+
 
  ###+###
+
  ###+###
  #+++++#
+
  #+++++#
  #+++++#
+
  #+++++#
  #+++++#
+
  #+++++#
  #.....#
+
  #.....#
  #######
+
  #######
  
 
OR
 
OR
  
 
    #+#
 
    #+#
  #.#
+
  #.#
 
     ###
 
     ###
  
Line 155: Line 156:
 
2. Connect your channel from the room above to the brook as follows. The tunnels can be wider, longer, and can drop a z-level or two if you need to by various methods. You'll need some way for the miners to get down here; access from other rooms on that z-level by door, staircase, whatever.
 
2. Connect your channel from the room above to the brook as follows. The tunnels can be wider, longer, and can drop a z-level or two if you need to by various methods. You'll need some way for the miners to get down here; access from other rooms on that z-level by door, staircase, whatever.
  
z-1:
+
z-1
           
+
 
 +
         
 
         ###########
 
         ###########
 
         #+++++++++#
 
         #+++++++++#
Line 177: Line 179:
  
 
{{Water FAQ}}
 
{{Water FAQ}}
{{Category|Guides}}
+
[[Category:Guides]]
{{Category|Design}}
+
[[Category:Design]]

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)