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 Water

Jump to navigation Jump to search

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

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

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:
 +
{{migrated article}}
 
{{av}}
 
{{av}}
{{Quality|Exceptional}}
+
{{Quality|Unrated}}
[[File:water_v50_anim.gif|thumb|122px|right|Roughly 4×4 tiles of a [[river]].]]
+
[[File:water_v50_anim.gif|thumb|122px|right|Roughly 4×4 tiles of a [[brook]].]]
 
[[File:water_preview.png|frame|120px|right|A partially flooded fortress. ASCII mode.]]'''Water''' is a [[fluid]] found all over the world. It [[flow]]s from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s, falling as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to a variety of [[Creature#Aquatic|aquatic creatures]]. Many creatures can [[Swimmer|swim]] in deep water, but air-breathing creatures that are submerged in water can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  Some brooks and [[murky pool]]s can be saltwater, even if the fortress site is partially mountainous. - it is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question - if there are zero tiles of water source available, the water is saltwater.  [[Mud]] is a [[contaminant]], which is created any time water covers an area. Any tiles that contain mud may be used for [[farming]].
 
[[File:water_preview.png|frame|120px|right|A partially flooded fortress. ASCII mode.]]'''Water''' is a [[fluid]] found all over the world. It [[flow]]s from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s, falling as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to a variety of [[Creature#Aquatic|aquatic creatures]]. Many creatures can [[Swimmer|swim]] in deep water, but air-breathing creatures that are submerged in water can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  Some brooks and [[murky pool]]s can be saltwater, even if the fortress site is partially mountainous. - it is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question - if there are zero tiles of water source available, the water is saltwater.  [[Mud]] is a [[contaminant]], which is created any time water covers an area. Any tiles that contain mud may be used for [[farming]].
  
Water normally will be displayed with a blue tile. You can toggle depth indicators (a white number reflecting the current water level on a given tile) by pressing {{Menu icon|f}} or clicking on the Display Water Levels button to the left of the minimap. Water can also take on other colors indicating [[contaminant|contaminants]] such as '''blood''', '''ichor''', or '''goo'''.
+
Water normally will be displayed with a blue tile. You can toggle depth indicators (a white number reflecting the current water level on a given tile) by pressing {{k|r}} or clicking on the Display Water Levels button to the left of the minimap. Water can also take on other colors indicating [[contaminant|contaminants]] such as '''blood''', '''ichor''', or '''goo'''.
  
 
Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being the equivalent of a shallow puddle, and 7 filling the tile completely. [[Dwarf|Dwarves]] can safely walk through water up to a depth of 3 - at depth 4 or higher, they will cancel jobs due to "Dangerous terrain" and begin to gain [[swimming]] experience. At depth 7, any dwarf that does not have sufficient Swimming skill will drown.
 
Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being the equivalent of a shallow puddle, and 7 filling the tile completely. [[Dwarf|Dwarves]] can safely walk through water up to a depth of 3 - at depth 4 or higher, they will cancel jobs due to "Dangerous terrain" and begin to gain [[swimming]] experience. At depth 7, any dwarf that does not have sufficient Swimming skill will drown.
Line 21: Line 22:
  
 
=== Freezing and thawing ===
 
=== Freezing and thawing ===
Many environments get cold enough for water to freeze in winter. When this happens, any water that is [[Tile attributes|Above Ground]] will [[ice|freeze into ice]]. However, water a single tile away that is in an underground tunnel will not freeze.
+
Many environments get cold enough for water to freeze in winter. When this happens, any water that is [[Tile attributes|Above Ground]] will [[ice|freeze into ice]]. However, water a single tile away that is in an underground tunnel will not freeze. When ice walls thaw, they always leave a 7/7 water tile regardless of how much water may have been present when the ice formed.
  
When water freezes or thaws, it does so ''instantly''; therefore, any creature [[swimming]] in water when it freezes will die, and anything standing on a frozen pond when it thaws will fall into it and [[swimmer#Drowning|drown]] if it cannot [[swimmer|swim]]. When ice walls thaw, they always leave a 7/7 water tile regardless of how much water may have been present when the ice formed.
+
When outdoor water freezes or thaws it does so instantly, therefore, any dwarf [[swimming]] in water when it freezes will die, or standing on a frozen pond when it thaws, will fall into it... most likely leading to [[swimmer#Drowning|drowning]] if the dwarf is not an experienced [[swimmer]].
  
Mining ice can produce chunks of ice.  Taking these chunks into a stone layer will cause them to eventually melt, turning them into [[Liquid|"water" items]] (much like those hauled in [[bucket]]s) which can't be used for anything. {{Bug|360}}
+
Mining ice can produce chunks of ice.  Taking these chunks into a stone layer will cause them to eventually melt, turning them into "water" items (much like those hauled in [[bucket]]s) which can't be used for anything. {{Bug|360}}
  
 
[[Glacier#Cave-in_some ice_|Caving in an ice wall]] into a stone layer will cause it to instantly melt into water (provided it does not become exposed to the outdoors), which can be used to get water near the surface in a [[glacier]] biome without having to use a [[pump]] stack to pump water up from a [[cavern]] pool.
 
[[Glacier#Cave-in_some ice_|Caving in an ice wall]] into a stone layer will cause it to instantly melt into water (provided it does not become exposed to the outdoors), which can be used to get water near the surface in a [[glacier]] biome without having to use a [[pump]] stack to pump water up from a [[cavern]] pool.
  
 
If you constructed a [[well]] or a [[Grate|floor grate]] right over the top of some water and it freezes, the item will be deconstructed to its original parts, but some may fall into the water.
 
If you constructed a [[well]] or a [[Grate|floor grate]] right over the top of some water and it freezes, the item will be deconstructed to its original parts, but some may fall into the water.
 +
 +
Floor constructed from [[rock salt]] freezes water at least 4/7 underground (need moar experiments, possibly infinite water source) {{verify}}
  
 
==== Freezing point ====
 
==== Freezing point ====
Line 48: Line 51:
 
===Depth===
 
===Depth===
 
{{Material properties}}
 
{{Material properties}}
Water (as well as [[magma]]) can be one of seven different depths.  You can find out how deep water is by mousing over the tile containing the water or by turning on {{Menu icon|f}} numeric fluid depth with a button next to the minimap, or in the settings menu under the ''Game'' tab.
+
Water (as well as [[magma]]) can be one of seven different depths.  You can find out how deep water is by mousing over the tile containing the water or by turning on numeric {{k|f}}luid depth with a button next to the minimap, or in the settings menu under the ''Game'' tab.
  
 
Water depth ranges from 0-7, where 0 is no water and 7 is maximum depth.  Note that water depth is ''per [[z-level]]'' (or z-index); that is, if a tile is at depth 7/7, it means that the water ''on that level'' is at maximum depth, not that the water extends down 7 z-levels.  A lake three z-levels deep, with each level having 7/7 depth, can be thought of as having 21 levels of depth.
 
Water depth ranges from 0-7, where 0 is no water and 7 is maximum depth.  Note that water depth is ''per [[z-level]]'' (or z-index); that is, if a tile is at depth 7/7, it means that the water ''on that level'' is at maximum depth, not that the water extends down 7 z-levels.  A lake three z-levels deep, with each level having 7/7 depth, can be thought of as having 21 levels of depth.
Line 136: Line 139:
 
Draining lakes and oceans from underneath can be a finicky task, but there's a bit of dwarven magic for it:  build a retractable bridge on the level beneath the sea bottom, with ramps directly underneath it.  Link this to a lever to control the flow as you desire.  Now evacuate the dwarves and wall off the area above the bridge.  Then, with the bridge in place, designate ramps around the bridge leading up - breaking through to the sea bottom.  Now how can the dwarves dig these squares out?  Yep, from beneath the bridge.  In this way, they get the water flow started without ever getting their feet wet.  This is a great way to set up channels one square in from the map edge near a water source, so that you can properly wall off the baddies from getting into the fort.
 
Draining lakes and oceans from underneath can be a finicky task, but there's a bit of dwarven magic for it:  build a retractable bridge on the level beneath the sea bottom, with ramps directly underneath it.  Link this to a lever to control the flow as you desire.  Now evacuate the dwarves and wall off the area above the bridge.  Then, with the bridge in place, designate ramps around the bridge leading up - breaking through to the sea bottom.  Now how can the dwarves dig these squares out?  Yep, from beneath the bridge.  In this way, they get the water flow started without ever getting their feet wet.  This is a great way to set up channels one square in from the map edge near a water source, so that you can properly wall off the baddies from getting into the fort.
  
'''NOTE: This technique no longer works. Attempt at your own risk.''' If you simply need to tap a single tile of the bottom of a lake/ocean there is a simple <s>and completely foolproof</s> way to do it; dig a tunnel under the lake, and place a door at the very end of the tunnel. Now order the dwarf to dig an upward ramp at the end of the corridor (the upward ramp will pierce the bottom of the lake), he will do so while standing in the door tile and once he finishes digging he will take a step back and the door will automatically close preventing water from following the miner. The final step is to connect a lever to the door and pull the lever to open the door. Done right, this method allows piercing even the deepest lakes without risk to the miner and also provides a way of blocking the flow in future.
+
If you simply need to tap a single tile of the bottom of a lake/ocean there is a simple <s>and completely foolproof</s> way to do it; dig a tunnel under the lake, and place a door at the very end of the tunnel. Now order the dwarf to dig an upward ramp at the end of the corridor (the upward ramp will pierce the bottom of the lake), he will do so while standing in the door tile and once he finishes digging he will take a step back and the door will automatically close preventing water from following the miner. The final step is to connect a lever to the door and pull the lever to open the door. Done right, this method allows piercing even the deepest lakes without risk to the miner and also provides a way of blocking the flow in future.
  
 
Due to the way the game handles water flow, making your drainage vertical rather than horizontal whenever possible will drain water much more quickly and efficiently. IE: A tunnel one tile wide and two z-levels deep will drain water considerably faster than a 2 tile wide tunnel on a single z-level.
 
Due to the way the game handles water flow, making your drainage vertical rather than horizontal whenever possible will drain water much more quickly and efficiently. IE: A tunnel one tile wide and two z-levels deep will drain water considerably faster than a 2 tile wide tunnel on a single z-level.

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)

Templates used on this page:

This page is a member of 3 hidden categories: