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DF2014:Climate

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This article is about the current version of DF.
Climate in Dwarf Fortress is a temperature rating used as a tool to define the weather patterns of a region. Most importantly, this will determine how the weather patterns of an area will affect above ground water sources. Overview of the temperature of an area is important for the lives of your dwarves and animals, as too cold or too hot of temperatures will discourage or kill organic beings. Climate is a temperature rating only; actual ground cover is called a biome.

Note: If temperature is turned off, none of the mentioned effects will occur.

Contents

[edit] Scorching

Temperature: +++

Availability of water: Any existing Murky pool will dry up immediately. Rivers are unaffected.

When embarking in this Region: If no river or ocean is available, it is hard to survive in this climate. Your only chance is to find a cave with water.

In extremely hot regions (above 10078 °U ), dwarves and livestock may die from the heat (specifically, the fat in their bodies will melt, causing them to bleed to death) if they remain outdoors for extended periods of time.

[edit] Hot

Temperature: ++

Availability of water: In dry biomes, Murky pool may evaporate during dry seasons (usually summer) but can be refilled by rain. Rivers are unaffected.

When embarking in this Region: If you lack a river, be sure to dig out a cistern before summer is upon you.

[edit] Warm

Temperature: +

Availability of water: Any water source can be used during the whole year. This makes it the easiest climate to embark on. Very rarely, especially when very close to the edge of a Temperate biome, one can have an extremely brief period of water freezing, usually only lasting a few days, thus providing no danger of death by thirst.

When embarking in this Region: Nothing of note.

[edit] Temperate

Temperature: -

Availability of water: Surface pools and rivers will freeze for part of the year. The length of the freeze varies: They may start out frozen, thaw sometime during spring, and remain liquid until winter, or they may start out liquid and freeze for only a month or so in winter.

When embarking in this Region: If you lack a river, you can dig out a cistern in the non-freezing seasons. You can also use a source of heat (such as magma) to obtain liquid water. If the ground is covered in snow when you arrive, be sure to scout out the surface pools so that your none of your dwarves find themselves suddenly submerged when the pools thaw later in the spring.

[edit] Cold

Temperature: --

Availability of water: Surface pools and rivers are usually frozen but can thaw for a few months each year.

When embarking in this Region: The same measures as in temperate biomes can be taken.

[edit] Freezing

Temperature: ---

Availability of water: Surface pools and rivers remain frozen throughout the year in the majority of maps.

When embarking in this Region:

See the main article for more details.

You must use a source of heat (magma) to obtain liquid water. Glacial ice can also be melted. Another option is an underground source of water.

In extremely cold regions (below 9964 °U ), dwarves and livestock may succumb to frostbite if they remain outdoors for extended periods of time. Goods left outdoors may experience wear at an accelerated rate. Embark goods should be stored below ground as soon as possible, and trade depots should be built below ground.

[edit] Warning

Occasionally biomes may make claims to be hotter or colder than they really are. For example: some "Freezing" biomes may occasionally thawVerify.

[edit] See also

Overworld
World Generation (Basic / Advanced / Rejections)
Regions - Climate - Surroundings - Map legend - Civilizations - Calendar
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Murky pool - Ocean - River - Savanna - Shrubland - Tundra - Wetland
Sites Cave - Lair - Camp - Dwarf Fortress - Mountain halls - Hillock
Dark Fortress - Dark Pit - Forest Retreat
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Necromancer Tower - Labyrinth - Shrine - Ruins - Underworld Spire - Vault
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