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: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.
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: | ||
− | |||
− | |||
'''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. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to [[aquatic creatures]]. Most creatures can [[Swimmer|swim]] in deep water, and like all fluids, air-breathing creatures 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; these are home to different aquatic creatures. If dwarves do not drink they will become dehydrated(thirsty) and if they do not quench that thirst then they will eventually die. Injured dwarves will only drink freshwater, though normally dwarves prefer their [[Alcohol|booze]]. | '''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. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to [[aquatic creatures]]. Most creatures can [[Swimmer|swim]] in deep water, and like all fluids, air-breathing creatures 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; these are home to different aquatic creatures. If dwarves do not drink they will become dehydrated(thirsty) and if they do not quench that thirst then they will eventually die. Injured dwarves will only drink freshwater, though normally dwarves prefer their [[Alcohol|booze]]. | ||
− | In addition, water can be | + | In addition, water can be ''stagnant'' or ''[[Murky pool|murky]]''. This may cause dwarves to have unhappy [[thought]]s if they drink from it. Water must be flowing to avoid being/becoming stagnant or murky. |
− | When water comes into contact with creatures and objects, they become wet. [[Soil]] and [[stone]] becomes [[Mining#Caveats|damp]] or [[mud]]dy, which can be used for [[Agriculture|farming]], and produces [[tower- | + | When water comes into contact with creatures and objects, they become wet. [[Soil]] and [[stone]] becomes [[Mining#Caveats|damp]] or [[mud]]dy, which can be used for [[Agriculture|farming]], and produces [[tower-caps]] at a higher rate. Water can "drown" saplings. |
− | Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, white, brown, or red to show ripples, [[mud]] (in the case of a brook), [[blood]] and [[flow]]. (The game can be [[Technical_tricks#The_look_of_the_game|configured]] to show the depth instead). 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 perhaps ankle-deep, and 7 filling the tile completely. [[Dwarf|Dwarves]] and other [[humanoid]]s can walk through water up to depth 4. At 4 they can choose to walk or swim, any deeper and they must swim to pass through the tile. | + | Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, white, brown, or red to show ripples, [[mud]] (in the case of a brook), [[blood]] and [[flow]]. (The game can be [[Technical_tricks#The_look_of_the_game|configured]] to show the depth instead). 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 perhaps ankle-deep, and 7 filling the tile completely. [[Dwarf|Dwarves]] and other [[humanoid]]s can walk through water up to depth 4. At 4 they can choose to walk or swim, any deeper and they must swim to pass through the tile. Elves drown only in 7/7 water, and wade in 6/7. |
− | Every material sinks in water. | + | Every material sinks in water.{{version|0.27.176.38c}} |
The [[Map tile|tiles]] above [[brook]]s are treated as [[floor]] tiles. They are passable to creatures, and objects do not fall into them. | The [[Map tile|tiles]] above [[brook]]s are treated as [[floor]] tiles. They are passable to creatures, and objects do not fall into them. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
==Water Flows== | ==Water Flows== | ||
− | Water above a depth of 1 will tend to flow towards any adjacent tiles, and can move diagonally, the depth will spread out evenly so a tile of 7/7 water will become seven 1/7 tiles, or if there are only two it can expand to it will become two 2/7 and a third 3/7 though the 3/7 will move around. Water can be stopped by most solid tiles. These include [[wall]]s and [[building]]s, plus closed [[floodgate]]s, [[door]]s, [[hatch]]es. Exceptions are [[grate]]s | + | Water above a depth of 1 will tend to flow towards any adjacent tiles, and can move diagonally, the depth will spread out evenly so a tile of 7/7 water will become seven 1/7 tiles, or if there are only two it can expand to it will become two 2/7 and a third 3/7 though the 3/7 will move around. Water can be stopped by most solid tiles. These include [[wall]]s and [[building]]s, plus closed [[floodgate]]s, [[door]]s, [[hatch]]es. Exceptions are [[grate]]s and [[bars]] which are specifically designed to allow liquids through. [[Waterfall]]s occur when water has the opportunity to fall through open space. Waterfalls will continue falling straight down until hitting either [[floor]] or another body of water. |
Water in Dwarf Fortress acts like a fairly thick, viscous fluid. This makes it possible to do otherwise impossible things like [[pump]] out a dry hole in the middle of a river. | Water in Dwarf Fortress acts like a fairly thick, viscous fluid. This makes it possible to do otherwise impossible things like [[pump]] out a dry hole in the middle of a river. | ||
− | |||
− | |||
== Water in Fortress Mode == | == Water in Fortress Mode == | ||
Line 29: | Line 20: | ||
In addition to drinking, pools and rivers can be used for [[fishing]]. To specify a pool of water as a water source, fishing zone, or [[pond]], you need to create [[activity zone]]s at the level above the water. The "level above the water" is the level at which the surface of the water is at foot-level instead of ceiling level. Water can be [[bridge]]d, and can also be used to make a [[moat]]. | In addition to drinking, pools and rivers can be used for [[fishing]]. To specify a pool of water as a water source, fishing zone, or [[pond]], you need to create [[activity zone]]s at the level above the water. The "level above the water" is the level at which the surface of the water is at foot-level instead of ceiling level. Water can be [[bridge]]d, and can also be used to make a [[moat]]. | ||
− | Water can be moved by [[digging]] channels or tunnels, using [[bucket]]s, or by constructing a [[screw pump]]. Dwarves will use buckets to fill a [[pond]]. [[Screw pump]]s (operated by dwarf or [[Power|machine power]]) can move water vertically and horizontally. Transferring water down channels/holes to lower levels can be hazardous due to [[water pressure]]. | + | Water can be moved by [[digging]] channels or tunnels, using [[bucket]]s, or by constructing a [[screw pump]]. Dwarves will use buckets to fill a [[pond]]. [[Screw pump]]s (operated by dwarf or [[Power| machine power]]) can move water vertically and horizontally. Transferring water down channels/holes to lower levels can be hazardous due to [[water pressure]]. |
− | [[ | + | [[Cave lake|Lakes]] and [[murky pool]]s can be drained by digging into the side of them. Rivers can also be redirected in this manner. It is only possible to dig directly up into a water-filled tile using stairs or a ramp. Fish and other aquatic creatures will stay in the water as it moves, but may end up on the ground if the water becomes too shallow. Drained lakes that are [[outside]] are filled by melting ice and snow, but not by rain. Murky pools, once drained, can be refilled by rainwater, allowing for "rain barrel" systems of supplying your fortress with water. |
− | Tiles adjacent to a water-filled tile are labeled "damp" and flash the water symbol when accessing the {{k|d}}esignations menu. When a miner discovers a damp tile, he cancels the mining designation, the game pauses, and the camera centers on the tile. This happens for every damp tile discovered, and each must be designated again before a miner will dig it out. Digging under a water-filled tile does not actually drain it, even though you receive multiple warnings about damp tiles. If a tile already appears to be damp when it is designated, no warning will be given | + | Tiles adjacent to a water-filled tile are labeled "damp" and flash the water symbol when accessing the {{k|d}}esignations menu. When a miner discovers a damp tile, he cancels the mining designation, the game pauses, and the camera centers on the tile. This happens for every damp tile discovered, and each must be designated again before a miner will dig it out.{{version|0.28.181.40d}} Digging under a water-filled tile does not actually drain it, even though you receive multiple warnings about damp tiles. If a tile already appears to be damp when it is designated, no warning will be given. |
Somebody who falls into water, for example, a [[kobold]] thief, will then have a "water covering" on nearly every part of their anatomy. This is listed under {{k|v}},{{k|i}}nventory and is shown in green. | Somebody who falls into water, for example, a [[kobold]] thief, will then have a "water covering" on nearly every part of their anatomy. This is listed under {{k|v}},{{k|i}}nventory and is shown in green. | ||
− | [[Water wheel]]s can be used to generate mechanical power | + | [[Water wheel]]s can be used to generate mechanical power from flows. |
The water in a tile can be destroyed by closing a [[floodgate]] or [[door]] on it (via a [[lever]]), by lowering a [[bridge]] onto it, or by [[evaporation]]. Thus water mass is not conserved and it is possible to run out of water on maps without an infinite source(such as an [[ocean]], [[river]] or [[aquifer]]). It is also possible to get rid of excess water by letting it flow into a [[river]]. | The water in a tile can be destroyed by closing a [[floodgate]] or [[door]] on it (via a [[lever]]), by lowering a [[bridge]] onto it, or by [[evaporation]]. Thus water mass is not conserved and it is possible to run out of water on maps without an infinite source(such as an [[ocean]], [[river]] or [[aquifer]]). It is also possible to get rid of excess water by letting it flow into a [[river]]. | ||
Line 51: | Line 42: | ||
==Water depth== | ==Water depth== | ||
− | You can find out how deep water is by examining it with the loo{{k|k}} command, or by editing your | + | You can find out how deep water is by examining it with the loo{{k|k}} command, or by editing your init.dat file to display water as coloured numbers. |
Water depth ranges from 0-7. The following is a qualitative description of how deep the water is relative to a dwarf. | Water depth ranges from 0-7. The following is a qualitative description of how deep the water is relative to a dwarf. | ||
Line 69: | Line 60: | ||
If a site contains saltwater (there will be a warning before embarkation), then ''all'' the naturally occurring water in that site will be salt water; including ponds, [[river|rivers]] and [[aquifer|aquifers]]. | If a site contains saltwater (there will be a warning before embarkation), then ''all'' the naturally occurring water in that site will be salt water; including ponds, [[river|rivers]] and [[aquifer|aquifers]]. | ||
− | You can tell whether a particular area of water is salty or not by creating an [[ | + | You can tell whether a particular area of water is salty or not by creating an [[activity zone]] around it. If 'water source' is not highlighted in the zone options, then it is saltwater, and thus undrinkable. Water may currently be desalinated by passing it through a [[Screw pump|screw pump]], however, if any desalinated water touches natural walls or floor, it will immediately return to its salt form, thus meaning that all cisterns or reservoirs of desalinated water must be completely constructed, with no natural boundaries. |
− | |||
− | |||
==Contaminated water== | ==Contaminated water== | ||
− | When | + | When blood or dead bodies come into contact with water, it can become '''contaminated''', and dwarfs will refuse to drink from it. In a river or brook, this can occur if the contact was upstream of the drinking spot. Flowing water will recover from contamination faster than murky or stagnant water. |
− | |||
− | |||
− | |||
== "Water covering" == | == "Water covering" == | ||
Line 84: | Line 70: | ||
{{Water FAQ}} | {{Water FAQ}} | ||
− | + | [[category:Map_tiles]] | |
− | + | [[Category:Physics]] |