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− | {{Quality| | + | {{Quality|Exceptional|04:43, 17 May 2015 (UTC)}} |
{{av}} | {{av}} | ||
− | [[ | + | An '''aquifer''' is a subterranean layer of [[water|groundwater]]-bearing rock or [[soil]]. Attempts to mine through the layer will result in the mined-out squares immediately filling with [[water]], effectively halting excavation at or below the aquifer level. This, in conjunction with the fact that they are often located in areas rich in [[loam]], and [[sand]], makes it difficult to find great quantities of [[stone]] in areas with aquifers, making for more challenging gameplay. |
− | + | Aquifers can't be drained - the groundwater is limitless. In stone aquifer layers, [[smoothing]] the walls will stop the production of water. Aquifers do not only produce water - an aquifer tile will absorb any amount of pressurized water from neighboring tiles (effectively draining all layers above the aquifer). As with water production, this ability will not be disabled no matter how much water it absorbs. | |
− | + | Aquifers located in [[ocean]] [[biome]]s will produce salty water; aquifers in other biomes will produce freshwater. | |
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== Where they are found == | == Where they are found == | ||
− | Aquifers appear based on the elevation of the terrain. Low elevations | + | Aquifers appear based on the elevation of the terrain. Low elevations, particularly those near rivers and oceans are more prone to having an aquifer present, while locations closer to mountains are much less likely, but still possible. |
Layers which '''can''' contain aquifers: | Layers which '''can''' contain aquifers: | ||
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*[[sandy clay loam]] | *[[sandy clay loam]] | ||
*[[silty clay loam]] | *[[silty clay loam]] | ||
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*[[conglomerate]] | *[[conglomerate]] | ||
*[[puddingstone]] | *[[puddingstone]] | ||
− | + | Layers which '''can't''' contain aquifers, despite their names suggesting otherwise: | |
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− | Layers which ''' | ||
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*[[clay]] | *[[clay]] | ||
*[[silty clay]] | *[[silty clay]] | ||
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*[[siltstone]] | *[[siltstone]] | ||
*[[mudstone]] | *[[mudstone]] | ||
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− | == | + | == What they do == |
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− | + | Aquifers are tiles which produce water in their ''neighboring'' tiles -- north, south, east, west, and below. They do not produce water in the tile above them, or any diagonal tiles. Note that [[smoothing|smoothed]], mined, or channeled aquifer tiles no longer produce water. | |
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− | + | If you are digging an up/down staircase in the downward direction, and you hit an aquifer, the aquifer tile will be revealed as damp soil or stone, and the digging job will be un-designated for that tile. If you are mining horizontally, you will similarly be warned of a "damp stone" before breaching the aquifer. | |
− | You can discover what layer lies below an aquifer layer by digging up/down stairs into the aquifer. This will reveal the tile below the aquifer layer, and if this is non | + | If you are digging an up/down staircase in the ''upward'' direction, or a ramp, and you hit an aquifer from below, the aquifer tile will immediately start producing water in the stairwell, thus leading to a lot of [[Fun]]. |
+ | |||
+ | == Dealing with aquifers == | ||
+ | |||
+ | ===Probing an aquifer=== | ||
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+ | You can discover what layer lies below an aquifer layer by digging up/down stairs into the aquifer. This will reveal the tile below the aquifer layer, and if this is non aquifer (for example, clay, ore or bedrock) then you know the aquifer is only 1z deep at that location. This method can only be used to determine whether the aquifer is 1 layer deep, or multiple layers deep, but this is enough to help plan how to penetrate it. Using a pump-based method is highly recommended for multiple layer aquifers. | ||
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===Going around=== | ===Going around=== | ||
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− | Even if all the biomes of your site contain aquifers, they might not all be at the same Z-level | + | If your embark site is covered by multiple biomes, there is a chance the aquifer is not present in every biome. In some maps this may be indicated by an outcropping of stone in a landscape otherwise composed of soil; in other maps the change in biome might be visible as a change in soil type or vegetation type or density. You might be able to dig down through a biome that doesn't have an aquifer, to a Z-level below the aquifer, and then (if you wish) tunnel beneath the aquifer to the previously inaccessible region. |
+ | |||
+ | Even if all the biomes of your site contain aquifers, they might not all be at the same Z-level. So you still might be able to dig down in one biome, reaching a Z-level beneath the aquifer in another biome. | ||
− | Additionally, if your biome contains deep cliffs, for instance | + | Additionally, if your biome contains deep cliffs, for instance in the form of a river gorge, it may be possible to build a staircase down the side of the gorge past the aquifer. |
− | === The double slit method === | + | ===The double slit method=== |
{{Main|Double-slit method}} | {{Main|Double-slit method}} | ||
This is one of the most commonly-used methods, due to its convenience and power. It was originally developed by QuantumMenace, and is also mentioned below under [[#The pump method|the pump method]]. | This is one of the most commonly-used methods, due to its convenience and power. It was originally developed by QuantumMenace, and is also mentioned below under [[#The pump method|the pump method]]. | ||
=== The hatch trick === | === The hatch trick === | ||
− | The hatch trick is a simple method for putting one or two dwarves through a single | + | The hatch trick is a simple method for putting one or two dwarves through a single aquifer layer, this is not be mistaken with only working for a single layer aquifer, you can use the trick to essentially bypass the problematic final layer of a multi-layer aquifer, allowing access to the rock layers and caverns before you've put a sealed staircase through the aquifer. |
First you must dig a pair of up/down stairs into the aquifer (i.e. as in twin slit), while draining one of the tiles with a screw pump, simply build a hatch on the tile (the hatch must be built on a downstairs or up/down stairs for the trick to work). Once the hatch is constructed, with the pump still operating, designate an up/down staircase under the hatch, a miner will dig the staircase out while standing 'on top' of the hatch, he can then pass through the hatch to continue digging, the hatch will let 1-2 water through with him before closing and preventing further water from following the miner. The miner is now safely under the aquifer and can dig down to the caverns or to the map edge and establish a drain, allowing you to use the much faster [[#The drainage method|drainage from below method]] to finish penetrating the aquifer. This can save a lot of time for multiple-layer aquifers where the final layer is sand. It is also quicker and cleaner than cave-in for single layer aquifers if you plan to extend a staircase straight down to the caverns anyway (making the drain essentially free). | First you must dig a pair of up/down stairs into the aquifer (i.e. as in twin slit), while draining one of the tiles with a screw pump, simply build a hatch on the tile (the hatch must be built on a downstairs or up/down stairs for the trick to work). Once the hatch is constructed, with the pump still operating, designate an up/down staircase under the hatch, a miner will dig the staircase out while standing 'on top' of the hatch, he can then pass through the hatch to continue digging, the hatch will let 1-2 water through with him before closing and preventing further water from following the miner. The miner is now safely under the aquifer and can dig down to the caverns or to the map edge and establish a drain, allowing you to use the much faster [[#The drainage method|drainage from below method]] to finish penetrating the aquifer. This can save a lot of time for multiple-layer aquifers where the final layer is sand. It is also quicker and cleaner than cave-in for single layer aquifers if you plan to extend a staircase straight down to the caverns anyway (making the drain essentially free). | ||
===The ore method=== | ===The ore method=== | ||
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− | + | On maps where the aquifer is not held in a layer of soil, but instead is held in a [[sedimentary layer]] such as sandstone, it may be possible to tunnel down through deposits of ore such as [[magnetite]]. For this to work you have to find a spot where there is coincidentally an ore deposit on each Z-level you need to dig through. This is only possible through tiresome trial and error, or through the use of a utility like DFHack's <tt>reveal</tt>. The trial and error method can be accomplished somewhat more easily by digging up/down stairs to reveal the layer underneath them without actually digging into the underlying layer. This method is more complicated with aquifers located in layers of [[conglomerate]], as large clusters of [[puddingstone]] will support the aquifer and thus cannot be used to provide a path through it. | |
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− | + | ===The cave-in method=== | |
− | + | Conceptually this method involves removing the aquifer-bearing sand, soil or rock using channeling, and then dropping an island of dry sand, soil or clay into the resulting pond, a staircase can then be dug through the center of the resulting artificial island. This requires at least 2 natural dry layers. | |
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− | Conceptually this method involves removing the aquifer-bearing sand, soil or rock using channeling, and then dropping an island of dry sand, soil or clay into the resulting pond, a staircase can then be dug through the center of the resulting artificial island. This requires at least | ||
This does not work with [[construction|constructed]] walls since they deconstruct on cave-in. | This does not work with [[construction|constructed]] walls since they deconstruct on cave-in. | ||
− | '''Note:''' There is a bug | + | '''Note:''' There is a bug that may prevent this method from working, collapsed layers may turn into the aquifer layer type that was dug out at that level. So, for example: We have three layers, layer 1 has the caving in section, and is not an aquifer. Layer 2 is a dug out layer that is also not an aquifer. And Layer 3 which is dug out and is an aquifer. Now, the bug, say layer 1's cave-in section lands on layer 3's dug out area, sometimes layer 1's caved in section may change into layer 3's soil type. Making it an aquifer too. Thus making the cave-in method impossible for that area. |
− | + | ====Cave-In Example==== | |
− | + | [[File:Aquifer-Plug.png|frame|none|Note: Side View]] | |
− | [[File:Aquifer-Plug.png|frame|none|Side | ||
*Dig stairs down to the aquifer. Dig over the aquifer layer but under your "plug". You'll need a 5x5 landmass. (Slide 2) | *Dig stairs down to the aquifer. Dig over the aquifer layer but under your "plug". You'll need a 5x5 landmass. (Slide 2) | ||
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*Construct floor tiles to reach the plug and dig through the middle to get under the aquifer. (Slide 6) | *Construct floor tiles to reach the plug and dig through the middle to get under the aquifer. (Slide 6) | ||
− | ==== | + | ====Cave-In Method for Multiple Layers==== |
If you build many rings inside one another in your top drop layer, you can breach multi-level aquifers with as little as 2 natural layers of dry soil above it. Drop the rings from the outside to the inside using constructed arms to hold the center rings in place. Once a ring drops into the water below it, pump out the water in the center and dig down another layer. When that is complete, drop the next ring and continue the process until you are through. Since you start dropping rings from the outside it is necessary to know how many levels deep the aquifer is before you begin.<br> | If you build many rings inside one another in your top drop layer, you can breach multi-level aquifers with as little as 2 natural layers of dry soil above it. Drop the rings from the outside to the inside using constructed arms to hold the center rings in place. Once a ring drops into the water below it, pump out the water in the center and dig down another layer. When that is complete, drop the next ring and continue the process until you are through. Since you start dropping rings from the outside it is necessary to know how many levels deep the aquifer is before you begin.<br> | ||
Tutorial for more than one Aquifier can be found here: [[User:Rhenaya/HowtoDualAquifer]] | Tutorial for more than one Aquifier can be found here: [[User:Rhenaya/HowtoDualAquifer]] | ||
− | = | + | A more detailed example with pics can be found here: http://www.bay12forums.com/smf/index.php?topic=108340.0 |
− | + | ===The pump method=== | |
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The pumping method uses one or more [[screw pump|pumps]] to keep an area dry long enough to smooth or [[wall]] off the sides, stopping the flow of water. It requires no special environment or resources, other than wood and dwarves (and patience). Most commonly, a modestly-sized section of the aquifer layer is channeled out and several screw pumps are built facing it. Directly behind each of the screw pumps a few tiles are channeled out to receive and dispose of the pumped water. When the pumps are activated, they should pump water faster than the aquifer can produce it, allowing masons to smooth or build walls around your future staircase. You ''will'' get job cancellations during this process, as stray 2/7's of water interrupt the building process. Just unsuspend the construction when this happens, as long a dwarf manages to touch the wall before canceling, it will move incrementally toward completion and eventually finish. Depending on the availability of screw pumps and dwarves, you may need to wall off one corner or side at a time, then move the pumps and repeat. When drilling through more than one aquifer layer, be sure to leave yourself enough room to build additional layers of pumps and water disposal channels on lower levels. | The pumping method uses one or more [[screw pump|pumps]] to keep an area dry long enough to smooth or [[wall]] off the sides, stopping the flow of water. It requires no special environment or resources, other than wood and dwarves (and patience). Most commonly, a modestly-sized section of the aquifer layer is channeled out and several screw pumps are built facing it. Directly behind each of the screw pumps a few tiles are channeled out to receive and dispose of the pumped water. When the pumps are activated, they should pump water faster than the aquifer can produce it, allowing masons to smooth or build walls around your future staircase. You ''will'' get job cancellations during this process, as stray 2/7's of water interrupt the building process. Just unsuspend the construction when this happens, as long a dwarf manages to touch the wall before canceling, it will move incrementally toward completion and eventually finish. Depending on the availability of screw pumps and dwarves, you may need to wall off one corner or side at a time, then move the pumps and repeat. When drilling through more than one aquifer layer, be sure to leave yourself enough room to build additional layers of pumps and water disposal channels on lower levels. | ||
Things to consider: | Things to consider: | ||
+ | * Flowing water will cause parents to drop their infants, leading to job cancellations and occasionally [[fun]]. | ||
* The smaller your work area, the less water your dwarves will have to remove and the faster construction will finish. For a single-layer soil aquifer, you only need to mine five tiles (your stairway and walls directly North, South, East, and West of it); single-layer stone aquifers require only a single tile be channeled. | * The smaller your work area, the less water your dwarves will have to remove and the faster construction will finish. For a single-layer soil aquifer, you only need to mine five tiles (your stairway and walls directly North, South, East, and West of it); single-layer stone aquifers require only a single tile be channeled. | ||
* Mechanical [[power]] may come in handy, but dwarf power works just fine and is much more portable. | * Mechanical [[power]] may come in handy, but dwarf power works just fine and is much more portable. | ||
* Channels can sometimes be used in place of walls, causing water produced by the aquifer on one level to immediately fall and be consumed by the aquifer on the level below. | * Channels can sometimes be used in place of walls, causing water produced by the aquifer on one level to immediately fall and be consumed by the aquifer on the level below. | ||
* This method may take a while. | * This method may take a while. | ||
+ | * Aquifers do not create water in diagonal tiles, but do create water in hollow tiles directly below them. Therefore, you will want to dig two z-levels below the lowest aquifer layer before continuing with your fortress. | ||
==== Specific pump methods in detail ==== | ==== Specific pump methods in detail ==== | ||
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QuantumMenace's [[double-slit method]] can pierce an aquifer of any depth using only wood and dwarven labor. Taken from [http://www.bay12forums.com/smf/index.php?topic=79224.15 this forum post]. | QuantumMenace's [[double-slit method]] can pierce an aquifer of any depth using only wood and dwarven labor. Taken from [http://www.bay12forums.com/smf/index.php?topic=79224.15 this forum post]. | ||
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A convenient method without job cancellation using a [[pump stack]] was presented by kingubu in [http://www.bay12forums.com/smf/index.php?topic=143064.0 this forum post], see [[Pump-stack_method]] | A convenient method without job cancellation using a [[pump stack]] was presented by kingubu in [http://www.bay12forums.com/smf/index.php?topic=143064.0 this forum post], see [[Pump-stack_method]] | ||
− | + | ===The freezing method=== | |
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If you are playing in a freezing or very cold landscape, where it snows in winter and instantly freezes water on the map, you can dig out a 3x3 hole in the ground using [[channel]]s, and make it deeper and deeper until you reach the aquifer level. Once you reach the damp rock, tunnel into it with up/down staircases, then channel out the downstairs, the exposed water will turn to ice, digging the up/downstairs before channeling allows the tiles to safely fill with 7/7 water before being frozen, this avoids the hazard of miners being encased in ice and avoids a bug(?) where frozen water which is less than 7/7 deep does not produce a floor above it. The central square of the 3x3 hole should be tunnelable ice, so you can get to the rock beneath. | If you are playing in a freezing or very cold landscape, where it snows in winter and instantly freezes water on the map, you can dig out a 3x3 hole in the ground using [[channel]]s, and make it deeper and deeper until you reach the aquifer level. Once you reach the damp rock, tunnel into it with up/down staircases, then channel out the downstairs, the exposed water will turn to ice, digging the up/downstairs before channeling allows the tiles to safely fill with 7/7 water before being frozen, this avoids the hazard of miners being encased in ice and avoids a bug(?) where frozen water which is less than 7/7 deep does not produce a floor above it. The central square of the 3x3 hole should be tunnelable ice, so you can get to the rock beneath. | ||
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===The magma/obsidian method=== | ===The magma/obsidian method=== | ||
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If you have access to a supply of magma, you can create your own obsidian caissons. By channeling into the aquifer layer and then filling these channels with magma, or by digging staircases and pouring magma down the staircases, it is possible to create a wall of obsidian between your working area and the [[water]]-bearing rock or [[soil]]. However, changes to world generation with the last version have made this method more difficult than it once was, as it is now harder to find magma vents that extend above the aquifer level. | If you have access to a supply of magma, you can create your own obsidian caissons. By channeling into the aquifer layer and then filling these channels with magma, or by digging staircases and pouring magma down the staircases, it is possible to create a wall of obsidian between your working area and the [[water]]-bearing rock or [[soil]]. However, changes to world generation with the last version have made this method more difficult than it once was, as it is now harder to find magma vents that extend above the aquifer level. | ||
===The drainage method=== | ===The drainage method=== | ||
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Having made an initial hole in the aquifer, you may wish to punch another larger hole through, say for example to grow wild strawberries in the caverns. Or you may simply want an additional (natural stone!) staircase. Once you have access from below this is much easier than digging from above, and it has the additional benefit of producing a shaft of exactly the size you want. | Having made an initial hole in the aquifer, you may wish to punch another larger hole through, say for example to grow wild strawberries in the caverns. Or you may simply want an additional (natural stone!) staircase. Once you have access from below this is much easier than digging from above, and it has the additional benefit of producing a shaft of exactly the size you want. | ||
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Just be very aware that your framerate is bound to suffer, if you are not fast with plugging the aquifer walls. | Just be very aware that your framerate is bound to suffer, if you are not fast with plugging the aquifer walls. | ||
− | ===The | + | ===The Chicken Run Technique=== |
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− | + | An extremely risky variation of the above is to have a reasonably fast/skilled miner dig a set of up/down staircases faster than the water from the aquifer can actually fall down the stairs and block movement into the mining tile. | |
− | + | If you can hit the caverns, you can drain the water out into the caverns, and build walls into the aquifer as per the drainage method. | |
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− | + | If you fail to mine fast enough, or if you miss the caverns, your miner might be able to simply walk up the stairs to safety, and you can just try another shaft, or your miner might <s>drown</s> have fun. | |
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− | ===== | + | ===The modding method=== |
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− | + | By editing the raws and removing the [AQUIFER] tag from all of the appropriate entries in inorganic_stone_layer.txt, inorganic_stone_mineral.txt, and inorganic_stone_soil.txt it is possible to remove all aquifers from the world. This can be done before creating a new world or after, if you find a particularly neat location ruined only by the presence of an aquifer. In order to modify an existing world, you must delete the [AQUIFER] tag from the raws in the savegame's folder. | |
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− | + | ===== With PyLNP ===== | |
+ | Disable aquifers in the options tab before generating a new world. This works similarly to the command-line method below, but is usually a lot easier. | ||
− | + | ===== With DFHack ===== | |
+ | The DFHack command "drain-aquifer" removes the aquifer flag from all tiles in your current embark, without requiring raw edits. If you have DFHack, this is the best method. | ||
− | ==== Command-line (Linux/OS X) ==== | + | ===== Command-line (Linux/OS X) ===== |
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cd df_linux/raw/objects/ | cd df_linux/raw/objects/ | ||
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and generate world. To edit an already generated world, run the <code>sed</code> command in the <tt>df_linux/data/save/''regionNN''/raw/objects</tt> folder instead. | and generate world. To edit an already generated world, run the <code>sed</code> command in the <tt>df_linux/data/save/''regionNN''/raw/objects</tt> folder instead. | ||
− | OS X requires an argument to the <code>-i</code> flag, which is used as an extension to create backup files | + | OS X requires an argument to the <code>-i</code> flag, which is used as an extension to create backup files: |
− | + | sed -i '.backup' 's/\[AQUIFER\]/(AQUIFER)/g' inorganic_stone_*.txt | |
If you want to restore the tags later, you can do it with the command: | If you want to restore the tags later, you can do it with the command: | ||
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sed -i 's/(AQUIFER)/[AQUIFER]/g' inorganic_stone_*.txt | sed -i 's/(AQUIFER)/[AQUIFER]/g' inorganic_stone_*.txt | ||
− | ==== Text editor ( | + | =====Text editor (All operating systems)===== |
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There are three files. They can be found in two different places. | There are three files. They can be found in two different places. | ||
For every new world you make: | For every new world you make: | ||
− | “THE FOLDER DF IS INSTALLED IN” | + | “THE FOLDER DF IS INSTALLED IN”/raw/objects |
For worlds that have already been made: | For worlds that have already been made: | ||
− | + | ”THE FOLDER DF IS INSTALLED IN”/data/save/"THE WORLD YOU ARE EDITING”/raw/objects | |
The three files you are editing are: | The three files you are editing are: | ||
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(AQUIFER) | (AQUIFER) | ||
− | Later on, if you would like to reverse the process, replace (AQUIFER) with [AQUIFER] | + | Later on, if you would like to reverse the process, replace (AQUIFER) with [AQUIFER] |
== Benefits of aquifers == | == Benefits of aquifers == | ||
− | + | While annoying, aquifers can be useful for building a self-sufficient fortress, and for water-related [[megaprojects]]. Since an aquifer can absorb an infinite amount of water, it can function as a drain for anything above it. For instance, digging a pit in a lower Z level of an aquifer, then connecting it to a breached aquifer a level above through a channel dug a level above ''that'' will create a permanently flowing, compact, secure water/power source completely contained within the fortress. | |
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− | + | Aquifers outside [[ocean]] biomes also contain fresh water. Since aquifers are almost always located close to the surface, freshwater aquifers can easily be turned into a source of infinite, secure, non-freezing drinking water for your dwarves, eliminating the need for a [[Reservoir|cistern]]. While both of these roles can also be filled by [[Caverns|cavern]] features, an aquifer allows you to get the same advantages without exposing yourself to potentially dangerous cavern creatures. | |
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== External links == | == External links == |