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− | {{Quality| | + | {{Quality|Masterwork|15:04, 18 May 2015 (UTC)}} |
{{av}} | {{av}} | ||
− | [[File: | + | [[File:aqua_varied.png|thumb|right|158px|Area with a varied aquifer.]]An '''aquifer''' is a subterranean layer of [[water|groundwater]]-bearing rock or [[soil]]. As of {{version|0.47.01}}, there are two types of aquifers: {{DFtext|Light aquifer|1:1}} and {{DFtext|Heavy aquifer|1:1}}, with Light aquifers being by far the most common. Prior to this, all aquifers behaved as the "Heavy" type. |
− | + | 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, nor in any diagonally-adjacent tiles. | |
− | + | Aquifers cannot be drained; the groundwater is limitless, with even a single isolated tile leaking water forever. However, [[smoothing|smoothed]], mined, carved staircase, or channeled aquifer tiles no longer produce water. | |
− | + | Aquifers located in [[ocean]] [[biome]]s will produce salty water; aquifers in other biomes will produce freshwater. The frequency of aquifers differs between embark locations. | |
− | + | 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. 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. In the case of Heavy aquifers, this can lead to a lot of [[Fun]]. | |
− | |||
− | + | == Light Aquifers == | |
+ | Light Aquifers are by far the most common (being ~19 out of every 20 aquifers), and produce water at a greatly diminished rate. As a result, they can easily be penetrated with minimal effort by digging out one level at a time and walling it off reasonably quickly. Light aquifers can be very useful for low-water applications such as slowly filling a cistern for wells, or feeding an atomspheric waterfall. | ||
− | + | An open tile will receive light-aquifer water if it's directly north, south, east, west, or below a light aquifer tile. There's no diagonal transmission. | |
− | |||
− | + | The amount of water that the open tile receives is random. On average, an open tile will receive four units of light-aquifer water per month. But that number can go as low as two or as high as six. | |
− | The amount of water that the open tile receives is random, | ||
− | + | If an open tile is adjacent to a single light-aquifer tile, then it receives just as much water as an open tile surrounded by light-aquifer tiles. One is all you need. | |
− | + | == Heavy Aquifers == | |
+ | Unlike Light Aquifers, Heavy aquifers produce water almost immediately, 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 heavy aquifers, making for more challenging gameplay. | ||
− | + | Unmined heavy aquifer tiles also act as an infinite ''sink'' for water, just like an open map edge. A single aquifer tile can absorb any amount of [[pressure|pressurized]] water each tick, limited only by the supply. One less obvious consequence is that if an opening is made through a multi-layer aquifer, only the lowest opened layer will ever fill with water. | |
− | + | Empirically, Heavy aquifers gain approximately 1/7 water every 14 ticks, though production has been observed to vary from 2-28 ticks. This rate does not appear to change significantly based on the number of adjacent aquifer tiles. | |
− | == | + | == Varied Aquifers == |
− | + | In addition to the {{DFtext|Heavy|1:1}} and {{DFtext|Light|1:1}} types of aquifer, DF can also display {{DFtext|Varied aquifer|1:1}} on the pre embark screen, which means there are some tiles with light and some tiles with heavy aquifers in the embark rectangle (also note that the biomes of neighboring tiles can "spill over" into a tile, resulting in different, unannounced, aquifers in those parts). | |
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== Where they are found == | == Where they are found == | ||
− | 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 | + | 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: | ||
− | |||
*[[sandy clay loam]] | *[[sandy clay loam]] | ||
*[[silty clay loam]] | *[[silty clay loam]] | ||
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*[[conglomerate]] | *[[conglomerate]] | ||
*[[puddingstone]] | *[[puddingstone]] | ||
− | + | ||
− | <!-- Note: only layers with the [AQUIFER] token can support aquifers. Other layers can appear directly below an aquifer and will blink "damp", but they are not actually part of the aquifer | + | <!-- Note: only layers with the [AQUIFER] token can support aquifers. Other layers can appear directly below an aquifer and will blink "damp", but they are not actually part of the aquifer, but digging into them will still cause water to come from above. Please check the raws for the [AQUIFER] token before adding to this list. --> |
Layers which '''cannot''' contain aquifers, despite their names suggesting otherwise: | Layers which '''cannot''' contain aquifers, despite their names suggesting otherwise: | ||
− | |||
*[[clay]] | *[[clay]] | ||
*[[silty clay]] | *[[silty clay]] | ||
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*[[siltstone]] | *[[siltstone]] | ||
*[[mudstone]] | *[[mudstone]] | ||
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== Working in aquifers == | == Working in aquifers == | ||
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*Water on the tile where a worker is standing will cause job cancellations if it gets too high. A construction job (e.g. wall building) will be suspended by 2/7 depth, but a mining job will only be stopped by 4/7 depth of water. | *Water on the tile where a worker is standing will cause job cancellations if it gets too high. A construction job (e.g. wall building) will be suspended by 2/7 depth, but a mining job will only be stopped by 4/7 depth of water. | ||
− | * Flowing water will cause parents to drop their infants, leading to job cancellations | + | * Flowing water will cause parents to drop their infants, leading to job cancellations and occasionally [[fun]]. |
* Aquifers do not create water in diagonal tiles, but do create water in open tiles directly below them. Therefore, you will want to dig two z-levels below the lowest aquifer layer before continuing with your fortress. | * Aquifers do not create water in diagonal tiles, but do create water in open tiles directly below them. Therefore, you will want to dig two z-levels below the lowest aquifer layer before continuing with your fortress. | ||
=== Probing an aquifer === | === Probing an 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-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 still enough information to help plan how to penetrate it. Using a pump-based method is highly recommended for multiple layer | + | 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 still enough information to help plan how to penetrate it. Using a pump-based method is highly recommended for multiple layer Heavy aquifers. |
− | == Dealing with | + | == Dealing with Heavy Aquifers == |
===Going around=== | ===Going around=== | ||
− | If your embark site is covered by multiple biomes, there is a chance the | + | If your embark site is covered by multiple biomes, there is a chance the Heavy 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, vegetation type or density. You might be able to dig down through a biome that doesn't have a heavy aquifer, to a Z-level below the heavy aquifer, and then (if you wish) tunnel beneath the heavy 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. | 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. | ||
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=== 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 Heavy aquifer layer. (This is not to 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=== | ||
− | 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. | + | 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. |
=== The "Chicken Run" technique === | === The "Chicken Run" technique === | ||
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==== Cave-in example ==== | ==== Cave-in example ==== | ||
− | [[File:Aquifer-Plug.png|frame|none|Side | + | [[File:Aquifer-Plug.png|frame|none|Note: Side View]] |
*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) | ||
− | ==== Concentric | + | ==== Concentric Ring 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> | ||
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===The modding method=== | ===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. | 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. | ||
− | ==== With | + | ==== 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 ==== | ==== With DFHack ==== | ||
− | The | + | The DFHack command "light-aquifers-only" changes all Heavy aquifers to Light Aquifers. |
+ | |||
+ | If you prefer not having to deal with aquifers at all, 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. | ||
===== With DFHack's tiletypes command ===== | ===== With DFHack's tiletypes command ===== | ||
− | DFHack's [https://github.com/DFHack/dfhack/blob/master/Readme.rst#tiletypes "tiletypes"] command lets you remove the aquifer flag from specific tiles only. This is useful if you want to keep a | + | DFHack's [https://github.com/DFHack/dfhack/blob/master/Readme.rst#tiletypes "tiletypes"] command lets you remove the aquifer flag from specific tiles only. This is useful if you want to keep a Heavy aquifer on your map, but don't want to deal with the hassle of breaching it. |
To create 4x4 aquiferless shaft, do this: | To create 4x4 aquiferless shaft, do this: | ||
− | + | 1) Type "tiletypes" in DFHack to open the tiletypes tool | |
− | + | 2) Type in the following commands to set the tool's filter, paint and brush settings accordingly: | |
− | + | - filter any | |
− | + | - paint aqua 0 | |
− | + | - range 4 4 | |
− | + | 3) In Dwarf Fortress, press 'k' to bring up the cursor, and move the cursor to the position you want the top left tile of your shaft to be. | |
− | + | 4) In DFHack, type "run". The aquifer will be removed in a 4x4 square below and to the right of your cursor. | |
− | + | 5) Repeat steps 3 and 4 for every aquifer layer you have. Don't worry about hitting non-aquifer tiles, they shouldn't be affected by the tool at all. | |
Alternatively, in step two you can provide a third number for the range. This number will represent how many Z levels deep to remove aquifers. | Alternatively, in step two you can provide a third number for the range. This number will represent how many Z levels deep to remove aquifers. | ||
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==== Command-line (Linux/OS X) ==== | ==== Command-line (Linux/OS X) ==== | ||
− | Note that this prevents | + | Note that this prevents Light aquifers as well as Heavy ones! |
cd df_linux/raw/objects/ | cd df_linux/raw/objects/ | ||
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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) ==== |
− | You can manually perform the | + | You can manually perform the Command-line method above. |
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: | ||
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Aquifers can be useful for building a self-sufficient fortress, and are often indispensable for water-related [[megaprojects]] in maps without a river. | Aquifers can be useful for building a self-sufficient fortress, and are often indispensable for water-related [[megaprojects]] in maps without a river. | ||
− | 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 | + | 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~~ Fun cavern creatures. |
− | === A benefit of | + | === A benefit of Heavy Aquifers? === |
− | Although annoying, | + | Although annoying, Heavy aquifers can absorb an infinite amount of water, meaning they can function as a drain for anything above them. For instance, digging a pit in a lower Z level of the 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. |
== Technical implementation of the aquifer version split == | == Technical implementation of the aquifer version split == | ||
− | The aquifer split introduced in 0.47.01 uses the crude but effective random | + | The aquifer split introduced in 0.47.01 uses the crude but effective random appearing method of making all aquifers light unless the Drainage modulo 20 equals 7. |
− | == | + | == Bugs == |
− | + | Some light aquifers may not appear on the embark screen.{{bug|11358}} | |
− | |||
== External links == | == External links == |