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Editing v0.34:Swimmer
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'''Swimmer''' is a skill used by creatures to move through [[tile]]s containing [[depth|deep]] liquid (primarily [[water]]), and generally avoid drowning. | '''Swimmer''' is a skill used by creatures to move through [[tile]]s containing [[depth|deep]] liquid (primarily [[water]]), and generally avoid drowning. | ||
− | Creatures may have a {{ | + | Creatures may have a {{tt|[SWIM_SPEED:#]}} [[creature token]] that modifies their movement [[speed]] while swimming. A typical value of 2500 results in the creature moving roughly one third as fast in water as the default speed on land. A creature's effective swimming speed is modified by its Swimmer skill level; a legendary swimmer may be ''faster'' in water than on land. |
== Drowning == | == Drowning == | ||
− | Dwarves with dabbling (level | + | Dwarves with dabbling (level 1) or no [[experience]] as Swimmers will start drowning immediately upon contact with deep surface [[water]] (ie surface water of 7/7 depth). Those of novice (level 2) level experience or greater can be in deep surface water without drowning. Any dwarf will start drowning in 7/7 water if there is more water on levels above them (eg they are at the bottom of a two level deep cistern, or the bottom of the ocean). |
Any conscious, uninjured, not stunned dwarf finding themselves in water of depth 4/7 or greater will try to leave if they can find a path out of around 20 tiles in length or less.[http://www.bay12forums.com/smf/index.php?topic=116764.0] If they can't find an exit within that distance, they won't move. | Any conscious, uninjured, not stunned dwarf finding themselves in water of depth 4/7 or greater will try to leave if they can find a path out of around 20 tiles in length or less.[http://www.bay12forums.com/smf/index.php?topic=116764.0] If they can't find an exit within that distance, they won't move. | ||
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Novice swimmers are able to get out of deep water safely without needing a ramp or stairway, but they will start drowning if [[Status_icons|stunned]]. Once that happens it can be difficult to get them out, as they lose the ability to exit anywhere and behave just like an untrained or dabbling swimmer. Everyone is stunned by falling into water rather than entering it calmly, which is what normally happens when they aren't entering it of their [[Carp|own free will]]. | Novice swimmers are able to get out of deep water safely without needing a ramp or stairway, but they will start drowning if [[Status_icons|stunned]]. Once that happens it can be difficult to get them out, as they lose the ability to exit anywhere and behave just like an untrained or dabbling swimmer. Everyone is stunned by falling into water rather than entering it calmly, which is what normally happens when they aren't entering it of their [[Carp|own free will]]. | ||
− | Adequate (level | + | Adequate (level 3) swimmers do not panic and start drowning in that situation, even when attacked, so training to this level is highly recommended. Higher levels only increase speed while swimming. |
Note that you can drown in [[magma]] as well, but most creatures tend to melt first. | Note that you can drown in [[magma]] as well, but most creatures tend to melt first. | ||
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Swimming, since it involves no activity, can be potentially useful to train physically handicapped dwarves, whose conditions might go away or become manageable with an attribute boost to strength, endurance, willpower etc. | Swimming, since it involves no activity, can be potentially useful to train physically handicapped dwarves, whose conditions might go away or become manageable with an attribute boost to strength, endurance, willpower etc. | ||
− | A fully automated method to train idlers is to use water flowing over a 1-z drop, with a 1-wide meeting zone at the top of the ledge, and a swimming pool at the bottom. Idlers will go to the meeting zone, be swept over the side into the pool and swim to the ramp, and repeat this for as long as they are idle. The meeting zone must have a low enough rate of flow that it has unsubmerged tiles, so dwarves voluntarily move into it. This can be accomplished with tricks like restricting flow through diagonal passages (see [[Pressure]] for details). Be aware that in recent versions dwarves can now suffer injuries more easily when | + | A fully automated method to train idlers is to use water flowing over a 1-z drop, with a 1-wide meeting zone at the top of the ledge, and a swimming pool at the bottom. Idlers will go to the meeting zone, be swept over the side into the pool and swim to the ramp, and repeat this for as long as they are idle. The meeting zone must have a low enough rate of flow that it has unsubmerged tiles, so dwarves voluntarily move into it. This can be accomplished with tricks like restricting flow through diagonal passages (see [[Pressure]] for details). Be aware that in recent versions dwarves can now suffer injuries more easily when falling, so this method can cause serious harm when the dwarves are washed over the edge. |
Diagram of the 'fully automated' configuration described above: | Diagram of the 'fully automated' configuration described above: | ||
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Not pictured: exit from the swimming pool, preferably close to the entrance ramp to minimize delays in training. | Not pictured: exit from the swimming pool, preferably close to the entrance ramp to minimize delays in training. | ||
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== Adventure Mode == | == Adventure Mode == | ||
− | In [[adventurer mode]], as a novice swimmer, by standing next to a body of water and moving carefully ({{k|alt}}+direction) in the direction of the water and selecting the option to move below (such as West/Below), you can swim about without getting stunned and starting to drown. To get out, alt-move carefully against a shoreline and select the option to move above (or, simply move toward the shore. | + | In [[adventurer mode]], as a novice swimmer, by standing next to a body of water and moving carefully ({{k|alt}}+direction) in the direction of the water and selecting the option to move below (such as West/Below), you can swim about without getting stunned and starting to drown. To get out, alt-move carefully against a shoreline and select the option to move above (or, simply move toward the shore. you will climb out automatically). |
Swimmers can also dive and rise through the [[z-axis]] by pressing {{k|>}} and {{k|<}} respectively. Note that air-breathers will be unable to breathe without air in the tile above them, and without returning to the surface will eventually drown. (Sadly, there's no oxygen meter as of yet, so you'll never know when they're about to expire. Don't linger too long.) | Swimmers can also dive and rise through the [[z-axis]] by pressing {{k|>}} and {{k|<}} respectively. Note that air-breathers will be unable to breathe without air in the tile above them, and without returning to the surface will eventually drown. (Sadly, there's no oxygen meter as of yet, so you'll never know when they're about to expire. Don't linger too long.) | ||
In adventure mode, water preference can be switched between "when possible" and "necessary" by pressing {{k|m}}. | In adventure mode, water preference can be switched between "when possible" and "necessary" by pressing {{k|m}}. | ||
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If the temperature (press {{k|P}}) is "freezing" or if it is "cold" and close to sundown, the water may freeze while you are swimming, which instantly kills you and leaves your frozen corpse encased in ice and a valuable find for archeologists. | If the temperature (press {{k|P}}) is "freezing" or if it is "cold" and close to sundown, the water may freeze while you are swimming, which instantly kills you and leaves your frozen corpse encased in ice and a valuable find for archeologists. | ||
{{Skills}} | {{Skills}} |