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Difference between revisions of "Swimmer"

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* Willpower
 
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'''Swimmer''' is a [[skill]] used by [[creature]]s to move through [[tile]]s containing [[depth|deep]] liquid (primarily [[water]]), and generally avoid drowning. Creatures may have a {{token|GAIT|c}} [[creature token]] that defines their movement [[gait|speed]] while swimming. However, a creature's effective swimming speed can be modified by its Swimmer skill level, up to its maximum gait limit at Legendary skill.
{{av}}
 
 
 
'''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 {{token|GAIT|c}} [[creature token]] that defines their movement [[gait|speed]] while swimming. For dwarves, the default values result in movement five times faster on land than in water. However, a creature's effective swimming speed can be modified by its Swimmer skill level; a legendary swimmer may be ''faster'' in water than on land.
 
  
 
== Drowning ==
 
== Drowning ==
Dwarves with dabbling (level 1) or no [[experience]] as Swimmers will start drowning immediately upon contact with deep surface [[water]] (i.e. 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 (e.g. they are at the bottom of a two level deep cistern, or the bottom of the ocean). A [[bridge]] (or presumably any other building that prevents access to the air above the water) will also cause non-aquatic/amphibious creatures to begin drowning in 7/7 water--this can be useful for disposing of trolls in a [[drowning chamber|drowning]] [[pit trap|pit]].  
+
[[File:octopus_drowning.gif|thumb|245px|right|Octopus man drowning in air.]]
 +
[[Dwarves]] with Dabbling (level 1) or no [[experience]] as Swimmers will start drowning immediately upon contact with deep surface [[water]] (i.e. surface water of 7/7 depth). Those of Novice (level 2) 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 (e.g. at the bottom of a two-level-deep cistern, or the bottom of the ocean). A [[bridge]] (or, presumably, any other building that prevents access to the air above the water) will also cause non-aquatic/amphibious creatures to begin drowning in 7/7 water--this can be useful for disposing of trolls in a [[drowning chamber|drowning]] [[pit trap|pit]].
 +
 +
A way to delay the drowning of a dwarf (allowing them to survive long enough to become a Novice swimmer) is to drain a tiny amount of water, so that some tiles in the body of water are 6/7. If one of these 6/7 tiles strays over the dwarf, their drowning timer will be reset.
  
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, non-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.  This even goes for babies and/or dwarves that cannot walk and are laying prone - they are able to breathe regardless until they learn enough swimming to crawl out.
  
Dabbling swimmers require a [[ramp]] or [[stairs|stairway]] within 20 tiles to have any chance of getting out of deep water.  Fortunately every natural shallow body of water has ramps.
+
Dabbling swimmers require a [[ramp]] or [[stairs|stairway]] within 20 tiles to have any chance of getting out of deep water.  Fortunately, every natural shallow body of water has ramps.
  
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 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.
  
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.
+
== Teaching swimming ==
 +
[[File:swimming_preview.png|thumb|230px|right|Water's level: 7<br>Swimming skill: Novice]]
 +
It can be useful to teach swimming to your dwarves, especially your [[military]], to help them survive avoidable death (such as [[dodging]] into a [[murky pool]] or a [[river]]). Dwarves will normally refuse to enter tiles with more than 3/7 water, and a depth of 4/7 (but less than 7/7, lest they drown) is necessary to train the skill, but with a specially designed [[swimming pool]] it can easily be done.
  
Note that you can drown in [[magma]] as well, but most creatures tend to melt first.
+
[[Animal person|Animal people]] can't learn swimming due to a bug.{{Bug|9853}} Creatures who are innate swimmers (for example, fish like [[carp]]) do not build up Swimmer skill, as they have no use for it.
  
== Learning/Teaching swimming ==
+
== Other Activities ==
A dwarf in the water will gain the ability to swim very fast - sadly not fast enough to prevent death from drowning. While water with a depth of 7/7 is deadly for non-swimmers, 6/7 or less will not harm any dwarf. So you can use water from 4/7 to 6/7 safely to teach your little ones how to swim. The speed of learning is independent of the depth, but water with a depth less of than 4/7 is not deep enough to make a dwarf swim, and therefore learn anything.
+
Dwarves cannot fight while swimming - adults won't initiate most activities, but they may continue what they were doing before being submerged - even sleeping underwater, and gaining swimming experience for it!
  
Training your little ones just requires a place of constantly or temporarily 4-6/7 water. Military orders or making rooms a meeting hall will not entice dwarves into the water, so you may need to prevent them from leaving an area (locked door, etc.) and then fill the area with the required amount of water, or dump them in from above using a [[bridge|retracting bridge]].
+
Dwarves trapped in a swimming pool will often try to [[climb]] up a wall to escape the water, which is relatively safe for the climbing dwarf, as the water will cushion their fall - maybe not so for any dwarves that they [[Gravity|land]] on.
  
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.
+
== Adventure Mode ==
 +
In [[adventurer mode]], as a novice swimmer or better, by standing next to a body of water and moving carefully ({{k|alt}}+direction) in the direction of the water (falling 1 or 2 z-levels is not an issue), you can swim about and train your skill. To get out, {{k|alt}}-move against a shoreline and select the option to move above it, or simply move toward the shore if it has ramps. You can also {{k|h}}old onto a (non-smooth) rock wall or tree above the water's edge in order to climb out, even without any skill in [[Climber|climbing]]. It is advisable to train your skill in swimming above novice because getting stunned, winded, or tired will make you flounder and, most likely, die, even if you're just one or two tiles from a ramp. While floundering, there is a small chance to successfully move, so you might get lucky enough to make it out of the water, but don't count on it.
  
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 [[gravity|falling]], so this method can cause serious harm when the dwarves are washed over the edge. Constructing the landing zone out of [[density|lighter]] materials will help prevent serious complications.
+
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.)
  
Diagram of the 'fully automated' configuration described above:
+
In adventure mode, water preference can be switched between "when possible" and "necessaryby pressing {{k|m}}.
 
  <font color="blue">....</font> - (pool continues as desired)
 
║<font color="blue">≈≈≈≈</font>║  - depth 4-6 swimming pool on Z-1
 
║<font color="#33CCFF">+++▲</font>║  - dropoff / entrance ramp from above
 
║<font color="#33CCFF"><nowiki>~~~~</nowiki></font>║ - meeting hall, depth 0-3
 
╚╗<font color="brown">%</font>╔═╝
 
  ║<font color="brown">%</font>║ - screw pump (S->N)
 
  ║.║    - limited pump source (e.g. depth ~4-per-tick tile on Z-1)
 
  ╚═╝
 
  Not pictured: exit from the swimming pool, preferably close to the entrance ramp to minimize delays in training.
 
 
 
===Minecart training===
 
 
 
With the addition of [[minecart]]s, a safe automated swimming experience can be almost guaranteed. Originally, the design involved hauling dwarves down into a pond and forcing them to swim back out.[http://www.bay12forums.com/smf/index.php?topic=129889.0] However, it was discovered that dwarves gain swimming skill while simply riding in the minecart. A simple loop track which descends 1 z-level into a pool of water then climbs back out will train your dwarves quickly and conveniently. It is advisable to ensure your pond has a uniform depth--fluid [[flow]] can interfere with the minecart, even knocking it off-track. A depth of 4/7 or 5/7 is ideal. Note that water will slow the minecart considerably; you'll want an impulse ramp after roughly 10 tiles of 4/7 water.  
 
  
{{diagram|spaces=yes|\
+
=== How long can you hold your breath? ===
            z                          z+1
+
The time before you drown is based on the following formula:
░░░░░░░░░░░░░░░░░░░░░░░░  ░░░░░░░░░░░░░░░░░░░░░░░░
 
░╔══▲══════════▲══════╗░  ░                      ░
 
░║░░░░░░░░░░░░░░░░░░░░║░  ░ ░░░░░░░░░░░░░░░░░░░░ ░
 
░╚════▲═══▲░░░▲══════▲╝░  ░        ▼╗+╞▼        ░
 
░░░░░░░░░░░░░░░░░░░░░░░░  ░░░░░░░░░░░║^░░░░░░░░░░░
 
          ░+░                        ░H+░         
 
          ░+░                        ░░+░         
 
}}
 
  
[[Image:Swim track 0.png|thumb|right|250px|A large swimming track]]
+
ticks = ((ES+TS) / 4) + 200
  
# Carve the tracks and add impulse ramps (shown) or rollers on level z.
+
Where:
# Optionally, add [[statue]]s or other buildings along the tracks for your dwarves to [[thought|admire]] (make sure to leave the corner walls intact).
+
* ES = Endurance score
# Fill the track section on layer z with 4/7 water.
+
* TS = Toughness score
# Link the pressure plate '^' to the hatch cover 'H' (this is necessary to automatically dispose of [[wear|worn]] clothing that dwarves drop at the end of the ride).
+
* ticks = ticks before you drown
# Set stop 1 to ride down the ramp to the east immediately/always.
 
# Assign a minecart to the route (wooden minecarts are recommended in case of collisions).
 
# Dwarves with the "Push/Haul Vehicles" labor enabled will now automatically train swimming.
 
  
== Adventure Mode ==
+
The scores are based on the following table, using the dwarven average:
In [[adventurer mode]], as a novice swimmer or better, by standing next to a body of water and moving carefully ({{k|alt}}+direction) in the direction of the water (falling 1 or 2 z-levels is not an issue), you can swim about and train your skill. To get out, {{k|alt}}-move against a shoreline and select the option to move above it, or simply move toward the shore if it has ramps. You can also {{k|h}}old onto a (non-smooth) rock wall or tree above the water's edge in order to climb out, even without any skill in [[Climber|climbing]]. It is advisable to train your skill in swimming above novice because getting stunned, winded, or tired will make you flounder and mostly likely die, even if you're just one or two tiles from a ramp. While floundering, there is a small chance to successfully move, so you might get lucky enough to make it out of the water, but don't count on it.
+
{| class=wikitable style="width:600px;"
 +
! Endurance
 +
! Toughness
 +
! Drowning Ticks
 +
|-
 +
| absolutely inexhaustible || basically unbreakable || 1262-2700
 +
|-
 +
| indefatigable || incredibly tough || 1137-1262
 +
|-
 +
| very slow to tire || quite durable || 1012-1137
 +
|-
 +
| slow to tire || tough || 887-1012
 +
|-
 +
| (no description) || (no description) || 638-887
 +
|-
 +
| quick to tire || flimsy || 513-637
 +
|-
 +
| very quick to tire || very flimsy || 388-512
 +
|-
 +
| extremely quick to tire || remarkably flimsy || 263-387
 +
|-
 +
| truly quick to tire || shockingly fragile || 200-262
 +
|}
  
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.)
+
Example: a dwarf with an average score of endurance and toughness will have 762 ticks to get out of the water, or drown.
  
In adventure mode, water preference can be switched between "when possible" and "necessary"  by pressing {{k|m}}.
+
However, keep in mind that drowning '''rapidly''' trains Endurance and Toughness, so by the time your dwarf drowns they might've trained both attributes slightly, giving you a few more ticks of leeway.
  
To teach companions to swim, some patience is necessary. Enter a body of water until they follow you inside, then immediately get out. They will flounder around and attempt to get out before they drown, but as long as they make it back on land, they will gain swimming experience. Repeat until they manage to swim without drowning. Drowning itself can also be beneficial as certain attributes, notably toughness and endurance, are greatly benefited by the strain caused by the experience. Provided that the experience does not reach its fatal conclusion, the toughness of your band should reach a point where it is only be exceeded by larger or more supernatural entities.
+
===Training your party===
 +
To teach companions to swim, some patience is necessary. Enter a body of water until they follow you inside, then immediately get out. They will flounder around and attempt to get out before they drown, but as long as they make it back on land, they will gain swimming experience - repeat until they manage to swim without drowning. Drowning itself can also be beneficial, as certain attributes (notably toughness and endurance), greatly benefit from the strain caused by the experience. Provided that this experience does not reach its fatal conclusion, the toughness of your band should reach a point where it can only be exceeded by the larger or more powerful supernatural entities.
  
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 "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]] - a valuable find for archaeologists.
 
{{Skills}}
 
{{Skills}}

Latest revision as of 16:01, 12 June 2024

This article is about the current version of DF.
Note that some content may still need to be updated.

Skill: Swimmer
Association  
Profession None
Job Title Peasant
Labor None
Tasks
  • Getting in and out of water
  • Staying calm underwater
Workshop
None
Attributes
  • Strength
  • Agility
  • Endurance
  • Willpower
  • Spatial Sense
  • Kinesthetic Sense

Swimmer is a skill used by creatures to move through tiles containing deep liquid (primarily water), and generally avoid drowning. Creatures may have a [GAIT] creature token that defines their movement speed while swimming. However, a creature's effective swimming speed can be modified by its Swimmer skill level, up to its maximum gait limit at Legendary skill.

Drowning[edit]

Octopus man drowning in air.

Dwarves with Dabbling (level 1) or no experience as Swimmers will start drowning immediately upon contact with deep surface water (i.e. surface water of 7/7 depth). Those of Novice (level 2) 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 (e.g. at the bottom of a two-level-deep cistern, or the bottom of the ocean). A bridge (or, presumably, any other building that prevents access to the air above the water) will also cause non-aquatic/amphibious creatures to begin drowning in 7/7 water--this can be useful for disposing of trolls in a drowning pit.

A way to delay the drowning of a dwarf (allowing them to survive long enough to become a Novice swimmer) is to drain a tiny amount of water, so that some tiles in the body of water are 6/7. If one of these 6/7 tiles strays over the dwarf, their drowning timer will be reset.

Any conscious, uninjured, non-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.[1] If they can't find an exit within that distance, they won't move. This even goes for babies and/or dwarves that cannot walk and are laying prone - they are able to breathe regardless until they learn enough swimming to crawl out.

Dabbling swimmers require a ramp or stairway within 20 tiles to have any chance of getting out of deep water. Fortunately, every natural shallow body of water has ramps.

Novice swimmers are able to get out of deep water safely without needing a ramp or stairway, but they will start drowning if 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 own free will. 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.

Teaching swimming[edit]

Water's level: 7
Swimming skill: Novice

It can be useful to teach swimming to your dwarves, especially your military, to help them survive avoidable death (such as dodging into a murky pool or a river). Dwarves will normally refuse to enter tiles with more than 3/7 water, and a depth of 4/7 (but less than 7/7, lest they drown) is necessary to train the skill, but with a specially designed swimming pool it can easily be done.

Animal people can't learn swimming due to a bug.Bug:9853 Creatures who are innate swimmers (for example, fish like carp) do not build up Swimmer skill, as they have no use for it.

Other Activities[edit]

Dwarves cannot fight while swimming - adults won't initiate most activities, but they may continue what they were doing before being submerged - even sleeping underwater, and gaining swimming experience for it!

Dwarves trapped in a swimming pool will often try to climb up a wall to escape the water, which is relatively safe for the climbing dwarf, as the water will cushion their fall - maybe not so for any dwarves that they land on.

Adventure Mode[edit]

In adventurer mode, as a novice swimmer or better, by standing next to a body of water and moving carefully (alt+direction) in the direction of the water (falling 1 or 2 z-levels is not an issue), you can swim about and train your skill. To get out, alt-move against a shoreline and select the option to move above it, or simply move toward the shore if it has ramps. You can also hold onto a (non-smooth) rock wall or tree above the water's edge in order to climb out, even without any skill in climbing. It is advisable to train your skill in swimming above novice because getting stunned, winded, or tired will make you flounder and, most likely, die, even if you're just one or two tiles from a ramp. While floundering, there is a small chance to successfully move, so you might get lucky enough to make it out of the water, but don't count on it.

Swimmers can also dive and rise through the z-axis by pressing > and < 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 m.

How long can you hold your breath?[edit]

The time before you drown is based on the following formula:

ticks = ((ES+TS) / 4) + 200

Where:

  • ES = Endurance score
  • TS = Toughness score
  • ticks = ticks before you drown

The scores are based on the following table, using the dwarven average:

Endurance Toughness Drowning Ticks
absolutely inexhaustible basically unbreakable 1262-2700
indefatigable incredibly tough 1137-1262
very slow to tire quite durable 1012-1137
slow to tire tough 887-1012
(no description) (no description) 638-887
quick to tire flimsy 513-637
very quick to tire very flimsy 388-512
extremely quick to tire remarkably flimsy 263-387
truly quick to tire shockingly fragile 200-262

Example: a dwarf with an average score of endurance and toughness will have 762 ticks to get out of the water, or drown.

However, keep in mind that drowning rapidly trains Endurance and Toughness, so by the time your dwarf drowns they might've trained both attributes slightly, giving you a few more ticks of leeway.

Training your party[edit]

To teach companions to swim, some patience is necessary. Enter a body of water until they follow you inside, then immediately get out. They will flounder around and attempt to get out before they drown, but as long as they make it back on land, they will gain swimming experience - repeat until they manage to swim without drowning. Drowning itself can also be beneficial, as certain attributes (notably toughness and endurance), greatly benefit from the strain caused by the experience. Provided that this experience does not reach its fatal conclusion, the toughness of your band should reach a point where it can only be exceeded by the larger or more powerful supernatural entities.

If the temperature (press P) is "freezing" or "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 - a valuable find for archaeologists.

Miner
Woodworker
Stoneworker
Ranger
Doctor
Farmer
Fishery worker
Metalsmith
Jeweler
Craftsdwarf
Engineer

Administrator
Military
General
Weapon
Other
Social
Broker
Other
Performance
Music
Spoken
Scholar

Other/Peasant
Unused