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40d:Channel

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A channel is a hole dug in the ground or wall which will mine out the z-level below too. You can use long channels to act as moats, to move liquids such as water and magma from one point to another, and other creative purposes.

In layman's terms: digging an area will carve out a tunnel in the rock to crawl through, whereas channelling an area will also remove the bottom of that tunnel and make a second tunnel one level below, creating a Trench of sorts.


Creating channels

Open the designation menu and select channel. Mark out the area you want to create as a channel - be careful to check the z-level below too! When building channels diagonally, a single line is enough - water, like creatures, moves in all 8 directions (+ z-axis).

The channel designation can be used to dig upwards. If a square is designated to be channeled and the z-level below has either a ramp or upward stair the miner will stand on that and remove the roof. In the same manner, designating channels over existing downward stairs will make the dwarves remove the staircase.

Designating a channel on the level underneath an existing channel is the way to dig deep pits or well shafts. Designating an adjacent up/down staircase is the easiest way to give access to the miner who will dig the shaft.


Using channels

Creatures cannot pass over open channels but you can build floors, bridges, hatch covers, or place floor grates over top of channels. Grates will allow fluids to pass through.

To move liquids simply connect one end of the channel to the liquid source, and the other to your desired destination. You will probably want to leave digging through the last square prior to the liquid until all your floodgates etc. are finished. An unexpected flood can set your fortress back several seasons.

Be careful when tapping into a reservoir, such as the bottom of a lake, since the pressure head will cause the water to overtop the sides of the channel. Magma will not do this.