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Editing 40d:Flood
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− | + | There can be up to seven units of [[water]] in a tile: 1/7 is ankle-deep, while at 7/7, water fills up to the ceiling. At depths below 4/7, dwarves can walk freely, but if the depth is greater than 4/7, dwarves must [[swimming|swim]]. At 4/7, a dwarf chooses whether they walk or swim. A dwarf who can't swim can drown in a tile with too much water in it. | |
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− | + | A tile will flood if there is a water source adjacent to it. You will get a "Damp stone" warning if the direction you are digging will cause a flood; if you want to ignore the warning and continue digging, then re-designate the tile. | |
− | + | After a flood, the water level in an area will even out, given time. Therefore it is possible to drain a small [[murky pool|pool]] completely without getting too many things wet. Larger lakes can be drained with the judicious use of a [[screw pump]] or well-designed networks of channels. Note, however, that [[river]]s and [[ocean]]s are considered to have offscreen water sources; in order to drain these, you must remove water faster than the flow supply. | |
− | + | Deliberately flooding squares can be useful for [[farming]], particularly on squares that need to be muddied before being worked (e.g., fertile land on the surface, and rocky tiles anywhere). However, water spreads very quickly and floods can get out of control if you don't know what you're doing; if your map has any farmland that does ''not'' need to be muddied (such as [[peat]] or [[loam]]), then it's probably safest to farm there, without messing around with floods. | |
− | + | Water movement is a major source of lag in the game. | |
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