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Editing 40d:Well guide

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If the water is not where you want to build the well, you can dig a tunnel or channel and/or otherwise create an [[aqueduct]] to bring it to where you want it.  You should consider adding a door or floodgate somewhere near the water source so that you can dry out your tunnels for future projects, repair, or recovery of lost items.  Also consider a (secondary) drain, if feasible near a [[chasm]] or other large water-dump area.  Bear in mind that the game lag produced by water constantly flowing from source to drainage can be as devastating to game play as any flood (depending on the capabilities of your computer).
 
If the water is not where you want to build the well, you can dig a tunnel or channel and/or otherwise create an [[aqueduct]] to bring it to where you want it.  You should consider adding a door or floodgate somewhere near the water source so that you can dry out your tunnels for future projects, repair, or recovery of lost items.  Also consider a (secondary) drain, if feasible near a [[chasm]] or other large water-dump area.  Bear in mind that the game lag produced by water constantly flowing from source to drainage can be as devastating to game play as any flood (depending on the capabilities of your computer).
  
Channels are very handy for moving water, but be cautious about leaving open water where it isn't necessary.  A dry channel makes a great [[moat]], but a wet channel is a random hazard, and dwarves have a nasty habit of diving into any available water for a variety of reasons. Instead of digging long wet channels, have a dwarf mine out extra one level down, bring him back out e.g. through a door, then channel the last square back up to the water source.  Up+down stairs or a ramp on the level below can substitute for a channel for moving water, but be warned that any effort to "channel" out these to create empty space for a well means that the dwarf goes to the bottom level and gets rid of his means of escape upward.  It is best to carve a ramp or two adjoining any open water without hostile inhabitants, such as muddy lakes, for dwarves to escape if they choose to.  Leaving a stairs or ramp as an "emergency exit" is never a bad idea.
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Channels are very handy for moving water, but be cautious about leaving open water where it isn't necessary.  A dry channel makes a great [[moat]], but a wet channel is a random hazard, and dwarves have a nasty habit of diving into any available water for a variety of reasons. Instead of digging long wet channels, have a dorf mine out extra one level down, bring him back out e.g. through a door, then channel the last square back up to the water source.  Up+down stairs or a ramp on the level below can substitute for a channel for moving water, but be warned that any effort to "channel" out these to create empty space for a well means that the dorf goes to the bottom level and gets rid of his means of escape upward.  It is best to carve a ramp or two adjoining any open water without hostile inhabitants, such as muddy lakes, for dorfs to escape if they choose to.  Leaving a stairs or ramp as an "emergency exit" is never a bad idea.
  
 
==== Long aqueducts ====
 
==== Long aqueducts ====

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