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Editing Aquifer

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{{Quality|Superior}}
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{{Quality|Masterwork|15:04, 18 May 2015 (UTC)}}
 
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[[File:aquifier_preview.png|thumb|300px|right|"This is what the in-game prompts were warning us about!"<br><small>''Photographed by Michael Behrens''</small>]]
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[[File:aqua_varied.png|thumb|right|158px|Area with a varied aquifer.]]
  
An '''aquifer''' is a subterranean [[Stone layers|body of rock]] that holds groundwater. Once exposed it will start leaking [[water]], which can lead to a lot of [[Fun]] [[flood]]ing if left unmanaged.  
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An '''aquifer''' is a subterranean [[Stone layers|body of rock]] that holds groundwater. Once exposed it will start leaking [[water]], which can lead to a lot of [[Fun]] [[flood]]ing if left unmanaged. There are two types of aquifers: '''light aquifer''' and '''heavy aquifer''', with light aquifers being by far the most common, slower to produce water and easier to manage.  
  
Aquifer tiles produce water in any ''neighboring'' open tiles – '''north, south, east, west,''' and '''below'''. The amount of water an aquifer produces depends on what type it is. '''Heavy aquifers''' are faster to produce water and much harder to manage compared to '''light aquifers'''. Aquifers cannot be drained; the groundwater is limitless, with even a single isolated tile leaking water forever. However, [[smoothing|smoothed]], mined, carved staircase, or channeled aquifer tiles no longer produce water. Aquifers located in [[ocean]] [[biome]]s will produce salty water; aquifers in other biomes will produce freshwater. The frequency of aquifers differs between embark locations.
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Aquifer tiles produce water in any ''neighboring'' open tiles -- north, south, east, west, and below - not in the tile above them, nor in any diagonally-adjacent tiles. Aquifers cannot be drained; the groundwater is limitless, with even a single isolated tile leaking water forever. However, [[smoothing|smoothed]], mined, carved staircase, or channeled aquifer tiles no longer produce water. Aquifers located in [[ocean]] [[biome]]s will produce salty water; aquifers in other biomes will produce freshwater. The frequency of aquifers differs between embark locations.
  
If you are digging an up/down staircase in the downward direction and you hit an aquifer, the aquifer tile will be revealed as [[damp stone|damp soil]] or stone and the digging job will be un-designated for that tile. If you are mining horizontally, you will similarly be warned of "damp stone" before breaching the aquifer. If you are digging an up/down staircase in the ''upward'' direction, or a ramp, and you hit an aquifer from below, the aquifer tile will immediately start producing water in the stairwell.
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If you are digging an up/down staircase in the downward direction and you hit an aquifer, the aquifer tile will be revealed as [[damp stone|damp soil]] or stone and the digging job will be un-designated for that tile. If you are mining horizontally, you will similarly be warned of a "damp stone" before breaching the aquifer. If you are digging an up/down staircase in the ''upward'' direction, or a ramp, and you hit an aquifer from below, the aquifer tile will immediately start producing water in the stairwell.
  
 
== Types of aquifers ==
 
== Types of aquifers ==
[[File:aqua_varied.png|thumb|150px|Embark screen: Area with a varied aquifer.]]
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[[File:aquifier_preview.png|thumb|300px|right|"This is what the in-game prompts were warning us about!"<br><small>''Photographed by Michael Behrens''</small>]]
 
 
The type of aquifers contained within the [[embark]] location can be reviewed in the [[embark screen]]. In addition to the heavy and light types of aquifer, DF can also display "Varied aquifer" if both types are present within the embark rectangle (also note that the biomes of neighboring tiles can "spill over" into a tile, resulting in different, unannounced aquifers in those parts).
 
  
 
=== Light aquifers ===
 
=== Light aquifers ===
 
Light aquifers are by far the most common (being ~19 out of every 20 aquifers), and produce water at a greatly diminished rate. As a result, they can easily be penetrated with minimal effort by digging out one level at a time and walling it off reasonably quickly. Light aquifers can be very useful for low-water applications such as slowly filling a cistern for wells, or feeding an atmospheric waterfall.
 
Light aquifers are by far the most common (being ~19 out of every 20 aquifers), and produce water at a greatly diminished rate. As a result, they can easily be penetrated with minimal effort by digging out one level at a time and walling it off reasonably quickly. Light aquifers can be very useful for low-water applications such as slowly filling a cistern for wells, or feeding an atmospheric waterfall.
  
An open tile will receive water from a light aquifer only if it is directly '''north of, south of, east of, west of, or below''' a tile of the aquifer (not in the tile '''above''' them, nor in any diagonally-adjacent tiles).  
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An open tile will receive water from a light aquifer only if it is directly '''north of, south of, east of, west of, or below''' a tile of the aquifer.
 
The amount of water that the open tile receives is random, on average four per month, possibly reaching as low as two or as high as six. The same amount of water is received regardless of the number of adjacent aquifer tiles.
 
The amount of water that the open tile receives is random, on average four per month, possibly reaching as low as two or as high as six. The same amount of water is received regardless of the number of adjacent aquifer tiles.
  
Since water will leak into tiles '''below''' an aquifer, you must dig out and wall off or smooth the same tiles in every single damp Z-level you wish to utilize, or else find all lower z-levels flooded by an alarming downpour coming from a seemingly unknown source, that being the unmined or unsmoothed aquifer tiles above. It will seem as though the floor is leaking water, but it is actually coming through the ceiling. There is no need to smooth or construct floors, only solid tiles can leak water. However, if what you're trying to do is dig out a cistern, the most efficient way is to simply dig a large area out from directly under an aquifer layer, since every single tile will fill with water at a steady rate until it reaches 7/7. You'll know you're digging in the right level to make a cistern when every single tile you're trying to dig out is damp stone, but the layer below is dry.
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If you wish to excavate a large area within a light aquifer without painstakingly and continually walling it off, dig regular drains to an open area in a non-aquifer layer where the water can evaporate more quickly than it arrives.
 
 
If you wish to excavate a large area within a light aquifer without painstakingly and continually walling it off, dig regular drains to an open area in a non-aquifer layer where the water can evaporate more quickly than it arrives. It will need to be much larger than the area of the aquifer dug out, however.
 
  
 
Unlike heavy aquifers, light aquifer tiles do not drain away water.
 
Unlike heavy aquifers, light aquifer tiles do not drain away water.
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Empirically, heavy aquifers gain approximately 1/7 water every 14 ticks, though production has been observed to vary from 2-28 ticks. This rate does not appear to change significantly based on the number of adjacent aquifer tiles.
 
Empirically, heavy aquifers gain approximately 1/7 water every 14 ticks, though production has been observed to vary from 2-28 ticks. This rate does not appear to change significantly based on the number of adjacent aquifer tiles.
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=== Varied aquifers ===
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In addition to the heavy and light types of aquifer, DF can also display "Varied aquifer" on the pre-embark screen, which means there are some tiles with light and some tiles with heavy aquifers in the embark rectangle (also note that the biomes of neighboring tiles can "spill over" into a tile, resulting in different, unannounced aquifers in those parts).
  
 
== Where they are found ==
 
== Where they are found ==
  
Aquifers appear based on the elevation of the terrain. Low elevations - particularly those near rivers and oceans - are more prone to having an aquifer present, while locations closer to mountains are much less likely, but still possible. Depending on the [[embark]] location's biomes, you may deploy to an area containing no aquifers, or up to several aquifers throughout your map.
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Aquifers appear based on the elevation of the terrain. Low elevations - particularly those near rivers and oceans - are more prone to having an aquifer present, while locations closer to mountains are much less likely, but still possible.
  
 
Layers which '''can''' contain aquifers:
 
Layers which '''can''' contain aquifers:
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For every new world you make:
 
For every new world you make:
     “THE FOLDER DF IS INSTALLED IN”\data\vanilla\vanilla_materials\objects
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     “THE FOLDER DF IS INSTALLED IN”/raw/objects
  
 
For worlds that have already been made:
 
For worlds that have already been made:

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