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Difference between revisions of "Climate"

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'''Availability of water:'''
 
'''Availability of water:'''
Any existing [[Murky pool]] will dry up immediately. [[River]]s are unaffected.
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Any existing [[murky pool]] will dry up immediately. [[River]]s are unaffected.
  
 
'''When embarking in this region:'''
 
'''When embarking in this region:'''
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'''Availability of water''':
 
'''Availability of water''':
In dry biomes, [[Murky pool]]s may evaporate during dry [[season]]s (usually [[summer]]) but can be refilled by [[rain]].
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In dry biomes, [[murky pool]]s may evaporate during dry [[season]]s (usually [[summer]]) but can be refilled by [[rain]].
 
[[River]]s are unaffected.
 
[[River]]s are unaffected.
  
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'''Availability of water''':
 
'''Availability of water''':
Any water source can be used during the whole year. This makes it the easiest climate to embark on. Very rarely, especially when very close to the edge of a Temperate biome, one can have an extremely brief period of water freezing, usually only lasting a few days, thus providing no danger of death by thirst.
+
Any water source can be used during the whole year. This makes it the easiest climate to embark on. Very rarely, especially when very close to the edge of a temperate biome, one can have an extremely brief period of water freezing, usually only lasting a few days, thus providing no danger of death by thirst.
  
 
'''When embarking in this region''':
 
'''When embarking in this region''':
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In extremely cold regions (below {{ct|9964}}), [[dwarves]] and livestock may succumb to frostbite if they remain outdoors for extended periods of time. [[trade goods|Goods]] left outdoors may experience [[wear]] at an accelerated rate. [[Embark]] goods should be stored below ground as soon as possible, and [[trade depot]]s should be built below ground.
 
In extremely cold regions (below {{ct|9964}}), [[dwarves]] and livestock may succumb to frostbite if they remain outdoors for extended periods of time. [[trade goods|Goods]] left outdoors may experience [[wear]] at an accelerated rate. [[Embark]] goods should be stored below ground as soon as possible, and [[trade depot]]s should be built below ground.
  
== Warning ==
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'''Warning:''' Occasionally, biomes may make claims to be hotter or colder than they really are.  For example: some "Freezing" biomes may occasionally thaw {{verify}}.
Occasionally biomes may make claims to be hotter or colder than they really are.  For example: some "Freezing" biomes may occasionally thaw {{verify}}.
 
  
 
==See also==
 
==See also==

Revision as of 15:05, 8 September 2019

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

Climate in Dwarf Fortress is a temperature rating used as a tool to define the weather patterns of a region. Most importantly, this will determine how the weather patterns of an area will affect above ground water sources. Overview of the temperature of an area is important for the lives of your dwarves and animals, as too-cold or too-hot temperatures will discourage or kill organic beings. Climate is a temperature rating only; actual ground cover is called a biome.

Note: If temperature is turned off, none of the mentioned effects will occur.

Scorching

Temperature: +++

Availability of water: Any existing murky pool will dry up immediately. Rivers are unaffected.

When embarking in this region: If no river or ocean is available, it is hard to survive in this climate. Your only chance is to find a cave with water.

In extremely hot regions (above 10078 °U ), dwarves and livestock may die from the heat (specifically, the fat in their bodies will melt, causing them to bleed to death) if they remain outdoors for extended periods of time.

Hot

Temperature: ++

Availability of water: In dry biomes, murky pools may evaporate during dry seasons (usually summer) but can be refilled by rain. Rivers are unaffected.

When embarking in this region: If you lack a river, be sure to dig out a cistern before summer is upon you.

Warm

Temperature: +

Availability of water: Any water source can be used during the whole year. This makes it the easiest climate to embark on. Very rarely, especially when very close to the edge of a temperate biome, one can have an extremely brief period of water freezing, usually only lasting a few days, thus providing no danger of death by thirst.

When embarking in this region: Keep in mind that murky pools can still dry up from repeated usage, especially with large populations. Try to find an alternate water source if the region is dry.

Temperate

Temperature: -

Availability of water: Surface pools and rivers will freeze for part of the year. The length of the freeze varies: They may start out frozen, thaw sometime during spring, and remain liquid until winter, or they may start out liquid and freeze for only a month or so in winter.

When embarking in this region: If you lack a river, you can dig out a cistern in the non-freezing seasons. You can also use a source of heat (such as magma) to obtain liquid water. If the ground is covered in snow when you arrive, be sure to scout out the surface pools so that none of your dwarves find themselves suddenly submerged when the pools thaw later in the spring.

Cold

Temperature: --

Availability of water: Surface pools and rivers are usually frozen but can thaw for a few months each year.

When embarking in this region: The same measures as in temperate biomes can be taken.

Freezing

Temperature: ---

Availability of water: Surface pools and rivers remain frozen throughout the year in the majority of maps.

When embarking in this region:

See the main article for more details.

You must use a source of heat (magma) to obtain liquid water. Glacial ice can also be melted. Another option is an underground source of water.

In extremely cold regions (below 9964 °U ), dwarves and livestock may succumb to frostbite if they remain outdoors for extended periods of time. Goods left outdoors may experience wear at an accelerated rate. Embark goods should be stored below ground as soon as possible, and trade depots should be built below ground.

Warning: Occasionally, biomes may make claims to be hotter or colder than they really are. For example: some "Freezing" biomes may occasionally thaw[Verify].

See also

"Climate" in other Languages Books-aj.svg aj ashton 01.svg
Dwarven: darùd
Elvish: eslo
Goblin: lang
Human: quinbor
Worlds
General
Map
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Underground
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