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Editing Ocean
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{{Quality|Exceptional|20:13, 17 February 2023 (CST)}} | {{Quality|Exceptional|20:13, 17 February 2023 (CST)}} | ||
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− | [[File: | + | [[File:ocean_preview.png|thumb|300px|right|Though beautiful, still tastes like salt.]]An '''ocean''' is an immense volume of [[Water#Salt water|salt water]]. Oceans are often bordered by [[sand|sandy beaches]], where [[driftwood]] can be found. [[Marsh]]es and [[swamp]]s also tend to form around oceanic coastlines, especially near [[river]]s. The land surrounding oceans also tends to have a high water table, resulting in [[aquifer]]s close to the surface. |
Oceans are an excellent source of [[Creature#Aquatic|food]] for a new fortress, usually having tons of fish, and contain shell-bearing creatures like [[oyster]]s and [[mussel]]s. However, sometimes when you embark on a coast, you might receive announcements like "There is nothing to catch in <some area>". If this happens, you won't be able to fish in the ocean in this embark; you may wish to abandon the fort and start again elsewhere. | Oceans are an excellent source of [[Creature#Aquatic|food]] for a new fortress, usually having tons of fish, and contain shell-bearing creatures like [[oyster]]s and [[mussel]]s. However, sometimes when you embark on a coast, you might receive announcements like "There is nothing to catch in <some area>". If this happens, you won't be able to fish in the ocean in this embark; you may wish to abandon the fort and start again elsewhere. | ||
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== Ocean waves == | == Ocean waves == | ||
− | + | Waves will periodically wash over the coast - the tiles will not get wet. However, if a wave washes over a ''staircase'', the floors below it will be slowly flooded. [[Cave moss]] will not grow in the mud left by salt water. The waves move over all natural tiles, and seem to move independently of constructed tiles like walls and floors. Be mindful not to carve away natural walls and allow tide to enter your fort, and cause excess slowdown. Sea walls can be built to block waves and protect beach areas, but need to be completely closed off to be effective. Waves also have a tendency to move items left on the beach, so it is inadvisable to place stockpiles too close to the shore—also beware that this effect means that dwarves can be knocked unconscious if hit by driftwood washed in from waves. | |
Since ocean waves do not actually move the water in the tiles below them, they do not create [[flow]]. Thus, waves ''cannot'' power a [[water wheel]], making tidal energy generation much more difficult. | Since ocean waves do not actually move the water in the tiles below them, they do not create [[flow]]. Thus, waves ''cannot'' power a [[water wheel]], making tidal energy generation much more difficult. | ||
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You could also build a well. If you dig deep enough, retiring and unretiring will cause your tunnels to fill with water. Furthermore, you do not need to choose a site that is wholly an arctic ocean biome. Pick a location with warmer waters as well as permanent ice, and you can have water for at least part of the year. | You could also build a well. If you dig deep enough, retiring and unretiring will cause your tunnels to fill with water. Furthermore, you do not need to choose a site that is wholly an arctic ocean biome. Pick a location with warmer waters as well as permanent ice, and you can have water for at least part of the year. | ||
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{{Translation | {{Translation |