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{{Quality|Exceptional|00:18, 8 August 2014 (UTC)}}
{{Quality|Masterwork}}
 
 
{{av}}
 
{{av}}
[[File:moon_preview_anim.gif|right]]'''Weather''' refers to any type of weather effect in ''Dwarf Fortress''. It includes snow, rain, and special features in evil surroundings. Additionally, one can observe clouds, fog/mist and the stars in adventure mode, however, they have no gameplay impact in fortress mode.
+
'''Weather''' refers to any type of weather effect in DF. It includes snow, rain, and special features in evil surroundings.
  
Weather conditions and event text seem to depend on the embark location in the world, biome and [[climate]]. For example, some winters can see extremely low temperatures with large amounts of snowfall, whilst summers may be scorchers.
+
Weather can be disabled by changing [WEATHER:YES] to [WEATHER:NO] in [[d_init.txt]]. Disabling weather is a quick and largely harmless fix to improve [[FPS|framerate]] on older machines if required.
  
Normal (non-evil) weather can be disabled by changing [WEATHER:YES] to [WEATHER:NO] in [[d_init.txt]]. Disabling weather is a quick and largely harmless fix to improve [[FPS|framerate]] on older machines if required.
 
  
== Normal weather ==
+
== Normal Weather ==
  
=== Clouds (adventure mode only) ===
+
=== Clouds ===
  
 
''Dwarf Fortress'' has three layers of clouds: cumulus, cirrus, and stratus. When using the {{k|W}} key in adventure mode, any number of messages about the weather may appear, and corresponding symbols are shown when {{k|c}} is enabled on the fast travel mode. The types of clouds that are possible are:
 
''Dwarf Fortress'' has three layers of clouds: cumulus, cirrus, and stratus. When using the {{k|W}} key in adventure mode, any number of messages about the weather may appear, and corresponding symbols are shown when {{k|c}} is enabled on the fast travel mode. The types of clouds that are possible are:
Line 37: Line 35:
 
Otherwise, stratus clouds prevent you from seeing if there are any cirrus or cumulus clouds.
 
Otherwise, stratus clouds prevent you from seeing if there are any cirrus or cumulus clouds.
  
=== Fog / Mist (adventure mode only) ===
+
=== Fog / Mist ===
  
 
Fog is another aspect of the weather, described separately from the state of clouds when using {{k|W}}. (However, thick fog prevents you from being able to tell what the clouds are like via {{k|W}}.) There are three kinds of fog that may appear:
 
Fog is another aspect of the weather, described separately from the state of clouds when using {{k|W}}. (However, thick fog prevents you from being able to tell what the clouds are like via {{k|W}}.) There are three kinds of fog that may appear:
Line 49: Line 47:
 
=== Precipitation ===
 
=== Precipitation ===
 
==== Rain ====
 
==== Rain ====
{{DFtext|The wet season has arrived!|1:1}}<br>
 
 
{{DFtext|It is raining.|1:1}}
 
{{DFtext|It is raining.|1:1}}
  
[[File:rain_icon_preview.png|right]]Rainfall occurs occasionally. Normal rain cleans any tile it lands on, removing blood, [[vomit]] and other bodily fluids on contact. Any dwarf caught outside when it rains will receive a minor unhappy [[thought]].
+
Normal rain cleans any tile it lands on, removing blood, [[vomit]] and other bodily fluids on contact. Any dwarf caught outside when it rains will receive a minor unhappy [[thought]].
  
When rain hits a tile labeled as a [[murky pool]], it will begin to fill it up with 1/7 [[water]], and if that does not evaporate, the water will grow deeper, until the pool is full.  Murky pools do not overflow from rain, but this extra water can be drained off and stored or used. (See the [[Well guide#Using ponds/pools in areas with heavy rain|Well Guide]].) While not much, it can really help maps without 'unlimited' water supplies such as [[river]]s and [[brook]]s.
+
When rain hits a tile labeled as a [[murky pool]], it will begin to fill it up with 1/7 [[water]], and if that does not evaporate the water will grow deeper, until the pool is full.  Murky pools do not overflow from rain, but this extra water can be drained off and stored or used. (See the [[Well guide#Using ponds/pools in areas with heavy rain|Well Guide]].) While not much, it can really help maps without 'unlimited' water supplies such as [[river]]s and [[brook]]s.
  
 
==== Snow and Cold ====
 
==== Snow and Cold ====
{{DFtext|Winter is here.|7:1}}<br>
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{{DFtext|Winter is here.|7:1}}
 +
 
 
{{DFtext|A snow storm has come.|7:1}}
 
{{DFtext|A snow storm has come.|7:1}}
  
[[File:snow_icon_preview.png|right]][[File:snow_ground_anim.gif|thumb|185px|right|Snow gradually covering grass during a snowstorm.]]If the [[climate|temperature]] is cold enough, snowfall rather than rainfall will occur, and outside water will freeze, including murky pools and rivers. This can happen in winter months in a moderate [[biome]], or at any time in freezing biomes like a [[tundra]] or [[glacier]].  
+
When water comes into contact with a [[freezing]] climate, such as winter months in a moderate [[biome]], or at any time in a [[tundra]] or [[glacier]], it will freeze into a wall of [[ice]] if at least 4/7 deep, or a floor otherwise. Freezing ice acts much like [[obsidian]], and will instantly kill anything caught inside of it -- including creatures otherwise extremely hard to kill. In moderate biomes after winter has passed, ice will melt back into ponds. Ice walls will always thaw back into a full 7 units of liquid, regardless of the original water level, but ice floors will produce the original water depth when thawed. {{cite talk/this|Freezing/thawing ice}}
  
Amid snowfall, the ground, trees and other surfaces will gradually become covered in snow. Dwarves caught outside during a snowstorm can have [[Thought#Weather|bad thoughts]] as well as freeze to death, so a very high priority when embarking on a glacier is to dig out some place warm for your idlers to rest.
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Dwarves outside during a snowstorm can also freeze to death, so a very high priority when embarking on a glacier is to dig out some place warm for your idlers to rest.
  
In the freezing cold, outside water will freeze into a wall of [[ice]] if at least 4/7 deep, or a floor otherwise. Freezing ice acts much like [[obsidian]], and will instantly kill anything caught inside of it -- including creatures otherwise extremely hard to kill. In moderate biomes after winter has passed, ice will melt back into ponds. Ice walls will always thaw back into a full 7 units of liquid, regardless of the original water level, but ice floors will produce the original water depth when thawed. {{cite talk/this|Freezing/thawing ice}}
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[[Magma]] running under snow-covered ground will melt it, but unlike [[ice]], molten snow doesn't turn into [[water]].
  
[[Magma]] running under snow-covered ground will melt it, but unlike [[ice]], molten snow doesn't turn into [[water]].
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==== Wind ====
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 +
Wind is based entirely on your latitude - specifically, the region tile in which your fortress is located (0-16 for POCKET, 0-32 for SMALLER, 0-64 for SMALL, 0-128 for MEDIUM, and 0-256 for LARGE).
 +
 
 +
The latitude is first scaled to LARGE size (though there's an odd bug that sets constant wind for SMALL/SMALLER/POCKET worlds). For MEDIUM worlds the latitude is multiplied by 2, for SMALL worlds it's multiplied by 4, for SMALLER it's multiplied by 8, and for POCKET it's multiplied by 16. It is then fed into the following table to generate the east/west wind strength:
 +
 
 +
Arctic (0-50):
 +
 
 +
0-15: strength -15
 +
 
 +
16-27: strength -14
 +
 
 +
28-38: strength -13
 +
 
 +
39-45: strength -12
 +
 
 +
46-50: strength -11
 +
 
 +
Temperate (51-170):
 +
 
 +
51-52: strength +11
 +
 
 +
53-54: strength +12
 +
 
 +
55-56: strength +13
 +
 
 +
57-59: strength +14
 +
 
 +
60-62: strength +15
 +
 
 +
63-65: strength +16
 +
 
 +
66-69: strength +17
 +
 
 +
70-73: strength +18
 +
 
 +
74-77: strength +19
 +
 
 +
78-82: strength +20
 +
 
 +
83-87: strength +21
 +
 
 +
88-92: strength +22
 +
 
 +
93-98: strength +23
 +
 
 +
99-104: strength +24
 +
 
 +
105-116: strength +25
 +
 
 +
117-122: strength +24
 +
 
 +
123-128: strength +23
 +
 
 +
129-133: strength +22
 +
 
 +
134-138: strength +21
 +
 
 +
139-143: strength +20
 +
 
 +
144-147: strength +19
 +
 
 +
148-151: strength +18
 +
 
 +
152-155: strength +17
 +
 
 +
156-158: strength +16
 +
 
 +
159-161: strength +15
 +
 
 +
162-164: strength +14
 +
 
 +
165-166: strength +13
 +
 
 +
167-168: strength +12
 +
 
 +
169-170: strength +11
 +
 
 +
Tropical (171-220):
 +
 
 +
171-172: strength -13
 +
 
 +
173-175: strength -14
 +
 
 +
176-178: strength -15
 +
 
 +
179-181: strength -16
 +
 
 +
182-184: strength -17
 +
 
 +
185-188: strength -18
 +
 
 +
189-192: strength -19
 +
 
 +
193-198: strength -20
 +
 
 +
199-202: strength -19
 +
 
 +
203-206: strength -18
 +
 
 +
207-209: strength -17
 +
 
 +
210-212: strength -16
 +
 
 +
213-215: strength -15
 +
 
 +
216-218: strength -14
  
=== Wind ===
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219-220: strength -13
  
In a given embark tile biome, there are three wind-related variables tracked: East-West Wind, North-South Wind, and Wind Strength. East-West and North-South can be positive or negative, and Wind Strength is equal to the sum of their absolute values; so if East-West is -10, and North-South wind speed is 4, then Wind Strength is 14. Moreover, wind is uniform across the entire embark at any given time; Wind Strength does NOT increase the higher up you go.
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Equator (221-256):
  
East-West Wind is primarily driven by the latitude of the embark tile biome, and is modeled loosely after [https://en.wikipedia.org/wiki/Atmospheric_circulation atmospheric circulation]. For a given world, one end (either top or bottom) is the "pole" and the other is the "equator". According to Toady One in a Future of the Fortress thread, "the directions alternate over the latitudes and depend on the pole settings, and yeah, a no-pole world is treated like a N+S pole world". The following table gives the base East-West Wind value for a given latitude, by counting tiles from the pole-most tile.[http://www.bay12forums.com/smf/index.php?topic=131675.msg4656098#msg4656098]
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221-256: strength 0
  
{| border="1" cellspacing="0" cellpadding="5" style="text-align:center;"
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In addition, certain regions of the world (if any) can have up to two gusty winds which occur daily - for a brief period of time each morning (3:00am to 7:00am for the first one, 6:00am to 9:00am for the second one), wind strength may be adjusted by +/- 10 on each axis (north/south and east/west), and in the evening (3:00pm to 6:00pm for both) it will be briefly adjusted in the opposite direction.
|-
 
! Cell
 
!width="80"| Pocket
 
!width="80"| Smaller
 
!width="80"| Small
 
!width="80"| Medium
 
!width="80"| Large
 
! Wind
 
|-
 
! Polar
 
| 0
 
| 0 thru 1
 
| 0 thru 3
 
| 0 thru 7
 
| 0 thru 15
 
| -15
 
|-
 
! Polar
 
| 1
 
| 2 thru 3
 
| 4 thru 7
 
| 8 thru 13
 
| 16 thru 27
 
| -14
 
|-
 
! Polar
 
| 2
 
| 4
 
| 7 thru 9
 
| 14 thru 19
 
| 28 thru 38
 
| -13
 
|-
 
! Polar
 
| -
 
| 5
 
| 10 thru 11
 
| 20 thru 22
 
| 39 thru 45
 
| -12
 
|-
 
! Polar
 
| 3
 
| 6
 
| 12
 
| 23 thru 25
 
| 46 thru 50
 
| -11
 
|-
 
! Ferrel
 
| -
 
| -
 
| 13
 
| 26
 
| 51 thru 52
 
| +11
 
|-
 
! Ferrel
 
| -
 
| -
 
| -
 
| 27
 
| 53 thru 54
 
| +12
 
|-
 
! Ferrel
 
| -
 
| 7
 
| 14
 
| 28
 
| 55 thru 56
 
| +13
 
|-
 
! Ferrel
 
| -
 
| -
 
| -
 
| 29
 
| 57 thru 59
 
| +14
 
|-
 
! Ferrel
 
| -
 
| -
 
| 15
 
| 30 thru 31
 
| 60 thru 62
 
| +15
 
|-
 
! Ferrel
 
| 4
 
| 8
 
| 16
 
| 32
 
| 63 thru 65
 
| +16
 
|-
 
! Ferrel
 
| -
 
| -
 
| 17
 
| 33 thru 34
 
| 66 thru 69
 
| +17
 
|-
 
! Ferrel
 
| -
 
| 9
 
| 18
 
| 35 thru 36
 
| 70 thru 73
 
| +18
 
|-
 
! Ferrel
 
| -
 
| -
 
| 19
 
| 37 thru 38
 
| 74 thru 77
 
| +19
 
|-
 
! Ferrel
 
| 5
 
| 10
 
| 20
 
| 39 thru 41
 
| 78 thru 82
 
| +20
 
|-
 
! Ferrel
 
| -
 
| -
 
| 21
 
| 42 thru 43
 
| 83 thru 87
 
| +21
 
|-
 
! Ferrel
 
| -
 
| 11
 
| 22 thru 23
 
| 44 thru 46
 
| 88 thru 92
 
| +22
 
|-
 
! Ferrel
 
| 6
 
| 12
 
| 24
 
| 47 thru 49
 
| 93 thru 98
 
| +23
 
|-
 
! Ferrel
 
| -
 
| 13 thru 13
 
| 25 thru 26
 
| 50 thru 52
 
| 99 thru 104
 
| +24
 
|-
 
! Ferrel
 
| 7
 
| 14
 
| 27 thru 29
 
| 53 thru 58
 
| 105 thru 116
 
| +25
 
|-
 
! Ferrel
 
| -
 
| 15
 
| 30
 
| 59 thru 61
 
| 117 thru 122
 
| +24
 
|-
 
! Ferrel
 
| 8
 
| 16
 
| 31 thru 32
 
| 62 thru 64
 
| 123 thru 128
 
| +23
 
|-
 
! Ferrel
 
| -
 
| -
 
| 33
 
| 65 thru 66
 
| 129 thru 133
 
| +22
 
|-
 
! Ferrel
 
| -
 
| 17
 
| 34
 
| 67 thru 69
 
| 134 thru 138
 
| +21
 
|-
 
! Ferrel
 
| -
 
| -
 
| 35
 
| 70 thru 71
 
| 139 thru 143
 
| +20
 
|-
 
! Ferrel
 
| 9
 
| 18
 
| 36
 
| 72 thru 73
 
| 144 thru 147
 
| +19
 
|-
 
! Ferrel
 
| -
 
| -
 
| 37
 
| 74 thru 75
 
| 148 thru 151
 
| +18
 
|-
 
! Ferrel
 
| -
 
| 19
 
| 38
 
| 77
 
| 152 thru 155
 
| +17
 
|-
 
! Ferrel
 
| -
 
| -
 
| 39
 
| 78 thru 79
 
| 156 thru 158
 
| +16
 
|-
 
! Ferrel
 
| 10
 
| 20
 
| 40
 
| 80
 
| 159 thru 161
 
| +15
 
|-
 
! Ferrel
 
| -
 
| -
 
| 41
 
| 81 thru 82
 
| 162 thru 164
 
| +14
 
|-
 
! Ferrel
 
| -
 
| -
 
| -
 
| 83
 
| 165 thru 166
 
| +13
 
|-
 
! Ferrel
 
| -
 
| 21
 
| 42
 
| 84
 
| 167 thru 168
 
| +12
 
|-
 
! Ferrel
 
| -
 
| -
 
| -
 
| 85
 
| 169 thru 170
 
| +11
 
|-
 
! Hadley
 
| -
 
| -
 
| 43
 
| 86
 
| 171 thru 172
 
| -13
 
|-
 
! Hadley
 
| -
 
| -
 
| -
 
| 87
 
| 173 thru 175
 
| -14
 
|-
 
! Hadley
 
| 11
 
| 22
 
| 44
 
| 88 thru 89
 
| 176 thru 178
 
| -15
 
|-
 
! Hadley
 
| -
 
| -
 
| 45
 
| 90
 
| 179 thru 181
 
| -16
 
|-
 
! Hadley
 
| -
 
| 23
 
| 46
 
| 91 thru 92
 
| 182 thru 184
 
| -17
 
|-
 
! Hadley
 
| -
 
| -
 
| 47
 
| 93 thru 94
 
| 185 thru 188
 
| -18
 
|-
 
! Hadley
 
| 12
 
| 24
 
| 48
 
| 95 thru 96
 
| 189 thru 192
 
| -19
 
|-
 
! Hadley
 
| -
 
| -
 
| 49
 
| 97 thru 99
 
| 193 thru 198
 
| -20
 
|-
 
! Hadley
 
| -
 
| 25
 
| 50
 
| 100 thru 101
 
| 199 thru 202
 
| -19
 
|-
 
! Hadley
 
| -
 
| -
 
| 51
 
| 102 thru 103
 
| 203 thru 206
 
| -18
 
|-
 
! Hadley
 
| 13
 
| 26
 
| 52
 
| 104
 
| 207 thru 209
 
| -17
 
|-
 
! Hadley
 
| -
 
| -
 
| 53
 
| 105 thru 106
 
| 210 thru 212
 
| -16
 
|-
 
! Hadley
 
| -
 
| -
 
| -
 
| 107
 
| 213 thru 215
 
| -15
 
|-
 
! Hadley
 
| -
 
| 27
 
| 54
 
| 108 thru 109
 
| 216 thru 218
 
| -14
 
|-
 
! Hadley
 
| -
 
| -
 
| 55
 
| 110
 
| 219 thru 220
 
| -13
 
|-
 
! Hadley
 
| 14 thru 16
 
| 28 thru 32
 
| 56 thru 64
 
| 111 thru 128
 
| 221 thru 256
 
| 0
 
|}
 
Note: negative values indicate east-to-west winds, while positive values indicate west-to-east winds.
 
  
In addition to east-west wind from latitude, certain parts of the world experience "mountain/valley winds and sea breezes"[http://www.bay12forums.com/smf/index.php?topic=35139.msg547880#msg547880]. Such locations will receive additional wind each morning (corresponding to between 3:00 AM and 7:00 AM, and between 6:00 AM and 9:00 AM) and each afternoon (both corresponding to between 3:00 PM and 6:00 PM). A gust of wind affects both the east-west and north-south wind speeds, adding or subtracting 10 from each. The afternoon gust is always the opposite of the morning gust, so if the morning gust was +10 east-west and -10 north-south, the afternoon gust will be -10 east-west and +10 north-south.
+
The combined wind strength (just abs(wind_x) + abs(wind_y)) determines the amount of power the windmill generates: 1-14 wind generates 20 power, 15-29 wind generates 40 power, and 30+ wind generates 60 power (though only for a few seconds, and the opposing gust will likely knock it down to 20 power for a brief moment). If you are in an area with weak wind, a gust of wind can potentially cause the windmill to reorient itself, causing some of the extra power to be lost.
  
Currently, wind primarily interacts with [[windmill]]s to generate [[power]]. A total wind strength of between 1 and 14 generates 20 power, and between 15 and 29 generates 40 power. A total wind strength of 30+ generates 60 power, but this is currently only briefly achievable during gusts. In addition, wind affects the message you get when checking for the weather as an [[Adventure mode | adventurer]].
+
Wind affects the message you get when checking for the weather as an [[Adventure mode|adventurer]] as well as the amount of [[power]] that goes through [[windmill]]s.
  
 
== Evil weather ==
 
== Evil weather ==
Certain [[surroundings|evil surroundings]] feature freakish weather, such as fogs, clouds, and rains.  They may afflict those caught in them with various kinds of [[syndrome]]s or curses, such as poisonings or transformation into [[Undead|zombies]]. Names for evil weather are randomly generated, typically something along the lines of "abominable mist", "unholy gloom" (clouds) or "creeping murk", "horrid goo" (rain). Materials tainted by evil weather goo will appear as 'slimy'.
+
Certain [[surroundings|evil surroundings]] feature freakish weather, such as fogs, clouds, and rains.  They may afflict those caught in them with various kinds of [[syndrome]]s or curses, such as poisonings or transformation into [[Undead|zombies]]. Names for evil weather are randomly generated, typically something along the lines of "abominable mist", "unholy gloom" (clouds) or "creeping murk", "horrid goo" (rain).
 
 
Evil weather does not count as true "weather" for all purposes: most notably, disabling weather in d_init.txt will not disable evil weather.
 
  
Two kinds of evil weather exist: evil rain and evil clouds.  The types of weather effect and their associated syndromes (if any) are different and randomly chosen for every evil biome in a generated world.  There will be at most one weather effect for a given evil biome, sometimes in conjunction with the effect of [[Undead|corpse animation]].
+
Two kinds of evil weather exist - evil rain, and evil clouds.  The type of weather effect and their associated syndromes (if any) are different and randomly chosen for every evil biome in a generated world.  There will be at most one weather effect for a given evil biome, sometimes in conjunction with the effect of [[Undead|corpse animation]].
  
 
=== Evil clouds ===
 
=== Evil clouds ===
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{{DFtext|A cloud of haunting fog has drifted nearby!|4:1}}
 
{{DFtext|A cloud of haunting fog has drifted nearby!|4:1}}
  
Evil clouds are made of a generated inorganic gas or dust.  They start in one tile and spread out in a similar manner to [[miasma]] vapor; when the game announces the cloud's presence, it will zoom in to this tile.  Evil clouds cause more serious syndromes than evil rains, similar to those of [[forgotten beast]]s, [[titan]]s and [[demon]]s.  Certain evil clouds transform living beings caught in them into dangerous [[Undead|zombie]]-like thralls, turning them against all life while significantly increasing their strength and toughness [[attribute]]s.
+
Evil clouds are made of a generated inorganic gas or dust.  They start in one tile and spread out in a similar manner to [[miasma]] vapor; when the game announces the cloud's presence, it will zoom into this tile.  Evil clouds cause more serious syndromes than evil rains, similar to those of [[forgotten beast]]s, [[titan]]s and [[demon]]s.  Certain evil clouds transform living beings caught in them into dangerous [[Undead|zombie]]-like thralls, turning them against all life while significantly increasing their strength and toughness [[attribute]]s.
  
 
Evil clouds inflict worse syndromes than evil rains; thralling clouds are especially dangerous in the extreme, as the zombies produced are much stronger than those produced via ambient effects. These [[undead]] are very hard to kill and are '''much''' stronger than their original forms. Evil clouds have a tendency to roll over your outdoor trade depot and convert traveling merchants into a band of dwarf-hungry savages, which can be quite [[fun]] to a fortress reliant on trade.
 
Evil clouds inflict worse syndromes than evil rains; thralling clouds are especially dangerous in the extreme, as the zombies produced are much stronger than those produced via ambient effects. These [[undead]] are very hard to kill and are '''much''' stronger than their original forms. Evil clouds have a tendency to roll over your outdoor trade depot and convert traveling merchants into a band of dwarf-hungry savages, which can be quite [[fun]] to a fortress reliant on trade.
  
If you wish to embark to an evil biome that has thralling/husking clouds, a few options are available:
+
Thralling clouds are also dangerous in adventure mode. Undead status means hostility from civilized beings, reduced speed and no regeneration. However, other undead will ignore you.
# You can inspect the world manually after it is created. In order to do this, you will need to turn off compressed saves in [[init.txt]]. Then enter advanced world generation, set the number of evil rain types to "none" and the number of evil cloud types to 1. Generate a world, quit, then open ``world.dat`` in the region folder. Locate ``[INORGANIC:EVIL_CLOUD_1]``, then check the syndrome right after it. If this syndrome doesn't have Thralls, Husks, or Zombies, gen a new world and try again. This is much faster than embarking 20 times in a row, and you can make sure you will get dust if you prefer it over fog.
 
# [[Utility:DFHack|DFHack]]'s ``embark-assistant`` plugin can help find these types of biomes when run from the embark screen.
 
# You can change what evil weather a biome has with the DFHack script [http://www.bay12forums.com/smf/index.php?topic=164658.0 biomemanipulator], and/or use ``gui/gm-editor`` to change what evil weathers there are.
 
 
 
Thralling clouds are also dangerous in adventure mode: this particular form of undead status means inherent hostility from civilized beings, reduced speed and no regeneration. However, other undead will, as usual, ignore you.
 
  
 
=== Evil rain ===
 
=== Evil rain ===
 
{{DFtext|It is raining rotten sludge!|4:1}}
 
{{DFtext|It is raining rotten sludge!|4:1}}
  
Evil rain can be made of either the [[blood]] of a civilized race (most famously [[elf]] blood, but it can rain dwarf blood and others) or a randomly generated inorganic substance.  Blood rain typically causes no [[syndrome]]s, only giving whoever is caught in it an unhappy [[thought]].  Generated substances are more dangerous, causing minor symptoms such as vomiting and fevers, as well as inspiring the aforementioned unhappy thought. Evil rain can also cause wounds and injure dwarves and other creatures caught in them, although the extent of injury depends on the substance. Some forms of evil rain, such as those that cause blisters, will lead to instant [[fun]] as a blistered brain means death. Cats, birds, and other livestock dying after being exposed to evil rain indicates that dwarves may be next. Dwarves spattered with evil rain will seek a bath after any outdoor work, wasting time and [[soap]]. There are rumors of rain composed of other substances, such as [[alcohol]] and [[vomit]]; however, these seem to be rare.
+
Evil rain can be made of either the [[blood]] of a civilized race (dwarves, goblins, etc.) or a randomly generated inorganic substance.  Blood rain typically causes no [[syndrome]]s, only giving whomever caught in it an unhappy [[thought]].  Generated substances are more dangerous, causing minor symptoms such as vomiting and fevers, as well as inspiring the aforementioned unhappy thought. Evil rain can also cause wounds and injure dwarves and other creatures caught in them, although the extent of injury depends on the substance. Some forms of evil rain, such as those that cause blisters will lead to instant fun as a blistered brain means death. Cats, birds, and other livestock dying after being exposed to evil rain indicate that dwarves may be next. Dwarves spattered with evil rain will seek a bath after any outdoor work, wasting time and [[soap]]. There are rumors of rain composed of other substances, such as [[alcohol]] and [[vomit]]; however, these seem to be rare.
  
 
=== Dangers of evil weather ===
 
=== Dangers of evil weather ===
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Undead created by evil weather gain immediate strength bonuses and acquire a status of {{DFtext|Opposed to Life|0:1}}. They will tirelessly seek out living things to kill until they are struck down, which can take considerable effort.
 
Undead created by evil weather gain immediate strength bonuses and acquire a status of {{DFtext|Opposed to Life|0:1}}. They will tirelessly seek out living things to kill until they are struck down, which can take considerable effort.
[[File:weather.jpg|thumb|300px|center|Today's Forecast: 30% chance of eventual [[water]] appearing somewhere.]]
 
 
==Good Weather==
 
It has been observed that in biomes where the alignment is "good", there exists a possibility that it may rain alcohol. However, this is not actually the case. When using a tavern, dwarves will sometimes spill alcohol. When a dwarf walks through the resulting spatter, it will contaminate their clothes. When a contaminated dwarf then walks outside during rain, the alcohol will wash off, forming pools on the ground that can also be tracked through and spread, giving the impression that it is “raining alcohol”.
 
 
Theoretically, this may be made by modding interactions, but wasn't verified by testing.
 
  
 
== Bugs ==
 
== Bugs ==
  
 
*Different biomes can exist in layers above the surface. This can lead to odd behavior like evil rain above a "good" biome.{{bug|8781}}
 
*Different biomes can exist in layers above the surface. This can lead to odd behavior like evil rain above a "good" biome.{{bug|8781}}
 
 
 
{{D for Dwarf}}
 
 
[[Humans]] have attempted to predict the weather from time to time, to unusually bad results. Dwarven [[scholars]] absentmindedly noted that they could do it better, which caused a war from the completely unrelated cause of sock-making procedures. Dwarves ''would'' probably still do it better though, that is, if it rains tonight.
 
 
  
 
{{Translation
 
{{Translation

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