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{{Quality|Masterwork|23:04, 19 November 2019 (UTC)}}
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[[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.
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[[File:weather.jpg|thumb|300px|right|Today's Forecast: 30% chance of eventual [[water]] appearing somewhere.]]'''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.
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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 (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) ===
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=== 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:
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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) ===
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=== 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:
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=== 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]].
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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.
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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}}
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{{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]].
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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.
 
  
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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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.
  
 
[[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 ===
 
=== Wind ===
  
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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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 improve the higher up you go.
  
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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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". 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]
  
 
{| border="1" cellspacing="0" cellpadding="5" style="text-align:center;"
 
{| border="1" cellspacing="0" cellpadding="5" style="text-align:center;"
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Note: negative values indicate east-to-west winds, while positive values indicate west-to-east winds.
 
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.
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In addition to east-west wind from latitude, some embark tiles can generate with the 'gusty' property{{Verify}}. Such an embark tile will receive up to two gusts of 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.
  
 
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]].
 
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]].
  
 
== 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'.
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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 be appear as 'slimy'.
  
 
Evil weather does not count as true "weather" for all purposes: most notably, disabling weather in d_init.txt will not disable evil weather.
 
Evil weather does not count as true "weather" for all purposes: most notably, disabling weather in d_init.txt will not disable evil weather.
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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:
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If you wish to embark to an evil biome that has thralling/husking clouds, a couple options are available:
 
# 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.
 
# 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.
 
# [[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.
 
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.
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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 ==

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