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Editing v0.31:Water

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Water is displayed with the symbols {{Tile|≈|1:7:1}} and {{Tile|~|1:7:1}}, sometimes colored different blues, and white, showing ripples. Water can also take on other colors indicating [[contaminant|contaminants]] such as '''blood''', '''ichor''', or '''goo'''. (The game can be [[Technical tricks#The look of the game|configured]] to show the depth instead).  
 
Water is displayed with the symbols {{Tile|≈|1:7:1}} and {{Tile|~|1:7:1}}, sometimes colored different blues, and white, showing ripples. Water can also take on other colors indicating [[contaminant|contaminants]] such as '''blood''', '''ichor''', or '''goo'''. (The game can be [[Technical tricks#The look of the game|configured]] to show the depth instead).  
  
Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. [[Dwarf|Dwarves]] can safely walk through water up to a depth of 3 - at depth 4 or higher, a dwarf will cancel jobs due to "Dangerous terrain" and begin to gain [[swimming]] experience. At depth 7, any dwarf that does not have sufficient Swimming skill will drown.
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Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. [[Dwarf|Dwarves]] can safely walk through water up to a depth of 4. Dwarves finding themselves in water at a depth of 5 or greater are at risk of drowning unless they are skilled at [[swimming]].
  
 
Interestingly, water can slow falls with deep enough water and short enough falls. If the water is deep enough relative to the height of the fall, dwarves can be less injured or even completely uninjured (from a 4 level drop to a 3 level deep pool, for example)
 
Interestingly, water can slow falls with deep enough water and short enough falls. If the water is deep enough relative to the height of the fall, dwarves can be less injured or even completely uninjured (from a 4 level drop to a 3 level deep pool, for example)
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==Flow==
 
==Flow==
Water and [[magma]] are both fluids which are constantly trying to '''[[flow]]''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under [[pressure]] can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source.
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Water and [[magma]] are both [[flow|fluids]] which are constantly trying to '''[[flow]]''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under [[pressure]] can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source.
  
 
If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons or corpses.  
 
If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons or corpses.  
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==Salt Water==
 
==Salt Water==
Dwarves can not use salt water directly; while healthy dwarves will usually prefer to drink [[booze]], wounded dwarves can only be given water to drink.
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Dwarves can not use salt water until it has been desalinated; while healthy dwarves will usually prefer to drink [[booze]], wounded dwarves can only be given water to drink.
  
 
To check to see if water is salty, use the {{k|i}} menu to see if the game shows the pond/pool as a water source. If the "water source (x)" is (0), then the source is salty. If not, then your dwarves will drink it.
 
To check to see if water is salty, use the {{k|i}} menu to see if the game shows the pond/pool as a water source. If the "water source (x)" is (0), then the source is salty. If not, then your dwarves will drink it.
  
A [[screw pump]] can be used to desalinate water, but if the fresh water produced ever contacts salty water, the "saltiness" will conduct through the entire body of water making the reservoir permanently salty. Note that once a tile is marked as salty, ''it cannot be reverted without external tools''.
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A [[screw pump]] can be used to desalinate water, but if the fresh water produced ever contacts salty water, the "saltiness" will conduct through the entire body of water making the reservoir permanently salty, so be careful not to drain the fresh water into salty water (including salty aquifers). Note that once a tile is marked as salty, ''it cannot be reverted without external tools''.
  
There is a myth that desalinated water turns salty if it ever touches natural stone. This myth has been [http://www.bay12forums.com/smf/index.php?topic=95811 debunked], any cistern will work, except those dug into a beach, which may spontaneously turn salty, although constructed cisterns on the beach are fine.
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Previously there was a myth that water would turn salty if it ever touched natural stone. This myth has been [http://www.bay12forums.com/smf/index.php?topic=95811 debunked], any cistern will work, except those dug into a beach, which may spontaneously turn salty (constructed cisterns on the beach are fine though).
  
The old 40d method of using a [[well]] to desalinate water still works in v0.31.  Dwarves will drink water from a well over salt water, give it to sick dwarves and use it to clean wounds. You cannot designate the well as a water source, but the dwarves will still use it.
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The old 40d method of using a [[well]] to desalinate water still works in DF2010 -- sort of.  Dwarves will drink water from a well over salt water, give it to sick dwarves and use it to clean wounds, but you cannot designate a well over salt water as a water source, and dwarves will receive unhappy thoughts, just like drinking stagnant water.  However, they won't ''die of thirst'', so this is still a viable fallback until you can build a more proper cistern.
  
== Stagnant Water ==
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== Stagnant water ==
  
 
Water taken from a murky pool or wetlands biome will be stagnant, just as water taken from near the ocean will be salty, and just like saltiness, stagnation will spread through any connected bodies of water. So if a river is joined to a murky pool, the river will immediately and permanently become stagnant.  Dwarves get an unhappy [[thought]] if they have to drink stagnant water, and a [[doctor]] cleaning a [[wound]] with stagnant water will likely cause an [[Health care#Infection|infection]].
 
Water taken from a murky pool or wetlands biome will be stagnant, just as water taken from near the ocean will be salty, and just like saltiness, stagnation will spread through any connected bodies of water. So if a river is joined to a murky pool, the river will immediately and permanently become stagnant.  Dwarves get an unhappy [[thought]] if they have to drink stagnant water, and a [[doctor]] cleaning a [[wound]] with stagnant water will likely cause an [[Health care#Infection|infection]].
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Draining lakes and oceans from underneath can be a finicky task, but there's a bit of dwarven magic for it:  build a retractable bridge on the level beneath the sea bottom, with ramps directly underneath it.  Link this to a lever to control the flow as you desire.  Now evacuate the dwarves and wall off the area above the bridge.  Then, with the bridge in place, designate ramps around the bridge leading up - breaking through to the sea bottom.  Now how can the dwarves dig these squares out?  Yep, from beneath the bridge.  In this way they get the water flow started without ever getting their little feet wet.  This is a great way to set up channels one square in from the map edge near a water source, so that you can properly wall off the baddies from getting into the fort.
 
Draining lakes and oceans from underneath can be a finicky task, but there's a bit of dwarven magic for it:  build a retractable bridge on the level beneath the sea bottom, with ramps directly underneath it.  Link this to a lever to control the flow as you desire.  Now evacuate the dwarves and wall off the area above the bridge.  Then, with the bridge in place, designate ramps around the bridge leading up - breaking through to the sea bottom.  Now how can the dwarves dig these squares out?  Yep, from beneath the bridge.  In this way they get the water flow started without ever getting their little feet wet.  This is a great way to set up channels one square in from the map edge near a water source, so that you can properly wall off the baddies from getting into the fort.
  
{{gamedata|{{raw|v0.31:hardcoded_materials.txt|MATERIAL|WATER}}}}
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{{gamedata|{{raw|DF2010:hardcoded_materials.txt|MATERIAL|WATER}}}}
  
 
{{Category|Physics}}
 
{{Category|Physics}}

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