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Editing v0.34:Water

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The freezing point of water, {{ct|10000}}, is an important, if not the most important, [[temperature]] in Dwarf Fortress. Below this point, water freezes into ice, and above this point ice will melt into water. A [[biome]] that never dips below this temperature will make obtaining ice next to impossible, and a biome that never rises above this temperature will require underground storage, [[magma]], or an alternative heating method to obtain liquid water.
 
The freezing point of water, {{ct|10000}}, is an important, if not the most important, [[temperature]] in Dwarf Fortress. Below this point, water freezes into ice, and above this point ice will melt into water. A [[biome]] that never dips below this temperature will make obtaining ice next to impossible, and a biome that never rises above this temperature will require underground storage, [[magma]], or an alternative heating method to obtain liquid water.
  
Although it is most commonly known as the freezing point of water, {{ct|10000}} is also the freezing points of standard [[blood]], ichor, goo, slime, pus, [[milk]], egg white, and egg yolk. [[Nether-cap]]s are naturally constantly at this temperature, but will cause neither water to freeze nor ice to melt. The temperature also acts as the condensation point of [[cave floater]] gas, at which it becomes cave floater juice. As a result of these dependencies, many [[creature]]s will die if they cannot keep their internal body temperature above the freezing point of water.
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Although it is most commonly known as the freezing point of water, {{ct|10000}} is also the freezing points of standard [[blood]], ichor, goo, slime, pus, [[milk]], egg white, and egg yolk. [[Nether-cap]]s are naturally constantly at this temperature, but will cause neither water to freeze or ice to melt. The temperature also acts as the condensation point of [[cave floater]] gas, at which it becomes cave floater juice. As a result of these dependencies, many [[creature]]s will die if they cannot keep their internal body temperature above the freezing point of water.
  
 
Below this point, many machine components will not work, instead displaying "Frozen here". This includes [[screw pump]]s, [[windmill]]s, and [[minecart]] rollers. In colder environments, these machines must either be kept indoors or heated with nearby [[fire]] or [[magma]].
 
Below this point, many machine components will not work, instead displaying "Frozen here". This includes [[screw pump]]s, [[windmill]]s, and [[minecart]] rollers. In colder environments, these machines must either be kept indoors or heated with nearby [[fire]] or [[magma]].
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== Properties ==
 
== Properties ==
 
===Depth===
 
===Depth===
{{Main|Water depth}}
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Water can have a depth between 0 and 7.  For more information, see [[Water depth]].
Water can have a depth between 0 and 7.
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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===Sourced water===
 
===Sourced water===
Water that comes from [[aquifer]]s, as well as any water source that extends from the edge of the map ([[river]]s, [[brook]]s, [[ocean]]s, and some [[lake]]sis considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part or all of the year in colder biomes. Murky pools, although not 'sourced water' as described here, also slowly generate water during [[rain]] storms. This can make it possible for a murky pool to replenish itself even when it has been completely drained.
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Water that comes from [[river]]s, [[brook]]s, [[ocean]]s, [[aquifer]]s or springs is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part or all of the year in colder biomes. Murky pools, although not 'sourced water' as described here, also slowly generate water during [[rain]] storms. This can make it possible for a murky pool to replenish itself even when it has been completely drained.
  
 
When using sourced water you should strongly consider installing [[floodgate]]s and be aware of how [[pressure]] works or you could easily end up [[flood]]ing your fortress and having a lot more [[fun]] than anticipated.
 
When using sourced water you should strongly consider installing [[floodgate]]s and be aware of how [[pressure]] works or you could easily end up [[flood]]ing your fortress and having a lot more [[fun]] than anticipated.
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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.
 
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.
 
When water falls onto a tile that is already full, the game will always attempt to move it into a non-full tile on the same [[Z-level]] that can be legally reached (i.e. without going through a wall or other obstruction), even if it has to "teleport" the incoming fluid a long distance to do so. Only when all available tiles are full will incoming water "pile up" on top. This behavior can be exploited to move water long distances very quickly (see "Getting rid of unwanted water" below).
 
  
 
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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A [[screw pump]] can be used to desalinate water.
 
A [[screw pump]] can be used to desalinate water.
  
Dwarves will drink water from a well over salt water, give it to sick dwarves and use it to clean wounds. Even if you do not designate the well as a water source (which is unnecessary anyway), the dwarves will still use it.
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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 (not that this is necessary to begin with), but the dwarves will still use it.{{verify}}
  
 
=== Stagnant water ===
 
=== Stagnant water ===
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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.
 
Due to the way the game handles water flow, making your drainage vertical rather than horizontal whenever possible will drain water much more quickly and efficiently. IE: A tunnel one tile wide and two z-levels deep will drain water considerably faster than a 2 tile wide tunnel on a single z-level.
 
 
Dwarves, especially babies, have an almost supernatural talent for finding ways to get washed down drains. Putting [[grate]]s or floor [[bars]] over any drainage holes, no matter how unlikely they seem, will reduce tantrums by grieving parents.
 
  
 
{{gamedata|{{raw|DF2012:hardcoded_materials.txt|MATERIAL|WATER}}}}
 
{{gamedata|{{raw|DF2012:hardcoded_materials.txt|MATERIAL|WATER}}}}
  
 
{{Category|Physics}}
 
{{Category|Physics}}

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