v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing v0.34:Weather

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.34"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
 
{{av}}{{Quality|Fine}}
 
{{av}}{{Quality|Fine}}
'''Weather''' refers to any type of weather effect in DF. It includes snow, rain, and special features in evil surroundings.
+
'''Weather''' refers to any type of weather effect in DF. It includes snow, rain, and special features in evil surroundings. 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]].
 
 
Weather can be disabled by changing [WEATHER:YES] to [WEATHER:NO] in the [[d_init.txt]] file. Disabling weather is a quick and largely harmless fix to improve framerate on older machines if required.
 
 
 
 
 
== Normal Weather ==
 
=== Rain ===
 
<span style="background-color: #000; color: blue; font-family: FixedSys, monospace">It is raining.</span>
 
 
 
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 ===
+
Freezing will also refill [[murky pool]]s which are found in some biomes (mainly temperate) - after the murky pool unfreezes, it will be full again. This happens in biomes of moderate temperature as well as cold biomes.
<span style="background-color: #000; color: #FFF; font-family: FixedSys, monospace; font-weight: bold;">Winter is here.</span>
 
<span style="background-color: #000; color: #FFF; font-family: FixedSys, monospace; font-weight: bold;">A snow storm has come.</span>
 
  
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]]. 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, walls of ice will melt back into ponds. No matter what the height of the water was before freezing, it will always thaw back into a full 7 units of liquid.
+
Weather can be disabled by changing [WEATHER:YES] to [WEATHER:NO] in the [[d_init.txt]] file. Disabling weather is a quick and largely harmless fix to improve framerate on older machines if required.
 
 
Dwarfs 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.
 
  
 
== 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).
+
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]].
  
 +
=== Types of evil weather ===
 
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.  Usually there will be only one weather effect for a given evil biome, often 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.  Usually there will be only one weather effect for a given evil biome, often in conjunction with the effect of [[Undead|corpse animation]].
  
=== Evil Clouds ===
+
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 syndromes, only giving whomever caught in it an unhappy [[thought]].  Generated substances are more dangerous, causing minor symptoms such as vomiting, blisters and fevers, as well as inspiring the aforementioned unhappy thought. Dwarves caught into evil rain will spend a lot of time washing up after any outdoors work.
<span style="background-color: #000; color: red; font-family: FixedSys, monospace; font-weight: bold;">A cloud of haunting fog has drifted nearby!</span>
 
  
 
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 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 the unit they inflicted. 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 crippling to a fortress reliant on trade.
+
Name for evil weather is randomly generated, typically something along the lines of "abominable mist", "unholy gloom" (clouds) or "creeping murk", "horrid goo" (rain).
  
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.
+
Evil weather forms on the edge of the map and moves about the screen. It does not necessarily respect walls, and may enter a fortress to affect your dwarves.
 
 
=== Evil Rain ===
 
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 gets caught in it an unhappy [[thought]].  Generated substances are more dangerous, causing minor symptoms such as vomiting, blisters 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. 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]]; however, this seems to be rare.
 
  
 
=== Dangers of evil weather ===
 
=== Dangers of evil weather ===
One of the dangers of evil weather is that ponds will never refill. Store water into underground basins and plan accordingly. Another annoyance is the total lack of wild bees in an evil climate. Though evil rains (excluding rains of blood) usually cause the "milder" types of [[syndrome]]s, these may still cause death as a secondary result of that syndrome: e.g. suffocation from blisters, dehydration from chronic nausea.
 
  
Some evil weather effects condense on creatures, making their effects semi-permanent - symptoms won't go away until the source is washed. Those effects also can spread like a disease. In most cases, it will just infect dwarves that carry contaminated bodies to casketsThralling dust clouds, however, [[fun|can quickly lead to an unstoppable zombie apocalypse]] if the dust is not completely washed off somehow.
+
One of the dangers of evil weather is that ponds will never refill. Store water into underground basins and plan accordingly. Another annoyance is the total lack of wild bees in an evil climate. Though evil rains (excluding rains of blood) usually cause the "milder" types of [[syndrome]]s, these may still cause death as a secondary result of that syndrome: e.g. suffocation from blisters, dehydration from chronic nauseaEvil 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.  
  
==== Movement of evil weather and safeguarding ====
+
Some evil weather effects condense on creatures, making their effects semi-permanent - symptoms won't go away until the source is washed. Those effects also can spread like a disease. In most cases, it will just infect dwarves that carry contaminated bodies to caskets. Thralling dust clouds, however, [[Fun|can quickly lead to an unstoppable zombie apocalypse]] if the dust is not completely washed off somehow.
Evil weather forms on the edge of the map and moves about the screen in one direction as the wind blows. Because the clouds inflate similarly to [[miasma]], they can very quickly dissipate, fly out of the map immediately, carry on at a steady pace, or spread rapidly engulfing very large areas. They will not, however, change direction.
 
  
Although it will glide along a single Z-level, it will climb straight walls and pass over structures. It will not move through a closed door or raised drawbridge, but it can descend from an open roof and it will pass through fortifications with ease. If you choose to fortify outside, be sure to have any open areas secured with floodgates to act as shutters to keep the clouds out. Adding doors throughout the structure to stop any accidentally contained clouds from moving further inward does not hurt.
 
  
Undead created by evil weather gain immediate strength bonuses and acquire a status of <span style="background-color: #000; color: #808080; font-family: FixedSys, monospace; font-weight: bold;">Opposed to Life</span>. They will tirelessly seek out living things to kill until they are struck down, which can take considerable effort.  
+
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.
 
 
{{Category|World}}
 

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)