<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Apophisjon</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Apophisjon"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Apophisjon"/>
	<updated>2026-04-11T22:12:30Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wagon_(embark)&amp;diff=74625</id>
		<title>40d:Wagon (embark)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wagon_(embark)&amp;diff=74625"/>
		<updated>2010-03-22T05:44:40Z</updated>

		<summary type="html">&lt;p&gt;Apophisjon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''(For information on wagons as they pertain to [[caravan]]s, see [[Trading#Wagons|Trading]].)''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In [[Fortress Mode]], you start with a single ''immobile'' '''wagon''' that represents the transportation vehicle for all your supplies.  A wagon is not a real vehicle, and never moves or serves any other purpose - it simply sits there at the start of the game, representing where your dwarves decided to stop.  Any and all supplies were selected at [[embark]] by you and bought with points; supplies cannot be bought later, but your dwarves can (try to) [[trade]] for whatever the seasonal [[caravan]]s bring.&lt;br /&gt;
&lt;br /&gt;
To empty a wagon, your dwarves need the appropriate [[hauling]] [[labor]] enabled (all are enabled by default at embark), no other jobs to distract them, an appropriate [[stockpile]] designated, and a valid [[path]] between the stockpile and the items.  And, depending on how many items you brought, patience.&lt;br /&gt;
&lt;br /&gt;
You can can break down your wagon into three [[tower cap]] [[log]]s by pressing {{K|q}}, highlighting the wagon, and pressing {{K|x}}.  A dwarf with the [[Carpentry]] labor enabled will then deconstruct the wagon into its component logs.  The items will then be scattered in a slightly wider pattern in that same location.  A wagon cannot be used for ''any'' other purpose - might as well break it down for the lumber, now or later.&lt;br /&gt;
&lt;br /&gt;
If that dis-assembly is finished while a dwarf is returning to the wagon to [[haul]] an item to a stockpile, the dwarf will cancel that [[job]].  An [[announcement]] will be generated, to the effect of &amp;quot;Job Item lost or misplaced&amp;quot;. Don't panic - nothing has been lost, except that dwarf's train of thought, as the item they were retrieving is no longer in the wagon but instead on the ground.  They may adopt another hauling job, that same or a different one, and sooner or later that item will get hauled, but that particular job is cancelled for that moment.&lt;br /&gt;
&lt;br /&gt;
In rare cases you might start on a level or spot that doesn't have a 3x3 square (e.g. mountain peak). In this case your wagon will be missing/inaccessible via the {{K|k}} or {{K|q}} menu, but your goods will still be there (all?). In Addition if you require the logs from the wagon when dismantled, they will not be there (like the wagon never existed).&lt;br /&gt;
&lt;br /&gt;
Dismantling the wagon when its very near (1-2 tiles) the edge of the map, a [[river]] or [[magma]] vent can cause you to lose part of your embark equipment if it lands where your dwarves can't go.  If it's within a couple tiles of such a location, it's recommended you wait until the wagon is 100% empty before dismantling it.&lt;br /&gt;
&lt;br /&gt;
Unless/until you formally designate a new one, the location where your Wagon is (or was) is a default [[Activity zone#Meeting Area|Meeting Area]] or [[Meeting hall|Meeting Hall]].  A meeting zone is where any [[domestic animal]]s or [[On break|idle]] dwarfs will congregate in their spare time, and also provide some measure of defense for your possessions from any [[rhesus macaque]]s or [[kobold]] [[thieves]] before you finish securing your valuables.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>Apophisjon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Apophisjon&amp;diff=47097</id>
		<title>User:Apophisjon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Apophisjon&amp;diff=47097"/>
		<updated>2009-01-25T02:06:05Z</updated>

		<summary type="html">&lt;p&gt;Apophisjon: New page: Tentacle demon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Tentacle demon]]&lt;/div&gt;</summary>
		<author><name>Apophisjon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Waterfall&amp;diff=21390</id>
		<title>40d:Waterfall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Waterfall&amp;diff=21390"/>
		<updated>2009-01-25T01:53:12Z</updated>

		<summary type="html">&lt;p&gt;Apophisjon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Waterfalls''' can be found often in [[mountain]]s. To locate them in the region map, check for [[river]]s that cross tall [[cliff]]s. &lt;br /&gt;
&lt;br /&gt;
Waterfalls, like any other falling [[water]], generate [[mist]] that gives your dwarves happy [[thought]]s: &amp;quot;He was comforted by a lovely waterfall lately.&amp;quot; Mist makes [[dwarves]] happy even if it's just from water cascading down a [[stair]]way, which in real life might be more of a cause for alarm.&lt;br /&gt;
&lt;br /&gt;
If it's cold enough for water to freeze, the waterfall will freeze as well, forming a partial wall.&lt;br /&gt;
&lt;br /&gt;
[[Image:Waterfall1.JPG]]&lt;br /&gt;
&lt;br /&gt;
== [[Water pressure]] within Waterfalls==&lt;br /&gt;
&lt;br /&gt;
Water at the bottom keeps the pressure of the water at the top of the waterfall. Even water far away from the waterfall has the pressure of the first z-level of the waterfall. Channels dug after a waterfall will overflow.&lt;br /&gt;
&lt;br /&gt;
== Artificial waterfall ==&lt;br /&gt;
&lt;br /&gt;
By creating a stream of falling water with screw pumps, you can engineer a waterfall to take advantage of the happiness it causes. Such waterfalls can become highly complex indeed. One possible variant is a fountain, which often utilizes water pressure and a remote pumping system.&lt;br /&gt;
&lt;br /&gt;
Since water falls straight down without splattering, you need not account for a splash zone when creating an artificial waterfall.&lt;br /&gt;
&lt;br /&gt;
One dwarven waterfall can be seen [http://mkv25.net/dfma/movie-193-artificalwaterfall here], at DFMA, in movie form. A mistake to note: Water is hitting the side of the bridges, which splashes the water around and can knock dwarves in.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[category:world]]&lt;/div&gt;</summary>
		<author><name>Apophisjon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Waterfall&amp;diff=21389</id>
		<title>40d:Waterfall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Waterfall&amp;diff=21389"/>
		<updated>2009-01-25T01:52:48Z</updated>

		<summary type="html">&lt;p&gt;Apophisjon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Waterfalls''' can be found often in [[mountain]]s. To locate them in the region map, check for [[river]]s that cross tall [[cliff]]s. &lt;br /&gt;
&lt;br /&gt;
Waterfalls, like any other falling [[water]], generate [[mist]] that gives your dwarves happy [[thought]]s: &amp;quot;He was comforted by a lovely waterfall lately.&amp;quot; Mist makes [[dwarves]] happy even if it's just from water cascading down a [[stair]]way, which in real life might be more of a cause for alarm.&lt;br /&gt;
&lt;br /&gt;
If it's cold enough for water to freeze, the waterfall will freeze as well, forming a partial wall.&lt;br /&gt;
&lt;br /&gt;
[[Image:Waterfall1.JPG]]&lt;br /&gt;
&lt;br /&gt;
== [[Water Pressure]] within Waterfalls==&lt;br /&gt;
&lt;br /&gt;
Water at the bottom keeps the pressure of the water at the top of the waterfall. Even water far away from the waterfall has the pressure of the first z-level of the waterfall. Channels dug after a waterfall will overflow.&lt;br /&gt;
&lt;br /&gt;
== Artificial waterfall ==&lt;br /&gt;
&lt;br /&gt;
By creating a stream of falling water with screw pumps, you can engineer a waterfall to take advantage of the happiness it causes. Such waterfalls can become highly complex indeed. One possible variant is a fountain, which often utilizes water pressure and a remote pumping system.&lt;br /&gt;
&lt;br /&gt;
Since water falls straight down without splattering, you need not account for a splash zone when creating an artificial waterfall.&lt;br /&gt;
&lt;br /&gt;
One dwarven waterfall can be seen [http://mkv25.net/dfma/movie-193-artificalwaterfall here], at DFMA, in movie form. A mistake to note: Water is hitting the side of the bridges, which splashes the water around and can knock dwarves in.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[category:world]]&lt;/div&gt;</summary>
		<author><name>Apophisjon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water_pressure&amp;diff=33722</id>
		<title>40d:Water pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water_pressure&amp;diff=33722"/>
		<updated>2009-01-25T01:45:57Z</updated>

		<summary type="html">&lt;p&gt;Apophisjon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The only pressure that Dwarf Fortress attempts to replicate is [http://en.wikipedia.org/wiki/Fluid_statics#Pressure_in_fluids_at_rest hydrostatic '''water pressure'''].&lt;br /&gt;
&lt;br /&gt;
In layman's terms, if you have a tall body of water (such as a [[lake]] or a tower you have pumped full of water) then the water at the lowest [[z-level]] is being 'squeezed' by the weight of the water above it. If it is released it will move with remarkable speed and can flow up [[stair]]s, [[ramp]]s, and over [[channel]]s. It will continue flowing until it runs out of space or it fills to a [[z-level]] equal to the source.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress does not model surface friction nor air pressure, so the water will not slow in transit nor will 'trapped air bubbles' form. Magma does not have pressure (it cannot flow up, and doesn't appear to move at greater speeds).&lt;br /&gt;
&lt;br /&gt;
== Dangers ==&lt;br /&gt;
&lt;br /&gt;
It is easy to flood your fortress accidentally by not accounting for water pressure. For example:&lt;br /&gt;
* It is safe to dig out a [[cistern]] one level below a murky pool, and to channel above a few tiles of the [[cistern]] so that your dwarves can get water from it without having to go outside. &lt;br /&gt;
* It is safe to refill a murky pool with water from a pump or brook/river/etc on the same level.&lt;br /&gt;
* It is not safe to do both to the same pool! The water from the pump/brook/river/whatever will fill the pool to 7/7, and will then pressurize the water in the [[cistern]], which will then flow up out of your channels and flood your fort.&lt;br /&gt;
&lt;br /&gt;
== Mitigating dangers ==&lt;br /&gt;
=====Hatches=====&lt;br /&gt;
[[Hatch]]es can be placed over [[channel]]s, [[stair]]s, [[ramp]]s etc to prevent [[water]] moving vertically but still allow the tile to be used, even as a water source (and possibly still for fishing too).&lt;br /&gt;
=====Pumps=====&lt;br /&gt;
When water is passed through [[pump]]s it loses all of its pressure. Of course, there is a downside - you still have to run the pumps and due to the source water's pressure the pump must be [[power]]ed instead of [[pump operator|run by a dwarf]] (the tile the dwarf needs to stand on is filled by water). Furthermore the power cannot be transmitted by a [[gear]] placed next to the pump, because the water will simply flow down the passage the gear comes from! &lt;br /&gt;
&lt;br /&gt;
Your vertical [[axle]]s or gear assemblies need to be placed above the unwalkable tile of the pump, and there must not be a channel over the walkable pump tile. (Water can only flow straight upward, not up and to the side at the same time)&lt;br /&gt;
&lt;br /&gt;
 Side view&lt;br /&gt;
                       &lt;br /&gt;
     Power  Water      Key&lt;br /&gt;
       ↓    ↓↓↓↓↓      # = Normal wall&lt;br /&gt;
 ######&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;###&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈≈≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;      &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#&amp;lt;/font&amp;gt; = Wall that pressurised water would flow into if it were to be dug out&lt;br /&gt;
 ######&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;###&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;      &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = Regular water&lt;br /&gt;
 _ ___#&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#######&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;      &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; = Pressurised water&lt;br /&gt;
 #&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;%%&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈≈≈≈≈≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;      &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;%%&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; = Pump&lt;br /&gt;
 ######&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#######&amp;lt;/font&amp;gt;      &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt; = Axle&lt;br /&gt;
 #######&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;###&amp;lt;/font&amp;gt;######      _ = Floor&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
&lt;br /&gt;
What follows here are several rules which specify how water pressure affects water's behavior. These were written to fit experimentally observed behavior as best as possible. (There used to be two models here, but the second one couldn't be reconciled with the observed results of the water-overpressure-in-river experiment, though the first also had to be extensively rewritten. The chief problem with the second one was that it was essentially &amp;quot;water pressure in a 7/7 water tile is determined by the difference in z-level between it and the highest 7/7 water tile it's connected to,&amp;quot; and that pressure wasn't something to be transmitted between tiles. This would mean an entire river overpressurized should overflow along the entire river length simultaneously. It didn't.)&lt;br /&gt;
&lt;br /&gt;
===Current best pressure model===&lt;br /&gt;
&lt;br /&gt;
Note: this may not be correct.  See [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=9] and [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=10] for info from Toady.&lt;br /&gt;
&lt;br /&gt;
# Water normally has 0 pressure.&lt;br /&gt;
# If a water source (including pumps) attempts to create water in its output tile but cannot due to it being full already, it will pressurize the output tile (it remains pressure 0, but this allows it to pressurize the tile below it and give it pressure 1).&lt;br /&gt;
# Water sources attempt to generate water in tiles adjacent to pressurized tiles. They will not generate water in tiles above pressurized tiles unless the water source has '''nowhere''' else to generate '''any''' water, and they will never generate water above the water source's z-level.&lt;br /&gt;
# The amount of water generated per tick does NOT appear to increase as the radius of the water blob increases. Water being generated on two z-levels at once has been observed to generate faster on the lower level, but it is unclear if this actually means that lower levels have more water generated, or if some other factor was at work.&lt;br /&gt;
# For water sources, seemingly random valid pressurized tiles are chosen to generate water at each tick. However, tiles closer to the source are preferred (This may or may not be due to how pressurization spreads?).&lt;br /&gt;
# The pressurization state spreads from a tile to adjacent, above, or below tiles only if both are 7/7, and only if the pressurized tile has no tiles adjacent, above, or below itself which it could generate water in.&lt;br /&gt;
# Pressure which is transmitted downward is increased by 1. 7/7 water which falls and remains 7/7 also increases in pressure {{verify}}.&lt;br /&gt;
# Pressure which is transmitted upward is decreased by 1.&lt;br /&gt;
# Tiles with 0 pressure can be considered 'pressurized' for the purpose of generating water (they have no speed bonus).&lt;br /&gt;
# Pumps do not transmit pressure. Water which comes out of pumps has 0 pressure. (Note that you must ensure that output water does not contact input water, or pressure WILL be transmitted through the connection)&lt;br /&gt;
# Water tiles which drop below 7/7 density become 0 pressure and unpressurized.&lt;br /&gt;
# Pressure makes water moves faster, with each level of pressure seemingly providing greater speed.&lt;br /&gt;
# Falling water which falls onto 7/7 water acts as a 'source' (but is destroyed when its water is re-created elsewhere).&lt;br /&gt;
&lt;br /&gt;
===Anomalies===&lt;br /&gt;
* If you drop a fixed amount of water several levels down a shaft into another room, you can end up with more water than you started with. {{version|0.27.169.33g}}&lt;br /&gt;
* Pumps can turn into seemingly infinite water generators (though they can be stopped by blocking their input with a hatch, or by disconnecting their power).{{version|0.27.169.33g}} The above model currently appears to match this behavior if pumps are considered water sources. Perhaps pumps are not removing water from their input if they are unable to put water in the output, but they still generate water elsewhere as a source? {{verify}}&lt;br /&gt;
* A &amp;quot;u-bend bug&amp;quot; has been reported, which generates infinite amounts of water due to the source of the pressure not being properly drained. {{version|0.27.176.38a}}&lt;br /&gt;
*When dealing with a [[Waterfall]], water keeps the pressure of the highest z-level, no matter the height of the waterfall. This means if a channel is dug after the waterfall, it will have the pressure as if there was water above it to the original z-level of the water.&lt;br /&gt;
&lt;br /&gt;
===Movies of pressure experiments===&lt;br /&gt;
* [http://mkv25.net/dfma/movie-284-firstwaterpressureexperimentreproduced] - Showing that pressure is not transmitted through non-7/7 tiles.&lt;br /&gt;
* [http://mkv25.net/dfma/movie-283-grandwaterpressureexperiment] - Showing that pumps output 0-pressure water even from a high-pressure source, that water will not flow up and to the side at the same time (has to flow straight up), and a few other things&lt;br /&gt;
* [http://mkv25.net/dfma/movie-285-waterpressureinriverexperiment] - Pump turned into infinite water generator, but still provided useful information on how overpressure causes upward flooding.&lt;br /&gt;
* [http://mkv25.net/dfma/movie-288-waterpressureexperiment4] - Uses three pumps connected to different tunnel layouts to test a few of these rules: One tunnel has three accessible z-levels. The second tunnel has one accessible z level and periodic shafts up. The third has only one accessible z level with no shafts. The bottom level of all three filled first, and the shafts did not fill until the bottom was filled. The second level of the three-high tunnel did not begin filling until the first was full. They did not all fill the bottom at once, but this is believed to be due to the order in which their pumps are placed on the river.&lt;br /&gt;
&lt;br /&gt;
===Possible future experiments===&lt;br /&gt;
* Have a pump pumping water into a 3-wide tunnel with a 1-wide tunnel below it. Have another pump pumping water into a 1-wide tunnel with a 3-wide tunnel below it. Observe whether the bottom tunnel's water spreads faster in both cases or just in the smaller tunnel.&lt;br /&gt;
* From a pump, fill a cistern which is several levels lower. Shut off the pump and the higher level tiles with hatches once the whole thing is 7/7. Open other hatches above the cistern, combine water with unpressurized water, and see what happens.&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Apophisjon</name></author>
	</entry>
</feed>