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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-08T05:36:40Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fishing&amp;diff=22929</id>
		<title>40d Talk:Fishing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fishing&amp;diff=22929"/>
		<updated>2009-04-29T01:23:52Z</updated>

		<summary type="html">&lt;p&gt;DeadlyLintRoller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of this was taken from the old wiki as it all seems applicable here. Whether or not fish can be depleted or not I do not know - at this point it seems that the turtle supply is endless.--[[User:Decanter|Decanter]] 05:03, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had a 'there is nothing to catch in the swamps' message a few times. so it is possible to deplete all the fish in a pond, but haven't been able to get rid of all the fish. --[[User:Soyweiser|Soyweiser]] 06:40, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anyone with more experience than I know what make (or made) Carp so dangerous?  In 0.27.169.33a and previous, swimming creatures would gain incredible attributes due to gaining experience by swimming all the time, which would obviously make combat more dangerous.  In the latest version (0.27.169.33b) though, innate swimmers no longer gain swim skill, which sounds like it would make fish rather less dangerous.--[[User:Kmgraba|Kmgraba]] 22:37, 18 November 2007 (EST)&lt;br /&gt;
== Useful stuff to add to article. ==&lt;br /&gt;
&lt;br /&gt;
Are brooks fishable? Streams? Are swamps depleted permanently or temporarily? [[User:Runspotrun|Runspotrun]] 09:24, 13 November 2007 (EST)&lt;br /&gt;
:Brooks are fishable and can be depleted. Swamps, brooks and artificial underground lakes are depleted temporarily. When any biome becomes depleted - a fishing zone anywhere near the water in that biome shows that there are 0 (zero) squares suitable for fishing.&lt;br /&gt;
:Also of notice is that the swamp will only repopulate with turtles/whatever was there in the first time even if you connect it to brook with other fish by a channel.&lt;br /&gt;
:My question now is whether the amount to be fished out before depletion is correlated with the amount of tiles with water or does every biome have a fixed amount preset on map generation?--[[User:Another|Another]] 11:07, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'd have to say it's at least partially connected to the amount of water; I have 3 different fortresses right now and the one with the fewest lakes definitely gets depleted more commonly, and faster, than the rest of the maps.  I haven't ruled out the confound of the biome itself; perhaps there is a larger amount on biomes like swamp, and they also have more water.  Anyone know if making lakes larger, or making your own artificial lakes helps with depletion? -Gotthard&lt;br /&gt;
&lt;br /&gt;
== Frozen rivers ==&lt;br /&gt;
&lt;br /&gt;
Can you fish a frozen river / lake?[[User:GarrieIrons|GarrieIrons]] 00:21, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fishing in caves ==&lt;br /&gt;
&lt;br /&gt;
Is it a problem to fish in a underwater lake filled with snakemen and lizardmen?&lt;br /&gt;
I'd guess they could be fished and kill off the dwarf...&lt;br /&gt;
I kinda wanta catch em like pokemon.--[[User:Seaneat|Seaneat]] 15:33, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fishing is the labor used to catch fish. ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fishing is the labor used to catch fish.&amp;quot;&lt;br /&gt;
This is somewhat inaccurate. When I asked on [http://www.bay12games.com/forum/index.php?topic=25736.0 the forum], I was told that what you catch is unrelated to the actual number of fish in the river. The river can apparently be depleted when you can see fish vermin in it. Perhaps this should be changed to saying that fishing creates raw fish. [[User:DanielLC|DanielLC]] 14:53, 4 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fishing Indoors ==&lt;br /&gt;
How large of an artificial lake or murky pool must you make in order for it to be a functional fishing spot? Can you fish through grates, bars or hatches? --[[User:RomeoFalling|RomeoFalling]] 17:50, 31 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Research on fish depletion, use of bars (and presumably grates), biome impact ==&lt;br /&gt;
&lt;br /&gt;
Take a look at http://www.bay12games.com/forum/index.php?topic=32555.msg475330#msg475330. I've posted the results of some fishing tests there.&lt;br /&gt;
&lt;br /&gt;
Important conclusions:&lt;br /&gt;
&lt;br /&gt;
-Fish are sourced from biomes.&lt;br /&gt;
&lt;br /&gt;
-Biome fish stocks appear to reset every season.&lt;br /&gt;
&lt;br /&gt;
-Rivers/streams/brooks have their own &amp;quot;biome fish counter&amp;quot; independent of the actual biome the river's passing through.&lt;br /&gt;
&lt;br /&gt;
-Otherwise, the game looks at where the water tile you're fishing from is, and then figures out which biome it's associated with. The nature of surrounding tiles (i.e. is this a pond, or a channel off a river, or a bucket-filled pit) is immaterial.&lt;br /&gt;
&lt;br /&gt;
-The creation of fish at the completion of a successful fishing attempt is abstracted. The presence or absence of actual fish vermin (or actual fish creatures, e.g. carp) is immaterial.&lt;br /&gt;
&lt;br /&gt;
-Dwarves can fish through horizontal bars, but building them is finicky. Read the full post linked above. [[User:Kethas|Kethas]] 03:24, 25 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Female Fisherdwarves? ==&lt;br /&gt;
How do they fish without a beard? [[User:DeadlyLintRoller|DeadlyLintRoller]] 01:23, 29 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>DeadlyLintRoller</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4372</id>
		<title>40d:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4372"/>
		<updated>2009-03-24T03:16:49Z</updated>

		<summary type="html">&lt;p&gt;DeadlyLintRoller: /* Notes */ fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Machine_component|name=Screw pump|key=s|job=[[Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Pipe]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* 1 of&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
A '''screw pump''' can lift liquids ([[water]] or [[magma]]) from below onto the same [[Z-level]] as the pump. It is two tiles by one tile in size, and it can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by using [[gear assembly|gear assemblies]] connected to [[water wheel]]s and/or [[windmill]]s. The direction you want the water to travel must be chosen at the time of construction.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an [[enormous corkscrew]], a [[block]], and a [[pipe]] section. The light green X must be next to the liquid source and the dark green X is where the liquid exits the  pump. Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the [[z-axis]]) a liquid. The screw pump will draw the liquid up from below, and distribute it out of the other side of the pump. Screw pumps are [[building]]s that can be removed to recover the materials.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The source of the pump must be directionally adjacent to &amp;quot;Open Space&amp;quot; that is directly above a filled pool of liquid. The adjacent space cannot be a floor, stairway or wall suspended over water. Screw pumps can pump water through a grate or floor bars.&lt;br /&gt;
* In order to build pumps in a &amp;quot;hanging&amp;quot; state, as in the stacked screw pump example, one of its tiles must be able to connect to a nearby machine; either already existing or designated to be built.&lt;br /&gt;
* A hatch on the input tile makes a useful on/off switch.&lt;br /&gt;
* The front pump tile is on the output side.&lt;br /&gt;
* The rear pump tile does not block creature movement.  The front of the pump does block creature movement.&lt;br /&gt;
* The front pump tile blocks liquids flow.  The rear of the pump does not block flow.&lt;br /&gt;
* Dwarves must be able to access and stand on the rear tile of the pump in order to be able to operate the pump manually and even to build it.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict liquid flow using floodgates, or put in a [[gear assembly]] linked to a [[lever]] to disconnect [[power|motion]].&lt;br /&gt;
* Pumps can also be used in conjunction with a [[water wheel]] or a [[windmill]] to become self-powered.&lt;br /&gt;
* Pumps can&amp;lt;!-- argh! It's &amp;quot;cannot,&amp;quot; not &amp;quot;can not&amp;quot;! They mean opposite things!--Savok --&amp;gt;not push liquids up additional Z-levels.  That is, if you direct the output of a screw pump into a 1-square space surrounded by walls, the water will not &amp;quot;overflow&amp;quot; the walls.&lt;br /&gt;
* Consequently, a pump will refuse to move liquid if the level it is pumping to is completely filled.&lt;br /&gt;
* In order to safely pump magma, you do not need to build a pump out of [[magma-safe]] materials, unless the open tile is going to be submerged in magma. Exception: Wooden parts [[wear]] out fairly quickly when used to pump magma, eventually causing the pump to break down into the non-wooden parts.&lt;br /&gt;
&lt;br /&gt;
== Example layouts ==&lt;br /&gt;
=== Single Pump ===&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_screwpump.png|frame|left|A screw pump delivers from the level below to the tile in front.]]&amp;lt;br style=&amp;quot;clear: both&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pumping up multiple levels ===&lt;br /&gt;
[[Image:pumpsnc4.png|frame|right|Diagram 2. Another example of a pump]]&lt;br /&gt;
The easiest way to do this is to stack the pumps directly on top of each other in alternating directions. I.e. the first one pumps North to South, the one directly above it pumps South to North, the next one above that pumps North to South, ad finitum. Even without walls surrounding the pumps, water still gets up with only minor leakage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can transmit power to each pump by simply channeling out the floor at the front (aka output side).&lt;br /&gt;
&lt;br /&gt;
''See Diagram 2.'' This example is from a &lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001225&amp;amp;p=2 Bay12 forum thread.]&lt;br /&gt;
&lt;br /&gt;
#Side view of the basic pump unit. Water is moved from the lower floor to the upper; notice how the front of the pump does not need a floor.&lt;br /&gt;
#Side view of stacked screw pumps. Power is transmitted vertically through the '''missing floor''' tiles under the fronts of the pumps - no need for gearboxes in this design. The screw pump front prevents the water from flowing diagonally downwards.&lt;br /&gt;
#Top view of the basic pump unit.&lt;br /&gt;
#Top view with walls in place to prevent the receiving area from spilling out. If this is all it needed, these units could be stacked on top of each other, but it's missing one thing - dwarf access. There's no stairs/ramps, and no good place to put them either that wouldn't interfere with the adjacent levels' water containment.&lt;br /&gt;
#Solution for a freestanding tower - fire escape! Sure, you could consolidate the up and downstairs into a single up/down stair tile, but I like the zigzag and symmetrical arrangement this one presents. Just build these on top of each other, flipping horizontally each time, and bam. Minimal yet aesthetic multi-level water pumping.&lt;br /&gt;
&lt;br /&gt;
=== Running a pump with a windmill ===&lt;br /&gt;
&lt;br /&gt;
First, build a [[windmill]] anywhere aboveground (note that it won't do anything yet).&lt;br /&gt;
&lt;br /&gt;
Then, build the pump. The end you selected to 'pump from' will suck water up from the level below, then pump it out of the other end. Build with this in mind. If you want to pump from a river, the 'pump from' end should be on the river.&lt;br /&gt;
&lt;br /&gt;
Both the pipe and corkscrew can be built by a [[carpenter]], (the corkscrew is listed as something like 'enormous wooden cor' if you are using the single-width screen, but hitting {{k|Tab}} to expand the screen should reveal the full text).&lt;br /&gt;
&lt;br /&gt;
Connecting [[Windmill|windmills]] to pumps:&lt;br /&gt;
&lt;br /&gt;
Note that it's much easier if the centre of the [[windmill]] lines up with the pump.&lt;br /&gt;
&lt;br /&gt;
# Dig one level below the [[windmill]] and put a [[gear assembly]] directly beneath the [[axle]] (at centre of windmill). The windmill will start turning.&lt;br /&gt;
# You're probably going to want to bring your power up to the surface. To do this, dig away from the first gear until the surface is clear above. Place another gear here.&lt;br /&gt;
# Connect the gears together using a horizontal axle.&lt;br /&gt;
# Get a [[miner]] to [[channel]] on top of the second gear.&lt;br /&gt;
# Build a third gear in this channel. You should now have a turning gear on the surface.&lt;br /&gt;
# If you thought ahead, you should only need one axle to connect the surface gear to the pump. A pump can be powered from any side.&lt;br /&gt;
&lt;br /&gt;
I recommend that you connect a lever to one of your gears beforehand. The pump will start pumping as soon as it has power.&lt;br /&gt;
&lt;br /&gt;
You can change stuff around as the situation dictates, but that should get you started.&lt;br /&gt;
&lt;br /&gt;
[[Image:Above.png|frame|none|above]]&lt;br /&gt;
[[Image:Below.png|frame|none|below]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;The pictures aren't lined up - the far right gear in the second picture is the one below the surface gear.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alternative uses ==&lt;br /&gt;
&lt;br /&gt;
Pumps can also be built with no actual pumping in mind but as dwarven exercise machines.  This is an excellent method to train haulers for better strength and agility or for future soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Screwpump-desalination.png|thumb|An example of how to desalinate water. Single-tilde water is salty, double-tilde water is pure.]]&lt;br /&gt;
Screw pumps also act to desalinate any water which is pumped through them. This is very useful for providing a source of potable water in otherwise entirely salt-water regions. However, if desalinated water comes into contact with saltwater, or passes through a saltwater [[aquifier]] level (even if it has been walled off), the water will be ''re''salinated.&lt;br /&gt;
&lt;br /&gt;
Screw pumps can be used to &amp;quot;reset&amp;quot; [[water pressure]], preventing a surface water source from flooding a fortress through a [[well]] or fishing hole.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
*[[User:Markavian/DFMA|DFMA]] Ingame Videos featuring screw pumps: ([http://mkv25.net/dfma/movie-pump Movies with Pump in the title])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>DeadlyLintRoller</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:DeadlyLintRoller&amp;diff=48003</id>
		<title>User:DeadlyLintRoller</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:DeadlyLintRoller&amp;diff=48003"/>
		<updated>2009-03-12T19:28:57Z</updated>

		<summary type="html">&lt;p&gt;DeadlyLintRoller: Created page with 'Greetings,  Just created this account. So there is nothing interesting here yet.  --DLR'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings,&lt;br /&gt;
&lt;br /&gt;
Just created this account. So there is nothing interesting here yet.&lt;br /&gt;
&lt;br /&gt;
--DLR&lt;/div&gt;</summary>
		<author><name>DeadlyLintRoller</name></author>
	</entry>
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