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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-04T11:40:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Advanced_world_generation&amp;diff=137510</id>
		<title>v0.31 Talk:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Advanced_world_generation&amp;diff=137510"/>
		<updated>2011-03-06T22:27:04Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page needs some grammar checking.  I don't have enough experience with the latest version to correct it though.  Is there a tag or template I should add for this type of error? --[[User:Altaree|Altaree]] 13:10, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I cleaned up the Cavern Parameters section, based on some worldgen testing.  Seems like some of the info was wrong, although it might just be referring to events later in the game - it was a little hard to parse.  Still not sure what the z-levels section is supposed to mean, so I left it alone. --[[User:Runcible_spoon|Runcible_spoon]] 15:32, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The options in the &amp;quot;z-levels&amp;quot; section seem to refer to how much rock there is between cavern features. See http://www.bay12forums.com/smf/index.php?topic=20638.msg1135248#msg1135248. That said, I'm still unsure quite how the 'huge' underground is genned - modifying some of the default templates only ended up with ca 50 underground levels. More testing needed, evidently. --[[Special:Contributions/87.194.186.154|87.194.186.154]] 11:12, 5 May 2010 (UTC) BertieB&lt;br /&gt;
:D'oh! I was confused by the info on the page and thought there were only 5 possible levels for each z-level item, when on checking there are actually up to 100 possible. Smashing! --[[Special:Contributions/87.194.186.154|87.194.186.154]] 11:17, 5 May 2010 (UTC)&lt;br /&gt;
:This needs more testing, but I'm led to believe that the first option, LEVELS_ABOVE_LAYER_1 affects in fact the number of layers between the last rock layer and the first cavern layer, ie. the height of the cavern. I bumped it up to 20 and ended up with a few ridiculously high caverns. --[[User:Alkarlosse|Alkarlosse]] 11:10, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Log Reject Reasons ==&lt;br /&gt;
&lt;br /&gt;
Hi, how do I get a log of why each map was rejected during worldgen?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:18, 30 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I hope you've already found the answer to this, but just in-case anyone else comes along looking for the answer, the setting is in the &amp;quot;d_init.txt&amp;quot; file, the output is generated in &amp;quot;map_rejection_log.txt&amp;quot; in the main DF folder.--[[User:MadGreyOne|MadGreyOne]] 01:40, 18 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spoiler Hidden? You mean Spoiler Missing! ==&lt;br /&gt;
&lt;br /&gt;
There are a couple of &amp;quot;Spoiler Hidden&amp;quot; tags in the Z Levels table, suggesting it was copied from a forum post without some of the important information. --[[User:Danaris|Danaris]] 17:54, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Above Ground 	 LEVELS_ABOVE_GROUND  ==&lt;br /&gt;
&lt;br /&gt;
Changing this value to sth else than 15 (lower, higher) will result in unlimited number of rejects. Bug? [[Special:Contributions/213.134.175.225|213.134.175.225]] 07:32, 27 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== World Painter Parameters ==&lt;br /&gt;
Is anybody going to update the list of elevation/rainfall/drainage/etc necessary for the different terrain types to exist? If not can someone at least point me in the right direction so I can find this info in the raws or something? --[[User:Doctorzuber|Doctorzuber]] 22:27, 6 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Iron&amp;diff=137430</id>
		<title>v0.31 Talk:Iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Iron&amp;diff=137430"/>
		<updated>2011-03-05T20:32:13Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: &lt;/p&gt;
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&lt;div&gt;== Iron or bronze? ==&lt;br /&gt;
&lt;br /&gt;
It says that bronze is superior to iron when it comes to combat, but I have conducted repeated tests with armor of both materials (using both blunt and edged weaponry) in the arena which show otherwise. Anyone care to show some evidence in support of this statement or should I edit it? --[[User:Eepkeep|Eepkeep]] 13:20, 22 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Check out {{L|Armor}}, section &amp;quot;Materials&amp;quot;.  Apparently bronze was better up to version 0.31.11, whereas from 0.31.12 onwards, iron was better.  Looks like this page is just out-of-date.  Edit away! [[User:Bognor|Bognor]] 14:39, 22 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Metals scarce in 0.31.19 ==&lt;br /&gt;
This isn't completely accurate. There is a horrible lack of variety in an embark, but what you do get you get in huge quantities. My current embark has an enormous amount of copper ore, plenty of gems, armloads of chalk and marble, and nothing else. Looking into this further using dfprospect and dfreveal shows the following pattern.&lt;br /&gt;
&lt;br /&gt;
shallow/deep metal = one metal.&lt;br /&gt;
on a 2x2 embark this will be around 4000 ore. Without fail this means one and only one type of ore. Maybe it is copper, maybe it is iron, it could even be something weird like tin or nickel.&lt;br /&gt;
&lt;br /&gt;
shallow/deep metals = two (or more?) metals.&lt;br /&gt;
on a 2x2 embark this will be around 1200 to 1300 units of ore for each ore. In my testing this always means two types of ore. I do however remain open to the possibility that it might sometimes mean three, but have thus far seen no example of this.&lt;br /&gt;
&lt;br /&gt;
IMHO, 0.31.19 is a step in the right direction, but I would like to see a bit more variety. I miss seeing orthoclase,olivine,microcline,etc which seem to be quite rare now. I would also like to see a bit more variety. the current quantities are reasonable enough, but the lack of variety in materials is somewhat crippling. If we instead got 4000 of one ore plus say 500 each of a few others than this would be much more fun to play with. --[[User:Doctorzuber|Doctorzuber]] 20:32, 5 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=137405</id>
		<title>v0.31:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=137405"/>
		<updated>2011-03-05T02:05:43Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Freezing */&lt;/p&gt;
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&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|19:08, 6 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a fluid found all over the world. It {{l|flow|flows}} from mountain springs, forming the world's {{l|ocean}}s, {{l|lake}}s, {{l|river}}s, and {{l|brook}}s. Water falls as {{l|rain}} and {{l|snow}}, and freezes into {{l|ice}}. Water is home to a variety of {{l|aquatic creatures}}. Many creatures can {{l|Swimmer|swim}} in deep water. Air-breathing creatures that are submerged in water can {{l|Swimmer#Drowning|drown}} in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous.  It is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question.  If there are zero tiles of water source available, the water is saltwater.&lt;br /&gt;
&lt;br /&gt;
In the new system mud is now a {{l|contaminant}} which is created any time water covers an area. Any tiles that contain mud may be used for {{l|Agriculture|farming}}.&lt;br /&gt;
&lt;br /&gt;
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 {{l|contaminant|contaminants}} such as '''blood''', '''ichor''', or '''goo'''. (The game can be {{l|Technical tricks#The look of the game|configured}} to show the depth instead). &lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one {{l|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. {{l|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 {{l|swimming}}.&lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Evaporation occurs when water or {{l|magma}} is at a depth of 1/7. Simply having 2/7 standing water is enough to prevent evaporation.&lt;br /&gt;
&lt;br /&gt;
{{l|Murky pool|Murky pools}} are an exception. In '''hot''' or '''scorching''' environments a murky pool can evaporate even when it is completely full. Murky pools also generate water to simulate seasonal accumulation from rainfall. This sometimes makes it possible for a murky pool to replenish itself even when it has been completely drained.&lt;br /&gt;
&lt;br /&gt;
==Freezing==&lt;br /&gt;
Any outdoor environment can freeze seasonally. With the updates to weather and seasonal changes many environments get cold enough to freeze in winter. When this happens any water that is exposed above ground will freeze. However water a single tile away that is in an underground tunnel will not freeze. When ice thaws it always leaves a 7/7 water tile regardless of how much water may have been present when the ice formed.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
Water and {{l|magma}} are both {{l|flow|fluids}} which are constantly trying to '''{{l|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 {{l|pressure}} can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarfs, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress acts like a fairly thick, viscous material. This makes it possible to do highly implausible things like {{l|pump}} out a dry hole in the middle of a {{l|river}} or {{l|ocean}}.&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
Water that comes from {{l|river}}s, {{l|brook}}s, {{l|ocean}}s, {{l|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 of the year in colder biomes.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing {{l|floodgate}}s and be aware of how {{l|pressure}} works or you could easily end up {{l|flood}}ing your fortress and having a lot more {{l|fun}} than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
Dwarves can not use salt water until it has been desalinated; while healthy dwarves will usually prefer to drink {{L|booze}}, they may resort to drinking water if they are forced to drink the same variety for too long, and wounded dwarves can only be given water to drink.&lt;br /&gt;
&lt;br /&gt;
To check to see if water is salty, use the (i) menu to see if the game shows the pond/pool as a water source. If the &amp;quot;water source (x)&amp;quot; is (0), then the source is salty. If not, then your dwarves will drink it.&lt;br /&gt;
&lt;br /&gt;
A {{l|screw pump}} can be used to desalinate water, but the fresh water produced must be stored in a cistern made entirely out of constructed walls and floors.  A smoothed floor does not count and is considered to be natural stone.  If the water touches any natural stone or dirt it will instantly revert the entire reservoir back to salt water.  Note that you will need a {{l|well}} to access the cistern as a water source.  Since the old 40d method of using a {{l|well}} to desalinate water still works in 0.31, building a well over the nearest natural water source is also sufficient.  When embarking in a salt water biome, it may be worthwhile to bring along a rope, a bucket, and two stone to ensure that you have the necessary equipment for building a well.&lt;br /&gt;
&lt;br /&gt;
If your embark area contains multiple biomes, you may not have to build a cistern.  If an aqueduct carries fresh water to a part of the map that is not a saltwater biome, you can simply keep the water in a hewn reservoir. Furthermore, subterranean lakes may also be non-salinated.&lt;br /&gt;
&lt;br /&gt;
==Contaminants==&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wound&amp;diff=136881</id>
		<title>v0.31 Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wound&amp;diff=136881"/>
		<updated>2011-02-23T06:33:59Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Limb Loss */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Broken heart?==&lt;br /&gt;
I have seen a creature, while testing in the arena, with a broken heart.&lt;br /&gt;
My creature was modded to have a uncontrolled dust attack with a humanoid body without arms and with 4 legs. As 7 of them fought against a dragon, one of the surviving creatures had a broken heart. Either it has lost a loved one, or it had just broken its heart!--[[User:Niggy|Niggy]] 18:13, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
One of my dwarves got a broken liver. Because liver is the most important part of the dwarven metabolism, adamantine sutures were used to fix it.--[[User:Aavemursu|Aavemursu]]&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
==Inhibited Dwarves==&lt;br /&gt;
Dwarves with some kinda of lasting status such as inhibited flash with a yellow '+'. How this effects the dwarf is on the hospital screen (weak grasp, etc.) Do not know to what extent inhibited dwarves are effected in work and combat.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 04:06, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lasting Injuries ==&lt;br /&gt;
&lt;br /&gt;
One of my dwarfs has injuries to her left arm and lower leg. These are listed in her personality section as &amp;quot;tiny curving scars&amp;quot; rather than dents or bruises as would be the case for combat injuries. Scarring causes permanent injuries? Needs corroboration.--[[User:Nimblewright|Nimblewright]] 09:54, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:After checking around this applies to all my dwarves that have scars. Scarred areas are listed in the personality section, and remain permanently brown or yellow - i.e. minor/inhibited.--[[User:Nimblewright|Nimblewright]] 09:54, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Function Loss ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;From the description above, the new cyan &amp;quot;Function loss&amp;quot; appears to be paralyzation or numbness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I've had about fifteen dwarves wrestling an ettin for about a month now, and the only things that turn cyan are internal organs (pancreas, kidney, lung). No limb or appendage has turned cyan that I've seen. I suspect that it is used for things that would not be, say, bruised or broken, but otherwise damaged. --[[User:Zombiejustice|Zombiejustice]] 18:40, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:After another week and some dogs joining in, the eyes went cyan, too. So it's not just /internal/ organs, but I think my earlier conclusion is still sound. --[[User:Zombiejustice|Zombiejustice]] 21:55, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Post Traumatic Stress ==&lt;br /&gt;
&lt;br /&gt;
I've only found limited references to what I think is a bug: after one of my military dwarves was brain-damaged during a goblin ambush (and after the goblins were dead or long-gone) she kept spamming &amp;quot;Urist McMacedwarf cancels rest: interrupted by goblin mace man&amp;quot;. Although sporting a whole range of grievous wounds, she would ''not'' be carried to a hospital bed as the rest of the wounded, since she apparently retained consciousness albeit a strange dementia wherein she kept thinking goblins were still all around her. I thought this a bit comical at first, and after all, suffering brain damage could now be liable for myriad of behavioral quirks but when the spam messages -- about 5 per second -- went into the 1,000 range, and the dwarf kept sitting there, not having eaten or drank for over a month, I began getting concerned (especially when this eventually led to the game crashing, I assume from congestion of the spam messages). Recently, however, I had the same thing happen to a dwarf who had ''not'' suffered any brain or head injury, and yet the same thing's happening with her, leading me to believe it's a bug. The only solutions offered on the Bay12 forums involve deconstructing the bed of or killing the said dwarf on the pretense that he/she is underground, in one's fortress, specifically in the hospital. My wounded hospital dwarves have never spammed these messages (and why would they -- they're already resting) and both these instances occurred with dwarves still outside. I cannot have my squads kill them and see no way of ending the stream of messages. Any ideas? --[[User:Bronzebeard|Bronzebeard]] 12:45, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Good news: I've found a way to fix this bug! Apparently, the confused (or bugged, as the case may be) dwarves have to sustain another injury to snap them out of it. With a heavy heart, I built a menacing spike right under the troubled dwarf and connected it to a lever nearby, and had it pulled. To my disappointment, as I wanted to at least afford her a quick death, it only wounded her. I was going to have it pulled again before I discovered the spam messages had stopped and, despite the dire injuries, she was no longer trying to rest but attend a combat drill, but nonetheless, a dwarf nearby headed toward her to carry her off to a hospital bed. Problem solved, evidently. --[[User:Bronzebeard|Bronzebeard]] 02:59, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Broken Skulls? ==&lt;br /&gt;
&lt;br /&gt;
I've been controlling creatures in the Arena, and something strange happened.  I was wandering around with nothing but a maul, trashing goblins because I could, and I hit a goblin in the head.  It said that it broke its skull, so I moved on to another creature, and didn't notice that it started following me.  Focusing on the actual threats, I killed everything else, and then it killed me by stabbing me in the lung.  Has this happened to anyone else?--[[User:Mad Fencer|Mad Fencer]] 23:02, 22 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Propably you damaged only the cranial bone, but left the brain intact enough to not kill him instantly.--[[User:Gnarker|Gnarker]] 20:02, 28 May 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Pale ==&lt;br /&gt;
Just discovered a Hoary Marmot badly wounded by a Troglodyte, which had the 'pale' descriptor in the wounds-screen. I think that came from the heavy blood loss.--[[User:Gnarker|Gnarker]] 20:06, 28 May 2010 (CEST)&lt;br /&gt;
:Yah, that was present in 40d as well. It goes 'Faint', then 'Pale', and then the creature dies. Sorta the same way 'Hungry' and 'Starving' work, except it's referring to running out of blood instead of running out of food. Happens to your dwarves too, along with every creature that bleeds. --[[User:DeMatt|DeMatt]] 20:31, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== This page needs more info ==&lt;br /&gt;
&lt;br /&gt;
RIght now it should say what different injuries effects are.--[[User:Toybasher|Toybasher]] 12:10, 29 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I added in a section describing what effects missing limbs (specifically, arms) have. --[[User:Existent|Existent]] 15:44, 11 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Death by workshop? ==&lt;br /&gt;
&lt;br /&gt;
So, my woodcutter is happily working on some bins, when suddenly an announcement pops up. &amp;quot;Cog Dalzatkikrost, Woodworker has bled to death.&amp;quot; His corpse is still in his workshop. There appears to be no units on the unit list aside from my dwarves and embark animals. This workshop is outside, but very close to a meeting zone that has other dwarves on break and animals present. The Thoughts and Preferences screen says &amp;quot;His upper body is gone&amp;quot;. Being the woodworker, he had a copper battle axe, but I'm not sure if that's relevant. What on earth happened here? --[[Special:Contributions/174.0.202.59|174.0.202.59]] 22:21, 17 June 2010 (UTC)&lt;br /&gt;
:A few seconds after this happened, a stray dog just randomly died in what I can only assume is a similar fashion. &amp;quot;His upper body is gone&amp;quot; --[[Special:Contributions/174.0.202.59|174.0.202.59]] 22:27, 17 June 2010 (UTC)&lt;br /&gt;
::A horse standing in the same general area as both the dog and the woodcutter just got some random leg wounds, but didn't die. I was sitting here watching this happen. I didn't see anything approach it, and neither did my dwarves apparently. It just suddenly ran off in one direction, leaving a trail of blood, and stopped a few tiles away closer to my other dwarves which were in the meeting area on break.&lt;br /&gt;
:::Can be magma one level below, or melting rain bug, or other temperature bug. -Afoninv&lt;br /&gt;
::::Or El Chupacabra.&lt;br /&gt;
:All dead dwarves show with &amp;quot;upper body is gone&amp;quot; afterwards, it's not an actual indicator of what killed them. You can now press R to get combat reports though with the same details from adventure mode. [[User:Scikar|Scikar]] 18:42, 8 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Colossus of Socks ==&lt;br /&gt;
&lt;br /&gt;
Apparently a cave spider silk sock can be used as an improvised weapon by the colossus if stolen from one of the dwarves... Its been three years, and the colossus has never once stopped beating my hammerdwarf with it. I just left them alone in a secluded room together. Its entertaining. It seems a dwarf can take damage to every piece of his body without dying. Especially if its constant, and with a sock.&lt;br /&gt;
:This brings another thing to mind. http://www.youtube.com/watch?v=9VDvgL58h_Y&lt;br /&gt;
:--[[User:Axussriddare|KETHCHUP BERSERK!!!]] 16:04, 21 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yes, I spent over a year fighting a Bronze Colossus who insisted on bashing elves and my adventurer eventually to death with a Pig tail skirt...--[[User:Haydosss|Haydosss]] 08:13, 3 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Limb Loss == &lt;br /&gt;
I've just had a Speardwarf have his arm cut off in battle (he continued fighting and ended up killing about 10 goblins) and he survived the entire fight. Now he is wandering around as though there is (almost) nothing wrong, he hasn't gone to the Hospital once despite there being many beds. I think the section on missing limbs needs to be changed just to point out that not all dwarves will linger in the hospital after losing a limb. &lt;br /&gt;
By the way, he is pretty much doing the exact same thing as he did before losing his arm.&lt;br /&gt;
&lt;br /&gt;
: NEVER UNDERESTIMATE A DWARF! I noticed one of the dwarves in my army had no arms. After several failed attempts to retire him to a desk job I put him back in the military with no armor or equipment expecting him to die in the next siege. He didn't die. Instead he has gone on to survive several sieges and get at least seven kills that I know of AFTER losing both his arms. He is a legendary fighter with some other assorted combat skills at talented and below. He currently has 28 kills and 10 other kills. He's not dead yet. --[[User:Doctorzuber|Doctorzuber]] 06:33, 23 February 2011 (UTC)&lt;br /&gt;
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== Making nerve damage healable ==&lt;br /&gt;
&lt;br /&gt;
The article says you can make nerve damage healable by editing the raw files. Do you have to do this before creating the world? I edited the tissue_template_default.txt file in raw/objects and in the save folder. But the nerve damage remains. [[Special:Contributions/220.253.87.249|220.253.87.249]] 03:07, 5 January 2011 (UTC)&lt;br /&gt;
:I believe so, but haven't verified. &amp;amp;mdash;[[Special:Contributions/98.221.97.100|98.221.97.100]] 06:30, 5 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
It was suggested that nerves are only ever severed, so they do not heal, and adding this tag does nothing. Can someone confirm? --[[User:Naros|Naros]] 03:30, 12 February 2011 (UTC)&lt;br /&gt;
:Confirmed. The line [TISSUE_NAME:nervous tissue:NP] may suggest that it only applies to spinal nerves, since those are the only nerves which I've seen being referred to as &amp;quot;nervous tissue&amp;quot;. --[[User:Eepkeep|Eepkeep]] 16:36, 21 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma&amp;diff=136721</id>
		<title>v0.31 Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma&amp;diff=136721"/>
		<updated>2011-02-21T10:22:15Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: &lt;/p&gt;
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&lt;div&gt;There's several reports of creatures drowning or suffocating before burning to death even in 7/7 magma, is it possible that dwarves not burning in 1/7 magma is just a bug?&lt;br /&gt;
--[[User:Syndic|Syndic]] 17:40, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Could be. I would have added it to the talk page first, but Ip users can't even create talk pages &amp;gt;.&amp;gt; --[[Special:Contributions/78.151.176.4|78.151.176.4]] 18:24, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm aware of the reports but haven't looked into it myself yet. Add to this the reports of dwarves melting when it rains on a scorching day and it adds up to a pretty screwed up temperature system. You've got three different things that could be a factor. The components of a body have been radically overhauled, that's vastly more complex. We've got the new spatter system, also radically new, might be related, might not. And we've got the new temperatures in worldgen which are very different. I think the worldgen bit is because of a change that makes elevation influence temperature. &lt;br /&gt;
&lt;br /&gt;
:It all adds up to a huge poorly understood mess for now. I wasn't going to say anything about it on the main page yet because it's still wild theory that is not well understood. But I didn't feel it was worth arguing about either, so I didn't delete the note about it on the page. I did edit it slightly just so it looked better without trying to change the content of the message. -- [[User:Doctorzuber|Doctorzuber]] 18:42, 10 April 2010 (UTC)&lt;br /&gt;
::What I found is that all creatures will survive being fully submerged in lava for a short time, not just magma immune ones. However, the ones that aren't magma immune '''will''' be burnt before being able to leave the square (when next to a ramp). If a non-immune creature is in 7/7 magma for more than 1 turn they will generally bleed/burn to death. --[[User:DUMBELLS|dUMBELLS]] 22:39, 10 April 2010 (UTC)&lt;br /&gt;
:::I confirmed this. I tapped into one of these new fangled rigidly shaped volcanos just to test this issue and verified two things. magma is pressureless as expected, and contrary to expectation dwarves do not instantly die when coming in contact with magma. My unlucky miner fled the scene quickly but was without a doubt fully immersed in 7/7 magma before doing so. He suffered no injuries. &lt;br /&gt;
:::Following this test I went ahead and flooded the whole fortress in magma verifying that magma can still kill dwarves, just not as efficiently as expected. The magma also left many objects fully submerged but unharmed which is also quite strange.[[User:Doctorzuber|Doctorzuber]] 16:52, 11 April 2010 (UTC)&lt;br /&gt;
::::I had some fun with a volcano, underground caves, a reptile man tribe, my animals and at last my own dwarves. I dropped my animals down into the volcano but I was somehow disappointed by seeing a living dog &amp;quot;diving&amp;quot; in lava. He fell all the about 90 z.levels down, without even getting hurt. When he landed in the magma see far deep underground, he started to burn/bleed/die. I repeated this with my dwarves and other animals. It seems, falling THROUGH lava does not hurt only standing in it. Maybe it has some other reasons, but all my dwarves/animals reached the bottom magmasea unharmed.--[[User:Niggy|Niggy]] 16:45, 16 April 2010 (UTC)&lt;br /&gt;
:Make sure you haven't turned temperature off in d_init.txt I was having this issue too when I first started playing with magma, and realized I'd turned temperature off to try and increase FPS. Turning temp back on should fix this, and might account for why some have this problem and some don't. --[[User:Forgenvash|Forgenvash]] 10:43, 30 Dec 2010 (PST)&lt;br /&gt;
&lt;br /&gt;
==Magma Sea==&lt;br /&gt;
There is a new line in world gen for Magma Layer YES/NO which would probably turn off the magma sea feature if desired. [[User:Doctorzuber|Doctorzuber]] 18:50, 10 April 2010 (UTC)&lt;br /&gt;
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== Pipes and pools ==&lt;br /&gt;
&lt;br /&gt;
Going by in-game terminology, there are no more magma pipes - there are only &amp;quot;magma pools&amp;quot; (which are obsidian-lined, extend up from the magma sea, and presumably refill just like 40d magma pipes) and volcanoes (which are likely just &amp;quot;magma pools&amp;quot; that extend all the way to the surface). In Adventurer mode, I encountered magma that extended all the way to the upper cavern layer (but no further), and the game reported that I had discovered a magma pool; upon jumping into it (stepping into the open space above it - stepping down into the magma left me &amp;quot;swimming&amp;quot; at the top of it unable to move at all), I plummeted straight to the magma sea (&amp;quot;discovering&amp;quot; it in the process) and slowly melted. --[[User:Quietust|Quietust]] 20:07, 20 April 2010 (UTC)&lt;br /&gt;
:'''Praise the plummeters!''' I've only played with two maps - one had a volcano(?) that was visible on the main embark map, and the other had nuthin'.  If we need to redefine/delete some terms, then that's what we need to do - if there are no &amp;quot;pipes&amp;quot; in game, then we stick with &amp;quot;pools&amp;quot; and never refer to pipes again. &lt;br /&gt;
:''(For reference to new players, in 40d &amp;quot;magma pipes&amp;quot; and &amp;quot;magma pools&amp;quot; could both be hidden and required revealing by mining - pipes would refill slowly if any magma were removed (by channeling/pumping), but pools contained a fixed amount only.  These may need redefining according to the 0.31 usage.)''--[[User:Albedo|Albedo]] 20:40, 20 April 2010 (UTC)&lt;br /&gt;
:: Keep in mind that pipes and pools as seen in 40d are hidden features again. So it's hard to casually say they just don't exist. Without the finder they're difficult to locate but for now I am still assuming they do still exist. It's very possible they've changed with the new underground stuff, but it's hard to say right away. Give it time. [[User:Doctorzuber|Doctorzuber]] 17:51, 21 April 2010 (UTC)&lt;br /&gt;
::: I inspected a few maps with reveal out of boredom and noticed an oddity. I found what looks like a lava pipe (the usual shapeless large semi-circular area), but it had no lava. It only extended through about 5 z-levels and never touched lava. I can also confirm that I've seen pipes (pools?) that extend down to the sea as described. I spotted this in reveal and didn't get the message for finding it so I can't say on your pipe/pool thing. --[[User:Doctorzuber|Doctorzuber]] 20:06, 28 April 2010 (UTC)&lt;br /&gt;
::::Well, the game refers to them as 'pools'. So we should go with that until we have more information. --[[User:Tarran|Tarran]] 20:23, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infinite Magma Sources ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to guarantee that you will get a magma pipe on embark?  Making large magma systems or obsidian factories seems like it would be more difficult when you have to work with finite amounts of magma.  --[[Special:Contributions/129.252.122.38|129.252.122.38]] 15:10, 21 April 2010 (UTC)&lt;br /&gt;
: You're guaranteed a magma sea at embark unless you turn that off in the world gen settings. As for finding a pipe just look for an actual volcano. You can adjust the world gen settings to be rich in volcanos if you so desire. Set elevation 200:400:3600:3600 and a high number of volcanos in worldgen if that is what you want. Of course, at present a volcano has no variance of shape whatsoever, and magma behaves a bit oddly. But if that's what you want it's easy enough to get. [[User:Doctorzuber|Doctorzuber]] 17:41, 21 April 2010 (UTC)&lt;br /&gt;
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== Magma Temperature ==&lt;br /&gt;
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What Temperature Is Magma In This Version? I Suspect It Is 12,000° Urist But Need Confirmation Before Editing The Article. Should This Go Into Magma Properties Or The Top Of The Article? --[[Special:Contributions/80.137.113.241|80.137.113.241]] 15:33, 8 May 2010 (UTC)&lt;br /&gt;
: Possibly, But as you say, it's not confirmed yet. And there's been some confusion on the subject over in the bug tracker. Apparently the list of magma-safe materials has undergone some pretty dramatic changes, and brought in a bug or two to confuse things. --[[User:Doctorzuber|Doctorzuber]] 16:30, 8 May 2010 (UTC)&lt;br /&gt;
::Magma's temperature is still 12000, as verified using dfprobe or dtil (with a sufficiently updated memory.ini). Also, Capitalizing Every Single Word You Type Makes You Look Rather Peculiar. --[[User:Quietust|Quietust]] 16:39, 8 May 2010 (UTC)&lt;br /&gt;
::: Thank you, I was waiting on confirmation before adding a note about temperature here since I saw there was some confusion on the subject. I updated it now. --[[User:Doctorzuber|Doctorzuber]] 21:21, 8 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma buildings == &lt;br /&gt;
Does anybody have any idea what how the game decides when 'magma' has been discovered? I am 'playing' with magma spawning utilities and i cannae get ma magma smelters! [[User:Shabang50|Shabang50]] 20:14, 16 May 2010 (UTC)&lt;br /&gt;
:As soon as you discover the magma sea, or a magma pool. If you embark on a volcano you are allowed to build them immediately. --[[User:Tarran|Tarran]] 00:34, 17 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Volcano eruption ==&lt;br /&gt;
I just settled up on island in the middle of the sea with a visible volcano mountain, in a scorching climate. A few minutes after beginning to build my fortress it started raining. When the rain was about to stop I see a huge red thing, LAVA EVERYWHERE! The volcano seems to have erupted and lava is burning down the mountain and I expect my newly construct fortress to be drowned soon. I don't know if the rain is the cause of this lava flooding or if it is just an eruption. It may just have been a coincidence. Or the water may have been so hot, due to the scorching climate and changed into lava. Lava flood can be a logical explantation to the formation of the island.  [http://mkv25.net/dfma/movie-2184-lavaeverywherevolcanoeruption Here is a video] &amp;lt;small&amp;gt;&amp;amp;ndash; --ToWT comment by [[User:90.49.12.172|90.49.12.172]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Rain started to fall again... and it seem that is it the source of this magma overflow. Tiles are filled up to seven one level upper the volcano. [http://mkv25.net/dfma/movie-2185-lavanightmare Here is a video again.] &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:90.49.12.172|90.49.12.172]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::It would be rather nasty if the &amp;quot;magma flow&amp;quot; tiles at the bottom of the magma sea were behaving the same as murky pools and allowing rainwater to accumulate (as magma)... --[[User:Quietust|Quietust]] 20:19, 25 May 2010 (UTC)&lt;br /&gt;
:::It don't seem to be behave the same because I have never seen a murky pool overflow. There it seem that magma is erupting from the upper level from what I have identified, when thinking about how to build my fortress, as the &amp;quot;top&amp;quot; of the volcano. Since the first flood there has been magma on that level. After taking a better look now that my fortress should be safe, the rain is no responsible for the phenomenon. Lava comes out of the volcano even when it is not raining. Now what I would like to know is why is magma flooding out. Any suggestions? &amp;lt;small&amp;gt;&amp;amp;ndash; --ToWT comment by [[User:90.49.12.172|90.49.12.172]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::::In that case, the bug is probably that the &amp;quot;magma pool&amp;quot; (read: volcano) is refilling past the top - if it's not already in the bug tracker, it might be wise to add it (and upload a savegame so others can reproduce it). Also, please sign your comments (by typing &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;). --[[User:Quietust|Quietust]] 21:38, 25 May 2010 (UTC)&lt;br /&gt;
:::::But is that really a bug? I mean, there are continuous lava flooding volcano in the real world. --[[Special:Contributions/90.49.12.172|90.49.12.172]] 21:45, 25 May 2010 (UTC)ToWT&lt;br /&gt;
::::::Maybe the Rain is forming obsidian that is dropping to the bottom of the magma sea and causing magma to displace out of the volcano --[[User:Ghosteh|Ghosteh]] 12:51, 27 June 2010 (UTC)&lt;br /&gt;
:::::::If obsidian forms and collapses (from rain) there should be warning messages about it. Also collapsing obsidian will not typically displace anything, it will instead hit the floor and shatter back into raw ore which doesn't displace fluids.--[[User:Doctorzuber|Doctorzuber]] 16:46, 27 June 2010 (UTC)&lt;br /&gt;
::::::::It's what happens when something causes the volcano to think that the layer above the magma surface is part of the pipe causing it to try and refill to that level, sometimes a site gens such that the top layer of the volcano gets eroded causing the 'pipe' area to extend beyond ground level.--[[User:MLegion|MLegion]] 14:43, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma mist ==&lt;br /&gt;
Can someone find an appropriate place for a link to the magma mist article? --[[User:MLegion|MLegion]] 16:15, 1 September 2010 (UTC)&lt;br /&gt;
:Done. [[User:Vattic|Vattic]] 15:30, 8 October 2010 (UTC)&lt;br /&gt;
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== Not Scrambling to Safety ==&lt;br /&gt;
My miners are consistently dying when they break into magma. Instead of &amp;quot;scrambling to safety unless submerged in 7/7&amp;quot;, the poor fellas are instantly bleeding and torn up. They then proceed to either stay in one place and bleed out, or hobble away a square or two and bleed out... in 1/7 magma. [[User:Aussiemon|Aussiemon]] 22:20, 17 September 2010 (UTC)&lt;br /&gt;
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:You can make a row of upstairs at the inlet of the magma channel, (5 upstairs should be enough). I've always use this method and yet to see any accident. --[[Special:Contributions/124.120.137.156|124.120.137.156]] 14:11, 2 October 2010 (UTC)&lt;br /&gt;
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== Magma pressure? ==&lt;br /&gt;
&lt;br /&gt;
In a previous embark in a previous worldgen (.12), I had dug down to the magma sea and channeled into it to prepare to pump magma. Every so often, the tile above the channel would fill with 3-4/7 magma, floading the area around it with 1/7. This wasn't at the top of the sea, and there was magma at the level of and levels above where I was going to build my pump right nearby. No magma creatures were nearby. Magma pressure, a bug with the boundaries of the magam sea, or something else? This would only happen every several game days or so. [[Special:Contributions/208.66.38.13|208.66.38.13]] 17:34, 26 September 2010 (UTC)&lt;br /&gt;
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== No magma/map diggable to bottom? ==&lt;br /&gt;
&lt;br /&gt;
I'm running v. .31.16, and I've dug all the way to the bottom of my map without hitting magma (or SMR, or HFS for that matter). Can't scroll down from -23, or designate channels or down stairs. &amp;lt;s&amp;gt;I'm digging to all corners to verify whether other layers/biomes also lack magma&amp;lt;/s&amp;gt; Actually, it turns out that the bottom layer of another biome has semi-molten rock as normal. Has anyone else on .16 gotten a map where part of it is diggable all the way to the bottom layer?&lt;br /&gt;
&lt;br /&gt;
Strangely, z-levels above the terrain behave like they do in the {{L|Adamantine|Great Adamantine Space Elevator}} (but without the gigantic blue-green spike, sorry! ;-) - while I can't scroll down below z-level -23, I can scroll as high above the terrain as I want to (at least as far as &amp;gt;500 levels above terrain). Anyone else getting this in .16?&lt;br /&gt;
&lt;br /&gt;
World-gen and embark was done in .31.16 on linux, (although currently the data dir is running on a PC); world_gen.txt is unchanged from .16 distro. Can't remember the exact choices taken in the new .16 world-gen menu, but nothing too weird there. [[Special:Contributions/202.156.10.234|202.156.10.234]] 06:10, 18 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Have you ever dig down, trying to get to warm core and failed to get it right away? ==&lt;br /&gt;
&lt;br /&gt;
This has NOT been mentioned in the main article and created some confusion in my head.. so:&lt;br /&gt;
While digging down for energy source and ''missing'' actual magma pool/sea/pipe/vent/whatever you might encounter two things - '''warm''' stones and '''semi-molten rock''' aside of usual minerals, this is important because if a tile is marked as warm it is bordering ''surface'' of magma and if it is semi-molten - it is next to magma ''below'' the surface. That basically means that if you gt to molten - you are to deep and should retrace z-layers back to find the top of magma body.&lt;br /&gt;
[[User:Phazorx|Phazorx]] 21:49, 6 November 2010 (UTC)&lt;br /&gt;
: Not true.  '''Warm''' stones border magma.  It can be in any direction, including up and down, north, south, east, and west, and the diagonals on the horizontal plane.  '''Semi-molten rock''' forms a layer under the magma sea and above {{l|hell}}.  So while finding semi-molten rock does mean the magma sea is above you, finding warm stone doesn't mean you've found the top of the magma sea.  Just that there's magma on the other side of that wall. --[[User:DeMatt|DeMatt]] 00:04, 7 November 2010 (UTC)&lt;br /&gt;
:: Not really sure how to piece it together then (bugs perhaps?)... In my case I: a) found no magma between molten rocks and found semi-molten rocks on different z-levels b) found warm stones next (in all possible 26 directions) to magma tiles (i wasn't very clear I guess in definition of &amp;quot;bordering surface of&amp;quot;) [[User:Phazorx|Phazorx]] 18:08, 8 November 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
== Lava not turning to obsidian ==&lt;br /&gt;
I found what seems to be a weird glitch. I arranged a collapse to control a lake that happened to be directly above a layer of magma. I expected the collapse to simply break through the floor and turn two tiles into obsidian. Instead, the two tiles completely refused to cool into obsidian and instead vaporized two entire layers worth of water. I'm wondering if this is because of my collapse, or if it is maybe a property of semi-molten rock which is also present here just below the magma. --[[User:Doctorzuber|Doctorzuber]] 10:22, 21 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=136525</id>
		<title>v0.31:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=136525"/>
		<updated>2011-02-18T22:56:35Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: &lt;/p&gt;
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&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|19:08, 6 July 2010 (UTC)}}&lt;br /&gt;
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'''Water''' is a fluid found all over the world. It {{l|flow|flows}} from mountain springs, forming the world's {{l|ocean}}s, {{l|lake}}s, {{l|river}}s, and {{l|brook}}s. Water falls as {{l|rain}} and {{l|snow}}, and freezes into {{l|ice}}. Water is home to a variety of {{l|aquatic creatures}}. Many creatures can {{l|Swimmer|swim}} in deep water. Air-breathing creatures that are submerged in water can {{l|Swimmer#Drowning|drown}} in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous.  It is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question.  If there are zero tiles of water source available, the water is saltwater.&lt;br /&gt;
&lt;br /&gt;
In the new system mud is now a {{l|contaminant}} which is created any time water covers an area. Any tiles that contain mud may be used for {{l|Agriculture|farming}}.&lt;br /&gt;
&lt;br /&gt;
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 {{l|contaminant|contaminants}} such as '''blood''', '''ichor''', or '''goo'''. (The game can be {{l|Technical tricks#The look of the game|configured}} to show the depth instead). &lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one {{l|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. {{l|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 {{l|swimming}}.&lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Evaporation occurs when water or {{l|magma}} is at a depth of 1/7. Simply having 2/7 standing water is enough to prevent evaporation.&lt;br /&gt;
&lt;br /&gt;
{{l|Murky pool|Murky pools}} are an exception. In '''hot''' or '''scorching''' environments a murky pool can evaporate even when it is completely full. Murky pools also generate water to simulate seasonal accumulation from rainfall. This sometimes makes it possible for a murky pool to replenish itself even when it has been completely drained.&lt;br /&gt;
&lt;br /&gt;
==Freezing==&lt;br /&gt;
Any outdoor environment can freeze seasonally. With the updates to weather and seasonal changes many environments get cold enough to freeze in winter. When this happens any water that is exposed above ground will freeze. However water a single tile away that is in an underground tunnel will not freeze.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
Water and {{l|magma}} are both {{l|flow|fluids}} which are constantly trying to '''{{l|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 {{l|pressure}} can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarfs, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress acts like a fairly thick, viscous material. This makes it possible to do highly implausible things like {{l|pump}} out a dry hole in the middle of a {{l|river}} or {{l|ocean}}.&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
Water that comes from {{l|river}}s, {{l|brook}}s, {{l|ocean}}s, {{l|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 of the year in colder biomes.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing {{l|floodgate}}s and be aware of how {{l|pressure}} works or you could easily end up {{l|flood}}ing your fortress and having a lot more {{l|fun}} than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
Dwarves can not use salt water until it has been desalinated; while healthy dwarves will usually prefer to drink {{L|booze}}, they may resort to drinking water if they are forced to drink the same variety for too long, and wounded dwarves can only be given water to drink.&lt;br /&gt;
&lt;br /&gt;
To check to see if water is salty, use the (i) menu to see if the game shows the pond/pool as a water source. If the &amp;quot;water source (x)&amp;quot; is (0), then the source is salty. If not, then your dwarves will drink it.&lt;br /&gt;
&lt;br /&gt;
A {{l|screw pump}} can be used to desalinate water, but the fresh water produced must be stored in a cistern made entirely out of constructed walls and floors.  A smoothed floor does not count and is considered to be natural stone.  If the water touches any natural stone or dirt it will instantly revert the entire reservoir back to salt water.  Note that you will need a {{l|well}} to access the cistern as a water source.  Since the old 40d method of using a {{l|well}} to desalinate water still works in 0.31, building a well over the nearest natural water source is also sufficient.  When embarking in a salt water biome, it may be worthwhile to bring along a rope, a bucket, and two stone to ensure that you have the necessary equipment for building a well.&lt;br /&gt;
&lt;br /&gt;
If your embark area contains multiple biomes, you may not have to build a cistern.  If an aqueduct carries fresh water to a part of the map that is not a saltwater biome, you can simply keep the water in a hewn reservoir. Furthermore, subterranean lakes may also be non-salinated.&lt;br /&gt;
&lt;br /&gt;
==Contaminants==&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=136524</id>
		<title>v0.31 Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=136524"/>
		<updated>2011-02-18T22:31:16Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Communicating vessels don't work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Water as cushioning ==&lt;br /&gt;
&lt;br /&gt;
Tried dropping various creatures in various places in arena mode. Everything survives 1z drops unharmed. 2z is damaging. 3z is more often than not lethal. Water appears to cushion falls. I dropped things from the top of the arena into the 3z deep end of the water and they weren't injured at all, though they quickly drowned due to not being swimmers. Also tried dropping people in 3z of magma. Magma seems to provide less cushioning than water. And then they burn. Suggest making irrationally large (200-300z or so) drops into various depths of water to test cushioning effect. [[User:Rkyeun|Rkyeun]] 04:44, 5 April 2010 (UTC)&lt;br /&gt;
:It's worth noting that layers of water in previous versions did not cushion your fall so much as the depth of the water didn't increase it. I.e. the drop damage was calculated by the amount of air you fell through. Is that a possibility here? --[[User:Eagle0600|Eagle0600]] 05:24, 5 April 2010 (UTC)&lt;br /&gt;
::This appears to be actual cushioning. Creatures fell 5-6z before hitting the water and falling another 3z. If the water simply didn't count, they'd have splatted as normal for a 6z fall. Instead they were unharmed and seemingly unaware that they should swim to safety. Or merely unable to. [[User:Rkyeun|Rkyeun]] 16:41, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
&lt;br /&gt;
I've built a very large reservoir (currently 30x25x4 approx) on some ground that had mountain goat blood on it. There is also a small amount of mountain goat and dwarf blood on the area around the reservoir. On overflowing the reservoir (which is fed from the top by a &amp;quot;clean&amp;quot; source), I get blood EVERYWHERE the water flows, seemingly on evaporation of the water. There's now far more blood spread around than the creatures had originally... anyone seen similar? --[[User:Nimblewright|Nimblewright]] 21:21, 8 April 2010 (UTC)&lt;br /&gt;
: I did some arena tests with blood and water. apparently adding a 7/7 tile of water on top of a pool of blood creates more pools of blood which are pushed out to the edges of the water as it moves. This behavior may be a bug. There is an open ticket about the subject on the bug tracker here with my full results. [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296]] - [[User:Doctorzuber|Doctorzuber]] 01:31, 9 April 2010 (UTC)&lt;br /&gt;
: This appears to be fixed in 31.16 [[User:GhostDwemer|GhostDwemer]] 00:05, 4 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I'm grumbling a bit at my water reservoir. My Dwarves have apparently declared it to be contaminated and refuse to drink from it any more. This is especially annoying since I was quite careful to make sure not to let any dead animals fall into the reservoir, it should all be nice clean water. But for some reason, it is not. I'm curious if anybody has any useful tricks to help prevent this issue. --[[User:Doctorzuber|Doctorzuber]] 13:56, 18 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verifications of old behavior ==&lt;br /&gt;
&lt;br /&gt;
*U-bend test from a river fills to z-1 as expected&lt;br /&gt;
*U-bend test from a murky pool fills to z-1 as expected&lt;br /&gt;
*channeling directly from a river temporarily has no flow, but soon becomes naturally flowing as expected&lt;br /&gt;
*screw pump to a dead end one level above a river generates natural flow as expected&lt;br /&gt;
*Diagonal connections neutralize water pressure as expected&lt;br /&gt;
*Diagonal connections do not prevent the spread of flow as expected&lt;br /&gt;
*Reactor#3 built as a perpetual motion test -- behaves as expected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*some flow artifacts at the bottom of both U-bends -- this was always a bit quirky, but should run more tests&lt;br /&gt;
*screw pump from a murky pool in a 1x18 channel which doubles back to the murky pond generates reliable flow -- '''possible change in flow mechanics'''&lt;br /&gt;
*Screw pump from z-2 one level below the river, pushing into a 1x100 channel generates flow only near the end of the channel where the water is still filling. Behaves as expected, the previous test appears to be a fluke.&lt;br /&gt;
&lt;br /&gt;
I'm running through a battery of tests here, I will update this with my results. The one surprise so far is the murky pool test. In 40d a similar test would quickly become saturated with 7/7 water and only indicate flow at the end of the channel. need to test that more to make sure this isn't a fluke. I will continue to update this as I verify more things. Once I have a bit more information I'll start updating the water pages. [[User:Doctorzuber|Doctorzuber]] 01:26, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Ran a new variation of the long channel flow test using a level drop this time to break the natural flow effect from the river. This time I got the expected result of many tiles of still water with a small amount of flowing water near the end of the channel where it had not yet filled. This does however mean I'm using pressurized water this time which might be worth a bit more investigation. This also demonstrates the simplest form of water teleportation which is what is believed to be why flow of this nature fails to appear. [[User:Doctorzuber|Doctorzuber]] 19:53, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Springs? ==&lt;br /&gt;
&lt;br /&gt;
Reading this article mentions that water can come from springs... and it's linked. I hadn't heard of this before, so I followed the link and it redirected to Calendar; it meant springtime. I removed the link for now, but do water-springs occur? Someone who knows either remove the term in this article or work on the Spring page. --[[User:Waladil|Waladil]] 04:33, 8 June 2010 (UTC)&lt;br /&gt;
:&amp;quot;Springs&amp;quot; probably refers to mountain brooks. At the head of each brook, there is a spidery section of water, and at the end of each &amp;quot;finger&amp;quot; of water there is a &amp;quot;river source&amp;quot; tile that can be viewed with {{k|k}}. These are infinite sources of water, and probably what the article refers to.[[User:JohnnyMadhouse|JohnnyMadhouse]] 04:43, 8 June 2010 (UTC)&lt;br /&gt;
:: the source of many rivers is a spring, it's a weird spidery looking thing that is a direct source of water. They can sometimes be found on open plains. They are often found deep in the mountains. If you have one in your embark map, they have some odd properties as discussed in the wiki.  They will have a number of tiles that are treated as water sources, which will constantly and rapidly refill to 7/7 water providing and endless supply of water. a collapse above these tiles will break this effect. This is different from the much more common behavior of off map water sources where you have and edge of map tile that will constantly refill. Edge of map tiles cannot be destroyed. --[[User:Doctorzuber|Doctorzuber]] 15:41, 10 June 2010 (UTC)&lt;br /&gt;
::: Well thanks for the answer... someone might want to make a Spring(Water) page as opposed to the Spring(Season) page... Either one of you guys prolly could... I don't have any firsthand knowledge, so I prolly shouldn't. --[[User:Waladil|Waladil]] 00:48, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== fortifications on map edge to drain fluid away ==&lt;br /&gt;
They say you can designate fortifications on edge tiles to drain fluid off the map. --[[User:TomiTapio|TomiTapio]] 13:44, 15 July 2010 (UTC)&lt;br /&gt;
: You can't dig out an edge tile. If there is solid ground there it is there to stay. Just to double-check I even tried to carve fortifications out of an edge tile. as expected, it doesn't work. You can smooth and engrave the wall if you so wish but cannot otherwise remove or alter it. However in underground complexes it is common to have open spaces at the edge of map. In this case you can choose to place walls (or fortifications) right up at the edge of the map. On the surface of the world where caravans travel, you may not place any structures within 5 tiles of the edge. --[[User:Doctorzuber|Doctorzuber]] 17:37, 15 July 2010 (UTC)&lt;br /&gt;
:: Actually, I've done the fortification trick.  If you smooth the edge wall, you can carve fortifications in it and use it to drain an infinite amount of water/magma. [[Special:Contributions/64.255.180.84|64.255.180.84]] 16:16, 9 August 2010 (UTC)&lt;br /&gt;
::: Even in version 0.31? It's well known that this was possible in 40d (though only with water), but some things have changed since then. --[[User:Quietust|Quietust]] 16:53, 9 August 2010 (UTC)&lt;br /&gt;
:::: Smoothing it first you say? I'll have to verify that later, if true that's useful to know. --[[User:Doctorzuber|Doctorzuber]] 01:16, 10 August 2010 (UTC)&lt;br /&gt;
:::::Works fine, if you do this to a wall at waterlevel in a cavern near a part of the edge that generates water you can create real easy power supplies.--[[User:MLegion|MLegion]] 09:24, 10 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Freezing documentation? ==&lt;br /&gt;
&lt;br /&gt;
Source water that freezes in colder months won't freeze if piped to an underground area. Rather, the source will freeze, but the water already underground won't become ice. I made an elaborate magma heating system, only to realize that it actually wasn't needed.&lt;br /&gt;
&lt;br /&gt;
== Communicating vessels don't work ==&lt;br /&gt;
&lt;br /&gt;
I've tested it with a very simple two z layers setup (see below), and it doesn't seem to work. I think this should be a bug.&lt;br /&gt;
Because it provides many interesting engineering and opportunities for fun.&lt;br /&gt;
&lt;br /&gt;
The setup is two pools separated by a wall, which are channeled below them, without a wall separating them. Filling one should raise the water level in the other.&lt;br /&gt;
The profile is like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;Level Z:   ====#   #&lt;br /&gt;
Level Z-1: #=======#&lt;br /&gt;
Level Z-2: #########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The right part in level Z should have water too.&lt;br /&gt;
[[Special:Contributions/89.141.113.238|89.141.113.238]] 20:00, 17 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: You've basically just built a sloppy u-bend. This is consistent with the current pressure rules. U-bends push water back up to Z-1 not to Z as you might expect. I suspect the reason for this quirk is to avoid an infinite loop with water bouncing back and forth in a U. --[[User:Doctorzuber|Doctorzuber]] 22:29, 18 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Murky pool + rain = no evaporation ==&lt;br /&gt;
&lt;br /&gt;
Beware: water from a [[murky pool]] appears to never evaporate in the rain. Free-flowing, unconstrained water will stay at level 1; the rain will add to the perma-water and cause it to spread horizontally.&lt;br /&gt;
&lt;br /&gt;
The effect seems to be tied to the original tiles of the pool. I used such a pool to irrigate a subterranean farm plot. Even indoors, the water never evaporated and spread further into my fortress, until I managed to wall off the farm from the original pool tiles.&lt;br /&gt;
&lt;br /&gt;
I was only able to do construct such a wall by knocking out more boundary walls of the pool, toward some open plains. This allowed newly-fallen perma-water to flow away from my farm long enough to build a wall. Unfortunately I appear to be on an embark where it never stops raining; six years in, the level-1 perma-water has spread to cover an area of about 70x40. It has spread in a large circle (bounded by other walls of my mountain) with the original murky pool site at its center. I have never seen any tiles evaporate or recede. --[[User:Squeaky|Squeaky]] 22:00, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Is your TEMPERATURE: ON?  Maybe there's a bug in it relating to the necessary heat to evaporate water. Try to take some water from this pool and ponding it elsewhere and see if it evaporates for the good of !!SCIENCE!!-Anon 16 December 2010&lt;br /&gt;
&lt;br /&gt;
: While this is uncommon, it is not unusual. It's a safe bet that you are in a wet jungle biome. A nice wet/warm biome and murky pools refill VERY quickly. They refill so quickly in fact that like you described, they just never stop dumping new water into your fort. Assuming it's not already a lost cause, you can probably get control of this situation by cutting a nice channel to control the flow of water long enough to get some walls up and contain the flooding. --[[User:Doctorzuber|Doctorzuber]] 13:55, 18 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=136523</id>
		<title>v0.31 Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=136523"/>
		<updated>2011-02-18T22:29:40Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Communicating vessels don't work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Water as cushioning ==&lt;br /&gt;
&lt;br /&gt;
Tried dropping various creatures in various places in arena mode. Everything survives 1z drops unharmed. 2z is damaging. 3z is more often than not lethal. Water appears to cushion falls. I dropped things from the top of the arena into the 3z deep end of the water and they weren't injured at all, though they quickly drowned due to not being swimmers. Also tried dropping people in 3z of magma. Magma seems to provide less cushioning than water. And then they burn. Suggest making irrationally large (200-300z or so) drops into various depths of water to test cushioning effect. [[User:Rkyeun|Rkyeun]] 04:44, 5 April 2010 (UTC)&lt;br /&gt;
:It's worth noting that layers of water in previous versions did not cushion your fall so much as the depth of the water didn't increase it. I.e. the drop damage was calculated by the amount of air you fell through. Is that a possibility here? --[[User:Eagle0600|Eagle0600]] 05:24, 5 April 2010 (UTC)&lt;br /&gt;
::This appears to be actual cushioning. Creatures fell 5-6z before hitting the water and falling another 3z. If the water simply didn't count, they'd have splatted as normal for a 6z fall. Instead they were unharmed and seemingly unaware that they should swim to safety. Or merely unable to. [[User:Rkyeun|Rkyeun]] 16:41, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
&lt;br /&gt;
I've built a very large reservoir (currently 30x25x4 approx) on some ground that had mountain goat blood on it. There is also a small amount of mountain goat and dwarf blood on the area around the reservoir. On overflowing the reservoir (which is fed from the top by a &amp;quot;clean&amp;quot; source), I get blood EVERYWHERE the water flows, seemingly on evaporation of the water. There's now far more blood spread around than the creatures had originally... anyone seen similar? --[[User:Nimblewright|Nimblewright]] 21:21, 8 April 2010 (UTC)&lt;br /&gt;
: I did some arena tests with blood and water. apparently adding a 7/7 tile of water on top of a pool of blood creates more pools of blood which are pushed out to the edges of the water as it moves. This behavior may be a bug. There is an open ticket about the subject on the bug tracker here with my full results. [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296]] - [[User:Doctorzuber|Doctorzuber]] 01:31, 9 April 2010 (UTC)&lt;br /&gt;
: This appears to be fixed in 31.16 [[User:GhostDwemer|GhostDwemer]] 00:05, 4 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I'm grumbling a bit at my water reservoir. My Dwarves have apparently declared it to be contaminated and refuse to drink from it any more. This is especially annoying since I was quite careful to make sure not to let any dead animals fall into the reservoir, it should all be nice clean water. But for some reason, it is not. I'm curious if anybody has any useful tricks to help prevent this issue. --[[User:Doctorzuber|Doctorzuber]] 13:56, 18 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verifications of old behavior ==&lt;br /&gt;
&lt;br /&gt;
*U-bend test from a river fills to z-1 as expected&lt;br /&gt;
*U-bend test from a murky pool fills to z-1 as expected&lt;br /&gt;
*channeling directly from a river temporarily has no flow, but soon becomes naturally flowing as expected&lt;br /&gt;
*screw pump to a dead end one level above a river generates natural flow as expected&lt;br /&gt;
*Diagonal connections neutralize water pressure as expected&lt;br /&gt;
*Diagonal connections do not prevent the spread of flow as expected&lt;br /&gt;
*Reactor#3 built as a perpetual motion test -- behaves as expected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*some flow artifacts at the bottom of both U-bends -- this was always a bit quirky, but should run more tests&lt;br /&gt;
*screw pump from a murky pool in a 1x18 channel which doubles back to the murky pond generates reliable flow -- '''possible change in flow mechanics'''&lt;br /&gt;
*Screw pump from z-2 one level below the river, pushing into a 1x100 channel generates flow only near the end of the channel where the water is still filling. Behaves as expected, the previous test appears to be a fluke.&lt;br /&gt;
&lt;br /&gt;
I'm running through a battery of tests here, I will update this with my results. The one surprise so far is the murky pool test. In 40d a similar test would quickly become saturated with 7/7 water and only indicate flow at the end of the channel. need to test that more to make sure this isn't a fluke. I will continue to update this as I verify more things. Once I have a bit more information I'll start updating the water pages. [[User:Doctorzuber|Doctorzuber]] 01:26, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Ran a new variation of the long channel flow test using a level drop this time to break the natural flow effect from the river. This time I got the expected result of many tiles of still water with a small amount of flowing water near the end of the channel where it had not yet filled. This does however mean I'm using pressurized water this time which might be worth a bit more investigation. This also demonstrates the simplest form of water teleportation which is what is believed to be why flow of this nature fails to appear. [[User:Doctorzuber|Doctorzuber]] 19:53, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Springs? ==&lt;br /&gt;
&lt;br /&gt;
Reading this article mentions that water can come from springs... and it's linked. I hadn't heard of this before, so I followed the link and it redirected to Calendar; it meant springtime. I removed the link for now, but do water-springs occur? Someone who knows either remove the term in this article or work on the Spring page. --[[User:Waladil|Waladil]] 04:33, 8 June 2010 (UTC)&lt;br /&gt;
:&amp;quot;Springs&amp;quot; probably refers to mountain brooks. At the head of each brook, there is a spidery section of water, and at the end of each &amp;quot;finger&amp;quot; of water there is a &amp;quot;river source&amp;quot; tile that can be viewed with {{k|k}}. These are infinite sources of water, and probably what the article refers to.[[User:JohnnyMadhouse|JohnnyMadhouse]] 04:43, 8 June 2010 (UTC)&lt;br /&gt;
:: the source of many rivers is a spring, it's a weird spidery looking thing that is a direct source of water. They can sometimes be found on open plains. They are often found deep in the mountains. If you have one in your embark map, they have some odd properties as discussed in the wiki.  They will have a number of tiles that are treated as water sources, which will constantly and rapidly refill to 7/7 water providing and endless supply of water. a collapse above these tiles will break this effect. This is different from the much more common behavior of off map water sources where you have and edge of map tile that will constantly refill. Edge of map tiles cannot be destroyed. --[[User:Doctorzuber|Doctorzuber]] 15:41, 10 June 2010 (UTC)&lt;br /&gt;
::: Well thanks for the answer... someone might want to make a Spring(Water) page as opposed to the Spring(Season) page... Either one of you guys prolly could... I don't have any firsthand knowledge, so I prolly shouldn't. --[[User:Waladil|Waladil]] 00:48, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== fortifications on map edge to drain fluid away ==&lt;br /&gt;
They say you can designate fortifications on edge tiles to drain fluid off the map. --[[User:TomiTapio|TomiTapio]] 13:44, 15 July 2010 (UTC)&lt;br /&gt;
: You can't dig out an edge tile. If there is solid ground there it is there to stay. Just to double-check I even tried to carve fortifications out of an edge tile. as expected, it doesn't work. You can smooth and engrave the wall if you so wish but cannot otherwise remove or alter it. However in underground complexes it is common to have open spaces at the edge of map. In this case you can choose to place walls (or fortifications) right up at the edge of the map. On the surface of the world where caravans travel, you may not place any structures within 5 tiles of the edge. --[[User:Doctorzuber|Doctorzuber]] 17:37, 15 July 2010 (UTC)&lt;br /&gt;
:: Actually, I've done the fortification trick.  If you smooth the edge wall, you can carve fortifications in it and use it to drain an infinite amount of water/magma. [[Special:Contributions/64.255.180.84|64.255.180.84]] 16:16, 9 August 2010 (UTC)&lt;br /&gt;
::: Even in version 0.31? It's well known that this was possible in 40d (though only with water), but some things have changed since then. --[[User:Quietust|Quietust]] 16:53, 9 August 2010 (UTC)&lt;br /&gt;
:::: Smoothing it first you say? I'll have to verify that later, if true that's useful to know. --[[User:Doctorzuber|Doctorzuber]] 01:16, 10 August 2010 (UTC)&lt;br /&gt;
:::::Works fine, if you do this to a wall at waterlevel in a cavern near a part of the edge that generates water you can create real easy power supplies.--[[User:MLegion|MLegion]] 09:24, 10 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Freezing documentation? ==&lt;br /&gt;
&lt;br /&gt;
Source water that freezes in colder months won't freeze if piped to an underground area. Rather, the source will freeze, but the water already underground won't become ice. I made an elaborate magma heating system, only to realize that it actually wasn't needed.&lt;br /&gt;
&lt;br /&gt;
== Communicating vessels don't work ==&lt;br /&gt;
&lt;br /&gt;
I've tested it with a very simple two z layers setup (see below), and it doesn't seem to work. I think this should be a bug.&lt;br /&gt;
Because it provides many interesting engineering and opportunities for fun.&lt;br /&gt;
&lt;br /&gt;
The setup is two pools separated by a wall, which are channeled below them, without a wall separating them. Filling one should raise the water level in the other.&lt;br /&gt;
The profile is like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;Level Z:   ====#   #&lt;br /&gt;
Level Z-1: #=======#&lt;br /&gt;
Level Z-2: #########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The right part in level Z should have water too.&lt;br /&gt;
[[Special:Contributions/89.141.113.238|89.141.113.238]] 20:00, 17 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: You've basically just built a sloppy u-bend. This is consistent with the current pressure rules. U-bends push water back up to z-1 not to Z as you might expect. I suspect the reason for this quirk is to avoid an infinite loop with water bouncing back and forth in a U. --[[User:Doctorzuber|Doctorzuber]] 22:29, 18 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Murky pool + rain = no evaporation ==&lt;br /&gt;
&lt;br /&gt;
Beware: water from a [[murky pool]] appears to never evaporate in the rain. Free-flowing, unconstrained water will stay at level 1; the rain will add to the perma-water and cause it to spread horizontally.&lt;br /&gt;
&lt;br /&gt;
The effect seems to be tied to the original tiles of the pool. I used such a pool to irrigate a subterranean farm plot. Even indoors, the water never evaporated and spread further into my fortress, until I managed to wall off the farm from the original pool tiles.&lt;br /&gt;
&lt;br /&gt;
I was only able to do construct such a wall by knocking out more boundary walls of the pool, toward some open plains. This allowed newly-fallen perma-water to flow away from my farm long enough to build a wall. Unfortunately I appear to be on an embark where it never stops raining; six years in, the level-1 perma-water has spread to cover an area of about 70x40. It has spread in a large circle (bounded by other walls of my mountain) with the original murky pool site at its center. I have never seen any tiles evaporate or recede. --[[User:Squeaky|Squeaky]] 22:00, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Is your TEMPERATURE: ON?  Maybe there's a bug in it relating to the necessary heat to evaporate water. Try to take some water from this pool and ponding it elsewhere and see if it evaporates for the good of !!SCIENCE!!-Anon 16 December 2010&lt;br /&gt;
&lt;br /&gt;
: While this is uncommon, it is not unusual. It's a safe bet that you are in a wet jungle biome. A nice wet/warm biome and murky pools refill VERY quickly. They refill so quickly in fact that like you described, they just never stop dumping new water into your fort. Assuming it's not already a lost cause, you can probably get control of this situation by cutting a nice channel to control the flow of water long enough to get some walls up and contain the flooding. --[[User:Doctorzuber|Doctorzuber]] 13:55, 18 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=136473</id>
		<title>v0.31 Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=136473"/>
		<updated>2011-02-18T13:57:40Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Contamination */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Water as cushioning ==&lt;br /&gt;
&lt;br /&gt;
Tried dropping various creatures in various places in arena mode. Everything survives 1z drops unharmed. 2z is damaging. 3z is more often than not lethal. Water appears to cushion falls. I dropped things from the top of the arena into the 3z deep end of the water and they weren't injured at all, though they quickly drowned due to not being swimmers. Also tried dropping people in 3z of magma. Magma seems to provide less cushioning than water. And then they burn. Suggest making irrationally large (200-300z or so) drops into various depths of water to test cushioning effect. [[User:Rkyeun|Rkyeun]] 04:44, 5 April 2010 (UTC)&lt;br /&gt;
:It's worth noting that layers of water in previous versions did not cushion your fall so much as the depth of the water didn't increase it. I.e. the drop damage was calculated by the amount of air you fell through. Is that a possibility here? --[[User:Eagle0600|Eagle0600]] 05:24, 5 April 2010 (UTC)&lt;br /&gt;
::This appears to be actual cushioning. Creatures fell 5-6z before hitting the water and falling another 3z. If the water simply didn't count, they'd have splatted as normal for a 6z fall. Instead they were unharmed and seemingly unaware that they should swim to safety. Or merely unable to. [[User:Rkyeun|Rkyeun]] 16:41, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
&lt;br /&gt;
I've built a very large reservoir (currently 30x25x4 approx) on some ground that had mountain goat blood on it. There is also a small amount of mountain goat and dwarf blood on the area around the reservoir. On overflowing the reservoir (which is fed from the top by a &amp;quot;clean&amp;quot; source), I get blood EVERYWHERE the water flows, seemingly on evaporation of the water. There's now far more blood spread around than the creatures had originally... anyone seen similar? --[[User:Nimblewright|Nimblewright]] 21:21, 8 April 2010 (UTC)&lt;br /&gt;
: I did some arena tests with blood and water. apparently adding a 7/7 tile of water on top of a pool of blood creates more pools of blood which are pushed out to the edges of the water as it moves. This behavior may be a bug. There is an open ticket about the subject on the bug tracker here with my full results. [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296]] - [[User:Doctorzuber|Doctorzuber]] 01:31, 9 April 2010 (UTC)&lt;br /&gt;
: This appears to be fixed in 31.16 [[User:GhostDwemer|GhostDwemer]] 00:05, 4 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I'm grumbling a bit at my water reservoir. My Dwarves have apparently declared it to be contaminated and refuse to drink from it any more. This is especially annoying since I was quite careful to make sure not to let any dead animals fall into the reservoir, it should all be nice clean water. But for some reason, it is not. I'm curious if anybody has any useful tricks to help prevent this issue. --[[User:Doctorzuber|Doctorzuber]] 13:56, 18 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verifications of old behavior ==&lt;br /&gt;
&lt;br /&gt;
*U-bend test from a river fills to z-1 as expected&lt;br /&gt;
*U-bend test from a murky pool fills to z-1 as expected&lt;br /&gt;
*channeling directly from a river temporarily has no flow, but soon becomes naturally flowing as expected&lt;br /&gt;
*screw pump to a dead end one level above a river generates natural flow as expected&lt;br /&gt;
*Diagonal connections neutralize water pressure as expected&lt;br /&gt;
*Diagonal connections do not prevent the spread of flow as expected&lt;br /&gt;
*Reactor#3 built as a perpetual motion test -- behaves as expected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*some flow artifacts at the bottom of both U-bends -- this was always a bit quirky, but should run more tests&lt;br /&gt;
*screw pump from a murky pool in a 1x18 channel which doubles back to the murky pond generates reliable flow -- '''possible change in flow mechanics'''&lt;br /&gt;
*Screw pump from z-2 one level below the river, pushing into a 1x100 channel generates flow only near the end of the channel where the water is still filling. Behaves as expected, the previous test appears to be a fluke.&lt;br /&gt;
&lt;br /&gt;
I'm running through a battery of tests here, I will update this with my results. The one surprise so far is the murky pool test. In 40d a similar test would quickly become saturated with 7/7 water and only indicate flow at the end of the channel. need to test that more to make sure this isn't a fluke. I will continue to update this as I verify more things. Once I have a bit more information I'll start updating the water pages. [[User:Doctorzuber|Doctorzuber]] 01:26, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Ran a new variation of the long channel flow test using a level drop this time to break the natural flow effect from the river. This time I got the expected result of many tiles of still water with a small amount of flowing water near the end of the channel where it had not yet filled. This does however mean I'm using pressurized water this time which might be worth a bit more investigation. This also demonstrates the simplest form of water teleportation which is what is believed to be why flow of this nature fails to appear. [[User:Doctorzuber|Doctorzuber]] 19:53, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Springs? ==&lt;br /&gt;
&lt;br /&gt;
Reading this article mentions that water can come from springs... and it's linked. I hadn't heard of this before, so I followed the link and it redirected to Calendar; it meant springtime. I removed the link for now, but do water-springs occur? Someone who knows either remove the term in this article or work on the Spring page. --[[User:Waladil|Waladil]] 04:33, 8 June 2010 (UTC)&lt;br /&gt;
:&amp;quot;Springs&amp;quot; probably refers to mountain brooks. At the head of each brook, there is a spidery section of water, and at the end of each &amp;quot;finger&amp;quot; of water there is a &amp;quot;river source&amp;quot; tile that can be viewed with {{k|k}}. These are infinite sources of water, and probably what the article refers to.[[User:JohnnyMadhouse|JohnnyMadhouse]] 04:43, 8 June 2010 (UTC)&lt;br /&gt;
:: the source of many rivers is a spring, it's a weird spidery looking thing that is a direct source of water. They can sometimes be found on open plains. They are often found deep in the mountains. If you have one in your embark map, they have some odd properties as discussed in the wiki.  They will have a number of tiles that are treated as water sources, which will constantly and rapidly refill to 7/7 water providing and endless supply of water. a collapse above these tiles will break this effect. This is different from the much more common behavior of off map water sources where you have and edge of map tile that will constantly refill. Edge of map tiles cannot be destroyed. --[[User:Doctorzuber|Doctorzuber]] 15:41, 10 June 2010 (UTC)&lt;br /&gt;
::: Well thanks for the answer... someone might want to make a Spring(Water) page as opposed to the Spring(Season) page... Either one of you guys prolly could... I don't have any firsthand knowledge, so I prolly shouldn't. --[[User:Waladil|Waladil]] 00:48, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== fortifications on map edge to drain fluid away ==&lt;br /&gt;
They say you can designate fortifications on edge tiles to drain fluid off the map. --[[User:TomiTapio|TomiTapio]] 13:44, 15 July 2010 (UTC)&lt;br /&gt;
: You can't dig out an edge tile. If there is solid ground there it is there to stay. Just to double-check I even tried to carve fortifications out of an edge tile. as expected, it doesn't work. You can smooth and engrave the wall if you so wish but cannot otherwise remove or alter it. However in underground complexes it is common to have open spaces at the edge of map. In this case you can choose to place walls (or fortifications) right up at the edge of the map. On the surface of the world where caravans travel, you may not place any structures within 5 tiles of the edge. --[[User:Doctorzuber|Doctorzuber]] 17:37, 15 July 2010 (UTC)&lt;br /&gt;
:: Actually, I've done the fortification trick.  If you smooth the edge wall, you can carve fortifications in it and use it to drain an infinite amount of water/magma. [[Special:Contributions/64.255.180.84|64.255.180.84]] 16:16, 9 August 2010 (UTC)&lt;br /&gt;
::: Even in version 0.31? It's well known that this was possible in 40d (though only with water), but some things have changed since then. --[[User:Quietust|Quietust]] 16:53, 9 August 2010 (UTC)&lt;br /&gt;
:::: Smoothing it first you say? I'll have to verify that later, if true that's useful to know. --[[User:Doctorzuber|Doctorzuber]] 01:16, 10 August 2010 (UTC)&lt;br /&gt;
:::::Works fine, if you do this to a wall at waterlevel in a cavern near a part of the edge that generates water you can create real easy power supplies.--[[User:MLegion|MLegion]] 09:24, 10 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Freezing documentation? ==&lt;br /&gt;
&lt;br /&gt;
Source water that freezes in colder months won't freeze if piped to an underground area. Rather, the source will freeze, but the water already underground won't become ice. I made an elaborate magma heating system, only to realize that it actually wasn't needed.&lt;br /&gt;
&lt;br /&gt;
== Communicating vessels don't work ==&lt;br /&gt;
&lt;br /&gt;
I've tested it with a very simple two z layers setup (see below), and it doesn't seem to work. I think this should be a bug.&lt;br /&gt;
Because it provides many interesting engineering and opportunities for fun.&lt;br /&gt;
&lt;br /&gt;
The setup is two pools separated by a wall, which are channeled below them, without a wall separating them. Filling one should raise the water level in the other.&lt;br /&gt;
The profile is like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;Level Z:   ====#   #&lt;br /&gt;
Level Z-1: #=======#&lt;br /&gt;
Level Z-2: #########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The right part in level Z should have water too.&lt;br /&gt;
[[Special:Contributions/89.141.113.238|89.141.113.238]] 20:00, 17 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Murky pool + rain = no evaporation ==&lt;br /&gt;
&lt;br /&gt;
Beware: water from a [[murky pool]] appears to never evaporate in the rain. Free-flowing, unconstrained water will stay at level 1; the rain will add to the perma-water and cause it to spread horizontally.&lt;br /&gt;
&lt;br /&gt;
The effect seems to be tied to the original tiles of the pool. I used such a pool to irrigate a subterranean farm plot. Even indoors, the water never evaporated and spread further into my fortress, until I managed to wall off the farm from the original pool tiles.&lt;br /&gt;
&lt;br /&gt;
I was only able to do construct such a wall by knocking out more boundary walls of the pool, toward some open plains. This allowed newly-fallen perma-water to flow away from my farm long enough to build a wall. Unfortunately I appear to be on an embark where it never stops raining; six years in, the level-1 perma-water has spread to cover an area of about 70x40. It has spread in a large circle (bounded by other walls of my mountain) with the original murky pool site at its center. I have never seen any tiles evaporate or recede. --[[User:Squeaky|Squeaky]] 22:00, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Is your TEMPERATURE: ON?  Maybe there's a bug in it relating to the necessary heat to evaporate water. Try to take some water from this pool and ponding it elsewhere and see if it evaporates for the good of !!SCIENCE!!-Anon 16 December 2010&lt;br /&gt;
&lt;br /&gt;
: While this is uncommon, it is not unusual. It's a safe bet that you are in a wet jungle biome. A nice wet/warm biome and murky pools refill VERY quickly. They refill so quickly in fact that like you described, they just never stop dumping new water into your fort. Assuming it's not already a lost cause, you can probably get control of this situation by cutting a nice channel to control the flow of water long enough to get some walls up and contain the flooding. --[[User:Doctorzuber|Doctorzuber]] 13:55, 18 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=136472</id>
		<title>v0.31 Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=136472"/>
		<updated>2011-02-18T13:56:38Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Contamination */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Water as cushioning ==&lt;br /&gt;
&lt;br /&gt;
Tried dropping various creatures in various places in arena mode. Everything survives 1z drops unharmed. 2z is damaging. 3z is more often than not lethal. Water appears to cushion falls. I dropped things from the top of the arena into the 3z deep end of the water and they weren't injured at all, though they quickly drowned due to not being swimmers. Also tried dropping people in 3z of magma. Magma seems to provide less cushioning than water. And then they burn. Suggest making irrationally large (200-300z or so) drops into various depths of water to test cushioning effect. [[User:Rkyeun|Rkyeun]] 04:44, 5 April 2010 (UTC)&lt;br /&gt;
:It's worth noting that layers of water in previous versions did not cushion your fall so much as the depth of the water didn't increase it. I.e. the drop damage was calculated by the amount of air you fell through. Is that a possibility here? --[[User:Eagle0600|Eagle0600]] 05:24, 5 April 2010 (UTC)&lt;br /&gt;
::This appears to be actual cushioning. Creatures fell 5-6z before hitting the water and falling another 3z. If the water simply didn't count, they'd have splatted as normal for a 6z fall. Instead they were unharmed and seemingly unaware that they should swim to safety. Or merely unable to. [[User:Rkyeun|Rkyeun]] 16:41, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
&lt;br /&gt;
I've built a very large reservoir (currently 30x25x4 approx) on some ground that had mountain goat blood on it. There is also a small amount of mountain goat and dwarf blood on the area around the reservoir. On overflowing the reservoir (which is fed from the top by a &amp;quot;clean&amp;quot; source), I get blood EVERYWHERE the water flows, seemingly on evaporation of the water. There's now far more blood spread around than the creatures had originally... anyone seen similar? --[[User:Nimblewright|Nimblewright]] 21:21, 8 April 2010 (UTC)&lt;br /&gt;
: I did some arena tests with blood and water. apparently adding a 7/7 tile of water on top of a pool of blood creates more pools of blood which are pushed out to the edges of the water as it moves. This behavior may be a bug. There is an open ticket about the subject on the bug tracker here with my full results. [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296]] - [[User:Doctorzuber|Doctorzuber]] 01:31, 9 April 2010 (UTC)&lt;br /&gt;
: This appears to be fixed in 31.16 [[User:GhostDwemer|GhostDwemer]] 00:05, 4 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I'm grumbling a bit at my water reservoir. My Dwarves have apparently declared it to be contaminated and refuse to drink from it any more. I'm curious if anybody has any useful tricks to help prevent this issue. --[[User:Doctorzuber|Doctorzuber]] 13:56, 18 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verifications of old behavior ==&lt;br /&gt;
&lt;br /&gt;
*U-bend test from a river fills to z-1 as expected&lt;br /&gt;
*U-bend test from a murky pool fills to z-1 as expected&lt;br /&gt;
*channeling directly from a river temporarily has no flow, but soon becomes naturally flowing as expected&lt;br /&gt;
*screw pump to a dead end one level above a river generates natural flow as expected&lt;br /&gt;
*Diagonal connections neutralize water pressure as expected&lt;br /&gt;
*Diagonal connections do not prevent the spread of flow as expected&lt;br /&gt;
*Reactor#3 built as a perpetual motion test -- behaves as expected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*some flow artifacts at the bottom of both U-bends -- this was always a bit quirky, but should run more tests&lt;br /&gt;
*screw pump from a murky pool in a 1x18 channel which doubles back to the murky pond generates reliable flow -- '''possible change in flow mechanics'''&lt;br /&gt;
*Screw pump from z-2 one level below the river, pushing into a 1x100 channel generates flow only near the end of the channel where the water is still filling. Behaves as expected, the previous test appears to be a fluke.&lt;br /&gt;
&lt;br /&gt;
I'm running through a battery of tests here, I will update this with my results. The one surprise so far is the murky pool test. In 40d a similar test would quickly become saturated with 7/7 water and only indicate flow at the end of the channel. need to test that more to make sure this isn't a fluke. I will continue to update this as I verify more things. Once I have a bit more information I'll start updating the water pages. [[User:Doctorzuber|Doctorzuber]] 01:26, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Ran a new variation of the long channel flow test using a level drop this time to break the natural flow effect from the river. This time I got the expected result of many tiles of still water with a small amount of flowing water near the end of the channel where it had not yet filled. This does however mean I'm using pressurized water this time which might be worth a bit more investigation. This also demonstrates the simplest form of water teleportation which is what is believed to be why flow of this nature fails to appear. [[User:Doctorzuber|Doctorzuber]] 19:53, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Springs? ==&lt;br /&gt;
&lt;br /&gt;
Reading this article mentions that water can come from springs... and it's linked. I hadn't heard of this before, so I followed the link and it redirected to Calendar; it meant springtime. I removed the link for now, but do water-springs occur? Someone who knows either remove the term in this article or work on the Spring page. --[[User:Waladil|Waladil]] 04:33, 8 June 2010 (UTC)&lt;br /&gt;
:&amp;quot;Springs&amp;quot; probably refers to mountain brooks. At the head of each brook, there is a spidery section of water, and at the end of each &amp;quot;finger&amp;quot; of water there is a &amp;quot;river source&amp;quot; tile that can be viewed with {{k|k}}. These are infinite sources of water, and probably what the article refers to.[[User:JohnnyMadhouse|JohnnyMadhouse]] 04:43, 8 June 2010 (UTC)&lt;br /&gt;
:: the source of many rivers is a spring, it's a weird spidery looking thing that is a direct source of water. They can sometimes be found on open plains. They are often found deep in the mountains. If you have one in your embark map, they have some odd properties as discussed in the wiki.  They will have a number of tiles that are treated as water sources, which will constantly and rapidly refill to 7/7 water providing and endless supply of water. a collapse above these tiles will break this effect. This is different from the much more common behavior of off map water sources where you have and edge of map tile that will constantly refill. Edge of map tiles cannot be destroyed. --[[User:Doctorzuber|Doctorzuber]] 15:41, 10 June 2010 (UTC)&lt;br /&gt;
::: Well thanks for the answer... someone might want to make a Spring(Water) page as opposed to the Spring(Season) page... Either one of you guys prolly could... I don't have any firsthand knowledge, so I prolly shouldn't. --[[User:Waladil|Waladil]] 00:48, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== fortifications on map edge to drain fluid away ==&lt;br /&gt;
They say you can designate fortifications on edge tiles to drain fluid off the map. --[[User:TomiTapio|TomiTapio]] 13:44, 15 July 2010 (UTC)&lt;br /&gt;
: You can't dig out an edge tile. If there is solid ground there it is there to stay. Just to double-check I even tried to carve fortifications out of an edge tile. as expected, it doesn't work. You can smooth and engrave the wall if you so wish but cannot otherwise remove or alter it. However in underground complexes it is common to have open spaces at the edge of map. In this case you can choose to place walls (or fortifications) right up at the edge of the map. On the surface of the world where caravans travel, you may not place any structures within 5 tiles of the edge. --[[User:Doctorzuber|Doctorzuber]] 17:37, 15 July 2010 (UTC)&lt;br /&gt;
:: Actually, I've done the fortification trick.  If you smooth the edge wall, you can carve fortifications in it and use it to drain an infinite amount of water/magma. [[Special:Contributions/64.255.180.84|64.255.180.84]] 16:16, 9 August 2010 (UTC)&lt;br /&gt;
::: Even in version 0.31? It's well known that this was possible in 40d (though only with water), but some things have changed since then. --[[User:Quietust|Quietust]] 16:53, 9 August 2010 (UTC)&lt;br /&gt;
:::: Smoothing it first you say? I'll have to verify that later, if true that's useful to know. --[[User:Doctorzuber|Doctorzuber]] 01:16, 10 August 2010 (UTC)&lt;br /&gt;
:::::Works fine, if you do this to a wall at waterlevel in a cavern near a part of the edge that generates water you can create real easy power supplies.--[[User:MLegion|MLegion]] 09:24, 10 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Freezing documentation? ==&lt;br /&gt;
&lt;br /&gt;
Source water that freezes in colder months won't freeze if piped to an underground area. Rather, the source will freeze, but the water already underground won't become ice. I made an elaborate magma heating system, only to realize that it actually wasn't needed.&lt;br /&gt;
&lt;br /&gt;
== Communicating vessels don't work ==&lt;br /&gt;
&lt;br /&gt;
I've tested it with a very simple two z layers setup (see below), and it doesn't seem to work. I think this should be a bug.&lt;br /&gt;
Because it provides many interesting engineering and opportunities for fun.&lt;br /&gt;
&lt;br /&gt;
The setup is two pools separated by a wall, which are channeled below them, without a wall separating them. Filling one should raise the water level in the other.&lt;br /&gt;
The profile is like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;Level Z:   ====#   #&lt;br /&gt;
Level Z-1: #=======#&lt;br /&gt;
Level Z-2: #########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The right part in level Z should have water too.&lt;br /&gt;
[[Special:Contributions/89.141.113.238|89.141.113.238]] 20:00, 17 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Murky pool + rain = no evaporation ==&lt;br /&gt;
&lt;br /&gt;
Beware: water from a [[murky pool]] appears to never evaporate in the rain. Free-flowing, unconstrained water will stay at level 1; the rain will add to the perma-water and cause it to spread horizontally.&lt;br /&gt;
&lt;br /&gt;
The effect seems to be tied to the original tiles of the pool. I used such a pool to irrigate a subterranean farm plot. Even indoors, the water never evaporated and spread further into my fortress, until I managed to wall off the farm from the original pool tiles.&lt;br /&gt;
&lt;br /&gt;
I was only able to do construct such a wall by knocking out more boundary walls of the pool, toward some open plains. This allowed newly-fallen perma-water to flow away from my farm long enough to build a wall. Unfortunately I appear to be on an embark where it never stops raining; six years in, the level-1 perma-water has spread to cover an area of about 70x40. It has spread in a large circle (bounded by other walls of my mountain) with the original murky pool site at its center. I have never seen any tiles evaporate or recede. --[[User:Squeaky|Squeaky]] 22:00, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Is your TEMPERATURE: ON?  Maybe there's a bug in it relating to the necessary heat to evaporate water. Try to take some water from this pool and ponding it elsewhere and see if it evaporates for the good of !!SCIENCE!!-Anon 16 December 2010&lt;br /&gt;
&lt;br /&gt;
: While this is uncommon, it is not unusual. It's a safe bet that you are in a wet jungle biome. A nice wet/warm biome and murky pools refill VERY quickly. They refill so quickly in fact that like you described, they just never stop dumping new water into your fort. Assuming it's not already a lost cause, you can probably get control of this situation by cutting a nice channel to control the flow of water long enough to get some walls up and contain the flooding. --[[User:Doctorzuber|Doctorzuber]] 13:55, 18 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=136471</id>
		<title>v0.31 Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=136471"/>
		<updated>2011-02-18T13:55:06Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Murky pool + rain = no evaporation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Water as cushioning ==&lt;br /&gt;
&lt;br /&gt;
Tried dropping various creatures in various places in arena mode. Everything survives 1z drops unharmed. 2z is damaging. 3z is more often than not lethal. Water appears to cushion falls. I dropped things from the top of the arena into the 3z deep end of the water and they weren't injured at all, though they quickly drowned due to not being swimmers. Also tried dropping people in 3z of magma. Magma seems to provide less cushioning than water. And then they burn. Suggest making irrationally large (200-300z or so) drops into various depths of water to test cushioning effect. [[User:Rkyeun|Rkyeun]] 04:44, 5 April 2010 (UTC)&lt;br /&gt;
:It's worth noting that layers of water in previous versions did not cushion your fall so much as the depth of the water didn't increase it. I.e. the drop damage was calculated by the amount of air you fell through. Is that a possibility here? --[[User:Eagle0600|Eagle0600]] 05:24, 5 April 2010 (UTC)&lt;br /&gt;
::This appears to be actual cushioning. Creatures fell 5-6z before hitting the water and falling another 3z. If the water simply didn't count, they'd have splatted as normal for a 6z fall. Instead they were unharmed and seemingly unaware that they should swim to safety. Or merely unable to. [[User:Rkyeun|Rkyeun]] 16:41, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
&lt;br /&gt;
I've built a very large reservoir (currently 30x25x4 approx) on some ground that had mountain goat blood on it. There is also a small amount of mountain goat and dwarf blood on the area around the reservoir. On overflowing the reservoir (which is fed from the top by a &amp;quot;clean&amp;quot; source), I get blood EVERYWHERE the water flows, seemingly on evaporation of the water. There's now far more blood spread around than the creatures had originally... anyone seen similar? --[[User:Nimblewright|Nimblewright]] 21:21, 8 April 2010 (UTC)&lt;br /&gt;
: I did some arena tests with blood and water. apparently adding a 7/7 tile of water on top of a pool of blood creates more pools of blood which are pushed out to the edges of the water as it moves. This behavior may be a bug. There is an open ticket about the subject on the bug tracker here with my full results. [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296]] - [[User:Doctorzuber|Doctorzuber]] 01:31, 9 April 2010 (UTC)&lt;br /&gt;
: This appears to be fixed in 31.16 [[User:GhostDwemer|GhostDwemer]] 00:05, 4 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verifications of old behavior ==&lt;br /&gt;
&lt;br /&gt;
*U-bend test from a river fills to z-1 as expected&lt;br /&gt;
*U-bend test from a murky pool fills to z-1 as expected&lt;br /&gt;
*channeling directly from a river temporarily has no flow, but soon becomes naturally flowing as expected&lt;br /&gt;
*screw pump to a dead end one level above a river generates natural flow as expected&lt;br /&gt;
*Diagonal connections neutralize water pressure as expected&lt;br /&gt;
*Diagonal connections do not prevent the spread of flow as expected&lt;br /&gt;
*Reactor#3 built as a perpetual motion test -- behaves as expected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*some flow artifacts at the bottom of both U-bends -- this was always a bit quirky, but should run more tests&lt;br /&gt;
*screw pump from a murky pool in a 1x18 channel which doubles back to the murky pond generates reliable flow -- '''possible change in flow mechanics'''&lt;br /&gt;
*Screw pump from z-2 one level below the river, pushing into a 1x100 channel generates flow only near the end of the channel where the water is still filling. Behaves as expected, the previous test appears to be a fluke.&lt;br /&gt;
&lt;br /&gt;
I'm running through a battery of tests here, I will update this with my results. The one surprise so far is the murky pool test. In 40d a similar test would quickly become saturated with 7/7 water and only indicate flow at the end of the channel. need to test that more to make sure this isn't a fluke. I will continue to update this as I verify more things. Once I have a bit more information I'll start updating the water pages. [[User:Doctorzuber|Doctorzuber]] 01:26, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Ran a new variation of the long channel flow test using a level drop this time to break the natural flow effect from the river. This time I got the expected result of many tiles of still water with a small amount of flowing water near the end of the channel where it had not yet filled. This does however mean I'm using pressurized water this time which might be worth a bit more investigation. This also demonstrates the simplest form of water teleportation which is what is believed to be why flow of this nature fails to appear. [[User:Doctorzuber|Doctorzuber]] 19:53, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Springs? ==&lt;br /&gt;
&lt;br /&gt;
Reading this article mentions that water can come from springs... and it's linked. I hadn't heard of this before, so I followed the link and it redirected to Calendar; it meant springtime. I removed the link for now, but do water-springs occur? Someone who knows either remove the term in this article or work on the Spring page. --[[User:Waladil|Waladil]] 04:33, 8 June 2010 (UTC)&lt;br /&gt;
:&amp;quot;Springs&amp;quot; probably refers to mountain brooks. At the head of each brook, there is a spidery section of water, and at the end of each &amp;quot;finger&amp;quot; of water there is a &amp;quot;river source&amp;quot; tile that can be viewed with {{k|k}}. These are infinite sources of water, and probably what the article refers to.[[User:JohnnyMadhouse|JohnnyMadhouse]] 04:43, 8 June 2010 (UTC)&lt;br /&gt;
:: the source of many rivers is a spring, it's a weird spidery looking thing that is a direct source of water. They can sometimes be found on open plains. They are often found deep in the mountains. If you have one in your embark map, they have some odd properties as discussed in the wiki.  They will have a number of tiles that are treated as water sources, which will constantly and rapidly refill to 7/7 water providing and endless supply of water. a collapse above these tiles will break this effect. This is different from the much more common behavior of off map water sources where you have and edge of map tile that will constantly refill. Edge of map tiles cannot be destroyed. --[[User:Doctorzuber|Doctorzuber]] 15:41, 10 June 2010 (UTC)&lt;br /&gt;
::: Well thanks for the answer... someone might want to make a Spring(Water) page as opposed to the Spring(Season) page... Either one of you guys prolly could... I don't have any firsthand knowledge, so I prolly shouldn't. --[[User:Waladil|Waladil]] 00:48, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== fortifications on map edge to drain fluid away ==&lt;br /&gt;
They say you can designate fortifications on edge tiles to drain fluid off the map. --[[User:TomiTapio|TomiTapio]] 13:44, 15 July 2010 (UTC)&lt;br /&gt;
: You can't dig out an edge tile. If there is solid ground there it is there to stay. Just to double-check I even tried to carve fortifications out of an edge tile. as expected, it doesn't work. You can smooth and engrave the wall if you so wish but cannot otherwise remove or alter it. However in underground complexes it is common to have open spaces at the edge of map. In this case you can choose to place walls (or fortifications) right up at the edge of the map. On the surface of the world where caravans travel, you may not place any structures within 5 tiles of the edge. --[[User:Doctorzuber|Doctorzuber]] 17:37, 15 July 2010 (UTC)&lt;br /&gt;
:: Actually, I've done the fortification trick.  If you smooth the edge wall, you can carve fortifications in it and use it to drain an infinite amount of water/magma. [[Special:Contributions/64.255.180.84|64.255.180.84]] 16:16, 9 August 2010 (UTC)&lt;br /&gt;
::: Even in version 0.31? It's well known that this was possible in 40d (though only with water), but some things have changed since then. --[[User:Quietust|Quietust]] 16:53, 9 August 2010 (UTC)&lt;br /&gt;
:::: Smoothing it first you say? I'll have to verify that later, if true that's useful to know. --[[User:Doctorzuber|Doctorzuber]] 01:16, 10 August 2010 (UTC)&lt;br /&gt;
:::::Works fine, if you do this to a wall at waterlevel in a cavern near a part of the edge that generates water you can create real easy power supplies.--[[User:MLegion|MLegion]] 09:24, 10 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Freezing documentation? ==&lt;br /&gt;
&lt;br /&gt;
Source water that freezes in colder months won't freeze if piped to an underground area. Rather, the source will freeze, but the water already underground won't become ice. I made an elaborate magma heating system, only to realize that it actually wasn't needed.&lt;br /&gt;
&lt;br /&gt;
== Communicating vessels don't work ==&lt;br /&gt;
&lt;br /&gt;
I've tested it with a very simple two z layers setup (see below), and it doesn't seem to work. I think this should be a bug.&lt;br /&gt;
Because it provides many interesting engineering and opportunities for fun.&lt;br /&gt;
&lt;br /&gt;
The setup is two pools separated by a wall, which are channeled below them, without a wall separating them. Filling one should raise the water level in the other.&lt;br /&gt;
The profile is like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;Level Z:   ====#   #&lt;br /&gt;
Level Z-1: #=======#&lt;br /&gt;
Level Z-2: #########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The right part in level Z should have water too.&lt;br /&gt;
[[Special:Contributions/89.141.113.238|89.141.113.238]] 20:00, 17 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Murky pool + rain = no evaporation ==&lt;br /&gt;
&lt;br /&gt;
Beware: water from a [[murky pool]] appears to never evaporate in the rain. Free-flowing, unconstrained water will stay at level 1; the rain will add to the perma-water and cause it to spread horizontally.&lt;br /&gt;
&lt;br /&gt;
The effect seems to be tied to the original tiles of the pool. I used such a pool to irrigate a subterranean farm plot. Even indoors, the water never evaporated and spread further into my fortress, until I managed to wall off the farm from the original pool tiles.&lt;br /&gt;
&lt;br /&gt;
I was only able to do construct such a wall by knocking out more boundary walls of the pool, toward some open plains. This allowed newly-fallen perma-water to flow away from my farm long enough to build a wall. Unfortunately I appear to be on an embark where it never stops raining; six years in, the level-1 perma-water has spread to cover an area of about 70x40. It has spread in a large circle (bounded by other walls of my mountain) with the original murky pool site at its center. I have never seen any tiles evaporate or recede. --[[User:Squeaky|Squeaky]] 22:00, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Is your TEMPERATURE: ON?  Maybe there's a bug in it relating to the necessary heat to evaporate water. Try to take some water from this pool and ponding it elsewhere and see if it evaporates for the good of !!SCIENCE!!-Anon 16 December 2010&lt;br /&gt;
&lt;br /&gt;
: While this is uncommon, it is not unusual. It's a safe bet that you are in a wet jungle biome. A nice wet/warm biome and murky pools refill VERY quickly. They refill so quickly in fact that like you described, they just never stop dumping new water into your fort. Assuming it's not already a lost cause, you can probably get control of this situation by cutting a nice channel to control the flow of water long enough to get some walls up and contain the flooding. --[[User:Doctorzuber|Doctorzuber]] 13:55, 18 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Flow&amp;diff=136073</id>
		<title>v0.31 Talk:Flow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Flow&amp;diff=136073"/>
		<updated>2011-02-16T01:38:57Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Magma Flow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Ocean Flow ===&lt;br /&gt;
Will an ocean power a water wheel?--[[User:Mana eater|Anachron]] 13:20, 16 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma Flow ==&lt;br /&gt;
&lt;br /&gt;
I'm considering modifying the note on flow in magma but I'm not sure how. Magma flows in the sense that it moves like a liquid, and has no pressure. It also doesn't blink between a wave and a double wave when flowing, and you can't test if it follows the flow mechanics because water wheels burn up in magma. What exactly requires verification in it is unclear, as well. Is it just the fact that magma doesn't blink when flowing, or the fact that it follows flow mechanics? --[[User:Eurytus|Eurytus]] 12:44, 19 September 2010 (UTC)&lt;br /&gt;
:Perhaps this could be tested by modding up magma-proof wood? [[User:Cheepicus|Cheepicus]] 23:27, 19 September 2010 (UTC)&lt;br /&gt;
::I did this, and the waterwheels doesn't budge. It still might be that pumped magma produces 'flow' in the target square -- if indeed it does that at all for water, which I'm not sure if I believe. [[User:Cheepicus|Cheepicus]] 09:36, 20 September 2010 (UTC)&lt;br /&gt;
:::I'm going to edit the article to say that magma follows regular fluid motion rules, but for all intents and purposes does not have flow. --[[User:Eurytus|Eurytus]] 19:02, 22 September 2010 (UTC)&lt;br /&gt;
:::: I personally still have dreams of huge iron wheels used to power heavy machinery. However for the time being, that appears to be just a dream. Near as I can tell magma is skipped entirely when it comes to checking flow. It does still follow the usual rules for fluid motion with a few exceptions for pressure of course. --[[User:Doctorzuber|Doctorzuber]] 01:38, 16 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma-safe&amp;diff=125616</id>
		<title>v0.31 Talk:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma-safe&amp;diff=125616"/>
		<updated>2010-08-15T23:41:40Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Glass */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article's contents are working under the assumption that the temperature of magma is still 12000 as it was in 40d - given that the [[magma man]]'s FIXED_TEMP is still 12000, this should be a reasonable assumption for now. Once Dtil is updated (or a similar utility is made available), this should be reasonably simple to verify. --[[User:Quietust|Quietust]] 14:56, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I calculated Celsius temperatures from Urist based on two of the known points, and floored the result.  (Rounding to the nearest might be more accurate, but it should be close enough for all practical purposes, and this required less examining of the decimals).  Note that the Magnetite melting temperature is approximately the real magnetite melting temperature - so i imagine most of these are based on real melting temperatures, although i also checked some others (eg, Hematite) whose actual melt temperature is a range (which was consistent, but not useful for real independent verification). &lt;br /&gt;
&lt;br /&gt;
Question: Why does the layout give preference to Farenheit anyway?  If anything, Celsius should be preferred.  (Actually, Kelvin should be preferred since its the metric unit).&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 15:20, 1 April 2010 (UTC)&lt;br /&gt;
:Fahrenheit is the main unit because in-game temperatures (degrees Urist) are equal to degrees Fahrenheit + 9968. --[[User:Quietust|Quietust]] 15:51, 1 April 2010 (UTC)&lt;br /&gt;
:: I'm assuming these numbers were pulled out of the raws somewhere? You need to verify your assumption about the actual temperature of magma. Someone is apparently reading this page and having problems. The highlights are that he's melting bauxite, obsidian, mica, and nickel doors and screaming at the bugtracker in anger. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1579#bugnotes] Check the link for more details. --[[User:Doctorzuber|Doctorzuber]] 17:27, 27 April 2010 (UTC)&lt;br /&gt;
:::Given that things made of the same material sometimes melted and sometimes didn't (after being submerged for a season), it seems like something even stranger is going on.  [[User:VengefulDonut|VengefulDonut]] 17:43, 27 April 2010 (UTC)&lt;br /&gt;
:::: Yea, well hard to say right now, his report is rather angry and ranty. I just figured I'd bring it to your attention and we'll figure out what's actually going on here. --[[User:Doctorzuber|Doctorzuber]] 17:59, 27 April 2010 (UTC)&lt;br /&gt;
::::: I've just managed to hack dtil's memory.ini sufficiently to connect it to 0.31.03 and activate the Tile Viewer. Some things are a bit off (e.g. the cursor position is wrong), but it's reporting underground temperatures (open space or solid rock) as 10015, warm stone as 10100, and magma as 12000, ''all'' of which are 100% consistent with 0.28.181.40d. --[[User:Quietust|Quietust]] 18:54, 27 April 2010 (UTC)&lt;br /&gt;
:::::: Just had a thought - while magma is most definitely temperature 12000, fire snakes look to have a FIXED_TEMP of 14000, which is hot enough to melt just about anything (namely, everything but periclase, dolomite, raw adamantine, and fire imp/dragon materials). Perhaps fire snakes just became a whole lot more dangerous? --[[User:Quietust|Quietust]] 19:11, 27 April 2010 (UTC)&lt;br /&gt;
:::::::I just want to point out that if the fire snakes are the cause of this, then that is really awesome. [[User:VengefulDonut|VengefulDonut]] 23:02, 27 April 2010 (UTC)&lt;br /&gt;
::::::::The original reporter just pointed out that the raws for OBSIDIAN contain '''two melting points''' - the first one is 13600, which is magma-safe, and the second one is 11818, which is '''not magma-safe''', and that removing the second one causes his obsidian mechanisms to stop melting. --[[User:Quietust|Quietust]] 13:27, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Errors / Unknowns==&lt;br /&gt;
Celsius and Fahrenheit are reversed in the table header, and I don't see how to change that. --[[User:The Architect|The Architect]] 04:00, 9 April 2010 (UTC)&lt;br /&gt;
* Fixed it by editting the template, hopefully its only used in this article (I assume it is as its called MS template) --[[User:AKAfreaky|AKAfreaky]] 12:33, 11 April 2010 (UTC)&lt;br /&gt;
Does the table reflect a research into all stone RAWs, verifying that these are the only magma-safe ones?&lt;br /&gt;
:It does. Unfortunately, it managed to originally miss obsidian having ''two'' melting points (one of which is not magma-safe and happens to be the one used in-game) and nickel silver's melting point having been reduced significantly. --[[User:Quietust|Quietust]] 19:17, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
I've had magma pumps (stacked) with glass components break down every time. Seems to take slightly longer than wood but still rather fast.&lt;br /&gt;
&lt;br /&gt;
--After reading this comment I went and performed extensive testing of glass and my results have shown that green glass is most definitely magma safe.  I submerged a room full of various green glass objects in magma and had a set of green glass pumps circulating the magma via a 3 tall pump stack and even after a few years of continuous running nothing melted or de-constructed. --[[User:Gtmattz|Gtmattz]] 19:50, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am experiencing magma pump deconstruction, but the culprit seems to be that ''the block in a magma pump now &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; be magma-safe''.  {{Version|0.31.04}}&amp;amp;nbsp;  The corkscrew and pipe can still be glass.  I am attempting to Verify but others should as well.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:28, 22 May 2010 (UTC)&lt;br /&gt;
::In an experiment, I was able to pump magma for a while using pumps made of both green glass and copper, the latter of which is most definitely '''not''' magma-safe. Exactly how long did the pump last before it broke down? --[[User:Quietust|Quietust]] 01:06, 22 May 2010 (UTC)&lt;br /&gt;
:::Between 15 and 30 seconds realtime.  Pump was cobaltite block + green glass screw &amp;amp; pipe.  The pump deconstructed, collapsing all pumps above it in the stack, so I do not know if other pumps were/would have been directly affected.  My further experiments have NOT replicated the deconstruction (except for wooden blocks, as expected).  I am wondering if that's because my tests were made with single pumps.  I intend to build a bunch of pump stacks with magma-unsafe blocks tomorrow.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 08:48, 22 May 2010 (UTC)&lt;br /&gt;
:::I am seeing repeatable deconstruction of pumps built with green glass screws and pipes, and non-magma-safe stone blocks, if they're in the middle of a pump stack.  I have not yet experimented with putting the unsafe-material pumps at the top or bottom of the stack.  I am not seeing problems with glass or metal blocks, even if the metal is not magma-safe.  Savegames on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:43, 22 May 2010 (UTC)&lt;br /&gt;
:::: I haven't had the patience to play long enough to fool with pumping magma in 0.31 much yet. With how much the magma-safe materials list has changed I sort of assume other things may have changed as well. I'm curious to see what magma will do to a constructed wooden wall for example. --[[User:Doctorzuber|Doctorzuber]] 23:41, 15 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Emphasis==&lt;br /&gt;
I'd like to make a suggestion to have the part with &amp;quot;wooden components will give you hell&amp;quot; in the pump section emphasized. I missed the fine print (to my own error, I'm not telling you this is your fault) and built a wooden pump stack of 120 pumps to bring magma from the sea to my z-6 work area. To my dismay, 18 months of carpentry, architecture and masonry blew a fuse in under 10 seconds. Fortunately I saved beforehand and forcequit afterwards, but perhaps a little more emphasis to that part of the page would be in order to prevent any other idiots from trying the same thing -[[User:Yeti Yeti|Yeti Yeti]] 06:31, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not-Magma-Safe Rock Blocks Overheating==&lt;br /&gt;
I built a pump stack with iron corkscrews, glass tubes and a variety of not-magma-safe rock blocks. The pump stack worked for a while, but then the bottommost pump exploded. The rock block disappeared so I assume it's the part that got melted. Once I replaced it with an orthoclase block the pump worked fine... until the 8 above it exploded. So I think it takes a little while but the pumps do overheat.&lt;br /&gt;
:Your experience agrees with my own, mentioned above in the Glass section.  I was waiting for confirmation, and will now update the article.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:03, 20 June 2010 (UTC)&lt;br /&gt;
:Actually I need to do more experimenting.  Q: Can screws and pipes made of non-magma-safe metals be used?  (Non-magma-safe metal blocks are OK, as are glass blocks.)  Q: What, if anything, changes if magma gets on the passable tile of the pump?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:13, 20 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Obsidian Is Not Magma-Safe==&lt;br /&gt;
&lt;br /&gt;
I just had an obsidian floor grate melt when magma was passing through it. &amp;lt;sup&amp;gt;16:26, 29 July 2010 86.151.22.110&amp;lt;/sup&amp;gt;&lt;br /&gt;
:What version of DF?  One of the bugfixes for DF 0.31.06 was removal of a spurious 2nd melting point for obsidian.  In unmodded DF 0.31.06 and up, obsidian should be magma-safe.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:17, 30 July 2010 (UTC)&lt;br /&gt;
:Also, what version of DF did you create the fort with?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:34, 30 July 2010 (UTC)&lt;br /&gt;
:: I believe this has been patched out by now, but at one point obsidian had two different values listed as it's melting point. I think this was corrected in a patch, but if not you can find this in your raw files and make the fix yourself in the meantime. --[[User:Doctorzuber|Doctorzuber]] 23:35, 15 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma-safe&amp;diff=125615</id>
		<title>v0.31 Talk:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma-safe&amp;diff=125615"/>
		<updated>2010-08-15T23:35:55Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Obsidian Is Not Magma-Safe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article's contents are working under the assumption that the temperature of magma is still 12000 as it was in 40d - given that the [[magma man]]'s FIXED_TEMP is still 12000, this should be a reasonable assumption for now. Once Dtil is updated (or a similar utility is made available), this should be reasonably simple to verify. --[[User:Quietust|Quietust]] 14:56, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I calculated Celsius temperatures from Urist based on two of the known points, and floored the result.  (Rounding to the nearest might be more accurate, but it should be close enough for all practical purposes, and this required less examining of the decimals).  Note that the Magnetite melting temperature is approximately the real magnetite melting temperature - so i imagine most of these are based on real melting temperatures, although i also checked some others (eg, Hematite) whose actual melt temperature is a range (which was consistent, but not useful for real independent verification). &lt;br /&gt;
&lt;br /&gt;
Question: Why does the layout give preference to Farenheit anyway?  If anything, Celsius should be preferred.  (Actually, Kelvin should be preferred since its the metric unit).&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 15:20, 1 April 2010 (UTC)&lt;br /&gt;
:Fahrenheit is the main unit because in-game temperatures (degrees Urist) are equal to degrees Fahrenheit + 9968. --[[User:Quietust|Quietust]] 15:51, 1 April 2010 (UTC)&lt;br /&gt;
:: I'm assuming these numbers were pulled out of the raws somewhere? You need to verify your assumption about the actual temperature of magma. Someone is apparently reading this page and having problems. The highlights are that he's melting bauxite, obsidian, mica, and nickel doors and screaming at the bugtracker in anger. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1579#bugnotes] Check the link for more details. --[[User:Doctorzuber|Doctorzuber]] 17:27, 27 April 2010 (UTC)&lt;br /&gt;
:::Given that things made of the same material sometimes melted and sometimes didn't (after being submerged for a season), it seems like something even stranger is going on.  [[User:VengefulDonut|VengefulDonut]] 17:43, 27 April 2010 (UTC)&lt;br /&gt;
:::: Yea, well hard to say right now, his report is rather angry and ranty. I just figured I'd bring it to your attention and we'll figure out what's actually going on here. --[[User:Doctorzuber|Doctorzuber]] 17:59, 27 April 2010 (UTC)&lt;br /&gt;
::::: I've just managed to hack dtil's memory.ini sufficiently to connect it to 0.31.03 and activate the Tile Viewer. Some things are a bit off (e.g. the cursor position is wrong), but it's reporting underground temperatures (open space or solid rock) as 10015, warm stone as 10100, and magma as 12000, ''all'' of which are 100% consistent with 0.28.181.40d. --[[User:Quietust|Quietust]] 18:54, 27 April 2010 (UTC)&lt;br /&gt;
:::::: Just had a thought - while magma is most definitely temperature 12000, fire snakes look to have a FIXED_TEMP of 14000, which is hot enough to melt just about anything (namely, everything but periclase, dolomite, raw adamantine, and fire imp/dragon materials). Perhaps fire snakes just became a whole lot more dangerous? --[[User:Quietust|Quietust]] 19:11, 27 April 2010 (UTC)&lt;br /&gt;
:::::::I just want to point out that if the fire snakes are the cause of this, then that is really awesome. [[User:VengefulDonut|VengefulDonut]] 23:02, 27 April 2010 (UTC)&lt;br /&gt;
::::::::The original reporter just pointed out that the raws for OBSIDIAN contain '''two melting points''' - the first one is 13600, which is magma-safe, and the second one is 11818, which is '''not magma-safe''', and that removing the second one causes his obsidian mechanisms to stop melting. --[[User:Quietust|Quietust]] 13:27, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Errors / Unknowns==&lt;br /&gt;
Celsius and Fahrenheit are reversed in the table header, and I don't see how to change that. --[[User:The Architect|The Architect]] 04:00, 9 April 2010 (UTC)&lt;br /&gt;
* Fixed it by editting the template, hopefully its only used in this article (I assume it is as its called MS template) --[[User:AKAfreaky|AKAfreaky]] 12:33, 11 April 2010 (UTC)&lt;br /&gt;
Does the table reflect a research into all stone RAWs, verifying that these are the only magma-safe ones?&lt;br /&gt;
:It does. Unfortunately, it managed to originally miss obsidian having ''two'' melting points (one of which is not magma-safe and happens to be the one used in-game) and nickel silver's melting point having been reduced significantly. --[[User:Quietust|Quietust]] 19:17, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
I've had magma pumps (stacked) with glass components break down every time. Seems to take slightly longer than wood but still rather fast.&lt;br /&gt;
&lt;br /&gt;
--After reading this comment I went and performed extensive testing of glass and my results have shown that green glass is most definitely magma safe.  I submerged a room full of various green glass objects in magma and had a set of green glass pumps circulating the magma via a 3 tall pump stack and even after a few years of continuous running nothing melted or de-constructed. --[[User:Gtmattz|Gtmattz]] 19:50, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am experiencing magma pump deconstruction, but the culprit seems to be that ''the block in a magma pump now &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; be magma-safe''.  {{Version|0.31.04}}&amp;amp;nbsp;  The corkscrew and pipe can still be glass.  I am attempting to Verify but others should as well.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:28, 22 May 2010 (UTC)&lt;br /&gt;
::In an experiment, I was able to pump magma for a while using pumps made of both green glass and copper, the latter of which is most definitely '''not''' magma-safe. Exactly how long did the pump last before it broke down? --[[User:Quietust|Quietust]] 01:06, 22 May 2010 (UTC)&lt;br /&gt;
:::Between 15 and 30 seconds realtime.  Pump was cobaltite block + green glass screw &amp;amp; pipe.  The pump deconstructed, collapsing all pumps above it in the stack, so I do not know if other pumps were/would have been directly affected.  My further experiments have NOT replicated the deconstruction (except for wooden blocks, as expected).  I am wondering if that's because my tests were made with single pumps.  I intend to build a bunch of pump stacks with magma-unsafe blocks tomorrow.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 08:48, 22 May 2010 (UTC)&lt;br /&gt;
:::I am seeing repeatable deconstruction of pumps built with green glass screws and pipes, and non-magma-safe stone blocks, if they're in the middle of a pump stack.  I have not yet experimented with putting the unsafe-material pumps at the top or bottom of the stack.  I am not seeing problems with glass or metal blocks, even if the metal is not magma-safe.  Savegames on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:43, 22 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Emphasis==&lt;br /&gt;
I'd like to make a suggestion to have the part with &amp;quot;wooden components will give you hell&amp;quot; in the pump section emphasized. I missed the fine print (to my own error, I'm not telling you this is your fault) and built a wooden pump stack of 120 pumps to bring magma from the sea to my z-6 work area. To my dismay, 18 months of carpentry, architecture and masonry blew a fuse in under 10 seconds. Fortunately I saved beforehand and forcequit afterwards, but perhaps a little more emphasis to that part of the page would be in order to prevent any other idiots from trying the same thing -[[User:Yeti Yeti|Yeti Yeti]] 06:31, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not-Magma-Safe Rock Blocks Overheating==&lt;br /&gt;
I built a pump stack with iron corkscrews, glass tubes and a variety of not-magma-safe rock blocks. The pump stack worked for a while, but then the bottommost pump exploded. The rock block disappeared so I assume it's the part that got melted. Once I replaced it with an orthoclase block the pump worked fine... until the 8 above it exploded. So I think it takes a little while but the pumps do overheat.&lt;br /&gt;
:Your experience agrees with my own, mentioned above in the Glass section.  I was waiting for confirmation, and will now update the article.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:03, 20 June 2010 (UTC)&lt;br /&gt;
:Actually I need to do more experimenting.  Q: Can screws and pipes made of non-magma-safe metals be used?  (Non-magma-safe metal blocks are OK, as are glass blocks.)  Q: What, if anything, changes if magma gets on the passable tile of the pump?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:13, 20 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Obsidian Is Not Magma-Safe==&lt;br /&gt;
&lt;br /&gt;
I just had an obsidian floor grate melt when magma was passing through it. &amp;lt;sup&amp;gt;16:26, 29 July 2010 86.151.22.110&amp;lt;/sup&amp;gt;&lt;br /&gt;
:What version of DF?  One of the bugfixes for DF 0.31.06 was removal of a spurious 2nd melting point for obsidian.  In unmodded DF 0.31.06 and up, obsidian should be magma-safe.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:17, 30 July 2010 (UTC)&lt;br /&gt;
:Also, what version of DF did you create the fort with?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:34, 30 July 2010 (UTC)&lt;br /&gt;
:: I believe this has been patched out by now, but at one point obsidian had two different values listed as it's melting point. I think this was corrected in a patch, but if not you can find this in your raw files and make the fix yourself in the meantime. --[[User:Doctorzuber|Doctorzuber]] 23:35, 15 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma&amp;diff=125614</id>
		<title>v0.31:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma&amp;diff=125614"/>
		<updated>2010-08-15T23:29:46Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Magma Sea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|21:13, 6 July 2010 (UTC)}}&lt;br /&gt;
'''Magma''' is a red-hot {{l|flow|fluid}} that wells up from deep within the earth - but not too deep to be found by dwarves. Magma that is above the ground is called '''Lava''' but is still the same exact substance.&lt;br /&gt;
&lt;br /&gt;
Magma serves as an energy source, powering {{L|magma smelter}}s, {{L|magma forge}}s, {{L|magma glass furnace}}s, and {{L|magma kiln}}s.  Magma is ''extremely'' hot which can lead to a lot of {{L|fun}}. In the current version magma seems a bit slower to burn things, allowing things to &amp;quot;fall to the bottom&amp;quot; of a magma pipe before finally burning to death. Also workers that dig into a magma reservoir are not instantly killed as the magma touches them and can often scramble to safety as long as they are not fully immersed in 7/7 magma. It's worth noting that magma never seems to blink with {{l|flow}} now either.&lt;br /&gt;
&lt;br /&gt;
The list of materials that are '''{{l|magma-safe}}''' has been expanded considerably in this version. Magma never cools, but can {{L|evaporation|evaporate}} if left at a depth of 1/7 for long enough. When magma is mixed with water it forms {{L|obsidian}}. Note that magma located above {{L|semi-molten rock}} will be listed as a Magma Flow and cannot be cooled into {{L|Obsidian}}.&lt;br /&gt;
&lt;br /&gt;
==Magma Sea==&lt;br /&gt;
The '''{{L|Magma sea}}''' is located at the bottom of every map, forming an (almost) impenetrable barrier. They also provide a great source of magma. {{l|Semi-molten rock}} can also be found around the magma sea, and cannot be dug through.&lt;br /&gt;
&lt;br /&gt;
Pumping magma up from the magma sea via a conventional {{L|pump|pump stack}} is a lot of work, requiring hundreds of pumps and vast amounts of power. It is possible to do a lot less work through the &amp;quot;piston method&amp;quot;, a clever abuse of {{L|cave-in}} {{L|physics}}. The basic principle involves channelling out an area around a huge stone pillar, hundreds of z-levels tall, which will become the &amp;quot;piston&amp;quot; that drives magma to the top. Rest the piston on a single support, then carve out a tank at its base which will be filled with magma pumped from the magma sea. ('''Beware:''' building the piston directly over the magma sea will '''NOT''' work!) Once the tank has been filled, drop the piston by removing its support. Liquids displaced by a cave-in will &amp;quot;teleport&amp;quot; straight up to the nearest available space; here, the nearest available space will be the catchment area you thoughtfully prepared earlier atop the piston. A full discussion of this trick, including how to make the piston reusable, can be found in [http://www.bay12forums.com/smf/index.php?topic=59894.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
==Magma pools==&lt;br /&gt;
Although the name suggests them as pools, they are actually pipes (Unknown why Toady changed the name). They can be found underground, however they rarely reach the upper z-levels (40+). Most end just a few z-levels above the magma sea, though some span up to more than 100 z-levels.&lt;br /&gt;
Magma pools seem to be always connected to a magma sea, and the sea and pipe can occasionally reach up to the same level, making them hard to separate. However, magma pools can be identified by the obsidian walls which surround them.&lt;br /&gt;
Magma pools will slowly refill themselves, giving the player an infinite source of magma.&lt;br /&gt;
&lt;br /&gt;
==Volcanoes==&lt;br /&gt;
Volcanoes can be found which extend all the way to the surface, but on a standard map they are exceedingly rare. If you want a volcano it is probably best to specify it when creating your world. Volcanoes are an endless source of magma so they will always refill themselves.&lt;br /&gt;
&lt;br /&gt;
==Properties of magma==&lt;br /&gt;
Magma behaves the same way as water with the exception of not being affected by {{l|pressure}}, unless pressurized by a {{l|pump}}, and apparently not showing {{l|flow}}.  Magma will turn into {{l|obsidian}} if it touches {{l|water}}.  In the game, magma's temperature is exactly 2,032°F, or about 1,111°C. This is also 12,000° {{l|Temperature scale|Urist}}.  The list of '''{{l|magma-safe}}''' materials has changed considerably in this version.&lt;br /&gt;
*Modding information: The rock that is used when magma mixes with water is the first rock encountered to have the [LAVA] tag ''during worldgen''.&lt;br /&gt;
&lt;br /&gt;
==Dangers of magma==&lt;br /&gt;
Magma is not immediately fatal when first touched. It is dangerous to stand in magma, but dwarves will generally only suffer minor burns when running from a flow. Most creatures can survive standing on even a completely filled magma tile for a single step, but any more and they will likely die.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=125560</id>
		<title>v0.31:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=125560"/>
		<updated>2010-08-15T15:24:26Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|19:08, 6 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a fluid found all over the world. It {{l|flow|flows}} from mountain springs, forming the world's {{l|ocean|oceans}}, {{l|lake|lakes}}, {{l|river|rivers}}, and {{l|brook|brooks}}. Water falls as {{l|rain}} and {{l|snow}}, and freezes into {{l|ice}}. Water is home to a variety of {{l|aquatic creatures}}. Many creatures can {{l|Swimmer|swim}} in deep water. Air-breathing creatures that are submerged in water can {{l|Swimmer#Drowning|drown}} in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous.  It is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question.  If there are zero tiles of water source available, the water is saltwater.&lt;br /&gt;
&lt;br /&gt;
In the new system mud is now a {{l|contaminant}} which is created any time water covers an area. Any tiles that contain mud may be used for {{l|Agriculture|farming}}.&lt;br /&gt;
&lt;br /&gt;
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 {{l|contaminant|contaminants}} such as '''mud''' and '''blood'''. (The game can be {{l|Technical_tricks#The_look_of_the_game|configured}} to show the depth instead). &lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one {{l|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. {{l|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 {{l|swimming}}.&lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Evaporation occurs when water or {{l|magma}} is at a depth of 1/7. In '''hot''' or '''scorching''' environments {{l|murky pool|murky pools}} can sometimes evaporate at greater depths as well. Any fluids that evaporate are gone forever.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
Water and {{l|magma}} are both {{l|flow|fluids}} which are constantly trying to '''{{l|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 {{l|pressure}} can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarfs, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress acts like a fairly thick, viscous material. This makes it possible to do highly implausible things like {{l|pump}} out a dry hole in the middle of a {{l|river}} or {{l|ocean}}.&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
Water that comes from {{l|river|rivers}}, {{l|brook|brooks}}, {{l|ocean|oceans}}, {{l|aquifer|aquifers}} or springs is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing {{l|floodgate|floodgates}} and be aware of how {{l|pressure}} works or you could easily end up {{l|flood|flooding}} your fortress and having a lot more {{l|fun}} than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
Dwarves can not drink salt water until it has been desalinated.&lt;br /&gt;
&lt;br /&gt;
To check to see if water is salty, use the (i) menu to see if the game shows the pond/pool as a water source. If the &amp;quot;water source (x)&amp;quot; is (0), then the source is salty. If not, then your dwarves will drink it.&lt;br /&gt;
&lt;br /&gt;
A screw pump can be used to desalinate water but the water must be stored in a cistern made entirely out of constructed walls and floors. A smoothed floor does no count and is considered to be natural stone still. If the water touches any natural stone or dirt it will instantly revert the entire reservoir back to salt water. The old 40d method of using a well to desalinate water no longer works in 0.31.  {{verify}}&lt;br /&gt;
&lt;br /&gt;
==Contaminants==&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.{{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma&amp;diff=125559</id>
		<title>v0.31:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma&amp;diff=125559"/>
		<updated>2010-08-15T15:18:49Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: Moved link out of the title -- Links in titles don't look good&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|21:13, 6 July 2010 (UTC)}}&lt;br /&gt;
'''Magma''' is a red-hot {{l|flow|fluid}} that wells up from deep within the earth - but not too deep to be found by dwarves. Magma that is above the ground is called '''Lava''' but is still the same exact substance.&lt;br /&gt;
&lt;br /&gt;
Magma serves as an energy source, powering {{L|magma smelter}}s, {{L|magma forge}}s, {{L|magma glass furnace}}s, and {{L|magma kiln}}s.  Magma is ''extremely'' hot which can lead to a lot of {{L|fun}}. In the current version magma seems a bit slower to burn things, allowing things to &amp;quot;fall to the bottom&amp;quot; of a magma pipe before finally burning to death. Also workers that dig into a magma reservoir are not instantly killed as the magma touches them and can often scramble to safety as long as they are not fully immersed in 7/7 magma. It's worth noting that magma never seems to blink with {{l|flow}} now either.&lt;br /&gt;
&lt;br /&gt;
The list of materials that are '''{{l|magma-safe}}''' has been expanded considerably in this version. Magma never cools, but can {{L|evaporation|evaporate}} if left at a depth of 1/7 for long enough. When magma is mixed with water it forms {{L|obsidian}}. Note that magma located above {{L|semi-molten rock}} will be listed as a Magma Flow and cannot be cooled into {{L|Obsidian}}.&lt;br /&gt;
&lt;br /&gt;
==Magma Sea==&lt;br /&gt;
The ''''{{L|Magma sea}}'''' is located at the bottom of every map, forming an (almost) impenetrable barrier. They also provide a great source of magma. {{l|Semi-molten rock}} can also be found around the magma sea, and cannot be dug through.&lt;br /&gt;
&lt;br /&gt;
Pumping magma up from the magma sea via a conventional {{L|pump|pump stack}} is a lot of work, requiring hundreds of pumps and vast amounts of power. It is possible to do a lot less work through the &amp;quot;piston method&amp;quot;, a clever abuse of {{L|cave-in}} {{L|physics}}. The basic principle involves channelling out an area around a huge stone pillar, hundreds of z-levels tall, which will become the &amp;quot;piston&amp;quot; that drives magma to the top. Rest the piston on a single support, then carve out a tank at its base which will be filled with magma pumped from the magma sea. ('''Beware:''' building the piston directly over the magma sea will '''NOT''' work!) Once the tank has been filled, drop the piston by removing its support. Liquids displaced by a cave-in will &amp;quot;teleport&amp;quot; straight up to the nearest available space; here, the nearest available space will be the catchment area you thoughtfully prepared earlier atop the piston. A full discussion of this trick, including how to make the piston reusable, can be found in [http://www.bay12forums.com/smf/index.php?topic=59894.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
==Magma pools==&lt;br /&gt;
Although the name suggests them as pools, they are actually pipes (Unknown why Toady changed the name). They can be found underground, however they rarely reach the upper z-levels (40+). Most end just a few z-levels above the magma sea, though some span up to more than 100 z-levels.&lt;br /&gt;
Magma pools seem to be always connected to a magma sea, and the sea and pipe can occasionally reach up to the same level, making them hard to separate. However, magma pools can be identified by the obsidian walls which surround them.&lt;br /&gt;
Magma pools will slowly refill themselves, giving the player an infinite source of magma.&lt;br /&gt;
&lt;br /&gt;
==Volcanoes==&lt;br /&gt;
Volcanoes can be found which extend all the way to the surface, but on a standard map they are exceedingly rare. If you want a volcano it is probably best to specify it when creating your world. Volcanoes are an endless source of magma so they will always refill themselves.&lt;br /&gt;
&lt;br /&gt;
==Properties of magma==&lt;br /&gt;
Magma behaves the same way as water with the exception of not being affected by {{l|pressure}}, unless pressurized by a {{l|pump}}, and apparently not showing {{l|flow}}.  Magma will turn into {{l|obsidian}} if it touches {{l|water}}.  In the game, magma's temperature is exactly 2,032°F, or about 1,111°C. This is also 12,000° {{l|Temperature scale|Urist}}.  The list of '''{{l|magma-safe}}''' materials has changed considerably in this version.&lt;br /&gt;
*Modding information: The rock that is used when magma mixes with water is the first rock encountered to have the [LAVA] tag ''during worldgen''.&lt;br /&gt;
&lt;br /&gt;
==Dangers of magma==&lt;br /&gt;
Magma is not immediately fatal when first touched. It is dangerous to stand in magma, but dwarves will generally only suffer minor burns when running from a flow. Most creatures can survive standing on even a completely filled magma tile for a single step, but any more and they will likely die.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:Vomit_Trail.png&amp;diff=125558</id>
		<title>File talk:Vomit Trail.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:Vomit_Trail.png&amp;diff=125558"/>
		<updated>2010-08-15T15:12:28Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: Created page with 'This would have to be a 40d or older pic since in 0.31 this would be overwritten with a trail of blood and or dust. Vomit still happens, but it's harder to notice since it's cove…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This would have to be a 40d or older pic since in 0.31 this would be overwritten with a trail of blood and or dust. Vomit still happens, but it's harder to notice since it's covered in blood all the time. ;P --[[User:Doctorzuber|Doctorzuber]] 15:12, 15 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=124591</id>
		<title>v0.31 Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=124591"/>
		<updated>2010-08-10T01:16:18Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* fortifications on map edge to drain fluid away */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Water as cushioning ==&lt;br /&gt;
&lt;br /&gt;
Tried dropping various creatures in various places in arena mode. Everything survives 1z drops unharmed. 2z is damaging. 3z is more often than not lethal. Water appears to cushion falls. I dropped things from the top of the arena into the 3z deep end of the water and they weren't injured at all, though they quickly drowned due to not being swimmers. Also tried dropping people in 3z of magma. Magma seems to provide less cushioning than water. And then they burn. Suggest making irrationally large (200-300z or so) drops into various depths of water to test cushioning effect. [[User:Rkyeun|Rkyeun]] 04:44, 5 April 2010 (UTC)&lt;br /&gt;
:It's worth noting that layers of water in previous versions did not cushion your fall so much as the depth of the water didn't increase it. I.e. the drop damage was calculated by the amount of air you fell through. Is that a possibility here? --[[User:Eagle0600|Eagle0600]] 05:24, 5 April 2010 (UTC)&lt;br /&gt;
::This appears to be actual cushioning. Creatures fell 5-6z before hitting the water and falling another 3z. If the water simply didn't count, they'd have splatted as normal for a 6z fall. Instead they were unharmed and seemingly unaware that they should swim to safety. Or merely unable to. [[User:Rkyeun|Rkyeun]] 16:41, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
&lt;br /&gt;
I've built a very large reservoir (currently 30x25x4 approx) on some ground that had mountain goat blood on it. There is also a small amount of mountain goat and dwarf blood on the area around the reservoir. On overflowing the reservoir (which is fed from the top by a &amp;quot;clean&amp;quot; source), I get blood EVERYWHERE the water flows, seemingly on evaporation of the water. There's now far more blood spread around than the creatures had originally... anyone seen similar? --[[User:Nimblewright|Nimblewright]] 21:21, 8 April 2010 (UTC)&lt;br /&gt;
: I did some arena tests with blood and water. apparently adding a 7/7 tile of water on top of a pool of blood creates more pools of blood which are pushed out to the edges of the water as it moves. This behavior may be a bug. There is an open ticket about the subject on the bug tracker here with my full results. [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296]] - [[User:Doctorzuber|Doctorzuber]] 01:31, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verifications of old behavior ==&lt;br /&gt;
&lt;br /&gt;
*U-bend test from a river fills to z-1 as expected&lt;br /&gt;
*U-bend test from a murky pool fills to z-1 as expected&lt;br /&gt;
*channeling directly from a river temporarily has no flow, but soon becomes naturally flowing as expected&lt;br /&gt;
*screw pump to a dead end one level above a river generates natural flow as expected&lt;br /&gt;
*Diagonal connections neutralize water pressure as expected&lt;br /&gt;
*Diagonal connections do not prevent the spread of flow as expected&lt;br /&gt;
*Reactor#3 built as a perpetual motion test -- behaves as expected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*some flow artifacts at the bottom of both U-bends -- this was always a bit quirky, but should run more tests&lt;br /&gt;
*screw pump from a murky pool in a 1x18 channel which doubles back to the murky pond generates reliable flow -- '''possible change in flow mechanics'''&lt;br /&gt;
*Screw pump from z-2 one level below the river, pushing into a 1x100 channel generates flow only near the end of the channel where the water is still filling. Behaves as expected, the previous test appears to be a fluke.&lt;br /&gt;
&lt;br /&gt;
I'm running through a battery of tests here, I will update this with my results. The one surprise so far is the murky pool test. In 40d a similar test would quickly become saturated with 7/7 water and only indicate flow at the end of the channel. need to test that more to make sure this isn't a fluke. I will continue to update this as I verify more things. Once I have a bit more information I'll start updating the water pages. [[User:Doctorzuber|Doctorzuber]] 01:26, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Ran a new variation of the long channel flow test using a level drop this time to break the natural flow effect from the river. This time I got the expected result of many tiles of still water with a small amount of flowing water near the end of the channel where it had not yet filled. This does however mean I'm using pressurized water this time which might be worth a bit more investigation. This also demonstrates the simplest form of water teleportation which is what is believed to be why flow of this nature fails to appear. [[User:Doctorzuber|Doctorzuber]] 19:53, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Springs? ==&lt;br /&gt;
&lt;br /&gt;
Reading this article mentions that water can come from springs... and it's linked. I hadn't heard of this before, so I followed the link and it redirected to Calendar; it meant springtime. I removed the link for now, but do water-springs occur? Someone who knows either remove the term in this article or work on the Spring page. --[[User:Waladil|Waladil]] 04:33, 8 June 2010 (UTC)&lt;br /&gt;
:&amp;quot;Springs&amp;quot; probably refers to mountain brooks. At the head of each brook, there is a spidery section of water, and at the end of each &amp;quot;finger&amp;quot; of water there is a &amp;quot;river source&amp;quot; tile that can be viewed with {{k|k}}. These are infinite sources of water, and probably what the article refers to.[[User:JohnnyMadhouse|JohnnyMadhouse]] 04:43, 8 June 2010 (UTC)&lt;br /&gt;
:: the source of many rivers is a spring, it's a weird spidery looking thing that is a direct source of water. They can sometimes be found on open plains. They are often found deep in the mountains. If you have one in your embark map, they have some odd properties as discussed in the wiki.  They will have a number of tiles that are treated as water sources, which will constantly and rapidly refill to 7/7 water providing and endless supply of water. a collapse above these tiles will break this effect. This is different from the much more common behavior of off map water sources where you have and edge of map tile that will constantly refill. Edge of map tiles cannot be destroyed. --[[User:Doctorzuber|Doctorzuber]] 15:41, 10 June 2010 (UTC)&lt;br /&gt;
::: Well thanks for the answer... someone might want to make a Spring(Water) page as opposed to the Spring(Season) page... Either one of you guys prolly could... I don't have any firsthand knowledge, so I prolly shouldn't. --[[User:Waladil|Waladil]] 00:48, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== fortifications on map edge to drain fluid away ==&lt;br /&gt;
They say you can designate fortifications on edge tiles to drain fluid off the map. --[[User:TomiTapio|TomiTapio]] 13:44, 15 July 2010 (UTC)&lt;br /&gt;
: You can't dig out an edge tile. If there is solid ground there it is there to stay. Just to double-check I even tried to carve fortifications out of an edge tile. as expected, it doesn't work. You can smooth and engrave the wall if you so wish but cannot otherwise remove or alter it. However in underground complexes it is common to have open spaces at the edge of map. In this case you can choose to place walls (or fortifications) right up at the edge of the map. On the surface of the world where caravans travel, you may not place any structures within 5 tiles of the edge. --[[User:Doctorzuber|Doctorzuber]] 17:37, 15 July 2010 (UTC)&lt;br /&gt;
:: Actually, I've done the fortification trick.  If you smooth the edge wall, you can carve fortifications in it and use it to drain an infinite amount of water/magma. [[Special:Contributions/64.255.180.84|64.255.180.84]] 16:16, 9 August 2010 (UTC)&lt;br /&gt;
::: Even in version 0.31? It's well known that this was possible in 40d (though only with water), but some things have changed since then. --[[User:Quietust|Quietust]] 16:53, 9 August 2010 (UTC)&lt;br /&gt;
:::: Smoothing it first you say? I'll have to verify that later, if true that's useful to know. --[[User:Doctorzuber|Doctorzuber]] 01:16, 10 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pressure&amp;diff=124590</id>
		<title>v0.31:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pressure&amp;diff=124590"/>
		<updated>2010-08-10T01:13:43Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Advanced Pressure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|19:05, 6 July 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress features some pretty complex behavior in an attempt to simulate '''fluid mechanics'''. One aspect of this behavior is seen in the form of '''pressure'''. The basic idea here is quite simple, '''{{l|flow|fluids}}''' such as '''{{l|water}}''' and in some cases '''{{l|magma}}''' can become pressurized which can result in them being pushed back up into other areas by the weight of the fluid. &lt;br /&gt;
&lt;br /&gt;
==A demonstration of pressure using U-Bends==&lt;br /&gt;
A U-Bend is a channel that digs down, and curves back up. With '''pressure''' a {{l|flow|fluid}} will be pushed up the other side of the u-bend in an attempt to equalize the pressure. By understanding how pressure works in a u-bend you should be able to adapt this knowledge to use fluids in any configuration you desire without any unexpected surprises that could make life in your fortress more '''{{l|fun}}''' than anticipated. '''{{L|Water}}''' and '''{{l|magma}}''' both behave very differently with regards to pressure, so read carefully.&lt;br /&gt;
&lt;br /&gt;
===Water in a U-Bend===&lt;br /&gt;
The following three diagrams demonstrate different ways water might behave in a u-bend. In all three cases, the water source is on the left side of the diagram and water is filling the area to the right. In the first example (Diagram A), we have water taken directly from a river used to fill a u-bend. In this case, because the river is free to flow out the edge of the map the water never fully pressurizes which results in the water stopping one level below the actual level of the river itself. This behavior applies to water taken from any infinite water source.&lt;br /&gt;
&lt;br /&gt;
In the next example (Diagram B), a '''dam''' has been placed preventing the river from flowing off the edge of the map. Because of this, the water soon becomes fully pressurized and quickly fills up the remaining level of the u-bend. Use caution when placing a dam on your river.&lt;br /&gt;
&lt;br /&gt;
The final example (Diagram C), demonstrates how a '''{{l|pump|screw pump}}''' pressurizes water up to the level of the pump. In this case the water is actually being taken to one level above the river because it is being pressurized by the pump. &lt;br /&gt;
&lt;br /&gt;
With these three simple examples, you should be ready to go build your enormous plumbing masterpiece, and be relatively safe from any unanticipated flooding. If you plan to work with {{l|magma}} as well however, you should read further.&lt;br /&gt;
&lt;br /&gt;
   '''Diagram A'''       '''Diagram B'''       '''Diagram C'''&lt;br /&gt;
     River       Dammed River      Screw Pump&lt;br /&gt;
   Side View       Side View       Side View&amp;lt;br /&amp;gt;&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;/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;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒     %% = {{l|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;/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;/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;/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;/font&amp;gt; = Water&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;/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;/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;/font&amp;gt;▒      ▒ = Solid Ground&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;/font&amp;gt;▒          ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;▒&lt;br /&gt;
       ▒▒▒▒▒▒▒       ▒▒▒▒▒▒▒          ▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
===Magma in a U-bend===&lt;br /&gt;
'''{{l|Magma}}''' behaves very differently from {{l|water}} because it will not normally retain any pressure. In our first magma example (Diagram A) we show how this works by creating a short u-bend and connecting it up to a magma pipe - because {{l|magma}} is not a pressurized fluid, it simply fills the lowest point and makes no further attempt to go back up.&lt;br /&gt;
&lt;br /&gt;
Do not however make the mistake of thinking that {{l|magma}} can never be pressurized. In the second diagram (Diagram B) we see how with the addition of a single {{l|pump|screw pump}}, the entire situation changes dramatically. The screw pump is pressurizing the magma so that it will now fill the area back up to the level of the pump. Accidentally flooding your fortress with {{l|magma}} is considerably more {{l|fun}} than a flood of {{l|water}}.&lt;br /&gt;
&lt;br /&gt;
   '''Diagram A'''       '''Diagram B'''&lt;br /&gt;
   Magma Pipe      Screw Pump&lt;br /&gt;
   Side View       Side View&amp;lt;br /&amp;gt;&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒             %%&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒     %% = {{l|Pump}}&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒   ▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒      &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = Magma&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒   ▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒      ▒ = Solid Ground&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈≈≈≈≈&amp;lt;/font&amp;gt;▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;▒&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒▒▒▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
==Advanced Pressure==&lt;br /&gt;
Pressure is a lazy model, but will ''always'' behave like above. For example, a system on z0 receives water from a cistern z3 in amounts of ~3/tick. This system consists of a tree of passages, one tile wide, and contains 'underpasses' on z-1. Water will flow into the system to a depth of 7 before coming up on the other side of a the first underpass, as is expected. However, if faced with ''two'' underpasses, it will choose the nearest one and fill all the system on the other side of that underpass to a depth of 7 before filling the system on the other side of the far underpass. Similarly, if faced with multiple exits from the system, the whole flow will flow out of ''one'' exit, the nearest lowest one.{{verify}}&lt;br /&gt;
&lt;br /&gt;
===Waterfalls===&lt;br /&gt;
Waterfalls are of special concern. When drawing water from a waterfall it is important to understand that this water may be pressurized up to the highest point of the waterfall. So that if you tap into a natural waterfall at the low side you could very easily flood your entire fortress very quickly.&lt;br /&gt;
&lt;br /&gt;
==Neutralizing Pressure==&lt;br /&gt;
There are two methods for depressurizing fluids when this is needed. Either Diagonal connections or carefully used screw pumps can eliminate problems with pressurized fluids. Knowing how to pressurize and depressurize water as needed allows you to quickly move fluids wherever you wish in your fortress allowing you to build things a dwarf can be proud of. &lt;br /&gt;
&lt;br /&gt;
===Diagonal Flow===&lt;br /&gt;
Diagonal {{l|flow|flowing}} fluids create a unique behavior which neutralizes all '''pressure'''. By forcing fluids through a diagonal connection you can neutralize all pressure quite easily. Neutralized water will fill U-bends to exactly one z-level below the level that the diagonal is on. A result of this is that a tunnel system that spans several z-levels, but is connected to a river only by a diagonal tile, will fill only to one z-level lower than the river, but if an orthogonal connection is created, it will fill up another level.&lt;br /&gt;
&lt;br /&gt;
Here is a top-down diagram of neutralizing the flow of a river.&lt;br /&gt;
&lt;br /&gt;
 '''Top View'''&amp;lt;br /&amp;gt; &lt;br /&gt;
                 ▒▒▒▒▒▒&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;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒▒&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''Direction-&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;/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;/font&amp;gt;▒&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''   of    -&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;/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;/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;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''  Flow   -&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;/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;/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;/font&amp;gt;▒&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
         ▒▒▒▒▒▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒▒▒&lt;br /&gt;
                ▒▒▒▒▒▒&amp;lt;br /&amp;gt;&lt;br /&gt;
  ▒ = wall, constructed or undug&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = pressurized water&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = neutral/normal water pressure&lt;br /&gt;
&lt;br /&gt;
This does not work on a vertical basis - water only travels vertically to a different z-level, never diagonally.  &lt;br /&gt;
&lt;br /&gt;
If you wish to maintain the rate of '''{{l|flow}}''' after de-pressurizing, it's recommended that you have more diagonals than water tiles - that is, if the source is 3-tiles wide, you may wish 4 or more diagonal passages.&lt;br /&gt;
&lt;br /&gt;
===Pumps===&lt;br /&gt;
Water pressure does not propagate through pumps, so it is possible to fill a pool using a screw pump without it having the same pressure as its source. 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 {{l|power|powered}} instead of {{l|pump operator|run by a dwarf}}, as the tile the dwarf needs to stand on is filled by water. Furthermore, the pump will likely need to be powered from above or below (as water would simply flow around a gear or axle placed next to the pump), though creative setups are still possible by using additional screw pumps to transmit power.&lt;br /&gt;
&lt;br /&gt;
Your vertical axles or gear assemblies need to be placed above the solid 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.) Multiple adjacent pumps will also transfer '''power''' between themselves automatically.&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;#4080FF&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;#4080FF&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&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;red&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;
Do note that the water output from the screw pump '''will''' be pressurized as per the U-bend diagrams above, but said pressure will be independent of the source and can be subsequently 'reset' by additional pumps or diagonal gaps.&lt;br /&gt;
&lt;br /&gt;
==Hatches==&lt;br /&gt;
{{l|Hatch_cover|Hatches}} can be placed over {{l|channel|channels}}, {{l|stair|stairs}}, {{l|ramp|ramps}} etc to prevent {{l|water}} moving vertically but will still allow the tile to be used, even as a water source (and possibly still for fishing too).&lt;br /&gt;
&lt;br /&gt;
== See Also==&lt;br /&gt;
:* {{l|flow|flow}}&lt;br /&gt;
:* {{l|river}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Squad&amp;diff=122624</id>
		<title>v0.31:Squad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Squad&amp;diff=122624"/>
		<updated>2010-07-26T19:39:28Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Reported Squad-Related Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Masterwork}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Squads''' are a fundamental part of your fortress' '''{{l|military}}''' - they are the units who carry out all the orders you give them. Your ability to manage these iron-blooded dwarves could spell the difference between a healthy fort's life and death.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key and the '''squads''' screen is accessible through the {{k|s}} key. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
For a simple, ''very'' basic, unarmed/unarmoured &amp;quot;How to attack a creature&amp;quot;, see {{L|attack}}.&lt;br /&gt;
&lt;br /&gt;
=Creating a Militia=&lt;br /&gt;
&lt;br /&gt;
While far more confusing than before, the new military system makes up for its initial impenetrability with a huge increase in versatility. Squads can be assigned, reordered and restructured at will, and each soldier can be set to equip a highly-specified uniform along with the rest of their squad or stand out and equip something unique.&lt;br /&gt;
&lt;br /&gt;
==Forming Squads==&lt;br /&gt;
&lt;br /&gt;
Before you can do anything with your military you will want to go into the '''noble''' screen ({{k|n}}) and designate a '''{{l|militia commander}}'''. Subsequent squad leaders can also be designated through the nobles screen; once you designate a militia commander it will open up a slot for a '''{{l|Militia Captain|militia captain}}''', and once you designate one of those it opens another captain slot, etc. These roles are all functionally equivalent. &lt;br /&gt;
* If the expedition leader is assigned to the militia commander or captain position from the nobles screen he will probably remove himself from the role a few seconds later. This may be a bug. {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
Alternatively the Militia commander position is the same as the squad 1 unit 1 position. You can simply create your first squad and assign a dwarf to the role directly. This tactic is useful if you are suffering from a blank nobles screen because of the dead expedition leader bug.{{version|0.31.03}}. It is not possible to assign the '''{{l|Leader|expedition leader}}''' to the position in this way, nor can you assign him to be the captain of any squad. You can however assign him to positions 2 through 10 making him an ordinary soldier.&lt;br /&gt;
&lt;br /&gt;
When you have designated a commander/captain, going to the military screen will show that dwarf under the &amp;quot;Squads/Leaders&amp;quot; heading and you'll notice an option to create a new squad. You can also create a new squad before you designate your militia commander; the first dwarf you choose will automatically be thrust into the position. Creating the squad moves the display of the dwarf from the 'available' heading to the squad heading. You can then fill out the squad with any dwarf in the fort. It appears that no more than ten dwarves can be assigned to any one squad&amp;lt;!--CONFIRM?--&amp;gt;. When you add a dwarf to one squad they will be removed from another; for this reason you will always see the majority of your dwarves in the rightmost pane.&lt;br /&gt;
&lt;br /&gt;
==Equipping Soldiers==&lt;br /&gt;
&lt;br /&gt;
In the military screen, press {{k|n}} to open the '''uniforms''' tab. Each listing under the 'Uniforms' header is essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad, much like a template. You can create new uniforms if you want and add or remove items from any uniform set by navigating this menu. Uniform templates are only created in this tab, not applied.&lt;br /&gt;
&lt;br /&gt;
While still in the military screen, press {{k|e}} to open the '''equipment''' tab. The default sub-tab, '{{k|V}}iew/Customize will be open. In this screen you can select individual dwarves and apply individual pieces of equipment to them, from {{k|A}}rmor, {{k|L}}eggings, {{k|H}}elms, {{k|G}}loves, {{k|B}}oots, {{k|S}}hields, and {{k|W}}eapons, as well as {{k|M}}aterial and {{k|C}}olor depending on the piece of equipment highlighted.&amp;lt;!--WHAT DOES 'r' FOR 'over clothing' DO? AND 'partial matches'?--&amp;gt; To select a specific piece of equipment (such as an artifact), select 'specific _____' under that equipment type (eg. 'specific armor' in the Armor field); for your convenience, highest-quality equipment is listed first.&lt;br /&gt;
&lt;br /&gt;
To apply your preset uniform templates, press {{k|U}} in the equipment tab to open the Assign Uniforms sub-tab and move the selector to the Position Uniform header. Pressing {{k|enter}} will apply the selected uniform to the individual dwarf of your choosing, and {{k|shift}}+{{k|enter}} will apply the selected uniform to the entire squad.&lt;br /&gt;
&lt;br /&gt;
For ranged soldiers, open the '''ammunition''' ({{k|f}}) tab and assign them something from there. If you don't care what they use, you still need to give them ammo - just pick 'bolts' and it will default to any bolts they can find. &lt;br /&gt;
&lt;br /&gt;
If you're still experiencing trouble try following [http://www.bay12games.com/dwarves/mantisbt/view.php?id=535#c3823 these steps] posted to Mantis.  If that doesn't work, post additional detail to that bug report if you are able.&lt;br /&gt;
&lt;br /&gt;
===Arsenal Dwarf===&lt;br /&gt;
&lt;br /&gt;
In the early stages of your fort your dwarves will equip themselves, but once enough migrants (13, making your population 20+ dwarves) have arrived your fortress will require an '''{{l|Arsenal_dwarf|Arsenal Dwarf}}''' (designated in the nobles screen) to manage your armory. The Arsenal Dwarf serves the role of quartermaster; without him your dwarves will be unable to change their equipment. Once you have a dwarf selected, make sure to give him an office - like a {{l|manager}}, an Arsenal Dwarf will need to sign off on equipment changes before they can be made.&lt;br /&gt;
&lt;br /&gt;
Note that if you don't have an option for and Arsenal Dwarf, it just means your fort isn't big enough to need one yet. Dwarves will equip themselves until your fortress grows too large - just keep an eye on the nobles screen every time you get migrants, and assign an Arsenal Dwarf when you need one.&lt;br /&gt;
*There have been reports of the Arsenal Dwarf not appearing despite the population criteria being fulfilled; this is a bug. The position will randomly appear later.{{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
As of version 31.10 the Arsenal Dwarf position no longer exists, although it is said that it might be brought back in the future if Toady finds a way to make it more &amp;quot;interesting.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Direct Commands=&lt;br /&gt;
&lt;br /&gt;
Getting your military to actually ''do'' something is a lot more difficult than it once was; gone are the days of stationing a squad near the enemy and hoping for the best. You can now give '''direct orders''' to '''attack''' one or more specific targets or to '''move''' to a specific location at will through the {{k|s}}quads menu.&lt;br /&gt;
&lt;br /&gt;
There is now a clear discrepancy between ''active'' orders and ''passive'' orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands. This article will focus on the '''active''' commands you can issue your squads.&lt;br /&gt;
&lt;br /&gt;
A squad that is following an ''active'' command is free to go wherever it is ordered to go unhindered by any '''{{l|burrow}}''' restrictions.&lt;br /&gt;
&lt;br /&gt;
For more information on '''passive commands''', see '''{{l|Scheduling}}'''.&lt;br /&gt;
&lt;br /&gt;
==Selecting Squads/Soldiers==&lt;br /&gt;
&lt;br /&gt;
In the new military, soldiers operate much more like part-time militiamen than full-time warriors. When soldiers are not passively doing their civilian duties or following their schedule programming, they can be actively sent to do small tasks to aggressively defend your fortress. After these orders have been carried out or cancelled, your dwarves will happily return to their passive programming as if they were never interrupted.&lt;br /&gt;
&lt;br /&gt;
In the {{k|s}}quad menu, you can press either {{k|a}}/{{k|b}}/{{k|c}}/etc to select the squad that will execute an order, or hold {{k|shift}} to select multiple at once. You may press {{k|p}} if you want to toggle between having an individual dwarf or the squad perform the order.&lt;br /&gt;
&lt;br /&gt;
There are two types of active orders that can be given to your dwarves:&lt;br /&gt;
&lt;br /&gt;
===Move Order===&lt;br /&gt;
&lt;br /&gt;
A '''move order''' is issued by pressing {{k|m}}, choosing an area, and pressing {{k|enter}} after you have selected a squad. Soldiers on a move order will attack any hostiles they encounter on their way to their destination as well as wild animals and whatever other creatures they might encounter, whether you like it or not. This replaces the previous version's 'Station Squad' command and can be used to control squads in a similar manner as in 40d.&lt;br /&gt;
&lt;br /&gt;
===Attack Order===&lt;br /&gt;
&lt;br /&gt;
The '''attack order''', or '''kill command''', allows your military to focus their attack on one or more specific targets. It is a very unsubtle way of beating into your dwarves' booze addled minds that they are to kill your target or be killed in the attempt. It may very well be your last command to your dwarves if things are getting desperate.&lt;br /&gt;
&lt;br /&gt;
After selecting which dwarves will execute the kill order, press {{k|k}} to 'Attack'. Now you have several options: you can move the cursor to what you want to attack and press {{k|enter}}, press {{k|l}}ist and select what you want to attack from a list, or {{k|r}}ectangle to select an area of things you want dead. Upon pressing {{k|enter}} your dwarves will happily run off to execute the order by executing the target. This order will remain after the intended victim is killed, leaving your squad standing over the corpse of their slain enemy waiting for new orders. Similar behavior will emerge if the intended target is caught in a {{l|trap|cage trap}}; when the caged target is hauled to the animal stockpile, the dwarves given the orders to kill it will follow the cage as it is hauled and wait around it once it is stockpiled until the kill order is canceled.&lt;br /&gt;
&lt;br /&gt;
Currently dwarves go about this with a little more vigor than required and will also attack any other creatures nearby. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.&lt;br /&gt;
&lt;br /&gt;
===Cancelling Orders===&lt;br /&gt;
&lt;br /&gt;
Pressing the {{k|o}} key in the {{k|s}}quad screen will '''cancel''' the selected dwarves' active orders, sending them back to their civilian or pre-scheduled military lives. It appears that this does not always work properly; as a result, your over-eager dwarves may get themselves into some trouble. Take caution when sending them deep into unfamiliar territory.&lt;br /&gt;
&lt;br /&gt;
=Order Scheduling=&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Scheduling}}''&lt;br /&gt;
&lt;br /&gt;
Squads can also be assigned order schedules which are '''passive''' commands that can be set for each month of the year which they will automatically perform whenever they are not busy with any active commands you are issuing. From the squad menu you can toggle through any order schedules you have defined quite quickly by pressing {{k|t}}. This will set the order schedule for the entire squad even if you only have a single dwarf selected. &lt;br /&gt;
&lt;br /&gt;
To edit an existing order schedule or create a new one you need to visit the military-schedule screen. This can be done directly from the squad menu by pressing {{k|s}} or alternatively you can back out of the squad menu and use {{k|m}},{{k|s}} to get to the schedule page from the military screen. The details of setting up an order schedule are described on the {{l|schedule}} page.&lt;br /&gt;
&lt;br /&gt;
=Reported Squad-Related Bugs=&lt;br /&gt;
* Copying and pasting an empty order onto a non-empty order causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* Going to the military-schedule-grid screen and selecting your inactive alert group causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* In military, accessing 'Pri/Assignments' ({{k|m}}, {{k|e}}, {{k|U}}, {{k|P}}) when no squads are formed causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* If your Expedition Leader/Mayor is killed, all unassigned noble positions vanish. -- '''Fixed''' {{version|0.31.08}} or older&lt;br /&gt;
* Soldiers who have been killed are not removed from their squads. -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* The list of dwarves available to join a squad includes dwarves that are already in a squad.&lt;br /&gt;
* Soldiers who have completed a kill task do not cancel their kill task. This may be intentional.&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Squad&amp;diff=122623</id>
		<title>v0.31:Squad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Squad&amp;diff=122623"/>
		<updated>2010-07-26T19:39:04Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Reported Squad-Related Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Masterwork}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Squads''' are a fundamental part of your fortress' '''{{l|military}}''' - they are the units who carry out all the orders you give them. Your ability to manage these iron-blooded dwarves could spell the difference between a healthy fort's life and death.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key and the '''squads''' screen is accessible through the {{k|s}} key. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
For a simple, ''very'' basic, unarmed/unarmoured &amp;quot;How to attack a creature&amp;quot;, see {{L|attack}}.&lt;br /&gt;
&lt;br /&gt;
=Creating a Militia=&lt;br /&gt;
&lt;br /&gt;
While far more confusing than before, the new military system makes up for its initial impenetrability with a huge increase in versatility. Squads can be assigned, reordered and restructured at will, and each soldier can be set to equip a highly-specified uniform along with the rest of their squad or stand out and equip something unique.&lt;br /&gt;
&lt;br /&gt;
==Forming Squads==&lt;br /&gt;
&lt;br /&gt;
Before you can do anything with your military you will want to go into the '''noble''' screen ({{k|n}}) and designate a '''{{l|militia commander}}'''. Subsequent squad leaders can also be designated through the nobles screen; once you designate a militia commander it will open up a slot for a '''{{l|Militia Captain|militia captain}}''', and once you designate one of those it opens another captain slot, etc. These roles are all functionally equivalent. &lt;br /&gt;
* If the expedition leader is assigned to the militia commander or captain position from the nobles screen he will probably remove himself from the role a few seconds later. This may be a bug. {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
Alternatively the Militia commander position is the same as the squad 1 unit 1 position. You can simply create your first squad and assign a dwarf to the role directly. This tactic is useful if you are suffering from a blank nobles screen because of the dead expedition leader bug.{{version|0.31.03}}. It is not possible to assign the '''{{l|Leader|expedition leader}}''' to the position in this way, nor can you assign him to be the captain of any squad. You can however assign him to positions 2 through 10 making him an ordinary soldier.&lt;br /&gt;
&lt;br /&gt;
When you have designated a commander/captain, going to the military screen will show that dwarf under the &amp;quot;Squads/Leaders&amp;quot; heading and you'll notice an option to create a new squad. You can also create a new squad before you designate your militia commander; the first dwarf you choose will automatically be thrust into the position. Creating the squad moves the display of the dwarf from the 'available' heading to the squad heading. You can then fill out the squad with any dwarf in the fort. It appears that no more than ten dwarves can be assigned to any one squad&amp;lt;!--CONFIRM?--&amp;gt;. When you add a dwarf to one squad they will be removed from another; for this reason you will always see the majority of your dwarves in the rightmost pane.&lt;br /&gt;
&lt;br /&gt;
==Equipping Soldiers==&lt;br /&gt;
&lt;br /&gt;
In the military screen, press {{k|n}} to open the '''uniforms''' tab. Each listing under the 'Uniforms' header is essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad, much like a template. You can create new uniforms if you want and add or remove items from any uniform set by navigating this menu. Uniform templates are only created in this tab, not applied.&lt;br /&gt;
&lt;br /&gt;
While still in the military screen, press {{k|e}} to open the '''equipment''' tab. The default sub-tab, '{{k|V}}iew/Customize will be open. In this screen you can select individual dwarves and apply individual pieces of equipment to them, from {{k|A}}rmor, {{k|L}}eggings, {{k|H}}elms, {{k|G}}loves, {{k|B}}oots, {{k|S}}hields, and {{k|W}}eapons, as well as {{k|M}}aterial and {{k|C}}olor depending on the piece of equipment highlighted.&amp;lt;!--WHAT DOES 'r' FOR 'over clothing' DO? AND 'partial matches'?--&amp;gt; To select a specific piece of equipment (such as an artifact), select 'specific _____' under that equipment type (eg. 'specific armor' in the Armor field); for your convenience, highest-quality equipment is listed first.&lt;br /&gt;
&lt;br /&gt;
To apply your preset uniform templates, press {{k|U}} in the equipment tab to open the Assign Uniforms sub-tab and move the selector to the Position Uniform header. Pressing {{k|enter}} will apply the selected uniform to the individual dwarf of your choosing, and {{k|shift}}+{{k|enter}} will apply the selected uniform to the entire squad.&lt;br /&gt;
&lt;br /&gt;
For ranged soldiers, open the '''ammunition''' ({{k|f}}) tab and assign them something from there. If you don't care what they use, you still need to give them ammo - just pick 'bolts' and it will default to any bolts they can find. &lt;br /&gt;
&lt;br /&gt;
If you're still experiencing trouble try following [http://www.bay12games.com/dwarves/mantisbt/view.php?id=535#c3823 these steps] posted to Mantis.  If that doesn't work, post additional detail to that bug report if you are able.&lt;br /&gt;
&lt;br /&gt;
===Arsenal Dwarf===&lt;br /&gt;
&lt;br /&gt;
In the early stages of your fort your dwarves will equip themselves, but once enough migrants (13, making your population 20+ dwarves) have arrived your fortress will require an '''{{l|Arsenal_dwarf|Arsenal Dwarf}}''' (designated in the nobles screen) to manage your armory. The Arsenal Dwarf serves the role of quartermaster; without him your dwarves will be unable to change their equipment. Once you have a dwarf selected, make sure to give him an office - like a {{l|manager}}, an Arsenal Dwarf will need to sign off on equipment changes before they can be made.&lt;br /&gt;
&lt;br /&gt;
Note that if you don't have an option for and Arsenal Dwarf, it just means your fort isn't big enough to need one yet. Dwarves will equip themselves until your fortress grows too large - just keep an eye on the nobles screen every time you get migrants, and assign an Arsenal Dwarf when you need one.&lt;br /&gt;
*There have been reports of the Arsenal Dwarf not appearing despite the population criteria being fulfilled; this is a bug. The position will randomly appear later.{{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
As of version 31.10 the Arsenal Dwarf position no longer exists, although it is said that it might be brought back in the future if Toady finds a way to make it more &amp;quot;interesting.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Direct Commands=&lt;br /&gt;
&lt;br /&gt;
Getting your military to actually ''do'' something is a lot more difficult than it once was; gone are the days of stationing a squad near the enemy and hoping for the best. You can now give '''direct orders''' to '''attack''' one or more specific targets or to '''move''' to a specific location at will through the {{k|s}}quads menu.&lt;br /&gt;
&lt;br /&gt;
There is now a clear discrepancy between ''active'' orders and ''passive'' orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands. This article will focus on the '''active''' commands you can issue your squads.&lt;br /&gt;
&lt;br /&gt;
A squad that is following an ''active'' command is free to go wherever it is ordered to go unhindered by any '''{{l|burrow}}''' restrictions.&lt;br /&gt;
&lt;br /&gt;
For more information on '''passive commands''', see '''{{l|Scheduling}}'''.&lt;br /&gt;
&lt;br /&gt;
==Selecting Squads/Soldiers==&lt;br /&gt;
&lt;br /&gt;
In the new military, soldiers operate much more like part-time militiamen than full-time warriors. When soldiers are not passively doing their civilian duties or following their schedule programming, they can be actively sent to do small tasks to aggressively defend your fortress. After these orders have been carried out or cancelled, your dwarves will happily return to their passive programming as if they were never interrupted.&lt;br /&gt;
&lt;br /&gt;
In the {{k|s}}quad menu, you can press either {{k|a}}/{{k|b}}/{{k|c}}/etc to select the squad that will execute an order, or hold {{k|shift}} to select multiple at once. You may press {{k|p}} if you want to toggle between having an individual dwarf or the squad perform the order.&lt;br /&gt;
&lt;br /&gt;
There are two types of active orders that can be given to your dwarves:&lt;br /&gt;
&lt;br /&gt;
===Move Order===&lt;br /&gt;
&lt;br /&gt;
A '''move order''' is issued by pressing {{k|m}}, choosing an area, and pressing {{k|enter}} after you have selected a squad. Soldiers on a move order will attack any hostiles they encounter on their way to their destination as well as wild animals and whatever other creatures they might encounter, whether you like it or not. This replaces the previous version's 'Station Squad' command and can be used to control squads in a similar manner as in 40d.&lt;br /&gt;
&lt;br /&gt;
===Attack Order===&lt;br /&gt;
&lt;br /&gt;
The '''attack order''', or '''kill command''', allows your military to focus their attack on one or more specific targets. It is a very unsubtle way of beating into your dwarves' booze addled minds that they are to kill your target or be killed in the attempt. It may very well be your last command to your dwarves if things are getting desperate.&lt;br /&gt;
&lt;br /&gt;
After selecting which dwarves will execute the kill order, press {{k|k}} to 'Attack'. Now you have several options: you can move the cursor to what you want to attack and press {{k|enter}}, press {{k|l}}ist and select what you want to attack from a list, or {{k|r}}ectangle to select an area of things you want dead. Upon pressing {{k|enter}} your dwarves will happily run off to execute the order by executing the target. This order will remain after the intended victim is killed, leaving your squad standing over the corpse of their slain enemy waiting for new orders. Similar behavior will emerge if the intended target is caught in a {{l|trap|cage trap}}; when the caged target is hauled to the animal stockpile, the dwarves given the orders to kill it will follow the cage as it is hauled and wait around it once it is stockpiled until the kill order is canceled.&lt;br /&gt;
&lt;br /&gt;
Currently dwarves go about this with a little more vigor than required and will also attack any other creatures nearby. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.&lt;br /&gt;
&lt;br /&gt;
===Cancelling Orders===&lt;br /&gt;
&lt;br /&gt;
Pressing the {{k|o}} key in the {{k|s}}quad screen will '''cancel''' the selected dwarves' active orders, sending them back to their civilian or pre-scheduled military lives. It appears that this does not always work properly; as a result, your over-eager dwarves may get themselves into some trouble. Take caution when sending them deep into unfamiliar territory.&lt;br /&gt;
&lt;br /&gt;
=Order Scheduling=&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Scheduling}}''&lt;br /&gt;
&lt;br /&gt;
Squads can also be assigned order schedules which are '''passive''' commands that can be set for each month of the year which they will automatically perform whenever they are not busy with any active commands you are issuing. From the squad menu you can toggle through any order schedules you have defined quite quickly by pressing {{k|t}}. This will set the order schedule for the entire squad even if you only have a single dwarf selected. &lt;br /&gt;
&lt;br /&gt;
To edit an existing order schedule or create a new one you need to visit the military-schedule screen. This can be done directly from the squad menu by pressing {{k|s}} or alternatively you can back out of the squad menu and use {{k|m}},{{k|s}} to get to the schedule page from the military screen. The details of setting up an order schedule are described on the {{l|schedule}} page.&lt;br /&gt;
&lt;br /&gt;
=Reported Squad-Related Bugs=&lt;br /&gt;
{{version|0.31.02}}&lt;br /&gt;
* Copying and pasting an empty order onto a non-empty order causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* Going to the military-schedule-grid screen and selecting your inactive alert group causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* In military, accessing 'Pri/Assignments' ({{k|m}}, {{k|e}}, {{k|U}}, {{k|P}}) when no squads are formed causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* If your Expedition Leader/Mayor is killed, all unassigned noble positions vanish. -- '''Fixed''' {{version|0.31.08}} or older&lt;br /&gt;
* Soldiers who have been killed are not removed from their squads. -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* The list of dwarves available to join a squad includes dwarves that are already in a squad.&lt;br /&gt;
* Soldiers who have completed a kill task do not cancel their kill task. This may be intentional.&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Squad&amp;diff=122622</id>
		<title>v0.31:Squad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Squad&amp;diff=122622"/>
		<updated>2010-07-26T19:38:32Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Reported Squad-Related Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Masterwork}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Squads''' are a fundamental part of your fortress' '''{{l|military}}''' - they are the units who carry out all the orders you give them. Your ability to manage these iron-blooded dwarves could spell the difference between a healthy fort's life and death.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key and the '''squads''' screen is accessible through the {{k|s}} key. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
For a simple, ''very'' basic, unarmed/unarmoured &amp;quot;How to attack a creature&amp;quot;, see {{L|attack}}.&lt;br /&gt;
&lt;br /&gt;
=Creating a Militia=&lt;br /&gt;
&lt;br /&gt;
While far more confusing than before, the new military system makes up for its initial impenetrability with a huge increase in versatility. Squads can be assigned, reordered and restructured at will, and each soldier can be set to equip a highly-specified uniform along with the rest of their squad or stand out and equip something unique.&lt;br /&gt;
&lt;br /&gt;
==Forming Squads==&lt;br /&gt;
&lt;br /&gt;
Before you can do anything with your military you will want to go into the '''noble''' screen ({{k|n}}) and designate a '''{{l|militia commander}}'''. Subsequent squad leaders can also be designated through the nobles screen; once you designate a militia commander it will open up a slot for a '''{{l|Militia Captain|militia captain}}''', and once you designate one of those it opens another captain slot, etc. These roles are all functionally equivalent. &lt;br /&gt;
* If the expedition leader is assigned to the militia commander or captain position from the nobles screen he will probably remove himself from the role a few seconds later. This may be a bug. {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
Alternatively the Militia commander position is the same as the squad 1 unit 1 position. You can simply create your first squad and assign a dwarf to the role directly. This tactic is useful if you are suffering from a blank nobles screen because of the dead expedition leader bug.{{version|0.31.03}}. It is not possible to assign the '''{{l|Leader|expedition leader}}''' to the position in this way, nor can you assign him to be the captain of any squad. You can however assign him to positions 2 through 10 making him an ordinary soldier.&lt;br /&gt;
&lt;br /&gt;
When you have designated a commander/captain, going to the military screen will show that dwarf under the &amp;quot;Squads/Leaders&amp;quot; heading and you'll notice an option to create a new squad. You can also create a new squad before you designate your militia commander; the first dwarf you choose will automatically be thrust into the position. Creating the squad moves the display of the dwarf from the 'available' heading to the squad heading. You can then fill out the squad with any dwarf in the fort. It appears that no more than ten dwarves can be assigned to any one squad&amp;lt;!--CONFIRM?--&amp;gt;. When you add a dwarf to one squad they will be removed from another; for this reason you will always see the majority of your dwarves in the rightmost pane.&lt;br /&gt;
&lt;br /&gt;
==Equipping Soldiers==&lt;br /&gt;
&lt;br /&gt;
In the military screen, press {{k|n}} to open the '''uniforms''' tab. Each listing under the 'Uniforms' header is essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad, much like a template. You can create new uniforms if you want and add or remove items from any uniform set by navigating this menu. Uniform templates are only created in this tab, not applied.&lt;br /&gt;
&lt;br /&gt;
While still in the military screen, press {{k|e}} to open the '''equipment''' tab. The default sub-tab, '{{k|V}}iew/Customize will be open. In this screen you can select individual dwarves and apply individual pieces of equipment to them, from {{k|A}}rmor, {{k|L}}eggings, {{k|H}}elms, {{k|G}}loves, {{k|B}}oots, {{k|S}}hields, and {{k|W}}eapons, as well as {{k|M}}aterial and {{k|C}}olor depending on the piece of equipment highlighted.&amp;lt;!--WHAT DOES 'r' FOR 'over clothing' DO? AND 'partial matches'?--&amp;gt; To select a specific piece of equipment (such as an artifact), select 'specific _____' under that equipment type (eg. 'specific armor' in the Armor field); for your convenience, highest-quality equipment is listed first.&lt;br /&gt;
&lt;br /&gt;
To apply your preset uniform templates, press {{k|U}} in the equipment tab to open the Assign Uniforms sub-tab and move the selector to the Position Uniform header. Pressing {{k|enter}} will apply the selected uniform to the individual dwarf of your choosing, and {{k|shift}}+{{k|enter}} will apply the selected uniform to the entire squad.&lt;br /&gt;
&lt;br /&gt;
For ranged soldiers, open the '''ammunition''' ({{k|f}}) tab and assign them something from there. If you don't care what they use, you still need to give them ammo - just pick 'bolts' and it will default to any bolts they can find. &lt;br /&gt;
&lt;br /&gt;
If you're still experiencing trouble try following [http://www.bay12games.com/dwarves/mantisbt/view.php?id=535#c3823 these steps] posted to Mantis.  If that doesn't work, post additional detail to that bug report if you are able.&lt;br /&gt;
&lt;br /&gt;
===Arsenal Dwarf===&lt;br /&gt;
&lt;br /&gt;
In the early stages of your fort your dwarves will equip themselves, but once enough migrants (13, making your population 20+ dwarves) have arrived your fortress will require an '''{{l|Arsenal_dwarf|Arsenal Dwarf}}''' (designated in the nobles screen) to manage your armory. The Arsenal Dwarf serves the role of quartermaster; without him your dwarves will be unable to change their equipment. Once you have a dwarf selected, make sure to give him an office - like a {{l|manager}}, an Arsenal Dwarf will need to sign off on equipment changes before they can be made.&lt;br /&gt;
&lt;br /&gt;
Note that if you don't have an option for and Arsenal Dwarf, it just means your fort isn't big enough to need one yet. Dwarves will equip themselves until your fortress grows too large - just keep an eye on the nobles screen every time you get migrants, and assign an Arsenal Dwarf when you need one.&lt;br /&gt;
*There have been reports of the Arsenal Dwarf not appearing despite the population criteria being fulfilled; this is a bug. The position will randomly appear later.{{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
As of version 31.10 the Arsenal Dwarf position no longer exists, although it is said that it might be brought back in the future if Toady finds a way to make it more &amp;quot;interesting.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Direct Commands=&lt;br /&gt;
&lt;br /&gt;
Getting your military to actually ''do'' something is a lot more difficult than it once was; gone are the days of stationing a squad near the enemy and hoping for the best. You can now give '''direct orders''' to '''attack''' one or more specific targets or to '''move''' to a specific location at will through the {{k|s}}quads menu.&lt;br /&gt;
&lt;br /&gt;
There is now a clear discrepancy between ''active'' orders and ''passive'' orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands. This article will focus on the '''active''' commands you can issue your squads.&lt;br /&gt;
&lt;br /&gt;
A squad that is following an ''active'' command is free to go wherever it is ordered to go unhindered by any '''{{l|burrow}}''' restrictions.&lt;br /&gt;
&lt;br /&gt;
For more information on '''passive commands''', see '''{{l|Scheduling}}'''.&lt;br /&gt;
&lt;br /&gt;
==Selecting Squads/Soldiers==&lt;br /&gt;
&lt;br /&gt;
In the new military, soldiers operate much more like part-time militiamen than full-time warriors. When soldiers are not passively doing their civilian duties or following their schedule programming, they can be actively sent to do small tasks to aggressively defend your fortress. After these orders have been carried out or cancelled, your dwarves will happily return to their passive programming as if they were never interrupted.&lt;br /&gt;
&lt;br /&gt;
In the {{k|s}}quad menu, you can press either {{k|a}}/{{k|b}}/{{k|c}}/etc to select the squad that will execute an order, or hold {{k|shift}} to select multiple at once. You may press {{k|p}} if you want to toggle between having an individual dwarf or the squad perform the order.&lt;br /&gt;
&lt;br /&gt;
There are two types of active orders that can be given to your dwarves:&lt;br /&gt;
&lt;br /&gt;
===Move Order===&lt;br /&gt;
&lt;br /&gt;
A '''move order''' is issued by pressing {{k|m}}, choosing an area, and pressing {{k|enter}} after you have selected a squad. Soldiers on a move order will attack any hostiles they encounter on their way to their destination as well as wild animals and whatever other creatures they might encounter, whether you like it or not. This replaces the previous version's 'Station Squad' command and can be used to control squads in a similar manner as in 40d.&lt;br /&gt;
&lt;br /&gt;
===Attack Order===&lt;br /&gt;
&lt;br /&gt;
The '''attack order''', or '''kill command''', allows your military to focus their attack on one or more specific targets. It is a very unsubtle way of beating into your dwarves' booze addled minds that they are to kill your target or be killed in the attempt. It may very well be your last command to your dwarves if things are getting desperate.&lt;br /&gt;
&lt;br /&gt;
After selecting which dwarves will execute the kill order, press {{k|k}} to 'Attack'. Now you have several options: you can move the cursor to what you want to attack and press {{k|enter}}, press {{k|l}}ist and select what you want to attack from a list, or {{k|r}}ectangle to select an area of things you want dead. Upon pressing {{k|enter}} your dwarves will happily run off to execute the order by executing the target. This order will remain after the intended victim is killed, leaving your squad standing over the corpse of their slain enemy waiting for new orders. Similar behavior will emerge if the intended target is caught in a {{l|trap|cage trap}}; when the caged target is hauled to the animal stockpile, the dwarves given the orders to kill it will follow the cage as it is hauled and wait around it once it is stockpiled until the kill order is canceled.&lt;br /&gt;
&lt;br /&gt;
Currently dwarves go about this with a little more vigor than required and will also attack any other creatures nearby. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.&lt;br /&gt;
&lt;br /&gt;
===Cancelling Orders===&lt;br /&gt;
&lt;br /&gt;
Pressing the {{k|o}} key in the {{k|s}}quad screen will '''cancel''' the selected dwarves' active orders, sending them back to their civilian or pre-scheduled military lives. It appears that this does not always work properly; as a result, your over-eager dwarves may get themselves into some trouble. Take caution when sending them deep into unfamiliar territory.&lt;br /&gt;
&lt;br /&gt;
=Order Scheduling=&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Scheduling}}''&lt;br /&gt;
&lt;br /&gt;
Squads can also be assigned order schedules which are '''passive''' commands that can be set for each month of the year which they will automatically perform whenever they are not busy with any active commands you are issuing. From the squad menu you can toggle through any order schedules you have defined quite quickly by pressing {{k|t}}. This will set the order schedule for the entire squad even if you only have a single dwarf selected. &lt;br /&gt;
&lt;br /&gt;
To edit an existing order schedule or create a new one you need to visit the military-schedule screen. This can be done directly from the squad menu by pressing {{k|s}} or alternatively you can back out of the squad menu and use {{k|m}},{{k|s}} to get to the schedule page from the military screen. The details of setting up an order schedule are described on the {{l|schedule}} page.&lt;br /&gt;
&lt;br /&gt;
=Reported Squad-Related Bugs=&lt;br /&gt;
{{version|0.31.02}}&lt;br /&gt;
* Copying and pasting an empty order onto a non-empty order causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* Going to the military-schedule-grid screen and selecting your inactive alert group causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* In military, accessing 'Pri/Assignments' ({{k|m}}, {{k|e}}, {{k|U}}, {{k|P}}) when no squads are formed causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* If your Expedition Leader/Mayor is killed, all unassigned noble positions vanish. -- '''Fixed''' {{version|0.31.08}} or older&lt;br /&gt;
* Soldiers who have been killed are not removed from their squads. -- '''Fixed''' {{version|0.31.11}} or older&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* The list of dwarves available to join a squad includes dwarves that are already in a squad.&lt;br /&gt;
* Soldiers who have completed a kill task do not cancel their kill task. This may be intentional.&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure&amp;diff=122468</id>
		<title>v0.31 Talk:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure&amp;diff=122468"/>
		<updated>2010-07-25T08:09:44Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Flow through Diagonal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Updates=&lt;br /&gt;
I've done some quick tests to verify that fluid mechanics have not been changed from 40d and went ahead and pulled this page forward to 2010. However looking back over this page, I really don't like the way the content is presented here, so I may go back and rewrite this entire page to clean it up a bit when I have the time. [[User:Doctorzuber|Doctorzuber]] 07:01, 11 April 2010 (UTC)&lt;br /&gt;
:: Okay, I took the time to heavily re-write this page using some elements from the old 40d page. The material is basically the same, I just added more diagrams for u-bending which I think very efficiently illustrates how pressure works in a quick and visual way. I also made some slight adjustments to the old ascii diagrams jazzing them up a bit with some unicode. I now leave this open for the wolves to descend upon and tune this page up even further. [[User:Doctorzuber|Doctorzuber]] 01:54, 12 April 2010 (UTC)&lt;br /&gt;
::Right, well I'm new to the whole wiki thing, so I wasn't confident changing it, but shouldn't the redlink &amp;quot;Hatches&amp;quot; instead go to the page &amp;quot;Hatch covers&amp;quot;? http://df.magmawiki.com/index.php/Hatch_cover --195.2.132.217&lt;br /&gt;
::: Hatch should be correct, but apparently the redirects are screwing that up right now, I changed it to hatch_cover for now since I can't edit the redirects myself. --[[User:Doctorzuber|Doctorzuber]] 07:09, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How do i build a water cannon ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
how do I achieve pressure? If eg. I have a reservoir that I want to pressurize, so that I can shoot it out like a water cannon.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:32, 2 July 2010 (UTC)&lt;br /&gt;
: You need to create pressure. You can either fill your reservoir to many levels above your &amp;quot;cannon&amp;quot; so there is natural pressure, or you can use a pump stack to create the pressure directly since pump stacks push water quite quickly anyhow. Probably the fastest system is to have a tall multi z-level reservoir with a pump stack pulling from the bottom level of the reservoir. Be warned, this does tend to empty the reservoir VERY quickly. --[[User:Doctorzuber|Doctorzuber]] 01:31, 3 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flow through Diagonal ==&lt;br /&gt;
&lt;br /&gt;
Water flowing through a diagonal and then through a u-bend will only reach a level 1 z below the level the diagonal is on. Making changes to the neutralizing flow section to make it a little clearer. --[[User:Arhm|Arhm]] 05:08, 25 July 2010 (UTC)&lt;br /&gt;
: I'm not certain that statement is true, I'll have to check that one. Rivers do fill to z - 1, until you place a dam. Once you've built the dam the river fills to z - 0. But you're not describing a river. I'm thinking it will fill back to z - 0 like a blocked river. --[[User:Doctorzuber|Doctorzuber]] 07:41, 25 July 2010 (UTC)&lt;br /&gt;
:: I went ahead and verified this. Just one more quirky behavior of water. Not sure I agree with your wording. I find it to be a bit ambiguous, but I don't feel like editing it just now. --[[User:Doctorzuber|Doctorzuber]] 08:09, 25 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== A theory section perhaps ? ==&lt;br /&gt;
&lt;br /&gt;
Explaining [http://i576.photobucket.com/albums/ss208/kanddak/flowflowchart.png this] diagram from [http://www.bay12forums.com/smf/index.php?topic=32453.0 this] thread. --[[User:Arhm|Arhm]]&lt;br /&gt;
&lt;br /&gt;
: You're in the theory section. Discussion pages are routinely used for theories and questions. --[[User:Doctorzuber|Doctorzuber]] 07:33, 25 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pressure&amp;diff=122467</id>
		<title>v0.31:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pressure&amp;diff=122467"/>
		<updated>2010-07-25T08:05:42Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: 40d is NOT a source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|19:05, 6 July 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress features some pretty complex behavior in an attempt to simulate '''fluid mechanics'''. One aspect of this behavior is seen in the form of '''pressure'''. The basic idea here is quite simple, '''{{l|flow|fluids}}''' such as '''{{l|water}}''' and in some cases '''{{l|magma}}''' can become pressurized which can result in them being pushed back up into other areas by the weight of the fluid. &lt;br /&gt;
&lt;br /&gt;
==A demonstration of pressure using U-Bends==&lt;br /&gt;
A U-Bend is a channel that digs down, and curves back up. With '''pressure''' a {{l|flow|fluid}} will be pushed up the other side of the u-bend in an attempt to equalize the pressure. By understanding how pressure works in a u-bend you should be able to adapt this knowledge to use fluids in any configuration you desire without any unexpected surprises that could make life in your fortress more '''{{l|fun}}''' than anticipated. '''{{L|Water}}''' and '''{{l|magma}}''' both behave very differently with regards to pressure, so read carefully.&lt;br /&gt;
&lt;br /&gt;
===Water in a U-Bend===&lt;br /&gt;
The following three diagrams demonstrate different ways water might behave in a u-bend. In all three cases, the water source is on the left side of the diagram and water is filling the area to the right. In the first example (Diagram A), we have water taken directly from a river used to fill a u-bend. In this case, because the river is free to flow out the edge of the map the water never fully pressurizes which results in the water stopping one level below the actual level of the river itself. This behavior applies to water taken from any infinite water source.&lt;br /&gt;
&lt;br /&gt;
In the next example (Diagram B), a '''dam''' has been placed preventing the river from flowing off the edge of the map. Because of this, the water soon becomes fully pressurized and quickly fills up the remaining level of the u-bend. Use caution when placing a dam on your river.&lt;br /&gt;
&lt;br /&gt;
The final example (Diagram C), demonstrates how a '''{{l|pump|screw pump}}''' pressurizes water up to the level of the pump. In this case the water is actually being taken to one level above the river because it is being pressurized by the pump. &lt;br /&gt;
&lt;br /&gt;
With these three simple examples, you should be ready to go build your enormous plumbing masterpiece, and be relatively safe from any unanticipated flooding. If you plan to work with {{l|magma}} as well however, you should read further.&lt;br /&gt;
&lt;br /&gt;
   '''Diagram A'''       '''Diagram B'''       '''Diagram C'''&lt;br /&gt;
     River       Dammed River      Screw Pump&lt;br /&gt;
   Side View       Side View       Side View&amp;lt;br /&amp;gt;&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;/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;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒     %% = {{l|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;/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;/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;/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;/font&amp;gt; = Water&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;/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;/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;/font&amp;gt;▒      ▒ = Solid Ground&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;/font&amp;gt;▒          ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;▒&lt;br /&gt;
       ▒▒▒▒▒▒▒       ▒▒▒▒▒▒▒          ▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
===Magma in a U-bend===&lt;br /&gt;
'''{{l|Magma}}''' behaves very differently from {{l|water}} because it will not normally retain any pressure. In our first magma example (Diagram A) we show how this works by creating a short u-bend and connecting it up to a magma pipe. because {{l|magma}} is not a pressurized fluid, it simply fills the lowest point and makes no further attempt to go back up.&lt;br /&gt;
&lt;br /&gt;
Do not however make the mistake of thinking that {{l|magma}} can never be pressurized. In the second diagram (Diagram B) we see how with the addition of a single {{l|pump|screw pump}}, the entire situation changes dramatically. The screw pump is pressurizing the magma so that it will now fill the area back up to the level of the pump. Accidentally flooding your fortress with {{l|magma}} is considerably more {{l|fun}} than a flood of {{l|water}}.&lt;br /&gt;
&lt;br /&gt;
   '''Diagram A'''       '''Diagram B'''&lt;br /&gt;
   Magma Pipe      Screw Pump&lt;br /&gt;
   Side View       Side View&amp;lt;br /&amp;gt;&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒             %%&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒     %% = {{l|Pump}}&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒   ▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒      &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = Magma&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒   ▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒      ▒ = Solid Ground&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈≈≈≈≈&amp;lt;/font&amp;gt;▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;▒&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒▒▒▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
===Waterfalls===&lt;br /&gt;
Waterfalls are of special concern. When drawing water from a waterfall it is important to understand that this water may be pressurized up to the highest point of the waterfall. So that if you tap into a natural waterfall at the low side you could very easily flood your entire fortress very quickly.&lt;br /&gt;
&lt;br /&gt;
==Neutralizing Pressure==&lt;br /&gt;
There are two methods for depressurizing fluids when this is needed. Either Diagonal connections or carefully used screw pumps can eliminate problems with pressurized fluids. Knowing how to pressurize and depressurize water as needed allows you to quickly move fluids wherever you wish in your fortress allowing you to build things a dwarf can be proud of. &lt;br /&gt;
&lt;br /&gt;
===Diagonal Flow===&lt;br /&gt;
Diagonal {{l|flow|flowing}} fluids create a unique behavior which neutralizes all '''pressure'''. By forcing fluids through a diagonal connection you can neutralize all pressure quite easily. Neutralized water will fill U-bends to exactly one z-level below the level that the diagonal is on. A result of this is that a tunnel system that spans several z-levels, but is connected to a river only by a diagonal tile, will fill only to one z-level lower than the river, but if an orthogonal connection is created, it will fill up another level.&lt;br /&gt;
&lt;br /&gt;
Here is a top-down diagram of neutralizing the flow of a river.&lt;br /&gt;
&lt;br /&gt;
 '''Top View'''&amp;lt;br /&amp;gt; &lt;br /&gt;
                 ▒▒▒▒▒▒&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;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒▒&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''Direction-&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;/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;/font&amp;gt;▒&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''   of    -&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;/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;/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;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''  Flow   -&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;/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;/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;/font&amp;gt;▒&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
         ▒▒▒▒▒▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒▒▒&lt;br /&gt;
                ▒▒▒▒▒▒&amp;lt;br /&amp;gt;&lt;br /&gt;
  ▒ = wall, constructed or undug&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = pressurized water&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = neutral/normal water pressure&lt;br /&gt;
&lt;br /&gt;
This does not work on a vertical basis - water only travels vertically to a different z-level, never diagonally.  &lt;br /&gt;
&lt;br /&gt;
If you wish to maintain the rate of '''{{l|flow}}''' after de-pressurizing, it's recommended that you have more diagonals than water tiles - that is, if the source is 3-tiles wide, you may wish 4 or more diagonal passages.&lt;br /&gt;
&lt;br /&gt;
===Pumps===&lt;br /&gt;
Water pressure does not propagate through pumps, so it is possible to fill a pool using a screw pump without it having the same pressure as its source. 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 {{l|power|powered}} instead of {{l|pump operator|run by a dwarf}}, as the tile the dwarf needs to stand on is filled by water. Furthermore, the pump will likely need to be powered from above or below (as water would simply flow around a gear or axle placed next to the pump), though creative setups are still possible by using additional screw pumps to transmit power.&lt;br /&gt;
&lt;br /&gt;
Your vertical axles or gear assemblies need to be placed above the solid 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.) Multiple adjacent pumps will also transfer '''power''' between themselves automatically.&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;#4080FF&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;#4080FF&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&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;red&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;
Do note that the water output from the screw pump '''will''' be pressurized as per the U-bend diagrams above, but said pressure will be independent of the source and can be subsequently 'reset' by additional pumps or diagonal gaps.&lt;br /&gt;
&lt;br /&gt;
==Hatches==&lt;br /&gt;
{{l|Hatch_cover|Hatches}} can be placed over {{l|channel|channels}}, {{l|stair|stairs}}, {{l|ramp|ramps}} etc to prevent {{l|water}} moving vertically but will still allow the tile to be used, even as a water source (and possibly still for fishing too).&lt;br /&gt;
&lt;br /&gt;
== See Also==&lt;br /&gt;
:* {{l|flow|flow}}&lt;br /&gt;
:* {{l|river}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure&amp;diff=122466</id>
		<title>v0.31 Talk:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure&amp;diff=122466"/>
		<updated>2010-07-25T07:42:11Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* A theory section perhaps ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Updates=&lt;br /&gt;
I've done some quick tests to verify that fluid mechanics have not been changed from 40d and went ahead and pulled this page forward to 2010. However looking back over this page, I really don't like the way the content is presented here, so I may go back and rewrite this entire page to clean it up a bit when I have the time. [[User:Doctorzuber|Doctorzuber]] 07:01, 11 April 2010 (UTC)&lt;br /&gt;
:: Okay, I took the time to heavily re-write this page using some elements from the old 40d page. The material is basically the same, I just added more diagrams for u-bending which I think very efficiently illustrates how pressure works in a quick and visual way. I also made some slight adjustments to the old ascii diagrams jazzing them up a bit with some unicode. I now leave this open for the wolves to descend upon and tune this page up even further. [[User:Doctorzuber|Doctorzuber]] 01:54, 12 April 2010 (UTC)&lt;br /&gt;
::Right, well I'm new to the whole wiki thing, so I wasn't confident changing it, but shouldn't the redlink &amp;quot;Hatches&amp;quot; instead go to the page &amp;quot;Hatch covers&amp;quot;? http://df.magmawiki.com/index.php/Hatch_cover --195.2.132.217&lt;br /&gt;
::: Hatch should be correct, but apparently the redirects are screwing that up right now, I changed it to hatch_cover for now since I can't edit the redirects myself. --[[User:Doctorzuber|Doctorzuber]] 07:09, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How do i build a water cannon ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
how do I achieve pressure? If eg. I have a reservoir that I want to pressurize, so that I can shoot it out like a water cannon.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:32, 2 July 2010 (UTC)&lt;br /&gt;
: You need to create pressure. You can either fill your reservoir to many levels above your &amp;quot;cannon&amp;quot; so there is natural pressure, or you can use a pump stack to create the pressure directly since pump stacks push water quite quickly anyhow. Probably the fastest system is to have a tall multi z-level reservoir with a pump stack pulling from the bottom level of the reservoir. Be warned, this does tend to empty the reservoir VERY quickly. --[[User:Doctorzuber|Doctorzuber]] 01:31, 3 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flow through Diagonal ==&lt;br /&gt;
&lt;br /&gt;
Water flowing through a diagonal and then through a u-bend will only reach a level 1 z below the level the diagonal is on. Making changes to the neutralizing flow section to make it a little clearer. --[[User:Arhm|Arhm]] 05:08, 25 July 2010 (UTC)&lt;br /&gt;
: I'm not certain that statement is true, I'll have to check that one. Rivers do fill to z - 1, until you place a dam. Once you've built the dam the river fills to z - 0. But you're not describing a river. I'm thinking it will fill back to z - 0 like a blocked river. --[[User:Doctorzuber|Doctorzuber]] 07:41, 25 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== A theory section perhaps ? ==&lt;br /&gt;
&lt;br /&gt;
Explaining [http://i576.photobucket.com/albums/ss208/kanddak/flowflowchart.png this] diagram from [http://www.bay12forums.com/smf/index.php?topic=32453.0 this] thread. --[[User:Arhm|Arhm]]&lt;br /&gt;
&lt;br /&gt;
: You're in the theory section. Discussion pages are routinely used for theories and questions. --[[User:Doctorzuber|Doctorzuber]] 07:33, 25 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure&amp;diff=122465</id>
		<title>v0.31 Talk:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure&amp;diff=122465"/>
		<updated>2010-07-25T07:41:36Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Flow through Diagonal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Updates=&lt;br /&gt;
I've done some quick tests to verify that fluid mechanics have not been changed from 40d and went ahead and pulled this page forward to 2010. However looking back over this page, I really don't like the way the content is presented here, so I may go back and rewrite this entire page to clean it up a bit when I have the time. [[User:Doctorzuber|Doctorzuber]] 07:01, 11 April 2010 (UTC)&lt;br /&gt;
:: Okay, I took the time to heavily re-write this page using some elements from the old 40d page. The material is basically the same, I just added more diagrams for u-bending which I think very efficiently illustrates how pressure works in a quick and visual way. I also made some slight adjustments to the old ascii diagrams jazzing them up a bit with some unicode. I now leave this open for the wolves to descend upon and tune this page up even further. [[User:Doctorzuber|Doctorzuber]] 01:54, 12 April 2010 (UTC)&lt;br /&gt;
::Right, well I'm new to the whole wiki thing, so I wasn't confident changing it, but shouldn't the redlink &amp;quot;Hatches&amp;quot; instead go to the page &amp;quot;Hatch covers&amp;quot;? http://df.magmawiki.com/index.php/Hatch_cover --195.2.132.217&lt;br /&gt;
::: Hatch should be correct, but apparently the redirects are screwing that up right now, I changed it to hatch_cover for now since I can't edit the redirects myself. --[[User:Doctorzuber|Doctorzuber]] 07:09, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How do i build a water cannon ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
how do I achieve pressure? If eg. I have a reservoir that I want to pressurize, so that I can shoot it out like a water cannon.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:32, 2 July 2010 (UTC)&lt;br /&gt;
: You need to create pressure. You can either fill your reservoir to many levels above your &amp;quot;cannon&amp;quot; so there is natural pressure, or you can use a pump stack to create the pressure directly since pump stacks push water quite quickly anyhow. Probably the fastest system is to have a tall multi z-level reservoir with a pump stack pulling from the bottom level of the reservoir. Be warned, this does tend to empty the reservoir VERY quickly. --[[User:Doctorzuber|Doctorzuber]] 01:31, 3 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flow through Diagonal ==&lt;br /&gt;
&lt;br /&gt;
Water flowing through a diagonal and then through a u-bend will only reach a level 1 z below the level the diagonal is on. Making changes to the neutralizing flow section to make it a little clearer. --[[User:Arhm|Arhm]] 05:08, 25 July 2010 (UTC)&lt;br /&gt;
: I'm not certain that statement is true, I'll have to check that one. Rivers do fill to z - 1, until you place a dam. Once you've built the dam the river fills to z - 0. But you're not describing a river. I'm thinking it will fill back to z - 0 like a blocked river. --[[User:Doctorzuber|Doctorzuber]] 07:41, 25 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== A theory section perhaps ? ==&lt;br /&gt;
&lt;br /&gt;
Explaining [http://i576.photobucket.com/albums/ss208/kanddak/flowflowchart.png this] diagram from [http://www.bay12forums.com/smf/index.php?topic=32453.0 this] thread. --Arhm&lt;br /&gt;
&lt;br /&gt;
: You're in the theory section. Discussion pages are routinely used for theories and questions. --[[User:Doctorzuber|Doctorzuber]] 07:33, 25 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure&amp;diff=122464</id>
		<title>v0.31 Talk:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure&amp;diff=122464"/>
		<updated>2010-07-25T07:34:25Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* A theory section perhaps ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Updates=&lt;br /&gt;
I've done some quick tests to verify that fluid mechanics have not been changed from 40d and went ahead and pulled this page forward to 2010. However looking back over this page, I really don't like the way the content is presented here, so I may go back and rewrite this entire page to clean it up a bit when I have the time. [[User:Doctorzuber|Doctorzuber]] 07:01, 11 April 2010 (UTC)&lt;br /&gt;
:: Okay, I took the time to heavily re-write this page using some elements from the old 40d page. The material is basically the same, I just added more diagrams for u-bending which I think very efficiently illustrates how pressure works in a quick and visual way. I also made some slight adjustments to the old ascii diagrams jazzing them up a bit with some unicode. I now leave this open for the wolves to descend upon and tune this page up even further. [[User:Doctorzuber|Doctorzuber]] 01:54, 12 April 2010 (UTC)&lt;br /&gt;
::Right, well I'm new to the whole wiki thing, so I wasn't confident changing it, but shouldn't the redlink &amp;quot;Hatches&amp;quot; instead go to the page &amp;quot;Hatch covers&amp;quot;? http://df.magmawiki.com/index.php/Hatch_cover --195.2.132.217&lt;br /&gt;
::: Hatch should be correct, but apparently the redirects are screwing that up right now, I changed it to hatch_cover for now since I can't edit the redirects myself. --[[User:Doctorzuber|Doctorzuber]] 07:09, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How do i build a water cannon ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
how do I achieve pressure? If eg. I have a reservoir that I want to pressurize, so that I can shoot it out like a water cannon.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:32, 2 July 2010 (UTC)&lt;br /&gt;
: You need to create pressure. You can either fill your reservoir to many levels above your &amp;quot;cannon&amp;quot; so there is natural pressure, or you can use a pump stack to create the pressure directly since pump stacks push water quite quickly anyhow. Probably the fastest system is to have a tall multi z-level reservoir with a pump stack pulling from the bottom level of the reservoir. Be warned, this does tend to empty the reservoir VERY quickly. --[[User:Doctorzuber|Doctorzuber]] 01:31, 3 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flow through Diagonal ==&lt;br /&gt;
&lt;br /&gt;
Water flowing through a diagonal and then through a u-bend will only reach a level 1 z below the level the diagonal is on. Making changes to the neutralising flow section to make it a little clearer. [[User:Arhm|Arhm]] 05:08, 25 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== A theory section perhaps ? ==&lt;br /&gt;
&lt;br /&gt;
Explaining [http://i576.photobucket.com/albums/ss208/kanddak/flowflowchart.png this] diagram from [http://www.bay12forums.com/smf/index.php?topic=32453.0 this] thread. --Arhm&lt;br /&gt;
&lt;br /&gt;
: You're in the theory section. Discussion pages are routinely used for theories and questions. --[[User:Doctorzuber|Doctorzuber]] 07:33, 25 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure&amp;diff=122463</id>
		<title>v0.31 Talk:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure&amp;diff=122463"/>
		<updated>2010-07-25T07:33:42Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* A theory section perhaps ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Updates=&lt;br /&gt;
I've done some quick tests to verify that fluid mechanics have not been changed from 40d and went ahead and pulled this page forward to 2010. However looking back over this page, I really don't like the way the content is presented here, so I may go back and rewrite this entire page to clean it up a bit when I have the time. [[User:Doctorzuber|Doctorzuber]] 07:01, 11 April 2010 (UTC)&lt;br /&gt;
:: Okay, I took the time to heavily re-write this page using some elements from the old 40d page. The material is basically the same, I just added more diagrams for u-bending which I think very efficiently illustrates how pressure works in a quick and visual way. I also made some slight adjustments to the old ascii diagrams jazzing them up a bit with some unicode. I now leave this open for the wolves to descend upon and tune this page up even further. [[User:Doctorzuber|Doctorzuber]] 01:54, 12 April 2010 (UTC)&lt;br /&gt;
::Right, well I'm new to the whole wiki thing, so I wasn't confident changing it, but shouldn't the redlink &amp;quot;Hatches&amp;quot; instead go to the page &amp;quot;Hatch covers&amp;quot;? http://df.magmawiki.com/index.php/Hatch_cover --195.2.132.217&lt;br /&gt;
::: Hatch should be correct, but apparently the redirects are screwing that up right now, I changed it to hatch_cover for now since I can't edit the redirects myself. --[[User:Doctorzuber|Doctorzuber]] 07:09, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How do i build a water cannon ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
how do I achieve pressure? If eg. I have a reservoir that I want to pressurize, so that I can shoot it out like a water cannon.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:32, 2 July 2010 (UTC)&lt;br /&gt;
: You need to create pressure. You can either fill your reservoir to many levels above your &amp;quot;cannon&amp;quot; so there is natural pressure, or you can use a pump stack to create the pressure directly since pump stacks push water quite quickly anyhow. Probably the fastest system is to have a tall multi z-level reservoir with a pump stack pulling from the bottom level of the reservoir. Be warned, this does tend to empty the reservoir VERY quickly. --[[User:Doctorzuber|Doctorzuber]] 01:31, 3 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flow through Diagonal ==&lt;br /&gt;
&lt;br /&gt;
Water flowing through a diagonal and then through a u-bend will only reach a level 1 z below the level the diagonal is on. Making changes to the neutralising flow section to make it a little clearer. [[User:Arhm|Arhm]] 05:08, 25 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== A theory section perhaps ? ==&lt;br /&gt;
&lt;br /&gt;
Explaining [http://i576.photobucket.com/albums/ss208/kanddak/flowflowchart.png this] diagram from [http://www.bay12forums.com/smf/index.php?topic=32453.0 this] thread.&lt;br /&gt;
&lt;br /&gt;
: You're in the theory section. Discussion pages are routinely used for theories and questions. --[[User:Doctorzuber|Doctorzuber]] 07:33, 25 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Doctorzuber&amp;diff=122462</id>
		<title>User talk:Doctorzuber</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Doctorzuber&amp;diff=122462"/>
		<updated>2010-07-25T07:32:52Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Water Pressure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Keeping Stuff Clean==&lt;br /&gt;
I prefer to keep my talk page nice and clean. Feel free to drop me a note if you need to talk to me, just don't expect me to be saving any long conversations here after a matter is resolved. Thanks. [[User:Doctorzuber|Doctorzuber]] 21:39, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Water Pressure ==&lt;br /&gt;
&lt;br /&gt;
Doc, have you considered incorporating some of this stuff [http://www.bay12forums.com/smf/index.php?topic=32453.0 Hydrodynamics Education] into the water pressure page. Readers would gain a much better understanding I think. Also [http://www.bay12forums.com/smf/index.php?topic=40844.0 this] is releavant. --Arhm&lt;br /&gt;
&lt;br /&gt;
: I'm familiar with Kandaak's work on water pressure. I should probably add a link to that page somewhere although I think as things are it accurately represents the same information in my own way. --[[User:Doctorzuber|Doctorzuber]] 07:32, 25 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Doctorzuber&amp;diff=122461</id>
		<title>User talk:Doctorzuber</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Doctorzuber&amp;diff=122461"/>
		<updated>2010-07-25T07:32:33Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Water Pressure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Keeping Stuff Clean==&lt;br /&gt;
I prefer to keep my talk page nice and clean. Feel free to drop me a note if you need to talk to me, just don't expect me to be saving any long conversations here after a matter is resolved. Thanks. [[User:Doctorzuber|Doctorzuber]] 21:39, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Water Pressure ==&lt;br /&gt;
&lt;br /&gt;
Doc, have you considered incorporating some of this stuff [http://www.bay12forums.com/smf/index.php?topic=32453.0 Hydrodynamics Education] into the water pressure page. Readers would gain a much better understanding I think. Also [http://www.bay12forums.com/smf/index.php?topic=40844.0 this] is releavant. --Arhm&lt;br /&gt;
&lt;br /&gt;
: I'm familiar with kandaak's work on water pressure. I should probably add a link to that page somewhere although I think as things are it accurately represents the same information in my own way. --[[User:Doctorzuber|Doctorzuber]] 07:32, 25 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=121564</id>
		<title>v0.31 Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=121564"/>
		<updated>2010-07-15T17:38:55Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* fortifications on map edge to drain fluid away */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Water as cushioning ==&lt;br /&gt;
&lt;br /&gt;
Tried dropping various creatures in various places in arena mode. Everything survives 1z drops unharmed. 2z is damaging. 3z is more often than not lethal. Water appears to cushion falls. I dropped things from the top of the arena into the 3z deep end of the water and they weren't injured at all, though they quickly drowned due to not being swimmers. Also tried dropping people in 3z of magma. Magma seems to provide less cushioning than water. And then they burn. Suggest making irrationally large (200-300z or so) drops into various depths of water to test cushioning effect. [[User:Rkyeun|Rkyeun]] 04:44, 5 April 2010 (UTC)&lt;br /&gt;
:It's worth noting that layers of water in previous versions did not cushion your fall so much as the depth of the water didn't increase it. I.e. the drop damage was calculated by the amount of air you fell through. Is that a possibility here? --[[User:Eagle0600|Eagle0600]] 05:24, 5 April 2010 (UTC)&lt;br /&gt;
::This appears to be actual cushioning. Creatures fell 5-6z before hitting the water and falling another 3z. If the water simply didn't count, they'd have splatted as normal for a 6z fall. Instead they were unharmed and seemingly unaware that they should swim to safety. Or merely unable to. [[User:Rkyeun|Rkyeun]] 16:41, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
&lt;br /&gt;
I've built a very large reservoir (currently 30x25x4 approx) on some ground that had mountain goat blood on it. There is also a small amount of mountain goat and dwarf blood on the area around the reservoir. On overflowing the reservoir (which is fed from the top by a &amp;quot;clean&amp;quot; source), I get blood EVERYWHERE the water flows, seemingly on evaporation of the water. There's now far more blood spread around than the creatures had originally... anyone seen similar? --[[User:Nimblewright|Nimblewright]] 21:21, 8 April 2010 (UTC)&lt;br /&gt;
: I did some arena tests with blood and water. apparently adding a 7/7 tile of water on top of a pool of blood creates more pools of blood which are pushed out to the edges of the water as it moves. This behavior may be a bug. There is an open ticket about the subject on the bug tracker here with my full results. [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296]] - [[User:Doctorzuber|Doctorzuber]] 01:31, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verifications of old behavior ==&lt;br /&gt;
&lt;br /&gt;
*U-bend test from a river fills to z-1 as expected&lt;br /&gt;
*U-bend test from a murky pool fills to z-1 as expected&lt;br /&gt;
*channeling directly from a river temporarily has no flow, but soon becomes naturally flowing as expected&lt;br /&gt;
*screw pump to a dead end one level above a river generates natural flow as expected&lt;br /&gt;
*Diagonal connections neutralize water pressure as expected&lt;br /&gt;
*Diagonal connections do not prevent the spread of flow as expected&lt;br /&gt;
*Reactor#3 built as a perpetual motion test -- behaves as expected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*some flow artifacts at the bottom of both U-bends -- this was always a bit quirky, but should run more tests&lt;br /&gt;
*screw pump from a murky pool in a 1x18 channel which doubles back to the murky pond generates reliable flow -- '''possible change in flow mechanics'''&lt;br /&gt;
*Screw pump from z-2 one level below the river, pushing into a 1x100 channel generates flow only near the end of the channel where the water is still filling. Behaves as expected, the previous test appears to be a fluke.&lt;br /&gt;
&lt;br /&gt;
I'm running through a battery of tests here, I will update this with my results. The one surprise so far is the murky pool test. In 40d a similar test would quickly become saturated with 7/7 water and only indicate flow at the end of the channel. need to test that more to make sure this isn't a fluke. I will continue to update this as I verify more things. Once I have a bit more information I'll start updating the water pages. [[User:Doctorzuber|Doctorzuber]] 01:26, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Ran a new variation of the long channel flow test using a level drop this time to break the natural flow effect from the river. This time I got the expected result of many tiles of still water with a small amount of flowing water near the end of the channel where it had not yet filled. This does however mean I'm using pressurized water this time which might be worth a bit more investigation. This also demonstrates the simplest form of water teleportation which is what is believed to be why flow of this nature fails to appear. [[User:Doctorzuber|Doctorzuber]] 19:53, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Springs? ==&lt;br /&gt;
&lt;br /&gt;
Reading this article mentions that water can come from springs... and it's linked. I hadn't heard of this before, so I followed the link and it redirected to Calendar; it meant springtime. I removed the link for now, but do water-springs occur? Someone who knows either remove the term in this article or work on the Spring page. --[[User:Waladil|Waladil]] 04:33, 8 June 2010 (UTC)&lt;br /&gt;
:&amp;quot;Springs&amp;quot; probably refers to mountain brooks. At the head of each brook, there is a spidery section of water, and at the end of each &amp;quot;finger&amp;quot; of water there is a &amp;quot;river source&amp;quot; tile that can be viewed with {{k|k}}. These are infinite sources of water, and probably what the article refers to.[[User:JohnnyMadhouse|JohnnyMadhouse]] 04:43, 8 June 2010 (UTC)&lt;br /&gt;
:: the source of many rivers is a spring, it's a weird spidery looking thing that is a direct source of water. They can sometimes be found on open plains. They are often found deep in the mountains. If you have one in your embark map, they have some odd properties as discussed in the wiki.  They will have a number of tiles that are treated as water sources, which will constantly and rapidly refill to 7/7 water providing and endless supply of water. a collapse above these tiles will break this effect. This is different from the much more common behavior of off map water sources where you have and edge of map tile that will constantly refill. Edge of map tiles cannot be destroyed. --[[User:Doctorzuber|Doctorzuber]] 15:41, 10 June 2010 (UTC)&lt;br /&gt;
::: Well thanks for the answer... someone might want to make a Spring(Water) page as opposed to the Spring(Season) page... Either one of you guys prolly could... I don't have any firsthand knowledge, so I prolly shouldn't. --[[User:Waladil|Waladil]] 00:48, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== fortifications on map edge to drain fluid away ==&lt;br /&gt;
They say you can designate fortifications on edge tiles to drain fluid off the map. --[[User:TomiTapio|TomiTapio]] 13:44, 15 July 2010 (UTC)&lt;br /&gt;
: You can't dig out an edge tile. If there is solid ground there it is there to stay. Just to double-check I even tried to carve fortifications out of an edge tile. as expected, it doesn't work. You can smooth and engrave the wall if you so wish but cannot otherwise remove or alter it. However in underground complexes it is common to have open spaces at the edge of map. In this case you can choose to place walls (or fortifications) right up at the edge of the map. On the surface of the world where caravans travel, you may not place any structures within 5 tiles of the edge. --[[User:Doctorzuber|Doctorzuber]] 17:37, 15 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=121563</id>
		<title>v0.31 Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=121563"/>
		<updated>2010-07-15T17:37:34Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* fortifications on map edge to drain fluid away */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Water as cushioning ==&lt;br /&gt;
&lt;br /&gt;
Tried dropping various creatures in various places in arena mode. Everything survives 1z drops unharmed. 2z is damaging. 3z is more often than not lethal. Water appears to cushion falls. I dropped things from the top of the arena into the 3z deep end of the water and they weren't injured at all, though they quickly drowned due to not being swimmers. Also tried dropping people in 3z of magma. Magma seems to provide less cushioning than water. And then they burn. Suggest making irrationally large (200-300z or so) drops into various depths of water to test cushioning effect. [[User:Rkyeun|Rkyeun]] 04:44, 5 April 2010 (UTC)&lt;br /&gt;
:It's worth noting that layers of water in previous versions did not cushion your fall so much as the depth of the water didn't increase it. I.e. the drop damage was calculated by the amount of air you fell through. Is that a possibility here? --[[User:Eagle0600|Eagle0600]] 05:24, 5 April 2010 (UTC)&lt;br /&gt;
::This appears to be actual cushioning. Creatures fell 5-6z before hitting the water and falling another 3z. If the water simply didn't count, they'd have splatted as normal for a 6z fall. Instead they were unharmed and seemingly unaware that they should swim to safety. Or merely unable to. [[User:Rkyeun|Rkyeun]] 16:41, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
&lt;br /&gt;
I've built a very large reservoir (currently 30x25x4 approx) on some ground that had mountain goat blood on it. There is also a small amount of mountain goat and dwarf blood on the area around the reservoir. On overflowing the reservoir (which is fed from the top by a &amp;quot;clean&amp;quot; source), I get blood EVERYWHERE the water flows, seemingly on evaporation of the water. There's now far more blood spread around than the creatures had originally... anyone seen similar? --[[User:Nimblewright|Nimblewright]] 21:21, 8 April 2010 (UTC)&lt;br /&gt;
: I did some arena tests with blood and water. apparently adding a 7/7 tile of water on top of a pool of blood creates more pools of blood which are pushed out to the edges of the water as it moves. This behavior may be a bug. There is an open ticket about the subject on the bug tracker here with my full results. [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296]] - [[User:Doctorzuber|Doctorzuber]] 01:31, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verifications of old behavior ==&lt;br /&gt;
&lt;br /&gt;
*U-bend test from a river fills to z-1 as expected&lt;br /&gt;
*U-bend test from a murky pool fills to z-1 as expected&lt;br /&gt;
*channeling directly from a river temporarily has no flow, but soon becomes naturally flowing as expected&lt;br /&gt;
*screw pump to a dead end one level above a river generates natural flow as expected&lt;br /&gt;
*Diagonal connections neutralize water pressure as expected&lt;br /&gt;
*Diagonal connections do not prevent the spread of flow as expected&lt;br /&gt;
*Reactor#3 built as a perpetual motion test -- behaves as expected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*some flow artifacts at the bottom of both U-bends -- this was always a bit quirky, but should run more tests&lt;br /&gt;
*screw pump from a murky pool in a 1x18 channel which doubles back to the murky pond generates reliable flow -- '''possible change in flow mechanics'''&lt;br /&gt;
*Screw pump from z-2 one level below the river, pushing into a 1x100 channel generates flow only near the end of the channel where the water is still filling. Behaves as expected, the previous test appears to be a fluke.&lt;br /&gt;
&lt;br /&gt;
I'm running through a battery of tests here, I will update this with my results. The one surprise so far is the murky pool test. In 40d a similar test would quickly become saturated with 7/7 water and only indicate flow at the end of the channel. need to test that more to make sure this isn't a fluke. I will continue to update this as I verify more things. Once I have a bit more information I'll start updating the water pages. [[User:Doctorzuber|Doctorzuber]] 01:26, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Ran a new variation of the long channel flow test using a level drop this time to break the natural flow effect from the river. This time I got the expected result of many tiles of still water with a small amount of flowing water near the end of the channel where it had not yet filled. This does however mean I'm using pressurized water this time which might be worth a bit more investigation. This also demonstrates the simplest form of water teleportation which is what is believed to be why flow of this nature fails to appear. [[User:Doctorzuber|Doctorzuber]] 19:53, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Springs? ==&lt;br /&gt;
&lt;br /&gt;
Reading this article mentions that water can come from springs... and it's linked. I hadn't heard of this before, so I followed the link and it redirected to Calendar; it meant springtime. I removed the link for now, but do water-springs occur? Someone who knows either remove the term in this article or work on the Spring page. --[[User:Waladil|Waladil]] 04:33, 8 June 2010 (UTC)&lt;br /&gt;
:&amp;quot;Springs&amp;quot; probably refers to mountain brooks. At the head of each brook, there is a spidery section of water, and at the end of each &amp;quot;finger&amp;quot; of water there is a &amp;quot;river source&amp;quot; tile that can be viewed with {{k|k}}. These are infinite sources of water, and probably what the article refers to.[[User:JohnnyMadhouse|JohnnyMadhouse]] 04:43, 8 June 2010 (UTC)&lt;br /&gt;
:: the source of many rivers is a spring, it's a weird spidery looking thing that is a direct source of water. They can sometimes be found on open plains. They are often found deep in the mountains. If you have one in your embark map, they have some odd properties as discussed in the wiki.  They will have a number of tiles that are treated as water sources, which will constantly and rapidly refill to 7/7 water providing and endless supply of water. a collapse above these tiles will break this effect. This is different from the much more common behavior of off map water sources where you have and edge of map tile that will constantly refill. Edge of map tiles cannot be destroyed. --[[User:Doctorzuber|Doctorzuber]] 15:41, 10 June 2010 (UTC)&lt;br /&gt;
::: Well thanks for the answer... someone might want to make a Spring(Water) page as opposed to the Spring(Season) page... Either one of you guys prolly could... I don't have any firsthand knowledge, so I prolly shouldn't. --[[User:Waladil|Waladil]] 00:48, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== fortifications on map edge to drain fluid away ==&lt;br /&gt;
They say you can designate fortifications on edge tiles to drain fluid off the map. --[[User:TomiTapio|TomiTapio]] 13:44, 15 July 2010 (UTC)&lt;br /&gt;
: You can't dig out an edge tile. If there is solid ground there it is there to stay. Just to double-check I even tried to carve fortifications out of an edge tile. as expected, it doesn't work. You can smooth and engrave the wall if you so wish. However in underground complexes it is common to have open spaces at the edge of map. In this case you can choose to place walls (or fortifications) right up at the edge of the map. On the surface of the world where caravans travel, you may not place any structures within 5 tiles of the edge. --[[User:Doctorzuber|Doctorzuber]] 17:37, 15 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma&amp;diff=121505</id>
		<title>v0.31:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma&amp;diff=121505"/>
		<updated>2010-07-14T17:54:38Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Volcanoes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|21:13, 6 July 2010 (UTC)}}&lt;br /&gt;
'''Magma''' is a red-hot liquid that wells up from deep within the earth - but not too deep to be found by dwarves. Magma that is above the ground is called '''Lava''' but is still the same exact substance.&lt;br /&gt;
&lt;br /&gt;
Magma serves as an energy source, powering {{L|magma smelter}}s, {{L|magma forge}}s, {{L|magma glass furnace}}s, and {{L|magma kiln}}s.  Magma is ''extremely'' hot which can lead to a lot of {{L|fun}}. In the current version magma seems a bit slower to burn things, allowing things to &amp;quot;fall to the bottom&amp;quot; of a magma pipe before finally burning to death. Also workers that dig into a magma reservoir are not instantly killed as the magma touches them and can often scramble to safety as long as they are not fully immersed in 7/7 magma. It's worth noting that magma never seems to blink with {{l|flow}} now either.&lt;br /&gt;
&lt;br /&gt;
The list of materials that are '''{{l|magma-safe}}''' has been expanded considerably in this version. Magma never cools, but can {{L|evaporation|evaporate}} if left at a depth of 1/7 for long enough. When magma is mixed with water it forms {{L|obsidian}}.&lt;br /&gt;
&lt;br /&gt;
=={{L|Magma sea}}==&lt;br /&gt;
The Magma sea is located at the bottom of every map, forming an (almost) impenetrable barrier. They also provide a great source of magma. {{l|Semi-molten rock}} can also be found around the magma sea, and cannot be dug through.&lt;br /&gt;
&lt;br /&gt;
==Magma pools==&lt;br /&gt;
Although the name suggests them as pools, they are actually pipes (Unknown why Toady changed the name). They can be found underground, however they rarely reach the upper z-levels (40+). Most end just a few z-levels above the magma sea, though some span up to more than 100 z-levels.&lt;br /&gt;
Magma pools seem to be always connected to a magma sea, and the sea and pipe can occasionally reach up to the same level, making them hard to separate. However, magma pools can be identified by the obsidian walls which surround them.&lt;br /&gt;
Magma pools will slowly refill themselves, giving the player an infinite source of magma.&lt;br /&gt;
&lt;br /&gt;
==Volcanoes==&lt;br /&gt;
Volcanoes can be found which extend all the way to the surface, but on a standard map they are exceedingly rare. If you want a volcano it is probably best to specify it when creating your world. Volcanoes are an endless source of magma so they will always refill themselves.&lt;br /&gt;
&lt;br /&gt;
==Properties of magma==&lt;br /&gt;
Magma behaves the same way as water with the exception of not being affected by {{l|pressure}}, unless pressurized by a {{l|pump}}, and apparently not showing {{l|flow}}.  Magma will turn into {{l|obsidian}} if it touches {{l|water}}.  In the game, magma's temperature is exactly 2,032°F, or about 1,111°C. This is also 12,000° {{l|Temperature scale|Urist}}.  The list of '''{{l|magma-safe}}''' materials has changed considerably in this version.&lt;br /&gt;
*Modding information: The rock that is used when magma mixes with water is the first rock encountered to have the [LAVA] tag ''during worldgen''.&lt;br /&gt;
&lt;br /&gt;
==Dangers of magma==&lt;br /&gt;
Magma is not immediately fatal when first touched. It is dangerous to stand in magma, but dwarves will generally only suffer minor burns when running from a flow. Most creatures can survive standing on even a completely filled magma tile for a single turn, but any more and they will likely die.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flow&amp;diff=121267</id>
		<title>v0.31:Flow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flow&amp;diff=121267"/>
		<updated>2010-07-12T18:36:19Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|19:06, 6 July 2010 (UTC)}}&lt;br /&gt;
Reading from the raw files you will find that all water and magma/lava in the game are called flows. This however adds a certain amount of confusion since when you trying to {{l|power}} a {{l|waterwheel}} you also need to know if your flow of water is flowing. For the purpose of clarity water and magma will instead be referred to as '''fluids''', and '''flow''' will be saved for a fluid that is in motion. &lt;br /&gt;
&lt;br /&gt;
'''Flow''' is a game mechanic used to simulate the motion of '''fluids'''. The two fluids that exist in dwarf fortress currently are '''{{l|water}}''' and '''{{l|magma}}'''. You can identify fluids that are flowing by looking for a tile that is blinking between {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles. If you have turned on SHOW_FLOW_AMOUNTS you will see the fluid '''depth''' instead and will not be able to easily tell if the game considers a tile to be flowing or not. Flow is typically present any time a fluid is in motion, but there are some exceptions which confuse things a bit.&lt;br /&gt;
*Note: In the current release flow does not seem to appear in magma. Magma does still follow the usual rules of fluid motion, it simply doesn't blink. {{verify}}&lt;br /&gt;
&lt;br /&gt;
==Basic Fluid Motion==&lt;br /&gt;
'''{{l|Water}}''' and '''{{l|magma}}''' both move in much the same way following a fairly simple set of rules. The only difference between the motion of {{l|magma}} and water is that magma behaves differently with regards to {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
Fluids move mostly as one might expect: Trying to move down and spreading out to the sides until they fill any available area. Fluids can also be under {{l|pressure}}, which allows them to be pushed back up by the weight of fluid in another area. Fluids can move in 10 directions, which are the 8 directions on the same z-level, and directly up or down. Fluids cannot move diagonally up or down. When fluids have a choice of where to move they select a destination randomly.&lt;br /&gt;
&lt;br /&gt;
Here is a quick example of how fluids can move to adjacent tiles. Also as water moves to an adjacent tile flow is generated in both tiles. This flow will remain for a short time before reverting back to being non-flowing water. In the first example of falling water all of the water is removed from the source tile, so flow only appears below where the water has moved to. In the other two examples flow will appear in both tiles. &lt;br /&gt;
&lt;br /&gt;
            ▒7▒       ▒7▒       ▒&lt;br /&gt;
   '''Before'''   ▒ ▒       ▒2▒       ▒7&lt;br /&gt;
            ▒▒▒       ▒▒▒       ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
            ▒ ▒       ▒2▒       ▒&lt;br /&gt;
   '''After'''    ▒7▒       ▒7▒       ▒43&lt;br /&gt;
            ▒▒▒       ▒▒▒       ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
*1. Fluids move down &lt;br /&gt;
*2. Fluids spread out to the sides&lt;br /&gt;
&lt;br /&gt;
There is however a third rule which greatly complicates everything. And that is fluids moving under {{l|pressure}}. Fluids moving under pressure can both teleport, and be pushed back up to fill tiles above as well as below and to the sides. Also fluids that are teleporting under pressure still only generates flow in the source and destination tiles which counter-intuitively leaves all the tiles it pushed through untouched and not flowing.&lt;br /&gt;
&lt;br /&gt;
==Fluids under pressure aka. Teleportation==&lt;br /&gt;
This is an aspect of fluid motion that causes a great deal of confusion. Fluids moving under '''{{l|pressure}}''' do not just move to adjacent tiles, they also trace a path through other full tiles of fluid trying to move to more distant tiles. Fluids moving under {{l|pressure}} can effectively teleport through other tiles that are already filled with fluid. When teleporting, fluids still only generate flow in their source and destination tiles, NOT in any tiles they skipped over to get to their destination. Also fluids that are teleporting will not push objects in tiles they skip over.&lt;br /&gt;
&lt;br /&gt;
                ▒7▒ ▒      ▒~▒ ▒       &lt;br /&gt;
   '''Before'''       ▒7▒ ▒      ▒~▒ ▒&lt;br /&gt;
                ▒777▒      ▒&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;▒                &lt;br /&gt;
                ▒▒▒▒▒      ▒▒▒▒▒       &lt;br /&gt;
&lt;br /&gt;
                ▒ ▒ ▒      ▒ ▒ ▒&lt;br /&gt;
   '''After'''        ▒7▒7▒      ▒~▒≈▒       ≈   flowing fluid&lt;br /&gt;
                ▒777▒      ▒&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;▒       ~   non-flowing fluid&lt;br /&gt;
                ▒▒▒▒▒      ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
This is a simple u-bend example of how water moves under pressure. However with regards to flow, it does something strange. Notice that flow only occurs in the destination tile here (since the source tile has been removed). The fluids in the bottom of the u-bend are unaffected, and furthermore any objects that happen to be here are not pushed either. &lt;br /&gt;
&lt;br /&gt;
Fluids under pressure still obey the first two rules of fluid mechanics which is to say they try move down first. Failing this they try to fill tiles to the sides. If all possible tiles below and to the sides are filled, a fluid may then move back up. This is our third and final rule of fluid mechanics.&lt;br /&gt;
&lt;br /&gt;
*1. Fluids move down &lt;br /&gt;
*2. Fluids spread out to the sides&lt;br /&gt;
*3. fluids under pressure may move up&lt;br /&gt;
&lt;br /&gt;
==Natural Flow==&lt;br /&gt;
Many water sources such as {{l|river}}s and {{l|brook}}s are constantly flowing with '''natural flow'''. This is different from other flow effects in that it is always considered to be flowing water. This remains true even when the water flows into a complete dead end channel or even when blocked off with a floodgate. Any channels that link up to a naturally flowing source will soon become naturally flowing water as long as they remain on the same z-level. Diagonal steps have no effect on natural flow although they can be used to change {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
Trying to move natural flow up or down to a different z-level may have unpredictable results but in most cases this will break the natural flow effect resulting in still water that can only be made to flow by artificial means.&lt;br /&gt;
&lt;br /&gt;
==Fluid Depth==&lt;br /&gt;
Fluids can have a depth anywhere from 1 to 7. To see the depth of a tile of fluid you can look at it with {{k|k}} which will reveal the depth in the text at the right. Alternatively you can enable {{l|Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS}} which will replace the {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles with a numerical representation of the depth at all times. Turning on {{l|Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS}} does come with the drawback that you will no longer be able to see if a tile is flowing or not.&lt;br /&gt;
&lt;br /&gt;
==Obstructions==&lt;br /&gt;
Water can be stopped by most solid tiles. These include {{l|wall}}s and {{l|building}}s as well as closed {{l|floodgate}}s, {{l|door}}s, and {{l|hatch}}es. Exceptions are vertical {{l|grate}}s, vertical {{l|bars}}, and {{l|fortification}}s, which will allow fluids to pass freely. &lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Fluids that remain at a depth of 1/7 for long enough will evaporate. Evaporated fluids are simply removed from the game. In '''hot''' or '''scorching''' environments, {{L|murky pool}}s can evaporate at greater depths.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flow&amp;diff=121266</id>
		<title>v0.31:Flow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flow&amp;diff=121266"/>
		<updated>2010-07-12T18:34:13Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|19:06, 6 July 2010 (UTC)}}&lt;br /&gt;
Reading from the raw files you will find that all water and magma/lava in the game are called flows. This however adds a certain amount of confusion since when you trying to {{l|power}} a {{l|waterwheel}} you also need to know if your flow of water is flowing. For the purpose of clarity water and magma will instead be referred to as '''fluids''', and '''flow''' will be saved for a fluid that is in motion. &lt;br /&gt;
&lt;br /&gt;
'''Flow''' is a game mechanic used to simulate the motion of '''fluids'''. The two fluids that exist in dwarf fortress currently are '''{{l|water}}''' and '''{{l|magma}}'''. You can identify fluids that are flowing by looking for a tile that is blinking between {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles. If you have turned on SHOW_FLOW_AMOUNTS you will see the fluid '''depth''' instead and will not be able to easily tell if the game considers a tile to be flowing or not. Flow is typically present any time a fluid is in motion, but there are some exceptions which confuse things a bit.&lt;br /&gt;
*Note: In the current release flow does not seem to appear in magma. Magma does still follow the usual rules of fluid motion, it simply doesn't blink. {{verify}}&lt;br /&gt;
&lt;br /&gt;
==Basic Fluid Motion==&lt;br /&gt;
'''Water''' and '''{{l|magma}}''' both move in much the same way following a fairly simple set of rules. The only difference between the motion of {{l|magma}} and water is that magma behaves differently with regards to {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
Fluids move mostly as one might expect: Trying to move down and spreading out to the sides until they fill any available area. Fluids can also be under {{l|pressure}}, which allows them to be pushed back up by the weight of fluid in another area. Fluids can move in 10 directions, which are the 8 directions on the same z-level, and directly up or down. Fluids cannot move diagonally up or down. When fluids have a choice of where to move they select a destination randomly.&lt;br /&gt;
&lt;br /&gt;
Here is a quick example of how fluids can move to adjacent tiles. Also as water moves to an adjacent tile flow is generated in both tiles. This flow will remain for a short time before reverting back to being non-flowing water. In the first example of falling water all of the water is removed from the source tile, so flow only appears below where the water has moved to. In the other two examples flow will appear in both tiles. &lt;br /&gt;
&lt;br /&gt;
            ▒7▒       ▒7▒       ▒&lt;br /&gt;
   '''Before'''   ▒ ▒       ▒2▒       ▒7&lt;br /&gt;
            ▒▒▒       ▒▒▒       ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
            ▒ ▒       ▒2▒       ▒&lt;br /&gt;
   '''After'''    ▒7▒       ▒7▒       ▒43&lt;br /&gt;
            ▒▒▒       ▒▒▒       ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
*1. Fluids move down &lt;br /&gt;
*2. Fluids spread out to the sides&lt;br /&gt;
&lt;br /&gt;
There is however a third rule which greatly complicates everything. And that is fluids moving under {{l|pressure}}. Fluids moving under pressure can both teleport, and be pushed back up to fill tiles above as well as below and to the sides. Also fluids that are teleporting under pressure still only generates flow in the source and destination tiles which counter-intuitively leaves all the tiles it pushed through untouched and not flowing.&lt;br /&gt;
&lt;br /&gt;
==Fluids under pressure aka. Teleportation==&lt;br /&gt;
This is an aspect of fluid motion that causes a great deal of confusion. Fluids moving under '''{{l|pressure}}''' do not just move to adjacent tiles, they also trace a path through other full tiles of fluid trying to move to more distant tiles. Fluids moving under {{l|pressure}} can effectively teleport through other tiles that are already filled with fluid. When teleporting, fluids still only generate flow in their source and destination tiles, NOT in any tiles they skipped over to get to their destination. Also fluids that are teleporting will not push objects in tiles they skip over.&lt;br /&gt;
&lt;br /&gt;
                ▒7▒ ▒      ▒~▒ ▒       &lt;br /&gt;
   '''Before'''       ▒7▒ ▒      ▒~▒ ▒&lt;br /&gt;
                ▒777▒      ▒&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;▒                &lt;br /&gt;
                ▒▒▒▒▒      ▒▒▒▒▒       &lt;br /&gt;
&lt;br /&gt;
                ▒ ▒ ▒      ▒ ▒ ▒&lt;br /&gt;
   '''After'''        ▒7▒7▒      ▒~▒≈▒       ≈   flowing fluid&lt;br /&gt;
                ▒777▒      ▒&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;▒       ~   non-flowing fluid&lt;br /&gt;
                ▒▒▒▒▒      ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
This is a simple u-bend example of how water moves under pressure. However with regards to flow, it does something strange. Notice that flow only occurs in the destination tile here (since the source tile has been removed). The fluids in the bottom of the u-bend are unaffected, and furthermore any objects that happen to be here are not pushed either. &lt;br /&gt;
&lt;br /&gt;
Fluids under pressure still obey the first two rules of fluid mechanics which is to say they try move down first. Failing this they try to fill tiles to the sides. If all possible tiles below and to the sides are filled, a fluid may then move back up. This is our third and final rule of fluid mechanics.&lt;br /&gt;
&lt;br /&gt;
*1. Fluids move down &lt;br /&gt;
*2. Fluids spread out to the sides&lt;br /&gt;
*3. fluids under pressure may move up&lt;br /&gt;
&lt;br /&gt;
==Natural Flow==&lt;br /&gt;
Many water sources such as {{l|river}}s and {{l|brook}}s are constantly flowing with '''natural flow'''. This is different from other flow effects in that it is always considered to be flowing water. This remains true even when the water flows into a complete dead end channel or even when blocked off with a floodgate. Any channels that link up to a naturally flowing source will soon become naturally flowing water as long as they remain on the same z-level. Diagonal steps have no effect on natural flow although they can be used to change {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
Trying to move natural flow up or down to a different z-level may have unpredictable results but in most cases this will break the natural flow effect resulting in still water that can only be made to flow by artificial means.&lt;br /&gt;
&lt;br /&gt;
==Fluid Depth==&lt;br /&gt;
Fluids can have a depth anywhere from 1 to 7. To see the depth of a tile of fluid you can look at it with {{k|k}} which will reveal the depth in the text at the right. Alternatively you can enable {{l|Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS}} which will replace the {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles with a numerical representation of the depth at all times. Turning on {{l|Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS}} does come with the drawback that you will no longer be able to see if a tile is flowing or not.&lt;br /&gt;
&lt;br /&gt;
==Obstructions==&lt;br /&gt;
Water can be stopped by most solid tiles. These include {{l|wall}}s and {{l|building}}s as well as closed {{l|floodgate}}s, {{l|door}}s, and {{l|hatch}}es. Exceptions are vertical {{l|grate}}s, vertical {{l|bars}}, and {{l|fortification}}s, which will allow fluids to pass freely. &lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Fluids that remain at a depth of 1/7 for long enough will evaporate. Evaporated fluids are simply removed from the game. In '''hot''' or '''scorching''' environments, {{L|murky pool}}s can evaporate at greater depths.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma&amp;diff=120781</id>
		<title>v0.31:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma&amp;diff=120781"/>
		<updated>2010-07-06T21:13:01Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: Quality Timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|21:13, 6 July 2010 (UTC)}}&lt;br /&gt;
'''Magma''' is a red-hot liquid that wells up from deep within the earth - but not too deep to be found by dwarves. Magma that is above the ground is called '''Lava''' but is still the same exact substance.&lt;br /&gt;
&lt;br /&gt;
Magma serves as an energy source, powering {{L|magma smelter}}s, {{L|magma forge}}s, {{L|magma glass furnace}}s, and {{L|magma kiln}}s.  Magma is ''extremely'' hot which can lead to a lot of {{L|fun}}. In the current version magma seems a bit slower to burn things, allowing things to &amp;quot;fall to the bottom&amp;quot; of a magma pipe before finally burning to death. Also workers that dig into a magma reservoir are not instantly killed as the magma touches them and can often scramble to safety as long as they are not fully immersed in 7/7 magma. It's worth noting that magma never seems to blink with {{l|flow}} now either.&lt;br /&gt;
&lt;br /&gt;
The list of materials that are '''{{l|magma-safe}}''' has been expanded considerably in this version. Magma never cools, but can {{L|evaporation|evaporate}} if left at a depth of 1/7 for long enough. When magma is mixed with water it forms {{L|obsidian}}.&lt;br /&gt;
&lt;br /&gt;
=={{L|Magma sea}}==&lt;br /&gt;
The Magma sea is located at the bottom of every map, forming an (almost) impenetrable barrier. They also provide a great source of magma. {{l|Semi-molten rock}} can also be found around the magma sea, and cannot be dug through.&lt;br /&gt;
&lt;br /&gt;
==Magma pools==&lt;br /&gt;
Although the name suggests them as pools, they are actually pipes (Unknown why Toady changed the name). They can be found underground, however they rarely reach the upper z-levels (40+). Most end just a few z-levels above the magma sea, though some span up to more than 100 z-levels.&lt;br /&gt;
Magma pools seem to be always connected to a magma sea, and the sea and pipe can occasionally reach up to the same level, making them hard to separate. However, magma pools can be identified by the obsidian walls which surround them.&lt;br /&gt;
Magma pools will slowly refill themselves, giving the player an infinite source of magma.&lt;br /&gt;
&lt;br /&gt;
==Volcanoes==&lt;br /&gt;
Volcanoes can be found which extend all the way to the surface, but on a standard map they are exceedingly rare. If you want a volcano it is probably best to specify it when creating your world.&lt;br /&gt;
&lt;br /&gt;
==Properties of magma==&lt;br /&gt;
Magma behaves the same way as water with the exception of not being affected by {{l|pressure}}, unless pressurized by a {{l|pump}}, and apparently not showing {{l|flow}}.  Magma will turn into {{l|obsidian}} if it touches {{l|water}}.  In the game, magma's temperature is exactly 2,032°F, or about 1,111°C. This is also 12,000° {{l|Temperature scale|Urist}}.  The list of '''{{l|magma-safe}}''' materials has changed considerably in this version.&lt;br /&gt;
*Modding information: The rock that is used when magma mixes with water is the first rock encountered to have the [LAVA] tag ''during worldgen''.&lt;br /&gt;
&lt;br /&gt;
==Dangers of magma==&lt;br /&gt;
Magma is not immediately fatal when first touched. It is dangerous to stand in magma, but dwarves will generally only suffer minor burns when running from a flow. Most creatures can survive standing on even a completely filled magma tile for a single turn, but any more and they will likely die.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=120777</id>
		<title>v0.31:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=120777"/>
		<updated>2010-07-06T19:08:48Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: Quality Timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|19:08, 6 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a fluid found all over the world. It {{l|flow|flows}} from mountain springs, forming the world's {{l|ocean|oceans}}, {{l|lake|lakes}}, {{l|river|rivers}}, and {{l|brook|brooks}}. Water falls as {{l|rain}} and {{l|snow}}, and freezes into {{l|ice}}. Water is home to a variety of {{l|aquatic creatures}}. Many creatures can {{l|Swimmer|swim}} in deep water. Air-breathing creatures that are submerged in water can {{l|Swimmer#Drowning|drown}} in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous.  It is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question.  If there are zero tiles of water source available, the water is saltwater.&lt;br /&gt;
&lt;br /&gt;
In the new system mud is now a {{l|contaminant}} which is created any time water covers an area. Any tiles that contain mud may be used for {{l|Agriculture|farming}}.&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, and white, showing ripples. Water can also take on other colors indicating {{l|contaminant|contaminants}} such as '''mud''' and '''blood'''. (The game can be {{l|Technical_tricks#The_look_of_the_game|configured}} to show the depth instead). &lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one {{l|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. {{l|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 {{l|swimming}}.&lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Evaporation occurs when water or {{l|magma}} is at a depth of 1/7. In '''hot''' or '''scorching''' environments {{l|murky pool|murky pools}} can sometimes evaporate at greater depths as well. Any fluids that evaporate are gone forever.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
Water and {{l|magma}} are both {{l|flow|fluids}} which are constantly trying to '''{{l|flow}}''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids move in 10 directions, up, 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 {{l|pressure}} can be pushed up until the pressure equalizes.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarfs, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress acts like a fairly thick, viscous material. This makes it possible to do highly implausible things like {{l|pump|pump}} out a dry hole in the middle of a {{l|river}} or {{l|ocean}}.&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
Water that comes from {{l|river|rivers}}, {{l|brook|brooks}}, {{l|ocean|oceans}}, {{l|aquifer|aquifers}} or springs is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing {{l|floodgate|floodgates}} and be aware of how {{l|pressure}} works or you could easily end up {{l|flood|flooding}} your fortress and having a lot more {{l|fun}} than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
Dwarves can not drink salt water until it has been desalinated. Water can be desalinated through the construction of a pump that pumps water into a completely constructed cistern. A [[well]] no longer desalinates water.&lt;br /&gt;
&lt;br /&gt;
==Contaminants==&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.{{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=120776</id>
		<title>v0.31:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=120776"/>
		<updated>2010-07-06T19:08:08Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: bug version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a fluid found all over the world. It {{l|flow|flows}} from mountain springs, forming the world's {{l|ocean|oceans}}, {{l|lake|lakes}}, {{l|river|rivers}}, and {{l|brook|brooks}}. Water falls as {{l|rain}} and {{l|snow}}, and freezes into {{l|ice}}. Water is home to a variety of {{l|aquatic creatures}}. Many creatures can {{l|Swimmer|swim}} in deep water. Air-breathing creatures that are submerged in water can {{l|Swimmer#Drowning|drown}} in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous.  It is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question.  If there are zero tiles of water source available, the water is saltwater.&lt;br /&gt;
&lt;br /&gt;
In the new system mud is now a {{l|contaminant}} which is created any time water covers an area. Any tiles that contain mud may be used for {{l|Agriculture|farming}}.&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, and white, showing ripples. Water can also take on other colors indicating {{l|contaminant|contaminants}} such as '''mud''' and '''blood'''. (The game can be {{l|Technical_tricks#The_look_of_the_game|configured}} to show the depth instead). &lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one {{l|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. {{l|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 {{l|swimming}}.&lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Evaporation occurs when water or {{l|magma}} is at a depth of 1/7. In '''hot''' or '''scorching''' environments {{l|murky pool|murky pools}} can sometimes evaporate at greater depths as well. Any fluids that evaporate are gone forever.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
Water and {{l|magma}} are both {{l|flow|fluids}} which are constantly trying to '''{{l|flow}}''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids move in 10 directions, up, 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 {{l|pressure}} can be pushed up until the pressure equalizes.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarfs, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress acts like a fairly thick, viscous material. This makes it possible to do highly implausible things like {{l|pump|pump}} out a dry hole in the middle of a {{l|river}} or {{l|ocean}}.&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
Water that comes from {{l|river|rivers}}, {{l|brook|brooks}}, {{l|ocean|oceans}}, {{l|aquifer|aquifers}} or springs is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing {{l|floodgate|floodgates}} and be aware of how {{l|pressure}} works or you could easily end up {{l|flood|flooding}} your fortress and having a lot more {{l|fun}} than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
Dwarves can not drink salt water until it has been desalinated. Water can be desalinated through the construction of a pump that pumps water into a completely constructed cistern. A [[well]] no longer desalinates water.&lt;br /&gt;
&lt;br /&gt;
==Contaminants==&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.{{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flow&amp;diff=120775</id>
		<title>v0.31:Flow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flow&amp;diff=120775"/>
		<updated>2010-07-06T19:06:22Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: Quality Timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|19:06, 6 July 2010 (UTC)}}&lt;br /&gt;
Reading from the raw files you will find that all water and magma/lava in the game are called flows. This however adds a certain amount of confusion since when you trying to {{l|power}} a {{l|waterwheel}} you also need to know if your flow of water is flowing. For the purpose of clarity water and magma will instead be referred to as '''fluids''', and '''flow''' will be saved for a fluid that is in motion. &lt;br /&gt;
&lt;br /&gt;
'''Flow''' is a game mechanic used to simulate the motion of '''fluids'''. The two fluids that exist in dwarf fortress currently are '''{{l|water}}''' and '''{{l|magma}}'''. You can identify fluids that are flowing by looking for a tile that is blinking between {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles. If you have turned on SHOW_FLOW_AMOUNTS you will see the fluid '''depth''' instead and will not be able to easily tell if the game considers a tile to be flowing or not. Flow is typically present any time a fluid is in motion, but there are some exceptions which confuse things a bit.&lt;br /&gt;
*Note: In the current release flow does not seem to appear in magma. {{verify}}&lt;br /&gt;
&lt;br /&gt;
==Basic Fluid Motion==&lt;br /&gt;
'''Water''' and '''{{l|magma}}''' both move in much the same way following a fairly simple set of rules. The only difference between the motion of {{l|magma}} and water is that magma behaves differently with regards to {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
Fluids move mostly as one might expect: Trying to move down and spreading out to the sides until they fill any available area. Fluids can also be under {{l|pressure}}, which allows them to be pushed back up by the weight of fluid in another area. Fluids can move in 10 directions, which are the 8 directions on the same z-level, and directly up or down. Fluids cannot move diagonally up or down. When fluids have a choice of where to move they select a destination randomly.&lt;br /&gt;
&lt;br /&gt;
Here is a quick example of how fluids can move to adjacent tiles. Also as water moves to an adjacent tile flow is generated in both tiles. This flow will remain for a short time before reverting back to being non-flowing water. In the first example of falling water all of the water is removed from the source tile, so flow only appears below where the water has moved to. In the other two examples flow will appear in both tiles. &lt;br /&gt;
&lt;br /&gt;
            ▒7▒       ▒7▒       ▒&lt;br /&gt;
   '''Before'''   ▒ ▒       ▒2▒       ▒7&lt;br /&gt;
            ▒▒▒       ▒▒▒       ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
            ▒ ▒       ▒2▒       ▒&lt;br /&gt;
   '''After'''    ▒7▒       ▒7▒       ▒43&lt;br /&gt;
            ▒▒▒       ▒▒▒       ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
*1. Fluids move down &lt;br /&gt;
*2. Fluids spread out to the sides&lt;br /&gt;
&lt;br /&gt;
There is however a third rule which greatly complicates everything. And that is fluids moving under {{l|pressure}}. Fluids moving under pressure can both teleport, and be pushed back up to fill tiles above as well as below and to the sides. Also fluids that are teleporting under pressure still only generates flow in the source and destination tiles which counter-intuitively leaves all the tiles it pushed through untouched and not flowing.&lt;br /&gt;
&lt;br /&gt;
==Fluids under pressure aka. Teleportation==&lt;br /&gt;
This is an aspect of fluid motion that causes a great deal of confusion. Fluids moving under '''{{l|pressure}}''' do not just move to adjacent tiles, they also trace a path through other full tiles of fluid trying to move to more distant tiles. Fluids moving under {{l|pressure}} can effectively teleport through other tiles that are already filled with fluid. When teleporting, fluids still only generate flow in their source and destination tiles, NOT in any tiles they skipped over to get to their destination. Also fluids that are teleporting will not push objects in tiles they skip over.&lt;br /&gt;
&lt;br /&gt;
                ▒7▒ ▒      ▒~▒ ▒       &lt;br /&gt;
   '''Before'''       ▒7▒ ▒      ▒~▒ ▒&lt;br /&gt;
                ▒777▒      ▒&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;▒                &lt;br /&gt;
                ▒▒▒▒▒      ▒▒▒▒▒       &lt;br /&gt;
&lt;br /&gt;
                ▒ ▒ ▒      ▒ ▒ ▒&lt;br /&gt;
   '''After'''        ▒7▒7▒      ▒~▒≈▒       ≈   flowing fluid&lt;br /&gt;
                ▒777▒      ▒&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;▒       ~   non-flowing fluid&lt;br /&gt;
                ▒▒▒▒▒      ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
This is a simple u-bend example of how water moves under pressure. However with regards to flow, it does something strange. Notice that flow only occurs in the destination tile here (since the source tile has been removed). The fluids in the bottom of the u-bend are unaffected, and furthermore any objects that happen to be here are not pushed either. &lt;br /&gt;
&lt;br /&gt;
Fluids under pressure still obey the first two rules of fluid mechanics which is to say they try move down first. Failing this they try to fill tiles to the sides. If all possible tiles below and to the sides are filled, a fluid may then move back up. This is our third and final rule of fluid mechanics.&lt;br /&gt;
&lt;br /&gt;
*1. Fluids move down &lt;br /&gt;
*2. Fluids spread out to the sides&lt;br /&gt;
*3. fluids under pressure may move up&lt;br /&gt;
&lt;br /&gt;
==Natural Flow==&lt;br /&gt;
Many water sources such as {{l|river}}s and {{l|brook}}s are constantly flowing with '''natural flow'''. This is different from other flow effects in that it is always considered to be flowing water. This remains true even when the water flows into a complete dead end channel or even when blocked off with a floodgate. Any channels that link up to a naturally flowing source will soon become naturally flowing water as long as they remain on the same z-level. Diagonal steps have no effect on natural flow although they can be used to change {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
Trying to move natural flow up or down to a different z-level may have unpredictable results but in most cases this will break the natural flow effect resulting in still water that can only be made to flow by artificial means.&lt;br /&gt;
&lt;br /&gt;
==Fluid Depth==&lt;br /&gt;
Fluids can have a depth anywhere from 1 to 7. To see the depth of a tile of fluid you can look at it with {{k|k}} which will reveal the depth in the text at the right. Alternatively you can enable {{l|Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS}} which will replace the {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles with a numerical representation of the depth at all times. Turning on {{l|Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS}} does come with the drawback that you will no longer be able to see if a tile is flowing or not.&lt;br /&gt;
&lt;br /&gt;
==Obstructions==&lt;br /&gt;
Water can be stopped by most solid tiles. These include {{l|wall}}s and {{l|building}}s as well as closed {{l|floodgate}}s, {{l|door}}s, and {{l|hatch}}es. Exceptions are vertical {{l|grate}}s, vertical {{l|bars}}, and {{l|fortification}}s, which will allow fluids to pass freely. &lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Fluids that remain at a depth of 1/7 for long enough will evaporate. Evaporated fluids are simply removed from the game. In '''hot''' or '''scorching''' environments, {{L|murky pool}}s can evaporate at greater depths.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pressure&amp;diff=120774</id>
		<title>v0.31:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pressure&amp;diff=120774"/>
		<updated>2010-07-06T19:05:33Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: Quality Timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|19:05, 6 July 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress features some pretty complex behavior in an attempt to simulate '''fluid mechanics'''. One aspect of this behavior is seen in the form of '''pressure'''. The basic idea here is quite simple, '''{{l|flow|fluids}}''' such as '''{{l|water}}''' and in some cases '''{{l|magma}}''' can become pressurized which can result in them being pushed back up into other areas by the weight of the fluid. &lt;br /&gt;
&lt;br /&gt;
==A demonstration of pressure using U-Bends==&lt;br /&gt;
A U-Bend is a channel that digs down, and curves back up. With '''pressure''' a {{l|flow|fluid}} will be pushed up the other side of the u-bend in an attempt to equalize the pressure. By understanding how pressure works in a u-bend you should be able to adapt this knowledge to use fluids in any configuration you desire without any unexpected surprises that could make life in your fortress more '''{{l|fun}}''' than anticipated. '''{{L|Water}}''' and '''{{l|magma}}''' both behave very differently with regards to pressure, so read carefully.&lt;br /&gt;
&lt;br /&gt;
===Water in a U-Bend===&lt;br /&gt;
The following three diagrams demonstrate different ways water might behave in a u-bend. In all three cases, the water source is on the left side of the diagram and water is filling the area to the right. In the first example (Diagram A), we have water taken directly from a river used to fill a u-bend. In this case, because the river is free to flow out the edge of the map the water never fully pressurizes which results in the water stopping one level below the actual level of the river itself. This behavior applies to water taken from any infinite water source.&lt;br /&gt;
&lt;br /&gt;
In the next example (Diagram B), a '''dam''' has been placed preventing the river from flowing off the edge of the map. Because of this, the water soon becomes fully pressurized and quickly fills up the remaining level of the u-bend. Use caution when placing a dam on your river.&lt;br /&gt;
&lt;br /&gt;
The final example (Diagram C), demonstrates how a '''{{l|pump|screw pump}}''' pressurizes water up to the level of the pump. In this case the water is actually being taken to one level above the river because it is being pressurized by the pump. &lt;br /&gt;
&lt;br /&gt;
With these three simple examples, you should be ready to go build your enormous plumbing masterpiece, and be relatively safe from any unanticipated flooding. If you plan to work with {{l|magma}} as well however, you should read further.&lt;br /&gt;
&lt;br /&gt;
   '''Diagram A'''       '''Diagram B'''       '''Diagram C'''&lt;br /&gt;
     River       Dammed River      Screw Pump&lt;br /&gt;
   Side View       Side View       Side View&amp;lt;br /&amp;gt;&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;/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;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒     %% = {{l|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;/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;/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;/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;/font&amp;gt; = Water&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;/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;/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;/font&amp;gt;▒      ▒ = Solid Ground&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;/font&amp;gt;▒          ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;▒&lt;br /&gt;
       ▒▒▒▒▒▒▒       ▒▒▒▒▒▒▒          ▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
===Magma in a U-bend===&lt;br /&gt;
'''{{l|Magma}}''' behaves very differently from {{l|water}} because it will not normally retain any pressure. In our first magma example (Diagram A) we show how this works by creating a short u-bend and connecting it up to a magma pipe. because {{l|magma}} is not a pressurized fluid, it simply fills the lowest point and makes no further attempt to go back up.&lt;br /&gt;
&lt;br /&gt;
Do not however make the mistake of thinking that {{l|magma}} can never be pressurized. In the second diagram (Diagram B) we see how with the addition of a single {{l|pump|screw pump}}, the entire situation changes dramatically. The screw pump is pressurizing the magma so that it will now fill the area back up to the level of the pump. Accidentally flooding your fortress with {{l|magma}} is considerably more {{l|fun}} than a flood of {{l|water}}.&lt;br /&gt;
&lt;br /&gt;
   '''Diagram A'''       '''Diagram B'''&lt;br /&gt;
   Magma Pipe      Screw Pump&lt;br /&gt;
   Side View       Side View&amp;lt;br /&amp;gt;&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒             %%&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒     %% = {{l|Pump}}&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒   ▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒      &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = Magma&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒   ▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒      ▒ = Solid Ground&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈≈≈≈≈&amp;lt;/font&amp;gt;▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;▒&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒▒▒▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
===Waterfalls===&lt;br /&gt;
Waterfalls are of special concern. When drawing water from a waterfall it is important to understand that this water may be pressurized up to the highest point of the waterfall. So that if you tap into a natural waterfall at the low side you could very easily flood your entire fortress very quickly.&lt;br /&gt;
&lt;br /&gt;
==Neutralizing Pressure==&lt;br /&gt;
There are two methods for depressurizing fluids when this is needed. Either Diagonal connections or carefully used screw pumps can eliminate problems with pressurized fluids. Knowing how to pressurize and depressurize water as needed allows you to quickly move fluids wherever you wish in your fortress allowing you to build things a dwarf can be proud of. &lt;br /&gt;
&lt;br /&gt;
===Diagonal Flow===&lt;br /&gt;
Diagonal {{l|flow|flowing}} fluids create a unique behavior which neutralizes all '''pressure'''. By forcing fluids through a diagonal connection you can neutralize all pressure quite easily. Here is a top-down diagram of this effect.&lt;br /&gt;
&lt;br /&gt;
 '''Top View'''&amp;lt;br /&amp;gt; &lt;br /&gt;
                 ▒▒▒▒▒▒&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;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒▒&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''Direction-&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;/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;/font&amp;gt;▒&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''   of    -&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;/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;/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;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''  Flow   -&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;/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;/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;/font&amp;gt;▒&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
         ▒▒▒▒▒▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒▒▒&lt;br /&gt;
                ▒▒▒▒▒▒&amp;lt;br /&amp;gt;&lt;br /&gt;
  ▒ = wall, constructed or undug&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = pressurized water&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = neutral/normal water pressure&lt;br /&gt;
&lt;br /&gt;
This does not work on a vertical basis - water only travels vertically to a different z-level, never diagonally.  &lt;br /&gt;
&lt;br /&gt;
If you wish to maintain the rate of '''{{l|flow}}''' after de-pressurizing, it's recommended that you have more diagonals than water tiles - that is, if the source is 3-tiles wide, you may wish 4 or more diagonal passages.&lt;br /&gt;
&lt;br /&gt;
===Pumps===&lt;br /&gt;
Water pressure does not propagate through pumps, so it is possible to fill a pool using a screw pump without it having the same pressure as its source. 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 {{l|power|powered}} instead of {{l|pump operator|run by a dwarf}}, as the tile the dwarf needs to stand on is filled by water. Furthermore, the pump will likely need to be powered from above or below (as water would simply flow around a gear or axle placed next to the pump), though creative setups are still possible by using additional screw pumps to transmit power.&lt;br /&gt;
&lt;br /&gt;
Your vertical axles or gear assemblies need to be placed above the solid 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.) Multiple adjacent pumps will also transfer '''power''' between themselves automatically.&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;#4080FF&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;#4080FF&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&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;red&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;
Do note that the water output from the screw pump '''will''' be pressurized as per the U-bend diagrams above, but said pressure will be independent of the source and can be subsequently 'reset' by additional pumps or diagonal gaps.&lt;br /&gt;
&lt;br /&gt;
==Hatches==&lt;br /&gt;
{{l|Hatch_cover|Hatches}} can be placed over {{l|channel|channels}}, {{l|stair|stairs}}, {{l|ramp|ramps}} etc to prevent {{l|water}} moving vertically but will still allow the tile to be used, even as a water source (and possibly still for fishing too).&lt;br /&gt;
&lt;br /&gt;
== See Also==&lt;br /&gt;
:* {{l|flow|flow}}&lt;br /&gt;
:* {{l|river}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flow&amp;diff=120770</id>
		<title>v0.31:Flow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flow&amp;diff=120770"/>
		<updated>2010-07-06T18:34:57Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Basic Fluid Motion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
Reading from the raw files you will find that all water and magma/lava in the game are called flows. This however adds a certain amount of confusion since when you trying to {{l|power}} a {{l|waterwheel}} you also need to know if your flow of water is flowing. For the purpose of clarity water and magma will instead be referred to as '''fluids''', and '''flow''' will be saved for a fluid that is in motion. &lt;br /&gt;
&lt;br /&gt;
'''Flow''' is a game mechanic used to simulate the motion of '''fluids'''. The two fluids that exist in dwarf fortress currently are '''{{l|water}}''' and '''{{l|magma}}'''. You can identify fluids that are flowing by looking for a tile that is blinking between {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles. If you have turned on SHOW_FLOW_AMOUNTS you will see the fluid '''depth''' instead and will not be able to easily tell if the game considers a tile to be flowing or not. Flow is typically present any time a fluid is in motion, but there are some exceptions which confuse things a bit.&lt;br /&gt;
*Note: In the current release flow does not seem to appear in magma. {{verify}}&lt;br /&gt;
&lt;br /&gt;
==Basic Fluid Motion==&lt;br /&gt;
'''Water''' and '''{{l|magma}}''' both move in much the same way following a fairly simple set of rules. The only difference between the motion of {{l|magma}} and water is that magma behaves differently with regards to {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
Fluids move mostly as one might expect: Trying to move down and spreading out to the sides until they fill any available area. Fluids can also be under {{l|pressure}}, which allows them to be pushed back up by the weight of fluid in another area. Fluids can move in 10 directions, which are the 8 directions on the same z-level, and directly up or down. Fluids cannot move diagonally up or down. When fluids have a choice of where to move they select a destination randomly.&lt;br /&gt;
&lt;br /&gt;
Here is a quick example of how fluids can move to adjacent tiles. Also as water moves to an adjacent tile flow is generated in both tiles. This flow will remain for a short time before reverting back to being non-flowing water. In the first example of falling water all of the water is removed from the source tile, so flow only appears below where the water has moved to. In the other two examples flow will appear in both tiles. &lt;br /&gt;
&lt;br /&gt;
            ▒7▒       ▒7▒       ▒&lt;br /&gt;
   '''Before'''   ▒ ▒       ▒2▒       ▒7&lt;br /&gt;
            ▒▒▒       ▒▒▒       ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
            ▒ ▒       ▒2▒       ▒&lt;br /&gt;
   '''After'''    ▒7▒       ▒7▒       ▒43&lt;br /&gt;
            ▒▒▒       ▒▒▒       ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
*1. Fluids move down &lt;br /&gt;
*2. Fluids spread out to the sides&lt;br /&gt;
&lt;br /&gt;
There is however a third rule which greatly complicates everything. And that is fluids moving under {{l|pressure}}. Fluids moving under pressure can both teleport, and be pushed back up to fill tiles above as well as below and to the sides. Also fluids that are teleporting under pressure still only generates flow in the source and destination tiles which counter-intuitively leaves all the tiles it pushed through untouched and not flowing.&lt;br /&gt;
&lt;br /&gt;
==Fluids under pressure aka. Teleportation==&lt;br /&gt;
This is an aspect of fluid motion that causes a great deal of confusion. Fluids moving under '''{{l|pressure}}''' do not just move to adjacent tiles, they also trace a path through other full tiles of fluid trying to move to more distant tiles. Fluids moving under {{l|pressure}} can effectively teleport through other tiles that are already filled with fluid. When teleporting, fluids still only generate flow in their source and destination tiles, NOT in any tiles they skipped over to get to their destination. Also fluids that are teleporting will not push objects in tiles they skip over.&lt;br /&gt;
&lt;br /&gt;
                ▒7▒ ▒      ▒~▒ ▒       &lt;br /&gt;
   '''Before'''       ▒7▒ ▒      ▒~▒ ▒&lt;br /&gt;
                ▒777▒      ▒&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;▒                &lt;br /&gt;
                ▒▒▒▒▒      ▒▒▒▒▒       &lt;br /&gt;
&lt;br /&gt;
                ▒ ▒ ▒      ▒ ▒ ▒&lt;br /&gt;
   '''After'''        ▒7▒7▒      ▒~▒≈▒       ≈   flowing fluid&lt;br /&gt;
                ▒777▒      ▒&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;▒       ~   non-flowing fluid&lt;br /&gt;
                ▒▒▒▒▒      ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
This is a simple u-bend example of how water moves under pressure. However with regards to flow, it does something strange. Notice that flow only occurs in the destination tile here (since the source tile has been removed). The fluids in the bottom of the u-bend are unaffected, and furthermore any objects that happen to be here are not pushed either. &lt;br /&gt;
&lt;br /&gt;
Fluids under pressure still obey the first two rules of fluid mechanics which is to say they try move down first. Failing this they try to fill tiles to the sides. If all possible tiles below and to the sides are filled, a fluid may then move back up. This is our third and final rule of fluid mechanics.&lt;br /&gt;
&lt;br /&gt;
*1. Fluids move down &lt;br /&gt;
*2. Fluids spread out to the sides&lt;br /&gt;
*3. fluids under pressure may move up&lt;br /&gt;
&lt;br /&gt;
==Natural Flow==&lt;br /&gt;
Many water sources such as {{l|river}}s and {{l|brook}}s are constantly flowing with '''natural flow'''. This is different from other flow effects in that it is always considered to be flowing water. This remains true even when the water flows into a complete dead end channel or even when blocked off with a floodgate. Any channels that link up to a naturally flowing source will soon become naturally flowing water as long as they remain on the same z-level. Diagonal steps have no effect on natural flow although they can be used to change {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
Trying to move natural flow up or down to a different z-level may have unpredictable results but in most cases this will break the natural flow effect resulting in still water that can only be made to flow by artificial means.&lt;br /&gt;
&lt;br /&gt;
==Fluid Depth==&lt;br /&gt;
Fluids can have a depth anywhere from 1 to 7. To see the depth of a tile of fluid you can look at it with {{k|k}} which will reveal the depth in the text at the right. Alternatively you can enable {{l|Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS}} which will replace the {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles with a numerical representation of the depth at all times. Turning on {{l|Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS}} does come with the drawback that you will no longer be able to see if a tile is flowing or not.&lt;br /&gt;
&lt;br /&gt;
==Obstructions==&lt;br /&gt;
Water can be stopped by most solid tiles. These include {{l|wall}}s and {{l|building}}s as well as closed {{l|floodgate}}s, {{l|door}}s, and {{l|hatch}}es. Exceptions are vertical {{l|grate}}s, vertical {{l|bars}}, and {{l|fortification}}s, which will allow fluids to pass freely. &lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Fluids that remain at a depth of 1/7 for long enough will evaporate. Evaporated fluids are simply removed from the game. In '''hot''' or '''scorching''' environments, {{L|murky pool}}s can evaporate at greater depths.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pressure&amp;diff=120765</id>
		<title>v0.31:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pressure&amp;diff=120765"/>
		<updated>2010-07-06T18:27:41Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: tweaking my diagram&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress features some pretty complex behavior in an attempt to simulate '''fluid mechanics'''. One aspect of this behavior is seen in the form of '''pressure'''. The basic idea here is quite simple, '''{{l|flow|fluids}}''' such as '''{{l|water}}''' and in some cases '''{{l|magma}}''' can become pressurized which can result in them being pushed back up into other areas by the weight of the fluid. &lt;br /&gt;
&lt;br /&gt;
==A demonstration of pressure using U-Bends==&lt;br /&gt;
A U-Bend is a channel that digs down, and curves back up. With '''pressure''' a {{l|flow|fluid}} will be pushed up the other side of the u-bend in an attempt to equalize the pressure. By understanding how pressure works in a u-bend you should be able to adapt this knowledge to use fluids in any configuration you desire without any unexpected surprises that could make life in your fortress more '''{{l|fun}}''' than anticipated. '''{{L|Water}}''' and '''{{l|magma}}''' both behave very differently with regards to pressure, so read carefully.&lt;br /&gt;
&lt;br /&gt;
===Water in a U-Bend===&lt;br /&gt;
The following three diagrams demonstrate different ways water might behave in a u-bend. In all three cases, the water source is on the left side of the diagram and water is filling the area to the right. In the first example (Diagram A), we have water taken directly from a river used to fill a u-bend. In this case, because the river is free to flow out the edge of the map the water never fully pressurizes which results in the water stopping one level below the actual level of the river itself. This behavior applies to water taken from any infinite water source.&lt;br /&gt;
&lt;br /&gt;
In the next example (Diagram B), a '''dam''' has been placed preventing the river from flowing off the edge of the map. Because of this, the water soon becomes fully pressurized and quickly fills up the remaining level of the u-bend. Use caution when placing a dam on your river.&lt;br /&gt;
&lt;br /&gt;
The final example (Diagram C), demonstrates how a '''{{l|pump|screw pump}}''' pressurizes water up to the level of the pump. In this case the water is actually being taken to one level above the river because it is being pressurized by the pump. &lt;br /&gt;
&lt;br /&gt;
With these three simple examples, you should be ready to go build your enormous plumbing masterpiece, and be relatively safe from any unanticipated flooding. If you plan to work with {{l|magma}} as well however, you should read further.&lt;br /&gt;
&lt;br /&gt;
   '''Diagram A'''       '''Diagram B'''       '''Diagram C'''&lt;br /&gt;
     River       Dammed River      Screw Pump&lt;br /&gt;
   Side View       Side View       Side View&amp;lt;br /&amp;gt;&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;/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;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒     %% = {{l|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;/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;/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;/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;/font&amp;gt; = Water&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;/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;/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;/font&amp;gt;▒      ▒ = Solid Ground&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;/font&amp;gt;▒          ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;▒&lt;br /&gt;
       ▒▒▒▒▒▒▒       ▒▒▒▒▒▒▒          ▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
===Magma in a U-bend===&lt;br /&gt;
'''{{l|Magma}}''' behaves very differently from {{l|water}} because it will not normally retain any pressure. In our first magma example (Diagram A) we show how this works by creating a short u-bend and connecting it up to a magma pipe. because {{l|magma}} is not a pressurized fluid, it simply fills the lowest point and makes no further attempt to go back up.&lt;br /&gt;
&lt;br /&gt;
Do not however make the mistake of thinking that {{l|magma}} can never be pressurized. In the second diagram (Diagram B) we see how with the addition of a single {{l|pump|screw pump}}, the entire situation changes dramatically. The screw pump is pressurizing the magma so that it will now fill the area back up to the level of the pump. Accidentally flooding your fortress with {{l|magma}} is considerably more {{l|fun}} than a flood of {{l|water}}.&lt;br /&gt;
&lt;br /&gt;
   '''Diagram A'''       '''Diagram B'''&lt;br /&gt;
   Magma Pipe      Screw Pump&lt;br /&gt;
   Side View       Side View&amp;lt;br /&amp;gt;&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒             %%&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒     %% = {{l|Pump}}&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒   ▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒      &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = Magma&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒   ▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒      ▒ = Solid Ground&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈≈≈≈≈&amp;lt;/font&amp;gt;▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;▒&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒▒▒▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
===Waterfalls===&lt;br /&gt;
Waterfalls are of special concern. When drawing water from a waterfall it is important to understand that this water may be pressurized up to the highest point of the waterfall. So that if you tap into a natural waterfall at the low side you could very easily flood your entire fortress very quickly.&lt;br /&gt;
&lt;br /&gt;
==Neutralizing Pressure==&lt;br /&gt;
There are two methods for depressurizing fluids when this is needed. Either Diagonal connections or carefully used screw pumps can eliminate problems with pressurized fluids. Knowing how to pressurize and depressurize water as needed allows you to quickly move fluids wherever you wish in your fortress allowing you to build things a dwarf can be proud of. &lt;br /&gt;
&lt;br /&gt;
===Diagonal Flow===&lt;br /&gt;
Diagonal {{l|flow|flowing}} fluids create a unique behavior which neutralizes all '''pressure'''. By forcing fluids through a diagonal connection you can neutralize all pressure quite easily. Here is a top-down diagram of this effect.&lt;br /&gt;
&lt;br /&gt;
 '''Top View'''&amp;lt;br /&amp;gt; &lt;br /&gt;
                 ▒▒▒▒▒▒&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;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒▒&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''Direction-&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;/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;/font&amp;gt;▒&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''   of    -&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;/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;/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;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''  Flow   -&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;/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;/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;/font&amp;gt;▒&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
         ▒▒▒▒▒▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒▒▒&lt;br /&gt;
                ▒▒▒▒▒▒&amp;lt;br /&amp;gt;&lt;br /&gt;
  ▒ = wall, constructed or undug&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = pressurized water&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = neutral/normal water pressure&lt;br /&gt;
&lt;br /&gt;
This does not work on a vertical basis - water only travels vertically to a different z-level, never diagonally.  &lt;br /&gt;
&lt;br /&gt;
If you wish to maintain the rate of '''{{l|flow}}''' after de-pressurizing, it's recommended that you have more diagonals than water tiles - that is, if the source is 3-tiles wide, you may wish 4 or more diagonal passages.&lt;br /&gt;
&lt;br /&gt;
===Pumps===&lt;br /&gt;
Water pressure does not propagate through pumps, so it is possible to fill a pool using a screw pump without it having the same pressure as its source. 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 {{l|power|powered}} instead of {{l|pump operator|run by a dwarf}}, as the tile the dwarf needs to stand on is filled by water. Furthermore, the pump will likely need to be powered from above or below (as water would simply flow around a gear or axle placed next to the pump), though creative setups are still possible by using additional screw pumps to transmit power.&lt;br /&gt;
&lt;br /&gt;
Your vertical axles or gear assemblies need to be placed above the solid 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.) Multiple adjacent pumps will also transfer '''power''' between themselves automatically.&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;#4080FF&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;#4080FF&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&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;red&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;
Do note that the water output from the screw pump '''will''' be pressurized as per the U-bend diagrams above, but said pressure will be independent of the source and can be subsequently 'reset' by additional pumps or diagonal gaps.&lt;br /&gt;
&lt;br /&gt;
==Hatches==&lt;br /&gt;
{{l|Hatch_cover|Hatches}} can be placed over {{l|channel|channels}}, {{l|stair|stairs}}, {{l|ramp|ramps}} etc to prevent {{l|water}} moving vertically but will still allow the tile to be used, even as a water source (and possibly still for fishing too).&lt;br /&gt;
&lt;br /&gt;
== See Also==&lt;br /&gt;
:* {{l|flow|flow}}&lt;br /&gt;
:* {{l|river}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flow&amp;diff=120763</id>
		<title>v0.31:Flow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flow&amp;diff=120763"/>
		<updated>2010-07-06T18:23:51Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
Reading from the raw files you will find that all water and magma/lava in the game are called flows. This however adds a certain amount of confusion since when you trying to {{l|power}} a {{l|waterwheel}} you also need to know if your flow of water is flowing. For the purpose of clarity water and magma will instead be referred to as '''fluids''', and '''flow''' will be saved for a fluid that is in motion. &lt;br /&gt;
&lt;br /&gt;
'''Flow''' is a game mechanic used to simulate the motion of '''fluids'''. The two fluids that exist in dwarf fortress currently are '''{{l|water}}''' and '''{{l|magma}}'''. You can identify fluids that are flowing by looking for a tile that is blinking between {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles. If you have turned on SHOW_FLOW_AMOUNTS you will see the fluid '''depth''' instead and will not be able to easily tell if the game considers a tile to be flowing or not. Flow is typically present any time a fluid is in motion, but there are some exceptions which confuse things a bit.&lt;br /&gt;
*Note: In the current release flow does not seem to appear in magma. {{verify}}&lt;br /&gt;
&lt;br /&gt;
==Basic Fluid Motion==&lt;br /&gt;
'''Water''' and '''{{l|magma}}''' both move in much the same way following a fairly simple set of rules. The only difference between the motion of {{l|magma}} and water is that magma behaves differently with regards to {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
Fluids move mostly as one might expect: Trying to move down and spreading out to the sides until they fill any available area. Fluids can also be under {{l|pressure}}, which allows them to be pushed back up by the weight of fluid in another area. Fluids can move in 10 directions, which are the 8 directions on the same z-level, and directly up or down. Fluids cannot move diagonally up or down. When fluids have a choice of where to move they select a destination randomly.&lt;br /&gt;
&lt;br /&gt;
Here is a quick example of how fluids can move to adjacent tiles. Also as water moves to an adjacent tile flow is generated in both tiles. This flow will remain for a short time before reverting back to being non-flowing water. In the first example of falling water all of the water is removed from the source tile, so flow only appears below where the water has moved to. In the other two examples flow will appear in both tiles. &lt;br /&gt;
&lt;br /&gt;
            ▒7▒       ▒7▒       ▒&lt;br /&gt;
   '''Before'''   ▒ ▒       ▒2▒       ▒7&lt;br /&gt;
            ▒▒▒       ▒▒▒       ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
            ▒ ▒       ▒2▒       ▒&lt;br /&gt;
   '''After'''    ▒7▒       ▒7▒       ▒43&lt;br /&gt;
            ▒▒▒       ▒▒▒       ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a clear example of the first two rules of water movement.&lt;br /&gt;
*1. Fluids move down &lt;br /&gt;
*2. Fluids spread out to the sides&lt;br /&gt;
&lt;br /&gt;
There is however a third rule which greatly complicates everything. And that is fluids moving under {{l|pressure}}. Fluids moving under pressure can both teleport, and be pushed back up to fill tiles above as well as below and to the sides. Also fluids that are teleporting under pressure still only generates flow in the source and destination tiles which counter-intuitively leaves all the tiles it pushed through untouched and not flowing.&lt;br /&gt;
&lt;br /&gt;
==Fluids under pressure aka. Teleportation==&lt;br /&gt;
This is an aspect of fluid motion that causes a great deal of confusion. Fluids moving under '''{{l|pressure}}''' do not just move to adjacent tiles, they also trace a path through other full tiles of fluid trying to move to more distant tiles. Fluids moving under {{l|pressure}} can effectively teleport through other tiles that are already filled with fluid. When teleporting, fluids still only generate flow in their source and destination tiles, NOT in any tiles they skipped over to get to their destination. Also fluids that are teleporting will not push objects in tiles they skip over.&lt;br /&gt;
&lt;br /&gt;
                ▒7▒ ▒      ▒~▒ ▒       &lt;br /&gt;
   '''Before'''       ▒7▒ ▒      ▒~▒ ▒&lt;br /&gt;
                ▒777▒      ▒&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;▒                &lt;br /&gt;
                ▒▒▒▒▒      ▒▒▒▒▒       &lt;br /&gt;
&lt;br /&gt;
                ▒ ▒ ▒      ▒ ▒ ▒&lt;br /&gt;
   '''After'''        ▒7▒7▒      ▒~▒≈▒       ≈   flowing fluid&lt;br /&gt;
                ▒777▒      ▒&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;▒       ~   non-flowing fluid&lt;br /&gt;
                ▒▒▒▒▒      ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
This is a simple u-bend example of how water moves under pressure. However with regards to flow, it does something strange. Notice that flow only occurs in the destination tile here (since the source tile has been removed). The fluids in the bottom of the u-bend are unaffected, and furthermore any objects that happen to be here are not pushed either. &lt;br /&gt;
&lt;br /&gt;
Fluids under pressure still obey the first two rules of fluid mechanics which is to say they try move down first. Failing this they try to fill tiles to the sides. If all possible tiles below and to the sides are filled, a fluid may then move back up. This is our third and final rule of fluid mechanics.&lt;br /&gt;
&lt;br /&gt;
*1. Fluids move down &lt;br /&gt;
*2. Fluids spread out to the sides&lt;br /&gt;
*3. fluids under pressure may move up&lt;br /&gt;
&lt;br /&gt;
==Natural Flow==&lt;br /&gt;
Many water sources such as {{l|river}}s and {{l|brook}}s are constantly flowing with '''natural flow'''. This is different from other flow effects in that it is always considered to be flowing water. This remains true even when the water flows into a complete dead end channel or even when blocked off with a floodgate. Any channels that link up to a naturally flowing source will soon become naturally flowing water as long as they remain on the same z-level. Diagonal steps have no effect on natural flow although they can be used to change {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
Trying to move natural flow up or down to a different z-level may have unpredictable results but in most cases this will break the natural flow effect resulting in still water that can only be made to flow by artificial means.&lt;br /&gt;
&lt;br /&gt;
==Fluid Depth==&lt;br /&gt;
Fluids can have a depth anywhere from 1 to 7. To see the depth of a tile of fluid you can look at it with {{k|k}} which will reveal the depth in the text at the right. Alternatively you can enable {{l|Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS}} which will replace the {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles with a numerical representation of the depth at all times. Turning on {{l|Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS}} does come with the drawback that you will no longer be able to see if a tile is flowing or not.&lt;br /&gt;
&lt;br /&gt;
==Obstructions==&lt;br /&gt;
Water can be stopped by most solid tiles. These include {{l|wall}}s and {{l|building}}s as well as closed {{l|floodgate}}s, {{l|door}}s, and {{l|hatch}}es. Exceptions are vertical {{l|grate}}s, vertical {{l|bars}}, and {{l|fortification}}s, which will allow fluids to pass freely. &lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Fluids that remain at a depth of 1/7 for long enough will evaporate. Evaporated fluids are simply removed from the game. In '''hot''' or '''scorching''' environments, {{L|murky pool}}s can evaporate at greater depths.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flow&amp;diff=120762</id>
		<title>v0.31:Flow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flow&amp;diff=120762"/>
		<updated>2010-07-06T18:20:23Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Fluids under pressure aka. Teleportation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
Reading from the raw files you will find that all water and magma/lava in the game are called flows. This however adds a certain amount of confusion since when you trying to {{l|power}} a {{l|waterwheel}} you also need to know if your flow of water is flowing. For the purpose of clarity water and magma will instead be referred to as '''fluids''', and '''flow''' will be saved for a fluid that is in motion. &lt;br /&gt;
&lt;br /&gt;
'''Flow''' is a game mechanic used to simulate the motion of '''fluids'''. The two fluids that exist in dwarf fortress currently are '''{{l|water}}''' and '''{{l|magma}}'''. You can identify fluids that are flowing by looking for a tile that is blinking between {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles. If you have turned on SHOW_FLOW_AMOUNTS you will see the fluid '''depth''' instead and will not be able to easily tell if the game considers a tile to be flowing or not. Flow is typically present any time a fluid is in motion, but there are some exceptions which confuse things a bit.&lt;br /&gt;
*Note: In the current release flow does not seem to appear in magma. {{verify}}&lt;br /&gt;
&lt;br /&gt;
==Fluid Depth==&lt;br /&gt;
Fluids can have a depth anywhere from 1 to 7. To see the depth of a tile of fluid you can look at it with {{k|k}} which will reveal the depth in the text at the right. Alternatively you can enable {{l|Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS}} which will replace the {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles with a numerical representation of the depth at all times. Turning on {{l|Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS}} does come with the drawback that you will no longer be able to see if a tile is flowing or not.&lt;br /&gt;
&lt;br /&gt;
==Basic Fluid Motion==&lt;br /&gt;
'''Water''' and '''{{l|magma}}''' both move in much the same way following a fairly simple set of rules. The only difference between the motion of {{l|magma}} and water is that magma behaves differently with regards to {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
Fluids move mostly as one might expect: Trying to move down and spreading out to the sides until they fill any available area. Fluids can also be under {{l|pressure}}, which allows them to be pushed back up by the weight of fluid in another area. Fluids can move in 10 directions, which are the 8 directions on the same z-level, and directly up or down. Fluids cannot move diagonally up or down. When fluids have a choice of where to move they select a destination randomly.&lt;br /&gt;
&lt;br /&gt;
Here is a quick example of how fluids can move to adjacent tiles. Also as water moves to an adjacent tile flow is generated in both tiles. This flow will remain for a short time before reverting back to being non-flowing water. In the first example of falling water all of the water is removed from the source tile, so flow only appears below where the water has moved to. In the other two examples flow will appear in both tiles. &lt;br /&gt;
&lt;br /&gt;
            ▒7▒       ▒7▒       ▒&lt;br /&gt;
   '''Before'''   ▒ ▒       ▒2▒       ▒7&lt;br /&gt;
            ▒▒▒       ▒▒▒       ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
            ▒ ▒       ▒2▒       ▒&lt;br /&gt;
   '''After'''    ▒7▒       ▒7▒       ▒43&lt;br /&gt;
            ▒▒▒       ▒▒▒       ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a clear example of the first two rules of water movement.&lt;br /&gt;
*1. Fluids move down &lt;br /&gt;
*2. Fluids spread out to the sides&lt;br /&gt;
&lt;br /&gt;
There is however a third rule which greatly complicates everything. And that is fluids moving under {{l|pressure}}. Fluids moving under pressure can both teleport, and be pushed back up to fill tiles above as well as below and to the sides. Also fluids that are teleporting under pressure still only generates flow in the source and destination tiles which counter-intuitively leaves all the tiles it pushed through untouched and not flowing.&lt;br /&gt;
&lt;br /&gt;
==Fluids under pressure aka. Teleportation==&lt;br /&gt;
This is an aspect of fluid motion that causes a great deal of confusion. Fluids moving under '''{{l|pressure}}''' do not just move to adjacent tiles, they also trace a path through other full tiles of fluid trying to move to more distant tiles. Fluids moving under {{l|pressure}} can effectively teleport through other tiles that are already filled with fluid. When teleporting, fluids still only generate flow in their source and destination tiles, NOT in any tiles they skipped over to get to their destination. Also fluids that are teleporting will not push objects in tiles they skip over.&lt;br /&gt;
&lt;br /&gt;
                ▒7▒ ▒      ▒~▒ ▒       &lt;br /&gt;
   '''Before'''       ▒7▒ ▒      ▒~▒ ▒&lt;br /&gt;
                ▒777▒      ▒&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;▒                &lt;br /&gt;
                ▒▒▒▒▒      ▒▒▒▒▒       &lt;br /&gt;
&lt;br /&gt;
                ▒ ▒ ▒      ▒ ▒ ▒&lt;br /&gt;
   '''After'''        ▒7▒7▒      ▒~▒≈▒       ≈   flowing fluid&lt;br /&gt;
                ▒777▒      ▒&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;▒       ~   non-flowing fluid&lt;br /&gt;
                ▒▒▒▒▒      ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
This is a simple u-bend example of how water moves under pressure. However with regards to flow, it does something strange. Notice that flow only occurs in the destination tile here (since the source tile has been removed). The fluids in the bottom of the u-bend are unaffected, and furthermore any objects that happen to be here are not pushed either. &lt;br /&gt;
&lt;br /&gt;
Fluids under pressure still obey the first two rules of fluid mechanics which is to say they try move down first. Failing this they try to fill tiles to the sides. If all possible tiles below and to the sides are filled, a fluid may then move back up. This is our third rule of fluid mechanics.&lt;br /&gt;
*3. fluids under pressure may move up&lt;br /&gt;
&lt;br /&gt;
==Natural Flow==&lt;br /&gt;
Many water sources such as {{l|river}}s and {{l|brook}}s are constantly flowing with '''natural flow'''. This is different from other flow effects in that it is always considered to be flowing water. This remains true even when the water flows into a complete dead end channel or even when blocked off with a floodgate. Any channels that link up to a naturally flowing source will soon become naturally flowing water as long as they remain on the same z-level. Diagonal steps have no effect on natural flow although they can be used to change {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
Trying to move natural flow up or down to a different z-level may have unpredictable results but in most cases this will break the natural flow effect resulting in still water that can only be made to flow by artificial means.&lt;br /&gt;
&lt;br /&gt;
==Obstructions==&lt;br /&gt;
Water can be stopped by most solid tiles. These include {{l|wall}}s and {{l|building}}s as well as closed {{l|floodgate}}s, {{l|door}}s, and {{l|hatch}}es. Exceptions are vertical {{l|grate}}s, vertical {{l|bars}}, and {{l|fortification}}s, which will allow fluids to pass freely. &lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Fluids that remain at a depth of 1/7 for long enough will evaporate. Evaporated fluids are simply removed from the game. In '''hot''' or '''scorching''' environments, {{L|murky pool}}s can evaporate at greater depths.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flow&amp;diff=120761</id>
		<title>v0.31:Flow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flow&amp;diff=120761"/>
		<updated>2010-07-06T18:17:50Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Fluids under pressure aka. Teleportation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
Reading from the raw files you will find that all water and magma/lava in the game are called flows. This however adds a certain amount of confusion since when you trying to {{l|power}} a {{l|waterwheel}} you also need to know if your flow of water is flowing. For the purpose of clarity water and magma will instead be referred to as '''fluids''', and '''flow''' will be saved for a fluid that is in motion. &lt;br /&gt;
&lt;br /&gt;
'''Flow''' is a game mechanic used to simulate the motion of '''fluids'''. The two fluids that exist in dwarf fortress currently are '''{{l|water}}''' and '''{{l|magma}}'''. You can identify fluids that are flowing by looking for a tile that is blinking between {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles. If you have turned on SHOW_FLOW_AMOUNTS you will see the fluid '''depth''' instead and will not be able to easily tell if the game considers a tile to be flowing or not. Flow is typically present any time a fluid is in motion, but there are some exceptions which confuse things a bit.&lt;br /&gt;
*Note: In the current release flow does not seem to appear in magma. {{verify}}&lt;br /&gt;
&lt;br /&gt;
==Fluid Depth==&lt;br /&gt;
Fluids can have a depth anywhere from 1 to 7. To see the depth of a tile of fluid you can look at it with {{k|k}} which will reveal the depth in the text at the right. Alternatively you can enable {{l|Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS}} which will replace the {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles with a numerical representation of the depth at all times. Turning on {{l|Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS}} does come with the drawback that you will no longer be able to see if a tile is flowing or not.&lt;br /&gt;
&lt;br /&gt;
==Basic Fluid Motion==&lt;br /&gt;
'''Water''' and '''{{l|magma}}''' both move in much the same way following a fairly simple set of rules. The only difference between the motion of {{l|magma}} and water is that magma behaves differently with regards to {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
Fluids move mostly as one might expect: Trying to move down and spreading out to the sides until they fill any available area. Fluids can also be under {{l|pressure}}, which allows them to be pushed back up by the weight of fluid in another area. Fluids can move in 10 directions, which are the 8 directions on the same z-level, and directly up or down. Fluids cannot move diagonally up or down. When fluids have a choice of where to move they select a destination randomly.&lt;br /&gt;
&lt;br /&gt;
Here is a quick example of how fluids can move to adjacent tiles. Also as water moves to an adjacent tile flow is generated in both tiles. This flow will remain for a short time before reverting back to being non-flowing water. In the first example of falling water all of the water is removed from the source tile, so flow only appears below where the water has moved to. In the other two examples flow will appear in both tiles. &lt;br /&gt;
&lt;br /&gt;
            ▒7▒       ▒7▒       ▒&lt;br /&gt;
   '''Before'''   ▒ ▒       ▒2▒       ▒7&lt;br /&gt;
            ▒▒▒       ▒▒▒       ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
            ▒ ▒       ▒2▒       ▒&lt;br /&gt;
   '''After'''    ▒7▒       ▒7▒       ▒43&lt;br /&gt;
            ▒▒▒       ▒▒▒       ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a clear example of the first two rules of water movement.&lt;br /&gt;
*1. Fluids move down &lt;br /&gt;
*2. Fluids spread out to the sides&lt;br /&gt;
&lt;br /&gt;
There is however a third rule which greatly complicates everything. And that is fluids moving under {{l|pressure}}. Fluids moving under pressure can both teleport, and be pushed back up to fill tiles above as well as below and to the sides. Also fluids that are teleporting under pressure still only generates flow in the source and destination tiles which counter-intuitively leaves all the tiles it pushed through untouched and not flowing.&lt;br /&gt;
&lt;br /&gt;
==Fluids under pressure aka. Teleportation==&lt;br /&gt;
This is an aspect of fluid motion that causes a great deal of confusion. Fluids moving under '''{{l|pressure}}''' do not just move to adjacent tiles, they also trace a path through other full tiles of fluid trying to move to more distant tiles. Fluids moving under {{l|pressure}} can effectively teleport through other tiles that are already filled with fluid. When teleporting, fluids still only generate flow in their source and destination tiles, NOT in any tiles they skipped over to get to their destination. Also fluids that are teleporting will not push objects in tiles they skip over.&lt;br /&gt;
&lt;br /&gt;
                ▒7▒ ▒      ▒~▒ ▒       &lt;br /&gt;
   '''Before'''       ▒7▒ ▒      ▒~▒ ▒&lt;br /&gt;
                ▒777▒      ▒&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;▒                &lt;br /&gt;
                ▒▒▒▒▒      ▒▒▒▒▒       &lt;br /&gt;
&lt;br /&gt;
                ▒ ▒ ▒      ▒ ▒ ▒&lt;br /&gt;
   '''After'''        ▒7▒7▒      ▒~▒≈▒       ≈   flowing fluid&lt;br /&gt;
                ▒777▒      ▒&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;▒       ~   non-flowing fluid&lt;br /&gt;
                ▒▒▒▒▒      ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
This is a simple u-bend example of how water moves under pressure. However with regards to flow, it does something strange. Notice that flow only occurs in the destination tile here (since the source tile has been removed). The fluids in the bottom of the u-bend are unaffected, and furthermore any objects that happen to be here are not pushed either. &lt;br /&gt;
&lt;br /&gt;
Fluids under pressure still obey the first two rules of fluid mechanics which is to say they try to fill tiles at a lower z-level first. Failing this they try to fill tiles to the sides. If all possible tiles below and to the sides are filled, a fluid may then move back up. This is our third rule of fluid mechanics.&lt;br /&gt;
*3. fluids under pressure may move up&lt;br /&gt;
&lt;br /&gt;
==Natural Flow==&lt;br /&gt;
Many water sources such as {{l|river}}s and {{l|brook}}s are constantly flowing with '''natural flow'''. This is different from other flow effects in that it is always considered to be flowing water. This remains true even when the water flows into a complete dead end channel or even when blocked off with a floodgate. Any channels that link up to a naturally flowing source will soon become naturally flowing water as long as they remain on the same z-level. Diagonal steps have no effect on natural flow although they can be used to change {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
Trying to move natural flow up or down to a different z-level may have unpredictable results but in most cases this will break the natural flow effect resulting in still water that can only be made to flow by artificial means.&lt;br /&gt;
&lt;br /&gt;
==Obstructions==&lt;br /&gt;
Water can be stopped by most solid tiles. These include {{l|wall}}s and {{l|building}}s as well as closed {{l|floodgate}}s, {{l|door}}s, and {{l|hatch}}es. Exceptions are vertical {{l|grate}}s, vertical {{l|bars}}, and {{l|fortification}}s, which will allow fluids to pass freely. &lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Fluids that remain at a depth of 1/7 for long enough will evaporate. Evaporated fluids are simply removed from the game. In '''hot''' or '''scorching''' environments, {{L|murky pool}}s can evaporate at greater depths.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flow&amp;diff=120758</id>
		<title>v0.31:Flow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flow&amp;diff=120758"/>
		<updated>2010-07-06T18:09:46Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: Diagrams are good&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
Reading from the raw files you will find that all water and magma/lava in the game are called flows. This however adds a certain amount of confusion since when you trying to {{l|power}} a {{l|waterwheel}} you also need to know if your flow of water is flowing. For the purpose of clarity water and magma will instead be referred to as '''fluids''', and '''flow''' will be saved for a fluid that is in motion. &lt;br /&gt;
&lt;br /&gt;
'''Flow''' is a game mechanic used to simulate the motion of '''fluids'''. The two fluids that exist in dwarf fortress currently are '''{{l|water}}''' and '''{{l|magma}}'''. You can identify fluids that are flowing by looking for a tile that is blinking between {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles. If you have turned on SHOW_FLOW_AMOUNTS you will see the fluid '''depth''' instead and will not be able to easily tell if the game considers a tile to be flowing or not. Flow is typically present any time a fluid is in motion, but there are some exceptions which confuse things a bit.&lt;br /&gt;
*Note: In the current release flow does not seem to appear in magma. {{verify}}&lt;br /&gt;
&lt;br /&gt;
==Fluid Depth==&lt;br /&gt;
Fluids can have a depth anywhere from 1 to 7. To see the depth of a tile of fluid you can look at it with {{k|k}} which will reveal the depth in the text at the right. Alternatively you can enable {{l|Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS}} which will replace the {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles with a numerical representation of the depth at all times. Turning on {{l|Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS}} does come with the drawback that you will no longer be able to see if a tile is flowing or not.&lt;br /&gt;
&lt;br /&gt;
==Basic Fluid Motion==&lt;br /&gt;
'''Water''' and '''{{l|magma}}''' both move in much the same way following a fairly simple set of rules. The only difference between the motion of {{l|magma}} and water is that magma behaves differently with regards to {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
Fluids move mostly as one might expect: Trying to move down and spreading out to the sides until they fill any available area. Fluids can also be under {{l|pressure}}, which allows them to be pushed back up by the weight of fluid in another area. Fluids can move in 10 directions, which are the 8 directions on the same z-level, and directly up or down. Fluids cannot move diagonally up or down. When fluids have a choice of where to move they select a destination randomly.&lt;br /&gt;
&lt;br /&gt;
Here is a quick example of how fluids can move to adjacent tiles. Also as water moves to an adjacent tile flow is generated in both tiles. This flow will remain for a short time before reverting back to being non-flowing water. In the first example of falling water all of the water is removed from the source tile, so flow only appears below where the water has moved to. In the other two examples flow will appear in both tiles. &lt;br /&gt;
&lt;br /&gt;
            ▒7▒       ▒7▒       ▒&lt;br /&gt;
   '''Before'''   ▒ ▒       ▒2▒       ▒7&lt;br /&gt;
            ▒▒▒       ▒▒▒       ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
            ▒ ▒       ▒2▒       ▒&lt;br /&gt;
   '''After'''    ▒7▒       ▒7▒       ▒43&lt;br /&gt;
            ▒▒▒       ▒▒▒       ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a clear example of the first two rules of water movement.&lt;br /&gt;
*1. Fluids move down &lt;br /&gt;
*2. Fluids spread out to the sides&lt;br /&gt;
&lt;br /&gt;
There is however a third rule which greatly complicates everything. And that is fluids moving under {{l|pressure}}. Fluids moving under pressure can both teleport, and be pushed back up to fill tiles above as well as below and to the sides. Also fluids that are teleporting under pressure still only generates flow in the source and destination tiles which counter-intuitively leaves all the tiles it pushed through untouched and not flowing.&lt;br /&gt;
&lt;br /&gt;
==Fluids under pressure aka. Teleportation==&lt;br /&gt;
This is an aspect of fluid motion that causes a great deal of confusion. Fluids moving under '''{{l|pressure}}''' do not just move to adjacent tiles, they also trace a path through other full tiles of fluid trying to move to more distant tiles. Fluids moving under {{l|pressure}} can effectively teleport through other tiles that are already filled with fluid. When teleporting, fluids still only generate flow in their source and destination tiles, NOT in any tiles they skipped over to get to their destination. Also fluids that are teleporting will not push objects in tiles they skip over.&lt;br /&gt;
&lt;br /&gt;
                ▒7▒ ▒      ▒~▒ ▒       &lt;br /&gt;
   '''Before'''       ▒7▒ ▒      ▒~▒ ▒&lt;br /&gt;
                ▒777▒      ▒&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;▒                &lt;br /&gt;
                ▒▒▒▒▒      ▒▒▒▒▒       &lt;br /&gt;
&lt;br /&gt;
                ▒ ▒ ▒      ▒ ▒ ▒&lt;br /&gt;
   '''After'''        ▒7▒7▒      ▒~▒≈▒       ≈   flowing fluid&lt;br /&gt;
                ▒777▒      ▒&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;▒       ~   non-flowing fluid&lt;br /&gt;
                ▒▒▒▒▒      ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
This is a simple u-bend example of how water moves under pressure. However with regards to flow, it does something strange. Notice that flow only occurs in the destination tile here (since the source tile has been removed). The fluids in the bottom of the u-bend are unaffected, and furthermore any objects that happen to be here are not pushed either.&lt;br /&gt;
&lt;br /&gt;
==Natural Flow==&lt;br /&gt;
Many water sources such as {{l|river}}s and {{l|brook}}s are constantly flowing with '''natural flow'''. This is different from other flow effects in that it is always considered to be flowing water. This remains true even when the water flows into a complete dead end channel or even when blocked off with a floodgate. Any channels that link up to a naturally flowing source will soon become naturally flowing water as long as they remain on the same z-level. Diagonal steps have no effect on natural flow although they can be used to change {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
Trying to move natural flow up or down to a different z-level may have unpredictable results but in most cases this will break the natural flow effect resulting in still water that can only be made to flow by artificial means.&lt;br /&gt;
&lt;br /&gt;
==Obstructions==&lt;br /&gt;
Water can be stopped by most solid tiles. These include {{l|wall}}s and {{l|building}}s as well as closed {{l|floodgate}}s, {{l|door}}s, and {{l|hatch}}es. Exceptions are vertical {{l|grate}}s, vertical {{l|bars}}, and {{l|fortification}}s, which will allow fluids to pass freely. &lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Fluids that remain at a depth of 1/7 for long enough will evaporate. Evaporated fluids are simply removed from the game. In '''hot''' or '''scorching''' environments, {{L|murky pool}}s can evaporate at greater depths.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flow&amp;diff=120754</id>
		<title>v0.31:Flow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flow&amp;diff=120754"/>
		<updated>2010-07-06T17:43:16Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Basic Fluid Motion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
Reading from the raw files you will find that all water and magma/lava in the game are called flows. This however adds a certain amount of confusion since when you trying to {{l|power}} a {{l|waterwheel}} you also need to know if your flow of water is flowing. For the purpose of clarity water and magma will instead be referred to as '''fluids''', and '''flow''' will be saved for a fluid that is in motion. &lt;br /&gt;
&lt;br /&gt;
'''Flow''' is a game mechanic used to simulate the motion of '''fluids'''. The two fluids that exist in dwarf fortress currently are '''{{l|water}}''' and '''{{l|magma}}'''. You can identify fluids that are flowing by looking for a tile that is blinking between {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles. If you have turned on SHOW_FLOW_AMOUNTS you will see the fluid '''depth''' instead and will not be able to easily tell if the game considers a tile to be flowing or not. Flow is typically present any time a fluid is in motion, but there are some exceptions which confuse things a bit.&lt;br /&gt;
*Note: In the current release flow does not seem to appear in magma. {{verify}}&lt;br /&gt;
&lt;br /&gt;
==Fluid Depth==&lt;br /&gt;
Fluids can have a depth anywhere from 1 to 7. To see the depth of a tile of fluid you can look at it with {{k|k}} which will reveal the depth in the text at the right. Alternatively you can enable {{l|Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS}} which will replace the {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles with a numerical representation of the depth at all times. Turning on {{l|Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS}} does come with the drawback that you will no longer be able to see if a tile is flowing or not.&lt;br /&gt;
&lt;br /&gt;
==Basic Fluid Motion==&lt;br /&gt;
'''Water''' and '''{{l|magma}}''' both move in much the same way following a fairly simple set of rules. The only difference between the motion of {{l|magma}} and water is that magma behaves differently with regards to {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
Fluids move mostly as one might expect: Trying to move down and spreading out to the sides until they fill any available area. Fluids can also be under {{l|pressure}}, which allows them to be pushed back up by the weight of fluid in another area. Fluids can move in 10 directions, which are the 8 directions on the same z-level, and directly up or down. Fluids cannot move diagonally up or down. When fluids have a choice of where to move they select a destination randomly.&lt;br /&gt;
&lt;br /&gt;
Here is a quick example of how fluids can move to adjacent tiles. Also as water moves to an adjacent tile flow is generated in both tiles. This flow will remain for a short time before reverting back to being non-flowing water. In the first example of falling water all of the water is removed from the source tile, so flow only appears below where the water has moved to. In the other two examples flow will appear in both tiles. &lt;br /&gt;
&lt;br /&gt;
            ▒7▒       ▒7▒       ▒&lt;br /&gt;
   '''Before'''   ▒ ▒       ▒2▒       ▒7&lt;br /&gt;
            ▒▒▒       ▒▒▒       ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
            ▒ ▒       ▒2▒       ▒&lt;br /&gt;
   '''After'''    ▒7▒       ▒7▒       ▒43&lt;br /&gt;
            ▒▒▒       ▒▒▒       ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a clear example of the first two rules of water movement.&lt;br /&gt;
*1. Fluids move down &lt;br /&gt;
*2. Fluids spread out to the sides&lt;br /&gt;
&lt;br /&gt;
There is however a third rule which greatly complicates everything. And that is fluids moving under {{l|pressure}}. Fluids moving under pressure can both teleport, and be pushed back up to fill tiles above as well as below and to the sides. Also fluids that are teleporting under pressure still only generates flow in the source and destination tiles which counter-intuitively leaves all the tiles it pushed through untouched and not flowing.&lt;br /&gt;
&lt;br /&gt;
==Fluid Teleportation==&lt;br /&gt;
This is an aspect of fluid motion that causes a great deal of confusion. Fluids do not just move to adjacent tiles, they also trace a path through other full tiles of fluid trying to move to more distant tiles. Fluid teleportation can occur at any of the three steps of fluid motion. When fluids move by teleportation flow is not created in the tiles that water skips past only in the actual source and destination tiles which can create a number of situations where flow does not appear contrary to expectations.&lt;br /&gt;
&lt;br /&gt;
==Natural Flow==&lt;br /&gt;
Many water sources such as {{l|river}}s and {{l|brook}}s are constantly flowing with '''natural flow'''. This is different from other flow effects in that it is always considered to be flowing water. This remains true even when the water flows into a complete dead end channel or even when blocked off with a floodgate. Any channels that link up to a naturally flowing source will soon become naturally flowing water as long as they remain on the same z-level. Diagonal steps have no effect on natural flow although they can be used to change {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
Trying to move natural flow up or down to a different z-level may have unpredictable results but in most cases this will break the natural flow effect resulting in still water that can only be made to flow by artificial means.&lt;br /&gt;
&lt;br /&gt;
==Obstructions==&lt;br /&gt;
Water can be stopped by most solid tiles. These include {{l|wall}}s and {{l|building}}s as well as closed {{l|floodgate}}s, {{l|door}}s, and {{l|hatch}}es. Exceptions are vertical {{l|grate}}s, vertical {{l|bars}}, and {{l|fortification}}s, which will allow fluids to pass freely. &lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Fluids that remain at a depth of 1/7 for long enough will evaporate. Evaporated fluids are simply removed from the game. In '''hot''' or '''scorching''' environments, {{L|murky pool}}s can evaporate at greater depths.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flow&amp;diff=120753</id>
		<title>v0.31:Flow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flow&amp;diff=120753"/>
		<updated>2010-07-06T17:42:19Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: /* Fluid Motion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
Reading from the raw files you will find that all water and magma/lava in the game are called flows. This however adds a certain amount of confusion since when you trying to {{l|power}} a {{l|waterwheel}} you also need to know if your flow of water is flowing. For the purpose of clarity water and magma will instead be referred to as '''fluids''', and '''flow''' will be saved for a fluid that is in motion. &lt;br /&gt;
&lt;br /&gt;
'''Flow''' is a game mechanic used to simulate the motion of '''fluids'''. The two fluids that exist in dwarf fortress currently are '''{{l|water}}''' and '''{{l|magma}}'''. You can identify fluids that are flowing by looking for a tile that is blinking between {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles. If you have turned on SHOW_FLOW_AMOUNTS you will see the fluid '''depth''' instead and will not be able to easily tell if the game considers a tile to be flowing or not. Flow is typically present any time a fluid is in motion, but there are some exceptions which confuse things a bit.&lt;br /&gt;
*Note: In the current release flow does not seem to appear in magma. {{verify}}&lt;br /&gt;
&lt;br /&gt;
==Fluid Depth==&lt;br /&gt;
Fluids can have a depth anywhere from 1 to 7. To see the depth of a tile of fluid you can look at it with {{k|k}} which will reveal the depth in the text at the right. Alternatively you can enable {{l|Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS}} which will replace the {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles with a numerical representation of the depth at all times. Turning on {{l|Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS}} does come with the drawback that you will no longer be able to see if a tile is flowing or not.&lt;br /&gt;
&lt;br /&gt;
=Basic Fluid Motion=&lt;br /&gt;
'''Water''' and '''{{l|magma}}''' both move in much the same way following a fairly simple set of rules. The only difference between the motion of {{l|magma}} and water is that magma behaves differently with regards to {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
Fluids move mostly as one might expect: Trying to move down and spreading out to the sides until they fill any available area. Fluids can also be under {{l|pressure}}, which allows them to be pushed back up by the weight of fluid in another area. Fluids can move in 10 directions, which are the 8 directions on the same z-level, and directly up or down. Fluids cannot move diagonally up or down. When fluids have a choice of where to move they select a destination randomly.&lt;br /&gt;
&lt;br /&gt;
Here is a quick example of how fluids can move to adjacent tiles. Also as water moves to an adjacent tile flow is generated in both tiles. This flow will remain for a short time before reverting back to being non-flowing water. In the first example of falling water all of the water is removed from the source tile, so flow only appears below where the water has moved to. In the other two examples flow will appear in both tiles. &lt;br /&gt;
&lt;br /&gt;
            ▒7▒       ▒7▒       ▒&lt;br /&gt;
   '''Before'''   ▒ ▒       ▒2▒       ▒7&lt;br /&gt;
            ▒▒▒       ▒▒▒       ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
            ▒ ▒       ▒2▒       ▒&lt;br /&gt;
   '''After'''    ▒7▒       ▒7▒       ▒43&lt;br /&gt;
            ▒▒▒       ▒▒▒       ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a clear example of the first two rules of water movement.&lt;br /&gt;
*1. Fluids move down &lt;br /&gt;
*2. Fluids spread out to the sides&lt;br /&gt;
&lt;br /&gt;
There is however a third rule which greatly complicates everything. And that is fluids moving under {{l|pressure}}. Fluids moving under pressure can both teleport, and be pushed back up to fill tiles above as well as below and to the sides. Also fluids that are teleporting under pressure still only generates flow in the source and destination tiles which counter-intuitively leaves all the tiles it pushed through untouched and not flowing.&lt;br /&gt;
&lt;br /&gt;
==Fluid Teleportation==&lt;br /&gt;
This is an aspect of fluid motion that causes a great deal of confusion. Fluids do not just move to adjacent tiles, they also trace a path through other full tiles of fluid trying to move to more distant tiles. Fluid teleportation can occur at any of the three steps of fluid motion. When fluids move by teleportation flow is not created in the tiles that water skips past only in the actual source and destination tiles which can create a number of situations where flow does not appear contrary to expectations.&lt;br /&gt;
&lt;br /&gt;
==Natural Flow==&lt;br /&gt;
Many water sources such as {{l|river}}s and {{l|brook}}s are constantly flowing with '''natural flow'''. This is different from other flow effects in that it is always considered to be flowing water. This remains true even when the water flows into a complete dead end channel or even when blocked off with a floodgate. Any channels that link up to a naturally flowing source will soon become naturally flowing water as long as they remain on the same z-level. Diagonal steps have no effect on natural flow although they can be used to change {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
Trying to move natural flow up or down to a different z-level may have unpredictable results but in most cases this will break the natural flow effect resulting in still water that can only be made to flow by artificial means.&lt;br /&gt;
&lt;br /&gt;
==Obstructions==&lt;br /&gt;
Water can be stopped by most solid tiles. These include {{l|wall}}s and {{l|building}}s as well as closed {{l|floodgate}}s, {{l|door}}s, and {{l|hatch}}es. Exceptions are vertical {{l|grate}}s, vertical {{l|bars}}, and {{l|fortification}}s, which will allow fluids to pass freely. &lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Fluids that remain at a depth of 1/7 for long enough will evaporate. Evaporated fluids are simply removed from the game. In '''hot''' or '''scorching''' environments, {{L|murky pool}}s can evaporate at greater depths.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flow&amp;diff=120750</id>
		<title>v0.31:Flow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flow&amp;diff=120750"/>
		<updated>2010-07-06T17:12:55Z</updated>

		<summary type="html">&lt;p&gt;Doctorzuber: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
Reading from the raw files you will find that all water and magma/lava in the game are called flows. This however adds a certain amount of confusion since when you trying to {{l|power}} a {{l|waterwheel}} you also need to know if your flow of water is flowing. For the purpose of clarity water and magma will instead be referred to as '''fluids''', and '''flow''' will be saved for a fluid that is in motion. &lt;br /&gt;
&lt;br /&gt;
'''Flow''' is a game mechanic used to simulate the motion of '''fluids'''. The two fluids that exist in dwarf fortress currently are '''{{l|water}}''' and '''{{l|magma}}'''. You can identify fluids that are flowing by looking for a tile that is blinking between {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}} tiles. If you have turned on SHOW_FLOW_AMOUNTS you will see the fluid '''depth''' instead and will not be able to easily tell if the game considers a tile to be flowing or not. Flow is typically present any time a fluid is in motion, but there are some exceptions which confuse things a bit.&lt;br /&gt;
*Note: In the current release flow does not seem to appear in magma. {{verify}}&lt;br /&gt;
&lt;br /&gt;
=Fluid Depth=&lt;br /&gt;
Fluids can have a depth anywhere from 1 to 7. To see the depth of a tile of fluid you can look at it with {{k|k}} which will reveal the depth in the text at the right. Alternatively you can enable {{l|Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS}} which will replace the {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}} tiles with a numerical representation of the depth at all times. Turning on {{l|Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS}} does come with the drawback that you will no longer be able to see if a tile is flowing or not.&lt;br /&gt;
&lt;br /&gt;
=Fluid Motion=&lt;br /&gt;
'''Water''' and '''{{l|magma}}''' both move in much the same way following a fairly simple set of rules. The only difference between the motion of {{l|magma}} and water is that magma behaves differently with regards to {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
Fluids move mostly as one might expect: Trying to move down and spreading out to the sides until they fill any available area. Fluids can also be under {{l|pressure}}, which allows them to be pushed back up by the weight of fluid in another area. Fluids can move in 10 directions, which are the 8 directions on the same z-level, and directly up or down. Fluids cannot move diagonally up or down. When fluids have a choice of where to move they select a destination randomly.&lt;br /&gt;
&lt;br /&gt;
Fluid motion follows a fairly simple set of rules. First fluids try to move down into the tile directly below them. If there is available open space below it will be filled very quickly. Fluids always try to move down before attempting to move in other directions.&lt;br /&gt;
&lt;br /&gt;
If there is a floor below or if all space below is already filled with fluid, than any fluid at a depth of 2/7 or greater will instead flow to one of the 8 adjacent side tiles. Fluid at a depth of 1/7 can only move down and will not attempt to move to the side. &lt;br /&gt;
&lt;br /&gt;
The last potential direction for a fluid to move is up, which can only occur if a fluid is under {{l|pressure}}. Any time fluids move they will generate flow. This flow is found in the tile they moved from (if any fluid remains) as well as the tile they move to. This flow will remain for a short time.&lt;br /&gt;
&lt;br /&gt;
*Fluids move down&lt;br /&gt;
*Fluids move to the sides&lt;br /&gt;
*Pressurized fluids may move up&lt;br /&gt;
&lt;br /&gt;
=Fluid Teleportation=&lt;br /&gt;
This is an aspect of fluid motion that causes a great deal of confusion. Fluids do not just move to adjacent tiles, they also trace a path through other full tiles of fluid trying to move to more distant tiles. Fluid teleportation can occur at any of the three steps of fluid motion. When fluids move by teleportation flow is not created in the tiles that water skips past only in the actual source and destination tiles which can create a number of situations where flow does not appear contrary to expectations.&lt;br /&gt;
&lt;br /&gt;
=Natural Flow=&lt;br /&gt;
Many water sources such as {{l|river|rivers}} and {{l|brook|brooks}} are constantly flowing with '''natural flow'''. This is different from other flow effects in that it is always considered to be flowing water. This remains true even when the water flows into a complete dead end channel or even when blocked off with a floodgate. Any channels that link up to a naturally flowing source will soon become naturally flowing water as long as they remain on the same z-level. Diagonal steps have no effect on natural flow although they can be used to change {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
Trying to move natural flow up or down to a different z-level may have unpredictable results but in most cases this will break the natural flow effect resulting in still water that can only be made to flow by artificial means.&lt;br /&gt;
&lt;br /&gt;
=Obstructions=&lt;br /&gt;
Water can be stopped by most solid tiles. These include {{l|wall|walls}} and {{l|building|buildings}} as well as closed {{l|floodgate|floodgates}}, {{l|door|doors}}, and {{l|hatch|hatches}}. Exceptions are {{l|grate|grates}}, {{l|bars|bars}} and {{l|fortification|fortifications}} which will allow fluids to pass freely. &lt;br /&gt;
&lt;br /&gt;
=Evaporation=&lt;br /&gt;
Fluids that remain at a depth of 1/7 for long enough will evaporate. Evaporated fluids are simply removed from the game. In '''hot''' or '''scorching''' environments murky pools can evaporate at greater depths.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Doctorzuber</name></author>
	</entry>
</feed>