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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hilscher</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-07-03T18:25:31Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ocean&amp;diff=12881</id>
		<title>40d:Ocean</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ocean&amp;diff=12881"/>
		<updated>2009-05-01T21:30:38Z</updated>

		<summary type="html">&lt;p&gt;Hilscher: /* Life next to an ocean */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''ocean''' is an immense volume of [[Water|saltwater]]. There are generally two or three oceans on every generated map. They come in three varieties, based on temperature, which affects the sea life found there: [[Arctic]], [[Temperate]] and [[Tropical]]. It is not possible to found a fort solely in an oceanic [[biome]], some land is needed.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
&lt;br /&gt;
Oceans tend to have a heavy effect on the surrounding geography of the generated world. [[Volcano]]es can often be found around the perimeter of the ocean, and this tends to be easiest place to find them. [[Marsh]]es and [[swamp]]s also tend to form around oceanic coastlines, especially near [[river]]s. The land surrounding oceans also tends to have a high water table, resulting in [[aquifer]]s close to the surface.&lt;br /&gt;
&lt;br /&gt;
== Survival==&lt;br /&gt;
Ocean areas will always contain salt water, even in pools that are quite some distance away. They are also rather notorious for containing [[aquifer]]s of multiple layers. The fishing will usually be good near an ocean, and there won't be as many [[carp]] or similar fish to deal with.&lt;br /&gt;
&lt;br /&gt;
Because ocean biomes contain salt water, it will be impossible to give your dwarves water when they are injured, quite possibly leading to their death. Your military will have a high turn over rate while [[sparring]].&lt;br /&gt;
&lt;br /&gt;
There is a way around this with screw pumps. This method involves pumping water with a screw pump into a completely constructed reservoir. After being pumped, water will become fresh water unless it touches any natural walls or floor in which case it will revert to salt water.  This may be considered an [[exploit]] since it defies logic, but then so does the complete absence of any fresh water whatsoever.&lt;br /&gt;
&lt;br /&gt;
== Life next to an ocean ==&lt;br /&gt;
&lt;br /&gt;
Despite the warnings that the fortress selection screen displays, oceanside [[location]]s can be quite habitable - provided they are chosen well.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ocean-unique-features.GIF|thumb|400px|right| An oceanic shoreline. A wave crashes into the beach causing mist; on the right an exposed vein of Native Platinum is visible through the erosion during world generation. Stacks of [[driftwood]] also cover the beaches.]]&lt;br /&gt;
&lt;br /&gt;
Oceans have a multitude of benefits: they're generally sparsely populated, and usually have an abundance of [[Agriculture|arable]] [[soil]]. Ocean [[fish]] are usually abundant and a good source of [[food]], though some sea [[creatures]] can be dangerous, particularly in [[Region#Surroundings|evil]] areas. Some oceans have [[sand]] beaches, a good resource for [[glass]]making. Oceans also provide a few unique geographic features, including stacks of [[driftwood]] and ocean waves - which crash against the beach to produce [[mist]] (Although this mist does not seem to generate [[Thought#Happy_thoughts | happy thoughts]]). The erosion caused by waves also tends to leave numerous exposed mineral veins and [[gem]] deposits at sea level, and some minerals like [[platinum]] form deposits in alluvial areas.&lt;br /&gt;
&lt;br /&gt;
Despite these benefits, oceanic shorelines provide some challenges, and can be difficult starting areas. It is important to check for some variation in topography when choosing an ocean location, as the ground is almost always water-laden one tile down from sea-level. Even if slightly hilly terrain is found, there is no guarantee that [[stone]] will still be accessible. [[Forest]]s tend to make good [[biome]] additions, as they tend to have more varied terrain than marshes and swamps. When picking a forest it is important that the treeline extends at least two tiles away from the shoreline on the Local Map, otherwise you may potentially only have stacks of useless driftwood and no actual [[tree]]s and [[shrub]]s.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
[[Category:Water bodies]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Hilscher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mist&amp;diff=34938</id>
		<title>40d Talk:Mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mist&amp;diff=34938"/>
		<updated>2009-05-01T21:10:44Z</updated>

		<summary type="html">&lt;p&gt;Hilscher: /* Falling Mist? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for the discussion of the Mist article.&lt;br /&gt;
&lt;br /&gt;
== Falling Mist? ==&lt;br /&gt;
&lt;br /&gt;
I don't have any place to build my own waterfall, so if anyone knows... Is the mist generated by the '''falling''' or by the '''landing''' water? I.e. if it falls sevel levels down, will the mist be generated on every level, or only at the bottom?--[[User:Dorten|Dorten]] 00:07, 14 January 2008 (EST)&lt;br /&gt;
:'''Falling''' water generates mist, afaik. (Be warned, falling magma generates magma mist, which is deadly!) [[User:GreyMario|GreyMario]] 15:01, 14 January 2008 (EST)&lt;br /&gt;
::You seem to have experimented a bit with [[magma mist]], greymario. Could you help expand the article? [[User:VengefulDonut|VengefulDonut]] 19:35, 14 January 2008 (EST)&lt;br /&gt;
:::Or, well, last I heard it was deadly, anyway. I haven't needed to make lava waterfalls yet, thank god. --[[User:GreyMario|GreyMario]] 16:08, 23 April 2008 (EDT)&lt;br /&gt;
::::I realize I'm a year late to this party, but for those that might have a similar question, '''falling''' water will not generate mist ''unless'' you have a grate in place, from what I know. I've experimented with many modular combination waterfall-perpetual motion-well-resevoir designs, and all of them required the grates for mist to occur and generate happy thoughts. --[[User:Hilscher|Hilscher]] 21:10, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lava Mist ==&lt;br /&gt;
&lt;br /&gt;
I just started to divert a river into a volcano (magma vent) and every now and then theres a cave in. When that happens, a column of 'Lava Mist' is created... what is this? --[[User:Mabmoro|mabmoro]] 21:42, 12 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How much mist? ==&lt;br /&gt;
&lt;br /&gt;
How much mist is generated from falling/splashing water? This seems to be one of those things that either everyone knows and so it's assumed, or nobody knows and never bother to ask. The closest I've been able to get to a real answer is &amp;quot;a column.&amp;quot; --[[User:Aethios|Aethios]] 07:32, 23 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== AncientEnemy's mist generator ==&lt;br /&gt;
&lt;br /&gt;
The design from [http://www.bay12games.com/forum/index.php?topic=34407.0 this thread] ought to be included on this page under a &amp;quot;Generating Mist&amp;quot; heading.  I may do it myself if I get around to it, but there's the link if someone else wants to try it.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 13:46, 28 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I still can't visualize the construction of the version with no retaining wall.  Suggest an image of it, or both, in the official tile set.  --[[User:Nightwind|Nightwind]] 03:03, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It is rather difficult to imagine, and I agree that a official tile set image would be nice.  Let me see if I can explain it better and then perhaps someone can fix it!  I'm not sure how to set it up with the tile set, but perhaps I'll figure it out.  &lt;br /&gt;
&lt;br /&gt;
::Only the z=1 level layout is important.  The pumps need to be setup for clockwise or counterclockwise operation and one of the &amp;quot;hole&amp;quot; squares has a place for water to sit at the z=0 level. As the article says, on this z=1 level, designate the hole with ground under it as a pond.  The dwarfs will attempt to fill it up using buckets (see [[pond]]).  After the first bucket, the water in the square is at a level of 1/7.  At this level, the water doesn't spread out but also no water is picked up by the pump as it needs 2/7.  But, just as the second dwarf adds water to make it 2/7, the pump picks it up and then the cycle is started. Meaning the water is now looping around from pump to pump.  Say another dwarf adds more to the same square. Then the water will be at 1/7 so it will not get picked or expand like before.  However, when the water that is already looping in the loop hits that square, the two combine.  Then the water is 3/7, so the 3/7 water now starts cycling around. I think after you get to 7/7, the water starts to &amp;quot;spill&amp;quot; in the z=1 level, but I've not done it. I have found that 2/7 water generates enough mist, so I don't bother past this point, and I just make the pond zone inactive.  Does that help at all?--[[User:Kwieland|Kwieland]] 13:52, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::That explains the original that I almost understood,  then I read it a second time and it clicks... AH HA.  It stops explaining what i think I'm seeing, and starts to reveal 'the truth'.  In other words, that was enough detail to get through my thick skull, thank you.--[[User:Nightwind|Nightwind]] 17:26, 1 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Hilscher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mist&amp;diff=34937</id>
		<title>40d Talk:Mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mist&amp;diff=34937"/>
		<updated>2009-05-01T21:06:02Z</updated>

		<summary type="html">&lt;p&gt;Hilscher: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for the discussion of the Mist article.&lt;br /&gt;
&lt;br /&gt;
== Falling Mist? ==&lt;br /&gt;
&lt;br /&gt;
I don't have any place to build my own waterfall, so if anyone knows... Is the mist generated by the '''falling''' or by the '''landing''' water? I.e. if it falls sevel levels down, will the mist be generated on every level, or only at the bottom?--[[User:Dorten|Dorten]] 00:07, 14 January 2008 (EST)&lt;br /&gt;
:'''Falling''' water generates mist, afaik. (Be warned, falling magma generates magma mist, which is deadly!) [[User:GreyMario|GreyMario]] 15:01, 14 January 2008 (EST)&lt;br /&gt;
::You seem to have experimented a bit with [[magma mist]], greymario. Could you help expand the article? [[User:VengefulDonut|VengefulDonut]] 19:35, 14 January 2008 (EST)&lt;br /&gt;
:::Or, well, last I heard it was deadly, anyway. I haven't needed to make lava waterfalls yet, thank god. --[[User:GreyMario|GreyMario]] 16:08, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lava Mist ==&lt;br /&gt;
&lt;br /&gt;
I just started to divert a river into a volcano (magma vent) and every now and then theres a cave in. When that happens, a column of 'Lava Mist' is created... what is this? --[[User:Mabmoro|mabmoro]] 21:42, 12 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How much mist? ==&lt;br /&gt;
&lt;br /&gt;
How much mist is generated from falling/splashing water? This seems to be one of those things that either everyone knows and so it's assumed, or nobody knows and never bother to ask. The closest I've been able to get to a real answer is &amp;quot;a column.&amp;quot; --[[User:Aethios|Aethios]] 07:32, 23 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== AncientEnemy's mist generator ==&lt;br /&gt;
&lt;br /&gt;
The design from [http://www.bay12games.com/forum/index.php?topic=34407.0 this thread] ought to be included on this page under a &amp;quot;Generating Mist&amp;quot; heading.  I may do it myself if I get around to it, but there's the link if someone else wants to try it.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 13:46, 28 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I still can't visualize the construction of the version with no retaining wall.  Suggest an image of it, or both, in the official tile set.  --[[User:Nightwind|Nightwind]] 03:03, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It is rather difficult to imagine, and I agree that a official tile set image would be nice.  Let me see if I can explain it better and then perhaps someone can fix it!  I'm not sure how to set it up with the tile set, but perhaps I'll figure it out.  &lt;br /&gt;
&lt;br /&gt;
::Only the z=1 level layout is important.  The pumps need to be setup for clockwise or counterclockwise operation and one of the &amp;quot;hole&amp;quot; squares has a place for water to sit at the z=0 level. As the article says, on this z=1 level, designate the hole with ground under it as a pond.  The dwarfs will attempt to fill it up using buckets (see [[pond]]).  After the first bucket, the water in the square is at a level of 1/7.  At this level, the water doesn't spread out but also no water is picked up by the pump as it needs 2/7.  But, just as the second dwarf adds water to make it 2/7, the pump picks it up and then the cycle is started. Meaning the water is now looping around from pump to pump.  Say another dwarf adds more to the same square. Then the water will be at 1/7 so it will not get picked or expand like before.  However, when the water that is already looping in the loop hits that square, the two combine.  Then the water is 3/7, so the 3/7 water now starts cycling around. I think after you get to 7/7, the water starts to &amp;quot;spill&amp;quot; in the z=1 level, but I've not done it. I have found that 2/7 water generates enough mist, so I don't bother past this point, and I just make the pond zone inactive.  Does that help at all?--[[User:Kwieland|Kwieland]] 13:52, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::That explains the original that I almost understood,  then I read it a second time and it clicks... AH HA.  It stops explaining what i think I'm seeing, and starts to reveal 'the truth'.  In other words, that was enough detail to get through my thick skull, thank you.--[[User:Nightwind|Nightwind]] 17:26, 1 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Hilscher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dam&amp;diff=21549</id>
		<title>40d Talk:Dam</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dam&amp;diff=21549"/>
		<updated>2008-10-15T18:28:26Z</updated>

		<summary type="html">&lt;p&gt;Hilscher: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article should be deleted for the same reason &amp;quot;Rock chute&amp;quot; was. It is an application of the material given in the wiki. --[[User:Savok|Savok]] 00:06, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Maybe - but where else is someone going to find ''specific'' information about this? Browsing through the map archive will only show basic dam construction and give no specific details. Isn't it basically the same as [[Design strategies]]? --[[User:Decanter|Decanter]] 00:14, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Before looking at this page, I had no idea we could make dams and such... --[[User:Eagle of Fire|Eagle of Fire]] 19:07, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
If nothing else we should save the information about excavating the river tiles, I had no idea you needed to do this and I'm sure most people wouldn't either. --[[User:BurnedToast|BurnedToast]] 09:54, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
This article should definitely be kept.  It does not belong with [[design strategies]], and provides useful information.  There is no reason to delete it.  I agree with Eagle of Fire.  [[User:Nate879|Nate879]] 16:37, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Deletionists here, too? Why would you want to ''decrease'' the amount of information regarding Dwarf Fortress? I can see an argument for better organization, moves, or whatever, but certainly not deleting it. And here I had made an account to create an article for how to build an aqueduct from a river to a well or series of wells using locks. --[[User:Hilscher|Hilscher]] 14:25, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Which I'm now discouraged to do after seeing this, I just realized. Why put in the work if it will just get deleted? Deletionism hurts everyone. --[[User:Hilscher|Hilscher]] 14:28, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ice Damming ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if I screwed it up in some way, but I dug a channel in the ice, put in 4 floodgates across the river (which is 4 wide) and when it thawed it was not a dam, the water after the floodgates is 4 or 5/7, maybe its cause its a newer version and he added over filling. --[[User:Lowlandlord|Lowlandlord]] 00:34, 4 August 2008 (EDT)&lt;br /&gt;
Or never mind, its starting to go dry now, guess I just needed to be patient.&lt;/div&gt;</summary>
		<author><name>Hilscher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dam&amp;diff=21548</id>
		<title>40d Talk:Dam</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dam&amp;diff=21548"/>
		<updated>2008-10-15T18:25:57Z</updated>

		<summary type="html">&lt;p&gt;Hilscher: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article should be deleted for the same reason &amp;quot;Rock chute&amp;quot; was. It is an application of the material given in the wiki. --[[User:Savok|Savok]] 00:06, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Maybe - but where else is someone going to find ''specific'' information about this? Browsing through the map archive will only show basic dam construction and give no specific details. Isn't it basically the same as [[Design strategies]]? --[[User:Decanter|Decanter]] 00:14, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Before looking at this page, I had no idea we could make dams and such... --[[User:Eagle of Fire|Eagle of Fire]] 19:07, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
If nothing else we should save the information about excavating the river tiles, I had no idea you needed to do this and I'm sure most people wouldn't either. --[[User:BurnedToast|BurnedToast]] 09:54, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
This article should definitely be kept.  It does not belong with [[design strategies]], and provides useful information.  There is no reason to delete it.  I agree with Eagle of Fire.  [[User:Nate879|Nate879]] 16:37, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Deletionists here, too? Why would you want to ''decrease'' the amount of information regarding Dwarf Fortress? I can see an argument for better organization, moves, or whatever, but certainly not deleting it. And here I had made an account to create an article for how to build an aqueduct from a river to a well or series of wells using locks. --[[User:Hilscher|Hilscher]] 14:25, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ice Damming ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if I screwed it up in some way, but I dug a channel in the ice, put in 4 floodgates across the river (which is 4 wide) and when it thawed it was not a dam, the water after the floodgates is 4 or 5/7, maybe its cause its a newer version and he added over filling. --[[User:Lowlandlord|Lowlandlord]] 00:34, 4 August 2008 (EDT)&lt;br /&gt;
Or never mind, its starting to go dry now, guess I just needed to be patient.&lt;/div&gt;</summary>
		<author><name>Hilscher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_Mood&amp;diff=45286</id>
		<title>40d Talk:Strange Mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_Mood&amp;diff=45286"/>
		<updated>2008-10-15T18:18:17Z</updated>

		<summary type="html">&lt;p&gt;Hilscher: New page: I apologize. I accidentally redirected this page to itself. I reverted it to the previous version, but it looks like I've still failed, as there seems to be missing some information. I onl...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I apologize. I accidentally redirected this page to itself. I reverted it to the previous version, but it looks like I've still failed, as there seems to be missing some information. I only see three previous version of this page, however.&lt;/div&gt;</summary>
		<author><name>Hilscher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Hilscher&amp;diff=45284</id>
		<title>User talk:Hilscher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Hilscher&amp;diff=45284"/>
		<updated>2008-10-15T18:14:06Z</updated>

		<summary type="html">&lt;p&gt;Hilscher: Redirecting to Strange Mood&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Strange_Mood]]&lt;/div&gt;</summary>
		<author><name>Hilscher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Hilscher&amp;diff=45283</id>
		<title>User:Hilscher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Hilscher&amp;diff=45283"/>
		<updated>2008-10-15T18:13:29Z</updated>

		<summary type="html">&lt;p&gt;Hilscher: Redirecting to Troll&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Troll]]&lt;/div&gt;</summary>
		<author><name>Hilscher</name></author>
	</entry>
</feed>