This article is about an older version of DF.
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Climate in Dwarf Fortress is a temperature rating used as a tool to define the weather patterns of a region. Most importantly, this will determine how the weather patterns of an area will affect above ground water sources. Overview of the temperature of an area is important for the lives of your dwarves and animals, as too-cold or too-hot temperatures will discourage or kill organic beings. Climate is a temperature rating only; actual ground cover is called a biome.
Note: If temperature is turned off, none of the mentioned effects will occur.
Climate Types[edit]
Scorching
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Peak Summer Temperature:
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122°F (50°C) and above (corresponding to a worldgen temperature of 120+?)
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Availability of water:
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Any existing murky pool will dry up immediately. Rivers are unaffected.
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When embarking in this region:
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If no river or ocean is available, it is hard to survive in this climate. Your only chance is to find a cave with water, to embark with enough supplies to provide your dwarves with a steady supply of booze, or perform a stupid dwarf trick importing water from a source in another embark.
In extremely hot regions (above 10078 °U (or 104 in the worldgen max temperature setting?)), dwarves and livestock may die from the heat (specifically, the fat in their bodies will melt, causing them to bleed to death) if they remain outdoors for extended periods of time.
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Hot
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Peak Summer Temperature
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107-121°F (41-49°C) (100-118 in worldgen?)
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Availability of water
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In dry biomes, murky pools may evaporate during dry seasons (usually summer) but can be refilled by rain.
Rivers are unaffected.
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When embarking in this region
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If you lack a river, be sure to dig out a cistern before summer is upon you.
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Warm
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Peak Summer Temperature
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82-106°F (28-41°C) (67-98 in worldgen?)
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Availability of water
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Any water source can be used during the whole year. This makes it the easiest climate to embark on. Very rarely, especially when very close to the edge of a temperate biome, one can have an extremely brief period of water freezing, usually only lasting a few days, thus providing no danger of death by thirst.
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When embarking in this region
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Keep in mind that murky pools can still dry up from repeated usage, especially with large populations. Try to find an alternate water source if the region is dry.
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Temperate
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Peak Summer Temperature
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47-82°F (8-27°C) (20-66 in worldgen?)
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Availability of water
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Surface pools and rivers may freeze for part of the year. The length of the freeze varies: pools and rivers may thaw sometime in spring, remaining liquid until winter; or they may already be liquid at the beginning of spring, and freeze for only a month or so in winter.
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When embarking in this region
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If you lack a river, you can dig out a cistern in the non-freezing seasons. You can also use a source of heat (such as magma) to obtain liquid water. If the ground is covered in snow when you arrive, be sure to scout out the surface pools so that none of your dwarves find themselves suddenly submerged when the pools thaw later in the spring.
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Cold
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Peak Summer Temperature
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33-46°F (1-8°C) (2-18 in worldgen?)
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Availability of water
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Surface pools and rivers are usually frozen, but can thaw for a few months each year.
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When embarking in this region
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The same measures as in temperate biomes can be taken.
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Freezing
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Peak Summer Temperature:
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32°F (0°C) or less (0 or below in worldgen)
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Availability of water:
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Freshwater surface pools and rivers remain frozen throughout the year.
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When embarking in this region:
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You must use a source of heat (magma) to obtain liquid water. Glacial ice can also be melted. Another option is an underground source of water. See the Freezing for more details.
In extremely cold regions (below 9964 °U , -48 in the worldgen scale), dwarves and livestock may succumb to frostbite if they remain outdoors for extended periods of time. Goods left outdoors may experience wear at an accelerated rate. Embark goods should be stored below ground as soon as possible, and trade depots should be built below ground.
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See also[edit]