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− | {{Quality| | + | {{Quality|Exceptional|00:18, 8 August 2014 (UTC)}} |
{{av}} | {{av}} | ||
− | + | '''Weather''' refers to any type of weather effect in DF. It includes snow, rain, and special features in evil surroundings. | |
− | Weather | + | Weather can be disabled by changing [WEATHER:YES] to [WEATHER:NO] in [[d_init.txt]]. Disabling weather is a quick and largely harmless fix to improve [[FPS|framerate]] on older machines if required. |
− | |||
− | == Normal | + | == Normal Weather == |
− | === Clouds | + | |
− | + | === Clouds === | |
− | + | ||
+ | ''Dwarf Fortress'' has three layers of clouds: cumulus, cirrus, and stratus. When using the {{k|W}} key in adventure mode, any number of messages about the weather may appear, and corresponding symbols are shown when {{k|c}} is enabled on the fast travel mode. The types of clouds that are possible are: | ||
* '''Clear sky (no clouds)''' — The sky is clear above you. | * '''Clear sky (no clouds)''' — The sky is clear above you. | ||
− | * | + | * {{Tile|α|7:0:1}} '''Scattered cumulus''' — There are scattered puffy clouds above you. |
− | * | + | * {{Tile|β|7:0:0}} '''Many cumulus (causes rain)''' — There are mounds of clouds above you, smooth on the bottom with prominent upward bulges. |
− | * | + | * {{Tile|¶|0:0:1}} '''Cumulonimbus (causes rain)''' — A dark, menacing cloud towers above you, crowned by an anvil. |
− | * | + | * {{Tile|≡|7:0:1}} '''Cirrus''' — The sky is striped with high, thin clouds. |
− | * | + | * {{Tile|█|7:0:1}} '''Altostratus''' — The sky above you is hazy and white. |
− | * | + | * {{Tile|█|7:0:0}} '''Stratus (causes rain)''' — The sky above you is gray. |
− | * | + | * {{Tile|█|0:0:1}} '''Nimbostratus (causes rain)''' — The sky above you is a uniform and dark gray. |
Additionally, some unique messages occur when there are clouds in multiple layers: | Additionally, some unique messages occur when there are clouds in multiple layers: | ||
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Otherwise, stratus clouds prevent you from seeing if there are any cirrus or cumulus clouds. | Otherwise, stratus clouds prevent you from seeing if there are any cirrus or cumulus clouds. | ||
− | === Fog / Mist | + | === Fog / Mist === |
+ | |||
Fog is another aspect of the weather, described separately from the state of clouds when using {{k|W}}. (However, thick fog prevents you from being able to tell what the clouds are like via {{k|W}}.) There are three kinds of fog that may appear: | Fog is another aspect of the weather, described separately from the state of clouds when using {{k|W}}. (However, thick fog prevents you from being able to tell what the clouds are like via {{k|W}}.) There are three kinds of fog that may appear: | ||
− | * | + | * {{Tile|░|7:0:1}} '''Thin Mist''' — There is a thin mist here. |
− | * | + | * {{Tile|▒|7:0:1}} '''Fog''' — Fog enshrouds the area. |
− | * | + | * {{Tile|▓|7:0:1}} '''Thick Fog''' — There is a heavy blanket of fog enveloping everything. |
The symbols shown on the fast travel map are shown regardless of whether you have {{k|c}} enabled or not. If you have cloud viewing enabled, clouds in the same position as the fog will obscure that fog. When in the midst of fog on the fast travel map, a small circle around your adventurer will blink to show the surrounding area. | The symbols shown on the fast travel map are shown regardless of whether you have {{k|c}} enabled or not. If you have cloud viewing enabled, clouds in the same position as the fog will obscure that fog. When in the midst of fog on the fast travel map, a small circle around your adventurer will blink to show the surrounding area. | ||
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=== Precipitation === | === Precipitation === | ||
==== Rain ==== | ==== Rain ==== | ||
− | |||
{{DFtext|It is raining.|1:1}} | {{DFtext|It is raining.|1:1}} | ||
− | + | Normal rain cleans any tile it lands on, removing blood, [[vomit]] and other bodily fluids on contact. Any dwarf caught outside when it rains will receive a minor unhappy [[thought]]. | |
− | When rain hits a tile labeled as a [[murky pool]], it will begin to fill it up with 1/7 [[water]], and if that does not evaporate | + | When rain hits a tile labeled as a [[murky pool]], it will begin to fill it up with 1/7 [[water]], and if that does not evaporate the water will grow deeper, until the pool is full. Murky pools do not overflow from rain, but this extra water can be drained off and stored or used. (See the [[Well guide#Using ponds/pools in areas with heavy rain|Well Guide]].) While not much, it can really help maps without 'unlimited' water supplies such as [[river]]s and [[brook]]s. |
==== Snow and Cold ==== | ==== Snow and Cold ==== | ||
− | {{DFtext|Winter is here.|7:1}} | + | {{DFtext|Winter is here.|7:1}} |
+ | |||
{{DFtext|A snow storm has come.|7:1}} | {{DFtext|A snow storm has come.|7:1}} | ||
− | [[ | + | When water comes into contact with a [[freezing]] climate, such as winter months in a moderate [[biome]], or at any time in a [[tundra]] or [[glacier]], it will freeze into a wall of [[ice]] if at least 4/7 deep, or a floor otherwise. Freezing ice acts much like [[obsidian]], and will instantly kill anything caught inside of it -- including creatures otherwise extremely hard to kill. In moderate biomes after winter has passed, ice will melt back into ponds. Ice walls will always thaw back into a full 7 units of liquid, regardless of the original water level, but ice floors will produce the original water depth when thawed. {{cite talk/this|Freezing/thawing ice}} |
+ | |||
+ | Dwarves outside during a snowstorm can also freeze to death, so a very high priority when embarking on a glacier is to dig out some place warm for your idlers to rest. | ||
+ | |||
+ | [[Magma]] running under snow-covered ground will melt it, but unlike [[ice]], molten snow doesn't turn into [[water]]. | ||
+ | |||
+ | ==== Wind ==== | ||
+ | |||
+ | Wind is based entirely on your latitude - specifically, the region tile in which your fortress is located (0-16 for POCKET, 0-32 for SMALLER, 0-64 for SMALL, 0-128 for MEDIUM, and 0-256 for LARGE). | ||
+ | |||
+ | The latitude is first scaled to LARGE size (though there's an odd bug that sets constant wind for SMALL/SMALLER/POCKET worlds). For MEDIUM worlds the latitude is multiplied by 2, for SMALL worlds it's multiplied by 4, for SMALLER it's multiplied by 8, and for POCKET it's multiplied by 16. It is then fed into the following table to generate the east/west wind strength: | ||
+ | |||
+ | Arctic (0-50): | ||
+ | |||
+ | 0-15: strength -15 | ||
+ | |||
+ | 16-27: strength -14 | ||
+ | |||
+ | 28-38: strength -13 | ||
+ | |||
+ | 39-45: strength -12 | ||
+ | |||
+ | 46-50: strength -11 | ||
+ | |||
+ | Temperate (51-170): | ||
+ | |||
+ | 51-52: strength +11 | ||
+ | |||
+ | 53-54: strength +12 | ||
+ | |||
+ | 55-56: strength +13 | ||
+ | |||
+ | 57-59: strength +14 | ||
+ | |||
+ | 60-62: strength +15 | ||
+ | |||
+ | 63-65: strength +16 | ||
+ | |||
+ | 66-69: strength +17 | ||
+ | |||
+ | 70-73: strength +18 | ||
+ | |||
+ | 74-77: strength +19 | ||
+ | |||
+ | 78-82: strength +20 | ||
+ | |||
+ | 83-87: strength +21 | ||
+ | |||
+ | 88-92: strength +22 | ||
+ | |||
+ | 93-98: strength +23 | ||
+ | |||
+ | 99-104: strength +24 | ||
+ | |||
+ | 105-116: strength +25 | ||
+ | |||
+ | 117-122: strength +24 | ||
+ | |||
+ | 123-128: strength +23 | ||
+ | |||
+ | 129-133: strength +22 | ||
+ | |||
+ | 134-138: strength +21 | ||
+ | |||
+ | 139-143: strength +20 | ||
+ | |||
+ | 144-147: strength +19 | ||
+ | |||
+ | 148-151: strength +18 | ||
+ | |||
+ | 152-155: strength +17 | ||
+ | |||
+ | 156-158: strength +16 | ||
+ | |||
+ | 159-161: strength +15 | ||
+ | |||
+ | 162-164: strength +14 | ||
+ | |||
+ | 165-166: strength +13 | ||
+ | |||
+ | 167-168: strength +12 | ||
+ | |||
+ | 169-170: strength +11 | ||
+ | |||
+ | Tropical (171-220): | ||
+ | |||
+ | 171-172: strength -13 | ||
+ | |||
+ | 173-175: strength -14 | ||
+ | |||
+ | 176-178: strength -15 | ||
+ | |||
+ | 179-181: strength -16 | ||
+ | |||
+ | 182-184: strength -17 | ||
− | + | 185-188: strength -18 | |
− | + | 189-192: strength -19 | |
− | + | 193-198: strength -20 | |
+ | |||
+ | 199-202: strength -19 | ||
+ | |||
+ | 203-206: strength -18 | ||
+ | |||
+ | 207-209: strength -17 | ||
+ | |||
+ | 210-212: strength -16 | ||
+ | |||
+ | 213-215: strength -15 | ||
+ | |||
+ | 216-218: strength -14 | ||
+ | |||
+ | 219-220: strength -13 | ||
− | + | Equator (221-256): | |
− | |||
− | + | 221-256: strength 0 | |
− | + | In addition, certain regions of the world (if any) can have up to two gusty winds which occur daily - for a brief period of time each morning (3:00am to 7:00am for the first one, 6:00am to 9:00am for the second one), wind strength may be adjusted by +/- 10 on each axis (north/south and east/west), and in the evening (3:00pm to 6:00pm for both) it will be briefly adjusted in the opposite direction. | |
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− | + | The combined wind strength (just abs(wind_x) + abs(wind_y)) determines the amount of power the windmill generates: 1-14 wind generates 20 power, 15-29 wind generates 40 power, and 30+ wind generates 60 power (though only for a few seconds, and the opposing gust will likely knock it down to 20 power for a brief moment). If you are in an area with weak wind, a gust of wind can potentially cause the windmill to reorient itself, causing some of the extra power to be lost. | |
− | + | Wind affects the message you get when checking for the weather as an [[Adventure mode|adventurer]] as well as the amount of [[power]] that goes through [[windmill]]s. | |
== Evil weather == | == Evil weather == | ||
− | Certain [[surroundings|evil surroundings]] feature freakish weather, such as fogs, clouds, and rains. They may afflict those caught in them with various kinds of [[syndrome]]s or curses, such as poisonings or transformation into [[Undead|zombies]]. Names for evil weather are randomly generated, typically something along the lines of "abominable mist", "unholy gloom" (clouds) or "creeping murk", "horrid goo" (rain) | + | Certain [[surroundings|evil surroundings]] feature freakish weather, such as fogs, clouds, and rains. They may afflict those caught in them with various kinds of [[syndrome]]s or curses, such as poisonings or transformation into [[Undead|zombies]]. Names for evil weather are randomly generated, typically something along the lines of "abominable mist", "unholy gloom" (clouds) or "creeping murk", "horrid goo" (rain). |
− | + | Two kinds of evil weather exist - evil rain, and evil clouds. The type of weather effect and their associated syndromes (if any) are different and randomly chosen for every evil biome in a generated world. There will be at most one weather effect for a given evil biome, sometimes in conjunction with the effect of [[Undead|corpse animation]]. | |
− | |||
− | Two kinds of evil weather exist | ||
=== Evil clouds === | === Evil clouds === | ||
Line 497: | Line 193: | ||
{{DFtext|A cloud of haunting fog has drifted nearby!|4:1}} | {{DFtext|A cloud of haunting fog has drifted nearby!|4:1}} | ||
− | Evil clouds are made of a generated inorganic gas or dust. They start in one tile and spread out in a similar manner to [[miasma]] vapor; when the game announces the cloud's presence, it will zoom | + | Evil clouds are made of a generated inorganic gas or dust. They start in one tile and spread out in a similar manner to [[miasma]] vapor; when the game announces the cloud's presence, it will zoom into this tile. Evil clouds cause more serious syndromes than evil rains, similar to those of [[forgotten beast]]s, [[titan]]s and [[demon]]s. Certain evil clouds transform living beings caught in them into dangerous [[Undead|zombie]]-like thralls, turning them against all life while significantly increasing their strength and toughness [[attribute]]s. |
Evil clouds inflict worse syndromes than evil rains; thralling clouds are especially dangerous in the extreme, as the zombies produced are much stronger than those produced via ambient effects. These [[undead]] are very hard to kill and are '''much''' stronger than their original forms. Evil clouds have a tendency to roll over your outdoor trade depot and convert traveling merchants into a band of dwarf-hungry savages, which can be quite [[fun]] to a fortress reliant on trade. | Evil clouds inflict worse syndromes than evil rains; thralling clouds are especially dangerous in the extreme, as the zombies produced are much stronger than those produced via ambient effects. These [[undead]] are very hard to kill and are '''much''' stronger than their original forms. Evil clouds have a tendency to roll over your outdoor trade depot and convert traveling merchants into a band of dwarf-hungry savages, which can be quite [[fun]] to a fortress reliant on trade. | ||
− | + | Thralling clouds are also dangerous in adventure mode. Undead status means hostility from civilized beings, reduced speed and no regeneration. However, other undead will ignore you. | |
− | |||
− | |||
− | |||
− | |||
− | Thralling clouds are also dangerous in adventure mode | ||
=== Evil rain === | === Evil rain === | ||
{{DFtext|It is raining rotten sludge!|4:1}} | {{DFtext|It is raining rotten sludge!|4:1}} | ||
− | Evil rain can be made of either the [[blood]] of a civilized race ( | + | Evil rain can be made of either the [[blood]] of a civilized race (dwarves, goblins, etc.) or a randomly generated inorganic substance. Blood rain typically causes no [[syndrome]]s, only giving whomever caught in it an unhappy [[thought]]. Generated substances are more dangerous, causing minor symptoms such as vomiting and fevers, as well as inspiring the aforementioned unhappy thought. Evil rain can also cause wounds and injure dwarves and other creatures caught in them, although the extent of injury depends on the substance. Some forms of evil rain, such as those that cause blisters will lead to instant fun as a blistered brain means death. Cats, birds, and other livestock dying after being exposed to evil rain indicate that dwarves may be next. Dwarves spattered with evil rain will seek a bath after any outdoor work, wasting time and [[soap]]. There are rumors of rain composed of other substances, such as [[alcohol]] and [[vomit]]; however, these seem to be rare. |
=== Dangers of evil weather === | === Dangers of evil weather === | ||
Line 533: | Line 224: | ||
The only part that the cloud will not reach when it interacts with constructed walls is that it cannot touch the natural surface tiles within the walls that are the courtyard if the area is non-evil. Constructed surfaces and possibly channeled out areas are fair game for the cloud to spread. It's unknown if clouds will originate within modified tiles that are within non-evil areas of the map. | The only part that the cloud will not reach when it interacts with constructed walls is that it cannot touch the natural surface tiles within the walls that are the courtyard if the area is non-evil. Constructed surfaces and possibly channeled out areas are fair game for the cloud to spread. It's unknown if clouds will originate within modified tiles that are within non-evil areas of the map. | ||
− | For unknown reasons, clouds will not teleport up multi-tile trees | + | For unknown reasons, clouds will not teleport up multi-tile trees. They will pass uninterrupted below their boughs. This will not be true for anything you build. This implies that any "outside" tile is dangerous, as trees provide support and elevation without changing which tiles are exposed to the outside. |
Undead created by evil weather gain immediate strength bonuses and acquire a status of {{DFtext|Opposed to Life|0:1}}. They will tirelessly seek out living things to kill until they are struck down, which can take considerable effort. | Undead created by evil weather gain immediate strength bonuses and acquire a status of {{DFtext|Opposed to Life|0:1}}. They will tirelessly seek out living things to kill until they are struck down, which can take considerable effort. | ||
− | |||
− | == | + | == Bugs == |
− | |||
− | |||
− | |||
− | |||
*Different biomes can exist in layers above the surface. This can lead to odd behavior like evil rain above a "good" biome.{{bug|8781}} | *Different biomes can exist in layers above the surface. This can lead to odd behavior like evil rain above a "good" biome.{{bug|8781}} | ||
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{{Translation | {{Translation |