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− | {{Quality|Masterwork}} | + | {{Quality|Masterwork|23:04, 19 November 2019 (UTC)}} |
{{av}} | {{av}} | ||
− | [[File: | + | [[File:weather.jpg|thumb|300px|right|Today's Forecast: 30% chance of eventual [[water]] appearing somewhere.]]'''Weather''' refers to any type of weather effect in DF. It includes snow, rain, and special features in evil surroundings. |
− | + | Normal (non-evil) 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 weather == | == 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]]. | [[Magma]] running under snow-covered ground will melt it, but unlike [[ice]], molten snow doesn't turn into [[water]]. | ||
=== Wind === | === Wind === | ||
− | |||
− | East-West Wind is primarily driven by the latitude of the embark tile biome, and is modeled loosely after [https://en.wikipedia.org/wiki/Atmospheric_circulation atmospheric circulation]. For a given world, one end (either top or bottom) is the "pole" and the other is the "equator | + | In a given embark tile biome, there are three wind-related variables tracked: East-West Wind, North-South Wind, and Wind Strength. East-West and North-South can be positive or negative, and Wind Strength is equal to the sum of their absolute values; so if East-West is -10, and North-South wind speed is 4, then Wind Strength is 14. Moreover, wind is uniform across the entire embark at any given time; Wind Strength does NOT improve the higher up you go. |
+ | |||
+ | East-West Wind is primarily driven by the latitude of the embark tile biome, and is modeled loosely after [https://en.wikipedia.org/wiki/Atmospheric_circulation atmospheric circulation]. For a given world, one end (either top or bottom) is the "pole" and the other is the "equator". The following table gives the base East-West Wind value for a given latitude, by counting tiles from the pole-most tile.[http://www.bay12forums.com/smf/index.php?topic=131675.msg4656098#msg4656098] | ||
{| border="1" cellspacing="0" cellpadding="5" style="text-align:center;" | {| border="1" cellspacing="0" cellpadding="5" style="text-align:center;" | ||
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Note: negative values indicate east-to-west winds, while positive values indicate west-to-east winds. | Note: negative values indicate east-to-west winds, while positive values indicate west-to-east winds. | ||
− | In addition to east-west wind from latitude, | + | In addition to east-west wind from latitude, some embark tiles can generate with the 'gusty' property{{Verify}}. Such an embark tile will receive up to two gusts of wind each morning (corresponding to between 3:00 AM and 7:00 AM, and between 6:00 AM and 9:00 AM) and each afternoon (both corresponding to between 3:00 PM and 6:00 PM). A gust of wind affects both the east-west and north-south wind speeds, adding or subtracting 10 from each. The afternoon gust is always the opposite of the morning gust, so if the morning gust was +10 east-west and -10 north-south, the afternoon gust will be -10 east-west and +10 north-south. |
Currently, wind primarily interacts with [[windmill]]s to generate [[power]]. A total wind strength of between 1 and 14 generates 20 power, and between 15 and 29 generates 40 power. A total wind strength of 30+ generates 60 power, but this is currently only briefly achievable during gusts. In addition, wind affects the message you get when checking for the weather as an [[Adventure mode | adventurer]]. | Currently, wind primarily interacts with [[windmill]]s to generate [[power]]. A total wind strength of between 1 and 14 generates 20 power, and between 15 and 29 generates 40 power. A total wind strength of 30+ generates 60 power, but this is currently only briefly achievable during gusts. In addition, wind affects the message you get when checking for the weather as an [[Adventure mode | adventurer]]. | ||
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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. | ||
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− | == | + | == 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}} | ||
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{{D for Dwarf}} | {{D for Dwarf}} |