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{{Quality|Masterwork}}
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{{migrated article}}
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[[File:moon_preview_anim.gif|right]]'''Weather''' refers to any type of weather effect in ''Dwarf Fortress''. It includes snow, rain, and special features in evil surroundings. Additionally, one can observe clouds, fog/mist and the stars in adventure mode, however, they have no gameplay impact in fortress mode.
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[[File:weather_preview.png|300px|right]]'''Weather''' refers to any type of weather effect in ''Dwarf Fortress''. It includes snow, rain, and special features in evil surroundings. Additionally, one can observe clouds, fog/mist and the stars in adventure mode, however, they have no gameplay impact in fortress mode.
  
 
Weather conditions and event text seem to depend on the embark location in the world, biome and [[climate]]. For example, some winters can see extremely low temperatures with large amounts of snowfall, whilst summers may be scorchers.
 
Weather conditions and event text seem to depend on the embark location in the world, biome and [[climate]]. For example, some winters can see extremely low temperatures with large amounts of snowfall, whilst summers may be scorchers.
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== Normal weather ==
 
== Normal weather ==
=== Clouds (adventure mode only) ===
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[[File:am_cloud_preview.png|thumb|right|Two types of cloud coverage.]]''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:<br>
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=== Clouds ===
'''''Note: Some icons have a black or grey background to make them easier to see against the wiki's white background.'''''
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''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.
  
* [[File:cumulus_high_icon.png]] / {{Tile|α|7:0:1}} '''Scattered cumulus''' — There are scattered puffy clouds above you.
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* {{Tile|α|7:0:1}} '''Scattered cumulus''' — There are scattered puffy clouds above you.
* [[File:cumulus_med_icon.png]] / {{Tile|β|7:0:0}} '''Many cumulus (causes rain)''' — There are mounds of clouds above you, smooth on the bottom with prominent upward bulges.
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* {{Tile|β|7:0:0}} '''Many cumulus (causes rain)''' — There are mounds of clouds above you, smooth on the bottom with prominent upward bulges.
* [[File:cumulonimbus_sprite.png|20px]] / {{Tile|¶|0:0:1}} '''Cumulonimbus (causes rain)''' — A dark, menacing cloud towers above you, crowned by an anvil.
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* {{Tile|¶|0:0:1}} '''Cumulonimbus (causes rain)''' — A dark, menacing cloud towers above you, crowned by an anvil.
  
* [[File:cirrus_sprite.png|20px]] / {{Tile|≡|7:0:1}} '''Cirrus''' — The sky is striped with high, thin clouds.
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* {{Tile|≡|7:0:1}} '''Cirrus''' — The sky is striped with high, thin clouds.
  
* [[File:altostratus_sprite.png|20px]] / {{Tile|█|7:0:1}} '''Altostratus''' — The sky above you is hazy and white.
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* {{Tile|█|7:0:1}} '''Altostratus''' — The sky above you is hazy and white.
* [[File:stratus_sprite.png|20px]] / {{Tile|█|7:0:0}} '''Stratus (causes rain)''' — The sky above you is gray.
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* {{Tile|█|7:0:0}} '''Stratus (causes rain)''' — The sky above you is gray.
* [[File:nimbostratus_sprite.png|20px]] / {{Tile|█|0:0:1}} '''Nimbostratus (causes rain)''' — The sky above you is a uniform and dark gray.
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* {{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 (adventure mode only) ===
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=== Fog / Mist ===
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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:
  
* [[File:low_fog_icon.png]] / {{Tile|░|7:0:1}} '''Thin Mist''' — There is a thin mist here.
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* {{Tile|░|7:0:1}} '''Thin Mist''' — There is a thin mist here.
* [[File:med_fog_icon.png]] / {{Tile|▒|7:0:1}} '''Fog''' — Fog enshrouds the area.
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* {{Tile|▒|7:0:1}} '''Fog''' — Fog enshrouds the area.
* [[File:high_fog_icon.png]] / {{Tile|▓|7:0:1}} '''Thick Fog''' — There is a heavy blanket of fog enveloping everything.
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* {{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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{{DFtext|It is raining.|1:1}}
 
{{DFtext|It is raining.|1:1}}
  
[[File:rain_icon_preview.png|right]]Rainfall occurs occasionally. 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]].
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Rainfall occurs occasionally. 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, 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.
 
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.
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{{DFtext|A snow storm has come.|7:1}}
 
{{DFtext|A snow storm has come.|7:1}}
  
[[File:snow_icon_preview.png|right]][[File:snow_ground_anim.gif|thumb|185px|right|Snow gradually covering grass during a snowstorm.]]If the [[climate|temperature]] is cold enough, snowfall rather than rainfall will occur, and outside water will freeze, including murky pools and rivers. This can happen in winter months in a moderate [[biome]], or at any time in freezing biomes like a [[tundra]] or [[glacier]].  
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[[File:snow_ground_anim.gif|thumb|185px|right|Snow gradually covering grass during a snowstorm.]]If the [[climate|temperature]] is cold enough, snowfall rather than rainfall will occur, and outside water will freeze, including murky pools and rivers. This can happen in winter months in a moderate [[biome]], or at any time in freezing biomes like a [[tundra]] or [[glacier]].  
  
 
Amid snowfall, the ground, trees and other surfaces will gradually become covered in snow. Dwarves caught outside during a snowstorm can have [[Thought#Weather|bad thoughts]] as well as 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.
 
Amid snowfall, the ground, trees and other surfaces will gradually become covered in snow. Dwarves caught outside during a snowstorm can have [[Thought#Weather|bad thoughts]] as well as 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.
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=== Wind ===
 
=== Wind ===
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 increase 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". According to Toady One in a Future of the Fortress thread, "the directions alternate over the latitudes and depend on the pole settings, and yeah, a no-pole world is treated like a N+S pole world". 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]
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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.
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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]
  
 
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It has been observed that in biomes where the alignment is "good", there exists a possibility that it may rain alcohol. However, this is not actually the case. When using a tavern, dwarves will sometimes spill alcohol. When a dwarf walks through the resulting spatter, it will contaminate their clothes. When a contaminated dwarf then walks outside during rain, the alcohol will wash off, forming pools on the ground that can also be tracked through and spread, giving the impression that it is “raining alcohol”.
 
It has been observed that in biomes where the alignment is "good", there exists a possibility that it may rain alcohol. However, this is not actually the case. When using a tavern, dwarves will sometimes spill alcohol. When a dwarf walks through the resulting spatter, it will contaminate their clothes. When a contaminated dwarf then walks outside during rain, the alcohol will wash off, forming pools on the ground that can also be tracked through and spread, giving the impression that it is “raining alcohol”.
  
Theoretically, this may be made by modding interactions, but wasn't verified by testing.
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== Bugs ==
  
== 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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{{D for Dwarf}}
 
{{D for Dwarf}}

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