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Difference between revisions of "v0.34:Aquifer"

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==== QuantumMenace's pump method ====
 
==== QuantumMenace's pump method ====
Here is a wiki translation of [http://www.bay12forums.com/smf/index.php?topic=79224.15 QuantumMenace's double-slit method].  It can pierce an aquifer of any depth using only wood and dwarven labor.
 
  
To begin, you will need to build the components for a pump: a block, an enormous corkscrew, and a pipe section.  These can be made from wood, glass, or any other materials you have.  You will also need some building materials to construct walls, staircases and floors as you go.  The exact number of these will depend on how deep the aquifer is.  You'll probably find some stone as you go down through the layers, so you can make blocks out of that for some of the walls.  But if you're facing an especially deep aquifer, you may want to cut a bunch of trees.
+
QuantumMenace's [[DF2012:Double-slit_method|double-slit method]] can pierce an aquifer of any depth using only wood and dwarven labor.
 
 
'''Step 1''': Dig a 2x2 up/down stairway straight down until you reach damp stone. Don't dig it into the aquifer layer! Channel out 2 slits to either side. Remove 2 up staircases between the slits, floor over them and build the pump there.
 
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'''Step 2''': Man the pump.  It will drain one slit into the other. Start digging out and walling off the quadrant being drained. Don't dig them all out at once; the more room there is for the water to push your construction worker around, the longer it will take to finish the wall. The corner towards the center needs a wall; the outer corner does not.
 
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'''Step 3''': Dismantle the pump and re-install it facing the other direction. Repeat the mirror image of the above step.
 
 
 
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'''Step 4''': Dismantle the pump and its flooring, replacing them with constructed staircases. Remove the other staircases, floor over and install the pump.
 
 
 
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'''Step 5''': Start walling off the third quadrant, but leave the block of aquifer near the center. ''This is important!'' The block will act as a sink for the water pumped out of the last quadrant. Add a wall in the slit, adjacent to where the water is being drawn out.
 
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'''Step 6''': Almost done! Dismantle the pump and re-install it facing the other direction. The pump may spread the water a bit on its level, but it isn't dangerous. Wall off the last quadrant. With this slit dry, you can remove the center wall diagonal to the aquifer block. The aquifer will not add water through this diagonal, but your miner can come in and destroy the block. Since we added another wall to the other slit, there should only be a total of 7-9 units of water in the opened area, which will evaporate.
 
 
 
Don't remove ''all'' the internal walls until you have stair access or dwarves might get stuck there, unable to use the ramps. Dig down stairs to reveal the layer below, then build up/down stairs on top of them for access. Building the stairs will remove any 1/1 water on the tile, and render the layer below dry if it is not an aquifer.
 
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If the next level down is an aquifer, then build floors over the last two down staircases, reconstruct the pump on the floor, channel the slits, and repeat.
 
 
 
If the next level down is ''not'' an aquifer, then dig your 2x2 stairwell through it, and continue your fortress on the next level ''below'' that.  Don't build rooms on the level immediately below the aquifer.
 
  
 
===The freezing method===
 
===The freezing method===

Revision as of 01:40, 8 June 2012

This article is about an older version of DF.

An aquifer is a subterranean layer of groundwater-bearing rock or soil. Attempts to mine through the layer will result in the mined-out squares immediately filling with water, effectively halting excavation at or below their level. This, in conjunction with the fact that they are often located in areas rich in loam, and sand, makes it difficult to find great quantities of stone in areas with aquifers, making for more challenging gameplay.

Aquifers can't be drained - the groundwater is limitless. Smoothed aquifer stone stops producing water. Aquifers located in saltwater areas will produce salty water. Aquifers do not only produce water - if the incoming water is pressurized, an aquifer tile may instead absorb it. Just like with water production, this ability will not be disabled no matter how much water it absorbs.

Where they are found

Aquifers are less likely to be found near and in mountains.[Verify]

Layers which CAN contain aquifers:

Layers which CAN'T contain aquifers, despite their names suggesting otherwise:

What they do

Aquifers are tiles which produce water in their neighboring tiles -- north, south, east, west, and below. They do not produce water in diagonally adjacent tiles, or in the tile above them.

If you are digging an up/down staircase in the downward direction, and you hit an aquifer, the aquifer tile will be revealed as damp soil or stone, and the digging job will be un-designated for that tile.

If you are digging an up/down staircase in the upward direction, and you hit an aquifer from below, the aquifer tile will immediately start producing water in the stairwell, thus leading to a lot of Fun.

Dealing with aquifers

Probing an aquifer

You can discover what layer lies below an aquifer layer by digging up/down stairs into the aquifer. This will reveal the tile below the aquifer layer, and if this is non aquifer (for example, clay, ore or bedrock) then you know the aquifer is only 1z deep at that location. This method can only be used to determine whether the aquifer is 1 layer deep, or multiple layers deep, but this is enough to help plan how to penetrate it. Using a pump based method is highly recommended for multiple layer aquifers.

Going around

If your embark site is covered by multiple biomes, there is a chance the aquifer is not present in every biome. In some maps this may be indicated by an outcropping of stone in a landscape otherwise composed of soil; in other maps the change in biome might be visible as a change in soil type or vegetation type or density. You might be able to dig down through a biome that doesn't have an aquifer, to a Z-level below the aquifer, and then (if you wish) tunnel beneath the aquifer to the previously inaccessible region.

Even if all the biomes of your site contain aquifers, they might not all be at the same Z-level. So you still might be able to dig down in one biome, reaching a Z-level beneath the aquifer in another biome.

Additionally, if your biome contains deep cliffs, for instance in the form of a river gorge, it may be possible to build a staircase down the side of the gorge past the aquifer.

The ore method

On maps where the aquifer is not held in a layer of soil, but instead is held in a sedimentary layer such as sandstone, it may be possible to tunnel down through deposits of ore such as magnetite. For this to work you have to find a spot where there is coincidentally an ore deposit on each Z-level you need to dig through. This is only possible through tiresome trial and error, or through the use of a utility like reveal.exe. The trial and error method can be accomplished somewhat more easily by digging up/down stairs to reveal the layer underneath them without actually digging into the underlying layer. This method is more complicated with aquifers located in layers of conglomerate, as large clusters of puddingstone will support the aquifer and thus cannot be used to provide a path through it.

The cave-in method

Conceptually this method involves removing the aquifer-bearing sand, soil or rock using channeling, and then dropping an island of dry sand, soil or clay into the resulting pond, a staircase can then be dug through the center of the resulting artificial island. This requires at least 2 natural dry layers.

This does not work with wood walls since they deconstruct on cave-in.

Note: There is a bug that may prevent this method from working, collapsed layers may turn into the aquifer layer type that was dug out at that level. So, for example: We have three layers, layer 1 has the caving in section, and is not an aquifer. Layer 2 is a dug out layer that is also not a aquifer. And Layer 3 which is dug out and is an aquifer. Now, the bug, say layer 1's cave-in section lands on layer 3's dug out area, sometimes layer 1's caved in section may change into layer 3's soil type. Making it an aquifer too. Thus making the cave-in method impossible for that area.

Cave-In Example

Note: Side View
  • Dig stairs down to the aquifer. Dig over the aquifer layer but under your "plug". You'll need a 5x5 landmass. (Slide 2)
  • Channel out the area the plug will fall into. (Slide 3)
  • Leave a single floor tile on top of the plug and dig out the outer layer of your plug. The plug should be a 3x3 landmass now. The single floor tile must keep the plug from falling. (Slide 3)
  • Channel out the floor tile holding up the plug. (Slides 4 & 5)
  • Construct floor tiles to reach the plug and dig through the middle to get under the aquifer. (Slide 6)

Cave-In Method for Multiple Layers

If you build many rings inside one another in your top drop layer, you can breach multi-level aquifers with as little as 2 natural layers of dry soil above it. Drop the rings from the outside to the inside using constructed arms to hold the center rings in place. Once a ring drops into the water below it, pump out the water in the center and dig down another layer. When that is complete, drop the next ring and continue the process until you are through. Since you start dropping rings from the outside it is necessary to know how many levels deep the aquifer is before you begin.
Tutorial for more than one Aquifier can be found here: User:Rhenaya/HowtoDualAquifer

The pump method

The pumping method uses multiple pumps to keep an area dry long enough to smooth or wall off the edges, stopping the flow of water. It requires no special environment or resources, other than wood and dwarves (and patience). Most commonly, a moderately sized section of the aquifer layer is channeled out and several screw pumps are built facing it. Directly behind each of the screw pumps a few tiles are channeled out to receive and dispose of the pumped water. When the pumps are activated, they should pump water faster than the aquifer can produce it, allowing masons to smooth or build walls around your future staircase. You will get job cancellations during this process, as stray 2/7's of water interrupt the building process. Just unsuspend the construction when this happens, as long a dwarf manages to touch the wall before canceling, it will move incrementally toward completion and eventually finish. Depending on the availability of screw pumps and dwarves, you may need to wall off one corner or side at a time, then move the pumps and repeat. When drilling through more than one aquifer layer, be sure to leave yourself enough room to build additional layers of pumps and water disposal channels on lower levels.

Things to consider:

  • Flowing water will cause parents to drop their infants, leading to job cancellations and occasionally fun.
  • Mechanical power may come in handy, but dwarf power works just fine and is much more portable.
  • Channels can sometimes be used in place of walls, causing water produced by by the aquifer on one level to immediately fall and be consumed by the aquifer on the level below.
  • This method may take a while.
  • Aquifers do not create water in diagonal tiles, but do create water in hollow tiles directly below them. Therefore, you will want to dig two z-levels below the lowest aquifer layer before continuing with your fortress.

Some pump-based implementations have been tested and found to meet dwarven standards of excellence: QuantumMenace, Hans Lemurson.

QuantumMenace's pump method

QuantumMenace's double-slit method can pierce an aquifer of any depth using only wood and dwarven labor.

The freezing method

If you are playing in a freezing or very cold landscape, where it snows in winter and instantly freezes water on the map, you can dig out a 3x3 hole in the ground using channels, and make it deeper and deeper until you reach the aquifer level. Once you reach the damp rock, tunnel into it with up/down staircases, then channel out the downstairs, the exposed water will turn to ice, digging the up/downstairs before channeling allows the tiles to safely fill with 7/7 water before being frozen, this avoids the hazard of miners being encased in ice and avoids a bug(?) where frozen water which is less than 7/7 deep does not produce a floor above it. The central square of the 3x3 hole should be tunnelable ice, so you can get to the rock beneath.

If your fortress is in a zone that gets warm, build walls around the inside of the hole to stop the water coming in once the ice melts. In order to build a wall around a 1x1 staircase it will be necessary to have a 5x5 hole, since you need to leave an outer ring of ice to seal the aquifer.

If the aquifer is multiple layers deep you will need to start with a sufficiently large hole to account for both an ice wall to seal the aquifer and a constructed wall to seal the ice wall for each layer of the aquifer. A pump based method might be preferable.

The magma/obsidian method

If you have access to a supply of magma, you can create your own obsidian caissons. By channeling into the aquifer layer and then filling these channels with magma, or by digging staircases and pouring magma down the staircases, it is possible to create a wall of obsidian between your working area and the water-bearing rock or soil. However, changes to world generation with the last version have made this method more difficult than it once was, as it is now harder to find magma vents that extend above the aquifer level.

The drainage method

Having made an initial hole in the aquifer, you may wish to punch another larger hole through, say for example to grow wild strawberries in the caverns. Or you may simply want an additional (natural stone!) staircase. Once you have access from below this is much easier than digging from above, and it has the additional benefit of producing a shaft of exactly the size you want.

Locate the caverns and dig a drainage shaft of up/down stairs or downward stairs up from the caverns to the aquifer (downward stairs function as grates and are far safer than channeling). Once the drainage shaft is complete punch the shaft up through the aquifer (using up/down stairs) until you hit dry dirt. Now mine out the walls around the shaft and build constructed walls to seal the aquifer. It's even faster if the walls are channeled out instead, constructed walls can be built in the open space and water falls straight through, thus construction can always be started and is never suspended. Always build the walls from the highest layer down, so the dwarves aren't having water dumped on them from above.

This method can be used to create arbitrarily large (and shaped) holes. Large holes, which would be impractical to dig from above, are very easy using this technique. It's also extremely useful for digging straight shafts through "layercake" aquifers where aquifer tiles and non-aquifer tiles are intermixed.

The Chicken Run Technique

An extremely risky variation of the above is to have a reasonably fast/skilled miner dig a set of up/down staircases faster than the water from the aquifer can actually fall down the stairs and block movement into the mining tile.

If you can hit the caverns, you can drain the water out into the caverns, and build walls into the aquifer as per the drainage method.

If you fail to mine fast enough, or if you miss the caverns, your miner might be able to simply walk up the stairs to safety, and you can just try another shaft, or your miner might drown.

The modding method

By editing the the raws and removing the [AQUIFER] tag from all of the appropriate entries in inorganic_stone_layer.txt, inorganic_stone_mineral.txt, and inorganic_stone_soil.txt it is possible to remove all aquifers from the world. This can be done before creating a new world or after, if you find a particularly neat location ruined only by the presence of an aquifer. In order to modify an existing world, you must delete the [AQUIFER] tag from the raws in the savegame's folder.

Command-line (Linux)
cd df_linux/raw/objects/
sed -i 's/\[AQUIFER\]/(AQUIFER)/g' inorganic_stone_*.txt

and generate world. To edit an already generated world, run the sed command in the df_linux/data/save/regionNN/raw/objects folder instead. If you want to restore the tags later, you can do it with the command:

sed -i 's/(AQUIFER)/[AQUIFER]/g' inorganic_stone_*.txt
Text editor (All operating systems)

Find the files in Dwarf Fortress/raw/objects (new world) or Dwarf Fortress/data/save/regionNN/raw/objects (already saved world).

Open the three files with a text editor (e.g. Notepad). (inorganic_stone_layer.txt, inorganic_stone_mineral.txt, and inorganic_stone_soil.txt)

Use Edit->Replace, and replace [AQUIFER] with (AQUIFER). (Use 'Replace All').

To restore the tags later, do the same in reverse. (Replacing (AQUIFER) with [AQUIFER]).

Benefits of aquifers

While annoying, aquifers can be useful for building a self-sufficient fortress, and for water-related megaprojects. Since an aquifer can absorb an infinite amount of water, it can function as a drain for anything above it. For instance, digging a pit in a lower Z level of an aquifer, then connecting it to a breached aquifer a level above through a channel dug a level above that will create a permanently flowing, compact, secure water/power source completely contained within the fortress.

Aquifers outside ocean biomes also contain fresh water. Since aquifers are almost always located close to the surface, freshwater aquifers can easily be turned into a source of infinite, secure, non-freezing drinking water for your dwarves, eliminating the need for a cistern. While both of these roles can also be filled by cavern features, an aquifer allows you to get the same advantages without exposing yourself to potentially dangerous cavern creatures.

External links

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