v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "40d:Ocean"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
 
(24 intermediate revisions by 16 users not shown)
Line 1: Line 1:
An '''ocean''' is an immense volume of [[Water|saltwater]]. There are generally two or three oceans on every generated map. They come in three varieties, based on temperature, which affects the sea life found there: [[Arctic]], [[Temperate]] and [[Tropical]]. It is not possible to found a fort solely in an oceanic [[biome]], some land is needed.
+
{{quality|Exceptional|20:59, 26 April 2011 (UTC)}}{{av}}
 +
An '''ocean''' is an immense volume of [[Water|saltwater]]. There are generally two or three oceans on every generated map. They come in three varieties, based on temperature, which affects the sea life found there: [[Biome#Arctic|Arctic]], [[Temperate]] and [[Tropical]]. It is not possible to found a fort solely in an oceanic [[biome]]; some land is needed.
  
 
== Geography ==
 
== Geography ==
Line 5: Line 6:
 
Oceans tend to have a heavy effect on the surrounding geography of the generated world. [[Volcano]]es can often be found around the perimeter of the ocean, and this tends to be easiest place to find them. [[Marsh]]es and [[swamp]]s also tend to form around oceanic coastlines, especially near [[river]]s. The land surrounding oceans also tends to have a high water table, resulting in [[aquifer]]s close to the surface.
 
Oceans tend to have a heavy effect on the surrounding geography of the generated world. [[Volcano]]es can often be found around the perimeter of the ocean, and this tends to be easiest place to find them. [[Marsh]]es and [[swamp]]s also tend to form around oceanic coastlines, especially near [[river]]s. The land surrounding oceans also tends to have a high water table, resulting in [[aquifer]]s close to the surface.
  
== Survival==
+
== Survival ==
 +
 
 
Ocean areas will always contain salt water, even in pools that are quite some distance away. They are also rather notorious for containing [[aquifer]]s of multiple layers. The fishing will usually be good near an ocean, and there won't be as many [[carp]] or similar fish to deal with.
 
Ocean areas will always contain salt water, even in pools that are quite some distance away. They are also rather notorious for containing [[aquifer]]s of multiple layers. The fishing will usually be good near an ocean, and there won't be as many [[carp]] or similar fish to deal with.
  
Because ocean biomes contain salt water, it will be impossible to give your dwarves water when they are injured, quite possibly leading to their death. Your military will have a high turn over rate while [[sparring]].
+
Ocean biomes contain only salt water, which will require [[Screw_pump#Desalinization|Desalinization]] before dwarves will drink it.  If this is not done, it will be impossible to give your dwarves water when they are injured, quite possibly leading to their death. Your military will have a high turn over rate while [[sparring]].
 
 
There is a way around this with screw pumps. This method involves pumping water with a screw pump into a completely constructed reservoir. After being pumped, water will become fresh water unless it touches any natural walls or floor in which case it will revert to salt water.  This may be considered an [[exploit]] since it defies logic, but then so does the complete absence of any fresh water whatsoever.
 
  
 
== Life next to an ocean ==
 
== Life next to an ocean ==
Line 18: Line 18:
 
[[Image:Ocean-unique-features.GIF|thumb|400px|right| An oceanic shoreline. A wave crashes into the beach causing mist; on the right an exposed vein of Native Platinum is visible through the erosion during world generation. Stacks of [[driftwood]] also cover the beaches.]]
 
[[Image:Ocean-unique-features.GIF|thumb|400px|right| An oceanic shoreline. A wave crashes into the beach causing mist; on the right an exposed vein of Native Platinum is visible through the erosion during world generation. Stacks of [[driftwood]] also cover the beaches.]]
  
Oceans have a multitude of benefits: they're generally sparsely populated, and usually have an abundance of [[Agriculture|arable]] [[soil]]. Ocean [[fish]] are usually abundant and a good source of [[food]], though some sea [[creatures]] can be dangerous, particularly in [[Region#Surroundings|evil]] areas. Some oceans have [[sand]] beaches, a good resource for [[glass]]making. Oceans also provide a few unique geographic features, including stacks of [[driftwood]] and ocean waves - which crash against the beach to produce [[mist]]. The erosion caused by waves also tends to leave numerous exposed mineral veins and [[gem]] deposits at sea level, and some minerals like [[platinum]] form deposits in alluvial areas.
+
Oceans have a multitude of benefits: they're generally sparsely populated, and usually have an abundance of [[Agriculture|arable]] [[soil]]. Ocean [[fish]] are usually abundant and a good source of [[food]], though some sea [[creatures]] can be dangerous, particularly in [[Region#Surroundings|evil]] areas. Some oceans have [[sand]] beaches, a good resource for [[glass]]making. Oceans also provide a few unique geographic features, including stacks of [[driftwood]] and ocean waves - which crash against the beach to produce [[mist]] (Although this mist does not seem to generate [[Thought#Happy_thoughts |happy thoughts]]). The erosion caused by waves also tends to leave numerous exposed mineral veins and [[gem]] deposits at sea level, and some minerals like [[platinum]] form deposits in alluvial areas.
 +
 
 +
Despite these benefits, oceanic shorelines provide some challenges, and can be difficult starting areas. It is important to check for some variation in topography when choosing an ocean location, as the ground is almost always water-laden one tile down from sea-level. Even if slightly hilly terrain is found, there is no guarantee that [[stone]] will still be accessible. [[Forest]]s tend to make good [[biome]] additions, as they tend to have more varied terrain than marshes and swamps. When picking a forest it is important that the treeline extends at least two tiles away from the shoreline on the Local Map, otherwise you may potentially only have stacks of useless driftwood and no actual [[tree|trees]] and [[shrub|shrubs]].
 +
 
 +
== Draining the ocean ==
 +
 
 +
Not a good idea. It is possible to reduce the water level near the shore to fordable depths by draining it into an aquifer layer or using an array of [[pump|pumps]]. However, doing this will cause even a high-end computer to grind to a halt as the movement of each tile of water is calculated, and the water at the edge will refill faster than it can be drained. This can also easily turn into a fatal [[flood]] scenario, and the sheer quantity of rushing water tends to drag dwarves into the drain holes.
 +
 
 +
It is however satisfying to watch the [[merperson]] corpses pile up in the shallow water.
  
Despite these benefits, oceanic shorelines provide some challenges, and can be difficult starting areas. It is important to check for some variation in topography when choosing an ocean location, as the ground is almost always water-laden one tile down from sea-level. Even if slightly hilly terrain is found, there is no guarantee that [[stone]] will still be accessible. [[Forest]]s tend to make good [[biome]] additions, as they tend to have more varied terrain than marshes and swamps. When picking a forest it is important that the treeline extends at least two tiles away from the shoreline on the Local Map, otherwise you may potentially only have stacks of useless driftwood and no actual [[tree]]s and [[shrub]]s.
+
If you access the ocean from a lower level (such as by channeling away two z-levels at once, or by building a ramp up into it, from a site with drainage to 8 squares of aquifer), the entire region that is connected at this level will immediately drain away the water above it.  (If a ridge blocks the lower level of ocean, the water on the next layer up will only drain out from the far side once a channel is dug from the partially filled top level to connect the two regions)  In one test the top level of ocean did not seem to be replenished once drained, but the edge of the second layer down was permanently held at 1/7 while cascading to the next level down.
  
{{World}}
+
{{World|Biomes}}
  
[[Category:Biomes]]
+
{{Category|Map tiles}}
[[Category:Map tiles]]
+
{{Category|Water bodies}}
[[Category:Water bodies]]
 
[[Category:World]]
 

Latest revision as of 18:59, 31 July 2012

This article is about an older version of DF.

An ocean is an immense volume of saltwater. There are generally two or three oceans on every generated map. They come in three varieties, based on temperature, which affects the sea life found there: Arctic, Temperate and Tropical. It is not possible to found a fort solely in an oceanic biome; some land is needed.

Geography[edit]

Oceans tend to have a heavy effect on the surrounding geography of the generated world. Volcanoes can often be found around the perimeter of the ocean, and this tends to be easiest place to find them. Marshes and swamps also tend to form around oceanic coastlines, especially near rivers. The land surrounding oceans also tends to have a high water table, resulting in aquifers close to the surface.

Survival[edit]

Ocean areas will always contain salt water, even in pools that are quite some distance away. They are also rather notorious for containing aquifers of multiple layers. The fishing will usually be good near an ocean, and there won't be as many carp or similar fish to deal with.

Ocean biomes contain only salt water, which will require Desalinization before dwarves will drink it. If this is not done, it will be impossible to give your dwarves water when they are injured, quite possibly leading to their death. Your military will have a high turn over rate while sparring.

Life next to an ocean[edit]

Despite the warnings that the fortress selection screen displays, oceanside locations can be quite habitable - provided they are chosen well.

An oceanic shoreline. A wave crashes into the beach causing mist; on the right an exposed vein of Native Platinum is visible through the erosion during world generation. Stacks of driftwood also cover the beaches.

Oceans have a multitude of benefits: they're generally sparsely populated, and usually have an abundance of arable soil. Ocean fish are usually abundant and a good source of food, though some sea creatures can be dangerous, particularly in evil areas. Some oceans have sand beaches, a good resource for glassmaking. Oceans also provide a few unique geographic features, including stacks of driftwood and ocean waves - which crash against the beach to produce mist (Although this mist does not seem to generate happy thoughts). The erosion caused by waves also tends to leave numerous exposed mineral veins and gem deposits at sea level, and some minerals like platinum form deposits in alluvial areas.

Despite these benefits, oceanic shorelines provide some challenges, and can be difficult starting areas. It is important to check for some variation in topography when choosing an ocean location, as the ground is almost always water-laden one tile down from sea-level. Even if slightly hilly terrain is found, there is no guarantee that stone will still be accessible. Forests tend to make good biome additions, as they tend to have more varied terrain than marshes and swamps. When picking a forest it is important that the treeline extends at least two tiles away from the shoreline on the Local Map, otherwise you may potentially only have stacks of useless driftwood and no actual trees and shrubs.

Draining the ocean[edit]

Not a good idea. It is possible to reduce the water level near the shore to fordable depths by draining it into an aquifer layer or using an array of pumps. However, doing this will cause even a high-end computer to grind to a halt as the movement of each tile of water is calculated, and the water at the edge will refill faster than it can be drained. This can also easily turn into a fatal flood scenario, and the sheer quantity of rushing water tends to drag dwarves into the drain holes.

It is however satisfying to watch the merperson corpses pile up in the shallow water.

If you access the ocean from a lower level (such as by channeling away two z-levels at once, or by building a ramp up into it, from a site with drainage to 8 squares of aquifer), the entire region that is connected at this level will immediately drain away the water above it. (If a ridge blocks the lower level of ocean, the water on the next layer up will only drain out from the far side once a channel is dug from the partially filled top level to connect the two regions) In one test the top level of ocean did not seem to be replenished once drained, but the edge of the second layer down was permanently held at 1/7 while cascading to the next level down.

Worlds