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Difference between revisions of "v0.31:Aquifer"
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An '''aquifer''' is a subterranean layer of {{l|water}}-bearing rock or {{l|soil}}. Attempts to mine through them will result in the mined-out squares immediately filling with {{l|water}}, effectively halting excavation at or below their level. This, in conjunction with the fact that they are often located in areas rich in {{l|loam}}, and {{l|sand}}, makes it difficult to find great quantities of {{l|stone}} in areas with aquifers, making for more challenging gameplay. | An '''aquifer''' is a subterranean layer of {{l|water}}-bearing rock or {{l|soil}}. Attempts to mine through them will result in the mined-out squares immediately filling with {{l|water}}, effectively halting excavation at or below their level. This, in conjunction with the fact that they are often located in areas rich in {{l|loam}}, and {{l|sand}}, makes it difficult to find great quantities of {{l|stone}} in areas with aquifers, making for more challenging gameplay. | ||
− | Aquifers can't be drained - they are infinite. {{l|stone detailing|Smoothed}} aquifer stone stops producing water. Aquifers located in {{l|water# | + | Aquifers can't be drained - they are infinite. {{l|stone detailing|Smoothed}} aquifer stone stops producing water. Aquifers located in {{l|water#Salt_Water|saltwater}} areas will produce salty water. Aquifers do not only produce water - if the 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 == | == Where they are found == |
Revision as of 12:24, 26 July 2010
This article is about an older version of DF. |
An aquifer is a subterranean layer of Template:L-bearing rock or Template:L. Attempts to mine through them will result in the mined-out squares immediately filling with Template:L, effectively halting excavation at or below their level. This, in conjunction with the fact that they are often located in areas rich in Template:L, and Template:L, makes it difficult to find great quantities of Template:L in areas with aquifers, making for more challenging gameplay.
Aquifers can't be drained - they are infinite. Template:L aquifer stone stops producing water. Aquifers located in Template:L areas will produce salty water. Aquifers do not only produce water - if the 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 found in most Template:L layers and some porous rock layers. They often span several rock layers. They are recognizable at the embark screen by the ≈≈≈≈≈
to the right of that layer.
Layers which CAN contain aquifers:
- Template:L
- Template:L
- Template:L
- Template:L
- Template:L
- Template:L
- Template:L
- Template:L
- Template:L
- Template:L
- Template:L
- Template:L
- Template:L
- Template:L
- Template:L
- Template:L
- Template:L
- Template:L
- Template:L
Layers which CAN'T contain aquifers
Dealing with aquifers
The ore method
On maps where the aquifer is not held in a layer of soil, but instead is held in a Template:L 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 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, it is possible to create a wall of obsidian between your working area and the Template:L-bearing rock or Template:L. 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 cave-in method
If there are enough layers above the aquifer, then letting non aquifer rock fall into the aquifer layer gives an area of dig-able rock. This requires at least 2 natural dry layers. If multiple aquifer layers are to be breached, things get more complicated. First Template:L out the area of aquifer that will be replaced. Then dig out all connecting floors and walls to the block that will fall (build a support to hold it until you are ready for collision). A Template:L may be useful to assign unnecessary dwarves to a safe area. When everyone is clear, de-construct the support with a lever. (If you forgot to bring stone, then you may instead build a constructed floor to support it, designate it to be destroyed, and have a Template:L standing ready in case the unlucky one survives.)
After the collapse, do not dig out the outer edge of the fallen rock.
This does not work with Template:L walls since they deconstruct on cave-in.
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.
Note:There is a bug that may prevent this method from working, collapsed layers may turn into the aquifer layer type that the layer lands on.
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 Template:Ls, and make it deeper and deeper until you reach the aquifer level. Once you reach the damp rock, tunnel into it with an up/down staircase - the incoming water will freeze after a few moments. The central square of the 3x3 hole should be tunnelable ice, so you can get to the rock beneath. If there are two aquifer levels, for example, you can just make a larger initial hole, and make a smaller one for the level after.
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.
Note: There is a bug that may prevent this from working, sometimes ice walls don't produce an ice floor tile above them, instead leaving it as "open space" which prevents the player from digging downwards. To correct that, set the tile 1 z-level ABOVE your missing ice floor tile as a Template:L, and FILL IT. The first Template:L of water that goes on it will create that missing ice floor tile the instant the water is dumped on it, and you will receive a cancellation message that the pond has gone away. Dezone the pond Template:L, and get back to work breaching that ice. Keep in mind that you will need an unfrozen water source to use to fill your bucket, so have a working Template:L or underground pond ready beforehand for this to work.
While the above will work, a much better method is to construct a wooden (or stone, if you have any) floor and then remove it. After the floor is removed, a natural ice floor will remain.
The pump method
The pumping method uses multiple Template:L to keep an area dry long enough to smooth or Template:L 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 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
hilaritytragedyhilarity. - Mechanical Template:L 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.
The modding method
By editing the the raws and removing the [AQUIFER] tag from all of the appropriate entries in inorganic_stone_layer.txt and inorganic_stone_soil.txt it is possible to remove all aquifers from the world. Make sure you do this before creating a new world to play on. (Then again, why not just embark on a place that isn't all aquifer... what are you looking for, adamantine?) Some might regard this method as cheating, however, so use it at your own risk.
Breaking through to an existing space
With a typical double-layer aquifer (with an unsafe layer beneath it that fills from above) it is not easy to push through a stairwell where you'd like, even if you have access to the space beneath. Start by ensuring 24 building materials (wood or stone) are available close by on the layer above the top aquifer, and that a large space (at least 25x25 or so, preferably larger) is available on the top safe layer under the aquifer, four layers beneath the first. Dig or build an up-down stair at the same position on the upper and lower safe levels, and surround the top up-down stair with 8 down-stairs for better access. Have at least three legendary diggers and half a dozen moderately skilled masons close by and idle. It also helps to have a stairway or open space leading down from the lower level to relieve water buildup at the point you'll make the hole.
Start by digging an up/down stairway upward from the bottom safe stairway into the bottom (third) layer. Water will start pouring out into the bottom level. Designate the next two squares up (on the aquifer levels) as up-down stairs to link the two, and wait until the diggers get started on them. Then designate a 3x3x3 block around these as up-down stairs on the two aquifer levels and the unsafe level beneath. Once they're built very large amounts of water will be pouring down into the lower space. Warning: unlike in the previous version, diggers now make a habit of cancelling designations that they feel they can't get to, such as if the lower level is too flooded for them to approach. Make sure all 27 up-down stairs are dug out ASAP. Then wall six squares on the top level (leaving two to be walled once the corners are filled in), and proceed downward from completed walls until you've walled squares on all three levels. After you finish, I'm not sure if it's technically necessary to construct up-down stairs in the space you dug out by designation in order to stop all water leakage.
Going around
If your embark site is covered by multiple biomes, there is a good chance the aquifer is not present in every biome. 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.
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