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Difference between revisions of "40d:Well guide"

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A [[well]] is an important part of any fortress. It gives you a source of [[water]] that doesn't dry up or freeze. It's indoors, so there's no threat from [[carp]], [[goblins]], or [[animal]]s. You can even use it safely during a [[siege]]. Using it provides your dwarves with happy [[thoughts]].
+
A [[well]] is a vital emergency precaution for any fortress in case the [[alcohol]] runs out. It can also save a [[wound]]ed dorf, as it would be unthinkable for anyone to waste good booze on a useless eater.  A well provides a supply of [[water]] that doesn't dry up or freeze. Because it isn't stagnant, the dorfs won't wait until they're thirsty and miserable to drink should they need to.  It's indoors, so there's no threat from [[carp]], [[goblins]], or [[animal]]s (however, dorfs ''will'' fish in it). You can even use it safely during a [[siege]]. Using it provides your dwarves with happy [[thoughts]], especially if you make it with masterwork golden chains and buckets or the like.
  
Wells can be intimidating to build. Draining water from the surface can flood your fortress if you aren't careful. The first part of this guide tells you how to build a well by draining a [[pond]]. The second part tells you how to build a well by using a [[brook]], which is an unlimited water source and should be handled carefully.
+
The important part about the well is to make sure that you don't create a situation where the water comes up out of it into the fortress, fed by a tunnel to an inexhaustible river far above. Because water does ''not'' return up to the level from which it was tapped, but only one level below that, this isn't that large of a risk, but if water drains downward from a large region of "open space" above another level of water, it will move at warp speed and fill up large areas of the fortress in seconds.
  
Draining from a [[river]] is not recommended, but can be done. That requires a [[reservoir]], since there's an unlimited supply of water entering the map. You will also want to control the water with [[floodgate]]s.
+
You don't need a [[floodgate]] for miner access to reservoirs and aqueducts - just build [[door]]s, which are water-proof and can be "forbidden" to keep anyone from blundering in and drowning, or randomly abandoning a task during construction and leaving a stone holding the door open (which they love to do). You should use a floodgate somewhere near a water source such as a river or ocean so that you can dry out your tunnels for future projects, and also if feasible near a [[chasm]], [[bottomless pit]], or [[glowing pit]] to allow quick drainage.  Bear in mind that the game lag produced by water flowing constantly from source to drainage can be as devastating as any flood.
  
To build a well you will need a [[stone]] [[block]], a [[Restraint|chain (or rope)]], a [[bucket]] and a [[mechanism]].
+
Channels are very handy for moving water, but don't leave open water where it isn't necessary.  A dry channel makes a great [[moat]], but a wet channel is a random hazard.  If you dorf runs into a rat he can jump in and drown to save himself.  Mothers dutifully take their babies with them to the channel, which then jump in and die.  [[Insane]] dorfs love to jump in and foul the water, though I don't think the other dorfs notice the taste.  Instead of digging long wet channels, have a dorf mine out one level down, bring him back out e.g. through a door, then channel the last square to the water source.  Up+down stairs or a ramp on the level below can substitute for a channel for moving water, but be warned that any effort to "channel" out these to create empty space for a well means that the dorf goes to the bottom level and gets rid of his means of escape upward.  It is best to carve a ramp or two adjoining any open water without hostile inhabitants, such as muddy lakes, for dorfs to escape if they choose to.
  
==Pond Draining Technique==
+
To build a well you will need a [[stone]] [[block]], a [[Restraint|chain (or rope)]], a [[bucket]] and a [[mechanism]].  You don't ''need'' to plan wells in advance if you have a long water-filled space not under pressure, but it is helpful to do so and dig an extra square of ramp or channel at the bottom of the aqueduct/reservoir so that they won't go dry every time you think up an expansion.
  
1. Mine a one-square wide tunnel to a place near the pond to be drained.  
+
== Long aqueducts ==
 +
As of the current version, water flows very slowly or very fast.  If you need to get water from a brook at the edge of the screen, it's never going to make it down that 1-square wide passage you mined out... and more surprisingly, it's not going to make it down a 5-square wide passage either.  Not until it's become irrelevant, anyway.  The solution is that you need to put the aqueduct ''below'' the level of the river or brook, 1 square wide.  Channel out a connected area of open space underground at the level of the brook bed, separated from the brook by one square of rock.  Make sure you include a [[lever]]-controlled floodgate, get your miners out, and channel the edge of the brook.  The amount of ''open space'' at the level of the brook bed controls how fast the water fills.  Then dig wells down into the aqueduct normally.
  
~######
+
== Aquifers ==
~#+++++
+
If you have an aquifer, just channel a 1x1 square in any open stretch of floor above it and build the well. You'll have other construction projects to worry about.
  ~######
 
  
2. Figure out how many squares of water are in the pond. You will need the same number of empty tiles below your well. Stairs do count as empty. The well does not need to be on the same level as the water.
+
== Using ponds/pools ==
  
3. Channel though the floor to the end of the tunnel. Your well will be on this tile, or directly below it.  
+
The highest priority for well building is if only "muddy pond" is available in a hot climate. These can dry out within a season or two after starting the game and will ''never'' return.  Carve out a fairly large space to use as a [[reservoir]] and get that water down to an unexposed area. A reservoir can also be a handy precaution when tapping underground rivers with waterfalls or in other cases where you may not really be sure what the water level is.
  
4. Dig a staircase down, just behind the channel.  
+
Heavy rain means that it rains more in a year than a pool needs to be full, though pools or other existing water sources found on a map do not overflowBeing in a region with heavy rain has one big advantage - your pools will have more water than they need to be fullThis allows them, over the course of a year, to provide more water than they can hold at any one timeNote that only naturally occurring tiles that are "murky pools" will collect rain - an identically size excavation next to a murky pool will not. Expanding a murky pool will allow the water to expand, but rain will only be "collected" in the original murky pool tiles, and any water that is 1/7 deep in the excavated tiles will tend to [[Evaporation|evaporate]] as normal for water. Aside from rain refilling murky pools, there is no way to actually collect rainwater in DF.
 
 
~########
 
  ~#.>+++++
 
~########
 
 
 
5. Repeat this stair and channel pattern as far down as you need. If in doubt, make it a level deeper than you need.  
 
 
 
######
 
  ##.X#
 
######
 
 
 
6. If you run out of depth, just make the bottom wider.
 
 
 
#####
 
#+++#
 
#+.X#
 
#+++#
 
#####
 
 
 
7. Almost ready to drain the lake! Check for any leaks. You might want to place a door behind the channel, as a precaution.
 
 
 
8. From the surface, channel through the last square separating the pond from the tunnel. Wait for all the water to drain into the well.
 
 
 
9. Build the well. You can make it anywhere above the water surface. You might want to widen the tunnel so more dwarves can access the well at once.      
 
 
 
  ######
 
#+++##
 
Do++D+
 
#+++##
 
  ######
 
 
 
10. Install a door to seal off the dry lake. (Or use a wall, but this might cause a dwarf to trap himself in the lake bed.)
 
 
 
===Aquifer Technique===
 
a small 1x1 Stair down to the aquifer is mostly the only reason to have a Aquifer at all.
 
  
===Style points===
+
==Style points==
  
* Widen the area around the well, and make it a meeting hall. Smoothed or engraved walls and floors will make your dwarves happy. The well has to be in a stone layer, not soil.
+
* Widen the area around the well, and make it a meeting hall. Smoothed or engraved walls and floors will make your dwarves happy. Smoothed and especially constructed floors will guard against [[tower-cap]] blockages, if that is a concern.  The well has to be in a stone layer, not soil.
  
 
* Add a gap between the channel and the stairs, then construct walls in the gaps. This avoids the aesthetic problem of muddy stairs inside your well. Be careful, your well will need to be twice as deep.  
 
* Add a gap between the channel and the stairs, then construct walls in the gaps. This avoids the aesthetic problem of muddy stairs inside your well. Be careful, your well will need to be twice as deep.  
Line 65: Line 30:
 
  #.OX#
 
  #.OX#
 
  #####
 
  #####
 
 
== Using ponds/pools in areas with heavy rain ==
 
 
Heavy rain means that it rains more in a year than a pool needs to be full, though pools or other existing water sources found on a map do not overflow.  Being in a region with heavy rain has one big advantage - your pools will have more water than they need to be full.  This allows them, over the course of a year, to provide more water than they can hold at any one time.  Note that only naturally occurring tiles that are "murky pools" will collect rain - an identically size excavation next to a murky pool will not.  Expanding a murky pool will allow the water to expand, but rain will only be "collected" in the original murky pool tiles, and any water that is 1/7 deep in the excavated tiles will tend to [[Evaporation|evaporate]] as normal for water.  Aside from rain refilling murky pools, there is no way to actually collect rainwater in DF.
 
 
==Tapping a Brook==
 
 
A [[brook]] can be tapped to supply constant water for a well, if you have one in your area.
 
 
'''WARNING:''' Trying this downstream from a waterfall doesn't seem to work; the [[water pressure]] it produces is too high, you
 
will flood your fortress (unless you use floodgates to control it).
 
 
You'll need to understand the basics of digging, etc., as much is glossed over in this particular guide.
 
 
 
1. Dig out a room similar to the one below. It's easier if it's one [[z-axis|z-level]] above
 
the brook itself but that can be addressed several ways. The room itself could be different,
 
perhaps even just one square of a channel, where the well will be placed. Whatever you prefer.
 
<pre>
 
z-0
 
 
  ###+###
 
  #+++++#
 
  #+++++#
 
  #+++++#
 
  #.....#
 
  #######
 
</pre>
 
OR
 
<pre>
 
  #+#
 
  #.#
 
    ###
 
</pre>
 
 
 
2. Connect your [[channel]] from the room above to the brook as follows. The tunnels can be wider, longer,
 
and can drop a z-level or two if you need to by various methods. You'll need some way for the [[miner]]s to
 
get down here; access from other rooms on that z-level by [[door]], [[staircase]], whatever.
 
 
<pre>
 
z-1
 
 
         
 
        ###########
 
        #+++++++++#
 
        #+#######+#
 
        #+#    #+#
 
        #+#    #+#
 
        #+#    #+#
 
        #+#    #+#
 
        #+#    #+#
 
############################
 
@@@@@@@@@@@@@@@@@@@@@@@@@@@@
 
@@@@@@@@@@@@@@@@@@@@@@@@@@@@
 
@@@@@@@@@@@@@@@@@@@@@@@@@@@@
 
@@@@@@@@@@@@@@@@@@@@@@@@@@@@
 
############################
 
</pre>
 
 
3. Mine the last two wall segments, your miners should easily outrun the water to the safety of a staircase/door. From
 
then on you should have a perpetual water source. It will fill the trench tiles to 7/7 but should not overflow
 
into your fortress proper, as the water is returned to the brook and thus the pressure does not build up.
 
 
 
4. Build a well on one of the channel squares in your original room and cover the others with [[floor grate]]s/[[floor hatch]]es.
 
Or, if you chose the smaller room, build the well, you're done.
 
  
 
{{Water FAQ}}
 
{{Water FAQ}}
 
[[Category:Guides]]
 
[[Category:Guides]]
 
[[Category:Design]]
 
[[Category:Design]]

Revision as of 01:10, 11 November 2009

A well is a vital emergency precaution for any fortress in case the alcohol runs out. It can also save a wounded dorf, as it would be unthinkable for anyone to waste good booze on a useless eater. A well provides a supply of water that doesn't dry up or freeze. Because it isn't stagnant, the dorfs won't wait until they're thirsty and miserable to drink should they need to. It's indoors, so there's no threat from carp, goblins, or animals (however, dorfs will fish in it). You can even use it safely during a siege. Using it provides your dwarves with happy thoughts, especially if you make it with masterwork golden chains and buckets or the like.

The important part about the well is to make sure that you don't create a situation where the water comes up out of it into the fortress, fed by a tunnel to an inexhaustible river far above. Because water does not return up to the level from which it was tapped, but only one level below that, this isn't that large of a risk, but if water drains downward from a large region of "open space" above another level of water, it will move at warp speed and fill up large areas of the fortress in seconds.

You don't need a floodgate for miner access to reservoirs and aqueducts - just build doors, which are water-proof and can be "forbidden" to keep anyone from blundering in and drowning, or randomly abandoning a task during construction and leaving a stone holding the door open (which they love to do). You should use a floodgate somewhere near a water source such as a river or ocean so that you can dry out your tunnels for future projects, and also if feasible near a chasm, bottomless pit, or glowing pit to allow quick drainage. Bear in mind that the game lag produced by water flowing constantly from source to drainage can be as devastating as any flood.

Channels are very handy for moving water, but don't leave open water where it isn't necessary. A dry channel makes a great moat, but a wet channel is a random hazard. If you dorf runs into a rat he can jump in and drown to save himself. Mothers dutifully take their babies with them to the channel, which then jump in and die. Insane dorfs love to jump in and foul the water, though I don't think the other dorfs notice the taste. Instead of digging long wet channels, have a dorf mine out one level down, bring him back out e.g. through a door, then channel the last square to the water source. Up+down stairs or a ramp on the level below can substitute for a channel for moving water, but be warned that any effort to "channel" out these to create empty space for a well means that the dorf goes to the bottom level and gets rid of his means of escape upward. It is best to carve a ramp or two adjoining any open water without hostile inhabitants, such as muddy lakes, for dorfs to escape if they choose to.

To build a well you will need a stone block, a chain (or rope), a bucket and a mechanism. You don't need to plan wells in advance if you have a long water-filled space not under pressure, but it is helpful to do so and dig an extra square of ramp or channel at the bottom of the aqueduct/reservoir so that they won't go dry every time you think up an expansion.

Long aqueducts

As of the current version, water flows very slowly or very fast. If you need to get water from a brook at the edge of the screen, it's never going to make it down that 1-square wide passage you mined out... and more surprisingly, it's not going to make it down a 5-square wide passage either. Not until it's become irrelevant, anyway. The solution is that you need to put the aqueduct below the level of the river or brook, 1 square wide. Channel out a connected area of open space underground at the level of the brook bed, separated from the brook by one square of rock. Make sure you include a lever-controlled floodgate, get your miners out, and channel the edge of the brook. The amount of open space at the level of the brook bed controls how fast the water fills. Then dig wells down into the aqueduct normally.

Aquifers

If you have an aquifer, just channel a 1x1 square in any open stretch of floor above it and build the well. You'll have other construction projects to worry about.

Using ponds/pools

The highest priority for well building is if only "muddy pond" is available in a hot climate. These can dry out within a season or two after starting the game and will never return. Carve out a fairly large space to use as a reservoir and get that water down to an unexposed area. A reservoir can also be a handy precaution when tapping underground rivers with waterfalls or in other cases where you may not really be sure what the water level is.

Heavy rain means that it rains more in a year than a pool needs to be full, though pools or other existing water sources found on a map do not overflow. Being in a region with heavy rain has one big advantage - your pools will have more water than they need to be full. This allows them, over the course of a year, to provide more water than they can hold at any one time. Note that only naturally occurring tiles that are "murky pools" will collect rain - an identically size excavation next to a murky pool will not. Expanding a murky pool will allow the water to expand, but rain will only be "collected" in the original murky pool tiles, and any water that is 1/7 deep in the excavated tiles will tend to evaporate as normal for water. Aside from rain refilling murky pools, there is no way to actually collect rainwater in DF.

Style points

  • Widen the area around the well, and make it a meeting hall. Smoothed or engraved walls and floors will make your dwarves happy. Smoothed and especially constructed floors will guard against tower-cap blockages, if that is a concern. The well has to be in a stone layer, not soil.
  • Add a gap between the channel and the stairs, then construct walls in the gaps. This avoids the aesthetic problem of muddy stairs inside your well. Be careful, your well will need to be twice as deep.
#####
#.OX#
#####