- 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.
v0.31:Swimmer
Association | ||
---|---|---|
Profession | None | |
Job Title | Peasant | |
Labor | None | |
Tasks | ||
| ||
Workshop | ||
None
| ||
Attributes | ||
|
This article is about an older version of DF. |
Drowning
Swimmers can move in Template:L without drowning.
Template:L or untrained swimmers will start drowning immediately upon contact with water, and require a Template:L or Template:L to get out. If neither are accessible, they're done for. Unfortunately outdoors natural pools and ponds do not have ramp edges. One can channel a safety ramp into each pond however.
A novice swimmer is able to safely get out of water without needing a ramp or stairway, but they will start drowning if Template:L, and once that happens it can be difficult to get them out, as they lose the ability to exit anywhere and behave just like an untrained or dabbling swimmer. Namely, they start drowning. Everyone is stunned by falling into water rather than entering it calmly, which is what normally happens when they aren't entering it of their Template:L.
Adequate swimmers do not panic and start drowning like novices do in that sort of situation, even when attacked, so training to this level is highly recommended. Higher levels only increase the speed when swimming with a legendary swimmer being almost as fast as he would be while running.
Learning/Teaching swimming
A dwarf in the water will gain the ability to swim very fast - sadly not fast enough to prevent dying from drowning. While water with a depth of 7/7 is deadly for non-swimmers, less than it will not harm any dwarf. So you can use water from 4/7 to 6/7 safely to teach your little ones how to swim. The speed of learning is independent from the depth, but water with a depth less of than 4/7 is not deep enough to make a dwarf swim and so to learn.
Training your little ones just requires a place of constantly or temporarily 4-6/7 water. Military orders or making rooms a meeting hall will not entice dwarves in to the water, so you may need to prevent them from leaving an area (locked door etc) and then fill the area with the required amount of water, or dump them in from the above z-level using a draw bridge.
Adventure Mode
In Template:L, as a novice swimmer, by moving carefully (alt+direction) into open space above water and selecting the option to move below (such as West/Below), then you can swim about without getting stunned and starting to drown. To get out, alt-move carefully against a shoreline and select the option to move above.
Swimmers can also dive and rise through the Template:L by pressing > and < respectively. Note that air-breathers will be unable to breathe without air in the tile above them, and without returning to the surface will eventually drown. (Sadly, there's no oxygen meter as of yet, so you'll never know when they're about to expire. Don't linger too long.)
In adventure mode, water preference can be switched between "when possible" and "necessary" by pressing m.
If the temperature (press P) is "freezing" or if it is "cold" and close to sundown, the water may freeze while you are swimming, which encases you in ice and leaves your frozen corpse as a valuable find for archeologists.
Miner | |||||||
---|---|---|---|---|---|---|---|
Woodworker | |||||||
Stoneworker | |||||||
Ranger | |||||||
Doctor | |||||||
Farmer | |||||||
Fishery worker | |||||||
Metalsmith | |||||||
Jeweler | |||||||
Craftsdwarf |
Bone carver · Clothier · Glassmaker · Glazer · Leatherworker · Potter · Stone crafter · Strand extractor · Wax worker · Weaver · Wood crafter | ||||||
Engineer | |||||||
Administrator | |||||||
Military |
| ||||||
Social |
| ||||||
Other/Peasant | |||||||
Unused |
Balance · Coordination · Discipline · Druid · Military tactics · Poet · Reader · Speaker · Tracker · Wordsmith · Writer |