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DF2014 Talk:Ocean
Levels getting initialized?
I'm playing on an Arctic Ocean site without disabling cave-ins, and a layer of about a dozen levels of ice keeps getting wiped every time I retire the fort to play on a different site. I've been trying to channel down to the rock in the ocean floor, but this ice layer keeps erasing my efforts. I mean it works while I'm playing the ocean fort actively, but the moment I retire and (later) unretire, the game turns those levels back into pristine ice, and only those levels, excavations above and below are left mostly alone discounting the usual retire/unretire shenanigans.
...There's a logical explanation for that, right?
Arctic Ocean Screw Pump irrigation
I tried to flood a room under two z-levels of surface ice with water from a screw pump, but the pump just formed a 1-block Ice Wall in front of the output end of the pump, and that was it. And apparently the game does not consider tiles under the ice as underground. As in all the way down to the ocean floor. So if you can somehow keep the water from freezing, it looks like you can farm surface crops in the ice layers.
...Or not? I did manage to flood a room at a low enough z-level where my tunnels filled with water on unretire. The farm plot says I don't have seeds for this location. Probably because aboveground crops don't grow on freezing biomes.
Might work if I could find an area of temperate ocean, maybe?
Arctic ocean zero-point embark
1. Embark close to caravan time. If dwarven, starting on the last two weeks of summer should give you enough time to make a trade before your dwarves die of thirst. Human caravans arrive in summer so if you're playing humans via a mod, adjust to last two weeks of spring, etc. You can control your embark time somewhat by repeatedly retiring and unretiring your site, or by playing a different fort for a while then retiring it in time to start this one. By default, retiring moves the entire world's time by two weeks.
2. Immediately pause the game so you can assign labors, then deconstruct your wagon. Unpause.
3. Build: a butcher, a tanner, and a craftsman's workshop. Make a food stockpile, then slaughter your draft animals.
4. Your dwarves will tan the hides. Once they finish, deconstruct the tanner and butcher, then build a kitchen and a farmer's workshop.
5. Make bone crafts out of ALL the bones, hooves, etc. (and totems out of the skulls) so you have something to trade to the caravan. Make lavish meals out of the meat. Spin the hair into thread. Once the meals are cooked, deconstruct the kitchen and build a leatherworks. Make bags out of the leather.
6. On the last day of summer, deconstruct the three workshops and build a trade depot. You can save at this point if you want to be anal about crafting up to the absolute last minute you can before the caravan arrives. Otherwise, wait for the caravan. Note that you still have time to craft even after the caravan arrives: on your first trade, you can buy a pick and mine ice, or buy a piece of construction material, and then build workshops to continue making trade fodder until the caravan leaves.
7. Once the caravan arrives, have your broker go to the depot, then open the trade screen. If you can't see the prices, close it again without trading. Just doing that gives an unskilled broker the Appraisal skill, so once you open the trade screen again you should see prices.
8. Put EVERYTHING up for trade. Buy a pick, all the brewables you can afford, and at least one barrel (preferably empty and low-quality, since it's more cost-effective to buy brewables instead of booze). Buy all the wood and stone you can, and an egg-layer if there are any in stock. If you can afford an anvil, buy one. Note that traders want around 100% profit (i.e. double the listed price of the item) or they might refuse to trade.
9. Build a still and make booze for your dwarves. You can continue to craft trade fodder. Take care to mark your brewables and booze as uncookable.
10. Tunnel down to water and hollow out a fishing area.
...and proceed as normal.