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Editing 23a:Channel

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{{av}}{{Quality|Fine|10:50, 16 June 2010 (UTC)}}
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{{av}}
  
'''Channels''' are used to direct the flow of fluids (namely, [[water]] and [[magma]]). When fluid enters a channel, from either a [[floodgate]] or a direct connection to a [[river]], it will spread into every adjacent channel around it in all directions.
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'''Channels''' are used to direct the flow of fluids (namely, {{L|water}} and {{L|magma}}). When fluid enters a channel, from either a floodgate or a direct connection to a river, it will spread into every adjacent channel around it in all directions.
 
 
Channels are built using the {{K|b}}-{{K|u}} command and can be resized to up to 10x10 using the {{K|u}}{{K|m}}/{{K|k}}{{K|h}} keys.
 
  
 
Channels can be set to '''ponds''' by using the {{K|q}} key on them while they are not full of water, or get assigned to other channels specifically in the event of overlap. Unless you have a floodgate in place, it is impossible to get water back out of a channel.
 
Channels can be set to '''ponds''' by using the {{K|q}} key on them while they are not full of water, or get assigned to other channels specifically in the event of overlap. Unless you have a floodgate in place, it is impossible to get water back out of a channel.
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While it is possible to divert water from the outside river, it should be noted that this is probably a bug as water should not be able to flow uphill to the mountain.
 
While it is possible to divert water from the outside river, it should be noted that this is probably a bug as water should not be able to flow uphill to the mountain.
  
Bridges cannot be built over channels that have not yet been filled with water. Examining a channel using the 'k' key should reveal multiple "Channel" items in a single square - one is a [[building]], while the other is a terrain tile. To correct this problem, build a small channel adjacent to the first (1x1 is large enough), and cancel it using {{K|t}}-{{K|x}} after a miner has begun to dig it, but before he is finished. This should remove the extraneous "Channel" buildings and permit the construction of bridges.
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Bridges cannot be built over channels that have not yet been filled with water. Examining a channel using the 'k' key should reveal multiple "Channel" items in a single square - one is a {{L|building}}, while the other is a terrain tile. To correct this problem, build a small channel adjacent to the first (1x1 is large enough), and cancel it using {{K|t}}-{{K|x}} after a miner has begun to dig it, but before he is finished. This should remove the extraneous "Channel" buildings and permit the construction of bridges.
  
'''Warning''': Once dug, channels can only be removed by a [[cave-in]]. If a wall tile from a cave-in falls on a channel, that channel tile will be removed.
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'''Warning''': Once dug, channels can only be removed by a {{L|cave-in}}. If a wall tile from a cave-in falls on a channel, that channel tile will be removed.
  
 
==Construction==
 
==Construction==
  
To build a channel, you need a dwarf with the [[mining]] [[labor]]. It is common to create channels to direct water towards the cave entrance, for defense, or further into the mountain, for defense or farming far inside the mountain.
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To build a channel, you need a dwarf with the {{L|mining}} {{L|labor}}. It is common to create channels to direct water towards the cave entrance, for defense, or further into the mountain, for defense or farming far inside the mountain.
  
 
Dwarves will often suspend construction of a channel that looks like this:
 
Dwarves will often suspend construction of a channel that looks like this:
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==Game mechanics==
 
==Game mechanics==
* Once a channel is built, it counts as a [[building]] and can be interacted with using the {{K|q}} command (for example, to designate it as a pond).
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* Once a channel is built, it counts as a {{L|building}} and can be interacted with using the {{K|q}} command (for example, to designate it as a pond).
* Once a channel is filled with [[water]], it ceases to be a building (and can no longer be designated as a pond) and it becomes possible to build [[bridge]]s over it, even if the channel is subsequently drained. This does '''not''' happen when the channel is filled with [[magma]].
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* Once a channel is filled with {{L|water}}, it ceases to be a building (and can no longer be designated as a pond) and it becomes possible to build {{L|bridge}}s over it, even if the channel is subsequently drained. This does '''not''' happen when the channel is filled with {{L|magma}}.
 
* A channel filled with water blocks movement to creatures that do not fly or swim. Channels filled with magma block movement to all creatures that are not immune to fire.
 
* A channel filled with water blocks movement to creatures that do not fly or swim. Channels filled with magma block movement to all creatures that are not immune to fire.
 
* Cave river floods (the natural ones, as opposed to those caused by quality craftsdwarfship and floodgates) treat channels as normal open floor. Channels will not stop natural floods, and natural floods will not cause the channels to fill with water.
 
* Cave river floods (the natural ones, as opposed to those caused by quality craftsdwarfship and floodgates) treat channels as normal open floor. Channels will not stop natural floods, and natural floods will not cause the channels to fill with water.
* An empty channel can be filled by connecting it directly to a river. In this case, the entire length of channel will be filled. If [[magma]] is subsequently introduced into the channel, it will dry up and will ''not'' refill with water once the magma is removed.
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* An empty channel can be filled by connecting it directly to a river. In this case, the entire length of channel will be filled. If {{L|magma}} is subsequently introduced into the channel, it will dry up and will ''not'' refill with water once the magma is removed.
* An empty channel can also be filled by connecting it to a [[floodgate]] that is adjacent to a river. In this case, the entire length of channel will be filled when the floodgate is opened. When the floodgate is closed, the channel will drain.
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* An empty channel can also be filled by connecting it to a floodgate that is adjacent to a river. In this case, the entire length of channel will be filled when the floodgate is opened. When the floodgate is closed, the channel will drain.
* An empty channel can also be filled by an artifical [[flood]]. In this case, the entire length of channel will be filled.  
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* An empty channel can also be filled by an artifical {{L|flood}}. In this case, the entire length of channel will be filled.  
 
* A full channel will not release water into a non-channel square.  
 
* A full channel will not release water into a non-channel square.  
* To get a normal open area flooded, a [[floodgate]] has to link a channel to the open area.  
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* To get a normal open area flooded, a floodgate has to link a channel to the open area.  
 
* Because channels will not release water to normal open areas, you can use a channel to stop artificial floods.
 
* Because channels will not release water to normal open areas, you can use a channel to stop artificial floods.
  
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Once a channel has been filled with water from a river, it can no longer be designated as a pond.
 
Once a channel has been filled with water from a river, it can no longer be designated as a pond.
 
Due to a bug, placing a fish in a pond may cause subsequently-caught [[purring maggot]]s to become unmilkable ({{bug|6116}}). A patch for version 0.23.130.23a which fixes this bug can be found [[Cage#Bugs|here]].
 
 
{{Category|Buildings}}
 

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