v50 Steam/Premium information for editors
  • 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.
This notice may be cached—the current version can be found here.

Editing Aquifer

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Quality|Superior}}
+
{{Quality|Masterwork|15:04, 18 May 2015 (UTC)}}
 
{{av}}
 
{{av}}
[[File:aquifier_preview.png|thumb|300px|right|"This is what the in-game prompts were warning us about!"<br><small>''Photographed by Michael Behrens''</small>]]
+
[[File:aqua_varied.png|thumb|right|158px|Area with a varied aquifer.]]An '''aquifer''' is a subterranean layer of [[water|groundwater]]-bearing rock or [[soil]]. As of {{version|0.47.01}}, there are two types of aquifers: '''light aquifer''' and '''heavy aquifer''', with light aquifers being by far the most common. Prior to this, all aquifers behaved as the "heavy" type.
  
An '''aquifer''' is a subterranean [[Stone layers|body of rock]] that holds groundwater. Once exposed it will start leaking [[water]], which can lead to a lot of [[Fun]] [[flood]]ing if left unmanaged.  
+
Aquifers are tiles which produce water in their ''neighboring'' tiles -- north, south, east, west, and below. They do not produce water in the tile above them, nor in any diagonally-adjacent tiles.
 +
Aquifers cannot be drained; the groundwater is limitless, with even a single isolated tile leaking water forever. However, [[smoothing|smoothed]], mined, carved staircase, or channeled aquifer tiles no longer produce water.  
  
Aquifer tiles produce water in any ''neighboring'' open tiles – '''north, south, east, west,''' and '''below'''. The amount of water an aquifer produces depends on what type it is. '''Heavy aquifers''' are faster to produce water and much harder to manage compared to '''light aquifers'''. Aquifers cannot be drained; the groundwater is limitless, with even a single isolated tile leaking water forever. However, [[smoothing|smoothed]], mined, carved staircase, or channeled aquifer tiles no longer produce water. Aquifers located in [[ocean]] [[biome]]s will produce salty water; aquifers in other biomes will produce freshwater. The frequency of aquifers differs between embark locations.
+
Aquifers located in [[ocean]] [[biome]]s will produce salty water; aquifers in other biomes will produce freshwater. The frequency of aquifers differs between embark locations.
  
If you are digging an up/down staircase in the downward direction and you hit an aquifer, the aquifer tile will be revealed as [[damp stone|damp soil]] or stone and the digging job will be un-designated for that tile. If you are mining horizontally, you will similarly be warned of "damp stone" before breaching the aquifer. If you are digging an up/down staircase in the ''upward'' direction, or a ramp, and you hit an aquifer from below, the aquifer tile will immediately start producing water in the stairwell.
+
If you are digging an up/down staircase in the downward direction and you hit an aquifer, the aquifer tile will be revealed as damp soil or stone and the digging job will be un-designated for that tile. If you are mining horizontally, you will similarly be warned of a "damp stone" before breaching the aquifer. If you are digging an up/down staircase in the ''upward'' direction, or a ramp, and you hit an aquifer from below, the aquifer tile will immediately start producing water in the stairwell. In the case of heavy aquifers, this can lead to a lot of [[Fun]].
  
 
== Types of aquifers ==
 
== Types of aquifers ==
[[File:aqua_varied.png|thumb|150px|Embark screen: Area with a varied aquifer.]]
 
 
The type of aquifers contained within the [[embark]] location can be reviewed in the [[embark screen]]. In addition to the heavy and light types of aquifer, DF can also display "Varied aquifer" if both types are present within the embark rectangle (also note that the biomes of neighboring tiles can "spill over" into a tile, resulting in different, unannounced aquifers in those parts).
 
 
 
=== Light aquifers ===
 
=== Light aquifers ===
 
Light aquifers are by far the most common (being ~19 out of every 20 aquifers), and produce water at a greatly diminished rate. As a result, they can easily be penetrated with minimal effort by digging out one level at a time and walling it off reasonably quickly. Light aquifers can be very useful for low-water applications such as slowly filling a cistern for wells, or feeding an atmospheric waterfall.
 
Light aquifers are by far the most common (being ~19 out of every 20 aquifers), and produce water at a greatly diminished rate. As a result, they can easily be penetrated with minimal effort by digging out one level at a time and walling it off reasonably quickly. Light aquifers can be very useful for low-water applications such as slowly filling a cistern for wells, or feeding an atmospheric waterfall.
  
An open tile will receive water from a light aquifer only if it is directly '''north of, south of, east of, west of, or below''' a tile of the aquifer (not in the tile '''above''' them, nor in any diagonally-adjacent tiles).  
+
An open tile will receive light-aquifer water if it's directly north, south, east, west, or below a light aquifer tile. There's no diagonal transmission.
The amount of water that the open tile receives is random, on average four per month, possibly reaching as low as two or as high as six. The same amount of water is received regardless of the number of adjacent aquifer tiles.
+
 
 +
The amount of water that the open tile receives is random. On average, an open tile will receive four units of light-aquifer water per month, but that number can go as low as two, or as high as six.
  
Since water will leak into tiles '''below''' an aquifer, you must dig out and wall off or smooth the same tiles in every single damp Z-level you wish to utilize, or else find all lower z-levels flooded by an alarming downpour coming from a seemingly unknown source, that being the unmined or unsmoothed aquifer tiles above. It will seem as though the floor is leaking water, but it is actually coming through the ceiling. There is no need to smooth or construct floors, only solid tiles can leak water. However, if what you're trying to do is dig out a cistern, the most efficient way is to simply dig a large area out from directly under an aquifer layer, since every single tile will fill with water at a steady rate until it reaches 7/7. You'll know you're digging in the right level to make a cistern when every single tile you're trying to dig out is damp stone, but the layer below is dry.
+
If an open tile is adjacent to a single light-aquifer tile, then it receives just as much water as an open tile surrounded by light-aquifer tiles. One is all you need.
  
If you wish to excavate a large area within a light aquifer without painstakingly and continually walling it off, dig regular drains to an open area in a non-aquifer layer where the water can evaporate more quickly than it arrives. It will need to be much larger than the area of the aquifer dug out, however.
+
Water at level 1/7 does not evaporate on a floor of what had been a light aquifer tile. If you wish to excavate a large area within a light aquifer without painstakingly and continually walling it off, dig regular drains to an open area in a non-aquifer layer where the water can evaporate more quickly than it arrives.
  
 
Unlike heavy aquifers, light aquifer tiles do not drain away water.
 
Unlike heavy aquifers, light aquifer tiles do not drain away water.
  
Although digging through light aquifer tiles is not very dangerous, your dwarves will continuously cancel designations with the "damp stone" warning with each new tile uncovered. The player must therefore repeatedly re-designate light aquifer squares to get the dwarves to mine it, making it a tedious affair. There is no way to turn off this automatic cancellation without using external tools such as [[DFHack]]. Alternately, once all desired tiles are revealed from above and designated for mining, when the "damp stone" alert pauses the mining activity, simply unpause for each alert (note that the unrevealed parts of designations will still be cancelled).
+
Although digging through light aquifer tiles is not very dangerous, your dwarves will continuously cancel designations with the "damp stone" warning with each new tile uncovered. The player must therefore repeatedly re-designate light aquifer squares to get the dwarves to mine it, making it a tedious affair. There is no way to turn off this automatic cancellation without using external tools such as [[DFHack]]. Alternately, once all desired tiles are designated for mining, when the "damp stone" alert pauses the mining activity, simply unpause for each alert.
  
 
=== Heavy aquifers ===
 
=== Heavy aquifers ===
Line 34: Line 32:
  
 
Empirically, heavy aquifers gain approximately 1/7 water every 14 ticks, though production has been observed to vary from 2-28 ticks. This rate does not appear to change significantly based on the number of adjacent aquifer tiles.
 
Empirically, heavy aquifers gain approximately 1/7 water every 14 ticks, though production has been observed to vary from 2-28 ticks. This rate does not appear to change significantly based on the number of adjacent aquifer tiles.
 +
 +
=== Varied aquifers ===
 +
In addition to the heavy and light types of aquifer, DF can also display "Varied aquifer" on the pre-embark screen, which means there are some tiles with light and some tiles with heavy aquifers in the embark rectangle (also note that the biomes of neighboring tiles can "spill over" into a tile, resulting in different, unannounced, aquifers in those parts).
  
 
== Where they are found ==
 
== Where they are found ==
  
Aquifers appear based on the elevation of the terrain. Low elevations - particularly those near rivers and oceans - are more prone to having an aquifer present, while locations closer to mountains are much less likely, but still possible. Depending on the [[embark]] location's biomes, you may deploy to an area containing no aquifers, or up to several aquifers throughout your map.
+
Aquifers appear based on the elevation of the terrain. Low elevations - particularly those near rivers and oceans - are more prone to having an aquifer present, while locations closer to mountains are much less likely, but still possible.
  
 
Layers which '''can''' contain aquifers:
 
Layers which '''can''' contain aquifers:
{{columns-list|colwidth=20em|
 
 
*[[sandy clay loam]]
 
*[[sandy clay loam]]
 
*[[silty clay loam]]
 
*[[silty clay loam]]
Line 60: Line 60:
 
*[[conglomerate]]
 
*[[conglomerate]]
 
*[[puddingstone]]
 
*[[puddingstone]]
}}
+
<!-- Note: only layers with the [AQUIFER] token can support aquifers. Other layers can appear directly below an aquifer and will blink "damp", but they are not actually part of the aquifer, but digging into them will still cause water to come from above. Please check the raws for the [AQUIFER] token before adding to this list. -->
<!-- Note: only layers with the [AQUIFER] token can support aquifers. Other layers can appear directly below an aquifer and will blink "damp", but they are not actually part of the aquifer - digging into them will still cause water to come from above. Please check the raws for the [AQUIFER] token before adding to this list. -->
 
  
 
Layers which '''cannot''' contain aquifers, despite their names suggesting otherwise:
 
Layers which '''cannot''' contain aquifers, despite their names suggesting otherwise:
{{columns-list|colwidth=20em|
 
 
*[[clay]]
 
*[[clay]]
 
*[[silty clay]]
 
*[[silty clay]]
Line 71: Line 69:
 
*[[siltstone]]
 
*[[siltstone]]
 
*[[mudstone]]
 
*[[mudstone]]
*[[claystone]]
 
}}
 
  
 
== Working in aquifers ==
 
== Working in aquifers ==
Line 78: Line 74:
  
 
*Water on the tile where a worker is standing will cause job cancellations if it gets too high. A construction job (e.g. wall building) will be suspended by 2/7 depth, but a mining job will only be stopped by 4/7 depth of water.
 
*Water on the tile where a worker is standing will cause job cancellations if it gets too high. A construction job (e.g. wall building) will be suspended by 2/7 depth, but a mining job will only be stopped by 4/7 depth of water.
* Flowing water will cause parents to drop their infants, leading to job cancellations, and occasionally [[fun]].
+
* Flowing water will cause parents to drop their infants, leading to job cancellations and occasionally [[fun]].
 
* Aquifers do not create water in diagonal tiles, but do create water in open tiles directly below them. Therefore, you will want to dig two z-levels below the lowest aquifer layer before continuing with your fortress.
 
* Aquifers do not create water in diagonal tiles, but do create water in open tiles directly below them. Therefore, you will want to dig two z-levels below the lowest aquifer layer before continuing with your fortress.
  
Line 185: Line 181:
  
 
===The modding method===
 
===The modding method===
{{Mod}}
 
 
By editing the raws and removing the [AQUIFER] tag from all of the appropriate entries in inorganic_stone_layer.txt, inorganic_stone_mineral.txt, and inorganic_stone_soil.txt it is possible to remove all aquifers from the world.  This can be done before creating a new world or after, if you find a particularly neat location ruined only by the presence of an aquifer. In order to modify an existing world, you must delete the [AQUIFER] tag from the raws in the savegame's folder.
 
By editing the raws and removing the [AQUIFER] tag from all of the appropriate entries in inorganic_stone_layer.txt, inorganic_stone_mineral.txt, and inorganic_stone_soil.txt it is possible to remove all aquifers from the world.  This can be done before creating a new world or after, if you find a particularly neat location ruined only by the presence of an aquifer. In order to modify an existing world, you must delete the [AQUIFER] tag from the raws in the savegame's folder.
  
==== With Lazy Newb Pack====
+
==== With PyLNP ====
Using the [[Utility:Lazy Newb Pack|Lazy Newb Pack]] you can disable aquifers in the options tab before generating a new world.  This works similarly to the command-line method below, but is usually a lot easier.
+
Disable aquifers in the options tab before generating a new world.  This works similarly to the command-line method below, but is usually a lot easier.
  
 
==== With DFHack ====
 
==== With DFHack ====
The [[Utility:DFHack|DFHack]] command <code>light-aquifers-only</code> changes all heavy aquifers to light aquifers. If you prefer not having to deal with aquifers at all, the DFHack command <code>drain-aquifer</code> removes the aquifer flag from all tiles in your current embark without requiring raw edits.   
+
The DFHack command "light-aquifers-only" changes all heavy aquifers to light aquifers.
 +
 
 +
If you prefer not having to deal with aquifers at all, the DFHack command "drain-aquifer" removes the aquifer flag from all tiles in your current embark without requiring raw edits.   
 +
 
 +
If you have DFHack, this is the best method.
  
 
===== With DFHack's tiletypes command =====
 
===== With DFHack's tiletypes command =====
Line 233: Line 232:
  
 
For every new world you make:
 
For every new world you make:
     “THE FOLDER DF IS INSTALLED IN”\data\vanilla\vanilla_materials\objects
+
     “THE FOLDER DF IS INSTALLED IN”/raw/objects
  
 
For worlds that have already been made:
 
For worlds that have already been made:
Line 256: Line 255:
 
Aquifers can be useful for building a self-sufficient fortress, and are often indispensable for water-related [[megaprojects]] in maps without a river.
 
Aquifers can be useful for building a self-sufficient fortress, and are often indispensable for water-related [[megaprojects]] in maps without a river.
  
Aquifers outside [[ocean]] biomes also contain fresh water. Since aquifers are almost always located close to the surface, freshwater aquifers can easily be turned into a source of infinite, secure, non-freezing drinking water for your dwarves, eliminating the need for a [[Reservoir|cistern]]. While both of these roles can also be filled by [[Caverns|cavern]] features, an aquifer allows you to get the same advantages without exposing yourself to potentially <s>dangerous</s> Fun cavern creatures.
+
Aquifers outside [[ocean]] biomes also contain fresh water. Since aquifers are almost always located close to the surface, freshwater aquifers can easily be turned into a source of infinite, secure, non-freezing drinking water for your dwarves, eliminating the need for a [[Reservoir|cistern]]. While both of these roles can also be filled by [[Caverns|cavern]] features, an aquifer allows you to get the same advantages without exposing yourself to potentially ~~dangerous~~ Fun cavern creatures.
  
 
=== A benefit of heavy aquifers? ===
 
=== A benefit of heavy aquifers? ===
Although annoying, heavy aquifers can absorb an infinite amount of water, meaning they can function as a drain for anything above them. For instance, digging a pit in a lower Z-level of the aquifer, then connecting it to a breached aquifer a level above, through a channel dug a level above that, will create a permanently flowing, compact, secure water/power source completely contained within the fortress.
+
Although annoying, heavy aquifers can absorb an infinite amount of water, meaning they can function as a drain for anything above them. For instance, digging a pit in a lower Z level of the aquifer, then connecting it to a breached aquifer a level above through a channel dug a level above that will create a permanently flowing, compact, secure water/power source completely contained within the fortress.
  
 
== Technical implementation of the aquifer version split ==
 
== Technical implementation of the aquifer version split ==
Line 265: Line 264:
 
The aquifer split introduced in 0.47.01 uses the crude but effective random-appearing method of making all aquifers light unless the Drainage modulo 20 equals 7.
 
The aquifer split introduced in 0.47.01 uses the crude but effective random-appearing method of making all aquifers light unless the Drainage modulo 20 equals 7.
  
== Notes & Bugs ==
+
== Bugs ==
* As of {{version|0.47.01}}, there are two types of aquifers: '''light aquifer''' and '''heavy aquifer''', with light aquifers being by far the most common. Prior to this, all aquifers behaved as the "heavy" type.
+
Some light aquifers may not appear on the embark screen.{{bug|11358}}
* Aquifers south/west of the NW-SE diagonal in the local embark map are not displayed on the embark screen (but they're still present). {{bug|11358}}
 
  
 
== External links ==
 
== External links ==

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 1 hidden category: