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Difference between revisions of "v0.31:Water"

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(→‎Freezing/thawing: cave-in trick ONLY works if you drop it down into a stone layer where it's warm enough - otherwise, it remains just as frozen as it was before)
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{{L|Glacier#Cave-in_some ice_|Caving in an ice wall}} into a stone layer will cause it to instantly melt into water, which can be used to get water near the surface in a {{L|glacier}} biome without having to use a {{L|pump}} stack to pump water up from a {{L|cavern}} pool.
 
{{L|Glacier#Cave-in_some ice_|Caving in an ice wall}} into a stone layer will cause it to instantly melt into water, which can be used to get water near the surface in a {{L|glacier}} biome without having to use a {{L|pump}} stack to pump water up from a {{L|cavern}} pool.
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If you contructed a {{L|well}} or a {{L|Grate|Floor Grate}} right over top of water and it freezes, the items with will be deconstructed to it's original parts, but some may fall into the water.
  
 
==Flow==
 
==Flow==

Revision as of 12:55, 3 June 2011

This article is about an older version of DF.

Water is a fluid found all over the world. It Template:L from mountain springs, forming the world's Template:Ls, Template:Ls, Template:Ls, and Template:Ls. Water falls as Template:L and Template:L, and freezes into Template:L. Water is home to a variety of Template:L. Many creatures can Template:L in deep water. Air-breathing creatures that are submerged in water can Template:L in it. Water comes in two varieties: freshwater, which makes up almost all inland water, and saltwater, which fills the seas. In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous. It is not known if this is a bug. To tell the difference, attempt to set up a drinking zone including some of the water in question. If there are zero tiles of water source available, the water is saltwater.

Mud is a Template:L which is created any time water covers an area. Any tiles that contain mud may be used for Template:L.

Water is displayed with the symbols and ~, sometimes colored different blues, and white, showing ripples. Water can also take on other colors indicating Template:L such as blood, ichor, or goo. (The game can be Template:L to show the depth instead).

Dark-colored water symbols indicate the water is one Template:L below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. Template:L can safely walk through water up to a depth of 4. Dwarves finding themselves in water at a depth of 5 or greater are at risk of drowning unless they are skilled at Template:L.

Interestingly, water can slow falls with deep enough water and short enough falls. If the water is deep enough relative to the height of the fall, dwarfs can be less injured or even completely uninjured (from a 4 level drop to a 3 level deep pool, for example)

Evaporation

Evaporation occurs when water or Template:L is at a depth of 1/7. Simply having 2/7 standing water is enough to prevent evaporation. Water or magma at 1/7 depth will even evaporate if it is on top of 7/7 depth water as shown in the example bellow.

1 1 1
7 7 7

Template:L are an exception. In hot or scorching environments a murky pool can evaporate even when it is completely full. Murky pools also generate water to simulate seasonal accumulation from rainfall. This sometimes makes it possible for a murky pool to replenish itself even when it has been completely drained.

Freezing/Thawing

Any outdoor environment can freeze seasonally. With the updates to weather and seasonal changes many environments get cold enough to freeze in winter. When this happens any water that is exposed above ground will freeze. However water a single tile away that is in an underground tunnel will not freeze. When ice thaws it always leaves a 7/7 water tile regardless of how much water may have been present when the ice formed.

When outdoor water freezes or thaws it does so instantly. Any dwarf Template:L in water when it freezes will die, and any dwarf standing on a frozen pond will fall into it when it thaws, most probably leading to Template:Ling.

Mining ice can produce chunks of ice. Taking these chunks into a stone layer will cause it eventually melt, turning it into a "water" item (much like those hauled in Template:Ls) which can't be used for anything. Bug:360

Template:L into a stone layer will cause it to instantly melt into water, which can be used to get water near the surface in a Template:L biome without having to use a Template:L stack to pump water up from a Template:L pool.

If you contructed a Template:L or a Template:L right over top of water and it freezes, the items with will be deconstructed to it's original parts, but some may fall into the water.

Flow

Water and Template:L are both Template:L which are constantly trying to Template:L into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under Template:L can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source.

If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons or corpses.

Fluids in Dwarf Fortress act like a fairly thick, viscous material. This makes it possible to do highly implausible things like Template:L out a dry hole in the middle of a Template:L or Template:L.

Sourced Water

Water that comes from Template:Ls, Template:Ls, Template:Ls, Template:Ls or springs is considered to be sourced water. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part of the year in colder biomes.

When using sourced water you should strongly consider installing Template:Ls and be aware of how Template:L works or you could easily end up Template:Ling your fortress and having a lot more Template:L than anticipated.

Salt Water

Dwarves can not use salt water until it has been desalinated; while healthy dwarves will usually prefer to drink Template:L, they may resort to drinking water if they are forced to drink the same variety for too long, and wounded dwarves can only be given water to drink.

To check to see if water is salty, use the (i) menu to see if the game shows the pond/pool as a water source. If the "water source (x)" is (0), then the source is salty. If not, then your dwarves will drink it.

A Template:L can be used to desalinate water, but the fresh water produced must be stored in a cistern made entirely out of constructed walls and floors. A smoothed floor does not count and is considered to be natural stone. If the water touches any natural stone or dirt it will instantly revert the entire reservoir back to salt water. Note that you will need a Template:L to access the cistern as a water source. Since the old 40d method of using a Template:L to desalinate water still works in 0.31, building a well over the nearest natural water source is also sufficient. When embarking in a salt water biome, it may be worthwhile to bring along a rope, a bucket, and two stone to ensure that you have the necessary equipment for building a well.

If your embark area contains multiple biomes, you may not have to build a cistern. If an aqueduct carries fresh water to a part of the map that is not a saltwater biome, you can simply keep the water in a hewn reservoir. Furthermore, subterranean lakes may also be non-salinated.

Contaminants

Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.