AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |
Back to Blog
Fishing dwarf fortress wiki1/5/2024 " Water flow"" also refers to the ability of moving water to power a water wheel. This makes it possible to do otherwise impossible things like pump out a dry hole in the middle of a river. Water in Dwarf Fortress acts like a fairly thick, viscous fluid. Waterfalls will continue falling straight down until hitting either floor or another body of water. Waterfalls occur when water has the opportunity to fall through open space. Exceptions are grates, bars and fortifications which are specifically designed to allow liquids through. These include walls and buildings, plus closed floodgates, doors, hatches. Water can be stopped by most solid tiles. Water above a depth of 1 will tend to flow towards any adjacent tiles, and can move diagonally, the depth will spread out evenly so a tile of 7/7 water will become seven 1/7 tiles, or if there are only two it can expand to it will become two 2/7 and a third 3/7 though the 3/7 will move around. Underground, pools of water that are 2/7 or deeper will never evaporate. On such maps (or if you suspect it), a cistern should be one of your very early priorities. On hot or very warm maps, murky pools can quickly go dry from the heat, leaving dwarves with no source of drinking water in case of injury. On any map, any body of water with a depth 1/7, or mostly 2/7 but with at least one 1/7 tile will (eventually) dry up. It's important to know that water can evaporate, disappearing forever. They are passable to creatures, and objects do not fall into them. The tiles above brooks are treated as floor tiles. At a depth of 7/7, a creature which cannot swim will begin to drown. At 4 they can choose to walk or swim, any deeper and they must swim to pass through the tile. Dwarves and other humanoids can walk through water up to depth 4. Water has 7 depth levels per tile, with 1 being perhaps ankle-deep, and 7 filling the tile completely. Dark-colored water symbols indicate the water is one Z-level below the camera level. (The game can be configured to show the depth instead). Water is displayed with the symbols ≈ and ~, sometimes colored different blues, white, brown, or red to show ripples, mud (in the case of a brook), blood and flow. Soil and stone becomes damp or muddy, which can be used for farming, and produces tower-caps at a higher rate. When water comes into contact with creatures and objects, they become wet. This problem can also be avoided by building wells. Water must be flowing to avoid being/becoming stagnant or murky. This may cause dwarves to have unhappy thoughts if they drink from it, making them "complain about the nasty water". In addition, water can be stagnant or murky, both of which are sub-standard drinking sources. Injured dwarves will only drink freshwater, though normally dwarves prefer their booze. If dwarves do not drink they will become dehydrated(thirsty) and if they do not quench that thirst then they will eventually die. Water comes in two varieties: freshwater, which makes up almost all inland water, and saltwater, which fills the seas these are home to different aquatic creatures. Most creatures can swim in deep water, and like all fluids, air-breathing creatures can drown in it. Water falls as rain and snow, and freezes into ice. It flows from mountain springs, forming the world's oceans, lakes, rivers, and brooks. Water is a fluid found all over the world.
0 Comments
Read More
Leave a Reply. |