![]() A biome that never dips below this temperature will make obtaining ice next to impossible, and a biome that never rises above this temperature will require underground storage, magma, or an alternative heating method to obtain liquid water.Īlthough it is most commonly known as the freezing point of water, 10000 °U is also the freezing points of standard blood, ichor, goo, slime, pus, milk, egg white, and egg yolk. Below this point, water freezes into ice, and above this point, ice will melt into water. The freezing point of water, 10000 °U, is an important, if not the most important, temperature in Dwarf Fortress. If you constructed a well or a floor grate right over the top of some water and it freezes, the item will be deconstructed to its original parts, but some may fall into the water.įloor constructed from rock salt freezes water at least 4/7 underground (need moar experiments, possibly infinite water source) Freezing point BUG #360Ĭaving in an ice wall into a stone layer will cause it to instantly melt into water (provided it does not become exposed to the outdoors), which can be used to get water near the surface in a glacier biome without having to use a pump stack to pump water up from a cavern pool. Taking these chunks into a stone layer will cause them to eventually melt, turning them into "water" items (much like those hauled in buckets) which can't be used for anything. most likely leading to drowning if the dwarf is not an experienced swimmer. When outdoor water freezes or thaws it does so instantly, therefore, any dwarf swimming in water when it freezes will die, or standing on a frozen pond when it thaws, will fall into it. When ice walls thaw, they always leave a 7/7 water tile regardless of how much water may have been present when the ice formed. However, water a single tile away that is in an underground tunnel will not freeze. When this happens, any water that is Above Ground will freeze into ice. Many environments get cold enough for water to freeze in winter. Water or magma at 1/7 depth will not evaporate if it is on top of 7/7 depth liquid. Such evaporation can be prevented by flooring over water tiles to make them Inside. This is generally accompanied by the grass drying out and turning yellow. A single 1/7 water tile will evaporate faster than a large recently flooded area or a 1/7 water tile by a river, for example.Īt high temperatures (usually found in scorching climates) water can evaporate at greater depths, even 7/7. The exact rate of evaporation is unknown, but it is affected by temperature and surrounding liquids. In the normal underground temperature of 10015 °U, evaporation occurs when water or magma is at a depth of 1/7. Objects made of wood, including logs, do not float in water, but act like all other objects and sink to the bottom. If the water is deep enough relative to the height of the fall, dwarves can be less injured, or even completely uninjured (from a 4-level drop to a 3-level deep pool, for example) Interestingly, water can slow falls - that is, with deep enough water and short enough falls. At depth 7, any dwarf that does not have sufficient Swimming skill will drown. Dwarves can safely walk through water up to a depth of 3 - at depth 4 or higher, they will cancel jobs due to "Dangerous terrain" and begin to gain swimming experience. Water has 7 depth levels per tile, with 1 being the equivalent of a shallow puddle, and 7 filling the tile completely. Water can also take on other colors indicating contaminants such as blood, ichor, or goo. ![]() Setting in d_init.txt will cause water to display using a depth indicator of 1 through 7 instead. By default it is displayed with the symbols ≈ and ~, sometimes colored different blues, and white, showing ripples, and flow. Water can be displayed in two ways, depending on the settings in d_init.txt.
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