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 40d:Channel

Jump to navigation Jump to search

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

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

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:
 
{{av}}{{Quality|Exceptional|10:49, 16 June 2010 (UTC)}}
 
{{av}}{{Quality|Exceptional|10:49, 16 June 2010 (UTC)}}
A '''channel''' is a hole dug in the ground or wall which will mine out the [[z-level]] below too. You can use long channels to act as [[moat]]s, to move liquids such as [[water]] and [[magma]] from one point to another, and other creative purposes. With this option it is possible to either select floor tiles or 'full' tiles. When channeled out, the floor (as well as a wall if it exists) on your layer will be removed and the tile on the layer below will be [[mine]]d out. Creating a channel could be described as "strip mining".
+
A '''channel''' is a hole dug in the ground or wall which will mine out the {{L|z-level}} below too. You can use long channels to act as {{L|moat}}s, to move liquids such as {{L|water}} and {{L|magma}} from one point to another, and other creative purposes. With this option it is possible to either select floor tiles or 'full' tiles. When channeled out, the floor (as well as a wall if it exists) on your layer will be removed and the tile on the layer below will be {{L|mine}}d out. Creating a channel could be described as "strip mining".
  
 
In layman's terms: mining an area will carve out a tunnel in the rock to crawl through, whereas channelling an area will also remove the bottom of that tunnel and make a second tunnel one level below, creating a [http://en.wikipedia.org/wiki/Trench Trench] of sorts.
 
In layman's terms: mining an area will carve out a tunnel in the rock to crawl through, whereas channelling an area will also remove the bottom of that tunnel and make a second tunnel one level below, creating a [http://en.wikipedia.org/wiki/Trench Trench] of sorts.
  
Because it has the potential of removing two layers of wall and one of floor, channeling has the potential to be the fastest mining method. However, be careful to ensure that multiple [[miner]]s working in the same area do not cause each other to become stranded.
+
Because it has the potential of removing two layers of wall and one of floor, channeling has the potential to be the fastest mining method. However, be careful to ensure that multiple {{L|miner}}s working in the same area do not cause each other to become stranded.
  
 
==Creating channels==
 
==Creating channels==
  
Open the {{k|d}}esignation menu and select c{{k|h}}annel. Mark out the area you want to create as a channel - be careful to check the z-level below too! When building channels diagonally, a single line is enough - water, like [[creature]]s, moves in all 8 directions (+ z-axis).
+
Open the {{k|d}}esignation menu and select c{{k|h}}annel. Mark out the area you want to create as a channel - be careful to check the z-level below too! When building channels diagonally, a single line is enough - water, like {{L|creature}}s, moves in all 8 directions (+ z-axis).
  
The channel designation can be used to dig upwards. If a square is designated to be channeled and the z-level below has either a ramp or upward stair the miner will stand on that and remove the roof. In the same manner, designating channels over existing downward [[stairs]] will make the dwarves remove the staircase.
+
The channel designation can be used to dig upwards. If a square is designated to be channeled and the z-level below has either a ramp or upward stair the miner will stand on that and remove the roof. In the same manner, designating channels over existing downward {{L|stairs}} will make the dwarves remove the staircase.
  
Designating a channel on the level underneath an existing channel is the way to dig deep pits or [[well]] shafts.  Designating an adjacent up/down staircase is the easiest way to give access to the [[miner]] who will dig the shaft.
+
Designating a channel on the level underneath an existing channel is the way to dig deep pits or {{L|well}} shafts.  Designating an adjacent up/down staircase is the easiest way to give access to the {{L|miner}} who will dig the shaft.
  
 
To swiftly channel out large areas multiple Z-levels deep, the fastest way is to designate it level by level as ramps from top to down. After it finished you'll need to remove leftover ramps at the bottom with '''remove stairs/ramps''' designation. You may consider leaving a single column of stairs leading back to the surface, removing it the once you're done, to aid miner access; in any case, this method requires that you give your miners a way out of the bottom level once they've finished.
 
To swiftly channel out large areas multiple Z-levels deep, the fastest way is to designate it level by level as ramps from top to down. After it finished you'll need to remove leftover ramps at the bottom with '''remove stairs/ramps''' designation. You may consider leaving a single column of stairs leading back to the surface, removing it the once you're done, to aid miner access; in any case, this method requires that you give your miners a way out of the bottom level once they've finished.
  
If the area you wish to channel is many Z-levels deep, it can be more efficient to build a [[construction]] shaped like the hole you would like to create on top of a support at the highest level. If the [[support]] is linked to a [[lever]], and the lever is pulled, the constructions will fall through every floor until hitting solid material. Be sure to keep dwarves and valuable items clear of the falling debris.
+
If the area you wish to channel is many Z-levels deep, it can be more efficient to build a {{L|construction}} shaped like the hole you would like to create on top of a support at the highest level. If the {{L|support}} is linked to a {{L|lever}}, and the lever is pulled, the constructions will fall through every floor until hitting solid material. Be sure to keep dwarves and valuable items clear of the falling debris.
  
Dwarves simply *love* to stand on the wrong side of the channels and dig themselves onto isolated islets. To avoid this, find the longest bisector of the tunnel, channel along it, and then continue expanding by adding one line at a time to each side of the initial trench. They appear to want to stand to the left of the channel being dug, if possible. Consider this if [[cave-in|collapsing]] the floor.
+
Dwarves simply *love* to stand on the wrong side of the channels and dig themselves onto isolated islets. To avoid this, find the longest bisector of the tunnel, channel along it, and then continue expanding by adding one line at a time to each side of the initial trench. They appear to want to stand to the left of the channel being dug, if possible. Consider this if {{L|cave-in|collapsing}} the floor.
  
 
==Using channels==
 
==Using channels==
  
Creatures cannot pass over open channels but you can build [[floor]]s, [[bridge]]s, [[hatch cover]]s, or place floor [[grate]]s on top of channels. Grates will allow fluids to pass through.
+
Creatures cannot pass over open channels but you can build {{L|floor}}s, {{L|bridge}}s, {{L|hatch cover}}s, or place floor {{L|grate}}s on top of channels. Grates will allow fluids to pass through.
  
To move liquids simply connect one end of the channel to the liquid source, and the other to your desired destination. You will probably want to leave digging through the last square prior to the liquid until all your [[floodgate]]s etc. are finished. An unexpected [[flood]] can set your [[fortress]] back several [[season]]s.
+
To move liquids simply connect one end of the channel to the liquid source, and the other to your desired destination. You will probably want to leave digging through the last square prior to the liquid until all your {{L|floodgate}}s etc. are finished. An unexpected {{L|flood}} can set your {{L|fortress}} back several {{L|season}}s.
  
Be careful when tapping into a [[aquifer|reservoir]], such as the bottom of a [[lake]], since the [[pressure]] head will cause the water to overtop the sides of the channel. Magma will not do this.
+
Be careful when tapping into a {{L|aquifer|reservoir}}, such as the bottom of a {{L|lake}}, since the {{L|pressure}} head will cause the water to overtop the sides of the channel. Magma will not do this.
  
 
{{Water FAQ}}
 
{{Water FAQ}}
 
{{Magma FAQ}}
 
{{Magma FAQ}}
 
{{category|designations}}
 
{{category|designations}}

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: