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{{Quality|Exceptional|01:13, 4 February 2015 (UTC)}}
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{{Skill
 
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* Willpower
 
* Willpower
 
* Spatial Sense
 
* Spatial Sense
* Kinesthetic Sense}}
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* Kinesthetic Sense
'''Swimmer''' is a [[skill]] used by [[creature]]s to move through [[tile]]s containing [[depth|deep]] liquid (primarily [[water]]), and generally avoid drowning. Creatures may have a {{token|GAIT|c}} [[creature token]] that defines their movement [[gait|speed]] while swimming. However, a creature's effective swimming speed can be modified by its Swimmer skill level, up to its maximum gait limit at Legendary skill.
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{{av}}
  
== Drowning ==
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'''Swimmer''' is a skill used by creatures to move through [[tile]]s containing [[depth|deep]] liquid (primarily [[water]]), and generally avoid drowning.  
[[File:octopus_drowning.gif|thumb|245px|right|Octopus man drowning in air.]]
 
[[Dwarves]] with Dabbling (level 1) or no [[experience]] as Swimmers will start drowning immediately upon contact with deep surface [[water]] (i.e. surface water of 7/7 depth). Those of Novice (level 2) experience or greater can be in deep surface water without drowning. Any dwarf will start drowning in 7/7 water if there is more water on levels above them (e.g. at the bottom of a two-level-deep cistern, or the bottom of the ocean). A [[bridge]] (or, presumably, any other building that prevents access to the air above the water) will also cause non-aquatic/amphibious creatures to begin drowning in 7/7 water--this can be useful for disposing of trolls in a [[drowning chamber|drowning]] [[pit trap|pit]].
 
 
A way to delay the drowning of a dwarf (allowing them to survive long enough to become a Novice swimmer) is to drain a tiny amount of water, so that some tiles in the body of water are 6/7. If one of these 6/7 tiles strays over the dwarf, their drowning timer will be reset.
 
  
Any conscious, uninjured, non-stunned dwarf finding themselves in water of depth 4/7 or greater will try to leave, if they can find a path out of around 20 tiles in length or less.[http://www.bay12forums.com/smf/index.php?topic=116764.0]  If they can't find an exit within that distance, they won't move.  This even goes for babies and/or dwarves that cannot walk and are laying prone - they are able to breathe regardless until they learn enough swimming to crawl out.
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Creatures may have a {{token|SWIM_SPEED|c}} [[creature token]] that modifies their movement [[speed]] while swimming. A typical value of 2500 results in the creature moving roughly one third as fast in water as the default speed on land. A creature's effective swimming speed is modified by its Swimmer skill level; a legendary swimmer may be ''faster'' in water than on land.
  
Dabbling swimmers require a [[ramp]] or [[stairs|stairway]] within 20 tiles to have any chance of getting out of deep water.  Fortunately, every natural shallow body of water has ramps.
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== Drowning ==
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Dwarves with dabbling (level 1) or no [[experience]] as Swimmers will start drowning immediately upon contact with deep surface [[water]] (i.e. surface water of 7/7 depth).  Those of novice (level 2) level experience or greater can be in deep surface water without drowningAny dwarf will start drowning in 7/7 water if there is more water on levels above them (e.g. they are at the bottom of a two level deep cistern, or the bottom of the ocean). A [[bridge]] (or presumably any other building that prevents access to the air above the water) will also cause non-aquatic/amphibious creatures to begin drowning in 7/7 water--this can be useful for disposing of trolls in a [[drowning chamber|drowning]] [[pit trap|pit]].  
  
Novice swimmers are able to get out of deep water safely without needing a ramp or stairway, but they will start drowning if [[Status_icons|stunned]]. Once that happens, it can be difficult to get them out, as they lose the ability to exit anywhere and behave just like an untrained or dabbling swimmer. Everyone is stunned by falling into water, rather than entering it calmly, which is what normally happens when they aren't entering it of their [[Carp|own free will]].  Adequate (level 3) swimmers do not panic and start drowning in that situation, even when attacked, so training to this level is highly recommended - higher levels only increase speed while swimmingNote that you can drown in [[magma]] as well, but most creatures tend to melt first.
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Any conscious, uninjured, not stunned dwarf finding themselves in water of depth 4/7 or greater will try to leave if they can find a path out of around 20 tiles in length or less.[http://www.bay12forums.com/smf/index.php?topic=116764.0]  If they can't find an exit within that distance, they won't move.   
  
== Teaching swimming ==
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Dabbling swimmers require a [[ramp]] or [[stairs|stairway]] within 20 tiles to have any chance of getting out of deep water.  Fortunately every natural shallow body of water has ramps.
[[File:swimming_preview.png|thumb|230px|right|Water's level: 7<br>Swimming skill: Novice]]
 
It can be useful to teach swimming to your dwarves, especially your [[military]], to help them survive avoidable death (such as [[dodging]] into a [[murky pool]] or a [[river]]). Dwarves will normally refuse to enter tiles with more than 3/7 water, and a depth of 4/7 (but less than 7/7, lest they drown) is necessary to train the skill, but with a specially designed [[Swimming pool|Swimming pool]] it can easily be done.
 
  
[[Animal person|Animal people]] can't learn swimming due to a bug.{{Bug|9853}} Creatures who are innate swimmers (for example, fish like [[carp]]) do not build up Swimmer skill, as they have no use for it.
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Novice swimmers are able to get out of deep water safely without needing a ramp or stairway, but they will start drowning if [[Status_icons|stunned]]. Once that happens it can be difficult to get them out, as they lose the ability to exit anywhere and behave just like an untrained or dabbling swimmer. Everyone is stunned by falling into water rather than entering it calmly, which is what normally happens when they aren't entering it of their [[Carp|own free will]].
  
== Other Activities ==
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Adequate (level 3) swimmers do not panic and start drowning in that situation, even when attacked, so training to this level is highly recommended. Higher levels only increase speed while swimming.
Dwarves cannot fight while swimming - adults won't initiate most activities, but they may continue what they were doing before being submerged - even sleeping underwater, and gaining swimming experience for it!
 
  
Dwarves trapped in a swimming pool will often try to [[climb]] up a wall to escape the water, which is relatively safe for the climbing dwarf, as the water will cushion their fall - maybe not so for any dwarves that they [[Gravity|land]] on.
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Note that you can drown in [[magma]] as well, but most creatures tend to melt first.
  
== Adventure Mode ==
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== Learning/Teaching swimming ==
In [[adventurer mode]], as a novice swimmer or better, by standing next to a body of water and moving carefully ({{k|alt}}+direction) in the direction of the water (falling 1 or 2 z-levels is not an issue), you can swim about and train your skill. To get out, {{k|alt}}-move against a shoreline and select the option to move above it, or simply move toward the shore if it has ramps. You can also {{k|h}}old onto a (non-smooth) rock wall or tree above the water's edge in order to climb out, even without any skill in [[Climber|climbing]]. It is advisable to train your skill in swimming above novice because getting stunned, winded, or tired will make you flounder and, most likely, die, even if you're just one or two tiles from a ramp. While floundering, there is a small chance to successfully move, so you might get lucky enough to make it out of the water, but don't count on it.
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A dwarf in the water will gain the ability to swim very fast - sadly not fast enough to prevent death from drowning. While water with a depth of 7/7 is deadly for non-swimmers, 6/7 or less will not harm any dwarf. So you can use water from 4/7 to 6/7 safely to teach your little ones how to swim. The speed of learning is independent of the depth, but water with a depth less of than 4/7 is not deep enough to make a dwarf swim, and therefore learn anything.
  
Swimmers can also dive and rise through the [[z-axis]] by pressing {{k|>}} and {{k|<}} respectively. Note that air-breathers will be unable to breathe without air in the tile above them, and without returning to the surface will eventually drown. (Sadly, there's no oxygen meter as of yet, so you'll never know when they're about to expire. Don't linger too long.)
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Training your little ones just requires a place of constantly or temporarily 4-6/7 water. Military orders or making rooms a meeting hall will not entice dwarves into the water, so you may need to prevent them from leaving an area (locked door, etc.) and then fill the area with the required amount of water, or dump them in from above using a [[bridge|retracting bridge]].
  
In adventure mode, water preference can be switched between "when possible" and "necessary"  by pressing {{k|m}}.
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Swimming, since it involves no activity, can be potentially useful to train physically handicapped dwarves, whose conditions might go away or become manageable with an attribute boost to strength, endurance, willpower etc.
  
=== How long can you hold your breath? ===
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A fully automated method to train idlers is to use water flowing over a 1-z drop, with a 1-wide meeting zone at the top of the ledge, and a swimming pool at the bottom. Idlers will go to the meeting zone, be swept over the side into the pool and swim to the ramp, and repeat this for as long as they are idle.  The meeting zone must have a low enough rate of flow that it has unsubmerged tiles, so dwarves voluntarily move into it.  This can be accomplished with tricks like restricting flow through diagonal passages (see [[Pressure]] for details).  Be aware that in recent versions dwarves can now suffer injuries more easily when [[gravity|falling]], so this method can cause serious harm when the dwarves are washed over the edge. Constructing the landing zone out of [[density|lighter]] materials will help prevent serious complications.
The time before you drown, is roughly based on the following formula:
 
  
tbyd = ( (ES+TS) / 34,5 ) + 19,5
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Diagram of the 'fully automated' configuration described above:
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  <font color="blue">....</font> - (pool continues as desired)
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║<font color="blue">≈≈≈≈</font>║  - depth 4-6 swimming pool on Z-1
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║<font color="#33CCFF">+++▲</font>║  - dropoff / entrance ramp from above
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║<font color="#33CCFF"><nowiki>~~~~</nowiki></font>║ - meeting hall, depth 0-3
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╚╗<font color="brown">%</font>╔═╝
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  ║<font color="brown">%</font>║ - screw pump (S->N)
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  ║.║    - limited pump source (e.g. depth ~4-per-tick tile on Z-1)
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  ╚═╝
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Not pictured: exit from the swimming pool, preferably close to the entrance ramp to minimize delays in training.
  
tbyd = ticks before you drown
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===Minecart training===
  
ES = Endurance Score
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With the addition of [[minecart]]s, a safe automated swimming experience can be almost guaranteed. Originally, the design involved hauling dwarves down into a pond and forcing them to swim back out.[http://www.bay12forums.com/smf/index.php?topic=129889.0] However, it was discovered that dwarves gain swimming skill while simply riding in the minecart. A simple loop track which descends 1 z-level into a pool of water then climbs back out will train your dwarves quickly and conveniently. It is advisable to ensure your pond has a uniform depth--fluid [[flow]] can interfere with the minecart, even knocking it off-track. A depth of 4/7 or 5/7 is ideal. Note that water will slow the minecart considerably; you'll want an impulse ramp after roughly 10 tiles of 4/7 water.
  
TS = Toughness Score
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{{diagram|spaces=yes|\
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            z                          z+1
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░░░░░░░░░░░░░░░░░░░░░░░░  ░░░░░░░░░░░░░░░░░░░░░░░░
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░╔══▲══════════▲══════╗░  ░                      ░
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░║░░░░░░░░░░░░░░░░░░░░║░  ░ ░░░░░░░░░░░░░░░░░░░░ ░
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░╚════▲═══▲░░░▲══════▲╝░  ░        ▼╗+╞▼        ░
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░░░░░░░░░░░░░░░░░░░░░░░░  ░░░░░░░░░░░║^░░░░░░░░░░░
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          ░+░                        ░H+░         
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          ░+░                        ░░+░         
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}}
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# Carve the tracks and add impulse ramps (shown) or rollers on level z.
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# Optionally, add [[statue]]s or other buildings along the tracks for your dwarves to [[thought|admire]] (make sure to leave the corner walls intact).
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# Fill the track section on layer z with 4/7 water.
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# Link the pressure plate '^' to the hatch cover 'H' (this is necessary to automatically dispose of [[wear|worn]] clothing that dwarves drop at the end of the ride).
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# Set stop 1 to ride down the ramp to the east immediately/always.
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# Assign a minecart to the route (wooden minecarts are recommended in case of collisions).
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# Dwarves with the "Push/Haul Vehicles" labor enabled will now automatically train swimming.
  
these numbers are based on a dwarf with no other skills and a swimming skill of 0. This may have effect, but isn't tested.
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== Adventure Mode ==
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In [[adventurer mode]], as a novice swimmer or better, by standing next to a body of water and moving carefully ({{k|alt}}+direction) in the direction of the water (falling 1 or 2 z-levels is no longer an issue), you can swim about and train your skill. It is advisable to train it above novice level since getting stunned, winded or tired will make you flounder and die. To get out, alt-move carefully against a shoreline and select the option to move above (or, simply move toward the shore if it has ramps).
  
The scores are based on the following table:
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Swimmers can also dive and rise through the [[z-axis]] by pressing {{k|>}} and {{k|<}} respectively. Note that air-breathers will be unable to breathe without air in the tile above them, and without returning to the surface will eventually drown. (Sadly, there's no oxygen meter as of yet, so you'll never know when they're about to expire. Don't linger too long.)
{| class="wikitable"
 
|-
 
! attribute level !! score
 
|-
 
| very low|| 300
 
|-
 
| low || 750
 
|-
 
| below avarage|| 900
 
|-
 
| avarage|| 1000
 
|-
 
| above avarage|| 1250
 
|-
 
| high || 1500
 
|-
 
| very high|| 2000
 
|-
 
| superior|| 5000
 
|}
 
  
Example: a dwarf with an avarage score of endurance and toughness will have 77 ticks to get out of the water, or drown.
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In adventure mode, water preference can be switched between "when possible" and "necessary"  by pressing {{k|m}}.
  
===Training your party===
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To teach companions to swim, some patience is necessary. Enter a body of water until they follow you inside, then immediately get out. They will flounder around and attempt to get out before they drown, but as long as they make it back on land, they will gain swimming experience. Repeat until they manage to swim without drowning.
To teach companions to swim, some patience is necessary. Enter a body of water until they follow you inside, then immediately get out. They will flounder around and attempt to get out before they drown, but as long as they make it back on land, they will gain swimming experience. Repeat until they manage to swim without drowning. Drowning itself can also be beneficial, as certain attributes, notably toughness and endurance, greatly benefit from the strain caused by the experience. Provided that the experience does not reach its fatal conclusion, the toughness of your band should reach a point where it can only be exceeded by the larger or more powerful supernatural entities.
 
  
If the temperature (press {{k|P}}) is "freezing" or "cold" and close to sundown, the water may freeze while you are swimming, which instantly kills you, and leaves your frozen corpse encased in [[ice]] - a valuable find for archeologists.
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If the temperature (press {{k|P}}) is "freezing" or if it is "cold" and close to sundown, the water may freeze while you are swimming, which instantly kills you and leaves your frozen corpse encased in ice and a valuable find for archeologists.
 
{{Skills}}
 
{{Skills}}

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