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 Weather

Jump to navigation Jump to search

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

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

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:
{{migrated article}}
+
{{Quality|Masterwork|23:04, 19 November 2019 (UTC)}}
{{Quality|Masterwork}}
 
 
{{av}}
 
{{av}}
[[File:moon_preview_anim.gif|right]]'''Weather''' refers to any type of weather effect in ''Dwarf Fortress''. It includes snow, rain, and special features in evil surroundings. Additionally, one can observe clouds, fog/mist and the stars in adventure mode, however, they have no gameplay impact in fortress mode.
+
[[File:weather.jpg|thumb|Today's Forecast: 30% chance of eventual [[water]] appearing somewhere.]]
 +
 
 +
'''Weather''' refers to any type of weather effect in DF. It includes snow, rain, and special features in evil surroundings. Additionally one can observe clouds, fog/mist and the stars in adventure mode, however, they have no gameplay impact in fortress mode.
  
 
Weather conditions and event text seem to depend on the embark location in the world, biome and [[climate]]. For example, some winters can see extremely low temperatures with large amounts of snowfall, whilst summers may be scorchers.
 
Weather conditions and event text seem to depend on the embark location in the world, biome and [[climate]]. For example, some winters can see extremely low temperatures with large amounts of snowfall, whilst summers may be scorchers.
Line 10: Line 11:
 
== Normal weather ==
 
== Normal weather ==
  
=== Clouds (adventure mode only) ===
+
=== Clouds ===
  
 
''Dwarf Fortress'' has three layers of clouds: cumulus, cirrus, and stratus. When using the {{k|W}} key in adventure mode, any number of messages about the weather may appear, and corresponding symbols are shown when {{k|c}} is enabled on the fast travel mode. The types of clouds that are possible are:
 
''Dwarf Fortress'' has three layers of clouds: cumulus, cirrus, and stratus. When using the {{k|W}} key in adventure mode, any number of messages about the weather may appear, and corresponding symbols are shown when {{k|c}} is enabled on the fast travel mode. The types of clouds that are possible are:
Line 37: Line 38:
 
Otherwise, stratus clouds prevent you from seeing if there are any cirrus or cumulus clouds.
 
Otherwise, stratus clouds prevent you from seeing if there are any cirrus or cumulus clouds.
  
=== Fog / Mist (adventure mode only) ===
+
=== Fog / Mist ===
  
 
Fog is another aspect of the weather, described separately from the state of clouds when using {{k|W}}. (However, thick fog prevents you from being able to tell what the clouds are like via {{k|W}}.) There are three kinds of fog that may appear:
 
Fog is another aspect of the weather, described separately from the state of clouds when using {{k|W}}. (However, thick fog prevents you from being able to tell what the clouds are like via {{k|W}}.) There are three kinds of fog that may appear:
Line 52: Line 53:
 
{{DFtext|It is raining.|1:1}}
 
{{DFtext|It is raining.|1:1}}
  
[[File:rain_icon_preview.png|right]]Rainfall occurs occasionally. Normal rain cleans any tile it lands on, removing blood, [[vomit]] and other bodily fluids on contact. Any dwarf caught outside when it rains will receive a minor unhappy [[thought]].
+
Rainfall occurs occasionally. Normal rain cleans any tile it lands on, removing blood, [[vomit]] and other bodily fluids on contact. Any dwarf caught outside when it rains will receive a minor unhappy [[thought]].
  
When rain hits a tile labeled as a [[murky pool]], it will begin to fill it up with 1/7 [[water]], and if that does not evaporate, the water will grow deeper, until the pool is full.  Murky pools do not overflow from rain, but this extra water can be drained off and stored or used. (See the [[Well guide#Using ponds/pools in areas with heavy rain|Well Guide]].) While not much, it can really help maps without 'unlimited' water supplies such as [[river]]s and [[brook]]s.
+
When rain hits a tile labeled as a [[murky pool]], it will begin to fill it up with 1/7 [[water]], and if that does not evaporate the water will grow deeper, until the pool is full.  Murky pools do not overflow from rain, but this extra water can be drained off and stored or used. (See the [[Well guide#Using ponds/pools in areas with heavy rain|Well Guide]].) While not much, it can really help maps without 'unlimited' water supplies such as [[river]]s and [[brook]]s.
  
 
==== Snow and Cold ====
 
==== Snow and Cold ====
Line 60: Line 61:
 
{{DFtext|A snow storm has come.|7:1}}
 
{{DFtext|A snow storm has come.|7:1}}
  
[[File:snow_icon_preview.png|right]][[File:snow_ground_anim.gif|thumb|185px|right|Snow gradually covering grass during a snowstorm.]]If the [[climate|temperature]] is cold enough, snowfall rather than rainfall will occur, and outside water will freeze, including murky pools and rivers. This can happen in winter months in a moderate [[biome]], or at any time in freezing biomes like a [[tundra]] or [[glacier]].  
+
If the [[climate|temperature]] is cold enough, snowfall will occur rather than rainfall and outside water will freeze including murky pools and rivers. This can happen in winter months in a moderate [[biome]], or at any time in freezing biomes like a [[tundra]] or [[glacier]].  
  
 
Amid snowfall, the ground, trees and other surfaces will gradually become covered in snow. Dwarves caught outside during a snowstorm can have [[Thought#Weather|bad thoughts]] as well as freeze to death, so a very high priority when embarking on a glacier is to dig out some place warm for your idlers to rest.
 
Amid snowfall, the ground, trees and other surfaces will gradually become covered in snow. Dwarves caught outside during a snowstorm can have [[Thought#Weather|bad thoughts]] as well as freeze to death, so a very high priority when embarking on a glacier is to dig out some place warm for your idlers to rest.
Line 70: Line 71:
 
=== Wind ===
 
=== Wind ===
  
In a given embark tile biome, there are three wind-related variables tracked: East-West Wind, North-South Wind, and Wind Strength. East-West and North-South can be positive or negative, and Wind Strength is equal to the sum of their absolute values; so if East-West is -10, and North-South wind speed is 4, then Wind Strength is 14. Moreover, wind is uniform across the entire embark at any given time; Wind Strength does NOT increase the higher up you go.
+
In a given embark tile biome, there are three wind-related variables tracked: East-West Wind, North-South Wind, and Wind Strength. East-West and North-South can be positive or negative, and Wind Strength is equal to the sum of their absolute values; so if East-West is -10, and North-South wind speed is 4, then Wind Strength is 14. Moreover, wind is uniform across the entire embark at any given time; Wind Strength does NOT improve the higher up you go.
  
East-West Wind is primarily driven by the latitude of the embark tile biome, and is modeled loosely after [https://en.wikipedia.org/wiki/Atmospheric_circulation atmospheric circulation]. For a given world, one end (either top or bottom) is the "pole" and the other is the "equator". According to Toady One in a Future of the Fortress thread, "the directions alternate over the latitudes and depend on the pole settings, and yeah, a no-pole world is treated like a N+S pole world". The following table gives the base East-West Wind value for a given latitude, by counting tiles from the pole-most tile.[http://www.bay12forums.com/smf/index.php?topic=131675.msg4656098#msg4656098]
+
East-West Wind is primarily driven by the latitude of the embark tile biome, and is modeled loosely after [https://en.wikipedia.org/wiki/Atmospheric_circulation atmospheric circulation]. For a given world, one end (either top or bottom) is the "pole" and the other is the "equator". The following table gives the base East-West Wind value for a given latitude, by counting tiles from the pole-most tile.[http://www.bay12forums.com/smf/index.php?topic=131675.msg4656098#msg4656098]
  
 
{| border="1" cellspacing="0" cellpadding="5" style="text-align:center;"
 
{| border="1" cellspacing="0" cellpadding="5" style="text-align:center;"
Line 540: Line 541:
  
 
Undead created by evil weather gain immediate strength bonuses and acquire a status of {{DFtext|Opposed to Life|0:1}}. They will tirelessly seek out living things to kill until they are struck down, which can take considerable effort.
 
Undead created by evil weather gain immediate strength bonuses and acquire a status of {{DFtext|Opposed to Life|0:1}}. They will tirelessly seek out living things to kill until they are struck down, which can take considerable effort.
[[File:weather.jpg|thumb|300px|center|Today's Forecast: 30% chance of eventual [[water]] appearing somewhere.]]
 
 
==Good Weather==
 
It has been observed that in biomes where the alignment is "good", there exists a possibility that it may rain alcohol. However, this is not actually the case. When using a tavern, dwarves will sometimes spill alcohol. When a dwarf walks through the resulting spatter, it will contaminate their clothes. When a contaminated dwarf then walks outside during rain, the alcohol will wash off, forming pools on the ground that can also be tracked through and spread, giving the impression that it is “raining alcohol”.
 
 
Theoretically, this may be made by modding interactions, but wasn't verified by testing.
 
  
 
== Bugs ==
 
== Bugs ==

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:

This page is a member of 2 hidden categories: