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Personally I take my chances with light aquifer maps and use those tiles to make a small well-able spot nearer up by my main fort levels. A watery map wouldn't be a bad candidate for a surface fort, I might add.
Otherwise if I'm going super easy on myself I just embark on a river/brook area and dig down to a space below where I want my well to be and then ramp up from there to a spot where I can divert some of the naturally flowing water down into the well area.
Hope that makes sense.
On a side note, if I tunnel directly into an aquifer and let the water drain out, will the thing keep flooding my fort as the water refills or will it only fill up to the level where the entrance is at? That would probably be the easiest thing to do, but of course this game clearly isn't interested in being easy. I guess I could also maybe somehow find the top of the aquifer and make a well on top of it. It may not be on the same level as the rest of my fort, but its better than nothing. Besides, I could always hollow out a space nearby for the hospital.
As for my original lake idea, would that reservoir I made have kept filling up from the lakes above or did I permanently kill them by digging a hole in the bottom of them? My first attempt actually failed, and I just got a room filled with mud. I had to drain a second larger lake to get actual water in the thing.
Booze can be made out of almost every plant (and also honey), and farm plots can be made basically anywhere. They don't need watering, either, though building them on muddy stone (or in the caverns) improves harvests.
Unless you pressurize it more with a pump or some such, the water shouldn't rise above whatever floor it came from. Assuming you can manage it, just digging a few open holes in an aquifer can make a convenient multi-floor reservoir.
The lake should've kept refilling itself unless you destroyed the bottom of it. "Murky pool" floor tiles basically spawn water whenever it rains, unless you channel those out or pave over them.
As for that lake, I only dug out one 'tile' at the very bottom of it. Would that have stopped it from working?
(Shallow water evaporates quickly, though, so it might help to expand your reservoirs in multiple stages. A fully drained lake refills pretty slowly, depending on rainfall.)
If you build a reservoir and then a channel/tunnel to fill it from the lake, the water underground will not freeze. Beast-Proof it, though, with grates and z-level u-turns to keep beasts from being able to destroy them to get through to your reservoir and then out through the wells connecting to it.
Shallow Aquifers are fine. You can easily build through those (wall/smooth the access) and they can actually be a very good bonus as they make it very easy to add Waterfalls and Showers and the like. The number of z-levels they can reach is a bit RNG IIRC, though. But, they won't fill up appreciably if you seal them properly as you mine down through them.
It's because building destroyers can only destroy things on the same z level. They cannot punch through grates from below, as the object is one z level higher than them. People use the u bend trick to always keep the grates above any potential hazard's head.
Basically, envisioned from the side, your tunnel that carries the water to the reservoir would look like this:
-----__------
So, let's say the path starts on z-level 3, travels along, dips down one z-level to z-level 2, travels a few tiles, rises again to z-level 3 and continues to your reservoir. At the spot it rises back up to z-level 3, you'd put in a floor (horizontal) grate on level 3 that would mean anything in the tunnel at level 2 would have to attack above their head to the level above to destroy the grate. Beasties can't do that, thus you've beast-proofed this tunnel.
>>-----__x------>>
x = floor grate on z-level 3
>> water direction to reservoir from feed source
You can also put in vertical grates anywhere and use Bridges with levers as "valves" to control the flow, turning it on/off. Bridges will protect as well. A bridge can not be directly attacked, but can be indirectly destroyed by dragon fire if it can't withstand that. It also can't be closed/opened if a sufficiently large critter is blocking it from doing so. Plus - while it is likely proof against a beast if closed, since it's not likely a beast will be spewing fire in a tunnel with no targets, that won't let water in to fill the reservoir - If you don't kill the beast, sooner or later you'll run out or have to wait for the beast to leave/do something else. IOW - A grate is the most convenient/effective while allowing the water to be replenished.
>>-----__x----]-->>
x = floor grate on z-level 3
>> water direction to reservoir from feed source
] = Bridge tile hooked up to a lever, not pictured, to act as a on/off valve
Extra:
>>-[-X-----__x----]-->>
x = floor grate on z-level 3
>> water direction to reservoir from feed source
] = Bridge tile hooked up to a lever, not pictured, to act as a on/off valve
X = Vertical grate to filter debris, fish, low-threat critters/etc
[ = Emergency maintenance control valve, in case the whole section needs to have work done on it for whatever reason. Always add contingency procedures "just in case." You don't want to have to redesign everything because you made a mistake or had a cave-in/collapse and now water is flooding your fortress. :)
https://dwarffortresswiki.org/index.php?title=Fun
This playthrough I routed the brook through an irrigation channel and into a reservoir I keep in my mountain. at 1 z-level below the river. The irrigation channel does not freeze in the winter. I pull water up through a bucket. The reservoir has more than enough capacity to last the winterm
My dwarves fish in the reservoir sometimes but it runs out of fish sometimes. It's been out of fish for a couple seasons now. I'm not sure how to ensure a steady supply of fish.
tl;dr: don't drink water. You aren't a human. Water is for disinfecting wounds, not drinking. Alcohol is for drinking.
You may have put in a mammoth amount of effort, anxiety, importance and stress into your gameplay, but you have not put in a mammoth amount of effort in learning how to overcome challenges during gameplay.
I am not saying it's your fault, I'm simply saying that it's a common issue with some gamers that "stress" equates to "effort" and that is not true.
You can read and write and get the game to run, which means you've got enough sense and intelligence to master the game. :)
You just have to handle your stress a bit better, that's all. (Anxiety/stress is a very serious problem right now with gaming and younger persons.)
Take a step back, relax a bit, go outside and see the plants an' stuffs. There's no blame, here, just a little bit of healthy maintenance that needs to be done. No problem.
Generally, establishing a "Mountainhome" is the game's sort-of "Win Condition." This is an open-world sandbox game and those don't always have firm "Win Conditions" as they're more geared towards supporting player-directed goals.
It wasn't a waste of time - even if you don't return to playing the game, someone else could benefit from the information exchanged in the posts discussing the subject. It's a common issue with lots of discussions about it and several creative ways players can use to solve for it.