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Editing 40d:Biome

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{{quality|Exceptional|15:56, 30 September 2010 (UTC)}}{{av}}
 
 
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and [[climate]]. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarves]] will find different resources depending on which biomes they select when starting a fort.
 
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and [[climate]]. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarves]] will find different resources depending on which biomes they select when starting a fort.
  
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Generally it is advantageous to plot your embark [[location]] at the convergence of multiple different biomes, the more the better (within reason) - which is made easier if you enlarge your starting embarkation area.  However, it is not usually too hard to find three or four biomes using the default size.
 
Generally it is advantageous to plot your embark [[location]] at the convergence of multiple different biomes, the more the better (within reason) - which is made easier if you enlarge your starting embarkation area.  However, it is not usually too hard to find three or four biomes using the default size.
* ''Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate.''
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* ''Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate.{{version|0.28.181.40d}}''
  
 
By making use of several biomes you can provide more resources for your fort.  Making sure one of your biomes contains either a broadleaf or conifer [[forest]] will provide you with an ample supply of [[tree]]s, even if the rest of your plot extends into badlands and [[desert]].  You might get wood from a forest, ore from a mountain, and flux from [[hills]] that just happen to have a flux layer; many other permutations are possible.
 
By making use of several biomes you can provide more resources for your fort.  Making sure one of your biomes contains either a broadleaf or conifer [[forest]] will provide you with an ample supply of [[tree]]s, even if the rest of your plot extends into badlands and [[desert]].  You might get wood from a forest, ore from a mountain, and flux from [[hills]] that just happen to have a flux layer; many other permutations are possible.
  
Any biome can have any set of [[surroundings]]; for example a [[glacier]] could be [[haunted]], [[wilderness]] or [[mirthful]].  However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil.  It is not uncommon to see a large mountain range with one alignment and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment.  Therefore, the more biomes you have, the more likely it is to have several alignments, if so desired.
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Any biome can have any set of [[surroundings]]; for example a [[glacier]] could be [[haunted]], [[wilderness]] or [[mirthful]]).  However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil.  It is not uncommon to see a large mountain range with one alignment and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment.  Therefore, the more biomes you have, the more likely it is to have several alignments, if so desired.
  
If your plot contains only [[ocean]], [[lake]] or [[mountain]] biomes you will not be able to embark. The dwarves would have difficulty parking their [[wagon (embark)|wagon]] on water, while mountains are too barren and remote to reach.
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If your plot contains only [[ocean]], [[lake]] or [[mountain]] biomes you will not be able to embark. The dwarves would have difficulty parking their [[wagon]] on water, while mountains are too barren and remote to reach.
  
The exact process is unknown, but no relation has been found between biomes and the stone layers that lie deep beneath them in the same area block.
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The exact process is unknown, but no relation has been found between biomes and the stone layers that lie deep beneath them in the same area block. They do seem to be influenced by the first, top layer - a top layer of sand seems to cause drier biomes, where swamps rarely (if ever?) appear on sand, and (obviously) plants and trees do not grow on a top layer of stone.  (More research is needed.)
  
 
== Available Biomes ==
 
== Available Biomes ==
  
=== Freezing ===
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=== Arctic ===
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*Arctic [[Ocean]]
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*[[Badlands]]
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*[[Glacier]]
 
*[[Mountain]]
 
*[[Mountain]]
*[[Glacier]]
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*[[Rocky wasteland]]
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*[[Sand desert]]
 
*[[Tundra]]
 
*[[Tundra]]
 
=== Wetlands ===
 
*[[Temperate]] Freshwater [[Swamp]]
 
*Temperate Saltwater Swamp
 
*Temperate Freshwater [[Marsh]]
 
*Temperate Saltwater Marsh
 
*[[Tropical]] Freshwater Swamp
 
*Tropical Saltwater Swamp
 
*Mangrove Swamp
 
*Tropical Freshwater Marsh
 
*Tropical Saltwater Marsh
 
 
=== Forests ===
 
 
*[[Taiga]]
 
*[[Taiga]]
*[[Temperate]] [[Coniferous forest|Coniferous Forest]]
 
*Temperate [[Broadleaf forest|Broadleaf Forest]]
 
*[[Tropical]] Coniferous Forest
 
*Tropical Dry Broadleaf Forest
 
*Tropical Moist Broadleaf Forest
 
  
=== Plains ===
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=== Temperate ===
*[[Temperate]] [[Grassland]]
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*[[Temperate]] [[Broadleaf forest]]
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*Temperate [[Conifer forest]]
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*Temperate [[Grassland]]
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*Temperate [[Lake|Freshwater lake]]
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*Temperate [[Marsh|Freshwater marsh]]
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*Temperate [[Swamp|Freshwater swamp]]
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*Temperate [[Ocean]]
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*Temperate [[Marsh|Saltwater marsh]]
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*Temperate [[Swamp|Saltwater swamp]]
 
*Temperate [[Savanna]]
 
*Temperate [[Savanna]]
 
*Temperate [[Shrubland]]
 
*Temperate [[Shrubland]]
*[[Tropical]] Grassland
 
*Tropical Savanna
 
*Tropical Shrubland
 
 
=== Deserts ===
 
*[[Badlands]]
 
*[[Rocky wasteland|Rocky Wasteland]]
 
*[[Sand desert|Sand Desert]]
 
 
=== [[Ocean]]s ===
 
*Tropical Ocean
 
*Temperate Ocean
 
*Arctic Ocean
 
 
=== Murky [[Pool]]s ===
 
*[[Temperate]] Freshwater Pool
 
*Temperate Brackish Pool
 
*Temperate Saltwater Pool
 
*[[Tropical]] Freshwater Pool
 
*Tropical Brackish Pool
 
*Tropical Saltwater Pool
 
 
=== [[Lake]]s ===
 
*[[Temperate]] Freshwater Lake
 
*Temperate Brackish Lake
 
*Temperate Saltwater Lake
 
*[[Tropical]] Freshwater Lake
 
*Tropical Brackish Lake
 
*Tropical Saltwater Lake
 
 
=== [[River]]s ===
 
*[[Temperate]] Freshwater River
 
*Temperate Brackish River
 
*Temperate Saltwater River
 
*[[Tropical]] Freshwater River
 
*Tropical Brackish River
 
*Tropical Saltwater River
 
  
=== Underground ===
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=== Tropical ===
* Subterranean Water
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*[[Tropical]] Dry [[Broadleaf forest]]
* Subterranean Chasm
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*Tropical Wet [[Broadleaf forest]]
* Subterranean Magma
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*Tropical [[Conifer forest]]
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*Tropical [[Marsh|Freshwater marsh]]
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*Tropical [[Grassland]]
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*Tropical [[Ocean]]
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*Tropical [[Savanna]]
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*Tropical [[Shrubland]]
  
 
==Biomes at World Generation==
 
==Biomes at World Generation==
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|-
 
|-
 
!33-49
 
!33-49
|Rock Desert ||Shrubland
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|Rock Desert ||Scrubland
 
| rowspan=3 |Forest
 
| rowspan=3 |Forest
 
|-
 
|-
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*[[Climate]]
 
*[[Climate]]
  
{{World|Biomes}}
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{{World}}
  
{{Category|Biomes|*}}
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[[Category:Biomes]]
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[[Category:World]]

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