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Editing 40d:Tile attributes
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− | + | Every tile in Dwarf Fortress is described as '''Outside''' or '''Inside''', '''Light''' or '''Dark''', and '''Above Ground''' or '''Subterranean'''. These keywords can be observed from the {{K|k}} menu, when the cursor is located over any single tile. Currently, only the three following combinations are possible: | |
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− | Every tile in Dwarf Fortress is described as | ||
− | # | + | # Outside, Light, Above Ground |
− | # | + | # Inside, Light, Above Ground |
− | # | + | # Inside, Dark, Subterranean |
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− | The entire [[Location|fortress site]] starts out as | + | The entire [[Location|fortress site]] starts out as ''Inside Dark Subterranean''. After that, a ray for ''Outside'' and a ray for ''Light Above Ground'' falls straight down from the highest [[z-level]] for every (x,y) position on the local map, changing each tile's modifiers until something that blocks that particular "ray" is encountered. Due to this behavior, any of the previous three tile combinations will never be encountered in the same (x,y) position on a lower z-level than a higher numbered combination. |
== Outside vs Inside == | == Outside vs Inside == | ||
− | + | This attribute is determined by whether there is a roof of some kind over a tile. Weather only effects tiles which are ''Outside''. Almost any kind of geometry will block the ''Outside'' ray including natural and constructed [[wall]]s, [[floor]]s, [[stair]]s, and [[fortification]]s, and open and closed [[bridge]]s, [[floor grate]]s, [[bar|floor bars]], and [[hatch]]es. A tile which is ''Outside'' will always be ''Light Above Ground'', but an ''Inside'' tile may be either ''Light Above Ground'' or ''Dark Subterranean''. | |
− | This attribute is determined by whether there is a roof of some kind over a tile. Weather only | ||
== Light Above Ground vs Dark Subterranean == | == Light Above Ground vs Dark Subterranean == | ||
− | + | Plants such as [[grass]], [[tree]]s and [[shrub]]s will grow on [[soil|sand or dirt]] where it is ''Light Above Ground''. This attribute also helps determine which types of [[crops]] can be planted on [[farm plot]]s that have been constructed on top of the tile in question. Dwarves who spend excessive amounts of time in ''Dark Subterranean'' areas may suffer from [[cave adaptation]]. When the "Soldiers Can Go Outdoors" or "Dwarves Stay Indoors" {{K|o}}rders are in effect, civilian or all dwarves will cancel their current job if they find themselves in an Above Ground area{{v|0.27.176.38c}}. Very few types of geometry block the ''Light Above Ground'' ray: only cliffs (natural walls), ground (natural floors), and natural stairs (those carved out of cliffs or ground). Tiles which are ''Dark Subterranean'' will always be ''Inside'', however ''Light Above Ground'' tiles may be ''Inside'' or ''Outside''. Once exposed to light, there is currently{{v|0.27.176.38c}} no way to make a tile dark again. | |
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== Tips == | == Tips == | ||
+ | * Make sure all key fortress areas are ''Subterranean''. This will allow dwarves to access them when the "Dwarves stay indoors" order is in effect, such as during a [[siege]]. | ||
+ | * To help dwarves avoid cave adaptation, use ''Light Above Ground'' in high traffic areas, such as a [[meeting hall]]. For fortresses with lots of cross-floor traffic, the central fortress access stairway can serve this purpose, if every floor's natural stairs are removed, a channel is dug, and the stairs are replaced with their constructed counterparts ({{K|b}} - {{K|C}}, then {{K|u}}, {{K|d}}, or {{K|x}}). Also, if you use a planned [[bedroom design]] for your living quarters with a single main entrance, you can use channels to make the entrance ''Light Above Ground'' to force all dwarves to pass through it when they go to their rooms to sleep | ||
− | + | [[Category:Map tiles]] | |
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